*** Note, I posted this guide on the DN forums and Pojo, but got little to no replies. So I am copy and pasting it here to see if I can get any attention to this archetype.
1. Intro
The Allies of justice is quite the unique archetype. The archetype consists of dark machines who have 1 thing in mind: the destruction of light monsters. The Allies of Justice were actually made to fight the Worms, but they also kill Agents and Lightsworn; and in a format with plenty of duelists running LIGHT - heavy decks, AOJ could become a fairly decent anti-metaish archetype. With this archetype you can go 2 routes: Face only light decks, or use DNA transplant so that you can use your anti-light effects against ANY deck. Unfortunately these guys see little to no play; so hopefully I can change that by making this guide.
2. Meet your army!
Okay we got a lvl 5 non-effect monster with WEAK stats of 1800/1400. Yes he's a tuner but to tribute 1 card for this crap? Please no.
Run 0
Cool machine birdy... Totally useless. Do not even consider running this.
Run 0.
One of the best monsters in this archetype. Combined with DNA transplant, this 1200 attacker will destroy ANY monster it battles.
For the love of God, run 3.
The cyber dragon of this archetype. However, you don't have to have 0 monsters on the field to summon him unlike Cyber dragon. His stats are kinda weak for a lvl 8 monster.. but can be good vs. swarms. I don't think any more than 1 of this should be ran.
Run 0 - 1.
Alright, we got our own D.D crow. But unlike crow, this guy can remove 2 cards, and is a tuner. Pretty solid card, but if you are not facing a light deck it will be kind of a waste... too bad DNA transplant doesn't affect the graveyard :/. If you run him, i would suggest putting it in the side deck.
Run 0 - 2(side deck)
ehhhh...mehhhh. Another lvl 3 tuner, and can be helpful with annoying backrows. I personally do not use this card, but if you really hate dem backrows then feel free to give him a shot o.o
Run 0 - 2
Use this to take control of opponet's facedown Rkyo, flip him, and destroy a card. However, I do not believe this is worth a tribute. If it works for you, which I doubt, feel free to use it.
Run 0.
Fairly decent card.. Can get over Tengus and whatnot(with transplant) I do not run him simply because there are better cards to run.
run 0 - 2.
Aight this guy is pretty good. Shuts up annoying cards such as Ryko and Sangan.
Run 0 - 2
hmmm with this guy you get some draw power and some swarming power also. However, he requires a tribute. I wouldn't tribute a card for this TBH
run 0 - 2
light monster cannot be special summoned??? holy ***** this is great! oh wait, he doesn't work with transplant, bummer... If you know you're going to face Agents then main this. Otherwise he only belongs in side deck.
run 0 - 3
Pretty good troll. Flip dat ryko or GK Spy up and they don't get their effect! But he's a -1... I wouldn't waste a card on his effect
run 0 - 1
Card is only good with getting rid of rykos, spys, ect.... other than that he's crap. do not run
run 0
ok whats up with these mediocre tribute monsters? if I wanted to tribute a monster I would just better tribute monsters
run 0
This card is epic when used with limiter removal, honest(with transplant), unlimiter, leeching the light... but without those cards that increase his attack he is pretty bad. Only run if you are using the cards i mentioned above that work great with him
run 0 - 2
well if you're going to run any of the AOJ tribute monsters this is the best to run. Gives your monsters piercing damage and works great with nullifier. You may wanna run some cyber dragons for tribute fodder
run 0 - 2
Limiter removal with legs. gives you otk possibilities and works great with thunder.
run 0 - 3 depending on your build
this card can be a deadly little surprise. However, you need to watch out for starlight road, and if your opponent only 1 card on the field you have to destroy one of your cards. So use with caution
run 2 - 3
he's a staple in pretty much every extra deck. so why wouldn't you run it in here?
run 1 - 2
WOAH WOAH THERE HELLO MR. BOSS.. his 2nd and 3rd effects are just great. Run it if you know whats good for ya
Run 1 - 2
Nice draw power i guess but you can get draw power from omni-weapon. I would rather tribute 1 monster for omi than use 3 monsters to synchro summon this... And if you are gonna summon a lvl 9 synchro that needs 3 monsters.... um trishula? mist wurm? lulz
run 0
obvious lightsworn killer is obvious. However this is a decent side deck card at best
run 0 - 1(side deck)
3. Your support - The allies of the allies
This is the only card that directly supports AOJ.. His effect makes him prone to BTH, but this archetype lacks good tuner and this is a fairly decent lvl 4 tuner.
