leafbladie

Neos Support Only

Aug 24th, 2018 (edited)
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  1. Wiseman Neos*****
  2.  
  3. 1st batch:
  4. Proto Chrysalis
  5. Elemental HERO Cross Porter
  6. Elemental HERO Neos Anonymous
  7. Subspace Battle
  8. Battle Between Friends
  9. Contact Neo Space
  10.  
  11. 2nd Batch:
  12. Elemental HERO Steam Neos
  13. Elemental HERO Celestial Neos
  14. Elemental HERO Divinity Neos
  15. NEX II
  16. Cross Change
  17.  
  18. 3rd Batch:
  19. 4 NEX Monsters
  20.  
  21. 4th Batch:
  22. 5 NEX Fusions
  23.  
  24.  
  25. Battle Between Friends
  26. Quick-Play Spell
  27. Special Summon in Attack Position, 1 "Elemental HERO Neos" and 1 "Yubel" from your Deck (1 on each side), but they cannot change their battle positions, and must attack, if able. At the start of the Battle Phase, if you control no cards, except "Elemental HERO Neos" or "Yubel": You can banish this card from your GY; add 1 "Super Polymerization" from your Deck to your hand. You can only use each effect of "Battle Between Friends" once per turn.
  28.  
  29. Subspace Battle
  30. Normal Spell
  31. Reveal 3 monsters from your Deck (1 "Neos" or "Neo Space" monster, 1 "Neo-Spacian" monster, and 1 "HERO" monster), your opponent randomly picks 1 for you to add to your hand, and you send the rest to your GY. If "Elemental HERO Neos" is among the revealed cards, you can choose which card to add to your hand, instead. If you control no monsters: You can banish this card from your GY; add 1 "Miracle Contact" or "Miracle Fusion" from your Deck to your hand, but you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Fusion Monsters. You can only use each effect of "Subspace Battle" once per turn.
  32.  
  33. Subspace Battle
  34. Continuous Spell
  35. When this card is activated: Reveal 3 monsters from your Deck (1 "Neos" or "Neo Space" monster, 1 "Neo-Spacian" monster, and 1 "HERO" monster), your opponent randomly picks 1 for you to add to your hand, and you send the rest to your GY. Once per turn, if a "Neos" Fusion Monster you control leaves the field: You can Special Summon 1 "Elemental HERO Neos" from your hand, Deck, or GY. You can only activate 1 "Subspace Battle" per turn.
  36.  
  37. Subspace Battle
  38. Continuous Spell
  39. When this card is activated: Reveal 1 "Elemental HERO" monster, 1 "Neo-Spacian" monster, and 1 card that specifically lists the card "Elemental HERO Neos" in its text, except "Subspace Battle", from your Deck, your opponent randomly picks 1 for you to add to your hand, and you send the rest to your GY. Once per turn, if a "Neos" Fusion Monster you control leaves the field: You can Special Summon 1 "Elemental HERO Neos" from your hand, Deck, or GY. You can only activate 1 "Subspace Battle" per turn.
  40.  
  41. White Veil conditioning:
  42. If this face-up card leaves the field, you can Special Summon 1 "Elemental HERO Neos" from your hand, Deck, or GY. You can only activate 1 "Subspace Battle" per turn.
  43.  
  44. When this card is activated: Reveal 3 cards from your Deck that each meets at least 1 of the criteria listed below, your opponent randomly picks 1 for you to add to your hand, and you send the rest to your GY. You can only activate 1 "Subsoace Battle" per turn.
  45. ● "Elemental HERO" monster.
  46. ● "Neo-Spacian" monster.
  47. ● Spell/Trap that specifically lists the card "Elemental HERO Neos", except "Subspace Battle".
  48.  
  49.  
  50. Main Deck Monsters (2 Cards)
  51.  
  52. Proto Chrysalis
  53. Aqua/WATER/Level 2/ATK 0/DEF 0
  54. While "Neo Space" is on the field, you can Special Summon this card (from your hand or GY). You can only Special Summon "Proto Chrysalis" once per turn this way. You can Tribute this card; Special Summon 1 "Neo-Spacian" monster from your hand or Deck.
  55.  
  56. ********************************************************************************************************
  57.  
  58. Elemental HERO Cross Porter
  59. Warrior/DARK/Level 2/ATK 400/DEF 400
  60. If this card is Normal or Special Summoned: You can add 1 "Neo-Spacian" monster from your Deck to your hand. You can only use this effect of "Elemental HERO Cross Porter" once per turn. You can return 1 monster you control to the hand; during your Main Phase this turn, you can Normal Summon 1 "Neo-Spacian" monster, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
  61.  
  62. ********************************************************************************************************
  63.  
