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Tinkerer

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Dice Dragon

An archetype of Dragon-Type monsters where every single member is unaffected by, and can OPT negate, the effects of your opponent's monsters that have less ATK than themselves. This normally wouldn't matter, given that their ATK is pretty subpar (and in some cases legitimately bad) across the board, if it weren't for the fact that they boost their ATK with dice rolls. How this boost occurs varies from monster to monster- some trigger on Summon, some give you a roll during your Standby Phase, some trigger dice rolls when attacked . . . and, of course, their S/T support revolves around more dice rolls, for purposes of searching, revival, more boosting, or even temporary protection. In other words: good luck, to both someone running them and to their opponents. You're going to need it.

 

Cyclone Armory

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Cyclone Armory

Level 2, 4, 6, 8, and 10 Machine-type Monsters that combine  -Anime Meklords, anyone?- to form a larger monster. The center monster is CYCLONE, a Gundam-style mecha that can only be summoned if you control no cards, and can be upgraded with mix'n'match parts that protect it, make it stronger, etc. CYCLONE's weakness, like the original Meklords, is that you can't control the Cyclone Armory monsters without him. and without the Cyclone Armory Monsters, CYCLONE is useless.

 

NEXT:

Infinighty (infinity + night)

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Infinighty

A group of Level 1 Warrior-Type monsters that have various abusive Special Summon effects that boost the Level of all Warriors on the field once the Chain ends. This makes them one of the greatest Xyz archetypes ever, capable of making anything that doesn't have an archetype or Type restriction, especially because of how none of their effects have an OPT. However, this "infinite" Special Summoning comes with a harsh cost: None of them can be Normal Summoned, and you have to mill your Deck after all those effects stop triggering (ie, "You can Special Summon 1 "Infinighty" monster from your hand. At the end of a Chain that included the activation of this effect, increase the Level of all Warrior-Type monsters you control by 1, then send 1 card from the top of your Deck to your Graveyard for every monster whose Level was increased by this effect). You can quite easily field just about any Xyz you wish, and most Synchros as well, but you might mill your entire Deck in the process. In other words, probably the next meta Deck.

 

Circana (Circus + Arcana)

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LIGHT and DARK Gemini monsters with differing types. All of them have this effect when Gemini Summoned: "When this card is Normal Summoned you can: immediately after this effect resolves, Normal Summon 1 "Circana" monster." This gives them slight swarming capabilities and a way to massively gain effects.

 

Their effects are very stun-based and reactive, however, when the opponent triggers their effects, they first negate that trigger's effects then activate one of their various secondary effects such as special summoning, searching, foolishing, or normal summoning, among others.

 

Their spells/traps take the naming scheme of circus performances and focus on getting their main attractions on stage quickly. Several of them are quick-plays that helps them during the opponent's turn and work like more powerful, archetype specific versions of the "Forbidden" quick-play series. Their main quick-play card, "Circana's Stage Change" trades 1 "Circana" on the field with a "Circana" in the Deck with the benefit of normal summoning the newly summoned monster if the initial "Circana" was an effect monster.

 

They have no specific extra deck monsters, though a lot of the monsters are level 4.

 

Banshee

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I think someone did this a long time ago, but YCM search is shitty and can't find it.

 

Anyway, Zombie-Type monsters that focus on inhibiting your opponent's resources and forcing them to either wait a turn or pay costs to let them play. One way they can be stopped is their reliance on the Graveyard; all Banshees require that they be in the Graveyard to activate; banish them, and they are dead meat. Their Xyz bosses inhibit them indefinitely though without the need for gimmicks, but do know that they are weak in stats.

 

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YCM Heavenly Sovereign

 

Make sure you are competent enough to know what you're doing, and give a proper prompt for this name.

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I'll be honest, these really slow down the game, so with all due respect, maybe don't request YCM-based archetypes? I mean, if you think you can and would like to make them, that's fine, but clearly no-one else here does, based on the immense pauses whenever they come up.

