Flame Swordsman is purely a chill deck, turn 1 has cards, turn 2 tends to destroy the field, whether or not it can OTK depends on many other factors.
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Flame Swordsman Gameplay Guide
CORE
Fighting Flame Swordsman (x3)
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Fighting Flame Swordsman
ATK:
1800
DEF:
1600
If this card is Normal or Special Summoned: You can add 1 Spell/Trap that mentions "Flame Swordsman" from your Deck to your hand. If this card is sent to the GY: You can send 1 "Flame Swordsman" or 1 monster that mentions it from your Deck or Extra Deck to the GY, except "Fighting Flame Swordsman". You can only use each effect of "Fighting Flame Swordsman" once per turn.
searcher of the deck, as well as mill 1 Flame Swordsman monster or 1 monster related to it from the Deck or Extra Deck to the Graveyard when this card is sent to the Graveyard, except this card
Salamandra the Flying Flame Dragon (x2)
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Salamandra, the Flying Flame Dragon
ATK:
700
DEF:
1600
While this card is equipped to "Flame Swordsman" or a monster that mentions it, the equipped monster gains 700 ATK. You can only use each of the following effects of "Salamandra, the Flying Flame Dragon" once per turn. If this card is in your hand or GY: You can target 1 Warrior monster you control; equip this card to that monster you control as an Equip Spell. If this card is sent to the GY: You can add 1 "Salamandra" Spell/Trap from your Deck to your hand.
Equip yourself from your hand or grave to a Warrior monster. If that monster is a Flame Swordsman or a monster related to it, you will gain 700 ATK (although it's a bit lame, it will help other monsters to activate additional effects if they have equipped magic).
Mirage Swordsman (x1)
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Mirage Swordsman
ATK:
2800
DEF:
2000
If a face-up FIRE Fusion Monster(s) you control is destroyed by battle or card effect: You can Special Summon this card from your GY (if it was there when the monster was destroyed) or hand (even if not). At the start of the Damage Step, if this card battles an opponent's monster: You can destroy both battling monsters. If this card is destroyed by battle or another card's effect: You can Special Summon 1 Level 7 or lower monster that is "Flame Swordsman" or mentions it, from your Deck or Extra Deck. You can only use each effect of "Mirage Swordsman" once per turn.
When a face-up FIRE Fusion monster is destroyed, you can jump this card from your hand or a
Fighting Flame Sword (x3)
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Fighting Flame Sword
Activate 1 of these effects; ● Add 1 card from your Deck to your hand that mentions "Flame Swordsman", except "Fighting Flame Sword". ● When an attack is declared involving a FIRE Warrior monster you control: You can target 1 card on the field; destroy it. ● When your opponent activates a card or effect that targets "Flame Swordsman", or a monster(s) that mentions it, that you control: Negate that effect. You can only activate 1 "Fighting Flame Sword" per turn.
The deck's searcher, can search all monsters/spells/traps related to Flame Swordsman , except this card.
Flame Swordsrealm (x2)
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Flame Swordsrealm
Your opponent cannot activate cards or effects when you Normal Summon a FIRE Warrior monster. Once per turn: You can send 1 monster from your hand or face-up field to the GY; Special Summon 1 "Flame Swordsman" from your Extra Deck. (This is treated as a Fusion Summon.) Once per turn, when a monster declares an attack: You can target 1 Warrior monster you control; until the end of this turn, it loses exactly 1000 ATK, but all other monsters you currently control gain 1000 ATK.
When you normal Aleister normal summons FIRE Warrior monsters, the enemy cannot attack cards or effects, a very good protection effect for starting a combo.
Salamandra Fusion (x1)
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Salamandra Fusion
Equip only to a FIRE Warrior monster. It gains 700 ATK. If the equipped monster would be destroyed by battle or card effect, you can destroy this card instead. While this card is equipped to a Fusion Monster you control: You can send this card and the equipped monster to the GY, and if you do, Special Summon 1 "Flame Swordsman" or 1 Fusion Monster that mentions it from your Extra Deck. (This is treated as a Fusion Summon.) You can only use this effect of "Salamandra Fusion" once per turn.
