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Neo-Spacian Support


Ultimagamer

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These were some support cards I thought of around the neo-spacian playstyle, completely finishing their line up of fusion monsters and creating more nex fusion monsters as well as giving them much better spell/trap support 

 

quick thing to note, I've decided to go with a change of the way nex works, changing the card text to a level 4 neo-spacian monster of the same type and attribute without having to have a name ruling on only having 3 of each neo-spacian across both main and extra deck. 

 

please leave your thoughts below :D 

 

[spoiler=Original Nex Cards and Their Changes]

Original Nex Card

 

NEX

Spell - Normal

 

Send 1 face-up “Neo-Spacian” Monster you control to the Graveyard. Special Summon 1 Level 4 Monster with the same name from your Extra Deck.

 

Changed Nex Card

 

NEX
Spell - Normal

 

Send 1 face-up “Neo-Spacian” Monster you control to the GY; Special Summon 1 “Neo-Spacian” Monster from your Extra Deck with the same Type and Attribute as the sent Monster.

 

Neo-Spacian Marine Dolphin

Level 4 / Water / Warrior / Fusion / Effect

900 attack / 1100 defense

 

This card cannot be Special Summoned except with “NEX”. Once per turn, you can discard 1 card to look at your opponent’s hand and select 1 Monster Card in it. If you control a Monster with ATK greater than or equal to the selected Monster’s, destroy the selected Monster and inflict 500 damage to your opponent.

 

Neo-Spacian Twinkle Moss

Level 4 / Light / Plant / Fusion / Effect

500 attack / 1100 defense

 

This card cannot be Special Summoned except with “NEX”. When this card attacks or is attacked, draw 1 card. Reveal that card, and based on its type apply the proper effect:

  • Monster: End the Battle Phase.

  • Spell: You can change this card’s attack to a direct attack.

  • Trap: This Monster is changed to Defense Position.

 

 

 

Elemental HERO Twinkle Neos

Level 8 / Light / Warrior / Effect

2800 attack / 2300 defense

Fusion Materials: “Elemental HERO Neos” + “Elemental HERO Twinkle Neos”

 

Must first be Special Summoned (from your Extra Deck by shuffling the above cards you control into the Deck. (You do not use “Polymerization”.) If this card is Special Summoned: Once per turn: you can draw 2 cards, then you can reveal 1 of those drawn cards to apply this effect. Until the end of the next turn after this effect resolves, your opponent cannot activate cards or effects of the same type as that card (Monster, Spell, or Trap).

 

Neo-Spacian Ultra Mole

Level 4 / Earth / Rock / Fusion / Effect

1100 attack / 500 defense

 

Cannot be Special Summoned, except with “NEX”. Once per turn: you can return 1 Monster your opponent controls to the hand.

 

Elemental HERO Ultra Neos

Level 8 / Earth / Warrior / Fusion / Effect

2800 attack / 2300 defense

Fusion Materials: “Elemental HERO Neos” + “Neo-Spacian Ultra Mole”

 

Must first be Special Summoned (from your Extra Deck by shuffling the above cards you control into the Deck. (You do not use “Polymerization”.) If this card is Special Summoned: You can return all Monsters your opponent controls to the hand. Once per turn: You can return 1 Monster your opponent controls to the hand.

 

Neo-Spacian Molten Scarab

Level 4 / Fire / Insect / Fusion / Effect

800 attack / 800 defense

 

Cannot be Special Summoned, except with “NEX”. This card gains 500 attack for each Spell/Trap card your opponent controls.

 

Elemental HERO Molten Neos

Level 8 / Fire / Warrior / Fusion / Effect

2800 attack / 2300 defense

Fusion Materials: “Elemental HERO Neos” + 1 “Neo-Spacian Molten Scarab”

 

Must first be Special Summoned (from your Extra Deck by shuffling the above cards you control into the Deck. (You do not use “Polymerization”.) If this card is Special Summoned: you can destroy up to 3 Spell/Trap cards your opponent controls. This card gains 700 attack for each Spell/Trap card on the field.

 

Neo-Spacian Shadow Panther

Level 4 / Dark / Beast / Fusion / Effect

1200 attack / 800 defense

 

Cannot be Special Summoned, except with “NEX”. Once per turn (quick effect): this card gains the effects of 1 face-up Monster your opponent controls, until the end of the turn.

