CDP: F.A. 2024, ft. Cosmo Queen, the Queen of Prayers and Veidos
Enter the Race to destroy your own Field Spells!
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THREE... TWO... ONE... AND THEY'RE OFF! The F.A. are the topic of today's CDP, racing into your hearts like only WIND Machines could. This archetype is best known for increasing in Level, as each time you activate an F.A. S/T card or effect, your monsters gain a Level. Then, once they've shifted up to certain thresholds, these monsters gain additional effects. Take F.A. Hang On Mach for example, originally a Level 4 that's unaffected by activated monster effects from a monster whose original Level or Rank is lower. Once it hits Level 7 or higher, any card that would be sent to your opponent's GY is banished. Or, you can look to F.A. Whip Crosser, which requires a 300 LP payment for your opponent to activate the effect of a monster whose original Level or Rank is lower. Once it hits Level 7, your opponent isn't able to discard or send cards from their hand to the GY to activate an effect. This theme is led by F.A. Motorhome Transport, a Level 9 Synchro that cannot be destroyed once it hits Level 11 or higher, and that can Special Summon any F.A. monster from your GY once it hits Level 13 or higher.
Now that we've covered the core monsters, let's talk about how you're going to Level them up and that's primarily through your Spell effects. You see, the F.A. have four Field Spells: F.A. Circuit Grand Prix, F.A. Offroad Grand Prix, F.A. City Grand Prix, and U.A. Hyper Stadium. Each of the first three tutors another F.A. card when destroyed, while the fourth can be leveraged to tutor any F.A. monster on activation, then it can reveal another Field Spell in your hand to gain an additional F.A. Normal Summon during the turn. Combine this array of Field Spells with something like Cosmo Queen, the Queen of Prayers, Ancient Fairy Dragon, or Veidos the Eruption Dragon of Extinction, and you'll soon find yourself generating advantage left and right. The sky can quickly become no limit once the Synchro Summoning begins, and what's best is that the F.A. don't need to rely on Synchros for additional disruption - they also have an amazing Spell in F.A. Test Run that can be used to extend your combos by destroying a Field Spell or disruptively to destroy an opponent's card. The ace in the hole for this deck is U.A. Man of the Match, a Trap Card that can turn a F.A. destroying an opponent's monster by battle or inflicting any amount of damage to the opponent into an entire field of F.A. monsters. Sure, it may be overkill in some scenarios, but that doesn't stop it from making you feel like an F.A. Winner!
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