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Archetype Game


Tinkerer

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Archetype of EARTH Machine-Type monsters themed after various toys found in children's playthings (for the record, assume Western style). They focus on heavy stall tactics, ranging from locking off attacks to even sealing up the activation of Spell/Trap Cards if enough of them are around. The one thing you need to be aware of though; they aren't really great at speed summoning so learning how to get them out quickly is key. Oh, but they are Inferno Reckless / Machine Duplication bait, so I guess that helps to some extent. 

 

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Fullrider

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Fullrider, or as I like to call them, MLG Kozmo. Here by no one's demand, the most annoying archetype to ever plague the metagame. What don't these super cool muscle cars do? If they inflict battle damge to your opponent, except by direct attack, they can tribute themselves to summon bigger muscle cars. They then are level 4 monsters, so you gain access to the rank 4 pool and they count as all attributes. Throw in some tuners and now you have all extra deck options. Wait, what's that? This takes too much skill? Well, we can't have that now, can we? Here's a Towers clone for your troubles.

 

Robotisized(In the old Sonic cartoon SatAM, Dr. Robotnik had a machine called the Robotisizer, which turns people into robots. Flavorwise, I would like for this archetype to reflect that. Something like how the Nekroz are armors of synchro monsters, but do whatever you feel like.)

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Robotisized

The AGM's very own Malefics. For the low low cost of banishing a given non-EARTH non-Machine-Type monster from your hand, Deck, or Extra Deck, you get its "Robotisized" version- its Type is changed to Machine, and its Attribute is changed to EARTH, and it suddenly gains the utter weaksauce weakness of being banished if you have no cards in hand, although its Level remains the same. However, what it gains is 400 ATK and DEF, a buffed effect, and some way to protect your precious hand. And, unlike Malefics, you can have as many of these mechanized monstrosities on the field as you damned well wish, and they can all attack. Slow? Yes. Bricky? Sure. Prone to OTKs if you can get them working? YUUUUUP!

 

Ytrium

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  • 2 weeks later...

Ytrium is a series of radioactive monsters, made of material from a meteor. These Psychics have a wonderful Fusion Engine going on, with the ability to fuse with every monster you control, and no less. So you need to be precise wih your swarming. They deal continuous damage to each player for every card they control, so handtraps and gravetraps are a must.

 

Burning Knuckler (the literal translation of Battlin Boxers japanes name. Give this name a new meaning!)

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Burning Knuckler

A relatively small archetype of kinda weak FIRE Warriors and Beast-Warriors, with a gimmick that essentially makes them the lovechild of Gadgets and Deskbots- they search each other when Normal Summoned, and each of them can give up their own attack in a turn to boost an ally's stats by their own. They have exactly 3 Dragon-Type Synchros that each are mostly there to push an offensive if you fear that your opponent might negate a necessary effect, because each one provides an on-Summon spin for your opponent's hand, backrow, or frontrow, plus an additional effect beyond the normal "give up my attack to boost an ally" gimmick. Normally, even with all this they'd be a write-off, what with being rather slow and dependent on battle, if it weren't for one little teensy detail: Burning Knucklers provide FIRE with an Honest.

 

Spring of Lethe (The River Lethe, in Greek mythology, was a body of water that erased the memories of any who swam its waters)

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now boy...you are ready. for tonight, the elders will grant you the rights and duties as one of the guardians of this very springs. protect it it with your live. don't let anyone use even a drop of this very water as it cleanse-clear ones self, which eventually doomed the others by spiraling cycle of fooling and fooled.

- Amnytas the 355th Spring Guardian, to its protege-

 

an Archetype of WATER Warrior,Spellcaster, and Psychic-Types whose each of has their own variation of this irl card effect: http://yugioh.wikia.com/wiki/Question, in which gonna make your opponent constantly checking your cards down to its exact order more than OCD patient to prevent any advantage building from the grave these guys specialize at. but the the Synchros takes the cake for being annoying for having unique effect of Shuffling your Graveyard cards to further randomize the guessing game.

 

Compostitches (Composite + Stitches), must based of Simulacrum Constructs/Creatures such as Frankenstein monster. because, hey its Halloween!

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Compostitches

 

A SpoOoOoOoOoky Fusion Archetype composed of Zombie and Thunder-type monsters. The Zombies (Based off of decaying body parts) send themselves to the Graveyard to activate their effects (mainly along the lines of card destruction), and the Thunder monsters, all based off of electrical machines, shuffle themselves into the deck. They then allow you to Fusion Summon the Compostitches Fusion monsters by banishing using the Zombies you just sent to the Grave, "shocking" the Zombies back to life in a more powerful form! But wait, there's more... Their boss monster, an Xyz Monster that requires two or more Fusion monsters as material, can Special Summon banished Zombie monsters, equipping them to your opponents monsters, and causing them debuffs! It's so diabolical, you'll leave your opponent screaming for mercy! *maniacal laughter*

 

Stage HERO

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Imagine what would happen if Jaden and Yuya adopted a newborn child and the babysitter was Yuma.

