As the third part in this series I’m looking at the new Inzektor cards. The theme was introduced in Order of Chaos and has since made a big impact on the game. Whilst other decks like Dino Rabbit still perform better it’s not bad for a deck that’s only 1 set old. GAOV gives the deck a new bag of tricks, some of which will see their way into competitive decks. As always apologies if names and/or effect text isn’t entirely accurate.
Inzektor Luciol: Level 1 100/100 Dark Insect
Once per turn: You can equip 1 “Inzektor” monster from your hand or Graveyard to this card. While this card is equipped to an “Inzektor” monster, you can look at all Set cards your opponent controls. While this card is equipped to a monster, increase the equipped monster’s Level by 1, and it gains ATK and DEF to this card’s ATK and DEF, respectively.
The first new card is Luciol, which has an interesting effect, but I doubt it will see much play. Looking at Set cards can be a very useful since it allows you to plan your future plays and play around what your opponent has. However Luciol cannot send himself to the Graveyard, meaning he can’t be used to set off Centipede and Dragonfly manually. Since this is one of the most important reasons why people use some of the Inzektor cards, such as Hopper, this is a serious dent in the usefulness of Luciol.
Inzektor Gruf: Level 2 500/100 Dark Insect
Once per turn: You can equip 1 “Inzektor” monster from your hand or Graveyard to this card. While this card is equipped to a monster, increase the equipped monster’s Level by 2, and gains ATK and DEF equal to this card’s ATK and DEF respectively. You can send this Equip Card to the Graveyard to target 1 monster you control; increase its Level by 1 or 2.
Gruf will probably be replacing Hopper in Inzektor builds once GAOV hits. Which will be a thankful relief because we won’t have to worry as much about whether you can or can’t use Hopper on turn 1 anymore (Although official word would be nice too). Not only is Gruf an easy way to set off Dragonfly/Centipede, due to there being no requirement for the opponent to have played anything, it also opens up more Xyz plays for the deck. Most of the time this would allow for Rank 4 or 5 plays in addition to the Rank 3 plays they currently usually have access to. When you have a field full of Inzektors you could even go to higher Ranks, but that won’t be necessary most of the time. Gruf will definitely be something to look out for once GAOV is out.
Inzektor Wig: Level 4 1000/1000 Dark Insect
Once per turn: You can equip 1 “Inzektor” monster from your hand or Graveyard to this card. While this card is equipped to a monster, the equipped monster gains ATK and DEF equal to this card’s ATK and DEF respectively. When this Equip Card is sent to the Graveyard: The monster this card was equipped to gains 1000 ATK until the End Phase.
Wig provides a power boost to your Inzektors, much like their actual Equip cards, in this case matching Zektahawk for power. As a bonus the monster it was equipped to even gets to keep the boost for a turn when Wig goes to the Graveyard. Of course the other card worth comparing this too is Giga-Mantis, because he also provides the Inzektors with a hefty power boost. Giga-Mantis remains the better choice for Dragonfly, but Wig can raise Centipede to 2600 making him the slightly better choice in that case. Looking at things from a pure power perspective Wig is about on par with older Inzektor cards, however he’s let down by his bonus effect. Whereas Giga-Mantis and Zektkalibur can revive or retrieve cards, Wig only gives a power boost. Sometimes this is useful, but usually more cards will be better for you in the long run.
Inzektor Giga-Grioll: Level 5 2000/1300 Dark Insect
You can banish 1 Insect-Type monster in your Graveyard to target 1 face-up “Inzektor” monster you control; equip this card from your Graveyard to that target. This effect of “Inzektor Giga-Grioll” can only be used once per turn. Its original ATK becomes 2000. When the equipped monster attacks a Defense Position monster, inflict piercing Battle Damage to your opponent.
Giga-Grioll is much like the previous two Giga cards in that it provides a stat boost to your Inzektors by locking them into a higher value than they would normally have. Giga-Grioll comes with a lower stat boost, however he can keep on coming back from the Graveyard for more (provided it’s on different turns). Unfortunately this requires you to banish Insects which is counterproductive to the deck, since they are generally better served in the Graveyard. Piercing can be a useful game ender, but Inzektors excel at destroying things with effects anyway.
Inzektor Exa-Stag: Rank 5 800/800 Dark Insect
2 Level 5 Insect-Type monsters
Once per turn: You can detach 1 Xyz Material from this card to target 1 monster your opponent controls or in your opponent’s Graveyard; equip it to this card. This card gains ATK and DEF equal to half of the Equip Card’s ATK and DEF, respectively.
