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Tythe Scora

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Ex Machina

A revamped sub-archetype under the Machina archetype.

Like Machina, these are EARTH Machines that have a Main Deck mechanics. Unlike the originals (and unlike any machine archetype), their bosses are Rituals.

The archetype has a lot of the makings of "unfeasible" Archetype design: it has conditional search effects, it's overly reliant on its normal Summon, it has tons of "when" effects, and it's vulnerable to hand traps. However, the raw power of its effects usually compensate for these shortcomings very effectively.

The archetype has 3 Rituals: a Level 4 (that helps with the "swarm + protect" play style of the old Level 4s), a Level 8 (that floats if sent to grave - perfect to combo with Machina Fortress), and a Level 12 "retrain" of Machina Force (which follows its predecessor as a ridiculously powerful but impractical boss).

 

Cards:

Ex Machina Supply Lineman

EARTH ****

Machine/Effect

If this card is Summoned, you can change its battle position. When this card is Normal Summoned or Special Summoned by the effect of a "Machina" monster, you can Special Summon 1 "Machina" monster or "Commander Covington" from your hand, and if you do, send 1 "Machina" monster from your Deck to the GY whose Level is less than or equal to the total Levels of all "Machina" monsters you control. When a "Machina" monster destroys your opponent's monster by battle or by its own effect, draw 1 card.

800/2000

 

Commando Ex Machina

EARTH ****

Machine/Ritual/Effect

Can be Summoned with any "Machina" Ritual Spell. If this card is Ritual Summoned, you can Summon a number of Level 4 or lower "Machina" monsters or "Commander Covington" from your hand or Deck up to the number of monsters your opponent controls +1. You can tribute 1 "Machina" monster or "Commander Covington"; destroy 1 card your opponent controls. You can activate this effect of "Commando Ex Machina" thrice per turn.

2200/1600

 

Next:

Veggiesoldier

 

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Veggiesoldier

A bunch of low-power but swarmy main-deckers contact fuse into salad monsters which require specific name materials, have effects focused on battle and damage dealing, and defuse after battle.

 

Veggiesoldier Combo Platter

Continuous Spell

If you Summon a "Veggiesoldier" monster from the Extra Deck, and you have not Summoned a monster with the same name this turn: You can Special Summon 1 non-Fusion "Veggiesoldier" monster from your GY. You must control no monsters, except "Veggiesoldier" monsters, to activate and resolve this effect. You can only control 1 "Veggiesoldier Combo Platter".

 

Phenomena Fairy

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Phenomena Fairy

Beside being fairies, each member represents a natural phenomena that occurs/occured; and their attribute reflects that representations as well. Despite having high Level main deck monsters, they rely on their own special summon method(for example, true kings). Only 1 Extra Deck monster, a Level 11 fusion monster is more than enough for them.
And yes, since they are entirely Fairy monsters, you can push support cards into them.


Phenomenal Gateway to Hell
Continous Spell

All FIRE and/or Fairy monsters you control gains 500 ATK and DEF. Once per turn, if a Fairy monster you control would be destroyed by battle, is not destroyed. If this card is destroyed by a card effect: Fusion Summon a "Phenomena Fairy" monster from your Extra Deck, by using monsters from your hand and field as Fusion Material.  If your opponent controls a monster that was Special Summoned from the Extra Deck, you can also use monsters in your Deck as Fusion Material. You can activate this effect of "Phenomenal Gateway to Hell" once per turn.


Phenomena Fairy Aurora
LIGHT
Fairy/Fusion/Effect
Level 11 - 3400/3400

4+ "Phenomena Fairy" monsters
Must be Fusion Summoned. When Fusion Summoned: Apply these effects, in sequence, depending on the number of Fusion Materials used for this card's Summon;
●4+: Destroy up to 3 cards on the field.
●5+: Special Summon up to 3 LIGHT Fairy monsters from your GY.
●6+: Send the entire cards of your opponent's hand to GY.
●7+: Banish the top 7 card from your opponent's Deck.

(Yea, kinda looks like tierra)
----------------------
Arcanosurge

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Arcanosurge

A FIRE Aqua and WATER Pyro archetype of martial artists that trace red and blue lines in the air with their moves.

