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[AGM, Written] Hell Stinger!


Draconus297

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[spoiler= Prompt]

Hell Stinger

 

Immortal swarms of Insects would truly be hell.

 

This is a FIRE Insect-Type archetype of huge wasps, scorpions, literal fire ants, etc. Their "poison", as it were, is focused around killing the opponent's resources, similarly to how the Monarchs worked- killing the opponent's hand, field presence, and even doing some burn and Grave banishing. Notably, though, the way they do it is . . . more uncomfortable.

 

Like the abominable combination of BA and manga Vision HERO, their effects trigger when sent to the Graveyard, and if you get hurt they jump from the Graveyard into your backrow. Then, they jump back into the frontrow by killing existing frontrow members . . . giving the vast majority of members exactly three effects. One in the Graveyard, the "jump to the backrow" clause, and the "pop a frontrow member to come to the front" clause.

 

And the best part? They're a Fusion archetype, meaning that using Poly makes them plus. Their Fusions aren't slouches, either, and they provide the big stats so you don't just . . . die.

 

However, because their trigger to get going is taking damage, most of their support is literally self-damaging just to get the Deck to function, so they don't have much of a way to fight OTKs. They function best in the grind game, which they're pretty good at forcing if you get a good Foolish or Dante set up on the first turn, but if you brick first turn you might as well scoop.

 

 

 

So, essentially, they're going to be Fusion-centric Insect-Type Burning Abyss.

Bug-ning Abyss?

 

This first post will contain the Main Deck monsters first (2017/05/23), and I'll post updates containing the Fusions (2017/05/25) and S/T support (2017/05/26) later. I'm doing it this way because this is a very easy concept to break, especially given that the AGM is a Legacy (that is, pre-Link) format. So, if there's an issue, if can be caught before the entire archetype is a shamble.

 

Anyway, on with the show!

 

[spoiler= Main Deck Monsters]

Hell Stinger - Hatred Hornet

FIRE - Level 4 - Insect/Effect - 1800/1000

When this monster is Normal Summoned, you can send 1 "Hell Stinger" monster from your Deck to the Graveyard. Once per turn: You can inflict 500 damage to your opponent, and if you do; take 500 damage. If this card is sent to the Graveyard, you can add 1 "Polymerization" or "Fusion" card from your Deck to your hand (you can only activate this effect of "Hell Stinger - Hatred Hornet" once per turn).

 

Hell Stinger - Avarice Ant

FIRE - Level 2 - Insect/Effect - 1000/0

When this monster is Normal or Special Summoned, you can place 1 "Hell Stinger" monster from your Deck face-up in one of your unoccupied Spell/Trap Card Zones as a Continuous Trap Card. If this card is destroyed by a card effect and sent to the Graveyard, you can target 3 "Hell Stinger" monsters in your Graveyard: Shuffle those targets into the Deck and draw 1 card (you can only activate this effect of "Hell Stinger - Avarice Ant" once per turn).

 

Hell Stinger - Thieving Termite

FIRE - Level 1 - Insect/Effect - 400/200

If this card is sent to the Graveyard, you can look at your opponent's hand and discard 1 card from it (you can only activate this effect of "Hell Stinger - Thieving Termite" once per turn). If this card is in your Graveyard when you take damage: Place this card from your Graveyard into one of your unoccupied Spell/Trap Card Zones as a Continuous Trap Card. During either player's turn, if this card is being treated as a Continuous Trap Card: You can destroy 1 monster you control to Special Summon this card from your Spell/Trap Card Zone as a monster.

 

Hell Stinger - Spiteful Scorpion

FIRE - Level 4 - Insect/Effect - 1600/200

If this card is sent to the Graveyard, you can target up to 2 Set cards on the field and destroy them (you can only activate this effect of "Hell Stinger - Spiteful Scorpion" once per turn). If this card is in your Graveyard when you take damage: Place this card from your Graveyard into one of your unoccupied Spell/Trap Card Zones as a Continuous Trap Card. During either player's turn, if this card is being treated as a Continuous Trap Card: You can destroy 1 monster you control to Special Summon this card from your Spell/Trap Card Zone as a monster.

 

Hell Stinger - Envious Earwig

FIRE - Level 3 - Insect/Effect - 1300/1300

If this card is sent to your Graveyard, you can banish 1 card from your opponent's Graveyard (you can only activate this effect of "Hell Stinger - Envious Earwig" once per turn). If this card is in your Graveyard when you take damage: Place this card from your Graveyard into one of your unoccupied Spell/Trap Card Zones as a Continuous Trap Card. During either player's turn, if this card is being treated as a Continuous Trap Card: You can destroy 1 monster you control to Special Summon this card from your Spell/Trap Card Zone as a monster.

