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Found 23 results

  1. Infernity FTK

    I'd just like to start this with a disclaimer saying I think this will be decent but not tier 1, I've just been waiting for a playable infernity combo since Lavalval Chain was banned in 2015. So my favourite archetype is finally becoming playable again and I thought I'd post what I've been working on here, and maybe see if anyone has some suggestions to fix the problems I've been noticing about the deck. I'll just start off with the list. Monsters: 1 Infernity Archfiend 3 Infernity Necromancer 1 Infernity Patriarch 1 Infernity Mirage 3 Dark Grepher 3 Armageddon Knight 2 Summoner Monk 1 Dynatherium 1 Goblindbergh 1 Stygian Street Patrol 3 Supreme King Dragon Darkwurm 1 Supreme King Gate Zero 1 Dragoons of Draconia 1 Performapal Odd-Eyes Minitaurus 1 Archfiend Heiress 1 Amazoness Archer Spells: 3 Allure of Darkness 3 Dragon Shrine 2 Into The Void 1 Upstart Goblin 1 Infernity Launcher 1 Soul Charge 1 Reinforcements Of The Army 1 Foolish Burial Traps: 1 Infernity Break 1 Infernity Barrier Extra Deck: 3 Firewall Dragon 2 Gaia Saber The Lightning Shadow 1 Proxy Dragon 1 MX-Saber Invoker 1 Zoodiac Drident 1 Zoodiac Chakanine 2 Zoodiac Broadbull 1 Daigusto Emeral 1 Diamond Dire Wolf 1 Tornado Dragon 1 El-Shaddoll Winda The way the deck works is you make invoker with 2 necromancers, summon archer from the deck and then keep tributing off your monsters to do burn damage. Firewall dragons add mirage back to hand and then summon it whenever you tribute monsters with archer, mirage summons 2 necromancers which each summon an archfiend. You normally start the combos by making broadbull properly to search 2 scales then pendulum summoning archfiend + whatever else you drew, then make 2 firewall dragons to start looping mirage. The second firewall gets made with emeral + gaia saber. The actual ftk is quite consistent assuming you don't get hit with hand traps, so if your hand is playable you can probably ftk. The deck does have some interesting interactions like using drident to destroy heiress then pendulum summon the archfiend, or chaining firewall to their disruption to add archfiend, then summon archfiend once your card gets destroyed by their drident etc. The supreme king engine has been great so far, it acts the same way instant fusion used to but it means you don't need the extra deck zone to summon darkwurm from grave, and it also searches the 0 scale to either pendulum summon mirage or give you a spare dark that you don't mind banishing with allure or discarding for grepher. I'm playing 3 darkwurm because drawing it is also good to be a 1-card scale. The traps could be cut to make the ftk more consistent but being able to search them and attempt to grind a little going second is a nice option, and the ftk won't always happen because of hand traps or not drawing well enough so you can have a break or barrier as some sort of defence. I chose to play the ftk in the first place because draco and draco zoo can still play through the fields the deck would make otherwise, they aren't quite unbreakable enough. So the ftk only requires adding archer and invoker on top of the cards the deck would be playing already and it means when you do get to combo you definitely win. Here are the problems I've noticed with the deck so far, it's pretty much the same as infernity has always been where you're not good enough at going second (especially without exciton) and weak to hand traps. Back when this deck was good, you could go second and take a few turns to work through the opponent's traps but that doesn't work now that people are responding with monsters that replace themselves. If I destroy a drident, next turn they normal summon the zoo they searched and make 2 more dridents anyway. The other is that there are too many engine requirements in the deck, but I feel like the pendulum scales that you don't want to draw are mandatory because of the number of normal summons the deck has. If you cut down the number of normal summons, the deck doesn't have enough access to archfiend which is the main way it bricks. Other than no access to archfiend it doesn't brick very much unless you have no way to make a rank 4/get scales and have a lot of normal summons in hand. If you're read this far then thanks for taking the time to read so much about me trying to be degenerate, and if you have any suggestions to improve the deck then I'd love to hear them.
  2. 2014 Ban List - This format will only include the format up until the end of North American Nationals Format In this format, we are left with the remnants of mermail-firefist format but toward the end of the format, the diversity of decks will include H.A.T, Mermail, Bujin, Sylvan, Dragon Rulers, Geargia, Infernity, Lightsworn, and Zombie FTK, . Although the format was very diluted at first with such limits and Mermail Abyssgunde and Coach Soldier Wolfbark, the format was given advancments in both creativity of diversity when the set Dragons of Legend was set to be released with defining cards such as Kuribandit, Fire and Ice Hand, Mathematician, Wiretap and the most iconic and one thetranscendant cards in the history of YGO, Soul Charge. Post Dragons of Legend, The first event was ARG Richmond (decklists here), where top the top 16 included Fire Fist, Bujin, Mermail, Geargia, Ghostrick and at last, Patrick Hoban's Dragon Rulers had won over A Loli's Dragon Rulers. Match's G1 and G2-G5. However, the meta had continued to evolve past these decks as we get a new set, Primal Origin, with such key cards being released for future meta defining decks that include Traptrix, Madolche, Sylvan and Artifact cards. However, the following event, YCS Philadelphia (Decklist's Here), the expected decks of Madolche, Dragon Ruler and Infernity would top, however would have unexpected decks making it into top 32 such as Inzektors, the newly discovered H.A.T, and even Evilswarm. A giant clusterfuck of decks and such a diverse wide array of strategies (with the top 3 decks not even playing Soul Charge). The format had only began to evolve. By the end of the format, the diversity decks at this point had began to define the format, with every deck having good and bad match-ups, and with nationals 2014 rolling around, no deck had really stuck out as the best deck. Decks like Mermail with Sehabi Kerradine and Bujins with Jeff Jones had some success in ARG's, Lightsworns being a popular deck in europe (Best Video on Youtube), but no clear deck had defined the format. So it was all up the in air as to what deck was really the best deck. Nationals 2014 was one of the diverse tournaments in the history of YGO. In stark contrast to the year before where Dragon Rulers, Spellbooks and ONE Madolche deck covered the entire 2013 Top 64, up to TEN DECKS had topped 64th the event (decklist here), however not all decklists here but I did what I could find). Decks most well known during this tournament consisted of Infernity, Sylvan, Dragon Ruler (Top 16 Duel), Lightsworn Ruler, Spellbook, Geargia (If you guys have Brandon's decklist, that would be great too), Bujin, The G.O.A.T Deck (AKA Reckless Frog OTK (video profile), Jeff Jones Koa'ki Meiru (Round 10 Duel), Fire Fist Artifact Traptrix (Semi-Final Duel), and eventual winner H.A.T (Deon and McDuffie Decklist) (Final Duel Here). In all, the format had a little of everything for every duelist and play style, from control, aggro, and stun. In my opinion, decks were still in their infancy as far as solving the format, with the format being a smaller, decks still had room to evolve and strategies to combat cards were still being discovered. Shoutout to Konami Yu-Gi-Oh! Trading Card Game http://www.yugioh-card.com/ TCGplayer.com Youtube.com TheCardGuyz Alter Reality Games Yu-Gi-Oh! Wikia TeamShockWaves MegaCapitalG TheDuelRock Vexacus4666 Timothy Bailey TheAronsChannel lfcpotter
  3. Part 1: Introduction  Infernities are an archetype of DARK monsters, originally released as promos for Yu-Gi-Oh 5D's Stardust Accelerator, whilst getting further support in Stardust Overdrive and The Shining Darkness in 2010. This deck was considered to be one of the greats back then, and a deck that was feared for good reasons. Back when Launcher was unlimited, Infernity used a loop to produce many Synchros in one turn, whilst sitting on a bunch of Infernity Barriers to back up your board if your OTK fails. After Infernity Launcher was limited later on in the year, Infernity were still able to produce their combos, although they were less consistent, so Infernities ended up falling out of the meta game. However, with the release of some amazing cards, Infernity can shine again like it once has. Infernity has different builds now, due to the release of XYZ monsters.   Part 2: Monsters   Infernity Archfiend When you draw this card (except during the Damage Step), 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 Necromancer 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. These two cards are the most important monsters in the deck. Without Archfiend to search out your Infernity cards and Necromancer to keep bringing him back for more plusses, this deck wouldn't even exist. These two cards keep your combo's going and eventually get your wanted field of big Synchro/XYZ monsters backed up by Infernity traps. There are a lot of cards that combo in the deck, but it'll always eventually lead to a combination of these two cards that gives you your amazing end phase field. As Archfiend searches out Infernity cards, it means he can also search Launcher and the traps, so he's not limited to only monsters. And most decks lost Monster Reborn, but Infernity's got their own themed Monster Reborn in a monster form; Necromancer. Since Necromancer is also a level 3 Fiend, you can use his effect and then Transmodify him into another Archfiend, search once more, and go into a boss monster very easily. Also since Archfiend is an Archfiend card, you can also run cards like 'Archfiend Palabyrinth' for more combo plusses, or 'Falling Down' to steal opponent's monsters.       Dark Grepher You can discard a level 5 or higher Dark Monster from your hand to Special Summon This card from your hand. Once per turn, you can discard 1 Dark monster to send 1 Dark monster from your deck to the graveyard.   Armageddon Knight When this card is Summoned, send 1 card from the deck to the graveyard. These two monsters are also crucial in Infernity. Both cards have similar effects, but with a slight difference. As they're both Level 4 Warriors, they can be searched by both Monk and Reinforcement of the Army. The one you decide to search out depends on the situation or on your hand. Both cards load up the grave with key cards and set up combos.                           Summoner Monk Cannot be Tributed. When this card is Normal or Flip Summoned: Change this card to Defense Position. Once per turn: You can discard 1 Spell Card; Special Summon 1 Level 4 monster from your Deck, but that monster cannot attack this turn.   One of the newer editions to the deck. Ever since the release of Lavalval Chain, Summoner Monk has become an important combo piece in the deck, as it lets you tutor either your Warriors to help set up Archfiends or Patrols in your graveyard, or Archfiend himself to start going off.     Stygian Street Patrol When this card destroys a monster by battle and sends it to the Graveyard: Inflict damage to your opponent equal to the Level of the destroyed monster in the Graveyard x 100. You can banish this card from your Graveyard; Special Summon 1 Fiend-Type monster with 2000 or less ATK from your hand.   Street Patrol is easily one of the most important non-Infernity cards in the deck since it's release in 2010. Stygian is able to Special Summon Archfiends from your hand to trigger his effect, or Special Summon Necromancers in your hand to either start or continue going off. The card is also dumpable through Armageddon Knight, Grepher, Foolish, and Lavalval Chain.    Archfiend Heiress   If this card is sent to the Graveyard because of a card effect or being destroyed by battle: You can add 1 "Archfiend" card from your Deck to your hand, except "Archfiend Heiress". You can only use the effect of "Archfiend Heiress" once per turn.   Another new addition to the deck, being released in 'Judgment of the Light'. This card lets you tutor either your Infernity Archfiend, or your Archfiend Palabyrinth for more searches. There are also some other cards that you can search off of Heiress, like Archfiend's Roar to help bring back your Archfiends, or Falling Down to take control of your opponent's monsters.  Other monsters worth considering are: Infernity Avenger Infernity MirageInfernity Beetle Tour Guide from the Underworld   3. Spells   Infernity Launcher  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 to the Graveyard to select up to 2 "Infernity" monster(s) in your Graveyard and Special Summon them. This card is limited, and with good reason. It not only empties your hand from an Infernity monster, it lets you bring back 1 or 2 as well. This card keeps your combos going, is searchable buy Archfiend, and is one of the reasons the deck is amazing.        Transmodify 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.   Archfiend Palabyrinth All Fiend-type monsters you control gain 500 ATK. You can target 1 Archfiend monster you control; banish 1 other Fiend-type monster you control, and if you do, Special Summon from your hand, deck of graveyard, 1 Archfiend monster with the same Level as the targeted monster. You can only use this effect of Archfiend Palabyrinth once per turn. Two new cards from the latest set Judgment of the Light, which gave this deck an immense boost. Both cards have similar effects, but are still a little different in use. As both card effect can only be used once per turn, playing both cards in the same turn can result in amazing plays, as you more or less get to activate the same effect twice per turn. Both cards uses a Necromancer and turns it into an Archfiend, so you can search, but both cards have their own weaknesses and advantages though: Transmodify sends the monster to the grave and can activate this effect when the only face-up monster is the monster you want to sack for the effect. Palabyrinth on the other hand, loses the monster by banishing it, and must have another Archfiend on the field in order to search from the deck. But Palabyrinth is searchable by Archfiend Heiress, while Transmodify is not, and gives all Fiends on your field a 500 atk boost.  