If I asked the average player what they are expecting to play at a tournament, big or small, they would most likely name several decks off the top of their head right away. These would include popular choices such as Tour Guide Tengu, Dino Rabbit, Agents, Agent T.G., Lightsworn, Twilight, Gladiators (maybe), X Sabers, etc. Well, on this list, there is a good chance that they would forget to mention Infernities. Yep, Infernities, the deck that was once a beast at speed, OTKing, and absolutely wrecking players. After that, the ban list hit their treasured Infernity Launcher, which basically destroyed the fiendish deck's chance of topping any sort of event. They were, in a way, neutered.
And then they were off the radar, and still continue to be. This actually contributes to why they work so well. People simply don't expect them and/or underestimate them. This is mainly for two reasons. First, the deck goes against everything you've learned in Yu-gi-oh. Card advantage? What card advantage? The whole point of the deck is to not have a hand, how can this deck be capable of crushing opponents in a mere couple of turns. Second, they are really, really hard to play and master to the point of obliteration. What exactly does this mean? Well, the best comparable deck there is would be Six Sams. Six Sams, whether you care to admit it or not, are really easy to run. You could hand them to a player that just started playing and he could probably OTK just out of sheer autopilotness of the deck.
Which is why you don't see people run this. While yes, they are incredibly capable of OTKing, it is a very complicated process, and you have to play the right cards in the right order to do so. A misplay from this deck will most likely result in a loss, and thus a lot of play testing is needed to truly utilize the potential of this amazing, beastly deck. Basically, if you just copy this exact deck list and go on Dueling Network, expecting to smash people, you will most likely fail. You will have to practice your combos, and really take the time to understand how all the cards string together to unleash the bulldozer that is this deck.
If you've read my past blog postings, you probably have come to expect me to post a deck list, and then discuss the card choices afterwards. Well, for Infernities, I am going to go over each individual card first, just to show you how each one fits into the puzzle known as this deck.
Best top decking card of the game, almost unarguable. Your deck revolves around not having a hand, so his effect goes off. A lot. The searching ability is ridiculous, considering it is ANY Infernity card, not just a monster. This means you can grab copies of Infernity Barrier, Infernity Launcher, and Infernity Break, on top of all the Infernity monsters that are being run in this deck.
Just taking a look at these two cards, you can see a deadly combo emerging. Necromancer can special summon Archfiend, and seeing you needed to have no cards in your hand to use Necromancer, that means you will get to use Archfiend's effect. Keep it in mind that Archfiend's effect goes off whenever you special summon it and you have no cards in the hand. This opens up a bunch of crazy combos that allow you to search a lot of cards from your deck. On top of Necromancer's regular ability, he is also a level three monster, which will be key in a super long and confusing, but easily pull-off-able combo that makes one card in hand turn into four monsters, four traps (three acting as makeshift Solemn Judgments), and 7700 potential damage. Hooked yet?
Mirage is the monster card version of Infernity Launcher. On top of this, he top decks into the most insane combo, which is the one I just mentioned earlier. Also, he is level one, so he is abuse ready for One for One.
Avenger has an interesting effect, although I can't say it's the most usable. Basically, he is in there because he is a level one Infernity tuner. Usually you want him in the grave, ready to be special summoned as fast as possible.
This card is beast. Basically you just want to get it in the graveyard, and save it till you want to pull some mean chain of events with Infernity Archfiend. His added burn effect when he destroys monsters is also a nice bonus.
Dark Grepher, while unable to use his discard special summon effect, is really good for two reasons. First, he sends cards from your hand to the grave, clearing up your clogged hand and setting future combos up. Second, his deck sending effect can put things like Stygian Street Patrol into the grave, as well as Avenger or whatever else you need for that specific situation.
I know that there are only two warriors, but both warriors are really important for setting up plays. Reinforcements adds a bit of searching to your deck when you aren't able to go off quiet yet. Also, it is discard fodder for one really, really devastating trap card...but that will have to wait for later.
This card is the reason this deck works. When at three, it made the deck completely broken. At one, it is a small but important puzzle piece. Think of it as the nucleus of the cell. It runs everything, and draw late game means that you pretty much win. It's effect that lets you discard a monster may seem lesser to the special summoning effect, but it is actually really useful for dumping unusable cards out of your hand. The combos that this card alone can create makes this card one of the best cards in the deck.
A staple for any deck, but has a niche role in this deck. When you set a bunch of traps, set this one right along with it. After you burn through a ton of negation traps, you will be left to flip up this bluffed spell and trap destroyer to blow up everything your opponent has, allowing you to make your plays without worry.
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.
At first glance, this card is just plain okay. The destroying effect is neat, but removing Infernity monsters kind of blows. But wait, what's that, it doesn't have to be an Infernity monster? That's right, it just has to be an Infernity card. That means Infernity Launcher, Infernity Inferno, and Infernity Barrier all become fuel for this destructive trap card. A sick trick is activating Barrier to negate something, and then when they try to make a comeback with something else you play Break, removing the previously used Barrier, to get rid of their attempt at a comeback.
