Shiranui Fire King Game Guide

Shiranui Fire King Game Guide

brain dead

Sections covered in this guide:




CORE

 

Shiranui Solitaire (x3)

SR Rarity
Shiranui Solitaire
SR Rarity
Shiranui Solitaire
Shiranui Solitaire
FIRE 4
Shiranui Solitaire
  • ATK:

  • 500

  • DEF:

  • 0


You can Tribute 1 Zombie monster; Special Summon 1 Zombie Tuner with 0 DEF from your Deck. If this card is banished: You can target 1 of your banished "Shiranui" monsters, except "Shiranui Solitaire", or up to 2 instead if "Shiranui Style Synthesis" is on the field; Special Summon them. You can only use each effect of "Shiranui Solitaire" once per turn.


Acts as a body jumping searcher continuously for combos

Jump Tuner Zombie monster defense 0 from deck by sacrificing yourself, if banished will pull back 1 banished Shiranui monster (except this card) to support combo or pull back your bosses

As for summoning 2 monsters, forget it because it's rarely used. The problem with this card is that many people normally summon this card and combo but get handtrap, so the cook rate is also quite high.

Shiranui Squire (x1)

R Rarity
Shiranui Squire
R Rarity
Shiranui Squire
Shiranui Squire
FIRE 4
Shiranui Squire
  • ATK:

  • 1500

  • DEF:

  • 0


When this card is Normal Summoned, you can: Special Summon 1 "Shiranui Spectralsword" monster from your hand or Deck, also you cannot Special Summon monsters for the rest of this turn, except Zombie monsters. If this card is banished: You can draw 1 card, then discard 1 card. You can only use each effect of "Shiranui Squire" once per turn.


Searchable and Shiranui Spectralsword monster jumping effect from hand or deck but costs normal summon and can miss timing and lock zombie :)


The vjp effect of this card is draw 1, discard 1 when banned. Because you draw first, discarding will give you better options when drawing new cards. Because this deck uses grave effects as well as grave resources a lot, this is very important.

Oh, but it can be searched and costs normal summon so x1 is fine.

Shiranui Spectralsword (x2)

SR Rarity
Shiranui Spectralsword
SR Rarity
Shiranui Spectralsword
Shiranui Spectralsword
FIRE 2
Shiranui Spectralsword
  • ATK:

  • 800

  • DEF:

  • 0


If this card is in your GY, except the turn this card was sent to the GY: You can target 1 non-Tuner Zombie monster in your GY; banish both it and this card, and if you do, Special Summon 1 Zombie Synchro Monster from your Extra Deck whose Level equals the total Levels those 2 monsters had. You can only use this effect of "Shiranui Spectralsword" once per turn.


This card is extremely strong, supporting Shiranui's gameplay very well.


Level 2 Tuner should be on the field so he can synchro very easily. If he is in the graveyard, he can choose himself from the graveyard and choose 1 Zombie monster that is not Tuner from the graveyard, banish both of them then SPECIAL SUMMON 1 Zombie Synchro monster from the Extra Deck with the same level as the sum of the other 2 monsters' levels.

=> cool effect but can't be used every turn, except the turn it gets sent to the grave :v

=> because it is a special summon, it doesn't matter what the Synchro monster material is, as long as you have enough level

Shiranui Spectralsword Shade (x1)

R Rarity
Shiranui Spectralsword Shade
R Rarity
Shiranui Spectralsword Shade
Shiranui Spectralsword Shade
FIRE 3
Shiranui Spectralsword Shade
  • ATK:

  • 800

  • DEF:

  • 0


You can Tribute this card, then target 2 of your banished Zombie monsters, except "Shiranui Spectralsword Shade", including a "Shiranui" monster; Special Summon them in Defense Position, but negate their effects, also, you cannot Special Summon monsters for the rest of this turn, except Zombie monsters. You can only use this effect of "Shiranui Spectralsword Shade" once per turn.


Sacrifice to jump 2 banished Zombie monsters except this card (in those 2 cards there must be 1 Shiranui monster) with negate effect and defensive stance, then lock Zombie


aside: i find level 3 of this card very annoying, probably because i like even numbers even though level 3 of this card can go up to level 7 to shoot cards and stuff

Ghost Meets Girl - A Masterful Mayakashi Shiranui Saga (x2)

UR Rarity
Ghost Meets Girl - A Masterful Mayakashi Shiranui Saga
UR Rarity
Ghost Meets Girl - A Masterful Mayakashi Shiranui Saga
Ghost Meets Girl - A Masterful Mayakashi Shiranui Saga
Trap Normal
Ghost Meets Girl - A Masterful Mayakashi Shiranui Saga

    Tribute 1 "Mayakashi" or "Shiranui" Synchro or Link Monster; neither player can Special Summon monsters from the hand, Deck, or Extra Deck for the rest of this turn. You can banish this card from your GY, then target 1 of your banished Zombie monsters; return it to the GY. You can only use 1 "Ghost Meets Girl - A Masterful Mayakashi Shiranui Saga" effect per turn, and only once that turn.