Other Spell worth considering are: Mystical Space Typhoon Upstart Goblin Allure of Darkness Instant Fusion One Day of Peace One for One Pot of Duality Monster Gate Reinforcement of the Army Foolish Burial Night Beam Dark Hole ZERO-MAX Book of Moon   4. Traps     Infernity Barrier 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.   Infernity Break Activate only if you have no cards in your hand. Select 1 "Infernity" card in your Graveyard and remove it from play. Select 1 card your opponent controls and destroy it.   The Infernity traps. You usually search these out on the end of your combo after you've set up to protect your field and procede to lock opponents. Barrier is the deck's themed Solemn Judgment, the only difference being that Barrier negate monster effects, rather than summons. So if your opponent summons something and tries to run over something on your field, is that bad? Yes. And Barrier cannot do anything to that. That's where Break comes in. Break is a simple 1 for 1 spot-on removal card with a low cost. So whenever they try to run over Infernity monsters on your side of the field to block out your Barriers, Break comes in and pops the threat.   UPDATE   Barrier was recently limited to 1, allowing your opponent to interact after you have combo'd off.  While in many instances, Break still gets the job done of protecting your field, it is is not a counter trap, which means it is susceptible to Forbidden Lance, Trap Stun, etc. Moreover, you now no longer have the option of using Barrier to enable you to combo through your opponents backrow.  Other traps worth considering are: Mirror Force Vanity's Emptiness Mind Drain Compulsory Evacuation Device Solemn Warning Trap Stun Torrential Tribute Dimensional Prison Bottomless Trap Hole Archfiend's Roar   5. Extra Deck: Xyz monsters        Lavalval Chain 2 Level 4 monsters Once per turn: You can detach 1 Xyz mateiral from this card to activate 1 of these effects: Send 1 card from your deck to the graveyard.[/*] Choose 1 monster from your Deck and place it on top of your Deck.[/*]   Leviair the Sea Dragon 2 Level 3 monsters Once per turn: You can detach 1 Xyz material from this card ti target 1 banished Level 4 or lower monster; Special Summon that target to your side of the field.Chain and Leviair are very important cards in this deck. Chain dumps Infernity monsters and Street Patrols to the grave to continue your plays, or stacks an Archfiend on your deck, so you draw it next turn and trigger it. Leviair brings back banished monsters to use again and make more plays, e.g. bring back Stygian and load it back in the grave for another usage.     Diamond Dire Wolf 2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card to target 1 Beast, Beast-Warrior, or Winged Beast-Type monster you control and 1 other card on the field; destroy them.   Dire Wolf is also another very important card in the extra deck. Dire Wolf allows you to get rid of 2 materials that you will want in the graveyard to continue your combos, and it can also clear monster zones that you will need to use continue your combos.      Number 66: Master Key Beetle 2 Level 4 DARK monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 card you control, that card(s) cannot be destroyed by card effects. If this face-up card on the field would be destroyed, you can send on of its targets to the Graveyard instead.  Beetle is also a very nice new card from Judgment of the Light. Beetle protects your cards from being destroyed by effects, and is mainly used on big Synchroes or continuous traps. A nice thing to know is that Beetle protects Vanitys Emptiness from destroying itself when a card is sent to your own grave. Beetle can thus create amazing locks, even more considering Barriers and Breaks got its back.   Other Xyz monsters worth considering are: Abyss Dweller Maestroke the Symphony Djinn Gem-Knight Pearl Gagaga Cowboy Number 17: Leviathan Dragon Number 20: Giga-Briljant Number 30: Acid Golem of Destruction Evilswarm Ouroboros Evliswarm ThanatosEvilswarm Nightmare Number 39: Utopia Number 50: Blackship of CornNumber 85: Crazy BoxPhoton Papilloperative Wind-Up Zenmaines   6. Extra Deck: Fusion monsters   Darkfire Dragon and Fusionist serve as Instant Fusion targets, but theyre not chosen only because of their Levels; they have more purposes than that. Darkfire Dragon is a Dark, which means he can be used as material for Key Beetle, and Fusionist is a Beast, which means he can be used as target for Dire Wolfs effect. Other Fusion monsters worth considering are: Barox Karbonala Warrior Flame Ghost 7. Extra Deck: Synchro monsters     Armory Arm 1 Tuner + 1 or more non-Tuner monsters Once per turn, you can either: Target 1 monster on the field; equip this card tot hat target, OR: Unequip this card and Special Summon it in face-up Attack Position. While equipped by this effect, that target gains 1000 ATK. When that target destroys a monster by battle and sends it to the Graveyard: Inflict damage to your opponent equal to the ATK of the destroyed monster in the Graveyard.   Stygian Sergeants 1 Fiend-type Tuner + 1 or more non-Tuner monsters When this card destroys an opponents monster by battle and sends it to the Graveyard, it can gain 800 ATK (until the end of the Battle Phase) and attack once again in a row.These 2 Synchroes are a very important thing to keep in mind, as they are an OTK by themselves, having the potential to deal 7200 damage on their own, 8200 if Palabyrinth is on the field.     Void Ogre Dragon 1 DARK Tuner + 1 or more non-Tuner monsters Once per turn, during either players turn, when your opponent activates a Spell/Trap card while you have no cards in your hand: You can negate the activation and destroy it.   Hundred-Eyes Dragon 1 DARK Tuner + 1 or more non-Tuner Fiend-Type monsters Once per turn, you can activate this card's effect by removing from play 1 Level 6 or lower DARK Effect Monster from your Graveyard. Until the End Phase, treat this card's name as that monster's name and this card gains the same effects as that monster while face-up on the field. When this card is destroyed and sent to the Graveyard, add 1 "Earthbound Immortal" monster from your Deck to your hand. Another duo of amazing Synchro monsters only Infernity can run effectively. Void Ogre is Infernitys themed Shi En, boasting a 3k/3k body. 100-Eyes on the other hand is able to copy Mirage and Necromancer for more Infernity plays and Archfiend searches.   Other Synchro monsters worth considering are: Stardust Dragon Crimson Blader Stardust Spark Dragon Infernity Doom Dragon   8. Some Basic Combos Hand: Monk, 2 Spells [spoiler]1. Summon Monk1 to Discard Spell to Summon Monk2 2. Monk 2 to Discard Spell to Summon Archfiend1 to search for Necro1 3. Overlay Archfiend1+Monk1 to Chain1, Chain1 detach Archfiend1 dump Stygian1  4. Banish Stygian1 to SS Necro1, Necro1 SS Archfiend1 to search Necro2 5. Overlay Archfiend1+Monk2 to Chain2, Chain2 detach Archfiend1 dump Stygian2 6. Banish Stygian2 to SS Necro2, Necro 2 SS Archfiend1 to search Launcher 7. Overlay Necro1+Necro2 to Leviair1, Detach Necro1 to SS Stygian1 8. Overlay Stygian1+Archfiend1 to DDW1 to destroy Chain1, Activate Launcher to SS Necro1 and Archfiend1 9. Search for Archfiend2, Banish Stygian1 to SS Archfiend2, Search for Trap 10. Overlay Archfiend1+Archfiend2 to MKB to protect Trap1, Necro1 SS Archfiend1 to search for Trap2 End: Chain2, MKB, Necro1, Archfiend1, Trap1, Trap2[/spoiler] Hand: Grepher/ROTA, Necro1, Archfiend1/Stygian1 [spoiler]1. Grepher dump Archfiend1/Stygian1, Banish Stygian2 to SS Necro1, Necro SS Archfiend1 to Search Necro2 2. Overlay Grepher+Archfiend1 to Chain1 to detach Archfiend1 and dump Stygian2 to SS Necro2. Necro2 SS Archfiend1 to search Launcher 3. Overlay Necro1+Necro2 to Leviair to detach Necro1 to SS Stygian1 4. Overlay Stygian1+Archfiend1 to DDW1 to kill Leviair 5. Activate Launcher to bring Necro1+Necro2, to SS Archfiend1 to search Archfiend2 6. Banish Stygian1 to SS Archfiend2 to search Trap1, Overlay Archfiend1+Archfiend2 to SS Chain2 to detach Archfiend1 to dump Heiress to search Palabyrinth 7. Set Palabyrinth, Necro2 SS Archfiend1 to search for Trap2. Overlay Necro1+Necro2 for Leviair2 to SS Stygian1 8. Activate Palabyrinth by banishing Stygian1 to SS Archfiend3 to search for Trap3 End: Palabyrinth, Chain1, Chain2, Archfiend1, Archfiend3, Leviair2[/spoiler] Hand: Armageddon Knight, Foolish [spoiler]1a. Armageddon to Dump Heiress to search Archfiend1, Foolish Stygian1, Banish Stygian1 to SS Archfiend1 search Necro1 2a. Overlay Armageddon+Archfiend1 for Chain1 to deatch Archfiend1 to dump Stygian2 to SS Necro1 to SS Archfiend1 to search Trap1 1b. Armageddon to Dump Heiress to search Archfiend1, Foolish Stygian1, Banish Stygian1 to SS Archfiend1 search Launcher End: Chain1, Archfiend1, Necro1[/spoiler] Hand: Monk, Archfiend, Spell [spoiler]1. Monk1 Discard Spell to SS Armageddon to send Stygian1, Banish Stygian to SS Archfiend1 to search Launcher 2. Overlay Monk+Archfiend1 to Chain1 to detach Archfiend1 and dump Necro1 3. Activate Launcher to bring Necro1+Archfiend1 to search for Trap1 4. Overlay Archfiend1+Armageddon to Chain2 to detach Archfiend1 and dump Heiress for Palabyrinth 5. Set Palabyrinth, use Necro1 to SS Archfiend1 to search for Trap2, then activate Palabyrinth to banish Necro1 to SS Archfiend2 to search for Trap3 End: Chain1, Chain2, Archfiend1, Archfiend2, Palabyrinth, Trap1, Trap2, Trap3[/spoiler] Hand: Monk, Armageddon, Spell [spoiler]1. Monk1 discard Spell to to SS Grepher, Grepher Discard Armageddon to dump Heiress to get Archfiend1 to hand 2. Overlay Monk1 and Grepher to dump Stygian to SS Archfien1 to search for Trap1 End: Chain1, Archfiend1, Trap1[/spoiler] Hand: Grepher, Stygian [spoiler]1. Grepher dump Stygian1 to dump Heiress to search Archfiend1. Banish Stygian1 to SS Archfiend1 to search Necro1 2. Overlay Grepher+Archfiend1 to SS Chain1 to dump Stygian2. Banish Stygian2 to SS Necro1 to SS Archfiend1 tosearch Trap1 End: Archfiend1, Chain1, Necro1, Trap[/spoiler]   9. Sample decklists [spoiler]  Robert Woolridge (First Place, Chicago Regionals) 3 Infernity Archfiend 3 Infernity Necromancer 2 Stygian Street Patrol 1 Archfiend Heiress 2 Dark Grepher 2 Summoner Monk 1 Armageddon Knight   2 Instant Fusion 2 Transmodify 3 Upstart Goblin 3 MST 1 Field Spell 1 Hole 1 Launcher 1 Foolish 1 ROTA 1 ZERO-MAX   3 Infernity Break 2 infernity Barrier 2 Mirror Force 1 Warning 1 Evac Device 1 Archfiend's Roar   2 Lavalval Chain 2 Diamond Dire Wolf 2 Leviair 1 Abyss Dweller 1 Master Key Beetle 1 Cowboy 1 Blackship 1 Photon Pap 1 Maestroke 1 Ouroboros 1 Darkfire Dragon 1 Barox   2 Gozen Match 2 Debunk 2 Fairy Wind 2 Overworked 2 DNA Surgery 2 Trap Stun 1 Soul Drain 2 Prohibition   Roger Simpson (Top 16, YCS Toronto)  3 infernity Archfiend 3 Infernity Necromancer 2 Summoner Monk 2 Stygian Street Patrol 2 Dark Grepher 1 Armageddon Knight   1 Infernity Launcher 1 ZERO-MAX 1 Reinforcement of the Army 1 Book of Moon 2 Instant Fusion 3 Mystical Space Typhoon 3 Transmodify 1 Archfiend Palabyrinth 1 Foolish Burial 1 Dark Hole   2 Infernity Barrier 3 Infernity Break 1 Bottomless Trap Hole 1 Archfiend's Roar 1 Mirror Force 1 Trap Stun 1 Solemn Warning 1 Compulsory Evacuation Device     2 Malevolent Catastrophe 3 Mind Drain 1 Eradicator Epidemic Virus 2 Royal Decree 2 Overworked 2 Gozen Match 3 Needle Ceiling   2 Leviair the Sea Dragon 2 Diamond Dire Wolf 2 Lavalval Chain 1 Gagaga Cowboy 1 Number 50: Blackship of Corn 1 Number 66: Master Key Beetle 1 Abyss Dweller 1 Evilswarm Ouroboros 1 Maestroke the Symphony Djinn 1 Wind-Up Zenmaines 1 Darkfire Dragon 1 Barox[/spoiler]
  4. Top 8 ARG Providence

    I wasn't really concerned with the July  f&l list since I was preparing for nats, but as soon as that ended I knew I would play Infernity until DUEA and Providence happened to be pre-duea AND was on the east coast so it was the perfect opportunity to play this deck. Unfortunately I don't own too many yugioh cards so all of my preparation was on duelingnetwork. Most of it was just watching Chumlee Doublestack's games and asking him all kinds of questions about the deck.   In the days leading up to the tournament I wasn't very confident with chumlee's list. I was having trouble with the sylvan matchup because of cards like felgrand and flying c. I was also losing to going second with hands like summoner monk+armageddon knight+more monsters etc, so I really wanted to play 1 armageddon knight and forbidden chalice. My friend Mike Albanese was driving myself and a few of my friends to the tournament and also happened to be playing Chumlee's exact 70 card list, which was the same as the list I ran in the end but had 2 dimensional prison for hands and 2 spiritualism for the mirror match in the side. On the ride to Providence, I made a joke about hands being the perfect card on the field when our hands are brick since the proper way to play against bricked infernity is to try to win before they can combo off. After making the joke, I realized that it actually makes sense in theory. I asked Mike what he thought of siding the hands, and he said he would only do it if it was approved by Chumlee, so we asked him. After changing his mind once or twice and alot of testing and theory-oh he finally decided around very late Friday night or Saturday morning that siding them was correct. Infernity has a hard time dealing with HAT when they draw sanctum while winning the dice roll and we don't draw trap stun along with the overall surprise factor vs fair decks made them very powerful. I actually wanted to side 6 hands, but I trusted Chumlee's judgment and there were no other cards I was willing to cut anyway. This was the list that the 3 of us registered with:   Monsters (16): 3 Infernity Archfiend 3 Infernity Necromancer 2 Armageddon Knight 2 Dark Grepher 2 Summoner Monk 3 Stygian Street Patrol 1 Archfiend Heiress   Spells(16): 1 Foolish Burial 3 Soul Charge 1 Infernity Launcher 1 Book of Moon 1 Dark Hole 2 Reinforcement of the Army 3 Upstart Goblin 1 Archfiend Palabyrinth 3 Instant Fusion   Traps (8): 3 Trap Stun 3 Infernity Break 1 Inernity Barrier 1 Solemn Warning   Side Deck: 2 Fire Hand 2 Ice Hand 3 Mystical Space Typhoon 2 Debunk 3 Vanity's Emptiness 3 Needle Ceiling   Extra Deck: 1 Fusionist 1 Kamionwizard 1 Barox 2 Lavalval Chain 2 Diamond Dire Wolf 2 Leviair the Sea Dragon 1 Evilswarm Exciton Knight 1 Number 66: Master Key Beetle 1 Abyss Dweller 1 Number 101: Silent Honor Ark 1 Number 80: Rhapsody in Berserk 1 Gagaga Cowboy   I actually don't remember as much as I would like to about each round, sorry about the lack of details.   