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Tinkerer

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Amp-Knights

A Link-centric archetype of LIGHT Union Warrior, Thunder and Machine monsters with a theme of electric currents. Their main gimmick is "linking" or "chaining" into 1 adjacent Amp-Knight and form long chains to unlock their effects, be them trigger, continuous etc. The higher their chain, the stronger the effect the unlocked effect is. This is where their Union subtype and Link monsters comes in: by taking Spell/Trap and Extra Monster Zones, they allow you to extend said chains/links.

Effect-wise, when they are Summoned, or equipped as Equip cards, you get to choose an adjacent Amp-Knight, and forms this chain with it; let's call it a 2nd degree chain for now. If you Summon or equip another Amp-Knight, you get to also choose an adjacent Amp-Knight for it, and if you choose one that is already linked to another, it the becomes a 3rd degree chain,  and so on; I think you get the idea by now. That means the longest chain you can arrange has 13 links by taking both Extra Monster Zones, but needless to say that's ridiculously situational and, fear not, no Amp-Knight will have an effect that requires such degree of chain; if anything, the boss would have a 5th degree chain requirement at most. By equipping and equipping an Union, you get to call for a new Amp-Knight to chain into, and thus "change the current" and unlock different effects.

Another perk they have is that, unlike traditional Unions, they are able to be equipped from the hand, making them more practical to play. Archetype Spell/Trap support include their own Quick-Play Roll-Out and Continuous Formation Union, and generation of temporary Tokens that let them reach a higher degree chain and apply their unlocked effects for 1 turn or 2; said Tokens can also be used for Link Summons before they expire. As for external support, they benefit from Union Hangar and a few of the ABCs due to the presence of LIGHT/Machine/Union monsters in the archetype.

Something to be wary of is that they can also form chains with opponent's Amp-Knights, making the mirror matches more interesting.

 

 

Next:

Spade Crusader

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Spade Crusader

 

A 13 monster subset of the greater "Crusader LV" archetype.  Along with the Diamond Crusader, Heart Crusader, and Club Crusader, the Spade Crusaders function best as a highlander deck since their effects are negated when you have another copy of themselves while in the graveyard.

 

As a whole, their playstyle is kinda like Cardians in that they summon themselves and exchange themselves for each other, utilizing the LV mechanic to jump up radically and LV down into multiple others monsters.  Unlike Cardians, they are not overly xenophobic and Spades have a bit of a U.A. lean in that they can usually summon each other via returning to the hand.  Each of the suits have their own boss specialty and common effects: Spades happen to specialize in Link summons and utilize a stun playstyle, returning a number of cards to the hand in order to negate opponent different things.  Ironically, you don't want the Spades to hit the grave though, as they don't have means of digging themselves back out again.

 

Far-Fetcher

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Far-Fetcher

 

This is a Beast-Type archetype of good dogs, who will go far and wide to retrieve the thing you ask of them . . . mostly by picking them up wherever they can be found.

 

You see, this archetype is very good at playing fetch. You want something from your Deck? You can shuffle an archetype member into your Deck, and during the End Phase the loyal pup will jump right out with the thing you wanted. You want Graveyard recovery? He'll go to the Graveyard, find what you asked for, and put it in your hand. Do you want something from your opponent's Deck? He'll shuffle himself in, and come back with the thing you asked for (if it's there).

 

That's this archetype's fun gimmick, you see- during the Main Phase, you send them to go get something, and they'll come back to the field during the End Phase with the thing you wanted. This is even a Quick Effect, so you can use it as a way to dodge removal even if there's nothing in particular you want from the places that particular dog can go. However, the award for "best dog" goes to their solitary ED monster, who can actually put your opponent's Extra Deck cards into your ED one at a time, meaning that he is the ultimate tool against Zoodiac- first turn, steal their Drident or Broadbull right out from under them.

 

That said, they're kinda . . . slow. Not one member Special Summons itself, and while some get other members . . . it's typically through methods that require a bit of setup. That said, they're extremely consistent and difficult to kill, so if you can get into an effective grind game, your opponent will be going into a minus every turn. Also, the one that steals from your opponent's Deck can also just be used to check your match-up by calling a card that no one would ever run and forcing your opponent to show you their Deck to confirm they don't have it.

