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{{Infobox/Yu-Gi-Oh!/Archetype/Start
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{{Infobox archseries
| image name = Infernity_monster.jpg|thumb
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| image = InfernityLauncher-TF05-JP-VG.png
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| caption = "[[Infernity Archfiend]]" and "[[Infernity Avenger]]" in the artwork of "[[Infernity Launcher]]".
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| ja_name = インフェルニティ
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| romaji = Inferuniti
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| en_anime = Infernalty
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| fr_name = Enfernité
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| de_name = Ewig infernal
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| it_name = Demoneterno
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| ko_name = 인페르니티
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| ko_romanized = Inpereuniti
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| pt_name = Inférnico/a
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| es_name = Inférnico/a
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| other_names =
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; Croatian
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: Paklovječeni
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| sets =
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* [[Yu-Gi-Oh! 5D's World Championship 2009: Stardust Accelerator promotional cards]]
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* [[Ancient Prophecy]]
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* [[Stardust Overdrive]]
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* [[The Shining Darkness]]
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* [[Phantom Rage]]
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| tcg =
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* [[Gold Series 3]]
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* [[Photon Shockwave]]
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* [[Cosmo Blazer]]
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* [[Duelist Saga]]
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* [[Speed Duel: Attack from the Deep]]
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* [[OTS Tournament Pack 14]]
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* [[2021 Tin of Ancient Battles]]
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* [[Ghosts From the Past: The 2nd Haunting]]
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* [[Maze of Memories]]
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| ocg =
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* [[V Jump Fall 2015 subscription bonus]]
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* [[20th Anniversary Pack 2nd Wave]]
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* [[Tournament Pack 2020 Vol.3]]
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* [[Phantom Rage +1 Bonus Pack]]
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* [[Premium Pack 2021]]
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* [[History Archive Collection]]
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| korea =
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* [[Winter Festival 2011 promotional cards]]
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* [[Premium Pack Vol.16]]
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* [[Synergy Pack 01: Synchro Acceleration]]
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| anime = [[Yu-Gi-Oh! 5D's]]
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| manga = [[Yu-Gi-Oh! 5D's (manga)|Yu-Gi-Oh! 5D's]]
 
}}
 
}}
{{Infobox/Yu-Gi-Oh!/Archetype/ExtendedName
 
| kanji = インフェルニティ
 
| romanji = Inferuniti
 
| japanese translated = Infernity
 
| english = Infernity
 
| english anime = Infernalty
 
| german = Ewig Infernal
 
| french = Infernité
 
| spanish = Inférnicos
 
| portuguese = Infernal
 
| italian = Demoneterno
 
}}
 
{{Infobox/Yu-Gi-Oh!/Archetype/List
 
| sets =
 
*[[Yu-Gi-Oh! 5D's Stardust Accelerator Promotional Cards]]
 
*[[Ancient Prophecy]]
 
*[[Stardust Overdrive]]
 
*[[The Shining Darkness]]
 
*[[Gold Series 3]]
 
| anime = [[Yu-Gi-Oh! 5D's]]
 
| list = List of "Infernity" monsters
 
| support list = List of "Infernity" Support Cards
 
| anti-support list = List of Anti-Infernity Monster Support Cards
 
}}
 
{{Infobox/Yu-Gi-Oh!/Archetype/End}}
 
   
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"'''Infernity'''" (インフェルニティ ''Inferuniti''), is an [[archetype]] of [[DARK]] [[Monster Card|monsters]] used by [[Kalin Kessler]] in ''[[Yu-Gi-Oh! 5D's]]''. They revolve around the "handless" strategy; bringing out their potential when there are no cards in the player's hand.
'''Infernity''', a portmanteau of the words "Infernal" and "Infinity", are primarily [[DARK]] monster cards with effects activated when a player has no cards in his or her [[hand]]. This archetype resembles much of the wild west, with cards such as "[[Infernity Archfiend]]", "[[Infernity Necromancer]]", and "[[Infernity Mirage]]" alluding to the native Americans while cards like "[[Infernity Avenger]]", "[[Infernity Randomizer]]", and "[[Infernity Launcher]]" (whose original Japanese name was Infernity Gun) relate to the cowboys. This archetype was used by [[Kalin Kessler]] in [[Yu-Gi-Oh! 5D's]].
 
In episodes 33, 34, and 35 in the english dub version of [[Yu-Gi-Oh! 5D's]], these Infernity monsters, spells and/or traps were known as '''Infernalty'''.
 
   
The first Infernity cards were released as promotional cards in [[Yu-Gi-Oh! 5D's World Championship 2009: Stardust Accelerator|Yu-Gi-Oh! 5D's Stardust Accelerator]]: "[[Infernity Archfiend]]", "[[Infernity Dwarf]]", and "[[Infernity Guardian]]". [[Infernity Destroyer]] was released in the [[Yu-Gi-Oh! 5D's Stardust Accelerator - World Championship 2009 Game Guide]] in Japan.
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The first "Infernity" cards were released as promotional cards in ''[[Yu-Gi-Oh! 5D's World Championship 2009: Stardust Accelerator|Yu-Gi-Oh! 5D's Stardust Accelerator]]'': "[[Infernity Archfiend]]", "[[Infernity Dwarf]]", and "[[Infernity Guardian]]". They received an occasional amount of support until the release of [[The Shining Darkness]], where fifteen more cards were added to their pool.
   
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==Design==
The first Infernity card released in a booster set was "[[Infernity Beast]]" in [[Ancient Prophecy]]. Two additional Infernity cards soon followed with the release of [[Stardust Overdrive]]: [[Infernity Necromancer]] and the first Infernity trap card [[Infernity Force]].
 
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===Appearance===
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"Infernity" monsters' artwork owes much to stereotypical depictions of the "wild west," with cards such as "[[Infernity Archfiend]]", "[[Infernity Necromancer]]", and "[[Infernity Mirage]]" alluding to the Native Americans, while cards like "[[Infernity Avenger]]", "[[Infernity Randomizer]]", and "[[Infernity Launcher]]" (whose original Japanese name was "Infernity Gun") relate to cowboys. More recent "Infernity" monsters like "[[Infernity Knight]]," "[[Infernity General]]," and "[[Infernity Archer]]" bear strong medieval overtones.
   
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===Etymology===
Support for the Infernity archetype "handless" theme was expanded by 15 cards in the [[The Shining Darkness|Shining Darkness]] booster set.
 
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"Infernity" is a portmanteau of the words "Infernal/Inferno" and "Infinity".
   
 
==Playing style==
 
==Playing style==
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The deck relies on an empty hand. Using [[discard]]ing effects like "[[Dark Grepher]]" and "[[Summoner Monk]]" is the fastest way to empty your hand while setting up your Graveyard for cards like "[[Infernity Launcher]]", "[[Infernity Necromancer]]" and "[[Infernity Avenger]]".
   
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With the release of ''[[The Shining Darkness]]'', the "Infernity" archetype's strategy became Graveyard-centric. Because the most common way of emptying the hand is through discarding effects, the Graveyard should load up very quickly with "Infernities" to Special Summon with the effects of "[[Infernity Mirage]]", "[[Infernity Necromancer]]" and "[[Infernity Launcher]]". As a bonus, "[[Infernity Avenger]]" can Special Summon itself from the Graveyard in response to the destruction of an "Infernity," maintaining field advantage while also potentially returning as a level 3+ Tuner.
As the monster Effects imply, this deck is focused on having no hand. Using discarding effects, such as [[Raigeki Break]] and [[Phoenix Wing Wind Blast]] is the fastest way to empty your hand while setting up your graveyard for cards like [[Infernity Necromancer]] and [[Infernity Launcher]].
 
   
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The "Infernity" Deck received some major boosts with the advent of Xyz monsters. The first is "[[Leviair the Sea Dragon]]", which can be made with two "Infernity Necromancer"s, two "[[Tour Guide From the Underworld]]"s, or a combination of the two. "[[Hundred Eyes Dragon]]" or "[[Infernity Break]]" can banish "Infernity Mirage" with its effect, and "Leviair the Sea Dragon" can then revive the "Infernity Mirage" for a Synchro Summon and an "Infernity Archfiend" search, as the restriction on its Special Summon only applies to the Graveyard.
Used correctly, this deck can become very powerful on its own. However, you can add a twist by adding in cards from one or two different [[Archetype]]s. The first is the "[[Dark World]]" series. Most of the support tends to involve discarding cards from the hand and Special Summoning from the graveyard, and most of the monsters benefit from this. With [[Infernity Necromancer]] and the release of the support cards in [[The Shining Darkness]], Infernity cards seem to be heading that way as well.
 
