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First let's talk about some details about how the deck currently plays. Whatever combo you are doing you will need to put 2 or 3 bugs on the field to play. This happens because you need to access the link 2 Insects Beetrooper Armor Horn or Inzektor Picofalena to connect the 3 engines of the deck, which are:
Beetrooper monsters, Battlewasp monsters and other extenders like Galaxy Worm and the ones that generate advantage through search that are Resonance Insect, Retaliating "C" and Gokipole (basically we have generic search for Level 5 or higher, Level 4 and EARTH Attribute Insects with 1500 or less ATK). Often Retaliating "C" and Gokipole are more copies of the Resonance Insect but other times they add Extenders or Hand Trap Insects to the hand. This is a symbolic decklist of how the deck plays before BODE support:


With this we find ourselves in the following situation in the list of priorities to be corrected:
Parts 1 and 2 - These are the clear problems of why you activate card effects in this deck and there is no guarantee that you are far ahead of the opponent because you came out of inertia before, you can do full combo with this deck and easily lose to any other deck in the game, that is, it is not reliable to play in a tournament and is in the category of decks for fun to play in your Locals. Of course, one or another player will be able to play big tournaments with this deck but that doesn't take away the fact that it is frustrating to try to play competitively with this deck at the moment.

  • 1 - There is a lack of more versatile interactions because the deck is very good at playing against a combo deck but it's not enough because the interactions boil down to monster negate with Beetrooper Fly & Sting, Number 3: Cicada King and Battlewasp - Sting the Poison but two of them only negate field activated effects and Sting the Poison needs to tax an Insect to do so and this is costly in many situations. I know how good it is to have access to Insect "Hand Trap" like Retaliating "C" and Contact "C", searchable Kaiju, Beetrooper Sting Lancer being a "D.D. Crow" but the main thing this deck doesn't have are more cards like Gokipole and Beetrooper Scale Bomber that destroy cards on the field because apart from that the only efficient way to deal with the opponent's field is via Battle Phase and cards outside the engine that need to hard draw especially when it's lock on Insects which is frustrating.
  • 2 - The deck doesn't have efficient ways to deal with spell/trap because the Main deck and Extra deck Insects don't interact with them, not to mention that to use generic links like Knightmare Phoenix you have to give up your standard move for this the which means that after dealing with the problem you will have no more moves and if you do you will have to spend the whole hand to extend, not to mention that in many cases you will be locked on bugs and will not even be able to make generic links. So trap decks will always be a nightmare against you even after doing Giant Beetrooper Invincible Atlas. Not to mention that I also face a lot with the situation of the opponent having a spell/trap face-up on the field, generating an advantage for him every turn that I don't have the ability to destroy and that costs me the game.

Parts 3 to 5 talk about the deck's play style and how it can be improved, going through the Enabler Link 2 in item 3, the Resonance Insect and other generic Insects in items 4 and 5 and at the end the current reality of the deck which is you need a high combination of Normal Summon and Special Summon Extender making the engine big with no room for tech and little resilient. Not that these deficiencies should be improved with these supports because it's great to have combo decks with these features as they become healthy decks for the game but at least some improvements in this aspect are welcome for you to feel in control of the game.

  • 3 - Deck's 2 links are essential for any combo but very sensitive to interactions and usually you lose very easily to any interruption in them like a negate or pop and this will be even worse post BODE because the Destiny HERO - Destroy Phoenix Enforcer engine will exist in a gigantic amount of matches you will face. Mainly the fact that Inzektor Picofalena discards cards to equip from the deck makes her always an excellent target to be denied and the Beetrooper Armor Horn is too costly to use its GY effect if it is destroyed in the summon as you usually only have 2 other Insects in the GY or even when you already have several Bugs to banish as part of your play was stopped you don't get any real value from using the GY effect and returning to the field, are situations well which the deck can play over hand traps depending on whether draw several different monsters.
  • 4 - The Resonance Insect dependency is very evident because it allows you to generate advantage while playing and for that you have to practically do everything to access it as if it were the Block Dragon in the times of Adamancipator. We have to use for example: Retaliating "C" and Gokipole to add it to the hand, Picofalena to equip it directly from the deck, Doom Dozer and Armor Horn to banish it. This excluding Gold Sarcophagus, Foolish Burial and Pot of Prosperity which highlights the lack of being able to Combo while generating advantage with other Insects in the deck. I'm not saying that Retaliating "C" and Gokipole don't generate an advantage but if it weren't for the Resonance Insect no combo in the deck would be viable because it allows you to access the best Insects in the deck multiple times in the same turn or send them to the GY and then Special Summon. He plays the roles of the two best and the latter become a complement to him during his plays. This way the deck uses several very bad Extenders in the end but necessary because you need to make the Extra deck Link 2 a any cost and this is frustrating since any interaction, mainly in the form of hand traps, harms your plays a lot, making the deck not resilient.
  • 5 - As there is no 1 card combo then your top deck to return to the game is not enough, which means you need to ensure good follow ups during your turn and generally these follow ups will only happen at the end of the combo. This implies that every time your combo is interrupted you will lose at least two cards from your hand without having any return in the form of advantage and play in the following turn.

