Updated Version (01-20-2013) here.
Sorry for the big delay between the posts, I got no time till now to finish my posts as I was busy with Christmas, New Years party organizing and gigs and stuff. Had to work right after New Years Eve, too, then learning for the exams… I hope you’ll forgive me and understand my situation, I’ll try to keep posting regularly though, if you want to know when a new post is up you can always follow me on Facebook or Twitter, I won’t spam you full of ads or something like that (at least I won’t do something like that by myself, I can’t influence what Facebook or Twitter does, but I think none of them spam you full of ads). In addition to that a 5300+ words post isn’t written in one day.
Seems like quite a few people have read my post on Constellars, as many deck variants are now floating around on DN, to be honest half of myself is proud and the other half is annoyed by facing all those builds now :DToday I’ve got a brand-new Archetype for you guys, the Fire Kings. Fire Kings just came out on December, 8th 2012 in the Structure Deck 24: Assault Of The Fire Kings. 2 cards that are needed are still only available as a VJump Promo only (Yaksha and Wolfberk), but the potential of this deck is really great, that the key cards will be banned or limited before they even release them in the TCG. You’ll understand what I mean when you continue reading this article.
Well what’s so awesome about this deck? There are great searching cards (Barong, Tenki and Generation Shift), special summoning cards (Assault of The Fire Kings, Fire Kings Fire Cycle, Call Of The Haunted) and destruction effects (Garunix, Nephtys). Looks like all requirements for an awesome deck are met, right? The only thing that will hurt this deck are cards that can banish your stuff like Macro Cosmos, Dimensional Fissure, Dimensional Prison or Banisher Of The Radiance. Of course you should take care of Bottomless Trap Holes or Solemn Warnings, too, as both of them can stop your Garunix from reviving from grave.
Let’s take a look at the decklist and I’ll explain my card choices later.
3x Fire King Beast Barong (LV 4)
3x Fire King Beast Yaksha (LV 4)
3x Enthusiastic Beast Wolfberk (LV 4)
1x FLamvell Firedog (LV 4)
3x Fire King High Avatar Garunix (LV 8)
1x Sacred Phoenix Of Nephtys (LV 8)
2x Meklord Emperor Wisel (LV 1)
3x Assault Of The Fire Kings
3x Fire Formation – “Tenki”
2x Fire Kings Fire Cycle
1x Dark Hole
1x Heavy Storm
1x Monster Reborn
1x Pot Of Avarice
3x Mystical Space Typhoon
2x Torrential Tribute
1x Generation Shift
3x Call Of The Haunted
1x Gagaga Cowboy (R 4)
1x Lavalval Chain (R 4)
2x Diamond Dire Wolf (R 4)
2x Fierce Leader Of The Fire Fist – Tiger (R 4)
1x Abyss Dweller (R 4)
1x Maestroke the Symphony Djinn (R 4)
1x Blackship Of Corn (R 4)
1x Photon Papilloperative (R 4)
1x Number 39: Utopia (R 4)
1x Gem-Knight Pearl (R 4)
1x Hieratic Sun Dragon Overlord Of Heliopolis (R 8)
1x Number 16: Shock Master (R 4)
1x Number 91: Thunder Spark Dragon (R 4)
2x Effect Veiler (LV 1 – Tuner)
1x Maxx “C” (LV 2)
1x Prime Material Dragon (LV 6)
1x Night Beam
2x Mind Crush
1x Solemn Warning
1x Bottomless Trap Hole
2x Royal Decree
1x Imperial Iron Wall
1x Needle Ceiling
1x Dust Tornado
Explanation and Strategy
The basic strategy in this deck is getting Garunix as fast as possible out of your deck to pressure your opponent and abuse Garunix destruction effect (Destroy all other monsters except Garunix) when it is destroyed by card effect and revived by it’s own effect. The best thing you can do is Special Summoning Garunix with Assault Of The Fire Kings, this spell is like an Abyss-Sphere on dope. Garunix can still attack when you Special Summon him like that, at the End Phase it’ll be destroyed with Assault Of The Fire Kings effect, therefore it’ll be revived in the next Standby Phase, that means in your opponents Standby Phase and it’ll wipe out all monsters. So having Assault Of The Fire Kings in your hand is almost like having Future Fusion in Chaos Dragon before Konami banned it. To be even more broken Barong can search for any Fire King card you like when he’s destroyed by effect, so you have really easy access to your game winning spells. Yaksha allows you to destroy a card in your HAND or the field when it is destroyed, knowing that you can destroy Garunix or Nephtys in your hand to summon them with their effect in the next/your Standby Phase, as the effects will always trigger when they’re destroyed and sent to grave, no matter where they are destroyed (you can also destroy your Barong in hand to search for any Fire King card).
