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Alien Support


SecondSeraphim

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So I don’t know if I was the only person a bit disappointed in the new Alien Link. Here’s some stuff to make it a tad better.

 

Alien Embryo                                     LIGHT/Reptile/LV2/Tuner             200/500

This card’s name also becomes “Alien Amorite” while on the field or in the GY. While this card is in the GY, you may remove 2 A-Counters from anywhere on the field; Synchro Summon a LIGHT/Reptile Synchro monster from your Extra Deck by banishing Synchro Materials from your GY, including an “Alien Amorite”. You may only Synchro Summon using “Alien Embryo” once per turn.

 

Alien Cat                                              LIGHT/Reptile/LV3                          1000/1500

(Quick Effect): You can discard this card to target a monster on either player’s field; place 2 A-Counters on it. You can banish this card from your GY and target an “Alien”, “Cosmic Horror”, or “Cosmic Fortress” monster in your GY, also you may choose to remove 2 A-Counters from anywhere on the field; add the targeted monster to your hand, or, if you removed the A-Counters, Special Summon it. You may only activate one effect of “Alien Cat” per turn and only once that turn.

 

Alien Duplicator                               LIGHT/Reptile/LV3                          1200/1000

Once per turn you can remove 2 A-Counters from anywhere on the field, then target an “Alien” monster you control with a level; Special Summon an “Alien Clone Token” (LIGHT/Reptile). The ATK, DEF, and level of that token become the same as the targeted monster. During your turn, you may Tribute a Normal Monster you control; Special Summon this card from the GY. You may only control 1 “Alien Duplicator” (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.)

 

Alien Cosmic Fortress                    LIGHT/Reptile/Lv4/Synchro         0/1300

"Alien Ammonite" + 1 or more non-Tuner "Alien" monsters

This card gains ATK equal to the total number of A-Counters on the field x 300. If this card is destroyed by battle or by an opponent’s card effect, you may place it face-up in your Spell/Trap Zone as a Continuous Spell Card with this effect:

  • 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.

 

Alien Cosmic Horror                       LIGHT/Reptile/Lv6/Synchro         2700/1800

"Alien Ammonite" + 1 or more non-Tuner LIGHT Reptile Synchro monsters

Whenever you would place A-Counters on a card by a card effect, place twice as many. You may only control 1 “Alien Cosmic Horror”. If an “Alien” monster you control would be destroyed by battle or by a card effect, you may remove 3 A-Counters from the field instead.

 

Alien Overgrowth                            Normal Spell

Target an “Alien” monster in your GY and remove A-Counters from the field equal to that monster’s level; Special Summon it, also it gains ATK equal to its original ATK, and if it is removed from the field by battle or by an opponent’s card effect you may distribute A-Counters equal to twice its level among your opponent’s face-up monsters. You may only activate “Alien Overgrowth” once per turn.

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  • 2 weeks later...

A lot of people aren't happy with the Alien Link (including a few of vocal TCG users [not to berate anyone by name]), but let's see what you have.

 

So I don’t know if I was the only person a bit disappointed in the new Alien Link. Here’s some stuff to make it a tad better.

 

Alien Embryo                                     LIGHT/Reptile/LV2/Tuner             200/500

This card’s name also becomes “Alien Amorite” while on the field or in the GY. While this card is in the GY, you may remove 2 A-Counters from anywhere on the field; Synchro Summon a LIGHT/Reptile Synchro monster from your Extra Deck by banishing Synchro Materials from your GY, including an “Alien Amorite”. You may only Synchro Summon using “Alien Embryo” once per turn.

 

This one seems fine for the most part, though outside Gol'gar and that Level 6 you have here, it isn't accomplishing too much. Least making Gol'gar is a bit easier without being forced into Level 4 non-Tuners.

 

Alien Cat                                              LIGHT/Reptile/LV3                          1000/1500

(Quick Effect): You can discard this card to target a monster on either player’s field; place 2 A-Counters on it. You can banish this card from your GY and target an “Alien”, “Cosmic Horror”, or “Cosmic Fortress” monster in your GY, also you may choose to remove 2 A-Counters from anywhere on the field; add the targeted monster to your hand, or, if you removed the A-Counters, Special Summon it. You may only activate one effect of “Alien Cat” per turn and only once that turn.

 

Least it's somewhat consistent at A-Counter distribution and revives / recycles stuff when necessary. Not seeing any major issues with this.

 

Alien Duplicator                               LIGHT/Reptile/LV3                          1200/1000

Once per turn you can remove 2 A-Counters from anywhere on the field, then target an “Alien” monster you control with a level; Special Summon an “Alien Clone Token” (LIGHT/Reptile). The ATK, DEF, and level of that token become the same as the targeted monster. During your turn, you may Tribute a Normal Monster you control; Special Summon this card from the GY. You may only control 1 “Alien Duplicator” (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.)

 

Most this does is probably provide more Link/Synchro material fodder, which isn't necessary bad (or revive this from the GY later, as Tokens are vanilla unless otherwise stated on card). I suppose you could make a copy of Mother/Overlord for beatsticks or something, but that's it. Right, and Embryo cloning to make 4, then go into below.

 

Alien Cosmic Fortress                    LIGHT/Reptile/Lv4/Synchro         0/1300

"Alien Ammonite" + 1 or more non-Tuner "Alien" monsters

This card gains ATK equal to the total number of A-Counters on the field x 300. If this card is destroyed by battle or by an opponent’s card effect, you may place it face-up in your Spell/Trap Zone as a Continuous Spell Card with this effect:

  • 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.

At least itt kinda rewards you for using the Link to distribute A-Counters as it gets stronger, but that's really it for now. Standard A-Counter reduction thing notwithstanding, it's alright.

 

Alien Cosmic Horror                       LIGHT/Reptile/Lv6/Synchro         2700/1800

"Alien Ammonite" + 1 or more non-Tuner LIGHT Reptile Synchro monsters

Whenever you would place A-Counters on a card by a card effect, place twice as many. You may only control 1 “Alien Cosmic Horror”. If an “Alien” monster you control would be destroyed by battle or by a card effect, you may remove 3 A-Counters from the field instead.

 

Well, here's your mass counter distributor (not like you're ever discarding Mother/Overlord for 12 A-Counters for stuff off /Frame). Protection is fine though. Major issue is that you literally either have to go Embryo + reg Fortress or Ammonite + Golgar just for this. Either way is doable, but probably should get them off needing Ammonite for Tuners. It is not like other Decks are just going to tech Alien non-Tuners.

 

Alien Overgrowth                            Normal Spell

Target an “Alien” monster in your GY and remove A-Counters from the field equal to that monster’s level; Special Summon it, also it gains ATK equal to its original ATK, and if it is removed from the field by battle or by an opponent’s card effect you may distribute A-Counters equal to twice its level among your opponent’s face-up monsters. You may only activate “Alien Overgrowth” once per turn.

 

Seems fine for the most part, though again, still requiring you to actually have enough A-Counters that can be removed to summon it. Most of the time, you probably should assuming Level 6 distributed more stuff, /Frame did its job and/or protection clauses didn't need to be used. But besides the point, Aliens needed more consistent forms of getting counters on stuff. Though I suppose another suggestion would be to have it retrieve self from the GY (as Aliens lack any way of retrieving stuff), or you can make another Alien that can do that.

 

Alright, got that taken care of.

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