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Old 07-07-2011, 02:06 PM   #1
J Dude
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Default We Loop, You Scoop! Infernity Guide and Discussion Thread 22

Table of Contents:

(1) The Mindset
(2) The Cards
(3) The Indirect Support
(4) The Strategies
(5) Chat Box


(1) The Mindset

Infernity is the ultimate reverse toolbox. It has almost unlimited access to the Graveyard thanks to the plethora of revival at its disposal. This means that the deck has the capability to go from 0 cards to a fully loaded back row and 3 synchro monsters staring your opponents down.

However, this deck is not without a catch, a deal with the devil per se. You are required to be handless to gain access to most of the powerful effects that the Infernity archetype possesses. Players who are less experienced with the deck, or the game on the whole for that matter, will turn to cards like Infernity Reflector or Rope of Life to gain access to all of those lovely effects.

That, however, is a critical error and is a one way ticket do defeat. Like any other deck, card advantage is absolutely critical to this deck's success. If you go and throw away cards like that, you could find yourself out of options and out of luck. The solution is to run less monsters. That might not sound like such a big deal nowadays with decks often running 12-16 monsters, but back in its time it was a revolutionary concept and we were the first deck to really adopt that sort of technique. A lowered monster count reduces the number of monsters opened with, so you can simply set the 5 spells or traps you opened with, summon or set a monster and then give your opponent the turn as they either go on the defensive or walk haphazardly into your plethora of defensive cards.

Whilst Black Rose Dragon can be a problem, its a lot more preferable to be nuked than it is to have no cards anyway. Fortunately, we have 6 Solemns in our decks so that pesky nuke shouldn't be too much of a problem sufficed to say you know what you're doing.


(2) The Cards

Like many archetypes, our archetype is mostly filled with spam. Fortunately, we do have some really powerful stuff at our disposal. Let's begin.

[WC09] [GLD3:TCG]
Quote:
Infernity Archfiend
Level 4/DARK
Fiend/Effect
When you have no cards in your hand and draw this card, you can reveal it to Special Summon it. When this card is Special Summoned, if you have no cards in your hand, you can add 1 "Infernity" card from your Deck to your hand.
ATK 1800 DEF 1200

Naturally, this is the centerpiece of this deck, the one card nexus for virtually all of your plays. As if its effect wasn't good enough on its own, it gets better when used in tandem with other cards. Don't forget that this card doesn't have to be Special Summoned by its own effect to gain that search effect, so all that themed revival becomes very powerful very quickly, allowing for exponential plusses. Just make sure you don't walk into Dimensional Prison and you'll be fine.

Ruling Corner
  • Revealing "Infernity Archfiend" to your opponent is a cost to activate its Special Summon effect.
  • If you have any cards in your hand when resolving the search effect of "Infernity Archfiend," you will not be able to add an "Infernity" card from your deck to your hand.
  • If you draw "Infernity Archfiend" through the effect of "Allure of Darkness," you will not be able to activate its effect to Special Summon itself. The last event to occur is removing from play a DARK monster, so you miss the timing.
  • If you draw multiple cards simultaneously, including "Infernity Archfiend," you can activate its effect to Special Summon itself provided you had 0 cards in your hand prior to doing so, such as by the effect of "Card Destruction" or "Reload."
  • If you draw multiple copies of "Infernity Archfiend" with the same effect when you had 0 cards in your hand prior to doing so, you can activate the effect of each of them to summon themselves, placing the chain links in any order you wish. In this case, only the last one summoned (the first to activate its summon effect) will be activate its effect to search an "Infernity" card; the other misses the timing due to having been summoned at a chain link higher than 1.

[WC09] [GLD3:TCG]
Quote:
Infernity Guardian
Level 4/DARK
Fiend/Effect
While you have no cards in your hand, this face-up card cannot be destroyed by battle or by card effects.
ATK 1200/DEF 1700

At first sight, this card may seem pretty good. The reality is far from it. It provides no advantage whatsoever and is simply a wall. The old idea of "If its not making you win, there's no point using it" applies here. It doesn't help you win, it simply makes you not lose, which shouldn't happen anyway provided you keep on top of things and don't misplay. It also eats space in the hand, something Infernity players aren't very fond of.

