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Elemental HERO Magma Neos →Used Deck
Card Kind | Attribute | Level | Type | ATK | DEF |
---|---|---|---|---|---|
Fusion Monster Effect Monster |
- | 9 | Warrior | 3000 | 2500 |
"Elemental HERO Neos" + "Neo-Spacian Flare Scarab" + "Neo-Spacian Grand Mole" Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use "Polymerization".) This card gains 400 ATK for each card on the field. Once per turn, during the End Phase: Shuffle this card into the Extra Deck. If this card is shuffled into the Extra Deck this way: Return all cards on the field to the hand. |
|||||
password:78512663 | |||||
Average Rating Score | 5.5(15) |
- Card Info
- Card Reviews (15 rating scores)
- Decks with Elemental HERO Magma Neos (48 Decks)
- Card Category and Effect Category
- Products in Japan
- Ranking and View Num
"Elemental HERO Magma Neos" card reviews and rating scores
5.5(15) |
|
6% | (1) | ||
20% | (3) | ||
53% | (8) | ||
20% | (3) | ||
0% | (0) |
ねこーら
2022/05/01 19:04
2022/05/01 19:04
Overall evaluation: His Neos is easy to raise ATK and suitable for finishers.
It requires 3 fusion materials, but it's easy to get by using 《NEXT》or 《Miracle Contact》.
He also counts himself as a card on the field, and if you have multiple 《Neo Space》or his Spell/Trap cards, you can aim for around 5000.
It's dangerous if your opponent is playing a lot of cards, so don't forget to use 《Red Reboot》to increase your opponent's cards and seal them.
Since it bounces all cards on the field during the end phase, if you can use it during the end phase of your opponent's turn, it will be easier to attack on the next turn.
Since his own Spell/Trap card also bounces, it is possible to reuse it.
It requires 3 fusion materials, but it's easy to get by using 《NEXT》or 《Miracle Contact》.
He also counts himself as a card on the field, and if you have multiple 《Neo Space》or his Spell/Trap cards, you can aim for around 5000.
It's dangerous if your opponent is playing a lot of cards, so don't forget to use 《Red Reboot》to increase your opponent's cards and seal them.
Since it bounces all cards on the field during the end phase, if you can use it during the end phase of your opponent's turn, it will be easier to attack on the next turn.
Since his own Spell/Trap card also bounces, it is possible to reuse it.
備長炭18
2018/11/25 10:15
2018/11/25 10:15
It is one of the triple contacts, and has the effect of bouncing all the cards on the field when returning to the field card x 400 and returning to the end phase.
Both effects target cards on the entire field regardless of whether they are front or back, so they have a reversal nature that the more the opponent is deployed, the more suitable for counterattack.
However, the more cards the opponent has, the more difficult it is to deploy, and the bounce also clears your own field, so unless it's a fader, you'll be attacked by empty punches on the next opponent's turn, defenseless.
Also, although the ranking was not so clear before, Neos Fusion has made it much easier for him to fuse two materials into Neos, creating a clear difference.
In particular, it hurts that Rainbow Neos supports this, and although there are differences in Deck type and Honesty support, it became necessary to overcome the 4500 RBI barrier that can be hit while removing in the main phase.
This is all about getting a high RBI, and I want to decide the game during the turn I put out anything, so I'd like to search for honesty first with an Airman.
Both effects target cards on the entire field regardless of whether they are front or back, so they have a reversal nature that the more the opponent is deployed, the more suitable for counterattack.
However, the more cards the opponent has, the more difficult it is to deploy, and the bounce also clears your own field, so unless it's a fader, you'll be attacked by empty punches on the next opponent's turn, defenseless.
Also, although the ranking was not so clear before, Neos Fusion has made it much easier for him to fuse two materials into Neos, creating a clear difference.
In particular, it hurts that Rainbow Neos supports this, and although there are differences in Deck type and Honesty support, it became necessary to overcome the 4500 RBI barrier that can be hit while removing in the main phase.
This is all about getting a high RBI, and I want to decide the game during the turn I put out anything, so I'd like to search for honesty first with an Airman.
正しき闇の力
2018/01/21 19:44
2018/01/21 19:44
Originally Hot Triple Contact Hero
It gives a large amount of damage that raises ATK.
Even opponents who can't win will be met with the effect of the last.
It gives a large amount of damage that raises ATK.
Even opponents who can't win will be met with the effect of the last.
