In the wake of the Shien's Dojo nerf, decks making use of Neos Fusion have taken the meta by storm. An incredibly versatile and splashable engine, Neos Fusion can fit into a number of decks, making old decks competitive, and a number of new strategies viable. Often used alongside board control cards like Sphere Kuriboh and Karakuri Ninja mdl 339 "Sazank", Elemental HERO Brave Neos provides incredible board presence that requires specific answers. Neos Fusion can be played more aggressively with powerful Steelswarm or Koa’ki Meiru monsters, or more controlling with cards like Lava Golem.
Sealed Tombs is a great skill right now, the meta is very graveyard-entric. Lets you shut down your opponents' Bacon Saver and Neos Fusions. More skill intensive, since you can only use it once per duel, proper Sealed Tombs usage is the difference between winning and losing.
The pay-to-win skill, has been top-tier with Koa’ki Meiru builds since their nerf. Adds a level of consistency to the deck, giving access to powerful cards at the cost of 1000 LP. Often used with Diamond Core of Koa'ki Meiru and Neos Fusion.
As the deck becomes more of a toolbox, this skill becomes better. Having access to any of your cards at the cost of 2000 LP allows for swing turns that can lock down the game. Timely access to Neos Fusion, Diamond Core of Koa'ki Meiru, Steelswarm Girastag, Lava Golem, etc. is incredibly powerful.
Koa'ki Meiru Package
- Useful offensively or defensively
- Can flip a newly set Gale Lizard / Karakuri Ninja mdl 339 "Sazank" for instant removal
- Can change bigger monsters to DEF so you can clear
- OTK Combo: Set Gale Lizard → Activate Neos Fusion sending A/D Changer → Use A/D Changer to flip up Gale Lizard to bounce opposing monster → Elemental HERO Brave Neos + Gale Lizard = 4000 Damage
- Replaces opponent's board with a 2500 DEF Monster that Elemental HERO Brave Neos can get over.
- Good against Six Samurai / Neos / Stall
- Versatile card that allows access to the Elemental HERO extra deck toolbox.
- Allows for strong followup turns after the first Neos Fusion
- Helps push for lethal and deal with large monsters
Elemental HERO Toolbox
- Elemental HERO Neos / A/D Changer → Elemental HERO The Shining: 3200 ATK Beater that recurs Neos when it dies.
- Karakuri Ninja mdl 339 "Sazank" → Elemental HERO Gaia: Helps you get over big monsters
- Lava Golem → Elemental HERO Nova Master: 2600 ATK Beater that can generate card advantage.
- 2 Elemental HERO Neos → Elemental HERO Grandmerge: 4200 ATK Beater that helps push for lethal with its effect.
- Steelswarms / Evilswarm Hraesvelg → Elemental HERO Escuridao: 2500+ ATK Beater depending on GY
- Koa'ki Meiru Maximus → Elemental HERO Great Tornado: Strong against both tall and wide boards.
- Good against Neos, bypassing Neos Fusion's protection effect.
Jinzo / Xing Zhen Hu
- Good in the Amazoness / Stall matchup
- Replaces multiple copies of Cosmic Cyclone in the main deck, opening up space for other cards.
Control / Stall Variant
"Pure" Neos is considered such because it essentially does not use any engine belonging to another archetype. As such, it typically relies on flip effect monsters and Lava Golems to deal with opposing boards. This version also has room for more fusion related cards than other builds, which allows it to reliably go into fusions such as Elemental HERO The Shining or Elemental HERO Grandmerge to apply board pressure. When paired with A/D Changer, this version can reliably set a Gale Lizard and then flip it up same turn to bounce an opposing monster. In conjunction with a Elemental HERO Brave Neos, this enables extra OTK opportunities. Another strategy this deck relies on is using Lava Golem on an opposing field, then killing it with Elemental HERO Brave Neos} for both card advantage and removal.
TsunTsun, 2nd Place MCS XVIII
Koa'ki Meiru Variant
Neos Koa’ki makes use of the best Koa’ki Meiru cards to add another layer of protection and removal. This version of Koa’ki plays much slower than traditional builds of the past. Like most Neos variants, opening up Neos Fusion is the priority, sending Bacon Saver to the grave, and using your Koa’ki Meiru monsters to make follow up plays. Koa'ki Meiru Ice is particularly good at removing Blue-Eyes boards, or opposing Elemental HERO Brave Neos after you’ve made them use their graveyard protection. Koa'ki Meiru Maximus is still the boss he's always been, and often swings the game on the spot with the protection from Diamond Core of Koa'ki Meiru. There’s no clear-cut best skill, KaibaCorp Bling, Destiny Draw, and Sealed Tombs are all great choices and have seen success.
