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 Infernity Archfiend and Infernity Launcher 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 Infernity Archfiend, Infernity Avenger & Infernity Necromancer and the level 6 version which is focused using Infernity Beetle and Infernity Archfiend.
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 Infernity Beetle version of the deck since you do not use your normal summon as much but it is not as good in the Infernity Avenger build, as you’re using Infernity Necromancer to make your synchro plays.
In combination with Infernity Archfiend and Infernity Avenger 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 Hundred Eyes Dragon 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.
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.
With access to these cards we can play through Backrow and play through problematic floodgates like, Necrovalley, Shadow-Imprisoning Mirror, & Summon Breaker to name a few. Spiritualism is an interesting tech due to its ability to not get negated and is a F2P option being available through SR tickets.
With the different builds presented, the extra decks are vastly different. The Beetle variant focuses on chaining together Stardust Charge Warrior and Coral Dragon into Assault Blackwing - Onimaru the Divine Thunder and drawing 2 cards for more interaction. Where’s the Avenger Variant loops Hundred Eyes Dragon and Infernity Mirage to generate advantage while simultaneously going for game through burn damage of Infernity Doom Dragon and using Vermillion Dragon Mech being able to attack after tuning Avenger and Doom Dragon.
(Avenger Version) Mirage Combo:
Starting hand after skill: Infernity Mirage
Starting grave after skill: Infernity Archfiend, Infernity Necromancer, Infernity Avenger (NOTE: Setting up this graveyard requires opening one of the three Infernities that end up in the graveyard, so that you can discard one of them alongside any random card and send the remaining 2 that you didn’t open to the graveyard.)
- Normal summon Infernity Mirage.
- Activate Mirage, tributing itself to summon Infernity Archfiend and Infernity Necromancer from the graveyard.
- Activate the effect of Infernity Archfiend, adding Infernity Launcher to your hand.
- Set Infernity Launcher and activate Infernity Necromancer to summon Infernity Avenger (since you have no cards in hand again.)
- Synchro all three monsters for Hundred Eyes Dragon.
- Activate Hundred Eyes Dragon’s effect, banishing Infernity Mirage from your graveyard to copy its effect.
- Tribute Hundred Eyes Dragon with its new effect, summoning back Archfiend and Necromancer from the graveyard.
- Activate Archfiend’s effect again, searching either Infernity Break or Infernity Barrier (it doesn’t particularly matter since you’ll search all 3 traps by the end of the combo.)
- Set whatever trap you searched and activate Necromancer’s effect, summoning Avenger from the grave.
- Synchro all 3 into Hundred Eyes Dragon again.
- Activate Infernity Launcher, and use its effect to send itself to the graveyard and summon back Archfiend and Avenger, searching your second trap with Archfiend’s effect.
- Set that trap and Synchro summon a 5-star monster (Armades, Keeper of Boundaries or Crystron Ametrix for offense or Hi-Speedroid Hagoita for defense, depending on the situation.)
- Activate Hundred Eyes Dragon’s effect, banishing Necromancer to copy its effect.
- Use Hundred Eyes Dragon’s new effect to summon Archfiend back for the third time in ATTACK POSITION and search the third trap from your deck with Archfiend’s effect. This gives you an end board of Archfiend, Hundred Eyes Dragon, and a 5-star Synchro monster with 2 Infernity Break and 1 Infernity Barrier set in your backrow.
- Summon Mirage or activate Launcher
- Summon back Archfiend and Beetle from the graveyard
- Activate Archfiend’s effect to search whichever you didn’t open (if you opened Launcher, get Mirage and vice versa. Getting Mirage at this step ensures that you’ll be able to use its effect because Mirage HAS to summon 2 monsters while Launcher can summon UP to 2.)
- Synchro Archfiend and Beetle for a level 6 synchro monster (this will greatly vary depending on specific scenarios, which we’ll outline later. For the sake of simplicity, we’ll just say you summon Coral Dragon.)
- Activate Launcher or summon Mirage (whichever you just searched) and use either effect to summon back both Archfiend and Beetle
- Use Archfiend’s effect to grab Launcher
- Synchro Archfiend and Beetle again for your level 6 non-tuner synchro monster (we’ll say we summon White Aura Dolphin to halve one of our opponent’s monster’s attack to guarantee over 4k damage with an Onimaru attack.)
- Synchro both Coral Dragon and White Aura Dolphin for Assault Blackwing - Onimaru the Divine Thunder (since it was made with 2 synchro monsters, we’ll be able to utilize its effect to boost itself to a massive 6k attack!)
- Draw off of Coral Dragon (since it was sent to the graveyard) and hopefully set any additional trap cards.
- Attack with Onimaru for over 4k damage and lethal!
Infernity besides the Fiendish Chains, are full on free to play for new players due to being able to grind two characters all the way to max and acquiring gems along the way to get Tech cards and synchros needed for the deck’s strategy. In conclusion, the deck will continue to evolve in the coming weeks if not months with XYZs being right around the corner in which there’s the possibility of a whole another variant being spawned going into Yu-Gi-OH! Duel Links 2021.
- Thank you to RandomPl0x for giving us the opportunity to write this First Look article for the website and giving us templates to work from.
- Shoutout to Kazaarus, Tnobes99 and Guizyduck for the standard combos of both variants of the deck.
- Look Pl0x, No Hands.