    extremely dirty, sacrifice 1 Synchro or Link "Shiranui" monster and no one can special summon monsters from hand, deck or extra deck this entire turn. Of course you use this card on the opponent's turn so only the opponent will suffer


    Has the effect of self-banishing from the grave and sending 1 banished Zombie to the grave, to use for Synchro from the grave or to banish 1 more time to activate the effect

    Shiranui Samuraisaga (x1)

    R Rarity
    Shiranui Samuraisaga
    R Rarity
    Shiranui Samuraisaga
    Shiranui Samuraisaga
    FIRE 6
    Shiranui Samuraisaga
    • ATK:

    • 2500

    • DEF:

    • 0


    1 Zombie-Type Tuner + 1 or more non-Tuner Zombie-Type monsters Once per turn, during either player's turn: You can target 1 of your banished Zombie-Type monsters; shuffle it into the Deck, and if you do, change to Defense Position all monsters your opponent controls with ATK less than or equal to that monster's. If this card is banished: You can target 1 face-up monster your opponent controls; it loses 500 ATK. You can only Special Summon "Shiranui Samuraisaga(s)" once per turn.


    easy to get, the card is banished to the deck,... all gone


    The 500 ATK reduction effect supports OTK very well when combined with Raiden Shogunsaga , but this is not a duel link, it has 8000 LP so it only supports punching through enemy bosses with big bodies.

    Shiranui Shogunsaga (x1)

    SR Rarity
    Shiranui Shogunsaga
    SR Rarity
    Shiranui Shogunsaga
    Shiranui Shogunsaga
    FIRE 8
    Shiranui Shogunsaga
    • ATK:

    • 3000

    • DEF:

    • 0


    1 Zombie-Type Tuner + 1 or more non-Tuner Zombie-Type monsters If this card is Special Summoned: You can banish 1 Zombie-Type monster from your Graveyard; this card gains ATK equal to the banished monster's original ATK, until the end of this turn. If this card on the field is destroyed by battle or card effect and sent to the Graveyard: You can target 1 of your banished Zombie-Type monsters with 0 DEF; return it to the Graveyard. You can only Special Summon "Shiranui Shogunsaga(s)" once per turn.


    easy to get up, banish 1 Zombie from the grave and add ATK to yourself equal to the original ATK of the banished monster until the end of the turn, because this effect is activated when special summoning, not synchro, so just pull from the grave or banish onto the field continuously each turn will have 1 extremely painful punch


    If this card is destroyed and sent to the Graveyard, you can return 1 0 DEF Zombie monster from the banish zone to the Graveyard.

    In return, this card can only be summoned once per turn.

    Shiranui Sunsaga (x1-2)

    UR Rarity
    Shiranui Sunsaga
    UR Rarity
    Shiranui Sunsaga
    Shiranui Sunsaga
    FIRE 10
    Shiranui Sunsaga
    • ATK:

    • 3500

    • DEF:

    • 0


    1 Zombie Tuner + 1+ non-Tuner Zombie monsters If this card is Special Summoned: You can return any number of your Zombie Synchro Monsters, that are banished or are in your GY, to the Extra Deck, then you can destroy cards your opponent controls, equal to the number of cards returned. If a Zombie monster(s) you control would be destroyed by battle or card effect, you can banish 1 "Shiranui" monster from your GY instead. You can only Special Summon "Shiranui Sunsaga(s)" once per turn.


    what a sigma


    When specially summoned, it restores the inventory and shoots non-target cards, and especially if you play 2 copies of the second card, it will restore the first card to the Extra Deck.

    With 3500 ATK, easy to summon and spam continuously, you will both restore the goods and shoot cards continuously, but it doesn't stop there, this card also has the ability to protect, if 1 or more Zombie monsters are destroyed, you can banish 1 Shiranui monster from the grave to replace it, this will accidentally trigger the effect of your Shiranui monster when it is banished from the grave

    and of course you can only special summon this card once per turn

    Shiranui Skillsaga Supremacy (x1)

    UR Rarity
    Shiranui Skillsaga Supremacy
    UR Rarity
    Shiranui Skillsaga Supremacy
    Shiranui Skillsaga Supremacy
    FIRE
    Shiranui Skillsaga Supremacy
    • ATK:

    • 2300

    • LINK-3

    Link Arrow:

    Top

    Left

    Bottom


    2+ Zombie monsters Synchro Monsters you control cannot be destroyed by card effects. FIRE monsters you control cannot be destroyed by battle. During your opponent's turn (Quick Effect): You can target 1 of your banished Zombie Synchro Monsters; Special Summon it to your zone this card points to. You can only use this effect of "Shiranui Skillsaga Supremacy" once per turn.


    easy summon, extremely dirty protection effect


    Synchro monster: not destroyed by effects
    FIRE monster: not destroyed by combat

    and of course your Shiranui boss is Synchro FIRE so they are very tough, because this card is not a Synchro monster but a Link monster so it can be destroyed by effects, but Sunsaga has protected it so it's not too scary

    This card has an effect that is played during the opponent's turn and is a quick effect: it pulls the banished Synchro Zombie back into the square this card points to, both restoring the queue (because after banishing, if something happens or you use it in a combo, it will hit the grave) and jumping back to your bosses to continuously harass the opponent.

    play if you like

    SR Rarity
    Shiranui Style Swallow's Slash
    SR Rarity
    Shiranui Style Swallow's Slash
    Shiranui Style Swallow's Slash
    Trap Normal
    Shiranui Style Swallow's Slash

      Tribute 1 Zombie-Type monster, then target 2 cards on the field; destroy them, then banish 1 "Shiranui" monster from your Deck. You can only activate 1 "Shiranui Style Swallow's Slash" per turn.


