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Tinkerer

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Archetype of WATER Fiend-Type monsters. They focus on primarily interfering with your opponent's plays. They have 3 Counter Trap Cards; one for each type of card (monster, Spell, Trap), each to negate. But they don't have any cost. They only have one condion; and that's to control a face-up "Discordian Winterflop" monster. The monsters themselves are tenacious. A few will refuse to die (destruction protection, self-revival, manipulating ATK, ect). If they don't exist to bide for time, they exist to only hurt your opponent.

 

Dismal Oubliette

(Curious to know what an oubliette is? A secret dungeon with access only through a trapdoor in its ceiling)

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Consisting of a bunch of mostly field spells and DARK Zombie-type monsters, this archetype is all about making it hard for your opponent to "see" what's happening. From banishing cards face-down to limiting Summoning and effects, Dismal Oubliettes just love to trap your opponent within their dark grasp.

 

The boss monster is DARK Zombie-type Link Monster. This guy can bring out more Zombies from your graveyard once per turn, and he can even revive himself if he's destroyed, provided you Tribute another Zombie you control. Pretty handy for just about any Zombie deck (Ghostricks and Shiranuis would love him), but you know what they say: There's no place like home, and this guy loves his field spells.

 

 

Exitains (Exit + Mountain)

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Where do you hide your super-advanced, robotic weapons of Mass destruction? Underneath famous mountains of course!

 

This Ritual Archetype has a few interesting gimmicks. First, you can discard one of their Ritual Monsters or Spells to add another one to your hand. Second, their Ritual Monsters are all Level 12, and you can only control 1 at a time due to their many effects, one of which runs on Ritual Spells/Monsters in the Graveyard. And Third, when they would be destroyed, the Ritual Monsters can banish themselves, burn both players, and return later by banishing an Archetype member in the Graveyard.

 

Add all that to their impressive ATK and DEF, and you've got something pretty nasty on your hands. Running a Deck dedicated to them is more or less suicide, though. Chances are they'll kill you before they kill your opponent, so don't rely on them!

 

Tumblerina (derived from a derogatory term regarding Tumblr users, it sounds a bit like a term for clumsy dancers, don't it?)

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(My first thought when I read the name was Thumbelina, so I'll try to incorporate that with some of your ideas.)

 

Who says people can't be 6 inches tall? Well, everybody.

That's why these little monsters are all Fairy-type (of various Attributes btw). Their effects are based around the idea of dancing around your opponent's monsters and effects (avoiding attacks, negating effects, etc.), but if you don't have the right card in the right place, their effects could instead backfire with either effect damage on you or the destruction of the monster. In the end, it seems that Tumblerinas always end up hurting somebody, no matter who that may be.

 

 

 

El Suerte (Spanish for fortune, destiny, or luck)

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A fast, splashable fusion engine of level 1-4 WIND insect-type monsters. They have tons of ways to search out/recycle Poly. However, if ran pure, they need to Fusion ladder as all the main deck monsters have 0 ATK and the second material for the Fusions are all ATK-based.

 

They have a heavy bounce/spin playstyle meant to keep your opponent from gaining traction and a few trap cards that work by discarding Poly.

 

Trotoill

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Archetype of DARK monsters. They each have a search effect that searches out a specific Continuous Spell Card; each one searches their own. They also have DEF higher than their ATK (EX: 1400 ATK, 1800 DEF). Their Extra Deck monsters consist of Fusion monsters; however, each of their Continuous Spell Cards has a secondary effect that allows you to send them in order to Fusion Summon. The Continuous Spell Cards themselves vary; from Special Summoning effects, to protection, to ATK increases, to hindering your opponent. Yhe Fusion monsters recover these Spell Cards if they are to leave the field.

 

Necropolis

(No, I didn't make up this portameu, despite it sounding like that;

a cemetery, especially a large one belonging to an ancient city.)

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(#TheMoreYouKnow)

 

Necropolis

You like Zombies? So does Necropolis. These WATER Zombie-type monsters all hail from the ancient city of Atlantis, and there are a few crossovers cards with Mermails and Atlanteans. They resemble undead versions of Mermails, mostly, but their effects are quite different. Instead of swarm effects, they bring down your opponent's monsters when they're Summoned or destroyed, depending on which monster we're referring to. They have some Field Spell and Continuous Trap support, but that's nothing compared to what their Xyz Monsters can do. Their Xyz bosses are massive and can tank multiple attacks while eliminating your opponent's monsters simultaneously. They're just that good. However, you need to Tribute another "Necropolis" monster from your field each turn to keep an Xyz on the field.

