Beau Butler
7/16/2012 3:50:00 PM
Comments

For a long time, I've really loved FIRE-attribute monsters. There are so many of them with flashy art, or effects designed to burn away the opponent's Life Points and resources that it's hard not to be somewhat enamored with them, even on just a small scale. Aside from the FIRE members of the Six Samurai (who one could accurately guess are my favorites),two monsters in particular have been on my radar in the FIRE-attribute scene for quite some time.
Those monsters are:
| Volcanic Rocket
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$11.96
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$7.74
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$7.46
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Set
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Force of the Breaker
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Number
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FOTB-EN000
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Level
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4
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Type
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Effect Monster
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Monster
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Pyro
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Attribute
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Fire
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A / D
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1900 / 1400
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Rarity
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Secret Rare
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Card Text
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When this card is Normal Summoned, Flip Summoned, or Special Summoned, you can add 1 "Blaze Accelerator" Spell Card from your Deck or Graveyard to your hand.
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...and...
| Volcanic Counter
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$1.94
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$0.99
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$0.48
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Set
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Phantom Darkness
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Number
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PTDN-EN012
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Type
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Pyro/Effect
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Attribute
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Fire
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A / D
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300 / 1300
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Rarity
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Super Rare
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Card Text
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When you take Battle Damage while this card is in your Graveyard, remove it from play. Then, if there is a FIRE monster other than "Volcanic Counter" in your Graveyard, inflict damage to your opponent equal to the amount of Battle Damage you took.
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$0.48 |
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While I don't need to explain the primary use of Rocket as a means to acquire
Blaze Accelerator, it's necessary to note that the biggest use of
Blaze Accelerator is as discard fuel for outside effects. Searching Accelerator as a quick +1, and then discarding it for a discard cost, allows you to play powerful effects without giving up card presence.
The deck that I've been playing these cards in is somewhat off-the-wall, but it's something I've messed with before in a few different forms, including a Samurai version. Today we're going to go over what makes the non-Samurai build so unique.
This deck relies on alot of synergy and combos, but it doesn't stick closely to just a single archetypical monster theme. For that reason, it can be a little daunting to understand everything that's set before you in the list above; a reaction of WHOA, THAT'S ALOT GOING ON! would be understandable. Legitimately, you would be right there's just
so much going on here that it can be tough to approach at first. The main strategy though, is to
Recycle Volcanic Counter and keep things rolling with that card's battle-oriented burn damage. While you're waiting for things to kick off, it doesn't hurt to have a strong backup plan or a backup plan for your backup plan.
A Lively Graveyard
Since sending
Volcanic Counter to the Graveyard is such a big deal, we're using some unique methods to make sure it gets there, and that you get to reuse it later. You have
Sangan and
UFO Turtle which can search for Counter when they've done their job in battle;
Foolish Burial and
Future Fusion to get it from the deck, since Blaze Fenix meets its requirements in
UFO Turtle's Machine typing; and you can even make some Xyz plays to ensure that Counter makes a safe journey.
Blaze Accelerator and
Phoenix Wing Wind Blast are a sufficient discard engine giving you a way to get an in-hand Counter to the yard, too: remember, keeping card presence high is just as important as making cards live. The reason we're only running one Accelerator is that Rocket's effect can pull it from anywhere even the graveyard so running multiples would be somewhat gratuitous. We don't want to draw Accelerator: we want to search it from the deck once, and then retrieve it repeatedly from the graveyard.
Wind-Up Zenmaines is a FIRE-attribute, and here in this strategy, that is ridiculous and uncalled for.
Instant Fusion can help you Xyz Summon Zenmaines by bringing out
Charubin the Fire Knight. You can overlay Charubin and
Volcanic Counter to unleash Zenmaines; by sending Charubin to the graveyard to save Zenmaines from destruction, and hanging on to Counter as long as possible, you'll guarantee that it doesn't go off too early. Not only that, but you'll get to stall for a couple turns or absorb some of the opponent's cards in the process as they try to fight through Zenmaines. Your other Rank 3 is
Leviair the Sea Dragon. It can retrieve Counters and Special Summon them in Defense Position once you banish them, so they'll be live again after they've absorbed an attack, or used for a Synchro or Xyz Summon.
Burial from the Different Dimension adds to your ability to
Recycle Counters, functioning as your trump card of sorts. In the mid and late game, when you've already used two or three
Volcanic Counters, putting all three back in the Graveyard in response to a direct attack can mean game a lot of the time.
The fact that you can mitigate the opponent's threats with things like Wind Blast and Accelerator while you're pushing toward your goal of getting Counter online and ready to fire is huge, because you're not just advancing your strategy, but also inhibiting the opponent's gameplan. Especially in this build,
Future Fusion and
Instant Fusion are the turbocharged definition of furthering your position, since they can put not just Counter in the Graveyard, but also another FIRE to make sure the Counter's effect is ready. If Blaze Fenix manages to come out, that's not only a big monster to defend or attack with, it even has the same burn damage goal in mind!
