TCG warrior Posted December 6, 2011 Report Share Posted December 6, 2011 I just love aliens, they can be rather competitive, but they just need some better support with stronger monsters. So I made a few cards (might add some others later). [spoiler='Alien Monsters] [size=4][u][b]Alien Gravekeeper [/b][/u][i](note that it's NOT gravekeeper's)[/i] Level 3 [color=#000000][b]DARK[/b][/color] [u]reptile-type effect[/u] Remove 3 A-counters from the field; Add 1 ""A" Cell" Spell Card from your deck or graveyard to your hand. ATK: 1600 DEF: 1000 [size=2][i]Since some of the alien's strongest support cards are "A" Cell spells, I thought they needed some support. So here it is (this is also to fill up the lack of searching cards)[/i][/size][/size] [b][u]Alien Obliterater[/u][/b] Level 12 [color=#00FF00][b]WIND[/b][/color] [u]reptile-type effect[/u] Cannot be Normal Summoned or set. Cannot be Special Summoned except by the effect of "Crop Circles" and its own effect. You can reveal this card in your hand and add it to your deck; draw 1 card or add 1 "Crop Circles" from your deck to your hand. This card is unaffected by your opponent's trap cards. If this card is destroyed by a card controlled by you[b]:[/b] you can Special Summon this card during the End Phase (either from the Graveyard or from the banished zone). Once per turn: You can remove 3 A-counters from anywhere from the field[b];[/b] negate the effects of your opponent's monsters until your next End Phase. (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.) ATK: 3500 DEF: 3000 [size=2][i]Just another boss monster.[/i][/size] [u][b]Alien Spy[/b][/u] Level 4 [color=#FFFF00][b]LIGHT[/b][/color] [u]Reptile-Type Effect[/u] Once per turn: You can select 1 face-up monster your opponent controls; place 1 A-Counter on it. (if an monster with an A-Counter battles an "Alien" monster, it loses 300 ATK and DEF for each A-Counter on it.) ATK: 600 DEF: 1700 [u][i]EDITED EFFECT AND ATK/DEF:[/i][/u] Once per turn: You can select 1 face-up monster you control; Place 1 A-Counter on it. (if an "Alien" monster with an A-Counter battles, it gains 300 ATK and DEF for each A-Counter on it.) [i]1000/1900[/i] [size=2][i]for quick and easy counters, also has the decrease ATK/DEF eff and with code A ancient ruins you can summon it in defense.[/i][/size] [b][u]Alien Cyborg[/u][/b] Level 6 [color=#000000][b]DARK[/b] [/color][u]Reptile-Type Effect[/u] Cannot be Normal Summoned or set. Cannot be Special Summoned, except by controlling 2 or more face-up "Alien" monsters. Once per turn: You can remove 2 A-Counters from the field from play; select 1 "Alien" or ""A" Cell" card from your deck and place it on top of your deck. ATK: 2400 DEF: 1400 [size=2][i]to increase the speed of an alien deck[/i][/size] [b][u]Alien Cell[/u][/b] Level 1 [color=#000000][b]DARK [/b][/color][u]Reptile-Type Effect[/u] When you Normal Summon "Alien Hypno": You can banish this card from your hand or deck; "Alien Hypno" is treated as an Effect Monster and gains its effect. If "Alien Hypno" would be destroyed by battle: Return this banished card to your grave; "Alien Hypno is not destroyed. While this card is in your graveyard, negate the effect of all face-up "Alien Hypno" you control. When this card is banished from your Graveyard: you can pay 1000 Life Points; Special Summon 1 "Alien Hypno" from your Deck to your side of the field. The Special Summoned monster is treated as an Effect Monster and gains its effect. ATK:100 DEF:0 [i][size=1]Specific support for Alien Hypno, to activate its devestating effect and it can negate its destruction once. Also It support chaos plays by being DARK and beind able to Special Summon another Alien Hypno when used to Special Summon BLS or Chaos Sorcerer[/size][/i] [b][u]Blackwing - Bohemea the Alien-Wind[/u][/b] Level 4 [color=#000000][b]DARK[/b][/color] Winged Beast-Type Effect Gemini This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect: - This card is treated as a Reptile-Type. Once per turn: Special Summon 1 "Alien" monster from your Graveyard. Once per turn: You can banish 1 "Blackwing" monster in your graveyard; draw 1 card. ATK:1900 DEF:1400 [size=1][i]The first Double Archtype Alien. Not only does it give more strength and more speed. It also increases the playability of gemini spark and it