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card review Hell Spider: Green Eight-Legged Freaks

Card Review
Hell Spider: click to enlarge
Hell Spider

Card text:

[CONT](VC):During your turn, if all of your opponent's vanguard and rear-guards are Rest, this unit gets [Power] +3000.
[AUTO]:[Counter-Blast 2] When this unit is placed on (VC) or (RC), you may pay the cost. If you do, choose one of your opponent's rear-guards, and the chosen unit cannot [Stand] during your opponent's next stand phase.

Rise from the underworld, avatar of evil! Hell Spider!

  • Number: BT01-039
  • Rarity: R
  • Clan: Megacolony
  • Nation: Zoo
  • Race: Insect
  • Power: 10000
  • Grade / Skill: Grade 3 / Twin Drive!!
  • Trigger: None
Hell Spider
Green Eight-Legged Freaks

written by cyber7samurai
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Not gonna lie, I wrote this review for nostalgia purposes. Hell Spider was the rare I pulled when I bought my first ever pack of Cardfight!! Vanguard cards in May 2012. I'd just discovered the game at an anime convention, and my friends had already poured hundreds of dollars buying booster boxes for a game they'd only just discovered. Slow and steady wins the race, I believed. I'd only purchased a single pack, and I'm sure you can guess the rest.
This card wasn't the greatest first impression one could get from this card game, but it sure was good enough for me!

General description:
Let's get down to the nitty-gritty. Hell Spider is a Grade 3 Megacolony unit with 10000 power and no shield. It's effect is as follows:

[CONT](VC): During your turn, if all of your opponent's vanguard and rear-guards are Rest, this unit gets [Power] +3000.

[AUTO]: [Counter-Blast 2] When this unit is placed on (VC) or (RC), you may pay the cost. If you do, choose one of your opponent's rear-guards, and the chosen unit cannot [Stand] during your opponent's next stand phase.

Uses:
Let's analyze Skill #1, shall we?
If this unit is on VC, and it's your turn, and all your opponent's Rear-Guards are rested, this unit gets +3.
How amazingly easy is it to get this effect through? Due to the fact that EVERYBODY attacks with all their units, if possible, very. Boost this unit with a 7 or 8 booster, and you'll be eating shield like breakfast!

Now, for Skill #2...
When this unit is placed on VC or RC, you may CB2 and 'stun' one of your opponent's rearguards next turn.
'Stunning' is the specialty of Megacolony. This involves not enabling your opponent's Rear-Guards to stand during your opponent's next stand phase.
Some would argue that this effect is so easy to get around, and it is, but your opponent is kept on his/her toes with decisions.
"Should I deplete my hand to replace my stunned unit so I can attack/boost this turn, or risk less firepower?" Of course, this is a one-time effect, but this is the kind of effect that hampers that turn before FINAL TURN. This skill enables Hell Spider to be useful as VG or RG.

Strategies and game play:
As VG, Hell Spider is best set up with Tail Joe, a Grade 2 that can hit for 11, or pretty much anything else that can hit significant numbers. This unit is preferably boosted by Phantom Black, the Megacolony 8 boost.

As RG, Hell Spider is especially deadly, because he can be splashed in many, many builds. His skill is non-clan specific, so you can mix and match, and watch the RAGE from your opponent build up!

Combos with other cards:
As stated in "Strategies and game play", Hell Spider works in a dedicated Megacolony build, OR you may splash him in many other builds. Your opponent will be confused and think you're stupid, but only before you manage to...utilize him. Hehehehehehehehe.

Ways to counteract it:
If Hell Spider activates his 2nd skill, and stuns one of your RGs, you can just replace that RG, or survive a turn without attacking, LIKE MEN. In terms of beating the first skill, if you have a stood unit by the end of your turn, you should be fine. Stand triggers work well against him, as well as his entire clan. Check a Stand as damage, and the attack just got weaker by 3.

Strengths/Pros:
+ Extremely easy to get +3 power as VG
+ Ability to Stun
+ 10 power, so it can hit many types of units.
+ Way to use unflipped damage
+ Grade 3, so it has Twin Drive!!

Weaknesses/Cons:
- Cost of 2 CB for 2nd skill may be costly to some decks
- Easy to get around 2nd skill
- If you choose to not get around 2nd skill, just wait a turn
- Damage-checked Stand triggers make him sad
- 10 power is not the same as 11
- Grade 3, so it has no shield

Variations:
BT01 R, that's it.

Artwork and aesthetics:
IT'S A GREEN SPIDER WITH HAIRY, MUSCULAR ARMS. 8 HAIRY, MUSCULAR ARMS.

Overall rating:
To be realistic, this card is NOT MLB, DOTE, or PBO, but this card has much utility that has been overlooked in the narrow meta that is Vanguard (Feel free to disagree with the last part). Honestly, I think I'm the only player on this site that even saw this card as a good idea. The fact that this card has no review is evidence. Before I ramble too far again, I'll give this card it's rating.
Hell Spider gets 7 sticky webs out of 10.

 

Modified on September 25, 2013 09:55 pm



Rating
Current score for this Card Review, based on 21 votes:
 4.38
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Discussion about this Card Review
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Author Message
pokefreaker
LV11 Malaysia send message

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Member since
May 20, 2012
Subject:    Posted: June 22, 2013 09:07 pm Reply with quote Report content icon

Awesome review,im looking forward for your other reviews.If you ever planning to make other that is.
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dreamer96
India

Avatar for dreamer96
Subject:    Posted: June 28, 2013 10:00 pm Reply with quote Report content icon

firstly this is a bit short. second his 3000 can be wasily prevented. thirdly he cannot be splashed as he eats up 3 counterblasts. fourth you forgot to mention machining archtype. fifth there should have been more strategies mentioned
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cyber7samurai
Canada

Avatar for cyber7samurai
Subject:    Posted: June 29, 2013 02:48 pm Reply with quote Report content icon

The review clearly states how to get around his +3.

Hell Spider can indeed be splashed because he's not clan specific. Hell Spider only uses 2 CB, so it's not a huge cost to many decks that aren't CB heavy. Hell Spider and Machinings can go together, but it's pretty much the same as putting Hell Spider in RP.

I think you're just critiquing the card and not really the review. :p
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blackemperor
LV2 United States send message

Avatar for blackemperor
Member since
July 13, 2013
Subject:    Posted: July 25, 2013 05:18 pm Reply with quote Report content icon

Try to expand the strategies more by showing the mixture of Hell Spider and any clans to "rage" the opponents.
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supermew Premium Member
LV10 United Kingdom send message

Avatar for supermew
Member since
December 11, 2010
Subject:    Posted: September 15, 2013 05:07 am Reply with quote Report content icon

It's a great card and a good review, but you should probably mention how useless he becomes against Death Army.
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