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Metaphysical Beastborg

 

This archetype shows what happens when a Fusion archetype takes pointers from Xyz archetypes.

 

Essentially, a decent chunk of the Main Deck monsters are various beastial Types- Beasts, Fish, Reptiles, Dinosaurs, Wyrms- who, like Photons, are mostly just Level 4 monsters with 2000+ ATK and some hard limitations. Unlike Photons, however, most of them aren't just fodder- some borrow from the origins of floating, like Masked Dragon, Sangan, and Reborn Tengu; others use old-fashioned search effects, linked to things like battle damage or the Normal Summon.

 

Roughly the other half of the Main Deck monster lineup is composed of more practical (if boring) tellarknight-esque vomiting of field presence, easier-to-trigger search effects, and the ability to recover the other half of the archetype which will inevitably end up in places you don't want them to be.

 

Where Fire Fists have Fire Formations and D/D/Ds have Dark Contracts, Metaphysical Beastborgs have their own Continuous Trap lineup, the Beastborg Medals. These typically have some sort of cool bonus upon activation (a search, negating the effect of your opponent's biggest monster, a free archetype-restricted from-Deck Fusion), and a calmer effect while active (stat bonuses/reductions, Fusion Gate-esque effects, OPT De-Fusions). Generally speaking, you're going to want to keep as many of these active as possible while simultaneously leaving enough room open for yourself to activate a necessary Poly or tech Spell, because these Traps are the heart and soul of the Deck.

 

Lastly, the Fusions are their own thing. They're uniformly Beast-Warriors, ditching the Types of their Materials, and they mostly follow similar Material requirements to GBs- they name a given monstrous Material, and you're allowed to use any Machine-Type MB you wish. They typically have either the same stats as their named Material, or slightly higher ones, but without the limiting factors that block the original from attacking. They generally have mediocre effects based on the anime standby- burn, battle, destruction- and you'd only ever Summon them to kill them, because their floating effects make Shaddolls tremble in envy: They let you recoup any three archetypal cards from the Graveyard, basically letting you restart any plays your opponent interrupted.

 

Metallergy (metallurgy, or metalworking, + allergy or clergy)

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Metallergy

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An archetype of DARK Machines that revolve around turning your opponent's monsters into Machines and then "infecting" them with various debuffs that only work on your opponent's Machine monsters. The Main Deck monsters are entirely focused on applying these debuffs to your opponent's monsters while creating a disturbing amount of field presence, while the spells and traps of the archetype focus on powering up your Machines and turning your opponent's monsters into Machines.

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Shorenado

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Shorenado

 

Cue the heavy metal riffs.

 

This archetype uses Thunder and Aqua-Type monsters that love destruction and Xyz. Most members of the archetype can do large-scale effect destruction, and float when destroyed by card effects to keep this storm of pelting rain and cracking lightning going. In addition, a good number of the Main Deck players have some sort of additional effect when attached to, or detached from, an Xyz monster (HC Extra Sword as a model for the former, Derricrane for the latter).

 

Their Xyz sit pretty at several different Ranks, although all of them can be made naturally by the archetype- no RUM necessary, although if you want to focus on one Rank in particular you might want to pack a couple to play with their bigger bosses. Generally speaking, the second verse is the same as the first- destruction and floating effects by the bucketload- although there are some exceptions, including homages to #86, Lord Galaxion, and Dracossack.

 

Most frightening of all, however, is the fact that they have an absurd boost to their power through backrow support that is glorified ripoffs of some of the greatest consistency and comeback cards of all time.

 

All that said, their protection is limited to a choice few of their Xyz monsters, so if one of their plays fizzles, or Dark Law decides to rear his ugly head, the archetype just sorta dies. Also, a Majespecter matchup will leave them crying in frustration, and they're literally incapable of killing Beelze without resorting to tech cards that slow them down.

 

Pastarfish

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Pastarfish

 

An archetype worthy of The Chazz... before he went and took up Ojamas.

