Quick update: Dib will also be using the "Ally of Justice" archetype, and it should be self explanatory as to why. Also, Zim will also be using a custom archetype revolving around Gandora The Dragon of Destruction.

AU explained:

The first episode of the series starts off mostly the same as the original show. The difference begins when Zim pleads with his Tallest to be given a chance to prove himself as an invader. Instead of giving him his fake mission right away, they decided to offer him a chance to earn his place as an invader. They called in a random Irken soldier to the stand and presented Zim his challenge, if he can defeat his opponent in a duel, then he 'may' be given a mission, but should Zim lose then the whole matter would be dropped and he will resume his banishment. Zim of course gladly accepts this challenge, promising to show his fellow Irkens his superior dueling skills.

The duel was pretty much one sided, no matter what the soldier did, Zim managed to both counter and outmaneuver his opponent. Despite Zims shortcomings, he remains as one of the Irken Empire's strongest duelists, and this one of the only things that his fellow Irkens respect him for. The duel ended with Zim's victory, so the Tallests had no choice but to adhere to the agreement.

The rest stays the same until close to the end, where Dib challenges Zim to a duel. Although Zim was unsure how beating him would prove his identity, he will gladly show this inferior lifeform the difference between their skills. The duel was close, but Zim claimed victory and was able to retreat into his base.

Decks used:

Zim: Alien

Random Irken Soldier: Machina

Dib Membrane: Danger!


1. "A" Cell Infestation

Trap card

When your opponent attacks an "Alien" monster you control, you can negate the attack. Then you place 1 A-counter on your opponent's monster for every "Alien" monster you control. You can banish this card from your GY, then draw cards for every 2 A-counters on the field.


2. Alien Bio-Lance

Equip spell

"Alien" monsters equipped with this card gain 1000 ATK. When the equipped monster destroys a monster that has an A-counter(s), you can target 1 spell/trap card on the field and destroy that card.


3. Alien Psyker

LV: 4 attribute: light type: reptile

ATK: 1800 DEF: 1700

If your opponent controls 2 or more monsters with A-counters on them, you can Special Summon this card from your hand. When this card is summoned, add 1 card the mentions "A-counter" in its text. You can remove any number of A-counters on the field, then destroy that many cards on the field. (If a monster with an A-counter battles an "Alien" monster, it loses 300 ATK and DEF for each A-counter during damage calculation only.)


4. Alien Knight

LV: 5 attribute: fire type: reptile

ATK: 2100 DEF: 1600

If you control an "Alien" monster, you can Normal summon this card without tribute. All "Alien" monsters you control gain 400 ATK/DEF. Once per turn: you can special summon 1 "Alien" monster from your GY to the field. (If a monster with an A-counter battles an "Alien" monster, it loses 300 ATK and DEF for each A-counter during damage calculation only.)


5. Alien Elite Invader

LV: 8 attribute: dark type: reptile

ATK: 2800 DEF: 2500

This card can be special summoned by banishing 2 Reptile-type monsters from your GY. When this card is summoned, all other monsters gain an A-counter and have their effects negated. When this card attacks a monster with an A-counter, your opponent cannot activate any spell/trap cards.

Note: this is Zim's ace monster


6. Machine Deployment

Continuous trap

Once per turn, If you control no monsters; you can add 1 Machine-type monster from your GY/deck to your hand. Machine-type monsters you control cannot be destroyed by card effects.


7. Machina Quick Shot

Quick-play spell

When a "Machina" monster is destroyed by battle, you can inflict 1000 damage to your opponent. If a card is discarded from your hand to the GY in order to activate the effect of a"Machina" card, you can add this card from your GY to your hand, but banish it when it leaves the field.


8. Machina Grenader

LV: 3 attribute: earth type: machine

ATK: 1000 DEF: 1000

If this card is discarded from your hand due to the effect of a "Machina" monster, you can target and destroy 1 card on the field, then inflict 500 damage to your opponent.


9. Danger! Investigator!

Link: 2 arrows: bottom left, bottom right attribute: earth type: warrior

ATK: 1900

2 "Danger!" Monsters

When this card is Link summoned, you can discard 1 card, then add 1 "Danger!" card from your deck to your hand. If a "Danger!" monster is summoned to a zone this card points to; All "Danger!" monsters you control gain 500 ATK.


10. Avoiding Danger!

Counter trap

When your opponent activates a trap card that would destroy/remove from play a "Danger!" Monster(s), you can negate and destroy that card. Then you can discard 1 card from your hand, then draw 1 card.


11. Looking for Danger!

Spell card

You can target 1 face-up "Danger!" monster you control, then by discarding a card, you can special summon 1 "Danger!" monster from your deck with a different name than the targeted monster. You can only attack with 1 monster the turn you activate this effect.


There we go, a little preview of some of the cards that will be coming in this series.

Let me know what you think.

See you next time.