A Very Fortunate Lock
Hello my very loyal and faithful friends, students, and followers! Today we'll be taking a look at a deck discovered by Herman Herrera at the recent SJC Columbus! The deck is 1 of 2 feature decks at the SJC that utilized the new Fortune Lady cards, and it did so in a stunning manner. The deck didn't make day 2, but based on the feature match that showcased it, it looked fun enough to me to warrant testing it out and making an article about it! So, this is my newest article about the Fortunate Simorgh deck utilizing Fortune Ladies to speed up the Simorgh lockdown!
I. Intro to the Simorgh Lockdown
II. Important Cards
III. The Deck
IV. Deck Strategies
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I. Intro to the Simorgh Lockdown
Dark Simorgh's effect stops your opponent from setting cards onto the field. This means your opponent cannot play monsters in defense mode, cannot set any traps, and can only activate spells without setting them. Cards already on the field are not affected by Simorgh's effect. The effect is a complete lock on all of your opponent's Trap cards.
To make this lock more potent, the lockdown adds in Anti-Spell Fragrance. This requires both players to set Spell cards before activating them and even quick-play spells cannot be activated until the player's next turn. However, if Simorgh is on the field, this means that your opponent cannot set spell cards! Therefore, your opponent now cannot use any of the spells or traps in their entire deck except for any that were on the field before Simorgh was played.
Let's make it even more interesting now. If you have cards like Royal Oppression, Solemn Judgment, and Divine Wrath, now even your opponent's monsters are locked down since Oppression shuts down most powerful monsters and all Synchro monsters. Solemn Judgment shuts down any monster your opponent can summon that might destroy Simorgh or Anti-Spell Fragrance. Divine Wrath goes so far as to even shut down Honest and any other nasty monster effects, so your opponent cannot even find ways of swinging over Simorgh's massive 2700 ATK!
The right way to build a Simorgh deck is to try to get Simorgh, Anti-Spell Fragrance, and some supporting Traps onto the field as quickly as possible. This requires a massive draw engine that can also dump WIND and DARK monsters into the graveyard very quickly. That's what this deck attempts to accomplish, and it does quite the awesome job of it.
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II. Important Cards
Now, let's take a look at some of the cards that are going to make this deck work. I've already talked about Dark Simorgh, Anti-Spell Fragrance, Royal Oppression, Solemn Judgment, and Divine Wrath, so I'm not going to be repeating those in this section. Just know that they are the backbone of the deck.
Do you remember how I said earlier that cards already on the field aren't affected by Simorgh? Here's a monster that can relieve your stress by destroying at least 1 spell or trap card your opponent has on the field. She's a WIND attribute which is good for Simorgh, and she's a Fortune Lady which is good for reasons I'll explain later.
Ok, maybe her effect is more suited to a dedicated Fortune Lady deck, but we're not going to be using her to summon her. She's DARK, and she's a Fortune Lady, so she goes along really well with the draw engines that this deck can produce while also being another fodder for Simorgh's summoning.
Fortune's Future
Normal Spell
Select 1 of your removed from play "Fortune Lady" monsters and return it to the Graveyard. Then draw 2 cards.
This card works well in Fortune Lady decks that use Future Visions to remove monsters from play when they are Normal Summoned, but in this deck we're gonna be breaking the system and finding fun, new ways to abuse this cards. Not only does it work when Simorgh removes Fortune Ladies from the grave for his summon, but we'll also be using it with Allure of Darkness and Gold Sarcophagus! Not only that, but returning a Fortune Lady to the grave means even more fodder for another Simorgh summoning! Oh you will love this card by the time you're done trying out this deck.
Broww, Huntsman of Dark World
DARK/Fiend
3stars/1400ATK/800DEF
If this card is discarded from the hand to the Graveyard by a card effect, draw 1 card from your Deck. If this card is discarded from the hand to the Graveyard by your opponent's card effect, draw 1 more card from your Deck.
You may know this guy from the old school Dark World decks and he's also made appearances in a few draw engines in the past. He's back today to allow us to load up more DARK monsters for Simorgh while using awesome deck-thinning engines like Card Destruction and Dark World Dealings without any loss of card advantage.
