Beetrooper Dec21 Format
Deck Primer
First let's talk about the main deck structure: as shown in the decklist the deck uses 8 extenders in the form of low level insects and has 9 main Normal Summons which are Scout Buggy, Sting the Poison and Resonance Insect and 3 Pseudo Starters which are 2 Gokipole and 1 Retaliating "C". From the high level insects we have 4 options and the Gadarla is not necessarily part of the priority targets of the Resonance Insect as it does not generate any type of combo but an interruption to be accessed when necessary.
The number of Normal Summons and Extender should be high because you need to have a two-card combination to make any combo as you need to access the extra deck's Links for your engine to spin out of inertia and how costly this task is once you is Link-2 or higher you need that amount of cards for the deck to work. As these Link-2 Picofalena and Armor Horn are very sensitive to interactions, you often depend on your Starters to be able to bypass any hand traps or other interactions on these cards and that's why Sting the Poison, Resonance Insect and Gokipole are key pieces in the deck's operation as they are very versatile and can be a interrupt against annoying monsters like Winda in the case of Sting the Poison or adding Sting Lancer and Gadarla in the case of Resonance Insect or Vanilla for the hand with Gokipole and that way you build your field while handles opponent's interactions. Because of that we have to use Gold Sarcophagus and Foolish Burial in the deck to have access to these cards as soon as possible mostly sending Gokipole to the GY which becomes a Resonance Insect search for the hand or a Vanilla interrupt, but it also happens that sometimes you don't have extenders on hand to access the extra deck's Links and that way you add Arbalest the Rapidfire for the hand that becomes two bodies on the field.
Well, why did I just talk about Starters and mention Gokipole a lot (which isn't even a Normal Summon right and yes you want to send it to the gy somehow) but not Scout Buggy? Because the Scout Buggy by itself doesn't help you deal with interactions because it's just a "Tour Guide" for itself but in the pure version of the deck it's a good starter and also the only efficient way to make Cicada King besides mainly being an excellent follow up for the existence of Field Spell Beetrooper Formation having a lot of use every turn in GY which improves the grind game that is the objective of this deck: take the opponent to the grind game and have a more advantageous exchange of resources. Other reasons why it is excellent in the pure version is because it is the second best option for a deck special with Invincible Atlas and that happens a lot.
About Sting Lancer, Scale Bomber and Beetrooper Spells/Traps used in the main deck: There was a time when I really liked using 3 Sting Lancer (because it's the best Beetrooper card in the game so far) but first I noticed that you never want to draw 2 copies in the starting hand becoming a brick, second in this format the number of hand traps that activate being discarded to gy decreased so it's very difficult for his effect to stay alive on turn 1, third that even with the high amount of cards good to return to the deck in this format thanks to Verte Anaconda and his friend Destroyer Phoenix Enforcer the Sting Lancer is so easily accessible and recyclable that really 2 copies is the ideal number.
About Scale Bomber I rarely take advantage of his interaction effect on the field but I keep maximizing it to 3 as he can chain block his Normal Summon but it sure is a card that can be reduced to 2 copies post side just like I do with Battlewasp's special summon extenders. About me not using Assault Roller I say that I never found the card good compared to Vanilla, although it can be an extender even if you have it in your hand the fact is that this deck has few ways to interact with the established field of opponent and Vanilla is one of the few options that the deck has access to destroy the opponent's cards and that's why I consider it a card 10 times better than the Assault Roller besides not needing to ban gy resources to enter the field. In short it is an extender and brick in the same way as Assault Roller but its cost-effectiveness is much better and rewarding, it is so necessary that whenever it is possible to return it to the deck you return it to make Gokipole an interaction/extender.
Why not use the Heavy Beetrooper Mighty Neptune? When the Spoiler from Beetrooper's supports were all known I saw him as the best among them all because he fixes the problem of banishing several Insects and not having to recycle them back to the deck but in practice it turned out to be a very bad card that brick every starting hand you see her and even in long grind game matches where you get 10 Banned Bugs I didn't miss him in the deck at all. So I currently consider it an unnecessary brick. In the future if the deck gets new support it may improve.
