2011-06-07, 03:29 PM
The formatting ends up messing up a bit, but it's done and I'm content.
Yes I have that much time, but I love the archetype.
THEY CAME FROM OUTSPACE!
[SIZE="4"]
Aliens are a fairly interesting and unique archetype which debuted around the GX era. They started more as filler, but they eventually gained enough support, such as a control and synchro element, at the start of 5D's.
What makes Aliens so unique is that they are a reptile archetype, one of only four in the game. Nah, what makes them unique is that they focus around getting A-Counters across the board, and just controlling the duel with those Counters.
With the support they received, the deck can control the duel, but with the increasingly speedy meta, it can be difficult.
Konami has been generous enough to help facilitate the spread of the Counters, maybe they used to see the promise in the archetype too?
The key players of the deck are simple.
Like every other deck in today's game, swarm and control are key, but unlike certain decks, Aliens can handle both fairly well.
Match-Ups & Conclusions
As you may have noticed, Aliens aren't a very fast deck, but they still have some power and control to stand a chance to today's meta. With Offering and Virus, the deck can hope to stop the pushes of the opponent and clear the field, opening with it gives you a chance against Samurais. Samurais are just horrible to face against, they're too fast for the deck, and without protection and outs to Shi En, the deck can crumble fast. X-Sabers are another tough match up because they too are fast, but they actually take more than one turn to go off, so its still manageable. Gravekeepers are another tough Tier 1 match-up simply because they shut down your grave. Telepath becomes key in the match-up because it can take off those Necrovalleys. Gladiator Beasts round off the list of tough match-ups, simply because they can toolbox easily, they have protection, they can negate, and with them going in and out of the field, counters never really remain on the field, Alien Kid does end up shining here. Almost any other match-up is fair game with the protection Aliens should be running, it just takes the right pilot.
In my opinion, Aliens are still a very strong deck, it just takes a bit of thought to unlock their true potential. They're one of the very few decks that manipulates the opponent and one of the very few decks that revolve around Counters, and works.
Trivia:
The design of the aliens vary, some look like Aliens that people describe within the Roswell crash/incident, and others look more like traditional Sci-Fi monsters.
For every Alien you control with that 300 ATK reduction ability, the opponent's monster will lose that much. So if you have two alien warriors, and you face a monster with 1 counter, they will lose 600 ATK during the damage step. Having that swarm makes all the difference in the heat of battle.
ALIENS
[/SIZE]Aliens are a fairly interesting and unique archetype which debuted around the GX era. They started more as filler, but they eventually gained enough support, such as a control and synchro element, at the start of 5D's.
What makes Aliens so unique is that they are a reptile archetype, one of only four in the game. Nah, what makes them unique is that they focus around getting A-Counters across the board, and just controlling the duel with those Counters.
With the support they received, the deck can control the duel, but with the increasingly speedy meta, it can be difficult.
Konami has been generous enough to help facilitate the spread of the Counters, maybe they used to see the promise in the archetype too?
The key players of the deck are simple.
Spoiler
![[Image: AlienKidCRMS-EN-SR-1E.png]](http://images.wikia.com/yugioh/images/7/75/AlienKidCRMS-EN-SR-1E.png)
Alien Kid just spits out 1 counter onto all monsters that are special summoned. His attack may not be great, but with how often the meta special summons, dropping their attack off by 300 minimum is helpful, and getting to abuse counters easily is great. Alien Kid basically laughs his ass off at Reborn Tengu.
Abuse, Speed, Swarm![[Image: AlienKidCRMS-EN-SR-1E.png]](http://images.wikia.com/yugioh/images/7/75/AlienKidCRMS-EN-SR-1E.png)
Alien Kid just spits out 1 counter onto all monsters that are special summoned. His attack may not be great, but with how often the meta special summons, dropping their attack off by 300 minimum is helpful, and getting to abuse counters easily is great. Alien Kid basically laughs his ass off at Reborn Tengu.
