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Screw Zero and Climber' date=' I just want the Infernity Death Gunman. I would kinda like it if Zero and Climber were released as well, but mainly I just want to be able to pull a Dirty Harry and/or say "Honestly, I've forgotten how many monster cards are left in my deck."

[/quote']

 

Wait, doesn't Climber put itself on the top of your deck for Gunman?

...

And that would be awesome.

 

Yeah, but then they'd back out of the deal. That would save you from a burn effect guaranteed, but that doesn't work against every burn strategy. It would just save you for the turn, and you draw an Infernity Climber. What will you do with that?

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Guest Zeonark

Screw Zero and Climber' date=' I just want the Infernity Death Gunman. I would kinda like it if Zero and Climber were released as well, but mainly I just want to be able to pull a Dirty Harry and/or say "Honestly, I've forgotten how many monster cards are left in my deck."

[/quote']

 

Wait, doesn't Climber put itself on the top of your deck for Gunman?

...

And that would be awesome.

 

Yeah, but then they'd back out of the deal. That would save you from a burn effect guaranteed, but that doesn't work against every burn strategy. It would just save you for the turn, and you draw an Infernity Climber. What will you do with that?

 

Chain it's effect after they agree to the draw? If that can work.

 

Gah, stupid Anime Logic. Making me get all my hopes up.

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Ok ive played about 10 infernity based decks on yugioh network each time taking them down with Countdown and Messenger I dont know whether i played bad players or whether this is a serious problem to the archetype but im pretty sure that a decktype that is getting this much hype shouldent be beaten by a countdown deck. Someone tell me am i doing it right

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Also ib4 Pika troll: Yes' date=' you may post. And it will be along the lines of "Horrible"

[/quote']

 

YVD Username: Hatcher

 

Feel free to drop me a line and send me a PM any time you'd like to prove me wrong. I really would like to be disproven, since I think it's been a long while since I've seen Konami use a good archetype and I've yet to duel anyone who plays it this format.

 

Alright then, I'll PM you in a bit. I'll have to proxy the Shining Darkness cards though.

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Screw Zero and Climber' date=' I just want the Infernity Death Gunman. I would kinda like it if Zero and Climber were released as well, but mainly I just want to be able to pull a Dirty Harry and/or say "Honestly, I've forgotten how many monster cards are left in my deck."

[/quote']

 

Wait, doesn't Climber put itself on the top of your deck for Gunman?

...

And that would be awesome.

 

Yeah, but then they'd back out of the deal. That would save you from a burn effect guaranteed, but that doesn't work against every burn strategy. It would just save you for the turn, and you draw an Infernity Climber. What will you do with that?

 

Chain it's effect after they agree to the draw? If that can work.

 

Gah, stupid Anime Logic. Making me get all my hopes up.

 

You DO realize Kiryu says "I activate Infernity Death Gunman and Infernity Climber's effects" before Lotten even made his choice, right? He just didn't tell Lotten what Climber's effect was. I'm sure a real duelist would either ask and/or see you place it on top of your deck.

You can't chain to an effect after it's already started resolving. That works sometimes in the anime, but Kiryu didn't even do that.

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Screw Zero and Climber' date=' I just want the Infernity Death Gunman. I would kinda like it if Zero and Climber were released as well, but mainly I just want to be able to pull a Dirty Harry and/or say "Honestly, I've forgotten how many monster cards are left in my deck."

[/quote']

 

Wait, doesn't Climber put itself on the top of your deck for Gunman?

...

And that would be awesome.

 

Yeah, but then they'd back out of the deal. That would save you from a burn effect guaranteed, but that doesn't work against every burn strategy. It would just save you for the turn, and you draw an Infernity Climber. What will you do with that?

 

Chain it's effect after they agree to the draw? If that can work.

 

Gah, stupid Anime Logic. Making me get all my hopes up.

