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    Archetype Discussion Casual Decklist Deck Building Strategy Video

    CDP: Ashened Rescue-ACE, ft. Blaze Fenix and DUAD Support

    QuincymccoyBy QuincymccoyMay 12, 20255 Comments

    Volcano versus Firestarters: WHO WINS?

    Replays:

    Strategic Summary:

    Welcome back for another Creative Deck Profile, and today we’re combining the DARK/Pyro Ashened theme with the FIRE Rescue-ACE archetype! I’ve covered Ashened extensively on my channel before, so if you want to see what they can do in a pure build, be sure to check out my Pure Ashened build here: https://youtu.be/mZRn5QuuWIo. Now that you’re back, there’s one primary difference: Ashened have received a few new cards of direct and indirect support. First is Chaotic Elements (YGOrg Translation), the Tistina/Ashened generic support that tutors any LV5+ DARK Pyro monster, getting you so much more consistency it is virtually unbelievable. The second support card is Inferno of the Ashened (YGOrg Translation), the first “Ashened” card that gets you direct access to Obsidim, the Ashened City with no other requirements. This Continuous Spell also sticks around, letting you swap any card on the opponent’s field with a Level 8+ DARK/Pyro from your GY, giving you yet another way to prime their field to Fusion Summon Veidos the Dragon of Endless Darkness. Where this build deviates from most Ashened builds is that it has an entire other archetype that does its own thing in parallel.

    The Rescue-ACE archetype is up next, and this FIRE Machine and Warrior theme is best known for Rescue-ACE Turbulence, a Level 9 boss that sets up to 4 Rescue-ACE S/Ts into your backrow. Adding to Veidos the Eruption Dragon of Extinction’s domination over the Field Zone, CONTAIN! negates a monster’s effects, EXTINGUISH! destroys one, RESCUE! can steal a monster from the opponent’s GY, and EMERGENCY! gives you access to any Rescue-ACE monster you may need. If you happen to summon out Rescue-ACE Preventer, you also get a Quick Effect to flip an opponent’s monster face-down! All of these control elements lend itself well to the Ashened strategy of slow down the opponent enough to bomb their board, then swing for the win. Although there is one super cool interaction that comes out of mixing these two themes – you can also burn the opponent to death with Blaze Fenix, the Burning Bombardment Bird. Since this is a Pyro Fusion made with a Machine and Pyro monster, you can easily Fusion Summon this using Extinguishing the Ashened or even Ashened to Endlessness by combining an Ashened and Rescue-ACE monster. Embrace the destruction AND choose to cause more, with this combination of Ashened and Rescue-ACE monsters!

    Provided Decklist:

    Monsters: 18
    1 Rescue-ACE Turbulence
    3 Veidos the Eruption Dragon of Extinction
    2 Rescue-ACE Preventer
    1 King of the Ashened City
    1 Hero of the Ashened City
    3 Rescue-ACE Air Lifter
    1 Shaman of the Ashened City
    3 Priestess of the Ashened City
    1 Rescue-ACE Impulse
    2 Rescue-ACE Hydrant

    Spells: 20
    3 Extinguishing the Ashened
    1 ALERT!
    3 Awakening of Veidos
    3 EMERGENCY!
    1 Rekindling the Ashened
    1 RESCUE!
    3 Inferno of the Ashened
    3 Obsidim, the Ashened City
    2 Rescue-ACE HQ

    Traps: 4
    1 CONTAIN!
    1 EXTINGUISH!
    1 Ashened to Endlessness
    1 Ashened for Eternity

    Extra Deck:
    1 Veidos the Dragon of Endless Darkness
    1 Embers of the Ashened
    2 Blaze Fenix, the Burning Bombardment Bird
    1 Divine Arsenal AA-ZEUS – Sky Thunder
    1 Battlin’ Boxer King Dempsey
    1 Infernal Flame Banshee
    1 Underworld Goddess of the Closed World
    1 Salamangreat Raging Phoenix
    1 Worldsea Dragon Zealantis
    1 Promethean Princess, Bestower of Flames
    1 Hiita the Fire Charmer, Ablaze
    1 S:P Little Knight
    1 Moon of the Closed Heaven
    1 Relinquished Anima

     


