Questions: (School is a pain in the neck.)
Kaempfer13: I may not be the best deckbuilder around, or the best at picking a great team, but, as active as I attempt to be, I should be able to put in the time and effort to make a decent deck (even better if someone is there to aid me)
DoubleCapitals: Being a master means caring for your element, willing to fight for your element so it attains the glory that it truly deserves. I would say that the traits a master would hold include being a caring person, kind, willing to negotiate, but also a strong duelist, and an even stronger forum member.
CleanOnion:
Zawadx (higs): Fire means having a passion. I've been deeply attracted to fire ever since I was 4 (tried to grab the candle flame on my 4th birthday.), and it often keeps me going in the darker times of life, "I could be playing elements right now, making so many fire decks!" And that power would only increase if I became a Master. It's not like I'll become one this trials, but hey, I can only hope.
Zawadx (jenkar): In Phase 1, I did a lot of things right, but perhaps I left a lot of information unchecked in my Task 4, and my story in Task 3 was not the best story out there. I should have supplied more decks and made the story more descriptive. I did like my banner, however. Phase 2 was where I made a lot of wrongs. My deckbuilding wasn't as central as it should be (i.e. my terrible fractix), and I wasn't able to predict my opponents' maneuvers sometimes (This happened a lot vs. Zyardran and www3.). I still consider myself lucky that I won against Ryli. Hey, at least I didn't make any illegal decks!
Zawadx: I would have arbitrated bans. And no, I don't intend to become a Trial Overseer, for I don't believe I could hold such a responsibility.
Basman-1453: Ouch... it would have to be a toss-up between Gravity, Air, and Earth. Air and Earth because woop woop Cremarushes, and Gravity because it's one of the more basic synergies with Fire, and it was something I liked when I wasn't as experienced as I am now. I would not try to general any other element than the element I would be the master of, because that would make a few processes more confusing if I were to master one element and general another.
Zyardran: Fire's my favorite element, and it's the one I can relate to the most. Fire is like passion, and, although I haven't had much passion until recently, I like to think of it as an ember before it hit the Unstable Gas. If I do become a master, I bet a lot of people would ban fire if I ended up being fire general, so I would either scrap up the remaining competitors or just let someone more experienced general. As for Brawl, I do not think mastery and Brawl go hand in hand anymore (the only master in the most recent brawl was JCJ).
ji412jo: "Fire's my favorite element, and it's the one I can relate to the most. Fire is like passion, and, although I haven't had much passion until recently, I like to think of it as an ember before it hit the Unstable Gas." If I could be a dual-master, I would probably choose either Gravity, Air, or Earth. Root doesn't have that many flaws as a master; his only true flaw is his lack of activity.
Aves: Tough decision... if I had to pick the weakest card in Fire, it would probably be Ash Eater/Brimstone Eater, because Ash Eater, in my opinion, has practically no place as a card, and Brimstone Eater is that, but it also generates Fire Quanta. You can't really say that it's good immolation fodder, because damsels have the same stats, only that it costs 0 and that it generates Air Quanta (Air is a good synergy with fire, with Fire having a lot of airborne creatures, and UG existing, so it's very acceptable to use damsels.). You could argue that Fire Shield is the weakest card, but it has its place in decks such as firestalls. I will say that it does have its uses in a Brimtal such as:
Spoiler for Hidden:
Hover over cards for details, click for permalink
7dh 7dh 7dh 7dh 7dh 7dh 7dm 7dm 7dm 7du 7du 7ee 7ee 7ee 7ee 808 808 808 808 808 808 808 808 80a 80a 80i 80i 80i 80i 80i 8po
Throw in all of your brimstones in hand except for 1. Play aether towers and wait for fractal to be usable, then cast it on the brimstone eaters. Cast explosion and t-bolt as necessary. Keep casting fractal on the brimstones until you deem it necessary to use fractal on the seraphs for huge burst damage. Shard of Bravery will be there for you if you require drawpower.
Although the simulator says this deck has around an 8-10% chance of winning against AI4, it's a lot higher than that, considering the AI is probably not versed in this strategy.
The toughest question would probably have to be any of them but mine. You have to put some deep thought into all of the other users' questions, but for me, it's "pick a bad fire card and make a decent deck out of it." I would make a pretty good fire master, because I'm passionate, willing to learn, and interactive, especially when I have such a large collection of friends to talk with in Blab. I don't care about fame and fortune, I just want to have fun. As for the falls in every recent war that fire lost since breaking Aether's winning streak, I will go war by war.
