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Tinkerer

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Mechasauras

An interesting Dinosaur-type archetype, in that they do Ritual, Fusion, and Pendulum. Their biggest bosses are Ritual Pendulums, with a nice twist in that they are their own Ritual Spell Cards as Scales. Some of their Scales also have a limited Super Poly-esque ability, taking advantage of the fact that Mechasauras Fusions work like the Shadoll Fusions. But the most interesting part of the archetype? All their Pendulum Effect monsters are retrains of classic Dinosaurs!

 

[Twin]Veilform

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Veilforms are an archetype of lower leveled LIGHT Psychic and Fairy types that love to play around in the banished zones. Whenever they are banished, they activate effects to do all sorts of things, whether that be messing with the opponent's empty card zones, forcing players to skip/ enter certain phases, even Xyz summon from the banished zone into the Twinveilforms! Because of this amazing ability, though, the main deck monsters' stats are very poor and they have only a few forms of banishment. 

 

Regaleia 

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All Hallows Eve

A rather interesting archetype: its namesake is a Field Spell that searches Continuous Traps, and gives Fiends effect immunity. The other members of the archetype happen to be one of two things: Fiend/Token support; or Trap Monsters that count themselves as Fiends. But wait, it gets better: they have exactly 1 legitimate monster among the Traps. A Contact Fusion that requires (what else?) 3 Trap Monsters as Material! The Fusion itself, Samhain of the Hallows, is immune to all effects, except his own Field Spell and Continuous Trap Cards, and can only be an attack target for a Trap Monster. Unfortunately, you need to banish a Trap from either player's Graveyard once a turn or it dies, but hey!

 

Paether

(Pathos [emotional appeal] + Ether)

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Continuous Spell Cards that focus on mirroring card effects on both players, though the opponent will always get the harsher form.


They also focus on recurring resources and pumping your own monsters based on how much your opponent's effects affect them.


 


iU8EggM.png

 


Abyssal Fleet


 


(Yeah, go make an Archetype based on that one usergroup here)


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Low-level WATER Fish-types with low survivability, but can swarm from the grave to either side of the field when they have their Field Spell out. Extra deck consists of high-level monsters which require 4-8 materials to Summon and can use monsters from either side of the field, and focus on taking control of your opponent's field. http://forum.yugiohcardmaker.net/topic/342969-mermaid-kingdom/

 

Vatreus

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Archetype of WATER Plant-Type monsters that focus on discarding to activate their effects. They either discard or trigger their effects when discarded (or both). Their Extra Deck monsters are Synchro monsters. Their highest Level for Extra Deck monsters is 10. Also, the they are unaffected by your opponent's monster effects.

 

Nocturne Knight

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Noturne Knights are an archetype of pendulum monsters that get their effects when sent to the Extra Deck. Each knight is named after some kind of nocturnal animal. Each monster is level 3, so the scales are 1 to 4. When sent to the extra deck, the Knights can either summon another knight or get rid of a card on the field. The archetype has no extra deck monsters, but the boss monster is a level 6 with the ability to attack directly.

 

Legendary Ship

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Archetype of WATER Machine-Type monsters. They have high ATK and l focus on easy Special Summons; however, if they're Summoned by their own effects, their original ATK and DEF are halved. Their Extra Deck monsters are Fusion monsters that are Summoned in a similar fashion to Ritual Beast and Chimeratech Fortress Dragon. Their Fusion monsters are all Level 10.

 

Snake Queen

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Snake Queen

A rather interesting Reptile archetype- the primary members all have stats identical to Tri-Horned Dragon, and of those there is exactly 1 of each Attribute. However, like Monarchs, they each have miniature members of themselves that make them easier to Summon, as well as one shared support monster. Where Snake Queens get interesting, though, is two things all Snake Queens have in common: A Red-Eyes Darkness Metal Summoning clause (CAN be Special Summoned in a unique way, but you can Normal Summon it if you have to), and a pseudo-Vennominon backup clause (ie these things are practically immortal if you want them to be). But, what really makes these Queens interesting is their Xyz bosses, which take pages out of the books of every "toolbox" R4 (Emeral, Rafflesia, 101, etc), and break their concepts even further- admittedly requiring Level 8 Reptiles means these things aren't likely to come out, but still . . .

