Posts : 3080 Reputation : 3 Join date : 2013-09-21 Age : 28 Location : Cybertron
Character Sheet Name: Superion HP: (1000/1000) Age: 2 million
Subject: Infernity Guide+infinite loop Sun Oct 06, 2013 9:41 pm
Table of Contents:
(1) The Mindset (2) The Cards (3) The Indirect Support (4) A Infinite Loop
(1) The Mindset
Infernity is the ultimate reverse toolbox. It has almost unlimited access to the Graveyard thanks to the plethora of revival at its disposal. This means that the deck has the capability to go from 0 cards to a fully loaded back row and 3 Synchro monsters staring your opponents down.
However, this deck is not without a catch, a deal with the devil per se. You are required to be handless to gain access to most of the powerful effects that the Infernity archetype possesses. Players who are less experienced with the deck, or the game on the whole for that matter, will turn to cards like Infernity Reflector or Rope of Life to gain access to all of those lovely effects.
That, however, is a critical error and is a one way ticket do defeat. Like any other deck, card advantage is absolutely critical to this deck's success. If you go and throw away cards like that, you could find yourself out of options and out of luck. The solution is to run less monsters. That might not sound like such a big deal nowadays with decks often running 12-16 monsters, but back in its time it was a revolutionary concept and we were the first deck to really adopt that sort of technique. A lowered monster count reduces the number of monsters opened with, so you can simply set the 5 spells or traps you opened with, summon or set a monster and then give your opponent the turn as they either go on the defensive or walk haphazardly into your plethora of defensive cards.
Thanks to all our revival abilities, we can shrug off virtually all monster destruction too, which is always nice with the increasing levels of mass destruction in the game. However, our defensive line can be subject to cheap board wipes like Heavy Storm. That said, it's better to risk your back row than guarantee yourself no cards like you would with something like Full Salvo. Fortunately, we also have out own Gladiator Beast War Chariot on steroids to help defend against cards like Storm.
This deck is pretty impressive on the combo side too. It has an absurd number of loops and an FTK if you're lucky enough to open right. If you like a little combo making, this archetype is the archetype for you.
(2) The Cards
Like many archetypes, our archetype is mostly filled with spam. Fortunately, we do have some really powerful stuff at our disposal.
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Infernity Archfiend Level 4/DARK Fiend/Effect When you have no cards in your hand and draw this card: you can reveal this card in your hand; Special Summon it. When this card is Special Summoned, if you have no cards in your hand: you can add 1 "Infernity" card from your Deck to your hand, if you still have no cards in your hand. ATK 1800 DEF 1200
Naturally, this is the centerpiece of this deck, the one card nexus for virtually all of your plays. As if its effect wasn't good enough on its own, it gets better when used in tandem with other cards. Don't forget that this card doesn't have to be Special Summoned by its own effect to gain that search effect, so all that themed revival becomes very powerful very quickly, allowing for exponential plusses. Doing something as mediocre as summoning an Infernity Necromancer can end with a +2 in lieu of absolutely nothing. Just make sure you don't walk into Dimensional Prison and other removal and you'll be fine.
Another fun thing with Archfiend is that his effect summons him during the Draw Phase, so you can keep yourself safe from Veiler which can only activate during a Main Phase. You can also simulate this with Call Of The Haunted or Archfiend's Roar to guarantee a search.
Run 3.
Ruling Corner:
Revealing "Infernity Archfiend" to your opponent is a cost to activate its Special Summon effect.
If you have any cards in your hand when resolving the search effect of "Infernity Archfiend," you will not be able to add an "Infernity" card from your deck to your hand.
If you draw "Infernity Archfiend" through the effect of "Allure of Darkness," you will not be able to activate its effect to Special Summon itself. The last event to occur is removing from play a DARK monster, so you miss the timing.
If you draw multiple cards simultaneously, including "Infernity Archfiend," you can activate its effect to Special Summon itself provided you had 0 cards in your hand prior to doing so, such as by the effect of "Card Destruction" or "Reload."
