
Infernity Playguide
Sections covered in this guide:
Skill
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To use the most important effects of this Skill, your main deck must contain 10 or more Infernity monsters. This Skill provides three extremely powerful groups of effects that affect both defense and combo potential of the deck. *The first group of effects are passive conditions applied throughout the match. When using this Skill, all effect damage (burn damage) you deal to opponents will be reduced to 0, and you can only Special Summon up to 1 monster with Base Level 9 or higher from your hand each turn. However, in exchange for those limitations, you receive a huge privilege: once per turn, you may activate one Infernity Trap immediately on the turn it was flipped onto the field. This mechanism perfectly combines with Infernity Suppression, giving you a negate effect to counter opponent's hand traps right on Turn 1.* *The second activation effect of this Skill (can be used only once per battle) turns any Infernity cards in hand into starting points for combos. You can banish up to 3 cards from your hand (including Infernity monsters or This Creepy Little Punk) to your Graveyard. In return, you send the corresponding number of Infernity monsters from your hand directly to the Graveyard, then continue drawing 1 Infernity monster from your hand. Thanks to this card-draw and resource setup in the perfect graveyard, you almost never worry about getting "bricked" (stuck without cards).* *The third activation effect (also only once per battle) is the ultimate weapon for the later part of the game (from Turn 2 onward). This Skill allows you to directly Summon 3 Infernity monsters (specifically one Level 2, one Level 3, and one Level 4) from your hand or from the field placed face-up in defensive mode. Although locked, you can only Special Summon Synchro from your Extra Deck as long as these monsters remain face-up on the field, but this is the perfect launchpad to call out Black Rose Dragon cleanly, or Trishula, Dragon of the Ice Barrier to clear the board and exile opponent's cards.* **Note:** If you use the third ability of Skill, if you get disrupted and cannot clear the Infernity summoned by this effect, you will be completely stuck and lose immediately. For example: Summon Black Rose 7-star = Wildcard 3-star + Archfiend 4-star; BlackRose gets negated -> doesn't activate -> Left with Sage 2-star on field = Skill (Now if we have nothing to clear like Droplet, General to tribute, etc., we will be stuck and lose)
The cards in the main deck
Recall Infernity, it cannot be missed Infernity Archfiend - the heart and main search machine of the entire deck.When you have no cards in hand and draw this card (or revive it from the Grave), it will immediately allow you to search any Infernity card from the deck.
Although extremely powerful, but 2 copies are the perfect ratio. Playing 1 card is too few and can easily be broken by opponents (with hand traps such as D.D. Crow or Bystial exiting from the Grave), while playing 3 cards again is too many and can cause a brick because itself is not the best starter at the beginning of the game.
Infernity Necromancer is one of the best starter monsters that you always want to have in your hand. Thanks to the new skill, you can send it down to the Graveyard, then search for Trap Infernity Suppression, which lets you safely deploy a combo through opponent's hand traps on Turn 1.
The continuous revival effect of Infernity monsters from the Graveyard (as long as your hand is empty) turns this card into a solid foundation to build an overwhelming deck. It is recommended to play up to 3 copies to ensure stability.
Acting like a dual-life machine, Infernity Mirage can sacrifice itself to summon two Infernity monsters from the Graveyard at once. Like Necromancer, this is also a great starter card to initiate long combo chains of the deck.
The only condition for this card is that you must have at least 2 Infernity names under the Graveyard, but the new Skill of Duel Links has already taken care of that setup step. Depending on the number of cards in your deck, you may consider using 3 copies, or reduce it down to 2 cards.
Although having the Under Grave protection effect is quite rare, the real reason Infernity Patriarch appears in the deck is because it provides a completely free body. When searched onto the field by Infernity Archfiend, it can Special Summon directly to the field. Thanks to its easy summoning ability, it is the perfect material for Summoning Link (with Reprodocus) or Summoning an Xyz monster at Rank 4 (such as Abyss Dweller) when you don't have a Tuner on the field.
< p data-path-to-node="14" style="text-align: justify;"> Infernity Conjurer is an extremely useful card for post-attack (OTK) plays. When you have no cards in hand, it directly inflicts 800 ATK damage on all opponent monsters, making it easy to smash through large defensive walls.
