Jump to content

Recommended Posts

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.

Funnily enough, I knew that bit of history fairly well thanks to Age of Empires II and my follow-up curiosity. I just happen to be lazy. XD

 

Sealer Mage

 

A group of level 1 DARK Spellcaster monsters that tend to be very annoying.  When they're summoned, they target a specific card (monster zone, spell/trap zone, hand, graveyard, etc.), seal its usage, and then gain abilities depending on what they targeted.  What makes them so annoying though is whatever fate happens to them happens to the card they sealed as well so that if they are destroyed, the other is destroyed, if banished, the other is banished, etc.  However, the same happens to the Sealer Mage if the other card is destroyed/banished/spun/etc. first.  Ultimately, they are a mini-archetype that focuses on stun, but have no in-archetype methods of really pushing for game, but they have 1 continuous spell that helps boost their consistency.

 

Soloso

Link to post
Share on other sites
  • Replies 2.3k
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Popular Posts

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

Soloso

A LIGHT Beast-Type archetype of bears with a definite Sun theme. Interestingly, they use Geminis and a heavy amount of high-power Normal monsters, plus a minor focus on Tribute Summoning. They use a large amount of "Solar River" Continuous Spells, which buff Normal monsters, provide bonuses when you Summon a Normal monster, and make it difficult for non-Normal monsters to function properly. Their Gemini effects are used basically as last resorts, because while in that state they gain no benefits, and indeed are actively harmed, by the "Solar River" cards- which is precisely why there is a specific card in the Deck used to revert Gemini monsters into Normal monsters. Also, Normal Fusions and Synchros, because they can.

 

Triclaw

Link to post
Share on other sites

Archetype of Beast-Type monsters whose boss monsters are capable enough to attack three times during each Battle Phase. However, the catch is that the bosses require a sizable effort to bring out OR their stats are decidedly average to counterbalance for that fact. However, their support cards help to alleviate the summoning conditions and makes them even stronger. 

 

So in a way, if you can't keep a consistent amount of monster walls up / backrow, you might as well say "gg" already. 

 

------

Eternal Moon

(In light of Pokémon Sun & Moon)

Link to post
Share on other sites

Meet the newest Lunalights *shot*

 

These thingy-dos are a neat archetype that love ritual summoning, but with a twist: You can't use a monster with an Attribute as a Tribute. As such, they have effects that allow them to be considered Attribute-less while on the field, and a sprinkle of swarming effects. Not only that, but they are archetype hate incarnate. They negate any card's effect that lists a card's partial name in the text (which is probably gonna be an OCG nightmare but whatever). Since they hate archetypes so much, they make sure to boost the things of Attribute-less monsters. 

 

Have fun with that mess, folks.

 

Fakid (Fake+Kid?)

Link to post
Share on other sites

Fakid

You want to see how evil an archetype can be? Fakid monsters are Level 10 monsters, with very high stats . . . that treat themselves as Level 1, and 0/0, in your hand, Deck, and Graveyard. Their only restrictions are that they can't be Normal Summoned, and that if you draw one during your Draw Phase it is immediately discarded, and you draw again. They represent every Attribute and Type, so you don't even need too much work to tech one . . . just a lot of luck not to topdeck it.

 

Righteous Blade

Link to post
Share on other sites

Archetype of LIGHT Warrior-Type monsters. Kind of a parallel to Phantom Knights. They are LIGHT Warrior-Type monsters that specialize as a Synchro Summoning engine. And if that wasn't blatant enough, some of them even have "Cannot be used as an Xyz Material for an Xyz Summon" in their text. They also have more Spell Cards than Trap Cards, and activate their effects to return them from being banished to the Graveyard (kind of a reverse of how Phantom Knights activate theirs).

 

Insincere Huntress

Link to post
Share on other sites

A group of DARK Warrior-type Xyz Monsters that focus on boosting all Warrior Monsters on the field, but only if they detach an Xyz Material every turn. There is various support for this group that adds Xyz Materials that are detached back onto the Xyz Monster by paying Life Points.

 

Olympus Company

Link to post
Share on other sites

Olympus Company

An interesting group of monsters. Similar to how Kozmo rips Star Wars off thematically, these guys borrow a lot from the Percy Jackson series of books, but combine them with steampunk and Gothic themes. This archetypes focus on activating "Olympus Order" spell cards. They provide minor buffs, but if certain conditions are mrt after they've been in the graveyard for x number of turns, then quite powerful effects go off, with the most powerful making all your monsters untargetable, Ancient Gear Golem-like effect and multiple attacks. The top monsters are Pendulums who focus on speeding up "Olympus Orders" and swarming to go for a OTK.

 

Centaur Centurion

Link to post
Share on other sites

Olympus Company

An interesting group of monsters. Similar to how Kozmo rips Star Wars off thematically, these guys borrow a lot from the Percy Jackson series of books, but combine them with steampunk and Gothic themes. This archetypes focus on activating "Olympus Order" spell cards. They provide minor buffs, but if certain conditions are mrt after they've been in the graveyard for x number of turns, then quite powerful effects go off, with the most powerful making all your monsters untargetable, Ancient Gear Golem-like effect and multiple attacks. The top monsters are Pendulums who focus on speeding up "Olympus Orders" and swarming to go for a OTK.

