Jump to content

Recommended Posts

It's everyone's favorite birds again. *is shot*

 

Deck List:

[spoiler]

U08jBo7.png

[/spoiler]

 

[spoiler]

Monster(s):
- 1 BW Gladius the Midnight Sun

- 1 BW Oroshi the Squall

- 1 BW Zephyros the Elite

- 2 BW Blizzard the Far North

- 2 BW Gale the Whirlwind

- 2 BW Pinaki the Waxing Moon

- 2 BW Shura the Blue Flame

- 3 BW Bora the Spear

- 3 BW Kalut the Moon Shadow

- 3 BW Kris the Crack of Dawn

- 2 Maxx "C"

 

Spell(s):
- 1 Allure of Darkness

- 2 Instant Fusion

- 3 Black Whirlwind

 

Trap(s):
- 1 Bottomless Trap Hole

- 1 Solemn Warning

- 1 Vanity's Emptiness

- 3 Anti-Spell Fragrance

- 3 Icarus Attack

- 3 Memory Loss

 

Extra Deck:

- 2 Elder Entity Norden

- 1 Hi-Speedroid Chanbara

- 1 Red Wyvern

- 2 BW - Nothung the Starlight

- 1 Assault BW - Raikiri the Rain Shower

- 1 Black Rose Dragon

- 1 BW Tamer - Obsidian Hawk Joe

- 1 Odd-Eyes Meteorburst Dragon

- 1 Abyss Dweller

- 1 Castel, the Skyblaster Musketeer

- 1 Gagaga-Cowboy

- 1 Ice Beast Zerofyne

 

Side Deck:

(under revision)

[/spoiler]

 

Since DOCS is out and brings along an absurd themed Synchro in Raikiri, I was looking into this deck again. It's obviously not meta, but is it totally outclassed? I (personally) don't think so. Among those small Rogues, BWs are actually not a bad choice due to their very design, which allows them to play cards, that are effective against the current meta.

 

The deck itself has been power-creeped for a long time now and the new meta is going to make things even worse.

Shura has been reduced to a mere shadow of its former self and the grind game of this deck is substantially worse than the common Pendulum decks. While BWs are still fast, they just don't have the efficiency, to keep up with those everlasting nightmares.

 

However, BWs have some attributes, that gives them an edge against them. I'm speaking of these 3:

- Trishula: Blackwings can bring out Trishula pretty easily, be it with Oroshi + 2 Level 4s or Blizzard + Level 3 + Level 4. Resolving Trish can still hurt considerably and banishing means, you won't see certain cards ever again.

- Norden: This one fixes a big problem with Blackwings; if you lose your NS, you can't swarm since all of them need at least one. With Norden, you can pull out a BW without relying on a NS, which is very useful to create momentum, if you get disrupted (a very likely case with Infinity, Rafflesia and Strike around). Not to mention, it increases the frequency of Synchro or Rank 4 plays, therefore improves access to your toolbox.

- Anti-Spell Fragrance: A very important floodgate against Pendulums, as it stops them from setting scales. Blackwings don't utilize a large amount of Spells (Whirlwind and maybe Instant Fusion now), which allows them to operate under this card quite effectively.

Because of this BWs are my choice than compared to similar Chicken decks like Harpies or lolRaidraptors, that don't necessarily share these traits (or in general lack power).

 

The general premise of this deck is to use Traps and floodgates, slowing down the opponent, while taking advantage of your swarming capability. Ending the game swiftly is your priority, as it is quite likely, that you get outgrinded or flooded in due time.

To achieve that, you rely on a combination of aggro and burn damage, which is reliant on hitting Nothung + Whirlwind as soon as possible. Technically, it's possible, to go for an OTK with Nothung alone, but that bears the high risk of overextending and is easily foiled by the existence of Damage Juggler.

 

The monster line-up should be fairly standard. I will only go into some occurences, which may deviate from the norm.

[spoiler]

- 2 Shura:

Oh, poor Shura, what a terrible fate you have met. Since Pendulums don't end up in the grave, it merely becomes a Level 4 1800 Vanilla beater, which is pretty poor. I still play 2 copies, just because it is a Level 4 BW that has enough ATK to search Bora or Gale under Whirlwind for quick Extra Deck access. Memory Loss helps to trigger its effect more frequently as well.

