Infernities Modified

As the natural order of Yu-Gi-Oh! goes, a deck’s general viability is measured by one key factor: what is it capable of, and will that make it thrive in current metagames?  There are countless “good” decks out there, but their quality of interaction with the other strategies in a given play environment is what influences how we come to organize competitive hierarchies.

In the case of Infernities, it’s equivalent to a finicky organism that could wither away with the slightest change of degree in temperature, or that could become the next pandemic given the correct factors. It seems like this could be the perfect format for Infernities to flourish, and a vast number of players are buzzing about the possibilities enough to make Transmodify one of the hottest cards in the game.

And with good reason. Infernities are back and they’ve got new playthings that make them stronger, especially in tandem with the favorable pacing of this new format.

Infernities – 40 Cards
Monsters: 13
3 [ccProd]Infernity Archfiend[/ccProd]
3 [ccProd]Infernity Necromancer[/ccProd]
2 [ccProd]Summoner Monk[/ccProd]
2 [ccProd]Stygian Street Patrol[/ccProd]
1 [ccProd]Archfiend Heiress[/ccProd]
1 [ccProd]Armageddon Knight[/ccProd]
1 [ccProd]Dark Grepher[/ccProd]

Spells: 15
3 [ccProd]Upstart Goblin[/ccProd]
3 [ccProd]Mystical Space Typhoon[/ccProd]
2 [ccProd]Instant Fusion[/ccProd]
1 [ccProd]Transmodify[/ccProd]
1 [ccProd]Reinforcement of the Army[/ccProd]
1 [ccProd]Infernity Launcher[/ccProd]
1 [ccProd]Foolish Burial[/ccProd]
1 [ccProd]Dark Hole[/ccProd]
1 [ccProd]Book of Moon[/ccProd]
1 [ccProd]Archfiend Palabyrinth[/ccProd]

Traps: 12
3 [ccProd]Infernity Barrier[/ccProd]
2 [ccProd]Infernity Break[/ccProd]
2 [ccProd]Mirror Force[/ccProd]
1 [ccProd]Solemn Warning[/ccProd]
1 [ccProd]Compulsory Evacuation Device[/ccProd]
1 [ccProd]Bottomless Trap Hole[/ccProd]
1 [ccProd]Torrential Tribute[/ccProd]
1 [ccProd]Safe Zone[/ccProd]

Extra Deck: 15
1 [ccProd]Flame Ghost[/ccProd]
2 [ccProd]Darkfire Dagon[/ccProd]
2 [ccProd]Lavalval Chain[/ccProd]
1 [ccProd]Abyss Dweller[/ccProd]
1 [ccProd]Diamond Dire Wolf[/ccProd]
1 [ccProd]Gagaga Cowboy[/ccProd]
1 [ccProd]Leviair the Sea Dragon[/ccProd]
1 [ccProd]Maestroke the Symphony Djinn[/ccProd]
1 [ccProd]Number 50: Blackship of Corn[/ccProd]
1 [ccProd]Number 66: Master Key Beetle[/ccProd]
1 [ccProd]Photon Papilloperative[/ccProd]
1 [ccProd]Evilswarm Nightmare[/ccProd]
1 [ccProd]Steelswarm Roach[/ccProd]

A few things have changed since we last saw Infernities top events, but they make a significant difference.  [ccProd]Archfiend Palabyrint[/ccProd]h is one of them:

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, or Graveyard 1 “Archfiend” monster with the same Level as the targeted monster. You can only use this effect of “Archfiend Palabyrinth” once per turn.

Let’s also not neglect Archfiend Heiress:

Archfiend Heiress
Level 3
Dark/Fiend
1000 ATK / 0 DEF

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.

Heiress brings a new layer of toolboxing to the Infernity lineup. [ccProd]Dark Grepher[/ccProd], [ccProd]Foolish Burial[/ccProd], [ccProd]Armageddon Knight[/ccProd], and [ccProd]Lavalval Chain[/ccProd] can all pitch her from deck and trigger her effect, grabbing you [ccProd]Archfiend Palabyrinth[/ccProd], [ccProd]Infernity Archfiend[/ccProd], or even a teched [ccProd]Archfiend’s Roar[/ccProd]; whatever’s right for whatever situation you’re in.  And opening with [ccProd]Summoner Monk[/ccProd] sets up even bigger plays than before now that you have Heiress.  Consider the following:

-Normal Summon the Monk and pitch a spell for its effect.

