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Eskugull

 

When a Harpie Deck and a Blackwing Deck love each other very much . . .

 

This Winged Beast Deck actually does surprisingly well at both Xyz and Synchro plays, being made up of Level 3 and 4 monsters to take advantage of Synchro 6, 7, and 8, and Rank 3 and 4. In fact, they're almost so dull with their spam effects that you could pass over their Main Deck monsters without blinking . . .

 

That would be a mistake.

 

The interesting part about the Main Deck monsters doesn't happen on the field. Instead, like Bujingi, they're all handtraps or have banish-from-Grave effects of varying quality, which either press your advantage or protect your monsters from death. This makes building boards a game of chess- while you could just make a bunch of Synchro and Xyz monsters outside the archetype, that would be the suboptimal play, as there are many archetypes that make boards faster or more consistently. Instead, you've got to strike a balance between putting presence on board and putting yourself in a position to either advance your own plays next turn or defend against your opponent's.

 

Their Spell/Trap support works with this gimmick, too- the Spells help recoup your handtraps or set up your Graveyard effects, most notably a Field Spell that acts as a Quick Effect Monster Reincarnation and has Omega's "return the banished" effect. The Traps, by contrast, have powerful from-hand activations and can banish from the Graveyard to apply yet more effects, with on-field effects making them Trap monsters- they're effectively just more archetypal monsters.

 

Their biggest issue is consistency. It's a sad day when the best an archetype can do to start its plays on an empty board is to pray to hard-draw an archetypal handtrap that turns all its monsters into Parshath for the turn, but there we go.

 

Darcannon

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Darcannon

[Dark + Cannon]

 

Think Cannon Soldier the archetype.

 

An archetype that revolves around Tributing, destroying, a little discarding or even sending your monsters to the GY in order to hit your opponent. Most of it is small burn, but there are a few means to destroy your opponent's hand and even their field. However, they run out of fuel very quickly, with their Spell/Traps being forced to replace it. Mostly with revival, but who knows what they get up.

 

Said support works mostly with DARK Machine monsters, although there are also simple "Darcannon" references here and there, along with one card in particular bringing out a "Cannon" monster from the Deck. The rest of their style of play isn't very combolicious, with simple effects all around and cards normally just doing A to get to B. A DM/GX-era archetype with the strength of the modern gamestate.

 

Melting Sun

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Melting Sun

Banish-centric archetype of LIGHT/Pyro monsters that adopt Helios the Primordial Sun by supporting LIGHT/Pyro monsters, although the strongest support is still limited to "Melting Suns", mostly for futureproofing purposes. This archetype likes banishment a lot, and enjoy being under the effects of Macro Cosmos, Dimensional Fissure, Banisher of Radiance, and even opposing Dark Laws. As you most likely can guess by now, this is because they have floating effects that trigger when banished, or effects they apply while they are banished, or else they gain bonuses depending on the number of monsters banished.

And just like they love being banished, they like to banish as well. Most for their disruption and removal is done through banishment, be it temporary, or permanently, or they banish themselves temporarily as cost for their power cards (e.g. an archetype Paradox Fusion). Also they have built-in ways to add a layer of protection to their coveted banishing floodgates. To remain fair though, they don't make them completely impervious. The protection is more on the lines of Card Guard and Magic Reflector, in that it adds a single Counter that substitutes the destruction/removal by effect of the card once. The difference is that these archetype Card Guard/Magic Reflector benefit from archetype support, and with some dedication they able to play a couple to stack a few Counters.

They also have their own reverse Dark Law boss, in that it banishes cards on your side but not the opponent's. It is somewhat generic/splashable and it's further accessible through "Melting Sun" support cards so it's possible to arrange an engine for other decks that also like being banished, namely Metaphys. Think of how you can access Dark Law through Mask Change II or Mist --> Mask Change.

 

 

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Armold

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Archetype of monsters with high DEF. Monsters with 2400 DEF, 2100, 2000, ect. What they do is during each Standby Phase is increase their ATK by 500 and decrease their DEF by 500. Granted, that's not their only effect. It's just a gimmick they have. But some of the monsters, and Spell/Trap Cards trigger their effects if a monsters gains or loses ATK or DEF. So yeah, best pay attention to when their ATK and DEF change. Or use ATK increase cards to speed up the process.

