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Superb Tea Lv.40 Deck?

Deck by Elegian
Deck Skill

This deck requires no particular skill to be used effectively.

Deck Build
3 12 8 0
UR SR R N
Monsters: 16
Spells: 2
Traps: 5
Monster Card
Card Rarity Quantity
Freya, Spirit of Victory
ATK: 100 DEF: 100

While you control a Fairy-Type monster other than "Freya, Spirit of Victory", your opponent's monsters cannot target this card for attacks. All Fairy-Type monsters you control gain 400 ATK and DEF.

R 2
Bountiful Artemis
ATK: 1600 DEF: 1700

Each time a Counter Trap Card is activated, draw 1 card immediately after it resolves.

SR 3
Meltiel, Sage of the Sky
ATK: 1600 DEF: 1200
Each time a Counter Trap Card is activated, immediately after it resolves, gain 1000 LP, and if you do, if "The Sanctuary in the Sky" is on the field, destroy 1 card your opponent controls.
UR 2
Harvest Angel of Widsom
ATK: 1800 DEF: 1000
When this card is destroyed by battle and sent to the GY: You can target 1 Counter Trap from your GY; to your hand.
SR 2
Radiant Jeral
ATK: 1000 DEF: 2000
When this card is sent to the Graveyard (except if destroyed by battle), gain 1000 Life Points if "The Sanctuary in the Sky" is on the field.
SR 1
Zeradias, Herald of Heaven
ATK: 2100 DEF: 800
You can discard this card to the GY; add 1 "The Sanctuary in the Sky" from your Deck to your hand. If "The Sanctuary in the Sky" is not on the field, destroy this card.
SR 3
Guiding Light
ATK: 0 DEF: 0
When this card is Normal Summoned: You can target 1 Level 1 LIGHT monster in your GY; Special Summon that target.
R 1
Skelengel
ATK: 900 DEF: 400

FLIP: Draw 1 card.

R 2
Spell Card
Card Rarity Quantity
The Sanctuary in the Sky

Battle Damage to the controller of a Fairy-Type monster from a battle involving that Fairy-Type monster becomes 0.

R 1
Photon Booster
Target 1 Level 4 or lower LIGHT monster on the field, except a Token; the ATK of all monsters currently on the field with its name become 2000, until the end of this turn.
R 1
Trap Card
Card Rarity Quantity
Divine Punishment
When a Spell/Trap Card or monster effect, is activated while "The Sanctuary in the Sky" is on the field: Negate the activation, and if you do, destroy it.
SR 3
Trap Jammer

When your opponent activates a Trap Card during the Battle Phase: Negate the activation, and if you do, destroy it.

R 1
Magic Jammer

When a Spell Card is activated: Discard 1 card; negate the activation, and if you do, destroy it.

UR 1
Draw Simulator
Deck Summary

Just me trying to figure out Superb Tea's Deck