Saturday, 29 January 2011

Best Infernity Tech Ever


I love this card. Free synchros and the ability to dodge "D.D. Crow" helps a lot.

Tuesday, 11 January 2011

Is it that time of year again?

What is this? The ban list is confirmed in a month?

Kids, do you know what that means?

"Unnecessary and Irrelevant Ban List Wish List Prediction Time!"

So what's newly forbidden?

Hmm, personally, I think this is a good idea.

This is one of those cards that is far too overpowered for its own goof. If its effect only lasted 1 turn, then I could stomach it, but that is not the case. To 0 for being one of the most blatant OTK enablers and games reversers in existence.

This is one I'm slightly undecided about. My concern about it is similar to "Cold Wave". It's not so much what it does, but more so about what it allows for a player to do. In addition to that, this card has a terrible history for being abusable, especially with the advent of Synchro Summoning and all sorts of other shenanigans. To 0 for being somewhat unhealthy.

No more 3 card FTKs, no matter how inconsistent they are.

If you know anything about the Gusta FTK, then you know why this is limited. No more FTKs.


So now that I have debilitated many OTKs, it's time to see what I can do to control the meta itself.

On to the limited cards!

Many people have been attacking the might if "Black Rose Dragon", but in all honesty, I think this little runt is the cause of our grief. Limiting it still gives the capability of game reversal for plants, but it means they are not unhealthily overpowered (much like "Infernity Launcher" before it). 1 seems sensible to me. It also removes the need for "Dandylion" to get limited, which is an added bonus.

This card is already far too prolific, furthermore, its new reprint will boost those numbers. The intention of this card's creation was to stop massive plays, but being unlimited stops many people from making plays at all. Like "Solemn Judgment" before it, this card should drop to 1.

An odd choice, I will admit. However, this restricts Gravekeeper's as an archetype severely. This reduces their power significantly. Furthermore, "Royal Tribute" will become far less threatening with this card limited. Gravekeeper's will need to find a new play style instead of herpderphanddiscard.

Another odd choice by me. The new six samurai will not get touched; that is something we need to live with. However, the old six samurai have nothing to safeguard them. To 1 to remove any excessive force the Six Samurai may possess.

Let's give DARK decks a reason to exist again. This could cause Infernity and Salvo-DAD to creep up a tier. This card is easily stopped in the current meta, so I could stomach it at 1. Additionally, many people are maining very small monsters, so I do not see this card to be as powerful as it used to be. 1 gives life to a few decks that could really do with it. To 1 for experimental purposes.

Of course, in order to allow "Crush Card Virus" to exist, this card needs to be hit. This card allows for all sorts of ridiculous plays in both Dragunity and Blackwings. For those reasons, I feel it needs to be hit.

Another insane choice on my behalf. Good spell negation is scarce. Until a spell version of "Trap Stun" is printed, I feel like "Imperial Order" is necessary. It stops power spells in their tracks: something I most certainly advocate. It forces players to think twice about what cards they use. In addition, this card is easily stopped and I most certainly think it is healthy for the game. To 1.


So what does Valafar want semi limited?

I just wanted sabers to play more conservatively. This way, "Bottomless Trap Hole" becomes more of a threat to the deck.

Something that shuts down a third of the game should not exist at 3. At 2, it becomes much more balanced, and will become far more like "Trap Stun". I think this is reasonable, although there are people who will disagree.


Here's my "off the list" section.

I don't understand why this piece of junk is on the list. I don't know anyone who uses it now, so it can go to 3. That way, it also mitigates "Solemn Warning" overuse.

What year is this? This card is old. I don't know why it's even on the list. To 3 for being utterly useless.

Why is such an appalling -2 on the list? It can go.

It'd be nice to have ritual monsters be playable. In addition, this card's OTK is so severely inconsistent that you'd have to be mad to play it. To 3.

It sees no play. To 3.

Because I feel the meta is craving its side deck abilities. To 3.

What format is this? To 3.

Why os this card on the list? -4 is -4. To 3.

