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Lantinid

A small collection of Insect, Beast, and Reptile-Type monsters that "shine a light" on your opponent's plays- making your opponent unable to Set cards and making both players reveal their hands constantly. Even more uncomfortably, they're essentially the ideal anti-meta: If anything would be Tributed/used as Material for a Summon, they can banish themselves for a turn to negate the Summon in such a way that the monster doesn't go away. However, their staggered Levels, lack of Tuners, and inability to be Special Summoned means that you're likely going to be committing to running them pure . . . which means that if your opponent drops a from-hand/Deck Fusion or a Main Deck powerhouse, you're utterly, horribly screwed.

 

Cerrasp

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Archetype of LIGHT Rock-Type monsters. While many Rock-Types have high DEF, these have low ATK and DEF. However, they make up for it with easy Special Summon effects and their destruction-protecting effects (example: Once per turn this card cannot be destroyed by card effects). Their Extra Deck monsters are Synchro monsters. They too have low ATK and DEF. However, on top of destruction-protecting, they also have effects to enhance your monsters (effects that increase ATK, DEF, double, change Level, protect other monsters, ect.). Making your Cerrasp monsters a force to be reckoned with. Their Spell/Trap Cards have a secondary effect where they can banish themselves from your Graveyard to increase the ATK of 1 Cerrasp monster you control (so long as you have 2 other "Cerrasp" Spell/Trap Cards in your Graveyard).

 

Minemite

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Earth Insects that LOVE digging up stuff from the graveyard and Extra Deck. These little buggers (ha!) often have the ability to exchange a card in your hand for one in either player's graveyard, adding it to your own hand, Special Summoning it, etc. They're based on different mining tools and machines. They're Pendulums too, so have fun repeatedly stealing your opponent's ED monsters! Great against Igknights, actually.

 

One thing you need to watch out for with them is that they're mostly low-level and have poor stats. But with certain support cards, their Pendulum effects, and their boss monster, that can be solved in good time.

 

Tempered Fie (play on semper fi, tempered, and fie)

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Tempered Fie

A very interesting archetype of Warrior-Type pseudo-LV monsters: Think Gadgets meet Dark Scorpions- they search each other, they make one another more powerful, and they help meet the conditions to Summon one another's LV-esque newly-cyborgified Machine-Type "evolved" forms from your Extra Deck (ie, improved versions of their effects, stats that scale up relatively to each other) in a pseudo-Masked HERO style. Essentially, as long as you can Summon one of them and your opponent doesn't stop your Summons, searches, or attacks, you can field a nigh-uncrackable board (one even prevents himself and his brothers-in-arms from being Tributed) of five powerful monsters in one turn. However, one misplay or bad negation can utterly screw you. Have fun!

 

Byrondo (a "Byronic" hero/heroine is weighted down by their own personal struggles and is often physically weak, but very clever and unfettered [read: lie, cheat, steal, throw sand in people's eyes] in how they solve problems. A rondo is a musical style with an endlessly repeating "lead" theme backed up by smaller "supporting" themes that fade in and out.)

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Byrondo is an archetype themed around musical instruments, similar to that of Symphonic Warriors or Morphtronics, though they are the actual instruments being carried by what seems to be some kind of incomprehensible mist taking a vaguely human form. They feature flip effects similar to Ghostricks and their whole gimmick is flipping your opponent's cards face-down. Cards flipped face-down by a Byrondo cannot be flipped face-up during your opponent's next turn. In addition, they also have effects that remove your opponent's face-down cards by shuffling them back into your opponent's deck. In order to repeat this, they have the Ghostrick ability to flip themselves back face-down. However, they do not have access to a lot of Extra Deck options since they have a weird condition for any Xyz Summon, in that they can only be used to Xyz Summon monsters that require 3 materials or more.

 

Next-Edgelord

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if not for its meme context its actually a good name

 

a rather small-sized Archetype of DARK Warrior and Psychic Monster which despite their low count of cards you can and recommended to play them is pure as possible due to their high risk nature... you see whenever one of these guys is Summoned or flipped face-up they have mandatory effect that trigger when your current LP is higher than 100...which then proceed by forced you to pay LP until you have only 100 left along with incredibly powerful effect that get better the more you pay for that effect. but the most dangerous part of the archetype is how powerful the control plays of the Archetype Xyz.

