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Hyper Cannon Archetype! (7/??) Good Comments = +1


Smesh

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Last attempt at an Archetype was a fail. Im hoping this will do better.

 

[spoiler=Hyper Cannon Monsters]

[spoiler=Unus]

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Once per turn, you can place 1 Hyper Counter on any monster you control, except "Hyper Cannon - Unus". You can remove any amount of Hyper Counters from this card to increase this card's ATK by the removed Hyper Counters x 600 until the End Phase.

 

[spoiler=Duo]

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If this card is destroyed by battle, you can remove 3 Hyper Counters from anywhere on the field to Special Summon this card from the Graveyard. You can Remove 3 Hyper Counters from this card to inflict 800 Damage to your opponent.

 

[spoiler=Tria]

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If the monster used as a Tribute for this card was a "Hyper Cannon" monster, place 3 Hyper Counters on this card, and increase this card's ATK by 300. Once per turn, you can place 2 Hyper Counters on any monster you control except "Hyper Cannon - Tria". you can remove 3 Hyper Counters from this card to inflict 1200 Damage to your opponent.

 

[spoiler=Quartuor]

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During your End Phase, place 1 Hyper Counter on every "Hyper Cannon" monster you control. You can remove 5 Hyper Counters from this card to inflict 1500 Damage to your opponent. If this card is destroyed by battle, remove all Hyper Counters from the field and inflict Damage to your opponent equal to the amount of Hyper Counters removed by this card's effect x 200.

 

[spoiler=Supernova Generator]

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This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 10 Hyper Counters on the field. This card is unaffected by Spell cards that designate a target. Once per turn, you can place 2 Hyper Counters on any "Hyper Cannon" monster you control. Each time a Hyper Counter is removed from the field, place 1 Hyper Counter on this card. You can remove 5 Hyper Counters from this card to inflict 3000 Damage to your opponent.

 

 

 

 

[spoiler=Hyper Cannon Spells]

[spoiler=Hyper Missle Facility]

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Once per turn, place 1 Hyper Counter on each "Hyper Cannon" monster you control. During your End Phase, you can remove 1 Hyper Counter from the field to inflict 500 Damage to your opponent. Each time a "Hyper Cannon" monster is destroyed, place 3 Hyper Counters on any card on the field.

 

 

 

[spoiler=Hyper Cannon Traps]

[spoiler=Hyper Cannon Charge Laser]

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Activate when a "Hyper Cannon" monster is destroyed. Place all Hyper Counters that were on the destroyed monster onto this card. Once per turn, you can remove 2 Hyper Counters from this card and distribute them among "Hyper Cannon" monsters you control. When this card is destroyed, inflict Damage to your opponent equal to the amount of Hyper Counters that were on this card x 500.

 

 

 

 

 

 

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i really do like the burn aspect of these hyper cannon monsters. nicely done with the S/T. Now I can finally rate this set properly :3

 

Unus - The most unplayable card other then the fact of being a counter distributor. It really doesn't do anything more. I's attack is so weak to the point you really don't want to use it. I'm sure OTK's could be built around it, but that would require huge support and card combo-ing that would take forever to get in your hand.

 

Duo - Unusable, but that's the reason I love it. I like the fact that it gives a nice burn strike as well. nicely done love, especially with the Special Summon :]

 

Tria - A nice 5 star, but 1 per turn from it is not worth it. A tad underpowered, I'd make it two per turn, but not on itself, on other monsters :3

 

Quartuor - I love it except for the measly 1000. Tributing 2 monsters for it... I would make it at 1500.

 

Field Spell - your average joe field spell. I like it, especially with a nice burn tactic at the end :3

 

Trap Card - Sanctity of this deck basically. 3 should be run in every deck :3

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i really do like the burn aspect of these hyper cannon monsters. nicely done with the S/T. Now I can finally rate this set properly :3

 

Unus - The most unplayable card other then the fact of being a counter distributor. It really doesn't do anything more. I's attack is so weak to the point you really don't want to use it. I'm sure OTK's could be built around it, but that would require huge support and card combo-ing that would take forever to get in your hand.