< p data-path-to-node="15" style="text-align: justify;"> Additionally, this card can Special Summon itself from the Graveyard to the field (will be banished when leaving the field), providing an important Level 3 material to flexibly expand your combo.Infernity Wildcat is a special important Level 3 Tuner in this deck's strategy. With its ability to self-adjust its own Level, it makes level calculation steps during Synchro become incredibly versatile.
The presence of this card is a prerequisite for you to summon the table-clearing monster Black Rose Dragon or disrupt Void Ogre Dragon. Any name containing Infernity that combines with this card can also create a complete combo line.
Act as main Tuner to summon your primary monster Trishula, Dragon of the Ice Barrier, and also brings excellent resource setup ability. When sent to the Grave, it allows you to send an additional Infernity monster from the straight deck to the Grave.
Since the current deck no longer uses Spell Transmodify, I recommend you only play a maximum of 2 copies of this card. Three copies would be excessive.
Using enemy field sacrifices is always a double-edged sword with Infernity, because if you draw them first, you won't be able to Summon them and get stuck (leading to not being able to use the Infernity effect).
However, there is one extremely effective technique: if you still want to play Kaiju or Lava Golem, bring the Infernity Inferno trap card. Thanks to the skill that allows activating the Trap on the turn immediately after summoning, you can use this trap card to send away the Kaiju currently stuck in your hand directly to the Graveyard, allowing you to clear your hand safely on Turn 1. (I don't recommend this at all =)) this is just a crude temporary solution.
Spell/Trap
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New support is extremely valuable, serving as the "golden key" that activates the deck-building effect and Graveyard protection of the skill Infernity Revival.
Additionally, the strongest point of this card is its ability to directly revive an Infernity monster from the banished zone back to the field.
Hiệu ứng hồi sinh này is the perfect counter to counter any blocking cards currently on the board like D.D. Crow or the Bystial monster when your opponent deliberately banishes your Infernity Archfiend.
Recommended Ratio: 2 copies (for the standard 26-card variant). One copy is enough to operate, but playing 2 copies increases the draw rate onto the main deck at the start of the game to create material for the skill and expand the combo chain.
Mentioning Infernity doesn't require too many explanations about Infernity Launcher - the Continuous Spell Card is symbolic and is an infinite resource revival machine. When you have no cards left in hand, you can send this spell from the field to the Graveyard to simultaneously revive up to 2 monsters named Infernity from hand or graveyard.
It is a mandatory tool for you to continuously recycle resources for ongoing Synchro and Link Summoning turns."Launcher is Launcher, there's nothing to argue about"
Recommended Ratio: 3 copies (minimum required).
Infernity Suppression is not like traditional Infernity traps, this card does not require the condition that your hand must be empty to activate. As long as you are controlling an Infernity monster, you can negate your opponent's monster effect.
Thanks to the inherent effect of Skill allowing Trap activation on the turn just played, you can use Skill to bring this card up and flip it down to use immediately on Turn 1 to support the combo, nullifying your opponent's hand traps. Since its negation effect is once per turn, you don't need to play many copies to avoid diluting starter cards (only x1)
Infernity Barrier is the powerful and dreaded Counter Trap of the monster tribe. When you have no cards in hand and are controlling an Infernity in attack position, it allows you to negate and destroy any spell, trap, or effect activation of your opponent (Omni-negate).
The crazy point of this card is that it is not limited in number of activations per turn (non-once per turn). As long as you can set it on the field with one empty hand, the opponent has almost no way to execute tactics. (Max number if possible, however the game only gives us 1 card :<)
Infernity Break is a versatile board clearing tool. When you have no cards in hand and control an Infernity monster, you can banish one Infernity card from the Graveyard to target and destroy any card controlled by your opponent.
This card perfectly combines with Infernity Barrier to create a two-layer defensive wall: an effect negation layer and a disruption burst attack layer that disrupts the opponent's deck flow.
Recommended ratio: 1 copy (consider playing the second copy if you want to increase the number of field removal traps).
