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Found 32 results

  1. Fire Fist - Discussion

      Table of Contents I. Introduction II. History III. The Brotherhood      a. 4-Axis      b. 3-Axis IV. The Formations      a. Spells      b. Traps V. The Extras VI. The Side VII. Honorable Mentions VIII. Counters      a. 4-Axis      b. 3-Axis IX. Decklists      a. YCS Sydney - January 2014 X. Combos I. Introduction [spoiler] The Brotherhood of the Fire Fist archetype focuses on FIRE-attribute Beast-Warrior monsters that use Fire Formations (continuous spells and traps) to boost their stats, provide consistency and support, and fuel their effects. The strategy itself is heavy on linear board control, providing quick, consistent aggression, pressuring the opponent to try to rush you down, only to be stopped by defensive plays and followed up with monster effects that clear problems off the board on a whim.   There are currently 3 variants of the Fire Fist deck, focusing on different plays and strategies: 3-Axis - which focuses on level 3 monsters, synchro plays, and pure, constant aggression. 4-Axis, which focuses on level 4 monsters, is more of a control build that sticks to the traditional value of Fire Fists - consistently keeping threats off the board and pushing for damage and searches with Bear and Gorilla. Then there's Dual-Axis that creates a hybrid of the two. [/spoiler] II. History [spoiler] Fire Fists were first introduced to the TCG in January 2013, with the release of Cosmo Blazer. The core of the entire archetype was released in this set, but not to a point of being complete. Bear, Gorilla, Dragon, Spirit, Horse Prince, Lion Emperor and Tiger King all made their debuts alongside Tenki, Tensu, Tensen and Tenken here. The TCG hadn't seen this type of control deck before, and in a field dominated by Mermails and Wind-Ups, they were piloted to moderate success using Rescue Rabbit and Gene-Warped Warwolf alongside the basic level 4 Fire Fist core. The Dino Fist deck also saw moderate success, playing Sabersaurus as well to offer access to Evolzar Laggia and Evolzar Dolkka for added control. Dragon Turbo was one other version that popped in for an event or two - with a monster line-up of 3 Dragon, 3 Bear, 3 Gorilla and loading itself with spells and traps to keep Dragon on the board to overwhelm with.   Lord of the Tachyon Galazy brought with it Leopard and Fire Formation Gyokkou, opening the gates for 3-Axis to be born. Unfortunately, Dragon Rulers and Spellbooks overshadowed everything in this format, and Fire Fists fell out of contention. Some players still held onto the deck, though, and started optimizing the 3-Axis build in preparation of what was to come in future sets. 3 Tenki with 3 Spirit and 3 Leopard still allowed this deck to offer some very fast aggressive plays while also abusing Blaster and Burner to keep the graveyard loaded for Rekindling. The deck performed well at smaller tournaments, but wasn't strong enough to contend with the top tier at premier events.   Judgment of the Light brought the saving grace of all that is Fire Fist: Rooster. It also brought along Coach Soldier Wolfbark - the power card of 4-Axis. Some minor support included Boar and Fire Formation - Yoko as well. Unfortunately, the North American WCQ had already taken place, and Worlds was the only remaining premier event of the format. 3-Axis got its chance to shine for only a couple of weeks with access to 3 Tenki, 3 Tensu, 3 Rooster, 3 Spirit, and 3 Leopard. The deck's consistency and power shot through the roof, and it could finally be a contender with the top decks of the format. They just never had a chance to show it, as the September 1st banlist knocked Tenki to 2 and Spirit to 1, crushing the dreams of all 3-Axis hopefuls everywhere.   The September 2013 format saw the rise of Dragons again, even after their banlist hit, and Fire Fists came in as an occasional anti-meta choice. 4-Axis builds cropped up with moderate success using Boar and Wolfbark alongside Onslaught of the Fire Kings to grant easy and swift access to Crimson Blader, allowing them to overcome Dragons in stylish fashion. Once Sixth Sense was released, however, the deck could no longer keep up, as Dragunities out-sped most everything and standard Dragon Rulers adapted to play around Crimson Blader. Shadow Specters brought in Mythic dragons and powerful Rank 8s such as Felgrand the Divine Dragon Knight, which hurt Fire Fists even more.   In rolls January 2014 and the return of Tenki at 3 with Dragons taking such a massive hit that they're virtually unplayable. This makes Fire Fists a contender for the top deck of the format and all 3 variants have seen varying success thus far. With a lack of sanctioned premier events until YCS Sydney, we still don't yet know exactly how great of a contender they are, but they have been showing a great deal of success a smaller events and Regionals. [/spoiler] III. The Brotherhood [spoiler]   The monster line-ups for Fire Fists do vary based on which version you're playing, but they do all share these two cards in common. They both offer spot removal and consistency, with Bear being the more useful of the two. Being able to use Tenki to search Bear, pop a monster, attack directly, set Tenki for next turn is a great play all on its own. But when you look at what that Tenki can do on the following turn (grabbing Wolfbark being one of the more devastating plays), you quickly see why all variants max out on Brother Bear. Gorilla is excellent for the Spell/Trap removal, but it doesn't add as much value to the deck as Bear in that it has to destroy the monster and send it to the graveyard in order to get the search - a much more difficult task with relatively low ATK points. It still becomes a quick and easy 1-of in all variants of the deck, however. a. 4-Axis [spoiler]       Wolfbark was recently limited to 1, which severely weakens the power and flexibility of 4-Axis or +1 Fire Fist builds. Regardless, Wolfbark gains all of the benefits from all of the relevant Fire Formations while also being a 1-card rank 4 play (excluding Cardinal). Summoning this guy as a follow-up to a Bear or Gorilla pop off of Tensu can often end games outright. In the mid- to late-game, Wolfbark can get you back in a game you've lost control of by getting you straight to a Tiger King to dig to a Fire Formation or by walling up behind Bujintei Kagutsuchi.   Dragon comes into the fold with the return of Tenki at 3, allowing full advantage of this guy's effects with the increase in Fire Formations. If you are fortunate enough to open Dragon with a Tenki or Tensu, you can dig through to 3 Fire Formation traps in the span of two turns, as his effect will trigger during the opponent's turn when you activate your newly-set Tensen. The second effect grants easier Cardinal plays and functions as a pseudo-Wolfbark. Though not used as often, that play can and will end games very quickly.       To round out the level 4 monsters, Boar comes in as one of the less-useful monsters that doesn't see much play anymore. Being a level 4 tuner, however, is still relevant should Crimson Blader become as popular as it was in the September 2013 format. Its drawback makes it really only useful for Blader or Kirin, the latter of which is very lackluster in most scenarios. Boar's first effect is very slow and often not used, but does occasionally come into play if you open poorly or are pushing through a tough grind match. Its second effect is almost never relevant, but does occasionally crop up and offer some extra plays should you happen to play this guy with Tensu and Wolfbark. Some players were also squeezing in Onslaught of the Fire Kings so as not to waste a normal summon on a barely-useful tuner and allowing a swift Crimson Blader in the early game. This is not a monster you'd ever want to play more than one of, if at all. [/spoiler] b. 3-Axis [spoiler]   These two bad boys make up 2/3 of the 3-Axis engine, both creating the power plays and consistency that the deck needs to survive.   Spirit is the sole reason that this deck exists. It is the one-card Level 6 synchro or Rank 3 play that allows the deck to spew out monsters like nothing, offering heavy increases in card advantage and board presence. The hardest thing to keep in mind, however, is all of the drawbacks that come with it. It has 3 separate drawbacks, so make sure you remember all of them at all times, so as not to make your large plays out of order (this is very important!).   Rooster is what took a good, aggressive deck and made it straight ridiculous. A one-card Level 6 synchro or rank 3 with drawbacks is fine on its own, but once you use that synchro to special summon Rooster, you get an immediate 3-card increase: The Rooster on the board, the monster added to your hand, and the fresh Fire Formation that you swap out for. Adding any Fire Fist monster to your hand is good enough on its own, but being able to swap out a used Tenki for a Tensu to continue your plays is what makes this card go from "damn, that's good," to "Holy nutsacks, Batman!"   The standard play for this deck is as such: Normal Summon Spirit to special summon Leopard. Synchro Summon Horse Prince to special summon Rooster from the deck. Add Bear to your hand off of Rooster. Swap Tenki out for Tensu using Rooster. Normal summon Bear (or save it, whatever the situation calls for). Optionally use its effect. Attack!       Leopard is the consistency of the 3-Axis build. Without it, there are very few ways to hit the Spirit combo, and Rekindling becomes useless in the deck. Leopard is also marginally useful in the 4-Axis build, but it's rarely seen anymore now that Tenki is back at 3. Keep in mind that Leopard can tribute any Fire Fist monster to set a Fire Formation, including used-up Cardinals, Roosters, etc. This monster is much more susceptible to Effect Veiler as well, as its effect can only be activated the turn it is Normal or Special Summoned. Luckily, it gets around Skill Drain and Fiendish Chain if it tributes itself, which is a nice niche.       Crane Crane may not be a part of the Brotherhood, but with Spirit still limited, Crane Crane makes a very quick and easy replacement. It's not searchable, nor is it a Beast-Warrior or FIRE-attribute. But what it does to benefit the deck most is bring up Spirit from the Graveyard. This allows you to continue making Horse Prince/Vulcan/rank 3 plays continually throughout the course of the duel without being forced to go into Lion Emperor to recycle Spirit (which isn't a bad play either!). [/spoiler] [/spoiler] IV. The Formations [spoiler] a. Spells [spoiler]     These two spells are the fuel of the entire Fire Fist archetype. Tenki is the consistency card and the go-to fodder to activate the Fire Fist effects (like Bear, Gorilla, and Rooster). Tensu creates the deck's power plays as well as a majority of its Xyz summons and aggression. The 100 ATK boosts also become very relevant as you start to stack Fire Formations in the Spell/Trap zones. One thing to note is that you can use the extra normal summon off of Tensu before using your regular Normal Summon for the turn, but playing multiple Tensus in a turn will not grant you additional normal summons. Also of note is that Tenki can still be activated when cards like Thunder King Rai-Oh and Mistake are in play, as it offers the ATK boost as a separate effect.     In past formats, Gyokkou has been out-shined by cards such as Forbidden Lance and Dust Tornado, but it has been increasing in popularity during the January 2014 format. This card is a combination of Xing Zhen Hu Replica and Night Beam while also providing the 100 ATK boost to Beast-Warriors and being a Fire Formation searchable by Bear, Gorilla, and Rooster. Locking down a Spellbook of Fate for an entire duel is a very real possibility that can steal games from the spell-slingers, and other niche uses such as locking down the final backrow of an opponent after baiting the rest of their traps out or freezing a Mirror Force just before a game push are all very real scenarios for this card. Its uses are debatable, however, as other cards such as Mystical Space Typhoon, Dust Tornado, Forbidden Lance, and even Night Beam also serve similar purposes while being more versatile on their own. [/spoiler] b. Traps [spoiler]   The Fire Formation traps mostly only see use in the 4-Axis builds that play Dragon, as Dragon can cycle through these so quickly as long as you get one search off. The 300 ATK boosts that both traps offer can become very relevant very quickly when you have more than one Beast-Warrior on the board, and the Damage Step tricks that Tensen offers make it very desirable in Dragon builds. Tenken is often overlooked, but can also grant some much-needed protection from cards such as Torrential Tribute, Dark Hole, and Bottomless Trap Hole. Its drawback of only being able to be activated in Main Phase 1 makes it nearly unplayable, however. Some 4-Axis builds opt to play one copy, though. [/spoiler] [/spoiler] V. The Extras [spoiler]   Tiger King and Cardinal make up your two big Rank 4 plays. Tiger King is a powerhouse all on his own, but giving consistency, effect negation, and power plays all in one card. Tiger King's first effect gives a Fire Formation as soon as it's Xyz Summoned. Digging to a Tenki or a Tensu is fantastic and all, but usually if you're summoning this guy, you already have access to it (but if you don't those are what you should be searching). In the 4-axis build, setting a Tensen or Tenken off of Tiger King is a devastating defensive play that doubles as offensive on your turn if your opponent doesn't make an effort to push around it. On top of that, Tiger King's ignition effect allows it to easily clear problem cards like Zenmaines, Maestroke, or Fortune Tune. It's the easiest way to break through opposing defenses, clearing the way for Bear to clear the way (heh). The third effect is almost exclusively useful only in 4-Axis, as 3-Axis and Dual-Axis swap out Fire Formations with Rooster too often to accumulate 3 regularly. But in 4-Axis, Tiger King can easily replace itself with 2 Bears, Gorillas, or Wolfbarks (or any mix of the 3) upon its destruction, which can be devastating to an ill-prepared opponent.   Cardinal is a bit easier to understand and remember, but it's harder to summon (and for good reason). You basically have to use Tensu to summon a Cardinal properly, but recycling used up Tenkis and monsters while also getting rid of 2 problem cards on your opponent's board or in their graveyard (sending them back to the deck, even - not even destroying!) is basically insane. This card is an easy +2, but can become a +4 quickly if you have ways of getting to the recycled cards quickly. One thing to note is that most people compare Cardinal to Madolche Tiaramisu. The most crucial thing to remember is that Cardinal targets, Tiaramisu does not.     Lion Emperor and Horse Prince create the majority of your Extra deck line-up for 3-Axis. Lion Emperor is actually being summoned less and less now with Spirit being Limited to 1 and more level 6 Synchro options being released, but it is still a great card that does see frequent use in the deck. Requiring 2 Level 3 monsters means that Lion Emperor isn't the easiest to summon. You can't go into it during your ideal Rank 3 time - using Crane Crane. You have to use Rooster + Leopard, Rooster + Rooster, Rooster + Leopard, or use up a Spirit play. Most often, this will occur off of Spirit if you've already summoned a Horse Prince that turn (due to Horse Prince's drawback) or off of Rekindling. Other times, you'll be using Tensu with dead Leopards to go into it to fetch back Spirit from the grave. Two important things to note! First, Lion Emperor can be summoned off of Rekindling, allowing for that extra push of damage for a game shot. Second, Lion Emperor can get back ANY FIRE-attribute monster. This means recurring monsters like Blaster, Lonefire Blossom, or even some of the new Sylvan monsters.   Horse Prince is the bread and butter of all that is 3-Axis and Dual-Axis. As long as you use a Fire Tuner, it's a fairly generic summon. If using Spirit, you can easily go into it via Crane Crane or any other Level 3 monster. Most of the time, you'll be doing it with Leopard or Rooster, and the Crane Crane play is very crucial in the current format (bringing up Spirit from the grave for a Horse Prince play is pretty sick). There are other options, though, such as Flamvells, Lavals, and the new level 2 Synchro Tuner Puralis, the Purple Pyrolite, though most of those are irrelevant currently, but it may at least give you some creative ideas to mess around with. Beyond that, Horse Prince will special summon ANY level 3 FIRE-attribute from your deck upon its successful Synchro Summon. This is where the power of the deck comes in, as a single Spirit summon turns into a Horse Prince + Rooster with an added monster in your hand and a new Fire Formation ready to go. The goal of the 3-Axis deck is to consistently get this off as early as humanly possible in the game. Horse Prince comes with a drawback though, so don't forget that. Not being able to Special Summon Level 5 or Highers for the rest of the turn can be game-breaking if you're not paying attention. Sometimes, you would be able to push for game with a Blaster in some cases had you remembered to summon it first. Or if you want to make 2 Level 6 Synchros in the same turn, be sure to go into the other one first. This is intended to prevent Horse Prince abuse (and thank jeebus they did that, else this would just be retarded good).   Now to re-emphasize, Horse Prince can special summon ANY Level 3 FIRE monster, including the likes of Lonefire Blossom, etc. This can make for some weird interactions occasionally (or some strange builds). Most people stray away from those thoughts, but in case you're feeling crazy, have at it. There is a massive list of monsters that this guy can summon, but here is a more refined list, focusing on the potentially-relevant ones:         These two Level 6 Synchros have added a lot to the 3-Axis arsenal, ranging from pure, raw power to excellent utility. Vulcan's recent release has given the deck a lot more flexibility and helped make 3-Axis much less linear by offering methods of summoning more than one level 6 synchro per turn with Spirit (assuming you summon Vulcan first). It also helps recycle used up Tenkis while also bouncing problem cards like Dracossack back to the deck. He's also a FIRE Beast-Warrior, which makes him see all of the benefits that the rest of the Fire Fist line-up normally receives. Not to mention, he's a fucking tiger swinging a hammer the size of its torso.   Sirius has a lot less utility, but offers a larger attack stat that also increases with Fire Formation boosts strictly by being a Beast-Warrior. It helps with occasional pushes/OTKs. But most of the time, you're using it for the fact that it's a DARK-attribute. This guy opens up Virus access to the side deck, being compatible with Deck Devastation Virus all on its own and also hitting the mark for Eradicator Epidemic Virus with a single Fire Formation out.     Bujintei Kagutsuchi is the most recent addition to all Fire Fist extra decks, essentially replacing Maestroke as the most defensive play in the extra deck. But Kagutsuchi adds some much-needed synergy while also being an offensive clutch card in certain scenarios. The first effect has more value in 3-Axis and Dual-Axis than it does in 4-Axis, but can be useful in all of them by loading up the Graveyard for Spirit, Crane Crane, Wolfbark, and Blaster. The second effect is used to protect itself from being destroyed - allowing you to play around cards like Mirror Force, Dark Hole, Torrential Tribute, etc. But where this card really shines is as an out to Ophion. With a single Fire Formation up, this guy can push over Ophion without a problem - effectively replacing Maestroke in every way. There are also going to be a lot of times where summoning this guy and Zenmaines can push you in for game-winning damage against a Mirror Force (if you properly make the read). [/spoiler] VI. The Side [spoiler]   Though not necessarily the most relevant side cards during the beginning of this format, Rivalry and Gozen are two of the most powerful floodgate cards in the game, and Fire Fists can play both of them safely. Your entire monster line-up consists of FIRE Beast-Warriors (mostly), so these shouldn't hinder you much at all. Rivalry stops decks like Constellars and Evilswarms while Gozen slows down most synchro-intensive decks and some rogue currently. These were much bigger in previous formats against decks like Dragon Rulers and Wind-Ups.     