Thank you for sharing your tips with us IGN: Brad
This is an Infernity build I got to KOG with. The climb was rough, but I managed to preserver. For starters, I want to make it clear to anyone wanting run Infefnities, that that coinflip will matter alot in some matchups.
This archetype's major weakness is that your defenses are incredibly soft until the skill can pop, so to compensate we're loading our deck with an abundance of control traps and anti back-row.
Trap Stun | Normal Trap |
[SR] | |
Negate all other Trap Card effects on the field this turn. |
Trap Stun is an excellent card for neutralizing alot of threats that kill this deck, such as Karma-Cut, and Floodgate. It defintely carried my setup through alot of seemingly bleak situatuons. Ideally, you want your opening hand with at least 1 Floodgate / Canadia, Trap Stun, and Mirage / launcher.
[Skill] description | User |
---|---|
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 |
When setting up your field on that first turn, be mindful of what's in your hand. Ideally when you pop the skill, you want to ensure there are at least 4 cards in your hand, because 2 of those cards will be going to graveyard to dump 2 infernity monsters into your graveyard directly from your deck, which will always be your Infernity Archfiend and Beetle. These two monsters always have priority in regards to discarding and dumping. Without these two monsters, you won't be able to pop off.
Now, it's essential to understand that while you're setting your protection for the first turn, there's alot you need to consider.
Your opponent will likely pop your back row via cosmic cyclone the moment their turn begins. Mixup the order in which you place your cards. People preemptively enjoy targeting the middle card a majority of the time, but higher level players will be aware of this trick.
Trust your judgement. If you make it to the second turn and you have trap stun set, immediately pop it on your draw phase. This will completely negate every other trap effect for the rest of this turn, and that's all you'll need to win. The alternative is to save Hey Trunade in your hand for the big moment. I almost feel as if this card is necessary in almost any Infernity build.
After you use the skill, this is the typical bnb:
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 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. |
♦ 1. Special summon Archfiend and Beetle via Launcher / 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. |
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. |
♦ 2. Now this is important. When Archfiend's effect pops, you're going to have a choice to search Launcher or Mirage. If you have not yet utilised your normal summon, ALWAYS search Mirage. You want to preserve your 3 Launchers and extend your synchros as far as they can possibly go.
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. |
♦ 3. Synchro into either Coral Dragon or Brionac as your first synchro. This is heavily dependent on the matchup. Anything your dealing with that has destruction immunity, use Brionac. Otherwise, Coral will be your go to.
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. |
♦ 4. Activate Mirage Launcher once more, special summon Archfiend and Beetle back onto the field. Synchro into Stardust Assault Warrior. Activate his effect upon summoning. You'll draw a card.
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. |
♦ 5. Activate Coral Dragon or Brionac's effect to discard the card you just drew to pop a card on the field.
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. |
♦ 6. Use Coral and Stardust Assault to Synchro into Onimaru. From here on out, the synchro routes are up to you.
That's the deck. Once it goes off, it will go off hard and it's difficult to stop if you manage to nullify their necktie.
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