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[WC11] Help with my Infernity Build


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Monsters: 18
Archfiend x3
Avenger x2
Beetle x3
Mirage x2
Necromancer x3
Dark Grepher x2
Stygian Street x1


Spells: 16
Allure x1
Trunade x1
Launcher x1
Monster Reborn x1
MST x2
Raigeki x1 (changed ban list)

Traps: 6
Infernity Inferno x3
Mirror Force x1
Warning x2
Jugdement x1
Torrential x1
Break x3
D. Prison x3
BTH x2
7 Tools x1

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Morphing Jar x1
Summoner Monk x1
The Tricky x2
DW Lightning x3
Darkness Approaches x3
Into the Void x2
Swords of Revealing Light x1
DARK HOLE X0
Dark Grepher x0

[img]http://knowyourmeme.com/system/icons/2085/original/Kornheiser_Why.JPG?1267079689[/img]

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What ban list allows Raigeki? Darkness Approaches shouldn't ever be used. -3 cards are bad. I'm not much acustomed to this Deck, but this is what needs to go down.

-1 Raigeki (Unless you show me the ban list you are using)
-3 Darkness Approaches
+2 Solemn Warning
+1 Solemn Judgment
+1 Dark Hole

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[quote name='Doom Chaos' timestamp='1312521103' post='5415832']
If you get 90% of all cards it gives you the option to change the ban list in order to have up to 1 banned card in your deck. And why no Darkness Approaches? Gets rid of cards for good combos.
[/quote]

1. Ah makes sense.
2. You can make better use of cards instead of discarding them for a Spell that is bad.

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[quote name='Doom Chaos' timestamp='1312521610' post='5415852']
Please be more specific.
[/quote]

Instead of flipping something face-down, you can set some good traps or discard for a better card that will hurt your opponent, like Phoenix Wing Wind Blast or Karma Cut. Don't think you know better becaus you don't.

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-1 Morphing Jar (bad here)
-1 Summoner Monk (not needed)
-2 The Tricky (bad here)
-1 Infernity Mirage (cloggy at 3)
-3 DW Lightning (empties your hand so slowly)
-3 Darkness Approaches (there are better options; i.e. protective traps)
-2 Into the Void (once again, better options)
-2 Waboku (you don't need to stall)
-1 Swords of Revealing Light (you don't need to stall)

+2 Dark Grepher (near-staple in Infernities)
+1 Stygian Street Patrol (extremely useful)
+2 Solemn Warning (staple)
+1 Solemn Judgment (staple)
+1 Torrential Tribute (staple)
+3 Infernity Barrier (should ALWAYS be at 3)
+3 Dimensional Prison (one of the best traps)
+2 Bottomless Trap Hole (one of the other best traps)
+1 Seven Tools of the Bandit (good against Decree in this trap-heavy build)

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[quote name='Cursed Reaction' timestamp='1312549026' post='5416202']
-1 Morphing Jar (bad here)
-1 Summoner Monk (not needed)
-2 The Tricky (bad here)
-1 Infernity Mirage (cloggy at 3)
-3 DW Lightning (empties your hand so slowly)
-3 Darkness Approaches (there are better options; i.e. protective traps)
-2 Into the Void (once again, better options)
-2 Waboku (you don't need to stall)
-1 Swords of Revealing Light (you don't need to stall)

+2 Dark Grepher (dumps your infernities to the grave for big plays)
+1 Stygian Street Patrol (activates in grave and can SS other Infernities that you need from your hand)
+2 Solemn Warning (staple)
+1 Solemn Judgment (staple)
+1 Torrential Tribute (staple)
[s]+3 Infernity Barrier (should ALWAYS be at 3)[/s][b]Meta's Comment: WC11 doesn't have Barrier sadly. [/b][b]Use Infernity Break instead for now, better utility[/b]
+3 Dimensional Prison (one of the best traps)
+2 Bottomless Trap Hole (one of the other best traps)
+1 Seven Tools of the Bandit (good against Decree in this trap-heavy build)
[/quote]
Updated your post with a more specific description and my own comments.

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