Forgotten Archetypes: Alien, an Archetype from another world
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KaousFaustXIII
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Forgotten Archetypes: Alien, an Archetype from another world
Following my article about Batteryman, I decided to make a second article and make it a series, about Forgotten Archetypes that aren't that competitive now, but that can be with a little PUSH of more support.
This time, my article is about something right out of science fiction:
Aliens! Not the kind of monsters you were expecting, hum?
That's it for our little green mans. Try them and tell what you thought. I personaly like them, but their strategy isn't the best to compete with the top decks around.
Anyway, thanks for reading!
This time, my article is about something right out of science fiction:
Aliens! Not the kind of monsters you were expecting, hum?
ORIGINS AND COMMON ELEMENTS
Alien are based on aliens, those aliens from the science fiction books, those who (possibly) fly above our heads in UFO's.
Aliens are all Reptile-type, and their members are of all Attributes.
PLAY STYLE
"Alien decks focus heavily on exploiting "A-Counters", which weaken opposing monsters battling against "Aliens" and permit "Alien" users to activate a variety of specific theft, revival, and destruction effects."
This discription is from the Wikia and it says it all. Alien monsters and support generate A-Counters, which are used to control and destroy your opponent's monsters or summon your own monsters.
Alien support have 2 very specific objectives: generate counters and take control of your opponent's monsters. Yes, just like Mind Control, Enemy Control and things like that.
Most Alien monsters also have a specific text on them, which I will call the "Alien Power" in the guide: (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.), which is very handy to make strong monster fall victim to the mostly weak Aliens. But attention, this effect affects every battle, so the amount of ATK your opponent's monsters lose is the number of monsters with ability X the number of counters on monster X 300. Which can be a really big lost to the monster.
SETS
Alien have been around since the GX era, but new support has arise in the Synchro era:
- Power of the Duelist - 10 cards
- Cyberdark Impact - 3 cards
- Strike of Neos - 2 cards
- Force of the Breaker - 3 cards
- Tactical Evolution - 1 card
- Gladiator's Assault - 6 cards
- Light of Destruction - 1 card
- Crimsom Crisis - 7 cards
- Raging Battle - 1 card
- Absolute Powerforce - 1 card
THE CARDS OF THE ARCHETYPE
Monsters --- 19
- Spoiler:
Too specific, it just isn't worth runing because it is too weak and even if you take control of your opponent's monsters, they cannot declare an attack.
Run 0.
Now this card is very useful. First of all, it can be easily Special Summoned (or Normal Summoned if wanted). Second, it generates the so-important A-Counters en mass. And it has the "Alien power".
Run 2 - 3 of these. I recomend 2, because you can only control 1 at a time.
You Alien Goyo Guardian (and the art is similar too, don't you think?) This is a personal choice, based on what your deck is based, if taking control of your opponent's monsters or simply destruction. Her weak attack doesn't help at all.
Run 0 - 1.
This card is you strongest Level 4 monster and your opponent probabily doesn't want to destroy it, because 2 A-Counters isn't funny. If you really need to generate counters, put is face-down and give them a nasty surprise. And it has the "Alien power".
Run 3 always.
Look, your own Normal Monster!...
Unless you want power over effects, don't run it.
Run 0-1.
You must be thinking "WHAT"? Yes, really strange effect. A "column" is a line of your Spell / Trap Zone, your Monster Zone, your opponet Monster Zone and your opponent's Spell / Trap Zone. Basicly, if this card "looks" directly to your opponent, no cards between, it can attack directly...Hum. That's why we should all be playing with mats...
Run 0.
This card's effect appears useful, but it isn't that useful: its effect can only be activated once per turn and the counter must be from an opponent's monster. That means it is rarely used. However there isn't simply another Level 4 monster to replace him (except Shocktrooper, the normal guy) and you will discover why soon. And it has the "Alien Power"
Run 1-2.
Too specific. It negates the effect of ALL monsters with A-counters, including yours, it is weak and has Level 3 (Level 4's are good). And no Power.
Run 0.
