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Burn Deck

From Yu-Gi-Oh!


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Burn Decks are designed to overwhelm opponents with waves of cards that inflict Direct Damage. These Decks are usually slow and are usually combined with Stall Decks to maximize inflicted damage while protecting the user's Life Points.

There are several counters to Burn Decks. The most threatening is "Prime Material Dragon", although cards like "Lava Golem", "Volcanic Queen", "Divine Wrath" and "Bad Reaction to Simochi" can reverse this. However, there are many other threats:

  • "Tele-DAD", "Gladiator Beasts" and "Lightsworns" decks can cause large amounts of damage to Burn users.
  • Because Burn Decks mostly rely on stall cards to prevent taking battle damage, they are highly vunerable to Spell and Trap removal. A Burn Deck must therefore contain plenty of Counter Traps, like "Solemn Judgment", "Dark Bribe" and "Seven Tools of the Bandit".
  • Faster burn decks leave the player without any cards quickly, so a way to refill the player's hand is needed.

Contents

[edit] Anti-Heal

The Anti Heal deck revolves around the effects of "Nurse Reficule the Fallen One" and "Bad Reaction to Simochi" and their ability to reverse Life Point gain into damage. With Prime Material Dragon on the field you will gain life points when attacked but your opponent will still lose them because of Nurse Reficule the Fallen One or Bad Reaction to Simochi.


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[edit] Molten Burn

The Molten Burn Deck is a medium speed deck, that focuses on locking down your opponents ability to attack. Cards like "Solar Flare Dragon" and "The Thing in the Crater" keep monsters on your field, while "Backfire" makes your opponent think twice about attacking your monsters, giving you time to lie down a suitable defense. Other cards such as "Curse of Darkness" and "Chain Burst" do direct damage and then allow you to either put them back in your deck or even your hand. Those cards combined with the ability of "Dark Room of Nightmare" will increase the damage dealt. However this deck is vulnerable to "Lightning Vortex" "Barrel Behind the Door" and "Heavy Storm"

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[edit] Bubbleman Burn

The Bubbleman Burn Deck is a very fast version of the Burn Deck, which uses cards like "Elemental Hero Bubbleman" and "Card of Sanctity" to draw Normal or Quick-Play Spell Cards which inflict damage. These decks are made up mostly of one-time burn cards and self-milling cards that go to the Graveyard after they are used, making " Bubbleman " and "Card of Sanctity" more playable. Stall cards are not recommended, since the drawing effect of Bubbleman won't trigger if there are cards on the field. The only trap card recommended is Magical Explosion, often used as a finisher in this deck.

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[edit] Spellcaster Burn deck

This deck revolves around burn damage with Spell Cards and Trap Cards while at the same time, getting strong Spellcasters on the field.

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[edit] Dark Snake Syndrome Deck

The main point of this deck is to activate "Dark Snake Syndrome" and protect your Life Points with "Des Wombat"

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[edit] Direct Burn

An effective way to burn your opponent quickly is to use monsters that can attack your opponent directly while protecting yourself with stall cards. Another version of this is to use Shadow Delver's effect to allow Level 4 or lower DARK monsters to attack your opponent's Life-Points directly. By using monsters such as Prometheus, King of the Shadows or any high level DARK monster equipped with 1 or more Demotion, this can become an OTK.

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[edit] Eradicator Blast Burn

The main priority of the Eradicator Blast Burn Deck is to get at least one "Dark Eradicator Warlock" on the field and continuously activate "Magical Blast" to inflict at least 1200 damage per turn.
An easier way to get Dark Eradicator Warlock out is to dump him into the graveyard with Foolish Burial, and then use Phantom of Chaos to copy its effect.

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[edit] Exxod Burn

The main point of the Exxod Burn Deck is to quickly summon "Exxod, Master of The Guard" and continually use its burn effect.

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[edit] Shadowpriestess Burn

It must be warned that "Mask of Restrict" will totally cripple this deck type.

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[edit] Chain Strike OTK

A newer type of Burn Deck is the "Chain Strike OTK", which is designed to win by the first to third turn. This is accomplished by starting a chain with, for example, "Just Desserts", continuing with, for example, "Ojama Trio", and adding Chain Links until a well-timed "Chain Strike" can generate enough burn damage to win. These decks are generally built with few monsters, resulting in decks with about six monster cards, and burn or drawing cards for the rest.

