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F.A.: deck recipe

Duel Links F.A. deck, F.A. in the current meta, how to use.
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Note: We are now testing some decks to see which one will nicely work in the meta.

Required Card Boxes

Sign of Harpies

Example Deck

F.A. Auto NavigatorF.A. Auto NavigatorF.A. Auto NavigatorF.A. Hang On MachF.A. Hang On MachF.A. Hang On Mach
F.A. Whip CrosserF.A. Whip CrosserF.A. Sonic MeisterF.A. Off-Road Grand PrixF.A. Off-Road Grand PrixF.A. Off-Road Grand Prix
StormStormStormF.A. Circuit Grand PrixF.A. Circuit Grand PrixF.A. Pit Stop
F.A. DownforceAbyss-scornAbyss-scorn---
Vermillion Dragon MechBlack Rose DragonAncient Fairy DragonAncient Pixie DragonStar EaterF.A. Motorhome Transport
Samurai Destroyer-----

Set Skill

[Skill] descriptionUser
Level Augmentation
Reveal 1 monster in your hand and select 1 monster on your side of the field. The selected monster's level increase by the level of the monster you revealed. This Skill can only be used once per Duel.
Common
Common

How to Play

F.A. Monsters

F.A. Auto Navigator
F.A. Auto Navigator
WIND Machine ★1
ATK 0 / DEF 0
Sign of Harpies [SR]
If this card is in your hand or GY: You can target 1 "F.A." monster you control whose current Level is higher than its original Level; Special Summon this card, and if you do, reduce that target's Level by the difference between its current and original Level, and if you do that, this card's Level become equal to the amount reduced. If this card is Normal or Special Summoned: You can add 1 "F.A." Field Spell from your Deck to your hand. You can only use each effect of "F.A. Auto Navigator" once per turn.

Auto Navigator is a Tuner with an inherent Special Summoning effect so it's ideal for enabling your Synchro plays. Auto Navigator's effect gives us an idea of F.A.'s general playstyle, which involves a lot of level modulation and a reliance on their Field Spells.

Generally, if you want to Synchro Summon you'll need an F.A. on the field whose Level is equal to the Level of the intended Synchro monster minus one. Then Special Summon Auto Navigator and pair it with the non-Tuner F.A. to make the Synchro.

F.A. Hang On Mach
F.A. Hang On Mach
WIND Machine ★4
ATK 0 / DEF 1800
Sign of Harpies [SR]
Gains ATK equal to its Level x 300. Unaffected by activated effects from an opponent's monster whose original Level/Rank is lower than this card's Level. Each time a "F.A." Spell/Trap Card or effect is activated: You can increase this card's Level by 1. If this card is Level 7 or higher, any card sent to your opponent's GY is banished instead.

Hang on Mach's inherent protection effect usually means it's not affected by removal effects by enemy monsters. It's last effect is good for preventing the opponent from recycling their graveyard. Highly effective against Decks that run mill engines or other ways to setup the graveyard like Magnet Warriors.

F.A. Whip Crosser
F.A. Whip Crosser
WIND Machine
ATK 0 / DEF 1000
Sign of Harpies [N]
Gains ATK equal to its Level x 300. Your opponent must pay 300 LP to activate the effect of a monster whose original Level/Rank is lower than this card's Level. Each time a "F.A." Spell/Trap Card or effect is activated: You can increase this card's Level by 1. If this card is Level 7 or higher, your opponent cannot discard or send cards from their hand to the GY to activate a card effect.

Whip Crosser restricts enemy plays. Forcing the opponent to pay LP when using monster effects is intended to lock them out of their monster effects when low on LP. More importantly, Whip Crosser prevents your opponent from discarding for cost which locks them out of using a ton generic removal.

F.A. Sonic Meister
F.A. Sonic Meister
WIND Machine ★4
ATK 0 / DEF
Sign of Harpies [N]
Gains ATK equal to its Level x 300. Cannot be destroyed by battle with an opponent's monster whose original Level/Rank is lower than this card's Level. Each time a "F.A." Spell/Trap Card or effect is activated: You can increase this card's Level by 1. If this card is Level 7 or higher, it can make up to 2 attacks on monsters during each Battle Phase.

Sonic Meister's inherent protection is not that good because for it to be effective it needs to have a high level, which also means it would already have a high ATK so no need for battle protection. Its double attack effect is more useful, allowing you to deal more damage.