Know that a deck can't be called pro unless it uses cards that have been around since the beginning of Yugioh!! This card wasn't actually in Herman Herrera's deck, but I've replaced his Dekoichis for this because it allows you to further thin the deck while getting an immediately +1 that can cancel out the problems created by the copies of Hand Destruction that are being run (note that Hand Destruction does not work with Broww).
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III. The Deck
Take note that this is not Herman Herrera's deck. If you want to look at his original deck you can go here:
http://www.konami.com/yugioh/blog/?p=966
This deck includes some changes that I have made to his deck that I feel make the deck even more functional. Here ya go:
Monsters(15):
3x Dark Simorgh
2x Fortune Lady Dark
3x Fortune Lady Wind
3x Broww, Huntsman of Dark World
1x Morphing Jar
3x Thunder Dragon
Spells(18):
2x Gold Sarcophagus
3x Upstart Goblin
1x Card Destruction
2x Hand Destruction
2x Allure of Darkness
3x Dark World Dealings
3x Fortune's Future
1x Heavy Storm
1x Mystical Space Typhoon
Traps(7):
2x Anti-Spell Fragrance
2x Royal Oppression
2x Divine Wrath
1x Solemn Judgment
Side(15):
2x Light-Imprisoning Mirror
2x D.D. Crow
2x Kycoo the Ghost Destroyer
2x Book of Moon
2x Waboku
1x Divine Wrath
1x Trap Dustshoot
2x Mind Crush
1x Smashing Ground
Extra(3):
3x Chimeratech Fortress Dragon
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IV. Deck Strategies
Well, as mentioned in the beginning, the point is to put Simorgh, Fragrance, and some supporting traps on the field as quickly as possible. 21 cards in this deck can help you mill through your deck. 21. Yes, that is over half of the deck. If done correctly, to make this even more amazing you can do all that milling without losing any card advantage!
Upstart Goblin turn this into a 37-card deck for further consistency. You don't care what your opponent's LP is because once your opponent is locked down he/she won't be able to stop you from just doing whatever you want every turn. Card Destruction, Morphing Jar, and Dark World Dealings all work with Broww. Dark Simorgh, Gold Sarcophagus, and Allure of Darkness all create fuel for Fortune's Future. Thunder Dragon gets you back the card advantage you lose from using Hand Destruction. Preferrably, you would want to be able to use Thunder Dragon's effect and then use Hand Destruction to mill the 2 copies of Thunder Dragon you just received while drawing into other more useful cards and making the deck even smaller and more consistent. Essentially, with all the draw engines in this deck you are working out of an approximately 20-card deck. Think you can get the cards you need pretty consistently from that?
The deck contains no tuners and doesn't use Mind Control or Brain Control so there is virtually no way other than your opponent giving you a tuner via Creature Swap (which he/she can't use anyway if locked down) for you to synchro summon for anything. Therefore, no Synchro monsters are needed in the Extra deck which also means that IRL the deck is less expensive to make! I always suggest having Chimeratech Fortress Dragon just on the off-chance that your opponent is using cards like Cyber Dragon and Cyber Valley. The chance that you will ever use it is probably less than 0.5%, but the chance is still there and it can't hurt to have it available.
Siding with this deck can be difficult to do, because anything more than a minor change is going to greatly affect the consistency of pulling off the lock by your 1st or 2nd turn. Therefore, the side deck here tries to use cards with as much versatility as possible so you only have to side minimally against any deck. Light-Imprisoning Mirror and Mind Crush can be used against Lightsworns so you have more ways to shut down the bigger plays and more options other than just Divine Wrath for taking care of Honest. Kycoo and D.D. Crow can be used against any deck that favors grave loading like Zombies. Book of Moon is useful against Blackwings, since it gives you another way to shut down many of the synchro summonings and also can stop Black Whirlwind. In general however, you really don't want to side more than 3-4 cards at a time with this deck, because the true beauty is that it more or less doesn't care what your opponent wants to do as long as you can get that lockdown as quickly as possible!
I hope you've enjoyed this article and had fun learning about this new and exciting deck-type. Until next time when I bring all you article-addicts your next fix!!
