Blackstorm Rising is the 16th Main Box in Yu-Gi-Oh Duel Links. It introduces the Blackwing and the Dragunity Archetypes.
It heavily focuses on DARK and WIND attribute monsters. As well as bringing in some powerful Synchro-type monsters.
This list will focus on 10 of the best cards in the box. They are in no particular order and are based on their ability to be used on their own and with other cards.
This card is a powerful Blackwing Synchro monster. If you would take damage from a card effect you can place 1 Black Feather Counter on this card instead.
This card loses 700 ATK for each Black Feather Counter on it. Once per turn, you can remove all Black Feather Counters on this card, then target 1 face-up monster your opponent controls.
That target loses 700 ATK for each Black Feather Counter you removed, and if it does, inflict damage to your opponent equal to the ATK lost by this effect.
This is a powerful effect that allows you to weaken enemy monsters while dealing damage at the same time. Pair this card with any Blackwing deck and it is a great field control card.
An extremely good Spellcaster card. This card’s effect places 1 Spell Counter on it when it is summoned.
When it has a counter on it this card gains 300 ATK points. You can remove 1 spell counter and then destroy 1 Spell/Trap card on the field.
Breaker The Magical Warrior is great for getting a strong monster on the field with a low cost. Its effect bumps it up to 1900 ATK points when summoned.
And you can use its secondary effect to destroy 1 Spell/Trap card. This can be good for clearing a potential trap from your opponent’s field or in a combo with a Spell/Trap of your own that activates when its removed from the field.
If you’re running a DARK attribute deck, this is a card you want to have in it. Dark Horus is a powerful monster with a great effect, though it can be hard to trigger.
When a Spell card is resolved on your opponent’s Main Phase you are able to special summon 1 level-4 DARK monster from your graveyard. It’s a great way to get your field full of monsters, especially if running a deck like Dark World where a lot of the effects send cards to the graveyard.
The only stipulation is that you can only use the effect when a spell card is activated on your opponent’s Main Phase. So it can take a bit of planning to set things up properly.
Sakuretsu Armor is a great yet very simple Trap card. When an opponent’s monster attacks you can activate this card.
The attacking monster is then destroyed. It’s a great defensive Trap and a staple in many different decks among players.
There aren’t really any big combos for this card when paired with other cards. Just the natural destructive power of it is what gives it worth.
This card is a good 4-star for any deck looking for easy summons with high attack. This card used in a Plant-based deck is a force to be feared.
Each time a Plant monster is sent from the field to the graveyard this card gains 200 ATK. It starts out with 1850 ATK points already giving it a fairly high value.
There are several ways to summon Plant monsters then send them to the graveyard. Some card effects use it for their activation, like Enemy Controller
Or you can go the easy route and just summon weak Plant monsters and have them attack your opponents stronger monsters. You’ll lose a bit in life points but just send four monsters to the grave and this card will be up to 2650 ATK points.
The Blackwing cards are all very powerful in their own right. One of the strongest Archetypes in the game so it’s hard to pick just a few to focus on.
Blackwing Armed Wing is a good one because it’s simple to get onto the field and powerful. You need a Blackwing Tuner to get it out in a Synchro summon so it’s best used in Blackwing decks.
When this card attacks it gains 500 ATK points during the damage step. It also inflicts Piercing damage, doing damage to defense monsters even while in defense mode.
Its base attack is 2300 so adding that extra 500 brings it up to 2800. It’s a powerful card when all pieces of it are considered.
The only Fusion card in Blackstorm Rising. This card is a fusion between Gladiator Beast Spartacus and one other Gladiator Beast monster.
It shares the same archetype for its secondary effect. Its first effect allows it to inflict damage equal to the DEF of any monster it destroys.
Not only is this a powerful Fusion in terms of ATK. But with that effect, you’re effectively dealing damage on each attack.
Whether it’s against an attacking monster, Defensive monster, or direct. Gaiodiaz will always deal some form of damage regardless of what monsters are on the field.
This is a trap card designed for decks focusing on Harpie cards. This trap is a great utility card and used to fill up your field in one turn.
By discarding 1 card you can special summon as many “Harpie Lady” copies as possible from your graveyard. When this card is destroyed, so are the copies.
Set up right and you’re looking at a full field in one turn. And with Harpie cards there are so many great equip Spells out there you can throw on them.
This card requires the use of another Spirit monster in order to be summoned. By removing 1 Spirit card from your graveyard you can special summon this one.
Like most Spirit monsters, it’s returned to your hand during the end phase. So make sure you equip it with Mirror of Yata.
When this card destroys an opponent’s monster you can then destroy 1 Spell/Trap card they control. This is a great monster in terms of field control making it very easy to keep your opponent’s Monster and Spell/Trap zones empty.
Dragunity Knight Gae Dearg
A Dragunity Synchro monster and a powerful card in terms of ATK. Once per turn, you can add 1 Level 4 or lower Dragon-Type or Winged Beast-Type monster from your Deck to your hand at.
Then discard 1 Dragon-Type or Winged Beast-Type monster. This is a great card for Dragunity decks because of their theme of equipping them to each other.
This lets you get a variety of different Dragunity monsters from your deck each turn. But it can also be used on any other number of Winged-Beasts or Dragon-type monsters.