Fire King Avatar Barong
If a face-up “Fire King” monster you control is destroyed by a card effect: You can Special Summon this card from your hand. During the next Standby Phase after this card was destroyed by a card effect and sent to the Graveyard: Add 1 “Fire King” card from your Deck to your hand, except “Fire King Avatar Barong”.
First of all you can search this guy with Fire Formation – Tenki, although I’d rather not search for him if you already have one in your hand (search for Wolfberk instead). Normally he’s just a beater and a bait for your opponent to call out a bigger monster just to get smashed by a Torrential Tribute that’ll make your Barong search in the next Standby Phase. The effect will even activate when he’s destroyed in your deck with effects like Chain Destruction. You can only activate the effect of Barong once per copy like XX-Saber Darksoul, that means that even if you revive a Barong destroyed by a card effect before with Call Of The Haunted and it is destroyed again by card effect you won’t get another search from the same Barong. If Barong is banished from your grave before the next Standby Phase you won’t get a search, because it’s a trigger effect that activates in grave.
Fire King Beast Yaksha
If a face-up “Fire King” monster you control is destroyed by a card effect: You can Special Summon this card from your hand. If this card is destroyed and sent to the Graveyard: You can destroy 1 card you control or in your hand. You can only use this effect of “Fire King Beast Yaksha” once per turn.
This card’s only purpose is to destroy the Fire King cards in your hand to trigger their effects. The most effective ones to destroy are Barong, Garunix and Nephtys, you can also Xyz with this monster and Wolfberk, but I’d always choose Barong if there’s the choice between those 2 as you’ll still be able to search for a Fire King card in case of a Torrential Tribute.
Enthusiastic Beast Wolfberk
You can target 1 Level 4 FIRE Beast-Warrior-Typemonster in your Graveyard; Special Summon that target in face-upDefense Position, but its effects are negated. You can only use the effect of “Enthusiastic Beast Wolfberk” once per turn.
Your instant Xyz assuming you have a FIRE LV 4 in your grave. He’s searchable with Tenki and his effect is an Ignition effect that you can activate at any time you want in your Main Phases, not just at the summon like many other similiar Special Summoners, that means you can Special Summon him with Call or Reborn and still have your instant Xyz. Backside of this is his vulnerability to Effect Veiler, at least he’s got a more or less decent attack and a reusable effect. Like other cards with the same wording that mentions the name explicitly (“You can only use the effect of “Enthusiastic Beast Wolfberk” once per turn.”), you can only use Wolfberks effect once per turn even if it is another copy or destroyed and revived again (wouldn’t apply to effects with the wording “this card once per turn”).
Fire King Avatar Qilin
If a face-up “Fire King” monster you control is destroyed by a card effect: You can Special Summon this card from your hand. If this card is destroyed and sent to the Graveyard: You can send 1 FIRE monster from your Deck to the Graveyard.
Fire King High Avatar Garunix
During the next Standby Phase after this card was destroyed by a card effect and sent to the Graveyard: Special Summon this card from the Graveyard. When you do: Destroy all other monsters on the field. When this card is destroyed by battle and sent to the Graveyard: Special Summon 1 “Fire King” monster from your Deck, except “Fire King High Avatar Garunix”.
