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Insect Kingdom >> New Insect Support Cards


BatMed

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Hi guys,, I hope u like these cards,, they're some new Insects support and Boss cards.

 

 

 

822182LV3FogInsect.png

 

FLIP: Select one monster your opponent controls; change it to face-down DEF position. When this card is sent to the graveyard result battle: Special summon one LV4 or lower Insect-type monster in face-down DEF position.

 

 

 

534605LV4DarkMantis.png

 

FLIP: When this card is sent to the Graveyard: You can target 1 face-up monster on the field; that monster loses 500 ATK each your Standby-Phase, while this card is in your graveyard.

 

 

 

795909LV4GiantBeetle.png

 

FLIP: You can banish 1 Level 6 or lower Insect-Type monster from your hand. During the next Standby Phase: Special Summon it instead of normal summon during that turn main-Phase. If this face-up Attack Position card is targeted for an attack: Change this card to face-down Defense Position.

 

 

 

687815LV5InsectFirstCommander.png

 

This card gains 200 ATK for each Insect-type effect monster in your graveyard. Once Per Turn, you can target one "FLIP" Effect Insect-type monster in your graveyard; activate its effect during this Battle-Phase. If this card is destroyed result Battle; Special summon up to 2 LV4 or lower Insect-type monsters from your graveyard in face-Down Defense Position.

 


 
 728397LV6TheArmoredInsectKnight.png
 
When this card destroys a monster by battle and sends it to the Graveyard: Inflict 100 damage to your opponent X the Level Star of the destroyed monster. If this card is destroyed by battle, select 1 Insect-type monster from your graveyard and special summon it in face-down DEF position.
 
 
 
400053LV7InsectPrince.png
 
When your opponent targets "Insect Princess" for an attack: Your opponent must attack this card instead. Once Per Turn you can Tribute 1 Insect-type monster you control to destroy 1 monster card on the field and inflict damage to your opponent equal the half of the destroyed monster ATK.
 
 
837111LV9InsectKing.png
 

Cannot be Normal Summoned or Set. Can only be Special Summoned by banishing 2 Insect-type monsters you control equipped to “RE-Hatching". During your Main Phase: Tribute 1 other monster or destroy this card. When your opponent selects "Insect Queen" as a target for an attack or card effect; Target this card instead. This monster cannot be destroyed by card effects. This card gains 300 ATK for each Insect-Type monster on the field. During the End Phase, if this card destroyed an opponent's monster that turn; Special Summon 1 "Insect Parasite Token" ( Insect-Type / EARTH / Level 1 / ATK 500 / DEF 0) to your opponent's side of the field in Attack Position. When an "Insect Parasite Token" your opponent controls is destroyed by battle; reveal 1 random card in your opponent's hand. If it is a monster: If your opponent Summons that monster; its ATK and DEF become 0, also its effects are negated and it becomes Insect-Type. 

 

 

 484642LV1InsectParasiteToken.png

Special Summon with the effect of "Insect King".
 
 
123896R4InsectRoyalGuard.png
 
3 Level 4 Insect-type monsters
When your opponent activates a card’s effect: Detach 1 xyz materials from this card; Negate the activation and destroy that card, and then, during your End Phase, target 1 card you control; destroy the target. Once Per Duel: Detach 2 xyz material from this card: Special summon 1 "Insect Prince" or "Insect Princess" from your hand or deck. If you activate this effect: Destroy this card.
 
 

 

 

439701LV10InsectLord.png

 

Cannot be Normal Summoned or Set. Must first be special summoned by banishing 1 “Insect King” and 2 Insect-type monsters in your graveyard. While this card remains face-up on the field, change all other monsters you control to face-down Defense position, and monsters your opponent controls change to Attack position. Each time this card declares an attack, you must Tribute 1 face-down monster you control: If it was a Flip effect Insect-type monster; activate its effect. Negate the effect of a Monster that this card destroyed by battle. This monster cannot be destroyed by Trap and spell cards effect.