   
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Another handy Xyz monster is "[[Lavalval Chain]]". Its effect can place "[[Infernity Archfiend]]" on top of your deck, which can lead to its Special Summon on the following turn if your hand is empty. While it is on the weaker side in terms of ATK and DEF, if "[[Lavalval Chain]]" manages to survive into a second turn, it can use its other effect to set up your Graveyard with whatever "[[Infernity Archfiend]]" searched out.
The other [[Archetype]] is the "[[Fabled]]" series. Like the [[Dark World]] set, these cards focus primarily on discarding cards in the player's hand. The key difference, however, is that the [[Fabled]] do not actually discard cards to use their own effects, but rather to decrease the number of cards the player is holding, as their monsters can use their effects only when the player's hand is low on cards, or empty altogether. For this reason, they seem to fit in better with the Infernity cards. Notable cards are [[Fabled Raven]] (a Level 2, 1300 ATK [[Tuner]] monster which lets you discard any number of cards to increase its Level by 1, and its ATK by 400, for each card. This effectively lets you empty your hand to have a high Level, high power [[Tuner]] monster) and [[Fabled Soulkius]] (a Level 6, 2200 ATK monster which lets you discard two cards to Special Summon it from the graveyard, fitting perfectly into both the themes of the Infernity cards). On top of that, the "[[Fabled]]" are all [[LIGHT]] monsters, while the Infernity cards are all [[DARK]] monsters, so even the powerful [[Chaos Sorcerer]] can be splashed into this deck, and in [[Traditional Format]], the great and mighty duo [[Chaos Emperor Dragon - Envoy of the End]] and [[Black Luster Soldier - Envoy of the Beginning]].
 
   
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"[[Beelze of the Diabolic Dragons]]", "[[Void Ogre Dragon]]" , and "[[Draco Berserker of the Tenyi]]" are welcome additions to the "Infernity" arsenal of Level 8 Synchro monsters, having great synergy with the deck and able to fend off threats such as "[[Dark Hole]]" and most common defensive traps.
Another [[Archetype]] that could help is [[Blackwings]], they can help to make [[Synchro Summon]]s more consistent and summon [[Hundred-Eyes Dragon]] and remove cards from either archetype to [[Beatdown]] the opponent.
 
   
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Lastly, "Infernity" Decks serve as a great engine to easily Summon all of the "[[Red Dragon Archfiend (archetype)|Red Dragon Archfiend]]", including "[[Red Nova Dragon]]", "[[Hot Red Dragon Archfiend Abyss]]" and "[[Hot Red Dragon Archfiend Bane]]", possibly even in one turn.
   
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Note, it's best to avoid cards like "[[Full Salvo]]", "[[Fine]]", and "[[Rope of Life]]", because although they empty the hand, they typically don't generate more than momentary advantage. An "Infernity" player should always plan for the long-term.
Zombie-type monsters could also be mixed into an Infernity deck. Zombies tend to work off of the grave and, in turn, could be used as main discard fodder. You'll most likely summon the monsters you discarded anyway, so discarding them to kill your hand probably won't affect you much.
 
   
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A well-built "Infernity" Deck can churn out several powerful [[Synchro Monster]]s and [[Xyz Monster]]s per turn. "[[Infernity Launcher]]" can allow for even more Synchro Summons and Xyz Summons via a combination of "[[Infernity Necromancer]]", "[[Infernity Archfiend]]", and/or "[[Infernity Avenger]]".
As of [[The Shining Darkness]] release, the Infernity archetype has become much more [[Graveyard]] based. Both [[Infernity Mirage]] and [[Infernity Launcher]] can quickly and effectively summon your monsters from the grave. And because the most common way of emptying your hand is discarding, you'll have plenty of guys in your grave to summon. [[Infernity Avenger]] can also summon himself and possibly become one of the only Lv.5+ tuners. Because of new graveyard tactics, the Infernity have become less and less reliant of topdecking, turning this rather risky deck type into a powerful tool of decimation.
 
   
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With the release of "[[Lavalval Chain]]", most "[[Infernity]]" decks have changed to run only "[[Infernity Avenger]]" as their Tuner or no Tuners at all to ensure a low monster count considering "[[Infernity Beetle]]" is only useful when running 3. However, "[[Mist Wurm]]" can still easily be made with two Level 4s and an Avenger.
Another Tech Choice is [[Hate Buster]] as most of the [[Infernity]] monsters are [[Fiend]] and have reasonably low attack. [[Hate Buster]] gives the deck much needed protection against your opponent's strong [[Monsters]].
 
   
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"[[Infernity Mirage]]" can Tribute itself to Special Summon two more "Infernity" monsters from the Graveyard, for yet another Synchro Monster or an Xyz, if need be. Namely "Leviair the Sea Dragon"
Even though Infernity decks can manipulate the number of DARK monsters in their Graveyard at ease, [[Dark Armed Dragon]] is not a recommended card, due to the possibility of it getting stuck in your hand, hindering the entire deck, and you don't want your Infernities Removed from Play.
 
   
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Another good [[Synchro Monster]] is "[[Hundred Eyes Dragon]]": its ability essentially makes it a fourth copy of any "Infernity" monster, provided it exists in the Graveyard. Normally, you will use its effect to copy either "[[Infernity Necromancer]]" or "[[Infernity Mirage]]", which will let you Summon back other Infernity monsters in your Graveyard to gain further advantage. If usng Mirage - make sure the latter was Properly Synchro Summoned so you waste less time summoning it back.
You could use a card like Blade Knight because it gains power with one or less cards in your hand, fitting rather nicely with the theme of the Infernitys.
 
   
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== Strengths ==
It's usually not recommended to use cards such as "[[Full Salvo]]", "[[Fine]]" and "[[Rope of Life]]", since, while they empty your hand, they also give small benefits and most times the loss outweighs the gain.
 
   
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The most noticeable strength of an "Infernity" Deck is its easy Synchro Summoning and Xyz Summoning capabilities. The archetype also boasts its own [[Counter Trap Card]] in the form of "[[Infernity Barrier]]"- a card that can [[Negate]] virtually anything- as well as its own [[Normal Trap Card]] in "[[Infernity Break]]" which takes care of any threats that Infernity Barrier cannot handle. "Infernity" decks create long chains of Synchro and/or Xyz Summons, which concludes with up to three primed "Infernity Barriers" and "Infernity Breaks" backing a field of powerful Synchro and/or Xyz Monsters. This set up is nearly invincible if achieved.
The Infernity deck structure is now able to effectively summon several high-level [[Synchro Monsters]] every turn, providing the right cards exist on the field or in-hand. A popular choice is to [[Synchro Summon]] [[Trishula, Dragon of the Ice Barrier]] or [[Mist Wurm]], and exploit their field-clearing abilities, while [[Infernity Launcher]] (whether in the hand or on the field) will allow the player to summon a second Trishula or Wurm via [[Infernity Necromancer]], [[Infernity Archfiend]], [[Infernity Beetle]] and another copy of [[Infernity Launcher]], to clear the opponent's field, hand and graveyard of any cards blocking a direct attack. Another good [[Synchro Monster]] is [[Hundred-Eyes Dragon]] due to the fact that it can copy most of the ability's used by a [[Infernity]] deck. However, you want your Infernity monsters in the Graveyard, so it can be a double-edged sword.
 
   
 
== Weaknesses ==
 
== Weaknesses ==
   
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"Infernities", despite their enormous Synchro Summoning and Xyz Summoning capability, have a number of crucial weaknesses.
Infernities, despite their enormous potential as an [[Instant Synchro]] deck, have a number of crucial weaknesses. Of course, the foremost one is the one shared among most of today's competitive decks - [[Special Summon]] and [[Graveyard]] reliance. Cards like [[Royal Oppression]], [[Macro Cosmos]], [[Dimensional Fissure]], [[Crevice Into the Different Dimension]] and any other that could lock down the main assets of the deck are the most dangerous threat, with [[Skill Drain]] placing just after them in terms of threat. Side-Deck [[Imperial Iron Wall]] to combat against the removal cards, and [[Twister]] to deal with [[Royal Oppression]] and [[Skill Drain]]. Cards like [[D.D. Crow]] and [[Battle Fader]] that can be activated in hand can give major surprise and/or lockdown to Infernity combo. Cards like [[Threatening Roar]] and [[Waboku]] can slow Infernity for a turn, allowing you to get a bit of timing to counter.
 