 

You DO realize Kiryu says "I activate Infernity Death Gunman and Infernity Climber's effects" before Lotten even made his choice, right? He just didn't tell Lotten what Climber's effect was. I'm sure a real duelist would either ask and/or see you place it on top of your deck.

You can't chain to an effect after it's already started resolving. That works sometimes in the anime, but Kiryu didn't even do that.

 

The fact Kiryu even stated outright that he activated two effects, and Lotten had never heard of or seen Infernity Climber should have been an enormous red flag to him that MAYBE something was up. It was only because he glimpsed Death Gunman when Kiryu used his spell that prompted him to predict the result that was "guaranteeing" his victory (the top card known to be a spell at the time). It was that promise of victory that prompted him to make the decision.

 

In a realistic scenario, half of Kiryu's cards would be worthless. Infernity Zero was kickass in the show because it was so amazingly badass. I'm willing to bet that if Zero was released IRL, it would require you to have a card in your hand to discard beside Zero. In order to use Infernity Zero, your LP has to drop to 0 from EFFECT damage while it is in your hand. You then discard your hand and summon Zero.

 

Infernity Death Gunman was another awesomely card in the terms of the show. While your hand is empty, you can remove it from your graveyard when you are about to take EFFECT damage. It can negate effect damage with a Russian Roulette gamble. If the top card of your deck is a monster, the damage is negated and your opponent takes that damage, plus an amount equal to all the effect damage you've already taken that turn. If it's a spell or trap, you take the damage as normal. If your opponent doesn't take the gamble, Effect Damage is disallowed.

 

In RL, this card is stupidly conditional and has no point to exist. In the anime episode, Lotten was using a Burn deck of sorts, making those cards ideal.

 

Infernity Climber is worthless unless it has another effect. There are next to no situations where you WANT to put it on top of your deck from the graveyard, except to prevent deck-out and that's temporary. I suppose you could combine it with Infernity Launcher to make sure your Handless Combo is never broken, but that's a pitiful reason.

 

So although those Infernity cards were used in an awesome fashion in the situations in the anime, I honestly see them having no purpose being released in real life. They're pointlessly conditional and do not support the Infernity theme at all.

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Screw Zero and Climber' date=' I just want the Infernity Death Gunman. I would kinda like it if Zero and Climber were released as well, but mainly I just want to be able to pull a Dirty Harry and/or say "Honestly, I've forgotten how many monster cards are left in my deck."

[/quote']

 

Wait, doesn't Climber put itself on the top of your deck for Gunman?

...

And that would be awesome.

 

Yeah, but then they'd back out of the deal. That would save you from a burn effect guaranteed, but that doesn't work against every burn strategy. It would just save you for the turn, and you draw an Infernity Climber. What will you do with that?

 

Chain it's effect after they agree to the draw? If that can work.

 

Gah, stupid Anime Logic. Making me get all my hopes up.

 

You DO realize Kiryu says "I activate Infernity Death Gunman and Infernity Climber's effects" before Lotten even made his choice, right? He just didn't tell Lotten what Climber's effect was. I'm sure a real duelist would either ask and/or see you place it on top of your deck.

You can't chain to an effect after it's already started resolving. That works sometimes in the anime, but Kiryu didn't even do that.

 

The fact Kiryu even stated outright that he activated two effects, and Lotten had never heard of or seen Infernity Climber should have been an enormous red flag to him that MAYBE something was up. It was only because he glimpsed Death Gunman when Kiryu used his spell that prompted him to predict the result that was "guaranteeing" his victory (the top card known to be a spell at the time). It was that promise of victory that prompted him to make the decision.

 

Yeah, anime characters aren't too bright, are they?

 

In a realistic scenario, half of Kiryu's cards would be worthless. Infernity Zero was kickass in the show because it was so amazingly badass. I'm willing to bet that if Zero was released IRL, it would require you to have a card in your hand to discard beside Zero. In order to use Infernity Zero, your LP has to drop to 0 from EFFECT damage while it is in your hand. You then discard your hand and summon Zero.