 

Spooktown

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Spooktown

An archetype focusing on flipping your monsters face-up/face-down multiple times in a turn and gaining various effects during the battle phase based on the number you times you flipped a monster face-up/face-down during the same turn. Continuous Spells support flipping your monster face-up, while Continuous Traps support flipping face-down. A Field Spell to help with swarming capabilities. Some monsters support getting your traps on the field quickly when flipped face-up, so you are able to get effects more efficiently.

 

Azure Alliance

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Azure Alliance

 

Synchro-centric archetype of WIND Winged Beast, Insect, and Fairy sky dwellers. Theme-wise they are a guild under an Azure-colored banner and adopted this color for their clothing and armor. They have their own insignia and everything. The Level 3 or higher are anthropomorphic, like Harpies, or, let's say, butterfly or dragonfly monster girls/guys, and of course the fairies, but the low-Level ones are indeed animals like birds, winged insects, etc.

To shake things up a bit, in this archetype the Tuners are the Level4+ monsters for easier plays with Needlefiber, while the Levels 1~2 are non-Tuners and have different subtypes including Flip, Spirit, Union.

They interact a lot with these non-Tuner subtypes, and their playstyle revolves around them. For instance, the Tuners can mill, search, revive, etc. the non-Tuners, follow up with Synchros, which in turn have more effects that play with the non-Tuners, from revival to further laddering, re-Setting the Flips, revive them with big stat boosts to play them as beaters, etc.

As a flavor note, they are allied with the Lavender archetype described before, so there is a color-themed alliance between archetypes going on there...

 

 

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Rust Dust

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Rust Dust

 

DARK Machine-Type monsters that destroy their Main Deck monsters during the End Phase. These r Link based, and the Link monsters r called "Un-Rust Dust" monsters. The Main monsters have two effects. 1 is a Special Summoning effect of some sort. 2 is an overpowered GY effect (i.e. "Banish this card to attack directly this turn" or "Banish this card to skip your End Phase").

 

Theme wise, the Main monsters r rusted retrains of old Machine-Type monsters (i.e. Barrel Dragon goes into Rust Dust Barrel Dragon), and their GY effects r similar to thw original monster's effects. The "Un-Rust Dust" monsters r polished versions of the Main monsters (i.e. Rust Dust Barrel Dragon turns into Un-Rust Dust Dragon). This is also why the Link monsters dont destroy themselves while the Main ones do. Becuz the Main Deck is rusting to death, and the Links r perfect forms.

 

Motherboard

(Preferably DARK Psychic, but its up to u)

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DARK Psychic monster with Cyberse Synchro lineup. The Level 4 or lower Main Deck Monsters have high ATK with negative effects to compensate it, with the Synchro Monsters often having less ATK than their Main Deckers, but better and smarter effects. The Tuners of the deck is the exception, as they all have 0 ATK and DEF and effects to alternatively Synchro Summon (e.g. Synchro Summon using materials from the hand, or by banishing materials from the GY). Finally, the Spell/Trap lineup are filled with Continuous Spell/Trap Cards that often work as fuel to revive the Synchro Monsters from the GY.

 

Spectrarmor

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Spectrarmor

Archetype of LIGHT/Zombie spirits that reside in armors. They are EARTH in the sense that they are not necessarily evil. Would have gone for a NEUTRAL/CLEAR Attribute if available.

Anyway, they are Union monsters and their playstyle is based on being able to equip themselves to opponent's monsters. In a way they are like Graydles, but to deviate from them, they don't have to be destroyed to be equipped, and instead you get to choose when to activate the Union equipping effect. Also, while they do have some predictable effects like stealing the monster or negating its effects, they also have other more unique ways of messing up with the opponent's monsters, or supporting yours. For instance, some of them let you activate the effect of an opponent's equipped monster as if you controlled it, even during his/her turn. Others grant the monster the ability to use its effects (that start a chain) during either' players turn. Needless to say, the latter is best used on your monsters.

Another gimmick they have is that equipping an Sprectrarmor to another you control unlocks extra abilities they have, in addition to the Union effect the equip monster provides, strengthening their presence on the board. That way, you can mix & match different Spectrarmors to address different scenarios, as a toolbox of sorts.

Finally, as Unions, they get generic Union support like Frontline Base, the floating effects of ABCs. Additional archetype support include a Quick-Play Rollout, and even a card that equips them directly from your Deck, and treats them as if they had been equipped by their own effect.

 

 

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Scarlet Chain

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Scarlet Chain

 

Imagine, for a moment, what the demented lovechild of Spellbooks and Paleozoic would look like, with a side aspect of classic Spell Counter Magicians.