If you draw multiple copies of "Infernity Archfiend" with the same effect when you had 0 cards in your hand prior to doing so, you can activate the effect of each of them to summon themselves, placing the chain links in any order you wish. In this case, only the last one summoned (the first to activate its summon effect) will be activate its effect to search an "Infernity" card; the other misses the timing due to having been summoned at a chain link higher than 1.
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Infernity Guardian Level 4/DARK Fiend/Effect While you have no cards in your hand, this face-up card cannot be destroyed by battle or by card effects. ATK 1200/DEF 1700
A fun techy card that gained some backing now that Brio and Trisha are pushing daisies. It takes most of the meta fairly well and gives you a wall to camp behind as well as providing a constant name for Infernity Barrier. It earns points for being a good topdeck and having the same stats as Infernity Archfiend, but loses points for being a vanilla sometimes. He's nice against Spamurai, Dino Rabbit and Win-Derps. Outside of Number 50: Blackship of Corn, most decks simply don't have outs to him. He also allows for some nice Needle Ceiling and Torrential Tribute abuse.
Run 0-2. He's best in stun-orientated builds due to his tenacity.
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Infernity Dwarf Level 2/DARK Warrior/Effect While you have no cards in your hand, during battle between an attacking monster you control and a Defense Position monster your opponent controls, inflict piercing battle damage to your opponent. ATK 800 DEF 500
this card is truly awful If u run this GET OFF MY GUIDE run -15
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Infernity Beast Level 3/DARK Beast/Effect While you have no cards in your hand, if this card attacks, your opponent cannot activate Spell or Trap Cards until after the Damage Step. ATK 1600 DEF 1200
Infernity doesn't really do battles. That said though, this thing can plow through Dimensional Prisons and the like. Sadly, its body is small and its effect is mediocre, so it wont see much use. It used to be a Rescue Cat target, not that that matters anymore. It was the very first card we received through a booster pack, so I'll cut Konami a little bit of slack. Who knows, if Heavy Storm gets the banhammer again, this might see a little bit of use for plowing through Dimensional Prison.
He does earn bonus points for being Level 3, meaning a Rank 3 spam deck is very possible with Tour Guide From the Underworld and Infernity Necromancer. Perhaps a D.D. variant exploiting Leviair. However, Infernity Knight serves the role much better.
Run 0.
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Infernity Necromancer Level 3/DARK Fiend/Effect When this card is Normal Summoned: change it to Defense Position. While you have no cards in your hand, this card gains the following effect: • Once per turn: you can target 1 "Infernity" monster in your Graveyard, except "Infernity Necromancer"; Special Summon that target. ATK 0 DEF 2000
If you think this is good, wait until you see some of the other stuff we have. This menace here is +1 heaven. The shocking thing is that you'll revive cards like Infernity Archfiend and just keep plusing. It's absurd how good this card is. Not to mention all the combos this thing has. Like Archfiend, this thing is mandatory in threes.
Ruling Corner:
"Infernity Necromancer" is special in that its Ignition effect to Special Summon 1 "Infernity" monster from the Graveyard is granted to it by a Continuous effect. If this Continuous effect is negated, such as by "Skill Drain," the Ignition effect cannot be activated, as it has not been gained.
The effect that switches "Infernity Necromancer" to defense position when it is Normal Summoned is a Trigger effect. (The primary function of this is to disallow the player who Normal Summoned it from using its Ignition effect right away. Ignition effects, being Spell Speed 1, cannot be chained to anything.) Your opponent may respond to this Trigger effect first.
If you activate the effect to Special Summon 1 "Infernity" monster and an effect is chained that causes you to have cards in your hand, you will still Special Summon the targeted "Infernity" monster. The Ignition effect itself does not have a stipulation on hand size.
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Infernity Force Normal Trap Card When an "Infernity" monster is targeted for an attack while you have no cards in your hand: target the attacking monster and 1 "Infernity" monster in your graveyard; Destroy the targeted attacking monster, then Special Summon the targeted "Infernity" monster from your graveyard.
Having such specific requirements and only a meh effect means that this card sees virtually no use whatsoever. In all honesty, you'd be better off running Dimensional Prison. At least Dimensional Prison works against Stardust Dragon and Shooting Star Dragon and doesn't have 3 conditions to be met.
Run 0-1.
