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Tinkerer

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Hydraxe

 

GET UP ON THE HYDRA'S BACK

 

This Main Deck only archetype of dragons doesn't appear to make much sense at first glance. They have a weird focus on Equips, but the vast majority of their members instantly negate and destroy anything that targets them (different from simple targeting immunity), and the bigger ones even instantly Sakuretsu anything that attacks them. What's up with that?

 

Head Counters, that's what's up.

 

Basically, every time their negation effect triggers, they gain a Head Counter, which offers a fixed increase in their stats, and can be used to apply certain other effects, mostly things like destruction, burn, or good old-fashioned hand killing. The equips literally just exist to be destroyed, because while they do have field effects that will just about never be used, each one searches another on destruction, similarly to the Vylon equips. So, you can have some simple OTKs just by getting one archetypal monster on board, throwing equip Spells at it, and cycling through every last equip in your Deck until you've got a colossal beater on board.

 

However, just in case you don't feel like reenacting Omega loops or giving players who remember Elma Exodia PTSD, there is more to it than that. In fact, if you're not going for OTKs, their Field Spell is this unholy amalgamation of Geartown and Mausoleum of White, meaning that one archetype member can stack a second, third, or even fourth on board while boosting itself.

 

Now, while all that's well and good, there has to be at least one targetable member in the archetype, right? Indeed there is, but your opponent isn't going to want to target that one either- that one searches your other monsters every time it's targeted for a card or effect, turning an otherwise dead hand of all Equips into huge plusses.

 

The few archeypal Traps don't target, so they don't set off the Hydraxe Head Counter effects, but they do make for some solid, spicy disruption that goes off harder if you set up a few monsters with Head Counters beforehand. This disruption is necessary, because outside of the biggest couple of monsters, the archetype is limited to doing things during your own turn, bar telling your opponent's targeting removal effects to funk off.

 

Mirajobber (mirage + jobber")

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Mirajobber

 

A warrior archetype of high level monsters that can all Normal Summon themselves without tributes but *insert various self-detrimental effects here*.  Normal and innocent enough.  All of them have a common effect: when they're targeted (by battle or card effect), they bounce themselves to the hand and leave a dummy (a token) in their place to get wrecked.  The tokens often have an effect given to them by the 'jobber, from searching upon being removed, to gaining LP, to grave destruction (though notably no removal effects).

 

The Spell/Trap lineup pulls this archetype together with a heavy theme of swapping monsters, archetypal monster spamming, and activating effects when tokens are removed.

 

Jugglernaut (Juggler + Juggernaut/Astronaut)

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Jugglernaut

Archetype of LIGHT Warriors that are kind of a parody since they are all clowns but with wrestler-like bodies, beefed and all. They each juggle different manly items, such as anvils, spiked balls, objects in fire, etc. Their playstyle is a throwback to Clown Control: they trigger disruption when their battle position is changed, plus they get the tools to enable such position changes.

They are all level 6 or higher, but have no problem in getting on the board due to built-in Summoning effects, although they do so in Defense Position so they can't really get on the offense from the get-go, unless they set up their own position-changing support. Their Spell/Trap line-up is based on changing positions of monsters on either side of the field, and for the disruptive power the monsters have effects to activate those cards during the opponent's turn from the hand, GY and even directly from the Deck. Moreover, the built-in summoning effects can be used during your opponent's turn as well, so they get to disrupt the opponent even when it goes first.

Finally, mostly for flavor, they have a handful of Equip Spells based on the aforementioned items they juggle. In addition to stats boosts, these items have combat-related effects, like piercing damage, double battle damage, and so on. The catch here is that the Jugglernauts can equip these cards to fellows Jugglernauts on the board, so in a single Battle Phase all Juggernauts are able to attack with the same Equip for the stronger punches. Finally, in order to add value to the Equip Spells, they also carry additional effects like a Reborn (e.g. Spellbook o Life), a Wonder Wand, floating, etc.

