Infinite Impermanence – #FLOD-EN077
Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.
Date Reviewed: October 28th, 2021
Rating: 4.63
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Reviews Below:
King of
Lullaby
Hello Pojo Fans,
Infinite Impermanence isn’t too old, but thankfully just got reprinted as a common (still almost $10, c’mon).
Powerful card, period. Single monster negation with the capability to be activated from the hand if you don’t have any cards, AND can negate the column’s Spell/Trap effects. You don’t need LP like with Red Reboot, you can (once again using the term from Tuesday’s CoTD I used) “shotgun” this card against almost any effect monster to draw out a negation or completely stop an opponent. When going first meant you’d essentially win the duel, this card was a saving grace to so many players. The power to stop a combo in its tracks on turn 0 for you and not have to discard or pay LP was tremendous. You can use it on the field as well to get the most out of its effect. Even without the column negation for Spell/Trap cards, playing Infinite from the hand means you’ve got another hand trap-like card for your opponent to worry about. Doesn’t destroy like the Solemn cards do, but you can’t play those from the hand. They are rarely countered though, so there’s debate how many you should run in any particular deck.
I’d get a set just in case and go with at least 2 in the deck.
Advanced-4.5/5 Art-4/5
Until Next Time
KingofLullaby
Crunch$G
Throwback Thursday this week isn’t too old, but has only been reviewed once before and works with tomorrow’s card: Infinite Imperemance.
Imperemance is a Normal Trap that lets you target a face-up monster the opponent controls and negate its effects until the end of the turn, then you can negate any Spells and Traps activated in the same column this card was in for the rest of the turn, just as long as you activated this card when it was Set. Simple monster effect negation is pretty good, and sometimes the opponent can forget their columns and run into the Imperm column on accident, whether this card is already set or was activated previously in the turn. Could also use this to respond to an opponent’s Spell/Trap in this card’s column just to target a monster and get the Spell/Trap negation. You also can use this card from the hand if you control no cards. You give up the Spell/Trap negation, but this can at least be more reactive if you go second. It’s basically useable whenever you need to, just as long as you either set it or control no cards. No hard once per turn as well, meaning you can drop all 3 if you needed to. Overall, a very good Trap card and kind of an Effect Veiler alternative/upgrade. Thankfully it’s budget friendly as well now.
Advanced Rating: 4.5/5
Art: 3/5 Uh-oh, Cyber Dragon Infinity is upset.
Alex
Searcy
Like you need me to tell you how good Infinite Impermanence is.
4.75/5 Have a nice day 🙂
Okay, I meant that, but let’s talk a minute. I was surprised to see, despite this being a much more recent card for TT, that we’d only done this once (although that once was #3 on our top cards of 2018 list). Targeting and negating the Effect(s) of an opponent’s Monster is always a welcome thing. The bonus of likely being able to negate anything else Magic/Trap in its column (so long as it remains on the Field for its own resolution) is a fabulous bonus, and the cherry of being able to activate this from your Hand, so long as you control no cards, is wonderful too. It does lose a bit of power here in the end, but just because you control no cards to immediately activate it doesn’t mean you can’t do things after. This card remains very powerful. The above rating stands.
Art: 4.5/5 Cyber Dragon Infinity is either causing this chaos, or about to be struck down to have its Effects neutralized.
Mighty
Vee
Today’s Throwback Thursday gives us Infinite Impermanence, one of the defining cards of modern Yugioh that Konami has graciously decided to reprint in the recent Cyber Strike structure deck. This card is a normal trap, but if you control no cards, you can activate it from your hand, making it a TRUE hand trap. When activated, Infinite Impermanence targets and negates the effects of 1 face-up monster, making it essentially a trap version of Effect Veiler. If that wasn’t enough, if you set it before activating, it negates the effects of spell and trap cards in the same column for the rest of the turn (though note that it will apply to you as well). It won’t come up very often, but it can punish careless players and it’s icing on an already delicious cake. In some fringe cases, you might prefer Effect Veiler (such as Halqifibrax + Selene combo), but there’s nothing stopping you from running both if you have the deck space. Overall, an excellent card that every competitive player should at least keep in their binders.
Advanced: 5/5
Art: 4/5 Cyber Dragon Infinity isn’t looking too hot
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