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How Should One Use Fire?
(the following is compiled as a joint work between the user known as Dan Kilburn, and the Site Administrator)
The main principles of the Fire Civilization are speed, power, and destructive capability. Adding the Fire Civilization to a deck is done to achieve one of these aims, nearly every time, and Fire excels at all three of its strengths. Fire's creatures are usually strong in battle, even if it is sometimes only when they are the ones on the offensive, and nearly all their non-combat effects destroy the opponent's resources in the battle, shield or mana zone. The speed of the Fire Civilization, combined with the ability to utterly destroy so many things, makes this Civilization very formidable.
As the creatures of Fire become larger in terms of progression of mana, their destructive capacity always increases, either through an increase in power, or through the addition of powerful explosive effects that force any opponent that happens to be slower, into a defensive stance whilst the Fire races forward toward victory, or take almost absolute control of the battle zone by destroying anything that dares to appear.
Fire has two abilities almost completely unique to it. Firstly, the ability to attack 'untapped' creatures. This means that not even creatures that have not attacked, are safe from Fire's battle skill. Proper use of this ability can completely 'lock' certain opponents if they cannot remove the creature using the ability, or if the creature is too strong to handle in battle. This ability is extremely rare and conditional in the other civilizations. Secondly, Fire's creatures may have the 'Speed Attacker' ability, which has obvious use. Attacking on the turn it comes into play is a great advantage normally, only otherwise seen in Evolution creatures..
The fire civilization’s abundance of double breaker and triple breaker creatures can devastate the opposing shield zone with little trouble, and some cards can even send the shields directly to the graveyard, negating even the hand advantage, or possibility of Shield Trigger, that many decks need to stand up to Fire's blistering attacks. Add to this, access to creatures that are capable of destroying any blocker regardless of its power, and at least one cheap spell that is capable of destroying quite a few strong ones, and overwhelming a defensive opponent becomes even easier.
The destructive spells of Fire can be likened to artillery. There are generally two types of this artillery. The cheaper “revolvers” like Crimson Hammer, Ten-Ton Crunch, etc. can destroy one monster of a particular power or less. The more expensive “spreaders” like Apocalypse Vise, Burst Shot, etc. can destroy many monsters of a particular power or less or any number of monsters equal to a particular power or less. Whether one prefers the revolvers or the spreaders, the artillery causes serious problems to opponents in the long run. Use these to handle creatures that you do not have 'time' to spend attacking and would easily overpower anyway.
Large opposing creatures can also be handled through the use of the 'Power Attacker' ability present both in spells and innately in certain creatures. By giving up some of their standing 'base power', or by being augmented by a spell, Fire creatures can increase their power while attacking, sometimes to extreme levels. In combination with the abilities to attack untapped creatures or attack as soon as they are summoned, this ability allows Fire to destroy some of the largest threats in the game.
The combination of the abilities granted by the Fire Civilization allows the user to play in a way where they use power to disregard defenses, and also to obliterate threats large and small. Whether one uses Fire as a finishing technique in a deck containing other civilizations, or simply dominates the deck with Fire and makes use of its ability to support quick attacking and destroy blockers, one thing is certain. Tactically, you have chosen the Civilization with the most explosive power, and the speed to back it up.
That is what it means to 'play with Fire'.
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