Parts 6 and 7 are more problems that are easily fixed with any minimally decent support but if only they are fixed the deck will still be just more of the same and nothing to step up competitively, they are so simple to fix that indirectly by improving the problems I cite before these they improve too.

  • 6 - This deck shines a lot in the grind game but you need to ban so many monsters to play that they end up making a big lack in these games with more turns, so it would be important to return banned bugs back to the deck to manage the resources better.

  • 7 - The deck's win condition is still very weak because the Giant Beetrooper Invincible Atlas can be compared to Ignister Towers The Arrival Cyberse @Ignister but unlike @Ignister you don't have a super simple win button that is the Accesscode Talker to end games, which means having access to a few plays that generate pressure while you are lock on Insects allowing the opponent to get back into the game more easily. What I mean is that the Insect type is so outdated in terms of Extra deck monsters that locking on Insects at this point is more of a hindrance than it helps. Not to mention that as the Invincible Atlas is static, many times you won't be able to pass it on the field in the grind game because the opponent dealt with it and for you to try to break the opponent's field, reborn it with the Beetrooper Formation or make another copy won't be enough which means you prefer to choose a generic extra deck Link like Accesscode than Atlas and so in the End Phase you can't set Counter Trap again.

Now the card-by-card analysis of the detail-by-detail effect.
A fact to notice before seeing the new Beetrooper supports is about the disadvantages of the card design that the archetype presents because the Link monsters give free arrows to the opponent for no reason since for example the Tri-Brigade has 4 Link monsters and they all have excellent arrows with synergy with each other and none of them give free arrows to the opponent. It's interesting to notice that konami TCG brought a design like for example some monsters from the archetype have effects that can only be used in the Main Phase like the Beetrooper Sting Lancer, the deck's Link monsters practically only use effects during the Main Phase. Only the Beetrooper Scale Bomber and Scout Buggy can use the main effects in other phases of the game but even for that they need other factors to trigger the effects. The way Counter Trap Fly & Sting works means that it's a card to always be used on the opponent's turn because if it's used on your turn you can't set it in the End Phase so it shows a little bit of what the effects of the new supports would be like to follow a card design let's say "worsened" with often unnecessary restrictions on cards that are no longer very strong.

Heavy Beetrooper Mighty Neptune (Insect/EARTH/Level 8/ATK 3000/DEF 3000):
(Summoning Condition) Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by shuffling 3 of your banished Insect monsters into the Main Deck.
(1) During the Main Phase, if this card in its owner's control is destroyed or banished by an opponent's card effect: You can Special Summon this card. You can only use this effect of "Heavy Beetrooper Mighty Neptune" once per turn.
(2) Once per turn, during the End Phase: You can target 1 other Insect monster you control: It gains 1000 ATK.

