Why Should One Use Fire?
(the following is compiled by one known on the chats and forum as Bell - and edited by the Site Administrator)

The Fire Civilization of Duel Masters reveres extreme power, explosive speed and destruction, and above all else, the glory of battle. Fire's creatures fight, sometimes blindly, sometimes without consideration or a second thought, in a Civilization where the strong reign supreme and to run from battle is a dishonor, seen by many of them as a fate worse than death. Fire's abilities are split between many methods of achieving the same goal. Spectactular, explosive... victory.

Unlike the other civilizations, who are known by, and to some, defined by, a particular strongly used aspect of their tactics, Fire possesses a versatility such that if you were to ask many duelists what the 'main focus' of the Fire Civilization was, it would easily be possible to get many different answers. For the most part, though, the answer you will get first is 'speed'. Fire contains some of the most versatile creatures for making swift attacks, available. What really makes Fire 'superior' in this respect is its rapid ability to quickly destroy opposing blockers. Secondarily, the Fire Civilization is the only one whose non-Evolution creatures have any chance of naturally attacking on the turn they are summoned. Their innate ability 'Speed Attacker' negates the state of 'Summoning Sickness' most creatures suffer, and this level of speed can devastate opposing defenses.

Like its sometime ally, the Darkness Civilization, Fire also has the ability to grant its creatures Double Breaker, and this, too, speeds up the Civilization, giving it the ability to get ahead quickly that way. This can sometimes be just as effective as summoning a creature with the Speed Attacker ability, especially in combination with the ability to remove the opponent's blockers. Spells and creatures such as Comet Missile and Rikabu's Screwdriver make this task easily achievable even very early in the flow of the game.

Fire has no blockers, but it has other ways of defending itself with destructive spells. Spells like Crimson Hammer, Spastic Missile, and the incredibly destructive, if costly, Apocalypse Vise, allow Fire to destroy their opponents, sometimes en masse, if they do not have enough innate power to survive the destruction. Fire creatures sometimes make use of this as well, destroying their enemies when they enter the battle zone, or perhaps at other times.

Fire also defends itself through a very interesting and unique ability. Fire is the only civilization with the ability to attack untapped enemy creatures. This means that the enemy can often be destroyed on the turn directly after they are put into the battle zone, with no expense to the Fire player's hand of cards. In many ways, this active ability to attack incoming threats is even better than a Blocker, since boosts to the creatures' power are considerably more effective in most cases.

Power boosting is another well known ability of the Fire Civilization. Though also seen in Nature, and therefore in no way an exclusive trait, Fire is full of those which can attack with great power, and when the power of creatures such as the Super Explosive Volcanodon or Flametropus are combined with spells like Chaos Strike or Rumble Gate, the enemy's untapped creatures are also not safe from this force. Powerful creatures such as the Valiant Warrior Exorious, or the mighty Gatling Skyterror, have great power and the ability to attack the untapped both built into them, and the nigh-unstoppable Bazagazeal Dragon is not only powerful and capable of making such attacks, but has Speed Attacker as well!

Fire also has the ability to sustain a destructive assault on the opposing mana zone. Unlike Nature, which generally makes such attacks in single strikes, Fire has cards like the Bolzard Dragon, Quakesaur, or the overwhelmingly powerful evolved Dragon, Uberdragon Bajula. These cards damage the opposing mana zone whenever they attack. Fire does have one or two ways of making single strikes on the opponent's mana as well, and combined, this can sometimes lock the enemy into a resourceless state that is almost impossible to escape from.

Fire occasionally sacrifices its own mana resources in order to achieve greater power, as is the case with cards such as the Onslaughter Triceps and devastating Explosive Fighter Ucarn, both of which use up mana, when summoned, to heavily arm themselves for the battles ahead. The Flametropus prefers a different method, drawing power from the mana zone only in the cases where it is needed, and converting this into obliterative power.

One of the most obscure skills within the Fire Civilization is the ability to reach target creatures without being blocked. Unlike most other instances of the ability to 'not be blocked', Fire creatures or spells involving this do not let the attackers focus their attention on opposing shields with the same unblockability. This tactic is another that is heavily influenced by the ability to, or will to, do battle with any enemies that dare to challenge or threaten their ranks.

We play Fire when we wish to battle our opponents and overwhelm them with our superior power. We play it when we want to make them panic and worry as their shields rapidly vanish due to our incredible speed. We play it when we do not want to 'concern' ourselves dealing with the 'small fry' and would rather just obliterate them all at once with a spell. We play Fire because it lives up to its name. Igniting, burning, wildly spreading, and exceedingly difficult to stop.