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[Fortune Lady Light] Because I heard it's Carly Day.


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It's effect isn't hard to pull off IMO. There are numerous ways to pull it off besides the obvious. It's the timing IMO that you should be aware off (shame it doesn't work with Cyber Valley; Fortune Ladies would be given even mre insane draw power then they already have).

[quote name='EmpoleMew' timestamp='1335747759' post='5928956']
3 Light
3 Dark
3 Water
2 Wind
2 Fire
1 Earth
3 Fortune's Future
3 Future Visions
2 Time Passage
2 Slip of Fortune
2-3 CotH
Staples
fortunelady.ydk
[/quote]
Wind is situational / outclassed. Fire dead draws. Earth is unneeded. Time passage is a good card but also can be unneeded, and Slip of Fortune isn't the card to go too if you want a card to either negate an attack (Dimensional Prison) or bounce Fortune Lady Light (CED us more versatile). CotH I'm not too sure about, but I rarely see people run it in FL's :/

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[quote name='Anbu-of-Sand' timestamp='1335747964' post='5928960']
Wind is situational. Fire dead draws. Earth is unneeded. Time passage is also unneeded, and Slip of Fortune isn't the card to go too if you want a card to either negate an attack (Dimensional Prison) or bounce Fortune Lady Light (CED us more versatile). CotH I'm not too sure about, but I rarely see people run it in FL's :/
[/quote]

Getting Fire in the grave sets up combos with Dark. Earth is a better first turn Light play unless you can set up a Water play with Dark and in my build, can be discard fodder for Monster Reincarnaton. Passage gives emergency outs to bigger stuff. I prefer Slip because it sets off Light without a replay. CotH is great. I'll give you Wind though.

I can't link it at the moment, but I uploaded a vid of this build against DW and I only won because of Fire. It's flawed but the build works.

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[quote name='EmpoleMew' timestamp='1335748912' post='5928978']
Getting Fire in the grave sets up combos with Dark. Earth is a better first turn Light play unless you can set up a Water play with Dark and in my build, can be discard fodder for Monster Reincarnaton. Passage gives emergency outs to bigger stuff. I prefer Slip because it sets off Light without a replay. CotH is great. I'll give you Wind though.
I can't link it at the moment, but I uploaded a vid of this build against DW and I only won because of Fire. It's flawed but the build works.
[/quote]
The thing is, running Fire at two outs it at risk as a Dead Draw like I said. At most I'd run it only at one because in most situations you'd rather get Water for some draw power or Dark for more field presence. Not to mention you need to get it out in Attack. I'm still not a fan of Earth though. And think about this: if you CED a Light, you get a monster. Then next turn or the same turn if you still have a spare Normal Summon and Future Visions, you can get another one as well. And even with the attack being negated the problem is still there, with CED or D-Prison you can (temporarily) get rid of it.

May I ask how CotH tests? I can see it work great with Fortune Lady Water, but I'm not sure how I'd feel about bringing out Dark or Light with it since we're in an explosive format.

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