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* Cards that lock your Graveyard or [[Monster effect]], like "[[Macro Cosmos]]", "[[Dimensional Fissure]]", "[[Necrovalley]]", "[[Shadow-Imprisoning Mirror]]" and "[[Skill Drain]]" are major threats, with "[[Rivalry of Warlords]]" or "[[Royal Decree]]" as minor threats.
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** Side Decking "[[Imperial Iron Wall]]", "[[Burial from a Different Dimension]]" or "[[Miracle Dig]]", and "[[Twin Twisters]]" can counter them, though "[[Infernity Break]]" cannot be used with "Imperial Iron Wall".
   
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* Cards which lock your [[Extra Deck]], like "[[Domain of the True Monarchs]]", "[[Artifact Scythe]]" and "[[Dragon Buster Destruction Sword]]" are as troublesome as the above cards.
Also, by themselves they are a fairly weak archetype, with the most powerful non-Synchro card, [[Infernity Destroyer]], being only 2300 ATK and without a strong enough effect. Hindering the key cards of the deck with [[Prohibition]] and the like can also disrupt their strategy dramatically, since this will leave cards in hand, stopping the effects of [[Infernity]] monsters.
 
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** Without a strong [[Extra Deck]], "Infernities" are a fairly weak archetype, with their most powerful non-Synchro card being "[[Infernity General]]," sporting 2700 ATK with no restriction of Summon.
   
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* [[Hand Traps]], such as "[[Effect Veiler]]", are one of the most troublesome things.
Infernity monsters are also severely affected by [[Consecrated Light]]. This monster prevents the Normal Summoning of DARK monsters; therefore disabling Synchro-Summoning. Be careful, Dark monsters can be Flip-Summoned. [[Consecrated Light]] will only stall for a turn or two.
 
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** "[[Mind Drain]]" will help greatly against these threats, though you cannot use the effect of "Infernity Archfiend", either.
   
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* Nukes, such as "[[Judgment Dragon]]", "[[Black Rose Dragon]]" or "[[Evilswarm Exciton Knight]]" will almost completely shut you down, as you would have no cards in the hand for a comeback.
And if you're looking for cards to side against Infernities, [[D.D. Crow]], [[Crevice Into the Different Dimension]] and likes shuts down any Infernity OTK move.
 
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** "[[Infernity Guardian]]" could be a life-saver in such a situation.
   
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* Card that add cards to your hand, such as "[[Destiny HERO - Defender]]", "[[The Gift of Greed]]", can slow your play.
The fact that this deck depends on having no cards in your hand can be a weakness itself. If you play a large number of cards and then your opponent plays a field-clearing card like [[Judgment Dragon]] or [[Black Rose Dragon]], you may find yourself painted into a corner. To keep this from happening an [[Infernity Guardian]] is a great defense since it can't be destroyed by effects.
 
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** You can just use the cards they give you as a result, as the number is not many. And as a result - You can easily get rid of them, thus backfiring your opponent.
   
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* If your play is interrupted, you will have to rely on [[Top-Decking]], which is really unreliable.
== Strengths ==
 
   
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* If your opening Hand is not balanced, you will have a lot of trouble.
Currently, the most noticeable strength of an Infernity deck is its ability to [[Instant Synchro]] with ease, thanks to cards like [[Infernity Launcher]] and [[Infernity Necromancer]], which allow for very fast Special Summons from the Graveyard. Similarly to Launcher, [[Infernity Mirage]] can Special Summons two more Infernity monsters simply by being Tributed, and it's rather easy to keep a hand empty thanks to many cards like [[Raigeki Break]], [[Phoenix Wing Wind Blast]], [[Into the Void]] and so on. Also, the Infernity archetype has its own specific Counter-Trap in the form of [[Infernity Barrier]], a card that can jam almost anything by itself.
 
   
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* Though "[[Infernity Barrier]]" and "Infernity Break" are powerful cards, they can pose problems when you draw them but do not have the requirements to activate them in your hand.
If properly used, the deck can guarantee an [[OTK]] situation with its main combo, which allows for the Synchro Summon of three Lv. 9 Synchro Monsters ([[Mist Wurm]] in the TCG, [[Trishula, Dragon of the Ice Barrier]] in the OCG), plus another Synchro Monster and an Infernity Archfiend, or two Archfiends. Otherwise, it can simply use the many ways it has to Special Summon from the Graveyard to provide material for other Synchro Summons, not necessarily having to rely on big plays.
 
   
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* Because this archetype is very dependent on other cards in your Deck to support your plays, you will have problems if you draw certain cards without drawing the necessary support to make them beneficial. Examples include drawing an "Infernity Archfiend" with no way of Special Summoning it or getting it in your Graveyard to Special Summon it via "[[Infernity Necromancer]]", drawing too many "[[Stygian Street Patrol]]s" with no monsters in your hand to benefit its effect, and so on.
==Recommended Cards==
 
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<!-- This is not an exact Decklist. Do not add multiples or staples.-->
 
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==Post-September 2010==
===Monsters===
 
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After the September 2010 Forbidden list's restriction on "[[Infernity Launcher]]", the "Infernity" Deck began to lean on its control aspect. "[[Infernity Avenger]]" replaced "[[Infernity Beetle]]" as the deck's primary [[Tuner monster|Tuner]]. It allows "Infernities" to Summon level 8 Synchro monsters with relative ease, which, without the [[OTK]] potential offered by a full play-set of "[[Infernity Launcher]]", is necessary for the deck's continued viability.
* [[Armageddon Knight]]
 
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Given that, "[[Hundred Eyes Dragon]]" is arguably the most important Synchro monster in the "Infernity" arsenal. As touched upon, it can banish "[[Infernity Mirage]]," copy its effect, and then Special Summon "[[Infernity Archfiend]]" and "[[Infernity Necromancer]]". This triggers a search out of "[[Infernity Archfiend]]", usually for "[[Infernity Barrier]]", "[[Infernity Launcher]]", or "[[Infernity Mirage]]". Then, "[[Infernity Necromancer]]" Special Summons "[[Infernity Avenger]]", which is used to [[Synchro Summon]] for another Level 8 Synchro monster. Note that this monster could be another "[[Hundred Eyes Dragon]]", which would restart this cycle with the addition of a set "[[Infernity Barrier]]." These loops are best finished with "[[Infernity Doom Dragon]]": not only a 3000 ATK beatstick equipped with a [[Burn]] and destruction effect, but more importantly, an "Infernity" monster with which to fulfill the activation requirement of "Barrier."
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"[[Stygian Street Patrol]]" has some synergy with the deck, although it can be a bit slow if drawn as opposed to being sent straight from the Deck to the Graveyard. It acts as a Special Summon outlet for "[[Infernity Archfiend]]" if it's the last card in hand, and as a means of barraging an opponent with Synchro monsters by Special Summoning an "[[Infernity Mirage]]" searched by "[[Infernity Archfiend]]" after a Normal Summon.
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If included, a balance between "[[Armageddon Knight]]" and "[[Dark Grepher]]" as opposed to just "[[Dark Grepher]]" is preferred, as "Infernity" Decks tend to have a lower monster-to-Spells/Traps ratio than most Decks, rendering "[[Dark Grepher]]'s" discard unwieldy.
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With the release of "[[Lavalval Chain]]", the "[[Infernity]]" Synchro deck now has much more consistency. It allows for more consistent Synchro Summoning and faster Graveyard set-up, without having to use slow and inconsistent cards such as "[[Infernity Inferno]]", "[[Wave-Motion Inferno]]", "[[Dark Eruption]]", "[[Into the Void]]", and "[[Phantom Hand]]" by instead using cards such as "[[Summoner Monk]]", "[[Instant Fusion]]" and "[[Transmodify]]". See Post Duel Terminal 7 for more information.
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''"Lavalval Chain" was moved to Forbidden in the TCG in September 2015.''
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==Recommended cards==
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{{Decklist|Recommended cards
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|monsters =
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<!--This is not an exact Decklist. Please do not add multiples or staples.-->
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|synchro monsters =
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* [[Infernity Doom Archfiend]]
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* [[Infernity Doom Dragon]]
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* [[Clear Wing Synchro Dragon]]
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* [[Dark End Dragon]]
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* [[Draco Berserker of the Tenyi]]
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* [[Hundred Eyes Dragon]]
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* [[Mist Wurm]]
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* [[Red Dragon Archfiend]]
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* [[Scarlight Red Dragon Archfiend]]
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* [[Stygian Sergeants]]
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* [[Void Ogre Dragon]]
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|xyz monsters =
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* [[Dark Rebellion Xyz Dragon]]
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* [[Leviair the Sea Dragon]]
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|spells =
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<!--This is not an exact Decklist. Please do not add multiplesor staples.-->
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* [[Contract with the Void]]
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* [[Infernity Launcher]]
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* [[Infernity Paranoia]]
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* [[This Creepy Little Punk]]
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* [[Wave-Motion Inferno]]
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* [[ZERO-MAX]]
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* [[Card of Demise]]
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* [[Finite Cards]]
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* [[Foolish Burial]]
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* [[Into the Void]]
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* [[One for One]]
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* [[Serial Spell]]
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* [[Spell Chronicle]]
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* [[Super Polymerization]]
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|traps =
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<!--This is not an exact Decklist. Please do not add multiplesor staples.-->
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* [[Infernity Barrier]]
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* [[Infernity Break]]
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* [[Infernity Force]]
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* [[Infernity Inferno]]
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* [[Infernity Reflector]]
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* [[Infernity Suppression]]
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* [[Phantom Hand]]
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* [[Void Cauldron]]
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* [[Back to the Front]]
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* [[Depth Amulet]]
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* [[Full Salvo]]
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* [[Limit Impulse]]
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* [[Rope of Life]]
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* [[Toll Hike]]
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|effect monsters =
 
