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Archetype Game


Tinkerer

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Archetype of FIRE Zombie-Type monsters (which most look resemble vampires; not by effect, though). Most of them consist of Ritual Monsters. However, believe it or not, they have a Synchro monster, which requires 1 Tuner monster (no specific tuner really) and 1 Ritual Monster. They're all unaffected by your opponent's Trap Card Effects. Most (if not all) can be treated as entire Tributes for a Ritual Summon (unless they're all the same Level). Their Spell Cards are all Ritual Cards (except one that adds 1 "Noble Bloodline" card with a different name from your Deck to your hand).

 

Arcane Paladin

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A set of Spellcaster and Warrior-type monsters that are also treated as Warriors or Spellcasters (whichever they aren't originally treated as). Their effects revolve around type, and milk their dual-type for all it's worth, with powerful effects that only affect dual-typed monsters. They don't have much of a boss, but they do have a Level 6 member that allows them to beat over many threats.

 

Cerebrite

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Cerebrite

A pretty decent LIGHT Psychic-Type archetype with two main gimmicks, both similar to "Question":

-Effects which force your opponent to say their entire, quoted name (difficult because their names are absurdly long) or you can Special Summon them from your hand/Graveyard.

-Effects that allow you to guess the full name of a card on your opponent's hand, in their field, et cetera: if you guess correctly, you can negate effects/Summons, or banish the cards.

Problem is, if you guess wrong when you are forced to guess, you lose large amounts of Life Points (often 1000+), so Prime Material is a MUST.

 

F4M1LY

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LIGHT Fairy-types that have effects that help the opponent as well as benefit you, giving them better rewards for you getting better effects.  It should be difficult to create advantage over your opponent but easy to spam monsters, essentially playing the Maxx "C" challenge by yourself.  The Synchro(s) are DARK Fairy-types that have aggressive effects with costs, symbolizing Vanadis' (Freyja's) duality of both love and war.  The spells and traps generally protect your monsters and passive-aggressively affect the opponent's board.

 

Dissimilars

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Dissimilar

An odd, disjointed archetype, much like Toons. Dissimilars are all counterparts of cards with effects thematically opposite to the card they are copies of, with flipped stats and the opposite Attribute (LIGHT/DARK, EARTH/WIND, FIRE/WATER). All Dissimilars are counterparts to cards that are either banned or often complained about in the meta- and they have the support to back it up (ie, a Dissimilar Towers prevents your effects from being negated and ups the stats of your Special Summoned monsters, Dissimilar Trish is a recycling engine, and support cards include Dissimilar Charity that forces 3 discards for a draw 2). For this reason, the archetype is extremely powerful- or it would be if they didn't need their equivalent to Toon World to come out at all.

 

Vocall

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Vocall is an archetype of fairies that recycle from the graveyard for synchro plays. They are all tuners that can be treated as non-tuners and have the ability to adjust their level. Rather than send monsters to the graveyard directly, they use trap cards that excavate until you get a trap card, and then sends the rest to the graveyard. When used as material in a synchro summon, you get to draw a card.

 

Tsurugi

Base it around Princess of Tsurugi.

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Tsurugi

WIND FLIP monsters, mostly Warriors but with dashes of Spellcasters and Beast-Warriors, that punish your opponent for Spells and Traps: essentially, the only Deck that can take them on unscathed is Superheavies, and even then if you use the Pendulums you're in trouble. They're all low-Level, operating in the same few Levels as Resonators, and going for Synchro plays just as often. Ironically, they have more Spell and Trap support than anyone, and can steal the support of other cards with the Queen of Tsurugi, which can change the archetype name listed on any Spell or Trap card to "Tsurugi". No real power players in terms of stats, but since when has that stopped an archetype from being good?

 

Grassa[racer/crew]

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Archetype of Warrior-Type Tuner monsters and Machine-Type Union Monsters. The Union Monsters can be Summoned fairly easily. The archetype focuses on protection and easy Summons. They also focus on destroying Spell/Trap Cards and are all unaffected by the effects of Xyz Monsters. However, alone, each one doesn't have impressive ATK (thus one reason for Union).

 

Reptilianic Retribution

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Reptilianic Retribution

A set of Counter Traps that, while they don't negate an incoming attack or effect, punish your opponent like mad after the fact. They wipe your opponent's field, crush their hand to dust, inflict insane amounts of damage: and, no, your opponent can't float off of their destruction effects, nor can monsters that usually have destruction immunity escape them: As stated before, they don't negate, they "ignore" effects, meaning that all cards that they might be able to affect are treated as utterly helpless as Thousand-Eyes Idol. However, you do need to banish Reptiles straight from your Deck to use any of them.

 

Knightmare

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Archetype of DARK Warrior-Type monsters. They base their effects off of LIGHT monsters your opponent controls and either promote you or punish your opponent. They cannot be used as Xyz Materials for an Xyz Summon, but have a Ritual Monster, Fusion Monster, and Synchro Monster; none of which are difficult to Summon in a Knightmare Deck (the Fusion monster's Summoned like Fortress Dragon or Ritual Beast). They also have a monster that can be Tribute Summoned using LIGHT monsters your opponent controls as Tributes. Their Spell/Trap Cards all contain an effect to change Attribute to LIGHT (even though it isn't their main focus).

 

Night Queen

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Night Queen is an odd archetype, much like Kozmo. They banish incredibly strong beaters from your hand in order to further add stronger beatsticks to hand. It starts at 2000, but goes to 4000 ATK beaters ready to swarm at a moments notice. The way the OTK goes off is with an archetype-specific Escape from the Different Dimension. Not only do they swarm, but then negate everything on the field.

