General description:
E-Hero Storm Neos is the next triple-contact fusion, combining the powers of Air Hummingbird and Aqua Dolphin with Neos to create a field-clearing powerhouse! This Neos Fusion has been long-anticipated by N-Hero (Neo Hero) duelists since its debut in the Japanese anime for the extra "Heavy Storm" effect plus its secondary effect when it returns to the fusion deck. However, I have never seen a monster so backwards than Storm Neos in all of the E-Hero family. I will discuss this further in the Weaknesses section.
Uses:
E-Hero Storm Neos serves three purposes:
1) high-atk beatstick,
2) clear the field of all threatening Spells and Traps, and
3) reset the entire field of play during the End Phase.
Strategies and game play:
Storm Neos is ideal to summon when you're playing against a deck which relies on its backfield (S/T Zone) presence more than anything else. These decks include: Counter Fairy, Crystal Beasts, Gravekeepers, Macro Cosmos. You must be careful against Counter Fairies though since the entire deck is designed to counter anything you do and take advantage of it.
Summoning Storm Neos is pretty much identical to summoning Chaos Neos (Prisma, Limit Reverse, etc), the only difference being you're opting to get different Neo-Spacians to the field. Any other strategy besides the obvious "wipe all S/T's from the field" and "reset the field in the End Phase" are best described in the sections below.
Combos with other cards:
Contact Out - The De-Fusion designed for Neos. Contact Out can serve two purposes with Storm Neos. You can attack with Storm Neos after you've cleared the S/T Zone then activate Contact Out during the Battle Phase and attack again with Neos and the two Spacians, dealing 6900 damage if all the attacks connect directly. Or you can use Contact Out before entering your Battle Phase, using Neos and Hummingbird to Contact Fuse into Air Neos which is one of Neos' better fusions for ending games due to his potential massive attack increase.
[Instant] Neo Space - Both of the "Neo Space" cards turns Storm Neos' secondary effect into a defensive weapon as opposed to weakness. See, Storm Neos (and all Neos Fusions) return to the Fusion Deck at the end of every turn, not just your own. Usually, when opponents see Neo Space, they see an easy weakness to the huge Neos Fusion their staring down. However, all triple-contact Neos Fusions have this built-in protection where if the opponent tries to take advantage of the Neo Space weakness, they will end up paying for it during their own End Phase. Storm Neos' secondary effect is by far the best protection for the 3 Triple-Contacts, shuffling all of the opponent's defenses back into their deck so they must draw into them again if they want to use them.
Instant Neo Space could also combo with Contact Out to not only summon the Fusion Materials from your deck, but also another Neos from anywhere in play (Hand, Deck, Graveyard), netting a total of 2 E-Hero Neos, 1 Air Hummingbird, and 1 Aqua Dolphin.
Overall, Storm Neos is a combo in and of himself. Just getting the fusion materials to the field requires a combo of some sort.
Ways to counteract it:
If you don't have very much on your side of the field compared to your opponent, or if you don't care what happens to cards on your field (like if you're waiting for that "one card" for the OTK you need), then it's best to ensure that Storm Neos returns to the opponent's Fusion Deck during their own End Phase. This way, with everything shuffled back into their deck, they have no way to counter anything you do next turn unless they run Kuribohs, Necro Guardnas, or Heralds of Purple/Green Light, or something along those lines.
Also, since the Contact Fusion mechanic is built-in to Storm Neos and doesn't use a chain, you can negate its Special Summon with Solemn Judgment or similar cards without fear of possibly seeing it again later in the duel.
-set MST/Dust Tornado
-Divine Wrath
-Solemn Judgment
Strengths/Pros:
-clears all Spell/Trap threats
-a unique effect to shuffle EVERYTHING on the field into each player's deck whenever it returns to the fusion deck by its effect
-high-attack
-massive support (Warriors, Elemental Heroes, Neos)
Weaknesses/Cons:
Now for what I was talking about in the General Description with Storm Neos being the most backwards monster in the E-Hero family.
Typically before you summon such a huge and costly monster like a triple-contact Neos Fusion, you want to be sure the opponent cannot respond to anything you do to stop the summon. This causes one of two things: either Storm Neos' effect is useless since you already cleared their field, or it turns summoning Storm Neos into a very scary thing, with the opponent having an option to stop your summon at any time they wish, and they'll obviously choose the most inopportune time to ruin your plans, such as Torrential Tribute when you summon the 3rd monster needed.
Secondly, the best friend of any Neos Fusion is Neo Space itself. However, Storm Neos could very likely destroy its greatest ally in Neo Space with its effect if you so choose to activate it. On the other hand, this forces you to play conservatively, only using Neo Space for killshots or when summoning fusions.
Last, Storm Neos' first effect conflicts with its second effect, at least in my opinion. It's easier to add a Spell/Trap card from your grave to your hand than it is to add it from your deck to your hand. Storm Neos' first effect fills your opponent's grave with Spells/Traps for them to reclaim if they have the means to, while its second effect refills the deck so the opponent must draw/search for the cards again, which takes time. Obviously, this depends on the deck you're facing whether or not this is a problem: if you're playing against a Cyber Valley deck this would be a huge problem, but if you're staring down Gravekeepers then it's actually a blessing.
Other than this, Storm Neos shares the same weaknesses as every other Neos Fusion, except his secondary effect could leave you wide-open to attack if you're not careful.
Overall rating:
6/10
Storm Neos, in my opinion, is the 2nd best triple-contact fusion, closely followed by Chaos Neos as 3rd but trails Magma Neos as 1st by a loooooong shot.