Burn baby burn

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Deck Article of X #6: The Burn Deck

Personally, I hate burn decks; they go against everything I enjoy about Yu-Gi-Oh!: the Battle Phase. They aim to use sneaky, annoying effects to kill me while I get stuck behind cards that prevent me from attacking.

However, they can still kick ass.

Stage 1: What am I trying to do?

The aim of a Burn deck is to inflict over 8000 direct damage using card effects rather than battle. While doing this, you are also trying to prevent your opponent destroying your cards. As annoying as I find it to face, it's alot of fun to see the expressions on your opponent's face as their LP drops to 0.

Stage 2: the Monsters

We've got 2 options for monsters in a Burn deck; either they can inflict a lot of damage quickly or a continuous ammount of damage over a slightly longer period.

For this deck, I'm going to include examples of both.

Stealth Bird

Effect Monster (Winged Beast / DARK / 3 Stars / ATK 700 / DEF 1700)

You can flip this card into face-down Defense Position once per turn during your Main Phase. When this card is Flip Summoned, inflict 1000 points of damage to your opponent's Life Points.

[Stealth Bird] is the perfect example of reusable Burn damage; every time he's Flip Summoned the opponent takes 1000 damage, and then he can turn face-down again for the next turn. If you are able to repeat this 7 times your opponent has lost. Include multiple [Stealth Bird]s and it just gets faster.

Solar Flare Dragon

Effect Monster (Pyro / FIRE / 4 Stars / ATK 1500 / DEF 1000)

While there is another Pyro-Type monster on your side of the field, this card cannot be attacked. This card inflicts 500 points of damage to your opponent's Life Points during the End Phase of your turn.

2nd example of continuous monster burn is [Solar Flare Dragon]. In addition to creating a potential [Command Knight]-esque lock on the field in addition to causing 500 damage every turn. It may not sound like much, but being searchable by [Sangan] and [UFO turtle] (not that I'd recommend a Destroy-Searcher for a burn deck) can be useful just to sit there and annoy (which is what a burn is best at).

Lava Golem

Effect Monster (Fiend / FIRE / 8 Stars / ATK 3000 / DEF 2500)

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 2 monsters on your opponent's side of the field, and is Special Summoned to your opponent's side of the field. This card inflicts 1000 points of damage to the Life Points of this card's controller during each of his/her Standby Phases. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn.

Giving up your Normal Summon or Set for a turn can be very annoying, but getting rid of 2 monsters on your opponent's field makes up for it. Stat-wise, giving your opponent a 3000 ATK 8* monster is a bad move, but getting him to inflict 1000 damage every standby phase (guarenteed if your opponent doesn't destroy him in the turn he's brought out) is fun.

Des Koala

Effect Monster (Beast / DARK / 3 Stars / ATK 1100 / DEF 1800)

FLIP: Inflict 400 points of damage to your opponent's Life Points for each card in your opponent's hand.

Bulk damage is definitely a good thing, but being dependent on your opponent can sometimes lead to problems. However, one thing you can rely on your opponent to try and do is hold on to as many cards in their hand as possible. Working with this, you can look forward to hitting over 1200 damage when this guy is flipped. The only real weakness with this guy is the big 'FLIP' in capital letters at the beginning of his effect; it means if he's hit by a copy of [Nobleman of Crossout] he doesn't get his effect, he goes RFG, and so do any copies of him still in your deck .

Cannon Soldier

Effect Monster (Machine / DARK / 4 Stars / ATK 1400 / DEF 1300)

Tribute 1 monster on your side of the field to inflict 500 points of damage to your opponent's Life Points.

An interesting option for burn decks to consider, especially as a game-ender. Comboing this guy with [Scapegoat] tokens can give an easy 2000 damage, just 2 monsters means you're 1000 closer to the win.

Princess of Tsurugi

Effect Monster (Warrior / WIND / 3 Stars / ATK 900 / DEF 700)

FLIP: Inflict 500 points of damage to your opponent's Life Points for each Spell and Trap Card on your opponent's side of the field.