Self explanatory
This + Thousand arms could result in a nice draw engine. Run it if you find yourself in need of more draw power.
if you don't plan on just trolling agents/lightsworns/worms with this archetype... THEN YOU MUST RUN 3 OF THIS
Now this guy could do some damage in here. Did your opponnet gain momentum and start killing your monsters? No worry, Tualatin to the rescue! Just read his effect
Run 0 - 2 depending on how it works for you
I feel like saying this is a staple. With transplant face up his effect basically reads: Once per turn, during your Main Phase, you can select a monster and destroy it.
Run 2 - 3
Hey look it's dna transplant with legs! He's got pretty decent defense so he could possibly last some turns till you draw DNA transplant. He may be a little slow though
Run 0 - 3 depending on build/style
With transplant face up, all your monsters are light so he can be ran in here. Also gives light food for BLS(you nerds who think BLS should in every deck)
run 0 - 1
Most of the AOJ tuner a pretty crappy Tbh. And this guy is just the perfect card to help fix that. And instant lvl 7 synchro. Yes please.
Run 2 - 3
Draw Powa! And a target for Salvo! If you feel you dont need the draw power boost than you don't have to run him... but i think you will want to run him
run 2 - 3
Honest as a spell card that works on all you monsters?? Pretty sweet. Run it solely based on how it works for you(it may be cause dead hand)
run 0 - 3
Every AOJ card is dark. No reason to not to run him, really
Run 1
Can never have too much draw power, no?
Nice attk point boost, and a target for black salvo. I would rather use solidarity for attack boost though
4. The deck, made by yours truly.
5. Closing
Hey look I am finally done with this! Hopefully this will cause people to realize the potential in this archetype and start giving these guys some attention. Now go ahead and make suggestions on how I can improve this, post your own decklists, or simply discuss this archetype. And please do not bother commenting on this article if you did not fully read it.
1. Intro
The Allies of justice is quite the unique archetype. The archetype consists of dark machines who have 1 thing in mind: the destruction of light monsters. The Allies of Justice were actually made to fight the Worms, but they also kill Agents and Lightsworn; and in a format with plenty of duelists running LIGHT - heavy decks, AOJ could become a fairly decent anti-metaish archetype. With this archetype you can go 2 routes: Face only light decks, or use DNA transplant so that you can use your anti-light effects against ANY deck. Unfortunately these guys see little to no play; so hopefully I can change that by making this guide.
2. Meet your army!
Spoiler :
Ally Mind
Machine/Tuner
1800/1400
A high-performance unit developed to enhance the Artificial Intelligence program of the Allies of Justice. Loaded with elements collected from a meteor found in the Worm Nebula, it allows for highly tuned performance, but its full capacity is not yet determined.
Okay we got a lvl 5 non-effect monster with WEAK stats of 1800/1400. Yes he's a tuner but to tribute 1 card for this crap? Please no.
Run 0
Ally of Justice Clausolas
Machine
2300/1200
A mighty monster in Mist Valley, and the ultimate weapon designed from Claiomh Solais. Its surprise attacks from above baffle invaders.
Cool machine birdy... Totally useless. Do not even consider running this.
Run 0.
Ally of Justice Core destroyer
Machine/Effect
1200/200
If this card attacks or is attacked by a LIGHT monster, destroy that monster at the start of the Damage Step (without damage calculation).
One of the best monsters in this archetype. Combined with DNA transplant, this 1200 attacker will destroy ANY monster it battles.
For the love of God, run 3.
Ally of Justice cosmic Gateway
Machine/Effect
2400/1200
If your opponent controls 2 or more monsters, including a LIGHT monster, you can Special Summon this card from your hand.
The cyber dragon of this archetype. However, you don't have to have 0 monsters on the field to summon him unlike Cyber dragon. His stats are kinda weak for a lvl 8 monster.. but can be good vs. swarms. I don't think any more than 1 of this should be ran.
Run 0 - 1.
Ally of Justice cycle reader
Machine/Effect/Tuner
1000/1000
During either player's turn, you can discard this card to select and remove from play up to 2 LIGHT monsters from your opponent's Graveyard.
