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[Written] Chemsects


ProtonComet

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So I've decided to jump back into card design, starting off with an insect archetype - Chemsects.

Chemsects are all insect-type monsters, with a focus on swarming (fitting with the idea of insect swarms) and synchro summoning.

[spoiler=Monsters]Chemsect Fire Ant

FIRE Insect Level 1 Effect

ATK 0 - DEF 0

Effect: When this card is summoned; you can add 1 "Chemsect" Monster from your Deck to your hand. This effect can only be activated once per turn.

 

Description: The most basic searcher imaginable. Whenever it's summoned by any means, it grabs any Chemsect from the deck. Granted, you're leaving a protectionless 0 ATK monster out on the field for a search, but you take what you can get.

 

Chemsect Army Ant

EARTH Insect Level 1 Tuner

ATK 0 - DEF 0

Effect: When this card is summoned; you can Special Summon 1 "Chemsect" Monster from your hand or Graveyard. If this card is used as a Synchro Material for the Synchro Summon of a "Chemsect" Monster: That Monster gains 1000 ATK until the End Phase.

 

Description: Your primary playmaker. Grabs any Chemsect from the hand or graveyard for an easy synchro, and it's 1000 ATK boost can temporarily make any of your Chemsects into decent beaters. Plus, if you summon Fire Ant, you can search out another copy of Army Ant for another synchro next turn, in addition to making a Level 2 synchro, be it Formula Synchron or the archetypal Level 2 you'll find below.

 

Chemsect Thief Ant

DARK Insect Level 1 Effect

ATK 0 - DEF 0

Effect: When this card is summoned; you can tribute this face-up card to add 1 random card in your opponent's hand to your hand. You can discard this card; add 1 "Chemsect" Tuner Monster from your Deck to your hand. You can only activate each effect of "Chemsect Thief Ant" once per turn, and only once that turn.

 

Description: A way of getting your opponent's resources and prevent all floating options is always nice, but you are most likely stealing a part of an engine you have no use for. However, it can also be discarded to search any Chemsect tuner, setting up the graveyard and boosting consistency.

 

Chemsect Bark Beetle

DARK Insect Level 4 Normal

ATK 2000 - DEF 100

Effect: None

 

Description: An easy level 4 2000 beater. Doesn't really help with swarming, but sometimes you just need to hit things really, really hard.

 

Chemsect Earthworm

EARTH Insect Level 3 Effect

ATK 1900 - DEF 0

Effect: Your opponent cannot target other "Chemsect" Monsters you control with attacks or card effects. If this card is in face-up Defense position: Destroy it. Battle damage from attacks involving this card is doubled.

 

Description: We've got a Solar Flare Dragon situation going on here. Controlling two of these pretty much prevents your opponent from making any substantial advances against your monsters. However, if you only control one, prepare to take a lot of battle damage.

 

Chemsect Honeybee

WIND Insect Level 4 Tuner

ATK 1900 - DEF 1200

Effect: If this card destroys an opponent's Monster by battle, you can Special Summon 1 "Chemsect" Monster from your hand or Graveyard.

 

Description: An alternative to Army Ant, it allows you to go into higher level sychros as long as your opponent has something you can beat over. With the addition of a few of the support cards, it can make an easy Crystal Wing or Trishula.

 

Chemsect Masked Hunter

DARK Insect Level 3 Effect

ATK 2300 - DEF 0

Effect: During the End Phase, if this card is in Attack position: Destroy it. This card cannot attack directly. Any monster that battles this card is banished after damage calculation. After this card battles, you can Special Summon 1 "Chemsect" Monster from your hand.

 

Description: Allows you to easily get rid of some problem cards and get to your other Chemsects in the same turn. In addition, you can set it and let your opponent run into it, banishing their monster and still letting you summon a monster at the risk of not being able to do much with it.

