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I'm surprised that this thread doesn't exist yet, especially considering all the hype that this deck is getting right now.
Infernity Archfiend is a beast and one of the best weapons that the deck has pre-Absolute Poweforce as it allows you to swarm the field and gives you a viable search engine for the deck.
I'm also wondering how well The Dark Creator would run in this deck because of the number of Dark monsters that it's likely to play. Of course Dark Armed Dragon, Allure of Darkness and all the usual Dark support are still an option in this deck.
Quote
Infernity Beast
Dark/Level 3/Beast/Effect
ATK/DEF: 1600/1200
If this card attacks while you have no cards in your hand, your opponent cannot activate Spell or Trap Cards until after the Damage Step.
Infernity Beetle
Dark/Level 2/Insect/Tuner
ATK/DEF: 1200/0
While you have no cards in your hand, you can Tribute this card to Special Summon up to 2 "Infernity Beetle" from your Deck.
Infernity Death Dragon
Dark/Level 8/Dragon/Synchro/Effect
ATK/DEF: 3000/2400
1 DARK Tuner + 1 or more non-Tuner monsters
While you have no cards in your hand, once per turn, you can destroy 1 monster your opponent controls and inflict damage equal to half of that monster's ATK to your opponent. This card cannot declare an attack the turn this effect is activated.
Infernity Destroyer
Dark/Level 6/Fiend/Effect
ATK/DEF: 2300/1000
When this card destroys a monster by battle and sends it to the Graveyard while you have no cards in your hand, inflict 1600 damage to your opponent.
Infernity Dwarf
Dark/Level 2/Warrior/Effect
ATK/DEF: 800/500
While you have no cards in your hand, during battle between an attacking monster you control and a Defense Position monster whose DEF is lower than the ATK of the attacking monster inflict the difference as Battle Damage to your opponent.
Infernity Guardian
Dark/Level 4/Fiend/Effect
ATK/DEF: 1200/1700
While you have no cards in your hand, this face-up card cannot be destroyed by battle or by card effects.
Infernity Mirage
Dark/Level 1/Fiend/Effect
ATK/DEF: 0/0
While you have no cards in your hand, you can Tribute this card to Special Summon 2 "Infernity" monsters from your Graveyard. This card cannot be Special Summoned from the Graveyard.
Infernity Necromancer
Dark/Level 3/Fiend/Effect
ATK/DEF: 0/2000
When this card is Normal Summoned, it is changed to Defense Position. While you have no cards in your hand, this card gains the following effect: Once per turn, you can Special Summon 1 "Infernity" monster from your Graveyard, except "Infernity Necromancer".
Infernity Reloader
Dark/Level 1/Warrior/Effect
ATK/DEF: 900/0
Once per turn, while you have no cards in your hand, you can draw 1 card. Reveal the card to your opponent. If that card is a monster, your opponent takes damage equal to its Level x 200. If that card isn't a monster, you take 500 points of damage.
Infernity Revenger
Dark/Level 1/Fiend/Tuner
ATK/DEF: 0/0
When a monster not named "Infernity Revenger" you control is destroyed by battle with a monster your opponent controls and sent to the Graveyard while this card is in your Graveyard and you have no cards in your hand, you can Special Summon this card. Its Level becomes equal to that of the destroyed monster.
It's getting good hype, but sadly, I don't see it (unless we get more brave people to actually use it well) seeing a lot of big use given the "no hand" concept.
Also other cards;
SOVR-JP073
Infernity Force
Normal Trap
Activate only when an "Infernity" monster is selected as an attack target while you have no cards in your hand. Destroy the attacking monster and Special Summon 1 "Infernity" monster from your Graveyard.
TSHD-JP047
ZERO - MAX
Normal Magic
You can only activate this card while you have no cards in your hand. Special Summon 1 "Infernity" monster from your Graveyard. Then, destroy all face-up monsters on the field with an ATK strength less than it. You cannot conduct your Battle Phase during the turn that you activate this card.
TSHD-JP048
Infernity Gun
Continuous Magic
Once per turn, you can send 1 "Infernity" monster from your hand to the Graveyard. By sending this face-up card from the field to the Graveyard while there are no cards in your hand, Special Summon up to 2 "Infernity" monsters from your Graveyard.
TSHD-JP0??
Nihilistic Purgatory
Normal Magic
You can only activate this card while you have 3 or more cards in your hand. Draw 1 card. During the End Phase, discard your entire hand.
TSHD-JP0??
Infernity Reflector
Normal Trap
You can only activate this card when a face-up "Infernity" monster you control is destroyed and sent to the Graveyard as a result of battle. By discarding your entire hand, Special Summon that monster from your Graveyard and inflict 1000 points of damage to your opponent's Life Points.
