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Archetype Game


Tinkerer

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@Nyx: La Cabaña was a military prison in Cuba during the '50s/'60s; you knew that, right? (Or conversely, think of Che)

 

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Anyway...

 

Defiliance is a group of EARTH Fiends that defy your opponents by having immunity to their effects and tainting your opponent, so they cannot do much. Although, with all this power comes a drawback; you have to sacrifice your LP every turn and they aren't great in battle. 

 

 

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Next one:

 

ʻAumakua

(Hawaiian for "guardian spirit")

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An archetype of LIGHT and EARTH rock-types that has high defense for stalling to gain resources to then quickly wipe out the opponent. They also sort of act like Crystal Beasts that is when they are destroyed they go to Spell/Trap zone and equip to another to make it gain effects. The major weakness is that they can't search each other and have to rely on stalling to get extra cards.

 

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Dramathurgy (thaumaturgy/magic with literature and theatre)

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An archetype in honour of Shakespeare, it draws heavily from his more fan tastical plays, like The Tempest. They are all Xyz monsters, bar 1, and they can all be summoned off a single material. They're fairly weak, but if you get the needed set pieces, they can FTK. Dissolve real quick under pressure.

 

Ocean Chimera

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You want fusion monsters? Too bad! Ocean Chimeras are WATER Beast-Types that love tributing, but not tribute summoning. Their main strategy is to swarm the field, then tribute all but one to get off powerful effects and buffs, with the exact power level proportional to the number of monsters tributed. They have a variety of spells and traps to help with the swarming, including grave revival and token generation, but they have ninjitsu art syndrome, aka they stay on the field after their one time effs go off. Oh yeah, extra deck is pretty weird too, since they have synchros but no tuners. Have fun with that. 

 

in Graceful Rage

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Archetype of DARK and EARTH monsters themed after vampire hunters of the past. Basically, they revolve around hunting your opponents to extinction by blowing up whatever cards they fight on the attack. Of course, they actually have to keep killing stuff every turn or else they die. (Think of Koa'ki Meiru, but reliant on the opponent having something to kill).

 

Oh wait, they do have a good amount of support cards to force the opponent to have something out, and indeed one of them lets you plus very well. 

 

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Grade 3

 

(smh I still don't know how to play cfv)

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Archetype of LIGHT and DARK monsters. They are primarily an Xyz Summoning engine. They have solid ATK and DEF. Their effects revolve around easy Special Summons. They're all Level 3. However, they are capable of Xyz Summoning higher Level Xyz Monsters with the use of their Spell Card's alternate effects and in a similar fashion to Beatrice yhe Eternal Lady or a good chunk of the Utopia cards.

 

Graceful Heiress

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Archetype of LIGHT monsters. They are primarily a Ritual Summoning engine. They have extremely low ATK and DEF. The non-Ritual monster's effects revolves around giving you advantage when you use them as a Tribute. The non-Ritual monster's levels are all 2. The Ritual monster's level ranges from 4 to 8. They can easily search their Ritual Spells, but using them aren't that easy. The Ritual Spells can summon their Ritual monsters from anywhere, but the cost are quite hefty.

 

Mirrormage

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Mirrormages are a small Archetype based around bouncing your opponent's attacks, direct damage, even healing and draw effects, back at them or over to you. The Level 3 Spellcasters are not very effective in battle, and are vulnerable without Battle Mirrormage on the field. They can Xyz Summon their final form, Ultima Mirrormage, capable of using the abilities of Mirrormages in the Grave by detaching them.

 

PyroPlant

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An archetype of FIRE and WIND Spellcaster, Pyro, Plant and Aqua-type monsters, who love doing one thing: Summoning Pyroplant tokens (FIRE/Lvl 3/Plant/Effect/ 1500 Atk 300 Def) and boosting their attack and immunities to insane levels. All of the token start with Battle Immunity as well as dual Pyro/Plant typing, and the real monsters can return themselves to the hand to pump them up. They use Spell/Trap cards that hate on other S/T and can be banished from the graveyard tk negate stuff to give the tokens free rein. Their boss monsters, a mixture of high level main deck monsters and 1 or 2 Synchros (Despite no archetypal tuner) are terrifying walls who keep the tokens safe while accumulating boosts for the tokens.