 

Zaprince(ss) - [zap + prince/princess]

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Another archetype with a Thunder-Type-ish name, huh

 

Zaprinces(ses)

Archetype of anthropomorphic royal WIND/Thunder monsters with a theme of windy and stormy weathers like clouds, strong winds, thunderstorms, etc., rather than just lightning and thunder. As royalty, they all wear elegant suits, gorgeous dresses for the ladies, and so on, inspired on the aforementioned weathers. Their main gimmick is stunning cards upon their arrival to the field. When they are Summoned, they get to target a card, or choose a card on the hand, and negate its effect or prevent its use respectively, for the rest of the turn. This gives them some control power, but still doesn't sound that great of an effect and rather boring when all of them do the same, right? The catch is that the all have an additional effect that activate when they are already on the field and a card is stunned by another Zapprince(ss) that is Summoned in their presence. Furthermore, said effects come with an extra bonus if the Summoned Zaprince(ss) is of the opposite gender. These effects range from cookie cutter stuff like searching, to removal like targeted bouncing, but get slightly stronger when this "Zaprince(ss) of opposite gender was Summoned" condition is fulfilled. For example, normally 1 can search for a "Zapprince" monster from the Deck, but it can improved into straight Special Summoning it.

Their Spell/Traps support include effects that Special Summon them from Deck, graveyard, hand, etc. allowing them to trigger said additional effects with more ease and without relying too much on Normal Summons to populate the board. Also their Spell/Traps revolve around interactions between Zaprinces(ses) of the same gender or the opposite one, and depict these in their artworks. That, or they may have additional effects that depend on the Summoned Zaprinces(es), or the ones you already control or in your hand. For instance, a Spell/Trap inspired on rivalry will involve monster of the same gender.

As for Extra Deck, they have Xyzs that gain different effects if they were Summoned using a Zaprince or Zaprincess, which stack; also they have at least 1 Link Monster to make their Xyzs more accessible.

 

 

Next:

Silver Edge

Edited by Darj
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"Ow, it hurts."

 

The edgy references aside, this is an Archetype of Warrior / Machine monsters that take on an emo vibe and build off of self-inflicted pain. Similar to D/D's, they have their own backrow that lets them take damage / pay LP to accomplish certain tasks, such as destroying a monster, burning the opponent for the same amount, changing control of monsters, etc. The Extra Deck runs the entire ED spectrum; Fusion/Synchro/Xyz/Link, and otherwise serves to be very versatile in-Archetype but runs into some difficulty as generics. 

 

Because of their heavy LP depletion, you need to make sure that LP recovery cards are on you at all times (either that, or damage reversal). Thankfully, they do have a copy of d'Arc when needed. 

 

The name "Silver Edge" comes from the fact that all of the members either have silver colored clothing (as opposed to black) or armor for the Machines, but also their masochistic tendencies. Hey, even mechanical beings can go off the edge.

 

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Obsession Draco

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[spoiler= MINE IS BETTER]

Silver Edge

 

The next great shonen-inspired archetype, Silver Edge has an atypical playstyle and a considerable focus on the flavor of its effects, almost as much as their practicality. The name, of course, comes from the very shiny silver weapons all archetypal members use, be it conventional melee, bows, or even just sharp body armor for the bestial mascots.

 

Taking its cues from [insert relevant long-running shonen anime here], everything runs better with your protagonist around. However, unlike your SPYRAL and Invoked archetypes, where that monster is necessary to make the Deck work at all, here your lead is instead a massive playmaker. You see, he is your only Main Deck member who isn't a FLIP monster, and arguably your best Tuner, given that he's not only a searcher/recovery tool, but he has the relatively unique on-field effect of triggering your archetypal members' Flip Effects when they're Special Summoned, making them not dead during the turn they're Summoned. To make it all better, he can even change his battle position to save his friends from removal effects!

 

The rest of the archetype can vaguely be called a mix of Subterrors and Shaddolls, focusing on maintaining advantage and potent removal through a mix of Flip Effects and Graveyard triggers. While there are obviously search and recoup cards in the archetype besides Mr. Protagonist Dude, none have as wide a pool as he does, being restricted to a certain subset- monsters, backrow, hell- there's one that just calls the protagonist to the field from wherever he's hiding because of course there is.