TSHD-JP0??
Infernity Break
Normal Trap
You can only activate this card while you have no cards in your hand. Remove 1 "Infernity" monster in your Graveyard from play to destroy 1 card your opponent controls.
*anime effect*
TSHD-JP072
Handless Fake
Continuous Trap
While you control a face-up "Infernity" monster, once per turn, you can remove from play your entire hand until your next Standby Phase.
TSHD-JP0??
Infernity Inferno
Normal Trap
Discard up to 2 cards. Send a number of "Infernity" cards from your Deck to the Graveyard equal to the number of discarded cards.
...and other things that simply support them somehow (used in the anime or otherwise) that I've tinkered with in the Deck with varying degrees of success;
Depth Amulet
Extreme Impulse
Full Salvo
Tribute to the Doomed
Dark Core
Karma Cut
Raigeki Break
Magic Shard Excavation
Brionac, Dragon of the Ice Boundary
Knight of the End/"Armageddon Knight"
Serial Spell
Divine Wrath
Magic Capture/"Spell Reclamation"
Trap Capture/"Trap Reclamation"
Mystic Tomato
Rigorous Reaper
Snipe Hunter
Mind Crush
Dark World Dealings
Hand Severing
Card Destruction
Monster Reincarnation (nice with Mirage)
Lightning Vortex
Back to Square One
Phoenix Wing Wind Blast
Destruction Jammer
Magic Jammer
Spell Vanishing
Cursed Seal of the Forbidden Spell
Damage Condenser
One for One
Foolish Burial
Chiron the Mage
Hallowed Life Barrier
Rainbow Life
Veil of Darkness
Meteor Prominence
Ultimate Offering (really helps with multiple monsters and all)
Demon Roar God - Raven (OCG)
Demon Roar God Beast - Casith (OCG)
Demon Roar God Beast - Cerberal (OCG)
Demon Roar God Beast - Ganashia (OCG)
etc
etc
etc
...based on personal experience using them, along with attempted variations, I can safely say that things like DAD, The Dark Creator, and such do NOT work out very well overall. (Allure of Darkness is ok though.) They'll usually end up clogging your hand, thus shutting off the effects.
The Infernities are pretty much a Deck of their own. Not even a lot of the previous no-hand stuff (mostly the monsters) works too well overall.
Mechanical Hound found itself dead in my hand fairly often (primarily because of being 2 Tributes), which lead to killing off the effects unless I happen to get Handless Fake quickly early on or could ditch it quickly. Though, admittingly, when it did hit the field, it was quite an annoyance for the opponent, but it's not really worth the possible huge compromise of effects.
Cybernetic Magician is ok I guess for some weaker stuff like Dwarf while also depleting your hand or weakening stronger monsters to 2000 ATK. Still, not an Infernity and that can end up turning on you if you're not careful.
Cybernetic Cyclopean is ok for a 2400 ATK beatstick I guess. It's really preference there, but not being an Infernity can cause a bit of interference.
Cyber Daemon/"Archfiend"...eh...so-so. The extra draw can be nice and, given the no-hand concept, it's pretty easy to keep alive, but not being an Infernity can hurt a bit, especially with the Infernities' ability to spam, so it could end up taking up a needed Monster Card Zone.
Fire Darts...eh...just stick with Magical Explosion for no-hand burning. Pretty easy to do at least 1200+ damage normally.
Theban Nightmare would've been good if it only looked at your hand. Sadly, it looks at your Magic & Trap Card Zones too. Otherwise, it would've made a better beater than Cyclopean at 3000 ATK.
The Agent of Wisdom - Mercury is pretty much like Cyber Daemon. While it has 300 less DEF and 0 ATK, it doesn't automatically kill itself if you happen to have a card(s) in your hand at the end of the turn. It suffers the same, though, in that it's not an Infernity and can take up space.
...but for all those disbelievers out there, I can say with 100% certainty that Infernities are a VERY deadly Deck when used properly and will require a bit of patience to get used to if you wish to master them.
Maybe I'm looking at the deck wrong, but I see it playing a lot of Quick Play Spells and Traps so you can set your entire hand. That way you aren't recklessly giving up card presence just to get all the cards out of your hand.
Infernity Gun is amazing with Infernity Beetle giving you an easy three monsters on the field.
Yeah, hence why if you do use any extra monsters, even just copies of other Infernities, stuff like Dual Summon and Ultimate Offering really helps get them out of your hand faster and, provided you empty your hand, also get their effects going faster.
So I've been thinking about this a little bit lately, but I was curious to see what other people thought, are the majority of people playing Infernity "wrong"?