[WC09] [GLD3:TCG]
Quote:
Infernity Dwarf
Level 2/DARK
Warrior/Effect
While you have no cards in your hand, during battle between an attacking monster you control and a Defense Position monster whose DEF is lower than the ATK of the attacking monster inflict the difference as Battle Damage to your opponent.
ATK 800 DEF 500

Elliot Gale says it better than I can: http://www.youtube.com/watch?v=RLtt_f1Efjs#t=2m28s

[ANPR]
Quote:
Infernity Beast
Level 3/DARK
Beast/Effect
f this card attacks while you have no cards in your hand, your opponent cannot activate Spell or Trap Cards until after the Damage Step.
ATK 1600 DEF 1200

Infernity doesn't really do battles. That said though, this thing can plow through Dimensional Prisons and the like. Sadly, its body is small and its effect is mediocre, so it wont see much use. It used to be a Rescue Cat target, not that that matters anymore. It was the very first card we received through a booster pack, so I'll cut Konami a little bit of slack.

[SOVR]
Quote:
Infernity Necromancer
Level 3/DARK
Fiend/Effect
When this card is Normal Summoned, it is changed to Defense Position. While you have no cards in your hand, this card gains the following effect: Once per turn, you can Special Summon 1 "Infernity" monster from your Graveyard, except "Infernity Necromancer".
ATK 0/DEF 2000

If you think this is good, wait until you see some of the other stuff we have. This menace here is +1 heaven. The shocking thing is that you'll revive cards like Infernity Archfiend and just keep plusing. It's absurd how good this card is. Not to mention all the combos this thing has. Like Archfiend, this thing is mandatory in threes.

Ruling Corner
  • "Infernity Necromancer" is special in that its Ignition effect to Special Summon 1 "Infernity" monster from the Graveyard is granted to it by a Continuous effect. If this Continuous effect is negated, such as by "Skill Drain," the Ignition effect cannot be activated, as it has not been gained.
  • The effect that switches "Infernity Necromancer" to defense position when it is Normal Summoned is a Trigger effect. (The primary function of this is to disallow the player who Normal Summoned it from using its Ignition effect right away. Ignition effects, being Spell Speed 1, cannot be chained to anything.) Your opponent may respond to this Trigger effect first.
  • If you activate the effect to Special Summon 1 "Infernity" monster and an effect is chained that causes you to have cards in your hand, you will still Special Summon the targeted "Infernity" monster. The Ignition effect itself does not have a stipulation on hand size.

[SOVR]
Quote:
Infernity Force
Normal Trap Card
Activate only when an "Infernity" monster is selected as an attack target while you have no cards in your hand. Destroy the attacking monster and Special Summon 1 "Infernity" monster from your Graveyard.

Having such specific requirements and only a meh effect means that this card sees virtually no use whatsoever. In all honesty, you'd be better off running Dimensional Prison. At least D Prison works against Stardust Dragon and Shooting Star Dragon and doesn't have 3 conditions to be met.

Ruling Corner
  • "Infernity Force" targets both the attacking monster and the selected "Infernity" monster in the Graveyard.
  • Having 0 cards in your hand is only an activation requirement; "Infernity Force" will resolve properly even if an effect is chained that causes you to have cards in your hand.
  • You must destroy the attacking monster with "Infernity Force" to Special Summon the targeted "Infernity" monster.
  • The attacking monster is destroyed even if the targeted "Infernity" monster is no longer in your Graveyard.

[VJMP]
Quote:
Infernity Knight (OCG exclusive)
Level 3/DARK
Fiend/Effect
When this card on the field is destroyed and sent to the Graveyard, you can discard 2 cards to Special Summon this card from your Graveyard.
ATK 1400 DEF 400

What a lovely new Infernity card for Fabled decks... Well, at least Konami remembered we exist. Run 0.

[VJCF]
Quote:
Infernity Archer (OCG exclusive)
Level 6/DARK
Fiend/Effect
If you have no cards in your hand, this card can attack your opponent directly.
ATK 2000 DEF 1000

Another way for Konami to show that they still care. What we have here is essentially a better version of Infernity Destroyer, mainly due to the fact that its compatible with Stygian Street Patrol. It's also compatible with DDV, so this card isn't totally useless. Regardless, it still suffers Destroyer's problems despite this thing's fantastic artwork.

[TSHD]
Quote:
Infernity Mirage
Level 1/DARK
Fiend/Effect
This card cannot be Special Summoned from the graveyard. If you have no cards in your hand, you can Tribute this card to select 2 "Infernity" monsters in your Graveyard. Special Summon those monsters.
ATK 0 DEF 0

Like I said, we have some pretty powerful stuff when it comes to this graveyard. This card has its flaws, but with Launcher limited, this card became mandatory in twos or threes. I prefer three copies, but its really down to the player. Use this thing to revive Nercomancer and a Tuner, use Necromancer to revive Archfiend, use archfiend to search another double reviver, synchro, rinse and repeat. Loops all day.

