Blake Posted April 19, 2013 Report Share Posted April 19, 2013 http://www.youtube.com/watch?v=0a8TiZo6xlU Infernity Archfiend x3 Dark Grepher x1 Stygian Street Patrol x2 Armageddon Knight x1 Summoner Monk x2 Infernity Necromancer x3 Heavy Storm x1 Reinforcement of the Army x1 Monster Gate x1 Foolish Burial x1 Monster Reborn x1 Night Beam x3 Pot of Duality x2 Mystical Space Typhoon x3 Infernity Launcher x1 Bottomless Trap Hole x2 Infernity Break x3 Torrential Tribute x2 Breakthrough Skill x2 Infernity Barrier x3 Solemn Judgment x1 Solemn Warning x1 Number 66: Supreme-Key Beetle - Master Key Beetle x1 Number 16: Shock Master x1 Photon Papilloperative x1 Number 50: Blackship of Corn x1 Diamond Dire Wolf x2 Maestroke the Symphony Djinn x1 Lavalval Chain x2 Abyss Dweller x1 Gagaga Cowboy x1 Evilswarm Nightmare x1 Number 17: Leviathan Dragon x1 Leviair the Sea Dragon x1 Wind-Up Zenmaines x1 I tried Instant Fusion, but I didn't really like it, at all. The deck really proves that Infernity Archfiend is in no way fair, and that it allows you to generate too much advantage way too easily. The only problem the deck has is 3+ monster hands occasionally occuring, but that's a given, and everything feels too good to cut. I mean, I could cut Arma Knight, but then I'd have to cut RotA, which I'd rather not. The 3 monster hands are often doable, though, so it's not too bad, and Arma Knight has proven his worth as a separate option. Also, 66 is cool as hell. 2 Lavalval Chain because I actively want both of them. 2 Dire Wolf because that double detach is amazing as is removing threats for free, though this is untested. It replaced Utopia though, so w/e. Only bad matchups seem to be... Dragon Rulers when they open LaDD, so most of the time. Otherwise, I can handle just about any deck, Dragon Rulers included. Not much testing against Fire Fists, and could use more against Merlanteans, though. Link to comment Share on other sites More sharing options...
Blake Posted May 10, 2013 Author Report Share Posted May 10, 2013 Not even a month yet, so just gonna bump this with edits. The 3 monster hands are often doable, so it's not too bad when it DOES happen. Arma Knight has proven his worth as a separate option from Grepher. 2 Lavalval Chain because I actively want both of them. 2 Dire Wolf because that double detach is amazing as is removing threats for free, though this is untested. It replaced Utopia though, so w/e. Only bad matchups seem to be... Dragon Rulers when they open LaDD, so most of the time. Otherwise, I can handle just about any deck, Dragon Rulers included. Not much testing against Fire Fists, and could use more against Merlanteans, though. Link to comment Share on other sites More sharing options...
T3RA PROWL3R Posted May 10, 2013 Report Share Posted May 10, 2013 Do you think you would be able to swap any of your large number of S/T destruction cards for Allure? Kinda helps those Leviair plays with dumping Archfiend too. Link to comment Share on other sites More sharing options...
Blake Posted May 10, 2013 Author Report Share Posted May 10, 2013 But Leviair plays are mainly for retrieving used up Stygian Securities, not for getting Archfiends. If it's Archfiend, it's due to planning it out with Break or laughing at them using Bottomless on Archfiend. I don't particularly see why I'd need Allure, but I guess I could try it, though I'm not exactly keen on cutting the S/T hate. Link to comment Share on other sites More sharing options...
Resident Fascist Posted May 10, 2013 Report Share Posted May 10, 2013 Don't play Allure it sucks here. Build seems solid, have you considered a single TGU to fetch Necromancer? It's a good opening play and it can summon from the hand if you really need to empty that much. I don't like 2 Patrol but that's a preference thing so I'll not mention it further. Don't mainboard Heavy. It's kinda less favorable in Infernity given the few scenarios wherein it's actually good. Link to comment Share on other sites More sharing options...
Cute Rotten Yoshika Posted May 10, 2013 Report Share Posted May 10, 2013 im a bit iffy about monk, since youre right on the edge of having enough spells for it (i run 19 spells in my infernity build so its a bit more live than it would be with you). im not saying to cut it but i would like to hear how often its been usable for you in the hopes that maybe we can see if better options exist. Link to comment Share on other sites More sharing options...
Blake Posted May 10, 2013 Author Report Share Posted May 10, 2013 Monk is generally an option play that I want to open. If I run out of Stygians or whatever to dump, I just dump Monks, to lower the chance of dead drawing one. 2 Stygian is way, way too good to pass up. It allows extended search combos that let me fill up the board even more. After multiple matches, I don't see why I SHOULDN'T main heavy. The idea of the deck is to put the opp in a difficult spot where they really cannot recover, and opening Heavy can really make that happen. It's hardly the worst thing to draw, as if I draw it T1 I win, if I draw it later its Monk Fuel (assuming a slow start), or I've already won. I wouldn't mind a TGU, but no idea where to fit it. Link to comment Share on other sites More sharing options...
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