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Tinkerer

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Marching Band is an archetype of FIRE machines that play as an anti-xyz archetype.  They focus on recovery of banished resources (while on the field) and level modification (while in the grave).  They also have two pendulum monsters: Symphonic Warrior Marching Band Commander (Scale 1) and Symphonic Warrior Marching Band Prepmaster (Scale 7).

 

Toll Trolls

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Archetype of EARTH Fiend-Type monsters. They focus on inhibitng your opponent by forcing your opponent to pay costs before they Special Summon, attack, target "Toll Trolls" with card effects, ect, while they are face-up on the field or in the Graveyard. Their Extra Deck monster is a Fusion Monster that gains the effect(s) of its Fusion Material(s).

 

Shiroken Kunoichi

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Shiroken Kunoichi

LIGHT Warrior-Type monsters with a quick, deceptive play style- like anime Raidraptors, their effects trigger based on their names ("All monsters you control named "Shiroken Kunoichi Reiyaji" are unaffected by your opponent's Spell and Trap effects"), and they can change their names at will, for power-boosting and effect-dodging properties alike. Most have suicidal direct damage or milling effects. Borrowing the Superheavy gimmick of near-broken abilities so long as there aren't Spells or Traps in your Graveyard, they can also Xyz at Ranks ranging from 3 to 6, with a Rank 8 boss that can only be Summoned in a pure Kunoichi deck by overlaying several Shiroken Kunoichi Xyz monsters with the same name. This Deck has a major Graveyard fetish, and jumps in and out so quickly that Necrovalley completely ends them.

 

Cosmician ("Cosmic" + "Mathematician")

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Varied-leveled LIGHT Spellcasters with Effect Monsters that change Levels or Pendulum Scales using sum of all face-up Levels and boss monsters that change ATK based on face-up Ranks and cannot be targetted unless opponent's sum of Levels are greater than yours.  Spells and Traps involve sums and differences to affect ATK, opponent's Levels, number of Special Summons from the Graveyard, or number of opponent's summons.  May also involve dice.

 

Cataclysm

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Archetype of DARK Zombie-Type monsters (shock of all shocks). However, these monsters focus on banishing cards your opponent controls by paying costs. Their Extra Deck monsters are Fusion Monsters, all of which have an effect such as "This card is unaffected by your opponent's Trap effects", "This card cannot be destroyed by card effects", or "This card cannot be targeted by card effects. However, all of the Main Deck monsters are strick when it comes to Xyz Summoning; they are unaffected by the effects of Xyz Monsters and cannot be used as Xyz Materials for an Xyz Summon. Their Spell/Trap Cards focus on Summoning them.

 

Ghoul's Premonition

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Ghoul's Premonition

 

A highly aggressive archetype of zombie pendulums. The monsters have effects that destroy cards on the field(which are mandatory) and have high attack. The pendulums allow them to swarm the field with their high attack beaters while also having the ability to negate effects by sending 1 pendulum from your extra deck to the graveyard. The pendulums then allow you to draw cards if sent to the grave this way. However, because the destroying effects are mandatory, they have the chance to fall apart just as easily.

 

Pumpkingdom

Make it an entire archetype centered around Pumking the king of ghosts

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Pumpkingdom (I'd say the requirements were quite limiting, given there was already a focus in them)

Cards whose main goal is to support "of Ghosts" monsters ("Pumpking the King of Ghosts", "Pumprincess the Princess of Ghosts", and possibly some of your creations ("Pumpqueen the Queen of Ghosts" maybe?)). They can make it almost impossible to remove said monsters from the field by any means other than battle, but by raising those monsters ATK and DEF as well, this can prove to be no easy feat. If the player controls a face-up "Pumpking", the various Continous Spell Cards also have (some of) their effects applied from the Graveyard. Then there are a few utility cards that can either recover from or send to your Graveyard.

 

Their Field Spell has its name treated as "Castle of Dark Illisions", so "Pumpking" can benefit from its own effect.

 

Next up: Glacial

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Archetype of WATER Level 9 Machine-Type monsters. They focus on easy Summons in order to Summon their Rank 9 monsters. The only one that sticks out is "Forbidden Glacial Mech", which has 0 ATK and DEF; however, when it is Tribute Summoned, you can add 1 Normal Spell Card from your Deck to your hand.