  • (Summoning Condition) It solves the problem of the deck banishing too many Insects turn 1 and not having a way to Recycle them improving the Grind Game and making it easier now to ban important Bugs from the deck during your combos knowing you have an easy way to get them back to the deck. But as an Extender it only works if you have already banned at least 3 Bugs and if that happens you are already playing then it is a worse Extender than Doom Dozer in many combos.
    Considering Extenders which is pretty much what these supports say this monster I think it fits as a Main Deck Boss Monster and not an Extender because putting this card on the field to be an Extender doesn't make sense since its effects they only exist to improve the deck's current win condition which is to have a Boss Monster with 3k atk and play around it.
  • (1) It has a great Floating effect (but different from the common one) which makes it good to try to survive the opponent's turn. I say in parentheses that it is "unusual" because all the other Main Deck monsters in the game with this Floating effect are written like this - If this card in its owner's control is destroyed by an opponent's card (by battle or card effect): and do an action. This card has a different possibility of triggering the Floating effect when it is banished by card effects which is very good but this came along with an annoying restriction that you can only use the effect during the Main Phase and not at any time in the game. which makes the opponent able to play around this effect by destroying or banishing it during any other phase of the game and that is a downside.
    Another important point to highlight on this card is that it only activates the Floating effect if it is Destroyed or Banished by the opponent's cards effect and it is not taxed to activate the effect of an Insect which means not having synergy with several archetype cards like the Giant Beetrooper Invincible Atlas, the Beetrooper Scale Bomber and generic insects like the Battlewasp - Sting the Poison which is gigantic potential loss.
  • (2) Extra Effect of 1000ATK Permanent Boost in End Phase was well thought because it happened to me more than once that I couldn't set the Beetrooper Fly & Sting back to the field because the Invincible Atlas didn't have 3k atk since it was over De-Buff effect and as we know the Destiny HERO - Destroy Phoenix Enforcer will be another card that causes De-Buff, of course most of the time this Phoenix Enforcer in the End Phase will be in the GY but the purpose of this effect is to prevent you from not being able to set the Counter Trap because of De-Buff effects so it's good. One nice thing about this effect is that it happens every End Phase, meaning at the end of turn 2 of the game you can increase the atk of any other Insect you control by 2000 atk. And even if your opponent activates for example Skill Drain the Insect monster that was successfully Boosted atk will still keep 1000 atk etc because it is considered a Lingering effect.
    Of course, I can already imagine the excellent combo players looking at this effect as an opportunity for the Number 3: Cicada King to negate it in the End Phase and you can Special Summon Scary Moth (Insect Version of El Shaddoll Winda) on your turn and pass with an excellent Floodgate on the field but as I prefer to play safe and not do these combos for me it doesn't change the way the deck plays at all because this Floodgate just means using one more Brick on a deck that was begging to slow down the engine with the new supports.

Conclusion: It improves situation 6 that I present about recycling banned resources for a better Grind Game, it should be clear that you will still have to use 3 Inzektor Picofalena and 3 Beetrooper Armor Horn because the only way to recycle them to the Extra Deck in the Grind Game remains Sting Lancer and Picofalena because the new Boss Monster does not recycle banned Extra Deck monsters. It also improves situation 7 about you often not finishing the turn with the Giant Beetrooper Invincible Atlas on the field and not being able to set the Counter Trap Beetrooper Fly & Sting back to the field for not controlling an Insect of 3k atk or more, it also helps a lot after taking Nibiru, the Primal Being because now you can summon a monster with 3k def that won't be destroyed in battle with Nibiru so your Counter Trap stays alive even after Nibiru so it wasn't really meant to be an Extender but a second win condition.
It seems to me that Konami planned to make the Beetrooper Boss Monsters with good protections but not at the level of a Towers or the Red-Eyes Dark Dragoon because the Invincible Atlas always loses protection if you have more than 3000ATK and you often need to increase this atk to be able to deal with some annoying opponent monsters and the new main deck Boss Monster only has protection during the Main Phase, that means if the goal is to make decks new ones with low power ceiling (lowering the game's powercreep) she would be on the right track but that contradicts a lot of what she does with other archetypes which is to cast excellent cards with no negative restrictions like Swordsoul's Boss Monster Cheng Ying, the Xiangjian Grand Duke that protects itself from destruction by effects not only in the Main Phase and the new Lyrilusc Xyz Lyrilusc - Ensemblue Robinwhich can give up to 4 bounces in one turn because it's not hard once per turn. I just want to say that it doesn't make sense the privileges it places on some archetypes at the expense of others that would be fairer to the game.

Beetrooper Descent (Spell Card):
(1) Special Summon 1 "Beetrooper Token" (Insect/EARTH/Level 3/ATK 1000/DEF 1000), then, if you control an Insect monster with 3000 or more ATK, you can destroy 1 other Spell/Trap on the field . You can only activate 1 "Beetrooper Descent" per turn.

