Miss Fortune (Fortune Lady/Spellbook)
Deck Primer
The main gist of the deck is to bring out and banish Fortune Lady monsters, which are low-level Spellcaster monsters whose levels increase during each Standby Phase, to activate surprising effects and comebacks that catch your opponent off guard. While it's not the most consistent in terms of offensive pressure or reliable opening hands, it's still really fun to play and satisfying when you play your combos just right. Not to mention its drawing power is insane, allowing you to get a whole mess of cards played and in your hand in just a single turn. Below are some examples of potential these cards bear for absolute devastation if you know what you're doing.
Fortune Lady Light may seem insignificant at first, but there's much more to her than meets the eye. Simply by removing her from the field with say, the effect of Future Visions, Past, or Spellbook of Knowledge, she lets you instantly Special Summon a Fortune Lady of your choice from the deck. This can also go off if your opponent, say, activates a card like Dark Hole or Evenly Matched against you. A great way to go about this is to bring out Light while Past is out, activating Past's effect to banish Light and increase the level of a different Fortune Lady, and possibly bringing out Water or Fire in her place. Overall, a truly solid pick for the deck you'd have to be crazy not to run the max of.
Fortune Lady Water is another core element of the deck that's best run at max. Simply by Special Summoning her to the field while a Fortune Lady with a different name than her is on the field, by the effect of Monster Reborn or Rewind for example, she lets you draw two cards right off the bat. And fortunately, it's not a once-per-turn effect. So try and use Fortune Lady Calling to bring it out whenever you can.
Fortune Lady Wind isn't exactly something you want to come across too often, but it's still rather useful as a Normal Summon. She's essentially the Elemental HERO Stratos of Fortune Ladies, letting you pop your opponent's backrow equal to the Fortune Ladies you control, including Wind itself. Essentially if you have a full field of Fortune Ladies, including Every in the Extra Monster Zone, you can wipe your opponent's whole backrow and then the Field Spell. It's best run at one, since you can bring it back with Rewind and shuffle it into the deck for a future backrow destruction.
Fortune Lady Fire is another main monster in the deck that's pretty situational, but is still worth merit. Special Summoning in Attack Position her with the effect of Light, Calling, Dark, or Rewind lets you destroy one of your opponent's face-up monsters and deal damage to them equal to its ATK. Try and banish them if they end up in your hand using Past, then bring them back with Rewind for optimal effect. Or use Calling or Light to surprise your opponent when they show up out of nowhere and pop a powerful tool of theirs.
Fortune Lady Dark is also run at one, but provides an interesting niche. While she's on the field, when a Fortune Lady including herself destroys an opponent's monster by battle and sends it to the GY, she can Special Summon any Fortune Lady from your own GY, making it easy to bring back Water for more free draws or Fire to instantly take out something your other monsters can't deal with.
Though Fortune Fairy Hikari might seem more like a wannabe Light that'd have no place in a deck like this, her utility can still shine through. Since the deck revolves around drawing here and there, when she's drawn, you get to automatically Special Summon her and activate her effect, tributing a Spellcaster to pump out a Level 1 Spellcaster from your deck. This way, you can easily bring out either Light for a quick field departure into a Special Summon or Past to get your Synchro Summons and banishes off.
Fortune Lady Every is by far the boss monster of the deck. What's more, when you Synchro Summon her while a Lv. 1 Past is out on the field, you can use both for PSY-Framelord Omega or other higher-leveled Synchro monsters. This may seem like a mindless play, but I include it for one good reason: your opponent is just never finished with Every. While she's in the GY during your opponent's End Phase, you can banish any Spellcaster from your GY to Special Summon her back to the field. And even if Every herself is banished, you can always bring her back with either Rewind or Fortune's Future. But the peril with Every doesn't stop there. During each Standby Phase of yours, when her level goes up by one, she lets you banish any face-up monster your opponent controls, right off the bat.
