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 Infernity Deck Profile Version 5.0

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adambomb202
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PostSubject: Infernity Deck Profile Version 5.0   Wed Jul 25, 2012 8:31 pm

This is the Infernity deck that I've been working on ever since I found out about the archetype. This is the most consistent and the fastest build that I've been able to come up with. My latest addition is adding in double Trap Stun. This is a card that i don't see too many people running these days, however when you go for your big play, trap stun can be very crucial and has been testing amazingly.





Since most people who are reading this probably know what most of the cards do here, I'll just explain a few of my tech choices.

1. Why not play warning? Well, what I noticed while testing warning in this deck is that you can get to pretty low life if your not playing fast enough and draws aren't going your way. You wont always have life to pay for warning, unlike judgement where its pretty much always live. Also since the removal of priority on ignition effects, Bottomless can sometimes be just as good, and practically cost-less too!

2. Only 2 Inferno? I find that the only time Inferno is really good is first turn. After that, allot of the time you wont have much to discard, so top decking it is not very good.


3. No Veiler, no Maxx "C"? as anybody will tell you when you play this deck, hand traps, well... clogg your hand. Not to mention top decking them is awful (in any deck). I feel like the barriers and all of the other traps offer me enough protection.

4. Only 2 Barriers? Are you nuts? I feel like allot of the time barrier can be very cloggy at 3. You don't really want to draw it, you want to search it when you make your play. That's why i feel 2 is best.



Yeah, so that's the deck. Please comment with any tips or criticisms. Very Happy



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iNubz
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PostSubject: Re: Infernity Deck Profile Version 5.0   Wed Jul 25, 2012 10:59 pm

ok first off infernity is quite an old archetype now and most people do know.... well i think most people know....
anyway no infernity beetle? o.o and u probably want reasoning and call of the haunted and plaguespreader zombie
plageuspreader is for the archfiends in your hand when u have other cards in your hand so put archfiend on the top of the deck and then get rid of ur hand then next draw u get archfiend yay then synchro chains
u also might want to add double summon and/or ultimate offering for multiple monsters in the hand...
infernity inferno can also be dead draw if most of the time your hand will be empty...
i would max infernity barrier
and infernity guardian can also be useless.... cuz it might get stuck in your hand
3 mst is too much so 2 is enough
and really? trap stun? with 14 traps?
i would swap dark grepher for armaggedon knight
for the side u want light imprisoning mirror
um u definately may want a level 9 so mist wurm would be good not so sure about armory arm tho....
dats all i got and i love infernitys <3 i got a deck myself


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adambomb202
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PostSubject: Re: Infernity Deck Profile Version 5.0   Wed Jul 25, 2012 11:11 pm

I attempted to test plague and it didn't really work out, I'd rather use lavalval chain instead if i wanna topdeck archfiend. As far as beetle goes, ever since Trishula got banned, I really see no reason to play it. I prefer to focus my build on avenger, since he is also a level manipulator. The Trap stun is not to be used on my opponents turn, only on the beginning of my turn where i make a big push, trust me it works. In my eyes, Grepher is infinity better then Armageddon Knight, since Grepher ditches cards from your hand too, not to mention the superior attack. Your right about mist wurm though, i thought it was in there already :p


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IM MEXICAN
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PostSubject: Re: Infernity Deck Profile Version 5.0   Thu Jul 26, 2012 12:46 am

why no fiendish chains

-1 d prsion

-1 trap stun

add 2 chains or 1 chain and one more barrier

add a soul taker for the smashing ground


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The Crocodile
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PostSubject: Re: Infernity Deck Profile Version 5.0   Thu Jul 26, 2012 1:38 am

I agree with most of the things inubz suggested

Your deck has 14 monsters, 26 spells/traps and no draw power? You must be too lucky to win with that tactic.
Today's meta is too fast for your current deck, therefore you must go against it and stop meta from destroying you in 1 turn.

