Blackwings Deck #773986 — Yu-Gi-Oh! Duel Links

30 Main, 9 Extra, incl. Blackwing - Chinook the Snow Blast x3, Blackwing - Sudri the Phantom Glimmer x3, D.D. Crow x3 - Skill: Wings to the Heavens. Created Oct 25, 2026 by YGO Mod.

Deck Blackwings Duel Links

Created by: YGO Mod (20517634)

Created On: 10/25/2026

Wings to the Heavens
 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated Oct 25, 2026
62± 6/ 100
Power Score
Structural 63
Reliability 62
Going First 66
Going Second 62

Deck — Deck Power Evaluation

Final Contextual Deck Power: 62/100 (±6 · Confidence: Medium)

Overall score Value
Structural Deck Power 63
Going First 66
Going Second 62
Meta Power provisional
Tournament Reliability 62
  • Primary strategy: Combo
  • Secondary strategies: Midrange, Synchro
  • Format: duel-links

Legality

Main 30 / Extra 9 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Synchro-summon Blackwing bosses (Black-Winged Assault Dragon, Blackwing Full Armor Master, Hot Red Dragon Archfiend Abyss) and convert them into battle-damage wins with layered negation.; Grind via Black Feather Whirlwind / Zephyros / Twin Shadow recursion while hand traps (Droll, D.D. Crow, Ghost Ogre, Ghost Belle) grind the opponent's engine down.
  • Turn 1 (going first): Open a Blackwing Normal Summon into Black Whirlwind search or Sudri token line, extend with Vata/Oroshi, Synchro into Nothung/Boreastorm then Lv10 boss, keep a hand trap or Black Shadow Squall as interaction.
  • Turn 2 (going second): Six-card hand backed by ~10 hand traps; use Chinook to negate-and-shrink a threat, Raikiri/Silverwind to destroy, then Synchro into high-ATK bosses to close.
  • Recovery: Rebuild from GY/banish with Black Feather Whirlwind, Zephyros and Twin Shadow; recycle Blackwing names to re-Synchro after a board wipe.
  • After siding: No Side Deck built, so no constructed post-side transformation; adapts only via in-archetype flex slots.

Why it scores here

This Blackwings Duel Links list scores in the low 60s because the system it is built on is a real but moderately diluted Synchro-combo engine: a broad starter package (Sudri and Shamal at three copies each, plus Simoon, Vata and the searchable Black Whirlwind) reliably opens a playable line, yet roughly a third of the 30-card Main Deck is non-engine hand traps and situational 1-ofs, so median hands fall short of the deck's true ceiling. The ceiling itself is high — multi-card Synchro chains can reach Black-Winged Assault Dragon, Full Armor Master or Hot Red Abyss for several layers of negation and 3000+ ATK closers — but with no recorded boards, floor and median output had to be inferred from card text rather than measured, which caps the combo-conversion and consistency marks. Interaction is layered (Hot Red Abyss, Chinook, Black Shadow Squall, Full Armor Master immunity) but not dense, and going-second relies more on hand-trap attrition than on dedicated board-breakers, so the second-turn score sits just under the first-turn score. Popularity and the near-standard archetype core did not earn points here — the score reflects engine consistency, median output, interaction breadth and resilience on the system, not an average of individual card scores. The small penalty applied reflects the burden of several dead-on-draw situational 1-ofs.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 70 Sudri and Shamal each at 3 copies (~0.43 opener each), 7 searcher-text cards give ~0.76 P(>=1 in 5), but ~10 hand traps dilute a 30-card Main (Inferred).
D2 Opening-Hand Quality & Brick Management 63 About a third of the deck is non-engine hand traps plus situational 1-ofs (Auster, Zephyros, Twin Shadow, Black Shadow Squall) that can clog hands (Inferred).
D3 Combo Conversion & Ceiling 68 No recorded boards; guide text indicates turn-1 Assault Dragon / Full Armor Master / Hot Red Abyss lines reachable through multi-card Synchro chains (Inferred).
D4 Combo Floor & Median Output 60 No combo data; median output inferred as a 2-3 interaction Synchro board (Nothung/Boreastorm/Raikiri plus a boss), clearly below the ceiling (Inferred).
D5 Interruption Resilience & Route Redundancy 62 Recursion from Black Feather Whirlwind, Zephyros, Twin Shadow and Black Whirlwind search gives alternate routes, but many lines funnel through one Normal Summon (Inferred).
D6 Resource Economy, Recovery & Grind 63 GY revival and recycle via Whirlwind, Zephyros and Twin Shadow support grind; resource signature was not measured, so grind remains text-inferred (Inferred).
D7 End-Board & Interaction Quality 66 Interaction breadth: Hot Red Abyss negation, Chinook negation, Black Shadow Squall counter trap, Full Armor Master (unaffected) and Assault Dragon — layered but not dense (Inferred).
D8 Going-Second & Board-Breaking Power 57 Six-card hand and ~10 hand traps help, but dedicated breakers are limited to Chinook/Raikiri/Silverwind destruction and Ghost Ogre (Inferred).
D9 Offensive Pressure & Closing Power 68 High-ATK closers: Assault Dragon 3200, Hot Red Abyss 3200, Full Armor Master 3000 give strong battle-phase closing power (Verified stat).
D10 Main Deck Efficiency & Flexibility 58 Maxed 30-card Main with situational 1-ofs and a small trap package reduces compactness and flexibility versus a leaner build (Inferred).
D11 Extra Deck Efficiency & Coverage 65 9 Synchro slots cover Lv6-10 (Nothung, Boreastorm, Raikiri, Silverwind, Abyss, Full Armor Master, Assault Dragon) with good coverage (Observed breakdown).
D12 Side Deck Adaptability 45 No Side Deck constructed; post-side adaptability is unexercised and largely untestable here (Inferred).
D13 Matchup Coverage & Format Fit 60 No dated metagame sample supplied; matchup and format fit cannot be measured (Provisional).
D14 Pilotability & Error Tolerance 62 Synchro lines require sequencing decisions across several extenders; moderately error-tolerant but not trivial to pilot optimally (Inferred).