 

Yes, they Synchro, and the theme of each Synchro is our protagonist borrowing the weapon of another archetype member, or DBZ-esque fusions of two members. Fittingly, the two relevant members can always be made into that Synchro, with Levels that line up exactly.

 

 

 

Obsession Draco

 

Now that's a problem.

 

Obsession Draco is, for lack of a better term, a smarter Dragon-Type archetype. For one thing, they don't use Dragon-Type support as a crutch, mostly because quite a few of their bigger bosses are actually Wyrms.

 

They actually take after Nekroz, in a sense, by hating on your opponent's Deck . . . but where Nekroz hated the ED, Obsession Dracos have a weird thing with your opponent's Main Deck.

 

Essentially, each of their Xyz is really powerful, coming pre-loaded with high stats and great protection, but they have to detach an Xyz Material every turn or they die. This would normally be a problem, but, you see . . . when an Obsession Draco is detached from an Xyz monster . . . it replaces itself with a few cards off the top of the opponent's Deck. In addition, a lot of your support requires there to be fewer cards in your Deck than your opponent's, so running a 60-card Deck without TGLG is a legit strategy for these guys.

 

Unfortunately, that's about it. They're the most jerkish mill Deck in history, taking advantage of interesting mechanics. Also, don't worry, none of them are Level 4, and their Xyz are archetype (or Dragon-Type) locked.

 

Whorl Cannon (a whorl refers to anything spinning in a dangerous manner, but is typically reserved for elemental forces)

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Whorl Cannon

 

WIND and WATER almost-Union Machines with a bit of a fetish for inflicting direct damage.  The monsters all cannot be destroyed by battle, and all have some kind of effect that lets them attach other Whorl Cannons as ammo to themselves.  However, their real effects crop up when they are equipped to/with other Whorl Cannons.

 

Their Field Spell is the lifeblood of the Deck.  Not only does it let the Whorls switch up equipped monsters on a dime, but it gives all Whorls an effect that lets them destroy their own ammo to burn the opponent for its ATK which can, if you get the exact right six card opening hand, produce an FTK.  Careful though, because despite the power, the Field Spell balances itself by returning all Whorls you control to your hand during the End Phase, leaving you perfectly open to get counter-OTK'd.

 

They have a level 8 3000 ATK monster as a Main Deck boss which is the large contributor of the FTK, not because its high ATK, but because unlike the rest of the Cannons, it can equip itself with multiple Whorl Cannons instead of just 1 at a time.

 

Dyadon

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"It's time to show you our true colors!!"

 

Dyadon is a Dinosaur archetype based on colors or dyes. They feature Fusion boss monsters based on the mixtures of colors like, red + blue = Purple, ect. Alone they are not very powerful, but when they literally combine, they can cause massive damage, since their main gimmick would not only be Fusion summoning effects from Fusion Enforcers, but also staining their opponent's Life Points. For example if "Dyadon Violet" (their strongest boss) was on the field, every Standby Phase your opponent would lose 1000 Life Points. They aren't good alone, but this can be fixed with some basic Dinosaur cards from the first series since they're all dinos.

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Righteous Devils

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Righteous Devils

 

This is an upstanding Fiend-Type archetype, carrying the relatively rare LIGHT Attribute for the typing. In addition, their style seems a little . . . familiar.

 

Their general shtick is Counters- both kinds. They have relatively low stats, and rely on a Counter system for necessary stat boosts and relatively simple removal effects. Also, they have some really sweet costless/improved clones of other well-known Counter Traps (Solemns, a better Negate Attack, Cursed Seal), with activation conditions based around the ATK of the biggest archetype member on the field.

 

The fun thing, though, is that the two blend together. The Counter Traps actually fuel the generation of Counters, kinda like with Spell Counter Magicians and Spell Cards, and several monsters can search, recoup, or protect your Counter Traps with the Counter effects. It's actually a pretty solid system, and it encourages both archetypal and staple Counter Traps to be run- the former because free negation is pretty freaking sweet, the latter to get the ball rolling and make your monsters big enough to access the freebies.

 

They do, in fact, have a Field Spell, and it's half Citadel of Endymion, half Valhalla for the archetype.

 

Cosmic Infection

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Cosmic Infection

 

An archetype with a playstyle that you would think operates on counters... But doesn't.

