Content

Infernity: deck recipe [June 8]

Duel Links Infernity deck, Infernity in the current meta, how to use.
Duel Links Breaking News
Yu-Gi-Oh Vrains Duel Links
update 09/06/2022

Overview

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.

Required Card Boxes

Common Shared

Galactic Origin Warriors Unite Aerial Assault Chronicle of Glory Infernity Destruction Selection Box Vol.05

Shell of a Ghost Version

Crimson Kingdom Visions of Ice Infinite Ray Photons of Galaxy Darkness Gimmick

Infernity Inferno Version

Valhalla Calling Aerial Assault Antinomic Theory Chaotic Soldiers

Standard Version

Shell of a Ghost Version

Infernity ArchfiendInfernity ArchfiendInfernity ArchfiendInfernity BeetleSpellbook of KnowledgeMonster Reborn
Cosmic CycloneCosmic CycloneInto the VoidInto the VoidInto the VoidInfernity Launcher
Infernity LauncherInfernity LauncherSpellbook of SecretsSpellbook of SecretsDragged Down into the GraveSpellbook Organization
Spellbook OrganizationInfernity BarrierInfernity Break---
Coral DragonInfernity Doom ArchfiendStardust Charge WarriorAssault Blackwing - Onimaru the Divine ThunderNumber 70: Malevolent SinDigital Bug Rhinosebus
Inzektor Exa-Beetle-----
[Skill] descriptionUser
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
Kalin Kessler

Infernity Inferno Version

Infernity ArchfiendInfernity MirageInfernity MirageInfernity MirageFiendish Rhino WarriorInfernity Beetle
Mystical Space TyphoonMystical Space TyphoonMystical Space TyphoonBook of MoonBook of MoonBook of Moon
Cosmic CycloneCosmic CycloneInfernity LauncherInfernity LauncherInfernity LauncherHeat Wave
Infernity BarrierRainbow LifeRainbow Life---
Coral DragonBrionac, Dragon of the Ice BarrierInfernity Doom ArchfiendInfernity Doom ArchfiendHTS PsyhemuthStardust Charge Warrior
Assault Blackwing - Onimaru the Divine Thunder-----
[Skill] descriptionUser
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
Kalin Kessler

How To Play

Infernity Archfiend

Infernity Archfiend
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 Launcher revives Archfiend and Beetle. Archfiend searches another Launcher.
  • Archfiend and Beetle are used to make a level-6 Synchro.
  • Activate and send Launcher to the graveyard to revive Archfiend and Beetle. Archfiend searches 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 Mirage

Infernity Mirage
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 and Xyz plays. You can use Mirage to revive Archfiend to get the Archfiend-Launcher loop going, and Beetle to synchro climb.

Infernity Beetle

Infernity Beetle
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 Launcher

Infernity Launcher
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.

Spellbook Engine

Spellbook Support will be act as Draw Engine for allowing to draw out Core Cards easier or increase your hand sources for setup combo.

Spellbook of Knowledge
Spellbook of Knowledge
Normal Spell
Special Set Bundle Sale [UR]
Send to the GY either 1 Spellcaster monster you control, or 1 other "Spellbook" card from your hand or face-up from your field, except "Spellbook of Knowledge", and if you do, draw 2 cards. You can only activate 1 "Spellbook of Knowledge" per turn.

This card can let you convert the excess Spellbook Spell Card (Cards with the same name) from your hand into two more hand sources without losing any cards on your field. If you chain Spellbook of Knowledge with a Spellbook Quick-Spell Card, then you can send that Quick-Spell that is still on the field which is becomes 1 Card Earning in this situation.

Keep in mind that according to the Rulings, even if you apply the effect of "Spellbook of Knowledge" using the effect of "Spellbook of the Master", you cannot choose the activated "Spellbook of the Master" as the card you send to the Graveyard. But since we will not gonna use Spellbook of the Master in this Deck, there will be no problem for that.

Spellbook of Secrets
Spellbook of Secrets
Normal Spell
Visions of Ice [SR]
Selection Box Vol. 02 [SR]
Add 1 "Spellbook" card from your Deck to your hand, except "Spellbook of Secrets". You can only activate 1 "Spellbook of Secrets" per turn.

Spellbook of Secrets allows you to add from your Deck to your hand any “Spellbook” card which will be Spellbook Organization and Spellbook of Knowledge in this case.

Spellbook Organization
Spellbook Organization
Quick Spell
Crimson Kingdom [N]
Master of Chaos [N]
Look at the top 3 cards of your Deck, then return them to the top of the Deck in any order.

Spellbook Organization allows you to put your core card on top in order especially Infernity Archfiend for you to draw out easily for setup combo.

