For once in a very long time, there is a roaming duelist event that drops cards for which people are actually excited. The last roaming duelist that dropped cards that were worthwhile was Super Joey, but this event frustrated a lot of people because the drop rate was horrible and REZD turned out to be the tier 1 deck at the time meaning if you were unlucky you couldn’t actually play the deck. Most notable was Dkayed who couldn’t play REZD at the World Championship because he was unable to get Red-Eyes Insight to drop.
Although right now Counter Fairies won’t be a tier 1 deck, some of the cards that drop do hold a lot of future potential, like Divine Punishment, so you should try and farm this event as much as possible.
First off all you might be wondering why there are 3 copies of Super Rush Headlong in a counter fairy deck. The reason for this is that the main problem counter fairies have right now is when you go second or if you opponent summons high attack monsters and doesn’t activate any effects there isn’t much you can do. For example a dino player could just summon his 1900-2100 attack dinos and swing over your fairies to win.
However if you have Super Rush Headlong available you can put pressure on your opponent and actually force them to activate effects, which in term means you can activate your counter traps and start using the effects of your fairies.
Zeradias, Herald of Heaven, Meltiel, Sage of the Sky & Bountiful Artemis
The three preferred fairies to currently run in a counter fairy deck. Zeradias is important to search for The Sanctuary in the Sky and to put pressure on your opponent once you do have it. If you want to respect the ratio of 8/6/6 for balance it’s better to cut one copy of him instead of Meltiel, Sage of the Sky or Bountiful Artemis, and run one more copy of the Sanctuary in the sky instead of Cards from the Sky.
Meltiel, Sage of the Sky has the strongest effect in tandem with Counter traps but only of The Sanctuary on the Sky is on the field because you’ll be able to destroy one card your opponent controls each time a counter trap is activated.
If you don’t start out with access to The Sanctuary in the Sky the preferred fairy is Bountiful Artemis because he’ll let you dig deeper in your deck to get your combo pieces together.
A very powerful counter trap that lets you negate the activation of a spell/trap card or a monster effect. Some important thing to note; this card doesn’t allow you to negate a spell/trap card effect if that spell/trap is already activated. For example if Sea Stealth Attack is already face-up on the field, you cannot negate its effect. This card also doesn’t allow you to negate the summoning of a monster like Solemn Scolding and Champion’s Vigilance do. However once you have The Sanctuary in the Sky on the field this card is a one-for-one since you don’t need to pay a cost like you have to do with Solemn Scolding/Divine Wrath/…, but since this deck gets value out of the negating stuff this card can net you an easy +1 if you have Bountiful Artemis or Meltiel.
Solemn Scolding is a great card to run one copy of because the life point cost will almost never make it possible to activate a second one. Having this card on your first turn when you go first is extremely powerful to negate your opponent’s first normal summon also netting you a +1 with Bountiful Artemis or Meltiel with Sanctuary in the Sky giving you a quick lead against your opponent.
In this meta one of the preferred counter traps is Divine Wrath because of all the strong monster effects being used (to give some common examples; Abyss Soldier, Citadel Whale, Hammer Shark, Golden Flying Fish, Alien Telepath, all of the Sylvan cards and Magical Merchant, Gozuki). If you don’t have access to Divine Wrath you can replace it with Ultimate Providence , and although Ultimate Providence can negate spell, traps and monsters, you need to have the right type of card in hand to do so, while with Divine Wrath you can discard any card you want.
Although the main reason you run this card is for the requirements of Divine Punishment, Meltiel and Zeradias, its effect to make all battle damage from battles involving fairies become 0 actually isn’t irrelevant if you play cards like Solemn Scolding/Ties of The Brethren, because if you only have 1000 life points after Solemn Scolding, every life point counts. Preferably you only run one copy and search it with Zeradias, but if you feel the need for a backup, or actually want to use Zeradias more often for his high attack, a second copy can be included instead of Card from the Sky.
Banish one fairy from your hand to draw two cards, but you can’t special summon or enter your battle phase this turn. This card is useful if you start out with Zeradias, Herald of Heaven and no other fairies and no The Sanctuary in the Sky either. It can also come in handy of you open with Divine Punishment but don’t have access to The Sanctuary in the Sky yet so that you can dig deeper into your deck. Because in a lot of situation you won’t actually be able to attack your opponent’s monsters since they will have a higher attack, the fact that you cannot conduct your battle phase isn’t that much of a cost.
Reminder that ever since the Balance skill was nerfed, when playing a 20 card deck you need 5.5 cards from a certain type (monster/spell/trap) to ensure you start out with one. So if you play 8 monsters, 6 spells and 6 traps you are sure to start with 1 monster, 1 spell and 1 trap. If you play 11 monsters, 6 spells and 3 traps you are sure to start with 2 monsters and 1 spell. (the fourth card is random)
If you want to replace Super Rush Headlong with another defensive cards try to preserve a ratio of at least 6 spells and 6 traps to have synergy with Balance
Since most of your cards are level 4 Light Fairy monsters you can use this card’s effect to swarm your field. This way you can activate multiple effects at the same time when you activate a Counter Trap. If you play this card we advise you not to play Solemn Scolding.
This card obviously has a lot of synergy with counter trap, however right now it feels as a “win more” card, meaning that if you are in a great position it will just bring you the victory faster, however it can be very bricky if you have no way of activating your counter traps.
Great replacement for Super Rush Headlong allowing your low attack fairies to take on your opponent’s monsters, also forces your opponent to activate effects, however this card cannot be used aggressively like Super Rush Headlong .
Last deck isn't a fairy deck. Him uses WoD because it's frustrated against deck like Sylvan. A fairy deck is really a valid deck, but against certain decks which abuse some cards can't counter nothing (infinite unleashed effect chain). Neither The first one example you see in this page is a right example of Fairy counter deck. You are forced to put OP cards inside this deck otherwise you can't win LoL.
I post the mine which I use in these days in KC Cup (hard to climb):
I’m not sure if i understand what your saying because your throwing random words all over the place in your sentences. But I think your saying that a Counter Fairy deck isn’t a Counter Fairy deck if WoD is used? Dude... it’s still a counter Fairy deck. A much better Counter Fairy deck than the one you posted. Which would explain your difficult time climbing lol
What sort of lowlife do you have to be to use this deck? This is on the level of Temple Burn.