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Monsters : 3x Block Dragon 3x Dinowrestler Pankratops 1x Gem-Knight Garnet 1x Giant Rex 3x Gigantes 2x Gokibore 2x Gokipole 3x Kumongous, the Sticky String Kaiju 2x Madolche Petingcessoeur 3x Mathematician 1x Resonance Insect 3x SPYRAL Super Agent 1x Shaddoll Dragon 1x The Rock Spirit Spells : 1x Brilliant Fusion 1x Foolish Burial 1x Gold Sarcophagus 2x Instant Fusion 1x One-Time Passcode 3x Shaddoll Fusion 2x Unexpected Dai Extra: 1x Abyss Dweller 1x Borreload Dragon 1x Borrelsword Dragon 1x Curious, the Lightsworn Dominion 1x El Shaddoll Shekhinaga 1x Gem-Knight Zirconia 1x Karbonala Warrior [IF target] 1x Knightmare Cerberus 1x Knightmare Phoenix 1x Link Spider 1x Missus Radiant 1x Number 101: Silent Honor ARK 1x Number 41: Bagooska the Terribly Tired Tapir 1x Saryuja Skull Dread 1x Tornado Dragon Side: 1x Barrier Statue of the Drought 3x Hey, Trunade! 1x Instant Fusion 1x Madolche Petingcessoeur 1x Monster Reborn 3x Performage Hat Tricker 1x Tackle Crusader 1x The Rock Spirit 3x Twin Twisters Main Deck: The principle of the deck is to go second, ideally OTK, if not then break their board and finish next turn. The deck is equipped with many main deck removal options that simultaneously swarm the field. Let me introduce you to some cards that you may not be familiar with. Resonance Insect EARTH Insect Lvl 4, 1000 / 700 (A/D) If this card is sent from the field to the Graveyard: You can add 1 Level 5 or higher Insect-Type monster from your Deck to your hand. If this card is banished: You can send 1 Insect-Type monster from your Deck to the Graveyard, except "Resonance Insect". Gokipole EARTH Insect Lvl 3 1000 / 1200 If this card is sent to the GY: You can add 1 Level 4 Insect monster from your Deck to your hand. If you added a Normal Monster by this effect, you can Special Summon it, then you can destroy 1 monster on the field whose ATK is higher than or equal to the ATK of the Special Summoned monster. You can only use this effect of “Gokipole” once per turn. These cards are quite potent. Gokipole gives the deck access to off-field, non-targeting destruction. It’ll out all your favorite big boys like Hot Red Dragon Archfiend Abyss, Darkest Diabolos, Lord of the Lair, etc while putting a monster on your field. Resonance can send this card to the GY when banished, working in tandem with your rock monsters. Resonance is a crazy card. Use it for a link summon, or just crash it, and you can search a Kaiju. Then banish it and you can summon and destroy a monster. It can very easily dismantle boards that don’t have Colossus up. Note, Resonance is not once per turn so you can trigger the field effect again via Skull Dread and the banish effect dumps more fodder for the rock monsters. Also, it is a natural predator to Dark Matter. If they don’t have Colossus up then you’ll get free stuff and a pop. I was originally running 3 of each and no Math, but this can lead to bricking since the rock monsters need an earth in grave and the side decked Hat Trickers need two monsters on the field. The cards are great for protecting your link monsters effects via the Chain Link and vice versa. With a lot of effect negation running around I didn’t deem this as valuable and for these reasons opted for Math. Also, Math can send Dragon to pop floodgates. Block Dragon EARTH Rock Lvl 8 2500 / 3000 Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or Graveyard) by banishing 3 EARTH monsters from your hand and/or Graveyard, and cannot be Special Summoned by other ways. Rock-Type monsters you control cannot be destroyed, except by battle. If this card is sent from the field to the Graveyard: You can add up to 3 Rock-Type monsters from your Deck to your hand, whose total Levels equal 8. You can only use this effect of "Block Dragon" once per turn. This is the backbone of the deck. The other cards pick apart boards and this guy gives the push and grind. It is generally the priority to get out, but sometimes you can OTK without it. The summoning condition is not once per turn and will give you a recurring beat stick that also generates advantage thanks to the second effect. Gigantes EARTH Rock Lvl 4 1900 / 1300 Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 EARTH monster from your Graveyard. If this card is destroyed by battle and sent to the Graveyard: Destroy all Spell and Trap Cards on the field. Like its cousin The Rock Spirit it is a lvl 4 inherent summon that adds to the swarming ability and searchable off block dragon. Unlike its cousin, it has a great effect. Not sure how heavy storm got printed onto the effect of a rock monster in IOC, but I’ll take it. Perfect out to copious backrow and floodgates since it activates during the damage step and off field. Throw down a Kaiju to disable stuff like Widow Anchor or Salamangreat Roar. The rest of the main deck monster contribute to either removal or getting three different earth types for Curious. SPYRAL Super Agent is good because most decks are skewed towards one type. You’ll likely guess right vs the combo decks, which would be the most critical matchups to hit. Vs. backrow decks you can afford to whiff, but it also increases your odds of winning if you hit. I’m main deck the Shaddoll engine to increase the number of main deck ways to reach block dragon and it’s just good vs most decks right now. Pop a backrow, pop a monster via Gokipole, and get a free card when you use it for a link summon. Your odds of winning will go up quite a bit if you resolve this card. Gold Sarcophagus, Instant Fusion, One-Time Passcode, and Unexpected Dai are just proxy for more earths. Cards are ran at 2 so once per turn effects aren’t dead. Consider them as a conglomerate rather than individual cards. Extra Deck: Pretty self-explanatory. I was running Azathot but in absent of things like Nekroz or Witchcrafter Golem I decided to drop it. Perhaps against Kunquery, but I found myself going into tornado