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 Infernity Deck

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PostSubject: Infernity Deck   Wed Feb 09, 2011 12:18 pm

I'm a newb with infernity's, any kind of advice please

MONSTER:15
Infernity Archfiend x3
Infernity Mirage x3
Infernity Necromancer x3
Infernity Beetle x3
Infernity Avenger x2
Infernity Guardian

SPELLS:15
Dark Eruption x2
MST x2
ZERO-MAX x3
Wave-Motion Inferno
Allure of Darkness
Monster Reborn
Pot of Avarice (works great with return used Synchros and mirages)
Dark Hole
Card Destruction
One for One
Infernity Launcher

Traps:10
Infernity Inferno x3
Bottomless Trap Hole x2
Torrential Tribute
Solemn Judgement
Scrubbed Raid
Mirror Force
Call of the Haunted

Side Deck:12 (no advice on the side deck please)
Infernity Doom Dragon
Gaia the Force of Earth x2
Hundred Eyes Dragon
Stardust Dragon
Sea Dragon Lord Gishilnodon
Thought Ruler Archfiend
Colossal Fighter
Psychic Lifetrancer
Magical Android
Ancient Fairy Dragon
Red Dragon Archfiend
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sinakis
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PostSubject: Re: Infernity Deck   Wed Feb 09, 2011 2:21 pm

I have tried a build myself but got so many negative responces from opposing players that i gave it up :P
With Infernities, everyone goes for the OTK

for example:
 

For the abovementioned OTK you don't have Stygian Street Patrol, thus no way of Special Summoning the third Synchro Monster (except if you Set a One for One and trade the last monster added with the last archfiend etc).

Players Set-Up during their first turns so they can OTK later.
So...
-1 PoA : although it is a great card, you really need most of the monsters in your Graveyard.
-2 ZERO-MAX : you have to raise your chances of OTKing. This doesn't let you conduct your Battle Phase so I wouldn't go for it.
-1 Scrubbed Raid : You need those monsters on the field. With Inf going handless, this is not good.
-1 Wave-Motion Inferno : There are other, better ways to send your hand to the graveyard. Also it is quite situational.
I am not sure about Allure or Hand Destruction.

so i just scratched your deck with only -5 cards. I believe you should add

+2 Stygian Patrol (helps the OTK)
+1 Armageddon Knight (fills the Grave)
+1 Dark Grepher (gets rid of some cards that are useless in your hand and gets some monsters in your grave)
+1 Raigeki Break/Infernity Break/Giant Trunade

That's it for now, I hope I helped!
edit: Btw I read the pm after I posted this xD
Also I saw not to suggest anything for the extra but try getting a Lv 9, preferably Wurm.

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PostSubject: Re: Infernity Deck   Wed Feb 09, 2011 3:32 pm

thanks for ur help i had know idea what the point of the deck was i mean it runs really fluently but still u need a purpose or a certain goal for how to win and i like what u said to take out but im trying to keep it only infernity monsters and a low amount of them
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PostSubject: Re: Infernity Deck   Wed Feb 09, 2011 4:09 pm

I totally forgot:
Foolish Burial
Pot of Duality (can add the missing pieces in the first turns)
Trap Stun
Infernity Barrier (personal favourite)
Seven Tools of the Bandit

Having more monsters is not necessarily bad for you as long as you have a Dark Grepher and other card-discarders. Can also feed allure, 1 for 1 etc...

In some builds I have seen Double Summon (which is kind of rare and could potentialy be a dead-draw but you never know--full grave,one Mirage and this? yeah :3 [add another Mirage from your deck with Arch] )

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Right... He was judging his sanity off the reaction of a Duel Monster
Spirit that only HE could see... That made PERFECT sense.
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PostSubject: Re: Infernity Deck   Wed Feb 09, 2011 6:13 pm

updated version:
-1 infernity avenger
-card destruction
-Wave-motion inferno
+3 smashing ground
(haven't finished revising the deck yet i just tried it with these and it seemed to work a bit better)
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PostSubject: Re: Infernity Deck   Wed Feb 09, 2011 10:26 pm

Hey man, haven't talked to you in a while :).
Got to be honest, deck needs a lot of work. Sin is pointing you in the right direction: Infernities are COMPLETELY different than gadgets. You're not allowed to conserve your resources and have a backup plan when you hve no hand. That being said, Infernities can still destroy everything in sight if you play them well. Try something
like this:

