One of the new archetypes added with the latest box “Abyssal Encounters”, is the Alien archetype. This archetype revolves around putting “A-Counters” on your opponent’s monsters. These monsters will lose attack/defense when battling an Alien monster but you can also use very powerful and versatile spells/traps that interact with these A-Counters.
This deck, while some versions add some UR/SRs from other boxes, can be easily made by a F2P/Budget-player because most cards are R(ares) from the latest box.
Has great synergy with this deck because all the alien monsters are Reptiles. Can help out in duels vs burn/stall decks because you can destroy one card at the end of your turn, which puts a lot of pressure on your opponent and can get rid of annoying cards.
Can either be normal summoned with one tribute, or special summoned by removing 2 A-counters from a card on the field. You can put one A-counter on each of your opponent’s monsters once per turn which is a great way to get all your other effects rolling or just make your Alien monsters stronger than your opponent’s, this is because for each A counter on a monster, when that monster battles one of your Aliens they’ll lose 300 atk/def for each A counter on it.
Once per turn, each one of your Alien Telepaths can destroy a spell/trap card on the field in exchange for removing one A counter from one of your opponent’s monsters. Keep in mind to do plays in the right order, for example if you want to take control of a monster with brainwashing beam that has more than 1 A counter, you can first remove one counter with Alien Telepath to destroy backrow and then follow up by taking control of it.
Probably the most amazing card in this deck. Not only is it an easy way to get a lot of A-counters on your opponent’s monsters, you get to thin your deck by sending an Alien monster to the graveyard (which can be brought back with Powerful Rebirth for example). It also has an effect that can be activated from the graveyard (but not the same turn you activated it) which allows you to draw an Alien monster in exchange for banishing this card from the graveyard, so you can search for whatever Alien works best in your current situation. Usually the best Alien to search is Alien Overlord. You can then remove the A-Counters you put with "A" Cell Recomposition Device to special summon Alien Overlord. Alien Overlord will then use his effect to spread A-Counters on the field again.
This is a quick-play spell card which can make a lot of plays possible. For example you can activate this card when your opponent attacks and immediately follow it up with brainwashing beam to take control of that monster. Effectively stopping their attack, defending your monsters and making your field stronger thanks to theirs.
A very strong swing card which allows for a lot of OTKs. You can take control of one of your opponent’s monsters that has one or more A-counters on it. You can keep control of that monster as long as this trap remains on the field; during your end phase you remove one A counter from that monster, if there are no A counters left this trap is destroyed. With this trap you can quickly change the state of the board field by taking control of your opponent’s monster for multiple turns.
You can take control of a monster during its attack, to stop that attack, plus it’s only during your end phase that an A counter is removed, and not during each end phase.
Works great together with “A” cell recombination device because it allows you to easily take control of one of your opponent’s monsters for 4 turns.
Another big swing card that makes OTKs possible. You can destroy a monster with an A counter on it and special summon a level 4 Alien from your deck (it’s destroyed during the end phase). A big thing to keep in mind is that you can also destroy one of your own monsters with an A counter, which you can do after that monster already attacked. You can also do that if the monster you took with Brainwashing Beam is about to lose all its A-counters during this end phase, you destroy it (so your opponent doesn’t get it back) and you get a new monster from your deck.
Sealed Tombs Until the end of the opponent's next turn, neither player can banish cards from the Graveyard or Special Summon monsters from the Graveyard. This skill can only be used once per Duel.
A control option skill. Use this skill to cripple decks that like to interact with their graveyard like Vampires and Red-Eyes Zombie for one turn. However it also prevents you from using one of your key cards "A" Cell Recomposition Device so use with caution.
Balance Your starting hand will reflect the card balance of your deck. This Skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Since your monsters are very underpowered compared to other decks, drawing an all monster hand could lose you the game. On the other hand drawing an all spell/trap hand gives you little chance to put bodies on the field. For a deck like Aliens that requires a mix of monsters and spell/trap support to properly function, Balance is a good skill to use.
Restart Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart can be used to unbrick your hand which is useful in a deck with not much searching like Aliens. You can also use it to try drawing a better hand. Although keep in mind that you will skip your first draw when you use this skill, making it an instant minus and is deadlier if you went first.
Puts an A-counter on each monster special summoned to your opponent’s side of the field. This meta has a lot of ways of special summoning monsters so running one copy of this card can be a very good choice.
Since "A' Cell is a quick-play spell that can reduce your opponent's attack, you can use Trunade to return your opponent's set back row and activate A Cell from your hand to deal some damage over most monsters.
The deck is still powerful, even with Koa'kis are dominating, they still hanging in.
I main aliens and get to Legend with little effort. None of the brews shown will get you far. Believe me, in order for aliens to work you will have to understand that it is not a budget archetype. I'm not going to show my deck-list because it is an absolute pain to fight against because of its crazy control. I am happy that they are not meta.
These ETs are actually from an almost unknown manga called YuGiOh R, in which Anzu Mazaki (Téa) gets his soul kidnapped by one of Pegasus' followers. Yugi and wheeler go to rescue her but tons of card professors get in their way, and one of them (Depre) use the alien deck against yuugi.
Aliens do well in tournaments because it's best of 3 and you have side decks. When it comes to ladder climbing alien doesn't have the speed or power of the top ranked decks and therefore less people play them.
I absolutely agree to it. Your opening hand almost decides the game, and the tech card, Recomb is the center of the game play (strictly according to my play style) as it acts as both defense and offense.
I am from India and I don't find many players or Yu-Gi-Oh ethusiats from my region. I really like aliens so any insights will be really appreciated!