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[spoiler=Monster]
Robug Kuwanger
FIRE / Level 3
[Insect/Effect]
When this card is Normal Summoned, you can Send 1 "Robug" card from your Hand to the Graveyard: Each player sends 2 cards of the sent card type(Monster, Spell, Trap), from their Deck to the Graveyard. This card gains 500 ATK for each Face-up "Robug" monster you control. As long as this card remains Face-up on the field, all Face-up "Robug" monsters you control inflict piercing damage.
ATK / 500 DEF / 0

Robug Hopper
FIRE / Level 3
[Insect/Effect]
When this card is Normal Summoned, you can Send 1 "Robug" card from your Hand to the Graveyard: Each player sends 2 cards of the sent card type(Monster, Spell, Trap), from their Deck to the Graveyard. This card gains 500 ATK for each Face-up "Robug" monster you control. As long as this card remains Face-up on the field, Draw 1 card each time a "Robug" monster you control inflicts damage to your Opponent(This effect of "Robug Hopper" cannot accumulate).
ATK / 500 DEF / 0

Robug Mantis
FIRE / Level 3
[Insect/Effect]
When this card is Normal Summoned, you can Send 1 "Robug" card from your Hand to the Graveyard: Each player sends 2 cards of the sent card type(Monster, Spell, Trap), from their Deck to the Graveyard. This card gains 500 ATK for each Face-up "Robug" monster you control. As long as this card remains Face-up on the field, Banish any of the Opponent's monsters that are destroyed as a result of battle from battles involving "Robug" monsters.
ATK / 500 DEF / 0[/spoiler]
[spoiler=Spell]
Robug Battle Zone
Spell / Field
When this card is activated, place 1 Counter on each Face-up "Robug" monster you currently control, without any Counters on them. During each of your Standby Phases, place 1 Counter on all Face-up "Robug" monsters you currently control that don't have Counters on them. If a "Robug" monster(s) would be destroyed, either by battle or card effect, you can remove 1 Counter from that monster(s) instead.

Robug Gear - Tech Splash
Spell
Discard 1 "Robug" card. Send up to 3 "Robug" Spell/Trap cards from your Deck to your Graveyard. Then, Banish this card. During the turn you activate this effect, you can activate 1 more "Robug" Spell card, regardless of conditions, except "Robug Gear - Tech Splash".

Robug Gear - Battle Enabler
Spell
Cannot be Set or activated from your Hand and/or side of the field. During your Main Phase 1, you can Banish this card from your Graveyard and Target 1 Face-up "Robug" monster you control: Increase the ATK of the Target monster by 1000 until the End Phase. Then, you can Target 1 Face-up monster your Opponent controls: Target monster looses 1000 ATK until the End Phase. You can only Banish 1 "Robug" Spell card from your Graveyard per turn.

Robug Gear - Mirage Armor
Spell
Cannot be Set or activated from your Hand and/or side of the field. During your Main Phase 1, you can Banish this card from your Graveyard and Target 1 Face-up "Robug" monster you control: Until the Opponent's End Phase, Target monster in unaffected by your Opponent's Spell and Trap cards. You can only Banish 1 "Robug" Spell card from your Graveyard per turn.

Robug Gear - Pressure Force
Spell
Cannot be Set or activated from your Hand and/or side of the field. During your Main Phase 1, you can Banish this card from your Graveyard and Target 1 Face-up "Robug" monster you control: Until the Opponent's End Phase, Target monster cannot be destroyed as a result of battle and gains 500 ATK. You can only Banish 1 "Robug" Spell card from your Graveyard per turn.[/spoiler]
[spoiler=Trap]
Robug Tech - Overdrive Power
Trap
Cannot be Set. During your Opponent's Battle Phase, you can Banish this card from your Graveyard and Target 1 "Robug Gear" card in your Graveyard: Banish that card, and activate it's effect, as this card's effect. You can only Banish 1 "Robug" Trap card from your Graveyard per turn.

Robug Tech - Impact Collision
Trap
Cannot be Set. During your Opponent's Battle Phase, you can Banish this card from your Graveyard and Target 2 Face-up monsters on the field, 1 "Robug" monster in your side of the field and 1 monster the Opponent controls: The first Target gains 1000 ATK until your End Phase, and change the second Target's Battle Position. You can only Banish 1 "Robug" Trap card from your Graveyard per turn.

Robug Tech - Energy Drive
Trap
Cannot be Set. During your Opponent's turn, you can Banish this card from your Graveyard: Send up to 2, in any combination, of "Robug" Spell/Trap cards from your Deck to your Graveyard. You can only Banish 1 "Robug" Trap card from your Graveyard per turn. Then, during the End Phase of that turn, add to your Hand 1 "Robug" monster from your Deck.[/spoiler]

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Do the Spells and Traps banish themselves from the hand or the Graveyard? I'm taking it from the Graveyard since the former option makes Tech Splash look rather meh. It says "banish from the Graveyard" at the end of virtually every Spell and Trap. How did I miss that?

