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Seethe Light! Fortune Lady Build December 2013 NEEDS HELP BAD


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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

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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.

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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.

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