Zeppeli Gyro Supreme Posted August 12, 2012 Report Share Posted August 12, 2012 I decided since I have been making Neo-Spacian decks lately I would make a discussion about the Archetype as a whole, and see what you guys thought. With Miracle Contact out, you now don't have to run super extremely bad cards and try to manage to drop 2 monsters or Second Summon Alius (which never happens) to get them out. Now Neos cards can be part of an OTK without [b]extreme [/b]dedication. The following is my take on the cards of the Archetype. [size=5][u]Elemental HERO Neos[/u][/size] [img]http://i46.tinypic.com/2131qp.png[/img] He is a really crappy monster. Only 2500 ATK and 2000 DEF for a 2-tribute? You are never, ever going to Normal Summon this guy. If for some reason you did, you better have a really good reason, or be trying to make someone laugh. He does have a little brother, but... [img]http://i48.tinypic.com/eheag.jpg[/img] While not being a [i]horrible [/i]card, and definitely good in a deck that utilizes HERO search and Gemini Spark, he is 80% useless in a Neo-Spacian deck. You're not going to use his effect, ever. Even if you did, you're not going to do a Contact Fusion, because you're not going to be able to keep a Neo-Spacian on the field to do it with. Unless you want the beatstick and the extremely small chance of pulling its effect off, or have some Hero Beat variant, don't bother running him with Neo-Spacians. Both cards are worthy targets for Hero Blast, they're probably not going to stay in the grave for more than 2-3 turns, so Hero Blast is not going to be all that helpful. As far as using them goes, you're better off running Foolish Burial or Prisma to dump your Neos into the grave, or paying the cost of Dolphin with him than trying to actually Summon Neos. If you were going to try and summon him, though, the ideal way would be with Swing of Memories/O - Oversoul after he's dumped. [size=5][u]The Neo-Spacians[/u][/size] The strangest pack of low-powered monsters you will ever witness, with most having effects out of nowhere, Most of them have interesting, though mostly useless effects, with one in particular being completely counter-productive. However, they're not completely relegated to being dumped to the grave, as some of them have potentially playable effects. [img]http://i49.tinypic.com/2rzp5dz.png[/img] Dark Panther's effect is to steal that of an opponent's monster... but it also changes its own name in the process. What? The only time the name change would be useful is if the opponent's monster effect applies based on its name, or if you're up against Rainbow (Dark) Dragon/in a mirror match (which is never going to happen). Or you could steal Utopia's name and overlay Utopia Ray for laughs (though I'm not sure on the ruling). The effect stealing can lead to some pretty funny things depending on what your opponent's field looks like. For instance, if you somehow stole the effects of BLS or Laggia you could remove a monster or protect your cards for a turn. More than likely, however, you're just going to use him because he has the highest base ATK of all the Neo-Spacians, and is also DARK. Dark Neos is possibly the worst of all the Neos Fusions, but his Multi-Contact Fusion in Chaos Neos can be a pretty fun card to play. They will be discussed later. [img]http://i49.tinypic.com/2e2kuo6.png[/img] Aqua Dolphin's effect is extremely unique in the world of Yu-Gi-Oh!, as while there are monsters who make you discard, it doesn't have to deal battle damage to do so, and it actually lets you look at your opponent's hand. You can use it to ditch a useless Neos to the grave and look at your opponent's hand, but unless you have a monster on the field besides him he's probably not going to pop a monster. Still, the fact that he can look at the opponent's hand has led to his own type of deck being created, known by most as Dolphin Control. In a Neo-Spacian deck, you're usually just going to dump him, but he's better to draw into than most other Spacians. With its effect you can confirm if your opponent has Gorz or not, and I suppose tell if your opponent has something they can do to recover from your turn. He is also a target for Miracle Fusion through Absolute Zero, if you want to run that. [img]http://i45.tinypic.com/a408dj.jpg[/img] The very best of the Neo-Spacians, and the only to be hit in any way by the banlist. It's useful in all kinds of decks, and with Miracle Contact, using its effect doesn't hurt you any at all, unlike a regular Contact Fusion. His effect is too simple and obvious in its uses (getting rid of defenses, problem monsters, or obliterating XYZ/Synchros), I won't bother going into it any more. Now for the worst of the Neo-Spacian class, the D students who you're pretty much never going to use except to dump and fuse. [img]http://i46.tinypic.com/2iifxu1.png[/img][img]http://i50.tinypic.com/28p8x5.png[/img][img]http://i47.tinypic.com/vmy5j8.png[/img] Air Hummingbird has an OTK through Air Neos, but on its own it is not going to accomplish anything, and even in Air Neos OTK, you're not going to want to use its effect. It conflicts completely with its Fusion. You would only use it so you can get enough Life Points to actually pay for Last Hope, or if you're definitely going to lose without it. Even when it does go off, you're usually only going to gain 1500 Life Points, and then you have a useless monster on the field. Glow Moss' effect would be mediocre if not just bad if it weren't for the fact that it causes your opponent to [i]draw a card[/i]. Not only that, but even if its effect works, it really doesn't accomplish much, except maybe save it from getting killed so you can Contact. It has an okay fusion, but alone it's the worst Neo-Spacian. Flare Scarab can actually get an okay amount of ATK for a level 3 with his effect, but your opponent has to