  64. Extra Deck Monsters (14 Cards)
  65.  
  66. Neo-Spacian Blaze Scarab
  67. Insect/FIRE/Level 4/ATK 800/DEF 800 (Fusion)
  68. (This card’s name is always treated as “Neo-Spacian Flare Scarab”.)
  69. Must be Special Summoned with “NEX”. All monsters you control gain 400 ATK for each card your opponent controls.
  70.  
  71. ********************************************************************************************************
  72.  
  73. Neo-Spacian Terra Mole
  74. Rock/EARTH/Level 4/ATK 1200/DEF 600 (Fusion)
  75. (This card’s name is always treated as “Neo-Spacian Grand Mole”.)
  76. Must be Special Summoned with “NEX”. At the start of the Damage Step, if this card battles an opponent's monster: You can return that monster to the hand.
  77.  
  78. ********************************************************************************************************
  79.  
  80. Neo-Spacian Sky Hummingbird
  81. Winged-Beast/WIND/Level 4/ATK 1100/DEF 900 (Fusion)
  82. (This card’s name is always treated as “Neo-Spacian Air Hummingbird”.)
  83. Must be Special Summoned with “NEX”. Once per turn: You can gain 500 LP for each card in your opponent’s hand and they control.
  84.  
  85. ********************************************************************************************************
  86.  
  87. Neo-Spacian Black Panther
  88. Beast/DARK/Level 4/ATK 1300/DEF 800 (Fusion)
  89. (This card’s name is always treated as “Neo-Spacian Dark Panther”.)
  90. Must be Special Summoned with “NEX”. Once per turn: You can target 1 other monster on the field or in the GY; until the End Phase, this card's name and original ATK/DEF become that monster's name and original ATK/DEF, and replace this effect with that monster's original effects.
  91.  
  92. ********************************************************************************************************
  93.  
  94. Elemental HERO Twinkle Neos
  95. Warrior/LIGHT/Level 8/ATK 2800/DEF 2300 (Fusion)
  96. “Elemental HERO Neos” + “Neo-Spacian Twinkle Moss”
  97. Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use “Polymerization”.) Once per turn, during your Main Phase 1: You can destroy 1 card on the field, then based on its type apply this effect. ● Monster: Skip your opponent's next Battle Phase. ● Spell: All monsters you control can attack your opponent directly this turn. ● Trap: Change 1 monster on the field to Defense Position.
  98.  
  99. Then apply the effect based on its type?
  100. You can conduct your battle phase twice this turn.
  101. Change all monsters your opponent controls to face-down defense, also, this card gains piercing
  102. Locks monster effects shock master style?
  103.  
  104. ********************************************************************************************************
  105.  
  106. Elemental HERO Blaze Neos
  107. Warrior/FIRE/Level 8/ATK 2800/DEF 2300 (Fusion)
  108. “Elemental HERO Neos” + “Neo-Spacian Blaze Scarab”
  109. Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use “Polymerization”.) All monsters you control gain 400 ATK for each card on the field.
  110.  
  111. ********************************************************************************************************
  112.  
  113. Elemental HERO Terra Neos
  114. Warrior/EARTH/Level 8/ATK 2800/DEF 2300 (Fusion)
  115. “Elemental HERO Neos” + “Neo-Spacian Terra Mole”
  116. Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use “Polymerization”.) Once per turn (Quick Effect): You can return 1 monster on the field to the hand.
  117.  
  118. ********************************************************************************************************
  119.  
  120. Elemental HERO Sky Neos
  121. Warrior/WIND/Level 8/ATK 2800/DEF 2300 (Fusion)
  122. “Elemental HERO Neos” + “Neo-Spacian Sky Hummingbird”
  123. Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use “Polymerization”.) Gains ATK equal to the difference between your LP and your opponent's.
  124.  
  125. ********************************************************************************************************
  126.  
  127. Elemental HERO Black Neos
  128. Warrior/DARK/Level 8/ATK 2800/DEF 2300 (Fusion)
  129. “Elemental HERO Neos” + “Neo-Spacian Black Panther”
  130. Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use “Polymerization”.) Negate the effects of all face-up monsters your opponent controls.
  131.  
  132. ********************************************************************************************************
  133.  
  134. Elemental HERO Steam Neos
  135. Warrior/WATER/Level 9/ATK 3000/DEF 2500 (Fusion)
  136. "Elemental HERO Neos" + "Neo-Spacian Aqua Dolphin" + "Neo-Spacian Flare Scarab"
  137. Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use "Polymerization".) If this card is Special Summoned from the Extra Deck: Inflict 400 damage to your opponent for each card in their hand and they control, then send 1 random card from their hand to the GY. Once per turn, during the End Phase: Shuffle this card into the Extra Deck, and if you do, negate the effects of all face-up cards on the field.
