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Yugioh
Reader Tips, Rants and Raves
change's
burn damage recommends - Rich Parmele
I think you can break
burn down into cards that
are effective in any burn deck and cards that need their
own deck. Own-deck cards are things like Fire Princess
and Saturn -- the Agent of Judgement. Others need a specific
theme to function, like Backfire in a Fire Oriented deck.
I'm not going to address those, but these are my top generic
ones.
A few notes first, though:
A) even if your monsters don't attack, do not expect them
to last long. Self-flipping monsters that can put themselves
face down have a small edge but, seriously, 2-3 turns is
going to be good survival, most of the time.
B) do not count on getting elemental searchers' effects in
order to fetch a particular monster for you. The better
your opponent, the less likely it is your searcher will go
off.
C) if you are going to run a lot of flip-effect monsters,
see
if you can fit in a couple Desert Sunlight (AST set) to help
them go off
D) if a card doesn't do at least 1000 points of damage
fairly
reliably, it is probably not worth running
E) you should probably shoot for 12-16 cards that do burn
damage
in your deck.
F) ask your opponents what they sided in/out against you.
This
will help you construct a strong side-deck strategy
Honorable Mention: Solar Flare Dragon (which is a definite
staple
in fire-themed burn), Cannon Soldier (he may actually belong
on
the list, but I had some embarrassing experiences with him),
Tremendous Fire
10) Des Koala -- this guy works wonders if you are using
Cyber
or morphing jar, are using a lock that gets opponent's hands
full
with monsters they can't summon, and is especially good with
desert
sunlight to time his flip so your opponent can't reduce hand
size.
If your deck doesn't tilt that way, though, probably not a
great
choice
9) Magical Cylinder -- this may be better in a standard deck
where
your opponent will be reliably attacking with heavy hitters.
The
whole point of my deck is making sure that doesn't happen :)
if you
do run it, plan on siding it out in games 2-3 as I think
it's
useability will drop sharply then. but it is a game-breaking
card. at
the very least try it out, once it becomes a common in
Spellcaster
structure deck
8) Poison of the Old Man -- this card can do 800 damage to
your opponent
or gain you 1200. Its real beauty is that it's quickplay,
which makes it
perfect for baiting out your opponent's spell and trap
removal, and since
it's not a trap, it's immune to Jinzo and Royal Decree.
7) Mecha Dog Marron -- this card is surprisingly effective
right now.
It punishes your opponent for using Mystic Swordswman Lvl2
or Exiled
Force, has enough defense to stop most other monsters that
can attack
under your stall, burns your opponent if they Smash it, and
combos
with YOUR OWN Torrential, Dark Hole, Cyber Jar to do 1000
damage to
your opponent. Absolutely worth trying out
6) Lava Golem -- this is an awesome card. just don't count
on it doing
that much burn damage, as it will frequently be bottomless
trap holed,
used for tribute, book of moon'd/tsukuyomi'd. Still, the
knowledge
you have it will apply immense pressure to your opponent and
it's
likely to do at least 1000 damage. For an example of how to
really
put this to work, check out Dawnyoshi's metagame.com article
on
Lava Lacooda deck.
5) Just Desserts -- this is good in the current environment,
as your
opponent's quite likely to have 2 or more monsters on the
field and
it becomes GREAT if you are using Ojama Trio as you will
frequently
do at least 2000 points damage.
4) Secret Barrel -- if your draw engines are cards that
boost your
opponent's board/hand presence (like cyber and morphing jar)
and/or you
run Ojama Trio, this is an excellent card. If neither of
those apply,
this card is decent but much less effective. In my deck,
this routinely
hits for 1600-2400 of chainable damage.
3) Stealth Bird -- even in an environment where it only
lasts a couple
turns, it should do 1000-2000 damage and the potential is
there for
much more if your opponent doesn't draw into something good,
fast.
2) Ceasefire -- even if you are running several flip
effects, include this.
It is that good -- chainable and will routinely do 1500-2000
damage (and
sometimes much more). Plus it can stop that Magician of
Faith who's
making your life miserable...
1) Wave Motion Cannon -- this card complements a burn deck
perfectly.
It is easy to get it to over 3000 damage and if your
opponent goes
after it with spell/trap removal, then they can't go after
your
continuous stall. Definitely. run. three.
wishing u every success
Change at nur27gling@yahoo.com
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