Krein Posted March 3, 2015 Report Share Posted March 3, 2015 So, I know I posted another Fire Kings deck before, but that was months ago back in December so it doesn't feel right for me to just go and necrobump the thing. It only got one reply too, so for the person that did reply with advice (Sir Yamiegg I believe), I want to thank you and apologize for not posting something in response. Anyway, here is the new deck list: It remains relatively unchanged from the last build, except now it carries Fire King Island, which has been a huge boon for the deck during playtesting. I do intend to use this irl and in fact already have like... 98% of the cards except for Castel, ARK, Blackship of Corn, Diamond Crab, and of course the field spell (which unfortunately seems to be an OCG exclusive for now). Suggestions/comments are obviously welcomed and appreciated, as I obviously want to improve the consistency and potency of the deck overall (especially since, like I said, it's remained mostly the same from before). Link to comment Share on other sites More sharing options...
VampireofDarkness Posted March 3, 2015 Report Share Posted March 3, 2015 Have you considered adding a King of the Feral Imps and [url="http://yugioh.wikia.com/wiki/Earthbound_Immortal_Ccarayhua"]Earthbound Immortal Ccarayhua[/url]? A field nuke and a search does sound nice to say the least, especially when said nuke is searchable Link to comment Share on other sites More sharing options...
Krein Posted March 3, 2015 Author Report Share Posted March 3, 2015 Have you considered adding a King of the Feral Imps and Earthbound Immortal Ccarayhua? A field nuke and a search does sound nice to say the least, especially when said nuke is searchable I've actually been considering testing Ccarayhua for a few days now and will likely drop a Fencing Fire Ferret or Babyrunix to do so. King of the Feral Imps completely slipped my mind though since I don't run any Reptiles at all, so thanks for that suggestion. Are there any ways to get Ccarayhua back from the grave after he's been used, or is he just a one time thing to use in a pinch? Either way though, a field nuke IS nice, and it won't affect me at all if I have Garunix on the field and some Fire Kings in my hand. Link to comment Share on other sites More sharing options...
Toffee. Posted March 3, 2015 Report Share Posted March 3, 2015 -2 Avatar Garunix -1 Blaster -1 Yaksha +3 Terraforming +1 Onslaught Link to comment Share on other sites More sharing options...
Pchi Posted March 4, 2015 Report Share Posted March 4, 2015 -2 Avatar Garunix -1 Blaster -1 Yaksha +3 Terraforming +1 Onslaught 3 Terra is overkill, you only run 3 Field Spells which can already be searched by Barong in the first place. Terra is indeed optimal for consistency, but if you run too much of it, not only will you waste a slot that could go to something more useful, but also risk dead drawing at the most inconvenient moment. Also, Supply Squad is a must here, since you'll be burning (no pun intended) through your hand pretty quickly with this Deck. Link to comment Share on other sites More sharing options...
Toffee. Posted March 4, 2015 Report Share Posted March 4, 2015 3 Terra is overkill-'Cept getting the field as fast as possible is the best option.And Terraforming can do it faster then Barong can. Link to comment Share on other sites More sharing options...
Pchi Posted March 4, 2015 Report Share Posted March 4, 2015 'Cept getting the field as fast as possible is the best option. And Terraforming can do it faster then Barong can. With 3 copies of it and 2 Terra, not to mention the Barongs, the probability of you drawing it early in the game is already high enough. Link to comment Share on other sites More sharing options...
Krein Posted March 4, 2015 Author Report Share Posted March 4, 2015 Terraforming at 3 seems like it'd just be dead mid to late game, and for the reasons Pchi mentioned I'll probably run it at two. As for the other suggestions:-2 Avatar Garunix -1 Blaster -1 Yaksha +3 Terraforming +1 Onslaught Blaster has been useful to me in popping worrisome cards and to push for game when I have the opportunity. One less Yaksha seems reasonable since we already have Island doing the Fire King destruction for us, so I will test this soon. One more Onslaught.... I'm not sure about this. When I ran it at 3 I found myself drawing into a lot when I didn't need it. 3 Terra is overkill, you only run 3 Field Spells which can already be searched by Barong in the first place. Terra is indeed optimal for consistency, but if you run too much of it, not only will you waste a slot that could go to something more useful, but also risk dead drawing at the most inconvenient moment. Also, Supply Squad is a must here, since you'll be burning (no pun intended) through your hand pretty quickly with this Deck. I didn't think about Supply Squad actually, nice suggestion. How many do you suggest running? Link to comment Share on other sites More sharing options...
Pchi Posted March 4, 2015 Report Share Posted March 4, 2015 Terraforming at 3 seems like it'd just be dead mid to late game, and for the reasons Pchi mentioned I'll probably run it at two. As for the other suggestions: Blaster has been useful to me in popping worrisome cards and to push for game when I have the opportunity. One less Yaksha seems reasonable since we already have Island doing the Fire King destruction for us, so I will test this soon. One more Onslaught.... I'm not sure about this. When I ran it at 3 I found myself drawing into a lot when I didn't need it. I didn't think about Supply Squad actually, nice suggestion. How many do you suggest running? 3, since it's best active at multiples and it's not searchable. Also, I don't run neither Kamaitachi (FFF) nor Nephthys in my build, since I find the former sub-par and the latter keeps killing my Island at the worst moment possible; I don't run Yaksha either, but I might drop 1 Onslaught or other thing for 1 copy of it. Summoner Monk is cool here since you run lots of spells and it lets you grab a Wolf for an +1 Xyz, among other cool things. And lately I've been testing 2 Skill Drains, but I'm not sure if I should recommend that yet. Link to comment Share on other sites More sharing options...
Krein Posted March 5, 2015 Author Report Share Posted March 5, 2015 I've never ran Skill Drain in the deck, and while it's good to use in theory (since Garunix and Barong activate in the grave) there's still the XYZ to think about. At least on my end, I make use of those a lot, it wouldn't do me any good to have them be nothing but beaters. Oh yeah, I've taken up on some of the recommendations and edited the deck a bit. Here's the latest version: I'm a bit iffy about the number of traps, and namely at the loss of Wiretap and Breakthrough Skill. My thoughts on the deck as a whole are positive though. I've only dueled with it twice so far, and it feels a lot more consistent and aggressive than before. Either way, the deck list is still there for further review and suggestions. On some side notes, it feels a bit weird cutting Babyrunix, the card has been able to save me a few times before. Ccarayhua is hilarious in the deck and will definitely leave him in there unless convinced otherwise. Link to comment Share on other sites More sharing options...
Pchi Posted March 5, 2015 Report Share Posted March 5, 2015 I've never ran Skill Drain in the deck, and while it's good to use in theory (since Garunix and Barong activate in the grave) there's still the XYZ to think about. At least on my end, I make use of those a lot, it wouldn't do me any good to have them be nothing but beaters. Run Crazy Box then. Link to comment Share on other sites More sharing options...
Toffee. Posted March 5, 2015 Report Share Posted March 5, 2015 I just noticed you weren't playing Call of the Haunted.Call, honestly, doubles as another RotA for the Deck.Just sayin' Link to comment Share on other sites More sharing options...
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