
Infernity Gameplay Guide (Launcher Released)
Sections covered in this guide:
Overview

Welcome to our ultimate guide to the Infernity deck in Yu-Gi-Oh! Duel Links! With the spectacular return of the Infernity Launcher , the archetype’s flagship card, to unlimited status, Infernity is back in full force. In this guide, we’ll break down the optimal card ratios, staple options for each build, an Extra Deck list, and some sample combos to help you master the deck. If you’re a fan of Infernity or are looking for a fun and powerful deck to climb the ladder with, this guide is for you!
Skill
First, let's take a look at the 2 most used skills when playing Infernity.
Fleeting Hand , a powerful and fun playstyle, uses the ability to summon Infernity Necromancer , place Infernity Archfiend on top of the deck, or place Infernity Launcher (from outside the deck) on the field when your life points are 2000 points lower than your opponent's.
The Infernity Cards
The ace card, dubbed the "patron saint" of Infernity , Infernity Archfiend is a powerful monster that helps search for other Infernity cards from the deck when special summoned.
Odds : Playing two copies is optimal in a 20 card deck. Three copies can cause bricking, as drawing that many cards at once does not provide an advantage. If you are using a larger deck (over 20 cards), three copies can be considered, but in the Duel Links format, two copies is the best option.
Next, we have the Archfiend's best friend: Infernity Necromancer . The odds for this card are one to two copies, and it's recommended that you play two copies because if you draw it with Infernity Sage and Transmodify , you'll get bricked.
Because if not, what will you transform Sage into? Infernity Wildcat ? That's not a playable combo =)). If you happen to draw it in your opening hand, you still have a copy in your deck to use the Sage combo with Transmodify , which is the strongest combo. It's also possible that turns with two Necromancers to extend the combo are really necessary, so play two Necromancers to be safe.
* As for Fleeting Hand : thanks to the Fleeting Hand skill, you can summon it directly from nowhere, so it usually doesn't need to be played in the deck. If you use Transmodify , you can play one copy to take advantage of the combo, but if you focus on Downbeat , play 0 copies to optimize deck space.
Next up is Infernity Sage . You have to play this card at three, you want to draw it. And with Launcher back at three, drawing it along with Launcher and of course Transmodify is extremely good. You really need to draw this card in your hand. It can discard your entire hand, and when it goes to the graveyard, it discards another Infernity monster . Of course, this is your main Tuner for Trishula plays . Play this card at three, no less.
Next up is our pet, Infernity Wildcat .
- Role : Wildcat supports combos by sending Infernity cards to the graveyard and can be special summoned from the hand or graveyard.
- Odds : Two copies are the optimal choice in a 20-card deck. Three copies can be played in larger decks, but in the Duel Links format, drawing multiple copies at once reduces the effectiveness. Two copies ensures you don't have problems drawing multiple copies in your opening hand, and you can send one to the graveyard with the other to trigger a combo.
- Role : The deck's most important card, Launcher is a combo extender and turn starter. It allows Infernity monsters to be revived from the graveyard and has no turn limit, making it a powerful version of Soul Charge .
- Odds : Play three copies, no question. With Launcher back in unlimited, you want to draw this card in every hand to maximize combos. Paired with Sage and Archfiend , it makes for explosive plays.
Counter Trap card, Searchable, All-round Negate. This is one of the best Trap archetype cards ever created in the entire history of Yu-gi-oh!.
We'll probably never see Konami release more Barriers in Duel Links, because you know, imagine a field with two or three Barriers in Duel Links, that would be crazy. So let's play one because we can only play one. We'll probably never see more Barriers , but who knows. But for now, of course we can only play one, let's play one. Yes, it's a level 40 reward for Kallen, but serious players probably already have it. Barrier is so badass, you have to play it.
- Role : Trap destroy card, helps remove threats on the opponent's field. Its cost when we play a full combo is almost zero because we can banish even the excess Infernity Spell/Trap in the graveyard.
- Odds : Recommended to play one or two copies. If you don't have an Extra Deck monster to deal with Nibiru, the Primal Being (like Crystal Wing Synchro Dragon or Herald of the Arc Light ), play two Breaks and one Barrier . If you have Extra Deck cards against Nibiru , replace one Break with Infernity Suppression to deal with a hand trap that is activated at the wrong time.
- Role : A Trap card that specializes in countering Nibiru, the Primal Being , and other poorly timed trap hands. It shines in Duel Links, especially in lower ranks where players often use trap hands at the wrong time.
- Ratios : Only play one copy if you don't have an Extra Deck monster like Crystal Wing Synchro Dragon or Herald of the Arc Light to counter Nibiru . If you do have these Extra Deck cards, prioritize two Breaks and one Barrier . Experiment to find the ratio that suits your playstyle, as Suppression isn't as effective in the TCG/OCG.
With three Launchers , these cards are unnecessary in Shelf of a Ghost .
2 Extra Deck cards from Infernity, quite good when going later, can be revived with Launcher .
Staples
Along with the Infernity cards , the deck needs Staples cards to increase consistency and the ability to deal with the current meta. Here are the main options:
Extra Deck
First I will talk about the mandatory Extra cards, the remaining extra cards depending on the build I will focus on later.
Shell of a Ghost gameplay
Shell of a Ghost
Main: 20 Extra: 9
Here are some sample Deck combos:
Combo Test Hand:
Fleeting Hand gameplay
Fleeting Hand
Main: 20 Extra: 9
Standard Combo
UA Engine (Signing Deal build)
UA Signing Deal summons Blocker from deck, loses 2100 LP → considers it as adding 1 Garbage Lord.
Used in all versions of Fleeting Hand, the combo is almost the same as the standard version, or double handrip (throw 2 cards from the opponent's hand).
Sample Deck
Combo 1:
Wolfrayet build
When ATK ≥ 4000, can tribute itself to return all opponent monsters to the Deck.
Infernity easily reaches 4000 ATK because Arch + Necro loop continuously.
End board: Handrip 1, Wolfriat 4000 ATK, Abomination, 3 traps.
-> Click here to view
Shooting Quasar Dragon build (meme)
End board: Quasar (negate Nibiru), Abomination, 2 Infernity names, 2 traps.
Requires synchro spam + Blackwing tuner to cast Quasar.
Using Sage + Garbage Lord is enough for 2 combo cards.
Predaplant Infernity build
Requires Scorpio or Lonefire Blossom + Archfiend access.
Combo: Lonefire → Scorpio → discard Rhino Warrior → summon Cobra → Cobra searches for Ultra Polymerization → activate skill → Necromancer + Arch spam combo.
End board: Firewall (bounce 2), Abomination, 3 traps.





































































































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