The spell Beetrooper Descent has many advantages to be used but at the same time many disadvantages: The first advantage is that it is very beneficial to have 3 targets for the Sting Lancer to add to the hand throughout the game and this is very relevant. Second it makes the Sting Lancer two bodies on the field which is important when you are playing after suffering interruptions from the opponent. Third it is a spell/trap out when you have the Invincible Atlas on the field. But it brings many disadvantages that make the difference that is the case to create a token which does not become an Insect in GY to banish with Armor Horn and Doom Dozer and this lack of resources makes you not able to continue playing or need to do so unoptimized plays and banish Bugs that shouldn't be banned, second that the destroy spell/trap effect doesn't prove as excellent against trap decks as it seems: often your opponent knows you added it with the Sting Lancer and throws around it activate Ice Dragon's Prison in Standby Phase to banish the Invincible Atlas and that way you can no longer destroy backrow and the worst thing is that it needs to first create the token and then destroy cards so it simply won't work on the There Can Be Only One effect which is the worst Floodgate against the deck being a card that leaves a lot to be desired against trap match. To be honest cards like Resonance Insect, Gokipole and Arbalest the Rapidfire are much more important to win matches against Anti-meta and backrow decks because they have excellent floating effects if they let the field and trap deck destroy the opponent's monsters at all times to control the field.
About Extra Deck I have to comment that the existence of Almiraj is one of the reasons why I don't maximize Retaliating "C" because it simply cannot become an Almiraj and also because the search targets are the worst compared to the versatility of the Gokipole and the Resonance Insect. Almiraj is also very important to play around cards like Destroyer Phoenix Enforcer and Dogmatika Punishment besides being the way the deck can access Knightmare Phoenix under the There Can Be Only One effect since it is Cyberse and you can then summon from an Insect and make phoenix to pop the TCBO and keep playing after that so it's an essential card in this deck and its gy effect isn't hard to use either because like your Normal Summon bugs most trigger effects when destroyed by battle too so it's not It's unusual for you to go into the battle phase and destroy your own monsters like the Resonance Insect, Gokipole and Arbalest the Rapidfire that activate excellent floating effects.
Shinobi Insect is a card that should only be used because it is relevant that it is a Link-2 Insect made using two monsters with different names and also it is a free insect to be banned in the GY in place of other important insects, besides being a of the cards that help you play about the effect of Gozen Match until you manage to destroy it. Wind Pegasus is the extra deck flexible spot and I've already tested using the second Seraphim Papillion, Topologic Trisbaena and Battlewasp - Halberd the Charge but in this format I've been facing a lot of decks that use Dogmatika Maximus and I see Wind Pegasus as an excellent card to use against these strategies to make Winda with Schism. It's also not hard to make because of Primitive Butterfly + Sting the Poison becoming an out for Gozen Match so it has its uses in the deck. As I don't particularly do an aggressive endboard playing with this deck as most players go through with Counter Trap and Seraphim Papillion to reborn Sting the Poison on the opponent's turn I don't miss the second Seraphim Papillion but I confess it is very annoying having to shuffle him back to the extra deck every turn and the fear of seeing him banned from the gy by the opponent and not having access to him for the rest of the game but this risk I've been punished practically never until now and that's why I decide to keep keeping a versatility card like Wind Pegasus.
About the Side deck I usually don't make big changes from the main deck to the side deck because it's no use filling the deck with tech cards and not having plays after stopping the opponent so I think the side deck is balanced for the problems that the deck faces. Solemn Judgment is essential when you go first with this deck because postside the opponent will have a lot of hate backrow like Lightning Storm and Evenly Matched because you know you don't go through with monster interactions on the field, your interactions are all spell/trap zone and in your hand you will then receive a lot of side cards that Solemn Judgment denies.
