Fortune Ladies are mostly low level monsters, but they are a synchro-focused decks that plays around with their levels. These effects and the use of the skill lets you go into different synchro monsters, including their signature boss monster Fortune Lady Every, which has the ability to banish your opponent's monster through a non-targeting effect and can constantly revive herself if destroyed.
[Skill] description | User |
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Time Passage Increase the Level of 1 "Fortune Lady" monster you control by 3 until the End Phase. This skill can only be used once per turn. | DS Carly Carmine |
Fortune Lady Past | DARK Spellcaster ★1 ATK ? / DEF ? |
Valhalla Calling [SR] | |
This card's ATK/DEF become its Level x 200. Once per turn, during your Standby Phase: Increase this card's Level by 1 (max. 12). You can target 1 "Fortune Lady" monster you control; banish any number of other Spellcaster monsters from your hand, field, and/or GY, and if you do, increase or reduce that monster's Level by the number of monsters banished, until the end of this turn. You can only use this effect of "Fortune Lady Past" once per turn. |
This is one of the main cards that you need in order to perform the basic combo of synchro into Fortune Lady Every. The other card is Fortune Lady Light.
Once you have either Past or Light:
Fortune Lady Every is a pretty good and safe turn 1 monster to summon since she has a revive effect. If you need to destroy multiple cards then you can go into something like Black Rose Dragon, or Arcanite Magician.
If you want to synchro into a level 8, simply activate the skill on Past and special summon Water using Fortune Lady Calling.
Since Fortune Lady monsters increases their attack according to their level, you can use Past's effect to essentially boost your other Fortune Lady's ATK. You can use the skill this way too, boosting Fortune Lady Every's attack to very high amounts.
Fortune Lady Light | LIGHT Spellcaster ★1 ATK ? / DEF ? |
Destiny Decided! DS Carly Carmine Unlock Event [UR] | |
This card's ATK and DEF are equal to its Level x 200. During each of your Standby Phases, increase the Level of this card by 1 (max 12). When this card is removed from the field by a card effect, you can Special Summon 1 "Fortune Lady" monster from your Deck. |
This is to be used with Past in order to summon Water from the deck to get 2 additional draws.
Fortune Lady Wind | WIND Spellcaster ★3 ATK ? / DEF ? |
Destiny Decided! DS Carly Carmine Unlock Event [SR] | |
This card's ATK and DEF are equal to its Level × 300. During each of your Standby Phases, increase the Level of this card by 1 (max 12). When this card is Normal Summoned, you can destroy a number of Spell or Trap Cards your opponent controls equal to the number of face-up "Fortune Lady" monsters you control. |
Only activates when normal summoned, so there isn't really any combo that you can do. Use this at the start of your turn before you make your plays to make sure that you won't get interrupted by your opponent's spell/trap.
Its effect is non targeting, so it's a pretty strong effect. With Fortune Lady Every essentially almost always on the field, having this means that you can often destroy at least 2 spell or trap cards.
Fortune Lady Water | WATER Spellcaster ★4 ATK ? / DEF ? |
DS Carly Carmine Lvl 3, 11, and 21 [N] | |
This card's ATK and DEF are equal to its Level x 300. During each of your Standby Phases, increase the Level of this card by 1 (max 12). When this card is Special Summoned while you control a face-up "Fortune Lady" monster except "Fortune Lady Water", draw 2 cards. |
It's simply used in the deck for the additional draw effect and because it's a level 4 to help with the synchros. You can special summon this using Light when banished from Past's effect, or by using Fortune Lady Calling and Fortune Lady Rewind.
Fortune Lady Calling | Normal Spell |
Valhalla Calling [UR] | |
If you control a "Fortune Lady" monster: Special Summon 1 "Fortune Lady" monster from your Deck with a different name from the cards you control, also for the rest of this turn after this card resolves, you cannot Special Summon monsters from the Extra Deck, except Synchro Monsters. You can only activate 1 "Fortune Lady Calling" per turn. |
Oftentimes you'll want to use this to special summon either Light or Past when if you already have one of them in your hand/field. Otherwise, you can use it to special summon Water for the draw effect. Summoning Water with Past and using the skill can easily become a Cyber Slash Harpy, which is also a decent turn 1 play.
