This deck focuses on Summoning powerful “Neos” Fusion Monsters via Miracle Contact, getting around their awful Summoning conditions. Thanks to Convert Contact and Rare Value, you are able to quickly draw through your Deck while also setting up the Graveyard and then finally finish off your opponent with the help of Contact Out.
Skill | Transcendent Crystals/ Last Gamble |
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Essential cards | |
Cost | Budget |
Pack (Box reset) | No Box Reset Neccessary |
Original Decklist by | Playmaker Duel Links |
[Skill] description | User |
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Transcendent Crystals Send 1 to 3 cards from your hand to the Graveyard. Choose the same number of "Crystal beast" monster(s) from your Deck as the number of cards you sent from your hand to Graveyard, and place it/them tin your Spell/Trap Zone as. This Skill can only be used once per turn, and twice per Duel. | Jesse Anderson |
Thanks to Convert Contact you are able to set up for Miracle Contact and draw through your Deck at the same time. In order to activate this Spell Card you need to send to the Graveyard one “Neo-Spacian” monster from your hand, which should be rather easy, and one from your Deck.
Use Transcendent Crystals by sending up to two cards from your hand to the Graveyard (ideally Elemental HERO Neos and/or your “Neo-Spacian” monsters) to place two Crystal Beast Sapphire Pegasus from your Deck in your Spell & Trap Zone and then activate Rare Value to draw two cards.
Miracle Contact allows you to Summon an "Elemental HERO" Fusion Monster that lists "Elemental HERO Neos" as a Fusion Material from your Extra Deck by shuffling back into your Deck Fusion Material Monsters from your hand, Field or Graveyard.
All of the “Neo-Spacian” monsters you sent to the Graveyard to activate Convert Contact and/or Transcendent Crystals can now be used as a resource thanks to this Spell Card: this is easily the best thing this deck has to offer.
Once per turn, Elemental HERO Storm Neos is able to destroy all Spell and Trap Cards on the field. This an extremely powerful effect, especially against backrow-heavy decks, but it is an Ignition Effect, which means that your opponent can prevent you from activating it by simply using Floodgate Trap Hole or Paleozoic Canadia.
Chain Contact out to your opponent's backrow to Special Summon Elemental HERO Neos, Neo-Spacian Aqua Dolphin and Neo-Spacian Hummingbird from your Deck or just activate it after you have already attacked with Storm Neos to push for an OTK.
Storm Neos can get rid of cards like Drowning Mirror Force, Wall of Disruption and Widespread Ruin, which are all still fairly popular in the current meta, before your opponent has a chance to activate them and, if it's shuffled back into the Extra Deck by its own effect, it shuffles all cards on the field back into the Deck.
Once per turn, by discarding one card, Aqua Neos allows you to destroy one random card in your opponent’s hand. Although this effect does not directly generate any kind of advantage, it can still be incredibly helpful in certain matchups: taking out vital resources your opponent might be keeping for a follow-up play or even a Sphere Kuriboh can be devastating.
Once per turn, Glow Neos is able to destroy a face-up card your opponent controls and then gain a different effect depending on the type of card destroyed.
If you destroy a face-up monster, Glow Neos will not be able to attack this; if you destroy a face-up Spell Card (Vampire Kingdom and Fire King Island), Glow Neos will be able to attack directly; if you destroy a face-up Trap Card, Glow Neos will be switched to Defense Position.
Most of the times you will be using Glow Neos to get rid of a Cosmo Brain or a Koa'ki Meiru Maximus and then use Contact Out to Summon Neos and attack with it, but you should keep in mind that, if you destroy a Vampire Kingdom or a Vampire's Domain with its effect, a direct attack from this monster can easily finish off a Vampire player on Turn 2.
[Skill] description | User |
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Transcendent Crystals Send 1 to 3 cards from your hand to the Graveyard. Choose the same number of "Crystal beast" monster(s) from your Deck as the number of cards you sent from your hand to Graveyard, and place it/them tin your Spell/Trap Zone as. This Skill can only be used once per turn, and twice per Duel. | Jesse Anderson |
This is quite an interesting Skill that, when paired with Rare Value, can give you additional draw power and consistency, which the deck definitely appreciates.
[Skill] description | User |
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Last Gamble Can be used in your Main Phase, starting from the fifth turn. Upon activation, reduces your LP to 100 and discards 2 cards from your hand. You roll a die and draw that number of cards. This skill can only be used once per Duel. | Joey Wheeler |
Last Gamble is an incredible Skill to run with this deck: the cards discarded in order to activate the Skill can be used for Miracle Contact and the additional cards you will draw into will make it easier to OTK your opponent.
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