Centaur Centurion

Bump
Link to post
Share on other sites

If you're going to push this thread up, at least provide an answer to the prompt.

 

Anyway....

 

Beast-Warriors named after certain constellations in the galaxy. They have a cycling pattern, returning themselves to the hand or Deck, then Special Summoning another member from the same place and triggering certain effects. Obviously, the members are centaurs but consider them as a hybrid of Roman soldiers and regular centaurs. Ah yes, and they're Level 4 so you shouldn't have an excuse for why you couldn't get one out. 

 

-----

2499

 

(Yes, this is a generic name [and not some ripoff of the DP format that is 400 lower]. Get creative with this, but know what you're doing)

Link to post
Share on other sites

2499

An archetype made of those who live in our spacefaring future, composed of three component mini-archetypes. "Patrol of 2499" monsters are Warrior-Type, middling Levels, and designed for lockbreaking and blunt-force not dealing with dickery. "Criminal of 2499" monsters are low-Level Psychic-Types, and put up mild locks that can unfortunately stack, making them difficult to deal with in large numbers but generally meh alone. Lastly are the "Architect of 2499" Spellcasters, which are a high-Level swarming OTK subgroup. Essentially, their designs are very Rock/Paper/Scissors against one another: Criminals beat Architects, Architects beat Patrols, and Patrols beat Criminals. The atrocious part? Nothing is stopping you from running all 3 except some problems with bricking, as one can't Normal Summon 2499 monsters, instead resorting to their Special Summon methods, and most of the ones that have easy SS methods are sadly the weakest members of their subgroup.

 

PYX - Night

Link to post
Share on other sites

Archetype of DARK Fairy-Type monsters. They don't have a specific Level; so for the most part, Xyz plays are out of the question. The Main Deck monsters activate their effects by banishing the top cards of your Deck. They also have fair ATK and DEF. The Spell/Trap Cards (well, most at least) activate their effects by shuffling banished "PYX - Night" cards into your Deck. They also have Synchro Monsters and Fusion Monsters that help recover banished "PYX - Night" cards.

 

Bandit Brotherhood (Do not base it off Brotherhood of the Fire Fist)

Link to post
Share on other sites

Bandit Brotherhood is an archetype that steals your opponent's life points. As yours increase, your opponent's decreases. They do this by having normal spells that summon them from your deck and on-summon effects that give you life points. They then have a field spell and a few monsters that inflict damage to your opponent as you gain LP. To keep it interesting, they also have a deck-out strategy by having high rank XYZs that can banish cards from your opponent's deck face-down.

 

Forgotten HERO

Link to post
Share on other sites

Forgotten HERO

The latest addition to the HERO mishmash. These HERO monsters are based on mythological heroes from multiple mythos, and their main draw is their rather unique mechanic: they can all SS themselves from your hand or Graveyard by banishing another HERO, and it isn't required. In addition, when they're destroyed, you recoup banished HEROs. However, that's where the fun ends. Like Monarchs, they're relatively big beaters with on-Summon effects, but that's about it. They do have their own Fusions, but all things said they just act like bigger versions of Main Deck Forgotten HEROs. Not very interesting, but straightforward and strong.

 

Bankshot

Link to post
Share on other sites

Bankshot

 

A series of basketball-themed Equip Spell Cards that support U.A by giving them various benefits when activating effects, such as having a extra Draw Phase, attacking twice, or destroying the Equip Spell to attack directly with half damage.

 

Glepnir Wyvern

Link to post
Share on other sites

Glepnir Wyvern

An archetype of Wyrm-type Spirit monsters, they focus on making pure spirits deck possible. Their monsters are all generic Spirit support, while the spell and traps have additional effects when you control a buch of spirit monsters . These guys really hate on Special Summoning, as they can all limit it like it Winda if their returned to the hand with another sprit monster during the end phase. They are weak to OTK as their fields are bare during your opponents turn, do they can banish themselves from the graveyard to normal summon from their hand during the opponent's. They have 3 aces, each who blocks 2 different types of summoning: Ritual and Fusion, Xyz and Pendulum, Synchro and Tribute.

 

Sorcery Hydra

Link to post
Share on other sites

A group of level 4 DARK Reptile-type monsters with 1000/0 stats. They all have 1 common gimmick: If they're added to the hand through any means except drawing, you can Special Summon them. As such, they are generally a huge R4 deck. They also tend to have "generic goodstuff" effects much like Lightsworn.

 

Their Spell/Trap lineup is also fairly simple with their most prominent card being being a trade-in clone that ditches a Sorcery Hydra in your Hand/on Field to ADD the top 2 cards from your Deck to your Hand.

 

Their Extra Deck monsters are 2 rank 4 XYZs and 1 rank up rank 5 that has a turn skip effect if you have enough material.

