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Post by Kalin Kessler on May 11, 2010 19:39:14 GMT -5
Infernities are the greatest archetype a (relatively) new archetype used by yours truly in Yugioh 5D's. They center around not having cards in your hand so that you can use your hands for more useful stuff, such as punching Sector Security. The first Infernities were released in the World Championship 2009 game, Stardust Accelerator, and a small number more were released in Stardust Overdrive. Tired of being released in sets that involved Yusei's dumb Stardust, however, the majority of the Infernity cards were released in the recent pack The Shining Darkness. Infernities can create an easy OTK if the correct cards are in the Graveyard, namely Avenger and Beetle, their two Tuners. It's easy to Summon Stardust, Doom Dragon, and two Mist Wurms in one turn by taking advantage of Avenger and Beetle, Necromancer, Archfiend, and Launcher. Only a small number of Infernity cards are anime exclusive, but those are either extremely situational or slightly broken for TCG play. The "Infernity Combo" relies on Launcher. Archfiend is integral, but not required. It is preferred to have Archfiend in the Graveyard, as it has no effect once on the field. Begin discussion of the Infernity archetype.
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Post by Cyber Necrovalley on May 11, 2010 20:13:14 GMT -5
I'm currently working on an Infernity deck. I still haven't gotten my final Launcher, but I'm making do for now.
I seem to have a problem finding a good balance between monsters and traps. I either get only monsters (which is bad because I can't summon all of them) or all traps (which is bad because a full backrow is bad). I rarely get a good mix in my first hand. I attribute this to the fact that I have almost as many traps as I do monsters. Do you have any ideas on how I can fix this?
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Post by Kalin Kessler on May 11, 2010 20:18:27 GMT -5
That's rough. Lots of the Infernity monsters have great effects, but if you're going for, say, the Synchro OTK, then you should only include monsters that directly help that. For example, Archfiend, Necromancer, Avenger and Beetle take priority over Destroyer, Guardian, and Dwarf.
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Post by Cyber Necrovalley on May 11, 2010 20:27:34 GMT -5
I'll definitely keep that in mind, thanks. What sort of support should I put in their place, though? I also notice that my Spell count is frighteningly low.
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Post by Kalin Kessler on May 12, 2010 5:12:56 GMT -5
Well, you're going to want that third Launcher in there. Besides that, just put basic support staples, like Heavy and MST, if you're looking for more Spells.
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Post by Cyber Necrovalley on May 12, 2010 15:13:08 GMT -5
I've got Heavy and MST already. What do you think of Wave-Motion Inferno? I think I'd like to get one or two, mainly for its dual uses.
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Post by Kalin Kessler on May 12, 2010 15:38:06 GMT -5
It's alright. I'd like to say its situational, but it isn't really. It's more of a matter of it taking up space in your backrow. I'd say test it out, but it's not the most perfect card to run so expect some inconsistencies.
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Post by Cyber Necrovalley on May 12, 2010 15:48:02 GMT -5
Alright, I'll try (once I get them of course). I'll test them and I'll tell you how it goes.
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Post by Kalin Kessler on May 15, 2010 23:46:43 GMT -5
Alright, sounds good. You can probably get it easier than Launcher.
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Post by MetaBlade on May 16, 2010 15:51:07 GMT -5
I recently started maining Infernities and so far they've been amazing. As long as you have an Archfiend and Necromancer is the grave you're pretty much set. If you've got Plaguespreader and/or Beetles as well you're probably looking at a win, depending on how you play it out.
This is what I've been running so far and its worked out well so far.