Hello my very loyal and faithful friends, students, and followers! Today we'll be taking a look at a deck discovered by Herman Herrera at the recent SJC Columbus! The deck is 1 of 2 feature decks at the SJC that utilized the new Fortune Lady cards, and it did so in a stunning manner. The deck didn't make day 2, but based on the feature match that showcased it, it looked fun enough to me to warrant testing it out and making an article about it! So, this is my newest article about the Fortunate Simorgh deck utilizing Fortune Ladies to speed up the Simorgh lockdown!
I. Intro to the Simorgh Lockdown
II. Important Cards
III. The Deck
IV. Deck Strategies
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I. Intro to the Simorgh Lockdown
Dark Simorgh's effect stops your opponent from setting cards onto the field. This means your opponent cannot play monsters in defense mode, cannot set any traps, and can only activate spells without setting them. Cards already on the field are not affected by Simorgh's effect. The effect is a complete lock on all of your opponent's Trap cards.
To make this lock more potent, the lockdown adds in Anti-Spell Fragrance. This requires both players to set Spell cards before activating them and even quick-play spells cannot be activated until the player's next turn. However, if Simorgh is on the field, this means that your opponent cannot set spell cards! Therefore, your opponent now cannot use any of the spells or traps in their entire deck except for any that were on the field before Simorgh was played.
Let's make it even more interesting now. If you have cards like Royal Oppression, Solemn Judgment, and Divine Wrath, now even your opponent's monsters are locked down since Oppression shuts down most powerful monsters and all Synchro monsters. Solemn Judgment shuts down any monster your opponent can summon that might destroy Simorgh or Anti-Spell Fragrance. Divine Wrath goes so far as to even shut down Honest and any other nasty monster effects, so your opponent cannot even find ways of swinging over Simorgh's massive 2700 ATK!
The right way to build a Simorgh deck is to try to get Simorgh, Anti-Spell Fragrance, and some supporting Traps onto the field as quickly as possible. This requires a massive draw engine that can also dump WIND and DARK monsters into the graveyard very quickly. That's what this deck attempts to accomplish, and it does quite the awesome job of it.
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II. Important Cards
Now, let's take a look at some of the cards that are going to make this deck work. I've already talked about Dark Simorgh, Anti-Spell Fragrance, Royal Oppression, Solemn Judgment, and Divine Wrath, so I'm not going to be repeating those in this section. Just know that they are the backbone of the deck.
Do you remember how I said earlier that cards already on the field aren't affected by Simorgh? Here's a monster that can relieve your stress by destroying at least 1 spell or trap card your opponent has on the field. She's a WIND attribute which is good for Simorgh, and she's a Fortune Lady which is good for reasons I'll explain later.
Ok, maybe her effect is more suited to a dedicated Fortune Lady deck, but we're not going to be using her to summon her. She's DARK, and she's a Fortune Lady, so she goes along really well with the draw engines that this deck can produce while also being another fodder for Simorgh's summoning.
Fortune's Future
Normal Spell
Select 1 of your removed from play "Fortune Lady" monsters and return it to the Graveyard. Then draw 2 cards.
This card works well in Fortune Lady decks that use Future Visions to remove monsters from play when they are Normal Summoned, but in this deck we're gonna be breaking the system and finding fun, new ways to abuse this cards. Not only does it work when Simorgh removes Fortune Ladies from the grave for his summon, but we'll also be using it with Allure of Darkness and Gold Sarcophagus! Not only that, but returning a Fortune Lady to the grave means even more fodder for another Simorgh summoning! Oh you will love this card by the time you're done trying out this deck.
Broww, Huntsman of Dark World
DARK/Fiend
3stars/1400ATK/800DEF
If this card is discarded from the hand to the Graveyard by a card effect, draw 1 card from your Deck. If this card is discarded from the hand to the Graveyard by your opponent's card effect, draw 1 more card from your Deck.
You may know this guy from the old school Dark World decks and he's also made appearances in a few draw engines in the past. He's back today to allow us to load up more DARK monsters for Simorgh while using awesome deck-thinning engines like Card Destruction and Dark World Dealings without any loss of card advantage.
