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Tinkerer

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They get you, alright . . . but they get themselves in the process.

 

This little archetype borrows from Gladiator Beasts and Stardust Dragon's gimmicks, as their Synchros and (Tribute-Summoned) Contact Fusions screw over your opponent by temporarily Tributing themselves, and their Main Deck members shuffle themselves from the Graveyard into the Deck to try to get some sort of advantage- in one case, even letting you SS your ED monsters from the Graveyard early if you need it.

 

They've got some decent swarming power, with scattered Special Summons of varying methods stapled onto their monsters, from Mahad-esque rewards for drawing, Bubbleman-style Special Summoning if they're alone in your hand, and Faultroll's cheap and easy "if you have two archetype members on the field, have a third". However, once you have stunned your opponent into submission, you're still not going into OTK territory . . . stat values are low around these parts. Oh, yeah, and their Fusions/Synchros borrow Stardust's style of ability, so they lend themselves to negation, and a Vanity's Fiend screws you over.

 

Razorwing

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Razorwing is a Synchro Archetype consisting of two types of Main Deck monster and couple types of Extra Deck monster. First, you've got your Level 2-3 monsters with unreal stats (usually 0/1800 or 1800/0) and some effect that trigger when they inflict battle damage or kill a monster. Then there's your Level 1-2 Tuners, who can summon themselves whenever a Razorwing monster you control activates their effect.

 

Then, you've got several types of Extra Deck monster (and by several I mean four.): Your Level 4-5 Synchros, who deal mostly with battle stuff. Good beaters, some burn effects, ATK gaining, the works. Then you've got your Level 3-4 Synchro Tuners. These guys are here to set you up for some crazy Accel Synchro plays, going for their final members, the level 7-9 Accel Synchro monsters. These are the true bastions of the Deck, because they take the battle effects and ATK of your weaker members and crank them up to a whole new level. Keep fighting, and you'll take 'em by storm!

 

Mailstrom (you know what I did)

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Mailstrom

 

Never trust weather to deliver the mail. Otherwise, you get this archetype.

 

This is a neat little archetype, who have several different Types befitting of being weather made manifest (Aqua, Thunder, and Fairy), who are pretty good at building up some considerable field presence but not doing much with it right off the bat. In addition, they give your opponent Continuous Spells from your Deck! What gives?

 

That's the beauty of this archetype. Their Continuous Spells have utterly monstrous costs that you're required to pay (even if they'll kill you to do so, like the Chess Archfiends) if you don't control a Mailstrom. These costs range from stupid amounts of self-burn a la Dark Contracts, smaller uncircumventable LP payments like new Imperial Order, banishing your hand, cutting off your own Normal/Tribute Summon like Boss Rush, or locking you out of your own ED. However, like Dark Contracts and Boss Rush, these represent a huge consistency boost if you do have one of their monsters on board, providing searching like mad, from-Deck or Graveyard Special Summons, cheap and easy power boosts, et cetera. However, their best bit of insanity comes from their big boss, a 4450 beater with Ra's inane Summoning restrictions (limited even further to archetype members for Tribute), Majespecter protection, an OPT MST effect that gives your opponent an archetype Continuous Spell, and a built-in win condition if both players have full face-up backrow and it's the only monster on the field. Unfortunately, it's as hard to pull off as it sounds, so you're mostly just going to stick to lock tactics.

 

But, if you do succeed in the card game equivalent of finding Jesus . . . the look on your opponent's face will be all the reward you will ever need.

 

Alphantasmal (refers to "alphan", the infuriating nature trickster fae of Norse myth, and "phantasmal", anything lacking defined substance, especially actual ghosts and poltergeists)

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A control stun archetype where the main boss monster is a Spirit monster. The deck is kinda what Shinobirds wanted to be: a huge emphasis on Spirits and bouncing. The difference is that while the level 6 boss monster is a Spirit that has all the flaws that Spirits have, the level 3 monsters are non-Spirits and have a decent swarming/lockdown effects.

 

Their main gambit lies in their Continuous Traps that, like the True King traps, lets you NS a Alphantasmal during your opponent's turn (kicking in the level 6's double bounce on NS effect). They also help by providing protection for your cards by temporarily removing them, searching if a card returns to its owner's hand, and Special Summoning tokens.

 

Shellshock

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Shellshocks are turtles. Shellshocks are ninjas. Shellshocks like pizza.