War 10: It didn't seem like Fire focused a lot on off-element synergies, only having a lot of Earth, Air, Light, and Aether. I was surprised to see not a lot of other cards, and I think that made fire a lot more predictable to the other teams.
War 9: Fire had the least amount of points for vault building, first of all. When you really look at it, it's rather taxing. Sure, 1,080 points doesn't seem like much, but that's about 7, 8, or 9 really meta cards, Fractal, for example. Fire did place 5th, which is meh, I suppose. At first glance, Fire's vault seemed solid, not losing a card in round 1. Somehow, Fire did get burned out though... I guess it either had to do with deck placing/predictability or something I don't know.
In turn, it seems like the losses had to do with deck predictability, with a pinch of vault building errors (I won't accuse the players themselves, because the players should have the ability to confide and converse with each other to build decks, so the only problem would be if they had a smaller collection of rares or upgrades.). I probably have less knowledge due to being a newer forum member, but I'm fine with that.
Iancudorinmarian: Trust me, I'll make you proud... some day... It is very likely that I will not lead fire in war, IF i become the master of fire, but there's that small chance that I will, if the community trusts me as a somewhat decent duelist. To make others believe I am worthy, I could simply prove that I have pvp prowess. I am already active enough, or I believe I am active enough, but I am not the best at pvp, so that's the main area I need to improve.
Physsion: Thanks for the encouragement. Sometimes, people can be harsh, and that's okay, because it lets other people strive to become better.
Cactus: Fair enough indeed; it's merely someone's opinion.
worldwideweb3: It depends on who the Master of Fire is. If it is someone unworthy, I'll ban it. I don't want to be associated with fire if I deem who represents Fire unworthy. Keep in mind, I am lenient on who I judge.
TheOnlyRealBeef: With enough research, people could predict the opponents' preferable archetypes. I would try to balance out good players with cheap players, and maybe take a hidden gem or two with me. I would collaborate, sharing my deck ideas with others, and improving along the way. Considering how active I am, I will usually be there, so I would have to pick people who are relatively active. With my entry, I focused more on options rather than the decks themselves, and I will go element by element.
Life: The only two decks I can think of are SoB Life Rush and SoG Fire Rush. I understand why it's viable not to include this element in auction.
Darkness: There are also not a large amount of decks to use with this one. I can only name RageDolls and Mass PC, but that's all I can think of. Can be excluded.
Time: Not essential, but can sometimes strengthen Fire's speed with its drawpower. Rewind is also useful. Can be excluded, but sometimes helpful.
Entropy: Useful in cremas and essential to Maxwalls. I wouldn't recommend skipping, especially if players wanted options to negate deck predictability.
Death: I would definitely not recommend skipping this. Death and Fire make a pretty good synergy, with Cremas, mass CC, and Death Effects, cheaper cards to cover both elements' ends and Bone Wall for stallpower while building up fire.
It's likely I would save my powerhouse decks for later rounds, because I feel that some unexpected archetypes would counter the other team's "optimal" deck. By then, the lesser decks would be vulnerable to both types of decks, the more unexpected one, and the powerhouse deck. Of course, deckbuilding would be a must, and, as I stated earlier, I would try my best to collaborate with my teammates. If I was in danger of losing, I could supply a deck with cards that would be nigh-useless for the other team, or make a deck that would counter cards from a loss. (Fractix loses to a life deck, life person makes frogtal, and fire counters it with a RoF control deck.) As you stated, you have made hardcounters for Bone Wall (Which, iirc, one of them was a Catatitan), and there are counters to that from at least one of the elements listed. For one, death could counter bone wall by using a fire-based TMBTC. Another deck would be a form of Entropy Break or Domin, using cards like Dissipation Shield and Antimatter, though Dissipation Shield is not the most meta card I've seen. Either way, if I was in Team Fire, general or not, I would try to confide with other team members about opponents' decks and how to counter them. They say every deck has its counter, and that's my strategy: picking a deck apart until I find that one counter, and although we can't do it with every deck, we can with most of them; how would Fire win if it couldn't?
I had time, so I decided I'd fan the flames on you forumers.