Pat Hoban: Infernity

hobanHidden Arsenal 7 released some very powerful cards that gave several decks the boost they need to be played on a competitive level. I want to talk about a deck that received a boost from Lavalval Chain; Infernity.

The last time Infernity saw play at a competitive level was in 2010. At this point they could play triple [ccProd]Infernity Launcher[/ccProd] to loop Synchros and search out multiple [ccProd]Infernity Barrier[/ccProd]s through [ccProd]Hundred Eyes Dragon[/ccProd]. When Launcher went to 1 on the forbidden and limited list, the deck was seen as underpowered when compared to the other decks. The release of Lavalval Chain changes this as both of the effects fuel the Infernity deck. The first thing Chain brings to the deck is being able to act as a [ccProd]Foolish Burial[/ccProd]. This allows the Infernity player to send either [ccProd]Stygian Street Patrol[/ccProd] or [ccProd]Infernity Archfiend[/ccProd] to the grave to get things started. The other effect allows you to place an Archfiend on top of your deck so that you draw it for your next turn and get its effect.

Let me start out by giving Chancy Wiglestove’s deck.  He won a tournament with this list and is the reason the deck has been gaining popularity.

infernity necromancerMonsters: 12

1 [ccProd]Armageddon Knight[/ccProd]

1 [ccProd]Dark Grepher[/ccProd]

3 [ccProd]Infernity Archfiend[/ccProd]

3 [ccProd]Infernity Necromancer[/ccProd]

2 [ccProd]Stygian Street Patrol[/ccProd]

2 [ccProd]Summoner Monk[/ccProd]

 

Spells: 19

1 [ccProd]Foolish Burial[/ccProd]

1 [ccProd]Heavy Storm[/ccProd]

1 [ccProd]Infernity Launcher[/ccProd]

2 [ccProd]Instant Fusion[/ccProd]

1 [ccProd]Monster Gate[/ccProd]

1 [ccProd]Monster Reborn[/ccProd]

3 [ccProd]Mystical Space Typhoon[/ccProd]

3 [ccProd]Night Beam[/ccProd]

2 [ccProd]Pot of Duality[/ccProd]

1 [ccProd]Reinforcement of the Army[/ccProd]

3 [ccProd]Upstart Goblin[/ccProd]

 

Traps: 9

2 [ccProd]Bottomless Trap Hole[/ccProd]

2 [ccProd]Infernity Barrier[/ccProd]

3 [ccProd]Infernity Break[/ccProd]

1 [ccProd]Solemn Judgment[/ccProd]

1 [ccProd]Solemn Warning[/ccProd]

 

Extra Deck: 15

1 [ccProd]Darkfire Dragon[/ccProd]

1 [ccProd]Fusionist[/ccProd]

1 [ccProd]Abyss Dweller[/ccProd]

2 [ccProd]Diamond Dire Wolf[/ccProd]

1 [ccProd]Gagaga Cowboy[/ccProd]

2 Lavalval Chain

1 [ccProd]Leviair the Sea Dragon[/ccProd]

1 [ccProd]Maestroke Symphonny Djinn[/ccProd]

1 [ccProd]Number 16: Shock Master[/ccProd]

1 [ccProd]Number 25: Leviathan Dragon[/ccProd]

1 [ccProd]Number 39: Utopia[/ccProd]

1 [ccProd]Number 50: Blackship of Corn[/ccProd]

1 [ccProd]Wind-Up Zenmaines[/ccProd]

 

Side Deck: 15

2 [ccProd]Ryko, Lightsworn Hunter[/ccProd]

2 [ccProd]Tour Guide From the Underworld[/ccProd]

3 [ccProd]Dust Tornado[/ccProd]

2 [ccProd]Mirror Force[/ccProd]

3 [ccProd]Overworked[/ccProd]

3 [ccProd]Soul Drain[/ccProd]

The first thing you should notice about the deck is that it has completely abandoned the Synchro strategy that the deck had back in 2010 in favor of an XYZ toolbox strategy. That is not to say that the deck cannot run Synchros anymore. It is still possible to add an [ccProd]Infernity Avenger[/ccProd], an [ccProd]Infernity Mirage[/ccProd], and a [ccProd]One for One[/ccProd] to give the deck access to cards like [ccProd]Hundred-Eyes Dragon[/ccProd], [ccProd]Void Ogre Dragon[/ccProd], and [ccProd]Infernity Doom Dragon[/ccProd]. It is likely that Chancy decided against this strategy because Avenger and Mirage are often poor draws so he did not want to hurt the consistency of the deck. Nevertheless, choosing to run these cards can give you more powerful options than if you did not have them in your deck. This is because if you are able to make an 8 star Sycnhro, you can make Hundred Eyes and use it to copy Mirage which trades itself for another 8 star Synchro, but also a Barrier/Break search with it. Then you can make a second Hundred Eyes and remove Necromancer to revive Archfiend again and get another search that you would not have been able to get otherwise. Generally the XYZ version may only be able to search twice, whereas the Synchro version may be able to search 3 or 4 times.

The Loops

The combos with the deck are very nonspecific so it’s not possible to give you a bunch of loops to memorize as they are all different. Instead I’m going to give you an example hand and show you what is possible with this hand.

