Jump to content

urnme23

Recommended Posts

[spoiler=Introduction]

So, obviously I'm a bit of a fan of the "Alien" archetype. It's really fun to play, though mostly as a troll deck rather than competitive. If you don't know what the archetype looks like, here's a link to a description of it:

http://yugioh.wikia.com/wiki/Alien

 

The main thing that keeps it from being competitive is its relatively slow gameplay. Cards within the archetype tend to rely on their own effects rather than combining their effects with others, meaning there's very limited multi-card strategizing and you pretty much just have to play your hand and hope for the best. In other words, there's a lot of bricking. Sure, there's the Alien Dog - Alien Overlord combo, as well as literally any of the level 4 aliens and Alien Ammonite, but they all rely upon you having the right cards in your hand at the right time, and with no good searching effects, that's incredibly unlikely. Put that in the current fast-paced meta that gives very little room for bricking, and the Alien archetype just doesn't hold up, and the more time goes by, the further behind they fall as decks start adjusting to faster and faster paces.

 

This is what I was hoping to address with these concepts. The idea is to make the archetype faster-paced (or at least more versatile than they already were) while (ideally) not breaking the deck completely and while staying somewhat true to the "Alien" playstyle of getting A-Counters on the field and then exploiting them. Given the general reliance of the deck upon weaker monsters, I went with a field-swarming playstyle that tries to get tons of the lower-level monsters on the field as quickly as possible, though I did add a lot of higher-level monsters anyways.

 

 

 

[spoiler=Disclaimer]

Obviously everything in this gallery is open for discussion. I fully admit to going fan-crazy and making a lot of them super-OP (and this is after quite a few changes to try to make them less OP, you don't want to see the abominations that some of these things started as). If you see any game-breaking cards or card combos, please point them out, because again, I know I went a little crazy making these things, I'm just still too fan-crazy to get myself to weaken them any more without someone else telling me I'm an idiot. So I do apologize in advance, and suggest that you prepare to see some things that might make you want to bleach your eyes.

 

 

 

[spoiler=Important Pre-Existing Cards]

 

First I'll include some existing Alien-archetype cards that are referenced in my other cards:

 

[spoiler=Cosmic Fortress Gol'Gar]

tlyiscb.png

 

 

 

[spoiler=Cosmic Horror Gangi'El]

IPwRsmz.png

 

 

 

[spoiler= "A" Cell Incubator]

It2ktYM.png

 

 

 

[spoiler= "A" Cell Breeding Device]

CMlZ2eC.png

 

 

 

[spoiler=Alien Hunter]

kCvz57b.png

 

 

 

[spoiler=Alien Shocktrooper]

C383s8r.png

 

 

 

[spoiler=Alien Psychic]

Vv0eL0v.png

 

 

 

[spoiler=Alien Mars]

mhFrOpx.png

 

 

 

[spoiler=Alien Telepath]

z9LF2pR.png

 

 

 

[spoiler=Alien Warrior]

Y1DjVIx.png

 

 

 

[spoiler=Alien Ammonite]

sETJxzm.png

 

 

 

[spoiler= "A" Cell Recombination Device]

FjzrqK0.png

 

 

 

 

 

 

[spoiler=My Cards]

 

[spoiler=Monsters]

 

[spoiler=Alien Boomer]

1kZMmfV.png

Alien Boomer

Attribute: FIRE

Level: 10

Type: Reptile/Effect

 

Effect:

You may only own 1 "Alien Boomer". If this monster is in your hand, you may place it at the bottom of your deck, then draw a card. You may normal summon this monster without a tribute. If this defense-position monster is destroyed by battle, you may take piercing damage to place A-Counters on cards on the field equal to that monster's level, then if possible, destroy that monster. When this card is sent to the graveyard, distribute 2 A-Counters among cards on the field.

 

ATK: 0

DEF: 0

 

 

 

[spoiler=Alien Cell Breeder]

QPIVnwg.png

Alien Cell Breeder

Attribute: WATER

Level: 3

Type: Reptile/Effect

 

Effect:

Once per turn, you may remove 1 A-Counter from anywhere on the field, then special summon two "A Tokens" (WATER/Lv. 1/Reptile/Effect/ATK: 0/DEF: 0) with the following effect: "This monster is treated as an A-Counter. When this monster is destroyed by battle, place one A-Counter on the attacking monster." Once per turn, you can destroy any number of A-Tokens, then place that number of A-Counters on cards your opponent controls. This monster gains 500 ATK and DEF for each "A Token" you control. Once per turn, when this card would be destroyed by battle, you may instead destroy two "A Tokens" you control.

 

ATK: 500

DEF: 1000

 

 

 

[spoiler=Alien Destroyer]

wBRyvTV.png

Alien Destroyer

Attribute: FIRE

Level: 6

Type: Reptile/Effect

 

Effect:

Once per turn, you may reduce this monster's ATK by 400 to place 2 A-Counters on cards on the field. When this monster destroys a monster with an A-Counter(s) by battle, this monster gains 600 ATK. (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.) If two "Alien Destroyers" are on the field at the same time, place 1 A-Counter on each, and then they must battle (even if they are controlled by the same player).

 

ATK: 2400

DEF: 2000

 

 

 

[spoiler=Alien Infector]

lCDFhlx.png

Alien Infector

Attribute: DARK

Level: 1

Type: Reptile/Effect

 

Effect:

The first time this monster would be destroyed by battle with a specific opponent's monster, end the battle without applying damage calculation, and neither monster is destroyed, also place 1 A-Counter on the opponent's monster. If this monster is destroyed by battle, place 2 A-Counters on the monster that battled this monster. (If a monster with an A-Counter battles an "Alien" monster, it loses 300 ATK and DEF for every A-Counter during damage calculation only.)