      N Rarity
      Shiranui Smith
      N Rarity
      Shiranui Smith
      Shiranui Smith
      FIRE 4
      Shiranui Smith
      • ATK:

      • 1000

      • DEF:

      • 0


      If this card is sent from the field to the Graveyard as a Synchro Material: You can add 1 "Shiranui" card from your Deck to your hand, except "Shiranui Smith". You can only use this effect of "Shiranui Smith" once per turn. If this card is banished: You can activate this effect; this turn, Zombie-Type monsters you control cannot be destroyed by battle.


      R Rarity
      Shiranui Style Samsara
      R Rarity
      Shiranui Style Samsara
      Shiranui Style Samsara
      Trap Continuous
      Shiranui Style Samsara

        This card's name becomes "Shiranui Style Synthesis" while it is in the Spell & Trap Zone. Once per turn: You can activate 1 of these effects. ● Banish 1 face-up Zombie-Type monster you control; you take no damage this turn (even if this card leaves the field). ● Target 2 of your banished Zombie-Type monsters with 0 DEF; shuffle them both into the Deck, then draw 1 card.


        N Rarity
        Shiranui Style Solemnity
        N Rarity
        Shiranui Style Solemnity
        Shiranui Style Solemnity
        Spell Continuous
        Shiranui Style Solemnity

          This card's name becomes "Shiranui Style Synthesis" while in the Spell & Trap Zone. Once per turn, you can activate 1 of these effects. ● Banish 1 Zombie monster from your GY; the Normal and Special Summons of your Zombie monsters cannot be negated for the rest of this turn (even if this card leaves the field). ● Target 1 Zombie monster you control; banish it, then you can send 1 Zombie monster with 0 DEF from your Deck to the GY.


          R Rarity
          Ghost Meets Girl - A Shiranui's Story
          R Rarity
          Ghost Meets Girl - A Shiranui's Story
          Ghost Meets Girl - A Shiranui's Story
          Spell Quick
          Ghost Meets Girl - A Shiranui's Story

            If your opponent controls a monster: Discard 1 Zombie monster; Special Summon 1 "Shiranui" monster with a different name from your Deck or GY, also you cannot Special Summon monsters, except Zombie monsters, for the rest of this turn after this card resolves. You can only activate 1 "Ghost Meets Girl - A Shiranui's Story" per turn.


            N Rarity
            Shiranui Samurai
            N Rarity
            Shiranui Samurai
            Shiranui Samurai
            FIRE 4
            Shiranui Samurai
            • ATK:

            • 1800

            • DEF:

            • 0


            (Quick Effect): You can banish 1 Zombie monster from your GY; this card gains 600 ATK, and if it does, banish any monster that battled this card, after damage calculation. These effects last until the end of this turn. If this card is banished: You can target 1 "Shiranui" monster in your GY, except "Shiranui Samurai"; add it to your hand. You can only use each effect of "Shiranui Samurai" once per turn.


            R Rarity
            Shiranui Spiritmaster
            R Rarity
            Shiranui Spiritmaster
            Shiranui Spiritmaster
            FIRE 4
            Shiranui Spiritmaster
            • ATK:

            • 1500

            • DEF:

            • 0


            When this card is Normal Summoned: You can Special Summon 1 "Shiranui" monster from your hand or GY, except "Shiranui Spiritmaster", but banish it when it leaves the field. If this card is banished: You can target 1 face-up card your opponent controls; destroy it. You can only use this effect of "Shiranui Spiritmaster" once per turn.


            N Rarity
            Shiranui Style Synthesis
            N Rarity
            Shiranui Style Synthesis
            Shiranui Style Synthesis
            Spell Field
            Shiranui Style Synthesis

              Once per turn, if you control no monsters: You can send 1 card from your hand to the Graveyard, then activate 1 of these effects. ● Target 1 Zombie-Type monster with 0 DEF in your Graveyard; Special Summon it. ● Target 1 of your banished Zombie-Type monsters with 0 DEF; return it to the Graveyard. You can only activate 1 "Shiranui Style Synthesis" per turn.


              N Rarity
              Shiranui Swordsaga
              N Rarity
              Shiranui Swordsaga
              Shiranui Swordsaga
              FIRE 5
              Shiranui Swordsaga
              • ATK:

              • 1900

              • DEF:

              • 0


              1 Tuner + 1+ non-Tuner monsters You can only Special Summon "Shiranui Swordsaga(s)" once per turn. If this card is Special Summoned: You can target 1 monster on the field; change its battle position. If this card is banished: You can Special Summon 1 "Shiranui Token" (Zombie/FIRE/Level 1/ATK 0/DEF 0). You can only use this effect of "Shiranui Swordsaga" once per turn.