 

- Oroshi:

I think, that Oroshi has reached staple status by now. With the return of Trishula, it gained the use of turning 2 Level 4s into it and is the only way to use the Nothung -> Joe play. Add the fact, that Norden can pull it from the graveyard for re-use just give Oroshi a lot of opportunities to make great plays.

 

- Gladius:

There is currently no other good Level 3 non-Tuner, that could go along the Level 3 Tuners to make Nothung. It's ATK is low enough, to be searched by Gale and Pinaki, so there is that going for it. Its restriction matters less if you consider its role, since you want to make Nothung first and then proceed to use the additional NS for more searching under Whirlwind.

 

- No other BW:

Most of them are just plain bad.

Steam is outclassed by Gale and Pinaki, which have vital functions for the deck. Steam's only selling point is Leo or turning Raikiri into a Level 8, while using its effect twice, which is somewhat nice, but its brick potential is too much to ignore.

Kochi smells with Shura losing consistency with its effect. So definetly a no-go. It's way past its time now.

Sirocco, while having nice potential, has a lot of inconsistencies, you have to take in account (like T1). I prefer to stabilize my consistency, which is not that good in the first place.

 

I'm currently debating, if I need another Gale. My Tuner count is pretty high, so the 3rd copy was the most obvious one to cut. As Oroshi is important for many power plays, I would probably exchanging it with the 2nd copy of either Blizzard or Pinaki, who are both NS.

[/spoiler]

 

As I play ASF, I'm keeping my Spell count low, though it's inevitable to include some draw power. This deck cannot dream of playing against the Pendulum meta without Whirlwind or ASF. You should priotize hitting them as fast as possible, which isn't possible outside of digging it from your deck.

Allure is the best one for having no restriction and PoD digs better than the garbage that is Cards for Black Feathers.

I'm not playing Upstart for a 37-card deck. Under ASF, it doesn't replace itself immediately for another card and it extends the grind game, which is terrible.

 

EDIT:
Since PePe is a thing and I main ASF, Maxx "C" is the much better choice. Not only does it replace itself (at worst) or nets an extra draw, it can also force your opponent to stop, if they don't want to give you too much draws (a wise decision against a deck like Blackwings).

***

 

My Trap line-up is tailored to be used against Pendulums. 3 ASF and Vanity are my floodgates of choice, with the other falling short of having too narrow applications or significant drawbacks, that interfere with my own plays (e.g. Lose 1 Turn).

ASF preventing the use of E-Tele, Kozmotown and the entirety of Monarch Spells is still a noticeable slowdown to those other meta decks in Kozmo and Monarchs, though they have themed outs against it.

Triple Icarus serves as my main removal. While a lot of things have targeting protection now, backrow and more importantly Pendulum scales are still vulnerable to it and it sends Pinaki properly from the field for its search effect, making it better than Twin Twister.

 

EDIT:

As victor kindly pointed out, cards like Fiendish Chain are currently useless, since most relevant decks can dodge or are immune against targetting. But without any effect negation you are kinda bound to get some kind of problem, especially against Extra Deck interactions or infamous cards like Pendulum . Memory Loss serves a good niche right now, as it doesn't target and switches Kozmo Ships to their weaker DEF mode, which makes it easier to run over them, especially for Shura's effect.

***

 

For the Extra Deck:

[spoiler]

- Hi-Speedroid Chanbara

I have pretty easy access to Level 5s (Blizzard -> Level 3, Oroshi + Level 4) and Chanbara offers 4600 damage, which helps for OTKs.

 

- Red Wyvern:

Currently the best Level 6, because it can out the Kozmo ships. That's the only reason but the other Level 6s have absolutely nothing to offer, so shame on them.

 

- 2 Nothung:

You need Nothung to take advantage of Whirlwind. 1 doesn't cut it all, as it's quite likely within a game, that you want to go for another copy. Not to mention, losing access to Nothung (because of it being banished) is crippling to the point, that you're too slow and inefficient, to keep up.