May I remind people that this card bypasses Effect Veiler and the likes? Until September, at least.

Ruling Corner
  • The inability to Special Summon "Infernity Mirage" from the Graveyard is not an effect.
  • Tributing "Infernity Mirage" is a cost to activate its effect.
  • The effect of "Infernity Mirage" targets 2 "Infernity" monsters in your Graveyard.
  • If you have any cards in your hand when resolving the effect of "Infernity Mirage," you will still Special Summon the targeted monsters.
  • If 1 of the targeted monsters is no longer in the Graveyard when the effect of "Infernity Mirage" resolves, the other will still be Special Summoned.

[TSHD]
Quote:
Infernity Randomizer
Level 1/DARK
Warrior/Effect
Once per turn, while you have no cards in your hand, you can draw 1 card and reveal it. For a Monster Card drawn with this effect, inflict damage to your opponent equal to the Level of that monster x 200. For a Spell or Trap Card, you take 500 damage
ATK 900 DEF 0

The thread you are looking for if you want to use this card is "The Official Infernity Randomizer Guide and Discussion Thread". In all honesty, this card serves no purpose. I wouldn't bother running it.

Ruling Corner
  • Inflicting damage happens after drawing a card. A drawn "Infernity Archfiend" will miss the timing to activate its Special Summon effect.
  • When resolving the effect of "Infernity Randomizer," you will not draw a card or inflict damage if you have any cards in your hand.

[TSHD]
Quote:
Infernity Beetle
Level 2/DARK
Insect/Tuner
While you have no cards in your hand, you can Tribute this card to Special Summon up to 2 "Infernity Beetle" from your Deck.
ATK 1200 DEF 0

This is the Test Tiger of the deck, not because of what it does or how it is used, but because of what it has done historically. This card was once thought to be amazing and was almost staple for this deck in threes. Times have changed. The deck no longer has the ability to properly support this card thanks to Infernity Launcher's limitation. This card may be useful again in the future, but in the mean time, I'd advise that you stay away from it. Some people still like it, but for the most part, it isn't used.

Ruling Corner
  • Tributing "Infernity Beetle" is a cost to activate its effect.
  • When the effect of "Infernity Beetle" resolves, you will not be able to Special Summon up to 2 "Infernity Beetle" from your Deck if you have any cards in your hand.

[TSHD]
Quote:
Infernity Avenger
Level 1/DARK
Fiend/Tuner
When a monster you control, except "Infernity Avenger", is destroyed by battle with an opponent's monster and sent to the Graveyard, while you have no cards in your hand, you can Special Summon this card from your Graveyard. In that case, the Level of this card is equal to the Level of your destroyed monster.
ATK 0 DEF 0

This little quirt gun wielding cowboy is far more than he appears to be. At first it can seem a bit meh, but when you use it, you will immediately see how powerful this guy is. It makes it really hard for your opponent to gain advantage through battles and is extremely flexible. 2 is the most normal quantity because it can be searched. 1 can cause problems with surprise removal, 3 is just unnecessary and leads to dead draws.

Ruling Corner
  • "Infernity Avenger" returns to its original level if "Skill Drain" is activated after "Infernity Avenger" Special Summons itself.
  • Since the monster must reach reach the Graveyard, the effect of "Infernity Avenger" cannot be activated if a Token or "Embodiment of Apophis" is destroyed by battle. Similarly, the effect of "Infernity Avenger" cannot be activated if the monster is removed from play by "Macro Cosmos," etc., nor can it be used if the monster is returned to the hand or deck.
  • You cannot activate the effect of "Infernity Avenger" if an opponent's monster you controlled was destroyed by battle.
  • The original Level of the destroyed monster is used to determine the new Level of "Infernity Avenger."
  • If multiple copies of "Infernity Avenger" are in your Graveyard, you can activate the effects of each of them when your monster is destroyed by battle.
  • "Infernity Avenger" will not be Special Summoned if you have any cards in your hand when resolving its effect.

