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Infernity Deck 2013

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    Junior Member

  • Country: Country Flag
  • Location:Natal, Rio Grande do Norte
My infernity deck:

3 Infernity Archfiend
3 Infernity Necromancer
3 Infernity Beetle
2 Infernity Mirage
2 Dark Grepher
3 Stygian Street Patrol

3 Mystical Space Typhoon
1 Infernity Launcher
1 Monster Reborn
1 Foolish Burial
1 Reinforcement of the Army
1 Heavy Storm
1 Dark Hole
2 Instant Fusion
3 Upstart Goblin

1 Solemn Judgment
1 Call of the haunted
1 Starlight road
2 Infernity Break
3 Infernity Barrier
1 Infernity Inferno
1 Mirror Force

+Extra deck:
2 Darkfire Dragon
1 Infernity Doom Dragon
1 Void Ogre Dragon
1 Orient Dragon
1 Stardust Dragon
1 Leviair the Sea Dragon
1 Red Nova Dragon
1 Red Dragon Archfiend
1 Mist Wurm
1 Lavaval Chain
1 Number 50: Blackship of Corn
1 Abyss Dweller
1 Scrap Dragon
1 Ally of Justice Catastor

+Sideboard deck:
2 Forbidden Lance
2 Light-Imprisoning Mirror
2 Imperial Iron Wall
1 The Transmigration Prophecy
2 Tour Guide From the Underworld
1 Monster Gate
2 System Down
2 Soul Drain
1 Debunk

Rate and comment.

Edited by snakedeity, 03 May 2013 - 02:06 PM.



    Junior Member

  • Country: Country Flag
Infernity Inferno is not a good card to run in this deck. Usually, infernity cards can't be searched until you have no cards in your hand, so it's either a dead draw or it forces you to dump cards that you actually need. Remove this. If you want a backup for cloggy hands (which are usually never a problem, although you may need to fix your monster list) run Wave-Motion inferno. It also boosts monsters and can be pitched with Summoner Monk.

Speaking of Summoner Monk, edit your Monster choices. Beetle is much worse than Avenger, which can cleanly make level-8 synchros with 2 or 3 cards on the field (easily-recycled monsters). After you add an avenger (or 2 if you want to have a backup... I don't think this to be necessary) you should add two summoner monks and pitch one of your grephers. Since infernities play a high spell count to remain explosive, aggressive, and light on cards in your hand, Summoner Monk can search for your one Grepher, which is all you need to begin your plays. If you're in a Monk and two monsters, you can pitch a spell for Grepher, discard a monster, send Stygian to the graveyard, and then special summon that last monster for a huge field.

You need more Infernity Breaks. It puts in work. You do NOT need Solemn Judgment or Starlight. Barrier does a much better job than both of those cards and is searchable. I don't like call, but it's an OK trap.

Just a few things. I could say more, but I don't feel like efforting that much. Good luck playing this deck.

Edit: Oh ya, I forgot, 3 Stygians clogs. You only need 2.

Edited by lesplaycards, 03 May 2013 - 02:07 PM.



    Junior Member

  • Country: Country Flag
  • Location:Natal, Rio Grande do Norte
So I want comments to improve my deck.
(Rate = tcg.com...XD)


Avenger AND one for one?Yes OR no?

Edited by snakedeity, 03 May 2013 - 02:18 PM.



    Inzektor Veteran

  • Country: Country Flag

if u go to Avenger, drop all Beetle.. inferno is bad.. u only need 1-2 Stygian.. maybe a Tour Guide for 3rd Stygian..

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