Guest BGMCANN0N Posted October 2, 2017 Report Share Posted October 2, 2017 Alien Abduction Site[Field Spell]"Alien" monsters you control gain 200 ATK for each A-Counter on the field. Once per turn, you can place 1 A-Counter on a card on field. Once, during either players turn, you can redistribute any number of A-Counters on the field to any of the cards on the field. [spoiler=Support To]http://yugioh.wikia.com/wiki/Alien Link to comment Share on other sites More sharing options...
The Nyx Avatar Posted October 3, 2017 Report Share Posted October 3, 2017 It's okay I guess. More worthwhile than their current Field Spell. Though, with the exception of the last effect, it doesn't really do anything that Alien cards already do. They can place Counters just fine, but don't usually do a whole lot with them. Though for me personally, one big problem is getting more than one Alien monster on the field. Might I suggest an effect that can Summon them? Perhaps with the removal of Counters, or even an additional Normal Summon/Set. It wouldn't really hurt the balance too much, given how sluggish the archetype can be. Especially in the current gamestate. Link to comment Share on other sites More sharing options...
Guest BGMCANN0N Posted October 3, 2017 Report Share Posted October 3, 2017 It's okay I guess. More worthwhile than their current Field Spell. Though, with the exception of the last effect, it doesn't really do anything that Alien cards already do. They can place Counters just fine, but don't usually do a whole lot with them. Though for me personally, one big problem is getting more than one Alien monster on the field. Might I suggest an effect that can Summon them? Perhaps with the removal of Counters, or even an additional Normal Summon/Set. It wouldn't really hurt the balance too much, given how sluggish the archetype can be. Especially in the current gamestate.Well actually they only have 1 A-Counter card that directly gives A-Counters to monster which is the more recent Quick-Play " 'A' Cell Recombination Device " (which can give your Aliens a big boost with this card btw). All the other A-Counter granting cards you have at your disposal needs your opponent to do something (like attacking into) or requires some wait time. The idea of the redistribution effect is keep A-Counters on the field and put them where you need them. Whether it would be to control a certain monster with "Brain Washing Beam"/ "Mass Hypnosis", keep counters ready for you to use "Code A Ancient Ruins" to get Aliens back from the Grave, stun your opponents monsters with "Alien Mars"/ "Alien Psychic", relocate your A-Counters on your opponents monsters so you can proceed to blow them up with "Planet Pollutant Virus", attack over your opponent's monsters by using some of the Aliens innate effect to decrease the ATK of monster with A-Counters while battling them, etc. Basically this would make a lot of control/ stun based support that Aliens have more active. While they are sluggish, they can be pretty efficient at controlling what your opponent does from how I've played them. To me their problem lies in that they have all these potentially powerful cards that make use of A-Counters, yet this huge gap in flexible A-Counter placement support. Their monsters unfortunately can't pull a lot of their own weight without their A-Counter support or some form of generic stunning. Only thing they got going for them now is the power of "Cosmic Fortress Golgar" looping potential. Link to comment Share on other sites More sharing options...
The Nyx Avatar Posted October 3, 2017 Report Share Posted October 3, 2017 Well actually they only have 1 A-Counter card that directly gives A-Counters to monster which is the more recent Quick-Play " 'A' Cell Recombination Device " (which can give your Aliens a big boost with this card btw). All the other A-Counter granting cards you have at your disposal needs your opponent to do something (like attacking into) or requires some wait time. The idea of the redistribution effect is keep A-Counters on the field and put them where you need them. Whether it would be to control a certain monster with "Brain Washing Beam"/ "Mass Hypnosis", keep counters ready for you to use "Code A Ancient Ruins" to get Aliens back from the Grave, stun your opponents monsters with "Alien Mars"/ "Alien Psychic", relocate your A-Counters on your opponents monsters so you can proceed to blow them up with "Planet Pollutant Virus", attack over your opponent's monsters by using some of the Aliens innate effect to decrease the ATK of monster with A-Counters while battling them, etc. Basically this would make a lot of control/ stun based support that Aliens have more active. While they are sluggish, they can be pretty efficient at controlling what your opponent does from how I've played them. To me their problem lies in that they have all these potentially powerful cards that make use of A-Counters, yet this huge gap in flexible A-Counter placement support. Their monsters unfortunately can't pull a lot of their own weight without their A-Counter support or some form of generic stunning. Only thing they got going for them now is the power of "Cosmic Fortress Golgar" looping potential.Not quite. Remember Alien Dog? Also, the last effect is fine. What I am saying is that the first two effects aren't all that impressive, given how that's already stuff the archetype does (I'm not going into specifics like placing one Counter at a time; I mean in general placing Counters and small effects based on Counters, like their already existing Field Spell). That's why I suggested Summoning, as it's something they can hardly do. Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted October 3, 2017 Report Share Posted October 3, 2017 Yeah, this one's better than that other Field they got, since this one actually rewards you for getting counters going instead of just a further drop from what they can already do. If I remember correctly, they're still on the slow end for summoning so adding an additional NS effect wouldn't hurt too much (at present, Aliens aren't going to hit True Draco level or something anytime soon). They do get access to Kingremlin, yes, but that's just search power. Redistribution effect is fine; sure, you lose the stat drop, but in the long run, yeah, you need to keep as many counters. ======Though, as-is, it's fine but really up to you if an added effect to address Alien's other shortcomings should be added. Link to comment Share on other sites More sharing options...