 

ATK: 800

DEf: 800

 

 

 

[spoiler=Alien Inverter]

yAivNVq.png

Alien Inverter

Attribute: LIGHT

Level: 4

Type: Reptile/Effect

 

Effect:

If your opponent controls more monsters than you do, you may special summon this monster from the hand. Monsters with A-Counters on the field may have negative ATK and DEF values during damage calculation only. Once per turn, for every monster your opponent controls, you may place 1 A-Counter on monsters your opponent controls. This monster cannot attack the turn you do this. (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: 1500

DEF: 1400

 

 

 

[spoiler=Alien Mercury]

TyACWiz.png

Alien Mercury

Attribute: WIND

Level: 5

Type: Reptile/Effect

 

Effect:

This monster may be special summoned by removing 2 A-Counters from anywhere on the field. If you do this, you may remove 1 A-Counter from anywhere on the field: special summon one "Alien Mercury" from your hand or deck to your side of the field. When this monster battles a monster with an A-Counter, multiply this monster's ATK by the number of A-Counters on that monster plus 1 during damage calculation only. Once per turn, you may reduce this monster's ATK by 400: place 1 A-Counter on one monster your opponent controls. If this monster's ATK becomes 0, send it to the graveyard.

 

ATK: 2000

DEF: 1600

 

 

 

[spoiler=Alien Saboteur]

6PeHEXI.png

Alien Saboteur

Attribute: EARTH

Level: 3

Type: Reptile/Effect

 

Effect:

When this card is normal summoned by its owner, your opponent shuffles it into their deck. When they draw this card, it is immediately special summoned to their side of the field. Place 1 A-Counter on all monsters summoned to the same side of the field as this monster. Any monster that is tribute, fusion, synchro, XYZ, or Link summoned using this card as tribute or material must have one of the following done to it:
1.) Switch control of the summoned card to the original owner of this card (if they already control it, do nothing).
2.) Banish the card face-down, before activating any of its effects.

 

ATK: 0

DEF: 0

 

 

 

[spoiler=Alien Sandworm]

4WjwYNu.png

Alien Sandworm

Attribute: EARTH

Level: 4

Type: Reptile/Effect

Effect:

FLIP: Special summon 2 level 4 or lower "Alien" monsters, or one level 5 or 6 monster, from your hand or deck to your side of the field. If this monster was flipped face-up due to battle with an opponent's attacking monster, increase this monster's DEF by the DEF of the monsters summoned by its effect during damage calculation only. During battle between this defense-position monster and an opponent's attacking monster, if this monster's DEF is greater than the attacking monster's ATK, apply one of the following effects:

1.) If the attacking monster does not have an A-Counter on it, put an A-Counter on it.

2.) If the attacking monster does have an A-Counter on it, destroy it after damage calculation.

ATK: 1700

DEF: 1500

 

 

 

[spoiler=Alien Saturn]

AdvOWyp.png

Alien Saturn

Attribute: WIND

Rank: 4

Type: Reptile/XYZ/Effect

 

Effect:

3 level 4 "Alien" monsters + 1 "Alien" non-monster card from the hand or field

Once per turn, you may equip one "Alien" monster or one monster with an A-Counter on it as material for this card. Distribute any of their A-Counters among monsters on the field. If this monster has more than 3 monsters as materials, send materials from this monster to the graveyard until there are only 3 monster materials on this card. This monster's ATK and DEF become the sum of the ATK and DEF of the attached materials. Once per turn, if this monster would be removed from the field, send one material on this monster or two A-Counters from anywhere on the field to the graveyard instead. Once per turn, you can banish one material on this monster, and if you do, distribute 2 A-Counters among cards on the field. You can only control 1 "Alien Saturn".

 

ATK: 0

DEF: 0

 

 

 

[spoiler=Alien Venus]

AqJjl7n.png

Alien Venus

Attribute: FIRE

Level: 6

Type: Reptile/Effect

 

Effect:

This monster may be special summoned by removing 2 A-Counters from anywhere on the field. During each player's standby phase, place 1 A-Counter on every non-"Alien" monster on the field. Once per turn, you may target one monster on the field. That monster loses 100 ATK and DEF for each A-Counter on it. (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: 2000

DEF: 1500

 

 

 

 

 

 

[spoiler=Spells]

 

[spoiler= "A" Zone Influx]

xXfd5rZ.png

"A" Zone Influx

Field Spell

Effect:

This card is treated as an "Alien" card in the deck, hand, field, graveyard, and banished zones. During each player's standby phase, place 1 A-Counter on every non-"Alien" card on the field, as well as face-down spells and traps your opponent controls. You may remove any number of A-Counters from the field; special summon one "Alien" monster from your hand or deck whose level is equal to the number of counters you removed. "Alien" monsters are unaffected by the effects of cards with A-Counters, and face-down spells and traps with A-Counters on them cannot be activated. When an "Alien" monster would be removed from the field, you may remove A-Counters equal to that monster's level from anywhere on the field to prevent the monster from being removed. Once per turn, send one "Alien" card from your hand or deck to the graveyard, or send this card to the graveyard.

 

 

 

[spoiler=Alien Cloning Device]

xo06o3q.png

Alien Cloning Device

Continuous Spell

Effect:

Once per turn, you may move any number of A-Counters from other cards on the field onto this card. Once per turn you may remove any number of A-Counters from this card. If you do so, select one "Alien" monster, "Cosmic Horror Gangi'El", or "Cosmic Fortress Gol'Gar" from your graveyard, whose level is equal to the number of A-Counters removed from this card. Special summon a "Clone Token" whose name, attribute, level, type, effect(s), ATK, and DEF are the same as those of the selected monster. If you control an "A Cell Incubator", the A-Counter cost is halved. You may activate this effect once more per turn for each "A Cell Breeding Device" you control. If this card is removed from the field, banish it and destroy all "Clone Tokens" summoned by this card's effect.

 

 

 

[spoiler=Alien Disintegration Ray]

zYTospr.png

Alien Disintegration Ray

Equip Spell

Effect:

Equip only to an "Alien" monster. The equipped monster gains 300 ATK when battling a monster(s) with an "A" Counter(s) on them. Once per turn, you can select one monster your opponent controls. Banish that monster face-down. The equipped monster cannot attack the turn you activate this effect. This effect cannot be used the turn after you last used it. If the equipped monster is destroyed or otherwise removed from the field, remove this card from the field in the same manner.

