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Pretty simple. Person says a name for the archetype and the next person explains how they work/their gimmick.   (Enforced starting page 50) NO pigeonholing the next person.  For example, you cannot sa

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/Psychi

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

Shellcore

The best defense... Is the best defense.

Do you hate getting your cards destroyed? Do you literally want to sit in your shell and tank the opponent forever? Well, have we got the archetype for you!

Shellcore is an EARTH Aqua archetype that actually goes all-in with a mill strategy. They each have various protections and they all have hand trap effects that mimic their own protections. Their single common effect? "When a 'Shellcore' monster is sent from your hand to the GY, send cards from the top of your opponent's Deck to the GY equal to the number of 'Shellcore' monsters in your GY". This effect obviously can get out of hand quickly, but the effect (not the card) has a HOPT and the archetype has no actual means of dumping more Shellcores into the GY quickly.

Expect really long games when you play this archetype.

 

Shellcore X

EARTH *

Aqua/Effect

If this card is Summoned, change it to Defense position. This card cannot be destroyed by battle. Once per turn (Quick Effect): You can send this card from your hand to the GY; "Shellcore" monsters you control cannot be destroyed by battle this turn. When a "Shellcore" monster is sent from your hand to the GY, send cards from the top of your opponent's Deck to the GY equal to the number of "Shellcore" monsters in your GY. You can only gain this effect once per turn.

0/2000

 

She Sells Shellcores

Spell

Activate only if you control a "Shellcore" monster. Draw 1 card and reveal it. If the revealed card is a "Shellcore" card, you can draw 1 additional card.

 

Shellcore Sanctum

Continuous Spell

"Shellcore" card effects cannot be negated. Once per turn: Target 1 "Shellcore" card in your GY; discard 1 "Shellcore" card, and if you do, return that target to your hand.

 

 

Zoom Trooper

-OR-

Ankhobold

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Ankhobold

When some mining fairies come across an ancient artifact, chaos ensues!

Products of that chaos are the Ankhobolds! Earth Fairies that generally seem slow... that is until they find said ancient artifact. When they discover the Ankhobold Blessed Artifact, all their slow effects turn into quick effects! Of course there is a couple of cards that treat themselves as the Blessed Artifact, and of course there are cards that gain whole new effects while you control a Blessed Artifact! Pair that with some good protection for the continuous spell and that's Ankhobolds.

Ankhobold Gold Grabber

***

Earth/Fairy/Effect

Once per turn, if you control another "Ankhobold" card: You can draw 1 card. This is a quick effect if you control "Ankhobold Blessed Artifact". You can only use this effect of "Ankhobold Gold Grabber" once per turn.

ATK:1200/DEF:200

Ankhobold Blessed Artifact

Continuous Spell 

All "Ankhobold" monsters gain 200 ATK /DEF for each monster your opponent controls.

Ankhobold Phantom Artifact

Continuous Spell

This card is treated as "Ankhobold Blessed Artifact" on the field and in the GY. All "Ankhobold" monsters gain 300 ATK/DEF for every Spell/Trap your opponent controls. 

Ankhobold Tresure Room

Field Spell

When this card is activated you can add 1 "Ankhobold" Spell/Trap from your Deck to your hand. You can target any amount of "Ankhobold Blessed Artifact" in your GY; shuffle them into your Deck, then draw 1 card. You can only use each effect of "Ankhobold Treasure Room" once per turn.

Puzzlemate

 

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  • 2 weeks later...

Puzzlemate

It's time to puzzle good in the neighborhood!

Puzzlemate is a series of 2D looking Level 1 Thunder monsters that have the look of characters/creatures you'd find in handheld game packs (think Game & Watch or Tamagotchi).  Somewhere in their art they'd usually be accompanied by a block akin to a Tetris or Blokus piece.

