Simorgh

Simorghs are a series of three powerful, Wind-type, Winged-Beast monsters based on the bird of legend known as Simurgh, a benevolent deity from Persian mythology. All Simorghs require two tributes in order to be summoned and all of them benefit from being in a deck with wind monsters, with Dark Simorgh gaining an additional benefit with Dark monsters. "Simorgh, Bird of Divinity" and "Dark Simorgh" both wreak havoc on an opponent's Spells and Traps and when combined can cause a devastating effect to the opponent, "Dark Simorgh" preventing the opponent from setting cards, and "Simorgh, Bird of Divinity" causing continuous Burn Damage as a result. When combined with Anti-Spell Fragrance, it gives a nasty bite to the Anti-Spell Fragrance Lockdown strategy.

"Simorgh, Bird of Ancestry" helps the combo by making more Simorgh's easier to summon with its effect that decreases Tribute cost (Not "Dark Simorgh"-it only counts as a WIND monster while it is on the field). It also carries the unique distinction of being treated as a Normal Monster while in the hand, as opposed to on the field or in the graveyard. This makes it possible to be summoned with "Wind Effigy" or other effects that benefit Normal Monsters.

Simorghs benefit greatly from being used with WIND monsters. "Simorgh, Bird of Divinity" requires WIND monsters as tributes, "Dark Simorgh" uses WIND and DARK monsters to Special Summon itself, and "Simorgh, Bird of Ancestry" gains the additional effect of returning cards to the opponent's Hand when it is Tribute Summoned with only WIND monsters.

The obvious problem with Simorghs is that they are difficult to Summon due to the Tribute cost even with the benefit of "Simorgh, Bird of Ancestry's" effect and have a hard time protecting themselves once they come out. "Dark Simorgh" is an exception, thanks to its ability to Special Summon itself and prevent your opponent from using Traps. A way to speed this up is to use cards that count as two tributes such as "Whirlwind Prodigy" and "Wind Effigy" or monsters that Special Summon themselves like "Garuda the Wind Spirit" and "Silpheed" or Swarm like Harpies or even Blackwings to an extent. Afterwords, protect them with cards like "My Body as a Shield" and "Guard Mines". With your opponent's Spells and Traps effectively locked down, you should focus on stopping your opponent's Effect Monsters to protect your side of the field.

Monsters

 * Simorgh, Bird of Ancestry
 * Simorgh, Bird of Divinity
 * Dark Simorgh
 * Wind Effigy
 * Whirlwind Prodigy
 * Garuda the Wind Spirit
 * Silpheed
 * Harpie Lady 1
 * Bladefly
 * Blackwing - Gale the Whirlwind

Spells

 * My Body as a Shield
 * Harpies' Hunting Ground
 * Rising Air Current
 * Solidarity
 * Swallow's Nest
 * Ancient Rules
 * Hand Destruction

Traps

 * Anti-Spell Fragrance
 * Ultimate Offering
 * Guard Mines
 * Icarus Attack