Forum:Deck Guide/Fortune Lady

Fortune Lady Guide
By BF2

The "Fortune Ladies" are a set of monsters introduced in Ancient Prophecy. All of their effects, save that of "Fortune Lady Earth", allow you to gain advantage. The two catalysts are "Fortune Lady Light" and "Fortune Lady Dark". Some support, such as "Fortune's Future" and "Future Visions", add speed to the deck, but the main issues has been consistency. While fast, the deck is notoriously inconsistent, due to weak monsters and being unable to generate advantage without combos which can be disrupted with "Mystical Space Typhoon". During each of your Standby Phases, a "Fortune Lady" monster gains a Level and 200, 300, or 400 ATK. Their ATK scores are not set, meaning that they can't be Special Summoned or searched by "Mystic Tomato" or "Sangan", but they're equal to their Level times 200, 300, or 400.

Ratings
Power: 6/10 The monsters lack physical power although they can gain a lot of ATK over time.

Consistency: 5/10 The combos means that one card alone usually won't do much.

Speed: 9/10 The decks are very fast.

Draw/Search Power: 10/10 They gain lots of advantage quickly and easily, often in the form of drawing and searching.

Overall: 7.5/10 "Fortune Lady" decks have potential as a rogue deck, but at the moment, really lack consistency.

Monsters

 * Fortune Lady Dark: "Fortune Lady Dark" is one of the most important monsters for a "Fortune Lady" deck. Although it's Level 5 and only has 2000 ATK, its effect is amazing - whenever any "Fortune Lady" destroys your opponent's monster by battle, you can Special Summon another "Fortune Lady" monster from your Graveyard. You could even bring back another "Dark".
 * Fortune Lady Earth: "Fortune Lady Earth" is one of those cards that can be a decent tech but isn't very popular. It's effect, to inflict 400 points of damage to your opponent's Life Points whenever it gains ATK, isn't very good, but having a base 2400 ATK isn't all that bad.
 * Fortune Lady Fire: "Fortune Lady Fire" is a low level "Fortune Lady" with an extremely good effect: when she is Special Summoned by the effect of a "Fortune Lady", you can destroy one face-up monster on your opponent's side of the field and inflict damage to their Life Points equal to its ATK. It can be incredibly useful, and is best at two.
 * Fortune Lady Light: "Fortune Lady Light" is THE most important card in a "Fortune Lady" deck. When it's removed from the field by a card effect, you can Special Summon any "Fortune Lady" monster from your deck. The main problem with this is that it's an "if...can" effect, so it misses the timing for most things. This limits the abilities that can trigger it. One of the stronger opening moves of the deck is to set "Compulsory" and Normal Summon "Light". If they destroy "Compulsory", you can chain it, Special Summoning "Dark" from your Deck. You can also Special Summon "Fire" with it.
 * Fortune Lady Water: "Fortune Lady Water" is the fourth most important card in the deck. When Special Summoned (by any effect) while you control another "Fortune Lady" monster, you get to draw two cards. This makes "Monster Reborn" a +2 and combos with "Fortune's Future". It's also the strongest non-Tribute "Fortune Lady" monster, with 1200 ATK.
 * Fortune Lady Wind: "Fortune Lady Wind" is another of those tech cards. It allows access to "Dark Simorgh" and destroys Spell/Trap Cards but it's too weak and doesn't give an effect when Special Summoned.
 * Solitaire Magician: "Solitaire Magician" allows you to destroy a face-up monster by removing three Levels from a "Fortune Lady" monster you control. It's also LIGHT and has 1700 ATK, making it a passable tech, although it's not a popular one, as the only monsters that would be good targets are the ones that need their ATK.

Spells

 * Fortune's Future: By returning one Banished "Fortune Lady" monster to your Graveyard, you can draw two cards. This makes the card insanely good - it gives you draw power and sets up combos.
 * Future Visions: "Future Visions" is a Field Spell that Banishes any Normal Summoned monster until its owner's next Standby Phase, whence the monster is returned to the field. This triggers "Fortune Lady Light", and occasionally "Fortune Lady Water".
 * Time Passage: "Time Passage" is a not-very-good card that gives either 600, 900, or 1200 ATK, by increasing the Level of a "Fortune Lady" monster by 3 until the End Phase. It's a Quick Play Spell Card but usually "Shrink" is better.

Traps

 * Bending Destiny: "Bending Destiny" is an interesting card but not a good one. It's a Counter Trap Card that you can only activate while you control only "Fortune Lady" monsters. You can negate a Spell, Trap, or the Normal Summon or a monster, and then Banish it. However, it gets returned to its owner's hand during the End Phase, achieving next to nothing.
 * Inherited Fortune: You can only activate "Inherited Fortune" when a "Fortune Lady" monster is destroyed. Then, during your next Standby Phase, you can Special Summon two "Fortune Lady" monsters from your hand. This is generally a bad effect, simply because it doesn't really do much.
 * Slip of Fortune: "Slip of Fortune" is an odd card - it can trigger a "Fortune Lady Light's" effect - it negates an attack and Banishes the attack target monster until the next Standby Phase, allowing you to save "Light" but it's not a very good card as is.