(1) The Spell that creates Token with the same stats as the Beetrooper Formation and can destroy backrow when it has a 3k atk Insect is very frustrating, let's explain dividing the effect into two parts:
  • The deck doesn't benefit at all from Tokens to get out of inertia because you need to send a lot of Insects to the GY and have enough resources that will be banned and Tokens don't go to GY which worsens several combos as I say in situation 4 about Extenders.
  • Secondly it will only destroy spell/trap if it controls 3k atk Insect is the worst possible condition because if you got to the point of having a Boss Monster on the field then back row no longer matters at all, that means this card is only useful after you've done the combo and in that time you've taken all possible set traps. Not that this card is unable to do the job of clearing back row because the new Boss Monster Heavy Beetrooper Mighty Neptune can be summoned much easier than Invincible Atlas but Twin Twisters works better in this factor because I prefer to add Field Spell or Counter Trap with Beetrooper Sting Lancer than this card, it would be much better if the deck gained a Link 1 even if it was a Vanilla just to turn the Token into something that can be banned in gy but this is not the case.

Conclusion: Unfortunately this does not improve situation 1 and 2 which are the two main points this support should focus on. It's great to know that it destroys without targeting because it forces the opponent to give some set trap for fear it will be destroyed or be lucky that it won't be chosen, but just like Beetrooper Fly & Sting this card should work if you control any other Beetrooper Monster to destroy spell/trap but as Konami had the very "smart" idea of ​​not putting a restriction while controlling the Token of you only being able to Special Summon Insects she had to put it this idiotic 3k atk condition that defeats the purpose of the card which is to deal with back row as soon as possible. It's serious Konami that you haven't learned how to make cards that create token with effective restriction? Sky Striker Mecha - Hornet Drones was not an example?

Beetrooper Assault Roller (Insect/EARTH/Level 4/ATK 1600/DEF 1400)
(1) You can Special Summon this card (from your hand) by banishing 1 Insect monster from your GY. You can only Special Summon "Beetrooper Assault Roller" once per turn this way.
(2) Gains 200 ATK for each Insect monster you control, except this card.
(3) When this card is destroyed by battle: You can add 1 "Beetrooper" monster from your Deck to your hand, except "Beetrooper Assault Roller". You can only use this effect of "Beetrooper Assault Roller" once per turn.
  • They were careful to make it an Earth Level 4 Insect with 1600ATK which means two things: It can be added to the hand with Gokipole but not with Retaliating "C" which is loss of card potential compared to other generic Insects extenders available.
  • (1) This summon condition makes it basically an Archetype version for Aztekipede, the Worm Warrior with some extra effects and can be Normal Summoned.
  • (3) They had the nerve to put a possible Starter effect of the archetype into a Floating effect that only activates if destroyed by battle and much less by card effects like any other decent monster in the game does like Battlewasp - Arbalest the Rapidfire itself that I mentioned above that Special Summons a Battlewasp straight from the deck. This effect would improve a lot if the Giant Beetrooper Invincible Atlas had Quick effect to Special Summon from the deck because you expected the Battle Phase and used the effect bringing this monster and that way you would most likely be able to use the Search effect of the card but this is not the case.
Conclusion: This card is everything the archetype didn't need at the moment, it is just another target of Gokipole to extend plays and just like Aztekipede, the Worm Warrior that is no longer used and enters the field in the same way he did the deck has better options to use than this card, if the Floating effect was actually an effect that activates when it enters the field it it would be much more viable in the deck but at the moment it's not needed for strategy as I don't think much of a difference now that Gokipole can now add a Beetrooper monster to the hand because it can improve Beetrooper Formation by getting more easily by Beetrooper monsters in GY but is not relevant to the point of improving any combo. We can also say that it lets Counter Trap Beetrooper Fly & Sting live more often if you open with Brick, so it has its strengths to justify its use in the deck but it's just another One-off.
Of course every archetype has bad cards but at the level of this card Konami excelled because instead of making a good starter for the archetype in the most famous Elemental HERO Stratos style she put Search's effect in an idiotic condition of being destroyed by battle, as I said above if this archetype received a Link 1 Vanilla it would be very good to improve several deck moves but what it brought instead was this. And it's no use arguing that it is now more viable to make Rank 4 in this deck, first that the only good Rank 4 Insects don't help you much anymore, second all the other level 4 that the deck uses are cards that you don't want to leave the Field as Xyz Material but send from field to the GY like the Resonance Insect and the Retaliating "C" because they wont trigger effects if detached as Xyz material. Also the fact that it can be considered better than the Doom Dozer as an Extender is not true because the Doom Dozer to be added with the Resonance Insect is much simpler to use and to reuse again in the same turn, if it were Level 5 Insect with the same effects that it presents then yes I would say it is better than the Doom Dozer because it would replace the role of Doom Dozer in the deck but that is not the case.

