jabber2033 Posted April 13, 2015 Report Share Posted April 13, 2015 As a seasoned Fire Fist player, I feel experienced enough with the deck to be able to write one of these. The Fire Fists are an archetype of FIRE Beast-Warrior Type monsters. The monsters are based off a series of characters in the Chinese novel Water Margin. Their supporting Fire Formation cards are named after the stars of the Big Dipper constellation. Because of the wide variety of Fire Fist monsters, several different deck types emerged. The first was 4-Axis, revolving around Brotherhood of the Fire Fist - Bear and other Level 4 monsters. With the release of Brotherhood of the Fire Fist - Spirit and Brotherhood of the Fire Fist - Rooster, a new deck emerged. This Synchro-based deck became known as 3-Axis, revolving around Spirit and other Level 3 monsters. A combined 3/4-Axis deck also emerged, containing a mix of Level 3 and Level 4 monsters. Back in the day (aka 2-3 years ago) the various Fire Fist decks were some of the best. This prompted the Limiting of Brotherhood of the Fire Fist - Spirit, Coach Soldier Wolfbark, Rekindling, and the Semi-Limit of Fire Formation - Tenki. But now, with the return of Spirit to Unlimited, the deck is very nearly back to full power, with Tenki and Wolfbark also back up to 3. Will Fire Fists become a top-tier deck agian? Only time will tell. After reviewing the main Fire Fist cards and outside support, several decks will be given as samples. [spoiler='The Bosses'] These two cards are easily the two bosses of the Archetype. Tiger King searches Fire Formations when it hits the board, and can summon 2 Fire Fists if it's destroyed. It's also an effect negater, which can get around things like Zenmaines. As the main boss of the Xyz-based 4-Axis build, I wouldn't run less than 2. Use 3 if you have the Extra Deck space. Horse Prince is the boss of the Synchro-based build. It's summoned with Spirit as your Tuner, and can be used to Summon Rooster, Leopard, Hawk, or Raven, with the most common target being Rooster. And Rooster gives you an additional search when it's summoned. Run 3 if you have the Extra Deck space, otherwise, no less than 2. [/spoiler] [spoiler='Main Deck Monsters'] [spoiler='Brotherhood of the Fire Fist - Bear'] Easily the best Level 4 Fire Fist. Ditch a Fire Formation, pop a monster. And a search on damage. While there is debate on how many you run in 3-Axis, I prefer to run 3, no questions asked, in every Fire Fist deck I play. Run 3 in 4-Axis Run 2 minimum, 3 if you have the space in 3 and 3/4 Axis [/spoiler] [spoiler='Brotherhood of the Fire Fist - Boar'] The Mystic Tomato for Fire Fists. Being a Level 4 Tuner is neat, but can only really make Crimson Blader and Brotherhood of the Fire Fist - Kirin. Unfortunately, it's kind of slow as it relies on being attacked. Still, it's a decent tech in 4-Axis. Skip for the most part. Run 2-3 if revolving around Kirin and Crimson Blader. [/spoiler] [spoiler='Brotherhood of the Fire Fist - Buffalo'] It's a self-summoner, which is nice if you have nothing in your hand. 1800 with a Fire Formation isn't too bad either. But there are honestly better options. Wolfbark and Dragon do the Graveyard-summoning better. I'd skip it. [/spoiler] [spoiler='Brotherhood of the Fire Fist - Caribou'] 2000 DEF and a searcher, Caribou is not bad for 4-Axis. Since effect destruction has become more relevant, this card has become more viable. It's a little slow as it searches in the End Phase, but is certainly useful in the Kirin-based build. Again, skip. Run 2-3 if building around Kirin. [/spoiler] [spoiler='Brotherhood of the Fire Fist - Coyote'] This card is just...a beater, if that. I guess it's supposed to resemble Cyber Dragon effect-wise, but it's just not all that great. The only thing this has going for it is that it's a Transmodify