 

Elemental HERO Shadow Neos

Level 8 / Dark / Warrior / Effect

2800 attack / 2300 defense

Fusion Materials: “Elemental HERO Neos” + “Neo-Spacian Shadow Panther”

 

Must first be Special Summoned (from your Extra Deck by shuffling the above cards you control into the Deck. (You do not use “Polymerization”.) Once per turn (quick effect): you can negate the effects of up to 3 Monsters your opponent controls until the end of the turn. This card gains the effects of all of the negated Monsters while their effects are negated.

 

Neo-Spacian Wing Hummingbird

Level 4 / Wind / Winged Beast / Fusion / Effect

1000 attack / 900 defense

 

Cannot be Special Summoned, except with “NEX”. Once per turn: You can gain 500 LP for each card in both players hand.

 

Elemental HERO Wing Neos

Level 8 / Wind / Warrior / Fusion / Effect

2800 attack / 2300 defense

 

Must first be Special Summoned (from your Extra Deck by shuffling the above cards you control into the Deck. (You do not use “Polymerization”.) If this card is Special Summoned: you can switch the current LP of both you and your opponent. This card gains ATK equal to the difference in both players LP. If this card destroys an opponent’s Monster by battle: you can gain LP equal to the destroyed Monster’s original ATK.

 

Elemental HERO Neos Origin

Link 2 / Light / Warrior / Link / Effect

Link Markers: Bottom Left, Bottom Right

Link Materials: 2 “Neos”, “Neo Space”, “Neo-Spacian” and/or “HERO” Monsters

2000 attack

 

This card’s name becomes “Elemental HERO Neos” while on the field and in the GY. Once per turn, if all of the Monsters you control are “HERO” Monsters or “Neo-Spacian” Monsters (quick effect): you can send 1 “Neo-Spacian” Monster from your Deck to your GY; Special Summon 1 “Neos” Fusion Monster from your Extra Deck or GY ignoring it’s Summoning Conditions. You can only use this effect of “Elemental HERO Neos Origin” once per turn. If this card leaves the field: you can target 1 other “Elemental HERO Neos” in your GY; Special Summon that target to your field.

 

Neos Comeback

Spell - Normal

 

Add 1 of of the following cards from your Deck to your hand, except “Neos Comeback”.

  • 1 “Neos” Spell/Trap card

  • 1 Spell/Trap card that lists “Elemental HERO Neos” in it’s text

  • 1 Spell/Trap card that can be used on “Neo-Spacian” Monsters

  • 1 “Cocoon” Spell/Trap card, except “Red Cocoon”

  • 1 “Contact Out”, or “Contact”

You can only activate 1 “Neos Comeback” per turn.

 

Neos Universe

Spell - Field

 

This card’s name is always treated as “Neos Space”. Once per turn, if you control no Monsters: you can Special Summon 1 “HERO” Normal Monster from your hand, Deck, or GY. You cannot Special Summon Monsters from your Extra Deck during the turn you use this effect, except “HERO” Monsters, “Neo-Spacian” Monsters, or Warrior-Type Monsters. Cards you control are unaffected by the effects of cards with “Elemental HERO Neos” in their card text. If a “Neos” Fusion Monster you control leaves the field: You can Special Summon 1 “Elemental HERO Neos” from your hand, Deck, or GY. The Summoned Monster cannot be destroyed by battle or card effects until the end of the next turn. 

 

Neos Contact

Spell - Continuous

 

Send from your hand, field, Deck, or Extra Deck to your GY, Fusion Materials that are specifically listed on a “Neos” Fusion Monster, then Special Summon 1 “Neos” Fusion Monster from your Extra Deck whose Fusion Materials are the sent Monsters ignoring it’s Summoning Conditions, then equip it with this card. The Summoned Monster’s name becomes “Elemental HERO Neos” while it is face-up on the field. During the end phase of the turn you activate this card: shuffle both this card and the Summoned Monster into the Deck. You can only activate 1 “Neos Contact” per turn.

