Post by Ursiel on Nov 5, 2013 15:59:21 GMT -6
Infernity is an archetype that has been around since December 2010. It relies on being handless in order to gain powerful effects for both the monsters and spells/traps within the archetype.
The core monsters are-
These two are the main Infernity monsters that will be included in every Main deck, both get maxed at 3 per deck.
Infernity Archfiend- This is the key card for the deck. Any time it is special summoned while you have no hand it allows you to add 1 "Infernity" card from the deck to the hand. Allows easy access to any Infernity monster, spell, or trap you may run. Archfiend is so integral to the plays of the deck that it has an effect that allows you to special summon it from your hand when it is drawn while you have no hand.
Infernity Necromancer- Almost as important as Archfiend, Necromancer will continue plays by allowing you to special summon any Infernity monster, other than another Necromancer, from the grave while you have no cards in hand. While he has no ATK to speak of, he does have a high DEF and an effect that shifts him to defense position when it is normal summoned.
While this is not an Infernity monster it is included in the Main deck as well, usually 1 or 2 dependent on the player and style of build. I believe 3 is excessive, but it isn't unheard of.
Stygian Street Patrol- While in grave it allows the special summon from your hand of 1 Fiend type monster with 2000 or less ATK, all for the simple cost of removing itself from play. It helps you to empty your hand of extra monsters and more importantly helps trigger an Archfiend that wasn't drawn with no cards in hand.
support monsters-
A key card for any Infernity deck trying to get out Lavalval Chain. Played at 2 if used at all.
Summoner Monk- Usually gets out one of the following cards for additional setup, or Infernity Archfiend for a needed search. Ends up being used to help empty hand of excess spells and create Xyz monsters, most likely Lavalval Chain but there is a variety of available targets.
Cards used for setup, used in combination usually. Some choose 1 over the other, but not more than 2 card spots taken between them is normal.
Armageddon Knight- Gains its effect anytime it is summoned to the field. Used to setup grave by sending needed monsters from the deck to the grave.
Dark Grepher- Similar to AK, but has a costed effect to get excess monsters from hand to grave in order to get needed monsters from deck to grave.
Newer addition to Xyz builds, used at 1 if at all.
Archfiend Heiress- When sent to grave by effect, not cost, or destroyed by battle will add 1 "Archfiend" card from your deck to your hand. Usually searches for Archfiend Palabyrinth,but can get Infernity Archfiend in a pinch.
spells-
Key Infernity spell, only allowed 1 so you run it. If this ever goes back up you always run max allowed copies, creates so many combos.
traps-
Those are cards that will be found in every Infernity main deck. There are variants that will use the tuners of Infernity Avenger or Infernity Beetle as well, but the more current builds forego those to focus on combos involving Xyz monsters. This monsters usually include, but are not exclusive to, Lavalval Chain, Diamond Dire Wolf, and Leviair the Sea Dragon. Summoner Monk is a key part of these builds as it can create a turn 1 Lavalval Chain that has prepared the grave and deck to start a long string of special summons on the player's following turn.
Here we will discuss current trends and builds that will vary from pure Xyz or Synchro, to combinations of the two styles.
The core monsters are-
These two are the main Infernity monsters that will be included in every Main deck, both get maxed at 3 per deck.
Infernity Archfiend- This is the key card for the deck. Any time it is special summoned while you have no hand it allows you to add 1 "Infernity" card from the deck to the hand. Allows easy access to any Infernity monster, spell, or trap you may run. Archfiend is so integral to the plays of the deck that it has an effect that allows you to special summon it from your hand when it is drawn while you have no hand.
Infernity Necromancer- Almost as important as Archfiend, Necromancer will continue plays by allowing you to special summon any Infernity monster, other than another Necromancer, from the grave while you have no cards in hand. While he has no ATK to speak of, he does have a high DEF and an effect that shifts him to defense position when it is normal summoned.
While this is not an Infernity monster it is included in the Main deck as well, usually 1 or 2 dependent on the player and style of build. I believe 3 is excessive, but it isn't unheard of.
Stygian Street Patrol- While in grave it allows the special summon from your hand of 1 Fiend type monster with 2000 or less ATK, all for the simple cost of removing itself from play. It helps you to empty your hand of extra monsters and more importantly helps trigger an Archfiend that wasn't drawn with no cards in hand.
support monsters-
A key card for any Infernity deck trying to get out Lavalval Chain. Played at 2 if used at all.
Summoner Monk- Usually gets out one of the following cards for additional setup, or Infernity Archfiend for a needed search. Ends up being used to help empty hand of excess spells and create Xyz monsters, most likely Lavalval Chain but there is a variety of available targets.
Cards used for setup, used in combination usually. Some choose 1 over the other, but not more than 2 card spots taken between them is normal.
Armageddon Knight- Gains its effect anytime it is summoned to the field. Used to setup grave by sending needed monsters from the deck to the grave.
Dark Grepher- Similar to AK, but has a costed effect to get excess monsters from hand to grave in order to get needed monsters from deck to grave.
Newer addition to Xyz builds, used at 1 if at all.
Archfiend Heiress- When sent to grave by effect, not cost, or destroyed by battle will add 1 "Archfiend" card from your deck to your hand. Usually searches for Archfiend Palabyrinth,but can get Infernity Archfiend in a pinch.
spells-
Key Infernity spell, only allowed 1 so you run it. If this ever goes back up you always run max allowed copies, creates so many combos.
traps-
Those are cards that will be found in every Infernity main deck. There are variants that will use the tuners of Infernity Avenger or Infernity Beetle as well, but the more current builds forego those to focus on combos involving Xyz monsters. This monsters usually include, but are not exclusive to, Lavalval Chain, Diamond Dire Wolf, and Leviair the Sea Dragon. Summoner Monk is a key part of these builds as it can create a turn 1 Lavalval Chain that has prepared the grave and deck to start a long string of special summons on the player's following turn.
Here we will discuss current trends and builds that will vary from pure Xyz or Synchro, to combinations of the two styles.