Infernity Launcher – #DUSA-EN082
Once per turn: You can send 1 “Infernity” monster from your hand to the Graveyard. You can send this card to the Graveyard, then target up to 2 “Infernity” monsters in your Graveyard; Special Summon them. You must have no cards in your hand to activate and to resolve this effect.
Date Reviewed: February 25th, 2021
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Hello Pojo Fans,
The bane of existence itself when you were opposite it. If you saw it, you knew your chances of winning had just become even slimmer. Launcher at three were dark times for anyone playing anything other than this solitaire deck. Even being once per turn didn’t matter when you saw this card. Your opponent would search it out with Archfiend and once they’d played for about five minutes setting up their board, boom! Launcher and it was off to the races once again. Launcher was easy to use: get two Infernity in the grave and zero to one cards in your hand, play this. The original card that could get a card out of your hand like Wildcat can, the double Special Summon was the reason you played this card. Getting things like Necromancer, Beetle, and Archfiend for another round of shenanigans was rough for your opponent because you would amass resources to counter them. We’re talking about three Infernity Barriers people! It needed to be at one and it should stay at one. Three is too much and two could be dangerous, even with the restrictions still on the archetype.
Art-4/5 Team Infernity is blasting off again
Until Next Time
Throwback Thursday is an Infernity card that doesn’t have a hard once per turn while being a super powerful card for the archetype, hence its limit, as we have Infernity Launcher.
Lanucher is a Continuous Spell with the first effect being a soft once per turn to send an Infernity monster from your hand to the graveyard. Getting graveyard setup and emptying your hand are both something Infernity want to do, and Launcher does both very well here. It also sets its second effect up where if you have no cards in hand when you activate and resolve this effect, you can send this card to the graveyard to target up to 2 Infernity monsters in your graveyard and Special Summon them. Already insane to get a double revival in a Deck that wants to spam monsters. Getting Archfiend back gets you a search while getting your Necromancer back gives you more revivals. Only unfortunate thing is you can’t revive Mirage for more revivals since that can’t be Special Summoned from grave, but losing out on one good target while you already have several more is nothing to be worth nitpicking about. This not being a hard once per turn can make Infernity combos go super long and have insane end boards considering you can search this off the Archfiend you’re likely reviving. The card is insanely busted for the archetype it was designed for and deserved its limit in 2010 and still arguably does in 2021. I can understand why people might want this back at three, and part of me would like to see it, but I know how powerful Infernity are with this at three and rather just get three Archfiend back and leave it at that.
Advanced Rating: 4.75/5
Art: 4.5/5 Only cause of how fitting it is that Archfiend is in the artwork. Accurately describes what you’re trying to use this for if not to just get some Necromancers to revive Archfiend themselves.
Infernity Launcher is a card that’s good; some would argue too good, for this Theme today for Throwback Thursday. Currently in Limited status, and a Continuous Magic card that can and has led to flooding and ending many a game. Immediately dumping a Theme Monster from your Hand to your Grave is a huge assist in this Theme. Being able to further send this card to your Grave to Target and Special Summon TWO Theme Monsters from your Grave is amazing; making this ultimately a 2-for-2 well in your favor. You can’t have any cards in your Hand to activate OR resolve this effect, but despite the Limited status, you can activate more than 1 a turn, and you can have whatever you want ON your Field. So that’s potentially 4 Monsters you can drop in a Turn; not even thinking about Synchro or other Extra Deck plays for this card. This card is very powerful. Could it come back to more than 1 after so long? Possibly. Should it? Probably not.
Art: 5/5 Even this art says this card is trouble.
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