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Archetype Game


Tinkerer

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A weird archetype. An archetype of EARTH monsters that focus on destroying cards your opponent controls. Sounds simple, right? Howver, none of the monsters have the same Level, they are apparently stronger when they're by themselves ("While you control no other monsters" effects), they have a high Level Tuner monster, they have a Ritual Monster, and their main Extra Deck monsters are Fusion Monsters. And it doesn't stop there. The Fusion Monsters also double as Union monsters. At least their Spell/Trap cards seem normal, as most protect them.

 

Mystery Majestic Manifestation (AKA M.M.M.)

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Mystery Majestic Manifestation (AKA M.M.M.) 

An archetype of Wind-type fiends, their main gimmick is to mill the opponent's deck by their effects and gain effects from it and can special summon a monster from opponent's graveyard on destruction. They are all level 4 and have related effects on milling that lead to field spam or random pops. Their Spell and Trap are continuous and focus on further mill of the opponent's deck and they have a highly flexible rank-up card with a great rank 4-5 toolbox full of negations and free destruction on milling.

 

Void Shard

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Archetype of DARK Rock-Type monsters. They are all Level 1. While they have a Tuner monster, they focus primarily on Fusion Summoning (Not with the use of Fusion Spell Cards). While they are face-up on the field, any monster that would be sent to the Graveyard is shuffled into the Deck instead; an each comes with an effect that triggers when shuffled into the Deck.

 

Desert Assassin

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Desert Assassin is an archetype of level 3 Earth monsters. The monsters focus on rank 3 spam. The monsters special summon themselves the same way that Six Samurai do. The rank 3s then have high defense and control your opponent's hand size while banishing the top cards of their deck face-down. By controlling hand size, your opponent is not allowed to have more cards than you in hand. Any extra cards are discarded.

 

Next: Ninjaneers(ninja engineers)

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Ninjaneers

 

An DARK Machine-type archetype that is a cross between Karakuri and Superheavies. They must battle, and if there aren't any S/Ts in the grave, they become Armedes. Their trump card is a Spell, though, that has a variety of effects that can activate depending on the number of Ninjaneers in your grave, and then banishes itself for a search and to keep the grave clean. 

 

Next up: Cefungopods (squids+mushrooms, go go go)

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Cefungopods

EARTH Sea Serpents. While you're recovering from that one, here's something else; they all have an Earthbound Immortal clause: so long as their Field Spell is up, they're absolutely indestructible, can't be Tributed, etc. As far as stats and effects go, they're decently solid as beatsticks, but they don't really have much in the way of effects beyond standard battle effects. The only issue is their required Field Spell: it's about as vulnerable as any other Field Spell, combined with the fact that it lowers the Level/Rank of cards every turn, and bounces them once their Levels hit 0: sadly, archetype members aren't immune.

 

Poundrum

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Poundrum

 

A deck of destruction effects. Each one destroys cards your opponent controls, up to the number of other Poundrums you control. They have low attack. In order to make up for this, they get access to the high rank XYZs because they can adjust their levels at the cost of 100 LP per level.

 

Next: Wonderspace(a Star Trek/Alice in Wonderland amalgamation like Kozmo, but control based instead of OTK based)

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[You kinda limited what I can do . . . Oh, well.]

 

Wonderspace

An archetype composed entirely of EARTH and WIND monsters, with effects geared towards reducing what your opponent can do. Generally speaking, they like their Main Deck, but their Extra Deck is always at the ready. Essentially, there are low Level Pendulums and high Level Tuners, and they swap out to one another: they can activate their effects from the field, shuffling themselves into the Main Deck to activate an effect which screws your opponent for exactly 2 turns, and swapping themselves out with the other variety of monster (low Level Wonderspace swap out for a high Level member, and vice versa). In fact, this is listed as part of the cost, which means that your opponent can't negate that part of the effect, but you can't use that effect if you've run out of cards of the named Level in your Deck. Rather than use their own Synchros, they can actually rename and rebrand themselves to use the Synchro bosses of other archetypes.

