Granted if you are a reader from Malaysia, you would most
likely agree that our Meta right now consists only of one single dominant deck,
Inzektors. I am not including Hieroglyphs and Rabbits in yet due to the fact
Hieroglyphs are expensive and we have not receive Dolkka. The same goes for
Wind-Ups. So Inzektors stays as the deck to beat. Though we have a varitey of
Tier 1.5 and 2 decks around, they are widely under-represented. Dark Worlds and
Six Sams are very strong decks, so is Karakuri, but because not many would run
them at this point it has cause our Meta to be mainly Inzektor-dominant. Its
understandable, why run a deck that has its advantages limited instead of playing
a deck which is at a hundred percent? Unless you are passionate about it.
Here is an interesting thought, how much would Asia’s Meta
shift after the arrival of Extra Pack Volume 5? Honestly, I do not have an
answer for this but it is something I am looking forward to. How broken would
current Meta decks become thanks to new TCG-exclusives? That depends hugely on the
fact if someone will create a new deck out of them or implement these new engines into the current Meta. Effect Veilers
needs to put in more work I suppose. Will Rabbit Ragia become the next deck to
beat replacing Inzektors in Malaysia or would Hieroglyphs see more play even
though it is a costly deck? We’ll leave that for when it happens. Most
importantly one has to learn and be prepared for such circumstances beforehand.
Given till now, many will remain maintaining a truce that
Inzektors are broken. They have constantly evolved over the past few months
since its released and insects are not showing any signs of slowing down.
However, Hieroglyphs are beginning to disagree. The question is, can Inzektors evolve
further and become superior compared to their present form? Let’s review a few
interesting techs or combos they can apply into their game-play. I introduce to
you Smoke Grenade of the Thief.
How is this a good tech In Inzektors you ask? If you are
familiar with TCG’s Hopper Zektkaliber built of Inzektors this is not something
new. This two cards allows you to gain as much advantages as Hopper-build
generates and at the same time surpasses the amount of pluses you will receive.
Not to mention if you manage to do this in turn 1. I do agree it is a very
situational combo and requires a lot of setup, however, if you do succeed in
doing so it will most likely be the end of that particular game.
Since we no longer have Trap Dustshoot, Smoke Grenade looks
promising as a replacement to it though almost exclusive to Inzektors thanks to
their ability to pop stuff randomly. Pseudo-Dustshoot situation. Imagine
opening with Hornet, Damsel, Gruf, Smoke Grenade and two random cards in turn
1. You get where this is going? Here is a general idea on how the scenario will
play out.
Turn 1:
1
-Summon Damsel and equip it with Smoke Grenade
and Gruf.
-Activate Gruf and Damsel’s effect, +2.
-Equip Gruf on Centipede A, effect +1.
4 -
Equip Hornet on Centipede B, pop Smoke Grenade
and +2.
From there you can proceed to setup a solid field. For
example, Overlay Centipede and Damsel for Wind-Up Arsenal Zenmaioh (or Crimson
Shadow if you are a non-believer) and equip Giga Mantis on the leftover
Centipede, if you did search Mantis with Centipede’s effect. Ending your turn
this way would cause your opponent to go “FUUUU!!!”, you imitate Troll Face. It
forces opponents to waste their resources to deal with the current pressure
they are facing and you can bet your money on a majority of misplays. Thus,
proceed to Scoop Phase. Given that no Veilers were involved in the process, of
course.
Mind Crush is also a good addition if you are confident in
reading your opponent’s hand cards. Or just wait till they POD. Agree to
disagree? Basically, do your shenanigans first and close the match early. Smoke
Grenade opens up more possibilities for such ridiculous plays. Also, in Return
of the Duelist there will be another Exceed that would probably boost Inzektors
depending on how much plays it see though in general it’s a pretty good card.
Here you go:
OOParts Crystal Alien
Light
Psychic/XYZ/Effect
Rank 3
Trigger Effect
2 Level 3 monsters
Once per turn, when this card is targeted for an attack: You can detach 1 Xyz Material from this card; this turn, this card cannot be destroyed by battle or by card effects, and any Battle Damage you would take from battles involving this card is inflicted to your opponent instead.
Once per turn, when this card is targeted for an attack: You can detach 1 Xyz Material from this card; this turn, this card cannot be destroyed by battle or by card effects, and any Battle Damage you would take from battles involving this card is inflicted to your opponent instead.
Looks pretty damn interesting doesn’t it? We’ll see how it
goes with this one. My advice, grab it before it cost you a Godzilla. I am also
expecting Six Sams to gain popularity again because they can adopt Exceed plays
and Konami is releasing more Rank 4s. In June, an exclusive Six Sam Exceed in
TCG. Stoked? Concluding this post, Inzektor players will most likely face a lot
more mirror matches in the coming months and if one is capable of utilizing Smoke
Grenade at its best, I suppose you can do a lot more with Mind Control and
Autonomous Action Unit. Call of the Haunted included. As for now, Really
Eternal Rest looks promising as a side option against Inzektors. What do you
think of it compared to Overworked and does Gozen Match or Rivalry of the
Warlords work as a tech side for Inzektors? Let me know. This is all for now.
Thank you for dropping by!
Yes, I also feel Six sams are gonna come back and fight for the number 1 deck throne. The deck doesn't lack consistency at all, i feel its perhaps one of the most consistent deck in the OCG. the only problem with it is that it lacks boss monsters. Shi-En at 1, really hurts the deck. BUT, if konami were to further support the theme with xyz monsters, its all good.
ReplyDeleteThe deck can make Excalibur and Blade Heart easily. Back them up with the shogun himself.
Yeah, i love to see Six Sams back in action but as we all know they tend to either open garbage or Godlike. Perhaps that's the only thing a Six Sam player should consider overcoming. Imagine Gateway, Dojo and United on the field. The amount of plays they can come up with Exceeds is bull. FUUUU moment.
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