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Achieving the Handless Combo. [Infernity Guide + Discussion]


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Greetings, TCG, welcome to my guide on how to play my favourite, and in my opinion, (one of) the best decks.

 

The Infernity archetype was originally pioneered by Kyosuke Kiryu in the Yu-Gi-Oh! 5Ds anime, and the cards were then released as game promos and the archtype was continued in the sets Ancient Prophecy, Stardust Overdrive and The Shining Darkness. It's sole aim is to make certain requirements in the graveyard, while having no cards in your hand, then activating the effects of Infernity Mirage and Infernity Launcher. This will then have you either 1. OTK'ing or 2. Ending the turn with 2-3 Synchros and 3 Infernity Barriers which are live, creating a semi-lock on your opponent. Now, on with the guide.

 

Contents:

1) The Aim

2) The components + Rulings

3) The frame + side deck

4) Tech cards

5) How to go about winning

 

1) The Aim

 

The majority of the cards in the Infernity deck require no hand for their effects to go off, now normally this would sound like a bad idea, giving away hand advantage, but in this case you are rewarded with a ridiculous toolbox, allowing you do to anything you wish. Similar to Synchro cat, but with the same support as Lightsworn.

 

How may we go about this? Simple, with Heavy Storm gone, we can commit to the field so much easier now. As the deck will play a low monster count, you will find yourself opening with a large number of backrows and a smaller amount of monsters, making easy to get your hand size to 0.

 

Getting the handlessness;

Now, you may have seen support cards such as "Infernity Reflector" to quickly clear your hand to zero, or "Dark Crusader" to empty your hand and sit on a big beatstick and you may think that these are suitable options, but no, handless does not equate to cardless.

 

Dark Grepher:

I personally find that this is the best choice as 2 simple discards will usually end up with you having your graveyard filled with the necessary cards to achieve the victory, it's DARK, Level 4 and searchable via RotA, so it's not exactly hard to get one onto the field.

 

another option is Armageddon Knight:

I personally do not run this card in my Infernity deck, but I've seen numerous decks run this @1, alongside 1 Dark Grepher, as this is great for a quick mill of a Stygian Street Patrol or Infernity Avenger for big plays later that turn, while it may have no costs to activate it's effect, it will be slower than grepher, so it depends on how your deck is played.

 

2) The Components + Rulings

 

Here's the list of all the archtype's support along with all the rulings that you will probably need when using them. Organised into chronological order of release date.

I'm not going to spend a large amount of time telling you how many to run, that will be shown in the next section, I'll generally have my thoughts on the card and nothing more.

 

World Championship 2009 Stardust Accelerator Promotional Cards

 

Infernity Archfiend

Level 4/DARK

Fiend/Effect

ATK 1800/DEF 1200

 

When you have no cards in your hand and draw this card, you can reveal it to Special Summon it. When this card is Special Summoned, if you have no cards in your hand, you can add 1 "Infernity" card from your Deck to your hand.

 

The basic staple card in Infernities, it does everything you want, the ultimate recruiter for this archtype. It is the best topdeck in the entire deck and is necessary for the OTK/Lock. It can appear at anytime, and instantly will Special Summon itself to the field, allowing you to search your deck for any Infernity card, whether it's a monster, spell or trap. It also doesn't matter about how it was special summoned, whether it's from it's effect, or from Necromancer's or Launcher's, you still get the search. BEWARE: Mind Crush will rape this card, as when you reveal it to Special Summon it, a quick chain of Mind Crush will make an Infernity user cry.

 

Rulings:

 

Revealing "Infernity Archfiend" to your opponent is a cost to activate its Special Summon effect.

 

If you have any cards in your hand when resolving the search effect of "Infernity Archfiend," you will not be able to add an "Infernity" card from your deck to your hand.

 

If you draw "Infernity Archfiend" through the effect of "Allure of Darkness," you will not be able to activate its effect to Special Summon itself. The last event to occur is removing from play a DARK monster, so you miss the timing.

