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Non-Tribute Monsters: 14
3 Familiar-Possessed - Hiita
3 Flame Ruler
1 Hand of Nephthys
1 Sangan
3 Solar Flare Dragon
3 UFO Turtle
Spells: 16
2 Creature Swap
1 Graceful Charity
1 Heavy Storm
1 Last Will
1 Lightning Vortex
2 Molten Destruction
1 Mystical Space Typhoon
2 Nobleman of Crossout
1 Premature Burial
1 Smashing Ground
1 Snatch Steal
1 Swords of Revealing Light
1 Terraforming
Traps: 8
1 Call of the Haunted
1 Dark Coffin
2 Dust Tornado
1 Mirror Force
3 Sakuretsu Armor
Total: 41
Side Deck: 15
2 Fox Fire
3 Raging Flame Sprite
2 Tenkabito Shien
3 Ultimate Baseball Kid
1 Level Limit - Area B
2 Wave-Motion Cannon
2 Gravity Bind
It's a Fire deck that does a little bit of everything. I'm nervous about taking it anywhere, though, because it has a tendency to open poorly; Solar Flare Dragon locks are nice, but they're very easily broken. If I can get the Giant Trunade + Hino-Kagu-Tsuchi thing to work, the duel looks pretty good. Until then, though, I can't counter too much of the current meta.
Cards I've considered using, but not sure about:
- Spiritual Fire Art - Kurenai (nothing here can really abuse it)
- Thestalos the Firestorm Monarch (drawing a hand full of Tribute Monsters frightens me)
I'll r/f for an r/f if you want, but I'm not that good at it.
It's not a bad attempt but I would take the deck into a different route:
Monsters: 18
1 Thestalos the Firestorm Monarch
2 Ultimate Baseball Kid
2 Gaia Soul the Combustible Collective
3 Familiar-Possessed - Hiita
3 Spirit of Flames
1 Sangan
3 Solar Flare Dragon
3 UFO Turtle
Spells: 14
1 Creature Swap
1 Dark Hole
1 Giant Trunade
1 Heavy Storm
1 Last Will
1 Pot of Avarice
3 Molten Destruction
1 Mystical Space Typhoon
1 Premature Burial
1 Snatch Steal
1 Terraforming
1 Swords of Revealing Light
Traps: 7
1 Call of the Haunted
1 Ceasefire
2 Dust Tornado
1 Return from the Different Dimension
2 Spiritual Fire Art - Kurenai
As you can see, there's nothing cookie cutter here. This deck runs a lot faster and involves easier combos. I also added some "trigger" cards to boost out your deck's offense. The Gaia Soul were put back in the deck because you don't see too many trample monsters in the game now...I also added the 3 Spirit of Flames to give you some power duirng your Battle Phase, and then there's the Baseball Kid, who can swing for at least 2000 (with 1 other monster & Molten Destruction) Speaking of which, I added 1 more and a Terraforming so you can search it out...I did manage to find room for Kurenai and Return is amazing to combo with Baseball Kid as well. Bring back your removed and use Baseball Kid's launch effect to deal damage and keep the monsters from being removed, this way you can use Pot of Avarice to throw them back in the deck and use them again.
I realized that, out of fifteen duels, I had never drawn PoA when I could use it. Yamata helps with the whole having-low-hand-count thing, and Flame Ruler helps with it's large summoning cost.
Any thoughts at all, people? I didn't think this idea was that far out there.
There IS a way to make your opening plays less of a burden and make summoning your monsters a little easier. It's not fire and just a little bit cookie though. If that doesn't sound like the direction you want to take your deck, I'll suggest something else, but I'll post a fix after I hear from you.
Go ahead and throw your idea out there, iViE. If it's not Fire, I probably won't put it in this deck, but that doesn't mean I won't use the idea in some other deck.
They maintain field presence and provide an automatic 2 tributes for your spirit monsters. In my opinion, they're more reliable than Flame Ruler, even though you only need 1 Flame Ruler to summon them. This doesn't mean you shouldn't run Flame Ruler either, but just by splashing 3 Gravekeeper's Spies in there will help with your beginning game and your tribute problem.
If you're running Phoenix, consider Fox Fire. It's a reusable source of defense that can't be tributed to summon (nobody said anything about tributing it to set or as a cost to pay for effects though), but can and will save you every once in a while. True, you may have to sacrifice a couple of LP to play it face up for its effect, but having your opponents' waste a Smashing Ground on it is great.
Quick Note: Fox Fire can't be Tributed for a Set either.
Not to mention that, in the upcoming days of double NoC + Mystic LV2 (and more when 2x MoF is thrown in the mix) face-down monsters don't mean much of anything. It would royally suck to go through the trouble of bringing out one of the Spirits face-down and have it be wiped out by a Drillroid.
Still, I'll throw them in the Side Deck with the mini-monsters and see how they fare.
As for the Spies...well, they belong in Gravekeeper/Spellcaster Decks, IMO. Thanks much for the thought, though.
overall its seems like you have a nice build there, although i've never liked depending on combo's to win it, if i were you i'd use a deck like that other guy suggested except your tribs should be
2x thestalos
1x pheonix
don't use gai the combustable souls, instead use some tenkato shien's they're only 1500 in atk but they are uneffected by traps, and if you're running molten destruction it works very nice.
Monsters: 18
1 Thestalos the Firestorm Monarch
2 Ultimate Baseball Kid
2 Gaia Soul the Combustible Collective
3 Familiar-Possessed - Hiita
3 Spirit of Flames
1 Sangan
3 Solar Flare Dragon
3 UFO Turtle
Spells: 14
1 Creature Swap
1 Dark Hole
1 Giant Trunade
1 Heavy Storm
1 Last Will
1 Pot of Avarice
3 Molten Destruction
1 Mystical Space Typhoon
1 Premature Burial
1 Snatch Steal
1 Terraforming
1 Swords of Revealing Light
Traps: 7
1 Call of the Haunted
1 Ceasefire
2 Dust Tornado
1 Return from the Different Dimension
2 Spiritual Fire Art - Kurenai
Hum...Isnīt only three monsters removal enough for RFtDD? you play half lp get back 3 in one turn and for one turn.
1500 or more is good, but you must pay cards for it.
Do you know any fire "Dark World" Monsters,because theyr effect combos with UBK.
:knockedou
First of all, I'm not going to go with phenom's build. As nice as it is, it's your standard, everyday Fire build. Everyone will expect it. Granted there's not a whole lot of places I can go, but I want to stay far from what everyone will expect. Though the Return is a nice touch.
Second, all the Dark World monsters are (strangely enough) Dark Attributes. Not only that, but Dark World activates when sent from the hand to the Graveyard, while UBK has been ruled that you can only send from the field.
I'm pritty sure that with only one smashing ground, you are leaving the majority of your monster destruction up to your traps. I would attempt to step up the smashing grounds, or even add vortex to the mix.
I'm fairly sure you dont need three molten destructions, so one of those might be a good choice.