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Flamvells


Jesse S Hall

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[font=courier new,courier,monospace]Monsters (17)
3 Flamvell Firedog
2 Flamvell Magician
3 Reborn Tengu
3 Effect Veiler
3 Maxx "C"
2 Thunder King Rai-Oh
1 Gorz, Emissary of Darkness

Spells (13)
3 Rekindling
3 Mystical Space Typhoon
1 Heavy Storm
1 Dark Hole
1 Monster Reborn
1 Book of Moon
1 Scapegoat
1 Mind Control
1 Pot of Avarice

Traps (10)
2 Solemn Warning
1 Solemn Judgment
1 Torrential Tribute
1 Mirror Force
1 Trap Dustshoot
2 Horn of the Phantom Beast
2 Compulsory Evacuation Device[/font]

For YCS Long Beach, this will have extremely good match-ups.

just assuming the demographics, a small portion should be plants, since they will most likely be hit yet again by the banlist and experience a decrease in popularity (though doesn't mean they won't be powerful). The only new deck to hit the scene will be inzektor, so mapping out the top decks will be easy:
Inzektor with a strong presence, especially because of the popularity they have gained from Dueling Network, as I go too many different locals, one of the most talked about decks has been inzektor.
Agents/Chaos will still be popular, knowing konami they won't take away the chaos monsters, and stun (such as Doomcal and chaos sorc) will be very effective against inzektor and dark worlds, assuming they are still around.
The Rabbit player will also see that Dollka is like god here, and likely a large amount of rabbit players will also be present.
Karakuri are still popular, and because they are an economic deck, will be seen in much more abundance, especially if anything were to happen to Tour Guide.

the most common theme with a lot of these decks is that they HAVE TO start with a monster that is within Firedog's killing range. in order to advance so that they don't get ass raped, they are required to bring out another monster, and then synchro summon or xyz summon. this is usually carried out via effects, such as Venus for Agents, Damsel, Ninishi, Rescue Rabbit, Tour Guide, and in some instances (for decks like agents and plants) leaving a monster out and be confident that it will stay there until your next turn). In the instant set-ups, veiler and maxx "C" are excellent as a disruptor. in the waiting set-ups, those monsters are easily snack food for firedog, and the only thing dangerous should be trap cards, which are seeing a lot less play in this heavy storm+3 MST format. Also keep in mind how amazing maxx "C" is here. usually, the smart player has to stop their shenanigans when it is dropped, so that the owner of maxx "C" doesn't gain too much advantage. However with flamvells, if they stop, they allow me to run them over with firedog, which could be seen as worse than drawing all day. If they do stop, knowing that firedog can run over their materials, they probably have an out to firedog, and thus may set a few s/ts, or be holding a maxx "C"/veiler in hand. Thus, the flamvell player can make very easy reads.

Now keeping in mind that Maxx "C" and veiler give flamvells a very good early game, also consider the late game. Most decks can win with top decks like chaos sorcerer, BLS, and in the case of Agents, most of their cards are good top decks. however, they are usually in single units. The Flamvell player has Rekindling, which can change the coarse of the game for many reasons: Scrap Dragon can wreck the field, Stardust Dragon can stop top decked Heavy Storms or Dark Hole, and Steelswarm Roach can stop any big beater from appearing (which is about the only option the opposing force may have when they are down to only 3 useful cards under their control). Also keep in mind that Rekindling will probably bring out 2 of these extra deck monsters. Comprehend how powerful Stardust and Roach is during the late game, and realize that probably the only deck that is main stream right now that can get out of that is Inzektor or Rabbit (though, keep in mind that Inzektor have one of the worst match-ups against flamvells, so this probably won't matter, and that rabbit at this point has probably wasted all their efforts, summoning laggia won't do anything against stardust).

Also, notice how I don't use Bottomless Trap Hole, but Compulsory. Put into perspective, against Tour Guide, the one that will help out the most is compulsory. Both cards can get rid of the xyz monster, which will probably be zenmaines, however the key advantage to Compulsory is that when they summon the additional monster, you can simply bounce Sangan and leave a defenseless tour guide on the field, which can be rammed by a firedog for profits. Also, with inzektor becoming popular, Bottomless Trap Hole will be destroyed simple as that. Compulsory can bounce the inzektor and leave me a clear field. Not to mention, if I don't draw bottomless early enough, Compulsory is probably my only out to zenmaines. In the Rabbit Match-up, compulsing a dinosaur is about the same as using bottomless trap hole, however if they try to tour guide for their removed rabbit, I can compulse the monster brought out by tour guide, so they won't call prio on leviair and control a 1.8k beater at the end. Also, Bottomless Trap Hole can't Stop Trishula, but COmpulsory can, while giving me the benefit of destroying the materials by my own monsters. With E-Con and Mind Control being on the rise, stoping their plays before they can synch or use your monster is good ygos, since you will get your monster at the end phase, which cannot be as abused with Bottomless Trap Hole. As Brandon has already explained, when Venus attacks with a Gachi Gachi, I can bounce Gachi so venus rams into my firedog, thus I gain the effect and make them waste 1000 for the gachi gachi.

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