 

The deck functions on boosts/losses of exactly 200 points. If a monster your opponent controls loses 200 ATK, you gain 200 LP. If a monster you control gains 200 DEF, Special Summon more Cosmic Infections from the Grave. They have a compounding presence; with every gain or loss of 200 points, they get more of an advantage and trigger more and more things. Fortunately, each card has a soft OPT so things don't loop endlessly.

 

They have 4 Field Spells, each of which focuses on 1 of 4 aspects (you gain 200 LP, burn opp for 200, all your monsters gain 200, all your opp's monsters lose 200) as a quick effect. They also have a plethora of Traps, designed to utilize the resources you've used to get rid of opponent resources and control the flow of the game (i.e. Negate the effect of all your opponent monsters with ATK different than their original ATK. Your opponent gains 200 LP).

 

If you can stop them from getting an initial foothold, they'll be little more than a minor nuisance at best.

 

Next: (u$$ (cuss)

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"Oh good, I can turn off the swear filter and not get in trouble at tournaments."

 

But quite literally, this Archetype's names are derivative forms of swear words or any form of language that gets classed as "potty words". Their playstyle revolves around placing (u$$ ounters on the opponent's monsters every time they do something (summoning, activating an effect, SSing, searching, etc) and these counters cannot be removed by Counter Cleaner or any effects. If a monster with these counters leave the field, either they get transferred among the opponent's other monsters or they lose LP for each counter that would've been transferred. Monsters with a certain number of these counters cannot do anything. 

 

Lower level members are derived from less offensive swear words and the bosses start going into the profane in naming / less obvious masking thereof, but retaining a PG-13 level. 

 

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Just make sure you don't get into trouble with conservatives who get offended by minor swearing or in places where you should not be swearing. Remember, we have small children playing this game.

====

 

(Now why do I see certain people getting a kick out of using this?)

 

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Drama Associate

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Drama Associates like to go out with style. They're not too strong ATK-wise, but when they leave the field in a certain way (battle, Tributed, etc.), they get to activate an effect, like destroying a card on the field, banishing a random card from your opponent's hand, or even burn damage. They're all LIGHT Fairies, so expect to have a Shining Angel or two in your deck. Don't worry, all of the support for them is just generic LIGHT Fairy support, so Shining Angel won't get in the way too much.

 

Their bosses, which come in a various number of types (Xyz, Synchro, and Main Deck mostly), are based on Shakespearean plays. The biggest of them are based on MacBeth, Hamlet, and Romeo & Juliet specifically. They are more like your typical beatsticks, though they still have effects resembling the other monsters of the archetype.

 

Chaos Synchro

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(I had another idea for the word "drama", but it's up to you how to interpret Drama in the name.)

 

But....

 

Archetype of Synchro Monsters that take a few pages from the concept of CXyz and Chaos Numbers. All known members are DARK and with added effects if they are Synchro Summoned using the base Synchro Monster. They're more like a series, but connected by several DARK Tuners that can modulate their Levels to be anything from 1-4 for specifically summoning Chaos Synchros. 

 

(Should make a compilation thread later with stuff from the Synchro game)

 

====

 

Rooster Teeth

(Remind me if that was the name of some Twitch thing)

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Rooster Teeth
An achetype of WIND Fiend monsters. They are low level (< 3) hand traps that counter your opponent plays, in condition of controling only "Rooster Teeth" monsters (if any) while their combined Levels is 6 or less. Yet, they SS themselves when that negation effect resolves. They also have additional effects that triggers when Special Summoned: from searching to pop 1 card on the field.

Their S/T lineups helps them swarm the field so that you won't have to depend on your opponent actions, also they give you draw power, protection, etc (Activation condition is the same as the one above).

Their Boss is a Link monster(s) that slaps negative effects on your opponent's field: From Dark Law to Plasma (this scale doesn't seem right but you get the point).

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Cauch'Mar (Nightmare in French)

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Cauch'Mar
Archetype of new generation Spirit monsters that can also be Special Summoned, but still return to the hand at the End Phase. They are all DARK, and with Types related to scary stuff, like a Fiend that resembles a demon like Eddie from Guilty Gear, an Insect-Type spider, a Winged Beast-Type crow, a Zombie-Type ghost, a Beast-Type hound, and so on. All of their support effects apply on DARK Spirit monsters, and thus monsters like Aratama and Yamato-no-Kami inherently blend well with the archetype.
In addition to being Special Summonable Spirits, their main form of disruption is flipping the opponent's cards face-down. They don't do it permanently, nor directly negate the card's effects, so cards like Normal Spell/Traps are mostly unaffected, but Continuous Spell/Traps and monster will be delayed for the turn, so the disruptions should be able to take the opponent's momentum, ultimately giving the player the upper hand.