もも
2017/08/23 0:22
2017/08/23 0:22
One of his Neos to contact fuse.
With triple contact, it has a hand bounce effect when it returns to the extra deck due to self-strengthening according to the number of cards on the field and its own effect.
However, it is a very half-baked effect, and it is said that there are other specialty finishers that cannot be removed or wiped.
With triple contact, it has a hand bounce effect when it returns to the extra deck due to self-strengthening according to the number of cards on the field and its own effect.
However, it is a very half-baked effect, and it is said that there are other specialty finishers that cannot be removed or wiped.
迷走の聖刻印
2016/03/05 13:17
2016/03/05 13:17
Triple contact fusion!
It's too hard to put out, usually it's better to be able to fuse
The RBI is high, but this card itself has no resistance, so it's just a brain muscle.
Returning to the Fusion Deck during the End Phase will bounce all
However, since the timing is his end phase, it can lead to a situation where the opponent deploys and hits an empty space, so be careful.
It's too hard to put out, usually it's better to be able to fuse
The RBI is high, but this card itself has no resistance, so it's just a brain muscle.
Returning to the Fusion Deck during the End Phase will bounce all
However, since the timing is his end phase, it can lead to a situation where the opponent deploys and hits an empty space, so be careful.
カンノーネ
2015/07/11 23:03
2015/07/11 23:03
An illustration that seems to break through Tengen
God Neos achieves the feat of absorbing the effect of a smashing scarab, converting it into an increase, including his Spell Trap on his own field, with the increase value intact. Under the Neos pace, it's 3900, so aim for 5000.
The field reset effect peculiar to 3-body contact might be a deterrent, thinking that if you put a Neos pace on it and break it, the field will be reset. not.
God Neos achieves the feat of absorbing the effect of a smashing scarab, converting it into an increase, including his Spell Trap on his own field, with the increase value intact. Under the Neos pace, it's 3900, so aim for 5000.
The field reset effect peculiar to 3-body contact might be a deterrent, thinking that if you put a Neos pace on it and break it, the field will be reset. not.
みくみく
2013/01/09 21:58
2013/01/09 21:58
The only triple contact type card that appeared more than once.
Normal contact fusion is still difficult, but with the appearance of Miracle Contact, it has become much easier to summon.
His ATK rises with the effect, but even if there are no cards in the field, he easily exceeds 4000, so it's quite powerful.
However, it will return to his deck during the end phase, and there is also the danger of bouncing the cards on the field and leaving your field empty.
Avoid summoning if Neos Pace is not present, unless you can be sure it will be killed.
However, since the ATK increase is quite strong, [Contact Fusion] can be used sufficiently.
Normal contact fusion is still difficult, but with the appearance of Miracle Contact, it has become much easier to summon.
His ATK rises with the effect, but even if there are no cards in the field, he easily exceeds 4000, so it's quite powerful.
However, it will return to his deck during the end phase, and there is also the danger of bouncing the cards on the field and leaving your field empty.
Avoid summoning if Neos Pace is not present, unless you can be sure it will be killed.
However, since the ATK increase is quite strong, [Contact Fusion] can be used sufficiently.
真ロストマン
2012/08/18 9:54
2012/08/18 9:54
The effect is beyond BREW! ! ATK ridiculously
Is it stronger without BREW? ! no it's not ww
But this is definitely the trump card for contact fusion ♪ヽ(´▽`)/
But even so, there are summoning conditions~(´ω`)
Is it stronger without BREW? ! no it's not ww
But this is definitely the trump card for contact fusion ♪ヽ(´▽`)/
But even so, there are summoning conditions~(´ω`)
ボチヤミサンタイ
2012/06/19 4:34
2012/06/19 4:34
Chain Ji Getter One!
Triple Contact with good ATK
It's a hassle to put out, but his ATK is very attractive
The self-bounce effect is also powerful … not
It's a little bit of a bit of a bit of a bit of a bit of a bit of a bit of a bit of a bit of a bit of a bit of a bit of a bit of a bit of a bit of a bit of a bit of a bit of a bit of a bit of a bit of a bit of a bit of a bit of
It looks like Stoner Sunshine is shooting
Triple Contact with good ATK
It's a hassle to put out, but his ATK is very attractive
The self-bounce effect is also powerful … not
It's a little bit of a bit of a bit of a bit of a bit of a bit of a bit of a bit of a bit of a bit of a bit of a bit of a bit of a bit of a bit of a bit of a bit of a bit of a bit of a bit of a bit of a bit of a bit of a bit of
It looks like Stoner Sunshine is shooting
スクラップトリトドン
2012/04/12 9:25
2012/04/12 9:25
A triple contact.