 

Think about that child's mental state after... let's say 15 years of being around those three.

 

That's Stage HERO for ya. These guys are a nightmare, a Pendulum archetype that uses Fusion and Xyz, swarms your opponent's field with useless monsters, and prevents them from doing much of anything while you slowly make your way up to your strongest ED monsters, who proceed to demolish your opponent with all-out barrages. And did I mention they're based off Commedia dell'arte? Yeah, the protagonist who uses this is probably going to spend the first few episodes returning to sanity...

 

Xyzian

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Xyzian

Have you ever realized how "same-y" certain Xyz archetypes are? Spam a certain Level over and over again, make lots of things, rinse, repeat? What if I told you that you can make an Xyz archetype without any Level repeating in the Main Deck? Meet Xyzian, Xyz on meth.

 

Basically, each Xyzian monster is a different Level, and has some way to be Special Summoned from your hand, Graveyard, or what have you, and most of them also search. Their shtick, however, is the ability to freely copy the Levels of other members of their archetype, meaning that if you have the Level 3, 8, and 10 members on the field, your opponent doesn't know if you're going for Dante, Hope Harbinger, or Ravenous Tarantula until you do it. Naturally, this makes them a very flexible Deck, able to spam generic Xyz of any Rank with impunity. Admittedly, this limits up your Extra Deck space very quickly, but it also means that playing against them never gets stale- with identical hands to start with, two different Xyzian players could potentially go for entirely different strategies, meaning you'll likely never have the same game twice.

 

Treeaboo (Tree + weeaboo. Have fun.)

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Despite the name, Treeaboo cards aren't all trees, nor are they technically weeaboos (being more based on general otaku culture). They are parodies of otaku culture like idol fans (Idol Fern, Pop Fern in the TCG), hikikimoris (Hikikimatsu, Shut-Pine in the TCG), and even train otaku (Rail Oaktaku, Railroak in the TCG). However they are all either EARTH or DARK Plant-type monsters with low stats and negative effects like "Monsters you control lose 300 ATK" or "Whenever you draw a card: lose 300 LP." They also all have at least one kind of summoning they can't be used for unless it is to summon another Treaboo card. However they almost all share the effect "When this card is Summoned: Your opponent gains control of this card."

 

They come in 3 varieties: Level 3 monsters that can't be used in one form of summoning, have 300-500 ATK and DEF, amd smaller effects like the "Monsters you control lose 300 ATK"; Level 5 monsters that can't be used for two forms of summoning, still have low ATK but 1000-2000 DEF, can be normal summoned by tributing an opponent's Treeaboo card, and have bigger effects like "Your maximum hand size is reduced by 2"; Xyz Monsters which instead of shifting control can be summoned to your opponent's field using Treeaboo monsters they control, have ATK of 1000-1500 and DEF of 1500-2000, and actually useful effects like "Monsters you control gain 500 ATK" or "During your Draw Step, draw an additional card", but also at the beginning of your Standby Phase have a mandatory effect to remove an Xyz Material and have a massive drawback (like "Monsters you control lose 1500 ATK until your opponent's next end step" or "discard three card") if you do-which obviously means they become all upside once the material are all gone.

 

Support is actually mostly harmful like "Each player loses 300 LP for each Treeaboo monster they control", but that makes sense when put together with the granting to opponents thing. They also have an archetype specific Owner's Seal, which is useful for taking back Xyz Monsters that have run out of material.

 

 

Salamander

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Salamander

FIRE Reptile-Type and Fairy-Type monsters with a combination gimmick similar to Gusto or Dragunity: The Reptiles are Union Tuners that can be used as Synchro Material while they're equipped to monsters, and the non-Tuner Fairies generally have consistency-based effects (searching, SSing, recovery, etc). Their primary pastime is Synchro Fusion, with their regular Synchros having solid effects that, naturally, they give both of to their respective Fusions. That said, if you're feeling particularly bold, they can Synchro ladder with increasingly restricted Materials, up to a double-Tuning boss that requires 2 Tuners and 1 Synchro of the archetype as its Materials, and accepting no substitutes. As for what they do with all of this . . . they get advantage, and often can inflict hefty amounts of burn damage, when there are less cards in their Graveyard than the opponent's- which is why they have an archetypal Miracle Fusion and quite a few cards based around stuffing their monsters back into the Deck.

 

Soul Bead

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Soul Bead...

 

Jeez, did'ja have to?

