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Tinkerer

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[spoiler=Goddamn it ChampionZero] 

Drawing their strength from the ancient mythological beast which shares their name, the Kirin Rangers arrive to punish the wicked and bring serenity to the good! (also to act as a super sentai shoutout because super quant left me wanting more)

 

The kind of gimmicky guys you'd expect to see from a 1-shot anime character. Kirin Rangers are an archetype of 6 Gemini Beast-Warrior type monsters (one for each attribute and therefore each colour) who can be Gemini Summoned for free so long as another Kirin Ranger has been sent to the graveyard that turn. Once Gemini-summoned they also become Dragon-type, gain ATK/DEF and can search. As is expected of any team with 'Ranger' in their name, the Kirin Rangers are strongest when there's 5 gathered together at once. This is done through their leader 'Kirin Ranger Red's effect to grant an additional Normal Summon, so long as it's for another Kirin Ranger, which triggers every time there's a gemini summon. When 5 are together their arsenal of spells opens up, the kind of spells which makes attacks un-negatable, piercing and able to deal extra damage.

 

The obvious problem is that you need to have 5 of them fielded at once meaning you're going to brick very easily and will start slowly if you can't get out some good search and draw power right off the bat. Combine that with a format where field-nukes are cheap as chips and it becomes very much an OTK or death deck.

Still, it gives you a good excuse to make coordinated actions and overdramatic battle cries with your friends as you call a direct attack with all your monsters, calm in the knowledge that your opponent's facedowns are useless.

 

Pinball Magus

 

 

Pass.

Grand Expedition

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(i just have to use that trailer...the mood is fitting)

 

HEY! my fellow Explorer, Scientist, and Thrill-seekers~ Welcome to the Grand Expedition of the Century! using this map (http://yugioh.wikia.com/wiki/Card_Tips:Treasure_Map) we gonna search some otherworldly...well whatever you call it~ Missing Knowledge, Effigy of Faith, or just to satisfy your money-crave with likes of these (http://yugioh.wikia.com/wiki/Pharaoh%27s_Treasure) . but finding these Treasure ( Monster card) ain't easy... some of them is hard to salvage (must be Set or Special Summoned face-down unless it was summoned by "Grand Expedition" card effect ~including it self) some a bit tricky to discover (a Nomi that can only be Summoned as soon its added by "Treasure Map" and "Pharaoh Treasure" draw effect OR any other "Grand Expedition" card) but its all worth the effort (all of them is has a potent Control Style play  couple with a Beefy stat to match...and there a rumor of Treasure covered abomination beauty that can win the duel for you). if your Exploring team didn't landed the jackpot hit at first time..Don't Worry.. there a lot to be discovered along the way (most effect enable you too peek your opponent cards...kinda like what Spyral suppose to work but mix with Sylvan Excavation gimmick and Mist Valley return to Hand or deck gimmick) that can be equally valuable...

 

so wait no more! join us to unravel the Mysteries and Riches of these Worlds~ (yes Worlds...we have dimension-jumping device ready in accordance to the maps coordinate)

 

Next : .... , .... of Barbaros Ur (fill the blanks. can be friends for all 3 of http://yugioh.wikia.com/wiki/Beast_Machine_King_Barbaros_%C3%9Cr , http://yugioh.wikia.com/wiki/Beast_King_Barbaros , http://yugioh.wikia.com/wiki/Machine_Lord_%C3%9Cr but its up to you)

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"of Barbaros Ür" Is a series of Machine and Beast-Warrior type monsters designed to help you crank out copies of "Beast Machine King Barbaros Ür," And replace their effects with better ones! Unfortunately, you can't summon more than one "BMKBU" per every couple of turns, and you'll need serious draw power just to pull that off. So be prepared for that, and if you're running a Deck dedicated to these guys, only run 40 cards.

