Forum:Deck Guide/Quick Burn/1

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original by Trivi-AM

edited and updated by Gadjiltron

Intro[edit]

The traditional Burn Deck focuses around clamping hard on the opponent's ability to act, rendering them almost unable to do anything while it chips away at the opponent's Life Points via damage-over-time effects, with each effect doing roughly 500 damage per turn. Quick Burn, on the other hand, is not so patient, preferring to take out huge chunks of LP at one shot, nearly guaranteeing victory within one turn.

Mechanics[edit]

Burn Decks tend to leave a bad aftertaste, as no matter how invincible-looking the monster setup is, Burn simply goes around them and plants its blades right in the opponent's back. Yes, it's just like "fighting dirty". And because the general mentality of a good player is "the only Life Point that matters is your last", they get a little liberal with their LP payment, expecting their field setup to protect them... only for the Burn Deck to thank them for aiding their job. And because Effect Damage can take place at any point in the game, it outright ignores the loss of the first turn Battle Phase and can destroy an opponent before they even have a chance to defend themselves.

With Effect Damage making up a number of FTK Decks in the past, it's no wonder Konami has implemented various effects that neutralize Effect Damage, while simultaneously stifling sources of free Effect Damage. The remaining Quick Burn variants scrounge up what they have left and attempt to make use of it. Many of them are like glass cannons - with the right combo, they output a massive amount of damage, but before they do so or once they are done they are vulnerable to an onslaught. Compared to Slow Burn, Quick Burn trades defensive measures for draw power to maintain their resources while also using cards that do as much damage in a single turn.

Did the Deck Building Basics say that Magic Cylinder is bad? Quick Burn is one of the few Deck types that welcomes this with open arms. Converting card advantage to LP advantage helps reduce the burden that the other damage sources have to shoulder and allows them to activate under less favourable conditions.

Analysis[edit]

Strengths[edit]

  • Explosive - Most of these Decks have the capability of OTKing, or even FTKing the opponent. A good number of the FTK types have the ability to draw out their Deck within the turn.
  • Surprise Factor - How many Decks main cards that are designed to counter effect damage? Not many, since they come in expecting to face other Decks that actually dabble in doing battle damage. Only the incredibly (or overly) prepared have sideboards to trip up the Quick Burn Deck.

Weaknesses[edit]

  • Horrible stamina - Most of the Quick Burn Decks have limited burning supplies. If these cards are depleted and the opponent is somehow still alive, the Deck has more or less exhausted itself.
  • Excessively dedicated - Quick Burn Decks dedicate themselves to either Traps or Spells. Adjusting the Deck to counter that will cripple them severely.
  • Konami's hate for burn - The abundance of cards that negate Effect Damage should say something on how Konami wants a Duel to end. However, the OTK nature of Quick Burn Decks makes it difficult for the opponent to actually get the burn-negation card onto the field before their LP is burnt out.

Variants[edit]

Please be aware that the purpose of the following decks are to help readers build the deck, and not to provide an exact list to be net-decked. Please use this as an example to base your own deck off of, and not to use as your own deck.

Fallen's Vengeance[edit]

See here for the Stall version.

The Anti-Heal Deck falls into a little gray area between slow or fast burn, because it has the capability of burning at either speed. With the right setup, Reverse Burn can perform an OTK with its gimmicks, yet on the other hand it can "chip" the opponent to death. And by "chip", I mean "slash away at the opponent's LP 1000 at a time", since healing numbers tend to be greater than burn numbers. Fast variants usually combine the reverse burn with other means of inflicting big damage numbers as an alternative.

