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Tinkerer

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Prime Material

 

The Prime Material archetype is like Prime Material Dragon. That is, very focused on reversing and negating effects. They all have a passive that flips card effects around, and and activated card that uses discarding, tributing, or milling as a cost. They also can recycle their graveyard very effectively, a la Madolche, and they can drop some seriously awesome Synchro Summons too, with upgraded forms of their regular monsters that don't require costs for the activated effects! And never run this deck without three copies of the "Prime Material Plane" Field Spell.

 

chacha (overarching part of Achacha and Chachaka, two of the onomatopoeia archetypes)

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"chacha" is a very weird archetype, one that's seemingly split into two parts. The first part, Achacha, is a set of Level 3 FIRE Warriors with an emphasis on swarming and burn damage. Achacha Archer is a big playmaker here, as many of the other Achacha monsters SS themselves when your opponent takes burn damage, and then burn more, which can sometimes result in big wonky summon chains that fill your field with Level 3 Xyz fodder. Speaking of Xyzs, the Achacha Xyz monsters are more of the same; summon, burn, summon, burn, etc. However, all of them have an effect that activates when your opponent's card is destroyed (which is, more often than not, more burn). This is kind of weird, since Achachas don't have any in-archetype destruction cards.

 

That brings us to the other half of the archetype; Chachaka! These guys are a bunch of Level 6 WIND Warriors whose stats are pretty sheet, unfortunately. In exchange, however, all of them have soft OPT destruction effects, like Chachaka Archer, the MST with legs. Several destroy things in... unconventional places; the hand, the deck, even the Graveyard! Their Xyzs are even more destruction-happy, since many of them can destroy multiple cards at once, and many of them negate their victims' effects, banish them afterwards, and loads of cool stuff like that. Funnily enough, all the Chachaka Xyz monsters let you plus when your opponent takes effect damage. Hmm, I wonder where that comes from...

 

The chacha S/T lineup is where most of their real cohesion comes from. They're mostly continuous spell that help out with searching and swarming. Some examples would be "Once per turn, when your opponent takes effect damage: Special Summon 1 'Chachaka' monster from your hand or Graveyard in defense position" or "When a card in your opponent's possession is destroyed: Add 1 "Achacha" monster from your Deck to your hand, and if you do, inflict 500 damage to your opponent."

 

Finally, you have the boss monster, a Rank 9 that requires an Achacha Xyz monster and a Chachaka Xyz monster as materials, and has the best of both worlds in regards to effects. It can also "defuse" into an Achacha and a Chachaka if threatened!

 

Taken altogether, the chacha archetype is one that excels in versatile play, whether you want to burn your opponent to death and go for a quick win, or grind away their resources and strike after they're completely defenseless!

 

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Xi (pronounced like "chi")

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The amount of Chinese words is strong with this one...

 

Yeah, this Asian-themed Archetype focuses on a control strategy; the more members you have on the field or in the Graveyard, the better the effects you can get. Effects include but aren't limited to: Extra draw power, locking the opponent for a set period of time, protection, added summons, LP restoration and so forth. Only problem is that you need to be really good at managing resources, because after a while, these cards will banish themselves.

 

Oh right, and all of their names are transliterated so enjoy having to pronounce Chinese words in their proper pronunciation AND write them properly. (For regional purposes, assume the names come from Cantonese Chinese). The only connection is that their names start with Xi (and Konami's attempt to literally transliterate).

 

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(Unless you wanted this to be pronounced like the Greek "chi", then in which case, replace with Greco-themed and the names being written with the Greek alphabet)

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B E A R Y N I C E User

(I'm looking at you, Miscellaneous regulars...But seriously, do what you want with this)

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BEARYNICE User

Essentially, computer geek bears. LIGHT Beast-Types themed around computers (ie, BEARYNICE User - Graphic Designer) with a theme that's half Bujins, half Phantom Knights, all trolling- spam, search, Trap Cards, battle boosting, and Xyz out the ears. Their thing? Each of their monsters (Xyz included) forces you to discard at the end of the turn, but usually compensates with another effect (ie, "During your End Phase, discard 1 card, and if you do: You can add 1 "BEARYNICE" card from your Deck to your hand). What you're going to want to do is try to keep a firm balance between your hand and your field, due to the fact that most of your archetype is some form of Kalut/Bujin Crane/Honesty Neos. Best yet? All the non-monster archetype members have either computer or bear puns in their names.

