Fairy Tail Deck Tech – 2nd in 2011 WGP Qualifiers

Fairy Tail

Welcome to the 9th CX’s Weiss Schwarz deck techs! For this article, we will be looking at a deck that got 2nd place in a WGP qualifier in Malaysia – Fairy Tail!

Author’s Note: This set is quite old, and does not necessarily reflect how a build of Fairy Tail would be best made today. However, with the incoming release of Fairy Tail in English, we wanted to present this deck tech as a glimpse into what the set can do. It, like other deck techs, is not meant to be a comprehensive look at a set.

Translations can be found on Heart of the Cards. Names will be matched to reflect the translation notes. If translations are unavailable for the card, in-house translations will be used.

The deck list can be found listed on Bushiroad’s website here.

Now let’s dive in!

Fairy Tail

Cards – 50

Level 0 – 17

4 Gray, Ice Shaper Mage (FT/S09-105)
3 Erza Scarlet (FT/S09-054)
2 Gray, Ur’s Apprentice (FT/S09-078)
4 “New Target” Gray (FT/S09-090)
4 Gray, Ice Magic (FT/S09-092)

Level 1 – 10

3 “Ur’s Teaching” Gray (FT/S09-079)
4 Ur, Gray’s Master (FT/S09-080)
3 Gray, Natsu’s Quarrel Partner (FT/S09-085)

Level 2 – 11

3 Gray Fullbuster (FT/S09-077)
4 Gray, Stripping Habit (FT/S09-081)
2 “Ur’s Tear” Ultear (FT/S09-087)
2 Moon Drip (FT/S09-096)

Level 3 – 4

4 Gray, Fairy Tail Magician (FT/S09-082)

CX – 8

4 Ice Geyser (FT/S09-098)
4 Ice Cannon (FT/S09-099)

At level 0, we have 17 characters.

ft-s09-105You may pay 2 stock to have Gray, Ice Shaper Mage gain 5000 power until end of turn.

ft-s09-054Erza Scarlet gives all characters with Lucy, Natsu or Gray in the name +500 power. Once per turn when you use a startup (activated) ability, you can give a character you control +500 power until end of the turn.

ft-s09-078

Gray, Ur’s Apprentice has a Bond with Ur, Gray’s Master for 1 stock. You can also pay 1 stock to give an [Ice] character +1000 power until end of turn.

ft-s09-090

“New Target” Gray gets +1500 power if you have 2 or more [Ice] or [Dragon] characters.

ft-s09-092

Gray, Ice Magic is a 3000 power vanilla character.

At level 1 we have 10 (!) characters.

ft-s09-079

“Ur’s Teaching” Gray has hand (character) Encore and if you have an “Ur, Gray’s Master” in your memory, it gains +2000 power.

ft-s09-080

Ur, Gray’s Master has a 1 stock +2000 power Backup ability. When you use its Backup ability, if you control 2 or more Ice characters, you may choose a Ur, Gray’s Master in your waiting room and send it to memory.

ft-s09-085

Gray, Natsu’s Quarrel Partner is a 1 stock 7000 power vanilla.

At level 2 we have 11 (!!) characters.

ft-s09-077

Gray Fullbuster gains 1500 power if an Ur, Gray’s Master is in your memory. It has a CX combo with Ice Geyser: when it attacks you may pay 2 stock to send 1 of your opponent’s level 1 or lower characters to the bottom of the deck.

ft-s09-081

Gray, Stripping Habit has a Change: at the beginning of your encore step, if it is rested, you may pay 1 stock, discard a card from your hand and send it to memory. If you do, choose a Gray, Fairy Tail Magician from your waiting room and put it in the slot where it was. You may also pay 1 to draw and discard a card.

ft-s09-087

“Ur’s Tear” Ultear has an Assist ability that gives +X power to your characters in front of it, where X is 500 times that character’s level.  You may also put another one of your characters to the waiting room and rest this to draw 2 cards and discard 2 cards.

ft-s09-096

Moon Drip is a 2 stock event that lets your search for a level 3 or higher character and put it into your hand. It also Heals and goes to memory.