Search and protect the monster equipped with this card.
Flame Swordsdance (x0-1)
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Flame Swordsdance
If a monster(s) is Special Summoned: Special Summon 1 Level 7 or lower Fusion Monster from your Extra Deck that is "Flame Swordsman" or mentions it, then you can change 1 face-up monster on the field to face-down Defense Position. During your opponent's Battle Phase: You can banish this card from your GY and Tribute 1 face-down Defense Position monster; Special Summon 1 "Flame Swordsman" or 1 monster that mentions it from your Deck or Extra Deck. You can only use this effect of "Flame Swordsdance" once per turn.
Pull 1 Flame Swordsman body from the Extra Deck but it is Level 7 or lower when there is a special summon, then you can turn 1 face-up monster to face-down defense
Salamandra with Chain (x1)
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Salamandra with Chain
Target 1 FIRE monster on the field; equip this card to it as an Equip Card that gives it 700 ATK, then you can change 1 Effect Monster on the field to face-down Defense Position. You can banish this card from your GY; Fusion Summon 1 FIRE Warrior or Dragon Fusion Monster from your Extra Deck, by shuffling its materials from your hand, field, and/or GY into the Deck, but destroy it during the End Phase. You can only use this effect of "Salamandra with Chain" once per turn.
Note: This card does not mention Flame Swordsman.
Fighting Flame Dragon (x1-2)
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Fighting Flame Dragon
ATK:
1700
DEF:
1600
1 Dragon monster + 1 FIRE Warrior monster Except during the Damage Step (Quick Effect): You can target 1 Warrior Fusion Monster you control; equip this card from your field or GY to that monster you control as an Equip Spell. You can only use this effect of "Fighting Flame Dragon" once per turn. While this card is equipped to "Flame Swordsman" or a monster that mentions it, the equipped monster gains 700 ATK and can make a second attack during each Battle Phase.
easily jumps onto the field by other cards, the good thing is that this card automatically equips to your Fusion Warrior monster when it is on the field or graveyard (usually automatically equips from the graveyard), the monster that is Flame Swordsman or related to it equipped increases 700 ATK and can punch 2 times
Ultimate Flame Swordsman (x2)
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Ultimate Flame Swordsman
ATK:
2800
DEF:
1600
"Flame Swordsman" + "Fighting Flame Dragon" You can target 1 monster your opponent controls; destroy it, and if you do, inflict 500 damage to your opponent. This is a Quick Effect if this card is equipped with an Equip Card. At the start of the Damage Step, if this card battles: You can double this card's ATK until the end of this turn, but if you do, destroy it during the End Phase of this turn. You can only use each effect of "Ultimate Flame Swordsman" once per turn.
Has the ability to shoot monsters and deal 500 damage to enemies. This effect will be a quick effect if this card is equipped by another card.
Staple
Handtrap & Staple
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Ash Blossom & Joyous Spring
ATK:
0
DEF:
1800
When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.
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Infinite Impermanence
Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.
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Crossout Designator
Declare 1 card name; banish 1 of that declared card from your Main Deck, and if you do, negate its effects, as well as the activated effects and effects on the field of cards with the same original name, until the end of this turn. You can only activate 1 "Crossout Designator" per turn.
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Nibiru, the Primal Being
ATK:
3000
DEF:
600
During the Main Phase, if your opponent Normal or Special Summoned 5 or more monsters this turn (Quick Effect): You can Tribute as many face-up monsters on the field as possible, and if you do, Special Summon this card from your hand, then Special Summon 1 "Primal Being Token" (Rock/LIGHT/Level 11/ATK ?/DEF ?) to your opponent's field. (This Token's ATK/DEF become the combined original ATK/DEF of the Tributed monsters.) You can only use this effect of "Nibiru, the Primal Being" once per turn.