 

Eastegg (In honor of Easter, let's go for an egg hunt, shall we?)

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Archetype of Aqua-Type monsters that incorporate Easter egg hunting by having themselves shuffle cards around into the Deck every turn, and both players are required to "find" a certain card without the aid of searchers (essentially draw them). If a player can get the required card, they're allowed to use it, ignoring activation requirements. For this Deck's user, they have a variety of effects that let you "topdeck" whatever you need to, and always get stuff going. In essence, it's like having the answer key to wherever the "eggs" are hidden at your fingertips. 

 

Also the fact that I'm not making Easter eggs Rock-Type, but the other Types don't fit.

 

(Now guys, go out and find the 40 eggs scattered across YCM)

 

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Servant of Kihawahine

 

Kihawahine is a moʻo / lizard goddess associated with Kamehameha I as one of his war deities (though moʻo in general are freshwater deities). So yeah, there's your history lesson for the night. (Do as you will with this.)

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Servant of Kiwahine

 

Basically, Zarc 2.0.

 

Kiwahine herself presides over this archetype, a Level 12 Reptile-Type Pendulum Ritual monster that, can Summon any 1 of her Servants that happen to be face-up in the Extra Deck at the moment by destroying a card . . . by battle or her own effect, which is the kind of thing Fire Kings would kill for: She can pop a number of cards on the field or in either player's hand equal to the number of archetype members on the field at the moment.

 

Then, of course, her Servants. Like Zarc with Darkwvrm, there is one servant you want to snag above all others- in this case, a Pendulum Shurit/Stratos that Special Summons itself if it's detached as Xyz Material, although thankfully its search is HOPT- and then you use that particular servant to take a trip down memory lane and Summon monsters of every ED mechanic.

 

That said, the archetype has literally two strategies for victory with all that swarming: Beatdown and destruction. No protection (except on Kiwahine herself), no non-destruction removal, not a lick of negation, not a dash of stun. You just slam your face into your opponent until they die of massive damage.

 

Thankfully, the Servants all have their own ways of making your stats insurmountable, and conducting some sweet power-smacks so your opponent never has the necessary resources to use their ever-essential ED. As for Scales . . . semi-generic (they change by 5 if you don't control the Goddess or her playmaker servants) 0 and 13 Scales are pretty sweet.

 

Basically, pray that your opponent doesn't have a Warning.

 

Destiny Gate

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"Destiny Gate" cards are a pretty big deal. There are five of them, they are Continuous Spells, and if you have one, you can Special Summon -once per turn, during your Standby Phase-  its Destiny Gate Guardian. A monster that has colossal ATK, is unable to be used for any sort of Summon, can only be summoned with a Destiny Gate, and is only Level 8. Each has one activated effect pertaining to their Gate's theme. You can only have one of each Destiny Gate and their respective Guardian. If the Guardian is destroyed in battle, your opponent can destroy the gate by attacking you directly, and you can only activate each Gate once per turn.

 

Sub-archetypes include "The Destiny Gate of" and "Destiny Gate Guardian."

 

Cuddle Bugs

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The Insect-Type monsters that make up the "Cuddle Bug" archtype are so cute and cuddly that one can barely withstand the urge to hug them. Unfortunately the poisons they emit have all sorts of nasty side effects to anybody coming into contact with them. The poison might take some time to take effect, but can be lethal if left unattended for too long. They however are rather passive creatures, making them rather harmless if you can withstand the urge to cuddle them.

 

In terms of gameplay this means that they have various effects to force your opponent to attack and choose which card is attacked. But given we are talking about cuddling these critters, they tend to not get destroyed by those battles. After these "battles" their poison kicks in which induces negative effects that can cost the opposing monster the duel if they don't act accordingly (be it deck out, chip damage, or something else altogether). Some mechanic (low ATK / battle restriction) gives the player little reason to attack with these monsters; hinting at their passive nature.

