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Deck Profile: Satoshi Kato’s YCS New Jersey Top 16 Xyz Infernity

For the past few weeks, Infernity has been making quite a big impact. It’s been the talk of the town since winning a recent online event and has basically exploded onto forums: debates centered on whether it should play a strictly black Extra Deck, or whether it’s really consistent enough to go the distance in a ten round or longer event. Well at YCS Meadowlands Infernity saw a huge jump in popularity, and a few even made it to the playoff rounds! Out of all of the lists that topped, I decided to look at the one piloted by Japan’s Satoshi Kato. His build focused solely on Xyz Summoning, relying on huge combos to lock his opponent out of the game while safely sitting behind Infernity traps.

Infernity’s come a long way since its initial release, but not much has really changed. Lavalval Chain allowed this deck to explode back into the spotlight because it offers a consistent way to dump any card from your deck to the graveyard, or load an Infernity Archfiend as your next topdeck. By focusing strictly on Xyz, Kato was able to fit a lot more options into his Extra Deck instead of having to split the number with however many Synchros the Infernity Avenger version needs. The Extra Deck’s already tight enough because of the required monsters for Instant Fusion, so finding space wherever you can seems pretty important.

Synchro Versus Xyz
By not playing Infernity Avenger, Kato gave up Synchro loops involving Hundred-Eyes Dragon. Hundred-Eyes gives the deck a new dimension because it allows you to copy Infernity Mirage (which Kato also didn’t play), and Infernity Necromancer so that you can go through the combo multiple times. He loses out on Infernity Doom Dragon too, which would not only act as removal but also a name so that your Infernity Barriers can activate; and Void Ogre Dragon, which lets you control the game after you combo out. Avenger also gives you access to game-ending combos such as Stygian Sergeants and Armory Arm.

However, an argument can be made that you don’t really need those cards if you’re successfully making combos anyway. Number 16: Shock Master can provide just as much protection as any of the big Synchros, and if you can’t grind your opponent out while you have Shock Master and Infernity traps then I’m not sure what’s going wrong. By focusing on a singular aspect like this, you also get a lot more redundancy; that means more consistency, and that’s really all you want with a combo deck like this. The more consistency you have then the more likely you are to make your big plays, and the more often that happens the more often you’ll win. Here’s the list that Kato ran to a Top 16 finish:

Satoshi Kato’s Xyz Infernity – 40 Cards
Monsters: 13
2 Armageddon Knight
1 Dark Grepher
3 Infernity Archfiend
3 Infernity Necromancer
2 Stygian Street Patrol
2 Summoner Monk

Spells: 16
1 Foolish Burial
1 Heavy Storm
1 Infernity Launcher
2 Instant Fusion
1 Monster Reborn
3 Mystical Space Typhoon
3 Night Beam
1 Pot of Duality
1 Reinforcement of the Army
2 Upstart Goblin

Traps: 11
2 Bottomless Trap Hole
1 Call of the Haunted
2 Infernity Barrier
2 Infernity Break
2 Mirror Force
1 Solemn Judgment
1 Solemn Warning

Extra Deck: 15
1 Darkfire Dragon
1 Fusionist
1 Abyss Dweller
2 Diamond Dire Wolf
1 Gagaga Cowboy
1 Gem-Knight Pearl
2 Lavalval Chain
1 Leviair the Sea Dragon
1 Maestroke the Symphony Djinn
2 Number 16: Shock Master
1 Number 50: Blackship of Corn
1 Wind-Up Zenmaines

The deck hinges on some very crazy looking and complex combos that allow you to cheat a lot of cards into play. The idea is that you load up your graveyard with Armageddon Knights and Dark Grephers, usually using Summoner Monk to get them, to set up. From there you can probably make a Lavalval Chain to get whatever else you couldn’t down into the yard. By getting Stygian Street Patrols into your graveyard you can empty your hand by putting whatever monsters you need to into play. From there your Archfiend and Necromancer effects start working, so you loop through monsters like Leviair the Sea Dragon and Diamond Dire Wolf to keep resetting Patrols and retriggering Archfiend. Bby the end of the turn you have a bunch of Xyz Monsters, an Archfiend, and a few Infernity traps set. The loops are not only long and complicated, but also change depending on what your hand looks like, so me going into specific examples won’t help you much. The base idea is that once your opponent can’t play spells thanks to Shock Master, or maybe even monsters, and you have a couple very good trap cards to back your board up, winning should be pretty easy.

Certain choices might seem a little out there. For example, the fact that Kato used two copies of Upstart Goblin rather than three would lead me to believe that Kato got to 38 cards with his list and decided that he just didn’t want any more cards. You can question how often that single Call of the Haunted is going to be better than having one less card in your deck, by playing the third Upstart Goblin, because it will be more situational.

I think the idea behind that choice, and a similar one with the single Pot of Duality, is that as long as you’re only seeing one copy of those cards you are much more likely to be able to do whatever you’re trying to do with them. Two copies of Pot of Duality or Call of the Haunted in your hand mean you’re slowed down substantially, and might not be able to combo off before your opponent can secure the game against you.

Lastly, the question of how often that second Armageddon Knight matters also seems like something I’d want to think about. Playing the single copy means that your Summoner Monks can grab it if necessary, but the additional copy only gives you diminishing returns. Drawing Armageddon Knight is fine if you only have one other monster, but if you have a hand of Monk and Knight then you’re not going to want to fetch the second Knight from your deck with Monk anyway. I think you’d want to get something like Dark Grepher so that you can ditch the Knight from your hand and start making combos.

However, regardless of those card choices Kato’s experience with the deck shows by his record throughout the tournament. Being comfortable with your card choices is probably the most important thing to have, so a thing here or there that someone else disagrees with doesn’t have too significant of an impact. Congratulations to Satoshi Kato for making it so far with Xyz Infernity and I’m sure we won’t stop hearing from him in the future. What do you think of the increase of Infernity in competitive play? Would you rather play the Synchro or the Xyz Version? Make sure to tell us in the Comments below!

-Robert Boyajian

 

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