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Hyper Summon


Horu

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The field will have a single spot behind the center spell/trap zone known as the Hyper Zone.

 

Hyper monsters are placed in the Extra Deck and can only be summoned using their main deck counterpart, the Warp monsters.

 

When you summon a Warp monster, you can use any monster with a level lower than that monster to Hyper Summon the desired monster.

 

So the basic math is this.

Lv4 Warp + Lv3 monster = Lv1 Hyper.

 

Hyper monsters look like the Xyz cards except their background is black/red and their Level Stars are blue inside a yellow orb.

 

Warp monsters are normal monsters except their Level Stars are orange inside a red orb and count from the left and have no attribute.

 

A monster's Hyper form is supposed to that monster's true ultimate power.

 

A few sample cards may be needed.

 

[spoiler=Warp Monsters]

Warp Magician

Spellcaster/Warp

Lv8 2400/1600

When Summoned from your hand: Special Summon 1 Level 7 or lower "Magician" monster from your Deck.

 

 

 

[spoiler=Hyper Monsters]

Hyper Dark Magician

Dark

Spellcaster/Hyper/Effect

Lv2 4000/3400

"Warp Magician" + "Dark Magician"

Once per turn: You can discard and number of Spell Cards from your hand; this card can attack once for each Spell Card discarded.

When this card battles: Effects cannot be activated by either player.

 

 

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In a sense except the Warp monster has no attribute and it's level has to higher than your secondary material(s).

 

So if you have a level 8 Warp monster, the other monster(s) can only add up to level 7. The idea is that their power is limited. Also this prevents game breaking plays like trying to Warp with something like Five-Headed Dragon, Cyber End Dragon, etc.

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Well the first problem I notice is that either Warp magician should be level 9 or Hyper Dark Magician Level 1, since Dark Magician is level 7. 

 

The Second problem I see is creating Warp monsters as you conceive them. My recommendation would be to make them a sub type like Tuners, Unions, or Spirits, As this would allow for more creative usage of the sub type, as well as a bigger variety. Ritual or Extra Deck Warp monsters, Pendulum Warp monsters, etc. The only combinations you probably wouldn't see were Xyz (since they're ranked) and Link (Since they have neither levels or ranks). 

 

The third problem is just that in you rbasic math it should be Warp 4 - Monster 3 = Hyper 1, not Warp 4 + Monster 3 = Hyper 1. 

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The Hyper monster's level is a bit different.

 

Let's say you have a Lv8 Warp and a Lv7 monster

 

8+7=15

 

This is generally the idea of getting a Lv2 Hyper. The Warp is simply serving as a gate to unlock the true power of the monster. And Yes, technically, a Warp monster can be anything aside from a Link due to the lack of Level/Rank. It would, however, be possible to have an Xyz Warp. Though the Hyper version of an Xyz would probably be incredibly broken.

 

Think of a Warp more as a limit removal device. Let's say you have a car that runs at 120, if you were to essentially double the amount of power that car had, you'd be able to go twice as fast.

 

So let's say you have Dark Magician at Lv7/2500ATK/2100DEF. Throw down a Warp and use it Dark Magician, You can essentially summon any 2 Star DARK Hyper Spellcaster you desire.

 

Also the math is more like: 8+7=15/7=2*

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