You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
This is one of my first real articles on Yu-Gi-Oh! Realms. Any feedback and/or suggestions are greatly appreciated, but not mandated. However, I find it imperative that you not unjustly flame this article. I accept all criticism ere it has base, but just flaming would be indeed hypocritical. Onto the article!
Some very fascinating and enjoyable decks have entered the competitive metagame throughout the course of Yu-Gi-Oh! history, but one I feel stands well above the rest as an entertaining deck. The sensation of the game I most enjoy is beating my opponent with a deck not often played, and this deck fulfills that very sentiment. This deck of which I am talking is none other than the Fire deck.
When built properly, the Fire deck can be an astounding sight to behold. It has an immense amount of support as an agressive and as a defensive deck, as well as even some aspects of control within the monster selection. Though all of these sub-themes are effective, the particular theme of which I want to focus is the Stalle/Burn theme. Allow me to elaborate upon this magnificent deck theme.
As with all deck themes, there are certain cards that come to mind whenever the theme is spoken, but I would not always consider them necessary. Such cards of this theme include UFO Turtle, which serves as an all-purpose searcher in this deck. Other stat-boosting cards include Molten Destruction and Little Chimaera, but these cards are sometimes considered archaic, justly so. Much more ineffective cards, like Salamandra, should be avoided at all costs. Newer cards, like The Thing in the Crater, can be helpful in some Fire decks, though it is indeed situational.
Often times in Stall-based decks, Monsters used primarily for their excessive statistic strengths are often times avoided, but ere they are impervious to such stalling cards, they can be considered a godsend for the Stall deck, which is often times lackluster when regarding statistic advantage. In this way, it s evident that Horus the Black Flame Dragon LV6 is indeed an excellent card to include in an agressive-based Stall deck. As it is immune to Level-Limit Area B, the two could be exemplified as a synergetic combo within the deck. However, it is brought to the ground by Gravity Bind, which is a stalling card associated with the Stall archetype.
Technical Monster cards throughout the Fire/Stall deck are a must to maintain field stability, and it is especially powerful to have some that are searchable and progressive in respect to the theme. One such card is Ultimate Baseball Kid, which is boosted for each Fire Monster on the field. It is especially strong with the Monster Fox Fire, which returns to the field after it is destroyed by battle. Also, the extremely commanding Raging Flame Sprite can fit well into this category. It is allowed to attack directly, and after each successful direct attack, it gains more attack points. Though its original statistics are very low, with a little protection, it can grow to an astounding 4100 ATK points.
Mentioned earlier was the option of Burn in this deck, and that is absolutely true. Solar Flare Dragon makes for a deadly competitor in the metagame. Even though the Burn damage it inflicts is relatively low, it provides protection to other Pyro-type Monsters and makes for an excellent support card. Also, Ultimate Baseball Kid hosts an alternate effect akin of Cannon Soldier, but can only be used in conjunction with Fire-attribute Monsters. Don't forget some optional Burn provided by the seldom-used Inferno, from Invasion of Chaos. Its Special Summoning ability from required removal and low stats make it seem unusable, but watch out, for if it destroys a Monster in battle, a whopping 1500 Life Points get removed from your opponent.
There are a few strong support Spells and Traps for the Fire monsters as well. Earlier mentioned was Level-Limit Area B, which impedes nearly any large-scale assault. There are also a few excellent Equip Spells able to be used, like Twin Swords of Flashing Light - Tryce, which is basically a card that makes Raging Flame Sprite and Ultimate Baseball Kid completely broken. It allows the Monster equipped to literally "double-attack" and provides a moderate 500 attack point boost. Also, if you feel that the swarm element is partially lacking, add in your last will, Last Will. Once a monster is sent to the Graveyard (easily done by use of UBK), you can Special Summon a Monster under 1500 ATK from your deck, which I feel to be an excellent provider.
Think this deck is a one-time wonder and won't do well later? Think again. Flaming Eternity provides a slew of cards at the beck and call of the Fire master's command. The card on the front of the FET package, Winged God of Nephthys (name likely to change), is quite possibly the best regenerator to date. It regenrates due to ANY card effect, much like Vampire Lord, but when it returns, it destroys all Spell and Trap cards on the field. Though it requires two Tributes, a major setback for a 2400 ATK Monster, it can be searched from the deck by use of its Avatar, Guarding Hand of Nephthys, which is nastily searchable by UFO Turtle.
As you can see, Fire Monsters prove to be an excellent candidate for a competitive deck, even one geared for a Regional - or National - tournament. It is especially exciting and can execute fantastic combinations quite easily. I implore you to try the wonderful world of this archetype.
As a final way to grasp your attention, I have decided to display my own personal Fire deck.
18 Monsters:
2 Horus the Black Flame Dragon LV6
3 Ultimate Baseball Kid
3 Raging Flame Sprite
3 Fox Fire
3 UFO Turtle
1 Tribe-Infecting Virus
1 Sinister Serpent
1 Fiber Jar
1 Morphing Jar
13 Spells:
1 Pot of Greed
1 Painful Choice
2 Nobleman of Crossout
2 Giant Trunade
1 Mystical Space Typhoon
1 Premature Burial
1 Change of Heart
3 Level-Limit Area B
1 Swords of Revealing Light
9 Traps:
1 Call of the Haunted
1 Torrential Tribute
1 Ring of Destruction
1 Magic Cylinder
1 Ceasefire
3 Gravity Bind
Until next time, duel hard, play well, and most importantly, have fun.