Infernity Launcher[ccProd]Instant Fusion [/ccProd] [ccProd]One Day of Peace[/ccProd] [ccProd]Infernity Launcher[/ccProd] [ccProd]Infernity Necromancer[/ccProd] [ccProd]Stygian Street Patrol[/ccProd] [ccProd]Summoner Monk[/ccProd]

(1) Summon Monk discard One Day getting Grepher

(2) Discard Street Patrol for Grepher dumping Archfiend set [ccProd]Instant Fusion[/ccProd]

(3) Use Street Patrol to summon Necromancer and use it to get back Archfiend and search another Necromancer

 

Field: Monk, Grepher, Archfiend, Necromancer (used), (set) [ccProd]Instant Fusion[/ccProd], Launcher

Hand: Necromancer

Grave:

RFG: Street Patrol

 

(5) Stack Archfiend, Grepher, for Laval Chain and dump the 2nd Street Patrol detaching archfiend.

(6) Use in grave Street Patrol to summon Necromancer from hand

(7) Use the second  of your Necromancers effects to return archfiend and search 1 Infernity Trap and set it.

 

Field: Laval Chain, Necromancer (used), Necromancer (used), Archfiend, Monk, Infernity Trap (set), Launcher

Hand:

Grave:

RFG: Street Patrol x2

 

(9) Stack both Necromancers for Leviair and use it to target Street Patrol

(8) Stack Archfiend and Street Patrol for Direwolf

(10) Use Direwolf to Destory Leviair

 

Field:, Laval Chain,  [ccProd]Summoner Monk[/ccProd], Infernity Trap (set), Launcher

Hand:

Grave: 2x Necro, Archfiend, Street Patrol

RFG: Street Patrol

 

(11) Use Launcher to get back Necromancer (atk) and Archfiend and search an Archfiend

(12) Use Street Patrol in grave to summon Archfiend and search your 2nd Infernity trap

(13) Stack 2x Archfiend and Monk for Shock

(14) [ccProd]Instant Fusion[/ccProd] lv 3

(15) Shock call Spells

 

Field: Shock (spells), Laval Chain, Lv 3 Fusion , Necromancer (unused),  Infernity Trap x2 (set)

Hand:

Grave: Archfiend, Necro

RFG: Street Patrol x2

 

(16) Necromancer back Archfiend search 3rd Infernity Trap

(17) Stack Necromancer and lv 3 Fusion for GigaBrillant (this can be any rank 3/4 though due to Instant getting lv3/4

 

Field: Shock (spells), Laval Chain, any Rank 3 or 4, Necromancer or Archfiend, Infernity Traps x3 (set)

Hand:

Grave:

RFG:

- Credit to Cheesecake

As you can see, the deck can do some crazy and complicated combos on the first turn. As I said the combos are very nonspecific so you’ll have to figure many of them out for yourselves, but this gives you an idea of many of the interactions the cards have with one another.

MysticalSpaceTyphoon-LCYW-EN-ScR-1EThe Problem with the Deck

I’ve been actively testing this deck for the past week and it’s got one major problem that I see that’s holding it back from being a consistent top-tier deck.

This problem is that the deck is still a combo-reliant deck and needs multiple cards to establish its setup. Because the deck plays so many cards like [ccProd]Night Beam[/ccProd] and [ccProd]Mystical Space Typhoon[/ccProd], it can get into a simplified gamestate very quickly. The deck can thrive in a simplified gamestate once you have Archfiend in your graveyard. Once that happens, you’ve got Necromancers, Launcher, other Archfiends, Reborn and possibly Mirage and Zero Max as complete blowout draws.  The problem becomes when you get into a simplified gamestate when you do not have Archfiend in your grave. Consider the following example. Your opponent has two set spell or trap cards. You have a [ccProd]Night Beam[/ccProd], [ccProd]Stygian Street Patrol[/ccProd], and [ccProd]Instant Fusion[/ccProd]. You play [ccProd]Night Beam[/ccProd] on one of their set cards. You summon Stygian and play [ccProd]Instant Fusion[/ccProd] and make Lavalval Chain in an attempt to send Archfiend to the grave to get things going with the rest of your cards in hand. They activate [ccProd]Bottomless Trap Hole[/ccProd]. Now you have 3 cards left and can’t really make a play. Now you’re also going to be drawing a lot of individual combo pieces that don’t do anything by themselves (What does Night Beam do if you have no backup?). Now you don’t have all those good draws. Necromancer and all those other cards that would have been good draws are now bad draws. Instead you only have 3 Archfiends as good draws. In these scenarios which happen quite often (happens with them stopping Monk as well), leave you in a position where you can’t play cards and they can.

If this problem can be solved I believe that Infernity can become a top tier deck once again. If this problem cannot be solved, perhaps the boost Lavalval Chain gave the deck was not enough and it would be better to play a deck without this problem. Regardless, it’s important to be aware of new decks like this and how they work so that you don’t get caught off guard. Until next time everybody, play hard or go home!

Patrick Hoban

Patrick Hoban

Patrick Hoban

Latest posts by Patrick Hoban (see all)

Discussion

comments