Flying Weapon is arguably the most unique card in the entire game, because at the moment it is the only card capable of turning a weapon into a creature. When played, Flying Weapon automatically turns whatever weapon in the weapon slot at the moment into a creature. Players can only wield one weapon at a time, so turning their current weapon into a creature allows them to have multiple weapons in play at once.
- Playing Flying Weapon turns one's weapon into a creature with the same ATK and ability. The spell fails if there is no weapon equipped.
- Upgrading Flying Weapon will change its cost from 1 to 1 random quantum, allowing anyone to add it to any deck.
Before using Flying Weapon, one must have a weapon equipped in their weapon slot; otherwise, using Flying Weapon will have no effect. Once the weapon is equipped, using Flying Weapon will destroy that weapon, and create a creature version of that weapon on the owner's field. Each weapon has a set of hidden stats that are unknown unless they're Flown, but the ATK of a weapon as a creature will always be equal to the damage the weapon does per turn. As a creature, a weapon retains its ATK and ability, so it isn't really changed all that much. However, as a creature, the weapon is now immune to permanent control, but vulnerable to creature control; since permanents are often easier to get rid of than creatures, this may actually be a good thing.
There are a couple of things about Flying Weapon that may not seem obvious. First, after the weapon is turned into a creature, any status effects it had are now lost. The most common status on a weapon is Immaterial, rendering the weapon indestructible when the spell Enchant Artifact is cast on it; players might assume that the weapon becomes Immortal after being Flown, but counter-intuitively Immortality is actually lost. Other status effects such as Freeze and Delay can only be inflicted through another card called Voodoo Doll. Second, Reverse Time is the bane of Flying Weapon decks; if a weapon creature is Rewound and returned to the owner's deck, it reverts to its weapon form. The same thing applies if the weapon creature is targeted with Fractal: normal weapons instead of weapon creatures are created in the hand instead of on the field.
The true potential of Flying Weapon is shown when it's used to wield multiple weapons at once. Normally, players can only equip one weapon at a time, because weapons are generally very powerful, and would be exploited if people were allowed to wield more than one of them. For example, the Death weapon, Arsenic, inflicts 1 poison damage to the opponent each turn, and one Arsenic is powerful enough; but with Flying Weapon, an elemental can have multiple Arsenics on the field, building up massive poison damage. Flying Weapon is a card that breaks one of the game's fundamental rules, and its power and potential is not to be underestimated.
Flying Weapon is one of those cards that is improved significantly when upgraded. The difference between Flying Weapon and its upgraded form, Animate Weapon, is subtle; at the first glance, the card doesn't look any different. However, players will see that the symbol after the 1 quantum cost is gone. This means that Animate Weapon costs random quanta instead of Air, essentially turning it into an Other card that can be put into any deck. When unupgraded, users need at least need a Mark of Air to fuel the Flying Weapons; but when upgraded, Animate Weapon accepts any type of elemental quanta, so it no longer forces the deckbuilder to play a Duo deck. Upgrading Flying Weapon will speed one's deck up noticeably.
Since there are 16 weapons in total, and each of them are unique, each weapon will be analyzed separately, but the main three choices will be highlighted in comparison to the rest of the weapons in the latter spoiler:
For only 1-2 , Vampire Stiletto | Vampire Dagger can deal 4-6 damage and also heal the owner for 6 HP each turn, which is an absolute steal. Looking at the cost, Vampire Dagger is by far the most efficient of all weapons. When turned into a creature, this weapon benefits from Nightfall | Eclipse, too. Vampire Dagger is an excellent target for Flying Weapon, because it offers high damage and healing for very little cost. However, one should be careful about using Flying Vampire Daggers against an opponent with Antimatter, as the high damage and healing will be reversed.