The new Steelswarm cards have paired perfectly with Neos and has become of the current top decks in the meta. Most decks tend to stick with 1 Steelswarm Scout to be dumped with Neos Fusion and 2 to 3 copies of Steelswarm Girastag to act as removal for the deck. In a meta without too much backrow, Girastag is able to adequately control many fields by sending either a set backrow card or an annoying monster from your opponent's field to the grave. This removal, coupled with the 1K LP gain, allow the deck to handle nearly every matchup without relying on absurd techs as win conditions.
Vampires are another deck that has benefited from the Neos Fusion engine. Neos Fusion acts as an additional starter card when paired with Gozuki, allowing you to begin dumping Vampire Retainer or Vampire Familiar to grave more consistently, without using Samurai Skull. This in turn allows the deck to once again use semi-limited cards.
mintman, Top 32 MCS XVIII
Cyberdarks have found new life with the Neos engine. The deck relies on some traditional backrow pieces and Sphere Kuribohs to stall for Neos Fusion. Typically, the deck wants to send Leng Ling to the grave to allow Cyberdark Edge to attack twice per turn. This, when paired with the deck thinning of Cyberdark Cannon allows them to sit on backrow while poking directly every turn, as Elemental HERO Brave Neos provides protected board presence.
- NOTE: (Replays Will Try to Open the App)
In general, this matchup is a sack fest. They will summon 2-3 3000 ATK beaters in a turn, and you’ll have one turn to answer them. Their most common skills are Beatdown and Sealed Tombs, with Sealed Tombs being very good against Neos decks. Against Ishizu, it’s important to save your Sphere Kuribohs for when you’re under Sealed Tombs to survive the turn and have access to your graveyard protection again. Your removal monsters - Gale Lizard, Karakuri Ninja mdl 339 "Sazank", etc. - will usually only stall a turn, as Blue-Eyes decks can very easily summon their monsters from their hand or graveyard. You’re going to want to make a very strong counter push as early as possible.
Miracle Fusion is a relevant tech in the matchup, as a number of fusion monsters are good against a Blue-Eyes’ field. Elemental Hero Great Tornado, Elemental Hero Gaia, Elemental Hero The Shining, and Elemental Hero Grandmerge are all great in the matchup. If you’re playing Koa'ki Meiru Maximus, Great Tornado into a full board of BEWD monsters is back breaking, allowing you to easily attack over. Gaia allows you to sap one monster, letting you clear it with a smaller monster while Gaia clears a full attack monster. Both The Shining and Grandmerge are bigger than BEWD monsters, Grandmerge being the best as it’s bigger even through Beatdown.
Koa’ki builds have a very good card in Koa'ki Meiru Ice. Ice can often clear an entire board while setting up a potential OTK with Neos Fusion or Koa'ki Meiru Maximus. Always remember that a Maximus protected with Diamond Core of Koa'ki Meiru can crash into a Blue-Eyes White Dragon and survive.
Control Neos builds will want to survive to disrupt the board with Lava Golem and clear with Elemental HERO Brave Neos. Enemy Controller is a very good card in the matchup, and can often open up lethal scenarios.
In Steelswarm builds, in addition to establishing your graveyard protection of Bacon Saver and Neos Fusion, you will want to send your Steelswarm Scout as early as possible. Steelswarm Girastag is great removal against their larger bosses. However, you need to pick your spots with him by removing the biggest threat at the time that you cannot reasonably remove with Gale Lizard/Karakuri Ninja mdl 339 "Sazank"/Elemental HERO Brave Neos.
Red-Eyes is an explosive, fusion-centric deck focused on summoning Red-Eyes Slash Dragon via Red-Eyes Fusion. Red-Eyes Slash Dragon provides protection from targeting to their whole board, which is important. Unlike Neos Fusion which will just protect Brave Neos from destruction, Red-Eyes Slash will protect any of their cards from being targeted, as long as it has an equipped card. Which means cards like Treacherous Trap Hole, Karakuri Ninja mdl 339 "Sazank", and Gale Lizard are ineffective against Slash Dragon while it has an equip. This also means you can't target their backrow as well. This has given rise to the inclusion of D.D. Assailant as a tech card, as it serves a similar role to Sazank, but doesn't target and also banishes. It also comes with the upside of not needing to be flipped, so you can crash it on your own turn. The strongest build against Red-Eyes decks will most likely include D.D. Assailant and Sphere Kuriboh.
Red-Eyes decks will employ more than just Red-Eyes Slash Dragon, and their next most deadly card is Red-Eyes Archfiend of Lightning. This card provides Red-Eyes decks with a devastating board wipe. Combined with Beatdown, this card will clear a field of monsters with less than 2800 DEF. While you can protect Elemental HERO Brave Neos with Neos Fusion in the graveyard, alongside Beatdown, Archfiend will be able to attack over you. In order to activate Archfiend's effect immediately, they will often summon him with Red-Eyes Spirit or Return of the Red-Eyes. Return of the Red-Eyes is specifically back breaking, because as long as they have a Red-Eyes monster on their field, they can continually summon Archfiend. Return of the Red-Eyes is akin to DNA Surgery and is a must remove - it's often correct to wait for them to activate the trap before removing it, if possible.
