Tronta Posted July 25, 2009 Report Share Posted July 25, 2009 2 tethys3 harvest3 victoria3 thunder king3 honest3 hysteric fairy2 dunames dark witch1 sangan1 hecatrice2 ryko23 3 valhalla1 reborn1 heavy1 trunade1 brain control3 shrink2 burden12 3 reckless2 beckoning5 deck 40 cuz fuckit.this will beat the sheet out of your grandmother.with fairies.yea! rate/fix/laugh Link to comment Share on other sites More sharing options...
arkel Posted July 25, 2009 Report Share Posted July 25, 2009 Seems monster heavy, and kind of slow. Perhaps add some lightsworns (since they have Celestia) with Charge/Recharge for speed? Link to comment Share on other sites More sharing options...
Card Constructor Posted July 26, 2009 Report Share Posted July 26, 2009 I agree with the above comment in that your deck is a little monster heavy. Hysteric Fairy and Dunames have useless effects for this deck and can be replaced with better monsters. I've seen a pretty good (though maybe lightly outdated) counter-fairy deck. It focuses on slowing your opponent so that they can't do anything, while you beat on them with strong level 4s. Monsters (16)x1 Arcana Force 0 - The Foolx3 Bountiful Artemisx3 Freed the Brave Wandererx3 Harvest Angel of Wisdomx3 Honestx3 Thunder King Rai-Oh Spells (4)x1 Brain Controlx2 Shrinkx1 Smashing Ground (could switch for Lightning Vortex or the likes) Traps (20)x3 Dark Bribex3 Dimensional Prisonx2 Divine Wrath (or Bottomless Trap Hole)x3 Drastic Drop Offx2 Magic Drainx1 Mirror Forcex3 Reckless Greedx3 Royal Oppression So yeah. Some cards can be swapped, but the main idea is to use your arsenal of Counter Traps to render your opponent's synchros and special summons useless. Use Harvest to recycle your traps... You get the idea. Reckless and Bountiful Artemis are the draw engines of this deck, which is a little faster than what you originally had. Link to comment Share on other sites More sharing options...
Tronta Posted July 26, 2009 Author Report Share Posted July 26, 2009 that is a terribad counter fairy deck.i should know, i built one just like it. the line "divine wrath (or bottomless)"makes me want to neg you, but i understand a new guy when i see one. so for the 43rd time, let me explain how counterfairies work:simply put, they dont. counter fairies have one very bad problem: you either have the right counter trap at the right time, or you dont.its more often the dont.bribe set when jd hits the field, wrath @ heavy, etc etcyou could overextend 3 counter traps and they could opening move heavy or trunade, forcing you to either take a serious advantage loss and/or beating or spring solemn/bribe and have the same thing happen. counter fairies are the best deck ever on paper, but the worst deck in practice.youll get hands full of counter traps, hands with none of them, and they only work with a good balance, which, unless youre stacking your deck, is unlikely to occur. granted, counter fairies did make it to the top 16 recently.why? tethys.why didnt they win? the counter traps.tethys sped up the deck, allowing it to regain momentum easily after overextension, however, the problem inherent in this is that counter fairies demand a lineup of at least, at LEAST 9 counter traps. this cuts 1/4th of the deck away, meaning that tethys only has 30 hypothetical targets.by the time youre done adding in other cards, in a counter fairy deck, tethys is lucky to have 10. the ONLY way to win with counter fairies is to win in the first 2-3 turns with straight beatdown. you have to get lucky draws. drastic dropoff, forced back, solemn everything.the second they get advantage over a counter fairy deck, they win. and in this meta, with funking jd, who, even if you do solemn, is likely to come back with beckoning dick, its just not a great idea. i understand how they work.ive tried to run them.ive tried them every possible god damned way you can think of.i even made a rfp variant with layard, freed, miraculous descent and light of redemption.they just dont funking work. next, onto actual deck suggestions.first, the new guy, who obviously doesnt understand the rai-oh theorem. simply stated, thunder king rai-oh has 3 real effects.the first effect is that he can neg a special.the second is that he stops searching.and the third is that he has 1900 attack. this third effect is obviously a joke, but it serves to illustrate a point.i dont run hysteric or dunames for effects. (especially not dunames, since she has none)i run them because theyre light fairies with 18 or higher attack.you didnt notice i have harvest in here with no counter traps?its because hes a light fairy with 1800.thats his effect, as far as im concerned.thats all of their effects, as far as im concerned. the playbook here is quick, reliable, immediate beatdown. basically, between shrink, burden, and honest, my fairies should be able to run anything over.the reason i chose fairies is because of tethys and valhalla, which led considerable speed to the deck. the reason i have so many god damned monsters is tethys.if you run a tethys with almost 20 targets, you wont stop drawing.period.the monster heaviness is fine.granted, i could use a ryko or two and a hecatrice for more speed. im not going any further than that though, into the domain of ls.by the time im done giving celestia enough trib targets to be of any use as a monarch, i will have a lightsworn deck anyway. so im thinking:+1 hec+2 ryko now i need to -3 somewhere.-1 tethys (fatness causes deads)-1 burden (unnecessary at 3)-1 dark witch (meh) so, reposting it now. Link to comment Share on other sites More sharing options...
Tronta Posted July 28, 2009 Author Report Share Posted July 28, 2009 bumpin my stuff Link to comment Share on other sites More sharing options...
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