 

*shudder*

 

This archetype is primarily composed of Fiend-Type monsters and Normal Traps that Special Summon themselves as Machines Paleozoic-style. Thematically, think of them as tormentors and the instruments of torture coming to life once they've been used. The Fiends get Chain Counters when the effect of a Trap Card resolves, meaning that they get at least two per field activation- the on-field use, and your Graveyard effects- and they generally use them for backup removal, play-extending Special Summons, or some stat boosting toy might need to get over problematic big boys.

 

However, unlike both Spellbooks and Paleozoics, whose separate gimmicks are designed for slower, methodical play, Scarlet Chains combine them in a very reckless, straightforward manner, thanks to their Field Spell essentially being a SPYRAL Resort- requiring you to shuffle back a banished card every turn to keep it up, but getting off a search on an OPT basis. Naturally, this encourages throwing basically everything on board, letting the Traps die on the field so they get banished, and just searching them over and over again.

 

However, just in case you want to keep some resources immediately available, Scarlet Chains do have archetypal Xyz that you'll mostly use for additional aggro/control.

 

The primary issue with Scarlet Chain is that the archetype basically has no outs to big beaters that are protected from both targeting and destruction- one Chaos Max ends your fun right then and there, because as a strategy focused around Ranks 3 and 5, your best hope is to trigger so many archetypal Traps that your Star Hall on legs boosts someone high enough to punch the thing out. The archetype is also pretty xenophobic, so your engine choices are limited exclusively to Fiends and Machines . . . good luck.

 

Pageanthorn

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Pageanthorn
Archetype of LIGHT/Plant monsters with a theme of beautiful dryad, nymph, etc. models as you would see in beauty contests, wearing thorn-themed clothing and garments. They are Synchro-centric, but not in the conventional way. While they do have Tuners and can Synchro Summon normally, they also get Synchro versions of Miracle Fusions, as well as big monsters that float or trade themselves, similar to Needlefiber or Spirit Dragon, into Level 7 or lower LIGHT, Dragon or Plant Synchros. Any Plant Summon they Summon with these effects gain an extra boon, and they can make use of LIGHTs as a toolbox of sorts. To mention notable targets, Arc Light, Formula Synchron, T.G. Wonder Magician, Red Wyvern, the Black Rose Dragons, etc. They introduce their own LIGHT/Plant Pageanthorn Synchros as well.
 
 
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Poisonist

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Archetype of DARK monsters. They focus primarily on effect damage. Some of them inflict effect damage. Others respond to effect damage. Such as "If you or your opponent takes effect damage: You can Special Summon this card from your hand" and other effects like that. Their Extra Deck monsters consist of Fusion Monsters. Instead of using Polymerization, they have a nice array of Fusion Summoning Spell Cards to choose from.

 

Silvercrest Sentinel

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Silvercrest Sentinel

 

Thematically related to the Scarlet Chain, Azure Alliance and Lavender archetypes, "Silvercrest Sentinel" is an archetype of LIGHT Rock-Type monsters who cannot be destroyed by battle. They can only ever be destroyed by card effects, unless you negate their effects.

 

Appearance wise, they are Rock Elemental-esque beings. The lower level ones look cute, being comprised of only a few small rocks and wearing cute expressions on their faces. The higher level monsters are comprised of lots of huge rocks and look incredibly powerful. Just like the aforementioned archetypes, they also have their own insignia and everything, and the insignia is hidden somewhere on their rock body, though usually is on their shoulder. Also, their rocks usually have random bits of silver melded onto the rocks in random places.

 

Their playstyle is this: Stall. They already cant be destroyed by battle, but what about removal and card effects and banishing and stuff like that? The Spell Cards give them those protections. The littler monsters, along with their Copy/Pasted effects, search archetypal Spell Cards. The Spell Cards are almost all Continuous, and provide some sort of protection from card effects for archetypal monsters. The bigger monsters focus on not only being indestructible beatsticks, but crushing your opponent in the process, by making them discard, sending cards from their deck to their GY and stuff like that upon an archetypal monster attacking.

 

Magenta Miracle

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Magenta Miracle is primarily a Contact Fusion archetype of FIRE Machine monsters, but contain some Link Monsters in their store. Their primary focus is to Contact Fusion Summon their Fusion Monsters with as many monsters from your hand or field as possible (but with an equal number of monsters in each location, e.g. 2 on the field and 2 from the hand). The more monsters it gets to Summon those heavy-armored mechas, the more powerful it becomes. Also, if they are destroyed by battle or card effect, they can "pseudo-Link" (Special Summon from the Extra Deck, but treated as a proper Link Summon) Summon one of their Links with a Link Rating equal to the number of monsters from your field used for this card's Contact Fusion, from the Extra Deck (e.g. using 2 monsters from your field and 2 from your hand? Okay, I can Link Summon your Link 2 Magenta Miracle monster).

