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Card Game Tips from fans
February 2006
The Outlaw's Hitch-Hiking guide to the
Galaxy! - The New Era Outlaw
Greetings, fellow Earthlings!
This is your friendly neighbourhood
cowboy here, with a new
article that
nobody gives a rat's bare a
type of deck that I am very surprised
hasn't been discussed by many people.
So, I'm going to seize about two minutes
of your time and talk a bit about a deck
that I personally believe has a lot of
potential (despite the fact that
Machines and Dark World out class it by
a good bit), the Aliens.
First of all, you may ask, "What exactly
are
the Aliens all about, anyway?"
Well, just like Gravekeepers, Toons and
Dark World monsters, Aliens are another
monster genre in Yu-Gi-Oh! that revolve
around a particular theme. Toons, for
example, focus on direct attacks on your
opponent's LP. Gravekeepers, focus on
swarming and keeping your opponent's
mitts off of his Graveyard. So, what do
Aliens have, exactly?
Quite a few things, actually, but, most
of all, the A-Counters.
Now, for those of you that don't know
what these are, A-Counters basically
drop your opponent's monster's ATK and
DEF by 300 when an Alien monster battles
with it after Damage Calculation. In
other words, get enough on a monster and
beat them down with a fully powered
Alien, while their attack drops like a
stone.
However, A-Counters have other nifty
effects as well, namely:
-
Allows Alien Hunter to attack again once
he destroys said monster. Think Black
Luster Soldier, here. It's always a good
thing to have a next attack handy,
especially where it would matter the
most.
-Allows Alien Mother to pummel and seize
A-Counter infected monsters. Jinzo?
Mine. Moby? Mine. Cyber Dragon? Got 5 of
them already, but I
always
have room for one more.....YOURS. Mwee,
hee, hee.
-Allows Brainwashing Beam to act as a
Snatch Steal, at least for a turn.
-Negates infected Monster Card effects
when used as a combo with Alien Mars (NO,
not a foreign candy bar, you morons.)
-Spirit Reaper, meet thine doom!
(A-Counters target, nyah, nyah, nyah.)
Nifty, eh?
Now, you're probably wondering, "Well,
gorsh golly GEE! Where can I gets me
some of them thar fancy-shmancy Alien
counter thingamabobs?"
Well, first off, I'd most likely pistol
whip you for talking like that. But I
digress.
Secondly, you can get Alien counters
from the effects of several different
cards that run with the theme, (Alien
Warrior, Alien Grey and Corruption Cell
"A", just to name a few.)
Thirdly, if you're talking about
actual,
real-life counters, I'd suggest you'd do
what I did and fish out your old Pokemon
Gift Box and use the Damage Counters
they include. Otherwise, you can use
what you can come up with....bottle
caps, paper bits, severed
fingers....whatever.
So, ready to delve into the world of the
Aliens?
Here's your personal hitch-hiking guide
to the galaxy as to what you should (and
probably should
not)
look at when going Alien hunting:
CARDS
THAT YOU SHOULD DEFINITELY LOOK AT:
Alien
Warrior- Definitely a staple
for this deck. Not only does it have a
pretty decent 1800 ATK, but it also
plants 2 A-Counters on whatever beats it
down in battle, which practically sets
it up for another Alien Warrior or an
Alien Hunter to slap the taste from its
mouth. On top of that, it combos well
with Crop Circles should it be targeted,
or you want to extend the beatdown (I'll
explain more on this card further down.)
Include 3 in your deck, it's a
MUST-HAVE.
Alien
Grey - Draw power, tosses an
A-Counter on a hapless monster when
flipped, and fodder for cards like
Orbital Bombardment and Crop Circles
(when used in tandem with another Level
4 monster in the case of the latter,
that is.) Sure, there is the downside
that you have to flip it AND send it to
the Graveyard as a result of battle to
draw, but that can happen quite a few
times, if not often. Run 3, since you
will need worthwhile Aliens to serve as
bait for Orbital Bombardment.
Cosmic Horror Gangi'el - The
big boss of the deck, boasting a very
decent 2600 ATK, and the ability to
plant A-Counters each turn on the fly
(Spirit Reaper, I'm looking at you.)
What really makes this card awesome is
the fact that if you use an opponent's
monster
on your
side of the field (just a
heads up for those of you wanting to go
"SOUL EXCHANGE MWA HA HAAAAAA!!!", it
doesn't work that way.), you only need
ONE tribute. Or, you can go one better,
and just dump it in the Graveyard to
play Premature Burial on it. Either way,
this card works well with the theme,
despite the fact that it's not really an
Alien (No 'Alien' in its name.) Run 2,
or 1, depending on how many Tributes you
want running amuck in your deck.
