Shiranui Fire King Game Guide

Shiranui Fire King Game Guide

brain dead

Sections covered in this guide:




CORE

Shiranui Solitaire (x3)
SR rarity
Shiranui Solitaire
SR rarity
Shiranui Solitaire

Acts as a body jumping searcher continuously for combos

Jump Tuner Zombie monster defense 0 from deck by sacrificing yourself, if banished will pull back 1 banished Shiranui monster (except this card) to support combo or pull back your bosses

As for summoning 2 monsters, forget it because it's rarely used. The problem with this card is that many people normally summon this card and combo but get handtrap, so the cook rate is also quite high.

Shiranui Squire (x1)
R rarity
Shiranui Squire
R rarity
Shiranui Squire

Searchable and Shiranui Spectralsword monster jumping effect from hand or deck but costs normal summon and can miss timing and lock zombie :)


The vjp effect of this card is draw 1, discard 1 when banned. Because you draw first, discarding will give you better options when drawing new cards. Because this deck uses grave effects as well as grave resources a lot, this is very important.

Oh, but it can be searched and costs normal summon so x1 is fine.

Shiranui Spectralsword (x2)
SR rarity
Shiranui Spectralsword
SR rarity
Shiranui Spectralsword

This card is extremely strong, supporting Shiranui's gameplay very well.


Level 2 Tuner should be on the field so he can synchro very easily. If he is in the graveyard, he can choose himself from the graveyard and choose 1 Zombie monster that is not Tuner from the graveyard, banish both of them then SPECIAL SUMMON 1 Zombie Synchro monster from the Extra Deck with the same level as the sum of the other 2 monsters' levels.

=> cool effect but can't be used every turn, except the turn it gets sent to the grave :v

=> because it is a special summon, it doesn't matter what the Synchro monster material is, as long as you have enough level

Shiranui Spectralsword Shade (x1)
R rarity
Shiranui Spectralsword Shade
R rarity
Shiranui Spectralsword Shade

Sacrifice to jump 2 banished Zombie monsters except this card (in those 2 cards there must be 1 Shiranui monster) with negate effect and defensive stance, then lock Zombie


aside: i find level 3 of this card very annoying, probably because i like even numbers even though level 3 of this card can go up to level 7 to shoot cards and stuff

Ghost Meets Girl - A Masterful Mayakashi Shiranui Saga (x2)
UR rarity
Ghost Meets Girl - A Masterful Mayakashi Shiranui Saga
UR rarity
Ghost Meets Girl - A Masterful Mayakashi Shiranui Saga

extremely dirty, sacrifice 1 Synchro or Link "Shiranui" monster and no one can special summon monsters from hand, deck or extra deck this entire turn. Of course you use this card on the opponent's turn so only the opponent will suffer


Has the effect of self-banishing from the grave and sending 1 banished Zombie to the grave, to use for Synchro from the grave or to banish 1 more time to activate the effect

Shiranui Samuraisaga (x1)
R rarity
Shiranui Samuraisaga
R rarity
Shiranui Samuraisaga

easy to get, the card is banished to the deck,... all gone


The 500 ATK reduction effect supports OTK very well when combined with Raiden Shogunsaga , but this is not a duel link, it has 8000 LP so it only supports punching through enemy bosses with big bodies.

Shiranui Shogunsaga (x1)
SR rarity
Shiranui Shogunsaga
SR rarity
Shiranui Shogunsaga

easy to get up, banish 1 Zombie from the grave and add ATK to yourself equal to the original ATK of the banished monster until the end of the turn, because this effect is activated when special summoning, not synchro, so just pull from the grave or banish onto the field continuously each turn will have 1 extremely painful punch


If this card is destroyed and sent to the Graveyard, you can return 1 0 DEF Zombie monster from the banish zone to the Graveyard.

In return, this card can only be summoned once per turn.