The best strategy Neos decks can take against Red-Eyes Slash Dragon is to remove it before it can equip. This means activating destruction effects before its effect to equip resolves, or removing it without targeting. You can also bait or force their negation before removing the monster with Sazank or Gale. Tech inclusions like De-Fusion and Non-Fusion Area are strong, with De-Fusion being a quick play able to remove the dragon before it equips, and the Non-Fusion Area able to prohibit the summon in the first place. Neos Fusion special summons a fusion monster and Red-Eyes Fusion fusion summons, so you will stop their boss without inhibiting yours.
While less effective than they are in other matchups, Karakuri Ninja mdl 339 "Sazank" and Sphere Kuriboh are still good cards. Since Slash Dragon's second effect is on destruction, if you can manage to send with Sazank you'll deny the summon of the equipped monster. Sphere Kuriboh does Sphere Kuriboh things, it can buy you a turn, but it more importantly exposes Slash Dragon's 2400 DEF, letting you attack over it with Brave Neos. If teched correctly, Red-Eyes can be a favorable matchup.
With the meta shifting against them and the hit to Shien's Dojo, what was once a bad matchup has turned into a favorable one. Simply play around Six Style - Dual Wield and have a contingency plan ready for Legendary Six Samurai - Enishi’s effect. For the most part, all of your monsters will simply be bigger than theirs and you can consistently beat over them. Landing a Lava Golem on their board with a follow up Neos Fusion is often too back breaking for them to come back from.
Getting Bacon Saver in the grave should be your immediate priority as in most duels. You are also free to hide behind a set Karakuri Ninja mdl 339 "Sazank" or Gale Lizard if you can pair it with additional defense (Sphere Kuriboh, Bacon Saver, etc.).
Make sure to bait out any Legendary Six Samurai - Shi En negates with less valuable cards in hand as they relate to the current board. For instance, if Koa'ki Meiru Ice or Koa'ki Meiru Maximus is your winning play, bait with a Neos Fusion first and vice versa.
At this point, the matchup should not be that difficult unless they open extremely well or you open extremely poorly.
The key to playing against Amazoness is to not rush into dangerous backrow or put yourself into a position for Lava Golem to steal the game. Life Points are always valuable, so feel free to use Neos Fusion in conjunction with the Parasite Paracide they will put into your deck. Cards like Steelswarm Girastag, Koa'ki Meiru Rooklord, and your own Lava Golem are clutch in this matchup, as are Cosmic Cyclones. Another tech idea in Destiny Draw builds is to run a single copy of Xing Zhen Hu and lock their backrow that they heavily rely on. Typical Amazoness backrow consists of Wall of Disruption, Paleozoic Canadia, Floodgate Trap Hole, Amazoness Onslaught, and even Dimensional Prison. Take this matchup a bit slower than most and try to pick them apart while keeping an eye on your life.
While not really a current meta threat to this deck, Ancient Gears still have the capability to quickly kill you as they are unaffected by any of your defensive cards.
Cosmic Cyclone can really shine in this matchup to take out Ancient Gear Fortress, Ancient Gear Castle and Geartown. Like the Blue-Eyes matchup, you may find yourself wanting to go into a big beater like Elemental HERO The Shining if the duel takes extended turns (it usually doesn't).
In Side Deck formats, Skull Meister is still a great meta card to consider that will promptly put an end to Ancient Gear plays.
Neos (Mirror Match)
The Neos mirror is determined by resource management and techs, and each Neos variation has certain advantages. The player who’s able to make the best use of Bacon Saver and their Neos Fusions will usually come out on top. Sphere Kuriboh, Wall of Disruption, and removal monsters (Gale Lizard, Karakuri Ninja mdl 339 "Sazank", etc.) are your best defensive cards in this matchup.
With Sphere Kuriboh becoming more and more popular, it’s important to know when to use Bacon Saver, when to activate Neos Fusion protection, and when to Sphere Kuriboh. Denying your opponent searching another Neos Fusion is crucial, as the duel will often come down to a top deck war, and the second Neos Fusion is often game-winning.
Many Neos decks run Lava Golem, which needs to be played around. Removing two of your monsters and them following up with a Neos Fusion is back-breaking. Always keep Lava Golem in mind, but take the calculated risk if you have no other winning plays. If you’re playing Lava Golem yourself, try to land it on high impact monsters, or when you can follow up with a Neos Fusion.