 

 

Next:

Beetamine

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Beetamine

Beetamine are a WIND Cyverse link archetype based on hive insects and various data related things. Overall the archetype has similarities when it comes to its inspiration like swarming capabilities when the monsters destroy a card or are destroyed themselves. The main gimmick of the archetype is that they “made counters good again” by having a special clause that transfers the archetypal counters to other monsters when a monster with a counter leaves the field. These counters are used both actively and passively. The main deck monsters have more active or aggressive effects that allow you to gain advantage by removing counters while the extra deck monsters focus on the overall number of counters on the field in order to activate their effect’s. The Beetamine backrow line up mainly focuses on recycling destroyed or removed beetamine monsters.

 

Next up: Frigates

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Frigate
 
A Rank 9 engine of WATER Machines whose destruction effects mandatorily trigger when used as Xyz material.  Fairly straightforward.  They try to swarm the field and Xyz to pop 2 opponent's cards at a time.  It is their Xyzs and Spell lineup where things get interesting.
 
The main Xyz is the simplest to summon, "only" needing 2 level 9s, but on-summon it searches out their primary playmaker: the enigmatic "Rank-Across-Magic" cards that make up a good portion of their Deck (credit to @ for the idea of Rank-Across-Magics).  RAM cards enable the deck to reach the higher material Rank 9s (3+ level 9 monsters).  Their playstyle is a King-of-the-Hill style play, protecting the single monster with the RAMs (preventing targeting), and the Monsters' effects (the Xyzs giving each other different protection effects and the MD monsters triggering their destruction effects over and over whenever they are Rank'd Across).  Even on the off chance the opponent takes them down quickly, they have a RAM that lets them revive and Rank Across, immediately letting them continue their shenanigans.

 

Best thing?  Unlike other King of the Hill play decks, the 2 level 9 Frigate offers Tribute protection, stopping those pesky Kaijus from ruining your fun.

 
iMage

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iMage

 

An Equip archetype dedicated to the iMage Spellcasters and their fabulous devices, based on portable technology in the modern age. Said Equips alternate between Union monsters and Equip Spells, although the archetype tends to favour one over the other. The iMages themselves have no support for each other, instead relying on grabbing their Equips to distract themselves with, so that the real archetype can begin, but unfortunately they can only focus on one thing at a time i.e. only have one Equip equipped to them, so they need their fair share of swarming. Of course, that makes it an archetype dependant heavily on its combos, however it has its fair share of removal and negation to deal with that. After it has set up a decent field, it goes towards true Synchronization, with their Synchro Monsters requiring a Tuner Monster and a non-Tuner Monster with the same Level to Summon them. Nothing particularly gimmicky about the bosses, just a lot of Equip and Union support here and there.

 

Libra

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Libra

An archetype of Spells/Traps (a lot of them continuous) and Pendulum Fusions that summon out tokens when a monster is summoned to your opponent's field, the tokens  atk/def are always equal to the atk/def of the summoned monster. You are basically balancing the scales. You can use the tokens you summon to bring out the Fusion Monsters which gain effects based on the number of tokens on the field and hold powerful effects if you and your opponent control the same number of cards. All the Fusions have 1 of 2 pendulum effect based on their Pendulum Scale, which are basically: Return 1 card on each side of the field, and; special summon 1 token if your opponent controls more cards than you. Each monster holds a scale to represent Libra. This deck relies heavily on your opponent summoning monsters, so to help out with that, some of the cards summon a token to your opponent's field, so you can also summon a token. Tokens cannot be used as material to summon a monster, except for the Libra fusions. Finally, a few cards (like the said pendulum effect above) have bouncing effects so you can get that even field on each side.

 

Lets keep the zodiac vibe going...

