Forum:Fortune Ladies Deck - Help, please?

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And now, the moment you have been most dreading ...

Here's the deck as it now stands:


Yup - that's a total of 44 cards. I'm really stuck here as to what I should take out - or even if I SHOULD take out anything. Machine Duplication is a possibility for excising, but it seems like it'd work so well with Cyber Valley...

I'd also like comments on how to make this deck better - swapping the two Pot of Avarice for two Allure of Darkness is already a future to do, but I'll bet there's other things that can be done.

Thanks for any help you can give.

--Kungfu-mama 09:28, November 21, 2009 (UTC)

Hmmm... I don't know about that. Kinka-byo allows you to mill your graveyard, and Jester Confit adds a nice measure of protection, don't you think?


Kungfu-mama 15:00, November 21, 2009 (UTC)

In my opinion, he should let the Kinka-byo in, because he can easily activate lighty's effect, and can special summon a Fortune Lady Monster from his deck like Watery, so he can draw 2 card, just by having a fortune lady on the field, and kinka-byo in his hand Dryás 16:36, November 21, 2009 (UTC)

Thanks! I'm still trying to figure out all the ins-and-outs of this deck, so comments like these are really helpful.

--Kungfu-mama 16:44, November 21, 2009 (UTC)

You could also add a Different Dimension Gate to remove lighty and an opponent monster to activate Lighty's effect.

Dryás 19:23, November 21, 2009 (UTC)

What I would suggest is to take out at least 2 of the copies of Cyber Valley since it would only really help in stopping an attack and removing other cards from play and sadly does not work with Fortune Lady Lighty and it would miss the timing of her effect. I would also suggest the field card Secret Village of the Spellcasters since it works well since the ladies are all spellcasters. Put in things like Threatening Roar, Swords of Revealing Light, Bottomless Trap Hole or something that can stall or otherwise destroy your opponent's monsters. I use Dimensionhole with Lighty or the others since it removes them for a turn and returns them during your second standby phase, allowing you the chance to implement Fortune's Future and I not too sure about Machine Duplication but I would suggest maybe trying out some of the ideas first to see what works with you. Sandy Sagebrush 21:17, November 21, 2009 (UTC)

Dryás 11:13, November 22, 2009 (UTC)

  • Wow! Lots of good advice. While it's true that Cyber Valley doesn't play well with Fortune Lady Light anymore because of the ruling, I understand that it does work well with Fortune Future - removing Cyber and a Lady allows you to draw two cards, then if you play Fortune Future, you get to draw two more cards AND recover your Fortune Lady (back to the graveyard).
  • I also really like the idea of the Secret Village of the Spellcasters, though I think it would mean really altering this build since I have Future Visions running here (has there ever been a deck with two different field cards in it, I wonder)?

Update. Decided to nix Machine Duplication for Smashing Ground; cut back on Bending Destiny for Threatening Roar. Changes are reflected in the deck above. Should probably consider a third Future Visions as well.

--Kungfu-mama 20:07, November 22, 2009 (UTC)

Interdimensional Matter Transporter,

I REALLY like Interdimensional Matter Transporter. The question is, what should I take out to get this in?

--Kungfu-mama 15:12, November 23, 2009 (UTC)


Maybe you could take 1 Kinka-Byo out, because it's only for lighty, which is 3 times in it. Without Lighty it's quite useless, cause Cyber valley is removed from play most of the time. Dryás 15:39, November 23, 2009 (UTC)

???? not good

Monsters

  • -3 Cyber Valley x3
  • -2 Night's End Sorcerer x2
  • -2 Kinka-Byo x2
  • -2 Jester Confit x2
  • + 1 Blackwing Gale
  • + 1 FL Fire
  • + 1 FL Dark
  • - 1 FL wind
  • + 1 FL Earth
  • + 3 Solitaire Magician

Spells

  • - 1 Pot Of Advarce
  • -1 One for One x1
  • -2 Magical Dimension x2
  • - 1 Smashing Ground
  • + 2 Time Passage
  • + 1 Terraforming

Traps

  • -1 Inherited Fortune x2
  • + 1 Solemn Judgment
  • + 1 Mirror Force
  • + 1 Bending Destiny

Hope this will Improve your Deck a lot just try to abuse Future Visions With FL Light and Try to get earth if you need power FL water if you need cards and FL Fire if you need to destroy a Big Monster. Hope that i helped! Wings of Darkness Unite! 15:51, November 23, 2009 (UTC)

Aaauuuuggghhh!!!

