Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 05.16.05
Ultimate Insect LV…all
Today’s card is actually four cards, the Ultimate
Insect family. It starts with LV1, then moves up to
3, then 5, then finally culminates with 7. It’s the
only family of LV monsters with four members, but is
it worth it? Well, let’s look at them individually:
LV1 is terrible. It has 0 ATK, 0 DEF, and an
immunity to Spells that really won’t help it much at
all. The only redeeming factor is that you can send
this to the Graveyard during your Standby Phase to
Special Summon Ultimate Insect LV3 from your hand or
LV3 isn’t much better, truthfully. It boasts a mere
1400 ATK (which, while not terrible for a LV3
monster, isn’t great) and an effect that lowers the
ATK of all your opponent’s monsters by 300. This
means that an opponent’s Gorilla will only have 1700
ATK, a Breaker will have 1600 (or 1300), a Don
Zaloog will have 1100. It only allows LV3 to stand
up to a few monsters that it wouldn’t be able to
stand up to in the first place, and the effect is
further hindered by the fact that the only way you
get to use it is if you used LV1’s effect to summon
LV3. Much like LV1, you can also send this to the
Graveyard during your Standby Phase to Special
And LV5 is definitely better than his predecessors.
With 2300 ATK, it can hold its own; and the effect
of lowering opposing monsters’ ATK by 500 isn’t too
bad. It basically means that this thing will be able
to stand up to anything your opponent has, except
Black Luster Soldier – Envoy of the Beginning (for
the most part). However, this effect has the same
restriction as LV3’s; it only works if you used
LV3’s effect to bring this out. But, again, during
your Standby Phase, you can send this to the
Graveyard to bring out LV7.
LV7 is clearly the best, having the same negative
effect of LV3 and LV5 (only working if he’s summoned
by the previous Level), but also having the best
stats: 2600 ATK. It also lowers ATK AND DEF by 700,
meaning that this is very unlikely to die in battle.
Of course, it’s easy to kill many other ways, and
the effort involved in bringing it out (even if you
skip right to LV5) just isn’t worth it.
I’d avoid this family in competitive play. The
drawbacks outweigh the benefits.
Welcome to FET Finisher Week! This week we’ll be
reviewing the remnants of the good FET cards, or at
least those that don’t require much support.
Today’s’ cards are the four members of the Ultimate
Insect family, one of which won’t be available until
TLM. Sigh; four reviews… It’s my own fault really…
LV1 is useless as a monster; 0/0 ATK/DEF does
nothing. LV3 is pretty good; 1400 ATK allows it to
destroy quite a few popular monsters in battle. LV5
is not too shabby; 2300 ATK is just short of the
“Jinzo standard”, but it’s the crème de la crème of
Level 5-6 Insects. LV7 is mediocre; 2600 ATK is less
than ideal for a Level 7 or higher monster. All the
Ultimate Insects are surprisingly Insects, giving
them slight advantages by opening them up to a few
Special Summoning cards, which won’t help most of
the Ultimates in retrospect.
While LV1 is face-up on the field it’s immune to all
Spells, an ability that gives it few advantages. If
its ATK or DEF was better the effect might be
helpful, but your opponent won’t need to use Spells
to get rid of LV1.
During your Standby Phase of a turn after LV1 was
summoned, you can send LV1 to the Graveyard to
Special Summon LV3 from your hand or Deck. Now
because of LV1’s terrible stats, relying on it to
survive battle wouldn’t be wise.
Instead, use a Howling Insect or a Pinch Hopper to
summon LV1 during your opponent’s turn. Doing so
will allow you to Special Summon LV3 during your
next Standby Phase, and begin the chain of Ultimate
When LV3 is Special Summoned through LV1’s effect
and while LV3 remains face-up on the field, the ATK
of all of the opponent’s monsters is decreased by
300. The effect is both useful and annoying at the
same time; while a 300 ATK increase should make the
opponent’s monsters easier to destroy, it relies on
being summoned via LV1 to activate. This means
LV3 won’t suffice to get its first effect; you’ll
need to instead figure out a way of having LV1 on
the field during your Standby Phase. LV3’s second
effect is equivalent to that of LV1’s; during the
Standby Phase you can send
LV3 to the Graveyard, and so on to Special Summon
LV5 from blah blah blah.
