Infernity is an archetype that plays with a handless playstyle. They have powerful effects that are not hard once per turn but can only be used when you have no cards in hand.
Even with only a few of the monsters, their effects can be used multiple times in a turn, allowing you to deal with different situations and ending with multiple high level synchros monsters in a single turn.
[Skill] description | User |
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Shell of a Ghost Can be Used if you have 0 card in your hand and you only control "Infernity" monster. Take 1 "Infernity Launcher" from your Deck and place it at the top of your Deck. Then, place 1 "Infernity Launcher" from outside your Deck at the bottom of your Deck. This Skill can only be used once per Duel. | Kalin Kessler |
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 the top deck if you don't have any cards on hand. Infernity Archfiend's inherent Special Summoning effect and free search make him an excellent combo starter leading into a Synchro play.
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 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 Launcher revives Archfiend and Sage or Wildcat. Archfiend searches for another Launcher.
Necromancer / Archfiend and Sage are used to make a level-6 Synchro.
Activate and send Launcher to the graveyard to revive Archfiend and Sage. Archfiend searches for another Launcher. (or search Barrier if you want to synchro climb and end the loop here)
Make another level-6 Synchro with Archfiend and Beetle.
Activate and send Launcher to the graveyard to revive Archfiend. Archfiend searches Infernity Barrier. Set Barrier.
Alternatively, if you want to make a Rank-4 Xyz instead of a Synchro, Special Summon two Archfiends with Launcher's effect.
Infernity Sage | DARK Fiend ★2 ATK 400 / DEF 800 |
Stars of Synchro [N] | |
During your Main Phase: You can discard your entire hand. If this card is sent to the GY: You can send 1 "Infernity" monster from your Deck to the GY. You must have no cards in your hand to activate and to resolve this effect. You can only use each effect of "Infernity Sage" once per turn. |
Infernity Sage, has an Infernity Foolish Burial effect when he is sent to the Graveyard while you have no cards. This effect will make you able to dump Infernity Archfiend from your Deck to the Grave and revive with Infernity Launcher for combo setup. Besides that, Infernity Sage is a Level 2 tuner that can be paired with Infernity Monsters to Synchro Summon.
Infernity Sage + Infernity Archfiend / Infernity Wildcat + Infernity Necromancer = Red Wyvern/Stardust Warrior/Doom Archfiend
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 Sage or Wildcat. With the monsters on your field, you now have the option of making level-6 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 Sage or Wildcat.
Infernity Wildcat | DARK Fiend ★3 ATK 1400 / DEF 0 |
Stars of Synchro [N] | |
You can Special Summon this card (from your hand) by sending 1 other "Infernity" monster in your hand to the GY. You can only Special Summon "Infernity Wildcat" once per turn this way. While you have no cards in your hand: You can banish 1 "Infernity" monster from your GY; increase or decrease the Level of this card by 1 until the end of this turn. You can only use this effect of "Infernity Wildcat" once per turn. |
Infernity Wildcat is a decent card in an Infernity Deck on Duel Links. Its ability to Special Summon itself by sending another Infernity monster from your hand to the GY can help you swarm the field quickly and set up for Synchro Summons.
Additionally, if you have no cards in your hand, you can banish an Infernity monster from your GY to increase or decrease Infernity Wildcat's Level by 1 until the end of the turn. This can make it easier to Synchro Summon with other monsters in your hand or on the field, and can also be useful for activating the effects of other Infernity monsters that require a certain Level.
Transmodify | Normal Spell |
Ranked Rewards [R] | |
Send 1 face-up monster you control to the Graveyard; Special Summon from your Deck, 1 monster with the same Type and Attribute as that monster in the Graveyard, but 1 Level higher. You can only activate 1 "Transmodify" per turn. |
Transmodify can be a useful card in an Infernity Deck on Duel Links. By sending a face-up monster you control to the Graveyard, you can Special Summon a monster from your Deck with the same Type and Attribute, but 1 Level higher. This can be particularly useful for quickly Synchro Summoning higher-level monsters or for setting up a chain of Special Summons.
One potential use for Transmodify in an Infernity Deck is to use it to send an Infernity Necromancer or Wildcat to the Graveyard and Special Summon an Infernity Archfiend from your Deck, allowing you to quickly build up your field and set up for a Synchro Summon.
Infernity Conjurer | DARK Fiend ★3 ATK 1200 / DEF 900 |
Stars of Synchro [R] | |
While you have no cards in your hand, monsters your opponent controls lose 800 ATK. While you have no cards in your hand and this card is in your GY: You can Special Summon this card, but banish it when it leaves the field. You can only use this effect of "Infernity Conjurer" once per turn. |
When you have no cards in your hand, it can reduce the ATK of your opponent's monsters by 800, which can be helpful for preventing them from attacking over your own monsters or for weakening them for an easier defeat.