 

- Tamer Joe:

It pulls back Nothung or Raikiri, which is pretty important and contributes to OTKs. Not to mention, this is the key of stacking your burn damage and keep swarming with Nothung. You don't need more than 1, as you are only going to summon it, if you already have a BW Synchro in your graveyard.

 

- Raikiri:

If this doesn't show exactly, how much the power creep has gone, then nothing will. Despite having such a ridicilous effect, it's actually pretty mediocre and serves only to pop backrow or scales. Still, a loopable destruction machine under Joe shouldn't be underestimated.

 

- BRD:

Exciton is banned and having a nuke just in case is never bad. To be fair, BRD was/is probably more accessible in the first place, as Blackwings can make it in multiple ways, which is easier than hitting 2 Level 4s.

 

- Odd-Eyes Meteorburst Dragon

Excellent card. Since Blackwings are still very much battle-oriented, being able to grant all attackers the ability, to play around floaters, makes it a great choice against Kozmo and their floating ships.

 

- Dweller:

While the relevance of the graveyard decreases, Dweller still remains somewhat relevant to stop traditional floaters like the Kozmo ships. Not to mention, as long, as graveyard effects are omni-existent, this card will not become irrelevant enough, to be excluded.

 

- Zerofyne:

One of the strongest tools, Level 4 birds can use. Incredibly useful, to turn off the effects of certain scales, that would otherwise cause huge problems, and immunities which allows other cards to do their job again.

 

- Cowboy:

While it may seem a bit weak, it's definetly not in this deck. Blackwings like to stack burn and Cowboy adding more to it can be a quick win-condition.

[/spoiler]

 

Changelog:

(09.11.15): Removed Fiendish Chain for Memory Loss

(12.11.15): Removed CWS and 103 for Chanbara and Yazi, added Side Deck

(24.01.15): Removed Pot of Duality, Torrential Tribute, Yazi for Maxx "C", another Memory Loss and Odd-Eyes Meteorburst Dragon. Removed Side Deck for revision.

  • Upvote 7

Share this post


Link to post
Share on other sites
Virtuoso    104

ive convinced myself that any deck that can run either beelze or yazi, should run them. at least for the month. you also have access to a uniquely relevant trap in black sonic. i assume the exclusion of black sonic was intentional though, so why was it

Share this post


Link to post
Share on other sites
»victor    6400

Fiendish Chain isn't as good as it once was due to targeting immunity, you're probably better off playing Memory Loss, for Shura to overrun.

 

But that makes Zephyros less good, you could probably drop it, as blasphemous as that may sound. You don't need TT either.

 

I agree that it seems Black Sonic is the reason to run this deck now, because Majespecters and Kozmo ships are cards.

 

Now that Exciton is gone, people have to battle, and that gives you more reason.

 

But people aren't going to swarm because of IA and won't attack because of Kalut, so there's that.

 

Majespecters also keep monsters off your field, so Black Sonic, Kalut maybe dead.

 

It's probably a 1-of, Forbidden Lance seems like a key card to get your plays to go through.

 

-----------

 

This is still a very fair deck. so you probably need Maxx C.

  • Upvote 2

Share this post


Link to post
Share on other sites

ive convinced myself that any deck that can run either beelze or yazi, should run them. at least for the month. you also have access to a uniquely relevant trap in black sonic. i assume the exclusion of black sonic was intentional though, so why was it

I can see the reason for Yazi, but Beelze seems hard to justify.

BWs need to commit a lot of resources for a Level 8 (you have to do it via Blizzard, unless you use lolKochi in the deck) and Beelze is only good against Kozmo.

 

Fiendish Chain isn't as good as it once was due to targeting immunity, you're probably better off playing Memory Loss, for Shura to overrun.

 

But that makes Zephyros less good, you could probably drop it, as blasphemous as that may sound. You don't need TT either.

 

I agree that it seems Black Sonic is the reason to run this deck now, because Majespecters and Kozmo ships are cards.

 

Now that Exciton is gone, people have to battle, and that gives you more reason.