Trap cards allow you to discard up to 2 cards from your hand to the Grave to reduce the number of monsters. Infernity corresponds from the deck to the Grave. You can try this card when you want to play alongside field-spreading monsters such as Lava Golem or Hand trap-type monster cards (cards that are easily stuck on hand when going first). Thanks to the Skill that activates the trap immediately on your turn, you can banish them away to clear your hand easily.
Rated as the best non-engine card of the deck at the current time. When played early, it is a flexible Quick-Play Spell trap to interrupt the opponent's turn.
The biggest money-grab of Forbidden Droplet lies in its "self-rescue" ability when played late. The third effect of the Skill will lock you in place, allowing only Synchro Summoning if exactly 3 Infernity monsters just called have been placed on the field. If the opponent cuts off your Synchro chain and causes you to get stuck with those monster bodies, you can activate Droplet, sacrificing the trapped monsters as cost to unlock the Skill and continue building your combo!
I strongly oppose using Dark Ruler No More and instead we should use Dark Hole. The core reason is Infernity's strategy of forcing an OTK. When facing decks like Branded, if you don't clear them off, they will use Mirrorjade to clear your board at the End Phase and restore their resources.
Dark Ruler No More inflicts damage on the opponent, making it impossible to achieve OTK. On the other hand, Dark Hole clears the enemy's battlefield and opens the way for you to directly attack. Even in many situations, you can use Dark Hole to unleash your own monster to create space, then calmly use Launcher to revive them again.
I don't highly rate these 2 cards in the deck. Triple Tactics Trust performs very poorly when played early because it occupies an useless Spell/Trap slot, and the Duel Links format doesn't have a Main Phase 2 to fully utilize this card's value after entering the Battle Phase.
With Book of Eclipse, although it has the effect of clearing the board, turning all monsters face-down will ruin your Type/Monster System combos (for example, the combo using Reprodocus transforms the monster into the Beast tribe) so timing must be carefully calculated to use it
Extra Deck
It is an attack spot and the most important flexible position for the next turn. The usage is very unexpected: thanks to Effect 3 of the Skill, you can place Infernity Archfiend, Infernity Wildcat and Infernity Sage face down on the field. Then you flip them face up to Synchronize and bring out Black Rose Dragon, blowing away the entire battle board!
The wonderful thing is that even when the opponent negates the field explosion effect of this card, you still have remaining Sage (Tuner Level 2) on the field to continue performing subsequent Synchro phases. The opponent will be completely unaware of this board-clearing move.
This legendary three-headed dragon is the ultimate Level 9 Synchro target (which fits the skill limit of calling only 1 Level 9+ monster per turn). With its ability to banish 3 cards (hand, field, graveyard) from the opponent without targeting any specific card, it is an incredibly dreadful resource-wear machine. We will call it in every combo regardless of whether we go first or second—when going first to grab the opponent's hand, and when going second to clear the opponent's field.
< p data-path-to-node="5" style="text-align: justify;">This is the monster group representing the backrow protection options when going first (Turn 1) depending on which card you have in your hand:
Void Ogre Dragon: The best-tier Synchro monster, providing an extremely powerful one-time Spell/Trap negate effect when you have no cards in hand.
Abyss Dweller: If you don't like Void Ogre, you can evolve Wildcat up to Level 4, combine it with Archfiend to Summon Xyz Dweller, locking down the opponent's Graveyard.
Dark Highlander: A fun tech at Level 7 that completely locks out the opponent's Synchro ability, very useful if the meta is flooded with Synchro decks.
This is a mandatory card that must have. When used next, this goddess is the key to "freshly devouring" (used as a Link material) the immune-type main monsters of the opponent. In addition, it makes the OTK process smoother and also has the ability to negate effects under the Grave which are extremely harmful.