 

Hell Stinger - Adulterous Alderfly

FIRE - Level 4 - Insect/Effect - 1000/2000

If this card is sent to the Graveyard, you can banish 1 face-up card your opponent controls (you can only activate this effect of "Hell Stinger - Adulterous Alderfly" once per turn). If this card is in your Graveyard when you take damage: Place this card from your Graveyard into one of your unoccupied Spell/Trap Card Zones as a Continuous Trap Card. During either player's turn, if this card is being treated as a Continuous Trap Card: You can destroy 1 monster you control to Special Summon this card from your Spell/Trap Card Zone as a monster.

 

Hell Stinger - Bloody Bee

FIRE - Level 3 - Insect/Effect - 1000/1000

If this card is sent to the Graveyard, you can halve the ATK and DEF of all monsters your opponent controls, then negate the effect of a random Effect Monster your opponent controls (you can only activate this effect of "Hell Stinger - Bloody Bee" once per turn). If this card is in your Graveyard when you take damage: Place this card from your Graveyard into one of your unoccupied Spell/Trap Card Zones as a Continuous Trap Card. During either player's turn, if this card is being treated as a Continuous Trap Card: You can destroy 1 monster you control to Special Summon this card from your Spell/Trap Card Zone as a monster.

 

Hell Stinger - Murderous Myscoptera

FIRE - Level 4 - Insect/Effect - 1500/1400

If this card is sent to the Graveyard, you can return 1 card your opponent controls to their hand, then discard 1 card at random from their hand, and if the discarded card is the same card you returned to their hand by this effect, inflict 1000 damage to your opponent, then take 200 damage (you can only activate this effect of "Hell Stinger - Murderous Myscoptera" once per turn). If this card is in your Graveyard when you take damage: Place this card from your Graveyard into one of your unoccupied Spell/Trap Card Zones as a Continuous Trap Card (you cannot activate this effect of this card during the turn this card was sent to the Graveyard). During either player's turn, if this card is being treated as a Continuous Trap Card: You can destroy 1 monster you control to Special Summon this card from your Spell/Trap Card Zone as a monster.

 

Hell Stinger - Culling Centipede

FIRE - Level 5 - Insect/Effect - 2000/800

If this card is sent to the Graveyard, your opponent must send the top 3 cards of their Deck to the Graveyard (you can only activate this effect of "Hell Stinger - Culling Centipede" once per turn). If this card is in your Graveyard when you take damage: Place this card from your Graveyard into one of your unoccupied Spell/Trap Card Zones as a Continuous Trap Card (you cannot activate this effect of this card during the turn this card was sent to the Graveyard). During either player's turn, if this card is being treated as a Continuous Trap Card: You can destroy 1 monster you control to Special Summon this card from your Spell/Trap Card Zone as a monster.

 

 

 

[spoiler= Fusions]

Hell Stinger - Evil Princess

FIRE - Level 6 - Insect/Fusion/Effect - 2000/2000

1 "Hell Stinger" monster + 1 FIRE monster

This monster cannot be destroyed by battle. This monster can attack all Special Summoned monsters your opponent controls, once each. If you take damage from a battle involving this monster, you can discard 1 "Hell Stinger" card from your hand: Inflict damage to your opponent equal to the damage you took +100. If this monster is destroyed by a card effect, you can banish 3 cards from your opponent's Graveyard (you can only activate this effect of "Hell Stinger - Evil Princess" once per turn).

 

Hell Stinger - Archfiend Drone

FIRE - Level 6 - Insect/Fusion/Effect - 2200/2000

1 "Hell Stinger" monster + 1 Effect monster

Once per turn, during either player's turn, if a monster activates its effect in the Graveyard, you can send the top card of each player's Deck to the Graveyard. If a "Hell Stinger" monster activates its effect in the Graveyard, you can target 1 card your opponent controls: Banish that target until your next Standby Phase (you can only activate this effect of "Hell Stinger - Archfiend Drone" once per turn). If this monster on the field is destroyed, you can Special Summon 1 "Hell Stinger" monster from your Graveyard, except a Fusion monster.

