FIRE, Bishounens and Haruhi
It is Fire season in Yu-Gi-Oh, with a FIRE structure deck, a FIRE focused set and some FIRE promos floating around. With the coming of FIRE I had hoped for some manly firepower decks. Don't get me wrong, I enjoy the loli artworks as much as the next guy, but lately yugioh just lacks that visual, physical oomph. Even in dragons, the new ones are too beautiful, but not ferociously macho.
Firestars were the first to come out, and boy were they a disappointment. The artwork went for the historical look, but couldn't help backing out due to the influences of the regular pop asian metrosexual look, which tends to lean closer and closer to the feminine side as time progresses, and which defines far eastern asian pop culcture in the past few years. If the views that girls in their early teens hold manage to become universal, perhaps it is not too far fetched to declare the teenage girl Haruhi a god, or at least the patron god of the far east culture for now. Or perhaps we should re-open the issues of pedophilia under a different spectrum to see why are the primary terms, under which we define what physically attractive is, those that are shaped in the minds of little girls. But all that is a socio-political talk on forced cultures, best left for another time, and probably another place.
It's not final stage bad per se, but the series of comprimises which are usually made to avoid "scaring away" kids used to those kinds of infulences, seem to have mashed with the attempted FIRE and beast-warrior/military look to produce a meh result.
The other representatives of the FIRE nation did not disappoint as much. Haze Beasts are passable, with Zerberus carrying at least some amount of swag to him, Flame Kings can perhaps pass as fearsome legends and the long awaited (for some at least) FIRE elemental lord is not only grand and fearsome himself, but you can actually understand what it is unlike his EARTH counterpart.
But alas, this is an unfair world, because the spotlight now may as well belong to the guys that dance with fire and stuff, as their support suggests. Firestars have an actually decent engine, and that's what we'll be talking about.
Thankfully, there is some justice, and some things are reflected in the actual game. Like the worthless panzies they are, they make up the only decktype appropriate for them. A stun deck.
No offense to stun. It may not be manly enough but I love it, which makes sense really.
You may have seen them on DN enough already running rampart, or you may have not. I wouldn't know since I don't play enough there. Here, we'll just open the subject.
Firestars have a lot of cards as of now. Let's throw them all to the trash and call it a process of elimination.
The archetype, similar to some archetypes that have been coming out lately, is divided in two parts. Firestar(s) and Firedance(s). Firestars are their monsters, while FIredances are their spell and trap support. Firestars work (mainly) with Firedances, while Firedances work (mainly) with Firestars. With some exceptions, Firestars won't mingle with other Firestars and Firedances won't mingle with other Firedances alone. It's that sort of a familiar cycle.
What this means is that for any engine to be sustainable, you'll need at least one decent representative from both parts of the archetype, and then you'd need them to be able to work together.
The weakest link is always on the s/t side, so let's go through there first.
Sorting out
Firedance - Tensu is a double summoning card, to be exact it is a continuous spell card which allows you to normal summon an additional monster every turn so long as it is a Beast-Warrior Type (all Firestars are). Considering Firestars aren't gadgets or anything like that, it's pretty useless in competitive play (yes you can make a Seiven-Hienshaku combo, but it's really not worth it). At least for them, perhaps there are some beast-warriors or there will be someday, which will have a need for such a card. While that card is face-up it also gives 100 ATK to all beast-warriors.
Firedance - Tenken is a continuous trap card which can only be activated during main phase 1. During its initial activation you can select 1 Beast-Warrior Type monster you control and make it unaffected by card effects, while negating its own effects. While it is face-up, beast-warrior types gain 300 ATK.
When it comes to Firedance monsters, it's mostly useless. That is because in firestar, if you don't care about a monster's effects, you don't need to make it unaffected either since it would benefit you if it died. On the other hand, if it is a monster you need to save from a prison or bottomless, it's because you actually need to make use of its effect.
However there are beast warriors which will benefit from it. It is an excelent defense for barbaros, your warwolf will not be prisoned and Tengu will hardly care, among others. But even after all that, and save from barbaros, the question of whether it is worth it comes up.
Extreme Firedance - Seito is perhaps the boss card of the theme. It requires you to banish 7 Firedances from the graveyard to gain the following: Special summon as many Firestar monsters from your graveyard as possible, and then set the same number of Firedance s/t cards from your deck to your backrow. However the issue is it requires over 7 theme specific s/t cards, other than itself, to activate. Even if there were enough good Firedances for that, that number kicks out most means of defense from a deck, while at the same time you know you won't gain full advantage of the effect, as you probably won't have 5 Firedances in your deck in addition to that Firedance you activated in addition to the at least 7 cards you just banished (perhaps konami forgot people use 40 card decks?) so the effect is kinda deceptive. Might as well play Lavals for the same thing easier. Even in a focused Firestar/dance deck, it seems like it will only harm the player in the deckbuilding process. Unless they do something like reverse merchant with reasonings and monster gates in a s/t mash deck.
