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Black Hawks Redone [35/35]


DuskOkami

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So I decided to remake an old archetype I was working on and try to modernize them without making them too broken, hopefully. Note that I will add backgrounds to those without one. *Some artists found and credited.

The Oppressed People need some form of hope after the failure of their last revolt, the Royalty was just too strong and the people too weak. Together they form a United Resistance in order to develop a plan, but how can so many unarmed and unprepared villagers take on an entire kingdom? Within the shadows of the kingdom the Black Hawks were born, named by the fallen prince who leads them, are the rebel group who fights to release the oppress from a cruel monarchy. Members of varying social statuses, lives, and moralities have joined forces to take down the monarch piece by piece through guerilla warfare. Though small in number, the band relies on each other with the the lead by ex-generals and royals to fight in the shadows to find the freedom once craved in the empty land. With Black Hawk and his men working side by side could they ever stand a chance and free the people?

[spoiler=Show Monsters]mLUkYb8.jpg
Black Hawk's Assassin
Dark - Level 4 - Warrior/Effect - 1400/1200
When this card is Special Summoned by the effect of a "Black Hawk" card: Target 1 monster card on the field; destroy it.

The lone shadow who sneaks about the night, ready to do the dirty work in a moments notice. He does his job with remarkable efficiency leaving nothing to chance and nothing to trace. The monarchy now fears their own shadows...and they should.

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Black Hawk's Bandit
Dark - Level 4 - Warrior/Effect - 1200/1200
When this card is Special Summoned by the effect of a "Black Hawk" card: Target 1 set Spell/Trap Card your opponent controls and destroy it.

A bandit in name alone, he seeks the supplies and traps laid about in the kingdom that may bring harm his allies in the fight. He'll ensure that the kingdom has nothing in their arsenal that could but a stop in the upcoming rebellion.

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Black Hawk's Duelist
Dark - Level 4 - Warrior/Effect - 1800/1200
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.

A stranger in the Black Hawks who loves to battle, this duelist only cares for results and will do the job with or without back up. The two katars in hand bless his being with remarkable combat ability.

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Black Hawk's Lead Rider
Dark - Level 3 - Warrior/Tuner - 1000/1200
You can Special Summon this card (from your hand) by discarding 1 LIGHT or DARK Warrior monster from your hand. When this card destroys a monster by battle and sends it to the Graveyard, inflict 400 damage to your opponent.

"CHARGE!" calls out the leader of the cavalry unit as he rode off to battle. His bravery is second to none as he takes his fellow allies to battle the kingdom.

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Black Hawk's Nobel Decoy
Dark - Level 4 - Warrior/Effect - 1000/1000
You can only control one face up "Black Hawk's Noble Decoy." 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.

An old friend of Black Hawk now disguised as a soldier he serves as Black Hawk's own shadow, calling to the foes in Black Hawk's name. He'll lead the Black Hawks to victory when it is time to reveal his true identity.

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Black Hawk's Rogue
Dark - Level 4 - Warrior/Effect - 1000/1200
When this card is Summoned, if you control one Light-Attribute Warrior monster: You can Special Summon 1 Level 4 "Black Hawk" monster from your hand. If you do its original ATK and DEF are halved.

Once a rogue he now serves the Black Hawks, using hidden passages and shortcuts to lead his allies around the kingdom. He ensures he's never alone bringing alone an ally or two to prepare ambushes of all kinds.

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Black Hawk's Spear
Dark - Level 4 - Warrior/Effect - 1600/1200
If you control a "Black Hawk" monster other than "Black Hawk's Spear", you can Special Summon this card (from your hand). 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.

A spearman wanting to be of use to his people has abandon the old kingdom for Black Hawk's cause. He now leads the newer members them along with the tactician in the art of war, showing them that adaptability is key.

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Black Hawk's Spy
Dark - Level 6 - Warrior/Effect - 1900/1900
If this card is discarded and sent to the Graveyard by card effect: target one Spell or Trap card in the opponent's Graveyard and add it to your hand.

Silently moving through the night she looks for the kingdom's goods to make her own. She gladly serves the Black Hawks if it means that the end of that cruel monarch's rule.

