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Phobian

Twisted soldiers of fear based on the monsters and sinners in Greek mythology, this mishmash of Warriors, Fiends, and Reptiles is a colossal obstacle to overcome. Surprisingly, they are linked together by a DEF value: 950. In any case, Phobians exemplify the belief Greeks held that evil never stayed dead. If they would go to the Graveyard, they banish themselves for a set number of turns before returning to your hand or outright Summoning themselves again, and they also happen to be capable of some decently hard locks on the field. Then, of course, they borrow a lot of powerful support from other archetypes . . . The one thing Phobians lack is a definitive win condition, as their effects are generally pretty scattered despite their proficient swarming and locking.

 

Windfestation

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Welcome to the world of annoying as hell Insects. 

 

But yeah, as their name suggests, WIND monsters that literally swarm the field and inhibit the opponent from really doing anything. Similar to cockroaches, they are perfectly capable of surviving most forms of removal the opponent throws at them, and get harder to remove the more you have the board set up. I suppose the only consolation for the opponent is that they're extremely weak for their Level/Rank and less of a pain to deal with than Majespecters; oh, and mirror matches hurt.

 

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Cross Blade

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Samurai. Crusaders.

 

...Yeah. That's new, ain't it? Anyways, these Warriors have a bit of a leg up on Noble Arms, because they have a Cross Blade for basically everything. Other equip Spells? Trap monsters? DIVINE-attribute? Pendulum?  Yep, just about everything. They just cripple your opponent and let the monsters handle the rest. And don't bring up UTL, because they have his number: a Monarch-style Cross Blade that can stop all Extra Deck plays. Now, they have a pretty decent Level 8 Ritual monster boss, who operates best with the Level 1 Ritual monster equipable, their effects activating when the former is equipped with the latter. At that point, it's basically over for your opponent, unless they have a Ritual monster of their own because Whoops! They don't have a counter for that. Better bust out Relinquished, huh?

 

Aztech (Go hard with this one)

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Aztech

Are you familiar with Monarchs? How about Qli? This is both of those things. Aztech is EARTH Beast-Warrior Normal Pendulums for the most part, with Pendulum Effects that seal off the effects of Effect Monsters and gift large stat boosts and extra effects to one another (eg-- "Aztech" monsters you control gain the following effect: If this monster battles an Effect Monster, increase this monster's ATK by half the opposing monster's ATK). But of course, that's not all. They have several massive Psychic bosses based on the Aztec pantheon that all have a Dogma-esque Summoning condition, which is treated as a Tribute Summon: Tribute 3 monsters, at least one of which is an archetype member. Unfortunately, they have a rather weaksauce weakness in the form of dying if there isn't a Pendulum card on the field, but given that they have effects similar to Towers, Quasar, and Sifr in their arsenal, you won't often be hurting for ways to get them going. Where is the Monarch influence, you ask? Imagine Stormforth in Field Spell form- you can always Tribute your opponent's monsters, so long as you use one of your own. The unfortunate thing is their lack of support cards, relying almost entirely on monster presence, but . . . does that make them bad?

 

Vyne

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Vyne is a Pendulum Archetype based on the popular 6-second social media app. These monsters are based on Vine's biggest stars: Amanda Cerny can steal your opponent's Pendulum monsters, King Bach is their mighty beatstick boss who can backflip any monster all the way back to your hand at a moment's notice, and Meech, Kenny and Dope Island are a Malicevorous-Yosenju trio best suited for harassing your opponent over and over with their effects. No doubt, you can do almost anything with these guys...

 

Brainstorm

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Archetype of DARK Psychic-Type monsters. They focus primarily on Synchro Summoning, and many of them revolve around banishing (not just the monsters); whether it be a cost to activate their effects, a removal effect against your opponent, or triggering upon banishment, they all revolve around it. They also have varying Levels, making Xyz Summoning scarce. They have decent ATK and DEF; some have higher, but most are decent. As for the Synchro monsters, not only does each have an effect that revolves around banishing, but they each have an effect that triggers when they're destroyed by battle.

