Order of Chaos Preview Part 2: Inzektors

9 Jan

With the Sneak Preview of Order of Chaos fast approaching I don’t have much time left to try and get through all the cards in the set. With that in mind today I’ll be looking at the other major theme from the set after Ninjas, which is Inzektors. These guys are the most hyped up new cards in the set, and many think they will go on to dominate the game after their release, or at least a deck incorporating them will. I’m personally a little more cautious right now. Given some of the things they can do they’ll undoubtedly be a good deck, but I think they’ll just be added to the list of good decks out there, rather than ruling over everything else. It’s been quite a while since we’ve had an unapproachable top deck and I don’t think it’ll happen here, I could be wrong though.

The Inzektors themselves are all Dark Insects. This means they have plenty of Dark support to go around, and can easily mix in Dark Armed Dragon or Black Luster Soldier to wreak extra havoc. The Insect part is less important since they’ll be the first Insect theme to ever have any real impact on the game. There are however a few potentially useful insect cards out there like Lair Wire, Insect Imitation and Verdant Sanctuary. Whether any of these will see use is another matter entirely though.

One thing to get out of the way straight away is the matter of their optional effects. Many people will be worried about the fact the cards say “you can” and will be worried they’ll miss the timing. You don’t need to worry about that though. The Inzektors are “If X you can Y” cards rather than “When X you can Y” this means that they cannot miss the timing. This is because “If” cards look for the event to happen and don’t care about its timing, they’ll activate once the current chain is over. “When” cards have to be used at exactly the moment after the event has happened, which is why they miss the timing if the event isn’t the last thing in the chain.

First of all we’ll be looking at the Inzektor monsters, who are of varying usefulness. The theme is built around Inzektors equipping themselves to one another and as such they all have the ability to either equip another Inzektor to themselves, or to equip themselves to a fellow Inzektor. Apologies if any names/ translations are off, some of them aren’t known in english yet.

The Monsters

The Big 3

Undoubtedly the most important of the new Inzektors are Hornet, Centipede and Dragonfly, who can all work together to generate a lot of advantage.

Inzektor Hornet: Level 3 500/200 Dark Insect

Once per turn: You can equip 1 “Inzektor” monster in your hand or Graveyard to this card. While this card is equipped to a monster, increase the equipped monster’s Level by 3, and ATK and DEF by this card’s ATK and DEF, respectively. You can send this Equip Card to the Graveyard to target 1 card on the field; destroy it.

Hornet is arguably the key card to this trio, since it’s the only Inzektor we have (yet), that can actively do something whilst it’s an equip card. Most of the time it means you can use Hornet to destroy an opponents card for free, which is always nice. It also sets off the effects of the two Inzektors to follow, who require equipped cards to go to the graveyard to get their effects.

The stat boost gained whilst Hornet is equipped is an added bonus which would allow the other Inzektors, most notably Centipede, to take down threats to the deck, such as King Tiger or Thunder King, without needing to use up Hornet. Getting Hornet to the hand, or preferably graveyard fast will be very important to the deck. Likewise disrupting Hornet will likely be important to beating the deck.

Inzektor Centipede: Level 3 1600/1200 Dark Insect

Once per turn: You can equip 1 “Inzektor” monster in your hand or Graveyard to this card. If an Equip Card equipped to this card is sent to the Graveyard: You can add 1 “Inzektor” monster from your Deck to your hand. While this card is equipped to a monster, increase the equipped monster’s Level by 3.

Centipede is the beatstick of the trio at 1600 attack (2100 if boosted by Hornet) and is also the deck’s tutor. Combined with Hornet you can destroy an opponents card and grab another Inzektor from your deck, often doing all of this for free. Centipede’s most common search will likely be the next card Inzektor Dragonfly.

Inzektor Dragonfly: Level 3 1000/1800 Dark Insect

Once per turn: You can equip 1 “Inzektor” monster in your hand or Graveyard to this card. If an Equip Card equipped to this card is sent to the Graveyard: You can Special Summon 1 “Inzektor” monster from your Deck, except “Inzektor Dragonfly”. While this card is equipped to a monster, increase the equipped monster’s Level by 3.