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Black Hawk's Tactician
Dark - Level 3 - Warrior/Tuner - 600/1200
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 or lower "Black Hawk" monster from your deck except "Black Hawk's Tactician." The summoned monster cannot attack.

A once royal strategist he was brought down from grace for siding with the Prince on the day of his banishment. He now leads the Black Hawks plans along side the ex-generals, attacking key points and securing supplies for his allies.

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Black Hawk's War Hawk
Dark - Level 1 - Winged Beast/Tuner - 200/200
This face-up card on the field cannot be used as a Synchro Material. If this card is in the Graveyard: You can target up to 2 non-Tuner "Black Hawk" monster in your Graveyard; banish both this card and the target(s), and if you do, Synchro Summon 1 "Black Hawk" Synchro Monster from your Extra Deck whose Level equals the total Levels of the banished monsters.

The symbol of the rebellion this is Black Hawk's personal war hawk. It soars the sky as it leads the souls of its lost allies onto the next battlefield.

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Black Hawk's War Hound
Dark - Level 1 - Beast/Effect - 500/200
If you have 3 or more "Black Hawk" monsters with different names in your graveyard you can Special Summon this card. Once per turn, you can Banish 1 monster and this card's level becomes the level of the banished monster until the end of the turn.

The bark and howls of the war hounds who joined their masters into battle. Fast and powerful they remind the Black Hawk's that they fight for more than just man in this rebellion.

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Black Hawk's General Beatrice
Light - Level 4 - Warrior/Effect - 1600/1800
When this face-up card leaves the field: add 2 Level 4 "Black Hawk" monsters from your Deck to your Hand. You can discard this card from your hand to add 1 "Black Hawk" card from the Graveyard to your hand.

The Kingdom's greatest female general, Beatrice lead the forces with great gusto and flair. Now a member of the rebellion she wishes to lead the kingdom to the shining glory that she once knew.

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Black Hawk's General Llyod
Light - Level 4 - Warrior/Effect - 1800/1800
When this card is Summoned: You can add 1 Level 4 LIGHT or DARK "Black Hawk" monster from your deck to your hand.

Black Hawk's renown recruiter ensures that anyone willing enough can join can become a member of the Black Hawks. However he doesn't go easy on any of the recruits in order to find who is truly loyal to the cause.

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Black Hawk's General Argus
Light - Level 6 - Warrior/Effect - 2500/1800
When a "Black Hawk" monster is Normal or Special Summoned to your field (except during the Damage Step): You can Special Summon this card from your hand, but its original ATK and DEF become halved and it's Level becomes 4. If you control 2 or more "Black Hawk" monsters when this card is successfully summoned you can target up to 2 Spell or Trap cards and send them to the bottom of the controller's deck.

An elderly general who always cared for Black Hawk as a child he's a proud man who will care for all the Black Hawk members. He now serves as one of the great generals in the rebellion, ensuring that the missions will be a success.

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Black Hawk's General Richter
Light - Level 6 - Warrior/Effect - 2200/1900
When you control 2 or more "Black Hawk" monsters on the field: You can Special Summon this card from your hand, but its original ATK and DEF become halved and it's Level becomes 4.

The youngest general ever recruited, he refused to serve the tyrant rule of his King and left to serve Black Hawk. A proud man who joins any of his allies in battle he seeks to bring Black Hawk to the throne where he believes the banish prince belongs.

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Black Hawk, Rising Squire
Dark - Level 4 - Warrior/Effect - 1800/1200
If a "Black Hawk" Monster is Normal or Special Summoned to your field (except during the Damage Step): You can Special Summon this card from your hand. You can only use this effect of "Black Hawk, Rising Squire" once per turn. If this card is detached from an Xyz Monster and sent to the Graveyard to activate that monster's effect: You can target 1 card in your graveyard and add to your hand.

A now banished prince wanders the land along with a few allies from the kingdom. While he seeks atonement he will continue his training under the guise of a squire, learning and adapting to the new world around him. One day he wish to become a just king for his people but only time will tell.



