Forum:Infernity Deck Guide

Intro

Infernities, a deck of Kalin Kessler's that was once Tier 1, has fallen to shambles recently after the limit on three of their best cards: Infernity Archfiend, Infernity Launcher, and Infernity Barrier. I'm here to say that the deck isn't entirely dead and this has just forced us Infernity duelists to think of innovative ways so that we can still be a decent deck against the current metagame. Shall we begin?

Monsters

Infernity Archfiend: This level 4 monster is the main searcher of the deck. If you draw this monster while you have no cards in your hand, you can special summon it and search for any Infernity CARD in your deck. If this card is special summoned through other means, you can still search for any Infernity CARD as long as the special summon wasn't negated. RUN 1

Infernity Necromancer: This level 3 monster when normal summoned automatically goes to defense mode with a whopping 2000 defense and has an incredible ability to special summon any Infernity monster in the grave EXCEPT for itself IF you have no cards in your hand. This special summoning effect includes Infernity Doom Dragon as well. This card is essential with any type of Infernity deck, except for the Randomizer ones. RUN 2-3 depending on build.

Infernity Avenger: A level 1 tuner that special summons itself from the graveyard if you have no cards in your hand, when your monster is destroyed by battle. Then if successfully special summoned, this card's level changes to the level of the monster destroyed by battle. You cannot use Avenger's effect of special summoning on XYZ monsters however because they don't have level. RUN 1 on standard builds, RUN 2 if you're cautious.

Infernity Beetle: A level 2 tuner that can tribute itself and can special summon up to 2 more copies of itself from the deck if you have no cards in your hand. This card used to be great when Infernity Launcher was at 3 and now it's lackluster. RUN 0 normally but RUN 3 if you have the Beetle Synchro build.

Infernity Mirage: A level 1 monster that can tribute itself to special summon 2 Infernity monsters from the graveyard. This card can get cloggy but it's absolutely essential for synchro builds. This card is also unaffected by Skill Drain, as Mirage's activation cost is to send itself to the graveyard and so Mirage resolves in the graveyard and not the field. BUT THE MAIN PROBLEM IS THAT THIS CARD CANNOT BE SPECIAL SUMMONED FROM THE GRAVEYARD. RUN 0-1.

Infernity Guardian: A level 4 monster that cannot be destroyed by battle or card effects when you have no cards in your hand. Great for stalling, sometimes used as search fodder for Infernity Archfiend to create XYZ's. Soon Infernity Bishop would take this role but for now Guardian is a suitable replacement. RUN 0-1.

Infernity Randomizer: A level 1 monster that draws 1 card when you have no cards in your hand and inflicts damage on you or your opponent depending on what type of card was drawn. Not really that great, but there's a special deck that revolves around it. RUN 0 normally but RUN 3 for the Randomizer build.

Not worth mentioning: Infernity Beast, Archer, Destroyer, General, Knight, Dwarf for particular reasons. Beast is not really useful as it's basically a super weak version of a Ancient Gear monster. Archer and Destroyer although with decent effects, are level 6, and get super cloggy in the hand early game which is not too good. Knight is level 7 with a mediocre effect to summon 2 level 3 infernity monsters from the grave and then NEGATING their effects. ~.~ Knight is just level 3 Infernity fodder with a terrible effect, and Dwarf has a piercing damage effect but with terrible attack to go with it. RUN 0.

Spells

Infernity Launcher: The infamous card itself. This card can discard 1 infernity monster from your hand once per turn and also has this incredible effect of special summoning up to 2 infernity monsters from your graveyard if you have no cards in your hand. It's absolutely essential in all Infernity decks. RUN 1 sadly. Screw the banlist.

Wave Motion Inferno: A card that gives 400 atk/def to all Infernity monsters when you have no cards in your hand and this card can be sent to the graveyard to send all cards in your hand to the graveyard. Super terrible. RUN 0

Zero-Max: A monster reborn + Dark Hole especially made for Infernity's. If you have no cards in your hand you can summon ANY Infernity monster from the graveyard and then destroy all monsters on the field with attack less then the special summoned Infernity. The major drawback to this card is that you lose your battle phase. Infernity Archfiend does not get his effect from this card as it will miss it's timing. RUN 1-2.

Traps

Infernity Barrier: The infamous COUNTER TRAP card that can negate ANY monster effect, spell, or trap as long as you have no cards in your hand and you have a face up attack position Infernity monster on the field. Essential card for Infernity's. RUN 1

Infernity Break: The Raigeki break for Infernity's where you banish 1 Infernity CARD to destroy 1 card on the field. Effect is super useful although you should never try to banish Infernity monsters with this card unless it's absolutely necessary. If you don't have other Infernity spell/traps to banish from the grave, I would banish Infernity Necromancer over Avenger and Archfiend. RUN 2-3.