 

but obvious weakness of the deck is when your opponent manage to lower you field  presence, your opponent will blow you away like a birthday candle...that and also the fact this archetype have the rather same or delayed version of Burning Abyss Xenophobic self-removal

 

Soulhack

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Soulhack

Psychic-Type monsters that, as the name states, "hack" into your soul, using your opponent's monsters as Synchro Material for archetype Synchro monsters. And, while these Synchros in their own archetype are all non-Effect monsters, each Main Deck member can be banished from the Graveyard to give these beasts all manner of effects. Each Main Deck Soulhack monster is even a sneaky reference to the Synchro monster whose effect they give once banished (eg, "Soulhack Nebula" gives your monster Stardust's effect, and "Soulhack Defensive" gives it a variation on Decisive Armor's ability). However, you want Miracle Synchro Fusion in your Deck, or at least a way to field multiple Soulhack Synchros- their true boss is a Fusion that can banish any monster from either Graveyard to add its stats and effect to itself once a turn, but it does require not one but 3 archetype Synchros as Fusion Material.

 

Farwaul (pun on "farewell", "far wall", and "caterwaul"- a loud, irritating noise)

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Farwaul

A group of level 3 beast tuner monsters and level 5 warrior monsters.  The level 5s all have self-summoning conditions when there are specific Extra Deck monsters on the field, but Special Summon the level 3s if Normal Summoned.  The level 3s all give effects to whatever extra deck monster they summon and all have a quick effects that can summon an Extra Deck monster using "Farwauls" you control.

 

With that said, the deck itself is good at Special Summoning all the Extra Deck types.  They have Beast-warrior Fusions, Synchros, and Xyzs that tend to be very destructive to different aspects of the game (hitting the Field, Hand, Deck, even the Graveyard and Extra Deck!)  They all have in-archetype float effects that benefit going into a different summoning method.

 

Most of their Spells are only usable when there's an Extra Deck monster on the field while their traps are all defensive counter traps that need at least 1 Farwaul present on the field (think Gladiator Beast traps).  That said, their monsters truly carry the deck.

 

GIFt

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GIFT

 

Otherwise known as "Greater Internet F**kwad Theory", this little archetype enjoys being as irritating as possible: Ojama 2.0. A bunch of Level 11 monsters that drop themselves onto your opponent's field in all manner of idiotic ways- acting like Kaiju, plopping themselves down when your opponent searches or activates a monster effect, or just straight-up giving it to your opponent a la Worm Ugly or Silent Wobby. Don't worry, they have no ATK, and they can't be destroyed by battle if they were the ones attacking. Not only that, they can't be Tributed or used as Fusion Material, and they even have a Majespecter clause. You're essentially giving your opponent a nigh-immortal blob of useless nothing that only exists to infuriate them, blocking them from accomplishing anything. As to an actual playstyle, it's actually burn damage. Very slow, very cruel burn damage: "During each Standby Phase, inflict 100 damage to your opponent for every "GIFT" monster they control" is a typical playmaker, and essentially all you'll really be doing. Your opponent will rage at their inability to Summon anything, and you will slowly be burning them to death. Have fun, you crazy bastards.

 

Wingdom

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It gives you WINGS! 

 

Anyway, Fairy-Type monsters with a hierarchy of monsters based on the European nobility (if you want to use the French one from Chateau, fine). The lower levels act as the play enablers and the upper ones (fittingly named after Dukes/Duchesses and even the king/queen) are the power players; you do whatever you want if a certain number of Wingdom monsters are in the Graveyard or on your field. Hey, you can't be an effective ruler if there's no one to help serve you, right? Just make sure you keep these guys buffed at all costs, because they are on the weak side until the higher-ups come and even they have issues. 

 

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Lightning Flyer (稲妻馴鹿)

 

If you've been paying attention lately, you'd figure out where this comes from (but it's not required). Even if you do know where this comes from, it's your decision whether to base a theme around it, or take this in a totally different direction. (Kanji not required, but that should serve as a technical hint)

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Lightning Flyer

 

A group of WIND Thunder pendulum monsters that love controlling the game and milling. When summoned, they immediately snatch a card from the opponent and turns it into an equip. The more equips they have, the more they mill. If and when they are removed from the field, the opponent gets to mill 3 and draw 1 (instead of getting their original stuff back), thus contributing to the mill strategy.

 

Their spell lineup is entirely equip spells that, instead of boosting the monsters, help them swarm better, steal more, and mill with greater effect.

 

Entroposaur

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Entroposaur

 

Banish Dinosaurs become even more of a thing! Essentially, each one forces your opponent to mill if they do a certain thing (ie, one makes your opponent mill to attack, another mills your opponent if they Special Summon, another mills if they activate a Spell . . .), and then they all force your opponent to banish a certain number of cards from their Graveyard during their End Phase. But wait, there's more: Each one provides a modest stat boost to every Dino on your field for each card that's been banished (think Gren Maju, or that Glutton monster released recently). Get a good field presence and your opponent will be low on resources and unable to control how much they're powering you up. Of course, they're relatively low power to start with, and kinda bricky, but that really just gives you incentive to run stall cards to give your Entroposaurs enough time to become unstoppable horrors. Then, beat your opponent to death with big scary heat death dinosaurs.

