Infernity Deck #774398 — Yu-Gi-Oh! Duel Links
30 Main, 9 Extra, incl. Infernity Archfiend x3, Infernity Mirage x3, Infernity Necromancer x3 - Skill: Infernity Revival. Created Oct 27, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 10/27/2026
Infernity Revival
Main Deck (30)
- Infernity Archfiend x3
- Infernity Conjurer x1
- Infernity General x1
- Infernity Mirage x3
- 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 x3
- Infernity Barrier x1
- Infernity Break x1
- Infernity Suppression x2
Extra Deck (9)
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 55/100 (±8 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 59 |
| Going First | 66 |
| Going Second | 46 |
| Meta Power | provisional |
| Tournament Reliability | 55 |
- Primary strategy: Combo
- Secondary strategies: Stun
- Format: duel-links
Legality
Main 30 / Extra 9 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Hand-empty Infernity chain: Launcher, Necromancer, Mirage, Archfiend and Patriarch swarm the field and recurse from the GY, then Infernity General and the Extra Deck links/synchros close the board.; Negation traps (Suppression, Barrier) and Forbidden Droplet plus Infernity Break/Conjurer to clear the opponent's board before attacking.
- Turn 1 (going first): Turn 1 empty hand, then activate Launcher or Archfiend (both need zero cards in hand) to summon a chain of Infernity monsters from the Deck or GY, keeping Suppression or Barrier set behind the swarm.
- Turn 2 (going second): Six-card hand usually holds cards that block the hand-empty engines, so the plan is to dump the hand through Sage/Droplet/Trunade and pick up a Launcher or Archfiend turn; it is clearly weaker than going first.
- Recovery: Recover through GY revival: Launcher, Conjurer, Patriarch and Wildcat can each bring Infernity monsters back from the GY, and Sage/Necromancer refill the GY with Infernity monsters after the hand is emptied.
- After siding: Duel Links is single-game with no side deck, so there is no post-side plan.
Why it scores here
The deck reliably opens into a live engine on the going-first turn: three copies each of Launcher, Necromancer, Mirage and Archfiend give about a 43% chance of at least one starter in a five-card hand, and their zero-hand activation conditions make the hand-empty plan the core of the list. Conversion is strong on the system level: the GY recursion from Launcher, Conjurer, Patriarch and Wildcat means one dropped starter can still rebuild a board, and the Extra Deck (links, synchros, General at 2700 ATK, Trishula at 2700) gives a closing board. Survival relies on the negation traps and Forbidden Droplet, but their hand-empty conditions make them unreliable when the hand is not empty. Going second is the clear weakness because a six-card hand usually conflicts with the hand-empty engines. Popularity in the guides and the Infernity name did not earn points, and card scores were not averaged into the deck score.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 58 | P(≥1 of 3-copy starter in 5-card hand) ≈ 0.43; zero-hand activation requirement lowers live-engine odds (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 50 | Hand-dependent deck with conflicting hand-empty and hand-full cards; going-second 6-card hands often brick (Inferred) |
| D3 | Combo Conversion & Ceiling | 60 | Text-only ceiling: swarm chain plus GY revival into General and Extra Deck links; no recorded boards to confirm (Inferred) |
| D4 | Combo Floor & Median Output | 52 | No recorded combos, so median output is inferred from guide text calling it strong on turn 1 and weaker on turn 2 (Provisional) |
| D5 | Interruption Resilience & Route Redundancy | 62 | Multiple independent recursion routes (Launcher, Conjurer, Patriarch, Wildcat) and two negation traps give redundancy (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 68 | Hand is spent and recovered through GY summons, Sage and Necromancer refill the GY; Trunade and Droplet add grind (Inferred) |
| D7 | End-Board & Interaction Quality | 66 | Seven negation-text and six removal-text cards; Suppression, Barrier, Droplet and Break give layered interaction but require empty hand (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 45 | Going-second hand usually conflicts with hand-empty triggers; Droplet and Break are the only reliable answers to a full board (Inferred) |
| D9 | Offensive Pressure & Closing Power | 72 | Extra Deck closers: General 2700 ATK, Trishula 2700, Unchained Abomination 3000 link, Underworld Goddess 3000 link (Verified stats) |
| D10 | Main Deck Efficiency & Flexibility | 58 | 30 of 30 main slots, 15 distinct, 17 off-archetype copies (exact-name purity 56.4%, Verified) |
| D11 | Extra Deck Efficiency & Coverage | 62 | 9 Extra Deck slots, all filled with varied link/synchro/fusion/xyz; Chimera needs a Fiend and Beast so it is flexible (Verified) |
| D12 | Side Deck Adaptability | 50 | Duel Links has no side deck; scored neutral at 50 and excluded from the reasoning (Verified) |
| D13 | Matchup Coverage & Format Fit | 50 | No dated meta sample or tournament link; scored neutral at 50 and kept provisional (Provisional) |
| D14 | Pilotability & Error Tolerance | 55 | Hand-emptying sequencing and several conditional triggers make the deck demanding to pilot (Inferred) |
How the score was computed
Strategy profile: Combo (D13 dropped, renormalised over 97). Structural ≈ 59, Going First ≈ 66, Going Second ≈ 46, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: Hand-dependent engine and going-second weakness (-3). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) + ContextModifiers = 0.80*59 + 0.20*55 - 3 ≈ 55
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.43 · 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 swarm with several zero-hand starters and GY recursion
- Extra Deck closers with high ATK and link/synchro flexibility
- Layered negation and removal across traps and the Droplet
Weaknesses
- Most engines require an empty hand, which conflicts with going-second six-card hands
- Single-game format: no side deck to adapt
- Off-archetype copies (17 of 30) and 15 distinct main-deck cards reduce purity
Critical choke points
- Hand must be empty for Launcher, Conjurer, Suppression, Barrier, Archfiend, Break and General
- A five-card opening hand with no starter (about 57% chance) is a dead turn one
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Hey, Trunade! (1 copy) | One more Infernity monster or searcher | Trunade is a Semi-Limited reset card that rarely fits the hand-empty plan; a second Infernity searcher raises starter consistency (Inferred) |
Evidence & confidence
- Verified: Legal list: 30 main, 9 extra, 0 side; Limited and Semi-Limited copies within legal limits; Card text and stats for all 25 distinct cards
- Inferred: Starter probability and brick rate from hypergeometric draws; Negation and removal reach from card text; Going-first versus going-second split from card text
- Provisional: Meta power and matchup fit: no dated metagame sample or tournament link
- Data gaps: No combos supplied: floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot match record absent Usage statistics list nine Extra Deck cards (Unchained Abomination, Underworld Goddess, Reprodocus, Abyss Dweller, Black Rose Dragon, Trishula, Chimera, I:P Masquerena, Proxy F Magician) as in_this_deck=false although cards[] lists them as extra-zone copies; core_present_pct 62.5 is likely understated. The cards[] list was treated as authoritative No win-rate telemetry (going-first/second, matchup, brick/starter rates) Meta Power is provisional
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