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Fortune Ladies


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-Monsters 20-

3 Tragoedia

2 Chaos Sorcerer

3 Fortune Lady Dark

3 Fortune Lady Water

3 Fortune Lady Light

1 Fortune Lady Fire

2 Dimensional Alchemist

1 Dark Armed Dragon

1 Summoner Monk

1 Catoblepass and the Witch of Fate

 

-Spells 14-

3 Fortune Future

2 Allure of Darkness

2 Future Visions

1 Brain Control

2 Gold Sarcophagus

2 Magical Dimension

1 Terraforming

1 Lightning Vortex

 

-Traps 7-

1 Call of the Haunted

1 Torrential Tribute

2 Bottomless Trap Hole

3 Compulsory Evacuation Device

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if your going to use dad, you should try to get more darks into the deck, you only have 8 other than DAD, 2 of them have a removal cost of another dark, and the FL darks should not be in the grave for most of the game.

on top of that, you have 2 allures as well, which costs two more darks.

and you can only get back 3 FL with fortune's future, and they may not even be darks.

 

in addition, these dark monsters aren't darks that are normaly headed to the grave for sure, they stay on the field more often than not.

 

this is a very unstable deck for DAD to work in

 

and you have no tuning, or magical exemplar to swarm summon.

 

you require a good side deck at least.

 

P.S. FL wind is crap, drop her. she only works with normal summoing

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Dad only needs 5+ targets to work. He has 8. Do the math.

And it's not like none of the darks will never hit the grave either >_>

Things happen. A ruined combo, a negated allure, a trap hole'd darky. Then what? Hmm?

And then you're unwillingly buttsex'd by JD who laughs in your face because you didn't think of all the possibilities that can happen in a single duel. And then he skeet-skeets all over your cards and face, all the LS laugh it up, and then they leave you there: Pissed, helpless, and violated.


Atleast give me some fixes.

I know this deck isn't perfect I wouldn't of posted it if it was.

 

Neg a valley. 3's a crowd.

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Atleast give me some fixes.

I know this deck isn't perfect I wouldn't of posted it if it was.

 

I'm still thinking on it, FL deks are still new, and I myself am still experimenting with them.

 

I'll get back to you.

 

and 820, none of what you said sends them to the grave ether.

 

I understand where your coming from 820, and I'm not trying to say "remove DAD", I'm trying to figure out how to modify the deck without changing his strategy to much so that it will work better, both overall, and with it.

 

and yes, I get it, LS is broken.

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Though it does make your deck thinner in a way, I think you should exchange the Terraforming for another Visions (practically the same thing).

 

Also, I highly suggest playing Magical Dimensions; the Fortune Ladies really use the potential of this card to the fullest.

You can use it for Light, Water, additional attack, destruction...

 

And, also there are a few targets, Summoner Monk has shown itself to work really nice with Water.

 

I tried most of the techs you have and from experience, I suggest these changes:

-3x Cyber Valley (tried them, but decided the weren't necessary)

-1x Fortune Future (3x can be a bit too much at times)

-1x Different Dimension Gate

-1x Mind Control

-1x Giant Trunade

 

+3x Magical Dimension (you can neg. one for MST)

+2x Road Synchron (mostly because of Monk, but is LIGHT and a "level 2" tuner)

+1x Summoner Monk

+1x Heavy Storm

 

This should make a decent power-up however, whether you use it or not is up to you.

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Though it does make your deck thinner in a way' date=' I think you should exchange the Terraforming for another Visions (practically the same thing).

 

Also, I highly suggest playing Magical Dimensions; the Fortune Ladies really use the potential of this card to the fullest.

You can use it for Light, Water, additional attack, destruction...

 

And, also there are a few targets, Summoner Monk has shown itself to work really nice with Water.

 

I tried most of the techs you have and from experience, I suggest these changes:

-3x Cyber Valley (tried them, but decided the weren't necessary)

-1x Fortune Future (3x can be a bit too much at times)

-1x Different Dimension Gate

-1x Mind Control

-1x Giant Trunade

 

+3x Magical Dimension (you can neg. one for MST)

+2x Road Synchron (mostly because of Monk, but is LIGHT and a "level 2" tuner)

+1x Summoner Monk

+1x Heavy Storm

 

This should make a decent power-up however, whether you use it or not is up to you.

[/quote']

 

I will agree on Magical Dimensions.

But srsly, Road Synchron? lrn2play.

 

-1 MST

-1 Trunade

-1 DD Gate

+3 Magical Dimension

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Heh, you just don't understand how useful he is.

Sure, there are better tuners but the reason I play him is because High level Tuners don't work too great with FL's and since he is searchable by Monk (like I said, I added him mainly cuz of that) he more versatile (and can alter his level if chance is given).

 

Besides, you're only saying that since no one tried it before and are a bit sceptical.

But like I said, whether you choose to try it out or not is your choice.

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That's not funny >_>

 

+2 dimensional alchemist (Chaos pro, works with fortune future, overall NICE)

+2 witch of catoblepas and fate (One-sided oppression... sorta. Just a filler and beatstick for now)

+1 card des (Discards cards for later use. Personally l prefer hand des, so if you want that instead go for it.)

+1 lightning vortex (Discards for chaos, dad, darky...)

 

 

I tech 1 earthy although everyone hates that card...

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Road Synchron is not good.

The only way he's going to be versatile is if he attacks.

A level 2 which is searchable by Summon priest' date=' why shouldn't I use etele and krebons over it?

[/quote']

 

This whole Road Synchron mess started because of Summoner Monk's tech with Water (so in short, I wanted to add more targets for him and like I said, level 4 tuners don't work to well in this deck, best are 3 and 2).

 

Now that I think about it, you don't really need Tuners (but they're nice to have around), you could add an Exemplar, Magician's Valkyria or whatnot.

 

Also, Gorz is also a pretty nice choice, seeing how there are "only" 3 cards that stay on the field.

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