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[Agro] Jormungand


Agro

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Felt like playing around with Level monsters. Thoughts?

 

Jormungand LV3
WIND / Level 3
[ Sea Serpent / Effect ]

During either player's turn: You can discard 1 card to target 1 card on the field; destroy that target. This effect of "Jormungand LV3" can only be activated once per turn. At the End Phase of the turn this effect was used, except the turn this card was summoned: You can tribute this card; Special Summon 1 "Jormungand LV5" from your hand, Deck, or Graveyard.
ATK / 1600 DEF / 0
 
Jormungand LV5
WIND / Level 5
[ Sea Serpent / Effect ]
You can discard any number of cards to target the same amount of cards on the field; destroy those targets. This effect of "Jormungand LV5" can only be activated once per turn. At the End Phase of the turn this effect was used, except the turn this card was summoned: You can tribute this card; Special Summon 1 "Jormungand LV7" from your hand, Deck, or Graveyard.
ATK / 2200 DEF / 0
 
Jormungand LV7
WIND / Level 7
[ Sea Serpent / Effect ]
Cannot be Normal Summoned/Set. Must first be Special Summoned by the effect of "Jormungand LV5". During either player's turn, when your opponent activates a Spell Card, Trap Card, or monster effect: You can discard 1 card; negate the activation, and if you do, destroy it, and place 1 Judgment Counter on this card. This effect of "Jormungand LV7" can only be activated once per turn. At the End Phase of the turn the 5th Judgment Counter is placed on this card: You can tribute this card; Special Summon 1 "Jormungand LV9" from your hand, Deck, or Graveyard. This effect of "Jormungand LV7" can only be activated once per duel.

ATK / 2800 DEF / 0

 

Jormungand LV9

WIND / LV9

[ Sea Serpent / Effect ]

Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of "Jormungand LV7", and cannot be Special Summoned by other ways. During either player's turn, when your opponent activates a Spell Card, Trap Card, or monster effect: You can discard 1 card; negate the activation, and if you do, banish it, and place 1 Judgment Counter on this card. This effect of "Jormungand LV9" can only be activated once per turn. At the End Phase of the turn the 5th Judgment Counter is placed on this card: Destroy all cards on the field and in both players hands. If this card is sent to the Graveyard with 5 Judgment counters on it: You win the duel.

ATK / 3500 DEF / 0

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They are not impressive in my opinion. Except for LV9, you didn't give them any unique/interesting/gimmicky effect to spice them up, and they actually feel like Armed Dragon ripoffs with their "discard 1 card; destroy a card(s)" effects. Even their names feel bland, considering that all of the LV archetypes so far have at least 2 words in their names (Ultimate insect, Allure Queen, Mystic Swordsman, you get the idea).

 

If I remember correctly, alternate win conditions are considered as bad for the game: either they are too difficult to fulfill and not worth the attempt (Puppet Leo, Vennominaga), or too easy to the point of becoming annoying (Exodia, burn); so it would be better if you removed the alt win from LV9.

 

I believe one of the greatest drawbacks of LV archetypes/decks is that any Level 5+ LV you draw will most likely be dead, and thus I suggest a support Spell/Trap that helps "Jormungands" with this issue. How about some kind of LV version of "Assault Teleport"? Or a "Card Trader" that returns a LV 5+ Jormungand from the hand to the deck to draw 1 card?

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