Alien Skull -
To be
perfectly honest, at first, I didn't
like this card. I couldn't really see
past the fact that the effect is pretty
much near to useless, because, at most,
the only Level 3 monsters that would be
consistent in most decks are Sangan and
Spirit Reaper, and by giving up your
Summon for the turn, you'd only make
matters worse (because, not only have
you just given a much stronger monster
to your opponent, but, in the case of
Sangan, you just gave your opponent a
free card.
However, some play testing with this
card has made me realise that he does
have his uses. His 1600/1800 stats make
him pretty decent, the DEF in
particular, as it is just enough to stop
most attacks in today's metagame from
making it through. Not, by any means, a
Gear Golem the Moving Fortress, mind
you, but the DEF should buy you some
time, as well as more fodder for Crop
Circles and Orbital Bombardment.
Run about 2 of these. To me, it's always
a good thing to have Aliens on standby
in the event one is about to go down and
you need to Crop Circle his ass out of
there.
Alien
Mother- Anything she kills
with an A-Counter becomes yours at the
end of the Battle Phase. Basically, a
big Red Moon Baby. Use this effect
wisely, though, because once she's gone,
her captives FLEE. I'd suggest you run
just one, to make room for a Monarch or
a Jinzo. 2300's not going to survive
long against either.
Crop
Circles- YES. Staple, and
then some for this deck. The card
basically allows you to dump any number
of monsters from your side of the field
to the Graveyard, and summon any Alien
with the same number of Level Stars as
the total number of Level Stars you
threw out. To make things simple, if I
throw out a Lvl 3 monster and a Lvl 1
monster (Lily and Treeborn for those of
you who want me to be more specific,) I
get to summon an Lvl 4 Alien monster,
since 1+3=4. Simple maths. By this
logic, you can practically swap a Lvl 4
for another Lvl 4, also, which is where
the combo potential comes in. To get
down to the nitty gritty, Crop Circles:
1) Encourages deck thinning, perfect
fuel for cards like Pot of Avarice.
2) Prevents target effects from getting
off. Brain Control my Breaker? Crop
Circles, and substitute for an Alien
Warrior. Since you targeted Breaker, all
you get is NOTHING. Nobleman of Crossout
on my Alien Grey? Crop Circles and
substitute it for another. Once again,
you get NOTHING. As long as you have
Aliens in your deck, and this on the
field, your opponent will be wasting
those cards, because he clearly expected
to wipe your defenses out with those
moves.
3) Combo potential. Let's say that I
attack with a face-up Alien Hunter and
Alien Warrior directly. What's this?
You're not stopping it? Say I've run out
of monsters to attack? Fine, fine.....
Crop Circles. I'll toss that Alien
Hunter that just chopped 1600 LP off of
you, and summon Alien Warrior (the first
of which shaved 1800 earlier). Since I
haven't ended my Battle Phase, he can
attack you just fine. Take 1800. What,
what, what? You say, "FAH, I've seen
worse. Yuh end?", and I will say
"Balderdash, old bean!" and play Crop
Circles, tossing the Alien Warrior that
just attacked you and summoning another
yet AGAIN. "HAVE AT YOU!", I will say,
as he probes you for another 1800. Now,
I see you're getting rather annoyed. Oh,
my friend. You haven't SEEN annoyance
YET. I'll play my last Crop Circles,
switch out the very first Alien Warrior
I put on the field, and summon my next
Alien Hunter, and strike you for 1600!
For those of you keeping score at home,
that's 1800+1600+1800+1800+1600=8600
damage! I take a solemn bow for a game
well played, and then....oh, my.
Extending your finger like that at me is
certainly not gentlemanly behaviour, my
good man. Oh well. =P
However, that's really wishful thinking
on my part, but that's to show you the
pure damage potential this card can do.
At most, however, you can eke out about
3600 LP worth of damage with this combo
in mind when you have a clear shot at
your opponent, which is a little below
half, and more damage than a Lily could
inflict in one turn (sans the cost.
Yowch.) Also, if you attack and get hit
by a Magic Cylinder, just swap the
monster for an Alien in your deck, and
you can carry on, because Magic
Cylinder's target is gone, hence, no
damage done to you.
I personally run 2, but you are free to
run 3 if you want. Excellent card, for
many reasons.
