Hi, I’m Axel, a 19-year-old college student from Florida. I’ve been playing Yu-Gi-Oh since I was 4 years old, and I still play the TCG competitively. I’ve gone to every North American Nationals since 2009. The Fortune Lady archetype has been my favorite since its TCG release in September of 2009, and I’m very excited to finally be able to play the deck in Duel Links as well.
Fortune Ladies are Spellcaster-type monsters, each with their own Attribute and level, which make them unique. All Fortune Lady monsters also have “?” Attack and Defense, which will increase or decrease based on their level. This allows you to utilize your skill Time Passage to run over monsters, as well as utilizing the change in level to optimize synchro summoning plays. Fortune Ladies were recently added with both the Destiny Decided! Dark Signer Carly Carmine event, as well as the Valhalla Calling Main BOX. The deck is a combo-oriented synchro deck, that utilizes their ace monster, Fortune Lady Every, to control the card advantage and field presence.
Currently the tried and true skill for Fortune Ladies. Up to twice per duel, you are able to increase a Fortune Lady’s monster level by 3. The significance of this is doing your combos optimally. Fortune Lady Past (Lady Past) is a level 1, and you don’t play any level 5 or 6 monsters in the deck to synchro into your ace card, Fortune Lady Every. The alternative to this is using Time Passage to increase your Lady Past’s level to 4, then activate her effect to decrease it back to 3 (you can find more information on this in the Combos section of the guide). Time Passage also has the ability to increase a newly summoned Lady Every’s attack to 4,000 - Providing perfect damage for an OTK!
The only other way the deck has been designed with as of now. The main bonus of running Balance is to have a higher chance of opening your Fortune Lady Calling or Fortune Vision. The downside of this skill is you would need to run suboptimal monsters in order to combo that would just result in more bad hands than if you were not running balance.
Fortune Lady Light (1-2x):
One of the main combo cards of the deck. This is an absolute must at a minimum of 1, as the classic combo it enables is very strong. To this point you can only obtain Fortune Lady Light from the event, Destiny Decided! Dark Signer Carly Carmine. Lady Light is the style card of the archetype, as she has the effect to summon another Fortune Lady monster from the deck when she leaves the field by card effect. She’s used best in conjunction with your Fortune Lady Past, banishing Lady Light from the field to alter your monster levels, providing a multitude of synchro plays to be made. The reason many people are moving to 1-2 Lady Light is due to the fact that after your first Lady Light + Lady Past combo, your returns on using this combo diminishes exponentially for each consecutive use.
NOTE: Lady Light CAN MISS TIMING! Her effect will only work properly if her leaving the field is the LAST thing that happens. For example, using Enemy Controller tributing Lady Light will not trigger her effect, because the last thing that happens is you gaining control of a monster.
Fortune Lady Past (2-3x):
Lady Past is another main monster in most synchro combos, as it is the Archetype’s only tuner. Lady Past has some nice combos by banishing other Fortune Ladies from your hand, field, or graveyard to manipulate levels. Her key partner in crime is Fortune Lady Light, because when she banishes Lady Light from the field with this effect, Lady Light can summon any Fortune Lady monster from the deck. Most deck will play 3 Lady Past, but some builds, such as the Psychic Wheeleder build, often only run 2.
Fortune Lady Wind (1-3x):
This one’s mostly based on how the rest of your deck is built as to how many copies you play. Fortune Lady Wind (Lady Wind) is not a monster typically used in the traditional Synchro combo, but has utility with other tuners, such as Cockadoodledoo and Psychic Wheeleder. Lady Wind has the effect on normal summon to destroy backrow equal to (NOT less than) the number of face-up Fortune Lady monsters you control. The great part about this effect is that it doesn’t target, so your opponent will not know what you’re trying to destroy until it’s too late.
NOTE: You can main deck 0 in a tournament setting, but if you do so, you should side at LEAST 1 copy. This card is too good to not have against many matchups.
Fortune Lady Water (1-2x):
Many players strongly advocate for 2 of this card, but there is an argument to be made for just playing 1. Fortune Lady Water (Lady Water) is the final monster in the main combo of the deck, usually summoned from the deck by the effect of Fortune Lady Light or Fortune Lady Calling. When summoned this way, as long as you have another Fortune Lady monster on the field, you’re going to draw 2 free cards!
