When to Use Cinderace V for Maximum Damage in Competitive Decks

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Cinderace V card art from Rebel Clash

Image courtesy of TCGdex.net

Timing the Crimson Legs: A Cinderace V Strategy for Peak Damage

For competitive players chasing clean, decisive blows, a single well-timed strike can swing an entire match. Cinderace V, a blazing Fire-type from the Rebel Clash era, embodies that philosophy with a scorching combination of high HP, a brutal attack, and a game-changing ability that can reshape risk and reward on the battlefield. While its 210 HP suggests resilience, what truly unlocks its potential is how you synchronize energy, Stadiums, and tempo to land the maximum damage when it counts ⚡🔥.

Card snapshot

  • Name: Cinderace V
  • Set: Rebel Clash
  • Rarity: Holo Rare V
  • HP: 210
  • Type: Fire
  • Stage: Basic
  • Attack: Crimson Legs — 140 damage
  • Attack Cost: Fire, Fire, Colorless
  • Ability: Field Runner — If a Stadium is in play, this Pokémon has no Retreat Cost.
  • Weakness: Water ×2
  • Retreat Cost: 2
  • Illustrator: 5ban Graphics
  • Regulation: Expanded legal

With a big, flashy attack that demands two Fire-energy attachments plus a Colorless, Cinderace V looks like a glass cannon on the surface—raw power with a price tag. Yet its Field Runner ability flips the script by removing retreat pressure whenever a Stadium card is in play. That little line of text can be the difference between a glimmering one-shot and a gruelingly slow grind that your opponent can coast through. This is why mature decks lean into Stadiums and energy acceleration in tandem with Cinderace V, turning a single high-damage swing into a reliable late-game finisher 🔥💎.

When to deploy for maximum impact

In practice, you want to maximize damage on turns where you can reliably afford the three-energy cost and where you’ve established tempo with both Stadium presence and energy acceleration. The 140 damage is substantial enough to threaten most opponents’ early threats, pushing them to commit resources. The key is to stagger setup so that Crimson Legs lands when the opponent has few clean answers, or when you can pivot into a second attacker on the following turn while your first Cinderace V remains a persistent threat.

  • Early pressure with Stadium setup: Drop a Stadium early to unlock Field Runner’s ability, then attach energy on subsequent turns to prepare Crimson Legs. The payoff is a powerful finisher that doesn’t agonize over retreat costs, allowing you to reposition if the board state shifts.
  • Midgame pivot: If your opponent counters your Stadiums or targets your bench, you can retreat for free (via Field Runner) to another attacker or reset your Attack window with minimal cost, keeping pressure on while the prize cards come online ⚡.
  • Damage amplification considerations (contextual): While Crimson Legs hits hard, you’ll often pair it with strategic energy-priority cards or supportive Trainers that streamline energy attachment and hand disruption to keep the tempo up without overextending.

Deck-building notes: maximizing efficiency and survivability

To push Cinderace V toward its damage ceiling, you’ll want a balanced approach that keeps a steady energy supply and leverages Stadiums to neutralize retreat. A few practical considerations:

  • Energy acceleration: Since Crimson Legs requires two Fire energies plus a Colorless, plan for reliable energy acceleration in your build. This could involve cards that fetch or accelerate Fire-energy attachments across your turns, minimizing the risk of getting stuck with a hand that can’t attack.
  • Stadium synergy: Since Field Runner makes retreat cost disappear, pairing Cinderace V with Stadiums that your opponent must address (or that you can control with disruption) makes it easier to level up your board state and keep your lead intact.
  • Weakness management: With Water as a ×2 matchup, it’s wise to anticipate counterplay that targets your vulnerability. Think about bench strategies and backup attackers that can handle water-leaning decks, while your primary plan remains focused on landing Crimson Legs when the clock is right.
  • Prize and tempo awareness: The hefty damage is enticing, but you’ll win more games by maintaining board presence and keeping your opponent off balance—Crimson Legs is your hammer, not your only tool.

Collector insights and market trends

From a collector’s perspective, Cinderace V offers a compelling mix of play value and aesthetics. This holo rare V, illustrated by 5ban Graphics, is a standout piece from Rebel Clash with a striking finish and an eye-catching profile that sits well in binders and display shelves alike ⚡🎨.

Current pricing signals a measured but healthy interest. Cardmarket data indicates an average around €2.9 with a low around €1.7 and a recent trend score of about 3.1, suggesting modest growth and steady demand for this holo-era staple. On TCGPlayer, holo copies show a market interest at roughly USD 0.94, with the high end climbing as far as $5.72 in some listings—reflecting how condition and packaging can drive value for collectors and players chasing pristine copies. For deck builders, the combination of 210 HP, a high-variance damage output, and a versatile ability makes this card a practical target for trade and collection, especially for those who enjoy Fire-type archetypes and tempo-oriented plays 🔥💎.

Keep an eye on the expanded format where Cinderace V remains legal and versatile. Its ability to weather exchanges and execute a high-damage swing can outpace slower strategies, especially when you anticipate Stadium-driven cycles and the need to reposition offensive threats. The art, the glow of the holo finish, and the robust build all contribute to its enduring appeal for fans who value both play potential and collectible appeal 🎴.

Play examples: a quick scenario walk-through

Example A — Turn 2 finisher tempo: You start with Cinderace V as your primary attacker. After a couple of ideal attaches (two Fire energies plus a Colorless, aided by early energy acceleration), you strike with Crimson Legs for 140 damage. If your Stadium card is in play, Field Runner makes retreat free, letting you pivot to a backup attacker if your opponent clamps down on your bench or tries to disrupt your energy supply. The result is a clean, mid-game knockout that leaves your opponent scrambling for a reply ⚡🔥.

Example B — Midgame continuity: Suppose you’ve established a Stadium and your bench hosts a second high-press target. Cinderace V can stay threatening while you rotate into the second attacker via Field Runner’s retreat-cost break. Even if your opponent answers with a mitigation plan, you retain pressure and keep Crimson Legs as a looming threat, potentially forcing a poor swap or a risky defensive move on their side 🎮.

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