Instructions for Playing Infernity

Instructions for Playing Infernity

Infernity has a unique feature of playing with a zero-card hand: D. If you don't have any cards in your hand, Infernity will trigger additional effects.


This is a combo deck with very strong monster swarm and search abilities, strongest on turn 1 and very fragile on turn 2 :D

A familiar board of this deck is monsters that have the ability to annoy the enemy (bombardment or not be destroyed,...) and have a pile of leaves face down to annoy the enemy (bombardment, monster facedown,... ) then OTK or create an overwhelming position on the next turn

Sections covered in this guide:




Skill

Seo cladding a heel

Shell of a Ghost (Skill Card) (100%)
Card rarity
Shell of a Ghost (Skill Card)
Card rarity
Shell of a Ghost (Skill Card)

Remember, you must have no cards in your hand and all the monsters on the field must be Infernity to use it


This skill allows you to choose 1 Infernity Launcher from the deck and place it on the top of the deck, then insert 1 more Infernity Launcher from outside the deck into the bottom of the deck, meaning in theory you have 4 Infernity Launchers in 1 deck.

Nice Balance Komoney



Core

 

Infernity Launcher (x3)
SR rarity
Limited to 1 copy
Infernity Launcher
SR rarity
Limited to 1 copy
Infernity Launcher

1 of the 2 souls of the deck, it has the ability to make your hand lose 2 cards (1 is this card and 1 is the card thrown into the grave by this card), so in theory it has helped you remove half of the cards in your hand (because Duel links on turn 1 only have 4 cards), not only that (when there are no cards in hand) you can send this card from the field to the grave to select up to 2 Infernity monsters from the grave and jump it.


You must bring x3 because you want 1 card in your hand, 1 card can be searched by skill (put on top deck and then Stardust Charge Warrior draw on hand) 1 card can be searched by Archfiend, and 1 card created by skill can be backup or combo continue :D

Infernity Archfiend (x3)
UR rarity
Infernity Archfiend
UR rarity
Infernity Archfiend

So strong that it was ranked number 1 but luckily it was still released in Duel Links, one of the two souls of the deck


It's strong in both body, deck and skill effects without locking you just summon Synchro so Level 4 of this one can Xyz, luckily now playing Synchro and Xyz Rank 6 so no more spamming Number 70 or Abyss Dweller and Roach ( happi )

What is stronger than a searcher? It searches not once per turn, jumps on its own, Level 4 (yes Level 4 is the king of Levels), nothing to talk about until it searches 2 Infernity traps in that has 1 counter trap or Supression and 1 Break,

Well, if it's not in your hand, how can you play it? It can be searched by other cards, Peter. You can even draw by other cards because it's x3 and the deck only has 16 cards on turn 1, so the peel rate is very high.

Infernity Sage (x3 )
N rarity
Infernity Sage
N rarity
Infernity Sage

Instead of throwing each card into the grave, this one throws all the cards in hand into the grave quickly. This is a Level 2 Tuner so it has replaced the bug's slot :(


If this monster is sent to the grave, it will throw an Infernity monster to the grave, it throws the guy Archfiend and you revive the Archfiend, Archfiend triggers effect and search, +100 balance

Infernity Wildcat (x0-1)
N rarity
Infernity Wildcat
N rarity
Infernity Wildcat

Jump yourself and drop 1 Level... all

Infernity Break (x1)
UR rarity
Infernity Break
UR rarity
Infernity Break

Search, shoot 1 opp card with the price of banishing 1 Infernity in the grave, because these guys after combo and are comboing have a pile of Infernity in the grave, so this card is always available to shoot

Infernity Barrier (x1)
UR rarity
Infernity Barrier
UR rarity
Infernity Barrier

Only counter traps can interfere with counter traps, so this card when activated will greatly increase your win rate because it negates and destroys, but you must have an Infernity monster in attack position to use it.


yeh, it's searchable

Infernity Suppression (x0-1)
SR rarity
Infernity Suppression
SR rarity
Infernity Suppression

Can be searched, strong and can go before or after because it can negate and activate the turn it is set, but you must have no cards in hand and control Infernity monsters