 

Weather Grappler

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(Finally, someone did that prompt, which, yeah, derived its name from this section [even though you had free reign to do whatever]. Also, where is Snatch Steal now?)

 

Anyway, Warrior-Type monsters named after different weather phenomena (rain, snow, sandstorms, hail, tornadoes, etc]. They revolve around characteristics that their namesakes embody, or what an appropriate effect would be for such. There are two tiers; standard and Danger Weather Grapplers, which are a lot more powerful and can be considered the analogues of a Category 4/5 hurricane or the highest level of classification for respective weather conditions.

 

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Stormrider HERO

 

(Because TCG Konami is being dumb about not letting Stratos off his banleash or giving us a suitable replacement for him. Should be WIND HERO, but otherwise, do whatever you want.)

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Stormrider HERO

The latest branch of the HERO archetype, based primarily around standard combat-oriented shonen anime, instead of comic book heroes, British literature, or Kamen Rider. Essentially, most of these Warriors boil down to WIND or WATER Attribute, and things finally go back to being about explicitly named Fusion Materials, due to a Gladiator Beast-like fighting style, returning to the Deck if they survive a battle and bringing out a friend to replace them, much like "day in the limelight" episodes for side characters. Our main character, involved in almost every Fusion, is in fact a HOPT version of Stratos's searching effect with a Graveyard ability that allows you to recoup Poly or Mask Change. The real kicker with their Fusions, though, is the ability to return from the Graveyard to the Extra Deck for a free grab of Poly and one of their mats. If you run out of Fusions, you're doing it wrong.

 

Ryuuter (Ryu + shooter, essentially gun dragons, for the express purpose of imagining KoA trying to censor them)

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Ryuuter is and archetype of DARK Machine-Type monster related the the OG Gun Dragons series ( http://yugioh.wikia.com/wiki/Gun_Dragon ) whose each of their effect is related to coin toss to initiate either brutal assault or simply remove thing through non-target destruction...which translate that there's Ryuuter that toss coin to conduct multiple attack while the rest do the same for the usual removal effect . they also have secondary effect that react upon both ways of destruction... battler Ryuuter will trigger its effect upon effect removal and vise-versa, usualy to increase the number of heavy-duty presence through high level Tribute and Fusion Summons. don't you dare to ditch out the obsolete Barrel, Twin Barrel, Blowback, and Gatling Dragons of the OG series since splashing some of them can tremendously increase their consistency (ironically) and power. at the end..despite heavy dependencies upon luck, this deck can emptied your opponent field fast to dish lethal damage over and over again

 

Rahwana ( https://en.wikipedia.org/wiki/Ravana )

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Rahwana: A archetype of LIGHT Warrior-Type Pendulum Monsters who focus on shuffling cards from the opponents hand back into the Deck. The Boss Monster, the Ritual Pendulum Monster Rahwana Queen Shiva, has the ability to make both players shuffle their hands by sending 1 card on the field to the graveyard.

 

Arachne Pirate

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Spider pirates; that's all you need to know. Oh wait, the original laddie be wantin' more words. 

 

Archetype of WATER Insects that, as their name implies, focus on piracy and looting the opponent's resources with extreme ease. They're not that powerful (think of Majespecter stats), but what they do, they are extremely proficient at it. Unless the opponent can handle multiple direct attacks and losing their resources, it's going to be a long day for the opponent as they struggle with resource deficits. 

 

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Heike Monogatari

(Surprise me, but don't mess it up.)

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Gionshōja no kane no koe, Shogyōmujō no hibiki ari. Sarasōju no hana no iro, Jōshahissui no kotowari wo arawasu. Ogoreru mono mo hisashikarazu, tada haru no yo no yume no gotoshi. Takeki mono mo tsui ni wa horobin(u), hitoeni kaze no mae no chiri ni onaji.

