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Archetype Game


Tinkerer

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Showcase Master

A Rank 9 based Pendulum archetype, composed of the eponymous monsters and "Showcase" Continuous Spells, which each force you to Foolish an archetype monster every turn, which would normally be bad in a Pendulum archetype . . . however, their Scales have effects that let you pay Life Points to Pendulum Summon from the Graveyard instead of the Extra Deck, just in case you want something that you sent to the Graveyard or used as Xyz Material. In terms of how it functions . . . Think tellarknights meet D/D meet modern Red-Eyes, and you kinda get it: use Spells, Summon everything, start wonky effect chains that let you Summon more things, make a bunch of bosses, Summon even more things, inflict uncomfortable amounts of burn, and attack your opponent if it's still necessary.

 

Giant Germ (legacy support for the orange amoeba, why not)

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A bunch of low level dark monsters that treat their names as "Giant Germ" in the deck and have varying effects when special summoned by a "Giant Germ" monster. They're capable of going into rank 1 and 2 xyzs, inflicting a decent amount of burn damage, stalling your opponent, and even boosting each other's atks, but most of your plays rely on Giant Germ getting destroyed.

 

Sacred Ash

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High level Pyro-Type monsters that focus on constantly reviving themselves. While they do suffer from a lack of Tribute options inherently as members, they have support cards that can effectively lower their Tribute costs down or in other cases, act like another copy of The Monarchs Stormforth for them to snatch the opponent's monsters away. All of them have good stats for their respective Levels, but their revival comes with some costs; usually substantial LP payment. In other words, make sure you have sufficient LP and enough Tribute fodder to keep you going, otherwise this ends up like U.A.

 

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Fallen N.A.S. 

 

(Intended reference is the company responsible for anime, but you can do something else with the prompt)

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Fallen N.A.S.

 

A set of DARK Zombies with 1500/0 stats that vary between levels 2-5.  Like Monarchs, they don't reference each other by the archetype name, but rather by their stats.  They usually have two effects, one that benefits you, and one that only triggers when your opponent hits certain conditions.  The secondary effects are extremely powerful, but you need to tribute the monster itself in order to activate them.  The conditions to trigger them are somewhat like "deterring floodgates" (ie. if your opponent Special Summons 2 or more times this turn, you can tribute this card..., etc.).

 

Their Trap support involve taking away all the good stuff your opponent holds dear.  They have their own versions of Enemy Controller and Fiend Griefing and a mass stat reduction card.  When you think you've gotten past everything, they have a single hand-trap monster that can become any of the in-archetype traps in the graveyard.

 

 

Vexom

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Vexom is an archetype of reptiles that like aliens or coludians, revolve around counters. after you get a certain amount of counters on a monster, its effect activates, doing something amazing, like summoning the boss monster, and the boss monster would win the game once you get 5 counters on her.

 

 

land-masters (points for  alien infiltrator or stormshooter-esque effects.)

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Trying this for the first time.

 

Hmm...

 

Landmaster is more of a series of Rock-Type EARTH monsters. They're big boulders and they have the ability to "roll around" the field by moving to adjacent unoccupied monster zone. In the Philippines, there's a game called Holen and the rule of the game is to flick a ball of marble with your thumb and aim at a group of marbles, enclosed in a circle. If any of those marbles leaves the circle, you then capture that marble. Borrowing from this concept, a Landmaster can Special Summon itself from the hand if there's a card on the same column (flick and aim). Then an effect applies here depending on the Landmaster. Like if there's a monster on the same column and its ATK is lower than the Landmaster's, destroy it (capture). The "roll around" ability then comes to play allowing you to reuse this SS process.

 

Shocktrap

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Shocktrap

Solemns, PK, and LS walk into a bar . . .

This archetype comes in two major parts. Negation-happy traps that reset themselves like Scrap-Iron Scarecrow, and LIGHT Thunder-Type monsters that love the Graveyard and Xyz.

Yeah, the Traps mill you as cost, and require your Graveyard be only LIGHT monsters, but that's not all that hard. And, once either your opponent has enough of your shenanigans, or you get bored and pop them yourself, you can Special Summon them from the Graveyard!

The monsters here are also good at stun tactics, and they also mill, but generally speaking they just search for one another and the traps, with occasional Graveyard Trap bonus effects.

Their Xyz make for fantastic lockdown enablers, and thankfully are archetype restricted . . . at least a match against them is unlikely to last long with how much you'll have milled to get them on the field.

 

Wing Order

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Wing order Is an archetype of Wind/Light monsters that gain effects based on the amount of wind monster in your graveyard (or light, ETC) and is based around rituals, that you then xyzs into the boss monster. (its because its CHAOS.... badum-tss.....)

 

 

hellflames.

