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On 3/27/2025 at 9:19 AM, Roarshack said:

Next: Poultrygeist

"Poultrygeist" archetype is a Zombie based strategy revolving around placing "Haunt Counters" on your opponent's face-up cards and exploiting those counters for powerful effects.

_~=[Example Cards]=~_

Poultrygeist Chickspirit [EARTH]

LV 2/Zombie/Effect

(0/0)

If this card is sent to the GY by card effect: You can Special Summon it, and if you do, place 1 "Haunt Counter" on each face-up card(s) your opponent controls. You can only Special Summon "Poultrygeist Chickspirit" once per turn this way. Once per turn, if this card is banished, you can target up to 2 face-up cards your opponent controls with "Haunt Counter"; shuffle it into the Deck.

 

Poultrygeist Ghoulduck [EARTH]

LV 4/Zombie/Effect

(1100/0)

During the Main Phase, you can pay 500 LP; place 1 "Haunt Counter" on each face-up card(s) your opponent controls, then send 1 "Poultrygeist" monster from your hand or Deck to the GY. If this card is in your GY, you can target 1 face-up card your opponent controls with "Haunt Counter"; banish it until the End Phase, then add this card from your GY to your hand. You can only use each effect of "Poultrygeist Ghoulduck" once per turn.

 

Poultrygeist Phantom Rooster [EARTH]

LV 8 /Zombie/Effect

(2000/0)

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or GY) by banishing 2 face-up cards on the field with "Haunt Counter". You can only Special Summon "Poultrygeist Phantom Rooster" once per turn this way. This card gains 200 ATK for each "Haunt Counter" on the field. During the Main Phase, you can destroy all cards on the field with "Haunt Counter", then inflict 500 damage to your opponent for each destroyed card. You can only use this effect of "Poultrygeist Phantom Rooster" once per turn.

 

Poultrygeist Barnyard Banquet

[Continuous Spell]

Once per turn, you can banish 1 "Poultrygeist" monster from your hand or GY; place 1 "Haunt Counter" on each face-up card your opponent controls. During your Draw Phase, you can add 1 of your banished "Poultrygeist" cards to your hand instead.

 

Poultrygeist Fowl Play

[Quick Play Spell]

Banish 1 "Poultrygeist" monster from your Deck or GY; Special Summon up to 3 "Poultrygeist Spirit Token" (Zombie/EARTH/LV 2/ATK 0/DEF 0) to your opponent's field in Defense Position, and if you do, place 1 "Haunt Counter" on each face-up card your opponent controls. These Tokens cannot be used as Link or Synchro Material. You can only activate 1 "Poultrygeist Fowl Play" per turn.

 

Next: "Methoor"

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The Methoor cards are an archetype of owl inspired Spirit Winged-Beast monsters that attempt to reveal themselves in hand to activate non once per turn removal effects. The Methoor's can, once revealed in hand, can then swoop onto the field and remove an opponent's card then bounce themselves to the hand. They are themed after the eyes of owls at night resembling stars.

Example cards:

Spectral Methoor 

Level 3 LIGHT

100 ATK / 1300 DEF

Winged-Beast/Spirit/Effect

Durring your opponent's turn, if this card is revealed (Quick-Effect): Special Summon this card, then destroy 1 Spell/Trap card your opponent controls and if you do its effects are negated in the GY. You can only use each of the following effects of "Spectral Methoor" once per turn. Durring the End-Phase add this card to your hand. Once per turn, this card in your hand becomes revealed until the end of your opponent's turn. 

Lumbering Methoor

Level 5 LIGHT

2200 ATK / 2400 DEF

Winged-Beast/Spirit/Effect

Durring your opponent's turn, if this card is revealed and your opponent Summons a monster (Quick-Effect): You can Special Summon this card, then send the monster your opponent Summoned to the GY, then, if there is a Field Spell on the field, destroy 1 monster on the field. You can only use each of the following effects of "Lumbering Methoor" once per turn. Durring the End-Phase add this card to your hand. Once per turn, this card in your hand becomes revealed until the end of your opponent's turn. 

Methoor Astral Forest

Field Spell

Both players play with their hands revealed. If a card your opponent owns is sent to the GY, once per turn: You can return up to 2 non-WIND Winged-Beast cards you control to the hand. Once per turn, you can increase the limit to your hand size by 1 for the remainder of the duel.