Beetrooper Light Flapper (Insect/WATER/Level 6/ATK 2000/DEF 2200)
(1) If this card is Normal or Special Summoned: You can target 2 of your "Beetrooper" monsters with different names, which are banned and/or in your GY; add them to your hand, but for the rest of this turn you cannot activate their effects, or the effects of cards with their names.
(2) When an opponent's monster declares an attack: You can return this card to the hand, and if you do, negate that attack. You can only use each effect of "Beetrooper Light Flapper" once per turn.
  • (1) Recovery ability is what konami has brought out best with the new supports, it improves the grind game but it started to be too redundant because if it had at least tied Beetrooper's cards with themselves saying you add "Beetrooper Cards " and not "Beetrooper Monsters" would be much better incentive to use it since returning Beetrooper Formation in GY for hand would be an excellent Follow Up. If I didn't need to use 7 Battlewasp cards, 7 Generic Searchers for Insect: Resonance Insect, Retaliating "C" and Gokipole enter at least 5 more cards to try to tie the deck's proposal to something decent cards like this would be very good because if the engine is smaller these Bricks that do nothing turn 1 could be used since the deck with less engine would be more consistent but that's not what happened so adding cards like these brings some rewards and a lot of disappointment and more chance of brick. On top of that you have to target Exactly Two Beetrooper Monsters and not "You can target UP to 2" and can't use monster effects added to the hand which are more stupid restrictions. Of course, this effect was thought to help make the deck's new Fusion but it's so unplayable because of the horrible fusion spell the deck has received that the full potential of those cards is wasted.
  • (2) This effect should be a Hand Trap effect and not an effect that activates on the field because that way it would have some use in the hand and would not be a complete useless brick.
Conclusion: Beetrooper Light Flapper has a very good effect for the Grind Game, if I'm not mistaken you can return the banished Beetrooper Armor Horn to the Extra Deck too which is very welcome. I appreciate every card with effects like this, we have examples from Virtual World Xiezhi - Jiji, Doyon @Ignister and you can even Special Summon this card on your opponent's turn with Number 3: Cicada King to guarantee 2 follow ups, it's because it's an excellent card to Special Summon on the opponent's turn that it comes to my mind how good it would be for Invincible Atlas to be a Quick effect because you could bring it on the opponent's turn and add two Follow Up at the same time you gain protection in battle but that's not the case. Besides the stupid restriction of not being able to activate effects of cards with the same name as the added cards, as if the archetype had several Broken cards that make one card combo, it will be another Brick in your starting hand and since none of the supports helps lowering the deck's engine so using this card means making your deck worse and it's not even a priority Special Summon in the Grind Game compared to other Insect targets because it doesn't do anything by itself to generate pressure on the field. In general I consider this a card with a lot of risk and little reward in a deck that needs a lot of cards that are worth the investment because this is not a Special Summon that improves any deck's play, especially if it is given on your turn, on the opponent's turn this would be a really cool card to be Special Summoned but only Cicada King can do that and anyway it doesn't justify using a deck space for it. It's a good card for the moment the deck lowers the engine because that way Special Summoning with the Giant Beetrooper Invincible Atlas would be viable in the Grind Game but that's not what these supports did.

Beetrooper Squad (Trap Card)
(1) Tribute 1 non-Token Insect monster; Special Summon up to 1 "Beetrooper Token" (Insect/EARTH/Level 3/ATK 1000/DEF 1000) for every 1000 original ATK of that Tributed monster. You can only activate "Beetrooper Squad" once per turn.
  • (1) They managed to be more silly than copying Aztekipede, the Worm Warrior and decided to make a much worse version of Multiplication of Ants.
Conclusion: Nothing to comment on how much this is the worst support among all, better to pretend this card doesn't even exist because it was an insult to Beetrooper players to create this. You could argue that this trap taxing a 3k atk Bug makes it simpler for you to make Beetrooper Fusion Monster, but it's too slow and not worth doing the Fusion Monster because it will still be a giant waste of resources on a Towers.

