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Archetype Game


Tinkerer

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Aromaiden is an archetype that gives you life points and rewards you for having higher life points than your opponent. They do this by having hand traps that negate your opponent's attack if it's on an "Aro" monster and then boosting your LP by 500. As for their extra deck, they have the following effect:

 

"If this card is in your graveyard: You can banish 1 "Aro" monster from your graveyard; Special Summon 1 "Aromaiden" XYZ monster from your extra deck, then immediately attach this card to it as XYZ material."

 

Next: LOSER

League of Super Evil Ruffians

Needs to incorporate all win conditions(LP, deck out, and alternate)

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LOSER

 

An archetype with monsters of modest stats that when summoned, generate counters, and when they die, you get to banish cards from the opponent's deck. They have a powerful field spell with an Endymion like effect. This field spell gains abilities depending on the number of counters on it. At three, it might give a small attack boost, and so on. When the Field Spell reaches a certain number of counters, you win the game. 

 

Sphinct

 

 

Edited because first attempt was rather bad. 

Edited by jackelgull
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LOSER

 

This archetype has a ritual boss monster for each win condition (For exodia, a boss monster with lots of draw power, for deck out,a monster with the ability to pay LP to make your opponent banish cards from their deck etc). Each ritual spell summons a specific boss and requires specific tributes (ie, the exodia helper boss would require Monster 1, 2 and 3, and can only be ritual summoned with those monsters), however, the ritual spells allow you to banish the monsters from the field or graveyard to ritual summon the bosses. 

 

Sphinct

That's not exactly what I meant by "alternate", but okay. /skip
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Sphinct

A WATER archetype all about cutting off options. Each one locks both players out of doing something specific, be it drawing, banishing, attacking, destroying, Summoning, activating a certain kind of effect, etc. The fun part? If your field is entirely full of "Sphinct" monsters, your opponent gets the option to cut their Deck and ED to 1 each to clear your field. Essentially, they get 1 turn to win or lose if you fill your field with "Sphinct" monsters . . . and help them if you got Necro Gardna or something in your Graveyard earlier.

 

Failure Reserve

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Failure Reserve

 

A group of Spell and Trap Cards that focus as anti-Machine Spells, being able to lock down their strategies and send their cards to the Banished Zone. There is also a Continuous Spell in this Archtype called Nanomachine Failure Reserve, which changes cards on the field into Machine-type Monsters every time you draw.

 

Butterflycula

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Butterflycula

DARK Insect-Types with a distinctly vampiric flavor. They're generally low-Level, with low stats and effects on the same wavelength of Vampires and standard Zombie support. But, uniting them is a very interesting clause: "Once per turn, during either player's turn, if this monster battles: You can negate the attack; decrease the opposing monster's ATK by [X], and increase this monster's ATK by the same amount." X, of course, changes from member to member, with the rare high-Level monsters taking as much as 1000, or even half, of the battled monster. They have no Traps, but their Spells (called "Butterflycula Cocoffins") activate in a manner similar to Destiny Board, or the Sarcophagi: Each one activates another named one straight from the Deck, and there are exactly 5. One pumps them up for every other active Cocoffin, three add different forms of protection, and the last gives all your insect vampires a Flame Wingman power up just to add some icing to the cake. There are a few other Spells, but you're mostly just going to use the Cocoffins.

 

Talwarden

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Talwar[den]

 

A bunch of Fiends which focus on swarm tactics into Xyzs, and also happen to be treated as Archfiends. The Talwar monsters of this archetype are Level 6 Normal monsters with ATK ranging from 2400 to 2600, with their lore mentioning them being imprisoned in a realm because of their great power, which brings us to the Talwarden bunch, their imprisoners. They focus on bringing out the Normal Fiend-Types with their spammy effects, and have the bonus of being treated as Normal Monsters in the grave, and can Level modulate. Generally effects trigger on Normal/Special Summon, which allows for D/D/D style Summon then Summon then Summon. Their Xyzs like destroying cards on either side of the field, and like to do so as costs wherever possible, and if they don't, they give plusses when cards you control are destroyed, no matter what way. Spells/Traps are scarce, but focus mainly on protection and additional swarming, and are quickplay or traps if anything.

 

Chazton

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Chazton

 

A mini-archetype of only 2 main deck thunder-type monsters, but a whopping 6 Fusion monsters using those 2 as material (think Super Robolady/yarou but with 4 more options).

 

Each of the 6 fusions are of differing attributes but they're all level 7. Each of the fusions have 3 effects: an on-summon effect (usually to progress your state), a continuous effect (usually to hinder the opponent), and an on-destruction effect (usually to recoup resources). These make them very powerful and versatile.

