#Fire Fists (15/11/2023)

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gleaming orchid
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Fire Fists are a FIRE Beast-Warrior combo oriented strategy that revolve around the use of Fire Formation Spells / Traps to generate advantage and to build boards. It uses a plethora of different summons so it can be flashy and unpredictable to opponents. In this guide, I will be going over my decklist, the ratios and if it they are a necessity to the strategy as a whole, the Pros and Cons, as well as a basic combo for the newbies

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First let's start with the Pros and Cons of Fire Fists

Pros

-The deck is flashy, with its myriad of summonings and effects. It is easy to generate advantage.

-Has an exceptional endboard consistenting of a Monster negate, S/T negate and either a 2nd Monster negate or a Battle Phase pop

-The deck has a crap load of Soft OPTs (Once per turns). This allows you to use and abuse certain effects and shift gears when needed.

-The deck is non linear and has multiple ways of comboing. This allows OTKs going 2nd, and breaking boards to simply making established setups and dares your opponent to draw multiple Book of Moons, Cosmic Cyclones, etc.

-The deck has innate access to non destruction removal and negation. It doesnt fold to things like Timelords since the deck's removal is extremely easy to access.

Cons

-The deck is extremely normal summon reliant. You have almost no extension to speak of and getting your main play starter negated is a death sentence.

-it is bricky as all hell. There are no 1 card combos, the 2 and 3 card combos are just fine but are obviously bricky since u absolutely rely on getting a good starting hand to do anything.

-There is no room for non engine / staples like backrow, veilers, etc. Deck space is absurdly tight, and you cant add those to an already bricky deck. As mentioned earlier since there are no 1 card combos, you cant just simply set 3 and hope to draw what u need as you willl get run over before that even happens

-It sucks going 2nd. Unless you drew the perfect 5 card hand, since you have no room to put in things like backrow removal or Book of Moons, its exceptionally difficult to deal with monsters like Crystalwing Synchro Dragon. Backrow like Warning Point is a death sentence and almost every relevant backrow today puts a huge stop on this deck

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Decklist and Ratios

Now let's move onto the actual decklist itself. I will be going over mine as a reference. I will explain why I chose these ratios and how many you really need for a deck

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Brotherhood of the Fire Fist - Eland (1)

The boss monster of the deck. Arguably the whole reason as to why you play the deck. Pretty self explanatory, hes fairly big with a monster negate on legs. I dont need to explain this one

Brotherhood of the Fire Fist - Elephant (2-3)

Your main playmaker. He tutors Eland or Panda and is your main method of extension. One of the best normal summons of the deck.

Brotherhood of the Fire Fist - Rooster (3)

The best card in this entire deck. He searches on Special Summon and sets Fire Formations from your deck. It fills in all the gaps with the strategy. He let's you force out backrow, get removal and everything in between.

Brotherhood of the Fire Fist - Dragon (2-3)

A great card now that Eagle is here. He allows you to set Fire Formation Trap cards from your deck and has a great revival effect that is a Soft OPT. Great card for turn 1

Brotherhood of the Fire Fist - Spirit (0-1)

The only tuner of the deck. A great card as a turn 1 opener, turn 2 and turn 3 followup. Relatively easy to access as well. Allows for easy OTKs and setups. Not a top priority to have when it comes to deckbuilding or setting up boards however, usually Elephant does a better job of this going first but Spirit can do it as well.

Brotherhood of the Fire Fist - Ram (0-1)

A much weaker card that is mostly used for its 2nd effect to set Fire Formations from the deck. Not 100% necessary for the deck but is free fodder for fusions and rituals. Sometimes hes even a free mill for Eagle if you have everything else.

Brotherhood of the Fire Fist - Raven (0-1)

Blake's worst nightmare. The card you summon off of Horse Prince most of the time if you already have Rooster in rotation, or just like Ram, free mill but worse. Honestly you can cut him out of decklists and you dont lose out on too much. Great fodder if you hard open Ingen but otherwise not a priority. If you do not plan to play Horse Prince, you can cut Raven entirely.

gleaming orchid
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Brotherhood of the Fire Fist - Buffalo (1)

The best card to mill off of Eagle. If you arent milling him, you search him as fodder for Rituals, Fusions and Discard fodder. One of the few GY effects Fire Fists have and grants you extremely easy access to rank 4 XYZ Monsters. Its also just a body you can use to push for lethal. Essential card for the deck.

Brotherhood of the Fire Fist - Panda (0-1)

A decent extender for the deck. Generally speaking he let's you push for lethal, similar to Buffalo or as a combo enabler for less than stellar hands. Do note that you are locked into Fire Fists when you use his effect. You will not have access to the pool of r4s but is still playable as Swan is just a big beater that can be used.

