GamePress

Kick Me Silly

Deck by mrweixu
Deck Overview
Deck Consistency
Pack Expense
Farm Expense

None

None
Card Trader Expense

None

None
Deck Skill
Character Skill
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Last Gamble
Can be used in your Main Phase, starting from the fifth turn. Upon activation, reduces your LP to 100 and discards 2 cards from your hand. You roll a die and draw that number of cards. This skill can only be used once per Duel.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Draw Simulator
Deck Strengths

This is a combination of a burn + beatdown deck.

Beatdown: Blazing Inpachi + Great Angus

Burn: Goka + Bonfire + Jigen + Kickfire

1)Blazing Inpachi + Great Angus - The new vanilla beaters, but they have shitty defense

2) Goka + Bonfire - These two card's effect is what makes them so compatiable with Kickfire and with each other at the same time. As long as you control a FIRE monster, you can special summon either one or both if you have them from your hand. For Goka, you can destory a fire monster you control when you summon it and can special summon a fire monster token during your standby phase from then on. For Bonfire, you can destroy 2 fire monsters when you special summon it (can even destroy Bonfire itself).

3) Kickfire - MVP of this deck. When a face-up fire monster you control is destroyed BY A CARD EFFECT, you can place 1 counter on this card and during either player's standy phase, you can active its effect and send it to the graveyard. When you do so, 1000 damage will be inflicted onto your opponent for each counter. If you have 2 kickfire on the field, and 1 fire monster is destroyed, you will have 2 counters in total (1 on each kickfire).

4) Earthshaker - Can be a MVP since it generates counters for kickfire - This card is great in this deck because you can select 2 attributes: FIRE + whatever-attribute-your-opponent's-monsters-are and let your opponent decide to destroy which attribute. If your opponent chooses fire, then you get 1(+) counter(s) on kickfire, if your opponent chooses to destroy their monsters then you can just beat them down without using kickfire. It's a win-win situation for you.

5) Twister - To get rid of HHG, might need to put more than 1 since they're popular

6) Curse of Royal - To stop your kickfire from being destroyed -- Might need other cards to protect your kickfire

7) A Cat of Ill Omen - To draw kickfire

8) Jigen - It's FLIP effect allows you to destroy all monsters on your side of the field and inflict damage equal to half of the total ATK of the detroyed cards to your opponent's life points. You can use it to bring down your opponent's life points enough to kill them with kickfire after (especially if your kickfire counter is low).

Deck Weaknesses

You need to activate kickfire then wait until your next turn to normal summon a fire monster then special summon bonfire/goka OR activate kickfire then protect your existing fire monster until the next turn where you can special summon bonfire/goka.

Deck Summary

The 2 SR (Goka + Bonfire) makes the accumulation of counters on Kickfire quick and dirty which allows you to win the duel in a few turns.

Core Cards
Card Explanation

MVP of this deck. When a face-up fire monster you control is destroyed BY A CARD EFFECT, you can place 1 counter on this card and during either player's standy phase, you can active its effect and send it to the graveyard. When you do so, 1000 damage will be inflicted onto your opponent for each counter. If you have 2 kickfire on the field, and 1 fire monster is destroyed, you will have 2 counters in total (1 on each kickfire).