By wrong I don't mean that they are unsure of how the deck actually works and what the monster effects do. What I'm really more curious about is if too many people play the deck like it's an OTK machine, which it can be on occasion, instead of playing it like a control deck. If you can keep spamming Infernity Archfiend onto the field and have it backed up by multiple copies of Infernity Barrier and possibly Solemn Warning or Solemn Judgment isn't it going to be an enormous uphill battle for your opponent to win the game? Maybe it's my conservative nature in this game but more often than not I will grab Barrier with Archfiend if I don't have a clear path at victory that turn. Worst case it sets me up for an OTK push in the following turn.
This deck seems a lot stronger in the current format, I'm surprised more people aren't talking about it.
That's because of the loss of one hundred eyes dragon. That dragon made itself a dangerous monster that can do anything from attack twice to resurrecting an infernity monster. However, since its sudden demise it fell of the face of the earth
Unfortunately, it's because of the mindset created because of how the game has been going; speed, swipe (clearing away obstacles), spam, OTK and it doesn't help that Konami keeps encouraging it with the effects being made for families like that.
EDIT: Basically, unless the strategy is broken/abusable/etc in its own right, then virtually any other strategies these days are seen as "too slow", "not good enough", etc for a lot of people because it's gotten completely about pure speed, spamming, and hitting like that. It never feels like "Dueling" anymore than games of chicken.
That's because of the loss of one hundred eyes dragon. That dragon made itself a dangerous monster that can do anything from attack twice to resurrecting an infernity monster. However, since its sudden demise it fell of the face of the earth
One Hundred Eyes Dragon's demise? I'm not sure I know what you are getting at.
Some countries outside of Japan are prohibited from using promo cards from things like Shonen Jump and such in tournaments because of them not being "mass released".
Actually hundred eyes is legal since it was reprinted in a tin for worldwide release. Infernities are decent now, problem is that fish OTK play similarly and is much more stable. But doesn't mean infernity fans can't score a few wins with their favourite deck. I've been having some modest success with this build :
Spells :12
1x Pot of Duality (would play two if I had a second, wouldn't play 3 though)
3x Gold Sarcophagus
1x Foolish Burial
1x One for One
1x Giant Trunade
1x Dark Eruption
1x Monster Reborn
1x Infernity Launcher
1x Book of Moon
1x MST
Pre-march a lot of people shunned beetle altogether. I started testing again after YCS Dallas starting from that build that topped. But that thing drew dead A LOT. I also found I can rarely support 3 beetles, my field gets full too fast. The one of each approach seems to be giving me plenty of options without losing space. Stygian and PSZ do a great deal to extend the plays. Cut one grepher for an arma knight because grepher isn't a fun topdeck later in the game. Archfiend's roard over call of the haunted does give me a lot more freedom in the face of MST (since archfiend is optional, neither will work on the chain, but at least when I flip roar they can't chain MST either). The one piece of tech that I kept from that dallas deck was dark eruption. Its fun to grab necromancer, summon him, bring back archfiend, search an avenger if you have stygian, or revive a PSZ to get stuff rolling.
It's too bad that Infernity Knight is a little "meh" overall, even for Infernity Decks.
VJMP-JP058
Infernity Knight
Dark/Fiend/3/1400/400
When this card on the field is destroyed and sent to the Graveyard, you can discard 2 cards to Special Summon this card from your Graveyard.
Ultra Rare
...will tend to be dead draw or, given the speed Infernity works to kill the hand, probably not consistently have 2 cards to discard to revive it if it gets destroyed.
Actually hundred eyes is legal since it was reprinted in a tin for worldwide release. Infernities are decent now, problem is that fish OTK play similarly and is much more stable. But doesn't mean infernity fans can't score a few wins with their favourite deck. I've been having some modest success with this build :
Pre-march a lot of people shunned beetle altogether. I started testing again after YCS Dallas starting from that build that topped. But that thing drew dead A LOT. I also found I can rarely support 3 beetles, my field gets full too fast. The one of each approach seems to be giving me plenty of options without losing space. Stygian and PSZ do a great deal to extend the plays. Cut one grepher for an arma knight because grepher isn't a fun topdeck later in the game. Archfiend's roard over call of the haunted does give me a lot more freedom in the face of MST (since archfiend is optional, neither will work on the chain, but at least when I flip roar they can't chain MST either). The one piece of tech that I kept from that dallas deck was dark eruption. Its fun to grab necromancer, summon him, bring back archfiend, search an avenger if you have stygian, or revive a PSZ to get stuff rolling.
How has One For One been working out with 1 Avenger and 2 Mirage? That's my only main reservation to swapping out an Avenger for a Beetle. But worst case I guess you can always pitch One For One to activate Infernity Inferno if it's dead.
I'll have to give Sarco some thought, what do you typically search for, Mirage or Launcher?