[TSHD]
Quote:
Infernity Doom Dragon
Level 8/DARK
Dragon/Synchro/Effect
1 DARK Tuner + 1 or more non-Tuner monsters
Once per turn, if you have no cards in your hand, you can select 1 monster your opponent controls. Destroy that monster and inflict damage to your opponent equal to half its ATK. This card cannot attack during the same turn you activate this effect.
ATK 3000/DEF 2400

This card is shocking; it is so simple yet it is so powerful. You may not think it at first, but this is one of the most powerful boss monsters out there. It's massive and fixes things, that's all there is to it. You can quite happily kill your opponents monsters and watch them cry as they cannot use their Dimensional Prisons or Mirror Forces. I shall also remind you that this card is an "Infernity" card, so sufficed to say its Synchro Summon wasn't stopped by Solemn Warning and the likes, you can revive it with cards like Infernity Necromancer. Chances are that when you summon this card, it will dominate the field for the rest of the game. Only 1 copy is needed.

Ruling Corner
  • The effect of "Infernity Doom Dragon" targets the opposing monster, regardless of battle position.
  • Destroying the monster and dealing damage with this effect happen at the same time.
  • You use the ATK of the monster while it was on the field when dealing damage with this effect. No damage is inflicted if a face-down monster is destroyed.

[TSHD]
Quote:
ZERO-MAX
Normal Spell Card
Activate only if you have no cards in your hand. Select 1 "Infernity" monster in your Graveyard. Special Summon it, and destroy all face-up monsters on the field with ATK lower than the Special Summoned monster's ATK. You cannot conduct your Battle Phase during the same turn you activate this card.

The result of using Polymerization to fuse Coke Zero and Pepsi Max. A themed Dark Hole and Monster Reborn in one. The funny thing is, Dark Hole and Monster Reborn are at one. Oh how times have changed. This card drops all its points for not being an Infernity card. Archfiend's Roar is a better option if you need the extra revival. Don't bother with this card.

Ruling Corner
  • The effect of "ZERO-MAX" targets the "Infernity" monster in your Graveyard.
  • "Stardust Dragon" cannot negate "ZERO-MAX" because it is uncertain whether or not it will destroy cards.
  • "ZERO-MAX" cannot be activated from your hand. It must be Set, then activated while you have no cards in your hand.
  • "ZERO-MAX" destroys monsters after it Special Summons your "Infernity" monster. "Torrential Tribute," etc. cannot be activated because the last event was not a monster being summoned. This is true even if no monsters are destroyed.
  • You use the current ATK of the Special Summoned monster when destroying monsters.
  • "ZERO-MAX" can be activated as long as you have at least 1 free monster card zone, even if there are no monsters on the field.

[TSHD]
Quote:
Infernity Launcher
Continuous Spell Card
Once per turn, you can send 1 "Infernity" monster from your hand to the Graveyard. If there are no cards in your hand, you can send this card to the Graveyard to select up to 2 "Infernity" monster(s) in your Graveyard and Special Summon them.

No, you don't need to have your eyes examined, you read this card right. I'll give you one guess as to why this card is limited. Max out on it. Which happens to be 1 right now. >.>

Ruling Corner
  • Activating "Infernity Launcher" starts a Chain, but it has no activated effect, so "Royal Oppression" cannot be Chained. The effect of "Royal Oppression" must be Chained to the effect that Special Summons monsters.
  • The effects of "Infernity Launcher" are both Spell Speed 1, so they can only start Chains. They cannot be activated during a Chain.
  • You will not send an "Infernity" monster from your hand to the Graveyard if "Infernity Launcher" is removed from the field before the effect resolves.
  • The effect to Special Summon monsters targets 1-2 "Infernity" monsters in your Graveyard. Sending this card to the Graveyard is a cost to activate this effect. If either "Infernity" monster is removed from the Graveyard before resolving this effect, the other will still be Special Summoned.
  • "Solemn Warning" cannot negate the activation of "Infernity Launcher" due to the fact that no monsters will be summoned upon activation. "Solemn Warning" cannot negate the effect of "Infernity Launcher" because "Solemn Warning" can only negate the activation of a Spell/Trap card, not its effect. "Solemn Warning" cannot negate the summon of the monsters Special Summoned through "Infernity Launcher" because the monsters are Special Summoned through an effect.

[TSHD]
Quote:
Infernity Break
Normal Trap Card
Activate only if you have no cards in your hand. Select 1 "Infernity" card in your Graveyard and remove it from play. Select 1 card your opponent controls and destroy it.

