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Phoenix Wing Wind Blast


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300px-PhoenixWingWindBlast-SDOK-EN-C-1E.


Discard 1 card to target 1 card your opponent controls; return that target to the top of the Deck.



Oh how I would love it if this card could become something.
That aside, it's actually pretty neat for the fact that it's a Trap version of Back to Square One, and can lead to shenanigans with potentially giving the Opponent dead draws.
Discuss.
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Allows you to get by certain effects that trigger on destruction. It probably would have been fine without the discard cost, but that's just my opinion, considering it needs a turn to set up anyway.

 

Returning cards to the top of the Deck is a mechanic I've always found interesting, since it can then potentially lead to milling combo cards that screw your opponent over, mill things that might help your opponent make a comeback, or shuffle it back into the Deck so that it never sees the light of day. In a slower game style, returning cards to the top of the Deck can actually be very, VERRRRY deadly and can lock your opponent into a tight situation if they don't have a proper comeback. And it can be annoying.

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Allows you to get by certain effects that trigger on destruction. It probably would have been fine without the discard cost, but that's just my opinion, considering it needs a turn to set up anyway.

 

Returning cards to the top of the Deck is a mechanic I've always found interesting, since it can then potentially lead to milling combo cards that screw your opponent over, mill things that might help your opponent make a comeback, or shuffle it back into the Deck so that it never sees the light of day. In a slower game style, returning cards to the top of the Deck can actually be very, VERRRRY deadly and can lock your opponent into a tight situation if they don't have a proper comeback. And it can be annoying.

I made a whole Archetype based around putting cards on top of the Deck. It's an interesting mechanic, which can really mess your opponent's Deck up if done right. I feel like this card is too slow though, the cost is not really worth it for what you get, there're other traps I would consider first. Maybe it can get more useful in later formats.

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I do hope people realize that this is played in Dragons/Spellbooks (I don't remember which one, more inclined to say Dragons but irdr.)

Card is nuts though, causes dead draws and stops some decks from coming back altogether.

 I'd be willing to put money on Dragons to. Given they get Rejuv from it if they did it in there turn, and the grave is the second hand for them.

 

OT: I have memories of teching in in Gem-Knights back when I ran them, and it was actually really good.

 

It does show how powerful spinning is in all honesty. And why Razia occupies one of the permanent Monarch places.

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It's very similar to Raigeki Break in that it discards a card to remove another from the field.  I suppose Raigeki Break is generally better on spell/traps, while this is generally better big boss monsters (and smaller ones), potentially also Synchros or Xyz.  If I run a deck that can generate huge advantage in cards in my hand without much use I might run this.

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Heraldic Beasts love this card sometimes. Leo tends to search discard fodder that want to be in the Graveyard anyway (Aberconway, Twin-Headed Eagle), and discarding Leo itself will Trigger the search, since it's mandatory. Plus they already tend to use things like Lightning Chidori to really annoy the opponent.

 

My Galaxy Deck hates my Heraldic Beasts. Getting Galaxy-Eyes returned to the Deck, Summoning it again and getting Chidori'd, etc just tend to kill it completely. Heraldic Beasts have a lot of methods of capitalizing on your opponent's dead draws.

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Can't Galaxy itself benefit from this, putting Galaxy-Eyes in the Graveyard for Galaxy Knight to fetch?

 

Not really. The problem with Galaxy Decks is they struggle with gaining and keeping card advantage. As such, cards that will send Galaxy-Eyes from the hand to the Graveyard are only good if they compensate for the loss, such as with Trade-In. While Phoenix Wing will make your opponent essentially lose a draw, plus the loss of the resource itself for a turn, most cards a Galaxy Deck may use wants to STAY in the hand, and so you won't always have a consistent card you're willing to drop.

 

Again, Heraldic Beasts may like it because of how easily Leo gets Triggered. Sending it from hand, Field, Deck, or detaching from an Xyz gets a Heraldic Beast, and several of them WANT to be in the Graveyard for Advanced Heraldry Art, Heraldry Reborn, or their own effects, including Leo itself. So the discard for Wing Blast is furthering the goal of Heraldics without really costing them anything for the benefit of Wing Blast's effect.

 

Even the Chain Dog version of Heraldics wouldn't mind sending a Chain Dog or Heraldic to the Grave. Galaxy, on the other hand, wants to cling to their resources more tightly.

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I went through some cards while preparing my Gogogo Zombies for locals and found this. I stared at it for a good 5 minutes wondering what I could possibly do with it. I eventually side decked it and finished deck building. However, I didn't end up going to locals and the entire time was wasted.

 

BUT.

 

It gave me time to think about just how useful this card can be in the correct deck. I feel Zombies could get a nice kick out of this, as well as Rulers and Spellbooks. This is one of those overlooked and under appreciated cards, IMO.

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Quintessential "I don't want to draw this, so let's pretend I milled it" card. Right now, spinning a monster is better than destroying it. Also, Raigeki Break gets flak for being a newb-trap, and don't get me started on Karma Cut.

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Prophecy played it so they can get rid of the dead Crescent Halls, but it'd be silly of them to continue using it over Compulsory Evacuation Device, since against every other deck besides the mirror match it does the same thing, and there are better side deck choices than this card. 

 

Was being used, but now Mallet/Reload is better in the deck, because Judgment Day is everything.

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Also, Raigeki Break gets flak for being a newb-trap, and don't get me started on Karma Cut.

Sorry for going off topic here, but people give Karma Cut flak? I find it to be pretty alright, here's my reasons why:

 

Pros:

 

1. It doesn't destroy. This gets over a lot of things.

2. It can unlike BTH be used at any time, and doesn't require 1500 or up.

3. It removes guys in the Graveyard as well. This pretty much messes up Dark World completey and can win you games.

 

Cons:

1. It targets.

2. It costs a card (can be considered good in some Decks, and it is a discard as well, so it can trigger some more effects)

3. Its a Trap Card (but so is BTH, Compulsory etc.)

 

It's maybe not the best card, but I still don't think it's horrible.

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Infernities like an empty hand, please explain how ditching a card in your hand is bad for them.

They have better things to use than this, and really, if they already have Archfiend on the field, they probably don't want to get rid of it anyway.

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