 

Cornament

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Archetype of Rock and Plant-Type monsters. They each have an effect that allows them to equip themselves to a monster on either player's side of the field. Some of these effects promote the equipped monster, while others hinder them. They don't have any self-Summoning effects. That's where their Spell and Trap Cards come into play. Their Extra Deck monsters are Fusion Monsters. They have rather unimpressive ATK and DEF, but their equip effects make up for it, altering and hindering monsters more than the Main Deck monsters of the archetype

 

Prestige

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Prestige

 

A series of Winged Beast monsters that are all nomis that can only be Special Summoned from the effects of the lower leveled ones. However, the lowest leveled one is 7 and whenever any of the higher leveled ones are summoned, they nuke the field and have a more and more oppressive floodgate effect.

 

They also have 2 low leveled monsters that aren't "Prestige" monsters themselves, but help push their main strategy forward. They also have no in-archetype Spells, but they have good traps that help their control tactics.

 

Bingo

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an Archetype of LIGHT Level 2 to 5 Beast-Type Pendulum monster with Senet Play-style of Card Zone Manipulation-related. all of them has dual-restriction: 1) you cannot control more monster than your opponent 2) this card must be summoned in the same column as opponent's Monster card zone that its occupied. and if that not enough their individual effects is also highly restricted to which monster is next to them (this card cannot be use as tribute or material on summon except there "Bingo" monster adjacent to this card yada yada yada).

 

BUT. before you said this deck is garbage gimmick-fest. each monster basically either gimmicky or pre-errata version of several forbidden or limited card though-out YuGiOh! history. and for its name sake it has a additional combo effect if you manage to pendulum summon all 5 in the same time.

 

Bottomfeast

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Bottomfeast

 

A set of level 1 DARK Fishes that love to turn the tables on opponents by swapping their ATK values with the opposing monster before damage calculation. As the "Bottomfeasters" defeat more and more monsters, more and more "Bottomfeasters" jump into the fray with their swarm tactics only triggering off of battle destruction.

 

They have no Spell cards, but their traps fully compliment their playstyle by allowing them to attack during different phases (including the opponent's turn) and tributing one "Bottomfeaster" to summon others.

 

Their single Xyz is a game ender that can attack all monsters the opponent controls alongside its ATK swapping effect. Watch out for these tricky devils!

 

-at-Arms

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-at-Arms

A very unique archetype of FIRE Machines, that take inspiration from Zoodiacs, Superheavy Samurai, and Karakuri of all things. They're an interesting Xyz archetype in that, like Zoodiacs, can stack on a single Main Deck monster, whose effects all activate in the Graveyard. Their Xyz monsters actually have rather low ATK, and they lose all their Materials and go into Defense Position after attacking . . . which is when they really become dangerous, as they then gain an additional attack for each Material detached, using their much higher, much more threatening DEF stat. Not only that, but most -at-Arms monsters replace their being lost as Material: If one gets detached from a FIRE Machine Xyz, it attaches 2 Tokens to the monster that lost it, and most of them can reattach themselves to an Xyz monster you control if you can bring them back, essentially making them even more of a threat if they get a second round in. Thankfully, however, they use the painfully awkward Rank 9, so you can't just splash them as an engine in anything. Still, fun for days.

 

Autotiller

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Autotiller

Comprised of warrior union monsters that attach to machines. Their card effects give bonuses when plants are destroyed and the spells and traps summon plant tokens to the opposing field. The warriors are called "Autotiller Farmer" and give bonuses to the machine "Autotiller" monsters. The machines have effects that activate in the battle phase, typically LP gain or effect destruction that activate after successfully destroying a plant.

 

B/B/B

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If Himika ever played a children's card game, then isn't it only proper that this Deck be a mirror of her two son's Decks?

 

Anyway, B/B/B is a Deck focused around extreme money practices and company management, and could very well be considered the equivalent of running a multi-million dollar enterprise [finding heavy tax exemptions to save money, cut costs, etc]. The monsters set up the plays by drawing out Spell/Trap Cards that then reflect current policies; some that are equitable for both sides and others which can be correlated to shady business deals and multiple contract breaches. Like D/D/D, these have a variety of summoning methods bar Pendulums, but who needs them? Just be careful you don't run out of support cards because the monsters suffer a bit without them (oh, and make sure the opponent doesn't hate you afterwards).

