Harpies and stuff splash

Harpies and Stuff

I didn’t have much time to test Harpies this week, so I won’t harp-on too long.

Harpie vs Kozmos

This week, I tested against Kozmos. It’s an interesting match-up because, while they behave similarly to Burning Abyss, they are much more flexible. In my previous article on this archetype, I talked about how Burning Abyss is a relatively straightforward match. Harpies have access to Abyss Dweller, Ice Beast Zerofyne, and can use Instant Fusion to increase Rank 4 consistency.  With added destruction cards, Harpies can clear their field without too much trouble.

Kozmos, on the other hand, have trigger effects that can chain to Harpie cards. That makes any kind of investment you put into destruction cards, like Mirror Force, Icarus Attack, etc, less consistent. They also summon higher attack monsters more consistently. The backrow destruction that these birds are known for is also hit or miss, since Kozmos don’t need to rely on their backrow.

In order to combat them, I modified the deck that I ended with after testing against HEROS. So in addition to Shadow-Imprisoning Mirror, I added 3 Imperial Iron Wall.

The deck is still not consistent against Kozmos, but it’s not a blow out anymore. It’s definitely still under 50% consistency against them though.

Removing Vanilla Harpies

I also took out 2 vanilla Harpie Ladies and added 2 Cyber Harpie Ladies to deal with the attack power difference during the battle phase.

Kozmos have quick access to high-attack monsters. Even though Ice Beast Zerofyne is easy to make, you can still attack and run into an Honest.

Book of Eclipse and Lightning Chidori

Book of Eclipse flips all monsters face-down. It’s pretty hilarious to combo this with Lightning Chidori. It gets rid of those monsters with targeting or destruction by card effect restrictions.

Deck (40):

Harpies and Stuff Deck

Harpie Deck

Monsters (16):
1 Harpie Lady
3 Harpie Queen
2 Cyber Harpie Lady
3 Harpie Harpist
3 Harpie Channeler
2 Harpie Dancer
2 Summoner Monk

Spells (15):
2 Instant Fusion
1 Raigeki
2 Dark Hole
1 Terraforming
1 Elegant Egotist
1 Book of Moon
1 Book of Eclipse
3 Hysteric Sign
3 Harpies’ Hunting Ground

Traps (9):
1 Bottomless Trap Hole
1 Mirror Force
3 Imperial Iron Wall
1 Fiendish Chain
1 Call of the Haunted
2 Shadow-Imprisoning Mirror

Extra Deck (15)
2 Elder Entity Norden
1 Mavelus
2 Mecha Phantom Beast Dracossack
1 Number 101: Silent Honors ARK
1 Harpie’s Pet Phantasmal Dragon
2 Ice Beast Zerofyne
2 Lighting Chidori
2 Abyss Dweller
1 Gagaga Cowboy
1 Traptrix Reflesia
– Reflisia is in here but not very prominent.  There needs to be a good first turn option in this deck, and this is defensive and a little aggressive.

That’s it for this week. If you’re playing Harpies, I’d be curious to hear what you’ve done!


Artifact Harpies – Deck Profile

Whether you’re a Harpie or Artifact player, you’ll want to see what this combination can do.

I’ve been trying out the new Artifact monsters in a variety of things and thought they might work well with Harpies. It’s a fun combination that has access to some pretty cool cards.

All of the Artifact monsters have the following BOLDED effect:



Artifact Moralltach
2100 ATK/ 1400 DEF

You can Set this card from your hand to your Spell & Trap Card Zone as a Spell Card. When this Set card in your Spell & Trap Card Zone is destroyed and sent to the Graveyard during your opponent’s turn: Special Summon this card. If this card is Special Summoned during your opponent’s turn: You can destroy 1 face-up card your opponent controls.