gives blackwings some more draw power. And last but not least, it makes aliens more known[/i][/size] [u][b]Cosmic Organism Un'Dentified [/b][/u][i](If you can think of a better name, please let me know)[/i] Rank 4 [color=#FFFF00][b]LIGHT [/b][/color]Reptile-Type Xyz effect 2 Level 4 "Alien" monster Once per turn: You can detach 1 Xyz material and remove any number of A-Counters from the field; add 1 "Alien monster from your deck to your hand with a level equal to the number of removed A-counters. Then place 1 A-counter on this card. When this card is destroyed: Place 4 A-counters on face-up monsters on the field. ATK: 2600 DEF: 1600 [i][size=1]Why not? (don't feel like saying much)[/size][/i] [/spoiler] [spoiler='Alien Spells'] [b][u]"A" Cell Corruptor[/u] Quick-Play Spell Card[/b] Activate only while there are 3 or more A-counters on the field: add any number of "Corruption Cell A" from your deck or graveyard to your hand. [size=2][i]This card is not just for placing more A-counters, but it also increases the hand size and those Corruption Cell A's could be used for discard purpose as well; like Summoner Monk[/i][/size] [u][b]"A" Cell Demolisher[/b][/u] [b]Continuous Spell Card[/b] Once per turn during your End Phase: You can select 1 face-down monster your opponent controls; Flip it face-up and place 1 A-Counter on it (flip effects are not activated at this time). [u][i]edited effect:[/i][/u] [i]Once per turn: You can select 1 face-down monster your opponent controls; flip it face-up and place 1 A-counter on it (flip effects are not activated at this time).[/i] [size=2][i]This card is for when your opponent stops placing monsters face-up because he/she doesn't want your to be able to place counters. Activate this card and you can still place counters. Also Gol'gar fuel[/i][/size] [u][b]"A" Cell Particle Accelerator[/b][/u] [b]Continuous Spell Card[/b] Each time an "Alien" monster is summoned, place 1 A-counter on this card. Once per turn: you can remove 5 A-counters from the field; Special Summon 1 "Alien" monster from your deck and draw 1 card. [size=2][i]Aliens have a lack of draw power and speed. This card helps with both.[/i][/size] [/spoiler] [spoiler='Alien Traps'] [u][b]First Contact[/b][/u] [b]Continuous Trap Card[/b] Activate only when your opponent declares a direct attack while you have 5 or more "Alien" monsters in your Graveyard: remove 3 Reptile-Type monsters from your Graveyard and select 1 monster your opponent controls, except the attacking monster; Take control of the selected monster and make the attacking monster attack the selected monster. EDITED EFFECT: Activate only when your opponent declares a direct attack while you have 3 or more "Alien" monsters in your Graveyard: banish 2 Reptile-Type monsters from your Graveyard and select 1 monster your opponent controls, except the attacking monster; Take control of the selected monster and make the attacking monster attack the selected monster. [size=2][i]to support the control taking tactic of the aliens[/i][/size] [b][size=3][u]The Black Hole![/u][/size] [size=3]Normal Trap Card[/size][/b] [size=3]Activate only when a face-up "Alien" monster is destroyed, except by battle: Banish up to 3 "Alien" monsters from your Graveyard; banish cards on the field equal to the number of cards banished this way.[/size] [size=2][i]This card is easily triggered, not only by opponent's effects, but also by effects like Alien Ammonite, Mysterious Triangle or Offering to the Snake Diety. This card offers the opportunity to banish some annoying cards like stardust dragon. It works well with Alien Cell, and I might even make more Aliens that do something with banishing[/spoiler][/i][/size] Link to comment