Eshai Posted October 3, 2017 Report Share Posted October 3, 2017 I don’t think they need too many Summoning tools. They’re fine as a rogue stun oriented Deck, considering that’s where they’ve always prospered. Couple Things (Aliens are a bit obscure):Typically the Spell/Traps are called “A” Cell, but there’s also Code A Ancient Ruins, Mysterious Triangle, and Crop Circles which just don’t care so who knows anymore.Instead of the ATK boost, I think in this format doing something with monsters that have A-Counters would be better, like the typical your opponent’s monsters loses 300 ATK/DEF for each A-Counter on it. You could also say “negate the effects of any cards that have A-Counters on them, except “Alien” cards” but idk if that would be fun.Since they lost Kaiser Colloseum and Vanity’s Emptiness, I think the Field Spell should be more stun-esc since that’s what they’ve been best known for (outside of their Counter generation builds), so you should probably build the card with that in mind. Something I would make for the archetype: “A” Cell Research FacilitySpell - FieldWhile you control a “Alien” monster (Quick Effect): You can place A-Counters on monsters on the field equal to the number of monsters your opponent controls. (If a monster with an A-Counter battles a Reptile monster, it loses 300 ATK and DEF for each A-Counter during damage calculation only.) After this effect resolves, you cannot activate this effect until the end of the next turn. While this card is on the field, the effects of monsters with 2 or more A-Counters are negated. So this is cool. You get the same Counter distribution, but it’s a Quick Effect and it can distribute several in a turn (although it can only activate every other turn). It has the same A-Counter ATK reduction but it’s when any Reptile battles an opponent’s monster, so some of the Reptile staples feel a bit more welcome in the Deck. The last effect is a sort of flood gate, since you could negate 1 of your opponent’s monster’s effects if you can get some Spell Counters on them. I’m juggling whether 2 or 3 is where it should be, but either way it’s something that would definitely be enjoyed by the Deck, and could influence a lot of what the playstyle has to offer. Another idea is that it could bring out Code A Ancient Ruins somehow, but that’s up to you, or instead of negating effects the above card could have “Alien” monsters become unaffected by the effects of cards with A-Counters on them. Good Luck! Link to comment Share on other sites More sharing options...
Darj Posted October 3, 2017 Report Share Posted October 3, 2017 Yeah, I got hazy memories regarding Aliens, but I don't think swarming is one of their problems: they got Ammonite, Dog and Ancient Ruins. I agree that rather than more tools to generate A- Counters, they may want more tools to make use of said A-Counters first.Something that bugs me of this card is that you put it a Quick Effect on it when Field Spells mechanic-wise cannot have Quick Effects or spell speed 2 effects (Rainbow Ruins is considered an exception). But like Cont. Spells they can have effects that activate in either player's turn if a condition is met.Another thing that bugs me is that it conflicts with the Blue-Eyes Field, which is actually welcomed in Aliens because it lets you Extra Normal Summon Ammonite, and mill Shocktrooper.IDK what to suggest for this card while keeping its intended use, since just placing and re-distributing A-Counters is kind of underwhelming. You can add an extra effect, I guess. Link to comment Share on other sites More sharing options...
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