Yu-Gi-Oh Quick Hit: Blackwings and Tragoedia

Tragoedia Yugioh Yu-Gi-Oh! Blackwings

Occasionally I am going to be writing Yu-Gi-Oh! strategy “Quick Hit” columns. These will feature topics that aren’t substantive enough for an entire article but let me get my concise thoughts out about certain card interactions. This first feature is one I have had written for a while now: Blackwings and Tragoedia.

As it stands, Blackwings are definitely a tier one Yu-Gi-Oh! deck. Perhaps the most glaring weakness is that out of the other big decks, Blackwings have the worst matchup against Cat Synchro because of their vulnerability to the OTK. Dedicating slots to cards like Solemn Judgment, Icarus Attack, and Black Whirlwind along with very few face-down monsters means Blackwing decks are always one Giant Trunade or Heavy Storm away from losing.

Blackwing builds at the moment pack a standard lineup of:

3 Blackwing – Gale the Whirlwind
3 Blackwing – Bora the Spear
3 Blackwing – Shura the Blue Flame
2 Blackwing – Sirocco the Dawn
2 Blackwing – Blizzard the Far North
3 Blackwing – Kalut the Moon Shadow
1 Dark Armed Dragon

These comprise 17 slots. Since most players run monster counts of 18-19 (Kalut counts as half slots), Blackwing players have had to throw away slots on a variety of monsters. Logical choices includes monsters like:

Cyber Valley- great with Mind Control, good opening turn drop
Gravekeeper’s Spy/Gravekeeper’s Guard- good opening turn drop, good for Arcanite Magician.
Morphing Jar- Explosive. Good opening turn drop with Solemn Judgment and such.

However, there are two key drawbacks to these monsters.

First, they actually obstruct the Blackwing player’s explosiveness when drawn in the mid game.
Second, they do nothing to thwart the OTK parade that other Blackwing and Cat Synchro players can slam any second.

The main reason Blackwing players are scrubbing at premier events is the lack of resilience versus OTK hands and the bad draws players suffer from running such a cohesive archetype, where most of the cards run in three’s are not very protective in nature. Players have tried shoring this up through running three copies of Bottomless Trap Hole, or even Threatening Roar in certain builds. Tragoedia falls into line with these type of cards while also providing a few unique benefits.

Tragoedia’s effects are extremely synergistic with Blackwings and Black Whirlwind. First, it’s a special summon on your opponent’s turn, which only leads to more damage when you get to take your battle phase. Second, you can clear monsters with its steal effect to synch with your endless array of tuners. Third, Black Whirlwind allows you to toolbox any level 2, 3, or 4 monster to match the level of your opponent’s monster you seek to steal. And finally, it shores up the biggest Blackwing weakness.

In short, Tragoedia allows you to alter your playstyle. It lets you play optimally. You no longer have to summon Blackwings simply to keep field presence and stay alive. You can set your s/t removal and hold cards while you draw towards a Whirlwind set-up. This “peace of mind” afforded is amazing. It’s the same concept that has allowed BW players to main-deck Threatening Roar (by all intents a horrible card in Blackwing) and still win.

Related posts:

  1. Thoughts on Tragoedia
  2. Why Blackwings Win in Yu-Gi-Oh!
  3. Yu-Gi-Oh! Quick Hit: The First Turn

11 comments to Yu-Gi-Oh Quick Hit: Blackwings and Tragoedia

  • Den Frenzy

    I just started main decking a pair of Tragoedia in my Blackwing build. In theory they seem like they should fit really well into the deck but honestly I haven’t done enough testing yet to see how things function in reality.

    I’ve been tweaking the deck a little bit and trying different things to get maximum use out of Tragoedia but so far I haven’t found anything game breaking to add to the deck.

    As good as Tragoedia is against Synchro Cat it may be even better in the mirror match. Here it acts as a permanent Brain Control that clears one of your opponent’s threats and starts off your Blackwing swarm. Matching the levels of your opponent’s monster here is easier than ever. Any copies of Gale the Whirlwind that your opponent leaves on the field are a huge liability now since an in hand Kalut gives you a Tuner and attack modifier. There really doesn’t seem to be a huge downside to Tragoedia in the mirror match unless I’m missing something.

  • Niblet

    Jae, you may want to fix the article. Just bellow Related posts it says the article has 3 pages, but it does not.

  • Halcyon

    Good post Jae. :)

    Do you think Reckless Greed is viable in Blackwings running Tragoedia?

  • Max

    think u should have touched on how it’s complete ass when top-decking and rarely more than a chump-blocker mid-game, also it’s terrible against glads. trag is definitely ideal in the mirror match early game or if you somehow have the fodder later on.

  • Ice-eyes

    Tragoedia poses an interesting conundrum. Risk main-decking it, and face a weakened matchup against Gladiators and Skill Drain? Or have it sit in your side, taking up space, nearly useless against Synchro-Cat because you’re also boarding in Skill Drain?

    It would be best, I think, main-decked in either an OTK-based build with Reckless Greed or as tech against a metagame filled with mirror matches and Synchro-Cat.

  • TMadness

    I agree with Ice. Many people seem to think Trag will be the next main themed deck to take Indy. While it does have great positives its negatives are WAY larger and more consistant. First off running more than one Trag sets you up for dead hands or worse choosing to drop a Trag to block one atk or drop the multiple copies your holding. What we will find in the next few months is that while Trag has one of the newest effects in the game that CAN pack a punch it just stay consistant.

  • TMadness

    Oops meant to say it just isn’t consistant.

  • Ice-eyes

    To be honest, I think it’s a decent main-deck pick, but it really depends on your deck and playstyle. What Tragoedia is really good at is free stalling. You sit for a couple of turns, waiting for your opponent to do something, then you beat them up with a decently-sized Trag for a few turns and by the time they’ve got rid of it you’ve got enough cards to take control with Whirlwind and stuff and/or they’ve overextended to destroy it (i.e. Synchro-Cat comboing off, Judgment Dragon hitting the board etc) and walked straight into Black Rose.

    Problem is, Gorz is just as good as that, if not better.

    Trag is basically a risk pick, because it’s terrible against Gladiator Beasts and Dark Drain. I would side it in most stuff that wasn’t siding or maining Drain, particularly if you’re playing Allure and can ditch it. However, it’s main-decked or nothing in Blackwings, because there’s no point siding it just for the mirror – you’ve got better and more versatile options, like Oppression and Trap Hole/The Selection.

  • Deadpool69

    Great mini article Jae. I do like Trago in the deck, but you pretty much have to play 2 i see so many people trying to tech one that doesn’t really work as effectively as some people may think.

  • TMadness, Trag’s one of those cards that you can’t drop multiple copies of at the same trigger.

    Van’Dalgyon, Voltanis, and Gorz are also in that bunch.

  • Shadowqueen

    I use Tragoedia in 2 of my decks: My Warp Synchro deck, because if you grab an opponent’s Tuner, you can use his other effect to make him any LV you want, for any Synchro you want (except those with specific req’s, of course), as well as my Yubel one (easy to keep at least 5 cards in hand, Allure fodder, and a sweet ‘The Calculator’ booster)
    :)
    Definitely not for every deck – you gotta pick where his effects work best, like maybe even helping you pull off one of those “Tuner + 2 or more” Synchros like ‘BF – Silver Wind the Isolated’ and ‘Road Warrior’.

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