Difference between revisions of "Blackwing"

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[[Category:Archetype]]
 
[[Category:Archetype]]
 
 
 
 
 
Black Feather - Gale of the Hurricane
 
Dark/Winged Beast/Effect/Tuner
 
3/1300/400
 
 
If you control a "Black Feather" monster other than "Black Feather - Gale of the Hurricane", you can Special Summon this card from your hand. Once per turn, you can halve the ATK and DEF of 1 face-up monster your opponent controls.
 
 
 
Probably the second most important card in a Black Feather deck. This card is the only Black Feather tuner, therefor essential to the deck as it is the only card that can bring out Black feather - Armored Wing. This card can win games. If you combine its effect with that of Black Feather - Sirocco of Dawn then you could have alot of damage being dealt out on your very first turn. The only drawback I can think of to this card is that it has a very weak attack and defense power so it won't be staying round for long.
 
Run 3.
 
 
Black Feather - Blast of Black Spear
 
Dark/Winged Beast/Effect
 
4/1700/600
 
 
If you control a "Black Feather" monster other than "Black Feather - Blast of Black Spear", you can Special Summon this card from your hand. When this card attacks a Defense Position monster whose DEF is lower than the ATK of this monster, inflict the difference as Battle Damage to your opponent.
 
 
Best used in conjunction with Black Feather - Gale of the Hurricane and a card that can change the battle position of opponents monsters (which will be explained later). This can cause devastating damge, getting it's attack above 5000 is easy with Sirocco and can give a win if your opponent is low on lifepoints through Solem or other methods.
 
Run 3.
 
 
Black Feather - Sirocco of Dawn
 
Dark/Winged Beast/Effect
 
5/2000/900
 
 
If your opponent controls a monster and you control no monsters, you can Normal Summon this card without Tributing. Once per turn you can select 1 "Black Feather" monster you control. It gains ATK equal to the combined ATK of all other face-up "Black Feather" monsters you control until the End Phase. If you use this effect, your other "Black Feather" monsters cannot attack this turn.
 
 
Gets any monster above 5000 attack easily and causes alot of damage if played right, with an effect similar to that of Big piece Golem to summon it then this card will be a nightmare to stop. there are so many ways to utilize his effect that this is one of the most versitile cards designed for an arch-type I have ever seen.
 
Run 2-3.
 
 
Black Feather - Armored Wing
 
Dark/Winged Beast/Synchro/Effect
 
7/2500/1500
 
 
1 "Black Feather" Tuner + 1 or more non-Tuner monsters
 
This card cannot be destroyed by battle. You take no Battle Damage from battles involving this card. If this card attacks, place 1 Wedge Counter on the opposing monster (max. 1). By removing all Wedge Counters from your opponent's side of the field, the ATK and DEF of all monsters that had a Wedge Counter became 0 until the End Phase.
 
 
This is what you should work towards when playing Black Feathers. It is a Spirit Reaper with an even better effect, and you get the chance to chain to Spells and traps that target it. This is great for taking out Stardust and higher attack monsters. This will be the card that wins most of your games.
 
Run 2-3.
 
 
----------
 
 
Magical Tinkering and Monster Baiting, the Spells & Traps.
 
 
Unfortunately Konami didn't find it within themselves to give us much spell and trap support. Howver there are two cards which I can explain and comment on.
 
 
Feather Wind Attack
 
Normal Spell Card
 
 
Return 1 "Black Feather" monster you control to the owner's deck. Add 1 "Black Feather" monster from your deck to your hand.
 
 
This card is nice for getting out stronger monsters or finding Gale of the Hurricane for a quick effect use and synchro summon. A very nice card as with this deck no field presence is lost due to the special summon ablities of the monsters.
 
Run however many you want.
 
 
Black Arrow
 
Normal Trap Card
 
 
Activate by selecting one face-up monster you control. Until the End-Phase, that monster loses 500 attack, and when it attacks a defense-position monster, if its attack is higher than that monster's defense, Inflict the difference as battle damage to your opponent. When the selected monster destroyes a monster by battle and sends it to the graveyard, inflict damage to your opponent equal to the destroyed monster's origional defense.
 
 
This card can be used when piercing damge is not enough, when used with Blast with Black Spear it can cause over 5000 damage from one attack.
 
Run 2-3.
 
 
 
Thats all for the On-Theme cards. Now lets look at some other support.
 
 
----------
 
 
 
A Breeze Through their Feathers, Support cards.
 
 
Garuda the Wind Spirit
 
Wind/Winged Beast/Effect
 
4/1600/1200
 
 
This card cannot be Normal Summoned or Set. This monster can only be Special Summoned by removing 1 WIND monster in your Graveyard from play. As long as this monster remains face-up on the field, you may change the battle position of 1 of your opponent's face-up Monster Cards at each End Phase of your opponent's turn.
 
 
This card is the only Winged Beast support I could find other than Raiza. This card supports the theme well, changing the battle postion of one monster could win the duel. However it needs a Wind attribute monster in the graveyard and as Black Feather monsters are dark types then this could prove difficult. I reccomend running another Wind attribute monster of your choice alongside this card, Storm caller might be nice.
 
Run 0-2.
 
 
Dark Nephthys
 
Dark/Effect Monster/Winged Beast
 
8/2400/1600
 
 
If this card is in your hand and there are 3 or more DARK monsters in your Graveyard, you can remove from play 2 of them to send it to the Graveyard. If this card is sent to the Graveyard by this effect, Special Summon it during your next Standby Phase. When this card is Special Summoned, destroy 1 Spell or Trap Card.
 