              Here it's not just Shiranui but Shiranui Fire King so the deck will have to remove a few cards to help make the deck less crowded.

              Fire King Island (x2)

              R Rarity
              Fire King Island
              R Rarity
              Fire King Island
              Fire King Island
              Spell Field
              Fire King Island

                If this face-up card in the Field Zone is sent to the Graveyard 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 you control, 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-Type monster from your hand.


                Domain Expansion



                field has the ability to search and jump monsters from hand, has a bunch of effects that shoot cards that trigger the Fire King effect (when destroyed, it will do something)

                and of course, in such a good field, there is also a slightly squeezing effect, which is that when sent to the grave or banished while lying in the Field Zone, it will destroy all your monsters, but this will accidentally help your monsters activate more effects, combos or backup turns after things.

                Fire King Sanctuary (x2)

                SR Rarity
                Fire King Sanctuary
                SR Rarity
                Fire King Sanctuary
                Fire King Sanctuary
                Spell Continuous
                Fire King Sanctuary

                  When this card is activated: You can place 1 "Fire King Island" from your Deck face-up in your Field Zone. Once per turn, if a card in your Field Zone would be destroyed by card effect, you can destroy 1 FIRE monster in your hand or face-up field instead. Once per turn, if your opponent Special Summons a monster(s), you can: Immediately after this effect resolves, Xyz Summon 1 FIRE Xyz Monster using only "Fire King" monsters you control. You can only activate 1 "Fire King Sanctuary" per turn.


                  Domain Expansion


                  When used, it will place 1 Fire King Island from the Deck to the Field Zone and have the effect of protecting the card in the Field Zone by shooting 1 FIRE monster from the hand or face up on the field (actually this is quite important because in some cases, losing the field and paying the entire field will result in OTK, even though you can trigger a bunch of effects from the grave)

                  Finally, the indispensable effect during the opponent's turn: when the opponent special summons a monster, you can Xyz summon 1 FIRE Xyz monster but can only use the Fire King monster you are controlling.


                  Legendary Fire King Ponix (x2-3)

                  UR Rarity
                  Legendary Fire King Ponix
                  UR Rarity
                  Legendary Fire King Ponix
                  Legendary Fire King Ponix
                  FIRE 1
                  Legendary Fire King Ponix
                  • ATK:

                  • 500

                  • DEF:

                  • 200


                  If your monster(s) that was originally FIRE is destroyed by battle or card effect: You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can add 1 "Fire King" Spell/Trap from your Deck to your hand. During the next Standby Phase after this card was destroyed and sent to the GY: Add this card from the GY to your hand. You can only use each effect of "Legendary Fire King Ponix" once per turn.


                  Poplar at home


                  Search spell/trap when summoned to the field, automatically jumps from hand if a FIRE-based monster is destroyed, and automatically restores goods from graveyard to hand in next Standby Phase if this card is destroyed and sent to graveyard

                  => yep, 1 searcher jumps and restores itself

                  Fire King Avatar Kirin (x1)

                  R Rarity
                  Fire King Avatar Kirin
                  R Rarity
                  Fire King Avatar Kirin
                  Fire King Avatar Kirin
                  FIRE 3
                  Fire King Avatar Kirin
                  • ATK:

                  • 1000

                  • DEF:

                  • 200


                  If a face-up "Fire King" monster you control is destroyed by a card effect (except during the Damage Step): You can Special Summon this card from your hand. If this card is destroyed and sent to the Graveyard: You can send 1 FIRE monster from your Deck to the Graveyard.


                  Jump and throw FIRE monsters from deck to grave => throw Shiranui or Fire King is fine

                  Fire King Courtier Ulcanix (x1)

                  SR Rarity
                  Fire King Courtier Ulcanix
                  SR Rarity
                  Fire King Courtier Ulcanix
                  Fire King Courtier Ulcanix
                  FIRE 4
                  Fire King Courtier Ulcanix
                  • ATK:

                  • 800

                  • DEF:

                  • 2000


                  If this card is Normal or Special Summoned: You can destroy 1 other FIRE monster in your hand or face-up field, and if you do, add 1 FIRE Beast, Beast-Warrior, or Winged Beast monster from your Deck to your hand, except "Fire King Courtier Ulcanix", then you can make this card's Level become that added monster's. If this card is destroyed and sent to the GY: You can Special Summon 1 "Fire King High Avatar Garunix" from your Deck in Defense Position. You can only use each effect of "Fire King Courtier Ulcanix" once per turn.