 

Alright, so we've got this archetype of Level 2 Pendulums who consist of ghostly monks wearing/possessing colorful Necklaces. They can be equipped to each other to save their friends from effects, and they have a Fusion monster boss, summoned like Dinoster Powerful, who basically looks like a human Zenyatta, and can use equipped beads to just demolish your opponent.

 

Razor-

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its historically correct that in medieval times Barber and Surgeon its basically one and the same jobs but i can't just ignore that monthly dinner party of Barbers and Surgeon Doctors at Thompson's Barber might interconnected with murderous cult that turn numerous unfortunate townsfolk into Surreal-Horrors of roomful ribbon of flesh...

 

- Edgar Pepperday, City of London Police's Detective-

 

Razor its an archetype of of DARK Psychic and Fiend-Type monster that both specialize and limited to Piercing Damage. they actually battle-oriented play, which further validate with their not-so-shabby Stats but these guys can't destroy attack positioned monster and all the regular battle or effect damage is converted to seemingly harmless Cut Counter...that until the impending doom of their Barber Surgeon (https://en.wikipedia.org/wiki/Barber_surgeon) themed Fusions comes to play and take advantage of any victims with a lot of Cut Counter to further refined themselves and your advantage

 

I Ching

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Minecraft mobs,items and characters put into card form. The main effects destroy or negate the effects of your opponents monsters. All of the Mineganeer monsters ATK and DEF are 2500 or lower. The Mineganers are a combination of Beast,Rock and Fiend types. 


Ores

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You do realize there's a certain required level of detail now. These prompts are very meh, and if Tinkerer were here he'd have seriously given you flak.

 

Ores

Rock-Type monsters with a distinct excavation/digging bent. A lot of their Spell and Trap support is designed to use the actual "excavation" mechanic, milling your Deck until you get to their monsters, quite a few more help you Special Summon from the Graveyard, and all of them can be banished from the Graveyard for yet more effects. Of course, most members trigger effects on being Special Summoned, especially from the Graveyard (look at Felgrand or Arkbrave), and yet more of them improve their consistency even more when they go to the Graveyard in the first place. Yet more interestingly, they use a mechanic similar to Mask Change to bring out hard-hitting bosses that are reasonably easy to get going. Uniting these monsters, beyond their Summoning condition, is the fact that they all revive dead Ores in some way . . . making them practically always a good option.

 

Popshore

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Well, the I Gear ones are definitely under the word requirement / details. Above one is technically fine as far as the rules state (more than 40 words but barely, and the 2 sentence thing), but other than that, it's vague.

 

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Popshore

 

A portmanteau of offshore and pop; these are WATER Pyro-Type monsters that focus on "explosive" plays. What does that mean? It translates into them having ignition effects that blow themselves up, but in return, do a variety of things, ranging from searching, bombing the opponent's resources, LP burn and a variety of other things. Their bosses are Fusions and can be summoned by banishing Popshores from anywhere in your possession, and can trigger the smaller members as their own abilities. A word of warning; very little backrow and heavily Grave-reliant, so if you run into banish-happy Decks or Soul Drain, you better have some way to deal with them, unless you like scooping hard.

 

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Face-Down Untapped Position

 

(You may know this as Gadjiltron's group he won as a prize from CC Monthly before promotion, but do what you want with this. Just make sure you're competent enough to design a coherent theme for this [does not need to have anything to do with MtG])

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Face-Down Untapped Position

Well, it's finally happening. A (primarily) Spellcaster-Type stun archetype of face-down Attack Position gimmicks. A lot of their support is designed to take advantage of the odd rulings behind the position (ie, face-down Attack Position monsters aren't destroyed in an ATK tie, but the attacker is) and they even have bosses that require you to Tribute face-up Attack Position monsters to be Summoned. In addition, all archetype members are named after prominent MtG characters and memorable cards- their support S/T even take after certain Enchantments, Instants, and Artifacts of note.

 

Wholly Night (a pun on "Holy Knight", but that's about it)

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fellow brothers and sisters, today we line up upon this wasteland to protect the life and honor of the poor, the lame, the confused ...from these barbaric forces oblivious to the word "peace" and "love"....MAY EACH DROP OF BLOOD IS FORGIVEN AND BLESSED! PEACE AND HONOR SHALL BE TAUGHT UPON EARTH!!!

 

-Cruxzis Magenmallen, General of Wholly Knight-

 

Medieval Knight and Armies themed Archetype consist of Warrior-Type monster with all atttribute other than DARK. they have choice of attack in attack position as regular or in face-up defense position akin to SHS. this gimmick is supported by them having symmetric-yet- decent sized stat. and further reward you differently when its destroying battle monster in the same position as their current. (defense attacking defense, attack attacking attack). as bonus, some of their cards including the Field spell and several bosses  has the effect to equalize your stat (if your DEF is higher that the ATK the ATK is augmented to be equally high as the DEF, and vice-versa) so obsolete-yet-generic cards that support DEF Stat can be splashed to this deck to surprisingly boost the ATK stat too. but being honorable has its own drawbacks...this deck don't have trap support at all and severely lack of quick effects on your opponent turn.