 

If you draw multiple cards simultaneously, including "Infernity Archfiend," you can activate its effect to Special Summon itself provided you had 0 cards in your hand prior to doing so, such as by the effect of "Card Destruction" or "Reload."

 

If you draw multiple copies of "Infernity Archfiend" with the same effect when you had 0 cards in your hand prior to doing so, you can activate the effect of each of them to summon themselves, placing the chain links in any order you wish. In this case, only the last one summoned (the first to activate its summon effect) will be activate its effect to search an "Infernity" card; the other misses the timing due to having been summoned at a chain link higher than 1.

 

Infernity Guardian

Level 4/DARK

Fiend/Effect

ATK 1200/DEF 1700

 

While you have no cards in your hand, this face-up card cannot be destroyed by battle or by card effects.

 

While it may have some uses, Infernity Guardian will not see it's full potentially in an Infernity deck, as the deck will try to OTK as fast as possible and this card plain and simply, isn't needed for the OTK. I have seen some builds run it at 1 just as a stall to dig into their deck and draw the power cards, but it just isn't worth it, it will usually get Caius'd or something.

 

Infernity Dwarf

Level 2/DARK

Warrior/Effect

ATK 800/DEF 500

 

While you have no cards in your hand, during battle between an attacking monster you control and a Defense Position monster whose DEF is lower than the ATK of the attacking monster inflict the difference as Battle Damage to your opponent.

 

Must I really explain why this shouldn't be ran? It's too small a beatstick and will get run over with ease, and besides, piercing isn't amazing anyway. You have 3 Barriers to lock them.

 

Ancient Prophecy

 

Infernity Beast

Level 3/DARK

Beast/Effect

ATK 1600/DEF 1200

 

If this card attacks while you have no cards in your hand, your opponent cannot activate Spell or Trap Cards until after the Damage Step.

 

It's a reject Ancient Gear monster, 1600 beats isn't much to be proud of, and rescue cat is banned now so that plan is out the window. Should've had a lock on all Spells + Traps for the rest of the turn.

 

Stardust Overdrive

 

Infernity Necromancer

Level 3/DARK

Fiend/Effect

ATK 0/DEF 2000

 

When this card is Normal Summoned, it is changed to Defense Position. While you have no cards in your hand, this card gains the following effect: Once per turn, you can Special Summon 1 "Infernity" monster from your Graveyard, except "Infernity Necromancer".

 

Such a good card, great support, it's the lumina for Infernities, it's needed in the OTK/Lock and will generate a +1 each turn, these +1s, combined with Infernity Archfiend will lead to further +1s and potentially the duel.

 

Rulings:

 

"Infernity Necromancer" is special in that its Ignition effect to Special Summon 1 "Infernity" monster from the Graveyard is granted to it by a Continuous effect. If this Continuous effect is negated, such as by "Skill Drain," the Ignition effect cannot be activated, as it has not been gained.

 

The effect that switches "Infernity Necromancer" to defense position when it is Normal Summoned is a Trigger effect. (The primary function of this is to disallow the player who Normal Summoned it from using its Ignition effect right away. Ignition effects, being Spell Speed 1, cannot be chained to anything.) Your opponent may respond to this Trigger effect first.

 

If you activate the effect to Special Summon 1 "Infernity" monster and an effect is chained that causes you to have cards in your hand, you will still Special Summon the targeted "Infernity" monster. The Ignition effect itself does not have a stipulation on hand size.

 

Infernity Force

Normal Trap Card

 

Activate only when an "Infernity" monster is selected as an attack target while you have no cards in your hand. Destroy the attacking monster and Special Summon 1 "Infernity" monster from your Graveyard.

 

It's an archtype specific Sakuretsu Armor that gives a +1, majorly Inferior to the likes of Dimensional Prison which doesn't have the handless activation cost to make it work. Even then, D Prison doesn't have a place in our deck.

 

Rulings:

 

Ruling Corner

 

"Infernity Force" targets both the attacking monster and the selected "Infernity" monster in the Graveyard.

 

Having 0 cards in your hand is only an activation requirement; "Infernity Force" will resolve properly even if an effect is chained that causes you to have cards in your hand.

