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{{Infobox archetypearchseries
| cut_from_names = true
| image = InfernityLauncher-TF05MADU-JPEN-VG-artwork.png| caption = "[[Infernity Archfiend]]" and "[[Infernity Avenger]]" in the artwork of "[[Infernity Launcher]]".| ja_name = インフェルニティ| romaji = Inferuniti| en_anime = Infernalty| fr_name = Enfernité| de_name = Ewig infernal| it_name = Demoneterno| it_trans = Demoneternal| ko_name = 인페르니티| ko_romanized = Inpereuniti| sc_name = 无限狱| pt_name = Inférnico/a| es_name = Inférnico/a| other_names = ; Croatian: Paklovječeni| sets =* [[Yu-Gi-Oh! 5D's World Championship 2009: Stardust Accelerator promotional cards]]
* [[Ancient Prophecy]]
* [[Stardust Overdrive]]
* [[The Shining Darkness]]
* [[Phantom Rage]]
| tcg =
* [[Gold Series 3]]
* [[Photon Shockwave]]
* [[Cosmo Blazer]]
* [[Duelist Saga]]
* [[Speed Duel: Attack from the Deep]]
* [[Code of the Duelist]]
* [[2021 Tin of Ancient Battles]]
* [[Maze of Memories]]
| ocg =
* [[V Jump Fall 2015 subscription bonus]]
* [[20th Anniversary Pack 2nd Wave]]
* [[Duelist SagaTournament Pack 2020 Vol.3]]* [[Premium Pack 2021]]* [[History Archive Collection]]* [[V Jump Spring 2024 subscription bonus]]| anime = [[Yu-Gi-Oh! 5D's]]| manga = [[Yu-Gi-Oh! 5D's (manga)|Yu-Gi-Oh! 5D's]]
}}
"'''Infernity'''" (インフェルニティ ''Inferuniti''), is an [[archetype]] of [[DARK]] [[Monster Card|monsters]] used by [[Kalin Kessler]] in the [[Yu-Gi-Oh! 5D's|''Yu-Gi-Oh! 5D's'' anime]] and [[Yu-Gi-Oh! 5D's(manga)|manga]]''. They consist of monsters whose effects activate when a player has no cards in [[hand]]. In episodes 33 - 35 in the dub of ''Yu-Gi-Oh! 5D's'', the archetype was referred to as "'''Infernalty'''".== Appearance ==The first "Infernity" cards were released as promotional cards in ''[[Yuhas two primary themes within their artworks; members originating from the anime have a more Wild West-Gi-Oh! 5D's World Championship 2009: Stardust Accelerator|Yu-Gi-Oh! 5D's Stardust Accelerator]]'': "[[Infernity Archfiend]]"inspired aesthetic, as seen with "[[Infernity DwarfAvenger]]", and "[[Infernity GuardianRandomizer]]". "[[Infernity Destroyer]]" was released in the ''[[Yu-Gi-Oh! 5D's Stardust Accelerator - World Championship 2009 Game Guide]]'' in Japan. The first "Infernity" card released in a booster pack was "[[Infernity Beast]]" in [[Ancient Prophecy]]. Two additional "Infernity" cards soon followed with for cowboys and the release likes of [[Stardust Overdrive]]: "[[Infernity NecromancerArchfiend]]" and the first "Infernity" Trap Card "[[Infernity ForceMirage]]"for Native Americans. With Meanwhile, the release of [[The Shining Darkness]], fifteen manga members much more cards were added closely resemble chess pieces akin to the early "Infernity" archetype. [[The Shining Darkness]] also included the "Infernity" Synchro Monster "[[Infernity Doom Dragon]]," ''[[Photon ShockwaveArchfiend]]'' introduced "[[Infernity Knight]]" and last, [[Cosmo Blazer]] introduced [[Infernity Archer]]. The "Infernity" Deck received some major boosts with the advent of Xyz monsters. The first is "[[Leviair the Sea Dragon]]", which can be made with two "Infernity Necromancer"s, two "[[Tour Guide From the Underworld]]"s, or a combination of the two. "[[Hundred Eyes Dragon]]" or namely "[[Infernity BreakPatriarch]]" can banish "Infernity Mirage" with its effect, and "Leviair the Sea Dragon" can then revive the "Infernity Mirage" for a Synchro Summon and an "Infernity Archfiend" search, as the restriction on its Special Summon only applies to the Graveyard. Another handy Xyz monster is "[[Lavalval Chain]]". Its effect can place "[[Infernity ArchfiendKnight]]" on top of your deck, which can lead to its Special Summon on the following turn if your hand is empty. While it Fire is on the weaker side in terms of ATK and DEF, if "[[Lavalval Chain]]" manages to survive into also a second turn, it can use its other effect to set up your Graveyard with whatever "[[Infernity Archfiend]]" searched out. "[[Void Ogre Dragon]]" and "[[Beelze of the Diabolic Dragons]]" are welcome additions to the "Infernity" arsenal of Level 8 Synchro monsters, having great synergy with the deck and able to fend off threats such as "[[Dark Hole]]" and most common defensive traps. Lastly, "Infernity" Decks