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fortune ladies


werewolfjedi

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it works, I have what I need, but I think it could be stronger.

lets see what can be done.

 

monsters: 20

2 chaos sor.

3 FL dark

1 FL earth

2 FL fire

3 FL light

1 FL wind

2 FL water

2 magical exemplar

2 sunny pixie

2 night's end sorcerer

 

spells: 16

1 brain control

1 mind control

1 MST

3 dimensionhole

3 future visions

3 fortune's future

2 terraforming

2 shrink

 

traps: 4

1 T.T.

1 solemn judgement

2 dark bribe

 

basic extra deck

 

 

side

2 D.D. gate

2 fortune slip

2 CED

2 magical diemension

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Dimension Hole removing a Light will trigger it, but it will NOT trigger Water when it's returned to the field since it's only "Returned to the field", not "Special Summoned."

 

Personally, I prefer Different Dimension Gate, since it basically does the same thing, triggering Light, but also clears a monster out of the way for Water to attack, or for, you know, whatever might be problematic. It's essentially a +1. I mean, you play it, so +0. You lose a monster and they lose a monster. +0. You get Light's effect to put a monster out. +1. If it's Water, and you control another Lady, +3. If it's a Fire, +2. If it's a Dark and they have a weak monster still out, up to +5 (counting -1 to them through battle, +1 to you for Special Summoning with Dark, and another +2 if it's Water for the Draw effect.)

 

Sure, they get it back when Gate goes, but you also get back Light, so it replaces itself in that regard, and if you have Slip of Fortune out, you can trigger Light again when they attack, and probably get Fire to kill their monster for another +1. -1 for losing Light and the Trap to get Fire, +0 for popping them with Fire, +1 when Light comes back.

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Dimension Hole removing a Light will trigger it' date=' but it will NOT trigger Water when it's returned to the field since it's only "Returned to the field", not "Special Summoned."

 

Personally, I prefer Different Dimension Gate, since it basically does the same thing, triggering Light, but also clears a monster out of the way for Water to attack, or for, you know, whatever might be problematic. It's essentially a +1. I mean, you play it, so +0. You lose a monster and they lose a monster. +0. You get Light's effect to put a monster out. +1. If it's Water, and you control another Lady, +3. If it's a Fire, +2. If it's a Dark and they have a weak monster still out, up to +5 (counting -1 to them through battle, +1 to you for Special Summoning with Dark, and another +2 if it's Water for the Draw effect.)

 

Sure, they get it back when Gate goes, but you also get back Light, so it replaces itself in that regard, and if you have Slip of Fortune out, you can trigger Light again when they attack, and probably get Fire to kill their monster for another +1. -1 for losing Light and the Trap to get Fire, +0 for popping them with Fire, +1 when Light comes back.

[/quote']

 

ok then, I'll try D.D. gate instead of hole, and make sure my side deck consists of D.D. stuff in general.

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