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[edit] Chain Burn (Non OTK)

This deck focuses on more sustained damage using spells that chain together. While "Chain Strike" is certainly part of the deck's strategy it is by no means impossible to win without it. In favor of stacking your own spells in hopes of burning the opponent down you use this deck to force a grid lock using stall cards so that attacking is not a viable option for the opponent. By doing this the opponent is forced to set spell and trap cards in order to avoid discarding them. This gives the player an excellent opportunity to take advantage of the effect of "Princess of Tsurugi." Stall monster cards such as "Gyroid" or "Dark Resonator" can be used in supplement to more reliable stall cards such as "Gravity Bind" and "The Dark Door". One of the most glaring flaws in this deck is the very quick consumption of the player's hand. This is rectified by use of cards such as "Reckless Greed", "Accumulated Fortune", and in some cases early game, "Gamble." Using reckless greed in the middle of a chain is crucial to build up the chain count in order to use accumulated fortune and chain strike. Drawing four cards in addition to one card during your draw phase is lightning fast hand advantage. Some chainable monster removal is recommended for pesky monsters such as "Jinzo" or "Dark Armed Dragon," "Offerings to the Doomed" and "Compulsory Evacuation Device" are great answers to such monsters. The issue of forcing the player to skip draws is a non issue because the opponent shouldn't be able to capitalize on your vulnerability in one or two turns due to the clog you've imposed on their field. An important part of this deck's strategy is that there is only one monster in the deck that the player should be using to attack with if at all, and that's "Raging Flame Sprite." Raging Flame Sprite serves two purposes in this deck. The first purpose is an alternate win condition. By gaining 1000 attack every time it attacks directly the damage will add up fast and it is also immune to most of the player's stall cards by being a level three. The second purpose is to incite the activation of your opponent's spell and trap cards when needed to start a chain by the player. Other than those two instances attacking should be minimal if not non-existent. By not attacking, the player is protected against the activation of most of their opponent's trap cards. The deck, however, does not have great answers to cards like "Raigeki Break" and "Icarus Attack" outside the realm of chaining to them but even then cards like that are the biggest threat to unclogging the field. "Chain Detonation" and "Chain Healing" are the bread and butter chain starters of this deck. These cards are extremely important because unlike most of the cards in the "chain" archetype multiple copies may be used in the same chain. So it is possible to chain to an opponent's spell card with two chain detonations, reckless greed, accumulated fortune, and chain strike thus hitting the opponent for 3800 points of damage and netting the player four cards which he can set to start a chain all over again. The risk of drawing out of your deck is reduced by the aforementioned draw skipping mechanic in addition to the effects of chain heal and chain detonations that return them to your deck upon resolving.

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[edit] Solar Burn/Stall Deck

-Note- this deck has been ruined by people who are not really good at this game adding their opinion to what THEY think makes a good burn deck. However, they are very wrong.

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[edit] Anti-Heal Deck

The Anti-Heal deck is based around Bad Reaction to Simochi, with possible support from Nurse Reficule the Fallen One. The deck revolves around card effects that cause your opponent to Gain Life Points. This works especially well, as most of these cards usually give your opponent Life Points as a drawback, but with Bad Reaction to Simochi, they act as a double benefit. Upstart Goblin is a great example of this, as you'll not only get to draw a card, but your opponent will lose 1000 Life Points. Using this in conjunction with Solemn Wishes makes the wound even deeper, and helps you survive long enough to beat your opponent. Using 3 Gift Cards in this deck will usually result in you winning the duel. But there is some risk in that if your opponent chains a Mystical Space Typhoon or other card to destroy Bad Reaction to Simochi, they'll gain the Life Points instead of losing them. That's why it's best to have a Nurse Reficule the Fallen One on the field, with Bad Reaction set face-down as your trump card. You can use Mask of Darkness to recycle your Gift Cards, or get back your Bad Reaction to Simochi, and you can search for these cards with A Cat of Ill Omen to speed up the victory. When you're not drawing anything to burn your opponent, you can stall with high DEF monsters like Gear Golem the Moving Fortress and Destiny Hero - Defender, which may also damage your opponent if you take them by surprise. You can also you stall cards such as Spirit Reaper or Marshmallon(which also deals 1000 if attacked while face down.) If you have Millennium Shield or Labyrinth Wall, you can tribute Destiny Hero - Defender to summon one of them, so your opponent doesn't get the draw bonus. A useful card to use in conjunction with this is Continuous Destruction Punch so that the attacking monsters are destroyed when they attack the high DEF monsters. Another strategy is to use The Eye of Truth while supporting the deck with counter traps like Solemn Judgement. You will be able to anticipate things like Mystical Space Typhoon as well as your opponent's bluffs, all the while dealing 1000 damage when they have a spell card in their hand.

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Deck Archetypes

AggroBeatdownBurnInstant WinMillStall
First Turn KillOne Turn Kill

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