Ruling Corner:
"Infernity Force" targets both the attacking monster and the selected "Infernity" monster in the Graveyard.
Having 0 cards in your hand is only an activation requirement; "Infernity Force" will resolve properly even if an effect is chained that causes you to have cards in your hand.
You must destroy the attacking monster with "Infernity Force" to Special Summon the targeted "Infernity" monster.
The attacking monster is destroyed even if the targeted "Infernity" monster is no longer in your Graveyard.
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Infernity Knight Level 3/DARK Fiend/Effect When this card on the field is destroyed and sent to the Graveyard: you can discard 2 cards; Special Summon this card from your Graveyard. ATK 1400 DEF 400
What a lovely new Infernity card for Fabled decks... It has some merit due to being Tour Guide From the Underworld compatible, but so is Necromancer.
Run 0.
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Infernity Archer Level 6/DARK Fiend/Effect If you have no cards in your hand, this card can declare a direct attack on your opponent.
ATK 2000 DEF 1000
It has some merit due to simultaneously being able to be summoned by Stygian Street Patrol and being a Deck Devastation Virus target, but for the most part its horrible.
Run 0.
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Infernity General Level 7/DARK Fiend/Effect If you have no cards in your hand: You can banish this card from your Graveyard to target 2 Level 3 or lower "Infernity" monsters in your Graveyard; Special Summon those targets. Their effects are negated. ATK 2700 DEF 1500
If you draw it you will lose. Needing to discard it is a drawback, not an advantage. The effect is also amazingly underwhelming. Tour Guide From the Underworld is superior in every way. It's not Mezuki.
Run 0.
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Infernity Mirage Level 1/DARK Fiend/Effect This card cannot be Special Summoned from the graveyard. If you have no cards in your hand: you can Tribute this card and target 2 "Infernity" monsters in your Graveyard; Special Summon those targets. ATK 0 DEF 0
Mirage has become the subject of a lot of discussion lately. Ever since we lost the ability to use OSIEs, he became very fragile. The card that used to dance around Veiler and Chain Dissapearance suddenly became catastrophically weak to them. It used to be a mainstay in twos or threes, but arguably lower numbers are far more effective. Only run as many as you need to run.
The main issue with Infernity Mirage, as any experienced Infernity player will tell you, is drawing it too early. Not only is the card itself useless, but it's also being prohibitive of making itself useful because it's a monster in hand.
It's also worth noting that in a 40 card deck the probability of opening a Mirage even if you only run 1 is 15%. That's around 1/6 of all hands you'll get.
Run 0-3. However many you're comfortable with.Make your own verdict.
Ruling Corner:
The inability to Special Summon "Infernity Mirage" from the Graveyard is not an effect.
Tributing "Infernity Mirage" is a cost to activate its effect.
The effect of "Infernity Mirage" targets 2 "Infernity" monsters in your Graveyard.
If you have any cards in your hand when resolving the effect of "Infernity Mirage," you will still Special Summon the targeted monsters.
If 1 of the targeted monsters is no longer in the Graveyard when the effect of "Infernity Mirage" resolves, the other will still be Special Summoned.
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Infernity Randomizer Level 1/DARK Warrior/Effect Once per turn, if you have no cards in your hand: you can draw 1 card and reveal it, if you still have no cards in your hand. Then, for a Monster Card drawn with this effect, inflict damage to your opponent equal to the Level of that monster x 200, but for a Spell or Trap Card, you take 500 damage. ATK 900 DEF 0
In all honesty, this card serves no purpose. I wouldn't bother running it. It's a nice PACMAN card for its own dedicated deck, but we don't gain anything from it. Especially since Archfiend will miss the timing when drawn by it.
Run 0. In PACMAN, run 3.
Ruling Corner:
Inflicting damage happens after drawing a card. A drawn "Infernity Archfiend" will miss the timing to activate its Special Summon effect.
When resolving the effect of "Infernity Randomizer," you will not draw a card or inflict damage if you have any cards in your hand.