 

Gemini

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Gemini

 

An archetype of...Toons Gemini monsters. No prizes for guessing that. What you can give yourself a little pat on the back for guessing if you did was this set's dual-playstyle. Unlike most Gemini archetypes, which focus on just overcoming their Normal Monster limitation quickly and easily, this one doesn't mind too much. They have two completely distinct playstyles, the first which focuses around swarming massive amount of these Gemini monsters as Normal Monsters in order to Summon ED Bosses which are restricted to Normal Monsters, and the second which focuses on granting your monsters their effects and using them in a stun/beatdown capacity. You can't do both in a turn, but should your opponent be able to handle one strategy, even the Spells/Traps are able to quick shift gears into the other.

 

You've got Normal Support and Gemini Support here, but in regards to Typing/Attributes, something about the monsters change to their relative opposite upon being Gemini Summoned: a WATER Attribute would to change to FIRE, Fiend would change to Fairy, but other than that, said Typing/Attribute is very varied.

 

Cancer

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Cancer

 

An archetype of DARK Fiends with a loss condition. The aim of the archetype is to make Link Monsters, that have detrimental effects, that have the Link Markers to make an Extra Link. During the End Phase, if one of the monsters is Extra Linked, the controller loses the Duel. All the Link Monsters have an effect in common which allows the player to switch its controller by Tributing 1 monster on the opponent's side of the field. This allows the player to summon the monsters and create the Extra Link, albeit having to deal with the downsides of their effects in the short term, and then hand the loss to their opponent. In order to create Tribute fodder, in case the opponent decides to simply just not summon monsters, and to provide Link Materials, the archetypes Spell/Trap lineup will be based on swarming both sides of the field with Cancer Tokens, perhaps also coming with their own downsides, always including the catch that the player that activated them can only Summon "Cancer" monsters for the rest of the turn, in order to prevent the Token swarming becoming an engine for generic Link climbing. This playstyle is intended to emulate the growing and spreading of cancer, getting worse as time goes on.

 

Kami

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Dual themed after Kami as in god in Japanese & Kami as in Paper in the same language. these celestial being of WIND Plant and Fairy monster which visualize as certain divine animals/persona made from interconnecting swarms of living origami has interesting, powerful, yet difficult to master play style since it involved 2 nearly polar-opposed gimmick: being a Flip deck and Xyz . "that's  Ghostrick!" you said~ true... but this has even more difficulties for while its Xyz can accept all Levels in same like F0: Utopic Future accept all Rank. they need those material to be specifically flipped beforehand (which luckily by any manners)

 

...but the payoff is incredibly powerful. the main deck already have a really good effects that get better by the number of face-down CARDS you control (some even has quick effect self-flip ala Big Shield Gardna) the Xyz in the same way get better if not simply useful variable effects including the all standard issue of triggering the Flip effects of its own Xyz Material

 

Aquarius

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Aquarius

 

Mix the self-equipping aspect of Vylons with the Special Summoning from deck power of the Metal series/Familiar Possessed series, and you get this archetype of Aqua monsters.

 

The monsters from level 2 on all have the effect allowing them to summon themselves if the combined levels of all Aquarius monsters you control by tributing all Aquarius monsters you control.  On field, the lower levels tend toward level changing effects while the higher leveled ones tend more toward disruption and negation.  Finally, they all have floating effects like the Vylon tuners: when they're sent from the Monster Zone to the Grave, they can be equipped from the Grave to a monster you control.  The equipped effects provide protection.

 

With all the power of the monsters, the Spell/Trap support tends to lag behind a bit.  They tend toward assisting with getting the deck started (getting out monsters), but they are often conditional with the best card allowing you to SS any number of Aquarius monsters from your Spell/Trap Zone.

