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Illuminati

An archetype of DARK monsters of various types, who focus on knowing what your opponent is going to do as well as keeping them in the dark. They have an annoying of pulling card swaps, giving your opponent weak or archetype specific cards and taking their own. They don't have any bosses, per say, but they do have a couple of Xyz monsters and the are mostly lvl 3,so go wild.

 

 

Electrick

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Pretty simple. Person says a name for the archetype and the next person explains how they work/their gimmick.   (Enforced starting page 50) NO pigeonholing the next person.  For example, you cannot sa

ESPerado is comprised of Psychic-Type monsters with a focus on using banishing to inflict massive effect damage. They have a Western outlaw theme.   "ESPerado Gunslinger" Level 4/Psychi

Splendipede Archetype of LIGHT Insect monsters The Main Deck monsters are Level 1 (which can attack directly and trigger minor inconveniences for the opponent) and Level 2 (which can special

Archetype of DARK Thunder-Type Level 1 monsters. They focus primarily on Xyz Summoning. The monsters themselves focus on activating their effects in response to your opponent's, such as negating an effect that would add a card to the hand and instead adding an "Eletrick" monster from your Deck or Graveyard to your hand, returning, destroying, or banishing a card your opponent controls instead, Special Summoning an "Electrick" monster instead, ect.

 

Order of the Banshee

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Banshee is a tribal archetype of Spellcasters that summon fiends directly from your deck. You can only control 1 of the Spellcasters, but an infinite(4) number of the fiends. Since you only have 4 Spellcasters, searching them is extremely important since the fiends cannot be normal summoned. The banshees themselves have non-targeting effects that destroy your opponent's cards on summon. They then prevent graveyard effects from triggering, so they have a great matchup against Kozmo(what doesn't nowadays?). As Billy Mays said, "But wait! There's more!" While in the graveyard, they have continuous effects that give you benefits, like reviving them and draw power. There are only 3 banshees.

 

Next: Gungan

Base it off of the Gungans from Star Wars

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Gungan

WATER Beast-Warriors with a heavy focus on cooperative tactics: having 2 or 3 Gungans with the same name on the field is a massive advantage, and can set up all kinds of locks and OTKs. The same goes for their Continuous Spells/Traps, which function ever better the more you have up at a time: this includes an equivalent to Raidraptor - Nest with a softer OPT clause, stat boosters, continuous Meteorain, etc. The only real weakness Gungans have is that they have nothing to put a stop to Normal monsters: they can lock Effect Monsters out of attacking, using their effects, or even being Summoned at all if you play your cards right, but a single Normal monster utterly confuses Gungans, to the point that a solid-enough Normal monster can wreck a Gungan deck by itself.

 

Legumech (Legumes are nut-like edible plant matter- ironically, peanuts are legumes)

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Archetype of LIGHT Plant-Type monsters. They activate their effects in response to being discarded, and each one contains a discard effect. Not only that, but to keep with the whooe edibility, they also contain an optional effect in which you can Tribute them to promote you or your monsters in different ways (draw 1 card, gain 1000 Life Points, increase ATK, protect against certain card effects, ect.). Their Extra Deck monsters are Synchro Monsters.

 

Pixice (Pixie + Ice)

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Pixice is a WATER/Fairy archetype that utilizes the dirtiest of win conditions, an Exodia condition. The fairies have only 1 goal to summon 3 level 12 monsters which then declare a win condition. These level 12s require 3 Pixice tributes, so the Pixice themselves establish an impenetrable defensive wall to protect themselves. They use effects such as "This card cannot be destroyed once per turn." and their backrow only consists of counter traps that not only negate summons, but can be banished from the graveyard to summon more tribute fodder.

 

Next: Presidential

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EARTH Psychic-Type Archetype themed after leaders of various countries (not just the United States). They revolve around massive searching and field control, although by doing so, they take a toll on your LP in a similar vein to how certain countries have a mountain-high debt to pay off. If you don't recover your LP quick enough, then Deck will fall flat on its face. 

 

Well, you still have Psychic techs to help restore said LP, so there's that, I suppose. 

 

------

C++

 

(Yes, this is the name of a programming language; surprise me)

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C++

A highly organized and straightforward archetype, and rather simple in execution: the Main Deck monsters take a page from Deskbots and are low-power Machine-Type monsters that are easy to swarm, especially with Machine Duplication; however, they also take after Satellars, with loads of on-Summon effects and a gearing towards Xyz Summon. They have a wide variety of Continuous Spells, which generally function like the Medals used by Barret in Arc-V and/or forms of protection, and most of them search or recycle each other on destruction. However, their real meat is in their Thunder-Type Xyz monsters, each specialized to a very specific niche with all kinds of OPT detach-Material effects. What they all have in common, though, is the ability to recoup Xyz Material in some way, shape, or form to sustain themselves.

Not an OTK Deck by any means, and somewhat tricky to learn the ropes of, but once one is used to it there is literally nothing you're not prepared for.

