13/01/2013

Ultimate Leodip's Infernity Guide

As requested by Thomas, the winner of the 30.000 Visits Contest, here it is a full Infernity Guide.
As an Infernity lover (and pretty much half-veteran, since I played it in lots of builds with lots of techs at least once per format) I'm more than happy to write this one. What's more, this'll be a guide that I'll update, that's why it is the "ultimate" guide, it'll always be updated as long as I discover something new about Infernities that I think it's worth writing.
Let's start it: (cutting post because it is way too long)



The Mindset
An Infernity deck has lots of ways to be played, with lots of different builds and techs. Generally it is a control deck that can easily loop and generate advantage, or go into a field that would stop pretty much everything the opponent will try to do.
What makes Infernities different from other archetypes is that they require an empty hand to work, making them a pretty risky deck. What's more, they're a reverse toolbox and totally grave-reliant deck, so macro decks have the upper hand against this deck being quite the auto-lose except for MSTs.
However, when a newbie (different from "noob", a newbie is someone new to the game, nothing else) tries to approach Infernities by himself, he'll most likely think that discarding cards is the best way to make them working, while that's totally wrong. It's right that cards like Infernity Reflector could make you think it is like that, but that's the worst way to do it.
An Infernity deck is a Yugioh Deck, no matter what, and as every deck in Yugioh, it likes being in advantage, so discarding cards is just a -1 or more, and that would never generate advantage like Fableds or Dark Worlds would. What's more, having an empty hand would make tons of your discard cards totally unuseful, and thus Dead Draws.
Keeping this in mind, the Mindset everyone would use, instead, is having a little monster set, with tons of settable S/Ts, that's why they assume the looks of a control deck, because of the tons of traps they can set.
Being empty-handed, then, is the result of setting traps, and not of discarding.

The Archetype Cards

Keep in mind that NS means Normal Summoned, SS means Special Summoned.

Infernity Archfiend 1800/1200 DARK/Fiend LV4
Search and Find.
When you have no cards in your hand and draw this card, you can reveal it to Special Summon it (Trigger). When this card is Special Summoned, if you have no cards in your hand, you can add 1 "Infernity" card from your Deck to your hand (Trigger).
Basically a staple in 3 copies. Makes the deck working and looks for everything, even Launcher and Barriers. That's it.

Infernity Necromancer 0/2000 DARK/Fiend LV3
Grave Ghost
When this card is Normal Summoned, it is changed to Defense Position (Trigger). If you have no cards in your hand, this card gains the following effect: Once per turn, you can select 1 "Infernity" monster in your Graveyard, except "Infernity Necromancer", and Special Summon it (Ignition).
Another staple in threes. It gets you advantage and monsters from grave. What's more, it doesn't care about the level, you can even bring  Infernity Doom Dragon, the LV8 Synchro, if he was properly summoned. That's it.

Infernity Avenger 0/0 DARK/Fiend LV1 Tuner
I'll avenge him
When a monster you control, except "Infernity Avenger", is destroyed by battle with an opponent's monster and sent to the Graveyard, while you have no cards in your hand, you can Special Summon this card from your Graveyard. In that case, the Level of this card is equal to the Level of your destroyed monster (Trigger).
The tuner, best one probably, since you can go into LV8 synchros with Necro+Archfiend, and you'll learn those are the best levels you can get with this deck. Some prefer Beetle over Avenger, but the majority says Avenger, and I'm one of those, since Beetle lost his main synchros, like Brionac, Goyo and Trishula.
Most of times you'll play it at 1 or 2, as personal preference, because it won't get removed, but if it happen to be, you can even recycle him with Leviair.

Infernity Beetle 1200/0 DARK/Insect LV2 Tuner
Duplication technique
While you have no cards in your hand, you can Tribute this card to Special Summon up to 2 "Infernity Beetle" from your Deck (Ignition).
Lost all of its popularity since the levels it can go into are mainly LV9 and 6, and there are pretty much no good ones left. What's more, needs three slots, and if you draw into two of them you're pretty dead.
As a good side, though, it can go into LV8 with Archfiend and it alone while thinning the deck by two.
I wouldn't recommend to run it anymore, but if you're going to, play it in three copies.

Infernity Mirage 0/0 DARK/Fiend LV1
Looper
This card cannot be Special Summoned from the Graveyard (Condition). If you have no cards in your hand, you can Tribute this card to select 2 "Infernity" monsters in your Graveyard. Special Summon those monsters (Ignition).
Generates lots of advantage and has a Launcher-like effect. You can SS him from the Deck, Banished Zone or Hand, but not grave. Stygian Security and One for One are some of his best friends. It could be ran in 3 copies if it wasn't that drawing into him is pretty bad, that's why it is kept at 1, and some builds that don't care to loop/combo don't even play him.
I'd say 1 in most builds, it is sooo much useful that I can easily forget the drawback of drawing him, but to stay as objective as possible, I'd say that playing none isn't impossible.