Exa-Stag is similar to Exa-Beetle in that it can absorb the opponent’s monsters to make itself stronger, except this time it can also take them from the field. This means that if there’s something like Stardust Dragon is your way that would cause problems for Hornet, you can instead turn to Stag and just absorb him. Thanks to Gruf it shouldn’t be too hard to summon him either. If there’s space in the Extra Deck I see no reason not to use Exa-Stag.
Final Inzektion: Normal Spell Card
Send 5 face-up “Inzektor” cards you control to the Graveyard; destroy all cards your opponent controls, and during this turn’s Battle Phase, your opponent cannot activate the effects of Effect Monsters from their hand or Graveyard.
Similar to many other cards in the past this is meant to be the trump cards for Inzektors, allowing them to wipe the field and go on a massive assault with no worry of repercussions. I could be wrong but I believe this is the first time we’ve gotten one of these cards for a powerful theme, rather than for a fun them, like low level normal monsters, frogs or Ojamas. It also happens to be one of the strongest of its kind. One nice thing about this is that it counts Inzektor cards, and not just Inzektor monsters, which makes it far easier to get the required number onto the Field at once.
Unfortunately I doubt it’ll find a place in many Inzektor decks for a variety of reasons. Firstly a lot of the time it will simply be dead weight. By the time you could use it for a game-winning play you’d probably already be winning anyway. Finally you may find it difficult to actually follow up with a game winning play, because you’ll have just taken a chunk out of your attack force.
Inzektor Bow – Zektarrow: Equip Spell Card
Equip only to an “Inzektor” monster. It gains 500 ATK. Your opponent cannot activate the effects of Spell, Trap, or Effect Monster in response to the equipped monster’s effects.
The newest Equip card for Inzektors appears to be some sort of rapid-fire bow and arrow, and like the other Inzektor equips gives both an attack boost and a bonus effect. Zektarrow gives the smallest boost at only 500, but that’s not the point of this card. What you’re meant to be doing is using this card to protect your Inzektors, but I’m not sure how useful it will be in this matter.
Generally Inzektor monsters will activate their effect in two instances, when trying to equip another Inzektor, and when an equip is sent to the Graveyard. In the former case the opponent can usually save their card (such as Effect Veiler) until after the Inzektor is equipped, and achieve the same end result as if they chained in the first place. It is more useful in the latter case, because the same tricks can’t be pulled to get around it, barring using the cards preemptively.
Zekt Conversion: Normal Trap Card
When a face-up “Inzektor” monster you control is targeted for an attack: Target the attacking monster; equip the attacked monster to that target. While the “Inzektor” monster is equipped to that target, gain control of it.
This is an interesting Trap card, basically turning your Inzektor monsters into a Snatch Steal. Whilst you might be tempted to use your Inzektor’s effect, you have to be wary that you’ll lose the monster in the process. This card would probably prove most interesting in the Inzektor mirror match, where you can start turning their own effects back on themselves. Of course this then runs into the problem of not having your field already hit badly in advance. Most of the time this would probably only work when both Inzektor players are in a relatively bad position.
In normal games it would probably be most useful for trying to get rid of monsters the Inzektors can’t otherwise normally handle. The problem with this is the fact that the opponent could just attack your Inzektor will something weaker that you don’t want to steal, thus shutting your play down.
Inzektor Gauntlet: Normal Trap Card
Target 1 face-up “Inzektor” monster you control; equip this card to that target. It gains 1000 DEF and cannot be destroyed by your opponent’s card effects.
Inzektor Gauntlet is a defensive Inzektor card. A lot of the time the defense boost will be meaningless, since the Inzektor will be in attack mode and unable to benefit from it. What’s far more important is protection from destruction by opponent’s card effects. This can help keep them safe from cards like Mirror Force, Torrential Tribute and both Bottomless and normal Trap Hole. Unfortunately since it won’t protect them from battle, the opponent can just still summon something bigger and run them over.
Of all the new Inzektor cards we’ll see the most out of Gruf, and I expect we’ll at least see some use of Exa-Stag. Some of the other cards might see a bit of play as people try them out, but I doubt they’ll see the same impact as Gruf.
Next time I’ll be taking a look at one of the new themes we’re getting in GAOV, the Phantom Butterfly Assassin.