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					 Trading 
					Card Game Tips from fans 
						  
							
							February 2006 
							  
								  
									
									
									
									The Outlaw's Hitch-Hiking guide to the 
									Galaxy! - The New Era Outlaw 
								  
									
										
										
										Greetings, fellow Earthlings!
 This is your friendly neighbourhood 
										cowboy here, with a new
 
										type of deck that I am very surprised 
										hasn't been discussed by many people.article that 
										nobody gives a rat's bare a
 So, I'm going to seize about two minutes 
										of your time and talk a bit about a deck 
										that I personally believe has a lot of 
										potential (despite the fact that 
										Machines and Dark World out class it by 
										a good bit), the Aliens.
 
 
 First of all, you may ask, "What exactly
										are 
										the Aliens all about, anyway?"
 Well, just like Gravekeepers, Toons and 
										Dark World monsters, Aliens are another 
										monster genre in Yu-Gi-Oh! that revolve 
										around a particular theme. Toons, for 
										example, focus on direct attacks on your 
										opponent's LP. Gravekeepers, focus on 
										swarming and keeping your opponent's 
										mitts off of his Graveyard. So, what do 
										Aliens have, exactly?
 
 Quite a few things, actually, but, most 
										of all, the A-Counters.
 
 Now, for those of you that don't know 
										what these are, A-Counters basically 
										drop your opponent's monster's ATK and 
										DEF by 300 when an Alien monster battles 
										with it after Damage Calculation. In 
										other words, get enough on a monster and 
										beat them down with a fully powered 
										Alien, while their attack drops like a 
										stone.
 However, A-Counters have other nifty 
										effects as well, namely:
 
 
 - 
										Allows Alien Hunter to attack again once 
										he destroys said monster. Think Black 
										Luster Soldier, here. It's always a good 
										thing to have a next attack handy, 
										especially where it would matter the 
										most.
 
 -Allows Alien Mother to pummel and seize 
										A-Counter infected monsters. Jinzo? 
										Mine. Moby? Mine. Cyber Dragon? Got 5 of 
										them already, but I 
										always 
										have room for one more.....YOURS. Mwee, 
										hee, hee.
  
 -Allows Brainwashing Beam to act as a 
										Snatch Steal, at least for a turn.
 
 -Negates infected Monster Card effects 
										when used as a combo with Alien Mars (NO, 
										not a foreign candy bar, you morons.)
 
 -Spirit Reaper, meet thine doom! 
										(A-Counters target, nyah, nyah, nyah.)
 
 
 
 Nifty, eh?
 Now, you're probably wondering, "Well, 
										gorsh golly GEE! Where can I gets me 
										some of them thar fancy-shmancy Alien 
										counter thingamabobs?"
 
 
 Well, first off, I'd most likely pistol 
										whip you for talking like that. But I 
										digress.
 Secondly, you can get Alien counters 
										from the effects of several different 
										cards that run with the theme, (Alien 
										Warrior, Alien Grey and Corruption Cell 
										"A", just to name a few.)
 
 Thirdly, if you're talking about 
										actual, 
										real-life counters, I'd suggest you'd do 
										what I did and fish out your old Pokemon 
										Gift Box and use the Damage Counters 
										they include. Otherwise, you can use 
										what you can come up with....bottle 
										caps, paper bits, severed 
										fingers....whatever.
 
 
 So, ready to delve into the world of the 
										Aliens?
 Here's your personal hitch-hiking guide 
										to the galaxy as to what you should (and 
										probably should 
										not) 
										look at when going Alien hunting:
 
 
 CARDS 
										THAT YOU SHOULD DEFINITELY LOOK AT:
 
 Alien 
										Warrior- Definitely a staple 
										for this deck. Not only does it have a 
										pretty decent 1800 ATK, but it also 
										plants 2 A-Counters on whatever beats it 
										down in battle, which practically sets 
										it up for another Alien Warrior or an 
										Alien Hunter to slap the taste from its 
										mouth. On top of that, it combos well 
										with Crop Circles should it be targeted, 
										or you want to extend the beatdown (I'll 
										explain more on this card further down.) 
										Include 3 in your deck, it's a 
										MUST-HAVE.
 
