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moth support


alexandre.vb

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PART 1:

Moth Release

quick-play spell card

Activate only when you special summon a level 2 or high earth insect-type "moth" monster. Special insect-type "moth" monster from your hand to the number of "Petit Moth" and "Cocoon of Evolution" in your grave, ignoring summoning conditions .

 

Moth Migration

continuos spell card

When this card is activated: You can add "Petit Moth" or "Cocoon of Evolution" from your Deck to your hand.Once per turn, you can shuffle 1 earth insect-type "moth" card from your hand into the Deck; add 1 earth insect-type "moth" monster or "moth" spell/trap card from your Deck to your hand.You can only activate 1 "moth" per turn.

 

PART 2:

 

Moth Lair

field spell card

Once per turn, during your Standby Phase: You can add any number of earth Insect-Type "Moth" monster up to the number of face-up "Petit Moth" or "Cocoon of Evolution" in your field. If your opponent's monster attacks a earth insect-Tyoe "Moth" monster you control, the attacking monster loses 1000 ATK during the Damage Step only.

 

Crawler Moth 

earth insect-type lvl 1

This card's name becomes "Petit Moth" while it is on the field or in the Graveyard. If this card is Normal or Flip Summoned: Change this card to Defense Position, then add 1 "Petit Moth" from your Deck to your hand."Cocoon of Evolution" equipped to this card cannot be targeted by cards or effects.

 

Moth Silk

equip spell card

Equip only to Equip only to "Petit Moth".It gain 2000 DEF and cannot be destroyed by card eff.This card's name becomes "Cocoon of Evolution" while it is on the field or in the Graveyard. 

 

Moth Plague

normal trap card

Destroy cards on the field up to the number of earth Insect-Type"Moth" monsters you currently control.You can banish this card from your Graveyard, add 1 earth Insect-Type"Moth" from your Deck to your hand.You can only use this effect of "moth plague" once per turn.

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Next time, type out the card instead of posting image-less cards from the generator.

I will assume Migration is a Continuous Spell.

 

OCG fixes, then CnC.

 

Migration

 

When this card is activated: You can add 1 "Petit Moth" or "Cocoon of Evolution" from your Deck to your hand. Once per turn: You can shuffle 1 EARTH Insect-Type "Moth" monster from your hand into the Deck; add 1 EARTH Insect-Type "Moth" monster or "Moth" Spell/Trap Card from your Deck to your hand. You can only activate 1 "Moth Migration" per turn.

 

Release

 

If you Special Summon a Level 2 or higher EARTH Insect-Type "Moth" monster: Special Summon Insect-Type "Moth" monsters from your hand, up to the number of "Petit Moth" and "Cocoon of Evolution" in your Graveyard, ignoring Summoning conditions.

 

 

As-is, first card is a searcher for Petit Moth and/or its associated cocoon, along with being a Card Trader of sorts for them with a very limited scope.

It does help alleviate dead draws with the "evolved" forms, but know that Petit Moth is sorely outclassed right now, even with this.

 

I am going to assume you forgot to put "migration" in the limitation effect.

 

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Migration gives me some degree of worry, especially since it can trigger off even Larvae Moth, or randomly reviving Cocoon from the Graveyard via other effects.

Although this also extends to SSing Scary Moth [i think] and stuff like that (if people even use that).

 

Not really a fan of this being able to pull out Perfectly Ultimate without any regard for its conditions.

However given the circumstances, I suppose you should be fine, but it leaves me with some worry, especially when it allows you to swarm.

 

Thankfully, it's only from the hand (although the other Spell Card can certainly facilitate having a power one on demand).

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Well this is rather interesting to say the least. The concept of the Moths are something that is long outclassed, and thus I really appreciate that someone goes out of their way to make them at least playable. Migration is a HUGE boost to this, being able to get Cocoon of Evolution and since Unexpected Dai gets Petit Moth, it probably is consistent enough combined with the amount of draw power we have now to at least get the two going. The shuffling also allows for the Nomis to not be nearly as dead as they were before and instead cater to what you actually need. It would only get a LOT better with more "Moth" monsters and Spell/Traps. I would love to see someone take the challenge to cover the rest of that spectrum, and I even challenge you to do the same.

However, that being said, I am less of a fan of Release. The problem with Release is not its potential, but rather how hard it is to trigger. You have to wait at least 4 turns (2 of your turns, 2 of your opponents) to trigger it, and in those turns anything could go wrong. The reward is fantastic, and well deserved to say the least, but it just is so hard to setup that in the end it just doesn't become worth it. I feel this is the kinda card that you would make after catering to the rest of what the Moth system needs, and thus that's what I'll suggest with both of these.

 

Overall, while I do feel like more could be done, I do feel this is a start. There are some potential to both of these, but I think they need more attached to them before they are worthy of building a Deck around. However, I will safely assume there is more, so I will follow this post for now.

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