With the recent release of Sirius in Shadow Specters, these two cards open up as side deck powerhouses in 3-Axis and Dual-Axis decks. 4-Axis also has access to Number 85: Crazy Box to use these as well. As previously mentioned, Sirius hits the requirements for Deck Devastation on its own, while hitting the requirements for Eradicator with the help of a single Fire Formation.   Deck Devastation Virus obliterates popular decks in this format such as Geargia, Harpies, and 3-Axis Fire Fists, while also doubling up well against rogue decks like Hunders and Madolches. Eradicator hits all of the trap-heavy decks that are floating around while also acting as a power card against the (debatable) best deck of the format: Spellbooks. [/spoiler] VII. Honorable Mentions [spoiler]   Blaster is one of the best standalone cards in the game in a FIRE-attribute-based (lol based) deck, but he shines the greatest in 3-Axis and Dual-Axis, where cards like Rooster, Bear, and Gorilla often sit dead in the Graveyard while Leopard and Spirit are kept around for Rekindling fuel. Blaster doubles up as a method of fueling the graveyard for Spirit and Crane Crane while also clearing a problem card off the board. It also acts as a free 2800 beatstick to either push for damage, keep pressure on the board, or clear out fat problem monsters. It's also worth noting that Blaster is one of your few outs to rank 8 monsters like Felgrand. Blaster is also useful in 4-Axis, but it doesn't add as much value as it only sets up Wolfbark plays, which the deck does well on its own anyway. It is still a nice standalone monster for the other reasons mentioned, you just don't get as much synergy from playing it.     Rekindling gets the most value in 3-Axis, but can also get some in Dual-Axis (it also performs well in Fire Kings, but that's a different discussion). 4-Axis gets almost no use out of this guy. This card is straight up a game-ender. In the early game, it can really only be used to successfully get off a Leopard if you get disrupted when trying to start off (unless you actually start off strong, then it's just a one-card I Win Button). Bringing back Leopards, Spirit, and Lion Emperors is often more than enough to put game-winning damage on the board with a combination of Vulcan, Sirius, or Horse Prince and subsequent summons following that. Combined with Tensu and a monster in your hand from the inevitable Rooster summon, and you just steal that game. A lot of players opt to run any number of these, ranging from 3 for more power plays more often to 1 for more consistent early games. This card is usually a mid- to late-game powerhouse and is best used during a simplified gamestate.     With the advent of 3-Axis returning to the scene, Foolish Burial becomes a strong choice for that deck, giving more options to open up a turn 1 Horse Prince play, or feeding the graveyard for a late-game Rekindling (or even just getting those leftover Leopards out of your deck so you aren't drawing it, or putting Blaster in grave for a game-ending push). Or if you have a hand full of Crane Cranes, dump your Spirit and go HAM! Foolish Burial can become very versatile in a deck like 3-Axis and Dual-Axis. In 4-Axis it helps load the graveyard for Wolfbark, but it isn't entirely necessary as the deck does that pretty well on its own in a more slow-roll control fashion.     Onslaught doesn't see as much play as in the past (or as in the OCG), as the drawbacks often outweigh the positives of running it. In Dragon Ruler formats, it was great for digging to Boar quickly to push out a fast Crimson Blader. But having to wait for your opponent to have a monster on-board AND the monster's effects being negated AND it being destroyed in the end phase does not make it ideal in the current format. OCG players are taking advantage of this card with Fencing Fire Ferret in the side, however, to make strong plays around Ophion, Exciton Knight, and other problem monsters. Onslaught clearly gets the most value in Fire King decks, where the destruction is welcome, but it does occasionally have its niche here with Fire Fists as well.     Many Fire Fist players this format have been looking to anti-backrow cards to ensure that their plays are pushed through unhindered. Many have been looking toward Fire Formation - Gyokkou as that answer due to it being searchable, but just as many have been looking to Forbidden Lance. By reacting to the problem traps (such as Torrential Tribute, Bottomless Trap Hole, etc.) with Forbidden Lance, you not only protect your monster, but also are rid of the problem card permanently. It also can become more versatile with its Damage Step tricks to allow Bear or Gorilla to get additional searches. This card sees the most value in 4-Axis builds, but is also useful in 3-Axis and Dual-Axis. [/spoiler] VIII. Counters [spoiler] a. 4-Axis [spoiler] 4-Axis decks focus so much on control that they're not the easiest to counter. They're designed to counter YOU! Nonetheless, they fall apart to effect negation and board control. Fiendish Chain and Effect Veiler are very strong picks to slow the deck down. Waiting for them to attempt to clear something off the board with Bear or Gorilla, then chaining said negation forces them to lose a Fire Formation and they still have to find a way around the threat. Put more pressure on them by keeping their monsters off the board or putting hard-to-destroy creatures on the board (like Felgrand). Cards like Mystical Space Typhoon, Dust Tornado, and Twister also shine against this deck as you can prevent them from resolving Tenki searches or from playing around your removal with Tensu. Thunder King Rai-Oh and Mistake also make good showings here, as the deck thrives on searching for the monster they need to answer specific threats as they appear. Skill Drain also makes a strong showing here, as the only card that can play out of it is Leopard (which most 4-Axis builds aren't even running anymore). Board wipes are also very strong against this deck as they often commit a lot to the board. Black Rose Dragon, Judgment Dragon, Evilswarm Exciton Knight - all are great options in putting this deck in its place. [/spoiler] b. 3-Axis [spoiler] 3-Axis is actually more fragile than the 4-Axis deck, as it has a hard time dealing with all hand traps. Maxx "C" and Effect Veiler shine the most against this deck, forcing the 3-Axis player to make awkward plays or be stuck with an extremely weak board (a lone Spirit on the field really hurts). Effect negation like Fiendish Chain, Skill Drain, and Breakthrough Skill also stop this deck in its tracks, causing them to leave combo pieces like Spirit or Crane Crane on the board without another monster to make a Synchro/Xyz play with. It also forces them to use their Tensu summons inoptimally to make any sort of play at all. 3-Axis players also struggle with board wipes, but more on their turn than on yours. Once they get the Horse Prince play off, their monsters are floating and they can make another play the very next turn. But cards like Torrential Tribute and Evilswarm Exciton Knight really get high value against this deck by crippling their combos before they can amount the play for the following turn. [/spoiler] [/spoiler] IX. Decklists [spoiler] a. YCS Sydney - January 2014 [spoiler] i. Christopher Welsh - 2nd Place (Dual Axis) [spoiler] Monsters (17) 3 Brotherhood of the Fire Fist - Bear 3 Brotherhood of the Fire Fist - Leopard 2 Brotherhood of the Fire Fist - Rooster 1 Brotherhood of the Fire Fist - Dragon 1 Brotherhood of the Fire Fist - Gorilla 1 Brotherhood of the Fire Fist - Spirit 1 Thunder King Rai-Oh 2 Coach Soldier Wolfbark 3 Effect Veiler Spells (16) 3 Mystical Space Typhoon 3 Fire Formation - Gyokkou 3 Fire Formation - Tenki 2 Fire Formation - Tensu 2 Forbidden Lance 1 Book of Moon 1 Rekindling 1 Dark Hole Traps (8) 2 Fiendish Chain 1 Fire Formation - Tensen 1 Mirror Force 1 Solemn Warning 1 Torrential Tribute 1 Bottomless Trap Hole 1 Compulsory Evacuation Device Side Deck (15) 1 Fossil Dyna Pachycephalo 1 Dimensional Fissure 1 Chain Whirlwind 3 DNA Surgery 2 Light-Imprisoning Mirror 2 Dust Tornado 2 Mind Crush 2 Mistake 1 Soul Drain Extra Deck (15) 2 Brotherhood of the Fire Fist- Horse Prince 1 Armades, Keeper of Boundaries 2 Brotherhood of the Fire Fist- Tiger King 1 Brotherhood of the Fire Fist- Cardinal 1 Bujintei Kagutsuchi 1 Abyss Dweller 1 Maestroke of the Symphony Djinn 1 Gagaga Cowboy 1 Number 50: Black Ship of Corn 1 Photon Papilloterative 1 Brotherhood of the Fire Fist - Lion Emperor 1 Diamond Dire Wolf 1 Wind-Up Zenmaines [/spoiler] ii. Jonathan Ritzau - 3rd Place (Dual Axis) [spoiler] Monsters (17) 3 Brotherhood of the Fire Fist - Bear 3 Brotherhood of the Fire Fist - Leopard 2 Brotherhood of the Fire Fist - Rooster 2 Brotherhood of the Fire Fist - Dragon 1 Brotherhood of the Fire Fist - Gorilla 1 Brotherhood of the Fire Fist - Spirit 2 Coach Soldier Wolfbark 3 Effect Veiler Spells (14) 3 Mystical Space Typhoon 3 Fire Formation - Tenki 2 Fire Formation - Gyokkou 2 Fire Formation - Tensu 2 Forbidden Lance 1 Book of Moon 1 Dark Hole Traps (9) 3 Fiendish Chain 2 Fire Formation - Tensen 1 Solemn Warning 1 Torrential Tribute 1 Bottomless Trap Hole 1 Compulsory Evacuation Device Side Deck (15) 1 Soul Drain 1 Dimensional Fissure 2 Black Horn of Heaven 2 Light-Imprisoning Mirror 3 Mind Crush 3 Overworked 3 Mistake Extra Deck (15) 1 Brotherhood of the Fire Fist- Horse Prince 2 Brotherhood of the Fire Fist- Tiger King 1 Brotherhood of the Fire Fist- Cardinal 1 Bujintei Kagutsuchi 2 Abyss Dweller 1 Maestroke of the Symphony Djinn 1 Gagaga Cowboy 1 Number 50: Black Ship of Corn 1 Number 98: Crazy Box 1 Brotherhood of the Fire Fist - Lion Emperor 1 Steelswarm Roach 1 Diamond Dire Wolf 1 Wind-Up Zenmaines [/spoiler] iii. Hamish Poole - Top 8 (Dual Axis) [spoiler] Monsters (17) 3 Brotherhood of the Fire Fist - Bear 3 Brotherhood of the Fire Fist - Leopard 2 Brotherhood of the Fire Fist - Rooster 2 Brotherhood of the Fire Fist - Dragon 1 Brotherhood of the Fire Fist - Gorilla 1 Brotherhood of the Fire Fist - Spirit 2 Coach Soldier wolfbark 3 Effect Veiler Spells (13) 3 Mystical Space Typhoon 3 Fire Formation - Gyokkou 3 Fire Formation -Tensu 3 Fire Formation - Tenki 1 Book of Moon Traps (10) 3 Fiendish Chain 1 Fire Formation - Tenken 1 Fire Formation - Tensen 1 Mirror Force 1 Solemn Warning 1 Torrential Tribute 1 Bottomless Trap Hole 1 Compulsory Evacuation Device Side Deck (15) 3 Maxx "C" 1 Deck Devastation Virus 1 Light-Imprisoning Mirror 1 Dust Tornado 3 Mind Crush 3 Mistake 2 Overworked 1 Soul Drain Extra Deck (15) 2 Brotherhood of the Fire Fist- Horse Prince 1 Celestial Wolf Lord, Blue Sirius 2 Brotherhood of the Fire Fist- Tiger King 1 Brotherhood of the Fire Fist- Cardinal 1 Bujintei Kagutsuchi 1 Abyss Dweller 1 Maestroke of the Symphony Djinn 1 Gagaga Cowboy 1 Ghostrik Alucard 1 Brotherhood of the Fire Fist - Lion Emperor 1 Number 85: Crazy Box 1 Mechquipped Angineer 1 SteelSwarm Roach [/spoiler] iv. Leonard Dunne - Top 16 (4-Axis) [spoiler] Monsters (12) 2 Maxx "C" 2 CardCar D 1 Thunder King Rai-Oh 1 Brotherhood of the Fire Fist - Gorilla 3 Brotherhood of the Fire Fist - Bear 3 Coach Soldier Wolfbark Spells (17) 3 Mystical Space Typhoon 3 Upstart Goblin 3 Pot of Duality 2 Forbidden Lance 3 Fire Formation- Tenki 1 Fire Formation - Tensu 1 Fire formation - Gyokkou 1 Book of Moon Traps (11) 2 Dimensional Prison 2 Mirror force 3 Fiendish Chain 1 Torrential Tribute 1 Solemn Warning 1 Compulsory Evacuation Device 1 Bottomless Trap Hole Side Deck (15) 1 Dimensional Fissure 1 Dark Hole 2 Rivalry of Warlords 2 Shadow-Imprisoning Mirror 3 Light-Imprisoning Mirror 3 DNA surgery 2 Dust Tornado 1 Soul Drain Extra Deck (15) 1 Daigusto Emeral 2 Brotherhood of Fire Fist- Cardinal 2 Brotherhood of Fire Fist- Tiger King 2 Abyss Dweller 1 Maestroke the Symphony Djinn 1 Number 50: Blackship of Corn 1 Evolzar Laggia 1 Evolzar Dolkka 1 Gagaga Cowboy 1 Diamond Dire Wolf 1 Bujintei Kagutsuchi 1 Steelswarm Roach [/spoiler] v. Ryan Nelson - Top 16 (Dual Axis) [spoiler] Monsters (14) 3 Brotherhood of the Fire Fist - Leopard 3 Brotherhood of the Fire Fist - Rooster 2 Brotherhood of the Fire Fist - Bear 1 Brotherhood of the Fire Fist - Dragon 1 Brotherhood of the Fire Fist - Gorilla 1 Brotherhood of the Fire Fist - Spirit 1 Blaster, Dragon Ruler of Infernos 1 Coach Soldier Wolfbark 1 Effect Veiler Spells (18) 3 Mystical Space Typhoon 3 Fire Formation - Gyokkou 3 Fire Formation -Tensu 3 Fire Formation - Tenki 3 Rekindling 1 Foolish Burial 1 Book of Moon 1 Dark Hole Traps (8) 2 Fiendish Chain 1 Fire Formation - Tenken 1 Fire Formation - Tensen 1 Divine Wrath 1 Solemn Warning 1 Torrential Tribute 1 Bottomless Trap Hole Side Deck (15) 3 Maxx "C" 2 D.D. Crow 1 Effect Veiler 2 Book of Eclipse 2 Mirror Force 2 Chain Whrirwind 1 Soul Drain 1 Dust Tornado 1 Divine Wrath Extra Deck (15) 2 Brotherhood of the Fire Fist- Horse Prince 1 Celestial Wolf Lord, Blue Sirius 1 Photon Strike Bounzer 1 Gauntlet Launcher 1 Brotherhood of the Fire Fist- Tiger King 1 Brotherhood of the Fire Fist- Cardinal 1 Bujintei Kagutsuchi 1 Abyss Dweller 1 Maestroke of the Symphony Djinn 1 Leviair the Sea Dragon 1 Ghostrik Alucard 1 Wind-Up Zenmaines 1 Brotherhood of the Fire Fist - Lion Emperor 1 Mechquipped Angineer [/spoiler] vi. Christopher Short - Top 32 (Dual Axis) [spoiler] Monsters (16) 3 Brotherhood of the Fire Fist - Bear 3 Brotherhood of the Fire Fist - Leopard 2 Brotherhood of the Fire Fist - Rooster 1 Brotherhood of the Fire Fist - Dragon 1 Brotherhood of the Fire Fist - Gorilla 1 Brotherhood of the Fire Fist - Spirit 2 Coach Soldier wolfbark 3 Effect Veiler Spells (14) 3 Mystical Space Typhoon 3 Fire Formation - Gyokkou 2 Fire Formation - Tensu 3 Fire Formation - Tenki 1 Forbidden Lance 1 Pot of Duality 1 Book of Moon Traps (10) 3 Fiendish Chain 2 Mirror Force 1 Solemn Warning 1 Torrential Tribute 1 Bottomless Trap Hole 1 Fire Formation - Tensen 1 Compulsory Evacuation Device Side Deck (15) 1 D.D. Crow 1 Dimensional Fissure 1 Black Horn of Heaven 3 Mind Crush 2 DNA Surgery 2 Dust Tornado 2 Overworked 1 Light-Imprisoning Mirror 1 Soul Drain 1 Mistake Extra Deck (15) 1 Brotherhood of the Fire Fist- Horse Prince 2 Brotherhood of the Fire Fist- Tiger King 1 Brotherhood of the Fire Fist- Cardinal 1 Diamond Dire Wolf 1 Number 50: Blackship of Corn 1 Bujintei Kagutsuchi 2 Abyss Dweller 1 Maestroke of the Symphony Djinn 1 Gagaga Cowboy 1 Wind-Up Zenmaines 1 Brotherhood of the Fire Fist - Lion Emperor 1 SteelSwarm Roach 1 Number 85: Crazy Box [/spoiler] vii. Jimmy Lam - Top 32 (Dual Axis) [spoiler] Monsters (16) 3 Brotherhood of the Fire Fist - Bear 3 Brotherhood of the Fire Fist - Leopard 2 Brotherhood of the Fire Fist - Rooster 1 Brotherhood of the Fire Fist - Dragon 1 Brotherhood of the Fire Fist - Gorilla 1 Brotherhood of the Fire Fist - Spirit 2 Coach Soldier wolfbark 3 Effect Veiler Spells (16) 3 Mystical Space Typhoon 1 Fire Formation - Gyokkou 3 Fire Formation - Tensu 3 Fire Formation - Tenki 2 Forbidden Lance 3 Pot of Duality 1 Book of Moon Traps (8) 2 Fiendish Chain 1 Dimensional Prison 1 Solemn Warning 1 Torrential Tribute 1 Bottomless Trap Hole 1 Fire Formation - Tensen 1 Compulsory Evacuation Device Side Deck (15) 1 D.D. Crow 2 Doomcaliber Knight 2 Maxx "C" 1 Mind Control 2 Dust Tornado 3 Mind Crush 2 Mirror Force 1 Trap Stun 1 Soul Drain Extra Deck (15) 1 Brotherhood of the Fire Fist- Horse Prince 2 Brotherhood of the Fire Fist- Tiger King 1 Brotherhood of the Fire Fist- Cardinal 1 Diamond Dire Wolf 1 Number 50: Blackship of Corn 1 Bujintei Kagutsuchi 1 Abyss Dweller 1 Maestroke of the Symphony Djinn 1 Gagaga Cowboy 1 Ghostrick Alucard 1 Wind-Up Zenmaines 1 Brotherhood of the Fire Fist - Lion Emperor 1 SteelSwarm Roach 1 Number 85: Crazy Box [/spoiler] viii. Timothy Chiew - Top 32 (Dual Axis) [spoiler] Monsters (17) 3 Brotherhood of the Fire Fist - Bear 3 Brotherhood of the Fire Fist - Leopard 2 Brotherhood of the Fire Fist - Rooster 1 Brotherhood of the Fire Fist - Dragon 1 Brotherhood of the Fire Fist - Gorilla 1 Brotherhood of the Fire Fist - Spirit 3 Coach Soldier wolfbark 3 Effect Veiler Spells (15) 3 Mystical Space Typhoon 2 Forbidden Lance 2 Fire Formation - Gyokkou 3 Fire Formation - Tensu 3 Fire Formation - Tenki 1 Book of Moon 1 Rekindling Traps (8) 3 Fiendish Chain 1 Fire Formation - Tensen 1 Solemn Warning 1 Torrential Tribute 1 Bottomless Trap Hole 1 Compulsory Evacuation Device Side Deck (15) 2 Fossil Dyna Pachycephalo 2 Light-Imprisoning Mirror 2 Dust Tornado 1 Thunder King Rai-Oh 3 Overworked 3 Mind Crush 1 Mistake 1 Soul Drain Extra Deck (15) 2 Brotherhood of the Fire Fist- Horse Prince 2 Brotherhood of the Fire Fist- Tiger King 1 Brotherhood of the Fire Fist- Cardinal 1 Bujintei Kagutsuchi 1 Abyss Dweller 1 Maestroke of the Symphony Djinn 1 Gagaga Cowboy 1 Ghostrik Alucard 1 Diamond Dire Wolf 1 Brotherhood of the Fire Fist - Lion Emperor 1 Number 85: Crazy Box 1 Mechquipped Angineer 1 SteelSwarm Roach [/spoiler] ix. Ben Newland - Top 32 (Dual Axis) [spoiler] Monsters (17) 3 Brotherhood of the Fire Fist - Bear 3 Brotherhood of the Fire Fist - Leopard 2 Brotherhood of the Fire Fist - Rooster 1 Brotherhood of the Fire Fist - Dragon 1 Brotherhood of the Fire Fist - Gorilla 1 Brotherhood of the Fire Fist - Spirit 3 Coach Soldier Wolfbark 3 Effect Veiler Spells (14) 3 Mystical Space Typhoon 3 Fire Formation - Gyokkou 3 Fire Formation - Tenki 2 Fire Formation - Tensu 1 Forbidden Lance 1 Book of Moon 1 Rekindling Traps (10) 3 Fiendish Chain 1 Fire Formation - Tensen 2 Mirror Force 1 Solemn Warning 1 Torrential Tribute 1 Bottomless Trap Hole 1 Compulsory Evacuation Device Side Deck (15) 2 Fossil Dyna Pachycephalo 3 Light-Imprisoning Mirror 2 Dust Tornado 2 Overworked 2 DNA Surgery 2 Rivalry of Warlords 1 Dimensional Fissure 1 Soul Drain Extra Deck (15) 2 Brotherhood of the Fire Fist- Horse Prince 2 Brotherhood of the Fire Fist- Tiger King 1 Brotherhood of the Fire Fist- Cardinal 1 Bujintei Kagutsuchi 1 Abyss Dweller 1 Maestroke of the Symphony Djinn 1 Gagaga Cowboy 1 Number 50: Black Ship of Corn 1 Number 85: Crazy Box 1 Brotherhood of the Fire Fist - Lion Emperor 1 Diamond Dire Wolf 1 Steelswarm Roach 1 Ghostrick Alucard [/spoiler] x. Dennis Nyugen - Top 32 (Dual Axis) [spoiler] Monsters (16) 3 Brotherhood of the Fire Fist - Bear 3 Brotherhood of the Fire Fist - Leopard 2 Brotherhood of the Fire Fist - Rooster 1 Brotherhood of the Fire Fist - Dragon 1 Brotherhood of the Fire Fist - Gorilla 1 Brotherhood of the Fire Fist - Spirit 1 Thunder King Rai-Oh 2 Coach Soldier Wolfbark 2 Effect Veiler Spells (16) 3 Mystical Space Typhoon 3 Fire Formation - Gyokkou 3 Fire Formation -Tensu 3 Fire Formation - Tenki 2 Forbidden Lance 2 Rekindling Traps (8) 2 Horn of the Phantom Beast 2 Fiendish Chain 1 Fire Formation - Tensen 1 Solemn Warning 1 Torrential Tribute 1 Bottomless Trap Hole Side Deck (13) 2 Maxx "C" 2 D.D. Crow 2 Mind Crush 2 Royal Decree 2 Light-Imprisoning Mirror 1 Dimensional Fissure 1 Macro Cosmos 1 Soul Drain Extra Deck (Unknown) [/spoiler] xi. Chester Swords - Top 32 (Dual Axis) [spoiler] Monsters (17) 3 Brotherhood of the Fire Fist - Bear 3 Brotherhood of the Fire Fist - Leopard 3 Brotherhood of the Fire Fist - Rooster 1 Brotherhood of the Fire Fist - Dragon 1 Brotherhood of the Fire Fist - Gorilla 1 Brotherhood of the Fire Fist - Spirit 2 Coach Soldier wolfbark 3 Effect Veiler Spells (13) 3 Mystical Space Typhoon 3 Fire Formation - Gyokkou 3 Fire Formation -Tensu 3 Fire Formation - Tenki 1 Book of Moon Traps (10) 3 Fiendish Chain 2 Fire Formation - Tensen 1 Mirror Force 1 Solemn Warning 1 Torrential Tribute 1 Bottomless Trap Hole 1 Compulsory Evacuation Device Side Deck (15) 2 Fossil Dyna Pachycephalo 1 Dimensional Fissure 1 Black Horn of Heaven 2 Dust Tornado 3 Mind Crush 3 Mistake 2 Overworked 1 Soul Drain Extra Deck (15) 2 Brotherhood of the Fire Fist- Horse Prince 2 Brotherhood of the Fire Fist- Tiger King 2 Brotherhood of the Fire Fist- Cardinal 1 Diamond Dire Wolf 1 Number 50: Blackship of Corn 1 Bujintei Kagutsuchi 1 Abyss Dweller 1 Maestroke of the Symphony Djinn 1 Gagaga Cowboy 1 Wind-Up Zenmaines 1 Brotherhood of the Fire Fist - Lion Emperor 1 SteelSwarm Roach [/spoiler] [/spoiler] [/spoiler] X. Combos [spoiler] 4-Axis is a very straight-forward, linear playstyle with very few combos, so this section is more dedicated to 3-Axis. A lot of these plays also overlap into Dual-Axis, so take that as you will.     I'll start off with a list of every combination of cards that can lead you to a turn 1 Horse Prince play:   2-Card Combos:     3-Card Combos:     Other methods include digging to these pieces somehow, like getting a Bear attack off, etc.   6400 Damage Under Spirit's "Beast-Warrior-Only" Restriction:     OTK without using Spirit's effect:   [/spoiler]
  2. Not nearly as catchy as FAT

