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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

Haunted Puppet

The true nightmare fuel archetype, Haunted Puppets don't look too bad at first glance: Level 5 self-Summoning Fiends that can jump out of the Graveyard on any turn except the turn they were sent there. A little dangerous, but not exactly game-ending as they have clauses restrictions their use as Fusion or Xyz Material to Fusion and Xyz monsters of their own archetype . . . which is where things get bad.

 

You see, Haunted Puppets have enough in-archetype Fusion cards to never run out, and they spam well enough to be recurring Fusion/Xyz Material. As for what they create . . . Terror Haunted Puppets, their Xyz monsters, have about as many members as there are HERO Fusions, and they can self-overlay Utopia/CDI style. Haunted Puppet Amalgamations, their Level 9 Fusions, are less immediately numerous but are absurdly powerful OTK enablers. And their final boss . . . Let's just say that Rank 9 Decks just became worth playing for "Terror Haunted Puppet Amalgamation: Mario Nette" alone.

 

Vision Walker

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Lavarachnid

 

An archetype of WIND Dinosaur-type pendulum monsters whose pictures are unique in that they are all slightly blurry (sue me, I know you were probably expecting FIRE Insects, but no :P).

 

The monsters like to keep their Grave empty for as long as possible because their consistency effects only work while you have no monsters in the Grave. However, when they get their first monsters in the Grave, watch out! They trade their consistency effects for heavy battle effects and are easily able to OTK. They have a lot of Grave manipulation and minor burn effects in their spell/trap support in order to inflict damage even while building up your resources.

 

Jolting Jouster

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An archetype of WATER Fiends named after famous Renaissance artists from outside Italy. They're gimmick is that they mill their Extra Deck to pay off effects, while the Extra Deck monsters (who are Xyzs) grant buffs when sent to the graveyard, and you can use them as material from the graveyard to summon the bigger Siren Artists Xyz monsters. The true bosses, however, are a pair of main deck Pendulum who wreck everything in sight, but require you to mill 5 cards from your extra deck to do so.

 

 

(of the) Hidden Watchers

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Hidden Watcher's is an interesting archetype that works similarly to Counter Fairy, except their counter traps cannot be negated. Each trap focuses on hindering your opponent's options by banishing cards from your opponent's hand face-down. They also negate the activation of spell/trap card effects, but little monster negation. The Watchers themselves are hand traps that can banish a monster on the battle step in order to prevent taking damage. They are then able to summon themselves from the graveyard, only to then return to hand to set a counter trap directly from your deck.

 

Steel Calvary

Must be a Beatdown archetype based on tanks.

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A Machine-type Archtype of Monsters focused on beatdown and aggression, adding Ballast Counters to themselves whenever they attack to deal damage with. Their Boss Monster is a Synchro Monster that can destroy the opponent's hand once per duel.

 

Sword in The

 

Must be a archetype of Spells and Traps

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Based on various swords used through history and in fiction, they focus on equipping themselves to whatever monsters on the field and otherwise offering various effects. The Trap Cards have a negative effect on their user (the monster who has the sword equipped to them), so they must take caution, lest they lose their LP or other forms of advantage.

 

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WKF

(I'll let you Google what this is)

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Based on various swords used through history and in fiction, they focus on equipping themselves to whatever monsters on the field and otherwise offering various effects. The Trap Cards have a negative effect on their user (the monster who has the sword equipped to them), so they must take caution, lest they lose their LP or other forms of advantage.

 

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WKF

(I'll let you Google what this is)

This is actually a good idea. I think I'll make some Sword in The cards.
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WKF are a series of Warrior-type WIND Monsters that focus on returning Equip Spells from the Graveyard to the hand to Equip them to themselves. There is also some WKF Spell cards that search for Equip Spells.

 

Deep-Fried Dragon

Those are delicious, especially smothered in chocolate and vanilla ice cream.

/skip

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Deep-Fried Dragon

A Dragon-Type archetype based on all manner of food, these tasty terrors specialize in making improvements on the gimmicks of several failed archetypes simultaneously. It all revolves around their Field Spell, Fryer Vat, which drops the stats of all your opponent's monsters and provides small bonuses to your own, with an added ability lifted from Raidraptor - Nest to search for and retrieve your sweet and salty monsters. The lower-Level monsters generally just swarm and send your opponent's cards back into their Deck when they're destroyed or Tributed. The bigger monsters take after Earthbound Immortals, being immune to everything so long as Fryer Vat is active, except they actually do work to protect Fryer Vat.

Essentially, they push your opponent's gamestate back as far as they possibly can and swoop in on the crippled, weak mess they likely are.

 

Shotrap

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Shotrap

Archetype of FIRE Fiend-Type monsters (all of which have 200 DEF), which trigger their effects in response to being "destroyed (either by battle or by card effect)". Some (if not all) can even activate their effects by destroying one another. They are a Synchro Summoning engine. They all have fair ATK, except for one Main Deck monster is the most vicious in ATK. And of course, they have no archetype Spell Cards; but a plentiful amount of Trap Cards.