Spoiler
![[Image: AlienWarriorCP08-EN-C-UE.jpg]](http://images.wikia.com/yugioh/images/2/29/AlienWarriorCP08-EN-C-UE.jpg)
Alien Warrior is a basic beatstick with another simple effect. When he's killed, give the monster who beat him 2 Counters. It's an instant 600 attack reduction, that does play a big role later on.![[Image: AlienWarriorCP08-EN-C-UE.jpg]](http://images.wikia.com/yugioh/images/2/29/AlienWarriorCP08-EN-C-UE.jpg)
Spoiler
![[Image: PlanetPollutantVirusCRMS-EN-R-1E.png]](http://images.wikia.com/yugioh/images/d/d5/PlanetPollutantVirusCRMS-EN-R-1E.png)
Darks have Crush, Deck Devastation, and Eradicator Epidemic Virus, Aliens have Planet Pollutant Virus. It's a rather lackluster -2, unless you actually hit of two monsters, or chain it to their card. It's sort of an emergency button, if there's a big play incoming, just destroy everything. Getting off a counter to all monsters they summon for 3 turns is also very great, it's a helpful card that gives Aliens an out to tough situations, unless those counters have already been spread across the board. ![[Image: PlanetPollutantVirusCRMS-EN-R-1E.png]](http://images.wikia.com/yugioh/images/d/d5/PlanetPollutantVirusCRMS-EN-R-1E.png)
Spoiler
![[Image: CosmicFortressGol%27garCRMS-EN-UR-1E.png]](http://images.wikia.com/yugioh/images/6/63/CosmicFortressGol%27garCRMS-EN-UR-1E.png)
Their big boss monster. Cosmic Fortress Gol'Gar is what 5D's had to offer for Aliens, it works. It's the strongest level 5 synchro in the game with a nasty effect, he can completely change the situation. It basically goes on to beat face whenever theres a face-up spell or trap, and he has the ability to just pop 1 card every turn, and it becomes increasingly as the game rolls on. ![[Image: CosmicFortressGol%27garCRMS-EN-UR-1E.png]](http://images.wikia.com/yugioh/images/6/63/CosmicFortressGol%27garCRMS-EN-UR-1E.png)
Like every other deck in today's game, swarm and control are key, but unlike certain decks, Aliens can handle both fairly well.
Spoiler
![[Image: CodeAAncientRuinsCRMS-EN-SR-1E.png]](http://images.wikia.com/yugioh/images/7/74/CodeAAncientRuinsCRMS-EN-SR-1E.png)
Code A Ancient Ruins has ended up being the heart of many Alien decks. It allows them to keep field presence, being able to remove Counters from the entire field works wonders. They destroy your alien warrior? That's 3 Counters on the field already. Remove 1 from the ruins, 1 from their monster, Warrior can come right back hopefully beat that monster back down since it loses 300 ATK. Gol'Gar also loves Ruins. It can continuously bounce it, put counters, and then you can revive at a mucher easier pace. The amount of ruins may vary, 3 isn't recommended because it can clog the hand.
Non-Themed Support:![[Image: CodeAAncientRuinsCRMS-EN-SR-1E.png]](http://images.wikia.com/yugioh/images/7/74/CodeAAncientRuinsCRMS-EN-SR-1E.png)
Code A Ancient Ruins has ended up being the heart of many Alien decks. It allows them to keep field presence, being able to remove Counters from the entire field works wonders. They destroy your alien warrior? That's 3 Counters on the field already. Remove 1 from the ruins, 1 from their monster, Warrior can come right back hopefully beat that monster back down since it loses 300 ATK. Gol'Gar also loves Ruins. It can continuously bounce it, put counters, and then you can revive at a mucher easier pace. The amount of ruins may vary, 3 isn't recommended because it can clog the hand.
Spoiler
![[Image: MysteriousTriangleCRMS-EN-C-1E.png]](http://images.wikia.com/yugioh/images/3/35/MysteriousTriangleCRMS-EN-C-1E.png)
Mysterious Triangle is another great card of the deck that is usally a +1 that can lead off to +2's, maybe even more. You get to pop off a monster with a counter, a great one-for-one in itself, but then you can bring out an Alien. Going on, with the monster being destroyed at the end phase, Ruins gains 1 more Counter, giving you chance of reviving that same monster next turn. Like Ruins, the numbers vary and 3 can clog the hand.