* [[Infernity Archfiend]]
 
* [[Infernity Archfiend]]
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* [[Infernity Conjurer]]
  +
* [[Infernity General]]
  +
* [[Infernity Guardian]]
  +
* [[Infernity Knight]]
 
* [[Infernity Mirage]]
 
* [[Infernity Mirage]]
  +
* [[Infernity Necromancer]]
  +
* [[Infernity Patriarch]]
  +
* [[Infernity Pawn]]
  +
* [[Infernity Randomizer]]
 
* [[Dark Grepher]]
 
* [[Dark Grepher]]
  +
* [[Predaplant Chlamydosundew]]
  +
* [[Stygian Street Patrol]]
  +
* [[Summoner Monk]]
  +
* [[Swift Gaia the Fierce Knight]]
  +
|fusion monsters =
  +
* [[Predaplant Chimerafflesia]]
  +
* [[Starving Venom Fusion Dragon]]
  +
|tuner monsters =
 
* [[Infernity Avenger]]
 
* [[Infernity Avenger]]
* [[Plaguespreader Zombie]]
 
* [[Infernity Necromancer]]
 
 
* [[Infernity Beetle]]
 
* [[Infernity Beetle]]
* [[Stygian Street Patrol]]
+
* [[Infernity Sage]]
  +
* [[Infernity Wildcat]]
  +
* [[Stygian Security]]
  +
}}
   
  +
==Post-Duel Terminal 7==
===Spells===
 
* [[Reinforcement of the Army]]
 
* [[Foolish Burial]]
 
* [[One for One]]
 
* [[Giant Trunade]]
 
* [[Infernity Launcher]]
 
* [[Hand Destruction]]
 
* [[Allure of Darkness]]
 
* [[Pot of Duality]]
 
   
  +
After the release of "[[Lavalval Chain]]" in [[Duel Terminal 7]], some players began focusing the "Infernity" Deck solely on Xyz Summoning rather than Synchro Summoning. As a result, the deck has greater resistance to the dreaded "[[Evilswarm Ophion]]".
===Traps===
 
* [[Raigeki Break]]
 
* [[Infernity Inferno]]
 
* [[Dust Tornado]]
 
* [[Infernity Barrier]]
 
   
  +
The Xyz version of the Deck now focuses entirely on Rank 3 and Rank 4 Xyz Monsters. The only "Infernity" Monsters that are needed in the Deck are "[[Infernity Archfiend]]" and "[[Infernity Necromancer]]". "Archfiend" is everything to this deck; it searches the key cards and facilitates the negation ability of "[[Infernity Barrier]]". "Lavalval Chain" can place him on top of the Deck every turn, netting you a free "Infernity" card every draw phase.
===Extra Deck===
 
* [[Mist Wurm]]
 
* [[Trishula, Dragon of the Ice Barrier]]
 
* [[Brionac, Dragon of the Ice Barrier]]
 
* [[Hundred-Eyes Dragon]]
 
* [[Chaos King Archfiend]]
 
* [[Ally of Justice - Decisive Arms]]
 
* [[Infernity Doom Dragon]]
 
* [[Stardust Dragon]]
 
* [[Goyo Guardian]]
 
* [[Ally of Justice Catastor]]
 
   
  +
This Deck attempts to [[Xyz Summon]] "[[Lavalval Chain]]" as soon as possible through the use of cards like "[[Stygian Street Patrol]]", "[[Instant Fusion]]" and "[[Summoner Monk]]". By using "Chain", you can draw into "[[Infernity Archfiend]]" every turn, allowing him to search out the Deck's key trap cards, "[[Infernity Break]]" and "[[Infernity Barrier]]". These traps negate or destroy your opponent's cards, giving the "Infernity" Deck more of a [[Stun]] feel than ever before.
==Infernity World==
 
This deck revolves around the not having any cards in your hand as well but use the [[Dark World]] [[Swarm]].
 
   
  +
"[[Number 66: Master Key Beetle]]" is a very useful Xyz monster in this deck. If you have the option to Xyz summon a second Xyz monster after "[[Lavalval Chain]]", "[[Master Key Beetle]]" can send another "[[Infernity Archfiend]]" to the graveyard while also allowing you to protect your "[[Infernity Barrier]]"s from "[[Mystical Space Typhoon]]", a card often used to pick off your "[[Infernity Barrier]]"s.
== Recommended cards ==
 
   
  +
"[[Seven Tools of the Bandit]]" is a good trap card for protecting your "[[Infernity Barrier]]"s and monsters from cards like "[[Mirror Force]]" and "[[Compulsory Evacuation Device]]".
=== Monsters ===
 
* [[Beiige, Vanguard of Dark World]]
 
* [[Brron, Mad King of Dark World]]
 
* [[Broww, Huntsman of Dark World]]
 
* [[Goldd, Wu-Lord of Dark World]]
 
* [[Sillva, Warlord of Dark World]]
 
* [[Scarr, Scout of Dark World]]
 
* [[Snipe Hunter]]
 
   
  +
"[[Archfiend Heiress]]" and "[[Archfiend Palabyrinth]]" work incredibly well in this deck. "[[Dark Grepher]]", "[[Armageddon Knight]]", "[[Lavalval Chain]]", and "[[Foolish Burial]]" can all activate the effect of "[[Archfiend Heiress]]", which allows you to add 1 "[[Archfiend Palabyrinth]]" to your hand from your deck. Using "[[Archfiend Palabyrinth]]", you can banish either a used-up "[[Infernity Necromancer]]" or another "[[Infernity Archfiend]]" to special summon "[[Infernity Archfiend]]" from your deck. Usually, banishing "[[Infernity Necromancer]]" doesn't put you at a disadvantage if you have already used its effect to special summon an "[[Infernity Archfiend]]" from your graveyard, because special summoning another "[[Infernity Archfiend]]" will allow you to add "[[Infernity Barrier]]" to your hand, setting you up for an OTK in the second turn with the +500 ATK boost "[[Archfiend Palabyrinth]]" offers.
=== Spells ===
 
* [[Dark World Lightning]]
 
* [[Dark World Dealings]]
 
* [[Lightning Vortex]]
 
* [[A Feather of the Phoenix]]
 
* [[The Cheerful Coffin]]
 
* [[Card Destruction]]
 
   
  +
Another way some players run this deck is by still using 1 "[[Infernity Avenger]]" as a Tuner, and focusing primarily on Synchro Summoning but using the "[[Lavalval Chain]]" combos and other combos from the Xyz deck to help you Synchro Summon and gain advantage faster. Also, you may possibly use 1 "[[Infernity Mirage]]" for the Hundred Eyes combos.
=== Traps ===
 
  +
* [[Depth Amulet]]
 
  +
This version of the deck can easily Synchro Summon "[[Hundred Eyes Dragon]]", "[[Void Ogre Dragon]]", or "[[Infernity Doom Dragon]]" (and on occasion two of the forementioned in one turn depending on how well you drew) first turn whilst also having Infernity Barriers searched the same turn, and not slowing down the deck at all because "[[Lavalval Chain]]", "[[Summoner Monk]]", "[[Armageddon Knight]]", "[[Instant Fusion]]", "[[Transmodify]]" and "[[Dark Grepher]]" make it extremely easy to get your Graveyard set up with everything you need for your Level 8 Synchros.
* [[Raigeki Break]]
 
  +
* [[Phoenix Wing Wind Blast]]
 