This is the most surprising highlight in the Extra Deck list. Through Proxy F Magician, you Synchronize out Chimera. Almost 99% when you combo on turn 1, you will call both Trishula and this card at once in that turn to be able to draw up to 2 cards from your opponent's hand right in turn 1. However, the greatest value of this card does not lie on the field but rather when it is under the Graveyard. In the opponent's turn, you can Exile Chimera from the Graveyard to revive a Fiend monster. If the opponent plays Lava Golem or Sphere Mode to devour your Infernity monster field, Chimera's effect will immediately retrieve an Infernity monster from the Graveyard to the field to maintain the frontline! (Because Infernity traps usually require Infernity on the field to activate)
Because Infernity spams many monsters on this turn, we need one choice of Link 4 boss to clear the board but it must be strong enough. And that's when we look at this pack, the ability to break the enemy field combined with Infernity Break or Barrier will prevent the enemy from being able to deploy any combo.
If you are an f2p "grinder" player and do not own expensive cards such as I:P Masquerena or Underworld Goddess, we can temporarily use this pair. Firewall Dragon can be easily obtained via Structure Deck, providing very good hand advantage to replace them.
A little variation
This variation can be jokingly called the tactic "No Cards in Hand Together". Instead of focusing on trap cards and rhythm-disrupting monsters like the standard version, this variation channels all resources to summon the Xyz monster Evilswarm Ouroboros.
Hand-rip" 4 lá: The unique and most terrifying highlight of this variant is through an extremely long repeating combo chain on Turn 1, where you can activate the effect of Evilswarm Ouroboros multiple times to force your opponent to discard up to 4 lá bài from their hand before they can start their turn. Your opponent will almost certainly have to play the game with a blank hand!
To trade for damage against your opponent, you must completely sacrifice the space of the Extra Deck (Side Deck). The flexibility in the Extra Deck of this variant is "zero-sum perfect". You will no longer have room for excellent board-clearing tools like Black Rose Dragon or Underworld Goddess.
Only for going first: This is a critical weakness that causes this variant to be labeled as "meme". It can only operate if you go on Turn 1. If you happen to go on Turn 2, you will almost certainly lose because the deck has no tools left to penetrate the enemy's defense line.
Advice: This variant brings extremely high entertainment value and is extremely "ghostly". However, I strongly oppose bringing it into ranked environments (such as King of Games ranking) because the risk is too great.
Just experience this variant to "perform hilariously" with friends right now, because of the toxicity of discarding up to 4 cards from your opponent's hand, I am certain that Konami will soon crush it and not let this variant exist validly for too long in Duel Links!
Combo
Khởi động: Kích hoạt Kỹ năng (Skill) để lấy bẫy Infernity Suppression lên tay (Nếu đã có Necromancer, khôn thì phải add Nec) và úp xuống sân - đẩy Archfiend và Sage xuống mộ
Tìm kiếm (Search): Dùng hiệu ứng Infernity Necromancer hồi sinh Infernity Archfiend từ mộ. Hiệu ứng Archfiend kích hoạt, lấy phép Infernity Launcher từ bộ bài.
Link Necromancer & Archfiend trên sân ra Reprodocus
Lancher hồi sinh Nec và Arch.
Archfiend search Launcher thứ 2
Nec hồi sinh thêm Sage
Dùng Sage và các quái thú hiện có Triệu hồi Synchro ra Trishula, Dragon of the Ice Barrier (phải được triệu hồi bên dưới ô của Reproducus)
Banish 1 lá trên tay đối thủ
Sage đẩy thêm 1 Infernity bất kì xuống mộ (Ví dụ Wildcard)
Launcher trên sân tiếp tục Hồi sinh Necromancer & Archfiend
Arch search Launcher thứ 3
Triệu hồi Link Proxy F bằng Reprodu + Archfiend
Necromancer hồi sinh Archfiend -> Arch search Mirrage
Dung hợp Chimera the King of Phantom Beasts bằng effect của Proxy F. Nguyên liệu là Trishula và Archfiend
Chimera kích hoạt effect Vứt 1 lá trên tay của đối thủ vào Endphase
Link Summon Unchained Abomination bằng tất cả quái thú đang có trên sân
Triệu hồi thường Mirage, kích hoạt hiệu ứng và hồi sinh tiếp Arch và Wildcard
Hiệu ứng Archfiend kích hoạt, tìm kiếm bẫy Infernity Barrier.
Kích hoạt hiệu ứng của Wildcat, đổi Level của nó thành Level 4.
Dùng Wildcat (Level 4) và Archfiend (Level 4) Triệu hồi Synchro ra Void Ogre Dragon.
