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Archetype Game


Tinkerer

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Salvaged

WATER Machines that, unsurprisingly, work rather well with "Salvage", all having 1500 ATK or less and having effects that trigger when they're added to your hand via card effect. They can fill up your field quickly, and make ideal Tributes, Synchro Material, or R2/3/4 fodder. However, where they get cheap is an engine card that essentially rewards you for playing the Deck, having an effect that loads the Graveyard as a cost, so that your easily-recurring monsters' effects can trigger.

 

Zypher

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Gasatterip

An archetype of DARK fairy types based off poltergeists. They burn your opponent by sending themselves from the field to the graveyard during their turn before returning in yours. Their attack is pretty average for their level, which is 3-7. Their boss is a ritual monstrr with some pretty mean burn effects.

 

Underhive

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Battletorn

An archetype so ravaged by war that they will have none of it. They make up Levels 4 and below, and their stats rarely poke above the 1150 line. Put bluntly, OTK decks hate them. They have in-archetype Battle Faders, they shut down monster-stealing like with Goyo and Frightfurs, they'll turn your stat-ups into detriments, and all in all punish you for having a Battle Phase. They're also astoundingly good recyclers, which makes their Xyz and laddering Synchro plays work quite well. However, these monsters are essentially enablers- Battletorn don't really have a way to end a Duel, outside chip damage.

 

Inverserpents

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Inverserpents is an archetype of fire reptiles based around poisonous snakes. They have effects that trigger when they attack your opponent directly, making them primarily a stun deck. They can prevent your opponent from summoning monsters most of the time by acting as mini-Vanity's by only allowing 1 special summon a turn. They can even prevent your opponent from adding cards from their graveyard to hand. They have to attack directly to do this, so they have a small amount of support to let them do that.

 

Sugar Bits(The Bleedman comic)

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Cyber Mermaid of N.E.O. is a water/machine archetype that uses that work like Barrier Statues with Cybers. The high level ones can be special summoned if your opponent has more monsters than you and the low level ones have floodgate effects that prevent your opponent from special summoning monsters other than water monsters. Due to this, their worst matchup is Mermail/Atlantean. Also, Seal of Oricalicos is almost mandatory in them to protect the floodgates. It also works because the Mermaids have no extra deck monsters.

 

Next: Swift Birdman(as in Swift Birdman Joe)

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Swift Birdman

A WIND Winged Beast archetype that's centered on bouncing and Tributing, with support similar to Monarchs and Yosenju. They're only really limited by clauses requiring their Tributes to be WIND for their highly powerful on-Summon effects to be triggered. However, they DO have a few members, and a Continuous Spell, that transform your opponent's monsters to WIND for use in things like Soul Exchange, and archetype-specific variants.

 

Iceer

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Psychic-Type WATER monsters who manipulate "Convulsion of Nature" or similar effects to plus off of knowing what cards are where. They can stack the deck properly, excavate, and manipulate knowing what cards are on top in a way that allows you to draw and summon often. They serve more of a controlling deck, utilizing knowing what the opponent has in their deck to guess more properly.

I should make that

 

Archetype Name: Modulo

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Edit:Nija'd. Someone else can do the above.

 

An archetype of synchro, pendulum

and one fusion monster. They are based around giant icebergs, and are named after famous mountains. Non of them are below level 5, but can be summoned without tributes if you control only Iceer monsters. Their effects depend on the combined level of all monsters on the field, starting off small and getting real big. Their spell/traps are all based round level increases, searching and draw power. They can win two ways: Use the synchro and beat their foes down, as the synchros generate high level token to your opponents field, or use the contact fusion who has an automatic win condition when the combined level of monsters in the graveyard exceed 100.

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Gift Giver

An archetype that's incomprehensible: it feeds your opponent absurdly large amounts of Life Points, with no immediate upside. What's worse, is that this isn't optional, and can't be negated as long as they're on the field. Luckily, your opponent can't hurt or mill you during a turn where a Gift Giver was on the field . . .

Oh yeah, and Reficule turns this joke of an archetype into OTK for days.

 

Vice Visor

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A set of low-Level Beast-type monsters that focus on teamwork and swarming. All of them inflict piercing damage, and their support cards reward you for inflicting piercing damage. They also have a card that buffs all your Beasts and makes them inflict piercing damage, since they're such a small set of cards that it's virtually impossible to run a pure Mouseketeer deck.