target. Skip. [/spoiler] [spoiler='Brotherhood of the Fire Fist - Dragon'] This card is very nice in 4-Axis. A free search and Graveyard revival. It's also 1900+ most of the time, since you almost always have Fire Formations out. Dragon even has its own deck, called "Dragon Turbo" based around its searching and revival effects. Run 2-3 in 4-Axis Run 3 in Dragon Turbo Run 1-2 in 3/4 Axis [/spoiler] [spoiler='Brotherhood of the Fire Fist - Gorilla'] The counterpart to Bear, it pops Spells/Traps instead of monsters. How good this card is depends on the format and the decks you face. In a heavy-backrow format, this is good at 2 or even 3, but April 2015 is looking to be a format with little to no backrow. I wouldn't run more than 2 in any build. [/spoiler] [spoiler='Brotherhood of the Fire Fist - Hawk'] 2000 DEF with a Fire Formation out and can give your Horse Prince/Bear/whatever a nice boost. And it searches if destroyed. You can tech it at 1 or 2 in 3-Axis. No more than 2 in any build. [/spoiler] [spoiler='Brotherhood of the Fire Fist - Leopard'] Tribute itself for a Fire Formation, a Rekindling target, and a Spirit target. Certainly a key card of 3-and 3/4-Axis. Run 3 in 3-Axis Run 2-3 in 3/4 Axis [/spoiler] [spoiler='Brotherhood of the Fire Fist - Raven'] Not too much to say here, and not in the good way. Yeah, it prevents destruction of Fire Formations, but with Mystical Space Typhoon becoming less relevant, your Fire Formations are more often safe than not. Rogue decks that still use MST might be an issue, but I still wouldn't run it. It's bad. [/spoiler] [spoiler='Brotherhood of the Fire Fist - Rhino'] I suppose this is sort-of like the Honest or Kalut version for Fire Fists, but it requires this card and a Formation to be on the field. It's just too conditional to be run, even with 1700+ ATK. Don't use this card. [/spoiler] [spoiler='Brotherhood of the Fire Fist - Rooster'] This and Leopard are often in competition for the spot of "Second-Best Level 3 Fire Fist". This card is your most common Horse Prince target and Bear is this card's most common search. You can also trade out Fire Formations with this. However, you rarely want to open with or draw into this card. 2 is the optimal number to run in 3 and 3/4 Axis. [/spoiler] [spoiler='Brotherhood of the Fire Fist - Snake'] Dragon's counterpart. It's supposed to be the Archetype's draw engine, but 1 card for 2 Formations? Just no. The deck searches enough as it is. Don't run this card. In any build. [/spoiler] [spoiler='Brotherhood of the Fire Fist - Spirit'] Widely regarded as the best Level 3 Fire Fist, this is the key card in the 3-Axis and 3/4 Axis builds. It specials a Level 3, which you can use for Horse Prince or Vulcan the Divine. If you're using 3-Axis or 3/4-Axis, run 3 no questions asked. [/spoiler] [spoiler='Brotherhood of the Fire Fist - Swallow'] Ugh. A special summon at the cost of 3 Fire Formations? Heck no. And you only gain 1 back? Even worse. It's best in a deck that uses Transmodify, but it's still pretty bad. Don't use it. Ever. [/spoiler] [spoiler='Brotherhood of the Fire Fist - Wolf'] I...would not use this card. 1900 DEF is not too shabby, but it's slow. It relies on being flipped, which generally means attacked. It's a tech at best, but again, I wouldn't. [/spoiler] [/spoiler] [spoiler='Fire Formation Cards'] [spoiler='Fire Formation - Tenki'] This is arguably the Archetype's overall best card. It searches all but 2 of the Fire Fist monsters, and those two that it doesn't search are almost never used. Run 3 in every Fire Fist deck. If you don't run 3, you're just bad. [/spoiler] [spoiler='Fire Formation - Tensu'] The second-best Fire Formation. This card is the deck's Double Summon. If you have this and Leopard out, You can go into Horse Prince first turn. It's also an instant Xyz if you have this and two Fire Fists of the same