 

Chemsect Millipede

EARTH Insect Level 4 Effect

ATK 0 - DEF 2200

Effect: If this card battles; if this card is face-up on the field at the end of damage calculation, you can banish the Monster that battled this card. If this card is switched to Attack position, you can Special Summon 1 "Chemsect" Monster from your Deck.

 

Description: If this card survives the turn it's set, it lets you easily summon a high level synchro next turn. However, with only 2200 DEF, this won't always happen.

 

Chemsect Sphinx Moth

LIGHT Insect Level 4 Effect

ATK 0 - DEF 2400

Effect: When this card battles, you can reveal 1 "Chemsect" card in your hand to negate the attack and end the Battle Phase. After this effect resolves, you can Special Summon 1 "Chemsect" Monster from your hand.

 

Description: A much safer version of Millipede, without the advantage of searching the deck, but with the advantage of providing battle protection for your monsters if you set it.

 

[spoiler=Extra Deck Monsters]Chemsect Queen Sawfly

WIND Insect Level 2 Synchro/Tuner

ATK 1800 - DEF 400

Effect: 1 "Chemsect" Tuner + 1 or more non-Tuner Insect-type Monsters
When this card is summoned, you can Special Summon 1 "Chemsect" Monster from your hand. When this card leaves the field, you can draw 2 cards, then discard 1 card.

 

Description: Your main starting point, this card lets you get use out of the monsters searched by Fire Ant when summoning it with Army Ant. In addition, after it's used as a synchro material, you get to draw 2 and discard 1, opening up more options.

 

Chemsect Queen Housefly

EARTH Insect Level 4 Synchro

ATK 0 - DEF 0

Effect: 1 "Chemsect" Tuner + 1 or more non-Tuner Insect-type Monsters
Once per turn, you can banish 1 card your opponent controls. During the End Phase, you can banish this card until your next Standby Phase.

 

Description: An absolute nuisance for your opponent, this card will take a card from the opponent without targeting every turn and fly away to the banished pile when your opponent tries to attack it. The truest representation of house flies. Forces your opponent to waste removal cards on a 0/0 nothing monster, and with 2 Earthworms, you can infuriate your opponent pretty much without any risk to yourself.

 

Chemsect Queen Clothes Moth

DARK Insect Level 5 Synchro

ATK 2300 - DEF 800

Effect: 1 "Chemsect" Tuner + 1 or more non-Tuner Insect-type Monsters
If this card destroys an opponent's Monster by battle, you can add 1 "Chemsect" Monster from your Deck to your hand. Once, while this card is face-up on the field, you can shuffle 1 card from your hand into your Deck to target 1 other card you control: While you control this face-up card, that card is unaffected by your opponent's card effects.

 

Description: A useful card for covering one of your other cards, such as your field spell or another synchro. Doesn't work on Housefly as it jumps to the banished pile every end phase (thank god) but is still useful for searching and protection.

 

Chemsect Queen Bee

LIGHT Insect Level 9 Synchro

ATK 0 - DEF 4000

Effect: 1 "Chemsect" Tuner + 1 or more non-Tuner Insect-type Monsters
This card cannot be destroyed by battle or by card effects. Once per turn, you can add 1 "Chemsect" card from your Deck to your hand. If this card leaves the field, you can Special Summon 1 other "Chemsect" Monster from your hand or Graveyard. Once per turn, you can discard 1 card to swap this card's ATK and DEF until the End Phase. During the End Phase, if this card is in Attack position: Change it to Defense position.

 

Description: A huge tank and beater that searches out other Chemsects every turn for no cost, grabs another Chemsect when it's destroyed. A fairly obnoxious boss monster, at least until it gets hit by Castel or a Kaiju (#BanAllKaijus) but Clothes Moth can somewhat mitigate this.

 

Chemsect King Dragonfly

WIND Insect Rank 1 Xyz

ATK 1700 - DEF 100

Effect: 2 Level 1 "Chemsect" Monsters

When this card is Xyz Summoned, you can add 1 "Chemsect Hive" from your Deck to your hand, but it cannot be activated this turn. Once per turn, you can detach 2 Xyz Materials from this card to target 1 card you control: Destroy it, and if you do, you can target 1 Insect-type Monster in your Deck or either player's Graveyard: Special Summon it.

