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Archetype Game


Tinkerer

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Endlords are high-level monsters have a timer on them, and after a certain amount of time has passed, you get a whopping effect, like massive effect damage, or a free, no-restrictions summon from your deck! They can combine into a Fusion monster with a win condition not unlike Final Countdown. They are based off the various gods of death and/or the apocalypse throughout the world. For maximum effectiveness, use Pyro Clock of Destiny to speed up the cards and Wall of Revealing Light to slow your opponent down!

 

 

NEXT:

Tachyon (you know what you must do...)

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Scarlet Pharoh is an archetype of zombies with a large deal of search power, being able to put a lot of zombies in the graveyard for a search. Once in the graveyard, the Pharohs can special summon themselves from the graveyard by banishing 1 card in your opponent's graveyard. The Pharohs have impressive ATK and pathetic DEF, so they can take the offensive rather quickly, provided that you can get over your opponent's defenses. To ease this, the Pharoh monsters' effects cannot be negated while on the field, so Skill Drain is a great tech for them.

 

Next-Riot Dragon

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Riot Dragon

A bunch of very powerful (extremely high-stat for their Level, various kinds of immunity, inability to be Tributed) Dragon-Type monsters with unfortunate restrictive effects. However, those restrictive effects self-dispel under a rather interesting condition: no monsters in your Graveyard. As such, their S/T usually does one of two things: Banish from your Graveyard, or give semi-generic advancement cards that unfortunately mill your Deck as cost. This leads to the question of whether you accept a slower Deck with uncomfortably overpowering monster presence, or a faster one that shoots itself in the foot by sending its monsters to the Graveyard and tripping its own restrictions.

 

Strider (Can refer to both ninjas and spiders that walk on water. Maybe try to reflect both?)

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A set of Level 2 insects with varying attributes that enjoy level manipulation via discarding. With the discarding comes mass graves, and with this the spells and traps come into play: the spells give neato effects depending number of Striders with different names in the graveyard and The Traps allow for Mass Grave swarming. They like synchroing the most, but they do have some rank 1s and 2s.

 

Next: Saltbeter (pronounced salt beater) (it's saltpeter and beater. Do what you may)

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Saltbeter

 

A Pendulum archetype whose members are FIRE attribute, but have varying types. The highest and lowest scale members have no Pendulum effects while the middle-road scales have fairly powerful effects.

 

Their "gimmick" lies in their mighty removal abilities that have no OPT. Instead, they "load" their Pendulum scales as ammo and blow things up. What's more, their effects are further determined by the number of the scale they used as cost (ie. 1 or 6 scale: banish that target, 2 or 5 scale: destroy that target and inflict 800 damage to your opponent, 3 or 4 scale: that monster's ATK and DEF become 0 and its effects are negated, etc.)

 

Unfortunately, the rest of the cards lack an in-archetype way of searching, but they are excellent at recycling.

 

Tangled

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Archetype of low ATK EARTH monsters that are capable of Summoning to your opponent's side of the field. And when they do, you can Summon up to 2 "Tangled Tokens" to their side of the field. They're about as useful to your opponent as "Ojama Tokens". However, they can Summon fairly easily to your side of the field, too.

 

False King

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False King

An archetype composed of Level 9 hand traps that make superbosses as powerful as they deserve to be, being very good at countering the counters to the big powerhouses: Effect Veilers, Battle Faders, and stat reducers make for the meat of it. Of course, the fun part is that they themselves are bosses, with support and style somewhere between Earthbound Immortals and Galaxy. Because you're not restricted to 1, you could use them for Rank 9 fodder and still utilize their support cards, but you don't really have much reason to.

 

Borealis Beast

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Xeno-Genex: an archetype of Psychic monsters with varying elements and levels. A sub-archetype of the Genex, they're more Xyz focused, hence the Xeno. They function like the regular Genex, only with Xyz instead of Synchro, and Xyz evolution instead of recycling Genex Controller over and over and over.

 

 

NEXT:

Jungle Knight

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A mishmash level 2-3 EARTH insects, reptiles and beasts whose deck operates like predators stalking prey. All of them can auto-destroy set monsters and banish them when they do. They have grave effects that tend towards setting monsters (not necessarily yours) as a cost to increase swarming, provide temporary protection, increase stats, etc.

 

Their spell/trap lineup is similar to lightsworn in that they mill their cards after the effect. Fortunately, they are good effects that help search, draw, and recycle, but unfortunately not a single one has a graveyard effect of its own.

 

of the Hearth

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"Of the Hearth"

 

Series of FIRE monsters that focus on prevention rather than negation. They have a Spellcaster (Firestoker of the Hearth) who can search out the other "Hearth" cards. They have an Xyz Monster that can only be Summoned by destroying your face-up "Heart of the Hearth" Field Spell (which prevents attacks, period), the Elemental of the Hearth.

Elemental of the Hearth is a bastard to fight, because he can banish himself to nuke the field, and come back next turn, as long as he doesn't have Xyz Materials. And since he can't be Xyz Summoned normally... You get the point.

