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.
Instructions for Playing Infernity
Sections covered in this guide:
Skill
Seo cladding a heel
Shell of a Ghost (Skill Card) (100%)
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
Core
Infernity Launcher (x3)
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.
Infernity Archfiend (x3)
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
Infernity Sage (x3 )
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 :(
Infernity Wildcat (x0-1)
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)
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)
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.
Infernity Suppression (x0-1)
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
Dragged Down into the Grave (x0-1)
Well, in theory it lets you win 1 hand from opp and it's free
Extra Deck
Big Bad Bosses
Infernity Doom Archfiend (x1)
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)
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)
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)
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
Number 70: Malevolent Sin (x0-1)
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)
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.
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.
Shiranui Squiresaga (x0-1)
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)
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)
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)
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.
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.
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)
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)
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
Card Advance (x0-3)
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)
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)
Infernity Archfiend (Textbook turn 1)
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