Updates and my karma deck
15 years ago
Hello all me friends and friends to be.
I am in the need of your help. I been picking and poking at all of you to get commission work from you or donation.
I am about to hit a pain full crash and won't be able to get out of it soon.
I can only take snail mail cash.((that's you mail it to me.))
I'm now going to cut my price to 3 dollars for what ever you want.
send me a note if you want to hire me I still have a lot of openings so first come first serve.
Now then I enter two contest won one and now working on one for an other one.
If you know any contest let me know I like to try to win and let others see what I can do.
#1 
Prize-$150
My entry to it: http://www.furaffinity.net/view/3509671
winner: No one yet
#2 
Prize: A drawing and an streetfighter anniversary on ps2 game
Winner: Me ^w^
My entry: http://www.furaffinity.net/view/3546464
My prize Pic: http://www.furaffinity.net/view/3588235
If you don't like yugi oh then I will see you around and hope you can leave a commit down below.
Now I have a few decks for yugioh and like make some thing that seem hard easy. I say this for I am almost done building my new deck and want to show it off soon. it was going to be a Fortune lady deck but I found so many problems when I duel people. I read how other people form decks and even went on yugioh wikia to find out how to make this deck better then it was.. last night when I was walking home it came to me... Now before I tell it to all of you let me tell you the problems with a FL Deck,
#1 Skill drain. make your monster lose all that attack and leave you open for attack.
#2 if you can't get the field card Future Visions right away you are pretty much fuck.
#3 this one is mostly my issue for the most part never getting fortune lady light when you needed her the most. this whole deck need her and if you can draw her when you in the need of a powerful monster she never around.
My head been scratching and it came to me easy why no one thought about it be for...I even gave this deck a new name Karma Deck.
This is my deck so for and i will talk about it and why it has the power to win.
deck # 43
Monitors #19
#3 Fortune lady Light
level 1 She has the power when she remove from the field to summon any FL monster from the deck to the field. She gain lvls each stand by phase and has 200 atk and def for each lvl.
#2 Fortune Lady Fire
LVL 2 she what she dose is when she special summon by a Fl effect I can blow up one monster on my foe field and they take damage equal to there atk. she gain 200 atk/def for each lvl
#1(but thinking of 2) FL Wind
lvl3 she blows up spells and traps on your foe field. she gain 300 atk/def for each lvl she have.
#2 FL water
lvl 4 300 atk/def for each lvl. She the drawer of the group. you draw two cards if she special summon and there's an other FL on the field.
#2(I might want to make it 3) FL dark
LVL 5 she is the mistress of the group. 400 atk for each lvl she has and when a Fl destroys your opponent's monster and it is sent to the graveyard you can special summon a FL from your graveyard to the field.
#2 FL earth
LvL 6 She your bitch and you know you love her. She gain 400 atk/def for each lvl and when she gain a lvl she effects 400 damage to your opponent life points.
#1 Mist valley shaman
she a tuner monster but she very useful to bring FL light back to your hand to get a stronger monster onto the field
#1 Chaos sorcerer
He can only be summon by removing light and drak monster from your graveyard from play and once per turn blow up one monster on the field and remove it from play.
#1 earthbound immortal aslla piscu
you offer two monster to summon it but it's effect is. no other EBI can be on the field. can only be summon if there a field card and when the field card is gone this monster gone. It can attack life point directly and can not be attack. also when it is remove from the field except by own effect then all your foe monsters are destroy and your opponent take 800 damage for each one.
((A lot of people hate earthbounds and tells me to take it out of the deck. I love it))
#1 Mystic tomato
Get out FL dark on to the field when this monster is destroy.
#1 Giant Rat
Get out FL earth on to the field when this monster is destroy.
#1 Shining angle
Get out FL light on to the field when this monster is destroy.
#1 Sangan
Get out a FL from deck to your hand when this monster is destroy.
Spells #13
#3 Future visions (I still need 2 more in real life TwT)
When a monster is normal summon there remove from play till there next stand by phase. really great for FL light and earthbound.
#1 One for one
you send one monster from your hand to special summon one lvl 1 monster from your deck.
great for FL light
#2 Fortune's future
get one Fl from your remove from play pile to your graveyard and you get to draw two card from your deck.
#1 Reasoning
your opponent chose a number of a lvl and you draw and discard till you reach a monster no depending on the lvl depend on what happens if your opponent guess right it is discarded but guess wrong you summon it to the field.
#1 Dimensionhole.
grate to remove from play FL light fro one turn to get a stronger monster out.
#1 Time passage
Give one FL 3 lvl till the end of the turn.
Great to power your monster in battle and even better with FL earth.
#1 Magical Dimension
offer one face up Spellcaster to special summon one Spellcaster then blow up one of your opponent monster on his field. this one great to rid of FL light to summon two monster at once.
#1Sword of realing light
Give you three turns to get stronger.
#1 Brain control
control one monster your opponent control for one turn.
#1 Pot of avarice
Take five monster in your grave and put it back in your deck shuffle then draw two card
Traps 11
#1 Inherited fortune
when a Fl destroyed your next stand by phase summon up to 2 FL from your hand.
#1 slip of fortune
when your oppent attack one of your monster it stop it and your monster is remove from play till your next stand by phase.
Great for FL light
#1 Wolf in sheep's clothing
when your oppent attack your life points directly this trap let you show one lvl one monster and summon it then summon the same monster from your deck. good for Fl light
#1 call of the haunted
bring back a monster from the grave
#3 compulsory evacuation device
return one monster to owner hand. great for FL light.
#1 Bending Destiny
when the only monster on your side of the field are Fl you can play this card. when a trap/spell or normal summon a monster. you can remove it from play till the end of the turn and then it is return to owner hand.
#1 Torrential Tribute
blow up the field
#1 Interdimensional Matter Transporter
remove from play one monster till the end of the turn.
good with FL light
#1Seven tools of the bandit(want to replace it for dark bribe)
stop your foe from playing a trap.
Now If you remember the major problem with this deck is if you don't get light or the field card you are fuck. The answer to fix this problem and why no one ever fucking thought about it is I will never know but how to fix it is this. giant rat, shinag angel, sangan and mystic tomato. that's it..no shit right? It makes you get your 2000 and 2400 atking monster out as well as light who can get you your 2000 and 2400 atking monster out. Now wait some you are wondering how can you if FL dark is 2000 and earth is 2400 and the giant rat and mystic tomato said you can only special summon a 1500 or less attacking monster how can you do that. Well if you look closely you will see that dark and earth those ladies acutely have ? atk/def ? = 0 people think about it there atk is 0 there effects give them there atk and def.
anyone that ever ask this or try it in a real deul pease tell me what happen with the reff I want to know if this works or not.