You can Normal Summon Fortune Lady Wind, activate Fortune Lady Calling, Special Summon Fortune Lady Past from your Deck, increase its Level by 3 via Time Passage (Skill) and Synchro Summon Fortune Lady Every.
You could also Normal Summon Fortune Lady Past, Special Summon Fortune Lady Earth from your Deck via Fortune Lady Calling and Synchro Summon Fortune Lady Every. You wouldn’t have to use your Skill this way, but you would have to run Fortune Lady Earth, a Level 6 monster that you might end up drawing. Just keep in mind that Fortune Lady Calling can only Special Summon a monster from your Deck and not your hand.
Fortune Vision | Continuous Spell |
DS Carly Carmine Lvl 35 & 40 [UR] | |
When this card is activated: You can add 1 "Fortune Lady" card from your Deck to your hand. Once per turn, if a card(s) you control is banished by card effect (except during the Damage Step): You can activate this effect; this turn, monsters you control cannot be destroyed by card effects (even if this card leaves the field). Once per turn, if a card(s) your opponent controls is banished by card effect (except during the Damage Step): You can make the next battle damage you take this turn become 0 (even if this card leaves the field). You can only activate 1 "Fortune Vision" per turn. |
At its core, it's a searcher card for the Fortune Lady archetype. It's additional effects are still good to keep in mind when you can properly utilize it.
The effect of banishing your opponent's card is just a nice defensive effect that can happen during your turn. Sometimes your opponent plays decks that will banish their own cards, making the next hit you take to 0. You can manually trigger this by using something like Cosmic Cyclone during your opponent's turn to banish your opponent's card and not take the next battle damage.
The effect of your cards getting banished can be done by using the Past and Light combo. This will let you special summon Black Rose Dragon to destroy every card other than itself to make a very situational play. Similarly, you can banish your cards more easily if you have Cosmic Cyclone to use on your own cards to trigger this effect.
Scrap Dragon | EARTH Dragon ★8 ATK 2800 / DEF 2000 |
Valhalla Calling [UR] | |
1 Tuner + 1 or more non-Tuner monsters Once per turn: You can target 1 card you control and 1 card your opponent controls; destroy them. When this card is destroyed by your opponent's card (either by battle or by card effect) and sent to the Graveyard: Target 1 non-Synchro "Scrap" monster in your Graveyard; Special Summon that target. |
If you get another Past when you already have Every on the field, you can synchro into this for a quick and easy removal.
Odd-Eyes Meteorburst Dragon | FIRE Dragon ★7 ATK 2500 / DEF 2000 |
Force of Infinity [UR] | |
1 Tuner + 1 or more non-Tuner monsters When this card is Special Summoned: You can target 1 card in your Pendulum Zone; Special Summon it, also this card cannot attack for the rest of this turn. You can only use this effect of "Odd-Eyes Meteorburst Dragon" once per turn. Monsters in your opponent's possession cannot activate their effects during the Battle Phase. |
Mainly to disable/prevent monster effects during your battle phase, which can prevent commonly used handtraps that often stalls the duel.
Black Rose Dragon | FIRE Dragon ★7 ATK 2400 / DEF 1800 |
Blazing Rose [UR] | |
1 Tuner + 1 or more non-Tuner monsters When this card is Synchro Summoned: You can destroy all cards on the field. Once per turn: You can banish 1 Plant-Type monster from your Graveyard, then target 1 Defense Position monster your opponent controls; change that target to face-up Attack Position, and if you do, its ATK becomes 0 until the end of this turn. |
Performing the Past and Light combo doesn't put a lot of cards on your field for the deck to care that it destroys your own field as well. But it's also generally good to have the option to wipe the board. The synergy with the continuous spell also makes Black Rose Dragon slightly better compared to its normal use.
