EndUser Posted February 4, 2015 Report Share Posted February 4, 2015 Here are some Blackwing support cards I came up with: 1 Tuner + 1 "Blackwing" Synchro Monster Must be Synchro Summoned, and cannot be Special Summoned by other ways. This card's Special Summon cannot be negated. You cannot Summon other monsters for the rest of the turn as long as this card is face-up on the field. When it would be destroyed or targeted by an opponent's card effect: You can banish 2 "Blackwing" monsters from your Graveyard; negate that effect and destroy the card. You can return all cards in your hand to your Deck (min. 2), then Set 1 Spell/Trap card from your Graveyard, but it cannot be activated until your next Standby Phase. These effects can only be activated once per turn. When this card leaves the field: Draw 1 card, then Special Summon it if it's a "Blackwing" monster (if possible), but its ATK and DEF become 0. If not, send it to the Graveyard. Activate one of these effects, and only once per turn: - When the battle position of a face-up monster on the field is changed by a card effect, you can increase or decrease a "Blackwing" monster's Level on your side of the field by 1. - Pay 1000 Life Points to target 1 card in your Graveyard; return it to your Deck, then draw 1 card. - If a "Blackwing" monster you control attacks, after the damage calculation, you can halve its ATK until the End Phase; it can attack once again in a row to a monster your opponent controls. When the opponent activates a card effect, if you have "Blackwing - Vayu the Emblem of Honor" in your Graveyard: Negate that effect and destroy the card. You can return 1 of your banished "Blackwing - Vayu the Emblem of Honor" to your Graveyard to draw 1 card. When this Set card is destroyed and sent to your Graveyard: Send 1 "Blackwing - Vayu the Emblem of Honor" from your Deck to the Graveyard. (updated) 2 "Blackwing" Tuners + 1 level 6 or higher "Blackwing" Synchro Monster You can Special Summon this card by banishing 4 "Blackwing" Synchro Monsters with different names from your Graveyard. If you Summon it this way, you cannot Special Summon other monsters this turn. This card gains 100 ATK and DEF for each "Blackwing" monster in either player's Graveyard. Once per turn, it is unaffected by card effects. Once per turn, you can target 1 "Blackwing" monster in your Graveyard; banish it and if you do, destroy 1 Spell/Trap card on the field, but this card cannot attack this turn. When this card leaves the field: Special Summon 1 of your banished "Blackwing" monsters, then banish this card. The Special Summoned monster's effects are negated. [spoiler='First image'] 2 "Blackwing" Tuners + 1 level 7 or higher "Blackwing" monster You can Special Summon this card by banishing 4 "Blackwing" Synchro Monsters with different names from your Graveyard. It gains 100 ATK and DEF points for each "Blackwing" monster in either player's Graveyard. Once per turn, it is unaffected by a card effect. While this card is face-up, you cannot Special Summon any monsters. When this card attacks, cards and effects cannot be activated during the Damage Step. Once per turn, you can target 1 "Blackwing" monster in your Graveyard; banish it and if you do, destroy 1 Spell/Trap card on the field, but this card cannot attack this turn. When it leaves the field: Special Summon 1 of your banished "Blackwing" monsters, then banish this card. The Special Summoned monster's effects are negated.[/spoiler] Link to comment Share on other sites More sharing options...
Toffee. Posted February 4, 2015 Report Share Posted February 4, 2015 So... Bird Patrolling Nights is a generic searchable-by-Terraforming Number 80 that doubles as a Draw Engine?K. Link to comment Share on other sites More sharing options...
Progenitor Posted February 5, 2015 Report Share Posted February 5, 2015 So... Bird Patrolling Nights is a generic searchable-by-Terraforming Number 80 that doubles as a Draw Engine? K. What? It shuffles a card in your grave. How is that like Number 80? The Synchros are way too restrictive to be good. Loosen their restraints a bit and they seem fine. Link to comment Share on other sites More sharing options...
EndUser Posted February 5, 2015 Author Report Share Posted February 5, 2015 The Synchros are way too restrictive to be good. Loosen their restraints a bit and they seem fine. Regarding "Master of Black Feathers", I considered it too strong to let it be Summoned more easily. However, if it seems way too difficult to Summon, here are my alternatives: - 2 "Blackwing" Tuners + 1 Level 7 or higher "Blackwing" non-Tuner monster (Level 12) - 2 "Blackwing" Tuners + 1 Level 6 or higher "Blackwing" non-Tuner monster (Level 11) - 2 "Blackwing" Tuners + 1 Level 6 or higher "Blackwing" Synchro monster (Level 12) - 2 "Blackwing" Tuners + 1 Level 5 or higher "Blackwing" Synchro Monster (Level 11) { the easiest I can think of } I could also drop the 4 Synchros from the Graveyard to 3, but I don't like that "easiness" to Master's Summon. :/ As for Birdstro, I've thought too many ways of Summoning it, so I don't think its Summoning Conditions need to change. I am willing to state some of them if you would like, but let's see what others may say. Overall, any suggestions (even for the Spell n' Trap) are welcomed. Link to comment Share on other sites More sharing options...