Round 1 Vs Mermail: G1: I won the dice roll and opened summoner monk + 2 spells, great start to the tournament. He sets 2 backrow and a monster, I break one of the sets and it was a generic card, and when i hit the other he scooped up his cards. As he was picking up his cards he flashed an undine so that helped greatly. G2: He sets a monster and 2 backrows again, i set a monster and trap stun. He pets another backrow. I flip trap stun and exciton him into oblivion, the sets were 2 breakthrough skill and warning iirc. Abysslinde triggers and he uses pike discarding a random water monster to search undine. I don't remember the following combo very well but i do remember at some point that i used palabyrinth to banish exciton and that i ended with dweller+2 or 3 monsters and 3 traps. 1-0   Round 2 Vs HAT: G1: I lost the roll but my opponent let me go first and I opened grepher necromancer archfiend trap stun and he had no hand traps. Instead of scooping he played it out and that gave me knowledge of what he was playing and i killed him turn 2 anyway. G2: He goes first and sets a few backrows, i set a hand and he attacks into it. I crashed into his board for a few pluses and then summoned grepher, used its effect, and dire wolfed his last backrow followed up by a combo that he couldn't recover from 2-0   Round 3 Vs Spellbook (Danny Deleon): G1: He receives a game loss for writing 1 Pot of Duality in his deck list when he actually ran 2. He had to replace his missing 40th main deck card with one from his side, which ended up being his 3rd mirror force. G2: He lets me go first and I opened summoner monk rota archfiend necromancer soul charge. I monk for grepher and he has no response so I combo off and end with a ridiculous field. After he draws for turn he takes a look at all of his cards and has a hilarious expression that I wish was captured in a photo. One of his starting 5 cards was maxx c and he somehow didn't realize it and immediately forfeited. 3-0   After the match I was talking with Mike and someone I assumed was a friend of his that was playing Infernity as well and unfortunately Mike ended up paired with that same person we were talking with.   Round 4 Vs Mermail: G1: I lost the roll but he let me go first and I opened grepher necromancer archfiend again. G2: He went 2nd and scooped early so I assumed he was playing a fair deck. He let me go first again for some odd reason but I opened instant fusion trap stun necromancer soul charge and never drew a level 4 monster so i wasn't able to make a play. G3: I opened armageddon knight soul charge instant fusion and he didn't have a hand trap or spiritualism or needle ceiling. 4-0   Round 5 Vs Geargia (Giovanni Del Moral) G1: I open some insane unopposed combo and kill him turn 2 G2: He opens myrmeleo into bottomless set 5, i set grepher, break, and trap stun. He draws, attacks my set grepher and passes. I flip trap stun and he wiretaps, he negates grepher and the summoner monk that i normal summon and activate. i make exciton and he negates its effect with fiendish chain. after resolution i activate it again and chain mst, which prevented him from using his set breakthrough skill and sealed the game for me. 5-0   Round 6 Vs Geargia (Andrew Paller) There was a re-pair this round but I was paired with him both times and won the dice roll both times. This was a feature match. G1: I win the roll and combo off. G2: He goes first and I draw no monsters. by the time i draw ice hand one of his 5 backrow was solemn warning G3: I draw mediocre and he draws multiple monsters and soul charge. at some point i have a set heiress and top a stygian while he has an empty dweller, ggx, armor, and a backrow. i flip heiress and crash into dweller, searching archfiend. normal summon stygian and banish stygian in grave to ss arch, searching necro and attempt to exciton but his set was breakthrough so i banish another stygian for necro and ss arch searching break but it wasn't enough to stop next turn's onslaught. 5-1   Round 7 Vs Herald G1: I lose the roll and he opens absolutely insane. I also happened to top soul charge the turn after he soul charged a Kristya. G2: I went first and didn't break. G3: Another insane opening but this time i opened 5 monsters. 5-2   Round 8 Vs Lightsworn The nicest guy I have ever met at a yugioh tournament, I wish I remembered his name. G1: I win the roll and rota for grepher. He says "Oh, a chaos deck! cool." I discard stygian and he looks like he's never seen the card before. After I sent arch he says "Oh so THIS is infernity! I've heard people talking about it all day and this is the first time I actually played against it." I set my hand and soul charged the stygian and arch, and he veilers the arch. I use stygian and grepher to make laval chain to send heiress and search heiress and still combo off and search i think 3 traps since i also had instant fusion and he scoops up his cards. G2: he opens with 3 backrow and i set 2 trap stun. he summons lumina and mills 2 maxx c and jd. I flip stun and make exciton to clear his board of 2 breakthrough 1 mst and combo off. 6-2   Round 9 Vs Dragons (Carl Manigat) As I'm sitting down either he or Gaetan ask me to forfeit since his tiebreakers are really good. I politely decline and get ready to duel. He was also very upset since he knew I was playing Infernity and I won the dice roll. G1: I open an unopposed combo. G2: I brick and he gets 2 felgrand early. G3: At some point he puts up an azure and a stardust. I try to combo and he drops his last card in hand which was a flying c. However I had an archfiend and a necro that hadn't used its effect, so i crashed archfiend into stardust to summon it back with necro and get a 2nd break. His field is azure in def, stardust in atk, no set cards and no cards in hand and a tidal in grave with minimal fuel for summons. He draws for turn and I break azure in the draw phase, he chains stardust. I break again. He keeps his card in hand and ends with stardust returning in def. I draw an irrelevant s/t and set it. I sent heiress with lavalval chain to search palabyrinth, banished necro for arch to search a trap and put all of my monsters in atk to beat over stardust and attack for game. IMO Carl misplayed and should have put stardust in def the first time. 7-2   I ended up barely making it into top 16 as 16th. I was pretty happy about myself, Mike Albanese, and Kenneth McCarthy making it. I also realized that it meant I got a rematch with Andrew Paller, which I was definitely excited about.   Top 16 Vs Geargia (Andrew Paller): G1: I lost the roll but he drew poorly and I didn't, so trap stun sealed the game for me. G2: I remember drawing necromancer 2 soul charge instant fusion with 2 trap stun. I remember having several turns to draw any level 4 monster to seal the game but it never happened. G3: Both of our openings were mediocre and at some point I have nothing but archfiend and break while he has a 101 with no materials, a useless backrow, and a macro cosmos. He attacks and I break the ark. I top trap stun, attack, set, pass. He tops solemn warning, sets it and passes. I draw instant fusion but my 1 kamion was already used this duel so I attacked and set it and passed. He drew breakthrough skill set it and passed. I top necromancer, so I flip trap stun and use necro+instant fusion to make leviair to summon archfiend, search launcher, exciton the field, and the game is sealed.   Top 8 Vs Laval Artifact (James Chow) G1: I draw 0 monsters and he had 2 sanctums and soul charge by turn 3. G2: we both brick but eventually I top archfiend and trigger it, summon it and activate effect, he chains breakthrough i chain trap stun he chains wiretap I chained barrier and I otk'ed him. G3: I draw 4 monsters and he had igniton sanctum and drew into 2 soul charge.   Props: Topped with Infernity before duea came out 2/4 piloting chumlee's list topped Mike getting 2nd My friend John getting me orange juice during top 16 my only 2 tops were both with chumlee's list playing 0 mirror matches free win round3 getting the first set of rings going to fire&ice saturday night hands   Slops: losing savagely in top 8 chumlee losing to ben leverett last round not being able to use infernity anymore because duea is about to be released losing to HERALD the finals not being me vs mike
  5. Fragile

    https://www.youtube.com/watch?v=IKs5OsT4dIY 3 Infernity Archfiend  3 Infernity Necromancer 2 Stygian Street Patrol 2 Summoner Monk 1 Armageddon Knight 1 Dark Grepher 1 Archfiend Heiress   3 Upstart Goblin 2 Pot of Duality 3 Mystical Space Typhoon 2 Instant Fusion 1 Reinforcement of the Army 1 Foolish Burial 1 Archfiend Palabyrinth 1 Infernity Launcher 1 Mind Control   1 Infernity Barrier 3 Infernity Break 2 Fiendish Chain 2 Trap Stun 1 Bottomless Trap Hole 1 Torrential Tribute 1 Solemn Warning 1 Compulsory Evacuation Device     3 Lavalval Chain 2 Leviair the Sea Dragon 2 Diamond Dire Wolf 1 Number 66: Master Key Beetle 1 Number 101: Silent Honors ARK 1 Evilswarm Exciton Knight 1 Abyss Dweller  1 Gagaga Cowboy   1 Dark Hole 3 Black Horn of Heaven 3 Dust Tornado 3 Overworked  2 Light-Imprisoning Mirror 2 Debunk  1 Soul Drain     I've been testing Infernity for a while under the new list, and I'm fairly pleased with the results. The deck can still do all of the 'unfair' things that it's done in the past, it's plays are just as consistent (albeit more difficult to resolve them with the loss of 2 Barrier), and after the deck combos off it's still very difficult to try and interact with the Infernity player, even if the card that you're searching is not as strong against particular match-ups (namely Water and Books). Granted, the loss of Barriers makes the deck worse in longer, more drawn out games, since Break is a significantly worse draw, but it really isn't enough to consider the deck 'dead'.   I decided to still play the field spell despite the ability to search 3 traps being far less appealing with only 1 Barrier, simply because the card itself still offers a vast amount of utility; it's a tutorable spell that either a) allows you to actually start combos in particular hands, b) give you an over for field spells like Tower and Hunting Ground, and c) can tutor you a spell for Monk, which I feel mitigates the low chances of drawing it (especially when drawing it isn't nearly as bad as something like Heiress). The ability to search the third trap mid combo is also very appealing.   Mind Control has been the absolute best thing against everything, it outs Armors, it outs Yamato (if they don't have Turtle), it outs Kaiser Colosseum, it outs Fate, not to mention that Level 3/4 monsters are extremely relevant across the board in general. The card also has some very good niche interactions, like being able to take Stardust and then MST/Dust the Skill Drain against Dragons or taking Alucard/Scrap and popping their defensive traps. The card is just all-around very good right now and has a vast level of utility.   I've been pretty happy with the side, although one thing I'm considering is dropping LiM since the only real things that I care about in that match-up are floodgates like Kaiser/Decree that outright lock you out of the game; dealing with their Beast-Warrior is usually ridiculously easy once you have the resources to combo off without being interrupted, since Lavalval/Leviair/Archfiend can all crash into Yamato if they don't have the Tenki and Barrier/Break are both very good at dealing with their Beast-Warrior.   tl;dr Infernities are still pretty ok
  6. I've been building on a competitive level for four years, but have only attended a few locals before this. After playing infrequently for so long (went a couple years not playing at all), I decided to start going to regionals/ycs to attempt to get a nationals invite. I also started going back to my locals recently. One of my friends works at the shop; He had friends from New Orleans coming in that were judging/playing and they were really good (one of them was the Geargiakuri player that won Tuscaloosa regionals last weekend). After some discussion, I dropped two Mirror Force and Compulsory Evacuation Device for two Dimensional Prison and Torrential Tribute. Stayed up ridiculously late of course, but made it with time to spare.   I'll start off with the decklist:   Monsters: 14   3x Infernity Archfiend 3x Infernity Necromancer 2x Summoner Monk 2x Stygian Street Patrol 2x Dark Grepher 1x Armageddon Knight 1x Archfiend Heiress   Spells: 12   3x Upstart Goblin 3x Mystical Space Typhoon 2x Instant Fusion 1x Reinforcement of the Army 1x Foolish Burial 1x Book of Moon 1x Infernity Launcher   Traps: 14   3x Infernity Barrier 2x Infernity Break 2x Fiendish Chain 2x Dimensional Prison 2x Trap Stun 1x Bottomless Trap Hole 1x Solemn Warning 1x Torrential Tribute   Extra: 15   1x Abyss Dweller 1x Darkfire Dragon 3x Diamond Dire Wolf 1x Evilswarm Exciton Knight 1x Gagaga Cowboy 1x Kamionwizard 2x Lavalval Chain 2x Leviair the Sea Dragon 1x Number 50: Blackship of Corn 1x Number 66: Master Key Beetle 1x Number 101: Silent Honor ARK   Sideboard: 15   2x Black Horn of Heaven 1x Dark Hole 2x Debunk 1x Dimensional Fissure 2x Needle Ceiling 2x Overworked 1x Soul Drain 2x Twister 2x Zombie World   Round 1: Rock Stun - lost the die roll   Game 1: This guy has not kept up with the game for a few years. I see a Diamond Dire in his extra deck and he still has to read mine along with every other card I play. I'm able to combo out and seal the win.   Game 2: Opening hand: Zombie World, D-Fissure, Barrier, Break, Necromancer, Fiendish. Next monster is a few cards in and it's another fucking Necromancer. I'm stuck with two dead fiendish chains and trap stun/mst in hand. I scoop it up in an attempt to avoid going into time.   Game 3: I monk into key beetle, chain and archfiend turn 1 only to get wrecked by mirror force and a set fossil dyna that I knew were there because of duality. I could have prevented this by using key beetle again before battle or just making smarter decisions in general but my anger has pushed out my common sense at this point. I try to swing with a stygian in turn 5 of time to get 100 lp more than him but he has the fucking book for it. I scoop it up and go smoke a cigarette to calm down.   