EOG wants us to run 2 or 3 of this, what is he thinking (no offense to him of course). This card is good in a single copy. Not only is it excessive at any more copies, it is also Necorvalley intolerant, and the last thing a Graveyard based deck wants it to become even weaker to that trolltastic field spell. It might be better in future, but for now its only really a tech card.

If you're too poor to afford Infernity Barrier, this card can serve as a knock-off replacement. Be warned though, this deck may be cheaper than what it used to be, but it's by no means a budget deck.

Ruling Corner
  • The effect of "Infernity Break" targets the "Infernity" card and the opponent's card.
  • Having no cards in your hand is only an activation requirement; "Infernity Break" will resolve properly even if you have cards in your hand.
  • The removal and destruction occur simultaneously.
  • The "Infernity" card is removed even if you do not destroy the opponent's card, but the opponent's card will not be destroyed if you cannot remove the "Infernity" card.

[TSHD]
Quote:
Infernity Inferno
Normal Trap Card
Discard up to 2 cards, and send the same number of "Infernity" cards from your Deck to the Graveyard.

This card is awful, it negs the hell out of you, so of course we main it in duplicates...

Yes, you heard me right. It's a pretty bad card, but you're kind of forced to main it. Believe me, I've tried playing without it. I had a match that lasted 2 hours because of how slow the deck was without it.

[THSD:TCG] [WC09:OCG]
Quote:
Infernity Destroyer
Level 6/DARK
Fiend/Effect
While you have no cards in your hand, when this card destroys an opponent's monster by battle and sends it to the Graveyard, inflict 1600 damage to your opponent.
ATK 2300 DEF 1000

Please, for the life of me, please do not run this card. This card is absolutely useless. To add insult to injury, this card is a tribute monster, meaning its pretty hard to get it out of your hand sometimes. Run 0.


Ruling Corner
  • Infernity Destroyer MUST SEND A MONSTER TO THE GRAVEYARD. sadly no token abuse with this guy
  • If you have any cards in your hand while resolving the effect of "Infernity Destroyer," no damage will be dealt.

[TSHD:TCG] [EXP4:OCG]
Quote:
Infernity Barrier
Counter Trap Card
Activate only when your opponent activates a Spell Card, Trap Card, or Effect Monster's effect, if you control a face-up Attack Position "Infernity" monster and have no cards in your hand. Negate the activation and destroy that card.

You remember those 6 solemns I was talking about? 3 Infernity Barrier + 2 Solemn Warning + 1 Solemn Judgment. This card is amazing. It's the only reason this deck exists any more. This card is dangerous. Not only that, but you can search out 3 of them in one turn courtesy of the Hundred-Eyes Dragon Loop. Run 3 always. It's not cheap, so be warned.

Ruling Corner
  • "Infernity Barrier" cannot negate the effect of an already active Spell or Trap card.
  • Having no cards in your hand and controlling a face-up Attack Position "Infernity" monster are only activation requirements; the effect of "Infernity Barrier" will resolve properly if either of these things changes.

[TSHD:TCG]
Quote:
Wave-Motion Inferno (TCG exclusive)
Continuous Spell Card
While you have no cards in your hand, face-up "Infernity" monsters you control gain 400 ATK and DEF. You can send this face-up card from the field to the Graveyard to send all cards from your hand to the Graveyard.

Ew. Minus a go-go. Run 0.

[TSHD]
Quote:
Infernity Reflector
Normal Trap Card
Activate only by discarding all the cards in your hand when an "Infernity" monster is destroyed by battle and sent to the Graveyard. Select and Special Summon that monster from your Graveyard and inflict 1000 damage to your opponent.

This card was mentioned earlier on. As said before, this is not the way to go when using Infernity. Run 0, no questions asked.

(3) The Indirect Support

[PTDN:TCG] [TU03:TCG] [EXP1:OCG]
Quote:
Dark Grepher
Level 4/DARK
Warrior/Effect
You can discard 1 Level 5 or higher DARK monster to Special Summon this card from your hand. Once per turn, you can discard 1 DARK monster to send 1 DARK monster from your Deck to your Graveyard.
ATK 1700 DEF 1600
This is a card often seen in Infernity decks in either 1 or 2 copies. It fills the Graveyard, that's great. It's what the deck needs and how the deck functions. It also lets you discard, which can be a good thing in tight jams. This guy is also searchable via Reinforcement of the Army, which is always a good thing. Like I said, it's a mainstay at 1 or 2.