have set 4 spells/traps to have a useful ATK, and at that point it's going to get destroyed by those same cards. I guess you do want it in the grave anyhow, but you're almost never going to have good enough ATK to count for anything. [size=5][b][u]The Neos Fusions[/u][/b][/size] [img]http://i45.tinypic.com/ru1mx1.jpg[/img] The entire point of running a Neo-Spacian deck, of course, is to bring out these bad boys. Some of them have pretty good effects, most being removal cards or giant beatsticks, but there of course are duds among them as well. Not every card in an Archetype can be good. In addition, the Neos fusions all have an effect that unless Neo Space is on the field they are returned to the Extra Deck during your End Phase. Ordinarily this is catastrophic. You just wasted 2 monsters you had to summon to the field, and fattened your deck in the process. However, some of the Neos Fusions can heavily contribute to an OTK, and with Miracle Contact, you don't have to pay but a 1 card cost to bring them out (though they then can't be Special Summoned from the Graveyard if destroyed). All except the Double Contact Fusions have 2500 ATK and 2000 DEF just like Neos himself (The Double Contact Fusions having 3000 ATK and 2500 DEF), but each has their own unique effect. I will be naming off the fusions in random order. Elemental Hero Dark Neos - Its additional effect is that you can target a monster on the field and negate its effect (specifically stated "on the field") for as long as Dark Neos is face-up. Unless the opponent's monster has an ATK boosting effect or is Marshmallon, there isn't much you can do with this. Elemental Hero Aqua Dolphin - Once per turn you can discard 1 card to "destroy a random card in your opponent's hand". While it's not horrible, it's a 1-for-1, and the dedication to bring it out usually leaves you with few cards you would want to discard in-hand, except maybe Neos. I, however, once managed to discard the opponent's Gorz and attack with Blade Armor Ninja and Aqua Neos for game. Elemental Hero Flare Neos - Increase its ATK by 400 for every Spell/Trap Card on the field. If you're using Neo Space, its ATK will at least be 3400 when Summoned, plus any cards you or your opponent have set. Usually its ATK can get up to around 4000 or higher. Elemental Hero Grand Neos - Once per turn you can return a monster on the field to the owner's hand. Not bad, and can be helpful for setting up a game-winning move, or get rid of pesky cards like Zenmaines. Hard to get out, however, since you only have 1 Grand Mole, and you don't mind drawing into it (IE, are apprehensive in dumping it), compared to the others. Elemental Hero Air Neos - If your Life Points are lower than your opponent's, it gains ATK equal to the difference. Even if the difference is small, you can get a decent beatstick on the field, or you can go for the Air Neos OTK using its own specialized deck. Elemental Hero Glow Neos - Can destroy a monster for the cost of its attack that turn. Not horrible, but not too helpful either. Especially if you don't have Neo Space to keep it on the field. Elemental Hero Storm Neos - The Double Contact between Neos, Hummingbird, and Aqua Dolphin. Once per turn, you can destroy all Spell and Trap Cards on the field. Not bad, though you now can't use Neo Space as well. It also has an odd effect that when it's returned to your Extra Deck by its effect, [i]all cards on the field are shuffled into the deck[/i]. Elemental Hero Magma Neos - Scarab and Grand Mole. I made a post about this earlier. Gains 400 ATK for all cards on the field. Can become a massive beastick very easily, and if your opponent has been spamming it will more than likely swing for game. When it's returned to the Extra Deck by its effect, all cards on the field are returned to the hand. Not as devastating for the opponent as Storm Neos, but it's also not as deadly on you. Elemental Hero Chaos Neos - Dark Panther and Glow Moss. Once per turn, during your Main Phase 1: You can toss a coin 3 times. ● 3 Heads: Destroy all monsters your opponent controls. ● 2 Heads: For the rest of the turn, the effects of all face-up monsters your opponent controls are negated ● 1 Head: Return all monsters you control to the hand. --- Not all that amazing, and risky as heck, but if you pull off the first effect you'll be laughing all day. [u][size=5][b]Additional Support/Usable Cards[/b][/size][/u] [img]http://images1.wikia.nocookie.net/__cb20080204035736/yugioh/images/thumb/e/eb/ConvertContact-DP06-EN-C-1E.png/300px-ConvertContact-DP06-EN-C-1E.png[/img] There are also the Chrysalis and NEX cards, but those are way too situational and useless in my opinion to even be mentioned. Convert Contact is an amazing card for Neo-Spacians. It's a +0 draw card that also ensures you'll have 2 Neo-Spacians in the Graveyard for Miracle Contact, meaning that with Neos you can set up any of your fusions. Cross Porter and Space Gift aren't all that terrible, but if you're doing Miracle Contact you're not going to want nor need these cards. Elemental Hero Prisma is a staple for this deck to not only dump your needed cards, but also change its name for a field Contact. I have also been having fun using its effect to gain the Neos name and using Neo Space to boost it to 2200 for the turn. While not an amazing move, it has helped me get over quite a few cards. Neo Space Pathfinder and Neo Space aren't horrible if you're not planning to OTK every time. Pathfinder can be searched by ROTA if you need it, and has a useable 1800 ATK for a field searcher. Plus, it's LIGHT. Omni-Heroes (Absolute Zero. You have all the attributes in the form of your Neo-Spacians. Pick the ones you want and run Miracle Fusion. You can't use Contact Fusion on then though, unless you chose to grab The Shining. Link to comment Share on other sites More sharing options...