 

It is an archetype of multilimbed starfish monsters that run with the LV mechanic.  Unlike other LV monsters with a strict line of lower to higher level monsters, these Aqua-types have a different agenda altogether.  If they survive to the Standby Phase, they can either level up by 2 or level down into multiple lower level monsters (a level 5 can break down into a level 2 and a level 3, for example).  The other thing is that they have multiple monsters of each level allowing them to evolve as the situation demands (Pastarfish LVX3 can return itself to the hand to SS Pastarfish LVY3 from the Graveyard, etc.)  The different lines (X, Y, and Z) all have their own playstyle, so one could run them individually and be fine.  But to get out their Fusion bosses, you require 2-3 Pastarfishes with the same level but part of different subgroups (think the XYZ Dragon Cannon series).

 

Only issue: no in archetype Spells/Traps.

 

Medley

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Medley

 

It's an archetype . . . but it's also Highlander, if that makes sense.

 

At first glance, Medleys are a mess- you're only allowed one of their name (think less Malefic, more Alien Overlord) on the field at a time, they span a wide variety of Types, Attributes, Levels, and subtypes (what other archetype can you think of that has Gemini, Unions, a Ritual, and a friggin' Spirit?), and they would generally be completely godawful . . . if it weren't for one, singular uniting gimmick, and the God-Emperor of all archetypal Field Spells.

 

You see, their Field Spell lets you convert those S/T and Pendulum Zones you won't likely be using (it's the only Spell in the entire archetype) into additional Monster Zones, and gives you one additional Normal Summon during the turn you add a Medley card from your Deck to your hand, and this can stack several times over. Each Medley monster, then, has some sort of consistency effect tacked on: One of the Unions searches when it's equipped, the Spirit nets you a draw if it's NS'd while you control another Medley, you have a couple that search that damned awesome Field Spell, et cetera. There's one catch, though: Your Graveyard can't have any duplicates if you want to use any of these effects, meaning everything you run is at 1 or 2.

 

Essentially, using them is a colossal luck-based mission where you're left to either OTK with up to 12 monsters on board, or cry because you bricked with a bunch of Level 5+ monsters in hand and no Stormforth. Don't bother asking about an ED, because they don't have that, either, outside the rando Pendulums you're unlikely to use.

 

Boyo

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Boyo

It is practically the Goyo archetype done right: EARTH/Warrior Synchros can steal the monsters they destroy by battle, and even by effects in some instances, without the requirement of sending it to the grave, also their "Boyo" Synchro Fusion not only lacks the drawback of giving control of the stolen monsters back to the opponent, also it floats into a Boyo or Goyo Synchro when it leaves the field.

Moreover, "Boyo" maindeck monsters include Tuners to Summon both Boyo and Goyo Synchros, take adavntage of Goyo Defender's copy-summoning effects, and/or come with effects that assist with Summoning said Synchro Fusion. Finally, all of their "Boyo" support effects also apply to "Goyo" cards.

 

 

Next:

Tech Cluster

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Archetype of Cyberse monsters that focus on doing stuff that past generations do best: Spam the Extra Deck as quick as possible with Synchro and Xyz Monsters. The Main Deck focuses on getting your board set up, and the Extra Deck keeps the opponent in check and/or provides you with adequate support. While they are designed for ARC-V play, nothing in the new field is stopping them from doing what they do best. Only catch is that you have to resort to their secondary support cards that banish them, and let you summon those banished monsters with materials you already have. So...essentially old school plays in the new era. 

 

(Alright other guys in AGM, this can be done as an actual project now)

 

=====

Flashbang Kitten

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Flashbang Kitten

 

Madolches, Ghostricks, and Yosenjus meet in the most uncomfortable way.

