[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 |
![]() 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. |
Since Infernity decks only really function when your hand is empty, Infernity Launcher is one of the best things you can see in an opening hand. This will let you more easily empty your hand letting you start your plays sooner. You can activate multiple copies of Launcher and activate their effects in a single turn.
Early game you can activate Launcher and discard Archfiend. Summon a monster (if any) and set your Spell/Trap cards. If at this point you emptied your hand, you can send Launcher to the graveyard to revive Archfiend and get a search.
Mid to late game when you have enough graveyard setup is when Launcher really starts to enable your powerful combos. This includes looping Archfiend and reviving monsters in pairs to create one-card Synchro combos.
In summary Infernity Launcher is a key card that does 3 important things for this deck. Empty your hand, setup the graveyard, and revive to enable combos.
![]() 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. |
The best card to top deck if you don't have any cards onhand. Infernity Archfiend's inherent Special Summoning effect and free search makes him an excellent combo starter leading into a Synchro play. As an example you can search Infernity Beetle and Normal Summon it. Tribute Beetle to Special Summon 2 more copies of it from the deck. With Archfiend and 2 Beetles on the field, you can make a level-6 Synchro and then synchro climb into Doom Dragon.
Another thing that contributes to Archfiend's power is the absence of restriction on the number of times you can use its search effect. This means you can activate multiple times per turn and, with his Special Summoning being the trigger, you have a ton of options on how to activate this such as Necromancer, Mirage, and Launcher. Adding to this, the cards you use to revive Archfiend can be searched by Archfiend himself, forming a loop.
Looping Archfiend and Launcher would go something like this:
![]() 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. |
Mirage can be considered the monster version of the second half of Launcher's effect so their use is pretty similar in that they enable Synchro plays. You can use Mirage to revive Archfiend to get the Archfiend-Launcher loop going.
![]() 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. |
Infernity Beetle's effect makes it an inherently good monster to use for synchro climbing.
Perform this combo if you have Infernity Beetle and a couple of Spell/Trap cards onhand:
![]() Infernity Barrier | Counter Trap |
Kalin Kessler at 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. |
Extremely powerful because of its ability to negate any effect for free. The activation conditions are not really a problem since you would have an attack position Infernity monster most of the time, and an empty hand is standard for Infernity decks.
Infernity decks at their core are Synchro spam deck, so it makes sense to turn your Extra Deck into a Synchro toolbox. Most of your Synchro combos will be initiated by Launcher or Mirage's revival effect.
![]() White Aura Dolphin | WATER Fish ★6 ATK 2400 / DEF 1000 |
Cybernetic Rebellion [SR] | |
1 Tuner + 1+ non-Tuner monsters Once per turn: You can target 1 face-up monster your opponent controls; its ATK becomes half its original ATK until the end of this turn. If this card you control is destroyed by an opponent's card (by battle or card effect) and sent to your GY: You can banish 1 other WATER monster from your GY; Special Summon this card, and if you do, it is treated as a Tuner. |
White Aura Dolphin's ATK halving effect lets you attack over practically anything for no extra cost.
![]() Stardust Charge Warrior | WIND Warrior ★6 ATK 2000 / DEF 1300 |
Warriors Unite [SR] | |
1 Tuner + 1 or more non-Tuner monsters When this card is Synchro Summoned: You can draw 1 card. You can only use this effect of "Stardust Charge Warrior" once per turn. This card can attack all Special Summoned monsters your opponent controls, once each. |
The draw effect upon summoning helps you maintain resources for something as costly as synchro climbing.
Pair Archfiend with Beetle to make Stardust Charge Warrior. And then pair Stardust Charge Warrior with another Beetle to make your level-8 Synchro.
![]() 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. |
Coral Dragon is a good Synchro to make in general. It has decent ATK and the one-for-one removal effect is good for field control. The floating effect gives you a refund on the resources spent to make it, making Coral Dragon an ideal monster to use in Synchro climbing.
![]() Brionac, Dragon of the Ice Barrier | WATER Sea Serpent ★6 ATK 2300 / DEF 1400 |
Aerial Assault [UR] | |
1 Tuner + 1+ non-Tuner monsters You can discard any number of cards to the GY, then target the same number of cards your opponent controls; return those cards to the hand. You can only use this effect of "Brionac, Dragon of the Ice Barrier" once per turn. |
Arguably the most popular generic level-6 Synchro monster. Brionac has extra utility in an Infernity deck because of its ability to clear your hand.
