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Chipper

A small group of high-Level Machines that surprisingly don't have a self-Summon clause, but their effects are worth it. Essentially, they act a card Type (Monster, Spell, Trap) specific Necrovalley (and equivalents for the Banished Zone): but that's not all. Every time a card of the Type they lock down goes to where they're locking it down, they get a set number of Counters, which power them up, but can be used to force your opponent to mill cards into the Grave/Banished Zone . . . precisely into their feeder bags.

 

Goons

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A set of DARK Warriors who are basically the ultimate beatdown deck; high ATK, low-leveled monsters (4 and below), lots of ways to summon them (in-archetype and out), and Spell/Trap support that boosts them, protects them, or both and more. They're very linear, in that their only strategy is to run over any and every monster and deal massive battle damage, but they have a variety of tricks up their sleeve that make them a bit more than brute force.

 

Space Cruiser

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Space Cruiser

Essentially what would happen if you took Kozmo's ships, UA, and modern Cybers: a small army of high-Level Machines, some of which with self-Summoning effects, all of which can float, search, or both, and they can Level-fix to access Ranks 5 through 10. Thematically, they're named after a Greek letter and the greatest sea- and spacefaring vessels in all of fiction, with sample members being "Space Cruiser Sigma Nautilus" and "Space Cruiser Epsilon Executor". Mostly, though, they're big beatsticks that all have the same effect as "The Bistro Butcher" to compensate for how stupidly broken they are in combination.

 

Aggresteel

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High Level Machine-Type monsters that focus on aggressive tactics.

Think of Ancient Gears 2.0 with Armades-esque effects.

 

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Let's see how you figure this one out:

 

Lāpaki o Nālani

(Assuming that I haven't forgotten some basic knowledge of Hawaiian, should roughly translate to "Rabbit of the Heavens")

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Trinity of the Rose is a plant rank 7 engine. Each one "sprouts" another at the cost of 1000 LP, while also being able to pendulum summon monsters. They have 0 ATK and DEF, but cannot be destroyed. The rank 7s have abilities that destroy backrow while banishing monsters. They then have Quickplay rank-up-magic cards to allow them to go into rank 8 plays with their boss monster that inflicts burn damage for each material attached to it on each of your standby phases. It detaches to special summon other Rose monsters from the grave.

 

Next: Lumaweed

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Lumaweed

LIGHT Plant-Type monsters whose Summon can't be negated, and they can't be Tributed or used for Extra Deck Summon, either. This is mitigated somewhat by their extremely subpar stats. But, like any weed, they become harder and harder to get rid of with time, gaining protective effects and stat boosts every turn. They even have a Pyro Clock variant to make them grow into their invincible superbeatstick state faster!

 

Hinotamashii (portmanteau of "hinotama" [fireball] and "tamashii" [soul])

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Low Level support for Hinotama based off of fiery spirits. Upon summon, they do a certain amount of damage, like 500. They have a monster that can change at most 5 levels, and a synchro monster that has a Catapult Turtle-esque effect. They have a 3-mat Xyz monster that can send Hinotama cards from your Deck to the Graveyard, and if they are still there during the End Phase, you can add it to the Hand or inflict a set amount of damage. Finally, if a certain amount of Hinotama cards are in the graveyard, you can activate a spell and banish them to inflict a certain amount of damage for each banished.

 

Rosospiritualism

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An archetype that likes to keep its Graveyard clean at all costs... Or should I say "using all costs". They are mostly level 4s, but are very adept at altering each others' levels for Rank 5-6s. Though the monsters don't benefit from having no monsters in the Graveyard, it is a restriction that holds true for a lot of their Spells/Traps. They have 3 XYZ bosses.

 

Cheer(leader/follower)

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Cheer [leader/follower]

Two Pyro-Type sub-archetypes that work off of one another. Cheerleaders get large stat boosts to augment their existing solid battle effects for every "Cheerfollower" on the field, and provide protection (acting like Valkyria, Lord of D., or other such protectors) to them in return. Cheerfollowers, meanwhile, are OPT searchers, revivers, and negaters for any effects the Cheerleaders might slam into. There is a Fusion boss with requirements similar to UAGG ["Cheerleader Maxi" + 2 Pyro-Type "Cheer" monsters], and holy hell is it broken: plus 1000 ATK for every "Cheer" monster on the field, one attack for every "Cheerfollower" on the field, piercing, and essentially making its surrounding "Cheerfollowers" immortal . . . if it weren't for the fact that it has no Summon protection, and is generally the biggest Warning bait ever.