[PTDN] [TU01:TCG]
Quote:
Armageddon Knight
Level 4/DARK
Warrior/Effect
When this card is Summoned, you can send 1 DARK monster from your Deck to the Graveyard.
ATK 1400 DEF 1200
This card is the alternative to Dark Grepher, and is often ran in a 1:1 ratio with it. While its body is smaller, it does have the advantage of working whilst handless, unlike Grepher. Therefor it is naturally a better topdeck. A lot of newer players get confused at the 1:1 ratio, but once you get used to playing the deck you'll find that it actually increases consistency on the whole.

[DREV:TCG] [WC10:OCG]
Quote:
Stygian Street Patrol
Level 4/DARK
Fiend/Effect
When this card destroys a monster by battle and sends it to the Graveyard, inflict damage to your opponent equal to the Level of the destroyed monster x 100. You can remove from play this card in your Graveyard to Special Summon 1 Fiend-Type monster with 2000 or less ATK from your hand.
ATK 1600 DEF 1200
The TCG really missed out on this guy during Infernity's short reign in the TCG. This card is simply fantastic, the plays it makes with Archfiend and Mirage and some of the other stuff we have is ludicrous. If only it had "Infernity" in its name. Regardless, this card is a mainstay in at least 1 copy.



[WC10]
Quote:
Stygian Sergeants
Level 5/DARK
Fiend/Synchro/Effect
1 Fiend-Type Tuner + 1 or more non-Tuner monsters
When this card destroys an opponent's monster by battle and sends it to the Graveyard, it can gain 800 ATK (until the end of the Battle Phase) and attack once again in a row.
ATK 2200 DEF 1800
Any deck that can summon this thing should be maining it. Fortunately for us, we are one of the decks that do main it. This thing is insane, easily one of the best level 5 synchros in the game. You only have room for 1, so 1 is plenty.


[JUMP:TCG] [DPC5:TCG] [WJMP:OCG]
Quote:
Hundred-Eyes Dragon
Level 8/DARK
Dragon/Synchro/Effect
1 DARK Tuner + 1 or more non-Tuner Fiend-Type monsters
Once per turn, you can activate this card's effect by removing from play 1 Level 6 or lower DARK Effect Monster from your Graveyard. Until the End Phase, treat this card's name as that monster's name and this card gains the same effects as that monster while face-up on the field. When this card is destroyed and sent to the Graveyard, add 1 "Earthbound Immortal" monster from your Deck to your hand.
ATK 3000 DEF 2500
Wow. Even with its effect watered down, this thing still is a monster and a half. The combos with this thing can make are absolutely ludicrous, it even has its own loop (see below). This is an absolute mainstay at 3, no questions asked. It's just too good not to max out on. This thing can copy Mirage, Necromancer or even Sergeants, all of which have very powerful effects. Even better yet, this card traces the name too, so it helps with your Infernity Barrier plays. Good stuff.



[CSOC] [GLD3:TCG]
Quote:
Plaguespreader Zombie
Level 2/DARK
Zombie/Tuner
You can return 1 card from your hand to the top of the Deck to Special Summon this card from your Graveyard. If you do, remove this card from play when it is removed from the field.
ATK 400 DEF 200
This is the go-to level 2 Tuner of the deck. Granted it shouldn't be used in Beetle builds. It helps empty the hand, which is great. It also allows us to hit level 6 synchros, namely Brionac and Orient Dragon. It also makes summoning a level 9 a lot easier, namely Trishula and Mist Wurm. As if self-revival wasn't enough, the cost works amazingly in conjunction with Infernity Archfiend. Topdeck it and special summon this, then synchro. Next turn draw the Archfiend and get its effect, it's incredible. Almost like a Tuner with Stygian Street Patrol's effect built in. It's limited, so you can only run 1 copy. Run it if you don't use Beetles, which should be most of you.


[DCR/DR1:TCG] [EE1/305(Threat of the Demon World):OCG]
Quote:
Archfiend's Roar
Normal Trap Card
Pay 500 Life Points to activate this card. Special summon 1 Archfiend Monster Card from your Graveyard. This monster cannot be Tribute under any conditions and is destroyed during the End Phase of this turn.
Archfiend's Roar is a little hidden gem, not to mention a very old card I'm sure a lot of people aren't even aware of. Of course by hidden gem, I mean this card is amazing for this deck. Since it can special summon an Archfiend monster, it has the ability to special summon Thought Ruler Archfiend after you've synchro summoned him and he's gone to the grave. Obviously the real reason why you would want to run this card is its ability to special summon Infernity Archfiend. Having another flexible way to special summon Infernity Archfiend? YES PLEASE! Not only that, but it gives you extra resources to force out your opponent's Solemn Warnings or other problematic cards, and I've actually won games because of that. I've playtested this card and like the others that have tried it, it is hands down a winner. I was dueling someone and I brought out Scrap Dragon, activated Scrap Dragon's effect to destroy his set backrow, along with destroying my set Archfiend's Roar, I chained it to Scrap Dragon's effect, and special summon Infernity Archfiend, then proceeded to loop with Infernity Mirage and Hundred-Eyes Dragon until I had a field of 4 monsters backed up by 3 Infernity Barriers and Infernity Break. Definitely run it and 1 copy is all you need.


