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Yu-Gi-Oh! Card Rating List Showing 1,591 to 1,605 of 4,611
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▶︎ Deck | 《Beetrooper Squad》
みめっと
2022/09/12 8:15
A Beetrooper Trap card that generates up to 4 tokens depending on her original ATK by releasing his non-token Insect.
You can increase the number of monsters while avoiding the opponent's target effects, or after hitting them with Stingy, Doom Dozer, Invincible, or Absolute, activate them during the Battle Phase to split them up to further attack the opponent. You can take his LP etc. I think it would be even better if you could revive the large Beetrooper that was dismantled, but it feels like it's a bit combo-like, and if it's a Quick-Play Spell, it's a Trap card that can be used up, and it's a Normal Trap card. The question remains whether there is a scene where it can be used strongly even if it consumes a copy. I want to use the tokens to create Absolutes and Invincibles, but I think it's a bit out of line to have to use those monsters first and disassemble them in order to use them strongly. |
▶︎ Deck | 《Beetrooper Light Flapper》
みめっと
2022/09/12 7:50
An advanced Beetrooper of the type that gains an advantage through NS/SS trigger effects, similar to the low-level Buggy and high-level Stingy.
Just by entering the field, he collects 2 of his Beetroopers from his GY/exclusion, and also has the effect of negating the attack by bouncing himself, so it's worth keeping it in the final stage. I have. However, it is necessary to select two monsters, and monsters with the same name, such as the two buggies that are the easiest to match with GY, cannot be selected, and the salvaged monster and its same name monster cannot use this turn effect. Furthermore, it is not a monster that can NS without release like Buggy, and it does not have self-SS ability like Stingy. Beetrooper is good at resurrection due to the existence of its own Field Spell, but Armed Horn that deploys from the hand is NS, so it needs to be released, and Link 4 Invincible is in charge of recruiting from the Deck. There is a high possibility that it will become an accident factor if you draw it for the first time in combination with the nature of your own effect. Since it has a high ability to acquire an advantage once it starts going around, I think it's a good idea to include one copy. |
▶︎ Deck | 《Beetrooper Fly & Sting》
みめっと
2022/09/12 7:30
A Counter Trap that negates and destroys the effect that activates in all areas of the opponent's monster when his Beetrooper is on your field.
Since it has a Beetrooper name, it is also one of the obstacles brought from Stingy, and has a high priority as a card to search. He can be fired regardless of Beetrooper's ATK, level or token, and if he has an Insect with ATK of 3000 or more on his field, the end of each turn You can even recycle it in your phase. The recycling conditions are a little difficult, and in return for requiring an exclusion cost, even if you leave the field after recycling, it won't be removed, and as long as the conditions are met, it's wonderful that you can recycle as many times as you like at the appropriate timing. . The only drawback is that one of the two effects is turn 1, so even if it can't be helped that you can't counter and recycle on your turn in the same turn, you can only counter once per turn, so when you duplicate it, it's insanely weak. Is that what you mean? Even if the recycling effect was named turn 1, which cannot be activated on the turn he was sent to GY from the field, it would have been better if the counter had no limit on the number of times. In addition to such circumstances, Counter Trap, which requires a theme monster, is not a perfect counter, but the defense range itself is backward compatible with notifications, stingy can be brought from his deck, and recycling from GY is possible. It may be the safest thing to insert one. Hmm, but after all, the "invisible" one that draws directly is also pretty strong, so I'm worried about whether to keep it in two. |
▶︎ Deck | 《Beetrooper Formation》
みめっと
2022/09/12 5:35
A Field Spell that can revive Beetrooper every turn in exchange for LP according to her original ATK of the targeted GY monster.
It also has the effect of leaving 1 token with the Beetrooper name when her Insect on your field is destroyed. In Beetrooper, the number of links has been increased, and while it is an Insect of "ATK 3000 or more", which is required by some Beetrooper cards, at the same time, it is an Invincible that has the maximum power as an Insect of "ATK 3000 or less", which is the target of revival of absolutes. It's a very useful card to quickly set up Sibble, and even more so because that Invincible is a Link 4 monster that requires a different Insect on the field. Beetrooper has many monsters such as Buggy, Stingy, and Flapper that have the effect of gaining advantage with SS triggers, and if the resurrection target is Armed Horn, you will lose less LP, and it will be a shortcut for link summoning Invincible. You need GY's Beetrooper or his Insect in your field, so it's not something you can do with this card alone, but I think it's enough for a certain level as a theme Field Spell. |
▶︎ Deck | 《Beetrooper Landing》
みめっと
2022/09/12 4:20
Fusion Spell for Insect Fusion Monsters with the Beetrooper name.