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Black Hawk's Hurrah
Discard 1 Level 5 or higher "Black Hawk" monster; add 2 Level 4 or lower "Black Hawk" monsters of different names from your deck to your hand.

"We are the sword of the people! We are the shield of the just! We are BLACK HAWK!" -Black Hawk, Leader of Freedom

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Black Hawk's Supply Unit
Excavate the top 5 cards of your Deck, add 1 "Black Hawk" monster to your hand then shuffle the rest back to your Deck. You cannot Special Summon during the turn you activate this card.

"A supply line is the life blood of an army. Cuts theirs and open ours." -Black Hawk's Bandit

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Rally
You can activate this card when you control 1 "Black Hawk's General" Monster; Draw 1 card. If it is a "Black Hawk" Warrior-Type monster you can reveal it to your opponent and draw once more.

"We will ride into the battle win our heads held high! Show them no fear! No mercy! Victory is ours!" -Black Hawk's Lead Rider

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Guerilla Tactics
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 the Deck for each monster Special Summoned this way. You cannot Xyz Summon during the turn you activate this card.

"Remember students, no matter the size of the army, one well place ambush could leave your enemy in ruins." -Black Hawk's General Lloyd

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Study The Battlefield
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.

"Knowing the land is the greatest strength an army could have. All the places to hide, nature's natural traps, the local wildlife, all could be used to your advantage once you understand the very ground you stand on." - Black Hawk's Tactician

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Summon The Elites
Discard two monster cards from your hand and add two "Black Hawk's General" monsters to your hand.

"We were not given the title of "General" for no reason. Prepare yourself!" -Black Hawk's General Beatrice

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War Cry
Target 1 "Black Hawk" Monster you control;  the all "Black Hawk" monsters your control are the same level as the target until the end of the turn.


"I'll show you what it means to be a Black Hawk!" -Black Hawk's General Richter

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To War!
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.

"Hahahaha! Let's give them all one hell of a fight!" - Black Hawk's General Armstrong




[spoiler=Show Traps]d6D41Gt.jpg
Ambush!
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.

"NOW! ATTACK!" -Black Hawk's Spy

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An Overwhelming Will
When an opponent's monster declares an attack: Reveal one "Black Hawk's General" monster in your hand. Monsters you control can not be destroyed this turn. (Damage calculations applied normally.) When this effect resolves: Draw 1 card.

"I won't go down. Not now, not ever." - Black Hawk's Nobel Decoy

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Humble Retreat
When an opponent's monster declares an attack: All monsters you control cannot be destroyed by battle this turn (Damage calculations are applied normally). Monsters attacked are unaffected by card effects until your next Standby Phase.


"It it is fine to lose. One must consider life before victory" - Black Hawk's Field Commander

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We Are The Shield
Activate only when there is 2 or more "Black Hawk" monsters on your field. Your monsters are unaffected by Monster Effect until the end of this turn.


"Our purpose is to the true king. We will guard him with our life." - Black Hawk's Royal Guard




[spoiler=Show Extra Deck]SLjSbEe.jpg
Black Hawk's Field Commander
Dark - Level 7 - Warrior/Synchro/Effect - 2400/1200
1 "Black Hawk" Tuner + 1 or more non-Tuner Monsters
When 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. You can not Xyz Summon the turn you resolve this effect.

The usually soldier in charge of commanding the troops whenever the generals are stretched thin. He's effectiveness as a leader may one day gain him a seat as a true general.

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Black Hawk's Royal Guard
Dark - Level 7 - Warrior/Synchro/Effect - 2700/1000
1 "Black Hawk" Tuner + 1 or more non-Tuner Monsters
When this card is Synchro Summoned you can select 2 "Black Hawk" monsters in your graveyard and add it to your hand. You can not attack the turn you resolved this effect.

The member's of the royal guard who saw the Prince as a a true heir to the throne now serve as his shields. Their overwhelming resolve is said to even bring fallen troops back into the fray.