 

This low-Rank Xyz spam Beast-Type archetype has Main Deck members with a few gimmicks among them. Some have Yosenju-esque self-bouncing during the End Phase of they get Normal Summoned, except for the fact that they shuffle themselves into your Deck. Like Ghostricks, a few members are hand traps that spit themselves out onto the field if a member dies. However, all members have the Madolche gimmick of shuffling themselves into the Deck if they would be sent from the field to the Graveyard.

 

A good deal of their support lets you put Graveyard members (through discards, mills, or Material detaches) back into the Deck plus some other bonus, and their general focus is making your opponent take cards from their field or Graveyard and return then to their hand.

 

It's their Field Spell, searchable a few different ways, that causes problems. Like Ghostrick Mansion, it halves all damage except the damage that archetype members inflict . . . but its other two effects are utterly evil. Any card that would be added to your opponent's hand by a card effect is shuffled into their Deck instead, and any archetypal card that would be shuffled into your Deck is added to your hand instead. Of course, none of its effects work unless you control an archetype member, but that's why the Xyz are rather ridiculous to kill, on top of having solid bouncing effects for obvious reasons.

 

Elven Defense Force

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Elven Defense Force

A Link & Xyz-centric archetype of EARTH, LIGHT & WIND, Spellcaster & Warrior monsters that rely not so much on removal effects, but on permanent ATK/DEF reductions to overwhelm and defeat their opponents and protect their kingdom. The archetype is inspired from Flelf and Shining Elf. In general, they keep you safe by turning the opponent's monsters into harmless cards that you can beat later on, no matter if they are packed with effect removal protection, immunities (except from monster effects, of course), etc.

A peculiarity of this archetype is that they include "Elven", "Elf" and "Celtic" Spellcaster or Warrior monsters in their support effects, and also benefit from Normal monsters such as Mystical Elf, Ancient Elf, Gemini Elf, Celtic Guardian, each with their own perks due to their attributes giving access to different Xyzs, including Elven Xyz; consequently, the archetype/deck benefits from Normal support cards like Rabbit and Unexpected Dai to open up plays. In a way, their Normal monster line-up and support will let them start with Link Summoning plays like Stargrails do, but rather than keeping on the Link laddering & spam tactics, they switch to Xyz Summoning tactics after generating enough Link points.

 

 

Next:

Holy Bone

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Holy Bone

 

LIGHT Zombie Pendulums whose levels range from 1-7. All of them have low original ATK/DEF but, like Skull Servant, can increase their stats greatly based on how many Holy Bones are in your Graveyard.

 

They all have the same monster effect, which could either be considered their greatest strength or worst weakness: whenever they are targeted by an opponent's card (battle or card effect), they nuke the field. Hope that your opponent can't easily float or can put up an OTK board after nuking or you'll find yourself up a creek.

 

Their Spell/Trap effects are fairly standard, though they often require a discard/sending a face-up card from your Extra to the Graveyard as cost.

 

CYOA (acronym for "Choose Your Own Adventure")

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Holy Bone

An Archetype of Light zombies that focus on swarming with incredibly weak monsters that all SS another member once per turn when they are sent to the GY. On top of their essentially infinite revival capabilities, they have several Fusion Monsters that allow you to regain hand advantage and regain LP, usually at the cost of shuffling arch members from the Grave back into the Deck. Their Win condition is a Fusion of two Fusion "Holy Bones" members that is nigh invulnerable and gains power based on the other members currently on the field. Their S/T support is limited to minor searching effects, including a way fo recover Poly, and majespecter-style trolling at the cost of Tributing a monster on field, which only serves to summon a new one from Grave.

 

 

Paraphys

 

EDIT: Dammit ninja's

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CYOA
So there are a lot of archetypes that rely on a specific type of monster. Monarchs use high-level Main Deck monsters, Synchrons like Synchros, etc. What if there was an archetype that has all of them? That's what CYOA is; you can build a deck based on any Summoning method you want, from Rituals to Links, but you have to be careful to avoid mixing different types of Summoning. The Synchros hate the Xyz, Fusions hate Synchros, Rituals hate Fusions, the guys who can be Tribute Summoned hate Extra Deck monsters, and more. Basically, if you set up your deck wrong, you're boned, but otherwise, it's a pretty powerful archetype that lets you pound your opponent in various ways.