On the DPE version that ranked second on the Remote Duel YCS Europe: This version of the deck focused on DPE Turbo makes sense because you trade the bad stuff in the deck, which is the scarcity of extra-deck monsters, to the Insect type. it makes it torture to play with the deck lock on Insects because you have nowhere to go and the win condition is very weak. So instead of lock-in on Insects why not choose to end up with a real win condition called Destroyer Phoenix Enforcer? That's the result. Not to mention that in this version you remove all the engine cards that don't help your deck play because one of the worst things about Beetrooper is the fact that you use a lot of one-offs that you never want to see in your hand because they are searchable and they are just part of your end board, they don't help the deck's resilience and that makes a difference in the deck's performance throughout a tournament. This deck's Bricks are very painful to buy but necessary to have a respectable grind game but the win condition is so weak that you don't even make the grind game most of the time, so this approach of focusing on passing with Destroyer Phoenix Enforcer and cutting out all the bad vibes the deck uses makes perfect sense. The deck has Link Climb power, the engine is good but it is the DPE together with Verte Anaconda that makes the deck viable and for sure this is a deck that has its days numbered because it is impossible to imagine that in the next banlist Verte Anaconda will continue in the game because it is the biggest problem of this format, the number of games I forgive is countless because of the existence of Verte Anaconda in the game. I don't think it's wrong that there are power spells that fuse the deck, I'm not mad at the guy activating Fusion Destiny but for sure he has the option to use Anaconda for that is unjustifiable. You have to choose to hold the best interaction of your deck like Counter Trap Beetrooper Fly&Sting for Anaconda instead of the opponent's engine cards and this creates something very toxic in the game where the opponent is forcing your interactions just to be guaranteed be able to solve Verte Anaconda because it wins games for you and that has to end. That's why I think the pure version of Beetrooper will improve a lot with the banning of Verte Anaconda because the game is fairer where you can give interactions in the opponent's deck engine and not have to play around Verte Anaconda. The DPE version only exists because of this broken Link-2 that should have been banned a long time ago.
Combos about the deck I made available in this article and they are still valid because BODE supports haven't changed the way the deck plays: https://ygoprodeck.com/Forum/
and in the Article Discussion look for the topic: "INTRODUCING THE BEETROOPER ARCHETYPE"
The number of Normal Summons and Extender should be high because you need to have a two-card combination to make any combo as you need to access the extra deck's Links for your engine to spin out of inertia and how costly this task is once you is Link-2 or higher you need that amount of cards for the deck to work. As these Link-2 Picofalena and Armor Horn are very sensitive to interactions, you often depend on your Starters to be able to bypass any hand traps or other interactions on these cards and that's why Sting the Poison, Resonance Insect and Gokipole are key pieces in the deck's operation as they are very versatile and can be a interrupt against annoying monsters like Winda in the case of Sting the Poison or adding Sting Lancer and Gadarla in the case of Resonance Insect or Vanilla for the hand with Gokipole and that way you build your field while handles opponent's interactions. Because of that we have to use Gold Sarcophagus and Foolish Burial in the deck to have access to these cards as soon as possible mostly sending Gokipole to the GY which becomes a Resonance Insect search for the hand or a Vanilla interrupt, but it also happens that sometimes you don't have extenders on hand to access the extra deck's Links and that way you add Arbalest the Rapidfire for the hand that becomes two bodies on the field.
Well, why did I just talk about Starters and mention Gokipole a lot (which isn't even a Normal Summon right and yes you want to send it to the gy somehow) but not Scout Buggy? Because the Scout Buggy by itself doesn't help you deal with interactions because it's just a "Tour Guide" for itself but in the pure version of the deck it's a good starter and also the only efficient way to make Cicada King besides mainly being an excellent follow up for the existence of Field Spell Beetrooper Formation having a lot of use every turn in GY which improves the grind game that is the objective of this deck: take the opponent to the grind game and have a more advantageous exchange of resources. Other reasons why it is excellent in the pure version is because it is the second best option for a deck special with Invincible Atlas and that happens a lot.
