Showing posts with label Loop. Show all posts
Showing posts with label Loop. Show all posts

14/11/2012

My take on Meta (or ex-meta) Decks: Infernities


Monsters: [16]
1 Armageddon Knight
1 Dark Grepher
2 Destiny HERO - Malicious
3 Infernity Archfiend
1 Infernity Avenger
2 Infernity Mirage
3 Infernity Necromancer
1 Plaguespreader Zombie
2 Stygian Street Patrol

Spells: [11]
1 Allure of the Darkness
1 Dark Hole
1 Foolish Burial
1 Heavy Storm
1 Infernity Launcher
1 Mind Control
1 Monster Reborn
2 Mystical Space Typhoon
1 One for One
1 Reinforcement of the Army

Traps: [13]
2 Call of the Haunted
2 Compulsory Evacuation Device
3 Infernity Barrier
1 Infernity Break
1 Infernity Inferno
1 Solemn Judgment
2 Solemn Warning
1 Torrential Tribute

As always, the extra is pretty random, I tried to fit in everything I could see an use for.
So, let's explain something:
I don't know how infernities are played in this period, but I think they're pretty different from this. The main idea behind this deck is being able to start off with something. Basically, recently I saw an infernity playing, and it often started with setting necromancer and a card and ending the turn. I just didn't like that, because a good deck with a good hand would have killed them, and if it didn't, it would have setted so many cards that would have stopped the deck's plays totally. So I thinked that being able to start off with something on first turn would be great, and so it was. I added plague to freely control my hand and as a lv2 tuner that can go into catastor with a dead necromancer, but mainly to start with some big monsters on turn one with armageddon and such. However, I think this card is great because it isn't hard to have a malicious in the grave with this card. Starting off with grepher+malicious could let you handle even a 4 monsters hand and not only, even more based on the other sources you've got. However, grepher, discard mali, send plague. Oh, see, a first turn Void Ogre Dragon. So, if you didn't notice, this build is kind of based on void ogre. Being able to summon it in early game can win you games, if well played. Trying the deck, you can see how fast it is.

This was the main strategy of the deck, let's see the single cards:

1 Armageddon+1 Grepher+1 Reinforcement of the Army, since emptying your hand is almost as important as setting-up your graveyard, Reinforcement is an awesome card, since you can set it if you can't normal summon this turn. Grepher is an awesome card, but drew late game he's kinda bad if you don't have dark monsters in hand (likely to happen), that's why an armageddon is there, too. That works however and whenever, great card, sheningans with call of the haunted.
2 Malicious+1 Plaguespreader, fast synchro plays and hand clearing. Awesome.
3 Archfiend, 1 Avenger, 3 Necromancer, 2 Mirage. You know how much I love looping and comboeing, right? So 2 mirage is self explanatory. The 3 Archfiend are for search power, the 3 necromancers for reborning and searching with archfiend, and avenger is for synchro power. Why just one Avenger, you may be asking. Space issues. I decided to drop this to 1 copy instead of other cards because this one isn't realy needed at more than 1. Can't be Bottomless'd, can't be prison'd, it would be stupid to Crow it. If they do really remove him some way, you can still recycle him with leviair. 2 Mirage are for looping.
2 Stygians, great card. Other than enabling comboes with mirage, and searchs with archfiend, it easily empties your hand for great plays. Recycling it with leviair is great, too.

Staples, no need to talk about them, right?
1 Allure, draw power and empties hands like a boss. Banishing archfiend when you are able to go into leviair is great, too.
1 Launcher, obvious card, still most tend to forget about the discarding effect.
1 Mind Control, we do play some good tuners, and level 3 and 4 are everywhere in this meta, so why not?
1 One for One, great card, searches your avenger to start comboeing, your mirage to start your loop while discarding a dead monster in your hand.