  +
You simply use the same combos as in the Xyz version, but send an "[[Infernity Avenger]]" to your Graveyard at some point then use "[[Infernity Necromancer]]" to resurrect him after having an "[[Infernity Archfiend]]" out on your field as well. Getting these three out on the field at once is extremely easy, you can use "[[Summoner Monk]]" to summon whatever monster you need at the time, then "[[Instant Fusion]]" for another "[[Lavalval Chain]]" if need be to send another card you need to your Graveyard, and "[[Infernity Launcher]]" to resurrect them all. You can send "[[Stygian Street Patrol]]"s to your Graveyard as well, then Special Summon the cards you need for the combo using his effect.
  +
  +
"[[Transmodify]]" works very well in making your first turn Level 8 Synchros. You can use it on an "[[Infernity Necromancer]]" after already having used the "[[Infernity Necromancer]]" to Special Summon from your Graveyard "[[Infernity Avenger]]" or "[[Infernity Archfiend]]". This will let you Special Summon another "[[Infernity Archfiend]]" for an extra "[[Infernity Archfiend]]" search. Then with "[[Infernity Launcher]]" discard the "[[Infernity Avenger]]" you added to your hand and Tribute the Launcher for a Level 8 Synchro, after Xyz Summoning into a "[[Lavalval Chain]]" to send more monsters to your Graveyard you may need for the combo using the "[[Infernity Archfiend]]" you just summoned.
  +
  +
Another great way is using "[[One for One]]" to both discard a monster you need in your Graveyard whom you had already searched using "[[Infernity Archfiend]]", then summon
  +
"[[Infernity Mirage]]" to Special Summon from your Graveyard Archfiend, Necromancer, and Avenger. There are many combos to make the first turn Level 8 Synchros and you do it using almost the same ways you make multiple Xyz first turn.
  +
  +
This version of the deck gives the player extra negation power using "[[Void Ogre Dragon]]", good plays for future turns using "[[Hundred Eyes Dragon]]" (especially when combined with "[[Lavalval Chain]]"), and easy monster destroying with burn damage without the risks attacking brings using "[[Infernity Doom Dragon]]". All three of these monsters also have an extremely powerful 3000 ATK, whereas the Xyz variant's strongest monsters are only 2500 ATK.
  +
  +
"[[Hundred Eyes Dragon]]" is arguably the most important Synchro monster in this build. By Synchro Summoning "[[Hundred Eyes Dragon]]" while also having a "[[Lavalval Chain]]" out (which you normally will), you can use "[[Lavalval Chain]]" to send whichever monster you want from your Deck to your Graveyard, then use "[[Hundred Eyes Dragon]]" to copy that monster's effects. With an "[[Infernity Necromancer]]" in your Graveyard, you can use
  +
"[[Hundred Eyes Dragon]]" to banish it and copy its effects then gain the ability to Special Summon an "[[Infernity Archfiend]]" from your Graveyard. Then, with "[[Infernity Archfiend]]"'s search you can grab another "[[Infernity Necromancer]]", and Normal Summon it, then activate its effect to Special Summon "[[Infernity Avenger]]", then Synchro Summon into another Level 8 Synchro. Also, you can search more "[[Infernity Barrier]]"s via this combo too.
  +
  +
You can also use "[[Hundred Eyes Dragon]]"'s effect to copy "[[Infernity Mirage]]" instead. By tributing himself to Special Summon "[[Infernity Archfiend]]" and "[[Infernity Necromancer]]", you can gain another "[[Infernity Barrier]]" and a different Level 8 Synchro.
  +
  +
Because "[[Hundred Eyes Dragon]] is not solely limited to copying only "[[Infernity]]" monsters' effects, you can also copy "[[Summoner Monk]]" and gain the ability to summon another Level 4 monster from your Deck by discarding a Spell. Also, you can copy "[[Dark Grepher]]" to send even more monsters to your Graveyard and give you even more plays depending on what else you have out on your field.
  +
  +
Keep in mind also, that since "[[Hundred Eyes Dragon]]" copies the name of the monster you banish as well as their effects, if you copy "[[Infernity Necromancer]]" or "[[Infernity Mirage]]" you now also meet the requirements to activate "[[Infernity Barrier]]".
  +
  +
"[[Void Ogre Dragon]]" is an extremely powerful monster in this deck. Not only does it have 3000 ATK, but it can negate a Spell/Trap once per turn during either player's turn, unlike "[[Infernity Barrier]]" which just negates one card. Also, you can push for wins faster often due to the fact that you can negate a Spell/Trap on your turn right after Synchro Summoning "[[Void Ogre Dragon]]", whereas you must set "[[Infernity Barrier]]" before you can activate it. Because you can have "[[Void Ogre Dragon]]" on the field alongside other "[[Infernity]]" monsters with "[[Infernity Barrier]]"s set, your negation power is virtually unstoppable.
  +
  +
"[[Infernity Doom Dragon]]" will allow you to destroy monsters without having to attack the turn you added your "[[Infernity Barrier]]"s to your hand. Since you can't activate "[[Infernity Barrier]]" the turn you set it, this is extremely useful for destroying your opponent's monsters if they have backrow you may be worried about. More importantly, "[[Infernity Doom Dragon]]" can fulfill the requirements to activate "[[Infernity Barrier]]" as a 3000 ATK monster, giving your opponent a hard time finding a way around the "[[Infernity Barrier]]"s come their turn.
  +
  +
"[[Infernity Avenger]]" also meets the requirements to activate "[[Infernity Barrier]]", giving you more use out of your "[[Infernity Barrier]]"s. Additionally, Avenger can be resurrected if a monster you control is destroyed by battle, and gain the Level of that monster. This is very useful for both avoiding attacks from your opponent and for more Synchro Summoning. You can even have your own monsters destroy themselves by attacking an opponent's monster, and then gain another Level 8 Synchro in your second "[[Main Phase]]".
  +
  +
Normally, the only Xyz Monster you usually will need to use in this build is "[[Lavalval Chain]]". Besides that, you will usually Synchro Summon even though you only run 1 Tuner. However, you can still easily Xyz Summon if you need to, giving you no hassle against "[[Evilswarm Ophion]]".
  +
  +
{{Decklist|Recommended Cards - Xyz Variant
  +
|monsters =
  +
<!--This is not an exact Decklist. Please do not add multiples or staples.-->
  +
* [[Infernity Archfiend]]
  +
* [[Infernity Necromancer]]
  +
* [[Archfiend Heiress]]
  +
* [[Summoner Monk]]
  +
* [[Armageddon Knight]]
  +
* [[Dark Grepher]]
  +
* [[Stygian Street Patrol]]
  +
|xyz monsters =
  +
* [[Maestroke the Symphony Djinn]]
  +
* [[Lavalval Chain]]
  +
* [[Diamond Dire Wolf]]
  +
* [[Number 16: Shock Master]](Traditional)
  +
* [[Number 66: Master Key Beetle]]
  +
* [[Photon Papilloperative]]
  +
* [[Gagaga Cowboy]]
  +
* [[Leviair the Sea Dragon]]
  +
|fusion monsters =
  +
* Any Level 3 or Level 4 Fusion Monsters for Instant Fusion
  +
* [[Darkfire Dragon]]
  +
* [[Fusionist]]
  +
|spells =
  +
<!--This is not an exact Decklist. Please do not add multiples or staples.-->
  +
* [[Archfiend Palabyrinth]]
  +
* [[Foolish Burial]]
  +
* [[Forbidden Lance]]
  +
* [[Infernity Launcher]]
  +
* [[Instant Fusion]]
  +
* [[Mystical Space Typhoon]]
  +
* [[Night Beam]]
  +
* [[Pot of Duality]]
  +
* [[Transmodify]]
  +
* [[Upstart Goblin]]
  +
|traps =
  +
<!--This is not an exact Decklist. Please do not add multiples or staples.-->
  +
* [[Infernity Barrier]]
  +
* [[Infernity Break]]
  +
}}
  +
  +
{{Decklist|Recommended Cards - Synchro Variant
  +
|monsters =
  +
<!--This is not an exact Decklist. Please do not add multiples or staples.-->
  +
* [[Infernity Archfiend]]
  +
* [[Infernity Necromancer]]
  +
* [[Infernity Avenger]]
  +
* [[Summoner Monk]]
  +
* [[Infernity Mirage]]
  +
* [[Armageddon Knight]]
  +
* [[Dark Grepher]]
  +
* [[Stygian Street Patrol]]
  +
|xyz monsters =
  +
* [[Maestroke the Symphony Djinn]]
  +
* [[Lavalval Chain]]
  +
* [[Diamond Dire Wolf]]
  +
* [[Number 66: Master Key Beetle]]
  +
* [[Gagaga Cowboy]]
  +
* [[Leviair the Sea Dragon]]
  +
|fusion monsters =
  +
* Any Level 4 Fusion Monsters for Instant Fusion
  +
* [[Darkfire Dragon]]
  +
|synchro monsters =
  +
* [[Hundred Eyes Dragon]]
  +
* [[Infernity Doom Dragon]]
  +
* [[Infernity Doom Archfiend]]
  +
* [[Void Ogre Dragon]]
  +
* [[Armades, Keeper of Boundaries]]
  +
* [[Ally of Justice Catastor]]
  +
* [[Beelze, King of Dark Dragons]]
  +
|spells =
  +
<!--This is not an exact Decklist. Please do not add multiples or staples.-->
  +
* [[One for One]]
  +
* [[Foolish Burial]]
  +
* [[Infernity Launcher]]
  +
* [[Instant Fusion]]
  +
* [[Mystical Space Typhoon]]
  +
* [[Transmodify]]
  +
|traps =
  +
<!--This is not an exact Decklist. Please do not add multiples or staples.-->
  +
* [[Infernity Barrier]]
  +
* [[Infernity Break]]
  +
}}
  +
==Official Deck==
  +
{{Decklist|Reasoning-Gate Infernity<ref>https://ygorganization.com/ocg-duelist-festival-2016-obelisk-force-deck-recipes/</ref>
  +
|effect monsters =
  +
* [[Archfiend Heiress]]
  +
* [[Dark Grepher]]
  +
* [[Infernity Archer]]
  +
* [[Infernity Archfiend]] x3
  +
* [[Infernity Patriarch]]
  +
* [[Infernity General]]
  +
* [[Infernity Mirage]] x3
  +
* [[Infernity Necromancer]] x3
  +
* [[Stygian Street Patrol]]
  +
|tuner monsters =
  +
* [[Infernity Avenger]] x2
  +
|synchro monsters =
  +
* [[Beelzeus of the Diabolic Dragons]]
  +
* [[Clear Wing Synchro Dragon]]
  +
* [[Hi-Speedroid Puzzle]]
  +
* [[Hundred Eyes Dragon]] x2
  +
* [[Infernity Doom Dragon]]
  +
* [[Nirvana High Paladin]]
  +
* [[Trishula, Dragon of the Ice Barrier]]
  +
* [[Void Ogre Dragon]] x2
  +
|xyz monsters =
  +
* [[Dark Rebellion Xyz Dragon]]
  +
* [[Leviair the Sea Dragon]]
  +
* [[Number 39: Utopia]]
  +
* [[Number 101: Silent Honor ARK]]
  +
* [[Number S39: Utopia the Lightning]]
  +
|spells =
  +
* [[Dark Hole]]
  +
* [[Foolish Burial]]
  +
* [[Harpie's Feather Duster]]
  +
* [[Infernity Launcher]]
  +
* [[Monster Reborn]]
  +
* [[Mystical Space Typhoon]] x3
  +
* [[One for One]]
  +
* [[Reasoning]]
  +
|traps =
  +
* [[Compulsory Evacuation Device]] x2
  +
* [[Fiendish Chain]] x2
  +
* [[Infernity Barrier]] x3
  +
* [[Infernity Break]] x3
 