Since today people play with majority of spell cards (reason is arsenal
of monsters, and other cards that destroy spells and traps, or cards on
field), and with hand traps, i would suggest you to use a brutal and
fast deck variant with majority of spell cards that even boost your "no
cards in hand" tactic, and there are spells you can put instead
of your traps:

Mirror force --> Lightning vortex
Dimensional prison --> Dark core

Leave only the traps that are resistant to destruction as they can be activated with no hard conditions: Bottomless trap hole, Torrential tribute, infernity inferno

Life stream dragon taught me this: If you use the tactic of the traps that are "resistant to destruction" your opponent loses the use of heavy storm, MST and all similar cards to them, and gets dead draws because of that. That way you have advantage. (thnx friend, appreciated and helped me a lot)

Since Infernity barrier is really a good card, i will leave 2 of them in deck
But for other "continuous" or "bad condition" traps, i have to say bye.

Beetle is good in infernity, i see no reason why not to use it even without trish. You can still synchro summon mist wurm, brionac, blackrose dragon, catastor, and others that are still much useful.
Armageddon knight is better today because its resistant to BTH-like cards what for grepher would mean a problem, + there is no priority anymore and armaknight has "when this card is summoned" effect, so if destroyed, effect still activates which is not the case with grepher

My suggestion is this deckbuild (this is my variant)






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adambomb202
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PostSubject: Re: Infernity Deck Profile Version 5.0   Thu Jul 26, 2012 1:59 am

Draw power is not needed in Infernity, I agree that the meta is extremely fast right now, however draw power is not the way to go for the deck. I don't really understand the Dark Armed. If you don't have 3 Darks, it seems like it would just clog up your hand. Duality is another thing that is not needed at all, makes the deck slower (imo). The reason I play so many traps is so i can control the field until i can make a big push for game, that's what helps combat the meta. Most long time Infernity players will tell you to run about 15 traps, and no draw power. I do like the magical stone however, seems like a really good tech to get back launcher.




Last edited by adambomb202 on Thu Jul 26, 2012 5:43 am; edited 1 time in total
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The Crocodile
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PostSubject: Re: Infernity Deck Profile Version 5.0   Thu Jul 26, 2012 4:27 am

Well, im not an experienced player with infernities, actually i never played seriously with them.
I get that majority of traps, and low number of monsters fit the strategy of infernities, by letting you get 1 monster and other traps so you can set them and go for effect. And you have about 5 cards in deck sending cards from hand to grave.

My variant
Spoiler:
 

But not to change your deck a lot, ill give you just few tips if you dont like my variant

Spells for discarding cards from hand as cost for a good effect are good in deck
Plaguespreader is perfect for deck
Beetle is still good even without trishula in deck
You can boost the strategy with 1 general (necromancer can SS it if you need that) and it has a good eff from grave (beetle is very good with that)
1 Tourguide is good for instant xyz in the deck and you will be in situations where this helps a lot, even without such situations, get necromancer from deck to grave for an xyz monsters eff, then revive him when you need him

Question is what is better today: bettle vs avenger
Spoiler:
 

And remember what i told above about majority of spells, it makes your opponents backrow destroyer cards useless.






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adambomb202
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PostSubject: Re: Infernity Deck Profile Version 5.0   Thu Jul 26, 2012 5:45 am

Yeah, I defiantly agree about the discarding for spells and traps. I used to run Raigeki Break and a fabled raven, they worked well but I ended up not having enough space for them. As far as the contrast in our builds go, your seems to be more of a beat-down strategy, while mine is more of a control build. Thanks for the tips Crocodile , they will be noted Smile


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The Crocodile
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PostSubject: Re: Infernity Deck Profile Version 5.0   Thu Jul 26, 2012 11:41 am

Just got to know that my deck is capable of OTK

My opponent ragequit from a match after this
http://i.imgur.com/tKnl3.jpg

And here the process, made a video (crap but just to show the process xD)
https://www.youtube.com/watch?v=AqYiwRNOUFI






