Airride Posted March 29, 2012 Report Share Posted March 29, 2012 Destruction Hydra LV3 Level 3/EARTH/Dragon/Effect/ATK - 1700/DEF - 0 When this card destroys a Monster by battle; Destroy 1 Card on the field. When this card is sent to the graveyard by battle or the opponent's card effect; Special summon one "Hydra LV5" From your deck. Destruction Hydra LV5 Level 5/EARTH/Dragon/Effect/ATK - 1800/DEF - 0 If this card is Summoned with the effect of "Hydra LV3": This card gains 700 ATK. This card can attack twice each battle phase. When this card is sent to the graveyard by battle or the opponent's card effect; Special summon one "Hydra LV7" From your deck. Destruction Hydra LV7 Level 7/EARTH/Dragon/Effect/ATK - 3300/DEF - 0 Cannot be Normal Summoned or Set. Must first be Special Summoned with the effect of "Hydra LV5". This card can attack twice each battle phase. When this card destroys a Monster by battle; Destroy 1 Card on the field. If this card is not Special Summoned with the Effect of "Hydra LV5", Negate this effect. When this card is sent to the graveyard by battle or the opponent's card effect; Special summon one "Hydra LV9" From your deck. Destruction Hydra LV9 Level 9/EARTH/Dragon/Effect/ATK - 4100/DEF - 0 This card cannot be Normal Summoned or set. This card must be Special Summoned with the effect of "Hydra LV7" and cannot be Special Summoned in other way. This card is not affected by the effects of Trap cards. This card cannot attack Directly. This card can attack up to 4 times each battle phase. When this card destroys a Monster by battle; Banish 1 Card on the field. Link to comment
Anbu-of-Sand Posted March 29, 2012 Report Share Posted March 29, 2012 [quote name='⌈Remote⌋' timestamp='1332984729' post='5893172'] Destruction Hydra LV3 Level 3/EARTH/Dragon/Effect/ATK - 1700/DEF - 0 When this card destroys a Monster by battle; Destroy 1 Card on the field. When this card is sent to the graveyard by battle or the opponent's card effect; Special summon one "Hydra LV5" From your deck. [b]Simple card that lets you pop some cards. Can essentially take out two monsters in one turn (of course if the monster is attacking is destroyed).[/b] Destruction Hydra LV5 Level 5/EARTH/Dragon/Effect/ATK - 1800/DEF - 0 If this card is Summoned with the effect of "Hydra LV3": This card gains 700 ATK. When this card destroys a Monster by battle; Destroy 2 Cards on the field.When this card is sent to the graveyard by battle or the opponent's card effect; Special summon one "Hydra LV7" From your deck. [b]Much more stronger then the first Level. 2500 Beatstick means it can run over a good amount of cards, causing you to constantly destroy your opponent's cards. I think their may be a problem seeing it's absolutely mandatory to destroy exactly 2 cards on the field. That means if your opponent doesn't have any cards, you'll be forced to pop your own, so consider rewording that.[/b] Destruction Hydra LV7 Level 7/EARTH/Dragon/Effect/ATK - 3300/DEF - 0 Cannot be Normal Summoned or Set. Must first be Special Summoned with the effect of "Hydra LV5".This card can attack twice each battle phase. When this card destroys a Monster by battle; Destroy 1 Card on the field. If this card is not Special Summoned with the Effect of "Hydra LV4, Negate this effect. When this card is sent to the graveyard by battle or the opponent's card effect; Special summon one "Hydra LV9" From your deck. [b]You wrote LV4 instead of LV5 in that first part. The card feels lacking. Sure it's a bigger beatstick then LV5 Hydra, but it can only pop one card. Then again, this could be the better choice since Hydra is mandatory 2 pops, while this is a mandatory 1, which will most likely be your opponent's card. Reasonable drawback is reasonable.[/b] Destruction Hydra LV9 Level 9/EARTH/Dragon/Effect/ATK - 4100/DEF - 0 This card cannot be Normal Summoned or set. This card must be Special Summoned with the effect of "Hydra LV6" and cannot be special summoned in other way. This card is not affected by the effects of Trap cards. This card cannot attack Directly. This card can attack up to 4 times each battle phase. When this card destroys a Monster by battle; Destroy 1 Card on the field. [b]The second Special Summon should be capitalized. This card is what makes it worth getting out LV7. Protecting it from traps essentially gives it full protection when it's attacking (no more Dimensional Prisons / Mirror Forces). The card can easily run over anything your opponent throws at you, dealing most likely a great amount of damage when doing so. The final effect of course although simple, sticks with the theme. But a quick suggestion, perhaps make it Banished instead of Destroy for this final card?[/b] [/quote] Overall these all look like some pretty nice LV monsters. I don't know how much Support they have, but I'm assuming that since you took the time to make these there are probably some LV Support out there that work with these cards perfectly, or at the least make them playable in the current Meta (or at least in casual play). Good job overall. Link to comment
