Forum:Deck Guide/Flamvell

=Flamvell= Flamvell monsters are a series of FIRE Attribute monsters with various types introduced in Ancient Prophecy. The Archetype contains a sub-Archetype, Neo Flamvell, which was introduced in Hidden Arsenal 4. Flamvell monsters focus on inflicting Burn Damage as well as Beatdown tactics. Neo Flamvell Monsters focus on removing cards in your opponent's Graveyard from play. Flamvell monsters have not seen a lot of competitive play, and it is usually in the form of Flamvellsworn.

Strengths
Flamvell decks are capable of swarming the field with Flamvell Firedog, dealing extra burn damage to quickly finish the opponent, and controlling the opponent's Graveyard. The ace card of the set, Rekindling, allows for massive, explosive plays, often resulting in 2 or more Synchro monsters just from Rekindling.

Weaknesses
Flamvells are relatively Graveyard-reliant, and can be weak if they are unable to swarm. They are dependent on destroying opposing monsters in battle, and are weakened if they cannot do so. Like most meta decks, they are heavily reliant on Special Summons, and are crippled without that ability. Flamvells biggest plays come from Rekindling, making them extremely vulnerable to Spell negation.

Meta Ranking
Speed: 9/10 Flamvell monsters are capable of swarming the field, and often include various forms of self-milling.

Power: 9/10 With the ability to make big Synchro monsters quickly, having strong beaters such as Firedog, and explosive plays from Rekindling, Flamvell decks are one of the most powerful decks available.

Consistency: 7/10 Flamvells are dependent on Rekindling and self-milling, which means that a good bit of luck is involved. Gold Sarcophagus can help circumvent this.

Search/Draw Power: 5/10 Flamvells have NO draw power, but Firedog gives them the ability to Toolbox most of their monsters.

Overall: 7.5/10 Flamvells are capable of being a good deck with the right amount of luck. Flamvells have the speed and power to be competitive. Their lack of consistency, however, leaves them weakened against more consistent decks.

Meet the Archetype
Monsters:
 * Flamvell Commando A level 6 that can't be Special Summoned. It's Burn Damage is decent, but in general this card is better off avoided.
 * Flamvell Fiend A level 5 that does mediocre Burn damage. It's not worth the Tribute. Like Commando, this card is better off avoided.
 * Flamvell Firedog The heart of any good Flamvell deck, this card is the strongest Beater in the deck and allows you to make quick Synchro summons.
 * Flamvell Grunika The burn damage is minor. Grunika is best used for its name and level (for use with Firedog, because Firedog can't search itself).
 * Flamvell Magician A level 4 Tuner with a completely unrelated effect. It's the monster used with Firedog most often, and it's played only for being a level 4 Tuner. Still, it's one of the key cards of any Flamvell deck.
 * Flamvell Dragnov A level 2 non-Tuner that does minor burn damage and has a mediocre second effect. This card is outclassed for burn purposes by many other cards, and Burn is a weak strategy to begin with.
 * Flamvell Archer A level 3 Tuner that can power up other Flamvells by Tributing itself. It makes OTKs with Rekindling.
 * Flamvell Baby A level 1 Tuner that can give a small boost to a FIRE monster. Unlike Honest and Kalut, it can only be used during your Main Phase. It's better used for its level than its effect.
 * Flamvell Poun A level 1 non-Tuner that searches a monster with 200 or less DEF. The vagueness of its effect allows it to be used with non-Flamvell monsters, but it's a slow card.
 * Flamvell Guard A level 1 Vanilla Tuner. It's got decent DEF, but with no effect its only use is its level.
 * Flamvell Uruquizas A level 6 Synchro that pierces and powers up any time it inflicts Battle Damage. It's good for pushing damage through Spirit Reaper and Fluff Tokens.
 * Ancient Flamvell Deity A level 7 Synchro, and the strongest monster of the set, Deity has the ability to power itself up further and remove key cards from the opponent's Graveyard.
 * Neo Flamvell Shaman The strongest of the Neo Flamvells, he gives excellent mid game Graveyard control. It works well against Plant Synchro because it doesn't have to send the destroyed monster to the Graveyard, allowing you run over weak Fluff Tokens and remove important cards.
 * Neo Flamvell Sabre Strong early game, weak mid to late game. It's better not to rely on this card, and instead use Grunika with its fixed ATK.
 * Neo Flamvell Garuda A level 3 non-Tuner with a highly useful, but difficult to use effect. It requires you to control another Flamvell, and with its weak stats it won't be sticking around long.
 * Neo Flamvell Hedgehog A level 3 Tuner with 2 useful effects, each one triggered by a different type of destruction.
 * Neo Flamvell Origin A level 2 Tuner that can special summon itself early game. It's good with Firedog and Shaman to make an early-game Trishula, but it's better used for its level than its effect.

Spells:
 * Rekindling Although not strictly designed for use with Flamvells, this card is the most important card in any Flamvell deck. With any decent Graveyard, it's a guaranteed +4, resulting in at least 2 Synchro monsters and/or an OTK. This card is broken. Definitely run it in threes.

Traps:
 * Flamvell Counter A decent negation card, but with a crippling cost. Avoid this card in Graveyard-based Flamvell decks.

Other Card Choices
Monsters:
 * Card Trooper This card can load the Grave with Flamvells, become a beater, and also serves as a Floater. It's a very good card this format.
 * Lyla, Lightsworn Sorceress Searchable with Poun, this card gives free plusses and good milling.
 * Ryko, Lightsworn Hunter See Lyla.
 * Other Lightsworn Monsters Dedicated Flamvell decks typically only run Lyla and Ryko, but Flamvellsworn can also prove powerful.
 * Kycoo the Ghost Destroyer Provides additional Graveyard control in Neo Flamvell decks.

Spells:
 * Charge of the Light Brigade Good for milling and getting Ryko/Lyla.
 * Gold Sarcophagus Gets Rekindling to the hand and protects it form being milled.
 * Magical Stone Excavation This card is a -2, but Rekindling is a +4. It's worth it.
 * Solar Recharge The more Lightsworn monsters you have, the more useful this can be.

Flamvell
A more dedicated Flamvell deck, this one takes advantage of self-milling cards.

Flamvellsworn
A deck that focuses more on Lightsworns and uses Flamvells to make explosive plays with Rekindling.