Sora1499 Posted June 1, 2013 Report Share Posted June 1, 2013 All 3 of those face-downs are barriers, btw. Discuss the REAL problem with Infernities. Link to comment Share on other sites More sharing options...
theguywhowalks221 Posted June 1, 2013 Report Share Posted June 1, 2013 for when you want an extra card Link to comment Share on other sites More sharing options...
Sora1499 Posted June 1, 2013 Author Report Share Posted June 1, 2013 for when you want an extra card Actually I got like 5 or 6 extra cards from this play, lol. Link to comment Share on other sites More sharing options...
Blake Posted June 1, 2013 Report Share Posted June 1, 2013 All 3 being barriers seems bad. Card's absolutely stupid. Link to comment Share on other sites More sharing options...
Cute Rotten Yoshika Posted June 1, 2013 Report Share Posted June 1, 2013 the real problem with infernities is both this and launcher. this for being a huge pile of plusses with a big bow just for special summoning it and launcher for being a single card explosive play. and yeah, 3 barrier set seems really suboptimal. Link to comment Share on other sites More sharing options...
Sora1499 Posted June 1, 2013 Author Report Share Posted June 1, 2013 3 barrier set seems really suboptimal. All 3 being barriers seems bad. Can you guys please explain why? I'm not seeing the connection. Link to comment Share on other sites More sharing options...
Miror B Posted June 1, 2013 Report Share Posted June 1, 2013 Can you guys please explain why? I'm not seeing the connection. Some people don't like the clogging and it's only really good if you get it down before you explode, otherwise you otk anyway without using it. Link to comment Share on other sites More sharing options...
Blake Posted June 1, 2013 Report Share Posted June 1, 2013 Because why would you just have all 3 Barriers and move on? 1 of them should be a Break, because it is useful for baiting out more advantage from them, and on the off chance they somehow have a beater you can't Barrier, it takes care of it when Barrier can't. Some people don't like the clogging and it's only really good if you get it down before you explode, otherwise you otk anyway without using it. ... Uh? No, he should be running 3 Barrier. And 3 Break. It's part of Infernity Xyz, where that absolute OTK isn't as likely, and you control the game a lot more than regular Infernities. Link to comment Share on other sites More sharing options...
Cute Rotten Yoshika Posted June 1, 2013 Report Share Posted June 1, 2013 im not saying "dont run 3 barrier". run 3 barrier. but having every single one on the field like that and no way to handle a big ass monster with an inherent summon is really risky and suboptimal. Link to comment Share on other sites More sharing options...
Miror B Posted June 1, 2013 Report Share Posted June 1, 2013 Because why would you just have all 3 Barriers and move on? 1 of them should be a Break, because it is useful for baiting out more advantage from them, and on the off chance they somehow have a beater you can't Barrier, it takes care of it when Barrier can't. ... Uh? No, he should be running 3 Barrier. And 3 Break. It's part of Infernity Xyz, where that absolute OTK isn't as likely, and you control the game a lot more than regular Infernities. Oh. Well I know some people who do feel that way. Don't ask me why cuz I'm not a big Infernity guy, I've just got some friends who do think that. Link to comment Share on other sites More sharing options...
Sora1499 Posted June 1, 2013 Author Report Share Posted June 1, 2013 im not saying "dont run 3 barrier". run 3 barrier. but having every single one on the field like that and no way to handle a big ass monster with an inherent summon is really risky and suboptimal. He was playing fire fist though... They don't really do inherent summons that barrier couldn't take care of just as well if not better (bear, spirit, etc.). But I see where you guys are coming from. Link to comment Share on other sites More sharing options...
Blake Posted June 1, 2013 Report Share Posted June 1, 2013 He was playing fire fist though... They don't really do inherent summons that barrier couldn't take care of just as well if not better (bear, spirit, etc.). But I see where you guys are coming from. You can never say what a deck will do 100%. Unlikely though it may be, they could still drop something inherent randomly. Link to comment Share on other sites More sharing options...
TheKaitoKid Posted June 1, 2013 Report Share Posted June 1, 2013 Yet another card that was not broken at release but became so due to new support. Link to comment Share on other sites More sharing options...
ihop Posted June 1, 2013 Report Share Posted June 1, 2013 Yet another card that was not broken at release but became so due to new support. Wasn't broken at release? What? This should have been hit along with Launcher a loong time ago. Link to comment Share on other sites More sharing options...
mido9 Posted June 1, 2013 Report Share Posted June 1, 2013 This should have been hit along with Launcher a loong time ago.You couldve probably left launcher at 3 if this got banned. Link to comment Share on other sites More sharing options...
ihop Posted June 1, 2013 Report Share Posted June 1, 2013 You couldve probably left launcher at 3 if this got banned. Konami weren't ever going to ban this, at 1 it becomes too inconsistant to realistically run. This and Launcher at 1 seems optimal. Link to comment Share on other sites More sharing options...
evilfusion Posted June 1, 2013 Report Share Posted June 1, 2013 Wasn't broken at release? What? This should have been hit along with Launcher a loong time ago. It was released LONG before THSD. At that time, the only Infernity cards were Archfiend, Dwarf, Guardian, and in the OCG, Destroyer. Infernity Beast was the next card released for the set. Then came Infernity Force (the first Trap) and Infernity Necromancer. The Decktype was absurdly undersupported, so the general rule of thumb is "A searcher is only as good as its targets". At that time, Infernity had mostly monsters and required a ton of dedication just to try to make work, and the best thing they had going for them was Destroyer's burn. Not to mention, the concept of having no hand was very high risk with little way to capitalize on it because Infernity had to first remove their hand cards, and Archfiend's activation timing was pure luck or Necromancer. But TSHD came out and produced a ton of support to abuse Archfiend, not only in search targets, but methods. Because Archfiend had to be Special Summoned to search, only Necromancer was reliable as a means, and this required so much dedication and preparation beforehand. But then we got Avenger, Beetle, Launcher (oh god, why does this exist?!), Break, Inferno, Mirage, and in the TCG, Barrier. So much powerful Special Summoning cards and methods of sending Infernity for setup made them too good, too fast. Now we can see clearly that Archfiend's search flexibility is terrible design, but before then, the targets were subpar, so Archfiend was the only really "good" component for the Deck, and now they had Tuner(s) to capitalize on the swarm potential of Necromancer. And why the hell did they print Launcher when Mirage existed and was slightly more balanced?! If Launcher wasn't an Infernity card, it'd be much less abusable. But I digress. Link to comment Share on other sites More sharing options...
ihop Posted June 2, 2013 Report Share Posted June 2, 2013 Oh derp, forgot most of the Infernities came out ages ago. But it was a pretty irrelevant archetype before that. Link to comment Share on other sites More sharing options...
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