Thursday, 30 December 2010

Perfecting Infernity 2 - The Monsters

I'm back with the next part of my "Perfecting Infernity" segment. This time, I'll be talking about the most critical part of the build: the monsters. Whilst only a small portion of the deck is monsters, it is a section of the deck that must be perfectly balanced.

On an ideal start turn, you want 1 monster. If you have 0, you'll need to rely to heavily on your spells and traps, if you have 2 or more, you could find yourself being unable to empty your hand to gain all of your effects.

So, onto the monsters:

"Infernity Archfiend", the beating heart of the deck. This is what the deck revolves around and without it, it will fail. The sooner you get this (either in hand or in the Graveyard), the better. This is by far the most supported card in the deck. It's a no brainer really. Always run 3, no exceptions.

This is our chief reviver. "Infernity Necromancer" is a very threatening monster due to its costless revival that can be exploited to extremes. Better yet, it's huge. 2000 defense is very hard to get over for most decks. It's the same story as "Infernity Archfiend", run 3 at all times. No exceptions.

This little bug used to be the ace tuner of the Infernity archetype. Its ability to +1 and create high level synchros (namely "Mist Wurm" and "Trishula, Dragon of the Ice Barrier) used to be no laughing matter. That was all good and well when "Infernity Launcher" was at 3, however, that is no longer the case. With the consistency of the deck being absolutely crucial, "Infernity Beetle" and its hand-clogging abilities are now seldom seen. Personally, I wouldn't bother with "Infernity Beetle" anymore. However, if you are still a fan of the OTK variant, then you could get away with using it, though I most certainly would not advocate it.

Run 3 and no other tuners if you want to play more aggressively, or add 1 in as a sort of tech card if you miss it. In all other instances, use 0.

"Infernity Avenger", the new star tuner of the deck. It floats without clogging the hand or field, it's efficient and it's well supported. This little cowboy most certainly earned his place in here. With the ability to trace the levels of its fallen comrades, the ability to flawlessly produce level 8 synchros via "Infernity Necromancer" and "Infernity Archfiend", and the ability to produce the aforementioned "Colossal Fighter" + "Armory Arm" OTK.

Use 2 so that it doesn't get hit by rogue "D.D. Crows" and so that you can see it sooner.

Look! "Infernity Launcher" sprouted a pair of legs! "Infernity Mirage" is a tricky one in here. The general consensus is that 2 should be mained. This is to minimize the risk of drawing double whilst still providing enough power for OTK-like plays. However, I'm inclined to disagree with the consensus on this one. I personally use 3. I like to see this early as possible, and I find simple non-OTK plays with the extra copy very helpful in stabilizing the field. Drawing double doesn't bother me too much since I have means of disposing of the extra copy.

If you are just starting off with Infernity, I'd recommend maining the standard 2. However, if you are finding that to be insufficient, main 3. If 3 offers inconsistency, then go back to 2 afterwards. In other words, main 2 if 3 gives you problems. Never main any less than 2.

Formerly, this bad boy was always mained at 2 (mainly to compensate for "Infernity Beetle's" inconsistency). However, due to the ever shrinking monster count, I would only main 1. Like other players, I found that I was unable to use its effect. Furthermore, the -1 incurred doesn't help a control deck. You still need 1 for those sticky situations, but 2 is most certainly overkill.

This is what the second "Dark Grepher" became. With its ability to mill without costs or restriction, "Armageddon Knight" earned its space in the deck. Only 1 is required due to the maining of "Reinforcement of the Army". Main 2 if you feel daring, but a 1:1 ratio of "Dark Grepher" and "Armageddon Knight" works best.

With the absence of "Infernity Beetle", a niche was left in the deck for a level 2 tuner. Lo and behold, "Plaguespreader Zombie" is here. With the ability to actually increase the consistency of the deck, this pile of disease most certainly earned its spot in here. Even if it wasn't limited, I would only use 1. It does make for some very interesting "Infernity Archfiend" plays with its self-revival.

This is our pseudo-"Mezuki", albeit much less powerful. It essentially takes an axe to "Infernity Mirage's" legs and turns it back into an "Infernity Launcher". It also serves as an effective hand thinner and also make "Infernity Archfiend" plays. Run 1 or 2 depending on player preference, but never run 0 or 3.

