Sunday, 22 May 2011

Counter Fairy

People who know me through Yu-Gi-Oh! generally know that I LOVE Counter Fairies. They've been one of my favourite decks for a long time, and after Konami heartlessly stabbed them in the back with the limiting of Solemn Judgment, they earned my trust again with the release of Solemn Warning, in Duelist Revolution.

To those not well-versed in the Counter Fairy Deck, it is a deck that is based around Bountiful Artemis and a high counter trap count. Counter Traps are infamous for their high cost, whether the cost is in card advantage or life points. Bountiful Artemis has a continuous effect that allows it's controller to draw one card whenever a counter trap resolves (the draw happens straight after the counter has resolved, in the middle of the chain). As a continuous effect that 'happens' in the middle of a chain grants bountiful artemis one hugely subtle technical advantage: effects can't chain to it! This is for two reasons:
  • Effect happens in the middle of a chain: Konami don't like the idea of branching chains
  • As a continuous effect, Bountiful Artemis doesn't technically 'activate', it just 'happens 

One common misconception about counter fairies is that the NEED to be build with large fairy counts. This is untrue and actually makes the deck alot less efficient. The deck works much better as an anti-meta deck, packed with cards that just shut down your opponent.

The following is a fairly budget build of my counter fairies (I can't afford Duality(s)):

3 Bountiful Artemis
1 Honest
3 Thunder King Rai-Oh
3 Van Dal'gyon, the Dark Dragon Lord
2 D.D Warrior Lady
2 Effect Veiler
2 DoomCaliber Knight

1 Monster Reborn
1 Dark Hole
2 Mystical Space Typhoon
1 Giant Trunade

1 Solemn Judgment
2 Solemn Warning
3 Divine Wrath
3 Dark Bribe
2 Seven Tools of the Bandit
2 Magic Drain
1 Mirror Force
1 Torrential Tribute
2 Dimensional Prison
2 Bottomless Trap Hole

Doomcaliber Knight is awesome in this deck. You can have DCK on the field and draw cards with Bountiful Artemis, because DCK requires a monster effect to activate, while Bountiful Artemis doesn't technically activate. You can also have thunder king rai-oh sitting on the field, alongside DCK, as long as you don't activate his Quick Effect to negate a special summon. His continuous effect will continue to lock down the opponent's search from deck and DCK puts a lot of pressure on the opposing monster effects. At 1900 attack points each, your opponent will have a hard time getting over a set up like that, short of a Cyber Dragon.

Your Side deck should reflect your metagame, however strong choice include banisher of the radiance (another continuous effect to accompany DCK) and cyber dragon. Your side deck should be able to change out your seven tools of the bandit and magic drain, which aren't strong in every game (for instance: 7 tools is weak against decks with low trap counts like Fish OTK and royal decree builds).

That's all folks! Just say no... to your opponents plays!

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