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Tinkerer

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The Dread Judges consists of only three monsters: Rhadamanthus, Aeacus, and Minos. The first two are level five (though Rhadamanthus can be special summoned by discarding two cards) and the latter is level seven. They are all dark zombies and cannot be targeted for attacks.

 

The bulk of the archetype is its sub archetype the Dread Judge Ruling spell cards. Normal, continuous, and quickplay spells that require you to control a Dread Judge to activate. There is also their field spell Dread Judge Courtroom which lets you reveal the first card you draw during your draw step, and if it is a Dread Judge Ruling card you get to add another one with the same name from your deck to your hand.

 

Also many of the Rulings have additional effects if they are discarded while you control a Dread Judge (that is if an effect or rule makes you discard them, not that they have effects you activate by discarding like Honest) which are smaller versions of their actual effect. The Judges themselves have weird effects meant to throw people's plays off some. Aeacus raises the level of monsters in player's hands and Extra Deck by 1, Rhadamanthus makes creatures in Graveyards become DARK Zombies, and Minos makes it so that when a monster is Special Summoned that monster's controller banishes the top card of their deck.

 

 

Sandstorm

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Sandstorm. This nasty Spell card can totally screw up your day, being an old-fashioned nuke in the style of Final Destiny. But it allows you to summon Sandstorm Elemental if you control no cards when you activate it. And Sandstorm elemental can discard cards from your hand to further keep your opponent on the losing side, with options out the butt for his effect, and he has an effect to help refill your hand faster. Handtraps are recommended for a deck around this guy.

 

BlasterCube

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BlasterCube

What happens when Genex and the Element series combine and sorta almost become meta? This little toy-themed archetype. BlasterCube Core is their Level 4 Tuner of choice, notable in that it's a fantastic playmaker- it's Junk Synchron and Vanishing Lanius for its archetype in the same card, and its stats are passable. Throw in a couple other members that pretend to be it on the field, and a few Main Deck members of each Attribute that can search BlasterCubes of any Attribute but their own, and you can call it a day for the Main Deck. However, their Synchros are another story- Levels and Attributes across the board, but the exact same Summoning condition: "BlasterCube Core" + 1 or more non-Tuner monsters. Then, they have one effect naturally . . . and up to 3 more they can get depending on the Attributes of the monsters on the field and in the Graveyard. This means that, depending on how you run them and what you're up against, they can handle just about anything competently . . . but Pendulum and banish-heavy Decks royally screw them over because they generally don't put anything in the Graveyard to make them more powerful. Oh well.

 

Sword Dancer

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Think of a cross between samurai and the Arabian Nights users with the scimitars; this is what Sword Dancers are. Basically, their strategy ranges from OHKO strikes on opposing monsters to multiple miniature strikes at the opponent's LP via direct attacks. All of the Main Deck are relatively average in stats to compensate for their abilities to hit hard, BUT you shouldn't expect anything lower than 1400. What makes them dangerous though is their heavy backrow which can increase their stats heavily, and the ultimate monster, which can attack directly for massive amounts of damage due to its high ATK. 

 

If one cannot stop their dances, then they'll be the one who gets slashed to pieces. 

 

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Blackened Arbitrator

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Field Spells, meet Pendulum Monsters. These Blackened Arbitrators, named after what they arbitrate, are Level 8 monsters that can be placed in the Field Spell Zone as a Field Spell, allowing you to apply negative penalties to both players regarding Battle, Drawing cards, Life-Points, everything is kept in absolute balance by these guys... Well, only one thing at a time, since you've got one Field Spell Zone, but you can place them in your opponent's Field Spell Zone, making Field Barrier a must in this Deck. Time your Summons and card effects carefully, or you may never get an advantage. Oh, and a mirror match will end in a draw every time. since if both players control an Arbitrator in the Field Spell Zone, they self-destruct and blast both players for massive damage.

 

Purifire

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These LIGHT Pyro monsters are driven by one objective: purify everything. Gameplay-wise, this means a bevy of destruction effects, as well as a smaller focus on burn damage (often paired with the destruction) and battle effects. They're not a particularly fast deck, having only a few swarm cards, but their Spells and Traps make up for it by bringing their opponent down to their level. All the monsters have rather high ATK for their level to compliment their effects, and with one of their support cards allowing for a free search when you destroy an opponent's card, they're truly a force to be reckoned with.

 

Ephemeral

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are the happening are just start and end as the happening....something that could and will occurs within the cosmos? or is a part of designs so unfathomable it just make our presence far smaller than we think we are? moreover now, as those mechanism start to concern about their existence, woven an untouchable flesh for themselves and wander across hemispheres we stand on? can we reason with thee or we end up as dust, broken by the foot weight of their unknowing ?

