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Zektoid Archetype (15/?)


dustdevil9

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Monsters

 

Zektoid Needle

Water

Lvl 1

Insect/Tuner/Effect

100/100

(1) When this card is Normal or Special Summoned you can add 1 "Zektoid" card from your deck to your hand. (2) During either players turn when a monster effect is activated: you can tribute an Insect-Type monster; negate the activation and if you do banish it. You can only use the (1) effect "Zektoid Needle" once per turn.

 

Zektoid Firefly

Fire

Lvl 2

Insect/Effect

600/300

(1) If you control a "Zektoid" monster you can Special Summon this card (from your hand). (2) Once per turn you target 1 Insect-Type monster you control or in your graveyard; this cards level becomes it's level.

 

Zektoid Worker

Wind

Lvl 2

Insect/Tuner/Effect

500/1200

(1) Once per turn, when an a Monster is Tributed: you can target 1 Insect monster in your graveyard; Special Summon it in Defense Position. (2) If this card is sent to the graveyard as Synchro Material, treat the Synchro Monster as an Insect-Type monster. The (1) Effect of "Zektoid Worker" can only be used once per turn.

 

Zektoid Ant

Earth

Lvl 3

Insect/Effect

500/1800

(1) Other Insect-Type monsters you control cannot be targeted and destroyed by card effects. (2) When this card is Normal Summoned: You can Special Summon 1 level 5 or lower Insect-Type monster from your hand or deck.

 

Zektoid Wasp

Wind

Lvl 4

Insect/Effect

1900/0

(1) Once during either player's turn: you can tribute Insect-Type monsters; then banish monsters on the field equal to the number of Tributed monsters until the end of the turn.

 

Zektoid Butterfly

Light

Lvl 5

Insect/Effect

0/2400

(1) Once during either player's turn, if this monster is Tributed: you can draw 1 card. (2) During your Standby Phase if you do not control a face-up "Zektoid Butterfly"; you can Special Summon this card from your graveyard in Attack Position.

 

Zektoid Stag

Earth

Lvl 6

2400/1000

(1) You can Special Summon this card (from your hand) by Tributing 1 Insect-Type monster on the field. (2) During either player's Standby Phase, you can Tribute monster(s) you control to Special Summon a Zektoid Token (Light, Lvl 3, Insect/Normal, 0/1000) for each monster tributed.

 

Zektoid Slashing Mantis

Dark

Lvl 5

Insect/Synchro/Effect

2100/1600

1 tuner + 1 or more non-tuner monster(s)

When this card is Special Summoned: you can target Spells/Traps up to the number of Insect-Type monsters you control; destroy them. If this card is Tributed: you can draw 1 card.

 

Zektoid Killer Moth

Dark

Lvl 6

Insect/Synchro/Effect

1000/2800

1 tuner + 1 or more Insect-Type monsters.

(1) You can Normal Summon/Set 1 Insect-Type monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) (2) When a monster is Summoned: You can Tribute 1 Insect-Type monster; Shuffle the Summoned monster into the deck.

 

Zektoid BroodMother

Dark

Lvl 7

Insect/Synchro/Effect

1700/3400

1 tuner + 1 or more non-tuner Insect-Type monsters.

(1) When this card is Synchro Summoned: you can target 2 "Zektoid" cards in your graveyard; add then to your hand. During either player's turn: you can tribute 1 Insect-Type monster; Negate the activation of a Spell/Trap Card, or the Normal or Special Summon of a monster, and destroy that card.

 

Lair of the Zektoid

Field Spell

(1) Insect-Type monsters gain 400 ATK and DEF. (2) During your opponent's End Phase if you control a "Zektoid" monster, except a Zektoid Token, you can Special Summon 1 Zektoid Token (Light, Lvl 3, Insect/Normal, 0/1000). (3) During your Standby Phase, you can target 2 Insect-Type monsters and 1 "Zektoid" monster in your graveyard; Shuffle the first targets into the deck, and add the second target to your hand.

 

Zektoid Exa-Shell

Equip Spell

Equip only to a Zektoid monster. Once per turn: You can target 1 "Zektoid" Monster in your Graveyard; banish that target, then, until the next players End Phase, this card's ATK becomes that monster's ATK, and it gains that monster's effects. You must control this face-up card to activate and to resolve this effect.

 

Zektoid Metamorphosis

Quick Play Spell

Tribute 1 Insect-Type monster; Special Summon 1 "Zektoid" monster from your hand or deck, that's 1 level higher or lower.