Infernity
       Monsters: (15)
Infernity Archfiend x3
Infernity Necromancer x3
Infernity Avenger x2
Infernity Mirage x2
Dark Grepher
Armageddon Knight
Plaguespreader Zombie
Stygian Street Patrol x2
       Spells: (11)
Monster Reborn
Dark Hole
Mystical Space Typhoon x2
Book Of Moon x2
Giant Trunade
Infernity Launcher
Reinforcement Of The Army
One For One
Foolish Burial
       Traps: (14)
Mirror Force
Torrential Tribute
Solemn Judgement
Solemn Warning x2
Infernity Barrier x3
Infernity Inferno x3
Infernity Break
Call Of The Haunted
Trap Stun
       Extra: (15)
Trishula Dragon Of The Ice Barrier
Stardust Dragon
Colossal Fighter
Hundred-Eyes Dragon x2
Infernity Doom Dragon
Dark End Dragon
Black Rose Dragon
Brionac Dragon Of The Ice Barrier
Goyo Guardian
Ally Of Justice Catastor
Magical Android
Stygian Sergeants
Armory Arm
Chimeratech Fortress Dragon

I know you didn't want advice on the extra, but you need it. Hundred-Eyes is actually a big play. You summon him, remove Mirage, tribute him to summon Avenger, Archfiend, and Necromancer, use Archfiend's effect to grab Launcher/Barrier, summon Hundred-Eyes again, if you have another Mirage in the grave, remove him to repaeat and get another Barrier, then synch into another level 8 synchro. Also, it's easy to perform the Colossal Fighter otk with this deck. Synchro for Armory Arm and Colossal, equip Arm to an opponent's monster with at least 1900 atk, raising it to 2900 or more attack. Then, attack it with your weaker Colossal. Since the equipped monster destroyed Colossal in battle, you inflict 2800 damage to the opponent (yes, it works for you and not the opponent). With Colossal's effect, simply revive him and attack again the same battle phase until the opponent is dead

EDIT: oops, that was my old list. I tested Duality and it really sucked. Use CoTH and Dark Hole instead like I changed it to
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PostSubject: Re: Infernity Deck   Thu Feb 10, 2011 1:12 pm

It's stable pro. I prefer it with dualities however

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PostSubject: Re: Infernity Deck   Thu Feb 10, 2011 1:29 pm

His or mine?
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PostSubject: Re: Infernity Deck   Thu Feb 10, 2011 1:45 pm

Yours :3

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PostSubject: Re: Infernity Deck   Thu Feb 10, 2011 3:23 pm

thanks for the advice the only problem is im short on funds from buying this deck in the first palce so i cant afford stuff like barriers or warnings
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PostSubject: Re: Infernity Deck   Thu Feb 17, 2011 2:06 pm

MONSTER:15(no advice please I like it this way, well once I take out guardian)
Infernity Archfiend x3
Infernity Mirage x2
Infernity Necromancer x3
Infernity Avenger x3
Infernity Guardian
Mystic Tomato x2
Stygian Street Patrol (gonna put ni another 1 once i get it and take out guardian)


SPELLS:13
MST x2
Book of Moon x2
ZERO-MAX
Allure of Darkness
Monster Reborn
Pot of Avarice (still saving my butt every other game)
Dark Hole
One for One
Infernity Launcher
Giant Trunade
Foolish Burial

Traps:12
Infernity Inferno x3
D-Prison x3 (works great really annoying for opponent)
Bottomless Trap Hole x2
Torrential Tribute
Solemn Judgement
Mirror Force
Call of the Haunted

Side Deck:14
Infernity Doom Dragon
Gaia the Force of Earth x3 (don't really use anymore since I took out Beetles)
Hundred Eyes Dragon
Stardust Dragon
Sea Dragon Lord Gishilnodon
Thought Ruler Archfiend
Colossal Fighter
Psychic Lifetrancer
Magical Android
Ancient Fairy Dragon
Red Dragon Archfiend
Formula Synchron (in case I get stuck with mirage and avenger)
btw I didnt mean no advice on the deck I meant on the Monsters Id like some advice please
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