* [[Infernity Inferno]]
 
* [[Infernity Inferno]]
  +
* [[Solemn Judgment]]
* [[Rope of Life]] (helps bring monsters back and fulfills the no-hand requirement)
 
  +
}}
   
 
== Trivia ==
 
== Trivia ==
   
  +
* In [[Yu-Gi-Oh! 5D's - Episode 054|Yu-Gi-Oh! 5D's episode 54]] and [[Yu-Gi-Oh! 5D's - Episode 055|Yu-Gi-Oh! 5D's episode 55]] the word '''Infernity''' was used instead of '''Infernalty''' (ep. 33-35). For example, when Kalin played his "Infernality Fiend" in [[Yu-Gi-Oh! 5D's - Episode 033|episode 33]], he then later called it by its ''[[TCG]]'' name when Dueled Yusei again (ep. 54-55). This may have been because the "[[Infernity]]" archetype was not officially released when episodes 33-35 premiered, so the name was not completely decided yet.
* In the Japanese version of [[Yu-Gi-Oh! 5D's]] when [[Kalin Kessler|Kalin]] says '''Infernity''', you can mishear him saying '''Infinity'''.
 
 
* In [[Yu-Gi-Oh! 5D's - Episode 054|Yu-Gi-Oh! 5D's episode 54]] and [[Yu-Gi-Oh! 5D's - Episode 055|Yu-Gi-Oh! 5D's episode 55]] the word '''Infernity''' was used instead of '''Infernality''' (ep. 33-35). For example, when Kalin played his Infernalty Fiend in [[Yu-Gi-Oh! 5D's - Episode 033|episode 33]], he then later called it by its TCG name when dueled Yusei again (ep. 54-55).
 
   
  +
* This deck has great symbolance with its user in the anime, [[Kalin Kessler]]'s mindset. Kalin believes he must pay for his wrongdoings, and "fate" determines whether or not he will win. He largely determines his win or loss off his topdecks, as he must have no cards in his hand when playing this deck. This can be well said about the playstyle of "[[Infernity]]" decks, as it is an almost guaranteed win if you draw a good hand, but you will likely lose very quickly if you draw a bad hand and are unable to empty it fast enough, unless you topdeck an extremely lucky card such as "[[Infernity Archfiend]]" while having an empty hand.
* The more recent additions of the [[Infernity]] archetype seem to have a Western Shootout theme to them.
 
   
  +
* The new "Infernity" cards used in the [[Yu-Gi-Oh! 5D's (manga)|manga]] have a Medieval theme.
* The handless effect of the [[Infernity]] archetype is identical to the "Hellbent" effect of the "Rakdos" related cards from Magic: The Gathering.
 
  +
* In the manga, Kalin sometimes refers to his monsters as "Purgatory" monsters rather than "Infernity".
   
  +
* The handless effect of the "Infernity" archetype is identical to the "Hellbent" effect of the "Rakdos" related cards from Magic: The Gathering.
{{ArchetypeNavbox|Infernity}}
 
  +
** Additionally, the "Rakdos" cards use Red/Fire and Black/Darkness mana, while "Infernity" monsters are [[DARK]]-Attribute monsters and their artwork generally depicts them in some fiery location.
[[Category:Archetype]]
 
  +
== References ==
  +
{{Reflist}}
  +
{{Archseries navbox}}
  +
{{Archseries navbox (anime)}}
  +
{{Archseries navbox (manga)}}

Latest revision as of 05:06, 29 November 2023

"Infernity" (インフェルニティ Inferuniti), is an archetype of DARK monsters used by Kalin Kessler in Yu-Gi-Oh! 5D's. They revolve around the "handless" strategy; bringing out their potential when there are no cards in the player's hand.

The first "Infernity" cards were released as promotional cards in Yu-Gi-Oh! 5D's Stardust Accelerator: "Infernity Archfiend", "Infernity Dwarf", and "Infernity Guardian". They received an occasional amount of support until the release of The Shining Darkness, where fifteen more cards were added to their pool.

Design

Appearance

"Infernity" monsters' artwork owes much to stereotypical depictions of the "wild west," with cards such as "Infernity Archfiend", "Infernity Necromancer", and "Infernity Mirage" alluding to the Native Americans, while cards like "Infernity Avenger", "Infernity Randomizer", and "Infernity Launcher" (whose original Japanese name was "Infernity Gun") relate to cowboys. More recent "Infernity" monsters like "Infernity Knight," "Infernity General," and "Infernity Archer" bear strong medieval overtones.

Etymology

"Infernity" is a portmanteau of the words "Infernal/Inferno" and "Infinity".

Playing style

The deck relies on an empty hand. Using discarding effects like "Dark Grepher" and "Summoner Monk" is the fastest way to empty your hand while setting up your Graveyard for cards like "Infernity Launcher", "Infernity Necromancer" and "Infernity Avenger".

With the release of The Shining Darkness, the "Infernity" archetype's strategy became Graveyard-centric. Because the most common way of emptying the hand is through discarding effects, the Graveyard should load up very quickly with "Infernities" to Special Summon with the effects of "Infernity Mirage", "Infernity Necromancer" and "Infernity Launcher". As a bonus, "Infernity Avenger" can Special Summon itself from the Graveyard in response to the destruction of an "Infernity," maintaining field advantage while also potentially returning as a level 3+ Tuner.