Monsters

 * Ancient Gear Gadjiltron Dragon: Used in "Geartown" decks.
 * Apprentice Magician: "Apprentice Magician" Special Summons "Fortune Lady Light and Fire" from your deck.
 * Beast King Barbaros: While 1900 ATK is powerful on its own, when it's returned to the field by "Future Visions" it instead will have 3000 ATK.
 * Black Luster Soldier - Envoy of the Beginning: "BLS - Envoy" is insanely powerful and necessary for any "Fortune Lady" deck.
 * Caius the Shadow Monarch: A tech card for "Fortune Ladies" as they often have monsters to tribute. It also can trigger "Light".
 * Catoblepas and the Witch of Fate: "Catoblepas" is useful for destroying monsters and Banishing "Fortune Ladies". It also has a good ATK score.
 * Chaos Sorcerer: Basically, a mini "BLS - Envoy". It's not as good as "BLS", but it may be worth using.
 * Dark Armed Dragon: Can be risky because of the chances of it being a dead draw, but it also Banishes "Dark" as well as being a massive beatstick and destroying lots of cards.
 * Dark Simorgh: "Dark Simorgh" can be used in a deck that uses "Dark" and "Wind", providing you protection from Traps and many Quick Play Spell Cards as well as Flip Effects.
 * Deep Sea Diva: Used with "Destiny" engine.
 * Destiny HERO - Malicious: Used with "Destiny Draw" for Draw Power and swarming.
 * Elemental HERO Stratos: Adds "Malicious" to your hand.
 * Kinka-byo: "Kinka-byo" Special Summons "Fortune Lady Light", then returns to your hand during the End Phase (Banishing "Light"), allowing you to Special Summon a "Fortune Lady" monster from your Deck. Generally too slow, but could be worth using.
 * Minefieldriller: "Mindfieldriller" is triggered by "Future Visions" and returns a Field Spell Card from your Graveyard to your hand. It's used in "Geartown" decks.
 * Phantom of Chaos: You can Banish "Dark" and get its effect to start a swarm and set up "Future Visions"
 * Tragoedia: It protects your Life Points, gets a huge amount of ATK early on, and can often serve as a "Brain Control".
 * Omni Heroes: Used with "Destiny HERO" engine for Synchro Summons and swarming.

Spells

 * Allure of Darkness: Adds draw power to "Fortune Lady" decks and can Banish "Dark" for "Fortune's Future".
 * Anti-Spell Fragrance: "Anti-Spell Fragrance" is used in conjunction with "Dark Simorgh" to stop your opponent from playing Spell Cards.
 * Destiny Draw: Used in Destiny Ladies.
 * Different Dimension Gate: "Different Dimension Gate" will get rid of your opponent's monster and your monster, triggering "Light". The only problem is that destroying it will bring back both monsters.
 * Geartown: Special Summons "Gadjiltron Dragon" and can be returned to your hand with a combo of "Minefieldriller" and "Future Visions".
 * Gold Sarcophagus: "Gold Sarcophagus" can set up "Fortune's Future".
 * Miracle Fusion: Used to Fusion Summon "Absolute Zero" in "HERO" variants.
 * One for One: Special Summons "Fortune Lady Light".
 * Reasoning: "Reasoning" gives a fairly good chance of Special Summoning a "Fortune Lady" from your Deck.

Traps

 * Compulsory Evacuation Device: Not only does it trigger "Fortune Lady Light" but it's a +0 against Synchro, Fusion, and Xyz Monsters.

Standard Fortune Ladies
The basic "Fortune Lady" deck uses a bunch of tricks to trigger "Light" and get out "Dark", then start swarming until you win.

Simorgh Lady Lockdown
The Simorgh Lady Lockdown uses "Dark Simorgh" and "Anti-Spell Fragrance" to achieve a near total lockdown by stopping your opponent's Flip Effects, Spell Cards, and Trap Cards.

Gear's Future
Gear's Future is a deck that uses "Fortune's Future" and "Geartown" to get big monsters out each turn. "Beast King Barbaros" becomes a 3000 ATK beatstick with "Fortune's Future" and the Field Spell Cards can be returned to your hand with "Minefieldriller".

Destiny Ladies
By combining "Destiny HEROes" and "Fortune Ladies", you can get a lot of draw power as well as swarm power and the ability to use "Miracle Fusion".