Infernity Randomizer 900/0 DARK/Warrior LV1
Not for Infernities
Once per turn, while you have no cards in your hand, you can draw 1 card and reveal it. For a Monster Card drawn with this effect, inflict damage to your opponent equal to the Level of that monster × 200. For a Spell or Trap Card, you take 500 damage (Ignition).
Makes Archfiend lose timing, and drawing a monster could be bad. Drawing a S/T would make you take some damages and isn't really that helpful, so there's no real reason to run it in infernities. It's great for Randomizers deck and PACMAN.
Run 0 in Infernities, but you could try to tech it at 1.

Infernity Guardian 1200/1700 DARK/Fiend LV4
I'll protect you forever
While you have no cards in your hand, this face-up card cannot be destroyed by battle or by card effects (Continuous).
Okay card, it's more for stun-oriented builds, but you could tech 1 copy in standards builds. It is a great topdeck, and some decks just don't have outs to this, except for papilloperative if they have an OTK field, but with one of your traps you should be ok. It is great for XYZs with Archfiend.
If you want to tech it, play 1. In stun builds I'd say 2.

Infernity Launcher Continuous Spell
Shoot!
Once per turn, you can send 1 "Infernity" monster from your hand to the Graveyard (Ignition). If there are no cards in your hand, you can send this card to the Graveyard to select up to 2 "Infernity" monster(s) in your Graveyard and Special Summon them (Ignition).
Well, +1 off nothing and searchable via Archfiend, what's more provides some discards for bad times or loops. Broken, isn't it?
Always play the one you're allowed for, since this thing is limited.

Infernity Inferno Normal Trap
Divergence of opinions
Discard up to 2 cards and send the same number of "Infernity" cards from your Deck to the Graveyard.
There's some war for this card. Some say it is great, some it bad. I don't like it myself in standard Infernities. The reason some like it is that you can use it to set-up grave. The reason some (majority) hate it is that it requires discard fodder, meaning a -2 from your hand and a -1 from its own activation, and could be Dead Draw because you're trying to stay handless.
What's more, we don't really need that much grave set-up, we have got easier ways to send them to the grave without having that -3.
Run 0 if you don't like it, 1 if you like it. Never more than 1, even if you love it.

Infernity Break Normal Trap
Destroy 'em
Activate only if you have no cards in your hand. Select 1 "Infernity" card in your Graveyard and remove it from play. Select 1 card your opponent controls and destroy it.
Expecially good for when you loop and you go into void ogres without Infernity Doom Dragon or Archfiend on the field. You can banish Infernity S/Ts for this card's effect, so it's great. Banishing a used Mirage could be pretty good with Leviair around.
Play 1 or 2, 3 could be too much if you play 3 barriers. In XYZ build, feel free to play 3.

Infernity Barrier Counter Trap
Nope, you won't
Activate only when your opponent activates a Spell Card, Trap Card, or Effect Monster's effect, if you control a face-up Attack Position "Infernity" monster and have no cards in your hand. Negate the activation and destroy that card.
Negates pretty much anything. Even though you'll need to be empty-handed and have a face-up attack position Infernity, that's ok for this great negation without costs and Archfiend searchable.
I'd play 3, but some think that 3 are too much. I'd say never less than 2 if you're using a synchro build.

Other cards are junk, pretty much. See the list here. The only things considerable there are Knight and Beast to combo a little more with Necromancer so that you can go into leviair with Necromancer alone. General has some uses, but way too many restrictions. What's more it's quite dead in hand.

Supports
Supports are those cards that don't have "Infernity" in their name, but they directly or indirectly support them. I won't write their effects under them, but there's wikia's link.

ZERO-MAX Normal Spell
Personal Reborn/Dark Hole.
Theorically great, but when applied, you notice its weaknesses. For example, if you bring Archfiend, he loses timing, even if there are no monsters to be destroyed. Skipping the battle phase is pretty bad, because if you can't use this card to go into final pushes, you'll have to bring necromancer without destroying anything and then Archfiend with Necromancer's effect, thus requiring a little set-up that would leave a not-fully-protected field.
You could tech it, but I feel Call of the Haunted is a lot better. 0 is recommended, if you like it 1 or 2, but try not to exceed with the number of CotH+ZERO-MAX.

Wave-Motion Inferno Continuous Spell
Bad, simply bad.
TBH I like the card, that boost is pretty hilarious, but hasn't uses, and the second effect is really bad.
0 is recommended.