However, the fusion method itself is no different from a normal fusion, instead with his GY effect he has a fenibre-like effect that allows him to salvage himself by removing 2 of his Insects from his GY. Currently, there are only 3 Insect Fusion Monsters, one of which is a monster with no effect from the first period, and the rest are monsters that require 4 fusion materials and can be Special Summoned from the EX Deck in a different way. The benefit that can be salvaged is that even if you send GY directly from the Deck, it will be drawn to your hand, and since this GY effect has the name Turn 1 and cannot be used on the turn sent to GY, it can be used as a combo part. It is also unsuitable for It has a theme name, and in exchange for being able to salvage from GY, the essential fusion method is weak, so this is completely a Witchcrafter con Fusion... It's not bad in that you can easily remove GY's Insect, but honestly, I wish the fusion summoning itself was a little easier than setting up her GY effect, whose demand is unknown. |
▶︎ Deck | 《Beetrooper Descent》
みめっと
2022/09/12 4:10
A spell card with the Beetrooper name that can generate 1 Insect token with a small number of hit points, with no particular activation conditions or usage restrictions, except for the name Turn 1.
At this time, if he has an Insect with ATK of 3000 or more on his field, he will have an additional effect of smashing one back without taking a target. There are monsters that require Insects and monsters with level 3 and ATK of 1000 or less as materials for Special Summon. |
▶︎ Deck | 《Ultra Beetrooper Absolute Hercules》
みめっと
2022/09/12 3:58
Insect's super-large Fusion Monster, the first since Season 1, when Kuwaga Hercules appeared.
With an ATK of 4000, which surpasses even the ultimate state that has been the strongest Insect ATK for many years, and a robust resistance to card effects that lasts up to 3 turns, it has enough character as an ace, but the number of fusion materials that are too heavy and the special fusion However, it is not possible to use the Insect of Deck · GY, and the means to suppress consumption and put out is extremely limited, so it feels like a monster that can not be evaluated very highly. Necro Fusion seems to be the best so far, and it doesn't work well with the other ability of this card, but his removed Insect can be used for things like Neptune's Special Summon. You can do it too. And that other ability is that you can revive Insects with ATK of 3000 or less on each other's turn, which is an excellent ability to continuously acquire an advantage at no cost, but the activation timing is at the end of each other's battle phase. Unfortunately, it doesn't lead to a follow-up attack on your turn, and it's your opponent's turn, so it's better not to expect too much of it being activated on your opponent's turn. |
▶︎ Deck | 《The True Sun God》
みめっと
2022/09/11 21:40
Supreme His Continuous Spell that gives access to any Ra-related card except the card of the same name.
Since it supports the ultimate flip-up card, the Ra-Gama, and Holacty, which can win a duel just by putting it out, you can use her deck without Ra as the main axis if you feel like it. This card alone can be a deterrent to Special Summoned monsters, and her deck specializing in Ra can be said to be a perfect support card that can prepare for Phoenix. Special Summon Beginning with the tragedy of not being able to do it, there is something deeply moving about thinking that the long-lasting support for Ra, who was an outlier of the Sangenjin, has finally come to this point. It's about time for the three evil gods, who were called the Beast of the evil gods in the original work, to be generously strengthened with their respective named effects. |
▶︎ Deck | 《Heavy Beetrooper Mighty Neptune》
みめっと
2022/09/11 4:55
A Special Summon monster of a top Beetrooper who can Special Summon from his hand while recovering his GY advantage lost due to his GY exclusion by some of his Beetroopers such as Assault Roller and Armed Horn.
After Special Summoning Assault Roller and Doom Dozer with your own effects, return the Insects removed by them to the Deck and Special Summon this monster. You can line up 3 monsters that will be hit points. At this time, even including Assault Roller's self-buff, the total is slightly short of 8000, and it's a shame that this monster's ability to pump his Insect can only be used during the End Phase. It's nice to be able to activate it during each other's end phases and her ATK keeps going up, but it's also a shame that you can't target yourself. Another effect is that you can recover immediately from being destroyed or banished by your opponent during the main phase. I think it deserves an evaluation. |
▶︎ Deck | 《Beetrooper Sting Lancer》
みめっと
2022/09/11 3:35
A superlative Beetrooper who recovers his own girlfriend's Deck resources and cuts down the opponent's girlfriend's GY girlfriend's advantage while being self-SS from his hand, and can search his Beetrooper Spell Trap 1 piece in a row.
Since this effect can be activated by Friche in each other's main phase, it is a great advantage that it can interfere with the opponent's development using her GY even on the opponent's turn. It's a pity that it's difficult to activate on the first turn of the opponent's first attack because you need to have at least one Insect in his GY to return to his deck, but that's why you can always throw away this monster from your hand and draw in this monster with its effect. The presence of G, which is also possible, is very large. Depending on the situation, you can also use it to avoid the grave that your opponent hits against the G you threw into her GY. It is a very powerful monster that can be an asset of the race, and among the Beetrooper Spell Trap there are Counter Trap cards that are strong against monster effects that can be activated by this monster alone, as well as some cards that can be used outside of the theme. Because it exists, I think it's a monster that can always be an option in a Deck centered around Insect. |
▶︎ Deck | 《Night's End Administrator》
みめっと
2022/09/10 19:19
An S monster that came to Japan in Warp 2022 and was designated as an S material so that it could handle Synchro Overtake, and its designated tuner, Night End Sorcerer, was originally a monster born overseas.