    [spoiler][/spoiler]     Monsters (13):   3 Papa Bear 1 Wolfbark 6 Hands 3 Myrmeleo   Spells (9):   1 Book o' Moon 1 Dark Hole 1 Mind Control 1 Soul Charge 3 Tenki 2 Pot of Duality   Traps (18):   1 Bottomless 2 Breakthrough 2 Call o' Haunted 1 Compulse 2 D-Prison 3 Fiendish 1 Solemn 1 Torrential 1 TTHN 1 Void Trap Hole 3 Wiretap   Side Deck (15):   2 DD Crow 2 Veiler 2 Maxx C 2 MST 2 Black Horn 2 Deep Dark Trap Hole 2 Shadow Imprisoning 1 Void Trap Hole   Extra Deck (15):   Dweller Tiger King Kagusutchi Cairngorgon/Cargo Pants Castel, the 4th Musketeer Emeral Dire Wolf Exciton GGG Cowboy 2 Numéro 101: Honneur Silencieux Arche Ragnazero Ship o' Cornflakes Rhapsody Media Heartland Draco     Dunno what to say. I mean this deck isn't exactly creative of me or anything I'm just putting good cards from last format together in a way that can hopefully still play. I mean Void Trap Hole has been kind of MVP because Winda is on the list possible targets (what with the negating, and then if you do, destroying) and makes a nice turn 1 myrm search when you KNOW you're dealing Shaddolls. Call of the Haunted lets you end phase when under Winda for whatever (normally Myrm for end phase pop) so that you can have Xyz options during your turn regardless. Despite new decks like Yangs, Burning Abyss, and Shaddolls all being decks of destroyable things Hands are still good. Having consistently floating 4s that equalize advantage, uninstall backrow and ensure followup Xyz plays ain't half bad. Who'da thunk.   Wondering if:   I should do Cardinal, or a 2nd Castel, instead of the 2nd 101. I just happen to have two of them. I have Cardinal but like with only Papa Bear I figured I wouldn't be set up often. The potential keeps coming up since Bear is the searchable one. Castel is a more flexible removal card than 101, but being able to use 101 like a wall, him being a 100 better body, and his "holding onto" their card have all been relevant. I should not main Dark Hole. I'd main a pot of dichotomy instead. Just not sure I end up with the kind of situations that would legitimize Dark Hole often enough. I should fix that wonky-ass side deck. Teach me. Other than that, just belligerently and rudely chastise me about any OBVIOUS missing cards because I just made this and typically I always forget something that is, like, basic yugioh 101 every time I make a new deck. So uh thanks in advance if you do that.
  3. FTK - my meta call

    Hello guys,   this deck basically abuses Koa'ki Meiru Drago's power to shut down most decks like shadolls, lightsworn etc single-handedly. It is based on a japanese build that topped weeks ago. To give it more consistency and abillity to compete with rogue deck I filled in the Fire Fist Engine and some Myrmeleos. This deck can OTK pretty easily: Urnight 2000 + Drago 1900 + Maximus 3000 into Cowboy means 7700 LP. Or 2 Urnight getting 2 Koakis for 8000+. Enjoy.       Monsters:   3x Koa'ki Meiru Drago 3x Koa'ki Meiru Urnight 2x Koa'ki Meiru Maximus 1x Koa'ki Meiru Crusader 3x Traptrix Myrmeleo 2x Brotherhood of the Fire Fist - Bear 1x Coach Soldier - Wofbark   Spells:   3x Fire Formation - Tenki 3x Diamond Core of Koa'ki Meiru 3x Iron Core of Koa'ki Meiru 3x Forbidden Lance 2x Pot of Duality 1x Book of Moon   Traps:   3x Time-Space Trap Hole 3x Dimensional Prison 1x Bottomless Trap Hole 1x Solemn Warning 1x Compulsory Excavation Device 1x Iron Core Luster   Extra-Deck:   1x Brotherhood of the Fire Fist - Tiger King 1x Number 80: Rhapsody in Berserk 1x Number 82: Heartlandraco 1x Number 101: Silent Honor ARK 1x Number 103: Ragnazero 1x Abyss Dweller 1x Gagaga Cowboy 1x Daigusto Emeral 1x Evilswarm Exciton Knight 1x Maestroke the Symphony Djinn 1x Steelswarm Roach 1x Diamond Dire Wolf 1x Castel, the Skyblaster Musketeer 1x Cairngorgon, Antiluminescent Knight 1x Divine Dragon Knight Felgrand  
  4. Garden Stun

    Black Garden is a really good card to utilize, and there was a Chain Beat deck resolving around the idea of using Garden and W-U Rabbit / Thunderbird chains to go into a +1 with Accumulated Fortune, exhausting opponent's resources pretty quickly. But Garden's second effect recycles the cards you need from grave, while this is not entirely optimal, it can be used as normal summon into a 2nd token, and into Myrmeleo / Fire Hand / Bear(it can run over the token to search Tenki as well).   Fire Hand / Ice Hand summons while Black Garden is up can result in the best use of the Hands, giving opponent some 800 tokens in return of getting out of an established field, so running 3 of both is not a huge problem. While not facing an established field(deck's biggest trouble if can't reach said hands), Compulsory Escape Devices and a Black Garden after a summon does the job pretty good.   As I said, it was an idea used before, I just want to show another approach to it since the new packs brought up a lot of good stun cards, coinsidentally with 1600 atk. Side Note, Black Garden makes Ragna Zero a huge card.   3 Fire Hand 3 Ice Hand 3 Wind-Up Rabbit 2 Brother of the Fire Fist - Bear 2 Traptrix Myrmeleo   3 Fire Formation - Tenki 3 Black Garden 3 Pot of Duality 2 Forbidden Lance(iffy about it, can switch them to Forbidden Chalice / a disruptive trap / Pot of Dichotomy) 1 Dark Hole 1 Terraforming   3 Compulsory Escape Device 3 Call of the Haunted 2 Mirror Force 2 Wiretap 1 Torrential Tribute 1 Bottomless Trap Hole 1 Traptrix Trap Hole Nightmare 1 Compulsory Evacuation Device   Extra is filled with rank4's + W-U Zenmaines   3 Banisher of the Radiance 2 Brotherhood of the Fire Fist - Gorilla 2 Majesty's Fiend 3 Mystical Space Typhoon 2 Acid Trap Hole 2 Deep Dark Trap Hole 1 Traptrix Trap Hole Nightmare (may want to fill some Maxx "C"s in or Majestic Stardust to vs Artifacts etc)   The ratios can obviously be bettered, and/or this deck is just not good enough to verse any of the meta decks. I'd like your comments on this, since I want to play it as best as it's potential.
  5. Superbeast

    [video]https://www.youtube.com/watch?v=uHBtpqbOKXk[/video]     Monsters 3x Koa'ki Meiru Urnight 3x Koa'ki Meiru Crusader 1x Koa'ki Meiru Ice 3x Brotherhood of the Fire Fist - Bear 1x Brotherhood of the FIre Fist - Gorilla 1x Coach Soldier Wolfbark     Spells 3x Diamond Core of Koa'ki Meiru 1x Iron Core of Koa'ki Meiru 3x Pot of Duality 3x Fire Formation - Tenki 1x Fire Formation - Tensu 1x Book of Moon 2x Forbidden Lance     Traps 3x Wiretap 2x Bottomless Trap Hole 2x Breatkthrough Skill 2x Dimensional Prison 2x Traptrix Trap Hole Nightmare 1x Bottomless Trap Hole 1x Compulsory Evacuation Device 1x Solemn Warning     Extra Deck 2x Brotherhood of the Fire Fist - Tiger King 2x Number 101: Silent Honor ARK 1x Abyss Dweller 1x Bujintei Kagutsuchi 1x Daigusto Emeral 1x Diamond Dire Wolf 1x Evilswarm Exciton Knight 1x Gagaga Cowboy 1x Number 50: Blackship of Corn 1x Number 80: Rhapsody in Berserk 1x Number 82: Heartlandraco 1x Number 103: Ragnazero 1x Steelswarm Roach     Side Deck 2x D.D. Crow 3x Mystical Space Typhoon 2x Nobleman of Crossout 1x Dimensional Fissure 3x Debunk 2x Rivalry of Warlords 1x Black Horn of Heaven 1x Soul Drain   Pretty standard Beast-Warrior Koa'kis with Fire Formations and Fire Fists for additional options, so I won't go too in depth on what this does aside from spitting out Rank 4s with some ease through Koa'ki Meiru Urnight or grinding with Crusader's ability to pick up cards from the grave through battle.  The only non Beast Warrior in the main is the Koa'ki Meiru Ice with its ability to pop monsters for a discard, 1900 body and the ability to make 2200 Dwellers in some instances.   In regard to some of the card choices I'm running and not running there's a couple I wish to talk about.  I've opted to include Forbidden Lance in the main to ensure my Koa'kis and Fire Fists safely hit the field and beat over monsters in battle while not being weak to Wiretap/Tools/Stun (I may even take it up to three).  I'm also only running a single Iron Core as the card is awful by itself, but is needed in order to make plays.  The same can be said for the lack of Reckoned Power and the other Iron Core centric support Koa'ki Meiru have as I want to run as few cards that need Iron Core to work as possible and rather run better options like my own Wiretaps, Horns, and Nightmare to stop backrow and monsters/effects.  Prison is mained so that the Hands don't pick me apart, but these could be removed for something such as Phoenix Wing Wind Blast or Seven Tools as additional protection against backrow.  I've also considered running 2-3 of the Hands after seeing the one Koa'ki Meiru deck top the Tulsa OK Regional or at the very leasty siding them. Steelswarm Roach may also seem a bit out of place but I am currently lacking an extra Exciton Knight (even then I'm not sure if the second is warranted) but I wanted to have an additional means of handling Lightsworn G1, which is coming out in a few days as he is able to stop Judgment Dragon and Diablos.  The Dragon Rulers not so much.  The side also contains standard fare with Rivalry to handle Madolche and others while DiFi and Soul Drain are extra options against LS/Rulers without going full Light Mirror, though that is an option.   I do feel that this deck has its good moments, but I also feel that there has to be some way to improve the consistency so that the bad moments it has happen less.
  6. Hands Up

