Forum:Deck Guide/Infernity

=Handless Combo! A Guide to the Infernity Archetype=

By: Runer5h, Gadjiltron, Akiza'sRose66

Intro
The Infernity archetype was the first Dark Signer archetype to be seen in the anime. Used by friend-turned-villain Kalin Kesler, they revolved around devastating effects THAT ONLY WORKED WHEN YOU HAD NO HAND. It runs counter to traditional duelist thought - IE, keep your hand as large as possible.

]However, the Infernity series so far has been released only piecemeal in the TCG. We got Infernity Beast in Ancient Prophecy; Archfiend, Dwarf and Guardian as promos for Stardust Accelerator; and then Infernity Necromancer and Infernity Force in Stardust Overdrive. That makes 6 cards - not the most extensive archetype, even counting the OCG-only Infernity Destroyer.

Enter The Shining Darkness. Set for release in the OCG on February 20, it contains cards that are designed to send this archetype's power skyrocketing. Let's have a look.

Basic Strategy
With The Shining Darkness's release, Infernity decks are now about reviving as many Infernity monsters from the graveyard as quickly as possible. This is done with Infernity Necromancer, Infernity Mirage, and best of all Infernity Gun. This is convenient - you already had to empty your hand of cards - cards which would be discarded, making a revival option perfect.

Explaining the Archetype
In alphabetical order:
 * Infernity Archfiend: It's an amazing card. 1800 ATK is good: a free special summon from the hand is better: searching the deck for an Infernity card makes this card downright broken. Notice it says Infernity CARD, not MONSTER, unlike many searchers - more on that later. For now, remember to run 3.
 * Infernity Beast: Level 3 with an Ancient Gear-esque effect... eh. Perhaps it can be useful, but I personally don't have a use for it in my builds. Its ATK is outclassed by Infernity Archfiend, and if you get rid of spell and trap cards before you attack it's unnecessary.
 * Infernity Beetle: It's a level 2 Insect tuner. Its handless effect allows you to special summon two more from your deck by tributing it. Even without this effect, however, it's still a pretty good card, allowing you to perform easy level 8 and 9 synchro summons. If you run any, run 3 to use its effect.
 * Infernity Destroyer: Level 6, 2300 ATK, and frankly one of the most powerful burn effects in the game. This card was buffed from the anime - not something you see too often. Fairly useful, though I find that one is enough.
 * Infernity Doom Dragon: The synchro monster, and trump card, of the archetype. Fairly powerful, and surprisingly generic - it merely requires a DARK tuner. Run at least one in the extra deck.
 * Infernity Dwarf: Piercing damage is good, especially if it's for all your monsters. But this card's low ATK value REALLY limits its usefulness. I prefer to leave it out.
 * Infernity Guardian: It's immune to all destruction if you have no hand. Sounds pretty good, until you remember... oh yeah! Infernities are about SPEED. This is at best a defensive card. I would not run any.
 * Infernity Mirage: It's a pity this card can't be special summoned from the grave... ah well, it's a small flaw compared with what it can do. Tribute it to special summon 2 Infernities from your graveyard, allowing for some great combos. I prefer to run two.
 * Infernity Necromancer: 2000 DEF and its revival effect mean that this is an amazing card. You can use it to set up combos, or even stall for time in a last-ditch scenario. Run 3.
 * Infernity Reloader: I'm sorry, what? This is more of a plot device than a real, USABLE card. You get a draw, but it might cost you 500 damage. Infernities are already risky enough. Plus, the burn damage will never really be substantial. Run none.
 * Infernity Revenger: This is normally a level ONE tuner. However, its effect allows it to "take the place" of your monster that was destroyed by battle - and take its level as well. So, it can be an any-level tuner. By the way, its effect works on non-Infernities as well!