(4) The Strategies

Sorry EOG, I'm redoing everything.

Anyway, this time I'll do everyone the courtesy of actually explaining the loops plain and simply.

Before I do this, I want to offer this quick word of caution to newer users of this deck. This deck is not easy to play, it really is an art to use this deck. This deck is very well powerful, and to quote Spiderman "With great power comes great responsibility" It will take time to learn how to use this deck. Expect to be losing a lot of games for the first months or two. However, once you finally get into the swing of this deck, you will come to adore it. It's exhilarating to play with this deck, every play must be done correctly, but once you master the art, you get that real sense of satisfaction from the raw power at your disposal. Have fun and keep the Infernity spirit alive.

The Hundred-Eyes Loop
Requires: Infernity Archfiend, Necromancer and Avenger in Grave and a double reviver in hand.

1.) Normal Summon Infernity Mirage or activate Infernity Launcher.
2.) Use their effects to Special Summon Necromancer and Avenger.
3.) Use Necromancer to revive Archfiend.
4.) Use Archfiend to search for Launcher/Mirage.
5.) Use Avenger, Necro and Archfiend to summon Doom Dragon.

6.) Normal Summon Infernity Mirage or activate Infernity Launcher.
7.) Use their effects to Special Summon Necromancer and Avenger.
8.) Use Necromancer to revive Archfiend.
9.) Use Archfiend to search for Launcher/Mirage.*
10.) Use Avenger, Necro and Archfiend to summon HED

*If you have Stygian Street Patrol in your graveyard, you can continue looping, otherwise, search for Infernity Barrier and skip to 16.

11.) Special Summon Infernity Mirage through Stygian Street Patrol.
12.) Use their effects to Special Summon Necromancer and Avenger.
13.) Use Necromancer to revive Archfiend.
14.) Use Archfiend to search for Barrier and set it.
15.) Use Avenger, Necro and Archfiend to summon any level 8 synchro of your choice.

16.) Use HED's effect to copy Mirage, summoning Necro and Avenger.
17.) Use Necromancer to revive Archfiend.
18.) Use Archfiend to search for Barrier and set it.
19.) Use Avenger, Necro and Archfiend to summon another HED.

*if you have a second Infernity Mirage in graveyard, you can repeat steps 16-19. If not, go straight to step 20.

20.) Use HED to copy Necro
21.) Revive Archfiend through HED
22.) Use Archfiend to search:
- If only 1 Mirage was in grave, search the final Barrier.
- If 2 Mirages were used, all Barriers will have been searched, so search for a Break.

An OTK in 22 simple steps. Like I said, this isn't the most user friendly deck out there. If you're new to the deck, it will take time to learn what to do when some of the requirements cannot be met.

(5) Chat Box

http://www.chatzy.com/532189307652

Password is Infernity.

Last edited by J Dude : 07-08-2011 at 09:52 AM.
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Old 07-07-2011, 02:13 PM   #2
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first!!!!!!!!!!!!1
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Old 07-07-2011, 02:19 PM   #3
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I'm 2nd.......
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Old 07-07-2011, 02:22 PM   #4
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Copy and paste the effects in please.
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Old 07-07-2011, 02:27 PM   #5
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subbing...
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Comparing the greek educational system with children's trading cards? wow pojo.
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Old 07-07-2011, 02:29 PM   #6
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This time to the correct thread.
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Old 07-07-2011, 02:43 PM   #7
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Best title ever
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Old 07-07-2011, 02:44 PM   #8
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On Saturday I will be finishing my Infernity deck and joining your thread.
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Old 07-07-2011, 02:44 PM   #9
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Lurking. As usual
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Old 07-07-2011, 04:11 PM   #10
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...................................
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Old 07-07-2011, 04:44 PM   #11
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Subbing to this
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Old 07-07-2011, 06:59 PM   #12
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Quote:
Originally Posted by Valafar123 View Post
Copy and paste the effects in please.
Done and done, sorry about that.