 

But people aren't going to swarm because of IA and won't attack because of Kalut, so there's that.

 

Majespecters also keep monsters off your field, so Black Sonic, Kalut maybe dead.

 

It's probably a 1-of, Forbidden Lance seems like a key card to get your plays to go through.

 

-----------

 

This is still a very fair deck. so you probably need Maxx C.

Memory loss seems a fair replacement for now. Doesn't target and everything ends up being played in ATK mode anyway.

 

Zephyros isn't reliant on Fiendish Chain to be played. Zephyros' role is being a free Level 4 in exchange of any card I have on the field, which includes other BWs as well. Like Norden, it's a card, that allows me to have a BW without using a NS, so I can keep swarming. Things like bouncing back a NS'd Bora or Gale, just to SS them back are plays, which justify the use of Zephyros, regardless of your count of Continuous cards. Not to mention, I still have ASF to bounce, which is very useful, if I draw into a Spell (most importantly Whirlwind).

 

I'm currently siding Maxx "C". Not sure, if I should main it.

The thing is, I could hit floodgates and Whirlwind with it, but in the other hand, if I let it escalate to that point, nothing is going to save me in the first place. On the flipside, playing under a floodgate makes Maxx "C" worthless, as they aren't going to do big plays, which would make it more than 1-1.

 

When it comes to Black Sonic; people should realize by now, how unplayable this card is.

It sounds good, I'll give it that. A Mirror Force, that banishes everything, is pretty hard to take and completly breaks fields.

 

But that's the thing; it's a Mirror Force. A Mirror Force with the most idiotic restriction, it could have; you need a BW on the field.

As victor already mentioned; people are already wary of Kalut, so you shouldn't expect, that a player is blindly charging at you during the BP. Trying to get a field with a BW + Lance + Sonic is unrealistic enough and it doesn't solve the issue in the Kozmo or Infernoid match-up, when they are going to remove the BW with Dark Destroyer or Antra.

Share this post


Link to post
Share on other sites

A small update:

As virtuoso pointed out, Yazi is currently a solid choice for a neutral state Level 7, so I took out CWS for it.

I never went into 103, but I realized, that having a Level 5 Synchro in the Extra can be pretty useful, as any Level 4 + Oroshi gets to it (which includes the use of Norden). The decision was between Armades and Chanbara, but since the former's effect is hardly with that ATK stat, I use Chanbara for the pure OTK potential, it brings along.

Share this post


Link to post
Share on other sites
I still like sirocco for getting over huge stuff and possible otk potential even if it's a one of

Share this post


Link to post
Share on other sites
SerpentLord    202
Your list looks identical to mine except for the fact that I'm running triple Mind Crush and a single Delta Crow over 2 Memory Loss, BTH and Torrential (I don't know how I feel about Memory Loss but I'll try it, I just figured Mind Crush is really good in this format), a 3rd Pot Of Duality over 2nd Instant Fusion and a Beelze over 2nd Norden (which I may change, just testing for now). Oh and a Steam over 2nd Pinaki because of said testing and the new Steam OTK (which I will explain in a sec)

Armades is still something I would keep in the Extra Deck just because it outs floaters and helps with your go to big play.

For those of you who don't know what it is:

Hand: Kalut, Gale/Blizzard, Black Whirlwind

NS Kalut, search Gale/Blizzard (whichever one wasn't in your hand), SS Gale, shrink something, synch Nothung, burn and shrink, NS Blizzard, target Kalut, self chain Whirlwind and search Oroshi, SS Oroshi, synch Hawk Joe, switch something with Oroshi if you like, Hawk Joe eff to get Nothung back and then synch Armades. This is 8100 on an opening and with possible earlier shrinks and earlier pokes, I've gone for game through my opponent's monsters before. Alternatively, you can do this play with Gale/Pinaki as your initial NS instead of Kalut thanks to Gladius but you still need Blizzard in hand to get all this going, although any follow up NS to search Oroshi will work for something so you can get creative (if they somehow survive, you get that sweet Pinaki search for a back up plan or just straight up Kalut to hand)

Now the Steam OTK is something I've been testing and it definitely works when you can pull it off but it's quite rare and I feel like the deck loses consistency when it lacks the 2nd Pinaki so I'm probably going back to that. Anyway:

Hand: Steam, Bora, Kris/Bora

NS Steam, SS Bora, Synch Raikiri and get token, tribute token for Steam, SS Kris/2nd Bora, Raikiri eff and pop 2 cards, synch Hawk Joe with Bora and Steam, get another token, synch Raikiri with token for Beelze, revive Raikiri with Hawk Joe, pop another card and then attack for OTK.

