Post by Mizuki on Aug 15, 2011 22:05:49 GMT 8
NOTE: The contents of this thread is from the following link:
forums.zynga.com/showthread.php?p=9129549#post9129549
Credit goes to the original author, Chanco.
Snapping Hydra
Stats
Faction: Neutral
Type: Beast
Abilities: Regenerate 2, Lose Morale 2
Attack: 3
Health: 5
Ready Time: 10 (T4) / 8 (T7)
Set: Monsters Expansion Set
The usual feature of powerful neutral cards is one nasty ability, Lose Morale. Snapping Hydra is not the best beast out there, but with the proper set-up, you can see why it has that 2 morale drawback.
Snapping Hydra is not fit for any type of deck. I know it's neutral so technically it can be in any faction, but using it to its fullest potential is kinda tricky.
STRENGTHS
- 3/5 body with regenerate 2 - Swamp Horror is the only unit with regen 2, but it has 1 less attack point and you are forced to play undead if you wanna use it
- 8 ready time for a tank - fast and sturdy units make a good wall in any set up, may it be 1/2/3/4 s battles.
-it's neutral - your imagination is the limit. plug it in any squad and do some test runs...if it works then good!
CONS
- Lose Morale 2 - 2 morale is a big deal, especially in 1s/2s battles.use it with caution
- Ice Armor - having no means of dealing indirect damage means it will take forever to take down a Corrupted Healer, but with Regen 2, CH couldn't even flinch this hydra
HOW TO COPE UP WITH THE CONS:
The lose morale 2 of Snapping Hydra can really hurt, but placing cards that gain morale like Battle Standard or Drums of Despair won't be that helpful also. There are other cards that can give more offense and other tactics and Morale-gaining cards may just be a waste of deck space.
As for Ice Armor enemy units, If Snapping Hydra gets equuipped with an SoA, or the other offensive option SoG, the problem has been addressed. In setups where a lot of your units can restore their own health, SoG seems to be the better choice. Considering Snapping's 3 attack, if SoG hits the opposing unit, Snapping can deal a whopping 3 morale point loss.
As I have mentioned before, creating "holes" via indirect damage is a big factor in winning close battles.
Combos with Snapping Hydra
+ Whip
-if you can put this together with Aradan Flametongue, your opponent will not like being beaten up by a 8/5 overwhipped, regenerating wrecking ball.
+Gorfang Trollking
-a 4/5 Regen 2 beatstick is not bad at all, since Snapping is neutral, it can blend with Trollking and Flametongue anytime
+Sigil of Gishagul
-using SoA might be an overkill...we don't need a Regen 4 beast...but if you replace the very expensive SoA with SoG, then we have a whole new ball game. SoG in my opinion is the best "hole" maker in WS.
+ anything you think might work
-your imagination is the limit...if you have other suggestions, i will put it here.
There you go...the biggest and baddest neutral unit as of now (except for the OOP Storm Giant)...try it out if you have one...it's nice messing around with this guy.
Ratings:
Speed: 8
8 ready time for a 3/5 regen 2 is not bad at all
Utility: 8
it might not have any other means of dealing damage but a very solid tank indeed
Versatility:
5 not recommended for 1s/2s battles due to its lose morale 2
forums.zynga.com/showthread.php?p=9129549#post9129549
Credit goes to the original author, Chanco.
Snapping Hydra
Stats
Faction: Neutral
Type: Beast
Abilities: Regenerate 2, Lose Morale 2
Attack: 3
Health: 5
Ready Time: 10 (T4) / 8 (T7)
Set: Monsters Expansion Set
The usual feature of powerful neutral cards is one nasty ability, Lose Morale. Snapping Hydra is not the best beast out there, but with the proper set-up, you can see why it has that 2 morale drawback.
Snapping Hydra is not fit for any type of deck. I know it's neutral so technically it can be in any faction, but using it to its fullest potential is kinda tricky.
STRENGTHS
- 3/5 body with regenerate 2 - Swamp Horror is the only unit with regen 2, but it has 1 less attack point and you are forced to play undead if you wanna use it
- 8 ready time for a tank - fast and sturdy units make a good wall in any set up, may it be 1/2/3/4 s battles.
-it's neutral - your imagination is the limit. plug it in any squad and do some test runs...if it works then good!
CONS
- Lose Morale 2 - 2 morale is a big deal, especially in 1s/2s battles.use it with caution
- Ice Armor - having no means of dealing indirect damage means it will take forever to take down a Corrupted Healer, but with Regen 2, CH couldn't even flinch this hydra
HOW TO COPE UP WITH THE CONS:
The lose morale 2 of Snapping Hydra can really hurt, but placing cards that gain morale like Battle Standard or Drums of Despair won't be that helpful also. There are other cards that can give more offense and other tactics and Morale-gaining cards may just be a waste of deck space.
As for Ice Armor enemy units, If Snapping Hydra gets equuipped with an SoA, or the other offensive option SoG, the problem has been addressed. In setups where a lot of your units can restore their own health, SoG seems to be the better choice. Considering Snapping's 3 attack, if SoG hits the opposing unit, Snapping can deal a whopping 3 morale point loss.
As I have mentioned before, creating "holes" via indirect damage is a big factor in winning close battles.
Combos with Snapping Hydra
+ Whip
-if you can put this together with Aradan Flametongue, your opponent will not like being beaten up by a 8/5 overwhipped, regenerating wrecking ball.
+Gorfang Trollking
-a 4/5 Regen 2 beatstick is not bad at all, since Snapping is neutral, it can blend with Trollking and Flametongue anytime
+Sigil of Gishagul
-using SoA might be an overkill...we don't need a Regen 4 beast...but if you replace the very expensive SoA with SoG, then we have a whole new ball game. SoG in my opinion is the best "hole" maker in WS.
+ anything you think might work
-your imagination is the limit...if you have other suggestions, i will put it here.
There you go...the biggest and baddest neutral unit as of now (except for the OOP Storm Giant)...try it out if you have one...it's nice messing around with this guy.
Ratings:
Speed: 8
8 ready time for a 3/5 regen 2 is not bad at all
Utility: 8
it might not have any other means of dealing damage but a very solid tank indeed
Versatility:
5 not recommended for 1s/2s battles due to its lose morale 2