 Alien 
										Grey - Draw power, tosses an 
										A-Counter on a hapless monster when 
										flipped, and fodder for cards like 
										Orbital Bombardment and Crop Circles 
										(when used in tandem with another Level 
										4 monster in the case of the latter, 
										that is.) Sure, there is the downside 
										that you have to flip it AND send it to 
										the Graveyard as a result of battle to 
										draw, but that can happen quite a few 
										times, if not often. Run 3, since you 
										will need worthwhile Aliens to serve as 
										bait for Orbital Bombardment.
 
 Cosmic Horror Gangi'el - The 
										big boss of the deck, boasting a very 
										decent 2600 ATK, and the ability to 
										plant A-Counters each turn on the fly 
										(Spirit Reaper, I'm looking at you.) 
										What really makes this card awesome is 
										the fact that if you use an opponent's 
										monster 
										on your 
										side of the field (just a 
										heads up for those of you wanting to go 
										"SOUL EXCHANGE MWA HA HAAAAAA!!!", it 
										doesn't work that way.), you only need 
										ONE tribute. Or, you can go one better, 
										and just dump it in the Graveyard to 
										play Premature Burial on it. Either way, 
										this card works well with the theme, 
										despite the fact that it's not really an 
										Alien (No 'Alien' in its name.) Run 2, 
										or 1, depending on how many Tributes you 
										want running amuck in your deck.
 
 Alien Skull - 
										
										To be 
										perfectly honest, at first, I didn't 
										like this card. I couldn't really see 
										past the fact that the effect is pretty 
										much near to useless, because, at most, 
										the only Level 3 monsters that would be 
										consistent in most decks are Sangan and 
										Spirit Reaper, and by giving up your 
										Summon for the turn, you'd only make 
										matters worse (because, not only have 
										you just given a much stronger monster 
										to your opponent, but, in the case of 
										Sangan, you just gave your opponent a 
										free card.
 
										
										
										However, some play testing with this 
										card has made me realise that he does 
										have his uses. His 1600/1800 stats make 
										him pretty decent, the DEF in 
										particular, as it is just enough to stop 
										most attacks in today's metagame from 
										making it through. Not, by any means, a 
										Gear Golem the Moving Fortress, mind 
										you, but the DEF should buy you some 
										time, as well as more fodder for Crop 
										Circles and Orbital Bombardment. 
										
										Run about 2 of these. To me, it's always 
										a good thing to have Aliens on standby 
										in the event one is about to go down and 
										you need to Crop Circle his ass out of 
										there.
 
 Alien 
										Mother- Anything she kills 
										with an A-Counter becomes yours at the 
										end of the Battle Phase. Basically, a 
										big Red Moon Baby. Use this effect 
										wisely, though, because once she's gone, 
										her captives FLEE. I'd suggest you run 
										just one, to make room for a Monarch or 
										a Jinzo. 2300's not going to survive 
										long against either.
 
 Crop 
										Circles- YES. Staple, and 
										then some for this deck. The card 
										basically allows you to dump any number 
										of monsters from your side of the field 
										to the Graveyard, and summon any Alien 
										with the same number of Level Stars as 
										the total number of Level Stars you 
										threw out. To make things simple, if I 
										throw out a Lvl 3 monster and a Lvl 1 
										monster (Lily and Treeborn for those of 
										you who want me to be more specific,) I 
										get to summon an Lvl 4 Alien monster, 
										since 1+3=4. Simple maths. By this 
										logic, you can practically swap a Lvl 4 
										for another Lvl 4, also, which is where 
										the combo potential comes in. To get 
										down to the nitty gritty, Crop Circles:
 
 1) Encourages deck thinning, perfect 
										fuel for cards like Pot of Avarice.
 