In LV3’s case however you shouldn’t have a difficult
time having it on the field when the Standby Phase
rolls around, allowing you to Special Summon
LV5 with relative ease.
The effects of LV5 and LV7 are basically the same as
that of LV3’s, only instead of decreasing ATK by 300
they decrease by 500 and 700 respectively.
As you move up the food chain the Insects become
much better for the obvious reason of increased ATK
decreases. Of course each requires that it be
summoned through the previous LV to gain its effect,
but this is only a problem for LV3. The only real
problem for the Ultimates as a whole is, as I’ve
already said with LV3, that they require being
Special Summoned through the previous LV, making
them simple beatsticks when summoned through other
means. Nevertheless, with the exception of LV1, all
the Ultimate Insects are neat monsters that could be
a successful Deck. I’d advise skipping LV1 and just
starting with LV3 for all those who wish to make an
Ultimate Insect Deck. Sure LV3 won’t get its main
effect, but it’s a solid monster and you then won’t
be required to use LV1. At all.
Advanced (All averaged in an Ultimate Insect Deck):
4/5. Five paragraphs is enough commentary.
Traditional (All averaged in an Ultimate Insect
Deck): 3.75/5. Hopefully they’ll stay on the field
long enough to be successful.
Overall (All averaged in an Ultimate Insect Deck):
Art (All averaged): 3/5. LV3 is really the only
Ultimate Insect I care for.
The rest just look creepy/insect-like (aka. creepy).
Ultimate Insect Lv. 1/3/5/7
These guys are definitely interesting, to say
This is the first 4-stage line of "Level"
monsters that we've had in this game.
Basically, all of them (except for Lv. 7) let
you pull out the next higher version at your
Standby phase, and if at least one of them came
out by the previous level's effect, the
opponent's monsters are going to have a lower
I don't see Level 1 as necessary; you can still
summon Lv. 3, have a possible attack that turn,
and if it survives, get Lv. 5 out next turn. No
reason to involve an extra turn's worth of
Call of the Haunted is a cheap way to get out a
Lv. 5 or 7 quickly -- Call a Lv. 3 or 5 at the
end of your opponent's turn, and when it hits
your Standby, you not only get the next level
out but lose the hindrance that is a Call of the
Haunted face-up on the field. Lv. 5 and 7
shouldn't be overlooked -- An opponent will have
to have something stronger than 2800 ATK to take
out a Lv. 5 that's getting its effect, and Lv.
7, with its effect, can even stand up to BLS-Envoy
(but not his RFG effect...)
I've yet to see a dedicated build of this deck.
I'd really like to -- anyone out there making
one and planning on taking it to a tourney?
3.25/5 for the line as a whole
Ultimate Insect Level 1, 3, 5, 7
This week was chosen by me, and it's known as "Hey,
that card is underrated and/or ignored card week."
Today, we look at the Ultimate Insect family.
Starting with Ultimate Insect Level 1. Level 1 is
quite honestly terrible with stats of 0 attack and 0
defense. For whatever reason, Level 1 is immune to
all Spells which is...well an effect.
Several things can protect Level 1 for a turn to
allow you to summon Level 3 though. Insect Barrier,
Waboku, Theatening Roar and the like could help.
Level 3 is a step up, but not all that great either.
1400 attack is meh but not awful for a Level 3. He
also decreases all opponents monsters attack by 300
That does the following:
Jinzo to 2100
Airknight to 1600
Beserk Gorilla to 1700
just to name a few
Level 5 is where Ultimate Insect starts to get
better. 2300 attack is decent for a one tribute
monster and decreasing all opponent monsters by 500
Now, that means:
Jinzo to 1600
Beserk to 1500
Any 1900 beatstick to 1400
Now, Level 7 is where this truely shines. 2600
attack and being able to lower opponents monsters
attack AND defense by 700 each. Quite a force for
this guy, hmm?
Traditional: 1.5/5 Just no real reason to run it.
Traditional Insect Deck: 3.5/5
Advanced: 2.0/5 Just no real reason to run it.
Advanced Insect Deck: 4.0/5
Art: The art gets better as the levels progress 3/5