 

Anyway, these humanoid EARTH Reptile-type monsters are comparable to the "Ninja" archetype in a number of ways, including Flip Effects and plenty of S/T support. They also have powerful EARTH Machine-type Xyz Monsters, all of whom have "missiles" that destroy your opponent's monsters and/or dish out some damage. Overall, they're a fun archetype, but they can't do much in the current metagame.

 

Godmera (Godzilla + Gamera)

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Godmera

An archetype of exceptionally hard to summon WATER Reptiles. These monsters make up for their ridiculously hard summon conditions (such as banishing your entire hand or milling 10 cards) by essentially being the perfect monsters: Towers protection, attack everything once each, you name it, they can do it. However, to make up for this, you have to pay a ridiculous amount of LP to keep one on the field and they banish themselves if you can't. Their Spell/Trap lineup is barren but focuses on making the Godmeras slightly easier to summon. If you manage to get one out (and have enough LP to make it last) then you're pretty much set for the entire game. 

 

Skysicle (Sky + Icicle/Bicycle)

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Skycicle

Archetype of WATER Fairy and Spellcaster-Type monsters whose effect gimmick is "freezing" Spell/Trap cards on the field by forcing them to stay on the field after use even if they are "volatile" cards that normally would go to the grave after use, such as Normal and Counter Spell/Traps, Quick-Play Spells, etc., and freezing monsters by preventing them from attacking or changing positions. The goal is to clog the opponent's Spell/Trap Zones with its Spell/Traps, and keep your monsters safe from attacks, without leaving the opponent entirely helpless.

These effects come as secondary effect, though, and thus are more of bonuses. For instance, the Spell/Trap freezing effect can be accompanied by a "Contrast HERO Chaos"-ish negation effect in that it negates a face-up Spell/Trap Card, and instead of going to the grave afterwards, the card stays on the board. Another example is accompanying the "cannot attack or change position effect" with a standard monster effect negation.

The Spellcasters have levels from 4 to 7, while the Fairies are all Tuners and cover the levels 1~3 and 8~9. The boss monsters are Level 9, and include at least 1 Main Deck boss and Synchro Monster. True King engine or at least Bahrastos would be a potent option in the archetype.

 

 

Next:

Daunt Box

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Daunt Boxes are Level 4 DARK Rocks that do basically nothing at first. They have 2000 ATK and DEF each, but all they do is sit there gathering dust and Counters... Until they get enough.

 

By Tributing a Daunt Box, you can Summon a Daunt Box Nightmare with a level equal to the number of counters on the Daunt Box. This isn't your Daunt Box's effect, it's the Nightmare. Nightmares come in a number of flavors, including Boogeyman, Krampus, the Babadook, you know all the classic scary stories you tell your kid. The Nightmares are medium-to-good Beatsticks and good for taking backrow and Hand advantage from your opponent.

 

Hurri-cano (Hurricane. Volcano. You do the math)

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WIND and FIRE Pyro-Type monsters that focus on a common theme with both Attributes; bouncing and burning. The WIND members play similar to Majespecters, bouncing themselves and certain cards on the field a la Kirin. The FIRE members destroy the opponent and burn quickly every time stuff leaves the field by Hurri-cano monsters. Each subset of monsters can be Special Summoned relatively easily, but just make sure you can keep field advantage up. 

 

====

Flash Quantum

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Flash Quantum is a LIGHT Archetype of machines that specialize in 1-card link summons similar to Super Quantum. They have a huge number of link markers and thus have a huge requirement to link summon, however through the effects of the Flash Quantums, they can pull off a single card summon for quite a steep cost. In addition, the link monsters return to the extra deck at the end Phase, however they have a boss monster that is an Xyz that requires the links as material. The boss, however, has a better late-game than anything.

 

Next-Assassin Bug

https://en.m.wikipedia.org/wiki/Reduviidae

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Assassin Bug

 

A group of DARK Cyberse-type monsters whose goal is to be undetectable and hazardous to the opponent.

 

The monsters all have a measly base ATK but, during either player's turn, they can banish themselves a la Wind-up Rabbit and have detrimental continuous effects while banished (your opponent can only activate 1 Spell per turn, if your opponent declares an attack, banish the monster after damage calculation, etc.). However, during the Standby Phase, your opponent can discard 1 card to return all the Bugs to the Graveyard.

 

This plays into the bug's second, vastly more aggressive strategy: Miracle Fusing.

 

They have an extra deck of 3+ material fusions that are wildly aggro with a single common effect: if destroyed by an opponent's card, you can banish all other Assassin Bugs from the Graveyard; Special Summon the fusion.