Next: Archanids

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22 hours ago, LazerSwordKirbo said:

The Methoor cards are an archetype of owl inspired Spirit Winged-Beast monsters that attempt to reveal themselves in hand to activate non once per turn removal effects. The Methoor's can, once revealed in hand, can then swoop onto the field and remove an opponent's card then bounce themselves to the hand. They are themed after the eyes of owls at night resembling stars.

Example cards:

Spectral Methoor 

Level 3 LIGHT

100 ATK / 1300 DEF

Winged-Beast/Spirit/Effect

Durring your opponent's turn, if this card is revealed (Quick-Effect): Special Summon this card, then destroy 1 Spell/Trap card your opponent controls and if you do its effects are negated in the GY. You can only use each of the following effects of "Spectral Methoor" once per turn. Durring the End-Phase add this card to your hand. Once per turn, this card in your hand becomes revealed until the end of your opponent's turn. 

Lumbering Methoor

Level 5 LIGHT

2200 ATK / 2400 DEF

Winged-Beast/Spirit/Effect

Durring your opponent's turn, if this card is revealed and your opponent Summons a monster (Quick-Effect): You can Special Summon this card, then send the monster your opponent Summoned to the GY, then, if there is a Field Spell on the field, destroy 1 monster on the field. You can only use each of the following effects of "Lumbering Methoor" once per turn. Durring the End-Phase add this card to your hand. Once per turn, this card in your hand becomes revealed until the end of your opponent's turn. 

Methoor Astral Forest

Field Spell

Both players play with their hands revealed. If a card your opponent owns is sent to the GY, once per turn: You can return up to 2 non-WIND Winged-Beast cards you control to the hand. Once per turn, you can increase the limit to your hand size by 1 for the remainder of the duel.

Next: Archanids

I think that this part of the effect: "Once per turn, you can increase the limit to your hand size by 1 for the remainder of the duel." should be limited to a once or twice per duel effect, unless some of the monsters have effects that decrease the hand size as well as a cost.

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On 4/2/2025 at 10:50 AM, LazerSwordKirbo said:

Seeing as the card Infinite Cards isn't on the forbidden limited list I don't think that effect will be a problem.

Tis true I forgot about that. I actually have that card irl too. 🤦‍♂️

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  • 3 weeks later...

The Arachnid archetype focuses on the old spider game plan of putting monsters into defense position. Their claim to fame comes from a level 1 DARK handtrap monster named "Ninjarachnid" that bounces a defense position monster on the field to summon itself and then on summon it uses itself + defense position monsters on either field as material for a Synchro or Link summon.

The rest of the archetype focuses on making sure Ninjarachnid can be used for as much value as possible by changing stuff to def and manipulating monster levels.

The arachnid extra deck monsters have powerful on-summon single-turn stun effects (since you're meant to summon them on the opponent's turn) alongside strong anti-def effects (such as doubled piercing damage and destroying opponent def monsters).

 

Next: Hex Gate

 

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On 4/22/2025 at 2:17 PM, Roarshack said:

Arachnid

I thought it was Archanid. Like Arcana.

 

On 4/22/2025 at 2:17 PM, Roarshack said:

Next: Hex Gate

 

Triamid-esque archetype that revolves around Field Spells - the titular Hex Gates - with monsters that cycle out & capitlize off of the presence of them. The catch here, however, is that instead of helping you, they hinder the opponent, as they have detrimental effects cooked into them and the monsters activate them on the opponents side of the field. There's one monster for each attribute.

 

Gatekeeper of the Hex Gate

Level 5 EARTH

1200 ATK/2700 DEF

Fiend/Effect

Once per turn (Quick Effect): place one "Hex Gate" card from your deck face-up on your opponent's side of the field. While your opponent has a Field Spell on their side of the field, your opponent can only special summon three times each turn. During the end phase, you can negate this cards other effects until the next end phase, then destroy all face-up Field Spells.

 

Markswoman of the Hex Gate

Level 3 FIRE

1900/800

Warrior/Effect

Once per turn (Quick Effect): place one "Hex Gate" card from your deck face-up on your opponent's side of the field. Once per turn while your opponent has a Field Spell on their side of the field, you can shuffle one card from their monster zone and spell/trap zone into their hand. During the end phase, you can negate this cards other effects, then destroy all face-up Field Spells.