 

Fickle Fairy

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"i mean...those cute little fairies always support the path of justice. they also proven tremendously useful for any adventurer without magic-user ally and even more as scout or way finder as their affinity to nature allow them to universally sense anything in large area. but i just have to say that their will leave you on first sight of better Heroes or at very least more fair looking ones, and it often happen is most dire of situation"

                                                                                                                                                                                                        - Clyde Beanwager, owner of Slack Pit Tavern and Inn-

 

an mini-archetype of WIND Fairy-Type Pendulum. that all have mandatory effect to be equip themselves into any available monster as soon as their summoned, which in return giving the equipped monster multitude of buff. the can also support the either classic deck  of previous generation OR any silly built in terms of being fall short on setup speed when used as scale since their scale is near-generic. the obvious risk of splashing these cute-yet-unfaithful fairy is that when your opponent manage to destroy any last of your monster they will equipped to your opponent monster instead

 

Glijinx (a pun for Glitching and Jinx)

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These Psychic programs are born to screw with targeting. A lot of them can redirect your opponent's targeting, like Thunderrhino, making it important to get several of them out fast. At that point,go nuts with whatever else the Archetype has, just be careful of non-targeting effects.

 

Djinn Rockstar (like the Xyz monsters Yuma gothe from Roku)

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You remember the original Djinns were based on orchestral instruments? Well, these guys are themed after rock bands and other non-classical music (think J-pop, rock, metal and some other stuff). 

 

Their effects are decent when played alone, but when multiples are out, you're able to evade the detach costs of their own effects (and they are VERY good at spamming each other out). Their effects range from disruption tactics to lock down the opponent's moves up to fast-forwarding your own plays. One thing any player using these MUST realize is that they need to maintain ways to keep their Xyz Materials on the monsters, because they will return to the Extra Deck if you have no more materials on them. But otherwise, let the heavy metal out.

 

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Soul Calibur

(I'm technically listening to an SCII track at the time of writing this; specifically Maze of the Blade 4)

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Soul Calibur

Essentially, the unholy lovechild of Artifacts, Guardians, and Masked HERO of all things. Level 5 and 6 LIGHT and DARK Union monsters that, like Artifacts, you can Set in the backrow and then Special Summon if they're destroyed in a Spell/Trap Zone. Then, if one is equipped with another, you can send them both to the Graveyard to bring out a Fusion- and it's the Fusion itself doing it, as a Quick Effect {eg. During either player's turn, you can send 1 DARK "Soul Calibur" monster equipped with a "Soul Calibur" card from your side of the field to the Graveyard to Special Summon this monster from your Extra Deck (This is treated as a Fusion Summon).} This leads to a playstyle where you either need Tribute fodder or to bait your opponent into blind Twin Twister and prayer to bring out the really solid bosses available to you. People will fear "Set 5, pass" once more, because this archetype's uniting supergimmick is an immunity to negation. No Skill Drain or Solemn in the world is stopping this living punishment for stupidity!

 

Yodon

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Dinosaur-Type Spirit Monsters that are brute force monsters upon summoning and otherwise steamroll the opponent. True to their name origins, they can partly blend in with the current Spirit deck, but are best used on their own. To counteract their forced returns, they have a variety of Spell/Trap Cards to keep them alive, but the only problem is that each of those supports require a fair bit of payment (either loss of field, hand or LP) to maintain, and you do this every turn. But in a way, pure Dinosaur decks love these guys since they give them the power to be even greater than Konami will ever make them in their lifetimes. 

 

(I'm using the Japanese reading for spirit [or part of it], which explains why I made this a Spirit-based thing)

 

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Koudo Kisoku (Advanced Rule / Clause)

 

Base this off of whatever you like, but make a good theme for it.

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Archetype of EARTH Spellcaster-Type monsters. They do a bit of everything; swarm, remove, protect, add,  ect. (not all on one card; more like a few of the monsters spam/Summon, some protect, some remove, add, ect.). However, each and every one of them (including the Extra Deck monsters and Spell/Trap Cards) have a strict "once per turn" clause, preventing you from activating the same effect more than once within a turn. The Main Deck monsters have the more mediocre removal effects, while the Extra Deck monsters have the more potent removal effects (at least by comparison). However, while the Main Deck monsters are EARTH Spellcaster-Type, the Extra Deck monsters are Dragon-Type monsters.