  138.  
  139. ********************************************************************************************************
  140.  
  141. Elemental HERO Celestial Neos
  142. Warrior/LIGHT/Level 9/ATK 3000/DEF 2500 (Fusion)
  143. "Elemental HERO Neos" + "Neo-Spacian Glow Moss" + "Neo-Spacian Air Hummingbird"
  144. Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use "Polymerization".) If this card is Special Summoned from the Extra Deck: Gain 500 LP for each card in your opponent's hand and they control, and if you do, this card gains the same ATK, then destroy 1 card on the field. Once per turn, during the End Phase: Shuffle this card into the Extra Deck, and if you do, the ATK of all monsters on the field becomes 0.
  145.  
  146. ********************************************************************************************************
  147.  
  148. Wiseman Neos
  149. Spellcaster/LIGHT/Level 10/ATK 3000/DEF 3000 (Fusion)
  150. "Elemental HERO Neos" + 1 "Yubel" monster
  151. Unaffected by other cards' effects. At the end of the Damage Step, if this card battled an opponent's monster: Inflict damage to your opponent equal to the ATK of the monster it battled, and you gain Life Points equal to that monster's DEF. If this card is destroyed by battle: You can banish 1 "Yubel" from your GY; Special Summon 1 "Elemental HERO Neos" from your GY.
  152.  
  153. ********************************************************************************************************
  154.  
  155. Elemental HERO Divinity Neos
  156. Warrior/LIGHT/Level 12/ATK 3000/DEF 3000 (Fusion)
  157. Must be Special Summoned (from your Extra Deck) by shuffling 1 “Elemental HERO Neos” you control and 6 “Neo-Spacian” monsters with different names from your hand, field, or GY into the Deck. (You do not use "Polymerization".) Unaffected by other cards’ effects. Once per turn: You can banish 1 “Neo-Spacian” or "HERO" monster from your hand, Deck, or GY; this card gains 500 ATK and the banished monster’s effects until the end of this turn. Once per turn: You can banish up to 5 “HERO” and/or "Neo-Spacian" monsters from your hand, Deck, or GY, and if you do, this card gains 500 ATK for each card banished by this effect until the end of this turn. If this card is destroyed by battle: You can Special Summon 1 "HERO" monster from your hand, Deck, or Extra Deck, except "Elemental HERO Divinity Neos", ignoring its Summoning conditions.
  158.  
  159. remove floating?
  160.  
  161. ********************************************************************************************************
  162.  
  163. Elemental HERO Neos Anonymous
  164. Warrior/LIGHT/Link 2/ATK 1900 Arrows: DL, DR
  165. 2 "Neo-Spacian" and/or "HERO" monsters
  166. This card's name becomes "Elemental HERO Neos" while it is on the field or in the GY. You can only use each of the following effects of "Elemental HERO Neos Anonymous" once per turn.
  167. ● You can send 1 "Neo-Spacian" or "HERO" monster from your Deck to the GY; Special Summon 1 "Neo-Spacian" monster from your Deck to a zone this card points to, but you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Fusion Monsters.
  168. ● If a "Neo-Spacian" or "HERO" monster is Normal or Special Summoned to a zone this card points to: You can add 1 card that specifically lists "Elemental HERO Neos" in its text from your Deck to your hand.
  169.  
  170. remove fusion restriction?
  171. zone restriction or name change?
  172.  
  173. ********************************************************************************************************
  174.  
  175. Spell (3 Cards)
  176.  
  177. NEX II
  178. Quick-Play Spell
  179. Target 1 "Neo-Spacian" or "HERO" monster you control; send it to the GY, also, after that, if it left the field by this effect, Special Summon 1 "Neo-Spacian" monster from your Extra Deck with the same Attribute that the sent monster had when it was on the field (its original Attribute, if face-down. This Special Summon is treated as a Special Summon with "NEX"). During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "Elemental HERO Neos" in your GY; Special Summon it.
  180.  
  181. ********************************************************************************************************
  182.  
  183. Cross Change
  184. Quick-Play Spell
  185. Activate 1 of these effects.
  186. ● Shuffle 1 "Neo-Spacian" monster you control into the Deck, and if you do, Special Summon 1 "HERO" monster from your Deck. If you control "Elemental HERO Neos", you can shuffle 1 "Neo-Spacian" monster from your GY into the Deck instead.
  187. ● Shuffle 1 "HERO" monster you control into the Deck, and if you do, Special Summon 1 "Neo-Spacian" monster from your Deck. If you control "Elemental HERO Neos", you can shuffle 1 "HERO" monster from your GY into the Deck instead.