2 Call of the Haunted, originally those were 3, cutted to 2 because I needed slots. Triggering armageddon like this is great, but this starts comboes everywhere, no need to ask.
2 Compulsory, great card, and versatile. It happened that I bounced my own leviair for the game.
3 Barrier, yeah, I don't know much about how infernities are played right now, still I think of this as a great card. For me, it is a staple in 3x in every build.
1 Break, you may be wondering, only 1? Well, that's not wrong. The card is good, but slots are really a problem, and I didn't expecially liked this card, so it's fine with me.
1 Inferno, great card, empties hands and set-ups the graveyard like a boss.
Solemn Trio, staple.
1 Torrential Tribute, great card.

As for the extra, I want to make you notice, before we continue, that this is a TCG build. However, since there are some cards that would be great from the OCG, I think I should have put them however, so I put them in the side deck. There should have been an Emeral, too, but I forgot it.
As for the TCG extra:
Catastor is a great card.
Colossal against deck that don't have lots of destruction effects, like Chaos Dragon. What's more, he has a really great ATK.
Dark End Dragon, a little cost of ATK points can actually send a monster to the grave bypassing stardust. That's great.
Uruquizas, and not gaia, why? Reapers, that's it.
2 Hundred-Eyes Dragon, loops, loops everywhere.
Infernity Doom Dragon, if only void had the "infernity" word in his name... Oh well, that's what we've got. For great starting hands that could make void ogre but with a couple of barriers, it is a great card.
Scrap, awesome card, needn't to talk.
Stardust, read scrap.
Stygian security, oh, awesome card. You can virtually wipe out a full field. I happened to face a chaos dragon that had tons of big monsters and 1 lyla on the field without any set cards. That was the death my opponent had to face.
2 Void Ogre Dragon, great card, I would have played more if I had slots, still I won't need all of them.
Abyss Dweller, instant detach, and that's needed when comboeing with infernities. Other than this, it is a great card against DWs and atlanteans/mermails and random cards like sangan.
Leviair, looper. Period.
Maestroke, great card to protect yourself. It even is an instant detacher sometimes, and that's needed.


So, so, what do I think about infernities? It is a great deck, with great cards and great comboes. Still, dies to Dimensional Fissure and Shadow Imprisoning Mirror. Awesome deck for casual games. I like how this deck comboes, but my internet connection, recently, is way too slow to enjoy combo decks since it lags alot, and I'm sticking to antimeta.

Hope you enjoyed the post, I'm planning on doing more of this. See Ya.

04/10/2012

Leyvaten LaDD Loop

You can Special Summon this card from your hand or your Graveyard by removing from play 1 face-up monster you control equipped with a "Dragunity" card(s). When this card is Normal or Special Summoned, you can select 1 Dragon-Type monster in your Graveyard, except "Dragunity Arma Leyvaten", and equip it to this card. When this card is sent to the Graveyard by your opponent's card effect, you can select 1 of the monsters that were equipped to this card when it was sent to the Graveyard, and Special Summon that monster from the Graveyard.

The LeyvaLaDD Loop, it always fascinated me. For those who don't know, the Leyva-LaDD Loop is a loop that uses Leyvaten to equip LaDD with its effect, and then, when Leyva or LaDD is destroyed, you use LaDD's effect to SS Leyva and equip it with LaDD once again, forming a loop.
I always liked this one, since it was, theorically, a 2600 ATK Wind-Up Rabbit (always stays on field, this more often than rabbit), only it has few holes:
1."When...You can" effect on this card's equpping effect;
2.Banishing or bouncing cards, that would break the loop;
3.Destroying your whole field.

Quite some holes, aren't they?
However, reading some cards recently and thinking (at school, we were doing math, I just didn't want to do anything and wrote some random things on my diary while thinking on this), I noticed how lots of these holes can be fixed:
1.Can't, but there aren't lots of cards that will make it lose the timing.
2.That was quite the problem back in time, but since no one plays D.D.Crows anymore, it's good, and veilers just stop the loop without breaking your set-up.
3.As we learnt with Yubel, it's not that big of a problem if we do play cards that can be chained and can survive to a mass nuke. Feel free to try Tour Engine+Rabbit.