***

 

YCM Heavenly Sovereign

A set of Level 10 Ritual Monsters with one consistent ability: Banishing a ton of cards from one location at once, like a boss. They're based off the Mods of the YCM forums, and are all LIGHT, with a great deal of ATK and a no-negation clause in their effects to boot. Basically total tanks unless you can overpower 4000 ATK on the  "weak" members. They are all Summoned by the Ritual Spell: Rage of The Mods.

 

NEXT:

Martyrant 

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Martyrant

A DARK Fairy-Type archetype that exemplifies "damned if you do, damned if you don't". While on the field, they lock your opponent down six ways to Sunday, making it difficult for your opponent to do much of anything, and they can only be taken down in battle. Of course, that's where the real fun starts . . . all Martyrants have oppressive Graveyard effects that only trigger if they were sent there by battle, similar to Helpoemer. If that wasn't enough, under certain conditions they can banish themselves for lots of burn. Essentially, they're Heralds on the field, Venom in the Graveyard, and they can self-banish to be Volcanics.

 

Silver Scream (pun on "silver screen", a term for movie/drive-in theaters, especially in black and white)

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(At least someone got the idea about where last prompt [mine] was going; too bad that the mod force is a lot smaller now [well, it already got smaller but just that we hadn't actually demoted them until now].)

 

Anyway, LIGHT and DARK Zombie-Type monsters which focus on heavy Special Summoning, ranging from inherent summons up to multiple Xyzs in a variety of Ranks; they can constantly Rank-Up. Did I mention they can legitimately make up to Rank 11? Their secondary effects inhibit the opponent from doing too much (well, the opponent can spam all they want, but it'll bite them hard in the end). 

 

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One Punch HERO

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You want hero fusions? Well then here you go. One Punch HEROs are an insanely powerful set of HERO fusions that can beat out anything they battle by negating effects on declaration and by bugffng based on number of HEROs in grave. The catch? Each one requires three materials, and they have to be on the field.

 

Next: Aezling (Its me! Kinda. Pun with my name and Aisling, an Irish name meaning dream/ vision. Go nuts)

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Aezling

An archetype of Level 1 and 2 Beasts, specifically cats, with an odd combination of clauses that works for them: A Yosenju clause that makes them return to their owner's hand at the end of a turn they were Normal Summoned and a Gemini-esque clause that treats them as Normal monsters in the Graveyard. Their members use this about as well as you'd think, with a wide array of ways to get extra Normal Summons and a notable number of effects that trigger on being Summoned at all. Their primary goal in terms of actual gameplay is to frustrate your opponent into rage quitting with stun, disruption, and low-level lock tactics, but they're also well-adapted to making Rank 1 and 2 if you so desire, despite their lack of a formal ED. Their S/T support helps this goal, and is full of sleep-related puns.

 

Spiral Dancer

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(stupid back button deleting everything I wrote...)

 

Spiral Dancer

 

A Pendulum Archetype of Wyrm-type monsters that don't like staying in one place too long. They have different scales on each pendulum zone. Their pendulum and monster effects tend to involve swapping positions with each other/special summoning themselves from the Pendulum Zone/returning each other to the hand/etc.

 

Their backrow consists of equip spells and a single trap card. The spells tend to focus on small burning effects with a secondary effect of protecting or recycling. The trap is essentially a game ending full field nuke with a mass burn effect when certain conditions are met.

 

Their Extra Deck monsters are contact fusions who all have an effect that equips spells to them (similar to the Noble Knights Xyzs)

 

Djurasstic (a portmanteau of Drastic + Jurassic. The "d" is silent)

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(Dark magic master, this prompt was better than your previous ones, but I ask that you please put a little more effort into what you make. There's a reason most of these are rather specific.)

 

Kingi Teitei

An archetype composed of Fish-Type monsters with two effects each: One borrowed from an existing Continuous Trap Card, the other from an existing Warrior-Type monster, and all with a focus of maintaining a Life Point advantage despite rather taxing payments to shut your opponent down. None of the Main Deck members are above Level 3, with the distinct ceiling of 1600 in terms of either stat . . . But, their big boss, "The Kingi Teitei", is a Contact Fusion of any four of them that just brutally shuts your opponent out of the game damned-near entirely. Then again, with how slow they are and their lacking support, the big guy is more a challenge boss than anything you should be sensibly attempting.

