Sunday, May 9, 2010

Infernities

My opinion on the deck is that it is a very versatile deck. It is another OTK deck. I consider it Tier 1.5-tier 2. It can be easily stopped. But the difference between this OTK deck and most other OTK decks is the consistency of this one. Before talking about how it's stopped, let's first talk about how it works. These are the main three cards used for the otk:

This deck uses these cards to spam a bunch of synchros, clear the field and attack for game. You first play the Infernity Launcher, use it's effect to pitch the Archfiend to the graveyard, summon the other one. Assuming the rest of your hand are spell/traps(which they will be most of the time), you set those. Activate the effect of Infernity Launcher to summon the Archfiend that you pitched to the graveyard. Searh out another Infernity Launcher, play it, and tribute Infernity Beetle to get another two from the deck. Synchro Beetle and Archfiend together for a level six. Use the Launcher to bring the two monsters back, searching out another Launcher. Synchro the extra beetle for a level eight monster. Then repeat this Until your out of Launchers to search out. The last time that you special summon Archfiend, search out an Infernity Barrier and set it. This is one of the several ways to get the deck "kicking." There are other ways to "kick-start" the deck: You could use Infernity Necromancer to help special things from the grave. This is the preferred way get the deck running because of the Mist Wurm capability of emptying your opponent's entire field with one or two of them. A few of the cards that keep the deck working in case you don't get the "right hand" would probably be these:

The deck uses these three cards to do two things, help with the swarm and with control. I've already explained the point of Infernity Necromancer. Infernity Barrier is the card that is going to make the difference between OCG and TCG. Infernity Barrier is trap that, as long as your hand is empty, allows you to negate a spell/trap or monster effect and destroy the card. In other words, it's the card that will keep the deck going if they don't manaage to OTK. It can stop all the stuff that is sided in to stop the deck from killing it. Infernity Mirage on the other hand is another card used to help the "Archfiend loop." Infernity Mirage allows you to special summon up to two monsters from your graveyard as long as your hand is empty. These are three more cards that help the versitility of the deck. There is one more card that I can think of that people on several different forums over-hyped. That is Phantom Hand, or Handless Fake as it's called in the OCG:

Phantom Hand is a card that allows you to remove your hand face-down for one turn. I like the effect that it allows you to remove your hand from play for a turn. What I don't like is that it's a trap card. It would be a lot more usable if it were a spell card. The fact that you have to set it and risk it getting Typhoon'ed or Heavy Storm'd away before you even have a chance to use it is way too much of a risk than using cards that simply discard your cards.





Let's get to cards that can stop the deck:






Cards like these are used to stop things like: effects, swarm, attacking. I've seen Battle Fade sided in OCG. It allows the deck to "go off" and swarm their synchros, but stops the attack from happening. This will work, but the reason it won't do as much as it does in OCG is because of Infernity Barrier. They can easily negate these cards, which is one the reasons that it is hyped so much. But forget about the fact that they can stop these cards. Let's look at the uses of these cards before looking at how they can be stopped. Shadow-Imprisoning Mirror stops any of their effects from working, and stops it from doing any of the swarm without the Infernity Launcher. Royal Oppression will stop them from swarming "period." They can't use Launcher, Mirage, Necromancer, things like this. If you use the oppression, then expect them to make you pay a lot of life points to get around them. The thing I don't like about having to face the deck is all of the spell/trap destruction that they run. Dust Tornado's, Mystical Space Typhoon, Heavy Storm. I've seen some run Royal Decree, it stops their Barrier, but it also stops any cards from slowing them down. This deck will need to be sided against and they can easily get rid of the things sided against it. I can even see them siding prohibitions to stop battle fader, and using their spell/trap destruction to get rid of the rest.

To end this blog, I say good luck wth taking this deck on. It will be a very competitive deck, and will probably overcome the meta like Lightsworns did more because of hype than skill. This deck could potentially overcome the meta, but I don't think it will. It will be up there with Blackwing and Dandywarrior, but it won't dominate the meta like Lightsworn did.

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