serve as a great engine to easily Summon all commonality shared by members of the "[[Red Dragon Archfiend (archetype)|Red Dragon Archfiend]]", including "[[Red Nova Dragon]]", "[[Hot Red Dragon Archfiend Abyss]]" and "[[Hot Red Dragon Archfiend Bane]]", possibly even in one turn. == Design == === Appearance ==="Infernity" monsters' artwork owes much to stereotypical depictions of the "wild west," with cards such as "[[Infernity Archfiend]]", "[[Infernity Necromancer]]", and "[[Infernity Mirage]]" alluding to the Native Americans, while cards like "[[Infernity Avenger]]", "[[Infernity Randomizer]]", and "[[Infernity Launcher]]" (whose original Japanese their name was "Infernity Gun") relate to cowboys. More recent "Infernity" monsters like "[[Infernity Knight]]implies," "[[Infernity General]]," and "[[Infernity Archer]]" bear strong medieval overtonesare generally demonic in appearance. === Etymology ===
"Infernity" is a portmanteau of the words "Infernal/Inferno" and "Infinity".
==Play Playing style==The deck relies archetype has a play-style focusing on having an empty hand. Using [[discardhand]]ing effects like "[[Dark Grepher]]" and "[[Summoner Monk]]" is the fastest way , with in-theme ways of emptying it to empty your hand while setting up your Graveyard make their plays. This can make cards that force discards a bonus for cards like "the [[Infernity LauncherDeck]]", "[[Infernity Necromancer]]" and "[[Infernity Avenger]]"even against an archetype that would focus on doing so. With the release of ''They also possess strong [[The Shining DarknessSpecial Summon]]''capabilities, the "Infernity" archetype's strategy became Graveyard-centricallowing them to take advantage of multiple mechanics. Because the most common way A key member of emptying the hand Deck is through discarding effects, the Graveyard should load up very quickly with "InfernitiesInfernity Archfiend" , able to Special Summon with itself when drawn into an empty hand and allowing for a search upon doing so. As such, having it in your starting hand can dampen the effects usefulness of the card though there are workarounds. "[[Infernity MirageWildcat]]", "can help with getting monsters into the [[Infernity NecromancerGY]]" and "[[Infernity Launcher]]". As to allow one to get going as it gets rid of a bonus, fellow "[[Infernity Avenger]]" can to Special Summon itself from the Graveyard in response to the destruction of an "Infernity," maintaining field advantage while also potentially returning and as a level 3+ Tuner. Note, it's best to avoid cards like "[[Full SalvoTuner]]", "[[Fine]]", and "[[Rope of Life]]", because although they empty the hand, they typically don't generate more than momentary advantage. An "Infernity" player should always plan allows for the long-term. A well-built "Infernity" Deck can churn out several powerful easier [[Synchro MonstersSummon]] and ing on top of being able to modify its own [[Xyz MonstersLevel]] per turn. "by [[Infernity Launcherbanish]]" can allow for even more Synchro Summons and Xyz Summons via ing a combination of "[[Infernity Necromancer]]"comrade from the GY, while "[[Infernity Archfiend]]", and/or "[[Infernity Avenger]]"requires a monster to be destroyed. With the release of One could use this with "[[Lavalval ChainInfernity General]]", most who in turn banishes itself to revive 2 Level 3 or lower "[[Infernity]]" decks have changed to run only "monsters which could also set up [[Infernity AvengerXyz Summon]]" as their Tuner or no Tuners at all to ensure a low monster count considering s. "[[Infernity Beetle]]" is only useful when running 3. However, "[[Mist Wurm]]" can still easily be made with two another Level 4s and an Avenger. "2 Tuner which [[Infernity MirageTribute]]" can Tribute s itself to Special Summon two more "Infernity" monsters from the Graveyard, for yet another Synchro Monster or an Xyz, if need be. Namely "Leviair the Sea Dragon" Another good [[Synchro MonsterSummon]] is "[[Hundred Eyes Dragon]]": its ability essentially makes it additional copies from the Deck while you have a fourth copy of any "Infernity" monster, provided it exists in the Graveyard. Normallybare hand, you will use its effect adding to copy either "[[Infernity Necromancerswarm]]" or "[[Infernity Mirage]]", which