 

Actually, it just says if your LP become 0 thanks to an opponent's card effect. Anti-Psychic OTK or anti-Self-Destruct Button, anybody? That, and anti-burn tech. At least you survive for another few turns.

But yeah, the way it's worded, it requires another card in the hand to be discarded for it to be summoned.

 

Infernity Death Gunman was another awesomely card in the terms of the show. While your hand is empty, you can remove it from your graveyard when you are about to take EFFECT damage. It can negate effect damage with a Russian Roulette gamble. If the top card of your deck is a monster, the damage is negated and your opponent takes that damage, plus an amount equal to all the effect damage you've already taken that turn. If it's a spell or trap, you take the damage as normal. If your opponent doesn't take the gamble, Effect Damage is disallowed.

 

In RL, this card is stupidly conditional and has no point to exist. In the anime episode, Lotten was using a Burn deck of sorts, making those cards ideal.

 

Infernities siding against burn? That, and being Level 1 gives it Stygian Patrol support as well as low level for Synchro Summoning.

If I had an Infernity deck and I was facing burn, I'd side 3 in partly for Dirty Harry lulz.

 

Infernity Climber is worthless unless it has another effect. There are next to no situations where you WANT to put it on top of your deck from the graveyard, except to prevent deck-out and that's temporary. I suppose you could combine it with Infernity Launcher to make sure your Handless Combo is never broken, but that's a pitiful reason.

 

Yeah, I have to admit Climber is crap, which is why I wouldn't use it.

 

So although those Infernity cards were used in an awesome fashion in the situations in the anime, I honestly see them having no purpose being released in real life. They're pointlessly conditional and do not support the Infernity theme at all.

 

Zero and Gunman were as much Infernity-themed as Hundred-Eyes Dragon (anybody ever notice how that card's name makes it seem like a Red-Eyes monster? Stupid lolwikia) was Earthbound Immortal-themed. Zero ditches your hand and Death Gunman activates from the Graveyard

 

Check the bolded.

To be honest, I would run only 1 Infernity Zero if even one (which would be only for a Kiryu cosplay deck) and 3 Infernity Death Gunman in the main deck for Kiryu cosplay and 3 in the side deck for any other time. Then again, I don't really play competitively, so I use a lot of fun yet horrible cards.

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Last I checked, an opponent's card effect 99/100 times inflicts DAMAGE to your LP, rather than inexplicably reduces it. Either way, you still require Zero and another card in your hand, plus some form of protection to ensure you won't take 1500 damage or more (although increments of 499 or less are A-OK...anti-Mass Driver-related OTKs FTW).

 

Gunman is conditional, but the best of the three anime Infernity. The weakness is you can't grave-spam to protect against burn because Gunman makes you DRAW, so if your attempt fails, you're taking damage and your Infernity cards are useless until you ditch it/play it.

 

It's true that they fit in decently with the theme, especially Kiryu's combo of ditching his hand, including Gunman, to summon Zero and then using Gunman to save himself. But that combo aside, they're very poor support, one being useless unless it's in your hand (likely with another card) when you get burned to death.

 

Hundred-Eye Dragon...calling that genuine EBI support is absurd. It's much better considered to be Infernity support (all Infernity but Death Dragon are level 6 or under Darks). I bet Konami changed its effect to search an EBI, rather than "Any card", specifically because Kiryu only searched his Immortal with it.

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Last I checked' date=' an opponent's card effect 99/100 times inflicts DAMAGE to your LP, rather than inexplicably reduces it. Either way, you still require Zero and another card in your hand, plus some form of protection to ensure you won't take 1500 damage or more (although increments of 499 or less are A-OK...anti-Mass Driver-related OTKs FTW).

 

[b']So Zero can get around the Frog FTK. Obviously Zero would only be used against OTKs, but it does at least a remotely decent job at doing that, right? Also, note that the Psychic FTK (that only works in the TCG btw because of Spell of Pain's crappy wording) doesn't inflict damage, it switches damage.