At level 3 we have 4 (!!!) characters.

ft-s09-082

Gray, Fairy Tail Magician gains +1500 power on your opponent’s turn if you have 2 or more cards in your memory. It also Heals when you play or change into it.

For the CX spread we have 4 Ice Geyser and 4 Ice Cannon. Ice Geyser has a Book trigger with a 1k1 effect and Ice Cannon gives all of your characters +2 soul.

ft-s09-098

ft-s09-099

How do we play this deck?

Special thanks to Felix for his input on the following sections.

At level 0 the deck has various cards that reach sizable powers especially with 1 or 2 Erza Scarlets in the back row. Gray, Ice Shaper Mage can sometime even be used to reverse weaker level 1s on your opponent’s side.  Gray, Ur’s Apprentice helps ensure you have a Ur, Gray’s Master in hand ready to use at level one.

The level 1 lineup is smaller than what we are used to seeing today. It focuses on having Ur, Gray’s Master being sent to memory as it makes “Ur’s Teaching” Gray go up to 6000 power. While 4 copies of Ur, Gray’s Master might seem higher, they can go to memory which helps with the deck’s compression at the negligible cost of losing a Backup in the deck. The copies of Gray, Natsu’s Quarrel Partner are mainly used to deal with cards that “Ur’s Teaching” Gray might not be able to defeat.

While the number of level 2 characters is high, it also blends with the level 3 game. Gray, Stripping Habit Changes into Gray, Fairy Tail Magician which lets you get out a level 3 character early and compress the deck and is a sizable wall on your opponent’s turn. Also, Gray Fullbuster can get quite large with Ur, Gray’s Master in memory and “Ur’s Tear” Ultear behind it. Moon Drip is an additional Heal and additional compression component which fuels Gray, Fairy Tail Magician.

The board at level 2 and 3 will look very similar; mostly sitting on some number of Gray, Fairy Tail Magician and Gray Fullbuster and attacking for higher numbers with 1k1s and +2 soul effects.  Ideally, the deck will have much fewer non-CX cards in it after the first refresh. Therefore, all CXs that are drawn can be used as damage boosters as it is the only way for this deck to close out a game.

One of the main objectives with the deck is to send as many cards into memory as possible before it refreshes. This way, the deck ends up with a better CX to non-CX ratio which increases the chances of a cancel. The trade-off for superior compression is an increased likelihood of drawing more CXs, but because the deck will cancel more damage on average, it’s worthwhile in the long run.

What does this deck not do well? How do we beat it? Is it missing something?

There are many abilities that this deck is missing. There is no searching until level 2, so it relies on drawing the needed level 0 and level 1 components. While Ur, Gray’s Master can go to memory, it requires a copy in the waiting room and also since it is a character counter, a savvy opponent could just side attack to avoid the effects. While that approach might not be necessarily optimal for the opponent, it can be a way to counteract what this deck wants to do. However, side attacks can be more practical if the opponent is running +2 soul CX effects.

One other thing the deck is missing is a Brainstorm effect. The deck will have a hard time trying to recover from a CX flood early in the game and can be punished accordingly. The deck can have draws of many level 2 cards early on which can be used for Encore. However, there is no Salvage ability in the deck so if many level 2s are discarded then it will have no access to them until after the first refresh.

Simply trying to overpower the deck at early levels is also an option since the deck doesn’t have many ways to gain card advantage nor fix its hand early on. The highest power an “Ur’s Teaching” Gray can reach when being attack is 9000 power with 2 Erza Scarlets, and a counter which isn’t an unreasonable number to reach at level 1. Forcing the deck to repeatedly encore its characters can and will exhaust its resources, especially if the damage is one at a time.

The deck becomes more stock-heavy at level 2 with many cards costing 2 stock and with Gray Fullbuster’s CX combo costing 2 stock as well. Because of this, Bounce effects can be strong if they do not have the stock to replay a card, and getting rid of an early Gray, Fairy Tail Magician can be a huge setback.

The deck can be slightly harder to deal with after the first refresh depending on how many cards went to memory. One option would be to attack for large numbers with 1k1s or P2Ss to get rid of the CXs in the deck or hit for smaller numbers which have a larger chance at sticking.

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