Infernity Conjurer – #PHRA-EN016
While you have no cards in your hand, monsters your opponent controls lose 800 ATK. While you have no cards in your hand and this card is in your GY: You can Special Summon this card, but banish it when it leaves the field. You can only use this effect of “Infernity Conjurer” once per turn.
Date Reviewed: February 22nd, 2021
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Hello Pojo Fans,
Infernity Conjurer begins Infernity Week on Pojo and highlights new support for the archetype in Phantom Rage…DON’T BRING LAUNCHER BACK TO MORE THAN 1!
Now that that’s out of the way, Conjurer follows almost all Infernity monsters with the “no cards” trait. A drop of 800ATK for your opponents monsters can mean the difference between getting rid of a monster and having to use an effect on it. The Infernity archetype can throw some big Synchro monsters out there and with an 800ATK drop boss monsters will be easier to take down. Conjurer being able to pull itself from the graveyard helps get another body on board and set up any kind of Extra Deck summon that you’d like. Level 3 makes it a good target for a Synchro six with tomorrow’s card, or Rank 3, and with Link Summoning now in play for the archetype the possibilities are even more. Conjurer being able to pull itself from the grave also means it doesn’t have to be a Launcher or Necromancer target, so you can use those cards on something else.
Not that Infernity needed something like this, the deck was pretty ridiculous as it was back in the day, but this gives it a boost that it now needs with the restrictions on the archetype. Conjurer does have to be on the field for its ATK drop effect to be useful, and Infernity don’t usually leave Main Deck monsters on the field.
Until Next Time
One of the most powerful archetypes in the game’s history that has seen two eras of meta success gets some new support as we have Infernity week on Pojo and we start off with one of the better cards they received: Infernity Conjurer.
Conjurer is a Level 3 DARK Fiend with 1200 ATK and 900 DEF. The stats are pretty meh for Level 3s, but everything it has going for it outside of stats makes it a Tour Guide target, opening up use for that card more in Infernity. While you have no cards in your hand, all monsters your opponent controls lose 800 ATK. This is pretty meh, tbh, but it’s a free effect for playing Infernity and having no cards in hand like you should want in the Deck. The other effect requiring no cards in hand is better as it can be Special Summoned from the graveyard, but it’s banished when it leaves the field. Infernity Decks appreciate being able to get free bodies on board whenever they can, and Conjurer opens up that for you. You can get around the banish part by using this as Xyz Material for Leviair the Sea Dragon, probably the best Rank 3 to use in Infernity to get back a Infernity Mirage you banished off of Hundred Eyes Dragon. It’s also body to use to try and summon Cherubini to send Fiendish Rhino Warrior and Archfiend Empress to get a search for Infernity Archfiend. It’s another name to Special Summon to get to Saryuja Skull Dread to cycle through the Deck. It’s basically a good extender for Infernity. It’s revival is a hard once per turn, which is useful here since you can easily get around the banish with Xyz Summoning, and we don’t need more spamming in Infernity. It’s a fine piece of Infernity support and probably the card you’ll most likely see in Infernity Decks.
Advanced Rating: 3.5/5
Art: 4/5 Looks like an Infernity to me.
I’m excited for this week! It’s been a long while since anything Infernity related has been on CoTD but here we are with Infernity Conjurer. Level 3, Dark/Fiend to fit the Theme so well and supported just as well. Not awful attack and defense at 1200/900. So for the unaware or just those who forgot, Infernity work best by you having an empty Hand. Sometimes you’re rewarded for this, or sometimes you’re opponent is hurt for it. Just the same, not having an empty Hand can hurt you (your Monster(s) can’t attack or maybe even be on the Field). Anyway, this is a more simple but still effective card. Here, an empty Hand weakens all your opponent’s Monsters by 800 points. That’s generally enough to take most things down. For things higher than 2800 it could still be more of a assist than a guarantee but it will help at times. Having no Hand while this is in your Grave lets you Special Summon it but remove it when it leaves the Field. No consequence there and a free drop to the Field is good. It could work for your Extra Deck plays in and out of the Theme itself, depending on what you’re playing. Solid little combo card here to start the week.
Art: 4.5/5 Definitely looks more like a Spellcaster to me but the conjurer image I get. It looks really evil and cool; fitting the theme well
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