No, the HP is not a typo; Titan | Titan really does have 50 HP when Flying. This ungodly huge weapon has half as much HP as a normal player, and no other creature in the game can match its toughness (save for Chimera, which can vary drastically). With that much HP, Flying Titan is literally the best target for Gravity Pull, redirecting all damage onto itself and almost doubling a player's current amount of HP. Get multiple Flying Titans, some Parallel Universe, and Gravity Pull, and one can absorb almost all damage directed at them and be near invulnerable. In addition to the above, players can also apply Acceleration onto the weapon instead, slowly turning it into a major powerhouse that can hammer away at the opponent's health. Finally, Titan also has Momentum, the ability to bypass all enemy shields, making it a potent attacker as well.
Morning Star | Morning Glory is the only weapon that is Immortal after Flying it, making it completely immune to creature control except from shield effects. Morning Star has a very high 7 ATK, so having multiple copies of this indestructible weapon can give an enemy an unavoidable beatdown. In fact, a horribly difficult False God named Divine Glory is based on Flying Morning Glories, making creature control useless. For those who have an aversion towards shields, using Shard of Wisdom can help bypass nasty defenses such as the Phase Shield, but may render one extremely vulnerable to retaliation damage by Reflective Shields.
Other Cards With Synergy
Dagger 2/1 | Dirk 4/1 - Poor
Dagger is free, but there aren't really any reasons to have multiple of them on the field. While they may deal additional damage from a Darkness or Death mark, Daggers and Dirks still do not deal as much damage as their rare weapon counterparts, and thus are poor targets in conjunction with Flying Weapon. The unupped version can be a target for Butterfly Effect, but this strategy is very unusual and inefficient (three cards to destroy a permanent?).
Short Sword 3/2 | Long Sword 6/2 - Poor
The upgraded version deals 6 damage for 1 quantum, which is decent; Flying Short Sword may be a viable deck, though the strategies surrounding them are incredibly limited.
Hammer 3/4 | Gavel 6/6 - Medium
This weapon is much more resistant to creature control, and it deals more damage if a player's Mark is Earth or Gravity. Flying Hammer decks are generally more powerful than Flying Sword decks.
Short Bow 3/3 | Longbow 6/4 - Medium
Like the Hammer, Short Bow can deal more damage with the right Mark (Air). Flying Longbow decks have just as much damage potential as Gavels, but have slightly less HP, making them more susceptible to damaging effects.
Lobotomizer 5/4 | Electrocutor 5/4 - Medium
Lobotomizer can remove the abilities of opponent creatures, but the creature Mind Flayer can do the same thing. Of course, to play Mind Flayers, the caster need two elements (even when upgraded), but Flying Lobotomizers require two cards, which may clutter up a deck. Generally, it is better to use Mind Flayers than trying to use Flying Lobotomizers to remove creature abilities.
Owl's Eye 5/7 | Eagle's Eye 7/7 - Very Good
Owl's Eye has a very powerful creature control ability; once per turn, it can deal 3 damage to an enemy creature. When Flying, Owl's Eye has 7 HP, which makes it very durable. Flying Weapon is an Air card too, so Flying Owl's Eyes can even work unupgraded. Owl's Eye is definitely a good choice for a flying weapon deck, as the extensive creature control from the Eagle's Eye's Sniper ability can be very difficult to fight against.
Arsenic 2/7 | Arsenic 4/7 - Good
Arsenic, costing only 2 , is a very cheap weapon that deals 1 poison damage to the opponent per turn. Poison damage is cumulative, so Arsenic's power grows each turn. When Flying, Arsenic has 7 HP, which makes it resistant to creature control; when multiple Arsenics are going, poison can be built up very quickly. Arsenic is a good target for Flying Weapon, although there are a number of creatures ( Puffer Fish, Deathstalker, and others) that also have the same or more unique poison-inflicting abilities.