 

Drawgy (Draw + Doggy)

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Beasts in various attributes and art medium-not even necessarily drawing. Like the DARK Drawgy Charcoal, or LIGHT Drawgy Pastel, or WATER Drawgy Watercolor. They all take a page from Bee List Soldier and can sacrifice a certain amount of creatures to draw however many cards with various different clauses. Charcoal is two for two like Bee List, Pastel trades itself for one card but you have to reveal that card and banish it if it isn't a Drawgy card, Watercolor trades two monsters for one card but it can be any two monsters, etc.

 

A well built Drawgy deck can probably double their hand size in a turn, or maybe even more. Drawgy themselves lack much in the way of power, support, or extra deck potential though so a pure Drawgy deck might be a task.

 

Next: Martial Sports (Mix together martial arts and sports. Think Shaolin Soccer as a Yugioh archetype)

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Martial Sports

An archetype of human-like and anthropomorphic monsters of various types not limited to Warrior or Beast-Warrior that revolve around a specific Equip Spell Card: a sports ball. All of their effects require them to equip this ball to either another "Martial Sport" monster on the field or return it to the hand, and thus they are able to pass the ball to each other so they can all activate their effects (make their plays), and put it back in hand to keep it safe from removal or save it for plays for the next turn. Moreover, the sports Ball not only gives the monsters a handy protection from destruction by battle plus a small stat boost, also it floats into a search of a "Martial Sports" monster, or another copy of it from the Deck, when it is send to the grave or banished, as back up and to keep them in the game. In a way, they are like "Koa'ki Meirus" with an Iron Core that can actually do something.

Support cards include effects that search the Soccer Ball, equip it straight from anywhere to a "Martial Sports" monster. Also some artworks depict them being crossed over with U.A.s, playing friendly but highly aggressive and intense matches.

 

 

Next:

Stellar Rapture

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Stellar Rapture

PRAISE THE STARS!

 

This archetype is essentially a church dedicated to the stars themselves, with a hierarchy to them that is reminiscent of an archetype like Dark Worlds. That said, however . . . their deities are real.

 

They have a variety of different Ritual bosses, named after individual stars of note (Betelguese, Sirius, Polaris, et cetera), and of course they're primarily focused on getting these bosses out. The way they do it is . . . a little unorthodox.

 

The regular members each have a consistency boost effect if they're sent to the Graveyard, and some even take pointers from Dark Worlds or Despair from the Dark, Special Summoning themselves if they're sent to the Graveyard from a specific place (your hand or Deck) or in a specific way (being destroyed by a card effect, getting killed in battle, being used as Ritual Tribute). Then, once they have all this on board, their effects are . . . unfortunately, not the best. They take after the DM/GX era school of thought, making your opponent mill or discard, or blowing up their board, which unfortunately is only really likely to make the opponent plus nowadays if it does anything at all. Their beatdown strategy once the opponent's resources are gone doesn't really help in this regard, given that even their biggest Ritual hangs around Valkyrion's stat line. But wait, didn't I say DM/GX? Doesn't that mean . . . ?

 

SURPRISE MAINDECK BOSS FROM NOWHERE! If you can actually get three of their Rituals on board, and blow them all up at once (Dark Hole is your friend), you have White Nova of the Stellar Rapture, a 5000/5000 demigod of a monster with Majespecter protection and Red-Eyes Darkness boosting for each archetype member in the Graveyard, on top of a mildly buffed version of Malefic Truth Dragon's anime effect (if it kills something in battle, nuke your opponent's board and burn them 400 for each thing you blew up). It also floats into a Ritual, any Ritual (even non-archetype ones) if it's sent from the field to the Graveyard for . . . some reason.

 

STAAAAAAAAAAARS

 

Voidveil Dancer

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Voidveil Dancers are a DARK Fairy-Type Xyz Archetype that is very good at what it does: Swarming. These starry-clad lads and ladies can be summoned in pairs, depending on who their dance partner is. They can, with the right hand, crank out 4 Xyz monsters in one turn, but you need a little bit of field presence too. Their Xyz monsters cover all the right bases, the male ones being rank 4 and the female ones rank 2, and they have a very anti-Photon/Galaxy aesthetic. The more Xyz you have, the better.

 

Demon Barber (Sweeney Todd, my boy!)

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Demon Barber

 

"Just a little off the top . . ."

