Infernity Spam ft. Void Calamity - 12 Negates!! (Master Rule 2020)
Deck Primer
So we're nearing to the end of the month now - and that made me think, which doesn't happen quite often. As I lay on my mattress, I pondered over what new and interesting list I could make. What new, never-ever seen before strategy I could come up with in order to end January with a bang! So that's why today: we are making a deck that's been played for over 10 years! Infernity is one of the first ever decks that allowed you to end on crazy boards, using the same three cards over and over. They are in many people eyes the best archetype to come out of 5ds - understandably enough. It can end on crazy boards like borreload savage, two-three infernity barrier, one infernity break & a 4-counter apollousa. And that is just with a simple hand. Open godly and you're guaranteed to get a solid 8 negates on board. Don't believe me? Then try this build out yourself and see exactly what I mean. So without wasting any more valuable time - here's the list:
If you have been living under a rock for roughly all of 2012 - Infernity is a deck centred around not-having card advantage..? Most of the infernity monsters truly pop-off when you don't have any cards in hand. This is crucial in the combo - meaning you want to get rid of your cards as fast as you can. That is mostly why we run a 9 card danger engine. Saryuja really saves this deck - meaning you go into him as much as possible. Think of him as a magical mallet on Crack...down - if you don't open well enough, just keep resetting your hand until you do! The main cards you need for the combo are Avenger, Archfiend and Necromancer. What you essentially want to do is just keep bringing them back and slowly setting up negates. Before you consider setting up backrow, always see if you can create a Borreload Savage and Void-Ogre Dragon. If you play your cards - and know roughly what you're doing - this will be achievable with most hands. After you've used up your Infernity Launch, the way you get them back is Infernity Mirage. You should usually try and use his effect as much as possible - but once you've ran out of way to play him, you should do what you do best and synchro into Hundred Eyes Dragon. This allows you to keep spamming the effect of Mirage even after you cannot use him. Once you have used Infernity Archfiend's effect to the point where there are no more zones available for your trap disruptions - you can simply tune off the Necromancer and Avenger into Herald of arc light.
Besides that - there's not much to say about this build. It does it's job well and can play through some tough situations. You can side out Thousand-Eyes Restrict if you want to, as I mainly run it for situational filler and for the Clotheep combo that you sometimes opt for. This deck is a hard 8.7/10. It's very rare that you'll see this deck brick, and you can usually end on some crazy boards, but if you open incredibly poorly or simply don't have the knowledge to pilot this deck - you're in for an irritating time. This deck has been relevant for a while - and I can see why. Kalin is to this day one of the best characters introduced - and has an archetype that can practically achieve anything. I can see this deck being rogue for a long, long, time...
If you have been living under a rock for roughly all of 2012 - Infernity is a deck centred around not-having card advantage..? Most of the infernity monsters truly pop-off when you don't have any cards in hand. This is crucial in the combo - meaning you want to get rid of your cards as fast as you can. That is mostly why we run a 9 card danger engine. Saryuja really saves this deck - meaning you go into him as much as possible. Think of him as a magical mallet on Crack...down - if you don't open well enough, just keep resetting your hand until you do! The main cards you need for the combo are Avenger, Archfiend and Necromancer. What you essentially want to do is just keep bringing them back and slowly setting up negates. Before you consider setting up backrow, always see if you can create a Borreload Savage and Void-Ogre Dragon. If you play your cards - and know roughly what you're doing - this will be achievable with most hands. After you've used up your Infernity Launch, the way you get them back is Infernity Mirage. You should usually try and use his effect as much as possible - but once you've ran out of way to play him, you should do what you do best and synchro into Hundred Eyes Dragon. This allows you to keep spamming the effect of Mirage even after you cannot use him. Once you have used Infernity Archfiend's effect to the point where there are no more zones available for your trap disruptions - you can simply tune off the Necromancer and Avenger into Herald of arc light.
Besides that - there's not much to say about this build. It does it's job well and can play through some tough situations. You can side out Thousand-Eyes Restrict if you want to, as I mainly run it for situational filler and for the Clotheep combo that you sometimes opt for. This deck is a hard 8.7/10. It's very rare that you'll see this deck brick, and you can usually end on some crazy boards, but if you open incredibly poorly or simply don't have the knowledge to pilot this deck - you're in for an irritating time. This deck has been relevant for a while - and I can see why. Kalin is to this day one of the best characters introduced - and has an archetype that can practically achieve anything. I can see this deck being rogue for a long, long, time...
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