Thursday 9 June 2011

Infernities

Since the limitation of Infernity Launcher, Infernities seem to have a hard moment to compete with other meta decks which are faster and more balance than Infernities. However, the release of Tour Guide from the Under World and Empty Space Sea Serpent Levaliel from the upcoming series of Generation Force will give a new strength for Infernities.

Before discussing about the upcoming combos which utilize those new cards, I will begin by explaining the most obvious combo in Infernities. Yes, it is Hunder-Eyes Dragon Loop. How does it work? For those who still don't understand how the combo works, please read the passage below carefully:

  1. The beginning phase:

    The must cards that have to be in your graveyard are Infernity Archfiend, Infernity Necromancer, Infernity Avenger, and at least one (or two if you want to do the loop three times) Infernity Mirage. Then, the other possible optional cards that you may have (in order to help you completing your loop): Stygian Street Patrol in your graveyard along with Infernity Archfiend / Mirage in your hand OR One For One / Infernity Mirage in your hand OR a set Call of the Haunted / Archfiend's Roar in your field.

    Here are some possible versions of the beginning of the loop:

    Ver. 1: (utilizing Stygian Street Patrol)

Banish your Stygian Street Patrol to special summon Infernity Mirage to your field. Tribute it and special summon Infernity Archfiend and Infernity Necromancer. Next, use your Archfiend's effect to take Infernity Launcer from your deck and set it immediately. Lastly, Use Necromancer's effect to revive your Avenger to your side of the field.

Ver. 2: (utilizing One for One)

Active One for One to special summon Infernity Mirage from your deck. Then, tribute it to special summon 2 Infernities (Archfiend and Necromancer). Then, repeat the same way once you have those monsters as previous example

Ver. 3: (utilizing Call of the Haunted / Archfiends Roar)

Active CotH or Roar to special summon Infernity Archfiend. Then, active his effect to grab one Infernity Mirage to your hand. Normal summon your Mirage and tribute it in order to special summon Infernity Necromancer and Infernity Avenger. This version is a little bit harder to commence the loop than the previos two (because you will not be able to retrieve your Infernity Launcher unless you have one more Infernity Archfiend in graveyard to be revived by Infernity Necromancer)

  1. The mid phase:

    The must cards that have to be available:

    Field: Infernity Archfiend, Infernity Necromancer, and Infernity Avenger. I assume that we have already used all of their effects (all of these cards are mandatory and required).

    Hand: Infernity Launcher (optional). You can set it in order to active the “handless” combo.

    Graveyard: at least ONE Infernity Mirage (mandatory).

First, synhcro summon the first Hundred-Eyes Dragon (HED) via those three Infernities (4+3+1=8). Then, active HED's effect by removing Infernity Mirage from your graveyard. Tribute your HED (since it has gained Infernity Mirage's effect) to special summon Infernity Archfiend and Infernity Necromancer. Use Infernity Archfiend's effect to grab Infernity card (usually Infernity Barrier) and use Infernity Necromancer to bring your Infernity Avenger back to the field. Once again, synchro summon the second HED and remove the second Infernity Mirage from your graveyard. Then, repeat the same way as previous example (you will add another Infernity Barrier and have three Infernity monsters – Infernity Archfiend, Infernity Necromancer, and Infernity Avenger).

  1. The end phase:

The required cards that must be available:

Field: Infernity Archfiend, Infernity Necromancer, and Infernity Avenger. I assume that we have already used all of their effects (all of these cards are mandatory and required).

Begin your last step by synchro summoning those three monsters into Infernity Doom Dragon (so you can use your set Infernity Barriers which have been retrieved by your Infernity Archfiend during the loop).

If you have an Infernity Launcher, you can active it to gain one more extra synchro summon. Yes one more synchro summon (you will gain tons of insane advantages if you can complete the loop perfectly), active it and send it to special summon Infernity Archfiend and Infernity Necromancer. Active their effects to retrieve whatever you want; then synchro summon them (usually Stardust Dragon to have an extra protection).

So, at the end of the loop you will have the following cards:

Field: Infernity Doom Dragon and one more level 8 or 9 synchro monster (if you use Infernity Launcher during your loop).

Two or three Infernity Barriers which are enough to lock your opponent's further movement.

Are there any drawbacks? Yes, there are some disadvantages that can be distracting. Your opponent's backrows can threaten your combo from being smoothly performed. Thus, you should begin your big play by using Giant Trunade or Trap Stun to secure your game. In this case, Seven Tools will not be so helpful compared to Trap Stun. Luckily, there is only one Book of Moon that can block your synchro summon. Be aware of Effect Veiler which can shut your Archfiend or Necromancer. In brief, though this combo can bring massive advantages if you can satisfy it perfectly, the obstacles that must be dealt with are enormously large and crucial.


Despite of that, I am going to talk about some new supports for Infernity cards:

  1. Tour Guide from the Under World:

    This card is an awesome addition for Infernities. You simply need to normal summon this card and special summon Infernity Necromancer from your deck. Though Necromancer will lost its effect, the most important thing that you want to achieve is neither its effect nor synchro summon. Yes, it is exceed summon!!!

  2. Empty Space Sea Serpent Levaliel:

    This exceed monster has a connection with your Tour Guide. Once you have those monsters (Tour Guide and Infernity Necromancer), feel free to exceed summon this guy. Its attack is not interesting, but its effect is so insanely awesome. What is that? It helps you to retrieve your banished Infernity Mirage after you run you loop as it is mentioned in the first part. What does it mean? This means that more synhcro summon can be obtained by using this card. Interesting?

  3. Archfiend's Roar:

    This old card seems to be a trash before, but this card right now seems to be a “valuable” choice for your Infernity deck. Why? Simply by activating this card, you will be able to special summon Infenrnity Archfiend from your graveyard and gain his effect to add one more card from your deck. It means that this card is a +1 in Infernity deck.

  4. Fabled:

    I somehow think that Fabled can be a great addition this deck since it demands to be discarded to the graveyard in order to launch their madness. I think I may probably post it in the future.

    Well, I think that's all about Infernites. I am so excited with what will happen to Infernities after the presence of these 2 cards in your deck. Since so far, the play style of Infernities is really awful and disappointing. In fact, Infernities are like a double-edged blade in which it can be so powerful and terrifying once you can unleash the complete combo. On the other hand, if you fail to run the combo thoroughly, you will be "punished" since you have lost most of your cards in your hand.

2 comments:

  1. Don't try to splash any other archetype into Infernity, it wont work.

    It's good to see people becoming interested in this deck again. :)

    ~Valafar123

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  2. The bad thing is Infernity is just too gambling. The winning condition is pretty extreme. In one side you can dominate the whole field, but on the other side you can be dominated simply by one Thunder King Rai Oh or Consecrated Light while you have no cards in your hand.

    Anyway, I am still waiting for Empty Space Serpent Levaliel and Tour Guide from the Underworld Combo. It sounds interesting...

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