 

Oxymora (https://en.wikipedia.org/wiki/Oxymoron)

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Oxymora

A Fish-Type archetype based primarily on remoras- when something else is Summoned, these things follow behind them, and effects can't be activated in response to their Summon when they self-Summon , making them a perfect matchup against things like Traptrix which rely on effects after a Summon. However, don't go thinking you can Xyz with them- no one can Summon any monsters with the same Level as an on-field Oxymora, which means that they actually block the Sharks you'd expect them to combo with. In fact, they are one of very few ways to stun practically any Deck, given that their Levels go all the way up to 8 with the Extra Deck's help- so unless your opponent is running Trains or something, they will likely be locked out of Summoning anything whatsoever. Not only that, most of them have ways to avoid removal, and they can revive each other. Have fun being a huge troll.

 

Wingray

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Imagine reverse Raidraptors. Yeah. These nocturnal winged mammals form all the lowest ranks, their highest being 6, and use Rank-Down spells get to their most annoying monsters. They're LIGHT, too, so they clash with Raidraptors rather impressively in a Duel. Whats strange is that they have a Rank-down version of literally every Rank-up the Raidraptors use. Freaky, but they're cute so I'll let it slide.

 

Presbyrbarian (play on barbarian and Presbyterian)

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Presbyrbarian is an archetype of EARTH Warriors with a playstyle of essentially making your opponent fight themselves. Each has 0 ATK and have Yubel-esque effects that the damage you would have taken to your opponent then float into other monsters when destroyed. In addition, their spell and tarp lineup involve a lot of forcing your opponent into attacking your monsters and preventing your monsters from being removed by effect removal. While not having ATK, the monsters learn from Yubel and the big ones can automatically destroy your opponent's monsters at the end of the damage step.

 

Ultimate Lifeform

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No; this has nothing to do with Sonic the Hedgehog. Archetype of LIGHT and DARK Psychic and Reptile-Type monsters. A lot of them have effects that alter them (increase ATK, DEF, Level, protect, ect.). They can also Special Summon themselves at the cost of your Life Points. The only Extra Deck monsters they have are Synchro monsters. No Fusion, Xyz, or even Pendulum. As for the Synchro monster(s), the effects depend on being the highest Level; sure there are other effects that it already has, but it has an additional effect that is activate while the Level of every other monster on the field is equal to or lower than its Level. As for their Spell Cards, each one comes with an alternate effect that you can activate by banishing (not the same turn they were sent, though) to promote ATK, DEF, or Level. The Trap Cards do the same, except with protection instead of stat alterations.

 

Interstice

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Interstice:

 

A portmanteau of "Interstellar" and "Ice", this archetype absolutely ADORES freezing their opponents cards in place with special, annoying "Intice" counters, whose special abilities hinder the opponent, from not letting them use the monster with an "Intice" counter for Extra Deck summons, to having the opponent burned per turn equal to that monster's Level. All the time, these same counters, when placed upon your own monsters, help you level your monsters up from 4 and 5 to 5 and 6, as none of the Main Deck monsters can be used for an Xyz, Synchro, or Fusion Summon while their current level is their original level! On top of that, your opponent cannot choose another attack target than a monster you control with an "Intice" counter, as the counter's name is a play-on-words of "Entice", as you "persuade" your opponent's monsters to crash into yours. Their main boss can place counters on any monster whose current Level is the same as their original level, and these counters have a slew of devastating effects! From Effect Negation and Stat Reduction to Burn Damage and Extra Deck restriction! Truly, the Interstice monsters are one to fear...

 

(Elder) Entisect

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(Elder) Entisect

A stupid spammy archetype of EARTH and DARK Insects with a defined, almost militaristic pecking order. They float enough to make Kozmo jealous, and can revive so freely that a lost field can be recovered in a single turn with no real effort. They use this rapid spam to bring out their Plant-Type Synchro Elders, who have fun with stun and self-protection by dropping the Levels of your monsters. Essentially, think how game-breaking Six Samurai with triple Gateway used to be, then speed them up even further with Synchron-level Grave recovery and crazy amounts of search. Basically, this Deck will never run Pot of Desires because it doesn't need it. Their only weakness: battle. They can negate cards and effects for days, spin Pendulum Scales, block Special Summons that their opponents try to do, but if you succeed in Normal Summoning Summoned Skull or something else with 2500+ ATK there is next to nothing they can do, especially with their xenophobia being so extreme as to not allowing any non-archetype cards in the Graveyard whatsoever.

 

Phase Phantom

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