 

Kabbalah
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the Aquarius archetype focuses around a retrain of "Water Omotics". as the name suggests this archetype focuses on Water monsters and flooding the field with Water with a protect the castle twist to it. all plays revolve around the retrain "Water Omotics" in order to activate, luckily though most of the Spells can discard to search for her, making it hard to brick in this deck. the retrain its self is a sort of Denko Sekka/Book of moon that lasts for a few turns while the spell/ trap line up backs her up with either ATK/DEF boosts, destruction protection and other fun ways to "Drown" your opponent

 

Sagittarions (sagittarius)

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Sagittarions

 

Ever wanted to attack with 10 monsters in one turn?  This archetype is capable of doing so.  This set is a multitype archetype of WIND monsters whose gimmick is the ability to Special Summon themselves (as a quick effect) from being banished if you control no monsters.  They also have quick effects that remove them from the field for small benefits (LP gain, small burn damage, banishing card from GY, increasing the stats of the next monster summoned, etc.)

 

With such a high composition of monsters, they can be built in ways that are heavily agressive or as a playstarter engine for other decks.  They have a variety of Spells/Traps that enable their plays or hinder the opponent, including an archetypal Gold Sarc and an archetypal (though temporary) Macro Cosmos.

 

Kabbalah

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DIVINE Plant version of Troymare. Yes, you hear me....

 

Compose of 2 Main deck Monster being the pair Kabbalah Seed of Knowledge and Kabbalah Seed of Life which each essentially the archetypal Grinder Golem that instead of Token it summon up to 3 copies of its opposite pair. For the Extra Deck Line-up we had 11 Link 4 Monster named after each aspect of Kabbalah with 3 Gimmick: turning S/T zone it points to into Monster Zone which in tandem with 2nd Gimmick being Immune to anything while on colinked with other member on the zone that originally and S/T zone and last and not least: cease opponent resistance by replacing activate effects of their cards with less harmfull if not beneficial effect that can be combo'ed with each other for instance: Malkuth can replace the effect of spells to gain LP while Jesod has removal effect that triggered by LP gain

 

Ophiuchus (The hidden 13th Zodiac)

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Ophiuchus

 

A FIRE Reptile archetype whose win condition is eclipsing the opponent's life points to the point where the gap between your life points is larger than your opponent's life points. Then, they win by summoning their Zawinder (boss Extra Deck monster) whose effect is basically Agent - Saturn's, dealing damage to the opponent equal to the difference in LP. To achieve this goal, all the main deck monsters share the same effect, increasing LP every turn, once per turn. Their individual effects will be some sort of protection, such as preventing battle destruction, preventing targeting, etc. Their stats will also range from weak in both ATK and DEF to simply having high DEF. This quite passive and healing-focused playstyle, as well as the archetype's typing, is based on the information about the Zodiac that I could dig up, mainly from here: http://zodiacbooks.com/signs-ophiuchus.html

 

Virgo (my Zodiac sign)

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Virgo

 

NO TOUCHING!

 

If you were concerned about crossover with Constellars, don't bother- Constellar Virgo isn't even good with this archetype.

 

This FIRE archetype of Spellcasters and Warriors is a good number of girls (and one single solitary male member) who take pride in their virginity, to the point where they burn your opponent to a crisp for touching them. While it's not exclusively burn damage that they do, their best member would make you think so- an archetypal Stratos that can OPT Special Summon an archetype member whose ATK is less than or equal to the difference in both players' LP is a disgustingly good playmaker.

 

They actually focus on whittling down your opponent's resources, using a combination of burn, hand control, and some minor field clearing. Then, each one carries a secondary effect if you are actually ahead of your opponent in some way relevant to the things they ruin if they get targeted (if you have more cards in hand/on field, or more LP). Some carry tertiary effects in the form of Summoning conditions or extra on-field effects (for example, little miss Stratos mentioned earlier, and an archetypal Lava Golem that switches sides if there's another archetype member on the other field).

 

But wait! I hear you say. No good Deck targets anymore! That may be true, except for one eensy little detail . . . their boss is a non-Xyz Durendal equivalent that changes your opponent's effects to "Target 1 monster your opponent controls: That target gains 300 ATK", and they're got a few other S/T that accomplish similar goals.