                  Search for Fire King monsters at the cost of shooting another FIRE monster in hand or field, can be 1.5 extremely hot combo cards and not locked, then can change Level with the monster searched in hand


                  has the ability to jump the giant bird, I mean Garunix from the Deck to the field if destroyed and sent to the grave

                  Fire King Avatar Arvata (x1)

                  R Rarity
                  Fire King Avatar Arvata
                  R Rarity
                  Fire King Avatar Arvata
                  Fire King Avatar Arvata
                  FIRE 4
                  Fire King Avatar Arvata
                  • ATK:

                  • 1800

                  • DEF:

                  • 200


                  When a monster effect is activated while this monster is on the field (Quick Effect): You can negate the activation, and if you do, destroy 1 other FIRE monster in your hand or field. If this card is destroyed and sent to the GY: You can target 1 FIRE Beast, Beast-Warrior, or Winged Beast monster in your GY, except "Fire King Avatar Arvata"; Special Summon it, but it has its effects negated, also it is destroyed during the End Phase. You can only use each effect of "Fire King Avatar Arvata" once per turn.


                  bro so cool


                  negate enemy monsters and destroy FIRE monsters from hand or field to activate effects. Bro also has the ability to pull monsters from graves to continue comboing when destroyed. Although the monster that jumps up is blocked from effects and is destroyed at the end of the turn, that body can still be brought to link or Xyz, Synchro, etc. and is not locked to any archetype.

                  Body Level 4 can also bring xyz

                  Fire King High Avatar Kirin (x2 (due to semi-limit))

                  UR Rarity
                  Fire King High Avatar Kirin
                  UR Rarity
                  Fire King High Avatar Kirin
                  Fire King High Avatar Kirin
                  FIRE 8
                  Fire King High Avatar Kirin
                  • ATK:

                  • 2400

                  • DEF:

                  • 200


                  During the Main Phase, if this card is in your hand (Quick Effect): You can destroy 1 other FIRE monster in your hand or face-up field, and if you do, Special Summon this card. If this card is destroyed and sent to the GY: You can Special Summon 1 "Fire King" monster from your hand or GY, except "Fire King High Avatar Kirin", then you can destroy 1 card on the field. You can only use each effect of "Fire King High Avatar Kirin" once per turn.


                  handtrap but how the hell do Fire King players always have it in their hands?


                  quick effect shoots another FIRE monster from hand or field to jump itself (this is important because it helps avoid handtraps with targets like Imperm or Veiler)

                  If destroyed and sent to the grave, you can pull back 1 Fire King monster from your hand or grave and shoot 1 card on the field (yep, the monster can jump, use effects, attack and combo all kinds of things)

                  Sacred Fire King Garunix and Fire King High Avatar Garunix (x1)

                  UR Rarity
                  Sacred Fire King Garunix
                  UR Rarity
                  Sacred Fire King Garunix
                  Sacred Fire King Garunix
                  FIRE 8
                  Sacred Fire King Garunix
                  • ATK:

                  • 2700

                  • DEF:

                  • 1700


                  If your monster(s) that was originally FIRE is destroyed by battle or card effect: You can Special Summon this card from your GY (if it was there when the monster was destroyed) or hand (even if not). If this card is Normal or Special Summoned: You can destroy 1 FIRE Beast, Beast-Warrior, or Winged Beast monster in your hand, Deck, or face-up field, except "Sacred Fire King Garunix", and if you do, this card gains ATK equal to half the destroyed monster's ATK it had there, until the end of this turn. You can only use each effect of "Sacred Fire King Garunix" once per turn.


                  UR Rarity
                  Fire King High Avatar Garunix
                  UR Rarity
                  Fire King High Avatar Garunix
                  Fire King High Avatar Garunix
                  FIRE 8
                  Fire King High Avatar Garunix
                  • ATK:

                  • 2700

                  • DEF:

                  • 1700


                  During the next Standby Phase after this card was destroyed by a card effect and sent to the Graveyard: Special Summon this card from the Graveyard. When you do: Destroy all other monsters on the field. When this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 "Fire King" monster from your Deck, except "Fire King High Avatar Garunix".


                  big hot birds


                  Garunix free-plow: continuously jumps and destroys all monsters on the 2-player field, except this card. If destroyed by battle and sent to the graveyard, you can jump 1 Fire King monster from the graveyard to the field, except this card.

                  Sacred Fire King Garunix Pro Vjp: automatically jumps from the grave or hand if a FIRE monster is destroyed by an effect. When jumping onto the field, it can shoot FIRE Beasts, Beast-Warriors or Winged Beasts from hand, field, or even in the deck to trigger the monster effect you need, as well as send it from the deck to the grave easily. Then gain additional ATK equal to half of the destroyed monster.

                  Garunix Eternity Hyang of the Fire Kings (x1)

                  UR Rarity
                  Garunix Eternity, Hyang of the Fire Kings
                  UR Rarity
                  Garunix Eternity, Hyang of the Fire Kings
                  Garunix Eternity, Hyang of the Fire Kings
                  FIRE
                  Garunix Eternity, Hyang of the Fire Kings
                  • ATK:

                  • 3000

                  • DEF:

                  • 2000


                  2+ Level 8 monsters If this card is Xyz Summoned: You can destroy all other monsters on the field. You can detach 1 material from this card, then target 1 Spell/Trap on the field; destroy it, and if you do, this card gains 500 ATK. If this card is destroyed while it has material: You can Special Summon "Fire King" monsters from your GY, up to the number of materials this card had. You can only use each effect of "Garunix Eternity, Hyang of the Fire Kings" once per turn.