Isolde Two Tales of the Noble Knights (x1)
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Isolde, Two Tales of the Noble Knights
ATK:
1600
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 Warrior monsters If this card is Link Summoned: You can add 1 Warrior monster from your Deck to your hand, but for the rest of this turn, you cannot Normal Summon/Set or Special Summon monsters with that name, nor activate their monster effects. You can send any number of Equip Spells with different names from your Deck to the GY; Special Summon 1 Warrior monster from your Deck, whose Level equals the number of cards sent to the GY. You can only use each effect of "Isolde, Two Tales of the Noble Knights" once per turn.
super mercenary for Warrior
Rescue-ACE Fire Attacker and Rescue-ACE Impulse (x0-1)
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Rescue-ACE Fire Attacker
ATK:
2200
DEF:
2200
If a "Rescue-ACE" monster(s) is Normal or Special Summoned to your field, except "Rescue-ACE Fire Attacker" (except during the Damage Step): You can Special Summon this card from your hand. If a card(s) is added to your opponent's hand, except by drawing it (except during the Damage Step): You can draw 2 cards, then discard 1 card. You can only use each effect of "Rescue-ACE Fire Attacker" once per turn.
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Rescue-ACE Impulse
ATK:
1500
DEF:
1500
During your Main Phase: You can choose the 1 Effect Monster your opponent controls with the highest ATK (your choice, if tied), and neither player can activate that monster's effects on the field this turn. When your opponent activates a monster effect on the field (Quick Effect): You can Tribute this card from your hand or face-up field; Special Summon 1 Machine "Rescue-ACE" monster from your Deck. You can only use each effect of "Rescue-ACE Impulse" once per turn.
Impulse is searched by Isolde , draw Fire Attacker draw 2 dis 1 to swap hands or luckily draw handtrap
Infernoble Knight - Renaud (x1-2)
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Infernoble Knight - Renaud
ATK:
500
DEF:
500
If you control a FIRE Warrior monster, you can Special Summon this card (from your hand). If Summoned this way, treat this card as a Tuner. You can only Special Summon "Infernoble Knight - Renaud" once per turn this way. If this card is Special Summoned: You can target 1 of your FIRE Warrior monsters, or 1 of your Equip Spells, that is banished or in your GY, except "Infernoble Knight - Renaud"; add it to your hand. You can only use this effect of "Infernoble Knight - Renaud" once per turn.
Search easily by Isolde , a FIRE Warrior who jumps and picks up an Equip Spell from the grave for combos or backups next turn.
Fire Flint Lady (x1)
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Fire Flint Lady
ATK:
100
DEF:
100
If you control a Warrior monster: You can Special Summon this card from your hand. You can send this card from the field to the GY; Special Summon 1 Level 4 or lower Warrior monster from your hand, and if you do, your opponent cannot target it with card effects this turn. You can only use each effect of "Fire Flint Lady" once per turn.
Search easily by Isolde , is a FIRE Warrior who jumps by himself. This one has a support effect that helps you pull the body from your hand and that body cannot be targeted by the enemy.
"Infernoble Arms - Durendal" (x1)
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"Infernoble Arms - Durendal"
While this card is equipped to a monster: You can add 1 Level 5 or lower FIRE Warrior monster from your Deck to your hand, then destroy this card. If this card is sent to the GY because the equipped monster is sent to the GY: You can target 1 Level 5 or lower FIRE Warrior monster in your GY; Special Summon it, also you cannot Special Summon monsters for the rest of the turn, except Warrior monsters. You can only use 1 ""Infernoble Arms - Durendal"" effect per turn, and only once that turn.
can search, this guy is like ROTA version of FIRE Warrior but must equip monster to search so sometimes brick when holding a pile of bricks in hand, also has the effect of pulling body from grave to field, then locked Warrior
Promethean Princess Bestower of Flames (x1)
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Promethean Princess, Bestower of Flames
ATK:
2700
LINK-3
Link Arrow:
Left
Right
Bottom
2+ Effect Monsters You cannot Special Summon monsters, except FIRE monsters. You can only use each of the following effects of "Promethean Princess, Bestower of Flames" once per turn. During your Main Phase: You can Special Summon 1 FIRE monster from your GY. If a monster(s) is Special Summoned to your opponent's field, while this card is in your GY (except during the Damage Step): You can target 1 FIRE monster you control and 1 monster your opponent controls; destroy them, and if you do, Special Summon this card.
