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 Infernities Reborn: Lightsworn Vengeance

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PostSubject: Infernities Reborn: Lightsworn Vengeance   Infernities Reborn: Lightsworn Vengeance EmptySat Jun 29, 2013 4:04 am

Infernities Reborn: Lightsworn Vengeance

(March 2013 Advanced Format)

Key Image:

Infernities Reborn: Lightsworn Vengeance Infern11

Infernities Reborn: Lightsworn Vengeance Infern13

Infernities Reborn: Lightsworn Vengeance
After a three-year hiatus from the competitive dueling scene, the Infernities are back with the unwavering support of unlikely Lightsworn allies. Defy Mermails and Prophecy with explosive one-turn combos that will leave even the best Dragon Rulers empty-handed.

Main Deck [40]
Monsters [18]

3 Infernity Archfiend
3 Infernity Necromancer
2 Infernity Avenger
1 Infernity Mirage
2 Stygian Street Patrol
3 Lyla, Lightsworn Sorceress
2 Lumina, Lightsworn Summoner
2 Ryko, Lightsworn Hunter

Spells [12]
1 Infernity Launcher
1 One for One
1 Charge of the Light Brigade
3 Solar Recharge
2 Mystical Space Typhoon
1 Heavy Storm
1 Dark Hole
1 Monster Reborn
1 Foolish Burial

Traps [10]
3 Infernity Barrier
1 Call of the Haunted
2 Mirror Force
3 Compulsory Evacuation Device
2 Bottomless Trap Hole

Extra Deck [15]
1 Void Ogre Dragon
2 Hundred Eyes Dragon
1 Stardust Dragon
1 Ally of Justice Catastor
1 Stygian Sergeants
1 Crimson Blader
1 Wind-Up Zenmaines
1 Number 17: Leviathan Dragon
2 Leviair the Sea Dragon
2 Lavalval Chain
1 Number 39: Utopia
1 Abyss Dweller (instead of Photon Papilloperative)

Side Deck [15]
1 Mystical Space Typhoon
2 Prideful Roar
2 Curse of Darkness
2 Imperial Iron Wall
2 Trap Stun
2 Soul Taker
2 Breakthrough Skill

Deck Information:
The rare Infernsworn deck (Infernity + Lightsworn = Infernsworn) combines the best attributes of the Infernity and Lightsworn archetypes, emphasizing both empty hands and full graveyards while swarming the field with monsters.

When using “Infernities Reborn”, start the duel by milling the deck with cards like Lyla, Lightsworn Sorceress; Ryko, Lightsworn Hunter; and Charge of the Light Brigade. Doing so fills the graveyard with key monsters like Infernity Archfiend, Infernity Avenger, and Stygian Street Patrol.

The Foolish Burial in the main deck accelerates the milling process further, allowing the duelist to send the monster(s) of his/her choice to the graveyard. Lavalval Chain in the Extra Deck does, too. By stacking two Level 4 monsters, you can XYZ-summon the Rank 4 Foolish Burial. Lavalval Chain also possesses an equally viable alternative effect—to put the monster card of your choice (preferably an Infernity Archfiend) on top of your deck.

Once you have the desired monsters in your graveyard, you will want to use the plethora of options available to you in this deck to get rid of unwanted cards in the hand as quickly as possible:
1.      Solar Recharge—for unwanted Lightsworn monsters
2.      Stygian Street Patrol—banish this card from the graveyard to special summon an Infernity Archfiend, an Infernity Avenger, or an Infernity Necromancer from your hand.
3.      Lumina, Lightsworn Summoner—by discarding a card from your hand, you can special summon any level 4 or lower Lightsworn monster. Only works if you have a Lightsworn monster in your graveyard.

With these factors in place, the Infernsworn deck can now implement a variety of explosive one-turn combos like this:


Cards in Hand:
1 Lumina, Lightsworn Summoner (Level 3)
1 Stygian Street Patrol (Level 4)
1 Infernity Archfiend (Level 4)

Cards in the Graveyard:
1 Lumina, Lightsworn Summoner (Level 3)
1 Infernity Necromancer (Level 3)