The "Infernity" Deck received some major boosts with the advent of Xyz monsters. The first is "Leviair the Sea Dragon", which can be made with two "Infernity Necromancer"s, two "Tour Guide From the Underworld"s, or a combination of the two. "Hundred Eyes Dragon" or "Infernity Break" can banish "Infernity Mirage" with its effect, and "Leviair the Sea Dragon" can then revive the "Infernity Mirage" for a Synchro Summon and an "Infernity Archfiend" search, as the restriction on its Special Summon only applies to the Graveyard.

Another handy Xyz monster is "Lavalval Chain". Its effect can place "Infernity Archfiend" on top of your deck, which can lead to its Special Summon on the following turn if your hand is empty. While it is on the weaker side in terms of ATK and DEF, if "Lavalval Chain" manages to survive into a second turn, it can use its other effect to set up your Graveyard with whatever "Infernity Archfiend" searched out.

"Beelze of the Diabolic Dragons", "Void Ogre Dragon" , and "Draco Berserker of the Tenyi" are welcome additions to the "Infernity" arsenal of Level 8 Synchro monsters, having great synergy with the deck and able to fend off threats such as "Dark Hole" and most common defensive traps.

Lastly, "Infernity" Decks serve as a great engine to easily Summon all of the "Red Dragon Archfiend", including "Red Nova Dragon", "Hot Red Dragon Archfiend Abyss" and "Hot Red Dragon Archfiend Bane", possibly even in one turn.

Note, it's best to avoid cards like "Full Salvo", "Fine", and "Rope of Life", because although they empty the hand, they typically don't generate more than momentary advantage. An "Infernity" player should always plan for the long-term.

A well-built "Infernity" Deck can churn out several powerful Synchro Monsters and Xyz Monsters per turn. "Infernity Launcher" can allow for even more Synchro Summons and Xyz Summons via a combination of "Infernity Necromancer", "Infernity Archfiend", and/or "Infernity Avenger".

With the release of "Lavalval Chain", most "Infernity" decks have changed to run only "Infernity Avenger" as their Tuner or no Tuners at all to ensure a low monster count considering "Infernity Beetle" is only useful when running 3. However, "Mist Wurm" can still easily be made with two Level 4s and an Avenger.

"Infernity Mirage" can Tribute itself to Special Summon two more "Infernity" monsters from the Graveyard, for yet another Synchro Monster or an Xyz, if need be. Namely "Leviair the Sea Dragon"

Another good Synchro Monster is "Hundred Eyes Dragon": its ability essentially makes it a fourth copy of any "Infernity" monster, provided it exists in the Graveyard. Normally, you will use its effect to copy either "Infernity Necromancer" or "Infernity Mirage", which will let you Summon back other Infernity monsters in your Graveyard to gain further advantage. If usng Mirage - make sure the latter was Properly Synchro Summoned so you waste less time summoning it back.

Strengths

The most noticeable strength of an "Infernity" Deck is its easy Synchro Summoning and Xyz Summoning capabilities. The archetype also boasts its own Counter Trap Card in the form of "Infernity Barrier"- a card that can Negate virtually anything- as well as its own Normal Trap Card in "Infernity Break" which takes care of any threats that Infernity Barrier cannot handle. "Infernity" decks create long chains of Synchro and/or Xyz Summons, which concludes with up to three primed "Infernity Barriers" and "Infernity Breaks" backing a field of powerful Synchro and/or Xyz Monsters. This set up is nearly invincible if achieved.

Weaknesses

"Infernities", despite their enormous Synchro Summoning and Xyz Summoning capability, have a number of crucial weaknesses.

  • Hand Traps, such as "Effect Veiler", are one of the most troublesome things.
    • "Mind Drain" will help greatly against these threats, though you cannot use the effect of "Infernity Archfiend", either.
  • Card that add cards to your hand, such as "Destiny HERO - Defender", "The Gift of Greed", can slow your play.
    • You can just use the cards they give you as a result, as the number is not many. And as a result - You can easily get rid of them, thus backfiring your opponent.
  • If your play is interrupted, you will have to rely on Top-Decking, which is really unreliable.
  • If your opening Hand is not balanced, you will have a lot of trouble.
  • Though "Infernity Barrier" and "Infernity Break" are powerful cards, they can pose problems when you draw them but do not have the requirements to activate them in your hand.
  • Because this archetype is very dependent on other cards in your Deck to support your plays, you will have problems if you draw certain cards without drawing the necessary support to make them beneficial. Examples include drawing an "Infernity Archfiend" with no way of Special Summoning it or getting it in your Graveyard to Special Summon it via "Infernity Necromancer", drawing too many "Stygian Street Patrols" with no monsters in your hand to benefit its effect, and so on.

Post-September 2010

After the September 2010 Forbidden list's restriction on "Infernity Launcher", the "Infernity" Deck began to lean on its control aspect. "Infernity Avenger" replaced "Infernity Beetle" as the deck's primary Tuner. It allows "Infernities" to Summon level 8 Synchro monsters with relative ease, which, without the OTK potential offered by a full play-set of "Infernity Launcher", is necessary for the deck's continued viability.

Given that, "Hundred Eyes Dragon" is arguably the most important Synchro monster in the "Infernity" arsenal. As touched upon, it can banish "Infernity Mirage," copy its effect, and then Special Summon "Infernity Archfiend" and "Infernity Necromancer". This triggers a search out of "Infernity Archfiend", usually for "Infernity Barrier", "Infernity Launcher", or "Infernity Mirage". Then, "Infernity Necromancer" Special Summons "Infernity Avenger", which is used to Synchro Summon for another Level 8 Synchro monster. Note that this monster could be another "Hundred Eyes Dragon", which would restart this cycle with the addition of a set "Infernity Barrier." These loops are best finished with "Infernity Doom Dragon": not only a 3000 ATK beatstick equipped with a Burn and destruction effect, but more importantly, an "Infernity" monster with which to fulfill the activation requirement of "Barrier."

"Stygian Street Patrol" has some synergy with the deck, although it can be a bit slow if drawn as opposed to being sent straight from the Deck to the Graveyard. It acts as a Special Summon outlet for "Infernity Archfiend" if it's the last card in hand, and as a means of barraging an opponent with Synchro monsters by Special Summoning an "Infernity Mirage" searched by "Infernity Archfiend" after a Normal Summon.

If included, a balance between "Armageddon Knight" and "Dark Grepher" as opposed to just "Dark Grepher" is preferred, as "Infernity" Decks tend to have a lower monster-to-Spells/Traps ratio than most Decks, rendering "Dark Grepher's" discard unwieldy.

With the release of "Lavalval Chain", the "Infernity" Synchro deck now has much more consistency. It allows for more consistent Synchro Summoning and faster Graveyard set-up, without having to use slow and inconsistent cards such as "Infernity Inferno", "Wave-Motion Inferno", "Dark Eruption", "Into the Void", and "Phantom Hand" by instead using cards such as "Summoner Monk", "Instant Fusion" and "Transmodify". See Post Duel Terminal 7 for more information.

"Lavalval Chain" was moved to Forbidden in the TCG in September 2015.

Recommended cards


Post-Duel Terminal 7

After the release of "Lavalval Chain" in Duel Terminal 7, some players began focusing the "Infernity" Deck solely on Xyz Summoning rather than Synchro Summoning. As a result, the deck has greater resistance to the dreaded "Evilswarm Ophion".

The Xyz version of the Deck now focuses entirely on Rank 3 and Rank 4 Xyz Monsters. The only "Infernity" Monsters that are needed in the Deck are "Infernity Archfiend" and "Infernity Necromancer". "Archfiend" is everything to this deck; it searches the key cards and facilitates the negation ability of "Infernity Barrier". "Lavalval Chain" can place him on top of the Deck every turn, netting you a free "Infernity" card every draw phase.

This Deck attempts to Xyz Summon "Lavalval Chain" as soon as possible through the use of cards like "Stygian Street Patrol", "Instant Fusion" and "Summoner Monk". By using "Chain", you can draw into "Infernity Archfiend" every turn, allowing him to search out the Deck's key trap cards, "Infernity Break" and "Infernity Barrier". These traps negate or destroy your opponent's cards, giving the "Infernity" Deck more of a Stun feel than ever before.

"Number 66: Master Key Beetle" is a very useful Xyz monster in this deck. If you have the option to Xyz summon a second Xyz monster after "Lavalval Chain", "Master Key Beetle" can send another "Infernity Archfiend" to the graveyard while also allowing you to protect your "Infernity Barrier"s from "Mystical Space Typhoon", a card often used to pick off your "Infernity Barrier"s.