Blake Posted August 12, 2012 Report Share Posted August 12, 2012 [img]http://images1.wikia.nocookie.net/__cb20111007023036/yugioh/images/thumb/6/69/ElementalHEROGlowNeosLCGX-EN-R-1E.png/300px-ElementalHEROGlowNeosLCGX-EN-R-1E.png[/img] Preeeeeeeeeeeeeetty sure that says "Glow Moss" not "Twinkle Moss". Link to comment Share on other sites More sharing options...
Zeppeli Gyro Supreme Posted August 12, 2012 Author Report Share Posted August 12, 2012 I misread the trivia. I had thought that it had a fusion, and I even had it in the Extra Deck, but I didn't look all that close because I don't use Glow Moss. Link to comment Share on other sites More sharing options...
byak Posted August 13, 2012 Report Share Posted August 13, 2012 Space Gift turbo is the best Neo Spacian variant Link to comment Share on other sites More sharing options...
Just Crouton Posted August 13, 2012 Report Share Posted August 13, 2012 /\ Well, look who's back. /\ Mole is my favorite because Block Stun. Link to comment Share on other sites More sharing options...
-Doodle Posted August 13, 2012 Report Share Posted August 13, 2012 Space gift turbo is quite good actually, like mentioned above. Also chrysalis are fun but require too much (but they can OTK XD) Link to comment Share on other sites More sharing options...
byak Posted August 13, 2012 Report Share Posted August 13, 2012 [quote name='God Machismo!!!!!' timestamp='1344834218' post='6006078'] /\ Well, look who's back. /\ [/quote] [img]http://images3.wikia.nocookie.net/__cb20100822035103/yugioh/images/thumb/1/11/MonsterReborn-DPYG-EN-R-1E.jpg/300px-MonsterReborn-DPYG-EN-R-1E.jpg[/img] Link to comment Share on other sites More sharing options...
Agro Posted August 13, 2012 Report Share Posted August 13, 2012 Kay, if byak gets banned again, someone needs to post Solemn Warning. OT: They'd be really fun if they weren't completely outclassed by most decks. What exactly are they designed to do besides Miracle Contact out big monsters? Link to comment Share on other sites More sharing options...
byak Posted August 13, 2012 Report Share Posted August 13, 2012 Play three copies of Pot of Greed Link to comment Share on other sites More sharing options...
Zeppeli Gyro Supreme Posted August 13, 2012 Author Report Share Posted August 13, 2012 [quote name='Agro' timestamp='1344840877' post='6006158'] Kay, if byak gets banned again, someone needs to post Solemn Warning. OT: They'd be really fun if they weren't completely outclassed by most decks. What exactly are they designed to do besides Miracle Contact out big monsters? [/quote] As mentioned, they're control and beatsticks. Aqua Neos for hand control, Grand Neos, Glow Neos, Storm Neos, and Chaos Neos for field control, and Flare Neos, Air Neos, and Magma Neos for beatsticks. Dolphin can do hand control himself, and Grand Mole also does that alone, but their fusions allow them to do it again, or do it easier. Dark Neos is, as expected since he is a DARK in a hero-related deck type, the outlier of it all. However, you're usually going to use them for a big monster that will help you win that turn. Link to comment Share on other sites More sharing options...
Thomas★Zero Posted August 13, 2012 Report Share Posted August 13, 2012 you forgot to mention common soul which, while you control and select a monster, allows you to special summon a neo spacain and then boost the selected monsters ATK = to that of the Neo Spacain's. which in some case can be considered tech if you want to avoid the whole summon Neos Alius, next turn summon neo spacian then next turn gemini effect. Where it will instead lead to summon Neos alius next turn, common soul, special summon a neo spacian then gemini effect then straight up contact fusion. Could also allow for XYZ's if used with summoning a Neo-spacian then common soul for another. Link to comment Share on other sites More sharing options...
Coffee Black Posted August 13, 2012 Report Share Posted August 13, 2012 Believe it or not, Hummingbird is kinda good versus Burn. After they chain their cards and draw, u get 2000-3000 life back. Plus, since it's a winged-beast, you can use Icarus Attack. Dolphin is a nice Veiler magnet at times. Also, since it's a Warrior, it makes it easier to get out Neos Knight, which can be good mid to late game if your opponent has a few monsters out (helps deal with Gorz, Utopia, Maestroke, Gachi, Zenmaines sort of, etc.) Not to sound like a huge nerd, but I'm pretty sure the anime called Storm Neos and Magma Neos Triple Contact Fusions, not Double. Link to comment Share on other sites More sharing options...
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