Orbital Bombardment- Combos
just like Crop Circles to a lesser
extent, but you get to nuke one Spell or
Trap card on the field at the cost of
your Alien. To me, it's like
this....once your opponent decides to
play sassy and tribute your Alien for
Mobius, just do like Rayden and go "ALI
BAH BAH YAY!!" and sacrifice your Alien
to nuke one of his Traps. No Tribute for
your opponent, and one of his resources
on the field is gone.
However, despite this, I'd advise you
only run 1. Why? After some serious play
testing, you'd begin to realise that
Tributing that 1 Alien might be harder
than you thought. It's a -1, and you
might want to actually retain the Alien
you're tributing (Alien Grey for its
Draw effect, and Alien Warrior for its
beatdown capabilities, for example.) On
top of that, it's a pretty horrid
topdeck that you definitely do NOT want
to draw in a pinch, as you might need to
squander resources to use it.
INTERESTING CARDS THAT DIDN'T REALLY
MAKE THE CUT....
Alien
Mars- Basically, a Skill
Drain on any A-Counter infected monster,
in monster form. Could be useful for
killing a Sangan or a D.D. Warrior Lady
that's been bothering you. To me
knowledge, though, the most dangerous
monsters are those that are face
down.
Still, pretty interesting...if it had a
higher attack, I might have considered
it.
Brainwashing Beam - Yeah,
yeah, I know. Uses A-Counters, acts like
a Snatch Steal....why
don't
I consider it? Because of several
things. The biggest achilles heel of
this card is the fact that it's a
continuous Trap Card. Not only does it
nerf Treeborn Frog when you might
really, REALLY need it, but it's WAY too
vulnerable to Jinzo/Mobius/MST/Breaker.
On top of that, you'll have to remove
A-Counters after each turn the monster
is yours, and, knowing how this game
runs, you'd most likely have just 1.
However, in its defense, I will say that
it's a very good surprise Snatch Steal
on your opponent's turn. Definitely not
going to expect that, is he? Still....
Flying Saucer Muusik'i - And,
just what are aliens without a
spaceship, eh? Though, to be honest,
this batch might just be better off.
True, it does come with a Freed-like
effect of fetching Aliens, but that
stats for this card are really bad for a
level 5. 1000 ATK and 2000 DEF doesn't
warrant you summoning this card face-up,
and by the time you get around to
putting it face-up, it's probably not
going to be around long enough for you
to get true advantage out of this card.
If only, ONLY it was a level 4. As is, I
really don't recommend it.
Alien
Hunter-
After some deliberation and even more
playtesting, I realise that Alien
Hunter's just not going to cut it
anymore. Without any A-Counters to work
with, it's a mediocre beatdown monster
at best that will easily fall against an
unused Breaker or a D.D. Assailant.
True, the effect does have some
interesting outcomes, but, as a topdeck,
you're better off topdecking either
something with decent ATK (Alien
Warrior) or DEF (Alien Skull). Run 1 if
you want, but, if I were you, I'd be
better off running Alien Skull instead.
CARDS
TO AVOID LIKE RABID FACEHUGGERS:
Alien
Infiltrator- Interesting
card, yes, but way too technical for my
liking. It involves your opponent having
a blank monster card space and an
adjacent Spell/Trap card space behind
it, and you moving the monster to that
spot opposite it to.....attack directly.
You know, that would be dandy if it was
about 1600 ATK at
least,
but
800? Why don't I just use a
Rainbow Flower instead? >=(
Alien
Skull- Ick, NO. Chances are,
that Lvl 3 you'll be Tributing is either
Spirit Reaper or Sangan. Either way,
you'll only make things worse, because
you'll be giving up your summon for the
turn AND giving them a monster. I think
there are
better
ways to put A-Counters on monsters,
don't you? Run ZEROOOO.
Corruption Cell "A" - If this
was a Quick-Play Spell Card, it could
work with Aliens since you're dropping
attacks on the fly, but as is, way too
slow to be effective. PASS.
CARDS
I'D SUGGEST YOU RUN WITH THIS DECK,
ABOVE ANYTHING ELSE:
Brain
Control: For Cosmic Horror
Gangi'el, you can't go wrong with just 1
Tribute.
Pot
of Avarice: With all of the
dumping you'll be doing with this deck,
this can be easily pulled off, and net
you back some resources.
Last
Will: If you don't know why
this is here, go play Pac-Man or
something. Did you forget Crop Circles
and Orbital Bombardment? HEL-LOOOOO,
Staple?
So, for now, that's it.
I'll put up a deck later, but if you've
ever decided to venture into the unknown
reaches of the galaxy, then you have a
first hand guide to some good old Alien
hunting!
Happy trails, folks.
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