Soulfire for ARGCS, VA

jeff jonesSoul Charge. A card that now strikes fear into the hearts of all duelist. A card that is more powerful thansoulcharge that of [ccProd]Return from the Different Dimension[/ccProd], [ccProd]Monster Reborn[/ccProd], and even [ccProd]Dimension Fusion[/ccProd], all cards that have made their way to the Forbidden List.
Going into ARG Richmond, VA this weekend, many people are trying their best to figure out ways to abuse the cards from Dragons of Legends, including but not limited to Soul Charge, Mathematician, Kuribandit, Ice Hand, and Fire Hand.
Since Soul Charge's announcement, so many people have been talking about the fact that [ccProd]Lonefire Blossom[/ccProd] and Soul Charge is a turn 1[ccProd]Shooting Quasar Dragon[/ccProd]. While yes, this is great and nearly unbeatable in most cases, most of all of these people don't realize the true potential and other combos in which I am about to unleash upon the dueling world. Now, with this deck, I have not tested it much, I gave that honor to my friends Steve Silverman, Jerry Williams, and Robert Boyajian. I simply came up with the combos and a sample list, and let the rest be up to them to work out the kinks. So without further delay, here is a sample list of my:
"Soulfire" Deck
 [ccDeck="Main Deck"]
1 Chirubime, Princess of Autemn Leaves
1 Crane Crane
1 Dandylion
2 Lonefire Blossom
3 Mathematician
3 Maxx C
1 Mystic Macrocarpa Seed
1 Redox, Dragon Ruler of Boulders
3 Spell Striker
1 Spore
1 Tytannial, Princess of Camellias
1 Foolish Burial
3 Mystical Space Typhoon
1 Reinforcement of the Army
3 Soul Charge
3 Super Solar Nutrient
3 Upstart Goblin
2 Breakthrough Skill
2 Vanity Emptiness
1 Bottomless Trap Hole
1 Compulsory Evacuation Device
1 Solemn Warning
1 Torrential Tribute[/ccDeck]
[ccDeck="Extra Deck"]1 Ally of Justice Catastor
1 Armory Arm
1 Crimson Blader
1 Formula Synchron
1 Leo, Guardian of the Forest
1 Naturia Barkion
1 Scarred Warrior
1 Scrap Dragon
1 Shooting Quasar Dragon
1 Shooting Star Dragon
1 TG Hyper Librarian
1 Naturia Beast
1 Mechquipped Angineer
2 Meliae of the Trees[/ccDeck]
First off, let me tell you that there are SO many different combos in the deck even I am still learning them, and probably dont know them all, but lets start with some of the basic and absolutely need to know. I will exempt the Lonefire + Soul Charge Quasar combo because that is popularized and you can find it infinite other places.
1) Mathematician + Super Solar Nutrient
Mermails have the popular combo of [ccProd]Mermail Abysstrite[/ccProd], [ccProd]Bahamut Shark[/ccProd], and [ccProd]Mechquipped Angineer[/ccProd], a combo which many people say is nearly unbeatable if pulled off early. This combo is very similar to that, but even better, and only requires the above 2 cards.
Mathematician sends[ccProd]Dandylion[/ccProd] to grave, netting you 2 tokens. You then use Super Solar tributing a token, allowing you to get Lonefire Blossom. From there you use Lonefire's effect to get you Macrocarpa, overlaying it with Mathematician for Meliae of the Trees, using her effect to bring back Lonefire, which tributes your remaining token for a Chirubime in defense mode. With these 2 cards you now have a field of Chirubime, Meliae, and a Lonefire, with 4 cards in hand. Chirubime prevents your opponents from attacking any of your other plants, meaning Meliae and Lonefire stick around to use next turn for even greater combos, and if your opponent by chance can deal with Chirubime, this will allow you to pull Tytannial from your deck as well.
2) Mathematician + Soul Charge
This time Mathematician sends Lonefire to grave, to be revived by Soul Charge. You use Lonfire to go into Dandylion, and overlay for Meliae, detaching Dandylion for her effect to get Lonefire back, and getting 2 tokens. From here you use Lonefire on the tokens, to get another Lonefire, and then Chirubime, giving you Chirubime, Meliae, and 2 Lonefires, OR you can overlay both Lonefire Blossoms for an Angineer giving you even more protection.spellstriker
3) Lonefire + any spell in grave + [ccProd]Spell Striker[/ccProd]
Lonefire goes into Dandylion, followed by a Special Summoned Spell Striker. From here you do the above combo like Mathmatician and recieve the same results.