Shiranui Sunsaga (x1-2)
UR rarity
Shiranui Sunsaga
UR rarity
Shiranui Sunsaga

what a sigma


When specially summoned, it restores the inventory and shoots non-target cards, and especially if you play 2 copies of the second card, it will restore the first card to the Extra Deck.

With 3500 ATK, easy to summon and spam continuously, you will both restore the goods and shoot cards continuously, but it doesn't stop there, this card also has the ability to protect, if 1 or more Zombie monsters are destroyed, you can banish 1 Shiranui monster from the grave to replace it, this will accidentally trigger the effect of your Shiranui monster when it is banished from the grave

and of course you can only special summon this card once per turn

Shiranui Skillsaga Supremacy (x1)
UR rarity
Shiranui Skillsaga Supremacy
UR rarity
Shiranui Skillsaga Supremacy

easy summon, extremely dirty protection effect


Synchro monster: not destroyed by effects
FIRE monster: not destroyed by combat

and of course your Shiranui boss is Synchro FIRE so they are very tough, because this card is not a Synchro monster but a Link monster so it can be destroyed by effects, but Sunsaga has protected it so it's not too scary

This card has an effect that is played during the opponent's turn and is a quick effect: it pulls the banished Synchro Zombie back into the square this card points to, both restoring the queue (because after banishing, if something happens or you use it in a combo, it will hit the grave) and jumping back to your bosses to continuously harass the opponent.

play if you like
SR rarity
Shiranui Style Swallow's Slash
SR rarity
Shiranui Style Swallow's Slash
N rarity
Shiranui Smith
N rarity
Shiranui Smith
R rarity
Shiranui Style Samsara
R rarity
Shiranui Style Samsara
N rarity
Shiranui Style Solemnity
N rarity
Shiranui Style Solemnity
R rarity
Ghost Meets Girl - A Shiranui's Story
R rarity
Ghost Meets Girl - A Shiranui's Story
N rarity
Shiranui Samurai
N rarity
Shiranui Samurai
R rarity
Shiranui Spiritmaster
R rarity
Shiranui Spiritmaster
N rarity
Shiranui Style Synthesis
N rarity
Shiranui Style Synthesis
N rarity
Shiranui Swordsaga
N rarity
Shiranui Swordsaga

Here it's not just Shiranui but Shiranui Fire King so the deck will have to remove a few cards to help make the deck less crowded.

Fire King Island (x2)
R rarity
Fire King Island
R rarity
Fire King Island

Domain Expansion



field has the ability to search and jump monsters from hand, has a bunch of effects that shoot cards that trigger the Fire King effect (when destroyed, it will do something)

and of course, in such a good field, there is also a slightly squeezing effect, which is that when sent to the grave or banished while lying in the Field Zone, it will destroy all your monsters, but this will accidentally help your monsters activate more effects, combos or backup turns after things.

Fire King Sanctuary (x2)
SR rarity
Fire King Sanctuary
SR rarity
Fire King Sanctuary

Domain Expansion


When used, it will place 1 Fire King Island from the Deck to the Field Zone and have the effect of protecting the card in the Field Zone by shooting 1 FIRE monster from the hand or face up on the field (actually this is quite important because in some cases, losing the field and paying the entire field will result in OTK, even though you can trigger a bunch of effects from the grave)

Finally, the indispensable effect during the opponent's turn: when the opponent special summons a monster, you can Xyz summon 1 FIRE Xyz monster but can only use the Fire King monster you are controlling.