Your boss monster in this deck with a pretty decent attack and an even more awesome effect. Still vulnerable to Maestroke, but you can summon another Fire King if it is destroyed by battle, so you can easily recover again. The effect states that Garunix is revived in the next Standby Phase, that means it will come back even in your opponents Standby Phase like Evilswarm Thunderbird. There are a few possibilities to call out your boss, you can use Assault Of The Fire Kings to Special Summon him from the deck if you have no monster and your opponent has some, then Garunix will be destroyed by the card effect of Assault and revive himself in the next Standby again and blow the field up. This is probably the most broken way in this deck, but there are a few others, too. You can mill him with Qilin and then revive Garunix with Fire King Fire Cycle, Call Of The Haunted or Monster Reborn. One more possibility would be using Yaksha‘s effect to destroy Garunix in hand to make him revive himself in the next Standby Phase. Now I’ll tell you a few rulings concerning Garunix:
- Garunix won’t revive himself again (even not in the next Standby Phase) if he’s destroyed by card effect and is removed from the grave afterwards (Revived or banished) and put back to grave again.
- If the Trigger effect that summons himself from grave due to being destroyed by card effect is negated by Solemn Warning, Divine Wrath, Light and Darkness Dragon, Dolkka or similiar cards Garunix won’t revive himself again (even not in the next Standby Phase as cards in grave or Banished Zone can’t be destroyed, even if the card effect of Solemn Warning and others say it destroys them) (compare to Nephty’s Ruling or check the ruling affirmation of The Detonator a Head admin on DN)
Divine Wrath: You can activate “Divine Wrath” when “Vampire Lord” or “Sacred Phoenix of Nephthys” activate their effects in the Graveyard, and their effects are negated and they are not Special Summoned; but because they cannot be “destroyed” while in the Graveyard, they are not destroyed by a card effect so their effect will not activate again (Look here close to the bottom of the rulings page).
Note that these rulings only apply to Garunix and Nephtys reviving themselves from grave with their own effect, if you happen to summon them by trbiuting (really unlikely to happen, but I won’t exclude this weird scenario) and its summon is negated by Solemn Warning, Solemn Judgement or similiar and destroyed THEN (means they are not in grave when destroyed) you can activate their effects to summon them.
- If cards like Assault, Fire Circle or Call Of The Haunted are negated, you won’t get to revive Garunix, as the card which is destroyed is your Spell or Trap and Garunix or Nephthys will never leave the deck or move away from grave
- If Garunix or other monsters are destroyed because Call Of The Haunted leaves the field you can activate their effects in the next Standby Phase, because it’s considered as a card effect that destroys cards.
- Even if Garunix is destroyed face-down his effect will still activate
- If Garunix is destroyed by Starlight Road, it will revive in the next Standby Phase
- In case of a mirror match the following scenario will happen (not 100% sure, but about 98%):
- The Summon is a separate Chain from the destruction effect (destruction effect starts a new Chain, look here for the ruling; the second one)
- Turn players Garunix will be Chain Link 1, opponent will be CL 2, therefore opponents Garunix will be summoned first the Turn players summons afterwards (no destruction effects will activate in between)
- New chain starts after the summon: Turn players destruction effect CL 1, opponents effect CL 2
- Opponents effect will destroy the whole field, but Turn players Garunix will still resolve their destruction effect, so the opponents Garunix will be destroyed too, even when Turn players Garunix is already destroyed
That’s all that comes to my mind right now about Garunix/Nephthys rulings that are important to know when playing with or against them. Feel free to add some more in comments or correct me if you think that I got something wrong.