Hey, a person using Zero would be glad that they actually have a turn or more left rather than just being dead in the first turn. Wouldn't you like another few turns to survive?

Also I think I heard Kyosuke Kiryu (the member on YCM) say that Infernities only go handless when they're about to OTK, leaving it more likely than implied that they still have this card and another card in their hand before they OTK. The only problem is now they can't pull off the OTK as well, but hey, you're still in the game, right? Infernity Inferno can ditch this card to prepare for the OTK if it is drawn.[/b]

 

Gunman is conditional, but the best of the three anime Infernity. The weakness is you can't grave-spam to protect against burn because Gunman makes you DRAW, so if your attempt fails, you're taking damage and your Infernity cards are useless until you ditch it/play it.

 

Well, we agree on the first sentence you said in this paragraph.

As for the rest, yeah, it does force you to draw, which is a fatal flaw, since it can't spam, like you said. That extra card, though, will be quite easy to get rid of during your next turn, as long as both you and your opponent are still around.

Hey, if this and Zero were in your hand when you're FTK'd (let's say, by Gallis, Doom, and Birdman since those can continue to deal more than 500 damage at a time) your opponent has to choose between a game of life and death or no more damage for the turn. One Gunman per turn will probably be enough for the turn if you got FTK'd, since they either deal no more damage or just get killed or kill you.

But yeah, I can see your concern over burn decks inflicting multiple times. I personally still like being able to remove this if I'm about to lose anyway, just to maybe cheat death for another round if my opponent's LP are low enough.

 

It's true that they fit in decently with the theme, especially Kiryu's combo of ditching his hand, including Gunman, to summon Zero and then using Gunman to save himself. But that combo aside, they're very poor support, one being useless unless it's in your hand (likely with another card) when you get burned to death.

 

Yeah, Zero would be slightly (note, slightly) better if it didn't require another card. Imagine activating gunman, drawing a card, it Zero, redirecting the damage to your opponent, then taking more effect damage and then summoning Zero.

I would only use those two for anti-burn (or, for Zero, more like anti-FTK).

 

Hundred-Eye Dragon...calling that genuine EBI support is absurd. It's much better considered to be Infernity support (all Infernity but Death Dragon are level 6 or under Darks). I bet Konami changed its effect to search an EBI, rather than "Any card", specifically because Kiryu only searched his Immortal with it.

 

Yeah, I would have to say I would consider it Infernity support more than EBI support with its summoning conditions and effect. It would have been a lot cooler if it had the Tag Force's effect, even if it still had the current summoning conditions and if it's effect was changed to only grab Earthbound Immortals. I just like that Handless Combo. Yeah, I have to agree with you on this argument, but this one isn't too big a deal, at least not to the discussion of the other cards.

Yeah, they changed it only to EBIs because Kiryu only grabbed Ccapac Apu with its Demonic Tutor ability. That, and the Demonic Tutor ability is quite powerful. At least it is in MtG, maybe not so much in yugioh.

 

It seems we agree Climber is just crap. I personally would side the other two if I were playing regularly, or main them if I were cosplaying Kiryu. Cosplaying Kiryu is also the only time I'd ever run Infernity Climber.

Anime characters don't have side decks, only anti-certain decktype cards that conveniently happen to be drawn when they need them and not drawn when they don't.

 

Read the bolded.

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I've always disliked the opinion that Infernity only go handless for the OTK, or indeed, that OTK is all the theme can do. Granted, their general plays can be explosive, overpowering, and OTK material, but they can work just fine if you don't think "Go for OTK" every waking moment with the deck. Then again, I'm really fond of Infernity Destroyer's burn power, especially if comboed with Armory Arm/Infernity Dwarf, and that, along with their ability to generate Synchros quickly can lead to a solid battle strategy.

