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.
|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.
|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:
Alternatively if you want to make a Rank-4 Xyz instead of a Synchro, Special Summon two Archfiends with Launcher's effect.
|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'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 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 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
|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 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 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
|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.
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.
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.
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.
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.
Generic backrow removal to avoid getting disrupted before making any plays.
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.
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.
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.
|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
|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
|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.
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
|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
|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
|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.
|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
|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.
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