    [font='comic sans ms', cursive]Fire Fist deck [/font]   [font='comic sans ms', cursive]14[/font] [font='comic sans ms', cursive]3x Maxx C[/font] [font='comic sans ms', cursive]3x Brotherhood of fire fist - bear[/font] [font='comic sans ms', cursive]3x Fire Hand[/font] [font='comic sans ms', cursive]3x Ice Hand[/font] [font='comic sans ms', cursive]Brotherhood of Fire Fist - Gorilla [/font] [font='comic sans ms', cursive]Coach Solider Wolfbark[/font]     [font='comic sans ms', cursive]15[/font] [font='comic sans ms', cursive]3x Fire Formation Tenki[/font] [font='comic sans ms', cursive]3x Forbidden Lance[/font] [font='comic sans ms', cursive]3x Upstart Goblin[/font] [font='comic sans ms', cursive]2x Soul Charge  [/font] [font='comic sans ms', cursive]2x Mystical Space Typhoon [/font] [font='comic sans ms', cursive]Fire Formation Tensu[/font] [font='comic sans ms', cursive]Book Of Moon[/font]   [font='comic sans ms', cursive]11[/font] [font='comic sans ms', cursive]2x Fiendish Chain[/font] [font='comic sans ms', cursive]2x Dimensional Prison[/font] [font='comic sans ms', cursive]2x Breakthrough Skill[/font] [font='comic sans ms', cursive]Torrential Tribute[/font] [font='comic sans ms', cursive]2x Black Horn Of Heaven[/font] [font='comic sans ms', cursive]Compulsory Evacuation Device[/font] [font='comic sans ms', cursive]Bottomless Trap Hole [/font] Extra 2x Tiger King 2x Cardinal 1x Exciton Knight 2x Abyss Dweller 2x Number 101 honour Ark 1x Diamond Dire Wulf 1x Black Ship Of Corn 1x Gagaga Cowboy 1x Bujintei kagutsuchi 1x Maestroke The Symphony Djinn 1x Steelswarm Roach Pretty simple deck design, core fire monsters to give you a flow of monsters and the hands and tengus are all floaters. you want to set up boards with traps and floaters generating you plus's, still not sure weather this deck has enough strength to compete but in theory it seems strong though.
  7. Hey guys so I have been testing a few versions of the new "Hand" archtype in Dragons of Legend and I have come up with two builds so far. The first idea I had was to put a fire fist engine in the deck in order to have MOAR instant answers and to be able to search some of my beaters/floaters. I reverted the fire engine back to when it played things like tour guide and tengu and went from there. As obvious as it is, fire fist was the most controlling and reactive choice Here was the list: After a bit of testing I had realized that this engine lacked advantage and had no grit game maneuvers. I also realized the synergy that both of these engines lacked together. I decided to take an alternate route with the deck. I chose to put in a new twist. Hero beat came to mind instantly. These engines performed amazingly. The ability to use the hands in tandem with miracle fusion as a pseudo fire or water in order to make NOVA Master or AB Zero has been amazing. After a few days of testing this deck i decided that it was most likely the best version, and the version I would play. Cards like gemini spark and emergency call, cardcar D, and miracle fusion all aid in gaining advantage while simplifying the gamestate. The largest plust i have seen in this version is the abusibility of miracle fusions, gemini sparks for instant plus ones, and THE SKILL DRAIN! Here is the most recent build of the deck that I have engineered. Thanks for your opinions on the deck! Please leave constructive cristicisms below, as well as ideas you may have had for testing on the deck! thanks for the enthusiasm and support in my journey to find the best build of this deck. thanks again guys!!
  8. So I hadn't qualified for my WCQ yet, and figured I may as well do that prior to our Nationals (WCQ feeder event) so I played a regionals.   I played a pretty standard +1 list w/ 2 Full House + 1 Memory mained, oh and Giant Hend b/c it's actually like the stone nuts.   List : http://i.imgur.com/CnzZcMA.png   Anyways, so I almost don't make it to the event due to my train deciding to reverse approximately 10 minutes from the city. Got there.   I kinda just chill outside doing my best to avoid the droves of ygo players inside the event until round pairings go up. Somebody wrote their decklist in half-English / half-German, which amused me greatly when the Head Judge called him out. Apparently his logic was that his cards were German so he figured that was what he had to do.   Alas, onto the event.   Rd 1 Karakuri (2-0) 'I wish I was DSummon'   G1. Stuff happens, I think I might have Full Housed him at some point, I beat him down with duders.   G2. There's a point where I Maxx C him and he stops, and then I Exciton Knight him and I'm like 'cool I win' set a Fiendish or something, he makes Barkion + dude and atks while he controls more cards than me. Tappin' the table.   >Chill guy tho, he was kinda mad at having to play me Rd1 :)   Rd 2 Gravekeepers (2-0) 'wow is this 2011'   G1. He does some stuff. I do some stuff, his cards all suck when I play around the GK Solemn and Spy. Full House may have made a guest appearance.   G2. He does the ol set 3 summon Assailant Valley Tribute me, sees a hand of like 2 traps tenki upstart duality 'nice card'. I draw MST for turn and just simplify my way to a win. Full House may have been involved.   >Idk who this guy was- never met him before   Rd 3 Spellbooks (2-1) 'fuck this deck'   G1. I lose after trying to find an opening to Giant Hend him.   G2. I make the Giant Hend at some point, he asks to read it, and then loses to it.   G3. I make the Giant Hend again at some point, he knows what it does, so he doesn't have to read it.   >I'd played against this guy at a prior Regs (where I scrubbed LOL) so I knew what he was on and assumedly he knew the same.   Rd 4 Madolche (2-0) 'nice deck'   G1. I open the ol mono Fiendish Chains + MSTs + Bear + Wolfbark hand. Get thru an early Bear hit and then just Fiendish all his relevant cards. 'nice deck'.   G2. Game is sorta in the air for a while- I'm ahead but not enough to risk losing to dumb backrows, so I'm on the Full House plan. I summon a Wolfbark, he Fiendishes it, but it's too big for him to atk over. So he sets another backrow. In his endphase, say "I win" and flip Full House for his 4 + my Tenki.   >A friend of mine, but he was playing Cakes. And then he said Palooza was good, so I wanted blood.   Rd 5 Geargia (2-0) 'wow even nicer deck'   G1. Stuff happens, I kinda just beat him- something like "all aboard the Bear train"- I think I lance his t1 trap on my bear and just start racking up too much advantage for him to cope.   G2. CCD + Duality, Set 3. 'nice'. He Veilers the Cardcar 'dam'. He sets 4 + Armor (actually wasn't Armor). I see a line where I can summon Bear, TT, resp with Lance and then FH my TT + Lance + his 3 backrow and then just acquire currency. He Warning's my Bear which foils my elaborate ruse. He endphases a Geargiagia which gets Torrentialed. I think I'm out of the woods when he breaks again and makes...Stardust + Burei into my Fiendish Chain + Bear + Tenki + set Gyokkou. Fiendish on Burei, Stardust over my Bear. I draw, use the Wolfbark he knew about to make Bujintei Kagu and just atk over his 'dust. He sets 1 into my public knowledge Gyokkou and I just sorta win after not bricking on traps (runner runner runner Black Horn -> Warning -> Fiendish may have occured).   >Some guy, seemed nice enough- got mad salty when I 2-0 creamed into the "easiest games of my life" combo. (not rly but he was mad at losing. Side note: I don't understand how you could be mad about losing to Fire Fist).   Rd 6 Harpies (2-1) 'unreal'   G1. I Full House him for some value, set up a push and lose to a second copy of Channeler after bricking a couple times in a row.   G2. I just demolish him- not even a game, I just open super strong CCD + Duality + backrow and have total control of the game. There's a point where he summons a Cyber Harpie Lady w/ Hunting Ground, I BTH and he goes 'ok I'll pop my backrow (obv Sign- it was under Gyokkou)'. I'm like 'ok draw summon the wolfbark I searched last turn you're dead'.   G3. Pretty much the same as G2; I Full House him at some point, push him for like 4.2 with Tiger + Bear and let myself get Excitioned to waste his cards and then win off Maestroke + TKRO + backrows.   >Kid kept trying to shark me, lil' shit, was half-funny, half-mildly-annoying.   Rd 7 Fire Fist (2-0) 'Finally a real deck'   G1. I unleash my Giant Hend and nearly lose to a second Wolfbark making Kagutsuchi, but I'm so far ahead I find a backrow for all his cards; he thinks I'm scooping when I activate Tiger King's effect to get 2 Bears, I proceed to win on the next turn, on 100LP.   G2. He goes Leopard -> Tensu, Rooster -> Tenki ('ok'), set 2. I CCD, he Veilers, so I set 3, then tribute CCD. He kinda looks at me like I'm mental for doing that, which I found hilarious. I Full House him for his entire backrow and then Bear his board. Easiest manipulation of my life.   >I just felt like bashing and getting the X-0, standard hand etc.   Props   + Topping picking me up + Fire Fist being the truth + Giant Hend winning me a hand-full of games + Full House being the most filth a card can physically be- if it were any filthier, it'd just be Bodan :)))) + The fun bit where you get to be like "My Tenki, some card, and allll your backrow" to people + Full House   Slops   - Not really getting to play against real decks all day; it felt like playing 7 matches in DN rated - The heat, it felt like a sauna inside the event area- I guess they didn't expect this many people for a random end-of-format Sunday regs (I don't blame them) - It being too hot to wear a scarf  
  9. What’s up everyone?  I hate writing regional reports as they are so insignificant, but I am writing this report basically just because I haven’t had anything good to post on this site in a while, as I haven’t been to any YCS for a while, and only 1 ARG circuit, and I just really wanted to talk about Yugioh for a bit.   So as with every format for a while, I started testing Geargia at the start. I was astounded with the results, being that Armor and Gear are incredibly good cards, but everyone knows that.  After Dalton won ARG with his Cardcar Fire Fist deck, and it took up many spots in the following 2 events, the deck became more popular, and I started fearing that deck with Geargia. I made the switch to fire after seeing how well it fared against the rest of the meta, and it plays some of my favorite cards, being Thunder King, Cardcar D, Lance, etc. This would be my first time playing anything bigger than a local this format, so I tried to prepare as well as I could.  The week leading up to it I considered dropping effect veiler from the deck, because I truly felt I was never happy when that card was in my hand. So I type out a decklist with full house in the main and no effect veilers, and traptrix myrmeleo which I love.  I had a side deck, and then change it up a LOT leaving me with 14 cards. I decide to just add a random mind crush for bujin and prophecy. I get no sleep before the regional, and I am driving so this probably wasn’t the best idea.    On the way to the regional we stop at a McDonald's and it is this point that i know this will be a good day. We order food, and the person at the 1st window is a fellow duelist from a local we know. He tells use we're good when we go to pay. We laugh at this hilarious occurrence and agree free food is always better.   I get to the regional and start talking with Nick Testa, Alex Ahearn, Chumlee Doublestack, Tim Leduc, and Joe Bogli about the deck. They are all advocates of main deck dust tornado, and when Nick and I agree on essentially everything, I cut Gyokkou for Dust tornado in the main deck and feel confident with that. Here is the decklist I submitted.     The deck looked very odd, but I never had any issues and would definitely play this exact main deck again for Chicago.   Sorry If I don’t remember everything, I didn't sleep the night before, and it was a long day. Hell, I don’t remember the ride home, and I was driving.   The regional has about 600 people, but only 9 rounds (Let’s just not follow Konami tournament rules lol) Round 1 vs Madolche   This is a young kid from a Philly Local that seems pretty new to the game   Game 1: I Open wolfbark and 5 traps, including multiple fiendish chains, full house, and mystical space typhoon. After a few turns of both of us having 5 backrow, he chooses to MST, targeting my MST, and I chain it targeting another of his, and chain full house on the other 3. I am plus a lot at this point and he veilers my bear in main phase, and next turn he hootcakes and I fiendish, he summons spell striker, and I fiendish the Invoker, and the game is basically over when I pop it with bear and resolve it to get another tenki. He doesn’t scoop until he is at 0 life, even though I had multiple monsters, backrow, and cards in hand.   Game 2: He doesn’t learn his lesson from game 1, and after he fiendish chains my bear and activates ticket, he sets 2 backrow, and then another the following turn, and I full house him for all 5. I resolve bear and I am just too ahead in the game and win.   1-0   Round 2 vs Fire King   Game 1: He inadvertently plays around my full house, to a point where if he set 1 more backrow the game would basically be over. He blind Gyokkou’s my d prison, swings with garunix, and just resolves so many tenkis and wolfbarks that I cannot come back.   Game 2: Essentially the same as game 1. He blind spaces my soul drain, resolves multiple circles to get around all my traps, and I really just can’t win. I haven’t been beaten this savagely in a long time. During this match I remember Nizar walking over, looking at garunix, and says “How fucking stupid is this card?”   1-1   I strongly consider dropping, because I know this regional has 600 people and they are only doing 9 rounds, so several x-1’s will not top, but I decide to just keep playing.   Round 3 vs Mermail   Game 1: He sets 2 backrow, I summon bear swing and he spheres, main phase 2 I tensu for another bear hoping to dweller, but he has torrential for the complete blow out. He gets pike with linde drops infantry to pop tensu, searches gunde and I assume that I will just get OTK’d next turn. Next turn he just swings with pike, so I can regain advantage with tenki into bear over pike so set another tenki. He summons tidal and I have to mirror force it. Next turn I tenki for bear get bark, swing with bear he spheres, and main phase 2 I wolfbark into bear and make cardinal to send back the linde and tidal to deck. I win soon after.   Game 2: He sets 2 backrow, I summon bear and swing, and I have mst for the sphere but he has the mst for the tenki I get with bear. He drops dragoons for teus, searches and passes. I make kagetsuchi and beat over teus, leave main phase 2, he has 2 backrow but neither are sphere. He drops 2 for megalo and torrential punishes him. I read his backrow as both overworked so I swing in with kagetsuchi and he uses the sphere he got off the megalo, and I summon wolfbark and make dweller and ride him to victory.   2-1   Round 4 vs. Fire Fist   This guy comes up to me and says “Hey man what’s up” and I have no idea who he is but apparently he thought I played him at a regional once with evilswarm and I am just like no that wasn’t me lol.   Game 1: We go back and forth trading bears for a while, when one turn I summon bark he chains and I lance, make tiger king, tenki for another bark and pass. He sets another backrow and I full house him for everything. He scoops next turn when I summon another wolfbark and he realizes he can’t win.   Game 2: He opens the absolute stones, full house, warning, thunder king, tenki, MST, Duality and my hand really loses to thunder king lol. I out the thunder king and he MIND CRUSHES POT OF DUALITY and I have 3. Late game I summon have a board but he summons exciton blows it up and he tops tenki and I can’t come back.   Game 3: I misplay really hard this game by playing into his full house, but I ended up beating him because he was pretty bad and I actually knew what I was doing. He turn 1 tenkis for wolfbark, summons bear. I set 2 and he swings into prison sets the rest of his traps (1 in hand) and I house him leaving him with one backrow (His full house). I activate tenki and he full houses me. He tops tenki for bear pop and I have to fiendish. I summon my own bear swing over tenki for wolfbark. He draws summons wolfbark and MAKES EXCITON KNIGHT BUT CAN’T COUNT. We both have 3 cards so I just negate exciton with tiger king next turn and beat over it. He savagely tops another wolfbark to take tiger king with ARK but I prison the ARK. I top lance and finally gorilla and start swinging and he doesn’t draw an out, because he has no more tenkis or barks and I win.   3-1   Round 5 vs Dark World   This guy walks to the round and is like “Hey do you want to buy the win?” I laugh at him.   Game 1: I go first summon bear and set multiple traps, he proceeds to set 3, activate gates, activate dragged down and I full house him lol. He curses and says how that card is “Very gay” and scoops up angrily.   Game 2: I tenki for gorilla pop gates turn 1 after he sets 2 backrow and neither are skill drain.  He makes this really weird board t2 by XYZ summoning  Leviair, Maestroke with 2 Trance archfiends, and overlays Leviair into downerd. He is under reckless so I end phase Full house his 2 sets, gates, and my 1 set, and tenki. His words exactly are “I still don’t know how you can beat this board.” Bear has an effect, I remind him. I bear lance through maestroke and pop downerd and he complains that I sacked him lol. After the match I savage him in a trade lol.   4-1   Round 6 vs Mermail   Game 1: I savagely roll an 11 and open tenki into wolfbark summon cardcar set multiple. He teus discard dragoons -____- and searches megalo gunde I think. I get the tenki bear train going and have mst for his sphere and search another tenki. He has Tidal also, so the grinding is pretty hard for a few turns. I have to torrential and chain lance on my bear when he summons tidal, so I can have a monster to make cardinal with next turn. I swing with bear and he spheres, wolfbark main phase 2 to get back bear and cardinal his linde and tidal. His last card is like aqua spirit or something and I win. This game was incredibly long and a fun game.   Game 2: I remember my exact 6 card hand; Tenki, Tenki, Fossil Dyna, Thunder King, Fiendish Chain, Torrential tribute.  He sets 2 and passes. I tenki for bear summon dyna, swing into mirror force, and set torrential and Fiendish. He drops marksman for teus, targets the fiendish and I chain it. He the summons turge discards linde to get back gunde. He summons aqua spirit and I torrential everything. I summon thunder king next turn, and swing, have Maxx “C” for the sphere into linde, then made dweller the following turn with wolfbark and I take it.   Really nice guy I thoroughly enjoyed this match. I appreciate you playing it out and keeping my tiebreaker as strong as possible.   5-1   Round 7 vs Evilswarm   Game 1: I win the roll and Open duality, tenki, cardcar d after setting bottomless and warning. He summons rabbit,  I bottomless the heliotropes and he has pandemic, so I have to take both attacks and warning the ophion, leaving myself at 2100. On my turn I tensu summon bear, swing and lance my bear when he fiendish chains, search for tenki for gorilla, gorilla pop his other backrow, and I can’t decide what to xyz into. In hindsight the play was probably Kagetsuchi in defense, but I make tiger king to set a another tenki from my deck. He has kerkyeon and I have shudder thinking of the incoming exciton. BUT he makes ARK to swipe my tiger and swings into d prison. I draw fiendish and summon wolfbark and he scoops.   Game 2:  He summons thunderbird and sets a few traps. I have bear and gorilla but no formations or lance to get value but I summon bear and swing and he fiendish chains. I have black horn but he just never xyz’s. He veilers my tiger king on the following turn, after spacing the black horn I shudder once again over the incoming exciton, buthe makes bahamut to take tiger king and swings for a lot. I draw fiendish a turn late and set it. I fiendish hoping to top bark or tenki but I don’t and scoop.   Game 3: I open really strong with duality and tenki, but I really wanted black horn or warning. I summon bear and set a few. He summons castor and helio and am attempt to prison helio and it resolves! I bear pop on the next turn, kerkyeon never becomes live and I win. After the match he confirms my suspicion; he doesn’t own an Exciton Knight.   6-1   Round 8 vs Derrick Truong, Fire Fist   I was friends with most of the X-1s, so I assume I will have to play 1 of them and I do.   Game 1: I go first and open full house mst cardcar d. I play badly and allow him to resolve tenki in order for me to resolve full house, but he only sets 2 and he full houses me instead after summoning thunder king. If I played correctly I would have probably just won this game outright but I wanted to resolve full house and lost because of it.   Game 2: I have multiple traps to stop his bears, and he has to set multiple backrow to stop my push, asks if I have the full house, I do, and we move to game 3.   Game 3: This was probably one of my best games of the day. He drew considerably better than me, but goes through multiple tenkis and wolfbarks early. I resolve myrmeleo early and have both bottomless and regular trap hole to out any monster he summons (He duality into lance). I resolve memory of an adversary on his bear a few turns later, which pretty much ends up winning me the game because it nets me a bear. I accidently reveal to him that I have full house making him have to gyokkou it instead of getting the tenki with his bear that connected. I connect with a bear netting me a tenki which gets MST’d, and I make the mistake of setting both my overworked and my prison. He has no cards and tops wolfbark to make tiger king (If he makes exciton I am sure that I would have lost the game at the current time). He searches wolfbark and prison his tiger king. I swing with bear and tenki get wolfbark, and set another. He draws and wolfbarks, get bear and I overworked. I wolfbark into bear, swing with both, decide to make Emeral (Because I don’t own a giant hand) and float a wolfbark, and emeral draws me into torrential. He dark holes, and I choose to save my emeral to play around overworked. I draw MST 3 turns in a row while swinging with emeral and answering his backrow and finally draw wolfbark to seal it.   He calls me a savage a few times and we laugh, his friends behind me asks why he didn’t win, I tell them I don’t know I pretty much let him win game one. We shake hands after a really fun match and I am ready to top this regional.   7-1   After round 8 I find out that the 2 undefeated players are both playing bujin so I am happy that I don’t have to play either of them and hopefully I would just play a fire mirror or something.   Also, I will share now that the whole regional I said I will probably get 9th place, because they cut a round from the regional and I had the worst possible tie-breaker. My tie-breaker beat me round 2, proceeded to lost round 3, and then get DQ’d round four. So I figured the whole time I would basically just play for practice, and by some luck get top 8 as the worst X-1.   Round 9 vs BUJIN   So my friend tells me I am playing at table 1 this round, which is impossible, because the 2 undefeated are playing there. So I check the pairings and I am playing what appears to be the sole undefeated at table 1. The guy who should have been the other undefeated questions this; and the judges say no you are not undefeated, and play the round. So I ask the player if he would just give me the win, because he will get 1st or 2nd anyway and that would allow me to top. He says no, and everyone around me is like wow what an asshole. I had no idea that this round would probably be the single EASIEST match of Yugioh that I have played in a long time, and definitely the regional.   Game 1: I open gorilla, no fire formations, but with 2 MST, full house, and fiendish chain. I just set 4 backrow and end. He summons Bujin Hare, activates Kaiser colosseum, and sets 3 backrow. I see this win in my sight, but I am greedy so I do not full house. I draw and pass. He draws, attacks into mirror force with Hare, and passes. I decide to full house now, and take the plus 2 while I can. It resolves, and he has no chainable cards. I summon gorilla and swing, now sitting behind infinite backrow. I have another mst for his tenki, and when I draw my tenki and pop mikazuchi and swing, he draws brick and scoops.   Game 2: I know this deck plays decree but I have no choice but I still side into additional traps. He opens summon Mikazuchi set 4, and my 6 cards are duality with nets me warning, gorilla, 2 MST, fiendish chain, and full house. I set 5 backrow, shuffling them up so I don’t know what is where, and he decides to blind MST AND HITS THE FULL HOUSE. I am not happy. He attacks with Mikazuchi and I fiendish, and then he summons hare, and tries to xyz into Bujin Tsukyomi, and I warning. I drew bear, but I do not want to attack with it into 4 backrow, as I don’t have lance. I choose to summon gorilla and swing and he fiendish chains? He summons Crane and attacks, and I respond with memory of an adversary. He thinks for a long time on this (I telegraph lance chain hare, or another crane, but that would make him go -2 literally just to kill a gorilla that he already fiendish chained). He allows memory to resolve and I take the damage. I summon bear, swing and he fiendish chains, and I MST allowing bear to connect which nets me a tenki. I tenki for wolfbark and his last backrow literally HAS to be lance. I XYZ for tiger king here, assuming I can just win by burying him with advantage. On his turn he activates tenki and I have dust, and he summons crane and lances to kill tiger king, and end phase I take his crane from memory. At this point I have tenki set, a wolfbark in hand, multiple backrow. He has 1 set backrow and 1 card in hand. I summon wolfbark to get back bear, XYZ into Emeral with crane and bear, drawing another card which I believe was mind crush. He draws and scoops.   I realize this win will definitely help my tiebreakers, and the final standings go up and I get 7th and my friends Nick and Luke also top.  1st Place and 2nd Place were both Bujin, I honestly don’t understand how that deck does so well. I never missed effect veiler, or gyokkou. But there were a number of times that I did want giant hand.   8-1. the pairings go up and I get 7th Place. Immediately sell the mat and go home   I have to tell a side story from this regional. My friend finished 6-2-1 with infernity randomizer, and round 6 I believe he played the worst kind of person. I wish I knew his name, I would tell everyone so we could all grill him. He was playing the level 1 deck, with 3 ghostrick jack frost, 3 swift scarecrow, 3 battle fader, 3 Mystic Piper, 3 Kinka-Byo, treeborn frog, etc. The deck had literally no win condition outside of BLS. He basically just kept making ghostrick dullahan, and slacker magician, and recycling jack front with dullahan. He was stalling an insane amount. He attempted to rule shark my friend over foreign cards also. He demanded to see a translation of an infernity archfiend (Even after admitting he knew its effect), Night Beam,  Infernity Launcher, and more.  He took 1 minute to get up, close the door because he was cold, took a substantial amount of time to draw for turn, think during opponents end phase, and more.  My friend won game 1 with a few minutes left in time, and he sided out all his life point related cards like upstart because this guy would obvious just stall and win game 2 and get a draw. Game 2 the player starts off by revealing golden ladybug in order to gain 500 life points. My friend got so mad lol. My friend manages to draw a few cards off randomizer, and turn 1 of time swing in with fossil dyna, archfiend, and randomizer. Even after he was losing in time, he kept stalling. After the judges end time and award my friend the winner, this guy starts complaining how he “Sacked” him with fossil Dyna, even after revealing that he had 2 barrier and break set, along with warning after the game was over. I was furious with the guy. I really don’t understand how you can complain about losing when your deck has literally no win condition. I really wish I knew this guy’s name. According to a few people, he played the deck at YCS New Jersey also (Obviously without the new cards), so I am assuming he just enjoys being an awful person.   Props:   Luke, Nick, and I all topping Full House is the stones Not playing Effect Veiler Actually playing Yugioh for the first time in a while Savaging the undefeated guy last round Seeing Chumlee, Luke Feeney, Nick Testa, Alex Ahearn, Joe Bogli, Tim Leduc, Derrick Truong, and other people that I rarely get to see Traptrix Mymeleo still being real Activating all my side cards at least once Main decked dust tornado Monster Energy Drink The regional being at a nice hotel and not a disgusting church basement   Slops:   Never going first and opening thunder king My last round opponent being so anti-social that whenever I tried to have a nice conversation he gave me a dirty look Rolling 6 or below 7 of 9 rounds Bujin finishing 1st and 2nd Place The smell of Yugioh players Not going undefeated, and having an awful tiebreaker that got DQ’d lol The stalling asshole Not Having Giant Hand   See you all at Chicago if I decide to go, and if not, Richmond or Philly.   “Why would they reprint Harpie’s Feather Duster as a trap?” #FullHouse2014
  10. FistPlant