 

Hell Stinger - Soul-Eating Burrower

FIRE - Level 6 - Insect/Fusion/Effect - 2400/1800

2 "Hell Stinger" monsters

The effects of monsters your opponent controls with less ATK than this monster cannot activate. Once per turn, you can target 1 other face-up "Hell Stinger" monster you control and toss a coin: If Heads, all monsters your opponent currently controls lose ATK equal to the target's ATK. If Tails, this monster gains ATK equal to that target's DEF, until the End Phase. If this card is sent to the Graveyard, you can add 1 "Hell Stinger" card from your Deck to your hand, and if you do, both players take 500 damage (you can only activate this effect of "Hell Stinger - Soul-Eating Burrower" once per turn).

 

Hell Stinger - Des Diver

FIRE - Level 8 - Insect/Fusion/Effect - 2800/1000

1 "Hell Stinger" monster + 1 Fusion monster

Must first be Fusion Summoned. When this monster is Fusion Summoned, destroy all Spell/Trap Cards your opponent controls. During each End Phase, if you took damage this turn, gain LP equal to half the amount of damage you took. If this monster destroys your opponent's monster by battle, draw 1 card, then take 200 damage.

 

Hell Stinger - Gluttonous Swarm

FIRE - Level 8 - Insect/Fusion/Effect - 2600/2600

3 "Hell Stinger" monsters

Must first be Fusion Summoned using the above Materials. If this monster is Special Summoned, you can destroy the monster your opponent controls with the highest ATK, inflict damage to your opponent equal to that monster's ATK on the field, then take damage equal to half the damage you inflicted to your opponent by this effect (you can only activate this effect of "Hell Stinger - Gluttonous Swarm" once per turn). If this card is in your Graveyard when you take damage: Place this card from your Graveyard into one of your unoccupied Spell/Trap Card Zones as a Continuous Trap Card. During either player's turn, if this card is being treated as a Continuous Trap Card: You can destroy 1 monster you control to Special Summon this card from your Spell/Trap Card Zone as a monster.

 

Hell Stinger - Queen of Sin

FIRE - Level 10 - Insect/Fusion/Effect - 3200/3000

1 "Hell Stinger" Fusion monster + 2 "Hell Stinger" monsters

Must first be Fusion Summoned using the above Materials. Cannot leave the field, except by being destroyed (by battle or card effect). This monster gains 300 ATK for each "Hell Stinger" card to return to the field from your Graveyard. If this monster is destroyed by a card effect and sent to the Graveyard, you can send the top 2 cards of your Deck to the Graveyard: Special Summon this monster from your Graveyard.

 

 

 

[spoiler= Spells/Traps]

Hell Stingers' Infernal Hive

Field Spell

During your Standby Phase, you can discard 1 card: Add 1 "Hell Stinger" monster from your Deck to your hand. At the start of the Battle Phase, you can send 1 "Hell Stinger" monster from your Deck to the Graveyard to increase the ATK of all face-up "Hell Stinger" monsters you control by the sent monster's Level x200. During each of your End Phases, take 1000 damage.

 

Hell Stingers' Endurance Reward

Normal Spell

Discard 1 "Hell Stinger" monster, then draw 1 card. If that drawn card is a "Hell Stinger" monster with equal or lower ATK than that discarded monster, you can draw 2 additional cards, then take 1000 damage. You can only activate 1 "Hell Stingers' Endurance Reward" per turn.

 

Instant Hell Stinger

Quick-Play Spell

If there are no monsters in your Monster Zones, you can Special Summon 1 "Hell Stinger" monster from your Deck, but you take 300 damage, also destroy it during the End Phase. You can banish this card from your Graveyard to Fusion Summon 1 "Hell Stinger" Fusion monster using monsters you control as Material, and if you do, your opponent cannot activate cards or effects in the same Chain as this Fusion Summon. You can only activate each effect of "Instant Hell Stinger" once per turn.

 

In Defense of the Queen

Quick-Play Spell

Destroy 1 face-up Insect-Type monster you control: Target and destroy up to 2 card(s) your opponent controls. During your Standby Phase, if you control 2 or more "Hell Stinger" Continuous Trap Cards can add this card from your Graveyard to your hand, but if you do, take 500 damage. You can only activate each effect of "In Defense of the Queen" once per turn.

 

Unwise Deal with the Hell Stingers

Normal Trap

Special Summon any number of "Hell Stinger" monsters with different names from your Graveyard in face-up Defense Position, then take 700 damage for each monster Summoned by this effect. Then, your opponent must Special Summon 1 monster from their Graveyard (if possible) whose original ATK is less than or equal to the damage you took in face-up Defense Position, with its effects negated. You can only activate 1 "Unwise Deal with the Hell Stingers" per turn. You cannot activate other Spell/Trap Cards, or the effects of other Spell/Trap Cards, during the turn you activate this effect.

 

 

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