Pyro-Tech-nics
Phoenix Wing Wind Blast finds utility beyond discarding an unused
Blaze Accelerator in this deck's somewhat-boss monster,
Lava Golem. Since
Lava Golem doesn't care what the opponent has to say about his Summoning, he can get around the effects of
Lightpulsar Dragon,
Wind-Up Zenmaines,
Evolzar Laggia,
Evolzar Dolkka or any other number of monsters on a whim, getting them to the graveyard despite their effects. Then, after dealing burn damage, you can either bounce the Golem away to the top of your own deck (making sure you're ready if your opponent tries to push a play), or let
Volcanic Counter have his way with the opponent's Life Points for a quick 3000 damage. Burn damage on that level can be devastating in a format where
Solemn Warning and
Solemn Judgment see so much use.
Spiritual Fire Art - Kurenai also steps up to make sure you're dealing sufficient burn, with a nothing-to-laugh-at 1900 damage when you Tribute
Volcanic Rocket or
Flamvell Firedog; 1800 damage with
Flame Tiger; and even 1400 damage from
UFO Turtle.
Flame Tiger's an even bigger threat with the Fire Art since it can come back later for free at any time, making a sturdy hit against your opponent's life points, or to be used as material for a Summon.
Firedog and Tiger are also Beasts, which means they can cash in on
Horn of the Phantom Beast to deal surprise damage and give you draw power. Extra draws are huge here, since you're already thinning your deck with
Terraforming, Rocket and Firedog anyways. With all that thinning, you've got a strong chance of nabbing something really powerful with Horn's draw effect. Transformed into 2700 and 2600 ATK beaters respectively, Firedog and Tiger can be a big problem for opponents if they're left unchecked. You also have access to Synchro and Xyz plays with Firedog, since it gives you access to two Tuners of Levels 3 and 4, plus the ability to summon a Level 4 anything along with Firedog to the field.
Neo Flamvell Hedgehog even lets you pull apart a Chaos engine a bit, by disrupting the graveyard or snagging you back your Firedog. Tiger brings to life a unique way to handle Xyz Summons, too, since he can be brought back from the Graveyard of his own accord to be used as an Xyz Material.
Different Opponents, Different Tactics
The Big Three to worry about right now for a lot of people are probably Chaos Dragons, Dino-Rabbit and Inzektors, though Wind-Ups would be a reasonable inclusion after their strong WCQ showings. When Wind-Ups are getting you down, you have interesting and powerful options if you find yourself playing with a reduced hand. A lot of decks find themselves playing in a way that would be stiff or rigid when they lose cards and have their range of options reduced, but this deck has alot of solid draws thanks to
Flame Tiger,
Foolish Burial,
Monster Reborn and
Rekindling among others.
Flame Tiger and Counter are even good after they've been yarded, meaning that you'll have an easier time recovering and accumulating options after those cards have been stripped away from you.
The heavy volume of high ATK monsters makes it easier to bust back onto the scene and maintain control of the field. You could even expect
Lava Golem to be a potentially solid answer to Zenmaines and
Tiras, Keeper of Genesis, considering the damage difference is 1100 less every turn and your opponent gets burned for 1000 damage themselves on top of that.
Molten Destruction also plays a part in this match-up, since it reduces Zenmaines' mighty 2100 DEF to a more manageable 1700 (within the killing range of most of your attackers). Golem and Counter both get somewhat of a boost from it as well, in the sense that you're going to take 3500 damage, but so's your opponent: they'll take 7000 if you have two Counters in the Graveyard instead of just one. That means that even from a full 8000 Life Points,
Lava Golem's burn effect puts you into striking distance of winning. Between these points and Phoenix Wind Wind Blast's effectiveness at removing Xyz from the equation, you can expect to have a much easier time with Wind-Ups than some other competitive strategies might.
Inzektors can be equally fierce, ready to OTK at the drop of a hat. Luckily, your fiery assault is more volatile than anything an Inzektor Duelist will likely be ready for, since you can spin away Inzektor Dragonflies and
Inzektor Centipedes, doling out direct attacks and burn damage more consistently and regularly than they can. Inzektors can be a bit of a Side Deck match for you (since your options for keeping Inzektors off the field are low in the main deck), but you definitely have what you need to make Game 1 a fair fight.
Compulsory Evacuation Device and
Shadow-Imprisoning Mirror are both
Fine choices in the Side.
Macro Cosmos is also good against them, but it's hard for you to play around, since you have
Volcanic Counter to consider at most times.