 

Next
Takrimi

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unless my google search skill is getting rusty...Takrimi is Urdu name meaning "honorific"...

 

and thus... Welcome to the front lines among the dry lands gentlemen!

 

Takrimi is an Archetype of EARTH Warrior and Psychic monsters inspired after Sand peoples, Middle Eastern medieval army (well a fair bit of India and Persia), and some of the greatest (and genuinely having good heart) Moslem Warriors and Pioneers.

 

the archetype it self is consist of various LV monsters line up based on either scientific or military jobs and ranks. and make use of Renown Counter as prerequisite for the leveling up. the unique thing is that unlike most LV archetype this deck doesn't really to follow the mechanic linear nature of requiring another LV to level up... you can instead using a random non-archetype monster you tech'ed-in with sufficient Renown counter to be the Level up base of your LV monsters! further more all other Takrimi monster you control will copy the effect of that non-archetype monster used for the level up resulting a oddly-powerful advantages

 

well if you demand a bit of "originally" this archetype has special interaction with Renown counter that create a similar or reworked version of Venom Swamp counter-counting removal. well of course instead of "sinister venomous water bodies" which is not honorable obviously... the perfect analogy would be "a ever-testing desert (or any harsh environment) fitting to sculpt a true warrior spirit within ones self" as it destroy monster that do not have any Renown counters on it

 

if there anything that actually held the archetype back is a probably the lack of Spell line-up. which at least for the Takrimi lore is viewed as heretic and dishonorable (well Traps is fine in their book though) although overall they have surprising setup speed despite of this

 

Siluman (basically in my language [ indonesian or bahasa ] it has dual meaning of "Stealth" or "Monsters with Magical and/or ghastly traits" [ kinda like japanese youkai])

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Siluman

 

You know how people called Subterrors Ghostrick 2.0? This usurps that title easily, with a dash of Indonesian folklore.

 

Flip Spirits. Dead serious here, these monsters have type lines along the lines of Zombie/Flip/Spirit/Effect, and while they lack the standard inability to be Special Summoned of Spirits, they still auto-bounce at the end of the turn they were Summoned or flipped, making it difficult to build up a defined board.

 

Their main gimmick lets you dodge their own bounce effects by flipping them face-down if you want to reuse their Flip Effects, or just letting it happen so their various handtrap effects that Set them from your hand get multiple uses.

 

Generally speaking, they're highly based on troll and stall tactics, with their handtrap effects taking inspiration from the "C" stuff or the Touhou wannabes, and their flip effects being aimed around either removal or consistency.

 

Despite their immense fun, though, they lack real monster power, having low stats and Levels in their Main Deck. Also, they're really bad at coming back if they went a single turn without the specific handtrap they needed, and effect removal is the bane if their existence. Occasionally you have a backrow card that helps address one of these flaws, but . . . eh, at least their whole gimmick isn't one that a gameplay mechanic will entirely invalidate.

 

Colloidorsal (colloid, or one substance dissolved into another + dorsal, or on the back- most notably, dorsal fins like in sharks and dolphins)

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unless my google search skill is getting rusty...Takrimi is Urdu name meaning "honorific"...

Really interesting approach xD

I took the name from a Normal Monster actually, Takriminos, so the archetype anyone made with Takrimi would automatically include it. I was wondering if the next poster would get the hint and make an archetype where Takriminos fits.

 

 

Colloidorsal

Archetype of DARK Aqua and Fish monsters that behave like water, or liquids, when forming and moving in schools or groups, hence the "colloidal" in their name. Thus, they are a Contact Fusion archetype that merge with each other to form bigger and stronger monsters in the form of schools. Think of Wishiwashi from Pokemon, but among different species.

Their bodies have some eerie properties like being, slimy, sticky or muddy in order to blend better with each other, hence the DARK attribute; also because I find WATER/Aqua and WATER/Fish as overused. Not to mention that as DARKs they benefit from Allure of Darkness and stuff, while disabling them from getting support from some Shark monsters IIRC.