easy to level up, can level up with any attribute monster
Salamangreat Raging Phoenix and Amphibious Swarmship Amblowhale (Body Link 4)
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Salamangreat Raging Phoenix
ATK:
2800
LINK-4
Link Arrow:
Top
Bottom-Left
Bottom
Bottom-Right
2+ FIRE Effect Monsters If this card is Link Summoned using "Salamangreat Raging Phoenix" as material: You can add 1 "Salamangreat" card from your Deck to your hand. If a face-up FIRE monster(s) you control is destroyed by battle or card effect while this card is in your GY: You can target 1 of those monsters; Special Summon this card, and if you do, this card gains ATK equal to that monster's ATK. You can only use each effect of "Salamangreat Raging Phoenix" once per turn.
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Amphibious Swarmship Amblowhale
ATK:
2600
LINK-4
Link Arrow:
Left
Right
Bottom
Bottom-Right
2+ Effect Monsters Gains 200 ATK for each Link Monster in the GYs. You can only use each of the following effects of "Amphibious Swarmship Amblowhale" once per turn. ● If this card is destroyed: You can target 1 Link-3 or lower monster in either GY; Special Summon it. ● If a Link-3 or lower monster(s) on the field is destroyed by battle or card effect while this card is in your GY: You can banish this card from your GY; destroy 1 card on the field.
to put Promethean in the grave to create disrupt from the grave, you can use it to link up any Link 4 monster
Salamangreat Almiraj (x0-1)
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Salamangreat Almiraj
ATK:
0
LINK-1
Link Arrow:
Bottom-Right
1 Normal Summoned monster with 1000 or less ATK (Quick Effect): You can Tribute this card, then target 1 monster you control; it cannot be destroyed by your opponent's card effects this turn. When a Normal Summoned monster you control is destroyed by battle, while this card is in your GY: You can Special Summon this card. You can only use this effect of "Salamangreat Almiraj" once per turn.
link to this monster, the monster used as material will go to the grave, can activate effects or you need that monster in the grave to do something
Hiita the Fire Charmer Ablaze (x0-1)
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Hiita the Fire Charmer, Ablaze
ATK:
1850
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 monsters, including a FIRE monster (This card is always treated as a "Familiar-Possessed" card.) You can target 1 FIRE monster in your opponent's GY; Special Summon it to your zone this card points to. If this Link Summoned card is destroyed by battle, or is destroyed by an opponent's card effect while in its owner's Monster Zone: You can add 1 FIRE monster with 1500 or less DEF from your Deck to your hand. You can only use each effect of "Hiita the Fire Charmer, Ablaze" once per turn.
pull 1 body from grave to climb link
Ferocious Flame Swordsman (x1)
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Ferocious Flame Swordsman
ATK:
1300
LINK-2
Link Arrow:
Left
Bottom-Left
2 monsters with different names All Warrior monsters on the field gain 500 ATK. If this Link Summoned card is destroyed by battle, or by an opponent's card effect while in its owner's Monster Zone: You can target 1 non-Link Warrior monster in your GY; Special Summon it, but banish it when it leaves the field. You can only use this effect of "Ferocious Flame Swordsman" once per turn.
adu, Flame Swordsman
S:P Little Knight and I:P Masquerena (x0-1)
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S:P Little Knight
ATK:
1600
LINK-2
Link Arrow:
Left
Right
2 Effect Monsters If this card is Link Summoned using a Fusion, Synchro, Xyz, or Link Monster as material: You can target 1 card on the field or in either GY; banish it, also your monsters cannot attack directly this turn. When your opponent activates a card or effect (Quick Effect): You can target 2 face-up monsters on the field, including a monster you control; banish both until the End Phase. You can only use each effect of "S:P Little Knight" once per turn.
