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"Through a duel, you are trying to bring out my heart." [Infernity Launcher + Mirage]


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A 2 card OTK is anything but awful.

If only it was such.

Last I checked cards that needed to be in the grave didn't count' date=' or am I confusing that with the deck.

[/quote']

I'm not going to count something that requires many specific cards in the grave and the lack of a hand as a 2 Card OTK when the conditions are rather ridiculous.

Many?

 

Draw Infernity Archfiend with no cards

Get Launcher and use it to bring back Destroyer and another Archfiend.

Get Beetle summon and use it's effect.

 

You now have 1200 * 2 + 1800 * 2 + 2300 = 8300. You only need 1 card in your hand and 2 in your grave. Having no hand isn't hard if your doing Infernity right.

The problem here is that drawing Infernity Archfiend with no cards is a ridiculous goal to accomplish.

 

A 2 card OTK is anything but awful.

If only it was such.

Last I checked cards that needed to be in the grave didn't count' date=' or am I confusing that with the deck.

[/quote']

I'm not going to count something that requires many specific cards in the grave and the lack of a hand as a 2 Card OTK when the conditions are rather ridiculous.

 

InfernityInfernoTSHD-JP-R.jpg

 

Discard up to 2 cards. Send a number of "Infernity" cards from your Deck to the Graveyard equal to the number of cards discarded this way.

 

That should cover it quite nicely, actually.

No it doesn't imagine topdecking this after you blew your hand already.

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A 2 card OTK is anything but awful.

If only it was such.

Last I checked cards that needed to be in the grave didn't count' date=' or am I confusing that with the deck.

[/quote']

I'm not going to count something that requires many specific cards in the grave and the lack of a hand as a 2 Card OTK when the conditions are rather ridiculous.

Many?

 

Draw Infernity Archfiend with no cards

Get Launcher and use it to bring back Destroyer and another Archfiend.

Get Beetle summon and use it's effect.

 

You now have 1200 * 2 + 1800 * 2 + 2300 = 8300. You only need 1 card in your hand and 2 in your grave. Having no hand isn't hard if your doing Infernity right.

The problem here is that drawing Infernity Archfiend with no cards is a ridiculous goal to accomplish.

Ok, so lets make it Launcher. Use that bring back 2 Archfiends and use them to get Laucher and some other card you can play. Use Launcher to bring back Destroyer and Beetle and use Beetle's effect. You get the same end as you had with the version 2 1200 ATK, 2 1800 ATK, and 1 2300 ATK.

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A 2 card OTK is anything but awful.

If only it was such.

Last I checked cards that needed to be in the grave didn't count' date=' or am I confusing that with the deck.

[/quote']

I'm not going to count something that requires many specific cards in the grave and the lack of a hand as a 2 Card OTK when the conditions are rather ridiculous.

Many?

 

Draw Infernity Archfiend with no cards

Get Launcher and use it to bring back Destroyer and another Archfiend.

Get Beetle summon and use it's effect.

 

You now have 1200 * 2 + 1800 * 2 + 2300 = 8300. You only need 1 card in your hand and 2 in your grave. Having no hand isn't hard if your doing Infernity right.

The problem here is that drawing Infernity Archfiend with no cards is a ridiculous goal to accomplish.

 

A 2 card OTK is anything but awful.

If only it was such.

Last I checked cards that needed to be in the grave didn't count' date=' or am I confusing that with the deck.

[/quote']

I'm not going to count something that requires many specific cards in the grave and the lack of a hand as a 2 Card OTK when the conditions are rather ridiculous.

 

InfernityInfernoTSHD-JP-R.jpg

 

Discard up to 2 cards. Send a number of "Infernity" cards from your Deck to the Graveyard equal to the number of cards discarded this way.

 

That should cover it quite nicely, actually.

No it doesn't imagine topdecking this after you blew your hand already.

 

IMO, an Infernity user should only be Handless for 2-3 turns. If they are handless for a longer period than that, then the opponent somehow stopped the OTK or the person is using Infernities wrong. Remember, this is my opinion!

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Launcher requires an empty hand once more, and specific Infernities in the Grave. It can work, but it seems pretty risky and incoherent to me.

 

The discard to send to the grave guy? Well, that thing takes up half of your hand. It seems like you're relying a lot on luck and such a dependency works well with something like Frogs since they FTK and have massive access to draw cards. Infernities however only go for the stereotypical and situational OTK while risking it all, and all I can see for them is Allure and perhaps Nihilistic Purgatory if you're so into losing your entire hand.

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Infernitys are effectivly the same as Flamvells.

 

They sucked at first' date=' got support, and became meta.

