Hi, Grayewick the Fusionist here, back with a deck that I love using to piss my opponents the **** off but this time in just N and R rarities only, Counter Fairies.
Why play this deck?
Well, it's always a good time playing Counter Fairies. It's not necessarily a good time playing against them but, you know... that's the point of the deck, and that's never your problem lmao. Not much lot else to say about the deck, especially if you've been playing this game for a long time, by now you should know how annoying Fairy monsters are. Yes, this deck plays slow but who cares if your opponent is unable to play at all.
The main deck:
The Fairies
• Herald of Orange Light - Yes, this card is only a R rarity. If you've played or against Drytrons, yeah... you already know. It's your main monster negate, and you can recycle it with The Sanctum of Parshath.
• Bountiful Artemis - Your main source of draw power. It's not once per turn, it's not once per copy of the card, it's one draw per Bountiful Artemis, each time you activate a Counter Trap.
• Guiding Ariadne - The main reason why you're still alive, even after activating all that Counter Traps, although we're not really using Counter Traps that pay LP for cost, so the only thing this card will mitigate is the discard cost to maintain card advantage.
• Minerva, Scholar of the Sky - Your main beat stick, and recycler, provided that "The Sanctuary in the Sky" or The Sanctum of Parshath is on the field.
• The Sanctum of Parshath - One of your most important cards. It protects your Set Spells/Traps from targeting and destruction, it recycles your Fairies and Counter Trap cards from your GY and stacks them to your Deck, and it counts as "The Sanctuary in the Sky" for the purposes of our monsters' effects.
• Magic Drain - Spell negate that forces your opponent to -1 just to negate this.
• Cursed Seal of the Forbidden Spell - Spell negate for the rest of the Duel at a cost of discarding a Spell specifically, that's why we can afford to play Chalices and MSTs for fodder.
• Forced Back - A way to negate your opponent's Normal Summon and waste it by returning it to the hand. Not good in terms of card advantage but good in terms of ramping up tempo.
• Black Horn of Heaven - A way to negate your opponent's Special Summons (that does not start a Chain) and destroy that monster for no cost.
The side deck:
Yes, no Extra Deck, because the available Fairy tuners suck so... yeah. Anyway.
• Aurora Paragon - YEP floodgate. You can afford to just set monsters anyway so it's not much of a big deal for you, plus you can recycle it with Sanctum, so that's that.
• Chaos Trap Hole - A way to negate your opponent's Special Summon of LIGHT or DARK monster(s) and banish them at a cost of 2000 LP. Works well with Guiding Ariadne.
• The Selection - A way to negate your opponent's Summon of a monster, provided that it shares a type with a monster that is already on the field. Strong consideration since mono-type decks will be the go-to strategy in this format.
• Pulling the Rug - A way to negate both of your opponent's monster's activation and effect that is activated upon a monster's Normal Summon and destroy that monster for no cost.
• Divine Wrath - Monster negate at a cost of discarding a card.
Final thoughts
I mean... it's Counter Fairies. Everyone who plays this game pretty much already knows what the strategy wants to do, or what it wants you not to do. It's a heavily reactive resource management based deck that always wants to go first to be able to set up plays, pretty much loses to massive consecutive board wipes, has weak recovery against faster decks, but in a slow format like N/R rarity only, I think it's got a good shot at finding success. If you have any questions or thoughts, feel free to express them down in the comments and I'll respond to them as soon as I possibly can.
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