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Infernity Beetle Level 2/DARK Insect/Tuner If you have no cards in your hand: you can Tribute this card; Special Summon up to 2 "Infernity Beetle" from your Deck, if you still have no cards in your hand. ATK 1200 DEF 0
This card is largely terrible. The only things it was ever good for were: - Brionac, Dragon of the Ice Barrier - Trishula, Dragon of the Ice Barrier - Goyo Guardian
Unless you really like Gaia Knight, the Force of Earth and think it's the most amazing card ever, I would avoid it. It can make a level 8 synchro once by bridge Synchroing, but that's literally as far as this card will get you. Infernity Avenger is by far the superior Tuner due to better level access (4, 5, 8, 9), repeat usage and the fact that you don't need to run more than one copy of it.
The fact that you have to run 3 Beetle is by far its greatest fault. Although it thins by 2, it still eats an awful lot of monster space in the deck.
It's prone to pretty horrible hands (drawing 2 is literally the worst thing ever) and lacks usefulness outside of one-off Level 8 plays. Run 0.
Ruling Corner:
Tributing "Infernity Beetle" is a cost to activate its effect.
When the effect of "Infernity Beetle" resolves, you will not be able to Special Summon up to 2 "Infernity Beetle" from your Deck if you have any cards in your hand.
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Infernity Avenger Level 1/DARK Fiend/Tuner When a monster you control, except "Infernity Avenger", is destroyed by battle with an opponent's monster and sent to your Graveyard, if you have no cards in your hand: you can Special Summon this card from your Graveyard if you still have no cards in your hand, and the level of this card is equal to the original level of the destroyed monster. ATK 0 DEF 0
This little squirt gun wielding cowboy is far more than he appears to be. At first it can seem a bit meh, but when you use it, you will immediately see how powerful this guy is. It makes it really hard for your opponent to gain advantage through battles and is extremely flexible. 2 is the most normal quantity because it can be searched. 1 can cause problems with surprise removal and running out when you need to search with Infernity Archfiend (although this isn't a major issue). 3 is just unnecessary and leads to dead draws.
One of the advantages of this guy is that he grants lv8/rk4 access by the destruction of your lv4 monsters, which is actually very substantial. His effect also allows you to keep a name open for Infernity Barrier if they run over your Archfiend.
Run 1-2. I run 1 but have Leviair.
Ruling Corner:
"Infernity Avenger" returns to its original level if "Skill Drain" is activated after "Infernity Avenger" Special Summons itself.
Since the monster must reach reach the Graveyard, the effect of "Infernity Avenger" cannot be activated if a Token or "Embodiment of Apophis" is destroyed by battle. Similarly, the effect of "Infernity Avenger" cannot be activated if the monster is removed from play by "Macro Cosmos," etc., nor can it be used if the monster is returned to the hand or deck.
You cannot activate the effect of "Infernity Avenger" if an opponent's monster you controlled was destroyed by battle.
The original Level of the destroyed monster is used to determine the new Level of "Infernity Avenger."
If multiple copies of "Infernity Avenger" are in your Graveyard, you can activate the effects of each of them when your monster is destroyed by battle.
"Infernity Avenger" will not be Special Summoned if you have any cards in your hand when resolving its effect.
"Infernity Avenger" cannot Special Summon itself when an Exceed monster is destroyed by battle.
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Infernity Doom Dragon Level 8/DARK Dragon/Synchro/Effect 1 DARK Tuner + 1 or more non-Tuner monsters Once per turn, if you have no cards in your hand: you can target 1 monster your opponent controls; destroy it and inflict damage to your opponent equal to half its ATK. This card cannot attack during the turn you activate this effect. ATK 3000/DEF 2400
This card is shocking; it is so simple yet it is so powerful. You may not think it at first, but our beloved bullwinkle dragon is one of the most powerful boss monsters out there. It's massive and fixes things, that's all there is to it. You can quite happily kill your opponents monsters and watch them cry as they cannot use their Dimensional Prisons or Mirror Forces. I shall also remind you that this card is an "Infernity" card, so sufficed to say its Synchro Summon wasn't stopped by Solemn Warning and the likes, you can revive it with cards like Infernity Necromancer. Chances are that when you summon this card, it will dominate the field for the rest of the game.
Only 1 copy is needed. He's revivable.