 

Theban (Must support or be related to "Theban Nightmare")

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Theban

The new Infernity, Thebans are Fiends that want your hand empty and your backrow clear. This isn't to say that they're just a bunch of beatsticks- they have a considerable bit of Spell support- but nothing that sticks around for too long. They break a lot of conventions (monsters completely safe from anything your opponent could do, double-attackers with piercing, etc.), but only if you have no cards in your hand or in your Spell/Trap card Zones. As such, bouncing and forced draw power are your best friends against Thebans. They can technically Xyz for 3, 4, and 5, but I wouldn't exactly call them "bosses". Their real boss is a main-Deck atrocity that acts as Towers, Hundred-Eyes Dragon, and DRXD that requires the Tribute of 4 Thebans- a mean feat, but definitely not impossible.

 

Soul Grace

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Soul Grace is a fairy archetype based around revival. The low level monsters each act as an archetype-specific Foolish Burial, while the higher level ones act like Soul Charge. It then comes with a spell card that acts like Book of Life, allowing them to swarm from the grave and banishing cards in your opponent's grave. Unlike other graveyard-based decks though, they then shuffle themselves into your deck, which is where their field spell comes in, summoning a high level monster from your deck if this happens. Reasoning also works wonders in this deck.

 

Mighty Sluggers

A baseball deck.

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Archetype of high ATK FIRE Warrior-Type monsters monsters. They focus on activating their effects when they destroy a monster by battle or inflict Battle Damage. And for tough scenarios where your opponent has their boss monster on the field, they have a "Home Run of the Mighty Sluggers" Quick-Play Spell Card that doubles their ATK during the Damage Step. Basically, most of their Spell/Trap Cards focus on protecting them or significantly boosting their ATK.

 

Reshef (Archetype that supports or relates to "Reshef the Dark Being")

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A small set of Ritual Monsters (and one Ritual Spell) that are completely self-contained; only the five (or so) of them are really needed for a coherent deck engine, but other cards can be used in conjunction with them. The other Rituals are treated as Spells in the hand so they can be used as fuel for the original's effect, and the Ritual Spell replaces itself when discarded. The Rituals also have a lot of Graveyard-based effects, to go along with being fuel for Reshef's effect and summoning. Finally, the other Rituals have pretty decent stats if you're in a pinch.

 

Summer Wind Wing

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Summer Wind Wing

A rather small group of LIGHT Winged Beasts. Essentially, they are a LIGHT counterpart to Blackwings and Raidraptors, being unbelievably fast at Synchro 6-8, and Ranks 3 and 4. The Main Deck Monsters act like Yosenju or Spirits by returning to your hand at the end of the turn they were Summoned- they even have a Tuner that returns any Synchro Materials used alongside it to the hand. Their Synchro monsters are generally power-players, and their Xyz monsters are negation-happy jerks.

 

Aquair

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Archetype of WATER Thunder-Type Fusion Monsters. They are Summoned simply by sending 1 WATER and 1 Thunder-Type monster you control. However, considering that it's difficult to run a deck with Thunder-Type and WATER monsters, these Fusion Monsters are hard for your opponent to remove. They are all Level 10.

 

Black Dog

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Black Dog

An archetype composed of DARK Beasts. Regarding their playstyle . . . Think D. D. meets Arcana Force, with a dash of Synchron. This archetype really, really loves its coin flips, to decide everything from its monster effects to what exactly those effects will be aiming for. You see, Black Dogs tend to kinda just show up really quickly, and banish things like mad, before going down kinda quickly due to somewhat lackluster stats. But if your stats are worse than theirs . . . good luck. The only reliable way to take down Black Dogs is via battle, due to the many ways they protect one another- their Synchro sub-bosses run the gamut from things like Clear Wing and Stardust to somewhat one-sided Angel O7 and Jinzo knockoffs. Their Tuners often have reviving effects, either for themselves or other Black Dogs, so don't bother just target-firing them. In fact, their worst matchup is a mirror match, because while they're insanely good at banishing cards, they themselves are reliant on the Graveyard. Their true boss is, essentially, a Double-Tuning Synchro version of Yubel with its own Savage Colosseum built right in- but it only inflicts half of the damage you would have taken, and banishes anything it battles with.