 

Ephemeral is an archetype of LIGHT Spirit Monster all high Leveled and "elemental"-like typing (Thunder, Aqua, Pyro, Rock) visualize as spiritual/meta-physical titans that embodied the very concept and forces of cataclysmal side of nature of all time and space. hand advantage is important in this deck since all of the cards can be function as hand-traps that you gonna need constantly, since their best plays require you to control nearly EMPTY field (with exception on Field Spell). but for such a high-risk condition you gonna be rewarded by potent effect ranging from Spin to Banish effect. fitting to role-played as untouchable presence even as you control nothing...

 

Iconoclaws

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Iconoclaws

Welcome to the revenge of the DM era. These Beasts and Beast-Warriors have garbage stats, no ways to SS them out of your hand, awkwardly high Levels; they're a brickfest . . . at first glance. You'll want to run them alongside Fabled, Shaddoll, Lightsworn, or anything else that'll dump them into the Graveyard for their absurdly easy to trigger revival effects . . . and you'll want to do it when your opponent has their best monsters out, because these crazy things can and will steal your opponent's monsters' effects, swap stats with them, or even just outright saddle them with inherently detrimental effects.

 

Chimaerage

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A new era in the art of splicing creatures and alike has started; the age of the Chimera (Chimerage for short). This archtype likes to Fusion Summon, a lot. Most of their Fusion monsters  have pseudo-generic materials (specific types, often in weird combinations), making them quite splashable. But they do have some archtype specific effects (float into another member for example)

 

The main deck cards focus on quickly getting out monsters with the correct types for the fusion materials. Either by tagging out or outright changing types. When used as a material for a fusion summon, the main deck monsters apply various effects to that monster (regardless of archtype). The effects that fusion summon have some weird traits.

 

Next up: Synchrodent (Synchro + rodent)

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Synchrodent is a series of level 1-3 main deck monsters and level 2-6 synchro monsters. They are all Beast-type and almost all EARTH or DARK. The archetype is another 'Swarm and Synchro a lot' archetype. The main deck monsters are normal rodents while the synchro monsters are strangely large (ROUS if you would) and have weird things like Synchrodent Porcupine having metal spines. They all have a number of the green synchro rings equal to their level as patterns on their body.

 

[spoiler=I got kinda long on more in depth stuff so it is behind a spoiler]

All of the main deck monsters have three abilities. The first is "You may use this card as a Tuner for a Synchro Summon." It is done this way instead of them just being Tuners so that you can use them in any combination. The second is something connected to Special Summoning the monster, special summoning something else, or triggering when you special summon (or a mixture of the three). The third is "If this card is used as material for a Synchro Summon, that Synchro Summoned Monster gains the following effect:" with the effect granted being different for each.

 

The Synchro Monsters all require a Synchrodent tuner and generic nontuners. The downside is that they are all a bit bland to make up for all the possible abilities they can be granted when Synchro Summoned by other Synchrodents which may make a Synchrodent deck potentially run more generic Synchros than Synchrodent Synchros. Like the main deck monsters they have three abilities. They keep the "You may use this card as a Tuner" ability and "If this card is used as Synchro Material" though they tend to be more potent since they take more set up. Their last (well second because they would be printed in the middle of the text) abilities are varied and kinda generic toolbox like helping Special Summon or draw cards.

 

There is one exception to the set-up of both the main deck and one to extra deck monsters. The main deck is Synchrodent Sleeping Dormouse which is a level 1 LIGHT monster, is always a tuner and has the odd ability "When this monster is used as material for a Synchro Summon, its Level is treated as 0." Theoretically allowing it to be used for Level 1 Synchros if any existed. The extra deck monster is Synchrodent Rat King which is a level 12 Synchro and because of that lacks the ability to be treated as a tuner and a "If this card os used as Synchro Material" ability. Instead cards and effects cannot be activated in response to its summoning, and when Synchro Summoned it can target any number of Synchrodents in your graveyard and gain all the abilities they grant when used as Synchro Material."

 

Synchrodent support focuses on helping them maintain a hand, protecting them, and recycling the monsters so you can do more synchro summons.

 

 

Reef

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Let's go underwater for some fun, shall we?

 

But yeah, Reef is a little Archetype comprised of multiple Aqua-Type monsters based on marine species with "Reef" in their name. They specialize in low Level spam, so really, Treatoad is a fine candidate for them (or rather, something you MUST run at 3 to make them stand up to the meta); well, they do have other Extra Deck that can function close enough to be a threat, so use those as you will. Oh right, and their backrow is very generous and lets them avoid card effects, destruction and really a lot of things most Decks would kill to have. 