 

(Reiji has a mild business theme in D/D's, Himika gets a prominent one with these)

 

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Holiday Dragon

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This wonderfully festive little archetype is all about celebrating! Any time someone draws a card, these little fellas make a party out of it by providing various benefits to both players, which is often LP gain (though at least one member lets both players draw a card - hard OPT on this one). Or at least, it's supposed to be. See, a lot of times, the holiday dragons get kinda over-excited, and since they like to celebrate using fireworks, well... most of the time, your opponent ends up taking burn damage instead. The archetype doesn't have much of a boss monster, or any kind of ED line-up, though there are a couple of higher-leveled members. Their S/T support mostly focuses on helping you get monsters out, though all of them can banish themselves from the grave to make a player draw 1. Finally, in regards to naming, all of the dragons are named after a holiday that occurs on or around December 25, including a few that are a tad obscure, such as Bodhi Day (Buddhism) and Rizal Day (Philippines). Oh yes, I almost forgot: these adorable dragons believe that the holidays aren't a time for (intentional) harm, and therefore have 0 ATK across the board, though they have some pretty good DEF to compensate.

 

(LPT: Run Appropriate at 3.)

 

Mirai (Note that "mirai" means "future" in Japanese, and that "mira" means "look" in Spanish - make of these what you will)

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[spoiler= Goddamn it, Tojin]

Holiday Dragon

Holidays are a bit of respite from work in countries around the world. What better way to represent this than with dragons that limit the amount of work you need to do to win? Each monster in the archetype is named after a different holiday, and each cuts off your opponent's options until the game basically becomes what it was when the game started: fighting beatsticks with occasional power boosts, and little in the way of stopping a monstrosity with too much ATK to handle. You become dependent on your Normal Summon, because after these big guys cut off Special Summons and hand traps, you need to keep fielding a bigger beatstick than your opponent to prevent them breaking your lock.

 

 

 

Mirai

The perfect archetype to abuse with Convulsion of Nature and Ceremonial Bell, due to its signature gimmick of being able to pull off absurdly broken effects if you can correctly guess the top card of your Deck. Not only that, their entire strategy is based on toying with your opponent- non-targeting, non-OPT spinning removal that relies on name declaration, which means that your opponent has no way to fight except with things like Gladiator Beasts that plus off being shuffled into the Deck. Be afraid of the future.

 

Mirror Slime

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Mirror Slimes are adorable little balls of PURE EVIL. They are all Aqua types with a variety of Attributes and the nasty little ability to copy the type or Attribute of another monster on the field and force that type or Attribute onto another monster, with the end goal of chain-fusion summoning and even using opponent's monsters as fusion materials. But their true power lies in their high-level monsters. Each one can summon Mirror Slime Tokens that basically act like a statless Copycat and, once again, focus on fusion summon. They have a huge variety of traps and spells to keep the engine running and each fusion monster is radically different, meaning that they can theoretically prepare for any opponent.

 

EX-Arms (Based on an RMXP example game called KNight: Howling of Kerberos)

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EX-Arms

Just remembered that prompts are suggestions, not bylaws.

 

EX-Arms are what Union archetypes always wanted to be: Each member is decently powerful and splashable, adding credence to beatdown Decks, and they can protect their wielders and search each other all at once. A wide variety of Types/Attributes and a few different Levels so that they don't wind up as cheap R4 spam like ABC did, they do share a similar gimmick: dirt-cheap Fusion. Imagine something mixing GB and ABC: Shuffling various Fusion Materials from your field and Graveyard (at least one of which is always named) into the Deck to produce powerful Fusions that can de-fuse basically whenever they please to SS any archetype members except its named Material straight from the Deck. So, individual members are splashable, if you run them mostly pure you have really good Fusions to work with . . . but, as a Union archetype that actually wants to equip, they're prone to overextension. But hey, whatever, maximum ham!

 

Roaring Cascade

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Let's end 2016 with a roar, shall we?

 

But yeah, remember Number C73, whose name in Japanese literally says "Roaring Cascade(s)"? This Deck allows you to make Rank 5 and 6 WATERs really easily, including a variety of CyDra-esque cards to facilitate the summoning. Much like C73, these guys let you drain the opponent's power and add it to themselves, plus have some form of immunity to your opponent's cards. Only problem is that the Main Decks aren't exactly the strongest things around for their Level and so their strategy revolves around heavy Rank 5/6 plays into their bosses that DO have sizable power. Oh right, and they are certain adept at triple mat Xyz if they wanted to.

 

(inb4 Abyss Splash becomes meta-relevant)

 

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Payroll Rooster

(Partly because 2017's animal and also because minimum wage goes up a bit, yay!)

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