![]() Black Rose Dragon | FIRE Dragon ★7 ATK 2400 / DEF 1800 |
Blazing Rose [UR] | |
1 Tuner + 1 or more non-Tuner monsters When this card is Synchro Summoned: You can destroy all cards on the field. Once per turn: You can banish 1 Plant-Type monster from your Graveyard, then target 1 Defense Position monster your opponent controls; change that target to face-up Attack Position, and if you do, its ATK becomes 0 until the end of this turn. |
Use Winged Kuriboh as material in addition to whatever you use to make a level-6 Synchro to make Black Rose Dragon for a field wipe.
![]() Vulcan the Divine | FIRE Beast-Warrior ★6 ATK 2000 / DEF 1600 |
Soul of Resurrection [SR] | |
1 Tuner + 1 or more non-Tuner monsters If this card is Synchro Summoned: Target 1 face-up card you control and 1 face-up card your opponent controls; return those targets to the hand, but for the rest of this turn, you cannot activate cards, or the effects of cards, with the same name as those returned to the hand by this effect. You can only use this effect of "Vulcan the Divine" once per turn. |
Vulcan's effect can target Infernity Launcher from your field so you don't lose field presence while essentially removing an enemy card for free. Reactivate the Infernity Launcher you returned to get another discard.
![]() Assault Blackwing - Onimaru the Divine Thunder | DARK Winged Beast ★12 ATK 3000 / DEF 2000 |
Aerial Assault [R] | |
1 Tuner + 1 or more non-Tuner monsters If this card is Synchro Summoned using a "Blackwing" monster as Material, it is treated as a Tuner while face-up on the field. Cannot be destroyed by card effects. You can target 1 "Blackwing" monster in your Graveyard; this card's Level becomes the same as that monster's. You can only use this effect of "Assault Blackwing - Onimaru the Divine Thunder" once per Duel. If this card that was Synchro Summoned using only Synchro Monsters attacks, this card gains 3000 ATK during the Damage Step only. |
Summon Onimaru with Coral Dragon and another level-6 monster as material to turn him into a 6000 ATK beater. Between the huge ATK stat and inherent protection, Onimaru is a powerful presence onboard.
[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 |
![]() Infernity Avenger | DARK Fiend ★1 ATK 0 / DEF 0 |
Dark Signer Kalin Kessler Lvl 16 [SR] | |
When a monster you control, except "Infernity Avenger", is destroyed by battle with an opponent's monster and sent to the Graveyard, while you have no cards in your hand, you can Special Summon this card from your Graveyard. In that case, the Level of this card is equal to the Level of your destroyed monster. |
![]() 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. |
Normal Summon Necromancer and revive Archfiend. This will trigger Archfiend's search effect which you can use to search Infernity Launcher. Activate Launcher and send it to the graveyard to revive Beetle. With the monsters on your field you now have the options of making level-5, 6, or 9 Synchros.
Another way to start this combo is by sending Launcher to the graveyard and reviving Archfiend and Necromancer. Archfiend searches a Launcher or Barrier, and Necromancer revives Beetle.
Necromancer can actually any Infernity monster, so you can revive Doom Dragon or Archer if you have them in the graveyard.
![]() Infernity Destroyer | DARK Fiend ★6 ATK 2300 / DEF 1000 |
Kalin Kessler Unlock Event [UR] | |
When this card destroys an opponent's monster by battle and sends it to the Graveyard: Inflict 1600 damage to your opponent. You must have no cards in your hand to activate and to resolve this effect. |
![]() Monster Gate | Normal Trap |
Paradox Brothers Lvl 35 [SR] | |
Tribute 1 monster; excavate cards from the top of your Deck until you excavate a monster that can be Normal Summoned/Set. Special Summon it, also send the other excavated cards to the Graveyard. |
![]() Crystron Quariongandrax | WATER Machine ★9 ATK 3000 / DEF 3000 |
Cybernetic Rebellion [UR] | |
2 or more Tuners + 1 non-Tuner monster If this card is Synchro Summoned: You can target monsters your opponent controls and/or in their Graveyard, up to the number of Synchro Materials used for the Synchro Summon of this card; banish them. If this Synchro Summoned card is destroyed by battle or card effect: You can target 1 banished monster, except this card; Special Summon it to your field. |
The big boss monster of the Labyrinth Builder version. Summoning Quariongandrax usually only requires you have Beetle and any 2 cards to use as cost for your Skill onhand. When summoned, Quariongandrax can single-handedly turn the game state in your favor.