Ruling Corner:
The effect of "Infernity Doom Dragon" targets the opposing monster, regardless of battle position.
Destroying the monster and dealing damage with this effect happen at the same time.
You use the ATK of the monster while it was on the field when dealing damage with this effect. No damage is inflicted if a face-down monster is destroyed.
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ZERO-MAX Normal Spell Card Activate only if you have no cards in your hand: target 1 "Infernity" monster in your Graveyard; Special Summon that target, then destroy all face-up monsters on the field with lower ATK than the monster you Special Summoned. You cannot conduct your Battle Phase during the turn you activate this card.
The result of using Polymerization to fuse Coke Zero and Pepsi Max. A themed Dark Hole and Monster Reborn in one. The funny thing is, Dark Hole and Monster Reborn are at one. Oh how times have changed. This card drops all its points for not being an Infernity card. [ygocard]Call of the Haunted/YGOCARD] is a better option if you need the extra revival. I wouldn't advise using this card.
The card does work, but it requires twice the conventional set-up (both Necro AND another Infernity).
Run 0-2. Call Of The Haunted is better.
Ruling Corner:
The effect of "ZERO-MAX" targets the "Infernity" monster in your Graveyard.
"Stardust Dragon" cannot negate "ZERO-MAX" because it is uncertain whether or not it will destroy cards.
"ZERO-MAX" cannot be activated from your hand. It must be Set, then activated while you have no cards in your hand.
"ZERO-MAX" destroys monsters after it Special Summons your "Infernity" monster. "Torrential Tribute," etc. cannot be activated because the last event was not a monster being summoned. This is true even if no monsters are destroyed.
You use the current ATK of the Special Summoned monster when destroying monsters.
"ZERO-MAX" can be activated as long as you have at least 1 free monster card zone, even if there are no monsters on the field.
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Infernity Launcher Continuous Spell Card Once per turn: you can send 1 "Infernity" monster from your hand to the Graveyard. If there are no cards in your hand: you can send this face-up card to the Graveyard to target up to 2 "Infernity" monsters in your Graveyard: Special Summon those monsters.
No, you don't need to have your eyes examined, you read this card right. I'll give you one guess as to why this card is limited. It's a searchable double Monster Reborn with bonus effects that can't be Solemn Warning'd. Max out on it. Which happens to be 1 right now. I'm surprised this didn't get a complete ban.
Run 1 or 15 depends on the ban list.
Ruling Corner:
Activating "Infernity Launcher" starts a Chain, but it has no activated effect, so "Royal Oppression" cannot be Chained. The effect of "Royal Oppression" must be Chained to the effect that Special Summons monsters.
The effects of "Infernity Launcher" are both Spell Speed 1, so they can only start Chains. They cannot be activated during a Chain.
You will not send an "Infernity" monster from your hand to the Graveyard if "Infernity Launcher" is removed from the field before the effect resolves.
The effect to Special Summon monsters targets 1-2 "Infernity" monsters in your Graveyard. Sending this card to the Graveyard is a cost to activate this effect. If either "Infernity" monster is removed from the Graveyard before resolving this effect, the other will still be Special Summoned.
"Solemn Warning" cannot negate the activation of "Infernity Launcher" due to the fact that no monsters will be summoned upon activation.
"Solemn Warning" cannot negate the effect of "Infernity Launcher" because "Solemn Warning" can only negate the activation of a Spell/Trap card, not its effect. "Solemn Warning" cannot negate the summon of the monsters Special Summoned through "Infernity Launcher" because the monsters are Special Summoned through an effect.
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Infernity Break Normal Trap Card Activate only if you have no cards in your hand: target 1 "Infernity" card in your Graveyard and 1 card your opponent controls; banish the targeted "Infernity" card from your Graveyard, and destroy the targeted opponent's card if you did.
A very nice control card. Most people don't realize that you can remove a used Spell or Trap for this card too. It's a great 1-of, but running too many will cause you to draw it when you don't want to or don't have the fuel for it.
If you can't to afford Infernity Barrier, this card can serve as a knock-off replacement.
Run 1-2. I run 1.
Ruling Corner:
The effect of "Infernity Break" targets the "Infernity" card and the opponent's card.