 

N/A: Magicreature.

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Gonna say this before Tinkerer comes over and rips you a new one for it, but there is a word requirement that you have to meet when doing prompts. This technically doesn't meet that.

 

It's so the archetype has a more centralized idea of what should be done as opposed to vagueness (as members will likely do it at some point in time; especially in the AGM, given certain users). Granted, it is nice to have options and freedom of design, but take it up with him if you have an issue with this.

 

/ skip

Was in the process of doing something. Please wait before jumping the gun, please?

 

N/A: Magicreature

Magicreature: A group of creatures (different monster types but all DARK) that changes their attribute to gain advantage over opponents that share their attribute. All Magicreatures gain effects of all Magicreatures you control to disrupt opponent field/hand/etc. Magicreature have the ability to constantly banish themselves to prevent damage and flipping down monsters while banishing link monsters until the end phase. When a monster is flip face-down, other face-down cards are then banished until the end phase. Magicreature each feature artwork that have various creatures that is paired up with characters that have magical powers.

 

N/A: Magicreature

Up next: Apextomb

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(Reminder post redacted since you did follow everything. Was on me for striking fast.)

 

Apextomb (uh, you already made this)

 

Monsters with assorted Attributes and Types that focus on massive searching and GY retrieval. During the opponent's turn, they activate effects that generally bounce the opposing player's stuff when an archetype monster hits the field. All share a Quick Effect that allows recycling and draw power by discarding themselves. Their monster lineup is generally slower compared to the advantage the backrow can dish out on a regular basis, but accomplishes whatever it needs to do. Just be warned that you'll be shuffling your resources around often, so be careful about what you put back and send. 

 

Also make sure you deal with Rivalry / Gozen Match because not being one Type or Attribute is a major setback.

 

====

 

Divine Intermediary

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Divine Intermediary

Archetype of LIGHT/Fairy monsters focused Tributing and supporting Tribute-based Summons such as 3-monster Tribute Summons and Ritual Summons, as well as the DIVINE Egyptian gods. They mainly float upon being used as Tribute, and their bigger monsters can Tribute as cost for Quick Effects. Because of this, they inherently benefit from disruption like Kaijus, Darkness Lair, Stormforth, etc. They are able to Tribute cards from the hand, as well. Also they come with extra Yang-Zing-like bonuses when they are used as Tribute for the DIVINE monsters, making them more competitively viable.

Their Spell/Trap support also have side-effects involving the DIVINE monsters. For example, a Trade-in secondary effect that returns a DIVINE into the Deck to draw 2 cards, or adds a DIVINE from anywhere to your hand, possibly making monsters like Ra-Sphere Mode live. Speaking of Sphere Mode, the monster is a side-deck card/meta call they can consistently play because of this DIVINE support.

 

 

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Luciferal

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Yeah, yeah, this doesn't technically involve me, but I had two cents to add here.

 

Was in the process of doing something. Please wait before jumping the gun, please? 

Then why post before you're done with writing the prompt? If you're doing something, then why even put up the prompt?

 

Back on topic:

 

Luciferal

 

Taking more inspiration from the meaning of the name than the ties to the one who held it, this is an archetype of LIGHT Beasts with a heavy focus on essentially being the ones to spoil the fun of any HAT or Flip player's day, being primarily based on wild animals holding light sources, from candles to lamps to flashlights.

 

Similar to what SPYRAL do with the top of the Deck, these guys do with Set cards- if you can name a Set card on the field, the Level 2 members self-Summon from the hand, then do some other effect (pop a thing, search, recoup, SS, some minor burn, etc). The Level 1 members help with this, setting up your plays either by flipping cards face-down, or by letting you look at your opponents existing Set cards.

 

Their Spell support is primarily focused around revival and consistency, but their Traps are actually kinda interesting. They've got a couple of floodgates that focus on ways to force your opponent to Set cards to use for your Level 2s- an ASF that requires an archetype member to live, a card that's basically just a Stumbling that also flips the monster face-down, etc.

 

They Synchro Summon, they make low-Rank Xyz, and they're a pretty fun anti-meta call.