Damninja (for the lolz, also Damnation + Ninja)

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Damninja

A "Ninja" sub-archetype of DARK and WIND Warriors, Winged Beasts (Ninjitsu Transformation targets) and Dinosaurs (Super Transformation targets + compatibility with latest Dino support) that retake the concepts of Strike Ninja and Ninjistu Art of Shadow Sealing of temporarily leaving the field... but they do so while taking an opponent's card with them temporarily as well. They do not generate pluses directly, as the opponents get their cards back, but their temporary-removal effects are effective at disrupting the opponent's combos and momentum, ultimately leaving them behind and thus giving the player the upper hand and control on the duel. Basically, they are PSY-framelord Zeta & Omega turned into an archetype.

 

 

Next:

Tendrillium

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Tendrilium

 

Depending on your tastes in fiction, this archetype will make you think of either Rapture or Atlantis.

 

This WATER archetype isn't particularly picky regarding its Types, using a wide range, but has a subgroup name for each monster Type it uses (Tendrilium Overminds are the Psychics, Tendrilium Terrors are the Sea Serpents, Tendrilium Abominations are the Machines, etc) and most members, rather than supporting the entire archetype, help a subgroup or cluster of subgroups with consistency or power effects. They've got a defined "underwater magitek" feel to them, where every member has gold, black, and silver armor covered with color-coded TRON lines, or just individual dots of light.

 

While being a very big archetype, they actually have a relatively well-defined playstyle that makes monster choice really just a matter of preference, given that most of the subgroups have vague equivalents to one another: Floating FLIP. Similar to Subterrors, they have dangerous, removal-based (be it field clearing, hand nuking, or basically D.D. Crow) Flip Effects and automatically re-Set themselves during each End Phase, which means that if you know your opponent has a dangerous Strike you can leave the least useful ones, or the ones with the best Graveyard effects, at the end of the Chain. Then, if they do wind up in the Graveyard, consistency effects happen.

 

While archetypal members exist purely in the Main Deck, the wide variety of monsters at various Levels mean that your Extra Deck is, again, a matter of preference- any generic Synchros and Xyz are within relatively easy reach, and the Type-locked ones aren't too much of a stretch depending on the Types you're talking about.

 

Starpierce

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Starpierce

Archetype of Level9~11 LIGHT animal behemoths (Beast, Dinosaur, Dragon, Fish, Insect, Reptile, Sea Serpent, Winged Beast, Wyrm types) that come from the stars, but unlike heroics clans like Constellar and Tellarknights from DT tales, they aren't here to save the planet, but to consume it. Theme-wise, it's Worms meets Kaijus.

Their playstyle can be summed up as a floater aggro, and are designed to stand against the current top tiers: they don't have any stun, lock, or protection effects, nor destroy or negate the opponent's cards or effects, but they will always find their way into the field to keep punching the opponent until its demise. The opponent can be armed with Dridents, Master Peaces and monster removal, even non-destructive effects; they don't care, they will find their way back. They don't care of getting "Kaiju'ed" either, and whatever monster they are given with at least 2000+ ATK they will quickly turn it into a 3000+ ATK behemoth to punish the opponent. Special Summon locks and other floodgates won't stop them entirely either, because like True Dracos, they have ways to be Normal Summoned with ease despite their high Levels.

 

 

Next:

Dust Diviner

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Dust Diviner

 

EARTH Spellcasters that all have 3 effects, each effect based on whatever card is on top of the Graveyard at the time (Monster, Spell, or Trap). They are extremely good at recycling, either shuffling stuff for draws or setting stuff from the Graveyard, often allowing them to manipulate which of their 3 effects they're using.

