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Archetype Game


Tinkerer

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Pattern is a Plant-Type archetype based on sewing, where the Level 3 members in the Main Deck each represent a specific color of cloth (eg. Bolt of Violet Pattern), and have an odd focus: Fusion/Xyz that boost the stats of your opponent's monsters. The Xyz each represent actual clothing patterns (eg. Fabric of Checkered Pattern), and the Fusions are combinations of specific Xyz and an archetype member (eg. "Fabric of Checkered Pattern" + 1 Plant-Type "Pattern" monster). Why do they boost your opponent? Because the Xyz have various monster-taking effects, from things like Big Eye ripoffs to Creature Swap on legs, and the Fusions all either reflect damage or have Rise Falcon-esque abilities. Things get dangerous quickly with these lovely outfits.

 

Assault Instrument

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Assault Instrument is a series of Level 2 FIRE Machines that can inflict ridiculous damage with their music, harmonizing into a Synchro-Burn archetype that makes Chain Burn look like Rank 1 Spam. Assault Instrument Power Chord is their archetype Tuner, and it has a terribly OP effect not unlike a reverse Quillbolt. Thank god for HOPT.

 

Their Synchro Monster boss is a Level 10 called "Assault Band Mech" that require four Non-Tuners, and counts as an Assault Instrument so you can recycle your Tuner, because he also has "Junk Warrior" syndrome, gaining the ATK of the Instruments you have on the field, but preventing said Instruments from attacking.

 

Bombubble

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Bombubble

Aqua-Type monsters that make themselves annoying as hell thanks to a very effective uniting gimmick: If they die, they go to your opponent's S/T Zone and count down. At the end of their countdown, they inflict stupid amounts of burn to both players based on the combined ATK of all monsters both players control. However, they all have 0 ATK, so if you're running them pure you take no damage whatsoever. Yeah sure, they have decent effects on the field that let them clear your opponent's backrow so they have room to appear, and their bigger members give all your monsters a SHS attack-in-Defense clause, but that's basically irrelevant compared to their ridiculous burn potential.

 

Disturbeast

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Archetype of DARK Beast-Type Pendulum monsters. They focus primarily on removal effects (destroying, shuffling, banishing, ect.). They don't have any in-archetype Extra Deck monsters. They also come with an array of Trap Cards, all made to impede your opponent. Their Spell Cards focus in adding and Special Summoning them. They're also rather aggressive ATK-wise.

 

Gypsy of Sonata

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DARK monsters that focus on possessing your opponent's monsters and damaging their LP in the process. They heavily specialize in Fusion Summons and stupidly good at it. Also based on musical legends and other miscellaneous things linked to music. 

 

(Think of Yuzu's deck if she was possessed)

 

[spoiler=Kid above me ninja'd]

Archetype of FIRE Beast monsters that literally makes its presence known on the field. You'll recognize them for having either absurdly good stats or effects that any card would kill to have for their own Deck. They focus on disrupting the opponent's tactics, including omnipotent negation (say hi to CyDra Infinity / Quasars around) and making sure they can't Extra Deck or Special Summon. With all that though, you do need to make sure that they are protected by the support cards (or really any generics you want), because they're weak to tons of removal; despite their impressive pool of members who keep the hurt on. 

 

If you play them right now, your opponent's going to be hearing extremely loud car alarms in their ears for the next few days. Hey, I never said they were the type to be silent.

 

 

 

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ICBM Cavalry

 

(You can choose to see ICBM as another acronym besides intercontinental ballistic missiles, or you can make this military-themed with the actual abbreviation. Whatever works for you, but just be competent enough at it.)

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ICBM Cavalry

Level 5 FIRE Machine-Type sort of handtraps with a rather unique gimmick: "You can discard this card to target 1 monster your opponent controls: Banish that target, and if you do, inflict damage to your opponent equal to the difference between this monster's ATK and that target's ATK." It's a mouthful, but essentially they attack from your hand. Not only that, but most also have another handtrap use, and they have Continuous Spells that get them out of the Graveyard for the frontrow presence you need. Of course, you're probably not going to use them as monsters in their own right- you're going to R5 with them, or use them as Tribute fodder. Which is good, because they Dark Hole at the end of the turn they're Summoned.

 

Chaos Shield

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Archetype of LIGHT and DARK monsters. They have DEF higher than their ATK and focus on protection. This includes negating attacks, preventing destruction, banishment, targeting effects, battle, etc. Their Field Spell also allows them to switch their ATK with their DEF when they battle. They also come with an Xyz Monster or two and a few Fusion monsters, all of which are Summoned via Contact Fusion.

