User:Super nub12

so im making a infernity deck and i realise the amazing potential ability of infernity is the ability to recover and make a massive comeback with just one card, however ive also seen that infernity depends alot on luck especially on the first draw, a dead hand can mean a big loss. Even with a good hand it is easy to stop a infernity deck, mainly on stopping the summoning of infernity necromancer, and archfiend. They are both needed to start a combo,and are extremely dangerous, infernity guradian is a good defense against cards that bomb the field but only works face-up, which can be annoying at times, but is quite easily summoned using a mystic tomato. When i checked the internet for a solid infernity deck build i found most of them not very good and some extremely bad.

so i hav decided to make a list of wat i think a infernity deck shud hav:

17 monsters 3 infernity necromancers 3 infernity archfiends 2 dark grephers 1 armagedon knight 1 infernity gurdian 1 mystic tomato 2 infernity mirage 3 infernity avengers 1 plaguespreader zombie

8 spells 2 zero max 1 infernity launcher 2 mystical space typhoon 1 reinforecements of the army 1 swords of revealing light 1 wave motion inferno

15 traps 2 infernity breaks 1 infernity reflector 1 dust tornado 1 call of the haunted 2 bottomless trap hole 3 infernity inferno 2 infernity barriers 1 waboku 1 karma cut 1 raigecki break 1 solemn judgement

synchros to taste

you can easily slightly change the deck build and still make the deck work well some people might prefer an extra dark grepher, so take out an armogedon knight while ROTA is recommended it isnt really essential in a infernity deck due to the september 2010 ban list infernity launcher is down to 1 ps im sorry for any major spelling errors