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Pojo's Yu-Gi-Oh Card of the Day
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Fire Princess
Super Rare
Inflict 500 points of Direct Damage to your
opponent's Life Points each time you increase your
own Life Points.
Type - Pyro / Effect
Monster
Card Number - LON-034
Card Ratings
Traditional: 2.15
Advanced:
3.25
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 03.10.05 |
Coin Flip |
Fire Princess.
Hot. Pun intended, since she really isn't all that
hot in gameplay. 1300/1500 is really a lackluster
pair of stats, and the effect is stupidly weak. The
Agents from Ancient Sanctuary had Life Gain down.
Easy mass LP gain from Draining Shield and, well,
Draining Shield. Even though Mars benefits more from
LP Gain than
Saturn does – Saturn works better with burn damage
than LP gain. Fire Princess is burn AND Life Gain.
How wacky.
The annoying thing about Fire Princess is that her
damage requires weak healing cards that come into
use over and over again. Her only real use is in
mass amounts of small healing cards, not small
amounts of mass healing cards. The good news is that
she has those. Spell Absorption, Solemn Wishes,
Marie the Fallen One (who was really the best card
for her back in the day, thanks to Painful Choice)
and Pikeru give her food. If you're good and don't
get a horrid hand, you can get a Princess on the
field and be doing 1500-2500 damage a turn by turn
3. The only problem is that 2000-3000 damage is
usually done by a beatdown on turn 3 anyway.
Yeah, she's interesting. There are a lot of
interpretations on how to use her, but she's
probably helped the most right now by Spell
Absorption and Solemn Wishes. She's just not viable
right now. Takes too long to set up for too little
return.
No rating. HAH! Tomorrow you get your only rating
for the week.
|
JAELOVE |
Fire Princess
Rated For: Her Own Deck
Fire Princess is still highly
playable. The key is in using her correctly. First,
you want to make a list of all life point gain cards
that can be effective. This includes Marie the
Fallen One, Spell Absorbing Life, Mystik Wok, Drain
Shield, Solemn Wishes, Nimble Momonga, Guardian
Angel Joan, and others.
A lot of these examples stretch the
limits of believability, mainly because they’re so
situational and promote bad card advantage. So a
Fire Princess deck can definitely be difficult to
construct in either the pre-ban or post-ban formats,
but you have several factors on your side.
Firstly, Sangan, UFO Turtle, Last
Will can all search out the hot one. Also, a lot of
the life point gain cards have secondary effects
that are useful (Negate an attack, negate flip
effects, etc.) I feel the Fire Princess burn
archetype has gone ignored ever since the peak of
LON, and should be revisited. It certainly couldn’t
hurt to have some fun.
Advantage F/H:
Compare this to other burn monsters;
Stealth Bird will be used 1-2 times for 2000 total
damage. Des Koala will be used once for about
800-1600 damage. Lava Golem is a special case
because it also takes down two monsters, but you get
the general idea. If you can extract about 1000-1500
damage out of one card, you should consider it
viable. Now, if you have 3 Marie the Fallen One in
the graveyard, Fire Princess will do 1500 damage in
one turn. If you have 2 Solemn Wishes active, she’ll
do 1000 damage per turn. Obviously, this is very
powerful in a burn deck.
Traditional Format
Score: 8.5/10
Advanced Format
Score: 8.5/10
Best Draw for the Situation:
Normal summoning Fire
Princess often isn’t the best course of action,
because it’ll have to stay on the field for a turn
to benefit from Solemn Wishes/Marie the Fallen One.
However, if you search it out or revive it from the
graveyard, it can spring a nasty surprise on your
opponent. Remember to support it with stall cards.
T:
5.5/10
A:
5.5/10
Attributes/Effect:
Being a FIRE type and having a sub
1500 attack score makes it searchable by Turtle, but
I would have liked a 1450+ attack to avoid it being
run over under Messenger of Peace. The effect is
quite solid.
T:
8.5/10
A:
8.5/10
Dependability:
Fire Princess requires a LOT of
support to work effectively. It can almost be argued
that she requires an entire deck around her, and the
requisite stall/burn set up, not to mention cards
that increase life points.
T:
2.5/10
A:
2.5/10
The Bottom Line:
Fire Princess can be a good burn
monster.
A BAD Score—
Traditional:
3.13
Advanced:
3.13
FORCE System Suggestions:
++ Contributes to Energy
-- Weakens Field Control,
On-Field Presence
|
ExMinion OfDarkness |
Fire Princess
Going old school today, we look at Fire Princess,
who was the center of the first decent Burn deck.
A deck using Fire Princess needs 2 things -- mass
stall (G-Bind/Messenger/Level Limit) and mass ways
to gain life (Solemn Wishes, and anything else that
gained life every turn.
Some things to consider: Stuff like Gift of the
Mystical Elf and that other card that acts like
Ceasefire but gains life (I can't remember the name)
count the life gain as ONE LUMP SUM, so you're only
doing 500 damage, not 500 for every monster that's
on the field. Also, watch out for Bad Reaction to
Simochi -- if you start winning with burn, if it
doesn't get copied, people will just side deck 3 of
this in against you and practically screw your
strategy.