level. Run 2 minimum in 4-Axis Run 3 in 3-Axis and 3/4-Axis [/spoiler] [spoiler='Fire Formation - Gyokkou'] This card puts in so much work. With quite a bit of back-row being chain-able, this card can lock down your opponent's cards. Lock that Mind Crush, Phoenix Wing Wind Blast, or Fiendish Chain. That will likely allow you a push for game. I'd run at least 1 in every build. [/spoiler] [spoiler='Fire Formation - Yoko'] An interesting tech, but it's kind of bad. It requires a discard, which can make Spirit or Wolfbark live, but you generally don't want to discard your monsters. I wouldn't use it. [/spoiler] [spoiler='Fire Formation - Tensen'] Kinda wish the image was better, but whatever. This is probably the best Fire Formation trap card. If you flip this, it's basically a 1000 ATK boost. The only problem is if this is searched with Dragon or Rooster, your opponent can usually play around it. Still it certainly does have its place. Run 3 in Dragon Turbo Run 1-3 in other builds. [/spoiler] [spoiler='Fire Formation - Tenken'] This is supposed to be the Forbidden Lance of the deck. It negates effects, but can often protect your own monsters from things like Nekroz of Trishula. Still, Forbidden Dress and Fiendish Chain often do it better. Run no more than 1-2 in any build. [/spoiler] [spoiler='Fire Formation - Kaiyo'] Piercing damage is...meh...these days. More often than not, you destroy monsters via effects rather than battle. Don't use this card. [/spoiler] [spoiler='Ultimate Fire Formation - Seito] Ugh. This card is so conditional. You only run 7-10 Fire Formations to begin with, and you need all of them. Early game, this card is dead. And if you have to use this card, you're just bad. Rekindling or Soul Charge do the swarming better, and with far less of a cost. Don't run it at all. [/spoiler] [/spoiler] [spoiler='Extra Deck Monsters'] Tiger King and Horse Prince were already talked about, but there are several other Fire Fist monsters you can throw into your Extra Deck. Those will be listed below: [spoiler='Brotherhood of the Fire Fist - Kirin'] This card has its own 4-Axis Synchro-Based build, but it's kind of mediocre. The 100 ATK loss seems pointless, but this card does gain ATK as well, making it a bit more useful. 2800 DEF can make this thing a bit of a wall as well. Boar is the main Tuner for this card. Run 2-3 if building around this card. Don't run this card if not using Boar. [/spoiler] [spoiler='Brotherhood of the Fire Fist - Cardinal'] A bit more specific than Tiger King, but extremely useful in any case. It can recycle your Fire Formations while at the same time, clearing your opponent's board. Run 2 in 4-Axis Run 1-2 in other builds [/spoiler] [spoiler='Brotherhood of the Fire Fist - Lion-Emperor'] The only Rank 3 Fire Fist, this card is mostly used to recycle Spirit for more Synchro plays. It's also a Rekindling target. Run 1-2 in 3-Axis or 3/4 -Axis. [/spoiler] [spoiler='Crimson Blader'] If using the 4-Axis Synchro build, run 2-3 of this. Shuts down Shaddolls and slows Nekroz, and has a 2800 body. [/spoiler] [spoiler='Vulcan the Divine'] Use 1-2 of this if running Spirit. It can recycle your Tenki/Tensu, and can bounce back monsters that can't be destroyed. [/spoiler] [/spoiler] [spoiler='Non-Fire Fist Support'] While Fire Fists are powerful on your own, you don't want to be a "theme slave" and include ONLY Fire Fist and Fire Formations. There are quite a number of cards outside the Archetype that can support the various builds. [spoiler='Rekindling'] You have several targets for this card, so 3-Axis and 3/4-Axis can really make use of this. It's Limited, so you can only use 1. But it's rarely dead. You almost always have Leopard and Spirit in the Grave to make use of this. Especially later in the game. [/spoiler] [spoiler='Coach Soldier Wolfbark'] Not much to say about