"Seven Tools of the Bandit" is a good trap card for protecting your "Infernity Barrier"s and monsters from cards like "Mirror Force" and "Compulsory Evacuation Device".

"Archfiend Heiress" and "Archfiend Palabyrinth" work incredibly well in this deck. "Dark Grepher", "Armageddon Knight", "Lavalval Chain", and "Foolish Burial" can all activate the effect of "Archfiend Heiress", which allows you to add 1 "Archfiend Palabyrinth" to your hand from your deck. Using "Archfiend Palabyrinth", you can banish either a used-up "Infernity Necromancer" or another "Infernity Archfiend" to special summon "Infernity Archfiend" from your deck. Usually, banishing "Infernity Necromancer" doesn't put you at a disadvantage if you have already used its effect to special summon an "Infernity Archfiend" from your graveyard, because special summoning another "Infernity Archfiend" will allow you to add "Infernity Barrier" to your hand, setting you up for an OTK in the second turn with the +500 ATK boost "Archfiend Palabyrinth" offers.

Another way some players run this deck is by still using 1 "Infernity Avenger" as a Tuner, and focusing primarily on Synchro Summoning but using the "Lavalval Chain" combos and other combos from the Xyz deck to help you Synchro Summon and gain advantage faster. Also, you may possibly use 1 "Infernity Mirage" for the Hundred Eyes combos.

This version of the deck can easily Synchro Summon "Hundred Eyes Dragon", "Void Ogre Dragon", or "Infernity Doom Dragon" (and on occasion two of the forementioned in one turn depending on how well you drew) first turn whilst also having Infernity Barriers searched the same turn, and not slowing down the deck at all because "Lavalval Chain", "Summoner Monk", "Armageddon Knight", "Instant Fusion", "Transmodify" and "Dark Grepher" make it extremely easy to get your Graveyard set up with everything you need for your Level 8 Synchros.

You simply use the same combos as in the Xyz version, but send an "Infernity Avenger" to your Graveyard at some point then use "Infernity Necromancer" to resurrect him after having an "Infernity Archfiend" out on your field as well. Getting these three out on the field at once is extremely easy, you can use "Summoner Monk" to summon whatever monster you need at the time, then "Instant Fusion" for another "Lavalval Chain" if need be to send another card you need to your Graveyard, and "Infernity Launcher" to resurrect them all. You can send "Stygian Street Patrol"s to your Graveyard as well, then Special Summon the cards you need for the combo using his effect.

"Transmodify" works very well in making your first turn Level 8 Synchros. You can use it on an "Infernity Necromancer" after already having used the "Infernity Necromancer" to Special Summon from your Graveyard "Infernity Avenger" or "Infernity Archfiend". This will let you Special Summon another "Infernity Archfiend" for an extra "Infernity Archfiend" search. Then with "Infernity Launcher" discard the "Infernity Avenger" you added to your hand and Tribute the Launcher for a Level 8 Synchro, after Xyz Summoning into a "Lavalval Chain" to send more monsters to your Graveyard you may need for the combo using the "Infernity Archfiend" you just summoned.

Another great way is using "One for One" to both discard a monster you need in your Graveyard whom you had already searched using "Infernity Archfiend", then summon "Infernity Mirage" to Special Summon from your Graveyard Archfiend, Necromancer, and Avenger. There are many combos to make the first turn Level 8 Synchros and you do it using almost the same ways you make multiple Xyz first turn.

This version of the deck gives the player extra negation power using "Void Ogre Dragon", good plays for future turns using "Hundred Eyes Dragon" (especially when combined with "Lavalval Chain"), and easy monster destroying with burn damage without the risks attacking brings using "Infernity Doom Dragon". All three of these monsters also have an extremely powerful 3000 ATK, whereas the Xyz variant's strongest monsters are only 2500 ATK.

"Hundred Eyes Dragon" is arguably the most important Synchro monster in this build. By Synchro Summoning "Hundred Eyes Dragon" while also having a "Lavalval Chain" out (which you normally will), you can use "Lavalval Chain" to send whichever monster you want from your Deck to your Graveyard, then use "Hundred Eyes Dragon" to copy that monster's effects. With an "Infernity Necromancer" in your Graveyard, you can use "Hundred Eyes Dragon" to banish it and copy its effects then gain the ability to Special Summon an "Infernity Archfiend" from your Graveyard. Then, with "Infernity Archfiend"'s search you can grab another "Infernity Necromancer", and Normal Summon it, then activate its effect to Special Summon "Infernity Avenger", then Synchro Summon into another Level 8 Synchro. Also, you can search more "Infernity Barrier"s via this combo too.

You can also use "Hundred Eyes Dragon"'s effect to copy "Infernity Mirage" instead. By tributing himself to Special Summon "Infernity Archfiend" and "Infernity Necromancer", you can gain another "Infernity Barrier" and a different Level 8 Synchro.

Because "Hundred Eyes Dragon is not solely limited to copying only "Infernity" monsters' effects, you can also copy "Summoner Monk" and gain the ability to summon another Level 4 monster from your Deck by discarding a Spell. Also, you can copy "Dark Grepher" to send even more monsters to your Graveyard and give you even more plays depending on what else you have out on your field.

Keep in mind also, that since "Hundred Eyes Dragon" copies the name of the monster you banish as well as their effects, if you copy "Infernity Necromancer" or "Infernity Mirage" you now also meet the requirements to activate "Infernity Barrier".

"Void Ogre Dragon" is an extremely powerful monster in this deck. Not only does it have 3000 ATK, but it can negate a Spell/Trap once per turn during either player's turn, unlike "Infernity Barrier" which just negates one card. Also, you can push for wins faster often due to the fact that you can negate a Spell/Trap on your turn right after Synchro Summoning "Void Ogre Dragon", whereas you must set "Infernity Barrier" before you can activate it. Because you can have "Void Ogre Dragon" on the field alongside other "Infernity" monsters with "Infernity Barrier"s set, your negation power is virtually unstoppable.

"Infernity Doom Dragon" will allow you to destroy monsters without having to attack the turn you added your "Infernity Barrier"s to your hand. Since you can't activate "Infernity Barrier" the turn you set it, this is extremely useful for destroying your opponent's monsters if they have backrow you may be worried about. More importantly, "Infernity Doom Dragon" can fulfill the requirements to activate "Infernity Barrier" as a 3000 ATK monster, giving your opponent a hard time finding a way around the "Infernity Barrier"s come their turn.

"Infernity Avenger" also meets the requirements to activate "Infernity Barrier", giving you more use out of your "Infernity Barrier"s. Additionally, Avenger can be resurrected if a monster you control is destroyed by battle, and gain the Level of that monster. This is very useful for both avoiding attacks from your opponent and for more Synchro Summoning. You can even have your own monsters destroy themselves by attacking an opponent's monster, and then gain another Level 8 Synchro in your second "Main Phase".

Normally, the only Xyz Monster you usually will need to use in this build is "Lavalval Chain". Besides that, you will usually Synchro Summon even though you only run 1 Tuner. However, you can still easily Xyz Summon if you need to, giving you no hassle against "Evilswarm Ophion".



Official Deck


Trivia

  • In Yu-Gi-Oh! 5D's episode 54 and Yu-Gi-Oh! 5D's episode 55 the word Infernity was used instead of Infernalty (ep. 33-35). For example, when Kalin played his "Infernality Fiend" in episode 33, he then later called it by its TCG name when Dueled Yusei again (ep. 54-55). This may have been because the "Infernity" archetype was not officially released when episodes 33-35 premiered, so the name was not completely decided yet.
  • This deck has great symbolance with its user in the anime, Kalin Kessler's mindset. Kalin believes he must pay for his wrongdoings, and "fate" determines whether or not he will win. He largely determines his win or loss off his topdecks, as he must have no cards in his hand when playing this deck. This can be well said about the playstyle of "Infernity" decks, as it is an almost guaranteed win if you draw a good hand, but you will likely lose very quickly if you draw a bad hand and are unable to empty it fast enough, unless you topdeck an extremely lucky card such as "Infernity Archfiend" while having an empty hand.
  • The new "Infernity" cards used in the manga have a Medieval theme.
  • In the manga, Kalin sometimes refers to his monsters as "Purgatory" monsters rather than "Infernity".
  • The handless effect of the "Infernity" archetype is identical to the "Hellbent" effect of the "Rakdos" related cards from Magic: The Gathering.
    • Additionally, the "Rakdos" cards use Red/Fire and Black/Darkness mana, while "Infernity" monsters are DARK-Attribute monsters and their artwork generally depicts them in some fiery location.

References