Sorry for the short review today -- I've never
played a Fire Princess burn, or played against a
successful one. I don't know enough about it to give
better points of its use and its downfalls, so I'll
just step aside for the day.
1/5 Traditional (Stall/Burn in that format? Heh...)
2.5/5 Advanced
2/5 New Advanced
|
Tranorix |
Fire Princess
Fire Princess is an interesting card, one around
whose effect decks have been built (with varying
degrees of success). With 1300 ATK, she’s searchable
via UFO Turtle; 1500 DEF isn’t exactly solid but it
can defend against a little bit, I guess. Her effect
is what makes her playable.
Whenever you gain life, your opponent loses it: 500
points, to be exact. Play Poison of the Old Man and
you’ll gain 1200 LP while your opponent will lose
500. Get a White Magician Pikeru on the field – and
keep her there – and your opponent will take 500
damage per turn while your Life Points increase
exponentially. Get Marie the Fallen One into the
Graveyard and your opponent will lose 500 a turn
while you gain a not-impressive but not-terrible 200
LP. Yes, decks can be built around Fire Princess.
One thing to keep in mind is that it’s better to use
cards that provide continuing gains of LP than
one-hit wonders like Drain Shield and Mystik Wok.
Yes, those are valuable contributions to the Fire
Princess deck, but something like Pikeru or Marie
will be more valuable, as they provide fuel for Fire
Princess to keep on using.
Of course, stall is always a necessity; so don’t
leave that out if you plan to make a Fire Princess
deck. There’s also that one-hit kill with Morale
Boost, Gearfried and Elma; but soon, that’ll be a
thing of the past, so no worries. All in all, Fire
Princess is a very rentsy card.
Traditional – CCCC: 1.5/5
Traditional – Fire Princess: 5/5
Advanced – CCWC: 2/5
Advanced – Fire Princess: 5/5
OVERALL RATING: 3.4/5
|
Snapper |
Fire Princess
Today’s card is Fire Princess, an added bonus to
Life Point Gain Decks.
Fire Princess has a little less than ideal stats;
1300 ATK limits what monsters it can destroy/defend
against to a small amount. And being a Pyro monster
doesn’t do much good other than give Fire Princess
the ability to not be attacked when a Solar Flare
Dragon is on the field.
As already said, Fire Princess excels in a Deck bent
on increasing your Life Points, for whenever you
gain Life Points, your opponent loses 500 Life
Points. So if you use 16 cards that increase your
Life Points, you are guaranteed to win (assuming
your opponent didn’t gain any Life Points and Fire
Princess has been on the field the whole time). Not
much else to say about Fire Princess; there are
about 40 cards currently in the TCG that will
increase your Life Points, so you’ve got plenty of
cards to use Fire Princess with.
Advanced (Life Point Gain Deck): 5/5. I don’t know
why you wouldn’t use it, but then I haven’t
used/seen many Life Point Gain Decks… Traditional
(Life Point Gain Deck): 5/5. I don’t know why you
wouldn’t use it, but then I haven’t used/seen many
Life Point Gain Decks… Overall (Life Point Gain
Deck): 5/5.
Art: 3/5. Eh. Most pre-LOD cards don’t have great
artwork.
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Dark Paladin |
Today's card for this weeks Thursday slot is an old
school burner favorite.
Fire Princess
Fire/Pyro
Level 4
1300-1500
Effect: Inflict 500 points of Direct Damage to your
opponent's Life Points each time you increase your
own Life Points.
Fire Princess can be a card that could be very
deadly in a lifepoint maintenance and recovery deck.
Two cards come to my mind that would combo very very
well with this card.
First, you have Marie the Fallen one. If you can get
three into your graveyard, not only are you gaining
600 Life Points each turnn, your opponent is losing
500. Now sure, you may ask why run three in your
graveyard, when you could run just one? The other
two are for insurance. Say you win the first match
in this manner. Next duel, your opponent drags Kycoo
out of their side-deck and removes all 3 monsters
from play in two turns. Getting the monsters into
the grave might be a bit of a problem without Mirage
of Nightmare and Painful Choice.
However, Graceful Charity and even Card Destruction
can help achieve this goal.
Secondly, Guardian Angel Joan is another great combo
card to work this with.
It
could be so sick if you done right. Guardian Angel
Joan (a bit hard to get) as an IOC Ultra Rare but
look. Each time she destroys a monster in battle,
that monsters attack is added to your lifepoints.
She'll stay on the field for quite a while in todays
format too.
Now, the real problem is keeping her on the field.
In a stall/burn deck with your Level Limit Area B
and Gravity Bind and the like, keeping her on the
field to do enough damage is plausible, especially
when running 3.
Conclusion: Fire Princess could, with some work,
have a tournament competitive deck built around her.
Traditional: 3.0/5 A decent card, but with more
monster removal and spell trap removal, it will be
harder to keep her on the field.
Advanced: 3.9/5 A little easier to keep on the
field.
Limited: 4.5/5 With less lifepoints, keeping her on
the field a mere 8 turns, assuming your opponent has
all their lifepoints, wins you the duel.
Art: 3/5 Nothing spectacular really
Until next time, you stay classy, Planet Earth :)
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