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Archetype Game


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Dinghy

A WATER archetype with a pretty interesting gimmick- they all operate as hand traps that you actually Summon. Most Summon themselves to prevent the destruction of another monster you control, but a few can come out after a monster is already destroyed, and some can even save your Spells and Traps! While they don't necessarily have much of a goal, per se, besides helping other cards (some even pop themselves to get back cards that have been destroyed or banished), it's very easy to tech one or two into any Deck of your choice.

 

Playbook

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An alternate win condition deck that focuses on having a continuous spell that requires 10 counters on it to win. Each Invoker can place a counter on it and the spell can remove counters from itself for protection. Invokers also banish themselves to speed things up and place more counters on it. Once it has reached exactly 10 counters, you can send it to the graveyard and special summon each of the Four Horsemen, then automatically win.

 

Extinction

Must come with a deck destruction strategy.

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Extinction: A series of FIRE Aqua-type monsters based on various plagues and viruses, with effects that mill a certain type of card from your opponent's Deck when they play one. (3 basic monsters for each type, like Reactors, and boss monsters that work like Chain Destruction with card names and disable the use of a card with the name of one already activated this duel).

 

Ominous

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Ominous

WIND Psychics with names based on different kinds of mind games, and a gimmick based around the printed names of cards. Essentially, they give your opponent draw or recycle power (from the bottom of the Graveyard or Banished Zone), but if and only if your opponent can correctly guess and state the complete printed name (eg, "Blue-Eyes" wouldn't work- they would need to say "Blue-Eyes White Dragon", and Horakthy help them if the card has a difficult-to-pronounce name) of the card they would draw or retrieve- if they guess wrong, the card goes face-down into their Extra Deck, essentially making it inaccessible.

 

Y.K. Order

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An Archetype of high Level Zombie monsters that can function as its own Deck (or along with other stuff). 

They can be Special Summoned under various conditions (obviously because very minimal low Levels), and are capable of making Xyzs. 

 

Their bosses are Xyz and focus on reviving monsters from either Graveyard. 

 

-------

Black Gale 

 

 

"Who is this Shy Shen?"

 

You did read the link I gave afterwards, right?

That might've helped a little. 

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You did read the link I gave afterwards, right?

That might've helped a little.

Er... I was quoting Rush Hour 3

 

Black Gale

A set of WIND Fiends that are quite tricky. They focus on spinning themselves back into the Deck in order to bounce cards to the Hand and block out the Zones temporary. They also enjoy the light field in order to make direct attacks if their column is empty. Coupled with their direct-attack playstyle, they come equipped with an arsenal of equip spells that not only buffs their limited offensive capabilities, but search whenever the equipped monster is spun.

 

 

Mecha-Archfiend

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Sounds like Utopia+Mermail/Atlantean to me.

 

A WATER deck that revolves around making rank 9 XYZs. Rather than just special summon from hand, they special summon directly from you deck by banishing low level members, but they are shuffled into your deck during the end phase regardless of their current location(as material, in the grave, in hand, or banished). When this happens, their continuous spell card activates allowing you to draw 1 card. The level 9 monsters are low stat-wise, but can negate card effects.

 

Black Lagoon

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Photon Night

DARK Photon support monsters. They have a rather interesting sub-gimmick in that you can Special Summon them from your hand or Graveyard by flipping any "Photon" monster on the field face-down, giving even more speed to the Galaxy-Eyes engine. In addition, when used for Xyz Summon, their Levels can double- making them an engine for Ranks 3, 4, 6, and 8 simultaneously. Be afraid.

 

R. E. L.

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R.E.L. (Reality-Elimination Lords)

 

A group of Level 7 and 8 Pendulum monsters with scales 6-9 and an archetype restriction (though no pendulum effects). They have normal stats for their levels (2400-2900). However, they cannot be controlled normally if Special Summoned. Instead, they give the opponent a plethora of options to help themselves/hurt their owner under a wide variety of circumstances.

 

(ie. If this Special Summoned card inflicts battle damage to your opponent, your opponent chooses 1 of this card's effects and activates it:

-Draw 1 card

-Banish 1 monster from your Deck face-up. During your second Standby Phase after this effect's activation, add that card to your Hand.)

 

...of course, if they are Normal Summoned, they get a Mystical Refpanel clause which still leaves the choice to the opponent, but gives YOU the benefits instead. The R.E.L.'s spell and trap line-up is built on being able to exploit your opponent's activations of your cards, from temporary effect negation, to forcing opposite choices, to a temporary Mystical Refpanel effect.

 

The R.E.L. themselves are a parody of the Solitaire style of some decks. Instead of your opponent doing nothing and getting defeated, they are now forced into doing everything... Including choosing their own method of defeat.