    Note: This is continuing the style of Creative Deck Profile articles, designed to showcase a build through replays and an attached summary. If you wish to see a CDP for an archetype, theme, or strategy you love, feel free to private message me on the YGOrg Discord server, the comments section of any of my YouTube videos, or just post a comment in response to this article on our Facebook page or through the site with your ideas for me to keep under consideration! On most YGO-related communities my username is Quincymccoy, so feel free to reach out. Current pending requested profiles include: Crystal Beast, Motor, Suship, Flame Swordsman, Tistina, ‘Spring’, Ghoti, Nouvelles, Macro Cosmos, Teleport-Psychic, Mitsurugi

    Coming Soon:

    Check out the Archetype Archive to see if I’ve covered a theme before!
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    Quincymccoy

    Hello everybody! I serve as Number VIII of the Organization; however, my primary role on the site is to generate non-news content! Let's keep the endless flood of profiles on undervalued archetypes flowing, shall we?

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    5 Comments

    1. DuckSguised on May 12, 2025 10:27 am

      The way konami butchered asshened still makes me kinda sad

      • Quincymccoy on May 12, 2025 3:27 pm

        I don’t think it’s fair to say it was butchered. Is it as powerful as how Mitsurugi came out? No, but it’s definitely fair to say that it was still a competent theme. I just wish it got a few more ways to destroy and trigger the Field Spell, but there’s always hope for legacy support down the line.

      • DuckSguised on May 13, 2025 12:31 am

        It really was. Deck was made to be super bricky and was meant to work in a single format against a single deck (Snake eye fire king(. It was never competent or good, it just existed. Mimighoul outclasses it in every way (even fun) and mitsu is just unbelievably powerful. Heck, even decks that came before ashened are better (Beetroopers, ghoti, gold pride, ecc.)

    2. Kevin on May 13, 2025 4:06 am

      If you had to free up, say, 9 slots for hand traps, what would you cut? I like the idea behind a lot of decks you make, but without around 9 slots dedicated to generic power cards (hand traps or going second) they’re not even playable in casuals given the power level of the current game. Sorry if that comes across as rude; I really like a lot of the decks you make, but I wish they included hand traps or going second cards, so we could see more realistic duels and they’d be more usable to build and take to a casual locals OOTB.

      Here’s a challenge/request for a future profile: Back when Isolde was legal, I used to have an Infernoble Igknight deck (it comes up on ygoprodeck if you search Infernoble Igknight v3). I eventually changed it into a 60-card pile, but due to the banning of Isolde (and a couple other pieces like Baronne, though that could be replaced with Dis Pater) it’s no longer remotely playable. The Flame Swordsman stuff doesn’t seem strong enough to me to compensate for Isolde and save it. If you can come up with a fire warrior pile with Igknights and Infernobles that actually works, I’ll give you a cookie. I’ve thought about it and they really just seem lacking at the moment, but I liked that deck a lot in its prime.

      • Quincymccoy on May 15, 2025 10:20 am

        Hi there! Haven’t been ignoring your comment, just been working through some health issues lately.

        The idea behind a lot of my more competitive hybrids is that the extra power offered by multiple themes offsets the loss of running so many hand traps. Some of these builds I do take to locals, and I’m hoping to showcase some of them in future IRL profiles soon. This one in particular would be hard, as the two engines take so much room to run optimally… but ill try.

        First up, ill stand by that Veidos itself is a handtrap, since it shuts down field spells. So I’ll cheat and call that 3. The first slots I’d cut would be an Air Lifter,Preventer, and an HQ. This keeps the same power at the loss of consistency. Then the other slots id cut would be 2 of the Inferno, and the Ashened Fusion Trap. This is hard, because it does cut down the capabilities and niche plays of the deck, but they are less core to the decks gameplan succeeding.

        To go back to my approach and thought process, I think that a suite of hand traps pretty much is another ‘theme’ being added to a deckbuild in today’s game. So it mostly comes down to weighing which would be more impactful: a second archetype that can contribute to empowering your endboard or board breaking, or a second theme whose entire purpose is to slow down the opponent. Hopefully this helps, but let me know if you wanna continue this convo in the discord or whatever – love talking about this!

        As far as your Igknight/FIRE Warrior Request, I’ll look into it. I haven’t messed around too much with that pile, but it has a base to work off of… hm…

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