Despite all of them being Level 1, their Synchro monster lineup ranges from Levels 3-12, making it obvious that you have to work for the correct boss at the right time.  All of them have a single common effect: "You can send 1 "Puzzlemate" card from your Deck to the GY; increase this card's Level by its ATK/100" (for extra fun, you can tell how much initial ATK the monsters have because it's equivalent to the number of squares in their Blokus piece in their art).  Furthermore, the Tuners usually have a second effect that Special Summons themselves, while the non-Tuners have effects that can reduce their Levels to make puzzling easier.

Their Spells/Traps make up a pretty standard Archetype lineup to increase deck consistency/power: a Monster Reborn, an Unexpected Dai, some draw power, a card that nukes all monsters with a lower level... you know, standard stuff.

Their Synchros are their normal win condition.  All the Synchros - apart from the Level 12 - are Synchro Tuners.  They aren't generic but they cover a wide range of problems, filling gaps in consistency, outing powerful boards, or setting up a strong board of your own.


Cards:

Puzzlemate Oniro
EARTH *
Thunder/Tuner/Effect
If you control no Level 1 "Puzzlemate" monsters, you can Special Summon this card from your hand.  Once per turn: You can send 1 "Puzzlemate" card from your Deck to the GY; increase this card's Level by its current ATK/100 until the End Phase.
200/900

Puzzlemate RC Japa
EARTH *
Thunder/Effect
Once per turn: You can send 1 "Puzzlemate" card from your Deck to the GY; increase this card's Level by its current ATK/100 until the End Phase.  Once per turn: You can send the top 3 cards from your Deck to the GY; decrease this card's Level by up to the number of "Puzzlemate" cards sent to the GY by this effect.
300/400

Puzzlemate Restart
Trap
If you control no monsters you can activate this card from your hand.  Target 1 "Puzzlemate" monster in your GY; Special Summon it, and if you do, you can increase its ATK by up to 200.  If you control no monsters while this card is in the GY (except the turn it was sent to the GY), you can banish this card from the GY and target 1 "Puzzlemate" monster in your GY; Special Summon that target, but reduce its ATK by 100.  You can only activate 1 "Puzzlemate Restart" per turn.

Puzzlemate Jaster
EARTH 7*
Thunder/Synchro/Tuner/Effect
1 Thunder Tuner + 1+ Thunder monsters
If this card is Special Summoned: Destroy a number of cards on the field up to the number of "Puzzlemate" monsters in your GY.  This effect cannot be negated.  If this card destroys an opponent's monster by battle, you can Special Summon 1 "Puzzlemate" monster from your hand or GY in Defense position, then reduce this card's Level by the Summoned monster's ATK/100.
2500/2000


Next:

Dreamcloth

-OR-

Hack-n-Slash

-OR-

Fathom

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  • 3 months later...

Fathom

Even someone like me who's new to Yu-Gi-Oh! should be able to fathom this! Hopefully.

Fathom is a group of WATER Beast monsters of varying levels whose designs are based on real life land/air animals if they lived in water (Ex: an eagle's wings would become fins). The WATER attribute comes from the other definition of fathom, which is "a unit of length equal to six feet (approximately 1.8 m), chiefly used in reference to the depth of water." (Oxford Languages).

Despite having somewhat unusual designs, Fathoms strive to be a beginner-friendly deck, even at the cost of being viable in competitive scenes. Don't expect this deck to win any major tournaments. Anyway, all of their effects are pretty simple, having only two effects at most. One effect tends to relate to the battle/ defending themselves, the other tends to relate to other effects commonly found on cards (searching another "Fathom" card, destroying a card, Special Summoning themselves, etc.) Their attack and defense are also a bit on the high side, in order to help achieve their strategy..... which is mostly to battle monsters until your opponent has no more life points. They have one tuner, but you won't really need to worry about it. I didn't say that they were unique, just easy to learn.

They have a bit of each type of Spells and Traps, which also have fairly simple effects. Their spells focus more on protecting the Fathom monsters, while their traps focus on destroying the opponent's cards and reviving your monsters when they fall (go to the graveyard and/or are banished). The field spell also gives "Fathom" monsters an ATK/DEF boost.