 

Vestea

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Next: Wonderspace(a Star Trek/Alice in Wonderland amalgamation like Kozmo, but control based instead of OTK based)

Obvious favoritism is obvious.

 

Anywho:

Archetype of WIND Fairy-Type monsters. They're all Tuner monsters; however, some can be treated as non-Tuners. But by far, one of their best Tuners is one that can use an opponent's monster as a Synchro Material; even going as far as treating Xyz Monsters as monsters with a Level equal to their Rank. And of course, they have a slew of Synchro monsters of practically every Level (from 2 to 10, and even 12). And these Synchro Monsters are no cheap monsters either; they have effects to keep them on the field, such as "cannot be destroyed by card effects", "cannot be destroyed by battle", "cannot be targeted by card effects", "cannot be banished", and so on.

 

Hateful Crusader

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Hateful Crusader

A mishmash of Types, types (they have Gemini, Spirits, Unions, even a Toon!) and Attributes, all named after leaders of dictatorships and hate groups. Each one actually breaks up uniformity, punishing play of an archetype: banishing all monsters of a certain Attribute, monster type (effect, normal, Fusion, Ritual, Synchro, Xyz, Pendulum), monster Type (Spellcaster, Dragon, Psychic) once they battle/are targeted by the effect of a monster of that Type/Attribute/type. They lack an Extra Deck, outside of a couple Pendulums, and their lack of cohesiveness means things like Rivalry of Warlords or Gozen Match screw them over, but their gimmick comes with the trick that either DNA Surgery or DNA Transplant turns them into walking field nukes.

 

Scryster

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A set of low-leveled Spellcasters that are named after various types of petty criminal, and focus on looking at the top few cards of either player's deck (or sometimes both at once) and changing around the next few cards there. Their Spell support takes advantage of this by revealing the top X cards of your deck and (among other things) summoning all the Scrysters revealed. For a price, of course. Their traps have various protective effects, and can banish themselves from the Grave to either apply their protection effect again or look at the top 2 cards of either players' deck and rearrange them.

Maccabee

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Archetype based off of religious leaders from the Bible (yeah, I have to look up stuff).

They focus on control/stun tactics, but as a whole, aren't very good stat-wise.

 

Well, until you reach the higher Levels (which can be SS'd by tributing 2 smaller ones); they become a pain to deal with.

 

-------------

Integral

(I will assume you know what this is)

 

No Pendulums.

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Archetype of DARK Warrior-Type monsters. They focus on inhibiting DARK monsters your opponent controls. They have no Extra Deck monsters for the archetype. Their inhibitions range from ATK and DEF decrease to negating their effects completely. They also have a DNA Trasplant-eske card specifically to use against the opponent. They Special Summon like Six Samurai, but also contain monsters that are stronger when they're Tribute Summoned. Their Spell/Trap Cards can recover them from the Banished Zone and Graveyard.

 

Nulliferal (Nullify + Feral)

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Nulliferal

A terrible trio of monsters- a Beast, a Winged Beast, and a Reptile- that exemplify things you shouldn't own as a pet, although some people try. These animals each negate the effects of a certain type of card: one's basically Jinzo, one is Anti-Spell Fragrance on legs, and the third is essentially Angel O7 that doesn't affect the other two. Run this trio if you want to run a Deck of beatsticks.

 

Yanaga

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Yanaga

 

A group of WATER Reptile-type monsters that can swap from massive beaters to stunners at the flip of a coin...literally.  They can flip a coin during the Main Phase and their Heads effect is usually some battle-benefit effect while their tails effect is a stun effect of some kind.  They also have spells that can help swap each other out and provide another coin toss chance when banished from the grave.  Unfortunately, they don't really have a boss and their max attack caps off at 2600, so if an opponent gets out a monster stronger than that, the Yanagas tend to fold.

