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A Pair of Boss Monsters that are based off of phoenixes and metal. The first of these, Soulsilver Phoenix Ohho is a Rank 4 Xyz that Overlays itself from Winged-Beast Monsters, and can prevent its destruction by banishing 1 Material. The other, Soulsilver Phoenix Aigul, Xyz Summons itself by Overlaying Ohho, and can do this, AND can destroy all Spells on the Field bt banishing itself.

 

Pumpkin Soilder

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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

DARK Plant-Type monsters that are kind of related to Pumpking, but at the same time, not really. Anyway, they focus on Rank 3 swarm plays and have their own in-Archetype Xyz Universe to become even larger. So yes, imagine that Halloween came really early.

 

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Ookami

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An archetype of beast-warrior-type wolf-people. They focus on dealing exactly 800 damage at a time, no more, no less. They have quite ludicrous effects for their level, but they are all triggered when 800 damage is dealt to a player so they tend to be justified. Their bosses are XYZ monsters.

 

Their whole activation conditions might be problematic, except their field spell limits all higher damage down to 800 at a time and they have lots of other spells/traps that burn yourself for nice advantage-building effects. They do not have any in-archetype cards that burn the opponent for 800 though.

 

Sinful Sanctuary

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Sinful Sanctuary

A haven of vice, this archetype of Level 11 0/0 Fiends would almost be too absurd to play: all archetype monsters have the Ra problem, compounded with the Earthbound Immortal problem. They're literally impossible to remove as long as there is an active Field Spell, and while each has one or two ways to protect Fields they require 3 Tributes and absolutely must be Normal Summoned. However, it's their Field Spell, Sinful Sanctuary, that makes it all worthwhile: It makes all monsters that require 3 Tributes to Normal Summon require none at all, and increases the ATK and DEF of all monsters with 0 original ATK and DEF by the combined ATK and DEF of all other monsters on the field and Graveyard. Not only that, Sinful Sanctuary forces any cards added to a player's hand by card effects to be banished, and makes all optional effects mandatory. Have fun.

 

Grutty

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Grutty

A bunch of EARTH Aqua-Types which focus on tributing to Summon themselves, with levels ranging all the way up to 8. But hey, they don't just stop at your monsters, they also like messing with your opponent's monsters, and some of the more powerful effects even Tribute S/T, althought a lot is required. After they're out, they mainly focus on locking down your opponent by slowing down their play a lot, either by Lose 1 Turn-esque effects or even forcing them to Set Spells before activating them. No Extra Deck, sadly, but they gains some boosts if your opponent decides to use one, and you get to Tribute those cards.

 

Giga-

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Giga-

Giga- monsters are amped up versions of random lvl 5-8 normal monster, who focus on generic, but powerful, Normal monster support. These effects include avoiding destruction, searching, even double battle damage... They also have Giga- Equip spells to equip to other Normal monster to give powerful effects based off popular Xyz monsters, replacing detach with banishing the equip spell or shuffling a Normal monster back into the deck to activate the effects. They do tend to hate on banishing, as all of them become Imperial Iron Wall if you control three or more Normal monsters. 

 

Ritual Tuning

(Make it based around a card that lets you simultaneously perform a Ritual Summon and a Synchro Summon)

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Ritual Tuning

A relatively small archetype of Beast-Warriors, with a really interesting focus- most of the monsters in general help search or even Tour Guide "Platypeins, the Ritual Tuning Child". That one monster is a Level 3 Tuner and a Manju on-Special Summon rolled into one, plus an ability like that of Edge-Imp Sabres. In addition, they have two Ritual Spells that give you ways to simultaneously Ritual and Synchro Summon. In fact, Ritual Tuning makes Ritual monsters faster than even Nekroz, which is great because their Synchros are rather difficult to make without using a Ritual monster in a pure RT Deck because all their Tuners are exactly Level 3, their Ritual monsters are either Level 5 or 7, and their Synchros are Levels 8 and 10. In general, think of these guys like Nekroz, Fluffal, and Synchron/Warrior rolled into one.

