Inzektor Gullho

Inzektor Gullho

Dark/Insect – Effect/2/500/100

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, that monster’s Level is increased by 2, also it gains ATK and DEF equal to this card’s ATK and DEF. While this card is equipped to a monster: You can send this Equip Card to the Graveyard, then target 1 monster you control; Increase that target’s Level by 1 or 2.

Inzektor Gullho is a new Inzektor card released in Galactic Overlord. I have talked a little about it in my banlist predictions explanation as an alternative to Hornet if it gets banned or limited.

It’s effect is similar to Inzektor Hornet in the sense that it is better used as the Equip card rather than the Equipped Monster. But rather than destroying a card on the field, Gullho increases the level of a Monster you control by 1 or 2, this gives the Inzektor deck many different plays with Rank 4 and Rank 5 XYZs by utilising Inzektor Gullho.

But one of the most important things about it is that you can do your usual Inzektor Stunts on the first turn rather than waiting a turn for your Opponent to leave cards on the field for you to destroy with Hornet. On the first turn, with a hand of Dragofly and Gullho, you can go into either a Rank 4 or Rank 5 XYZ Monster. One of the better moves is to search Dragonfly with Centipede and XYZ Summon Lavalval Chain to send Hornet to the graveyard, setting you up for a Dragonfly+Hornet play next turn. Summoning Number 12: Crimson Armor Ninja is also a very good move as it almost ensures you another 2 turns with its effect, by preventing your opponent from OTKing you (Against Inzektors and Hieroglyphics). Number 61: Volcasaurus and Tiras, Keeper of Genesis are also good Rank 5s to summon.

This card should soon replace Armageddon Knight in Inzektors as it pretty much does its job of searching out Hornet from the deck. It really makes the Inzektor deck much better. Luckily, it is only Level 2, otherwise it would work too well with the deck if it was Level 3.

Anyway, expect to see more of this card soon in the OCG.

OCG March 2012 Banlist

Glow Up Bulb
Trap Dustshoot

The Agent of Mystery Earth
TG Striker

Lightlord Summoner Lumina
Emergency Teleport
Shien’s Smoke Signal
Level Limit Area B
Torrential Tribute
Ultimate Offering
Reborn Tengu

Call of the Haunted

In other news:

Alexandrite Dragon in Starter Deck 2012. Could Reborn Tengu be inside too?

And three more scans of the cards in Return of The Duelist:

Credits to the posters on 2ch and DuelistGroundz.

Edit: Konami, this is what you get for giving us a shitty list.

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Banlist Predictions Explanation (Wind-Up Hunter/Inzektor Hornet/Mystic Shine Ball)

Just some explanations for the choices I made for my Banlist Predictions. I also added Wind-Up Hunter to 0 rather while removing Wind-Up Carrier Zenmaity and Wind-Up Rat from the list. I believe that this list would be one that would just nerf the current top tier decks from broken to good rather than just killing them outright.

Wind-Up Hunter@0

The most broken part of the Wind-Up deck is Hand Destruction Loop, without Hunter the deck is still good but not broken. The main engine of Zenmaity and Rat should still stay as they are still relatively new.

Inzektor Hornet@0/1

Think about it, if Inzektors do not destroy your cards, they are not really that broken. Hornet’s role can be replaced by Inzektor Gullf, and Inzektors will turn from a Mass Card Destruction deck into a deck that spams Rank 5 XYZ. It is still a good deck while not being extremely broken.

Mystic Shine Ball@2

Limiting Venus is kind of extreme IMO, once Venus is gone, all you have are 3 dead Vanillas in your deck. Also, without the 3rd Shine Ball, many of the combos are not accessible any more. For example, the 3-Card Combo of Striker, Warwolf and Venus which would usually lead to exactly 8000LP worth of damage (Daigusto Phoenix, Armory Arm and No.30 Acid Golem of Destruction) will not be there any more. Instead of reducing the chances of drawing the OTK combo, just taking away any of their opportunities to OTK is much better. Also drawing even just one Shine Ball could be detrimental to the Agent player much less two.