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October 7, 2005

There is a series of cards that have gone obscenely overlooked for far too long. These cards do a plethora of different things. They maintain field presence and provide many creative variants of control without any real extension of the hand. They thin your deck and set you up for vicious game-ending combos. These cards are called the elemental searchers and there is a different one for every attribute in the game. All of their effects read as follows: 

When this card is sent to the Graveyard as a result of battle, you may select 1 [___] monster with an ATK of 1500 or less from your Deck and Special Summon it to the field in face-up Attack Position (no Tribute is required for monsters of Level 5 or more). The Deck is then shuffled. 

The blank area represents whatever attribute that card is linked too. 

This article is the second in a five part series I will be doing. In each of them I am going to attempt to turn each elemental searcher into a Swiss army knife. What I mean is I will be constructing a control deck centered around three main boarded copies of the searcher and show how each and every one (yes, even Shining Angel) can make a deadly effective deck build. 

For article two I give full credit for the deck idea to a girl I have never met before. She came to my local card shop and asked me to look at her deck and help her out. I always feel obliged to help those who truly deserve it so I had a look. As newer people typically do, her deck seemed to be running too many different things at once. But amongst the Dark Magician Girl and Harpie Lady I saw and pieced together the core principles for the deck I will show you. Even though I do not know your name this deck is yours. Enjoy. 

Now its time for the hawtness. A fire deck utilizing UFO turtle search is a vicious thing to behold, and the ridiculous ease with which many of its combos can be achieved make this deck one in which I am particularly excited in sharing with you. At its core principle this deck is an aggressive burn: A burn that can functionally mimic your standard aggro and have literally none of the traditional stall. It could be run in such a way that you attack for half of the damage and burn away the other half. You’ll start to see it when I begin listing a few cards: 

  1. Solar Flare Dragon – This card belongs to that unique family of monsters with a continuously burning effect (i.e. Bowganian, Stealth Bird, etc.). However, at 1500 attack this guy can do what none of the others in its family can: hold its own in an aggressive front. The other part of the effect also provides self protection or a potential attack lock when another copy joins it on the field. I love this card so much we may just have to do three of them. We’ll see though.
  2. Fox Fire- This is a card I have been toying around with quite a bit. First off, it cannot get its effect off if destroyed while facedown. So the best ways to use it would be either to fetch it with turtle or summon it from hand in attack mode. One potentially brutal combo would be to use it with Card of Safe Return. However, the obvious snag in that plan is your opponent would have to be really, really dumb to attack it at all. It would probably just end up being a waste of space. The way we will be abusing it is for generally effective stall when we lock up their field nice and tight with Ojama Trio.
  3. Ultimate Baseball Kid – Meet the Goblin King of fire monsters. The difference is that Goblin King is just “meh” while this card is completely stupid broken. Just one other fire monster makes him 1500 attack. Add another and he can take out a Summoned Skull. As if that wasn’t enough if the game gets late enough he can act like Cannon Soldier and end the game by pitching all his buddies at you. Just a real quick combo (that I most likely won’t be using though): Scapegoat plus DNA Transplant.
  4. Raging Flame Sprite – I’ve figured it out. If you field search it through Turtle your opponent will only have one turn to deal with it before it becomes too big to handle. Your opponent would attack the Turtle and you would search for this card. Then it would be your turn. You would attack and RFS would rise to 1100. This is the only time it would be truly vulnerable to dieing in battle. Next hit pushes it to 2100, which only a kamikaze Cyber Dragon could deal with. I think we will only tech one, however, since it can be quite bad as a top deck.

In the interest of keeping the deck focused these four will make up the list of correct targets for the searcher, but there is still much to be added to the deck.  

  1. Spirit of Flames – In almost any mono-element deck you try and construct you will end up finding that one techy Special Summon monster. They usually require you only remove one monster of the same attribute from the graveyard and they can go a long way in pushing aggression and field swarm. He attacks at 2000 even, though sits at 1700. Good enough to go for two.
  2. Thestalos the Firestorm Monarch – We’ll also be going for a couple of these. The pre-negation is nice, and you could not really hope for a better fire tribute. Well, at least Sand Trap will be happy. :P

Let’s get constructing already! I know, I know. I’m losing patience with myself too.

2x Thestalos the Firestorm Monarch

2x Spirit of Flames

3x UFO Turtle

3x Solar Flare Dragon

2x Ultimate Baseball Kid

1x Fox Fire

1x Raging Flame Sprite

1x Breaker the Magical Warrior

1x Exiled Force

1x D.D. Warrior Lady


Dark Hole


2x Wave Motion Cannon

2x Messenger of Peace

2x Creature Swap

1x Premature Burial

1x Heavy Storm

1x Mystical Space Typhoon

1x Reinforcement of the Army (UBK is a warrior.)

1x Smashing Ground

1x Snatch Steal

1x Nobleman of Crossout


1x Call of the Haunted

2x Dust Tornado

1x Solemn Judgment

2x Nightmare Wheel

2x Ojama Trio 

Yay! Burn splashed with aggression. How the crap do I side in against this? There were a few other cards of notable mention that did not make the cut for this deck. Basically their themes took you too far away from what the deck is supposed to do. 

  1. Gren Maju Da Eiza – This guy looks very promising in those infamous RFG decks. There are many ways to get your RFG pile nice and beefy. You can stall on Banisher of the Light while playing lots of magic and traps. Soul Release can get you +5 easily. Those special summon monsters I mentioned can work toward it while giving you good field presence. It could be a potentially broken pull from turtle, but the deck requires too much dedication to a different theme.
  2. Lady Assailant of Flames – Decent stats for a search. It works best in a deck based around the above card.
  3. Flame Ruler – Hino Kagu Tsuchi lovers will be beating up my e-mail inbox if I did not mention this. Don’t worry guys. It was not forgotten - just not a theme I chose to employ.
  4. Blast Juggler – This guy would have been a better tech in the old, goat-ridden format. You attack one goat then sack it main phase two to kill two more. Plus its stats suck compared to the other stuff we chose to use.


Well that just about does it. This looks to be a very fun deck that I encourage all of you to at least try once. As always I welcome any thoughts, comments, or suggestions.


Until next time…




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