 

Printree

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A archtype of Plant-type Monsters based off of wooden printing presses that focus on drawing through Pendulum Summoning. The Pendulum Monsters can only Pendulum Summon Printree Monsters, and have Drawing Capabilites, and the higher-level Monsters are capable of Summoning a Pendulum Monster on the field from the Extra Deck when the Pendulum Monster is destroyed in the Pendulum Zone. There are also Printree Xyz Monsters that gain 300 Attack for every Printree Pendulum Monster in the Extra Deck, and they can pay 1 Xyz Material to shuffle your hand into the Deck and draw as many cards as you shuffled into the Deck.

 

Magma Surgeon

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Archetype of Plant-Type monsters that focus on Summoning Tokens. Think Phantom Beastcraft, but far more competitive and competent. They don't have the best ATK (the Main Deck monsters), but they have good DEF, and good effects to compensate for their low ATK. A few of them even double as hand traps. They also have one Fusion monster.

 

funk.

 

Archetype of FIRE Pyro-Type monsters. They focus on destroying cards your opponent controls. They are also an XYZ Summoning engine.

 

Marionette

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A Zombie and Spellcaster archtype of puppets and puppetmasters that focus on Locking the Opponent's Monsters. The Zombie-type Marionette Puppet Monsters can banish themselves to prevent Spells, Traps, or Monster Effects from activating untill the end of the turn, and the Spellcaster Monsters can use Spell Counters gained by the effects of the Zombie-type Monsters to revive the Zombie-type Monsters from the Banished Zone.

 

Winter Wing

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Archetype of WATER Winged-Beast-Type monsters. They focus primarily on activating their effects during the Battle Phase, so this means each has a hand trap effect. They can also Special Summon fairly easy, and each one is Level 3. Their Xyz Monsters are no small thing either. Unlike most Xyz Monsters, these actually have effects that can protect them thus keeping them on the field longer.

 

Herr der Drachen (Lord of Dragon)

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You called?

 

Herr der Drachen

A very abusive, lightning archetype of Dragons. Nine times out of ten, you will win in the first three turns. Their strategy is an immense blitz, throwing all their resources at their opponent, milling themselves and making monsters of every Type (Effect, Pendulum, Ritual, Fusion, Synchro, Xyz) in massive numbers with huge stat boosts to obliterate your opponent. Their offensive efforts are absolutely overwhelming, managing to out-OTK things like Kozmo and Deskbots. The problem lies with how quickly they run through their resources- any Duel that extends beyond four or five turns is a losing effort for these powerful monstrosities.

 

Kintsukuroi (a Japanese term referring to fixing broken objects with gold, and appreciating them more for having been broken)

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Kintsukuroi

 

An archetype of Rock-type monsters of different attributes who all resemble slightly crumbled statues.

 

They all have 0/0 stats and have the same 2 initial effects: "If a monster is Summoned, it loses 500 ATK/DEF and this card gains 500 ATK/DEF. Monsters cannot activate effects the turn they are summoned". They all also have 1 other effect that can only be activated when their ATK or DEF reaches 2000+.

 

Their backrow consists mostly of continuous traps resembling more statues that provide floodgate effects and stat boosts. They only have 1 spell and it is used to bring out their boss monster through destroying any number of Kintsukuroi cards on the field. However, if they cannot bring out their boss, they can go into one of their rank 3 XYZs instead with even more potent stat-sapping, floodgate effects.

 

 

Jagged

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Archetype of EARTH monsters. They each have an effect that inflicts damage to your opponent when they're attacked or attack. They also Summon fairly easily. Their Spell Cards focus on manipulating their ATK and DEF. Their Trap Cards focus solely on impeding your opponent. Their Extra Deck monsters are Fusion Monsters, all of which are Summoned like Ritual Beast monsters. And the Fusion Monsters are guaranteed to have solid ATK and DEF. However, they also protect "Jagged" cards from all sorts of stuff.

 

Cookie Kingdom

You called?

 

Perfect.

