This is my take at a "Flamvell" deck. "Flamvell" and its sub-archetypal "Neo-Flamvell" are a completely Fire-based group that almost exclusively consists out of monsters. The archetype is often seen as the alpha version of "Laval", who just so happened to be able to use their main playmaker in form of "Rekindling" as much as "Flamvell" could. Strategy-wise, the monsters feature a mix of Special Summoning, burn damage and beatdown-/battle-focussed effects, but the overall age of the archetype(s) is clear for anyone to see. "Flamvells" was one of the first archetypes to receive Synchro monsters, showcasing how old the archetype actually is, and the loose group of members really does not have that many similar factors and strategies to work with in unison. Nonetheless, I tried to build something with them and I feel like the deck at least tries to make the best out of what the archetype has to offer.
One cannot talk about "Flamvell" without mentioning "Flamvell Firedog". This 1900 ATK critter can summon monsters from the deck if it manages to destroy something in battle, which is rather mediocre from a modern standpoint but really one of the best cards the archetype has to offer. Together with the other key card in the deck, "Red Resonator", you can actually manage to summon Synchro and Link monsters in turn one, despite the fact that "Flamvells" are terribly slow. "Red Resonator" also has the huge benefit of having 200 DEF and therefore being revivable via "Rekindling", and as an added bonus it even heals your life points when Special summoned, giving the deck an odd amount of survivability in certain situations. "Neo-Flamvell Lady" is the newest support card and brings disruption and graveyard setup, both well received in the archetype. The single copy of "Flamvell Archer" serves both as a Level 3 Tuner monster, as well as a potential ATK boost after a "Rekindling" play. The last archetypal monster in the Main Deck is "Neo-Flamvell Origin", who can technically serve as further swarming, just in a fairly limited amount of scenarios.
This alone does not make the deck though: I added two copies of "Cataclysmic Scorching Sunburner" and two copies "Gizmek Kaku, the Supreme Shining Stag" to the deck; the first one provides a small amount of burn damage while being a sizeable beatstick that can summon itself when you lose resources, while "Gizmek Kaku, the Supreme Shining Stag" is a big beater that can enter the field rather easily by getting rid of opposing Extra Deck monsters. The two copies of "Volcanic Shell" are just there to be ditched via "Neo-Flamvell Lady", but they do provide further deck thinning and a card to discard if necessary. Lastly, the "Guerilla Kite" might seem odd, but it is one of the few Level 4 Fire Tuners in the game, has more attack than "Flamvell Magician", the necessary 200 DEF for "Rekindling" revives and a small burn damage to edge you closer to OTKable life point numbers.
The backrow consists entirely of Spell cards in order to make the deck run smoother and faster. Three copies of "Resonator Call" are there to make sure that you can pull the summoning of two monsters turn one off, two "Pot of Desires" and one "Pot of Avarice" are reasonably priced draw options, "Reasoning" is another swarming tool, "Monster Reborn" can fetch stuff back for attacks and Extra Deck summons, while "Raigeki", "Harpie's Feather Duster" and "Twin Twisters" all destroy opposing cards that you might struggle with. The main star of the show are the three copies of "Rekindling", which can turn the deck from a weak pile of cards into an actual thread, either by kicking for enough damage to allow for an OTK or by using the summoned monsters for various Extra Deck shenanigans to gain board control that way. To allow "Rekindling" to work at full potential, there are also options like "Slash Draw", "Card Destruction" and "Performapal Popperup" which all fill the graveyard with revivable monster cards.
The Extra Deck features a number of options to either get rid of certain threats on the opposing side of the field or to support the Extra Deck summon chain after the successful "Rekindling" play. For the former there are "Knightmare Phoenix", "Salamangreat Heatleo", "Brionac, Dragon of the Ice Barrier" and "Black Rose Dragon", all taking care of certain threats that might come up. For the swarming, there are three copies of "Duelittle Chimera", which I previously ran at a lower copy count but I found that summoning all three is actually possible and sometimes even very helpful. "Hiita the Fire Charmer, Ablaze" and "Saryuja Skull Dread" can transform pretty much any monster into more helpful option, while the new "Infernity Doom Archfiend" can become a pretty solid beater/destruction option if you play your cards right.
It has to be said that this is not a competitively viable deck as "Flamvell" is a rather lackluster archetype; in fact, I would say that they do not get even close to anything meta-related in terms of power level or consistency. However, for Casual rounds this deck should perform just fine and it was in all honesty the maximum I thought there was to get out of the archetype without simply throwing lots of money cards at it. If you are interested in the archetype and might even want to try giving your own "Flamvell" deck a spin, I invite you to look at my "Flamvell" analysis on my blog here: https://cubiccreativity.wordpress.com/2020/10/03/archetype-analysis-neo-flamvell/