will let you Summon back other Infernity monsters in your Graveyard to gain further advantageing capabilities. If usng Mirage - make sure the latter was Properly Synchro Summoned so you waste not much time summoning it back. == Strengths == The most noticeable strength of an "Infernity" Deck Another helpful member is its easy Synchro Summoning and Xyz Summoning capabilities. The archetype also boasts its own [[Counter Trap Card]] in the form of "[[Infernity BarrierNecromancer]]"- a card that , who can immediately go into [[NegateDefense Position]] virtually anything- as well as its own with a decent 2000 [[Normal Trap CardDEF]] in "[[Infernity Break]]" which takes care of any threats that Infernity Barrier cannot handle. "Infernity" decks create long chains of Synchro and/or Xyz Special Summonsmore resources from the GY, which concludes can be combined with up to three primed "Infernity BarriersMirage" for swarming and recovery though note "Infernity BreaksMirage" backing a field of powerful Synchro and/or Xyz Monsters. This set up is nearly invincible if achieved. == Weaknesses == "Infernities", despite their enormous Synchro Summoning and Xyz Summoning capability, have a number of crucial weaknessesitself cannot be Special Summoned. * Cards that lock your Graveyard or [[Monster effect]], like "[[Macro CosmosInfernity Conjurer]]"revives itself and, "while your hand is empty, lowers the [[Dimensional FissureATK]]", of opposing monsters by 800. "[[NecrovalleyInfernity Dwarf]]"simply grants your monsters piercing battle damage which may be of some use, whilst "[[Shadow-Imprisoning MirrorInfernity Beast]]" and "shuts down [[Skill DrainSpell]]" are major threats, with "s/[[Rivalry of WarlordsTrap]]" or "[[Royal Decree]]" as minor threatss when it attacks. ** Side Decking "[[Imperial Iron WallInfernity Destroyer]]", "[[Burial from sports a Different Dimension]]" or "[[Miracle Dig]]", decent 2300 ATK and "can deal an additional 1600 [[Twin Twisterseffect damage]]" can counter themwhen it destroys a monster, though conversely "[[Infernity BreakGuardian]]" cannot be used destroyed by battle or card’s effects while face-up which can help with playing defensively. "Imperial Iron WallRandomizer"allows for some draw-power while also inflicting burn damage if it draws a monster but can also burn you for 500 damage if anything else is drawn. * Card that lock your [[Extra Deck]], like "[[Domain of Patriarch" relies on being the True Monarchs]]"only card in your hand to Special Summon itself, "[[Artifact Scythe]]" and "[[Dragon Buster Destruction Sword]]" are as troublesome as can banish itself from the above GY to save your cards.** Without a strong [[Extra Deck]], from destruction while "InfernitiesKnight" are can empty your hand 2 cards at a fairly weak archetype, with their most powerful non-Synchro card being time to revive itself. "[[Infernity GeneralArcher]]," sporting 2700 ATK with no restriction of Summonsimply attacks directly. * [[Hand Traps]], such as "[[Effect Veiler]]", are one In terms of the most troubled things. ** "[[Mind DrainExtra Deck]]" will help greatly against these threats, though you cannot use the effect of "Infernity Archfiend", either. * Nukes, such as "[[Judgment DragonSynchro Monster]]", "[[Black Rose DragonInfernity Doom Archfiend]]" or "can [[Evilswarm Exciton Knightnegate]]" will almost completely shut you down, as you would have no cards in the hand for any face-up card's effects and on a comeback.** "[[Infernity Guardian]]" could be a lifebare-saver in such a situationbones hand, can also destroy it while also doubling any battle damage it inflicts. * Card that add cards It also grants any DARK Synchro Monster up to your hand, such as "2 attacks each [[Destiny HERO - DefenderBattle Phase]]", . "[[The Gift of GreedInfernity Doom Dragon]]", can slow your play.