 


 246114REHatching.png

Once per turn, target one Insect-Type monster you control: Change the targeted monster to face-up Defense Position. Its original ATK becomes 0 and its original DEF becomes 2500. During the second Standby Phase after this card targets a monster: Change it to Attack Position with its original ATK and DEF and equip this card to that monster (This card can be equipped a maximum of 3 cards). The equipped monster(s) gains 500 ATK and DEF. If you control "Insect King"; Destroy this card.

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I think there would be more synergy if you made Prince and King the same Level as their counterparts. Overall, these monsters are quite overpowered, bar Knight and Prince. They're designed well. The others are unbalanced. King has far too great a self protection. The only monster I know of that is completely unaffected by card effects is Vennominaga, who requires an extremely tedious Summon. Really, such defensive capability doesn't belong on any card that can be Normal Summoned. Also, the effect of Insect Parasite should be listed on Insect King himself rather than the actual Token, as Tokens cannot have effects listed on them. (In fact, all Tokens just list: "This card can be used as any Token.") Along that line, there is a major problem with the Token's effect: You don't know if the card targeted in your opponent's hand is a monster or not. Its effect should read (and be printed on King): "When an "Insect Parasite Token" your opponent controls is destroyed by battle: Your opponent reveals 1 random card in their hand. If it is a monster: If your opponent Summons that monster: Its ATK and DEF become 0, also its effects are negated and it becomes Insect-Type." Out of all of these, Royal Guard is by far the most broken - a walking Dark Hole plus Harpie's Feather Duster, while saving one of your monsters, and on top of that, he can Special Summon a Level 9 directly from the Deck? That's just poor design.

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I think there would be more synergy if you made Prince and King the same Level as their counterparts. Overall, these monsters are quite overpowered, bar Knight and Prince. They're designed well. The others are unbalanced. King has far too great a self protection. The only monster I know of that is completely unaffected by card effects is Vennominaga, who requires an extremely tedious Summon. Really, such defensive capability doesn't belong on any card that can be Normal Summoned. Also, the effect of Insect Parasite should be listed on Insect King himself rather than the actual Token, as Tokens cannot have effects listed on them. (In fact, all Tokens just list: "This card can be used as any Token.") Along that line, there is a major problem with the Token's effect: You don't know if the card targeted in your opponent's hand is a monster or not. Its effect should read (and be printed on King): "When an "Insect Parasite Token" your opponent controls is destroyed by battle: Your opponent reveals 1 random card in their hand. If it is a monster: If your opponent Summons that monster: Its ATK and DEF become 0, also its effects are negated and it becomes Insect-Type." Out of all of these, Royal Guard is by far the most broken - a walking Dark Hole plus Harpie's Feather Duster, while saving one of your monsters, and on top of that, he can Special Summon a Level 9 directly from the Deck? That's just poor design.

Thanks a lot for your comment,, I'll try to make these cards better

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Insect King negates his own self destruction. Other than that, he seems a little bit of a hassle to Summon. I would loosen up the condition maybe? I mean, it's just a very slow Summon. I like how you nerfed Guard's first effect, making it mandatory like Doomcaliber Knight. In fact, I think that it would be fine if you allowed him to Special Summon from the Deck anyways, as he blows up after using the effect.

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Insect King negates his own self destruction. Other than that, he seems a little bit of a hassle to Summon. I would loosen up the condition maybe? I mean, it's just a very slow Summon. I like how you nerfed Guard's first effect, making it mandatory like Doomcaliber Knight. In fact, I think that it would be fine if you allowed him to Special Summon from the Deck anyways, as he blows up after using the effect.

okaay,, I'll edit these two ,, and thanks for comment

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Yeah, it can be frustrating when nobody pays attention to your work. That's why I give critiques. xo Are you planning to add any new cards?

LoL,, yes for sure I'll add new cards when I'll find good Pictures ;)

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[spoiler=Card #1]OCG Fix:
"When this card destroys a monster by battle and sends it to the Graveyard; inflict damage to your opponent equal to its Level x 100. If this card is destroyed by battle: Target 1 Insect-type monster from your Graveyard; Special Summon it in face-down Defense Position."