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iNubz
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PostSubject: Re: Infernity Deck Profile Version 5.0   Thu Jul 26, 2012 1:03 pm

too many spell/traps is bad for infernitys
if u have too many spell/traps and your spell/trap area get clogged up the rest of the spell/traps get stuck in the hand and basically u screwed.
personally i dont like using xyz in infernitys but if u have a lot of xyz then u could side dark highlander for big synchro people.
i dont agree with spell excavation cuz it needs 2 discards...
it wont be good to get launcher back because most of the time probably launcher will only be in the grave after its effect if u use a lot of cards like loads of synchros/xyz which means your hand will be empty in order to use most of the infernity cards and excavation will be useless then.
also being infernitys the hand will have to be empty most of the time so excavation, vortex, dark core x2 will be bad draws since they need discard to activate.... and if u set them that will clog the spell/trap area
thats what i think about the vortex and dark core thing....
to get rid of the hand u want spell/trap heavy which means u can use most of it like easy to use traps such as torrential or bth and spells that dont need costs.
and also fabled raven can be really helpful to get rid of the hand instead of those spells...
its level increase and so does the attack so it could become a big beater or u could sync into something big

this is my deck build
http://i.imgur.com/dh1I0.png


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adambomb202
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PostSubject: Re: Infernity Deck Profile Version 5.0   Thu Jul 26, 2012 6:03 pm

Have you been liking the tour guide? Iv'e seen people play it however, i don't really like to XYZ in infernitys except for Lavalval Chain. I wouldn't recommend Ultimate Offering, continuous spells and traps kinda clog up your zones, if you have 5 already and you top-deck one it messes with your archfiend. Oh one more thing, if your are running the beetle build you probably should run mist wurm, it's too easy to make with beetle.


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Life Stream Dragon
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PostSubject: Re: Infernity Deck Profile Version 5.0   Thu Jul 26, 2012 6:37 pm

i run 13 monsters 6 spells and 21 traps in my build. i stop my opponents plays with my traps and when i DRAW into a archfiend i usually have game.

your build looks solid imo. hardly any changed to add to since your explanation is reasonable understandable as well. sure there are personal techs in every deck. but you do not have all the key cards in that build of yours.

this is how i normally would build a infernity deck these days:
- add in infernity staples (you lack 3 beetle's, a mirage and a barrier)
- add in spell and trap staples (lacking atleast 2 fiendish chains, maybe another starlight road)
- thin in to 40
- what is the deck weak against? put in techs which increases the decks strong points or decreases the weak points of the deck. (im missing those fiendish chains)
- put in techs against meta these days (mostly traps, like Fiendish Chain)
- thin in to 40 again.
and your deck is good to go...

i hope it helps, and dont forget those fiendish chains

P.S. @Croco; thnx for the credits, i really appreciate that Smile












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Koolkid
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PostSubject: Re: Infernity Deck Profile Version 5.0   Thu Jul 26, 2012 7:03 pm

@croco, that vid is awesome but i think u didnt realize that necromencor cant special summon another necromencor lol Razz


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PostSubject: Re: Infernity Deck Profile Version 5.0   Wed Sep 26, 2012 11:51 pm

im sorry but there r a huge amount of flaws in this deck. first off i would point out ur running 2 stygians, a 1 4 1 and 2 mirage. so basically ur running 3 cards which r mainly used to get out 2 cards which can still be normal summoned or searched by archfiend. big problem. a 3:2 proportion is bad, reduce the amount of stygians by 1. next, ur running infernity guardian. although it is a fun tech to use, tour guide does its job better, as it makes zenmaines which doesnt require u to be handless to stall and tour guide has far more options, as well as being able to get a necromancer into the grave. it should only be used in a dedicated control build. ur set up and revival engine is incredibly lackluster, add in another armageddon knight and a rota as well as a foolish burial, as the only real set up cards u have r inferno and 1 grepher, far too little for an infernity deck. as for the revival engine, u need 2 call of the haunted. it gets out ur archfiends from the grave so u can search out a mirage or launcher to start going off. also add in a dark eruption, especially since ur running an aggresive inferno build and not a monk build or a control build, since it gets necromancers and mirages that u willl have sent to the graveyard or that will have been destroyed, so that u can start going off. smashing gound is beaten by mind control in this deck, as mind control allows u to synchro with dead avengers in ur hand, synchro with any annoying monsters whilst performing the hundred eyes loop or make an easy xyz play into lavalval chain or something else. y r u not running warnings? its like the best trap card ever. take out the 2 trap stuns and add in 1 barrier, barrier is better than trap stun anyday, the 2 dimensional prisons should be taken out, the mirror force should be taken out and one of the torrentials need to be taken out, as it becomes a dead draw after uve gone off and u dont want to be getting rid of ur monsters, as u want to be able to make an xyz play into lavalval chain as often as possible. after, take out watever staples u see fit to make the deck 40 cards. here is my own inferno avenger build http://i.imgur.com/skUpS.png its mainly adapted for the tcg but u can easily add in a lavalval chain.


