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The more I play alien, the more I question why they are somewhat considered top tier (at least for FTP players).
Hazies, Cybers, the rare Gladiator Beasts, Stealth Sea decks, some Ancient Gears and Archfiend decks, and the vermin known as Sylvans all hard counter Alien tactics to some degree, while Amazons and Golden Flying Fish can give it real trouble. I guess that's why it's budget.........or am I just not playing these right?
Well, finally got 10 game lose streak in PVP.
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1)Some counterarguments
SpoilerCybers: With how quick they just get a new ritual monster on the field using an a-countered one, it usually makes any tokens pointless. Not to mention, if they have a backrow......Telepath can only take out one thing per turn, so it's a bit hard when they summon one first turn. Even nerfed, they can recycle efficiently
Gears: Considering how dependent Aliens seems on a backrow, the gears that shut down magic/traps during the battle phase really hurts. Plus, if I go first, there are no enemies to put A-counters on; Telepath's effect only uses enemy A-counters. Plus, the equip spell that adds 400 attack every turn and nullifies all enemy monster effects has been popular since I've started facing them; that is honestly the biggest challenge with this. I've really only had one actually summon Ancient Gear golem and two that went for that 4400 fusion beater.
Hazy: Same as Cyber---they change out monsters to quick for a-counters to stick around, especially since Sphinx is imune to monster effects......usually
Gladbeasts: Same as Hazy and Cyber-- they recycle through monsters too quick for A-counters to remain on the field at all. I've only faced them twice though, so the player probably just knew what they were doing
Still, it really depends. I was a bit peeved when I wrote this, which I'm sure shows.....not completely objective.
I would argue that I did technically reach 19, but I was beaten out of it so quickly I don't think it counts. Still, thanks for the support. I have become a bit addicted, so I've been spending most of my free time on it.....
I did manage to get a second Wall of Disruption without spending too many gems. I've exhausted most of the low-hanging gem you can get (except for the loaner decks) so have to go on save mode and start trying to farm LD's. Time for the grindfests to level 30 for everyone else.
What stragey do you use for getting 7000-8000 points for LD's? So far, I've used Slifer, which works for the level 10 or 20's that appear outside the gate occasionally----even a 30 or two. I know it won't work on 40's.
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2) Well, since typing my responce I at least decided to do the three KC cup daily duels, even though I dropped down to 17. I got somewhat lucky and snagged 3 victories and am back up to 18. One was an actually a Sylvan deck, but they got unlucky and only got didn't nuke my backrow----the Disruption Wall was saved and beat their turn 3 swarming. That was so cathartic.
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counterargument to the counterargument
usually you do not want cyber angels to remain on the field longer than one turn, so them recycling really quickly is exactly what aliens are able to stop. a cell recombination device is able to add six a-counters to a dakini (with overlord), effectively making them lose 1800 attack for every alien monster on the field when battling an alien. which means, if you use a recombination device, banish it next turn to search for an alien overlord, special summon it to the field by removing two a-counters from dakini, leaving her with only four, then activate its effect to add another a-counter to dakini, bringing the total up to five, and lastly summon another alien like alien warrior or alien telepath, even a cyber angel dakini buffed by idatens effect and at 3700 attack will lose no less than 3000 attack when battling an alien monster. and when you shut down cyber angel dakini, cyber angel decks usually crumble into dust, unless they recycled idaten the previous turn with dakinis effect and used it to ritual summon saffira. sniping backrow shouldnt be too hard either- most cyber angel decks run barely to no backrow, with enemy controller being pretty much the only of said backrow. sometimes sphere kuriboh too but you cant snipe that one.
the toughest thing against cyber angels is surviving turn 2, when you go second. and ESPECIALLY so if theyre the variation that spams hey, trunade. cyber angels still have powerful otk potential, and turn 1 field swarming from aliens isnt so much a thing. however, wall of disruption, powerful rebirth, enemy controller and most importantly the recombination device + brainwashing beam combo stops their otk turn 2. hell, if you have recombination device and brainwashing beam set against cyber angels on turn 2, you pretty much already won the duel. im honestly not lying when I say that cyber angel players consider aliens one of their toughest matchups, due to their ability to survive turn 2/3 most of the time and strike back hard with a-counters.
as for gears, they may be able to shut down your spell/trap zone during the battle phase, but theres only one card that in practise actually gets shut down that way- that card being wall of disruption, as it can only be activated during the battle phase. potentially brainwashing beam too if you were planning for warriors effect to do its stuff. just make sure you have self-chain on and either auto or toggle as your activation confirmation, so you can pop your spells/traps at the end of the main phase or the start of the battle phase. gears are strong at shutting down backrow like wall of disruption, but recombination device can be activated before that. if you use it at the end of the main phase, you effectively stop them from still changing their battle position AND from attacking, since it will only end up devastating their own monster. gravity blaster, the equip youre talking about, can be tough- however, it only negates monster effects of a monster it battles with during the battle phase. meaning far from every effect gets shut down, and the majority is actually still usable.
ultimate ancient gear golem is just kind of bullshit. theyre usually not used for ranked since they have huge bricking potential, but youve always got hipsters that try it anyway, get their ass kicked five times in a row because bricks and then suddenly get their combo off against you and win.
hazy flame sphynx, just like most other hazies, cannot be targeted by card effects. decent difference between that and being immune to effects overall. a good example I could give is the comparison between man-eater bug and yomi ship, for example. man-eater bugs effect says that when its flipped face-up, youre allowed to target one monster on the field and destroy it. since this card requires you to put in a target for its effect, you cannot use this effect against hazy flame monsters. when yomi ship is destroyed, it automatically destroys the monster that destroyed it by battle. since this card does not require you to select a target, you can use this effect against hazy flame monsters. its the same thing with econ and wall of disruption- econ requires you to put in a set target, whereas wall of disruption doesnt. hope that kind of clears it up.
this is also why aliens have such trouble against hazies- their ace card is the recombination device, but every hazy flame monster is immune to recombination device. same thing with brainwashing beam.
reaching 19 is reaching 19. you hit the thing, you got the reward, you got to 19. well done.
farming for rewards is a thing when dueling legendary duelists. there are quite a few good farming decks, but the deck you want to use usually depends on the legendary duelist youre facing. for example, the elements unite skill from the parabros basically locks down certain legendary duelist lv40 decks, because they literally cant get over gate guardian. this is the easiest way to farm. other farming decks I personally often use are dark paladin and legendary fisherman/spirit barrier lockdown. the latter is rather potent because the majority of legendary duelists cant do much to it once the combo is there, but it does suffer from consistency issues at times.
theres a core must-have for farming decks, though. first off, having gravekeepers vassal, the reward you get for leveling ishizu to 7 or something, is absolutely mandatory. this, paired with two union attacks and secret pass to the treasures, is used in nearly every farming deck. another card that is very often used for farming decks is anti-magic arrows, but you got that one so you should be fine.