Alright, we got our own D.D crow. But unlike crow, this guy can remove 2 cards, and is a tuner. Pretty solid card, but if you are not facing a light deck it will be kind of a waste... too bad DNA transplant doesn't affect the graveyard :/. If you run him, i would suggest putting it in the side deck.
Run 0 - 2(side deck)
Ally of Justice Cyclone creator
Machine/Effect/Tuner
1400/1200
Once per turn, you can discard 1 card from your hand to return Spell/Trap Cards from the field to the hand equal to the number of face-up Tuner monsters on the field.
ehhhh...mehhhh. Another lvl 3 tuner, and can be helpful with annoying backrows. I personally do not use this card, but if you really hate dem backrows then feel free to give him a shot o.o
Run 0 - 2
Ally of Justice Enemy Catcher
Machine/Effect
1800/1800
When this card is Normal Summoned, you can take control of 1 face-down Defense Position monster your opponent controls, until the End Phase of this turn.
Use this to take control of opponet's facedown Rkyo, flip him, and destroy a card. However, I do not believe this is worth a tribute. If it works for you, which I doubt, feel free to use it.
Run 0.
Ally of Justice Garadholg
Machine/Effect
1600/400
If this card battles a LIGHT monster, it gains 200 ATK during the Damage Step only.
Fairly decent card.. Can get over Tengus and whatnot(with transplant) I do not run him simply because there are better cards to run.
run 0 - 2.
ALLY OF JUSTICE NULLFIER
Machine/Dark/4*/1600/1200
The effects of LIGHT monsters that battle this card are negated.
Aight this guy is pretty good. Shuts up annoying cards such as Ryko and Sangan.
Run 0 - 2
ALLY OF JUSTICE OMNI-WEAPON
Machine/Dark/5*/2200/800
When this card destroys a LIGHT monster by battle and sends it to the Graveyard, draw 1 card. If that card is a Level 4 or lower DARK monster, you can reveal it to your opponent and Special Summon it.
hmmm with this guy you get some draw power and some swarming power also. However, he requires a tribute. I wouldn't tribute a card for this TBH
run 0 - 2
ALLY OF JUSTICE QUARANTINE
Machine/Dark/4*/1700/1200
LIGHT monsters cannot be Special Summoned.
light monster cannot be special summoned??? holy ***** this is great! oh wait, he doesn't work with transplant, bummer... If you know you're going to face Agents then main this. Otherwise he only belongs in side deck.
run 0 - 3
ALLY OF JUSTICE SEARCHER
Machine/Dark/3*/1400/100
Once per turn, you can discard 1 card from your hand to flip 1 face-down Defense Position monster your opponent controls to face-up Attack Position. Flip Effects are not activated.
Pretty good troll. Flip dat ryko or GK Spy up and they don't get their effect! But he's a -1... I wouldn't waste a card on his effect
run 0 - 1
ALLY OF JUSTICE REVERSE BREAK
Machine/Dark/4*/1200/1200
If there is a face-up LIGHT monster on the field, destroy this card. When this card attacks a face-down Defense Position monster, destroy that monster immediately with this card's effect without flipping it face-up or applying damage calculation.
Card is only good with getting rid of rykos, spys, ect.... other than that he's crap. do not run
run 0
ALLY OF JUSTICE RUDRA
Machine/Dark/5*/1900/1200
If this card battles a LIGHT monster, it gains 700 ATK during the Damage Step only
ok whats up with these mediocre tribute monsters? if I wanted to tribute a monster I would just better tribute monsters
run 0
ALLY OF JUSTICE THOUSAND ARMS
Machine/Dark/4*/1700/0
This card can attack all face-up LIGHT monsters your opponent controls once each. If this card battles a non-LIGHT monster, destroy this card before damage calculation
This card is epic when used with limiter removal, honest(with transplant), unlimiter, leeching the light... but without those cards that increase his attack he is pretty bad. Only run if you are using the cards i mentioned above that work great with him
run 0 - 2
ALLY OF JUSTICE THUNDER ARMOR
Machine/Dark/8*/2700/2200
This card cannot be Special Summoned. During battle between an attacking "Ally of Justice" monster you control and a Defense Position monster whose DEF is lower than the attacking card's ATK, inflict the difference as Battle Damage to your opponent.
well if you're going to run any of the AOJ tribute monsters this is the best to run. Gives your monsters piercing damage and works great with nullifier. You may wanna run some cyber dragons for tribute fodder
run 0 - 2
ALLY OF JUSTICE UNLIMITER
Machine/Dark/2*/600/200
You can Tribute this card to double the original ATK of 1 "Ally of Justice" monster you control, until the End Phase.