Rounding off the last bit of key parts of the theme, the monsters that bind the deck and give it what they need. Alien Dog allows the deck to swarm off, and getting him out means 2 Counters onto everything, More Ruins, Triangle, and Gol'Gar abuse. Alien Telepath is what gives the deck some of that control aspect. Remove a Counter, pop a backrow. He works well, and if you bring him out with Triangle, you just might be able to pop a backrow, making it a +2. Alien Grey is a rather helpless card for the deck. He's simply a flip that gives a counter, but the draw you get when hes destroyed in battle is helpful. It can make a nice opening play, and that makes him somewhat nice. Alien Ammonite keeps the deck standing. He's an instant Gol'Gar, Catastor, or Librarian, and it's what makes him and the deck powerful. If you already have a level 4 Alien on the field, you can even go into a Trishula, changing the tide of the game in your favor almost instantly. Ammonite and Dog go hand in hand. Summon Ammonite, you special summon your Alien, and you can follow it up with a Dog, getting out Counters, and allowing you go into Gol'gar for some destruction, or a level 8 like Stardust or Scrap Dragon. The amount for all of these depends on preference. 1 Grey works fine. Two Telepath and Ammonite seem to be best, while the Dog is whatever works. ![[Image: MysteriousTriangleCRMS-EN-C-1E.png]](http://images.wikia.com/yugioh/images/3/35/MysteriousTriangleCRMS-EN-C-1E.png)
Mysterious Triangle is another great card of the deck that is usally a +1 that can lead off to +2's, maybe even more. You get to pop off a monster with a counter, a great one-for-one in itself, but then you can bring out an Alien. Going on, with the monster being destroyed at the end phase, Ruins gains 1 more Counter, giving you chance of reviving that same monster next turn. Like Ruins, the numbers vary and 3 can clog the hand.
Spoiler
![[Image: 20090522212129!AlienTelepathGLAS-EN-R-1E.jpg]](http://images3.wikia.nocookie.net/__cb20090522131815/yugioh/images/archive/1/1f/20090522212129!AlienTelepathGLAS-EN-R-1E.jpg)
![[Image: AlienDogRGBT-EN-C-1E.png]](http://images.wikia.com/yugioh/images/6/61/AlienDogRGBT-EN-C-1E.png)
![[Image: AlienAmmoniteCRMS-EN-R-1E.png]](http://images.wikia.com/yugioh/images/3/38/AlienAmmoniteCRMS-EN-R-1E.png)
![[Image: AlienGreyPOTD-EN-C-1E.jpg]](http://images.wikia.com/yugioh/images/f/f7/AlienGreyPOTD-EN-C-1E.jpg)
![[Image: 20090522212129!AlienTelepathGLAS-EN-R-1E.jpg]](http://images3.wikia.nocookie.net/__cb20090522131815/yugioh/images/archive/1/1f/20090522212129!AlienTelepathGLAS-EN-R-1E.jpg)
![[Image: AlienDogRGBT-EN-C-1E.png]](http://images.wikia.com/yugioh/images/6/61/AlienDogRGBT-EN-C-1E.png)
![[Image: AlienAmmoniteCRMS-EN-R-1E.png]](http://images.wikia.com/yugioh/images/3/38/AlienAmmoniteCRMS-EN-R-1E.png)
![[Image: AlienGreyPOTD-EN-C-1E.jpg]](http://images.wikia.com/yugioh/images/f/f7/AlienGreyPOTD-EN-C-1E.jpg)
Spoiler
![[Image: OfferingtotheSnakeDeityPTDN-EN-R-1E.png]](http://images.wikia.com/yugioh/images/8/85/OfferingtotheSnakeDeityPTDN-EN-R-1E.png)
Offering to the Snake Deity is, what I think, the card that keeps Aliens and any other Reptile deck standing. This card is a 2-for-2 that can turn into a 2-for-3 very easily. Attack with an Alien, they use D-Prison? Chain offering and destroy two cards. Your monster isn't removed, and they lost 3 cards. It's also another out to big plays and that's what makes all the difference. 3 is mandatory.
