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Pojo's Yu-Gi-Oh Card of the Day

Cards for Black Feathers
#TSHD-EN046 

Remove from play 1 "Blackwing" monster in your hand to draw 2 cards. You cannot Special Summon during the same turn you activate this card. You can only activate 1 "Cards for Black Feathers" per turn.

Card Ratings
Traditional: 1.90
Advanced: 3.20 

Ratings are based on a 1 to 5 scale
1 being the worst. 3 is average. 5 is the highest rating.


Date Reviewed - July 21, 2010

Back to the main COTD Page

 

Dark Paladin
Wednesday
 
Cards for Black Feathers is incredible, simple as that, which you all ready know if you play Blackwings.  Removing one Blackwing mosnter to Draw two cards from your Deck?  Sign me up.  Sure, you can't Special Summon in the turn you play this, and you can only activate one per turn.  It's great Draw tech, and you knew that.
 
Ratings:
 
Traditional:  2/5  Not entirely necessary with no Bans. 
Advanced:   4/5 
Art:  4/5 

Freeza

Cards for Black Feathers …
 
This card is a trick. Do Blackwing monsters need more support? … Well, that’s not for me to argue one way or the other. But u see this spell come in a shiny Ultra rare package and makes u THINK it’s gonna do something good, right? …
Wrong.
 
Ok – everyone loves a good draw mechanism. Blackwings don’t really have one aside from Black Whirlwind, which is infinitely better than most any, anyway. Ditching a BW monster in your hand to draw 2 cards is about as average a cost as u would expect from a themed draw card. But wait – they decided to F’ with it. U can’t just discard a BW monster, but u have to remove it from play. That instantly mucks what u were planning with Vayu … not that it would matter as the card has another stipulation – no special summoning this turn. BW’s are cool cuz they can get big guys out with what is considered a normal summon. But Blackwing true strength comes with their speed, which comes as a result of having to special summon at some point. If u are going for the push, drawing through your deck – the BW deck that can’t special out Gale or Bora, can’t get a special with Shura killing a monster in battle or Blizzard being normal summoned, or can’t do any graveyard Synchro’s  with Vayu, is a BW deck that doesn’t work.
 
Traditional: 1.5/5
Advanced: 1.5/5
 
- FREEZA

Greg

Cards for Black Feathers:

     This might be the MOST balanced "draw-2" card in the history of Yugioh.  If anything, they almost put too many restrictions on it to keep it from being abused.  There is really no reason to run more than 2 of these along with the one requisite Allure of Darkness.  I really think they could have just added the first restriction to it and it would have been fine.  If you are unable to use more than one in a turn, then that pretty much puts the kaibosh on trying to abuse Cards for Black Feathers in anyway.  The "no special summons for the turn" part of the effect almost makes the card unplayable for aggressive Blackwing players.  Of course Blackwing decks are evolving right now into a different creature, one that hopes to oppress or drain the opponents big plays from X-Sabers and Inferns while waiting for their big combo in the graveyard to build up...

Traditional:  2.5
Advanced:  3.0


Mark
Howard
Today's sponsored charity organization is Cards for Black Feathers, where you can donate cards to sad and lonely feathers... Wait, this is a YuGiOh card. The Blackwing-exclusive Allure has you removing before drawing, and you can't special summon after that. You can also only use it once per turn.

Blackwings aren't all about swarming; now they're control. This can help you dig deeper into your deck at the cost of your speed. People will do crazy things to pay two cards to draw two cards. I can't say much about this card, because it doesn't do much. It limits your turn options, but it makes your next turn stronger. This can be a dead hand, though, and it can't quite benefit you.

A flat 3/5.
Art: Reminds me of Dark Verger and how much I hate pulling it.
Frustrating Fact: It was only a rare in Japan.
Tomorrow: Someone hit caps lock.

PDtamer
Cards for Black Feathers
Normal Spell Card

"Remove from play 1 'Blackwing' monster in your hand to draw  2 cards. You cannot Special Summon during the same turn you activate this card. You can only activate 1 'Cards for Black Feathers' per turn."

Good example of a balanced card for a specific archtype.  It rewards a player for playing a certain archtype (Blackwings) while applying a fair restriction for the advantage you get for playing it (Deck Acceleration).  And all decks love draw power, just look at Allure of Darkness.  I think this is Konami's way of trying to introduce good draw power to an archtype that needed a draw card, but didn't want it to be abused like Allure is/was.  Good support to a good archtype. 

Advanced: 4/5 (Blackwings)
Traditional: 1.5/5 (Blackwings) - Better options like pot of greed and graceful charity

Otaku

Cards for Black Feathers is draw power.  Since Yu-Gi-Oh still has a much smaller than average deck size and little in the way of actual resources to manage to pay for using cards, this could be really potent.  The cost of using Cards for Black Feathers is removing a Blackwing monster from your hand.  So you aren’t ahead any, you’ve just thinned your deck and possibly improved the quality of your hand.  Blackwing decks are already pretty potent so they added in a few other catches to keep from speeding the deck up.  You cannot Special Summon the turn you activate this.  You also can only use one per turn.

 

Excuse me?  Why bother playing this card then?  You hopefully improve the quality of your hand but not the quantity, lose the ability to pull off the “big thing” for Blackwing decks, and you can’t even hope to stack them to minimize the cost!  Sure it sets up for cards like Return from the Different Dimension but there are so many other ways to do that I don’t see this being very helpful.  I guess if you’re trying more of a “control” variant (that I didn’t know existed until reading it right before submitting this review)… it might be okay.  I still think I’d rather chance Hand Collapse over this, though.

 

Yes, this means it looks like pretty balanced draw power, something I say I want for this game, right?  Except its ignoring all the things that unbalances so much of what we already have (like minimum deck size and all the cards I think are too powerful for everyone’s own good).  I’ll bring up something I’ve mentioned in the past: I think Yu-Gi-Oh needs to learn from Pokémon.  In a similar situation Pokémon came up with an elegant solution: a new class of “Trainer” (Pokémon equivalent of a Spell Card) that could be used once per turn after set rotation effectively “banned” the major problem cards.  The new class of “Trainer” was called a “Supporter”.  You could have the super-potent effects Pokémon players loved but not all at once.  You could have massive Discard Pile (Pokémon’s version of the Graveyard) recursion, healing (a bit more useful in that game), draw, and search cards all in the same deck.  Variations in effects as well as actual themes created diversity: the best draw card for deck A wasn’t always the best for Deck B.

 

Oh well.

 

Ratings (Blackwing decks only)

 

Traditional: 1/5

 

Advanced: 2/5

 

I’d also like to add I’ll be selling quite a bit of my soon-to-be-former possessions on eBay.  You can take a look here at my second auction if you’re interested in a Nintendo GameCube with some accessories and 17 games!  Just a reminder, Pojo is in no way responsible for this and was merely kind enough to let me mention the auction here. ;)

 


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