 

Reanimated Rex

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Reanimated Rex

The weirdest monster progression anyone has ever seen. Take a Field Spell that has supreme protection from literally everything so long as an archetype member is on the field, and let it call out low-Level Rocks from the hand or Deck. These low-Level Rocks have some decent on-Summon effects, but they do commit suicide at the end of the turn and call out Zombie-Type archetype members from the hand or Deck when they do. These Zombies do the typical Zombie shenanigans, reviving members of their archetype ad nauseam . . . although a good number of them reference Dinosaur-Type monsters in addition to Zombies and Rocks. Why? Their bosses are high-Level Dinosaurs that you can Special Summon from the hand if a Zombie-Type monster you control gets sent from the field to the Graveyard. Where the Rocks obliterated your opponent's field presence and the Zombies just baited your opponent into killing them, these Dinosaurs all get huge ATK boosts (some as high as 1000 a pop, on top of ATK values typical of solid Level 7 and 8 monsters) for each archetype member in the Graveyard and take advantage of your weakened opponent to swing for absurd damage. To review: Field gets Rocks that go boom and grab Zombies, which turn into Dinosaurs if they get killed. Any questions?

 

Canned War

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Canned War (Machines)

 

Machine-Type EARTH monsters that are based from real life tanks but instead looks like cans. These monsters have super high attack and super low defense for being Level 4s so they can dish out high damage immediately. (think Chainsaw Insect) Drawback is that they are destroyed after the damage step when they attack or attacked. This effect cannot be negated as well. So why run this suicidal monsters? A series of Continuous Spells will exploit these effects like Summoning a replacement from the hand once per turn for the destroyed monster or reviving one of them at the end of the turn. They have a Special Synchro that doesnt act like a boss but fully supports them by giving them full immunity to card effect destruction like from themselves and draw power each time they attack. The Synchro has low atk but packs nice defense stat

 

Inner Beast

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You have a Normal Monster. This Normal monster is tributes to Special Summon Inner Beast monsters, which are basically him, but with one of his skills cranked WAY the hell up. I'm talking strength, intelligence, fortitude, loyalty, all sorts of stuff. They are supported by an arsenal of Spells and Traps, either for protecting your monsters or bringing out the Normal monster.

 

Overcrank/Undercrank

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Overcrank/Undercrack is a machine archetype similar to Jigan Bakugan with self-destruct effects after equipping to your opponent's monsters. Undercranks equip to your opponent's monsters and apply a countdown of three turns then destroys the monster and inflicts small burn damage to your opponent. After destroying the monster they are equipped to, the Undercranks special summon themselves back to your side of the field. The Overcranks are synchro monsters that are pretty high level for what the archetype to make with relatively low ATK, but can equip the Undercranks from your graveyard to your opponent's monsters.

 

 

Hungry(We don't just serve Hamburgers anymore)

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(Too bad he left, because this would've made him happy)

 

Archetype of DARK Ritual Warrior-Type monsters based on common forms of fast food (we got more stuff besides hamburgers, guys). They have a few in-Archetype Rituals similar to that of Nekroz and Gishiki, and their own brand of support monsters. The support monsters range from searching the Rituals upon summoning to using them as the full Tribute to summon whatever Hungry monster you want. By the way, one of their Ritual Spells is similar to Kaleidomirror except it sends from the Deck. The Ritual Monsters themselves revolve around gaining power from whatever monsters they end up killing, or even draining LP every time they do so. 

 

[Too bad I already ate my dinner at the time of posting this]

 

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Shísān Xīngzuò (十三星座)

 

(Romanized Chinese for "thirteen constellations" or the WESTERN zodiac [this is taking into account Ophiuchus's recent addition in certain systems; most of us still use the traditional 12-sign one because it's easier / more familiar])

 

Don't c/p off of the Twelve Beasts / Asian zodiac one, and make sure to do a proper theme. You don't need to include the kanji reading.