Having no cards in your hand is only an activation requirement; "Infernity Break" will resolve properly even if you have cards in your hand.
The removal and destruction occur simultaneously.
The "Infernity" card is removed even if you do not destroy the opponent's card, but the opponent's card will not be destroyed if you cannot remove the "Infernity" card.
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Infernity Inferno Normal Trap Card Discard up to 2 cards, and send the same number of "Infernity" cards from your Deck to the Graveyard.[/color=yellow]
This card is complete trash.
Common Infernity misconceptions: - That you need graveyard feeders: This is false. Most of the cards find their own way to the Graveyard by being tutored by Archfiend and then used as material. People don't use loop OTKs either (improvised methods are easier to work with), so you don't actually have anything to set up for. - That you need to discard: Wrong, wrong, wrong. This isn't Dark World. There's no benefit to discarding, it just eats your resources. If you are discarding a lot, your deck has sever consistency issues that can be easily evaded.
It's a -3. Run 0.
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Infernity Destroyer Level 6/DARK Fiend/Effect When this card destroys an opponent's monster by battle and sends it to the Graveyard: inflict 1600 damage to your opponent, if you have no cards in your hand ATK 2300 DEF 1000
Please, for the life of me, please do not run this card. This card is absolutely useless. To add insult to injury, this card is a tribute monster, meaning its pretty hard to get it out of your hand sometimes.
Run 0.
Ruling Corner:
Infernity Destroyer MUST SEND A MONSTER TO THE GRAVEYARD. sadly no token abuse with this guy
If you have any cards in your hand while resolving the effect of "Infernity Destroyer," no damage will be dealt.
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Infernity Barrier Counter Trap Card When your opponent activates a Spell/Trap Card, or an Effect Monster's effect, if you control a face-up Attack Position "Infernity" monster and have no cards in your hand: Negate the activation and destroy the card.
Guess what we have 5 solemn's.This card is amazing. It's the only reason this deck exists any more. This card is dangerous. Not only that, but you can search out 3 of them in one turn courtesy of the Hundred-Eyes Dragon Loop. It got reprinted so expect a price drop.
Run 3 always.
Ruling Corner:
"Infernity Barrier" cannot negate the effect of an already active Spell or Trap card.
Having no cards in your hand and controlling a face-up Attack Position "Infernity" monster are only activation requirements; the effect of "Infernity Barrier" will resolve properly if either of these things changes.
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Wave-Motion Inferno Continuous Spell Card While you have no cards in your hand, face-up "Infernity" monsters you control gain 400 ATK and DEF. During your Main Phase: You can send this face-up card to the Graveyard; send all cards in your hand to the Graveyard.
It's a minus. Could use it in some sort of beatdown build with the Viruses though.
Run 0.
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Infernity Reflector Normal Trap Card When an "Infernity" monster is destroyed by battle and sent to the Graveyard: send all cards in your hand to the graveyard and target the destroyed monster in your Graveyard; Special Summon that target and inflict 1000 damage to your opponent.
This card was mentioned earlier on. As said before, this is not the way to go when using Infernity.
Run 0, no questions asked.
(3) The Indirect Support
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Void Ogre Dragon Level 8/DARK Dragon/Synchro/Effect 1 DARK Tuner + 1 or more non-Tuner monsters Once per turn, during either player's turn, when your opponent activates a Spell/Trap Card while you have no cards in your hand: You can negate the activation and destroy it. ATK 3000 DEF 3000
Finally, some decent direct support. It's basically Legendary Six Samurai - Shi En with a bigger body. It's a nice card as a 1-of, but its awkward summoning and lack of direct support make him weaker than he could be. Compulsory Evacuation Device and monster based destruction give him headaches too. Still a very nice card. Use it as a power card and do not delude yourself into thinking that spamming this card wins games.
Run 1. You will never want the second or third ones and he is revivable with CotH.
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Dark Grepher Level 4/DARK Warrior/Effect You can discard 1 Level 5 or higher DARK monster to Special Summon this card from your hand. Once per turn, you can discard 1 DARK monster to send 1 DARK monster from your Deck to your Graveyard. ATK 1700 DEF 1600
He's an OK card and you'll see him fairly often. You shouldn't really need the discard though, and he's an iffy topdeck. He can save lives though. RotA tutorability is extremely important. He's much better in Monk Builds.