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Perhaps not, but it's beautifully effective. Then again, I see absolutely nothing wrong with a strategy, in lieu of an OTK, that easily wipes out more than half your opponent's LP in one move. I'm not advising to set up a deck to create the above "combo", but I do think Infernity Destroyer is underrated. Armory Arm just adds an additional kick, giving Destroyer the power to beat almost any monster and then deal additional burn. Dwarf is entirely optional. Considering Infernity's tendency to swiftly swarm, it's not even a difficult set-up. If you use Infernity Launcher/Mirage to summon Infernity Destroyer and Infernity Necromancer, and then use Necromancer to summon Infernity Avenger, then there you have it. An easy Destroyer + Armory Arm, which can deal 4900 damage if it attacks an ATK position monster. Unless I'm missing a 7 or 10 star Synchro better suited to the situation, it's a perfectly valid combo early to mid game, if you didn't get your hands on some of the other Infernity, like Archfiend or Beetle. Considering I tend to ditch Destroyer and Avenger as early as possible, and almost invariably with Infernity Inferno, barring an obvious combo at the time, the above strategy fits my playstyle. You don't usually want to DRAW Destroyer, and Avenger is best suited to be in the graveyard.

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Elaborate. I strongly disagree on Infernity Destroyer's usefulness. As mentioned, I think it's underrated.

 

Infernity Beetle + Infernity Destroyer= Death Dragon/Hundred Eyes Dragon/any level 8 Synchro. This action is usually spammed by me when I do aim for the OTK. It's quick, simple, requires only 2 monsters (fitting well with Mirage/Launcher) and brings out the best Synchros.

 

It's easily spammed with the various Infernity revival cards, such as Necromancer, Mirage, Launcher, etc. It Synchros nicely for the level 8 Synchros. It overpowers most basic monsters and then deals 1600 damage, which isn't anything to be shrugged off when you're facing a deck that can explode multiple times a duel. It's happily discarded using almost any discard effect. It only proves to be a hindrance if you topdeck it, which is rare. If you find it too weak to help, you either use it for Synchroing or use cards like Book of Moon or other forms of destruction.

 

Seeing as you seem to advocate Infernity as an OTK-only theme, a decently strong monster that wipes out 1/5 of your opponent's LP that can be so readily spammed and Synchroed must surely be completely wrong to the concept of Infernity OTK. What am I doing wrong?

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Infernity Destroyer will be easily run over by Monarchs and seeing as how Caius is played so regualarly its not even funny.

 

It's slow and a -1 if tribute summoned, there are far easier ways of Synchroing in Infernities without him.

 

And you say he easily makes level 8's, i'd rather make the level 8 out of Mirage/Launcher -> Necromancer and Avenger -> Grab Archfiend, search Launcher and repeat so I actually get some profit out of what i've done, sure he's decent as a beatstick, theres just far more playable options out there.

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Considering Monarch effects, this is a problem to ANYTHING in an Infernity deck, not strictly Destroyer. The only genuine flaw Destroyer has is it being a tribute monster can clog your hand if you topdeck it without a method to get rid of it, which is perfectly valid if you dont have a Launcher, etc on hand.

 

Having Destroyer does not detract from the other Synchroing options (you'll be running Archfiend, Necromancer, and Launcher at 3 already) and odds are, if you have Archfiend easily SSed, along with a Tuner and Necromancer, this will swiftly spiral into the OTK strategy, at which point you're thinking less about a good 8 star Synchro to swing the duel in your favor, as I was more referring to in regards to Destroyer being good for Synchroing, and more thinking of a loop to OTK. I still prefer Destroyer and Beetle because you can often have two Beetles at once for more Synchro work if you have additional monsters.

 

Infernity have a hard time staying afloat in battle, making quick and near instantaneous summon of a level 8 Synchro invaluable. A 2300 beater that wipes out a sizeable portion of the opponent's LP when it triumphs in battle is nothing to completely dismiss. Without Destroyer, you have very little to work with in battle outside of a Synchro swarm.

 

To each their own. But what alternatives would you suggest as more playable options?

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