 

 

 

[spoiler=Alien Egg]

imFoFkt.png

Alien Egg

Continuous Spell

Effect:

When this card is activated, place 4 A-Counters on this card, and add 1 "A" Cell Breeding Device or one "A" Cell Incubator from your deck to your hand. During each of your standby phases, place 1 A-Counter on this card. During your main phase, you may send this card to the graveyard. Special summon one or more "Alien" monsters from your hand or deck whose total levels are equal to or less than the number of A-Counters on this card. If this card would be removed from the field by another card's effect, you may instead send one "A" Cell Breeding Device or "A" Cell Incubator you control to the graveyard. If this card is destroyed by your opponent's card effect, place half of the A-Counters on this card on face-up cards your opponent controls.

 

 

 

[spoiler=Monstrosity Gene]

6ODMnKY.png

Monstrosity Gene

Equip Spell

Effect:

Equip only to an "Alien" monster. Once per turn per "Monstrosity Gene", you may equip this card, the monster it is equipped to, and any other "Alien" monsters equipped to it, to another "Alien" monster. If you do, the ATK and DEF of the newly-equipped monster increase by the sum of the ATK and DEF, respectively, of all the monsters equipped to it, and the effects of the monsters equipped to it are added to its own effects. Stat-altering and Counter-placing effects are cumulative. If the equipped monster would be destroyed or otherwise removed from the field, remove one of its equipped cards in the desired manner instead (destroyed, banished, return to the hand, etc.) If all "Monstrosity Gene" cards are removed from the equipped monster, send all other cards equipped to the equipped monster to the graveyard. When tribute summoning a monster, cards may be unequipped from the equipped monster and sent to the graveyard as tribute.

 

 

 

[spoiler=Mothership Cloaking Device]

SRCxrVJ.png

Mothership Cloaking Device

Continuous Spell

Effect:

Once per turn, during either player's standby phase, you may excavate cards from the top of your deck until you find an "Alien" monster, then send them all to the graveyard. If you do this, your opponent cannot win the duel (except by the effect of "Exodia, the Forbidden One") until the end of the next standby phase, and cannot attack you directly. While the previous effect is active, if your life points would be reduced below 1, your life points instead reduce to or remain at 1. When this card is removed from the field, banish it face-down.

 

 

 

[spoiler=Pre-Invasion Cultural Analysis]

aMxdxkn.png

Pre-Invasion Cultural Analysis

Spell

Effect:

Negate the first card effect that would negate the effects of this card. Look through the effects of any face-up continuous, field, or equip spells or continuous traps your opponent controls, and determine effects that are "beneficial" or "harmful" to you. For the rest of the duel, "Alien" monsters summoned after this card was activated are unaffected by the "harmful" effects of cards with the same name as those continuous, field, or equip spells or continuous traps, but receive any "beneficial" effects, regardless of requirements for attribute, type, name, control, or ownership.

 

 

[spoiler=Pre-Invasion Fauna Analysis]

uPmTyhZ.png

Pre-Invasion Fauna Analysis

Spell

Effect:

Negate the first card effect that would negate the effects of this card. "Alien" monsters are unaffected by the effects of non-"Alien" monsters that were on the field when this card was activated. If an "Alien" monster that was summoned after this card was activated battles a monster with the same name as a non-"Alien" monster that was on the field when this card was activated, send the non-"Alien" monster to the graveyard without applying damage calculation, and that monster's effects are negated while in the graveyard. You can only own one "Pre-Invasion Fauna Analysis".

 

 

 

[spoiler=Pre-Invasion In-Depth Analysis]

gKKlfnc.png

Pre-Invasion In-Depth Analysis

Spell

Effect:

You may only own one "Pre-Invasion In-Depth Analysis". Select one card from your opponent's hand and one card from their deck. Look at those cards, and then flip a coin. Select one of the cards, then apply one of the following effects:

Heads: Shuffle this card back into your deck. For the rest of the duel, this card is treated as the selected card, with (where applicable) the same name, attribute, level, type, effect(s), ATK, and DEF. Any effect(s) that benefit a specific type or attribute instead benefit "Alien" cards.

Tails: Banish the selected card and any cards with the same name in the opponent's hand, deck, field, or graveyard.

 

 

 

 

 

 

[spoiler=Traps]

 

[spoiler=Cellular Combustion Disease]

VBuXJY4.png

Cellular Combustion Disease

Continuous

Effect:

At the end of either player's turn, the turn player takes 100 damage for every A-Counter on non-"Alien" cards they control, and non-"Alien" cards that have had A-Counters for three of their controller's consecutive turns are sent to the graveyard. The turn player may choose to flip a coin. If heads, the damaging effect of this card is negated. If tails, double the damage dealt to the player.

 

 

 

[spoiler= "A" Devastation Disease]

EhQtXgp.png

"A" Devastation Disease

Counter Trap

Effect:

When this card is activated, place 2 A-Counters on every monster your opponent controls. While this card is in your graveyard, whenever a monster loses ATK and DEF as a result of an "Alien" card's effect, that change becomes permanent.

 

 

 

 

 

[spoiler=Cards That Go Together]

 

[spoiler=The Great Alien Ammonite Sea]

These cards revolve mostly around "Alien Ammonite", the main tuner monster of the archetype. They mostly try to make the monster either more easily-accessible when it's needed, or try to do more with it once it's been used (typically for synchro summon).

