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Wadjet

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Re: Hydra | Hydra https://elementscommunity.org/forum/index.php?topic=17937.msg390500#msg390500
« Reply #36 on: September 08, 2011, 12:39:31 am »
I stand corrected lol.

Offline Chapuz

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Re: Hydra | Hydra https://elementscommunity.org/forum/index.php?topic=17937.msg401450#msg401450
« Reply #37 on: September 30, 2011, 04:51:47 am »
Maybe the Hydra should be 7/9 hp...
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andyis

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Re: Hydra | Hydra https://elementscommunity.org/forum/index.php?topic=17937.msg402218#msg402218
« Reply #38 on: October 01, 2011, 05:57:48 pm »
Nice card! cant see pic tho;/

Contrary

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Re: Hydra | Hydra https://elementscommunity.org/forum/index.php?topic=17937.msg403791#msg403791
« Reply #39 on: October 04, 2011, 02:01:49 am »
I can't really see this being all that useful. I mean it's a lot of damage to pack in one card, but you need four heads and five turns before the damage : quanta ratio breaks even. 4 x 5 + 1 | 4 x 3 + 9 = 21 | 21. Plus its susceptible to all sorts of control- especially with heads being only 1 HP. Maybe with the new shard + Flooding coming this might be good, but that's not finalized yet- but even that would be a really specialized deck with still a tonne of weaknesses and straight up hard counters.

FFQ, Pharaoh, and Steam Machine are all similar to this card and all sound great on paper but in reality aren't all that useful, being both slow and susceptible to control. For example Steam Machine (because they are both straight damage): 4 Water, 4 Fire, and 3 turns gets you 8 damage, gaining 4 damage every turn for two fire quanta- which is better than this card (as it is faster) but still not that great.

A possible change:

:water Hydra: 0|11 
:water :water Spawn Hydra Head
Hydra Head 5|2

10 Quanta and 3 turns gets you 10 damage. Though actually you might want to change the ability cost to Life. I know Water has enough off element abilities and could use more mono power but you're gonna probably want to use some EBonds anyways to compensate for the fact that this is slow to setup, and a life ability cost would help balance the quanta usage.

Offline mrtwigie01

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Re: Hydra | Hydra https://elementscommunity.org/forum/index.php?topic=17937.msg451226#msg451226
« Reply #40 on: January 21, 2012, 08:30:53 pm »
that's what we need, a water creature that spawns other water creatures

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Re: Hydra | Hydra https://elementscommunity.org/forum/index.php?topic=17937.msg451357#msg451357
« Reply #41 on: January 22, 2012, 03:33:40 am »
Thanks.
I can't really see this being all that useful. I mean it's a lot of damage to pack in one card, but you need four heads and five turns before the damage : quanta ratio breaks even. 4 x 5 + 1 | 4 x 3 + 9 = 21 | 21. Plus its susceptible to all sorts of control- especially with heads being only 1 HP. Maybe with the new shard + Flooding coming this might be good, but that's not finalized yet- but even that would be a really specialized deck with still a tonne of weaknesses and straight up hard counters.

FFQ, Pharaoh, and Steam Machine are all similar to this card and all sound great on paper but in reality aren't all that useful, being both slow and susceptible to control. For example Steam Machine (because they are both straight damage): 4 Water, 4 Fire, and 3 turns gets you 8 damage, gaining 4 damage every turn for two fire quanta- which is better than this card (as it is faster) but still not that great.

A possible change:

:water Hydra: 0|11 
:water :water Spawn Hydra Head
Hydra Head 5|2

10 Quanta and 3 turns gets you 10 damage. Though actually you might want to change the ability cost to Life. I know Water has enough off element abilities and could use more mono power but you're gonna probably want to use some EBonds anyways to compensate for the fact that this is slow to setup, and a life ability cost would help balance the quanta usage.
It's true that the Hydra's current form is a bit slow, but the purpose should remain clear that it's intended to be a creature generator for water that can slowly swarm the field. (With the introduction of SoP after this card's creation, this strategy becomes even viable.) Hopefully Zanz will take note of such factors if he implements this into the game. :)

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Re: Hydra | Hydra https://elementscommunity.org/forum/index.php?topic=17937.msg464544#msg464544
« Reply #42 on: February 26, 2012, 04:18:05 am »
OK, so you pay 2, for a card that has 6 attack? and the creator card  has 19 ? wtf? ok, so the card cost is 9, but still? Really? And then you use shard of patience with a bunch of these in flooded territory? What? WAY overpowered my friend.

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Re: Hydra | Hydra https://elementscommunity.org/forum/index.php?topic=17937.msg464546#msg464546
« Reply #43 on: February 26, 2012, 04:19:51 am »
OK, so you pay 2, for a card that has 6 attack? and the creator card  has 19 ? wtf? ok, so the card cost is 9, but still? Really? And then you use shard of patience with a bunch of these in flooded territory? What? WAY overpowered my friend.
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Re: Hydra | Hydra https://elementscommunity.org/forum/index.php?topic=17937.msg464895#msg464895
« Reply #44 on: February 27, 2012, 04:43:15 am »
I think it's a great card and it's pretty balanced because of possible counters. But in the myth I think hydras wern't massive, hard to kill creatures, it's just that the heads probably got in the way. I'm thinking about adding an effect like hydra is untargetable while hydra head is in play, and reducing its hp to 4. Nice card no matter what though.

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Re: Hydra | Hydra https://elementscommunity.org/forum/index.php?topic=17937.msg482712#msg482712
« Reply #45 on: April 17, 2012, 05:07:03 pm »
Ouch painful! but how does it work, if hydra dies all head die instantly? And what if rewinded? :S

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Re: Hydra | Hydra https://elementscommunity.org/forum/index.php?topic=17937.msg482800#msg482800
« Reply #46 on: April 17, 2012, 09:00:45 pm »
Ouch painful! but how does it work, if hydra dies all head die instantly? And what if rewinded? :S
As long as there is 1 hydra present on the field, no heads die.

 

anything
blarg: