
Infernity Guide
Sections covered in this guide:
Skill
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To use this Skill's most important effects, your Main Deck must contain at least 10 Infernity monsters. This Skill provides three extremely powerful groups of effects, affecting both the Deck's defense and its explosive combo potential.
- The first group of effects consists of passive conditions that apply throughout the Duel. When using this Skill, all effect damage (burn damage) you inflict on your opponent is reduced to 0, and you can Special Summon at most 1 monster with an original Level of 9 or higher each turn. However, in exchange for these restrictions, you gain an enormous privilege: once per turn, you may activate an Infernity Trap during the very turn it was Set to the field. This mechanic combines perfectly with Infernity Suppression, giving you an immediate negation (negate) against your opponent's hand traps on Turn 1.
- The Skill's second activated effect (can only be used once per Duel) turns every Infernity card in your hand into a combo starting point. You can shuffle up to 3 cards from your hand (including an Infernity monster or This Creepy Little Punk) back into the Deck. In return, you can send the corresponding number of Infernity monsters directly from the Deck to the GY, then add any 1 Infernity monster from the Deck to your hand. Thanks to this perfect card filtering and resource setup in the GY, you almost never have to worry about getting "bricked" (brick).
- The Skill's third activated effect (also only usable once per Duel) is the ultimate weapon for going second (from Turn 2 onward). The Skill lets you summon 3 Infernity monsters directly (specifically, one Level 2, one Level 3, and one Level 4) from your hand or Deck to the field face-down in Defense Position. Although you will be locked into only being able to Synchro Summon from the Extra Deck as long as these monsters remain face-up on the field, this is the perfect launchpad for you to bring out Black Rose Dragon to clear the field, or Trishula, Dragon of the Ice Barrier to banish your opponent's cards.
The cards in the main deck
When it comes to Infernity, Infernity Archfiend - the heart and primary searcher of the entire deck, is indispensable. When you have no cards in your hand and draw this card (or revive it from the Graveyard), it immediately lets you search for any Infernity card from your Deck and add it to your hand.
Although extremely powerful, 2 copies is the perfect ratio. Playing 1 copy is too few and makes it easy for your opponent to break your combo (with hand traps like D.D. Crow or Bystial banishing it from the Graveyard), while playing 3 copies is too many and can easily cause bricking because, on its own, it is not the best starter to open with.
Infernity Necromancer is one of the best starter monsters you always want to have in hand. Thanks to the new Skill, you can send it to the GY, then search the Trap Infernity Suppression, allowing you to safely execute your combo through your opponent's hand traps on Turn 1.
The continuous revival effect for Infernity monsters from the GY (as long as you have no cards in hand) makes this card a solid foundation for building an overwhelming board. You should play up to 3 copies to ensure consistency.
Acting as a double revival engine, Infernity Mirage can sacrifice itself to call back 2 Infernity monsters from the Graveyard at the same time. Like Necromancer, this is also an excellent starter for kicking off the deck's long combo chain.
The only condition for this card is that you need to have at least 2 Infernity names in the Graveyard, but the new Skill in Duel Links has completely taken care of that setup step. Depending on the number of cards in your deck, you can consider using 3 copies, or cut down to 2 cards.
Although its Graveyard-protection effect is rarely seen, the real reason Infernity Patriarch is in the deck is that it provides a completely free body. When searched to the hand by Infernity Archfiend, it can Special Summon itself directly to the field.
Thanks to its ability to easily reach the field, it is the perfect material for a Link Summon (with Reprodocus) or an Xyz Summon into a Rank 4 monster (such as Abyss Dweller) when you do not already have a Tuner on the field.
Infernity Conjurer is an extremely useful card for follow-up attacks (OTKs). When you have no cards in your hand, it directly reduces the ATK of all your opponent's monsters by 800, making it easier to smash through large defensive walls.
Additionally, this card can Special Summon itself from the Graveyard to the field (it will be banished when it leaves the field), providing an important Level 3 material to flexibly extend combos.
Infernity Wildcat is a particularly important Level 3 Tuner in this deck's strategy. With the ability to adjust its own Level, it makes the Level calculations during Synchro incredibly flexible.
