Perfecting Infernity 1 - The Extra Deck

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Perfecting Infernity 1 - The Extra Deck

Mensagem por dracofu em Qui 12 Jan 2012, 17:15

I thought I'd do a segment on Infernity and how to use it to it's
maximum potential. Though the Extra Deck seems like an odd place to
start, I believe that it is the center of the deck and without it, the
deck crumbles. In this segment, I'm going to cover what should and
shouldn't be used in Infernity.

Good ol' "Mist Wurm". This card
alongside "Trishula, Dragon of the Ice Barrier" in the OCG were
responsible for much of Infernity's success last format. With the
ability to simultaneously provide a 2500 beater and clear away the field
for an OTK, this card gained a somewhat notorious reputation and
doubled in price to about £30 BPS.

However, with the loss of 2
"Infernity Launcher", many Infernity players have started to favor the
"Infernity Avenger" variant (which I will cover in an upcoming segment).
Without the ability to compensate for "Infernity Beetle's"
inconsistencies, "Mist Wurm" has seen very little play.

If running the "Infernity Beetle"
variant in the TCG, this card should remain at 3 due to inadequate level
9 replacements. However, in the OCG, 2 is probably the better option as
"Trishula, Dragon of the Ice Barrier" is generally considered a far
more potent option.

In all other instances, run 1.
Infernity's ability to produce any level synchros still exists, and
sometimes it is necessary to use "Mist Wurm" in order to gain some short
term field advantage and possibly rush for game.

*Legality Notice: This card is
currently illegal in all sanctioned TCG tournaments outside of North
America. This will continue to be the case until a reprint has been

Ah, "Hundred-Eyes Dragon". The new
boss monster of the deck. This card is responsible for Infernity's
survival this format. The ability to copy "Infernity Mirage" to continue
looping is a godsend for this deck. "Infernity Barrier" became an
essential element in TCG Infernity builds.

Aside from that, "Hundred-Eyes
Dragon's" usage is rather limited as it serves more as a game ender than
anything else. Use 3 if playing the "Infernity Avenger" variant.

In all honesty, "Infernity Doom
Dragon" serves no other purpose aside from meeting the conditions of
"Infernity Barrier". Main 1 for that purpose alone.


A clever little combo can be done
with these two. By equipping "Armory Arm" to an opponent's monster that
has at least 1900 ATK (or more depending on what's in the Graveyard),
you can continually ram "Colossal Fighter" into the newly equipped
monster. "Armory Arm" will do 1400 damage to your opponent, and
"Colossal Fighter" will revive itself allowing you to attack again.
Repeat until you win.

Run 1 of each. It is unnecessary to use any more.

This card is an absolute beast in
here. It is everything that "Brionac, Dragon of the Ice Barrier" should
be. Due to the chainability of cards like "Infernity Break", it is very
easy to capitalize off of this card. It is a monster in its own right
and will be summoned about 40% of games.

Main 1 at all times. Any more becomes overkill and eats space.

"Brionac, Dragon of the Ice
Barrier" is a card that has been troubling me a lot recently. I'll grant
that it has a potent effect in its own right, however the whole
'Handless' shenanigans means that his effect will rarely be used. Most
of the time, I feel that "Gaia Knight, the Force of Earth" can do
"Brionac, Dragon of the Ice Barrier's" job better.

If you are in ownership of one, by
all means main it. However, it is by no means a priority and should be
the last Synchro monster you obtain for this deck.

This card is simply phenomenal in
here. The ability to become a 3000 beatstick and attack twice is a very
respectable effect. It also allows for a quick 3000 damage, which of
course makes the game much easier for you.

Main 1 at all times.

You all know what it does and why it's good. Main 1 as standard. It is unnecessary to main any more copies.

It's the same story as with "Stardust Dragon". Main 1.

This is really down to my local
meta. If you find that you are encountering "Dimensional Prison" and
"Compulsory Evacuation Device" a little too often, then this is the card
for you. Otherwise, I wouldn't bother with this card.

This card is a staple synchro,
however I think it is very detrimental to be using this card. Level 7
synchros are extremely difficult to produce now with the "Infernity
Avenger" variant proving to be better. Furthermore, Infernity tends to
place all of its assets on the field, so you shouldn't just go blowing
them up. Run 0.

Good sponge is good. Its basically
here to take "Bottomless Trap Holes" instead of your more important
monster. If you find it suits you, use 1. Otherwise, run 0.

This is nice way to say **** you to
all Machina players. It doesn't serve much purpose aside from that.
Main 1 if you want, but otherwise don't bother.

That's it for this segment. Leave a comment with any thoughts you have. Don't forget to click the "Follow" button =)


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