If they were to have an Extra Deck, they would probably have Fusion monsters and would be based on mythical sea creatures. Their effects would probably be slightly more complex, but are still focused on battle. Fathoms would have 1 Ritual, Synchro, XYZ, and Link monster each and 2 Pendulums, but they are not needed to win for those who wish to learn about those summoning mechanics later. Again, these monsters are also based on mythical creatures, but they focus more on the what if they had to live in the sea scenario like their main deck buddies. Still, nothing too complicated.

 

Fathom Aqariphant

WATER Level 4

[Beast/Effect]

If this card attacks or is attacked: this card gains 1000 ATK/DEF, until the end of the turn. Once per turn, you can add 1 "Fathom" Spell/Trap card from your deck to your hand.

ATK/1900 DEF/1800

 

Fathoming Better Defense

Quick-Play Spell

All "Fathom" monsters you control cannot be destroyed by battle or card effects, until the end of your opponent's turn.

 

UnFathomable!

Trap Card

Target 1 "Fathom" monster that was destroyed by battle or card effects, Special Summon it. Until the end of this turn, all "Fathom" monsters you control gain 500 ATK.

Fathom Aquicorn

WATER Level 6

1 Beast monster + 1 "Fathom" monster

[Beast/Fusion/Effect]

This card cannot be destroyed by battle, and you take no battle damage from battles involving this card. Once per turn, gain 500 LP for every card in your hand, and if you do, draw 1 card.

ATK/2800 DEF/2700

 

Fathomable Fusion

Spell

Fusion Summon 1 "Fathom" monster from the Extra Deck, using monsters you control and in your hand. If a "Fathom" card is Fusion Summoned using this card it gains this effect:

This card can attack twice per battle phase.

(I really would like to finish making this archetype in my spare time) 

Next:

Dreamcloth

OR

Hack-n-Slash

OR

Zoom Trooper

(I know, I'm just reusing others' prompts that haven't been done yet, but I'm more focused on challenging myself to do these than thinking of new ideas).

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The Dreamcloth are an archetype of LIGHT Fairy monsters that gain effects when equipped with different forms of "clothing" in the way of their equip spells. Each one gives a certain form of protection and can be switched out with a different "outfit" during the end phase of each turn. 

Dreamcloth Diva

LIGHT/Fairy/Lv 4

1800/1800

When this card is summoned, you can equip one "Dreamcloth" equip spell to this card directly from your deck. When this card is equipped with an equip spell, you can add one "Dreamcloth card from your deck to your hand. During the end phase of this turn, you can target one equip spell you control, shuffle it into the deck and equip one with a different name to this card directly from your deck. You can only use each effect of dreamcloth Madonna once per turn.

Dreamcloth Madonna LIGHT/Fairy Lv.4

1800/1800

When this card is summoned, you can equip one "Dreamcloth" equip spell from your deck to this card. When this card is equipped with an equip spell, you can target cards in your GY up the number of equip spells you control: add them to your hand. During the end phase of this turn, you can target one equip spell you control: Shuffle it into the deck and equip one with a different name to this card. directly from your deck. You can only use each effect of "Dreamcloth Madonna" once per turn.

Dreamcloth Skirt

Equip spell

Equip only to Dreamcloth monsters. The monster equipped with this card cannot be tributed or destroyed by battle. If this card is shuffled into the deck: shuffle one card on the field into the deck.

____

Milkshakers OR Clean Up Crew

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  • 2 weeks later...

Clean Up Crew

These guys are tired of cleaning up after everyone's messes, and your opponent is going to pay for it!

A series of monsters with varying types/Attributes that appear as living cleaning tools (mops, brooms, sponges, etc.).  Their goal is to force the opponent to voluntarily skip their own phases in order to prevent losing their resources.

They do this by announcing their "intent to clean" (revealing themselves in the hand) at the beginning of a phase.  When that phase ends, they special summon themselves and "sweep" away anything that is on the field that wasn't there when they revealed themselves.