-Use that effect to Special Summon [ccProd]Armageddon Knight[/ccProd] or [ccProd]Dark Grepher[/ccProd]. (Pick Grepher if you have an extra monster in hand that you need to get rid of.)

-Use your new monster’s effect to send [ccProd]Stygian Street Patrol[/ccProd] to your graveyard.

-Overlay into [ccProd]Lavalval Chain[/ccProd], and use its ability to send [ccProd]Archfiend Heiress[/ccProd] to grave.

-Heiress’ effect triggers, so search for [ccProd]Infernity Archfiend[/ccProd].

-Set your hand, banish [ccProd]Stygian Street Patrol[/ccProd], and Special Summon Archfiend for its effect.

-Proceed to go nuts.

Note that this play can be even bigger if you have an extra spell card: that lets you use your first Monk to Special Summon a second, giving you branching opportunities with an extra Level 4 on the field.

[ccProd]Instant Fusion[/ccProd] correspondingly assists in making something of that odd-end monster that might be in your hand like Street Patrol, and turns it into a convenient [ccProd]Lavalval Chain[/ccProd]. If anything else, it’s Monk food. And Monk is a must, especially for those who’ve caught on and realized hand traps are still very much necessary. It draws out poorly timed Veilers and [ccProd]Maxx C[/ccProd]’s, which is a huge benefit to you in the long run given the pacing of this format; it’s not as risky now as it was before, to simply end your turn and wait for your next opportunity to go off

Why only one [ccProd]Transmodify[/ccProd]? For Infernities in particular, it’s one of those cards that’s great if your hand’s already good, but that can hurt your openings. Besides that, [ccProd]Archfiend Palabyrinth[/ccProd] is essentially a searchable [ccProd]Transmodify[/ccProd], without the +1 increase to the monster’s Level but with a 500 ATK boost for all your Fiends. With Palabyrinth in play, you can juice another extra [ccProd]Infernity Necromancer[/ccProd] or Archfiend out of your deck while setting up, ending with a field that includes an extra [ccProd]Infernity Barrier[/ccProd] or [ccProd]Infernity Break[/ccProd]. In short, more than two copies [ccProd]Transmodify[/ccProd] should probably never be seen in an Infernity build, unless you’re running some sort of Tour Guide variant.

The single copy of [ccProd]Safe Zone[/ccProd] comes in handy more than you might first think. It’s a helpful countermeasure to an exposed monster if you’re forced to end your plays because your opponent dropped a hand trap; it’s chainable protection from [ccProd]Torrential Tribute[/ccProd] or [ccProd]Bottomless Trap Hole[/ccProd] while you’re setting up; and it lets you permanently protect a post-setup Archfiend, or create a soft lock with [ccProd]Number 66: Master Key Beetle[/ccProd].

General Notes
Thanks to these new tools, Infernities now have a more consistent turn 1, which the deck has always been cripplingly reliant on. And although hand traps are still a pain, the deck doesn’t flat out lose to them any more.

That said, being able to go from zero cards to three cost-free [ccProd]Solemn Judgments[/ccProd] out of virtually nowhere is a frightening strategy, but it’s still not without flaw. Unlike a few weeks ago, the typical Infernity deck today can’t kick out a field full of beaters out of nowhere… or at least it can’t do it as quickly or flawlessly as before. A monster-heavy opening, or one where you don’t see any monsters at all, leaves you with an unplayable hand stalling for time until you can recover. Siding also hurts you more than it will your opponent; any combo deck’s side is often composed of defensive countermeasures you expect your opponent to bring in against you. And players will often have a world of hate sided against you.

What do you plan on doing to counter Infernities? Do you think they’ll be a big threat in the upcoming weeks? Feel free to Comment below and discuss.

-Amanda

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