Contract with the Void (x0-1)
N rarity
Contract with the Void
N rarity
Contract with the Void

throw all the cards in your hand go brrrr

Dragged Down into the Grave (x0-1)
SR rarity
Dragged Down into the Grave
SR rarity
Dragged Down into the Grave

Well, in theory it lets you win 1 hand from opp and it's free



Extra Deck

Big Bad Bosses


Level 6 in this deck is all about ideology, so Level 6 Synchro monsters are an advantage

Infernity Doom Archfiend (x1)
SR rarity
Infernity Doom Archfiend
SR rarity
Infernity Doom Archfiend

It can be said that Level 6 is the king of the... it also has the word Infernity in the name, has negate and destroy, deals x2 damage when punching monsters and when this card is used as material for DARK Synchro monsters, it will punch 2 times ( Onimaru 6000 ATK punches 2 times go brrrr )

Stardust Charge Warrior (x1)
SR rarity
Stardust Charge Warrior
SR rarity
Stardust Charge Warrior

Level 6 draws Infernity Launcher... that's all, that's all it does :D

Coral Dragon (x1)
UR rarity
Coral Dragon
UR rarity
Coral Dragon

Textbook: go to this monster, shoot 1, Synchro it with another Level 6 Synchro monster (because this monster has both Synchro and Tuner), get Onimaru, draw 1 Infernity Launcher

Assault Blackwing - Onimaru the Divine Thunder (x1)
R rarity
Assault Blackwing - Onimaru the Divine Thunder
R rarity
Assault Blackwing - Onimaru the Divine Thunder

Big Bad Boss


not destroyed by card effect: check
Synchro from all monster materials Synchro when punching increases ATK 3000 to 6000: check
Level 12 so 6 + 6 = 12 : check
Not afraid of targets or banishes: if not, this one has been banned for a long time already :v

Anyway, this guy is our super vjp boss, OTK is easy, self-protection, but that's theory, Book Of Moon or Karma Cut are still sneaky

Number 70: Malevolent Sin (x0-1)
SR rarity
Number 70: Malevolent Sin
SR rarity
Number 70: Malevolent Sin

OTK lord, staple king, only needs 2 Level 4 monsters, good body, capable of banishing monsters to opp's next standby phase, but before reaching standby phase, you OTK them cmnr :D. This one is extremely satisfying when you banish an Xyz monster and see each ingredient of that Xyz card sent to the grave :3

Inzektor Exa-Beetle and Digital Bug Rhinosebus (x0-1)
R rarity
Inzektor Exa-Beetle
R rarity
Inzektor Exa-Beetle
R rarity
Limited to 2 copies
Digital Bug Rhinosebus
R rarity
Limited to 2 copies
Digital Bug Rhinosebus

Exa-Beetle not only has the ability,... has that cc, Peter, this one was brought because it was Rank 6 Insect to get Rhinosebus, but what effect does it have? Why is this one so strong that it doesn't use effects? Because you take turn 1, opp won't have any monsters for you to send to the grave or NTR monsters from the grave.


Rhinosebus: raised by detacting 2 Xyz materials of a Rank 5 or 6 Xyz Insect monster, and that Xyz monster and the remaining materials will become Xyz materials for this monster, this monster uses the effect on both the enemy's and your turn, You detact 1 material and shoot the monster with the biggest defense. If the opponent's face-up monsters are equal then destroy all of that monster :D, well it only shoots the biggest defense monster so you can't shoot the opponent's important monster. method, but that's theory, but in reality when opp gets to the boss or is about to get to the boss, you shoot right at that important point and it will shut down opp's combo.