Not worth mentioning: Infernity Force, Inferno, Reflector, and Phantom Hand. They're all terrible. The main focus you should be doing is getting rid of your hand using good cards instead of cards that gets rid of your hands and gives you minuses.

Extra Deck

Infernity Doom Dragon: This level 8 boss monster of the Infernity's can destroy 1 face up monster on the field and deal damage to half the attack of the monster destroyed when you have no cards in your hand. This card cannot attack if you use this effect though. Although seems lackluster compared to other cards in the current metagame, this card also gives you a target for Infernity Barrier so it's essential you run 1 in Synchro builds. RUN 0-1.

Void Ogre Dragon: A level 8 Shi-En with a buffer body. Once per turn during either player's turn this card can negate any spell/trap and destroy them as long as you have no cards in your hand. Essential in synchro builds as it can get extremely deter the opponent from activating crucial cards like Rank Up spell cards or Polymerizations or Raigekis or ANY DANG SPELL/TRAP CARD THAT CAN SEARCH STUFF. RUN 0-1.

Hundred Eyes Dragon: A level 8 synchro that can mimic the effect of any level 6 or lower Dark Monster in the grave as long as you banish it. It can even copy Infernity Necromancer or Mirage that's just sitting there dead in the grave. Crucial for the Infernity synchro loops. RUN 0-2.

Beelze: You should know about this evil guy already. RUN 0-1.

Lavalval Chain: An XYZ where you can dump cards from your deck to graveyard or put a monster from your deck to the top of your deck. *cough cough Infernity Archfiend* Essential for both Synchro and XYZ builds. RUN 1-2.

Leviar the Sea Dragon: A rank 3 XYZ that can special summon 1 level 4 or lower banished monster. This includes any monster that was banished by Infernity break. Mirage most notably ;D. RUN 1.

THE STAPLE XYZS: Castel, Silent Honor ARK, Abyss Dweller, Exciton. You should run at least 1 of each.

Flame Ghost, Kamion Wizard: Level 3 and 4 Fusion monster fodder that can be summoned through Instant fusion. Crucial during times you need to XYZ summon. RUN 1 of each. Run Noden instead if you play OCG.

Dark Law: A Masked Hero fusion monster summoned through Masked Change that acts as a 1 sided Macro Cosmos and can banish 1 card from your opponent's hand if they SEARCH for a card. Essential card for the Infernity Hero builds. RUN 0-1.

Masked Hero Acid: Another masked Hero that acts as a Harpies Feather duster when summoned. You would need a water monster though to summon it. Essential for Infernity Hero builds. RUN 0-1.

Then if you have space remaining you can add any synchro or rank 4 XYZ that fits your taste. Some notable cards are Armades, Goyo Guardian, Diamond Dire Wolf, Rhapsody in Berserk.

Support:

Dark Grepher, Armageddon Knight, Reinforcements of the Army: Dark Grepher dumps Dark monsters from the deck to grave as long as you discard a DARK monster from your hand. Armageddon just dumps a Dark monster from the deck to the grave when summoned. Reinforcements of the Army helps search for these lil guys. Usually Infernity decks would try and open with them. RUN 1, 1, 2-3 respectively. The numbers can change to your liking however, but those are the standard numbers.

Summoner Monk: Discard a spell and special summon a level 4 monster from the deck. The minus one may hurt but the benefits are insane. Can help summon Grepher or Knight if you need them, or you can summon ARCHFIEND instead if you have no cards in your hand and then you can go wild with that. However a drawback of this card is that you have to be more spell heavy. RUN 2.

Bubbleman, Shadow Mist, Mask Change, Mask Change II: The essential cards from the Infernity Hero build. Bubbleman can be searched through Shadow Mist and can be summoned if it's the last card in your hand. Shadow Mist searches for Bubbleman or any other Elemental Hero except for itself I think when its sent to the graveyard. If you special summon Shadow Mist you can search for the Mask Change cards instead. Mask Change sends an Elemental Hero to the grave to summon a Masked Hero. Masked Change II discard 1 card and sends any monster with LEVEL to the graveyard and special summon a Masked Hero to it's according attribute. RUN 2, 1, 1, 2 respectively. You can change up the numbers for the first two if you want to tweak but those are the standard numbers.