Resident Fascist Posted May 4, 2013 Report Share Posted May 4, 2013 http://www.youtube.com/watch?v=y002Ci1pjks 3 Infernity Archfiend 3 Infernity Necromancer 3 Infernity Beetle 2 Dark Grepher 1 Stygian Street Patrol 1 Tour Guide from the Underworld 1 Summoner Monk 3 Mystical Space Typhoon 2 ZERO-MAX 1 Book of Moon 1 Dark Hole 1 Monster Reborn 1 Infernity Launcher 1 Reinforcement of the Army 3 Infernity Barrier 2 Call of the Haunted 2 Infernity Break 2 Torrential Tribute 1 Solemn Warning 1 Solemn Judgment 1 Starlight Road 1 The Huge Revolution is Over 1 Ally of Justice Catastor 1 Gaia Knight, the Force of Earth 1 Infernity Doom Dragon 1 Iron Chain Dragon 1 Mist Wurm 1 Scrap Dragon 1 Stardust Dragon 1 Void Ogre Dragon 1 Gagaga Cowboy 1 Lavalval Chain 1 Leviair the Sea Dragon 1 Maestroke the Symphony Djinn 1 Number 17: Leviathan Dragon 1 Photon Papilloperative 1 Wind-Up Zenmaines Ignore the side, I'm testing shit. IRL. I'm thinking of running something like Utopia over Papillo, not that she's tested bad, just Utopia is more of a beatstick. Link to comment Share on other sites More sharing options...
Goalmaster Posted May 4, 2013 Report Share Posted May 4, 2013 Again another weak deck. You really need to ADD MORE MOSTERS your deck contains more spells and traps than monsters and that's the biggest mistake in your deck.You MUST HAVE MORE THAN 20 MONSTERS TO MAKE YOUR DECK MORE BALANCED.You will lose most of the time with that deck.I don't know why you make a deck with 26 spells and traps and you call it a deck?! Again you need more than 20 monsters to make your deck MORE BALANCED. Link to comment Share on other sites More sharing options...
Resident Fascist Posted May 4, 2013 Author Report Share Posted May 4, 2013 Again another weak deck. You really need to ADD MORE MOSTERS your deck contains more spells and traps than monsters and that's the biggest mistake in your deck.You MUST HAVE MORE THAN 20 MONSTERS TO MAKE YOUR DECK MORE BALANCED.You will lose most of the time with that deck.I don't know why you make a deck with 26 spells and traps and you call it a deck?! Again you need more than 20 monsters to make your deck MORE BALANCED. i don't think you understand infernity. Link to comment Share on other sites More sharing options...
Cute Rotten Yoshika Posted May 4, 2013 Report Share Posted May 4, 2013 if you want to find room for utopia id neg mist wurm before papill since mist wurm needs you to give up 3 monsters for a mediocre +1 (at the most). i also prefer 2 street patrol to 1 grepher but thats just me. Link to comment Share on other sites More sharing options...
Resident Fascist Posted May 4, 2013 Author Report Share Posted May 4, 2013 if you want to find room for utopia id neg mist wurm before papill since mist wurm needs you to give up 3 monsters for a mediocre +1 (at the most). i also prefer 2 street patrol to 1 grepher but thats just me. I've considered 2 Patrol, I may try it sometime. As far as Mist Wurm goes, I'll try that too. Link to comment Share on other sites More sharing options...
evilfusion Posted May 4, 2013 Report Share Posted May 4, 2013 I'm not sold on the Summoner Monk. Your Trap-lineup is larger than your Spells, most of your Spells are necessary or very useful (and if they're useless, Infernity don't mind setting them), and Summoner Monk has a very high chance of dead-drawing or messing up your Handless Combo. No Infernity Avenger? Link to comment Share on other sites More sharing options...
swag swag swag swag swag s Posted May 5, 2013 Report Share Posted May 5, 2013 Again another weak deck. You really need to ADD MORE MOSTERS your deck contains more spells and traps than monsters and that's the biggest mistake in your deck.You MUST HAVE MORE THAN 20 MONSTERS TO MAKE YOUR DECK MORE BALANCED.You will lose most of the time with that deck.I don't know why you make a deck with 26 spells and traps and you call it a deck?! Again you need more than 20 monsters to make your deck MORE BALANCED. You should take out either Iron Chain or Gaia for a Maestroke. Anyways, looks like a solid Infernity deck, not much to say really. Link to comment Share on other sites More sharing options...