The Deck tends to use the following cards:

  • Nurse Reficule the Fallen One and Bad Reaction to Simochi - The core of the Deck's main strategy, converting the opponent's LP gain into burn damage. 3 copies of each are usually run to ensure consistency, but since you only need one of them to be active at any one time there is the possibility of dead draws. Beware Chainable removal as it can make the strategy utterly backfire.
  • Gift Card - The Deck's hardest hitter. It gives 3000 LP to the opponent, but under Reficule or Simochi it's a devastating 3000 damage instead. A definite 3-of.
  • Upstart Goblin - Even modern Decks run this card in 3s due to the thinning it provides, while the LP gain the opponent receives becomes negligible considering the damage they can output. Under Reficule or Simochi it becomes beneficial all around, as you draw and do damage at the same time. What's not to love? Run 3.
  • The Paths of Destiny - On its own, it gives each player a 50-50 chance of gaining 2000 LP or taking 2000 damage. Under Simochi or Reficule, your opponent will definitely be taking 2000. What happens to your LP is generally irrelevant, but bad timing and luck combined can result in untimely draws or defeats. Run 2-3, as it covers for occasions where Gift Card is unavailable.
  • Soul Taker - Everyone loves removal. But not a lot of removal does burn on top of that without a condition. Run 3.
  • Dark Cure - The current meta does a lot of Summoning, offering this card plenty of opportunities to trigger. Set this up with Reficule or Simochi to make the opponent hesitant to proceed if they cannot answer either. Run 1-2.
  • Kuribon - More of an attack deterrant as it can do a lot of damage under Reficule's or Simochi's effects should the opponent decide to attack you. You can't trigger its effect yourself. Run 1-2.

The Weakest Link[edit]

The Chain Burn Deck is one of the infamous Decks that originated from the Cyberdark Impact era, and to this day can still hold its own with the unprepared Decks (albeit with reduced consistency). It attempts to setup and fire off an elaborate combo of Chainable damage-inflicting Trap Cards, topped off with a Chain Strike to deal as much damage as possible.

As almost every component of the Deck is Chainable, the Chain Burn Deck wants as long a Chain as possible, and thus tends to be more reactive than other quick burn Decks, utilizing the opponent's actions as springboards to their long combos. It even benefits off the opponent having massive field advantage to do the most damage in one shot. In the meantime, it holds several hard-to-answer temporary stall cards and as much generic draw power as possible to refill its hand after expending it on a single combo.

Cards often found in Chain Burn include:

  • Chain Strike - The centrepiece of the Deck and the reason why it was Limited shortly after it dominated tournaments in its heyday. Chain Strike deals 400 damage x its current Chain Link, doing about 2000 damage at its maximum when it's placed at the end of a long Chain spanning 5-6 Links. Run 2, the maximum allowed so far.
  • Just Desserts, Secret Barrel, Ceasefire and Secret Blast - The main damage-dealers in the Deck, that can each potentially inflict 2000 damage if the opponent has a good hand and/or field advantage. With many Decks nowadays having great swarming capability, these cards can punish the opponent's plays and inflict massive damage each. Secret Blast has a bonus of inflicting 1000 bonus damage if destroyed by the opponent, so save that for when a nervous opponent tries to clear your backrow. Run as many copies of each as you can.
  • Swift Scarecrow, Battle Fader, Threatening Roar, Waboku - As the Chain Burn Deck has little in the way of board presence or removal, the opponent is likely to run over you if they can set up unimpeded. Threatening Roar and Waboku are Chainable Traps that buy you turns of being untouched, while Swift Scarecrow and Battle Fader are hard-to-handle hand traps that stop an opponent cold when they inevitably try to attack you directly. Run as many as your Deck space permits.
  • Accumulated Fortune - A draw 2 with the only requirement that it needs to be activated as Chain Link 4 or higher, and no duplicate names in the Links. The nature of the Deck makes it the only one that can use this card properly. Run 2 as 3 tends to create dead draws.
  • Jar of Greed and Legacy of Yata-Garasu - Chainable draw Traps that let the player run through their Deck better and refuel after a combo. A mix of both are used to avoid the Link duplicate condition on Chain Strike and Accumulated Fortune. 2 of each is ideal.
  • Ojama Trio - Spawns 3 un-Tributable Tokens on the opponent's field, clogging their Monster Zones, impeding their non-Synchro plays, and filling the field to get more damage off the damage Traps. Run 2.
  • Judgment Scales - If your opponent's field alone has more cards than your hand and field combined, pop this card and draw cards equal to how many more your opponent controls. Since you often expend your resources and occasionally find situations where you're topdecking, this is a good way to get gas back.

