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Heavy Beetrooper Mighty Neptune – Yu-Gi-Oh! Card of the Day

Heavy Beetrooper Mighty Neptune
Heavy Beetrooper Mighty Neptune

Heavy Beetrooper Mighty Neptune – #BODE-EN087

Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by shuffling 3 of your banished Insect monsters into the Main Deck. During the Main Phase, if this card in its owner’s control is destroyed or banished by an opponent’s card effect: You can Special Summon this card. You can only use this effect of “Heavy Beetrooper Mighty Neptune” once per turn. Once per turn, during the End Phase: You can target 1 other Insect monster you control; it gains 1000 ATK.

Date Reviewed:  January 26th, 2022

Rating: 2.68

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:



King of
Lullaby

Hello Pojo Fans,

Heavy Beetrooper Mighty Neptune is one of those six Insect monsters with base 3000ATK mentioned yesterday.

Shuffle three banished Insect monsters back to Special Summon Neptune is a great way of getting back banished Beetrooper monsters while preventing this from being an easily Special Summoned monster, even though it restricts you to “Main Deck” so any banished Extra Deck Insects are out of play. Beetrooper don’t normally banish with the exception of this card and Assault Roller, so you’ll be using something else within the deck like Doom Dozer (Demise OTK/FTK back in the day). Neptune will bring itself back in the Main Phase if destroyed or banished by the opponent, now that’s an effect. Normally it is only destruction, but including removal covers a lot of cards. Torrential Tribute, Lightning Storm, Dark Hole, Raigeki, spot removal, this card laughs at them all. While it is only once per turn it will force your opponent to plan how to use their cards since you WILL be bringing this back once it is destroyed or banished.

The ATK boost this gives helps the Beetrooper monsters become more adapt to staying on the field rather than being easily run over by even Main Deck monsters. Assault Roller would become 2800ATK after its boost and this boost, Scout Buggy would be 2000ATK, and Scale Bomber would be 2200ATK. I don’t like that it has to be in the End Phase, but since it can be done either turn you can boost multiple times on an Insect. It would’ve been great to do this on this card, but you can’t target this card, shame. With it being in the End Phase you have to hope you have another Insect monster on the field to be able to benefit and really take advantage of the effect, otherwise you’re just trying to protect something from being run over next turn.

The ATK boost could be better if it were activated once per turn in your Main Phase to keep it fair. The cycle-back effect from banished ties in with Assault Roller and Doom Dozer and keeps Neptune from being dropped easily off of you making a quick Link 3 or 4. There may be more banish Beetrooper cards to help Neptune along, but even if there isn’t, it can stand decently with the right cards.

Advanced-2.5/5     Art-3/5

Until Next Time
KingofLullaby



Crunch$G

Next up we got a massive Insect for Beetroopers to use in the Main Deck: Heavy Beetrooper Mighty Neptune.

Mighty Neptune is a Level 8 EARTH Insect with 3000 ATK and DEF. Really strong stats, EARTH and Insect are pretty nice as well. So we see this cannot be Normal Summoned or Set and must first be Special Summoned from the hand by shuffling 3 of your banished Insects into the Main Deck, so no recycling Extra Deck cards. Either way, nice way for Beetroopers to recover their Insects into the Deck that you likely banished off Assault Roller, Aztekipede, Doom Dozer, or Armor Horn. You’re also getting that massive Insect to help some of your effects that need the 3000+ ATK Insects. During the Main Phase, if this card in its owner’s control is destroyed or banished by the opponent’s effect, you get to Special Summon it, making sure the opponent has to get rid of it twice if they’re trying to do it without being able to run it over. This is a hard once per turn effect, but the last effect is a soft once per turn to boost another Insect monster you control by 1000 ATK, making some of your bigger Insects even stronger. You might not want to buff the Link-4 if you want that protection, but this helps your smaller Insects not be able to be destroyed in battle so easily. It’s a fine card for Beetroopers. It isn’t amazing, but it gives the archetype some recovery of their banished cards.

Advanced Rating: 3/5

Art: 4.25/5 That’s a big bug.



Alex
Searcy

Speaking of Insects with 3000 attack (and defense) here’s Heavy Beetrooper Mighty Neptune.  Can’t be Normal Summoned/Set, which we never like, and can only be Special Summoned by cycling 3 (should only be 2) of your removed from play Insects back to your Main Deck.  Getting the resources back IS good, and that makes the 3 requirement a little easier to swallow.  It Special Summons itself when removed from play OR destroyed by Effect, but ONLY during the Main Phase…and note that’s only an opponent’s Card Effect.  You can remove it yourself for this, BUT, there’s no reward for it Special Summoning itself aside from the revival itself…which is odd.  Also, that’s limited to once per Turn.  During the End Phase, once per Turn also, of your Turn, you can Target a separate Insect you control for it to gain 1000 attack.  That’s a nice attack increase, and it certainly will help, and you can even use it on a separate one of these.  But it happening during the End Phase means you can’t really take advantage of using it until the next Turn.  Like Monday, this card is just so overly restricted, and again, for no apparent reason.

Rating:  2.25/5

Art:  4.5/5  This is awesome



Mighty
Vee

As Beetroopers hinge on 3000 attack buggies, it seemed pretty obvious that we’d get another one in Heavy Beetrooper Mighty Neptune, a level 8 EARTH insect, par for course in this archetype. It’s their first main deck boss monster, which is great since it can be searched by Resonance Insect, a curious monster that we’ll cover tomorrow. Predictably, it has 3000 attack and 3000 defense, a meaty statline appropriate for a level 8 monster.

Neptune can’t be normal summoned or set, so you’ll first have to special summon it by its own condition, which is shuffling 3 banished insect monsters back into your main deck. Between Beetrooper Armor Horn, Doom Dozer, and Aztekipede, the Worm Warrior, getting 3 banished bugs should be pretty easy, though it does run the risk of bricking so I wouldn’t run more than one. Neptune’s first effect is a hard once per turn, allowing you to special summon it if it’s destroyed or banished by your opponent during the main phase. Having a self-revival is nice, though a savvy opponent probably won’t waste resources trying to destroy it, and being restricted to the main phase is also very strange. Neptune’s second effect is only a soft once per turn, so if you had two Neptunes on the field for some reason you could use both. During the end phase, you can target one of your other insects and have it gain 1000 attack. Oddly, it is permanent, so the obvious application is to use it to boost one of the stronger Beetroopers (like, say, Beetrooper Sting Lancer) to over 3000 attack to make it valid for most Beetrooper bonus effects. I wouldn’t recommend using this effect on their link boss, Giant Beetrooper Invincible Atlas, since it would turn off its protection effect. I think this card is good for recycling your resources and putting a body on the board to push for OTK, since a boosted Atlas and Neptune can output the magic 8000 damage, though Neptune’s other effects aren’t very useful. Overall a decent extender with mediocre effects (hey, this seems to be a recurring theme with Beetrooper cards…)

Advanced: 3/5

Art: 3.25/5 Compared to Invincible Atlas it feels a little…round? Curvy? Not as formidable or scary but it looks fine, maybe it’s more of a civilian fortress.


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