Fortune Lady Calling (3x):
An absolute must at 3 in the deck. Fortune Lady Calling is THE best card of the deck, as it enables almost all of your synchro plays through the archetype. Use it in conjunction with any Fortune Lady that was summoned from the hand to special summon one for free from the deck! The main combo will have you summon Fortune Lady Light or Fortune Lady Past (whichever one you don’t normal summon), but I’ll touch more on that in the Combos section of this guide.
NOTE: You CAN play with 2 calling, and a couple players have already hit King of Games with just 2, but it’s never recommended if you want a fully optimized deck. This is more for the players that are on a budget/don’t have enough gems.
Fortune Vision (1x):
I would absolutely say to play 3 of this card if we were enabled the ability to, but it was released exclusively as a level 35 reward for Carly Carmine, so you can only obtain 1 at this point in the game. The main effect is it adds any Fortune Lady card from your deck to your hand on activation! This includes not only your main Fortune Lady monsters for your combos, but potentially your Fortune Lady Calling if you do not currently have it in your hand.
Cockadoodledoo is another engine starter that can be paired with most Fortune Lady monsters to make synchro plays, but I'll touch a little more on that in the Combos section of the guide. The Doodle build has slightly fallen out of favor, however, due to players’ performances with builds utilizing Psychic Wheeleder instead.
Silent Magician Package:
Different players will advocate for 2 or 3 Silent Magician (Magician), if any, depending on their own playstyle. If you plan to play the Magician variant, I would advocate for playing 3 Magician in order to best optimize consistency. She pairs well with Fortune Lady Every (Lady Every), sending her to the graveyard as the summoning condition of Silent Magician. Doing this will keep Lady Every off the field until your opponent’s end phase, where she’ll re-summon herself by banishing a Fortune Lady monster from your graveyard.
This card is very similar to Cockadoodledoo, in that it enables synchro plays that previously were not accessible. Psychic Wheeleder is also a great tech because of its ability to Destroy a Face-up monster when used as a synchro material.
Forbidden Lance / Cosmic Cyclone:
I strongly advocate for some form of backrow removal/protection, and these are the best cards for the job. Forbidden Lance (Lance) is very reactive and will protect your combo monsters until you summon your synchro, which can be a game changer. Cosmic Cyclone (CC), on the other hand, is more proactive, removing backrow threats before the can affect you. You can also consider lowering the number of these down to 1 or 0 if you play the Silent Magician build, but it’s recommended in tournaments to at minimum side deck one of them.
Enemy Controller (E-Con) is in a similar boat to Treacherous Trap Hole, as both are semi-limited. The downside of E-Con is you cannot trigger effects like that of Fortune Lady Light when tributed. Also, E-Con’s first effect will leave the opponent’s monster face-up, which still enables decks like Darklord to activate their quick effects. The plus of E-Con, though, is it dodges effects to negate cards like Fortune Lady Every and keep her safe in the GY until your opponent’s end phase.
Paleozoic Canadia (Canadia) has been making a big showing as a trap card since its release. Its ability to flip an opponent’s monster face-down can really hinder your opponents’ combos and OTK potential. Its secondary ability to summon itself from your GY as a level 2 can also enable synchro plays not previously doable.
Treacherous Trap Hole:
Treacherous Trap Hole (TTH) is a card that cannot be played in conjunction with other trap cards, due to its stipulation of not being able to be activated if you have a trap in your GY. Being semi-limited to 2, you cannot play 2 copies of TTH with 2 copies of Enemy Controller, so some people advocate either: 2 of one or 1 of each.
Ultimate Providence / Divine Wrath
Because you are running more monster engine starters than spell engine starters, you’ll inherently have more excess monsters in your hand than you will spells. Because of this, cards like Ultimate Providence can be quite beneficial, discarding your monster to negate any monster effect and destroy it. This will also get monsters into your graveyard for effects like Fortune Lady Every resummoning herself or Fortune Lady Past’s effect to manipulate levels. During your primary combo (more on that later), you’ll have access to Fortune Lady Water’s effect to draw 2 cards. This can also be useful for drawing into discard fodder for your Ultimate Providence. Divine Wrath is a good alternative to Providence, as it effectively achieves the same goal of negating monster effects.