 

Nihilator (That's not a typo)

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Nihilator is an archetype of alien machines that specialize in one thing, and that is total annihilation. For these war machines, destroying the enemy is simply not enough. They seek total destruction of their foes by not only destroying them, but then attacking directly. Once they destroy a monster in battle and inflict battle damage, they inflict effect damage equal to half of the battle damage. Fortunately, they are high level and require quite a bit of effort to get these war machines off the assembly line. Rarely will you even be able to get two of these things on the field, and when they do, best of luck at protecting them, because their spell and trap lineup offers very little protection and only allow for extra aggressiveness during the battle phase, such as a Swallow's Nest-like card.

 

Jurassic Dragon

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Jurassic Dragon

Primitive, powerful, and downright terrifying, Jurassic Dragons take pointers from late DM/early GX on making a Deck work almost regardless of the Extra Deck. You toss out big frickin' dragons at every opportunity, ignoring the backrow and barely touching the ED. It's essentially a cluster almost entirely made up of bosses, with a wide variety of ways to get field presence: CyDra clauses, optional Tribute skip, Chaos-esque Summoning conditions, equivalents to Mali, Faultroll and Meklord Emperors . . . and then, of course, you use the big monsters you just tossed out to beat face, and occasionally use some simple removal effects. They occasionally have mild protection, but in the end you have no real reason for it. Their effects generally amount to additional ways to build field presence (via Dr. Red, Divine Dragon Felgrand, and Batteryman Charger style effects), or ways to get damage dealt stupid fast (DRXD, Dreadmaster, multiple-attacking, Guardian Baou-style effects) . . . and their concise ED is composed of improved wannabes of the most powerful DM and GX era monsters- CED, Gyzarus, and even a Rainbow Neos clone! However, your only in-archetype consistency cards are a Destiny Draw-esque card, a Field Spell halfway between Malefic World and Geartown, and a counterpart to Tuning . . . so either you open well or you die.

 

Thundra (Thunder + Tundra)

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The Thundra is a terrible place. Imagine a place in perpetual springtime, but without the flowers and sunshine. Constant storms, sparse, marshy vegetation and muddy terrain. Everything that lives there learns to escape the storm or thrive in it. And that's the Thundra Archetype's gimmick. The archetype Field Spell, "The Thundra" reduces the ATK and DEF of every monster by 100x their level every turn. Thundra monsters work around this with an immunity to the effect (this monster is unaffected by the effects of Field Spell Cards) or escaping entirely by summoning their (Level 6 and lower) Synchro Monsters, which reverse the effect and grant an increase every turn equal to the decrease, meaning that monsters immune to the effect gain ATK and DEF, but monsters afflicted don't change.

 

Underminer

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Underminer

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A group of Rock monsters that function like Ojamas, but better. All the "Underminers" have effects which immediately give themselves to your opponent and cannot be used for any sort of Summon - Tribute, Fusion, Synchro, Xyz, Link, you name it, they won't do it. Each Underminer also undermines your opponent in other ways by generally hurting them, doing things like milling, burning them, banishing cards from grave and even skipping their Draw Phase (at a cost). Their boss monster, as well as their S/T lineup generally help this idea of 'kill your opponent from the inside', although at a severe cost to consistency, so you either open good or become OTK fodder.

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Hailment

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Archetype of LIGHT monsters. None of their original ATK exceeds 1000 (not even the Main Deck monsters). On the plus side, if they aren't decently easy to Summon at the least, they are punishing to your opponent. Some of their costs consist of Tributing, and some of their effects activate upon being Tributed. They don't really need high original ATK with the removal effects some of them come with. Their Trap Cards also help keep them alive (protection, recovery, ect.).

 

Grisly Grotto

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A Zombie Ritual archetype that works in reverse. As well as being able to destroy monsters for a ritual summon, you can also destroy your ritual monsters to special summon monsters from the graveyard with combined levels equal to the level of the Ritual monster and add a ritual spell to the hand. If that doesn't sound interesting enough then what if I told you that the field spell which gives the archetype its name allows you to special summon cards from your opponent's graveyard as well as banish them to make your ritual monsters.

 

This essentially makes you a Link/Xyz production line which benefits from your opponent's reckless destruction of cards. So long as you can keep that field spell safe and can keep bouncing ritual monsters/spells back to the hand then you're in a good position to keep churning out extra deck and ritual monsters of all shapes and sizes until you have enough firepower to make 'grisly' look like an understatement.