 

Viscous Hex Gate

Field Spell

The player who controls this face-up card has a maximum hand size of 3. When this face-up card is sent to the grave, the player who's side of the field this card was on must discard two cards (Or their whole hand, if they had less than two cards in their hand). If this card is in your hand, you can shuffle it into the deck; your opponent looks at your deck, reveals a "Hex Gate" card, then you apply the appropriate effect.

●Monster: Special summon it face-up on your side of the field.

●Spell: Place it face-up on your opponents side of the field.

 

Destructive Radiance's Hex Gate

Field Spell

The player who controls this face-up card plays with their Extra Deck & Hand revealed, and their deck upside down. When this face-up card is sent to the grave, the opponent of the player who's side of the field this card was on can re-order the top 5 cards of their deck however they want. If this card is in your hand, you can shuffle it into the deck; your opponent looks at your deck, reveals a "Hex Gate" card, then you apply the appropriate effect.

●Monster: Special summon it face-up on your side of the field.

●Spell: Place it face-up on your opponents side of the field.

 

Next: Roachecantation

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On 4/28/2025 at 7:24 AM, eseer said:

Next: Roachecantation

"Roachecantation" focuses on Insect monsters that represent a cycle of life, death and rebirth. The archetype thrives on grinding battles and constant recursion, using effects that recycle themselves or summon stronger versions of themselves from the GY. They also include Ritual Monsters and Ritual Spells.

 

Roachecantation Larva [WIND]

LV3/Insect/Effect

(800/1200) 

If this card is sent to the GY: You can add 1 "Roachecantation" Ritual Spell or Ritual Monster from your Deck to your hand. If a "Roachecantation" Monster (except "Roachecantation Larva") is Summoned while this card is in your GY: You can Special Summon this card, but it cannot be used as material for a Synchro, Xyz, or Link Summon. You can only use each effect of "Roachecantation Larva" once per turn.

---

Roachecantation Swarmlord [WIND]

LV8/Insect/Ritual/Effect

(2600/2800)

You can Ritual Summon this card with "Roachecantation Revival." (Quick Effect): You can banish 1 "Roachecantation" monster from your GY; Target 1 other card on the field, send it to the GY, and if you do, this card gains 300 ATK. If this Ritual Summoned card on the field is sent to the GY: You can shuffle up to 3 "Roachecantation" cards that are banished into the Deck; Special Summon this card. You can only use each effect of "Roachecantation Swarmlord" once per turn.

---

Roachecantation Revival

(Ritual Spell)

This card is used to Ritual Summon any "Roachecantation" Ritual Monster. You must Tribute monsters from your hand, field, or banish "Roachecantation" monsters from your GY, whose total Levels equal or exceed the Level of the Ritual Monster you are Summoning. If this card is in your GY, except the turn it was sent there: You can banish this card and 1 "Roachecantation" monster from your GY; add 1 "Roachecantation" monster from your Deck to your hand. You can only use this effect of "Roachecantation Revival" once per turn.

---

Roachecantation Breeding Ground

(Field Spell)

All Insect monsters you control gains 300 ATK/DEF. If a "Roachecantation" monster is Special Summoned from your GY; you can Special Summon 1 "Roachecantation Token" (Insect/DARK/Level 5/ATK 0/DEF 1000) to your field in Defense Position. These Token cannot be used as material for a Synchro, Xyz, or Link Summon.

 

Next: "DeΨon"

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  • 3 weeks later...
On 5/1/2025 at 2:37 AM, Yᵤₘₐ ₖₐᵢbₐ said:

Next: "DeΨon"

“DeΨon” focuses on Psychic Pendulum monsters with mismatched Pendulum Scales. The archetype aims to change monsters’ Pendulum Scales as much as possible, particularly in a way that equalizes their monsters’ Scales in order to gain advantage.

 

*PLACEHOLDER ART*

—————————————————————————————————————————————

Next: “Autismech”

Grand DeΨoner.jpeg

DeΨoned Destroyer.jpeg

DeΨons of Destiny.jpeg

DeΨoned Paradise.jpeg

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