 2) Prevents target effects from getting 
										off. Brain Control my Breaker? Crop 
										Circles, and substitute for an Alien 
										Warrior. Since you targeted Breaker, all 
										you get is NOTHING. Nobleman of Crossout 
										on my Alien Grey? Crop Circles and 
										substitute it for another. Once again, 
										you get NOTHING. As long as you have 
										Aliens in your deck, and this on the 
										field, your opponent will be wasting 
										those cards, because he clearly expected 
										to wipe your defenses out with those 
										moves.
 
 3) Combo potential. Let's say that I 
										attack with a face-up Alien Hunter and 
										Alien Warrior directly. What's this? 
										You're not stopping it? Say I've run out 
										of monsters to attack? Fine, fine..... 
										Crop Circles. I'll toss that Alien 
										Hunter that just chopped 1600 LP off of 
										you, and summon Alien Warrior (the first 
										of which shaved 1800 earlier). Since I 
										haven't ended my Battle Phase, he can 
										attack you just fine. Take 1800. What, 
										what, what? You say, "FAH, I've seen 
										worse. Yuh end?", and I will say 
										"Balderdash, old bean!" and play Crop 
										Circles, tossing the Alien Warrior that 
										just attacked you and summoning another 
										yet AGAIN. "HAVE AT YOU!", I will say, 
										as he probes you for another 1800. Now, 
										I see you're getting rather annoyed. Oh, 
										my friend. You haven't SEEN annoyance 
										YET. I'll play my last Crop Circles, 
										switch out the very first Alien Warrior 
										I put on the field, and summon my next 
										Alien Hunter, and strike you for 1600! 
										For those of you keeping score at home, 
										that's 1800+1600+1800+1800+1600=8600 
										damage! I take a solemn bow for a game 
										well played, and then....oh, my. 
										Extending your finger like that at me is 
										certainly not gentlemanly behaviour, my 
										good man. Oh well. =P
 
 However, that's really wishful thinking 
										on my part, but that's to show you the 
										pure damage potential this card can do. 
										At most, however, you can eke out about 
										3600 LP worth of damage with this combo 
										in mind when you have a clear shot at 
										your opponent, which is a little below 
										half, and more damage than a Lily could 
										inflict in one turn (sans the cost. 
										Yowch.) Also, if you attack and get hit 
										by a Magic Cylinder, just swap the 
										monster for an Alien in your deck, and 
										you can carry on, because Magic 
										Cylinder's target is gone, hence, no 
										damage done to you.
 
 I personally run 2, but you are free to 
										run 3 if you want. Excellent card, for 
										many reasons.
 
 
 Orbital Bombardment- Combos 
										just like Crop Circles to a lesser 
										extent, but you get to nuke one Spell or 
										Trap card on the field at the cost of 
										your Alien. To me, it's like 
										this....once your opponent decides to 
										play sassy and tribute your Alien for 
										Mobius, just do like Rayden and go "ALI 
										BAH BAH YAY!!" and sacrifice your Alien 
										to nuke one of his Traps. No Tribute for 
										your opponent, and one of his resources 
										on the field is gone.
 
										
										
										However, despite this, I'd advise you 
										only run 1. Why? After some serious play 
										testing, you'd begin to realise that 
										Tributing that 1 Alien might be harder 
										than you thought. It's a -1, and you 
										might want to actually retain the Alien 
										you're tributing (Alien Grey for its 
										Draw effect, and Alien Warrior for its 
										beatdown capabilities, for example.) On 
										top of that, it's a pretty horrid 
										topdeck that you definitely do NOT want 
										to draw in a pinch, as you might need to 
										squander resources to use it.
 
 INTERESTING CARDS THAT DIDN'T REALLY 
										MAKE THE CUT....
 
 Alien 
										Mars- Basically, a Skill 
										Drain on any A-Counter infected monster, 
										in monster form. Could be useful for 
										killing a Sangan or a D.D. Warrior Lady 
										that's been bothering you. To me 
										knowledge, though, the most dangerous 
										monsters are those that are face 
										down. 
										Still, pretty interesting...if it had a 
										higher attack, I might have considered 
										it.
 