Brionac, Dragon of the Ice Barrier | WATER Sea Serpent ★6 ATK 2300 / DEF 1400 |
Aerial Assault [UR] Selection Box Vol.04 [UR] | |
1 Tuner + 1+ non-Tuner monsters You can discard any number of cards to the GY, then target the same number of cards your opponent controls; return those cards to the hand. You can only use this effect of "Brionac, Dragon of the Ice Barrier" once per turn. |
Similar to the one above, except Brionac lets you remove multiple cards in a turn. It's situationally good for when you need it, but other synchros may be better used.
Yazi, Evil of the Yang Zing | DARK Wyrm ★7 ATK 2600 / DEF 2100 |
Selection Box Vol.04 Mini [SR] | |
1 Tuner + 1 or more non-Tuner monsters Cannot be targeted by an opponent's card effects. You can only use each of these effects of "Yazi, Evil of the Yang Zing" once per turn. ● You can target 1 "Yang Zing" monster you control and 1 card your opponent controls; destroy them. ● When this card you control is destroyed by battle or card effect and sent to your Graveyard: You can Special Summon 1 Wyrm-Type monster from your Deck in Defense Position. |
A Level 7 Synchro Monster that un-targetable by your opponent's cards effect with a decent 2600 ATK stat.
Fortune Lady Every | LIGHT Spellcaster ★7 ATK ? / DEF ? |
Valhalla Calling [SR] | |
1 Tuner + 1+ non-Tuner Spellcaster monsters This card's ATK/DEF become its Level x 400. Once per turn, during your Standby Phase: Increase this card's Level by 1 (max. 12), then, you can banish 1 face-up monster your opponent controls. During your opponent's End Phase, if this card is in your GY: You can banish 1 other Spellcaster monster from your GY; Special Summon this card. You can only use this effect of "Fortune Lady Every" once per turn. |
The ATK and DEF of Fortune Lady Every are equal to its Level x400, which means that, upon being Synchro Summoned, it will have 2800 ATK and DEF. Once per turn, during your Standby Phase, Fortune Lady Every will gain 1 Level (and 400 ATK and DEF) and it will allow you to banish a face-up monster your opponent controls. Note that this effect does not target.
During your opponent’s End Phase, if Fortune Lady Every is in your Graveyard, you can Special Summon it by banishing a Spellcaster-Type monster from your Graveyard. Essentially, you can bring this monster back right before the beginning of your turn, when its effect will trigger.
If you are using Fortune's Future, you'll want to prioritize banishing your Fortune Lady Water so that you can special summon it back for the +2 draw effect.
PSY-Framelord Zeta | LIGHT Psychic ★7 ATK 2500 / DEF 1800 |
Future Horizon [R] | |
1 Tuner + 1 or more non-Tuner monsters Once per turn, during either player's turn: You can target 1 Special Summoned monster your opponent controls in face-up Attack Position; banish both that monster and this card from the field, but return them in your next Standby Phase. If this card is in your Graveyard: You can target 1 other "PSY-Frame" card in your Graveyard; return this card to the Extra Deck, and if you do, add that target to your hand. |
This is the other safe turn 1 monster that you can summon. Fortune Lady Every doesn't have a defensive effect to stop your opponent's play until you get to your turn again. Meanwhile, Zeta can potentially stop your opponent from performing an XYZ or synchro summon or even disrupt your opponent combo after they summon an Xyz or Synchro monster in Face-Up Position.
Samurai Destroyer | EARTH Machine ★7 ATK 2600 / DEF 1400 |
Dark Dimension [R] | |
1 Tuner + 1+ non-Tuner monsters If this card battles an opponent's monster, your opponent cannot activate cards or effects until the end of the Damage Step, also that opponent's monster has its effects negated during the Battle Phase only. If this face-up card in its owner's control leaves the field because of an opponent's card effect: You can target 1 Machine monster in your GY; Special Summon it. |
Strong effect that lets you attack safely, or just to negate the monster that you're attacking to prevent annoying after effects.
You can use this Skill in order to facilitate Synchro Summoning or to simply increase the ATK and DEF of your “Fortune Lady” monster. Keep in mind that gaining 3 Levels will increase Fortune Lady Every’s ATK by 1200, making it reach 4000 ATK and allowing it to get over pretty much anything that’s relevant.