 

Axon

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Archetype of LIGHT Psychic-type monsters that tribute themselves to Special Summon Axon Synchro monsters from the Extra Deck of the same level.  There is one monster of each level up to 10 with summoning conditions on level 5 or higher members requiring that you banish Spells.  The Main Deck monsters can also banish themselves from the Graveyard to either protect or strengthen the Synchro of the same level.  The Synchros themselves can search for more Axons or draw cards, costs ranging from losing LP to discarding (more severe costs on lower level Synchros).

 

Anomaly

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Anomaly

Psychic-type negation freaks. In fact, they're hand trap monsters you can ONLY SUMMON if they're negating something (ie: "Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect. If your opponent would Special Summon a Level/Rank 5 or higher monster, Special Summon this monster from your hand or Banished Zone to negate that Summon"). Interestingly, they all have the Chaos clause that they banish themselves instead of going to the Graveyard when destroyed, and have effects to FORCE your opponent to activate cards and effects just so you can negate them and bring out other Anomalies. Their Levels are staggered across prime numbers (2, 3, 5, 7, 11), but there are enough members to Xyz if you seriously want to (in fact, that's one of the very few ways you can get these bastards to the Graveyard). The closest thing they have to a "boss", surprisingly, is a Level 2 monster: its requirement is stupidly difficult to satisfy, but once it IS out, your opponent is screwed six ways to Sunday.

 

Kurascion

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DARK Psychic-Type monsters that negate your own field on their summon turns, but your opponent suffers a series of negative effects in exchange.

Such effects range from their LP being halved every turn, banishing their cards, negating their effects in the hand, Deck, field and Graveyard and everything else you can think of.

 

Their stats aren't too impressive though, so you will certainly have to figure out a way to protect these monsters, given their weird negation effects.

 

(This should be interesting to whomever does this).

 

iU8EggM.png

 

Shredded War

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Shredded War

A combination of Warriors, Zombies, and Machines, all of which exemplify combat pragmatism- their effects aren't flashy, but they're cheap to activate and devastatingly effective- effects including siege tactics (making your opponent mill and cutting off Grave effects) and battle circumvention (sending any monster that battles them straight to the Graveyard to get around destruction immunity and beatsticks). In addition, they have reusable Traps (think Scrap-Iron Scarecrow and Statue) that can be used as resources when they are actually destroyed (banishing themselves from the Graveyard to provide solid Tokens, provide draw power, or negate additional attacks/effects). While they have Synchro support, you can't really call them "bosses"- none of the Synchros have too much of a solid footing over the Main Deck monsters, but they do have various recycling abilities to get back used monsters or Traps. Their boss is basically Goyo Emperor meets Dark Paladin- a Contact Fusion that straight-up steals your opponent's resources, and has power based on how many cards are on your field and in your Graveyard.

 

Popgunman

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Popgunman is an archetype of children armed with popguns. It terms of attack, they are low, as well as level. However, when destroyed, they summon tokens in your opponent's spell and trap zone. These tokens in turn increase their levels and ATK by 500, and in turn the monsters protect the tokens from being destroyed by MST. However, the tokens only last 2 turns. The boss monster is an XYZ monster that is rank 6. It's natural effect can destroy 2 tokens to summon 2 Popgunmen from the grave. It can then detach a material to clear the S/T zone for more tokens.

 

Olympian

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Olympian

A Warrior-Type archetype based around events from the Olympics. Their gimmick is twofold: Like Spirits, they return to your hand, but like UAs, they have a quick replacement system. Effectively, their card wording goes like this: "During the Standby Phase of the turn after this card was Special Summoned, return this monster to your hand and Special Summon 1 "Olympian" monster from your hand, except this monster." Effectively, these monsters switch in and out every turn, activating effects as they do so. However, there's a bonus to all of this: a nigh-indestructible Field Spell (remove 1 Counter to stop itself from being destroyed, and its effect cannot be negated) that gains Counters when an Olympian is Special Summoned. The point to the Deck, though, is a banishing theme- they banish what they battle, banish from your opponent's hand, Deck, and Graveyard . . .