** You can just use the cards they give you as target and destroy a result, monster before inflicting half its ATK as the number is not many. And as a result - You can easily get rid of them, thus backfiring your opponent. * If your play is interrupted, you will have damage but won’t be able to rely on [[Top-Decking]], which is really unreliableattack. * If your opening Hand is not balancedIn terms of Spells and Traps, you will have a lot of trouble. * Though staple card is "[[Infernity BarrierLauncher]]" and "Infernity Break" are powerful cards, they as it can pose problems when you draw them but do not have empty the requirements to activate them in your hand. * Because this archetype is very dependent on other cards in faster and bring back 2 of your Deck monsters by sending itself to support your plays, you will have problems if you draw certain cards without drawing the necessary support to make them beneficialGY. Examples include drawing an "Infernity Archfiend" Combined with no way of Special Summoning it or getting it in your Graveyard to Special Summon it via "[[Infernity NecromancerWave-Motion Inferno]]", drawing too many "[[Stygian Street Patrol]]s" with no this can quickly power up your monsters in your hand to benefit its effect, and so onstart off strong. ==Post-September 2010== After the September 2010 Forbidden list's restriction on "[[Infernity LauncherParanoia]]", can Tribute your monsters to Summon another from the "Infernity" Deck began to lean on or GY but its control aspect. "[[Infernity Avenger]]" replaced "[[Infernity Beetle]]" effects are negated as the deck's primary [[Tuner]]. It allows "Infernities" to Summon level 8 Synchro monsters with relative easea result, which, without and must have different name but the [[OTK]] potential offered by a full play-set of "[[Infernity Launcher]]", is necessary for same Level as the deck's continued viabilityTribute. Given that, "[[Hundred Eyes Dragon]]Paranoia" is arguably can also recover resources during the most important Synchro monster in next turn after it was sent to the "Infernity" arsenalGY. As touched upon, it can banish "[[Infernity MirageZERO-MAX]]," copy its effect, helps with reviving your monsters and then Special Summon "can clear the opponent's [[Infernity Archfiend]]" and "[[Infernity Necromancerfield]]". This triggers a search out of "[[Infernity Archfiend]]", usually for "[[Infernity Barrier]]", "[[Infernity Launcher]]", monsters with equal or "[[Infernity Mirage]]"lower ATK to boot. Then, "[[Infernity NecromancerPhantom Hand]]" Special Summons "[[Infernity Avenger]]", which is used to a [[Synchro SummonContinuous Trap]] for another Level 8 Synchro monster. Note that this monster allows its controller to banish their entire hand face-down which could be another "[[Hundred Eyes Dragon]]", which a counter in a pinch against Decks that would restart this cycle with lose you the addition of a set "[[Infernity Barrier]]game." These loops are best finished with "[[Infernity Doom DragonSuppression]]": not only can negate a 3000 ATK beatstick equipped with a [[Burn]] monster's effect and destruction effectinflict burn damage, but more importantly, an "Infernity" monster making it valuable with which to fulfill the activation requirement of "Barrier." "fact it can be activated the turn it was [[Stygian Street PatrolSet]]" has some synergy with the deck, although it can be a bit slow if drawn as opposed to being sent straight from the Deck to the Graveyardyou have an empty hand. It acts as a Special Summon outlet for "[[Infernity ArchfiendBarrier]]" if it's on the last card in other hand, and as is a means of barraging an opponent with Synchro monsters by Special Summoning an "[[Infernity MirageCounter Trap]]" searched by that can negate ''anything'' while your hand is lacking, making it a staple. "[[Infernity ArchfiendReflector]]" after a Normal Summonempties the hand when your monster is destroyed and revives it before inflicting 1000 damage. If included, a balance between "[[Armageddon KnightVoid Ogre Dragon]]" is a useful Synchro Monster for the Deck (and "[[Dark Grepher]]" as opposed to just "[[Dark Grepher]]" is preferredwas even used by Kalin Kessler in the manga), as "Infernity" Decks tend to have providing a lower monster-to-big 3000 ATK beatstick who can negate and destroy any Spells/Traps ratio than most Decks, rendering the opponent would use. "[[Charge Into a Dark GrepherWorld]]'s" discard unwieldy. With can resurrect practically any of the release of "[[Lavalval ChainMain Deck]]"members before emptying your hand, the making it a perfect fit. "[[InfernityDark World Dealings]]" Synchro deck now has much more consistency. It allows for more consistent