 

 

NEXT:

Deapth (Death/Depth)

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Deapth

 

A graveyard orientated deck that focuses on destroying and being destroyed, normally dragging down an opponent with them (Think Phantom Knight Xyz). While this may seem weak, due to the destruction protection and taking advantage in today's meta, these cards both negate the effects of the destroyed card and banish them, not to mention the fact that quite often they negate the effect of the monster or spell/trap they are about to destroy, often without targeting. When they destroy themselves, they like to raise up other destroyed versions of themselves, normally debuffed in some way. While not being one for speed, they are very good at keeping your opponent locked down, and most of the main deck monsters have LP gaining effects, to help buff the Fusion monsters that pay LP to destroy and/or negate things. Speaking of Fusion, the archetype has an annoying Fusion Spell that destroys the materials instead of sending them to the Graveyard, and has the added bonus of no OPT.

 

Ylla

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Ylla- (think of it as a word part, like with Qli and tellar)

The REAL Plant Synchro. The whole archetype is built for speed, with support similar to Synchrons and most modern Pendulum archetypes to give it searching and grave-dumping out the wazoo, with revival on most members for either themselves or others. Their Main Deck monsters all have Phantom King Hydride's ability: that is, they're Tuners that can count themselves as non-Tuners. They abuse this about as well as you think, with some pretty interesting Synchros from Levels 3 to 8, with the Assault Blackwing clause that if all monsters used to Summon them are archetype members, they can be treated as Tuners . . . This obviously leads to Double Tuning and Accel Synchro (yes, both in one archetype) at levels 9 and higher for their best, most over-the-top monsters. In terms of their primary theme, the Synchros share a combined hate for your opponent's Special Summoned monsters: getting huge power boosts, negation abilities, bonus attacks, Armades clauses, et cetera, from your opponent having any SS'd monsters on their field.

 

Protyon

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Protyon

 

An interesting combination of Xyz and Spirit monsters, this archetype is space-based with most of the monsters being extraterrestrial fairy-like beings. Having an interesting take on the Yosenju means of Normal spam, they try to load their grave with Spirit monsters, then spam by Normal Summoning chain from there. While all of the monsters have a control only 1 clause, that leaves the design aspect open to a lack of OPT. Their Xyzs are more floodgates than anything else, making your opponent wish they too could rely on Normal Summoning. Most of their Spells/Traps focus on protection rather than direct support, as the monsters do most of that and are very volatile on their own.

 

Tayler

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Tayler is an archetype consisting of members of a Noble family. The have two Level 8 adults, two Level 4 adolescents, and a Rank 8 brought-to-life family crest, called the Tayler Crest. Naturally, they are augmented by a number of Tayler Family Heirlooms that equip onto their members and enable their effects, which only work while equipped.

 

Elemenohpi

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Elemenohpi (Guessing you mean L-M-N-O-P)

 

A bunch of Psychic-Types with names based off various word/phrase identifiers (e.g. Hyperbole, Palindrome) that focus on Contact Fusion. But not just any Contact Fusion! They are Summoned by having specific members of the archetype in specific orders out on the field, meaning Monster Zones actually matter. While this may seem complex and gimmicky (which it is), their Fusion bosses are pretty powerful, and have the added bonus of swapping themselves with another boss in your Graveyard. Might seem like a threat if it weren't for their "You can only Special Summon 1 "" per turn." clauses. They like to swarm but limit you to Fusion plays, which can be good for splashing as the Fusions can also be Summoned the old-fashioned way without orders mattering using Polymerization, but sadly no in-archetype fusion card for obvious reasons. The bosses have effects which can nuke opponent's monsters depending on whether they have no monster on either side of them, or have a monster on either side of them, etc. basically orders matter for your opponent as well.

 

Chaos Crest

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A fistful of Spellcasters that cannot be Normal Summoned and are meant to quickly summon monsters that you would normally summon via Rank-Up, but their abilities make it so easy, because when you use only Chaos Crest monsters for an Xyz Summon of a Number C or CXyz monster, you can trigger their effects, like "Banish one Xyz monster from you Extra Deck, face-up: This monster's name becomes that monster's name." Etc.

 

 

Masquerade

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Remember Number 104? Well, he just got himself an Archetype focused on making triple Rank 4s and otherwise replenishing his materials to help negate things. By the way, there ARE other Xyz members besides him, although they're weaker in power but obviously easier to make. Oh and he gets an Astral Forced Rank-Up form that negates everything and is otherwise the keystone to making you win. 

 

----

Cheetah Racer

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Cheetah Racer


 

A group of Beast-Warrior monsters with a need for speed. If you love playing card games on motorcycles, these cats will stick by your side to the end. Their abilities cost Speed Counters, making them seem like they're only any good with a Speed World, but that's not true. You see, every time you summon a Cheetah Racer, all the other ones gain speed counters, and they're a versatile archetype, with effects for removal, draw power, and even burn damage. Kind of a Cloudian-meets-Turbo-Dueling concept.

 

 

Dice Dragons (D&D, as it were?)

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