Ultimately, your monster line up should look something like this:

Monsters [14-16]
3x Infernity Archfiend
3x Infernity Necromancer
2x Infernity Avenger
2/3x Infernity Mirage
1x Dark Grepher
1x Armageddon Knight
1/2x Stygian Street Patrol

That's it for this part of "Perfecting Infernity". Stay tuned for part 3, where I'll be covering the Spells. Don't forget to follow this blog and leave a comment. =)

Thursday, 23 December 2010

Perfecting Infernity 1 - The Extra Deck

I thought I'd do a segment on Infernity and how to use it to it's maximum potential. Though the Extra Deck seems like an odd place to start, I believe that it is the center of the deck and without it, the deck crumbles. In this segment, I'm going to cover what should and shouldn't be used in Infernity.

Good ol' "Mist Wurm". This card alongside "Trishula, Dragon of the Ice Barrier" in the OCG were responsible for much of Infernity's success last format. With the ability to simultaneously provide a 2500 beater and clear away the field for an OTK, this card gained a somewhat notorious reputation and doubled in price to about £30 BPS.

However, with the loss of 2 "Infernity Launcher", many Infernity players have started to favor the "Infernity Avenger" variant (which I will cover in an upcoming segment). Without the ability to compensate for "Infernity Beetle's" inconsistencies, "Mist Wurm" has seen very little play.

If running the "Infernity Beetle" variant in the TCG, this card should remain at 3 due to inadequate level 9 replacements. However, in the OCG, 2 is probably the better option as "Trishula, Dragon of the Ice Barrier" is generally considered a far more potent option.

In all other instances, run 1. Infernity's ability to produce any level synchros still exists, and sometimes it is necessary to use "Mist Wurm" in order to gain some short term field advantage and possibly rush for game.

*Legality Notice: This card is currently illegal in all sanctioned TCG tournaments outside of North America. This will continue to be the case until a reprint has been released.

Ah, "Hundred-Eyes Dragon". The new boss monster of the deck. This card is responsible for Infernity's survival this format. The ability to copy "Infernity Mirage" to continue looping is a godsend for this deck. "Infernity Barrier" became an essential element in TCG Infernity builds.

Aside from that, "Hundred-Eyes Dragon's" usage is rather limited as it serves more as a game ender than anything else. Use 3 if playing the "Infernity Avenger" variant.

In all honesty, "Infernity Doom Dragon" serves no other purpose aside from meeting the conditions of "Infernity Barrier". Main 1 for that purpose alone.


A clever little combo can be done with these two. By equipping "Armory Arm" to an opponent's monster that has at least 1900 ATK (or more depending on what's in the Graveyard), you can continually ram "Colossal Fighter" into the newly equipped monster. "Armory Arm" will do 1400 damage to your opponent, and "Colossal Fighter" will revive itself allowing you to attack again. Repeat until you win.

Run 1 of each. It is unnecessary to use any more.

This card is an absolute beast in here. It is everything that "Brionac, Dragon of the Ice Barrier" should be. Due to the chainability of cards like "Infernity Break", it is very easy to capitalize off of this card. It is a monster in its own right and will be summoned about 40% of games.

Main 1 at all times. Any more becomes overkill and eats space.

"Brionac, Dragon of the Ice Barrier" is a card that has been troubling me a lot recently. I'll grant that it has a potent effect in its own right, however the whole 'Handless' shenanigans means that his effect will rarely be used. Most of the time, I feel that "Gaia Knight, the Force of Earth" can do "Brionac, Dragon of the Ice Barrier's" job better.

If you are in ownership of one, by all means main it. However, it is by no means a priority and should be the last Synchro monster you obtain for this deck.

This card is simply phenomenal in here. The ability to become a 3000 beatstick and attack twice is a very respectable effect. It also allows for a quick 3000 damage, which of course makes the game much easier for you.

Main 1 at all times.

You all know what it does and why it's good. Main 1 as standard. It is unnecessary to main any more copies.

It's the same story as with "Stardust Dragon". Main 1.

This is really down to my local meta. If you find that you are encountering "Dimensional Prison" and "Compulsory Evacuation Device" a little too often, then this is the card for you. Otherwise, I wouldn't bother with this card.

This card is a staple synchro, however I think it is very detrimental to be using this card. Level 7 synchros are extremely difficult to produce now with the "Infernity Avenger" variant proving to be better. Furthermore, Infernity tends to place all of its assets on the field, so you shouldn't just go blowing them up. Run 0.

Good sponge is good. Its basically here to take "Bottomless Trap Holes" instead of your more important monster. If you find it suits you, use 1. Otherwise, run 0.

This is nice way to say **** you to all Machina players. It doesn't serve much purpose aside from that. Main 1 if you want, but otherwise don't bother.

That's it for this segment. Leave a comment with any thoughts you have. Don't forget to click the "Follow" button =)