 

However, please note that they don't actually have targeting protection, just effects that go off when targeted. This not only means that the effects go off upon the activation of targeting effects (not needing to wait for resolution, and thus being really awkward to negate even with Quasar effects), but also that said targeting effects do, in fact, resolve- something to keep in mind when your Goat Format-playing friend drops a Dark Core.

 

Hilariously considering the Constellar trivia above, most of their support backrow is based on the S/T used by LIGHT archetypes like tellars, Vylons, Blue-Eyes, and even Trickstars.

 

Mangoldberg (Mango + Goldberg, as in Rube Goldberg Device- overly complicated contraptions that accomplish simple tasks.)

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Mangoldberg

 

Hope you're ready for seemingly pointless combos!

 

The support portion of this archetype is Machine themed with varied Attributes, although the simplicity ends there. Onto the actual meat of the archetype, think Lonefire, except with a billion other means of doing stuff. This archetype deals with every sort of mechanic; banishing, discarding, LP, milling, returning to the hand, etcetera, forming a massive chain of monsters being Summoned left right and center. And there's quite a few on-summon effect as well, giving you even less choice of the matter should you start and decide to take a break. All of the combo pieces either have Ritual Beast-esque can only be SSd once per turn, or otherwise make it extremely difficult to do so. Even so, order does slightly matter, as certain combo pieces do certain things if a random other combo piece has been used already. Someone seeing this archetype for the first time will have a hard time figuring out what the end goal is, with no seeming system as to what monster is Summoned when.

 

That is, of course, until they see your bosses.

 

A Ritual archetype? Bet you weren't thinking that, but that's indeed where this archetype goes. The Ritual Monsters are various Types of food, mostly fruit...pretty bland, actually (no pun intended), but the Ritual Spells, instead of Tributing monsters, allow you to Summon archetypal Ritual Monsters whose Levels are less than or equal to the number of your non-Ritual archetypal monsters you've SSd this turn. While the weaker of these bosses have worse effects, they all gain extra boosts if you Summon them when your amount of Summons this turn is greater than their Level. However, the Ritual Monsters prevent you from starting up another machine while they're on the field; you've gotta be happy with what you've got.

 

The S/T line-up is mostly for consistency and setting up machines on your opponent's turn. Your opponent's turn? you may ask. And yes, I did neglect to mention this archetype can Ritual Summon as a Quick Effect using 1 or 2 of its cards. Maybe even the Ritual Spell. Who knows? You'd have to build the machine to find out.

 

Enki (Sumerian version of Capricorn, God of Wisdom and water)

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Archetype of WATER Beast monsters that focus on rapid Link Summoning (and laddering into their respective bosses). All of the monsters have generally average ATK and DEF compared to monsters of equivalent Level and/or Link Rating. However, what they lack in overall power (comparatively), they more than make up in their rapid summon speed and the ED members having generally good effects. That being said, given this archetype's name, most of the Link Monsters do have something to reference with the god Enki given his many roles, so there isn't too much variation in members.

 

In a sense, you can see this Deck as "the one boss with multiple formes". 

 

=====

Just so you know, I took the general specs (summoning, Attribute, etc.) from a randomizer program I wrote a while back in the event I run dry on cardmaking ideas (which I do often). So...make do with the RNG stuff.

=====

 

Scorpio

(Uh yeah, do something with my zodiac sign on the Western end)

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Scorpio

 

I mean, you could run things like Steel Scorpion, Gouki Riscorpio, and Millennium Scorpion . . . but they don't help your win condition by much.

 

This archetype of EARTH Insects absolutely loves existing Insect support, using good generic support like Verdant Sanctuary, Insect Imitation, Super Cocoon of Evolution, and the like to just go full ham on filling up your field with a bunch of very big bugs.

 

Once they're there, though, the bugs don't actually do much on their own- their only on-field effects are typically focused on simple beatdown or the kinds of effects that make them parallel fan-favorites in Goat format.

 

No, what you want to use them for is Contact Fusion fodder.