Quintet Magician with Magicalized Fusion is pretty much your "if all else fails" monster for sticky situations. If he's summoned using five Spellcasters with different names, you get to nuke your opponent's whole field. Not only that, but it also can't be tributed or destroyed by card effects, meaning your opponent's Kaiju monsters or Ghost Ogres, for example, are powerless against it. What's more, you can easily bring back all the Fortune Ladies used to Summon it with Rewind, for more insult to injury.
Fortune Lady Calling is a godsend for Fortune Ladies, letting you bring out a Fortune Lady from your deck so long as it has a different name than the Fortune Ladies you currently control. The main cards you'd wanna go for with these are Past, Light, and Water, each for their own complimenting effects.
Fortune Vision has a good reason for being run at max. The main reason why, and probably most's only reason, is that upon activation, you can search any card with "Fortune Lady" in its name. This includes each of your Fortune Lady Monsters, Calling, or Rewind into your hand right from the start. Its other effects are also pretty situational, letting you protect your monsters if your cards are banished or your LP if your opponent's are banished instead. And even if your opponent destroys it, it's no big deal. You can always bring it back with Barricadeborg Blocker for more possible searches.
Future Visions looks like a weird play at first glance, but it can actually come in clutch for a variety of reasons. Not only does it let you get the effects of Light and Fortune's Future off nicely, along with Rewind's, but it can also disrupt your opponent's Normal Summons that are vital for certain plays of theirs. Sure, they get the monster back on their next Standby Phase, but you'll likely have already built up a wall against it.
Fortune's Future lets you return any of your banished Fortune Ladies to the GY to draw two additional cards. Good targets for these include Light, Every, and just about anything your Past banishes to boost or decrease levels. And of course, this combined with Water makes for crazy drawing potential.
Spellbook of Knowledge is another great pick, letting you remove one of your Fortune Ladies to draw two more cards. Light is without a doubt the best target, for the aforementioned Special Summoning, often for Water for yet even more cards. And of course, one of those draws might get you Hikari, which only strengthens your next Summons even more.
Fortune Lady Rewind is an excellent tool for these monsters. It lets you Special Summon any of your banished Fortune Ladies, shuffling them back into the deck come the End Phase. This is a great way to surprise your opponent with effects like Fire or Water, Every just when they thought they were finished with her, or just to recycle and refresh cards you've lost. Plus, it's searchable with Fortune Vision.
Monsters
Fortune Lady Light may seem insignificant at first, but there's much more to her than meets the eye. Simply by removing her from the field with say, the effect of Future Visions, Past, or Spellbook of Knowledge, she lets you instantly Special Summon a Fortune Lady of your choice from the deck. This can also go off if your opponent, say, activates a card like Dark Hole or Evenly Matched against you. A great way to go about this is to bring out Light while Past is out, activating Past's effect to banish Light and increase the level of a different Fortune Lady, and possibly bringing out Water or Fire in her place. Overall, a truly solid pick for the deck you'd have to be crazy not to run the max of.
Fortune Lady Water is another core element of the deck that's best run at max. Simply by Special Summoning her to the field while a Fortune Lady with a different name than her is on the field, by the effect of Monster Reborn or Rewind for example, she lets you draw two cards right off the bat. And fortunately, it's not a once-per-turn effect. So try and use Fortune Lady Calling to bring it out whenever you can.
Fortune Lady Wind isn't exactly something you want to come across too often, but it's still rather useful as a Normal Summon. She's essentially the Elemental HERO Stratos of Fortune Ladies, letting you pop your opponent's backrow equal to the Fortune Ladies you control, including Wind itself. Essentially if you have a full field of Fortune Ladies, including Every in the Extra Monster Zone, you can wipe your opponent's whole backrow and then the Field Spell. It's best run at one, since you can bring it back with Rewind and shuffle it into the deck for a future backrow destruction.
Fortune Lady Fire is another main monster in the deck that's pretty situational, but is still worth merit. Special Summoning in Attack Position her with the effect of Light, Calling, Dark, or Rewind lets you destroy one of your opponent's face-up monsters and deal damage to them equal to its ATK. Try and banish them if they end up in your hand using Past, then bring them back with Rewind for optimal effect. Or use Calling or Light to surprise your opponent when they show up out of nowhere and pop a powerful tool of theirs.