 

You must destroy the attacking monster with "Infernity Force" to Special Summon the targeted "Infernity" monster.

 

The attacking monster is destroyed even if the targeted "Infernity" monster is no longer in your Graveyard.

 

The Shining Darkness

 

This is where we get the good stuff.

 

Infernity Mirage

Level 1/DARK

Fiend/Effect

ATK 0/DEF 0

 

This card cannot be Special Summoned from the graveyard. If you have no cards in your hand, you can Tribute this card to select 2 "Infernity" monsters in your Graveyard. Special Summon those monsters.

 

Wow. Here we have an Infernity Launcher that walks, it starts off the OTK, it's a +1, like most Infernity cards and will create a field of big Synchros and Barriers to back it up. Beautiful support. Not to mention, it's searchable by One for One and Stygian Street Patrol is it's best friend.

 

Rulings:

 

The inability to Special Summon "Infernity Mirage" from the Graveyard is not an effect.

 

Tributing "Infernity Mirage" is a cost to activate its effect.

 

The effect of "Infernity Mirage" targets 2 "Infernity" monsters in your Graveyard.

 

If you have any cards in your hand when resolving the effect of "Infernity Mirage," you will still Special Summon the targeted monsters.

 

If 1 of the targeted monsters is no longer in the Graveyard when the effect of "Infernity Mirage" resolves, the other will still be Special Summoned.

 

Infernity Beetle

Level 2/DARK

Insect/Tuner

ATK 1200/DEF 0

 

While you have no cards in your hand, you can Tribute this card to Special Summon up to 2 "Infernity Beetle" from your Deck.

 

The standard Level 2 tuner in the builds, it doesn't see much play this format because of the limiting of Infernity Launcher, but can still be played in some variants that spam Mist Wurm.

 

Rulings:

 

Tributing "Infernity Beetle" is a cost to activate its effect.

 

When the effect of "Infernity Beetle" resolves, you will not be able to Special Summon up to 2 "Infernity Beetle" from your Deck if you have any cards in your hand.

 

Infernity Avenger

Level 1/DARK

Fiend/Tuner

ATK 0/DEF 0

 

When a monster you control, except "Infernity Avenger", is destroyed by battle with an opponent's monster and sent to the Graveyard, while you have no cards in your hand, you can Special Summon this card from your Graveyard. In that case, the Level of this card is equal to the Level of your destroyed monster.

 

The standard Level 1 Tuner of the deck, it can serve as a wall when under pressure and will create you the level 8 Synchros when going for the OTK.

 

Rulings:

 

"Infernity Avenger" returns to its original level if "Skill Drain" is activated after "Infernity Avenger" Special Summons itself.

 

Since the monster must reach reach the Graveyard, the effect of "Infernity Avenger" cannot be activated if a Token or "Embodiment of Apophis" is destroyed by battle. Similarly, the effect of "Infernity Avenger" cannot be activated if the monster is removed from play by "Macro Cosmos," etc., nor can it be used if the monster is returned to the hand or deck.

 

You cannot activate the effect of "Infernity Avenger" if an opponent's monster you controlled was destroyed by battle.

 

The original Level of the destroyed monster is used to determine the new Level of "Infernity Avenger."

 

If multiple copies of "Infernity Avenger" are in your Graveyard, you can activate the effects of each of them when your monster is destroyed by battle.

 

"Infernity Avenger" will not be Special Summoned if you have any cards in your hand when resolving its effect.

 

Infernity Doom Dragon

Level 8/DARK

Dragon/Synchro/Effect

ATK 3000/DEF 2400

 

1 DARK Tuner + 1 or more non-Tuner monsters

 

Once per turn, if you have no cards in your hand, you can select 1 monster your opponent controls. Destroy that monster and inflict damage to your opponent equal to half its ATK. This card cannot attack during the same turn you activate this effect.

 

The supposed boss monster for Kyosuke in the anime, it's effect is wonderful, especially when you read those Ryko and Morphing Jar plays, well balanced but at the same time, easily playable. Good card.