 

Slasher of Veils

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Since there's no name:

 

Pattern

a yes...sorry guys

 

Slashers of Veil is a Elite Inquisitors of Solaris-ProteanTemple's of A-r'haa Bajc, selected by the Arc-Acolyte himself since birth and trained to harness the grace of the sun dwell within their bodies. their always ready to smite evil beings and their heretic spawns with the very same undying fire as the sun itself regardless of time and place. unfortunately, the holy art of sun fire is a double-edge sword for its user

 

compose entirely of level 4 or lower LIGHT Pyro-Type Pendulum monster. they have partially-reversed play-style as Cloudians. as their utilize A-r'haa counters and self-destruct during the End-phase if they do not have any counter on them while in attack position. the unique thing is that they can active and applying their Pendulum effect not just on Pendulum zone but also while their face-up defense position. the goal of the deck is to aggressively deal blow after blow to opponent LP with a bit of control effects by managing your counter distribution and consumption.

 

Genom-Protean

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Genom-Protean

 

DARK monsters that when summoned copies a monster's Type and Attribute even after they leave the field until they're summoned again. Then they gain battle dvantage when battling monsters of the same Type and Attribute. They have a boss Fusion monster that can destroy anything with the same attribute or type of the 2 fusion materials used to summon it and banish it if the target has the same attribute AND type.

 

Esperial (Esper + Imperial)

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Esperial

 

A set of level 7 Psychics that just love the roll of the dice. While in hand, if a die result lands on one of two certain numbers (no matter the cause of the die roll or even which player rolled it), they can immediately be Special Summoned. All of them also have trigger effects on the field that lets 'em roll a die for their fellows. Unlike other luck-based cards, though, the Esperials lack negative effects, making them particularly potent once they get on the field.

 

As one would expect, their backrow consists of a ton of die rolling effects and die result-manipulation effects. Like the monsters, often the spell/traps have little to no downside. However, unlike the monsters, most of the effects are fairly tame and mainly focus on being helpful rolls to add Esperials to the hand or getting them on the field via their own effects.

 

Veritas

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Veritas 

 

A Win condition Deck consisting of Many Level 7 Monsters to use in Xyz Summons. The Backrow Consists of many different Spell's to summon more and there monster effects do the same.

Though while on the field there weak, if you Xyz Summon with them, you have a solid chance of winning the duel.

 

JellyBeans

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the fellow comrades of Jerry Beans Man, the cute band of walking seeds, nuts, and of course beans seem adorable and harmless, but underestimating them is the very insult to the god of war himself. as mother nature and the god of war bless these hard-willed warriors with outstanding combat power necessary to them to reclaim the wasted lands decimated by vile beings and evil heretics that server their ties and respect to nature for their own twisted-personal gain. later, after the land is purged the Jellybeans shall become medium to restore the scorned land and harmonize those who willing of repentance to the very blessing of nature once again...

 

PS: although even the gods must admit the hilarity and cuteness of these warriors is timeless

 

archetype of EARTH Plant-Type Monster with various-yet-low Levels that fully-specialize to support Normal Plants, by consistently buffing them with better stats and effects. especially with spin effects. they have bonus effects if your built of deck include 1 or both of  "Bean Soldier" and "Jerry Beans Man". the main goal of the archetype is filling the field with god-like-buffed Normal Plants to pummel your opponent to submission.

 

Ironflesh

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Ironflesh are EARTH Fiend Flip monsters that has an on Normal Summon effect then when attacked immediately changes the attacker and the monster to face down. Their Flip effects are usually a version of their Normal Summon effect to keep the effects rolling and activating. Spell Cards allows a stackable Normal Summon in the expense of not being able to SS non-facedown monsters. Traps revives at the cost of returning a faceup Ironflesh which is nice for reusing an Ironflesh NS

 

Istorya

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Straight from the pages of an epic novel, these characters are based on a number of stereotypical story characters. They can Synchro 8 with their Fantasy-based monsters, Fusion with their Western novel, and Xyz 4 with their horror story. Istorya does not screw around, and guarantee a win if you have all three boss monsters out: Sheriff Longarm, Shining Knight, and IT. They only lack Pendulums, but they don't need them: they hold their own and can tell a beautiful, awesome, or terrifying story while they're at it.

