Infernity: New support? + Unreleased anime cards

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Infernity: New support? + Unreleased anime cards

Mensagem por dracofu em Qui 12 Jan 2012, 17:19

I have a funny feeling Infernity may be getting new support. If I know
Konami like I think I do, then these will be released as semi-powerful
cards. Let's just hope their effects are better than their Manga

"Infernity Archer"
****** DARK
Fiend / Effect
While you have no cards in your hand, this card can attack your opponent directly.
ATK 2000 DEF 1000

Well it's better than "Infernity
Destroyer". It qualifies for "Stygian Street Patrol's" effect too. I
wouldn't use it, unless it gets a graveyard activation effect.

I rate it 2/5 because it replaces the unused "Infernity Destroyer" with something slightly better.

"Infernity Knight"
*** DARK
Fiend / Effect
this card is destroyed by battle and sent to the Graveyard, you can
discard all cards in your hand. If you do, Special Summon this card from
your Graveyard during the End Phase of this turn.

ATK 1400 DEF 400

Valiant attempt Konami, but discarding is not the way to go with Infernity. I though we already established that. I rate it 1/5.

"Infernity General"

Alas, nothing is confirmed apart from the name. Let's hope this is the card we want.

"Kettle of Purgatory"
Trap / Continuous
While you have no cards in your hand, monsters you control cannot be destroyed by your opponent's card effects.

With a little bit of work, this could be half decent. 3/5 to the Manga writers.

While we're here, why don't we talk about the unreleased Anime cards.

"Infernity Climber"
*** DARK
Fiend / Effect
either player's turn, if you have no cards in your hand while this card
is in the Graveyard, you can return this card to the top of your deck.

ATK 0 DEF 800

It could have some potential if it
were more like "Treeborn Frog", but it isn't. Seems like an instant game
over if you use this card.

"Infernity Death Gunman" or "Infernity Doom Slinger"
Fiend / Effect
you have no cards in your hand, when your opponent activates a card
effect that would inflict damage, you can remove from play this card in
your Graveyard. Your opponent chooses whether or not to activate the
following effect. If they choose not to, you take no Effect Damage this
turn. • Draw 1 card and reveal it. If it was a Monster Card, your
opponent take effect damage equal to the amount of effect damage you
took this turn, and all effect damage you take this turn is inflicted to
your opponent instead. If it is a Spell or Trap Card, you take the
damage as normal.

ATK 100 DEF 100

Ah, they Yu-Gi-Oh! anime and its situational cards. I wouldn't even consider this card. Boo to you Anime writers, 0/5.

"Infernity Zero"
Fiend / Effect
card cannot be Normal Summoned or Set. This card cannot be Special
Summoned, except from your hand when your Life Points would become 0.
While this card is face-up on the field, you cannot lose the Duel. This
card cannot be destroyed by battle or by card effects. If you take 500
or more damage, place 1 Death/Doom Counter on this card for every
multiple of 500 damage you would have taken. When there are 3 Death/Doom
Counters on this card, destroy this card regardless of any other card


Way too overpowered. "Phantom of Chaos" + "Self Destruct Button" abuse much? This shouldn't be released with that effect. 0/5

"Infernity Burst"
Spell / Normal
Inflict 800 damage to your opponent for every "Infernity" monster you control.

Well done Anime writers, for creating the most pointless card in existence. 0/5.

That's it for the support we don't have. Don't forget to leave a comment and click the "Follow" button.

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Perfecting Infernity 4 - The Traps

This is probably the most crucial part of the deck. Without the traps,
it is impossible for the deck to function properly. The traps offer
stability and control, both of which are vital for a deck that can only
win by overextension.

This menacing card was the only good
TCG exclusive Infernity got, but trust me in saying that this card has
all the power you need. With the power to negate... well, anything at
all. This card is the new purpose for Infernity. Being able to stop your
opponent dead in their tracks by disrupting their important combos is
very helpful, especially in today's metagame.

This card is arguably better than
"Solemn Judgment" (though it most certainly is not a replacement). It
can be searched via "Infernity Archfiend" and the "Hundred-Eyes Dragon"
loop, and it can be used as fuel for "Infernity Break". Always main 3.

GOD SAYS "NO"! This card is staple. Use 1.

This is one of those "Bad card is
good" scenarios. The card is terrible, but considering there's nothing
better than it, I'd still use 3.

Who would have thought that this
common would have been so powerful? Main 1 as a default, but fell free
to main up to 3 if you have the room. Remember: Infernity spells and
traps can be used as the cost.

Staple cards are staple.

Take your pick in which one you want to use. Use 2 or 3 of them in total.

Simple OTK enabler. It also allows you to save "Infernity Archfiend" from "Bottomless Trap Hole" and "Dimensional Prison".

More "Infernity Archfiend" plays.

That was shorter than expected. Don't forget to click "Follow" and leave a comment.


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