This forum thread has been unedited for 82 days and is considered archived. Please don't add to the discussion, unless absolutely necessary.
I'm almost done constructing my blue-eyes deck, but now I want ideas for updating my fire deck. The deck is what you would call "old school", and I know it would not stand a chance against major xyz decks, let along meta-decks. This is what I have currently have in my fire deck:
However, I Know this deck has too many cards, some of which are probably pointless to put in the deck, like the ritual monster without it's ritual spell. What I am looking for is a fire deck that can at least keep an opponent at bay while I use effective damage to lower their life points faster than they can recover or make a comeback. This doesn't mean JUST fire attributed monsters, the monsters in the extra deck can be ANY attribute, so long as it deals effective damage. This is the deck I am using on dueling network:
Lava Golem - Big monster giving you a hard time? Tribute it off and place a monster that constantly burns 1000 to them. Sure, it has big stats, but if you have sufficient defenses that's irrelevant.
Fire Trooper - Doesn't care about the opponent's setup and explodes in their face for 1000. However, this usually means you've wasted a Summon if you're in a pinch, unless you already have victory around the corner.
Flame Spirit Ignis - In a Pyro monster-filled Deck, this still does chip damage at best in comparison to Kurenai, but if you need to push that extra bit of damage to clean up the opponent's LP, by all means, go ahead.
Morphtronic Datatron - It's a lighter USB Drive that SPITS FIRE!! Seat it in Defense Position to continue chipping away at the opponent's LP with Solar Flare Dragon and pals.
Raging Flame Sprite - Sometimes, when effect damage won't do, there's this direct attacker whose ATK will snowball to great heights if left unchecked for too long.
Pyrorex the Elemental Lord - Monster destruction with burn on top, and deters attacks with fearsome-looking stats. Missing your next Battle Phase is irrelevant since you don't need your Battle Phase most of the time.
Messenger of Peace - Best locking card so far. The cost is negligible so you can lift the lock whenever you wish, and since it checks monster ATK, it even stops Xyz Monsters from attacking.
Darkworld Shackles - Stop the equipped monster from attacking, and they keep taking burn damage. If you really need to, you can run over that monster in battle using any monster you have at your disposal.
Magic Cylinder - Players consider it bad? With a Burn Deck, they shouldn't be laughing so hard.
Threatening Roar - Chainable stall card. Distract their targeting S/T removal and buy extra turns to chip away at the opponent's LP.
Ceasefire - It checks both sides of the field when doing damage. This means a maximum of 5000 damage to the opponent. Under more normal circumstances it will still do a good 2000 on average.
There are several other cards I'd suggest, but they won't fit with your general Pyro theme for your Main Deck.
--Gadjiltron (talk • contribs) 15:26, September 22, 2013 (UTC)
Oh, and for Xyz Monsters, never forget Gagaga Cowboy. Strong DEF and a nice temporary burn source while in that position. --Gadjiltron (talk • contribs) 15:36, September 22, 2013 (UTC)
I have just updated the deck on dueling network using what you have suggested, this is what I have:
Messenger of Peace - I've already mentioned how it's the best stall card so far. Put in more.
Spiritual Fire Art - Kurenai - This card is downright amazing since, when done right, you can still squeeze out a good deal of burn against an opponent's boardwipe. But don't overdo it and get yourself a dead hand full of these. Stick with 2.
Kickfire - It's a risky card because you need to keep this around on the field and hope you get enough monsters destroyed the correct way in order to inflict significant damage. Even a single Backfire works fine. Remove it.
Dark Room of Nightmare - I'd personally prefer switching this for more defenses, since your Monster and Trap department offers enough damage output.
The Dark Door - Seek more copies of Messenger of Peace or Swords of Revealing Light to replace it.
Polymerization/Super Polymerization - Under most circumstances, you wouldn't really want to fuse off your UFO Turtle. But I'd personally Main Polymerization, and side Super Poly in case the opponent seems a little fond of Machines.