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.

Flame Swordsman Gameplay Guide
CORE
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).
When a face-up FIRE Fusion monster is destroyed, you can jump this card from your hand or a
The deck's searcher, can search all monsters/spells/traps related to Flame Swordsman , except this card.
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.
Search and protect the monster equipped with this card.
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
Note: This card does not mention Flame Swordsman.
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
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
easy to level up, can level up with any attribute monster
Ty-Phon : monsters with 3000 ATK or more cannot trigger effects, helping you easily pass boards with many disrupts and large bodies.

















































Left
Right

Top
Bottom-Left
Bottom
Bottom-Right