The deck has a mill + draw manipulation strategy that uses the duality between both sides of its monsters in order to slow opponent counterattack while setting up for big damage.

The backrow is heavy on traps with a gimmick on having different effects when you use a FIRE Aqua vs a WATER Pyro.

 

Arcanosurge of the Wild Mane Steppe

FIRE ****

Aqua/Effect

If this card is destroyed by a card effect, shuffle it face-up into your opponent's Deck. If this face-up card is drawn, send it to the GY then banish the top card from your Deck. You can banish this card from your GY; Normal Summon 1 "Arcanosurge" monster in addition to your Normal Summon/Set. You can only use 1 effect of "Arcanosurge of the Wild Mane Steppe"

1700/200

 

Arcanosurge Repulse Monkey

WATER **

Pyro/Effect

When this card is Normal or Special Summoned, you can change this card’s battle position, and if you do, send the top 3 cards from your opponent's Deck to the GY. If a "Arcanosurge" monster is sent to your GY by this effect, you can target 1 "Arcanosurge" monster in your GY: Place it on top of your opponent's Deck face-up. If this card would be destroyed by your opponent's card (by battle or card effect), you can destroy 1 other "Arcanosurge" monster you control or in your hand instead.

200/1800

 

Next: Illuminomaly

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Illuminomaly

Archetype of DARK monsters that have LIGHT-like designs.
They're known as their unique effects that reversing stat changes such as ATK/DEF(explained in sample cards), Level, and LP. They're all Level 4 monsters, equipped with fragile ATK/DEF stats. Extra Deck consists of 3 Xyz monsters, 1 of them are Rank 5; so expect the special xyz summon like its peers.
-----------------
Illuminomaly Arie
DARK
Psychic/Effect
Level 4 - 1000/1400

(1): Each time your opponent gains LP, loses the same amount instead. (2): If this card is sent to GY: Add 1 "Illuminomaly" monster to your hand from your Deck. You can use (2) effect once per turn.

Arch-Illuminomaly Ophius
DARK
Psychic/Xyz/Effect
Rank 4 - 2200/900

2 Level 4 Psychic monsters
Must first be Xyz Summoned. Once per turn, if a monster has different ATK/DEF than its original ATK(Quick Effect): Detach 1 Xyz Material from this card; halve that monster's ATK/DEF, and if it does, gain LP equal to that lost amount.

 

Actinfernum

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An archetype of Psychic type monsters that enjoy crush effects, and slowly burning the opponent to a crisp as the do. The bigger bosses would have the equip from GY/Tribute to activate godly effect effects. While the lower members just focus and crushing and burning. it does have a couple fusion monsters, although there is a main deck boss with some pretty good effects. 

Actinfernum Admiral

Level: 10

DARK/Psychic/Fusion/Effect

2+ level 5 or higher Psychic type monsters

Once per turn, while both you and your opponent control at least 1 monster, you can tribute 1 psychic type monster on your side of the field. Inflict damage to your opponent equal to half of the tributed monster's original ATK. Then, if you did, you can banish 1 psychic type monster from your GY, then destroy 1 monster on the opponents field, and inflict damage to your opponent equal to half of the destroyed monster original ATK. When this card destroys an opponents monster in battle, you can switch this card into Defense position, then special summon 1 level 4 or lower psychic type monster from your deck. 

ATK: 2800

DEF: 2200

Vantablack

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Vantablack

Translating "Vanta" and seeing it mean "it has" I decided to interpret this as "It Has Darkness." Vantablack monsters are based off of many Victorian Poets and their stories. Fundamentally they all Dark/Psychic normal monsters that use their continuous spells in order to be special summoned onto the field. Though they can be normal summoned,being special summoned through their continuous spells gives the monsters certain boosts similar to how poems can invoke certain emotion. Their boss? A synchro monster based on the concept of a muse someone or something that inspires these poems.

 

Ex: Vantablack Liza

****

Dark/Psychic

*Someone who has felt cupids bow hit. She writes in hoped the one she fell for notices her affection.*

ATK:1900/DEF:1200

 

Vantablack Poem: One Half of a Lovers Heart.