The loop is kinda flexible, you have multiple ways to trigger it and to set-up it, and if you lack something, you can still play and stall, like leyva, equip redmd, once leyva is destroyed, SS redmd, if he survives, SS Leyva back during your turn and equip something else.

What's more this deck can count on some draw cards, such as:
1.Advance Draw, if you use it on Leyva with LaDD equipped it's basically a PoG;
2.Trade-In, helps set-upping, lets you draw other pieces for the combo other than the one you just discarded;
3.Cards of Consonance, we play aklys, and sometimes even phalanx, being both searchable via ravine, that's not bad.

To set-up the grave we've got, other than trade-in, even ravine, that's searchable via terraforming.

To revive Leyva to start the loop we've got REDMD, virtually 3 call of the haunted, monster reborn and LaDD itself, other than normal summoning, but that's quite hard to achieve.

To summon ladd and control a bit we can even use Photon Sanctuary, if you like, but we play few LIGHT monsters, I believe they aren't enough.

Mystellatein isn't a bad choice, too, but it's for more pure builds, with phalanx it's either double tribute fodder or LV8 Synchro.


Sadly recently I've got some problems on DN, I can't stay logged for more than 20 minutes, usually, after that it automatically closes, still trying to understand it. For this reason, I've got no time to test and fix, so it's subsequently hard to update the blog, but I believe I can do something.

Stay Tuned.

29/08/2012

Believe it or not, Infernity Yet Again

As said in the previous post, I'm actually developing an infernity loop post-ban. Of course, meant to be for fun and to show konami that we play what we want, or more like a revenge against some friends of mine who said the deck can't loop anymore without brionac.
I'm actually at a good point with it, I've solved lots of the issues I had. I'll probably use cannon soldier to tribute monsters on the field, that's both the win condition and the thing that lets me loop.
Actually I had the idea of cannon soldier noticing that in the anime, kalin uses Hundred Eyes Dragon's effect on Infernity Dwerf, only that dwerf isn't a fiend-type monster, while I was kinda sure HED could target only LV6 or lower DARK Fiend-Type monsters, but, yeah, it lacks the fiend-type restrction.
With Emeral recycling two cards and another copy of itself, that's what we need.
I'm at a good point, I believe in a couple of days I'll be able to post it. The only problem I have is that I can't discard the cards I draw via emeral, but I've thought of something.
Was a fast one, but I'm heavy-working on this, actually, so I've got nothing else to post, couple of days, or even tomorrow if I meet this evening a friend of mine to develop this better.
Stay Tuned.

28/07/2012

Speedy Article: Vylons

Developin' 'em ATM.
Why those? A friend of mine is annoying me asking me "Do you have a Vylon deck? Do you know how to build one? Can you help me?", and, well, I'm actually studying them on DN, just put some together. I already knew the Kay'Est-Element Loop, but I'm trying not to read anything else online and not seeing any other builds to do this, I don't want to be influenced by other builds/other person's builds/ideas.
I'm going for the loop, I believe, or for a control one with the synchros, or OTK one with Sigma (the only vylon build I ever played).
Wait for this, I'm starting to like them. In the while time I could post another deck that's under developing and the Card of the Week.
Thanks for reading and following the blog. If you have some requests on something, some decks, some cards and likes you want me to review/build, well, just ask.

09/07/2012

Card of the Week #8: Constellar Ptolemys Messier 7

2 Level 6 monsters
You can also Xyz Summon this card by using 1 face-up "Constellar" Xyz Monster you control as the Xyz Material, except "Constellar Ptolemys Messier 7". (Xyz Materials attached to that monster also become Xyz Materials of this card.) You cannot activate this card's effect the turn you Special Summon this card this way. Once per turn: You can detach 1 Xyz Material from this card to target 1 monster on the field or in either player's Graveyard; return it to the hand.
Random Rulings:

1.Summoning this card by overlaying it on an XYZ monster is considered a proper XYZ summon;
2.If this card is the only monster on the field, and there're no monsters in both grave, you can still use this card's effect and retrieve the detached monster;
3.If this card is summoned with its effect, and then you flip it face-down and then face-up, you can use its effect.

