The DeterminedSuper Shielders - Unupgraded- Upgraded Cards and Shards are banned.
- No more than 3 PC cards.
- Max deck size is 40 cards.
- Banned Cards: Fire Bolt, Dimensional Shield, Earthquake, Enchant Artifact, Discord, Bone Wall, Black Hole, Momentum, Titan, Sapphire Charger, Chimera, Trident, Flooding, Wings, Reverse Time, Eternity, Sundial, Nightmare, Devourer, Mindgate, and Fractal are banned.
- Every deck must include at least 6 shields. Any shield that is not banned applies.
Let's start off with the elephant in the room: Shields. Some shields won't seem like much, and you can just deflag any shield you need to, right? Wrong. Use your deflags wisely, or you won't be able to do much to the opponent.
Fire is known for being a glass cannon with creatures like Seraph and Crimson Dragon, which is heavily affected the shields themselves, specifically Fire Shield and Thorn Carapace. This also affects Phoenixes and Lava Golems, as they can only hit once if unbuffed. Immo rushes can be hit hard by this rule, but some are still viable.
Fire Bolt and SoB are banned, which denotes Fire's ability to rush extremely fast. You are not left with much after all of this applies. There are some strategies that will work.
Fire/Entropy: Maxwall (Win, as there would not be any creatures to Paradox. Fire Shield and RoF take care of the Maxwells)
Fire/Death: Soul Catchers + Immolation. (Win. RoF and Fire Shield)
Fire/Gravity: Rage + High HP (Win, Outmaneuvered by Healing)
Fire/Earth: Lava Golems w/ Plate Armor. Can be applied to an immo rush. (Win, RoF and Fire Shield)
Fire/Life: Creature Control w/ Carapace and Wall, RoF, and others. (Win, no creatures to attack, Fahrenheit and Healing)
Fire: Mono Rush, Immo or not, or CC stall. (Win, Outmaneuvered by Healing and CC)
Fire/Water: Steam Machines with or without Rage Potion (Win, no creatures, RoF, Fire Shield, and Healing)
Fire/Light: Obviously, Firestall. (Depends on type. One usually outmaneuvers the other.)
Fire/Air: Immo Rushes (Win, RoF and Fire Shield + Healing)
Fire/Time: Precogs for SoB Replacement (Win, Heavily outmaneuvered. Possible Hardcounter.)
Fire/Darkness: Voodoo + Rage. Limited due to Voodoo's PC ability when targeted with Freeze or Delay. (Possible Loss, Likely win, due to direct damage from Voodoos, but healing takes care of that.)
Fire/Aether: Fractix (Though maybe inconsistent) or Spark Rushes. (Possible Loss, Likely Win, due to how inconsistent the Fractix deck would likely be. Outmaneuvered by healing.)
Here is an example of a Firestall that would work with this ruleset:
Spoiler for Example Deck:
Hover over cards for details, click for permalink
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Stalls and shields work hand in hand. Firestall, though not much of a stall as it is more of a control deck, it utilizes what Fire CAN do and places in Fire's amazing synergy with light. Sanctuaries and Miracles are for healing, which requires the Fire Pends and Mark of Light. For extra quanta, there are Burning Pillars to fill in the gaps. Fire shields are there because of the ruleset. Deflags are PC, RoF is CC, and Fahrenheits are there if damage is needed.
Other Strategies include (and are not limited to):
Mono Entropy with Diffuse
Schro-Decks w/o Bone Wall (Because BW is banned)
Mono Time Rush w/ Procrastination
Spark Decks with the Other Shield
Limited Voodoo-Monium
Grabbows with Fog
Aflatoxin + Skull Shield or Solar Shield
A lot of mono decks.
Scarabs + Procrastination (Time/Gravity)
Reflect Stall
A lot of decks involving the Other Shield, but the decks don't need the shield.