Continuous Spell

When this card is activated, you can special summoned 1 "Vantablack" monster from your hand. The monster summoned by this effect cannot be destroyed by card effects. You can only activate 1 "Vantablack Poem: One Half of A Lovers Heart" once per turn.

 

Blessed Platinum

 

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The "Blessed Platinum" are primarily Rock-Type, Level 4 EARTH monsters that share an effect of treating themselves as LIGHT as well. The main Deck monsters are based on races from D&D. They are focused on swarming the field in a manner quick enough to facilitate the Summoning of their aces, "Blessed Platinum Mechas" - Rank 4 Machine-Type Xyz Monsters based on ancient machines and such that are focused on a combination of burn damage and deck milling. The "Mecha" effects allow the player to either damage their opponent in some way, or remove cards from the opponent's deck.

 

*Examples:*

 

"Blessed Platinum Djinn"

Lv 4/EARTH/Rock/Effect/2000/1000

This card's Attribute is also treated as LIGHT while it is face-up on the field. Once per turn, you can Special Summon a "Blessed Platinum" monster from your hand or GY, but it cannot attack, and destroy it during the End Phase. The monster Summoned by this effect can be treated as 2 monsters for an Xyz Summon.

 

"Blessed Platinum Mecha Antikythera"

Rank 4/EARTH/Machine/Effect/3000/1000

3 Level 4 Monsters

This card's Attribute is also treated as LIGHT while it is face-up on the field.

Once per turn, you can detach 1 Xyz Material from this card, activate one of these effects:

  • You can pay any number of LP (Max. 2000) to inflict an equal amount of damage to your opponent.
  • You can pay a multiple of 1000 LP (Max. 5000): send 1 card from your opponent's deck to their GY for every 1000 LP paid.

 

Up Next: "Heartless"

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“Heartless” Are a series of trap cards that tell the story of a mean spirited girl who eventually after harming many people learns the error of her ways. Each card in the series focuses on negating effects during certain phases of the game. 
 

example: 

Heartless Lover

Normal Trap

Target 1 monster on the field and discard 2 cards, if that target leaves the field this turn, your opponent cannot activate monster effect(s) until the end of the turn. You can only activate “Heartless Lover” once per turn.

 

next up: Orikami (origami + Kami ,Japanese for god I think,)

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*Note: Yes, Kami means god. It can also mean paper, funnily enough, depending on the spelling.*

The "Orikami" are a group of Level 10 LIGHT Ritual Monsters of various types. They focus on stealing from your opponent.

"Orikami Crane"

Level 10/Winged Beast/Ritual/Effect/LIGHT/3000/3500

You can Ritual Summon this card with "Orikami Folding." Once per turn, you can Tribute one monster, target one monster your opponent controls, take control of that target.

 

"Orikami Tiger"

Level 10/Beast/Ritual/Effect/LIGHT/2500/3000

You can Ritual Summon this card with "Orikami Folding." Once per turn (Quick Effect): you can discard one card, select one Spell or Trap card in your opponent's GY, add it to your hand or Set it to your Spell/Trap Card Zone. A Trap Card set by this effect can be activated the same turn.

 

"Orikami Folding"

This card can be used to Ritual Summon any "Orikami" Ritual Monster. While this card is in your GY, "Orikami" monsters you control cannot be removed from the field by your opponent's cards.

 

Next: "Hardwired"

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Hardwired

This is a Cyberse Archetype with varying levels and attributes focused on changing effects that target them. They only have 1 Spell,a Field Spell, that forces the opponent to target Hardwired monsters for effects.

Hardwired Circutgate

***

Light/Cyberse/Effect

If a monster your opponent controls targets this card for an effect,you can change the effect to this:Destroy all monsters you control with a higher level than the targeted monster.

ATK:1500/DEF:300

 

Impact

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Note: I'm ignoring the existing cards with "Impact" in their name, as they share no real theme.

"Impact" is an archetype of Spell Cards based around shutting down your opponent's monster strategy in different ways based around your monsters - removing higher stats, countering swarms, or preventing effects.

 

"Cosmic Impact"

Spell Card

Destroy all monsters with ATK/DEF equal to or higher than the monster you control with the highest ATK (your choice, if tied).