It seems like a pretty simple Beatdown Burn Insect, very generic for the Insect-Types that may need the support. You could also make a neat combo from Special Summoning Flip-based Insects through this card's effect too. I fear that it will be a dead draw, however, but I am sure there're plenty of Insect support cards that'll get this out. Fix this by finding a better medium to speed up the Summoning for this card?[/spoiler][spoiler=Card #2]OCG Fix:
"When your opponent targets "Insect Princess" for an attack: Your opponent must attack this card instead. Once per turn: You can Tribute 1 Insect-type monster you control; destroy 1 Monster Card on the field and inflict damage to your opponent equal the half of the destroyed monster's ATK."

This seems less like a support card, more like a Boss Monster in its own rights. Based on this card's stats, you could ignore the first effect since this card outclasses the Princess in each and every way. The effect is smoother, and easier to run. It can target any monster, which is pretty sound as it allows a strong trump-card for insects. No needed fixes, very nice job.[/spoiler][spoiler=Card #3]OCG Fix:
"Cannot be Normal Summoned or Set. Can only be Special Summoned by banishing 2 Insect-type monsters you control equipped to “RE-Hatching". During your Main Phase: Tribute 1 other monster or destroy this card. When your opponent selects "Insect Queen" as a target for an attack or card effect; Target this card instead. This monster cannot be destroyed by card effects. This card gains 300 ATK for each Insect-Type monster on the field. During the End Phase, if this card destroyed an opponent's monster that turn; Special Summon 1 "Insect Parasite Token" ( Insect-Type / EARTH / Level 1 / ATK 500 / DEF 0) to your opponent's side of the field in Attack Position. When an "Insect Parasite Token" your opponent controls is destroyed by battle; reveal 1 random card in your opponent's hand. If it is a monster: If your opponent Summons that monster; its ATK and DEF become 0, also its effects are negated and it becomes Insect-Type."

This card is obviously a boss monster. It seems, again, you'd never need Insect Queen when you have this, but as the Summoning Condition stands you cannot Summon this card (see the later section) but even so, the cost seems to outweigh the benefit of getting this card. It is outclassed by the Prince due to the Nomi State of this card and the incredible card disadvantage you get for using this card. It is very situational, too determined by chance, and the stats for this make it really not that good. I'd recommend an overhaul in terms for this card.[/spoiler]Card 4 is a Token - Needs no review[spoiler=Card #5]OCG Fix:
"3 Level 4 Insect-type monsters
When your opponent activates a card effect: Detach 1 Xyz Material from this card; negate the activation and destroy that card, and if you do, during your End Phase, target and destroy 1 card you control. Once per Duel: Detach 2 Xyz Materials from this card: Special Summon 1 "Insect Prince" or "Insect Princess" from your Hand or Deck. If you activate this effect; Destroy this card."

I am not sure what insects you'd offer to bring out this card, probably Inzektors. This card's 1st effect to absolutely negate any card effect for an Xyz Material has no cost, since realistically all you need to do is clear your side of the field during your End Phase to evade costs. Also it activates during either player's turn, making it even more overpowered. That needs nerfing, potentially by restricting the card to either a Monster, Spell or Trap card. That, or do not allow the destruction. The effect for Summoning a Prince or Princess seems A-OK though.[/spoiler][spoiler=Card #6]OCG Fix:
"Once per turn: Target one Insect-type monster you control; change the targeted monster to face-up Defense Position with 0 ATK and 2000 DEF. During your second Standby Phase after this card targets a monster; Change it to Attack Position with its original ATK and DEF and equip it to this card (This card can equip maximum 3 cards). The equipped monster gains 500 ATK and DEF. If you comtrol "Insect King"; Destroy this card."

