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FurtureDAD


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18

1 Dark Armed Dragon

3 Fortune Lady Dark

3 Fortune Lady Light

2 Fortune Lady Water

1 Fortune Lady Wind

1 Gorz the Emissary of Darkness

1 Tragoedia

1 Blackwing - Gale the Whirlwind

1 Psychic Commander

2 Krebons

1 Mind Master

1 Chaos Sorcerer

14

3 Fortune's Future

3 Future Visions

2 Pot of Avarice

1 Allure of Darkness

1 Emergency Teleport

1 Heavy Storm

1 Mystical Space Typhoon

1 Brain Control

1 Terraforming

8

2 Bottomless Trap Hole

2 Dust Tornado

1 Mirror Force

1 Torrential Tribute

1 Solemn Judgement

1 Trap Dustshoot

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You would only need 2 more WIND attributes to tech in 1 Simorgh, but it was just a thought. I was thinking of my friends Fortune engine:

 

3 FL Wind

2 FL Dark

 

2 Fortune's Future

2 Future Visions

 

Which allows Simorgh to be played fairly consistently since your WIND attributes are rarely removed and you have plenty of DARKs from other monsters.

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3 Wind is awful.

 

3 Dark is necessary.

 

3 FoFuture is necessAry.

 

3 Wind isn't that bad if it's just part of the engine and usually won't have more than itself on the field when summoned, making it into a Lyla of sorts. The concept worked fairly well, but it does require dedication to work. The deck still looks fantastic, it was just an idea. What's the general playbook, abuse the draw for synchro madness and DAD abuse?

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