 

"Heavy Impact"

Spell Card

Destroy all monsters on the field with a Level/Rank/Link Rating equal to or higher than the monster you control with the highest Level/Rank/Link Rating (your choice, if tied).

 

"Selective Impact"

Spell Card

While you control a Normal Monster: Destroy all Effect Monsters on the field.

 

"Equalizing Impact"

Spell Card

If you control fewer monsters than your opponent: Destroy 1 monster you control, and destroy monsters your opponent controls until you control the same number of monsters.

 

"High-Power Impact"

Spell Card

Declare 1 Monster card type (Ritual, Fusion, Xyz, Pendulum, Synchro, or Link). Destroy all monsters of that type on the field, including at least 1 monster you control.

 

"Impact Warning"

Trap Card

Banish 1 "Impact" Spell Card from your hand, Deck, or GY, except "Graydle Impact", "Six Strike - Triple Impact" or "Cyberdark Impact!". This card's effect becomes the effect of the banished card.

 

Next: Double Down

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Double Down

More of a series than an archetype.  These are a bunch of generically usable Spells that excavate and dump the top card of your Deck.  They have a basic effect and a more powerful effect that triggers if the excavated card has the same name.  They have a single monster: a level 7 monster with a coin flip effect that has a Special Summon condition that fits with the Double Down playstyle.  Its coin flip effect lets you recycle Spells so you can keep Doubling Down on your plays.

 

Double Down Jack's Slash
Spell
Pay 800 LP and excavate the top card of your Deck and send it to the GY.  Target 1 monster your opponent controls: Inflict damage to your opponent equal to half its ATK.  If the excavated card was "Double Down Jack's Slash": You can send 1 monster your opponent controls to the GY and inflict damage to your opponent equal to its ATK instead.
 

Double Down Dusk Dealer
DARK 7*
Spellcaster/Effect
If the top 2 cards in your GY are the same card, you can Special Summon this card from your hand or GY.  You can only Special Summon 1 "Double Down Dusk Dealer" per turn this way.  Once per turn: You can flip 2 coins and resolve each appropriate effect in order.
- 1+ Heads: Take 1 Spell from your GY and place it on top of your Deck face-up.
- 2 Heads: Add 1 Spell from your GY to your hand.
2450/2000

 

Next: Datakeeper

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"Datakeeper" is an archetype of low-level Cyberse monsters aimed at keeping your opponent in the dark and confusing their strategies. There are four sub-series: "Defender" (keeping your monsters alive), "Fighter" (more aggressive battle tactics), "Channeler" (Spell and Trap manipulation), and "Infiltrator" (hand control). The first four (the Level 1 "Ace"s) are designed to rearrange your monsters to keep your opponent guessing.

 

"Datakeeper Ace Defender"

Level 1/Cyberse/Effect/EARTH/500/500

Once per turn: You can flip all monsters you control into face-down Defense Position, shuffle them, and place them randomly in your Monster Card Zones. If a face-down monster you control is attacked by an opponent's monster while this card is face-down, and was placed face-down by the effect of a "Datakeeper" monster, other than "Datakeeper Ace Defender": You can change this card and that attacking monster to face-up Defense Position. This card cannot be destroyed by battle the turn it is flipped face-up.

 

"Datakeeper Ace Fighter"

Level 1/Cyberse/Effect/FIRE/500/500

Once per turn: You can flip all monsters you control into face-down Defense Position, shuffle them, and place them randomly in your Monster Card Zones. If a face-down monster you control is attacked by an opponent's monster while this card is face-down, and was placed face-down by the effect of a "Datakeeper" monster, other than, "Datakeeper Ace Fighter":  You can change this card to face-up Defense Position, then change the attack target to this card. This card gains DEF equal to half of the ATK of the attacking monster until the End Phase. This card cannot be destroyed by battle the turn it is flipped face-up.

 

"Datakeeper Ace Channeler"

Level 1/Cyberse/Effect/WIND/500/500

Once per turn: You can flip all monsters you control into face-down Defense Position, shuffle them, and place them randomly in your Monster Card Zones. If a face-down monster you control is attacked by an opponent's monster while this card is face-down, and was placed face-down by the effect of a "Datakeeper" monster, other than, "Datakeeper Ace Channeler":  You can change this card to face-up Defense Position, then activate 1 Spell or Trap Card directly from your GY, but banish it when it leaves the field.