 

This Fiend-Type archetype doesn't seem to do much at first glance. Small, inconsequential burn effects, scratching effects for pitiful amounts of your opponent's monsters' stats, that kind of thing. It seems suspicious . . . it is.

 

Whatever you do, don't let them go second. You will be OTK'd.

 

Their Fusions ramp up both these effects up to 11, burning up your opponent's LP like tissue paper in a volcano and dropping their monsters' stats so fast you'd think they were airline stock. And not only do they have these Fusions, they make them fast, looking almost like the demented meth-addled cousin of Frightfurs with Invoked-level consistency. And, their big boss, their Elysium/Frightfur Chimera, named after Todd himself? While it requires three whole Fusions, at least one of which must be an archetypal Fusion (1 "Demon Barber" Fusion monster + 2 Fusion monsters), its burn damage hits the Gustav Max ceiling, it has an effect that seems like a tool designed to say "screw you, Crystal Wing" by getting a boost during the Damage Step equal to the combined difference of the original ATK/DEF and current ATK/DEF of all monsters on the field, and it packs freaking Quasar negation. Because hell yeah.

 

Marianarcissist (Mariana, as in, the deepest trench in the ocean + narcissist)

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"I don't care about your feelings, because I'm so much more handsome and beautiful than you."

 

This sums up the mentality about the monsters in this Archetype: WATER Aqua-Type monsters who have egos even larger than the size of the entire Asian continent (which essentially means they have extremely large egos). To show this, they're all Level 10 and higher monsters that require Tributing the opponent's monsters to summon them out. Once on the field, they make their abilities known by prohibiting any monster with a lower Level / Rank than them from activating their effects, or even sealing off the summoning of monsters with lower stats than them (in which they have a healthy stat line). They do not have Spell/Trap Cards, because who the hell needs them? Oh wait, I lied; they have some cards to force Tribute fodder onto your opponent's field, or using the opponent's Graveyard, but that's it. 

 

And now, just hope your opponent doesn't smack your head for your attitude problems or the fact they cannot play this game. 

 

(So guys, if you decide to make this prompt, please don't blatantly c/p this prompt. You can, but actually put your own thoughts into how you went about this.)

 

=====

 

Border Wall Agent

(P.S. I think the plan is a waste of money)

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Border Wall Agents are all EARTH Fiend- and Rock-type monsters. As you can tell, they either patrol the wall (the Fiends) or are physically a part of it (the Rocks). The Rocks have effects that can restrict your opponent's options (make a card zone unuseable, negate Summons and card effects, disallow banishing, etc.), but they also put some of those blocks on you. The Fiends focus on protecting their walls with brute force. They can make the opponent unable to attack the Rocks or target them with effects, but many also have effects to ruin the opponent's field.

 

The deck has two bosses, one for each Type. Both are Synchros that require Materials of that Type, and generally, they follow the same logic as what I described previously except that now, the Rock can't be destroyed by battle, and the Fiend deals your opponent damage whenever a card on their field is destroyed.

 

Overall, they're pretty good, but they don't function very well as a Synchro engine (like a BEWD deck without Azure-Eyes or Spirit Dragon in it), and you can screw yourself over easily if you set up your wall too soon.

 

 

Mystical Sands of Time

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(And yet the set description is probably accurate for the actual thing I had in mind when the name came up, but moving on...)

 

Remember Mystical Sand? Well, she now has a wide variety of Spell/Trap Cards to live up to her flavor text in some games. Basically, while you control Mystical Sand, you're allowed to activate 1 of these cards, ranging from freezing cards on the field, prevent either player from drawing cards and otherwise slowing the game down for a few turns, Before you ask "why am I running a somewhat meh Vanilla Fusion", remember that she also has a retrained form that treats itself as Mystical Sand, which on its own is easier to summon (oh, and because if you get the Field Spell: "Great Mystical Sands of Time", you're allowed to Special Summon OG Mystical Sand from the Extra Deck, treat it as a Fusion Summon and grant various other perks.

 

Attack of the forgotten Fusions...

 

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Tiger Dancer

(You can figure out why this is relevant)

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If you like the idea of making your opponents monster's flip themselves face-down because their so tired of your dancing, than this is for you. Each one on summon flips the other 1 face-down. Then, if one is flipped face-down, you can flip one face-up, and it can be a nice endless cycle. But whats the point? Well, their called Tiger Dancers for a reason, they come with extra bite. If you happen to flip oh so many face-down, and then they get flipped, the flip effects will destroy, burn, banish, and just be annoying little tigers. They have 2 Synchro's and 3 Xyz, all of which are flip effect monsters, and have several effects to boost ATK and destroy your opponents monsters. Just make sure you brought your own Spells and Traps though, because this deck has no Spell and Trap Support!