Round 2: Chaos Dragons - won the die roll   Game 1: He shrines a tri-horned and I'm just like wtf. He tells me it's his own teched build and I give him props (he was very nice and fun to play with). Barrier on eclipse wyvern and trag for gg.   Game 2: He fiendishes my lavalval chain so I can only swing for 3600. Next turn I go for game and he tries to drop gorz with his fiendish still out. GG.    Round 3: Geargiakuri - lost the die roll   Game 1: He trap stuns into double burei and scrap dragon to my set necromancer and frozen backrow. I scoop it up to make him blind side.   Game 2: He end-phase decrees me, I don't chain break in an attempt to keep necromancer fodder in. Completely wrong call as he shows me that he can go for game. Worst way to find out that geargiakuri doesn't suffer from d-fissure bar hand traps. Did I mention this guy was 14? Not as aggravating as round 1, but still upset nonetheless.   Round 4: Hanzo.dek - lost the die roll   Game 1: He Hanzos into super transformation and sets three, I set up for exciton but he doesn't read it. I blow his field; He tries to insist that Exciton can't start his own chain so I get a judge after the game to clarify for him.   Game 2: He summons king tiger wanghu of all things. I thank my higher power that I wasn't able to find a second kamionwizard and go for exciton again only to be stopped by a maindecked starlight road. Probably not the best call on my end in hindsight. I upstart into a combo and put 8800 on the board then follow up with cowboy for game.   Round 5: Fire Fist (Dragon build) - can't remember die roll results (probably lost because Infernity)   Game 1: He summons Dragon, so I'm not worried at all. Another nice player/fun match. I combo out for the win.   Game 2: I end up regretting putting in zombie world as it locks out my diamond dire plays (I was expecting it to get destroyed so that I could flip my overworked). I get my overworked and another trap frozen, so my turn I read mirror force and key beetle one of my frozen traps to make a push. Grind it out for the win and have the answers for bear.   Round 6: Dragunity - won the die roll   Game 1: I go off and he says "Oh boy, this deck." I just laugh a little and keep going. He summons a dragunity and I ask him how it runs without ravine. He tells me it runs but it won't with two barrier set. Barrier on dragunity effects and bottomless on tempest takes it easily.   Game 2: Mid-game he gets a field wipe and he ends up with no hand or field to my three set backrow. I topdeck into stygian and go into beatdown with it; He sets a card and looks at his graveyard so I flip Soul Drain (Not sure if that is a situation where a judge could be called to penalize me [if it is please tell me in the comments; I need to know more about event rules]). He mirror forces stygian and I'm able to topdeck an Infernity Necromancer to take the win.   Round 7: Fire Fist - won the die roll   Game 1: Another really cool guy, he came into town from Houston with DNA (the comic shop hosting the event). I think his build was the +1 build with duality and upstart, but I didn't see cardcar all match. I take a classic ten-minute Infernity turn going through all three diamond dire wolves and both leviairs ending with key beetle, leviair, lavalval chain, Infernity Archfiend, and four backrow. I leave him with 100 lp and he scoops it up.   Game 2: I open Archfiend Heiress, mst, and traps (some sideboard). He is a bit despondent about his matchup and goes duality into mst, mirror force, and upstart (chooses upstart and draws into nothing). He reads incorrectly for d-prison and doesn't have a fire formation, so he tiger kings right into my black horn. I go into heiress beatdown and topdeck another blackhorn. He has two level fours on the field and is considering scooping to my four backrow. He asks if I have another black horn and goes into tiger king; I reveal it and he scoops. I told him during the match that I was playing for my invite, so he was nice enough to stay in and not dick me out of my chances.   Round 8: Mermail - lost the die roll   Game 1: This was probably the coolest guy I met all day. He came in from Houston with DNA comics and about halfway through the event we played a couple of fun games and looked at each other's builds/sides. When we ended up at table 11 together we were just like awww hell. His buddy came to sit in on the match. He opens by setting a monster, so I (admittedly unfairly) read linde, make abyss dweller, and get an archfiend search. He comes back with double teus and double pike and I just can't come back after drawing archfiend heiress.   Game 2: He starts shuffling and I ask if he's siding. He says he'll only side if I do or if he loses. After some inner debate, I decide against it since I've seen two skill drain and three crevice in his side (among other things that would wreck me). I'm able to make a nice field and he spits out megalo, but I fiendish it to limit his marksman targets. He ends up with teus and marksman on the field and makes dewloren, I hesitate but end up using warning which ended up being the correct play. I end up taking this one (MST on Sphere is real).   Game 3: Neither of us sides. I open ass with heiress, stygian, and mostly dead cards; He opens up decent is able to keep the pressure on me. I 101 his teus and swing at his undine, which is a terrible call on my part since I left him with pike on field and controller in hand (I even calculated that he could black rose and still left pike out, but I like the guy and the match so I shrug it off without really getting upset). He recklesses and I chain trap stun with no real backrow on my side. He black roses and specials teus with linde, swings to put me around 1000 lp, and ends with gaios and dweller. My hand is heiress, infernity archfiend and mst. I draw bottomless for turn and scoop it up. He figured Mermail would get hit hard in April and sold his deck after the event, as did most other water players (they were very well represented).   For my first big event, I feel I did alright; I did experience some tropes such as getting sacked/bricking  and misplaying by ignoring my instincts, but overall I'm not too upset about my performance and am planning on going to more events to get my invite/more experience. Ended up X-3 at table 11 in an 8-round event with 178 players netting 44th. Only 24 got an invite; most players I beat dropped and the two that beat me before round 8 didn't end up at the top tables.   Props: Trading away my battle city mat and token for super foolish (TU02), secret Italian grepher, three overworked and an extra abyss dweller that I lent out the night before the event Getting a custom tele-dad mat Cool judges who didn't fuck me My buddy getting third with a unique Bujin build Pulling Ghostrick Mary from my entry packs 2-0ing four rounds in a row Meeting cool people Getting event experience Selling/Trading and NOT getting fucked or fucking anyone Slops: Misplaying against rock stun and losing round 1 because of it Getting 2-0ed by a 14-year-old Geargia player that tried to black horn my Archfiend summon off of necromancer (In hindsight, he probably knew he couldn't but thought I was a scrub and tried to bluff me into letting it go) Losing to rock stun Fucking rock stun Getting fucked by the vendor I traded my battle city mat to (I had to throw ten bucks in because of course he overvalued his shit and undervalued mine) Losing my cool in round one Not siding in round 8. It would have been a more skillful matchup and I could have had more specific outs. Something else I'm probably missing
  7. Before I start this report I'd like to give a few shoutouts. First to my bud Clay for convincing me to use Infernity at both the ARG Charlotte tournament and the regional this weekend! I'd also like to give shoutouts to joe, jared, nick, nick, and nick for letting me borrow stuff i needed. oh and tim for letting me use his deck lol   Backtracking to the weekend before, I take an infernity deck very close to the one I used this weekend to Charlotte for the arg tournament. I started 4-0, lost to two fire, beat geargia, and then lost to hieratic round eight. I also went 0-8 in die rolls that day, but I try not to blame losses on that cus I could have improved my list which i spent the better part of the week doing. I'm really happy I went to that tournament though because I met a lot of cool people, played some good yugioh, and overall my interest in the game was restored.   Friday night: I go to tim's to finalize my deck and play against water. went 4-0 in matches vs the standard hoban water deck so felt pretty confident in that match up.   This is the build I settled on: Monsters   3 arch 3 necro 2 styg 2 monk 1 grepher 1 Armageddon 1 heiress   Spells   1 palab 1 rota 1 foolish 1 launcher 2 duality 2 mst 3 upstart 2 instant   Traps   1 mirror 2 d pris 2 fiendish 1 warning 1 bth 1 tori 2 stun 3 barrier 1 break   Extra   1 barox 1 kamionwizard 1 fusionist 3 chain 2 leviair 2 dire 1 key beetle 1 dweller 1 cowboy 1 101 1 Exciton   Side   1 dark hole 1 mst 3 needle cieling 2 overworked 2 dust tornado 2 black horn 1 mirror 3 debunk   Going more in depth on card choices: [spoiler]3 arch - obv 3 necro - on 2 vs 3, i use three because when it comes down to it your only win conditions are necro and launcher and if you play two it's more likely your opp can out all 3 in longer grinds, and i think having the third necro to save you from that situation is worth the risk of opening two 2 styg - there aren't combos that require three so i use two 2 monk - best monster in the deck rly 1 grepher - 2 vs 1, i still think two is optimal but i needed room for more traps so i played one 1 Armageddon - obv 1 heiress - just the access this card gives you to arch when you need it is nuts, this deck loses when it doesn't get to archfiend and only risking drawing the equivalent of a sangan is worth having that access 1 palab - i think the field is rly good because the 500 boost is relevant vs a lot of good decks right now and its effect being from hand deck or gy is nuts, also combos with barox so arch + instant + field is combo when it otherwise wouldn't be 1 rota - second copy of either arma or grepher/spell for monk 1 foolish - obv 1 launcher - obv 2 duality - duality theory is if you explode you win regardless of dead dualities and if you dont duality is the best card to draw because its essentially a better upstart because you choose how good the card you draw is to some extent 2 mst - i dont play three because its rly only good for fiendish and spheres right now, using it on tenki is a lot of times a waste/stupid 3 upstart - obv 2 instant - i dont play 3 cus i dont wanna draw 2 and i dont play 1 cus this card is nuts 1 mirror - it was either this, book of moon, or the third fiendish and i found going second vs fire if they open bear i didnt have much more than d prison (to a lesser extent fiendish) to stop them from resolving the bear without negging so i chose this, plus book sucked for me in charlotte last weekend 2 d pris - this and memory of an adversary are like the best outs to bear train, i might have played memory if i playtested with it more because i always tend to have mad lp vs fire so the lp loss isn't a huge deal and i have a potential for another lv 4 (bear/gorilla/tking) to use in combos 2 fiendish - wolfbark, and this card is just ok vs everything i suppose, just a well-rounded card 1 warning - obv 1 bth - obv 1 tori - idk why people dont play this, its the same reason as duality you go off and win so the dead tori won't matter, otherwise this is just an amazing trap and makes drawing heiress better 2 stun - just hits entire backrows as opposed to picking them off with mst/night beam all in one card 3 barrier - obv 1 break - 1 break theory is its like the worst card to draw and you only search one a game anyway, so i play one Extra 1 barox - see palab 1 kamionwizard - cant bth, lv 4 1 fusionist - dire i guess, lv 3 3 chain - third comes up a lot, even part of one combo 2 leviair - second comes up alot esp with 3 necro 2 dire - considerred playing three but i tend to not lose games in which i use both dire so i still use two 1 key beetle - obv, i key beetle necro a lot 1 dweller - obv 1 cowboy - obv 1 101 - obv 1 Exciton - obv, MVP Side 1 dark hole - going second vs decks like hieratic 1 mst - the third copy 3 needle cieling - geargia and mirror 2 overworked - 3 axis and 1 going second vs 4, the thing about this card vs 4 is if they get the tenki from resolving bear they already plussed/have wolfbark so this becomes super neg, and i dont want to play a lot of a card thats only pretty good when they actually open the tenki. 2 dust tornado - 1 going first vs 4, second is mostly for bujin and other rougue decks that can main/side inf floodgate 2 black horn - hieratic/geargia 1 mirror - second copy, 4 axis 3 debunk - hieratic/water[/spoiler]   Saturday: Wake up in the morning like am i gonna use chain burn or dark world at locals today. nah, tommy g (my goodluck charm) gets there early and we wait for jad for a bit while writing up lists. Jad shows we leave in his car and im smooshed in the back (im tall and his car is a short person car.) we get there sign up and i get the rest of the cards i need from friends, watch chris and paul play some fire mirrors then the tournament starts.   also I meet raylulz hes cool  :D   R1 Die roll - loss vs Evilswarm aka Mosko g1: he goes ophion set 5 two turns later i trap stun and exciton him into oblivion. g2: pretty much g1   sorry mosko.   1-0   R2 Die roll - loss vs Geargia guy g1: he opens set armor set three, I just exciton him into oblivion (my new favorite move) the following turn with mst in case fiendish, which he didnt have anyway g2: pretty much g1 but get held back a whooooole turn cus i open hieress :S . I just use traps like warning and black horn when he starts playing ygo on turn three then explode and win turn four.    There may have actually been a game three this match but my memory is foggy. Funny story he called a judge on me saying i couldn't atk with a 0 atk point monster (had to ram necro into his maestroke g2 to have less cards for exciton.) I thought he was joking but nah.   2-0   R3 vs Bujin guy Die Roll - win (1st time in 2 weeks  :D ) he tells me this was his first reg g1: I open loop and he shows me what he was playing. g2: doesn't matter though cus I can't answer Colosseum :/ g3: I can answer colleseum.   