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The concept of this deck is to use your skill and Archfiend’s drawing power to mill your deck so that you can consistently topdeck a card with the ability to launch a combo with ~90% confidence.
Unparalleled comeback potential.
Intense synchro combos.
Fast OTK decks
Disruption
Infernity Archfiend | DARK Fiend ★4 ATK 1800 / DEF 1200 |
Infernity Destruction [UR] | |
When you draw this card, if you have no other cards in your hand: You can reveal this card; Special Summon this card from your hand. When this card is Special Summoned: You can add 1 "Infernity" card from your Deck to your hand. You must have no cards in your hand to activate and to resolve this effect. |
Infernity Launcher | Continuous Spell |
Infernity Destruction [SR] | |
Once per turn, you can send 1 "Infernity" monster from your hand to the Graveyard. If there are no cards in your hand, you can send this card from the field to the Graveyard to select up to 2 "Infernity" monster(s) in your Graveyard and Special Summon them. |
Survive your first turn using traps. If you’re lucky with your starting hand, you might be able to move into combos on your first turn using Archfiend and Launcher. To ensure you have combo potential on your second turn, you will want to be selective about what cards you use to survive your first turn. If your starting hand contains the following: “Necromancer, Karma Cut, Fiendish Chain, Raigeki Break” don’t be afraid to use Raigeki Break or Karma Cut as discard fodder. Keeping your revival card is most important.
Infernity Necromancer | DARK Fiend ★3 ATK 0 / DEF 2000 |
Dark Signer Kalin Kessler Lvl 35 [UR] Kalin Kessler at Lvl 33 and 38 [UR] | |
When this card is Normal Summoned, it is changed to Defense Position. If you have no cards in your hand, this card gains the following effect: Once per turn, you can select 1 "Infernity" monster in your Graveyard, except "Infernity Necromancer", and Special Summon it. |
Infernity Mirage | DARK Fiend ★1 ATK 0 / DEF 0 |
Kalin Kessler Roaming Event [UR] Raid Duel - The Flame of Vengeance: Ccapac Apu! [UR] | |
This card cannot be Special Summoned from the Graveyard. If you have no cards in your hand, you can Tribute this card to select 2 "Infernity" monsters in your Graveyard. Special Summon those monsters. |
[Skill] description | User |
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Infernity Inferno Can be used on your 2nd turn. Discard up to 2 cards from your hand. Then, send "Infernity" monsters from your Deck to the Graveyard equal to the number of cards you discarded. | Kalin Kessler |
Use the skill ‘Infernity Inferno’ on your second turn to dump Archfiend and either Beetle / Necromancer into the graveyard. You might not have to dump two cards if you have any of these three monsters in your hand already, since you could dump one Archfiend to dump one of the others, and vice versa. After your skill, you’ll probably have the materials to revive your monsters using either Necromancer, Launcher, or Mirage.
Infernity Beetle | DARK Insect ★2 ATK 1200 / DEF 0 |
Kalin Kessler Roaming Event [SR] Kalin Kessler Unlock Event [SR] | |
While you have no cards in your hand, you can Tribute this card to Special Summon up to 2 "Infernity Beetle" from your Deck. |
Now use your revival to get Archfiend, Beetle, and Necromancer on your board. With Beetle’s effect, you should have milled all the dead cards from your deck. You’ve got the setup for some nasty combo’s, but what’s even better: your deck is now very consistent. On the draw you’ll either pick up something that will ignite another combo or an OP trap.
Vermillion Dragon Mech | FIRE Machine ★9 ATK 2700 / DEF 1800 |
Blazing Rose [UR] | |
1 Tuner + 1 or more non-Tuner monsters Once per turn: You can banish 1 Tuner from your hand, field, or Graveyard, then target 1 card on the field; destroy it. If this Synchro Summoned card is destroyed by card effect and sent to the Graveyard: You can target 1 of your banished Tuners; add it to your hand. |
You’ve basically got two boss monsters with this setup—Doom Dragon and Vermillion Dragon Mech. For VDM, which is your primary goal, you’ll want the Necromancer, Beetle, Archfiend setup.
Coral Dragon | WATER Dragon ★6 ATK 2400 / DEF 500 |
Chronicle of Glory [UR] | |
1 Tuner + 1 or more non-Tuner monsters Once per turn: You can discard 1 card, then target 1 card your opponent controls; destroy it. If this Synchro Summoned card is sent from the field to the Graveyard: You can draw 1 card. You can only use this effect of "Coral Dragon" once per turn. |
Synchro Beetle & Archfiend to bring out Coral Dragon. Then use Necromancer to revive Archfiend for the +1 draw. In most cases you’ll want to grab a Launcher to continue your play, but this is flexible. If you’ve got dead cards in your deck, you can draw and use Coral Dragon’s effect to mill another card from your deck and remove some backrow. Then Synchro Coral Dragon with Necromancer into VDM. The extra card can become discard fodder for your traps, further protection as a trap itself, or be discarded away with Launcher.