The Sacred Phoenix Of Nephtys
The counter-part of Garunix, a bit weaker ATK stats and still vulnerable to Maestroke, but it can destroy all Spell and Traps instead of monsters. All rulings I explained in the Garunix part apply to Nephthys, too. Unlike Garunix Nephthys doesn’t have a battle destruction effect, so it’s not as good as Garunix. In addition to that Nephthys only revives in your own Standby, so it can’t protect your life points like Garunix. Important to know is that it sucks against Starlight Road, as Nephthys is weaker than Stardust Dragon, so try to read a hidden Starlight Road. Well probably they will try to save their face-down cards with Stardustagain when Nephtys is revived in your next Standby, so you might not have to worry about that too much.
Meklord Emperor Wisel
Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect, and cannot be Special Summoned by other ways. When a face-up monster you control is destroyed by a card effect and sent to the Graveyard: You can Special Summon this card from your hand. Other monsters you control cannot declare an attack. Once per turn: You can target 1 face-up Synchro Monster your opponent controls; equip that target to this card. This card gains ATK equal to those equipped monsters’ combined ATK. Once per turn, when an opponent’s Spell Card is activated: You can negate the activation, and if you do, destroy it.
My personal tech, as there’s so much destruction in your deck and it gives you a back-up like a small Gorz, too. Why no Gorz? Well I don’t like my Gorz + Token to be blasted by Garunix, so I didn’t put him inside, but I’ll test Gorz in this build, although Gorz will probably clash with your Tenki‘s. The negating effect of Wisel is nice, but the attack restriction will probably annoy you. Normally Wisel won’t be staying that long as it’ll be destroyed by your opponent or your Garunix/Torrential. You should know that you can’t summon Wisel if there’s something happening after the destruction like Ryko milling 3 cards or Soul Taker giving you 1000 LP, basically it’s the same condition that makes your Lightpulsar Dragon misses its timing (If there’s a chain after the destruction you still can summon Wisel, like Sangan‘s effect to Dark Hole). To mention certain things you can’t do:
- Summon to
Fire King Fire Cycle(You can Special Summon to Cycle, click here to read the exact reason)
- Summon to
Generation Shift(You can Special Summon to Generation Shift, click here to read the exact reason)
- Summon to Bottomless Trap Hole
- Summon in Damage Step (Mirror Force and similiar activate on declaration, not Damage Step)
Things you can do:
- Summon to Torrential Tribute/Dark Hole/Garunix/Mirror Force etc.
- Summon to destruction effect of Assault Of The Fire Kings/Call Of The Haunted
- Summon to Diamond Dire Wolf‘s destruction effect
- Summon to Fire King Fire Cycle (You CAN Special Summon to Cycle, click here to read the exact reason)
- Summon to Generation Shift (You CAN Special Summon to Generation Shift, click here to read the exact reason)
Assault Of The Fire Kings
If your opponent controls a monster and you control no monsters: Special Summon 1 FIREBeast, Beast-Warrior, or Winged Beast-Type monster from your Deck. Its effects are negated and it is destroyed during the End Phase. You can only activate 1 “Assault of the Fire Kings” per turn.
Awesome card and probably your almost autowin condition, probably this card will be banned and Garunix will be limited with the next banlist. Look closely, this card doesn’t have a level limitation and you can still attack when summoning a monster. Important to remember is that it will just negate effects on the field, so Garnuix/Nephtys/Barong and similiar will still activate their effects in grave at the right time. The one responsible for this cards effect must have been nuts and the one who gave his ok is insane, too. Assault can be searched by Barong, so it’s not really hard to wipe the field and OTK.
Fire Formation – Tenki
When this card is activated: You can add 1 Level 4 or lower Beast-Warrior-Typemonster from your Deck to your hand. All Beast-Warrior-Type monsters you control gain 100 ATK. You can only activate 1 “Fire Formation – Tenki” per turn.
Your searcher for Barong, Yaksha or Wolfberk, although I prefer to get Wolfberk when I have some LV 4 FIRE monsters in grave. Be careful that your opponent doesn’t activate Mystical Space Typhoon on activation as you won’t get the search when it’s destroyed due to being a continous Spell Card. Tenki can be searched with your Fierce Leader Of The Fire Fist – Tiger, but remember that you can only activate one Tenki per turn. If you set Tenki with Tiger‘s effect, remember that you can play it in the same turn you set it with Tiger‘s effect as it is a Continous Spell card, which can be used in the same turn they are set.