Other Noteworthy Tech Cards
Fortune Lady Every:
Lady Every is your main boss monster in the deck. During your opponent's end phase, Lady Every can summon herself from your GY by banishing a Spellcaster-type monster. This is especially useful in keeping her second effect live, which banishes (without targetting) 1 face-up monster your opponent controls during your Standby Phase.
Star Eater is obtainable with the majority of the Fortune Lady Archetype, though the “Valhalla Calling” Main BOX. This card is easily accessible with the build using Cockadoodledoo, but you can potentially still summon him in a pure or SM build. I absolutely recommend it in the Cockadoodledoo build, but otherwise this is player preference.
Black Rose Dragon / Arcanite Magician:
The concept of this is simple: There will be fields that you cannot simply summon a Lady Every to beat. You want another Level 7 Synchro monster that can clear your opponents’ cards.
Scrap Dragon / Vermillion Dragon Mech:
Destruction cards that aren’t level 7 can be crucial, as sometimes you’re simply not able to make a level 7, or it wouldn’t be optimal to do so. Playing 1 copy of Scrap Dragon and/or Vermillion Dragon Mech should help with that.
Crystron Quariongandrax / Armades, Keeper of Boundaries:
Crystron Quariongandrax (Quarion) is a card that you can ONLY summon using 2 tuner monsters, namely your Cockadoodledoo in conjunction with your Fortune Lady Past. If you do not run Cockadoodledoo, you do NOT run this card! Instead, you can run Armades, Keeper of Boundaries (Armades). Armades works well if your opponent negates your monster effects, allowing you to synchro into Armades instead of your traditional lvl 7 that you would summon otherwise.
Now that we’ve gotten the concept of the deck out of the way, let’s take a look at some potential ways to play Fortune Ladies:
Bendytendy 2nd place Homie Cup #14
Bobby Top 8 MCS #22
Combos without Cockadoodledoo
Normal summon Fortune Lady Light or Fortune Lady Past. Activate Fortune Lady Calling, summoning the other Fortune Lady monster you did NOT summon from your hand. Activate your skill Time Passage to make Fortune Lady Past a level 4. Activate Fortune Lady Past’s effect to REDUCE her level by 1, banishing your face-up Fortune Lady Light. Lady Light will trigger, summoning a Fortune Lady Water from your deck. On summon, Lady Water will draw 2 cards! Now you’re able to synchro summon Fortune Lady Light (who is currently a level 3) in combination with Fortune Lady Water (Who is a level 4) into your level 7 synchro monster (usually Fortune Lady Every)!
Normal summon Fortune Lady Wind. Lady Wind’s effect will trigger, allowing you to destroy an opponent’s backrow (if any). Activate Fortune Lady Calling to summon a Fortune Lady Past from your deck. Use your skill Time Passage to make Lady Past a level 4. You can now Synchro Lady Past (currently level 4) with Lady wind (currently level 3) into a Fortune Lady Every
Normal summon Fortune Lady Water or Fortune Lady Past. Activate Fortune Lady Calling to summon the other Fortune Lady monster you did NOT normal summon. If you summoned Lady Water from your deck, you’ll draw 2 cards at this time. Use your skill Time Passage to make your Lady Past a level 4. You can now synchro summon a level 8 synchro monster, using the Lady Water (level 4) and the Lady Past (currently also level 4). NOTE: If you run Armades, Keeper of Boundaries, you can summon him by not activating your Character Skill.
Combos with Psychic Wheeleder
Normal summon Fortune Lady Wind, destroying 1 backrow card. Special summon Psychic Wheeleder. Use your skill Time Passage to make Fortune Lady Wind a level 6. Synchro summon a level 9 monster. Psychic Wheeleder can activate at this time, allowing you to destroy 1 Face-up monster.
