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Infernity Update: Infernoless?

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Infernity Update: Infernoless?

Mensagem por dracofu em Dom 22 Jan 2012, 01:32


Infernity Update: Infernoless?







I hope I'm not the only one who has noticed that Infernity Doom
Dragon looks like a crossbreed between Vice Dragon and a moose. A crime
against nature I'm sure.


Anyway, I've been neglecting this post for a while. Time is
always my enemy. Hopefully I'll have more time soon, in which case I'll
do a deck profile on Stitch's Fableds and the ludicrously overpowered
Dark World Archetype. I have an affinity for hand-related fiends and I'm
not certain as to why.


The specific topic for today is Infernity Inferno. I've talked a lot about this card in the past.


Infernity Inferno
Trap / Normal
Discard up to 2 cards and send the same number of "Infernity" cards from your Deck to the Graveyard.

A relatively simple card with a relatively simple effect. It's been a
staple in Infernity decks since TSHD got released just over a year ago.
Essentially it is a one card set up. It gets you Necromancer, Avenger
(or Beetle back in its day) and Archfiend to your Graveyard and helps
empty your hand. Sure, you go minus doing so, but that doesn't matter if
you're going to win that turn. Right?

Wrong.

The game is very different now and requires a different approach to
things. The old concept of "going minus to go plus" isn't particularly
efficient anymore. There are two reasons for this.



  • Effect Veiler: If this is dropped on you when you just went -3
    in the hopes of winning, you're going to lose. No question about it.
  • Heavy Storm: It got banned. Rightfully may I add. Making an OTK
    isn't very easy thanks to this being banned. With 5 potential back row
    to stop you, you can't use Barrier/MST/Judgment as an OTK enabler. This
    means you will have to wait longer to get an OTK enabler, during that
    period your Infernos are dead.
So with that in mind, I and my fellow Infernity thread members
got to work testing the deck without Inferno. I have to give a bit of
credit to Emissary-of-Gorz, he was one of the (if not, the) first person
to use a non-Inferno build, even though some of his card choices were
questionable.


Dropping Inferno frees up space and gets rid of dead weight.
However, you do forfeit speed without Inferno. Generally speaking,
you'll be getting cards out of your hand the way the good lord intended
us to: by summoning/setting. This can take time to do, so extra defenses
are necessary.


Using the 2 extra slots made available, I now main the
increasingly widespread Dimensional Prison. You all know what it does
and why it's good. D Prison buys you time to get things in motion, not
to mention the fact that it can deal with a lot of threats that normally
would be assigned to Bottomless Trap Hole. It also works wonders
against the T.G. match up.


I also dropped the variable tech card for Mind Control. Mind
Control is staple with Exceeds; especially in Infernity. It keeps cards
like TKRO and DCK off the field, it puts dead
Stygians/Archfiends/Grephers to use and it aids in reducing lost
advantage from Exceed and Synchro summoning. This applies to all decks,
not just Infernity.


I do still main 3 Mirage. The logic behind doing so still
remains the same. If you use it, it's a +1 or more. If it's dead, you
can discard it/set it and it'll become food for Hundred-Eyes Dragon
anyway. I don't like to think of Mirage in terms of the loop, if you're
holding Mirage instead of going plus, then you're doing it wrong. I
dislike conserving monsters in this deck, it doesn't work. They're all
replaceable. Even the boss monster can be revived with little to no
effort.


As I said, time is against me, so I'll use the old formatting for decks:


Monsters [15]
[3] Infernity Archfiend
[3] Infernity Mirage
[3] Infernity Necormancer
[2] Infernity Avenger
[1] Dark Grepher
[1] Armageddon Knight
[1] Stygian Street Patrol
[1] Plaguespreader Zombie


Spells [11]
[1] Infernity Launcher
[1] Monster Reborn
[1] Dark Hole
[1] Giant Trunade
[2] Mystical Space Typhoon
[1] Foolish Burial
[1] One for One
[1] Reinforcement of the Army
[1] Book of Moon
[1] Mind Control


Traps [14]
[3] Infernity Barrier
[1] Infernity Break
[1] Solemn Judgment
[2] Solemn Warning
[2] Bottomless Trap Hole
[2] Dimensional Prison
[1] Mirror Force
[1] Torrential Tribute
[1] Call of the Haunted


Extra Deck [15]
[1] Number 39: Utopia
[1] Trishula, Dragon of the Ice Barrier
[1] Mist Wurm
[1] Infernity Doom Dragon
[1] Scrap Dragon
[3] Hundred-Eyes Dragon
[1] Dark End Dragon
[1] Stardust Dragon
[1] Brionac, Dragon of the Ice Barrier
[1] Ally of Justice Catastor
[1] Stygian Street Patrol
[1] Magical Android
[1] Armory Arm


If you play Infernity, try an Infernoless build. I would also recommend paying a visit to the Infernity thread on Pojo: http://www.pojo.biz/board/showthread.php?t=970859



dracofu
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