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Infernity deck (Semi-budget and IRL)


Mysty

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I know it's missing a lot of the good cards, but I don't have the money for Trishula or Infernity Barrier. Strangely, Mirages are hard to find. Anyway, here's the deck.

Monsters: 16
1 Armageddon Knight
1 D.D. Crow
3 Infernity Archfiend
2 Infernity Avenger
1 Infernity Beetle
3 Infernity Guardian
3 Infernity Necromancer
2 Stygian Street Patrol

Spells: 13
1 Allure of Darkness
1 Book of Moon
1 Dark Hole
1 Enemy Controller
1 Foolish Burial
1 Heavy Storm
1 Infernity Launcher
1 Monster Reborn
2 Mystical Space Typhoon
1 Pot of Duality
1 Wave-Motion Inferno
1 ZERO-MAX

Traps: 12
1 Archfiend's Roar
1 Dust Tornado
2 Call of the Haunted
3 Infernity Break
2 Infernity Inferno
1 Mirror Force
1 Phantom Hand
1 Trap Stun

Yes, it's 41 cards. The 41st card is tech against Morphing Jar FTK.

Extra Deck:
1 Leviair the Sea dragon
1 Number 39: Utopia
1 Armory Arm
1 Ally of Justice Catastor
1 Stygian Sergeants
1 Gaia Knight, the Force of Earth
1 Scrap Archfiend
1 Dark End Dragon
2 Hundred Eyes Dragon
2 Infernity Doom Dragon
1 Red Dragon Archfiend
1 Stardust Dragon
1 Mist Wurm

And I need help designing a Side Deck.

Rate/fix/comment.

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[quote name='Chibikato' timestamp='1321579678' post='5649668']
you should include Card Destruction and Lightning Vortex
[b]maybe you can serve.[/b]
[/quote]

I've tried both of those. I don't really like either of them.
In my ideal situation, Card Destruction is usually a dead card. In the worst situation, it helps my opponents tremendously, especially since my locals includes Dark Worlds, Fabled Worlds, E•HERO.dek, Zombies, and Aki_Izayoi.dek.
I found Lightning Vortex to be a dead draw. Due to the nature of the deck, I usually go to no cards in hand very quickly to protect my Guardians, and I often draw into Lightning Vortex too late for it to stop my opponent's swarm.

And what does the bolded mean?

Any other comments?

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[quote name='Chibikato' timestamp='1321579678' post='5649668']
you should include Card Destruction and Lightning Vortex
maybe you can serve.
[/quote]
noNoNO[b]NO[i]NO![/i][/b]

Infernities don't discard just to discard dammit!

Anyway you MAY be able to get by without barriers, but Mirages make the deck. Guardian is wortheless, and I normally find Dark Grepher to be a better choice than Arm Knight. ZERO-Max and Phantom hand are terrible as well.

I want to say Tour Guide, but IRL makes that a horrible idea. Though Stygian should be @1 and Grepher @ 2. Not sure on whether D.D. Crow should even be run here, since it could take up hand space.

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[quote name='Twilight Sparkle' timestamp='1321626273' post='5650510']
noNoNO[b]NO[i]NO![/i][/b]

Infernities don't discard just to discard dammit!

Anyway you MAY be able to get by without barriers, but Mirages make the deck. Guardian is wortheless, and I normally find Dark Grepher to be a better choice than Arm Knight. ZERO-Max and Phantom hand are terrible as well.

I want to say Tour Guide, but IRL makes that a horrible idea. Though Stygian should be @1 and Grepher @ 2. Not sure on whether D.D. Crow should even be run here, since it could take up hand space.
[/quote]

I never have problem with D.D. Crow. Opponent got a card in the Graveyard before I combo out? Discard Crow to remove it. It's great for if my opponent requires an early grave setup to help the rest of their game (Frognarchs, Dark Worlds, or even Plants or E•HEROs). However, I definitely think D.D. Crow should probably be in the Side deck, since not every deck is so reliant.

Looks like the current suggestions are:
-3 Guardian
+3 Mirage

-1 Armageddon Knight
-1 Stygian Street Patrol
+2 Dark Grepher

-1 D.D. Crow
-1 Phantom Hand
-1 ZERO-MAX
+2-3 ?

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