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. =)