The sound of the Gion Shōja bells echoes the impermanence of all things; the color of the sāla flowers reveals the truth that the prosperous must decline. The proud do not endure, they are like a dream on a spring night; the mighty fall at last, they are as dust before the wind.

-Heike Monogatari, the Opening-

 

an Archetype inspired by Heike Monogatari that share the spiritual theme of the literature which is Impermanence. consist of Warrior-Type LIGHT, FIRE, and WIND monster name after the characters of the tale  that heavily specialize on Xyz Summoning and Banish effects. the main play of the deck is to stack your Xyz as much as possible using another Xyzs...which seems pretty normal among Utopias and Zodiac we have today...but these guys don't have any usual detach related effect nor conditions. instead their "Detach" effect is more like that the whole Xyz Material stack underneat the Xyz you currently control is literally leaving that Xyz empty... which in return activate various Trigger effects ...which goes like this:

 

"During either player turn, while this card is attached to Xyz Monster you control: you can Special Summon this card. and if you do, attach all Xyz Material attached on monster this card was attached to this card. if a "Heike Monogatari" Xyz Monster that attached to this card is Special Summoned to your Side of the field while this card has no Xyz Material: (trigger effect)"

 

that way, your Heike Monogatari monster will always be different fitting with the spiritual meaning. and what i mean by different is that after the effect of empty Heike Monogatari Xyz Monster is resolved, some of them then vanish from your field... so you need to decide carefully when to active their effect ...but fear not, the effects of the Xyz most of the time is strong and even to the level of crazy when timed correctly

 

Bhagavad Gita ( https://en.wikipedia.org/wiki/Bhagavad_Gita )

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Bhagavad Gita

It is not very often that an archetype can truly be called a religious experience- this can. A Warrior-Type Pendulum archetype halfway between Noble Knights and Spell Counter Magicians, this is an archetype all about spiritual evolution. Monsters gain stats/effects and lose limitations depending on the number of Counters on them, and most of the time you'll be using the archetypal Normal Spells and the monsters' own Pendulum forms to get those Counters. However, they're weirdly battle-centric: in a turn where they don't battle, they lose some of their Counters. What you wind up doing, then, is fighting tooth and nail so you don't lose your spiritual progression, all while constantly adding to it by using as many Spells as possible. Also, the naming scheme is straight from the book in most cases.

 

Meteorc

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Archetype of FIRE Fiend-Type monsters. Their main gimmick is activating their effects by Tributing themselves (destroy 1 card on the field, Special Summon, add, ect.). Most of their Spell/Trap cards have a form of Summoning them, but they also double as generic FIRE support. They have few Extra Deck monsters; all being Fusion monsters. Thankfully, you don't need a Spell/Trap Card to Summon them; just Contact Fusion. However, instead of Tributing themselves, the Fusion Monsters allow you to Tribute other "Meteorc" monsters in your hand or side of the field to activate their effects.

 

Frantic Phantom

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Frantic Phantoms are a spam archetype in every sense of the word; these spooks are fast with a capital F, flying around all over the place, from Deck to hand to field to Graveyard and back again. With their swarming potential, they can easily put a full field of monsters on the board, and go from there into one of their numerous Extra Deck bosses, whether it's by Contact Fusion, Synchro Summon, or Xyz Summon. These bosses are no slouches either, with powerful effects out the wazoo. So we've got an archetype that swarms like hell, recycles very well (but only from the grave), and can go into an incredibly varied amount of bosses that can all dish out some incredible pain. What's the catch?

 

The catch, of course, is that any Frantic Phantom monster, no matter where it is (unless it's in the deck) and despite any kind of effect negation or prevention, banishes itself at the end of the turn. Outside of a few in-archetype effects, they cannot be retrieved from the banished zone, which means playing a Frantic Phantom deck is an exercise in restraint; you could go ham and summon everything you possibly can, but even a simple Threatening Roar could screw up your plans for good and leave you defenseless.