 

"Datakeeper Ace Infiltrator"

Once per turn: You can flip all monsters you control into face-down Defense Position, shuffle them, and place them randomly in your Monster Card Zones. If a face-down monster you control is attacked by an opponent's monster while this card is face-down, and was placed face-down by the effect of a "Datakeeper" monster, other than, "Datakeeper Ace Infiltrator":  You can change this card to face-up Defense Position, your opponent discards 1 card.

 

Next: "Twiceborn"

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Twiceborn
This archetype can't do anything by itself actually.

Twiceborns can be any Attribute and Type, but limited to only 8 members, and their members are counterparts of certain monsters of other archetypes. Although their levels are relatively high compared to their counterpart, ATK/DEF values are quite the same, with some tweaked values.
And yes, they have Extra Deck member too.
---------------

Multi-Dimensional Graveyard
Continous Trap
Activate this card by paying 700 LP. Once per turn, you can activate one of these effects:
●Send 1 monster from your hand except "Twiceborn" monster, then Special Summon a "Twiceborn" monster with same Attribute and Type as sent monster from your Deck.
●If a "Twiceborn" monster is sent to GY: Special Summon a monster with same Attribute and Type as sent monster from your Deck.

----------------

Twiceborn Winda
WIND
Psychic/Effect
Level 5 - 2200/1800

You can Special Summon this card by Tributing a monster you control that has "Winda" in its card name text. When Summoned: Take 1 Psychic or Spellcaster from your Deck, either send it to your GY or Special Summon it. If this card is sent to GY: Special Summon a monster that Tributed for this card's Summon. You can use these effects of "Twiceborn Winda" once per turn.


Kartificer

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Kartificer

The "Kartificer" monsters are Spellcasters, and the "Kartificer Kreation" monsters are Machines that can be Summoned by them. Overall, they focus on swarming the field, with each "Kartificer" having a specific set of "Kreation"s to work with. The "Kreation"s all have effects based on powering up the main "Kartificer"s.

 

"Kartificer Void"

Level 6/Spellcaster/Effect/DARK/2000/1500

Once per turn, you can discard any number of cards, Special Summon that many "Kartificer Kreation Rover" monsters from your hand.

 

"Kartificer Kreation Rover Curi"

Level 4/Machine/Effect/DARK/1500/1000

"Kartificer" monsters you control gain 300 ATK and DEF.

 

"Kartificer Seas"

Level 6/Spellcaster/Effect/WATER/2000/1500

Once per turn, you can pay any multiple of 1000 LP, Special Summon 1 "Kartificer Kreation Vessel" monster from your hand for every 1000 LP you paid.

 

"Kartificer Kreation Vessel Titania"

"Kartificer" monsters you control cannot be destroyed by battle.

 

Next: "Freefire"

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Freefire

An archetype of Pyro monsters that freely hurts both players, but hurts decks that rely on consistency more.  They all have an extremely powerful common effect: When they are Normal Summoned, both players dump the top cards of their deck and reveal their hand.  If any additional cards is in their hand, on their field, or in their GY, they banish all copies of them.

Because of this baseline effect, the deck naturally forms itself into a bit of a highlander-style deck, with over ten main deck monsters to compensate for this.  In addition to their archetypal effect, they also have decently powerful effects on their own that usually involve fairly costly but strong removal.  As such, the deck aims to cripple opponent's combos before they can take off.  However, beware, because if a "Freefire" monster gets banished, you take 2000 damage!

 

Freefire Ravenous Mothmite
FIRE ***
Pyro/Effect
When this card is Normal Summoned: Both players send the top card from their deck to the GY then reveal their hand.  If a player has any cards in their hand, side of the field or GY with the same original name as the sent card: banish all of them, then banish the card sent to the GY by this effect.  If all the cards in your GY have different names (min. 3), this card's original ATK becomes 2500.  If you have 2 or more cards in your GY with the same name, destroy this card.  If this card is banished: You take 2000 damage.
1000/700

 

Cloud-Cover

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Cloud-Cover is an archetype of Warrior-Type WIND monsters that focus on protecting each other in different ways, allowing you time to Summon more of them.

