Fire King Island – #SR14-EN048
If this face-up card in the Field Zone is sent to the GY or banished: Destroy all monsters you control. You can only use 1 of the following effects of “Fire King Island” per turn, and only once that turn.
● During your Main Phase: You can destroy 1 monster in your hand or field, and if you do, add 1 “Fire King” monster from your Deck to your hand.
● If you control no monsters: You can Special Summon 1 FIRE Winged Beast monster from your hand.
Date Reviewed: December 14th, 2023
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Hello Pojo Fans,
Fire King Island is today’s Throwback Thursday choice and is the anchor that helps drive the archetype.
Field Spell that can search any Fire King monster each turn at the cost of a monster destroyed from your hand or on the field. Archetype Field Spell that is a RoTA for the archetype each turn is great, especially when it can consistently initiate combos using the monsters it destroys. If it were to be destroyed, it will nuke your monsters, but for Fire Kings that just means multiple effects are kicking off now and in the next Standby Phase, not entirely a bad thing to destroy this thing. The Special Summon ability of your big Winged-Beast monsters involving this card lessens the chances of a Level 8 bogging down your hand without any draw power to aid you. Legendary Fire King Ponix can search this card, then be fodder for it to search another Fire King, only for Ponix to return in the Standby Phase. With Ponix being a Winged-Beast, you could use all this card’s effects with Ponix (minus the destruction of this card). The fewer monsters you control the less you’ll get out of this when FKI eventually gets destroyed, but if you can get one or both your big beaters on the field you may not need to worry about getting the most out of this card’s destruction.
Fire King Island was so good it found itself splashed in alongside Kozmos a few years ago, as well as a few decks running a bunch of different advantage cards (60-card style decks) and was seeing success. Now that Fire Kings have great support to help their functional strategy, they can function without other pieces being splashed in…though whose to say that a hybrid deck may not show up?
Advanced- 4/5 Art- 3/5
Until Next Time,
Throwback Thursday this week brings us to the Field Spell for the archetype from 7 and a half years ago that’s still a key part to the strategy: Fire King Island.
Island is a Field Spell where if it is in the Field Zone and either sent to the graveyard or banished, you must destroy all your monsters. Fire Kings do like self destruction, but losing your Field Spell and losing your entire board is not the way to go, so you’d want to protect this as much as possible so you aren’t left wide open. Besides that, you got two effects to choose from with a hard once per turn on choosing. You can either destroy a monster in your hand or on your field to search for any Fire King monster from your Deck, or you can Special Summon any FIRE Winged Beast from your hand if you control no monsters. The first effect is the primary effect for getting you to all your important Fire King monsters you want to summon and/or destroy. The cost to destroy a monster for the search is actually a good thing in the archetype as well, since you do get to trigger your effects. The second effect only comes up when you’re in a tight spot and need a monster on the field like either big Garunix in the Main Deck or Sacred Phoenix of Nephthys, though more competitive Fire King Decks will only have Sacred Fire King Garunix or Legendary Fire King Ponix as their targets. Fire King Island is still great for the archetype, and thankfully we got more ways to get to it. Even after all the new toys the archetype got, this is still a mainstay in the Deck.
Advanced Rating: 4/5
Art: 3.5/5 Does Garunix live in the volcano? How often do the Atlantean Mermails invade?
No other card to celebrate the week than Fire King Island, a Field Spell and one of Fire King’s most prominent playmakers. Duel Links players might remember it as the menace that enabled Yubel Fire King, and while it doesn’t quite have as much generic usage in advanced, it’s still a very important Fire King card. Whenever Island is sent to the Graveyard or banished, it destroys all of the monsters you control. This “drawback” is actually supposed to be a benefit, since it’ll trigger the destruction effects of your Fire King monsters. Indeed, while it is nice for extending if it gets removed by, say, Cosmic Cyclone, it can punish you if your monsters don’t revive immediately. Sacred Fire King Garunix is just one example, as it technically doesn’t do anything if it’s destroyed, leaving you in the dust. Other than that, Island has two other effects on a strict hard once per turn one per turn, so pick wisely! The first effect is the more popular and arguably most useful one, the bread-and-butter Fire King effect of destroying a monster in your hand or on your field to search any Fire King monster. When Fire King was first meta, the idea of being able to search off of plussing was pretty insane; it’s a dime-a-dozen effect now, but still as useful as ever. You’ll usually use it to destroy Legendary Fire King Ponix and grab Sacred Garunix so that you can recycle Ponix later and do your main combos. Island’s last effect simply Special Summons a FIRE Winged-Beast from your hand if you control no monsters. In the past, you could use this to easily field Garunix, but modern combos have no use for this effect, especially since the first one is so potent. Island still has the issue of being unable to start combos by itself, and can even be a brick sometimes, but it’s still a fantastic combo piece you need. Like with Fire King Sanctuary, I’ve seen a lot of lists with two just in case one gets outed.
+More accessible than ever
+Helps with rebuilding your board after a wipeout
-Doesn’t really work as a combo starter
Art: 3/5 But of course it has a volcano!
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