A relation of [Des Koala], though you wouldn't see if from their artwork. Even when facing a burn deck players have a habit of seeing protective spells and traps to save them for later. [Princess of Tsurugi] often inflicts 1500 direct damage to your opponent for this move, and can be very useful.

The monster list for this burn deck will be as follows:

2x Lava Golem

2x Des Koala

2x Princess of Tsurugi

3x Stealth Bird

2x Des Lacooda

3x Solar Flare Dragon

2x Spirit Reaper

1x Tsukuyomi

1x Magician of Faith

1x Mask of Darkness

Total: 19

Explanation: [Lava Golem], [Des Koala], [Princess of Tsurugi], [Stealth Bird] and [Solar Flare Dragon] are already known, with [Stealth Bird] being the most useful to have in 3s. [Cannon Soldier] will be in the side deck for the moment, particularly as I need the room for other cards. [Spirit Reaper]s are for defensive when I don't have the right spells/traps; [Magician of Faith] and [Mask of Darkness] are there to help get said spells/traps back after they're destroyed, and [Tsukuyomi] is to help with defense as well as repeatedly use [Magician of Faith] and [Mask of Darkness].

Spells and Traps

Stage 3: The Spells

Contrary to what you may think, the spells are not meant for burning in a deck like this; the best way you can use your spell slots in a burn deck is for protection so that your monsters can get on with their job. That said, there are a few cards that can help with the burning too...

Level Limit - Area B

Continuous Spell

All face-up Level 4 or higher monsters on the field are in Defense Position while this card is active.

This is the best stall card that burn decks have, and because of that it was restricted to 1-per-deck. Almost every monster your opponent is using for their attack-based offensive will be Level 4 or higher, and this shuts their game-plan down completely. This is one of the few cards in a burn deck that can be considered a 'staple'.

Messenger of Peace

Continuous Spell

Neither player can declare attacks with face-up monsters with an ATK of 1500 or more. Pay 100 Life Points during each of your Standby Phases. If you do not, destroy this card.

This can be considered the 'Level Limit - Area B' of someone who can't find any. It minimal cost of 100 life points every turn can mount up, although very slowly.

Swords of Revealing Light

Normal Spell

Flip all face-down monsters on your opponent's side of the field face-up. This card remains face-up on the field for 3 of your opponent's turns. As long as this card remains face-up on the field, your opponent cannot declare an attack.

Another lovely stalling card. It flips all your opponent's monsters face-up and prevents them attacking for the 3 turns this card remains on the field. Restricted with this in mind.

Nightmare's Steelcage

Normal Spell

This card remains face-up on the field for 2 of your opponent's turns. No monsters can attack. Destroy this card during your opponent's 2nd End Phase after this card was activated.

As 'Messenger of Peace' is to 'LLAB', this is to 'Swords of Revealing Light'; it stays around for 1 less turn, but the restriction on not being able to attack yourself shouldn't bother you very much.

Wave-Motion Cannon

Continuous Spell

Send this card on the field to the Graveyard during your Main Phase. Inflict damage to your opponent's Life Points equal to the number of your Standby Phases that have passed after this card's activation x 1000 points.

This is the only burn-spell I'm going to include in this deck. The biggest problem this card faces is that it must remain face-up on the field for 3+ turns to inflict major damage to your opponent.

... and so, the spell line-up is:

1x Graceful Charity

1x Level Limit - Area B

1x Swords of Revealing Light

2x Messenger of Peace

2x Nightmare Steel Cage

2x Wave-Motion Cannon

That's all you really need.

Right now, the main deck count is 28. That leaves 12 slots for traps, the more fun area of the deck.

Stage 4: The Traps

The purpose of the traps is a mixture of the monsters and spells: stall and burn at the same time. They can help to clog up your opponent's field as well as inflict damage to them with an array of nasty effects.