 

Flakescale

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Archetype of Level 3-1 WIND Fairy-Type monsters. They all have 0 ATK and DEF, but they have more potent effects to compensate for that, and they Summon very easily. They focus primarily on Synchro, Fusion, and Xyz Summon. And unlike the Main Deck monsters, the Extra Deck monsters have solid ATK and DEF. Aside from a Counter Trap Card, they don't have any Trap Cards. However, they have multiple Spell Cards. Some of which, when activated, can be placed in an opponent's empty Card Zone.

 

Blasphemous Goddess(es)

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[spoiler Flakescale (Ninja'd)]

 

A combination Fish/Sea Serpent archetype. The low level Fish-types tend to swarm and they all summon "Scale Tokens" whenever they leave the field. Their Sea Serpents focus on mass destruction but can only be summoned off of fish-type tributes. In order to stay consistent, they have a field spell that Specials fish-type Flakescales from the deck at the cost of not attacking. They have 1 Fish-type Fusion monster that needs 1 Flakescale Fish and 1 Flakescale Sea Serpent to be summoned. However, it isn't really part of the archetype as it's name is Titaniscale instead of Flakescale (to prevent it from being tributed or Fusioned again) and its focus is heavily defensive unlike the rest of the archetype.

 

Arson Ninja

 

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Blasphemous Goddess

The brand new gimmick Deck, and this one's a doozy: these girls are Level 10, with 12 members- 2 of each Attribute. Their shtick? They violate the rules of floodgates: they can each only be Summoned if there is an effect active that would normally prevent you from Summoning (ie "Cannot be Summoned, unless there is an effect active that would prevent you from Summoning other monsters."). To make matters worse, each of them is a floodgate unto themselves, meaning a hand full of Goddesses is 5 instant Level 10 monsters if your opponent tries to stop you with End Phase flip Vanity's. As such, they're fantastic fodder for Trains or Decks focused on The Calculator, in addition to how utterly troll-tastic they are for Decks that rely on locks. Sadly, they bounce themselves if they do damage. Interesting enough, though, is their naming scheme: all Blasphemous Goddesses are named after characters who have killed gods in their own series.

 

Haltnite

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Haltnite is a series of only 4 main deck Rock-type monsters who pride themselves on being "indestructible". None of them can be destroyed by battle and each individual monster protects itself from 1 additional threat (Spells/traps/monster effects/targeting). With the monsters holding down the fort, the spells/traps focus on decking the opponent out through banishing.

 

Haltnites also have a whopping 11 Fusion monsters that are direct fusions of the original monsters (ie. Haltnite A + Haltnite B or Haltnite B + Hsltnite C + Haltnite D, etc.). Each fusion get the protections and combined stats of their fusees, making them tough to take down. The fusion boss of all four is particularly overwhelming, a level 10 that can become immune to 3 different things every turn. The fusions also float back into the little guys and banish-mill if somehow they are overcome.

 

Chibi (rep if you make it have a toon subtype)

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Chibi

You know how Toons are direct counterparts of the monster they Tooned (Tooned is now a verb, deal with it)? Not these little pips. Chibi monsters are stupidly swarm-happy Toons that have exactly half the stats of whatever they copied . . . with a few new toys to compensate. Ranging from destruction to searching to inverting the damned game on its head (Convulsion of Nature effects, Setting cards face-up, making you and your opponent switch Life Point totals, reversing the purposes of the Graveyard and the Deck), Chibi monsters royally give no fucks regarding being "fair". They still die to "Toon World" being destroyed, but these asshats will not go down without the most mind-warping fight you can conceive.

 

Guidemasters

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Guidemasters are a small set of monsters that "guide" your and your opponent's cards to or away from certain areas. For example, one Guidemaster might have the effect of "Any card sent to the Graveyard is banished instead," while another might have "Any card returned to the hand is sent to the Graveyard instead." They're more of a series than an archetype, since there's not any archetype support for them, but if you can manage to get more than one on the field at the same time, they can be a suprisingly effective lockdown strategy.

 

Rocketeer

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Rocketeer is a FIRE Machine archetype of spaceships with effects similar to Satellite Cannon, in that each standby phase, they gain 1000 ATK and when they attack, their ATK returns to 500. Their backrow is strictly defensive so those stats can build up and have built in summoning conditions that only require you to pay LP.

 

[from the] Land of Brimstone

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Land of Brimstone

An archetype of DARK Pyro and FIRE Fiend, these demons and goblins aren't playing around . . . You'll want to Summon as many of the low-Level Pyro-Type monsters as possible at first, because the Fiends are inverse Infernoids- you can only Summon them if there are already monsters on your field with a combined Level equal or greater than theirs, and when there is you're free to Summon as many as you want. These big guys carry a truckload of protection apiece, but don't really serve as good beatsticks on their own . . . they all gain ATK equal to the amount of burn damage your opponent has taken this turn. The Pyros to the rescue again, because they inflict low-to-middling burn when they hit the Grave, which is only augmented by the Fiends milling you like Lightsworns. And then their archetype-namer Field Spell acts like Dark Room of Nightmare . . . OTK for days.