Normal summon Fortune Lady Wind, destroying 1 backrow card. Special summon Psychic Wheeleder. Activate Fortune Lady Calling, Special summoning Fortune Lady Water from your deck. Fortune Lady Water will trigger, drawing 2 cards. Synchro summon a level 7 monster using Psychic Wheeleder and Fortune Lady Water, or use your skill Time Passage, increasing Lady Wind by 3. Synchro summon a level 9 monster.
Normal summon Fortune Lady Past or Fortune Lady Light. Activate Fortune Lady Calling, summoning the other Fortune Lady monster you did NOT normal summon. Use your skill Time Passage to increase Lady Past's level to 4. Activate Lady past's effect, banishing Lady Light from your field to decrease Lady past to level 3. Lady Light's effect will trigger, summoning Fortune Lady Wind from your deck. Special summon Psychic Wheeleder. Synchro summon Crystron Quariongandrax.
Normal summon Fortune Lady Wind, destroying 1 backrow card. Special summon Psychic Wheeleder from your hand. Activate Fortune Lady Calling, special summoning Fortune Lady Past from your deck. Use your skill Time Passage to increase Lady Past's level to 4. Activate Lady past's effect banishing another Fortune Lady monster from hand or GY to decrease her level to 3. Synchro summon Crystron Quariongandrax.
Combos with Cockadoodledoo
When your opponent controls no monsters:
When your opponent controls a monster:
Special summon Cockadoodledoo as a level 4. Normal summon Fortune Lady Past or Fortune Lady Water. Activate Fortune Lady Calling, summoning the other Fortune Lady monster you did NOT normal summon. If you summoned Lady Water from your deck, she will trigger at this time, drawing you 2 cards. At this point you can either: Synchro summon Scrap Dragon using Cockadoodledoo and Lady Water, or Synchro summon Crystron Quariongandrax by using all 3 monsters.
Special summon Cockadoodledoo as a level 4. Normal summon Fortune Lady Wind or Fortune Lady Past. If you normal summoned Lady Wind, her destruction effect will trigger at this time. Activate Fortune Lady Calling, summoning the other Fortune Lady monster you did NOT normal summon. You can now either: Activate Lady Past’s effect, banishing herself or another Fortune Lady from hand or GY to increase Lady Wind’s level by 1, letting u summon a level 8 synchro monster; alternatively, you can activate Lady Past’s effect, banishing another Fortune Lady monster from hand or GY to increase Lady Wind’s level by 1, letting you synchro summon Crystron Quariongandrax.
A slightly favorable matchup for Fortune Ladies, but it’s still somewhat of a coin toss. Ancient Gears’ use of backrow cards like Paleozoic Canadia, Floodgate Trap Hole and Drowning Mirror Force can provide you with a difficult time doing your combos or OTKing them. Utilizing cards like Forbidden Lance and Cosmic Cyclone will help you to breeze through this matchup.
This matchup is one of the easiest, as you can control the field with your effects of Fortune Lady Every. Using Sphere Kuriboh or any backrow card that can disrupt your opponent’s OTK will help you cruise to victory.
Cyberdark is a luck-oriented deck that can either blow you out of the water or grind games out with you, utilizing Cyberdark Edge to attack your LifePoints directly. If played right, this matchup can be easily won through Fortune Lady Every, Crystron Quariongandrax, or backrow cards like Paleozoic Canadia, Floodgate Trap Hole, Dimensional Prison, Treacherous Trap Hole, Enemy Controller, Drowning Mirror Force, or even Sphere Kuriboh.
A coinflip matchup for this deck specifically because of what Darklords are enabled to do with negating monster effects. Going first is easiest, since you can set up your traditional combo into Fortune Lady Every and play a control game, forcing them to negate Lady Every’s effect each turn. Going second, however, might be a different story. You’ll likely want some of your tech cards, such as Cockadoodledoo, or Enemy Controller to extend your plays past them negating your Fortune Lady Past. You can also use cards like Ultimate Providence or Forbidden Chalice to negate a key The Sanctified Darklord effect your opponent activates using one of their Darklord monsters. Since Sanctified Darklord only increases their LifePoints if the monster negated has an attack, and your Fortune Lady monsters have no natural attack, there comes a point where the Darklord player has to activate their Sanctified Darklord effect on their own monster to gain LP, and if you negate this, you’re in a much better spot.
