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Aliens tl;dr: Netdeck my deck

#1 User is offline   kId dynam0 Icon

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Posted 07 November 2009 - 10:43 AM

I Introduction
II Alien Basics
III Aliens
IV Alien Support
V My decklist
VI Card Choices
VII Other Variants
VIII Closing Statements

I Introduction
Hey, in this article I’m going to be explaining aliens and how they work. I first came across Alien decks when I was playing some Yu-Gi-Oh! Game on my playstation 2. I thought they looked really fun and I wanted to try them for myself. This was back before CRMS/during the TeleDAD format so I built the deck around controlling the field with cards like “Royal Oppression”, “Alien Mother” and “Shrink” (this was before honest/was still good) The deck failed so I decide to scrap it all together due to it being out swarm’d by DAD decks (even with royal oppression =/). About a year or so later (March 10, 2009) I went to the crimson crisis sneak peek, and was surprised to see some new alien support. I traded for some of the new cards and by the time the set was released for sale I had my alien deck backup and running.

II Alien Basics
Alien monsters and Alien support cards mainly revolve around the use of A-Counters, which do a lot of different things such as fuel the effects of other Alien monsters and even give Alien monsters a small amount off support during battles, which I will explain now.
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Once per turn, you can remove 1 A-Counter from an opponent's monster to destroy 1 Spell or Trap Card. (If a monster with an A-Counter battles an "Alien" monster, it loses 300 ATK and DEF for each A-Counter during damage calculation only.)

As you can see, Alien Telepath has two parts of his effect, but I’m only going to worry about the 2nd part.

(If a monster with an A-Counter battles an "Alien" monster, it loses 300 ATK and DEF for each A-Counter during damage calculation only.)

This effect can be found on multiple Alien cards, so I thought it would be important to go over it.
 If the opponents face up monster has more than 1 A-Counter, it will lose an additional 300 Atk/Def for each additional counter, EG: My opponents face up Caius the Shadow Monarch has 2 A-Counters on it, and my Alien Shocktrooper attacks caius. During the battle, Caius will lose 600 attack, lowering his attack from 2400 to 1800, thus my 1900 defeats Caius.
 Even if the opponents monster has one or more A-Counters on it, it will ONLY lose attack if a face up Alien monster exists on the field that has “(If a monster with an A-Counter battles an "Alien" monster, it loses 300 ATK and DEF for each A-Counter during damage calculation only.)” In its card effect.

That pretty much covers Alien basics, so lets move onto the Aliens themselves

III Aliens
Instead of listing every Alien monster here, I will only list the important/good ones.

Alien Ammonite
Light
Reptile
*
ATK:500 DEF:200
When this card is Normal Summoned you can Special Summon 1 Level 4 or lower Alien monster from your Graveyard. Destroy it during the End Phase.
Probably one of the most important Alien cards. It provides an instant Alien (provided you have one in the grave) for a synchro summon. Not much more to say about this card. You should run 2-3.

Alien Grey
Reptile
Light
**
ATK: 300 DEF: 800
FLIP: Place 1 A-Counter on 1 face-up monster on your opponent's side of the field. (If a monster with an A-Counter battles an "Alien" monster, it loses 300 ATK and DEF for each A-Counter during damage calculation only.) After this card has been flipped face-up, when it is destroyed by battle and sent to the Graveyard, draw 1 card.

Good all round card, gives aliens small drawing power. An ideal first turn play would be set this and a backrow with Mysterious Triangle in hand. You can run 1, but I like 2.

Alien Mother
Reptile
Dark
******
ATK:2300 DEF:1500
If this card destroys a monster with an A-Counter by battle and sends it to the Graveyard, Special Summon the destroyed monster to your side of the field at the end of the Battle Phase. When this card is removed from the field, all monsters that were Special Summoned by this card's effect are destroyed.

This is a weaker Alien version of the powerful synchro card Goyo Guardian. I prefer to run 1, but you can run 2.

Alien Warrior
Reptile
Earth
****
ATK:1800 DEF:1000
When this card is destroyed by battle and sent to the Graveyard, place 2 A-Counters on the monster that destroyed it. (If a monster with an A-Counter battles an "Alien" monster, it loses 300 ATK and DEF for each A-Counter during damage calculation only.)

This card fuels your other Alien cards while his 1800 attack is mediocre. Its best to run 2, as 3 leads to drawing him when he’s unneeded.