 

You see, all your Main Deck monsters equip to an opponent's monster if they get sent from the field to the Graveyard, similar to Archfiend of Gilfer but without that pesky "when" clause; their Fusions, meanwhile, Tribute their Materials like Beast-Eyes, setting off the equip effects in a cascading chain of bad news for your opponent. The equip effects are, again, focused around cards from 2008 and earlier, mostly Equips- for example, making your opponent's monsters give you a draw when they battle like an inverted Parshath, stat-dropping, and even monster stealing like Snatch Steal, free revivals like Premature Burial, or turning one of your opponent's monsters into Panther Warrior that your opponent can't stop from attacking.

 

This also means that your opponent can't shrug off negative effects by simply using equipped monsters as Material, because whatever they Summon can wind up stacked with all the same equips.

 

Also, their Field Spell gives you a search every time an EARTH "Scorpio" monster gets summoned, meaning that if nothing else Gouki Riscorpio can dig for other monsters by hitting the board.

 

Pastasaurus

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Pastasaurus

 

A group of Normal Pendulums with different names with the only Archetype connection being a tagline in their Normal monster lore that declares "this card is always treated as a "Pastasaurus" card", making them the only archetype without a single monster actually having the archetype name (their names are stuff like Spaghettasaurus/Pennesaur/Linguinedon/etc.).

 

They take the old Pendulum playstyle of swarming and modernizes it, making them near infinite resources that's often directed into Link Summons.  They all share an effect that lets you Special Summon them from the Pendulum Zone as long as you replace them with another Pastasaurus with the same scale number from the Extra Deck alongside another effect that usually increases their consistency.

 

Amusingly, to compensate and prevent them from looping endlessly, each set of Pastasauri give hard OPTs to their companions rather than to themselves (i.e. Spaghettasaurus (scale X) would say something like "You can only use this effect of 'Pennesaur' and 'Linguinedon' (both of which would have scale X) once per turn.")

 

Their Spell/Trap lineup are all ones that benefit Normal monsters, but usually have secondary effects that benefit the Pastasauri specifically.  Like the monsters, none of them actually have "Pastasaurus" in their name except for a single card that can somehow search out all these disparate cards.

 

Arsenalodon

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[spoiler=Above kid ninja'd me b/c I didn't click submit]

(* insert Italian pasta joke here *)

 

Dinosaur monsters that are named after several varieties of pasta (and aesthetically, have their namesake as a marking somewhere on their bodies). Capitalizing on the SR04 support Dinosaurs got, they engage in massive power brawls with their bosses easily capping 4000+ ATK and definitely aren't averse to letting Oviraptor and friends help them out. Or rather, you probably want them as backup since unlike a lot of the current ace monsters, Pastasauruses do not have much in the way of effect protection (I mean, they can take effect hits as well as soft pasta getting cut with a fingernail). 

 

Summoning-wise, you are independent of the Extra Deck most of the time, though a few of their bosses do utilize it often (but a la Rank 10 style in Xyz). In hindsight, you can quite literally sit on 1 ED boss and the rest of your Main Deck provides back support.

 

 

 

Arsenaldon

 

Dinosaur monsters that take on a militant theme and each member has some sort of firearm on its body, not unlike the Borrel monsters. Similar to Borrels, they have some form of protection from battle or card effects, and can break through monsters with their own effects. They have a few search and revival effects in the Main Deck, but their backrow support is non-existent (but who uses backrow, right?). They are mostly Main Deck and yes, can work with SR04 support and all, but just make sure you can actually summon these beatsticks. 

 

Also, make sure KoA doesn't censor their artwork because they literally promote gun and weapon usage even more than Borrels ever will. 

 


 

Starblade Blaster

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Starblade Blaster

 

Ever wanted to feel really, really anime while piloting an archetype that's actually kinda decent? This is the Deck for you.

