Table Of contents
Who Are The Fire Kings?
Who are the Fire Kings? Fire Kings are an
archetype of FIRE Beast, Beast-Warriors and Winged Beasts that get
their main effects when destroyed by a card effect. Destroying your
own cards might seem bad at first, but once you see the beauty of the
Fire Kings, you will beg to differ.
The Monsters
This is your deck searcher, and it's
really good one too. 1800 attack is pretty solid, 200 defense makes
it a rekindling target, and when a Fire King is destroyed by a card
effect, you can special summon him. Also a Beast-Warrior, making it a
Wolfberk target. As for the search effect: you run plenty of cards
that destroy our monsters, making it easy to get the search, and not
only does Barong search for Fire King monsters, but ANY Fire King
card! That includes Spells! Run three.
Yaksha has the exact same stats and
typing as Barong, which means it is also a Rekindling and Wolfberk
target. Yaksha's job in the deck is different than Barongs, however.
Yaksha destroys your monsters from either the field OR hand. This
allows you to get the search from a Barong that was in your hand, or
even destroy a Garunix, to summon it next turn. Without Yaksha, your
Garunix will always be dead in hand. Also, unlike Barong, Yaksha
activates regardless of how it's destroyed, not just card effects.
Run three.
Qiln
sets up the grave for your Wolfberk, Rekindling, and Fire Ring plays,
and has 200 def making it a Rekindling target. If you look again,
however, you'll notice some flaws. It's level 3, which means it can't be
used for rank 4 plays, and is also a Beast, and not Beast-Warrior, so
it can't be Special Summoned by Wolfberk. Still pretty good for when you
need to set up your grave though. Run zero or one.
Your boss monster, and an insanely
powerful one at that. Whenever it's destroyed by a card effect, it
will simply come back in the next Standby Phase, including in your
opponents, and when it comes back, it's burning all other monsters on
the field to death, both yours and your opponents. Thankfully, your
monsters gain their effects when destroyed, so the Garunix nuke will
only make you stronger. If your opponent manages to run over your
Garunix, then you get to summon a Fire King from the deck, except
another Garunix of course, most likely leading to a Rank 4 Xyz play
next turn. Pretty much the only way to stop this card is to banish
it,
and we have ways around that. Run two to three. Three can clog your
hand, but we have Yaksha to take care of that, so I recommend running
three.
The Spells
If this card wasn't limited to once per
turn, it would be broken. It destroys our monsters, triggering their
effects, and helping them get around banish cards like Bottomless
Trap Hole, or Dimensional Prison, and then summons any FIRE Monster
from the grave. The monster you revive doesn't even have to be a Fire
King, just needs the FIRE attribute. This card is a Quick-Play spell,
which means it can be used in the Battle Phase. Let's say, all your
monsters attacked this turn, and you just need one more attack to
finish your opponent off. Activate Fire Ring, destroy one of your
monsters that already attacked, Special Summon a FIRE monster of your choice,
and finish your opponent off with it. You would be a fool not to run
three of this while you can.
This here is a one card Garunix. Notice
how it has no level restrictions? It's our main way of Special Summoning
Garunix, and can also be used to summon a level 4 monster from the
deck, and go straight into an Xyz after Normal Summoning. Or you
could summon another Fire King, or a Kamaitachi, then wait for the
end phase to get the destruction effect. Run three.
Outside Support
Firedog is pretty good in here.
Barong and Yaksha are level 4 FIRE monsters with 200 defense, making
them perfect Firedog targets, then going into an Xyz in your Main
Phase 2. Firedog also has 200 defense, making it a Rekindling target.
Run one to three, the amount you use is up to you.
This card leads to instant Xyz Summons.
You can use the monster Summoned by Wolfberk as destruction food for
Fire Ring, then revive a fallen Garunix. What more do you want from
this guy? 200 def? That's asking a bit too much. Run two or three.
