User:Romanoff Blitzer/The Nameless Guide/Fire Civilization

Of all the civilizations, Fire is in most need of its niche cards, since Fire is a very narrow civilization and really can't stand on its own. (Even with its overpowered finishers right now! At least run some part nature cards.) Sadly.

This page is a work in progress.

Attackers
Fire is the civilization most suited to beatdown. However, what cards should you use?
 * Crossfire, Wicked Millionaire is obviously amazing in decks with graving.
 * GENJI Double Cross, Blastdragon is just plain efficient.
 * Genji Triple Cross, Passion Dragon took efficiency to a whole new level.
 * Hyperspatial Shooting Hole into Gaial Kaiser is even more efficient than Genji Double Cross.
 * Onikirimaru works great in mono red rush.

Card Advantage
Since Fire doesn't get much draw (although that seems to be changing), it relies on these two cards to sustain itself. These cards are more for beatdown decks. Recently, Fire has been trying its hand at looting (discard cards, draw cards).
 * Hachiko, Jin's Faithful Dog: Is an anti-discard creature that can offer you card advantage the moment it enters the battle zone, thus making the opponent's discard useless unless you ran out of Hachikos from your deck.
 * Kodamanma, Gil Gil Puppet: Who cares if you use a shield? It is damn card advantage, and you will like it. Against rush decks, be careful when trying to use this card. Against higher-mana beatdown decks and control decks, you should be faster, so by the time the lost shield matters, you've already lost anyways.
 * Tenshukaku, Dragon King Keep: Is sort of similar to the popular meta shield trigger Intense Vacuuming Twist, though it is restricted to mono-Fire decks, which are usually not good.
 * Zack Pichi, Winged Dragon Admiral/Zark Taiser, Passion Admiral: Are anti-discards that can get you up to three cards in hand. However, they are rather slow and thus are mostly used in Madness decks which are filled with many anti discards.
 * Turbo 3, Supersonic is draw for Mono Fire Redzone which tends to deplete the hand in an extreme rate.
 * Pulsar, Trans Suction is good for fast beatdown decks without Water. I guess you could try it in an Outrage deck, but I'm not sure how well that would go.
 * Royal Ira, Explosive Passion is almost the same as Pulsar, though mostly restricted for mono-Fire decks. Pulsar and Royal Ira have different niches.
 * Schumacher, New World is just plain insane. Its predecessor, Cyber N World, was used in many, many decks, from assault to control, as an instant hand refiller. Schumacher is the same thing in a civilization that doesn't get much draw.

Removal
For typical anti-rushcards, there are these: However, you never want to rely on shield triggers. You want to minimize your dependence on luck.
 * Batocross Battle, Passion Dragon is used to surprise battle and get rid of creatures with power as big as 7000, though mostly in mana ramp Dragon decks.
 * Blazing Tiger, Crimson Lord is the standard anti-rush card.
 * Bolshack Dogiragon is a Revolution 0 Trigger defense when you have no shields and with some luck, you can remove most meta finishers. If you pulled out Glenmalt "King", Dual Sword Dragon Edge, you can one-shot your opponent on the next turn. It also removes Seals from your creatures and also surprisingly works well with an extremely powerful creature that it goes against in the background story.
 * Hero Mystery, Burning Galaxy is strong removal, especially in mono-Fire decks, and it can get rid of Dragheart Fortresses and Cross Gears too.
 * Ifrit Hand destroys an infinite amount of metagame threats and is one of the few cards that Mono Fire Redzone has against large creatures. It works well with any other fire deck too.
 * Iron Fist of Revolution is like Bolshack Dogiragon, only it's much cheaper and it also requires more luck to remove what you want to remove.
 * Reckless Cut Scrapper is a staple for all types of official fire decks since it's release from the DASH Golden List and can kill some really dangerous finishers such as Mega Manalock Dragon and Redzone, Roaring Invasion.
 * Super Phantom Lion's Flame is a weaker version of Hero Mystery, Burning Galaxy.
 * Sturm, Scrapper is a Hell's Scrapper upgrade that can join the attack.
 * Hyperspatial Bolshack Hole is pretty much what you want. Although it costs 5, you can kill one creature with it, then bring out Gaial Kaiser, the Victorious and kill another creature with it. Result: A three-for-one. You got one creature and killed two creatures for the price of one card.
 * Hyperspatial Musha Hole is good too, although it's a bit less flexible than Bolshack Hole.
 * GILL Supergalactic Dragon is good, but it's really only for huge creature ramp decks or slow control decks.
 * Mega Magma Dragon is the bane of all weenie amassing decks as it actually becomes lighter when your opponent has more creatures in the battle zone and can remove all of the amassed weenies using only 1 mana if your opponent is too cocky.