 

Mystic Stormriders

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Wyrmistresses are all Wyrm-Type versions of high-ranking female monsters from various archetypes, all of the LIGHT attribute. Each of them are similar to Malefics, in that they can SS themselves but dumping their regular forms, though it is not necessary.

 

Smorgasbord

An archetype of low-level Psychics and Fairies, mostly low-level stuff. Focused on stalling and trolling, kinda like Ghostricks. However, not slightly as good. Most if not all the archetype is Rare or lower, and is used only as pack filler.

 

Storm Rider

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Stormrider is an archetype of high level water thunder monsters that focus on getting direct attacks, as many as possible and as quick as possible. Damn the expense, because they give up a lot to be able to do so, such as requiring you to pay life points or send cards from your deck to be the grave. They have little swarming power save for Thundercry of the Stormriders. Since they are all high level monsters, A Legendary Ocean and Frogs are often played in them.

 

Kraken

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Kraken

A single, absurd Sea Serpent, with requirements that make it about the single hardest thing to get out in the game, but it manages to be a win condition without actually stating "you win the Duel" anywhere in its card text. The "archetype" comes in with a host of Spells and Traps that ease the burden of bringing this abomination out, as well as a few to make bringing it out even more of a wincon than it already is. Still, though, saying "I RELEASE THE KRAKEN" has to be the most satisfying end to a summoning chant ever.

 

Maprix

(Not a typo, a portmanteau of "map" and " prix", as in Grand Prix)

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Maprix

 

A plant archetype of level 2 monsters. They specialize in direct attacks and Marauding Captain-style locks. They have 3 different archetypal reborn cards which gives them a very grave-based playstyle and a continuous card that allows you to dump cards based on the number of Maprix monsters that did NOT attack.

 

Galaxy HERO

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Galaxy HERO, unlike regular HEROs, is an XYZ engine that goes into rank 11 plays. They can be summoned by destroying tokens you control, so 3 Scapegoat is mandatory for them to function seeing that they cannot be normal summoned. The rank 11s feature effect negation as well as stupidly high attack. They then have a Rank Up Magic that lets them make the first rank 12 in the whole game.

 

Goosebumps

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Goosebumps is an Archetype focusing around low-Level Fiend monsters.

The focus of the Deck is to swarm en masse and inhibit the opponent's options.

 

Most of these monsters are rather lacking in power though, so one must support them with auxiliary cards.

 

----

Youkai Academy

(Yeah, RosaVam influenced this one)

 

 

Photon Night

DARK Photon support monsters. They have a rather interesting sub-gimmick in that you can Special Summon them from your hand or Graveyard by flipping any "Photon" monster on the field face-down, giving even more speed to the Galaxy-Eyes engine. In addition, when used for Xyz Summon, their Levels can double- making them an engine for Ranks 3, 4, 6, and 8 simultaneously. Be afraid.

 

Wonder how evilfusion will react to seeing more stuff for his Deck.

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Youkai Academy

A rather small Fiend-Type archetype with a highly interesting triple gimmick:

1. They can change their Attribute and Type on the fly, to avoid/take advantage of pretty much any effect ("blending in with the human world")

2. Like Fortune Ladies, they only get stronger the longer they're out.

3. They have a third, extremely useful effect . . . that requires a specific, named other member to trigger.

They're a relatively small archetype, but holy hell can they take on other archetypes if all 5 members hit the field simultaneously.

 

[of] Lychton

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Archetype of LIGHT Zombie-Type monsters. They focus primarily on easy Special Summons, and they are stronger if your Life Points are lower. They are mostly Level 2 and their Extra Deck monster(s) is/are Synchro Monster(s). Their Extra Deck Monsters each have an effect to recover Life Points. However, each comes with an effect to cripple your opponent. Their Spell/Trap Cards focus on adding them.

 

Sundae

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Sundae

 

A smorgasbord of an archetype. They are all level 1s and all have the ability to summon various level, 0 ATK/DEF tokens on normal summon. The tokens have effects related to their ice cream flavors (ie, Vanilla Token has no effect but is level 7, etc.), however none of them have "Sundae" in their name. They only really work when their "Sundae Surprise" continuous spell is on the field, which turns their "Sundae" monsters into tuners.

 

Forsaken

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Forsaken is an archetype of FIRE Winged-Beast monsters. The deck has no extra deck, but makes up for it by pendulum summoning members, then getting to pendulum summon again. To make them more aggressive, their OTK card allows this double pendulum summon to happen in the battle phase since the members are destroyed after attacking.

 

 

Mechasauras

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