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To defend my title as King of Written Cards...


Umbra

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... is a bunch of cards of my favorite archetype ever: The Infernity.

 

Infernal Loop

Continuous Spell

During your Draw Phase, instead of drawing, you can send 1 card in your hand to the Graveyard.

 

Infernity Charger

DARK

Fiend / Tuner

3 / 1300 / 1000

While you have exactly 0 cards in your hand, this card gains the following effect:

• When this card inflicts Battle Damage to the opponent, you can Special Summon 1 Level 4 or lower “Infernity” monster from your Graveyard, except "Infernity Charger".

 

Infernal Lockdown

Continuous Trap

If either player has 0 cards in their hand at the start of the turn, they can skip their Draw Phase. When this card is destroyed, both players draw 1 card.

 

Infernity Hammer

Equip Spell Card

Send any number of cards in your hand to the Graveyard. The equipped monster gains 300 ATK x the number of cards sent.

 

Infernity Warlord

DARK

Fiend / Synchro

8 / 3000 / 0

“Infernity Charger” + 1 or more non-Tuner monsters

While you have 0 cards in your hand, this card gains the following effects:

• At the start of your Battle Phase, select any number of “Infernity” monsters you control, except “Infernity Warlord”. This card can attack once more for each monster selected. The selected monster(s) cannot declare an attack this turn.

 

Infernity Unity

Spell Card

Select 2 “Infernity” monsters you control. The selected monsters gain the effects of the other selected monster. If either of the selected monsters are destroyed, destroy the other selected monster.

 

Great Infernity

Field Spell

During your Draw Phase, if you have 0 cards in your hand, instead of drawing you can add 1 “Infernity” monster in your Deck to your hand. The card added by this effect is treated as if it was drawn by a card effect.

 

Infernal Stone

Trap Card

Discard 1 card and inflict 800 damage to the opponent.

 

Infernity Golem

DARK

Fiend

8 / 3000 / 0

When you draw this card, if you had exactly 0 cards in your hand, it gains the following effect:

• You can Tribute 2 monsters on your opponent's side of the field during their Main Phase to Special Summon this card. Your opponent cannot Normal Summon or Set this turn. This card cannot declare an attack unless its controller discards 3 cards.

 

Infernity Death

DARK

Fiend / Synchro

8 / 3000 / 0

1 “Infernity” Tuner monster + 1 or more non-Tuner “Infernity ” monsters

While this card is face-up on the field, for all card effects you are treated as having 0 cards in your hand.

 

Infernity Pyre

DARK

Fiend / Tuner

4 / 1000 / 1600

While you have exactly 0 cards in your hand, this card gains the following effects:

• Once per turn, inflict 800 damage to the opponent. This card cannot declare an attack this turn.

 

Infernity Dragon

DARK

Fiend

6 / 2700 / 2500

This card cannot be Normal Summoned or Set. If this card is in your hand during your Standby Phase, send it to the Graveyard. While you have exactly 0 cards in your hand, this card gains the following effect:

• You can Special Summon from your Graveyard this card by Tributing 1 “Infernity” monster you control. When this card inflicts Battle Damage to your opponent, randomly select 2 cards in your opponent's hand and send them to the Graveyard.

 

Under An Infernal Sky

Spell Card

Special Summon 1 “Infernity” monster from your hand. When the summoned monster is destroyed, send all cards in your hand to the Graveyard.

 

Infernity Devil Wind

DARK

Fiend / Dark Tuner

10 / 0 / 0

If you had 0 cards in your hand when you drew this card, you can Special Summon it. It gains this effect:

• Once while you control this face-up card, you can Special Summon 1 Level 4 or lower “Infernity” monster from your hand.

 

Infernity Reaper

DARK

Fiend / Dark Synchro

-6 / 3000 / 1800

1 non-Dark Tuner monster - 1 Dark Tuner monster

While you have 0 cards in your hand, this card gains the following effects:

• While you control a face-up “Infernity Death”, this card can attack your opponent directly. If this card destroys an opponent's monster by battle, it can attack once more during the same Battle Phase.

 

Infernal Sacrifice

Continuous Trap Card

You can send 1 card in your hand to the Graveyard to negate the activation and effect of a Spell, Trap or Effect Monster Card's effect, and destroy the Spell / Trap / Effect Monster. If you have 0 cards in your hand, destroy this card and send the top 3 cards in your deck to the Graveyard.

 

Infernity Junk

DARK

Fiend

8 / 2800 / 1800

While you have 0 cards in your hand, this card gains the following effect:

• When this card declares an attack, remove 1 "Infernity" monster in your Graveyard from play. Until the end of the Battle Phase, increase this card's ATK equal to the removed monster's ATK.

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[spoiler=My comment on all these cards]

... is a bunch of cards of my favorite archetype ever: The Infernity.

 

Infernal Loop

Continuous Spell

During your Draw Phase' date=' instead of drawing, you can send 1 card in your hand to the Graveyard.

