Pojo's Yu-Gi-Oh! news, tips, strategies and more!

Magic
DBZ
Pokemon
Yu Yu Hakusho
NeoPets
HeroClix
Harry Potter
Anime
Vs. System
Megaman

This Space
For Rent

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

Infernity Barrier
#TSHD-EN089 

Activate only when your opponent activates a Spell Card, Trap Card, or Effect Monster's effect, if you control a face-up Attack Position "Infernity" monster and have no cards in your hand. Negate the activation and destroy that card.

Card Ratings
Traditional: 4.00
Advanced: 4.33 

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


Date Reviewed - June 11, 2010

Back to the main COTD Page

 

Freeza

Infernity Barrier ...
 
Well, it's expensive as it is for a reason. Cuz its ridiculously good. It's the ultimate in terms of protection. U got no hand and u have a face-up ATK position Infernity? Barrier will protect u from ANYTHING other than a summon & attack. Any spell, trap, or effect of effect monster. It will be stopped cold, and at no cost. And its a Counter Trap, meaning it's faster than and can't be stopped by more than 99% of anything else played.
 
If u play Infernities and can get a hold of this? ... lol
Yeah, ... good luck ...
 
Traditional: 5/5
Advanced: 5/5
 
- FREEZA

Greg Infernity Barrier:

     Just what infernities needed, their own Solemn Judgment.  Seriously, this was just stupid.  Why give an OTK deck a way to ensure that its combo can go off without a hitch?  This is an incredibly powerful card, and if the inferns didn't have such an easy to pull off, game ending combo, it would actually be welcomed as something they really needed to be a viable archetype.  But they do, so this card is just like rubbing salt in a wound.

Traditional:  3.0
Advanced:   4.0

Jae Kim
Blog:
Go-YGO.com
Infernity Barrier
 
The different approaches to this slightly overrated card are very interesting. Some pros prefer a control variant that uses three Barriers. Other top players prefer using one (most notably Steven Harris, runner-up at YCS Virginia).
 
I prefer using two myself. The reason two is so wonderful is that two Archfiend searches are the maximum you can achieve at the end of a big Launcher push (the last Launcher should get Archfiend which gets Barrier, then Necromancer or Hundred Eyes can get the last Archfiend for another Barrier).
 
Barrier is actually one of the worst cards you can draw in the early game because a lot of cards such as Ryko and Hyunlei can generate advantage off it. However, it has merits because it can block effects such as D.D Crow if you are planning on making a game push.
 
T: 4/5
A: 4/5

Copyrightę 1998-2010 pojo.com
This site is not sponsored, endorsed, or otherwise affiliated with any of the companies or products featured on this site. This is not an Official Site.