 

[spoiler=Alien Ocean]

5CFzwn3.png

Alien Ocean

Field Spell

Effect:

Whenever you summon an "Alien Ammonite", place 1 A-Counter on this card. You may remove 1 A-Counter from this card: add one "Alien Excavation" from your deck to your hand. You may remove 3 A-Counters from anywhere on the field: any "Alien Ammonites" banished face-down are turned face-up, any that are banished face-up at the time this effect was activated are sent to the graveyard, and any in the graveyard at the time that this effect was activated are shuffled into the deck. Then, for each "Alien Ammonite" shuffled into your deck by this effect, draw 1 card. If you have an "Alien Ammonite" in your graveyard, banished, or face-down banished zones, "Alien ammonite Hunter" you control gains 300 ATK and cannot be destroyed by enemy card effects.

 

 

[spoiler=Alien Excavation]

qDj8n7d.png

Alien Excavation

Continuous Spell

Effect:

Whenever an "Alien Ammonite" is removed from the field, add 1 A-Counter to this card. When an "Alien Ammonite" that you own is banished (face-up or face-down, except by this card's effect), add 1 A-Counter to this card (independent of the one added if it was removed from the field). Once per turn, you may synchro summon using an "Alien Ammonite" in your graveyard or banished zone by banishing the "Alien Ammonite" in your graveyard or turning the banished "Alien Ammonite" face-down. The other monster(s) used for the synchro summon must still be on the field.

 

 

[spoiler=Alien Ammonite Hunter]

yqoUs44.png

Alien Ammonite Hunter

Attribute: DARK

Level: 6

Type: Reptile/Effect

 

Effect:

You may special summon this monster from your hand by sending 1 "Alien Ammonite" you control to the graveyard, banishing one "Alien Ammonite" in your graveyard, or turning your banished "Alien Ammonite" face-down. Once per turn, you may send one "Alien Ammonite" from your hand or deck to the graveyard, banish one "Alien Ammonite" in your graveyard, or turn a banished "Alien Ammonite" face-down. This monster gains 300 ATK and DEF for each "Alien Ammonite" in the graveyard, 600 ATK and DEF for each banished "Alien Ammonite", and 900 ATK and DEF for each "Alien Ammonite" banished face-down.

 

ATK: 2400

DEF: 2000

 

 

[spoiler=Alien Nautilus]

0HJzlJ1.png

Alien Nautilus

Attribute: LIGHT

Level: 1

Type: Reptile/Tuner

 

Effect:

This monster's name is treated as "Alien Ammonite" in the deck, hand, field, graveyard, and banished zones. When this monster is normal summoned, you may activate one of the following effects:
- Special summon one "Alien Ammonite" from your deck, graveyard, or banished zone, and activate its effect; send this card wherever you summoned "Alien Ammonite" from.
- Tribute this monster; special summon one "Alien Ammonite Hunter" from your deck or graveyard.

 

ATK: 900

DEF: 700

 

 

 

 

[spoiler=The Lords and the Jumpgate]

Lots of sub-categories of these new "Alien" cards have some effect that revolves around "Alien Hyperspace Jumpgate" and the three "Alien Lords" that I created. It's hard to break the categories down further since some categories solely rely upon the Alien Lords and have nothing to do with the Jumpgate and some rely only on the Jumpgate and not the Lords. So this tab will just address all of them.

 

[spoiler=Alien Hyperspace Jumpgate (Card)]

hrrTiRZ.png

Alien Hyperspace Jumpgate

Continuous Spell

Effect:

The first time this card would be destroyed by a card effect, you may negate that effect. If you do, banish this card face-down when it leaves the field. Whenever you would draw one or more cards, you can activate one of the following effects:

1.) For every card that you would draw, instead search your deck for one "Alien" card and add it to your hand. Then shuffle your deck.

2.) Excavate 3 cards from the top of your deck (non-cumulative). Any "Alien" monsters may be added to your hand or special summoned if possible; any "Alien" non-monster cards may be added to your hand; all other cards are banished face-down.

Once per turn, during your standby phase, you may shuffle one "Alien" monster from your hand or field into your deck: add one "Alien" card from your deck to your hand.

You may only control one "Alien Hyperspace Jumpgate".

 

 

[spoiler=The Alien Lords]

 

[spoiler=Alien Commander]

6YWGeTR.png

Alien Commander

Attribute: WATER

Level: 7

Type: Reptile/Effect

 

Effect:

If you control an "Alien Hunter / Shocktrooper", you may special summon this monster by sending that monster to the graveyard, or normal summon this monster with one tribute. When this monster is summoned, you may special summon up to two "Alien Hunter / Shocktrooper" from your hand or deck. For this monster's attack, you may select any number of "Alien Hunter / Shocktrooper / Commander" to attack a target simultaneously. If the sum of the ATK of the attacking monster(s) is lower than the ATK of a target attack-position monster, destroy all of the attackers except this card. If the attack is successful, deal piercing damage. (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: 2500

DEF: 2000

 

 

[spoiler=Alien Mind Lord]

7DFP5qY.png

Alien Mind Lord

Attribute: FIRE

Level: 7

Type: Reptile/Effect

 

Effect:

This monster can only be tribute summoned by banishing three monsters, spells, and/or traps you control. When this monster is tribute summoned, special summon up to two "Alien Psychic / Mars / Telepath". All "Alien Psychic / Mars / Telepath / Mind Lord" you control gain 500 ATK for each "Alien Psychic / Mars / Telepath" you control. Once per turn, you may destroy up to 2 spells/traps on the field, then distribute an equal number of A-Counters among cards on the field (can be face-down). Face-down cards with A-Counters cannot be flipped face-up, and if a face-down monster with an A-Counter is attacked, send it to the graveyard without applying damage calculation. You can only control one "Alien Mind Lord".

 

ATK: 2500

DEF: 2000

 

 

[spoiler=Alien Warlord]

ppuhfuD.png

Alien Warlord

Attribute: EARTH

Level: 7

Type: Reptile/Effect

 

Effect:

This monster cannot be special summoned. This monster can be tribute summoned by banishing just one "Alien Warrior / Shocktrooper". When this card is summoned, special summon up to two "Alien Warrior / Shocktrooper" from your hand or deck. As this monster's attack, attack one target with any "Alien Warrior / Shocktrooper / Warlord" that can still attack, summing their ATK during damage calculation. If the attack fails, destroy all attacking monsters except "Alien Warlord". During either player's end phase, for every "Alien Warrior / Shocktrooper" that was sent to the graveyard this turn, summon one token whose name, attribute, level, type, effect(s), ATK, and DEF is treated as that monster's. You can only control one "Alien Warlord". (If a monster with an A-Counter battles an "Alien" monster, it loses 300 ATK and DEF during damage calculation only.)

