Overview

Hi there and welcome to the Flame Swordsman guide by

. To cite a great mind of our time:

"Flame Swordsman is a Fusion archetype, based on sh*tty DM monsters, debuting in a MAZE set. Which... I mean... If I had a nickel, I'd have two nickels, etc."

Joseph Rothschild aka MBTYugioh

This archetype will mostly be another blind 2nd deck that's just worse than Tenpai. Don't let that stop you from playing it though, because there's quite a lot of potential as engine too! Since we're only special summoning twice over the course of a whole turn in pure, the deck also fares quite well into the good ol' roach, Loading... . The deck's main gimmick is equipping monsters or the archetypal trap to your boss and either gaining a quick effect pop or - in case of the traps - a non-targeting Loading... .

With that, let's look at the individual cards.

Engine cards and ratios

Fighting Flame Swordsman

Our main starter and one-card-combo: It adds a Spell/Trap that mentions "Flame Swordsman" on summon from deck to hand and can send 1 Loading... or 1 monster that mentions it from deck or extra deck to your graveyard if he is sent to the graveyard. Your usual target for the first effect will be Loading... , while the usual target for the second effect will be Loading... . Always play 3.

Salamandra, the Flying Flame Dragon

Sadly not a starter on its own, it's still decent to open because then you can spend the send of Loading... on Loading... instead which makes OTKing easier. It can equip itself from hand or graveyard to a Warrior monster, if it's equipped to Flame Swordsman or a monster that mentions it, the equipped monster gains 700 ATK. The most relevant effect of this card is the last effect though: If it's sent to the graveyard, you can add a "Salamandra" Spell/Trap from your deck to your hand. Your usual target will be Loading... , and your secondary target will be Loading... . This one is up to personal preference, I like playing 3, but you can easily make 2 work.

Mirage Swordsman

This is a weird one: It is a good card, it enables hybrid builds like e.g. Fire King Flame Swordsman, it would also enable a grind game through its effect: If a face-up FIRE fusion monster is destroyed by battle or card effect, you can special summon it from your hand or graveyard (works similar to Loading... , so if you chain e.g. Loading... to the effect that destroyed your FIRE fusion monster and add Loading... with it, Loading... will trigger). At the start of the damage step, if it battles, it can destroy both itself and the opponent's monster, but most importantly: If Loading... 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. Play 0.

Fighting Flame Sword

A really, really good card. It has 3 effects, only one copy of this card can be used per turn. You can either

  • Add 1 card from your Deck to your hand that mentions "Flame Swordsman", except "Fighting Flame Sword"., or
  • When an attack is declared involving a FIRE Warrior monster you control: You can target 1 card on the field; destroy it., or
  • 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. Obviously, this helps you play through a one-for-one handtrap like Loading... or even Loading... due to its last effect, but it also is another one-card-combo starter. Play 3.
Flame Swordsrealm

A combo piece that protects your Loading... from being negated when he is normal summoned, it is nice to open it. The second effect lets you send one monster from your hand or field to the graveyard to special summon a Loading... from your extra deck and it is treated as a fusion summon. It also allows you to do the following: 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. Notably, neither of these effects are a hard once per turn, meaning if you open multiple copies, you could cheat out multiple Flaming Swordsmen and e.g. make an Loading... or an I:P Masquerena to go into one since S:P requires effect monsters and Loading... isn't one. You can make less than 3 work, so play 2-3.

Salamandra Fusion

This card is your main way to make Loading... . You can equip it to only a FIRE Warrior monster, it gains 700 ATK and if it would be destroyed, you can destroy this card instead. Its main effect lets you send itself and the equipped monster (it has to be equipped to a fusion monster for this) to the graveyard to special summon one Loading... or one fusion monster that mentions it from your extra deck and it is treated as a fusion summon. A mandatory combo piece that isn't bad to open, but you do not need 3 copies because this deck aims to OTK on turn two or three. Play 2.

