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Archetype Game


Tinkerer

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A set of LIGHT Fiends that have a lot of weak burn effects (to the tune of "inflict damage to your opponent equal to this card's level x100) who can use their effects more every turn if they used it last turn (specifically, by gaining a counter each time they use their effects, then being able to use their effect an extra time for each counter on it). However, they all have the clauses "this card cannot attack" and "your opponent cannot lose the game", necessitating either effect negation or a deckout strategy in order to win.

 

Windy Warrior

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Windy Warrior

 

A group of level 5 WIND Warriors that can be summoned as level 3 monsters. They have a huge XYZ line-up of 2 Rank 3s, 3 Rank 5s, and 3 Rank 7s. They specialize in searching and recycling Rank-up Magics and they all give extra effects to XYZ monsters when used as materials. They also have a field and continuous spell that improves their swarming and helps modify their levels.

 

Serpentine (note the existing "Serpentine Princess" card)

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A mostly level 3 and lower set of Reptiles based on spinning your own cards for fun and profit. They have a lot of deck-based shenanigans, including stacking both player's decks, returning things to the deck, and making your opponent search for things they don't want. Their boss acts like Raiza crossed with Scrap Dragon, and is a main deck boss.

 

Warlord.

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Archetype of WATER Reptile-Type monsters. Most of them are Level 3 and lower. Each of them activates their effects by returning cards you control to the Deck. Their Extra Deck monsters are Synchro and Xyz Monsters.

 

Damn! Ninja'd!

 

Archetype of high Level monsters of varying Attributes. They each have a different form of Summoning, whether you pay Life Points, discard, banish top cards of your Deck, allow your opponent to draw cards or gain Life Points, ect. However, none of them are feeble. Their Xyz Monster "Warlord of Legend" cannot be targeted by your opponent's card effects and if it would be destroyed by a card effect, you can detach 1 Xyz Material instead.

 

Harshlands

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A series of Rock-Type monsters that slowly erode the opponent's LP away by inflicting damage whenever the opponent draws cards or adds cards to hand. Most of them only trigger during non-Draw Phase draws, but their support cards often have mutual draw effects to support this. Their boss monster does even more damage and can trigger on Draw Phase normal draws.

 

Ravager

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Ravager

Most cards in this archtype have mandatory destruction effects (which might result in blowing up your own field, if your opponent lacks targets). The ATK of their monsters is moderate to high for their Level. Since the cards don't float, it might be hard for them to regain lost hand/field advantage.

 

Next up: "Robo SKP" (read as 'escapee')

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Dark Machine monsters that are a band of cybernetically enhanced escaped convicts. They focus on effect avoidance through self banishment, returning to the field in the end phase while having various spells and traps that can destroy opponents cards when the monsters are banished.

 

Diamondedge

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A set of DARK Rock-type monsters based on and around the card Obsidian Dragon. The archetype members all have high DEF, with low ATK to compensate. Their effects revolve around targeting shenanigans, and aim to win via a slow stall and reflected damage. Their boss is a Rank 4 Xyz that acts as a cross between Patrician of Darkness and Battle Mania for a turn at the cost of an Xyz Material.

 

Hardware.

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An archetype of thunder-type union monsters. They can union onto any Hardware monster, giving boosts and playing into the Hardware's use of

Equips. They also let you play them directly like equip spells onto your Hardwares.

 

edit: Reward Cyclone. WIND Machines. They have naturally low ATK, but you get a good ability whenever they destroy a creature by combat.

 

Ancient Arbor

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"Software" is a machine archetype based around floodgates. They slowly build a defensive wall along with "Hardware" and then can prevent your opponent from special summoning monsters with levels higher than the levels of your highest level monster.

 

EDIT: Damn ninjas

 

Ancient Arbor is an archetype of water machines based around preventing set cards from flipping face-up. They then have a Ghostrick-sequel ability to attack directly if your opponent only has set monsters. Being machines and water gives them access to Legendary Ocean and Limit Removal at the same time.

 

Eccentric

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A group of of Thunder type monsters that are treated as Spellcasters 24/7. They are composed of Light monsters with low attack and defense that ram into opponents monsters to gain advantage. Their Field Spell heals them so they don't kill them selves. Can be very strong but can block easily without the field. Their boss monster summons from hand when a large amount (think 4-6+) are in grave.

 

Phantom Theif

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Archetype of DARK Spellcasters. However, unlike "Shaddoll", these focus on taking cards from your opponent at a cost (hence the term "thief"). They take cards your opponent controls, from their hand, and their Graveyard, but at costs. They're not too hard to Special Summon. Their Field Spell allows you to add cards to your hand that were originally going to be added to your opponent's hand (at cost of course). The other Spell/Trap Cards focus on compensating for the costs the monsters and Field Spell pay. Their Xyz Monsters can substitute the cost(s) with Xyz Materials.

 

Automaton Manipulator of Seclorum

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Pheromone

 

A very risqué set of FIRE monsters that Konami of America took years to censor before release. They focus on locking down opponent monster card zones and direct attacks. They have below average ATK and Rekindling DEF, but their many continuous traps bump their stats. They have 1 Fusion boss who has a unique protection effect: If it were to be removed from the field, it can destroy an opponent's monster instead.

 

Sandéman

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Cards that focus on make your opponent's field less stable. They limit your opponent's plays and like to set their monsters face-down. They are all Earth Fairy and like to damage in different ways. Some cards burn the opponent... some cards allow direct attacks. But there boss monster (A fusion) has a whopping 4000 atk and inflicts piecing damage. It is also uneffected by all card effects while the opponent controls a face-down monster.

 

Azn-Eyes

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Archetype of WATER Wyrm-Type monsters. They focus on copying/mimicking the effects of cards your opponent controls and in their Graveyard (any effect that requires detaxhing Xyz Materials is substituted with a different cost). You can swarm the field with them, but their effects are negated if they Special Summon with their own effects. They have a lackluster Xyz Monster which is just slightly stronger than the Main Deck Monsters.

 

Calamity Thesis

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Calamity Thesis

 

A set of continuous spells that all have quick effects that activate by removing a certain number of "Chaos Counters" from anywhere on the field. They have different triggers, but all can gain Chaos Counters. Their level 9 monsters can be Special Summoned from the Hand or Graveyard by banishing one of the continuous spells with a certain number of Counters on it.

 

Vibe Tribe

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