Absolute Inferno is the 18th Main-Box released in Duel Links. It contains a lot of PYRO and DARK Attribute monsters and brings in several archetype cards like Brotherhood of the Fire Fist and Lavaval.
This list will go over 10 of the best cards in this box. Keep in mind they are in no particular order and are based on their ability to be used alone and with other cards.
Red Dragon Archfiend is a synchro monster with the high ATK of 3000. It has a very powerful effect and is extremely easy to get onto the field.
After damage calculation, if this card attacks a Defense Position monster your opponent controls you can destroy all Defense Position monsters your opponent controls. During your End Phase, destroy all other monsters you control that did not declare an attack this turn.
It’s a very good card at wiping out your opponent’s defenses with its effect. However, you will have to play offensive if you have more than just this monster on the field to avoid destroying all your monsters for not attacking.
Another good Synchro monster with 2600 ATK points. This card requires a Fiend-Type tuner monster in order to summon.
When this card declares an attack, you can switch the current ATK and DEF of all face-up monsters your opponent controls, until the end of the Battle Phase. This is a great tactic when dealing with low DEF monsters forcing that value to be their new ATK value.
This is a great card to use in a full-on offensive attack. Getting your opponent to only have high ATK monsters with little defense and then taking them all out in one turn.
This is a good trap for handling specific monster effects. It can be a little situational and take some planning to get its full effect but it’s worth it.
Target 1 card you control and on that turn, when any monster effect resolves that targeted that card at activation, negate that effect. During either player’s turn, except the turn this card was sent to the Graveyard, you can banish this card from your Graveyard, then target 1 card you control and on that turn, when any monster effect resolves that targeted that card at activation, negate that effect.
So you get two negate effects with this trap card. One upon activation and one when you banish it from the Graveyard.
It’s got a lot of uses and can be really helpful in a tight spot.
Another good yet simple Trap Card. This card is based around card effects as well and plays like a good counter to some of them.
When your opponent’s card or effect is activated you can target 1 card on the field other than the one activated and destroy it. So if your opponent uses a card like Sakuretsu Armor that destroys your monster when you attack, you can use Bad Aim to destroy the monster you were targeting anyway.
This card is a bit situational but the situation arises more often than it doesn’t. It’s a good offensive monster with 1800 ATK and a very helpful effect.
Once per turn, during your Main Phase, you can select 1 face-up Attack Position monster your opponent controls with the same Attribute as this card, and destroy it. This card cannot attack the turn you activate this effect.
There are a lot of decks that use DARK Attribute monsters. So utilizing the effect of this card can be a pretty easy feat the only downside is when you go up against a deck that is themed to not include DARK monsters.
This is a very powerful Ritual monster with 3000 ATK points. Its effect does require cards from the “Nephthys” archetype.
This card has two effects. The first effect allows you to destroy “Nephthys” cards in your hand and/or face-up field, then destroy an equal number of monsters your opponent controls.
The second effect makes it so that during your next Standby Phase after this card was destroyed by battle or card effect and sent to the Graveyard you can Special Summon this card from the Graveyard.
Overall, it’s an extremely powerful monster to use. However, It is somewhat limited to the “Nephthys” archetype for its effect and being a Ritual monster it can be tough to get it out on the field.
A Normal Monster that is 4-stars with 2000 ATK points. This is a highly offensive monster and is great to be used because of how easy it is to get out with its high ATK.
But what makes it better is the potential to make it stronger with equip cards. Axe of Despair is this cards best friend. Equip one or two of them and you’re looking at 3000 or 4000 ATK points on this one monster.
This is a good support and utility monster to use with higher level monsters that have offensive potential. Something like Alexandrite Dragon is a great card combo with the effect of this card.
You can send this face-up card you control to the Graveyard, then target 1 face-up monster you control. If it attacks this turn, your opponent cannot activate cards or effects that target a monster until the end of the Damage Step.
Vice Dragon has a few good uses in terms of combo material. By itself, it has 2000 ATK points and only needs one tribute to be summoned.
But its effect allows you to special summon it if you have no monsters on the field while your opponent does. But it’s ATK and DEF are halved when you use it.
So this card is a great utility card for getting out 5 and 6-star monsters. Using its effect to special summon it then tributing this monster to summon the stronger one.
Or you can make it offensive, like with Alexandrite Dragon, special summon this card and take the halve ATK and DEF. Then once it’s on the field equip a card like Axe of Despair to boost its ATK by 1000 points.
Now, this is a good synchro monster in terms of offensive power but more so because of its effect. However, it is limited to the “Laval” archetype so using it on its own just gives you a monster with 2000 ATK points.
With its effect you can shuffle two “Laval” monsters from your Graveyard into your Main Deck to target one card your opponent controls and return it to the hand. So effectively, as long as you have at least two “Laval” monsters in your Graveyard you can work on clearing your opponents field for a direct attack.