 

The 2 main deck monsters each have 2 effects apiece. They have 1 on-field effect that recovers stuff from the graveyard and a search effect when sent from the Hand to the Graveyard by any means.

 

They have very little else in the way of in-archetype stuff as they only have a single trap whose effect is a generic graveyard SS effect. However, it searches Polymerization when sent to the Graveyard, so it isn't completely out of place in the deck.

 

T-Rox/T-Rocks

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T-Rocks

A solid archetype of Rock-Type monsters that almost act like Dinosaur raw power Decks: while they're definitely not strong in their base states, having base stats more reminiscent of LoB Level 5 monsters on the high end, they each gain stat boosts for the number of Rock-Type monsters in the Graveyard. Naturally, to advance this, they have powerful battle effects and can self-mill for a lot of their support. What's exceptionally mind-boggling about them, though, is their method of advancement: they have a Field Spell that can banish 1 Spell from either player's Graveyard to let you Ritual Summon archetype Rituals once per turn. These Rituals might suffer from the same pitiful base ATK and DEF as the rest of the archetype, but they get ridiculous *fast* with their power-ups being on Dragon Master Knight levels of "you're screwed".

 

Iraediance (Irae, Latin for "Wrath", plus "Radiance").

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Essentially TheCrusades.dek, this powerful, all-LIGHT archetype lets you smite your opponent for lots of effect damage whenever an Iraediance monster attacks. To add to this, all of their support (save for one card) is focused on one of three things, if not more: battle effects, effect damage, and swarming/drawing. Their effect damage is incredibly powerful, and can end games very quickly if played right. However, there is one crippling weakness that the archetype has: if your opponent controls a LIGHT monster, no Iraediance monster can attack it or activate their effects, period. To help mitigate this, there's the aforementioned support card, which acts as a combination of Breakthrough Skill and DNA Surgery: it changes the Attribute of all of your opponent's monsters to whatever you want for a turn, and you can banish it from the grave to do it again.

 

Sunset (bonus points if you base it on the various "Sunset" cards in the Create-a-Card Thread, though it's by no means necessary)

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I would do something based on the Sunset cards, but I have no idea where they are (and not really inclined to search for them in the 60+ pages right now).

 

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Anyway...

 

Revolves around LIGHT and DARK monsters in a similar vein to Twilight (go make Chaos relevant again, kthxbai), but instead of banishing, they send stuff to the Graveyard to fuel their effects. Most of their monsters have a summoning condition that requires sending another of their kind from the Deck to the Graveyard on the initial (DARK sends LIGHT and vice versa), but they have great ways to recover their resources so you can keep using them again.

 

For the most part, they benefit off of having a certain number of monsters in the Graveyard (so mid/late-game, your opponent is very much screwed to all hell).

 

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Primal Origin

(No, I did not rip the name off of the last ZEXAL era pack)

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I'M DOING THIS ONE

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Primal Origin

An archetype of Dinosaur-type and Spellcaster-type monsters with several gimmicks. The Dinosaurs are Spirits who you can Normal Summon without tributing while the Spellcasters are capable of being special summoned from the hand and level matching.  However an archetypal Field spell must be up for this ( good thing they have no less than 4). They then proceed to go into Xyz and Ritual summons, who focus on swarming large amounts of themselves + any other Spirit monsters. They have two bosses: a Xyz who requires Ritual materials and a Ritual who needs Xyz tributes. In case they've their Extra Dec shutdown, they have a couple of traps to boost up the main deck monsters.

 

 

 

Cybear

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Cybear

Beasts and Machines that are of varying levels of mechanical bears. The weakest ones are Beasts, the stronger ones become increasingly mechanical looking until they're fully Machine-Type. Surprisingly, they lack an ED, but they have several varieties of in-archetype Main Deck bosses, including pastiches of Vennominon, Red-Eyes Darkness, and Grapha . . . with a clone of Megarock Dragon in case it's needed. As you can tell, they're heavily Grave-oriented, dumping themselves and others into the Graveyard, and with a massive focus on battle. However, their biggest boon is Cybear Cliffs, their Field Spell halfway between Toon Kingdom and Catapult Zone: dumping archetype members into the Graveyard to save ones on the field from being destroyed or targeted. Given the way they work, Macro Cosmos is all but required to take them down in any real hurry.

 

Starferno

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Troutfit

A Fish-Type Union Synchro Fusion archetype named after items of clothing, with Tuners getting names from smaller items like gloves and hats. Functionally, think Synchrons + Inzektors + Frightfurs- almost everything helps recycle cards from the Graveyard to make solid Synchros, and once you're done recycling you can banish things from your Graveyard to make Fusions. They're a stupid advantage engine, and a single Foolish Burial can set up a ten-minute turn that ends in a grossly overkill OTK. However, if they go first and/or can't get any of their stuff into the Graveyard, they're also ridiculously vulnerable, so it balances out.

