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Lose Your Hand! Fire Nature Galaxy Deck [Fire Nature Galaxy Brand]

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1. Deck Overview

Based on [Fire Nature Galaxy Brand], active since around 2021. It has the record of a 40-card identical build winning a Championship this past March.

Its feature is combining "ultra-fast forward-leaning aggro that uses up your hand" with "a mass of disruption." It combines "G.G.G" holders (which grow stronger with 1 or fewer cards in hand) with 1–2 cost disruption creatures; on the ideal route it uses up its hand by turn 2 to line up creatures and, during the early game bought by disruption, attacks through before the opponent gets going. Handling both aggro and disruption is hard for many decks, and "winning big without letting them do anything" happens often. As long as you don't hit a Shield Trigger, it can win in 3 turns — an exhilarating deck.

2. How to Win

Deploy disruption creatures on turn 1 → from turn 2, cut your hand at full power and plan to empty your hand via reduction and mana acceleration → on turn 3, use up your hand and deploy Galaxy Brand (1 mana with 1 or fewer cards in hand), Crossfire, Slapping (free with 4 creatures), and Gogogo Brand (free if it's your only card in hand) → break all the opponent's shields with Speed Attacker, Double Breaker before they move, to win.

3. Strengths

  • Combining aggro and disruption, there are patterns of winning big without letting the opponent do anything.
  • The explosiveness of heavy finishers coming out for 1 mana to free via "G.G.G" and "G-Zero."
  • Each game is short and skill shows in each choice, so you readily feel improvement.

4. Weaknesses & Notes

  • If your movement is stopped once by a Shield Trigger and the like, recovery is hard.
  • You need to choose disruption that lands depending on the opponent.
  • It's swayed by your opening draw (the fate of all aggro).
  • Against aggressive decks, the opponent's breaks can grow your hand, preventing G.G.G from activating and putting you in a pinch.

Official Deck Composition

Official deck composition

Official Deck Composition

Creatures33
Twinpact Cards7
Total40

5. Card Guide

Great Sonic
001

Great Sonic ×4

×4 / Creature / Fire / Cost 1

Role: The fastest, lightest attacker

G.G.G (grant Speed Attacker with 1 or fewer cards in hand). Plainly it has the drawback of returning to hand if untapped at end of turn, but with 1 or fewer cards in hand, Speed Attacker cancels that and you attack. Also for head count. G.G.G is a momentary ability — active at 1 or fewer cards, inactive at 2 or more — so a Shield Trigger that returns cards to hand can make it unable to attack.

Blaze Hyper Claw
002

Blaze Hyper Claw ×4

×4 / Creature / Fire / Cost 1

Role: Hyperize attacker + hand exchange

Plainly it just "can't attack unless 2 or more other tapped creatures exist." With Hyperize (tap one other), it becomes power 6000, Double Breaker, and on attack discards 1 and draws 1 (at 0 hand, draw 1 for free without discarding). Tap summoning-sick or can't-attack creatures and attack.

Yell, Cheering Faerie / Please support us together!
003

Yell, Cheering Faerie / Please support us together! ×4

×4 / Twinpact card (creature / spell) / Fire/Nature / Cost Creature 2 / Spell 4

Role: Effectively 0-mana deployment, or a removal trigger

The creature side, when it enters, untaps up to 2 mana = effectively 0 mana to put out while reducing your hand (perfect for this deck). The spell side Please support us together! is a Shield Trigger that discards 1 and destroys power 6000 or less (destroy another if the discard was a Snow Faerie). Triggering it when your hand grew against an aggressive opponent reduces your hand while removing, leading to a comeback.

Birds of Paradise
004

Birds of Paradise ×4

×4 / Creature / Nature / Cost 2

Role: Mana acceleration (effectively 1 cost)

Flying (can't be attacked or blocked by creatures without Flying), can't break shields. It can tap itself for all civilizations as mana (even the turn it enters). It's a head count and grows your mana for later turns. Not suited for attacking, but direct attacks are possible and it can't be blocked, so it can shine at the end.

Pollikichi, Adventure Faerie
005

Pollikichi, Adventure Faerie ×2

×2 / Creature / Nature / Cost 2

Role: Grants a summon right from mana

When it enters, grant one creature in mana a summon right from mana. It shines for putting out a Galaxy Brand sent to mana early (summon by tapping itself with G.G.G) or Crossfire, Slapping (no cost with 4 creatures). A reduction target for Saepoyo X, Idol Faerie.

Saepoyo X, Idol Faerie
006

Saepoyo X, Idol Faerie ×4

×4 / Creature / Nature / Cost 2

Role: Snow Faerie reduction + mana summon

Once per turn, reduce a Snow Faerie's cost by 1. Welcome in this deck that wants to dump its hand fast (reducing Yell, Cheering Faerie returns more mana than it costs). With Hyperize (tap one other), it becomes power 5000 and once per turn can summon a creature from mana (for the trump card's mana deployment).