Synchro Summoning and faster Graveyard set-up, without having to might also be of use slow and inconsistent cards such as it can draw a card while also providing your GY with resources. "[[Infernity InfernoCherubini, Ebon Angel of the Burning Abyss]]", is also helpful as it can accomplish getting monsters like "[[Wave-Motion Inferno]]General", ready for later. "[[Dark EruptionHundred Eyes Dragon]]"is an extremely useful card, "[[Into able to continuously copy the effects of your monsters in the Void]]"GY to get more mileage out of them, and especially the likes of "[[Phantom Hand]]" by instead using cards such as "[[Summoner Monk]]", "[[Instant Fusion]]" and Mirage"[[Transmodify]]". See Post Duel Terminal 7 for more information.===Recommended cards==={{Decklist|Recommended Cards|monsters =cards
<!--This is not an exact Decklist. Please do not add multiples or staples.-->
|effect monsters =
* [[Infernity Archfiend]]
* [[Infernity Beast]]
* [[Infernity Conjurer]]
* [[Infernity Destroyer]]
* [[Infernity General]]
* [[Infernity Guardian]]
* [[Infernity Knight]]
* [[Infernity Mirage]]
* [[Infernity Necromancer]]
* [[Infernity Patriarch]]
* [[Infernity Pawn]]
* [[Archfiend Heiress]]
* [[Danger! Mothman!]]
* [[Dark Crusader]]
* [[Dark Grepher]]
* [[Fiendish Rhino Warrior]]
* [[Scarm, Malebranche of the Burning Abyss]]
* [[Stygian Street Patrol]]
* [[Tour Guide From the Underworld]]
* [[Earthbound Prisoner Stone Sweeper]]
* [[Zalamander Catalyzer]]
* [[Luna the Dark Spirit]]
|tuner monsters =
* [[Infernity Avenger]]
* [[Infernity MirageBeetle]]* [[Stygian Street PatrolInfernity Sage]]* [[Swift Gaia the Fierce KnightInfernity Wildcat]]* [[Plaguespreader Zombie]]* [[Vision Resonator]]* [[Synkron Resonator]]|fusion monsters =* [[Barox]]/[[Soul Hunter]] (as targets for "Ready Fusion")
|synchro monsters =
* [[Infernity Doom Archfiend]]
* [[Infernity Doom Dragon]]
* [[Hundred Eyes Dragon]]
* [[Void Ogre Dragon]]
* [[Stygian SergeantsBeelze of the Diabolic Dragons]]* [[Brionac, Dragon of the Ice Barrier]]
* [[Dark End Dragon]]
* [[Hot Red Dragon Archfiend]]* [[Mist WurmAbyss]]
* [[Trishula, Dragon of the Ice Barrier]]
* [[Accel Synchro Stardust Dragon]]
** [[Bystial Dis Pater]]
** [[Baronne de Fleur]]
|xyz monsters =
* [[Lavalval ChainDante, Traveler of the Burning Abyss]]
* [[Leviair the Sea Dragon]]
* [[D/D/D Stone King Darius]]** [[D/D/D Deviser King Deus Machinex]]* [[Number 60: Dugares the Timeless]]|link monsters =* [[Cherubini, Ebon Angel of the Burning Abyss]]* [[Crystron Halqifibrax]] (Traditional Format only)* [[Muckraker From the Underworld]]* [[Dharc the Dark Charmer, Gloomy]]* [[Saryuja Skull Dread]]* [[Wee Witch's Apprentice]]|normal spells =<!--* [[Infernity Paranoia]]* [[Contract with the Void]]* [[This is not an exact Decklist. Please do not add multiples or staples.Creepy Little Punk]]* [[ZERO-->MAX]]* [[Infernity LauncherCharge Into a Dark World]]
* [[Foolish Burial]]
* [[Into the Void]]
* [[One for One]]
* [[Allure of Darkness]]
* [[Recurring Nightmare]]
* [[Ready Fusion]]
* [[Synchro Creed]]
* [[Synchro Rumble]]
|field spells =
* [[Archfiend Palabyrinth]]
* [[Nightmare Throne]]
|continuous spells =
* [[Infernity Launcher]]
* [[Wave-Motion Inferno]]
*[[Card of DemiseVoid Apocalypse]]*[[Into the VoidCrimson Gaia]](with "Vision Resonator")|normal traps =<!--This is not an exact Decklist. Please do not add multiples or staples.-->* [[Infernity Barrier]]
* [[Infernity Break]]
* [[Infernity Barrier]]
|continuous traps =* [[Infernity BreakPhantom Hand]]
}}
{{Decklist|Reasoning-Gate Infernity<ref>https://ygorganization.com/ocg-duelist-festival-2016-obelisk-force-deck-recipes/</ref>
|effect monsters =
* [[Solemn Judgment]]
}}
===Weaknesses===Despite their power, "Infernity" can be quite the glass-cannon as their reliance on having no hand can keep the player from using their effects if unable to discard. Cards like "[[Ash Blossom & Joyous Spring]]" and "[[Effect Veiler]]" can also harm the Deck significantly as shutting down the effects of "Archfiend" can be a death sentence. Cards like "[[Dimensional Fissure]]" will also stop it dead in its tracks. Another, arguably greater flaw is the Deck's reliance on an explosive start which can quickly drain resources and make it vulnerable if unable to go in for a quick kill.
