Tuesday, 4 January 2011

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.

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