 
Nice 2400 beatstick, a special summon and Spell/Trap removal. This card is nice in this deck because it provides some removal and a high attacker. However, this card requires three or more Dark monsters in the graveyard, which is a little difficult if things are going right for you. Icarus attack helps with this but you may find yourself not playing this much and you will wish you had draw a Black feather most of the time.
 
Run 0-2
 
 
Caius the Shadow Monarch
 
Dark/Fiend/Effect
 
6/2400/1000
 
 
When this card is Tribute Summoned, remove from play 1 card on the field. If it was a DARK Monster Card, inflict 1000 damage to your opponent.
 
 
Caius adds the ffect of burn damge to the deck, and is relatively easy to summon. Whether you choose to remove one of your own monsters (which you will have plenty of in this deck) or an opponents this card is very good. The reason I chose this over Raiza is that raiza works less well in this deck becuase it only has a short term effect the is less useful than Caius' and Storm Caller does a better job.
 
Run 2-3.
 
 
Twin Breaker
 
Dark/Warrior/Effect
 
4/1600/1000
 
During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. If this card attacks a Defense Position monster, this card card can attack once more in a row.
 
 
This card works great with Black Featehrs because it has the same ability as Blast Sphere but can attack twice. This card ensures that if you cannot get Blast Sphere then you have another card to use instead.
 
Run 2-3 or none at all.
 
 
Mystic Tomato
 
Dark/Plant/Effect
 
4/1400/1100
 
 
When this card is sent to the Graveyard as a result of battle, you can Special Summon 1 DARK monster with an ATK of 1500 or less in face-up Attack Position from your Deck. Then shuffle your Deck.
 
 
Nice for searching out Gale Of the Hurricane but not much good otherwise. It could be nice though to fill the deck out.
 
Run 0-2.
 
 
Spirit Reaper
 
Dark/Zombie/Effect
 
3/300/200
 
 
This card cannot be destroyed by battle. Destroy this card when it is targeted by the effect of a Spell, Trap, or Effect Monster. If this card successfully attacks directly, your opponent randomly discards 1 card.
 
 
Another nice card for Black feathers as it can attack directly almost every turn, depleting your opponent's hand and reducing their chances dramatically.
 
Run 1.
 
 
Enemy Controller
 
Quick-Play Spell
 
 
Select and activate 1 of these effects:
 
- Change the Battle Position of 1 face-up monster your opponent controls.
 
- Tribute 1 monster. Select 1 face-up monster your opponent controls. Take control of it until the End Phase.
 
 
A great card to use with Blast Of Black Spere. You can either switch an opponent's monster to defense and use effects to inflict masses of piercing damge or take control of an opponents monster to clear the way for your own.
 
Run 2-3.
 
 
Cold Wave
 
Normal Spell
 
 
This card can only be activated at the start of your Main Phase 1. Until your next turn, you and your opponent cannot play or Set any Spell or Trap Cards.
 
 
Great when swarming, provides nice protection.
 
Run 2-3
 
 
 
Icarus Attack
 
Normal Trap
 
By Tributing 1 Winged Beast-Type monster on your side of the field, destroy 2 cards on the field.
 
 
Great for this deck, it gets rid of anything apart from Stardust (which can negate it but is then out of the equation for the rest of the turn), this is a must in this deck.
 
Run 2-3.
 
 
Windstorm of Etaqua
 
Normal Trap
 
 
Change the battle positions of all face-up monsters on your opponent's side of the field.
 
 
This card provides Garuda's effect but better, however it is one time use so use it wisely. Use Zero Gravity if you don't have this but it is less effective as your monster's battle positions will be changed too.
 
Run 1-3.
 
 
I'm sure there are alot more but that is all I can think of for now. Of course there are the general draw cards of Allure and such, but they won't be mentioned as they are completely optional.
 
 
The flock, Builds.
 
 
here is the build I thought of earlier.
 
 
|3| Black Feather - Gale of the Hurricane
 
|3| Black Feather - Blast of Black Spear
 
|3| Black Feather - Sirocco of Dawn
 
|2| Mystic Tomato
 
|2| Caius The Shadow Monarch
 
|2| Hyper Synchron
 
|2| Twin Breaker
 
|2| D.D. Assailant
 
|1| Spirit Reaper
 
 
|3| Enemy Controller
 
|2| Allure Of Darkness
 
|2| Reinforcement of the Army
 
|2| Cold Wave
 
|2| Lightning Vortex
 
|1| Monster Reborn
 
 
|3| Icarus Attack
 
|3| Dust Tornado ( Or Solem or Bribes)
 
|2| Black Feather
 
 
Extra Deck
 
|3| Black Feather - Armoured Wing
 
|3| Black Rose Dragon
 
|2| Red Dragon Archfiend
 

Revision as of 01:03, 15 November 2008

Blackwing

Japanese

BF(ブラックフェザー)

Japanese (ruby)

ブラックフェザー

Japanese (base text)

BF

English

Black Feathers

Appears in (sets)
Appears in (anime)

Yu-Gi-Oh! 5D's

Lists

The Black Feather monsters are an Archetype of cards making their debut in "Crimson Crisis". In the Yu-Gi-Oh! 5D's anime, they were first shown during the 30th episode by Crow, who is a new character within the series.

The only known confirmed real cards thus far of this Archetype are a Synchro Monster called "Black Feather - Armored Wing", a Tuner Monster called "Black Feather - Gale of the Hurricane" and a Non-Tuner monster called "Black Feather - Sirocco of Dawn". The third one is called "Black Feather - Blast of Black Spear".

This Archetype is focused around Swarming and changing the ATK or the DEF of monsters on the field.

Template:Black Feather