 

Infernity Charger

DARK

Fiend / Tuner

3 / 1300 / 1000

While you have exactly 0 cards in your Graveyard, this card gains the following effect:

• When this card destroys a monster by battle, you can Special Summon 1 “Infernity” monster from your hand or Graveyard.

 

[b']No cards in graveyard...so how can you summon a monster from your grave?[/b]

 

Infinite Lockdown

Continuous Trap

If either player has 0 cards in their hand at the start of the turn, they cannot draw a card during their Draw Phase. When this card is destroyed, both players draw 1 card.

 

Good, very good if you have continuous Spell and trap cards that can take care of themselves to.

 

Infernity Hammer

Equip Spell Card

Send any number of cards in your hand to the Graveyard. The equipped monster gains 300 ATK x the number of cards sent.

 

I woul love this card in a Dark World Theme!

 

Infernity Warlord

DARK

Fiend / Synchro

8 / 3000 / 0

“Infernity Charger” + 1 or more non-Tuner monsters

While you have 0 cards in your hand, this card gains the following effects:

• At the start of your Battle Phase, select any number of “Infernity” monsters you control, except “Infernity Warlord”. This card can attack once more for each monster selected. The selected monster(s) cannot declare an attack this turn.

 

If you have nothing but weak monsters, this card becomes powerful...

 

Infernity Unity

Spell Card

Select 2 “Infernity” monsters you control. The selected monsters gain the effects of the other selected monster.

 

Should this be an equip card? If so, plz state that.

 

Great Infernity

Field Spell

During your Draw Phase, if you have 0 cards in your hand, instead of drawing you can add 1 “Infernity” monster in your Deck to your hand. The card added by this effect is treated as if it was drawn by a card effect.

 

Pretty basic, goes good with this theme.

 

Infernal Stone

Trap Card

You can discard this card and 1 other card to inflict 800 damage to the opponent.

 

Again, pretty basic. This to goes good with the Dark World Theme.

 

Infernity Golem

DARK

Fiend

8 / 3000 / 0

If you draw this card while you have exactly 0 cards in your hand, it gains the following effect:

• You can Tribute 2 monsters on your opponent's side of the field during their Main Phase to Special Summon this card. Your opponent cannot Normal Summon or Set this turn. This card cannot declare an attack unless its controller discards 3 cards.

 

You can't have this card in your hand AND have 0 cards in your hand AT THE SAME TIME! The rest seems good.

 

Infernity Death

DARK

Fiend / Fusion

8 / 3000 / 0

1 “Infernity” monster + “Infernity Destroyer”

While this card is face-up on the field, you are treated as having 0 cards in your hand.

 

If it weren't for this card, Infernity Golem would've been extreamly broken.

 

Infernity Pyre

DARK

Fiend / Tuner

4 / 1000 / 1600

While you have exactly 0 cards in your hand, this card gains the following effects:

• Once per turn, inflict 800 damage to the opponent. This card cannot declare an attack this turn if you do.

 

Simple, effective with Infernity Death.

 

Infernity Dragon

DARK

Fiend

6 / 2700 / 2500

This card cannot be Normal Summoned, Set or Special Summoned. While you have exactly 0 cards in your hand, this card gains the following effect:

• You can Special Summon this card by Tributing 1 “Infernity” monster you control. When this card inflicts Battle Damage to your opponent, randomly select 2 cards in your opponent's hand and send them to the Graveyard.

 

So...how can you summon this card? Sure if you have an Infernity monster you can Special Summon it, but then you have to say This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 1 "Infernity" monster you control while you have 0 cards in you hand. That would be better.

 

Under An Infernal Sky

Spell Card

Special Summon 1 “Infernity” monster from your hand. When the summoned monster is destroyed, send an amount of cards from your hand to the Graveyard up to or equal to the destroyed monster's Level.

 

Basic.

 

Infernity Devil Wind

DARK

Fiend / Dark Tuner

10 / 0 / 0

If you have 0 cards in your hand when you draw this card, you can Special Summon it. It gains this effect:

• Once while you control this face-up card, you can Special Summon 1 Level 4 or lower “Infernity” monster from your hand.

 

Good for it allows you to sort of summon twice.

 

Infernity Reaper

DARK

Fiend / Dark Synchro

-6 / 3000 / 1800

1 non-Dark Tuner monster - 1 Dark Tuner monster

While you have 0 cards in your hand, this card gains the following effects:

• While you control a face-up “Infernity Death”, this card can attack your opponent directly. If this card destroys an opponent's monster by battle, your opponent must discard cards equal to the destroyed monster's Level. If they cannot, they must discard their entire hand.

 

Good, but I'm questioning myself if it is overpowered.

 

Infernal Sacrifice

Continuous Trap Card

You can send 1 card in your hand to the Graveyard to negate the activation and effect of a Spell, Trap or Effect Monster Card's effect, and destroy the Spell / Trap / Effect Monster. If you have 0 cards in your hand, destroy this card.

 

This card would be an all time favorite for many decks.