Firedance - Tensen Is the last Trap of the theme, and perhaps at least passable. It gives 700 ATK to a beast-warrior type monster until the end phase during its initial activation, and gives 300 ATK to all beast-warriors while face up, which means 1000 now and 300 later. Horn of the Phantom beast is the better card at first glance, not only does it work on other types and has a permanent boost, but it also allows you to draw 1 card when you destroy a monster, which is the main attraction. Those seem to go way over the simple extra 300 of Tensen. What would make you however consider it may be the fact it works with Firestars, unlike Horn.
Firedance - Tenki is the star of the show (no pun intended). It is a continuous spell card which during its initial activation will allow you to add 1 level 4 or lower Beast-Warrior Type monster from your deck to your hand. While it is face-up all Beast-Warrior Types gain 100 ATK. Only 1 Tenki can be activated per turn.
It's not just a search card for Firestars, which by itself would be good enough, but for ANY level 4 or lower Beast-Warrior Type monsters, which opens new possibilities for many decks, not just Firestars. Personally I've been using it in decks lately for Tengu, for Warwolf and even Constellar Kaust, but where it truly shines is within Firestars.
But not all Firestars are good. To begin with, if they are only working with Firedances, considering Firedances have only 1 solid card and 1.5 passable cards, you can't really rely on strategies that focus on them, and therefore can only have a small engine to barely take advantage of what you have. Going by that, you can't really have Firestars which rely on any considerable Firedance/Firestar settup, at least by the approach this article is taking. So let's go through the monsters and once again reject most of them.
Firestar Master - Chouten is hardly a Firestar considering it does not work with any Firestar or Firedance itself (it needs a level 3 FIRE with 200 DEF or lower in grave, which no Firestar is, except from itself).
Snarin, Hienshaku and Ryushishin need the settup, therefore we won't really be considering them.
Next we have 2 clear recruiters of Firedances.
Seiven has 200 ATK and 1800 DEF. If it is sent from the field to the graveyard, you can search and set 1 Firedance Spell. While face up it offers protection to your Firedances, saying they cannot be destroyed by your opponent's card effects. It cannot miss the timing.
Surprisingly the issue with this card lies with its defense. 1800 DEF makes it actually hard to die, at least while undercover. Certainly GK Recruiter stands at 2k DEF under necrovalley, but under it, it also has a respectable attack, as well as a Descendant which can take care of it. With the 200 of Seiven, it won't be helping much in offense, and at 1800, depending on the format it may often live the first attack, telegraphing your strategy to your opponent and slowing it down for one extra turn.
On the bright side, it will not be stopped by rai-oh, unlike other searchers, and in fact will get its effect off then, in spite of all difficulties, exactly because it has 1900 ATK. Additionally, our format seems to often go above the 1800 threshold, making its effect go off more often for now, and even if it doesn't, holding a 1800 DEF isn't necessarily a bad thing. The fact it doesn't miss timing and only needs to be sent from the field to the graveyard, means you can get its effect with a synchro summon or a tribute summon (of Hienshaku for example). In fact you can combo it with debris dragon, for a +1 synchro.
It does face only one real issue as things are. The Firestar deck is a stun deck and therefore has no place for a defensive searcher, or perhaps a combo'ing debris from an aggressive deck.
Hawkei faces many similar issues. It has 200 ATK but 1500 DEF unlike Seiven, which actually works for it as it can die more easily to an attack, depending on the format of course.
It sets a spell card from your deck whenever it is destroyed by your opponent's card, a condition harder than Seiven's since you can't now synchro/tribute it and you can't even kill it with your own Torrential. It gives your firestars 500 ATK and DEF if there is a face up Firedance. Despite its lesser effect, it may be a better altenative simply for its reduced survivability, but regardless, it still is not a stun deck card.
Let's move right along to our 2 main monsters now.
Brave Firestar - Ensho and Dark Firestar - Yushi.
Ensho has 1600 ATK and 1000 DEF, while Yushi has 1600 ATK and 1200 DEF. As things are, their attacks are passable, and with the help of any Firedance, the 1700+ is good enough.
The important thing however is their effects. When Ensho destroys an opponent's monster by battle and sends it to the graveyard, you can set 1 Firedance Spell. When Yushi inflicts battle damage to your opponent, you can set 1 Firedance Spell.
Once per turn Ensho can send 1 Firedance to the graveyard to destroy a spell or trap.
Once per turn Yushi can send 1 Firedance to the graveyard to destroy a monster.
They are both Level 4 monsters and like all Firestars they are FIRE beast-warriors.
The engine
Firedance - Tenki, Brave Firestar - Ensho and Dark Firestar - Yushi.
Those 3 cards are our stun engine. Tenki can search them both, while Ensho can send it to destroy a s/t, and Yushi can send it to destroy a monster. If you need to destroy a monster, activate it, select Yushi, summon it, send the Tenki you activated and destroy it. If you want to destroy a s/t, select Ensho.
Once the monster is destroyed, Yushi may be able to attack directly, giving you another Tenki face down for next turn (remember, only 1 per turn). If the backrow protection is gone, Ensho may be able to destroy one of your opponent's monsters, giving you again another Tenki.
