Forum:Fortune Ladies :E

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Alrighty. I, uh, am really new to using this kind of thing to post on the internet. So; let's see how this goes. All help is appreciated ~



Okeydokey, so, whenever I make a Pokemon RMT over at Smogon it's generally a good idea for me to explain why I chose this Pokemon, this EV spread, and this move set, which basically translates to: 1) Why did I choose this card; 2) Why did I choose this card amount; 3) How does this card help the rest of the deck. I've never done something like this before so I don't know whether or not I should explain because of how incredibly obvious some choices are, but I suppose you know, it can't hurt me to help you in anyway.

The general strategy is control. Control over my hand, control over my draws, control over the field, and control over my opponent's side of the field.

Nine Fortune Ladies total. Some experimenting showed me that I literally don't need any more than this. Watery and Firey have been added in lesser amounts than Darky and Lighty because, well, these are cards I don't really wan't to draw. Firey and Watery are best summoned by Lights effect, or dumped in the grave then summoned with Darky. You'll notice I haven't included Windy or Earthy. The reason is simple, I find them to be trash. Windy doesn't get any benefits from being special summoned from Lighty or Darky's effect, because it must be normal summoned to be of any use. Another downer being that if I have more Fortune Ladies on my side of the field then my opponent has Magic/Trap cards, I don't get to use it's effect. Earthy is just Darky with one more star and some burn damage. Not worth including.

Kinka-Byo is there to reactivate Lighty's effect if and when it gets sent to the graveyard, it's a pretty standard card. Cyber Valley doesn't activate Lighty's effect, but makes a good staller and helps with drawing. It also makes a sort of lesser Battle Fader. Vortex Trooper and Quickdraw Synchron are there to help with the flow of everything. Vortex Trooper lets me dump unnecessary cards from my hand back into the deck, with the hope that I'll receive better ones. Quickdraw Synchron functions the same way Vortex Trooper does with helping keep my hand in balance. Quickdraw has the nice little touch of dumping unneeded monster cards to the grave, to be more exact, the Fortune Ladies. Firey and Watery or too many copies of Lighty simply ruin my hand and are often better in the graveyard where they can be revived by Darky, or (in Lighty's case) be recycled by Kinka-Byo. Sangan is a great searcher, allowing me to find Kinka-Byo, Blackwing, Quickdraw, and their other non "?" friends. Tragoedia makes a great card in general, because of the massive draw power that comes from using the Fortune Ladies.

Although I would love to hear suggestions about how I can fix the monsters above, where most of my problems starts as soon as Rai-Mei, Thunder King Rai-Oh and Summoner Monk come in. I added them there because I felt something was missing. I was missing this one card or card combination that would help out the deck, and I just can't figure out what it is. Essentially, they're an idea, but mostly just filler on the list so I could type this out. I don't even know if adding them will help the deck in the direction I want it to go.

Spell Cards are pretty standard; though I don't have Future Visions in this deck. Instead, I'm using Secret Village of the Spellcasters for a little bit of control over my opponents Spell usage. Well, I wouldn't say a little bit. It kinds stops them dead in their tracks d: Using this card has been easy because swarming the field with Fortune Ladies (as well as keeping them on the field) isn't hard to do as soon as momentum starts picking up.

Trap Cards are mostly for field control. Compulsory Evac gives me the option of returning my own monsters or messing up my opponents pace by sending back his. Bottomless Trap Hole and Torrential Tribute are just pretty awesome in general. Call of the Haunted lets me recycle monsters, I usually end up using it on a Sangan or Lighty.



Remember that thing I mentioned a few paragraphs up about being unable to fill the space with exactly what I feel I need? Well, here are some of the ideas in my head. Catoblepas lets me stop special summonings, while Kycoo is there for control over my opponent's Graveyard. Krebons and Psychic Commander were just alternate Tuners I was thinking about, being given Emergency Teleport to help support them. D.D. Survivor's effect works perfectly with Cyber Valley. D.D Warrior Lady would be there for clearing the field, and Dandylion is a pretty great card in general.

So yeah; thanks for reading. I've been testing this deck out a couple times, and I'm rattling my brain over the decisions I need to make for the deck (which, is pretty much about having control). Any and all suggestions are welcome. Thanks again~--CardApp (talkcontribs) 01:46, July 20, 2010 (UTC)

Well, IMO, I would take out Burial from a Different Dimension and add in Skull Lair or A Dimensional Alchemist instead. That, or just add Dimmensional Alchemist. The reason being is because you only have 8 ways of removing from play fortune ladies for Fortune's Future. Kinka-byo usage of Fortune Lady Light in the graveyard 3 times, which would take a while,Cyber Valley, Allure of Darkness and Gold Sarcophagus. Now to have 3 Fortune's Future and Burial from a Different Dimension seems difficult to pull off if the max amount of cards that can be removed from play are 8 (and that's if you had the chance to remove them all). It seems alittle off balance if the only card you have to revive non fortune ladies is call of the haunted. As well, Your 9 Fortune Ladies and Summoner Monk are your only spellcasters in your deck. This could work against you if you have out Secret Village of the Spellcasters, because if you don't work have out a spellcaster, you can't activate a spell card, especially if most of your fortune ladies are in your graveyard/ remove from play. If you don't have out Blackwing - Gale the Whirlwind, With your Fortune Lady Dark early on in the game, you may run into trouble. Fortune Lady Dark starts off with a base of 2000 attack. A monster with at least 2500 attack on the opponents side can be troublesome, and even make it troublesome for you to tune. Also, with the you could add in a Chaos Sorcerer, to help with some annoying monsters on the opponents team, such as Stardust Dragon (which is immune to Fortune Lady Fire's ability) as well helping abuse Fortune's Future. I don't know if you have ever encounted these problems, but if you haven't, I guess keep the deck the way it is. Hope this helped!--HiddenLight333 (talkcontribs) 19:05, July 20, 2010 (UTC)HiddenLight333