[Skill] description | User |
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Time Passage Increase the Level of 1 "Fortune Lady" monster you control by 3 until the End Phase. This skill can only be used once per turn. | DS Carly Carmine |
Fortune Lady Fire | FIRE Spellcaster ★2 ATK ? / DEF ? |
Tag Duel Tournament [June 2022] [SR] | |
This card's ATK/DEF become its Level x 200. Once per turn, during your Standby Phase: Increase this card's Level by 1 (max. 12). When this card is Special Summoned in Attack Position by the effect of a "Fortune Lady" card: Target 1 face-up monster your opponent controls; destroy that target, and if you do, inflict damage to your opponent equal to half the destroyed monster's ATK on the field. |
A Level 2 Monster Removal with dealing damage equal to half the destroyed monster's ATK. You can special summon this using Light when banished from Past's effect, or by using Fortune Lady Calling and Fortune Lady Rewind.
Fortunes Future | Normal Spell |
Destiny Decided! DS Carly Carmine Unlock Event [SR] | |
Select 1 of your removed from play "Fortune Lady" monsters and return it to the Graveyard. Then draw 2 cards. |
Your own cards will get banished from many of its effects. Past and Every are 2 of the common ones you'll be using that ends up banishing your own monsters.
You'll want to banish Water as the first card so that you can special summon it by using Fortune's Future for the +2 draw.
Fortune Lady Rewind | Normal Trap |
Destiny Decided! DS Carly Carmine Unlock Event [R] KC GT Champion Prediction Campaign [Aug 2020] [R] KC Cup [Sept 2020] R Ticket (Glossy) [R] KC Cup [Nov 2020] R Ticket (Glossy) [R] | |
Target any number of your banished "Fortune Lady" monsters with different names; Special Summon them, but shuffle them into the Deck during the End Phase. You can only activate 1 "Fortune Lady Rewind" per turn. |
Bring back as much as banished Fortune Lady monsters with different names which can trigger their own specific effect like monster removal or additional draw effect, then using them as Synchro Summoning Fortune Lady Every or other Synchro monsters.
Avenging Knight Parshath | LIGHT Fairy ★8 ATK 2600 / DEF 2100 |
Ranked Rewards [UR] | |
1 Tuner + 1 or more non-Tuner LIGHT monsters Once per turn: You can target 1 face-up monster your opponent controls; change that target's battle position. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. |
Rebirth of Parshath | Counter Trap |
Lords of Shining [R] | |
When a Spell/Trap Card, or monster effect, is activated: Reveal 1 Counter Trap in your hand, then discard 1 card and pay 1000 LP; negate the activation, and if you do, shuffle that card into the Deck. Then, you can Special Summon 1 "Parshath" monster from your Deck or Extra Deck. |
Fortune Lady Every already offers some pretty decent form of control, and it has good consistency since there are good searchers + the 2 additional draws that you can often get by special summoning Water. You can fill the rest of the deck by using something like Rebirth of Parshath as a way to secure games.
The other reason is because Every can't banish face down monsters, so having Avenging Knight Parshath helps when you go against defensive decks that often sets their monsters.
Bending Destiny | Counter Trap |
DS Carly Carmine at Lvl 33 [SR] | |
Activate only if all face-up monsters you control are "Fortune Lady" monsters. Negate the activation of a Spell or Trap Card, or the Normal Summon of a monster, and remove that card from play. The card removed from play by this effect is returned to its owner's hand during the End Phase. |
The negate effect is definitely good and it can help secure some games when you have the advantage, but it becomes an issue that will end up making the games a lot longer if you aren't able to close it out because your opponent will just set it again.
Ultimate Providence | Counter Trap |
Crimson Kingdom [R] | |
When a Spell/Trap Card, or monster effect, is activated: Discard the same type of card (Monster, Spell, or Trap); negate the activation, and if you do, destroy that card. |
You can get some card advantage because of Water's effect, so its cost is less of an issue compared to other decks. But you'll have to be smart when using this by keeping the card type that you need in your hand.