So what you do is just hold on to Steam when you see it in hand and then wait to collect the pieces but it's kind of situational. Just thought it was worth mentioning since Beelze gives Kozmo a hard time.

One more thing, Sirocco and Kochi as techs at 1 aren't so terrible since they give easy access to Beelze in this Kozmo format. The ARG Ohio Blackwing player that came in 1st was running 1 of each so it's something to look into, despite the fact that I would NEVER do something like that.

Share this post


Link to post
Share on other sites

Delta Crow seems kinda unnecessary, since not a lot of deck rely on backrow except Majespecters. I could see it in my Side Deck as 1-off just because I use ASF.

 

Well, I guess, Armades has its merits to run over Dark Destroyer/Forerunner after being debuffed by Nothung (which would be 2200 and 2000 respectively; that's enough for Armades' 2300 ATK).

Though Chanbara would deal another 2300 damage more, which would up the total damage to 10400 (2400 + 2600 + 4600 + 800). Against Pendulums, this is 99% an OTK, even if they have something on the field.

 

I know that Steam OTK, but it's inconsistent and has major flaws.

1.) You have to run Steam. Steam is borderline useless in any other situation, as it is outclassed by Pinaki and Gale, who have additional uses. Sure, it has some cute ladder interactions into stuff like Leo, but that hardly justifies the bricks, you get with it.

2.) You need to have Steam (which is a strict 1-off at most) and 2 Level 4s in hand, that don't consume a NS (so no Shura or Zephyros) ... without using Whirlwind. That doesn't work. I guess, Norden gives this interaction a bit more meaning, but it is still very much unlikely to get that hand.

 

Sirocco could be considered, since it is big enough under Whirlwind and has that OTK potential, but Kochi is straight up bad. What use could a Level 4 Vanilla Tuner nowadays have? It can't SS itself, if it is pulled by Shura, you can't use it to Synchro Summon Beelze. It's ATK stat is an eyesore, at least Oroshi and Gladius have vital uses for your core plays and can SS themselves, so they allow other BWs to be NS'd.

Share this post


Link to post
Share on other sites
+scuzzlebutt    23502
not even a vanilla lv4 tuner, a vanilla blackwing lv4 tuner would let you make beelze/scarlight/omega off a shura hit ://////////

Share this post


Link to post
Share on other sites
SerpentLord    202
Actually, with the 2 Instant Fusions, it makes pulling that Steam combo a lot easier. One other neat trick I saw with Steam was this one player who would pull the Armor Master/Raikiri into Leo play and then late game Hawk
Joe for a Dracossack/Big Eye. Extra Deck to 20 when, Konami?

You're right though, it's probably not worth the room but I have pulled it multiple times and no one ever sees it coming so the element of surprise is nice to have but I do miss the 2nd Pinaki so I'm probably just going right back to that.

Do you mind explaining to me your side choices and what you usually side in/out for certain match ups? I've been having some trouble with what I wanna take out after g1 against Kozmo/Majespecter.

Share this post


Link to post
Share on other sites
SerpentLord    202
We got Strix, Utopia the Lightning, and 2 Allure now. This deck is looking like it can do well again with Dracopals weakened. Care to discuss any changes to this list, D.D.?

Share this post


Link to post
Share on other sites
+Gemstone Mine    2600

Pretty sure even if bw's were at the same power level as monarchs and kozmos, you just die instantly to kozmos as a deck.