  188. You can only activate 1 "Cross Change" per turn.
  189.  
  190. that where you put HOPT?
  191.  
  192. ********************************************************************************************************
  193.  
  194. Contact Neo Space
  195. Field Spell
  196. (This card's name is always treated as "Neo Space".)
  197. Fusion Monsters that list "Elemental HERO Neos" as a Fusion Material Monster do not have to activate their effects during the End Phase that shuffle them into the Extra Deck. You can only use 1 of the following effects of “Neo Space” per turn, and only once that turn.
  198. ● If you Normal or Special Summon a “Neo-Spacian” monster(s): You can add 1 “Elemental HERO” monster from your Deck to your hand, then you can Special Summon 1 “Elemental HERO” monster from your hand.
  199. ● You can target 1 "Neo-Spacian" monster or "HERO" monster in your GY; shuffle it into the Deck, then add 1 “Miracle Contact" or “NEX” Spell from your Deck or GY to your hand.
  200.  
  201.  
  202. Design Ethos:
  203.  
  204. Proto Chrysalis: I thought the Chrysalis stuff was a fun idea, but the archetype's already jam backed with different monsters, so I made it so you only need to run this one. Since they wanted Neo Space on the field to use its effect, and this card isn't even archetypal, I decided to allow it to SS itself from hand or GY whenever Neo-Space is on the field. Also, Cocoon Party with 3 Neo-Spacians in grave could potentially allow you to go +2.
  205.  
  206. Elemental HERO Cross Porter: The original Cross Porter was meant to help you get Neo-Spacians to field and hand, but did so rather poorly. So I had it search them on Normal or Special Summon so you can use A Hero Lives, or search it with E - Emergency Hero, or even Reinforcement of the Army. In addition to this, you can return it to hand to allow an additional Normal Summon of a Neo-Spacian this turn. With an empty field you're free to use Convert Contact, if you needed to search a Neo-Spacian to use it, or use A Hero Lives again to get Prisma to the field.
  207.  
  208. Nex Fusions + Nex Neos Fusions: Here I decided to improve the effects by taking out negatives or extending the reach of the effects of the cards. The effects still closely line up with the originals, but if you're wondering about the monster effect of Twinkle Neos, that's in reference to the monster effect of Twinkle Moss ending the Battle Phase.
  209.  
  210. Neos Triple Fusions: Seeing as Nebula Neos continues the trend of only one actual effect for the Fusion if we discount the shuffle effect, I decided to keep suit here. Steam Neos is WATER because there was a FIRE Neos Triple Fusion but no WATER one, and Celestial Neos is LIGHT because there was a WIND Neos Triple Fusion, but no LIGHT one. Their effects of course match Jaden/Judai's playstyle of giving more strength depending on how hard he's losing at the time. Steam inflicts burn based on the number of cards your opponent controls and in their hand for FIRE, and discarding a random card from your opponent's hand to reference Aqua Dolphin. Celestial meanwhile heals you based on the number of cards your opponent controls and in their hand, then gains that same amount as ATK like Air Neos, then destroys 1 card on the field like Glow Neos.
  211.  
  212. Elemental HERO Divinity Neos: This one is meant to better match the Divine Neos used by Jaden/Judai in his duel against Darkness. Its summoning condition is pretty resource intensive, but not impossible with Convert Contact and all the new support. I of course gave it a towers effect what with it meant to be a God and its 3000 statline just asking to be runned over by in battle. It also has its effect copying and ATK gain effects present immediately by being able to banish from Deck. Finally, if it's killed in battle, it'll float like most protagonist's final ace monster.
  213.  
  214. Elemental HERO Neos Anonymous: This guy is your Neos retrain. ATK stat and name of course references Neos Alius. Unlike it though, this is actually useful for Neos decks. I made it mill HEROs/Neo-Spacians as cost to facilitate Contact Gate/Miracle Contact/Divinity Neos. It can also search those two spells I mentioned, since they're so important for Neos.
  215.  
  216. NEX II: Modeled after Mask Change II of course. Not much too it in all honesty. Added the second effect so you could search it with Neos Anonymous and so yoh jight a tually summon Neos in Neo-Spacians.
  217.  
  218. Cross Change: Adaption of an anime card to encourage running HEROs and Neo-Spacians together. If you shuffle a Prisma that's being treated as a Neo-Spacian that would allow you to summon Prisma again for another dump.
  219.  
  220. Contact Neo Space: Just effects to encourage the synergy between HEROs and Neos. Always treated as Neo Space so you can use Neo Space Pathfinder.
  221.  
  222. scrapped:
  223.  
  224. Neos Anonymous: The activated effects of "Neos" Fusion Monsters you control can be activated during either player's turn.
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