Infernity Deck #751194 — Yu-Gi-Oh! Duel Links

30 Main, 9 Extra, incl. Infernity Mirage x3, Infernity Necromancer x3, Forbidden Droplet x3 - Skill: Infernity Revival.

Created by: YGO Mod (20517634)

Created On: 09/13/2026

Infernity Revival
 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated Oct 17, 2026
62± 8/ 100
Power Score
Structural 65
Reliability 58
Going First 68
Going Second 55

Deck — Deck Power Evaluation

Final Contextual Deck Power: 62/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 65
Going First 68
Going Second 55
Meta Power provisional
Tournament Reliability 58
  • Primary strategy: Combo
  • Secondary strategies: Stun, Midrange
  • Format: duel-links

Legality

Main 30 / Extra 9 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Hand-zero Infernity swarm into 3 boss monsters and a negation-heavy board, closed out by the Extra Deck link and synchro threats (Inferred); Extra Deck follow-up after the board is established: Black Rose Dragon, Unchained Abomination, Underworld Goddess
  • Turn 1 (going first): Empty the hand (Normal Summon or Special Summon Infernity starters from hand), then recur Infernity Necromancer and Infernity Mirage from the GY and extend with Infernity Launcher (Inferred from card text)
  • Turn 2 (going second): Six-card hand must still reach a zero-hand state; play through Infernity Suppression / Infernity Barrier negations and rebuild from the GY (Inferred; no going-second combo lines recorded)
  • Recovery: GY recursion: Infernity Mirage, Necromancer and Launcher re-summon Infernity monsters once the hand is empty again; avg GY 10.67 per recorded board (Observed)
  • After siding: Not applicable: Duel Links has no side deck

Why it scores here

The deck reliably opens a functional plan because it runs 12 copies of four core starters (Necromancer, Mirage, Launcher, Punk), giving roughly 0.94 odds of at least one in a 5-card opening hand (Inferred hypergeometric). Its recorded boards reach 3 boss monsters and 4 end monsters with about 7 Extra Deck summons, so the ceiling is high, but the sample is only 3 recorded combos, which keeps the median estimate wide. Interaction density of about 5.7 per board, with negation and removal text in Suppression, Barrier, General and Conjurer, lets it survive a single disruption and rebuild from the GY. It scores below ceiling-level strength because the engine needs an empty hand, which conflicts with hand-based starters and makes going second and error tolerance weaker. Popularity and archetype usage did not earn points, and no card scores were averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 68 P(at least one of 12 core starters in a 5-card hand) ~ 0.94; engine needs a zero-card hand, which lowers live-turn reliability (Inferred)
D2 Opening-Hand Quality & Brick Management 60 Handless engine keeps hands functional, but Hey Trunade! and Forbidden Droplet are weak when the hand is empty; no hand traps to fix bricks (Inferred)
D3 Combo Conversion & Ceiling 80 Best recorded line PowerIndex 100 with 3 boss monsters, 4 end monsters, 7 Extra Deck summons, net card advantage +7 (Observed, 3 combos)
D4 Combo Floor & Median Output 66 Median PowerIndex 100 and board per starter median 7 across only 3 recorded lines with unknown gameplay; floor is not visible in the sample (Observed, thin)
D5 Interruption Resilience & Route Redundancy 62 Multiple independent starters and GY recursion (Mirage, Necromancer, Launcher) recover from disruption; starter diversity reported 0, so redundancy is inferred from text (Inferred)
D6 Resource Economy, Recovery & Grind 72 GY average 10.67, end hand 0, banished 0.33, netCardAdvantage +7 per recorded board; recursion from GY is strong (Observed)
D7 End-Board & Interaction Quality 70 Average interaction density 5.67 and negation text hint 2.33; Suppression and Barrier are conditional on an empty hand (Observed struct / Inferred semantic)
D8 Going-Second & Board-Breaking Power 55 No going-second lines recorded (0 of 3); going-second plan depends on negations and GY rebuild, so the score is capped (Inferred)
D9 Offensive Pressure & Closing Power 66 Infernity General at 2700 ATK, Unchained Abomination at 3000 ATK and Underworld Goddess at 3000 ATK provide closing threats; boss count 3 per best line (Verified stat / Observed)
D10 Main Deck Efficiency & Flexibility 60 30 main cards across 15 distinct; exact archetype purity 59% with 16 off-archetype copies, including Droplet and Trunade as tech (Verified composition)
D11 Extra Deck Efficiency & Coverage 58 Extra Deck is full at 9 cards, with flex link, synchro and fusion options; several are one-of and only partly used in recorded boards (Verified composition / Inferred)
D12 Side Deck Adaptability 40 Duel Links has no side deck; scored as a neutral-low placeholder (Provisional)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated metagame sample; archetype share is unavailable (Provisional)
D14 Pilotability & Error Tolerance 45 Multi-step zero-hand sequencing with many optional effects and state-dependent conditions; pilot error risk is high (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 65, Going First ≈ 68, Going Second ≈ 55, Meta = provisional, Tournament Reliability ≈ 58. Modifiers: Engine conflict: zero-hand engine vs hand-based starters (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional); Structural 65.09 -> 63.67 before modifiers, then -2 engine conflict -> 61.67 rounded to 62

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.94 · key two-card combo ≈ — · full-brick estimate ≈ — (all Inferred)
  • Combo output: best PowerIndex 100, median 100, board-per-starter 6.7
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Dense, redundant starters with GY recursion
  • High boss and Extra Deck count on recorded boards
  • Strong negation text for a combo deck

Weaknesses

  • Zero-hand requirement conflicts with hand-based starters
  • Going-second line not recorded
  • Thin combo sample (3 lines)

Critical choke points

  • Empty-hand state: a hand that cannot be emptied stalls the engine (Inferred)
Priority Remove Add Reason
1 1 Hey, Trunade! 1 second copy of Infernity Patriarch Trunade is weak when the hand is empty and the engine is hand-zero; Patriarch is an Infernity starter (Inferred)

Evidence & confidence

  • Verified: Legal in duel-links: Abyss Dweller 1/1 Limited, Hey Trunade! 2/2 Semi-Limited; Main 30 / Extra 9 / Side 0 within size rules; Composition, archetype purity 59%, copy histogram
  • Observed: Best line PowerIndex 100, median 100, board per starter median 7 (3 combos); GY average 10.67, netCardAdvantage +7
  • Inferred: Opening-hand starter odds ~0.94; Zero-hand plan and going-second plan from card text; Structural score and dimension scores
  • Provisional: Meta Power null; D12 and D13 placeholders; Tournament reliability
  • Data gaps: No tournament link: archetype meta-share and per-pilot match record absent No win-rate telemetry (going-first/second, matchup, brick and OTK rates); those signals are Inferred Meta Power is Provisional unless a dated metagame sample is supplied Only 3 recorded combos, all gameplay unknown; going-second combos count 0 usage statistics marks Chimera, Underworld Goddess, Unchained Abomination, Trishula, Masquerena, Proxy F Magician, Reprodocus and Abyss Dweller as in this deck:false, but the cards list runs them; the usage join is inconsistent, so usage-based comparisons were not used starter diversity reported 0, so redundancy is inferred from card text

More Duel Links Info

Infernity

Infernity Breakdown

 
 

 

 

 

 

 

 
 

 

 
https://metaduelist.com/
Top