 

Bronzetalon

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A set of WIND Machines that focus on using Spells to disrupt and screw with your opponent. They have a comparatively small amount of monsters (3-5), but a bunch more Spells that help with pretty much anything the deck needs aside from speed; recovery, disruption, destruction, and general shenanigans of every kind. The monsters are a group of low-leveled monsters that focus more on swarming and searching. They have additional effects depending on the number of Spells in your Graveyard, mostly being attack-boosting effects.

Luminous Voice

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Luminous Voice is a Spellcaster archetype that goes full offense with massive field nuking effects such as "Voice of Destruction" and "Voice of Devastation". The "Luminous" Spellcasters have impressive stats for being low level, but they tribute themselves to bring out incredibly powerful beaters that then search out other "Voice" cards.

 

Hydra

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Hydra

 

(not going too far from source material with this one)

 

A level 1 FIRE Reptile archetype that all have 2 main abilities: 1. If destroyed by battle, you can summon 2 Hydras with the same name 2. All Hydras gain 1 level for each Hydra card you control. Their boss is an OP Rank 6 FIRE Dragon monster

 

Ice Golem

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Cathedral

An archetype that's a bit over the board, featuring LIGHT and DARK members, as well as 4 different Types: Fairy, Fiend, Rock, and Spellcaster. Their unifying glue (besides a naming scheme that is HEAVILY based on Judeo-Christian symbolism, with dashes of Greek and Islamic for flavor) is a single, damn-near overpowered Field Spell known as "Fortress Cathedral". While they have no Pendulums themselves, they exemplify the Pendulum credo: searching the searcher for your searcher. Every archetype member searches for something- some on Summon, some on destruction, some by destroying other cards . . . this Deck can go extremely quickly if you know how to combo. In addition, while they don't have a Tuner to their name, and Xyz is a heathen art, they can Fuse for days at absurd speed, and their Ritual game is on par with Nekroz. They also have a single, definitive boss (a Main Deck Effect Monster) that, like Towers, requires you Tribute 3 "Cathedral" monsters to bring it out at all. However, to compensate for the fact that Cathedral doesn't have the speed Qli does, Cathedral's boss is considerably more powerful- it's not only a Towers out, but it plays like some unholy abomination of a combination of Obelisk and Ra: protection from targeting, giving up your Life Points to make it stronger, and if you can Tribute 2 "Cathedral" monsters alongside it, it's a JD-esque field nuke. Their only real weakness is that they don't have the Special Summon speed to make up for how weak most of their non-Ritual Main Deck monsters are, so you need either a way to protect yourself or kill your opponent's momentum in order to get anything done.

 

Element Colossus

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Archetype of Rock-Type monsters with different Attributes. Each one inhibits other monsters of the same Attribute in one form or another. Their Fusion monster inhibits monsters your opponent controls whose Attribute is the same as the Attribute of the Fusion Materials. Their Spell/Trap Cards all have Attribute manipulation, but it's not the meat of their effect(s).

 

Leviathan Princess

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Leviathan Princess

WATER Reptiles and Sea Serpents, all Level 9, that have an odd restriction: they absolutely must be entirely alone on the field. Just Summoning one nukes your opponent's field, but you need a completely empty field to Summon them. Each one has some variety of floodgate ability, and their destructive power is insane, but Horakthy help this Deck if they run into Ojamas- they kill themselves if anything comes onto your field. Interestingly, they have their equivalent of a Contact Fusion boss- you're required to banish 3 Leviathan Princesses from your Graveyard to bring it out, but it's so worth it.

 

Whirlwind Whirlpool

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Set of WIND Machine-Type monsters that focus on battle-oriented effects. They are all named after actual aircraft, very similar to that of Mecha Phantom Beasts, but are reliant on Pendulum Summoning.

 

Their scales are 3/3 and 8/8 (meaning they are Levels 4 through 7).

 

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Shy Shen

(See Rush Hour 3 [or rather this for general stuff)

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"Who is this Shy Shen?"

 

A series of DARK Wyrm monsters that manipulate both players decks. They rely on naming the top card of a player's deck to influence their actions. Correctly naming the top card of your Deck (during your Standby Phase) rewards you while naming the top card of your opponent's Deck (During their Standby Phase) hinders them. They are also strong as monsters, possessing high ATK. Unfortunately, they are quite slow and rely on topdecking as they have no in-archetype searchers of their own. They have a recurring main deck boss that floats.

 

Dinghy

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