F.A. Spells

F.A. Off-Road Grand Prix
F.A. Off-Road Grand Prix
Field Spell
Sign of Harpies [R]
Increase the Levels of all "F.A." monsters on the field by 2 during the Main Phase only. You can only use each of the following effects of "F.A. Off-Road Grand Prix" once per turn.
● When a "F.A." monster you control is destroyed by battle: You can discard 1 random card from your opponent's hand.
● If this face-up card on the field is destroyed by a card effect: You can add 1 "F.A." card from your Deck to your hand, except "F.A. Off-Road Grand Prix".

Off-Road Grand Prix increases your Levels during the Main Phase which is good for enabling your Synchro plays with Auto Navigator. The Level increase also applies during the opponent's Main Phase which is good for Whip Chase's control effects, and Hang on Mech's inherent protection and graveyard control.

The random discard effect is good because it reduces the opponent's resources. But because it happens during the Battle Phase, your opponent will have most likely already played their important cards. The floating effect fetches Circuit Grand Prix as a replacement when Off-Road Grand Prix is destroyed.

F.A. Circuit Grand Prix
F.A. Circuit Grand Prix
Field Spell
Sign of Harpies [N]
Increase the Levels of all "F.A." monsters on the field by 2 during the Battle Phase only. Once per turn, when your "F.A." monster destroys an opponent's monster by battle: You can draw 1 card. If this face-up card on the field is destroyed by a card effect: You can add 1 "F.A." card from your Deck to your hand, except "F.A. Circuit Grand Prix". You can only use this effect of "F.A. Circuit Grand Prix" once per turn.

The Level increase effectively acts as a 600 ATK boost to F.A. monsters during the Battle Phase. Aside from that, it helps Sonic Meister attack twice, and makes sure the monsters you destroy by battle are banished if Hang on Mech is on board. Lastly you get to draw a card after winning a battle, solidifying Circuit Grand Prix' role as the offensive Field Spell.

Circuit Grand Prix fetches Off-Road Grand Prix as a replacement when it is destroyed.

F.A. Pit Stop
F.A. Pit Stop
Quick Spell
Sign of Harpies [R]
Target 1 "F.A." monster you control; reduce its Level by 2, and if you do, draw cards equal to the number of "F.A. Pit Stop" in your GY +1. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "F.A." monster in your GY; Special Summon it. You can only use each effect of "F.A. Pit Stop" once per turn.

Pit Stop effectively gives you draw(s) without costing any cards. The Level reduction can even be helpful when you want to make a lower Level Synchro. Aside from being your draw engine, Pit Stop also functions as the in-archetype revival card when activated from the graveyard.

Storm

Storm
Storm
Normal Spell
Odion [R]
Ranked Rewards [R]
Destroy as many Spell/Trap Cards you control as possible, then destroy as many Spell/Trap Cards your opponent controls as possible, up to the number of cards destroyed by this effect.

Use Storm to destroy your Field Spell along with an enemy backrow. The Field Spell's floating effect will fetch you a new F.A. Spell so overall you're not losing any card advantage.

Abyss-scorn
Abyss-scorn
Normal Trap
Cybernetic Rebellion [N]
Target 1 "Mermail" monster you control; it gains 1000 ATK until the End Phase. When this Set card is sent to the Graveyard: Target 1 monster your opponent controls; send that target to the Graveyard.

Set Abyss-scorn before you activate Storm. Storm will destroy Abyss-Scorn and trigger its effect, letting you get rid of an enemy monster.

Extra Decks

Vermillion Dragon Mech
Vermillion Dragon Mech
FIRE Machine ★9
ATK 2700 / DEF 1800
Blazing Rose [UR]
1 Tuner + 1 or more non-Tuner monsters
Once per turn: You can banish 1 Tuner from your hand, field, or Graveyard, then target 1 card on the field; destroy it. If this Synchro Summoned card is destroyed by card effect and sent to the Graveyard: You can target 1 of your banished Tuners; add it to your hand.

Vermillion Dragon Mech is the best generic Level-9 Synchro. It has a decent ATK stat and cost-effective removal effect. The Deck can't really recycle your Auto Navigators in the graveyard so might as well use them for Vermillion Dragon Mech's cost.

Black Rose Dragon
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.

Summon Black Rose Dragon and use its effect to break the enemy board and get rid of their entire setup.