this thing. It's an instant Rank 4 if you topdeck this with a target in the Graveyard. [/spoiler] [spoiler='Reborn Tengu'] Its a searchable floater. With 1700+ ATK. This thing can make some wonderful Rank 4 plays. [/spoiler] [spoiler='Hands'] While these two cards aren't Beast-Warriors, they are monster presence and card destruction. They can be mained as a sort of deck-thinning engine in a 4-Axis build, and can also function as Xyz Materials. [/spoiler] [spoiler='Onslaught of the Fire Kings'] This card has its uses. It can help you make plays if you open with this and 1 monster, But can rely on you either going second, or having your board wiped. It's a tech at best. [/spoiler] [spoiler='Circle of the Fire Kings'] This card is bad at best, especially early game. It can lead to some interesting plays, however, trading out Fire Fists. [/spoiler] [spoiler='Horn of the Phantom Beast'] This seems like a perfect card for the deck, with everything being Beast-Warriors. Tensen does the ATK-boosting better, but the draw is nice. [/spoiler] [/spoiler] [spoiler='Staples'] [spoiler='Mystical Space Typhoon'] Personally, I still consider this a staple for Fire Fists. Skill Drain, Vanity's Empitness, and Necrovally shut this deck down quite easily. Run 2-3, since Gyokkou can't always hit the things you need to hit. [/spoiler] [spoiler='Raigeki'] Its Raigeki. Enough said. [/spoiler] [spoiler='Soul Charge'] This gives the deck so much advantage. Its especially useful in 4-Axis decks that don't have access to Rekindling. It's better late game, but still good. [/spoiler] [spoiler='Mind Crush'] This is easily the best trap in the game at the moment. With Nekros being a top deck, using this to call out what they search is often a play-disruptor and sometimes a game-changer. Most other decks also have some kind of search that this can shut down. Run 2-3. [/spoiler] [spoiler='Fiendish Chain'] You need to stop your opponent's monster's effects, since many of them can remove cards on your board. Since Fire Fists rely on monster presence, Fiendish Chain is extremely helpful in preventing removal. Run 2-3. 3 preferably. [/spoiler] [spoiler='Mirror Force'] As mentioned before, the deck relies on monster presence, and most decks these days can get 2-4 monsters out fairly easily. Wiping your opponent's board can set them back and put you in a position to make a comeback or add to your current advantage. Mystical Space Typhoon isn't as relevant, so this card is far less vulnerable than it has been in previous formats. Run 1-3 depending on space available. [/spoiler] [/spoiler] [spoiler='Side Deck Options'] In tournament play, a Side Deck may become necessary. What cards should you include? Here are a few options: [spoiler='Effect Veiler'] This card can help whenever just Fiendish Chain doesn't cut it. It stops quite number of things. [/spoiler] [spoiler='Fossil Dyna Pachycephalo'] It's a Vanity's Emptiness on legs. While it can hinder you, this sometimes shuts down entire decks. [/spoiler] [spoiler='Maxx "C"'] This can halt your opponent's plays, since they rarely want you to draw. Special Summoning is very common these days, so this card is certainly viable for a Side Deck. [/spoiler] [spoiler='Thunder King Rai-Oh'] While this card may seem counter-productive, it can actually help. Tenki is the only card you have that searches from the deck. Most Fire Formations are set from the Deck to the Field, so you can easily play around this card. It can be a big help against things like Nekroz, which search about 90% of their turn. [/spoiler] [spoiler='Mystical Space Typhoon'] If you're not maining it this format, definitely side it. It can be handy against rogue decks that use more backrow than most of the meta. Qliphorts are also a bit weak to this card, as it can get rid of their Pendulum scales. [/spoiler] [spoiler='De-Fusion'] With