Infernity cannot access lots of the generic meta staples lots of other decks can, mainly hand traps. But, due to a number of missing hard once-per-turns, there is a lot of room for creativity. From crazy boards full of negates to full-out hand loops, Infernity has a lot of potential.
Combo
So Infernity may seem a bit complicated to the average player. Most Infernity lists you see are probably going to look a lot different than this one, mainly because they have different end-goals than my list. But before you can begin to understand this list, you must know the combo. If you have any suggestions on how I could improve this combo, tell me in the comments. Do note that this deck does require a bit of a brain. Depending on your opening hand and
Saryuja draws, you may need to adjust the combo as you go.
So the beginning is non-linear. The first thing you need to do is get both
Infernity Archfiend and
Infernity Necromancer in the GY.
Cherubini, Ebon Angel of the Burning Abyss does a very good job at helping out at this, so you'll typically have him on-field as well by the time the combo starts. Once you have gotten the set-up, you need to hope that you opened one of the following cards:
Monster Reborn,
World Legacy Succession,
Charge into a Dark World, and/or
ZERO-MAX. These reborn cards are essential to starting up the combo. If anyone knows of any other reborn cards the deck can use (note we can't use stuff like
Living Fossil because we need the monster to be able to activate its effect and go back to the GY) then please tell me in the comments. Now with that out of the way, let's get into the actual combo.
- Revive Necromancer with a reborn card, revive Archfiend from Nerco's effect
- Search Infernity Patriarch, summoning him from hand
- Overlay into Number 60: Dugares the Timeless using Archfiend and Patriarch
- Revive Archfiend, search Infernity Launcher
- Activate Launcher, but do not use its effect yet
- Make a 4-mat Saryuja Skull Dread
- Now, to continue you are going to hope that you draw into another reborn card. Thankfully, with all of the searching and milling you have already done, you have a high chance of nabbing one of the 10 in your deck. This reliance on reborn cards is one of the reasons the deck still needs more support. However, the odds are in your favor
- Revive Necro, bring back Archfiend, and search Infernity Avenger
- Summon Avenger through Saryuja's effect
- Make Saryuja again, grab another reborn
- Bring back Necro, Necro revives Archfiend, search Infernity Mirage
- Summon Mirage through Saryuja, tributing him for Avenger + Patriarch
- Make Hundred Eyes Dragon using Avenger, Archfiend, and Necro
- Banish Mirage for Hundred Eyes effect, tributing Hundred for Necro and Avenger
- Necro for Archfiend, search Infernity Barrier 1
- Using Saryuja and Avenger, make Crystron Halqifibrax for Infernity Wildcat
- Overlay Wildcat and Necro into Leviair the Sea Dragon, bring back Mirage
- Use Sea Dragon, Patriarch, Archfiend, and Noodle for Saryuja (what you draw here doesn't really matter. If you get lucky and get another reborn card/extender you may be able to add another negate to your end board)
- Tribute Mirage for Avenger and Necro, Necro for Archfiend, search Barrier 2
- Make Hundred again using Avenger, Necro, and Archfiend
- Hundred Eyes banishing Mirage, tributing him to summon Avenger and Necro
- Necro for Wildcat, make Sea Dragon, detaching Necro for Mirage
- Mirage for Nerco and Avenger, Necro for Archfiend
- Search Necro 2
- Saryuja to summon Necro 2 from hand
- Archfiend, Necro 1 (the one that already used its effect/the one you didn't just search), Sea Dragon, and Saryuja for Apollousa, Bow of the Goddess
- Necro 2 brings back Archfiend, search Barrier 3, use them and Avenger to make Borreload Savage Dragon, attaching Saryuja. While we could make a Void Ogre Dragon here, there isn't much of a need as Savage does everything he does. You may argue that Void Ogre destroys, but the ruling is if you negate the activation of a Spell/Trap, then the card is sent to the GY by game mechanic even if it wasn't destroyed. And since this is inferring you are going first, as the deck does going second, your opponent shouldn't have any cards on the field to begin with
- Send Launcher to the GY for Necro 1 and Necro 2, Necro 1 for Avenger, making Herald of the Arc Light, and Necro 2 for Wildcat, making Infernity Doom Archfiend (must be in ATK Position to make your 3 Barriers live)
Funny enough, I think that if all of these cards were legal in Master Rule 4, the entire combo would still be possible (correct me if I'm wrong). Not that it means much, just thought it was interesting.