Airride Posted March 29, 2012 Author Report Share Posted March 29, 2012 You have to consider, that LV5 can only attack once, and LV7 can attack twice (And has a massive 3300 ATK), still giving you 2 cards to pop. But I fixed up a few errors, and I took the banish suggestion in. To explain LV7 popping 1, Since each time the Hydra of any kind would be destroyed, it would multiply its heads by 2, which gives it 2 attacks, and 2 destroys total (4 Heads) while 5 would have 2 heads (2 pops). Link to comment
Anbu-of-Sand Posted March 29, 2012 Report Share Posted March 29, 2012 [quote name='⌈Remote⌋' timestamp='1333026289' post='5893498'] You have to consider, that LV5 can only attack once, and LV7 can attack twice (And has a massive 3300 ATK), still giving you 2 cards to pop. [b]Where did it say that these monsters can only attack a limited amount of times? I don't recall reading something like that in their text.[/b] But I fixed up a few errors, and I took the banish suggestion in. [b]Good to know.[/b] To explain LV7 popping 1, Since each time the Hydra of any kind would be destroyed, it would multiply its heads by 2, which gives it 2 attacks, and 2 destroys total (4 Heads) while 5 would have 2 heads (2 pops). [b]Nifty concept you have there, can't believe I didn't notice it.[/b] [/quote] Link to comment
Airride Posted March 29, 2012 Author Report Share Posted March 29, 2012 I meant that Hydra 5 doesn't have an extra attack effect, but 7 can attack twice. Link to comment
Anbu-of-Sand Posted March 29, 2012 Report Share Posted March 29, 2012 [quote name='⌈Remote⌋' timestamp='1333026700' post='5893506'] I meant that Hydra 5 doesn't have an extra attack effect, but 7 can attack twice. [/quote] The thing with Hydra 5 is that with only a single (successful) attack, it can destroy two cards on the field. This can become a hindrance to you or your opponent though since it's mandatory and you'll have to even possibly pop your own cards to pay the price or end up choosing not to attack at all that turn until your opponent gets out some cards that are ripe for the popping, which worries me. Hydra 7 on the other hand can attack two times, but can choose when to stop attacking when you find out you'll have to start popping your own cards; with Hydra 5 one attack is a mandatory two pop. Link to comment
DARKPLANT RISING Posted March 29, 2012 Report Share Posted March 29, 2012 First, to prove my point to everyone, I'm going to state the obvious. This deck generates mass advantage using the Hydra Evolutions. LV3 is a +1 every time it kills stuff, but if you want just that the Devilbugs do it better. The main importance is, of course, its Level-Up condition that makes this so unique - even if killed, it comes back in the form of a 2500 beatstick that is a +2 every time it kills stuff, making it even better. LV7 is broke - 2 attacks in a 3300 beatstick means "Win next turn, if opp can't fight back". Yes, yes, I know, there's the "Good decks can fight back" argument, but if I would run this deck I'd also run plenty of backrow to bind the opponent's moves. And with LV9, you know, the only real Trap Cards this would be afraid of are Fiendish Chain and Torrential Tribute. And TBH, your opponent will rarely have anything on his field after the giant rams from LV7, so I doubt this thing's effs will ever be put to any use. Yes, 4100 is quite a giant wall, but then again, bugz. There is a giant concept that balances out most of this deck, though - in exchange for sheer explosiveness, it's prone to terrible hands due to how the higher Levels rot completely in your hand if you draw them. LV3 can't be searched given its 1700 stats, so this deck is overall inconsistent. I don't know what you want this to become - if you want to make this top-tier material, it needs to be more balanced out, and in return needs more consistency. If you want to keep this undermeta, the only real change I'd suggest is changing LV7 to 2700. Also, LV5's destruction eff should be only 1 card. If your opponent has nothing, it's a bad eff. If your opponent has a lot of stuff, it's broken. Either way it's one of those "bad-for-the-game" effs. If you want it top-tier, I'll help you a bit more on that. Link to comment
Airride Posted March 29, 2012 Author Report Share Posted March 29, 2012 The whole thing with 7 is that each one gains 800 ATK...I could make it 600 each time? Changed 5 to just attacking twice. I'd like some help in making this tournament level, yes. Link to comment
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