Infernity Deck #765137 — Yu-Gi-Oh! Duel Links
26 Main, 9 Extra, incl. Infernity Necromancer x3, Forbidden Droplet x3, Infernity Launcher x3 - Skill: Infernity Revival. Created Oct 13, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 10/13/2026
Infernity Revival
Main Deck (26)
- Infernity Archfiend x2
- Infernity Conjurer x1
- Infernity General x1
- Infernity Mirage x2
- Infernity Necromancer x3
- Infernity Patriarch x1
- Infernity Sage x2
- Infernity Wildcat x1
- Forbidden Droplet x3
- Hey, Trunade! x2
- Infernity Launcher x3
- This Creepy Little Punk x2
- Infernity Barrier x1
- Infernity Break x1
- Infernity Suppression x1
Extra Deck (9)
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 54/100 (±8 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 58.3 |
| Going First | 62 |
| Going Second | 42 |
| Meta Power | provisional |
| Tournament Reliability | 52 |
- Primary strategy: Combo
- Secondary strategies: Toolbox, Stun
- Format: duel-links
Legality
Main 26 / Extra 9 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Handless Infernity swarm from the Graveyard, then a board of negate-capable monsters and Infernity General (2700 ATK) closing the game; Infernity Archfiend and Infernity Patriarch recursion into repeated Graveyard revivals
- Turn 1 (going first): Turn 1 with an empty hand: Necromancer and Launcher bring Infernity monsters from the Graveyard, building a board with negate and removal traps set behind it
- Turn 2 (going second): Six-card hand must be converted into an empty hand quickly, using Mirage, Sage and Wildcat to rebuild the board; weaker because the opening hand is heavy
- Recovery: Launcher, Creepy Little Punk and Patriarch reuse Graveyard Infernity monsters after the board is cleared
- After siding: Not applicable: Duel Links has no side deck in this format (side count 0)
Why it scores here
The deck reliably opens with Infernity Necromancer (3 copies, about 49% to draw at least one in a five-card going-first hand) and then converts the empty-hand condition into a Graveyard-based swarm, which keeps its recursion strong. Its interaction is spread across several negate and removal traps (Barrier, Suppression, Break) and General, so it survives single disruption better than a bare combo deck. It is weakest going second and in the turn-2 breakout, and its handless requirement makes it fragile when the hand cannot be emptied. The score comes from consistency, recursion and interaction on the system, not from Infernity being a popular archetype and not from averaging card scores; the usage stats only confirm the list is the standard core, and no tournament or win-rate data exists to lift the meta read. Combo ceiling and median are inferred from guide text because no recorded boards were supplied.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 58 | Necromancer 3 copies, P(>=1 in 5-card going-first hand) 0.49, and 6-card going-second 0.56; starter reliability is moderate (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 52 | 15 distinct main cards with 3 tech and a handless requirement that makes some hands dead or conflicting; no hypergeometric brick rate was supplied (Inferred) |
| D3 | Combo Conversion & Ceiling | 70 | Guides describe a Graveyard swarm with several negates and Archfiend recursion, but no parseable boards exist to measure the ceiling (Inferred) |
| D4 | Combo Floor & Median Output | 50 | No recorded combos; guides say the deck is strongest turn 1 and weak on turn 2, so the median is text-only (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 62 | Multiple Graveyard revival paths (Launcher, Creepy Little Punk, Patriarch) give alternative lines after disruption (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 68 | Graveyard recursion and Archfiend search regenerate resources without a long grind (Inferred) |
| D7 | End-Board & Interaction Quality | 66 | Infernity Barrier, Suppression, General, Conjurer, Break and Forbidden Droplet give layered negate and removal, with no hand traps (Verified text, Inferred quality) |
| D8 | Going-Second & Board-Breaking Power | 45 | Guides rate the deck weaker when going second; the empty-hand condition is harder to meet after a six-card hand (Inferred) |
| D9 | Offensive Pressure & Closing Power | 55 | General at 2700 ATK and Archfiend at 1800 ATK close games, but there are no large Extra Deck closers beyond the core (Verified stat, Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 58 | 26 main cards inside the 20-30 range with 15 distinct cards and 3 tech slots; reasonably compact for a handless deck (Verified count, Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 55 | 9 Extra Deck slots with 5 Links, Synchro and Fusion pieces; usage shows several core Extra cards (Chimera, Goddess, Abomination) are not run (Verified, Inferred) |
| D12 | Side Deck Adaptability | 30 | No side deck exists in Duel Links (side count 0), so adaptability is an out-of-format gap (Provisional) |
| D13 | Matchup Coverage & Format Fit | 50 | No tournament link or dated meta sample; archetype usage is only a deck-level stat (Provisional) |
| D14 | Pilotability & Error Tolerance | 40 | Handless sequencing and empty-hand checks across several cards make the deck demanding to pilot (Inferred) |
How the score was computed
Strategy profile: Combo. Structural ≈ 58.3, Going First ≈ 62, Going Second ≈ 42, Meta = provisional, Tournament Reliability ≈ 52. Modifiers: handless_engine_fragility (-3). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional), then context modifiers: 0.80*58.3 + 0.20*52 = 57.1, minus 3 = 54
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.49 · key two-card combo ≈ — · full-brick estimate ≈ — (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Strong going-first turn-1 swarm from the Graveyard
- Layered negate and removal traps with no hand-trap dependence
- Compact main deck with 15 distinct cards and a high-copy starter
Weaknesses
- Weak going-second turn-2 breakout
- Handless requirement breaks several lines when the hand is not empty
- No side deck in Duel Links to adapt
Critical choke points
- Empty-hand condition: a non-empty hand disables most starters and revivals
- Necromancer as the only high-copy starter (about 49% in a five-card opening hand)
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | One Forbidden Droplet | A starter or searcher that works with a non-empty hand | Droplet is a tech card that does not extend the engine, and a second starter would reduce the choke-point risk |
Evidence & confidence
- Verified: Legal main 26 and extra 9 within Duel Links size rules; Abyss Dweller Limited 1 of 1 and Hey Trunade Semi-Limited 2 of 2 are within legal copies; Usage stats show Infernity core cards present at 100 percent inclusion
- Inferred: Consistency and brick estimates from hypergeometric draws; Combo ceiling and median from guide text; Going-second weakness from guide commentary
- Provisional: Meta Power and matchup fit (no dated sample); Side deck adaptability (no side deck in format)
- Data gaps: No combos supplied: combo floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot match record absent No win-rate telemetry for going-first, going-second, matchup or brick rates Meta Power is provisional without a dated metagame sample
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