Primal Giant
007

Primal Giant ×4

×4 / Creature / Nature / Cost 1

Role: Cheat/graveyard meta + defense

G-Strike. When the opponent puts a card into play from somewhere other than hand, make it go to mana instead. Effective against decks that deploy from deck/graveyard/mana. The opponent player can't attack, but at power 4000 it can attack tapped small creatures or be a Hyperize fuel.

Segare, Bei B
008

Segare, Bei B ×4

×4 / Creature / Nature / Cost 1

Role: High-cost deployment meta

Can't attack. When the opponent puts out a creature costing more than their own mana count, send it to mana, and place itself in mana too (taking it along). If it activates, your mana grows and you profit; if the opponent slows down to avoid it, your attack gets through and you profit. High power, so also Hyperize fuel.

Inka, Karma's Purity / Okiyome Crystal Charger
009

Inka, Karma's Purity / Okiyome Crystal Charger ×3

×3 / Twinpact card (creature / spell) / Nature / Cost Creature 2 / Spell 3

Role: Ban entry from non-hand zones + graveyard meta

The creature side: "opponent creatures don't come out from anywhere but the opponent's hand" (stronger than Primal Giant — it bans putting them out at all). The spell side Okiyome Crystal Charger is opponent graveyard reset + mana acceleration (placed face-down in mana as "crystal mana").

Galaxy Brand
010

Galaxy Brand ×4

×4 / Creature / Fire / Cost 7

Role: The star finisher

G.G.G (cost -6 with 1 or fewer cards in hand = effectively 1 mana), Speed Attacker, Double Breaker. When it enters, destroy power 6000 or less. The goal is to keep using your hand to deploy this fast and attack. When summoning it from mana via Pollikichi, Adventure Faerie or Saepoyo X, Idol Faerie, you can put it out even with other cards in hand (you can line up 2).

Crossfire, Slapping
011

Crossfire, Slapping ×2

×2 / Creature / Fire / Cost 7

Role: Free attacker

G-Zero (free summon with 4 or more of your creatures), Speed Attacker, Double Breaker. On attack, if you have Fire in mana, grant Speed Attacker to another (grant it to a creature summoned the same turn for a total 3-shield break too). Can't be put out if a copy of the same name is present.

Gogogo Brand
012

Gogogo Brand ×1

×1 / Creature (Hall of Fame card = limited to 1) / Fire / Cost 7

Role: The fastest finisher

Master G.G.G (free summon if it's your only card in hand), Speed Attacker, Double Breaker. When it enters, if you have Fire in mana, draw 1 → discard any number, and destroy power 6000 or less equal to the number discarded. If in your opening hand, use up your hand and slam it down fast. So strong it became Hall of Fame.

6. Basic Play Flow

* In this deck, turn 1 is the early game, turn 2 is the mid game, and turn 3 onward is all the late game. Race through at a speed the opponent can't keep up with.

Early game (turn 1)

Deploy disruption creatures (Primal Giant, Segare, Bei B, Inka, Karma's Purity). If they land on the opponent, forcing a response is great; even if not, reducing your hand is welcome. Disruption gets stale the later you draw it, so put it out early. If you have none, Blaze Hyper Claw is OK. For cards to send to mana, follow the policy of "prepare Fire and Nature by turn 2," "conserve finishers but send to mana if duplicated," and "prioritize cards you won't use now."

Mid game (turn 2)

Use up your hand as fast as possible while lining up creatures. Ideally, plan to empty your hand next turn via reduction and mana acceleration. Grow mana with Birds of Paradise and Saepoyo X, Idol Faerie; Yell, Cheering Faerie reduces your hand at effectively 0 mana. Depending on how things stack, you may deploy a finisher and start attacking this turn. Especially Gogogo Brand can come out from an unexpected angle.

Late game (turn 3 onward)

Empty your hand and deploy Galaxy Brand, Crossfire, Slapping, and Gogogo Brand to attack. Add Blaze Hyper Claw's Hyperize to break shields at maximum efficiency. Leave Shield Trigger countermeasures to the light disruption and accept the risk, deciding before the opponent moves. Even if your hand runs out, you can pile on with the mana summons of Pollikichi, Adventure Faerie and Saepoyo X, Idol Faerie.

7. Final Summary

A forward-leaning deck that places disruption instead of defense and, in that opening, uses up its hand at full power to slam down "G.G.G" / "G-Zero" finishers — combining aggro and disruption. As long as you don't hit a Shield Trigger, it can win in 3 turns. Its weaknesses are being unable to recover once stopped and opening-hand dependence. Deciding whether to tune toward more speed or more disruption is the key to customization.

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