 

Next up: Timeworn

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Timeworn

 

A set of aged DARK Plant-type monsters that, like fortune ladies, gain a level during the Standby Phase. All of them also have a Special Summon from Deck effect by tributing a "Timeworn" monster with a different name but same level on your side of the field.

 

Their focus is on slow, steady burn damage that can be based on a variety of different (often variable) factors (cards in hand, cards in grave, cards opponent controls, etc.) with the higher leveled ones either having easier conditions or bigger burn.

 

Most of their Spell/Trap support is pseudo-generic (helps plant-types as a whole) and extremely defensive. The very few that aren't act as consistency boosters and level modulators, so you can go for different sources of burn damage over the course of a single turn.

 

.web

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[spoiler=Seriously? ]

Timeworn

Ancient, battered monsters of varying Types, with two essential mechanics in play: counting the turns in the game, and going into the S/T Zones.

 

You see, each monster does something with the turn count ("this monster gains 500 ATK times the current turn count" being a simple example), but their low stats and general lack of protection means that these ancient relics ate getting broken. However, if either player loses LP while a "Timeworn" monster is in the Graveyard, it puts itself in the S/T Zones with a monstrous turn-based effect . . . in addition, each one can advance the turn count by 1 OPT, just to make things that much more fun. Their boss is a Ritual that you can Summon for free if the turn count exceeds its Level, and it prevents all non-"Timeworn" Summons at Levels at or below the turn count while face-up on the field, in addition to being essentially Venom Swamp on legs that doesn't use Counters.

 

Do not trifle with the Timeworn.

 

 

 

 

.web

What Digital Bugs wanted to be.

 

This LIGHT archetype of Insects exists to troll your opponent . . . fitting, as they're literally bugs in a computer. They mostly hang out around Level/Rank 2, 3, and 4, and their Xyz can stack on top of one another similar to the Spider Numbers. They also have a random-ass Level 8 member with a built-in Stumbling effect for your opponent who can piss off (Tribute itself) to Summon archetype members from your Deck or Graveyard with a combined Level of 8 . . . which means either a free R4, two free R2s, or a R3 with a lonely Level 2 hanging out and waiting to die.

 

Then, as for what they do . . . the Xyz have detach effects on either player's turn that amount to simple protection or negation, but every last Main Deck monster has an effect that activates if detached: Summoning back your monsters, some burn, a free pop, a draw, a search, a Graveyard banish . . . Essentially, if your opponent tries to stop you from doing what you do, your Xyz will live, and you'll likely screw over your opponent in the process.

 

The only issue is speed. Except for Mr. Level 8 doing whatever in the corner with his CyDra clause, your Xyz plays are slow as molasses due to very little from-hand SS being available.

 

Armored Predator

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Predator and prey relationships just got a whole lot more intense. You see, these Beast-Type monsters are clad in armor ranging from rudimentary armor from antiquity to something you'd probably see SWAT teams wearing, and they will stop at nothing to win; in this case, completely and utterly destroying their "prey" (the opponent's resources). Whenever an Armored Predator attacks, your opponent will be forced to remove a card from their hand or field, and there is no chaining to them. If the opponent has no resources in their hand/field, then the Deck/Graveyard are next. Also each monster has medium/high stats for monsters of equivalent Level, so they are essentially beatdown.

 

Perhaps the only reconcillation for anyone who gets in the way of these monsters...they are vulnerable as all hell to every form of removal when not battling, so keep your backrow filled, chain before they attack and you shouldn't have to worry too much about getting creamed. For those who choose to tame them, you'll find ripping your opponent's hide out is more satisfying than you would've ever imagined. You're playing big predator 2.0 in a children's card game; what more do you want?

 

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Zoodystopia

 

(Because someone made an analogy to this at an earlier time when YCM was bad.)

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Zoodystopia

 

It's Mad Max, with Disney visuals.

 

Jokes aside, this is seriously a badass- and very irritating- archetype. A mix of Beast-Warriors and Machines, with a playstyle that mixes the modern Nekroz style with the resource-screwing antics of Dark Scorpions and Gravekeepers. Every member does double duty as both a solid monster and a decent handtrap, including two archetypal battle boosters (think Honest, Kalut, or Aleister), several different searchers, and a card that causes any effect cost (LP payment, discard, monster loss, or Desires's "banish 10") to be doubled. Then, your monster lineup kills off your opponent's remaining resources in short order, including a monster that acts as a one-sided Necrovalley on legs, and one with Dark Law's "screw your searching effects" as your big bosses.