This card is amazing. It eliminates
threats such as Evilswarm Ophion, and makes monsters like Elemental
HERO The Shining and Lightpulsar Dragon miss the timing, due to the
burn effect. That's right, it's basically Soul Taker with legs. You
can also do some pretty sick plays with this card and Diamond Dire
Wolf, or Fire King's Fire Ring. With Diamond Dire Wolf, you get to
destroy a card your opponent controls of your choosing, then also pop
your Kamaitachi, then pop a monster your opponent controls, and
inflict 500 damage. With Fire Ring, you destroy Kamaitachi, summon a
FIRE monster from the grave, and then destroy an opponent's monster,
inflicting 500 damage. That's pretty sick. Even without anything to
combo with, this card is good enough to stand on the field on its
own. 1700 attack is decent, and your opponent will have to think
twice about destroying it, since it will take their monster with it.
The
only flaws with this card is that it's a Beast and not a Beast-Warrior,
meaning you can't revive it with Wolfberk, and it doesn't
have 200 def, so it's not a Rekindling target. Still amazing. Run
anywhere between one to three, and the side ones you don't main.
Our monsters activate when destroyed,
so you might often find your life points left wide open. Swift
Scarecrow will take care of that, and is also a good side deck option
against fast paced decks like Mermails and Wind-Ups. Run two or three, or side
them. Your choice.
This card is like Garunix in many ways.
Unlike Garunix, Nephytys destroys spells and traps instead of
monsters, which can lead to complete field nukes when paired with
Garunix. Nephytys, sadly, isn't nearly as good as Garunix, however.
2400 attack means it's not hard to run over, and it doesn't have an
effect that activates when destroyed by battle either. Also, it can
only be Summoned in your Standby Phase, not your opponents too. Run
zero or one.
It Summons itself when a monster of
yours is destroyed by a card effect, and we happen to constantly
destroy our monsters. This thing has a solid 2500 attack points, and
built in spell negation, so we welcome it with open arms. It can be a
dead draw tho. Run zero or one.
Searches for Barong, Yaksha, and
Wolfberk, and boosts Barong and Yaksha to 1900 attack points,
allowing them to go toe to toe with monsters like Thunder King
Rai-Oh. Run three.
Barong, Yaksha, and Firedog have 200
def. This card can lead to multiple Xyz, or just put monsters on the
field to allow you to finish your opponent off the turn you use it.
Even if your grave isn't filled up, it can still revive a monster,
then you Normal Summon and go into an Xyz. Run three.
Summons monsters back from grave, which
is always good. And if your opponent tries to destroy it, you can
just chain it, and Summon something that activates when destroyed,
then that monster will gain its effect. Run two to three.
This card is amazing. It
destroys your monsters, along with an opponents card, triggering your
monsters effects. As mentioned earlier, it can do some sick stuff
with Kamaitachi. Incredible card. Run three, you'll find
yourself summoning all three a lot more than you think.
Searches for Tenki, which searches for
Wolfberk, Barong, and Yaksha. Also negates the effects of annoying
monsters like Evilswarm Ophion, Wind-Up Zenmaines, and Spirit Reaper.
Run two.
Side Decking
Main reason to side this is for the
Dark World match up, where banishing a Grapha can win you the duel.
Also good side against Inzektor. Side two to three.
Everyone knows how good Effect Veiler is. Side
two if you don't main it.
Excellent side against decks that
Special Summon a lot, such as Wind-Ups. Side two if you don't main it.
This deck is 100% reliant on the grave,
so you have no choice but to side this card. Side three.
Good against decks that use heavy
backrows, and also can stop a Macro Cosmos for a turn. Side one or two.
Your monsters activate in the grave, so
you can make use of this in the side. It does hurt us by negating the
effects of our Xyz, Wolfberk, and Firedog, but it hurts some decks,
such as Wind-Ups far more than us, since we still get Garunix's
revival effect. Side zero or two.
Good side against other grave reliant
decks, such as Dark World and Mermail, and mirror matches. I
recommend siding two.