Resident Fascist Posted May 5, 2013 Author Report Share Posted May 5, 2013 I'm not sold on the Summoner Monk. Your Trap-lineup is larger than your Spells, most of your Spells are necessary or very useful (and if they're useless, Infernity don't mind setting them), and Summoner Monk has a very high chance of dead-drawing or messing up your Handless Combo. No Infernity Avenger? Monk makes for amazing turn 1 plays. That's the reason I've been playing it, I'm considering changing it for something else, though. You should take out either Iron Chain or Gaia for a Maestroke. Anyways, looks like a solid Infernity deck, not much to say really. 2 Maestroke sounds kinda iffy, and you use the 6s to go into the Dragons. It's nice to have the option to easily go into both. When Transtarn comes out, I may consider otherwise since necromancer + beetle in gy + transtarn = Dragon. Link to comment Share on other sites More sharing options...
Kazooie Posted May 5, 2013 Report Share Posted May 5, 2013 I'm personally not a fan of Monk. Like you said, great turn one plays, but that's kind of it. It's not the greatest thing ever, but I really like to run at least one Mirage. It can lead to Level 6 synchros, Archfiend plays into Lavalval Chain / other Ranks 4's, it's just a nice option to have. Not required, but good. I also don't like ZERO MAX myself, but that's purely preference. Link to comment Share on other sites More sharing options...
Resident Fascist Posted May 5, 2013 Author Report Share Posted May 5, 2013 I'm personally not a fan of Monk. Like you said, great turn one plays, but that's kind of it. It's not the greatest thing ever, but I really like to run at least one Mirage. It can lead to Level 6 synchros, Archfiend plays into Lavalval Chain / other Ranks 4's, it's just a nice option to have. Not required, but good. I also don't like ZERO MAX myself, but that's purely preference. I plan to cut Monk for Mirage and test it. ZERO-MAX is going to be replaced with Transtarn when JOTL comes out. Link to comment Share on other sites More sharing options...
Resident Fascist Posted May 5, 2013 Author Report Share Posted May 5, 2013 UPDATE: - Monk + Mirage Mirage is the fucking nuts. Drawing it Turn 1 isn't as much of a deal as people make it out to be, and the combos it makes are nuts. One immediate one I thought of, as impractical it sounds, I actually have run into scenarios where I had the GY setup and could easily go into something like this, there's obviously the staple BNB combos with Mirage, still. GY: 2 Necromancer, Archfiend, Beetle Hand: Mirage Field: Infernity Break 1) Summon Mirage. 2) Tribute Mirage, grab back double Necromancer. Necromancer A bring back Archfiend, search Launcher. Necromancer B Bring back Beetle. Tribute Beetle and get 2 more, you now have a full board. 3) Synchro 4+2 = 6 with Archfiend and Beetle, and then ladder the 6 with the other Beetle into Infernity Doom. 4) Flip over Break and remove Mirage to destroy something. 5) Overlay both Necromancers into Leviair, detach from Leviair and bring back Mirage. 6) Tribute Mirage, bring back Necromancer and Archfiend, and search anything you want that isn't a Monster. 7) Use Necromancer to bring back Beetle. Synchro 4+3+2 into Mist Wurm and bounce anything left on your opponent's field. 8) Use Launcher to bring back Archfiend and Beetle, search anything. 9) 3000 + 2500 + 1800 + 1800 + 1200 = 10300 Link to comment Share on other sites More sharing options...
Resident Fascist Posted May 6, 2013 Author Report Share Posted May 6, 2013 Second Update: I got 2 Night Beams, playing those over the ZERO-MAX right now, I'll post an updated picture when I stop being a lazy bum. -2 ZERO-MAX +2 Night Beam Link to comment Share on other sites More sharing options...
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