Life is like a card game. The hand dealt is deterministic,
but how one cuts the deck is all about personal judgment. If their judgment is
right, it is possible to savor a longer and a more fulfilling life. Those who
lack judgment skills often resent the world, resent others, and leave this
world in despair without ever blaming their lack of capabilities. There are
always those who try to improve their memory but there are none who try to
improve their judgment capabilities. Needless to say, the gamble called
"life" is a chain of desires that ruins the ability to judge. A
vicious cycle of desires being created one after another and because of their
unquenchable thirsts, people live their days in struggle. Though, of course, we
are not here to talk about emotions but it is one of the key aspects for
today’s topic.
Fire Fist is an aggro-control strategy, a play-style similar
to Dino Rabbit, but with a slightly bigger emphasis on resource superiority and
less priority on lock set-ups. Having said that, Fire Fist also share many
common traits of how Inzektors take control of the board. The core of Fire
Fist’s strategy is a group of monsters that are reminiscent of Jurrac Guaiba
and Atlantean Marksman, a number of recurring +1 monster effects, and a group
of lingering spells afterward that also serve as attack boosters and monster
effect fodders. The deck quickly builds momentum and escalates to the point of
being unstoppable. It rarely makes explosive plays, but it can generate field
presence seemingly out of nowhere and has easy access to cards like Number 16:
Shock Master with well-rounded back row protection (basically every good
generic Rank 4 Exceed you can find.)
The usual suspects center around this deck are Yushi (Bear),
Ensho (Gorilla), and Soko (Tiger) with recurring theme spells and traps like
Tenki, Tensu, Tensen, and Tenken. After the release of V-Jump Edition 8 many
builds include Wolfberk as part of their core strategy for bigger plays (there
is also builds that utilizes Chicken and Spirit which is faster in comparison
to the Meta type.) What Fire Fist lacks is monsters with immediate bigger
bodies without the support of spells and traps but many have chosen to include
Vorse Riders (DDV fodder) and Gene-Warped Wolves as their baseline hard hitters
giving them more leverage in what the deck does best, beatdown. I almost forgot
Horn of Phantom Beast as a potential tech card (Damage Step hello Verz!) One
thing to jot down is, after the release of Lord of Tachyon Galaxy, many players
will begin to include their new Exceed Cardinal Commander (oh my Pot of
Avarice) and another Fire Formation spell which is Gyokko (attack boosting
effect fodder Night Beam!) Overall, Fire Fist is pretty much an all-rounder.
Going into weaknesses, to start and end with, running out of
Fire Formation spells. With no effective ways to recycle them the deck dies out
sooner than you know it (fuck Cardinal Commander fixes that!) Fire Fist has a
very fast and strong early to mid game but as the match draws longer they find
themselves with little to no plays thus why the deck’s ratio is very important
to avoid such circumstances. However, remember the opposite happens if players
go greedy while constructing their decks. Technically, you don’t want to draw
into too many Fire Formations other than Tenki (maybe Tensu.) You’d rather draw
into other stuff.
How do you deal with them? It is important to not have split
focus when you are going against Fire Fist. Attempting to deal with both their
monsters and back rows can result to a series of misplays or a quick depletion
of resources (Side Deck excluded.) Your set of concerns should reflect upon
your choice of deck, either focus on getting rid of their monsters by effect
(kudos to HLG for highlighting) or their back rows. If your choice of deck
packs much bigger beaters, go for the back row (a better choice in my opinion.)
If not, focus on getting rid of their monsters. Paying attention to that helps
to make Side Decking against Fire Fist much easier. Here’s a list of cards that
works and could work against Fire Fist (depending on your deck of choice.)
Effect Veiler
Thunder King Raioh
Twister
Twister
Overworked (kudos to Baha for highlighting)
Fairy Wind
Mind Crush
Skill Drain
Mirror Force
Dust Tornado
Dust Tornado
Fiendish Chain
Macro Cosmos
Macro Cosmos
Threatening Roar
Breakthrough Skill
Breakthrough Skill
Malevolent Catastrophe
The only staple i included in the list is Effect Veiler
seeing that many still doubt its usefulness in the coming change (not everyone
but some.) I might have missed out points here and there but I hope this piece
of article has come in handy for readers. If you wish to discuss anything,
comment below. Work has finally starting to let up for me and thank God I will
have time to prepare for Asia Championship Qualifiers. With that, more posts
will follow. So, as always remember to play smart, fight hard, or go home a
loser. Thank you for spending time here!
Good read. Maybe would have needed a bit more emphasis on how their spells and traps are all continuos making chainable ST destruction worthwhile ... MST, Twister, Dust Tornado etc.
ReplyDeleteAlso honorable mention of Dark Simorgh just because ... lol
Good point there. Thanks for mentioning that! Dark Simorgh makes me wanna go YOLO. Hehehe!
Deletegood read.
ReplyDeleteThank you!
DeleteHaha, Usogui ripoff in the start
ReplyDeleteIts relevant to the topic and its good to share.
Delete