When destroyed, Quariongadrax floats into any monster from either player's banished zone. So the monsters you banished with its first effect are also valid targets.
![]() 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. |
Summon Vermillion Mech Dragon by reviving Archfiend and Necromancer with Mirage's effect, and then reviving Beetle with Necromancer's effect.
The removal effect is good because it can target any card on the field, and the cost can easily paid because just one Beetle can search out all your copies from the deck. But be careful not to banish all your Beetles because Infernity decks don't have any interaction with the banish zone.
![]() 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. |
Doom Dragon is a good way to deal with opponent's monsters and deal damage without actually attacking.
The burn effect is usually even better for dealing damage than battling with Doom Dragon. This is also a good way to play around enemy battle traps like Drowning Mirror Force and Wall of Disruption if you suspect they have any.
![]() Scrap Dragon | EARTH Dragon ★8 ATK 2800 / DEF 2000 |
Valhalla Calling [UR] | |
1 Tuner + 1 or more non-Tuner monsters Once per turn: You can target 1 card you control and 1 card your opponent controls; destroy them. When this card is destroyed by your opponent's card (either by battle or by card effect) and sent to the Graveyard: Target 1 non-Synchro "Scrap" monster in your Graveyard; Special Summon that target. |
![]() Hundred Eyes Dragon | DARK Dragon ★8 ATK 3000 / DEF 2500 |
Raid Duel - The Flame of Vengeance: Ccapac Apu! [UR] | |
1 DARK Tuner + 1 or more non-Tuner Fiend-Type monsters Once per turn: You can banish 1 Level 6 or lower DARK Effect Monster from your Graveyard; until the End Phase, this card's name becomes that banished monster's, and replace this effect with that banished monster's original effects. If this card is destroyed and sent to the Graveyard: Add 1 "Earthbound Immortal" monster from your Deck to your hand. |
Hundred Eyes Dragon can copy Infernity Necromancer's effect and revive Infernity Archfiend. This extends your combo, allowing you to make even more Synchro monsters or just swarm the field.
A more direct and offense-oriented option is to copy Infernity Archer's effect. This lets you attack your opponent directly for 3000 damage, usually ending the Duel.
![]() Archfiends Call | DARK Fiend ★6 ATK 2500 / DEF 1200 |
Raid Duel - The Flame of Vengeance: Ccapac Apu! [SR] | |
1 Tuner + 1+ non-Tuner monsters This card's name becomes "Summoned Skull" on the field, but is still treated as an "Archfiend" card. Your opponent cannot target any "Summoned Skull" you control with card effects. If this Synchro Summoned card you control is sent to your GY by an opponent's card: You can Special Summon 1 "Summoned Skull" from your hand, Deck, or GY. |
![]() 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. |
Note by LordGuitchi:
"After climbing from Legend 1 to 2 with Weather Painters for testing, I switched to Dragunity decks until I reached Legend 5. After failing to get to KoG with them, I decided to try this Infernity Turbo deck, that I used before to get to DLV Max on the last KC Cup, and see if I could get the 5 consecutive wins I needed with it, and it worked!
Unlike the traditional Infernity build that focuses on stalling for a turn to OTK on the next with the Infernity Inferno skill, this deck sacrifices a little bit of consistency and staples, but in return, it can function right on your 1st turn, regardless of going first or second.
If you go first, your mission is to build your board of Onimaru, Brionac and Infernity Archfiend and then set as many Infernity traps as possible. The skill helps by putting one Infernity Launcher on the top of your deck, for Stardust Charge Warrior to draw it, while also putting an extra copy of Launcher on your deck.
If you go second, you'll probably need to use Trunade first to be able to build your board, but the rest of the combo is similar. Onimaru, Brionac and Infernity Archfiend are enough to deal lethal damage after you get rid of their monsters with your synchros' effects, even if your opponent has a Kuriboh.
The rest of the cards provide draw power and mulligan for you to start your combo, sometimes letting you topdeck an Infernity Archfiend for its effect.
There are some cards that greatly counter this deck if you go second. For example: you can get rid of Necrovalley (although you'll need to summon Archfiend from your deck to be able to synchro and then remove it), but a Sealing Ceremony of Katon with a monster in the grave means you've already lost."
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