Additionally, when Infernity Conjurer is in your GY and you have no cards in your hand, you can Special Summon it to the field, though it will be banished when it leaves the field. This can be useful for quickly filling your field for Synchro Climbing with other Infernity Tuners.
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.
Dark Hole | Normal Spell |
Future Circuit [SR] | |
Destroy all monsters on the field. |
Dark Hole can be a good card in Infernity decks as it can help clear the opponent's field of monsters, giving you a chance to set up your own plays. However, it can also potentially harm your own field if you have any monsters on it, since they will also be destroyed. It's important to use Dark Hole at the right time and in the right situation to gain the most advantage from it.
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.
The only downside to this is if you search it with your other card effects and set it down, it will be obvious to your opponent where you set it down, allowing your opponent to target it with their back row removing card.
Infernity Break | Normal Trap |
Dark Signer Kalin Kessler Lvl Rewards [UR] Kalin Kessler level rewards [UR] | |
If you have no cards in your hand: Target 1 "Infernity" card in your Graveyard and 1 card your opponent controls; banish the first target, and if you do, destroy the second target. |
Card removal that's also searchable with Archfiend. Though, you'll always want to prioritize getting Barrier first with Archfiend's effect to interrupt your opponent's plays, while Break can be useful to destroy newly set cards during your opponent's turn.
Useful disruption tool to stop your opponent's plays or to "protect" your monsters from certain cards like Floodgate Trap Hole or Karma Cut.
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's revival effect.
Black Rose Dragon | FIRE Dragon ★7 ATK 2400 / DEF 1800 |
Blazing Rose [UR] Ruddy Rose Burning [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 Garbage Lord and Infernity Sage as material to make Black Rose Dragon for a field wipe.
Ancient Fairy Dragon | LIGHT Dragon ★7 ATK 2100 / DEF 3000 |
Secrets of the Ancients [UR] | |
1 Tuner + 1 or more non-Tuner monsters During your Main Phase: You can Special Summon 1 Level 4 or lower monster from your hand. You cannot conduct your Battle Phase the turn you activate this effect. During your Main Phase: You can destroy as many cards in the Field Zones as possible (min. 1), and if you do, gain 1000 LP, then you can add 1 Field Spell with a different name than the destroyed card(s), from your Deck to your hand. You can only use each effect of "Ancient Fairy Dragon" once per turn. |
Ancient Fairy Dragon's effect to Special Summon a Level 4 or lower monster from your hand during your Main Phase can be useful for filling the field with Infernity monsters or for setting up Synchro Summons.
Infernity Doom Archfiend | DARK Fiend ★6 ATK 2200 / DEF 1600 |
Selection Box Vol.05 [SR] | |
1 Tuner + 1+ non-Tuner monsters Once per turn: You can target 1 face-up card on the field; negate its effects (until the end of this turn), then if you have no cards in your hand, you can destroy it. While you have no cards in your hand, if this card battles an opponent's monster, any battle damage this card inflicts to your opponent is doubled. A DARK Synchro Monster that was Summoned using this card as material can make up to 2 attacks on monsters during each Battle Phase. |
In most cases, you'll always want to use Stardust Charge Warrior as your first level 6 synchro so you can get a card advantage. This can be the second monster you bring out so you can synchro into Onimaru, which will have the 6000 ATK effect when attacking, as well as a double attack when attacking a monster for a decent OTK potential.
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.
Digital Bug Rhinosebus | LIGHT Insect ★7 ATK 2600 / DEF 2200 |
Infinite Ray [R] | |
2 or more Level 7 LIGHT Insect-Type monsters You can also Xyz Summon this card by detaching 2 Xyz Materials from a Rank 5 or 6 Insect-Type Xyz Monster you control, then using that Xyz Monster as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; destroy the face-up monster(s) your opponent controls with the highest DEF (all, if tied). |
Summoned mainly by using Exa-Beetle. This provides a non targeting quick effect monster removal is definitely pretty good, and it can potentially stop your opponent's combos.
This is only a good turn 1 summon in decks that can get 2 level 6 monsters out pretty easily. While Infernity can do that as well, it requires quite a number of resources, especially since the level 6 are synchro monsters, so this one is better used if you think you can't end the duel the turn you're making the plays.
Inzektor Exa-Beetle | DARK Insect ★6 ATK 1000 / DEF 1000 |
Darkness Gimmick [R] | |
2 Level 6 monsters When this card is Xyz Summoned: You can target 1 monster in either player's Graveyard; equip that target to this card. This card gains ATK and DEF equal to half the original ATK and DEF of the monster equipped by this effect. Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up card on each side of the field; send those targets to the Graveyard. |
Using Launcher's effect, you can special summon Archfiend with Beetle to go into a level 6. With 2 level 6, you can make an Exa-Beetle. Its main effect can be used if you have a face up Launcher to return, otherwise, Exa-Beetle's main purpose is mainly to go into Rhinosebus for its effect instead.