As it currently stands, I'm going to be blunt - this card is not good. This card forces you to offer Insects to its cause, having them become 2000 DEF walls, giving your opponent time to bring out cards that can destroy said walls. Then, after the effect it equips the monsters to this card. That means this card is moving Insects monsters into your Spell and Trap Card zone, and giving them an Attack Point boost that does nothing (since ATK and DEF is useless in the S&T Card Zone). I think you made a mistake in the OCG, maybe this card equips to the monsters? Now, in terms of Insect King, because this card does not equip to monsters, but rather equips monsters to it, you cannot ever bring out Insect King. Like Insect King I recommend an overhaul.[/spoiler]A good attempt at a Set. It isn't perfect, nothing ever will be, but it'll lead in a step in the right direction. I recommend reading the following to improve:
http://forum.yugiohcardmaker.net/topic/304045-guide-to-the-realistic-cards-single-cards-section/
http://forum.yugiohcardmaker.net/topic/301087-ocg-thread-common-terms-and-phrases-other-useful-tips/
http://yugioh.wikia.com/wiki/Problem-Solving_Card_Text

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[spoiler=Card #1]OCG Fix:
"When this card destroys a monster by battle and sends it to the Graveyard; inflict damage to your opponent equal to its Level x 100. If this card is destroyed by battle: Target 1 Insect-type monster from your Graveyard; Special Summon it in face-down Defense Position."

It seems like a pretty simple Beatdown Burn Insect, very generic for the Insect-Types that may need the support. You could also make a neat combo from Special Summoning Flip-based Insects through this card's effect too. I fear that it will be a dead draw, however, but I am sure there're plenty of Insect support cards that'll get this out. Fix this by finding a better medium to speed up the Summoning for this card?[/spoiler][spoiler=Card #2]OCG Fix:
"When your opponent targets "Insect Princess" for an attack: Your opponent must attack this card instead. Once per turn: You can Tribute 1 Insect-type monster you control; destroy 1 Monster Card on the field and inflict damage to your opponent equal the half of the destroyed monster's ATK."

This seems less like a support card, more like a Boss Monster in its own rights. Based on this card's stats, you could ignore the first effect since this card outclasses the Princess in each and every way. The effect is smoother, and easier to run. It can target any monster, which is pretty sound as it allows a strong trump-card for insects. No needed fixes, very nice job.[/spoiler][spoiler=Card #3]OCG Fix:
"Cannot be Normal Summoned or Set. Can only be Special Summoned by banishing 2 Insect-type monsters you control equipped to “RE-Hatching". During your Main Phase: Tribute 1 other monster or destroy this card. When your opponent selects "Insect Queen" as a target for an attack or card effect; Target this card instead. This monster cannot be destroyed by card effects. This card gains 300 ATK for each Insect-Type monster on the field. During the End Phase, if this card destroyed an opponent's monster that turn; Special Summon 1 "Insect Parasite Token" ( Insect-Type / EARTH / Level 1 / ATK 500 / DEF 0) to your opponent's side of the field in Attack Position. When an "Insect Parasite Token" your opponent controls is destroyed by battle; reveal 1 random card in your opponent's hand. If it is a monster: If your opponent Summons that monster; its ATK and DEF become 0, also its effects are negated and it becomes Insect-Type."

This card is obviously a boss monster. It seems, again, you'd never need Insect Queen when you have this, but as the Summoning Condition stands you cannot Summon this card (see the later section) but even so, the cost seems to outweigh the benefit of getting this card. It is outclassed by the Prince due to the Nomi State of this card and the incredible card disadvantage you get for using this card. It is very situational, too determined by chance, and the stats for this make it really not that good. I'd recommend an overhaul in terms for this card.[/spoiler]Card 4 is a Token - Needs no review[spoiler=Card #5]OCG Fix:
"3 Level 4 Insect-type monsters
When your opponent activates a card effect: Detach 1 Xyz Material from this card; negate the activation and destroy that card, and if you do, during your End Phase, target and destroy 1 card you control. Once per Duel: Detach 2 Xyz Materials from this card: Special Summon 1 "Insect Prince" or "Insect Princess" from your Hand or Deck. If you activate this effect; Destroy this card."

I am not sure what insects you'd offer to bring out this card, probably Inzektors. This card's 1st effect to absolutely negate any card effect for an Xyz Material has no cost, since realistically all you need to do is clear your side of the field during your End Phase to evade costs. Also it activates during either player's turn, making it even more overpowered. That needs nerfing, potentially by restricting the card to either a Monster, Spell or Trap card. That, or do not allow the destruction. The effect for Summoning a Prince or Princess seems A-OK though.[/spoiler][spoiler=Card #6]OCG Fix:
"Once per turn: Target one Insect-type monster you control; change the targeted monster to face-up Defense Position with 0 ATK and 2000 DEF. During your second Standby Phase after this card targets a monster; Change it to Attack Position with its original ATK and DEF and equip it to this card (This card can equip maximum 3 cards). The equipped monster gains 500 ATK and DEF. If you comtrol "Insect King"; Destroy this card."