                  Garunix Eternal


                  Destroy all monsters on the field when Xyz summoned, both bait negate and clear the field well

                  Has the ability to shoot spells/traps on the field, which sounds harmless but when combined with Sanctuary, it will help you switch to shooting FIRE monsters from your hand or field.

                  If this card is destroyed while still having materials, you can jump back to the Fire King monster from the graveyard equal to the amount of materials this card has, you can jump back to negate like Arvata or the cards you need for the next combo

                  Circle of the Fire Kings (x2)

                  SR Rarity
                  Circle of the Fire Kings
                  SR Rarity
                  Circle of the Fire Kings
                  Circle of the Fire Kings
                  Spell Quick
                  Circle of the Fire Kings

                    Target 1 FIRE monster you control and 1 FIRE monster in your GY; destroy that monster you control, and if you do, Special Summon that other monster from your GY. You can only activate 1 "Circle of the Fire Kings" per turn.


                    both restore goods and avoid targets. If you pull monsters when summoning, it will have effects that cause difficulty for the enemy or add resources to create an advantage, or simply pull more bodies for the combo.


                    => body is pulled but still uses effects, can punch and is not locked at all

                    Fire King Sky Burn (x1)

                    SR Rarity
                    Fire King Sky Burn
                    SR Rarity
                    Fire King Sky Burn
                    Fire King Sky Burn
                    Spell Quick
                    Fire King Sky Burn

                      Target an equal number of "Fire King" monsters you control and cards your opponent controls; destroy them. If a "Fire King" card(s) you control would be destroyed by card effect, you can banish this card from your GY instead. You can only use 1 "Fire King Sky Burn" effect per turn, and only once that turn.


                      Has the ability to shoot cards and protect, usually brings x1 because after using it, opp loses or opp is dying


                      One of the reasons is that the first turn has a brick rate.



                      Staple

                       

                      handtrap & staple

                      UR Rarity
                      Called by the Grave
                      UR Rarity
                      Called by the Grave
                      Called by the Grave
                      Spell Quick
                      Called by the Grave

                        Target 1 monster in your opponent's GY; banish it, and if you do, until the end of the next turn, its effects are negated, as well as the activated effects and effects on the field of monsters with the same original name.




                        Tag(s):

                        UR Rarity
                        Maxx "C"
                        UR Rarity
                        Maxx "C"
                        Maxx "C"
                        EARTH 2
                        Maxx "C"
                        • ATK:

                        • 500

                        • DEF:

                        • 200


                        During either player's turn: You can send this card from your hand to the Graveyard; this turn, each time your opponent Special Summons a monster(s), immediately draw 1 card. You can only use 1 "Maxx "C"" per turn.


                        UR Rarity
                        Ash Blossom & Joyous Spring
                        UR Rarity
                        Ash Blossom & Joyous Spring
                        Ash Blossom & Joyous Spring
                        FIRE 3
                        Ash Blossom & Joyous Spring
                        • ATK:

                        • 0

                        • DEF:

                        • 1800


                        When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.


                        UR Rarity
                        Triple Tactics Talent
                        UR Rarity
                        Triple Tactics Talent
                        Triple Tactics Talent
                        Spell Normal
                        Triple Tactics Talent

                          If your opponent has activated a monster effect during your Main Phase this turn: Activate 1 of these effects; ● Draw 2 cards. ● Take control of 1 monster your opponent controls until the End Phase. ● Look at your opponent's hand, and choose 1 card from it to shuffle into the Deck. You can only activate 1 "Triple Tactics Talent" per turn.




                          Tag(s):

                          UR Rarity
                          Crossout Designator
                          UR Rarity
                          Crossout Designator
                          Crossout Designator
                          Spell Quick
                          Crossout Designator

                            Declare 1 card name; banish 1 of that declared card from your Main Deck, and if you do, negate its effects, as well as the activated effects and effects on the field of cards with the same original name, until the end of this turn. You can only activate 1 "Crossout Designator" per turn.




                            Tag(s):

                            UR Rarity
                            Triple Tactics Thrust
                            UR Rarity
                            Triple Tactics Thrust
                            Triple Tactics Thrust
                            Spell Normal
                            Triple Tactics Thrust

                              If your opponent has activated a monster effect during this turn: Set 1 Normal Spell/Trap directly from your Deck, except "Triple Tactics Thrust", or if your opponent controls a monster, you can add it to your hand instead. That Set card cannot be activated this turn. You can only activate 1 "Triple Tactics Thrust" per turn.


                              The core looks like a lot but it's not that thick, enough to hold 40 cards and can fit a lot of handtraps & staples

                              Nine-Tailed Fox (x2)

                              N Rarity
                              Nine-Tailed Fox
                              N Rarity
                              Nine-Tailed Fox
                              Nine-Tailed Fox
                              FIRE 6
                              Nine-Tailed Fox
                              • ATK:

                              • 2200

                              • DEF:

                              • 2000


                              If this card is in your hand or GY: You can Tribute 2 monsters; Special Summon this card. You can only use this effect of "Nine-Tailed Fox" once per turn. If this card that was Special Summoned from the GY attacks a Defense Position monster, inflict piercing battle damage. If this card is destroyed by battle or card effect and sent to the GY: You can Special Summon 2 "Fox Tokens" (Zombie/FIRE/Level 2/ATK 500/DEF 500).