The presence of this card is a prerequisite for you to summon the board-clearing monster Black Rose Dragon or disrupt Void Ogre Dragon. Any Infernity name combined with this card can create a complete full combo line.
Serving as the main Tuner to bring out the ace monster Trishula, Dragon of the Ice Barrier, Infernity Sage also offers an excellent way to set up resources. When sent to the Graveyard, it lets you send another Infernity monster from your Deck straight to the Graveyard.
Since the current deck no longer uses Spell Transmodify, it is recommended that you play no more than 2 copies of this card. A count of 3 copies would be excessive.
Using enemy field sacrifices is always a double-edged sword with Infernity, since if you draw them on your turn, you will not be able to Summon them and get "hand-locked" (leading to being unable to use the Infernity effect).
However, there is one extremely cool technique: if you still want to play Kaiju or Lava Golem, bring along the trap card Infernity Inferno. Thanks to the skill that allows activating Traps immediately after the turn, you can use this trap card to send the Kaiju currently stuck in your hand straight down to the Graveyard, allowing you to clear your hand safely on Turn 1. (I don't recommend this =)) this is just a crude temporary solution.
Spell/Trap
Extremely valuable new support, serving as the "golden key" that helps activate the shuffle and Graveyard-filtering effects of the Skill Infernity Revival. Additionally, this card's greatest strength is its ability to directly Special Summon an Infernity monster from the banished zone (banishment) back to the field.
This revival effect is the perfect counter for you to build your plays around (counter) the currently prevalent disruption cards, such as D.D. Crow or Bystial monsters 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 chance of drawing one in your opening hand to serve as material for the Skill and extend the combo chain.
When it comes to Infernity, there is no need to explain too much about Infernity Launcher - the iconic Continuous Spell card and an endless resource-recycling engine. When you have no cards left in your hand, you can send this Spell from the field to the Graveyard to Special Summon up to 2 Infernity monsters from your hand or the Graveyard at the same time.
It is a must-have tool for continuously recycling materials for extended Synchro and Link Summon turns. "Launcher is Launcher; there is nothing to debate".
Recommended ratio: 3 copies (mandatory maximum).
Infernity Suppression is unlike traditional Infernity Trap Cards, as this card does not require you to have no cards in your hand at all to activate. As long as you control an Infernity monster, you can negate your opponent's monster effect.
Thanks to the Skill's inherent effect that allows Trap Cards to be activated during the same turn they were Set, you can use the Skill to add this card to your hand, then Set and immediately use it on Turn 1 to protect your combo and negate your opponent's hand traps. Because its negation effect is once per turn, you do not need to play multiple copies to avoid diluting your starter cards (x1 only)
Infernity Barrier is the most powerful and feared Counter Trap of the archetype. When you have no cards in your hand and are controlling an Infernity monster in Attack Position, it allows you to negate and destroy any activation of your opponent's Spell, Trap, or monster effect (Omni-negate).
The crazy thing about this card is that it is not limited in the number of times it can be activated per turn (non-once per turn). As long as you can set it up on the field with an empty hand, your opponent has almost no way to develop their strategy. (Max out the number if possible, but the game only allows us to have 1 copy :<)
Infernity Break is a versatile board-clearing tool. When you have no cards in your hand and control an Infernity monster, you can banish 1 Infernity card from your GY to target and destroy 1 card your opponent controls.
This card combines perfectly with Infernity Barrier to create a 2-layer defensive wall: one layer negates effects and one layer bombards and disrupts the opponent's card-deployment tempo.
Recommended ratio: 1 copy (you can consider playing a second copy if you want to add more field-clearing traps).
It is considered the best non-engine card in the deck at the present time. When going first, it is a flexible Trap that acts like a Quick-Play Spell to interrupt the opponent's turn.
The biggest selling point of Forbidden Droplet is its ability to "save itself" when going second. The third effect of the Skill locks you down, only allowing Synchro Summons as long as the 3 Infernity monsters you just summoned remain on the field. If the opponent interrupts your Synchro sequence and leaves you stuck with those monster bodies, you can activate Droplet, tributing the very trapped monsters as a cost (cost) to unlock the Skill yourself and continue executing the combo!