 

Zektoid Sting

Normal Trap

Tribute 1 Insect-Type monster, then target 2 cards on the field; destroy them.

 

Zektoid Infestation

Continuous Trap

(1) Once during either player's turn when an Insect-Type monster is Tributed, you can Special Summon 1 "Zektoid" monster from your hand.

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needle: a level 1 tuner, searcher, and can negate things. all around good.

 

firefly; self summon is nice, i always like effects like that, and can change its level.

 

ant; can give the archetype protection and can summon ANY INSECT FROM THE DECK 11/10 no really you need to change that.

 

wasp; ok atk, and the removal isnt the worst. not the best, but still not bad.

 

butterfly; ok draw card and the self-summon effect that can be used every turn isnt the worst.

 

also, the 1-5 levels of the monsters can make some intresting plays.

 

killer moth; level 6, gives you extra normal summons, allowing you to make more xyz, and the bounce-back is nice. pretty good synchro/boss monster.

 

(you might also want another synchro)

 

lair; atk boost, token spam and recycling, amazing field spell, especially compared to some field spells right now.

 

metamorphosis;  ok quick-play, being able to cycle through cards and makes for an easy synchro play.

 

sting; ehh, its targeting removal, so not the best, but it still destroys 2 cards, probably one of the weaker cards but still ok.

 

infestation; amazing card. as most of the cards make you tribute, can replace all the downsides of your cards.

 

 

you still might need some synchros, a level 6 monster and maybe an equip would be nice. other then that, its pretty good.

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needle: a level 1 tuner, searcher, and can negate things. all around good.

 

firefly; self summon is nice, i always like effects like that, and can change its level.

 

ant; can give the archetype protection and can summon ANY INSECT FROM THE DECK 11/10 no really you need to change that.

 

wasp; ok atk, and the removal isnt the worst. not the best, but still not bad.

 

butterfly; ok draw card and the self-summon effect that can be used every turn isnt the worst.

 

also, the 1-5 levels of the monsters can make some intresting plays.

 

killer moth; level 6, gives you extra normal summons, allowing you to make more xyz, and the bounce-back is nice. pretty good synchro/boss monster.

 

(you might also want another synchro)

 

lair; atk boost, token spam and recycling, amazing field spell, especially compared to some field spells right now.

 

metamorphosis; ok quick-play, being able to cycle through cards and makes for an easy synchro play.

 

sting; ehh, its targeting removal, so not the best, but it still destroys 2 cards, probably one of the weaker cards but still ok.

 

infestation; amazing card. as most of the cards make you tribute, can replace all the downsides of your cards.

 

 

you still might need some synchros, a level 6 monster and maybe an equip would be nice. other then that, its pretty good.

I wanted to create generic Insect support but I wanted the Archetype to be good enough to rival the meta. And I'll probably add another tuner, the level 6, another Synchro or 2, the equip card and maybe another card to generate tokens. But yeah I'll fix Ant. Thank you for reviewing the Archetype

 

EDIT: Added Worker, Stag, Slashing Mantis, Brood Mother, and Exa-Shell. Will add more later

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alright;

 

worker; ok tuner, and the special summon effect is nice. ok card.

 

stag; i really like summon effects like that, and being able to turn monsters into synchro fodder is nice. pretty good card.

 

mantis; level 5 synchro, ok stats, and the S/T destruction effect is really good.  also, the draw effect is pretty good, i really like this card.

 

broodmother; my god. this card is amazing. all the effects are good, the stats are good, and being a level 7 makes this easily the best card in the archetype. 10/10

 

shell; cool card, and can get 1 last use out of your boss monsters, and, since tributing is part of the archetype, getting cards in the graveyard is nice.

 

 

also, the ant change is needed, and still good.

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alright;

 

worker; ok tuner, and the special summon effect is nice. ok card.

 

stag; i really like summon effects like that, and being able to turn monsters into synchro fodder is nice. pretty good card.

 

mantis; level 5 synchro, ok stats, and the S/T destruction effect is really good. also, the draw effect is pretty good, i really like this card.

 

broodmother; my god. this card is amazing. all the effects are good, the stats are good, and being a level 7 makes this easily the best card in the archetype. 10/10

 

shell; cool card, and can get 1 last use out of your boss monsters, and, since tributing is part of the archetype, getting cards in the graveyard is nice.

 

 

also, the ant change is needed, and still good.

Thanks again for the review, Ant was given a Level restriction to be able to grab most the Archetype and be generic enough to kick start other Insect Decks. As for the rest I'll add more to the Archetype in a week or 2

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