Deck Skeleton
2-3x Fire King High Avatar Garunix
3x Fire King Avatar Barong
3x Fire King Avatar Yaksha
2-3x Enthusiastic Beastman Wolfberk
1-3x Flamvell Firedog
1-3x Kamaitachi
3x Fire Formation – Tenki
3x Onslaught of the Fire Kings
3x Fire King's Fire Ring
3x Rekindling
2-3x Mystical Space Typhoon
1x Heavy Storm
1x Dark Hole
1x Monster Reborn
2-3x Call of the Haunted
2x Torrential Tribute
- Who Are The Fire Kings?
- The Monsters
- The Spells
- Outside Support
- Side Decking
- Deck Skeleton
Who Are The Fire Kings?
Who are the Fire Kings? Fire Kings are an
archetype of FIRE Beast, Beast-Warriors and Winged Beasts that get
their main effects when destroyed by a card effect. Destroying your
own cards might seem bad at first, but once you see the beauty of the
Fire Kings, you will beg to differ.
The Monsters
Fire King Avatar Barong
Beast Warrior/FIRE/4/1800/200
If a face-up "Fire King"
monster you control is destroyed by a card effect: You can Special
Summon this card from your hand. During the next Standby Phase after
this card is destroyed by a card effect and sent to the Graveyard:
Add 1 "Fire King" card from your Deck to your hand, except
"Fire King Avatar Barong".
This is your deck searcher, and it's
really good one too. 1800 attack is pretty solid, 200 defense makes
it a rekindling target, and when a Fire King is destroyed by a card
effect, you can special summon him. Also a Beast-Warrior, making it a
Wolfberk target. As for the search effect: you run plenty of cards
that destroy our monsters, making it easy to get the search, and not
only does Barong search for Fire King monsters, but ANY Fire King
card! That includes Spells! Run three.
Fire King Avatar Yaksha
Beast Warrior/FIRE/4/1800/200
If a face-up "Fire King"
monster you control is destroyed by a card effect: You can Special
Summon this card from your hand. If this card is destroyed and sent
to the Graveyard: You can destroy 1 card in your hand or on your
field. This effect of "Fire King Avatar Yaksha" can only be
activated once per turn.
Yaksha has the exact same stats and
typing as Barong, which means it is also a Rekindling and Wolfberk
target. Yaksha's job in the deck is different than Barongs, however.
Yaksha destroys your monsters from either the field OR hand. This
allows you to get the search from a Barong that was in your hand, or
even destroy a Garunix, to summon it next turn. Without Yaksha, your
Garunix will always be dead in hand. Also, unlike Barong, Yaksha
activates regardless of how it's destroyed, not just card effects.
Run three.
Fire King Avatar Qiln
Beast/FIRE/3/1000/200
If a face-up "Fire King"
monster you control is destroyed by a card effect: You can Special
Summon this card from your hand. If this card is destroyed and sent
to the Graveyard: Send 1 FIRE monster from your Deck to the
Graveyard.
Qiln
sets up the grave for your Wolfberk, Rekindling, and Fire Ring plays,
and has 200 def making it a Rekindling target. If you look again,
however, you'll notice some flaws. It's level 3, which means it can't be
used for rank 4 plays, and is also a Beast, and not Beast-Warrior, so
it can't be Special Summoned by Wolfberk. Still pretty good for when you
need to set up your grave though. Run zero or one.
Fire King High Avatar Garunix
Winged Beast/FIRE/2700/1700
During the next Standby Phase after
this card is destroyed by a card effect and sent to the Graveyard:
Special Summon this card from the Graveyard. When you do: Destroy all
other monsters on the field. When this card is destroyed by battle
and sent to the Graveyard: You can Special Summon 1 "Fire King"
monster from your Deck, except "Fire King High Avatar
Garunix."