 

Wild Blocker

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Wild Blocker is a trio of Beast-Warriors who form a considerably powerful wall. They're 2000 DEF Level 4s that can outright prevent direct attacks, direct damage, and card destruction, respectively. They can be combined via Contact Fusion to form Wild Blocker Gaia, a 3500 DEF indestructible monstrosity who can negate your opponent's attacks infinitely just by milling your deck.

 

NEXT:

Motortoises

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Motortoises

 

A tough group of level 6 EARTH Aqua-type monsters that all can summon themselves when the opponent makes an attack. They also have the SHS gimmick of being able to attack while in defense position.

 

Their backrow is mainly trap cards that tribute Motortoises to slow down the opponent's plays significantly (preventing them from adding cards to the hand for a turn/having only 1 Summon this turn/etc.).

 

The fact that the traps tribute ends up being significant when looking at their 2 Xyz Pendulum monsters whose monster effects are slightly based around the number of tributed cards you have in-grave.

 

 

Fireworkaholic

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Fireworkaholic

FIRE Plant-Type monsters that, on the field, don't seem to do much. Their stats are decent, and they can sorta swarm, but with no Tuners and staggered Levels, they aren't exactly conducive to Extra Deck plays. In fact, they seem to want to just build up Firework Counters in large numbers with no immediately obvious goal, as only a few of them can do much of anything with these Counters.

 

Until you see their bosses.

 

Similarly to the Great Moth line, the Fireworkaholic Shows have escalatingly ridiculous Summon requirements, in this case removing increasingly asinine numbers of Firework Counters from the field. However, unlike the Moths, these big boys are worth it, because they can SS from your hand, Graveyard, or even Deck if you have the required Counters, their stats are massive, and they have protective effects that make them harder to stop or kill than Kozmo ships. Plus, all of them can be discarded to search for more Fireworkaholic cards, so they can't even be called dead draws.

 

 

Element Blade

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Archetype of Rock-Type monsters. They all vary in Attribute (hence Element Blade), and each comes with an effect that supports their Attribute or archetype name (for example: While you control a face-up WIND or "Element Blade" monster: You can Special Sunmon this card from your hsnd). Their Spell/Trap cards also funtion similarly, eith their effects being based off of specific Attribute and/or the archetype name.

 

Terminus

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Terminus

 

An archetype of LIGHT Rock-Types that, while their 0/0 stats seem useless and their "Cannot be Special Summoned" clause seems restrictive, have a great deal of power. As long as their stats remain 0/0, they can't be touched by battle or effects. The monsters are based on sections of a bust, And if you control "Terminus Pedestal," "Terminus Torso," and "Terminus Head," you can use them to Fusion Summon "Terminus, the God of Boundaries." Ironically, the god makes his own boundaries, changing the very rules of the game in addition to the prior clause of its fusion materials. The great thing: If Terminus lands a direct attack, you can reduce our opponent's life points to 0.

 

 

Adepth (adept + depth)

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Adepth is an archetype of WATER Fish that make rank 1 monsters. While that may not sound intimidating, the Adepth XYZs are rank 10 monsters that use the rank 1s as material. Once out, the Adepth rank 10 monsters have incredibly high attack power, but immediately return to the extra deck when the end phase comes around. The rank 10 monsters can also excavate your deck to add Spell/Trap cards to hand, but send the monsters to the graveyard. However, instead of going to the graveyard, Adepth monsters go to the bottom of your deck.

 

Next-Nightmare Ringmaster

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Remember Yusho from ARC-V? Yeah, now you have a Deck based on him and his son's circus acts. 

 

Instead of copying his son's Pendulum tactics, Nightmare Ringmasters focus on massively Special Summoning continuously strengthening Fiend-Type monsters that very well resemble a corrupt circus. In fact, their whole strategy revolves around controlling your opponent's monsters and using them for their nefarious purposes. They do have an Extra Deck, but why would you need one? Considering the amount of advantage these guys can gain, you can go for days without one. 

