Yu Yu Hakusho
Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!
Destroy as many face-up Spell/Trap Cards on the field as possible (other than this card), and if you do, each player takes damage equal to the total number of cards destroyed by this effect x 300.
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
Oct. 30, 2015
Back to the main COTD
Encountering problems with numerous face-up backrow,
floodgates or Pendulums, well, look no further,
Fairy Wind is here to clear them all away.
To the best of my knowledge, Fairy Wind first
appeared as a “Tech” type card for Chain Burn as not
only was it able to provide an out to annoying cards
like Vanity’s Emptiness, which at one time was at 3!
But it could also be used as a hold just incase card
to allow for the removal of Royal Decree if chained
to it… This of course was simply another option
other than the standard Mystical Space Typhoon.
Fairy Wind really didn’t see any sort of real use
until Qliphorts and their Pendulum Summoning started
to not only become annoying, but so did all of their
floodgates as well!
Currently, any Deck that struggles to deal with
Floodgate type cards, but also does not benefit from
using Royal Decree uses this. Commonly, Infernoids
will Side Deck this since it helps them to remove
Imperial Iron Wall, Necrovalley and Vanity’s
Emptiness, all cards that can prevent them from
Many Decks also still use Fairy Wind simply for the
simple fact of dealing with Qliphorts as well as the
fact that alone, they are still valuable removal
cards for floodgates.
And while the burn damage that Fairy Wind will
inflict is most of the time rather insignificant,
one thing that most people don’t know is that
regardless of where Fairy Wind is activated in a
Chain Link it will always inflict the same amount of
damage upon its resolution.
The means that if your opponent has one face up card
and you activate Fairy Wind and then 2 more cards
are chained to Fairy Wind, the exact same amount of
damage will be done if there were 2 cards initially
activated and you then activated Fairy Wind.
And this is because the effect to destroy and
inflict the damage is decided upon the resolution of
Fairy Wind and not upon the activation.
So in either of the 2 examples that I provided
above, the damage inflicted would be 900.
Yes it can only destroy face-up cards and it is also
only essentially as good as what it can remove,
however removing Light-Imprisoning Mirror if playing
a Light-type Deck or Imperial Iron Wall if playing
Nekroz or Infernoids or 2 Pendulum Zone cards when
facing up against Qliphorts or even several Fiendish
Chains that Stellarknights are holding onto or a
Side Decked Stygian Dirge means that for what may
essentially be considered an average card (Fairy
Wind) it can make a large impact upon the game. And
because it destroys all face-up cards at once, this
card can very easily plus.
Hello everyone, its been quite some time since my
last review but I'm back, and for those of you who
have waiting for my return, I have some helpful,
thorough, and fully comprehensive reviews for you
coming up (for Kozmo week). Before I start I just
want to send a warm shout out to my friend Bill for
keeping everything around Pojo running smoothly, and
to Baneful for keeping the dream of Pojo's Card of
the Day alive. With that being said, let's get
Fairy Wind is a now outclassed card that saw its
claim to fame during just one format, when Pendulum
decks were making their first meta-relevant
appearance in the form of Qliphorts. Since Qliphort
Scout resolving was often times, enough momentum/+'ing
to win the duel in of itself, other decks began
taking extra precautions to deal with this threat
that surpassed the basic triple Mystical Space
Typhoon standard in deck builds which were
previously so prevalent, when one playset just
Enter Fairy Wind, a near staple in the side deck
(with the only other somewhat viable option being
Twister, at the time). Fairy Wind has the ability to
destroy multiple cards with its effect, in fact any
card which is face up (besides itself), and then
burn both players, so its capabilities to + field
advantage while clearing pendulum scales and
continuous spell and trap floodgates are
Fairy Wind was a really smart for its time, and had
it not been for power creep, it probably could
remain a go-to choice for siding against pendulum
heavy decks. The first superior option, and the card
which has been around longer than the next I will
soon mention, is Anti-Spell Fragrance. It is very
important to note that with the current ruling on
Anti-Spell Fragrance, if it is activated, pendulum
scale spells cannot even be set, therefore there is
no way to even place a scale, or as such, pendulum
summon, until ASF is destroyed or removed from
Well why wasn't ASF getting large scale play at the
time then like Fairy Wind? Mainly because Qliphorts
existed within a rock paper scissors format in which
the three largest meta decks existed. Qliphorts
could usually defeat Shaddolls, which could usually
defeat Burning Abyss, which could usually defeat
Qliphorts. Because of this, Shaddolls would be the
likely candidate to side ASF, but their heavy
reliance on spells made it a horrible choice, and it
was just unnecessary in Burning Abyss. That is why
ASF today is a much better choice for anti-pendulum
needs, recommended to be in the side for any deck
which is not hindered by its effect.
