Subject: Deck Fix - Feel the Burn
Mike’s Feel the Burn Deck.
This deck is hot. This deck is not just another beat-
down or dragon deck. It requires a lot of strategy to
play, and it is very original. Its theme is quick direct
damage. There aren’t a lot of burner decks reviewed on
the site, and I think this would be a good example of
one. This shows that you can be creative and still have
a good deck.
Monsters: 20
Cannon Soldier
Princess of Tsurugi x3
Giant Germ x3
Wall of Illusion x3
Man-Eater Bug x3
Hane-Hane x3
Cyber Jar
Sangan
Nimble Momonga x3
Magic: 14
Chain Energy x3
Toll x2
Tremendous Fire x3
Ookazi x3
Monster Reborn
Raigeki
Giant Trunade
Traps: 8
Just Deserts x3
Solemn Judgment x2
Mirror Force
Trap Hole x2
Even though I have the cards, there is no change of
heart, dark hole, SoRL, waboku, magic jammer etc. in
this deck. It proves you don’t always need to have the
best cards to make a good deck. Most of these cards are
from starter decks, or are commons and rares in
boosters. There are only a few super/ultra rares.
The main purpose is to do a lot of direct damage very
quickly, then when your opponent has around 3000-4000,
drop 2 Chain Energies on them. Both players have to pay
1000 life points for each card they play from their
hand. It causes confusion and frustration. The duel
usually stalls at this point, and I take them down with
my set just deserts or something like that. Eventually,
they can’t play any more cards, and you can do what you
want with them.
Here are some explanations of cards and strategies:
-Toll is a good card because I rarely attack
-Chain Energy is an underrated card. It can do so much
damage for only a common. You need to use a lot of
strategy to use it correctly. Only use it when you are
well protected on the field (many monsters and traps).
Only use it when you have more LP than your opponent;
this gives you the advantage.
-A Giant Trunade/ Chain energy combo is very effective.
You play GT to send all M/T back to their hand, set
yours down, and then play a chain energy or two.
- With a Toll and/or Chain Energy down, Hane-Hane, MeB,
and Wall of Illusion are great. Watch your opponent pay
500 to play a monster, pay 500 to atk, and then have to
do the same thing next turn because their monster died
or got returned to their hand.
-Giant Germs and Nimble Momongas can help reduce the
size of your deck, and get you a few free defensive
monsters on your next turn.
-Cyber Jar can sometimes turn their empty field into 2
or 3 monsters. They think they will have the advantage
until you spring a Just Desert or 2 on them. Don’t do
this until the end, because it’s dangerous to give them
free summons and you could take a lot of damage.
There are some problems with this deck. All the direct
damage magic doesn’t allow for any other powerful M/T.
There are more M/T than monsters, and when the nimble
momongas and giant germs come out, the # of monsters in
the deck gets greatly reduced. Sometimes this can be a
problem. Should I replace trap holes with wabokus
possibly to prevent some damage? I would like to add
some more monsters, but I don’t know what would fit.
Magicians of Faith and Masks of Darkness take to long,
especially when there is a chain energy on the field.
Any help is appreciated.
__________________
Hello Mike. Very interesting deck. I must say, I like the
whole concept of it.
Me and you probably have different play styles, so don't be
surprised if I make a change you disagree with.
-Monster-
3x Princess of Tsurugi
3x Hane-Hane
2x Wall of Illusion
1x Cannon Soldier (Tech)
1x Cyber Jar
As you know, these all back up the strategy nicely. Here is
where my version changes from yours:
3x La Jinn
2x Maha Vailo
2x Magician of Faith
Since they are going to be at such low life anyway, might as well
throw an Axe of Despair onto a La Jinn or Maha Vailo for the quick
win. Five attacking monsters should be plenty. You may even be able
to drop a La Jinn.
And I disagree with you on the Magician of Faith. Sure it does take
_some_ time, but being able to grab that Tremendous Fire or even a
Chain Energy for the lock.
The Giant Germ doesn't do enough damage to be effective. Yeah, I
know it will eventually add up, but there are better cards to use.
That gives us 17 monsters.
-Magic-
3x Chain Energy
2x Toll
3x Tremendous Fire
3x Axe of Despair
2x Giant Trunade
1x Raigeki
1x Pot of greed
1x Monster Reborn
Ookazi is pretty decent, but I added Axe over them. If you
think about it, Axe can pretty much be another Tremendous Fire
at the right time.
I added a 2nd Giant Trunade because that little Chain Energy / Giant
Trunade combo can be pretty aggrivating to your opponent.
Why did you not run Pot of Greed before? Every deck should run it,
no matter what they are based on.
16 Magic cards. That gives us 33 total cards.
-Trap-
3x Trap Hole
1x Mirror Force
3x Just Desserts
I dropped the Solemn Judgment for room. I agree with your
Trap selection though.
40 Cards even. Play around with it some more and let me know how it
does.
~SomeGuy