Like Ritual Beasts and ABC, they can contact by banishing the materials, and contact out by summoning the banished materials. They get the best of both worlds: like ABCs, they can banish materials from the grave but can only contact out during the opponent's turn; like Ritual Beasts, they have more than 1 Contact Fusion, you can access different Contact Fusions with the same materials for some toolboxing capabilities, and there are 2-material Fusions that make their plays a bit more practical. Also, like Ritual Beasts, they fuse 2 different kinds of Colloidorsal monsters; in their case 1 Aqua with 1 Fish, or 2 Aquas and 1 Fish for a 3-material Fusion, etc.

Moreover, each Contact Fusion is based on 1 maindeck Colloidorsal monster, so if they use their respective monster as material, they gain an extra effect or two. For example, the Colloidorsal Kingshark requires 1 Aqua and 1 Fish, but if you use the maindeck Colloidorsal Shark as material, it gains some bonuses. Now, this has an additional benefit: since the maindeck monster is also written in its materials, it makes these monsters searchable by stuff like Fusion Conscription and Reserve, as well as millable by HERO Prisma, and since you can use them as Contact material from the grave, you can see how Prisma can be an useful tech in the Deck.

 

 

Next:

Hardrock

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"Looks like your stuck between a Rock and a hard place!"

 

Hardrock is an interesting Archetype that will focus on EARTH Rock-types(I know overused). Their main gimmick is that they can force your opponent to choose something. Whether it be which monster gets Special Summoned, which card effect gets negated, or even what card gets destroyed. Things like Earthshaker would be a good support for this deck. They have high DEF, and rarely ever high ATK. They also have some devastating Xyz, Link, and Fusion monsters. They have their own version of Super Polymerization, and have plenty of support spells and traps. Their downside however, is that your opponent chooses everything. This is probably the most fun, yet tricky way to duel. If your opponent chooses wrongly, then it could have devastating effects for you.

 

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Zangati

(Chichewan for GodLike)

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Archetype of high Level Fairy, Thunder, Aqua, Pyro, and even Rock monsters. They can be Summoned much easier, but some of them have their ATK and/or DEF lower or can't activate their effects. So you won't get all of these on the field at full power, but you can at least get one of them. They like to boast high ATK and/or DEF, and for those that don't have high ATK or DEF, they have monster, Spell, and Trap effects to alter them. Each of them are named after deities and demigods, such as Cú Chulainn, Poseidon, Achilles, Draupadi, ect.

 

Jinx

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Really interesting approach xD

I took the name from a Normal Monster actually, Takriminos, so the archetype anyone made with Takrimi would automatically include it. I was wondering if the next poster would get the hint and make an archetype where Takriminos fits.

 

ayy, god dammit....

 

welp...let me done the justice and making a proper Takriminos Archetype in addition to the above prompt

 

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as the Takriminos lore goes...A member of a race of sea serpents that freely travels through the sea.

 

unlike the Atlanteans or any WATER archetype that lore wise confine themselves within the border of their own nation and require a political expansions like wars to widen the said border, a much more pragmatic Takrimian race is has chose the path of nomadic life traveling in the small cluster of groups across the World(s?) at any place that contain substantial amount of water in any form. this behavior have a surprising advantage over any sentient water dwellers...as Takrimian is mastering and combining various knowledge to form a powerfully-dangerous mysterious magic arts and correspond machinery

 

as the result this WATER Sea-serpent monster has evolved as an archetype of OMNI-ATTRIBUTE Sea-serpents specialize generic fusions that either utilize same attributed material and/or using certain types of Spells in the same way as Fang of Critias fusions to make a various powerful monsters with vicious control effect. these playstyle is further enhanced to horrific levels since they actually have multiple in-archetype version of  fusion related broken cards like "Super Polymerization" or "Future Fusion" of their own

 

is there anything that actually keep them in check is the fact all these fusion is require at least 1 of those fusion material being the OG Takriminos (or any Takrimian that copy the OG names if a certain condition is meet)

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[spoiler= Damn Ninja'ed]

the themed after African's magic practitioner and Mythologies Zangati is compose of EARTH Zombie Pendulums that further ascend their spiritual existences being a powerful FIRE Link monsters and finally a godly LIGHT Synchro Pendulums. their main strategy is not a straight "beat them up" even with the substantial stat these monster has but rather on draining resources via constant counter & bounce effect exhausting the opponent to submission. being Zombies in general on top of being pendulum making these guys an absolute expert of initiate and maintaining grind games regardless how destructive-happy the opponent deck is (in fact i will guarantee that Master Peace and Drancia user is better off on NOT TRYING to destroy these guys since all they does is spending fuels in vain)

 

 

Edited by Dr. Jolly Glot the III
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ayy, god dammit....

