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Endphase on Yu-Gi-Oh!
Well, as promised, I’m jumping into part two of the series
of articles regarding Fairies, today’s entries are brought
to you by the letter ‘C,’ as in the letter that both
archetypes begin with. So, without further intro, here are
Counter-Fairies and Cloudians.
Counter-Fairies are without a doubt the most famous of all
fairy builds. I myself ran a Counter-Fairy deck for years
and can attest first hand to how difficult it is both to
play and to oppose it. Even if another direct Counter-Fairy
support card is never printed, the deck is destined for
indirect support EVERY time a new counter trap is printed,
something only a few decks can boast. Arguably its greatest
strength is that of being able to adapt to play against
almost anything, a single mistake can easily cost one the
game if not careful.
Counter-Fairies
You’ll notice that I only listed a few cards under the
support categories. Counter-Fairies are both the most (every
counter trap ever) and least supported archetype, so much so
that I almost did not even list Counter-Fairies as an
archetype by itself. Only four fairy cards total have
counter trap based effects and there’s not a single counter
trap out now that specifically lists Fairies anywhere on the
card itself. If not for the popularity and power of the
deck, it would probably best be considered under ‘general
Fairy support,’ but when the entire deck is more or less
geared towards a single, Fairy-based goal, I could not call
the deck general support nor could I call something as
popular as this an oddity. When I played Counter-Fairies, I
called the deck “The Bountiful Artemis Deck,” which, while
unfair, was not entirely untrue.
A gross oversimplification of the deck is as follows:
Counter-Fairies ideally start by summoning Bountiful Artemis
and setting two to five traps in their back row. Of those
set, at least one to three should be counter traps, the
others cards to protect Bountiful Artemis, such as
Bottomless Trap Hole or Book of Moon. When your opponent
does something to trigger the counter trap, you more than
likely negate the action/card and then draw a new card for
Artemis’ effect. When you start your next turn, set any
freshly drawn counter-traps and slowly drain the cards from
your opponent’s hand or field while constantly recharging
your own hand.
Sound easy? It is when you start with an ideal opening hand.
If not, then you have some very tough decisions in front of
you. Is sacrificing your Solemn Judgment worth whatever card
they just activated, especially if it was your only back row
card? What should you keep in your hand to discard for
Divine Wrath? What other monsters do you need to run when
you don’t open with Bountiful Artemis?
Before I go any more into Bountiful Artemis, I need to take
a step back and look at what else, or specifically, who else
could be played. Voltanis the Adjucator has been completely
replaced by the far superior Van’Dalgyon the Dark Dragon
Lord, while Dark Voltanis, while both a Fairy and references
a counter trap, can only be utilized in decks running DARK
monsters (and he too is inferior to Vandy). Van’Dalgyon will
be discussed later on, the card that I really want to look
at is the often maligned and virtually unknown Layard the
Liberator.
Layard is close to being good. He may never as good as
Bountiful Artemis, but there’s definitely potential for him
in his own deck. The removed zone is another area fairies
excel in, just look at Dimensional Alchemist for proof of
that, and once a second, consistent method of removing
Fairies from the grave becomes available, I could see these
two long lost twins reunite for a new evolution of the
Counter-Fairy deck. Imagine sending two Heralds of Light
(either Orange, Purple, or Green) to the graveyard to stop
an opponent’s card, removing them from play, and then adding
them back to your hand after negating an opponent’s summon
with Solemn Warning. I’m aware that Soul of Purity and Light
can do that, but I’d rather have a Fairy with a power
similar to Bazoo the Soul Eater who remove things as an
effect and not a summoning cost.
All that being said, Counter-Fairies can adapt into just
about any situation imaginable due to the flexibility and
specialization counter traps can provide. Pulling the Rug,
Swallow Flip, and Heroes Rule 2 are all excellent side deck
choices that, unlike most side decks, only adds to the
deck’s objective without losing anything when cards are
replaced. The lack of Counter-Fairy specific cards actually
works more as a blessing than a curse. Geminis, Flamvells,
Assault Modes, Plants, and even Gladiators all have counter
traps unique to them that can fuel Artemis’ effect. I don’t
think there’s too much more for me to say about the deck as
a whole. The Counter-Fairy thread on the Pojo message boards
is filled with new and innovative ideas that anyone looking
to find a build could use to fit their goals.
Counter-Fairies are one of the most celebrated and widely
known Fairy archetypes, despite the entire deck more or less
being based off of a single card. On the polar opposite end
of the spectrum you have the Cloudians and the Arcana Force
archetypes.
I’ll get to Arcana Force monsters next time. I have a few
things to say about that deck, and for a select few people
who know where I’m going with this, they know some of the
things I’m going to say about that deck and my experiences
against it (and more specifically Tour of Doom), but I’m
getting ahead of myself letting Arcanas steal Cloudians’
thunder.
Cloudians
Alright, no more bad jokes, and no, that is not a pun on
Cloudians themselves, because I truly believe that Cloudians
are a one or two support cards away from being a very
powerful deck (really).
