Yuma Kaiba Posted March 30 Report Share Posted March 30 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" Quote Link to comment Share on other sites More sharing options...
LazerSwordKirbo Posted April 1 Report Share Posted April 1 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 Quote Link to comment Share on other sites More sharing options...
Ninjix_YT Posted April 2 Report Share Posted April 2 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. Quote Link to comment Share on other sites More sharing options...
LazerSwordKirbo Posted April 2 Report Share Posted April 2 Seeing as the card Infinite Cards isn't on the forbidden limited list I don't think that effect will be a problem. Quote Link to comment Share on other sites More sharing options...
Ninjix_YT Posted April 4 Report Share Posted April 4 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. Quote Link to comment Share on other sites More sharing options...
Roarshack Posted April 22 Report Share Posted April 22 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 Quote Link to comment Share on other sites More sharing options...
eseer Posted April 28 Report Share Posted April 28 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 1 Quote Link to comment Share on other sites More sharing options...
Yuma Kaiba Posted May 1 Report Share Posted May 1 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" Quote Link to comment Share on other sites More sharing options...
Cosmic_Kuriboh Posted May 22 Report Share Posted May 22 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” 1 Quote Link to comment Share on other sites More sharing options...
Yuma Kaiba Posted June 7 Report Share Posted June 7 On 5/23/2025 at 2:38 AM, Cosmic_Kuriboh said: Next: “Autismech” The "Autismech" archetype is a Cyberse/WATER-based deck with a focus on generating Tokens, utilizing unique Link and Synchro monsters, and maintaining board presence through resilient recycling effects. The archetype promotes a balanced mix of control, resource management, and aggression, while emphasizing synergy within the archetype. Autismech Programmer [WATER] LV 2/Cyberse/Effect (200/1350) If this card is Special Summoned: You can Special Summon 1 "Program Token" (Machine/WATER/Level 6/ATK 1350/DEF 1350) These Token cannot be used for Link or Synchro material, except for "Autismech" Monster. If a "Program Token" or "Autismech" card you control is destroyed by battle or card effect; you can Special Summon this card (from your hand or GY,) but banish it when leaves the field. You can only use each effect of "Autismech Programmer" once per turn. Autismech Syncronator [WATER] LV 2/Cyberse/Effect (1350/0) If this card is Normal or Special Summoned: You can Special Summon 1 "Program Token" (Machine/WATER/Level 6/ATK 1350/DEF 1350) These Token cannot be used for Link or Synchro material, except for "Autismech" Monster. You can destroy 1 "Program Token" you control; Special Summon this card from your GY, but banish it when leaves the field. You can only use each effect of "Autismech Syncronator" once per turn. Autismech Overmind [WATER] Cyberse/Link/Effect (2300/-) Link-3 2+ monsters, (including "Program Token" and "Autismech" monsters) During the Main Phase, you can pay 500 LP to activate 1 of the following effects based on how many "Program Token" you control. 1: Draw 1 card. 2: Monster's your opponent control lose 1000 ATK until the end of this turn. 3+: Send all monsters your opponent control to the GY. You can only use this effect of "Autismech Overmind" once per turn. Autismech Hellbreaker [WATER] LV 8/Cyberse/Synchro/Effect (2500/3000) 1 WATER Tuner + 1+ non-Tuner "Autismech" Monsters For this card's Synchro Summon, you can treat 1 "Program Token" you control as a Tuner. This face-up card on the field is also treated as "Program Token". While you control a "Program Token" your opponent cannot activate cards or effects in the same column as that Token. Autismech Of Greed (Normal Spell) Destroy as many "Program Tokens" you control, then Draw that many cards from your Deck, but also any Damage your opponent takes becomes halved for the rest of this turn. You can banish this card in your GY; add 1 of your banished "Autismech" monster to your hand. You can only activate 1 "Autismech of Greed" per turn. Next: "Watchghoul" 1 Quote Link to comment Share on other sites More sharing options...