As it currently stands, I'm going to be blunt - this card is not good. This card forces you to offer Insects to its cause, having them become 2000 DEF walls, giving your opponent time to bring out cards that can destroy said walls. Then, after the effect it equips the monsters to this card. That means this card is moving Insects monsters into your Spell and Trap Card zone, and giving them an Attack Point boost that does nothing (since ATK and DEF is useless in the S&T Card Zone). I think you made a mistake in the OCG, maybe this card equips to the monsters? Now, in terms of Insect King, because this card does not equip to monsters, but rather equips monsters to it, you cannot ever bring out Insect King. Like Insect King I recommend an overhaul.[/spoiler]A good attempt at a Set. It isn't perfect, nothing ever will be, but it'll lead in a step in the right direction. I recommend reading the following to improve:
http://forum.yugiohcardmaker.net/topic/304045-guide-to-the-realistic-cards-single-cards-section/
http://forum.yugiohcardmaker.net/topic/301087-ocg-thread-common-terms-and-phrases-other-useful-tips/
http://yugioh.wikia.com/wiki/Problem-Solving_Card_Text

 

thanks for reviewing,, about the last card,>> yeah it's a huge OCG mistake, I'll fix it right now

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Fog Insect

His opponent-oriented effect is unfavorable, as he must be destroyed by battle. This really limits his usefulness, since it is likely that he will be removed from the field some other way before his effect can be triggered. His first effect is an interesting twist, though. It can potentially get the opposing monster destroyed if you can manage to pull out the right Insect from your Deck, as I can only assume that you meant, "Set 1 Level 4 or lower Insect-Type monster directly from your Deck." WATER Insect is unique and although less useful than DARK Dragons, Warriors, and Spellcasters, still is offered integrated support by the other cards here. His ability to pull Beetle right out of the Deck is pretty spectacular, and it opens up potential, though conditional, combinations with Level 6 and lower Insects. I enjoyed how the effect is symbolic unto its name, the sense of obscurity. The picture really fits that, too, as it fades into the unseen.

 

Dark Mantis

I can say that this card is actually underpowered. Compare him to Dark Jeroid, who has a more quickly triggered effect of a greater magnitude and still does not see any play. Give him a more powerful effect, or at least raise his ATK and DEF to decency. Personally, I don't see any integration he offers Insect Decks, and this lacking makes him feel very generic.

 

Giant Beetle

Perhaps a bit overpowered, able to potentially spam Level 6 or lower beaters without any repercussion, I would begin by lowering his DEF as to diminish the likelihood of him seeing multiple turns of use. It is a very well integrated effect, cooperating nicely with Princess, Armored, and Commander. He can turn such dead draws into lifesaving plays. I do like how he Summons the monster during the next Standby Phase, meaning that there can be a hefty waiting period if a player decides to trigger Beetle's effect deliberately. Also, it means that the opponent still has a chance to deal damage during their same Battle Phase if they can manage to run over Beetle (which I feel they deserve to do), or simply change appropriate monsters to Defense Position. The artwork is beautiful, too. The effect should be reworded, though: "FLIP: You can banish 1 Level 6 or lower Insect-Type monster from your hand. During the next Standby Phase: Special Summon it. If this face-up Attack Position card is targeted for an attack: Change this card to face-down Defense Position." Overall, well done.

 

Insect First Commander

I immediately saw him operating very well with Beetle. For a single-Tribute monster, however, I feel that he deserves more than an average of 1950 - 2350 ATK. I would increase his ATK boost to 200 - 300 per Insect in the Graveyard. That would give him adequate capability for a minus one upon Summon. I do like his non-generic upon-death effect. This could now make Maneater Bug minimally playable.... Even if Beetle is not in the Graveyard, he can still target Fog, provided there is a second target for him to Special Summon, who can then proceed to search another Beetle. I would personally like to see a monster, Mantis perhaps, search Level 6 or lower Insect-Type monsters from the Deck, with a cost that limits their flexibility, such as, "You cannot Tribute Summon until your second Standby Phase after this card's activation," or something that would not interfere with potential combos involving that Level 6 or lower monster, Beetle, and Fog.