[/quote']

 

In a dream world, all archetypes would get amazing support, not just a couple of select ones. I know there can only be a few great decks, but it's annoying to see the same one with the same crazy ass support a lot. I say this because i KNOW that the second Infernities get that support, they will be played constantly.

On the flip side, old archetypes such as Gravekeeper's and Amazoness are being revived, which is nice.

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Launcher requires an empty hand once more' date=' and specific Infernities in the Grave. It can work, but it seems pretty risky and incoherent to me.

[/quote']

The first needs 2 specific cards in the grave while only forcing you to draw into Archfiend (which, while not the easiest thing, is possible thanks to PSZ or Deep Diver). The second needs 4 specific cards in the grave which isn't hard. Yea, that means the second version does need a bit more set up, but it doesn't change the fact that, at least on paper, it doesn't seem that hard for the reward of a game win.

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wow, i knew people were making big sh[:x]t out of infernities, but i didn't know why, now i see.

 

All hail our new LS!

 

TBQH i dunno how these guys play out at all, nut considering the concept, this will probably be like DSF, good for one miserable format, and then, boom! useless, one needs to be banned, it can still be too easily consistent with both @ 1.

 

Note: just speculation, i don't know crap about infernities, it's just assumption.

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Infernity decks are very interesting and versatile. The problem is that some people are viewing the scenarios the wrong way.

 

1- People are assuming you're already handless and therefore feel the need to comment on how hard it is to become handless, when it's easy unless your hand got horribly clogged with monsters. Hint: Use versatile S/Ts.

 

2- People are assuming the OTK is the ONLY strategy for Infernity, when I'm actually pretty partial to a direct but conservative style of not Synchroing like there's no tomorrow. Until you're ready for an OTK-like maneuver, you can use the other Infernity cards, especially Destroyer. One of my favorite strategies is not Infernity OTK, but Infernity Burn using Destroyer and Armory Arm or Death Dragon.

 

3- Don't forget other Infernity support, like Necromancer, Revenger, Destroyer, and Guardian, as well as their S/T support. Guardian is actually incredibly useful when you're handless, as your opponent will have a bit of trouble getting rid of it before you start flinging Infernity monsters all over the place. Again, Destroyer is a very formidable card because it's so easy to summon.

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Launcher requires an empty hand once more' date=' and specific Infernities in the Grave. It can work, but it seems pretty risky and incoherent to me.

[/quote']

The first needs 2 specific cards in the grave while only forcing you to draw into Archfiend (which, while not the easiest thing, is possible thanks to PSZ or Deep Diver). The second needs 4 specific cards in the grave which isn't hard. Yea, that means the second version does need a bit more set up, but it doesn't change the fact that, at least on paper, it doesn't seem that hard for the reward of a game win.

But even with all of the situational setup issues established, the OTK itself seems like nothing more than just making it to the 8300 margin. Given all the cards used, it would be even rarer to be able to use Heavy Storm or something like it to win, especially with Starlight Road out.

 

You may get someone with this if you get lucky, the other player is generally incompetent and/or very unlucky. I just don't see it as being all that viable of an idea.

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I personally am not really fond of the whole OTK scenario that everyone's hyping up as though it's the biggest thing since JD. I do, however, firmly believe Infernity decks can make it far. The fact the only strategy people can think about with Infernity is the OTK is a bit perplexing because I feel it undermines the archetype as a whole and people dismiss the rest of the potential in favor of that strategy. Blackwing decks originally were pretty OTK focused, weren't they, but unless I'm out of it, I dont think the decks these days are as OTK focused.

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Launcher requires an empty hand once more' date=' and specific Infernities in the Grave. It can work, but it seems pretty risky and incoherent to me.

[/quote']

The first needs 2 specific cards in the grave while only forcing you to draw into Archfiend (which, while not the easiest thing, is possible thanks to PSZ or Deep Diver). The second needs 4 specific cards in the grave which isn't hard. Yea, that means the second version does need a bit more set up, but it doesn't change the fact that, at least on paper, it doesn't seem that hard for the reward of a game win.

But even with all of the situational setup issues established, the OTK itself seems like nothing more than just making it to the 8300 margin. Given all the cards used, it would be even rarer to be able to use Heavy Storm or something like it to win, especially with Starlight Road out.

 

You may get someone with this if you get lucky, the other player is generally incompetent and/or very unlucky. I just don't see it as being all that viable of an idea.

But you make it sound like it's hard to get a few monsters in the grave for a deck the focus is on dumping cards from their hand. Yea I get that it won't be able to be done turn one, but it shouldn't be that hard over all.

 

And yes, I'm thinking of things out side of this meta meaning the fact that it takes a couple turns isn't as much of a problem.

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