MArcomage

Free multiplayer on-line fantasy card game

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HivedOne on 15:58, 25. Jul, 2011
Card text is "confusing":
What does "in game" mean? I just "stole" a Hydra from enemies hand to do a "bunch of damage" and what happened?
http://arcomage.netvor.sk/?location=Replays_details&CurrentReplay=198711&PlayerView=1&Turn=21
5 mini-damage :-(

I think only the Hydras in hand count... is that so?? Can someone change this?
Mojko on 17:15, 25. Jul, 2011
It seems the card code is wrong - it only counts your hand. I'll fix ASAP.
Damalycus on 20:21, 25. Jul, 2011
I had same thing once.

But I think it works fine, you only need to change description.
It is one hydra on one side. Or does your enemy use your own hydra against you? I mean theoretically.
DPsycho on 23:01, 25. Jul, 2011
I find the possibility of stealing one to use the bulk against your opponent to make the card more interesting. I think the effect should be corrected to reflect the text.
Mojko on 12:40, 6. Aug, 2011
Card effect corrected in r1574.
Fithz Hood on 10:07, 22. Aug, 2011
As Dindon foresaw this card is a bit weak for a rare.
I suggest "recruits: +N" or "wall: +N" or "attack: 7N"
Arbnos on 10:44, 22. Aug, 2011
Aqua keyword?
NG_Beholder on 11:29, 22. Aug, 2011
Fithz wrote:
As Dindon foresaw this card is a bit weak for a rare.
I suggest "recruits: +N" or "wall: +N" or "attack: 7N"

How about "recruits: +(8-N)"?
dindon on 11:37, 22. Aug, 2011
I do still think this card is underpowered (and I'm glad that my opinion from long ago is being vindicated :P). Here is the discussion of this card from before it was added to the game, if you want to see some tables of how much damage this card does over time and that kind of thing.


I think a neat tweak would be to make the card only split after you've received damage. In mythology, the hydra grows more heads only after it's been attacked and had one of them chopped off. Maybe something like:

Attack 10N
N=#of hydra cards in game
If opponent reduced your tower/wall by at least 10 last round, then replace neighbouring cards with hydra.

Those numbers are just off the top of my head, and would probably need tweaking. I think this would make this card much more strategically interesting for both players. Right now it's basically just a durable card that takes several turns to reach its full damage potential.
Damalycus on 12:28, 22. Aug, 2011
I would go with "at least 5 damage", instead of 10.

Otherwise a great idea.
dindon on 12:54, 22. Aug, 2011
I wanted to choose a number high enough that you could still chip away at your opponent with weak commons. There aren't many cards in the game that do 4 or less damage, so setting it there would deter almost any attacks (except for one-hit kills from cards like Orc Regiment or Dragon Squadron).

There are still quite a few cards that do 10 or more damage, even among commons. Avenger, Berserker, Centaur tribe, Dark Warrior, Death wave, Fanatic, Ghoul... and I'm only up to 'G'! So I think 10 would still put a big hamper on your opponent's offense.
Glizorkulblorkul on 00:59, 7. Sep, 2011
Hydra is basically useless, it's need a big buff
NG_Beholder on 06:02, 7. Sep, 2011
Another idea: what if this card will replace neighbours first, then attack? So you'll start with 2 Hydras - 10 (15?) attack and guaranteed Dragon egg for 10 recruits.
Damalycus on 13:20, 7. Sep, 2011
I think it's a great idea
KingPirux on 15:08, 3. Aug, 2013
I just played this card, and noticed that i need 6 turns, 60 previus recruits stocked recruits, and all that just to do 30 damage... it is useless, it takes all you hand, eats a lot of turns to become a powerless dragon that even a lot of common cards can take its place.

It needs a least 10N x Hydra, with this in 3 turns it will make 60 damage, becoming a nice rare dragon card (not that good, because it needs 30 recruits and blocks your own hand...)
DPsycho on 15:42, 3. Aug, 2013
Its true strength is in two facts. First that it's nearly impossible for the opponent to prevent its use once it gets rolling. Targeted discards and Uncommon+ Skirmishers are just setting back its damage by one turn. You'd have to be lucky with an are discard or be able to discard the opponent's entire hand. Second, unlike other stacking damage cards, you can let this one sit sit for a turn to play a defensive card or another attack or to regain resources, and when you return to the Hydra effort, you're still hitting just as hard as you would have been without that interruption. Your opponent reducing your recruits is just delaying the inevitable. And since it's not Durable, you're actually drawing those other cards with each use (assuming you leave a Dragon egg somewhere in your hand).

This card is already a monster, no pun intended.
NG_Beholder on 19:32, 3. Aug, 2013
And you actually have attack 10 or 15 from your first Hydra, not 5. Hydra replaces her neighbours before attack. So your Hyrda would deal 30 damage after 4 turns. 15+20+25+30+35 = 125 attack for 50R, plus, if you have enough Dungeon, you can spam it easily.
Not to mention it's the easiest way to get 10 gold for Dragon and Collector awards.
KingPirux on 22:50, 3. Aug, 2013
¿¿¿¿??? not at all at all you said. This card is like "only me" kind, for this reasons:
the time when i get it, it was in the card Nº8 so in the first atack did 5 damage... the next one was just 10... and so on

First:
The card is useless unles you use it constantly. If you stop using it, you have dead cards in hand that doesn't do much damage, in the round n2 you are doing 20 damage, and that ONLY if you had the hydra started on the card n4, because if it didn't you are doing just 10 damage or less.

Second:
A lot of "replacing" cards in opponent hand will extend the time to make it usefull.

third:
the same example as before, you lost 4 card slots in your hand, your strategy is reduced to "please dont hurt me in the next 6 rounds." At the same time, cards that insert cards in your hand (those that inserts you common cero cost cards like palisade or goblin murderer) will reduce your strategy even more...

Fourth:
your opponent only needs COMMON and UNCOMMON tower+ or wall+ cards to counter it in the first 4 rounds, so you only lost recruits, your opponent keeps powering.

Fifth:
Yes, you get dragon egg to get better dragon cards. It's the only reason that i used it, but guess what, i lost 2 rounds, 20 recruits, 3 card slots, to get a rare dragon that i can't pay, so if hydra doesn't come in early game, your opponent will have better cards for sure.

Solution
Hydra should exist in all type of cards: COMMON card does wall+1xHydra. Uncommon Atack: 5xHydra and Rare Atack: 10xHydra.
So you not only depend on his "auto spam" but you can have luck that a 3rd hydra will come in the position where it was summoned. Also it can exist as a "only me" strategy, but open to defense.
Mojko on 14:46, 6. Aug, 2013
I disagree. Hydra is a very strong card when properly utilized.
NG_Beholder on 16:02, 6. Aug, 2013
You must consider Hydra scaling card, similar to Byakko. You can't just faceroll with it, you need to lower opponent's dungeon, raise your own, or be patient and accumulate many recruits. Same with Hydra. Both cards have their own strengths and weaknesses - for example, Byakko has no upper limit and can start with, say, attack 50-60, but it can be discarded by banishers, rare skirmishers and targeted discarders, it becomes more and more expensive with every use and it's Durable, so your hand will stall. On the other hand, Hydra has a limit - 35 attack if opponent doesn't have Hydras, but you can stop it only with mass discarders like Evolution.
I played Hydra many times, and it usually was successful. And, as I've metioned before, this is Dragon/Collector farming tool.