Fiendish Rhino Warrior

Fiendish Rhino Warrior
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.

Card Advance

Card Advance
Card Advance
Normal Spell
Crusaders Battleground [N]
Look at up to 5 cards from the top of your Deck, then place them on the top of the Deck in any order. You can Tribute Summon 1 monster in addition to your Normal Summon/Set this turn. (You can only gain this effect once per turn.)

Since this deck is incredibly reliant on the cards that you draw during draw phase, using card advance can almost ensure that you end up drawing the ones that you need.

The rearrange effect won't be as useful if you use Archfiend's effect since it will end up reshuffling your deck, so just focus on the next card or the next 2 cards instead.

Barrier and Break

Infernity Barrier
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
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.

Techs

Monster Reborn
Monster Reborn
Normal Spell
5th Anniversary Campaign [UR]
Target 1 monster in either player's Graveyard; Special Summon it.

This isn't searchable like Launcher, but it can work just like another Launcher since you only need to revive Archfiend to extend plays.

Since this can special summon from your opponent's graveyard, you can consider using monster destruction effects like Coral Dragon or Rhinosebus as you're doing the combo so you can get your opponent's boss monster to your field.

You can also just set this card and use Dragged Down into the Grave to take control of it pretty easily.

Book of Moon
Book of Moon
Quick Spell
Chaotic Soldiers [UR]
Selection Box Vol.04 [UR]
Target 1 face-up monster on the field; change that target to face-down Defense Position.

Useful disruption tool to stop your opponent's plays or to "protect" your monsters from certain cards like Floodgate Trap Hole or Karma Cut.

Cosmic Cyclone
Cosmic Cyclone
Quick Spell
Galactic Origin [UR]
Selection Box Vol. 01 Mini [UR]
Pay 1000 LP, then target 1 Spell/Trap Card on the field; banish it.

Generic backrow removal to avoid getting disrupted before making any plays.

Heat Wave
Heat Wave
Normal Spell
Rex Raptor [R]
This card can only be activated at the start of Main Phase 1. Neither player can Normal or Special Summon an Effect Monster, until your next Draw Phase.

A really strong card to help stall a turn since most decks often use effect monsters, so using this can end up making your opponent unable to summon any monster or just set and pass.

Stalling for turns like this is mainly to wait until you can use Infernity Inferno skill which has a turn restriction.

Rainbow Life
Rainbow Life
Normal Trap
Jesse Anderson [SR]
Discard 1 card. Until the end of this turn, whenever you would take damage you gain that amount of Life Points instead.

A really useful stall card to ensure that you won't take any damage at all during your turn. Event the cost of discard isn't bad in the deck since they need to be in the grave.

The Extra Deck

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.

Coral Dragon
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.

Infernity Doom Archfiend
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.

Brionac, Dragon of the Ice Barrier
Brionac, Dragon of the Ice Barrier
WATER Sea Serpent ★6
ATK 2300 / DEF 1400
Aerial Assault [UR]
Selection Box Vol.04 [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.

HTS Psyhemuth
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.

For when you need to deal with monsters that can't be destroyed by battle or card effects, but also a decent monster to protect yourself with when you have nothing else.

Stardust Charge Warrior
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.

Assault Blackwing - Onimaru the Divine Thunder
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.

Digital Bug Rhinosebus
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
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.

Number 70: Malevolent Sin
Number 70: Malevolent Sin
DARK Insect ★4
ATK 2400 / DEF 1200
Photons of Galaxy [SR]
2 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; banish it until your opponent's next Standby Phase. At the end of the Damage Step, if this card attacked: You can make this card gain 300 ATK, and if you do, increase its Rank by 3.

Malevolent Sin is an anti-Xyz tech. Summon Malevolent Sin and use its effect to temporarily banish an enemy Xyz monster. The Xyz monster will return with no materials attached to it.