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Hellflame (Censored to Evilflame in TCG)

An archetype of Pyro-Type DARK monsters with an immense love for being banished . . . helped along by not one but 3 archetype Continuous Spells, and a Field Spell, with a Macro Cosmos-like effect. Essentially, they are mildly annoying on the field, being decent beaters that search their Fusion Spells in a few different ways . . . but they each inflict very good damage over time while in the Banished Zone. Naturally, their Fusion Spells themselves help with this, including an archetype Miracle Fusion and a from-Deck Fusion Spell that banishes. The Fusions themselves employ D.D. tactics, banishing your opponent's monsters in a variety of ways . . . not only that, they inflict burn on your opponent for each card in their Banished Zone once they've inevitably been banished, themselves. Their big bosses, which specifically require other Fusions as mats, are essentially the Envoys, mildly buffed and in Fusion form. Lastly, their trump card is essentially an archetype version of Return From the Different Dimension. NOT an archetype you trifle with.

 

Spiralline

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Spirraline
 

An archetype based on Shellfish, being WATER Aqua/Fish-Types. Of course, the standards end there, as they keep apart from banifishes and other WATER archetypes in their main mechanics: Literally "spiralling" out of control. If your opponent leaves the monsters on the field, they bring out bigger and more powerful creatures from their deck, swarming with many different levels. Of course, keeping on the field might be a problem, as LVL monsters have so clearly shown, if it weren't for the fact that the weaker monsters stick to the field like barnacles. Getting them off is tricky and requires many resources, so to compensate the bosses, while having strong effects, aren't that good in terms of self-protection.Their ED is comprised of Fusions which are the same types, with perhaps a Sea Serpent as a strong boss, and are, well, fused versions of actual selfish. In terms of requirements they prefer Levels along with types/attribute, not really caring about names. Their Fusion Spells can only Fusion Summon using monsters on the field, but boy does it help with the swarming with its secondary effect. The S/T support has a little protection, but mainly focuses on effects on your successful swarming.

 

NOC

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Negative Optic Coalition, shortened to NOC, is an archetype straight out of an optometrist's nightmares. With the main deck monster's ability to peer into the opp's hand, you'll always be one step ahead thanks to their many pseudo-mind crush spell/traps. But do you know what's better than simply looking at their hand? Deciding their hand. NOCs have neo-spacian-esque contact fusions that allow you to stack the opp's deck at the cost of returning to extra. Notice how I didn't mention a Level, type, or attribute? Good, because they have a variety; only a shared name connects them.

 

Next up: Himlock (hemlock+him [sexy plant men, anyone?])

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Himlock

Dragon Rulers meet Performages. Have that horrifying image burned into your skull? Good!

8 Plant-Type monsters in the Main Deck- 4 each of Level 8 and Level 3, 2 each of each elemental Attribute. The Level 8s each SS themselves when banished and inflict damage on yourself to go plus, and the Level 3s SS themselves from the hand/Graveyard if you take damage, and banish things so you go plus. These emperors of herbs are also stocked up on very good support that helps with both goals, and quite a few ways to recoup resources lost to banishing or Life Points given up for effects. In fact, your biggest issue won't be fielding your monsters, but failing to Xyz fast enough- if there are any Himlock Main Deck monsters left on the field when your turn ends, you have to either nuke your hand or your entire field, so try not to Summon more than you absolutely need to.

Their primary ED plays will come in the form of their own Xyz, 2 each of LIGHT and DARK, Ranks 3 and 8.

The banlist would nuke these plant-men faster than you can blink, so I hope you don't plan on any tournament play!

 

Pendulancer

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Pendulancer

 

As their name suggests, this archetype revolves around 2 things: their pendulums and their piercing damage. All their low scales provide piercing while their high scales give all around good battle stuff. Their monster effects are also fairly straightforward. They tribute themselves to provide benefits to the player or their fellow monsters.

 

The spells and traps are built for further pushes. They consist mostly of backrow hate and swapping battle positions. Unfortunately for the Pendulancers, quite a few are triggered by "sending 1 face-up card you control to the Graveyard", meaning they tend to lack the capacity to be run "pure".

 

 

Forthright

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Forthright

What you see is what you get with this Synchro Xyz archetype, composed of EARTH Warriors who quite openly announce their actions and intentions. Each Level 4 member has 2 Level 8 counterparts- one in the Main Deck, and one in the Extra Deck. Essentially, for the small cost of your hand being on display at all times, you have a small army's worth of Foolish Burial-like effects in an archetype that plays with the Graveyard more than anyone else. Your job, essentially, is to have boss diarrhea, be it in the form of Rank 4, Synchro 8, or Rank 8, and then just trying to beat your opponent to death with big sticks. Even their Spell and Trap support is very simple and straightforward, not going for any complex plans- they're usually only a line or two long.

 

Iceshroud

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Remember Ice Counters? Well now they have an archetype.