Decode Talker | DARK Cyberse ATK 2300 / DEF 3 |
Link Revolution [UR] | |
2+ Effect Monsters Gains 500 ATK for each monster it points to. When your opponent activates a card or effect that targets a card(s) you control (Quick Effect): You can Tribute 1 monster this card points to; negate the activation, and if you do, destroy that card. |
Decode Talker's effect to negate and destroy a card that targets a card(s) you control can be useful, it requires Tributing a monster that Decode Talker points to. Since Infernity Decks rely on having multiple monsters on the field, Tributing one can be detrimental to your strategy.
Puzzlomino, the Drop-n-Deleter | LIGHT Spellcaster ATK 1300 / DEF 2 |
Tag Duel Tournament [October 2022] [UR] | |
2 monsters with different Levels If a monster is Special Summoned face-up to a zone this card points to while you control this monster (except during the Damage Step): You can declare a Level from 1 to 8; that monster becomes that Level until the end of the turn. You can target 2 monsters with the same Level (1 from each field); destroy them. You can only use each effect of "Puzzlomino, the Drop-n-Deleter" once per turn. |
Knightmare Cerberus | EARTH Fiend ATK 1600 / DEF 2 |
Selection Box Vol.06 [SR] | |
2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Special Summoned monster in your opponent's Main Monster Zone; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Cerberus" once per turn. Co-linked monsters you control cannot be destroyed by card effects. |
A Link 2 Knightmare Monster owns Special Summoned Monster Removal Effect by discarding 1 card (this effect can combo with Joker's Straight). Cerberus's co-linked effect will allow you to have 1 Card Draw and Card Effect Destruction Protection.
Knightmare Phoenix | FIRE Fiend ATK 1900 / DEF 2 |
Future Circuit [SR] | |
2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap your opponent controls; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Phoenix" once per turn. Co-linked monsters you control cannot be destroyed by battle. |
A Link 2 Knightmare Monster owns Backrow Removal Effect by discarding 1 card. Phoenix's co-linked effect will allows you to have 1 Card Draw and Battle Destruction Protection.
Security Dragon | LIGHT Cyberse ATK 1100 / DEF 2 |
Selection Box Vol.02 Super Mini [SR] | |
2 monsters Once while face-up on the field, if this card is co-linked: You can target 1 monster your opponent controls; return it to the hand. You can only use this effect of "Security Dragon" once per turn. |
A Link 2 Monster with Compulsory Evacuation Device's effect while Security Dragon is co-linked which is great combo disruptive tech to your opponent.
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. |
Mainly good because of it being a level 6. Together with Beetle, you can make some stronger level 8 synchros like Dark End Dragon, or Kalin's signature monster, Infernity Doom Dragon.
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 or Xyz plays. You can use Mirage to revive Archfiend to get the Archfiend-Launcher loop going, and Sage to synchro climb.
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. While its effect to be able to special summon up to 2 from your deck is pretty nice, you really only need 1 in the deck since it's searchable, and having more copies can end up bricking the deck.
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. |
It can help you survive some turns, but it can be tricky to use properly. Often times it's better to focus on cards that can help with Launcher and Archfiend combo instead.
Fiendish Rhino Warrior | DARK Fiend ★3 ATK 1400 / DEF 900 |
Maximum Gustav [SR] | |
Fiend-Type monsters you control, except "Fiendish Rhino Warrior", cannot be destroyed by battle or card effects. If this card is sent to the Graveyard: You can send 1 Fiend-Type monster from your Deck to the Graveyard, except "Fiendish Rhino Warrior". You can only use this effect of "Fiendish Rhino Warrior" once per turn. |
Use this as the cost for cards that need to discard or just set it on the field to block an attack early on. With its graveyard effect, you can send Archfiend or Beetle from the deck to the grave so you can special summon them with Launcher or Monster Reborn.
Having this can be a good alternative if you are lacking copies of Archfiend, but this is still pretty good in the deck since it gives you the option of sending either Archfiend or Beetle when you need them.
Its on-field effect helps protect your other Fiend-type monsters so you can make an extra deck play, but most of the extra deck monsters aren't Fiend except for Infernity Doom Archfiend.
Kuriboh | DARK Fiend ★1 ATK 300 / DEF 200 |
Ranked Rewards [SR] | |
During your opponent's turn, at damage calculation: You can discard this card; you take no battle damage from that battle (this is a Quick Effect). |
Handtrap to protect your LP and it's searchable with Flute of Summoning Kuriboh. You don't want to have multiple copies of this since it can be an issue if your opponent plays passively and won't attack. Unlike Vajra, if you want to make an Infernity play when you have this in hand, you'll end up having to use your normal summon/set just to put this down.
Winged Kuriboh | LIGHT Fairy ★1 ATK 300 / DEF 200 |
Jaden Yuki [SR] | |
If this card on the field is destroyed and sent to the Graveyard: For the rest of this turn, you take no battle damage. |
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