Your boss monster, and an insanely
powerful one at that. Whenever it's destroyed by a card effect, it
will simply come back in the next Standby Phase, including in your
opponents, and when it comes back, it's burning all other monsters on
the field to death, both yours and your opponents. Thankfully, your
monsters gain their effects when destroyed, so the Garunix nuke will
only make you stronger. If your opponent manages to run over your
Garunix, then you get to summon a Fire King from the deck, except
another Garunix of course, most likely leading to a Rank 4 Xyz play
next turn. Pretty much the only way to stop this card is to banish
it,
and we have ways around that. Run two to three. Three can clog your
hand, but we have Yaksha to take care of that, so I recommend running
three.
The Spells
Fire King's Fire Ring
Spell/Quick-Play
Target 1 FIRE monster you control and 1
FIRE monster in your Graveyard; destroy the first monster, and if you
do, Special Summon the second monster from your Graveyard. You can
only activate 1 "Fire Kings' Fire Ring" per turn.
If this card wasn't limited to once per
turn, it would be broken. It destroys our monsters, triggering their
effects, and helping them get around banish cards like Bottomless
Trap Hole, or Dimensional Prison, and then summons any FIRE Monster
from the grave. The monster you revive doesn't even have to be a Fire
King, just needs the FIRE attribute. This card is a Quick-Play spell,
which means it can be used in the Battle Phase. Let's say, all your
monsters attacked this turn, and you just need one more attack to
finish your opponent off. Activate Fire Ring, destroy one of your
monsters that already attacked, Special Summon a FIRE monster of your choice,
and finish your opponent off with it. You would be a fool not to run
three of this while you can.
Onslaught of the Fire Kings
Spell/Normal
If your opponent controls a monster and
you control no monsters: Special Summon 1 FIRE
Beast/Beast-Warrior/Winged Beast-Type monster from your Deck, but its
effects are negated and it will be destroyed during the End Phase.
You can only activate 1 "Onslaught of the Fire Kings" per
turn.
This here is a one card Garunix. Notice
how it has no level restrictions? It's our main way of Special Summoning
Garunix, and can also be used to summon a level 4 monster from the
deck, and go straight into an Xyz after Normal Summoning. Or you
could summon another Fire King, or a Kamaitachi, then wait for the
end phase to get the destruction effect. Run three.
Outside Support
Flamvell Firedog
Beast/FIRE/4/1900/200
When this card destroys an opponent's
monster by battle and sends it to the Graveyard: You can Special
Summon 1 FIRE monster with 200 or less DEF from your Deck, except
"Flamvell Firedog".
Firedog is pretty good in here.
Barong and Yaksha are level 4 FIRE monsters with 200 defense, making
them perfect Firedog targets, then going into an Xyz in your Main
Phase 2. Firedog also has 200 defense, making it a Rekindling target.
Run one to three, the amount you use is up to you.
Enthusiastic Beastman Wolfberk
Beast-Warrior/FIRE/4/1600/1200
You can target 1 Level 4 FIRE
Beast-Warrior-Type monster in your Graveyard: Special Summon it in
face-up Defense Position, but its effects on the field are negated.
The effect of "Enthusiastic Beastman Wolfberk" can only be
activated once per turn.
This card leads to instant Xyz Summons.
You can use the monster Summoned by Wolfberk as destruction food for
Fire Ring, then revive a fallen Garunix. What more do you want from
this guy? 200 def? That's asking a bit too much. Run two or three.
Kamaitachi
Beast/FIRE/4/1700/600
When this card is destroyed and sent to
the Graveyard: Target 1 face-up monster your opponent controls;
destroy that target, and if you do, inflict 500 damage to your
opponent.
This card is amazing. It eliminates
threats such as Evilswarm Ophion, and makes monsters like Elemental
HERO The Shining and Lightpulsar Dragon miss the timing, due to the
burn effect. That's right, it's basically Soul Taker with legs. You
can also do some pretty sick plays with this card and Diamond Dire
Wolf, or Fire King's Fire Ring. With Diamond Dire Wolf, you get to
destroy a card your opponent controls of your choosing, then also pop
your Kamaitachi, then pop a monster your opponent controls, and
inflict 500 damage. With Fire Ring, you destroy Kamaitachi, summon a
FIRE monster from the grave, and then destroy an opponent's monster,
inflicting 500 damage. That's pretty sick. Even without anything to
combo with, this card is good enough to stand on the field on its
own. 1700 attack is decent, and your opponent will have to think
twice about destroying it, since it will take their monster with it.