Shaddolls being common and Dark Law relevant now, this card can be helpful. [/spoiler] [spoiler='Shared Ride'] With many decks searching, Shared Ride can help you out as well. Players will sometimes stop their searches so you don't draw. [/spoiler] [spoiler='The Imprisoning-Mirrors'] These cards are perfect cards for a Side Deck. With Fire Fists being FIRE, the Imprisoning Mirrors will almost never hinder your own deck. Depending on your local meta, you might only need to play one, or both. [/spoiler] [spoiler='Mistake'] This goes along with Thunder King Ra-Oh. It can stop Nekroz in their tracks and you can play around it. [/spoiler] [spoiler='Imperial Iron Wall'] If Dark Law is common at your locals, this can help. It can also protect somewhat against Nekroz as well, stopping Trishula from activating. [/spoiler] [/spoiler] [spoiler='Deck Samples'] [spoiler='My IRL Fire Fists'] So this is the deck I am currently using. Still tweaking the side and Extra. And also need Secret Fiendishes. [/spoiler] [spoiler=1st Place Locals Fire Fist] [media]https://www.youtube.com/watch?v=S7RWAlvWJ9A[/media] [/spoiler] [spoiler='Top 8 ARG Detroit Fire Fist'] [media]https://www.youtube.com/watch?v=ux1kGizjgcE[/media] [/spoiler] [spoiler='4-Axis Fire Fists'] Monsters: 14 3 Brotherhood of the Fire Fist - Bear 3 Brotherhood of the Fire Fist - Dragon 2 Brotherhood of the Fire Fist - Gorilla 3 Coach Soldier Wolfbark 3 Maxx "C" Spells: 16 3 Fire Formation - Tenki 3 Fire Formation - Tensu 2 Fire Formation - Gyokkou 3 Pot of Duality 2 Mystical Space Typhoon 1 Book of Moon 1 Raigeki 1 Soul Charge Traps: 10 3 Fiendish Chain 3 Mind Crush 1 Fire Formation - Tensen 1 Torrential Tribute 1 Bottomless Trap Hole 1 Solemn Warning Extra Deck: 15 3 Brotherhood of the Fire Fist - Tiger King 3 Brotherhood of the Fire Fist - Cardinal 1 Diamond Dire Wolf 1 Number 101: Silent Honor ARK 1 Evilswarm Exciton Knight 1 Castel, the Skyblaster Musketeer 1 Daigusto Emeral 1 Number 82: Heartlanddraco 1 Number 39: Utopia 1 Abyss Dweller 1 Gagaga Cowboy [/spoiler] [spoiler='4-Axis Synchro'] Monsters: 14 3 Brotherhood of the Fire Fist - Bear 3 Brotherhood of the Fire Fist - Boar 1 Brotherhood of the Fire Fist - Gorilla 1 Brotherhood of the Fire Fist - Dragon 3 Coach Soldier Wolfbark 3 Maxx "C" Spells: 15 3 Fire Formation - Tenki 3 Fire Formation - Tensu 2 Fire Formation - Gyokkou 2 Pot of Duality 2 Mystical Space Typhoon 1 Book of Moon 1 Soul Charge 1 Raigeki Traps: 11 3 Fiendish Chain 2 Mind Crush 2 Fire Formation - Tensu 2 Mirror Force 1 Bottomless Trap Hole 1 Solemn Warning Extra Deck: 15 3 Crimson Blader 1 Brotherhood of the Fire Fist - Kirin 3 Brotherhood of the Fire Fist - Tiger King 2 Brotherhood of the Fire Fist - Cardinal 1 Diamond Dire Wolf 1 Castel, the Skyblaster Musketeer 1 Evilswarm Exciton Knight 1 Number 101: Silent Honor ARK 1 Number 50: Blackship of Corn 1 Gagaga Cowboy [/spoiler] [spoiler='Dragon Turbo'] Monsters: 10 3 Brotherhood of the Fire Fist - Dragon 3 Brotherhood of the Fire Fist - Bear 1 Brotherhood of the Fire Fist - Gorilla 3 Coach Soldier Wolfbark Spells: 18 3 Fire Formation - Tenki 3 Fire Formation - Tensu 3 Fire Formation - Gyokkou 3 Pot of Duality 3 Upstart Goblin 1 Mystical Space Typhoon 1 Book of Moon 1 Raigeki Traps: 12 3 Fire Formation - Tensen 3 Fiendish Chain 3 Mind Crush 1 Torrential Tribute 1 Bottomless Trap Hole 1 Solemn Warning Extra Deck: 15 3 Brotherhood of the Fire Fist - Tiger King 3 Brotherhood of the Fire Fist - Cardinal 1 Diamond Dire Wolf 1 Number 101: Silent Honor ARK 1 Evilswarm Exciton Knight 1 Castel, the Skyblaster Musketeer 1 Daigusto Emeral 1 Number 82: Heartlanddraco 1 Number 39: Utopia 1 Abyss Dweller 1 Gagaga Cowboy [/spoiler] [spoiler='Luquier's YCMCS 1st Place Fire Fists'] 3 Brotherhood of the Fire Fist - Leopard 3 Brotherhood of the Fire Fist - Spirit 3 