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[CC Your.Dek] Shocks from the Sea!


dogfish44

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The Eels are odd cards. They work like the Six Samurai at a glance, except they''re weaker. Alone, an eel is killed. Together, they become nearly invincible. Eels are WATER attribute monsters with varying ATK and 0 Def. They are all, unlike the original Royal Swamp Eel, Thunder Types. The biggest disadvantage these cards have is speed - They require 2 or more at a time to have any use (Excluding some of the weaker Eels). Although this can be overcome, on a bad hand the Eels will be left hopeless.

On a good day however, they can deflect whatever there opponent launches at them. Literally.

But first, cards!

|Crimson Eel|0||Thunder/Effect|Water|4||1500|0|If you control another "Eel" monster, "Eel" monsters you control cannot be destroyed by monster effects which target. If a card you control would be destroyed a Monster card effect, you can discard 2 cards to negate the effect and inflict 800 damage to your opponent. During your standby phase, pay 300 Life Points.|

[b]1/4 - Protects against effects which target, and those which don't. Doesn't protect against Caius iirc.[/b]

|Viridian Eel|0||Thunder/Effect|Water|4||1500|0|If you control another "Eel" monster, "Eel" monsters you control cannot be destroyed by the effects of Spell Cards which target. If a card you control would be destroyed a Spell card effect, you can discard 2 cards to negate the effect and inflict 800 damage to your opponent. During your standby phase, pay 300 Life Points.|

[b]2/4 - Deals with spells this time.[/b]

|Aureolin Eel|0||Thunder/Effect|Water|4||1500|0|If you control another "Eel" monster, "Eel" monsters you control cannot be destroyed as a result of battle. During your standby phase, pay 300 Life Points.|

[b]The most important eel, the one to prevent destruction in battle. Required for the lockdown to work.[/b]

|Glaucous Eel|0||Thunder/Effect|Water|4||1500|0|If you control another "Eel" monster, "Eel" monsters you control cannot be destroyed by Trap Cards which target. If a card you control would be destroyed a Trap card effect, you can discard 2 cards to negate the effect and inflict 800 damage to your opponent. During your standby phase, pay 300 Life Points.|

[b]Although the deck will only run royal decree *3, stopping traps is ALWAYS useful[/b]

|Ivory Eel|0||Thunder/Tuner/Effect|Water|4||1500|0|You can skip your batttle phase to inflict damage to your opponent equal to the combined levels of all "Eel" monsters on your side of the field *100. This card can only be used in the Synchro Summon of an "Eel" monster.|

[b]No Good having a lockdown of weak monsters not being able to inflict damage. Voila.[/b]

|Speectrum Eel|0||Thunder/Sycnhro/Effect|Water|8||2800|0|1 "Eel" Tuner + 1 or more non-Tuner "Eel" monsters

This card gains the effects of all monsters uses in the Synchro Summon of this card. During your standby phase, you do have to pay Life Points for the effects of "Eel" monsters.|

[b]Ahhh, how to improve a lockdown? Ideal with Bomber, Doctor and Ivory to set up the ultimate lockdown. See below.[/b]

|Rainbow Eel Eggs|0||Thunder/Effect|Water|1||0|0|Release this card to Special Summon up to 2 non-Tuner "Eel" monsters from your deck in face-up defense position. The effects of the Special Summonned cards are negated until your next standby phase.|

[b]Useful for there names - even if the 2 Eels lose there abiliity until next turn, they keep there names. Also use to bring out multiple Aureolin Eels - If one can survive, the lock begins.[/b]

|Bomber Eel|0||Thunder/Effect|Water|2||500|0|Once per turn you can remove up to 5 "Eel" monsters in your Graveyard from play to activate one of the following effects based on how many monsters you removed from play:

1: All "Eel" monsters gain 200 ATK until the end phase.

2: Increase or Decrease the level of this card by 1.

3: Your opponent randomely discards 1 card in their hand.

4: Reduce the ATK of all "Eel" monsters you control by 1500 until the end phase. All "Eel" monsters can attack your opponent directly until the end phase.

