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