 

welp...let me done the justice and making a proper Takriminos Archetype in addition to the above prompt

 

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as the Takriminos lore goes...A member of a race of sea serpents that freely travels through the sea.

 

unlike the Atlanteans or any WATER archetype that lore wise confine themselves within the border of their own nation and require a political expansions like wars to widen the said border, a much more pragmatic Takrimian race is has chose the path of nomadic life traveling in the small cluster of groups across the World(s?) at any place that contain substantial amount of water in any form. this behavior have a surprising advantage over any sentient water dwellers...as Takrimian is mastering and combining various knowledge to form a powerfully-dangerous mysterious magic arts and correspond machinery

 

as the result this WATER Sea-serpent monster has evolved as an archetype of OMNI-ATTRIBUTE Sea-serpents specialize generic fusions that either utilize same attributed material and/or using certain types of Spells in the same way as Fang of Critias fusions to make a various powerful monsters with vicious control effect. these playstyle is further enhanced to horrific levels since they actually have multiple in-archetype version of  fusion related broken cards like "Super Polymerization" or "Future Fusion" of their own

 

is there anything that actually keep them in check is the fact all these fusion is require at least 1 of those fusion material being the OG Takriminos (or any Takrimian that copy the OG names if a certain condition is meet)

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You didn't have to remake it. In a way it was funny to have this archetype of desert knights with a WATER/Sea Serpent vanilla monster randomly being part of it xD

 

 

/skipping prompt

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Jinx

 

Bad luck, bad bad luck, bad luck, you're just bad luck . . .

 

This archetype is composed of monsters of varied Types and Attributes, focusing on various things that are just unfortunate. Most of them are named after things that are bad luck in one culture or another- black cats, sweeping your feet, whistling at night, mythical bad luck like Ifrits- and their Attribute and Type are reflective of their brand of misfortune.

 

All of their primary effects are based on die rolls, with most results on the die turning out poorly for you . . . but the positive effects are really, immensely good, usually saddling your opponent with the same restriction you would have gotten from the negative effect, plus giving you some other advantage.

 

Because this archetype is so heavily luck-based, you think it would be utterly awful . . . if it weren't for their support cards. These run the gamut from mitigating your bad luck, to actual attempts to give you good luck (fixing your die rolls in one way or another), and if you want to run pure Jinx these are a must.

 

Also, some of them have secondary non-luck-based effects, which are pretty solid regardless.

 

Crimson Squadron

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"Time to roll out the new class of the air force."

 

FIRE Machine monsters that focus on swarming the field with powerful members in a single turn. Most of them are Level 4, but the rest are Level 7+. The effects revolve around speed summoning and nearly everything that you can give an Archetype to become meta tier. They do best in Xyz and Link Summoning, but moreso on the latter. 

 

All of them are named after specific aircraft; similar to MPB. 

 

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OCG Obsessive Fanatic

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O.O.F. (OCG Obsessive Fanatic)

 

An archetype of Psychic monsters of various Attributes that revolve around placing Errata Counters on both your cards and your opponent's, and using those counters to change and mess with activated card effects.

 

The monsters generally have extremely unhelpful activated effects that are either harmful to you or don't do anything. Examples include:

• This card gains 0 ATK/DEF.

• You lose 50 LP.

However with the help of their Spells/Traps, you can remove Errata Counters from the card that activated its effect in order to change its effect to something else, with higher amounts of counters giving better effects. Some monsters and Traps in the archetype can respond to an opponent's effect activation by removing counters from that card and changing its effect, turning it into something less beneficial for them and potentially good for you, similar to Artifact Durendal.

 

Flavorwise, the Errata Counters represent more of card rulings that might not be obvious to the casual player at first glance, but people who've obsessed over yugioh's grammar would understand. So I guess you could rename them to Ruling Counters, maybe?

 

 

Orientitans (Orientation + Orient + Titan)

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