Saturday, 8 January 2011

borokid09's Budget Machina Deck

Monsters (20):
2x Green Gadget
2x Red Gadget
2x Yellow Gadget
3x Machina Fortress
3x Cyber Dragon
3x Machina Gearframe
2x Machina Force
2x Machina Peacekeeper
1x Blackwing - Gale the Whirlwind

Spells (12):
2x Mystical Space Typhoon
1x Pot of Avarice
1x Limiter Removal
3x Smashing Ground
2x Solidarity
1x Lighting Vortex
1x Monster Reborn
1x Giant Trunade

Traps (8):
1x Mirror Force
3x Dimensional Prison
1x Trap Stun
1x Call of the Haunted
2x Compulsory Evacuation Device

Extra Deck (2):
2x Black Rose Dragon

Tuesday, 4 January 2011

Infernity: New support? + Unreleased anime cards

I have a funny feeling Infernity may be getting new support. If I know Konami like I think I do, then these will be released as semi-powerful cards. Let's just hope their effects are better than their Manga effects.

"Infernity Archer"
****** DARK
Fiend / Effect
While you have no cards in your hand, this card can attack your opponent directly.
ATK 2000 DEF 1000

Well it's better than "Infernity Destroyer". It qualifies for "Stygian Street Patrol's" effect too. I wouldn't use it, unless it gets a graveyard activation effect.

I rate it 2/5 because it replaces the unused "Infernity Destroyer" with something slightly better.

"Infernity Knight"
*** DARK
Fiend / Effect
When this card is destroyed by battle and sent to the Graveyard, you can discard all cards in your hand. If you do, Special Summon this card from your Graveyard during the End Phase of this turn.
ATK 1400 DEF 400

Valiant attempt Konami, but discarding is not the way to go with Infernity. I though we already established that. I rate it 1/5.

"Infernity General"

Alas, nothing is confirmed apart from the name. Let's hope this is the card we want.

"Kettle of Purgatory"
Trap / Continuous
While you have no cards in your hand, monsters you control cannot be destroyed by your opponent's card effects.

With a little bit of work, this could be half decent. 3/5 to the Manga writers.

While we're here, why don't we talk about the unreleased Anime cards.

"Infernity Climber"
*** DARK
Fiend / Effect
During either player's turn, if you have no cards in your hand while this card is in the Graveyard, you can return this card to the top of your deck.
ATK 0 DEF 800

It could have some potential if it were more like "Treeborn Frog", but it isn't. Seems like an instant game over if you use this card.

"Infernity Death Gunman" or "Infernity Doom Slinger"
Fiend / Effect
If you have no cards in your hand, when your opponent activates a card effect that would inflict damage, you can remove from play this card in your Graveyard. Your opponent chooses whether or not to activate the following effect. If they choose not to, you take no Effect Damage this turn. • Draw 1 card and reveal it. If it was a Monster Card, your opponent take effect damage equal to the amount of effect damage you took this turn, and all effect damage you take this turn is inflicted to your opponent instead. If it is a Spell or Trap Card, you take the damage as normal.
ATK 100 DEF 100

Ah, they Yu-Gi-Oh! anime and its situational cards. I wouldn't even consider this card. Boo to you Anime writers, 0/5.

"Infernity Zero"
Fiend / Effect
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned, except from your hand when your Life Points would become 0. While this card is face-up on the field, you cannot lose the Duel. This card cannot be destroyed by battle or by card effects. If you take 500 or more damage, place 1 Death/Doom Counter on this card for every multiple of 500 damage you would have taken. When there are 3 Death/Doom Counters on this card, destroy this card regardless of any other card effects.

Way too overpowered. "Phantom of Chaos" + "Self Destruct Button" abuse much? This shouldn't be released with that effect. 0/5

"Infernity Burst"
Spell / Normal
Inflict 800 damage to your opponent for every "Infernity" monster you control.

Well done Anime writers, for creating the most pointless card in existence. 0/5.

That's it for the support we don't have. Don't forget to leave a comment and click the "Follow" button.

Perfecting Infernity 4 - The Traps

This is probably the most crucial part of the deck. Without the traps, it is impossible for the deck to function properly. The traps offer stability and control, both of which are vital for a deck that can only win by overextension.

This menacing card was the only good TCG exclusive Infernity got, but trust me in saying that this card has all the power you need. With the power to negate... well, anything at all. This card is the new purpose for Infernity. Being able to stop your opponent dead in their tracks by disrupting their important combos is very helpful, especially in today's metagame.

