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Archetype Game


Tinkerer

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Archetype of Plant and Reptile-Type monsters. Unlike most Plant and Reptile-Type archetypes, this one has the most consistency. And they're no pushovers when it comes to ATK. Their Extra Deck monsters cannot be targeted by card effects. Aside from their consistency, their main premise is returning them to the hand via their Spell/Trap Cards, or a couple of monster effects, and triggering their effects in response to being returned. While they are capable of Xyz Summoning, they have no in archetype Xyz Monsters.

 

Sweet Dreams

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Sweet Dreams

A Psychic-Type Pendulum archetype with members of the 4 elemental Attributes (FIRE, WATER, WIND, EARTH) with stun effects you can only activate on your opponent's turn. Luckily, they're rather effective return-to-Deck effects that you only have to pop the monster using them for. In addition, they have Ritual and Synchro bosses of the Chaos Attributes, who have effects similar to the "Element" monsters, which operate/are triggered by having specific Attributes on the field. In addition, their strongest monsters have very powerful burn effects if there are more cards in your opponent's Deck than yours. Their ATK is uniformly divisible by 7 (350, 700, 1050, etc), and their DEF is always several times more than their ATK.

 

Spiked Ocean

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A DARK Aqua-Type Deck that focuses on Catastor-esque effects when its members battle an opponent. The lower Levels are limited to when they attack, however come to the higher Levels (and their Synchro/Xyzs); effect removal is your only way to get rid of them. They have no support Spell/Trap Cards, but there really isn't a need for them. 

 

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Psycho Night

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Psycho Night

An archetype of DARK Psychics. All of them are Extra Deck monsters, Xyz, who can't be summoned normally and can only be summoned using their PsYcho Night quickplay spell cards as material. The quickplays all have simple enough effects (increase attack, discard 1 draw 1, etc), and you can banish one from the graveyard to use another as Xyz material. Despite the odd summoning methords, these guys are great swarmers as the Xyzs are ridclously good at recycling/searching.

 

Hope Lantern

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An archetype that revolves around a Mask Change-like playstyle, in that the main deck monsters banish themselves at a cost of 1000 LP in order to summon a corresponding synchro monster. The synchro monster then returns to the extra deck during the end phase and gives you a draw. In order to prevent being completely vulnerable, the deck has several cards that allow the banished Lanterns to return to the field and immediately activate their effects.

 

Acromantula(a mythological giant spider native to southern Asian rainforests)

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Fourth Wall

An . . . interesting group of Rock-Type monsters. They all have very high DEF, but what they do is give you an excuse to beat up your opponent. Seriously. "During each Standby Phase, you can attempt to punch your opponent in the face once. If you succeed, they take 1000 damage" is just one of their effects. In other words . . . potential hilarity at tournaments as people beat the hell out of each other, but utterly useless in simulators Luke DP, DN, and YGOPro. Kachidoki and Valon approve.

 

Silverbuzz

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A set of very odd-looking monsters whose main gimmick is being treated as both Insect and Rock-type monsters at all times. This allows them to use and abuse support cards for both types, including their own S/T support, which let you apply certain effects based on if you control a face-up Insect or Rock-type monster, with different effects for each type. Their monsters have generically good, Battle Phase-based effects, like "When this card destroys a monster by battle: Draw 1 card" and "When this card inflicts Battle Damage to your opponent, you can target 1 card your opponent controls: Destroy it," but the catch is that the effects gain power if you control both an Insect-type and a Rock-type monster at the same time. Given that all the monsters in the archetype are treated as Rocks and Insects at all times, this allows them to become quite powerful.

 

Suburban

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Spectre Soldier

You remember Heroic Challengers? You remember Tellarknights? Sorta like those two got shoved into one archetype and were given even more speed. DARK Warriors that search and SS each other from your hand, and each have a way to get themselves out of the Graveyard. Most of them have effects that trigger whether Normal or Special Summoned, and that includes their own effects. Luckily, however, they are all Level 2, and their Xyz reflect this to be R2 . . . with a Rank 5 super-boss that has its own weird Summoning condition. They have a few random Tuners, despite having 0 Synchros of their own.

 

Ivyguana (iguana + ivy)

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Reptile monsters that focus on making your opponent "itch" (in the form of floodgates) and require that your opponent banish their resources or pay LP to get the itch to stop. And by this, I mean negating their effects. Although, that's easier said than done for the high Levels; once they're out, think of a harder to remove one-sided Vanity's Emptiness or Skill/Soul/Mind Drain.