 

Crimsun

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Crimsun is an archetype of FIRE Winged-Beast monsters, each with the ability to attack directly. They are a straightforward OTK deck armed with a lot of negation tools to prevent your opponent from countering them. To increase the pressure, they can send themselves to the graveyard in order to swarm for XYZ plays. The XYZs have Black Rose Dragon effects that nuke the field.

 

Next: of Cyndonia

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Archetype of LIGHT Machine and Fairy-Type monsters. They focus primarily on Synchro Summoning. They each have a Normal Summon effect to add Spell, Trap, monsters, ect., of thd same archetype name. They also each have an effect that triggers upon Special Summon; though, the results vary. The Synchro Monsters themselves have different protection effects that are active while your opponent controls a Special Summoned monster.

 

Metaphysical

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A series of Wyrm-type retrains of Dragon-type monsters and Psychic-type retrains of Spellcaster-types. As a whole, they aren't a cohesive archetype, instead favoring type support and generic "goodstuff" effects. However, they have a One Punch Man-type boss that tends to be tough to summon, but banishes all Metaphysical monsters in your Grave for a permanent power boost + an Armades effect.

 

Their Spells/Traps tend to focus around exchanging their monsters with others in the Grave and they all can banish themselves for an in-archetype foolish. They also have a single Field Spell that boosts stats and acts as a Card of Safe Return for the archetype.

 

Spice Soldiers

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Spice Soldiers

A small series of Warrior-Type monsters whose strategy is bum-rushing using the tactics of Nirvana High Paladin's anime effect- that is, being immune to battle destruction, instead dropping the stats of your opponent's monsters by their own ATK when they attack. Better yet, most of them have different varieties of boosting to make up for their stats, which reach the level of Sangan on the high end. In addition, they have two members with 0/0 stats that are hand traps of devastating effectiveness.

 

Stanstyle (Stance + Style)

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Stanstyle are Level 5+ Warrior-Types that can easily be Summoned by there own effects. They also have the ability to Summon Spirit monsters when they attack(ignoring the summoning conditions, mind you), and the Archetype has it's own Spirit monsters that provide more offense/field control/etc(just stuff that otherwise fucks with your opponent/sets them back/etc). The Archetype's Spirit monsters can also change the battle positions of the non-Spirit Stanstyle monsters, to which, the later then proceeds to do other things/generate advantage/etc when the battle positions of them change. Oh, and you can Discard the Archetype's Spirit monsters to search the non-Spirit monsters of the set :^)

 

Next person makes Crimson Kings.

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An archetype of batshit crazy lvl 11 warrior-type Synchros, who can mill each other to summon straight from the extra. These guys are a ridiculous boss rush of monsters, coming out fast and hard with decent stats, an offensive effect and an effect to recycle your mons. This is all well goo, but they get real crazy I they get their Crimson Kings' Thrones up, which are trap cards that summon themselves as Union monsters before equipping and ramping up. They also have a field spell, that lets you bounce a throne to summon a king, or shuffle a king to activate a throne.

 

(From the) Archives

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Archives, like Artifacts, have backrow that special summon monsters when destroyed. Instead of being monsters that set themselves, however, they have normal spells that special summon them from the deck when destroyed. At a cost, however, they can only be summoned from these spells, so they can reveal themselves from your hand to shuffle themselves into your deck to search these spells out. The Archive monsters are level 8 LIGHT Fiends and have on-summon trigger effects that control your opponent by being unaffected by cards effects and can remove problem cards from play.

 

Oboro Clan

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Oboro Clan is an archetype of level 1 monsters of differing types and attributes.

 

They focus on a Clear World-style of stun play where the more levels/ranks you have on your side of the field, the harder it is for you to do anything.  All the monsters treat themselves as having no level and their effects focus on bumping up the levels of your opponent's monsters to hinder them further.