Fire Formation - Tenki (3)

The search spell of the deck. It adds almost any of your play starters to your hand from Rooster to Spirit to Elephant. Or to simply grab pieces you dont already have like Dragon. It can even add cards for discard fodder such as Buffalo for where you open Fire Formation - Yoko.

Fire Formation - Tensu (3)

The card that let's you extend past your Normal Summon. Having a 2nd way to Normal is huge so you dont instantly die to one disruption. Absolute necessity for the deck.

Fire Formation - Yoko (1)

The removal in the deck not tied to a monster. He let's you get free fodder in the GY such as Ram, Rooster and Buffalo. Note that this card targets for cost; if your opponent tries to Book of Moon and targets their own monster to try and mitigate the effect, laugh at them, however, removal such as Cosmic Cyclone or Mystical Space Typhoon still deal with this.

Fire Formation - Gyokkou (0-1)

The Spell and Trap "removal" of the deck. Arguably better since Rooster can tutor this from your deck and lets you push further. If you are playing against Fire Fists turn the auto chain button ON so u can respond to the resolution of Rooster setting this card, otherwise your backrow will be locked up.

gleaming orchid
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Fire Formation - Domei (1)

The ritual spell for the deck. Most of the time you are tributing away 1 guy on the field and in your hand (looking at you Buffalo) and has an excellent GY effect to revive another Fire Fist Monster when its sent to the GY. This includes anything from Swan to Eagle to Eland to literally anything. Do note for the Extra Deck / Eland summons, they must be properly summoned first.

Fire Formation - Ingen (1)

The Fusion spell of the deck. Just like Domei, it gets rid of fodder in your hand and let's you pop off with Spirit immediately. Ingen has the potential to become a play starter if your hand is immensely bad.

Ultimate Fire Formation - Sinto (1)

The 1 and only Trap of the deck. It is the piece of Spell / Trap negation of this strategy and is a quintessential part of your endboard. Do note that this only negates activations so something like The Phanton Knights Fog Blade GY effect can still resolve.

Extra Deck

Brotherhood of the Fire Fist - Eagle (1)

The best card of the deck not named Rooster. Recycling Fire Formations, free milling and removing the costs of the monsters is a godsend for this deck. This card does everything for the deck and is the sole reason as to why its playable now. Do note that you don't always want to remove the costs of your monster effects. Sometimes you will want to trigger Ingen and Domei's GY effects to allow for extension and recursion.

Brotherhood of the Fire Fist - Tiger King (1)

One of the best in archetype cards this deck has. It sets a free Fire Formation from your deck and can deal with untargetable monsters not named Lunalight Sabre Dancer. Not a requirement for endboards, but is extremely flexible in terms of what you wanna do.

gleaming orchid
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Brotherhood of the Fire Fist - Cardinal (1)

The best form of removal for the deck. Absurdly easy to make and is one of the best ways to get rid of cards as it shuffles. Shuffling is one of the best ways to get rid of threats and Cardinal let's you get rid of 2 cards from either your opponents field or GY. Absolute necessity to have when deckbuilding.

Brotherhood of the Fire Fist - Swan (1)

The fusion monster for the deck. Admittedly the effects are actually pretty mid but it deals with big threats in the battle phase and can force out backrow when your opponent is greedy or to deal with janky battle traps. The burn almost never matters but it is still good enough to add to the deck.

Brotherhood of the Fire Fist - Horse Prince (0-1)

The Synchro of the deck (Kirin doesnt exist), hes not as great as he limits you heavily due to not being able to summon level 5 or higher monsters, but allows you to tutor Rooster, Ram and Raven from your deck. He also allows for OTKing going 2nd if needed since getting Rooster in rotation is amazing. Not a priority but not a bad card to have.

Number 106: Giant Hand (0-1)

One of the best generic Rank 4 XYZ this game has currently. It's an extra negate that you can add to your endboard but isnt a top priority. However if you have access to it, you can use it, theres no downside.

Abyss Dweller (0-1)

Similar to Giant Hand; another good generic rank 4 this deck can make. Rather than the monster negate, you get a GY oriented floodgate. Both options are great to have, pick whichever you like more.

Fire Fighting Daruma Doll (1)

The actual Spell / Trap removal for the deck. An important card for the deck that isnt a Fire Fist card. It also helps free up space for more Fire Formations and let's you proc Ingen and Domei very easily. It is absurdly easy to make so theres no excuse for this

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Knightmare Unicorn (0-1)

One of the best generic removals in the game. This deck can make it with ease and with Ingen recursion and Eagle recycling, theres almost no excuse for not being able to proc its effect. It is infinitely better than the other Knightmares, dont even consider the other ones. Unicorn outclasses them by a long shot. However, Unicorn is not an absolute necessity, if you prefer some flexibility in something else by all means go for it.