at this point i unite with SOXHATER AND SOME NUMBERS AKA MIKE ALBANESE ! (exposed) also re-unite with tj and say hi to tahmid (he showed up fashionably late and didnt enter i think)   3-0   R4 vs Evilswarm this guy goes to my locals i think he doesn't like me because people keep telling me he talks mad shit about me even though i don't think i've ever said a word to him before lol Die roll - win  g1: open loop g2: he opens rabbit warning so it's #thegrind and he also has a follow-up kery ...... anyway it gets to a point where he has MST set, lets me resolve launcher for necro and arch, I search barrier with arch, set barrier, and he msts it ...... I win a few turns later after taking over the board via 101 and atking   4-0    R5 vs Fire King die roll: loss I believe?  g1: I just don't remember this game but I won g2: over the coarse of this game i draw three necro and all traps so i couldnt play any ygo g3: we both open slow so it's pretty close, I just get my archfiends rolling the turn before he draws onslaught so I can out it with barrier then out wolfbark with break so he's out of moves and i take it   5-0   R6 vs books @ table 1 I actually didn't want to play this guy because I sat next to him a few rounds before and every time i look over his field is like world 3 backrow tower 7 in hand haha. he didnt want to play me either. die roll: win g1: I open a lot of traps and he opens priestess drop. luckily for like the first time in my life he couldn't trump my fiendish with wisdom/mst, so we're at a standstill. after passing a few turns he plays tower and i out it with the palab i was holding. he finally starts playing cards so I use up my traps so i would have room to set/play ygo next turn. It works out that way and I take it, this game could have gone very wrong for me though. at some point in this game he divine wraths my 101 beating my trap stun  <+< g2: he opens double reckless and just outpaces me, I'm effectively out of this game by my second turn g3: I open a one turn slowish hand of like foolish, styg, warning, necro, mst, and a fiendish I believe? anyway i set stygian and the fiendish and fiendish(*)  (I know hes playing the world build as mentioned so i hold mst.) Warning did what it was supposed to and set him back a turn, he set two and passed next turn draw palab. flip styg (i needed to at least try to bait bth because this move was going nowhere if he bth'd the arch,) foolish heiress for arch. Summon arch, overlay for dire to kill trap 1 then mst trap two. banish styg for necro then otk with that and the palab   I think he was a little upset about this match because he opened poorly game three, cus some guys were telling me he was mad salty but i thought he was pretty cool.   6-0   R7 vs Fire King Die roll: I believe I win g1: I don't remember it that well but I believe I get an early foothold in the game with Chain Necro Arch, so he's on the one-turn clock stat and can't do enough to beat the board. g2: We both open slow but I bait out traps until he has one left, mst it and explode.   7-0   R8 vs Bujin Die roll: won g1: I open monk 2 spell but he cuts me off with veiler. I set mirror, d pris, and something else. he yamatos and passes. next turn I discard the other spell for monk and get smacked by another veiler. next turn he draws kaiser Colosseum and i can't trump it the entire game while hes resolving yamatos and mikazuchis so i get outpaced g2: pretty much g1, I didn't open explosion this game though, just a weaker hand with heiress and get floodgate by kaiser until we go into time and I am out of moves but to explode or I lose so he draws a billion under maxx c and I just can't get the dmg across (we sat there passing for like 10 turns while hes gathering resources and im just waiting on mst.)   not gonna lie was a little upset about losing this match but the guy was pretty chill and funny and it wasn't an awful match. I just hate kaiser colleseum fuck that card tbh my gates felt so flooded but hey thats ygo sometimes   7-1   R9 vs 3 axis Die Roll: win RANDOM DECK CHECK judge comes back and tells my opp he has to unsleeve his double sleeved extra, and tells me that apparently one of my archfiends is curved so you can tell where it was during shuffling. i assure them i dont topdeck archfiends of any kind like ever but they still make me get a new one so mike yolos me one (same rarity too thanks.) after the match we (the surrounding tables and some spectators and mike) put the original archfiend back in (the tournament now being over) and shuffle the deck several times to see if we can find the archfiend and none of us could so i guess it was kinda bs but whatever i guess. i hate being called a cheater because i am not one  :O   anyways, the match   g1: I open one turn clock of Arch, Chain, Necro, and he can't get over it so I take it the next turn. g2: he doesn't open the horse prince combo thank god, he does a rooster passes back I set some pass back. he goes for plays and I use overworked and a bth or a warning or something to stop him. Next turn I draw an archfiend (ironic right) which makes my moves live and i take it.   That guy was actually from one of my locals, he's cool and im glad he earned his invite  :)   I end 8 - 1 and 2nd in rankings with my loss being to the undefeated bujin guy.     thank you for reading    Props 2nd place friends getting invite infernity! me and tim both topping meeting cool people chilling w/ friends and newly found cool people friends letting me borrow the cards i needed! Dueling Network Slops Dueling Network not first place (kinda wanted to win those last two) me and tim both topping, i wanna catch up to him lol the archfiend thing :/ KAISER COLLESEUM azad being a minus and still needs his invite
  8. Hey guys! I`ve been playing Infernity since it has come out, and the other day I was reminiscing about the Randomizer days. I realize that the traps were stronger at the time of this deck, but I think that the idea of this deck is still viable as something that can be considered for tournament play because the idea is unique and concrete.   Just a sample decklist:    Monsters: 9   3x Infernity Randomizer 1x Infernity Avenger 2x Infernity Archfiend 1x Infernity Necromancer 1x Infernity Guardian 1x Spirit Reaper   Spells: 13   3x Offerings to the Doomed 2x Pot of Duality 3x Mystical Space Typhoon 1x Infernity Launcher 1x Book of Moon 1x One For One 1x Reinforcements Of The Army 1x Swords of Revealing Light   Traps: 18   3x Infernity Barrier 2x Infernity Break 3x Reckless Greed 2x Reinforced Truth 2x Mirror Force 2x Dimensional Prison 1x Torrential Tribute 1x Bottomless Trap Hole 1x Solemn Warning 1x Compulsory Evacuation Device        This Is off the top of my head, but the original concept behind the deck is still there. The only matchup that it has trouble with is Blackwings, but that`s only because Bora sucks....    A quick rundown of just what that concept is: Infernity Randomizer eliminates the need to depend on a draw each turn, so cards help utilize this idea, like Offerings to the Doomed and Reckless greed. These are 1-for-1 cards, but coupled with Randomizer they will net advantage. The idea is to keep that advantage and constantly be generating it, which this deck does very well.    I run Guardian to add an attack dynamic and a permanent solution to non-active Barriers. Your opponent`s monsters will always be gone, so Spirit Reaper is there to generate even more advantage. Swords of Revealing Light is a tech card that I have always run, and it works wonders. Don`t knock it till you try it.  Other than those, it`s pretty normal. There is an extra deck, but it doesn`t really have anything to do with the idea of the deck, so I didn`t list it.   Please give any ideas of what you think about this deck in today`s meta, and what you think can make it better. Thanks guys!
  9. Pushit

    http://www.youtube.com/watch?v=Ge5giteZxto   3 Infernity Archfiend 3 Infernity Necromancer 2 Summoner Monk 2 Stygian Street Patrol 1 Dark Grepher 1 Armageddon Knight 1 Archfiend Heiress   3 Upstart Goblin 3 Mystical Space Typhoon 2 Instant Fusion 1 ROTA 1 Book of Moon 1 Foolish Burial 1 Infernity Launcher 1 Transmodify   3 Infernity Barrier 2 Infernity Break 2 Trap Stun 2 Mirror Force 1 Warning 1 Bottomless 1 Torrential 1 Compulse     1 Dark Hole 2 System Down 1 Dimensional Fissure 3 Light-Imprisoning Mirror 2 Overworked 3 Dust Tornado 2 DNA Surgery 1 Soul Drain     3 Lavalval Chain 2 Leviair 2 Diamond Dire Wolf 1 Master Key Beetle 1 Evilswarm Thanatos 1 Abyss Dweller 1 Maestroke 1 Gagaga Cowboy 1 Blackship of Corn 1 Level 3 fusion 1 Level 4 fusion     So yeah, basically new list Infernity based off of speculation of what the top decks of the new format will be. Kinda expecting a lot of backrow heavy decks (Bujin, Fire, Constellar, maybe Swarms idk), so I think that mained Trap Stun and/or Night Beam will most likely become staple for this deck. I also see maindecked hand traps dying down under the new list, so I'm expecting this deck to perform much better in a competitive environment than it has from post-Tachyon onwards.   Really liking the idea of Thanatos in the extra, like making a 2850 Thanatos backed by a bunch of Infernity traps just seems like a complete auto-win vs a bunch of decks. Not really sure if I want more copies of Smashing/Book of Eclipse over Light mirror, just cause like sometimes I'd prefer to have Smashing to deal with the Pleaides/Yamato immediately going second, as opposed to setting LiM and hoping that they don't Dust/MST it whilst they advance their gamestate even further.   So yeah, any suggestions?
  10.   Whats up DGZ? My name is Sam and I am bringing you my main deck, my IRL Masterpiece Infernity XYZ. The deck has served me very well and I hope it continues to serve me well in the future. I built it as something I could invest in without fear of the banlist and even though it's not the cheapest I love it. I might as well add some in-depth explanations later but not yet. Will update OP later. For now, here is my decklist!!! Any feedback, fixes or thoughts will be much appreciated.   Monsters: 14 3x Infernity Archfiend 3x Infernity Necromancer 2x Stygian Street Patrol 2x Dark Grepher 2x Summoner Monk 1x Armageddon Knight 1x Archfiend Heiress   Spells: 15 3x Night Beam 3x Mystical Space Typhoon 3x Instant Fusion 2x Transmodify 1x Archfiend Palabyrinth 1x Reinforcement of the Army 1x Foolish Burial 1x Infernity Launcher   Traps: 11 3x Infernity Barrier 3x Infernity Break 2x Mirror Force 2x Vanity's Emptiness 1x Solemn Warning   Side Deck: 15 3x Zombie World 2x Prohibition 3x Debunk 2x Overworked 2x Chain Disappearance 2x Trap Stun 1x Soul Drain   Extra Deck: 15 2x Leviair the Sea Dragon 2x Lavalval Chain 2x Diamond Dire Wolf 1x Number 66: Master Key Beetle 1x Number 50: Blackship of Corn 1x Maestroke the Symphony Djinn 1x Gagaga Cowboy 1x Abyss Dweller 1x Evilswarm Ouroboros 1x Barox 1x Darkfire Dragon 1x Fusionist
  11. Unicorn Invasion

    [spoiler] [/spoiler] 3 Infernity Archfiend 3 Infernity Necromancer 1 Infernity Mirage 1 Infernity Avenger 1 Dark Grepher 1 Armageddon Knight 2 Summoner Monk 2 Stygian Street Patrol 3 Mystical Space Typhoon 3 Upstart Goblin 2 Instant Fusion 1 Reinforcement of the Army 1 Archfiend Palabyrinth 1 Transmodify 1 Foolish Burial 1 One for One 1 Infernity Launcher 1 Book of Moon 3 Infernity Barrier 1 Infernity Break 2 Darklight 2 Mirror Force 1 Solemn Warning 1 Compulsory Evacuation Device 1 Bottomless Trap Hole 2 Lavalval Chain 1 Diamond Dire Wolf 1 Leviair the Sea Dragon 1 Maestroke the Symphony Djinn 1 Number 66: Master Key Beetle 1 Abyss Dweller 2 Hundred-Eyes Dragon 1 Void Ogre Dragon 1 Infernity Doom Dragon 1 Stygian Sergeants 1 Armory Arm 1 Darkfire Dragon 1 Fusionist 3 DNA Surgery 2 Needle Ceiling 2 Dust Tornado 2 Trap Stun 2 Mind Drain 1 Soul Drain 1 Eradicator Epidemic Virus 1 Dark Hole 1 Infernity Break I opted for the Synchro build, rather than the xyz build, because I'm not a fan of Heiress and I think the Synchro version is better due to Hundred-Eyes plays and the sheer existence of Void Ogre Dragon. The way I see it, the Synchro version can do exactly what the xyz version can do, and more. This, of course, is my own opinion. I love playing this deck and I'm looking for constructive feedback, which will be appreciated :)
  12. Infernity - Sept. 2013

    Okey dokey, so I took this to regionals the last two weekends and did less than spectacular with it after being very comfortable with it for weeks. So here is my updated decklist, please lemme know what to change and give reasons. Much thanks!     Infernity Sept. 2013   Monsters 12 3 Infernity Archfiend 2 Infernity Necromancer 2 Stygian Street Patrol 2 Summoner Monk 1 Armageddon Knight 1 Dark Grepher 1 Archfiend Heiress   Spells 15 1 Infernity Launcher 3 Mystical Space Typhoon 2 Transmodify 1 Foolish Burial 2 Instant Fusion 1 Reinforcements of the Army 3 Upstart Goblin 1 Book of Moon 1 Archfiend Palabryinth 1 Dark Hole   Traps 12 3 Infernity Barrier 3 Infernity Break 2 Mirror Force 1 Solemn Warning 1 Bottomless Trap Hole 1 Compulsory Evacuation Device 1 Vanity's Emptiness   Main Deck Explinations: 2 Infernity Necromancer - I have always sworn by running him at 3, but I usually am only using 2. The third one seems cloggy, but if I test and I miss the third I will put it back. 2 Dark Grepher - I feel like running the monster count at 13 means I will draw more monster-filled hands and Grepher is the best way to get rid of them. 1 Archfiend Heiress - I have never liked her but my problem the last two weeks was getting an Archfiend to hand. So I shall test her.     Side 15 3 Imperial Iron Wall 3 Twister 2 XYZ Encore 2 DNA Surgery 3 Zombie World 2 Discord   Side Deck Explinations: Imperial Iron Wall - Dragons Twister - Royal Decree/Dragon Ravine XYZ Encore - Evilswarm mostly DNA Surgery - Prophecy/Bujin Zombie World - Prophecy/Dragons/Bujin/Dragunity Discord - Dragunity (my hardest matchup)     Extra 15 1 Fusionist 1 Darkfire Dragon 1 Abyss Dweller 2 Diamond Dire Wolf 1 Evilswarm Ouroborus 2 Gagaga Cowboy 2 Lavalval Chain 1 Number 50: Blackship of Corn 1 Number 66: Master Key Beetle 1 Maestroke the Symphony Djinn 2 Leviair the Sea Dragon   Extra Deck Explinations: Pretty standard here.
