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Archetype Game


Tinkerer

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An archetype of WATER spellcasters and FIRE fish. A loose collection of cards that occur effects when banished. They dont have names in common, so searching is difficult. What ties them together is the field spell "Sea of Chaos". It functions as a macro cosmos as well as boosting the attacks of xyz monsters, which the archetype uses. While "Sea of Chaos" is on the field, a lot of the monsters gain additional effect. The low level monsters are based off fishermen and focus on banishing WATER and FIRE monsters. The high level monsters are FIRE fish that can be normal summoned from the banished zone if "Sea of Chaos" is on the field. They have fair attack and focus on bringing back banished WATER and FIRE monsters in order to swarm. The big boss is a rank eight xyz with abilities similar to "Black Luster Soldier - Envoy of the Beginning".

 

 

Gold Spear

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Gold Spear

A group of Level 1 LIGHT monsters with milling effects for usually trivial amounts of damage, or effect negation. However, what sets them apart is that a Deck made of them CAN'T LOSE BY DECK-OUT. They have a clause that allows your Graveyard to be shuffled into your Deck at any time, for re-stocking purposes. Sure, it requires 5 Gold Spears of different names to go off, but still . . .

 

Enginoble

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Archetype of LIGHT Machine-Type Synchro Monsters. They are all unaffected by your opponent's Trap effects. They each come with an effect to promote the controller, themselves, or hurt the opponent. However, being noble, each of these effects comes with a cost. They also either have high ATK or high DEF (or in some cases both). While they have no Main Deck monsters, they do have Spell/Trap Cards, which help speed things up/ Summon them/Summon their materials.

 

Unhappy (based on/supporting "Unhappy Maiden" and "Unhappy Girl")

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442nd

A group of WIND Warrior-Type monsters that change Types when you enter their Extra Deck (Level 6-10 Synchro)- to Machines, all based on aircfraft. They definitely have a "bombing run" feel to them, obliterating your opponent's field presence- they're happiest when your opponent's field is completely clear. As such, they're very good OTK enablers, if you can combo properly. Like any Synchro archetype, they recur to reuse assets, but they aren't all that good at it.

 

Elephantry

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Group of EARTH Beast-Type monsters that focus on mass summoning.


Much like real elephants, they protect each other in multiples, so removing them will be fairly difficult.


 


Oh wait, did I say they'd be hard to remove? Well, they are but it costs LP to maintain their protection effects, so suppose one can run down the player's LP and shut off the strategy.


 


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Eon Dragon


(I think you know what this implies, right?)


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Eon Dragon

You thought Rulers were fast.

Eon Dragons come in pairs, that support one another perfectly, like Pendulum Magicians. These Dragons are excellent high-Level swarmers- If you Summon one, the other isn't far behind. In addition, even their effects tend to be complimentary, with protection and destruction, or LP gain and burn being typical examples. Essentially, if you ever wanted Ranks 6 and 7 active, these Dragon pairs are your go-to. Most of them also have powerful effects that require LP payment, like Psychic monsters. No ED, but . . . do they need it, when they have access to so much?

 

Thriftrio

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Warn Point

 

A silly group of WIND Fairies who specialize in monster effect negation and removal. They use Warning Counters as their primary means of protecting themselves (accumulating 2-3 counters before they can be destroyed). their spells and traps can then use these Warning Counters as costs for powerful effects like field nukes, hand banishing, spinning, extra normal summons, etc.

 

Turret

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Turret

An interesting group of Trap Monsters and Machine-Type monsters that can go to the Spell/Trap Card Zone. What sets Turrets apart is their gimmick- all members of the archetype can, once per turn, lower the ATK of any monster that is attacking or activating its effect. If a monster's ATK reaches 0 this way, it dies and takes a massive chunk of your opponent's Life Points with it. While these effects can be negated, due to their wording they don't actually target- so targeting immunity won't save you. However, all Turrets have 0 ATK offset by rather wall-like defenses, so they can't take advantage of the field clearing they tend to do.

 

Treadmill Racers

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Archetype of EARTH Machine-Type monsters. The Main Deck monsters can't attack, but can go for easy Special Summons and Fusion Summon into different "Racer" monsters, such as "Track Racer", "Formula Racer", "Night Racer", and "Ship Racer"; all which are able to attack and each having a different Attributes. Their Spell/Trap Cards focus primarily on protecting them from stuff your opponent dishes out (destruction, banishment, sent to the Graveyard, ect.).

 

Soul Police of the Remorseless World

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Soul Police of Remorseless World

An archetype of Spirit Fiend-types who's main aim is to lockdown the opponent down, yata-garasu style. However, it is a double edged sword. While some of their effects only target the opponent, several of them cripple both players They can be special summoned from the hand when another one of them returns to the hand during the end phase, and you can only control one at a time. Their effects usually activate upon destruction, and include making both players unable to activate traps, unable to synchro or xyz  for their following turn. Their strongest monster is spirit type fusion who prevents the opponent drawing cards when he returns to the extra deck. Like all spirit monsters, they come equipped with high stats. Their only spell/trap support is "Martial Law", which allows you to control more then one of them and can prevent one returning to the hand once per turn. Their boss monster is a contact fusion monster who can prevent both players doing anything but normal summon and attack for up to three turns after he returns to the extra deck.

 

Yamimakia

(Must support the King of Yamimakai)

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Yamimakai

A DARK Fiend archetype that makes up the best of legacy support- it has a low-level searcher on par with Black Metal Dragon, a Level fixer that causes the Levels of all face-up "Yamimakai" to match, new bosses of all the various Extra Deck varieties, and all kinds of fancy toys . . . all of which support, Summon, or otherwise require "King of Yamimakai" as a necessary part of their effect, meaning that if your opponent successfully gets rid of all your copies of a relatively weak Level 5 Normal monster, you're utterly defenseless. Very OTK-oriented.