 

Ah yes, and Kingremlin would be a realistic tech, if it weren't for the fact that they don't really run 4s (they do, however, but their aim is for mostly Tribute/Synchro plays)

 

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Name Changer

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Name: Name Changer

An archtype with a focus on doing things to cards which share a name with 1 of your cards, which, depending on the card, can involve your field, Graveyard and/or banished cards. While this might be useful for cards with positive effects (boosting ATK/DEF, inflicting piercing battle damage, etc.), a good variety of their cards involve negative effects (negating, destroying, etc.).

 

Given the likelihood of your opponent running the same cards as you is not very big, this gimmick could seem rather underwhelming. This however is the point where the effect of their namesake kicks in; they can change their name to basically anything (this is mostly done through targeting or something alike, as to avoid issues that could arise by them easily substituting Materials). Aside from this though, the cards don't really involve their archtype's name much; making the cards rather splashable options for in mirror matches.

 

Next up: Chessnut

(Combination of "Chestnut" and "Chess", though I suppose you could have figured that out on your own.)

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Chessnut

The weirdest Plant-Type Deck you will ever see. Like a Rock Stun Deck, they make your opponent's life difficult and are excellent at stalling and locking. Like the original Archfiends, there is exactly one representing each variety of chess piece (pawns, rooks, bishops, knights, the queen and king). However, what makes these special (beyond their amazing ability to boost themselves/one another) is that every single member of the archetype has the following clause: "If this monster would be destroyed, you can treat it as a Tuner: Return this monster and any number of monsters from your Graveyard to your Deck and use them as Synchro Material for a Synchro Summon." Their own Extra Deck follows an interesting pattern, being eight monsters representing the Ace and Jack of each suit of cards (you can go for the classic Wands/Swords/Cups/Pentacles, or the newer Clubs/Diamonds/Spades/Hearts), eg "Chessnut Ace - Swords" or "Chessnut Jack of Clubs".

 

Stormwalker

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Stormwalker

An archetype of Generic(ish) WIND Fusion and 1 Synchro monsters whose requirements are all: 1 LVL 4 or higher WIND monster + 1 LVL 4 or higher X-typed monster. They can all fusion summon a WIND monster by tributing themselves, and have effects based on their type: The Warrior-type has a battle related effect, the fish -type a self-banish, etc. They have a number of Counter Traps to guarantee protection, and they do have a boss: A Synchro monster who basically kills your opponent's reserves.

 

 

Torch Phantom

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Elemental mutant

An weird archetype built round quickly summoning high level Normal monsters. They do this by reducing levels and multiple Normal Summons. They use equip spells as consistency and stats boosters, and also come up with a retaliatory destruction clause yo whatever popped them. They use very high level, very high atk, non-effect Xyz monsters.

 

Null Drowser

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Archetype of EARTH Psychic-Type monsters. They focus primarily on negation (granted, at costs or conditions for most of them). Most of them have fair ATK and DEF. Not too impresive, but not pitiful either. They are a Synchro Summoning engine. Their Spell/Trao Cards focus mainly on adding/Special Summoning.

 

Order of the Sword (Do not make it similar to Brotherhood of the Fire Fist)

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Order of the Sword

Here's a little ball of fun: an archetype composed of multiple Types and Attributes- primarily Warriors, but there are Fairies, Fiends, even a Dragon or two- based around Equip Spell Cards. Everything searches, revives, reclaims, and makes good on a promise of combos, to the point where pseudo Wings/Vendor relationships are everywhere in Order of the Sword. Also, when the monsters are used as Material, the Equip Spells equip to the new monsters, too- which really sucks if your opponent used that monster as stolen Material, because most of these Equip Spells have absolutely terrible drawbacks if they're equipped to anything that isn't an archetype monster: "If this card is equipped to a monster that is not an "Order of the Sword" monster, that monster's effect is negated, that monster cannot attack, also that monster's controller pays Life Points equal to double the equipped monster's ATK during each of their End Phases." However, the bonuses they give to Order monsters are just as strong, so basically you beat over them or you lose.