 

Kardiac

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as we live our lifes, often we see individuals that got shaped by life to have a strong will. would it be relatives, friends, and sometimes we could say ourselves. but out there...hidden from our society, lives extremely rare individuals who achieve the very zenith of willpower it defy their own death itself. but defying Death is just a beginning...these people, which call by our ancestor as the kin of Kardiacs is amazing people with powers as strong as their will and bravery as resilient as their heartbeat. but Death never like to get cheated and on a constant hunt on the Kardiacs making their very appearances in our civilization is short live, literally...but also one things for sure, all of the Kardiacs through out worlds and histories have been a heroes and legends to its people until the very last beat of their flaming heart

 

archetype of FIRE Rock & Warrior-Type monster of various levels. their play-style is revolving on controlling certain types if not exactly 1 of particular of monster on the field in accordance to the threat the controller face upon. while the other member in your hand and Graveyard can be Banished to further buff up the ones on the field, kinda like Bujin. the difference they have with the Bujin that they do not have a limited selection of in-field play-maker like the Bujins or Bunjinteis as each all monster have respectable stat (starting as high as 1800+) and has respective dual effects to counter or support the countering of each of play-style currently faced. their drawback however is there can be only a few number of them on the field at time (You can only control "Kardiac" Monsters up to number of Monster your opponent control -1, You can only control 1 " Kardiac *this card* on the field) and they will banish themselves off the field if you active the effect of monster that share their name in succession

 

Skinvader

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Archetype of DARK and FIRE Warrior and Fiend-Type monsters. They focus primarily on impeding your opponent's monsters with big bodies (2000-2500 ATK or higher). Most of the Main Deck monsters effects focus on punishing your opponent for Summoning or controlling such monsters, such as removing card (banishing, shuffling, discarding ect), while their Spell/Trap Cards focus mainly on promoting you and the archetype. And while they have no in-archetype Extra Deck monsters, they have at least 3 boss monsters, all of which are Summoned by banishing Skinvader monsters from your side of the field or your Graveyard. These focus more on manipulation, rather than punishment.

 

Midland

 

Requirements:

 

Base it off of this:

 

http://berserk.wikia.com/wiki/Midland

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Midland

 

Requirements:

 

Base it off of this:

 

http://berserk.wikia.com/wiki/Midland

Sorry, Nyx. That's what I call "Pigeonholing". Remember, no telling the next person what to base it on. If you wanted to explain your inspiration for the name and hope that the next person runs with it, that's fine.

 

In any case, that name is going to have to be skipped.

 

Next: Temporaviary

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Nightmariners are an extremely aggressive archetype of DARK warriors with ridiculous summoning conditions but high ATK. Most of the summoning conditions require your opponent to add a card to hand during your turn, so the archetype has ways to make sure that happens. While giving your opponent draw power seems like a bad idea, not to worry. The archetype has Mistake clones that prevent your opponent from drawing without you summoning big beaters.

 

Next-Guardian Angel

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Guardian Angel

Spell monsters. I'm dead serious. These Equip Spells can be Summoned as LIGHT Fairy-Type Normal monsters (Think PK or Burgesstoma/Paleozoics, but Spells) from your hand if your backrow is clear, and as Equip Spells they're ridiculously useful with bonuses of every form of protection under the sun, boosting to high heaven, devious battle effects, et cetera. There are even a few members that make these things into a surprisingly consistent engine! And, making it all more fun, they do actually have monster members- Fusions, Summoned the ABC way by banishing from field and/or Graveyard. It's quirky, it's crazy, and there are some interesting things you can do with this Deck that you can't do with any others.

 

Variado

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Variado

 

An archetype of cyborg-looking monsters of different types. All of them have abilities that allow you to discard a card and trigger different effects depending on what type of card was discarded (Monster, Spell, Trap). They also have 1 in-archetype spell: a powerful card that lets them recover 2 Variado monsters and a grave effect that shuffles itself back into the Deck for a draw (a la Metalfoe Fusion).

 

Kcra-ack

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Kcra-ack is a series of fragile, level 2 Rock-types literally made of glass. Their motto is: broken glass cuts. Basically when they get sent to the grave, you canteen them into continuous traps that burn your opponent for damn near anything. They can R2 pretty decently, but lack an in-archetype boss.

 

Firefry

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FIRE Fish-type and Insect-type monsters, this archetypes plays best in an xenophobic manner, as they hate having non-Firefry monsters on the field or spells in the grave, but they are cool with Traps. Despite these tough conditions, these guys can seriously pound the enemy with a plethora of direct attacks, burns and summoning each other from the hand when either occurs. All the Insect-types are level 1 while the Fish are level 4. They mix in a few tuners, and have an inarchetype Synchro as well as few Xyz. The Extra deck compensates for the lack of spells, offering OK burn and direct attack effects as well as being able to copy the effects of spells the opponent controls. Their biggest weakness after their xenophobia is they've no way to get back out of the grave without their extra deck monsters as well as having weak ways to slow down the opponent's plays.

 

Soulong

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Soulong

 

Wyrm-type monsters that specializes in putting the enemy in a field and hand disadvantage but they're kind of pacifist so they just shuffle cards into the deck. Also, when they battle and opponent's monster is still face up on the field, they get shuffled as well. Spells and Traps gives you field and hand advantage, leaving a wide gap between you and your opponent.

 

Knifedge

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