== Trivia ==
* In the Japanese version of ''[[Yu-Gi-Oh! 5D's]]'' when [[Kalin Kessler|Kalin]] says "Infernity", you can hear him mispronouncing it "Infinity". * In [[Yu-Gi-Oh! 5D's - Episode 054|Yu-Gi-Oh! 5D's episode 54]] and [[Yu-Gi-Oh! 5D's - Episode 055|Yu-Gi-Oh! 5D's episode 55]] the word '''Infernity''' was used instead of '''Infernalty''' (ep. 33-35). For example, when Kalin played his "Infernality Fiend" in [[Yu-Gi-Oh! 5D's - Episode 033|episode 33]], he then later called it by its ''[[TCG]]'' name when Dueled Yusei again (ep. 54-55). This may have been because the "[[Infernity]]" archetype was not officially released when episodes 33-35 premiered, so the name was not completely decided yet. * This deck The Deck has great symbolance symbolism with its user in the anime, [[Kalin Kessler]]'s mindset. Kalin believes he must pay for his wrongdoings, and "fate" determines whether or not he will win. He largely determines his win or loss off his topdecks, as he must have no cards in his hand when playing this deckdueling. This can be well said about the playstyle play-style of "[[Infernity]]" decks, as it is an almost guaranteed win if you draw a good hand, but you will likely lose very quickly if you draw a bad hand and are unable to empty it fast enough, unless you topdeck an extremely lucky card such as "[[Infernity Archfiend]]" while having an empty hand. * The new "Infernity" cards used in the [[Yu-Gi-Oh! 5D's (manga)|manga]] have a Medieval theme.
* In the manga, Kalin sometimes refers to his monsters as "Purgatory" monsters rather than "Infernity".
* The handless effect of the "Infernity" archetype is identical to the "Hellbent" effect of the "Rakdos" related cards from Magic: The Gathering.
** Additionally, the "Rakdos" cards use Red/Fire and Black/Darkness mana, while "Infernity" monsters are [[DARK]]-Attribute monsters and their artwork generally depicts them in some fiery locationor using fire.* "Infernity" is notorious for its ability to take huge advantage of new Summoning types and mechanics.** While initially doing little of note, the archetype quickly made great use of "[[Brionac, Dragon of the Ice Barrier]]" pre-errata.** During the [[Xyz Monster|Xyz era]], the Deck was able to abuse both "[[Leviair the Sea Dragon]]" and "[[Lavalval Chain]]" to easily keep "Hundred Eyes Dragon" in a deadly state, even copying the effects of "Mirage" to keep the game in their favor.** During the [[Pendulum Monster|Pendulum era]] the archetype favored using a combination of "[[Performapal Skullcrobat Joker]]", "[[Performapal Monkeyboard|Monekyboard]]" and "[[Performapal Lizardraw|Lizardaw]]" to easily abuse [[Pendulum Summon]]ing, short-lived as it was.** When [[Link Monster]]s were introduced, "Infernity" was almost immediately using a combination of "[[Firewall Dragon]]", "[[Summon Sorceress]]" and "[[Knightmare Goblin]]" to rise up once again prior to the cards in question being banned.
== References ==
<references />
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