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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!

Fairy Wind
- #ANPR-EN066

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.

Card Ratings
Advanced: 2.92 

Ratings are based on a 1 to 5 scale
1 is Horrible. 3 is Average. 5 is the highest rating.

Date Reviewed:
Oct. 30, 2015

Back to the main COTD Page


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 playing.

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. 


Rating: 3.5. 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 started.
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 wasn't enough.
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 impeccable. 
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 field. 
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 10/28/15.)

Score: 1.5/5
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.
Rating:  2.25/5
Art:  3/5


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 Summoning. 
Score: 4/5 This belongs in pretty much all Side Decks.
Art: 1/5 Why is there water?

Snodin 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 the costs.

Final Score: 3/5

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