Progenitor Posted February 5, 2015 Report Share Posted February 5, 2015 Regarding "Master of Black Feathers", I considered it too strong to let it be Summoned more easily. However, if it seems way too difficult to Summon, here are my alternatives: - 2 "Blackwing" Tuners + 1 Level 7 or higher "Blackwing" non-Tuner monster (Level 12) - 2 "Blackwing" Tuners + 1 Level 6 or higher "Blackwing" non-Tuner monster (Level 11) - 2 "Blackwing" Tuners + 1 Level 6 or higher "Blackwing" Synchro monster (Level 12) - 2 "Blackwing" Tuners + 1 Level 5 or higher "Blackwing" Synchro Monster (Level 11) { the easiest I can think of } I could also drop the 4 Synchros from the Graveyard to 3, but I don't like that "easiness" to Master's Summon. :/ As for Birdstro, I've thought too many ways of Summoning it, so I don't think its Summoning Conditions need to change. I am willing to state some of them if you would like, but let's see what others may say. Overall, any suggestions (even for the Spell n' Trap) are welcomed. I didn't mean too restrictive in terms of summoning, I meant in terms of the downside to their effects Just look at Red Nova Dragon. It is, quite possibly the strongest Synchro Monster in the game, usually having at least 6000 attack. Quasar is the best in terms of ease of summon, but decks that make Red Nova wreck everything. And the requirements? Just a double Tuner with Red Dragon Archfiend. Thats it. Also it has massive attack and cannot be destroyed by opponents card effects. And you can negate attacks? And all of this is for free. Now lets look at your card. Yes it has an easy-ish late game summon condition and is, once per turn, unaffected by opponents card effects. It boosts itself minutely, not nearly as much as Nova. It is Armades and can pop spells and traps by giving up grave presence, of which blackwings basically have none anyway, but in exchange it cant attack and is no longer Armades. And then it has a quasar-like special summon effect which is easy to utilize if you pop a spell / trap or two. This all seems fine. The last SS might be a bit strong, and armades is a bit overkill when it is already unaffected by something once per turn, but all in all it's balanced, but a bit on the strong side. and then you have it's middle effect While this card is face-up, you cannot Special Summon any monsters Like c'mon. That is so bad it hurts. You vanity's emptyness yourself? That's just plain awful. Yes it balances out the overkill of OPT immunity and armades on the same card, but it stops every play you might be able to go on afterwards in one of the spammiest synchro decks in the game. It's counter-productive AND not only is it on your big boss, it's on your other monster as well. Granted it's only til the EP and your other synchro is kinda broken as hell, but do you see my point? Link to comment Share on other sites More sharing options...
EndUser Posted February 6, 2015 Author Report Share Posted February 6, 2015 That's quite a thorough post there (your patience is amazing :o ) I'll try to explain my choices on the effects. If the whole matter becomes too boring or is going off, then I'll just change the description with no further suggestions... by giving up grave presence, of which blackwings basically have none anyway By the time 3 monsters are used to Summon it, there are monsters to use for its effect. Besides, Summoning it requires either the appropriate setup (think of Quasar and Nova) or the presence of Blackwing Synchro Monsters (for which you got their Materials). So, both its ATK and the Destroy thing gain advantage of the Graveyard. It is Armades and can pop spells and traps, but in exchange it cant attack and is no longer Armades. It works as Armades only during the Damage Step. The Destroy thing is a bonus I inspired from "Mecha Phantom Beast Dracossack". and armades is a bit overkill when it is already unaffected To be honest, I haven't thought of it. I'll change this part. The last SS might be a bit strong Well, I negate the SS monster's effects so whatever it is, it's not a big threat. If the idea behind this is "It was already too difficult to get rid of Master, then you bring another strong beast back?" then I agree. Am I missing something...? That is so bad it hurts. You vanity's emptyness yourself? That's just plain awful. Yes it balances out the overkill of OPT immunity and armades on the same card, but it stops every play you might be able to go on afterwards in one of the spammiest synchro decks in the game. How many players have made any play (even minimal) after they've summoned Quasar or Nova? In the first case, almost none. In the second, according to their status, but still none at many times. Master has decent immunity (Quasar) and some ATK boost (Nova), plus a Destroy bonus and an almost clear attack. If you haven't got rid of the monsters I used to Summon it and won already, what would oppose to Master? Except its summon negation, not many things. On top of that, if it says goodbye, there comes a SS! So, more spamming? TL;DR It's a strong card, no doubt for that. Also, I know there are ways you can get rid of it, plus it restricts you a bit, but my intention was just to create a boss-like BW monster with some unique effects for the kind; not the best BW card ever. I did write a new description though, according to your suggestions: << 2 "Blackwing" Tuners + 1 level 6 or higher "Blackwing" Synchro Monster (Level 11) You can Special Summon this card by banishing 4 "Blackwing" Synchro Monsters with different names from your Graveyard. It gains 200 ATK and DEF points for each "Blackwing" monster in either player's Graveyard. Once per turn, it is unaffected by a card effect. You can only Special Summon once while this card is face-up on your side of the field. Once only, it cannot be destroyed by battle. Once per turn, you can target 1 "Blackwing" monster in your Graveyard; banish it and if you do, destroy 1 Spell/Trap card on the field, but this card cannot attack this turn. When it leaves the field: Special Summon 1 of your banished non-Synchro "Blackwing" monsters, then banish this card. >> ATK 3100 / DEF 2400 As for Birdstro, I need some minimal feedback so that I know where I can focus on. In case you're worried about its summoning condition, here are some examples: - Blizzard + lvl 4 BW -> Nothung, lvl 3 BW -> Birdstro - Vayu + lvl 7 BW -> Silverwind, lvl 1 BW (e.g. Hurricane, Oroshi) -> Birdstro - Steam + lvl 3 BW -> lvl 6 Synchro BW (+ token from Steam), trib. token for Steam -> Birdstro - Call of the haunted (Armor Master + lvl 2, Gram + Kochi etc etc) Sorry to bother you that much, but this is getting interesting... Link to comment Share on other sites More sharing options...