Phantom Hand Continuous Trap
...
Has some potential, but, really, it's bad when played. It empties your hand without really making you lose anything, but it'll require an Infernity on the field and if you're playing the deck right, you won't have those hands that you'll require to banish. 0.

Tour Guide from the Underworld 1000/600 DARK/Fiend LV3
Not because it's a staple.
Tour brings Necromancer and lets you go into Leviair to retrieve something you've lost or your mirage while set-upping your grave. It's pretty much awesome, it lets you have some easy beatsticks before you go into advantage for either control over the opponent or comboes/loops.
Because it'll always bring Necromancer, it's not needed at 2. If you really like her, play 2, but 1 is recommended.

Dark Grepher 1700/1600 DARK/Warrior LV4
Armageddon Knight 1400/1200 DARK/Warrior LV4
Reinforcement of the Army Normal Spell
Foolish, Foolish everywhere.
A little grave set-up is needed, no matter what you're going to do, could it be Control, could it be Combo, but you'll always need something.
And thus, those are your personal Foolishes, and, if you ask me, they are even better than Foolish itself.
Dark Grepher uses up your hand, so I'd never recommend more than 1, because drawn mid game (mid game for infernities is when you've already no cards in hand) it is dead. However, one's needed, even because you can search it via RotA.
Armageddon is easier to use, but if you've your hand clogged, it won't help much, except for Stygian plays.
Said this, RotA is great. Whenever you draw it, it will never be dead. You can set it if you have to use your NS for something else, search Grepher if you have a dead stygian in hand and maybe even a Mirage in hand to start comboeing, or Armageddon if you are mid/late game.
If you ask me, you could even not play Foolish, because it is a -1 in terms of card advantage. Even grepher is a -1, but it has a body, and that -1 could even be a stygian or something else you need in the grave.
In the end, I'd say 1 Grepher, 1 Arma and 1 Reinforcement, but you get to decide. However, I'd never play 2 Grephers and I'd recommend no one to.

Summoner Monk 800/1600 DARK/Spellcaster LV4
Good, Monk's build are coming.
Monk is a pretty debated card. It's like grepher in terms of problem, only that you tend to set the spells you have in hand, and rarely you'll want to discard them for this card's cost. However, if you make it going (OCG-wise), you can go into arma, then Lavalval and that makes 2 to the grave or 1 and archfiend at top.
It's a virtually great card, if you like it you can play a monk build with a good amount of spells. Remember that Monk could event trigger Archfiend, eventually, so if you have either avenger or necromancer in the grave, you can get your comboes going with just monk+spell and archfiend in deck.

Stygian Street Patrol 1600/1200 DARK/Fiend LV4
Combo starter.
Great card, once in grave it can empty your hand while starting your comboes, triggering searchs and summon mirage, kind of great.
For Monk builds, just think that an hand of Archfiend, Monk and Spell (OCG-wise), could turn into great things even without tuners (Monk builds are allowed to play no tuners because they're XYZs-based).
Monk, discard spell, bring Stygian, go into lavalval, detach stygian, send stygian to grave, banish one stygian and SS Archfiend, search another Archfiend, banish stygian, SS Archfiend, search Launcher, activate it, then go into Lavalval with two Archfiends, detach one Archfiend and send necromancer to the grave, use Launcher's effect, SS Archfiend and Necro, get a search with Archfiend and search the third archfiend, NS it, XYZ the two archfiends into something that can detach immediately, detach one archfiend, SS it with Necromancer and get a search, it's better if it is an ABC (Awesome Backrow Card, Barrier or Break, basically). This without tuners or anything else.
It is pretty flexible, so play it at least 1 copy (general consensus), however, I always preferred 2, because it is flexible. If it is a monk build, play 2 or 3.

Call of the Haunted Continous Trap
Pretty good.
Reborning your monsters basically for free. Chainable to MST to get an Armageddon dump.
The main use for this card, though, is to revive your Void Ogres and Archfiends, or start some comboes via Necromancer.
2/3, I'd say. 3 could clog, I feel 2 is perfect, but it depends on how fast you fill your grave.

Hundred Eyes Dragon
Looper.
Banish Mirage and get your comboes going. Easily summonable.
I'd play 1 everywhere there's a tuner, and at least at the same number of mirages you play. I think that 1 mirage with 1 HED is great.

Void Ogre Dragon 3000/3000 DARK/Dragon LV8
Personal Shi En, nuff said.
Great, but you play Call of the Haunted, so 1 is enough since you don't want to clog your extra too much, do you?

Lavalval Chain 1800/1000 FIRE/Sea Serpent R4
The dream of every TCG Infernity Player.
Basically, it was made for this deck.
Play 2 if you can, but never 0 if you can play OCG cards. XYZ builds need 2, don't play the XYZ build if you can't play this guy.