 

Rulings:

 

The effect of "Infernity Doom Dragon" targets the opposing monster, regardless of battle position.

 

Destroying the monster and dealing damage with this effect happen at the same time.

 

You use the ATK of the monster while it was on the field when dealing damage with this effect. No damage is inflicted if a face-down monster is destroyed.

 

Infernity Randomizer

Level 1/DARK

Warrior/Effect

ATK 900/DEF 0

 

Once per turn, while you have no cards in your hand, you can draw 1 card and reveal it. For a Monster Card drawn with this effect, inflict damage to your opponent equal to the Level of that monster x 200. For a Spell or Trap Card, you take 500 damage

 

It's bad, burn is bad. Don't run him for the love of god. The +1 can be handy though.

 

ZERO-MAX

Normal Spell Card

 

Activate only if you have no cards in your hand. Select 1 "Infernity" monster in your Graveyard. Special Summon it, and destroy all face-up monsters on the field with ATK lower than the Special Summoned monster's ATK. You cannot conduct your Battle Phase during the same turn you activate this card.

 

ZOMG!!! THEME SPECIFIC DARK HOLE AND MONSTER REBORN ALL IN ONE. Don't run it, as when you first look at it you may think it's busted, but when played, the no attacking clause really hurts. Perhaps when Launcher is banned.

 

Rulings:

 

The effect of "ZERO-MAX" targets the "Infernity" monster in your Graveyard.

 

"Stardust Dragon" cannot negate "ZERO-MAX" because it is uncertain whether or not it will destroy cards.

 

"ZERO-MAX" cannot be activated from your hand. It must be Set, then activated while you have no cards in your hand.

 

"ZERO-MAX" destroys monsters after it Special Summons your "Infernity" monster. "Torrential Tribute," etc. cannot be activated because the last event was not a monster being summoned. This is true even if no monsters are destroyed.

 

You use the current ATK of the Special Summoned monster when destroying monsters.

 

"ZERO-MAX" can be activated as long as you have at least 1 free monster card zone, even if there are no monsters on the field.

 

 

Infernity Launcher

Continuous Spell Card

 

Once per turn, you can send 1 "Infernity" monster from your hand to the Graveyard. If there are no cards in your hand, you can send this card to the Graveyard to select up to 2 "Infernity" monster(s) in your Graveyard and Special Summon them.

 

This card is my life, enough said. It is manditory.

 

Rulings:

 

Activating "Infernity Launcher" starts a Chain, but it has no activated effect, so "Royal Oppression" cannot be Chained. The effect of "Royal Oppression" must be Chained to the effect that Special Summons monsters.

 

The effects of "Infernity Launcher" are both Spell Speed 1, so they can only start Chains. They cannot be activated during a Chain.

 

You will not send an "Infernity" monster from your hand to the Graveyard if "Infernity Launcher" is removed from the field before the effect resolves.

 

The effect to Special Summon monsters targets 1-2 "Infernity" monsters in your Graveyard. Sending this card to the Graveyard is a cost to activate this effect. If either "Infernity" monster is removed from the Graveyard before resolving this effect, the other will still be Special Summoned.

 

I'm giving up with the bad support now and just focussing on (potentially) needed things.

 

Infernity Break

Normal Trap Card

 

Activate only if you have no cards in your hand. Select 1 "Infernity" card in your Graveyard and remove it from play. Select 1 card your opponent controls and destroy it.

 

Nice bit of 141 removal we have here, only the first one played has a real drawback, as it fills the requirements for the other one, but anyways, you can always remove an Infernity Inferno for the first one, but, as long as Infernity Barrier is around, this card will never be maxed in the ideal Infernity deck.

 

Infernity Inferno

Normal Trap Card

 

Discard up to 2 cards, and send the same number of "Infernity" cards from your Deck to the Graveyard.

 

It's foolish burial on steroids, what more could we want?!

 

Infernity Barrier

Counter Trap Card

 

Activate only when your opponent activates a Spell Card, Trap Card, or Effect Monster's effect, if you control a face-up Attack Position "Infernity" monster and have no cards in your hand. Negate the activation and destroy that card.