 

As for thematics, the number of Beast-Warriors is slightly higher than the big Machine bosses, because each Machine is the vehicle of choice for one of/a group of your fuzzy/scaly survivors. Each Beast-Warrior is named after the animal they're based on and a character from a post-apocalyptic book, movie, show, or game (ie, "Zoodystopia Vole Max"), and each vehicle is named after a real car model and a type of weaponry (ie, "Zoodystopia Thompstarossa", after a Thompson/Tommy Gun and the Testarossa).

 

Stargyle (star + argyle, a fabric commonly used in tacky sweaters)

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A four monster pendulum archetype consisting of a level 3 member, a level 6 member, a level 9 member, and a level 12 member.

 

They rarely actually pendulum summon and instead try to match their scales to the level of the monster on the board. When they do so, they can either swap places with each other (monster becomes scale and scale becomes monster), or the monster gains ridiculous protection effects. If you manage to Summon the level 12 and have scales backing him up, you essentially win.

 

They have varied Spell/Trap support all for the sake of their odd switch-in, switch-out playstyle. They do NOT, however, have a field Spell.

 

Quivair

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WIND Winged-Beast monsters that have the unusual ability to fire off their effects multiple times per turn, albeit in small amounts. Basically, think of the avian versions of Trickstars which let you deal small burn up to thrice per turn (among other useful effects), coupled with the speed of Blackwings in summoning. Most of their members are small, but come to the Extra Deck, and you can probably give a good chunk of generics a run for their money. Just make sure you can constantly keep pressure on the opponent; the turn you can't, then you might as well quit. 

 

====

True Spacenoids

(Zai, explain what the heck this is)

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(It's a Gundam thing. A Spacenoid is a character born on a space station or the like)

 

True Spacenoid

 

Imagine Aliens and Cubics had a disturbing Psychic-Type child, and you've got the basic idea.

 

This archetype has a few gimmicky low-Level monsters designed to spread Spacenoid Counters like breadcrumbs all over your opponent's monsters and employ some minor control effects through them, with most members carrying a clause that forces your opponent to pay 100 Life Points per Spacenoid Counter on their field during each Standby Phase. Essentially, in a mirror match, it's "go second or bust" . . . unless your Deck is designed to use the big guys.

 

You see, the bigger members of the archetype can be Special Summoned from your hand by sending Spacenoids with combined Levels equal to or exceeding their own from your field to the Graveyard, and if you can't get there with just Levels you can use Spacenoid Counters as a supplement. Each one does burn damage on-Summon and Soul Charges True Spacenoids up to their Level if it's killed (but must Summon at least 2 monsters, so you can't just bring our another copy of itself), and these guys trade their little brothers' control effects for some good old-fashioned OTK strategies.

 

Their S/T support decides that your opponent's stuff didn't have enough Counters yet and spreads yet more Spacenoid Counters, and also puts those Counters to work boosting your consistency and putting monsters on board, with an archetypal equivalent to Diamond Dust Cyclone actually working out very well for them.

 

They have Synchros, and in fact quite a few of their members are Tuners, but you'll be so busy having fun with your Main Deck you'll forget to actually Summon any of them, even though you have equivalents to Gol'gar, Blue-Eyes Spirit, and an archetype-restricted Card of Safe Return on legs. Besides, they're so xenophobic and at such weird Levels that no one really can Summon them.

 

Van Ghost (supposed to be a Vincent van Gogh pun)

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Van Ghost

Archetype of Level 2 DARK or LIGHT Zombie-Type and Psychic-Type monsters representing different colors (red, white, black; also mixtures like orange, green, etc.); the darker colors are DARK, and the bright ones are LIGHT, but the Types aren't bound to the Attributes. They all float in some way when banished and rely on swarming tactics to Summon Contact Fusions based on paintings that banish the materials for their Summon and flavor-wise mix the colors of the maindeck monsters; they also have a couple of Link 2 monsters to properly expand on the swarming of said Contact Fusions. Some Fusions are Level 7 for synergy with "Sacred Sword of Seven Stars".