 

I can see just a few fixes that can be made with only one card in need of an overhaul (Mantis). The other ones have a unique flavor and integrity with one another. Keep it up, I'd love to see these ones worked on!

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Fog Insect

His opponent-oriented effect is unfavorable, as he must be destroyed by battle. This really limits his usefulness, since it is likely that he will be removed from the field some other way before his effect can be triggered. His first effect is an interesting twist, though. It can potentially get the opposing monster destroyed if you can manage to pull out the right Insect from your Deck, as I can only assume that you meant, "Set 1 Level 4 or lower Insect-Type monster directly from your Deck." WATER Insect is unique and although less useful than DARK Dragons, Warriors, and Spellcasters, still is offered integrated support by the other cards here. His ability to pull Beetle right out of the Deck is pretty spectacular, and it opens up potential, though conditional, combinations with Level 6 and lower Insects. I enjoyed how the effect is symbolic unto its name, the sense of obscurity. The picture really fits that, too, as it fades into the unseen.

 

Dark Mantis

I can say that this card is actually underpowered. Compare him to Dark Jeroid, who has a more quickly triggered effect of a greater magnitude and still does not see any play. Give him a more powerful effect, or at least raise his ATK and DEF to decency. Personally, I don't see any integration he offers Insect Decks, and this lacking makes him feel very generic.

 

Giant Beetle

Perhaps a bit overpowered, able to potentially spam Level 6 or lower beaters without any repercussion, I would begin by lowering his DEF as to diminish the likelihood of him seeing multiple turns of use. It is a very well integrated effect, cooperating nicely with Princess, Armored, and Commander. He can turn such dead draws into lifesaving plays. I do like how he Summons the monster during the next Standby Phase, meaning that there can be a hefty waiting period if a player decides to trigger Beetle's effect deliberately. Also, it means that the opponent still has a chance to deal damage during their same Battle Phase if they can manage to run over Beetle (which I feel they deserve to do), or simply change appropriate monsters to Defense Position. The artwork is beautiful, too. The effect should be reworded, though: "FLIP: You can banish 1 Level 6 or lower Insect-Type monster from your hand. During the next Standby Phase: Special Summon it. If this face-up Attack Position card is targeted for an attack: Change this card to face-down Defense Position." Overall, well done.

 

Insect First Commander

I immediately saw him operating very well with Beetle. For a single-Tribute monster, however, I feel that he deserves more than an average of 1950 - 2350 ATK. I would increase his ATK boost to 200 - 300 per Insect in the Graveyard. That would give him adequate capability for a minus one upon Summon. I do like his non-generic upon-death effect. This could now make Maneater Bug minimally playable.... Even if Beetle is not in the Graveyard, he can still target Fog, provided there is a second target for him to Special Summon, who can then proceed to search another Beetle. I would personally like to see a monster, Mantis perhaps, search Level 6 or lower Insect-Type monsters from the Deck, with a cost that limits their flexibility, such as, "You cannot Tribute Summon until your second Standby Phase after this card's activation," or something that would not interfere with potential combos involving that Level 6 or lower monster, Beetle, and Fog.

 

I can see just a few fixes that can be made with only one card in need of an overhaul (Mantis). The other ones have a unique flavor and integrity with one another. Keep it up, I'd love to see these ones worked on!

 

you make me happy,, really you do

I'll fix Mantis Effect and give him a boost,, And I'll add a The LV6 Mantis card as soon as possible

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INSECT LORD
His Summoning condition is completely unreasonable considering the impracticality of Insect King's Summon alone. A three card combination is already needed to bring out the former, and it is just shy of impossible for two monsters and a Spell to stay on the field for four to eight turns with the current abundance of destruction effects. Nine times out of ten, probably more, this guy will be dead in the hand. His effects and their wordings are all wonky, too. His effect flips himself face-down, and each time he is flipped face-up, he flips himself face-down again, effectively making him a useless 3500 DEF wall. Also, his fourth effect that activates a Tributed Effect Monster's effect completely negates the idea of a cost to counterbalance his massive ATK and immunity to Spells and Traps. The OCG needs to be revised, and I'd just suggest an overhaul on him and Insect King. They're both ridiculously unreliable through their Summoning conditions.