 

ATK: 2500

DEF: 2300

 

 

 

 

[spoiler=Crossing Dimensions]

This was one that I was meaning to do when I started adding "Banish" and "Banish face-down" effects to my cards. It's a card that doesn't directly put face-down banished cards in your hand but can eventually lead to you getting them back. Both of its effects are non-cumulative, so if an effect makes a player draw 2 cards, they can only either flip 1 face-down banished card face-up or put 1 banished card in their hand, not 2 or however many that one effect caused, but if multiple effects each make the player draw 1 card, they can activate any of the card's effects for each individual draw.

This card is kind of like an "Equip" card for "Alien Hyperspace Jumpgate", adding effects to it by attaching to it. Because the two are treated as the same card, when one is destroyed they both are.

 

[spoiler=Interdimensional Jumpgate]

HOUBaiW.png

Interdimensional Jumpgate

Continuous Spell

Effect:

You can only control one "Interdimensional Jumpgate". If you control an "Alien Hyperspace Jumpgate", overlay this card on top of it, and treat the two cards as one card, treating this card's name as "Alien Hyperspace Jumpgate" (in addition to its original name) and adding its effects to those of this card. Whenever you would draw one or more cards, you may perform one of the following:
1.) Flip a card that was banished face-down face-up (non-cumulative). You may still perform your draw(s).
2.) Add one banished "Alien" card to your hand instead of drawing (non-cumulative).
If either of these effects are activated, you cannot use the other effects of this card for that draw.

 

 

 

[spoiler=Hologram Swarming]

"Hologram Trigger" is a card designed mainly for the "swarm" concept that I was going for, tricking the opponent into using a card effect to destroy it that ends up triggering the effect and allowing the player to bring out 2 "Alien Hologram"s instead of one. It's also a support card for "Alien Mind Lord" since that card can send "Hologram Trigger" to the grave as part of its summoning requirement, triggering Hologram Trigger's effect to summon an "Alien Hologram". The Hologram can then be turned into an Alien Psychic, Mars, or Telepath, increasing the ATK of Alien Mind Lord and all the monsters summoned by its effects by 500, and increasing its own ATK by the same amount as the others. Using just two of these in summoning Alien Mind Lord would give all cards on the field +2000 ATK.

 

[spoiler=Hologram Trigger]

c0C4USf.png

Hologram Trigger

Trap

Effect:

When this card is destroyed and/or sent to the graveyard by a card effect, special summon one "Alien Hologram" from your deck. If this card was destroyed and/or sent to the graveyard by an enemy card effect, special summon another "Alien Hologram".

 

 

 

[spoiler=Alien Hologram]

nqueob8.png

Alien Hologram

Attribute: LIGHT

Level: 1

Type: Machine/Effect

 

Effect:

When this monster is summoned, search your deck for an "Alien" monster. This monster's name, attribute, level, type, effect(s), ATK, and DEF are treated as those of the selected monster. This card also retains the following effects:

1.) If this monster would be destroyed or otherwise removed from the field, shuffle it into your deck instead. Then, if this monster would have been destroyed by battle with a non-"Alien" monster, place one A-Counter on the attacking monster.

2.) If this monster battles an opponent's attacking monster that has an A-Counter, end the battle without applying damage calculation, and neither monster is destroyed.

 

ATK: 0

DEF: 0

 

 

 

[spoiler=The Hunters]

This is another of those "make it relevant again" sets, which focusses mainly on Alien Hunter. Alien Hunter has no protection of any kind, and its effect is a little lackluster. Sure, it gains an extra attack the same turn when it destroys a monster with an A-Counter, but it has no condition to allow it to place A-Counters on anything and doesn't even have the crucial ATK reducing effect that many "Alien" monsters have. Its ATK is also nothing to brag about, at a measly 1600 in a game where 1800 to 1900 or even 2000 is expected from brute force-style monsters. It is a bit too much effort to put into a weak card, but still, it needed some unique support if it was ever going to be relevant.

 

[spoiler=Experienced Alien Hunter]

5QP155F.png

Experienced Alien Hunter

Attribute: WATER

Level: 6

Type: Reptile/Effect

 

Effect:

You may tribute an "Alien Hunter" you control to special summon this monster from your hand. When this card attacks, it cannot be destroyed by battle, and you take no damage from that battle. If this monster's attack does not destroy its target, place an A-Counter on that target. If this monster battles a monster with an A-Counter on it, negate any effects that would prevent it from being destroyed by battle. When this monster destroys a monster with an A-Counter by battle, other monsters of the same name that battle this monster lose 600 ATK and DEF, monsters of the same type lose 300 ATK and DEF, and monsters of the same attribute lose 100 ATK and DEF (all losses are during damage calculation and cumulative for the name, type, or attribute; if more than one applies, apply the greatest reduction only), and this monster may attack once more in a row.

 

ATK: 2000

DEF: 1600

 

 

[spoiler=Alien Hunter's Enhanced Weaponry]

BpBdtYQ.png

Alien Hunter's Enhanced Weaponry

Equip Spell

Effect:

Equip only to an "Alien" monster. If that monster destroys a monster with an A-Counter, it can attack once again in a row. If this card is attached to an "Alien Hunter", "Alien Commander", or "Experienced Alien Hunter", when the equipped monster destroys a monster with an A-Counter on it and the target is removed from the field, other monsters of the same name, type, and/or attribute lose 300 ATK and DEF per monster of that name, type, and/or attribute that the equipped monster has destroyed, and effects of monsters of the same name do not affect the equipped monster.