 

Neos Arrival

Trap - Continuous

 

Your opponent cannot target “Neos” Monsters or “Neo-Spacian” Monsters you control with card effects. Once per turn: Apply one of these effects

  • Target 1 “Neos” Monster you control; return that target to your hand, then Special Summon 1 “Neo-Spacian” Monster from your hand, GY, Deck, or banished cards ignoring it’s Summoning Conditions.

  • Target 1 “Neo-Spacian” Monster you control; return that target to your hand, then Special Summon 1 “Elemental HERO Neos” from your hand, GY, or Deck.

  • Special Summon 1 “Elemental HERO Neos” from your hand or GY.

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You know how this works out by now, so...

 

Changed Nex Card

 

NEX
Spell - Normal

 

Send 1 face-up “Neo-Spacian” Monster you control to the GY; Special Summon 1 “Neo-Spacian” Monster from your Extra Deck with the same Type and Attribute as the sent Monster.

 

As it currently stands, card really doesn't change the way the Neo-Spacian Fusions are being summoned, considering none of the Main Deck ones are on the list to warrant needing it. But I suppose if Mole goes back on the list, or someone finds some obscure abuse thing with the others later on, yeah. Not sure how you would type/attribute change in the Deck though.

 

Elemental HERO Twinkle Neos

Level 8 / Light / Warrior / Effect

2800 attack / 2300 defense

Fusion Materials: “Elemental HERO Neos” + “Elemental HERO Twinkle Neos”

 

Must first be Special Summoned (from your Extra Deck by shuffling the above cards you control into the Deck. (You do not use “Polymerization”.) If this card is Special Summoned: Once per turn: you can draw 2 cards, then you can reveal 1 of those drawn cards to apply this effect. Until the end of the next turn after this effect resolves, your opponent cannot activate cards or effects of the same type as that card (Monster, Spell, or Trap).

 

I'd probably say this one is a lot better than Marine Neos in terms of usage (well, considering Twinkle Moss still sucks as much as Glow), though the draw 2 each turn does raise some degree of concern. As far as Neos decks are concerned though, they would appreciate the drawing power in getting stuff. Negation is pretty harsh though, especially in an era where backrow generally doesn't exist. Going back to Neos stuff, if you're actually willing to use the EMZ slot on Twinkle, then I suppose you deserve something that gives you payoff.

 

Neo-Spacian Ultra Mole

Level 4 / Earth / Rock / Fusion / Effect

1100 attack / 500 defense

 

Cannot be Special Summoned, except with “NEX”. Once per turn: you can return 1 Monster your opponent controls to the hand.

 

Not really fond of retaining the Nomi status of the NEX stuff, especially without a feasible way to recur NEX. Otherwise, non-targeting Compulse on legs doesn't sound too bad. Just going to confirm that you did intend for it to not target, right?

 

Elemental HERO Ultra Neos

Level 8 / Earth / Warrior / Fusion / Effect

2800 attack / 2300 defense

Fusion Materials: “Elemental HERO Neos” + “Neo-Spacian Ultra Mole”

 

Must first be Special Summoned (from your Extra Deck by shuffling the above cards you control into the Deck. (You do not use “Polymerization”.) If this card is Special Summoned: You can return all Monsters your opponent controls to the hand. Once per turn: You can return 1 Monster your opponent controls to the hand.

 

No complaints about this bouncing everything your opponent has on board upon summoning. Yeah, it does amount to Firewall-esque situations nowadays (albeit not a Quick Effect trigger), but this one is generally harder to summon. Should be fine, though issue is that if Mole gets hit again and takes Konami forever to unlimit it, then this becomes even harder to make. 

 

Neo-Spacian Molten Scarab

Level 4 / Fire / Insect / Fusion / Effect

800 attack / 800 defense

 

Cannot be Special Summoned, except with “NEX”. This card gains 500 attack for each Spell/Trap card your opponent controls.

 

Not really impressed with this one, considering Flare's boost isn't really good anyway nowadays; especially in a limited backrow format. Paleos don't count as S/T cards once summoned, so...yeah. I suppose you could've kept the 400 ATK/DEF buff from Flare, but expand it to all cards your opponent controls. Also see comment on Ultra regarding retaining Nomi status.

