Another Infernity card that I like a lot and is
often very useful. SUPER useful, even! Discard up to
2 cards, and send the same number of Infernity cards
as the amount discarded, from your deck to the
Graveyard. For 1 thing – this works with Dark World,
in case u are attempting such a hybrid. For seconds
– its great in that it helps clear up your hand. And
lastly – its terrific in that it lets u speed up
pieces of that infamous Infernity Death Circle into
your graveyard. Quick review? – U need access to a
Launcher, Archfiend, Necromancer, and Beetle to get
the Circle spinning with optimal efficiency.
Launcher in hand (or on the field), and best if the
other 3 pieces are in the graveyard. Rather than
“waiting” to draw and then clear your hand of the
required elements to get the ball rolling, Infernity
Inferno kicks this all into overdrive. And its nice
that u can discard UP to 2 cards, instead of NEEDING
2 cards to discard in order to make this work.
There are some downsides, as there are with most
cards, but they aren’t huge and shouldn’t really
interfere with the play style of an Infernity deck.
If anything – it just makes it better and faster. It
kinda sucks late game … but then, so do a lot of
This card's text might as well read "Set yourself up
for the otk." If you go back and look at the
top 32 deck list from YCS Virginia (DC), you will
notice this card was run in triplicate in EVERY
infernity deck. And hell, why not? It
lets you empty your hand while loading your
graveyard with whatever combo pieces you happen to
be missing. At least they made this broken
(for its archetype) card a trap, if it were a spell
it would be down right silly. Not much more to
say about this card, use three of them if you are
running inferns and watch the otk magic happen.
Advanced: 3.5 (It's score suffers
because its a combo card, by itself its crap.
If I were scoring just for the infernity deck, it
would be 4.5)
Infernity Inferno is used for one reason and one
reason only: To set up the loop. This chainable trap
lets you empty anything you don't really need in
your hand, including Infernities, and then you can
dump two more Infernities from your deck. This is
proof that Konami knew they made that loop, and they
loved it. Thanks to this card, you can instantly get
the loop set up by dumping the 3 main cards:
Archfiend, Necromancer and Beetle.
So, just dump your monsters, empty your hand,
summon your Mirage, get your Necromancer and your
Archfiend, get those Beetles and Launchers, and
thank Konami for deliberately creating the Infernity
Loop. Oh, and don't forget to enjoy your 4 Synchros
+ beatstick and your opponent's empty field.
Art: He looks silly.
Not very fun fact: There hasn't been a new Potter
Puppet Pals video in nearly a year :(
Tomorrow: When you know Konami wants a broken deck
to be top tier.
A lot of pros were quite bemused by the nonstop flow
of forum Infernity decks that did not include the
maximum amount of Infernity Infernos. Some decks did
not use any copies at all! Of course the community
is generally starting to realize that Infernity
Inferno is one of the best cards in the deck. It's
quite interesting that the game has reached a point
where an inherent -2 (two cards in hand and the
Inferno) has become so powerful.
Copyrightę 1998-2010 pojo.com
This site is not sponsored, endorsed, or
otherwise affiliated with any of the companies or
products featured on this site.
This is not an Official Site.