Ever since the GX Update to Yu-Gi-Oh! Duel Links, people have been trying to get Neo-Spacians to work, since it was one of the archetypes Jaden used in the anime (after his Elemental Heroes). Even though we are still missing some good support cards and the strongest Neo-Spacian, which is Neo-Spacian Grand Mole, with the recent addition of Miracle Contact you can make a fun and functioning version that is able to bring out fusion monsters almost every game (but don’t expect to consistently win games at King of Games rank against decks like Cyber Angels etc).
Remember this deck recipe is meant to give you fun while you bring out those Elemental Hero Neos fusions, this deck is not meant to climb the ladder!
We will list this deck as a F2P deck because the only UR/SR cards from packs are Wall of Disruption and Floodgate Trap Hole, which can be replaced by other cards. All other cards are either N/R (and you only need one copy of Storm Neos).
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.
The bread and butter of this deck. Without this card it’s almost impossible to currently bring out any of the Elemental Hero Neos fusions. The best way to win duels using this deck is by summoning Elemental Hero Storm Neos, for that you need Neo-Spacian Air Hummingbird, Neo-Spacian Aqua Dolphin and Elemental Hero Neos. Now before it would actually be hard to win a duel using Storm Neos because you would need those 3 cards to be alive on your board, but now thanks to Miracle Contact they can be sent to the graveyard without any worries. This means Miracle Contact also works great with Joey’s skill Last Gamble, because you can send your Neo-Spacians and Elemental Hero Neos to the graveyard for a chance of drawing more cards. And because you don’t care that they go to the graveyard you basically get to draw free cards.
One of the monsters required to summon Storm Neos, and actually has a useful effect in a deck that tries to stall until turn 5 (the turn after which you can activate Last Gamble). Because you don’t have to worry about him being sent to the graveyard, you shouldn’t hesitate to summon it for either a life point gain, or in defense to absorb an attack.
If you plan on using Miracle Contact to summon Storm Neos, and aren’t planning on normal summoning another monster and still have an Air Hummingbird in hand, don’t forget to first summon it for the life point gain, before fusing together. This can especially come in handy after you’ve already used Last Gamble and only have 100 LP remaining.
Hopefully we soon get the fusion monster Elemental Hero Air Neos, because its effect would work well together with Last Gamble, and because there are occasions where you have Air Hummingbird in your hand/graveyard but no Aqua Dolphin so you can’t fusion summon Storm Neos yet.
Even though this card on its own is very bad, you still need it for the fusion summons. Two copies allow you to draw at least one consistently after Last Gamble, one would be too risky and three would result in too many brick hands. This is also the reason why we suggest using two Aqua Dolphins.
Even though you’ll rarely normal summon this card two times just to be able to treat it as an Elemental Hero Neos and then summon another Neo-Spacian just to be able to contact fusion, it can be useful just for the 1900 atk body. Having this card on the field together with Wall of Disruption/Mirror Wall can keep your opponent at bay at times.
This card is not at all needed in this deck and can be easily replaced.
The effect of Elemental Hero Dark Neos to suppress another monster’s effect can be very useful but can also be used on your own Elemental Hero Dark Neos so that it doesn’t activate its effect of shuffling itself back into the deck (if you don’t have Instant Neo Space or Neo Space on your field). However when you do decide to use it on your own Dark Neos you won’t be able to use its effect on other monsters anymore.
These fusion monsters can be hard to bring out, but can be very easy for your opponent to take out (think of Mirror Wall, Super Rush Headlong, …) , that’s why Storm Neos is one of the few that can actually be worth it to summon because you can destroy all spells and traps on the field, allowing you to safely attack (don’t forget to activate Neo Space and Instant Neo Space after you used his effect already and not before).
Keep in mind that even if you have Neo Space or Instant Neo Space on your side of the field, there can be situations where it’s worth it to activate Storm Neos’ effect (the one that puts him back into your extra deck) during the end phase of your opponent’s turn because that would also mean that all cards on the field get shuffled back into their owner’s decks. If you have the possibility of bringing out enough attack on your turn to attack for game you would be able to attack on an open field and the only thing that could stop you would be Sphere Kuriboh.
