FF 4-Axis Turbo - September 2013
This is a Fire Fist build I've been playing for some time now, it currently can't compete with toptiers (dragon ruler, dragon ruler and dragon ruler) but it has some nice mechanics and you should be sure to check it out.
Tooltips relevant for card informations!
Tooltips relevant for card informations!
Monsters (13):
3x Brotherhood of the Fire Fist - Bear
3x Cardcar D
3x Coach Soldier Wolfbark
3x Maxx "C"
1x Brotherhood of the Fire Fist - Gorilla
Spells (17):
3x Forbidden Lance
3x MST
3x Pot of Duality
3x Upstart Goblin
2x Fire Formation - Tenki
1x Book of Moon
1x Dark Hole
1x Fire Formation - Tensu
Traps (10):
2x Dimensional Prison
1x Bottomless Trap Hole
1x Compulsory Evacuation Device
1x Fiendish Chain
1x Fire Formation - Tensen
1x Mirror Force
1x Sixth Sense
1x Solemn Warning
1x Torrential Tribute
Side:
3x Imperial Iron Wall
2x Effect Veiler
2x The Huge Revolution is Over
2x Gozen Match
2x Vanity's Emptiness
1x Brotherhood of the Fire Fist - Gorilla
1x Fiendish Chain
1x Needle Ceiling
1x Soul Drain
Extra:
2x Brotherhood of the Fire Fist - Tiger King
1x Ally of Justice Catastor
1x Abyss Dweller
1x Brotherhood of the Fire Fist - Cardinal
1x Daigusto Emeral
1x Diamond Dire Wolf
1x Evilswarm Ouroboros
1x Gagaga Cowboy
1x Lavalval Chain
1x Maestroke the Symphony Djinn
1x Number 39: Utopia
1x Number 50: Blackship of Corn
1x Number 85: Crazy Box
1x Photon Papilloperative
Mentionable match-ups I've had with this deck:
Blackwing:
Delta Crow - Anti Reverse will be the only thing that hurts your ass like fuck, be sure to side in The Huge Revolution is Over against this deck, Blackwing almost has no explosive plays, they rely on their endurance, be sure to stall them and keep pressure, remove keycards as soon as possible. Blackwing - Kalut the Moon Shadow will hurt your attacks on a blackwing monster, you might want to rethink the decision of an attack on a Blackwing monster if you could remove it by another way.
Mermail:
At all a hard to play game, without side and Abyss Dweller it is literally impossible to counter enough plays of them. Abyss Dweller plays a keyrole in this match-up and you should be able to protect him properly, as he counters most of Mermail's plays, Soul Drain is a must-have in this match, Vanity's Emptiness aswell as Summon Limit help you to stop their OTKish plays.
Lightsworn:
Pretty easy to play at all, just pay attention on what the enemy is focusing on, there are different goals he might try to achieve, but the main goal is to fill the graveyard with different Lightsworns, either you keep defensive traps behind to remove Judgment Dragons or you try to end the game as early as possible.
Dragon Ruler:
Hardest match-up by far, probably the most unbeaten deck at all. With Sixth Sense, this deck just goes ham. There is literally nothing you can do against their graveyard setup as they will continue to side in MSTs, Blaster throw materials etc. Imperial Iron Wall, Soul Drain and Gozen Match play keyroles in this deck, Malevolent Catastrophe will be a pain against you however, your win is a coinflip away from hitting that shit or not, try to side in The Huge Revolution is Over. However you will lose speed from siding in, but it will hit the Dragon Ruler player too. Edit: Thoughts on The Huge Revolution is Over: Not worth siding in, as Dragon Ruler players will most likely play sole MSTs and more Blaster and Blaster materials.
Evilswarm:
This is pretty much a same same game, you are not bound to level 5 and higher plays, so you can pretty much ignore on Evilswarm Ophion, however your field will most likely consist of 1-2 monsters, so Evilswarm Bahamut could be a threat.
Constellar:
Another hard match-up, you should only XYZ if you're sure that the enemy is not playing out a Constellar Pleiades, other than that pay attention to their backrow and don't blind MST when you have a face-up monster, they could chain on a Safe Zone (however, you can "negate" their Safe Zone by MSTing on it as a later chain link). Gorilla x MST plays are recommended for backrow removal if you want to remove it.
Bujin:
Bujin heavily relies on their graveyard (and the banishing of their support) to have an impact on the game. Be sure to side Imperial Iron Walls and Soul Drain, pick out cards that target (Dimensional Prison, Compulsory Evacuation Device), keep the Fiendish Chains in for on-field supports like Coach Soldier Wolfbark.
Harpies:
A rather easy matchup, however it can become tricky on Harpie's Pet Phantasmal Dragon, as it is pretty much ignored by everything you will play out. Harpie's Hunting Grounds in conjunction with Harpie Dancer will erase your backrow faster than you can imagine, care on laying out too much S/Ts and beware of that play. A broken Hysteric Sign is adding Harpie Queen along with Harpie Dancer, making your backrow vulnerable to that shit if you are not able to counter it. Be sure to react on these plays by booking Harpie Dancer or stop the cycle somehow else.
A game against a Bujin/Fire Fist hybrid, won 2-1. Sided out 1 Dimensional Prison, 1 Upstart Goblin, 1 Brotherhood of the Fire Fist - Bear and 1 Forbidden Lance for 3 Imperial Iron Wall and 1 Soul Drain.
A game against Dragon Ruler, won 2-1. Sided out 2 Dimensional Prison, 1 Bottomless Trap Hole, 1 Sixth Sense, 2 MST, 1 Mirror Force and 1 Forbidden Lance for 3 Imperial Iron Wall, 2 Gozen Match, 2 Vanity's Emptiness and 1 Soul Drain.
Leave some suggestions and greetings behind!
No comments:
Post a Comment