How the score was computed

Strategy profile: 60% Combo / 40% Midrange. Structural ≈ 63, Going First ≈ 66, Going Second ≈ 62, Meta = provisional, Tournament Reliability ≈ 62. Modifiers: Situational 1-of garnet burden (-2); Compact searchable engine (1); No Side Deck (0). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.8 · key two-card combo ≈ — · full-brick estimate ≈ 0.1 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Broad, searchable Blackwing starter package (Sudri, Shamal, Simoon, Vata, Black Whirlwind) makes a playable opener likely
  • High-ATK Synchro closers (Assault Dragon 3200, Hot Red Abyss 3200, Full Armor Master 3000) give real finishing power
  • Layered interaction across monster-effect negation (Hot Red Abyss, Chinook), a counter trap (Black Shadow Squall) and an unaffected boss (Full Armor Master)
  • Strong GY recursion (Black Feather Whirlwind, Zephyros, Twin Shadow) supports grind and board rebuilds
  • ~10 hand traps improve going-second attrition and interaction density

Weaknesses

  • No recorded combo boards, so floor/median output is only text-inferred
  • ~1/3 of a 30-card Main is non-engine hand traps, diluting starter density
  • Several situational 1-ofs (Auster, Zephyros, Twin Shadow, Black Shadow Squall) can be dead on draw
  • Limited dedicated going-second board-breakers — relies on hand traps and single-target removal
  • No Side Deck, so no constructed post-side adaptation
  • Many lines funnel through a single Normal Summon, a disruption choke point

Critical choke points

  • Normal Summon on a lone Blackwing is the engine's ignition; negating or stopping it strands extenders in hand
  • Black Whirlwind / Black Feather Whirlwind are single copies — losing them removes the search/recursion backbone
  • Blackwing Synchro bosses are extra-deck-fragile if the Extra Deck is depleted across a long grind
Priority Remove Add Reason
1 1x Blackwing - Auster the South Wind An additional Blackwing search/consistency slot Auster is a situational 1-of that is frequently dead on draw and does not advance the main Synchro line reliably.
2 1x situational trap flex (Blackwing - Twin Shadow or Black Shadow Squall) A starter or extender to raise opening consistency Lowering garnet density against a 30-card Main with a third of the deck as hand traps improves median hands.
3 A redundant hand trap copy A going-second board-breaker The deck's going-second plan leans on hand-trap attrition; a true board-breaker would raise D8 conversion against established boards.

Evidence & confidence

  • Verified: Legality: 30 Main / 9 Extra / 0 Side, within Duel Links size rules, no violations; Card text and ATK/DEF/Level for all listed cards (Assault Dragon 3200, Hot Red Abyss 3200, Full Armor Master 3000); Banlist: all cards Unlimited under BanDuelLink
  • Observed: Extra Deck composition: 9 Synchro monsters spanning Lv6-10; Composition breakdown: 28 DARK copies, 24 Winged Beast, hand trap role count 9
  • Inferred: ~0.76 P(>=1 searcher-text card in opening 5) from hypergeometric table; Ceiling boards (Assault Dragon / Full Armor Master / Hot Red Abyss) from guide text and card-text reading; Median output and brick rate derived from composition, not measured boards; Going-first/second power and tournament reliability computed from dimension blend
  • Provisional: Matchup coverage and format fit (D13) — no dated metagame sample; Meta Power is null / Provisional
  • Data gaps: No combos supplied — combo floor/median/ceiling is text-only inference No tournament link — archetype meta-share and per-pilot match record absent No win-rate telemetry exists in YGOVN (going-first/second, matchup, game-level, brick/starter/OTK rates) Meta Power is Provisional unless a dated metagame sample is supplied usage statistics in this deck flags conflict with the resolved card list for several Extra Deck cards

More Duel Links Info

Blackwings

Blackwings Breakdown

 
 

 

 

 

 

 

 
 

 

 
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