Fire King

Master I from on October 31st, 2025
cp-ur 1020 + cp-sr 600
45 cards

Notes & Combos

The climb to Master 1 was somehow pretty easy, I had a 10 game winstreak after reaching Master 3 with a lot of Maliss and a few stun and regenesis. M5 it was mostly Orcust and Blue eyes which felt miserable to play against at times. I added the bystials because I thought I would play against more Mitsu/Orcust/Blue eyes but after leaving M5 I didnt face a single one, still they helped interupt maliss a little bit, tho most of the time I felt like my opponets were just missplaying or being greedy, rather than the bystials being insane.

Super Poly was clutch in a lot of games againt Mitsu and Orcust fusing 3 Bodies for Triphyoverutum is pretty rough for them same for BE. It was kinda weak against Maliss tho since they can just revive all of them back and you lose like 2 cards for basically nothing, still it gets rid of Allied Code so it mostly depends on how they set up their board and if they missplayed.

About handtraps if you dont draw multiple they are just worthless most of the time, 1 ash or imperm doesnt do anything against strong decks. Droll is probably the best one because a lot of people run alot of engine like mitsu, fiendsmith or millenium, but then again its horrible into maliss and decent into ryzeal if they start with tachyon.

MVP of the deck is definetly the Jurrac cards being able to turn 0 wipe an opponents board is just crazy. I have to admit tho, that most of the time megalo got ashed/calledby turn 0 or my opponent had widow anchor/droplet. But if the meteor drops its huge, especially against backrow decks.

Overall there afew things I'd change in the future, maybe drop Superpoly and add more charmies and barang. I felt like there where game states where he was missing, or could have changed a lot. Called by at 1 in the future is probably worth it to put in. I think FK is just gonna get better from now on. I have some replays on my profile if anyone is interested but I havent chosen any specific just added the first ones I saw. If you get purulia'd or maxx c'd and you have super poly or any handtraps that are good enought to survive a turn, don't play just pass. If you get fuwa'd just dont go into the ED, you can still set great plays up depending on the fire monsters in hand.

Lastly don't forget impulse turns off droll. I forgot it like 5 times in M5, lost me a few games also, the decks performs better when you play the one punch man theme, no kidding that was the only reason for the 10 game winstreak, trust.

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