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. Sadly.

This page is a work in progress.

Attackers
Fire is the civilization most suited to beatdown. However, what cards should you use?
 * GENJI Double Cross, Blastdragon is just plain efficient.
 * Hyperspatial Shooting Hole into Gaial Kaiser is even more efficient.

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.
 * Take-jin, 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.
 * 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.
 * Super Flaming Hell's Scrapper is a bit clunky and slow, but usable.
 * 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 Samurai 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.

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.
 * Überdragon Bajula is a highly powerful finisher because losing two mana chosen by the opponent 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.

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.
 * Cerulean Dagger Dragon
 * Cocco Lupia is standard. Just don't use it by itself, as it's easily killed. Use it with mana acceleration.
 * Infinity Dragon 
 * Mach Lupia
 * Shadow Sword "Yagyuu" Dragon
 * Valkerios Dragon
 * Valkyrie Lupia, Sky Lord Dragonmech: You don't need to run Light. You just need to run Bolshack NEX.
 * Velyrika Dragon

Finishers

 * 5000GT, Riot is an anti-psychic and anti-weenie finisher for Outrage graving decks. It stops Falconer and Aqua Surfer too.
 * 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".
 * Dorago the Great, Dragon World locks down many decks, even if Dragons are seeing a return.
 * 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.
 * 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.
 * Glenmolt, Dragon Edge/Gaiheart, Galaxy Sword into Gaiginga, Passionate Star Dragon is insane in beatdown decks and a hard-to-deal with finisher.
 * Glenmolt "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.
 * 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.

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.
 * Fire Crystal Bomb is mana recovery. In Fire.
 * Jet Drill, Advanced Soldier shuts out mana acceleration, which appears in nearly every deck you will come across.
 * 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.
 * Rothus, the Traveler / Sky Soldier Wingraios
 * Smash Warrior Stagrandu
 * Violent Children