4 Level 4 WATER monsters
You can also Xyz Summon this card by using a "Number 32: Shark Drake" you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) During either player's turn, if your Life Points are 1000 or less: You can detach 1 Xyz Material from this card and banish 1 monster from your Graveyard to target 1 face-up monster on the field; that target's ATK and DEF become 0 until the End Phase.
Card Ratings
Traditional: 1.50
Advanced: 2.17
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - Jan. 10, 2013
All right, today I'm going to look at two cards.
As we're looking at the Chaos version of Number 32,
but haven't looked at the original, I intend to
compare and contrast the two. At present, this is
one of only three Number Monsters to have a Chaos
variant. Now, let's begin with Number 32: Shark
Drake. Shark Drake is a Rank 4. Water type, Sea
Serpent XYZ Monter, XYZ Summoned with three Level 4
Monsters. With 2800 attack (and 2100 defense) Shark
Drake is powerful for a Rank 4 Monster. Once a turn,
when Shark Drake destroys a Monster by Battle and
sends it to the Graveyard, by detaching an XYZ
Material, it can Special Summon that Monster back to
your opponent's side of the Field in attack
position. Said Monster loses 1000 attack, and then
Shark Drake can attack that Monster again. I really
like Shark Drake, and I really like he doesn't have
the stipulation of three WATER Monsters for XYZ
Summoning.
Ratings:
Traditional: 3/5
Advanced: 4/5
Art: 4.5/5
Now as for Number C32: Shark Drake Veiss,
everything is the same, except you need FOUR Level 4
Monsters to XYZ Summon here. Although you can use
its not Chaos variant for XYZ Summoning, certainly a
good thing. If you choose to do so, any XYZ Material
on Shark Drake become Material to this card as well.
So you could potentially have a plethora of XYZ
Material for this Monster. Now during either
players' turn (note that nothing is specified in the
aspect of once per turn) you can detach an XYZ
Material from this card, and Banish a Monster from
your Graveyard, to target one face-up Monster on the
Field, and make its attack and defense 0 until the
End Phase. I like the effect, I really do, but I
think you should get more for what you're putting
into this. OH, and this only works if your
Lifepoints are 1000 or less. That is what completely
kills the card for me. You're better off using the
original.
Traditional: 1.5/5 The Lifepoint stipulation can
really hurt you in Traditional Advanced: 2.5/5
Art: 5/5
John Rocha
Number C32: Shark Drake Veiss has a pretty nifty
effect that makes it possible to destroy just about
any monster in the game. Unfortunately, your life
points have to be 1000 or less. If they are that low
it usually means you do not have the resources to
protect your life points so getting 3 level 4
monsters on the field is probably not feasible. I
say 3 level 4 monsters because you are almost never
going to use 4 as all you have to do is summon
Number 32: Shark Drake and overlay Veiss.
At 2800 attack, if it does manage to get its effect
off to reduce a monster to 0 attack, you will be
doing some pretty heavy damage to your opponent’s
life points. Shark Drake has the same attack and can
do roughly the same thing but reduce a monster’s
attack by 1000 instead. Honestly, I do not see Veiss
being played a lot. That having 1000 or less life
point requirement just kills this card. However, if
you are playing Shark Drake, go ahead and play Veiss.
Traditional: 1/5
Advanced: 2/5
Miguel
I'll be honest, stats aside, I am not really
impressed by this card. You could use Number 32:
Shark Drake as Xyz material to summon C32. You get
the Xz materials that were attached to Shark Drake
and place them as Xyz materials for Veiss. His
effect leaves me, just meh. If your Life Points are
1000 or less, during either player's turn, you can
detach 1 Xyz material from this card and banish 1
WATER monster from your graveyard, target one
monster on the field, it's ATK and DEF become 0. My
biggest problem C32 is that right there. Way too
situational, and if it's at that point of the game,
you may not win. Im not saying that's impossible,
but to get out C32 at that point may or may not
happen, depending on your situation at the time.
Also the banishing could set up some play a little
later on, but if your life points are 1000 or less,
anything can happen. If you want a card that drops
your opponent's monster ATK stat to 0, try
Mini-Guts, don't know what it is? Look it up.