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Darkerik
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PostSubject: Re: Infernity Deck Profile Version 5.0   Thu Sep 27, 2012 7:57 pm

i don't have much of an exp. whit inferntys but just for info beetle isn't good becoes trish isn't playeble YOUR MAIN TUNER MUST AVANGER but infentys are only for pro duelist becoes it's a hardcore deck it has many chooce of playes but u need about 1 month of play to get a good handle of the deck but to be a good infenty player it's about 2 months

and the game is slowing down BTW


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iNubz
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PostSubject: Re: Infernity Deck Profile Version 5.0   Fri Sep 28, 2012 6:21 pm

wow just cuz u cant get the hang of infernitys doesnt mean its hard.....
this might be just me but infernitys are actually quite easy to play with ...if the deck build is right also beetle IS good just cuz trish is banned doesnt mean it cant get mist wurm or gachi gachi gantetsu ¬_¬''
infernity guardian is bad dark grepher is also bad if u want grave filler get Monster Gate and Reasoning instead they are GREAT grave fillers and if u have no cards in your hand and get a infernity archfiend then its proably game. in any infernity deck u need to max 3 infernity barriers TGU is good in infernity and so sangan too cuz mst to 2 and put 1 in side also put trap stuns in side and put Light-Imprisoning Mirror in side also 2 stygian seargents is bad cuz if the infernity deck is good most of the times u wont have any cards in hand for his eff
if u want hand killer fabled raven is great and put soul taker instead of smashing ground for cards such as shining or something. you have too many traps so -infernity break and -1 torrential. you also want plague spreader and for extra deck u want either chaos king archfiend or dark highlander (this card is for AFTER you finished synchroing all u need to and used to stop your opponent from synchroing so put this in side) and so 3 beetles is good so u need gachi gachi gantetsu in extra


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Darkerik
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PostSubject: Re: Infernity Deck Profile Version 5.0   Fri Sep 28, 2012 10:46 pm

easy= wow i have 2 barriers and orge and archfriend <----------
hard= complite domination and give your opp a complite lockdown and u contere everything

i srsly don't like gach gachi in infenrnty beces i like to have a clear field when i start the combos

and yea i didn't run then as much as my firend (he has them for 2 years) so i pretty much know how much they can do in just one turn His deck but he doesnt want to show side

http://i.imgur.com/HGFgo.png

if u feel a need for beetle play only 1

i'm out of this topic


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Koolkid
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PostSubject: Re: Infernity Deck Profile Version 5.0   Fri Sep 28, 2012 11:12 pm

everyone has his own playstyle lol.. whenever someone gives advice, tell him why and how it helps his deck,... also there is no point of arguing people.. after all the editor of the deck will decide..

the editor also need to say which way he prefers to avoid conflicts lol


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iNubz
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PostSubject: Re: Infernity Deck Profile Version 5.0   Sat Sep 29, 2012 11:35 am

well infenitys dont exactly make lockdown.... anyway if the deck is made right nearly every hand can be used to make a huge play and swarm with synchros sometimes its indirect but others its blatant how to do it


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Life Stream Dragon
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PostSubject: Re: Infernity Deck Profile Version 5.0   Sun Sep 30, 2012 12:20 pm

koolkid is right, as usual Razz +1

but there is a way to play a lockdown version of infernity's. its not that playable anymore now launcher is at 1. the main combo is to get out hundred eyes and reusing mirage to get out archfiend and necro which lets your search into barriers. having 3 bariers is pretty much a lockdown, even if it is for 1 or 2 turns.

in my opinion the best way to infernity's is the aggressive one. it lets you get 4-5 ssync beaters on the field in 1 turn. the backdraw of that playstyle is that without extra launchers, you wont be able to do very much every turn.

i used to main infernity's for 2 years, but they couldnt match up with the meta so i just dropped them :\ with that said, im pretty sure what im talking about xD













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