Beetrooper Landing (Spell Card)
(1) Fusion Summon 1 Insect Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material.
(2) If this card is in your GY, except the turn it was sent there: You can banish 2 Insect monsters from your GY; add this card to your hand. You can only use this effect of "Beetrooper Landing" once per turn.
  • (1) Speaking of doing more of the same, here we have a Fusion Spell that does exactly the same thing as a Polymerization but here you only do Insect Fusion Monster (as if there were 3 Fusion Insects in the game). Good job of not putting Poly or Fusion in the name of the card to be able to send it to the GY with Predaplant Verte Anaconda.
  • (2) A card as hideous as this has the option of banishing 2 Insect Monsters from Your GY to return to your hand while useful cards like Field Spell Beetrooper Formation and the new Spell Beetrooper Descent don't have this effect. If this effect was on the Beetrooper Descent card I would be much more apt to use it but they decided to put it on this card.
Conclusion: I want to see who could understand Konami in creating this card to make a Fusion that requires 4 materials. Greater Polymerization it's better than this lackluster support. Even I can't use Foolish Burial Goods and send this card to the GY and add it to the hand in the same turn so it's hard to defend this card and find something positive in it.

Ultra Beetrooper Absolute Hercules (Insect/EARTH/Level 11/ATK
4000/DEF 4000)
(Fusion Materials) 4 Insect monsters
(1) After this card is Fusion Summoned, it is unaffected by other cards' effects until the end of your next turn.
(2) At the end of the Battle Phase: You can target 1 Insect monster with 3000 or less ATK in your GY; Special Summon it. You can only use this effect of "Ultra Beetrooper Absolute Hercules" once per turn.
  • (Fusion Materials) You know that Fusion has to be really good when it asks for 4 monsters as material.
  • (1) As I already explained in the Main Deck Boss Monster analysis, Konami made the boss monsters of this archetype with protection effects, but all with a peculiarity that makes them different from the protection of Red-Eyes Dark Dragoon and The Arrival Cyberse @Ignister because they lose protection at certain times in the game. This card as well as the Invincible Atlas doesn't keep the protection if they are Special Summoned by the GY with Beetrooper Formation for example which is very bad because for example I can't play around even a Torrential Tribute if it goes back to the field from the GY for example and this is very frustrating.
  • (2) I was just asking for some card that has an opponent interaction like the Abyss Keeper which is also a new World Premieres card with the following effect: "You can target 1 other Fish monster you control and 1 card your opponent controls; Banish those cards" and instead they bring it to us. To be honest Metalfoes has Vanilla Fusions like Metalfoes Adamante more useful than this new boss monster, if it Special Summon an Insect at the beginning of the Battle Phase it would be a little better because it helped OTK. Ignister has a 4k atk Towers as well and no competent deck in the game instantly loses for he imagines losing to this fusion that needs 4 materials to be summoned.
Conclusion: Konami TCG brought some improvements to the deck but the most important thing is interaction with the opponent she said fuck it, who would say that the second Insect Fusion Monster in the game after almost 2 decades of waiting would be this card. And it still makes fun bringing a Super Polymerization target for other decks to use against you, of course you don't need to worry about it because you have 4 Bugs on fields only in Mirror Match for that to happen. The Fusion itself is a minus 4 for you, if you ever make this card in Mirror Match it will definitely be at least a minus 2 for you considering that it is almost impossible for the opponent to have 4 Insects on the field and not have killed you then you'll have to discard a card to activate Super Poly and use an Insect of yours as material as well. Not to mention that Towers is not a problem for the deck as there is searchable Kaiju so this fusion is horrible in all respects.

Main Deck Mighty Neptune Boss Monster is the best addition to the Beetrooper deck with the new supports, all other cards are completely redundant and don't improve any deck combo, what I mean is they were so poorly written that it lacks something for these supports to be good, the effects are nice in theory but in practice they are hard to take advantage of not to mention that some of these cards are a joke with the beetrooper players they are so useless.
The deck needed more proactive interactions and the only card that interacts with the opponent is the Beetrooper Descent. In the end you need to use this card as an obligation since dealing with back row is a giant deficiency of the deck but be clear that the card design could have been much better. Examples of why Beetrooper doesn't improve with most of the new cards at least at the time the article was written (in the future they may become more viable):