Share this post


Link to post
Share on other sites
Virtuoso    104

We got Strix, Utopia the Lightning, and 2 Allure now. This deck is looking like it can do well again with Dracopals weakened. Care to discuss any changes to this list, D.D.?


idk about all that but i do think this. beelze is an excellent make right now, and lance stops everything that makes that untrue, namely mojo and stormforth. blackwings being a deck that makes beelze and run backrow, its been on my radar

Share this post


Link to post
Share on other sites

The deck is playable but I wouldn't say it's favourable. One of the better Rogues out there at least.

 

It gets an important new toy in SHIV which is Death the Mourning Wind. This card ramps up the ability to go into Level 8 Synchros which is really good for Omega, Void Ogre or Beelze. The 1000 points of self-damage doesn't really matter that much and it has enough ATK to search Gladius. Heck, it's even searchable by Force Strix for all that's worth (which gives Strix its first Tuner target, a much needed flexibility).

 

Monarchs are beatable by simply popping their cards with Icarus (hit their Tribute material and Return) and running over them with Kalut's boost. Majesty lock is still crippling though and they can pop Whirlwind which will cause the deck to lose eventually.

Kozmo can be beaten by a protected Beelze but problem is maintaining protection and that you can push for damage. Even if you can run over the ships with Kalut (or Lightning), it still doesn't change the fact that they are all floaters, which makes accumulating damage difficult. They will grind better than you just by using Kozmotown or Strawman. If they Kozmojo Beelze you will lose instantly. 

 

The biggest problem, this deck has to face, is BA. By a big distance the hardest meta match-up. Especially with Beatrice around it makes playing against them a nightmare.

Share this post


Link to post
Share on other sites
SerpentLord    202
I think Steam might be the most viable for making Beelze since going into it off of Shura or having Steam + Bora/Kris means Raikiri + token, synch with Token for Beelze and that same Steam can make Hawk Joe later in a pinch, who also brings back Raikiri. It ain't bad. We got a new Level 5, Level 12, and ANOTHER Level 7 synchro on the way too, the latter being the only real good one.

I have to test Death but I think it's great that Shura can finally go into Level 8s off of destroying a monster in battle (and Rank 4 as well)

I haven't had time to play recently so I haven't seen Beatrice BA in action but doesn't the deck still die to Maxx/Flying "C"?

Share this post


Link to post
Share on other sites
Nelrick    2393

While i have been getting there with Kaijuwings, i still feel im missing a lot otks. Fields where i feel i should be able to kill them bu end up whiffing.

 

What are the 3-card OTks with the deck? Or basically the common OTK scenerios for the deck different of the 2 earlier mentioned.

 

Its easier if they involve 4 cards since they mean you can get a lot out of a whirl.

Share this post


Link to post
Share on other sites
SerpentLord    202

So Vayu is looking staple again, thanks to our new Level 5 Sohaya. He has the Assault Blackwing clause that makes him a tuner;

Shura gets an attack off, pulls out Vayu

synch for Sohaya

Vayu and Shura in grave for the 2nd Sohaya

BOOM, Ultimaya Tzolkin off of a Shura attack. Setting something like Solemn Strike/Warning/Scolding behind Tzolkin and Beelze/Crystal Wing has been pretty auto win for me these days. There are other ways to get Tzolkin out too with Raikiri/Chidori and Hawk Joe

Share this post


Link to post
Share on other sites

A seriously late response but oh well (blame the update):

Steam is still a bad NS and that combo would require higher numbers to make it work consistently enough. That's a no-go.

Death (or Decay) has the advantage of being searchable by Strix and it's more flexible by the virtue of being a 3, 4 or 5 Tuner. It works with a wider variety of cards and it can search Gladius under Whirlwind for Nothung, any Level 7 or a Level 8.

On 19.4.2016 at 5:10 AM, Nelrick said:

While i have been getting there with Kaijuwings, i still feel im missing a lot otks. Fields where i feel i should be able to kill them bu end up whiffing.

What are the 3-card OTks with the deck? Or basically the common OTK scenerios for the deck different of the 2 earlier mentioned.

Its easier if they involve 4 cards since they mean you can get a lot out of a whirl.

There aren't that many 3-card OTKs. Most of them are variations of Nothung + Whirlwind.