Infernity Doom Dragon | DARK Dragon ★8 ATK 3000 / DEF 2400 |
Kalin Kessler Unlock Event [UR] | |
1 DARK Tuner + 1 or more non-Tuner monsters Once per turn, if you have no cards in your hand, you can select 1 monster your opponent controls. Destroy that monster and inflict damage to your opponent equal to half its ATK. This card cannot attack during the same turn you activate this effect. |
What rocks about this combo is your opponent can disrupt it at any point and you can recover the play. Karma Cut? Don’t worry. You’ve milled your deck enough to probably survive to topdeck another Archfiend. Use launcher to pivot into Doom Dragon. Once the combo is started it’s very difficult to stop. If the worst happens and you lose Archfiend to banishment, you can actually Synchro into VDM with Necromancer, Beetle, and one Launcher.
But what happens if you can’t finish your opponent with the combo? And then they clear your board? After the dust of their turn settles and your monsters are gone and your traps have been blown, what’s left? Well let’s do some math. Your deck has 8 cards remaining. They are: Archfiend (x1), Mirage (x3), Launcher (x1), Necromancer (x1), Fiendish Chain (x1), Floodgate Trap Hole (x1). 6 out of 8 cards will allow you to combo into whichever boss monster you didn’t blow on your last play, or if Doom Dragon is in the graveyard, call it back immediately, plus Archfiend to keep the good times rolling.
HTS Psyhemuth | EARTH Psychic ★6 ATK 2400 / DEF 1800 |
Valhalla Calling [SR] | |
1 Tuner + 1 or more non-Tuner monsters After damage calculation, when this card battles an opponent's monster: You can banish that monster, also banish this card. |
An absolutely vital niche option to remove cards that can’t be targeted. Useful against Lunalights or buffed Archfiends Call and probably other stuff too.
Star Eater | LIGHT Dragon ★11 ATK 3200 / DEF 2800 |
Valhalla Calling [SR] | |
1 Tuner + 1 or more non-Tuner monsters Must be Synchro Summoned, and cannot be Special Summoned by other ways. This card's Synchro Summon cannot be negated. When Synchro Summoned, cards and effects cannot be activated. If this card attacks, it is unaffected by other card effects until the end of the Damage Step. |
This works as a boss monster that VDM can go into with Beetle, but I actually took it out because it felt redundant as a wincon. Still an option.
PSY-Framelord Zeta | LIGHT Psychic ★7 ATK 2500 / DEF 1800 |
Future Horizon [R] | |
1 Tuner + 1 or more non-Tuner monsters Once per turn, during either player's turn: You can target 1 Special Summoned monster your opponent controls in face-up Attack Position; banish both that monster and this card from the field, but return them in your next Standby Phase. If this card is in your Graveyard: You can target 1 other "PSY-Frame" card in your Graveyard; return this card to the Extra Deck, and if you do, add that target to your hand. |
Samurai Destroyer | EARTH Machine ★7 ATK 2600 / DEF 1400 |
Dark Dimension [R] | |
1 Tuner + 1+ non-Tuner monsters If this card battles an opponent's monster, your opponent cannot activate cards or effects until the end of the Damage Step, also that opponent's monster has its effects negated during the Battle Phase only. If this face-up card in its owner's control leaves the field because of an opponent's card effect: You can target 1 Machine monster in your GY; Special Summon it. |
Replaced Star Eater with this to provide a Synchro path into VDM that isn’t dependent on Archfiend.
Infernity Barrier | Counter Trap |
Kalin Kessler Lvl 40 [UR] | |
When your opponent activates a Spell/Trap Card, or monster effect, while you control a face-up Attack Position "Infernity" monster and have no cards in your hand: Negate the activation, and if you do, destroy that card. |
If your opponent isn’t running backrow removal spell cards, this trap after combo setup is basically a wincon.
This deck is good but knowing when to pop your traps to survive your first turn can be hard, so ultimately familiarizing yourself with likely matchups is your best friend. Look at your opponent’s deck after each match.
Against Master of Destiny, your best path to victory is burning two coin flips from Ms. Judge on redundant revival. Example: Ms. Judge negates Mirage. Then you play Launcher. Always remove Desperado before the battle phase, and use Barrier to get rid of it if you must.
Against Blue-Eyes, Blue-Eyes Spirit Dragon is your greatest enemy. It locks down Mirage and makes it so you can only revive one monster with Launcher. You should be able to play around this however and force it off the field with either Coral Dragon, VDM, or a trap. Attack HTS Psyhemuth into it if you’re really desperate.
Against Cyber Dragons, your best case scenario is starting with Barrier in your hand. Otherwise, Fiendish Chain is your ideal disruption because it can protect your other traps from Chimeratech Rampage Dragon’s destruction. If I had a third copy of Fiendish Chain, I’d probably run that instead of Floodgate Trap Hole
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