 

Pendugun Knight

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"ARC-V came back with a vengeance; all guns blazing"

 

But yeah, FIRE Machine-Type monsters that take cues from Igknights; derivations of certain guns / medieval positions in their names and wielding military-grade weapons. These monsters destroy not just themselves, but also the opponent; very similar to Scrap Dragon in Pendulum form. They work off of having minimal backrow, so the new restrictions actually don't bother them one bit. They also destroy themselves to protect you from taking any form of damage / destruction, but each member can only do this once per turn. Oh right, and they return themselves to the hand when leaving the field. 

 

Just make sure you at least Normal Summon a couple monsters first and play support cards on turn 1, because Konami was a douchebag this generation.

 

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Xiǎo Píngguǒ

(Translates to "little apple" in Mandarin Chinese [idk what the Cantonese equivalent is, or if the same]; I'll let you figure out what this means)

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Xiǎo Píngguǒ are Samurai Penguins. Each one is a WATER Warrior-Type Monster. Their main focus is to Pendulum Summon a huge bunch of monsters, then do as many tributes as possible. Once you pretty much tribute everything, you get your stronger Xiǎo Píngguǒ. Each tribute gives more effects. When the Xiǎo Píngguǒ stronger monster is summoned, you can add more Pendulums. The Xiǎo Píngguǒ Stronger monsters can also be tributes to summon the strongest Monster version. theirs a total of 15 Maindeck Monsters, 5 low level, 5 higher level, and 5 highest level. Theirs no Spell card support, but 3 Traps, basically searchers, buffers and negaters. When everything comes to worse, and your opponents manage to kill your monsters, you can banish the 3 traps, and then shuffle everything into the deck and restart! Win condition - Kill everything your opponent controls.

 

Muertosan (Muertos is the Mexican word for Zombie in the walking dead)

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Muertosan

 

If you're going to be undead monstrosities, you might as well be classy undead monstrosities.

 

This LIGHT Zombie-Type archetype is dressed to the nines in their artwork, and this sense of upstanding character is reflected in their effects: When you search, so can your opponent. If you revive from the Graveyard, your opponent gets to, as well . . . sorta.

 

These effects are archetype locked, meaning that this sense of chivalry only comes up in a mirror match. And with this one drawback, Muertosan takes the liberty of being the most disgusting Synchro archetype in history. Like Shiranui, they plus off being banished, and they have tons of revival effects that result in them being banished afterward. Then there's the Crystron-esque Synchro Summoning on the opponent's turn, and the frankly abusive combos they're capable of (if you've watched War of the Worthless and seen the Recycled/Machine Dupe combo, imagine that every turn). And their Synchros, while lacking in protection and DEF, have huge ATK stats and actually work to extend their combos! However, most insane of all, if they are killed on the field, you can Special Summon any two of your banished archetype members, which will likely lead to you making another copy of the monster that just got killed.

 

Skywhale

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WIND Aqua-Type monsters that capitalize on Rank 7 and higher plays, reflecting the general size of whales. Each of their Xyz focuses on banishing tactics and also banishing themselves for a turn while they have no Xyz Material, then return with a free mat from the Graveyard. Their Main Deck is mostly Level 4 monsters that alter their Levels for a turn if you control another Skywhale, so speed summoning is very important (though you do have access to a lot of support cards that make this possible). Note that all of the Main Decks do have an Archetype/Type restriction when you use their Level changing effects, so be careful on what you plan to do that turn.

 

So really...big version of Banisharks except with Rank 7+ spam.

 

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B.K.S.S.

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Has Konami ever screwed the rules on you? Did you ever think, Why did konkani make this card's effect like this? Well, B.K.S.S is the deck, wait deck? I mean Series of cards for you. B.K.S.S is a series of cards based on Anime, Manga and just general muck-ups on konamis part. Like when Giant Soldier of stone could attack the moon, and when Odd-Eyes Wing Dragon was actually good? Well. This deck is based around spamming B.K.S.S Cards on the field, triggering their effects which have been altered to be more archetypal. Their main goal is locking your opponent down and destroying everything. Konami said you couldn't play them? Think again.

 

Silent Cymbals

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