 

Reflektor

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Reflektor

A very . . . weird archetype- think Skull Servants meet Cubics and you're on the right track, especially given that they're all Level 4 or lower outside the Extra Deck. Essentially, your opponent takes damage from attacking into any of them, from simple fixed burn if attacked all the way up to deflecting all battle damage. Their biggest shtick, however, is the way their bosses operate: each one requires you to have a certain number of "Reflektor" monsters in the Graveyard to Summon ("Cannot be Normal or Special Summoned, unless there are 4 or more "Reflektor" monsters in the Graveyard"), and all of the bosses count as several monsters for this purpose ("This monster is treated as 2 "Reflektor" monsters in the Graveyard"). But of course, in all Decks of this level of bizarreness, you wind up with a nigh-unplayable, yet extremely useful boss . . . This one is a Fusion of any 8 archetype members (the Graveyard effects are your friend) that forces your opponent to take all damage for you, with 0 ATK and multi-attack capability- don't worry, it can't be killed by battle. You can do the math from there.

 

Militoy

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We've all played with toy soldiers, admit it, you have. This archetype is Earth Rock-type. This deck focuses on Equip spell cards and Xyz Summoning to make your monster boost in ATK for big beater's with big effects. The main Xyz Monster is Millitoy General, a Rank 6 Xyz Monster with 1800 ATK and 1300 DEF, who can has his ATK boosted by high amounts. Due to the fact that they get huge attack, they have several downsides, One being banishing your own hand or monsters. But the upside is the 4 Pendulum Monster's. Millitoy Gunman (obviously not TCG name) With a Scale of 7, the other is Millitoy Trainer with a Scale of 5, and the 2 other's are Scale 7 and 1. When the Pendulum Monster's are destroyed, you can Special Summon your banished monsters  giving you more Xyz opportunities, especially the Boss Monster, who is quite hard to summon, is Millitoy Airdrone, a Rank 10 Xyz Machine Pendulum Monster with ? ATK and ? DEF, And a scale of 11, he can Special Summon your Level 6's and Boost your attack, all while searching for your equip spells, and when he leaves the field, you can set it in scale, so you can Special Summon the others. To bring him out you need to overlay 3 Millitoy Xyz Monsters.

 

Cranky-O's

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Cranky-O's

 

Hope you're ready for some spicy breakfast! This archetype is based around various kinds of cereals, and are FIRE with low ATK/DEF. They try to stuff themselves into opposing monsters by swarming from the Deck and Graveyard on the condition that you battle with them this turn, and then slamming into said monsters by either forcing you to attack or forcing your opponent to attack. This triggers their major effects of heavily debuffing the destroying monster, damaging your opponent, or both. Think burn instead of stealing Greydles. Despite only going off when destroyed by battle (final location doesn't matter), they have all sorts of support which revolves around making sure the only way they are leaving the field is by battle. They have a couple of Fusions that amp up the swarming to a maximum and increase debuffs, but you don't need them to make sure your opponent gets a rude start to the day.

 

Flora Fauna

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Flora Fauna

Do you remember what a huge mess of an archetype Naturia was? How about the recent disappointment with Predaplants? This Plant-Type archetype has you, don't worry.

 

These planimals pay homage to both their plant and animal parts similar to the Predaplant naming scheme, they like both Synchro and Fusion, and their Levels are scattered around the board like their ancestors . . . but that's about where direct comparisons stop.

 

Most of these monsters have effects that trigger when they're Special Summoned by the effect of an archetypal card, and that should be enough of a clue to their playstyle. Essentially, Synchrons and U.A. trade notes- lots of revival, the big ones can SS themselves by bouncing one of your own monsters, and the S/T support is just more SS, with a little searching. However, the icing on the cake is this archetype's Geargiagear (the one card that takes everything to 11)- essentially, an archetype-restricted version of the currently anime-only Transcendental Fusion (Fusion Summon, then SS the mats from the Graveyard to Synchro Summon).

 

Regarding their ED, generally speaking the Fusions are the power players with higher stats and more aggressive effects, while the Synchros generally just help you go plus faster and protect your plays.

 

Designurse

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This is what happens when you combine a computer scientist and nurses: Cyborgs that can come up with multiple ways of healing your LP or card advantage, where at the same time, make the opponent suffer as much as possible through floodgates and other things. The searcher for this Deck functions very similarly to SPY-RAL Quik-Fix (see Machine Dupe spam) and the rest of the Deck is generally immune to any card effects from monsters with a higher Level/Rank than they are. Problem here is that most of them are relatively weak in terms of attacking; defenses are a god-send. 