                              level 6 jump from hand or grave by sacrificing 2 monsters, both helps send monsters to grave and helps get monsters for combo


                              If this card is destroyed and sent to the graveyard, it will spawn 2 more level 2 tokens to serve the combo.

                              As for armor penetration, forget it, no one cares.

                              Uni-Zombie (x0-3)

                              UR Rarity
                              Uni-Zombie
                              UR Rarity
                              Uni-Zombie
                              Uni-Zombie
                              DARK 3
                              Uni-Zombie
                              • ATK:

                              • 1300

                              • DEF:

                              • 0


                              You can target 1 face-up monster on the field; discard 1 card, and if you do, increase that target's Level by 1. You can target 1 face-up monster on the field; monsters you control cannot attack for the rest of this turn, except Zombie monsters, also send 1 Zombie monster from your Deck to the GY, and if you do, increase that target's Level by 1. You can only use each effect of "Uni-Zombie" once per turn.


                              throw a bunch of resources to the grave, 1 in hand, 1 from deck to the grave but it usually costs normal summon if you have it in hand so x1 is fine

                              Mezuki (x1)

                              SR Rarity
                              Mezuki
                              SR Rarity
                              Mezuki
                              Mezuki
                              EARTH 4
                              Mezuki
                              • ATK:

                              • 1700

                              • DEF:

                              • 800


                              You can banish this card from your GY, then target 1 Zombie monster in your GY; Special Summon that target.


                              If you hold it in your hand, you can brick it, but if you touch the grave, it's extremely powerful. You can jump a Zombie from the grave by banishing yourself. No once per turn or lock.

                              Baronne de Fleur, Crystal Wing Synchro Dragon and Skeletal Dragon Felgrand (Synchro Monster Has Negate)

                              UR Rarity
                              Baronne de Fleur
                              UR Rarity
                              Baronne de Fleur
                              Baronne de Fleur
                              WIND 10
                              Baronne de Fleur
                              • ATK:

                              • 3000

                              • DEF:

                              • 2400


                              1 Tuner + 1+ non-Tuner monsters Once per turn: You can target 1 card on the field; destroy it. Once while face-up on the field, when a card or effect is activated (Quick Effect): You can negate the activation, and if you do, destroy that card. You can only use the previous effect of "Baronne de Fleur" once per turn. Once per turn, during the Standby Phase: You can target 1 Level 9 or lower monster in your GY; return this card to the Extra Deck, and if you do, Special Summon that monster.


                              UR Rarity
                              Crystal Wing Synchro Dragon
                              UR Rarity
                              Crystal Wing Synchro Dragon
                              Crystal Wing Synchro Dragon
                              WIND 8
                              Crystal Wing Synchro Dragon
                              • ATK:

                              • 3000

                              • DEF:

                              • 2500


                              1 Tuner + 1+ non-Tuner Synchro Monsters Once per turn, when another monster's effect is activated (Quick Effect): You can negate the activation, and if you do, destroy that monster, and if you do that, this card gains ATK equal to the destroyed monster's original ATK until the end of this turn. If this card battles an opponent's Level 5 or higher monster, during damage calculation: This card gains ATK equal to the current ATK of the opponent's monster it is battling during that damage calculation only.


                              UR Rarity
                              Skeletal Dragon Felgrand
                              UR Rarity
                              Skeletal Dragon Felgrand
                              Skeletal Dragon Felgrand
                              LIGHT 8
                              Skeletal Dragon Felgrand
                              • ATK:

                              • 2800

                              • DEF:

                              • 2800


                              1 Zombie Tuner + 1+ non-Tuner monsters If this card is Special Summoned: You can target 1 monster your opponent controls or in their GY; banish it. If a monster(s) is Special Summoned from either GY, while this monster is on the field (except during the Damage Step): You can target 1 other face-up monster on the field; negate its effects until the end of this turn. You can only use each effect of "Skeletal Dragon Felgrand" once per turn.


                              Crystal Wing : easy to level up, big body, extremely dirty attack buff, can negate monsters


                              Felgrand Sì Ke : can banish and negate monsters, because this is a zombie, if something is locked, it can be used

                              Baronne : big body, easy to level up, shoots cards, restores goods, omni-negates everything

                              Promethean Princess, Bestower of Flames, Hiita the Fire Charmer, Ablaze and Amphibious Swarmship Amblowhale (Fire Waifu)

                              UR Rarity
                              Promethean Princess, Bestower of Flames
                              UR Rarity
                              Promethean Princess, Bestower of Flames
                              Promethean Princess, Bestower of Flames
                              FIRE
                              Promethean Princess, Bestower of Flames
                              • ATK:

                              • 2700

                              • LINK-3

                              Link Arrow:

                              Left

                              Right

                              Bottom


                              2+ Effect Monsters You cannot Special Summon monsters, except FIRE monsters. You can only use each of the following effects of "Promethean Princess, Bestower of Flames" once per turn. During your Main Phase: You can Special Summon 1 FIRE monster from your GY. If a monster(s) is Special Summoned to your opponent's field, while this card is in your GY (except during the Damage Step): You can target 1 FIRE monster you control and 1 monster your opponent controls; destroy them, and if you do, Special Summon this card.


