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Perfecting Infernity 2 - The Monsters

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Perfecting Infernity 2 - The Monsters

Mensagem por dracofu em Qui 12 Jan 2012, 17:16

I'm back with the next part of my "Perfecting Infernity" segment. This
time, I'll be talking about the most critical part of the build: the
monsters. Whilst only a small portion of the deck is monsters, it is a
section of the deck that must be perfectly balanced.

On an ideal start turn, you want 1 monster. If you have 0, you'll need
to rely to heavily on your spells and traps, if you have 2 or more, you
could find yourself being unable to empty your hand to gain all of your
effects.

So, onto the monsters:



"Infernity Archfiend", the beating
heart of the deck. This is what the deck revolves around and without it,
it will fail. The sooner you get this (either in hand or in the
Graveyard), the better. This is by far the most supported card in the
deck. It's a no brainer really. Always run 3, no exceptions.




This
is our chief reviver. "Infernity Necromancer" is a very threatening
monster due to its costless revival that can be exploited to extremes.
Better yet, it's huge. 2000 defense is very hard to get over for most
decks. It's the same story as "Infernity Archfiend", run 3 at all times.
No exceptions.




This little bug used to be the ace
tuner of the Infernity archetype. Its ability to +1 and create high
level synchros (namely "Mist Wurm" and "Trishula, Dragon of the Ice
Barrier) used to be no laughing matter. That was all good and well when
"Infernity Launcher" was at 3, however, that is no longer the case. With
the consistency of the deck being absolutely crucial, "Infernity
Beetle" and its hand-clogging abilities are now seldom seen. Personally,
I wouldn't bother with "Infernity Beetle" anymore. However, if you are
still a fan of the OTK variant, then you could get away with using it,
though I most certainly would not advocate it.


Run 3 and no other tuners if you
want to play more aggressively, or add 1 in as a sort of tech card if
you miss it. In all other instances, use 0.




"Infernity Avenger", the new star
tuner of the deck. It floats without clogging the hand or field, it's
efficient and it's well supported. This little cowboy most certainly
earned his place in here. With the ability to trace the levels of its
fallen comrades, the ability to flawlessly produce level 8 synchros via
"Infernity Necromancer" and "Infernity Archfiend", and the ability to
produce the aforementioned "Colossal Fighter" + "Armory Arm" OTK.


Use 2 so that it doesn't get hit by rogue "D.D. Crows" and so that you can see it sooner.




Look! "Infernity Launcher" sprouted
a pair of legs! "Infernity Mirage" is a tricky one in here. The general
consensus is that 2 should be mained. This is to minimize the risk of
drawing double whilst still providing enough power for OTK-like plays.
However, I'm inclined to disagree with the consensus on this one. I
personally use 3. I like to see this early as possible, and I find
simple non-OTK plays with the extra copy very helpful in stabilizing the
field. Drawing double doesn't bother me too much since I have means of
disposing of the extra copy.


If you are just starting off with
Infernity, I'd recommend maining the standard 2. However, if you are
finding that to be insufficient, main 3. If 3 offers inconsistency, then
go back to 2 afterwards. In other words, main 2 if 3 gives you
problems. Never main any less than 2.




Formerly, this bad boy was always
mained at 2 (mainly to compensate for "Infernity Beetle's"
inconsistency). However, due to the ever shrinking monster count, I
would only main 1. Like other players, I found that I was unable to use
its effect. Furthermore, the -1 incurred doesn't help a control deck.
You still need 1 for those sticky situations, but 2 is most certainly
overkill.




This is what the second "Dark
Grepher" became. With its ability to mill without costs or restriction,
"Armageddon Knight" earned its space in the deck. Only 1 is required due
to the maining of "Reinforcement of the Army". Main 2 if you feel
daring, but a 1:1 ratio of "Dark Grepher" and "Armageddon Knight" works
best.




With the absence of "Infernity
Beetle", a niche was left in the deck for a level 2 tuner. Lo and
behold, "Plaguespreader Zombie" is here. With the ability to actually increase
the consistency of the deck, this pile of disease most certainly earned
its spot in here. Even if it wasn't limited, I would only use 1. It
does make for some very interesting "Infernity Archfiend" plays with its
self-revival.




This is our pseudo-"Mezuki", albeit
much less powerful. It essentially takes an axe to "Infernity Mirage's"
legs and turns it back into an "Infernity Launcher". It also serves as
an effective hand thinner and also make "Infernity Archfiend" plays. Run
1 or 2 depending on player preference, but never run 0 or 3.


Ultimately, your monster line up should look something like this:


Monsters [14-16]
3x Infernity Archfiend
3x Infernity Necromancer
2x Infernity Avenger
2/3x Infernity Mirage
1x Dark Grepher
1x Armageddon Knight
1/2x Stygian Street Patrol


That's it for this part of
"Perfecting Infernity". Stay tuned for part 3, where I'll be covering
the Spells. Don't forget to follow this blog and leave a comment. =)



dracofu
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Exodias


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