Infernity is an archetype composed of Fiends, Insect, Beast & Warrior Monsters introduced to us through the Dark Signer Kalin Kessler . Later, more support was added via Kalin Kessler and the 29th Main Box Infernity Destruction; the archetype is centered around Loading... and Loading... then meeting prerequisite of having no cards in hand, due to the deck requires this “handicap” to pop-off. Currently there are two versions, one focused making Level 8s and 9s through the TCG Combo of Loading... , Loading... & Loading... and the level 6 version which is focused using Loading... and Infernity Archfiend.
Core Infernity Cards
The Infernity deck's main card for searching and a major combo piece. Special summoning this card multiple times per turn with no cards in hand means you are gaining so much advantage of summoning this 1 card.
Infernity Mirage/Infernity Launcher
Both of these cards begin your combo, Mirage especially. Special summoning two monsters for little cost and in combination with Archfiend searching the deck continuously is deadly. With both being searchable by archfiend, you have easy access to always continue your combo. Mirage is a good card to search off of Archfiend in the Loading... version of the deck since you do not use your normal summon as much but it is not as good in the Loading... build, as you’re using Loading... to make your synchro plays.
In combination with Loading... and Loading... this card is your way to make the deck’s level 8s in the Avenger build. With no cards in hand it’s a free Archfiend special summon to search for more engine cards. It can also be used in tandem with Loading... so that Hundred Eyes can do the same thing.
Avenger is the level 1 tuner that is only used for the synchro summon of Necromancer and Archfiend. Avenger can also protect you by, when you have no cards in hand, you can special summon itself from the graveyard when a monster you control is destroyed by battle and gains the level of that destroyed monster. Potentially some additional synchro plays could be made from there.
As mentioned in the introduction, Infernity Beetle is the main tuner of that specific counterpart of the deck. Its level is 2 and it has “Infernity” in the name, making for some crazy plays with launchers into level 6 synchros.
Break is an interesting card. On turn 1 or 2 if you draw this card it’s not necessarily a good thing because if you have no way to get infernity cards in your graveyard turn 1 AND you have no way to empty your hand turn 1 (which also hampers the skill of choice) then you’re more than likely not able to activate this card. That being said, it is still a good card when you establish your complete board as it still provides major disruption against the opponent.
Arguably one of the best cards in the deck which is at 1 currently due to level up rewards from the new Kalin Kessler. It’s a major disruption to your opponent’s plays outside of a special/normal summon. Highly recommended to get Kalin Kessler to level 40 just to play this card.
The most popular choice among players is the skill Infernity Inferno. It plays the exact same way as the trap card, being only able to activate it on your second turn, mirroring the fact that the card itself is a trap. Why play the skill? You’re more likely to survive until turn 3 or 4 (depending on going first or second) than you are to see the trap card turn 1.
How to get to your second turn
Generic traps that disrupt your opponent in order to get to your win con of the Inferno skill is the main way to achieve that. One for one cards like Floodgate, Fiendish and Bad Aim let you keep your hand advantage so you have more options to discard for your skill. There is also Hallowed Life Barrier where you take no damage and your monster is safe from battle. Heat Wave is a powerful card going first since it shuts down any normal summon or special summon of an effect monster which you can obtain from leveling up Rex Raptor to level 33.