Changes
Deleting a lot of build/card choices that simple do not work with this deck in favor of better suggestions. Planning to update the page with combos and sideboard suggestions.
Another handy Xyz monster is "[[Lavalval Chain]]". Its effect can place "[[Infernity Archfiend]]" on top of your deck, which can lead to its Special Summon on the following turn if your hand is empty. While it is on the weaker side in terms of ATK and DEF, if "[[Lavalval Chain]]" manages to survive into a second turn, it can use its other effect to set up your Graveyard with whatever "[[Infernity Archfiend]]" searched out.
Lastly, "[[Void Ogre Dragon]]" and "[[Beelze, King of Dark 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.
==Play Style==
The deck relies on an empty hand. Using [[discard]]ing effects like those of "[[Raigeki BreakDark Grepher]]" and "[[Phoenix Wing Wind BlastSummoner Monk]]" which also generate advantage is the fastest way to empty your hand while setting up your Graveyard for cards like "[[Infernity ArchfiendLauncher]]" and , "[[Infernity Avenger]]". "[[Fabled]]" cards can be added to an "Infernity" Deck with varying degrees of success. "[[Fabled RavenNecromancer]]," a Level 2, 1300 ATK [[Tuner monster]] is a great discard outlet that can increase its level and ATK to accommodate as needed for the situation. "[[Fabled Soulkius]]" is a Level 6, 2200 ATK monster that can revive itself at the cost of 2 discards, which is hardly a cost to an "Infernity" Deck. As an added perk, the "[[Fabled]]" are all [[LIGHTAvenger]] monsters, while the "Infernity" cards are all [[DARK]], allowing for [[Chaos]]-oriented variants.
With the release of [[The Shining Darkness]], the "Infernity" archetype's strategy became Graveyard-centric. Because the most common way of emptying the hand is through discarding effects, the Graveyard should load up very quickly with "Infernities" to Special Summon with the effects of "[[Infernity Mirage]]", "[[Infernity Necromancer]]" and "[[Infernity Launcher]]". As a bonus, "[[Infernity Avenger]]" can Special Summon itself from the Graveyard in response to the destruction of an "Infernity," maintaining field advantage while also potentially returning as a level 3+ Tuner.
Note, it's best to avoid cards like "[[Full Salvo]]", "[[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 for the long-term.
A well-built "Infernity" Deck can churn out several high-level powerful [[Synchro Monsters]] per turn. "and [[Trishula, Dragon of the Ice BarrierXyz Monsters]]" used to be the go-to pick, but "[[Mist Wurm]]" has filled in since Trishula's banningper turn. "[[Infernity Launcher]]," whether in the hand or on the field, can allow for even more Synchro Summons and Xyz Summons via a second "Wurm" via combination of "[[Infernity Necromancer]]", "[[Infernity Archfiend]]", "[[Infernity Beetle]]" and another copy of /or "[[Infernity LauncherAvenger]]" to clear the opponent's field.
With the release of "[[Lavalval Chain]]", most "[[Infernity]]" decks have changed to run only "[[Infernity Avenger]]" as their Tuner, or no Tuners at all to ensure a low monster count considering "[[Infernity Beetle]]" is only useful when running 3. However, "[[Mist Wurm]]" can still easily be made with two Level 4s and an Avenger.
"[[Infernity Mirage]]" can Tribute itself to Special Summon two more "Infernity" monsters from the Graveyard, for yet another Synchro Monster or an Xyz, if need be.
== Strengths ==
The most noticeable strength of an "Infernity" Deck is its easy Synchro Summoning and Xyz Summoning capabilities. The archetype also boasts its own [[Counter Trap Card]] in the form of "[[Infernity Barrier]]", - a card that can [[Negate]] virtually anything- as well as its own [[Normal Trap Card]] in "[[Infernity Break]]" which takes care of any threats that Infernity Barrier cannot handle. "Infernity" decks create long chains of Synchro and/or Xyz Summons, which concludes with up to three primed "Infernity Barriers" and "Infernity Breaks" 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 ability, have a number of crucial weaknesses. Cards that banish, negate effects or stop your options, like "[[Macro Cosmos]]," "[[Dimensional Fissure]]," "[[Shadow-Imprisoning Mirror]]", "[[Necrovalley]]", "[[Royal Decree]]", "[[Rivalry of Warlords]]" and "[[Skill Drain]]," are major threats. These shortcomings can be combated with side-decked copies of "[[Imperial Iron Wall]]", "[[Burial from a Different Dimension]]", and "[[Mystical Space Typhoon]]" or "[[Twister]]". Most of these threats can be dealt with quickly by using "[[Diamond Dire Wolf]]", however it is a bit of a double-edged sword, as you now lose your monster and had to change your play to your disadvantage even though you got rid of a problematic card.