Ancient Fairy Dragon
Ancient Fairy Dragon
LIGHT Dragon ★7
ATK 2100 / DEF 3000
Secrets of the Ancients [UR]
1 Tuner + 1 or more non-Tuner monsters
Once per turn: You can Special Summon 1 Level 4 or lower monster from your hand. You cannot conduct your Battle Phase the turn you activate this effect. Once per turn: You can destroy as many Field Spell Cards on the field as possible, and if you do, gain 1000 LP, then you can add 1 Field Spell Card from your Deck to your hand.

Ancient Fairy Dragon's primary use is to self destruct your Field Spell and trigger their floating effect.

Ancient Pixie Dragon
Ancient Pixie Dragon
DARK Dragon ★7
ATK 2100 / DEF 3000
Truth Universe [UR]
1 Tuner + 1 or more non-Tuner monsters
After resolving a Field Spell Card that was activated during your turn: Draw 1 card. You can only use this effect of "Ancient Pixie Dragon" once per turn. Once per turn: You can target 1 face-up Attack Position monster on the field; destroy that target. There must be a face-up Field Spell Card on the field to activate and to resolve this effect.

You'll practically always have a Field Spell present so you can take full advantage of Ancient Pixie Dragon's free targeting destruction effect. Additionally, you'll be replacing your Field Spell often so you can take advantage of Ancient Pixie Dragon's first effect and get a bunch of free draws.

F.A. Motorhome Transport
F.A. Motorhome Transport
LIGHT Machine ★9
ATK 0 / DEF 3000
Sign of Harpies [R]
1 Tuner + 1+ non-Tuner monsters
Gains ATK equal to its Level x 300. Each time a "F.A." Spell/Trap Card or effect is activated: You can increase this card's Level by 1. This card gains the following effect(s), based on its current Level.
● Level 11 or higher: Cannot be destroyed by battle or card effects.
● Level 13 or higher: Once per turn: You can target 1 "F.A." monster in your GY; Special Summon it.

Motorhome Transport starts out with 2700 ATK which grows everytime you activate an F.A. backrow. Off-Road Grand Prix lets you more easily activate Motorhome Tranport's second effect, and protect it from destruction effects. After gaining enough Levels, you can switch to Circuit Grand Prix for better offense capabilities.

Samurai Destroyer
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.

Samurai Destroyer is a beater that protects itself during battle. It also has a floating effect which can be used to revive an F.A. monster, even Motorhome Transport. Samurai Destroyer can even revive itself if it goes to the graveyard.

Star Eater
Star Eater
LIGHT Dragon ★11
ATK 3200 / DEF 2800
Valhalla Calling [SR]
1 Tuner + 1 or more non-Tuner monsters
Must be Synchro Summoned, and cannot be Special Summoned by other ways. This card's Synchro Summon cannot be negated. When Synchro Summoned, cards and effects cannot be activated. If this card attacks, it is unaffected by other card effects until the end of the Damage Step.

Star Eater also protects itself from other effects during battle, much like Samurai Destroyer. But on a much bigger monster and with a slightly different method. Your opponent can't activate effects upon Star Eater's summoning which protects it from Floodgate Trap Hole.

Comments

Anonymous
Storm is limited to 1 now
Not KoG
You need only Level Augmentation.

Then this becomes Harpie Carlord or BE Carlord, or Star Seraph Carlord.
Anonymous
How a F.A. deck recipe should had been:

"instert list of theme based F.A. cards"

How an F.A. deck recipe is used in duel links:

"Splash F.A.+Darklords+Level Augmentation"
<< Anonymous
Anonymous Reply
meme deck got jailed by darklord, dang those villainous beings
<< Anonymous
Anonymous Reply
Y'all underestimate the insanity of Auto Navigator. It generates sooooo much value. You'll be able to use the extra deck as a toolbox to answer whatever your opponent is doing. Pure F.A. is still strong.
<< Anonymous
Anonymous Reply
Add Dracossack to your extra deck.
After you make Ancient Fairy Dragon, pop your field spell and get off-road and a level 4. Use Fairy Dragon to special the level 4, activate off-road, then you can go into Dracossack. Don't even need level augmentation to do that.
<< Anonymous
Anonymous Reply
With level augmentation (pre nerf), you can summon Auto Navigator off a level 5, activate off-road, make Motorhome, then level augmentation on Motorhome with a level 4 in hand so you can special summon the level 4 you used to make Motorhome. If Motorhome is not banished or returned to the extra deck, the ability to special summon a level 4 with Auto Navigator in the graveyard is an auto-win.

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