dragon more. Honor Ark is my last choice, simply a removal option that won’t trigger Raye. Would consider replacing with exciton if I thought I’d encounter more rouge decks. Side Deck: I’m on the fence about Hey! Trunade and would consider swapping it for Typhoon. I don’t have much to side against Rum decks and having 3 Typhoons would give me 6 cards to try to stop the opening play. Useful in other match-ups like Sky Striker too as a handtrap and to kill summon limit. Also considering impermanence for extra outs to Vanity’s and perhaps preventing Azathot set-up. Not sure how successful that would be. Tackle Crusader is used to out Vanity’s Fiend while also being good vs Thunder Dragons. It can be sent via brilliant fusion too. Barrier Statue is your go to T1 play vs combo decks. Most are pretty mono and will have few outs to it. I run it over dyna as the decks you’d want to side this kind of card against aren’t earth and it allows you to still summon monsters so you can push for game next turn. Ideally, you want to make #41 + statue, but if not then go for Skull dread -> Barrier -> Missus. This way barrier will be in def pos with 1800. That won’t be run over. Also, it is a relatively simple side in if you suspect your opponent may make you go first. If not, you always have dweller. The other cards are for going first since you play with your going second cards in the main deck. Future: I’m excited for Tianwei Dragon – Vishudda, an honorary earth thanks to the Link 1. With it, even more of the deck will contribute to removing opponent’s cards. Also, it’ll increase your odds of milling something extra from Curious. Salamangreat Almiraj is card that I think would justify cutting math and running three Gokipole and Resonance Insect. You could trigger their effects to get an earth in grave, enabling the rock monsters, and get a second monster on the field, enabling Hat Tricker. Also, it would allow you to search a Kaiju much more often. You could search Scary Moth which restricts both players to one ss a turn. You can also search Contact “C”, which can be good against decks that want to resolve place dependent effects like Summon Sorc or Gaurdragons. In addition, they provide Curious with natural protection against things like Ash or Salamangreat Roar thanks to chain links. I’ve recorded some duels with the deck: Keep in mind I’m far more out of this game than in and only come back now and again when things pique my interest. All in all I think the earth stuff is sleeper that will someday break.
I was looking at this monster [img]http://images3.wikia.nocookie.net/__cb20111226200909/yugioh/images/thumb/2/21/Kabutron-JF12-JP-NPR.jpg/300px-Kabutron-JF12-JP-NPR.jpg[/img] [quote]You can send 1 face-up Spell or Trap Card you control to the Graveyard to target 1 Level 4 or lower Insect-Type monster in your Graveyard; Special Summon that target in face-up Defense Position. The effect of "Kabutron" can only be activated once per turn.[/quote] I was like this is a really solid monster with a decent effect that seems like it should have had "Inzector" as a prefix in his name but it doesn't therefore its really generic. I really wanted to use it with... [img]http://images1.wikia.nocookie.net/__cb20100131152157/yugioh/images/thumb/4/4e/ArmoredBee-PP12-JP-ScR.jpg/300px-ArmoredBee-PP12-JP-ScR.jpg[/img] [quote]Once per turn, you can select 1 face-up monster your opponent controls and halve its ATK, until the End Phase.[/quote] Which is another really solid insect monster with a really good effect that Kabutron can revive. So you can imagine going Kabutron to revive this then halfing a dude's attack then going for a Rank 4 Xyz. However for Kabutron needs a face-up spell a trap to send to the grave to use his effect on and the ideal card for the job is [img]http://images1.wikia.nocookie.net/__cb20090715023641/yugioh/images/thumb/9/96/VerdantSanctuaryCRMS-EN-C-1E.png/300px-VerdantSanctuaryCRMS-EN-C-1E.png[/img] A solid card since its conception but it hasn't really had good monsters to use it with until now. While Verdant Sanctuary is face-up you can summon armored bee and kill nearly anything baring a few circumstances. If he gets destroyed you're able to search a Kabutron if you want which allows you to revive armored bee half something [i]again[/i] and make Rank 4s if need be. It's a small engine that I think has potential down the line to be seen in competitive decks provided the right things get released to support it and we see Rank 4s that are worth the trouble Other things you can add to the formula is... [img]http://images3.wikia.nocookie.net/__cb20110903091427/yugioh/images/thumb/0/08/DarkSimorghCT08-EN-SR-LE.png/300px-DarkSimorghCT08-EN-SR-LE.png[/img] since Kabutron is DARK and Armored Bee is WIND they easily make DS' summoning conditioning. Although whether or not DS is worth it is a different argument. Also the Ninja engine is a possibility with the use of the old Ninjutsu art of transformation. [img]http://images2.wikia.nocookie.net/__cb20120110231624/yugioh/images/thumb/6/6c/NinjitsuArtofTransformation-TU07-EN-C-UE.png/300px-NinjitsuArtofTransformation-TU07-EN-C-UE.png[/img] Although not as powerful as the new Ninjutsu Art, searching it with Hanzo and then going into armored bee to half something with his effect and then sending ninjustu art off for Kabutron to revive bee and then half something again to go into a rank 4 is super solid. Not to mention if Verdant Sanctuary was face up you can get an additional insect search in. Should be noted that you can send a Hanzou for ninjutsu art to search a DS... There's other ways to toy around with Kabutro's effect. Ideally you would want to use his effect on something the replaces itself in someway when sent to the grave. A real basic example of this is equipping Big Bang Shot to a threat then you use Kabutron to revive Armored Bee or himself and Big Bang Shot then removes the threat from play. I like the possibilities here.