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 - Hawk 1 Brotherhood of the Fire Fist - Gorilla 1 Brotherhood of the Fire Fist - Dragon 3 Fire Formation - Tenki 3 Upstart Goblin 2 Fire Formation - Tensu 2 Fire Formation - Gyokkou 1 Raigeki 1 Rekindling 1 Soul Charge 3 Fiendish Chain 3 Mirror Force 1 Fire Formation - Tensen 1 Ring of Destruction 1 Vanity's EmptinessExtra 1 Vulcan the Divine 2 Brotherhood of the Fire Fist - Horse Prince 1 Ghostrick Alucard 1 Brotherhood of the Fire Fist - Lion Emperor 1 Number 30: Acid Golem 1 Number 80: Rhapsody in Berserk 1 Abyss Dweller 1 Brotherhood of the Fire Fist - Cardinal 1 Daigusto Emeral 1 Evilswarm Exciton Knight 1 Castel the Skyblaster 1 Diamond Dire Wolf 2 Brotherhood of the Fire Fist - Tiger KingSide 3 Maxx "C" 2 Yuki Usagi 3 Wrongful Arrest 2 Mystical Space Typhoon 3 Mind Crush 2 Shadow-Imprisoning Mirror [/spoiler] More Coming Soon! 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Althemia Posted April 13, 2015 Report Share Posted April 13, 2015 Personally I feel like this guide is a little bit out of touch with the times, from what I've played of the format so far.Bear doesn't feel like it's an automatic 3-of any more. Destruction is nowhere near as good as it was back then when could hit something huge like a Megalo without any form of repercussion. Now you have way too much stuff that's going to get benefits off of that initial destruction. Don't get me wrong, Bear is still good but I don't feel like it's the automatic include 3 that you're making it out to be.A lot of the staple cards you mentioned are also no longer considered the staples that you make them out to be, mainly the last 3 from what I've seen of most decks in tournaments. Compulsory has been pushed out a lot due to it's relatively low impact on Nekroz, and from what I know BTH and Warning simply don't do enough this format to be automatic includes. I would also like to see explanations as to why this deck should play specific "staples", since it is guaranteed that everything will play the exact same cards.The rest of the cards you started off with from the archetype are generally considered the poorer quality ones, which imo is not a good way to start a guide off with. You should be explaining the reasons why decks are good, like Spirit and Rooster for the 3-Axis variant and Coach Soldier Wolfbark in the 4-Axis variant.Last point of note is to discuss the deck types thoroughly. What exactly is 3-Axis? What exactly is 4-Axis? And what in the world is Dragon Turbo? Even I haven't heard of the last one and I've been playing this deck since it came out, unless it's a reference to the Ultimate Fire Formation deck that did something all of one time. More than anything, explanations are needed on more points.I understand that this is a WIP, but that's all the more reason to hopefully take these points into account. :D Link to comment Share on other sites More sharing options...
ihop Posted April 13, 2015 Report Share Posted April 13, 2015 I think you're a bit generous to certain cards with these "techs" stuff like Caribou, Buffalo and Coyote are complete shit and shouldn't ever be used even as a tech, and suggesting to maybe tech 1 gives off the impression they are usable. Other than that, Koko knows a lot more about Fists than me, although I would suggest that Bottomless is still pretty damn good and I personally would call it a staple, still. Compulsory in particular kinda sucks. Link to comment Share on other sites More sharing options...
CLG Klavier Posted April 13, 2015 Report Share Posted April 13, 2015 From my small experience with them at the start of the format, I know enough to say that Dragon, Bear, Gorilla, Rooster, Spirit and Leoapard are good enough to be playable, while rest is...really damn bad. Keep up writing though! Link to comment Share on other sites More sharing options...