 

Their Field Spell "Citadel of the Dust Diviners", is particularly powerful as, once per turn, it can reveal 1 each of a Dust Diviner Spell, Trap, and Monster and a random one gets added to the hand while the others get sent to the Graveyard.

 

Hotshot

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"You guys were supposed to be top-tier quality, not the mediocre junk I see on the streets."

 

But yeah, this Deck focuses on a playing style quite similar to SPYRALs in terms of using support cards, but the Main Decks are strong enough to handle themselves without them; well, consider that they're all 2400 and higher ATK monsters with no restrictions. Each of them share the same effect: "If/When this card destroys a monster by [x]: (action)", meaning that they are extremely reliant on battle destruction, but are proficient in it thereof. You need to summon them quickly though, as the longer you don't get them out, the quicker you will lose. Just be glad the support cards also act as Tribute fodder should you need it (a la True Kings). 

 

Now get the hell back outside and do what I'm paying you to do!

 

====

NightWalker

(You can make this themed on Night and the Showcase kids, or something totally different. It literally does not matter)

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Hotshot

 

This FIRE Warrior-Type archetype exemplifies flying in the face of your enemy just to flip them off.

 

Their effects are generally huge gambles, often literally relying on luck (coin tosses, die rolls, SPYRAL-esque top-card guesses), with huge risk to you if they fail and immense rewards if they do succeed. In addition, you're not even allowed to shore up your chances for the better result, as Hotshots absolutely refuse to share their spotlight and duplicate names can't be on the field.

 

That said, a team of Hotshots (each member on the field has a different name) is just what you will be aiming for, and given that they're a mostly-low-Level FIRE Warrior-Type archetype you're not exactly hurting for support, from friends like RotA, Rekindling, Marauding Captain, Flamvell Firedog, and the various Synchros and Xyz you'll go into.

 

And, if your luck is Joey-tier . . . you'll want to go second, if only to watch your opponent's face while you OTK with monsters whose statlines never exceed 1800.

 

Organ Organ

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Nightwalker

Hidden in the deep shadows, lives the creatures of the night. Spiders, Bugs, Bats, Owls, all of them, in creepy human form. This deck focuses on Special Summoning some huge Monsters to your opponents side of the field for various effects like dealing burn damage, negation, hand destruction, field destruction, stuff like that. And if your opponent tributes them or gets rid of them in anyway, their special summoned to your side of the field with their effects negated, and then u can quickly Xyz summon into one of the 3 Xyz Monsters that destroy the monsters your opponent controls and inflicts damage, negates, stuff like that. There annoying and take any chance to stop your opponent from doing things.

 

El Burro (Based of Mule Kick in CodBo)

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El Burro

 

A single masculine level 1 wrestler man with the head of a donkey.  Whenever it destroys an opponent's monster though (by battle or card effect), you can add 1 "Signature Move" card from your Deck to your hand, then send 1 card from your hand to the Graveyard.

 

And that's the main gist of the Deck.  El Burro himself doesn't have any other effects, but his "Signature Moves" all treat themselves as El Burro's effects when used and if they're sent to the Graveyard by the effect of El Burro, they increase the ATK of all El Burro by 1000, quickly making him a true force to be reckoned with.  The deck also has a Field Spell which provides protection and multiple ways of getting El Burro out on the field quickly.  Tie it up with a few ally wrestlers and kaiju-like rival wrestlers and you've got yourself a real brawl.

 

Paraphys (since Libracor missed it on the last page)

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Paraphys
It's basically the DARK counterpart of Metaphys: DARK, Wyrm transformations of legendary monsters. However, while Metaphys, or "Metaphyzation" is reserved for creatures (Dragons, Sea Serpents, Winged Beasts, etc.), Paraphys only affect humans and anthropomorphic Fairy, Fiend, Spellcaster and Warrior monsters, namely Dark Blade, Grepher, Gearfried, Gilford, Mefist the general, Hyperion, Parshath, Voltanis, Zerato, etc. Just picture these warriors, devils and angels turning into majestic, but DARK, Wyrms.
Like Metaphys, Paraphys also rely on banishment and have floating effects in some way when they are banished; unlike Metaphys however, they trade weaker on-field effects (they don't mass-banish like Metaphys Daedalus and Nephthys do) for faster on-banish floating effects, in that they don't have to wait for the next Standby Phase to activate; in other words, they trade power for speed. Thus, they benefit from cards like Allure of Darkness.
 

next:
Logicangel

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Logicangel

 

Oh hai archetype that will definitely get Reasoning banned.