Its effect is Trigger: when a monster is special summoned to your opponent's side of the field, place one A-Counter on it. So unless your opponent decides to summon a weak monster, it would not survive. Although it has the "Alien Power" and with an an ATK boost, it may survive. Depends. And it has Level 4.
Run 1-2.
Remember Batteryman Micro-Cell? This guy is similar, although it generates a counter instead of summoning a monster. And gives the all important draw. And has the "Power"
Run 2-3.
Ah, the ... Aliens' Best Friend? Yes it is! Special Summons itself AND generates 2 A-Counters. Good, no? Has problems: No "Power" nor Level 4. But anyway, it is a good support, starts the engine of the deck.
Run 2-3.
Remember the Level 4's? Well this card is the reason: The only Tuner in the deck, but is probabily one of the best Tuners around. Instant Synchro and brings the all-important boss monster which I will present later. Even if it isn't used to sync, the monster is destroyed, which will help with another important card.
Run 3.
Hum, a gemini, and we all know what that means. Its effect isn't half bad, for a control-oriented deck. Level 4.
Run 0 or in a control deck, ?.
Why waste a A-Counter on attacking when you can used on somewhere else? And no power.
Run 0. Useless
I can't understand the purpose of this card, except if you want to generate A-counters and get rid of stupid monsters. And it has the "Power", which means that it will lose ATK when attacked. However you cannot Normal Summon or Set that turn..
Run 1 in the side deck maybe..
Now for the non-Alien monsters, including the "bosses":
It isn't an Alien but... It can be used in more control-oriented decks.
Run 0-1.
Maybe, just maybe, you can use it. But it isn't a reptile and it needs a tribute. And if you noticed that it adds a "Alien" card, not just monsters, forget it, because there is only 1 Alien card that isn't a monster.
Run 0-1.
The first boss of the Aliens was a bit of a fail. Not the greatest stats, not the greatest effect and although it has the "Power" and it can generate A-Counters, well, it isn't an Alien. Maybe, just maybe, with W Nebula Meteorite, you could use it.
Run 0-1.
Now this is a boss. Great stats, easy to summon, an A-Counter generating machine and a card destroyer. This guy is like a Giant Trunade for face-up Spells / Traps. You are probabily thinking: It's effect isn't that great. Well, it is, because you will almost always have 1-2 face-up Spells, which generate 1-2 counters. And 2 counters mean a card in the grave. And it can return your opponents cards too. That means no Field Spells, no Stall cards, no Swords. Yes, each turn you can return your Swords to your hand and continue to reuse them.
Run 3.
Spells --- 7
- Spoiler:
You own Field Spell that doesn't help a bit really. Its to much of a weak effect. First, it only affect Aliens. Second, Solidarity is MUCH better.
Run 0.
You best A-Counter Generator and is a Quick Spell that can save your monsters from other types of destruction. And also adds a A-Counter to the next card...
Run 1-2.
Your mini Gateway of the Six. Accumulates counters every time your Aliens are destroyed, which will happen a lot, and then you can bring them back. Great card, you can return it to the hand with Gol'gar if needed, etc.
Run 3.
This card is simply amazing. Quick Spell, can destroy pesky monsters, brings an Alien that is destroyed to accumulate a counter in the Ruins or to be used to Sync.
Run 2-3.
Meh, it only puts 1 A-Counter, but has the advantage of being Continuos which means more food to Gol'gar.
Run 0-1, preference.
When counters are removed, you get more counters. I run one of these because it can easily accumulate many A-Counters and even if it is destroy, they aren't lost. And is continuos, so more food to Gol'gar (he's always very hungry)
Run 0-1, also preference.
Yes, that thing is the incarnation of an A-Counter. You have more options.
Run 0.
Traps --- 9
- Spoiler:
Warning! There are 8 Traps that support Aliens. Only two of them is usable in my deck type, some are in the control-oriented deck and some are just stupid.
Only for Control-oriented decks.
Run ?, I really don't play them that way.
Your Mirror Force. You want A-Counters, but you are going to blow them up?
Run 0.You have more options.
Meh. There are better cards.
Run 0.
Again, for control decks only, which I haven't tried.
Run ?.