 

Chokra (Chocolate + Chakra)

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Imagine a bunch of teenage kids, the kind that lurk in the alleyways of their shady neighbourhood, throwing rocks at passers-by. Well, now imagine them, powering themselves up with candy, and kicking tail! That's the Chokra Archetype. They power up on their Chokrate Bar Normal Spells, and when they are targeted by a Normal Spell, they gain another ability, as well as being good at recycling and searching them out. Keep plenty of defensive Spells and Traps too, because none of their effects last beyond your own End Phase. They can Xyz alright, but they don't swarm too well on their own.

 

S.A.G.A.

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SUPER
ARCHAIC
GENERIC
ARCHETYPE

Though contradictory, this group of Super Fantastical Warrior-type monsters are absolutely *obsessed* with the simplification of Yugioh! Every monster's effect is, at most, 2 lines of text long, and their "Boss" monster can be summoned by any means, and gives you... mediocre rewards for doing so! Able to splash into any Deck that uses Warrior-type monsters, each one has a special effect that could have certain benefits in different Warrior-type bulids. Building HEROs? Splash in a copy of S.A.G.A Fusioner, and let him let YOU recycle your Polymerizations, or just flat out add them to your hand! Heroic Challengers? S.A.G.A. Galaxy's got you covered with his ability to attach as Xyz Material to your Xyz Monsters, or act as an Xyz Reborn! Anything YOU need S.A.G.A. for, they've got you COVERED!

Aslugsion

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The Aslugsion archetype is a bug-hater's worst nightmare; the entire archetype is made up of ridiculously powerful LIGHT Insect-type monsters which have a bevy of effects, most of which are dedicated to absolutely destroying your opponent's resources, with a particular affinity for set cards, and they all have at least one form of protection to boot. However, Aslugsion monsters aren't exactly team players; they're not fans of any other Insect-type monsters sharing the field with them, and as such, prevent either player from summoning any more while there's an Aslugsion monster on the field. In addition, no member of the archetype can be Special Summoned. To get around this, the archetype's few Spell and Trap support cards include a few tricky clauses that change the types of Aslugsion monsters and grant you extra Normal Summons, and one card in particular acts as a spot-negation for any card on the field if you control an Aslugsion monster, a la Tyrant Red Dragon Archfiend (I think that's the name; whatever the level 9 one is). And of course, all the monsters are based on different kinds of slugs.

 

-vid

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(That's either Bane or Abyss; Tyrant nukes the field)

 

-vid

Yes, count the dash. It's a Thunder-Type archetype, think of -vid as the file extension. As for what they do, they act a lot like video streaming services, and send you smoothly from one -vid to another: During the End Phase, they automatically bounce themselves, and swap out to another -vid standing by in your hand or Graveyard, depending on the monster. Not only that, but each one has an on-Summon effect, and one effect that takes place if they battle: The on-Summon effect generally screws over your opponent, with Monarch-esque removal, single-turn lock effects, and the like, whereas the battle effects are generally geared towards consistency and presence, granting searches, revivals, draw power, or even Special Summoning more -vids from wherever. Their S/T support takes care of protecting them, and giving your consistency the boost it needs in case your monsters aren't making it to the Battle Phase, or if you accidentally wound up with a bunch of high-Level monsters you can't Summon. Their ED is basically Gladiator Beasts meet ABC, in that they can tag out basically whenever they please to grab -vids from your Deck. Their naming scheme follows a pattern of higher-Level monsters correlating to longer videos on YouTube, Netflix, Crunchyroll and other video/streaming sites, both in reference to individual videos/shows/movies or to respectable content creators in general.

