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Thursday, July 1, 2010

Darkwing Duck

 
Seriously, how many of you guys couldn't help but think of a certain 90's cartoon featuring an eponymous superhero anthropomorphic duck with the alter ego of Drake Mallard when you first heard the TCG name for the Black Feather archetype? I'm sure I wasn't the only one out there, but let's not get off topic. Today's topic is dedicated to my friend Raz, who has bested me more times then I like to admit. Since he is an avid user of Blackwings, I decided to talk about the theme today, more specifically about the types of draw power the deck has at its disposal.

Five cards will the primary focus of this discussion:


  • Morphing Jar
  • Allure of Darkness
  • Cards for Black Feathers
  • Pot of Duality
  • Reckless Greed

Morphing Jar
Though not a Blackwing itself, Morphing Jar accomplishes two very important goals in a Blackwing deck: 1) loading the graveyard for Vayu/Blizzard/DAD/Dark Creator and 2) replenishing your Hand. I've seen a few players using Ryko to accomplish the former and immediately thought of this card. There have been quite a few times in practice duels where I've seen Sirocco and Vayu stuck in a player's Hand, and what better way to get them in the Graveyard than this? At the very least it can save your Spies and Rykos (should you run them) from getting removed by a Nobleman of Crossout. Definitely a card to consider running.
Run 1 (limited)

Allure of Darkness
Most (if not all) Blackwing players were upset when this card was limited, and with good reason. Before it's limitation, using multiples of Allure in conjunction with Black Whirlwind gave the deck plenty of speed, making easier to get the Kalut or DAD you needed to turn the game around. How's that different from any other draw card? Well considering the fact that every Blackwing is a DARK Monster and that most players run multiple copies of Bora/Shura/Kalut, there's should no problem removing one for the extra draw. Had this card been semilimited or unlimited I say run as many copies as you can. Unfortunately that's not an option.
Run 1 (limited)

Cards for Black Feathers
Had this card not required a Blackwing to be removed and the prevent Special Summoning, it would be a carbon copy of Allure. In fact, I'm sure one of the contributing factors for Allure's limitation was so that this card would sell more. (Sneaky Konami ಠ_ಠ) In actuality Cards for Black Feathers is not quite as versatile as its predecessor. Blackwings rely a great on their Special Summons so while the extra draws can definitely help, don't expect to pull off that game-ending swarm the field during the same turn.
Run 1-2 (depending on your reliance on Special Summons)

Pot of Duality
It may be seem like I've contradicting myself a little here, but I like this card much better for Blackwings than Cards for Black Feathers. While both cards seal off Special Summons, Pot of Duality lets you scout out your upcoming draws and lets you pick out the best card out of the three for your current situation, which can make a world of a difference.
Run 2-3
(depending on your reliance on Special Summons)

Reckless Greed
Now this is a card I haven't seen being used in a while in Blackwing decks. Many consider it unreliable, and this is more or less true. The only way to truly benefit is if you manage to activate 2 or more simultaneously and that involves getting multiple copies in hand. If you can pull it off there's a good chance you can end the game that turn, depending on what you draw, but the lack of consistency makes running this card less than desirable.
Run 3 (if you decide to run it at all)

In conclusion, my ideal lineup would consist of:

  • 1 Morphing Jar
  • 1 Allure of Darkness
  • 2 Pot of Duality

Obviously, other players will have their own preferences regarding their drawing options, some even completely forgo it.

Remember players, the game ends with you.

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