User:Dek-Master

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Kuddos. I run a Fire deck. I've ran a fire deck since the blaze of destruction Structure deck made its release which is waaay back in the day. I edited it along the way though so it can at least keep up with some decks now. But i like my fire deck mostly for fun. I'm thinking of running another deck but can't seem to make up my mind. Of course the top decks are just something i never go for because i'm the kinda duelist to do something different. The top decks are what most people will go for because they seem em winning. But i think a competition should be something with a whole bunch of deck ideas and if everyone ran the top decks then you'd only see the same thing over and over and over.....and over and over again.

My Fire(Burn) deck

Monsters
Magic
Trap

Summary of How the Deck Combos/Works and links together

Combo Surrounding Solarflare (my favorite fire monster)

Two or more Solarflare Dragons burn Lp damage + prevents opponent from attacking because all Solar flare dragons are pyro types. It's not really difficult to get two Solarflare dragons on the field. Use UFO turtle to bring out Solarflare Dragon when your opponent attacks it on his turn then Summon the SolarFlare dragon that you have in your hand. If you could use reckless summon on either players turn in combination with UFO turtle's effect that can special summon Solarflare Dragon and get two more SolarFlare Dragon, Reckless Summon would've been an okay card. But since reckless summon cannot be activated during the battle phase. it really isn't a recommened card for the deck. because the only thing you can chain it to is Monster reborn and special summon 1 solar flare from the grave in order to get too more from your deck, hand or grave. In most duels I end up using reckless summon as a discard cost and rarely ever get it to work with Monster reborn.


Solar flare dragon is very annoying in effect so it's going to be a focus to get rid of by your opponent. so when they do get rid of that annoying dragon recylce it back into the deck with the effects of either Pot of Avarice or Royal Firestorm Guards. So as to use the annoying dragon all over again.

Get Rid of Monster that pose you a problem with Blaze Accelerater and/or Tri-Blaze Accelerater. It's searchable by Volcanic Rocket. Volcanic Rocket even gets the Blaze Accelerater cards from the graveyard as well so when your opponent destroys it you get it back to re-use. Since Volcanic Shell is made to be used for a discard cost. You get to pop monsters often. Also don't forget you can recycle your pyro types with Royal Firestorm Guards.

Every time your monster dies your opponent looses 500Lp by backfire. And If Dark Room of Nightmare is also in play they take 300Lp more. Dark Room of Nightmare works with Solarflare dragon to inflict 300Lp for each 500Lp SolarFlare inflicts. So three Solar Flare Dragons with Dark room of Nightmare inflicts 2400LP at your end phase and then 2400Lp again if they all die by lightning Vortex. Cylinders reflects damage, Volcanic Couneter inflict battle damage you took, wave-motion burns according to the amount of your turns past, Kurenai burns damage equal to original attack of the tributed fire monster, and ceasefire burns according to the ammount of effect monsters on the field. Note that Dark room of Nightmare activates in response to all those cards. Even Volcanic Hammer who burns According to the amount of Volcanics in your grave,Inferno who deals 1500Lp damage when it destroys a monster by battle and sends it to the grave, Doomfire burns when he destroys monsters by his effect and Tri-blaze thats used to summon Doom fire can burn Lp damage that's all chainable to Darkroom of Nightmare.

And finally for you to gain stall time to perform these actions use Gravity bind, Messenger of Peace & Swords of Revealing light. Marshmallon can't be destroyed by battle so it stalls time as well + it burns 1000Lp that can be chained to Dark Room of Nightmare. Negate magic and traps that interfere with your plans by activating Dark Bribe.