Jump to content

Search the Community

Showing results for tags 'aliens'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Announcements/Important News
    • DuelistGroundz Announcements
    • Welcome/Farewell
    • Help Desk
  • General
    • General Groundz
    • Tech Support
    • Travellers Groundz
    • Health, fitness, exercise, and nutrition
    • Social interaction
    • Mafia
  • Entertainment
    • Sports
    • Anime
    • TV, Films, and Books
    • Music
    • Video Games
  • War League & Tournaments
    • Team Wars & Ranked Games
    • Teams and Private Forums
    • Official Duelistgroundz Tournaments
    • LackeyDGZ Official Discussion
    • The Archive
  • Heart of the Cards
    • Yu-Gi-Oh! Rulings and Organized Play
    • Yu-Gi-Oh! Theory and Philosophy
    • Yu-Gi-Oh! General Groundz
    • Yu-Gi-Oh! Duel Links
    • Other TCGs/Tabletop Games
  • Pokémon
    • General + Video Games
    • TCG
  • Other Groundz
    • Crazy Spam Kingdom
    • Politigroundz
    • Permanent Threads
    • SMASH'D


  • Community Calendar

Found 2 results

  1. The Ridley Scott Maneuver

    There are improvements to be made, but here’s the list: 3 Warriors 3 Telepath 1 Kid 1 Overlord 3 Mysterious Triangle 3 A Cell Recombination device 2 powerful rebirth 2 brainwashing beam 2 Adhesion Trap hole Quick Rundown: This deck moves faster than I imagined. You clear backrow with telepath and go for game as quick as possible. It searches so quick, you’d think you’re moving at lightspeed. It’s one of the few decks that can deal with a lava golem the turn it’s dropped, but with destiny draw stall out there, I feel like it will have a hard time with that. Everything targets, apparently, so the text is outdated. Telepath requires the monster to be controlled by your opponent, so remember that before you brainwash an unwitting paladin and swing into wod. Warriors: Essentially the frontline of defense, allowing everything to be active. Kind of a mandatory at triplicate. Telepath: Clearing backrow is good. innocuous at first glance, this guy clears boards in conjunction with powerful rebirth. Honestly feeling 2 kids and 2 telepaths are better Kid: There’s more special summoning happening than you think. Powerful rebirth after a tagged in besti sets up your better plays. This guy gets past hazys. Overlord: the only card both overwhelming and underwhelming. I would run one and a half if I could. Recombination: The only Alien card that explicitly states “target” in its text, but creates a 1200 gap between an opposing monster and an alien. Also has the feature of being a rota. Mysterious: Tell me, Konami, where on this card does it say “target”!? Really salty about this card and its interaction with hazy. It stands on its own with recombination, so triplicates of both seem to be all you need for spells. Powerful: great card, combos well with Recombination and alien kid openers. Brainwashing: Fuuuuuuuuckkk e-con bro, your monster is staying here for a while. Adhesion: honestly, the only card that assists the win-conditions by keeping a monster face-up on your opponents’ side of the board.
  2. Plan "A" From Outer Space

    [img]http://i.imgur.com/n3Yuy.png[/img] 3x Alien Ammonite 3x Alien Dog 3x Alien Kid 2x Alien Overlord 2x Alien Telepath 3x Alien Warrior 2x A Cell Scatterburst 3x Code A Ancient Ruins 1x Dark Hole 1x Heavy Storm 1x Monster Reborn 3x Mysterious Triangle 2x Mystical Space Typhoon 2x Pot of Duality 2x Call of the Haunted 2x Offerings to the Snake Deity 1x Solemn Warning 2x Solemn Judgement 2x Torrential Tribute Sideboard: 2x Cyber Dragon 3x Thunder King Rai-Oh 2x Forbidden Lance 2x Swords of Revealing Light 2x Fiendish Chain 2x Rivalry of Warlords 2x Starlight Road Extraboard: 2x Chimeratech Fortress Dragon 1x Ally of Justice Catastor 1x Armory Arm 3x Cosmic Fortress Gol'Gar 1x Stardust Dragon 1x Gem-Knight Pearl 1x Kachi Kochi Dragon 1x Maestroke, the Symphony Djinn 1x Leviathan Dragon 1x Utopia 1x Photon Papillioperative 1x Wind-up Zenmaister Aliens have always been a pet deck of mine that I've goofed with on and off ever since they were first released in the GX days. I've been playing around with this deck a lot, and after doing a lot of testing this build works best for me. Originally my build was more passive and control based with Alien Greys and their Virus, and another with Meteorite and Lights, but they just seemed to get trounced without ever doing much of anything. Only placing 1 counter with the Virus made it so my effects would never go off like I wanted, so I swapped it up a bit and used Offerings and Scatterburst, along with more Aliens of moderate attack and the "A" counter lowering effect. It made it way more aggressive, and the 'destroy' clause on Offerings/Scatter/Triangle synergizes so well with Ancient Ruins that I'm almost always able to pop back an Alien. Gol Gar has a field day with Call (if I Synchro off of it) and Ruins, and the whole thing just comes together into a fun little adventure. I side into more Gol Gar fun with some added hate to Wind-Ups or Geargia should the situation arise. Overall I'm very pleased with how this has turned out, and while its no Championship deck, it has a nice variety of tricks and combos to keep me interested.