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.

Deck Infernity Duel Links

Created by: YGO Mod (20517634)

Created On: 10/27/2026

Infernity Revival
 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated Oct 29, 2026
55± 8/ 100
Power Score
Structural 59
Reliability 55
Going First 66
Going Second 46

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
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

More Duel Links Info

Infernity

Infernity Breakdown

 
 

 

 

 

 

 

 
 

 

 
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