Dragonfly is the wall of the Inzektors, capable of defending himself from cards such as Reborn Tengu or King Tiger Wanghu. He’s also another tutor for the deck, but this time he special summons them to the field, rather than adding them to the hand. Unlike Centipede he is restricted from fetching himself, which is understandable, since otherwise you’d swarm the field with 3 Dragonflies, a Centipede and destroy 4 cards in the process which simply wouldn’t be fair. Instead you’ll have to settle for destroying 2 cards, getting a Dragonfly and Centipede on the field and an extra Dragonfly in your hand. And that will often be done for free. From here you can make a Rank 3 Xyz such as Zenmaines and then repeat it all next turn.

Because of these cards your opponent will be very wary of putting too many cards on the field at once, because it will just lead to easy targets for Hornet to pick off. This leads into the popular suggestion to combine them with Wind Ups and use the Hunter loop (Using Hunter, Rat and Zenmaighty) to ruin their hand. Your opponent will be stuck choosing between losing their hand if they hold back, or losing their field if they commit too much.

There are several other Inzektor monsters out there, unfortunately they aren’t a patch on these 3, that’s not to say some of them aren’t useful though.

 The Rest

 Inzektor Ant: Level 3 200/600 Dark Insect

Once per turn: You can equip 1 “Inzektor” monster in your hand or your Graveyard to this card. While this card is equipped to a monster, increase the equipped monster’s Level by 3, and ATK and DEF by this card’s ATK and DEF, respectively. If the equipped monster would be destroyed, you can destroy this card instead.

Where Hornet provides offense Ant is meant to provide defense. Which he can actually do fairly well. Unfortunately I find it hard to justify using this card. Inzektors work much better as an offensive deck and don’t really have time to be wasting on defense. Ant can work well with Centipede and Dragonfly, but honestly I don’t see it being used much beyond a one-off to search for with Centipede once all your Dragonflies are spent.

 Inzektor Giga-Mantis: Level 6 2400/0 Dark Insect

You can target 1 face-up “Inzektor” monster you control; equip this card from your hand to that target. Its original ATK becomes 2400. If this card is sent to the Graveyard while equipped to a monster: You can Special Summon 1 “Inzektor” monster from your Graveyard, except “Inzektor Giga-Mantis”. The effect of “Inzektor Giga-Mantis” can only be activated once per turn.

Giga-Mantis is probably the best of the rest, allowing your Inzektors to overcome their size problem by boosting them to 2400. The special summon effect is an added bonus, since it can force your opponent to choose between facing a 2400 monster, or 2 smaller monsters. It also means that in more desperate situations you can destroy your own Giga Mantis with Hornet and replace it with another monster on your field. 1 or more copies of this card will be useful to have as extra choices for Centipede, or sometimes just as a beatstick for Dragonfly to summon.

Inzektor Giga-Weevil: Level 6 0/2600 Dark Insect

You can target 1 face-up “Inzektor” monster you control; equip this card from your hand to that target. Its original DEF becomes 2600. If this card is sent to the Graveyard while equipped to a monster: You can Special Summon 1 “Inzektor” monster from your Graveyard. The effect of “Inzektor Giga-Weevil” can only be activated once per turn.

Giga-Weevil is the defensive counterpart of Giga-Mantis, and much like with Ant and Hornet is the worse of the pair. Its defensive boost might be greater, but you’ll rarely ever want or need it. As such I see no real need to use it over Giga-Mantis.

Inzektor Grasshopper: Level 4 1700/1400 Dark Insect

Once per turn: You can equip 1 “Inzektor” monster in your hand or Graveyard to this card. While this card is equipped to a monster, increase the equipped monster’s Level by 2. While this card is equipped to a monster: You can send this Equip Card to the Graveyard; the monster that this card was equipped to can attack your opponent directly this turn. If you used this effect, this turn other monsters you control cannot attack.

Grasshopper is a new TCG exclusive and unlike the other small Inzektors is a level 4, which makes him a mismatch for the deck’s Xyz capabilities. On rare occasions the direct attack he grants might be useful, but I don’t think it’s really worth using.

Inzektor Exa-Beetle: Rank 6 1000/1000 Dark Insect

2 Level 6 monsters
When this card is Xyz Summoned: You can target 1 monster from either player’s Graveyard; equip that target to this card. This card gains ATK and DEF equal to half of the Equip Card’s ATK and DEF, respectively. Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up card you control and 1 face-up card your opponent controls; send them to the Graveyard.