Bringerofcake Posted December 7, 2011 Report Share Posted December 7, 2011 [quote name='TCG warrior' timestamp='1323189116' post='5690656'] I just love aliens, they can be rather competitive, but they just need some better support with stronger monsters. So I made a few cards (might add some others later). "A" Cell Corruptor Quick-Play Spell Card Activate only while there are 3 or more A-counters on the field: add any number of "Corruption Cell A" from your deck or graveyard to your hand. [b]Personally, I don't see this as useful. While doubling the total A-Counter count at minimum is nice, there are probably better ways of doing it than this. Although it DOES make for nice Summoner Monk fuel...[/b] "A" Cell Demolisher Continuous Spell Card Once per turn during your End Phase: You can select 1 face-down monster your opponent controls; Flip it face-up and place 1 A-Counter on it (flip effects are not activated at this time). [b]I think this would be better as a quick-play spell, and eliminate the phase limitation. It helps with the control, and gives the card speed. As it is, I wouldn't run it simply because I couldn't make use of it when I needed to.[/b] "A" Cell Particle Accelerator Continuous Spell Card Each time an "Alien" monster is summoned, place 1 A-counter on this card. Once per turn: you can remove 5 A-counters from the field; Special Summon 1 "Alien" monster from your deck and draw 1 card. [b]This, however, is pretty good. It meshes well with the Summoning mechanics of the archetype, and Aliens can probably get 5 counters no problem. Not to mention that these stack.[/b] Alien Gravekeeper (note that it's NOT gravekeeper's) Level 3 DARK reptile-type effect Remove 4 A-counters from the field; Add 1 ""A" Cell" Spell Card from your deck or graveyard to your hand. ATK: 1600 DEF: 1000 [b]You can drop the A-Counter cost to 2 or something and add a "Once per turn" clause and this card would still be fine. [/b][b]I'd also up the ATK, too many Aliens at 1600.[/b] Alien Obliterater Level 12 WIND reptile-type effect [b]C[/b]annot be Normal Summoned or set. [b]C[/b]annot be Special Summoned except by the effect of "Crop Circles" [b]and its own effect[/b]. You can reveal this card in your hand and add it to your deck; draw 1 card or add 1 "Crop Circles" from your deck to your hand. This card is unaffected by your opponent's trap cards. If this card is destroyed by a card controlled by you[b]:[/b] you can Special Summon this card during the End Phase (either from the Graveyard or [b]from the Banished Zone[/b]). Once per turn: You can remove 3 A-counters from anywhere from the field[b];[/b] negate the effects of your opponent's monsters until your next End Phase. (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.) ATK: 3500 DEF: 3000 [b]It's an interesting boss monster, to say the least. Crop Circles has always been an interesting tech, but to summon this thing, you basically need 3 Aliens or to have stolen your opponent's monster, something which the modern Alien deck finds somewhat difficult to do. The recycle effect is somewhat useful, and I like the "return if you kill it" effect, but I don't think sacrificing the inevitable momentum gained by having 3 Level 4 Aliens in play is worth it to summon this thing. Maybe make an incentive, but not a necessity to using CC?[/b] Alien Spy Level 4 LIGHT Reptile-Type Effect Once per turn: You can select 1 face-up monster your opponent controls; place 1 A-counter on it. (if an monster with an A-Counter battles an "Alien" monster, it loses 300 ATK and DEF for each A-Counter on it.) ATK: 600 DEF: 1700 [b]Meh. Give it the Psychic shifting effect and it'd be better.[/b] [/quote] There be some comments. Link to comment
TCG warrior Posted December 7, 2011 Author Report Share Posted December 7, 2011 "A" Cell Corruptor is meant to increase your hand size, and then use those spells for placing A-counters or just to discard. For "A" Cell Demolisher, what do you think of an once per turn continuous spell (also for gol'gar) I think 2 counters for the effect of Alien Gravekeeper is pretty much, I think that 3 is a better amount and then add up to twice per turn. Also, about the ATK, have you noticed that it is level 3 and not 4? and for level 3, 1600 ATK is rather much. Alien Oblitirator is a pretty strong monster. It works perfectly well with "A" Cell Scatter Burst (place 12 counters and special summon this monster during the end phase) and with offering to the snake diety and maybe some other cards as well and it's unaffected by traps; like mirror force or bottomless. Because of all this, I wanted to make him somewhat difficult to summon. But you don't need 3 aliens; what did you think of overlord and mother (6+6=12), first SS overlord by removing 2 counters from the field, place with overlord effect and then remove 2 more for code A ancient ruins. Also, in modern alien decks, you can still use cards like brainwashing beam or mind control. and last Alien Spy; first off I'd like to know which card Psychic Shifting is (couldn't find it). After that, this card is a nice card since it can easily place counters on your opponent's monsters if you need counters, the only problem is the low ATK and DEF, I might add some DEF (this card would be too strong with 1700 or more ATK) EDIT: First Contact added Link to comment