      Monsters : 19 I Blaster, Dragon Ruler of Infernos : Still pretty good imo. Pop stuff while filling the grave for spirit or rekindling, plus it's an easy to summon 2.8k beater. II Brotherhood of the Fire Fist - Bear : Nothing to explain really. Pretty effin good. III Brotherhood of the Fire Fist - Leopard : Deck thinning and search power, Rekindling, Spirit & Horse target. III Brotherhood of the Fire Fist - Rooster : Idk if 2 or 3 is optimal. I Brotherhood of the Fire Fist - Spirit : One of the main keys of the deck, sucks it's limited. II Crane Crane : So many targets for it. 1 card XYZ or synchro with Spirit. I Dandylion : Well, it uses the plant engine and Dandy is good as hell. I Debris Dragon : Because BRD is a card and there are so much targets in the deck for it. II Effect Veiler : Effect negation is key, plus it's a random LV1 tuner to use with Blaster. II Lonefire Blossom : Also one of the main keys of the deck since it's summonable by Horse. I Spore : Plant engine.   Spells: 14 I Dark Hole : Still good in my book. But might replace with BoM. II Fire Formation - Gyokkou : Staple in the deck. More backrow hate is good. III Fire Formation - Tenki : Pretty obvious why it's at 3 here. II Fire Formation - Tensu : Thinking if I should just go with 1 since Spirit is limited and I don't plan on running Bark. III Mystical Space Typhoon : Staple this format. III Rekindling : I've gone between 2 and 3 for the longest but more often than not, you easily get 2-3 monsters with each use. Tend to be dead early on so might go back to 2.   Traps : 7 I Bottomless Trap Hole : Staple. I Compulsory Evacuation Device : Not as good as I hoped, might replace with TT. III Fiendish Chain : One of the best traps no cards around this format. I Fire Formation - Tensen : I've found that 1 is more than enough. I Solemn Warning : Staple.   Extra : 15 I Ally of Justice Catastor : Might cut completely. Thinking of ormula Synchron. I Black Rose Dragon : Normal Debris Dragon for a field nuke is pretty good, or I heard so. II Brotherhood of the Fire Fist - Horse Prince : +1 on summon, potentially +2 with Rooster. One of the reasons the deck exist, if not the reason. I Celestial Wolf Lord, Blue Sirius : Another summon target for Spirit and also an EEV target. I Crimson Blader : I haven't felt the need to go for her many times, but when I do it's still great. I Scrap Dragon : One of the best LV8s still, plus get uses of Fiendish, FF cards that are laying on the field. I Stardust Spark Dragon : Same as Scrap, one of the best 8s there is. I Vulcan the Divine : Another Spirit target, get more uses of Tenki, Fiendish etc.. II Brotherhood of the Fire Fist - Lion Emperor : Use it to get back Spirit for more plays. I Leviair the Sea Dragon : Get back whatever I banished for Spore or Blaster for more silliness. I Mechquipped Angineer : Arguably one of the best R3s there is. I Meliae of the Trees : Crane + Crane or Dandy. Revive a Spore or a Lonefire for more plays and another way to get tokens. I Temtempo the Percussion Djinn : Sorta an out to Ophion and pesky stuff in general.   Side : 15 II Maxx "C" : I don't feel like maining it so side.. II Xyz Encore : The "Ophion fear" is a bit too real. II Black Horn of Heaven : Might cut for a pair of Mistake. II DNA Surgery : Mostly for the Spellbooks or even Geargia / Kuri matchups. Hurt Bujin more than it does for me. II Dust Tornado : Bakcrow fear is real, plus it hits their Tenki, Tensu and what not. I Eradicator Epidemic Virus : It's easy to go for Sirius, add in any FF card and it's a target. II Light-Imprisoning Mirror : For the Bujin and Constellar matchups, plus random LS or whatever. II Royal Decree : I don't like backrow, might consider Soul Drain tho.   Standard stuff. It's not bad at all, but I feel it could be better. Not saying it's better than dual axis or other FF builds, I just like the plant engine in general and Horse / Lone at 2 give me more reason to play it.   Cards I'm considering are Foolish Burial for setting up and maybe even a pair of Lances to ensure some of my plays go through. Maybe Upstart for 37 cards deck but no idea what to cut.
  11. Peacock

    [media]http://www.youtube.com/watch?v=PhGtxxxorPk[/media] It seems every time I consider posting this kind of deck someone happens to conveniently post it before me WHATEVER [/salt] 22 3 Brotherhood of the Fire Fist - Leopard 1 Brotherhood of the Fire Fist - Spirit 1 Brotherhood of the Fire Fist - Rooster 1 Brotherhood of the Fire Fist - Raven 1 Brotherhood of the Fire Fist - Bear 2 Lonefire Blossom 1 Dandylion 1 Spore 1 Blaster, Dragon Ruler of Infernos 1 Tempest, Dragon Ruler of Storms 1 Redox, Dragon Ruler of Boulders 2 Crane Crane 2 Reborn Tengu 3 Effect Veiler 11 3 Mystical Space Typhoon 3 Fire Formation - Tenki 1 Fire Formation - Tensu 1 Onslaught of the Fire Kings 1 Book of Moons 1 Pot of Dichotomy 1 Foolish Burial 7 3 Call of the Haunted 1 Solemn Warning 1 Torrential Tribute 1 Raigeki Break 1 Compulsory Evacuation Devicde 15 1 Formula Synchron 1 Armory arm 1 T.G. Hyper Librarian 1 Ally of Justice Catastor 1 Vulcan the Divine 1 Brotherhood of the Fire Fist - Horse Prince 1 Black Rose Dragon 1 Scrap Dragon 1 Stardust Dragon 1 Melia of the Trees 1 Leviair the Sea Dragon 1 Brotherhood of the Fire Fist - Lion Emperor 1 Wind-Up Zenmaines 1 Lavalval Chain 1 Mecha Phantom Beast Dracossack This is very akin to the deck that I brought to last year's nationals, except now there's only one Blaster and there are no more Burners, as well as only one Spirit. The core idea has always been to summon Horse Prince and grab Lonefire, which then sets up for some later power plays that can swing the game quickly in your favor. Crane Crane doubles in effectiveness because you can grab a Dandylion for Melia (or anything else), OR you can grab Spirit to make whatever Level 6 Synchro you have left which are both very powerful. However, I only play two because you don't want to see them when you start up. As far as the Fire Fist engine is concerned, I only use one Rooster and one Bear because the deck does not have enough Fire Formations for multiple copies. You're usually rarely using Rooster to begin with, because Lonefire ends up being your priority Horse Prince target. However, Rooster is still summoned every now and then when you need more Fire Fists or Lonefire is dead. I do want to bring a second Bear into the main deck, though. The second Bear is really important for its level, because you sometimes bring out Bear to make an Xyz play or Synchro play. Having the back-up to send off more of your dead Fire Formations can be really convenient. The one Raven and Onslaught are just for consistency. Raven is sort of like Sangan for your deck, since it behaves exactly like it while having even better stats. 1800 can wall versus a good amount of cards AND you can summon it off of Debris, and being able to Debris up Raven is too good. If you make Black Rose Dragon with Raven and Debris, you can have Black Rose resolve before Raven resolves, giving you a Fire Formation after the field blows up. This means you can fetch a Tensu to follow up or Tenki into any combo piece you need. You can't play more than one Raven or Onslaught however, because you only have so many Fire Formations you can grab with Raven and Onslaught is obviously dead in multiples or if your opponent doesn't have any monsters. The Dragon Rulers add a lot more power to the deck without hindering it at all. Once your Horse Prince combo finishes off, you've gone through a total of five fire monsters and either Spore or Dandylion, giving you at least two Blaster summons. Blaster can also be used to pitch off dead Fire Fist monsters sitting in your hand, which is common as the game goes on. The Tempest is also really cool because it's your gate to Debris Dragon. While Debris Dragon was limited, you still see it a lot because of the single Tempest, as well as Lavalval Chain which ties all of your dragons together. Lavalval Chain is probably one of the best cards in the Extra Deck, though at the same time one of the more difficult to summon. Each of the dragons have their perks in this deck, and instead of using Dragon Shrine I use Lavalval Chain to turbo to them, and it really pays off. I'm kind of on the fence with Redox though. There's a decent amount of earths that you can remove and discard, but it's not necessarily live all the time. Maxx "C"'s post side can help, but Redox is the most inconsistent of the three dragons. Also, opening Tempest and Spore is the actual literal value. I kinda need to dedicate this next whole paragraph to Reborn Tengu, because it is by far my favorite card to use in the deck. Everyone has basically set Tengu to the side, and it obviously makes sense because you only have two copies. However, Tengu being searchable by Tenki suddenly makes it a lot better in my eyes. While you won't get as many Tengus out of your deck anymore, you'll see Tengu a whole lot more in this generation of Plants. Plus, Tengu offers a lot from its Level, stats, etc. Being a wind makes your Tempest live just by getting both copies into your graveyard. Being level 4 obviously brings in classic synergies with Spore, making your level 8 synchros or just Lavalval Chain. Also, in addition to working with Tenki, it also works very well with Tensu. To put it simply, opening Tensu and Lonefire can already put you in a good position, and there are a lot more combos involving Tensu as well. Overall, Tengu is one of the most impressive cards I've used in here, and the most surprising. On one more note, the second Lonefire Blossom actually creates some creative combos that aren't exactly evident. If you open Horse Prince Lonefire with both Spore and Dandylion still in your deck, if you grab Dandylion and draw into Crane Crane later, you can get sick value out of your Crane Crane as long as the second Lonefire is still in your deck. If you use Crane Crane with Dandylion to make Melia and bring back Lonefire plus tokens, you have access to one of two value plays. 1) Use Lonefire to tribute a token to summon another Lonefire, then tribute your token to summon a Spore. Overlay both of your Lonefires for Lion Emperor and add back Spirit for a next turn Synchro play, making it a 4 for 1. 2) Use Lonefire to tribute a token to summon another Lonefire, then tribute Melia to summon a Spore. Synchro Spore and the second token to summon Formula and draw, then overlay your Lonefires for Lion Emperor to add back Spirit. This is also a 4 for 1, except instead of keeping Melia you draw a fresh card. The other cool part about this combo is that they don't use Spore at all, leaving you future Tengu plays with it to build board presence. The Extra Deck is unfortunately a bit cramped as always. If I were to cut a card from the extra, I'd probably fit in Crimson Blader as my next card. I can't think of anything else I've really wanted, but Crimson Blader is always good. Overall, this is one of two of my favorite Plant brews this format, based off of the Plant deck I took to Nationals last year and did decently with. It's all mainly based off of the testing I did versus Dragons two formats ago, with choice cards for this format. The build is basically based off of old school Plants, which was to just play a bunch of good cards that work together. All of the engines end up working with each other and you get a lot of cool and fun plays with them. I probably missed something in my explanation, so feel free to ask questions >. <
  12. #FistingBurns