 

 

 

 

 

 

[spoiler=Ritual Monster: Rei'Sha]

Rei'Sha's ritual relies upon the player having either Cosmic Horror Gangi'El and Cosmic Fortress Gol'Gar on the field or having two of the three Alien Lords on the field, hence why it's a sub-category here. It does not, however, rely upon the Jumpgate.

 

[spoiler=Cosmic Deity Rei'Sha]

PEi0nHY.png

Cosmic Deity Rei'Sha

Attribute: Divine

Level: 12

Type: Reptile/Ritual/Effect

 

Effect:

This card is treated as an "Alien" monster. Banish this monster face-down if it is not summoned with "Alien Ritual". Once per turn, you may banish 3 "Alien" cards from your hand, deck, field, or graveyard (or some combination) face-down, and if you do, this card becomes immune to enemy card effects until your next standby phase. Enemy monsters with A-Counters may be used to attack other enemy monsters. If all enemy monsters on the field have A-Counters, you may attack your opponent directly. Once per turn, banish an "Alien" card face-down or banish this card face-down, then place A-Counters equal to the level of the banished card (or 1 for spells or traps) on one enemy card. This monster gains 100 ATK for each face-down banished monster in either player's banished zones. When this card is removed from the field, banish it face-down.

 

ATK: 3500

DEF: 3500

 

 

[spoiler=Alien Ritual]

iFQQvZq.png

Alien Ritual

Ritual Spell

Effect:

This card is used to summon "Cosmic Deity Rei'Sha". In addition, you must banish one "Cosmic Fortress Gol'Gar" and one "Cosmic Horror Gangi'El" face-down from your side of the field. Alternatively, two of the following may be banished face-down from your side of the field:
"Alien Commander"; "Alien Warlord"; "Alien Mind Lord" (only one of each may be banished for this effect).
(Graveyard Effect) If you control "Alien King" and "Cosmic Deity Rei'Sha" at the same time, banish one face-down. This effect cannot be prevented from activating or otherwise negated.

 

 

 

[spoiler=Alternative Method]

This is an alternative method for fulfilling Cosmic Deity ReiSha's summoning requirements. Of course, if the deck ever went mainstream, enough people would know not to fall for it and would probably give themselves some self-field-clearing cards to counter it, but it's an alternative nonetheless.

 

[spoiler=Alien Rebellion]

sIoN1mJ.png

Alien Rebellion

Spell

Effect:

Special summon up to three "Alien" monsters from your hand or deck to your opponent's side of the field, ignoring summoning conditions and placing 2 A-Counters on each. Then, for each monster that is special summoned this way, add one "Alien" or "Cosmic" card from your deck to your hand.

 

 

 

[spoiler=Alien Betrayal]

qVGJW95.png

Alien Betrayal

Quick-Play Spell

Effect:

Activate when an "Alien Commander", "Alien Mind Lord", or "Alien Warlord" with A-Counters on them that your opponent controls declares an attack: destroy all "Alien Commander", "Alien Mind Lord", and "Alien Warlord" with A-Counters on them that your opponent controls; sum up their ATK, then reduce the ATK of monsters on your opponent's side of the field until the total reduction is equal to that sum. If any monster's ATK is reduced to 0, destroy it. If all monsters your opponent controls have been destroyed and the total ATK reduction has not reached 0, deal the remaining ATK reduction as damage to your opponent's life points.

 

 

 

[spoiler=Alien Cult Trickery]

4fxDFPm.png

Alien Cult Trickery

Quick-Play Spell

Effect:

This card is treated as the "Alien Ritual" ritual spell. Activate when "Alien Commander", "Alien Mind Lord", and/or "Alien Warlord" with an A-Counter on them that your opponent controls is sent to the graveyard and/or used as tribute, fusion material, synchro material, XYZ material, or Link material to summon an opponent's monster: banish the destroyed monster(s) and all other "Alien Commander", "Alien Mind Lord", and/or "Alien Warlord" your opponent controls; negate the summon, if at all possible, and then (regardless of whether the summon was negated) ritual summon one "Cosmic Deity Rei'Sha" from your hand.

 

 

 

 

 

 

 

 

[spoiler=Fusion Monster: Alien King]

Alien King's effect relies upon both the Lords and the Jumpgate, making him the only real reason I had to put these groups together.

 

Note: "Control Limit" and "control conditions" refer to effects regarding how many of one card you can control at a time. For instance, you may only control one "Alien Hyperspace Jumpgate" or "Alien Warlord" at a time, hence their Control Limit is 1 and their control condition is that you can only control one of them.

 

[spoiler=Alien King (Card)]

JmdpmkB.png

Alien King

Attribute: LIGHT

Level: 12

Type: Reptile/Fusion/Effect

 

Effect:

"Alien Commander" + "Alien Mind Lord" + "Alien Warlord"
If you control an "Alien Hyperspace Jumpgate", this monster can be fusion summoned without polymerization (you must still send the appropriate fusion material monsters from your side of the field to the graveyard). When this monster is fusion summoned, special summon as many "Alien" monsters from your deck as possible, ignoring summoning and control conditions. As this monster's attack, you can attack one target with all "Alien" monsters that can still attack, summing their ATK during damage calculation. If the attack fails, destroy all attackers except this card. (Control Limit: 1)

 

ATK: 3500

DEF: 3500

 

 

 

 

[spoiler=Alien Devourer/Equalizer/Jupiter]

The reason this group is here is mainly just because Alien Jupiter relies upon the Jumpgate, Equalizer relies upon Jupiter, and Devourer is affected by Equalizer, so he might as well be here too.