That simple engine of +1 pseudo loops may bring to mind the image of the stun brothers of inzektors. But of course they are not a deck alone. That's 9/40 cards. And that is why that engine is a stun engine. The rest can either be filled out with the regulars of a stun deck, like Rai-Oh and other metacalls. A popular idea is the make use of the face Tenki can search any beast-warrior of level 4 or lower instead, and use things such as Reborn Tengu, now with added consistency, Wind-Up Rabbit, or a T.G. engine due to its compatibility with T.G. Warwolf.
The issue that arises from there is whether you will be actually searching those with Tenki. None of these things really have something to compare to the synergy Ensho and Yushi have with Tenki. So a good idea would be to detach one's self from that and focus on the stun aspect, undistracted.
The mind can easily wonder to the old T.G. stun deck, especially now with the added ability to search tengu, which is not really too bad an idea. However, a main gimmick of that deck was skill drain, which had great synergy with everything in the deck, while it does not share that synergy with Firestars. Nothing that one cannot play around though.
A copy of Tensen and Horns can be used (Tensen can be used to destroy a card with Ensho/Yushi, but Horn obviously cannot), as they are all beast warriors, and therefore some of the afforementioned beast warriors to benefit from it as well.
So long as one keeps in mind that the engine is in fact just those 9 cards (3 times 3) it brings many possibilities of good stun deckbuilding. Considering how it is, it will probably be one of the big competitors in the near future, especially while the OCG is in need of any good stun they can get right now.
Making that good plus 1 + a favourable search is simply a matter of holding in your hand that one of three spell cards at any moment, and all that in a compact engine without many restrictions in deck building, and all that in a stun deck. It may seem meh, it may seem too good. So let's go through the Firestar matchup.
How do you beat them?
The matchup
Spell and trap card hate. Preferably max out mystical space typhoons and add Dust Tornados while siding. It's that simple.
Firedance - Tenki may be searching during its initial activation, but exactly because it is a continuous spell card, that can be stopped if it is destroyed before it resolves. That means if you chain MST to the activation of Firedance - Tenki, your opponent will not get the search.
Certainly, it's a 141. Even if it neuters a big part of their strategy, it is just a 141, so underwhelming for a side deck choice, or simply anti-ing. But it's good enough, because Firestars have the weakness of being too straightforward in that aspect (never thought I'd blame them for being straight). To explain: Because the deck is a stun deck, extra s/t hate will not be dead. In fact it will be simplifying the game state towards your favour instead of theirs, thus giving you an advantage. MSTs and Dust Tornados may be simple 141s here, but in this case they hurt them on all fronts and they cannot avoid it. Of course it will not completely lock them down, they will still be able to play ygo. But it will give you an advantage and you are going to have to play ygo as well. I'm assuming you have a decent enough deck, so your job at that point is to simply outplay them, make more than they do and take control using the strenghts of your own deck, which is something they will have trouble using themselves.
On the other hand, what do you do as a Firestar player when your opponent does catch onto it and keeps his deck solid while simply adding s/t hate to neuter yours?
The answer is the same as above, you play ygo yourself. As a stun player your job is not self touching or making amazing combos demonstrating the strengths of your deck. Your job is to hinder your opponent, disturb his strategy and simplify the game to your favour. After all, even if the firestars have issues, they are still ~9 cards, so you struggle to play as a proper stun player with the rest, and even with them to an extend, since an mst used on the extra tenki you added, is not an mst used on another card.
On both sides, the winner will have to play good. One may have a disadvantage or not, one may have a bad matchup or not. After all, one may anti a stun deck, but it is also the stun deck's job to anti the strong decks in turn.
Place in the metagame
It's a decent stun engine, but where does that put it? I may have let out that it is fair in how straightforward it is, but that is at the same time its greatest weakness. Gemini Beat for example, the poster child of stun for a long time, is not straightforward at all. Everything you side vs it is a hit or miss in effectiveness, and that is because it can employ many tricks and always could. High beat, chainable destruction, search, 1 card boss monsters, unchainable (by the opponent) chainable monster removal and now quick xyz summons and even otks. You can't exactly say that there is this 1 card that is so good vs gemini beat. In fact many teams got headaches at some point trying to anti-deck a gemini beat deck. In addition to all that, it can employ any kind of general anti-decking card with little issues of its own.
On the other hand, Firestar lacks themed chainable destruction, or at least any form of themed chainable removal, it does not have easy access to high attack monsters, unless it goes ahead and adds Barbaros with Tenken, or the FIRE elemental lord in a more FIRE focused build, it has a hard time when using both Macro Cosmos and Skill Drain because they shut down its main engine, it xyz'es slowly and at -1 while its xyz options are generic and as mentioned it has a universal weakness to a kind of card with one of the highest availabilities: chainable s/t removal. At the same time, their 1600 ATK make them lesser beaters than not only Neos Alius but even Stratos.
They have something good going for them, but at the same time the competition on the same field may prove too difficult to overcome and push them into obscurity. People will probably try them out, because it really is good. It will have a place in the metagame, or at least it should. I'm waiting to see where that will be.