      Monsters 3 Brotherhood of the Fire Fist - Bear 1 Brotherhood of the Fire Fist - Gorilla 3 Coach Soldier Wolfbark 3 Brotherhood of the Fire Fist - Leopard 3 Brotherhood of the Fire Fist - Rooster 1 Brotherhood of the Fire Fist - Spirit   For the most part, it is a standard dual axis line-up. The biggest difference comes from playing triple Wolfbark. Wolfbark is an amazing card, I can't really imagine running him at less than 3. A lot of people may argue that you don't want to see him in your opening hand. The only time this is true is if I have a hand full of level 3s, or he is the only monster. And those situations come up very rarely. Wolfbark allows you to be able to outgrind your opponent, and gives you instant rank 4s, which is just too important with Exciton and Ark being released soon.   Spells 3 Fire Formation - Tenki 3 Fire Formation - Tensu 2 Fire Formation - Gyokkou 3 Mystical Space Typhoon 3 Rekindling 2 Pot of Duality 1 Book of Moon   The spell line-up is basically geared to allow me to abuse the hell out of the 3-axis engine in the deck. Triple Tenki and triple Tensu, along with Rooster and Leopard both at 3 allow for the highest odds of getting off a Horse Prince play first turn, which is key. Gyokkou has been amazing at 2. I've honestly considered bumping it up to 3, but I feel like that may clog a bit. Triple Rekindling may seem strange with only 4 targets in the deck, but those targets are easily put in grave, and opening with a Horse Prince play and a Rekindling or 2 is just the tits. And I chose to run Duality over Upstart simply for the fact that it allows me to dig down 3 cards, instead of blindly drawing into whatever my next card is. True, it does shut off special summons that turn, but if I had my combos already I wouldn't be playing it that turn. And Duality allows you to draw down into your traps, getting you vital protection.   Traps 1 Fire Formation - Tensen 2 Fiendish Chain 1 Divine Wrath 2 Mirror Force 1 Torrential Tribute 1 Bottomless Trap Hole 1 Solemn Warning   Only one Tensen, as it's a terrible draw, and I've rarely needed to boost from it, truth be told. I'm currently testing out Divine Wrath, and so far have loved it. Hitting a Veiler or Maxx "C" that are being used on Spirit is great, and the fact that it can make Wolfbark, Spirit, or Rekindling live is great.
  13. Fire Fist - Discussion

