Fire Princess Burn Deck – An Old School YuGiOh Deck Profile
One of the best Yu-Gi-Oh decks in 2003 was Fire Princess Burn. The Old School Expert on YouTube did Old School Yu-Gi-Oh fans a favor by sharing a Fire Princess Burn deck list from 2003. Interestingly enough, a lot of this deck is still playable today. Then again, it’s way too slow for today’s game. Let’s take a look at this classic Yu-Gi-Oh burn deck!
To start this profile off, let’s look back to how the game
was in 2003. Around the release of the Labyrinth of Nightmare set, the
competitive game was actually based mostly in two archetypes, beat-down and
burn. There were various permutations of both, but those were basically the
best decks in the format. The competitive game would expand a bit in the next
year or so, but the Labyrinth of Nightmare Advanced format is very nostalgic
for older Yu-Gi-Oh players such as myself.
So, you can see the appeal of why many old school YuGiOh
fans are interested in playing this sort of deck, even if it hasn’t been
competitive for years. In fact, outside of janky Chain Burn builds in Master
Duel, Yu-Gi-Oh probably doesn’t have a competitive burn deck in 2022.
Now, here’s the Burn deck list provided by the Old School
Expert:
Monster Cards
1 Cure Mermaid
1 Cyber Jar
3 Darklord Marie (previously called Marie the Fallen One)
3 Fire Princess
1 Morphing Jar
3 Nimble Momonga
1 Sangan
2 UFO Turtle
1 Witch of the Black Forest
Spell Cards
1 Card Destruction
1 Dark Hole
2 Graceful Charity
2 Messenger of Peace
1 Monster Reborn
1 Painful Choice
1 Pot of Greed
1 Premature Burial
1 Raigeki
1 Swords of Revealing Light
1 Tribute to the Doomed
Trap Cards
1 Call of the Haunted
1 Ceasefire
3 Gravity Bind
1 Imperial Order
1 Magic Cylinder
1 Magic Jammer
1 Mirror Force
2 Solemn Wishes
Thanks to the Old School Expert for featuring these Yu-Gi-Oh
decks on his YouTube channel! Here’s his video:
https://www.youtube.com/watch?v=6a_1hhfh1vQ
The strategy of this burn deck is very straightforward. Get
your Darklord Maries (formerly Marie the Fallen One) into the graveyard (GY)
and one or more Fire Princesses on the field. Let’s see how this deck does
this.
Monster Card
Breakdown
In this Fire Princess burn deck list profile, we’ll split
the cards into what’s banned today and what isn’t. First, we’ll start with the
meat of the deck, all but one card of which is still legal in tournament play
in 2018.
Three copies of Fire Princess make up the heart of
the deck and about half of the overall strategy. Back in Labyrinth of
Nightmare, the Princess was a super rare and much more valuable. She was common
in DB1, meaning she was easier to get, but still just as powerful. Having 1300
ATK and 1500 DEF as a four-star monster is fairly underwhelming, but her effect
is awesome: any time you gain Life Points, inflict 500 points of damage to your
opponent.
Unlike some other burn decks which focused on dealing direct
damage, this deck is actually based on YOU gaining life while using Fire
Princess to do the dirty work. Building that life point gap in your favor is
how this deck can be fairly consistent.
Two copies of UFO Turtle serve as a way to get your
Fire Princess into play. When the Turtle is destroyed by battle, you pull a
Fire monster with 1500 or less ATK from your deck and Special Summon it in
attack position. There are only two copies, since the other Turtle and the three
Princesses are your only legal targets.
Three copies of Darklord Marie make up the other half of
this deck’s main burn engine. But, as they are level 5 monsters, to summon her
you have to Tribute a monster. Fortunately, there are enough ways to discard
her into the graveyard to take advantage of the real reason you play her.
During each Standby phase that Darklord Marie is in the graveyard, you gain 200
LP. You gain this 200 LP for each copy in the graveyard, too.
Cure Mermaid is only at one copy in this list, although
people were known to run more. This 1500 ATK water monster had this ability:
“As long as this card remains face-up on your side of the field, increase your
Life Points by 800 points during each of your Standby Phases.” While not a bad
card at all, she’s fine as a one-of in the deck, although I remember people
playing two copies or even three.
Nimble Momonga is the other big life gain card in the
deck. There are three copies. The cool thing about Momonga is that when he’s
destroyed you gain 1000 LP, but then you get to summon up to two other copies
from your deck. This is great for defense, but it’s also good to thin your deck
by a couple of cards, too. This guy was played in a variety of different decks
because of his versatility.
Sangan and Witch of the Black Forest were seen in almost
every deck of the day. When he’s sent from the field to the graveyard, Sangan
searches out any monster from your deck that has 1500 or less ATK and adds it
to your hand. Witch of the Black Forest is similar, but she finds a monster
that has 1500 or less DEF.
Back then, each of these tutor monsters were limited to one
per deck. These guys were always great for deck consistency. It wasn’t until
later when you could bring them back again and again and abuse their effects
that they were finally banned - although Sangan was legal for far longer than
the Witch. But, in 2018, Konami not only unbanned these two, but unlimited
them, albeit with errata. Hurray for old school cards coming back!