One of the easier matchups for this deck. Fortune Lady Every’s effect to banish an opponent’s monster during each of your standby phases, combined with her ability to re-summon herself during your opponent’s end phase, provide Desperado with a tough time. Having ample protection to keep yourself from being OTK’d is the safest way to play this matchup.
The objective against this deck is to not get OTK’d when they push. They’ll likely clear your whole field, unless you optimize use of cards like Treacherous Trap Hole or Bending Destiny to remove their monsters. Sphere Kuriboh when they attack for game will crush them, as you can easily clear their field next turn and push for damage of your own. Overall this matchup should be fairly easy to win against.
Fortune Lady (Mirror Match)
Ahh the mirror match. The best way to deal with this matchup, other than going first, is to control the field with your Fortune Lady Every through all means necessary. Using reactionary trap cards like Paleozoic Canadia, Floodgate Trap Hole, etc. will allow you to keep your Lady Every on the field while theirs is not. Controlling the game this way is the easiest way to win the mirror match.
Magnets are a deck that can clear your field through their use of Berserkion the Electromagna Warrior and attack for game. As long as you summon Fortune Lady Every, this game will be won through you avoiding death by OTK. Using reactionary traps like Floodgate Trap Hole, Paleozoic Canadia, Forbidden Chalice, or even Sphere Kuriboh can allow you to survive long enough to win.
This matchup is one of the hardest ones if they go first, because they can use Legendary Six Samurai - Shi En to negate your Fortune Lady Calling, or Six Style - Dual Wield to return your cards back to your hand. Going second, cards like Forbidden Chalice and Forbidden Lance are your best friends, but you really have a tough time here. Going first, however, is much easier, as you can utilize your backrow along with Fortune Lady Every to prevent both the summon of Shi En, and the activation of Dual Wield.
Spellbooks is a tough matchup, because they can utilize their Spellbook of Fate to banish your Fortune Lady Every, effectively removing her from use, while Silent Magician will protect their Fate from spells like Cosmic Cyclone. Utilizing Fortune Lady Wind’s effect to destroy their backrow is your safest way of doing so, but the matchup might come down to whether you use the Silent Magician build of Fortune Ladies, whether you use Treacherous Trap Hole or Paleozoic Canadia, and whether you have a way to keep your synchro monsters on the field.
A frustrating matchup, since you cannot utilize Fortune Lady Every’s effect to banish their monsters, as they’ll all be Face-Down. Using your other synchro monsters, such as Black Rose Dragon, Gungnir, Dragon of the Ice Barrier, Arcanite Magician, Crystron Quariongandrax, Armades, Keeper of Boundaries, or Star Eater can prevent their monsters from activating when flipped, which will propel you to victory.
Triamids cycle through their field spells on your turn, and can utilize those effects to mess up your plays. Overall, this is an easy matchup if you can successfully summon Fortune Lady Every, as you can control the field from her. Utilizing cards like Forbidden Lance, Cosmic Cyclone, and Fortune Lady Wind should cruise you to victory against this deck.
A rather annoying deck to face. The objective here: don’t let your opponent summon a Vendread ritual monster by tributing Vendread Revenants as a material. If they do this, they can banish your monsters as you start trying to make plays, and it becomes quite difficult to remove this threat. Using cards like Silent Magician and Treacherous Trap Hole can prevent this from happening, cruising you to a win against this deck. NOTE: you want to OTK the Vendread player as fast as possible, so you’ll usually try making a push each turn you can attack.
This deck has a lot of potential, especially as more Fortune Lady cards and more powerful Synchros are added to the game. That covers everything for now! I’ll keep working on improving and expanding the guide. If you have any questions, feel free to stop by the Fortune Lady channel in the Duel Links Meta discord and anyone!
Shoutouts Gnurrgard and DoBa in the DLM discord for combo conceptions and tech theorizing.
Shoutouts to the Fortune Lady channel in discord for providing top tier deck techs, combo ideas, and an overall fun group to discuss the deck with.