    Table of Contents I. Introduction II. History III. The Brotherhood a. 4-Axis b. 3-Axis IV. The Formations a. Spells b. Traps V. The Extras VI. The Side VII. Honorable Mentions VIII. Counters a. 4-Axis b. 3-Axis IX. Decklists X. Combos I. Introduction [spoiler]The Brotherhood of the Fire Fist archetype focuses on FIRE-attribute Beast-Warrior monsters that use Fire Formations (continuous spells and traps) to boost their stats, provide consistency and support, and fuel their effects. The strategy itself is heavy on linear board control, providing quick, consistent aggression, pressuring the opponent to try to rush you down, only to be stopped by defensive plays and followed up with monster effects that clear problems off the board on a whim. There are currently 3 variants of the Fire Fist deck, focusing on different plays and strategies: 3-Axis - which focuses on level 3 monsters, synchro plays, and pure, constant aggression. 4-Axis, which focuses on level 4 monsters, is more of a control build that sticks to the traditional value of Fire Fists - consistently keeping threats off the board and pushing for damage and searches with Bear and Gorilla. Then there's Dual-Axis that creates a hybrid of the two. [/spoiler] II. History [spoiler]Fire Fists were first introduced to the TCG in January 2013, with the release of Cosmo Blazer. The core of the entire archetype was released in this set, but not to a point of being complete. Bear, Gorilla, Dragon, Spirit, Horse Prince, Lion Emperor and Tiger King all made their debuts alongside Tenki, Tensu, Tensen and Tenken here. The TCG hadn't seen this type of control deck before, and in a field dominated by Mermails and Wind-Ups, they were piloted to moderate success using Rescue Rabbit and Gene-Warped Warwolf alongside the basic level 4 Fire Fist core. The Dino Fist deck also saw moderate success, playing Sabersaurus as well to offer access to Evolzar Laggia and Evolzar Dolkka for added control. Dragon Turbo was one other version that popped in for an event or two - with a monster line-up of 3 Dragon, 3 Bear, 3 Gorilla and loading itself with spells and traps to keep Dragon on the board to overwhelm with. Lord of the Tachyon Galazy brought with it Leopard and Fire Formation Gyokkou, opening the gates for 3-Axis to be born. Unfortunately, Dragon Rulers and Spellbooks overshadowed everything in this format, and Fire Fists fell out of contention. Some players still held onto the deck, though, and started optimizing the 3-Axis build in preparation of what was to come in future sets. 3 Tenki with 3 Spirit and 3 Leopard still allowed this deck to offer some very fast aggressive plays while also abusing Blaster and Burner to keep the graveyard loaded for Rekindling. The deck performed well at smaller tournaments, but wasn't strong enough to contend with the top tier at premier events. Judgment of the Light brought the saving grace of all that is Fire Fist: Rooster. It also brought along Coach Soldier Wolfbark - the power card of 4-Axis. Some minor support included Boar and Fire Formation - Yoko as well. Unfortunately, the North American WCQ had already taken place, and Worlds was the only remaining premier event of the format. 3-Axis got its chance to shine for only a couple of weeks with access to 3 Tenki, 3 Tensu, 3 Rooster, 3 Spirit, and 3 Leopard. The deck's consistency and power shot through the roof, and it could finally be a contender with the top decks of the format. They just never had a chance to show it, as the September 1st banlist knocked Tenki to 2 and Spirit to 1, crushing the dreams of all 3-Axis hopefuls everywhere. The September 2013 format saw the rise of Dragons again, even after their banlist hit, and Fire Fists came in as an occasional anti-meta choice. 4-Axis builds cropped up with moderate success using Boar and Wolfbark alongside Onslaught of the Fire Kings to grant easy and swift access to Crimson Blader, allowing them to overcome Dragons in stylish fashion. Once Sixth Sense was released, however, the deck could no longer keep up, as Dragunities out-sped most everything and standard Dragon Rulers adapted to play around Crimson Blader. Shadow Specters brought in Mythic dragons and powerful Rank 8s such as Felgrand the Divine Dragon Knight, which hurt Fire Fists even more. In rolls January 2014 and the return of Tenki at 3 with Dragons taking such a massive hit that they're virtually unplayable. This makes Fire Fists a contender for the top deck of the format and all 3 variants have seen varying success thus far. With a lack of sanctioned premier events until YCS Sydney, we still don't yet know exactly how great of a contender they are, but they have been showing a great deal of success a smaller events and Regionals. [/spoiler] III. The Brotherhood [spoiler] The monster line-ups for Fire Fists do vary based on which version you're playing, but they do all share these two cards in common. They both offer spot removal and consistency, with Bear being the more useful of the two. Being able to use Tenki to search Bear, pop a monster, attack directly, set Tenki for next turn is a great play all on its own. But when you look at what that Tenki can do on the following turn (grabbing Wolfbark being one of the more devastating plays), you quickly see why all variants max out on Brother Bear. Gorilla is excellent for the Spell/Trap removal, but it doesn't add as much value to the deck as Bear in that it has to destroy the monster and send it to the graveyard in order to get the search - a much more difficult task with relatively low ATK points. It still becomes a quick and easy 1-of in all variants of the deck, however. a. 4-Axis [spoiler]     Wolfbark is the main power play of the 4-Axis build. It gains all of the benefits from all of the relevant Fire Formations while also being a 1-card rank 4 play (excluding Cardinal). Summoning this guy as a follow-up to a Bear or Gorilla pop off of Tensu can often end games outright. In the mid- to late-game, Wolfbark can get you back in a game you've lost control of by getting you straight to a Tiger King to dig to a Fire Formation or by walling up behind Bujintei Kagutsuchi. Dragon comes into the fold with the return of Tenki at 3, allowing full advantage of this guy's effects with the increase in Fire Formations. If you are fortunate enough to open Dragon with a Tenki or Tensu, you can dig through to 3 Fire Formation traps in the span of two turns, as his effect will trigger during the opponent's turn when you activate your newly-set Tensen. The second effect grants easier Cardinal plays and functions as a pseudo-Wolfbark. Though not used as often, that play can and will end games very quickly. To round out the level 4 monsters, Boar comes in as one of the less-useful monsters that doesn't see much play anymore. Being a level 4 tuner, however, is still relevant should Crimson Blader become as popular as it was in the September 2013 format. Its drawback makes it really only useful for Blader or Kirin, the latter of which is very lackluster in most scenarios. Boar's first effect is very slow and often not used, but does occasionally come into play if you open poorly or are pushing through a tough grind match. Its second effect is almost never relevant, but does occasionally crop up and offer some extra plays should you happen to play this guy with Tensu and Wolfbark. Some players were also squeezing in Onslaught of the Fire Kings so as not to waste a normal summon on a barely-useful tuner and allowing a swift Crimson Blader in the early game. This is not a monster you'd ever want to play more than one of, if at all. [/spoiler] b. 3-Axis [spoiler] These two bad boys make up 2/3 of the 3-Axis engine, both creating the power plays and consistency that the deck needs to survive. Spirit is the sole reason that this deck exists. It is the one-card Level 6 synchro or Rank 3 play that allows the deck to spew out monsters like nothing, offering heavy increases in card advantage and board presence. The hardest thing to keep in mind, however, is all of the drawbacks that come with it. It has 3 separate drawbacks, so make sure you remember all of them at all times, so as not to make your large plays out of order (this is very important!). Rooster is what took a good, aggressive deck and made it straight ridiculous. A one-card Level 6 synchro or rank 3 with drawbacks is fine on its own, but once you use that synchro to special summon Rooster, you get an immediate 3-card increase: The Rooster on the board, the monster added to your hand, and the fresh Fire Formation that you swap out for. Adding any Fire Fist monster to your hand is good enough on its own, but being able to swap out a used Tenki for a Tensu to continue your plays is what makes this card go from "damn, that's good," to "Holy nutsacks, Batman!" The standard play for this deck is as such: Normal Summon Spirit to special summon Leopard. Synchro Summon Horse Prince to special summon Rooster from the deck. Add Bear to your hand off of Rooster. Swap Tenki out for Tensu using Rooster. Normal summon Bear (or save it, whatever the situation calls for). Optionally use its effect. Attack! Leopard is the consistency of the 3-Axis build. Without it, there are very few ways to hit the Spirit combo, and Rekindling becomes useless in the deck. Leopard is also marginally useful in the 4-Axis build, but it's rarely seen anymore now that Tenki is back at 3. Keep in mind that Leopard can tribute any Fire Fist monster to set a Fire Formation, including used-up Cardinals, Roosters, etc. This monster is much more susceptible to Effect Veiler as well, as its effect can only be activated the turn it is Normal or Special Summoned. Luckily, it gets around Skill Drain and Fiendish Chain if it tributes itself, which is a nice niche. Crane Crane may not be a part of the Brotherhood, but with Spirit still limited, Crane Crane makes a very quick and easy replacement. It's not searchable, nor is it a Beast-Warrior or FIRE-attribute. But what it does to benefit the deck most is bring up Spirit from the Graveyard. This allows you to continue making Horse Prince/Vulcan/rank 3 plays continually throughout the course of the duel without being forced to go into Lion Emperor to recycle Spirit (which isn't a bad play either!). [/spoiler] [/spoiler] IV. The Formations [spoiler] a. Spells [spoiler]   These two spells are the fuel of the entire Fire Fist archetype. Tenki is the consistency card and the go-to fodder to activate the Fire Fist effects (like Bear, Gorilla, and Rooster). Tensu creates the deck's power plays as well as a majority of its Xyz summons and aggression. The 100 ATK boosts also become very relevant as you start to stack Fire Formations in the Spell/Trap zones. One thing to note is that you can use the extra normal summon off of Tensu before using your regular Normal Summon for the turn, but playing multiple Tensus in a turn will not grant you additional normal summons. Also of note is that Tenki can still be activated when cards like Thunder King Rai-Oh and Mistake are in play, as it offers the ATK boost as a separate effect. In past formats, Gyokkou has been out-shined by cards such as Forbidden Lance and Dust Tornado, but it has been increasing in popularity during the January 2014 format. This card is a combination of Xing Zhen Hu Replica and Night Beam while also providing the 100 ATK boost to Beast-Warriors and being a Fire Formation searchable by Bear, Gorilla, and Rooster. Locking down a Spellbook of Fate for an entire duel is a very real possibility that can steal games from the spell-slingers, and other niche uses such as locking down the final backrow of an opponent after baiting the rest of their traps out or freezing a Mirror Force just before a game push are all very real scenarios for this card. Its uses are debatable, however, as other cards such as Mystical Space Typhoon, Dust Tornado, Forbidden Lance, and even Night Beam also serve similar purposes while being more versatile on their own. [/spoiler] b. Traps [spoiler] The Fire Formation traps mostly only see use in the 4-Axis builds that play Dragon, as Dragon can cycle through these so quickly as long as you get one search off. The 300 ATK boosts that both traps offer can become very relevant very quickly when you have more than one Beast-Warrior on the board, and the Damage Step tricks that Tensen offers make it very desirable in Dragon builds. Tenken is often overlooked, but can also grant some much-needed protection from cards such as Torrential Tribute, Dark Hole, and Bottomless Trap Hole. Its drawback of only being able to be activated in Main Phase 1 makes it nearly unplayable, however. Some 4-Axis builds opt to play one copy, though. [/spoiler] [/spoiler] V. The Extras [spoiler] Tiger King and Cardinal make up your two big Rank 4 plays. Tiger King is a powerhouse all on his own, but giving consistency, effect negation, and power plays all in one card. Tiger King's first effect gives a Fire Formation as soon as it's Xyz Summoned. Digging to a Tenki or a Tensu is fantastic and all, but usually if you're summoning this guy, you already have access to it (but if you don't those are what you should be searching). In the 4-axis build, setting a Tensen or Tenken off of Tiger King is a devastating defensive play that doubles as offensive on your turn if your opponent doesn't make an effort to push around it. On top of that, Tiger King's ignition effect allows it to easily clear problem cards like Zenmaines, Maestroke, or Fortune Tune. It's the easiest way to break through opposing defenses, clearing the way for Bear to clear the way (heh). The third effect is almost exclusively useful only in 4-Axis, as 3-Axis and Dual-Axis swap out Fire Formations with Rooster too often to accumulate 3 regularly. But in 4-Axis, Tiger King can easily replace itself with 2 Bears, Gorillas, or Wolfbarks (or any mix of the 3) upon its destruction, which can be devastating to an ill-prepared opponent. Cardinal is a bit easier to understand and remember, but it's harder to summon (and for good reason). You basically have to use Tensu to summon a Cardinal properly, but recycling used up Tenkis and monsters while also getting rid of 2 problem cards on your opponent's board or in their graveyard (sending them back to the deck, even - not even destroying!) is basically insane. This card is an easy +2, but can become a +4 quickly if you have ways of getting to the recycled cards quickly. One thing to note is that most people compare Cardinal to Madolche Tiaramisu. The most crucial thing to remember is that Cardinal targets, Tiaramisu does not. Lion Emperor and Horse Prince create the majority of your Extra deck line-up for 3-Axis. Lion Emperor is actually being summoned less and less now with Spirit being Limited to 1 and more level 6 Synchro options being released, but it is still a great card that does see frequent use in the deck. Requiring 2 Level 3 monsters means that Lion Emperor isn't the easiest to summon. You can't go into it during your ideal Rank 3 time - using Crane Crane. You have to use Rooster + Leopard, Rooster + Rooster, Rooster + Leopard, or use up a Spirit play. Most often, this will occur off of Spirit if you've already summoned a Horse Prince that turn (due to Horse Prince's drawback) or off of Rekindling. Other times, you'll be using Tensu with dead Leopards to go into it to fetch back Spirit from the grave. Two important things to note! First, Lion Emperor can be summoned off of Rekindling, allowing for that extra push of damage for a game shot. Second, Lion Emperor can get back ANY FIRE-attribute monster. This means recurring monsters like Blaster, Lonefire Blossom, or even some of the new Sylvan monsters. Horse Prince is the bread and butter of all that is 3-Axis and Dual-Axis. As long as you use a Fire Tuner, it's a fairly generic summon. If using Spirit, you can easily go into it via Crane Crane or any other Level 3 monster. Most of the time, you'll be doing it with Leopard or Rooster, and the Crane Crane play is very crucial in the current format (bringing up Spirit from the grave for a Horse Prince play is pretty sick). There are other options, though, such as Flamvells, Lavals, and the new level 2 Synchro Tuner Puralis, the Purple Pyrolite, though most of those are irrelevant currently, but it may at least give you some creative ideas to mess around with. Beyond that, Horse Prince will special summon ANY level 3 FIRE-attribute from your deck upon its successful Synchro Summon. This is where the power of the deck comes in, as a single Spirit summon turns into a Horse Prince + Rooster with an added monster in your hand and a new Fire Formation ready to go. The goal of the 3-Axis deck is to consistently get this off as early as humanly possible in the game. Horse Prince comes with a drawback though, so don't forget that. Not being able to Special Summon Level 5 or Highers for the rest of the turn can be game-breaking if you're not paying attention. Sometimes, you would be able to push for game with a Blaster in some cases had you remembered to summon it first. Or if you want to make 2 Level 6 Synchros in the same turn, be sure to go into the other one first. This is intended to prevent Horse Prince abuse (and thank jeebus they did that, else this would just be retarded good). Now to re-emphasize, Horse Prince can special summon ANY Level 3 FIRE monster, including the likes of Lonefire Blossom, etc. This can make for some weird interactions occasionally (or some strange builds). Most people stray away from those thoughts, but in case you're feeling crazy, have at it. There is a massive list of monsters that this guy can summon, but here is a more refined list, focusing on the potentially-relevant ones: These two Level 6 Synchros have added a lot to the 3-Axis arsenal, ranging from pure, raw power to excellent utility. Vulcan's recent release has given the deck a lot more flexibility and helped make 3-Axis much less linear by offering methods of summoning more than one level 6 synchro per turn with Spirit (assuming you summon Vulcan first). It also helps recycle used up Tenkis while also bouncing problem cards like Dracossack back to the deck. He's also a FIRE Beast-Warrior, which makes him see all of the benefits that the rest of the Fire Fist line-up normally receives. Not to mention, he's a fucking tiger swinging a hammer the size of its torso. Sirius has a lot less utility, but offers a larger attack stat that also increases with Fire Formation boosts strictly by being a Beast-Warrior. It helps with occasional pushes/OTKs. But most of the time, you're using it for the fact that it's a DARK-attribute. This guy opens up Virus access to the side deck, being compatible with Deck Devastation Virus all on its own and also hitting the mark for Eradicator Epidemic Virus with a single Fire Formation out. Bujintei Kagutsuchi is the most recent addition to all Fire Fist extra decks, essentially replacing Maestroke as the most defensive play in the extra deck. But Kagutsuchi adds some much-needed synergy while also being an offensive clutch card in certain scenarios. The first effect has more value in 3-Axis and Dual-Axis than it does in 4-Axis, but can be useful in all of them by loading up the Graveyard for Spirit, Crane Crane, Wolfbark, and Blaster. The second effect is used to protect itself from being destroyed - allowing you to play around cards like Mirror Force, Dark Hole, Torrential Tribute, etc. But where this card really shines is as an out to Ophion. With a single Fire Formation up, this guy can push over Ophion without a problem - effectively replacing Maestroke in every way. There are also going to be a lot of times where summoning this guy and Zenmaines can push you in for game-winning damage against a Mirror Force (if you properly make the read). [/spoiler] VI. The Side [spoiler] Though not necessarily the most relevant side cards during the beginning of this format, Rivalry and Gozen are two of the most powerful floodgate cards in the game, and Fire Fists can play both of them safely. Your entire monster line-up consists of FIRE Beast-Warriors (mostly), so these shouldn't hinder you much at all. Rivalry stops decks like Constellars and Evilswarms while Gozen slows down most synchro-intensive decks and some rogue currently. These were much bigger in previous formats against decks like Dragon Rulers and Wind-Ups. With the recent release of Sirius in Shadow Specters, these two cards open up as side deck powerhouses in 3-Axis and Dual-Axis decks. 4-Axis also has access to Number 85: Crazy Box to use these as well. As previously mentioned, Sirius hits the requirements for Deck Devastation on its own, while hitting the requirements for Eradicator with the help of a single Fire Formation. Deck Devastation Virus obliterates popular decks in this format such as Geargia, Harpies, and 3-Axis Fire Fists, while also doubling up well against rogue decks like Hunders and Madolches. Eradicator hits all of the trap-heavy decks that are floating around while also acting as a power card against the (debatable) best deck of the format: Spellbooks. [/spoiler] VII. Honorable Mentions [spoiler] Blaster is one of the best standalone cards in the game in a FIRE-attribute-based (lol based) deck, but he shines the greatest in 3-Axis and Dual-Axis, where cards like Rooster, Bear, and Gorilla often sit dead in the Graveyard while Leopard and Spirit are kept around for Rekindling fuel. Blaster doubles up as a method of fueling the graveyard for Spirit and Crane Crane while also clearing a problem card off the board. It also acts as a free 2800 beatstick to either push for damage, keep pressure on the board, or clear out fat problem monsters. It's also worth noting that Blaster is one of your few outs to rank 8 monsters like Felgrand. Blaster is also useful in 4-Axis, but it doesn't add as much value as it only sets up Wolfbark plays, which the deck does well on its own anyway. It is still a nice standalone monster for the other reasons mentioned, you just don't get as much synergy from playing it. Rekindling gets the most value in 3-Axis, but can also get some in Dual-Axis (it also performs well in Fire Kings, but that's a different discussion). 4-Axis gets almost no use out of this guy. This card is straight up a game-ender. In the early game, it can really only be used to successfully get off a Leopard if you get disrupted when trying to start off (unless you actually start off strong, then it's just a one-card I Win Button). Bringing back Leopards, Spirit, and Lion Emperors is often more than enough to put game-winning damage on the board with a combination of Vulcan, Sirius, or Horse Prince and subsequent summons following that. Combined with Tensu and a monster in your hand from the inevitable Rooster summon, and you just steal that game. A lot of players opt to run any number of these, ranging from 3 for more power plays more often to 1 for more consistent early games. This card is usually a mid- to late-game powerhouse and is best used during a simplified gamestate. With the advent of 3-Axis returning to the scene, Foolish Burial becomes a strong choice for that deck, giving more options to open up a turn 1 Horse Prince play, or feeding the graveyard for a late-game Rekindling (or even just getting those leftover Leopards out of your deck so you aren't drawing it, or putting Blaster in grave for a game-ending push). Or if you have a hand full of Crane Cranes, dump your Spirit and go HAM! Foolish Burial can become very versatile in a deck like 3-Axis and Dual-Axis. In 4-Axis it helps load the graveyard for Wolfbark, but it isn't entirely necessary as the deck does that pretty well on its own in a more slow-roll control fashion. Onslaught doesn't see as much play as in the past (or as in the OCG), as the drawbacks often outweigh the positives of running it. In Dragon Ruler formats, it was great for digging to Boar quickly to push out a fast Crimson Blader. But having to wait for your opponent to have a monster on-board AND the monster's effects being negated AND it being destroyed in the end phase does not make it ideal in the current format. OCG players are taking advantage of this card with Fencing Fire Ferret in the side, however, to make strong plays around Ophion, Exciton Knight, and other problem monsters. Onslaught clearly gets the most value in Fire King decks, where the destruction is welcome, but it does occasionally have its niche here with Fire Fists as well. Many Fire Fist players this format have been looking to anti-backrow cards to ensure that their plays are pushed through unhindered. Many have been looking toward Fire Formation - Gyokkou as that answer due to it being searchable, but just as many have been looking to Forbidden Lance. By reacting to the problem traps (such as Torrential Tribute, Bottomless Trap Hole, etc.) with Forbidden Lance, you not only protect your monster, but also are rid of the problem card permanently. It also can become more versatile with its Damage Step tricks to allow Bear or Gorilla to get additional searches. This card sees the most value in 4-Axis builds, but is also useful in 3-Axis and Dual-Axis. [/spoiler] VIII. Counters [spoiler] a. 4-Axis [spoiler]4-Axis decks focus so much on control that they're not the easiest to counter. They're designed to counter YOU! Nonetheless, they fall apart to effect negation and board control. Fiendish Chain and Effect Veiler are very strong picks to slow the deck down. Waiting for them to attempt to clear something off the board with Bear or Gorilla, then chaining said negation forces them to lose a Fire Formation and they still have to find a way around the threat. Put more pressure on them by keeping their monsters off the board or putting hard-to-destroy creatures on the board (like Felgrand). Cards like Mystical Space Typhoon, Dust Tornado, and Twister also shine against this deck as you can prevent them from resolving Tenki searches or from playing around your removal with Tensu. Thunder King Rai-Oh and Mistake also make good showings here, as the deck thrives on searching for the monster they need to answer specific threats as they appear. Skill Drain also makes a strong showing here, as the only card that can play out of it is Leopard (which most 4-Axis builds aren't even running anymore). Board wipes are also very strong against this deck as they often commit a lot to the board. Black Rose Dragon, Judgment Dragon, Evilswarm Exciton Knight - all are great options in putting this deck in its place. [/spoiler] b. 3-Axis [spoiler]3-Axis is actually more fragile than the 4-Axis deck, as it has a hard time dealing with all hand traps. Maxx "C" and Effect Veiler shine the most against this deck, forcing the 3-Axis player to make awkward plays or be stuck with an extremely weak board (a lone Spirit on the field really hurts). Effect negation like Fiendish Chain, Skill Drain, and Breakthrough Skill also stop this deck in its tracks, causing them to leave combo pieces like Spirit or Crane Crane on the board without another monster to make a Synchro/Xyz play with. It also forces them to use their Tensu summons inoptimally to make any sort of play at all. 3-Axis players also struggle with board wipes, but more on their turn than on yours. Once they get the Horse Prince play off, their monsters are floating and they can make another play the very next turn. But cards like Torrential Tribute and Evilswarm Exciton Knight really get high value against this deck by crippling their combos before they can amount the play for the following turn. [/spoiler] [/spoiler] IX. Decklists [spoiler] a. Sample Decklists [spoiler]These decklists are merely samples created by myself. They are not necessarily optimal nor updated throughout the format. They are simply for reference until Premier Events offer better ones. i. 3-Axis ii. 4-Axis iii. Dual-Axis [/spoiler] b. Premier Event Decklists [spoiler]Due to the lack of Premier Events so far this format, this section is temporarily empty. They will be added in as events occur. [/spoiler] [/spoiler] X. Combos [spoiler]4-Axis is a very straight-forward, linear playstyle with very few combos, so this section is more dedicated to 3-Axis. A lot of these plays also overlap into Dual-Axis, so take that as you will.   I'll start off with a list of every combination of cards that can lead you to a turn 1 Horse Prince play: 2-Card Combos: 3-Card Combos: Other methods include digging to these pieces somehow, like getting a Bear attack off, etc. 6400 Damage Under Spirit's "Beast-Warrior-Only" Restriction: OTK without using Spirit's effect: [/spoiler]
  14.   The Brotherhood of the Fire Fist consists of several FIRE-element Beast-Warrior type monster making their debut in Cosmo Blazer. Their playstyle revolves around utilizing Fire Formation Spell and Trap cards to trigger their effects.   Until recently, this deck was played in the TCG as a 4-Axis (level 4 monsters) grind deck, using a high trap count to maintain Bear on the board and generate advantage with attacks. With the release of JOTL, the deck could also take on a more explosive 3-Axis (level 3 mosnters) approach. However, the TCG list effectively destroyed this option when Spirit was limited. As of now, decks appear to be taking on a Dual-Axis form, mixing the reliability of the level 4 monsters with the explosive plays of the level 3 monsters (as I'm sure Konami always intended).      Monsters:     Bear and Wolfbark constitute the core of the Fire Fist deck. Tenki>Bear>Tenki>Bear/Wolfbark is a very common and devastating play. Wolfbark is a 1 card Rank 4 Xyz that receives the benefits of the Fire Formations and can make King Tiger. Nothing about that is a bad thing.       Dragon and Gorilla round out the Level 4 Bro-Fists. Gorilla is almost exclusively played as a one-of. Dragon, which used to not see any play, has resurfaced as an option because: (1) Tenki was semi-limited, increasing the need for Fire Formations; (2) Bro-Fist Cardinal is awesome; and (3) Rescue Rabbit and Gene-Warped are no longer legitimate options. In particular, the Rescue Rabbit limitation opened up 5 monster-slots that need to be replaced with something.  If you are fortunate enough to open with Dragon and Tensu/Tenki, you can set all 3 Fire Formation traps (tensen) in the span of 2 turns, giving your Bro-Fists fodder for their effects and bumping their ATK by quite a bit.    Leopard is important for 3 reasons: (1) It tutors the now Semi-Limited Tenki; (2) It is a level 3 monster for Spirit; and (3) it has 200 DEF for Rekindling/Spirit.   Tutoring whichever Tenki or Tensu you need at the moment opens up a lot of non-linear plays in a deck that generally has a linear playstyle. For example, if you have Spirit in hand you can go Leopard>Tensu>Spirit>Emperor>Return Spirit.   Speaking of Spirit, these two cards make up the 3-Axis portion of the Bro-Fist line-up. Spirit can SS both Leopard and Rooster for an instant Emperor or Horse Prince. Spirit will also trigger Rooster's effect. Rooster has been hampered by the fact that Spirit is limited to 1 copy. However, he is still pretty busted. He generates a simple +1 when summoned by Spirit or Horse Prince, and his effect to swap a Formation can be useful when generating more unique plays. For example: Rooster+Fireformation Spell = Horse Prince or Emperor and a 2nd Rooster search or Spirit in hand, respectively.        Boar is a level 4 tuner which opens up a number of interesting options with Wolfbark for 1 card synchro summons of Crimson Blader. This is mostly relevant because of how good Blader is right now. Otherwise, I doubt this card would see much play. His first effect isn't terrible either as a way ram into a bigger monster to recruit Bear or Dragon from your deck for MP2 plays.      Other Options: - Blaster, Dragon Ruler of Infernos (a good stand-alone monster that puts cards in the GY for Wolfbark/Spirit) - Reborn Tengu - Hand traps   Spells:       These are undoubtedly the best Fire Formation spells. Tenki needs no explanation, and Tensu opens up a number of plays that this deck's "one summon per turn" style of play. The only debate would seem to center on how many Tensu to play. 1 copy was the old standard, but now with 1 less Tenki and increased options in Spirit and Wolfbark, 2 or 3 are reasonable. Other options: - Pot of Duality (this deck doesn't SS each turn and needs the speed. Play all of them.) - Forbidden Lance / MST (stick your Bear summons) - Gyokkou (fundamentally worse than MST, but still useful) - Yoko (umm I guess it has "Fire Formation" in it's name. I'd rather play pretty much anything else) - Onslaught of the Fire Kings (an interesting option for increasing Xyz/Synchro plays and early Tutoring) - Rekindling (need to be running a higher number of Leopards)     Traps:       These are the only two legitimate Fire Formation traps, and even that's debatable. I'd heavily consider forgoing both if you aren't playing Dragon (although I'm not sure why you would be doing that right now). Tensen's 1000 ATK boost brings Dragon to the important 2800 ATK threshold, and puts him over it if there is another Formation on the field.  Honestly, Tenken looks a lot more useful than it is in practice. The MP1 restriction is really easy to play around. Other options: - Defensive traps (you're still playing the grind game afterall.)   Extra deck:   These two cards are awesome. Tiger King let's you tutor Tenki to start or continue your momentum. His negation effect can also come in handy in a number of instances, such as attacking over Zenmaines, Gachi, or Spirit Reaper. His final effect is pretty sweet too, but you'll very rarely be in a position to activate it. Cardinal is an amazing source of removal. It gets around destruction-immunity effects, returns to the deck, and recycles your graveyard. He is a bit tougher to play because Wolfbark can't make him, but Dragon helps substantially in these matters.   These are the monsters you'll almost always be making with Spirit. Likewise, Spirit will almost always be your Emperor target (Detach Spirit>Add Spirit). When combined with Tensu, Emperor can offer some pretty extreme momentum changes. For the record, notice Emperor's DEF. He can work with Rekindling as well, if that is the route you have chosen.  Horse Prince is no slouch either. Rooster is almost always his Target, netting you a nice little +2. This combo used to be a lot more deadly with Spirit unlimited, as Rooster would add another Spirit. But now that Spirit will always be used to summon Horse Prince, you won't be adding it with Rooster. Keep in mind you CAN Xyz summon with Horse Prince on the field but you CANNOT continue to synchro summon.     Other options: - Generic Rank 4 Xyzs - Bro-Fist Kirin if you are running Boar (synchro King Tiger) - Crimson Blader (if you are running Boar) - Black Rose Dragon (again, Boar) - Other applicable Synchro monsters     Sample decklists:   [spoiler] Top 16 Harison P. (Fire Fist)   Monsters (14) 3 Brotherhood of the Fire Fist - Dragon 3 Brotherhood of the Fire Fist - Bear 2 Brotherhood of the Fire Fist - Leopard 1 Brotherhood of the Fire Fist - Gorilla 1 Brotherhood of the Fire Fist - Rooster 1 Brotherhood of the Fire Fist - Spirit 1 Brotherhood of the Fire Fist - Boar 2 Coach Soldier Wolfbark   Spell (13) 3 Pot of Duality 2 Fire Formation - Tensu 2 Fire Formation - Tenki 2 Forbidden Lance 2 Mystical Space Typhoon 1 Book of Moon 1 Dark Hole   Trap (13) 3 Fire Formation - Tensen 3 Fiendish Chain 2 Dimensional Prison 1 Compulsory evacuation Device 1 Bottomless Trap Hole 1 Torrential Tribute 1 Solemn Warning 1 Mirror Force   Side Deck (15) 3 Imperial Iron Wall 2 Trap Stun 1 Soul Drain 1 Mystical Space Typhoon 1 Dimensional Fissure 2 Babisher of the Radiance 2 Maxx "C" 1 Cyber Dragon 1 Thunder King Rai-Oh 1 Effect Veiler   Extra Deck (15) 2 Brotherhood of the Fire Fist - Cardinal 2 Brotherhood of the Fire Fist - Tiger King 1 Brotherhood of the Fire Fist - Lion Emperor 1 Brotherhood of the Fire Fist - Horse Prince 1 Brotherhood of the Fire Fist - Kirin 1 Crimson Blader 1 Gagaga Cowboy  1 Abyss Dweller 1 Wind Up Zenmaines  1 Leviair the Sea Dragon 1 Maestroke the Symphony Djinn 1 Diamond Dire Wolf 1 Chimeratech Fortress Dragon   Top 32 YCS Toronto Igor Bijelic (Fire Fist)   Monsters (17) 2 Blaster, Dragon Ruler of Infernos 2 Brotherhood of the Fire Fist - Gorilla 3 Brotherhood of the Fire Fist - Dragon 3 Brotherhood of the Fire Fist - Bear 3 Coach Soldier Wolfbark 2 Effect Veiler 2 Maxx "C"   Spells (16) 3 Pot of Duality 3 Fire Formation - Tensu 2 Fire Formation - Tenki 1 Fire Formation - Gyokkou 1 Fire Formation - Yoko 2 Forbidden Lance 2 Mystical Space Typhoon 2 Onslaught of the Fire Kings   Traps (7) 2 Fire Formation - Tenken 2 Fire Formation - Tensen 1 Compulsory evacuation Device 1 Bottomless Trap Hole 1 Solemn Warning   Side Deck (15) 2 Babisher of the Radiance 2 D.D. Crow 1 Maxx "C" 1 Book of Moon 1 Mystical Space Typhoon 2 Debunk 2 Imperial Iron Wall 2 Vanity's Emptiness 2 DNA Surgery   Extra Deck (15) 1 Brotherhood of the Fire Fist - Cardinal 2 Brotherhood of the Fire Fist - Tiger King 1 Armades, Keeper of Boundaries 1 Daigusto Emeral 1 Evolzar Laggia 2 Gagaga Cowboy  2 Abyss Dweller 1 Number 50: Black Ship of Corn 1 Photon Papilloperative 1 Gem-Knight Pearl 1 Maestroke the Symphony Djinn 1 Diamond Dire Wolf[/spoiler]
  15. Regionals Top4 Swallowfist

