#3 – Infinite Impermanence
– #FLOD-EN077
Date Reviewed: December 27, 2018
Rating: 4.50
Ratings are based on a 1 to 5 scale.
1 is bad. 3 is average. 5 is great.
Reviews Below:
Crunch$G I feel like this is a card I wanted to find time to review earlier this year, but never did and therefore we oddly never reviewed before, at the number 3 spot, from Flames of Destruction, we have Infinite Impermanence. Infinite Impermanence is a Normal Trap card that can be activated from the hand if you control no cards. This is becoming more common it seems, you control nothing and you can activate a Trap for free. We saw it with Evenly Matched, we see it here, and we will see it with NEXT in Savage Strike (though the last one will likely not be meta relevant). When activated, you target 1 face-up monster your opponent controls and negate its effects until the end of the turn. Veiler is still a good card, so this was bound to also be a good card as well. Being able to disrupt your opponent by negating an effect can immediately end their turn if they have nothing else to make plays with. This card can also help you stop degenerate plays from happening and negate a monster that can disrupt you before you make your own plays. This card can be used from the hand, but rewards you for setting it as if it was activated while set, you can negate all Spells and Traps and their effects in the same column this was activated in. This can shut down floodgates like Gozen Match, Rivalry of the Warlords, and Imperial Order as well as limiting your opponent to 4 Spell and Trap zones and this can negate Pendulum Effects if in the leftmost or rightmost zones. Infinite Impermanence is one of the best Traps in the game right now and is worthy of the number 3 spot. Advanced Rating: 5/5 Art: 4.25/5 Don’t make Cyber Dragon Infinity mad. My #3: Borrelsword Dragon |
King of Lullaby Hello Pojo Fans, Infinite Impermanence is easily one of the best of 2018. A trap any deck in the game can run 3’s of, a combo hand trap and Normal Trap, this card can be a life-saving card turn 0 for players going second. No card on the field, no problem, activate this from the hand. Standard effect negation for a face-up monster. If you set Impermanence, you have potential to negate everything in the column for the turn. A defensive card that can cripple your opponents turn, or a monster negating trap capable of negating two monsters and a face-up spell/trap all at once. In a format where hand traps were a premium resource and a necessity to stop combos from being completed, Impermanence was a saving grace. The power this one card holds will make it a mainstay like Solemn Judgment. Advanced-4.5/5 Art-4/5 Until Next Time |
Alex Searcy Infinite Impermanence finds its way onto the top 3 in our end of the year countdown (also not reviewed, so that’s fun) which is a Normal Trap. So, first we see if you control no cards, you can activate this from your Hand. That’s bad management of your cards, of course, but useful in a tight spot, as well, so we appreciate that effect being available to us. You’re then able to Target a (face-up) Monster your opponent controls and negate its effect(s) until the End of the current turn. Furthermore, if this card was Set before you activated it, and then stays on the Field for it to resolve itself, all other Magic/Trap effects in the same column as this card are negated for the rest of the turn. Obviously useful against Pendulums as well as just Magic Trap cards. This could easily end up negating multiple cards for you, and you’re most likely (I hope) playing this intelligently to maximize your negation as well as making a big push. Likely destroying something you might not have had an answer for or been able to work around effect wise. I certainly see uses and hype for this card and why it made its way onto our countdown. Rating: 4/5 Art: 4/5 It’s cool, I guess, I like the pink light right at the top, the blue streaks are fun, but the Monster is rather bland and a bit difficult to make out. |
WarlockBlitz Infinite Impermanence is a Normal Trap Card that can be activated for free from the hand so long as you control no cards. You get to negate a targeted face-up monster’s effects until the end of the turn. Then, if you activated this from the field, you additionally get to negate all other Spell or Trap effects in the same column. That’s it. Infinite Impermanence is an excellently balanced negation card with the only downside being that it is not a Counter Trap Card. Hand Traps are always going to score high, and this one has the versatility to be more useful on the field. Run three forever.
Score: 4.5/5 Art: 4/5 |