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

Top 10 New YGO Cards of 2010
#6 Infernity Launcher

Once per turn, you can send 1 "Infernity" monster from your hand to the Graveyard. If there are no cards in your hand, you can send this card to the Graveyard to select up to 2 "Infernity" monster(s) in your Graveyard and Special Summon them.

Card Ratings
Traditional: 4.50
Advanced: 4.67 

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

Date Reviewed - Jan. 7, 2011

Back to the main COTD Page


Dark Paladin

Infernity Launcher
This card isn't necessarily the best on its own, but it obviously has massive combo potential.  (For the record, I hate when specific theme cards make lists like these, not to say this isn't that good). 
There isn't really much reason to go into a huge amount of detail here, as I'd be willing to bet you're either playing these combos and this Deck, or had it played against you.  This card is a 2 for 1, or maybe a 2 for 2, likely will be, but it's possibly the most broken one in the game.
All it costs you is an Infernity monster, and the card itself.  The no cards in your Hand is obviously a given, it is Infernity after all.  You can cycle and I have seen matches and duels end after only a turn or two. 
5/5 where it belongs, obviously
1/5 elsewhere
2/5 Art


Oh, Infernity Launcher... I pulled TWO of them, but only after the ban list declared its lust for the cannon. Nice art, though, looks great as a super. Oh yeah, reviewing the card.

Infernity Launcher hit the Limited list, and as of September 1, nobody's really seen an Infernity deck. Such a shame. The Infernity loop was incredibly accessible and nearly always ended the game back in Loop Format. Where every good deck was Loopy. And not the fun, squiggly kind of loop either; the boring, repetitive kind, almost as bad as the legal sort.

With just one Launcher, the deck can no longer spam 16 Synchros per turn, and the Extra Deck is no longer the Main Deck and the Main Deck is no longer the Pile of Cards, but the Graveyard is still Infernity's Other Deck. Sadly for those little troublemakers, all they can do is either slaughter everything or sulk in a corner.

5/5 still, but the deck sucks.
Art: Who summons Avenger through Launcher?
Fun Fact: Nobody.
Tomorrow: Maybe an old Pokemon episode will be on.

The Legion

Ending the week at number 6 is Infernity Gun. Or Infernity launcher if you’re American, because gun is a bad word. What is there to say about Infernity Gun? It’s Monster Reborn on crack for Infernities. It’s so broken that it was hit with the list only three months after its release. It takes a deck that’s already fast, and makes it stupid fast. This is the engine card for Infernities, and back when it was at three, it made Infernities a nightmare of speed. It’s much more balanced at one, but it is still a broken card.
Traditional: 4/5
Advanced: 4.5/5
Art: I wonder which two monsters I should summon…

The Legion

Today's card at number 6 is Infernity Launcher, because the word gun must, at all costs, be censored. We must protect the children from the evils of guns. Or something like that. Every time I try to think like Konami's marketing department, I end up with a headache and watching the bunnies in top hats dance through the air.

But anyway, enough making fun of other people's stupidity.

As I already said, today's card on our top 10 countdown is Infernity Launcher, blah, blah, blah. Not having a lot of experience with Infernities, I don't know much about the nuances of the archetype, but this card looks to be amazing. It's first effect allows you once per turn to ditch a Infernity monster from your hand to the grave. Now in most decks this would be a cost, but not in Infernities. Almost, if not all, Infernity effect work with no hand and only with no hand. So, its first effect is actually a great thing to have in this deck.

Its second effect allow you to send it from the field to graveyard to summon, not one, but two Infernity monsters from your grave. This can be summed up in a few short words: Monster Reborn on crack. And every other drug you can think of.

This thing allowed for Infernites to make it big time while it was still unlimited, it allowed them to set up infinite loops..and OTK's..and all that other fun jazz that X-Sabers had already laid claim to. (Or was destined to lay claim to, as the case might be.) Then it was needfully limited. Nuff' said.
Traditional: 4/5 (I can see a dark archetype that tries to ditch monsters to the grave as working very well in traditional.)
Advanced: 3.5/5
Art: “What's that in the sky? Is it a bird? Is it a plane? No, it's...oh, crap, we're all screwed.”

Puppet Master
The Legion

Today's card in Infernity Launcher. To sum this card up quickly, this is an over powered card that makes Infernity's fast, VERY fast. It's so good that in under 4 months (I hope I have the dates right) this card earned its spot on Konami's limited list. However, with the limiting of this card, it almost knocked Infernities out of competetive play, if not for the amazing powers of Infernity Barrier and Archfiend. This deck put Infernities near the top, but limiting it brought them down. Really shows you how much impact a single card can have on a deck, and a format.

Traditional: 4/5
Advanced: 5/5


The number 6 card caused quite a headache last format. Infernity Launcher is one of the cards responsible for the Trishala OTK, though in the TCG we used Mist Wurm instead. Infernity launcher is a continues spell that allows you to discard an infernity monster from your hand to the grave once per turn. Also, you can tribute this card if you have no cards in your hand to special summon 2 infernity monsters from your grave. This allows for much looping and insane OTK combinations, which is why Konami rightfully limited it. Personally, I would have banned it, but a limit seems to have worked as Infernitys are barely a blip on the radar now.

5/5 Both formats. Its probably better in Traditional since they have graceful charity and painful choice.

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