 

AMPhithere (Amp, short for amplify, and Amphithere, a legless dragon/winged snake)

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A LIGHT/Dragon XYZ deck with a playstyle like Super Quantum, in that you can summon them with only 1 material. The XYZs allow this with their own summoning condition. As long as a dragon has a material attached to it, it is unaffected by card effects. In order to tempt you into detaching materials, the dragons can banish a card from your opponent's field, hand, or even the extra deck. They also sport an effect that allows them to attach themselves to other dragons.

 

Redcaps(base it off of the myth of the Redcaps, elves that live in abandoned castles and dungeons and bludgeon trespassers to death.)

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Redcap

A small group of low-Level DARK Fiends that base themselves around Field Spells. Specifically, they like their Field Spells in the Graveyard: each of them can SS themselves, gain effects, or even boost their stats depending on the number of Field Spells in the Graveyard, and a few benefit from having an active one. Generally speaking, they each have about three total effects: one that searches or benefits Field Spells, one that triggers based on the number of Fields in the Grave, and some variety of battle clause.

 

So what makes Redcaps that important, besides having multiple in-archetype Fields? Some of them do weird things in the Battle Phase, like direct or multi-attack, but there are a couple that can attack from your hand. By technicality, this makes them great in a Malefic Deck- the hand attackers don't have to abide by the Malefics' selfish battle clause, and their multiple Fields guarantee that you won't run out when your opponent tries to pop them.

 

Algorhythm (Algorithm + Rhythm)

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Algorhythm

You guys like mind games? If you do, you'll enjoy these dudes. An archetype of Psychic, Fairy and Pyro-types (all are DARK, LIGHT or EARTH) who guess the number of cards the number of cards effects your opponent will use, or the number of times they summon. What happens is, during the stand-by phase the effect "Declare x number if your opponent summons x number of monster/attacks x number of times/ sets x number of cards/ etc by the end phase, then y effect activates" Y effect here tends to be rather powerful, but are tempered as your opponent can play around them. They hybridise with other decks easily enough, so mirror matches just got a lot more interesting. Their extra deck monsters (they have every extra deck type) have Great Shogun Shien-like limiting effects.

 

Century's Rebels

(Props to anyone who figures where this comes from)

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Sorry

 

Archetype of EARTH Warrior-Type monsters. They focus primarily on adding cards of their archetype (whether it be Spell/Trap Cards, Monsters, ect.), from their Deck to the hand. Their higher Level monsters boast solid, if not high ATK. They also each cone with their own protection effect. Their Extra Deck monsters are Fusion Monsters.

 

Spectral Witch

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Xeon Warriors

 

A set of Thunder-type monsters with various attributes and pictures of cyborg soldiers with unconventional weaponry charged with (or made from) electricity whose color is based on the card's Attribute.

 

They specialize in "Charging" themselves before releasing enormous amounts of power in differing forms. However, their "Charging" isn't based on Counters, but on cards under the monster (akin to Xyz material. It's even referred to as material). While "charged" with cards, they are invincible in battle, but deal no damage, so they tend to become fairly annoying.

 

Their Spells are all quick-play and they all have to do with the "Charging" mechanic in some way, from adding material to a Xeon Warrior from the Grave, to burning based on material under a Xeon Warrior, to swapping a Xeon Warrior with a companion that's used as material. Their Traps tend to focus more on detaching material for power plays and boosts in consistency/spam. It also means that the traps tend to be completely useless without a Xeon or an Xyz monster on the field.

 

Funnily enough, the Xeons don't actually have their own Xyz monster, but one of their Traps allows a detach 2 from a Xeon to XYZ Summon a monster with the same Rank as the detached Xeon, using it as material.

 

Smearing

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Smearing

An EARTH Aqua archetype of living paint, designed around being irritating. Their strategy combines Venom, hand traps, and Rock Stun: They're kinda high-Level and hard to Normal Summon, but they SS from the hand to insta-negate effects, attacks, or just damage in general. Once on the field, they get weaker OPT versions of their hand Trap effects while their Field Spell goes to work whittling down your opponent's monsters' stats. As a whole, they're incapable of destroying a monster by battle, but most do piercing in case your opponent sticks a monster in Defense. They even have an Aqua Vennominon, who functions almost identically except for having even more stun.

 

Herpenthes

(Herpet-, the root word meaning "snake", and Nepenthes, the scientific name for a pitcher plant. If you can somehow believably involve both Reptiles and Plants you'll get a rep, if you make it so that an archetype Elder Entity-like monster can exist I will thank you)

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