Elemental Hero Neos fusions all have an annoying effect that shuffles them back into your extra deck during the end phase. Fortunately there are ways to prevent that from happening thanks to Instant Neo Space and Neo Space.
Neo Space has the added bonus of adding 500 atk to all your fusions monsters that list Elemental Hero Neos as a fusion material, and also boost Elemental Hero Neos himself. That added attack bonus makes it so that your 2500 atk fusions will be stronger than Cyber Angel Dakini and Black Dragon Ninja, and also makes them stronger than a Red-Eyes Zombie Dragon with one boost of beatdown.
Instant Neo Space however allows you to summon an Elemental Hero Neos from your hand, deck or graveyard if that fusions monster it’s equipped to leaves the field. This can very useful to have some extra defense if you lose your fusion monster or maybe even bring out another fusions monster (without this effect you’d probably be left with an empty field).
We’ve included a copy of each one so that you can find out for yourself which one works best for you in most situations.
This is the card you’d like to see in your opening hand. Besides absorbing one attack, it also lets you excavate two cards from the top of your deck, add one to your hand and put the other one at the bottom of your deck. This card is incredibly useful in Last Gamble decks because it helps you stall, add a card to your hand (the more cards you have the more choices you have which to send to the graveyard with Last Gamble) and because you excavate two cards you greatly increase the chance of picking up important cards like Miracle Contact.
Floodgate Trap Hole, Windstorm of Etaqua and Wall of Disruption
These of course are all great cards to stall and slow down the game. If you go first that means your opponent will have the opportunity to normal summon two times and attack during two turns (his turn 2 and turn 4) before you get a chance of activating your Last Gamble skill (turn 5). If you go second he can normal summon three times (under normal conditions) and attack during two turns as well (turn 3 and turn 5) before you get to activate Last Gamble (turn 6).
Elemental Hero Neos Knight is included in the extra deck, because even though he is not a fusion monster like the others (he doesn’t have an effect that sends him back to the extra deck), he can be summoned with Miracle Contact by sending an Elemental Hero Neos and another warrior type monster (Aqua Dolphin, Neos Alius or another Elemental Hero Neos) back to your deck. Even though he can’t deal any battle damage, there could be situations where you need to dish out multiple attacks to destroy your opponent’s monsters and there is no harm in including him in your extra deck. However he will never gain an attack boost because he is special summoned through Miracle Contact, and he needs to be fusion summoned to gain that attack boost.
You cannot send the card Cross Porter to the graveyard with Last Gamble and search for a Neo-Spacian with Cross Porter’s effect.
At the end of every turn you’ll get a prompt asking if you want to activate your fusion monster’s effect, be careful of not clicking ‘yes’ by playing too fast.
Even though this card is very good in this meta with all the Cyber Angels running around, you don’t expect to win against Cyber Angels anyway. However it still adds some stalling potential to the deck so it can be used as replacement for another card like Floodgate Trap Hole.
If you don’t like using this deck to summon Storm Neos (because he is harder to summon) you could try a deck with more copies of Flare Scarab and Dark Panther and not run Air Hummingbird (because currently Air Hummingbird + Neos doesn’t allow you to summon a fusion monster).
If you don’t like to rely on Storm Neos’ effect to deal with your opponent’s backrow you could try using Storm in combination with cards like Wild Tornado to do so. Using Storm in a Last Gamble deck was popular back in the day when people ran Darkflare Dragon.
You can discard this card to add a Neo Space from your deck to your hand. If you decide you prefer Neo Space over Instant Neo Space we would recommend running 1 copy of this card with 2 copies of Neo Space in your deck.
Anyone else testing out convert contact? I feel like into the void may be viable, perhaps less pieces of the combo and more draw power is more consistent so to speak. Needs more testing though (as the deck name suggests)
There's a quick play spell called Contact out when you use contact the fusion summer Neo space have a quick spell card contact out and allow you to diffuse the monster is summoned back to the field of monsters you use during diffusion that's how it works and now you know and knowing is half the battle GI Joe sorry couldn't resist