 

[spoiler=Alien Devourer]

otyhh0K.png

Alien Devourer

Attribute: EARTH

Level: 4

Type: Reptile/Effect

 

Effect:

Once per turn, you can reduce this monster's level by 1 and its ATK and DEF by 1000: place 2 A-Counters on a target monster. The level of non-"Alien" monsters, while on the field, is reduced by the number of A-Counters on them. Once per turn, you may target one monster on the field whose level is equal to or less than this monster's level. Send that monster to the graveyard, then add half of its graveyard level (round up), ATK, and DEF to those of this monster. If the target was an "Alien" monster or had an A-Counter(s) on it, instead add the whole graveyard level, ATK, and DEF. You can only control one "Alien Devourer".

 

ATK: 1500

DEF: 1000

 

 

[spoiler=Alien Equalizer]

k8pmuRK.png

Alien Equalizer

Attribute: Dark

Level: 3

Type: Reptile/Effect

 

Effect:

When you summon "Alien Jupiter", you can special summon this monster from your hand to your side of the field. If you do this, apply this monster's effects before applying the effects of "Alien Jupiter". While this card remains face-up on the field, all XYZ monsters will be treated as having a level equal to 1.5 times their Rank, and all Link monsters will be treated as having a level equal to 2 times their Link Rating. (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: 400

DEF: 400

 

 

[spoiler=Alien Jupiter]

hBxdkS7.png

Alien Jupiter

Attribute: LIGHT

Level: 6

Type: Reptile/Effect

 

Effect:

During your main phase, if your opponent controls a level 7 or higher monster and you do not, or if you control an "Alien Hyperspace Jumpgate", you can special summon this monster, or normal summon it without a tribute. When this monster is normal summoned to your side of the field, change all non-"Alien" monsters on the field to defense position. Level 6 or higher non-"Alien" monsters lose ATK equal to 100 times their level. Non-"Alien" monsters with ATK lower than 2300 cannot attack. (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: 2300

DEF: 2000

 

 

 

 

 

 

[spoiler=Alien Plague]

[spoiler=Alien Plague]

4NlWbZy.png

Alien Plague

Continuous Trap

Effect:

This card's effects cannot be negated, nor can this card be removed from the field, except by its own effect or the effect of "Alien Viral Cure". Once per turn, place one A-Counter on every non-"Alien" spell or trap your opponent controls, and on face-up non-"Alien" monsters your opponent controls place a number of A-Counters equal to half their Level/Rank/Link Rating. Cards with 10 or more A-Counters are sent to the graveyard. Once per turn, for every A-Counter placed on their cards this turn, your opponent may, without seeing what it is, select any card from your hand, deck, or graveyard. Check the selected card(s). If it is "Alien Viral Cure", activate it. Otherwise, place one A-Counter on every face-up card your opponent controls (non-cumulative). Your opponent may guess "No Cure". If you own no "Alien Viral Cure", banish this card face-down. If you do own an "Alien Viral Cure", place one A-Counter on every face-up card your opponent controls.

 

 

[spoiler=Alien Viral Cure]

HjvvsgO.png

Alien Viral Cure

Spell

Effect:

You may own either three of this card or none of it. If this card has been in your hand or face-down on the field for 3 consecutive turns while "Alien Plague" has been on the field, activate this card. This card may also be activated by the effect of "Alien Plague", and may be activated from the hand, deck, or graveyard. Banish "Alien Plague" face-down and remove all A-Counters from all cards your opponent controls. This card cannot be prevented from activating or otherwise negated. If this card is banished (face-up or face-down), send it to the graveyard.

 

 

[spoiler=Alien Necrosis]

pZhZR0g.png

Alien Necrosis

Attribute: WATER

Level: 1

Type: Reptile/Tuner

 

Effect:

When this monster is sent to the graveyard, place 1 A-Counter on all non-"Alien" monsters on the field. While this monster is in the graveyard, all face-up non-alien monsters receive 1 A-Counter upon being normal, special, or flip-summoned. You may banish this card from the graveyard to send one monster with an A-Counter to the graveyard. You may remove 1 A-Counter from anywhere on the field; return this card from the banished zone to your hand. You may remove 2 A-Counters from anywhere on the field; return this card from the banished zone to the graveyard. While you control "Alien Plague", you may either destroy up to 2 monsters with A-Counters or banish 1 monster with an A-Counter by banishing this monster from your graveyard.

 

ATK: 0

DEF: 0

 

 

 

[spoiler=The Mad Scientist's Creation]

 

[spoiler=Alien Genetic Engineer]

SBvIw22.png

Alien Genetic Engineer

Attribute: WIND

Level: 4

Type: Reptile/Effect

 

Effect:

When you normal summon an "Alien" monster, you may remove 2 A-Counters from anywhere on the field to special summon this monster. When this monster is summoned, you may target up to 2 "Alien" monsters on the field, then place 2 A-Counters on each. "Alien" monsters have their levels increased by the number of A-Counters on them.

 

ATK: 300

DEF: 300

 

 

[spoiler=Alien Bomber]

RoqFSyA.png

Alien Bomber

Attribute: WIND

Rank: 6

Type: Reptile/XYZ/Effect

 

Effect:

2 level 6 "Alien" monsters
Whenever you would summon an "Alien" monster, you may instead attach it as material to this card (it still counts as performing the summon). "Alien" monsters attached as materials to this monster may still be used for synchro and XYZ summons. Once per turn, during either player's turn, you may remove one material from this monster to perform one of the following:
1.) Prevent this monster from being removed from the field.
2.) Decrease the level, ATK, and DEF of one monster on the field by those of the removed "Alien" monster. If any of these values falls below 1, destroy the target monster.
3.) Deal damage to the opponent equal to 100 times the level of the removed monster.

 

ATK: 2000

DEF: 2600

 

 

 

 

[spoiler=The Archmages and Antimages]

A set of monsters to cover some of the things I've been forgetting to cover: speed and protection.