John49WS1 Posted June 29 Report Share Posted June 29 On 6/7/2025 at 3:49 AM, Yᵤₘₐ ₖₐᵢbₐ said: On 6/7/2025 at 3:49 AM, Yᵤₘₐ ₖₐᵢbₐ said: Next: "Watchghoul" "Watchghoul" are Dark/Zombie-Type based archtype. It focuses on multiple summons, fast synchro summons, keeping a bunch of cards at hand and at field during the End Phase for counters and comebacks, and it weakens by time the opponent's streagth. The main purpose of the archtype is to summon the powerful "Watchghoul" synchro monsters, with effects which allow you to take control of monsters, steal cards from your opponent's hand, watch the hand and the face-down cards of your opponent, negate effects, prevent your opponent from activating card effects during the battle phase and drain the opponent monsters' streagth for LP. They must also be supported by the "watchghoul" S/T cards. "Watchghouls" can be powerful, but they can be countered, but if they are used wisely, and are supported by other zombie-related cards - in other words if you add them in your zombie decks - they can be decent. Next: "Acidust" 1 Quote Link to comment Share on other sites More sharing options...
Yuma Kaiba Posted July 12 Report Share Posted July 12 On 6/29/2025 at 8:17 PM, John49WS1 said: Next: "Acidust" The "Acidust" archetype is a unique DARK/WIND-based deck that thrives on banishing, attrition, and return-based timing. These monsters don't simply vanish when destroyed — they Evaporate, slipping into the banished realm only to return later, stronger and more toxic than before. Originating from a corrupted atmosphere of an ancient magical catastrophe, the Acidust creatures are not living beings in the traditional sense, but sentient clouds of corrosive vapor, drifting between planes. As they evaporate, they seem to disappear — but in reality, they are gathering force, spreading, waiting to recondense and corrode everything in their path. "Acidust" monsters share this effect...If this card would be destroyed (by battle or card effect); banish it until the end phase instead.......... Acidust Vaporshade [DARK] LV 4/Insect/Effect (1500/1100) If this card would be destroyed (by battle or card effect); banish it until the end phase instead. When "Acidust" monsters you control is banished by its own effect; you can Special Summon this card (from your hand), then, place 1 “Vapor Counter” on each cards your opponent control. You can only use each effect of “Acidust Vaporshade” once per turn. Acidust Hyper Corrosion [Continuous Spell] Monsters your opponent controls lose 100 ATK for each “Vapor Counter” on the field, also, lose 400 ATK when battles with "Acidust" monsters. Acidust Corrosive Wind [Continuous Trap] Monsters with “Vapor Counter” cannot activate its effect. Once per turn, if a monster with “Vapor Counter” leaves the field; you can add 1 "Acidust" monster or 1 "Acidust" Spell from your Deck to your hand. Next: "Geneclipse" Quote Link to comment Share on other sites More sharing options...
LazerSwordKirbo Posted July 18 Report Share Posted July 18 The Geneclipse archetype is a series of beast cards which support DNA Surgery and want to change their type. They primarily win by disrupting an opponent’s plays by changing the cards they play to no longer meet the requirements of other cards. Being a floodgate focused deck revolving around a trap card they synergies particularly well with stun in an unfortunate number of ways. Geneclipse Dire Wolf Level 5 EARTH Beast 2200 ATK 700 DEF You can Normal Summon this card without tributing while there is a card on the field with a type different from its original type. Once per turn, you can reveal this card in your hand and pay 500 LP; Immediately after this effect resolves you can activate 1 trap card with a cost or effect to declare a type the turn it was set. While this card’s type is different from its original type, when your opponent activates a card or effect in the hand or GY: Send 1 card from your hand or field to the GY; Negate that effect and if you do destroy all cards on the field with that card’s type if it was a monster. Geneclipse Anomalous Amalgam Level 9 EARTH Beast 3150 ATK 2650 DEF 1 “Geneclipse” monster + 1 monster with a type different from its original type You can also Special Summon this card from your Extra Deck by tributing 1 “Geneclipse” monster with a type different from its original type. Once per turn, if a monster leaves the field: You can banish all other monsters on the field with the same type as this card, except “Geneclipse” monsters. Your face up Spell/Trap cards that include an effect to change a monster’s type cannot be targeted or destroyed while this card is on the field. EARTH monsters you control gain 300 ATK for each monster on the field with a type different from its original type. Geneclipse Splicing Table Field Spell Your opponent cannot target cards with a type different from its original type with card effects. Once per turn, declare a monster type (Quick Effect): You can target monsters in your opponent’s field and GY up to the number of “Geneclipse” cards you control, change their type to the declared type while they are in the field or GY. Next: “Phantomania” Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.