Explanations:
For the first one there isn't really an explanation, since it is clearly written in the text, more than an explanation there's a result for this.You'll be able to reborn this card with call of the haunted, monster reborn or even XYZ reborn.
The second one is really simple, Messier can bounce itself, nothing says he can't, and, how I said lotw of times, you need at least a valid target before you activate the effect, then you decide who's your target, in this case either messier or the material.
Third is the easiest one, it says "you cannot activate this card's effect the turn ecc...", if instead of "this card's effect" it had written "Constellar Ptolemys Messier 7, you wouldn't be able to do so.

I talked alot about this card in the past, haven't I? Let's see this card closely first:

-Constellar monster, got a lot of good supports, expecially because it is a Constellar XYZ, however those supports are to be played in Constellar Builds.
-LIGHT, we all know that LIGHT monsters are supported in a lot of ways, don't we?
-Machine, maybe one of its main weakness, could be used as material for chimeratech fortress, even if Machine got some good support, nothing special, though.
-"2 Level 6", generic XYZ summon, that's what makes this card great, monarchs, gishkis, LV6-abuse builds, and so on.
-Another way to XYZ summon it, got an effect that makes its summon easiest, you can XYZ summon this card by simply putting it on top of a Constellar XYZ monster, however the turn you do so, you won't be able to use its effect.
-Awesome stats, while you can understand at first catch why 2700 ATK is great, if you're a new player or a returning one, you won't easily understand why 2000 DEF is great, that's for Maestroke. Maestroke's effect flips it face-down, to attack it. That works with a lot of monsters, because monsters who have high ATK, won't have high DEF, while this card has both. Utopia itself can't run over this card, even pearl's atk isn't enough, Gaia won't run over it. The only one that can kill it are Zenmaines with his effect, and thus while taking some damages, acid golem, and thus while seriously limiting his owner's moves, and a combination of Maestroke and a monster with at least 2050 ATK, and it does need a lot of efforts for a deck that doesn't abuse of XYZs. Another monster that could get rid of it is God Dragon of Heliopolis, or something like that, don't fully remember his new name, the old one, though, was ennead, you all should remember him.

Sadly, still OCG-only. More pesonally speaking, this card is kinda awesome, generic XYZ summon, even a specific one by overlaying it over a Constellar XYZ. It got even an awesome effect, bounce monsters on the field, retrieve monsters in the grave. Not to talk about its great stats, which I talked about earlier.

I love this card in monarchs, Illusion Snatch does a great job in there, normal caius, use his broken effect (I believe his effect is one of the most brok in the entire game, only that being a tribute monster it isn't as broken as tour guide, but thinking of that if tour guide were a LV3 monster that required to be normal summoned a tribute, she would be pretty caius-like, theorically awesome effect, but when it comes in play, that -1 is for her normal summon isn't good), then SS Illusion Snatch, go into Ptolemys, recycle either Illusion Snatch or Caius (the one you don't want to risk to los, if you have another monarch in hand, I'd take Illusion Snatch, if I haven't I'd take caius to normal summon him when needed). Next turn, if Ptolemys is still there, take the remaining one, tribute it for caius, use his broken effect, SS Illusion Snatch, go into another Ptolemys, rinse and repeat 'till you win, lose or run out of Ptolemys.

This card is an awesome one in Gishkis, mainly Gishki Hieratic where it has a loop, discard Shadow, add AquaMirror, eff mirror, discard (or to be precise, tribute from hand) tefnuit, SS Gustkrake, see 2 cards, send 1 back, SS Wattdragon/Luster Dragon#2, XYZ Gustkrake and Luster Dragon#2 into Ptolemys, eff ptolemys, detach Gustkrake, add Shadow. Eff Mirror, return it to the deck, and take back Gustkrake, eff shadow, search again mirror. Rinse and repeat this too, till you run out of Hieratics/Ptolemys. If you draw into multiple copies of Shadow, for a turn you could retrieve a hieratic, in place of a shadow, that way you can make the loop stand one more turn.