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Black Hawk's General Raphael
Light - Level 7 - Warrior/Synchro/Effect - 2800/2200
1 "Black Hawk" Tuner + 1 or more non-Tuner Monsters
When this card is Synchro Summoned: Draw 1 card. Halve all battle damage you take involving "Black Hawk" monsters you control. This card can be treated as a Level 4 for an XYZ Summon of a "Black Hawk" monster.

Once a simple soldier, now a full-fledged general for the Black Hawks, he commands his loyal troops with ease while stand as their shield. It's rare to see causalities in battles involving this grand general.

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Black Hawk's General Lancelot
Light - Level 9 - Warrior/Synchro/Effect - 2500/1800
1 "Black Hawk" Tuner + 1 or more monsters
This card can be treated as a Level 4 for an XYZ Summon of a "Black Hawk" monster. For each other LIGHT monster you control this card gains the following effects:
•2 or more: Discard 1 card from your hand: Shuffle 1 card on the field into the Deck.
•3 or more: It is unaffected by card effects.

His identity now revealed the decoy reveals himself to be Black Hawk's best friend. Dawning golden armor and large spear he darts into battle with the other Generals showing his old kingdom the true might of Black Hawks.

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Black Hawk's General Armstrong*
Light - Rank 4 - Warrior/XYZ/Effect - 2400/2400

2 Level 4 Warrior Monsters
Once per turn: You can detach 1 Xyz Material from this card to target 1 "Black Hawk" monster you control except for "Black Hawk's General Armstrong;" it can make a second attack during the Battle Phase this turn. Monsters other than the targeted monster cannot attack during the turn you activate this effect.
* From Sekigan.tumblr.com

A jolly, boastful man who wields no kind of arms, relying solely on brute strength to pummel his foes into submission. Some say he's secretly part giant to explain his immense size and strength.

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Black Hawk, Leader of Freedom*
Dark - Rank 4 - Warrior/XYZ/Effect - 2500/2100

3 Level 4 "Black Hawk" Monsters
While 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.
*Obtained on Pintrest, Artist Unknown. Link:https://www.pinterest.com/pin/409546159845856169/


A man who can no longer bear the suffering of his people, he dawns the hawk armor and has taken the name Black Hawk as the symbol of his rebellion. He walks this path carrying all the hopes of his fellow comrades in arms and of the people. Unsure of his right as heir to the throne he choose to fight as the leader of the rebellion until the right moment arrives.

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Black Hawk, Armored King Of The Just*
Dark - Rank 5 - Warrior/XYZ/Effect - 3000/2500
3 Level 5 "Black Hawk" Monsters
You can also Xyz Summon this card by using a Rank 4 "Black Hawk, Leader of Freedom" you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) Cannot be used as an Xyz Material for an Xyz Summon. This card is treated as a LIGHT-Attribute. This card is unaffected by card effects as long as it has "Black Hawk, Leader of Freedom" as an XYZ Material. Once per turn during the Damage Step, you can remove 2 XYZ materials, the ATK of a monster this card battles becomes 0 during the
Damage Step.
*Art credit to Justice Wong. Link:https://www.artstation.com/artwork/XgqQ3


Finally accepting his role as king he infuses his armor to that of a great spirit of a dragon to achieve this new form. With his new power he challenges the kingdom directly in order to become the king of the land. With such overwhelming power will the fallen prince become the king of his people needs or another tyrant in the making?



 

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This is gonna be a long one...

 

[spoiler=Main Deck Monsters]

Assassin - Fairly standard, though I'm not entirely sure why he kills a buddy when he comes in, unless there's a card later on that takes advantage of being destroyed?

 

Bandit - Nitpick here, I know, but why is a Bandit banishing stuff? Shouldn't he just be regular ol' destroying it? I dunno, it's probably just personal taste, and at the end of the day it doesn't really matter.

 

Duelist - Hah, I get it. "Duel" and "Dual", like how he fights AND has two attributes? :D Puns aside, the card is okay as is but I feel like he's doing too much. "I can't be SS'd, I'm two Attributes, opt I can't be killed by battle, and when I kill something I do an extra 400." Like... maybe cut back a bit?

 

Lead Rider - Normal > Discard to SS > Sync, amirite? Fairly standard procedure in the game these days, so I don't see anything to improve upon. Maybe even give him another ability (maybe Duelist's 400 extra?)