Cards like "[[Effect Veiler]]", "[[Maxx "C"]]" "[[D.D. Crow]]" and "[[Battle Fader]]" that can be activated from the hand can also pose problems, due to the fact you need to empty out your hand and you may have no more plays left if victim to these cards. "[[Mind Drain]]" will help greatly against these threats, rendering them all useless to your opponent but not hurting you, as you need no hand and therefore cannot run them. Be warned that you will not be able to activate the effect of "[[Infernity Archfiend]]" from the hand while "[[Mind Drain]]" is face-up on the field, so you may want to use one or two copies of "[[Trap Stun]]" to counter this negative.
Without a strong [[Extra Deck]], "Infernities" are a fairly weak archetype, with their most powerful non-Synchro card being "[[Infernity General]]," sporting 2700 ATK. Furthermore, the deck's dependency on an empty hand is a weakness in itself. Field-wipers like "[[Judgment Dragon]]" or "[[Black Rose Dragon]]" can seriously cripple the deck if a player decides to set his or her entire hand in order to gain access to "Infernity" effects. "[[Infernity Guardian]]" could be a life-saver in such a situation.
If included, a balance between "[[Armageddon Knight]]" and "[[Dark Grepher]]" as opposed to just "[[Dark Grepher]]" is preferred, as "Infernity" Decks tend to have a lower monster-to-Spells/Traps ratio than most Decks, rendering "[[Dark Grepher]]'s" discard unwieldy.
With the release of "[[Lavalval Chain]]", the "[[Infernity]]" Synchro deck now has much more consistency. It allows for more consistent Synchro Summoning and faster Graveyard set-up, without having to use slow and inconsistent cards such as "[[Infernity Inferno]]", "[[Wave-Motion Inferno]]", "[[Dark Eruption]]", "[[Into the Void]]", and "[[Phantom Hand]]" by instead using cards such as "[[Summoner Monk]]", "[[Instant Fusion]]" and "[[Transmodify]]". See Post Duel Terminal 7 for more information.
* [[Infernity Avenger]]
* [[Infernity Mirage]]
* [[Stygian Street Patrol]]
|synchro monsters =
* [[Mist Wurm]]
|xyz monsters =
* [[Lavalval Chain]]
* [[Leviair the Sea Dragon]]
|spells =
<!--This is not an exact Decklist. Please do not add multiples or staples.-->
* [[Infernity Launcher]]
* [[Foolish Burial]]
* [[One for One]]
|traps =
<!--This is not an exact Decklist. Please do not add multiples or staples.-->
* [[Infernity Barrier]]
* [[Infernity Break]]
}}
This Deck attempts to [[Xyz Summon]] "[[Lavalval Chain]]" as soon as possible through the use of cards like "[[Stygian Street Patrol]]", "[[Instant Fusion]]" and "[[Summoner Monk]]". By using "Chain", you can draw into "[[Infernity Archfiend]]" every turn, allowing him to search out the Deck's key trap cards, "[[Infernity Break]]" and "[[Infernity Barrier]]". These traps negate or destroy your opponent's cards, giving the "Infernity" Deck more of a [[Stun]] feel than ever before.
"[[Master Key Beetle]]" is a very useful Xyz monster in this deck. If you have the option to Xyz summon a second Xyz monster after "[[Lavalval Chain]]", "[[Master Key Beetle]]" can send another "[[Infernity Archfiend]]" to the graveyard while also allowing you to protect your "[[Infernity Barrier]]"s from "[[Mystical Space Typhoon]]", a card often used to pick off your "[[Infernity Barrier]]"s.
* [[Archfiend Heiress]]
* [[Summoner Monk]]
* [[Armageddon Knight]]
* [[Dark Grepher]]
* [[Gagaga Cowboy]]
* [[Leviair the Sea Dragon]]
|fusion monsters =
* Any Level 3 or Level 4 Fusion Monsters for Instant Fusion
* [[Infernity Break]]
}}
== Trivia ==