Fire King Fire Cycle
Target 1 FIRE monster you control and 1 FIRE monster in your Graveyard; destroy the first target on the field, and if you do, Special Summon the second target. You can only activate 1 “Fire King Fire Cycle” per turn.
Your second Fire King support spell and it’s again a generic FIRE support card that can revive any FIRE monster in your grave. Cycle can be searched with Barongs effect and I always mix up the name and call it “Circle”, so forgive me in case that I wrote Circle somewhere. It was called Fire Kings Fire Ring before which sounded much better but the name was changed to Fire King Fire Cycle. This card is pretty awesome because it’s a Quickplay Spell, so you can attack with your monster and activate Cycle afterwards to Special Summon another FIRE monster from grave and attack again. The good thing is that almost every Fire King monster will reward their destruction with card effect so you don’t lose advantage at all. Just remember that all Fire King Special Summoning and Wisel’s effects will miss the timing if the destruction is not the last thing in the card effect like in Fire King Fire Cycle (again not if something happens in a chain after that). Something just as important as the point before is that you can evade Bottomless Trap Holes or Dimensional Prisons with Cycle or chain to Dimensional Fissure to make Garunix trigger one last time in the next Standby Phase or Special Summoning a LV 4 monster to call out Diamond Dire Wolf to pop the Fissure.
Probably the third OP card in this deck, as almost every Fire King monster has 200 DEF, so this is an instant Xyz for you if your grave is filled with a lot of Fire Kings. This card and Berk is also the reason for me to have Number 91: Thunder Spark Dragon which alows me to blow up every face-up monster on the field and can be a real life saver against Evilswarm/Verz decks, as Ophion will wreck your Garunix (Well you can also try to call Diamond Dire Wolf out).
Pot Of Avarice
Avarice is pretty useful in Fire Kings as I really run out of monsters in my deck easily and 2 additional cards are never wrong. I haven’t been in a situation yet where I thought this card is a dead draw, it’s pretty useful during mid/late game when you’re running out of monsters in extra and main deck.
Mystical Space Typhoon
3 MSTs are obligatory in my opinion as there are so many decks out there with a heavy backrow and you won’t stand a chance if everything is negated. In game 2 you’ll need them even more as the opponent will always side Dimensional Fissure or Macro Cosmos if their deck allows them to, so you have to have some cards to get rid of that.
One of the best traps in the deck, cause it’ll trigger the effects of your Fire Kings and wipe out your opponents field, too. Best thing is using it with Barong or Garunix, Barong for advantage and Garunix for a field clearer.
Some people prefer Destruct Pot to gain the Life Points, but I like to have more hand advantage rather than having some more Life Points. This card combos with Barong really good, as you get 2 searches, 1 Barong instantly and the Barong search next time. Generation shift also helps you evading stuff like Dimensional Prison or Bottomless Trap Hole, not as good as Cycle, but still something to keep in mind.
Call Of The Haunted
You thought that Plant decks were trolling you with chaining Call to your MST or Heavy and calling out Sangan or Dandy? Or Mermails chaining their Abyss-Sphere? This deck can do exactly the same, well not as good as Mermails with their Sphere, but still annoying when you revive your Garunix from grave and get a free Dark Hole next turn or get a search with Barong. You should keep in mind although that this just works if they activate their MST/Heavy first and you chain your Call to it. This won’t work if you activate Call first and they chain their MST to that. Why? Because of the chain links and their resolve. In the first scenario your opponent activates MST/Heavy first, so it’s Chain Link 1, you chain your Call, so it’ll be CL 2. The chain will resolve backwards and your Call will resolve first and Special Summon your monster in ATK. but if we look at the second scenario your Call will be CL 1 and your opponent’s MST/Heavy will be CL 2. The MST will resolve first and destroy your Call, as Continous Spell/Trap cards need to be on the field to resolve their effects you won’t get any summon.