Like the Olympian athletes themselves, there's no "boss" per se, but you can borrow Rank 4-9 Xyz monsters to finish your opponent by battle or something if necessary.

 

Esperceress

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Archetype of Level 10 LIGHT Fiend-Type monsters. They focus on activating their effects from the hand (not by discarding). They destroy, send to the Graveyard, banish, and what have you. You'd figure that since they're all Level 10 monsters, they'd have Xyz Monsters. However, their Extra Deck monsters are Fusion Monsters that are unaffected by your opponent's monster effects. Their Spell/Trap cards mainly focus on adding (from the Graveyard, Deck, ect).

 

Monochrome

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Monochrome

LIGHT Fiend-Types whose card art features creatures showing up in black-and-white photographs.  They are Level 2's that cannot be Normal Summoned but can be Special Summoned when one of your cards causes the opponent to discard from his/her hand.  The Spells/Traps of the Deck function as generic cards that help making your opponent discard as well as being banishable from the Grave for Monochrome-specific support, such as searching or Special Summoning.  The monsters, once summoned, have effects that are intended to cause mischief (flipping, taking zones, level modulation, etc.).  The boss is an Xyz that allows the Deck a way to turn its smaller monsters into beatsticks.

 

Myrmidons

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Myrmidon

An archetype of low-Level EARTH Insect-type monsters with stats way above their pay grade, and effects designed to boost those stats even higher (sample members include a Level 4 ripoff of Sword Hunter with practically identical stats!). The problem, though, comes with the fact that Myrmidons utterly hate being alone- if, during any End Phase, there's only 1 Myrmidon, it suicides. Thankfully, they have ways to Special Summon kinda quickly (including ripoffs of Goblindbergh, Magical Exemplar, and Tour Guide), and barring that they have access to things like Double Summon, but you need to be careful with the various Trap Holes. Fittingly for an archetype based around ants, they swarm pretty effectively, and can work themselves up to a few Synchros, which are all high-Level enough to access their Xyz monsters (they can't otherwise). It takes effort and dedication, but when it comes to cheap battle, you can't discount Myrmidons.

 

Parmekes

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A set based around quick and dirty tactics; fill field with Myrmidons, use their (very straightforward and teamwork-based; drawing 1 card if you have 2 other Myrmidons is a good example) effects to help provide advantage/screw your opponent, swing for game. They're all Warriors, and even though they're mostly level 4, they have no Xyz monsters, or any kind of extra deck support or boss at all.

 

EDIT: Dammit.

 

Parmekes are a set of WIND Fiends that screw with both player's hands; a sample effect is "Once per turn, you can activate this effect: both players discard 1 card." They're pretty decent at retrieving things from the grave and drawing more fuel for the mutual messing around, but not stellar at it.

 

Color Sky

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An Archetype of 4 Level 4 Fairies of each Attribute.  They act as Gadgets and have a Continuous Spell and Field Spell that each gain more effects if there are more different Attributes of Color Skys.  When used as Xyz Materials, the monsters also have tropes of their Attribute, such as the FIRE one burning and the WIND one bouncing stuff; however, there will not be any Color Sky Xyzs, so the Spell effects would be hindered.  The Spells should generally speed up the Deck when 3 or 4 are on board and passively help with only 1 or 2, but they should not be effects that you activate and should activate whenever a phase passes, that way you cannot get the effects and then Xyz.  There should also be an Ojama Delta Huricane-esque Trap.

 

Poltergeist

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Poltergeist

 

A group of level 2+ Zombies with an interesting little gimmick. Instead of attacking monsters, they attack the hand and the player: ie. "When this monster attacks, choose 1 card in your opponent's Hand. If the chosen card is a monster, conduct battle damage with that monster. If the card is a spell/trap, treat it as a monster with X ATK/DEF and conduct battle damage with that card."

 

The stronger monsters have MUCH higher stats, but have weaker effects while the smaller monsters have various advantages including making spell/traps have 0 stats, forcing the opponent to discard the card if it is destroyed, being indestructible by battle, etc.

 

Their entire spell/trap lineup have 2 effects, a regular effect, and a buff/debuff effect while in the Graveyard. They have no real boss monster.

 

 

Noble Bloodline

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