  • The Light Flapper is very good but at the moment I don't see an effective way to use it in the deck because I prefer to summon from any other Insect in the place, the problem with it is that because it's level 6 you'll have to Special Summon somehow and the cards that make special summon already have better options than him, although the card improves the Grind Game a lot, it's not a priority for the deck. We can say that yugioh is so fast that you need to summon the Insects that make you play in the same turn than an excellent follow up for the next turn.
    A very good way to use it would be in the same way that all combo players are already adapting the deck which is to make Scary Moth turbo in your End Phase but here Numbeer 3: Cicada King after denying Neptune he will give summon from Light Flapper instead of the Insect version of El Shaddoll Winda which can be interesting but as I say is to add more bricks to the deck and I don't want to see this card in my hand ever but I have to admit that in games against grind game decks this card shines a lot so I'm going to test even if it's on the side deck.
  • The Spell Beetrooper Descent that can destroy spell/traps was very poorly made to be used in the deck because what matters in it is the fact that it can be a Mystical Space Typhoon but as it needs a 3k atk Insect for this it becomes very slow and loses viability not helping the deck. How to extend it is a joke just like the Trap Beetrooper Squad, slutty konami think that the deck needs Extenders in the form of Token to play. Honestly, this card for creating a level 3 token without any restriction can come to be used in combo decks like Phantom Knights to make Cherubini or Synchro Turbo but in Beetrooper that most needed a good card to destroy back row it left a lot to be desired.
  • Continuing to talk about other extenders they are on the same level than currently used. I personally don't even use Aztekipede, the Worm Warrior imagines using the Assault Roller just because now Gokipole can add a Beetrooper to his hand. It would be very useful if it replaced the Doom Dozer but this is not the case. What makes me very angry about this card is that konami printed the Elemental HERO Stratos in this set as Starlight Rare and instead of this card copy Stratos and search when Normal or Special Summoned they decided to put the effect only if destroyed by battle which demonstrates the lack of respect of these supports with Beetrooper players.
    I see valid arguments for using Assault Roler in the deck because there are times when you have the engine in inertia because the opponent used several interactions with you and has a Resonance Insect in the GY waiting to be banished and Gokipole can now solve this problem with him but these supports aren't adding any different ingredients to the deck's recipe, it's repetitive because it lacks options, look at the Link monsters in the deck that will remain the same for a long time so the metagame will evolve but this deck will still rely on the same cards to play, instead of bringing a new Link 3 monster they brought a Fusion.
  • The Fusion Spell and the Fusion Monster I won't even comment on, it's a joke the konami wanted to rub in the faces of Beetrooper players, you can argue that the Fusion monster Ultra Beetrooper Absolute Hercules can be done in several matches but you have to agree that it is the best possible definition of win more because whenever you can do it it's because you already have the game in your hands and are taking an unnecessary step further. It is very strange for konami to make a fusion that requires 4 Insects instead of one that requires 2 Materials and that has a proactive effect with the opponent even if it is copying Destiny HERO - Dystopia (Quick Effect): You can target 1 card on the field; destroy it. The way it was done I don't even want to do the first Fusion. And what makes me most angry about the fusion spell Beetrooper Landing is that it has a GY effect that should be in Beetrooper Formation or Beetrooper Descent to get back into the hand.
  • Total disappointment with the supports, no cards are needed to the point where the deck wants to use 3 copies, it's a lot of horrible 1 offs and the deck has such a big engine that it already needs to use several 1 off, imagine trying to make room for these new Bricks.