2 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card; apply this effect, depending on this card’s battle position.
● Attack Position: If this card attacks an opponent’s monster this turn, it gains 1000 ATK and the opponent’s monster loses 500 ATK, during the Damage Step only.
● Defense Position: Inflict 800 damage to your opponent.
Previously called Gunman, nowadays known as Cowboy. This card helps a lot in a pinch, as it can defeat monsters up to 3000 ATK and most important thing is the Burn effect which let’s you finish your opponent with “Last Stand”. 1600 damage against staller decks like Final Countdown or Exodia shouldn’t be underestimated, too.
Diamond Dire Wolf
This guy’s pretty awesome as it’s a generic Rank 4 Xyz with a “Scrap Dragon“-like effect and in emergency cases you can also pop himself to destroy a card of your opponent. Best thing here would be to destroy Barong to destroy one card of your opponent as you would get a search from Barong in your next Standby Phase, but you can also blow up Garunix, although your Wolf will be gone in the next Standby then. You can chain Wisel‘s Special Summon to this card’s effect as both destructions are happening simultaneously.
Fierce Leader Of The Fire Fist – Tiger
2 Level 4 Beast-Warrior-Type monsters
When this card is Xyz Summoned: You can Set 1 “Fire Formation” Spell/Trap Card directly from your Deck. Once per turn: You can detach 1 Xyz Material from this card; negate the effects of all face-up Effect Monster currently on the field, except Beast-Warrior-Type, until the end of your opponent’s turn. When this card is sent from the field to the Graveyard: You can send 3 face-up “Fire Formation” Spell/Trap Cards you control to the Graveyard; Special Summon 2 Level 4 or lower Beast-Warrior-Type monsters with the same ATK from your Deck, in face-up Defense Position.
This card is called Fierce Leader Of The Fire Fist - Tiger on DN, but it’ll be changed to Brotherhood Of The Fire Fist soon, I think. Tiger allows you to set a Fire Formation card from your deck to the field, that would be always Tenki in our case, but make sure that you play tenki face-up first on DN to show your opponent that the card you set is really Tenki. Then you can set it and activate it from the field, as Normal or Continious Spell cards can be activated in the same turn they are set (unlike Quick-play Spells). Tiger is also a real good staller killer like Zenmaines, Gachi Gachi, Spirit Reaper, Marshmallon, although it can’t overrun Maestroke without an additional boost. Tiger is really good against Tragoedia trolls, too, as it makes their ATK 0 till your OPPONENT’s End Phase and they can’t use the effect to steal or LV copy.
2 Level 4 monsters
While this card has an Xyz Material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn, during either player’s turn: You can detach 1 Xyz Material from this card; any card effects that activate in your opponent’s Graveyard cannot be activated this turn.
The main Purpose of this monster is to stop Dark World monster effects and more important: Mermails and Fire King mirrors. You can chain the effect to any card that discards these cards to grave and then when they would activate, they can’t activate, but you can’t chain to an effect that is already activated in grave like when your opponent declares to use Garunix’s effect in Standby Phase it is already activated and your Dweller’s effect won’t help anymore when the effect is already activated.
Why the need for a mere 2600 ATK beater? The reason is the existence of a guy called Ophion, that would otherwise wreck your deck strategy, well not completely, but enough to be annoying.
Hieratic Sun Dragon Overlord Of Heliopolis
I haven’t used him yet, but I think there could be times when you need him, like destroying a Dimensional Fissure or something similiar.
Number 16: Shock Master
3 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card to declare 1 card type (Monster, Spell, or Trap); that type of card (if Spell or Trap) cannot be activated, or (if Monster) cannot activate its effects, until the end of your opponent’s next turn.
The most effective weapon against troll decks like Final Countdown, Exodia and stuff. Won’t help that much against Burn though. Remember that you can always chain something to Shock Master, like Maxx “C” or similiar if you fear a Gorz, but want to call Spell (I would recommend calling spells most of the time, but it depends on the situation and the deck you’re playing with, of course).
