Pyro Type Monsters are those, that Konami should care more about.
It has almost no help and is one of the smallest types in Yu-Gi-Oh.
There are about 900 Warrior monsters in Yu-Gi-Oh (both OCG and TCG), but only about 130 Pyros monsters.
I’m still waiting for the day when we get more Volcanic support, and I’m sure that day will come.
But that doesn’t mean that there aren’t already some good cards in the pool of Pyro monsters.
There are only a few Pyro monsters that are really worth putting in your deck, especially if you want to give this underrated type a try.
So let’s turn up the heat with our top choices for the best Yu-Gi-Oh!
15. Spirit of Flames
I think the best thing about pyro-type monsters is that there are a lot of level 4 monsters that can be special called from the hand (Inferno is another one).
You just have to send fire monsters to the graveyard to summon a Spirit of Flames, which can be used as XYZ or synchro materials.
You can even give them as a gift to a boss monster.
Cards like this give decks the boost they need.
14. Raging Flame Sprite
Even though it takes a few turns to get going, the opponent needs to deal with the Raging Flame Sprite as soon as possible.
If you combine Raging Flame Sprite with something like Gravity Bind, you have a huge edge over your opponent.
They’ll have to use up their best cards while you get ready to hit even harder when they fight back.
It’s a great card that I don’t see very often, but if it’s used right, it can change the game.
13. Infernal Flame Vixen
What a card! This XYZ monster fits nicely into any pyro-type deck, and you should really have three copies of it.
It’s easy to call, has great ATK/DEF stats, and has a nice backup effect that makes it a must-have for any pyro-type monster deck.
It also has a pretty cool look, which is something else you should look for.
You can’t overstate how important it is to be able to send your opponent’s monsters back to the graveyard.
It can win you a fight against the right deck.
12. Helios – The Primordial Sun
This card is well-known because it is referenced on Macro Cosmos, which is a very powerful trap card.
This card gets rid of every card that would normally go to the trash. This works well with the effect of Helios, the Primordial Sun.
Helios gets 100 attack for each monster, even your opponent’s, that is sent away.
Helios is a great choice if your deck gets rid of a lot of monsters, whether through cards like Macro Cosmos or fusion summoning cards like Dragon Mirror.
You can make this card into a huge beat stick in so many different ways.
How could you say no to this when it’s so easy to call?
11. Infernal Flame Emperor
This card brings back a lot of memories for me.
This was the most important card in the “Blaze of Destruction” structure deck, which was the first deck I ever got when I was a kid.
With Infernal Flame Emperor, you can get rid of all of your opponent’s spells and traps at once.
When it is tribute summoned, you can get rid of any number of Fire monsters from your graveyard and remove the same number of spells and traps your opponent controls.
At 2900 attack, this guy’s stats are also pretty good.
That is, you can do a lot of damage to your opponent while they are helpless by running at them with Infernal Flame Emperor.
10. Inari Fire
So long as you control a monster that casts spells, you can bring this guy from your hand into play for free.
It’s a level 4 monster, which makes it perfect for level 4 XYZ calls or level 8 synchro plays.
Inari Fire also has a recursion effect that only works when it is killed by a card effect.
But the best thing about this card is that it can open up your whole extra deck with just one play.
9. Gaia Soul the Combustible Collective
Gaia Soul is amazing in pure-Pyro decks like Flamvell or Volcanics, which only use Pyro cards.
If 2000 attack wasn’t enough for a level 4 monster, you can also sacrifice up to two other Pyro monsters you control to make this guy a 4000 attack beast.
This card also does pierce battle damage, which means that if its ridiculously high 4000 attack is higher than your opponent’s monster’s defense (which it definitely will be), your opponent will take the difference as LP damage.
This is a great way to get rid of big monsters and do some damage at the same time, all with one great Pyro monster.
8. Barrier Statue of the Inferno
Barrier Statues have kind of made a comeback in the metagame lately.
People have remembered how good it is to stop your opponent from special summoning, and these cards do just that.
While the Barrier Statue of the Inferno is on the field, neither side can special summon monsters that are not of the Fire type.
If you’re using a Fire-type deck, this means you can play as you usually would, plus your opponent won’t be able to do anything.
If you have a deck with two types, like Dark and Fire, I would also add the other Barrier figure that fits your theme.
7. Flamvell Uruquizas
Flamvells are by far the best type of Pyro you can get.
They have some very powerful cards that work well in Flamvell decks and in other decks as well.
Flamvell Uruquizas is a standard level 6 combo. It has a 2100 attack and can do piercing damage in fight.
And that’s not all:
This monster gets 300 attack every time it does damage to your opponent in fight.
When you add this to the cutting battle damage ability, you have a monster whose attack goes up every turn.
After a few turns, your opponent will have a hard time beating this attack number that keeps going up.
6. Fox Fire
First of all, this card is incredibly cute.
Even though that’s not the main reason why this card is on the list, it needs to be said.
Second, this card is great for making a solid wall of security around you.
Because Fox Fire can be brought back from the graveyard during the end phase if it is killed in battle.
You can’t use this card to make a tribute summon, but there’s nothing on the card that says you can’t use it to make an extra deck summon.
This little level 2 monster is great for making up the last couple of levels needed for a synchro call.
5. Royal Firestorm Guards
Pot of Avarice was banned for a long time because it was so good.
Royal Firestorm Guards is a lot like a Pot of Avarice with the same character, but it costs even less to use.
When this card is normal summoned, you can put 4 Pyro monsters back into your deck and then draw 2 cards.
In Yu-Gi-Oh, two new cards can be the difference between winning and losing.
This is a great way to reuse your best monsters and draw more cards.
4. Pyrotech Mech – Shiryu
When I play cards, I like to take risks, and this card is just that.
With Pyrotech Mech – Shiryu, you can pay 1 less tribute than usual to call this card as a tribute.
However, if you do this, you take 1000 damage every turn.
With 2900 attack and cutting battle damage, it will be easy to do damage to your opponent, but will it be enough to kill them before this card kills you?
It’s a card with a high danger and a high reward, which I think makes Yu-Gi-Oh!
3. Number 58: Burner Visor
Burner Visor is the XYZ monster that is the closest to a union monster.
You can attach this monster to another XYZ monster you control to give it the ability to attack directly.
Putting this on a monster with a high enough attack could make your opponent lose in an instant.
And if the monster you’ve equipped does battle damage to your opponent, you can throw away an extra card to burn your opponent for 500 damage.
Even though this doesn’t seem like much, it’s the small amounts of burn damage that can end a game.
2. Thestalos the Firestorm Monarch
I think that this Monarch card is one of the best in the game.
When it is called with a tribute, you can throw away a card from your opponent’s hand at random.
If that card is a monster, you can burn your opponent for the same amount of damage as its level times 100.
This is a great way to hurt your opponent and get rid of their combo pieces at the same time.
Well, hopefully… After all, it’s a random throw away.
1. Solar Flare Dragon
Without a question, this is my favorite Pyro monster in the game, because you can use it to do a very stupid stall play, and I love it.
At the end of each of your turns, the Solar Flare Dragon does 500 damage to your opponent.
This damage builds up slowly, and it could be the thing that ends the game for your opponent:
So long as you control another Pyro monster, you can’t choose Solar Flare Dragon to attack. This means it stays where it is.
So to win, all you have to do is call up two (2) Solar Flare Dragons and nothing else. All done.
Your opponent won’t be able to attack either dragon, so every time it’s their turn, they’ll take 1000 points of damage.
If they can’t find a spell or trap card in time to deal with these dragons, they will lose all of their life points and have no way to stop it.