Gravity Bind

Continuous Trap

All Level 4 or higher monsters on the field cannot attack.

When burn was first created, this card was at the centre of it all; then came [Jinzo], and slowly burn decreased... this is why so much of the 'stall' of the deck is in the spells. Sure, people may use [Spell Canceller], but most people won't bother with it.

Just Desserts

Normal Trap

Inflict 500 points of damage to your opponent's Life Points for each monster on your opponent's side of the field.

Most likely against a standard CC deck you'll be inflicting 1000 damage with this. It's chainable, which is a big advantage when your opponent tribute-summons the [Mobius the Frost Monarch] that they foolishly think will finally allow them to attack you. That is, until you reveal the other target of his effect is...

Ojama Trio

Normal Trap

Special Summon 3 "Ojama Tokens" (Beast-Type/LIGHT/Level 2/ATK 0/DEF 1000) in Defense Position on your opponent's side of the field. The tokens cannot be Tributed for a Tribute Summon. When an "Ojama Token" is destroyed, the controller of that token takes 300 points of damage.

This card serves several purposes that will seriously annoy your opponent. First, it clogs up 3 monster zones on the field; activaing this on the 2nd turn of the duel (their 1st turn) means no pesky [Cyber Dragon]s to worry about. Secondly, it gives you a nice little burn option for 300 damage per token. Lastly, it gives you possible monsters to tribute for [Lava Golem] if your opponent isn't being very helpful ^_^.

Secret Barrel

Normal Trap

Inflict damage to your opponent's Life Points equal to the total number of cards on your opponent's side of the field and in your opponent's hand x 200 points.

200 damage, realistically, isn't very much. 200 damage for every card your opponent is using at that moment can lead to a lot of damage for your opponent to deal with. 1000 damage for 2 monsters, 2 spells/traps, and 1 card in hand, so 1200+ damage is what you should be aiming for with each copy. Again, it's chainable, so [Mobius the Frost Monarch] won't be having very much fun against you.

Ceasefire

Normal Trap

Flip all face-down Defense Position monsters on the field face-up. Flip Effects are not activated at this time. Inflict 500 points of damage to your opponent's Life Points for each Effect Monster on the field.

A surprise choice for most burn-duellists looking at this article (at least, I've never seen a burn deck using it) but one that can work quite well. Best chained to the activation of your opponent's [Torrential Tribute], which was probably activated in response to you Flip Summoning your [Stealth Bird] again, adding that little extra burn to the fray before continuing with your turn.

Threatening Roar

Normal Trap

Your opponent cannot declare an attack during this turn.

Set this, end, then play it in your opponent's Standby Phase. I've been frustrated by these against a [Final Countdown] Deck (it's stupid, but don't underestimate a [Final Countdown] Deck) at the nationals (I judged). Not being able to attack for a turn due to a silly little Normal Trap is very, very annoying... but make sure your opponent tells you when they start their Battle Phase, or arguments can lead to problems.

Trap line-up is:

2x Gravity Bind

3x Secret Barrel

2x Ojama Trio

2x Just Desserts

1x Ceasefire

2x Threatening Roar

 

 

So, the final deck looks like this:

Monsters: 19

2x Lava Golem

2x Des Koala

2x Princess of Tsurugi

3x Stealth Bird

2x Des Lacooda

3x Solar Flare Dragon

2x Spirit Reaper

1x Tsukuyomi

1x Magician of Faith

1x Mask of Darkness

Spells: 9

1x Graceful Charity

1x Level Limit - Area B

1x Swords of Revealing Light

2x Messenger of Peace

2x Nightmare Steel Cage

2x Wave-Motion Cannon

Traps: 12

2x Gravity Bind

3x Secret Barrel

2x Ojama Trio

2x Just Desserts

1x Ceasefire

2x Threatening Roar

Stage 5: The Side Deck

Your opponent will probably be following the advice given in 'Stage 8: Anti-Burn', so the burn side-deck can have any number of different options; it could be more burn cards; it could be a beatdown-control side deck, it could be [Cyber-stein] OTK. I'm not going to supply a tournament side deck for this, but I will supply some options for you to test and find the best mix for you in your own burn deck.