Number 91: Thunder Spark Dragon
My secret weapon that almost nobody expects: Thunder Spark Dragon, I usually put him inside decks which can Special Summon a lot of LV 4 monsters and his effect is great as he can destroy every face-up monster on the field by detaching 3 materials. If you ask yourself how to get 5 materials with a monster that only requires 3 materials, I have to say that there are some spells that allows you to put cards from the field or hand under a Xyz as material. Examples would be Haze Pillar, Overlay Regen or Spirit Converter.
I won’t explain all Side Deck choices, but only a few, the most of the other Side Deck choices are explained in other deck reviews, too, so just read through them. Decree is your counter to cards like Macro Cosmos or Soul Drain that will wreck your deck, making your grave effects useless, and helps against backrow heavy decks, too. I would always side at least 1 Decree against decks like Dino Rabbit, Evilswarm, Wind-Ups or Dark World as those already have a big Trap count or can Side devastating traps against your deck. Wind-Up are an exception where I would look closely how many traps he plays in the 1st duel to decide what to side against them, it doesn’t have to be necessarily Decree. Dark World will mess you up with their Skill Drain and Dark Smog, so you should stop them with Decree. Burn decks will be wrecked with Decree, too.
Imperial Iron Wall
My favorite tech against Wind-Ups as they usually don’t run Starlight Road and my own monsters effect will still trigger with this card. Best thing is, that it’s chainable and doesn’t need a condition like Torrential or Mirror Force. Face-down monsters won’t be destroyed, but still count to one of the 4 required monsters on the field.
This card is for all staller decks like Exodia or Final Countdown to burn them to death just in case that everything else fails.
Now what to do when facing Fire Kings? There are a lot of ways to stop aggressive grave using decks like Fire Kings, just look at Mermail, Chaos Dragon or similiar decks.
First what to do in game 1?
- Save your Solemn Warning for Garunix‘s Special Summoning effect in grave, this way it won’t revive again (even not in the next Standby)
- Try to reduce your usage of Destruction effects like Torrential Tribute, Mirror Force or Dark Hole to a minimum (only when you see the chance to OTK them, or deal huge damage without them gaining too much advantage)
- Use Compulse on Garunix to stop them temporarily (there’s still the fear of a Yaksha destroying him in hand, but better than a Garunix on rampage)
- Use Bottomless Trap Hole/Dimensional Prison on Garunix if you have it in your deck
- Destroy and steal Garunix with Monster Reborn
- Special Summon Maestroke and use the effect to change Garunix to DEF and destroy him by battle (he still get’s a Fire King Special Summon from deck, but still better than a Garunix on the field)
So you probably lost game 1 due to the swarming and destruction abilities of Fire Kings. What do you do in game 2? Of course you would be siding everything you have against grave using decks against Fire Kings. This would be:
- Soul Drain (stops effects activating in grave or Banished Zone, means Yaksha, Barong and Garunix; more unusual would be Tiger’s destruction effect)
- Dimensional Fissure
- Bottomless Trap Hole
- The Huge Revolution Is Over
- Macro Cosmos
- Dimensional Prison
- D.D. Crow (especially for Mermail decks that can’t side the usual stuff)
- Solemn Warning
- Compulsory Evacuation Device
- Skill Drain (Not that useful, but stops Xyzs and Wolfberk)
- Dark Smog (For Dark Worlds)
That’s all I want to say for today, have fun, practise and enjoy like Jonathan always says (those who are youtube hardliners will know what I’m talking about, if not: look here). Thanks for reading until the end and stay tuned for my next post where I’ll give a deck review of my Harpie version, as some new Harpie cards came out like Harpie Channeler, Hysteric Sign or Harpie’s Pet Mirage Dragon. I can’t promise that it’ll be soon though, as I haven’t got much time in the next few weeks.