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"'''Flamvell'''" (フレムベル ''Furemuberu'') is an [[archetype]] of [[FIRE]] [[Monster Card|monsters]] whose [[Monster effect|effects]] include burning away the opponent's [[LP]] and increasing each others' [[ATK]]. Many of their effects are triggered when they inflict [[Battle damage]] or destroy a monster as a result of battle. They are introduced in ''[[Duel Terminal - Synchro Awakening!!]]'' with further support in ''[[Duel Terminal - Invasion of Worms!!]]''. They are introduced to the [[TCG]] through the [[Booster Pack]] ''[[Ancient Prophecy]]'', with "[[Flamvell Commando]]" as a TCG-exclusive, with further cards coming through the [[Booster Pack]] ''[[Hidden Arsenal]]''. Aside from being FIRE monsters, the majority of them have 200 DEF, and have support based around that. It is possible that they are used by [[Bob]] in ''Yu-Gi-Oh! 5D's'', because he has "[[Flamvell Guard]]".
 
"'''Flamvell'''" (フレムベル ''Furemuberu'') is an [[archetype]] of [[FIRE]] [[Monster Card|monsters]] whose [[Monster effect|effects]] include burning away the opponent's [[LP]] and increasing each others' [[ATK]]. Many of their effects are triggered when they inflict [[Battle damage]] or destroy a monster as a result of battle. They are introduced in ''[[Duel Terminal - Synchro Awakening!!]]'' with further support in ''[[Duel Terminal - Invasion of Worms!!]]''. They are introduced to the [[TCG]] through the [[Booster Pack]] ''[[Ancient Prophecy]]'', with "[[Flamvell Commando]]" as a TCG-exclusive, with further cards coming through the [[Booster Pack]] ''[[Hidden Arsenal]]''. Aside from being FIRE monsters, the majority of them have 200 DEF, and have support based around that. It is possible that they are used by [[Bob]] in ''Yu-Gi-Oh! 5D's'', because he has "[[Flamvell Guard]]".
   
The "[[Neo Flamvell Origin|Neo Flamvell]]" sub-archetype was released in ''[[Duel Terminal - Pulse of the Trishula!!]]''. These monsters are more focused on [[Graveyard]] control, especially by [[banish]]ing the opponent's cards.
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The "[[Neo Flamvell]]" sub-archetype was released in ''[[Duel Terminal - Pulse of the Trishula!!]]''. These monsters are more focused on [[Graveyard]] control, especially by [[banish]]ing the opponent's cards.
   
 
The Japanese name of this archetype could derive from "flamberge". It is interpreted as "Fire Bell" in the French version, and "Flame Prison" in the Chinese version (or perhaps more properly, "Flame Hell", from the word for "hell" that literally means "earthly prison").
 
The Japanese name of this archetype could derive from "flamberge". It is interpreted as "Fire Bell" in the French version, and "Flame Prison" in the Chinese version (or perhaps more properly, "Flame Hell", from the word for "hell" that literally means "earthly prison").

Revision as of 10:41, 4 January 2019

Template:Infobox archetype

"Flamvell" (フレムベル Furemuberu) is an archetype of FIRE monsters whose effects include burning away the opponent's LP and increasing each others' ATK. Many of their effects are triggered when they inflict Battle damage or destroy a monster as a result of battle. They are introduced in Duel Terminal - Synchro Awakening!! with further support in Duel Terminal - Invasion of Worms!!. They are introduced to the TCG through the Booster Pack Ancient Prophecy, with "Flamvell Commando" as a TCG-exclusive, with further cards coming through the Booster Pack Hidden Arsenal. Aside from being FIRE monsters, the majority of them have 200 DEF, and have support based around that. It is possible that they are used by Bob in Yu-Gi-Oh! 5D's, because he has "Flamvell Guard".

The "Neo Flamvell" sub-archetype was released in Duel Terminal - Pulse of the Trishula!!. These monsters are more focused on Graveyard control, especially by banishing the opponent's cards.

The Japanese name of this archetype could derive from "flamberge". It is interpreted as "Fire Bell" in the French version, and "Flame Prison" in the Chinese version (or perhaps more properly, "Flame Hell", from the word for "hell" that literally means "earthly prison").

Playing Style

A Deck using the "Flamvell" archetype will try to overpower the opponent with monsters and, supporting this strategy, increases ATK values and inflicts burn damage. "Neo Flamvell" stay true to this overall idea while adding Graveyard-banishing effects to the party. The deck is essentially using FIRE monsters; Most of these FIRE monsters have 200 (or less) DEF and the archetype has effects to work with this small amount of defense. Furthermore, up to this day FIRE monsters from completely unrelated archetypes do have exactly 200 DEF to work with cards from back when "Flamvell" came out.