1. Gale + Gladius/Blizzard + Whirlwind
Activate Whirlwind, NS Gale, search the missing one of the two
SS Gladius, sync for Nothung, burn 800 (+ debuff by 800)
NS Blizzard, SS Gladius, search Oroshi
SS Oroshi, sync for Hawk Joe, sync Chanbara, SS Nothung via Joe

2. Kalut + Gale/Blizzard + Whirlwind

3. Decay + Blizzard + Whirlwind

Total Damage: 2600 + 2400 + (2200 + 2400) + 800 = 10400

The deck still can't move on from its reliance of Whirlwind and other OTKs without it require way more cards. The TDIL support doesn't really do anything in terms of alleviating this issue (the Main Deck BWs are toilet paper and Onimaru is the worst joke in Synchro form ever). So you are still stuck with trying to grind with Traps and try to squeeze OTKs now and then, if you can.

I don't think that your strategy is going to work well (at least in the current meta). BW swarming is still reliant on the 1st NS and all of the relevant decks can remove it with ease through inherent pieces which will leave you stuck with nothing. Even with the Kaijus it's quite questionable if you are able to play through Kozmo or BA fields since the BWs don't feature any kind of effect to bait them further out. I would rather choose Atlanteans for that kind of approach because they can play through multiple layer of negation and disruption.

Even Key Beetle lock isn't that stellar anymore, especially because of the omnipresent Kaijus in the Side Decks and most decks playing around protection naturally (TMSF, Farfa, Castel etc.). I would rather try to capitilze on this idea during G1 because it's less likely that an opponent can out Key Beetle lock or recover from Crush Card that way and you can attempt to OTK easier that way. You have some universally relevant floodgates like Vanity and ASF for that approach (though latter doesn't work against Burning Abyss).

What I was looking at for now was to focus on Omega. Decay pushes the better access to Level 8s and Konami was incompetent enough to make an irrelevant hit to Norden. Decay + Whirlwlind + Instant Fusion will result into double Omega T1 which will take away 2 cards from their hand. Reinforcing that with backrow is giving your opponent a harder time than just trying to sit on a BW and backrow. I wouldn't try to expand this on Trishula though because this deck needs too many cards to make it.

Share this post


Link to post
Share on other sites
Nelrick    2393
8 minutes ago, D.D. Shinigami said:

A seriously late response but oh well (blame the update):

Steam is still a bad NS and that combo would require higher numbers to make it work consistently enough. That's a no-go.

Death (or Decay) has the advantage of being searchable by Strix and it's more flexible by the virtue of being a 3, 4 or 5 Tuner. It works with a wider variety of cards and it can search Gladius under Whirlwind for Nothung, any Level 7 or a Level 8.

There aren't that many 3-card OTKs. Most of them are variations of Nothung + Whirlwind.

1. Gale + Gladius/Blizzard + Whirlwind
Activate Whirlwind, NS Gale, search the missing one of the two
SS Gladius, sync for Nothung, burn 800 (+ debuff by 800)
NS Blizzard, SS Gladius, search Oroshi
SS Oroshi, sync for Hawk Joe, sync Chanbara, SS Nothung via Joe

2. Kalut + Gale/Blizzard + Whirlwind

3. Decay + Blizzard + Whirlwind

Total Damage: 2600 + 2400 + (2200 + 2400) + 800 = 10400

The deck still can't move on from its reliance of Whirlwind and other OTKs without it require way more cards. The TDIL support doesn't really do anything in terms of alleviating this issue (the Main Deck BWs are toilet paper and Onimaru is the worst joke in Synchro form ever). So you are still stuck with trying to grind with Traps and try to squeeze OTKs now and then, if you can.

I don't think that your strategy is going to work well (at least in the current meta). BW swarming is still reliant on the 1st NS and all of the relevant decks can remove it with ease through inherent pieces which will leave you stuck with nothing. Even with the Kaijus it's quite questionable if you are able to play through Kozmo or BA fields since the BWs don't feature any kind of effect to bait them further out. I would rather choose Atlanteans for that kind of approach because they can play through multiple layer of negation and disruption.