If you can interrupt their effects long enough to get rid of their Dragonflies, you likely have that game in the bag. Taking out things like
Mirror Force and Spiritual Fire Art are going to be your safest bets, since they don't generate any kind of stopping play in the face of an
Inzektor Hornet combo. Answers to the Hornet combos are what you need against Inzektors' ruthless destruction effects, so there's no harm in flipping those cards out of your main in this match-up. You also have the luxury of Stardust Dragon, who's stronger than anything with a Mantis on it, and stronger than most things with Zektkaliber. With immunity to destruction, Stardust can't keep your Life Points safe, but it can be on-field next turn to remove Dragonfly or another key card in battle, and that's often invaluable. Make sure you're keeping the opponent's Summons in check, and you'll have a strong chance of coming out on top against them.
Moving along, Chaos Dragon is the next big match-up to consider. While the deck is certainly more than just
Lightpulsar Dragon and
Red-Eyes Darkness Metal Dragon pushing in damage, every Chaos Dragon build does employ that strategy, and being ready for it is vital to your success.
Lava Golem is huge for that, since it gives you a way to eliminate Lightpulsar without triggering its graveyard Special Summon effect. You can also spin Lightpulsar to your opponent's hand, and try to get it stuck there if your opponent doesn't have sufficient LIGHTs or DARKs to banish for it.
Due to the nature of this deck's high ATK scores,
Volcanic Counter is going to be pretty absurd, scoring 2500+ damage on average, and sometimes up to 5000 or 7500 damage if you manage to yard multiple copies.
Molten Destruction can also be played with no second thoughts, since the deck is almost entirely LIGHT and DARK with nothing to benefit from your volcano. Firedog and Tiger both trample over most everything in the deck when they have a
Horn of the Phantom Beast, and they even shoot over Red-Eyes with Horn plus the field spell. The name of the game can often be big monsters and heavy beatdown, and your deck is fully capable of delivering just that.
In terms of Side Deck tech, you could try
Soul Taker for destruction, since getting a couple quick pokes is going to be a huge deal for you, and
Soul Taker won't activate Lightpulsar's ability to retrieve a fallen comrade. Phoenix Wing can lead to that same scenario by spinning away a Normal Summoned Dragon to prevent Red-Eyes from hitting the board.
Chaos Trap Hole is something I've been playing with too, but you need to be careful with it, since
Volcanic Counter requires you to take damage to deal it back, and
Chaos Trap Hole can leave you low on Life Points. You also have
Steelswarm Roach to make with
Flamvell Firedog and
Flamvell Magician; or
Flame Tiger coming back from the Graveyard with something else, so that really helps. I would say that playing against Dragons comes down to Side Deck and Main Deck tech, and this deck definitely has plenty of both. With some practice and a little luck you can expect to do well in this match-up.
Lastly, Dino-Rabbits are about as relevant as it gets when discussing decks to beat.. With the powerful negation of
Evolzar Laggia and
Evolzar Dolkka, plus more backrow protection than you can shake a flaming stick at, it's rough for strategy if you don't start well against Rabbit.
Lava Golem comes into play here once again, and you can expect it to clear away more than one Evolzar threat during any given match.
It's important to remember that against this deck, you'll need to use
Blaze Accelerator instead of just discarding it. Against a Laggia, even if you don't have anything to discard, activating Accelerator can draw out your opponent's negation, since your opponent'll often want to avoid risking the loss of their monster. Siding cards that answer opposing Dino Rabbit threats without discarding can be a massive advantage as well, so you should likely pack
Compulsory Evacuation Device or some other answer to Rabbit's in-tow Dinosaurs.
Effect Veiler can be solid, since it essentially performs the same role as a Spell or Trap, breaking up a play so you can capitalize on the situation. Putting two Devices in and taking out the Wind Blast (or even just doubling up0 wouldn't be a bad idea.
Mirror Force should stay in, since it's good against Dolkka and normal Dinosaurs if the opponent tries to push hard for the 3800 damage with
Sabersaurus before they make their Dragon boss monsters.
Molten Destruction isn't such a problem either, despite giving a boost to Laggia and Dolkka. Worst case scenario, it's as though you hadn't had the field spell out at all, since the difference will remain 500 attack between them and any of your monsters; you still get the benefit against just about everything else.
Book of Moon is going to be good in this match also, and pushing in damage won't be a problem in Games 2 or 3.
Molten Destruction's boost even helps out Counter, since it'll make their Laggia and Dolkka strikes have that much more backlash.
As a deck overall, this Volcanic Burn variation is versatile and has a lot of utility that you can use to your advantage when you're playing a lot of opponents, like at a Regional event. Since the strategy is both relatively new and not yet fully developed, let it know that it can and will be improved, like most any deck, and could lead to a strong and competent build that'll surprise people. If it can be piloted to success at an event, Volcanic Burn very well might serve as a blazing light and a glimmer of inspiration to spark more and more creative ideas. As both a budget deck and a fun, new experience to take out, I strongly recommend this build and hope to see it start taking up some of the spotlight.
-Beau Butler