Althemia Posted April 13, 2015 Report Share Posted April 13, 2015 From my small experience with them at the start of the format, I know enough to say that Dragon, Bear, Gorilla, Rooster, Spirit and Leoapard are good enough to be playable, while rest is...really damn bad. Keep up writing though!Hawk and Wolf(?) are also considerations. Other than that, yeah the rest really are bad. Link to comment Share on other sites More sharing options...
Blake Posted April 13, 2015 Report Share Posted April 13, 2015 From my small experience with them at the start of the format, I know enough to say that Dragon, Bear, Gorilla, Rooster, Spirit and Leoapard are good enough to be playable, while rest is...really damn bad. Keep up writing though! This girl is amazing, j/s Hawk and Wolf(?) are also considerations. Other than that, yeah the rest really are bad. fugging ninjas ;~; Link to comment Share on other sites More sharing options...
CLG Klavier Posted April 13, 2015 Report Share Posted April 13, 2015 Hawk's pretty good for making things even bigger than they are. I completly missed it out to be quite honest, might give it a shot.Wolf seems very, very slow, but he's backbreaking if you manage to flip summon him.EDIT: fugginier ninjas Link to comment Share on other sites More sharing options...
Spinny Posted April 13, 2015 Report Share Posted April 13, 2015 ? I've never even seen hawk before xD Isn't it kinda slow tho? Or does it not matter? Link to comment Share on other sites More sharing options...
Althemia Posted April 13, 2015 Report Share Posted April 13, 2015 ? I've never even seen hawk before xDIsn't it kinda slow tho? Or does it not matter?When you're grabbing it off of Horse Prince, it doesn't matter. Link to comment Share on other sites More sharing options...
Spinny Posted April 13, 2015 Report Share Posted April 13, 2015 When you're grabbing it off of Horse Prince, it doesn't matter. But I thought rooster was more optimal? Idk fire fists very well at all tho. Link to comment Share on other sites More sharing options...
Althemia Posted April 13, 2015 Report Share Posted April 13, 2015 But I thought rooster was more optimal?Idk fire fists very well at all tho.When you've already got the set-up to keep you going, you just need to hammer the damage in. Link to comment Share on other sites More sharing options...
CLG Klavier Posted April 13, 2015 Report Share Posted April 13, 2015 Oh my lord, the more I think about Hawk, the better and better it's looking, especially in my triple Dragon build. Why didn't I notice it before? =o Link to comment Share on other sites More sharing options...
Spinny Posted April 13, 2015 Report Share Posted April 13, 2015 When you've already got the set-up to keep you going, you just need to hammer the damage in. Ahh I see, a floating attack booster doesn't seem bad at all. Link to comment Share on other sites More sharing options...
jabber2033 Posted April 15, 2015 Author Report Share Posted April 15, 2015 Guide has been updated quite a bit. Will include deck samples fairly soon. Link to comment Share on other sites More sharing options...
Progenitor Posted April 15, 2015 Report Share Posted April 15, 2015 I actually used to just throw in 1 Ulti fire formation just for the lols. And actually.......it won me a game. Granted it was one of those super close duels where it could go either way that only happens once in a blue moon (vs. Yang Zings when they first came out. We both had 3 cards left in our deck by the end and it lasted around 30 turns and the turn I won I had 200 life left to his 500), but it was still hilarious that such a conditional card won me the game. Would never use it competitively but I always just run 41 and throw it in if I'm playing with friends just in case that situation happens again. Link to comment Share on other sites More sharing options...
CLG Klavier Posted April 15, 2015 Report Share Posted April 15, 2015 Boar is bad, so is Caribou. I feel like you're too forgiving for bad cards, they're far from being "techs", there's simply no space to run most of them. Also, the more Dragons you run, the less Wolfbarks you should run. Running 3/3 of each is just way too much, you should run like 3-4 copies total of them together. 3 Dragon 1 Wolfbark, 3 Wolfbark 0-1 Dragon, 2 Wolfbark 2 Dragon etc. Link to comment Share on other sites More sharing options...
jabber2033 Posted May 24, 2015 Author Report Share Posted May 24, 2015 Finally, a few updates. Cleaned up the Staples section. Added some cards to the "Extra Deck", and "Support" sections. Added a couple more Deck Samples as well. Link to comment Share on other sites More sharing options...
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