ZeRainbowDash Posted February 3, 2014 Report Share Posted February 3, 2014 Fortune Ladies Monsters: 19 3x Fortune Lady Light 3x Fortune Lady Dark 2x Fortune Lady Water 2x Sunny Pixie 2x Rai-Mei 2x Chaos Sorcerer 2x Tragoedia 1x Plaguespreader zombie 1x Dark Armed Dragon 1x Fortune Lady Fire Spells: 11 3x Future Visions 3x Fortune’s Future 2x Magical Dimension 1x Pot of Benevolence 1x Allure of Darkness 1x One for One Traps: 9 1x Compulsory Evacuation Device 1x Compulsory Escape Device 1x Transmigration Prophecy 1x Slip of Fortune 2x Mirror Force 1x Bottomless Trap Hole 2x Dimensional Prison 1x Call of the Haunted 1x Solemn Warning Big thing is the Extra deck and I need help with recycling. I played it once and barely won with 4 cards in my deck Link to comment Share on other sites More sharing options...
Dog King Posted February 4, 2014 Report Share Posted February 4, 2014 I really would play the Hero Ladies version as it seems better, but for this variant idk any suggestions since idk how deck works or combos etc. Link to comment Share on other sites More sharing options...
Airride Posted February 4, 2014 Report Share Posted February 4, 2014 In my experience with FL Light Spam, I usually go with minumum monster count, since it's more about getting out Dark and Water continuously. -2 Sunny Pixies -2 Rai-Mei -2 Chaos Sorc (You might be able to run 1 or 2, but I usually just have 1 BLS, if that) -1 Plaguespreader -1 DAD +1 BLS:EotB +2 Maxx "C" +2 Effect Veiler (Adds to the LIGHT count for BLS) Your spell lineup is missing a lot of key things. I also like running a Spellbook engine in here, since a lot of the more general ones help the deck out a lot. -1 One for One (Low Monster count doesn't support this) -2 Magical Dimension (While it looks good on paper for triggering Light, it doesn't, and it's bad.) -1 Pot of Benevolence +1 Book of Moon +1 Dark Hole +1 Gold Sarcophagus (Sets up Fortune's future) +2 Spellbook of Life (Triggers Fortune's Future, Water, and can be used with Dark for nice effects) +3 Spellbook of Power (Makes dark extremly powerful, and searches Life/Wisdom) +2 Spellbook of Wisdom Your trap lineup looks okay, but needs tweaking. -1 Escape (Doesn't Trigger Light if that's what you intend it for) -1 Transmigration -1 Slip -1 Call +2 Fiendish Chain You might consider finding room for Spellbook of secrets to make the engine more stable. I haven't personally found any of the Prophecy Monsters too good in here, but Temperance and Justice are viable options, should you choose to go with them. Unkown synchron is a silly tech you might be able to fit in, since it gets rid of dead Fires, can dump water into the grave )more or less) and can be used for an instant dark, and is DARK. Link to comment Share on other sites More sharing options...
ZeRainbowDash Posted February 4, 2014 Author Report Share Posted February 4, 2014 In my experience with FL Light Spam, I usually go with minumum monster count, since it's more about getting out Dark and Water continuously. -2 Sunny Pixies -2 Rai-Mei -2 Chaos Sorc (You might be able to run 1 or 2, but I usually just have 1 BLS, if that) -1 Plaguespreader -1 DAD +1 BLS:EotB +2 Maxx "C" +2 Effect Veiler (Adds to the LIGHT count for BLS) Your spell lineup is missing a lot of key things. I also like running a Spellbook engine in here, since a lot of the more general ones help the deck out a lot. -1 One for One (Low Monster count doesn't support this) -2 Magical Dimension (While it looks good on paper for triggering Light, it doesn't, and it's bad.) -1 Pot of Benevolence +1 Book of Moon +1 Dark Hole +1 Gold Sarcophagus (Sets up Fortune's future) +2 Spellbook of Life (Triggers Fortune's Future, Water, and can be used with Dark for nice effects) +3 Spellbook of Power (Makes dark extremly powerful, and searches Life/Wisdom) +2 Spellbook of Wisdom Your trap lineup looks okay, but needs tweaking. -1 Escape (Doesn't Trigger Light if that's what you intend it for) -1 Transmigration -1 Slip -1 Call +2 Fiendish Chain You might consider finding room for Spellbook of secrets to make the engine more stable. I haven't personally found any of the Prophecy Monsters too good in here, but Temperance and Justice are viable options, should you choose to go with them. Unkown synchron is a silly tech you might be able to fit in, since it gets rid of dead Fires, can dump water into the grave )more or less) and can be used for an instant dark, and is DARK. Thanks a lot. This is exactly the response I was looking for. The reason I had the Benvolence and the Transmigration prophecy was for recycling, as the one time I played it, I ended up with 4 cards in my deck before bottomlessing the monster my opponent summoned and attacking or game... SO this was what I needed, a way to make it more solid, and less of a deck rapist. Link to comment Share on other sites More sharing options...
the annihilator Posted January 26, 2015 Report Share Posted January 26, 2015 wow Link to comment Share on other sites More sharing options...
Lonk Posted January 26, 2015 Report Share Posted January 26, 2015 wow Necrobumping is against the rules. Link to comment Share on other sites More sharing options...
evilfusion Posted January 26, 2015 Report Share Posted January 26, 2015 You don't need to post in a necrobumped thread to report it being necrobumped. Link to comment Share on other sites More sharing options...
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