 

Noble Decoy - Lives up to his name, at least. In theory, you could go second, get this guy, Rider, and another two in our hand, and first-turn sync for 11. That's... Star Eater, right? Yikes, this is getting scary good.

 

Rogue - Rogue pairs with Noble Decoy as well (huh, how oddly fitting). I'm guessing this is for Xyz plays. Theoretically, you could Decoy > Rogue > {Random} > Discard, SS Rider > Xyz AND Sync... WOW... Again, this all assumes godly top deck, but yeah...

 

Spear - Ah, here's the monster that opens up the Synchro turf. I guess technically it opens up Rank 6 plays, but that takes two turns and who has time for that?

 

Spy - Here's the matching card for Rider. I like that her effect plays into her actual... personality? Whatever, I think the effect matches the card, I guess is what I'm getting at.

 

Tactician - Oh, I like this guy. He's an Archetype "Summoner Monk", which is, so far, something they needed.

 

War Hawk - I'll be honest, I'm a bit disappointed he's not black. Also, his effect is weird (and could also use a "Synchro Summon" somewhere in there because as it is, the text doesn't say what it is).

 

War Hound - This is, what, the fourth Tuner? I dunno, feels like a lot. Even Lightsworns only had three, I think. Although I can appreciate that he's an Infernoid Decatron for your Archetype.

 

Beatrice - I like her search effect, but I guess I don't follow why she SS's from the hand. This is starting to get swarm-y (which is legit, but it wasn't exactly the way I thought this was going with how much swarm was already up in the other cards).

 

Lloyd - This guy is basically a LIGHT and/or DARK RotA. If it were real, it'd just reek of Tellar abuse...

 

Argus - Again with the banishing... Why did people stop doing bounces or just plain old destruction? Just means your effect is moot if they can put the brakes on banishment. I like his first effect though.

 

Richter - Why not just... give him the same effect as Argus and then give him a different secondary effect? I mean, the effect is fine, but I'm just... confused.

 

Rising Squire - RECYCLE! Just what I was looking for. It's a shame that only one of the Main Deck guys does this... then again, maybe that's all the archetype needs.


 

[spoiler=Spells]

Hurrah - Is this a wash? I mean, yes, you go -2 to get the +2, but this just doesn't feel like it's a net 0. Maybe because I've imagined what a good setup with these guys can do.

 

Supply Unit - So, the same as the above, but more random? Okay, I guess...

 

Rally - Okay, I'm seeing a pattern here. Everything in twos...

 

Guerilla Tactics - Should say "send cards[...] equal to the number of monsters[...]. Other than that, I mean, I guess I'm just surprised it doesn't get rid of them at the end of the turn or something like most Xyz springboards.

 

Study - Should this be a Continuous? I feel like it should. Also, why not just say "Draw 2 cards."? I mean, you said it earlier...

 

Summon the Elites - I feel like the trade off should be that you specifically have to discard monsters. To me that seems more appropriate.

 

War Cry - Oh, cool! It's a bit like One Day of Peace, but only for you and you can still attack with a monster... So, I guess, not at all like that... ^.^;

 

To War! - Wow. The way it's worded now, you even D&B SS'd monsters you'd had on the field prior to this card. Harsh, but I guess it's supposed to turn the tide or at least be a last push for game.


 

[spoiler=Traps]

Ambush! - A bit boring, but a necessity if you were wanting to run a pure deck. Otherwise, outclassed by several other common traps (Mirror Force, Magic Cylinder, Punch-in-the-Box, etc.).

 

An Overwhelming Will - Again, a bit boring, but a necessity. Not much to say other than it seems like a cheap way to end the battle phase.

 

Humble Retreat - Pretty neat effect. I like the clause in the end that protects your monsters from card effects, like a proper army covering the rear as they beat feet.

 

We Are The Shield - And yet here, the effect is trite. I feel like, instead, it should offer more limited protection; maybe just monster effects? I dunno. It just seems a little overused to see "No card effects" twice in a row.