 

Altar Angels (A.A.)

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Archetype of WIND Fairy-Type monsters. They focus primarily on messing with your opponent's card effects, such as changing targets, what cards are affected, and what cards they add or Special Summon. Thus, annoying your opponent on every Level. And if that's not enough, their Extra Deck monsters all state in their effect "Your opponent cannot activate card effects during either player's Battle Phase; thus limiting Juragedo, preventing Honest, and shutting down many Graveyard effects.

 

X-Cite

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X-Cite is an insect archetype that has massive field nukes. Each member can nuke a certain area at the cost of not being able to inflict damage(hand, monster zone, spell/trap zone, and pendulum zones). They each are quick effects that activate by banishing a member from hand. Due to not being able to inflict damage, they are often splashed in graveyard-based decks like Shaddoll and BA.

 

Dunham Puppets(yes, Jeff Dunham).

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An archetype that is similar in many ways to Gimmick Puppets; DARK Machines, mostly Level 8, and with several Xyz bosses. However, Xyz Summoning isn't the focus here. Instead, they play similarly to B.E.S, but better, with a Continuous Spell that lets you summon another Titanoll after the current one is destroyed. All the Titanolls are incredibly powerful, but they can be summoned by exactly one card: said Continuous Spell. To counteract the obvious weakness of the deck, every monster has a built-in protection clause for the spell that prevents its destruction once per turn, and several of them (but not all of them) can reveal themselves in your hand to search your deck for the spell. Finally, when activated, the spell lets you Special Summon a Titanoll from your Deck when activated. Naturally, you can only control one copy of the spell at a time.

 

Thunder King (as in Thunder King Rai-Oh)

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Sleepless Knight

 

A LIGHT Zombie-type archetype that has zero in-archetype swarming capabilities. However, that's alright because they make up for it with their powerful one-of effects that usually result in at least a +0 in advantage, most often as a +1. However, 2 main things hinder these mighty beings: 1. Their effect can be negated by your opponent paying life points and 2. The monster shuffles itself back into the Deck when its effect is used, even if it was negated.

 

Neon Star

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Neon Star

Might as well just call them "failed gimmick: the archetype". A group of Level 2 Thunder-Type monsters with a color-based naming gimmick, one of each Attribute, that can all change their Levels like Gagaga Magician. However, there's a catch: any monster that gets Summoned using one of these things as Material or Tribute goes back to the Deck/Extra Deck at the end of the turn, like the Neos Fusions. They can also attack directly if your opponent controls a monster the same Attribute they are, which would be great if they didn't ape the Ojamas' stats. However, they do have a saving grace- their own big brothers and sisters, the Neon Novas. These heavy hitters straight-up require the Neon Stars to come out, and there's one of each Monster Type (Effect, Ritual, Fusion, Synchro, Xyz, Pendulum). Not only do these big boys and girls have stats to die for, but when they inevitably return to the Deck/ED at the end of the turn, they cripple your opponent an insane amount. However, given their requirements, good luck bringing out the Novas in the first place . . .

 

Silver Gospel

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Archetype of LIGHT Spellcaster-Type monsters. They focus on punishing your opponent for Special Summoning. They all vary in Level, and all have fair, decent, and /or high ATK. Their Field Spell "Silver Cathedral" states in its effect "(this card is always treated as a "Sylver Gospel" card)". Also, it protects them from the effects of your opponent's Special Summoned monsters. They have one Ritual Monster. However, you don't actually need to Ritual Summon it, as it contains an alternate effect.

 

Shivergami (play on the words "Shiver" and "Shinigami")

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Shivergami

WATER Fiends with a naming scheme straight out of a worst-case medical scenarios handbook, and effects that lock everything down to prepare for their insane battle effects- think White Night meets Fabled. Their Synchro bosses ape the effects of popular Xyz monsters, if you trade Material detaching for discarding. However, their real ace in the hole is a Main Deck boss that, among other things, lets you restock your hand with cards in the Graveyard.

 

Pendulancer

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Archetype of WIND Warrior-Type Pendulum monsters. They are all Level 3. However, they actually have Xyz Monsters that are good, as they have fair (if not higher) ATK. They prevent players from activating card effects during the Battle Phase. However, they each contain a "During the End Phase" effect, in which they inflict a certain amount of damage if they destroyed a monster by battle. Their Field Spell negates all card effects in the Graveyard (though, at a cost). They're not too difficult to Summon, and can improve their stats.

 

Clockwork Alchemist

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Clockwork Alchemist

A group of pendulum Machine-type Union monsters who are the masters of the noble art of field nuke. Each card can at least blow up one card when it dies, no matter how they go. Sometimes, they even nuke when another one them is killed, or if they are pendulum summon. As Union monsters, they equip to each other so they can survive their own nukes. As pendulums, they focus on restocking your field and hand when your monsters nuke the field. Their boss is special summon monster who can only be summoned when a nuke goes off. He is immune to destruction by card effect and turns it to her advantage.

 

 

Rain Stormers

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Archetype of WATER monsters. They focus primarily on locking ANY use of the Graveyard (effects that activate in the Graveyard, Special Summons, adding, ect.). Their Spell Cards focus on Special Summoning them or promoting their stats. Their Trap Cards focus on inhibiting your opponent. Their Extra Deck monsters are Fusion Monsters. Said Fusion Monsters are unaffected by the effects of other monsters Summoned from the Extra Deck.

 

Gunslinger

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