Remove from play 1 LIGHT Fairy-Type monster in your hand and draw 2 cards. You cannot Special Summon or conduct your Battle Phase during the same turn you activate this card.
Card Ratings
Traditional: 2.80
Advanced:
3.40
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - June 30, 2011
Cards from the Sky, a Draw card for the Fairy
player, lets you Draw two cards from the Deck by
removing a Light type Fairy monster from your Hand.
This card is technically a break even card, as you
give up the Monster you remove, plus this card. I'm
actually not that fond of this card, as you can't
conduct your Battle Phase, OR Special Summon the
turn you use this card. It's almost never a good
thing to skip a Battle Phase, unless you aren't
attacking anyway. The not being able to Special
Summon isn't a huge hinderance for a turn. You're
likely playing this if you're playing the Deck, but
I don't feel you need to.
Cards from the Sky allows Agent, or most any
fairy, duelists to draw deeper into their deck. At
the negligible cost of removing a light fairy from
your hand from play, one that you will likely
recycle with yesterday’s COTD, you draw 2 cards. The
only catch is not being allowed to special summon or
conduct your battle phase. Going first, the battle
phase restriction is moot. Also there is no limit on
how many times you can activate this card which,
potentially, could allow you to draw 6 cards into
your deck and manipulate your RFG zone for an
explosive second turn. This card splashes quite well
into any fairy build looking for ways to get to
their resources faster.
Yay! Finally we have a Fairy draw card. Cards from
the Sky is very similar to Cards for Black Feathers.
That makes sense. Draw power is always nice and
Fairies needed it. The draw backs on the card are
definitely acceptable for a draw card these days.
Pair this with Pot of Duality or even more Card from
the Sky you’ve got a nice draw engine. What really
makes me like this card is the fact that removing
from play the monster is not a cost, so if Legendary
Six Samurai – Shi En were to negate this, you
wouldn’t lose the extra card as cost. You might not
always want to max out this card in your deck, but
any Fairy deck should consider a copy or two
depending on your strategy.
Traditional: 1/5 (Special Summons are kind of
important here)
Advanced: 3.75/5
GrimroX
Makina
Cards from the Sky
Yay! Fairies get their own draw card! Cards from the
Sky is reminiscent of Cards for Black Feathers,
except you want to run this in threes. First off,
removing a Fairy is part of the card's effect, so if
it's negated, you don't have to banish a Fairy. This
card also has no restrictions on how many you can
use, so you can use all three in one turn if you
want, similar to Allure. However, you can't Special
Summon or conduct your Battle Phase when you
activate it. I'm okay with the no Special Summoning
clause, since this is often played alongside a
Duality, but I hate the no Battle Phase part. This
card is best on your first turn, where you can set
up and won't be attacking anyway. There's also a few
combos you can do with this and Miraculous Descent
and/or Jupiter (the turn after obviously).
Regardless of my annoyances with it, it's still a
very solid card, and helps Fairies a lot, giving
them a significant speed boost combined with Earth.
Traditional: 3/5 (draw cards are awesome)
Advanced: 4/5 (Fairies only, but so needed)
Skyphantom
And here we come to the center of the labyrinth (dance,magic,dance)
with the new draw spell for fairies: cards from the
sky. A really balanced draw spell that gives much
needed speed to the fairy engine. And with all their
removal support (layard the liberator, jupiter,
miraculous descent, etc) this just makes it 10 times
better. This ones a no brainer.
Traditional: 4/5 (pot of greed gives this card the
finger)
Advanced: 5/5
Advanced: (removal fairies) 10/5