Progenitor Posted February 6, 2015 Report Share Posted February 6, 2015 I think Birdstro is fine as is. The most common 1 turn play is gonna be Hawk Joe > Use extra normal for blizzard. How many players have made any play (even minimal) after they've summoned Quasar or Nova? In the first case, almost none. In the second, according to their status, but still none at many times. Master has decent immunity (Quasar) and some ATK boost (Nova), plus a Destroy bonus and an almost clear attack. If you haven't got rid of the monsters I used to Summon it and won already, what would oppose to Master? Except its summon negation, not many things. On top of that, if it says goodbye, there comes a SS! So, more spamming? TL;DR It's a strong card, no doubt for that. Also, I know there are ways you can get rid of it, plus it restricts you a bit, but my intention was just to create a boss-like BW monster with some unique effects for the kind; not the best BW card ever. But you still have the option to. I always go as hard as possible when I play synchrons, so that I can give as much protection as possible to Quasar. I've, on some lucky Librarian draws, made every single monster in my extra deck except 3 in 1 turn, (that's 11 Synchro summons and 9 cards drawn off Librarian, the 15th card was a noden) finished my board with Quasar, Stardust Warrior, Drill Warrior and Clear Wing, and I still didn't get game because he had attack answers for days. Next turn I got Raigeki'ed, but thanks to Quasar and Stardust I got out Road Warrior and Shooting. I would have lost had I not gone as hard in as possible. Yes it doesn't happen often, but that doesn't mean it can't, and Master of Black Feathers is in no stretch powerful enough on his own to permanently stop any forward progress you can make after you summon him naturally by Double Tuning because of all the resources you use for his summon. Here's an idea: Make the Vanity's on your self only work when you summon him by his banish from the grave condition, and only til the end phase. Link to comment Share on other sites More sharing options...
EndUser Posted February 6, 2015 Author Report Share Posted February 6, 2015 11 Synchro summons and 9 cards drawn off Librarian ... finished my board with Quasar, Stardust Warrior, Drill Warrior and Clear Wing 2nd Quasar like few others do, then gg but cool anyway! I see what you mean... Even if strong, you are allowed to SS more troops to help. However, my restricting this was because I allowed NS but still, if it seems so bad... Here's an idea: Make the Vanity's on your self only work when you summon him by his banish from the grave condition, and only til the end phase. Not a bad idea, although I'd like it stay at 1-per-turn SS. Any last opinions before changing this line? What about the altered description at the previous post? I guess the big problem was the SS thing so aside from that, only 1-2 changes would do the trick. EDIT: Do I need to re-upload the pictures and replenish the old ones? Or, besides that, there is another better way? EDIT2: Here's my final suggestion: << 2 "Blackwing" Tuners + 1 level 6 or higher "Blackwing" Synchro Monster You can Special Summon this card by banishing 4 "Blackwing" Synchro Monsters with different names from your Graveyard. It gains 100 ATK and DEF points for each "Blackwing" monster in either player's Graveyard. Once per turn, it is unaffected by a card effect. You cannot Special Summon more that once while this card is face-up on your side of the field. Once only, it cannot be destroyed in battle. Once per turn, you can target 1 "Blackwing" monster in your Graveyard; banish it and if you do, destroy 1 Spell/Trap card on the field, but this card cannot attack this turn. When it leaves the field: Special Summon 1 of your banished "Blackwing" monsters, then banish this card. The Special Summoned monster's effects are negated. ATK 3400 / DEF 2400 >> This, or I'll change the SS restriction to the sentense you said, and maybe erase the one-battle-save. EDIT3: Ok, image + effect updated. Link to comment Share on other sites More sharing options...
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