 

(Needless to say these are Machine and/or Psychic-Type; I leave the choice up to you)

 

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1399th Engineer Construction Batallion

 

(Because WW2 and the fact I had to do a 5-minute oral presentation about them a couple weeks ago; you can Google what this is, but it's likely something a lot of you may not have learned in school.)

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This mini-archetype of low-level WATER and EARTH Warriors was released in memory of Japanese-Americans that served during World War II, and its members are named after notable members of the IRL 1399th Engineer Construction Battalion (though the archetype name is usually shortened to just "1399th"). Gameplay-wise, they're a very defensive archetype, using their effects to search out the archetype spells and traps to provide protection and DEF boosts to monsters on your field. The few monsters form a sort of mini-engine where they all search out either the other monsters or a spell or trap, making them very useful in decks that are prone to overextension as a way to make sure you're not completely screwed when your opponent Mirror Forces you.

 

Axion

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Archetype of Warrior-Type monsters. They have DEF higher than their ATK, but if you attack with them, they switch their ATK and DEF. They don't have much in the forms of Special Summoning (at least not where monster effects are concerned). So you'll usually depend on their Spell/Trap Cards to Summon them. They each have an effect that triggers upon destroying a monster by battle; whether it be a removal effect, search effect, Special Summon effect, ect. So battles are where these monsters shine. Their Extra Deck monsters are Fusion Monsters. The Fusion monsters not only have high DEF, ATK and DEF switch effects, but protection effects for your archetype, too.

 

Widowmaker

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(You were expecting something Overwatch-related, but I haven't played that.)

 

Widowmaker

An archetype dominated by Warrior and Psychic-Type monsters, with an "assassin" thematic to them: They don't really do mass removal, but they can spot remove just abput any card due to how they are worded. Their effects compare decently to Dakini, Castel, Trishula, and Ghost Ogre, and that's just in the Main Deck. Most of their archetype can't be Normal Summoned/Set, and instead rely mostly on floating, Gladiator Beast switching, and some archetypal S/T support that can not only SS them, but typically has a secondary effect to help get these assassins ready for missions (ie, "You can target 1 Set card on the field and destroy it, and if you do: Special Summon 1 "Widowmaker" monster from your hand"), as well as a CotH upgrade- if loses its target and it doesn't get popped, you can Special Summon something else the following turn. Essentially, you either wind up bricking absurdly hard or making it very difficult for your opponent to play YGO.

 

Ovum Organization

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Ovum Organisation.

 

A private firm which is focused on bio-engineering the perfect monsters by taking the genetic traits of 2 'donators' to form a new monster.

Much like in actual genetics, monsters created by the Ovum Organisation are composite beings, requiring 2 pieces to come together to form one.

The first half are trap monsters ("Ovum Bodies") which are destroyed during your end phase unless they are equipped with an equip spell ("Ovum Souls") which give the newborn monsters effects that make them either killing machines or allow for further creation.

The project culminates into 2 Xyz monsters, one of which absorbs the types, attributes and stats of the bodies it uses as materials, the other re-equips the souls to it rather than destroying them after absorbing the bodies as materials.

 

gL!tCh

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This archetype, in addition to being the bane of spellchecks everywhere, is a smallish archetype that focuses on the banished zone. Whenever your opponent fulfills a certain requirement (which is different for each card), the gL!tCh card in question will exile itself to the banished zone. Rather than returning to the field, though, most of the cards apply certain effects while they're banished, which can be just about anything, even something as self-contradictory as "Cards cannot be banished while this card is banished" (though they tend towards lockdown effects). Their Spell and Trap support utilizes this too; all of their support in this category consists of continuous cards that banish themselves when they're destroyed, after which they apply different continuous effects from the banished zone. The archetype doesn't really have much of a boss, or even much of a win condition other than "banish a bunch of lockdown cards and smack your opponent repeatedly until death." Meta-worthy? Not at all. Hella fun? Definitely.

 

Lantinid (corruption of "lantern" + cryptid)

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