Royal Magical Library Draw Loops[edit]

Let's face it, Royal Magical Library is rather insane when built around. As Exodia demonstrated, RML-centric Decks spam draw spells to get Spell Counters on RML to milk its draw effect for as much value as possible to draw through the entire Deck. But Exodia isn't the only thing it's good for, as there are two FTK burn variants in existence. One tries to make Tempest Magician to do as much damage as possible that results from the many Spell Counters that result, while another abuses its Graveyard full of Spells to get as much damage off Magical Explosion as possible.

The backbone of the RML variants include:

  • Royal Magical Library - A humble-looking 0/2000 that can store up to 3 Spell Counters at once, but can remove those Counters to let you draw 1 card. What pushes it into engine territory is the fact that it can do this as many times as you want within the turn, as long as you can keep its Spell Counters stocked. Max it out, it's an engine after all.
  • Summoner Monk - Great for fishing out RML from your Deck, especially when it puts RML in Defense Position where it can't get run over easily. All at a cost of 1 Spell from your hand, which is usually one that you can't use immediately. Run as many as permissible.
  • Golden Bamboo Sword and Cursed Bamboo Sword - Once you get the Equip down, Golden Bamboo Sword becomes free draw 2s. It matters not where the Broken Sword is equipped - you can even equip it on the opponent's monsters and get full access Golden Sword. They even count for putting Spell Counters on RML. If you have excess copies of Cursed Bamboo Sword, just pitch them to Dark World Dealings or Hand Destruction, and behold, you get to tutor up a draw 2 spell. 3 of each is a must.
  • Spell Power Grasp - Places a free Spell Counter on RML while searching for another copy. The once-per-turn activation reins in how often you can use it, so the second copy quickly becomes a dud. Run 2.
  • Trade-In, Cards of Consonance, Allure of Darkness, or Destiny Draw - Vital draw cards that make up an interchangeable pair of draw engines. Trade-In is the common ground between the sets. Cards of Consonance combos with The White Stone of Legend to tutor Blue-Eyes White Dragon for Trade-In. Destiny Draw and Allure of Darkness work with LV8 Destiny HEROes like Destiny HERO - Plasma and Destiny HERO - Dogma. Neither set intends their monsters to be Summoned.
  • Dark World Dealings or Hand Destruction - Often you might find yourself with various Spells you can't use. Simply toss them out and draw new ones. Don't overdo it, as these Spells ultimately have you at 1 card less in-hand.
  • Magical Mallet or Reload - Sometimes you just have a crappy hand. "Mulligan" that out and hopefully you get better combo pieces. The -1 disappears with RML.

Tempest Magician FTK uses:

  • Tempest Magician - The main damage dealer allows one to remove all Spell Counters from their side of the field for 500 damage per Counter removed. It comes with 1 Spell Counter pre-installed, and you can discard any number of cards from your hand to stock even more. Gather a total of 16 Counters and you're all set to oneshot the opponent. If you go full ham, you can easily deal over 20,000 damage. Opponent got 3000 bonus LP off your 3 Upstarts? Hah!
  • Magical Abductor - The new Pendulum form of Magical Exemplar not only stores up counters, but also opens up the possibility of Pendulum Summons to get multiple copies of this card on the field and accelerate the Spell Counter storage. Much like its predecessor, Abductor gains Spell Counters per Spell activation - one per Spell, though, but it can do so when either in the Pendulum Zone or as a monster. Gather 3 Counters on her as a Pendulum and you can pull up another Pendulum Monster from your Deck - oh, let's say, Dragoknight Luster Pendulum, who can clear the zone to tutor up another copy of Abductor and open up Pendulum Summons of 2 of her. Add to the fact that Pendulums also count as Spell activations and you have great tools to the RML draw loop.
  • Plaguespreader Zombie - The cool thing about this is that Tempest Magician doesn't care about what kind of Tuner you use to make her. You already have Dark World Dealings and Hand Destruction to filter through and put Plaugespreader in your Graveyard, and your obnoxiously large hand size means you can, at nearly any point, pull up Plaugespreader to make Tempest Magician.
  • Magical Citadel of Endymion - An incredible Spell Counter store that can assist RML by substituting its Counters for one activation, letting you get more gas in a situation where you'd normally have reached a dead end. While not as critical in Magical Explosion, its unlimited Spell Counter limit is vital for Tempest Magician's strategy. Playing a new Endymion allows you to get another substitution-use off the other copy.

