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%)

 Rarity
Shell of a Ghost (Skill Card)
 Rarity
Shell of a Ghost (Skill Card)
Shell of a Ghost (Skill Card)
Shell of a Ghost (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


Can be used if you have 0 cards in your hand and you only control "Infernity" monsters. You can take 1 "Infernity Launcher" from your Deck and place it at the top of your Deck. Then place 1 "Infernity Launcher" from outside your Deck at the bottom of your Deck. This Skill can only be used once per Duel.


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
Infernity Launcher
SR Rarity
Infernity Launcher
Infernity Launcher
Spell Continuous
Infernity Launcher

    Once per turn: You can send 1 "Infernity" monster from your hand to the Graveyard. You can send this card to the Graveyard, then target up to 2 "Infernity" monsters in your Graveyard; Special Summon them. You must have no cards in your hand to activate and to resolve this effect.


    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
    Infernity Archfiend
    DARK 4
    Infernity Archfiend
    • ATK:

    • 1800

    • DEF:

    • 1200


    When you draw this card, if you have no other cards in your hand: You can reveal this card; Special Summon this card from your hand. When this card is Special Summoned: You can add 1 "Infernity" card from your Deck to your hand. You must have no cards in your hand to activate and to resolve this effect.


    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
    Infernity Sage
    DARK 2
    Infernity Sage
    • ATK:

    • 400

    • DEF:

    • 800


    During your Main Phase: You can discard your entire hand. If this card is sent to the GY: You can send 1 "Infernity" monster from your Deck to the GY. You must have no cards in your hand to activate and to resolve this effect. You can only use each effect of "Infernity Sage" once per turn.


    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
    Infernity Wildcat
    DARK 3
    Infernity Wildcat
    • ATK:

    • 1400

    • DEF:

    • 0


    You can Special Summon this card (from your hand) by sending 1 other "Infernity" monster in your hand to the GY. You can only Special Summon "Infernity Wildcat" once per turn this way. While you have no cards in your hand: You can banish 1 "Infernity" monster from your GY; increase or decrease the Level of this card by 1 until the end of this turn. You can only use this effect of "Infernity Wildcat" once per turn.


    Jump yourself and drop 1 Level... all

    Infernity Break (x1)

    UR Rarity
    Infernity Break
    UR Rarity
    Infernity Break
    Infernity Break
    Trap Normal
    Infernity Break

      If you have no cards in your hand: Target 1 "Infernity" card in your Graveyard and 1 card your opponent controls; banish the first target, and if you do, destroy the second target.


      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
      Infernity Barrier
      Trap Counter
      Infernity Barrier

        When your opponent activates a Spell/Trap Card, or monster effect, while you control a face-up Attack Position "Infernity" monster and have no cards in your hand: Negate the activation, and if you do, destroy that card.


        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
        Infernity Suppression
        Trap Normal
        Infernity Suppression

          If you have no cards in your hand, you can activate this card the turn it was Set. When your opponent activates a monster effect while you control an "Infernity" monster: Negate the effect, then, you can inflict damage to your opponent equal to the activating monster's Level x 100. You can only activate 1 "Infernity Suppression" per turn.


          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
          Contract with the Void
          Spell Normal
          Contract with the Void

            If you have 3 or more other cards in your hand: Discard your entire hand, then you can Special Summon 1 "Infernity" monster or 1 Level 8 DARK Dragon Synchro Monster from your GY.


            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
            Dragged Down into the Grave
            Spell Normal
            Dragged Down into the Grave

              Both players reveal their hands, each chooses 1 card from their opponent's hand, then you discard the chosen cards from both players' hands, then both players draw 1 card.


              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
              Infernity Doom Archfiend
              DARK 6
              Infernity Doom Archfiend
              • ATK:

              • 2200

              • DEF:

              • 1600


              1 Tuner + 1+ non-Tuner monsters Once per turn: You can target 1 face-up card on the field; negate its effects (until the end of this turn), then if you have no cards in your hand, you can destroy it. While you have no cards in your hand, if this card battles an opponent's monster, any battle damage this card inflicts to your opponent is doubled. A DARK Synchro Monster that was Summoned using this card as material can make up to 2 attacks on monsters during each Battle Phase.