I strongly oppose using Dark Ruler No More, and instead we should use Dark Hole. The core reason is that the strategy of an Infernity deck going second must OTK. When facing decks like Branded, if you do not finish them off, they will use Mirrorjade to clear your field during the End Phase and recover a ton of resources.
Dark Ruler No More prevents your opponent from taking damage, making an OTK impossible. In contrast, Dark Hole both clears your opponent's field and opens the way for you to attack directly. Even in many situations, you can use Dark Hole to destroy your own monsters to clear space, then calmly use Launcher to revive them.
I don't rate these 2 cards very highly in the deck. Triple Tactics Trust performs very poorly when going first because it uselessly occupies a Spell & Trap Zone, and the Duel Links format has no Main Phase 2 to make the most of this card's value after entering the Battle Phase.
With Book of Eclipse, although it has a field-clearing effect, flipping all monsters face-down will ruin your combos that change monsters' Type/Attribute (for example, the combo using Reprodocus to turn monsters into the Beast Type), so you have to time its use correctly.
Extra Deck
It is the gem and the most important flexible slot for the going-second game plan. Its use is very surprising: thanks to the third effect of the Skill, you Special Summon Infernity Archfiend, Infernity Wildcat and Infernity Sage face-down to the field. Then, you flip Archfiend and Wildcat face-up to Synchro Summon Black Rose Dragon and blow away the entire field!
The great thing is that even if your opponent negates this card's field-clearing effect, you will still have Sage (a Level 2 Tuner) left on the field to continue making further Synchro plays. Your opponent will never expect this board-clearing move.
This legendary three-headed dragon is the ultimate Synchro Level 9 target (suitable for the skill limit that calls only one 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—when going second to clear the opponent's field.
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: Synchro Level 8 monster with the best aura, providing an extremely powerful negate Spell/Trap effect when you don't have a card in hand.
Abyss Dweller: If you don't like Void Ogre, you can use Wildcat to boost itself to Level 4, combined with Archfiend to Xyz Summon Dweller, locking down opponent's Graveyard.
Dark Highlander: A fun tech option at Level 7 to completely lock up the opponent's Synchro ability, very useful if the meta is dominated by Synchro decks.
This is the most surprising highlight in the Extra Deck list. Through Proxy F Magician, you combine Chimera. Almost 99% when you combo on turn 1, you will summon both Trishula and this card on that turn to grab up to 2 cards from your opponent's hand right on turn 1. However, the greatest value of this card is not on the field but when it is in the Graveyard. In the opponent's turn, you can banish Chimera from the Graveyard to revive one Fiend monster. If the opponent plays Lava Golem or Sphere Mode to devour your Infernity monster field, the effect of Chimera 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)) In the opponent's turn, you can banish Chimera from the Graveyard to revive one Fiend monster. If the opponent plays Lava Golem or Sphere Mode to devour your Infernity monster field, the effect of Chimera 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))
A slight variation
Hand-rip" 4 lá: The 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 cards in hand before they can start their turn. The opponent will almost have to play with a blank hand!
To trade for damage against the opponent, you must completely sacrifice the space of the Extra Deck (Side Deck). The flexibility in the Extra Deck of this variant is "zero efficiency." 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 makes this variant get labeled as "meme". It can only operate if you go on Turn 1. If you happen to go on Turn 2, you'll almost certainly lose since your deck has no tools left to break through 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 (like King of Games rank climbing) because the risk is too great.
Just experience this variant with friends right now to "perform" together, because with the toxicity of wiping out four cards from your opponent's hand, I'm certain that Konami will soon crush it and won't let this variant exist validly for too long in Duel Links!
Combo
1. Standard Combo (Basic Combo)
Startup: Activate the Skill (Skill) to add the Trap Infernity Suppression to your hand (If you already have Necromancer; if not, you must add Nec) and Set it on the field - send Archfiend and Sage to the GY
Search (Search): Use Infernity Necromancer's effect to revive Infernity Archfiend from the GY. Archfiend's effect activates, searching the Spell Infernity Launcher from the Deck.
Link Summon Necromancer & Archfiend on the field into Reprodocus
Lancher revives Nec and Arch.