Legendary Fire King Ponix (x2-3)
UR rarity
Legendary Fire King Ponix
UR rarity
Legendary Fire King Ponix

Poplar at home


Search spell/trap when summoned to the field, automatically jumps from hand if a FIRE-based monster is destroyed, and automatically restores goods from graveyard to hand in next Standby Phase if this card is destroyed and sent to graveyard

=> yep, 1 searcher jumps and restores itself

Fire King Avatar Kirin (x1)
R rarity
Fire King Avatar Kirin
R rarity
Fire King Avatar Kirin

Jump and throw FIRE monsters from deck to grave => throw Shiranui or Fire King is fine

Fire King Courtier Ulcanix (x1)
SR rarity
Fire King Courtier Ulcanix
SR rarity
Fire King Courtier Ulcanix

Search for Fire King monsters at the cost of shooting another FIRE monster in hand or field, can be 1.5 extremely hot combo cards and not locked, then can change Level with the monster searched in hand


has the ability to jump the giant bird, I mean Garunix from the Deck to the field if destroyed and sent to the grave

Fire King Avatar Arvata (x1)
R rarity
Fire King Avatar Arvata
R rarity
Fire King Avatar Arvata

bro so cool


negate enemy monsters and destroy FIRE monsters from hand or field to activate effects. Bro also has the ability to pull monsters from graves to continue comboing when destroyed. Although the monster that jumps up is blocked from effects and is destroyed at the end of the turn, that body can still be brought to link or Xyz, Synchro, etc. and is not locked to any archetype.

Body Level 4 can also bring xyz

Fire King High Avatar Kirin (x2 (due to semi-limit))
UR rarity
Limited to 2 copies
Fire King High Avatar Kirin
UR rarity
Limited to 2 copies
Fire King High Avatar Kirin

handtrap but how the hell do Fire King players always have it in their hands?


quick effect shoots another FIRE monster from hand or field to jump itself (this is important because it helps avoid handtraps with targets like Imperm or Veiler)

If destroyed and sent to the grave, you can pull back 1 Fire King monster from your hand or grave and shoot 1 card on the field (yep, the monster can jump, use effects, attack and combo all kinds of things)

Sacred Fire King Garunix and Fire King High Avatar Garunix (x1)
UR rarity
Sacred Fire King Garunix
UR rarity
Sacred Fire King Garunix
UR rarity
Fire King High Avatar Garunix
UR rarity
Fire King High Avatar Garunix

big hot birds


Garunix free-plow: continuously jumps and destroys all monsters on the 2-player field, except this card. If destroyed by battle and sent to the graveyard, you can jump 1 Fire King monster from the graveyard to the field, except this card.

Sacred Fire King Garunix Pro Vjp: automatically jumps from the grave or hand if a FIRE monster is destroyed by an effect. When jumping onto the field, it can shoot FIRE Beasts, Beast-Warriors or Winged Beasts from hand, field, or even in the deck to trigger the monster effect you need, as well as send it from the deck to the grave easily. Then gain additional ATK equal to half of the destroyed monster.

Garunix Eternity Hyang of the Fire Kings (x1)
UR rarity
Garunix Eternity, Hyang of the Fire Kings
UR rarity
Garunix Eternity, Hyang of the Fire Kings

Garunix Eternal


Destroy all monsters on the field when Xyz summoned, both bait negate and clear the field well

Has the ability to shoot spells/traps on the field, which sounds harmless but when combined with Sanctuary, it will help you switch to shooting FIRE monsters from your hand or field.

If this card is destroyed while still having materials, you can jump back to the Fire King monster from the graveyard equal to the amount of materials this card has, you can jump back to negate like Arvata or the cards you need for the next combo

Circle of the Fire Kings (x2)
SR rarity
Circle of the Fire Kings
SR rarity
Circle of the Fire Kings

both restore goods and avoid targets. If you pull monsters when summoning, it will have effects that cause difficulty for the enemy or add resources to create an advantage, or simply pull more bodies for the combo.


=> body is pulled but still uses effects, can punch and is not locked at all

Fire King Sky Burn (x1)
SR rarity
Fire King Sky Burn
SR rarity
Fire King Sky Burn

Has the ability to shoot cards and protect, usually brings x1 because after using it, opp loses or opp is dying


One of the reasons is that the first turn has a brick rate.



