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Pojo's Yu-Gi-Oh Card of the Day

Infernity Inferno
#TSHD-EN071 

Discard up to 2 cards and send the same number of "Infernity" cards from your Deck to the Graveyard.

Card Ratings
Traditional: 3.67
Advanced: 4.20 

Ratings are based on a 1 to 5 scale
1 being the worst. 3 is average. 5 is the highest rating.


Date Reviewed - June 10, 2010

Back to the main COTD Page

 

Freeza
Infernity Inferno …
 
Another Infernity card that I like a lot and is often very useful. SUPER useful, even! Discard up to 2 cards, and send the same number of Infernity cards as the amount discarded, from your deck to the Graveyard. For 1 thing – this works with Dark World, in case u are attempting such a hybrid. For seconds – its great in that it helps clear up your hand. And lastly – its terrific in that it lets u speed up pieces of that infamous Infernity Death Circle into your graveyard. Quick review? – U need access to a Launcher, Archfiend, Necromancer, and Beetle to get the Circle spinning with optimal efficiency. Launcher in hand (or on the field), and best if the other 3 pieces are in the graveyard. Rather than “waiting” to draw and then clear your hand of the required elements to get the ball rolling, Infernity Inferno kicks this all into overdrive. And its nice that u can discard UP to 2 cards, instead of NEEDING 2 cards to discard in order to make this work.
 
There are some downsides, as there are with most cards, but they aren’t huge and shouldn’t really interfere with the play style of an Infernity deck. If anything – it just makes it better and faster. It kinda sucks late game … but then, so do a lot of things.
 
Traditional: 3.5/5
Advanced: 4/5
 
- FREEZA
Greg Infernity Inferno:

     This card's text might as well read "Set yourself up for the otk."  If you go back and look at the top 32 deck list from YCS Virginia (DC), you will notice this card was run in triplicate in EVERY infernity deck.  And hell, why not?  It lets you empty your hand while loading your graveyard with whatever combo pieces you happen to be missing.  At least they made this broken (for its archetype) card a trap, if it were a spell it would be down right silly.  Not much more to say about this card, use three of them if you are running inferns and watch the otk magic happen.

Traditional:  2.5
Advanced:  3.5  (It's score suffers because its a combo card, by itself its crap.  If I were scoring just for the infernity deck, it would be 4.5)

Mark
Howard

Infernity Inferno is used for one reason and one reason only: To set up the loop. This chainable trap lets you empty anything you don't really need in your hand, including Infernities, and then you can dump two more Infernities from your deck. This is proof that Konami knew they made that loop, and they loved it. Thanks to this card, you can instantly get the loop set up by dumping the 3 main cards: Archfiend, Necromancer and Beetle.

So, just dump your monsters, empty your hand, summon your Mirage, get your Necromancer and your Archfiend, get those Beetles and Launchers, and thank Konami for deliberately creating the Infernity Loop. Oh, and don't forget to enjoy your 4 Synchros + beatstick and your opponent's empty field.

4/5
Art: He looks silly.
Not very fun fact: There hasn't been a new Potter Puppet Pals video in nearly a year :(
Tomorrow: When you know Konami wants a broken deck to be top tier.


Jae Kim
Blog:
Go-YGO.com

Infernity Inferno
 
A lot of pros were quite bemused by the nonstop flow of forum Infernity decks that did not include the maximum amount of Infernity Infernos. Some decks did not use any copies at all! Of course the community is generally starting to realize that Infernity Inferno is one of the best cards in the deck. It's quite interesting that the game has reached a point where an inherent -2 (two cards in hand and the Inferno) has become so powerful.
 
T: 5/5
A: 5/5


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