Onto what’s banned, the first was legal for quite some time
until recently. Morphing Jar was an extremely expensive card when this
deck was being played, and it was restricted to one copy per deck. It would
actually be banned for a time while I was playing, although it’s unlimited to
three copies now. This is a great card in the deck because not only does it let
you reload your hand by discarding what you have and drawing five new cards,
but it gets Marie in the graveyard.
The only other monster that’s banned in tournament play is
for good reason. Cyber Jar is one of the meanest, most lopsided cards of
all time, in my opinion. It was even legal when I first started playing
tournaments. It’s a flip effect monster that destroys all monsters on the
field, then you and your opponent reveal the top 5 cards of each of your decks.
You special summon any monsters level 4 or lower from among them to the field
and add the other cards to your hand. Of course, Cyber Jar could backfire on
you, but it was also a way to get Fire Princess and your other key monsters
into play.
Spell Card
Breakdown
We’ll start with the banned cards in the deck, most of which
were deck staples at the time. Painful Choice is probably the most
important of these. This spell card let you search out 5 cards from your deck
and reveal them. Your opponent chooses one to put into your hand and the other
4 go to your graveyard. Getting this early in the game was always great, because
you could potentially choose all three of your Darklord Maries to get them out
of your deck. If you had a Monster Reborn or something to get your Fire
Princess back right away, you could toss one of them to Painful Choice, too.
Painful Choice helped you get your deck going very quickly.
Because of how many decks could use it to great advantage, it eventually was
banned. In the 2018 game, it would be the most broken card ever because of how
important the graveyard is to today’s game.
Pot of Greed and Graceful Charity were extremely powerful
draw cards that would eventually be banned as well. There’s no strategy to Pot
of Greed; you just draw two cards. Graceful Charity, which would be at two
copies for some time, was a bit more strategic, since although you draw three
cards, you have to discard two. However, in this Fire Princess deck, you hope
to be able to just toss two Maries.
Card Destruction was legal for years but banned in recent
years. This card forces you and your opponent to discard your hand and draw new
cards equal to the number you discarded. It was pretty good for reloading a
dead hand, but it could help your opponent out, too. It’s just too good in
today’s game for filling the graveyard.
The last banned card is Premature Burial. This card
wasn’t really worthy of being banned at the time because as an equip spell, it
could be destroyed very easily. But, people would discover how easy it was to
abuse this card in later years. Other cards would come that allowed you to
abuse Equipment cards, which would lead to Premature Burial being banned. But,
it’s a great card, because if you have to toss one of your Fire Princesses, you
can get it back easily.
Now, onto the cards that aren’t banned, we look at perhaps
the best card in the deck: Messenger of Peace! Honestly, the Messenger
is one of the best old-school cards that still has seen play in recent years.
This continuous Spell Card says: “Monsters with 1500 or more ATK cannot declare
an attack. Once per turn, during your Standby Phase, pay 100 LP or destroy this
card.” That 100 LP price is so tiny for what it does. There are two copies in
the deck, as while you probably want a third copy, drawing into a third can
make it a dead card. Personally, though, I’d run three and just run 41 cards.
It’s that good, and you want to make sure you get it ASAP.
The monster destruction package in the deck is all still
legal today: Dark Hole, Raigeki, and Tribute to the Doomed. While Tribute to
the Doomed was often considered a pretty underwhelming card, it can target. The
drawback of discarding a card isn’t even a big deal, as you can pitch a Marie
or other unneeded card. Decks that played big tribute monsters, like Blue-Eyes
White Dragon, also played this card so they could bring back the Dragon with
something like Monster Reborn. Of course, Monster Reborn is legal now, too. Not
only can it revive one of your monsters, but it can get one of your opponent’s
monsters, too!
Trap Card Breakdown
The trap cards are all pretty vital to this deck. Imperial
Order is a nasty, dirty card that was banned before I even started playing.
This card negates the effects and activation of all Spell cards. In today’s
YuGiOh, it was taken off the forbidden list and actually sees a fair amount of
play today.
While Imperial Order has a drawback of requiring the owner
to pay 700 LP during each standby phase, this isn’t really a drawback, because
you can just choose to destroy it when it no longer suits you. It allowed
lesser decks to win games all the time, which is why it was banned in the first
place.
Onto the cards that make the deck tick, Solemn Wishes is a
sweet little Continuous Trap card that gains you 500 LP each time you draw
cards. While it’s not for each card you draw, this card is going to gain you a
lot of life. While three copies would seem better, as having two gains you 500
LP twice, three copies will just clog up your Spell and Trap zones too much.
That’s because there’s another important Continuous Trap
card in the deck, three copies of Gravity Bind. If you can’t get Messenger of
Peace to stick, Gravity Bind prevents all monsters Level 4 or higher from
attacking. You don’t care about attacking in this deck, anyway. Gravity Bind
will often win you the game by itself, and it’s nearly as good now as it was
then - although XYZ and Link monsters get around it by lacking level stars.