1.      Normal Summon Lumina, Lightsworn Summoner from your hand.
2.      Use Lumina’s effect. Discard Stygian Street Patrol from your hand to special summon the Lumina in your graveyard.
3.      Use the effect of Stygian Street Patrol. Banish it from the graveyard to special summon Infernity Archfiend from your hand.
4.      Activate Infernity Archfiend’s effect. Add 1 Infernity Launcher from your deck to your hand.
5.      Stack the two Lumina, Lightsworn Summoners (Level 3) to XYZ Summon Leviair the Sea Dragon (Rank 3) from your extra deck.
6.      Detach 1 XYZ material from Leviair to activate its effect. Special Summon the banished Stygian Street Patrol to your side of the field.
7.      Stack the Infernity Archfiend (Level 4) and the Stygian Street Patrol (Level 4) to XYZ Summon Lavalval Chain (Rank 4).
8.      Detach Infernity Archfiend (the XYZ Material) to activate Lavalval Chain’s effect. Send 1 Infernity Avenger from your deck to the graveyard.
9.      Activate Infernity Launcher. Send it from the field to the graveyard to special summon the Infernity Archfiend and Infernity Necromancer in your graveyard.
10.  Activate Infernity Archfiend’s effect to add 1 Infernity Barrier from your deck to your hand.
11.  Set Infernity Barrier face-down on the field.
12.  Activate Infernity Necromancer’s effect. Special Summon Infernity Avenger (Level 1) to your side of the field.
13.  Send Infernity Avenger (Level 1), Infernity Necromancer (Level 3), and Infernity Archfiend (Level 4) from the field to the graveyard to Synchro summon Hundred-Eyes Dragon [Level 8].
14.  Activate Hundred-Eyes Dragon’s effect. Banish Infernity Necromancer from the graveyard so that Hundred-Eyes gets Necromancer’s effect.
15.  Activate Hundred-Eyes Dragon’s effect. Special summon Infernity Archfiend from the graveyard in face-up attack position.
16.  Activate Infernity Archfiend’s effect. Add another Infernity Barrier from your deck to your hand.
17.  Set Infernity Barrier face-down on your side of the field.

In one turn, your field goes from nothing to having 4 powerful monsters and 2 deadly traps: 1 Leviar the Sea Dragon (1800 ATK), 1 Lavalval Chain (1800 ATK), 1 Hundred Eyes Dragon (3000 ATK), 1 Infernity Archfiend (1800 ATK), and 2 Infernity Barriers.

Now that you have a full field, go in for the OTK, because 8400 ATK > 8400 enemy Life Points.

This deck is capable of other situational loops as well. Just play around with these Infernsworns to figure out what they are.

What makes this deck truly difficult to face is its versatility. You can Synchro Summon, XYZ Summon, or do both to confuse your opponent. Because “Infernities Reborn” churns out Rank 4 or lower XYZ monsters, it does not need the Synchro engine to overcome titans like Evilswarm Ophion.

Main-Deck Tech:
3 Compulsory Evacuation Device—A trap card that returns a monster from the field to the hand (or Extra Deck). Works wonders against uncooperative Synchro monsters like Stardust Dragon and persistent XYZ monsters like Wind-Up Zenmaines and Mecha Phantom Beast Dracossack.

3 Infernity Barrier—Counters any spell, trap, or monster effect if you have an empty hand and a face-up attack position Infernity monster. Glues the deck together and provides searchable, airtight defense for the other cards on your side of the field.

3 Lyla, Lightsworn Sorceress—The swiss-army knife of the deck. She is a Level-4, 1700-ATK beatstick that can destroy an enemy spell or trap when changed to defense position. In addition to serving as fodder for Solar Recharge, this “Mystical Space Typhoon on Legs” (the reason why MST is in the side deck) mills 3 cards from the deck to the graveyard during your End Phase. With its effect, Lumina, Lightsworn Summoner can revive a fallen Lyla. She is also searchable with Charge of the Light Brigade. Because she is a level 4 monster, Lyla can be used as XYZ material for Lavalval Chain.

Side-Deck Tech:
2 Imperial Iron Wall—prevents the banishment of cards. A major speed bump for Dragon Rulers and Prophecy decks that rely on Spellbook of Fate.

2 Curse of Darkness—each time a spell card is activated, the spell card’s controller loses 1000 Life Points. This card penalizes Prophecy duelists for using spells. Also viable against Fire Fists.

2 Tour Guide from the Underworld–An adaptation to the deck that allows for faster Rank 3 XYZ summons and, if necessary, the movement of Infernity Necromancer from the deck to the graveyard.

2 Breakthrough Skill - A trap card that negates the effects of an enemy monster for a turn. It can also remove itself from the graveyard (when milled or destroyed) to activate its effect during the owner's turn, making it semi-immune to spell/trap removal and an out to the effects of Evilswarm Ophion and Battlin' Boxer Lead Yoke.

2 Soul Taker -- Destroys an opponent's monster. Although Soul Taker boosts the opponent's LP by 1000, it is a 1-for-1 card that can remove a problem monster card in a pinch.

2 Trap Stun -- By negating all trap cards on the field for a turn, Trap Stun makes it easier to plow through opponents with full spell/trap zones.

2 System Down - Banishes all Machine-type monsters on your opponent's side of the field and in the his/her graveyard. The best defense against the Machina Gadget decks that would otherwise dance around the deck.

Extra Deck Tech

1 Crimson Blader--When it destroys an opponent's monster by battle, Crimson Blader prevents that opponent from special summoning Level 5 or higher monsters. This card can take down enemy Number 11: Big Eyes and all Dragon Rulers not named Blaster. A valuable out against decks that rely on high-level monsters (Ex: Dragon Rulers, Agents, and Mermails).

1 Abyss Dweller--Prevents both players from activating card effects in the graveyard. A potential out to Mermail and Atlantean decks that rely on graveyard effects to function smoothly.
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Ra Yellow


Ra Yellow

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PostSubject: Re: Infernities Reborn: Lightsworn Vengeance   Infernities Reborn: Lightsworn Vengeance EmptySat Jun 29, 2013 4:49 am

Nice idea Ablitz! i liked the deck, keep up good work ^^
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