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.

Deck Infernity Duel Links

Created by: YGO Mod (20517634)

Created On: 10/13/2026

Infernity Revival
 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated Oct 17, 2026
54± 8/ 100
Power Score
Structural 58
Reliability 52
Going First 62
Going Second 42

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)
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

More Duel Links Info

Infernity

Infernity Breakdown

 
 

 

 

 

 

 

 
 

 

 
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