Purple Ninja Sat May 08, 2010 10:23 am
I was going to create a new topic about INfernities and Siding against them, but i decided since this topic already is talking about that i would post it in here instead
so siding against what is looking to be the most annoying and fustrating deck this format, it has an OTK which is very flexable and can be acheived very quickly and done with minimum difficulty as this is the case unless you are running and maining anti meta / anti Infernity cards, you are probably going to lose game one, this is where you have to rely on your side deck and your side decking skills, there are a lot of things you can use, and there are lots of different options here are a few i am using at the moment
Skill Drain - this one is simple if you can cut off the monsters effects such as Necromancer and Archfeind then they do not do as much as mostly on their own they are not very strong offensivly and will have to wait for some s/t destruction or otherwise wait it out, but you will probably have one or two turns where you can take advantage
Consecrated Light - Stop special summoning and Normal summoning and your opponent is left out in the light, without a leg to stand on, the problem is with this card that you can lose to s/t that play around, such as Mirror force, Torrential etc that can deystroy your monsters, also in this format it is really easy to see being sided in, i am sideing two copies of soul exchange to deal with it against my blackwings at the moment
Karama Cut - the idea surrounding this card is against Infernity Beetle, a lot of Infernity decks are using this card to spam summon Syncro monsters, and its main strength comes from summoning more copies of itself from the deck, and opponents are going to be looking to use this whenever they want to, and when they special summon the two guys, wait for one to get back to the grave (even if they syncro summon once) and drop this card on them, nearly getting rid of their whole syncro element unless they main other tuners, the idea is that you are controlling their graveyard to keep them out of play, another way you can do this is with the Transmigration Prophercy and put back whatever they try to summon with Gun in their deck,. breaking their whole combo for a few turns at most
Dark Bribe - this is a really good idea i have been hearing around, it stops a spell or trap (prefferably Infernity gun) and adds a card to their hand, this could mean you also lock down their whole arsenal of monster effects if they draw into a monster, as well as taking out their spell so it couldn't be used against you, antoher way of dooing this is Magic Drain, because they often don't have any cards in their hand they can't negate the effect of Magic Drain and so have to lose their spell, although you can't possibly shut off their monster effects it does buy you that extra bit of time if you need it
Book of Moon, Royal Oppression, Dark Armed Dragon, Threatening Roar - if you are not maining these then side deck them they do wonders against the deck, providing stall and shutting off effects and special summoning (DAD is not nessecery if not a lot of darks in your deck
D.D. Crow - Works on the same principal as Transmigraion Prophercy and Karma Cut, if you remove the cards from their grave then they can't use them, best thing about D.D. Crow is that it is hard to predict and is chainable being spell speed two, alternativly you can use Kycoo but this is often slower and a pain to get off correctly, especially if they are running a full feild of backrow, you don't know what is under there
those are all the ones i can think of right now, feel free to add anything to the list, it is all an educational excersise, and one that can be doen cheaply if needs be, there is also a new card in the shining darkness, Crevace into the differenct dimension which works on the same bases as d.d. crow but in trap form