Additional Comment:

Just beat Six Samurais on Dueling Network. You're saying, "Who cares!" right? Well how about the fact that I didn't side deck, and he had out 2 Shiens and Naturia Beast, backed up by Magatama, and I still got around it and won?

Basically I got around it by summoning Plague, removing Street Patrol to special summon Archfiend. I had Necromancer in hand with MST, Inferno, and Barrier set previously. I synchro for Gaia Knight, and rather than try to attack into one of his monsters, I top Necromancer for Plague, synchro for Infernity Doom Dragon, and go to nuke his Naturia Beast. He then flips Musakani Magatama and I chain Infernity Barrier. My opponent was pretty shocked to say the least. Over the next 2 turns, I just nuke both his Shiens with Infernity Doom and start looping until I finally get Archfiend, Necromancer, Avenger, and Launcher, then he scoops.

http://img832.imageshack.us/img832/8...ngbegonesa.png

Last edited by J Dude : 07-07-2011 at 06:59 PM. Reason: Automerged Doublepost
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Old 07-07-2011, 07:27 PM   #13
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Still lurking. Archer, as soon as it comes to America, will get a slot in my Solidarity Infernity that I still have kicking around.
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Anyone interested in seeing a Yubel deck in action, challenge me on Devpro EU as Kelptic183.
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Old 07-07-2011, 07:53 PM   #14
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Switching from Worms to Infernities for now. It isn't that I haven't had success with worms (topping 16 in 3 regionals) but rather the fact that Infernities perform much better against Agents and Tengu Plants. Your opinions on Infernities in this format?
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Old 07-07-2011, 07:59 PM   #15
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Quote:
Originally Posted by Dewlorin View Post
Switching from Worms to Infernities for now. It isn't that I haven't had success with worms (topping 16 in 3 regionals) but rather the fact that Infernities perform much better against Agents and Tengu Plants. Your opinions on Infernities in this format?
Always a solid choice. Even against bad matchups, a good side deck can turn things in your favor big time. It's also important to practice and know how to make smart plays when using the deck. Even though this deck is infamous for being able to recover from bad situations thanks to topdecking an Archfiend/Mirage/etc, one wrong move could probably cost you the duel.
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Old 07-07-2011, 08:05 PM   #16
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Okay I've been testing a janky build and it's giving me solid results. Gonna post the list in a bit. LOTS of surprise techs just need to find room to fit them.
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Old 07-07-2011, 08:19 PM   #17
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Okay I've been testing a janky build and it's giving me solid results. Gonna post the list in a bit. LOTS of surprise techs just need to find room to fit them.
I look forward to seeing it.
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Old 07-07-2011, 08:21 PM   #18
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I've put Infernity on hold for now while I try out the different Plant/Librarian decks, but it's still tied for my favorite deck type with X-Sabers.
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Old 07-07-2011, 08:35 PM   #19
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After GENF, How many Tour Guides to run? If any?
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Old 07-07-2011, 08:42 PM   #20
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Quote:
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After GENF, How many Tour Guides to run? If any?
Probably only 1, as you'd be running a maximum of 1 since there isn't room in the extra for more than 1 No.17: Leviathan Dragon. Even then, it'd probably be a better choice in the side after they side in D.D. Crows and the like.
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Old 07-07-2011, 08:43 PM   #21
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i say 1 would be good
and also i dont think we will be running No. 17 since there will be Empty Space Sea Serpent Levaiel
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Old 07-07-2011, 11:02 PM   #22
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Quote:
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Probably only 1, as you'd be running a maximum of 1 since there isn't room in the extra for more than 1 No.17: Leviathan Dragon. Even then, it'd probably be a better choice in the side after they side in D.D. Crows and the like.
Yeah I agree with destiny. I believe the objective of Tour Guide in Infernities is to get Levaiel and return mirage with it's effect
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Old 07-08-2011, 01:19 AM   #23
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Pretty good job. Subscribing as always...
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Put this in your sig if you will do the same.
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Old 07-08-2011, 01:46 AM   #24
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I'll take my seat now.
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Win or Lose, Infernities

The best players could care less about whats tier.

Yarukaru's Yubel w. Dark World Engine
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Old 07-08-2011, 01:49 AM   #25
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This entire guide is amazingly great, it is written so good
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