 

Moreover, the maindeck monsters are not blatantly named after their color, but instead have fancier names. For instance, the color black would be "Midnight" or something, color white would be "Pearl", "autumn" would be the orange-ish color, and so on.

 

 

Next:

Mad Cluster

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Mad Cluster

A simple archetype of DARK Aqua-type monsters who all have effects related to swarming the field. That's not all they do, though - when sent to the Graveyard they mess with your opponent in various ways, and their boss even shuffles itself into the opponent's deck Parasite Paracide style. They have Contact Fusions which can revive another Mad Cluster when destroyed and their Spells and Traps help swarm and mess with the opponent. However, that's all they do and their stats are very very weak.

------------

 

Scar Star

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Archetype of FIRE Pyro-Type monsters. They activate their effects from your hand, side of the field, or Graveyard (one of those) if you take Battle Damage (hence "Scar"). These range from self-Summon to effect removal, to inflicting damage, ect. Their Spell/Trap Cards each have a secondary effect that allows you to gain Life Points, so you won't have to worry as much about losing Life Points. Each of their Extra Deck monsters halve whatever damage you would have taken from an opponent's attack.

 

Gloom Keep

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In the voice of Aporia from 5Ds: ZETSUBOU!

 

But yeah, as their name implies, Gloom Keep make both players feel despair. Each turn, they apply a series of negative effects on both players and there's no getting around them...well, unless you carry some of the varied monster support to reflect the negative effects you would've gotten onto the opponent, so making them even more enraged while you benefit from keeping your opponents upset. Keep your backrow clear of anything else but Gloom Keep cards. 

 

====

Bunnyblast

 

[spoiler=Note]

Fu-ya no namae yo

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IDK why you would want an archetype from a member of an archetype, but oh well.

 

Bunnyblast is a Zoodiac sub-archetype that flavor-wise are the personal squad of "Zoodiac Bunnyblast". They are Level/Rank 2 Rabbit-themed EARTH Beast-Warrior-Type monsters with side effects that support "Zoodiac" monsters in various ways, like ATK/DEF boosts, 1-time protection from a targeting effect, destruction by, battle, or by effect, and so on. These effects activate in the Graveyard, with a similar playstyle to the Beast-Type Bujins.

They don't have "Zoodiac" in their name though, so no Xyz laddering shenanigans for them... except of course with "Zoodiac Bunnyblast"., and they conveniently have an archetype Rank-Up effect that turns their Rank 2s into Rank 4 Beast-Warriors. In addition, their non-grave effects enables them to Summon "Zoodiac Bunnyblast" from the Deck or Graveyard, and start a Zoodiac ladder through her, or destroy her or other Zoodiacs like Ramram to trigger their float effects. Basically, they are designed to be played like an engine not unlike Terrortop-Taketomborg, but instead of Summoning Invoker, they Summon a Rank2 Bunnyblast that Summons "Zoodiac Bunnyblast" from the Deck or grave, or that mills Bunnyblasts or Zoodiac monsters, the latter to set up plays for Lyca, Ramram, or "Zoodiac Combo".

 

 

Next:

Abyss Escaper

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(It's relevant due to the Easter egg thing. OK guys, I just gave you a hint; now use it to deduce where stuff is)

 

Abyss Escapers are WATER Sea Serpent-Type monsters that focus on banishing cards to perform well, similar to Infernoids and Chaos. They banish any card that would be sent to the Graveyard, and when summoned, each member can banish existing card in the Graveyard. Most of them are Level 3 for Banishark combos, but some aren't. Right...and Abyss Dweller is a reasonable tech here. 

 

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Cloud Puppy

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Cloud Puppies are Beast-type WIND monsters who can't help but lick their opponent. Unfortunately, this comes with side effects that the opponent probably won't like. When they're Summoned, they place Slobber Tokens on your opponent's cards. Cards with Slobber Tokens have their ATK reduced (monsters) or cannot activate any of their effects (Spells/Traps) while you control a Cloud Puppy, but they are removed when the Cloud Puppies leave the field. Their Synchro Monsters give added potency to Slobber Tokens, making your opponent's effects pretty much useless. Unfortunately, they can be taken down easily by a deck that can tear through them quickly during the opponent's turn as well as decks with tons of Nornal Monsters (see Seto Kaiba).

 

Unitlines (United Airlines but also maybe a math joke?)

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