The Explosion variant uses:

  • Magical Explosion - The main damage dealer of this Deck, inflicting 200 damage to your opponent for each Spell Card in your Graveyard as long as you have an empty hand. It got Limited as 2 or more of these while a well-stocked Graveyard of about 20 Spells means 4000 damage per Explosion, destroying the opponent immediately. There are ways, however, to get around this. One involves creating as large a LP gap as possible before using Life Equalizer to set the opponent's LP to 3000, well within Explosion killing range, while also enabling access to Upstart Goblin without worrying about the opponent gaining LP. Another uses Blasting the Ruins as supplementary damage after putting most of the Deck in the Graveyard.
  • Into the Void - Magical Explosion requires you have to have an empty hand. Using Into the Void will function as an Upstart Goblin without any immediate drawback, and once you end your turn you're forced to discard your hand. This immediately opens up an Explosion activation while putting all unused Spells in your Graveyard for more damage off of it.
  • Chicken Race - This wacky card from the latest set added so much fluidity to the Equalizer Explosion combo that even not having the opening draw on the very first turn can still mean victory. The main meat lies in its first effect, allowing the player to pay 1000 LP to draw a card. This deliberately drops their LP to open up the gap for Life Equalizer's condition while granting draw power to replace this card. The fact that it's a Field Spell means it can be tutored with Terraforming and its once-per-turn effect easily replicated with Pseudo Space, allowing the Deck to create a 9000 LP gap by running through 3 Upstarts, 3 Chicken Race, and 3 Pseudo Space.

A Job for Bubbleman![edit]

Until Xyz Monsters rolled around, Elemental HERO Bubbleman was often overshadowed as it had a difficult-to-trigger draw-2 effect, and had little use being on the field except for being good Xyz Material. That is, until someone cooked up the oddball Bubbleman Burn Deck, which tries its best to sling all the damage Spells possible to empty out the hand without filling up the field, and reap Bubbleman's draw 2 effect.

Cards that turn up here include:

  • Elemental HERO Bubbleman - A card that Special Summons itself if it's the only card in your hand, and lets you draw 2 cards if you have no other cards on field or in hand. This is easily satisfied, given the design of the Deck to throw out as many Spell Cards as possible to do damage without giving any card replacement. You're bound to run out of cards in hand really quickly. Max it out.
  • Fire Trooper - You normally have a loose Normal Summon that will never be used on Bubbleman. Fire Trooper will, on Summon, blow itself up for 1000 bonus damage, functioning like a pseudo-burn Spell with no returns on hand or field advantage. Run 2-3.
  • Card of Sanctity - That's right. The poster child for nerf-on-print actually sees use here, albeit constantly as a -1 at minimum as it has to banish other cards as a cost. However, doing so will clean out the field and hand so that you can set up for the next Bubbleman you draw. Run 2-3.
  • Magical Explosion - Your burn Spells combined will not be enough to take down the opponent. Run this as cleanup crew.

Junk Collector OTK[edit]

Please be aware that the deck below doesn't follow the current Restricted list and are only being used as historical references.

To put is simply this deck is a variant of the popular Magical Explosion build. The basic setup is the same, getting as many spells in the grave as quickly as possible, however this deck also discards it's copies of "Magical Explosion" to the grave as well. Why? I here you ask, well this allows the player to use the effect of "Junk Collector" to remove itself and "Magical Explosion" in your Graveyard from play to use "Magical Explosion's" effect and inflict damage equal to the number of Spells in your Graveyard ×200.