 

"Cloud-Cover Cumulus"

Level 3/Warrior/Effect/WIND/1500/1000

"Cloud-Cover" monsters cannot be destroyed by battle.

 

"Cloud-Cover Nimbus"

Level 3/Warrior/Effect/WIND/1000/1500

"Cloud-Cover" monsters are unaffected by Spell Effects.

 

"Cloud-Cover Stratus"

Level 3/Warrior/Tuner/Effect/WIND/500/2000

 

And once you Summon many of them, you can call the ace:

 

"Cloud-Cover Thunderhead"

Level 12/Synchro/Warrior/Effect/WIND/2900/2900

"Cloud-Cover Stratus" + 3  non-Tuner "Cloud-Cover" monsters

Other "Cloud-Cover" monsters you control can attack directly, and are unaffected by your opponent's card effects. Your opponent cannot target other "Cloud-Cover" monsters you control for attacks. You can only control 1 face-up "Cloud-Cover Stratus".

 

Next: "Black-Ops"

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Black Ops
Archetype of DARK monsters of anthropomorphic types (Warrior, Beast-Warrior, Spellcaster, Fiend, Fairy, Psychic). One of their gimmicks is attacking directly, in exchange of below-average ATK for their Levels. However, a more important gimmick is their Quick Effects that can be activated during your Main Phase, or either player's Battle Phase. This effectively lets them be played during the Battle Phases, including your opponent's, as if was your Main Phase. Thus, they excel during the Battle Phase, when the opponent is unable to use most, if not all, spell speed 1 effects, and that translates to more safety during your plays. Not only that, but being able to play them during your opponent's turn as if was your Main Phase puts them on a different place to the more conventional decks. For example, some of them have self-Summon effects from the hand, other have effects that let you Xyz or Link Summon, the Tuners have Synchro Summon Quick Effects as well, the Extra Deck members have Quick Effects, and a few even turn the effects that activate of the ED monster they were used for as material into Quick Effects

Decided to edit the archetype name a bit just so "Goblin Black Ops" becomes a member, going with the theme of direct attacks and a Battle Phase effect.

Next:
Splendipede

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Splendipede

Archetype of LIGHT Insect monsters

The Main Deck monsters are Level 1 (which can attack directly and trigger minor inconveniences for the opponent) and Level 2 (which can special summon themselves, spawn tokens or insta-Link during the Battle Phase when you inflict direct damage).

The Extra Deck contains Link 1 and Link 2 Monsters with Diagonal-only markers that each prevent or limit the opponent from doing a certain action (attack once per turn, set only 1 card per turn, cannot play more than 1 spell, etc.), with the ultimate aim to claim both Extra Zones as quick as possible, and coil across the board in "M" shape. Splendipede Link monsters combine their bodies and become a single entity - the ATK of each co-linked Splendipede is the total of all co-linked Splendipede, only the last-most monsters co-linked can attack and/or be attacked.

spacer.png

(Ex.: Cannot attack or be attacked while co-Linked with two "Splendipede" monsters. This card's ATK becomes the total ATK of all "Splendipede" co-linked monsters in chain with this card". Negate both effects if you control any non-"Splentipede" Link monsters.)

 

Next:  ESPerado  

 

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ESPerado is comprised of Psychic-Type monsters with a focus on using banishing to inflict massive effect damage. They have a Western outlaw theme.

 

"ESPerado Gunslinger"

Level 4/Psychic/Effect/WIND/1500/1500

Once per turn, during your Main Phase: You can inflict damage to you opponent equal to half of the combined ATK of all monsters you control, then, if you do, banish this card.

 

"ESPerado Bandit"

Level 4/Psychic/Effect/WIND/1500/1500

If this card inflicts battle damage to your opponent: you can banish this card, inflict damage to your opponent equal to the ATK this card had on the field.

 

"ESPerado Mastermind"

Rank 4/Psychic/Xyz/Effect/WIND/2500/2500

2 or more (max. 5) Level 4 monsters

Once per turn, during your Standby Phase: Inflict 500 damage to your opponent for each Material attached to this card, then detach one Material from this card.