The "Flamvell" trump card is "Rekindling": It can get you up to five monsters at once, working similarly to "Soul Charge", but only for FIRE monsters and without the drawbacks. "Rekindling" can lead to various Synchro Summons/Link Summons or simply allows to run over the opponent with the monsters summoned this way. If the second option is desired "Flamvell Archer" can further increase the damage via its effect.

Unfortunately, both time and Master Rule 4 weren't nice to the "Flamvell" archetype. "Rekindling", unquestionably the main playmaker in the "Flamvell" deck, is Limited, making deck-building just that much harder. The aforementioned "Soul Charge" can be used as an alternative, but not being able to attack the opponent in the same turn really hurts the tempo and therefore the overall strategy. The overall usefulness of the other cards also dropped with the general power creep in the game; "Flamvell Magician" was one of the first Level 4 tuners, but has little to nothing to offer nowadays, "Flamvell Poun" might have a big search pool, but needs to be destroyed by battle to trigger the searching and cards like "Flamvell Grunika", "Flamvell Fiend" or "Flamvell Commando" just are not impactful enough to run. Even their boss monsters "Flamvell Uruquizas" and "Ancient Flamvell Deity" got victim to power creep and probably have to make way for other monsters in the "Flamvell" Extra Deck.

Regarding Master Rule 4, "Flamvell" was a useful archetype for Synchro Summoning back around 2010, but the advent of Link Monsters made them that much harder to use. Aside from "Rekindling", "Flamvells" really are not the best swarming archetype available and really lack options to place multiple monsters on the board without outside support.

"Flamvell" surprisingly got support in Dark Neostorm in form of "Neo Flamvell Lady", a nice option for both Graveyard banishing and Graveyard setup.

Recommended cards

"Red Resonator" is an absolute godsend in this deck. Normal Summon it and Special Summon whatever is available right after it. This allows the player to summon a Link 2, like "Duelittle Chimera" or "Crystron Needlefiber" (once it is available in the TCG), or go into a Synchro Summon of a monster with level 3 - 6. Special Summon "Flamvell Firedog" and try to destroy an opponents monster and you can go for even higher Synchros in Main Phase 2. "Red Resonator" also heals if revived via "Rekindling".

To increase the access to plays via "Red Resonator", "Resonator Call" can be used.

Any Link Monster can help this deck to get field presence. "Duelittle Chimera" is helpful because of its effects, but basically any Link 2 will help "Flamvells", especially if the player still wants to use cards like "Formula Synchron".

"One for One" benefits this deck in two ways: The discard effect functions as Graveyard setup and the Special Summon can fetch an array of monsters like "Flamvell Baby", "Flamvell Poun" or "Flamvell Guard".

Deck Types

Volcanic Flamvell

Volcanic Flamvell uses the "Flamvell" cards to Swarm the field with Synchro Monsters and "Blaze Accelerator" to get rid of your opponent's monsters.


Zombievell

This Deck's strategy is to mix "Flamvells" with Zombie monsters, since some of the most beneficial Zombie monsters in the game share 200 DEF, the same as a majority of "Flamvell" monsters. "Flamvell Poun" makes an excellent search card because of that, netting the player either an "Immortal Ruler", a "Spirit Reaper", or a "Plaguespreader Zombie".


Flamval

This Deck adds Laval monsters to help mill cards and swarm the field.


Weaknesses

Since "Rekindling" and "Flamvell Firedog" plays a large part in most "Flamvell" Decks, cards like "Vanity's Ruler", "Vanity's Emptiness", and "Fossil Dyna Pachycephalo" kills this deck type. In addition to that, a "Macro Cosmos" deck will destroy the strategy by making it impossible to use "Rekindling"'s effect to its maximum extent. "Prohibition" or "Armageddon Designator" (the latter in Mirror Matches) can also prevent the use of "Rekindling", making it much harder to win. "Necrovalley" and "Silent Graveyard" can also now stop "Rekindling" in the TCG since TCG/OCG rulings merged.

"Blackwing - Jin the Rain Shadow" can destroy every "Flamvell" monster because they all have a measly 200 DEF compared to "Jin"'s 600 ATK. Many key "Flamvell"s (i.e. "Firedog" and "Magician") are also Level 4, making them prey for "4-Starred Ladybug of Doom". By a similar token, "Water Dragon", "Star Boy" and possibly "Umi" can severely handicap "Flamvell" offenses.