 

[Arch-]Strawyvern

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Strawyverns, true to their names, are Wyrm and Plant-Type Wyverns that all resemble scarecrows. The plants, like scarecrows, fend off attacks and make it easy to end the BP via a small cost. The wyrms all have an effect that activates during your Battle Phase only, and can SS plants from the hand or grave via costs when they're destroyed. The bosses, the Arch-Strawyvern, is a Main Decl behemoth, requiring 2 plant and 2 wyrm Strawyverns as tributes. The upside to this guy? Lots of attack, and allowing you to conduct your BP twice. Definitely a great payoff.

 

LDLA (Live, Die, Live Again) Inc

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LDLA Inc

 

This is one of three sub-archetypes of LDLA. LDLA Inc consist of Psychic-type monsters which search other LDLA members from the Deck and/or Summon them. LDLA Cyro are the Spell/Trap cards of the gang, allowing you to revive and protect other members. While there are no continuous or field ones among them, they sometimes have effects which tie them to the monster they summon, keeping them face-up. LDLA Customers are Gemini Zombie-type beatsticks which are Normal Summoned by the other two when they are Summoned from the Grave, and have popping effects.

 

Jurgio

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Jurgio

"Baby" versions of popular monsters, (think an inverse of Malefics, and archetypes along those lines). These monsters have exactly 1/10 the stats of their regular counterparts (ie, "Jurgio Dark Magician" is 250/210), are all Level 1, and can be sent from the field to the Graveyard to Special Summon the real deal from your hand or Extra Deck (in the case of Fusion or Synchro Jurgio monsters, this does in fact count as Fusion/Synchro Summon, so they can recur). Funnily enough, they also have "baby" versions of their big counterpart's effects, like a Jurgio CWSD that has its effect trigger against Level 4 or lower monsters, instead.

 

Thoughtcypher [HI/EX/MAX]

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Archetype of WIND Psychic-Type monsters. They Special Summon when your opponent Tribute Summons or Special Summons a monster, and each have an effect that activates when they're Normal Summoned or Special Summoned by the effect of a "Thoughtcypher" card (such as banish 1 card on the field, shuffle.1 card on the field into the Deck, return 1 card on the field to the bottom of the Deck, ect). Their Extra Deck monsters are Xyz Monsters.

 

Gallant Anarchy

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A set of Warriors of all different Attributes, named for famous knights. Despite their name, they are anything but chivalrous; they have all sorts of dirty tricks to play on your opponent, in the form of on-summon effects that are all disruptive ("Both players discard 1 card", "Banish 1 card on the field", "Shuffle 1 card on the field into the Deck", etc.) and a bunch of cards that let you summon them pretty much whenever you want. However, they're all different levels, and have utterly awful stats (no ATK or DEF above 1900 in the whole lot of them, including the high-leveled ones). Their Spell/Trap support that doesn't summon them focuses more on protection, save for the Continuous Spell that lets them attack directly.

 

Colosseum (bonus points if you can relate it to Savage Colosseum and Kaiser Colosseum at the same time)

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Colosseum

A small archetype of glory-hogs: like Malefics, you can only have one out at a time. Also, these things power up for every empty Zone on your field, so you're best off with minimal monsters and backrow. Also, their battle effects are outrageous: OPT permanent-gain Honest, Ancient Gear-like clauses, stacked doubled damage and original ATK effect damage, etc. Essentially, these bloodthirsty monsters will always win a one-on-one fight, and are only really vulnerable when you count the OPBP clauses on their mighty battle effects: if the opponent has a second attacker that's stronger than the first, you can pretty much just give up there.

 

Redux Knight

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Redux Knight

An archetype of LIGHT Warrior-type union monsters, they focus on supporting a single monster, similar to Gradius but not so useless. The monster they support is "Present Knight Redux". All other monsters in the archetypes represent alternative versions of her, similar to Grepher. The union monsters offer serious boosts, ranging from backrow nukes to banishing from your opponent's hand. While they aren't equipped, the negate your opponent's monsters' effects. Their big boss is "Redux Knight Singularity", who can be treated as Present Knight, but which much higher attack and built in ability then his lesser comrade. To summon this dude though, you're gonna need to banish 6 union monsters and "Present Knight Redux".