Side Deck: 15

1x Lava Golem

1x Des Lacooda

1x Cannon Soldier

1x Premature Burial

1x Snatch Steal

2x Chain Energy

2x Toll

2x Curse of Darkness

1x Threatening Roar

3x Final Countdown (your opponent will not see it coming... )

 

Stage 6: How to play Burn

Stall. Stall, stall stall. Stall, Stall, Stall, Stall, Stall... burn. You get the idea. Just sit there and keep protecting yourself while your effects just sit there and to what they do best: reduce your opponent's life points to 0 without even declaring an attack. Hopefully, your opponent might even forget once or twice about their Battle Phase... .

Stage 7: Variations on a Theme

The burn deck I've built is commonly known as Laval-Lacooda burn, meaning it uses copies of [Lava Golem] and [Des Lacooda] to draw quickly into it's best cards quickly while stalling and utilising other burn effects along the way. There are 3 other interesting versions of burn decks that I've experienced over the last 3 1/2 years (god I feel old) (started with LON came out) and I thought it'd be worth sharing them even if the first isn't very playable any more (IMO).

Reverse Burn

This deck is based around a lovely little continuous trap called [Bad Reaction to Simochi], the effect of which states that 'when your opponent gains life points, they lose them instead'. This leads you to being very nice to your opponent and trying to give them life points while constantly appologising for your deck theme, with such wonderful lines as "it's not my fault" and "don't blame me, it's [Bad Reaction to Simochi]'s fault!" This card just gets better with [Snatch Steal] sitting next to it.

Fire Princess Burn Deck

Similar to Reverse Burn, but this time it's you gaining life points and your opponent taking the damage. [Fire Princess] makes sure your opponent takes 500 damage every time your life points are increased by one of your card effects. This deck has fallen in play due to the banning of [Butterfly Dagger - Elma] and the lack of an OTK with Moralle Boost (you gain LP, they take damage, you lose LP, you gain LP, they take damage, they lose LP...).

Taxman Deck

This deck would look very similar to the Lava-Lacooda burn I built in this article, except with some interesting additions. There are some cards in Yu-Gi-Oh! that force both players to pay for doing things, which is considered their own choice, and, thus, not damage. These cards include [Chain Energy] (pay 500 life points to play, summon or set a card!) and [Toll] (pay 500 life points to declare an attack) and, when combined with copies of [Curse of Darkness] (whoever activates a spell card takes 1000 damage) can make a rather nasty little deck type. Credit to Dennis Poulton for demonstrating to me how dangerous this deck can be.

Stage 8: Anti-Burn

Didn't expect so many stages. Surprisingly, the best anti-burn cards in the game are... burn cards. Look at the deck again for a moment, and count the number of destruction cards in the deck... that's right. None. The best way to beat a burn deck is to burn them faster, just as the best way to beat a Yata-Lock deck in the past was to Yata-Lock them faster... or beat them with the Scientist-Turtle FTK, whichever worked for you.

Some excellent options for anti-burn in a side-deck include:

- Wave-Motion Cannon (how will they stop it getting to 8 counters?)

- Royal Decree (shut down [Gravity Bind])

- Jinzo (shut down [Gravity Bind])

- Spell Canceller (shut down [Level Limit - Area B] and [Messenger of Peace], but they still have to pay ^_^)

- Horus the Black Flame Dragon Lv6 (walks through [Level Limit - Area B] and [Messenger of Peace])

- Silent Swordsman Lv5 (walks through [Level Limit - Area B] and [Messenger of Peace])

If you're playing burn, you'll dread playing against any of these. Watch out for them, and think for yourself about ways to prevent them being a problem.

That's it for this week, next week I'll be doing... I have no idea. o_o'

 

 

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yugioh

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