 

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Frigid Debater

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An archetype of WATER Fairy-type monsters that are split into two main categories. The ones that Special Summon themselves to your opponent's field (like Yosenjus), and the ones that jack up your opponent's field if there's a Frigid Debate monster on your opponent's field (such as LP Reduction, card banishing, etc). The ones that Special Summon themselves to you opponent's field have slightly higher stats than the others that go onto your field, giving your opponent an advantage. All Frigid Debate monsters share the same effect that prevents them from destroying other Frigid Debate monsters by battle, and their Field Spell prevents all battle damage involving Frigid Debate monsters. To make matters worse for your opponent, most of the Special Summoners are Tuner monsters, and you can Synchro Summon with them and your opponents monsters, but none of the Frigid Debate Synchros can attack your opponent directly.

 

Stuff Striker

Requirements: An archetype based off of stuffed animals

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so Frightfur/Fluffal is not enough for you? ok...

 

archetype of LIGHT Low-Leveled Beast-Type Pendulum or Synchro Pendulum monster visualize as Humanoid Stuffed animal dressed as Victorian era European Nobleman and lady. unlike Frightfur/Fluffal, these stay puff toy don't have tendency to be savage nor murderous in their action. they are civilized living toy and guaranteed demon-possession-proof. the worst action these regal-yet-cute stuffed animal can take to address issue in their world is either to gather in large number and having a loud yet peaceful political strike or simply partake a honorable duel of Dignity Fencing to "death" (well more like shaming the opponent by complete disarming of their sword and clothes...).

 

their generic Playstyle is revolving swarming the field for Synchro Summoning and various-yet-softly disturb your opponent using Bouncing  and/or position manipulation effect to stall the game's tempo. while their Special Gimmick revolving  2 separate on-summon effect that trigger either you Pendulum Summon exactly 1 them or 5 Stuff Striker Monsters at once.

 

Economania (economy+ Mania). must be Synchro-Based archetype that heavily use counter and calculation based effect

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Economania. Oh, man, these guys are vicious. Imagine if Don Pierro from the 5D's anime got real serious. Yeah.

 

Each one taxes your opponent by adding to your life points based on the number of cards in their hand and/or on their field. Their Synchro Monsters are easy to summon, and a little too powerful. They add counters instead of battle Damage, and you can destroy them for massive life-point loss on your opponent's part. While this makes them a little weak to damage reflectors and negators like Ring of Defense and Emissary of Darkness, they have a few Dark Bribe-esque traps, and an in-archetype Appropriate.

 

Trapstick

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Trapstick is a group of EARTH Plant-type monsters that does something special. You can Set them in the S&T Zone as Normal Trap Cards and you can activate them as Trap Cards. Their "Trap" effects are the same as their effects as monsters. They have a nice amount of Spell Support mostly involve searching, recycling or even allowing a Trapstick monster to be set to the S&T zone as Trap Card.

 

Cold Steel

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Cold Steel

DARK Union Rocks, their shtick is that they can be used as Synchro Material if the monster they're equipped to is, which is great because they have a Field Spell that lets them Synchro and/or de-Synchro during the Battle Phase once each in a turn! Each of them provides both a stat boost and a useful effect while equipped, either some kind of immunity or a battle bonus. Their greatest advantage, though, is their sheer consistency. Searchers, revivers, draw power, and even a Continuous that acts like Ambulanceroid and lets you Special Summon any members you add to your hand by a card effect. Unfortunately, to balance all this, their stats are kinda crap . . . so you absolutely need to do lots of equipping.

 

Diamondust

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Diamondust are a series of WIND Rocks that can cut through damn near anything. These guys come at their opponents with effects that destroy the opponent's monster right after battle and reflect the battle damage! Not to mention they can't be destroyed by battle. Now, their ATK is always low, usually only 1000-1500, but they have a very impressive lineup of monsters. And they can also summon their Big Bad Fusion via contact, but you have to destroy them instead of just send them to the graveyard. Diamondust Hurricane is a vicious son of a b****, because he's just like the other Diamondust monsters, except he can attack THREE TIMES.

 

Dragonic Drudge

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Dragonic Drudge

WATER Dragons with a heavy discard/mill theme. Essentially, if one of them is sent from the hand or Deck to the Graveyard, you go plus, usually by Special Summoning what you just milled/discarded. And, of course, they have effects built in that let them discard and mill to sweep away their opponent's field presence. Throw in archetype cards along the lines of Charge of the Light Brigade, Dark World Dealings, Tuning, and even an inverted Dark Bribe (making you discard to negate instead of giving your opponent draws), and you have frightening levels of speed and consistency. And the cherry on top is having both excellent Main Deck bosses and solid Synchro presence.