 

Duo - Unusable, but that's the reason I love it. I like the fact that it gives a nice burn strike as well. nicely done love, especially with the Special Summon :]

 

Tria - A nice 5 star, but 1 per turn from it is not worth it. A tad underpowered, I'd make it two per turn, but not on itself, on other monsters :3

 

Quartuor - I love it except for the measly 1000. Tributing 2 monsters for it... I would make it at 1500.

 

Field Spell - your average joe field spell. I like it, especially with a nice burn tactic at the end :3

 

Trap Card - Sanctity of this deck basically. 3 should be run in every deck :3

 

Thanks for actually taking time to review them:) i'll add some of your suggestions

 

changes made

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Hyper Cannon - Unus

First, isn't it Uno? xD Now lets see what Hyper Counters do. This card can easily generate them, but can't put them on itself, hopefully other cards can generate counters as well, otherwise this archetype would fail with only 1 card being able to make the counters xD This card can easily become a beater. Removing 1 counter already makes it at 1800. 2 Makes it at 2400, so a bit OP'd. Lower the 600 to 400-500? Overall, 9.6/10

 

Hyper Cannon - Duo

Can get itself back onto the field by removing 3 Hyper Counters. Can also deal somewhat of a nice burn. Doesn't tell me what's the Hyper Cannon's main concept though. Feels like it needs something else. 9.4/10

 

Hyper Cannon - Tria

Becomes a 2300 beater if you Tribute a Hyper Cannon for it's Summon. Generates counters twice as fast as Unus can, which is nice. Also deals out 1200 at the cost of 5 counters. I think I'm seeing the concept now. 9.7/10

 

Hyper Cannon - Quartuor

Generates Hyper Counters fast...ish. Can deal a bit more burn then Tria can, which is alright I guess with that first burn effect. Second burn effect clears the field of counters, dealing 200 to your opponent for each destroyed, that's only if this card gets destroyed by battle though. It's decent, but can be better. 9.8/10

 

Hyper Cannon - Supernova Generator

12 Hyper Counters is quite big. Protects itself from all Spells that target it pretty much. Generates the same number of counters Tria can, which is somewhat disappointing. Can generate Hyper Counters on itself quite...slowly. Can deal massive burn of 4000 though, but IMO, it'll be dead before it reaches 30 counters. So maybe lower it to 20? Overall, 9.5/10

 

Hyper Missile Facility

Generates the same way Quartuor can. Has minimal burn of 500. Nothing else to support the archetype but make counters, nothing else. 9/10

 

Hyper Cannon Charge Laser

Keeps the Hyper Counters of a destroyed monster. Can then overtime place them on other Hyper Cannon monsters. Has low minimal burn at the end by 300. It's decent. 9.2/10

 

Hyper Cannon Archetype Review

TO start off, to be honest, I was kinda disappointed on this archetype. It's just classic burn with counters and nothing else really. The only thing that connects them is the counters, without those their just like any other burner. Your also missing basic cards that swarm, give draw power, search the deck, and such. Some of the effects of cards are similar to other cards in the archetype. Some of amount of burn that the cards can dish out needs to be slightly bigger. Needs a better concept then just remove counters and burn. It's to similar to Tempest Magician and such IMO. The Field Spells is quite bland. It needs something else that really helps the archetype. I can easily see this being one of those archetypes that look alright, but then are forgotten after a few months. You should choose the number of counters that should be removed and the amount of burn the cards can inflict more better. For example, removing 5 Counters for Tria is a bit too much IMO. Lower it to 3 or so and lower the burn to a solid 1000. This archetype has lots of potential, just needs a bit more tweaking and such. As a whole, it gets an 8.7/10

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