 

Anyway, it looks like the monsters are all too reliant on playing Battle Enabler to let the monsters be able to run over what they need to until you get enough monsters for them to stand up for themselves or to get a Rank 3. It doesn't seem too likely since there are only three monsters and no method of adding them to your hand outside of the preexisting support.

 

As for these monsters, Kuwanger is a bit situational in that it requires your opponent to play monsters in Defense Position. However, this seems more ok as you do have Impact Collision and I've heard that Papilloperative is seeing more play. Hopper looks amazing and Mantis seems to be a bit more useful for shutting down things that like the Graveyard. But it's ok, Debris Dragon likes them all, and so does BRD.

 

Battle Zone looks nice, but given how many methods your opponent has to get rid of things, you're only saving yourself some damage and wasting a bit of your opponent's resources if they actually resort to using effect destruction on your little critters. While Mirage Armor and Pressure Force do a better job at keeping your monsters alive, this does affect all of them.

 

Tech Splash doesn't look very useful. Sure, you draw 3 cards, which is nice, but the playstyle of this archetype is to send these cards from your hand to the Graveyard, then more from your Deck to the Graveyard so you can banish them, right? If so, it seems a bit counterproductive to dump so many of them back into the Deck when you could use them as fodder for your monsters. I guess you could use this in a desperate attempt to get these monsters, but I still feel like I'm missing something that actually makes this good.

 

As I said, Battle Enabler is the best thing that your monsters ever wanted since sliced bread. Where most of your other S/T tries to help keep them alive, this is what lets them get somewhere by enabling you to kill anything with 3000 or less ATK - and that's if you have only one Robug. Since I don't see you getting many Robugs out on the field to give them a hefty ATK score, I shiver at imagining what happens when you run out of these.

 

Mirage Armor is nice for being a one-sided Lance that doesn't make your monsters immune to your own cards, but the problem is that if your monster doesn't have a decent ATK, it will still die anyway. But if you do have a good ATK for your monster, it's pretty nice. Combining this with a Battle Enabler or a Pressure Force via Overdrive Power is a pretty neat trick.

 

Pressure Force is pretty nice for keeping your monster alive, but the combination of battle destruction and effect destruction that could hit your monster makes it not a sure-fire way of keeping the monster alive. It does allow you to further keep your monster alive when you use Overdrive Power on this for a monster affected by Mirage Armor, but it's still not very reliable.

 

At first, I thought that Overdrive Power was completely redundant, but then I realized that it essentially an extra Spell that you can fling out of nowhere when your opponent comes swinging their big scary monsters. It's a pretty decent effect, but this card eats up your Battle Enablers so fast.

 

I wanted to say that Impact Collision isn't very good, and it probably isn't very useful. But then I realized that is technically a Necro Gardna that you can mill very easily. Still, Pressure Force protects the monster from multiple attacks and Battle Enabler turns the tables against your opponent, but that would cost a Overdrive Power and the used S/T, which can't be taken care of in one effect as you would need both a Trap and a Spell in the Graveyard. But while it's better than I initially thought, it might be ok to make this a bit better.

 

Energy Drive is an amazing alternative to using your monsters, which can be very useful if you end up not having a Robug to NS or you just need to haul ass and mill even faster than you would normally. The only downside is that you would have to decide whether to use this or Overdrive Power during your opponent's turn, but that's called skill.

 

The archetype in a whole looks like it's focused on killing your opponent's monsters in battle with the archetype monsters, but they don't seem capable of doing it very well outside of Battle Enabler, of which seems appropriately named. It's an interesting concept, it just needs more prowess. I would say make it a lot more easier to get the archetype monsters onto the field, but then it would be a crazy Rank 3 engine nullifies the usefulness of the S/Ts.

 

Edit: Wow, I actually did post like I said I would. I don't care if it took an hour of thought. I did it.

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The archetype in a whole looks like it's focused on killing your opponent's monsters in battle with the archetype monsters, but they don't seem capable of doing it very well outside of Battle Enabler, of which seems appropriately named. It's an interesting concept, it just needs more prowess. I would say make it a lot more easier to get the archetype monsters onto the field, but then it would be a crazy Rank 3 engine nullifies the usefulness of the S/Ts.

TECHNICALLY the Archetype is also focused on Deck destruction. Because as you boost your Robugs through their Spell/Trap shenanigans, your also eating at the Opponent's plays by removing their Spell, Trap, and Monster cards from their Deck ahead of time, as to prevent them from suddenly gaining an advantage because they were forced to mill something vital. Sorta' like Virus Cannon, but in a more practical way.
Also I tweaked some stuff.
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