Flame Swordsdance

This one is a rough one: It's only really good going first, but then it's really good. A non-once per turn non-target Loading... ? Sign me up, right? Well, it's a trap with not that great of a graveyard effect, so even if you wanna build a going first version of the deck, play at most 1, most builds - because of Master Duel's BO1 format - will play 0.

Salamandra with Chain

This cards is really good, the Loading... -like effect is also non-once per turn, but it's another trap so it isn't great going second either, but it's better than Loading... in my opinion because it's always live and if you play cards like Loading... or Loading... that let you discard cards, this card can help you play through your Loading... getting destroyed, because: The graveyard effect lets you fusion summon one FIRE Warrior or Dragon fusion monster by shuffling back its materials from hand, field and/or graveyard, but it will be destroyed during the End Phase. If you're playing a blind 2nd version, play 0-1, if you wanna try to go first play 3.

Flame Swordsman

A necessary combo piece, play 2-3 (depending on how many Loading... you meet that rip exactly this card from your extra deck).

Fighting Flame Dragon

The grown-up version of Loading... : You're never fusion summoning this, you always send it off of Loading... . It can equip itself at quick effect speed from your field or graveyard to a Warrior fusion monster you control as an equip spell that gives it 700 ATK and lets the equipped monster attack twice. Since it sucks having a Loading... used on this, always play 2.

Ultimate Flame Swordsman

Finally, our archetypal boss monster. It can target a monster your opponent controls to destroy it and inflict 500 damage to your opponent, which is a quick effect if it is equipped with an equip card. The other effect lets you, at the start of the damage step, if he battles, double his ATK until the end of the turn, but then he'll destroy himself during the End Phase. That won't happen because if you're resolving that effect, you're attacking for game. Play 2.

Non-engine/Optional cards to play/Extra Deck options/Other engines

Non-engine

I should note that this is - except for Loading... and Loading... (and, in my opinion, the Maxx "C" package) - mainly up to preferece. The deck has space for about 20 non-engine and it changes from format to format as to which non-engine is the best.

"Infernoble Arms - Durendal"

Since our deck doesn't have many searches and currently lacks enginge pieces, I like to up the searcher count by playing this card. All you need to know about this card is that it lets you add one level 5 or lower FIRE Warrior monster from your deck to your hand, then it destroys itself. It is another one card combo: Play 3.

Reinforcement of the Army

Nothing to say here, you all know what this card does and why it's good. Play 1.

Maxx "C"

Who doesn't know and love/hate the roach. Play 3.

Ash Blossom & Joyous Spring

Roach package. Play 3.

Called by the Grave

Roach package. Play 2.

I am going to list some non-engine cards now so you can just pick out whichever non-engine you personally find the most fitting. Keep in mind this is just a selection, not every possible non-engine for this deck.

19 cards
Effect Veiler
Droll & Lock Bird
Nibiru, the Primal Being
Harpie's Feather Duster
Heavy Storm
Lightning Storm
Triple Tactics Talent
Triple Tactics Thrust
Super Polymerization
Gameciel, the Sea Turtle Kaiju
Ghost Mourner & Moonlit Chill
D.D. Crow
Infinite Impermanence
Forbidden Droplet
Ghost Ogre & Snow Rabbit
Raigeki
Red Reboot
Dark Hole
Change of Heart

Optional cards to play

Immortal Phoenix Gearfried

This is a really really strong card, but there's one big problem: It is not searchable in pure. So if you decide to play him, play 3, don't go lower. At 1 you pretty much only draw him when you don't need him, and that will happen when you play 3 too, but you'll also open him quite a lot more games and have him as a good card in hand to help your plays.

Infernoble Knight - Renaud

This can be used to recover card advantage (if you grab a used Durendal back) or to recover a Gearfried you sent to the graveyard for e.g. Loading... , Loading... or Loading... . In my opinion only play him if you decide to play Gearfried, and then only play 1.

Extra Deck Options