Top 10 New YGO Cards of 2010
#6 Infernity Launcher
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 - Jan. 7, 2011
This card isn't necessarily the best on its own, but
it obviously has massive combo potential. (For
the record, I hate when specific theme cards make
lists like these, not to say this isn't that good).
There isn't really much reason to go into a huge
amount of detail here, as I'd be willing to bet
you're either playing these combos and this Deck, or
had it played against you. This card is a 2
for 1, or maybe a 2 for 2, likely will be, but it's
possibly the most broken one in the game.
All it costs you is an Infernity monster, and the
card itself. The no cards in your Hand is
obviously a given, it is Infernity after all.
You can cycle and I have seen matches and duels end
after only a turn or two.
5/5 where it belongs, obviously
Oh, Infernity Launcher... I pulled TWO of them,
but only after the ban list declared its lust for
the cannon. Nice art, though, looks great as a
super. Oh yeah, reviewing the card.
Infernity Launcher hit the Limited list, and as of
September 1, nobody's really seen an Infernity deck.
Such a shame. The Infernity loop was incredibly
accessible and nearly always ended the game back in
Loop Format. Where every good deck was Loopy. And
not the fun, squiggly kind of loop either; the
boring, repetitive kind, almost as bad as the legal
With just one Launcher, the deck can no longer spam
16 Synchros per turn, and the Extra Deck is no
longer the Main Deck and the Main Deck is no longer
the Pile of Cards, but the Graveyard is still
Infernity's Other Deck. Sadly for those little
troublemakers, all they can do is either slaughter
everything or sulk in a corner.
5/5 still, but the deck sucks.
Art: Who summons Avenger through Launcher?
Fun Fact: Nobody.
Tomorrow: Maybe an old Pokemon episode will be on.
Ending the week at number 6 is Infernity Gun. Or
Infernity launcher if you’re American, because gun
is a bad word. What is there to say about Infernity
Gun? It’s Monster Reborn on crack for Infernities.
It’s so broken that it was hit with the list only
three months after its release. It takes a deck
that’s already fast, and makes it stupid fast. This
is the engine card for Infernities, and back when it
was at three, it made Infernities a nightmare of
speed. It’s much more balanced at one, but it is
still a broken card.
Art: I wonder which two monsters I should summon…
Today's card at number 6 is Infernity Launcher,
because the word gun must, at all costs, be
censored. We must protect the children from the
evils of guns. Or something like that. Every time I
try to think like Konami's marketing department, I
end up with a headache and watching the bunnies in
top hats dance through the air.
But anyway, enough making fun of other people's
As I already said, today's card on our top 10
countdown is Infernity Launcher, blah, blah, blah.
Not having a lot of experience with Infernities, I
don't know much about the nuances of the archetype,
but this card looks to be amazing. It's first effect
allows you once per turn to ditch a Infernity
monster from your hand to the grave. Now in most
decks this would be a cost, but not in Infernities.
Almost, if not all, Infernity effect work with no
hand and only with no hand. So, its first effect is
actually a great thing to have in this deck.
Its second effect allow you to send it from the
field to graveyard to summon, not one, but two
Infernity monsters from your grave. This can be
summed up in a few short words: Monster Reborn on
crack. And every other drug you can think of.
This thing allowed for Infernites to make it big
time while it was still unlimited, it allowed them
to set up infinite loops..and OTK's..and all that
other fun jazz that X-Sabers had already laid claim
to. (Or was destined to lay claim to, as the case
might be.) Then it was needfully limited. Nuff'
Traditional: 4/5 (I can see a dark archetype that
tries to ditch monsters to the grave as working very
well in traditional.)
Art: “What's that in the sky? Is it a bird? Is it a
plane? No, it's...oh, crap, we're all screwed.”
Today's card in Infernity Launcher. To sum this
card up quickly, this is an over powered card that
makes Infernity's fast, VERY fast. It's so good that
in under 4 months (I hope I have the dates right)
this card earned its spot on Konami's limited list.
However, with the limiting of this card, it almost
knocked Infernities out of competetive play, if not
for the amazing powers of Infernity Barrier and
Archfiend. This deck put Infernities near the top,
but limiting it brought them down. Really shows you
how much impact a single card can have on a deck,
and a format.
The number 6 card caused quite a headache last
format. Infernity Launcher is one of the cards
responsible for the Trishala OTK, though in the TCG
we used Mist Wurm instead. Infernity launcher is a
continues spell that allows you to discard an
infernity monster from your hand to the grave once
per turn. Also, you can tribute this card if you
have no cards in your hand to special summon 2
infernity monsters from your grave. This allows for
much looping and insane OTK combinations, which is
why Konami rightfully limited it. Personally, I
would have banned it, but a limit seems to have
worked as Infernitys are barely a blip on the radar
5/5 Both formats. Its probably better in Traditional
since they have graceful charity and painful choice.
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.