Ptolemys gave birth to the XYZ Climb, which I talked about in the past, in this post. That's an easy way to summon what's needed, mainly this one for the next turn, or gaia to run over nasty reapers or cards like that. You could use XYZ Gift while doing the XYZ Climb, since you're not going to use all of the material. Let's say you draw into Batteryman AAA, SS another AAA, XYZ into Omega (2 XYZ material, at this point you could yet use Gift), Chaos XYZ Change into Ptolemys (if you haven't used it before, you could use gift now, because it has 3 material under it, right now), Chaos XYZ Chang einto Gaia (now you could use 2 Gifts, since it has 4 material, if you haven't used any before). However Gift has a nasty restriction, you need 2 XYZ monsters on the field, that's bad. However if you are doing the XYZ Climb you could do as in the post I linked, go into ptolemys, wait a turn and then do the XYZ Climb again, while having 2 XYZs on the field.

As said on the Ptolemys' tips page, you could use Future Fusion (you know how much I love this card, don't you?) to send 2 Gigaplants or Il Blud, SS one with Swing of Memories, Gemini Summon it, use its effect to SS anoter one from the grave, then go into ptolemys, use its effect to take back one of the materials.
Before continuing, you must know that when glow-up bulb and spore were banned, I was sad not for Plant Decks (or to be more precis, synchrocentric decks, since only few cards of the original plant deck were still there), but for GigaVise, one of the deck I loved. Well, they are replaceable in there, but no one will totally fill their place. However, with Copy Plant you'll be able to go into this card, send supervise to the grave and SS another gigaplant, while you can use ptolemys' effect to take back copy plant to NS it next turn and go into another R6, or, if you got another supervise, you can SS spore ang do immediately into a synchro or another R6, while triggering again Supervise.


Well, That's All Folks, while writing this, I had the urge to play GigaVise again, once I'll have a bit of time, I'll rebuild it, and then, if it works, I'll post it here.

P.s. want a little tip? As you could imagine from reading the link of this page, I initially wrote card of the week #7, in place of 8, that probably was because of ptolemys being "Messier 7", and, being not to concentrate, I wrote it like this.

16/06/2012

Infernity Gagaga Gunman FTK, Improved Combo

2 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card; activate 1 of these effects based on this card's battle position. ● Attack Position: This turn, during the Damage Step, if this card attacks an opponent's monster, it gains 1000 ATK, and the attack target loses 500 ATK. ● Defense Position: Inflict 800 damage to your opponent.
Well, I talked in the last post of the Gagaga Gunman Loop, read the post if you didn't it'll work as an introduction to this post.

I opened a text file and started writing, I worked on it, and finally I did the combo without the need of another card on the field. This combo is pretty much perfect, not considering opponent's card, because you can do infinite Emeral and you'll never run out of searchable monsters in the deck for Infernity Archfiends, cards that will be used as discard fodder for Brionac.

Let's start.

To manage the combo you'll need to know the 3 basic "Route"s for this, the HED Route, the most known, the Gunman Route and the Emeral Route. I decided to call them route because they are little comboes that let you do something, this is to help you understand the total combo.

Basically:
The HED (Hundred-Eyes Dragon) Route requires at least an HED in the extra, with the usual grave setup, Archfiend, Avenger and Necromancer, and Mirage on the field (or ready to be summoned from the hand, doesn't really matter). This is the most known, just use Mirage's effect, SS Necromancer and Avenger, use Necromancer's effect, SS Archfiend and, if needed, use Archfiend's effect, but it changes from situation to situation, I'll explain it better during the combo. Synchro all into Hundred-Eyes and you'll have the field you need for the other comboes. If this Route is following the Gunman Route, you'll need to search with Archfiend to bounce with Brionac's effect the remaining XYZ monster.

