hmm,think lots of ppl heard abt infernity OTK rite? trishula,mist wurm and lot of synchro in the turn~just like what sazabi's blogg says,not really trishula make the deck broken,nor infernity archfiend~why i say so? u see,be4 infernity supports out,infernityies just a bunch of craps,who'd play a deck that base on no hand cards,well u know,they say hand cards are the most important things~but after infernity gun is out,this deck is kicked ass,not only the monsters,but the magic and traps~i admit,sometimes infernity archfiend really is something,but think bak,if infernity gun wasn't release? infernity is the only thing that can recycle bak infernity archfiend,rite? but if is like this,infernity gun is not continuos magic,but continuos trap card,what do u think? will infernty still be so broken? 1st thing,if is trap,u have to set for 1 turn be4 u can use,so u can't farm ur field for lots of synchro in 1 turn,agree? even if u say infernity archfiend can search for it easily,but u still have to set it for 1 turn b4 u can use,now days deck can get lots of advantages in just 1 turn u know? if infernity inferno and infernity gun would switch place,it won't be so broken d,or infernity gun should write "can only activate one 'infernity gun' per turn",it also reduce down the speed eh?
let's see the combo shall we?
1st thing u will have infernity archfiend,infernity destroyer,infernity revenger,infernity necromancer,infernity beetle in ur grave~
then u activate infernity gun,with 0 hands,release this card to call up infernity archfiend and infernity necromacer~with infernity arhcfiend's effect,search for infernity gun again and activate it~
with 0 hands,use infernity necromacer's effect and pull up infernity beetle~
0 hands,by releasing infernity beetle,call up 2 infernity beetle from deck~
then infernity necromancer+infernity archfiend+infernity beetle(3+4+2=9) call up trishula or mist wurm~
after the effect of trishula/mist wurm resolved,by release infernity gun again,call up infernity necromancer and infernity archfiend~by archfiend's effect,search for infernity gun again,then activate it~
activate infernity necromancer's effect call up infernity revenger~infernity revenger+infernity necromancer+infernity archfiend(1+3+4=8) and call up one hundred eyes dragon~
release infernity gun,call up infernity necromancer and infernity archfiend~infernity archfiend's effect search for infernity mirage~now u got 1 hand card~
infernity necromancer+infernity beetle+infernity archfiend(3+2+4=9) call up trishula/mist wurm~
call out infernity mirage and activate it's effect~by releaseing it,call out infernity destroyer and infernity beetle~
infernity beetle+infernity destroyer(2+6=8) call out inferity death dragon~
then with 0 hands,activate one hundred eyes dragon's effect,remove from play infernity necromancer and use the effect~sp summon infernity destroyer~then u're all done~with 2 trishula or 1 trishula 1 mist wurm,ur opponent mostly won't have anyting left on the field~so just kick his ass and u win~=) so u see? everything is all work well done with infernity gun,if u can't use 3 infernity gun in one turn,u won't make out this combo and u won't have these monster on field~so if infernity gun is set as a trap or continuos trap,do u think it still go so crazy?
Friday, March 5, 2010
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