Shiranui Squiresaga (x0-1)
UR rarity
Shiranui Squiresaga
UR rarity
Shiranui Squiresaga

Do you remember the 3-star Tuner above that can jump on its own? Get on this one and shoot 1 :v

Dark Highlander (x0-1)
UR rarity
Dark Highlander
UR rarity
Dark Highlander

Rose Dragon bowed his head :)

Cyber Slash Harpie Lady (x0-1)
UR rarity
Cyber Slash Harpie Lady
UR rarity
Cyber Slash Harpie Lady

Not recommended because 6+2 = 8, but thanks to Wildcat you can also 4 + 4 = 8, mainly on this one to get the 2600 ATK body and return card



Staple

 

Invoked Caliga, Aleister the Invoker and Invocation (greasy)
R rarity
Invoked Caliga
R rarity
Invoked Caliga
UR rarity
Aleister the Invoker
UR rarity
Aleister the Invoker
R rarity
Invocation
R rarity
Invocation

What a joke 🐧

Mystical Space Typhoon (x2-3)
UR rarity
Mystical Space Typhoon
UR rarity
Mystical Space Typhoon

As a certain infernity said: going after = pay 3 backrow opp, if you go first then set it on the field so there are no cards left in your hand, go behind then shoot spells/traps opp not once per turn

Into the Void (x3)
UR rarity
Into the Void
UR rarity
Into the Void

draw 1... what I mean is that in the End Phase you throw all the cards in your hand, so if you accidentally set a full backrow or hold all the monsters, this card will help you have no more cards in your hand to use Barrier

Dark World Dealings (x2-3)
UR rarity
Dark World Dealings
UR rarity
Dark World Dealings

is being used less, even x0 because in theory after using this card -1 resource, although it reduces cards in hand, it does not reduce them completely like Into The Void

Monster Reborn (x1)
UR rarity
Limited to 1 copy
Monster Reborn
UR rarity
Limited to 1 copy
Monster Reborn

When the Archfiend is specially summoned, it will search for 1 Infernity

Card Advance (x0-3)
N rarity
Card Advance
N rarity
Card Advance

used to always go with these guys, they simply let you put 5 cards on top for the synchro to draw 1



Combo

Because combos like Launcher pull back 2 monsters from the grave and then Exa-Beetle -> Rhinosebus set 3 end turn are so famous that I can only briefly mention them, here are situational combos.

Monster Reborn (Monster Reborn)
UR rarity
Limited to 1 copy
Monster Reborn
UR rarity
Limited to 1 copy
Monster Reborn

Requirements: 1 Archfiend in the grave, 1 Monster Reborn, no cards left in hand (can use dealings or if it's a spell/trap, place it face down on the field)



I> revive Archfiend, search Sage, Normal Summon Sage, use skill to Launcher to top deck
II> Synchro onto Stardust Charge Warrior, draw 1, use Launcher to select Archfiend and Sage from the grave and pull up
III> Archfiend search Launcher, then any Level 6 synchro. At this point you will have a choice of two directions: Exa-Beetle or Onimaru, depending on the situation

If it's a Beetle, equip Sage from your grave then onto Rhinosebus, Sage goes to the grave and throws Archfiend from the deck, Launcher pulls up Archfiend and Sage, Archfiend searches for Launcher next (or trap), Synchro onto Coral Dragon, if you use the Level 6 strap in III is Doom Archfiend, use Launcher to pull up to Synchro to Onimaru
 

Infernity Archfiend (Textbook turn 1)
UR rarity
Infernity Archfiend
UR rarity
Infernity Archfiend

Requirements: 1 Launcher, 1 Archfiend, 1 Sage


I> Use Launcher to throw Archfiend, Normal Sage, and place the remaining card face down. At this point you will no longer have cards in your hand
II> Launcher recalls Archfiend, search for another Launcher, set Launcher face down so there are no more cards in hand, activate Shell Of A Ghost skill
III> Go to Stardust Charge Warrior, draw Launcher, place the Launcher face down so your hand has no more cards, now you have 2 Launchers face down
IV> Click Launcher to recall Archfiend and Sage search for 1 trap (usually prioritize Barrier), turn it face down to have no more cards in hand :D, Synchro out Doom Archfiend, Sage throws Archfiend
V> Doom Archfiend shoots 1 if available (card created by skill), Xyz to Exa-Beetle -> Rhinosebus, Launcher pulls back Doom Archfiend and Archfiend, search for 1 more trap.
Bomb Field 3 monsters 3 Spell/Trap :D




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