 

However, despite this, they tend to be really difficult to use simply because they, again, are level 1s and have the corresponding stats of level 1s.  Their boss monster is the only non-level 1 in the deck (it's level 10 with huge stats) and is therefore the entire goal for the deck if they are focusing on trying to cut the opponent's LP to zero.

 

Their Spells are ones that follow up on the "high level/rank = bad" theme with their field spell acting as a combination of "Burden of the Mighty" and "Chain Energy".  Their Traps tend to be ones that focus on the difference between the number of levels/ranks between you and your opponent and do a number of things from nuking the field to drawing 3 cards.

 

Jackbot (A play on the word "jackpot".  Or a reference to Xiaolin Showdown's "Jack-bots".  Whatever floats your bot.)

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Jackbot

A small group of Machines with a huge luck-based strategy behind them, using very powerful effects that use dice rolls to trigger. There are only 6 in the Main Deck, with a naming scheme based on various games of pure luck (Jackbot Rue Lette, for example), and they all share a pretty fun effect: if you have several copies of the same one, you get extra chances to roll the die and try again (2 copies allows each one to trigger twice for four total attempts, et cetera). Even better, all of them have Hydride's effect: They're all Tuners that can be treated as non-Tuners. In the end, lucksack Machines that make for a fun Synchro engine, with both Accel Synchro and Double Tuning capacity.

 

Darklown

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In Dennis Macfield's voice...

 

"I'M BAAAAACK!"

(no, but seriously, it fits the theme)

 

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Level 4 DARK Fiend-Type monsters based on clowns that legitimately resemble The Joker from Batman in many forms. Their idea of "entertainment" involve spamming Rank 4 like mad, playing havoc with your Graveyard and all around being a general nuisance.

 

Or really, Performages got corrupted and mixed with BAs and other meta Decks to become a pain in the ass. Now you have another reason to hate clowns. 

 

 

(I swear this thing would become meta if ever released)

 

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Plasma Pirates

(See White 2)

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You should have specified "Pokemon White 2".

 

Anywho:

 

Archetype of DARK Warrior-Type monsters. They focus on Summoning Tokens. However, unlike Phantom Beastcraft, these are actually cohesive in their plays, and the tokens are not a pure means. They also have effects that can activate at the cost of Token(s). The same goes for their Spell/Trap Cards.

 

Bloodlust

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(It should've been obvious what that meant, or even the word "[Team] Plasma")

 

Anyway, DARK monsters built on draining your opponent's LP every turn. Every time they destroy something, opponent LOSES their LP, so there is no circumventing it with burn prevention and the like. The only consolation you get is that they are extremely vulnerable to removal.

 

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YCM Insurgent

 

(Do I need to specify what these are based on?)

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YCM Insurgent is an archetype based on users on YCM who have been permanently banned. Due to a good deal of them being banned for trolling(or at least I'll assume), the archetype is based on getting their revenge through infinite negation effects at the cost of 1000 LP. The only Spell/Trap card they have at all is a Cursed Seal of Forbidden Magic card that permanently negates the card(including monsters) it negates, including copies. These dirty rebels will not just let you play the game, and it shows. They don't even go away if you send them to the graveyard. They have a clause that allows them to summon themselves from the graveyard by banishing another card from your graveyard.

 

Next-Hellspawn

Don't forget the Hellspawn Lords as bosses.

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Hellspawn

Level 6 Fiend Pendulum monsters with Pendulum scales 5 and 10. When pendulum summoned, they special summon other Hellspawns from the grave. If special summoned another way, they destroy/banish/discard a card of the opponent's and search another Hellspawn. There are many Spells and Traps that can special summon Hellspawns at a cost that can be ignored or lessened if the pendulum zones are filled. While in the pendulum zones, effects usually help get to more Hellspawns to get the other scale in exchange for a discard. Hellspawn Lords are Level 9 effect monsters that can only be summoned through pendulum summon while Hellspawns are the scales. They have apoqliphort towers level lockdown but there is a continuous cost.

 

Penultimate

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