This is meant to be the big boss of the deck, but unfortunately you’ll never really be making much use of it. The idea is meant to be to get two Inzektors, equip them with two other Inzektors and then Xyz summon this card. Unfortunately this is far too much effort. His effect is a sort of a short term Scrap Dragon, but unfortunately it can’t get rid of face downs which is where Scrap Dragon excels. He can get around Stardust Dragon though. Chances are Exa-Beetle will find a better home in non Inzektor decks that can summon level 6s easily.

The Support

Now we have all the support cards from Inzketors. In Yu-Gi-Oh! the generic spell and trap cards are so good it usually takes something fantastic to make themed support worth playing. Unfortunately this isn’t the case for Inzektors. They generally serve the purpose of fulfilling what Inzektors are designed to do, being mostly equips, they’re just not good enough.

The Spells

Armour Blast: Normal Spell Card

Target 1 face-up “Inzektor” card you control and 2 face-up cards your opponent controls; destroy those targets.

This is the Icarus Attack / Offering to the Snake Deity for the deck. The advantage it has is that it can be used on Inzektor spell/trap cards. The disadvantages are that it only kills face up cards, and that it’s only a spell card. The other cards are good because of the element of surprise, which this lacks. For this reason and its comparative weakness I don’t see it being used much.

Inzektor Axe – Zektahawk: Equip Spell Card

Equip only to an “Inzektor” monster. It gains 1000 ATK. When the equipped monster declares an attack, your opponent cannot activate Spell/Trap Cards.

Zektahawk is another TCG exclusive for the deck. Whilst I get the design behind the card, boosting and protecting weak monsters so they can kill bigger monsters / deal more damage, with the amount of destruction the deck can throw out thanks to Hornet this sort of effect isn’t really needed. Sometimes it’ll help you topple something like Stardust Dragon, but often you’ll have already cleared out all their monsters / spell / traps before attacking, so all this will be is a themed Axe of Despair.

Inzektor’s Cursed Sword Zect-Calibur: Equip Spell Card

Equip only to an “Inzektor” monster. The equipped monster gains 800 ATK and DEF. When this face-up card is sent from field to the Graveyard: Add 1 “Inzektor” monster from your Graveyard to your hand.

Like Zektahawk this is designed to help the weaker Inzektors, but the boost isn’t really needed for the reasons previously stated. Unlike the monsters, this card’s retrieval effect can miss the timing, which weakens it a bit. Much like Zektahawk I don’t see it getting much play.

The Traps

Inzektor Orb: Normal Trap Card

Target 1 face-up “Inzektor” monster you control; equip this card to that target. It gains 500 ATK and DEF. When an “Inzektor” monster you control is targeted by a card effect: You can send this face-up card to the Graveyard; negate that card effect.

I get the idea behind this card, because it can provide a surprise attack boost and protection from card effects, but often you don’t really care about your Inzektors being targeted by card effects. The protection will also kick in too late. If you could use Orb in response to a targeting effect and protect the Inzektor it would be better since it provides and element of surprise and wastes an opponent’s card. As it you have to use it ahead of time and then wait for the Inzektor to be targeted. It’s not really worth using.

Variable Form: Continuous Trap Card

Once per turn, you can choose and activate 1 of these effects:
● Equip 1 face-up “Inzektor” monster you control to another face-up monster you control.
● Special Summon 1 “Inzektor” monster treated as an Equip Card to your side of the field in face-up Attack Position.

The final Inzektor card is Variable Form, which basically lets your Inzektors behave like Union monsters, equipping and unequipping themselves from the field. However I highly question why you would want to do this. You don’t want to turn your monsters into equip cards, because the ones on the field usually don’t really do anything useful as equip cards, and likewise the equipped ones don’t really do anything useful as monsters. Beyond using it to summon Giga-Mantis I don’t really see the point of the card.

Summary

As you can see there are some very good Inzektor cards that form a coherent strategy together, but there are also many Inzektor cards that are fairly lacking. Expect to see a lot of 3 of them, a few of 2 more and just about none of the rest in the near future. Since the core 3 cards can provide a nice advantage engine on their own expect to see them mixed with many different strategies once ORCS hits. Popular ones are likely to include Chaos Inzektors and Wind Up Inzektors. Also watch out for interesting tech cards like Heart of Clear Water, which most of you will never have even seen played before. I hope this has been useful for those of you that haven’t thought much about the cards before, and any comments or replies will be welcome.

Next time I’ll probably be looking at the Photon cards since they have a significant number in this set. From there on I hope to look at the smaller themes in the set such as Wind Ups and Evols.

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