 

Infernity Junk

DARK

Fiend

6 / 2800 / 1800

While you have 0 cards in your hand, this card gains the following effect:

• Increase this card's ATK by an amount equal to the monster Tributed for the Tribute Summon of this card.

 

The last one. Decent.

 

 

 

Rating: 7.2/10

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Eh, the set is okay I guess, but there's really not any support. The archetype only rewards overextension, and in some cases not very well I might add.

 

Flaws in a few that only work during combos with another, singular Infernity card or monster. The archetype does not support itself well, in my opinion. Also, nobody really posts in people's Written Cards, so it must be a great coincidence that you got posts, or you PM'd people. *Shrugs*

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Who exactly are you defending it from? What "Awards" do you speak of?

 

Anyways' date=' 8.1/10.

[/quote']

 

The YCM Awards of November, obviously. How many other Awards have we had lately?

 

Eh' date=' the set is okay I guess, but there's really not any support. The archetype only rewards overextension, and in some cases not very well I might add.

 

[b']What would you classify as Infernity Support then?[/b]

 

Flaws in a few that only work during combos with another, singular Infernity card or monster. The archetype does not support itself well, in my opinion. Also, nobody really posts in people's Written Cards, so it must be a great coincidence that you got posts, or you PM'd people. *Shrugs*

 

Or I had a really interesting title.

 

 

 

Not bad. Me likey. 8.5/10

 

Thank you. What cut away the 1.5? (Just asking.)

 

Well... I didn't think the Dark Synchro/Dark Tuner or the Fusion were Nescesary.

 

Ok. Thanks for your opinion.

 

Wolfy Eddy:

 

Charger's error was a simple mistake, and has been fixed.

 

Golem is meant to work like Infernity Archfiend: There's a rewording coming up to fix that. Thanks for noticing.

 

I could word Dragon like that, but then it would become a Semi-Nomi, which I don't want it to. With the wording it has now, if the rules of LIFO are applied, (Last In - First Out) the added effect overrules the basic summoning conditions.

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The King? Well then, I'll check and mate you in due course. Just you wait.

 

Infernal Loop: Effectively a Time Seal upon thine self. Not too bad a card, only that I feel it could be better.

 

Charger: Could be MUCH, MUCH, better - make it that it could Special Summon Infernities when it inflicts Battle Damage.

 

Lockdown: I worry about this card, for obvious reasons.

 

Hammer: Of course, this in Infernity = godly.

 

Warlord: In most instances, the effort of Synchro Summoning this card would leave you unable to use Warlord's effect, effectively making this a 3000 ATK vanilla. Horrid Synchro, in short.

 

Unity: Having to summon 2 monsters alone - in an archetype that isn't exactly malleable to such demands as imposed by Unity - makes this card situational.

 

Great Infernity: Great Field Spell and all - not to mention the fact that the adding's optional.

 

Infernal Stone: Why not just write: "Discard 1 card to inflict 800 damage to your opponent"?

 

Golem: Goblin Attack Force/Ultimate Obedient Fiend/Lava Golem. Effectively unplayable, if only because of the following sentence, nestled after the usual Infernity text:

 

You can Tribute 2 monsters on your opponent's side of the field during their Main Phase to Special Summon this card.

 

How can you Special Summon this card from your hand by its own effect if it doesn't have an effect to begin with?

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Infernal Stone fixed.

 

Warlord: Instant Fusion, along with Charger's effect, doesn't make it that hard. I'll fix up that Charger though.

 

Regarding Golem, I don't really see what you mean. If you draw it while your hand is empty, it gains that effect. Where's the trouble in that?

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Death: A novel way of conserving cards. Problem now lies with its being a Fusion. Not even a Synchro - a godfucking Fusion. Gimme the Facepalm Powder.

 

Pyre: Horrid, and it goes from there.

 

Dragon: What's with the summoning restrictions? And, yet again, the problem I encountered on Golem.

 

Infernal Sky: Archetype-wise, decent. Could've been better off as a Quick-Play, though.

 

Devil Wind: Win and rainbows much?

 

Reaper: The best card in the entire set.

 

Infernal Sacrifice: Excellent Heraklinos-esque card.

 

Junk: That about sums it up.

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Just plain getting rid of cards in your hand is terrible. You should add cards that cause you to temporarily lose your hand, like a Magical Mallet that shuffles the cards into the deck, then during the End Phase you draw the same number of cards. Here you only have 1 card that wouldn't be a waste in the deck that I could see, and that card has 0 ATK and requires 2 tributes. Not to mention it does not provide support to them all.

 

Also, you have cards that activate in the hand while you have 0 cards in your hand.

 

Maybe later or tomorrow I'll rip apart the cards more in-depth.

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I believe that I've fixed the problems with having cards in your hand while there are no cards in your hand.

 

Just to clarify: The effects that go like this:

When you draw this card, if you had exactly 0 cards in your hand, it gains the following effect:

 

Go like this: When you draw it, it checks if your hand is empty. Then, it is added to your hand. If the hand was empty, the card gains that effect. Otherwise, it has no effect.

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