Sunday, 18 September 2011

Chain Burn

As I promised, here's the Chain Burn deck list. Once again, I apologize for not posting as frequently as I would like. I've been overwhelmed by work in recent weeks. Gears of War 3 coming out on Tuesday doesn't help either. But I digress. I'll be trying a new format where I bold card names. Hopefully this will make referencing cards easier and add a little bit of style. I'm also learning to program in html code, so you may see a few interesting things on my posts in the future.

For those of you who aren't familiar with Chain Burn, it's a fairly old deck which does exactly what the name suggests: it chains and it burns. The reason for chaining is for three specific cards; Chain Strike, Accumulated Fortune and Fairy Wind. Chain Strike and Accumulated Fortune debuted in CDIP, what is often considered to be one of the worst packs in existence. Incidentally, the best cards in that pack were all commons. Chain Strike lets you deal 2000 or more damage with relative ease whilst Accumulated Fortune lets you replenish your hand. Fairy Wind was released much later in ANPR and is probably the best support the deck has received since CDIP. It's essentially Chain Strike, but without the name clause and the added bonus of not needing to be at the end of a chain to function correctly[1].

Another ruling people forget is that it is possible to have 2 Chain Strikes OR 2 Accumulated Fortunes per chain. These  cards don't count their own names, only the names of cards lower down in the chain link. This is why Strike is semi; to make it unlikely that one chain link will end the game then and there.

The rest of the deck is essentially chainable draw, stall and burn cards. Morphing Jar is in there because it gives you a fresh hand. In some respects, Jar is a win condition. It does tend to be obvious though, hence sided Marshmallon.

People often question my usage of Battle Fader. People often choose Swift Scarecrow over Fader because it can't be hit by Solemn Warning. I run Fader because it can be hit by Warning. Being down 2000 LP is not a good thing against this sort of deck. Royal Oppression is banned too, making Fader much more effective than it once was.

Ojama Trio is for those opponents who like to wise-up to your plays. People tend to keep their monsters in hand in fear of Just Desserts and Ceasefire, so Trio gives you a way to make Desserts active (though Ceasefire won't work because Tokens are normal monsters). Trio is a great jammer. Nothing like playing it when your opponent is trying to special summon a third monsters as a part of some combo. Trio also acts as a catalyst, speeding up the deck.

All the outs are sided. Lava Golem deals with any monsters that will cause you problems and deals 1000 damage every turn (that you can chain to). Double Snare deals with trap negators. Mystical Space Typhoon deals with annoying spells or traps. The rest is just cards that are good in certain matchups.

That's about it for the deck. It's relatively simple. If anybody has any comments, leave them below.

Here's a link to the pojo page (vets only):



  1. I oddly like this idea a whole ton. I've seen older Chain Burn builds back when the deck was stupidly broken and this seems to also be a great way to laugh at people who play Heavy Storm... Just hope they don't somehow get off a Prime Material Dragon and just wait until the game ends lol. Side-decked Lava Golem deals with that though lol. I like how you side the Golem instead of maining it leaving your opponent thinking it's safe to actually fun cards.

  2. "leaving your opponent thinking it's actually safe to summon cards" is what I meant