I have to edit these comments on the waste of potential in these cards

The only cards unplayable competitively today and always are the trap Beetrooper Squad and the Fusion Ultra Beetrooper Absolute Hercules.
Currently the fusion spell is bad because in the vacuum that the deck is in at the moment with only this fusion of 4 materials available I say for sure that you can't use the Beetrooper Landing competitively but in the hope of konami ocg in the future to launch a Good Fusion monster for the deck it becomes excellent and the use of Light Flapper depends on how you are going to get the best out of it.
In the end, 3 supports are playable competitively smoothly like Mighty Neptune, Beetrooper Descent and Assault Roller being basically one-off and 2 supports need a little more synergy or time (ocg supports) to be viable like Light Flapper and Beetrooper Landing so my drama of the supports being bad is more in the frustration of having waited so long and seeing that it was a very poor job than the cards being completely bad so there is hidden potential in these supports but it will take a long time for this to be resolved.
This is still a deck that the objective is for you to survive the opponent's turn, what Konami says with these supports is: Let's not give this archetype a card that says: pop 1 card your opponent controls (the spell can't even call it proactive interaction) and that's what the theme is all about, that is, arriving at an Insect boss monster with 3k atk using an gigantic engine and focusing on surviving and having a decent grind game against any deck in the game, but any shortcomings you feel when playing with that deck is up to you because konami didn't want to solve. Not that this is so negative that you don't play with it because I'll reiterate that it's how combo decks should be, but a good approach that would work with the Beetrooper would be to focus on the issue of decreasing the deck's engine and tying the archetype cards more around themselves and less with the generic support of Insect and as that didn't happen all the problems I mention continue, after all these supports I realized that yes there is potential in them but to complete it lacked some card that gives the property to the Invincible Atlas of being Quick Effect because if I could Special Summon Beetrooper Monsters in the opponent's turn directly from the deck, several of these supports would be much better as the Beetrooper Level 6 and Level 4. The deck's engine doesn't matter because believe it or not more than half of these cards have Beetrooper in the name but they don't need Beetrooper cards to work because Beetrooper Scout Buggy, Beetrooper Scale Bomber, Beetrooper Armor Horn and now this Mighty Neptune, Beetrooper Descent, Beetrooper Squad, Beetrooper Landing and Beetrooper Absolute Hercules only require generic Insect support to use and only Giant Beetrooper Invincible Atlas, Beetrooper Sting Lancer, Beetrooper Formation, Beetrooper Fly & Sting and Light Flapper really synergize with the archetype cards and that's why the engine is very large and has many deficiencies because lack basic things needed in any archetype in the game like per example no card is a simple route to activate or retrieve cards from the GY into the hand efficiently so the archetype is very messed up with nowhere to go. Konami TCG has been adopting decks with a Power level down, weak midrange with situational effects and stupid restrictions but at the same time it doesn't give a chance to these new Archetypes with a Banlist that lowers the Powercreep of the other decks in the game and that doesn't make any sense, it's just the recipe for failure.
I thought this deck was really cool to play and they have a lot of cards with potential but there's nowhere to go to compete with the meta. Seriously now: if Konami's general idea is to reduce the game's ceiling then the deck is on the right track. It has consistency, a medium to low level of interactions with the opponent, and doesn't build unbreakable ground like Despia which is the second best deck released on TCG along with Beetrooper this year until this Burst of Destiny collection. Now if the bitching continues to roll loose as it has been so far with several much better decks for a long time in the meta Beetrooper doesn't have a chance to stand out because there are more decks coming in BODE to beat you like Swordsoul, Flundereeze, Lyrilusc, Speedroid, Halqifibrax Auroradon Turbo with Cupid Pitch and the stupid Phoenix Enforcer engine and that means the deck came out of BODE worse than before the brackets. This swarm of Insects has turned into an embarrassment.
This is Beetrooper Support that would make the deck much better with the new cards received:
Link 1/EARTH/ATK 500
1 Insect Monster
(1) You cannot Special Summon Monsters, except Insect Monsters.
(2) If this card is sent to the GY, you can target 1 "Beetrooper" Spell/Trap on your GY; add the target to your hand.
(3) During the End Phase, if this card is in your GY and you control a "Beetrooper" Monster with 3000 or more ATK: Target an Insect in your field; equip this card to the target as an Equip Spell with the following effect: You can activate the equipped monster's effects as Quick effects.

This would help the deck a lot because the Invincible Atlas would become a Quick effect at the same time it could add GY's Spell Beetrooper Formation or Beetrooper Descent back to the hand in the Grind Game.
Last edited by Jonathan Martins on Tue Nov 09, 2021 6:43 pm, edited 16 times in total.
GioGio wrote:
Mon Oct 25, 2021 1:04 pm
why play killer needle over cards like insect knight?
Good question, I particularly think it's very important to be able to destroy as many monsters as possible with the Gokipole effect and if I use Insect Knight I'll only be able to destroy monsters of 1900atk or more. In this Link era there are many important extra deck monsters with low atk so I prefer to use cards like Killer Needle or Gokibore which are the Normal Level 4 Insects with the lowest possible atk of 1200. I have also lately been opting for Killer Needle because it is of the WIND attribute to prepare against Floowandereeze, not that it helps much because Floowandereeze & Empen Floodgate effect will beat you alone but it does help against Barrier Statue of the Stormwinds. In general the reasons are these and it has already made a lot of difference for me to use the lowest atk Vanilla in some matches.

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