Ceasefire is a burn deck staple, dealing 500 damage to your
opponent for each effect monster on the field, including your opponent’s! It
even flips up face-down monsters and negates the effects when they flip. This
is a great card for many reasons and it continues to see play in Chain Burn in
modern Yu-Gi-Oh! Now, you can even run three copies! Back then, and rightly so,
you could only play one copy.
Magic Jammer was a card a lot of people were actually not
using as much by 2003, but the Old School Expert (and myself) still loved this
card. It stops any Spell Card from being activated, for the cost of a discard.
Again, that discard can still be to your advantage.
Magic Cylinder was a staple in many decks at the time, but
was particularly powerful in burn for obvious reasons. Not only does this
Labyrinth of Nightmare secret rare – reprinted since a billion times – negate
the attack, but it sends the damage right back at your opponent. Oftentimes,
Magic Cylinder could finish a game on its own. One of my favorite Yu-Gi-Oh
cards of all time, you can play three copies now. Back then, you could only run
one, because this card was super nasty.
The last two are format staples: Call of the Haunted and
Mirror Force. While Call of the Haunted isn’t played nearly as much in the
modern game, it was a great way to revive a Monster that you pitched into the
Graveyard earlier. Mirror Force, today at two copies, still pops up in some
modern decks, often in the sideboard.
If I Were Playing
This Fire Princess Burn Deck…
Really, the only thing I’d change if I were playing this
burn deck in the format that it was made for is a third copy of Messenger of
Peace. There are enough discard outlets in this deck that if I find that third
copy as a dead card, it’s not a big deal. I really just want to make sure that
I get a Gravity Bind or Messenger of Peace to stick. Otherwise you’re going to
be in trouble.
The other thing about this deck is consistency. If you can’t
get one of your Fire Princess to stick, it can be miserable. Still, I wouldn’t
play a third UFO Turtle, because it’s going to be dead more often than not.
This deck is pretty much good as it is.
There were many other burn variants at the time, but they
were usually somewhat similar to this. Many people played the full three copies
of Cure Mermaid, for example. There was also Skull Invitation, a trap card from
Pharaoh's Servant that would deal 300 damage for each card that went to the
graveyard to the owner of the card. You’d be ahead enough in Life Points where
this was actually more in your favor. For me, it would’ve been a decent
sideboard card, and it was common by the time I played.
Another Trap card I remember being played sometimes, often
in the sideboard, was a short print also from Pharaoh’s Servant called Numinous
Healer. This trap card could be activated whenever you took damage to your Life
Points. You’d increase your life points by 1000, and for each Numinous Healer
already in your Graveyard, it would give you an additional 500 LP. There’s
actually a cute combo with Skull Invitation, since the damage you’d take from
Invitation could let you activate Healer. While this combo is cool, it’s very
reliant on trap cards, so Jinzo would give you a very bad day.
Not long later, Magician’s Force would give the deck
Wave-Motion Cannon, a card so powerful it would even be banned for a time.
Despite being a continuous spell you had to hope wasn’t popped by Spell/Trap
removal, it was a heck of a threat that could mean inevitable death for an
opponent if it wasn’t answered.
By the time I started playing Yu-Gi-Oh in actual local
tournaments, the Fire Princess deck had a lot of new tools. Ancient Sanctuary
was the set that was just released when I began playing seriously. This set
would give the deck some new ways to go. There were so many great burn cards in
the set.
Some people opted to run three copies of Solar Flare Dragon
in addition to Fire Princess for extra burn damage. There was also a Spell Card
called Goblin Thief which heals you 500 LP and inflicts 500 damage on your
opponent. It was a pretty nasty card with one or more Fire Princess in play.
The Continuous spell card Spell Absorption would come much
later with the Flaming Eternity set. Way later, with the release of Light of
Destruction, there was Golden Ladybug. These cards are awesome, but they’re way
out of this era. If you were burning this sort of deck today, though, they’d be
highly considered. There’s also “Nurse Burn,” a totally different kind of deck
that still sees some play in Modern YuGiOh.
How Would the Fire Princess Burn Deck Play Today?
As the years have progressed, there are many other cards
that supplement the Fire Princess Burn strategy. In the past couple of years,
many players have tried to copy the Fire Princess deck that was used by
Rebecca Hawkins in season 4 of the Yu-Gi-Oh
anime Grand Championship. Plenty of Rebecca Hawkins inspired Fire Princess
decks continue to be posted on forums to this day. Perhaps the most
“competitive” version of the deck I’ve found is this Cure Burn deck list posted in 2021.
The creator of this deck has a more in-depth blog post about the deck’s
strategy, too: Archetype Analysis: Fire Princess Burn.
Burn has continued to be an awesome archetype in Yu-Gi-Oh,
and Chain Burn deck lists continue to see play on Master Duel! While Fire
Princess Burn is much too slow in the Modern game, it was an awesome deck back
in its day, and still fun to play. With the retro Goat format becoming its own
competitive scene, the strategy still continues to live on, even if it isn’t
really going to be winning any tournaments in any format.
Have you ever played with or against Fire Princess in
YuGiOh? Would you build a Fire Princess burn deck today?
Updated 2/10/2022
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