 

What makes this archetype fun is a unique application of combining mecha aspects. Given the primary focus on field spam and presence of multiple Tuners, Starblade Blasters look like your garden variety Machine-Type Synchro spam archetype that likes the Chaos Attributes. Their Synchros make up varying Levels, and while they don't lock you into the use of Synchro Tuners, all their Synchros at Level 9 and above give you some sort of bonus effect for using an Extra Deck Tuner as Material, based on the effects of various Synchros that have gotten banned/limited over the years (hi, Hyper Librarian for the rest of the turn! What's going on, Trish?). Each one can also De-Synchro itself on a HOPT basis, which is neat.

 

"Wait, did he say Extra Deck Tuner?" That I did! You see, they've also got Ritual Beast-style Contact Fusions that banish the Materials, that then Special Summon some of your archeypal banished monsters when they do tag out (although, similar to GB, each one requires one named monster to be among the things you banish, and when the Fusions tag out they can't re-Summon the named thing). Some of these Fusions are Tuners. Don't worry, though- there are a couple of other ways to get back your archeypal banished things just in case you do use the Fusion Tuners, and the Fusions each Summon back as many banished archetypal monsters as possible, up to the number of required Materials, so you can still get a minor refund if you have to escape earlier than intended.

 

In case you didn't get the gimmick by now, you're constantly combining and coming apart to either dodge effects, build your board the way you like it, or even sneak in extra damage during the Battle Phase, although typically you can sheet out your Level 12 Synchro superboss with little to no problem (although its bonus effect is slightly less likely to trigger).

 

The backrow is mostly based on either setting up for (Spells) or maintaining the power of (Traps) your board, including a double D.D.R. in Counter Trap form.

 

All that for an archetype with a Main Deck monster lineup concise and planned through enough that different combinations of two or three of them are a decently splashable engine.

 

Oh yeah, and the artwork is a mecha fan's wet dream. Glhf, and (insert badass catchphrase here).

 

Countrip (count/counter + cantrip, or spells that can be cast wandless)

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Just for a bit of added challenge to the specs, I ran this through an old archetype randomizer I wrote a while back (also includes a total number of cards that can be in here). Of course, you guys can omit the set count in application because that does impose another restraint on what you can do. 

 

 

Spellcaster-Type

WATER-Attribute
Flip
Average ATK
High DEF
Slow summoning speed
Average S/T usage
13 cards in total

 

WATER Spellcasters that are focused on Flip Summoning and have average ATK, but high DEF for their respective Levels/Ranks. Naturally, they generally don't spam the field much compared to current Decks, but what they lack in summon speed is greatly made up in terms of their effects which let you trigger their backrow from the hand when flipped face-up (in which there's a few of them and do counter many common actions your opponent may attempt during the duel; including summoning, triggering hand traps, searching, the works). This archetype would go well enough with Prediction Princesses, but you're better off running this as its own thing for better consistency. Just figure out a way that you can consistently keep board presence and recycle your monsters / key cards, otherwise you will brick hard. 

 

iU8EggM.png

 

Discordian Fairytale

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Discordian Fairytale

 

Want to play a deck where the baddies are the protagonists?  You're weird, but I guess you could pick up this archetype then.

 

Swap the typical fairy tale heroes with your opponent's monsters then run them over with the high-level villians (which all have the ability to be SS'd by tributing a monster you control owned by the opponent).  They big monsters tend to have simple battle-based effects while the smaller ones have floating effects.  If you want to play a bit more into their colorful Extra Deck, you have to run their only tuner: "Grimm, Teller of Discordian Fairytales" with an ability that let you jump seamlessly into the Archetype's Fusions and Synchros.

 

With spell and trap support that varies widely in usefulness, they are a fairly simple deck with an old-style feel.

 

 

"Phantom Hand" / "of the Phantom Hand"

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I really have no idea how to do this one lol

 

There's an actual Phantom Hand card for Infernities that banishes your entire hand face-down, but I didn't want to deal with monsters being able to be SSd or cards being usable while banished face-down, as banish face-down is designed to be the inaccessible version of banished, which was originally supposed to be the inaccessible version of the GY.

/skip

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