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Old 07-14-2010, 10:36 PM   #1
evan1o1
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Default infernities?

i'm gonna feel like an idiot..... so i havent played the game seriously (played outside of my house) in years and i keep looking at infernity decks and i have no idea how they work.. can someone tell me please?
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Old 07-14-2010, 10:40 PM   #2
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Quote:
Originally Posted by evan1o1 View Post
i'm gonna feel like an idiot..... so i havent played the game seriously (played outside of my house) in years and i keep looking at infernity decks and i have no idea how they work.. can someone tell me please?
main goal is to have an empty hand at ALL times because that is how most if not all the effects work.
You clear the field
repeat synchros
Atk for game
that's how i see it get played
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Old 07-14-2010, 11:09 PM   #3
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Set up by putting Infernity Archfiend, Infernity Necromancer, Infernity Beetle (along with Infernity Avenger if you run it) into the Graveyard using Infernity Inferno, Dark Grepher, Foolish Burial, and/or Armageddon Knight.

Once the above set up is done, all you need is Infernity Mirage or Infernity Launcher with no cards in your hand and you have game.

1. Activate Infernity Mirage/Infernity Launcher to Special Summon Infernity Archfiend and Infernity Necromancer from your Graveyard.
2. Using Infernity Archfiend's effect, add Infernity Launcher from your Deck to your hand. Set or activate it.
3. Use Infernity Necromancer's effect to Special Summon Infernity Beetle from your Graveyard, and Synchro Summon Mist Wurm using Infernity Archfiend, Infernity Necromancer, and Infernity Beetle to bounce anything that's in the way.
4. Repeat Steps 1-3, adding Infernity Launcher using Infernity Archfiend's effect and Special Summoning Infernity Beetle OR Infernity Avenger (depending on what Synchro Monsters you want on the field) using Infernity Necromancer.
5. Keep doing this until you have swarmed the field with Synchro Monsters. Swing for game.
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Last edited by AGaW : 07-14-2010 at 11:11 PM.
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Old 07-14-2010, 11:19 PM   #4
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Infernity decks revolve around empty hands. There are plenty of cards that can help with this, but theres two ways of playing infernities.

One way was basically double-stated above. Mass-swarm with synchros and your set. Not my favorite because of stuff like vanitys fiend and such that stop special summons. However it seems effective with enough foreplanning.

Another way thats a little more Indie that I've seen down here in Florida is mill and kill decks. Basically they revolve around stuff like Forced Requisition to make sure your opponent rarely ever has a hand, and uses cards like Magical Thorn to deal extra damage while using it all to your advantage. Not as recommended but somewhat effective from what I've seen.

Another is Dark World Infernities. Use the hand mill to pull effects from infernities as well as dark world monsters when they get sent to the graveyard.


In summary its all about the hand... or in this case, the lack there of.
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Old 07-14-2010, 11:25 PM   #5
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wow..
i really hope i dont have to play that..
itll piss me off, seeing as im highly competitive.
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Old 07-14-2010, 11:29 PM   #6
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its pretty easy to counter actually, since theres tons of cards that counter it. Dark Bribe is a big one, since it can sometimes pull a game stopper. Actually did it once at a regionals.

Opponent had no hand and a graveyard full of everything he needed for the otk. I had wave motion cannon, and Dark Bribe down. Luckily they flipped some card that I bribed, and it basically pulled a stopper on the entire thing.

Next turn I popped wave motion for 5000 and won with only like 250 lp left.
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Old 07-14-2010, 11:31 PM   #7
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Originally Posted by evan1o1 View Post
wow..
i really hope i dont have to play that..
itll piss me off, seeing as im highly competitive.
Crevice into the Different and D.D Crow all wreck em.
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Old 07-14-2010, 11:33 PM   #8
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Compulsionary ruins everything for archfiend.
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Old 07-14-2010, 11:38 PM   #9
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umm

i otk is that good?
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Old 07-14-2010, 11:40 PM   #10
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While Infernities are very easy to counter, it's easier said than done. Not having a Crow/Crevice during the first couple turns could mean you're going to get OTK'd.

Otherwise, a well-timed Crow/Crevice could save you for a few turns.
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Old 07-14-2010, 11:50 PM   #11
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The otk is pretty good. This game has never seen a synchro engine as powerful and explosive as infernities before. The loop can very to Mist Wurm, Goyo, Brionac, Archfiend, and Necromancer with two barriers, or Doom Dragon, Stardust Dragon, Archfiend, and several barriers. The problem is with infernities is their predictability. Infernities have the best chance to win game 1, but game 2 and 3 is the hard part. Here's a side deck for X-sabers:

2 Mask of Restrict
1 Swallow Flip
2 D.D. Crow
2 Thunder King Rai-Oh/Royal Oppression
2 Consecrated Light
2 Divine Wrath
1 Saber Slash
1 Book of Moon
1 Mind Crush
1 Dust Tornado

There's not much any deck can do against X-sabers. For the Infernity match-up, The X-saber player will side in the Thunder King Rai-Oh's, Mind Crush, Dust Tornado, pair of Consecrated Light, and D.D. Crow's. Some Saber decks main both Rai-Oh and Oppression. All the sided cards hate infernities. Thunder King Rai-Oh stops searches; Mind Crush can hit the Launcher in hand; Dust Tornado destroys launcher; Consecrated Light means no summons; D.D. Crow removes stuff from the graveyard; and Royal Oppression needs no explanation. Hero's Rule 2 can also use to stop the Launcher, Necromancer, and Mirage.

Here's a standard side deck for infernities:
1 Cyber Dragon
3 Ryko, Lightsworn Hunter
2 Fissure
1 Book of Moon
2 Hero’s Rule 2
2 Swallow Flip
1 Divine Wrath
1 D.D. Crow
1 Dust Tornado
1 Mirror Force

Here, the infernity player will probably side against the x-saber match-up 2-3 Ryko, 2 Hero's Rule 2, Mirror Force, 2 Fissure, and maybe Book of Moon or Cyber Dragon. D.D. Crow will not help that much against x-sabers, but it's another option. The number of cards sided in will be based on what the infernity player sees game 1. Assuming the Infernity player won game 1, game 2 should be easier for the X-saber player. The Ryko's will counter the Thunder King Rai-Oh, Consecrated Light, and Royal Oppression while milling key pieces hopefully. Hero's Rule 2 is to stop Crevice Into the Different Dimension and D.D. Crow. Mirror Force is to stop the big pushes; even with Hyunlei, the mass swarming power of sabers is a force to be attended with. Cyber Dragon, Book of Moon, and D.D. Crow are based on player's choice. Cyber Dragon hits Consecrated Light and Thunder King Rai-Oh. Book of Moon stops synchro's and prevents a Gottom's loop. D.D. Crow can hinder E-call plays by removing the Darksoul or tuner.

Last edited by x-saviour : 07-15-2010 at 12:01 AM.
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