Pulverizer 5/12 | Pulverizer 5/12 - Medium
Pulverizer is one of the best weapons in the game, due to its powerful, reusable permanent control ability. A Flying Pulverizer has a high 12 HP, making it resistant to creature control. However, Pulverizer isn't a very good candidate for Flying Weapon, simply because there aren't very good reasons to have multiple Pulverizers in play. Usually, having one Pulverizer is enough, and others can simply use Deflagration and Steal for permanent control. If a player really wants reusable permanent control, they can also use Butterfly Effect or the rare card, Shard of Focus.
Discord 4/3 | Discord 6/3 - Very Good
Discord is a cheap weapon that scrambles the opponent's quanta, randomly converting them into other elements. A Discord is absolutely devastating against Mono decks, because a Mono deck cannot use quanta from other elements (in most cases). By themselves, Flying Discords only scrambles the opponent's quanta more evenly, so their potential may not be obvious at the first glance; however, the true power of Flying Discords is shown when combined with Black Hole. Black Hole absorbs 3 opponent quanta from each element, and returns them to the caster as HP; it is highly effective against Rainbow decks, but nigh useless against Duo and Mono decks. With multiple Flying Discords, players can scramble the quanta of any Mono or Duo deck into Rainbow quanta, then absorb them with Black Hole. This is a very effective denial strategy, and Discord would have been an Excellent target for Flying Weapon if not for the fact that it requires another card to be effective.
Fahrenheit 4/5 | Fahrenheit 5/5 - Very Good
Fire is all about damage and offense, and Fahrenheit reflects just that. It is a weapon of pure damage, becoming more powerful as more quanta is accumulated. Having multiple Fahrenheits on the field can pack a very heavy punch, so Fahrenheit is a very good weapon to have multiple copies of. This weapon's damaging effect is however overshadowed and diminished by Fire Bolt, which also deals damage proportional to the amount of one's fire quanta; Fire Bolt OTK decks are more widely used than Flying Fahrenheit ones, as Fahrenheits in creature form are easily stalled or destroyed.
Druidic Staff 2/7 | Jade Staff 4/7 - Very Good
Druidic Staff is a cheap weapon that also heals the owner for 5 HP per turn, similar to Vampire Stiletto. At the first glance the Druidic Staff may seem overshadowed by Vampire Stiletto, but such views would change after the Life spell, Adrenaline, is cast on a Flying Druidic Staff. With Adrenaline, Druidic Staff attacks four times per turn and heals 5 HP every time it attacks; in other words, it can heal someone for up to 20 HP per turn. This alone makes Druidic Staff a very good candidate for Flying Weapon, but only for healing purposes. Also, keep in mind that the unupgraded Druidic Staff is actually better than the upgraded Jade Staff, since Druidic Staff has lower ATK and thus gains more attacks and heals per turn from Adrenaline.
Eternity 4/8 | Eternity 4/8 - Good
Eternity is often considered to be one of the best weapons in Elements, because as of now it is the only card capable of keeping a player from running out of cards. However, if the player wants to use this weapon for its anti-deckout purpose, then one Eternity alone will suffice; multiple Eternities will better serve as creature control for the opponent, and even then, smart enemies will withhold creatures and then play them all at once to overcome the CC effect. With several Eternities, time-users can lock down an opponent and prevent him/her from drawing any useful cards, but the quanta consumption for this combo is very heavy, and is better used against the A.I. Eternity is good when Flying, but it's not the best against enemy players.
Trident 4/9 | Poseidon 4/9 - Medium
Trident can destroy up to three of pillars or pendulums per turn, which makes it a very powerful denial weapon. However, its usefulness is largely overshadowed by the spell Earthquake, which does the same thing. In total, six Earthquakes can destroy up to 18 pillars and pendulums, and a deck rarely carries more than that; as a result, having multiple Tridents in play is mostly unneeded.
In conclusion, some of the top Flying Weapons are Vampire Stiletto, Titan, and Morning Star. In either case, one should try to experiment with what type of weapons that want to fly before creating a deck based around this card, and as such, should never doubt the versatility this card can bring.
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