TCG warrior Posted December 8, 2011 Author Report Share Posted December 8, 2011 added Alien Cyborg and notes for each card Link to comment
TCG warrior Posted December 9, 2011 Author Report Share Posted December 9, 2011 are there more comments? Don't be scared to post yours. Link to comment
TCG warrior Posted December 10, 2011 Author Report Share Posted December 10, 2011 anyone? Link to comment
TCG warrior Posted December 11, 2011 Author Report Share Posted December 11, 2011 you may also just comment 1 card, you don't have to say how to improve, you can also just say whether you like it with at least 8 words why. Maybe someone's got a suggestion for another alien card to add? Link to comment
TCG warrior Posted December 12, 2011 Author Report Share Posted December 12, 2011 bumb, again..... Link to comment
TCG warrior Posted December 14, 2011 Author Report Share Posted December 14, 2011 added Alien Cell Link to comment
TCG warrior Posted December 17, 2011 Author Report Share Posted December 17, 2011 BUMB Link to comment
TCG warrior Posted December 18, 2011 Author Report Share Posted December 18, 2011 EDIT: changed Alien Cell to DARK and gave it an effect that activated when used for the summon of Chaos Sorcerer or BLS (or any other card that banishes from the grave) Link to comment
TCG warrior Posted December 20, 2011 Author Report Share Posted December 20, 2011 BUMB Link to comment
TCG warrior Posted December 22, 2011 Author Report Share Posted December 22, 2011 bumb Link to comment
NumberCruncher Posted December 22, 2011 Report Share Posted December 22, 2011 Isn't Alien Spy just a Gang'liel that can't be Special Summoned with Nebula Meteor? It needs more umph. Nice making Cell a DARK type. Aliens needed more of those. And a level 1 to boot. This seems very well suited for the Nova Chaos based Aliens that have recently gotten popular. Your first Spell cards is bad support for a card nobody ever uses, the second one seems like a good Side-Deck option, and the last Spell is OP with Gol'gar, Overlord, and Gang'liel. First Contact is essentially a badly executed Alien Brain with a removal cost. Link to comment
TCG warrior Posted December 23, 2011 Author Report Share Posted December 23, 2011 thank you for your comment. first off, I didn't even think of the fact that alien spy has the same effect as gangi'el. But the difference is that alien spy is an alien, it cannot be special summoned by nebula meteorite, but it can be summoned by mysterious triangle. my first spell was made to make those cards nobody ever uses more used. Essentially it's a +2 hand. The second one is indeed made for side-deck, since some opponents place their monsters face-down on purpose to stop you from placing counters. And the last spell, in my opinion it isn't OP, it's just very strong, but that's what most top tier decks have, one or more very strong cards. First contact isn't the same as alien brain. This is because for first contact, none of your monsters have to be destroyed first. But I might reduce the conditions and cost, since it is pretty high though. Link to comment
NumberCruncher Posted December 23, 2011 Report Share Posted December 23, 2011 I was just thinking that Spy could have his own unique effect, like putting an A counter on the field for eah Cosmic monster on your side of the field. That would be cool. The problem with Demolisher(and Corruption Cell A to an extent) is that Aliens don't really need/use the debuff part of the A counters, partly because they don't always have it available to them, sometimes for other reasons. In general, you want the A counters on your [i]own[/i] monsters, so that they don't go away when you destroy your opponents monsters. Demolisher and Corruption Cell A can't do that. The only reason I moderately like Demolisher is that it negates flip effects, which Aliens usually stuggle against. Corruption Cell A