Limiter removal with legs. gives you otk possibilities and works great with thunder.
run 0 - 3 depending on your build
ALLY SALVO
Machine/Dark/2*/400/300
If this card is destroyed by battle and sent to the Graveyard by a LIGHT monster, destroy 2 cards on the field.
this card can be a deadly little surprise. However, you need to watch out for starlight road, and if your opponent only 1 card on the field you have to destroy one of your cards. So use with caution
run 2 - 3
ALLY OF JUSTICE CATASTOR
Machine - Synchro/Dark/5*/2200/1200
1 Tuner + 1 or more non-Tuners
If this card battles a non-DARK monster, destroy that monster without applying damage calculation.
he's a staple in pretty much every extra deck. so why wouldn't you run it in here?
run 1 - 2
ALLY OF JUSTICE DECISIVE ARMOR
Machine - Synchro/Dark/10*/3300/3300
1 Tuner + 2 or more non-Tuners
If your opponent controls a LIGHT monster, you can activate 1 of the following effects once per turn: •Destroy 1 Set card your opponent controls. •Send 1 card from your hand to the Graveyard to destroy all Spell and Trap Cards your opponent controls. •Send all cards in your hand to the Graveyard to look at your opponent's hand and send all LIGHT monsters in it to the Graveyard. Then, inflict damage to your opponent equal to the combined ATK of all monsters sent this way.
WOAH WOAH THERE HELLO MR. BOSS.. his 2nd and 3rd effects are just great. Run it if you know whats good for ya
Run 1 - 2
ALLY OF JUSTICE FIELD MARSHAL
Machine - Synchro/Dark/9*/2900/2400
1 Tuner + 2 or more non-Tuners
This card cannot be Special Summoned except by Synchro Summon. When this card destroys a face-down Defense Position monster by battle and sends it to the Graveyard, draw 1 card.
Nice draw power i guess but you can get draw power from omni-weapon. I would rather tribute 1 monster for omi than use 3 monsters to synchro summon this... And if you are gonna summon a lvl 9 synchro that needs 3 monsters.... um trishula? mist wurm? lulz
run 0
ALLY OF JUSTICE LIGHT GAZER
Machine - Synchro/Dark/8*/2400/1600
1 Tuner + 1 or more non-Tuners
This card gains 200 ATK for every LIGHT monster in your opponent's Graveyard
obvious lightsworn killer is obvious. However this is a decent side deck card at best
run 0 - 1(side deck)
3. Your support - The allies of the allies
Spoiler :
FLAMVELL MAGICIAN
Spellcaster - Tuner/Fire/4*/1400/200
While you control an "Ally of Justice" monster(s), this card gains 400 ATK.
This is the only card that directly supports AOJ.. His effect makes him prone to BTH, but this archetype lacks good tuner and this is a fairly decent lvl 4 tuner.
LIMITER REMOVAL
Spell/Quick-Play
Double the ATK of all face-up Machine-type monsters you control, until the end of this turn. During the End Phase, destroy all monsters affected by this effect.
Self explanatory
BREAK! DRAW!
Spell/Equip
Equip only to a Machine-Type monster. When the equipped monster destroys an opponent's monster by battle and sends it to the Graveyard, draw 1 card. Destroy this card during your 3rd End Phase after activation.
This + Thousand arms could result in a nice draw engine. Run it if you find yourself in need of more draw power.
DNA TRANSPLANT
Trap/Continuous
Declare 1 Attribute when you activate this card. As long as this card remains face-up on the field, the Attribute of all face-up monsters on the field become the one you declared.
if you don't plan on just trolling agents/lightsworns/worms with this archetype... THEN YOU MUST RUN 3 OF THIS
Tualatin
Fairy/Effect/light/*8/2800/2500
If you controlled 2 or more monsters at the start of your opponent's Battle Phase, and all of them were destroyed by battle and sent to the Graveyard, you can Special Summon this card from your hand during that Battle Phase. If you do, choose an Attribute and destroy all face-up monsters with that Attribute. Your opponent cannot Normal or Special Summon monsters with that Attribute.
