Forum:Trying to build Light/Fairy Deck

I have seen this deck and it similar in terms of monsters. http://yugioh.wikia.com/index.php?title=Forum:Archlord_Deck&t=20100419014355

The original Premise of my deck was to simultaneously SHUT DOWN Blackwings and use something that was playable for me. There are at least three people I know who play Blackwings and it's fairly annoying for me: so I really want a specialist deck to just kill them. I'm going to list the individual strategy and ideas behind the cards I'm thinking of including. I'm unsure of proportions (2 copies? 3 copies?) and that is the secondary goal: The primary goal is to narrow down the list of card.

All monsters in the deck are Light/Fairy. Most have effects. The First card I include is Consecrated Light. Consecrated Light is specifically there to stop the normal/special summoning and attacking of Dark Monsters. This is meant to really hurt Blackwings since they require a field presence to do anything. 0 ATK and DEF means it can't be Trap Holed or Bottomless'd which is EXTREMELY nice.

Shadow-Imprisoning Mirror is the second trump card. It works differently in the sense that it negates the effects of just Dark Monsters. My deck is entirely unaffected by it because I will not be using Dark types, making it a win-win.

Lightning Vortex and Torrential Tribute are there for clearing the field. Since Blackwings revolve around swarming the field for synchro summons, I figure waiting until everything is there, and my opponet has a very bad hand, will literally turn the tables.

Archlord Kristya. Thank God for him being Featured, never would have heard of him otherwise. He's special summoned by having 4 Fairies in the graveyard (not too hard). Any NEITHER PLAYER CAN SPECIAL SUMMON. That means no synchros. Since my deck does not REVOLVE around synchros that isn't too much of a problem, but it'll be fun as well to see the reaction to Krisyta.

Honest: he's meant to dump himself in the graveyard to use Archlord's effect. By adding attack to monsters, not only do I get a temporary beat stick; I get another fairy in the grave.

Gellenduo and Kaiser Sea Horse are meant to make tributing for the higher level fairies like Kristya easier: their effects make each one count as 2 monsters for a Tribute summon.

Valhalla, Hall of the Fallen is an easy to get two fairies on the field the first turn, or if MY field has been wiped clear.

The Sanctuary in the Sky is THE Field Spell for Fairies. It's basically one of Consecrated Light's effects but better: it applies to ALL Monsters for all battles. This means suiciding is a viable strategy. I may lose a monster, but isn't that a way of special summoning Kristya?

Field Barrier to protect Sanctuary.

Terraforming is to get Sanctuary.

Hecatrice is like Terraforming, but it comes with the added bonus of dumping a fairy in the graveyard for Kristya.

Winged Kuriboh is awesome. It's a one turn substitute for Sanctuary. But the artwork and premise is cooler.

Freed the Brave Warrior is the ONLY non- Light/Fairy I'm considering using for the SOLE purpose of population control. He removes monsters from play in order to destroy monsters on my opponet's field with more than Freed's ATK (1700). That means I can destroy a higher ATK monster, and a lower ATK monster in the same turn.

Guardian Angel Joan serves 2 functions. She gives Gellenduo and Kaiser Seahorse another monster to ease into the field: and she HEALS. Not many monsters run more than 2800 ATK without some form of blatant support and for those rare occasions when they ARE higher I have Sanctuary.

Hanewata is a discardable Winged Kuriboh. While Winged covers all damage, Hanewata only covers Effect damage. But it can be used either turn, and dumps itself for Krisyta. It also allows for the rare synchro summon.

Trap Stun is a rather odd card: I'm surprised it isn't used more often. It shuts down ALL other traps for 1 turn: like a specialized Cold Wave, but playable whenever. Theortically stops chains: counter traps like Seven Tools of the Bandit will negate it, and I need some help in terms of anti-support for traps like Skill Dragin and Light-Imprisoning Mirror.

Athena true to her name is a goddess. Whenever a FAIRY monster is summoned, my opponet takes 600 life point damage. Did I mention this is a Fairy deck? I can swap out a fairy on my field for one in my graveyard. It helps that Gellenduo and Kaiser Seahorse make tributing for her easier.

[Victoria]] isn't that great at my first glance. Then I remember: EVERYONE RUNS STARDUST DRAGON. You kill a Stardust: you get a Stardust. As an added Bonus, my opponet is locked into picking Victoria as an attack target. Basically means I should run at LEAST two.

Marshmallon is a really cheap card. When it's attacked, my opponet take it face down: they take 1000. Athena makes is even worse, meaning that a Flip Summon inflicts 1600 just for attacking it. The ONLY thing that worries me is Piercing Damage, but that's why I consider Hanewata, Winger Kuriboh, and The Sanctuary In The Sky. Sucks to be you Bora the Spear. Marshmallon and Sanctuary can stall so long as both survive.

Herald of Green Light, Herald of Purple Light, and Herald of Orange Light all do similar thing: dump themselves and one other monster to negate the activation of a Spell, Trap, or effect monster, respectively. Theortically I can dump a Green and Purple to negate a Spell AND Trap while only dumping two; but I have to wait until someone reads my thing on Green's Discussion tab. If not, I can always dump four, wait for my turn, and then special summon Krisyta.

Advance Draw is for drawing cards. By tributing Krisyta or Avenging Parshath (see below), I get at LEAST one new card, and either Krisyta or a second new card.

Others: Scrap-Iron Scarecrow is a once per turn attack blocker. Means my opponet needs 2 monsters to actually attack and do damage. But with so many things reducing my damage to zero, I can really block a lot.

United We Stand, Mage Power, and Solidarity are rather interesting. Mage Power boosts ONE monsters's attack by 800*# of monsters on my field; Solidariy boosts ALL monsters on my field by 800 provided that Freed the Brave Warrior is not in my graveyard. Mage Power boost one monster's attack again, but this time by increments of 500, and for each Spell/Trap on my field. But considering that I can run: Sanctuary, Field Barrier, Valhalla, AND Mage Power (plus: facedowns) I've converted almost any monster in my deck into a living nightmare for my opponet: even it's just Consecrated Light.

Threatening Roar stops attacks.

Mokey Mokey has been described to me as one of the rarest common cards in YuGiOh. But what makes it appealing is Mokey Mokey Smackdown. When a Fairy monster on my field is destroyed, all Mokey Mokeys on my field jump to 3000. Considering that Sancuary in the Sky makes Suiciding an actual possibility, I can REALLY get some beat sticks. I don't see the point in Mokey Mokey King in this case. I understand the strategy behind it, but when polymerization looks like it'll be such a hassle to get in somewhere for ONE card, I really don't see the point in including King at ALL. That's assumign the Mokeys get in, too.

Airknight Parshath adds both Piercing and draw power.

Avenging Knight Parshath is a Synchro monster. Does Piercing and switches the position of opponet's monsters

Neo-Parshath, the Sky Paladin likes it's buddies has Piercing. It also extremely benefits from Santuary In The Sky, incrementing it's ATK/DEF when my lifepoints are higher than my opponets courtesy of both Joan and Athena.

Phew...think I overdid it. Anyway, the attention I need is both the proportions of the cards, as well as staples (i.e. Compulsory Evacuation Device or Stardust Dragon, tuners, etc.)

Ignore cost restrictions or raritys. I need the functions of the cards to work well: not the actual buying. Thanks in advance! Lord ike 23:33, April 19, 2010 (UTC)