As said above this deck is a variant of the Magical Explosion OTK deck; however it has a few minor, but still important, differences. The main difference is the inclusion of "Lightsworn" cards, these can be used early in the game to help get "Magical Explosion" into the Graveyard quickly. Lightsworn also give the deck access to a few other Spell cards, namely "Solar Recharge" and "Charge of the Light Brigade", which can help thin the deck and allow different play options depending on if the correct cards are in the hand or not.

Right now onto how the deck achieves it's goal. Depending on what the opening hand is depends on how well it will preform, but if the perfect opening hand is achieved on the first turn it will probably be the end of your opponent in the next few minutes. In order to get the deck working as quickly as possible it's important that you get "Divine Sword - Phoenix Blade", "Kuraz the Light Monarch" and another Warrior-Type monster into your Graveyard and have "D.D.R. - Different Dimension Reincarnation" in your hand as this will allow you to abuse Kuraz's drawing ability and as you'll be continually bringing back Divine Sword you should always have at least one card in your hand to discard for "Magical Stone Excavation" and "Spell Reproduction" etc.

Repeat the process of destroying your Kuraz and D.D.R. and drawing 2 cards as much as you can, until you have enough Spells in your Graveyard for "Magical Explosion" to do lots of damage. To ensure the OTK comes off without any interference you may wish to add "Heavy Storm" or "Giant Trunade" to you build in case you're unable to go first and your opponent sets any Spell or Trap cards that could stop you in your tracks. Anyway, once you've set everything up that you need you can set "Return from the Different Dimension" (RftDD) face-down, along with another remaining cards in your hand if you have any, and end your turn. The during your opponent's Draw Phase activate RftDD bringing back 3 "Junk Collectors" and any other 2 monster you've got removed from play, once this has happened during your opponent's Standby Phase use the effects of the "Junk Collectors" and have each them copy "Magical Explosion" and if you've got at least 27 Spells in your Graveyard you should win.

Tag Duel Options[edit]

You will run out of steam rather quickly and become very vulnerable, so find an opponent that can help defend you from attacks in between your turns. Slow Burn can help hold off attacks while wearing down the opponent, resulting in you needing less effort to destroy the opposition. If you're using a Royal Magical Library engine, pair up with an Exodia FTK Deck so that both of you can pick up on the other's slack if either of you fail to reach your goal in your turn.

Other Tips[edit]

Some cards can be thrown into the sideboard to help out in miscellaneous pinches...

  • One Day of Peace - What, you failed to finish off the opponent? This card would net you one more card (hopefully that draw is good). You can't damage the opponent any further, but neither can your opponent, giving you one more turn.
  • Compulsory Evacuation Device - First, it's Chainable, making it difficult to stop. Next, it bounces, and few cards are out there to counter bouncing. This makes it an effective temporary monster removal, buying you that one turn to hopefully extinguish your opponent.
  • Blasting the Ruins - Use in the Spell-heavy RML draw loop Decks. Since these Decks will tend to spam draw and discard Spells, they'll end up filling the Graveyard quickly, fulfilling the requirement for Blasting the Ruins and giving you a free 3000 damage.
  • Blast Sphere - It's sort of like a delayed Magic Cylinder. When attacked while face-down, it latches on to the attacking monster, and on the opponent's next Standby Phase, it detonates, destroying the equipping monster and causing damage equal to that monster's original ATK. However, if your opponent is smart, they can remove the Sphere by flipping or bouncing.
  • Magic Cylinder and Dimension Wall - A number of these Decks tend to leave themselves vulnerable to direct attacks after they finish their turn. These two traps can reflect attacks, dealing potentially massive Burn damage to aid your goal. Magic Cylinder even has the bonus of protecting a monster from getting attacked. However, avoid running too many of these, especially in the OTK Decks, since they count as dead draws if you don't plan on letting your opponent have their next turn.