    This past weekend, my buddy played an extensively tested dual axis Fire Fist deck and went 7-1 dropping only to 1 of his 5 dragon matchups of the day, in round 8. This is the list, and he is thinking of taking it to another event, so any suggestions are greatly appreciated. Monsters: 3 Brotherhood of the Fire Fist - Leopard 2 Brotherhood of the Fire Fist - Swallow 2 Brotherhood of the Fire Fist - Dragon 2 Brotherhood of the Fire Fist - Rooster 2 Brotherhood of the Fire Fist - Bear 2 Coach Soldier Wolfbark 2 Effect Veiler 1 Brotherhood of the Fire Fist - Gorilla 1 Brotherhood of the Fire Fist - Spirit Spells: 3 Fire Formation - Gyokkou 3 Fire Formation - Tensu 2 Fire Formation - Tenki 2 Transmodify Traps: 3 Fire Formation - Tensen 2 Vanity's Emptiness 2 Call of the Haunted 2 Fiendish Chain 2 Mistake 1 Solemn Warning 1 Compulsory Evacuation Device Extra: 1 Ally of Justice Catastor 1 Brotherhood of the Fire Fist - Horse Prince 1 Vulcan the Divine 1 Celestial Wolf Lord, Blue Sirius 1 Wind-Up Zenmaines 1 Abyss Dweller 1 Gagaga Cowboy 2 Brotherhood of the Fire Fist - Cardinal 1 Brotherhood of the Fire Fist - Lion Emperor 2 Brotherhood of the Fire Fist - Tiger King 1 Maestroke the Symphony Djinn 1 Diamond Dire Wolf 1 Number 50: Blackship of Corn
  16. Vulcan the Divine

    http://shonenjump.viz.com/node/1667 So yeah, this guy.
  17. Too Much to Swallow

    http://youtu.be/gQTC_V0r_H8   Monsters: 3 Brotherhood of the Fire Fist - Bear 3 Brotherhood of the Fire Fist - Dragon 1 Brotherhood of the Fire Fist - Gorilla 2 Brotherhood of the Fire Fist - Rooster 2 Brotherhood of the Fire Fist - Leopard 1 Brotherhood of the Fire Fist - Spirit 3 Brotherhood of the Fire Fist - Swallow 3 Coach Soldier Wolfbark Spells: 1 Book of Moon 2 Fire Formation - Tenki 3 Fire Formation - Tensu 3 Mystical Space Typhoon 3 Pot of Duality 2 Transmodify Traps: 3 Fire Fomation - Tensen 1 Bottomless Trap Hole 1 Solemn Warning 1 Compulsory Evacuation Device 2 Gozen Match Extra: 2 Brotherhood of the Fire Fist - Tiger King 2 Brotherhood of the Fire Fist - Cardinal 2 Abyss Dweller 1 Maestroke the Symphony Djinn 1 Gagaga Cowboy 1 Diamond Dire Wolf 1 Number 85: Crazy Box 1 Number 50: Blackship of Corn 2 Brotherhood of the Fire Fist - Lion Emperor 1 Wind-Up Zenmaines 1 Brotherhood of the Fire Fist - Horse Prince         The first effect is almost never used. The main way to summon it is to Tribute Summon it with Tensu or drop it from deck with Transmodify. On summon, it gets Tensen so it is effectively 3000 ATK (3100 due to Tensu) and is not run over. It is Obelisk and makes all of your other monsters into Obelisks as well. This format, Dark Hole, Torrential, and Mirror, which are the easiest answers to Swallow, see little play. Backrow lineups are full of cards that Swallow blanks, like PWWB, Raigeki Break, and Book of Moon.    Black Rose Dragon exists, which is why I maindeck the two Gozen Matches instead of Imperial Iron Wall. Gozen often acts as a Raigeki Break or two on activation and serves as a floodgate afterwards, unlike IIW which cannot answer cards already on the field or stop Debris --> BRD or Dux --> Scrap Dragon. Mained IIW is not unheard of, but nobody expects mained Gozens until it blows them out. The disadvantage of Gozen, allowing 1 Dragon Ruler at a time to beat down, is neutered by Tensen.   Even if Swallow does die immediately, it leaves a Tensen behind.  Dragon can revive it as well, which lets you get a Tensen immediately as well. More often, Swallow stays on the field until you win the game.   Adding Swallow does not require commitment beyond the 3 Swallow itself as Tensen was already there for Dragon.   Always side out Transmodify, especially if you revealed it. Many people will bring in Emptiness after seeing the 3-Axis elements and even more will after seeing Transmodify. Combos: Tenki, Swallow in hand: Tenki for Rooster, Rooster trade Tenki for Tensu, tribute for Swallow, get Tensen. If you already have Rooster, Tenki for Spirit instead. This leads to 8000 on the board turn 2 (Tensu Spirit --> Chicken, search Bear, make Horse Prince --> Chicken, summon Bear. Field of Swallow, Horse Prince, Chicken, Bear with an active Formation and set Tensen). Tensu, Rooster, Swallow: Same as before. Tensu Rooster, get Tenki for Spirit, summon Swallow, get Tensen. 8000 on the board next turn if all goes well. Leopard in hand, nothing else: Leopard for Tenki for Spirit. Next turn Spirit for Horse Prince + Rooster, Rooster search Swallow, trade Tenki for Tensu, tribute Rooster for Swallow, get Tensen.   I'm not going to San Mateo, so I thought I'd share this.   Screenshots: Turn 1:   Turn 2:
  18. Crazy 45s

      Monsters (23): 3x Fire Fist Leopard 1x Fire Fist Spirit 1x Fire Fist Rooster 2x Fire Fist Bear 2x Reborn Tengu 2x TG Striker 2x TG Warwolf 2x Debris Dragon 1x Lonefire Blossom 1x Dandy 1x Spore 2x Effect Veiler 2x Trag 1x Gorz   Spells (13): 2x Tenki 2x Tensu 2x Gyokkou 3x POD 1x Goats 1x MST 1x Dark Hole 1x Night Beam   Traps (9): 2x Mirror Force 2x Dimensional Prison 1x Warning 1x Compulse 1x Dark Bribe 1x Bottomless Trap Hole 1x Phoenix Wing Wind Blast
  19. If I have 2 Brotherhood of Fire Fist - Dragon on the field face-up and I activate say Fire Formation - Tenki do both Dragon's effects activate (set 1 Fire Formation Trap to the field from deck) or does the once per turn restriction pertain to really all Dragon's once per turn for that turn?    I am confused because I see no more wording on that restriction like Coach Soldier Wolfbark says "you can only use the effect of Coach Soldier Wolfbark once per turn." meaning all of them.    But Dragon has no such wording.    Also does Dragon's effect reset if flipped face-down and then flipped face-up or sent to grave and then revived etc...?
  20. Synchro Fist

    Decklist: Monsters (21): 3x Brotherhood of the Fire Fist - Spirit 3x Brotherhood of the Fire Fist - Leopard 1x Brotherhood of the Fire Fist - Bear 2x Debris Dragon 1x Lonefire Blossom 1x Dandylion 1x Spore 1x T.G. Striker 2x T.G. Warwolf 2x Tour Guide from the Underworld 2x Tragoedia 2x Maxx "C"   Spells (14): 3x Fire Formation - Tenki 1x Fire Formation - Tensu 2x Forbidden Lance 2x Pot of Duality 2x Mystical Space Typhoon 1x Pot of Avarice 1x Monster Reborn 1x Dark Hole 1x Heavy Storm   Traps (6): 2x Torrential Tribute 2x Bottomless Trap Hole 1x Solemn Warning 1x Solemn Judgment   Extra Deck (15): 1x Formula Synchron 1x Armory Arm 1x Ally of Justice Catastor 1x T.G. Hyper Librarian 2x Brotherhood of the Fire Fist - Horse Prince 1x Ancient Fairy Dragon 1x Black Rose Dragon 1x Stardust Dragon 1x Scrap Dragon 1x Wind-Up Zenmaines 1x Temtempo, the Percussion Djinn 1x Leviair the Sea Dragon 1x Number 17: Leviathan Dragon 1x Brotherhood of the Fire Fist - Lion Emperor   [spoiler] [/spoiler]   [spoiler][/spoiler]   [spoiler][/spoiler]   [spoiler][/spoiler]   I came up with this deck when I noticed that horse prince tutors lonefire. It's been doing really good lately, it has a lot of combos, and is really fun. This deck can do a lot of pluses, it's crazy. I recommend you to test it because it's really hard to explain the deck in a few lines. Some tips: If you start with leopard you have your setup made. Leopard is also a debris target. Horse prince can SS lonefire, and this way making your debris/spore live, or you can go into spore, SS warwolf from hand and synchro into AArm. 1 Bear is enough.  This is basically the new age Plant synchro
  21. Toys on Fire

    heres my wu deck i plan on running until new list monsters-18 3 wu rabbit 3 wu shark 2 wu rat 1 wu magician :( 1 wu soldier 1 wu warrior 2 maxx c 2 veiler 1 gorz(i really dont want to play this so any suggestions are more than welcomed) 2 bear spells-12 2 factory(considering third) 2 tenki 2 duality 1 dark hole 1 heavy 1 reborn 1 book 2 typhoon traps-10 2 solemn(one of ea) 2 bottomless 2 torrential 2 compulsory evac device 2 iron wall(realized it conflicts with rabbit) side deck 2 tk raioh 3 eradicator 3 soul drain 2 dimensional fissure 2 vanity emptiness 2 decree 1 typhoon extra leviathan leviair zenmaines m-x saber invoker temtempo diamond dire crazy box maestroke utopia daigusto emeral photon butterfly assassin shock master volcasaurus tiras gaia charger
  22. Fire Plant post Jotl

    Been playtesting this deck with a couple of friends for a while now since I saw vulcan and rooster we're announced. Just something I want to put together for fun if the banlist hits dragons and prophecy hard. I take no credit for the idea though since I based it around this deck: http://duelistgroundz.com/index.php?showtopic=153000. Please keep in mind that I know that this deck cant keep up with the current meta but it's a more of a post banlist deck.   [spoiler][/spoiler]   Monsters (20): 3x Brotherhood of the Fire Fist - Spirit 3x Brotherhood of the Fire Fist - Leopard 2x Brotherhood of the Fire Fist - Rooster 2x Brotherhood of the Fire Fist - Bear 2x Debris Dragon 1x Lonefire Blossom 1x Dandylion 1x Spore 2x Crane Crane 3x Effect Veiler   Spells (13): 3x Fire Formation - Tenki 2x Fire Formation - Tensu 2x Fire Formation - Gyo 1x Pot of Avarice 1x Monster Reborn 1x Dark Hole 1x Heavy Storm 1x Mind Control 1x Foolish Burial   Traps (7): 2xTorrential Tribute 2x Fiendish Chain 1x Fire Formation - Tensen 1x Solemn Warning 1x Solemn Judgment   Extra Deck (15): 2x Brotherhood of the Fire Fist - Horse Prince 1x Formula Synchron 1x Armory Arm 1x Crimson Blader 1x T.G. Hyper Librarian 1x Star Eater 1x Black Rose Dragon 1x Stardust Dragon 1x Scrap Dragon 1x Wind-Up Zenmaines 1x Vulcan the Divine 1x Leviair the Sea Dragon 1x Number 17: Leviathan Dragon 1x Brotherhood of the Fire Fist - Lion Emperor   The cards I'm still not sure about are: - star eater in extra ( cool to get out but is it worth the extra slot? )
  23. Brothers In Arms

    <iframe width="560" height="315" src="http://www.youtube.com/embed/GIsuywbY130" frameborder="0" allowfullscreen></iframe>         Been playing around with this deck for a while and love it. The side deck was just kind of tossed together last minute so I think that's what needs the most attention. Mained Scarecrows have been awesome, as has the Dragon and Tensen. 
  24. Fist of the Gladiator

    Been working on this....let me know what you think   20 Monsters 3 GB Laquari 3 GB Darius 3 GB Andal 1 GB Murmillo 1 GB Equiste 1 GB Bestiari 3 FF Gorilla  3 FF Bear 2 Rescue Rabbit   11 Spells 3 Fire Formation Tenki 2 Fire Formation Tensu 1 Gladiator Proving Ground 1 Dark Hole 2 MST 1 Monster Reborn 1 Heavy Storm   9 Traps 1 Solemn Judgment 1 Solemn Warning 2 Waboku 2 Mirror Force 1 Fire formation Tensen 2 GB War Chariot   My first build had -3 andal +3 test tiger -2 Rabbit +2 Cyber Dragon, but after playing with it a while I didn't really like test tiger in the deck that much and wanted to just speed it up in general.  I love test tiger and love the fact that its a free GB effect, but the deck got a lot faster after adding the Rabbit/Andal engine into it. Also I need to take Chimeratech out of the Extra deck now that im no longer running Cyber Dragon main deck,so that spot can be taken by another xyz... I can't attend any events this year at all and have no hope of making this deck outside of DN so I figured I'd share, maybe inspire someone else to build it, change it, make it better, whatever   anyway pic  
  25. Gap in the Fence

        Just trying different things with Fire Fists. I really like this build, it seems pretty good. Banisher + Backrow is pretty redic vs mermails and even the mirror. Thoughts and stuff would be great,   Monsters: 15 3 Brotherhood of the Fire Fist - Bear 1 Brotherhood of the Fire Fist - Gorilla 3 Vorse Raider | I never tried the Vorse/Virus thing. It seems pretty meh, I'm most likely putting the Genes back in. 2 Rescue Rabbit 2 Thunder King Rai-Oh 2 Banisher of the Radiance 2 Cardcar D    Spells: 15 3 Fire Formation - Tenki 1 Fire Formation - Tensu 2 Mystical Space Typhoon 3 Forbidden Lance 2 Pot of Duality 1 Heavy Storm 1 Monster Reborn 1 Dark Hole 1 Book of Moon   Traps: 12 1 Fiendish Chain 1 Breakthrough Skill 2 Mirror Force 2 Torrential Tribute 2 Bottomless Trap Hole 2 Dimensional Prison / 2 CED, playing dprisons atm but I'm deff going to test CED. 1 Solemn Warning 1 Solemn Judgment   Side: 1 Banisher of the Radiance 1 Fossil Dyna Pachycephalo 1 Maxx "C" 2 Dimensional Fissure 1 Mystical Space Typhoon 3 Mind Crush 2 Deck Devastation Virus 2 Overworked 2 Retort   Extra: Tiger Kings + Generic Rank 4's. 2 Abyss Dweller etc..
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