The Gunman Route requires at least a Gunman in the extra deck, Mirage, 2 Necromancers and 2 Archfiends in the grave, and HED and Brionac on the field. This isn't hard ot achieve if you follow the total combo.
Just use HED's effect banishing Mirage, then tribute HED to SS 2 Necromancers, use first necromancer's effect to summon an Archfiend without searching or searching an ABC (Awesome Backrow Card, like Infernity Barrier or Infernity Break), then second Necromancer's effect to SS the second Archfiend and use his effect to search a discardable monster, usually beetle or general. XYZ the two Archfiends into a defense position Gunman, use his effect to deal damages and then XYZ the 2 Necromancers into Leviair, use Leviair's effect to SS Mirage. Use Brionac's effect, discard the card you took with Archfiend to bounce Leviair or Gagaga, doesn't really matter. You'll remain with Brionac, Mirage and Gunman/Leviair and the grave with his best set-up.

The Emeral Route requires at least an Emeral in the Extra Deck, Mirage in the grave along with 2 Necromancers and 2 Archfiends, and HED and Brionac on the field. Like for the Gunman Route, this situation isn't hard to set-up.
Use HED's effect to banish Mirage, tribute itself to SS 2 Necromancers, eff of the first Necromancer, SS Archfiend without searching or search an ABC, eff of the second Necromancer, SS the second Archfiend, search a discard fodder. XYZ the two Archfiends into Emeral, use his effect to shuffle back 2 HEDs and an Infernity Monster usable as a discard fodder, then draw a card (you'll have 2 cards in hand right now, then). XYZ the two Necromancers into Leviair, use its effect to SS Mirage and then use Brionac's effect to discard the two cards in hand to bounce both Leviair and Emeral. The only change that can be done here is what to put back with EMmeral, I'll explain it during the combo.

There's even a Brionac Route, but since it is usable only a time, there's no need to write it here, I'll write it directly in the combo.

Here's the full combo, then (on hand, without having yet used your normal summon, Mirage, in grave Archfiend, Necromancer and Avenger, in the extra deck , 1 Brionac, 1 LV5 generic Synchro 1 Emeral, 1 Leviair, 1 Gunman and 2 HEDs):
NS Mirage
Go into the HED Route searching Launcher with Archfiend's effect.
/Use HED's effect, banish Mirage, tribute itself, SS Necromancer and Avenger, use Necromancer's effect to SS Archfiend searching for a second Necromancer and discard him for Launcher's effect, Synchro into Catastor with Avenger and Archfiend (or into any summonable LV 5 Synchro), use Launcher's effect to SS the second Necromancer and Avenger, use the second Necromancer's effect to SS Archfiend searching for another Archfiend, Synchro Avenger and the LV5 Synchro into Brionac.
XYZ the 2 Necromancers into Leviair, use its effect to bring Mirage back, then use Brionac's effect to discard the Archfiend you have in hand to bounce back Archfiend, then use Brionac's effect again to discard Archfiend and bounce Leviair./ (the part in those 2 "/" is the Brionac Route)
(now as you can see you have the perfect set-up, Brionac and Mirage on the field, 2 Necromancers, 2 Archfiends and an Avenger in the grave and all we need in the Extra Deck)
Now use Mirage's effect to start the HED Route, then go into the Emeral Route, then go into the HED Route, and then into the Gunman Route. The "pattern" is, then HED-Gunman-HED-Emeral-HED-Gunman-HED-Emeral and so on. However, since we search and discard a lot and put back only an infernity monster (with Emeral Route) once every 4 Routes, we could run off of discard fodder, that's why when we are left with few discard fodders in the deck we can change the pattern into HED-Emeral-HED-Emeral and so on, but we'll need to put back 1 HED and 2 discard fodders, since it is infinite, we can do infinite times till when we put back everything (except 2 Archfiends, 2 Necromancers, 1 Avenger and, if you don't have him on the field or banished, 1 Mirage), then restart the normal pattern.

I used the Pattern way to explain this because while writing I noticed how difficult was both to read and to write, and thought that that was ugly to see, and since I don't like wall of images (the combo explained with the images), I found them hard to follow and to learn from them, I adopted for the first time ever this kind of explanation, since it was only the repetition of some steps.

If you noticed (you should have), this combo doesn't need other cards except for the usual ones in an Infernity Deck, so it should be okay, you'll only need to use some other cards in the Extra Deck, nothing else, but you use most of them, too.