 

Description: Allows you to use your ants to search your field spell and search your other insects. You're intended to pop this card with its own effect, but there's nothing stopping you from using something else.

 

Chemsect King Mantis

EARTH Insect Rank 4 Xyz

ATK 2200 - DEF 1500

Effect: 2 Level 4 "Chemsect" Monsters

Once per turn, you can detach 1 Xyz Material from this card to add 1 "Chemsect" Monster from your Deck to your hand. If this card has no Xyz Material, you can tribute this face-up card to target 1 other "Chemsect" Monster in your Graveyard: Special Summon it.

 

Description: Searches out ants and recovers a monster for synchro plays if it survives the turn after it's summoned.

 

 

 

 

[spoiler=Spells/Traps]

Chemsect Hive

Field Spell

Effect: All "Chemsect" Monsters you control gain 500 ATK. Once per turn, you can return 1 "Chemsect" card from your Graveyard or hand to your Deck to draw 1 card. During the turn you activate this card, you cannot Summon Monsters, except "Chemsect" Monsters. When this card is activated, you can resolve the following effects in sequence:

* Send 1 "Chemsect" card from your Deck to the Graveyard.

* Add 1 "Chemsect" non-Tuner Monster from your Deck or Graveyard to your hand.

* Special Summon 1 "Chemsect" Tuner Monster from your Deck.

You can only activate 1 "Chemsect Hive" per turn.

 

Description: Activating this card locks you into only using archetypal monsters, but it has a powerful effect that lets you summon a Synchro monster almost instantly and giving you the opportunity to draw additional cards.

 

 

Chemsect Swarm

Normal Spell

Effect: Special Summon 1 "Chemsect" Monster from your hand or Graveyard. Once per turn, except during the turn this card is sent to the Graveyard, you can banish this card from your Graveyard to add 1 "Chemsect" Monster from your Deck to your hand.

 

Description: Offers easy recovery and "swarm"-ing (hehe) and lets you search a Chemsect by banishing it. Bog-standard stuff, but an archetypal revival and search card is worth having.

 

All CnC appreciated, hopefully these cards go over well. I'll likely be adding in more support cards every now and then.

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So, the deck overall is a bit slow... And I feel like the deck doesn't really Swarm. It's more like. Creeping up slowly. Maybe make something that pops a "Chemsect" monster and then Specials one from deck (like barrage)? Also thing that special themselfs or have cool effects when specialed or used for a Synchro? Anything that keeps this archetype from. Summon a level-5 Synchro, Pass. Would be good. Because you don't always have the cards in hand that you need and they don't do a whole lot from the deck. They reason for example zoodiac is really good is because they have 14 cards in their deck that lead to 2 good Xyz's But this archetype requires specific 2 card combos and another Chemsect card in hand to get a level-5 synchro out. Ya feel me? Also, maybe give them some Xyz play would really help the archetype.

Here's all the cards I have a problem with specifically.

 

Chemsect Thief Ant

No! No please! There is only 1 other card that does this and that card is locked to monsters, a life point cost and has to be destroyed by battle for it's effect. Just stealing a card from your opponent's hand is just a plus 1! There would be decks based around Specialing this card over and over untill you opponent has no deck and you have all their cards. Give this card a Hard Once Per Turn at least! And give it a cost. (Example: You can tribute 1 face-up "Chemsect" monster; [effect]. You can only activate this effect of "Chemsect Thief Ant" once per turn/duel.)

 

Chemsect Hive

Now, in the archetype this is good but if you make any changes to this archetype (make it faster and easier to extend plays). This will become a +3, if not more. Which is very OP. I'd say make it a choise. So or/or/or. Not and/and/and. 

 

Chemsect Fire Ant

Maybe give it a hard once per turn, needed if you buff the rest of the archetype.

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