IV Alien Support

Mysterious Triangle
Quick-Play Spell
Destroy 1 monster on the field with an A-Counter. Then, you can Special Summon 1 Level 4 "Alien" monster from your deck. Destroy it during the End Phase.

A really solid card. Destroys a monster with an A-Counter on it and fetches your Alien shocktrooper. Massive Synchro ability when combined with Emergency Teleport/Alien Ammonite. 2-3 Is staple in alien decks.

Planet Pollutant Virus
Trap Card
Tribute 1 "Alien" monster. Destroy all face-up monsters without A-Counters your opponent controls. Until the end phase of your opponent's 3rd turn after this card's activation, place 1 A counter on each monster they Summon.

This is like the Crush card for aliens. Not much to say, you should be running atleast 1 of these.

Code A Ancient Ruins
Continuous Spell
Each time a face-up "Alien" monster(s) is destroyed, place 1 A-Counter on this card. Once per turn, you can remove 2 A-Counters from anywhere on the field to Special Summon 1 "Alien" monster from your Graveyard.

I really only like this card in the Solidarity variant (which will be explained later) where I will be synchroing for cosmic fortress gol’gar. I don’t play any in my deck, but if you want you can run 2.

Cosmic Fortress Gol’Gar
Reptile/Synchro
Light
*****
ATK:2600 DEF:1800
"Alien Ammonite" + 1 or more non-Tuner "Alien" monsters. Once per turn, you can select any number of face up Spell or Trap Cards. Return those cards to their owners' hands, and distribute new A-Counters among monsters on the field equal to the number of cards returned. Once per turn you can remove 2 A-Counters from anywhere on the field to destroy 1 card your opponent controls.

A good card, but I rarely synchro into him unless I’m running the solidarity version. He combos very nicely with Code A Ancient Ruins.

V My Decklist

3|Crms|Alien Ammonite
2|Rgbt|Alien Dog
1|Potd|Alien Mother
2|Crms|Alien Overlord
2|Taev|Alien Shocktrooper
1|Glas|Alien Telepath
2|Potd|Alien Warrior
1|Sdj|Sangan
2|Lodt|Ryko, Lightsworn Hunter
2|Tdgs|Krebons
1|Tdgs|Psychic Commander
2|Ioc|Chaos Sorcerer
1|Dp04|Cyber Dragon
1|Crms|Blackwing - Gale the Whirlwind

1|Mfc|My body as a Shield
2|Crms|Mysterious Triangle
1|Sd5|Heavy Storm
1|Sd2|Mystical Space Typhoon
2|Ysds|Enemy Controller
1|Tdgs|Emergency Teleport
1|Sd7|Brain Control

1|Mrd|Solemn Judgment
1|Crms|Planet Pollutant Virus
1|Ptdn|Offering to the Snake Deity
2|Cp04|Bottomless Trap Hole
1|Sd4|Call of the Haunted
1|Pgd|Trap Dustshoot
1|Sd2|Torrential Tribute

VI Card Choices
Lets start with the monsters:
2 Alien Shocktrooper: 1900 attack beatstick. I usually summon this with mysterious triangle.
2 Ryko, Lightsworn Hunter: Destroys any card on the field. Mills aliens for ammonite and is a light for sorc.
2 Krebons 1 Psychic Commander: These cards along with emergency teleport help make synchros like stardust dragon and black rose dragon. Also krebons being a dark makes sorc even more playable

2 Chaos Sorcerer: With 8 lights and 7 darks (not including himself) summong him is very easy to do. His effect combined with an emergency teleport can be very game breaking mid to late game.
1 Blackwing – Gale the Whirlwind: He’s a dark for chaos sorc, has a built in shrink effect and provides access to Blackwing armor master.

On to the spells:
1 My body as a Shield: This card is a great tech against the top decks. To good not to include in the main.
2 Enemy Controller: I would usually run book of moon over this, but in this deck you want your opponents monsters to keep there A-Counters which is why I decided to use it.

Now..Traps:
1 Offering to the Snake Deity: This is the icarus attack for reptiles. I only use one because unlike blackwings this deck cannot swarm the field enough to abuse it.

Everything else should explain itself/are staples.

VII Other Variants
Solidarity Aliens is really the only other variant. It uses all reptiles and summons Gol’Gar to combo with cards like swords of revealing light, code a ancient ruins etc. Also, Evil Dragon Ananta is very useful in the deck.