Mana burn

 * Bajula's Soul was once abused with Aqua Swallow Counter to create a mana burn combo deck.
 * Drill Squall is used either in rush or Giovanni the 10th decks.
 * Hibiki, Explosive Mirror counters hyperspatial control and hinders Miramisu amongst other spell based decks.
 * Red ABYTHEN Kaiser is good for beatdown decks in which if you manage to push your opponent to the point where they HAVE to choose Red ABYTHEN Kaiser in order to survive, you pretty much won.
 * Simian Warrior Grash is the core of Armorloid mana burn decks.

Dragons
These are good cards for a Dragon-based strategy. Note that Dragons just plain do not work in mono-Fire (nothing works in mono-Fire except rush). Go Fire/Nature, at the very least.
 * Bolshack NEX is the nucleus. It produces tons of card advantage. You can use it with Hustle Castle to draw cards, or you can fetch Mach Lupia to either finish your opponent with swarms of dragons or to turn Bolshack NEX into continuous card advantage.
 * Bolshack Lupia can be searched and put to play by Bolshack NEX and can search out Überdragon King Bolshack for a quick kill.
 * Cerulean Dagger Dragon is card draw in dragon decks.
 * Cocco Lupia is standard. Just don't use it by itself, as it's easily killed. Use it with mana acceleration.
 * Infinity Dragon makes your dragons unanythingable, but a Tsumitobatsu, Misfortune Hero can use it to deck you out.
 * Mach Lupia turns your dragons into stealth attackers.
 * Shadow Sword "Yagyuu" Dragon is a pesudo Bolbalzak Ex in dragon decks. The effect with Bolmeteus Musha Dragon is useless.
 * Überdragon King Bolshack allows Bolshack NEX to do something close to invasion.
 * Valkerios Dragon allows a one shot with Bolmeteus Musha Dragon.
 * Valkyrie Lupia, Sky Lord Dragonmech: You don't need to run Light. You just need to run Bolshack NEX.

Finishers

 * 5000GT, Riot is an anti-psychic and anti-weenie finisher for Outrage graving decks. It stops Falconer and Aqua Surfer too.
 * Bolmeteus Sapphire Dragon was once banned completely, but now you can use 1 copy of it. A Speed Attacker Triple Breaking shield burn finisher can only spell the end of your opponent.
 * Bolmeteus Steel Dragon (and cards like it) is mostly for control decks. It has high synergy with cards like Miraculous Snare and Pakurio.
 * Diehard Ryusei of Invincibility has a ridiculously strong shield burning effect and in some cases it saves you from losing the game. Good for decks with Kaiser "Demon Fang".
 * Dogiragon, Flaming Revolution works well with Aurora of Reversal and it's Revolution abilities link directly to victory and have synergy with each other. It does not have removal resistance but even if it gets removed by a Shield Trigger, he still can't win and you are able to finish him off with your remaining creatures.
 * Dorago the Great, Dragon World locks down many decks, even if Dragons are seeing a return.
 * Forbidden ~The Sealed X~ / Dokindam X, The Legendary Forbidden allows a fixed and unstoppable direct attack if timed correctly. If your opponent has no shields and it Forbidden Liberates, then you are almost guaranteed to win. Beware, if you run into a Shield Trigger removal that costs 5 or more in your opponent's only shield (Chances are he won't have more than 2 shields when Dokindam X forbidden liberates) or your opponent has Orochi of the Hidden Blade in his hand when it is in the battle zone, you're finished because when it is anywhere other than the battle zone, you lose! It's also placed in the battle zone with 6 seals on top of it so you are also easier to deck-out, so watch out for Adamski.
 * Gaial Mobius, Victory Emperor is a strong and hard-to-deal-with finisher, just like its psychic predecessor, though it lacks the psychic flexibility, the speed attacker part makes up for it.
 * Glenmalt, Dragon Edge/Gaiheart, Galaxy Sword into Gaiginga, Passionate Star Dragon is insane in beatdown decks and a hard-to-deal with finisher.
 * Glenmalt "Explosion", Dragon Edge into Batorai Kaku, Blazing Castle is the core of Batorai Drama, although now MaltNEXT, Ultra-War Dragon Edge and Glenmalt "Blade", King Dragon Edge is usually used.
 * Glenmalt "Head", Dimension Dragon Edge is a ridiculously strong finisher for mono-Fire decks that can spam a wide range of crazy stuff from the hyperspatial zone.
 * Glenmalt "King", Dual Sword Dragon Edge works great with Gaimusou, Angry Hero and it brings out Gigaheart, Invincible King Sword and Protoheart, Galaxy Sword/Gaiohburn, Head General Sword for a virtually impossible to deal with one shot kill.
 * MaltNEXT, Ultra-War Dragon Edge although a finisher for mono-Fire decks like Glenmalt "Head" and Glenmalt "King", is probably the safest way to Dragsolution Gaiheart into Gaiginga. It can also bring out Heart Burn, Battle General Galaxy Fortress to one-shot combo the opponent all by itself. As such, it has its own deck.
 * Mega Manalock Dragon is literally evil as it stops most decks with more than 3 civilizations dead.
 * Onimaru "Head", Victory Rush is mostly used as a finisher in mana ramp fatty decks. In some of these it can win the duel by itself.
 * Redzone, Roaring Invasion is a gigantic triple breaker that can come in very early and also has great synergy with Hyperspatial Revive Hole and Gaial Kaiser, the Victorious. It also comes packed with a fixed removal that does not choose creatures which makes it even harder to stop.
 * Redzone Z, Passionate Invasion is a variant of the original Redzone (see above) that does not destroy creatures, but puts one of your opponent's shields into the graveyard, which means that redzone decks have less to fear about Shield Triggers. If your opponent has only 1 shield left, you send this guy out using invasion and your opponent does not block it, he's dead.
 * Ryusei Kaiser, the Eternal grants high control of the battle zone. If the opponent gets it out on their second turn, they will have a hard time dealing with it.
 * Uberdragon Bajula is a highly powerful finisher because losing two mana chosen by you is just hard to recover from.
 * Überdragon Bajulaterra will stop pretty much any deck that doesn't use Dragons or has a low amount of them.