I actually never tried this card, but it doesn't appear to be worth it. It doesn't destroy the monster, it is just a substitution. And forget that last part: would you use this card if you knew that there wasn't a monster in the deck that could be summoned?
Run 0.
Funny card for control decks.
Run ?.
If it did destroy the monster...but in this way, it just isn't worth it...
Run 0.
Your own Virus card! It is pretty useful, after so many useless Trap cards. Not only does it destroy many monsters, it generates TONS of A-Counters you can use.
Run 1-2. It doesn't destroy your monster sadly.
Can be used, mainly in control decks, but can give your opponent a nasty surprise.
Run 0-1.
OTHER CARDS TO USE
You now know this guys, so here are more support for them.
As Aliens are Reptiles, many of their support can be used:
- Spoiler:
To search Ammonite and possibly Grey.
Run 1-2A personal favourite, gives you piercing and a strong monster.While you control another Reptile-Type monster, Reptile-Type monsters you control inflict piercing Battle Damage when they attack a Defense Position monster.
Run 0-1.
Never tried, but I like my monsters where they are.
Run 0-1.
Instant Monster for:
Tribute for Offerings, the Virus or even Overlord
Synchro with Ammonite
Beatstick and then it is destroyed, which gives you a counter.
It really is a very versatile card.
Run 1-3.
Aliens need this to power them up. And it is a Continuos Spell and we know what that means.
Run 1-3.
This card is perfect. It destroys your monster (a counter for Ruins) and gets ride of their cards. Goodbye backrow!
Run 2-3.
I personaly don't like it, because you need to take damage. However, it is food for Gol'gar.
Run 0-2.
One of the greatest supports for Worms also works with Aliens. First, it can flip monster on your opponent's field, then it could allow you to draw a card(s) (guess the LIGHT Aliens: Kid, Dog, Ammonite, GREY, the Horror boss and Gol'gar), then you could special summon the Horror to your field. Maybe, but I can't try it.
Run 0-1.
Some Aliens are Light and Dark, so these card can be used as a surprise beatstick. However, it goes against the Solidarity and you usually need the Graveyard as a resource.
Run 1-4.
STRATEGIESControl your opponent's monsters
This strategy focus on control your opponent's monsters and turn them agianst their master. I never tried it actually.Beatdown Aliens
This focus on getting Gol'gar on the field and control the field using A-Counters, etc.
EXAMPLE LIST (this is my deck):
- Alien Ammonite x3
- Alien Dog x2
- Alien Grey x2
- Alien Kid x 1
- Alien Overlord x 2
- Alien Telepath x2
- Alien Warrior x 3
- Lion Alligator x1
- Oshaleon x 2
- "A" Cell Incubator x1
- "A" Cell Scatter Burst x2
- Code A Ancient Ruins x3
- Dark Hole
- Monster Reborn
- Mysterious Triangle x 2
- Solidarity x 2
- Swords
- Viper's Rebirth x 1
- Alien Brain x 1
- Bottomless Trap Hole / Solemn Warning x 1
- Mirror Force
- Offerings to the Snake Deity x 2
- Planet Pollutant Virus x1
- Solemn Judgement
Cosmic Fortress Gol'gar and Generic Synchros
PERFECT PLAYS AND COMBINATIONS
[In contruction]
PROS AND CONS
PROS:
- You can easily control the field using the destruction abilitys of the Aliens.
- Gol'gar is an extremely powerful monster and easy to summon.
- Completly ruins any stall deck with Gol'gar.
- Your opponent will not expect this deck at all.
CONS:
- Interestingly, the few A-Counters they generate (yes, few) aren't usually used to destroy cards your opponent controls, except with Gol'gar.
- Lack of better monsters - We need more Level 4's with best effects.
- You can't put counters on face-down monsters...
- Gravekeeper's, Gozen Match and Book of Moon kill this deck.
- Although they have TONS of support, most of it is useless. Missing a decent draw card and a decent searcher.
That's it for our little green mans. Try them and tell what you thought. I personaly like them, but their strategy isn't the best to compete with the top decks around.
Anyway, thanks for reading!