Know that a deck can't be called pro unless it uses cards that have been around since the beginning of Yugioh!! This card wasn't actually in Herman Herrera's deck, but I've replaced his Dekoichis for this because it allows you to further thin the deck while getting an immediately +1 that can cancel out the problems created by the copies of Hand Destruction that are being run (note that Hand Destruction does not work with Broww).
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III. The Deck
Take note that this is not Herman Herrera's deck. If you want to look at his original deck you can go here:
http://www.konami.com/yugioh/blog/?p=966
This deck includes some changes that I have made to his deck that I feel make the deck even more functional. Here ya go:
Monsters(15):
3x Dark Simorgh
2x Fortune Lady Dark
3x Fortune Lady Wind
3x Broww, Huntsman of Dark World
1x Morphing Jar
3x Thunder Dragon
Spells(18):
2x Gold Sarcophagus
3x Upstart Goblin
1x Card Destruction
2x Hand Destruction
2x Allure of Darkness
3x Dark World Dealings
3x Fortune's Future
1x Heavy Storm
1x Mystical Space Typhoon
Traps(7):
2x Anti-Spell Fragrance
2x Royal Oppression
2x Divine Wrath
1x Solemn Judgment
Side(15):
2x Light-Imprisoning Mirror
2x D.D. Crow
2x Kycoo the Ghost Destroyer
2x Book of Moon
2x Waboku
1x Divine Wrath
1x Trap Dustshoot
2x Mind Crush
1x Smashing Ground
Extra(3):
3x Chimeratech Fortress Dragon
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IV. Deck Strategies
Well, as mentioned in the beginning, the point is to put Simorgh, Fragrance, and some supporting traps on the field as quickly as possible. 21 cards in this deck can help you mill through your deck. 21. Yes, that is over half of the deck. If done correctly, to make this even more amazing you can do all that milling without losing any card advantage!
Upstart Goblin turn this into a 37-card deck for further consistency. You don't care what your opponent's LP is because once your opponent is locked down he/she won't be able to stop you from just doing whatever you want every turn. Card Destruction, Morphing Jar, and Dark World Dealings all work with Broww. Dark Simorgh, Gold Sarcophagus, and Allure of Darkness all create fuel for Fortune's Future. Thunder Dragon gets you back the card advantage you lose from using Hand Destruction. Preferrably, you would want to be able to use Thunder Dragon's effect and then use Hand Destruction to mill the 2 copies of Thunder Dragon you just received while drawing into other more useful cards and making the deck even smaller and more consistent. Essentially, with all the draw engines in this deck you are working out of an approximately 20-card deck. Think you can get the cards you need pretty consistently from that?
The deck contains no tuners and doesn't use Mind Control or Brain Control so there is virtually no way other than your opponent giving you a tuner via Creature Swap (which he/she can't use anyway if locked down) for you to synchro summon for anything. Therefore, no Synchro monsters are needed in the Extra deck which also means that IRL the deck is less expensive to make! I always suggest having Chimeratech Fortress Dragon just on the off-chance that your opponent is using cards like Cyber Dragon and Cyber Valley. The chance that you will ever use it is probably less than 0.5%, but the chance is still there and it can't hurt to have it available.
Siding with this deck can be difficult to do, because anything more than a minor change is going to greatly affect the consistency of pulling off the lock by your 1st or 2nd turn. Therefore, the side deck here tries to use cards with as much versatility as possible so you only have to side minimally against any deck. Light-Imprisoning Mirror and Mind Crush can be used against Lightsworns so you have more ways to shut down the bigger plays and more options other than just Divine Wrath for taking care of Honest. Kycoo and D.D. Crow can be used against any deck that favors grave loading like Zombies. Book of Moon is useful against Blackwings, since it gives you another way to shut down many of the synchro summonings and also can stop Black Whirlwind. In general however, you really don't want to side more than 3-4 cards at a time with this deck, because the true beauty is that it more or less doesn't care what your opponent wants to do as long as you can get that lockdown as quickly as possible!
I hope you've enjoyed this article and had fun learning about this new and exciting deck-type. Until next time when I bring all you article-addicts your next fix!!