  13. Hand over Heels

    Been using these guys for a couple years and recently discovered the xyz-only build. imo it's a lot more powerful than what the synchrocentric build can deliver. Anyway, decklist.   Monsters:13 Infernity Archfiend x3 Infernity Necromancer x3 Summoner Monk x2 Stygian Street Patrol x2 Dark Grepher x1 Armageddon Knight x1 Archfiend Heiress x1   Spells:15 Mystical Space Typhoon x3 Upstart Goblin x3 Instant Fusion x2 Archfiend Palabyrinth x1 Transmodify x1 Monster Gate x1 Foolish Burial x1 Book of Moon x1 Reinforcement of the Army x1 :wub: Infernity Launcher x1 :wub:   Traps:12 Infernity Barrier x3 Infernity Break x2 Dimensional Prison x2 Mirror Force x2 Compulsory Evacuation Device x1 Bottomless Trap Hole x1 Solemn Warning x1   Extra:15 Fusionist x1 Darkfire Dragon x1 Mechquipped Angineer x1 Leviair the Sea Dragon x1 Lavalval Chain x3 Diamond Dire Wolf x2 Number 66: Master Key Beetle x1 Evilswarm Ouroboros x1 Gagaga Cowboy x1 Number 50: Blackship of Corn x1 Abyss Dweller x1 Gem-Knight Pearl x1   Side:15 Vanity's Emptiness x3 Trap Stun x2 Debunk x2 Gozen Match x2 Breakthrough Skill x2 Deck Lockdown x2 Dark Hole x1 Infernity Break x1   Any comments, tips, suggestions, etc. Would greatly be appreciated. I'm currently saving up to build this irl and it's gone through a lot of tweaking since I started saving. I hope to see your feedback soon!
  14. Hi everyone, some friends said I should type up a report so I figured why not.  :) Also before I write this I want to give three shoutouts: To Tim for letting me use his cards, and to both Grayson Castell and Supsteve for helping me with extensive testing and skype chats, you guys are awesome.   Friday   Finalize my list after weeks of testing on DN, the results I was having against different match-ups with Infernity were as followed (if you aren't interested you can just skip to the report):   Dragunity: Actually a considerable amount easier for me to deal with because of lack of Debris, I would stop their Dux and their Dragons after weren't too hard to stop. Recklesses made me more comfortable making plays under backrows.   Books: Pretty good match up, going first you're at a great advantage because the deck doesn't use many hand traps and going second if they open well it's usually a grind.   Water: Pretty good match-up due to lack of real outs to my cards, and I have strong sides for it.   Constellar: Another good match up, your grind in this deck is really good so once you get past early Paleidis you can usually take it.   Blackwings: Another good match up, once you get your Arch searches rolling that deck doesn't really have much to stop it.   and finally   Dragons: Really tough match up, it can end up blow out on either side, and sometimes pretty close games. I had to main Fiendish cus Debris. I side for this deck the most.   So after testing and with my match ups in mind this is the list I took:   Main: 40   3 Infernity Archfiend 3 Infernity Necromancer 2 Summoner Monk 2 Stygian Street Patrol 1 Archfiend Heiress 1 Dark Gerpher 1 Armageddon (Edit, forgot them) /13   1 Archfiend Palabyrinth 3 Upstart Goblin 1 Infernity Launcher 1 Foolish Burial 2 Pot of Duality 1 Reinforcement of the Army 1 Instant Fusion 1 Transmodify 1 Dark Hole 3 MST /15   3 Barrier  1 Break 2 Mirror Force 2 Fiendish Chain 1 Bottomless 1 Compulse 1 Torrential  1 Warning /12   Extra 3 Laval Chain 2 Dire Wolf 2 Leviair 1 Maestroke 1 Cowboy 1 Corn 1 Dweller 1 Key Beetle 1 Zenmaines 1 Darkfire Dragon 1 Flame Ghost   Side 1 Tour Guide 1 Dimensional Fissure 2 D Prison 3 Dust Tornado 3 Iron Wall 1 Macro Cosmos 3 Needle Ceiling 1 Soul Drain         Saturday Get to Tim's place, go to a local and beat everything but one evilswarm match up where he had G3 Key Beetle Emptiness. After the game I realized there was a way I could have won if I baited the emptiness out then did a series of weird moves to play around backrows, so I'm glad I learned something out of that match.   We get back to Tim's place and Tim, his Dad, and I play some cards (45's and a game called spit.) Kenny shows up and we playtest for a while (Kenny is playing Constellar and Tim is playing Dragons.) Then we head off to sleep.    Sunday When we wake up Tommy G shows up and we help him with his BW deck for a while then get on the road. In a few hours later we're there. There's a pretty big line but we got in just fine. Tim was already in the building somehow but the wait wasn't too bad, it sucks some people got cut  :-, . Tim: If you don't get your invite I'm bindering your deck. (It's his.) Me: k.   We get in sign up and relax and round one is up.   Round One: Battlin' Boxer Die Roll: 0-1 loss g1: Over the course of the game I see no way to Archfiend drawing three Necro and three Barrier :/. He just beats me down with floaters. g2: I open explosion and win. g3: I get early Archfiend searches rolling and outpaced him. Nice kid, at some point we got into a ruling argument with a Safe Zone that I chained mst to and he wanted the monster to die and at first the judge said he was right but I got it appealed and got the right ruling.   Tim beat some Duston deck, Tommy got a by, and Kenny beat some other random deck.   1-0   Round Two: Evol (The Dinosaur Cards) Die Roll: 0-2 loss g1: He draws this combo where he gets Laggia Dolkka turn two and I lose. g2: I get explosion on turn one or two. g3: He opens Laggia and let's a dust resolve on Emptiness so I play around Laggia with Stygian searching out a Launcher. Bait out Laggia with Dire then take control with Launcher. Pretty chill guy, but I don't think he really understood my deck because after I took control with Launcher and had a dominating board I happen to draw Archfiend on the next turn that I didn't need and he went around telling people he lost to topdeckarch, but I didn't mind I thought it was kind of funny tbh.   Tim beat a random deck, Tommy lost to Dragons, and Kenny's opponent got gamelossed for using an OCG Mirror Force lmao.   2-0   Round Three: Dragons Die Rolls: 1-2 win g1: I top deck the late Launcher and win. g2: He sides into multiple Koa'ki Meiru Dragos and get's them going fast and I can't deal. g3: We grind back and forth for a while but the late Return from the DD shuts me down. Really chill guy had fun playing him.   Kenny and Tom won, I watched the end of Tim's match with Justin Diaz and Tim asked where his opps banished pile was and immediately calls judge and then his opp yells at him that he played Return from the DD, and me and Justin just started laughing. Tim apologized but the guy he was playing talked shit the rest of the match about it and Tim lost.   2-1   Round Four: Herald of Perfection Die Rolls: 1-3 lost g1: He opens Venus Birdman into Gachi Stardust and Herald of Perfection/Decrees me the following turn. At one point he dropped a card in his bag but I knew him from earlier regionals and didn't suspect him of cheating or anything, he's a pretty cool guy (name is Jon Suarez I believe.) g2: I open loop and win. g3: He opens four vanillas and two Heralds, three of the four vanillas being Shine Balls :/. Cool guy, sucks I had to play someone I knew. Tommy lost to Dragons, Kenny beat Dragons, and Tim beat Blackwing.   3-1   Round Five: Blackwing Die Rolls: 1-4 lost g1: I get Archfiend searches rolling quickly and bait out/play around his 4-5 backrow. g2: See game 1. I didn't really play him that long but I felt he was a little bit indifferent towards the match.   Tommy won, Kenny Won, I don't remember what happened with Tim.   4-1   Round Six: Six Samurai Die Roll: Win 2-4 g1: I open loop and just win. g2: He pushes my shit in and I derp at one point and warning a Grandmaster, I would have lost regardless but I still felt retarded. g3: We grind back and forth forever til eventually we get to a point where I have Arch in hand, Field Spell, Barrier set, he has a live Enishi and Kizan on board. I summon Arch, he let's it go. BP attack Kizan, he uses Enishi, I barrier, and it resolves (Arch is at 23 from Field) and from there I just keep attacking with Arch and win. Cool guy.   Tommy lost and dropped to do trades but was happy with how he did on his first regional back, I believe Kenny won, and at this point since Tim had already got his invite at nats last year he was just playing for practice and doing mad trades.   5-1   Round Seven: Dragons Die Roll: Win 3-4 g1: I open loop and just win. g2: I actually don't remember this game well, but I think he gets it with the late return. g3: I played most of this game at a disadvantage, after I beat a Skill Drain/Stardust Set up he Emptinesses me, then next turn get's rid of it and flips return and leaves me with some like and he has just a dracosack. Next turn I go for a necro and he uses another emptiness and I'm thinking I lost cus he could pop his own Dracosack and my backrow then summon mad Dragons and attack for game, but instead he just pops a token and my set Barrier and passes with one in hand. I draw to one card... MST. I MST emptiness go off with Necro. He Maxx C's but never draws Veiler and I otk. Really nice guy and I chatted with him a bit later that day.   Kenny lost I believe, he had to win out now.   6-1   Round Eight: Dragunity Die Roll: 4-4 Remember the story earlier about the guy Tim played and the Return from the DD thing? This was the same guy. IDK if he had some hearing issues but each game when I wished him luck he yelled "WHAT" at me and I repeat and he just says ohgoodluck. He also makes me final cut twice each game... g1: I don't remember it well but I think I open loop and just win. g2: This is back and forth but eventually he lands a dominating position with Dracosack and Scrap Dragon. g3: Back and forth. I dire his Decree at one point then the turn after he flips one in my DP, I loop again and used the second Dire on the second Decree and he's pissed cus apparently two Dire isn't a normal thing for Infernity lol... anyway I loop into otk the following turn and win with three Barrier and Break. Guy was okay, he was a little annoying but first but got more relaxed throughout the match... until I told him that the Infernity deck wasn't mine and was Tim's lol.    Kenny won so he just needs another win for invite and I'm locked for invite but I top if I win the next.   Rob (friend, x-1 as well): What table did you sit at? Me: 6 Rob: Good we won't play eachother then, you'll sit at three and I'll sit at two. Me: Good.   7-1   Round Nine: Evilswarm (Rob) Die Roll: 5-4 I sit down and see my opponent is Rob and just -___________________-. We joke about the die roll that I won deciding the match, and well... g1: I open loop he has no hand traps. g2: He opens strong and a Maxx C floods me out in advantage and I lose the following turn. g3: I open loop he has no hand traps. Sorry buddy :( . Glad you did get your invite though. Kenny won.   The final standings are up and I end fourth, fill out the paperwork, and find out everybody thought my real name was Chumlee lol. Kenny and Rob both got their invites, gj guys. This was pretty cool because I haven't actually topped a regional before tbh.   Thank you for reading.   Props: First top All cool opponents Two friends getting invites Friends getting good trades/sales Tim letting me borrow deck Grayson and Supsteve helping with testing Meeting up with some friends from past events DN testing Win or lose I'm just having a lot of fun playing this format Not too long a ride   Slops: Them not letting us out (or others in) to the building Return from the DD -__ Not much sleep
  15. Infernity is a deck that emerged in May of 2010 with the release of The Shining Darkness. Ever since then, the arch-type has been a dreaded match-up to face when wielded by a skillful player. At its prime, the deck lost to almost nothing if played flawlessly. Recently the deck has developed into a sort of Xyz Toolbox deck with the ability to essentially lock your opponent out of the game on Turn 1 due to the advent of Lavalval Chain.     [MONSTERS]     Without this card, this deck would be non-existent. The heart of the deck, this card is what starts your loop and keeps it going. Being able to search any Infernity card instead of having a monster, spell, or trap restriction is a huge bonus to this deck. It searches your Necromancers, Launcher, or Traps and with Lavalval Chain you can search another Archfiend or Necromancer, overlay for Lavalval Chain and send a Stygian Street Patrol to Special the monster you searched!       A great card that you will probably always want to max. Allows you to bring back Archfiend for a search, your tuners if you choose to play them, and is also a target for Tour Guide. Not a very complex card to explain, but nevertheless extremely good.       If you choose to go the Synchro route, Avenger will be your main tuner. This card gives you access to important Extra Deck Cards such as Void Ogre Dragon, Hundred-Eyes Dragon, and so forth. Do not forget his effect, as it can be very useful in certain situations.       His first effect is a nice perk, but the second effect is why you are playing this card. Ideally you will be dumping this guy into the grave with Lavalval Chain and Dark Grepher/Armageddon Knight, then banishing it to Special Archfiend and Necromancer and continue your plays.   Other monsters worthy of consideration: Armageddon Knight Dark Grepher Infernity Beetle Infernity Mirage Summoner Monk Tour Guide From the Underworld   Remember that this is Infernity, and you need to keep your Monster count low so your Monster Effects and Traps are actually usable. Therefore you cannot play all of these Monsters and will need to decide which ones are optimal.   -----   [SPELLS]       It's a searchable super Monster Reborn for Infernities. It's limited for a reason. There is no real need to explain why you play this card. Just remember the following: - You can get 2 of the same Infernity monster, such as Necromancer. - If you bring back 2 Archfiend with Launcher, you will only resolve 1 search since the first one puts a card in your hand.   