 

Elemental HERO Molten Neos

Level 8 / Fire / Warrior / Fusion / Effect

2800 attack / 2300 defense

Fusion Materials: “Elemental HERO Neos” + 1 “Neo-Spacian Molten Scarab”

 

Must first be Special Summoned (from your Extra Deck by shuffling the above cards you control into the Deck. (You do not use “Polymerization”.) If this card is Special Summoned: you can destroy up to 3 Spell/Trap cards your opponent controls. This card gains 700 attack for each Spell/Trap card on the field.

 

If this were still a backrow heavy format, then the destruction would be fine. Right now, I suppose it could still work with Continuous/Field stuff, but that's about it. Boost is generally acceptable, I suppose, but for the current era, it isn't really accomplishing much.

 

Neo-Spacian Shadow Panther

Level 4 / Dark / Beast / Fusion / Effect

1200 attack / 800 defense

 

Cannot be Special Summoned, except with “NEX”. Once per turn (quick effect): this card gains the effects of 1 face-up Monster your opponent controls, until the end of the turn.

 

You can't really gain the effect of a Link or Xyz because this card doesn't have materials or arrows, but effect gaining is fine overall.

 

Elemental HERO Shadow Neos

Level 8 / Dark / Warrior / Effect

2800 attack / 2300 defense

Fusion Materials: “Elemental HERO Neos” + “Neo-Spacian Shadow Panther”

 

Must first be Special Summoned (from your Extra Deck by shuffling the above cards you control into the Deck. (You do not use “Polymerization”.) Once per turn (quick effect): you can negate the effects of up to 3 Monsters your opponent controls until the end of the turn. This card gains the effects of all of the negated Monsters while their effects are negated.

 

And now we're getting to the point where stuff gets somewhat nutty. I suppose it would be nice to screw over the Knightmare lock to an extent by shutting off their effects, especially because they're a thing now. I know I said earlier that you can't really use Link/Xyz effects, but shutting off stuff for the turn is nice. The concern is that it's repeatable every turn as a Quick Effect, even with how the game has become nowadays.

 

Neo-Spacian Wing Hummingbird

Level 4 / Wind / Winged Beast / Fusion / Effect

1000 attack / 900 defense

 

Cannot be Special Summoned, except with “NEX”. Once per turn: You can gain 500 LP for each card in both players hand.

 

Good enough for LP recovery, but that's really all it's good for doing. Not that it's terrible because trying to recover LP after minusing half for A Hero Lives is always appreciated. 

 

Elemental HERO Wing Neos

Level 8 / Wind / Warrior / Fusion / Effect

2800 attack / 2300 defense

 

Must first be Special Summoned (from your Extra Deck by shuffling the above cards you control into the Deck. (You do not use “Polymerization”.) If this card is Special Summoned: you can switch the current LP of both you and your opponent. This card gains ATK equal to the difference in both players LP. If this card destroys an opponent’s Monster by battle: you can gain LP equal to the destroyed Monster’s original ATK.

 

Missing the materials here, but assuming Neos + Wing Hummingbird. In an ideal world, you let the opponent weaken your LP somewhat (or do it yourself), summon this and make your opponent take your lesser LP and then capitalize on the stat gain to push. The LP increase thing is fine, though if you are using this for OTKs and stuff, said LP boost isn't going to see too much use. 

 

Elemental HERO Neos Origin

Link 2 / Light / Warrior / Link / Effect

Link Markers: Bottom Left, Bottom Right

Link Materials: 2 “Neos”, “Neo Space”, “Neo-Spacian” and/or “HERO” Monsters

2000 attack

 

This card’s name becomes “Elemental HERO Neos” while on the field and in the GY. Once per turn, if all of the Monsters you control are “HERO” Monsters or “Neo-Spacian” Monsters (quick effect): you can send 1 “Neo-Spacian” Monster from your Deck to your GY; Special Summon 1 “Neos” Fusion Monster from your Extra Deck or GY ignoring it’s Summoning Conditions. You can only use this effect of “Elemental HERO Neos Origin” once per turn. If this card leaves the field: you can target 1 other “Elemental HERO Neos” in your GY; Special Summon that target to your field.

