Fighting Flame Swordsman
Fighting Flame Swordsman

Fighting Flame Swordsman – #MZMI-EN001

If this card is Normal or Special Summoned: You can add 1 Spell/Trap that mentions “Flame Swordsman” from your Deck to your hand. If this card is sent to the GY: You can send 1 “Flame Swordsman” or 1 monster that mentions it from your Deck or Extra Deck to the GY, except “Fighting Flame Swordsman”. You can only use each effect of “Fighting Flame Swordsman” once per turn.

Date Reviewed:  February 19th, 2024

Rating: 3.75

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:

KoL's Avatar
King of

Hello Pojo Fans,

Joey Wheeler week on Pojo CoTD, with the new support for the Flame Swordsman archetype…at least, it’s an archetype now.

Every archetype needs a searcher, and Fighting Flame Swordsman is your searcher. Normal or Special Summon search ability is always better than just Normal Summon. Spell or Trap needs to include “Flame Swordsman” somewhere in the text, giving you a few options: Fighting Flame Sword, Flame Swordsdance, Flame Swordsrealm, and Salamandra Fusion. Of those options, Fighting Flame Sword offers the most utility, while Flame Swordsdance offers a way to Special Summon a Fusion while turning a monster face-down, a 2-for-1 trap. Of course, Flame Swordsrealm can act like a Fusion card, so that may be your best offensive weapon, getting to Flame Swordsman off one card.

When Fighting Flame Swordsman is sent to the grave you can get a Foolish Burial for the archetype for either your Extra Deck or Deck. The monster has to be a “Flame Swordsman” or mention it in the text, once again giving you a few options to put into your grave. Salamandra, the Flying Flame Dragon with its ability to equip itself over and over to a monster is a prime target for FFS in the Deck, while Fighting Flame Dragon can do the same but as a Fusion Monster. Both monsters only boost your FIRE Warrior monster by 700ATK, but Fighting Flame Dragon can grant you a second attack.

A good start to an archetype revolves around a searcher, and with such a niche monster like Flame Swordsman, Fighting Flame Swordsman does what it has to do to grant you good support. He can search out Flame Swordsrealm and then send himself to the grave with it to be an automatic Fusion Summon, not bad for one card.

Advanced- 3.5/5   
Art- 4/5- Joey got back into cosplay, did it a few times during the series

Until Next Time,

Crunch$G Avatar

Flame Swordsman support to finally take another old DM era card and make a playable Deck around it, and we start the week off with your main Normal Summon for the Deck probably: Fighting Flame Swordsman.

Fighting Flame Swordsman is a Level 4 FIRE Warrior with 1800 ATK and 1600 DEF. Those stats actually being on a Level 4 is nice, plus a solid combination of FIRE and Warrior for Infernoble synergy. Upon Normal or Special Summon, you can search for any Spell/Trap that mentions Flame Swordsman in its text from the Deck. Basically gets you to your main play enablers. Flame Swordsrealm is how you summon the classic Flame Swordsman now, cause you aren’t Fusion Summoning it. Salamandra Fusion turns your Flame Swordsman into your boss monster. Fighting Flame Sword is more consistency. Flame Swordsdance can be some disruption. Overall some versatile options for search targets, despite there only being 4 so far. Upon this being sent to the graveyard, you can send a Flame Swordsman or any card that mentions it from the Deck or Extra Deck to the graveyard, which is a way to get Salamandra, the Flying Flame Dragon or Fighting Flame Dragon into the graveyard since both got effects in grave to equip to your Flame Swordsman firends and Salamandra even searches your Salamandra Spells and Traps like the aforementioned Salamandra Fusion or more disruption with Salamandra with Chain, cause you won’t search old school Salamandra with that. Hard once per turn on each effect, as is tradition for modern cards usually. Fighting Flame Swordsman helps get your Deck setup with consistency via searching from Deck as well as graveyard setup by getting rid of something from Deck or Extra Deck. You play 3 in Flame Swordsman and hope to draw it, RotA, Infernoble Arms – Durendal, or Fighting Flame Sword to search it.

Advanced Rating: 4/5

Art: 4/5 Joey can be Flame Swordsman as well.

Mighty Vee

Our Maze of Millennia continues with the unexpected but welcome Flame Swordsman TCG support, with Fighting Flame Swordsman being their first card, a level 4 FIRE Warrior monster. That gives it excellent synergy with the Infernoble archetype, and accordingly it can be searched by Infernoble Arms – Durendal if you want to (though frankly I don’t consider it necessary), as well as Reinforcement of the Army and their in-house ROTA, Fighting Flame Sword. Additionally, you can use the Superheavy Samurai engine to search it through Battlin’ Boxer King Dempsey. Unsurprisingly, Fighting Flame Swordsman shares Flame Swordsman’s stats of 1800 attack and 1600 defense, which were horrible on a level 5 (VANILLA) Fusion monster but just right on a level 4 monster. Baby steps!

Fighting Flame Swordsman has two incredibly simple hard once per turn effects; if it’s Normal or Special Summoned, you can search any Spell or Trap that mentions Flame Swordsman. You’ll almost always be searching Flame Swordsrealm to immediately continue your combo, but in case you already have it, you can also search another Fighting Flame Sword for follow-up. Fighting Flame Swordsman’s other effect triggers if it’s sent to the Graveyard (from Flame Swordsrealm, hint hint), letting you send any Flame Swordsman or monster that mentions it from your deck or Extra Deck to the Graveyard. The choice here is a little less clear; if you already opened Salamandra Fusion, you’ll want to send Fighting Flame Dragon from your Extra Deck to give your boss even more OTK power. Otherwise, you’ll have to send Salamandra, the Flying Flame Dragon to continue your combo by grabbing Salamandra Fusion. Fighting Flame Swordsman is plainer than white bread, but it gets the job done; it kickstarts your main combo, so run no less than 3 in pure builds. Infernoble hybrids haven’t seen any success, but you should probably run just 1 since it would fight with your Infernobles for the Normal Summon.

+Efficient and compact 1 card combo starter
+Synergy with FIRE Warriors
-Linear and straightforward combo means it’s somewhat vulnerable to Hand Traps
-Not extremely accessible without external combo engines

Advanced: 3.75/5
Art: 4.25/5 Now that’s an update over the original OCG Flame Swordsman (and we’ll see it updated again!)

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