 

[spoiler=Extra Deck]

Field Commander - So... Free Xyz Summon on Synchro? No, that's not OP at all... >.> In all seriousness though, it just seems cheap.

 

Royal Guard - And see, here you've gone in the opposite direction. This guy is basically a free turn for your opponent. His effect should be optional, so that summoning him isn't an inherent no-battle turn.

 

Raphael - Neat effects. I've got no complaints about this guy, and I think it's cool he can be used for an Xyz.

 

Lancelot - 2 is hardly enough to justify immunity to 3/4 of removal methods. I'd say they should swap, but it's just too easy to get a lot of LIGHT monsters out with this archetype...

 

Armstrong - THIS CARD HAS BEEN PASSED DOWN THE ARMSTRONG FAMILY LINE FOR GENERATIONS! *ahem* That out of the way, I like this card's effect, but I think it's ATK could use a bit of a boost.

 

Leader of Freedom - Here the "no card effects" effect seems less OP, just because it takes 3 monsters to make him and he loses it as soon as he gets attacked over. Well done.

 

Armored King - *drools* Another really well designed card, though the "no card effects" clause comes back to haunt you here because it means you can't do Freedom > King > Armstrong eff > Go for two attacks into 0 ATK monsters. Though, to be fair, that's almost too good now that I think about it.


 

[spoiler=Final thoughts]

My god there was a lot to go through, but I'm glad I did. I really enjoyed this archetype and I feel like it actually came to life a bit. I feel like I could tell what the story is with these guys, and it made getting through all these cards more enjoyable.

 

8/10 Kudos to you!


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Thank you for the feed back! Edits have be made (note those not mention have not been changed in anyway):

[spoiler=Main Deck Changes]Assassin - Now only destroys 1 card on the field since there is no "Black Hawk" that benefits from being removed outside of General Beatrice. This gives Assassin a wider range of use.

Bandit - Now destroys 1 set Spell or Trap. Doesn't prevent battle phase.

Duelist - No longer has a burn effect.

Lead Rider - Has gained Duelist's burn effect for 400 damage.

War Hawk - Art changed to be a actual Black Hawk in armor. Now specifics grave Special Summon is a Synchro summon, similar to Vayu of Black Wings.

Beatrice - Can no longer be Special Summoned. Retains +2 upon board removal and can now be discarded to add 1 card with "Black Hawk" from your grave to the hand.

Llyod - Can now only search Light or Dark "Black Hawk" monsters.

Argus - Targeted spells are now sent to the bottom of the owner's deck.

Richter - Effect now somewhat mirrors Argus but when there is two or more "Black Hawks." No secondary effects at the moment.



[spoiler=Spell Changes]
Supply Unit - Now serves as a wider range version of Pot of duality, limited due to only being able to add a "Black Hawk" monster to one's hand. prevents special summon to prevent any possible Otk situation from pulling something out from 5 possible choices.

Rally - Restriction set to work with the Generals. Guarantees a plus 1 to the hand for this requirement and a possibility for a 2nd draw if the drawn card is a monster.

Guerilla Tactics - Slightly changed text to hopefully be clearer that one loses top 3 cards PER monster summoned through effect. Prevents Xyz Summon that turn to avoid any possible Otks scenarios like Utopia the lighting.

Study - Is now a Continuous Spell. Clearly states you can Draw 2 as one resolved effect.

Summon The Elites -Now requires two monsters to add two generals.

War Cry - No longer another draw power but causes all "Black Hawks" to share the same level. Allows for more synergy with Spear and easier time to summon Lancelot.



[spoiler=Trap Changes]An Overwhelming Will - Prevents Monster destruction. Cards can still be banished, bounced, Kaiju'd.

We are the Shield - Now gives immunity to monster effect only.



[spoiler=Extra Deck Changes]Field Commander - No longer allows Xyz the turn you use his special summon.

Royal Guard - Effect is now a choice.

Lancelot - Effects have been swapped in number of required light monsters.

Armstrong - Atk and Def been bump to 2400 from 2000. Effect can now only target anyone but Armstrong to prevent a 4800 points of damage from just having Armstrong hit face.

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