I am SOOO conFUSED! People tell me to take out Cyber Valley, then tell me, no, it's still a great card, that Kinka-byo is trash, and then it isn't... I just don't know WHAT to think anymore!!!!

Help....me....

--Kungfu-mama 18:58, November 23, 2009 (UTC)

It really depends on what you ant to do with the deck, personally instead of Kinka-byo I took him out for a Apprentice Magician or two since he can get Lighty and any other lvl 2 or lower magician onto the field. That and since your deck is mainly if not entirely spellcasters I would also suggest maybe Solidarity it would increase all your ladies atk's by 800 giving them a bit more 'staying' power, this effect just like Burden of the Mighty can stack.

But only if you could have only one type of monster in your deck and I would suggest sticking with the spellcaster theme. The thing is, is that people have various views and experiences with those cards, what I would suggest is trying them out separately, seeing what works for you and what doesn't. Cyber Valley with this deck would only be good for two things, stalling and drawing while putting a fortune lady other then lighty out of play which readies it for Fortune's Future. Sandy Sagebrush 19:17, November 23, 2009 (UTC)

I have a Amazing FL deck just try to Play it like i said and you will see some improvements :)Wings of Darkness Unite! 19:24, November 23, 2009 (UTC)

Thanks.

I know there's a ton of ways to play these cards, which is one reason I decided to try and build a deck around them. Guess I shouldn't be surprised by all the different viewpoints then, huh?

I think I'll do just as you said...try a build and, if I don't like the results, modify it for another. In which case, the more viewpoints, the better.

So... keep those comments rolling!

Thanks again, guys and gals.

--Kungfu-mama 19:53, November 23, 2009 (UTC)

hey Hope i helped ^_^ Wings of Darkness Unite! 13:13, November 24, 2009 (UTC)

Oh, you did - as did everyone else. Even if my brain DID feel like it was gonna explode ;-).

--Kungfu-mama 19:02, November 24, 2009 (UTC)

Update

Decided to cut Cyber Valley and Jester Confit by one each. Eliminated Smashing Ground in favor of a second Terraforming, since I didn't have a third Future Vision around (need to get one of those). Comments? --Kungfu-mama 14:58, November 25, 2009 (UTC)

you can take out a Sorceress thing for a gale Wings of Darkness Unite! 15:03, November 25, 2009 (UTC)

Update Decklist

Here's recipe that I had went through with YVD version;

So that make total of 46 cards in Main Deck and just 7 monsters in Extra. Here ya go. --FredCat100 15:47, November 25, 2009 (UTC)


I would take all 3 wind's out and put another water in the deck. Wind's effect can just be used, when your opponent has a lower set card amount than your monsters.. Dryás 15:59, November 25, 2009 (UTC)

Alright, it's updated already, thanks. But it's still belong to original duelist up above. --FredCat100 16:38, November 25, 2009 (UTC)

Oy vey; don't take out Wind, and for god's sake put in some Fires. If I may explain...
Why is Breaker the Magical Warrior good? Because it's free destruction of a spell/trap. Why is Lyla, Lightsworn Sorceress good? Because it's free destruction of a spell/trap. So why is Wind AWESOME? Because with the swarming that Fortune Ladies can pull off it can be free destruction of FIVE spells or traps. The low ATK is no excuse to remove it, so reinsert it.
As for Fire... here's a story. I was using a Fortune Lady deck, my opponent LS. I set Light, Mirror Force, and Solemn judgment and ended. They got out JD first turn, and had the bright idea of a first turn nuke. Next thing they knew, Fire was out and they'd lost half their LP first turn. (1000 for the cost of JD, 3000 from Fire's burn damage.) They probably were hoping it would happen the other way around... anyways, it's basically Ring of Destruction that doesn't hurt you a bit. And, again, no excuse that it has low ATK. Runer5h 21:16, November 25, 2009 (UTC)Runer5h

As i sayd before, wind's can only be used, if the opponent has as many cards set, as your controlled fortune ladies. If he controlls a lower amount, wind's effect does not activate.. because of that she isn't goot... Dryás 21:27, November 25, 2009 (UTC)

  • Wow, there really are a TON of ways to build this deck! Guess I'm gonna have to try different builds and see what works.