 

Tenacious Gypsy

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A archtype of Level 2 DARK Spellcaster Monsters that rely on a Continuous  Spell called Crystal Ball of Mysteries. As long as this Spell is on the field, these low-Level Monsters can stay on the field and reveal cards from the opponent's hand. Their Boss Monster, the Fusion Monster Tenacious Gypsy of False Hope, can discard cards from your opponent's hand and also instantly activate a Crystal Ball of Mysteries from the hand if another Crystal Ball was destroyed.

 

Beepoleon (Its Bee + Napoleon if you're confused)

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A archtype of Level 2 DARK Spellcaster Monsters that rely on a Continuous  Spell called Crystal Ball of Mysteries. As long as this Spell is on the field, these low-Level Monsters can stay on the field and reveal cards from the opponent's hand. Their Boss Monster, the Fusion Monster Tenacious Gypsy of False Hope, can discard cards from your opponent's hand and also instantly activate a Crystal Ball of Mysteries from the hand if another Crystal Ball was destroyed.

 

Beepoleon (Its Bee + Napoleon if you're confused)

Bump.

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(It's not the end of the world if no one comments within an hour...)

 

Shinji.dek that isn't gimmicky as hell. 

 

Anyway, WIND Insects that swarm faster and hit harder than Shinji's current cardpool. Their support cards focus on suppression tactics and make sure the opponent cannot react when your monsters come out. So yeah, they're Synchro based. 

 

(Oh and Shinji, this is the wrong time for your revolt)

 

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Akatsuki of YCM

(And yes, I named it after a Naruto club from the distant past)

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Akatsuki of YCM

An archetype focused on one goal and one only: utterly trolling the current meta. They aren't particularly strong, but they don't need to be to be an effective lock. The monsters of this archetype are named after certain salty YCM members, and are the same Level as the member they're named after. Funnily enough, each member shuts down Decks that function similarly to the one they hate most. Spells and Traps are generally extra draw power or ways to SS the awkwardly high-Level monsters, or helping with the lock mechanics.

 

Delvision

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An archetype of Psychic excavators that use one of the weirdest mechanicsç shuffling into the deck face up. They excavate and if it's a monster, shuffle face-up (otherwise bottom of deck). when they come on the top of the deck face up, lots of things happen. Ss'ing, nontargeting removal, drawing, etc. They don't really need an extra deck, but a few synchros are possible. That, and they have a noice but boss monster in the main deck.

 

Tropicisle (I'm on Maui, sue me)

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Tropicisle are a pair of Pendulum WATER Psychic Monsters that focus on gaining Life Points through banishing Spell or Trap cards on your side of the field. They can become the Fusion Monster Twin-headed Tropicisle Turtle, which can banish 2 Spells on your side of the field to deal Effect Damage to your opponent.

 

Tengu Actor

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@Kitty: How are you enjoying your stay on Maui? (Note that I'm about 2-3 islands to the west of you)

 

Anyway....

 

Winged-Beast monsters that are themed after characters from Kabuki/Noh plays. They gain on control tactics and essentially prevent the opponent from gaining much card advantage; that is, if they can prevent themselves from being swept away via their own effects. But yes, Divine Wind of Mist Valley loves these guys to bits.

 

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YCMPD

 

(Named after some gimmick during the 2014 Halloween event; go bananas)

 

http://forum.yugiohcardmaker.net/topic/324201-ycmpd/page-3?do=findComment&comment=6501080 (for reference)

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(About to make a quick play spell called Police Brutality, then thinks better of it.)

 

How about this - an archetype of Warrior monsters that when normal summoned, send a monster from your opponent's side of the field to your hand. They are restricted to only being able to do this with monsters whose level is less than the summoned monster and with the same attribute (These requirements can be modified as needed). Their boss monster can be summoned from the hand, deck or graveyard when you have 3 or more of your opponent's monsters in your hand. Spells focus on getting them from the deck into the hand. Their field spell is called Maximum security prison, and it gives you one extra normal summon per turn. 

 

 

 

Now I want an Amurite archetype, and hopefully whoever takes this challenge will center them around trap monsters.

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Amurite

A Sea Serpent archetype designed entirely to screw with people: The monsters, like Artifacts, can be Set in Spell/Trap Zones . . . and like Phantom Knights, the Traps can be monsters once activated from the Graveyard. However, they're prone to atrocious loops: If the Traps are destroyed as monsters, they Set themselves back as Traps. If the monsters are destroyed as Traps, they Summon themselves. They're heavy on mind games, with a UA mechanic that allows Set and monster members to swap out from your hand whenever you damned well please, and each member is designed to utterly troll a specific setup (Synchro, Fusion, Xyz, Pendulum, no ED, or even mixed). No ED of their own, and their mirror matches are inherently frustrating because they don't designate which side of the field they swap from, meaning you can switch your opponent's Amurite for one of your own.

 

(That was fun.)

 

Shynxyz

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Shynxyz

 

A archtype of Light Fairy Monsters that focuses on Xyz Materials. The smaller Monsters focus on attaching themselves to the Xyz Monsters of this Archtype during the opponent's turn so they can use the effects to gain Life Points. The archtype has a lot of Support Spells, but no Traps.

 

Volt Satellite

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