The effect is enough to use 3 bodies. Over 4000 is not a dream.
Moreover, the biggest drawback of contact fusion is the effect of going home after work, but when activated, it has an exceptional performance with all bounces.
It puts you at a considerable disadvantage in terms of timing, but even with that in mind, it's a triple contact worth aiming for.
The effect is enough to use 3 bodies. Over 4000 is not a dream.
Moreover, the biggest drawback of contact fusion is the effect of going home after work, but when activated, it has an exceptional performance with all bounces.
It puts you at a considerable disadvantage in terms of timing, but even with that in mind, it's a triple contact worth aiming for.
NEOS
2011/04/22 23:33
2011/04/22 23:33
Don't call it a coalescence accident!
Effect is attack increase and bounce effect.
Bounce is powerful, but be careful as it may backfire if you do poorly.
As for the materials, Grand Mall is good, but scarabs are a bit of a problem.
Effect is attack increase and bounce effect.
Bounce is powerful, but be careful as it may backfire if you do poorly.
As for the materials, Grand Mall is good, but scarabs are a bit of a problem.
とき
2010/12/13 22:24
2010/12/13 22:24
A triple contact fusion that boasts explosive ATK.
The raw ATK is 3000, but the count range and magnification of the ATK increase is tremendous, and it is possible to easily aim for ATK 5000.
It seems that this ATK will be used as a one-kill machine, but there is Air Neos in that area that can conditionally make it possible by fusing two bodies.
However, the material is different from the Air Neos, and apart from the flare scarab, the Grand Mall is quite excellent. 《Miracle Contact》is an excellent support, so it's worth using in a deck that revolves around contact fusion.
It's also powerful to release all the bounces on the way back, but since it's a basic one-kill machine, it should be remembered as insurance.
The raw ATK is 3000, but the count range and magnification of the ATK increase is tremendous, and it is possible to easily aim for ATK 5000.
It seems that this ATK will be used as a one-kill machine, but there is Air Neos in that area that can conditionally make it possible by fusing two bodies.
However, the material is different from the Air Neos, and apart from the flare scarab, the Grand Mall is quite excellent. 《Miracle Contact》is an excellent support, so it's worth using in a deck that revolves around contact fusion.
It's also powerful to release all the bounces on the way back, but since it's a basic one-kill machine, it should be remembered as insurance.
meno
2010/09/08 14:50
2010/09/08 14:50
A triple contact fusion that makes his ATK considerable.
It has the ability to bounce all cards along with its self-bounce, which is unique to Contact.
It's too dangerous to face the opponent's turn when there's nothing on your field.
Don't bother aiming.
It has the ability to bounce all cards along with its self-bounce, which is unique to Contact.
It's too dangerous to face the opponent's turn when there's nothing on your field.
Don't bother aiming.
Decks with "Elemental HERO Magma Neos"
* is adopted as a key card.
● 2013-02-10 Judai Yuki/Yubel (animation card only)
● 2011-06-15 contact fusion
● 2015-10-30 Contact Neos (Neos Pendulum)
● 2015-03-10 Yuki Judai reproduction Deck!
● 2012-09-05 Teen Deck Reenactment
● 2015-01-16 Decide, triple contact fusion
● 2014-05-17 If you want to be a teenager this is it
● 2015-11-09 Yaju Senpai Elemental HERO Neos Theory Deck
● 2013-05-26 E・HERO contact fusion! !
● 2015-05-17 E・HERO (anime teenage reproduction
● 2020-05-10 Twenties Deck
● 2014-02-11 Neos Pace
Card Category and Effect Category
Effect:return to the hand
Effect:return to the Deck, Extra Deck
Effect:gain ATK
Effect:cannot Special Summon(this card)
Products in Japan
Product | No | Release Date | Rarity |
---|---|---|---|
TACTICAL EVOLUTION | TAEV-JP043 | 2007-05-12 | Ultimate、Ultra |
DUELIST EDITION Volume 2 | DE02-JP017 | 2012-05-13 | Rare |
Ranking and View Num
Rating Score Rank | 8,272 / 13,183 Cards |
---|---|
View Num | 40,134 |
Others
Japanese card name | E・HERO マグマ・ネオス |
---|
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