also has the misfortune of being a -1 Spell card, which mitigates the effectiveness of your Spell, reducing it to a -1 in the long run barring Brionac plays, which aliens don't make easily. The reason that I said that Contact was like Brain was that both steal monsters from your opponent's field during the opponent's battle phase (probably the least efficient time to steal a monster) Thus being a +1. However, Aliens don't like having their monsters banished(What with Ammonite, Code A, ect.), so the destruction of one of your monsters is usually well worth it to keep monsters in the graveyard, as the monster in the grave won't usually remain there long. Link to comment
TCG warrior Posted December 24, 2011 Author Report Share Posted December 24, 2011 [quote name='NumberCruncher' timestamp='1324635014' post='5724989'] I was just thinking that Spy could have his own unique effect, like putting an A counter on the field for eah Cosmic monster on your side of the field. That would be cool. [i]I just thought of something, make it place counters on your own and increase the ATK and DEF of alien monsters you control by 300 for each counter on them. What do you think?[/i] The problem with Demolisher(and Corruption Cell A to an extent) is that Aliens don't really need/use the debuff part of the A counters, partly because they don't always have it available to them, sometimes for other reasons. In general, you want the A counters on your [i]own[/i] monsters, so that they don't go away when you destroy your opponents monsters. Demolisher and Corruption Cell A can't do that. The only reason I moderately like Demolisher is that it negates flip effects, which Aliens usually stuggle against. Corruption Cell A also has the misfortune of being a -1 Spell card, which mitigates the effectiveness of your Spell, reducing it to a -1 in the long run barring Brionac plays, which aliens don't make easily. [i]for demolisher, it's made to stop your opponent from stopping you from placing counters by placing their monsters face-down. [/i] [i]And for corruptor, it's one of those cards that might have some good way to abuse it, but it is not something that you'd quickly think of (I don't know yet how to), besides that, all archtypes have their weak cards.[/i] The reason that I said that Contact was like Brain was that both steal monsters from your opponent's field during the opponent's battle phase (probably the least efficient time to steal a monster) Thus being a +1. However, Aliens don't like having their monsters banished(What with Ammonite, Code A, ect.), so the destruction of one of your monsters is usually well worth it to keep monsters in the graveyard, as the monster in the grave won't usually remain there long. [i]with alien cell, I think the banishing would not be that big a problem. I just need to add 1 or 2 more of those monsters.[/i] [/quote] Ps. thank you again for your comment Link to comment
TCG warrior Posted December 29, 2011 Author Report Share Posted December 29, 2011 bumb Link to comment
TCG warrior Posted December 29, 2011 Author Report Share Posted December 29, 2011 added the double archtype alien Link to comment
cardcommando Posted December 30, 2011 Report Share Posted December 30, 2011 I think Severe Twilight should be DARK because it has Severe in it's name and + it's a spiral galaxy and spiral galaxies have black holes as there core. p.s. please comment on my nordic destruction post. Link to comment
TCG warrior Posted January 6, 2012 Author Report Share Posted January 6, 2012 [quote name='cardcommando' timestamp='1325288890' post='5739568'] I think Severe Twilight should be DARK because it has Severe in it's name and + it's a spiral galaxy and spiral galaxies have black holes as there core. p.s. please comment on my nordic destruction post. [/quote] Please note that severe twinlight is in my signature and has nothing to do with this topic And what has "severe" to do with darkness? Link to comment
TCG warrior Posted January 6, 2012 Author Report Share Posted January 6, 2012 added an Xyz Link to comment
TCG warrior Posted January 8, 2012 Author Report Share Posted January 8, 2012 +rep for the one that gives the best name for my Xyz (the rep will be given on friday the 13th) Link to comment
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