Another thing, even if I called this FTK, it's hard to do that, because the usual grave set-up isn't easy to do on first turn, requires a lot of luck and some tech cards like Hand Destruction (since you don't want to use Dealings and Card Destruction with Darkworld around, do you?). This deck has some possibilities to do that on first turn, but it's more likely to do that pretty always when you can pull of the classic Infernity Combo.

I won't even provide you a decklist since you can use your usual Infernity Deck and tweak a little your extra deck, nothing else, however, if you ask it, I'll post one.

15/06/2012

Speedy Article: Gagaga Gunman Loop

2 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card; activate 1 of these effects based on this card's battle position. ● Attack Position: This turn, during the Damage Step, if this card attacks an opponent's monster, it gains 1000 ATK, and the attack target loses 500 ATK. ● Defense Position: Inflict 800 damage to your opponent.
When I first saw this card, it was first-sight love. I liked how his ATK effect is similar, but a lot more easy to use, to Utopia Ray's effect. His DEF effect dealed damage, Ookazi-like damage to be precise. And then I noticed that it required 2 generic level 4 monsters.

A friend of mine made me notice how this card's DEF effect is useful, mostly game winning, in tournament, at the last part of the game when at the first variation of life points, the player with less Life Points win. Easy to summon, then kill with Tournament's Mechanics.

But there's a thing I noticed. The effect is obviously once per turn, but if he leaves the field, the effect will be re-usable. Then I thinked about a little killing combo. Ya know I love crazy comboes and loop, and I love Infernities, too. Well, if they succeded into making infinite trishulas with a little set-up (no cards in hand but an infernity mirage and the simple 3-cards-grave-setup, avenger, archfiend and necromancer, why wouldn't they be able to summon a rank 4 monster?
I started writing the combo and I realized it was possible, I created for the first time ever a game winning loop. However, how I wrote it wasn't really precise, because usually I need to change something while playing, but I'm trying to write it out in a more precise way. I tried it out on DN (proxying Gunman) and it worked without any problem. You don't need specific card, you only need to have the usual infernity cards and to play in the extra deck 2/3 Hundred-Eyes Dragon (don't know if 2 are fine, I'm going to try it out), 1 random LV 5 Synchro, 1 Brionac (but I think you're playing that, yet, right?), 1 Daigusto Emeral, 1 Leviair and 1 Gagaga Gunman. However I think that all of this cards are played yet in infernities, except for gunman, so that's not hard.

I'm still perfecting the combo, but I realized that it needs your opponent or you to have at least one card on the field, but thinking about this, if your opponent has no cards on the field, you can crazy loop doing a lot of Synchros and XYZ, searching for Awesome Backrow Cards (I call them ABC, you can see it, they are the ABC of an Infernity Deck, though, it was hard to come up with a name like this, lol), and control your opponent till death, so it should be game however, if you have these cards and opponent has nothing to counter you.

Well, I'll try it out with some cards IRL to develop it the best, since there's no Solitaire Mode on DN. Sadly I'm on Linux Ubuntu, meaning I can't use YVD. I could use Wine to use it however, but lately Wine isn't working really good on my computer, for some reason. I could use my brother's computer, but it use it a lot and don't want me to use it. Well, I'll find a way, maybe some friends of mine could host on DN let me enter and then quit (since the combo is reaaaally long).

Another 2 little tips on the deck, if you use this combo successfully, it is really long, and you could run out of time, summon a gagaga and win however. The other tip is that if your opponent tries to stop you with Maxx "C", he'll run out of cards, if he doesn't play veiler. If he does, he'll stop the combo, but you'll have already a full backrow field. If he stops your infernity monster at the right moment you'll stop comboeing, if he stop them the wrong way, you'll continue (it's really hard to guess when's the right moment and when's the wrong moment), if he stops your brionac, you can combo normally with Infernities, pretty lol, uh? More, I play general that I search with archfiend and discard with brionac/launcher.
Hard to play deck but even hard to stop.

Well, once I'll have some more time, I'll try it out the best way possible.