Infernity Doom Archfiend
Infernity Doom Archfiend

Infernity Doom Archfiend – #PHRA-EN037

1 Tuner + 1+ non-Tuner monsters – Once per turn: You can target 1 face-up card on the field; negate its effects (until the end of this turn), then if you have no cards in your hand, you can destroy it. While you have no cards in your hand, if this card battles an opponent’s monster, any battle damage this card inflicts to your opponent is doubled. A DARK Synchro Monster that was Summoned using this card as material can make up to 2 attacks on monsters during each Battle Phase.

Date Reviewed:  February 26th, 2021

Rating: 3.00

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:

KoL's Avatar
King of

Hello Pojo Fans,

Infernity Doom Archfiend is the new Synchro for the archetype.

Level 6 Synchro easy to make using Wildcat and Conjurer, it is the smallest of the Synchro monsters in the archetype. Negation ability once per turn albeit not a Quick-Effect, is good, add in the potential to destroy that card, even better. Double battle damage if Doom Archfiend battles while you have no cards in hand, sounds right up this archetype’s alley. The second effect of Doom Archfiend lines up with their ability to Synchro climb into bigger Synchro monsters. Use Doom Archfiend and a Tuner to make one of your big Level 8 Synchro monsters and get two additional attacks, perfect when dealing out lots of battle damage. I like the negation ability more than the plus it can give a higher Synchro when used as material. 2200ATK may not seem like much, especially now, but it can still clear out some monsters, and if that negation attempt eats up an effect without you losing Doom Archfiend, then that is a positive. You could always negate a Continuous Spell/Trap to help avoid Doom Archfiend getting destroyed, most likely a Field Spell. Doom Archfiend seems like one of those monsters that you see come out, use its effect, then it’s used for something bigger, and that is what Infernity do.

Wildcat and Necromancer are the easy choice to make Doom Archfiend, but there are some other options for you, this would just be the easiest alongside using Conjurer with Wildcat. Doom Archfiend could’ve been better if it had been a Quick-Effect for any card once per turn. You could insert a restriction on top of that like it needing another Infernity on the field and it still would’ve been better, but this is still a pretty good effect.


Art-4/5 Archfiend evolved due to an Infernity Spell, card lore, yay

Until Next Time


Crunch$G Avatar

We end the week off with a new Infernity Synchro that’s obviously designed to use off of Hundred Eyes Dragon: Infernity Doom Archfiend.

Doom Archfiend is a Level 6 DARK Fiend Synchro with 2200 ATK and 1600 DEF. Fine stats for Level 6 Synchro I guess, DARK is great and Fiend is also good. It’s a generic Synchro of any Tuner and non-Tuner(s), so you could try this outside of Infernity I guess. The first effect is a soft once per turn where you can target a face-up card on the field and negate its effects until the end of the turn, then you can destroy it if you have no cards in your hand. Both parts are nice I guess to get around monsters that can’t be destroyed by card effects, helping you out otherwise difficult monsters to get rid of. At the very least you can get free negation on a face-up card that’s making you struggle with your combos maybe. While you have no cards in your hand, any battle damage this does to the opponent is doubled. It’s fine to have this on a 2200 body, but it seems pretty blatant that you should use this with Hundred Eyes Dragon to double damage with a 3000 ATK body. They make that more clear with the fact that a DARK Synchro that uses this as material gets to make 2 attacks on monsters during each Battle Phase, giving you a double attacking 3000 ATK monster that does double damage with Hundred Eyes Dragon. It’s just you’d kinda rather use Hundred Eyes Dragon to copy Infernity Mirage or maybe even Infernity Necromancer for more revival and combo. Other than that, it’s a cute interaction between this and Hundred Eyes Dragon. Infernity Doom Archfiend doesn’t do much to help you keep comboing off, but it’s offers a nice play in Infernity in case you ever need it with itself and Hundred Eyes. It’s also generic if you want to try and make use of this outside of Infernity.

Advanced Rating: 2.5/5

Art: 3.5/5 It’s basically an alternate art Infernity Archfiend, only more red.

Dark Paladin's Avatar

Late again…apologies.  Infernity Doom Archfiend is a Level 6, Dark/Fiend Synchro with 2200 atk and 1600 def.  Generic Synchro requirement of a Tuner and 1+ non-Tuner Monsters.  You’re allowed once a turn, to Target a face-up Monster on the Field and negate its effect(s).  If you have no Hand, you’re further allowed to destroy the Monster in question.  Negation is good, destruction is better, and no Hand only plays into your objectives.  The only real trouble is at 2200 atk this guy won’t take much down, effect(s) negated or not.  Having the added ability to deal double Battle Damage is good (while your Hand is empty of course) but that again brings up this cards low attack.  You probably won’t get much from this effect before this card is destroyed.  Lastly, if a Dark Synchro Monster uses this card as Material, it can attack Monsters twice per turn.  This IS helpful even if you have to double Synchro to get there.  No protection added is a downer bug you’re probably not going to find this effect ALL too often either.  Decent card and fun, but we covered better this week.  

Rating:  3/5

Art:  5/5  Great looking Monster and background too.


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