Decklist (40)

Monsters (19)

(3) Harpie Lady #1
(3) Harpie Queen
(2) Harpie Channeler
(3) Flying Kamakiri #1
(1) Harpie’s Pet Dragon
(3) Artifact Moralltach
(2) Artifact Aegis
(1) Artifact Caduceus
(1) Artifact Failnaught

Spells (12)
(3) Harpie’s Hunting Ground
(2) Elegant Egotist
(2) Hysteric Sign
(3) Artifact Movement
(2) Pot of Duality

Traps (9)
(3) Theosophy of the Artifacts
(3) Icarus Attack
(3) Call of the Haunted

Extra Deck (10)
(2) Gagaga Cowboy
(2) Ice Beast Zerofyne
(1) Daigusto Emeral
(1) Harpie’s Pet Phantasmal Dragon
(1) Constellar Pleiades
(1) Constellar Ptolemy M7
(1) Artifact Durandal
(1) Mecha Phantom Beast Dracossac



Flying Kamakiri #1
1800 ATK/1000 DEF

When this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 WIND monster with 1500 or less ATK from your Deck, in face-up Attack Position.

Bug Bait
Flying Kamakiri #2 is a monster people want to attack. When it’s destroyed by battle, you can bring out Harpie Lady #1 (boosted to 1600 ATK with its effect). If you have Harpie’s Hunting Ground, you get to destroy a Spell or Trap on the field. This can be any number of the Artifact monsters, or Hysteric Sign. Blowing up an Artifact Monster, namely Artifact Moralltach, lets you destroy 1 Face-Up card your opponent controls, while blowing up Hysteric Sign (with Hunting Ground) obviously gives you Harpies galore.



Theosophy of the Artifacts
Normal Trap

Special Summon 1 “Artifact” monster from your Deck. You can only activate 1 “Theosophy of the Artifacts” per turn. You cannot conduct your Battle Phase the turn you activate this card. If this card in your possession is destroyed by your opponent’s card: You can target 1 card on the field; destroy that target.

Harpie Theosophy Attack
Alone, the Harpie Ladys are pretty non-threatening. Opening by normal summoning one Harpie Lady (especially the rather lame looking Harpie Lady #1) and setting four Spells and Traps probably screams “my back row is scary!!”. Harpies run Icarus Attack because it’s good and it threatens your opponent out of committing too much to the field. Theosophy of the Artifacts combined with Moralltach is a great way to poke at your opponent, defend your lone ranger Harpie, and sweat them into playing more cards. That way, if you do have a set Icarus Attack, you can quickly interrupt them should they start making plays you aren’t comfortable with.

Artifact / Harpie Mix-Up
Artifacts have a very obvious playstyle: “Set 4, end turn.” But when playing Harpies, who generally play with cards like Fiendish Chain, Safe Zone and Icarus Attack, it becomes almost too easy to hide the fact that you’re playing Artifacts. You get to play a hide and go seek game, burying your reactive Spells and Traps among the Artifacts that await like landmines. I think it gives the deck a lot of confidence.

The Bad Parts
The deck is kind of a nightmare when things go wrong. And wrong is kind of a general term. Against decks that don’t run back row, the doesn’t gain advantage quick enough (at least in Game 1) against anything. Your hope is that you drew as many usable cards as possible and can utilize them where it counts.

The worst opening hand in this deck is one full of Artifact monsters, and where you then proceed to draw into Harpies. With 12/40 cards that shuffle the deck, the chances of avoiding that are pretty favorable though.

Call of the Haunted
With Harpie’s Hunting Ground out, Call of the Haunted is essentially an MST. Or, you could flip Call, bring back Artifact Moralltach and pop a card.

Those are the only tricks the deck can fall into pretty easily. I thought I’d share this with fellow Harpie fans.

I have a couple videos of the deck going through some gameplay:
Artifact Harpies vs Gravekeepers
Artifact Harpies vs Fire Fists
Artifact Harpies vs Ghostricks
Artifact Harpies vs Lightsworns
Artifact Harpies vs Lightsworn Chaos Dragons

For a more general overview of Harpies, check out my Harpie Deck Building article.

Till Next Time!