(Note that with an extra extender, you may be able to make that same board, but with a Void Ogre Dragon alongside it.)
Ratios
So a basic overview of the ratios, I won't go into full detail, just a quick brush over. So excluding the combo pieces above, we have tons of triple-axis tools, because we really need to make
Cherubini. You may have noticed
Performapal Hip Hippo. That is for our secret meta-destroying spice,
Super Hippo Carnival. An
E-Tele that can summon from hand, deck, or GY, meaning
Hip Hippo is never a garnet, just a dead draw, and in addition to a lack of a once-per-turn clause allows you to activate all three copies in the duel, sometimes in the same turn. That should be it for the monsters. The only traps of the deck are searchable during the combo so that just leaves the spell cards.
Fossil Dig,
Void Apocalypse, and
Super Hippo Carnival all help in making
Cherubini.
Launcher is arguably the strongest card in your deck, searchable in the combo. And the rest is your reborn cards which are essential to the combo.
Now let's talk about the Extra Deck. Everything except your bosses,
Savage,
Ogre,
Herald, and
Apollousa is set in stone. Unless you come up with a different combo, those bosses are the only things you can change. If you can think of anything better than these bosses (2 Level 8 Synchros, a Level 4 Synchro, and a Link-4 for going first) tell me in the comments.
Strengths & Flaws
So the endboard looked pretty good. Infernity is a really fun deck to play, and there are several different combo lines you could adapt. Typically, your end board is essentially an FTK. Usually, Infernity is used as a board-building monstrosity. But don't worry, it isn't unbeatable. First of all, going second is almost a death sentence. Secondly, hand traps hurt. If your opponent fires them too early before the combo began, then you may stand a chance depending on the number of extenders you have available. But if they hit you during the combo, then you are kind of dead. Another big thing is consistency, which is why I am considering
Performapal Popperup, for the consistency boost, GY set-up, and the ability to bait hand traps such as
Ash Blossom & Joyous Spring. As stated earlier, this deck struggles at using the meta generic staples that most other decks can. The only hand traps you can really run are sided in for when you know you are going second, or
Infinite Impermanence for its ability to be set and out of your hand. Other than that, you are out of luck. Lastly, the end board isn't unbeatable. Spell Speed 4 effects such as
Super Polymerization and
Forbidden Droplet work great against your deck. The ability to simply get rid of the Attack Position Infernirty (whether through battle or those SS4 effects) on your to invalidate your
Barriers and make your board worthless through a single
Dark Ruler No More. But despite these flaws, I highly recommend the deck for anyone interested. Lots of rogue decks suffer these same weaknesses, so it shouldn't be news to most people (unless you only ever play what's meta for the current format, and never touch anything below that: which is fine too, I guess).
Banlist & Support
So, as you may know,
Infernity Archfiend and
Infernity Launcher are both limited.
Archfiend had literally no reason to stay on the list, been of he came to 3 you may run a second for stuff like
D.D. Crow (maybe you would put in the side?). But in reality,
Archfiend to 3 wouldn't really do anything.
Launcher on the other hand would raise the ceiling of the deck to hand loop 5 and sit behind 3 omni-negates, very consistently and with a lot of resilience against several hand traps, with the exception of
D.D. Crow and
Droll & Lock Bird. Those 2 can stop you in your tracks.
What about the support? You may have noticed that
Infernity Conjurer and
Infernity Suppression are very solid cards. Why don't we run them? We don't run them because we don't run enough Infernity cards. That's right. We don't have enough Infernoty cards in an Infernity deck. We don't have enough play starters for either, something the new support did not give us. By the time
Suppression is live, you are already performing the combo, where it's anti-hand trap prowess would be too late. Hopefully, Konami gives the archetype more support in the near future so that we can use some of these cards to the fullest.
Closing Remarks
Well done for reading this far (considering that you are a Yu-Gi-Oh player, and most of the player base is semi-illiterate). If you have any suggestions, tell me in the comments section. The side deck is currently just a bunch of ideas I want to test out. So I'll close off with this:
- I will be updating my horrible Eldlich-Nordic into something that has actual synergy, Tri-Brigade Nordic. That should be done in the near future.
- I will also be updating my Plunder list to include combos involving Ravenwing, the Plunder Patroll Pilot, and a few changes to the list.
- Lastly, I will release a Witchcrafter list in the near future, so be on the look out for that.