              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
              Stardust Charge Warrior
              WIND 6
              Stardust Charge Warrior
              • ATK:

              • 2000

              • DEF:

              • 1300


              1 Tuner + 1 or more non-Tuner monsters When this card is Synchro Summoned: You can draw 1 card. You can only use this effect of "Stardust Charge Warrior" once per turn. This card can attack all Special Summoned monsters your opponent controls, once each.


              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
              Coral Dragon
              WATER 6
              Coral Dragon
              • ATK:

              • 2400

              • DEF:

              • 500


              1 Tuner + 1+ non-Tuner monsters Once per turn: You can discard 1 card, then target 1 card your opponent controls; destroy it. If this Synchro Summoned card is sent from the field to the GY: You can draw 1 card. You can only use this effect of "Coral Dragon" once per turn.


              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
              Assault Blackwing - Onimaru the Divine Thunder
              DARK 12
              Assault Blackwing - Onimaru the Divine Thunder
              • ATK:

              • 3000

              • DEF:

              • 2000


              1 Tuner + 1 or more non-Tuner monsters If this card is Synchro Summoned using a "Blackwing" monster as Material, it is treated as a Tuner while face-up on the field. Cannot be destroyed by card effects. You can target 1 "Blackwing" monster in your Graveyard; this card's Level becomes the same as that monster's. You can only use this effect of "Assault Blackwing - Onimaru the Divine Thunder" once per Duel. If this card that was Synchro Summoned using only Synchro Monsters attacks, this card gains 3000 ATK during the Damage Step only.


              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
              Number 70: Malevolent Sin
              DARK
              Number 70: Malevolent Sin
              • ATK:

              • 2400

              • DEF:

              • 1200


              2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; banish it until your opponent's next Standby Phase. At the end of the Damage Step, if this card attacked: You can make this card gain 300 ATK, and if you do, increase its Rank by 3.


              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
              Inzektor Exa-Beetle
              DARK
              Inzektor Exa-Beetle
              • ATK:

              • 1000

              • DEF:

              • 1000


              2 Level 6 monsters When this card is Xyz Summoned: You can target 1 monster in either player's Graveyard; equip that target to this card. This card gains ATK and DEF equal to half the original ATK and DEF of the monster equipped by this effect. Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up card on each side of the field; send those targets to the Graveyard.


              R Rarity
              Digital Bug Rhinosebus
              R Rarity
              Digital Bug Rhinosebus
              Digital Bug Rhinosebus
              LIGHT
              Digital Bug Rhinosebus
              • ATK:

              • 2600

              • DEF:

              • 2200


              2 or more Level 7 LIGHT Insect-Type monsters You can also Xyz Summon this card by detaching 2 Xyz Materials from a Rank 5 or 6 Insect-Type Xyz Monster you control, then using that Xyz Monster as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; destroy the face-up monster(s) your opponent controls with the highest DEF (all, if tied).


              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
              Shiranui Squiresaga
              FIRE 7
              Shiranui Squiresaga
              • ATK:

              • 2100

              • DEF:

              • 0


              1 Tuner + 1+ non-Tuner monsters You can only Special Summon "Shiranui Squiresaga(s)" once per turn. Once per turn: You can banish 1 face-up monster you control or in your GY, then apply these effects, in sequence, depending on what the monster was before it was banished, if it was any of these. ● Zombie: You can have all monsters you control gain 300 ATK. ● FIRE: You can destroy 1 Spell/Trap on the field. ● Synchro: You can destroy 1 monster on the field.


              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
              Dark Highlander
              DARK 7
              Dark Highlander
              • ATK:

              • 2800

              • DEF:

              • 2300


              1 Fiend-Type Tuner + 1 or more non-Tuner Fiend-Type monsters Neither player can Synchro Summon. Once per turn: You can target 1 monster your opponent controls that is equipped with an Equip Card; destroy all Equip Cards equipped to that monster, and if you do, inflict 400 damage to your opponent for each card destroyed.