About Sting Lancer, Scale Bomber and Beetrooper Spells/Traps used in the main deck: There was a time when I really liked using 3 Sting Lancer (because it's the best Beetrooper card in the game so far) but first I noticed that you never want to draw 2 copies in the starting hand becoming a brick, second in this format the number of hand traps that activate being discarded to gy decreased so it's very difficult for his effect to stay alive on turn 1, third that even with the high amount of cards good to return to the deck in this format thanks to Verte Anaconda and his friend Destroyer Phoenix Enforcer the Sting Lancer is so easily accessible and recyclable that really 2 copies is the ideal number.
About Scale Bomber I rarely take advantage of his interaction effect on the field but I keep maximizing it to 3 as he can chain block his Normal Summon but it sure is a card that can be reduced to 2 copies post side just like I do with Battlewasp's special summon extenders. About me not using Assault Roller I say that I never found the card good compared to Vanilla, although it can be an extender even if you have it in your hand the fact is that this deck has few ways to interact with the established field of opponent and Vanilla is one of the few options that the deck has access to destroy the opponent's cards and that's why I consider it a card 10 times better than the Assault Roller besides not needing to ban gy resources to enter the field. In short it is an extender and brick in the same way as Assault Roller but its cost-effectiveness is much better and rewarding, it is so necessary that whenever it is possible to return it to the deck you return it to make Gokipole an interaction/extender.
Why not use the Heavy Beetrooper Mighty Neptune? When the Spoiler from Beetrooper's supports were all known I saw him as the best among them all because he fixes the problem of banishing several Insects and not having to recycle them back to the deck but in practice it turned out to be a very bad card that brick every starting hand you see her and even in long grind game matches where you get 10 Banned Bugs I didn't miss him in the deck at all. So I currently consider it an unnecessary brick. In the future if the deck gets new support it may improve.
The spell Beetrooper Descent has many advantages to be used but at the same time many disadvantages: The first advantage is that it is very beneficial to have 3 targets for the Sting Lancer to add to the hand throughout the game and this is very relevant. Second it makes the Sting Lancer two bodies on the field which is important when you are playing after suffering interruptions from the opponent. Third it is a spell/trap out when you have the Invincible Atlas on the field. But it brings many disadvantages that make the difference that is the case to create a token which does not become an Insect in GY to banish with Armor Horn and Doom Dozer and this lack of resources makes you not able to continue playing or need to do so unoptimized plays and banish Bugs that shouldn't be banned, second that the destroy spell/trap effect doesn't prove as excellent against trap decks as it seems: often your opponent knows you added it with the Sting Lancer and throws around it activate Ice Dragon's Prison in Standby Phase to banish the Invincible Atlas and that way you can no longer destroy backrow and the worst thing is that it needs to first create the token and then destroy cards so it simply won't work on the There Can Be Only One effect which is the worst Floodgate against the deck being a card that leaves a lot to be desired against trap match. To be honest cards like Resonance Insect, Gokipole and Arbalest the Rapidfire are much more important to win matches against Anti-meta and backrow decks because they have excellent floating effects if they let the field and trap deck destroy the opponent's monsters at all times to control the field.
About Extra Deck I have to comment that the existence of Almiraj is one of the reasons why I don't maximize Retaliating "C" because it simply cannot become an Almiraj and also because the search targets are the worst compared to the versatility of the Gokipole and the Resonance Insect. Almiraj is also very important to play around cards like Destroyer Phoenix Enforcer and Dogmatika Punishment besides being the way the deck can access Knightmare Phoenix under the There Can Be Only One effect since it is Cyberse and you can then summon from an Insect and make phoenix to pop the TCBO and keep playing after that so it's an essential card in this deck and its gy effect isn't hard to use either because like your Normal Summon bugs most trigger effects when destroyed by battle too so it's not It's unusual for you to go into the battle phase and destroy your own monsters like the Resonance Insect, Gokipole and Arbalest the Rapidfire that activate excellent floating effects.