Last edited by TyagoHexagon on 2011-09-01, 08:01; edited 2 times in total
TyagoHexagon- Posts : 155
Birthday : 1996-05-03
Join date : 2011-06-29
Re: Forgotten Archetypes: Alien, an Archetype from another world
Agreed whit u, i think if they had a little more support they could be better, they are good, but not enough, yet.
Its even more funny if u look closely to a swarm combo u can perfrom whit aliens, u can figure out that they are less-powerful mars/venus/neptune/sun(?)counterparts of six sams.
-Summon Kageki, special kamegusha, then s. summon kiza and grandmaster, then tune for shi en.
-Alien version: Summon Ammonite(kageki),s.summon lv4 from grave(kamegusha), s.summon dog(kizan)and remove 2 a-counters for overlord (grandmaster), tune for gol'gar (Shi en)
Its even more funny if u look closely to a swarm combo u can perfrom whit aliens, u can figure out that they are less-powerful mars/venus/neptune/sun(?)counterparts of six sams.
-Summon Kageki, special kamegusha, then s. summon kiza and grandmaster, then tune for shi en.
-Alien version: Summon Ammonite(kageki),s.summon lv4 from grave(kamegusha), s.summon dog(kizan)and remove 2 a-counters for overlord (grandmaster), tune for gol'gar (Shi en)
MadnessLord- Posts : 71
Join date : 2011-06-16
Re: Forgotten Archetypes: Alien, an Archetype from another world
I really like Aliens, they are a really fun archetype. I tried playing them on DN but my opponents would get really confused and just leave. once the counter system is introduced then it will be much easier. Once you get you're gol'gar on the field it's really annoying to stop. Plus reptiles get their own icarus attack which works so well with aliens. They have many support cards but I think they're a bit too situational.
Re: Forgotten Archetypes: Alien, an Archetype from another world
good article hope to see more in the future
Red_Chaos- Posts : 2312
Birthday : 1990-12-30
Join date : 2011-07-15
Re: Forgotten Archetypes: Alien, an Archetype from another world
When I find a new archetype to talk about I willRed_Chaos wrote:good article hope to see more in the future
Updated with new structure, more text and correcting mistakes.
TyagoHexagon- Posts : 155
Birthday : 1996-05-03
Join date : 2011-06-29
Re: Forgotten Archetypes: Alien, an Archetype from another world
I think i remember one guy i dueled using aliens...its very very very rare
Phoenix- Posts : 108
Join date : 2011-07-31
Re: Forgotten Archetypes: Alien, an Archetype from another world
Nice article. Aliens are just a fun deck for now. They can pull off some neat plays but the deck is just hurt by having so much useless support cards.
DarkRiku- Keyblade Wielder
- Posts : 1463
Birthday : 1984-12-06
Join date : 2011-08-28
Re: Forgotten Archetypes: Alien, an Archetype from another world
Love this archetype.
Aliens relying /too/ much on the A-Counters tend to be a bit... I dunno. Underwhelming. Most fun variant for me at the minute is the Gemini Alien version, with optional HERO support. Fun deck is fun...
Aliens relying /too/ much on the A-Counters tend to be a bit... I dunno. Underwhelming. Most fun variant for me at the minute is the Gemini Alien version, with optional HERO support. Fun deck is fun...
LewieGee- Posts : 25
Join date : 2011-08-30
Re: Forgotten Archetypes: Alien, an Archetype from another world
At least they have support. Batteryman don't really (at they have is good actually).DarkRiku wrote:Nice article. Aliens are just a fun deck for now. They can pull off some neat plays but the deck is just hurt by having so much useless support cards.
These archetypes could be potencial candidates for a Structure deck, because they have the fundations to be competitive, just like Dark Worlds, Agents or Dragunitys. No one would play with them without the new support.
TyagoHexagon- Posts : 155
Birthday : 1996-05-03
Join date : 2011-06-29
Re: Forgotten Archetypes: Alien, an Archetype from another world
TyagoHexagon wrote: No one would play with them without the new support.
