Deck Overview
Deck Consistency
Pack Expense
Farm Expense
Card Trader Expense

None

None
Deck Skill
Character Skill
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Deck Build
5 9 3 3
UR SR R N
Monsters: 11
Spells: 8
Traps: 1
Monster Card
Card Rarity Quantity
Knight of the Red Lotus
Knight of the Red Lotus
Knight of the Red Lotus
ATK: 2100 DEF: 1800

If you have exactly 3 Normal Monsters in your Graveyard, you can Special Summon this card from your hand by removing from play 2 Normal Monsters from your Graveyard. Once per turn, you can select and Special Summon 1 Level 4 or lower Normal Monster from your Graveyard.

UR 2
The Agent of Creation - Venus
ATK: 1600 DEF: 0

You can pay 500 Life Points; Special Summon 1 "Mystical Shine Ball" from your hand or Deck.

SR 3
Blazing Inpachi
Blazing Inpachi
Blazing Inpachi
ATK: 1850 DEF: 0

A wicked wooden spirit now burning in flames. Its fire attack is powerful, but it will soon be nothing but ashes.

UR 3
Mystical Shine Ball
ATK: 500 DEF: 500

A soul of light covered by mystical shine. When you see its beautiful shape, your dream will come true.

N 3
Spell Card
Card Rarity Quantity
Order to Charge

Select 1 face-up Normal Monster (except a Token) on your side of the field when you activate this card. When this card resolves, Tribute the selected Normal Monster and destroy 1 monster on your opponent's side of the field.

SR 3
Enemy Controller
Enemy Controller
Enemy Controller

Activate 1 of these effects.● Target 1 face-up monster your opponent controls; change that target's battle position.● Tribute 1 monster, then target 1 face-up monster your opponent controls; take control of that target until the End Phase.

SR 3
White Elephant's Gift
White Elephant's Gift
White Elephant's Gift

Send 1 face-up non-Effect Monster you control to the Graveyard; draw 2 cards.

R 2
Trap Card
Card Rarity Quantity
Order to Smash

Select 1 face-up Level 2 or lower Normal Monster (except a Token) on your side of the field when you activate this card. When this card resolves, you can Tribute the selected Normal Monster and destroy 1 or 2 Spell or Trap Cards on your opponent's side of the field.

R 1
Draw Simulator
Packs to pull to build this deck
Deck Strengths
  • Insane draw speed: You will always be drawing into more draw power or key offensive spells and monsters that will continuously put pressure on your opponent. 
  • Rapid Order to Charge or Order to Smash combos will keep your opponent's field clear, leaving them open for attacks most of the game.
  • Outside of Venus and Order to Charge shenanigans, the deck still has a solid core of normal beaters and Knight of the Red Lotus to continue plays. Red Lotus in particular can continue to special summon more normal monsters, either applying offensive pressure of acting as fodder for the support spells.
Deck Weaknesses
  • If your Venus gets taken out by Divine Wrath or otherwise neutralized, you are more than likely dead in the water because you will not be able to dig and cycle through your deck right off the bat.
  • If you take too much damage, such as getting beaten down by a strong swing or on the second end of a turn 1 burn, you won't have the LP to pay for shine ball special summons, which neutralizes this deck's greatest strength. 
  • The deck is automatically at a disadvantage versus Power of Dark Decks due to fairies losing 200 ATK from Yami Field Spell.
  • Some consistency issues, since the deck runs the risk of drawing Shine Balls or not drawing Venus. Restart alleviates this, but without Venus the deck will struggle. 
Deck Summary

A very unique deck, Venus decks are known for committing all of their resources to Venus with incredibly strong openings. Venus can swarm the field rapidly with Mystic Shine Balls, which end up being fodder for powerful spells such as Order to Charge, Order to Smash, and White Elephant's Gift. Opening with Venus and support like Order to Charge is one of the strongest openings in the game and many decks struggle to get past the sheer advantage that Venus can accumulate.

Core Cards
Card Explanation

The name sake and engine of the deck, at the cost of 500 LP you are able to summon a Shine Ball from your hand or deck. This thins the deck and prepares your plays with Order to Charge and White Elephant's Gift. Resolving Venus and Gift accelerates the deck's gamestate rapidly, thinning the deck and likely drawing into power cards that can shut your opponent down. 

3x copies are required, without Venus the deck has essential no power plays.

Shine Ball's serve as primary targets for Order to Charge and White Elephant's Gift. They will be summoned very quickly no matter where they are in the deck and serve little purpose except being food for spells. 500 ATK can sometimes finish up games, but in general you never want to draw any Shine Balls, just summon them through Venus. 

Run 3x. 

Knight of the Red Lotus

A new tool in the deck, Lotus is a fantastic addition. With plenty of Shine Balls, he can be tribute summoned or special summoned very easily, and his effect significantly strengthens the deck's grind game. The ability to special summon any level 4 or lower normal monsters allows swarming with Inpachi to put pressure or spamming even more Shine Balls from the grave once Venus can no longer special summon any from deck. Lotus is essential to keep the deck's engine going once the Shine Balls have been spent.  

Run 2-3x. 

The main monster removal, with Shine Balls and other vanilla monsters in the deck as targets, you will always be ready to engage a strong monster or remove an obstacle. 

Run 2x at minimum, 3x optimal. 

White Elephant's Gift

Your auxiliary draw power, using this turn 1 after a Venus to Shine Ball special summon is a very powerful move that gives you immense card advantage on top of Venus already thinning the deck from special summons. You are almost guaranteed to draw a key card. 

Run 1-3x

Replacement/Tech Cards
Card Explanation

The Atmosphere has been seeing more and more play as a surprise boss monster in Venus decks. As a Relinquished-Lite, you can take a key opponent's monster and deliver a crushing blow without resistance when you opponent has exhausted most of their defense cards and resources getting around and tanking your cards and attacks. Unlike Relinquished, Atmosphere WILL be destroyed at first strike and cannot de-equip the monster or deliver effect damage from the battle so make sure you can provide some protection if you don't think you can get away with a lethal swing,

Another more common boss monster in fairies, Enrise can banish for free any monster your opponent has, with the downside of it not being able to attack for that turn. Use this to get rid of an annoying monster or a big wall for your other fairies to get through. However you need to run fiend types so probably have at least 2 Sphere Kuribohs or Possessed Dark Soul in the deck.

Great Angus

If Blazing Inpachi isn't available or Mako is running rampant, Great Angus is a great replacement that sits at a solid 1800 ATK.

Jar of Avarice is a game changer for Venus decks, as its able to recycle Shineballs and any of your Order to Charge and other defensive and draw spells to refuel Venus' special summon capabilities. With the decks ability to burn through cards quickly this is a recommended addition to power up the deck.

Cards that Counter this Deck
Card Explanation

Unless the Venus player has Order to Charge/Enemy Controller, Possessed Dark Soul can steal the Venus player's entire field. A very strong counter, but unfortunately most Venus decks pack enough OtC/E-Con to ensure that Dark Soul will never activate its effect.

Going first and using Wrath on Venus is essentially a blow-out play. Without being able to spam Shine Balls, the deck is dead in the water and will almost always swiftly lose.