Archfiend searches the 2nd Launcher
Nec revives one more Sage
Use Sage and the monsters currently on the field to Synchro Summon Trishula, Dragon of the Ice Barrier (must be Synchro Summoned in the space below Reproducus)
Banish 1 card from your opponent's hand
Sage sends 1 more Infernity of your choice to the GY (e.g. Wildcard)
Launcher on the field continues to revive Necromancer & Archfiend
Arch searches the 3rd Launcher
Link Summon Proxy F with Reprodu + Archfiend
Necromancer revives Archfiend -> Arch searches Mirage
Fusion Summon Chimera the King of Phantom Beasts using Proxy F's effect. The materials are Trishula and Archfiend
Chimera activates its effect, discarding 1 card from your opponent's hand during the End Phase
Link Summon Unchained Abomination using all monsters currently on the field
Normal Summon Mirage, activate its effect, and then revive Arch and Wildcard
Archfiend's effect activates, searching the Trap Infernity Barrier.
Activate Wildcat's effect, changing its Level to Level 4.
Use Wildcat (Level 4) and Archfiend (Level 4) to Synchro Summon Void Ogre Dragon.
Use Launcher to revive Archfiend + Necromancer again. Archfiend's effect activates, searching This Creppy Little Punk. (TCLP)
On to I:P: Use the extra monster on the field to Link Summon I:P Masquerena.
TCLP activates, reviving Archfiend for the final time
Archfiend searches the Trap Infernity Break.
Set all 3 Traps and end the turn.
End Board: Void Ogre Dragon, I:P Masquerena, 3 Traps (Suppression, Barrier, Break), and Chimera waiting in the GY (to revive monsters if you get hit by Lava Golem).
2. Hand-rip Variant Combo (Ouroboros Combo)
Startup: Similarly, use the Skill to add and Set the Trap Infernity Suppression.
Use Necromancer to revive Archfiend. Archfiend searches Infernity Launcher.
Use the monsters on the field to Link Summon Reprodocus.
Use Necromancer to revive Infernity Sage. Synchro Summon Trishula. Build a chain (Chain link): Chain 1 Trishula, Chain 2 Sage. Sage will send another copy of Archfiend from the Deck to the GY.
Activate Launcher to revive Archfiend and Necromancer again.
Activate Reprodocus's effect, changing the Type of the monster it points to to Beast (Beast).
Find Mirage & Patriarch: Use the monsters to Link Summon Proxy F Magician. Use Necromancer to revive Archfiend. Archfiend searches Infernity Mirage. Through the looping steps, continue using Archfiend to search Infernity Patriarch to get another Level 4 monster (since Patriarch can Special Summon itself to the field).
At this point, there are 3 Level 4 monsters on the field (including Patriarch and Archfiend). Xyz Summon the first Evilswarm Ouroboros. Activate its effect, discarding 1 card from your opponent's hand.
Use that same Ouroboros as Link Material (to free up the Monster Zone). Continue using Mirage to revive the Level 4 monsters from the GY to the field.
Xyz Summon a second copy of Evilswarm Ouroboros, then continue to activate its hand-rip effect.
By combining these repeated chains of plays, by the End Phase, you will have ripped a total of 4 cards from your opponent's hand.
End Board: 3 Traps (Suppression, Barrier, Break), Ouroboros on the field (with no materials and no disruptive effect), Chimera in the GY, and the opponent loses 4 cards from their hand.
Conclusion
After a long period in the darkness, Infernity has truly undergone a transformation and made a spectacular resurgence in Duel Links. With support from the new Skill Infernity Revival, this archetype has not only regained its standing but also asserted the strength of a solid force, fully capable of helping you sweep through the competition and climb straight to the King of Games rank.
Its signature handless gameplay and long combo sequences may require you to practice patiently and memorize every step - making time limit losses very easy. However, the payoff is more than worth it. Once the Infernity machine gets rolling, your opponent will have no choice but to despair before a fortress-like board filled with interruption points (negate) on Turn 1, or be crushed by ruthless OTK board clears on Turn 2.
If you are a player passionate about the art of endless combos, who enjoys the feeling of completely manipulating resources and thoroughly controlling the duel, Infernity is definitely a perfect investment at the moment. Bring this deck into the training room, get familiar with its pace, and show your opponents how terrifying the darkness is!


















































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