Other Good Spells: Dark Hole Foolish Burial Heavy Storm Instant Fusion (lets you bring out guys to overlay with, particulary relevant with Archfiend for Lavalval Chain) Monster Reborn Mystical Space Typhoon Night Beam (you don't really want to be going off into backrow) Pot of Duality (digs for your combo pieces Upstart Goblin (Deck thinning, Summoner Monk fuel)   Relevant Ruling notes regarding Spells: - If you use ZERO-Max to bring back Infernity Archfiend, Archfiend misses the timing due to ZERO-Max's other effect. - If you draw Infernity Archfiend with Upstart Goblin, Archfiend misses the timing due to your opponent gaining LP being the last thing to happen.   -----   [TRAPS]       This card is absolutely insane, for obvious reasons. It's searchable with Archfiend, and lets you control the game after you combo off by negating pretty much any relevant play your opponent tries to make.        A very, very good card that covers the things Barrier can't get (guys trying to attack over you) and just a very good card in general at disrupting plays.   Other Good Traps: Bottomless Trap Hole Solemn Judgment Solemn Warning other generic removal (you probably won't have a ton of room after adding everything else, so just use good removal to keep you alive when you need another turn or 2)   -----   [EXTRA DECK]       This card is very simple, but absolutely insane in Infernity and is one of the main reasons the deck is seeing a resurgence.    The first effect is the one you will be using the most, normally to send Stygian Street Patrol to the grave to continue your plays but you can also send your Infernity monsters to the graveyard when necessary.    The second effect is also quite good. If you have no cards in hand you can use it to to put Archfiend on top, then draw Archfiend next turn and trigger it.     While this card technically has nothing to do with Infernity, is a very important card to your turn 1 loops. You will generally be using the first half of your loops to load the graveyard with Lavalval Chain, then search Launcher to go into this guy, blow up your Necromancer to clear field space then flip Launcher to bring back Necromancer + Archfiend and get your Barriers/Breaks. It is also a very useful card at clearing their stuff before you go for game, and can be a clutch out to cards sided in that shut down Infernity.     This card is one of the main bonuses of going to Synchro route. Ideally you will be ending with Void Ogre + 2 Infernity traps (Barriers), which is very difficult to break.     Very relevant in the Synchro version, as it allows you to banish Infernity Mirage or Necromancer to get more Archfiend searches.     Gives you a big Infernity monster to end your loops with, and also has an incredible effect as well. Worth noting Doom Dragon can be revived with Necromancer if the situation ever occurs.     Between Stygian Street Patrol and Infernity Break, you will be banishing quite a few of your cards to begin with. This makes Leviair very abusable in this deck. It lets you get back Street Patrol, and you can even do crafty things like banishing your Archfiend with Break then going into Leviair to bring it back for a search!   Other Extra Deck Monsters worth consideration: Abyss Dweller Ally of Justice Catastor Armory Arm Evilswarm Ouroboros Evliswarm Thanatos Gagaga Cowboy Instant Fusion targets Maestroke the Symphony Djinn Number 16: Shock Master Number 20: Giga-Brilliant Number 25: Leviathan Dragon Number 39: Utopia Number 50: Blackship of Corn Stygian Sergeants Wind-Up Zenmaines   -----   [SIDE DECK]   Side Decking with Infernity is tricky. You will need to side in things to deal with whatever their deck might side in to shut you down, but at the same time you can't overside to the point your deck has no real game-winning plays left. Just stick to the basics and side removal, cards that make your deck less combo dependent  and cards that shut their deck down and buy you time.   (I also plan to add a little "Infernity Playbook" thing as a second post if you find this Discussion intro acceptable.   -----   Example Decklist:   http://www.youtube.com/watch?v=j4bM-D4_vwY
  16. Infernity Deck

    Hello everyone! Today I will show you my Infernity deck that I've been working on for the better part of my entire time playing this game and not sucking (starting around Dark Strike Fighter/Rescue Cat format.) Here is the list: As opposed to going in depth on each individual card choice, I would rather answer questions as they come, which you can leave in the form of a reply. This way I will know exactly what information about the deck people want to know as opposed to just going on about the deck overall. Also, feel free to leave feedback or suggestions, all are welcome and appreciated. Deck List: Monsters: 3 Infernity Archfiend 3 Infernity Necromancer 2 Infernity Mirage 2 Infernity Avenger 1 Stygian Street Patrol 1 Dark Grepher 1 Armageddon Knight   Spells: 1 Infernity Launcher 1 Foolish Burial 1 One for One 1 Dark Eruption 1 Reinforcements of the Army 1 Pot of Duality 1 Heavy Storm 1 Dark Hole 1 Monster Reborn   Traps: 3 Infernity Barrier 3 Infernity Inferno  1 Infernity Break 2 Torrential Tribute 2 Mirror Force 2 Solemn Warning 2 Bottomless Trap Hole 1 Call of the Haunted 1 Starlight Road 1 Solemn Judgment    Extra: 1 Number 39: Utopia 1 Gagaga Cowboy 1 Photon Papiloperative 1 Leviair the Sea Dragon 1 Mist Wurm 3 Hundred Eyes Dragon 1 Stardust Dragon 1 Void Ogre Dragon 1 Infernity Doom Dragon 1 Ally of Justice - Catastor 1 Stygian Sergeants 1 T.G. Hyper Librarian 1 Armory Arm   Side: 2 Thunder King Rai-Oh 2 Snowman Eater 3 Mystical Space Typhoon 2 Imperial Iron Wall 2 Gozen Match  2 Macro Cosmos 2 Needle Ceiling
  17. Rolling Stone

    http://www.youtube.com/watch?v=TGRD0fJh1_Y   - Monsters -   3 - Infernity Archfiend 3 - Infernity Necromancer 2 - Stygian Street Patrol 2 - Summoner Monk 1 - Dark Grepher 1 - Armageddon Knight   - 12 -   - Spells -   1 - Infernity Launcher 1 - Heavy Storm 1 - Reinforcement Of The Army 1 - Pot Of Duality 1 - Monster Reborn  1 - Foolish Burial 2 - Night Beam 2 - Instant Fusion 3 - Upstart Goblin 3 - Mystical Space Typhoon   - 16 -   - Traps -   1 - Solemn Warning 1 - Solemn Judgment 1 - Call Of The Haunted 2 - Mirror Force 2 - Bottomless Trap Hole 2 - Infernity Barrier 3 - Infernity Break   - 12 -   - Extra -   1 - Number 16: Shock Master 1 - Number 50: Blackship of Corn 1 - Photon Papilloperative 2 - Diamond Dire Wolf 2 - Lavalval Chain 1 - Maestroke The Symphony Djinn 1 - Abyss Dweller 1 - Gagaga Cowboy 2 - Leviair The Sea Dragon 1 - Wind-Up Zenmaines 1 - Darkfire Dragon 1 - Dragoness The Wicked Night   - Side -   1 - Dark Hole 2 - Imperial Iron Wall 2 - Prideful Roar 2 - Dust Tornado 2 - Mind Crush 3 - Compulsory Evacuation Device 3 - Breakthrough Skill   [Spoiler]   Uploaded with ImageShack.us[/spoiler] [Spoiler]   Uploaded with ImageShack.us[/spoiler] [Spoiler]   Uploaded with ImageShack.us[/spoiler] [Spoiler]   Uploaded with ImageShack.us[/spoiler] [Spoiler]   Uploaded with ImageShack.us[/spoiler]
  18. Got Game

    <div style="text-align: center;">For the record you have no idea how long this took to type on my tablet, it hurt. Someone tell me if the video works too. Can't fucking find one on mobile YouTube and can't fucking view daily motion embedded vids. Jesus fucking Christ this is a lot of work... I'm never leaving my laptop at Robyn's house again that's for sure.</b><iframe frameborder="0" width="480" height="270" src="http://www.dailymotion.com/embed/video/xko9c"></iframe><a href="http://www.dailymotion.com/video/xko9c_public-enemy-he-got-game_music" target="_blank"></a> </b></b></a></i><table border="1" cellpadding="0" cellspacing="0" width="100%"></div><div style="text-align: center;"><tbody></div><div style="text-align: center;"><tr></div><div style="text-align: center;"><td width="20%"></div><div style="text-align: center;"><font size="2"><font face="century gothic"><font size="1"><strong><font color="#48D1CC">Monsters: 14</font></strong></font></font></font></td></div><div style="text-align: center;"><td width="20%"></div><div style="text-align: center;"><font size="2"><font face="century gothic"><font size="1"><strong><font color="#48D1CC">Spells: 18</font></strong></font></font></font></td></div><div style="text-align: center;"><td width="20%"></div><div style="text-align: center;"><font size="2"><font face="century gothic"><font size="1"><font color="#48D1CC"><b>Traps: 8</b></font></font></font></font></td></div><div style="text-align: center;"><td width="20%"></div><div style="text-align: center;"><font size="2"><font face="century gothic"><font size="1"><strong><font color="#48D1CC">Extra Deck: 15</font></strong></font></font></font></td></div><div style="text-align: center;"><td width="20%"></div><div style="text-align: center;"><font size="2"><font face="century gothic"><font size="1"><strong><font color="#48D1CC">Side Deck: 15</font></strong></font></font></font></td></div><div style="text-align: center;"></tr></div><div style="text-align: center;"><tr></div><div style="text-align: center;"><td valign="top" width="20%"></div><div style="text-align: center;"><font size="2"><font face="century gothic"><font size="1">3 Infernity Archfiend</div><div style="text-align: center;">3 Infernity Necromancer</div><div style="text-align: center;">2 Stygian Street Patrol</div><div style="text-align: center;">2 Summoner Monk</div><div style="text-align: center;">1 Dark Grepher</div><div style="text-align: center;">1 Armageddon Knight</div><div style="text-align: center;">1 Infernity Mirage</div><div style="text-align: center;">1 Infernity Avenger</div><div style="text-align: center;"></font></font></font></td></div><div style="text-align: center;"><td valign="top" width="20%"></div><div style="text-align: center;"><font size="2"><font face="century gothic"><font size="1"></div><div style="text-align: center;">3 Upstart Goblin</div><div style="text-align: center;">2 Pot of Duality</div><div style="text-align: center;">2 Instant Fusion</div><div style="text-align: center;">1 Infernity Launcher</div><div style="text-align: center;">1 Heavy Storm</div><div style="text-align: center;">1 Monster Reborn</div><div style="text-align: center;">1 Foolish Burial</div><div style="text-align: center;">1 Reinforcement of the Army</div><div style="text-align: center;">1 One Day of Peace</div><div style="text-align: center;">1 Card Destruction</div><div style="text-align: center;">1 Dark Hole</div><div style="text-align: center;">1 One For One</div><div style="text-align: center;">1 Allure Of Darkness</div><div style="text-align: center;">1 Book Of Moon</div><div style="text-align: center;"></font></font></font></td></div><div style="text-align: center;"><td valign="top" width="20%"></div><div style="text-align: center;"><font size="2"><font face="century gothic"><font size="1"></div><div style="text-align: center;">3 Infernity Barrier</div><div style="text-align: center;">1 Infernity Break</div><div style="text-align: center;">1 Bottomless Trap Hole</div><div style="text-align: center;">1 Mirror Force</div><div style="text-align: center;">1 Solemn Warning</div><div style="text-align: center;">1 Solemn Judgment</div><div style="text-align: center;"></font></font></font></td></div><div style="text-align: center;"><td valign="top" width="20%"></div><div style="text-align: center;"><font size="2"><font face="century gothic"><font size="1">2 Lavalval Chain</div><div style="text-align: center;">2 Leviair the Sea Dragon</div><div style="text-align: center;">1 Number 16: Shock Master</div><div style="text-align: center;">1 Maestroke the Symphony Djinn</div><div style="text-align: center;">1 Diamond Dire Wolf</div><div style="text-align: center;">2 Hundred-Eyes Dragon</div><div style="text-align: center;"><div>1 Void Ogre Dragon</div><div>1 Infernity Doom Dragon</div><div style="text-align: center;">1 Stygian Sergents</div></div><div style="text-align: center;">1 Armory Arm</div><div style="text-align: center;">1 Darkfire Dragon</div><div style="text-align: center;">1 Fusionist</div><div style="text-align: center;"></font></font></font></td></div><div style="text-align: center;"><td valign="top" width="20%"></div><div style="text-align: center;"><font size="2"><font face="century gothic"><font size="1"></div><div style="text-align: center;">3 Mystical Space Typhoon</div><div style="text-align: center;">3 Soul Drain</div><div style="text-align: center;">2 Mind Drain</div><div style="text-align: center;">2 Ryko, Lightsworn Hunter</div><div style="text-align: center;">2 Kycoo the Ghost Destroyer</div><div style="text-align: center;">2 Eradicator Epidemic Virus</div><div style="text-align: center;">1 Prohibition</font></font></font></td></div><div style="text-align: center;"></tr></div><div style="text-align: center;"></tbody></div><div style="text-align: center;"></table></div><div style="text-align: center;"></div></div><div style="text-align: center;"></div></div><div style="text-align: center;"></div></div><div style="text-align: center;"></div></div><div style="text-align: center;"></div></div><div style="text-align: center;"></div><div style="text-align: center;"></div></div><div style="text-align: center;"><p></p></div><div style="text-align: center;"><p></p></div><div style="text-align: center;"><p></div><div style="text-align: center;"> </div><div style="text-align: center;"</div>