 

Or really, think of Monarchs mixed with Performage, Yosenju and maybe Nekroz in terms of playstyle.

 

Let the hell begin, hehehe... 

 

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Salvation Dragon

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Salvation Dragon

A very . . . interesting archetype, all LIGHT, with Wyrms in the Main Deck and Dragons in the ED. You can already smell something fishy with a communal "cannot be banished" clause, but it's not really all that glaring- meh, low-stat LIGHT monsters, decent Synchro engine, some very easy-to-use support- Traps weaken your opponent's stuff, Spells make your stuff stronger, both do a bit of searching and drawing for consistency. Nothing new, really . . . until you take a look at the ED.

 

"If the ATK and/or DEF of a monster on the field changes, you can Special Summon this monster from your Graveyard." On all of their Synchros. To boot, these things take cues from other abusive Dragon-Type Decks, with revival, negation, board and hand wipes, the whole shebang. Admittedly, it's literally all limited by the stats of the monster using the effect ("Once per turn, during either player's turn, you can Special Summon 1 Dragon-Type or Wyrm-Type monster from your Graveyard with less ATK and DEF than this monster", for example), but it's honestly a very weak gripe to make.

 

Magmerupt

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Magmerupt

 

Rock-Type FIRE monsters with kind of meh ATK and pretty solid Defense, these Gemini Monsters are not much to look at. But they can be Normal Summoned as a Pyro-Type with crazy burn damage and ATK values that break the 2000 ATK rule EVERY TIME. They're brought to together by "Vesuvius, the Mamerupt Throne" a field spell that helps with searching them out, and "Magmeruption" A spell that lets you Normal Summon all the ones you have on your field as their Effect forms.

 

Despairship (despair + airship)

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Despairship

WIND Machines of every Level under the sun. Now, while they're kinda slow, relying on the Normal Summon to get much of anything done . . . they delay your opponent even more. Similar to anime Destiny HERO, they have a distinctive "time" theme . . . if your opponent plays anything that can miss timing, it will. All of them have Future Visions-esque effects that send your opponent's stuff "into the future"- your opponent Summons a monster? They don't actually get to have it on their field for another turn or so. Activates a Trap? Hahaha, it had better not be reliant on Chaining to or negating anything. Drops Honest? If the monster they dropped it on is still on the field in a couple turns, it might still go off. Attacks with a monster with an Armades clause? Bye-bye, bucko! In other words, they're slow, but they'll drag you down to their level kicking and screaming. In addition, they're named after various aircraft and depressing event combinations, starting with "Despairship - Breakup Drone" and only getting worse from there.

 

Zodiacaptor (Zodiac + captor)

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Zodiacaptor is a group of eleven effect monsters and one Xyz monster named after the twelve Zodiac animals. These Spellcasters are all Level 1, but they have an interesting effect: They can steal Levels from monsters your opponent has by banishing them from the deck! And they put them to use! Because whenever one of them banishes a monster: They all gain one level, whether they're in your hand or on your field. The issue there is that they can't be Special Summoned. Their Xyz monster is Zodiacaptor Dragon, a beast of a Rank 1 monster, summoned with 2-5 Zodiacaptor monsters. Like it's normal counterparts, Dragon can steal Ranks feom your opponent's Extra Deck, and it gains ATK and DEF for each one it has.

 

NEXT:

Gamercenary

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Archetype of Warrior-Type monsters named after the main characters of popular franchise games. They revolve around recycling their Spell Cards, which are legitimately the games themselves and do a variety of things from speeding up summons to inhibiting the opponent. Their secondary goal is to Special Summon their "Console" support monsters, which take hits for your Gamercenaries (as you can probably guess, named after the consoles like Playstation, Xbox, Wii, Gamecube, GBA, DS, Atari, whatever). 

 

In other words, a gamer's dream come to life in the form of a children's card game. 

 

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Showcase Master

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