--75.168.160.45 22:09, November 25, 2009 (UTC)

I don't get it.

Ok, Blackwingggys. I know Blackwing - Gale the Whirlwind is a level 4 tuner; I know it halves the ATK and DEF of one of your opponent's monsters.

But, how is that better than, say Night's End Sorcerer or even Mist Valley Shaman? True, Night's End is only a level 2, but when it's Special Summoned, you can remove from play up to 2 cards from your opponent's Graveyard. And Mist Valley, though only a level 3, can call back FL Light to your hand, thus activating her effect and setting her up for a second round.

Maybe if you explain how you typically use Gale, I'd understand better? I know it's a good card - I just don't get it in this build.

Thanks. --Kungfu-mama 23:53, November 25, 2009 (UTC)


First, Gale is level 3 not 4. Addiotionaly he's one of the best tunerst ever. He can take out Stardust by himself and he can halve the atk, then synchro and than take out the opponent's monsters.

Dryás 12:50, November 26, 2009 (UTC)

Duh!

<***whacks head on keyboard many, many times***> Man, I can't believe I didn't SEE that! Guess I was too caught up with planning for Turkey Day.

Thanks for the explanation.

--Kungfu-mama 15:46, November 26, 2009 (UTC)

To Rune's comment, the kids at my locals are outrageously stubborn and don't even know what "doodoo" cards do. But firey is the only thing that gives them hope, or fear in fortune ladies. From my testing, only run one windy, its like an extra heavy storm, but it can be a serious dead draw, especially when they have less spells and traps than you have fortune ladies.

Batteriespwn 15:50, November 26, 2009 (UTC)

New Build

So, based on all the discussion, I thought I'd try a new build. Here it is.

Down to 42 cards now. --Kungfu-mama 17:45, November 26, 2009 (UTC)

As much as Blackwingggys wants you to put Gale in, you really don't need it.--Black Rose 19:11, November 26, 2009 (UTC)


I would take out another Earthy, since her effect isn that good, and she's only for attacking. You could add a third Watery or Darky, because their effects are near perfect for drawing a high amount of cards. You can destroy an opponent monster by battle with Darky and special summon a water from your graveyard. Thes you can draw 2 cards and attack another time.

Dryás 19:32, November 26, 2009 (UTC)

Final (Starting) Build

The build above is what I've come up with. And, while it may make a lot of you shake your heads, I'll still give you my reasons for what I've done:

  • That's also one reason I decided upon Breaker the Magical Warrior, but he's got another reason as well. The argument that Fortune Lady Wind's effect isn't very useful I think is a valid one, so Breaker helps cover that. However, I was reluctant to take out any more Winds. So, we'll try this, and just see how it goes.
  • I decided against Chaos Sorcerer because you need to remove from play both a Light and Dark monster to summon him, and the only light monster I really have is Fortune Lady Light. I'd much rather just send her to the graveyard.

That's it. All I can do is try it, and change things up as we go. Comments? Other Suggestions?

--Kungfu-mama 23:58, November 29, 2009 (UTC)

I think you should take out Bending Destiny, since it can only be activated when all of your face-up monsters are Fortune Ladies and it also gives the opponent the card back at the End Phase. I suggest to replace it with Dark Bribe to prevent cards such as Book of Moon against your Synchros. Also, though Bending Destiny can negate the Normal Summon of a monster, that monster should be removed from play by Future Visions anyway and return the following turn instead of the End Phase. Hope this helped a bit. ShadowFury57 01:12, November 30, 2009 (UTC)ShadowFury57

  • Thanks! I will go ahead and do that.

--Kungfu-mama 15:24, November 30, 2009 (UTC)