Jeremy enjoys dueling in between working as a chemical analyst and campus building manager.
F.A. and U.A. Cards in Yu-Gi-Oh!
The F.A., or Formula Athlete, archetype consists of many machine-type monsters who gain ATK and abilities based on their levels, which increase when you activate F.A. spells and traps.
In this way, F.A. cards reward you (and punish the opponent) for keeping them alive, and they also share synergy with the U.A. (Ultimate Athlete) archetype, including a particular pool of field spells—which reign supreme? These are the ten best F.A. cards in Yu-Gi-Oh!
10. U.A. Man of the Match
Some U.A. cards, like this trap, have effects that let them also count as F.A. members, making them candidates for effects that search from either family. That's pretty useful, as is Match's effect, letting you summon any number of U.A/F.A. monsters with different names from your hand/graveyard in defense position when your U.A./F.A. monster destroys a monster in battle or inflicts battle damage.
This can really swarm your field, but the narrow activation window does make it somewhat vulnerable to removal.
9. F.A. Hang On Mach
Mach is generally the best of the low-level, easily summoned F.A. options. Like most of his brethren, he gains ATK equal to his level times 300, starting at 1200 and gaining a level whenever you activate an F.A. spell or trap.
Mach is unaffected by monsters with lower levels or ranks than himself, protecting against several effects, but when he hits level 7 and up, he banishes any card sent to your opponent's graveyard, a brutal punishment that really halts most combo decks.
8. F.A. Dawn Dragster
Dawn Dragster doesn't require any specific tuners or non-tuners, so any deck that can synchro into level 7 can use him, but he definitely works best among family. His ATK starts at 2100 (300 times level 7), and he'll gain more with your F.A. spells/traps,
Dragster inflicts piercing damage to defense position monsters, but better yet, he can negate and destroy a spell/trap by reducing his level by 2. With this in mind, think carefully about whether to put him in attack or defense position, and the level reduction will also reduce his ATK.
7. F.A. City Grand Prix
One of many field spell options for the theme, Grand Prix increases the levels of all F.A.s by 2 during each player's main phase and battle phase, upping their ATK and letting them access bonus effects much faster. Of course, as a spell, simply activating Grand Prix will also increase levels.
Plus it provides a neat defense, preventing your opponent from targeting F.A. monsters with card effects, and like many of the theme's field spells, you can search a different F.A. card if it's destroyed.
6. U.A. Locker Room
Another U.A. card that simultaneously counts as an F.A., Locker Room is a quick-play that returns a U.A. or F.A. from the field or graveyard to the hand, gives you 500 life points, then offers the option of shuffling any U.A./F.A. monsters from hand into deck to draw that many cards.
Card advantage, lifegain, and hand-tweaking all in one on top of quick-play speed makes this an easy include.
5. F.A. Circuit Grand Prix
Not to be confused with City Grand Prix, Circuit is another field spell that boosts F.A. levels, this time only during the battle phase. Once per turn, you also get a draw when your F.A. destroys a monster in battle, and the same F.A. card search when Circuit is destroyed.
4. F.A. Auto Navigator
Unlike most F.A.s, Navigator doesn't gain ATK based on level, but it offers a useful tuner with an easy summon, able to field itself from hand or graveyard by reducing your buffed F.A. monster back to its original level.
Navigator then changes its level to the difference between your target's original and boosted level, which can set up your synchro summons with careful planning. If that weren't enough, Navigator searches an F.A. field spell from deck when normal or special summoned.
3. U.A. Hyper Stadium
Both a U.A. and F.A. field spell, Hyper Stadium searches a U.A./F.A. monster when activated, or returns a U.A. stadium from GY to hand. Either way, that's already a free card (plus some added F.A. levels), and you can once per turn pay 1000 life points to gain an extra normal summon for a U.A./F.A. monster.
Both great effects, just note that Hyper Stadium doesn't search another field spell on destruction.
2. F.A. Test Run
This quick-play changes an F.A.'s battle position, then destroys a card on the field (without targeting it!). Use this when your opponent attacks to win the battle by switching positions and increasing your monster's ATK, or use the destruction to destroy the attacking monster if it's still too big.
Either way, you can banish Test Run from your graveyard on a different turn than when it was sent there and destroy a face-up card you control to summon an F.A. from deck (target one of your field spells to gain its destruction effect).
1. F.A. Pit Stop
Pit Stop is basically a superior Good Goblin Housekeeping, reducing your F.A. monster's level by two to draw cards equal to the number of Pit Stops already in your graveyard +1.
You can also banish Pit Stop from your graveyard to revive an F.A. from it. Keep in mind that doing so will weaken the power of other Pit Stops you activate, but don't be afraid to use the effect when you need it.
F.A. Winners Auto-Win
In addition to today's cards, the F.A. family has an interesting insta-win in F.A. Winners, which lets you banish a card from hand, field, or GY when your level 5+ F.A. monster inflicts battle damage, winning the game once three F.A. field spells with different names are banished with the effect.
Whether you opt for the Winners instant victory or not, careful planning of F.A. reward you with powerful synchro monsters and bonus abilities, but for now, vote for your favorite card and I'll see you at our next YGO! countdown!
© 2022 Jeremy Gill