 

Herpethorn (herpet, meaning snake + thorn)

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Herpethorn

 

Low level low stat EARTH Reptiles monsters that equip themselves to a monster when destroyed. When a monster is equipped, Herpethorn has this weird positive and negative bonus to their host. They can give buff their ATK/DEF but gives a negative effect to them (example, gain 500 ATK/DEF but cannot attack directly) and vice versa (example, loses 500 ATK/DEF but can attack directly.) Their main winning strategy however is to use these monsters equipped with Herpethorns as Fusion materials for their boss Herpethorn via contact fusion. the boss Herpethorn also has an average stat and is capable of attacking as many times as the number of Herpethorns equipped to it but its stats cannot be altered.

 

(of the) Red Thread

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(of the) Red Thread

You remember that episode of GX about "Maiden in Love"? This is an archetype around that ridiculous concept called love! These are Spellcasters, Psychics, and even a Fiend that are immune to battle destruction, and you take control of anything that attacks them at the start of the Damage Step. Most also have a lovely bonus of some sort: burning your opponent for the combined ATK of all the monsters they've stolen if they die, being untargetable, searching each other, acting like a Valkyria for the monsters they've stolen, tagging out Gladiator Beast-style . . . and, of course, the entire archetype is named after love- and dating-related terms. But, of course, their ace in the hole is not one but three different backrow cards that force the Battle Phase and force your opponent to attack. Fun!

 

Heir of Villardo

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"Heir of Villardo": a family of noble zombies that has existed for many generations. When one passes away, their heir takes its place; strengthened by the spirits of its predecessors.

 

All monsters replace themselves with another (with a different name) once sent from the field to the Graveyard. If a monster is special summoned by the effect of a " Heir of Villardo" monster, the members in the Graveyard apply various effects to it. The heirlooms all have generic-ish effects, in addition to "unique" effect that can only be activated/applied while a specific member is in the Graveyard.

 

Next up: "Fröbel"

An alternative word for "crafts" (knitting, paper mache, etc.)… in my native language at least.

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Fröbel its truly magical existence. its basically a mixture of vivid creativity or imagination of human children and the life-forces of the world that inhabiting children art crafting like origami, paper-mache, and the likes of it. they serve as invisible guardian, and playmate of children for thousand of years. and during those time some of them, called Fröbel Elder harboring so much power they basically become some sort of demigods. but now-days...as children is overly-pampered with entertainment technology like TV or Smartphone and most of the time not allowed to play outside, the Fröbel losing a part of their life source of children imagination and choose to resort themselves into guardian of the forest. despite of this they still longing the chance that they can play along side children again

 

an archetype of Low-Leveled LIGHT Plant and EARTH Fairy-Type Union Monster specialize in Synchro Summoning. their main goal is to stall while chipping down your opponent LP, supported by buff and nerf through their Union equipping. their Union effect is kinda unique since it can either buff if equipped to monster you the owner control or nerf if its equipped to opponent monster. their Synchro the aforementioned "Fröbel Elder" has annoying Effect that allow you to placed Union used as this card material on the opponent empty S/T zone resulting advantage locking. their dire weakness is their stat that still rather small even after you equip numerous Union on it

 

All-Splice (its must be an archetype of 2 or more LV Monster series)

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All-Splice

GX's wet dream. I'm not kidding- 4 different LV series of different Types, each focusing on a different classic-flavor ability: One nukes, one burns, one boosts, and one heals. However, what really sells them is the fact that they contact-fuse in a style reminiscent of GB: Shuffle into the Deck to Summon, and if they would go to the Graveyard they return to the ED and Summon applicable mats from your hand or Deck. So why the LV mechanic, if you can use any monster in the evolution line to bring out the Fusions? Because the Fusion's stats are dependent on the Levels of its mats, and it becomes the same Level as its higher-Level Material . . . and when it goes away, the monsters it replaces itself with can be any Level up to its own. That way, if you used a LV 8 and a LV 3, you get a 7 to replace that 3 when your big bad Fusion goes poof. In other words, this archetype is ham in a can . . . and something a GX lover would die for.

 

Arcannon

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Light Machines that play around Charge Counters. Low pevel Arcannons have the very slow effect of getting a Charge Counter during each of your standby phases but higher level ones have other conditions for it. It also has a slight Spell theme with lots of spell support. However it lacks in Trap support so anti-Spell cards can hurt the deck. They remove the Charge counters for a variety of effects but most are based on some form of removal. Their ace is Arcannon Giga-Solar Ray a level 10 Synchro that uses Charge Counters for untargeted tucking of opponent's monsters.

 

Lotus

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Lotus. Kind of like the Rose mosnters, these Plant-types have a focus on healing and protecting rather than destruction and pain. They use Fusions, one of their best of which is Lotus Warrior, a Fusion version of Junk Warrior who powers up on vengeance for her fallen friends. Then they have Lotus Dragon, who grants everything immunity to destruction and breathes life into the wilted Lotuses. Loti? I dunno, but whatever it's called, they have a lot of them, and they all support their Fusions massively with graveyard effects. Kind of a "cycle of life" thing.

 

Phobian

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