Special Summon Night End with Synchro Overtake to remove 2 GY cards from your opponent, S summon this monster to remove 1 card from your opponent's GY, and even lower GY's lower Spell due to the effect when triggered to be destroyed. It is an S monster that specializes in depleting the opponent's GY resources by reviving Nightend with the effect of reviving familiars and banishing GY cards. The effect of excluding one card of the opponent's GY is triggered not only when he is Special Summoned, but also when his Spell user is SSed on his field, and there is no limit on the number of times, so this monster As long as you put it out, you want to use it with the intention of excluding all of the opponent's GY's unpleasant cards for that turn alone. It's a delicate place to say whether it's strong as a GY meta, but from the activation conditions of the effect, you can put pressure on your opponent's GY by using yourself or his other Spellcaster with his Special Summon effect during the opponent's turn. I think it's not bad to be put on. Well, I don't think it's cool that Night End and this monster itself aren't really connected, just because you can increase the number of removals with each other's effects. For example, this monster's ATK could be increased by 100 times the number of opponent's cards that have been removed. |
▶︎ Deck | 《The Revived Sky God》
みめっと
2022/09/10 19:02
The original version of 《Card of Sanctity》that resurrects GY's Osiris and draws so that each hand has 6 cards, and an amazing trap card that does not negate the activation and effect.
If you set Osiris in his GY and reduce your hand enough before activating it, you can get a big advantage while letting your opponent draw a minimum. However, even if the activation and effect are not negate, it is very weak against GY's Osiris-targeted grave, so be careful. Since he doesn't select an Osiris to revive when activated, he's fine as long as he has 2 or more Osiris in GY... The ATK 6000 Osiris that came out like that will fall asleep in GY again at the end of the opponent's turn, but this time the GY effect will draw Monster Reborn to the top of the Deck, and by sleeping Osiris in GY, an additional 1 draw will occur. Enter, and with that "Monster Reborn", you can make Osiris appear to attack on your turn while maintaining the maximum number of cards in your hand. Well, all the Spell Traps related to the Three Genjins this time are good cards. |
▶︎ Deck | 《The Breaking Ruin God》
みめっと
2022/09/10 18:51
A Quick-Play Spell that makes the most of Obelisk's feature that there is no limit to Special Summon even though it has 4000 offense and defense.
An obelisk with 4000 ATK and DEF pops out from his hand or his GY, and combined with complete resistance to the opponent's effects, it becomes an invincible sword and shield for that turn only. The Special Summoned obelisk will fall asleep in GY again at the end of the turn, but if you decide with that power, of course that doesn't matter. And it is very reassuring that the effect will not negate. It's also great that they don't ask you to be petty, like you can't attack with other monsters or special summon other monsters the turn you activate it. |
▶︎ Deck | 《Backup Team》
みめっと
2022/09/10 18:40
It features an illustration that is conscious of "Backup Soldier" that appeared in the second season, and its effectiveness depends on the number of cards on the opponent's field, and it does not give you a numerical advantage, but the more cards you have, the more key cards you can draw. A trap card that raises the quality of your hand, making it more likely that you can put it in.
Compared to 《Magical Mallet》, which does not draw the returned card again, or reloading, it is possible to exchange cards more effectively, but if it is left as it is, the delay of simply exchanging cards with a trap card that consumes this one card is still slow. There is something to worry about. In the case of this card, under certain conditions, he can retry from a reset due to the GY effect, so if you can tolerate the hassle of sending Ojama Trio and the slowness of Trap cards, it's not a bad hand exchange. I think it's the card. It seems like it would be a little fun to set this card first, then activate it before the board is completed in the middle of the opponent's counterplay, and draw in triggers and flip cards. |
▶︎ Deck | 《Colonel on C-String》
みめっと
2022/09/10 18:26
A low-class Warrior monster that can deploy 2 low-class warriors in your hand in Defense Position with the NS trigger effect.
With the same Warrior, there are competitors such as "Marauding Captain" and "Goblindbergh", which are not only effective but also combat abilities. It is worrisome that it is a specification that does not work with a small turn that must be done. Since you can't have 2 cards with the same name, you can't use 2 cards with the same name, so it seems that the decks that can be active are limited to decks with a lot of monsters and few impurities, even among the decks that are mainly warriors. Monsters that have been Special Summoned are in Defense Position, so basically they cannot participate in the battle that turn. I would like to release monsters that can trigger , and monsters that have effects that activate with GY. |
Update Information - NEW -
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