 

Next: "Undermine"

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Let's give it a shot... UnderMIne is an archetype of Earth, reptile monsters that change from Earth to Fire the deeper you dig into the GY. I know adamanticipators do it too, but i have yet to actually play that deck, so i don't know how they work fully. Undermine monsters begin as level 3 monsters within the earth. They start out as Earth types in the main deck, and as they grow to their synchro forms, they become Fire types, with the aesthetic and support cards depicting them developing stronger bodies the deeper they go (Think onyx to steelix for the theme).While they are digging based, the do not have excavation effects, but are more focused upon digging out of the grave, and then using the banish pile to recover resources and make plays instead of the GY.

[UnderMine Princess, Abbey Serpent]
Earth/Reptile/Tuner/Level 2
You can only use each effect of "UnderMine Princess, Abbey Serpent" Once per turn.
If this card is in your GY, You can banish 1 "UnderMine" monster You control, and if you do, Special Summon this card, but banish it when it leaves the field.
If this card is sent to your GY: You can target 1 of your banished "Undermine" monsters; Add it to your hand. Then, if this card was used as a material for a Synchro Summon, you can target 1 more of your banished "UnderMine" monsters, and Special Summon it.
ATK[100] DEF[200]
------------------------------------------------------------------------------------------------

[UnderMine Burrowing]

Continuous Trap

You can only control 1 face-up "UnderMine Burrowing". Once per turn, you can Tribute 1 "UnderMine" monster you control: Target 1 banished "Undermine" monster; Special Summon it to your side of the field, Then You can activate 1 of the following effects,  depending on what monster you tributed:

Non Synchro monster: Banish 1 "Undermine" monster from your Deck to your GY.

Synchro monster: Draw 1 card.

-------------------------------------------------------------------------------------------------
[Ascended UnderMine Queen, Abbey]
Fire/Reptile/Level 8
UnderMine Princess, Abbey Serpent+ 1 or more monsters
If this card is Synchro Summoned, you can banish "UnderMine" monsters from your GY, up to the number of monsters used to Summon this card, and if you do, Destroy cards on the field, up to the number of "UnderMine" Monsters you banished. Then you can Inflict 200 damage to your opponent times the number of your banished "UnderMine" cards. If this card is sent to the GY, you can target "UnderMine" monsters in your GY, up to the number of your banished "Undermine" cards; Add them to your hand. You can only use this effect of ""Ascended UnderMine Queen, Abbey" once per turn.
ATK[2100] DEF[3200]

 

I would post more cards to give a better idea, but I have no Idea how spoilers work right now, this will suffice

 

Next: NulForce

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"NullForce" is an archetype of Fiend monsters that utilizes the "Mirror Force" cards, similarly to "Traptrix" interactions with "Trap Hole" cards.

 

"NullForce Channeller"

Level 2/Fiend/Flip/Effect/DARK/500/500

FLIP: Send one "Mirror Force" Normal Trap Card from your Deck to the GY, this effect becomes that Trap Card's effect when that card is activated.

 

Pretty basic - Using up a Trap in the say way it would normally be used.

 

"NullForce Housekeeper"

Level 6/Fiend/Effect/DARK/2500/2700

When you activate a "Mirror Force" Normal Trap Card: Destroy all Spell and Trap Cards your opponent controls.

 

Changing the "Mirror Force" strategy to incorporate some Spell/Trap destruction.

 

"Archfiend NullForce Armorer"

Level 4/Fiend/Effect/DARK/1000/1900

When this card is Summoned, equip one "Mirror Force" Normal Trap Card to this card as an Equip Spell. The equipped card's Trap Effect is now it's Spell effect, but replace "An opponent's monster" with "The equipped monster" in that effect text. After this effect is activated, end the Battle Phase. When a Trap Card is equipped to this card by this effect, other monsters you control cannot attack. Once per turn, during your Standby Phase: Pay 1000 LP or destroy this card. When a Trap Card is equipped to this card by this effect, other monsters you control cannot attack. You can only control one "Archfiend NullForce Armorer".

 

Completely reversing the usual strategy of "Mirror Force", from deflecting attacks to using attacks.

 

Next: "Fallback"

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