Other interesting cards
Cards that either fall outside the bounds of what this civilization does, or have unique effects.
 * Come On Pippi is mostly comboed with Faerie Gift to get out Ryusei Kaiser, the Victorious quick.
 * Disturbing Chuusa is really useful, despite being squishy. With spells being as big and important as they are, this little mouse really helps.
 * Dual Shock Dragon can easily be played for cheap with either of the Kodamanmas (Kodamanma, All-Devouring Puppet and Kodamanma, Gil Gil Puppet). You could get it out with Lyla Litta or Lyla Aini too, I suppose, but I wouldn't rely on them. Either your opponent will be long dead before the shield burn matters, or you're playing a rush deck where all the creatures die to Dual Shock Dragon's 8000 power.
 * Duel Jacker Shou, Super Live can help you send out Gatling, Sonic easily with a bit of luck.
 * Fire Crystal Bomb is mana recovery. In Fire.
 * Forefront Double Cross Shogunate is an alternate way of getting rid of certain annoying blockers, and if you manage to Dragsolution it, all of your creatures will essentially become Genji Double Cross, Blastdragon.
 * Gatling, Sonic is a super high speed evolution creature that can come out in the second turn if you have Kilholman, Explosive Adventure, Masato, the Marauding Captain or Duel Jacker Shou, the Hot-Blooded Commentator and you are lucky, and unlike most rush finishers, it has 6000 power and +1000 when attacking, and it also has Double Breaker too, making it absurdly difficult to stop. Note the Power Attacker +1000 because this means that it is immune to rush's worst enemies Sturm, Scrapper and Super Flaming Hell's Scrapper.
 * Jet Drill, Advanced Soldier shuts out mana acceleration, which appears in nearly every deck you will come across.
 * Macallan Fine, Explosive Roar substitutes Kiryu Jilves, but mostly combined with Summer Breeze Arms strategies.
 * Magnum, Fast Attack Puppet screws over Hogan Blaster/Mystery Cube-based strategies, as well as ninja strikes, gravity zero, shield trigger creatures and psychic creatures.
 * Magnum, Shortshot denies the existence of all of the overpowered shield trigger creatures that appeared in revolution. Dead counters heaven's gate too.
 * Next Charger reorganizes your hand and eases your progression into cost 5 hyperspatial spells.
 * Rothus, the Traveler / Sky Soldier Wingraios are cheap removals that can be recovered and respammed.
 * Smash Warrior Stagrandu can get rid of bigger early beatsticks.
 * Violent Children is a mini Ryusei Kaiser, the Eternal for beatdown decks.