 

Goliathpiece

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A small archetype of LIGHT Rocks. They have pretty big stats for their lvl, but it's a catch 22: they can't attack or be attacked, ghostrick field spell style. However, they do have some redeming qualitys. Because of their similar levels, xyz aren't exactly hard, and that also have fusions. The fusions are great because 1) they can attack 2) they're like pseudo SQ Magnuses and 3) they can make the main deckers attack.

 

Oxytoxin

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Archetype of DARK Aqua-Type monsters. They focus primarily on negating any and all of your opponent's Effect Monster's effects (at costs, of course). They don't exactly focus on any specific form of Extra Deck Summoning, as they have a Pendulum card, a Rank 1 Xyz Monster, and a Tuner monster, which is capable of Fusion Summoning. Their Spell/Trap Cards focus on Summoning or protecting them. They all have fair ATK and DEF.

 

Classy

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Classy is a Victorian style archetype of overly exaggerated ladies in waiting. A lady doesn't fight. That's what she has servants for. The Classy servants have high ATK, but have mandatory "return to hand at the start of the battle step" effects like Neo-Spacian Grand Mole. Not to worry though. They have a Divine Wind of Mist Valley clone that lets them stay on the field. The xyz ladies can cheat the 2 material requirement by using only 1 material. They have effects fairly reminiscent of the Cybers.

 

Next: Skynet(the AI from Terminator that created the Terminator machines)

Must be token-based.

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Skynet

A Machine-Type archetype that is very good at swarming, has fantastic stats, but isn't really all that special . . . except for their bonus effects, which make them uncannily good at fighting EARTH and/or Warrior-Type monsters. This by itself isn't a problem, until you take into account that some members generate "Resistance Tokens", EARTH Warrior Tokens with absolute garbage stats that can't be Tributed or used as Material. Thus the Skynet playstyle: clog your opponent's field with Resistance Tokens, obliterate said Resistance Tokens to activate the Skynet monsters' effects, rinse, repeat.

 

Psychic Emperor (must have a boss with that specific name)

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Psychic Emperor

A Psychic-Type archetype that is counter based. The field spell is called Pax Imperio, it generates a counter (called an empire counter) per turn, and can expend counters to protect itself and negate attacks. It can also add empire counters from anywhere on the field to itself. When it is destroyed, it adds one of itself to your hand from the deck. The lower tier monsters all create empire counters when they are summoned, or when they leave the field. They gain effects based on the number of empire counters on the field. The upper tier monsters expend empire counters to fuel their effects, which can include anything from draw power and searching to field destruction. Also, they allow you to generate field counters by paying a LP cost. You cannot activate both counter generating and counter using effects in a  turn. Finally the boss monster is the Psychic Emperor. A Level 8 monster, he can be special summoned when there are eight empire counters on the field.  When he is summoned you gain LP for every Psychic type monster in the graveyard, and you can remove Empire counters to negate effects. 

 

Dwarf (Must incorporate LV monsters)

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Dwarf is a Level Up deck that trigger their effects when another Dwarf is normal summoned. They "level up" when battle damage is inflicted to your opponent, but the leveled up ones cannot attack directly. On the plus side though, any damage inflicted by battle is doubled. In order to level up, you need to first inflict damage to your opponent with a level 3 Dwarf. It then searches out a level 5 Dwarf that you can special summon by Tributing that level 3. When you normal summon another level 3, it searches out a level 8 that can then be summoned by Tributing the level 5(and is quick effect).

 

The Plague of...

Must be based on the biblical story of the plagues of Egypt.

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The Plague of

A set of Normal Spell Cards that, rather than being one-off effects, have a set length of time they're active- but, since they're Normal Spells, can't be stopped via MST. In other words, if your opponent doesn't negate them immediately, they're in for several turns of being cut off from their resources. In addition, each "Plague" can banish itself from the Graveyard to search another, so there's a definite possibility that your opponent can wind up completely locked and helpless for several turns if they don't have negation on hand.

 

Gravi-Wave (make it gravitationally themed, and include at least 2 ED Summon methods. Beyond that, go nuts)

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A mixed archetype of LIGHT and DARK Fiends named after famous physicists. They focus on forcing your opponent's monsters into defense position (applying heavy gravity to their side) and reducing DEF so that they can run your opponent's monsters over and activate their potent effects, which only activate when they destroy a defense position monster by battle. They swarm fairly well, and are mostly low-leveled. They have a few Tuners, but no Synchros to their name. Their boss is a contact fusion named after Isaac Newton, who can destroy a monster on the field for free, and if it was in defense position, you get extra benefits. In addition, when newton dies, you get the materials back in defense position (with their effects negated).

 

Sonatine (diminutive form of "sonata")

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