 

Orcall

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Orcall

 

Bunch of Level 5-9 Fish monsters. Surprisingly not entirely WATER, with a few WIND monsters thrown into the mix, but with the entire set mostly focusing on main deck shenanigans. Their main gimmick is that they and some of their Spells/Traps can only Special Summon monsters in the Level 1-7 range. How do they get around this? Why, with A Legendary Ocean 2.0all rights reserved! Not necessarily another Umi retrain, it lowers the Levels of the Fish monsters off the field, allowing them be viable targets for Summons! Of course, relying on a Field Spell without giving it 50 million forms of protection would be dumb, so they have Spells/Traps that oft do a lingering blanket Level lowering for a turn or two, meaning if you don't get the Field Spell, you're not dead.

 

Outside of that awkward Summoning gimmick, they're mostly a beatstick/defensive archetype, focusing on keeping their monsters on the field and hitting hard. High DEF and ATK all round, enough to give Normals a run for their money. Not really much removal in the monsters, so you're going to have to rely on outside cards in order to deal with floodgates and the such. There is a bit more Normal Summoning than usual to take advantage of their lower Levels, so SS floodgates don't have that much of an effect either.

Runemap

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Runemap

An archetype of EARTH/Spellcaster Trap and Link monsters focused on summoning boss monsters, they look like magicians and have a signature rune somewhere in their artwork, that symbolizes that the rune was activated thus summoning them. To activate the traps that summon themselves as a high level monster, you must tribute other trap monsters. The trap monsters focus on searching and setting more traps to the field, so you have backup plans if need be. The trap monsters are still also treated as traps, so the Link Monsters protect your backrow, while destroying the opponent's backrow. They take some time to set up, so they will be slower than a lot of decks. Their weakness is monster effects since they are spell/trap hate orientated, but can overpower your opponent if the right plays are made.

 

Mousenary

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Mousenary

 

Fur Hire + Lyrilusc. Oh boy!

 

 

Mousenary is a Level 1 Beast swarm Deck, focusing on either Special Summoning themselves with another member and/or Special Summoning while face-up on the field, but only if you control a partner to help support them. However, they come with a price; LP costs. Not big ones, mind you,  but considering you are spamming them and having to pay LP to use their effects, they're going to nibble away at your LP fast. Although it's a decent main deck archetype, their main strength lies in their Synchro bosses; all of the main deck monsters being Level 1 mean you can basically Summon any Level Synchro you want, and said bosses have a wide Level variety to showcase this. They're also Beast-Warriors, unlike their materials, and require upkeep costs in order to keep them in on the action; they are mercenaries, after all. Even their Spells/Trap that add to the swarming have LP costs, but they also look at replenishing your LP by shuffling members from the GY into the Deck, or returning to the hand, or both.

 

Squallscale

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Squallscale

Archetype of Fish monsters with a theme of different species of sharks and fish, with scaly appearances and the capability of flying, and making an allegory to squalls. They don't have "Shark" in their names though, to avoid any potential cross-over with "Shark" support (e.g. Squallscale Hammer, Squallscale Sword). The maindeck Level4 or lower monsters are WIND, while the bigger ones as well as their Extra Deck monsters are WIND as well, but also treated as WATER or LIGHT, depending on their theme, by effect. This is in reference to squalls bringing rain and storms. So, for example, a thunderstorm-themed Squallscale will be both WIND (printed) and LIGHT, while a rain-themed will be WIND and WATER.

Their playing style relies on Summoning the Level6 or lower ones, taking them out of the field, either by bouncing, spinning or temporary banishing them, then bringing them back, triggering effects that shortcut into their dual-Typed monsters, summoning them directly from either the Maindeck or Extra Deck. For instance, whenever they are bounced or spun into the Deck, built-in effects make them remain revealed in the hand/Deck, and once you Summon them again, they activate their shortcut effects. Reviving them when they where Summoned at some point will trigger this effect as well. Again, this in flavor with squalls bringing storms. Due to this, they benefit from banifish and bouncing support (e.g. Birdman, Divine Wind of Mist Valley). They also make use of bouncing as their main disruptive effect. Also, their dual-LIGHT types enable them to access Pleiades. Other semi-generic monsters in their arsenal are Lightning Chidori, Totem Bird.

 

 

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Fallenair

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Fallenair

 

Aw, how cute . . . OH sheet OH sheet OH sheet

 

This is an archetype of DARK Fairies and WIND Winged Beasts, with a master/monster dynamic similar to Gusto and Dragunity. Unlike those, however, where it's the servant animals doing most of the archetype's heavy lifting, Fallenair has the two as relatively even partners, ironically enough given the theming.

