Once per turn, you can send 1 "Infernity" monster from your hand to the Graveyard. If there are no cards in your hand, you can send this card to the Graveyard to select up to 2 "Infernity" monster(s) in your Graveyard and Special Summon them.
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - June 7, 2010
How many 2 for 1's in the game do know that are
as devastating as this? ... Not many ...
It 1st off lets u pitch an Infernity monster once
per turn to help u clear your hand (key and
necessary for an Infernity deck to work). And then,
once your hand is clear - it lets u pitch THIS card
to special summon up to 2 Infernity Monsters from
your graveyard. No muss. No fuss. No restrictions.
Most of the time it will be Archfiend and/or
Necromancer that u will grab in order to keep the
Infernity Death Circle spinning, but at the very end
of it, if need be, u can even grab the 3000 attacker
Doom Dragon (if it exists in your grave) to make
your final point for u.
There really isn't much to say. It's not even a
"maybe" if u are using an Infernity deck. U will
play with at least 2 and very likely 3 Launchers, as
it is most often the best target for Archfiend to
pull out of the deck when he is special summoned.
Just a lovely card ... look for it to be limited
come next ban list.
I'm not going to waste time going over what this
card can and cannot do, instead I will simply say
that with the infernity monsters available to us,
this cards should not exist, or at the very most
should have been insta-restricted to one upon
release. If they can do it for Gorz, why can't they
do it for a card that wins duels in 1 or 2 turns?
Now many players who cant afford X-Sabers or
Infernities get to sit through the rest of a banlist,
wishing another list would hurry up and take its
place. Which seems to be a growing trend... who
remembers waiting for lightsworn to take the hit?
This card is broken and needs to go on a list,
either ban or restricted.
Today is Infernity Week... Again... And we're
reviewing the best card in the deck, Infernity
Launcher, which does way too much. Still have that
one monster left in your hand? Dump it for free!
This is the core of the Infernity Loop, which gives
you more Synchros you can shake a stick at... All
for the steep price of one card.
Do something fun with it, like summon Archfiend
and Necromancer. Use Archfiend to get another
Launcher. Now get your Beetle, split him up, and
make some Synchros. Then use your next Launcher to
basically repeat this over and over again. This card
is horribly designed in that it can do so much with
just one little card.
Art: That looks safe.
Not very fun fact: This was bumped up from common to
Tomorrow: Falco's Infernity attack.
There's really not much to say about this card.
It's one of the best cards in the game and entirely
too powerful with Infernity Archfiend. I think
Necromancer and Beetle are better examples of
well-designed cards. Archfiend would almost be fine
as well without the presence of Launcher. Launcher
makes the deck; if you're playing against
Infernities, all of your spell/trap cards should be
focused on blocking Launcher (I.e Dust Tornado) or
removing Archfiend from play (Bottomless Trap Hole).
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