Staple

 

handtrap & staple
UR rarity
Limited to 2 copies
Called by the Grave
UR rarity
Limited to 2 copies
Called by the Grave
UR rarity
Maxx "C"
UR rarity
Maxx "C"
UR rarity
Ash Blossom & Joyous Spring
UR rarity
Ash Blossom & Joyous Spring
UR rarity
Triple Tactics Talent
UR rarity
Triple Tactics Talent
UR rarity
Limited to 1 copy
Crossout Designator
UR rarity
Limited to 1 copy
Crossout Designator
UR rarity
Triple Tactics Thrust
UR rarity
Triple Tactics Thrust

The core looks like a lot but it's not that thick, enough to hold 40 cards and can fit a lot of handtraps & staples

Nine-Tailed Fox (x2)
N rarity
Nine-Tailed Fox
N rarity
Nine-Tailed Fox

level 6 jump from hand or grave by sacrificing 2 monsters, both helps send monsters to grave and helps get monsters for combo


If this card is destroyed and sent to the graveyard, it will spawn 2 more level 2 tokens to serve the combo.

As for armor penetration, forget it, no one cares.

Uni-Zombie (x0-3)
UR rarity
Uni-Zombie
UR rarity
Uni-Zombie

throw a bunch of resources to the grave, 1 in hand, 1 from deck to the grave but it usually costs normal summon if you have it in hand so x1 is fine

Mezuki (x1)
SR rarity
Mezuki
SR rarity
Mezuki

If you hold it in your hand, you can brick it, but if you touch the grave, it's extremely powerful. You can jump a Zombie from the grave by banishing yourself. No once per turn or lock.

Baronne de Fleur, Crystal Wing Synchro Dragon and Skeletal Dragon Felgrand (Synchro Monster Has Negate)
UR rarity
Baronne de Fleur
UR rarity
Baronne de Fleur
UR rarity
Crystal Wing Synchro Dragon
UR rarity
Crystal Wing Synchro Dragon
UR rarity
Skeletal Dragon Felgrand
UR rarity
Skeletal Dragon Felgrand

Crystal Wing : easy to level up, big body, extremely dirty attack buff, can negate monsters


Felgrand Sì Ke : can banish and negate monsters, because this is a zombie, if something is locked, it can be used

Baronne : big body, easy to level up, shoots cards, restores goods, omni-negates everything

Promethean Princess, Bestower of Flames, Hiita the Fire Charmer, Ablaze and Amphibious Swarmship Amblowhale (Fire Waifu)
UR rarity
Promethean Princess, Bestower of Flames
UR rarity
Promethean Princess, Bestower of Flames
SR rarity
Hiita the Fire Charmer, Ablaze
SR rarity
Hiita the Fire Charmer, Ablaze
SR rarity
Amphibious Swarmship Amblowhale
SR rarity
Amphibious Swarmship Amblowhale

Well, the deck is all FIRE so it doesn't matter if it's locked or not.



Hiita : pulls FIRE monster from enemy grave to the field (usually Spring) to prolong combo, also has a very annoying search effect, backs up the next turn

Promethean : pulls FIRE monsters from the grave as well as shoots cards and jumps himself from the grave continuously, even though FIRE is locked, no one cares

Train : link 4 so when linking with Promethean it will no longer be locked, this card also has the effect of shooting cards and increasing attack and restoring goods but it is a bit difficult to use. In return, it can act as a punching bag that opp will be a bit cautious when punching.

Linkuriboh (x1)
UR rarity
Linkuriboh
UR rarity
Linkuriboh

easy link, has the ability to jump continuously, usually plays 2 roles: send monsters to the grave when link up this card and reduce enemy ATK to 0, blocking them from punching negate or your important disrupts

S:P Little Knight and I:P Masquerena (duo of circumstances)
UR rarity
S:P Little Knight
UR rarity
S:P Little Knight
UR rarity
I:P Masquerena
UR rarity
I:P Masquerena

Thanks to I:P , S:P has the ability to not be destroyed by effects, has 2 banishes and usually runs away before being punched by enemy monsters, but before enemy monsters can punch, they are already eaten and destroyed.



Videos

 




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