 

 

Well, you just made the Neos Fusions a lot easier to summon, though outside maybe Shadow, Wing/Air (to an extent) and I guess Nebula, the rest of them aren't exactly great for what they do. For the ones I just mentioned here, "cheating" the requirements does raise some concerns, considering what they do. Neos.dek still sucks in TCG though and would alleviate having to run "bad" Neo-Spacians and summon them just to access the good stuff. Neos reviving is fine (now if only Honesty Neos counted as regular Neos in the GY q_q) 

 

Neos Comeback

Spell - Normal

 

Add 1 of of the following cards from your Deck to your hand, except “Neos Comeback”.

  • 1 “Neos” Spell/Trap card

  • 1 Spell/Trap card that lists “Elemental HERO Neos” in it’s text

  • 1 Spell/Trap card that can be used on “Neo-Spacian” Monsters

  • 1 “Cocoon” Spell/Trap card, except “Red Cocoon”

  • 1 “Contact Out”, or “Contact”

You can only activate 1 “Neos Comeback” per turn.

 

I think you could probably get rid of the OPT activation thing here, as outside maybe these cards, rest of the backrow isn't particularly gamebreaking enough that you need to restrict searching. Locking this from searching another copy is sufficient enough. 

 

Neos Universe

Spell - Field

 

This card’s name is always treated as “Neos Space”. Once per turn, if you control no Monsters: you can Special Summon 1 “HERO” Normal Monster from your hand, Deck, or GY. You cannot Special Summon Monsters from your Extra Deck during the turn you use this effect, except “HERO” Monsters, “Neo-Spacian” Monsters, or Warrior-Type Monsters. Cards you control are unaffected by the effects of cards with “Elemental HERO Neos” in their card text. If a “Neos” Fusion Monster you control leaves the field: You can Special Summon 1 “Elemental HERO Neos” from your hand, Deck, or GY. The Summoned Monster cannot be destroyed by battle or card effects until the end of the next turn. 

 

I'm slightly confused about the second effect's wording to be honest. I'm assuming that it's supposed to prevent Nebula from banishing your stuff once it goes, which is fine. Not sure if you wanted it to ignore the mandatory return effect though. But yeah, one issue with Neo-Spacian stuff is that once the Fusion goes away, you have an empty board most of the time. Least you get Neos back, which is the major thing. IDK, you probably may still want to keep Neo Space around in the Deck in case you need to keep the non-NEX Fusions out longer than a turn, but up to your play preferences.

 

Neos Contact

Spell - Continuous

 

Send from your hand, field, Deck, or Extra Deck to your GY, Fusion Materials that are specifically listed on a “Neos” Fusion Monster, then Special Summon 1 “Neos” Fusion Monster from your Extra Deck whose Fusion Materials are the sent Monsters ignoring it’s Summoning Conditions, then equip it with this card. The Summoned Monster’s name becomes “Elemental HERO Neos” while it is face-up on the field. During the end phase of the turn you activate this card: shuffle both this card and the Summoned Monster into the Deck. You can only activate 1 “Neos Contact” per turn.

 

Ohai Future Fusion thing for Neos. But yeah, it does what it needs to do; get Neos stuff out faster and do whatever you need to. Also sets up Chrysalis spam if you need to, though they don't SS from the GY (which they really should). Least it gets Neos in there for Oversoul or w/e.

 

Neos Arrival

Trap - Continuous

 

Your opponent cannot target “Neos” Monsters or “Neo-Spacian” Monsters you control with card effects. Once per turn: Apply one of these effects

  • Target 1 “Neos” Monster you control; return that target to your hand, then Special Summon 1 “Neo-Spacian” Monster from your hand, GY, Deck, or banished cards ignoring it’s Summoning Conditions.

  • Target 1 “Neo-Spacian” Monster you control; return that target to your hand, then Special Summon 1 “Elemental HERO Neos” from your hand, GY, or Deck.

  • Special Summon 1 “Elemental HERO Neos” from your hand or GY.

Only monsters you would have to ignore summon conditions on first effect are the NEX stuff, but that's really it. The other Main Deck ones obviously don't have a restriction. Rest of the card is generally fine at what the effects are supposed to do; make sure Neos exists on the field so you can actually do things. Previous card dumps Neos into the GY, so you can still revive it later. 

 

As a whole, these should push Neos to be more competent in the modern game (albeit keeping OG Neos on board is still an issue, even with their help). I think the Scarab ones aren't going to see much play though, but that's mostly a consequence of how the game is nowadays. 

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