Techs
Some techs you could play:
-Upstart Goblin, draws what you topdecked with Lavalval Chain. Notice that Archfiend loses timing with this thing, so don't start abuses. It's more for XYZ builds.
-The Transmigration Prophecy, recycle our best card, Infernity Launcher. What's more, could be used to disrupt some of the opponent plays. Just think that when you have a combo going with transmigration available you can recycle both Hundred Eyes and Launcher to search launcher with Archfiend and go into hundred eyes again. Good card, really.
-Monster Gate, tribute one random stygian on the field, and lol. It could get you a mirage, necromancer, archfiend or anything really. The bad side of the card, though, is that you'll have to mill lots of S/Ts that could even be Launcher or barriers.
-Destiny HERO - Malicious+Plaguespreader, the first clogs your hand if you draw into him without Grepher, the second empties it. They both work wonders when together, though. Malicious is fodder for grepher's SS effect, and if you discard him for grepher and send Plaguespreader to the grave you can go into easy Void Ogre. Great, love it.

Builds
Infernities have a wide range of builds, here are some:
-Avenger Build, the most played. It gets you LV8 effortlessly, and you can both combo and control with them. It uses 1 or 2 Avengers, 0 or 1 Mirages (based on how much you like to combo), 0 or 1 One for One (only if you play mirage), 1 grepher+1 arma+1 rota and few techs. It is mainly used in TCG 'cause in OCG there's the reign of Verz with their Ophion that locks the deck down.
-Beetle Build, the debated one. It is way faster than the avenger build, but loses lot of consistency and with the loss of brionac, goyo and trishula, beetle lost the most of his synchros. 3 Beetles, the rest is pretty standard. 0 Mirages, usually.
-XYZ Build, OCG one. Both the availability of Lavalval Chain and Emeral (the latter isn't that important, though) and the Verz meta, this is the most consistent in the OCG, and it got quite some popularity even in TCG, but no play since we lack Lavalval Chain. It can get crazy comboes on turn 1 with little set-up, but mainly lacks beatsticks. However, while comboeing, you can go into Thunder Spark Dragon and don't care about opponent's monsters. Usually 2 Stygian, no tuners, 2 Barriers with 2 or 3 Breaks and 2 Monks. If you play few monsters, grepher could be dead, even if I play it no matter that. My favourite buid.
-Abuse Banished Build, bad name, but didn't know how to call it. One of my old ideas about Infernities, it is based on looping so much that I used to play escape from the dark dimension since Leviair wasn't out, yet. It is based on an Avenger Build, but loop based to go into crazy fields. The less consistent, probably, just a for fun build.

Lists:
Teched Infernities By Leodip

Comboes
...Coming Soon...

Weaknesses
Ya know, everything has weaknesses. Infernities main weaknesses are Anti-DW side, so that you'll get hit by Dimensional Fissure or Macro Cosmos (that's used against lots of things), and its possible inconsistency. If you don't combo or get some advantage right away, they could turn everything they have against you. What's more, you can't usually play Heavy Storm, so an Antimeta could even kill you with its lots of face-downs.

Conclusions
The deck's great, I myself playtested it a lot in the past. The only real weaknesses it has are bad hands, basically, but I feel that a well-built XYZ build doesn't even fear this.


Feel free to correct me if there's something I forgot, just write it down here in the comments.

5 comments:

  1. Replies
    1. You're welcome, I liked writing it, even if it took quite some time and I couldn't write up posts about things I thought in this period. Expect a post, today itself, maybe.

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  2. been looking for a good guide to get me started, im actually running somewhat of a hybrid Synchro/Xyz build

    3 archfiend
    3 necromancer
    2 mirage
    2 avenger
    2 stygian street patrol
    2 monk
    2 grepher
    1 Plaguespreader

    1 launcher
    1 burial
    1 book of moon
    1 RoTA
    2 MST
    1 one for one
    1 mind control
    2 duality
    3 barrier
    0-2 break (really unsure how i feel about it, seems dead imo)
    2 call of the haunted
    1 fiendish chain
    1 breakthrough skill
    1 compulse
    1 bottomless
    1 warning


    prob gonna test 1 transmigration and some malicious

    ReplyDelete
    Replies
    1. The list doesn't really feel "wrong", but still, I may have to rewrite the guide because Infernity XYZ is DEFINITELY taking the lead. Thanks for reminding me with that message. And, no, I probably will drop the Combo section, it being totally useless in the XYZ build. I'll write a Power Play section, though.

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  3. cant wait to see the combo section finished!

    ReplyDelete