Skills

There is really only 1 playable skill currently and that is Crystal Power. The attack buff from Crystal Power allows for easy OTKs and let's u run over certain monsters you otherwise wouldnt be able to. The skill is also only usable by Jesse Anderson so be mindful of that. Something like Ties that Bind is just strictly worse and should never be used.

Additional Notes

  1. If you wish to have an out to Saber Dancer now that Lunalights has steadily become a more popular deck, your best bet is to add Borreload Dragon to your Extra deck as Fire Fists has no way to out this card.

  2. Rooster can miss timing on its search; For example, if you Summon Swan and trigger your Panda in hand and go chain link 1 Swan to burn, chain link 2 Panda and summon Rooster, you will lose the search because of the Swan burn. Do be mindful of this.

  3. Be careful of the different locks and restrictions of the deck. Spirit only allows Beast-Warriors to attack if you use its effect, Panda locks you into Fire Fists and Horse Prince prevents you from Special Summoning level 5 or higher monsters

  4. Always activate Tensu first before doing a Normal Summon, the additional normal will be used first so even if it is gone, you still have your regular Normal Summon

gleaming orchid
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Combos

This is one of the best possible hands to end on the board shown. I'll provide the steps to achieve that board. I will not be using the Tensu in hand for this demonstration.

gleaming orchid
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  1. Activate Tenki and Add Elephant to your hand

  2. Normal Summon the Rooster and use its effect, sending Tenki to the GY and set Tensu from deck.

  3. Activate Tensu and use your second normal on Elephant, use its effect, sending Tensu to the GY and Special Summon Dragon

  4. Use Elephant's effect, targeting the Tensu and add Eland from your deck to your hand.

  5. Link Summon Eagle using Elephant and Rooster.

  6. Use Dragons effect to Special Summon Rooster back from the GY

  7. Activate Rooster's effect and add Buffalo to your hand. Then use Rooster's 2nd effect to set Domei from your deck.

  8. Use Eagle's effect to recycle the Tenki in your GY and mill anything (the mill does not matter for this combo)

  9. Activate the Domei tributing the Buffalo in Hand and Rooster on field to ritual summon Eland. This will trigger Dragon's effect to set Sinto from your deck.

  10. Activate Buffalo in the GY for no cost (Because of Eagle)

  11. Overlay the Buffalo and Dragon for the Rank 4 XYZ of your choice (in this case Abyss Dweller)

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Note

If you wish to end on Swan instead of a Rank 4, your steps will alter slightly.

  1. Use Buffalo's effect to send Domei and Dragon to the GY.

  2. Use Domei's effect to Special Summon a Fire Fist monster from the GY in which you will pick Rooster.

  3. Use Rooster for no cost to set Ingen from your deck.

  4. Use the Ingen and send Buffalo and Rooster to the GY to Fusion Summon Swan.

You now have a Monster negate (Eland), a Spell / Trap negate (Sinto) and either a GY floodgate (Abyss Dweller) or a Battle Phase on-demand destruction (Swan) and a Tenki for followup

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Here is a 2nd combo line with a subpar hand that still ends on a relatively good board

gleaming orchid
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  1. Activate Tenki to search Rooster

  2. Activate Ingen, fusing away Eland and Rooster for Swan

  3. Normal summon Spirit and use this effect to revive Rooster from the GY

  4. Activate Rooster's effect to search for Dragon, then use its 2nd effect, sending Ingen to the GY to set a copy of Tensu from your deck.

  5. Use Ingen to add Eland back to your hand

  6. Link Summon Eagle using Swan and Rooster.

  7. With your 2nd Normal Summon from Tensu, Summon out the Dragon and use its effect to revive Rooster from the GY.

  8. Use Rooster's effect to set a copy of Domei from your deck.

  9. Use Eagle to take the Tensu on your field back to your hand and send Buffalo from your deck to the GY.

  10. Reactivate Tensu so you can trigger Dragon and set Sinto from your deck.

  11. Activate the Domei, tributing the Dragon and either Spirit or Rooster (doesnt matter which one) to Ritual Summon Eland.

  12. Use Buffalo's GY effect, sending the Domei and Spirit / Rooster (whichever wasnt used for the Ritual Summon of Eland) to the GY to summon itself.

  13. Activate Domei's GY effect to resummon Swan back to the field.

Your endboard consists of Eland, Swan, Sinto and Buffalo just like usual.

gleaming orchid
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gleaming orchid
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That is all for the guide, if you still have questions feel free to ask, I will always be ready to help, thank you for reading