VIII Closing Statements
Wow, if you read all that you seriously need a life. I only made this because I got bored and couldn’t get to sleep. All jokes aside, I hope you enjoyed the article.

This post has been edited by Techtonikk: 07 November 2009 - 08:00 PM

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#2 User is online   KC The OG Icon

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Posted 09 November 2009 - 02:49 AM

nice read. I like your version a lot. I myself usually play solidarity aliens with some good tech for golgar combos.

This post has been edited by The OG Samurai: 09 November 2009 - 02:49 AM

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#3 User is offline   kId dynam0 Icon

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Posted 09 November 2009 - 03:13 AM

Yeah, I found alien hunter is pretty good in solidarity.

Thanks btw.
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#4 User is online   Unknown Survivor Icon

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Posted 09 November 2009 - 05:14 AM

I don't like the total lack of mention of Prohibition and how ridiculously good it is in decks focusing on Gol'Gar.

You have an interesting build, but I always found Telepath and Mother to be subpar.

With seven tuners, I also feel that Mind Control could be considered.


Not a bad article, but the formatting is kinda icky. And I don't like the lack of alternate builds besides "You can run Solidarity"
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#5 User is offline   Fresh Icon

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Posted 09 November 2009 - 11:07 PM

Good read.
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#6 User is offline   kId dynam0 Icon

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Posted 10 November 2009 - 12:32 AM

View PostUnknown Survivor, on 09 November 2009 - 05:14 PM, said:

I don't like the total lack of mention of Prohibition and how ridiculously good it is in decks focusing on Gol'Gar.

You have an interesting build, but I always found Telepath and Mother to be subpar.

With seven tuners, I also feel that Mind Control could be considered.


Not a bad article, but the formatting is kinda icky. And I don't like the lack of alternate builds besides "You can run Solidarity"


Yeah telepath is pretty bad IMO. I just like the art. Mothers alright, but its almost always a bad draw.

The reason I didn't mention prohibition is because myy buld hardly ever makes gol'gar and I never liked it when I drew it early.

My first article btw, so thanks for the criticsm.

Oh, and fresh.. <333
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#7 User is online   black trinidad Icon

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Posted 10 November 2009 - 02:06 AM

really good. just a couple of things to think about:

1, mention amonite is a tuner
and 2, run swords of revealing light if you really want to abuse gol'gar.
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#8 User is online   Copy Icon

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Posted 20 November 2009 - 01:23 PM

Good read.

Ive been considering making an alien deck for a good long while now.

I was considering running a version with Rivalry of Warlords and teching an Evil Dragon Ananta in my build.

But yeah.
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#9 User is offline   junkadin Icon

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Posted 23 November 2009 - 04:53 AM

any thoughts on dropping the commander for a mind master? its light and if you play telekinetic powerwell you can summon it again
H/w:

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#10 User is offline   Golgar Icon

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Posted 09 December 2009 - 03:03 PM

View PostUnknown Survivor, on 09 November 2009 - 12:14 AM, said:

Not a bad article, but the formatting is kinda icky. And I don't like the lack of alternate builds besides "You can run Solidarity"


The Alien Deck I run pretty much focuses in weakening. I main 2 Burdens, since Solidarity could be a bit tricky to use. And Aliens Arenot supposed to strengthen themselves, but weakening the opponent instead.

I only run 4 tuners instead which are the 3 Ammonites and Gale.

Also, I don't like the lack of mention of Alien Kid. Since it's effect can pretty give a helping hand against Special Summon heavy Decks. Mysef I run 2 Kids. I'd like to mention Telepath isn't really that Subpar, since it has a good synchrony with Dog and Ammonite. So, I run 2. Ammonite is an obligatory 3. Also, forgot to mention Alien Overlord which in fact is way better than Mother. Then again, I don't use Mother, but I focus on Golgar. Overlord desapite having an optional summoning, he can deliver a nice set of A-Counters. And can combine well with Ruins.

And speaking of Golgar, that's why I have the Burden of the Mighty and A Cell Breeding Device (I play 2 of each), as well as the Ruins which I run of 3. Of course, in order to protect them, I have to use Dark Bribes.

Offering, can be played at 2 or 3, but, I recommend 2, however, it has the bonus to combo with Ruins since it destroys the reptile monster.

Also, since most of Aliens Are light, they can be benefit from Honest. Personally, I plan to use, at least, 2 Honests.
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