Elemental HERO Nebula Neos
Date Reviewed: September 12, 2018
Ratings are based on a 1 to 5 scale.
1 is awful. 3 is average. 5 is excellent.
Elemental Hero Nebula Neos is a Level 9 Earth Warrior-type Fusion Monster with 3000 Atk and 2500 Def. The worst part of this cards is requiring three monsters on the field that get shuffled back into the deck. However, you get to draw cards up to the number of cards your opponent controls and then negate 1 face up card on the field until the end of the turn. So as an opening play, this might be the only face-up card on the field and will have to negate itself. Then you don’t shuffle it into the Extra deck during the End Phase, but you also don’t banish everything on the field face-down. It’s cool, it’s powerful, and it can win some games, but it’s expensive. There’s no protection and Panthro with drills and a purple ball looks weird. Elemental Hero Nebula Neos is not my cup of tea.
Score: 2.5/5 Drawing cards is good, but some of the other stuff can backfire. Art: 2/5
Oh hey, we got a new Neos Triple Contact Fusion! How nice! Hopefully the effect makes it worth summoning in 2018, for the second card on Two-for Wednesday, this is Elemental HERO Nebula Neos.
Nebula Neos is a Level 9 EARTH Warrior Fusion with 3000 ATK and 2500 DEF and requires Elemental HERO Neos, Neo-Spacian Grand Mole, and Neo-Spacian Dark Panther as materials. I typically hate specific materials, but that is basically all the Neos Fusions and there are still several options for your Standard and Triple Contact Fusions. Stats are good on a Level 9, EARTH is solid and Warrior is ok. Nebula Neos must first be Special Summoned from the Extra Deck by shuffling the materials listed above into the deck. Well, this or Miracle Contact will be good options to summon this. You’ll probably use a Prisma for Neos and Contact Gate can get you to Dark Panther and Grand Mole. If this card is Special Summoned from the Extra Deck, you can draw cards equal to the number of cards your opponent controls and then negate the effects of one face-up card on the field until the end of the turn. Drawing cards is amazing always, and the more you can draw off this, the better. Problem is, the more you can potentially draw, the more likely your opponent has an out to this thing, so there is some balance. Negation is nice as well to negate an important card from the opponent or negate this card so it’s End Phase effect doesn’t go off at the end of your turn. Once per turn, during the End Phase, Nebula Neos goes back to the Extra Deck and if it does, all cards on the field are banished face-down. Yeah, all the Neos Fusions go back when you don’t control Neo Space (which needs a retrain) except the one Marine Neos, which requires you play NEX and Marine Dolphin to even play. I expected this would return to the Extra Deck, but all the Triple Contact Fusions do something when they leave, so banishing everything face-down is amazing. Nebula Neos is easily the new best Triple Contact Fusion finally topping Storm Neos and Dark Panther is finally part of a good Triple Contact Fusion. The only negative on this card is that… it is a Neos Fusion, so summoning it won’t be too easy and again, it doesn’t stay long, though when it leaves it takes everything else with it.
Advanced Rating: 3.5/5
Art: 4.25/5 Chaos Neos is the best Neos Fusion artwork still, despite probably being the worst one.
Contact Fusion…TRIPLE Contact Fusion, no less…this makes me sigh and gives me a headache, but honestly, Nebula Neos is one hell of a card. 3000 attack is good (although low for Level 9 perhaps) and you need Neos, Grand Mole, and Dark Panther for a Fusion Summon of Nebula. Warrior is, of course, good (especially for Heroes) and Earth is kinda meh though.
First off, this guy will help replenish your resources. You should be able to easily plus and gain advantage, as when Fusion Summoned, you Draw one card for EACH card your opponent currently controls. You only need them to control three cards just to break even for your Fusion investment here, and honestly seeing a +3 or more from this effect isn’t unrealistic either.
Then, you also get to select a card on the Field (face-up) and negate its effect(s) until the End Phase of the turn. That’s wonderful too, in case there’s something bothering you or maybe preventing you from making a move or a push. Nebula Neos does have the Contact effect you should be familiar with about shuffling itself back to the Extra Deck during the End Phase it comes out…
BUT…if successful, all (repeat ALL) other cards on the Field are removed from play, face-down. If that isn’t big enough in itself, the face-down part is huge as those cards can’t come back being face-down. Contact Fusion is more or less a flawed design as is, and Triple ones are seldom worth your time, but this guy is worth some consideration. He’s a beast
Art: 4.5/5 Too much darkness, I get Dark Panther was involved, but a nebula is bright, I don’t feel there’s enough color in here reflecting that.
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