Even Key Beetle lock isn't that stellar anymore, especially because of the omnipresent Kaijus in the Side Decks and most decks playing around protection naturally (TMSF, Farfa, Castel etc.). I would rather try to capitilze on this idea during G1 because it's less likely that an opponent can out Key Beetle lock or recover from Crush Card that way and you can attempt to OTK easier that way. You have some universally relevant floodgates like Vanity and ASF for that approach (though latter doesn't work against Burning Abyss).

What I was looking at for now was to focus on Omega. Decay pushes the better access to Level 8s and Konami was incompetent enough to make an irrelevant hit to Norden. Decay + Whirlwlind + Instant Fusion will result into double Omega T1 which will take away 2 cards from their hand. Reinforcing that with backrow is giving your opponent a harder time than just trying to sit on a BW and backrow. I wouldn't try to expand this on Trishula though because this deck needs too many cards to make it.

Grinding with traps is the worst strategy. Summoning a bw or setting it and then setting 2-3 cards is horrible. None of the traps do anything to stop monsters effects from going through except for the solemn strike. And all 4 top decks can move on from a strike.

My point here is that traps and a summon dont do anything threatening. They dont accumulate mass advantage or put a field that hinders your opponent.

You are doing nothing on g1. 

I know its not much but i have been grinding rated and the only thing stopping me is time. The deck tears through kozmo, pendulum like paper. BA is harder somewhat and monarch is a nightmare. I dont have any events until june to prove this is the correct way to go for the deck.

Your last point on omega is basically a worst OTK. You do realize that the double omega play has a less chance of succeeding than going 2nd and going for game? you are not suggesting something that gives worth to going first when compared to going 2nd.

I dont know how your normal summon is getting stoped aside from a warning or a beatrice. Kozmo players dont suddenly summon destroyer and kill your blackwing, monarch doesnt either go into kuraz because no one knows how to play agaisnt the deck. The kaijus deal with any sort of monster problem.

The bottomline that im trying to show is that going 2nd > 1st and one should build the deck accordingly. A situational double omega play is worse than a situational (but more likely) OTK. Think about it, lets say you can open one of the 2 consistently. Which one would you rather have? The first one doesnt stop you from losing but the 2nd tries to give you the win. 

The same question with any other T1 play. Whats better? summon set 2-3 or OTK?

Share this post


Link to post
Share on other sites

Traps are bad, yes, but trying to push by swarming isn't that much better right now. All 3 decks excel at T1 and trying to accumulate any kind of advantage over them by going 2nd is incredibly hard. If Atlanteans can't do it reliably, then this deck isn't able to do it either. Trying to floodgate them is at least yielding better results G1 because it's harder to out them without the Side Deck.

I would question how this deck wins against Kozmo, especially with FKI running amok. Even with Kaijus it's unlikely that you are to play through Infinity + Dark Lady + Tincan -> Dark Destroyer.
I can see why Pendulums are easier but considering they were nowhere near their former glory that's hardly surprising.
Blackwings are still pretty bad/mediocre in the meta and none of them are near favorable either, unless proven otherwise.

Trying to reason with 'nobody knows how to play against this deck' is not a valid point and it's not like BWs are complex enough not to be seen through. There is some other stuffs you failed to mention.
Kozmojo is still seeing use in Main Deck and saying less about Beatrice the better. XYZ Monarchs are even worse because of stuff like Rank 5s (Liger, Pleaides) and TMSF. If you use Kaijus to remove those things you still have to deal with the other threats like Infinity.

I don't see what Omega has to do with OTKs or did I ever suggest that? I was suggesting a T1 play that is definetly going through uninterrupted and has relevance in narrowing your opponent's options of a strong field/OTK. It's more likely to play through a field that had only 4 cards behind it. Yes, it is still reliant on Whirlwind but considering the deck is entirely dependent on it doesn't lessen its value.

I just don't see the point of focusing on OTKs with this deck if it can't even reach the OTK levels of Atlanteans reliably enough and has to deal with more issues than them.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Recently Browsing   0 members

    No registered users viewing this page.

×