 

[spoiler=Alien Antimage]

AkczVEY.png

Alien Antimage

Attribute: Dark

Level: 7

Type: Reptile/Effect

 

Effect:

When an opponent activates an effect that would destroy an "Alien" monster you control, you may tribute that monster and one other monster you control, or that monster and 1 A-Counter from the field to special summon this monster. While this monster is face-up on the field, "Alien" monsters you control are unaffected by your opponent's card effects. Once per turn, except the turn this monster was summoned, you may remove 1 A-Counter from anywhere on the field, then destroy 1 Spell or Trap card on the field. (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: 1000

DEF: 2700

 

 

[spoiler=Alien Antimage's Apprentice]

Q7CXVjY.png

Alien Antimage's Apprentice

Attribute: Dark

Level: 4

Type: Reptile/Effect

 

Effect:

When an "Alien" monster you control would be destroyed by battle, you may special summon this monster, negate the attack, and end the battle phase. Once per turn, you may remove 1 A-Counter from this monster to perform one of the following:
- Negate the activation of a card effect.
- Destroy 1 Spell/Trap your opponent controls.
If this monster is tributed to summon "Alien Antimage", after summoning "Alien Antimage" you may remove 1 A-Counter from anywhere on the field, then destroy 1 Spell/Trap card on the field.

 

ATK: 1600

DEF: 1000

 

 

[spoiler=Alien Archmage Apprentice]

8QkgQGE.png

Alien Archmage Apprentice

Attribute: LIGHT

Level: 3

Type: Reptile/Tuner

 

Effect:

When you summon a level 4 "Alien" monster, you may special summon this monster from your hand. When you summon an "Alien Antimage's Apprentice", you may special summon this monster from your graveyard. When this monster is summoned, distribute 2 A-Counters among face-up monsters, spells, or traps on the field. You may remove 1 A-Counter from anywhere on the field; add a spell from your deck or graveyard to your hand.

 

ATK: 1300

DEF: 900

 

 

[spoiler=Alien Archmage]

h3yxr9b.png

Alien Archmage

Attribute: LIGHT

Level: 7

Type: Reptile/Synchro/Effect

 

Effect:

1 "Alien" Tuner + 1 or more "Alien" non-tuner monsters
Any spell counters on the field may be treated as A-Counters, and visa versa. Whenever a spell card is activated, place 1 A-Counter on one monster on the field. You may remove 1 A-Counter from anywhere on the field; destroy 1 spell/trap on the field, or negate the activation of a card effect. If "Alien Archmage Apprentice" was used in this monster's synchro summon, monsters with A-Counters have their effects negated. (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: 2400

DEF: 2000

 

 

[spoiler=Alien Archmage Supreme]

tNCf7ip.png

Alien Archmage Supreme

Attribute: DARK

Level: 11

Type: Spellcaster/Synchro/Effect

 

Effect:

"Alien Archmage Apprentice" + "Alien Archmage"/"Alien Antimage".
Banish all monsters used to synchro summon this monster. "Alien" monsters you control are unaffected by your opponent's card effects. Spell counters and A-Counters on the field may be treated as the same types of counters. Once per turn, place 1 A-Counter on all monsters your opponent controls. You may remove 1 A-Counter from anywhere on the field to add a spell from your deck or graveyard to your hand, or negate the activation and/or effects of a spell/trap your opponent controls and destroy it; then, if you took the A-Counter from a non-"Alien" monster, its effects are negated.

 

ATK: 3000

DEF: 2500

 

 

 

 

 

 

 

 

 

 

[spoiler=Edits]

[spoiler=9/29/2018]

- Post created

 

 

[spoiler=9/30/2018]

- Re-arranged some cards.

- Added "Alien King".

- Added "Edits" section.

- Adjusted "Alien Ritual's" effect, now prevents "Alien King" and "Cosmic Deity Rei'Sha" from being on the field at the same time.

- Added "Alien Egg".

- Added "Alien Saboteur".

- Added "Interdimensional Jumpgate".

 

 

[spoiler=10/1/2018]

- Added "Alien Destroyer" and "Alien Mercury".

- Added "Alien Cell Breeder".

- Added "Alien Venus".

- Added "Hologram Trigger", put it and "Alien Hologram" under "My Cards- Cards That Go Together - The Lords and the Jumpgate - Hologram Swarming".

- Added "Alien Genetic Engineer" and "Alien Bomber" under "My Cards - Cards That Go Together - The Mad Scientist's Creation".

- Added "Alien Rebellion", "Alien Betrayal", and "Alien Cult Trickery" under "My Cards - Cards That Go Together - The Lords and the Jumpgate - Ritual Monster: Rei'Sha - Alternative Method".

 

 

[spoiler=10/2/2018]

- Added " "A" Zone Influx".

- Added "Alien Ocean", "Alien Excavation", and "Alien Ammonite Hunter" under "Cards That Go Together - The Lords And The Jumpgate - The Great Alien Ammonite Sea"; added "Alien Ammonite" under "Important Pre-Existing Cards" for reference.

 

 

[spoiler=10/3/2018]

- Added "Alien Inverter" and "Alien Boomer"; Added ""A" Cell Recombination Device" under "Important Pre-Existing Cards".

 

 

[spoiler=10/4/2018]

- Added "Alien Nautilus" under "Cards That Go Together - The Great Alien Ammonite Sea"; Moved that section out of "The Lords and the Jumpgate" due to lack of interaction with the Alien Lords and the Jumpgate.

 

 

[spoiler=10/5/2018]

- Fixed broken pictures

- Added " "A" Devastation Disease".

 

 

[spoiler=10/6/2018]

- Added "Alien Antimage" and "Alien Antimage's Apprentice" under "My Cards - Cards That Go Together - The Antimages".

- Changed "The Antimages" to "The Archmages and Antimages".

- Added "Alien Archmage Apprentice", "Alien Archmage", and "Alien Archmage Supreme" under "My Cards - Cards That Go Together - The Archmages and Antimages".

 

 

[spoiler=10/9/2018]

- Added "Experienced Alien Hunter" and "Alien Hunter's Enhanced Weaponry" under "My Cards - Cards That Go Together - The Lords and the Jumpgate - The Hunters".

- Added "Alien Necrosis" under "My Cards - Cards That Go Together - Alien Plague".

 

 

 

 

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...