This playstyle generally makes them an annoying or troublesome deck to face, but they do have some glaring conditions that limit the amount of damage they can do.  The monsters are generally high level, making them difficult to get onto the field conventionally, and the main deck monsters have very little protection once they're on the field.

Still, their clean-up playstyle mixes with a steady link-climbing mechanic, which eventually lets them beat over almost anything if you cannot deal with them quickly.

Example cards:

Clean Up Crew - Mr. Mophand
EARTH 5*
Aqua/Effect
At the start of your opponent's Main Phase 1, if you control no monsters in your Main Monster Zone (Quick Effect): You can reveal this card in your hand and note all face-up cards on the field; at the end of the Main Phase, Special Summon this revealed card from your hand, and if you do, destroy all face-up cards on the field that were not face-up when this effect was activated.  (You can only gain this effect once per turn.)  If this card is sent to the GY as Link Material: You can add 1 "Clean Up Crew" monster from your GY to your hand (except "Clean Up Crew - Mr. Mophand").
2000/1000

Crean Up Crew - Rotor Vacuumer
WIND Links: S
Thunder/Link/Effect
1 "Clean Up Crew" monster that can be Normal Summoned
When this card is Link Summoned: You can add 1 "Closetworld of the Clean Up Crew" from your Deck or GY to your hand.  You can only use this effect of "Crean Up Crew - Rotor Vacuumer" once per turn. This Linked card cannot be targeted or destroyed by your opponent's card effects.  If a "Clean Up Crew" monster is Normal or Special Summoned to a Zone this card points to: You can draw 1 card, then, immediately after this effect resolves, Link Summon 1 "Clean Up Crew" monster using this card and any Linked monsters you control as Material.
1000/LINK-1

Clean Up Crew - Queen Polish
WATER Links: W N E S
Aqua/Link/Effect
2+ monsters, including 1 "Clean Up Crew" monster
This card's Summon cannot be negated.  This card gains 300 ATK for each "Clean Up Crew" monster in your GY.  At the end of the Damage Step, you can banish 2 "Clean Up Crew" monsters from your GY and 2 cards from your opponent's GY; this card can attack again in a row.  You can use this effect of "Clean Up Crew - King Polish" up to twice per turn.
3000/LINK-4

 

Novawing -OR- LANtern

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  • 3 weeks later...

LANtern

 

An archetype that consists of WIND Cyberse Main Deck monsters and LIGHT Winged Beast Link Monsters who all resemble different species of tern. Because they are on a LAN, they not only can't affect your opponent in any way, their effects only work on other "LANtern" cards as well (the one exception being a LINK monster with a North arrow ("Aleutian LANtern"), since all Link "LANterns" share the effect of preventing non-"LANtern" summons to their zones). All their Link monsters have an extra effect when co-linked and when Extra Linked.

 

Spectacled LANtern

WIND

Cyberse

Level 4

ATK 1500/DEF 1200

Effect: When this card is Normal Summoned or flipped face-up, add 1 "LANtern" monster from your Deck to your hand. During the End Phase, if you control only "LANtern" monsters, you can add 1 "LANtern" Spell/Trap from your GY to your hand. You can only use this effect of "Bespectacled Lantern" once per turn, and only once that turn.

 

Arctic LANtern

LIGHT

Winged Beast

Link-3

Arrows: (East, Southeast, West)

Materials: 2+ "LANtern" monsters

ATK 2400

Effect: Only "LANtern" monsters can be Summoned to a zone this card points to. Unaffected by card effects except for the effects of "LANtern" cards. If this card is co-linked with another "LANtern" card (except "Arctic LANtern"), all "LANtern" monsters you control gain 1000 ATK. This Extra Linked card can attack twice during each Battle Phase if all monsters in the Extra Link are "LANtern" monsters.

 

At last I have my revenge for Flamboose by purposely misinterpreting LANtern!

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

 

"Immaterial"

OR

"Parasitic [X]" where [X] is a previously existing card

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