 

Archaevil (archae, or "ancient", plus evil)

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Archaevil (pronounced Arc-Evil) is Earthbound Immortals, 2.0! These guys are Level 8 DARK Fiend-type Effect Monsters that are summoned from the Hand, Deck, or Graveyard with their corresponding Continuous Spell, an Archaevil Scripture, in a style not unlike Raigeki Bottle, gaining counters every time you summon a DARK or Fiend monster (gaining two if your monster is both). Instead of massive beasts of power, they're famous, malicious beings from mythology with modern twists! Loki playing a sinister organ. Kronos with a bladed motorcycle instead of a scythe. Satan himself dual-weilding flamthrowers. Etc. They have wonderful effects with costs as simple as discarding cards, and while you can only control three, if you're REALLY good, you can make those three last you all the way to victory, regardless of whose victory it is!

 

Terriform (Terraform/Terrify)

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Terriform

 

Welcome to Djinn Nekroz meets Tramids.

 

This DARK archetype based on fear itself is very Field Spell focused, with several different ones that it has access to . . . each with exactly 3 effects. Why 3? Because they also have a terrible trinity of Ritual bosses based on the grand-daddies of fear: Death, isolation, and fear itself. Each of these bosses has, as the first line of their effect text (except the whole Ritual Summon conditions thing), "This monster gains the (insert number here) effect of all "Terriform" Field Spell Cards in your Graveyard". Of course, this means that "Terriforming Entity of Inherent Terror" can (fittingly) Ritual Summon the other two bosses . . . because, surprise surprise, they have a Field Spell that can do that. Their archetype is actually surprisingly consistent, too, given that they have an Orphrys Scorpio, a Stratos, multiple pseudo-Shurits . . . And their Ritual Spells can banish themselves to search each other, and when they do, something else happens.

 

Then, of course, while the terrible trio are their big bosses, they aren't their only Rituals, and you get all kinds of powerful effects among them . . . including one that acts as a one-sided Necroface, taking away all the penalty of banishing your Ritual Spells.

 

Then, the Field Spells . . . utterly hate your opponent getting to play YGO. Stat boosts, protection, locking out the ED, standing in for Dark Law, Malefic World, Geartown, Chain Energy, automatically hitting each player with Card Destruction during their Standby Phase . . .

 

Do you fear power? Terriform breathe it. They feed on it. They love it.

 

Frostail

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Archetype of WATER monsters. Most of them named after creatures with tails (Wolf, Rabbit, Raptor, ect.). If they attack, they can target a card to be unable to be activated, have its effects negated, unable to change battle position, or attack (essentially freezing them). As far as Summoning them goes, most of them can't Normal Summon. Their effects allow them to be Summoned if you control no monsters or another "Frostail" monster.

 

The Trap Cards can be treated as monsters, and the Spell Cards each have an effect to Summon them as monsters (much like The Phantom Knights or Paleozoics). So even if you don't have the monsters in your hand, you don't have to worry too much about being exposed.

 

Parallel Dimensions

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A set of Field Spells without any other card types. They are semi-floodgates of all different kinds and love special summoning tokens to protect their owner's LP. They also have an in-built win condition: Once per turn, you can put 1 Victory Counter on them for each Parallel Dimension field spell in the Graveyard with an automatic win if you somehow manage to stack an absurd 100 counters on any of them.

 

Seismo

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Time to turn on Defense Position hate.

 

Archetype of EARTH monsters that derive their power from forcing opposing monsters to Defense Position, and then destroying, if not, banishing them entirely with their support cards. The smaller monsters function similarly to monster forms of Book of Moon, whereas the bosses are close to Ultimate Conductor Tyranno and Red Dragon Archfiend in overall power, and even burn the opponent every time they kill Defense Position monsters. Just remember to keep your stuff out of Defense Position, because they have no DEF of so to speak. Maybe that'll help them, but perhaps it won't. Oh, and they have a couple of Link bosses to mitigate that glaring flaw of theirs.

 

Great Ogre Gouki has nothing on these guys...

 

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Lawnmowing

(Because 60-card format; wait, what?)

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Lawnmowing (OCG) / That Grass (TCG)

A Spell/Trap series based around utterly stupid amounts of self-mill. Thankfully, there isn't any archetype support for them, per se, otherwise we'd all be bowing to our Infernoid overlords. In any case, their activation conditions are varied and simple, and typically revolve around your opponent: Milling a number of cards equal to the number of cards your opponent controls, milling until your Graveyard is the same size as your opponent's, milling a number of cards equal to the number of cards in your opponent's ED . . . hell, they even have cards that mill to match your opponent's mills, and a more faithful recreation of Power Wall's anime effect than the one we're getting! Deck? Pfft, who needs a Deck? We have a Graveyard.