 

This Fairy-Type archetype is composed of 12 monsters in the Main Deck, each at different Levels. Similar to Infernoids, they have a Level-based Special Summon mechanic, and it's a doozy: it's basically a Main Deck only equivalent to Synchro/Pendulum Summon, where you can send monsters from your side of the field to the Graveyard to Special Summon members from your hand or Graveyard whose combined Level is equal to the combined Levels of those sent monsters. For example, you can send the Level 5 and the Level 4 from the field to the Graveyard to bring out the Level 7 from your hand and the Level 2 from the Graveyard. You can even use this on your opponent's turn for effect dodging!

 

The catch: The Levels have to be exact, so the lower-Level monsters are absolutely essential to making your combo plays work, either as fodder for the big guys or to deal with accidental overflow. Also, you can't Summon a member this way if you already did this turn, meaning that if you split the Level 8 into 2 Level 4s, you can't turn the Level 9 into 2 more Level 4s and a 1 later.

 

Most members have an on-Summon effect or a Graveyard effect, a rare few have both, and exactly one has neither: The Level 1, your Decatron. Don't let her get banished, because if you do you're going to have a godawful time.

 

Also, as a note of flavor, female members use "-iel", male members use "-ael", and they're named after scientific, logical, and philosophical concepts- for example, "Fallacael"- "fallacy" + "-ael" (of God).

 

Choirass (choir + cuirass, a type of sword)

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Choirass

 

A deck that works where every card you play needs to be at 3. Remember Des Croaking? It was a Spell that nuked the field if you have 3 Des Frogs. Choirass works in a similar way. If you have a Choirass on the field, you can reveal 2 copies of that card for some absurd effects that can help bring the game to a quick close. From nuking the field, to drawing 3, to face-down banishing half the opponent's deck, to halving the opponent's LP, getting off any of the Choirass' effects should put you solidly ahead. The only problem? All the Choirass' are level 5.

 

Their Spell/Trap lineup is all based on consistency and spamming. Hopefully, if you're lucky, you can trigger at least one of their OP effects on turn 1.

 

Prysm

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Prysm

 

Prysm:Magician Girls::Windows 7:Windows Vista

 

That is, the same basic function, but better in every conceivable way.

 

Prysm is a low-Level archetype of Spellcasters with theme naming around the six major colors of the rainbow (sorry, indigo), each with a different type of protection (one can't be destroyed by battle, one is immune to targeting, another's effects are immune to negation, etc). Then, each one can tag out to another member UA-style if it's attacked, halving the attacker's ATK and increasing the new girl's stats by both the lost ATK of the poor bastard you got to attack you, and half the ATK of the girl who brought her out, until the end of the Battle Phase. Unfortunately, each girl can only jump away once per turn, so if your opponent is smart about their attacks (or, y'know, runs UtL) they can still get some hits in.

 

However, the "better" comes in full force when you consider their really solid support lineup- a Continuous Spell that forces your opponent to attack with every monster they control, a Field Spell that lets the girls use their effects if they attack, and basically the best search card in the game.

 

That said, their stats are on the low side, with Red (their biggest, strongest member) being kinda weak by Level 6 standards, and as mentioned earlier Armades effects kill their entire playstyle, and Superheavy Samurai don't give a rat's ass about their ATK being halved. Still . . . magical girls that tag out to each other to overcome powerful threats has to be one of the most fun archetype ideas ever.

 

Plinking

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