Dùng Launcher hồi sinh lại Archfiend + Necromancer. Hiệu ứng Archfiend kích hoạt, tìm kiếm This Creppy Little Punk. (TCLP)
Lên I:P: Dùng quái thú thừa trên sân Triệu hồi Link ra I:P Masquerena.
TCLP kích hoạt, hồi sinh Archfiend lần cuối
Archfiend tìm kiếm bẫy Infernity Break.
Úp toàn bộ 3 bẫy xuống và kết thúc lượt.
End Board: Void Ogre Dragon, I:P Masquerena, 3 Bẫy (Suppression, Barrier, Break), và Chimera nằm chờ dưới mộ (để hồi sinh quái thú nếu bị dính Lava Golem).
2. Combo Biến thể Hand-rip (Ouroboros Combo)
Khởi động: Tương tự, dùng Kỹ năng để lấy và úp bẫy Infernity Suppression.
Dùng Necromancer hồi sinh Archfiend. Archfiend tìm kiếm Infernity Launcher.
Dùng quái thú trên sân Triệu hồi Link ra Reprodocus.
Dùng Necromancer hồi sinh Infernity Sage. Triệu hồi Synchro ra Trishula. Xếp chuỗi (Chain link): Chain 1 Trishula, Chain 2 Sage. Sage sẽ đẩy thêm một copy của Archfiend từ bộ bài xuống mộ.
Kích hoạt Launcher để hồi sinh lại Archfiend và Necromancer.
Kích hoạt hiệu ứng của Reprodocus đổi hệ quái thú bị nó chỉ vào thành tộc Thú (Beast).
Tìm Mirage & Patriarch: Dùng các quái thú Triệu hồi Link ra Proxy F Magician. Dùng Necromancer hồi sinh Archfiend. Archfiend tìm kiếm Infernity Mirage. Thông qua các bước xoay vòng, tiếp tục dùng Archfiend tìm kiếm Infernity Patriarch để lấy thêm quái thú Level 4 (do Patriarch có thể tự nhảy xuống sân).
Lúc này trên sân có 3 quái thú Level 4 (gồm Patriarch và Archfiend). Triệu hồi Xyz ra Evilswarm Ouroboros đầu tiên. Kích hoạt hiệu ứng, vứt 1 lá bài trên tay đối thủ.
Dùng chính Ouroboros đó làm nguyên liệu Link (để giải phóng vùng quái thú). Tiếp tục dùng Mirage hồi sinh lại các quái thú Level 4 từ mộ lên sân.
Triệu hồi Xyz ra bản sao Evilswarm Ouroboros thứ hai, tiếp tục kích hoạt hiệu ứng giật bài.
Kết hợp các chuỗi thao tác lặp lại này, đến End Phase, bạn sẽ bòn rút tổng cộng 4 lá bài khỏi tay đối thủ.
End Board: 3 Bẫy (Suppression, Barrier, Break), Ouroboros trên sân (đã hết nguyên liệu và không có tác dụng cản trở), Chimera dưới mộ, và đối thủ mất 4 lá bài trên tay.
Conclusion
After a long time spent in darkness, Infernity has truly had a spectacular transformation and resurgence in Duel Links. With the support from the new Skill Infernity Revival, this card not only restores its position but also confirms the power of a solid force, fully capable of sweeping everything up and climbing straight to the King of Games rank.
The distinctive handless playstyle along with long chains of combos may require you to train patiently and remember the steps - very easy to lose your time limit. However, the results achieved are incredibly worthy. Once Infernity's machine has entered the cycle, opponents will know nothing but despair before facing a fortress-like duel filled with tempo-denying points at Turn 1, or be crushed by ruthless OTK table clears at Turn 2.
If you are a player who loves the art of endless combos, enjoys the feeling of completely controlling resources and dominating the match perfectly, Infernity is certainly a perfect investment at this point in time. Take this deck into practice, get used to its pace, and show your opponent the terrifyingness of darkness!




















































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