Lies and slander
LewieGee- Posts : 25
Join date : 2011-08-30
Re: Forgotten Archetypes: Alien, an Archetype from another world
Are you sure you want to add W Nebula as a support card? It might give you some draw power but it also flips the opponents monsters which means you just lost counters.
tester12342- Posts : 466
Join date : 2011-07-04
Re: Forgotten Archetypes: Alien, an Archetype from another world
tester12342 wrote:Are you sure you want to add W Nebula as a support card? It might give you some draw power but it also flips the opponents monsters which means you just lost counters.
No it doesn't. Read the effect well.
First, all face-down monsters on the field are flipped face-up. Then, all YOUR face-up LIGHT Reptiles are flipped face-down DURING THE END PHASE. Then you draw 1 card for each of those monsters. Then you can Special Summon a Level 7 or higher monster from your Deck.
That means that it is like a 1 turn Light of Intervention, it allows your to put couters on previous face-down monsters, then it allows you to draw at the End Phase and you can still Special Summon a monster if your want to.
If DN had counters, I would run this card for sure in a Alien Deck.
TyagoHexagon- Posts : 155
Birthday : 1996-05-03
Join date : 2011-06-29
Re: Forgotten Archetypes: Alien, an Archetype from another world
Ok my bad. Misread the effect there, but flipping your monsters face down isn't really a good thing either.TyagoHexagon wrote:[
No it doesn't. Read the effect well.
First, all face-down monsters on the field are flipped face-up. Then, all YOUR face-up LIGHT Reptiles are flipped face-down DURING THE END PHASE. Then you draw 1 card for each of those monsters. Then you can Special Summon a Level 7 or higher monster from your Deck.
That means that it is like a 1 turn Light of Intervention, it allows your to put couters on previous face-down monsters, then it allows you to draw at the End Phase and you can still Special Summon a monster if your want to.
If DN had counters, I would run this card for sure in a Alien Deck.
Sure you can use Grey's draw but Cosmic Horror has only 2000 defense and Cosmic Fortress has 1800 both of which are easily run over by anything just as strong or stronger than a Cyber Dragon.
Although you can bring out Cosmic Horror with it, as you said in the article, Cosmic Horror isn't all that great compared to Cosmic Fortress.
Edit:
Also there's a lot of nice combos you can do with Crop Circles.
- After attacking with Overlord trade it with another Overlord or Mother.
- If you didn't normal summon. you can trade a level 4 Alien with Alien Hypno, Gemini summon it in the same turn then take control of a a bunch of monsters with counters on it. If the monsters survive the end phase then you can use them again in the next turn, if not then they blow up instead of returning to your opponent like Enemy Controller.
tester12342- Posts : 466
Join date : 2011-07-04
stardust breaker- Posts : 20
Join date : 2011-09-11
Re: Forgotten Archetypes: Alien, an Archetype from another world
TyagoHexagon wrote:When I find a new archetype to talk about I willRed_Chaos wrote:good article hope to see more in the future
Amazons
Hacker- Posts : 51
Birthday : 1996-02-28
Join date : 2011-05-20
Re: Forgotten Archetypes: Alien, an Archetype from another world
In my plans actually, but I already have another archetype in testing stage. Expect a new article soon.Hacker wrote:TyagoHexagon wrote:When I find a new archetype to talk about I willRed_Chaos wrote:good article hope to see more in the future
Amazons
But before that I will try the control-oriented Aliens and update this article with my findings.