 

Virtualab

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Order of Purgatory

An archetype of FIRE Warriors that banish cards from both players' Graveyards every turn, kinda like how Lightsworns mill from their owner's Deck. If both Graveyards are empty, though, something interesting happens: they all destroy themselves and mill both players' Decks by a huge amount. While they don't have much in the way of effects outside some standard battle stuff, their stats are respectably high for their Level. They have Synchro bosses, but not one in-archetype Tuner.

 

Boombara

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Archetype of FIRE Machine-Type monsters. They focus on destroying cards your opponent controls. And you may think "In this meta game, that'd only do some Decks a favor". And you'd be right. However, all their Extra Deck monsters state in their effect "Your opponent cannot activate the effects of cards destroyed or sent to the Graveyard by the effects of "Boombara" cards"; or something among those lines. They also negate the effects of all banished cards.

 

Gijinka

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Gijinka is an archetype of FIRE Spellcasters that resemble genies. The main playstyle is throwing normal monsters with somewhat decent attack on the board, then making them untouchable. They do this by essentially hiding in their bottles by returning to hand. Unlike Yosenju, they do not get a normal summon spam, but they have a slow swarm by having "Gijinki Curse" on the field, allowing them to summon easily while gaining attack bonuses.

 

Cursed Treasure(equip spell based)

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Cursed Treasure is a sub-archetype of the "Cursed" archetype. The "Cursed" Equip Spells equip to your opponent's monsters (for the most part), and do their best to weaken the equipped monsters as much as possible, based on the number of a certain kind of card you control - Spell cards, monsters, "Cursed" cards, etc. They also started with "Cursed Armaments." "Cursed Treasure" is the monster support for the Equip Spells. They're all WATER Zombies, and named after famous pirates. They focus on grabbing a bunch of the Equip Spells from various places, so they can run over your opponent's monsters and activate their potent battle effects. They need the Equip Spells in part because they're really weak on their own, but also partly because if they have an interesting effect; if they would lose ATK, they gain that much instead, making a "Cursed" card equipped to them a potent weapon. They also have a decent bit of in-archetype swarming power, but the main part of that is left to outside support, like Book of Life, Zombie Master, Surface, etc. They have one Trap, which is a simple swarm card, and no Extra Deck.

 

Lune.

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Lune is an archetype of Spellcasters named after phases of the moon. It's main strategy is to go through all phases in order to fuel their alternate win condition "Lune Explise" which requires you to have all phases on the field along with itself. The Spellcasters search out the moons while the moons offer tiny bits of support, allowing protection of the monsters and preventing your opponent from activating certain effects.

 

Next: La Rosa De Negra(The Rose of Black)

Do not make it a plant deck.

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Archetype of EARTH Fiend-Type monsters. They focus primarily on banishing and/or triggering their effects in response to being banished (ALL the cards; not just the monsters). Their Extra Deck monsters are Xyz Monsters, but they only have 1 Rank 4 Xyz Monster (and it is the least impressive). Their Spell/Trap Cards (except the one that adds) also activate their effects by banishing "La Rosa De Negra" cards.

 

Segador de Menta (Mint Reaper)

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Segador de Menta

A clustered group of DARK Plants with a unified immunity to battle destruction. However, every time one does battle, they do devious things to your opponent's monsters: drop their stats, negate their effects, make them turn on their controller (Magic Cylinder-esque), or even banish them. They're all Level 3 and below, so you'd better make sure you Summon them in Defense Position so your opponent doesn't just eat your Life Points away slowly. They have bosses that, like the Neos Fusions, return to the ED at the end of the turn they're Summoned, but they usually have really fun effects that make it so you don't care after they're gone, like Black Rose-esque nuking on exit (that spares other Segador de Menta cards), DRXD-like stat stealing, Ultimate Tyranno-esque multi attack that does not stop if your opponent keeps floating, etc.

 

Ranked Assassin

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A fun little set of Warrior-Type Xyz with various ranks and their own Rank-Up Magic card that can also act as a Rank-Down Magic card. They really like either attacking directly, destroying monsters, or changing battle positions. They're fairly splashable in rank 4.dek, but they work best when they're the main focus of the deck. 

 

Chipper (Either counter or token based would be preferred)

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