The
only flaws with this card is that it's a Beast and not a Beast-Warrior,
meaning you can't revive it with Wolfberk, and it doesn't
have 200 def, so it's not a Rekindling target. Still amazing. Run
anywhere between one to three, and the side ones you don't main.
Swift Scarecrow
Machine/EARTH/1/0/0
When your opponent's monster declares a
direct attack: You can discard this card; negate that attack, then
end the Battle Phase (this is a Quick Effect).
Our monsters activate when destroyed,
so you might often find your life points left wide open. Swift
Scarecrow will take care of that, and is also a good side deck option
against fast paced decks like Mermails and Wind-Ups. Run two or three, or side
them. Your choice.
Sacred Phoenix of Nephytys
Winged Beast/FIRE/8/2400/1600
During your next Standby Phase after
this monster was destroyed by a card effect and sent to the
Graveyard: Special Summon this card from the Graveyard. When this
card is Special Summoned this way: Destroy all Spell and Trap Cards
on the field.
This card is like Garunix in many ways.
Unlike Garunix, Nephytys destroys spells and traps instead of
monsters, which can lead to complete field nukes when paired with
Garunix. Nephytys, sadly, isn't nearly as good as Garunix, however.
2400 attack means it's not hard to run over, and it doesn't have an
effect that activates when destroyed by battle either. Also, it can
only be Summoned in your Standby Phase, not your opponents too. Run
zero or one.
Meklord Emperor Wisel
Machine/DARK/1/2500/2500
Cannot be Normal Summoned/Set. Must be
Special Summoned by its own effect, and cannot be Special Summoned by
other ways. When a face-up monster you control is destroyed by a card
effect and sent to the Graveyard: You can Special Summon this card
from your hand. Other monsters you control cannot declare an attack.
Once per turn: You can target 1 face-up Synchro Monster your opponent
controls; equip that target to this card. This card gains ATK equal
to those equipped monsters' combined ATK. Once per turn, when an
opponent's Spell Card is activated: You can negate the activation,
and if you do, destroy it.
It Summons itself when a monster of
yours is destroyed by a card effect, and we happen to constantly
destroy our monsters. This thing has a solid 2500 attack points, and
built in spell negation, so we welcome it with open arms. It can be a
dead draw tho. Run zero or one.
Fire Formation – Tenki
Spell/Continuous
When this card is activated: You can
add 1 Level 4 or lower Beast-Warrior-Type monster from your Deck to
your hand. All Beast-Warrior-Type monsters you control gain 100 ATK.
You can only activate 1 "Fire Formation - Tenki" per
turn.
Searches for Barong, Yaksha, and
Wolfberk, and boosts Barong and Yaksha to 1900 attack points,
allowing them to go toe to toe with monsters like Thunder King
Rai-Oh. Run three.
Rekindling
Spell/Normal
Special Summon from your Graveyard as
many FIRE monsters as possible with 200 DEF. During the End Phase,
remove from play all monsters that were Special Summoned by this
effect.
Barong, Yaksha, and Firedog have 200
def. This card can lead to multiple Xyz, or just put monsters on the
field to allow you to finish your opponent off the turn you use it.
Even if your grave isn't filled up, it can still revive a monster,
then you Normal Summon and go into an Xyz. Run three.
Call of the Haunted
Trap/Continuous
Target 1 monster in your Graveyard;
Special Summon that target in face-up Attack Position. When this card
leaves the field, destroy that target. When that target is destroyed,
destroy this card.
Summons monsters back from grave, which
is always good. And if your opponent tries to destroy it, you can
just chain it, and Summon something that activates when destroyed,
then that monster will gain its effect. Run two to three.