The second and larger reason Fairy Wind will most
likely never see play again (outside of a
hypothetical meta which is heavily reliant on
continuous face-up spell and traps/floodgates) is
Wavering Eyes. Wavering Eyes accomplishes a majority
of what Fairy Wind was providing, but so much more
in addition. It's a card which gets more consistent
use, with over all much more opportunities to
resolve it beneficially. Plus, Wavering Eyes is a
quickplay spell, instead of a trap, making it much
quicker and safer from stun.
In closing, Fairy Wind is a great card with a solid
effect, which can net you a substantial + when the
activation is well timed. Within its own merits, it
is an inherently "good" card, but with the type of
meta we are now in, and with a new addition to the
game in the form of Wavering Eyes, plus options like
Anti-Spell Fragrance for some decks to consider,
don't expect to see any Fairy Winds seeing at any
tournaments near you.
Ratings: (score will now be based on the cards
current strength and over-all versatility in the
CURRENT format, as per the time of this review
Mechanic Design: 4/5 (useful for several purposes,
yet not abusive)
Art: 3.5 (Very psychedelic feel to this one. It
appears the fairy's are making visible wind over the
water, perhaps a spirit dwells within? Great
concept, albeit odd looking)
We close the week with a Trap, in Fairy Wind.
This destroys all face-up Magic/Trap cards on the
Field and deals Damage to both players x300 per card
destroyed. This card doesn't count towards
that destruction, so if there were 9 other face up
cards, plus a face-up Field card, that's 3000
Damage. I see a couple possibilities for this
card. The thing is, if you're running it
hoping to win a game with this, I assume you're
going to be playing a Burn Deck. Which makes
sense, as burn would at least have you using face-up
(Continuous) Magic/Trap cards. Your opponent
may not, however, and even if your Field is full,
that's only 1200 Damage, and you still have to hope
your opponent is below that while you're above it.
Honestly, I feel this card should do more Damage,
say 500 or 600 per card, since it Damages both
players, but I suppose that ups the occurrences of
ties, and t hat's probably not good.
Being chainable and having the ability to hurt
setups like Pendulums, stall/rogue/low-tier decks,
it's a viable side deck option. At the moment,
there are other alternatives like Anti-Spell
Fragrance and Galaxy Cyclone, but I would still hold
onto this card for the long run.
Friday's are awesome, but wait...It's a trap!
Straying from Level/Rank 4 monsters we have a Normal
Trap Card. Fairy wind does one thing and does it
well. It destroys all other face up Spell and Traps
on the field. For each card destroyed, both players
take damage equal to the number destroyed multiplied
by 300. Has anyone gotten a draw because of this
card? Anyway, this card is great against most of the
"floodgate" cards that try to stop your game. Field
Spells, Vanity's Emptiness, Fire Fist Continuous
Spells, etc. all get shut down and cause both
players damage. Of course this card is also useful
against Pendulum decks but only before Pendulum
Score: 4/5 This belongs in pretty much all Side
Art: 1/5 Why is there water?
A very old card, but one that has potential. Fairy
Wind is almost as good as Heavy Storm, and in a meta
that disallows Heavy Storm, this card could actually
see play. I can think of several deck themes that
require more than one active Spell/Trap card on the
field, so side decking this card isn't a bad idea.
If you're willing to risk burning your own Life
Points just to get rid of your opponent's stall or
theme cards, then the benefits might just outweigh
Final Score: 3/5