  19. Decklist 1x Armageddon Knight 1x Dark Grepher 3x Infernity Archfiend 3x Necromancer 2x Street Patrol 2x Monk 1x Trick Archfiend 1x Archfiend Palace 1x Foolish 1x Heavy 1x Launcher 2x Instant Fusion 1x Reborn 3x MST 1x ROTA 3x Transturn 3x Upstart 2x Bottomless 3x Barrier 3x Break 1x Judgment 1x Warning   1x Darkfire  1x Zombie Warrior 2x Dire Wolf 1x Ourboros 1x Cowboy 2x Lavalval Chain 1x Leviair 1x Maestroke 1x Shock Master 1x Leviathan Dragon 1x Blackship 1x Key Beetle 1x Zenmaines   2x Breakthrough Skill 3x Debunk 2x DDV 3x Dust Tornado 2x EEV 3x Mind Drain   New cards are called Trick Archfiend, Transtarn, Archfiend Palace. If you don't know what they do, then just Google them instead of asking here.   Because this is the first JOTL Infernity deck on this site that uses the new tools, as far as I can see, I have written below how the new cards are played. Will not put combos for the deck without Transturn and Palace since these are old and most likely obvious. A list of some basic Transturn combos: Note: Most Infernity Transturn combos are not included here. There is a large number I choose not to write down because of time and I think not many people will read the whole thing. Also, most combos can be extended to create a larger field by using Archfiend Palace, but most of these are also not included for the same reasons. Start: Level 4 + Necromancer + Transturn End: 2x Lavalval Chain, 2x Archfiend, 1x Necromancer, 2x Infernity traps [spoiler] Method: Transturn on Necromancer, summon Archfiend, search Launcher, Archfiend + (level 4) xyz - Lavalval Chain - detach Archfiend, send Street Patrol to grave, Launcher summons Archfiend + Necromancer, search Archfiend, Patrol summons Archfiend, search Barrier, Archfiend x2 xyz - Lavalval Chain - then either: 1. Lavalval Chain sends Patrol to grave, Necromancer summons Archfiend, search Archfiend, Patrol summons Archfiend, search Barrier, or 2. Lavalval Chain sends Trick Archfiend to grave, search Palace, Necromancer summons Archfiend, search Barrier, Palace banishes Necromancer, summons Archfiend, search Barrier. (OTK if no monsters)[/spoiler] Start: Level 4 + Transturn (requires Archfiend SS before start) End: Shock Master, Lavalval Chain, Necromancer, Archfiend, 2x Infernity traps [spoiler]Method: Archfiend searches Necromancer, Archfiend + level 4 xyz - Lavalval Chain - detach Archfiend send Patrol to grave, Patrol summons Necromancer, Necromancer summons Archfiend, search Launcher, Transturn on Necromancer, summon Archfiend, search Archfiend, discard Archfiend, Launcher summons Necromancer + Archfiend, search Barrier/Break, Archfiend x3 - Shock Master - block spells, Necromancer summons Archfiend, search Barrier/Break.[/spoiler] Some Shock Master methods: Start: Summoner Monk. Transturn. End: Shock Master. Leviair. Archfiend. 2x Infernity traps. [spoiler]Method: Summoner Monk NS. Set hand (except one spell), discard spell, Monk summons Archfiend, Archfiend searches Necromancer, Monk + Archfiend xyz - Lavalval Chain - detach Archfiend send Street Patrol to grave, Patrol summons Necromancer, Necromancer summons Archfiend, search Launcher, Transturn on Necromancer, summon Archfiend, Archfiend searches Necromancer, Launcher discards Necromancer, summons 2x Necromancer from grave. Archfiend x2 xyz - Diawolf - Diawolf kills Lavalval Chain, Necromancer summons Archfiend, search Barrier/Break, set, Necromancer summons Archfiend, search Archfiend. Necromancer x2 xyz - Leviair - Leviair summons Street Patrol. Street Patrol, Archfiend x2 xyz - Shock Master - detach Street Patrol, block spells. Street Patrol summons Archfiend, search Barrier/Break. [/spoiler] Start: Dark Grepher. Infernity Archfiend. Transturn. Stygian Street Patrol or equivalent End 1: Shock Master (spell).  Leviair. Infernity Archfiend. 3x Infernity traps [spoiler]Method: Dark Grepher NS discard Street Patrol send Street Patrol #2 to grave. Set hand, Street Patrol summons Archfiend, search Necromancer, Street Patrol summons Necromancer, Archfiend + Dark Grepher xyz - Lavalval Chain - detach Archfiend, send Necromancer to grave, Necromancer summons Archfiend, search Launcher, Transturn on Necromancer, summon Archfiend, search Barrier/Break, set, Launcher summons 2x Necromancer, Archfiend x2 xyz - Diawolf, Diawolf kills Lavalval Chain, Necromancer summons Archfiend, search Barrier, Necromancer summons Archfiend, search Archfiend, Necromancer x2 xyz - Leviair - Leviair summons Street Patrol, Street Patrol + Archfiend x2 xyz - Shock Master, Shock Master detaches Street Patrol, block spells, Street Patrol summons Archfiend, search Barrier/Break. OR, (extension of combo with Trick Archfiend) Dark Grepher NS discard Street Patrol send Street Patrol #2 .... Archfiend + Dark Grepher xyz - Lavalval Chain, detach Archfiend, send Trick Archfiend to grave, search Palace, Necromancer summons Archfiend, search Launcher, Transturn on Necromancer, ... same route as before and banish for another Archfiend search until (for example) final field is something like - Shock Master (spells), Necromancer, Leviair, 2x Barrier/Break, 1x Palace, or No. 66, Leviair, Archfiend, 2x Barrier, 1x Break, 1x Palace, etc., etc. [/spoiler] or, End 2: Shock Master. Archfiend. Necromancer. Leviair. 2x Infernity traps. Start: Armageddon Knight or Dark Grepher or level 4 + Foolish Burial, Archfiend, Transturn. End: Archfiend. Leviair. Shock Master. 2x Infernity traps. [spoiler]Method: Armageddon Knight NS send Street Patrol to grave, set hand, Street Patrol summons Archfiend, search Necromancer, Archfiend, Armageddon Knight xyz - Lavalval Chain - Lavalval Chain detaches Archfiend, sends Street Patrol to grave, Street Patrol summons Necromancer, Necromancer summons Archfiend, search Launcher, Transturn on Necromancer, summon Archfiend, search Necromancer, discard Necromancer, Archfiend x2 xyz - Diawolf - Diawolf kills Lavalval Chain, Launcher summons Necromancer x2, Necromancer summons Archfiend, search Barrier, Necromancer summons Archfiend, search Archfiend, Necromancer x2 xyz - Leviair - Leviair summons Stygian Street Patrol, Street Patrol + Archfiend x2 xyz - Shock Master - Shock Master detaches Street Patrol, block spells, Street Patrol summons Archfiend, search Barrier.[/spoiler]   I hope this is helpful to anyone who wants to know some basic combos with Transtarn and what the new Archfiend cards do in the deck. (credit to Dreaming Demon for the plays)
  20. Regionals march 16th

    So regionals are the 16th I didn't plan on playing, I really didn't plan on playing until nats an the only deck I have built before i stopped playing was infernity because with lavalval chain coming out in next hidden arsenal set infernity seemed to me they would get better so I built it for pretty cheap and threw it in the closet Well I keep getting asked to go and I finally said ill go and start testing out infernity I have two versions I can put together and help will be appreciated I'm personally leaning towards version 2 Version one Monsters 16 3x infernity arch fiend 3x infernity necromancer 3x infernity beetle 2x infernity mirage 1x infernity avenger 1x Stygian street patrol 3x dark grepher Spells 10 3x mst 1x infernity launcher 1x dark hole 1x heavy storm 1x monster reborn 1x foolish burial 1x one for one 1x reinforcement of the army Traps 14 3x infernity barrier 3x infernity inferno 2x infernity break 2x dimensional prison 2x compulsory evacuation device 1x solemn warning 1x solemn judgment Side 15 2x snowman eater 3x prohibition 3x dust tornado 3x threatening roar 2x breakthrough skill 2x trap stun Extra 15 Armory arm Stygian Gaia Scrap Void ogre dragon Infernity doom dragon 2 hundred eye dragon Mist wurm Gachi gachi Daigusto phoniex Leviar Gagaga cowboy Black corn ship Maestroke Version 2 Monsters 14 3 infernity arch fiend 3 infernity necromancer 2 infernity mirage 1 infernity avenger 2 tour guide of the underworld 1 dark grepher 1 armegaddon knight 1 Stygian street patrol Spells 12 3 mst 2 gold sarc 1 heavy storm 1 monster reborn 1 dark hole 1 infernity launcher 1 one for one 1 foolish burial 1 rota Traps 14 3 infernity barrier 3 infernity inferno 2 infernity break 2 compulsory evac device 2 dimensional prison 1 solemn warning 1 solemn judgment Side 15 2x snowman eater 3x prohibition 3x dust tornado 3x threatening roar 2x breakthrough skill 2x trap stun Extra 15 1 Armory arm 1 Stygian sergeant 1 Dark end dragoon 1 scrap dragon 1 Void ogre dragon 1 infernity doom dragon 2 hundred eyes dragon 2 leviar sea dragon 1 zenmaines 1 gagaga cowboy 1 maestroke 1 black ship 1 utopia.
  21. Infernity - Discussion Infernity is a deck that emerged in May of 2010 with the release of The Shining Darkness. Ever since then, the arch-type has been a dreaded match-up to face when wielded by a skillful player. At its prime, the deck lost to almost nothing if played flawlessly. Monsters commonly used in the deck: Without this card, this deck would be non-existent. The heart of the deck, this card is what starts your loop and keeps it going. Being able to search any Infernity card instead of having a monster, spell, or trap restriction is a huge bonus to this deck. Once you special summon this card, you use it to search Infernity Launcher or Infernity Mirage, then synchro with it. Then you play your Launcher or Mirage and special summon it again, continuing the combo until you're out of said cards. Then you start searching Infernity Barriers and turn your favorable board position into an unbreakable field. A huge recursion card in the deck, this card lets you synchro with Archfiend and Avenger into Hundred-Eyes and start the Barrier loop. It allows you to play out of hard situations and lets you play a grind game. It also gives you access to powerful synchro monsters like Ally of Justice Catastor and Black Rose Dragon with Beetle. Once considered a staple, this card fell out of popularity once Infernity Launcher got limited and the deck was move focused on using Infernity Avenger to synchro summon instead. This card alone helps you win the grind games, and can make Level 6/8 Synchros with Archfiend and Level 5/7 Synchros with Necromancer. This card is now considered the staple tuner in the deck. This card alone gives the deck access to the powerful synchro monsters Stygian Sergeants, Hundred-Eyes Dragon and Armory Arm. The Hundred-Eyes/Barrier loop is considered the most powerful and game-breaking loop the deck has, and people have even bumped up to 2 copies of this card to more consistently pull it off. This card resembles the powerful spell card Infernity Launcher, and is definetly a huge card in the deck. This card can start loops and just win you games. This was a card introduced to the archtype after Infernity Launcher got restricted. It kind of fills the void of the missing Launchers, letting you special summon extra Mirages and you otherwise couldn't have got onto the board. It can even special summon Archfiend from your hand and start a loop that way. Infernity can arguably abuse Leviair better than another deck with Hundred-Eyes and Infernity Mirage, and with Sangan and copies of Infernity Necromancer you have many targets for your Tour Guide. It also gives the deck a nice Veiler magnet. With Gold Sarcophagus, Hundred-Eyes Dragon, and Infernity Break this deck can set up Leviair plays very easy. If you choose to go the Tour Guide route this is an incredible bonus for Infernity. This card is definitely one of the best level 5 synchros this game has to offer. Being able to attack over a monster and then directly for a whopping 3000 damage is something that definitely should not be ignored. The ability for this card to attack over a bigger monster like Stardust Dragon or Dark Armed Dragon is also possible by swinging on a smaller monster first, then running over the bigger threat with the attack boost. Resembling cards like Chaos Sorcerer and Dark End Dragon, this card is an absolute powerhouse. With its huge attack power, it's definitely a difficult task to get rid of one of these backed by Barriers. A staple in Infernity decks, for sure. This card creates the most powerful loop the deck has. By tributing Mirage and bringing back Archfiend/Necromancer/Avenger, you can then synchro into this. From there you can use it to copy the in-grave Mirage to tribute itself and summon Archfiend and Necromancer. You search Launcher and use Necromancer to summon Avenger. you make another Hundred-Eyes and just keep on going. By the end of the loop you should control Stardust Dragon, Infernity Doom Dragon, Hundred-Eyes Dragon, a level 5 Synchro of your choice, and 3 Barriers. This card starts your combo without using up your normal summon. That lets you search Mirage and use it to act like a 2nd Launcher to keep the loop going. This TCG Exclusive has made Infernities what they are today. Summoning a bunch of synchros and searching anywhere from 1-3 copies of this card is devastating and game-breaking. Fields like that are usually impossible to break so once you've accomplished your combo you've pretty much won the game. This card also makes it possible for this deck to play a slow and controlled game. This card, usually played in 1s is some nice removal that the deck needs. Again, it helps and deck play a control game and is an alternative and sometimes better search than Barrier if you have a read on what they have or you've ran out of Barriers to search for. Probably the best card in the deck. This card is the fastest and most effective way to load up your graveyard and dump your hand. Getting one of these off and freezing your opponent's backrows means you've won the game via Mirage or Launcher. Any super aggressive deck is a hard matchup for this deck, but you should be prepared for that with your sidedeck. Any slow deck or deck that plays no backrows should be a very easy win for this deck.
  22. OCG Stacking 101

    After seeing a couple OCG builds topping I'd figure I'd try it. 16 Monsters 3 Infernity Archfiend 3 Infernity Necromancer 3 Infernity Beetle 2 Summoner Monk 1 Infernity Mirage 1 Dark Grepher 1 Armageddon Knight 1 Stygian Street Patrol 1 Plaguespreader Zombie 13 Spells 3 Pot of Duality 3 Mystical Space Typhoon 2 ZERO-MAX 1 Heavy Storm 1 Infernity Launcher 1 Monster Reborn 1 Dark Hole 1 Foolish Burial 12 Traps 3 Infernity Barrier 2 Infernity Inferno 2 Solemn Warning OR Bottomless Trap Hole 2 Call of the Haunted 1 Infernity Break 1 Solemn Judgment 1 Torrential Tribute 15 Extra 1 Mist Wurm 1 Trishula, Dragon of the Ice Barrier 1 Stardust Dragon 1 Scrap Dragon 1 Infernity Doom Dragon 1 Black Rose Dragon 1 Brionac, Dragon of the Ice Barrier 1 T.G. Hyper Librarian 1 Ally of Justice Catastor 1 Gachi Gachi Gantetsu 1 No. 30 Acid Golem of Destruction 1 Leviair the Sea Dragon 1 No. 39 Utopia 1 Steelswarm Roach 1 Lavalval Chain Basically, the idea of the deck is to go Summoner Monk -> Archfiend/Arm Knight/Grepher/Patrol -> Search or Send -> Set everything -> Make Lavalval Chain and stack Archfiend, Mirage, or Necromancer.
  23. Halloween

    [media]http://www.youtube.com/watch?v=q4f0L2INgis[/media] 3 Tour Guide of the Underworld 3 Infernity Archfiend 3 Infernity Necromancer 2 Infernity Mirage 1 Infernity Avenger 1 Stygian Street Patrol - 13 2 Gold Sarcophagus 2 Mystical Space Typhoon 1 Infernity Launcher 1 Monster Reborn 1 Dark Hole 1 Heavy Storm - 8 3 Infernity Barrier 3 Infernity Inferno 3 Phoenix Wing Wind Blast 2 Bottomless Trap Hole 2 Call of the Haunted 2 Solemn Warning 1 Solemn Judgment 1 Torrential Tribute 1 Mirror Force 1 Trap Dustshoot - 19
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