 

Apocalypse Kids

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Apocalypse Kids

 

A group of DARK Toon monsters that all gain a decent stat boost while Toon World is in play. Despite their ability to brawl with the best of them, they actually specialize in alternative methods for victory by having strong burn and milling effects. Their boss monster, a contact fusion, takes all this to the extreme by forcing both players to pay all costs to activate card effects.

 

Droplet

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Droplet

An archetype of WATER Aqua-type tuner monsters. They focus on low level synchro summoning into synchro tuner "Cloudlets" monsters before accel synchroing into "Rainstormlets" monsters, who have powerful field clearing effects, especially when you control more monsters then your opponent. They also have a few traps card that bring out more them and synchro summoning during the foe's turn, as well as a spell card that protects them prevent them from being banished.

 

 

 Leafear

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Leafear

DARK Plant-Type monsters named after various phobias. Essentially, these things act like low-Level Reactors/Solemns on legs: they each have OPT negation coupled with burn, and focus on preventing your opponent from getting any field presence at all, and keeping them from doing anything with existing field presence. However, they unfortunately have stats too low to really take advantage of this, unless you plan on poking your opponent to death.

 

Phalanjaw

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Phalanjaw is an archetype based around piranhas. The archetype lies in wait with hand trap monsters for the chance it instantly swarm the field with Hysteric Party-like cards. The extra deck contains rank 1 and 2 monsters that can attack directly and return to the extra deck when they have no materials. When they do, they add another swarm card to hand to repeat the process.

 

Next: Opera Ghosts

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Based off of characters from The Phantom of the Opera, it focuses on field control and making sure the opponent cannot do much.

However, they are all rather weak in terms of stats, so the need for backrow is important.

 

Although The Phantom himself is surprisingly powerful, and effectively your win-con.

 

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

S.G.

(short-hand for Sarugetchu [Ape Escape])

 

Make sure you are competent enough to know what you are doing.

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An archetype of monkeys beast-type monster that involved spawn a number of monkey monsters to your opponent's field and a hero monkey. Those monkeys wear colored shorts which will determine their effect, like blue short monkeys will return to your hand and force your opponent to discard 1 card if your hero monkey doesn't destroy that monkey during your battle phase, and red short monkeys that are forced to attack your monster. Your hero monkey may have some equip spell cards to support him

 

 

Rainbow wizard (I don't know if someone already take rainbow wizard)

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I have to give you credit for doing research on this thing (though the protagonists are human, not monkeys themselves [except in side stuff]).

Anyway...

 

Archetype of 6-8 Spellcaster-Type monsters named after the colors of the rainbow (depending on how you think light is broken up in one).

Each of them has a different that can support the Deck, ranging from searching to cutting the opponent's resources off.

 

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Snow Flyer

(Idea might be obvious, despite the occasion just passing a couple days ago)

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Snow Flyer is a winged-beast archetype with heavy influences from penguins(not the archetype). They are birds that live in a frozen environment where there's little food, so your opponent's monsters are prime for plucking. They turn your opponent's monsters into defense position, where their DEF is reduced to 0, making them easy targets. The Flyers then can inflict piercing damage. The trap cards allow for their defense, preventing them from being destroyed by anything, so the best way of dealing with them is non-destruction removal.

 

Dragon Warrior(Kung Fu Panda homage)

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Morphing Box

A rather interesting archetype of Rock Pendulums, that have a few unifying gimmicks:

1. Like Morphtronics, their monster effects change depending on their Battle Position.

2. Their Pendulum effects are all combined searching and protection on a die roll (example: "If a "Morphing Box monster(s) you control would be destroyed by a card effect, roll a six-sided die: if the result is even, no "Morphing Box" monsters are destroyed by that effect, also add 1 "Morphing Box" monster from your Deck to your hand. If the result is odd, this effect does nothing").

3. Generally speaking, their Attack effects are OTK enablers, and their Defense effects are swarming enablers.

4. They Xyz, and like Magnus these Xyz monsters gain more effects depending on their number of Materials.

 

Dragon Horn (keep in mind "Dragon Horn Hunter")

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