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Shisan Xingzuo

Do you remember Morphtronic, by any chance? Maybe you're more familiar with UA. In any case, give them inverse Future Fusion and some mild milling and that's about where that goes. These LIGHT monsters of various Types can tag out to other archetype members in your hand at the end of any turn, and when they're Special Summoned a different effect activates depending on the position you Summoned them in. This leads to some interesting multidimensional plays, but most people who play the Deck will probably run a mill variant that searches their archetypal Fusion Spell, which shuffles mats from the hand and Graveyard back into your Deck to bring out their finall boss. Depending on how you play them, you can run this archetype in offensive and control variants . . . but either way, a boss with 800 original ATK and DEF for each mat used has to count for something . . .

 

Brandes

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Archetype of EARTH Fiend-Type monsters. They are primarily a Tribute Summoning Deck. The ones that you don't necessarily Tribute Summon (or don't have to) are either low Level or have an easy Special Summoning effect at a cost. However, the high Level monsters have 0 ATK. This gap is either filled with an ATK increase effect, a Summoning effect, a removal effect, ect. Their Trap Cards are mostly comprised of Continuous Trap Cards. Each Trap Card comes with an additional effect that you can activate if you control a "Brandes" monster that is listed in that Trap Card's text.

 

Marshalling Yard

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Marshalling Yard is an archetype of trap cards that cannot have their effects negated(but activation can) that when set behave like land mines. When your opponent dares to attack, they trigger and blow up that monster and inflict damage to your opponent equal to half of that monster's ATK. The archetypes that do the best against this archetype are Six Samurai due to negating their activations and archetypes decks like Shaddoll, BA, and Kozmo. While in the graveyard, you can banish 2 of them to set 1 on your side of the field from your deck.

 

Rap Godz

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* insert generic rapper phrase here *

 

Warrior-Type monsters based on legends in the rapper industry (and hiphop, including Eminem) and otherwise invoking the hood every time they come on the field. Your opponent will be pressed to get rid of them quickly, lest these rappers get their rhymes going and make the game harder. All of them swarm fairly quickly, and are extremely proficient in Rank 4 plays. Their boss otherwise gains the effects of the monsters used as Xyz Materials and can use monsters in your hand as material. Only salvation for those unfortunate enough to face them; they are extremely vulnerable to removal and their bosses are literal sitting ducks without their materials. 

 

But otherwise, time to bust out them rhymes. 

 

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Cleaver Draco

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"Dracoborn is really the greatest of meat related expert. all close-acquaintance of mine whose a Dracoborn always end up succeeding in life within meat butchering and culinary business. its like they born with the equal parts of instinct, genius, and passion to skillfully cut and process any animal to an artful  fine food to anybody... but truth to be told, no matter how genuinely-good they are as individual among us...their out-of this world knife work is truly scary...especially since olden-and-war-scorched days of this kingdom the Dracoborn is formerly known as the Elite Troop of  Weapon Masters called the Cleaver Draco that ensure every body that they can found is minced as fine as the grounds of the battlefield"

                                                                                                                                                                                       -Chef Deefus Cobaltloin, former Lieutenant of the Cleaver Draco-

 

an archetype of Dragon-type monster taking the quote "Cutting down things in every aspect" almost literally. consist of Main-deck and Xyz Monster that parallel each other on Level/Rank 1,2,4, and 8. therefore to fulfill that wide range of Rank they specialize to Halving and/or Doubling Levels. having problem in battle due to stat? just use any combination of Halving and/or Doubling stat. lack of material? you can literally "halve" a Cleaver Draco to summon a Spell/trap card as monster that is the "other half" of the Clever Draco that summon it. their Xyz monster is having a special gimmick involving how skillful your "butchering" skill by actually use multiple of same monster for summon an bunch of Xyz with different Rank OR when you manage to use an opponent monster as material

 

Charsoul (must be an archetype based on spontaneous human/self combustion. Luck-related effects and downsize is a bonus point)

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Charsoul

An archetype of Warrior-Type monsters you hate about as much as you pity. This is an entire archetype of Towers, unaffected by any effects but those of their own archetype. Their stats are solid, and they have generally good effects that range from battle effects to getting rid of pesky threats, including their own UtL to get rid of your opponent's invincible monsters. However the archetype has one itsy-bitsy problem: "During each Standby Phase, roll a six-sided die. If the result is 1, banish all cards on the field and in your hand." These poor saps can and will vaporize themselves without warning, and leave you paying the damages. Have fun.

 

Toy Blocker

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