 Brainwashing Beam - Yeah, 
										yeah, I know. Uses A-Counters, acts like 
										a Snatch Steal....why 
										don't 
										I consider it? Because of several 
										things. The biggest achilles heel of 
										this card is the fact that it's a 
										continuous Trap Card. Not only does it 
										nerf Treeborn Frog when you might 
										really, REALLY need it, but it's WAY too 
										vulnerable to Jinzo/Mobius/MST/Breaker. 
										On top of that, you'll have to remove 
										A-Counters after each turn the monster 
										is yours, and, knowing how this game 
										runs, you'd most likely have just 1. 
										However, in its defense, I will say that 
										it's a very good surprise Snatch Steal 
										on your opponent's turn. Definitely not 
										going to expect that, is he? Still....
 
 Flying Saucer Muusik'i - And, 
										just what are aliens without a 
										spaceship, eh? Though, to be honest, 
										this batch might just be better off. 
										True, it does come with a Freed-like 
										effect of fetching Aliens, but that 
										stats for this card are really bad for a 
										level 5. 1000 ATK and 2000 DEF doesn't 
										warrant you summoning this card face-up, 
										and by the time you get around to 
										putting it face-up, it's probably not 
										going to be around long enough for you 
										to get true advantage out of this card. 
										If only, ONLY it was a level 4. As is, I 
										really don't recommend it.
 
										
										
										Alien 
										Hunter- 
										After some deliberation and even more 
										playtesting, I realise that Alien 
										Hunter's just not going to cut it 
										anymore. Without any A-Counters to work 
										with, it's a mediocre beatdown monster 
										at best that will easily fall against an 
										unused Breaker or a D.D. Assailant. 
										True, the effect does have some 
										interesting outcomes, but, as a topdeck, 
										you're better off topdecking either 
										something with decent ATK (Alien 
										Warrior) or DEF (Alien Skull). Run 1 if 
										you want, but, if I were you, I'd be 
										better off running Alien Skull instead.
 CARDS 
										TO AVOID LIKE RABID FACEHUGGERS:
 
 
 Alien 
										Infiltrator- Interesting 
										card, yes, but way too technical for my 
										liking. It involves your opponent having 
										a blank monster card space and an 
										adjacent Spell/Trap card space behind 
										it, and you moving the monster to that 
										spot opposite it to.....attack directly. 
										You know, that would be dandy if it was 
										about 1600 ATK at 
										least, 
										but 
										800? Why don't I just use a 
										Rainbow Flower instead? >=(
 
 Alien 
										Skull- Ick, NO. Chances are, 
										that Lvl 3 you'll be Tributing is either 
										Spirit Reaper or Sangan. Either way, 
										you'll only make things worse, because 
										you'll be giving up your summon for the 
										turn AND giving them a monster. I think 
										there are 
										better 
										ways to put A-Counters on monsters, 
										don't you? Run ZEROOOO.
 
 Corruption Cell "A" - If this 
										was a Quick-Play Spell Card, it could 
										work with Aliens since you're dropping 
										attacks on the fly, but as is, way too 
										slow to be effective. PASS.
 
 
 CARDS 
										I'D SUGGEST YOU RUN WITH THIS DECK, 
										ABOVE ANYTHING ELSE:
 
 Brain 
										Control: For Cosmic Horror 
										Gangi'el, you can't go wrong with just 1 
										Tribute.
 
 Pot 
										of Avarice: With all of the 
										dumping you'll be doing with this deck, 
										this can be easily pulled off, and net 
										you back some resources.
 
 Last 
										Will: If you don't know why 
										this is here, go play Pac-Man or 
										something. Did you forget Crop Circles 
										and Orbital Bombardment? HEL-LOOOOO, 
										Staple?
 
 
 
 So, for now, that's it.
 I'll put up a deck later, but if you've 
										ever decided to venture into the unknown 
										reaches of the galaxy, then you have a 
										first hand guide to some good old Alien 
										hunting!
 Happy trails, folks.
 
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