 

oh come on, it's Solemn Judgement but unlimited, in this deck, the activation costs are hardly a mammoth task, stupidly good.

 

Rulings:

 

"Infernity Barrier" cannot negate the effect of an already active Spell or Trap card.

 

Having no cards in your hand and controlling a face-up Attack Position "Infernity" monster are only activation requirements; the effect of "Infernity Barrier" will resolve properly if either of these things changes.

 

3) The Frame + Side Deck

 

15

3 Infernity Archfiend

3 Infernity Necromancer

2 Infernity Mirage

2 Infernity Avenger

2 Stygian Street Patrol

1 Dark Grepher

1 Armageddon Knight

1 Plaguespreader Zombie

12

3 Pot of Duality

2 Book of Moon

2 Mystical Space Typhoon

1 Infernity Launcher

1 Dark Hole

1 Monster Reborn

1 Giant Trunade

1 Reinforcement of the Army

13

3 Infernity Barrier

3 Infernity Inferno

2 Bottomless Trap Hole

2 Solemn Warning

1 Trap Stun

1 Call of the Haunted

1 Solemn Judgement

15

15 Generics including 3 Hundred-Eyes Dragon

 

Basic frame for standard Infernities, designed to Lock/OTK your opponent.

 

The side deck:

 

3 Ryko, Lightsworn Hunter

2 Cyber Dragon

2 Chaos Sorceror

1 D.D Crow/Thunder King Rai-Oh

2 Fissure

1 Nobleman of Crossout

2 Hero's Rule 2

1 Trap Stun

1 Crevice into the Different Dimension

 

The deck likes to side into Chaos pretty easily, using Rykos to mill Launcher targets but also countering other decks.

I will now go through, what I believe to be the big decks in the meta at the moment, tell you what cards to side and why.

 

X-Sabers.

 

This match-up isn't actually a tough one Infernity users if I'm being honest from my experience.

Cards to side:

1 Thunder King Rai-Oh

2 Hero's Rule 2

1 Crevice

1 Trap Stun

 

Thunder King Rai-Oh stops the useage of Darksouls and shuts down their Synchros and Faultroll + GEC. You play this like you play it in Gadgets, you're not going to Activate Infernity Launcher like a noob and not be able to search now. Just like you wouldn't summon a Gadget.

 

Hero's Rule 2 stops their D.D. Crows, but mainly it stops the plays with Faultroll and the bigger plays with GEC, shut them down and the deck gets crippled.

The same goes for Crevice, but this time you remove their tuners and Darksoul and they can't do anything.

 

Trap Stun is because they like to play Royal Oppression from time to time, and will probably side it in against you, so you best keep on their toes, and also, if you start aggressively, they won't be able to keep up.

 

Blackwings

Cards to side:

2-3 Ryko

1 Thunder King Rai-Oh

2 Chaos Sorceror

1 Crevice

1 Trap Stun

 

Thunder King is only for the blackwing decks that are turbo charged with the 3 Duality, 2 CfBF and Allure variants, this is because they like to get to their Whirlwind as fast as possible, by playing TKRO, they cannot search and will be under control.

 

2-3 Ryko + Trap Stun

Royal Oppression hate basically, Oppression is one of the cards that truhly screws this deck over, a second Trap Stun will easily allow you to go for the win, and Ryko mills Launcher targets and destroys that pesky Oppression.

 

Chaos Sorceror + Crevice

Sorc is mainly for that stupid Armour Master which you can't really run over in this deck, get it out of the way and you're home free.

Crevice = Vayu hate. Don't let the +1 kill you.

 

Gladiator Beasts.

 

WARNING!!! SIDE INTO CHAOS. GBS WILL WRECK INFERNITIES.

 

Cards to side.

3 Ryko

2 Chaos Sorceror

1 Thunder King Rai-Oh

1 Trap Stun

2 Fissure

1 Crevice

2 Hero's Rule 2

 

Just use these to get rid of the Laquari, stop the Special Summoning and get rid of the Equeste and Darius plays, Retiari will also fall at your feet aswell. This is definitely the hardest match-up that this deck will play, do not beat yourself up about losing to GBs, it is easily done, but just prevent the tagging and you're fine.