4) Mathmatician + Spell Striker + Super Solar
This one was tricky, and while this may not be the best play, we believe as I write this currently, that this is the best opening play for this hand.
Mathmatician sends Dandylion to Graveyard. Super Solar brings out a Lonefire Blossom which tributes itself for another Blossom, which Tributes a token for Chirubime. Summon Spell Striker and overlay with Mathematician for Meliae, to bring back Lonefire and tribute that for Tytannial, ending with Tytannial, Chirubime, Meliae, Lonefire Blossom, and 3 cards in hand. Again, there may be something better, but as I write this I cannot find one.
5) Mathematician + Spell Striker + Soul Charge
While more specific, it's something you certainly need to know.
Mathematician sends Lonefire to grave, followed by Spell Striker. Go into Meliae, Summoning back Lonefire, and using it to get another, and using that Lonefire to tribute Meliae for Macrocarpa. You use Macrocarpa's effect to make it Level 2, and Synchro with Lonefire into Scarred Warrior. You then Soul Charge back Marcocarpa and double Lonefire Blossom tributing Lonefire for Spore then the other for Dandylion. Syncro Dandylion and Macrocarp for Naturia Beast giving you 2 tokens, leaving you with 2 tokens, Scarred Warrior, Naturia Beast, and Spore. Use [ccProd]Spore[/ccProd] and a token for [ccProd]Formula Synchron[/ccProd], then Banish Lonefire for Spore, to return it to field, Synchroing with your final token for a Level 5. Your Field is then Level 5 Synchro, Scarred Warrior, Naturia Beast, and Formula Synchron. Make Quasar Dragon with Level 5 Synchro and Scarred Warrior, and end with Quasar Dragon, Naturia Beast, and 4 cards in hand. Good luck, have fun.
These are some of the basics and most common combos. There are obviously many more when involving things like Redox (which is used as a Monster Reborn) and [ccProd]Foolish Burial[/ccProd].
More specifically now, I decided to use 3 [ccProd]Maxx "C"[/ccProd] as certainly the most popular decks will now involve Soul Charge. This includes Dragon variants which I believe will be the most popular deck going into the ARGC.
Because you do not want to be too reliant on your Normal Summon, 1 [ccProd]Crane Crane[/ccProd] to go into Meliae and bring back Tytannial or Chirubime.
The Spells are all explanatory.
The Traps are important, but iffy. My peers are currently working on their own decks so all of theirs will probably look slightly different, but the Monster and Spell lineup is almost set in stone.
I think using 2 [ccProd]Breakthrough Skill[/ccProd] is great. It helps stop [ccProd]Abyss Dweller[/ccProd], along with problems other decks can create for you like Felgrand, [ccProd]Stardust Spark Dragon[/ccProd], and Naturia Beast, and hell, even a Quasar.
Speaking of Naturia Beast, he is one of the most important cards in my opinion, going into this upcoming format, and he goes perfectly with the Trap card Vanity Emptiness.
With so much Special Summoning about to happen, [ccProd]Vanity's Emptiness[/ccProd] very much will make a return to play, and when Naturia Beast is out, it makes sure you can stop your opponents Special Summons with also preventing them from playing Spells. Yes, Naturia Beast will trigger Vanity's effect to kill itself, but if that is the case, you still 1) Have prevented an opponents Special Summon first and 2) Are still negating your opponents Spells.
Beast is pretty easy to make in this deck, since Macrocarpa can manipulate its level and such. This allows for some games to be instantly won, as people will be playing more Spells than ever like [ccProd]Upstart Goblin[/ccProd], Soul Charge, [ccProd]Dragon's Shrine[/ccProd], etc.
The extra deck is also somewhat iffy, and something I have let the decision making go to those using it. Some cards aren't really gone into often, like the level 8 Synchros, but seem somewhat needed in specific situations (especially [ccProd]Crimson Blader[/ccProd]), but Scarred Warrior is something people arent using, and is needed for Quasar combos, as its a Level 5 Synchro who is Earth, which means Macrocarpa can make it.
In the end, this is very much so a combo deck. Not something like Fire Fist, or Bujins, which are grind decks, but an actual combo deck. It makes big plays which ends up forcing your opponent into a position where they just cant do anything, something that seems to be getting more and more popular in Yu-Gi-Oh as of late.
So by all means, go ahead, test the deck. Try and figure out combos that I could not, and of course, have fun.
Good luck to everyone at the ARGCS, and especially my friends who decided to use my deck. Until next time duelist, play hard or go home!