Fortune Lady Dark is also run at one, but provides an interesting niche. While she's on the field, when a Fortune Lady including herself destroys an opponent's monster by battle and sends it to the GY, she can Special Summon any Fortune Lady from your own GY, making it easy to bring back Water for more free draws or Fire to instantly take out something your other monsters can't deal with.
Though Fortune Fairy Hikari might seem more like a wannabe Light that'd have no place in a deck like this, her utility can still shine through. Since the deck revolves around drawing here and there, when she's drawn, you get to automatically Special Summon her and activate her effect, tributing a Spellcaster to pump out a Level 1 Spellcaster from your deck. This way, you can easily bring out either Light for a quick field departure into a Special Summon or Past to get your Synchro Summons and banishes off.
Fortune Lady Every is by far the boss monster of the deck. What's more, when you Synchro Summon her while a Lv. 1 Past is out on the field, you can use both for PSY-Framelord Omega or other higher-leveled Synchro monsters. This may seem like a mindless play, but I include it for one good reason: your opponent is just never finished with Every. While she's in the GY during your opponent's End Phase, you can banish any Spellcaster from your GY to Special Summon her back to the field. And even if Every herself is banished, you can always bring her back with either Rewind or Fortune's Future. But the peril with Every doesn't stop there. During each Standby Phase of yours, when her level goes up by one, she lets you banish any face-up monster your opponent controls, right off the bat.
Quintet Magician with Magicalized Fusion is pretty much your "if all else fails" monster for sticky situations. If he's summoned using five Spellcasters with different names, you get to nuke your opponent's whole field. Not only that, but it also can't be tributed or destroyed by card effects, meaning your opponent's Kaiju monsters or Ghost Ogres, for example, are powerless against it. What's more, you can easily bring back all the Fortune Ladies used to Summon it with Rewind, for more insult to injury.
Spells/Traps
Fortune Lady Calling is a godsend for Fortune Ladies, letting you bring out a Fortune Lady from your deck so long as it has a different name than the Fortune Ladies you currently control. The main cards you'd wanna go for with these are Past, Light, and Water, each for their own complimenting effects.
Fortune Vision has a good reason for being run at max. The main reason why, and probably most's only reason, is that upon activation, you can search any card with "Fortune Lady" in its name. This includes each of your Fortune Lady Monsters, Calling, or Rewind into your hand right from the start. Its other effects are also pretty situational, letting you protect your monsters if your cards are banished or your LP if your opponent's are banished instead. And even if your opponent destroys it, it's no big deal. You can always bring it back with Barricadeborg Blocker for more possible searches.
Future Visions looks like a weird play at first glance, but it can actually come in clutch for a variety of reasons. Not only does it let you get the effects of Light and Fortune's Future off nicely, along with Rewind's, but it can also disrupt your opponent's Normal Summons that are vital for certain plays of theirs. Sure, they get the monster back on their next Standby Phase, but you'll likely have already built up a wall against it.
Fortune's Future lets you return any of your banished Fortune Ladies to the GY to draw two additional cards. Good targets for these include Light, Every, and just about anything your Past banishes to boost or decrease levels. And of course, this combined with Water makes for crazy drawing potential.
Spellbook of Knowledge is another great pick, letting you remove one of your Fortune Ladies to draw two more cards. Light is without a doubt the best target, for the aforementioned Special Summoning, often for Water for yet even more cards. And of course, one of those draws might get you Hikari, which only strengthens your next Summons even more.
Fortune Lady Rewind is an excellent tool for these monsters. It lets you Special Summon any of your banished Fortune Ladies, shuffling them back into the deck come the End Phase. This is a great way to surprise your opponent with effects like Fire or Water, Every just when they thought they were finished with her, or just to recycle and refresh cards you've lost. Plus, it's searchable with Fortune Vision.
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Red: 1st Card Draw
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