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One for Insects: Moths and Insect Support!


BGMaxie

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Greetings people. This time I bring around major Insect-Type support. It comes in the form of Moth monsters and some related Spells what will give Insects a giant boost of strength, that quite frankly, they need it. Zektors were the last (and perhaps only) good thing they had, and they are dead. Digital Bugs are largely ignored for being underwhelming. So I bring quite the goodies to make 6 feet = destruction. Let me show you why:

 

[spoiler=Monsters]

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FLIP: You can Special Summon up to 2 "Moth Spore Token" (Insect-Type/LIGHT/Level 1/ATK 300/DEF 300). At the end of the Damage Step, if this card battled an opponent's monster: You can return that opponent's monster to the hand.

 

Note: Very interesting monster we have here. As soon as he flips, he spreads Spores. These Spores have their uses that you will see worked on later. One benefit is that they can be potential Link fodder, but alas Link isn't something I worked for this pack, but let's leave it as an alternative use. Secondly he can bounce off anything that faces it in battle, being effective removal. It may cost some LP if you ram it, but then again this monster is best played in Defense.

 

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If this card is Normal or Special Summoned: You can add 1 Insect-Type monster from your Deck to your hand, except "Lunar Moth Princess". You can only use this effect of this card's name once per turn. If this card leaves the field OR is sent to the Graveyard by a card effect: You can negate the effects of 1 card on the field.

 

Note: One card that is sure to pick your interest. She can search ANY Insect from your Deck, besides herself. That alone opens so much room for developing Insect plays. Her search is hard OPT, yes, but given what she can search that is a fair price. Secondly even on death she has her uses, for she will spread spores that will render any 1 card useless. A truly amazing Moth girl with royal grace. She will not disappoint.

 

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At the end of the Damage Step, if this card attacked: You can target 1 card on the field; banish it. You can use each of the following effects of this card's name once per turn. You can discard this card and 1 other Insect-Type monster from your hand: Draw 2 cards. If an Insect-Type monster you control is targeted for an attack or by a card effect: You can Special Summon this card from your hand, and if you do, negate that attack or card effect.

 

Note: Now now, Insects need some Bosses of their own that they can count on for power plays. This card achieves that in many fronts. Using Darklord Ixtab as reference, I gave it a Draw eff by being discard fodder, so that it would reduce clogging. Secondly and most importantly, this Moth can protect fellow Insects and upon doing, get itself out of the hand fast, which allows its Battle effect to be able to kick in at some point. This monster is sure something to be aware of, it has offense and defense.

 

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Cannot be Normal Summoned/Set. Must be Special Summoned by banishing 3 Insect-type monsters from your side of the field or Graveyard and cannot be Special Summoned by other ways. When this card is Special Summoned: You can destroy all Spell/Trap Cards your opponent controls. If this card is destroyed by battle or by card effect and sent to the Graveyard: You can Special Summon 1 "Great Moth" or "Perfectly Ultimate Great Moth" from your Deck, ignoring its Summoning conditions, and if you do, it gains this effect:

*This card is unaffected by card effects.
 
Note: But alas no pack can be complete without having a major behemoth around and here we have it. This colossal beast of an Insect requires 3 Insects to banish, but it really pays the price. Upon being summoned it will unleash gales that will ravage the opp's backrow in one fell swoop. Furthermore it packs enough weight to match Ultimate Perfect Moth!!.........speaking of which, this monster can spawn it upon death and make it even more formidable!! Be sure to fear this monster, for it is a dreaded force.

 

 

 

[spoiler=Backrow]

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When this card is activated: You can banish 3 Insect-Type monsters you control or in your Graveyard; Special Summon 1 Insect-Type monster from your Deck, ignoring its Summoning conditions. If this card is sent to the Graveyard: You can target 1 Insect-Type monster in your Graveyard; Special Summon it. You can only use each effect of this card's name once per turn.

 

Note: Remember when I said Nightglare's eff would have its uses? Here is one prime example of what you can do. Off one Nightglare, you're capable of bringing ANY Insect from your Deck for free (I've checked around, so far nothing busted........except) including the likes of Darkwing and Everdark!! This really cleans the name of Cocoon of Evolution, and if that weren't enough, upon kissing Graveyard, it can revive Insects for even more hilarity.

 

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All monsters on the field become Insect-Type. Once per turn, when an Insect-Type monster you control declares an attack on an opponent's monster: You can change that monster's battle position. During your Main Phase: You can target 1 face-up card you control; destroy it, and if you do, Special Summon 1 Level 4 or lower Insect-Type monster from your Deck. You can only use this effect of this card's name once per turn.

 
Note: This card is gonna make things work so smoothly for Insects that I do not know where to begin. First while the Kingdom is up, changes every monster in the field to Insects, setting some disruption. Secondly it allows your Insects to triumph in battle by changing the opp's monster position to whatever you feel most comfortable with. Thirdly and most important...........it can Summon lower level Insects from the Deck through destruction!! Imagine the combos with Nightglare and its Tokens to fetch Princess (or nuke her for a negation). Heck you can even nuke Super Cocoon!! With this you will think twice before thinking bugs are just small critters. They will make you re-examine your place in the chain food.

 



Hope you like it, feedback is appreciated  :526094_key:

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You've done most of the notes for me yourself, so thanks. I'll try to get the point faster then.

 

Nightglare is slow. While it has that benefit of ramming -> removal, Flip effects are generally manually triggered these days, and by itself it isn't great. While the effect is decent, it's nothing amazing, and still hard to get off. I would suggest a grave effect; not something amazing, but just a little addition so it has use outside of the battle phase.

 

Not a fan of "this card's name", as I doubt that has ever been used. I would suggest targeting for the last effect, as even the Burning Abyss corresponding monster targets. Otherwise, pretty good base attack, and it can search on Summon. No reason not to run it. A bit too boring my taste, but that's just me.

 

Darkwing certainly adds draw power, and a means to get to the grave. It can get itself easily out, which is balanced by the fact that you might use it to draw. No reason for HOPT, so a pretty good generic boss.

 

Everdark's choice between grave and field allows for an early out and a late out, with corresponding costs. Nuking is fine, but as for the Summoning effect on destruction...I love it. True, it can only go off on actual destruction, but it gives an old card some use and gives it an amazing effect. Great card.

 

Rereading that banishing effect on Cocoon makes me think it should have an "and/or" rather than an or, to allow for a combination of both (unless your intention was you have to choose 3 from one or the other, in which case, fine). Again with this card's name, is probably better syntax to actually use the card's name. And yes, you are right about the lack of problems; insects SUCK.

 

Kingdom should probably specify "that opponent's monster" in the battle position changing. Other than that, really good card. Generic self-destruction allows for engines, and really provides the opportunity for lone insect decks not relying on these other cards. The main problem is that most of these cards would be broke as, and could be in the future, but insects are really terrible.

 

Great support generally, however I do feel that the genericness could cause the archetype to be a problem later on, if/when Konami buffs insects. For now, good design, a bit lacking at points in creativity but really shining in other places. Good job!

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Not a fan of "this card's name", as I doubt that has ever been used. I would suggest targeting for the last effect, as even the Burning Abyss corresponding monster targets. Otherwise, pretty good base attack, and it can search on Summon. No reason not to run it. A bit too boring my taste, but that's just me.

 

I'll just leave a note for you to consider regarding bolded (and you've been away for quite a while):

 

It's the new standard for hard OPT clauses; you may reference this wording in stuff released in Starter Deck 2017 and Code of the Duelist. 

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