Diamond Dire Wolf
Beast/Xyz/EARTH/4/2000/1200
2 Level 4 monsters
Once per turn: You can detach 1 Xyz
Material from this card to target 1 Beast, Beast-Warrior, or Winged
Beast-Type monster you control and 1 other card on the field; destroy
them.
This card is amazing. It
destroys your monsters, along with an opponents card, triggering your
monsters effects. As mentioned earlier, it can do some sick stuff
with Kamaitachi. Incredible card. Run three, you'll find
yourself summoning all three a lot more than you think.
Brotherhood of the Fire Fist –
Tiger King
Beast Warrior/Xyz/FIRE/4/2200/1800
2 Level 4 Beast-Warrior-Type monsters
When this card is Xyz Summoned: You can
Set 1 "Fire Formation" Spell/Trap Card directly from your
Deck. Once per turn: You can detach 1 Xyz Material from this card;
negate the effects of all face-up Effect Monsters currently on the
field, except Beast-Warrior-Type, until the end of your opponent's
turn. When this card is sent from the field to the Graveyard: You can
send 3 face-up "Fire Formation" Spell/Trap Cards you
control to the Graveyard; Special Summon 2 Level 4 or lower
Beast-Warrior-Type monsters with the same ATK from your Deck, in
face-up Defense Position.
Searches for Tenki, which searches for
Wolfberk, Barong, and Yaksha. Also negates the effects of annoying
monsters like Evilswarm Ophion, Wind-Up Zenmaines, and Spirit Reaper.
Run two.
Side Decking
D.D. Crow
Winged Beast/DARK/1/100/100
During either player's turn: You can
discard this card from your hand to the Graveyard to target 1 card in
your opponent's Graveyard; banish that target.
Main reason to side this is for the
Dark World match up, where banishing a Grapha can win you the duel.
Also good side against Inzektor. Side two to three.
Effect Veiler
Spellcaster/LIGHT/1/0/0
During your opponent's Main Phase: You
can send this card from your hand to the Graveyard to target 1
face-up Effect monster your opponent controls; negate that target's
effects until the End Phase.
Everyone knows how good Effect Veiler is. Side
two if you don't main it.
Maxx “C”
Insect/EARTH/2/500/200
During either player's turn: You can
send this card from your hand to the Graveyard; this turn, each time
your opponent Special Summons a monster(s), immediately draw 1 card.
You can only use 1 "Maxx "C"" per turn.
Excellent side against decks that
Special Summon a lot, such as Wind-Ups. Side two if you don't main it.
Imperial Iron Wall
Trap/Continuous
Cards cannot be removed from
play.
This deck is 100% reliant on the grave,
so you have no choice but to side this card. Side three.
Trap Stun
Trap/Normal
Negate the effects of all other Trap
Cards on the field during this turn.
Good against decks that use heavy
backrows, and also can stop a Macro Cosmos for a turn. Side one or two.
Skill Drain
Trap/Continuous
Activate by paying 1000 Life Points.
The effects of all face-up monsters on the field are negated while
those monsters are face-up on the field (but their effects can still
be activated).
Your monsters activate in the grave, so
you can make use of this in the side. It does hurt us by negating the
effects of our Xyz, Wolfberk, and Firedog, but it hurts some decks,
such as Wind-Ups far more than us, since we still get Garunix's
revival effect. Side zero or two.
Different Dimension Ground
Trap/Normal
This turn, any monster sent to the
Graveyard is removed from play instead.
Good side against other grave reliant
decks, such as Dark World and Mermail, and mirror matches. I
recommend siding two.
Deck Skeleton
2-3x Fire King High Avatar Garunix
3x Fire King Avatar Barong
3x Fire King Avatar Yaksha
2-3x Enthusiastic Beastman Wolfberk
1-3x Flamvell Firedog
1-3x Kamaitachi
3x Fire Formation – Tenki
3x Onslaught of the Fire Kings
3x Fire King's Fire Ring
3x Rekindling
2-3x Mystical Space Typhoon
1x Heavy Storm
1x Dark Hole
1x Monster Reborn
2-3x Call of the Haunted
2x Torrential Tribute