3|Wc09|Infernity Archfiend 3|Sovr|Infernity Necromancer 3|Tshd|Infernity Beetle 2|Tshd|Infernity Mirage 1|Tshd|Infernity Avenger 1|Ptdn|Dark Armed Dragon 1|Csoc|Plaguespreader Zombie 2|Ptdn|Dark Grepher
3|Tshd|Infernity Launcher 1|Ptdn|Allure of Darkness 2|Pgd|Book of Moon 1|Mrd|Heavy Storm 1|Mrl|Giant Trunade 1|Mrl|Mystical Space Typhoon 1|Rgbt|One For One 1|Sdrl|Foolish Burial 1|Lod|Reinforcement of the Army
3|Tshd|Infernity Inferno 1|Tshd|Infernity Barrier 3|Psv|Dust Tornado 1|Mrd|Solemn Judgment 1|Dpct|Starlight Road 1|Lon|Torrential Tribute 2|Lod|Bottomless Trap Hole
Avenger doesnt seem to see much play but I found him to be useful for adding some variety to the levels you can synch up to.
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Post by Cyber Necrovalley on May 16, 2010 20:19:42 GMT -5
After going to YCS I can actually comment on your build! Whether or not you run draw power (Allure) is totally up to you, but it's not necessary. If you can afford it, switch 1 Dust Tornado for 1 Infernity Barrier. You hardly ever draw Barrier when you only have one, and three Dust Tornadoes is too much. If you've got Mist Wurm you don't need Giant Trunade that much. One extra Book of Moon is more useful. DAD is optional, but if you enjoy running him keep him. He won't harm you, but he's not required. Keeping him is up to you. Keep that one Avenger. The easiest thing to do is Archfiend+Necromancer+Avenger and repeat. Easy Level 8(s). Besides that your deck looks very nice! Getting Beetle and Avenger in the Graveyard, along with Necromancer, Archfiend and Launcher on the field means you've got OTK, unless the opponent uses Battle Fader, Tragoedia, etc. Keep Barriers set for those situations. Our decks are actually pretty similar, in fact 3 Infernity Archfiend 3 Infernity Necromancer 3 Infernity Beetle 2 Infernity Mirage 1 Infernity Avenger 2 Dark Grepher 1 Plaguespreader Zombie 3 Infernity Launcher 3 Book of Moon 1 Heavy Storm 1 Mystical Space Typhoon 1 One for One 1 Foolish Burial 1 Reinforcement of the Army 3 Infernity Inferno 2 Infernity Barrier 2 Bottomless Trap Hole 2 Starlight Road 2 Dust Tornado 1 Phoenix Wing Wind Blast 1 Torrential Tribute 1 Solemn Judgment I don't like DAD too much, so he's notably absent from my deck.
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Post by Kalin Kessler on May 17, 2010 15:26:57 GMT -5
I don't really like DAD at all, but I suppose it won't hurt to keep him in. Both of your decks are looking great, by the way. How well do they test?
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Post by Cyber Necrovalley on May 17, 2010 17:37:09 GMT -5
Well, to be honest, I'm missing the Grephers, Plaguespreader and 1 Barrier. Barrier's on the way as of now (knock-on-wood), and I might be trading for a Plaguespreader soon. I got my deck fixed by the guys who top 16'd at YCS and even while it's missing those few cards (I subbed in Full Salvo, Infernity Puppy x2 and an Armageddon Knight) it still works beautifully.
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Post by MetaBlade on May 17, 2010 21:19:28 GMT -5
I wasn't sure about DAD at first either but its worked incredibly well. I was scared it would clog my hand but there are more then enough ways to get rid of it. Plus, with Launcher and Necromancer you're pretty much in control of the monsters in your grave.
As for how it plays, I haven't lost with it yet. I haven't taken it to anything past locals though so I haven't really run into too many top tier decks with it.
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Post by Cyber Necrovalley on May 17, 2010 21:23:39 GMT -5
I wasn't sure about DAD at first either but its worked incredibly well. I was scared it would clog my hand but there are more then enough ways to get rid of it. Plus, with Launcher and Necromancer you're pretty much in control of the monsters in your grave. As for how it plays, I haven't lost with it yet. I haven't taken it to anything past locals though so I haven't really run into too many top tier decks with it. Awesome! The build should work even past your locals. So if you do find that DAD is just clogging your hand, do you just Inferno it? Or do you wait?
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