 

Collectsus (collect + "colossus", or a gigantic human form)

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Collectsus is a set of Rank 10 Xyz monsters that go well in a Train Deck, on account of them lasting so long. They're hard enough to summon, with 3 level 10 Machine-type monsters, but their real effect comes when they rake in your opponent's Spells, Traps, or Monsters as more Xyz Material, and then remove them for massive burn damage or to protect themselves from destruction. They have remarkably sub-par Attack, though, so keep those bad boys in Defense to avoid battle damage.

 

Partial Artist (Partial+ Martial Arts)

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Partial Artist

 

A set of different attribute Aqua-type pendulum monsters that all connect to their specific continuous spells that automatically gets activated whenever one is Summoned (Partial Artist 1 gets summoned, activates 1's Masterpiece from hand/deck/graveyard).

 

However, these artists cannot finish their grand works of art, so they always need another artist to help them out. Each of the "Masterpiece" continuous spells have 5 effects: 1 for each monster attribute on your side of the field, except the Partial Artist that activated it (which is fine as they can't be activated any other way). The effects vary, but often act as offensive and defensive bonuses which really begin to stack once multiple different Masterpiece cards are on the field.

 

These cards essentially act as the epitome of Pendulums getting stronger as time goes on.

 

Lotus

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Lotus

You remember the Chain cards? Imagine that, but as an entire archetype.

 

These Normal Traps each let you do some random effect borrowed from another Normal Trap/Quick-Play Spell (One is Book of Moon, one is Ego Boost, one is Compulsory Evacuation Device, one is Ring of Destruction, one is Dust Tornado, and so on), as well as a secondary effect that triggers only if they're in a Chain of at least 3 Links, most of which either boost consistency or borrow the effects of an old power card like Delinquent Duo or Dimension Fusion.

 

Did I mention that they can become Level 3 Plant-Type Paleozoics? However, unlike Paleozoics, who build up a Graveyard through repeated Xyz Summon, Lotus do something a little different . . . they take advantage of both their monster status on the field and the fact that they banish themselves on leaving the field through use of Contact Super Fusions, in the vein of Chimeratech Fortress Dragon, which all get big bonuses from there being lots of banished cards, and help accomplish said bonuses themselves by having powerful banish-focused effects. Their boss, Ultimate Black Lotus . . . imagine Trishula going off during every Standby Phase, on a monster with Gren Maju da Eiza's effect. Yeah.

 

Arlonwys

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Archetype of LIGHT Plant-Type monsters. The Main Deck monsters Special Summon rather easily, but in turn have poor ATK. Their effects activate if they are sent to the Graveyard. Their Extra Deck monsters mostly consist of Synchro monsters, but they are capable of Xyz Summoning as well, and even Fusion Summoning. And not just their own Fusion monsters, but even accessing some Plant-Type Fusion monsters in a similar monsters in a similar fashion to Instant Fusion.

 

Ziggurat Vertigo

(If you're curious as to what a Ziggurat is:

A temple of Sumerian origin in the form of a pyramidal tower, consisting of a number of stories and having about the outside a broad ascent winding round the structure, presenting the appearance of a series of terraces.)

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Suppose it's time for you to suffer dizziness via walking up the infinite slopes of Sumerian architecture. 

 

But yeah, this Archetype of EARTH Rock-Types and their assortment of Field Spell Cards literally force monsters on the field to become "dizzy" after every couple of turns; the "effect" ranging from getting their battle position changed, possession changed or being spun out for weaker Token versions of themselves. Both the Field Spells and monsters "ladder"; as they get bigger, the faster and more potent the effects become. A reminder that ALL monsters are affected by the "dizzy" effects, so good luck trying to OTK in one turn; just won't happen.

 

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Discordian Winterflop

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