                              SR Rarity
                              Hiita the Fire Charmer, Ablaze
                              SR Rarity
                              Hiita the Fire Charmer, Ablaze
                              Hiita the Fire Charmer, Ablaze
                              FIRE
                              Hiita the Fire Charmer, Ablaze
                              • ATK:

                              • 1850

                              • LINK-2

                              Link Arrow:

                              Bottom-Left

                              Bottom-Right


                              2 monsters, including a FIRE monster (This card is always treated as a "Familiar-Possessed" card.) You can target 1 FIRE monster in your opponent's GY; Special Summon it to your zone this card points to. If this Link Summoned card is destroyed by battle, or is destroyed by an opponent's card effect while in its owner's Monster Zone: You can add 1 FIRE monster with 1500 or less DEF from your Deck to your hand. You can only use each effect of "Hiita the Fire Charmer, Ablaze" once per turn.


                              SR Rarity
                              Amphibious Swarmship Amblowhale
                              SR Rarity
                              Amphibious Swarmship Amblowhale
                              Amphibious Swarmship Amblowhale
                              FIRE
                              Amphibious Swarmship Amblowhale
                              • ATK:

                              • 2600

                              • LINK-4

                              Link Arrow:

                              Left

                              Right

                              Bottom

                              Bottom-Right


                              2+ Effect Monsters Gains 200 ATK for each Link Monster in the GYs. You can only use each of the following effects of "Amphibious Swarmship Amblowhale" once per turn. ● If this card is destroyed: You can target 1 Link-3 or lower monster in either GY; Special Summon it. ● If a Link-3 or lower monster(s) on the field is destroyed by battle or card effect while this card is in your GY: You can banish this card from your GY; destroy 1 card on the field.


                              Well, the deck is all FIRE so it doesn't matter if it's locked or not.



                              Hiita : pulls FIRE monster from enemy grave to the field (usually Spring) to prolong combo, also has a very annoying search effect, backs up the next turn

                              Promethean : pulls FIRE monsters from the grave as well as shoots cards and jumps himself from the grave continuously, even though FIRE is locked, no one cares

                              Train : link 4 so when linking with Promethean it will no longer be locked, this card also has the effect of shooting cards and increasing attack and restoring goods but it is a bit difficult to use. In return, it can act as a punching bag that opp will be a bit cautious when punching.

                              Linkuriboh (x1)

                              UR Rarity
                              Linkuriboh
                              UR Rarity
                              Linkuriboh
                              Linkuriboh
                              DARK
                              Linkuriboh
                              • ATK:

                              • 300

                              • LINK-1

                              Link Arrow:

                              Bottom


                              1 Level 1 Monster When an opponent's monster declares an attack: You can Tribute this card; change that opponent's monster's ATK to 0, until the end of this turn. If this card is in your GY (Quick Effect): You can Tribute 1 Level 1 monster; Special Summon this card. You can only use this effect of "Linkuriboh" once per turn.


                              easy link, has the ability to jump continuously, usually plays 2 roles: send monsters to the grave when link up this card and reduce enemy ATK to 0, blocking them from punching negate or your important disrupts

                              S:P Little Knight and I:P Masquerena (duo of circumstances)

                              UR Rarity
                              S:P Little Knight
                              UR Rarity
                              S:P Little Knight
                              S:P Little Knight
                              DARK
                              S:P Little Knight
                              • ATK:

                              • 1600

                              • LINK-2

                              Link Arrow:

                              Left

                              Right


                              2 Effect Monsters If this card is Link Summoned using a Fusion, Synchro, Xyz, or Link Monster as material: You can target 1 card on the field or in either GY; banish it, also your monsters cannot attack directly this turn. When your opponent activates a card or effect (Quick Effect): You can target 2 face-up monsters on the field, including a monster you control; banish both until the End Phase. You can only use each effect of "S:P Little Knight" once per turn.


                              UR Rarity
                              I:P Masquerena
                              UR Rarity
                              I:P Masquerena
                              I:P Masquerena
                              DARK
                              I:P Masquerena
                              • ATK:

                              • 800

                              • LINK-2

                              Link Arrow:

                              Bottom-Left

                              Bottom-Right


                              2 non-Link Monsters During your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Link Summon 1 Link Monster using materials you control, including this card. You can only use this effect of "I:P Masquerena" once per turn. A Link Monster that used this card as material cannot be destroyed by your opponent's card effects.


                              Thanks to I:P , S:P has the ability to not be destroyed by effects, has 2 banishes and usually runs away before being punched by enemy monsters, but before enemy monsters can punch, they are already eaten and destroyed.



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