DuskOkami Posted November 27, 2015 Report Share Posted November 27, 2015 As the title suggestions this is my first time ever making a post about cards. I'm definitely rusty so my knowledge goes only up to the beginning of XYZs so I have no clue how nuts it has become. The cards are consistent of essentially Chaos warriors to fill the field up and summon their bigger monsters to take out the opposition as well as most of its support revolves around summoning or surviving. I'm not the best grammatically so I expect a few (or a ton) of errors and I'm real sorry for not being able to credit the artist at the time since I had essentially lost the image files since they where on an old laptop. This intro has been rambling on so let's start: [spoiler=Monsters: ]While face-up on the field, this card is also LIGHT-Attribute. When this card is Special Summoned: Target 1 monster on the field; destroy that target.While face-up on the field, this card is also LIGHT-Attribute. When this card is Special Summoned: Target 1 Spell/Trap Card on the field; Banish that target.This card cannot be Special Summoned. While face-up on the field, this card is also LIGHT-Attribute. Once per turn, this card cannot be destroyed by battle. When this card destroys a monster by battle and sends it to the Graveyard, inflict 400 damage to your opponent.If you control a "Black Hawk" monster other than "Black Hawk's General Beatrice", you can Special Summon this card (from your hand). While face-up on the field, this card is also DARK-Attribute. When this face-up card leaves the field: Special Summon 2 Level 4 LIGHT or Warrior-Type monsters from your Deck. Those monsters are destroyed during the End Phase.While face-up on the field, this card is also DARK-Attribute. When this card is Summoned: You can Special Summon 1 Level 4 LIGHT or Warrior-Type monster from your deck. The summoned monster cannot attack.Once per turn, this card cannot be destroyed by battle. Your opponent cannot target face-up "Black Hawk" monsters for attacks, except this one.You can Special Summon this card (from your hand) by discarding 1 card from your hand. While face-up on the field, this card is also LIGHT-Attribute.If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your hand). While face-up on the field, this card is also LIGHT-Attribute. Your opponent cannot target face-up "Black Hawk" monsters for attacks, except this one.While face-up on the field, this card is also LIGHT-Attribute. When this card is Summoned: You can Special Summon 1 Level 4 DARK or Warrior-Type monster from your hand. If you do its original ATK and DEF are halved.If you control a "Black Hawk" monster other than "Black Hawk's Spear", you can Special Summon this card (from your hand). While face-up on the field, this card is also LIGHT-Attribute. Once per turn, you can select 1 face-up "Black Hawk" monster you control. You can increase/decrease that target's Level by up to 2.When this card is Normal or Flip Summoned: Change this card to Defense Position. When this card is Normal Summoned: You can Special Summon 1 Level 4 DARK or Warrior-Type monster from your deck. The summoned monster cannot attack. [spoiler=Extra Deck:]1 "Black Hawk" Tuner + 1 or more non-Tuner MonstersWhen this card is Synchro Summoned: You can target 2 "Black Hawk" monster in your Graveyard, except for the ones used as Synchro-material; Special Summon the targets in Defense Position, but their effects are negated.1 "Black Hawk" Tuner + 1 or more non-Tuner MonstersWhen this card is Synchro Summoned: Draw 1 card. Halve all battle damage you take involving "Black Hawk" monsters you control.2 Level 4 Warrior MonstersWhile face-up on the field, this card is also DARK-Attribute. Once per turn: You can detach 1 Xyz Material from this card to target 1 "Black Hawk" monster you control; it can make a second attack during each Battle Phase this turn.3 Level 4 Warrior MonstersWhile face-up on the field, this card is also LIGHT-Attribute. If this card has 3 or more Xyz Material; this card cannot be targeted by your opponent's card effects. If this face-up card would be destroyed, you can detach 1 Xyz Material from this card instead.[spoiler=Spells:]When there's only one face-up Warrior-Type on the field you can Special Summon up to 3 Level 4 Warrior monsters from your deck. Then, send 3 cards from the top of your Deck to the Graveyard equal to the number of Warrior monsters Special Summon by this card effect.Banish the top two cards from your Deck; You can Normal Summon up to 2 additional monsters on this turn.Each time a "Black Hawk" monster(s) is Normal or Special Summoned, place 1 Tactical Counter on this card (max. 3). When you have 2 Tactical Counters you can send this card to the Graveyard; draw 1 card for each Tactical Counter on this card. When you have 3 Tactical Counters you can send this card to the Graveyard; Special Summon 1 Level 4 or lower "Black Hawk" monster from your deck.You can only play this Spell card when you have 2000 or less LP. Special Summon from your Deck up to 5 Level 4 or lower Warrior monsters, but their effects are negated. Destroy and Banish all Special Summoned monsters at the End Phase you activate this card.[spoiler=Traps:]When a "Black Hawk" monster is attacked you can banish up to 2 "Black Hawk" monsters from your grave and target that monster. The targeted monster gains ATK equal to half the total ATK of both banished monsters until the end of the Damage Step.When an opponent's monster declares an attack: All monsters you control cannot be destroyed by battle (Damage calculations are applied normally). Monsters attacked are unaffected by card effects until your next Stanby Phase.When an opponent's monster declares an attack: Monsters you control cannot be destroyed by battle. Target the attacking monster(s) and Banish those targets. (Damage calculation is applied normally.)Activate only when there is 2 or more "Black Hawk" monsters on your field. You take no battle damage from your opponent's monsters this turn. Your monsters cannot be destroyed by battle this turn. Link to comment Share on other sites More sharing options...
DuskOkami Posted November 29, 2015 Author Report Share Posted November 29, 2015 Bump. Link to comment Share on other sites More sharing options...
DuskOkami Posted December 6, 2015 Author Report Share Posted December 6, 2015 Bump. Link to comment Share on other sites More sharing options...
Manpole Posted December 6, 2015 Report Share Posted December 6, 2015 Its hard to rate and help with ocg when there are so many cards so I'll just try to do a quick overview. All monsters have the effect to be treated as both Light and Dark, and reading through their other effects, I don't really see a point to this. Try making a few high levels (your generals) be affected by it to give it a use, as in "For each face-up Light monster you control this card gains..." and same with Dark. It seems like most of the cards are overpowered, and usually not because of the combos from this archetype, but from being able to be used with cards outside of it.Most of the cards that summon from your deck are op as in they have no drawbacks (destroying at the End Phase is not a real drawback); maybe say you cannot ss again this turn, they can only be used for "Black Hawk" synchros or xyzs, you take dmg per summon, skip this turns battle phase; anything that can stop you from otk, otherwise you have several ways to pull that off very easily. Ive also noticed several (attacking) field locks, which seems a bit much for a single deck. "Overwhelming Will of Survival" and "Humble Retreat" need to specify that the monsters cannot be destroyed by battle only on this turn. "Rally" seems almost Useless in this deck as there was only 1 real drawing card, most support cards for these monsters keep them alive on the field or ss from the deck. Seeing as how the ss from the deck (especially in the quantity of some of these cards) is op, maybe them to your hand instead, this would give "Rally" more use. "...Armstrong" can be too powerful, maybe alter his eff to say they can make a second attack, except a direct attack to their opponents Lp. Several cards were trying to specify "Dark or Light Warrior-type monsters" whereas you completely forgot to put in "Light". Anyways, weaken the cards that SS from your deck, try to find backgrounds for those without one and keep in mind some of what I said; that might help this deck turn around to being a cool idea to a more realistic archetype. Link to comment Share on other sites More sharing options...
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