Herr der Drachen

A very abusive, lightning archetype of Dragons. Nine times out of ten, you will win in the first three turns. Their strategy is an immense blitz, throwing all their resources at their opponent, milling themselves and making monsters of every Type (Effect, Pendulum, Ritual, Fusion, Synchro, Xyz) in massive numbers with huge stat boosts to obliterate your opponent. Their offensive efforts are absolutely overwhelming, managing to out-OTK things like Kozmo and Deskbots. The problem lies with how quickly they run through their resources- any Duel that extends beyond four or five turns is a losing effort for these powerful monstrosities.

 

So a blitzkrieg?
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Precisely, Nyx. A "lightning war", or blitzkrieg.

 

Cookie Kingdom

A sweet little archetype focused primarily around boosting your own Life Points and Synchro Summoning. All of the Main Deck monsters are Tuners, with effects similar to Dandylion in addition to ways to increase your own Life Points. These crumbling little cookies don't have very much going for them in the way of stats . . . at least, until you get to their Extra Deck and meet their Synchros. These "Cookie Kingdom Nobility" monsters are named after various "sandwich cookies" (Oreos, Milanos, etc) and have powerful effects that trigger when your LP is higher than your opponent's, similar to Aromages. Each of the Synchro monsters also has a secondary effect to help the Main Deck do its thing, be it an inverse Dark Room of Nightmare, Token protection/Tributing effects, retrieval, or even discards to get Tokens to appear from nowhere. Their S/T support focuses on continuous "Cookie Shops", with ways to search, revive, retrieve, and protect your Cookie Kingdom monsters.

 

Dandao (a variety of broad, single-edged sword. Straddles the line of "short sword")

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Precisely, Nyx. A "lightning war", or blitzkrieg.

https://www.youtube.com/watch?v=M0Wc1qlne1I

 

Anywho:

 

Archetype Union Pendulum Rock-Type monsters. They focus on equipping to each other to gain effects or stat bonuses, such as 1000 ATK. They have Extra Deck monsters of all kind; Xyz, Synchro, Fusion, ect. They each also have an effect that triggers when they destroy a monster by battle or inflict Battle Damage. Their Equip Spell Cards are not just petty bonuses, either. When activated, you can Special Summon 1 "Dandao" monster from your hand, Graveyard, ect.

 

Next:

 

Lovelie

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^Mine. Mine mine mine. I'll work together with someone on them, but I WANT TO DO THAT ONE.

 

Lovelie

A very sneaky archetype of Psychics that "choose" (but do not target) one of your opponent's monsters each, and lock down that monster in some way. And, if the monster they "choose" would survive something that would kill them . . . they are taken to your field to rage against your opponent for taking away their love interest. No in-archetype Extra Deck, but you don't really need one.

 

Circephalopod ("Circe", a witch in Greek mythology who turned men into pigs, and "Cephalopod", the subgroup octopi and squids belong to)

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A archtype of Spellcaster Pendulum Monsters based off of humanoid octopi witches that are able to debuff your opponent's Extra Deck Monsters when they are Special Summoned by permanently lowering their Attack by 100 times their Level or Rank. Each Monster focuses on a different Special Summon though, and the main Pendulum Zone Monsters are capable of fusing up the hard to Fusion Summon Fusion Pendulum Circephalopod Circe Archive, which can take control of all Synchro and Xyz Monsters untill the end of your turn when Fusion Summoned.

 

Fūjin Rocker (Must be Synchro-Based)

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Fūjin Rocker

WIND Fiends which have two focuses: giving both players ridiculous hand sizes, and Synchro Summoning. Generally speaking, the Tuners each have effects which bounce or grant both players draws, and the non-Tuners increase your and your opponent's maximum hand size if certain conditions are met. Why? Because their powerful Synchros punish your opponent for having cards at all in their hand, let alone a large number of them. This archetype also completely shuts down hand traps, so if you needed Honest, Veiler, Battle Fader, or any of the Maxx monsters for anything . . . too bad. Their Synchros aren't too hard to Summon for the most part, requiring WIND and/or Fiend-Type mats, making Resonators or Speedroids able to bring out their bosses decently . . . except for 3.

One is like Trish, requiring exactly 3 mats.