Run 0-1. I run 1.
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Armageddon Knight Level 4/DARK Warrior/Effect When this card is Summoned, you can send 1 DARK monster from your Deck to the Graveyard. ATK 1400 DEF 1200
This card is the alternative to Dark Grepher, and is often ran in a 1:1 ratio with it. While its body is smaller, it does have the advantage of working whilst handless, unlike Grepher. Therefore it is naturally a better topdeck. A lot of newer players get confused at the 1:1 ratio, but once you get used to playing the deck you'll find that it actually works out fairly nicely.
Being level 4 is also really important since it gives Lavalval Chain and Shock Master access.
Run 1-2. I run 2.
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Stygian Street Patrol Level 4/DARK Fiend/Effect When this card destroys a monster by battle and sends it to the Graveyard, inflict damage to your opponent equal to the Level of the destroyed monster x 100. You can remove from play this card in your Graveyard to Special Summon 1 Fiend-Type monster with 2000 or less ATK from your hand. ATK 1600 DEF 1200
The TCG really missed out on this guy during Infernity's short reign in the TCG. This card is simply fantastic, the plays it makes with Archfiend and Mirage and some of the other stuff we have is ludicrous. If only it had "Infernity" in its name. Regardless, this card is a mainstay in at least 1 copy.
He also basically turns Armageddon Knight into Tinplate Goldfish, which is a fairly staple play for the deck.
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Stygian Sergeants Level 5/DARK Fiend/Synchro/Effect 1 Fiend-Type Tuner + 1 or more non-Tuner monsters When this card destroys an opponent's monster by battle and sends it to the Graveyard, it can gain 800 ATK (until the end of the Battle Phase) and attack once again in a row. ATK 2200 DEF 1800
Any deck that can summon this thing should be maining it. Fortunately for us, we are one of the decks that do main it. This thing is insane, easily one of the best level 5 synchros in the game. You only have room for 1, so 1 is plenty.
He also works with Hundred Eyes Dragon.
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Hundred Eyes Dragon* Level 8/DARK Dragon/Synchro/Effect 1 DARK Tuner + 1 or more non-Tuner Fiend-Type monsters Once per turn, you can activate this card's effect by removing from play 1 Level 6 or lower DARK Effect Monster from your Graveyard. Until the End Phase, treat this card's name as that monster's name and this card gains the same effects as that monster while face-up on the field. When this card is destroyed and sent to the Graveyard, add 1 "Earthbound Immortal" monster from your Deck to your hand. ATK 3000 DEF 2500
*{The original name was "Hundred-Eyes Dragon". This was changed because "Red-Eyes Wyvern" does not support the original OCG translation of the card.}
Wow. Even with its effect watered down, this thing still is a monster and a half. The combos with this thing can make are absolutely ludicrous, it even has its own loop (see below). This is an absolute mainstay at 3 in Avenger builds, no questions asked. It's just too good not to max out on. This thing can copy Mirage, Necromancer or even Sergeants, all of which have very powerful effects. Even better yet, this card traces the name too, so it helps with your Infernity Barrier plays. Good stuff.
Run 1 more than you have Mirages.
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Lavalval Chain Rank 4/FIRE Sea Serpent/Exceed/Effect 2 Level 4 Monsters Once per turn: You can detach 1 Xyz Material from this card to activate 1 of the following effects: ● Send 1 card from your Deck to the Graveyard. ● Choose 1 Monster Card from your Deck and put it on top of your Deck. ATK 1800 DEF 1000
Do I need to explain this one? Talk about support. It helps you set up your grave and is an Archfiend generator. What's not to love? Very easy to build a deck around this thing. It does Infernity Inferno's job 100x better.
Run 2.
(4) A Infinite Loop This is a endless infernity loop made by Dewloren just so u can see the possibility's of this archtype
well that's all let me know any suggestions or mistakes i made below and credit to valafar123 for without him this guide would not exist and i also don't care about the xyz version your on your own for that