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I:P Masquerena
ATK:
800
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 non-Link Monsters During your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Link Summon 1 Link Monster using materials you control, including this card. You can only use this effect of "I:P Masquerena" once per turn. A Link Monster that used this card as material cannot be destroyed by your opponent's card effects.
2 disrupt
Some Other Extra Deck Bosses
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Super Starslayer TY-PHON - Sky Crisis
ATK:
2900
DEF:
2900
2 Level 12 monsters During the turn, or turn after, your opponent Special Summoned 2 or more monsters from the Extra Deck, you can also Xyz Summon this card by using 1 monster you control with the highest ATK (your choice, if tied). (Transfer its materials to this card.) If you do, you cannot Normal or Special Summon monsters for the rest of this turn. While this Xyz Summoned monster is on the field, neither player can activate the effects of monsters with 3000 or more ATK. Once per turn: You can detach 1 material from this card; return 1 monster from the field to the hand.
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Accesscode Talker
ATK:
2300
LINK-4
Link Arrow:
Top
Left
Right
Bottom
2+ Effect Monsters Your opponent cannot activate cards or effects in response to this card's effect activations. If this card is Link Summoned: You can target 1 Link Monster that was used as material for its Link Summon; this card gains ATK equal to that monster's Link Rating x 1000. You can banish 1 Link Monster from your field or GY; destroy 1 card your opponent controls, also for the rest of this turn, you cannot banish monsters with that same Attribute to activate this effect of "Accesscode Talker".
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Worldsea Dragon Zealantis
ATK:
2500
LINK-4
Link Arrow:
Top
Left
Right
Bottom
1+ Effect Monsters You can only control 1 "Worldsea Dragon Zealantis". You can only use each of the following effects of "Worldsea Dragon Zealantis" once per turn. During your Main Phase: You can banish all monsters on the field, then Special Summon as many monsters as possible that were banished by this effect, to their owners' fields, face-up, or in face-down Defense Position. During the Battle Phase (Quick Effect): You can destroy cards on the field up to the number of co-linked monsters on the field.
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Apollousa, Bow of the Goddess
ATK:
-1
LINK-4
Link Arrow:
Top
Bottom-Left
Bottom
Bottom-Right
2+ monsters with different names, except Tokens You can only control 1 "Apollousa, Bow of the Goddess". The original ATK of this card becomes 800 x the number of Link Materials used for its Link Summon. Once per Chain, when your opponent activates a monster effect (Quick Effect): You can make this card lose exactly 800 ATK, and if you do, negate the activation.
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Borrelsword Dragon
ATK:
3000
LINK-4
Link Arrow:
Top
Left
Bottom-Left
Bottom
3+ Effect Monsters Cannot be destroyed by battle. Once per turn (Quick Effect): You can target 1 Attack Position monster; change it to Defense Position, also, this card can make a second attack during each Battle Phase this turn. Your opponent cannot activate cards or effects in response to this effect's activation. Once per turn, when this card declares an attack on a face-up monster: You can activate this effect; until the end of this turn, this card gains ATK equal to half that monster's current ATK, and if it does, that monster's current ATK is halved.
Ty-Phon : monsters with 3000 ATK or more cannot trigger effects, helping you easily pass boards with many disrupts and large bodies.
Immortal Phoenix Gearfried (x0-1)
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Immortal Phoenix Gearfried
ATK:
3000
DEF:
2200
You can banish 1 Equip Spell from your field or GY; Special Summon this card from your hand. At the start of the Damage Step, if this card attacks: You can equip 1 face-up monster on the field to this card (max. 1) as an Equip Spell that gives this card 500 ATK. When a monster effect is activated (Quick Effect): You can send 1 face-up Equip Card you control to the GY; negate the activation, and if you do, destroy it. You can only use each effect of "Immortal Phoenix Gearfried" once per turn.
searchable, acts as a negate monster as well as providing strong OTK with removal and has a big body