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Dark Maltos's Dueling Dome
Maltos’s Friday Deck - Speed Burn
August 25, 2006

Ahhh, what the hell. Why not? I’ve got nothing better to do right now with this slot for this week, so lets get this party started shall we?

With the recent uprising of a certain OTK deck, I thought I’d better find a handy dandy little way around it. The concept of ‘speed burn’ sounded ideal, since once the opposing lp hits 5000 they can’t do much. That’s the concept I’m going for here guys, bear with me.

Now, I’ve never been the most patient kind of guy. I’ve always been a bit ’strike now, ask questions later’ so the concept of a Burn deck never really occurred to me. Too much sitting around, not attacking, waiting for things to happen. With enough opposing s/t removal it’s doomed to fail , and the new list didn’t do much to help (asides from obviously giving them back Ring of Destruction) as they not only lost Spirit Reaper, they also took a hit on their gravity bind.

The main focus of any burn deck is the traps. Over the years we’ve seen many great and powerful burn cards, and the majority are worth the effort of putting in. Now obviously , this gives them a huge vulnerability to Royal Decree, but its not exactly an under - exposed weakness.

Ring of Destruction ;

Chances are, if you’re playing Yugioh right now, you’re playing this, regardless of your deck type. Ring of Destruction Oozes burn. Monster removal, and easily able to hit the opponent for 2000. It also makes the opponent more cautious to use theirs when they’re up against a deck like this.

Magic Cylinder ;

Another Uber burn trap. Almost as powerful as it’s Ring cousin, Magic Cylinder is a fast and effective way of dealing well over 1000 damage to the opponent at minimal. It also acts as an attack negator , which protects your mini monsters , and can end games pretty easily.

Ceasefire :

The third of the greatest burn traps ever. Ceasefire can potentially hit the opponent for 5000 damage, although that will never happen. Still, it negates effects, is chainable, and could easily hit the opponent for 2000 + in the hands of a skilled duelist. A must.

Curse of Darkness :

Being a continuous trap, its vulnerable to the s/t removal out their, but considering half of that is spell cards anyway, this card’s pretty sweet. If you can make them waste 1000 lp on just one spell, you can whittle them down REALLY easily and very quickly. Luckily burn relies on traps, so you’ll never get on the receiving end of this.

Just Deserts :

Wow this thing can hurt. Chainable, and can quite easily hit them for 1000 what with Cyber ever present, and don’t even think about what it’ll be like if they use Scapegoat.

Nightmare Wheel :

Not really speed burn, but good enough to be included. Attack negation could prove essential, and this delivers.

Secret Barrel :

Now this could be sweet. Most likely good enough to hit them for 1200 minimum , and that’s just on their 1st turn. It’s fast too.

Spiritual fire Art ; Kurenai ;

This deck’s going to run Fires, I’ll tell you that now. With that in mind, this card’s REALLY sweet. Even if you just zap off a UFO turtle that’s 1400. Truly worthy of entering the deck, depending on the number of Fires at the end.

So, as you can plainly see, there’s plenty of traps out there for quick, potent Burn. You could end the game in a turn if they’ve got a Cyber and a Don out, what with 3 Just deserts and a Ceasefire being out there. And that’s just the tip of the iceberg folks, there are LOADS of great burn cards out there trap wise, that I haven’t included.

With all these traps, a Royal decree could easily spell the end of this deck. That’s why you don’t want to be too relying on your traps. Yugioh has plenty of spells that hit hard.

Meteor of Destruction :

Arguably the best Burn spell out there. Meteor hits fairly hard at a set 1000 damage if they are above 3000 lp, which is cool enough. Just leave the rest of their lp to your other cards.

Dark room nightmare ;

Adding that extra 300 to a bit of damage in the long run mounts up. Worth a copy I think.

Oozaki :

Straightforward 800 damage. Nice.

Poison of the old man :

Not only is it quick play, it does the same as Oozaki, OR gives you 1200 lp. It’s your choice. Sweet huh?

Tremendous fire ;

Hit them for 1000, you lose 500. Worth it I think. Just don’t activate this whilst Curse of Darkness is out.

Wave motion cannon :

If you can keep it there for 2 turns, its already worth it. If its only one, with all this burn, that’s still pretty sweet.

Now with all these s/t’s, the monster have to be pretty sweet, and good at defending, since defense is an issue.

Lava Golem ;

Nothing to do with defense, but really powerful when used correctly. Just keep this as your trump card, as a poorly timed one could make you pay.

Solar Flare Dragon ;

We all know the combo with this , get 2 out, and create a lock where the opponent can’t attack and they lose 1000 each turn off of these. With 2 Exiled’s about, this is now easier said than done. Still, worth inclusion. Also Fire art food for thought.

UFO Turtle :

Nothing to do with burn, but a good searcher and invaluable for getting out the much needed Pyro cards. Also being Fire, its good Fire art food.

Inferno ;

Wow this is cool. A special summon , who hits hard with its burn. 1100 attack is normally enough to run over most commonly played face down monsters these days, and 1500 damage each time is nothing to scoff at.

Des koala ;

Can 1800 defense fend of attacks now a days? I guess we‘ll have to see. Still, 400 for each card in the hand aint too bad now is it? Potential 2400 here, but 1200 aint bad.

Dice Jar :

This could do anything. Switch the game in your favour, end it for you, or do vice versa. Use with caution, but use for fun.

Reflect bounder ;

A great defense, and good enough damage. Fairly decent attack makes it a top choice



Now there are others, but I really need to limit all of this if its to have any chance of being competitive.

Spirit Reaper :

The best defense out there, you know it, I know it. Nothi9ng to do with burn, but invincibility is always nice.

Treeborn Frog ;

Another great defense, and a possible inclusion . But may not be as good in this deck, being so s/t heavy, still, you never know.

Breaker the Magical Warrior ;

Good for getting rid of Royal Decree.

Morphing Jar ;

Resource replenishment.

Mask of Darkness ;

Likewise.


So there we have it I think. Lets see what I can do :

Monsters : 16

Reflect Bounder (x3)
Lava Golem
Morphing Jar
Dice Jar
Spirit Reaper
Mask of Darkness
Breaker the Magical Warrior
Solar Flare Dragon (x3)
UFO Turtle (x3)
Inferno


Spells ; 12

Graceful Charity
Swords of revealing Light
Scapegoat
Poison of the Old man (x3)
Tremendous fire (x2)
Meteor of Destruction (x2)
Wave Motion Cannon
Dark Room of Nightmare
Mystical Space typhoon

Traps ;

Ring of Destruction
Magic Cylinder
Ceasefire
Secret Barrel (x2)
Just Deserts (x2)
Curse of Darkness (x2)
Spiritual fire art kurenia
Nightmare wheel

Well, its pretty fair to say that this deck bites if you want to play conservatively. Its all out warfare of burn, essentially you hit them with it, and hope you have enough spells and traps to finish them off before they get you, still, it stop stein right?

If you have any insights, I’d love to hear them. This is my first ever attempt at burn, so be gentle, I bruise easily. Well, till next time

Dark__Maltos@msn.com

Have a good one guts.


 


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