Shinobi Insect is a card that should only be used because it is relevant that it is a Link-2 Insect made using two monsters with different names and also it is a free insect to be banned in the GY in place of other important insects, besides being a of the cards that help you play about the effect of Gozen Match until you manage to destroy it. Wind Pegasus is the extra deck flexible spot and I've already tested using the second Seraphim Papillion, Topologic Trisbaena and Battlewasp - Halberd the Charge but in this format I've been facing a lot of decks that use Dogmatika Maximus and I see Wind Pegasus as an excellent card to use against these strategies to make Winda with Schism. It's also not hard to make because of Primitive Butterfly + Sting the Poison becoming an out for Gozen Match so it has its uses in the deck. As I don't particularly do an aggressive endboard playing with this deck as most players go through with Counter Trap and Seraphim Papillion to reborn Sting the Poison on the opponent's turn I don't miss the second Seraphim Papillion but I confess it is very annoying having to shuffle him back to the extra deck every turn and the fear of seeing him banned from the gy by the opponent and not having access to him for the rest of the game but this risk I've been punished practically never until now and that's why I decide to keep keeping a versatility card like Wind Pegasus.
About the Side deck I usually don't make big changes from the main deck to the side deck because it's no use filling the deck with tech cards and not having plays after stopping the opponent so I think the side deck is balanced for the problems that the deck faces. Solemn Judgment is essential when you go first with this deck because postside the opponent will have a lot of hate backrow like Lightning Storm and Evenly Matched because you know you don't go through with monster interactions on the field, your interactions are all spell/trap zone and in your hand you will then receive a lot of side cards that Solemn Judgment denies.
On the DPE version that ranked second on the Remote Duel YCS Europe: This version of the deck focused on DPE Turbo makes sense because you trade the bad stuff in the deck, which is the scarcity of extra-deck monsters, to the Insect type. it makes it torture to play with the deck lock on Insects because you have nowhere to go and the win condition is very weak. So instead of lock-in on Insects why not choose to end up with a real win condition called Destroyer Phoenix Enforcer? That's the result. Not to mention that in this version you remove all the engine cards that don't help your deck play because one of the worst things about Beetrooper is the fact that you use a lot of one-offs that you never want to see in your hand because they are searchable and they are just part of your end board, they don't help the deck's resilience and that makes a difference in the deck's performance throughout a tournament. This deck's Bricks are very painful to buy but necessary to have a respectable grind game but the win condition is so weak that you don't even make the grind game most of the time, so this approach of focusing on passing with Destroyer Phoenix Enforcer and cutting out all the bad vibes the deck uses makes perfect sense. The deck has Link Climb power, the engine is good but it is the DPE together with Verte Anaconda that makes the deck viable and for sure this is a deck that has its days numbered because it is impossible to imagine that in the next banlist Verte Anaconda will continue in the game because it is the biggest problem of this format, the number of games I forgive is countless because of the existence of Verte Anaconda in the game. I don't think it's wrong that there are power spells that fuse the deck, I'm not mad at the guy activating Fusion Destiny but for sure he has the option to use Anaconda for that is unjustifiable. You have to choose to hold the best interaction of your deck like Counter Trap Beetrooper Fly&Sting for Anaconda instead of the opponent's engine cards and this creates something very toxic in the game where the opponent is forcing your interactions just to be guaranteed be able to solve Verte Anaconda because it wins games for you and that has to end. That's why I think the pure version of Beetrooper will improve a lot with the banning of Verte Anaconda because the game is fairer where you can give interactions in the opponent's deck engine and not have to play around Verte Anaconda. The DPE version only exists because of this broken Link-2 that should have been banned a long time ago.
Combos about the deck I made available in this article and they are still valid because BODE supports haven't changed the way the deck plays: https://ygoprodeck.com/Forum/
and in the Article Discussion look for the topic: "INTRODUCING THE BEETROOPER ARCHETYPE"
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