For my first "real" post I've decided to put up a deck profile. This time I'm going to discuss my current main deck (though I use that term lightly, I switch decks constantly :P); Flamvellsworn. In case some of you don't know what Flamvellsworn is, it's a Lightsworn deck with the Flamvell synchro engine thrown in. I don't want to go too far into explaining the deck just yet. Here's the deck list with the explanation following.



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Monsters: 23[2] Judgment Dragon
[1] Gorz, the Emissary of Darkness
[2] Celestia, Lightsworn Angel
[2] Wulf, Lightsworn Beast
[1] Lumina, Lightsworn Summoner
[1] Jain, Lightsworn Paladin
[2] Lyla, Lightsworn Sorceress
[1] Aurkus, Lightsworn Druid
[2] Ryko, Lightsworn Hunter
[2] Honest
[1] Garoth, Lightsworn Warrior
[1] Card Trooper
[2] Flamvell Firedog
[2] Flamvell Magician
[1] Necro Gardna
Spells: 11
[3] Solar Recharge
[1] Charge of the Light Brigade
[2] Rekindling
[1] Brain Control
[1] Heavy Storm
[1] Giant Trunade
[1] Cold Wave
[1] Foolish Burial
Traps: 6
[2] Beckoning Light
[2] Royal Decree
[1] Mirror Force
[1] Torrential Tribute
Extra Deck: 15
[15] Standards, just make sure to run plenty of level 8's
Alright, let's take a look at the monsters. The standard Lightsworn crew's all here

The next

And with that, onto the spells. Triple Solar Recharge and a Charge of the Light Brigade allows for extra draw power and a lot of milling. Foolish dumps Wulf for an instant summon and the rest
Opening with a Rekinding (or even 2) is one of the best feelings in this deck. This amazing spell allows you to special summon as many Fire types with 200 Def from your grave as possible. This lets you bring back both your Flamvell Firedogs and Magicians at any time during the game. You can use Firedogs effect, synchro for a Stardust, and then use Rekindling to get them back and synchro into a Colossal Fighter! Use Rekindling to get your Flamvells back after milling them with your Lightsworns so they're never dead! Rekindling is the power card in this deck (besides Judgment Dragon, obviously) and allows for some super quick wins.
The traps are fairly simple. Double Beckoning Light lets you reuse your Judgment Dragons, Honests, and Celestias. Mirror Force and Torrential are staple destruction that should never be left out. The final traps are 2 Royal Decree. This card will negate all traps on the field (other than itself) for as long as it's face up. This will protect your explosive synchro plays and allow your Judgment Dragons and Celestias to enter the field safely.
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So I hope you guys liked the deck and enjoyed reading about it. It's a really fun deck to play if you like big explosions and powerful monsters wrecking face (and who doesn't love those two things, right?). If you guys have any suggestions for the deck or just want to say something about it, please leave a comment!! Try playing this deck out for yourself, you won't be disappointed.
See you guys later.
See you guys later.
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