Introduced ironically enough in Gladiator’s Assault,
Cloudians are a group of monsters that are predominately
Water/Fairy. Most of them gain effects based off of ‘Fog
Counters’ which many Cloudians themselves produce whenever
summoned. Most of them have abysmal stats and cannot be
destroyed by battle. What is ironic about its release is
that I don’t think I could create a deck Gladiator Beasts
could beat with more ease than Cloudians (summons several
small creatures to battle against) and that both Clouds and
Glads received considerable support upon release. But where
Gladiators not only have gotten considerable direct support
and several TCG exclusives since their inception, including
Test Tiger and Gladiator Beast Retiari, Cloudians have had
no TCG exclusives and only two direct support cards printed
since Gladiator’s Assault. As a result, not counting the
occasional appearance of Smoke Ball in Herald of Perfection
decks, Cloudians remain forgotten.
As mentioned earlier, one way the deck is supposed to win by
creating ‘Fog Counters’ to interact with your on field
Cloudians. Acid Cloud, Altus, and Cirrostratus can destroy
spells/traps, discard cards from your opponent’s hand, and
destroy monsters respectively for two to three fog counters
apiece. Storm Dragon and Cloudian Squall can constantly
create new counters, creating a set up in which nothing your
opponent does could keep them safe. Acid and Cirrostratus
destroy any monster they play, while Altus takes out
anything they want to save in their hand. In fact, you could
completely destroy everything your opponent has in a matter
of a few turns if you are able to keep the fog counters
coming. Fog Control is a great way to bump off an extra
Cloudian, as it will provide three more ‘Fog Counters’ and
give you something to remove from play to summon Storm
Dragon.
In addition to control based strategies, Cloudians have some
very high attacking monsters they can play in alternate
strategies. Nimbusman can grow to colossal levels in
strength, which is especially convenient when you could play
Rain Storm to blow away any two of your opponent’s cards at
a cost of 2000 attack (or four ‘Fog Counters’ worth of
attack points).
Nimbusman works well with Sheep Cloud and Turbulence, both
of which can provide him several monsters to tribute with
minimal effort, while Summon Cloud can get him back from the
grave if the need arises. Raging Cloudian works especially
well with Nimbusman. Nimbusman, and almost every other
Cloudian for that matter, are all summonable off of Mother
Grizzly. Setting a Grizzle and a Nimbusman could mean on
your next turn you have a Nimbusman who can’t be shifted to
defense mode from an opponent’s card effect and comes with a
single ‘Fog Counter.’ If you follow Nimbusman’s summon with
a ‘Fog Counter’ producing Cloudian, you’ll bump his attack
to 2500 and it only goes up from there.
Unfortunately, Cloudians suffer from several weaknesses.
Without something to act as protection, a summoned Cloudian
is nothing more than a slightly reduced direct attack on
your life points. The Sanctuary in the Sky will protect you
from damage, but what do you do when you lose the Sanctuary?
Also, if you cannot constantly produce Fog Counters, then
you’ll be overwhelmed quickly by your opponent’s strategy.
It is an inherently VERY slow deck, and
You may notice that I did not even mention several Cloudians
and their support cards. While Poison Cloud is not that bad,
it’s not very good either. Most people will know not to
attack a set monster with something they want to keep,
forcing you to ram it into a bigger monster. Ghost Fog
suffers from everything Poison Cloud does AND it does not
destroy the monster. Without Sanctuary, that’s not a move
you’ll be able to repeat often. Eye of the Typhoon is
inferior (in my opinion) to Nimbusman as Nimbusman benefits
from both Fairy and WATER support, while Eye of the Typhoon
is Aqua/WIND (on a side note, I could see this card played
on its own in tribute heavy decks that don’t want to run
Light and Darkness Dragon). If Lucky Cloud were a trap or
quickplay spell, then it would be great, but since it’s a
normal spell, the best bet you have of playing it is ramming
a Sheep Cloud into a larger monster and Diamond Dust Cyclone
eats up too many Fog Counters, even when they’re on an
opponent’s monster. Like I mentioned with Ghost Fog and
Poison Cloud, I don’t think that’s a prudent idea. On that
note, Updraft and Natural Disaster are burn cards that are
not worth the damage they produce. Fog Counters are better
spent on removing opponent’s cards as mentioned above.
What Cloudians sorely need is a way to generate ‘Fog
Counters’ quickly and easily and/or search for its key cards
without giving up consistency. A Cloudian with an Elemental
Hero Stratus effect could very well boost the deck to the
power that it needs. Summon it on your first turn, get a
‘Fog Counter’ on it, and then on your next summon Acid
Cloud, Altus, or Cirrostratus and claim one of your
opponent’s cards. If it could indeed search for a ‘Cloud’
card, it would open it up to picking up several of their
spell and trap support as well, giving a searchable path to
Cloudian Squall or Summon Cloud. Tuners and Syncros are not
necessary, as the strength for the deck comes from the
volume of Cloudians you put on the field and sending them
away for a Stardust Dragon seems counterproductive to that.
Next time, I’ll be looking at Arcana Force and Herald of
Perfection. Valhalla Fairies and Vairons will follow that
and from there it will be a look at oddities and hybrids. |
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