Cyber Slash Harpie Lady | WIND Winged Beast ★8 ATK 2600 / DEF 1400 |
Sign of Harpies [UR] | |
1 Tuner + 1+ non-Tuner monsters For this card's Synchro Summon, you can treat 1 "Harpie" monster you control as a Tuner. This card's name becomes "Harpie Lady" while on the field or in the GY. When a Spell/Trap Card or effect is activated (except during the Damage Step) (Quick Effect): You can target 1 monster your opponent controls or 1 "Harpie" monster you control; return it to the hand. You can only use this effect of "Cyber Slash Harpie Lady" once per turn. |
Its effect is very strong, and Fortune Lady decks plays a lot of spells. You can summon this without any additional effort as well, and arguably easier to do since you can simply use the skill on Past and Calling into Water right away without needing to utilize Light.
If you get first turn against other Harpy decks, you can summon this first to activate their Harpies' Hunting Ground field spell and destroy itself before your opponent gets to use it.
Crystron Quariongandrax | WATER Machine ★9 ATK 3000 / DEF 3000 |
Cybernetic Rebellion [UR] | |
2 or more Tuners + 1 non-Tuner monster If this card is Synchro Summoned: You can target monsters your opponent controls and/or in their Graveyard, up to the number of Synchro Materials used for the Synchro Summon of this card; banish them. If this Synchro Summoned card is destroyed by battle or card effect: You can target 1 banished monster, except this card; Special Summon it to your field. |
Arcanite Magician | LIGHT Spellcaster ★7 ATK 400 / DEF 1800 |
Dimension of the Wizards [UR] | |
1 Tuner + 1 or more non-Tuner Spellcaster-Type monsters If this card is Synchro Summoned: Place 2 Spell Counters on it. This card gains 1000 ATK for each Spell Counter on it. You can remove 1 Spell Counter from your field, then target 1 card your opponent controls; destroy that target. |
With three possible removal targets upon summoning Quariongandrax, you can get rid of all monsters on your opponent’s side of the field with a single card and then attack them directly for 3000 damage. But most of the time they won't even have three monsters on the field so you can banish some backrow as well.
The floating effect is also quite powerful; allowing you to revive any banished monster, even the ones you banished upon summoning Quariongandrax.
You summon this for when you need to destroy 2 cards without leaving you defenseless compared to using Black Rose Dragon, or to not have BRD destroy your own cards.
Coral Dragon | WATER Dragon ★6 ATK 2400 / DEF 500 |
Chronicle of Glory [UR] | |
1 Tuner + 1 or more non-Tuner monsters Once per turn: You can discard 1 card, then target 1 card your opponent controls; destroy it. If this Synchro Summoned card is sent from the field to the Graveyard: You can draw 1 card. You can only use this effect of "Coral Dragon" once per turn. |
You can synchro into this by performing the usual combo of Past and Light, then summon Wind instead of Water. It offers a simple card removal effect for when you need it, and has a draw when destroyed.
Gungnir, Dragon of the Ice Barrier | WATER Dragon ★7 ATK 2500 / DEF 1700 |
Cybernetic Rebellion [SR] | |
1 Tuner + 1 or more non-Tuner WATER monsters Once per turn: You can discard up to 2 cards to the Graveyard to target the same number of cards your opponent controls; destroy them. |
Works similarly to Arcanite Magician, just different form of cost. If you can afford to discard your hand, this can be arguably better since you'll still end up with a decent attack monster on your field.
Assault Blackwing - Onimaru the Divine Thunder | DARK Winged Beast ★12 ATK 3000 / DEF 2000 |
Aerial Assault [R] | |
1 Tuner + 1 or more non-Tuner monsters If this card is Synchro Summoned using a "Blackwing" monster as Material, it is treated as a Tuner while face-up on the field. Cannot be destroyed by card effects. You can target 1 "Blackwing" monster in your Graveyard; this card's Level becomes the same as that monster's. You can only use this effect of "Assault Blackwing - Onimaru the Divine Thunder" once per Duel. If this card that was Synchro Summoned using only Synchro Monsters attacks, this card gains 3000 ATK during the Damage Step only. |
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