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Evil HERO Neos Lord – #SUDA-EN031
“Elemental HERO Neos” (or 1 Fusion Monster that mentions it) + 1 Effect Monster on the field
Must be Special Summoned with “Dark Fusion”. Cannot be destroyed by battle or card effects. If this card is Special Summoned, or a monster(s) is sent to your opponent’s GY while this card is on the field: You can target 1 face-up monster your opponent controls; take control of it. You can only use this effect of “Evil HERO Neos Lord” once per turn.
Date Reviewed: February 21st, 2025
Rating: 3.83
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,
Evil HERO Neos Lord is the newest Evil HERO Fusion Monster and our last card this week.
Needing a Neos or a Fusion Monster that mentions it alongside an effect monster on the field, there are several different ways around this. Dead-End Prison taking the spot of Neos is the obvious choice, or sending the one copy of Neos you run in the Deck with Dead-End Prison to set up Dark Calling or Dark Contact is also a good option. If you have Neos, you can sub the Effect Monster on the field with Dead-End Prison, or even Prisma pretending to be something else. Once summoned, Neos Lord can tbe destroyed by battle or card effects. Would like to see more than 2500ATK from a Level 10 Fusion Monster but it had the inherited protection to help it along, as well as using your Neos and an opponent’s Effect Monster with Super Poly while Supreme King’s Castle is on the field.
Taking control of an opponent’s monster is never not going to be helpful. When Neos Lord is Special Summoned you can steal a monster immediately, which will at the very least eat up a negation, already paying for its summon. If your opponent sends a monster to their grave that will also trigger Neos Lord’s effect…hand traps immediately come to mind. This effect is always going to kick, everyone uses the grave and with all the Extra Deck summoning that goes on its almost impossible to avoid this effect from happening. Once again, at the very worst Neos Lord will get this effect negated which eats another card/effect from your opponent. The best part about this effect is because it requires something that is front-and-center in the game mechanics at this point it is nearly automatic every turn for whoever has Neos Lord.
I said I’d like more than 2500ATK from this Level 10 Fusion Monster, but with a stealing ability for free as long as your opponent puts a monster into the grave, I think players are lucky Neos Lord didn’t have lower ATK. The stealing a monster ability will trigger almost every turn and is a great counter against hand traps where you might lose off something like Fwalos. With added protection against battle and card effect destruction, Neos Lord will have to be banished or bounced and Dark Fusion can protect it from that for a turn. Turn one with this on the field should put your opponent in a bind unless they have the out against it in hand.
Advanced- 4/5 Art- 4/5
Until Next Time,
KingofLullaby
Crunch$G
We end this week off with a new Evil HERO Fusion for Neos that I’m shocked we didn’t get in GX back in 2007-2008: Evil HERO Neos Lord.
Neos Lord is a Level 10 DARK Fiend Fusion with 2500 ATK and 2000 DEF. Stats seem a bit underwhelming when you consider this is a Level 10, but DARK and Fiend are good. The Fusion Materials are Elemental HERO Neos or any Fusion that mentions it along with any Effect Monster on the field, which is technically meant to be used with Super Polymerization (which Infernal Rider does help Evil HEROs do by bypassing the Dark Fusion restriction) and it’s also fairly easy to summon considering your HERO combo should get you to Shining Neos Wingman on the opponent’s turn, which you can then Super Poly it and an opponent’s monster if they were still able to play into this, or otherwise use Dark Contact with a Neos used as Fusion Material in the grave along with a HERO on your field. It must be summoned with Dark Fusion, of course, and it cannot be destroyed by battle or card effects. Keeping the protection from Malicious Bane is nice to make this hard to get rid of. If this card is Special Summoned, or an opponent’s monster(s) is sent to the graveyard while this is on the field, you can target a face-up monster the opponent controls and take control of it. It’s another nice piece of disruption for HERO to summon this on the opponent’s turn and take an opponent’s monster (which you don’t have to give back at the end of the turn) or you can summon this on turn 2 and take an opponent’s monster to OTK with along with a bunch of your other HERO monsters. HOPT on this effect, so you can’t just keep stealing the opponent’s monsters. Neos Lord is a good new boss monster for HERO with its protection and ability to steal the opponent’s monsters to bring them to your side, which is a nice Supreme King reference. I’ve seen 2 ran in some HERO Decks, which I can imagine does come up, but if you run 1, that’d also be fine since I feel like that’s all you’d need.
Advanced Rating: 3.75/5
Art: 5/5 Neos gave into the darkness.
Mighty
Vee
Ending the week is a card that I don’t think anyone asked for, but GX fans will greatly appreciate nonetheless: Evil HERO Neos Lord, the official new boss of the Evil HERO sub-archetype. It’s a level 10 DARK Fiend Fusion monster and, as its name suggests, it will take either Elemental HERO Neos, or a Fusion monster that mentions it (more on that later) and any Effect monster on the field (again, more on that later). This isn’t very hard, but making the full use of Neos Lord requires a tiny bit of finesse. Neos Lord’s stats are the same as the original Neos, which were already mediocre for a vanilla so it’s a little disappointing to see 2500 attack and 2000 defense on a level 10 Fusion monster. Fortunately, HERO isn’t wanting for offensive pressure so it’s not a huge deal (your Vision HERO Trinity?).
As you might’ve guessed, Neos Lord must be Fusion Summoned with Dark Fusion, but summoning it should be trivial in standard HERO combos thanks to the Neos engine now being a staple part of HERO as well as Dark Contact and Evil HERO Infernal Rider– Infernal Rider is going to be very important in this review. Neos Lord’s actual effects aren’t particularly special; it’s immune to destruction by battle and card effects, so that’s neat. Neos Lord has a single hard once per turn effect that triggers if it’s Special Summoned or if any monster is sent to your opponent’s Graveyard, letting you target and take control of one of your opponent’s face-up monsters. This is pretty good as a boardbreaker, but if Neos Lord feels underwhelming, wait! Infernal Rider will set up Super Polymerization and let you make Neos Lord with it, so the intent is extremely aggressive layered disruption. You use Favorite Contact to summon Elemental HERO Shining Neos Wingman and destroy some of their cards, then Super Polymerization to fuse Neos Wingman and ideally one of your opponent’s monsters into Neos Lord then steal another monster. It does require you to set up the Neos engine, but it’s a strong board by itself if you can make it live, on top of Destiny HERO Destroyer Phoenix Enforcer, Destiny HERO Plasma, or Masked HERO Dark Law. On that note, you could plop Neos Lord as part of your endboard, but realize that it would require shuffling away your Neos, so you’d lose out on the Favorite Contact combo I just mentioned. It just goes to show how much thought they put into Neos Lord despite its rather scant text. MBT recommends a list playing 2 copies, one as disruption and another as follow-up, but you can’t go wrong as long as you have at least 1.
+Devastating disruption potential when combined with Neos Wingman and Super Polymerization
+Versatile as an endboard piece or boardbreaker
-Needs proper setup to make the most of it
-Its own effects aren’t particularly amazing for the investment
Advanced: 3.75/5
Art: 4.25/5 Supreme King fans finally get a bone!
10 Times Jaden Broke the Rules
8: Summoning in Defense Position
1: Committing Genocide
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