One is like Crystal Wing, explicitly requiring its non-Tuner(s) be a Synchro . . .

And the third is both, requiring exactly 2 Tuners and exactly 1 Synchro.

 

Amazoni ("Amazon" + "Oni", Japanese equivalents to monsters/demons, specifically trolls)

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An archetype of Beast-Warriors that act as a sort of evil counterpart to Amazonesses. They're all DARK, and their effects are generally focused on Damage Step shenanigans, running the gamut from gaining ATK to bouncing, a la Grand Mole, to even wiping your opponent's field. They have exactly one non-monster card, that being a Trap that gives all your Amazonis immunity to battle destruction during the Damage Step, which can be useful in triggering some of the smaller monsters' effects, since the little monsters usually have effects that they can shift to other Amazonis for a cost, but they must have battled at least one monster to be able to transfer their effect. They have some decent Xyz and Synchro plays, but no Tuners to their name.

 

The Twelve Kings (Bonus points if you theme it after the kings who fought in the Battle of Qarqar [though there are only 11 who actually fought on one side; the twelfth was their opponent, Shalmaneser III]).

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The Twelve Kings

 

A series of Light Fairy Xyz Monsters of Ranks 1-12 based off of the Kings who fought in the Battle of Qarqar. They are focused on dealing Burn Damage through their Rank-Up Spell: Rank-Up Force: Twelve King's Force, by ranking up their Xyz Monsters by banishing cards in your hand. If you Rank-Up to the Rank Twelve The Twelve King's Traitor, you win the duel.

 

Kitsune Pioneer

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Kitsune Pioneer

 

A group of level 1-2 DARK beast-type monsters. They are very anti-search and instead subvert their own effects by being a mill-based deck that has great recovery abilities.

 

They have fusion-based bosses who are all really high in level & ATK/DEF strength. However, each boss requires at least 3 fusion materials which is why all their Spells have an effect that returns them and all required materials from the Graveyard to the Deck to fusion summon.

 

Lavalizard (note: these are considered Lavals)

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Lavalizard

 

A group of Laval Fusion Boss Monsters that can destroy or send to the deck "Laval" Cards on the field to remove Pendulum Zone Monsters and sending them to the deck. They can also equip "Laval" Cards to themselves once per turn to increase their attack by a quarter of the equipped monster's attack.

 

Soccer Beetle

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An archetype of insect type monsters with three subgroups of monsters.

First are the forwards. These monsters special summon easily, have high attack and can attack directly, but after a successful direct attack they are sent to the graveyard.

Then there are the midfielders. These guys have effects that benefit your monsters. They can revive forwards, search for others in the archetype, and recycle. 

Finally there are the defense. These guys protect themselves, negate, have high defense and are the only targets your opponent's monsters can attack. 

 

Ayyubid (Bonus points if one of their monsters is the Mameluke, and their boss hero is Saladin)

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Here's a tip: don't go for lesser-known groups in history for archetypes. They stall the game, because no one is willing to Google.

 

Ayyubid

An archetype of EARTH Warriors, mostly focused around defense. With a combination of high DEF and protection effects, they're hard to get rid of, if admittedly only able to inflict chipping damage with their low ATK. In addition, they each have the same effect as "Little-Winguard", allowing them to attack on your turn and then hide in Defense Position during your opponent's. When all you have is a Main Deck, "Ayyubid Mamluk" is your best option: it gains ATK equal to the combined DEF of all other EARTH Warriors you control, so it's absolutely brutal to fight. However, various Ayyubid Fusions exist, each requiring Mamluk and a specific Level gate of Ayyubid ("Ayyubid Mamluk" + 1 Level 3 or higher "Ayyubid" monster), culminating in "Ayyubid Sultan Saladin", which pretty much requires 2 copies of Mamluk unless you're willing to give up a Fusion. Each of the Fusions have some form of protection, the standard Ayyubid effect, Mamluk's bonus effect, and an additional effect that makes them increasingly frightening in battle, culminating in Saladin having an Armades clause and double-attacking. They have a good number of archetype Fusion Spells, all of which can banish themselves for on-field Fusions.

 

Sealer Mage

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