5: Both players draw 3 cards.|

[b]Not all cards seem powerful at first glane, and the same for this one. This cards main usage is its final ability, since not all card effects target, and the original 4 need help with that.[/b]

|Doctor Eel|0||Thunder/Effect|Water|2||500|0|Once per turn, shuffle up to 5 removed from play "Eel" monsters into the Graveyard.|

[b]This cards purpose goes without saying. Particularly useful if you tune him, Bomber and Ivory. Massive drawing power for both players - replenish your hand for emergwncy discards (4 cards a turn) whilst your opponent still has no options![/b]

|Eel Bind|0||Spell Card|Spell||Continuous|||Select 2 monsters on your opponents side of the field, and switch them to face-up attack position. As long as there combined ATK is less than the combined ATK of all "Eel" monsters on your side of the field, these cards cannot be removed from the field. During your opponents 3rd standby phase after activation, destroy this card.|

[b]More lockdown, designed to prevent tribiuting and synchros. Also useful on low ATK monsters for some damage - Marshmallon comes to mind, as well as any 0 ATK monster.[/b]

|Eel Cry|0||Spell Card|Spell||Quick Play|||Special Summon a Level 4 or lower "Eel" monster from your hand. During your next standby phase, destroy the summonned card.|

[b]The closest to "Swarm" so far and much needed. Means you can almost always have 2 out quite early, and allows for 1st turn synchros.[/b]

|Black Eel|0||Thunder/Effect|Water|7||1500|0|You can Special Summon his card when you have 4 or more different removed from play "Eel" monsters. If a card which does not target would destroy a monster on your side of the field, you can pay 500 Life Points to negate the effect and destroy the card. During your standby phase, you can shuffle 1 card from your hand into your deck.|

[b]Eels have currently had an issue with non targetting effects. Answer - Negate them without discarding cards![/b]

|Detonater Eel|0||Thunder/Effect|Water|3||1200|0|Whenever an "Eel" card is removed from play, you can select 1 card zone on your opponents field. Destroy whatever card is in that zone. The selected zone cannot be used whilst this card is face up.|

[b]Goes with the Bomb/Doctor combo, and gives 8 Eel monsters, a nice number for the next card..[/b]

|Ancient Eel Deck Synchro|0||Spell Card|Spell||None|||Pay 4000 Life Points and select one "Eel" Synchro Monster in your extra deck. Send 1 "Eel" tuner and a number of non-Tuner "Eel" monsters equal to the level of the selected card to the graveyard. Special Summon the selected card. The monsters sent to the graveyard by this cards effect are treated as the Synchro material of that card.|

[b]Voila. The Key card has arrivved. For use wityh Spectrum Eel, for a total of 9 effects (Ivory, Crimson, Viridian, Aureolin, Glaucous, Bomber, Doctor, Black and Detonater. Extraordinarily powerful card, likely to generate a win.[/b]

Right then, so the archetype has some weaknesses, but if they get going, they're hard to beat. Take them out early on and they're a piece of cake.

So, C+C??
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Hehe. Whilst.

I don't think that's correct OCG...

Anyway, my impression of this set is that getting a lockdown down with them would be nearly impossible, and that it wouldn't be worth it anyway. As you seem to have noticed with Black Eel, there are many non-targeting effects that destroy monsters, and your system for dealing with those effects involves you taking a -1. Additionally, there are numerous cards that target but do not destroy, which would also effectively disrupt any attempted lockdown.

I think a Cyber Blader/Ojama Trio/Ground Collapse combo is more viable than this.

Each individual Eel needs to be more playable, and there need to be more ways to get multiple out.

I like the Synchro and the Tuner. Also, Eel Bind is quite intriguing. However, I'm not impressed with the rest.
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I've changed whilst to "If"

I'm also working on some more cards. They were originally all 1800 ATK / 1100 DEF before I posted, but that felt OP'ed.

I feel that the discard cost is fine, but I'll wait on other opinions.

Cards which don't destroy are slightly problematic but endurable - It's Piercing Damage that ruins these guys.

I'm working on a way to set up a faster swarm. Rainbow Eel Eggs and Eel Cry help, and the latter can easily get out tuners.

+Rep for the comment though ^_^

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