 

Luchador(Mexican wrestlers)

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Luchador

A Warrior-Type archetype with two clauses unifying them: a Guardian-like clause that lets you Special Summon them if their particular "Brawling Mask" Equip Spell is on the field (but, unlike Guardians, they can come out without them), and a clause that kicks in if there is a Field Spell active, usually something related to battle. They're highly powerful beatsticks, but don't have much more going for them- they suffer from the same problem U. A. does- a dearth of Level 4 and below. This does put them in the running for Ranks 5 to 9, though.

 

Viciouserpent

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Archetype of FIRE Reptile-Type monsters. Unlike most Reptile-Type monsters that focus on crippling your opponent without actually attacking (exception: Worm), these have good/high ATK right off the bat. For the higher Level ones, if you control no monsters, you can Tribute 1 monster your opponent controls as if you controlled it to Tribute Summon them. They also inflict damage to tour opponent when your opponent Sunmons monster(s) from the Extra Deck. Their Spell/Trap Cards add them or Summon them.

 

Lustrous Soldier

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Lustrous Soldier

An archetype based around on swarming the field with low-level ritual and synchro monsters, all of whom are lvl 4-7. The base cards are all lvl 2 and lower and function similar have one of two effects: "If this card is sent to the graveyard for the synchro summon of a "Lustrous Soldier" monster, add 1 "Lustrous" ritual monster from your deck to your hand" or "If this card is sent to the graveyard for the ritual summon of a "Lustrous" monster, special summon 1 lvl 2 or lower "Lustrous" Tuner from from your graveyard or hand". The low level monsters focus a lot on swarming with low level  tuners, while the synchro monsters focus negating card effs from the graveyard and the ritual monsters focus on focus on maintaining hand advantgae. They are light type monsters, while the the base cards are Fairy type, the Ritual monsters are Thunder type and the Synchro monsters are Warrior type.

 

EDIT

Howler

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Howler

An archetype of Beasts and Beast-Warriors that swarm like nobody's business. They call each other from the hand, Graveyard, and some can Summon straight from the Deck(!), and you're gonna want to leave the empty space so they can continue swarming. They even have cards like Raidraptor - Nest and Wind-Up Factory, which let you restock your hand constantly. Most of them have pretty low power to compensate, and they don't have a single member over Level 3 . . . in the Main Deck, anyway. They can Synchro Summon "Big Howler" monsters up to Level 8, and they do Xyz "Vicious Howler" monsters to Rank 3. It's an archetype based entirely off of combinations, and it takes skill to determine which combination is best suited for the given moment. Also, avoid the Banished Zone like the plague.

 

Hackslicer

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Archetype of WATER Thunder-Type monster. They focus on inhibiting LIGHT monsters and promoting themselves if your opponent controls LIGHT monsters (think Ally of Justice x 3 or even x 5). They focus primarily of Synchro Summoning. All the Synchro Monsters are unaffected by your opponent's Effect Monster effects. If this was used against any Drck other than LIGHT, you'd have to hope your opponent has a LIGHT Extra Deck monster.

 

Kitchen Kingdom

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Kitchen Kingdom

 

An archetype of objects found in a kitchen setting. They are level 2 and 3 and their consistency is based around the Graveyard (from SSing from the Grave, to adding from the Grave, to powerful selective milling, to banishing for costs). Like the Atlanteans, most of the cards don't refer to each other by the Archetype name, but rather, by the fact that they are level 2/3, meaning that they are usually beneficial to other level 2-3 spam decks.

 

UNTITLED (yes, in all CAPS)

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UNTITLED

Monsters that pride themselves on being stupidly generic and toolbox. They include the easily splashable Levels 1-6, every Attribute, some Tuners, and effects any Deck could use: like draw power, free Special Summons from your hand/Graveyard, effect negation, floodgating your opponent, et cetera. However, they're all non-searchable, because they are always treated as nameless . . . so, great, but completely inconsistent. They have no support or Extra Deck monsters: that would defeat the point.

 

Luminous [keep in mind Luminous Soldier]

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(All of the lolz)

 

[HERO] Bubbleman

Another HERO mini sub-archetype whose members are level 4 Warriors. They span the different HERO archetypes and benefit them (ie. Masked HERO Bubbleman, D-HERO Bubbleman, etc.) over each other. Their only real connection is the fact that they are treated as the OG Bubbleman while on the field. All of them are main deck monsters.

 

Glyph Sage

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Glyph Sage

An archetype of EARTH spellcasters. They have low attack, but have plenty of "Glyph" continuous trap cards that manipulate attack and defense. Their ace is a lvl 7 pendulum synchro, "Glyph Sage Rune Golem" who can switch the attacks and defenses of  Glyph sages with monsters your opponents control. His pendulum effect allows him to blow up a card every a Glyph Sage destroys a monster in battle.

 

K9 

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K9

A Beast-Type archetype, based around various dogs. Interestingly, they're anti-floodgate swarmers, by having effects that trigger if they can't be Summoned, in addition to a host of anti-Trap effects. However, like a lot of things built to counter something, they cut you off too- you can't activate Traps or floodgates when there's a K9 on the field, regardless of whose side it's on. Interestingly, they're the inverse of most "Synchro Fusion" decks- all Main Deck K9 cards are Tuners, so you have to fuse them to access the non-Tuner monsters you need for their Synchro Summons.

 

Model Limuri

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Archetype of WATER Fairy-Type monsters. They are all Level 5 and 6 and can Tribute Summon using monsters your opponent controls as if you controlled them (if you control no monsters, that is). They all cripple Graveyard effects. They also gain more effects if your opponent controls more cards. Their Spell/Trap Cards recover them, add them, and inhibit Xyz Monsters. They only have one Extra Deck monster (and it's not an Xyz Monster).

 

Sea of Chaos

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