 

Glacier Beast

Link to post
Share on other sites

Glacier Beast

A group of Aqua-Type monsters, made up of ice statues of animals. Every archetype member can float into another Glacier Beast in your hand on destruction, which makes baiting your opponent a major strategy. Uniting all Glacier Beasts is their DEF always being exactly 300 higher than their ATK, but some of them are still good beatsticks anyway. They are exclusively Level 3 Tuners and Level 4 non-Tuners, naturally with Synchro 7 and 11 bosses. However, they also have archetype-restricted equivalents to Lavalval Chain, Daigusto Emeral, and King of the Feral Imps in a limited pool of Rank 3 and 4 Xyz. Why Grave dumping? Because, if you already control a Glacier Beast, most members can SS themselves or others from the Graveyard.

In other words, they're their own toolbox, that are designed to outlast the opponent, and take advantage of moments of weakness.

 

Magitek Gauntlet

Link to post
Share on other sites

Magitek Gauntlet is an archetype consisted of Level 4 Machine-Type union monsters, each monsters can summon itself from hand or grave when the owner activates a Spell Card and can be equipped to any monster to give unique boost to the equipped monster and can only be unequipped during the turn the owner activate a spell card

 

Performavile

  • Like 1
Link to post
Share on other sites

Let's call this one "eM", shall we?

 

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

Think of Yuya and Dennis's monsters, but a hell of a lot worse. These guys are Level 4 corrupted versions of themselves (think monsters that look like the Joker from Batman and/or zombie animals). Much like the EMEm deck that drew ire from all over the world, they specialize in heavy Rank 4 spam (and subsequent evolutions) and otherwise generate more advantage per turn than they deserve to make. They build on repeated Pendulum Summons but also some degree of Tribute Summoning, similar to how Qliphorts run. (And no, they don't have an equivalent of Killer.)

 

tl;dr, think of EMEm/PePe/Dracoslayers gone to the extreme dark side with Vector leading the way.

 

----

Flare Diva

  • Like 1
Link to post
Share on other sites

Archetype of FIRE Fairy-Type monsters. They each have a Normal Summon effect. However, if your Life Points are lower than your opponent's, they also have an additional effect you can use. As for Spell Cards, they're mostly used to Special Summon or add them. For Trap Cards, thry have at least two Counter Trap Cards; one that negates Spell, Trap, and Effect Monster Effects, and one that negates Summons (though, both of these at a cost). All their Extra Deck monsters contain an effect that does something to the destroyed monster instead of sending it to the Graveyard (banish, shuffle into the Deck, ect.).

 

Sorrowful Angel

Link to post
Share on other sites

Sorrowful Angel

 

A DARK Fairy archtype of Pendulum Monsters that focus on using the Pendulum Zone Monster to Ritual Summon Ritual Pendulum Monsters that activate special effects when Pendulum Summoned. The weaker monsters focus on adding Ritual Monsters to the hand and can tribute itself to destroy a Special Summoned Monster, while the stronger ones are able to Ritual Summon when in the Pendulum by using materials on the field. The Boss Monster, the Ritual Pendulum Monster Weeping Queen of Sorrowful Angels, is capable of destroying all Spell and Trap Cards when Pendulum Summoned and by paying with a 500 Life Point cost.

 

Masterpiece Golem

Link to post
Share on other sites

An archetype based entirely around a single level 3 Rock DARK Normal monster named "Exod, the Masterpiece Golem" with 1000/1000 stats. The rest of the monsters are level 1 Rock type monsters that can equip themselves to Exod. As long as those pieces are on the field (in any way), they provide 1000 point ATK boosts to Exod, as well as protection/offensive effects.

 

Their spells and traps are very much consistency boosters and all have a secondary ability to move Exod from one location to another. Their best spell, however, is called "Contract with the Golem Lord". It is an unnegatable spell (a la Super Poly), and it summons Exod and equips it with exactly 5 monsters from the Graveyard, making it nigh unstoppable.

 

Gifting Giant

Link to post
Share on other sites

[spoiler=Damn ninja]

Masterpiece Golem

Rock-Type monsters with a naming scheme based on important pieces of art, and a heavy stun focus. Members based on paintings are all Level 2 Tuners and work very interestingly: hand traps that can't be Normal Summoned, and instead have to be Summoned by negating a certain card or action (Summons, Spells, Traps, as well as attacks and the activations of other hand traps). The sculpture members are their non-Tuners, with effects that activate when they attack to lock down your opponent by sending stuff back to their hand or Deck, with them having the final goal between them of a glorified Yata lock by shutting them out of all their resources. However, they're stupidly slow, so you have to plan out everything in advance.

 

 

 

Gifting Giant

An archetype of huge, high-Level beaters that can SS themselves at no cost to you . . . unless you count giving your opponent massive advantage as a cost. All of them give your opponent extra draw power and/or more Life Points than they have ATK on Summon, and some even give your opponent a free Summon from their hand or Graveyard. They're definitely not an OTK archetype . . . They're a 2TK archetype.

 

Aromaiden (be clear that this WILL add to the Aroma archetype)

Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

×
×
  • Create New...