 

Iceshrouds are all WATER and love placing ice counters on everything possible for a variety of reasons, from debuffs to effect negation to destruction. They have a variety of levels, but they have a variety of Ranks as well.

 

Idiosynchrotic

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Archetype of monsters with very strange Type/Attribute pairings (or ones that don't necessarily match flavor-wise or rather unorthodox). They focus on messing up your opponent's current Attribute and Types, or otherwise just making the opponent's field weird enough so they cannot do anything. Screw everything you know about flavor, because these do whatever the hell they want.

 

Believe what you will though; play against them wrong and you might as well ragequit. 

 

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Metasalty

 

Go nuts.

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Metasalty is a deck that quite literally punishes your opponent for playing a high tier deck by having burn effects by having continuous traps that inflict burn damage when your opponent special summons a monster. In addition, the monsters have Thunder King Rai-Oh effects where they can tribute themselves to negate summons. Along with that, they have 0 ATK and self-destruct when changed to defense position, but to compensate, they recover your LP by the ATK of the weakest monster your opponent controls.

 

(Of the) Desolate Desert

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Desolate Desert

An EARTH archetype composed generally of Warriors, Fiends, Rocks, and Reptiles, all centered around a single Field Spell . . . Think Toon Kingdom meets Necrovalley, protection and a power boost that locks both players out of Graveyard plays. The monsters themselves aren't all that powerful, but have a wide array of cheap tactics on hand that make them perfect anti-meta: slowing down the gamestate, non-targeting removal by the bucketload, cheap and easy negation . . . essentially, imagine a Deck designed specifically to infuriate newbies. This is that Deck.

 

Baitle

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Archetype of DARK monsters. They all vary in Type. While they contain high Level monsters and are fully capable of of Tribute Summoning, they are also capable of Synchro Summoning. And their Synchro monster's effects are more rewarding if at least one of the Synchro materials was a Tribute Summoned monster.

 

Vile Phalanx

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Vile Phalanx

DARK Fiends that act like a cross between Morphtronics and Hierartics- they Special Summon themselves by Tributing the same number of monsters you'd need to Tribute Summon, and they have effects that change depending on their battle position. Interestingly, they're good at both OTKs and lock tactics- in Defense Position, they boost the attackers and give them devastating battle effects; in Attack Position, they shut off your opponent's options bit by bit. In a sense, they're a lot like a real phalanx- the ideal formation for them includes blockers and attackers.

 

Dansirs (Dancers + sir)

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EARTH Warrior-Type monsters themed after the varieties of dances in the world, but with male participants (hence the name). Depending on the dance style, each member can either bounce cards away or damage either player with either burn or field destruction. They have an assortment of Spell/Trap Cards they can use to augment their abilities, and their overall boss is essentially immune to everything your opponent throws at you + makes them cry, but it's a Fusion and requires sizable effort to even make in the first place. 

 

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Imperialist White

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Imperialist White

"That's mine", the archetype. EVERY SINGLE MONSTER in this archetype steals your opponent's stuff, putting it either in your hand/ED or on your field. Not only that, they have backrow support that allows you to change archetype names in card text to "Imperialist White" (ie, if they steal Frightfur Sabre Tooth, it boosts all of this archetype's monsters instead of Frightfurs). For an archetype of LIGHT Warriors, these guys are absolute jerks. Luckily, they don't have any ED of their own . . . but they're not averse to using toolbox and stolen stuff. They're exceedingly good at it.

 

Handrill (Hand + drill)

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Your neighborhood hardware store; now available as a card game!

 

But seriously, Archetype of Machine-Type monsters themed after hardware tools like saws, screwdrivers, power drills, etc. They can equip themselves to other monsters you control, granting them different effects. Most of them are modest in their stats, so they really work better as Equip Cards. Think of it like Crystrons; they're an engine Deck to make your main stuff go faster. That's not to say they can't fight on their own, as they do have bosses who are fully capable of fighting on their own; the tool attachments as equips are icing on the cake. 

 

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CC Enforcer

 

(CC can mean anything you want it to be, so go wild with this.)

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Crowd Control Enforcers

 

The Five-O is here!

An archetype of DARK Machine-Types (think RoboCop and its martial law) who specializes in "Crowd Control" which is a term in video games where an ability is to limit the target or an area, rendering them unable to act or possibly be useless during a skirmish. This works cause their cops. Anywho, as suggested, they carry all kinds of "CC"-ish abilities which are translated to YGO as semi-floodgates (cause you dont want to go full floodgate) (think Rai-Oh's negate summoning effect). The Synchro Bosses are the main "carry" of the archetype, being strong beaters while the other enforcers keep the enemy at bay. The S/T support makes sure that the enforcers have enough resources for their floodgating abilities up and running.

 

Chakrawalkers

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