TyagoHexagon- Posts : 155
Birthday : 1996-05-03
Join date : 2011-06-29
Re: Forgotten Archetypes: Alien, an Archetype from another world
PROS:
- You can easily control the field using the destruction abilitys of the Aliens. if your opponent doesn't know alien play style, yes you can easily do that
- Gol'gar is an extremely powerful monster and easy to summon.true that, gol'gar is key for executing a wide variety of combos of the gol'gar control (ex. infinite effect veiler, infinite stall, infinite revival)
- Completly ruins any stall deck with Gol'gar.obvious
- Your opponent will not expect this deck at all.true. because keeping up with counters on DN is such a drag
CONS:
- Interestingly, the few A-Counters they generate (yes, few) aren't usually used to destroy cards your opponent controls, except with Gol'gar.im not sure what this is doing in cons
- Lack of better monsters - We need more Level 4's with best effects.true this, but you can work with the currently available ones
- You can't put counters on face-down monsters...face-down monsters aren't a threat against gol'gar
- Gravekeeper's, Gozen Match and Book of Moon kill this deck.GKs (or rather Necrovalley) kills a lot of decks, but with enough backrow hate (and if you can get Gol'gar out first) there shouldn't be a problem. Same with Gozen Match. Book of Moon is limited so its not a problem
- Although they have TONS of support, most of it is useless. Missing a decent draw card and a decent searcher. that's their only true weakness
Criticism ON
I'm sorry but I am rather disappointed by this article. You REALLY need to try out Gol'gar Control (the only competitive alien build) first before assessing the pros and cons of this deck. Hope to see a better one '')/
KaousFaustXIII- Posts : 1273
Birthday : 1986-03-17
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Re: Forgotten Archetypes: Alien, an Archetype from another world
Ah, I remember the Alien deck. It's a very fun deck for the player to use, but very frustrating for the opponent to comprehend. At least that was my experience with the archetype.
Cyrillus- Posts : 7
Birthday : 1995-08-01
Join date : 2011-09-18
Re: Forgotten Archetypes: Alien, an Archetype from another world
Pretty much ^.
Counter counting and explaining your moves (especially looping Gol'Gar and Ancient Ruins) can slow moves to a crawl.
The problem I see is that cards like dog and telepath can only add/remove counters on/from face up enemy monsters. Dog is pretty important in swarming, and being able to sit the counters on one of your aliens would be helpful.
Counter counting and explaining your moves (especially looping Gol'Gar and Ancient Ruins) can slow moves to a crawl.
The problem I see is that cards like dog and telepath can only add/remove counters on/from face up enemy monsters. Dog is pretty important in swarming, and being able to sit the counters on one of your aliens would be helpful.
YeahVeryeah- Posts : 33
Join date : 2011-10-03
Re: Forgotten Archetypes: Alien, an Archetype from another world
i wish aliens had their own stratos
we can only hope aliens get their own episode in the anime so theyll get new support
we can only hope aliens get their own episode in the anime so theyll get new support
raidou- Posts : 967
Join date : 2011-06-02
Re: Forgotten Archetypes: Alien, an Archetype from another world
Doubt Aliens will ever get to make an appearance in the anime, but with Konami "revisiting" old archetypes i hope this is one of the archetypes they are revisiting. Aliens are a fun deck to use but with little draw power (all they have is Grey =/) and being reptiles doesn't help them in the least due to the limited support reptiles have (since Konami hates everything that's not Dragon/Spellcaster/Fiend/Warrior... Machines/Winged-Beast/Beast are notable just because Konami seems to be neutral to them). Just look at the poor insects they are finally getting some love after being pushed aside like dirty underwear for who knows how long. Beast-Warriors is another one that's pretty much being abandoned by Konami. C'mon Konami stop making support for the same type of cards and start giving proper attention to the others!
Zephyr- Posts : 97
Join date : 2011-05-26
Re: Forgotten Archetypes: Alien, an Archetype from another world
Zephyr wrote:Doubt Aliens will ever get to make an appearance in the anime, but with Konami "revisiting" old archetypes i hope this is one of the archetypes they are revisiting. Aliens are a fun deck to use but with little draw power (all they have is Grey =/) and being reptiles doesn't help them in the least due to the limited support reptiles have (since Konami hates everything that's not Dragon/Spellcaster/Fiend/Warrior... Machines/Winged-Beast/Beast are notable just because Konami seems to be neutral to them). Just look at the poor insects they are finally getting some love after being pushed aside like dirty underwear for who knows how long. Beast-Warriors is another one that's pretty much being abandoned by Konami. C'mon Konami stop making support for the same type of cards and start giving proper attention to the others!
Reptile actually have good support, like Offerings to the Snake Deity. Thunder, Beast-Warrior or Pyro are much worst.
TyagoHexagon- Posts : 155
Birthday : 1996-05-03
Join date : 2011-06-29
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