 

Courageous Fists

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Courageous Fists

You ready for cringey?! Here's cringey! An archetype of Warrior-types with various attributes (at least 2 maindeck mons for each attribute and 1 extra deck 1) who all have 0/0 stats... outside battle. When these badasses leap into battle their fists (and stats) start pumping! They can all pull a Dark Mist, gaining stats dependent on the opponent's ATK/LVL/Rank. The best bit is that upon activating these effects you have to make a anime-style power-up sound and shout out the name of each monster's "techniques" upon resolution. They also have quick play and continuous spells for the battle-immune. Their Extra Deck monsters are an even split tween Xyzs and Contact Fusions, and can boost the blows of their fellows! They also have a couple of effects that support the "Battlin' Boxer" archetype as well.

 

[spoiler=Cause I'm feelin' quirky, so lore]

In a surprise twist, the writers of the Yu-Gi-Oh magnas got together and worked on a collaboration to create many a fan's dream: A YGO multiverse that explains how all the magna/anime series fit into each other, like a card game jigsaw puzzle. To show off this achievement, they released the Memories of Paradox novella, a tale of an Alternate version of Paradox who gets captured jumping between timelines by the Supreme King, who interrogates him for information. In the first of the time traveller's tales, Paradox speaks of Neo Spartan City, a barbari city filled with high technology, with strict classism and traditionalism. He speaks of a lone gladiator who opposes the six Consuls of the city, who favoured him while he won, but tossed him aside after a single defeat. This man wielded the Courageous Fists to rally the downtrodden to his favour... and kick ass.

 

 

Starkwolf Revengers 

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Starkwolf Revengers

Are you familiar with Stardust Dragon, which saves monsters from being destroyed? Starkwolf Revenger monsters take advantage of it, Special Summoning themselves when your cards get blown up. Essentially, your opponent hitting you with a Raigeki isn't a loss . . . it's a combo starter. In fact, without running cards from outside their archetype, you don't have many options to get going- they only have a couple odd Level 4 or lower monsters, and your opponent should be smart enough not to pop your backrow indiscriminately- so it might be best to couple them with things your opponent will want to kill and/or run things that will kill themselves/your other stuff.

 

Assailence (Assailant + silence)

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DARK Warriors that focus on heavy effect destruction instead of killing stuff directly in battle. Know why? Because their ATK is almost ill-suited to straight up assaults. Oh right, and they get around any protection effects monsters might have. Just be lucky that they only get to do this during the attacker's turn. 

 

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連歌 (Renga)

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連歌 (Renga)

Level 5 Spellcaster-Type monsters that can be revealed from the hand to Special Summon other Renga monsters from the hand.  When Special Summoned, the Level 5 Rengas have effects gain advantage by adding cards back from the grave, drawing, or destroying the opponent's cards.  There are also Level 7 Rengas that add more Rengas to your hand from the Deck.  The Xyzs have each require specific Rengas as materials and have effects that complement the effects of the materials (i.e. mills if the material recycles from the grave).  The Spells and Traps have different effects depending on the number of Rengas on the field.

 

Megaton Mech

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Archetype of Level 10 and higher Machine-Type monsters. They're not too hard to Summon, but require costs to do so (whether it be their ATK, Life Points, discarding, banishing, ect.). Though, that doesn't mean you can't Tribute Summon them. In fact, the Main Deck monsters are even stronger if they are Tribute Summoned. Exclusively having effects that protect them from opponent's targeting effects, destruction effects, Spell/Trap effects, monster effects, battle, ect.

 

Scathach (Shadowy)

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Scatach

DARK monsters of various types and Levels, however they cluster at 2, 3, 5, and 8. Their main gimmick is one that makes playing Chaos ridiculously easy- if there's a LIGHT monster on the field at all, you can Special Summon these shadows from your hand at will. In addition, a lot of them have some variety of searching or ability to return members in your Graveyard or Banished Zone to your hand. Most importantly, they're primarily Xyz based, but due to the Tuners they have they can Synchro just as easily. While their stats aren't that great, it's rarely an issue due to the fact that the Main Deck monsters can only battle LIGHT monsters- if your opponent has none, both players are able to attack directly.

 

Dryad (spirit of a forest)

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Dryad

EARTH Fairy-type Level 2 monsters with low ATK that can attack directly. They have a field spell that allows them to swarm the field easily, but all of them are destroyed when the field spell is removed. They cannot be used for Synchro or Xyz Summons for cards outside of their archetype, but they are difficult to remove from the field unless the field spell is removed. The Synchros and Xyzs are underpowered, but the monsters could have effects that activate during either player's turn to make Xyzs or Syncs, and those monsters aren't destroyed when the field spell is removed. The win condition is to slow down the game to allow the Dryads to rack up damage over time.

 

Quark

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