              Rose Dragon bowed his head :)

              Cyber Slash Harpie Lady (x0-1)

              UR Rarity
              Cyber Slash Harpie Lady
              UR Rarity
              Cyber Slash Harpie Lady
              Cyber Slash Harpie Lady
              WIND 8
              Cyber Slash Harpie Lady
              • ATK:

              • 2600

              • DEF:

              • 1400


              1 Tuner + 1+ non-Tuner monsters For this card's Synchro Summon, you can treat 1 "Harpie" monster you control as a Tuner. This card's name becomes "Harpie Lady" while on the field or in the GY. When a Spell/Trap Card or effect is activated (except during the Damage Step) (Quick Effect): You can target 1 monster your opponent controls or 1 "Harpie" monster you control; return it to the hand. You can only use this effect of "Cyber Slash Harpie Lady" once per turn.


              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
              Invoked Caliga
              DARK 4
              Invoked Caliga
              • ATK:

              • 1000

              • DEF:

              • 1800


              "Aleister the Invoker" + 1 DARK monster If a player's monster effect attempts to activate, none of that player's monsters can activate their effects for the rest of this turn while this card is face-up on the field. Each player can attack with only 1 monster during each Battle Phase.


              UR Rarity
              Aleister the Invoker
              UR Rarity
              Aleister the Invoker
              Aleister the Invoker
              DARK 4
              Aleister the Invoker
              • ATK:

              • 1000

              • DEF:

              • 1800


              (Quick Effect): You can send this card from your hand to the GY, then target 1 Fusion Monster you control; it gains 1000 ATK/DEF until the end of this turn. If this card is Normal Summoned or flipped face-up: You can add 1 "Invocation" from your Deck to your hand.


              R Rarity
              Invocation
              R Rarity
              Invocation
              Invocation
              Spell Normal
              Invocation

                Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand as Fusion Material. If Summoning an "Invoked" Fusion Monster this way, you can also banish monsters from your field and/or either player's GY as Fusion Material. If this card is in your GY: You can target 1 of your banished "Aleister the Invoker"; shuffle this card into the Deck, and if you do, add that card to your hand. You can only use this effect of "Invocation" once per turn.


                What a joke 🐧

                Mystical Space Typhoon (x2-3)

                UR Rarity
                Mystical Space Typhoon
                UR Rarity
                Mystical Space Typhoon
                Mystical Space Typhoon
                Spell Quick
                Mystical Space Typhoon

                  Target 1 Spell/Trap on the field; destroy that target.


                  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
                  Into the Void
                  Spell Normal
                  Into the Void

                    If you have 3 or more cards in your hand: Draw 1 card, and if you do, during the End Phase of this turn, discard your entire hand.


                    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
                    Dark World Dealings
                    Spell Normal
                    Dark World Dealings

                      Each player draws 1 card, then each player discards 1 card.


                      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
                      Monster Reborn
                      UR Rarity
                      Monster Reborn
                      Monster Reborn
                      Spell Normal
                      Monster Reborn

                        Target 1 monster in either GY; Special Summon it.




                        Tag(s):

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

                        Card Advance (x0-3)

                        N Rarity
                        Card Advance
                        N Rarity
                        Card Advance
                        Card Advance
                        Spell Normal
                        Card Advance

                          Look at up to 5 cards from the top of your Deck, then place them on the top of the Deck in any order. You can Tribute Summon 1 monster in addition to your Normal Summon/Set this turn. (You can only gain this effect once per turn.)


                          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
                          Monster Reborn
                          UR Rarity
                          Monster Reborn
                          Monster Reborn
                          Spell Normal
                          Monster Reborn

                            Target 1 monster in either GY; Special Summon it.




                            Tag(s):

                            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
                            Infernity Archfiend
                            DARK 4
                            Infernity Archfiend
                            • ATK:

                            • 1800

                            • DEF:

                            • 1200


                            When you draw this card, if you have no other cards in your hand: You can reveal this card; Special Summon this card from your hand. When this card is Special Summoned: You can add 1 "Infernity" card from your Deck to your hand. You must have no cards in your hand to activate and to resolve this effect.


                            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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