 

See, all the DARK Fairies are based on various kings, angels, and even gods that were punished in various mythos- Tantalus even says hi from Greek mythology- but in . . . less than impressive forms. Now, they've been reduced to cute, harmless pixie girls at adorably tiny sizes, interacting with the world in ways reminiscent of something they're known for in their artwork (ie, said nod to Tantalus is struggling to eat a grape as tall as she is). Their primary gameplay gimmick is immortality- reviving themselves frequently (once per turn at least in most cases, because HOPT clauses are nearly nonexistent here- although the free ones are timing based like Treeborn) and cheaply (either no cost or a cost that's extremely easily paid, like a discard, a mill, or 400 LP), and providing some sort of benefit when they do come back this way (a search, bringing back a bird, simple removal). In a Deck not built around the archetype, you can just use these for simple, recurring fodder for low-Rank Xyz, or as DARK Tuners if you want to make Beelze or Dragocytos or something.

 

The Winged Beasts, on the other hand, are all based on IRL birds of relatively high intellect, mostly things like raptors, crows, and parrots. They're the muscle of the Deck, acting as simple beaters and decent swarm fodder, with floating effects that (similar to Dark Worlds having effects on being discarded but a bonus if your opponent set them off) can trigger off of any sort of destruction from anywhere, but battle destruction offers some sort of bonus. Plus, each one protects the Fairies in some way to make sure that you can get your plays going.

 

Lore-wise, each Fairy pairs one-to-one with a Winged Beast, and by the time they're in their Synchro forms (which show the Fairies at human size, with traits of the bird they partner with), they've actually reformed into good guys- in fact, one of the primary gameplay gimmicks of the Synchros is that they can De-Synchro themselves on your opponent's turn to take a chunk out of them (kill their board, hand, Graveyard, maybe some burn damage), so that you can Synchro them back monst during your next turn, or just force your opponent to kill one bird so you can get another one for the Synchro you need at the moment.

 

The S/T lineup does about what you'd expect for the most part- covers protection, helps you secure more birds from the Graveyard if necessary, helps deal with threats the birds aren't big enough to handle or that woukd prevent you from Synchro plays, even an archeypal Battle Mania that makes your opponent set off the birds' bonus effects. However, something you might not have been expecting is a Continuous version of Urgent Tuning, speeding up your splitting Synchro gimmick to allow for all manner of fun Ritual Beast lite plays.

 

That said, as a two-parter Deck, and one whose parts are dependent on each other, both Allure and Desires are a definite no. Your ideal draw cards are actually things like Dark World Dealings and Upstart Goblin, but even things like One Day of Peace are generally considered decent. I mention all this because your Deck is bricky like hell, due to your searcher having the Darklord condition (being Summoned from the Graveyard), so you'll need outside consistency support to get going if you can't just Foolish it turn 1.

 

Arachnuke

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Arachnukes are level-8 and higher DARK Insect main deck monsters based on spiders with high cost special summoning conditions. But when they are special summoned they have very strong reactionary/interactive effects that can blow out your opponent, like blowing up all their monsters or GY and also slight lockdown effects (like, neither player can special summon more than twice in a turn). You can only summon 1 "Arachnuke" per turn, so most of your board presence will need to come from other cards in your deck. 

 

Righteous Buckler Archetype

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Righteous Buckler

Archetype of monsters with different Attributes and Types. They all hold Bucklers or other shields, made of different elements (stone, steel, ice, etc.) and depending of the material is their Attribute, while the Type can vary. For instance, the Ice Buckler would be WATER, but it could be a Reptile rather than the more intuitive Aqua. Likewise, the EARTH Buckler is EARTH, but not necessarily, let's say, a Plant monster. Their core effects are in-GY protection effects that banish them as costs. Think of more generic Bujingi Turtle, Hare, etc. The maindeck monsters are Level 1~2 and have low ATK but outstanding DEF for their Levels (1900 or more). Rather than a self-sufficient archetype, they are designed to be splashed as techs or protection engines in other decks as side deck, meta calls, etc. For instance, they can be used as discard fodder or Fusion/Ritual/etc. material and then they will become live in the GY. And while it is still possible to make a deck out of the archetype, they will require heavy external support (e.g. One for One), and most likely your best bet is a swarm & Link laddering playstyle which then will be backed up by the protection effects.

 

 

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Hydraxe

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