 

Anthrill

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Archetype of Level 4 and lower Insect-Type monsters. Many vary in Attribute, and they are all unaffected by the effects of Xyz Monsters. They Summon fairly simply. They have a Field Spell that while face-up on the field, any cost your opponent has to pay when they activate an effect, they must pay double (3000 instead of 1500, discard 2 instead of 1, Tribute 2 instead if 1, ect). Their Extra Deck monsters are Fusion Monster, which are unaffected by all your opponent's Effect Monster effects.

 

Kurokku Tower (Kurokku = Clock)

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Kurokku Tower

 

A group of machine abominations with a demented-looking Winged-Beast boss monster (think fnaf). They work like the Rock FLIP monsters in that they can flip themselves face-down, however, instead of bouncing cards like the Rock FLIPs, these inflict burn damage instead. Overall, they wouldn't be that annoying except that while they are in defense position they cannot be destroyed by battle. It also doesn't help that their Bird boss has a decent ATK and can flip itself face-down to negate a card (a la Apex Avian or CDI), though it is a Nomi.

 

HAc.keRZ

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Archetype of Level 3 DARK monsters that can look at your opponent's Deck and take any card you want (with a price tag). Their Extra Deck monsters have no such costs, and are essentially powerful enough to make the opponent Deck out in a very similar way to how computers end up crashing.

 

So yeah, hack the opponent's Deck and screw over stuff.

 

However, the opponent can pay their resources to block said attempts, but it requires a bit of dedication.

 

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Barrel Racer

(Based off of the sport of the same name)

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A small set of Machines that do pretty much exactly what the name says. They roll over opposing monsters with high ATK and piercing effects (but little to no DEF to compensate), and race to end the duel with swarming effects. They have essentially no protection, save for a Quick-Play Spell that lets them resist effect destruction for that turn, and their swarm is contained to the archetype itself, but they can sure as hell deal some large amounts of damage in a very short amount of time.

 

Cactus (keep in mind Cactus Fighter and Cactus Bouncer)

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Cactus

An archetype composed of EARTH Plants with generally higher ATK than DEF, with three goals:

1. Get rid of your opponent's good monsters by replacing them with Tokens

2. Normal Summons out the wazoo, to the point where they can basically be Yosenju+Monarchs

3. Floodgating your opponent.

In combination, these three goals will obliterate your opponent's field presence, guarantee your own, and dodge Vanity's like mad.

 

Shaperrunucus (Shaper + "Averrunucus", a being who tries to fight fate and prevent disasters, only to accidentally cause worse ones)

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A set of Fairy monsters who focus on averting harm - to both players. Instead, they have an alternate win condition that only goes off once it's been 10 turns since neither player has taken damage. All the monsters have that effect, and they can resist destruction once per turn, making them tough to be rid of. To counteract this, they have a Gellenduo-esque effect, where they die once someone takes damage. They have stellar DEF, but not-so-good ATK, and have various advantage-gaining effects when they prevent damage. Finally, they have a card that lets you swap their ATK and DEF, allowing for surprise OTKs.

 

Mongol

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Mongol

A devastatingly effective group of WIND Warriors, with some Beast-Warrior Unions that give the archetype increased speed by adding burn, searching, or some combination thereof. What the archetype loves, though, is ignoring your opponent's monsters entirely, skipping over monster effects and attacking directly. They swarm pretty effectively, and aren't too bad at recovery, either . . . but they're helpless against Spell and Trap Cards, and sufficiently large beaters can screw them over. In fact, their strongest monster, "Great Khan, First of the Mongols", has 2450 ATK.

 

[X]-Wing Draco[nus/ena] (Replacing X with numbers. Remember, "nus" is a masculine noble suffix, and "ena" is the feminine noble suffix.)

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An archetype of shape shifting noble men and women with the ability to turn into dragons. The number part of their names refer to their clan ranking. They are all light Spellcasters while the dragons are light dragons(You don't say. Dragon type dragons.). The Spellcasters send themselves to the bottom of your deck in order to summon their corresponding dragon from your extra deck, which are fusions, but unlike others, they function more like Masked Heroes where it doesn't count as a fusion summon. The dragons have the ability to destroy backrow while being mini-floodgates by preventing your opponent from activating their pendulum effects. They return to your extra deck during the end phase of the next turn after the turn summoned. After returning to the extra deck, you then can summon one of the nobles from your deck.

 

Next: Salvaged

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