 

Infernities

1 Thunder King Rai-Oh

1 Crevice

2 Hero's Rule 2

 

Stop Archfiend, win games. Stop Launcher, win games. Stop Mirage, win games. Remove Infernities from graveyard, win games.

Hero's Rule 2 is very good here. Mirror match is probably the easiest match-up you have.

 

5) How to go about winning

 

[spoiler=last format]

The One-Card OTK

 

There are plenty of variations on how you can play this out, actually, but this is the basic one.

 

Normal Summon "Infernity Mirage".

 

Tribute "Infernity Mirage" to Special Summon "Infernity Necromancer" and "Infernity Archfiend" from your Graveyard.

 

Activate the effect of "Infernity Archfiend", searching for "Infernity Launcher".

 

Activate "Infernity Launcher".

 

Activate the effect of "Infernity Necromancer" to Special Summon "Infernity Avenger" or "Infernity Beetle".

 

Use all the Infernity monsters to Synchro Summon a level 8 or 9 synchro of choice ("Infernity Doom Dragon", "Red Dragon Archfiend", "Stardust Dragon", "Mist Wurm", and other such cards are ideal).

 

Send "Infernity Launcher" to the Graveyard to Special Summon "Infernity Necromancer" and "Infernity Archfiend" again.

 

Search for another "Infernity Launcher" with the effect of "Infernity Archfiend" and activate it.

 

Revive "Infernity Avenger" or "Infernity Beetle" with "Infernity Necromancer" again.

 

Synchro Summon another level 8 or level 9 monster using all your low level monsters.

 

Send "Infernity Launcher" to the Graveyard to grave for "Infernity Necromancer" and "Infernity Archfiend" yet again, searching and activating the third "Infernity Launcher".

 

Revive the Infernity Tuner of choice with "Infernity Necromancer" and Synchro Summon a 3rd big monster.

 

Send "Infernity Launcher" to the Graveyard to revive "Infernity Archfiend" and the Tuner, fetching one last Infernity card, and synchroing a 4th, albeit smaller monster.

 

Win the game with your ridiculous field

 

 

Colossal Arm OTK

 

Does your opponent control a monster with 1900+ ATK?

 

Can you Synchro Summon both "Colossal Fighter" and "Armory Arm" safely?

 

Will "Colossal Fighter" have less ATK than the opposing monster if that monster is equipped with "Armory Arm"?

 

Can you attack safely?

 

OTK your opponent, with style. Ram Colossal into the enemy monster equipped with "Armory Arm" 3 times.

 

Semi Lock

 

Normal Summon Infernity Mirage, tribute it for Infernity Archfiend and Infernity Necromancer, searching Infernity Launcher.

 

Activate Infernity Launcher, then activate Infernity Necromancer's effect and Special Summon Infernity Avenger, Synchro Summon Hundred-Eyes Dragon.

 

Repeat this with the Infernity Launcher.

 

[OPTIONAL

 

Search Infernity Mirage with Archfiend off of Launcher, remove Stygian Street Patrol from graveyard and Special Summon Infernity Mirage, synchro a big level 8, Search Infernity Barrier with Archfiend]

 

If Street Patrol is not in graveyard, just search Infernity Barrier.

 

Activate Hundred-Eyes Dragon's effect and remove Infernity Mirage from play, then Tribute Hundred-Eyes Dragon and search Barrier off of Archfiend, Synchroing another big Level 8. Then remove from play Infernity Necromancer with the other Hundred-Eyes Dragon's effect and Special Summon Infernity Archfiend from the graveyard and search the final Infernity Barrier, your Opponent is now staring down 2-3 big Synchros and will have to deal with 3 Infernity Barriers next turn.

 

/"guide"

 

 

Sorry, it's a bit rushed, but it'll do for now, i'll update it as the format goes and refine it so it's better.

 

But hey, atleast it's not one of those guides that tells you purely how many of each card to run.

 

kthx

 

 

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