Starlight is a really strong defensive card, and is especially useful in Infernities because you will often have three to four spells and traps set. Starlight Road along with a set Barrier shuts down your opponent to the point that they will have a hard time recovering.
This is a natural fit for Inferities, while it is not their trump card. It can dispose of annoying monsters like Spirit Reaper and Marshmallon. On top of this, it can take out larger monsters and inflict a nice amount of damage to the other player.
Amazing as always. Also, there is a Trish loop in this deck that lets you reuse it a bunch of times. I won't discuss this loop because there is a better combo, for most situations, that is a lot easier to pull off.
You all know how hurtful this guy is. What you probably didn't know though, is that there is a sick combo that abuses this guy in ways you have never imagined. And, by the way, this amazing destructive combo I keep mentioning? I will go through it step by step, just for you guys to droll over and wreck enemies with. Don't worry, that will come later.
I bet a lot of you had to roll over and read this card's text. You are probably wondering why I'm running three. Well, it is broken in this deck, and is the main component for that massive combo. Maybe some of you are putting this together, maybe you aren't. Either way, you will see it soon enough.
So originally this was a Scrap Dragon, but through testing I realized I never once needed Scrap Dragon, but that I did actually need Utopia a lot of times. You can run Scrap Dragon if you want, but I really think that Utopia is a better choice for most situations.
Allow me to briefly go over my side deck. 3 Smashing Ground is mainly, almost to the point of exclusively, meant to take out Thunder King Rai-Oh. Basically, if you know your opponent will be playing Thunder King the next round, which they probably will, you had better be siding in at least two Smashing.
Bottomless Trap Hole is in there for a similar reason. But beyond the standard Thunder King removal, it serves as a combo breaker. You Bottomless that famous rank three Xyz monster that you know they are going to Tour Guide right into. Another key time to use Bottomless is when your enemy Rescue Rabbits into Sabersaurus. The second copy of Starlight Road is there specifically for Blackwings. Double Effect Veiler is for Agents and Tour Guide. I run a single copy of System Down because I have a bunch of Karakuri and Machina decks at my locals. You can take it out for a side deck card that is meant to counter what you generally see at you locals.
Siding in a third Mystical Space Typhoon is a common thing to do this format, and is no exception here. Mainly for back row heavy decks like Stun. The Trap Dustshoot and the two copies of Mind Crush are for countering things like Agents, Machina, and Karakuris. The general deck searching decks can be wrecked by a well timed Trap Dustshoot. Comboed with Mind Crush to discard their in hand copy of Heavy Storm, Dark Hole, or Monster Reborn, these two traps can be game ending if drawn early on. Lastly for the side deck, we have two Debunk cards. Debunk stops stupid stuff like Effect Veiler, Gorz, and Maxx C. It also can remove Grapha, which is basically a one card play that ruins Dark Worlds for a few turns, forcing them to search for another one.
Basic and Advanced Combos
Okay so lets dive into how this deck runs. You really have to do a lot of trial and error, but there are some basic tips that I can give. First, Foolish Burial is useful for a few reasons in several scenarios. If you have Archfiend in hand, then you can send Stygian Street Patrol to the grave to special summon it. It can also put Archfiend in the graveyard for Necromancer's effect.
A simple thing to remember that is unless it completely empties your hand, you don't need to set every card. Lets say you have two monsters in your hand, and four spells. While naturally you want to set your hand to have as small as hand as possible, you shouldn't set it all because you will still have a hand. Simply put, either have no hand or don't set unnecessary things.
Moving on, I thought I would unveil the super special awesome combo that I've been raving about this whole time. Now don't freak out, I know it is really complicated, and I know your opponent could have Solemn Warning or Bottomless or something random face down. You want to use this combo after you Heavy Stormed or when you know they don't have anything, and also when you know that they have burned through all the cards that could stop your plays. If you don't want to read this extensive combo, you don't have to. It is just really easy to pull of and sets up a ridiculous field. Without any further ado, any further stalling, without any further build up, here is the epic combo:
Now there are two other plays you can make here, but I think you get the basic loop that this deck does so I am going to explain the last few steps that net you the most cards on the field and do the most damage. Next you stack the two Infernity Necromancers to make Leviair the Sea Dragon.
You now have three Infernity Barriers and an Infernity Break on the field, which basically means your opponent can't do anything. On top of this, you have 7700 points worth of damage that you can deal (1800 + 1800 + 1800 + 2300 = 7700). This combo that left you with a game winning field was all set off by a single copy of Infernity Mirage in your hand. Not only this, but there are several different options for you to do throughout the combo to tailor your field to what the opponent cannot stop. Amazing, eh?
Infernity decks, run correctly, are devastating. They wreck everything in their path. The main downfall of this deck is if you draw a hand of more then two monsters and have no way of getting rid of them. Infernity Inferno helps with this, but you have to actually draw it. Another downside is that it takes a lot of skill to play, and you really have to be comfortable to use it. If you have any Questions, corrections, or just general comments, please comment! I gladly respond to every comment I can. Thank you for taking the time to read this!
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