Power: Low Rogue (6.9/10) - Legal Link Evolution Counter Fairy/Agent control. It has a real going-first trap plan, but stays Low Rogue because it lacks later Agent cards like Diviner, Moon, and Fallen Sanctuary, and can struggle going second.
Consistency: Strong. Earth, Venus, Ties, Duality, Card of Demise, Sanctum, Terraforming, Artemis, and Ariadne reach Agent bodies or Counter Fairy pressure. Shine Ball, Kristya, and Sanctuary pieces can still be awkward.
Ceiling: Solid. Artemis plus Counter Traps draws cards, Ariadne removes Rebirth/Solemn costs, Power Angel searches LIGHT Fairies after a negate, and Rebirth turns interaction into Avenging or Celestial Knightlord Parshath. Venus converts Shine Balls into Link, Synchro, or Borrelsword pressure.
Recovery: Good for a trap deck. Artemis, Power Angel, Card of Demise, Celestial Knightlord, and the Parshath engine rebuild after trades, while Master Hyperion and Kristya give higher-impact Fairy payoffs.
Going first/second: Best going first with Artemis, Ariadne, Sanctum, Divine Punishment, Rebirth, Solemn Strike, Judgment, Warning, or Providence. Going second, side into Ash, Droll, Nibiru, Evenly Matched, Cosmic Cyclone, Feather Duster, and Gameciel.
Choke points: Remove Sanctum/Sanctuary before Divine Punishment is live, clear Artemis before Counter Traps replace themselves, stop Earth or Venus before they create bodies, or force Rebirth when Ariadne is not protecting costs.
Key cards: Bountiful Artemis, Guiding Ariadne, Power Angel Valkyria, Earth, Venus, Sanctum of Parshath, Rebirth of Parshath, Divine Punishment, Solemn Strike, Card of Demise, Archlord Kristya.
Key combos: Ties on Artemis summons Ariadne and Power Angel. Ariadne makes Solemn/Rebirth costs easier to pay. Artemis draws when Counter Traps resolve. Sanctum turns on Divine Punishment. Venus makes Shine Balls for Herald of Mirage Lights, Celestial Knightlord, I:P, or Synchro 7 lines with Earth.