Comments

Hot New Top
Anonymous 22days ago
Just add Void Ogre Dragon in the game and make Infernity tier 1!
<< Anonymous
Konami 22days ago Reply
YES!
Anonymous
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<< Anonymous
Anonymous Reply
how this comment still alive? xD
<< Anonymous
Anonymous Reply
It's because the mods and admins on this site are 🔥ing incompetent and are too busy jerking each other off
<< Anonymous
Anonymous Reply
Okay, how is this reply still alive? XD
<< Anonymous
Anonymous Reply
Wdym? It's very informative and reflects exactly what this deck is
Anonymous
Biggest dud in duel links ever
<< Anonymous
Anonymous Reply
wE jUsT nEeD gUd gEnRiC sYnChrOs
<< Anonymous
Anonymous Reply
tbh Qliphort is shaping up to be the next Infernity
<< Anonymous
Anonymous Reply
Dunno man nobody gives a sh¡t about qlis and even if they did they aren't expensive as this overhyped rubbish
Anonymous
Kuriboh is better (synchro version). You have access to meteor burst dragon.
Anonym
I accidentally overwrite the konami id data with a new account, that konami id is connected to my old account, can somebody help to get my old account
<< Anonymous(Anonym)
Axll Reply
Just happened to me. Any luck ?
<< Anonymous(Anonym)
Sam Reply
That happened to me too and I can't recover my account anymore
<< Anonymous(Sam)
Anonymous Reply
Ugh same here. But still, I can see my duel id and it was friend of my new account.
<< Anonymous(Anonym)
Helper Reply
Contact konami support from the Contact Us button .. then they ask for much details as possible and they will recover it
Anonymous
Tier 0 yet?
<< Anonymous
Anonymous Reply
almost wait another 5 years
Anonymous
I hate you if you use a busted deck like this supported by a skill that makes it ridiculously consistent. You aren’t good at the game if you rely on skills and a small deck size to carry your stupid combo.
<< Anonymous
Anonymous Reply
And someone that can't beat a board full of sitting ducks is even worst

But the worst of the worsts is he whose decks doesn't even have 1 single interruption
<< Anonymous
Anonymous Reply
Interruption is 🔥 with mst at 3.
<< Anonymous
Anonymous Reply
To many people running 3 of them with a hyper consistent skill to still allow monsters is broken.
<< Anonymous
LordGuitchi Reply
Ridiculously consistent? Are you stupid? The deck is powerful and versatile, but you complain about its consistency, when it is the deck's main weakness?
Anonymous
Tier 0 yet?
Anonymous
Please, continue posting decks that use Into the Void so this fokcing card becomes popular and finally get limited/banned.
I am sick of all those weird OTK "combo" decks that use this card, where you just sit and w8 them for 10 minutes to end their combos and finally loose or see them surrendering.
<< Anonymous
Anonymous Reply
You make it sounds as if pvp was plagued with them
<< Anonymous
Anonymous Reply
This deck is just toxic. Watching your opponent endlessly synchro with the same 3 cards and zero hand is no fun at all.
Alpertunga28
Double İnfernity barrier? What? How?
<< Anonymous(Alpertunga28)
Anonymous Reply
By hacking / cheating
Anonymous
Hello?
GameA mods?
Are you still here?
Anyone?
<< Anonymous
Anonymous Reply
They're all busy sucking C0CKS
Anonymous
Is this tier 0 now?
<< Anonymous
Anonymous Reply
0 as in 0 people seriously using this deck to climb
<< Anonymous
Not KoG Reply
Infernity is still lower than the level of Aromage.
<< Anonymous(Not KoG)
Anonymous Reply
At least aromage is relatively cheap
<< Anonymous
Anonymous Reply
brothers in copium

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The King of VermillionDarkness GimmickArts of AtlantisPendulum GenesisIdea of Armageddon
Chaotic SoldiersForce of InfinityFantastic ArcPhantom of RebellionMaximum Gustav
Heart of XyzShining Sunrise

Selection Box

Selection Boxes
Selection Box Vol. 01Selection Box Vol. 01 MiniSelection Box Vol. 02Selection Box Vol. 02 MiniSelection Box Vol. 03
Selection Box Vol.03 MiniSelection Box Vol.04Selection Box Vol.01 Super Mini--

Structure decks

Structure decks
Sorcerers AllianceDragonic ForceHero RisingLegendary WarriorsDestiny Rulers
Dragonic KnightsSpellbound SilenceSynchro ConnectionThe White Dragon of LegendSwordbound Silence
Ancient Gear AwakeningNeos FusionReturn of the Red-EyesFull Metal DesperadoMaster of Chaos
Kings ResonanceDragunity OverdriveGladiators StormHERO GenerationReturn of the Fire Kings
Gagaga XyzTales of the Noble KnightsBlue-Eyes EvolutionStardust NexusRise of Gaia
Evil DominationMagicians ArcD/D/D ApocalypseCyber Style ExtremeSword of Paladin
Tellarknight AdventBrave HopeRuddy Rose Burning

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No Skull Bone? Atleast with Skull Bone you can use a lvl4, go Skull Bone, Tome Stream it to eithe...
Weird text. Why not simplify "Ritual, Fusion, Synchro, or Xyz Summoned using a Normal Mons...
When VRAINS?
Dear player, Yes, we should. But we won't. Thank you for playing Yu-Gi-Oh Duel Links!
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