To be honest, I can't entirely disagree that Synchro-centric Infernities aren't the best way to run the strategy moving forward. Having easy access to Beelze of the Diabolic Dragons, Infernity Doom Dragon, and Void Ogre Dragon is definitely a strong selling point. However, I think people are being a little too closed minded; I'd like to spend this article showing you another completely viable way to play Infernities starting October 1st.
The tech? Infernity Randomizer.Test Your Luck
…and that's a double-edged sword. On one hand yeah, it's kind of annoying that you could accidentally draw a monster that you have no way of putting on board, messing up all your Infernity cards. On the other hand it can draw stuff that would otherwise be unsearchable: anything from Raigeki to Vanity's Emptiness to Soul Charge. Realistically though, you just want to see as many trap cards as possible. You're not locking your opponent out of the game through a full field and three Infernity Breaks in your back row, you're simply grinding through all of the cards your opponent has. It's totally fine making easy 1-for-1 trades when you're getting all of your cards for free.
Build-wise, the Infernity Randomizer strategy runs way more trap cards than the Infernity builds you may be familiar with. While winning builds over the past few months have typically run as few as just four traps, a Randomizer build wants to run . You don't really want to only draw combo pieces because your deck is capable of just grinding out wins instead of strictly blowouts. That's not to say you won't just win some games in the first turn because you opened amazing, but it's way less likely than before.
The build I have made is still in the works, so if there's one or two cards you feel should be in there or definitely shouldn't be included then please let me know.DECKID=101193It's worth noting I'm not the first person to use Infernity Randomizer. Two years ago Patrick Hoban brought a Synchro Infernity deck to YCS Meadowlands that sided into Infernity Randomizer, which you can check out here. His idea was that whoever he played against would side in Maxx "C", which would be completely dead against the slower pace of Infernity Randomizer.
I suppose that if you do opt towards the Synchro Infernity route this format you could still pack Infernity Randomizer in your Side Deck, but that's something you'd have to test out for yourself.How To: Beat Your Opponents Before They Beat You
With Infernities - specifically this build - you've got such a wide span of plays that you should be able to beat the average Burning Abyss, Shaddoll, or Satellarknight player. Burning Abyss is uniquely difficult because of Karma Cut and Phoenix Wing Wind Blast, but careful play and proficient Side Decking should help your case. I'd definitely pack three copies of Trap Stun in my Side Deck if I were to take this to a large tournament, just to address chainable traps like those two.
It's also pretty obvious that you should practice through your combos before entering any tournament you want to do well at. This deck isn't geared towards firing off one big combo as its chief win condition, but you'll still have huge branching plays that you can't afford to mess up. Additionally, make sure you know your ratios and what you have left in your deck for Randomizer. In general you want to save its effect for the times when you haven't Normal Summoned, and also have a spot open in your back row.
It'd be kind of embarrassing to end a combo with three Infernity Breaks and then draw a monster with Randomizer. Try and avoid that.
I should also mention my love for Infernity Guardian. I've always felt it had some potential, and back when Dino Rabbit was a thing I'd just sit on it for hours against Evolzar Laggia and Evolzar Dolkka. Without three Infernity Archfiends I feel that an indestructible wall is awesome because most decks can't take it out barring the use of traps. Sure, Castel, the Skyblaster Musketeer is kind of annoying, but with a steady stream of +1's from Randomizer you should be able to keep Castel from hitting the field or resolving its ability.Exploring Options
Karma Cut's also worth pursuing over Phoenix Wing Wind Blast. Both cards do similar things: they dump useless cards from your hand to get rid of your opponent's stuff. I feel like Wind Blast is just flat out better right now, screwing over your opponent by a turn or two, but Karma Cut has its own merits. If you wanted to you could easily drop one Wind Blast for a Karma Cut, but I'll leave that up to you.
Lastly there are the little changes. Stuff like a third Infernity Necromancer or a third Stygian Street Patrol might make a significant difference in your games, though I've opted to keep the monster lineup as slim as possible. Regardless, the point I'm trying to make stands true: there's wiggle room in this build. Feel free to let me know in the Comments if you have any suggestions for the deck, or if you've been testing the Synchro variant instead. I'm curious to know where people are going with Infernities!