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INSECT LORD
His Summoning condition is completely unreasonable considering the impracticality of Insect King's Summon alone. A three card combination is already needed to bring out the former, and it is just shy of impossible for two monsters and a Spell to stay on the field for four to eight turns with the current abundance of destruction effects. Nine times out of ten, probably more, this guy will be dead in the hand. His effects and their wordings are all wonky, too. His effect flips himself face-down, and each time he is flipped face-up, he flips himself face-down again, effectively making him a useless 3500 DEF wall. Also, his fourth effect that activates a Tributed Effect Monster's effect completely negates the idea of a cost to counterbalance his massive ATK and immunity to Spells and Traps. The OCG needs to be revised, and I'd just suggest an overhaul on him and Insect King. They're both ridiculously unreliable through their Summoning conditions.

thanks,, I fix it

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I like too see underrated types get some support.

Anyway, to the cards.

 

I think some of the Flip Effect monsters are somewhat OP, the mantis one that causes a monster to lose 500 each turn, for example. I think either that card should be made a higher level, (at least LV 5 so you need to tribute) or reduce the power a little bit. Insect King also seems a little too powerful. Instead of "Tribute one monster during your Main Phase" make it "Tribute one Insect-Type monster during your Main Phase"( or even 2). Otherwise it becomes too powerful IMO, because it is immune to destruction effs.

 

There are some OCG errors here and there, none too significant, the one that bugged me the most was the spell card.

I think this is a proper fix:

 

"Once per turn, target one Insect-Type monster you control: Change the targeted monster to face-up Defense Position. Its original ATK becomes 0 and its original DEF becomes 2500. During the second Standby Phase after this card targets a monster: Change it to Attack Position with its original ATK and DEF and equip this card to that monster (This card can be equipped a maximum of 3 cards). The equipped monster(s) gains 500 ATK and DEF. If you control "Insect King"; Destroy this card."

 

I think it should be a Continuous Spell instead of a normal one, because of the "once per turn" thing. Normal spells usually leave the field after activation, so you cant activate its eff again after it's gone.

 

Also, when you are talking about changing the battle position of a monster, use "Attack Position" and "Defense Position". When you are talking about the values, use ATK and DEF.

 

After some more tweaking these could become some pretty cool Insect support.

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I like too see underrated types get some support.

Anyway, to the cards.

 

I think some of the Flip Effect monsters are somewhat OP, the mantis one that causes a monster to lose 500 each turn, for example. I think either that card should be made a higher level, (at least LV 5 so you need to tribute) or reduce the power a little bit. Insect King also seems a little too powerful. Instead of "Tribute one monster during your Main Phase" make it "Tribute one Insect-Type monster during your Main Phase"( or even 2). Otherwise it becomes too powerful IMO, because it is immune to destruction effs.

 

There are some OCG errors here and there, none too significant, the one that bugged me the most was the spell card.

I think this is a proper fix:

 

"Once per turn, target one Insect-Type monster you control: Change the targeted monster to face-up Defense Position. Its original ATK becomes 0 and its original DEF becomes 2500. During the second Standby Phase after this card targets a monster: Change it to Attack Position with its original ATK and DEF and equip this card to that monster (This card can be equipped a maximum of 3 cards). The equipped monster(s) gains 500 ATK and DEF. If you control "Insect King"; Destroy this card."

 

I think it should be a Continuous Spell instead of a normal one, because of the "once per turn" thing. Normal spells usually leave the field after activation, so you cant activate its eff again after it's gone.

 

Also, when you are talking about changing the battle position of a monster, use "Attack Position" and "Defense Position". When you are talking about the values, use ATK and DEF.

 

After some more tweaking these could become some pretty cool Insect support.

 

thanks for reviewing,, I'll fix the cards

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