Fire King
Rogue
FIRE Beast, Beast-Warrior, and Winged Beast
Fire King
🇯🇵 炎王・🇨🇳 炎王
Mainly focused on self-destruction revolves around destroying friendly monsters in the hand, field or deck to make plays and set up the Graveyard recursion of its Main Deck boss monsters,
Fire King High Avatar Garunix and
Sacred Fire King Garunix.
Paired with powerful FIRE Links such as
Promethean Princess, Bestower of Flames or
Salamangreat Raging Phoenix and the Jurrac Meteor support (
Jurrac Astero and
Jurrac Megalo), they can set up target destructions and board wipes that will take place on your turn.
Their boss monster nukes all monsters and SS itself from GY during the SP after getting destroyed by a card effect, or in the BP after being destroyed summons directly from Deck.
They can start a powerful chain reaction of effects at the End of the Damage Step, where interactions are highly limited and not every player knows what can happen.
Suicidal playstyle.
General Counter Tips:
- Consider that every time you target or you're trying to remove they'll probably chain something to destroy the possible target, having the patience to wait their move even in your turn is the key.
- Never underestimate
Fire King Sky Burn, it's almost always benefit on their end, either you force it or you negate it.
- Destroying or banishing the field spell can have an impact since its "destroy all monsters you control" is a mandatory effect (CL 1). Usually it's protected by
Fire King Sanctuary 2nd effect.
- Bouncing anything (except
Fire King High Avatar Kirin) to the hand if you know they don't have
Fire King High Avatar Kirin.
- Send to GY effects.
- Banishing in general.
- Summoning anything that cannot be destroyed by card effects
Related Decks: Jurrac
| Card | Chokepoint | Explanation | Impact | Link |
|---|---|---|---|---|
|
Anytime |
Fire King Spells are necessary to start and mantain the board but since they have a lot of removal options they can get rid of the problem. | Usable | View Edit | |
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|
They don't banish | Bad | View Edit | |
|
- - |
You want to block any monster searches.
Also they will make | Usable | View Edit | |
|
- |
It's very situational since most of the effects apply when they get destroyed, so you're really only blocking effects with specific target (target Fire Kings, destroy a FIRE monster and similar). We could say that while being in Defense position they have minimal DEF but do you want to destroy them? | Weak | View Edit | |
|
|
They don't have targets for the bystials HT. | Bad | View Edit | |
|
- |
Almost completely shuts the deck for two turns. | Great | View Edit | |
|
|
Zero usage | Bad | View Edit | |
|
Your turn |
Never on their turn because they'll go for link plays.
You're only protecting from | Weak | View Edit | |
|
- - - |
These are just the best cards to remove, Fire king has no ways of recovering a banished card so basically anything goes. The Banishing | Great | View Edit | |
|
|
Fire king doesn't rely on having strong bodies on field and most of the power comes from the GY effects. | Bad | View Edit | |
|
Anytime |
Turn skip | Great | View Edit | |
|
Start of turn |
It's really just a test of skills for them, to see if they shoot everything early. The destrucion effect is a good option because you didn't invest your real resources. | Weak | View Edit | |
|
- |
Great because they don't have much to do after. | Great | View Edit | |
|
- |
Same as | Great | View Edit | |
|
- |
They can play through it but activating in resolution of | Usable | View Edit | |
|
- - - |
Any Fire King name isn't a great target for field negation as they can be destroyed to play through it. Except The optimal targets should be non archetypal monsters like | Weak | View Edit | |
|
|
Surely the banish is always a strong counter to Fire King but they'll try to save as many monsters as possible. A nice mind game could be attempting to go BP if they have | Usable | View Edit | |
|
- Any problematic board wipe - |
This one is better than
| Great | View Edit | |
|
- - - |
Ghost Belle should be used for effects that come from the monster destroyed by Stopping Otherwise during SP on It's better to save this HT for interactions that happen on your turn so that you don't get disrupted. | Great | View Edit | |
|
- |
You're mainly using her as an | Weak | View Edit | |
|
- - |
You're forcing them to use resources or even skip the turn if they don't have FIRE monsters. Breaking Impact between Usable and Weak | TBD | View Edit | |
|
Any effect that summons |
The first SS is usually Even if they play into it a good setup can deal more than 10.000 LP and they can recycle resources. So in some cases you get a turn but they can disrupt. Impact between Usable and Weak | TBD | View Edit | |
|
- - - |
Almost the same as effect veiler, if set the column negation effect could come in handy for | Usable | View Edit | |
|
Link 4 or lone body |
Hoping that you're not playing the FIRE Kaiju, if they end with only a monster on field it could be a huge stop. They can always regain momentum with
| Weak | View Edit | |
|
- After |
Could be a nice counter if you manage to keep her on field until the ED, so that with the 2nd effect you can steal some pieces like | Usable | View Edit | |
|
Start of turn |
Always remove spell/traps, destroying their monsters will have none or even negative impact. Very (very) rarely you can destroy the monsters if they don't have backrow, they're short on cards and without | Weak | View Edit | |
|
As soon as possible |
Well it's Maxx "C", you're gonna get at least two cards if they set up a small board, even more if they think the link plays are worthy. But it doesn't completely force a turn skip. | Usable | View Edit | |
|
As soon as possible - |
Since you don't know if they're gonna play links it's better to be prepared as early as possible, the summon from deck is only one tho.
Best case scenario gets you four draws ( Or you can chain to | Weak | View Edit | |
|
Start of your turn |
A nice turbo to get on your turn, since most of the interactions they have summon from GY. If you have duplicates you get a lot of value by activating one in their turn as well. | Usable | View Edit | |
|
Start of their turn |
They'll always play into it (if they don't want an empty board) so enjoy a +2. | Usable | View Edit | |
|
- - After - On the link 4 - - Any overextention |
Nibiru works good only for the link plays or when they use a lot of resources. For links the idea is that with a non FIRE on field they can't do much (if they didn't set up a Making | Usable | View Edit | |
|
- |
The impact should be similar as activating | Great | View Edit | |
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They don't really have trap plays. | Bad | View Edit | |
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First of all you can't activate | Usable | View Edit | ||
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- |
If you're playing a deck that can recycle it easily you have a strong interruption that can work even in the Damage Step. For It's 2nd effect is a really good way to remove It's a really good HT that works in many scenarios. | Great | View Edit | |
|
- Anything that comes after |
Kinda similar to Like | Usable | View Edit | |
|
In your turn, assuming they have materials: Right at the start if you can empty their board, In their turn: Any two monsters on their field |
With any two bodies you can make an easy Removing everything as soon as possible is a really good way to limit the interactions and simplifly your turn.
Respond to In their turn the advantage is good but it really depends on their hand. | Great | View Edit | |
|
Links, very rarely the xyz. |
Very niche and they'll try to respond with | Usable | View Edit |
Cache last cleared on March 2, 2026 at 13:23.