This card is arguably better than "Solemn Judgment" (though it most certainly is not a replacement). It can be searched via "Infernity Archfiend" and the "Hundred-Eyes Dragon" loop, and it can be used as fuel for "Infernity Break". Always main 3.

GOD SAYS "NO"!  This card is staple. Use 1.

This is one of those "Bad card is good" scenarios. The card is terrible, but considering there's nothing better than it, I'd still use 3.

Who would have thought that this common would have been so powerful? Main 1 as a default, but fell free to main up to 3 if you have the room. Remember: Infernity spells and traps can be used as the cost.

Staple cards are staple.

Take your pick in which one you want to use. Use 2 or 3 of them in total.

Simple OTK enabler. It also allows you to save "Infernity Archfiend" from "Bottomless Trap Hole" and "Dimensional Prison".

More "Infernity Archfiend" plays.

That was shorter than expected. Don't forget to click "Follow" and leave a comment.

Sunday, 2 January 2011

Perfecting Infernity 3 - The Spells

Continuing from the last post, we are now moving on to the spells. Since Infernity happens to be low on spells, this post will be shorter than the previous 2. This is mainly due to the fact that the weapon of mass destruction, "Infernity Launcher", is now limited.

On the topic of "Infernity Launcher", here's our first card.

"Infernity Launcher's" might last format was ungodly. Even with its recent limiting, it is still the most powerful spell in the entire Infernity arsenal, perhaps even one of the most powerful continuous spells in existence.

This is a card I can talk about a lot. It's first effect is a -1, there's now way around that. This effect does smooth out some of the deck's consistency. Dumping that excess "Infernity Necromancer" or "Infernity Mirage" can help you a lot in the long run.

However, it is "Infernity Launcher's" second effect that adds to its potency: At first, it is a simple +1. It goes, and in exchange you get 2 Infernity monsters from your Graveyard. But what have we revived? The answer to that would be either of our tuners, and "Infernity Necromancer". "Infernity Necromancer" then +1s again into "Infernity Archfiend". Then that "Infernity Archfiend" would plus into another "Infernity Launcher". By the end of that, you've just +3'd into a card that can +3. It was a horrific cycle of raw Synchro power.

Fortunately for our meta, this abomination of a powerhouse is rightly limited. However, it is still vital for any success that Infernity has had for the past formats. Luckily, Infernity as a deck was crippled by "Infernity Launcher's" limiting, and without the deck to support it, it became a lot less powerful.

Every Infernity player will see this card every game and use it to win, or lose trying.

Moving on, the following spells are very basic and serve as nothing more than tactical support.

Search out "Armageddon Knight" or "Dark Grepher". Simple enough. Just choose which you need more. This card is great in Infernity because it thins the deck and reduces the need for more monsters. Like our previous card, "Reinforcement of the Army" is limited, so use 1.

Thins your hand, gives you either "Infernity Mirage" or "Infernity Avenger". It's the same situation as "Reinforcement of the Army". One caution: this card's name is deceitful, it is in fact a -1. Don't use it too early on in the game.

Staple card is staple. Use 1.

Our resident OTK enabler. Better yet, it doesn't blow up your back row! *cough* "Heavy Storm" *cough*

You can use this to recycle "Call of the Haunted" if needed.

More "Infernity Archfiend" plays, or game reversal. Whichever comes first.

The epitome of control. "Book of Moon" is just as good aggressively as it is defensively. I found 1 highly inconsistent, and 3 is overkill. 2 is good though. You can use this spell to ward off any unwanted "Bottomless Trap Holes" or "Dimensional Prisons".

With the decline of "Trap Stun" and the rise of "Royal Decree", "Mystical Space Typhoon" has found its way back into the Infernity main deck. Main at least 1. If only maining one, side the second copy. 2 mained is preferable though.

Fairly obvious. Put what you need in the Graveyard. Be sure to have immediate revival, or you will end up minusing yourself.

"Pot of Overpricedness Duality" is by no means necessary. Use it only if playing a hyper aggressive variant. It tends to slow other variants down.

That's it for the spells. Next up is the traps.

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