Now this guy could do some damage in here. Did your opponnet gain momentum and start killing your monsters? No worry, Tualatin to the rescue! Just read his effect
Run 0 - 2 depending on how it works for you
Genex Ally Duradark
Machine/Effect/4*/1800/200
Once per turn, during your Main Phase, you can select 1 face-up Attack Position monster your opponent controls with the same Attribute as this card, and destroy it. This card cannot attack the turn you activate this effect.
I feel like saying this is a staple. With transplant face up his effect basically reads: Once per turn, during your Main Phase, you can select a monster and destroy it.
Run 2 - 3
Genex Ally Changer
Machine/dark/effect/3*/1200/1800
Once per turn, you can select 1 face-up monster on the field and declare 1 Attribute. The selected monster's Attribute becomes the declared Attribute until the End Phase.
Hey look it's dna transplant with legs! He's got pretty decent defense so he could possibly last some turns till you draw DNA transplant. He may be a little slow though
Run 0 - 3 depending on build/style
Honest
Fairy/Effect/Light/4*/1100/1900
During your Main Phase, you can return this card from the field to its owner's hand. During either player's Damage Step, when a face-up LIGHT monster you control battles, you can send this card from your hand to the Graveyard to have that monster gain ATK equal to the ATK of the opponent's monster it is battling, until the End Phase.
With transplant face up, all your monsters are light so he can be ran in here. Also gives light food for BLS(you nerds who think BLS should in every deck)
run 0 - 1
.BLACK SALVO
Machine - Tuner/Dark/3*/100/1100
When this card is Normal Summoned, you can Special Summon 1 Level 4 DARK Machine-type monster from your Graveyard in face-up Defense Position. Its effect(s) is negated
Most of the AOJ tuner a pretty crappy Tbh. And this guy is just the perfect card to help fix that. And instant lvl 7 synchro. Yes please.
Run 2 - 3
Dekoichi The Battlechanted locomotive
Machine/Dark/Effect/1400/1200
FLIP: Draw 1 card. For each face-up "Bokoichi the Freightening Car" you control, draw an additional card.
Draw Powa! And a target for Salvo! If you feel you dont need the draw power boost than you don't have to run him... but i think you will want to run him
run 2 - 3
Leeching The Light
Spell/Normal
Select 1 face-up LIGHT monster your opponent controls. All face-up Attack Position monsters you control gain ATK equal to the ATK of the selected monster, until the End Phase.
Honest as a spell card that works on all you monsters?? Pretty sweet. Run it solely based on how it works for you(it may be cause dead hand)
run 0 - 3
Dark Armed Dragon
Dragon/Dark/8*/2800/1000
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by having exactly 3 DARK monsters in your Graveyard. You can remove from play 1 DARK monster from your Graveyard to destroy 1 card on the field.
Every AOJ card is dark. No reason to not to run him, really
Run 1
ALLURE OF DARKNESS
Spell/Normal
Draw 2 cards, then remove from play 1 DARK monster from your hand. If you don't have any DARK monsters in your hand to remove, send all cards in your hand to the Graveyard.
Can never have too much draw power, no?
Genex Ally Powerboost
Machine/effect/dark/1700/0/4*
Other face-up monsters you control with the same Attribute as this card gain 500 ATK.
Nice attk point boost, and a target for black salvo. I would rather use solidarity for attack boost though
4. The deck, made by yours truly.
Spoiler :
3x Ally of Justice core destroyer
2x Dekoichi the Battlechanted locomotive
3x Ally Salvo
2x Ally of justice unknown crusher
2x black salvo
1x Ally of justice one thousand arms
1x Ally of justice Nullfier
2x Genex Ally Duradark
1x Dark armed dragon
1x monster reborn
1x allure of darkness
1x limiter removal
2x mst
3x pot of duality
1x dark hole
2x leeching the light
3x dna transplant
1x starlight road
1x trap dustshoot
2x solemn warning
1x solemn judgement
1x torrential tribute
2x stardust dragon
1x scrap dragon
1x brionic
1x trishula
1x black rose dragon
1x ally of justice castator
1x ally of justice decisive armor
1x ancient sacred wyvern
1x ancient fairy dragon
2x utopia
1x steelswarm roach
5. Closing
Hey look I am finally done with this! Hopefully this will cause people to realize the potential in this archetype and start giving these guys some attention. Now go ahead and make suggestions on how I can improve this, post your own decklists, or simply discuss this archetype. And please do not bother commenting on this article if you did not fully read it.