Expelsword Posted October 2, 2010 Report Share Posted October 2, 2010 Just a little background on all of them: [spoiler=//Hyper Modes]They were meant to be extremely powerful /Assault Modes (note the double-slash) Originally, as I created SD//HM, I made it into a hybrid form of all of its other (except Malefic) forms, and when I saw the way it absorbed opponent effects, I said, "Hey, I guess that's WHY they are so powerful! If they steal monster effects... maybe they can overload themselves" (This is where Hyper Mode!'s downside comes from). They have 700 additonal ATK/DEF from the /Assault versions, or 1300 ATK/DEF over the original Synchro, and 2 extra levels Hyper Psychic Blaster/AM was level 11 AND was already "hyper" so I did something a tad different with him: his very level overflows! I also noted how Assault Teleport sucked, so I made it better[/spoiler] Hyper Mode! - Counter Trap This card cannot be activated during your Battle Phase. Tribute 1 "/Assault Mode" Monster and Special Summon 1 monster from your Deck with the same name as the original Synchro Monster followed by "//Hyper". On your 2nd Standby Phase after this card's activation, remove from play the Special Summoned Monster and Special Summon 1 Synchro Monster from your Graveyard whose name is included in the removed monster's name. Miracle Teleportation - Spell Pay 500 Life Points and return 1 monster whose name includes "/" from your hand to the Deck. Draw 2 cards. If you draw a monster whose name includes "/" with this card's effect, you may return it to your Deck and draw 1 addtional card. Stardust Dragon//Hyper Mode - Level 12 - WIND Dragon/Effect This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with its own effect or with "Hyper Mode!". You can Remove From Play this card to negate the activation of a Spell Card, Trap Card, or Effect Monster's effect, and destroy it. If you negate an effect this way, you can Special Summon this Removed From Play card during the End Phase. During the following turn, if the negated effect can be activated, you can activate it once as this card's effect. After you have activated this effect, you can send this card to the Graveyard and Special Summon 1 "Stardust Dragon/Assault Mode" from your Graveyard, ignoring the summoning conditions. The Monster Special Summoned with this effect is treated to have been summoned with its own effect. 3700 - 3200 Red Dragon Archfiend//Hyper Mode - Level 12 - DARK Dragon/Effect This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with "Hyper Mode!". This card inflicts piercing damage. If this card attacks, destroy all monsters your opponent controls after damage calculation. During the following turn, you can activate the effect of 1 monster destroyed by this effect once as this card's effect. After you have activated this effect, you can send this card to the Graveyard and Special Summon 1"Red Dragon Archfiend/Assault Mode" from your Graveyard, ignoring the summoning conditions. 4200 - 3200 Arcanite Magician//Hyper Mode - Level 11 - LIGHT Spellcaster/Effect This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with "Hyper Mode!". This card is unaffected by the effects of your opponent's Spell Cards. When this card is Special Summoned, place 2 Spell Counters on it. This card gains 1000 ATK for each Spell Counter on it. One time only, you can remove 2 Spell Counters from this card to destroy all cards your opponent controls. The effects of Spell Cards, Trap Cards, and Monster Effects cannot be activated in response to this effect's activation. During the following turn, if the effect of a card destroyed by this effect can be activated, you can activate it once as this card's effect. After you have activated this effect, you can send this card to the Graveyard and Special Summon 1 "Arcanite Magician/Assault Mode" from your Graveyard ignoring the summoning conditions. 1600 - 3000 Doomkaiser Dragon//Hyper Mode - Level 10 - FIRE Zombie/Effect This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with "Hyper Mode!". As long as this card remains face-up on the field, all monsters on the Field and in the Graveyard are treated as Zombie type monsters. Once per turn, you can Special Summon a monster from your opponent's Graveyard to your side of the Field, its effects are negated. During the following turn, if the effect of the monster who was Summoned can be activated, you can activate it once as this card's effect. After you have activated this effect, you can send this card to the Graveyard and Special Summon 1 "Doomkaiser Dragon/Assault Mode" from your Graveyard ignoring the summoning conditions. You cannot activate the effect of the Special Summoned monster. 3600 - 2700 Colossal Fighter//Hyper Mode - Level 12 - DARK Warrior/Effect This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with its own effect or with "Hyper Mode!". If this card is destroyed as a result of battle, Special Summon from your Graveyard immediately with 100 more original ATK than when it was last destroyed. Once per turn you can send 1 level 4 or lower monster from your opponent's Deck to the Graveyard. During the following turn, if the effect of the monster sent to the Graveyard by this effect can be activated, you can activate it once as this card's effect. After you have activated this effect, you can send this card to the Graveyard and Special Summon 1 "Colossal Fighter/Assault Mode" from your Graveyard ignoring the summoning conditions. 4000 - 2200 Hyper Psychic Blaster//Hyper Mode - Level 1 {13} - EARTH Psychic/Effect This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with "Hyper Mode!". is unaffected by, and cannot be used in the cost or resolution of any cards which mention monster levels in their effect text. This card inflicts piercing damage. If this card battles a monster, at the end of the Damage Step, select either the destroyed monster's ATK or DEF. Gain an amount of Life Points equal to the value you selected and inflict the other as Battle Damage to your opponent. During the following turn, if you have dealt 2000 or more damage to your opponent, you can send this card to the Graveyard and Special Summon 1 "Hyper Psychic Blaster/Assault Mode" from your Graveyard, ignoring the summoning conditions. 4200 - 3700 Did I make them too good? they aren't that easy to use... at least, I don't think so. Link to comment
Imperial Knight of Wisel Posted October 2, 2010 Report Share Posted October 2, 2010 They're okay but it is hard enough to get an "/Assault Mode" monster on the field with cards like Dark Bribe and Bottemless Trap Hole. These are okay cards just it is not practical. Link to comment
Expelsword Posted October 2, 2010 Author Report Share Posted October 2, 2010 [quote name='The Big Chill' timestamp='1285981334' post='4672230'] They're okay but it is hard enough to get an "/Assault Mode" monster on the field with cards like Dark Bribe and Bottemless Trap Hole. These are okay cards just it is not practical. [/quote] Well, Tributing the /Assault is NOT a cost for Hyper Mode! I did it that way so you wouldn't be left defenseless Link to comment
Andross88 Posted October 2, 2010 Report Share Posted October 2, 2010 Generally, these effects are indeed broken enough to justify them. I do have 2 questions though: CF//HM: Who selects which L4 or lower monster to send? HPB//HM: Why would you want to downgrade? Other than dealing slightly more damage and having slightly more attack, why use this card? Good job! Link to comment
Expelsword Posted October 2, 2010 Author Report Share Posted October 2, 2010 [quote name='Andross88' timestamp='1285983994' post='4672323'] Generally, these effects are indeed broken enough to justify them. I do have 2 questions though: CF//HM: Who selects which L4 or lower monster to send? HPB//HM: Why would you want to downgrade? Other than dealing slightly more damage and having slightly more attack, why use this card? Good job! [/quote] The Controller of CF//HM can select the monster to send HPB is a little wierd... maybe I should have him pierce as well... so it's ALMOST worth it. The thing is though, if you don't turn them back into /AMs in about 3 turns, they revert to the base form and you lose your advantage. //HMs are really probably going to be game enders, though. Link to comment
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