Other support for the deck is all over the place. Alien Brain is a low version of brain control, except you get to keep their monster permanently, it's not a bad card, but one should never hope to get it off. Other cards include basic anti-meta to help you speed up, or slow down your opponent. Effect Veiler helps block off your opponent's pushes, and it gives you another shot. Spirit Reaper is a great wall, and with the way Aliens can clear off your opponent's field, the discard is amazing. Maxx "C" is on the opposite end, it's what can give you the draw power the deck lacks. Facing Samurai? If you open with the Maxx C, you can potentially draw into 4-5 cards! Plants and X-Sabers are the same. In my opinion, reapers are very key to the deck, but using maxx c or veiler is based on what you want, you can even use both. There are other cards that are out there, but in general, these can work best, but it all depends on how you play.
![[Image: OfferingtotheSnakeDeityPTDN-EN-R-1E.png]](http://images.wikia.com/yugioh/images/8/85/OfferingtotheSnakeDeityPTDN-EN-R-1E.png)
Offering to the Snake Deity is, what I think, the card that keeps Aliens and any other Reptile deck standing. This card is a 2-for-2 that can turn into a 2-for-3 very easily. Attack with an Alien, they use D-Prison? Chain offering and destroy two cards. Your monster isn't removed, and they lost 3 cards. It's also another out to big plays and that's what makes all the difference. 3 is mandatory.
Other support for the deck is all over the place. Alien Brain is a low version of brain control, except you get to keep their monster permanently, it's not a bad card, but one should never hope to get it off. Other cards include basic anti-meta to help you speed up, or slow down your opponent. Effect Veiler helps block off your opponent's pushes, and it gives you another shot. Spirit Reaper is a great wall, and with the way Aliens can clear off your opponent's field, the discard is amazing. Maxx "C" is on the opposite end, it's what can give you the draw power the deck lacks. Facing Samurai? If you open with the Maxx C, you can potentially draw into 4-5 cards! Plants and X-Sabers are the same. In my opinion, reapers are very key to the deck, but using maxx c or veiler is based on what you want, you can even use both. There are other cards that are out there, but in general, these can work best, but it all depends on how you play.
Match-Ups & Conclusions
As you may have noticed, Aliens aren't a very fast deck, but they still have some power and control to stand a chance to today's meta. With Offering and Virus, the deck can hope to stop the pushes of the opponent and clear the field, opening with it gives you a chance against Samurais. Samurais are just horrible to face against, they're too fast for the deck, and without protection and outs to Shi En, the deck can crumble fast. X-Sabers are another tough match up because they too are fast, but they actually take more than one turn to go off, so its still manageable. Gravekeepers are another tough Tier 1 match-up simply because they shut down your grave. Telepath becomes key in the match-up because it can take off those Necrovalleys. Gladiator Beasts round off the list of tough match-ups, simply because they can toolbox easily, they have protection, they can negate, and with them going in and out of the field, counters never really remain on the field, Alien Kid does end up shining here. Almost any other match-up is fair game with the protection Aliens should be running, it just takes the right pilot.
In my opinion, Aliens are still a very strong deck, it just takes a bit of thought to unlock their true potential. They're one of the very few decks that manipulates the opponent and one of the very few decks that revolve around Counters, and works.
Trivia:
The design of the aliens vary, some look like Aliens that people describe within the Roswell crash/incident, and others look more like traditional Sci-Fi monsters.
For every Alien you control with that 300 ATK reduction ability, the opponent's monster will lose that much. So if you have two alien warriors, and you face a monster with 1 counter, they will lose 600 ATK during the damage step. Having that swarm makes all the difference in the heat of battle.
Yes I have that much time, but I love the archetype.

