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  • 2 weeks later...

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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  • 2 weeks later...

Immaterial

Take the column play of Mekk-Knights and mix them with the direct attacking of Toons and you get a basic idea of the "Immaterial" archetype.

Immaterial is a battle-based Wyrm archetype whose gimmick is that they cannot be attacked but they don't prevent your opponent from attacking directly.  In exchange though, they gain certain effects if the opponent attacks through them (i.e. attacks with a monster in the same column as them).

The archetype would be extremely tame by today's standards by being heavily battle reliant, but they can spam the board effectively enough to help give you a way to get beneficial effects for almost every attack.  Their spell/trap support is very defensive, focusing on keeping your monsters alive so you can keep procing their effects and lessening damage you take from your opponent's attacks.

 

Next: Giftling

Immaterial 1
WIND ***
Wyrm/Effect
If you control no monsters in your Main Monster Zone, you can Special Summon this card from your hand.  Can attack directly.  Cannot be targeted for attacks, but does not prevent your opponent from attacking directly.  If a monster your opponent controls in the same column as an "Immaterial" monster attacks directly: All "Immaterial" monsters you control gain 200 ATK.
1000/0

Immaterial 2
WIND 5*
Wyrm/Effect
If all the monsters in your Main Monster Zone are "Immaterial" monsters, you can Normal Summon this card without tributes.  Can attack directly.  Cannot be targeted for attacks, but does not prevent your opponent from attacking directly.  If a monster your opponent controls in the same column as an "Immaterial" monster attacks directly: You can target 1 card in your opponent's GY; banish it.
1900/0

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  • 4 months later...

I'll take both, if that's OK.

 

Giftling

 

Two adorable little Level 1 LIGHT Fiend monsters who give your opponent Spells or Traps from your Deck...and gain protection based on how many cards you own that your opponent controls.

 

Giftling Of Spells

LIGHT

Fiend

Level 1

ATK 0/DEF 0

Effect: Once per turn, you can Set 1 Spell card from your Deck in your opponent's Spell & Trap Zone. This card gains the following effects based on the number of cards you own that your opponent controls:

1+: You take no damage from battles involving this card

2+: This card cannot be targeted by card effects.

3+: This card cannot be destroyed by battle

4+: This card gains 3000 ATK & DEF

5+: Once per turn, and only once that turn, you can set 1 Spell Card from your GY or banished zone in your opponent's Spell & Trap Zone.

 

Giftling Of Traps

LIGHT

Fiend

Level 1

ATK 0/DEF 0

Effect: Once per turn, you can Set 1 Trap card from your Deck in your opponent's Spell & Trap Zone. This card gains the following effects based on the number of cards you own that your opponent controls:

1+: You take half damage from battles involving this card

2+: This card cannot be destroyed by card effects.

3+: This card cannot switch sides while face-up on the field.

4+: This card gains 3000 ATK & DEF

5+: Once per turn, and only once that turn, you can set 1 Trap Card from your hand or GY in your opponent's Spell & Trap Zone.

 

Celesteal

 

A set of Spells and Traps designed specifically to function as "Giftling" fodder, though if other monsters come along later with similar effects, they won't be limited to that. They generally force you to give your opponent something, whether it be your monster's Level, your monster's statline, or your monster itself. Although, they only work on monsters with Levels or Ranks, because those are the only ones with stars. But, if you cannot activate their effects (say, the opponent has no monsters left, or is only using Link monsters), you are forced to pay a hefty cost.

 

Celesteal Stellar Boost

SPELL

Normal

Effect: If this card was Set on your field by the effect of an opponent's monster last turn, you must activate it during this turn. When this card is activated, swap the Level/Rank of your monster with the highest Level/Rank with your opponent's monster with the lowest Level/Rank. If you cannot, send your monster with the highest Level/Rank to the GY.

 

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

 

Next up:

 

Canon Cannon OR Frilly

Edited by TheWanderingMist
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29 minutes ago, Skykurama said:

How do I publish my cards?

In general, you can make a appropriate thread using "create new topic" to post either written prototype  of the card (most of my creation do this) or if you have images of your custom card already you can post it using image hosting site like imgur

But for this particular game, here: you must post your interpretation of the archetype based on the last name draft left behind (Cannon Canon or Frilly)

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  • 1 month later...

Canon Cannon

An Archetype of Light Spellcasters whose effects are activated when they are tributed for another card's effect and then add another monster to their hand. Thematically, they are artillery toting members of the Catholic Church.

The real core of the archetype however are the continuous spells. Each of them prohibits your opponent of some action until your next standby phase provided you tribute a Light monster and only have Light monsters in your graveyard.

Ex:

Canon Cannon Brother Bullet

Light Spellcaster

**

800/400

When this card is tributed to activate a card effect: inflict 400 points of damage to your opponent; then add 1 "Cannon Canon" card to your hand.

 

Canon Cannon Sister Sabot

Light Spellcaster

***

1200/600

When this card is tributed to activate a card effect: destroy one face up monster your opponent controls with less than 1200 defense points; then add 1 "Cannon Canon" monster of Level 4 or lower to your hand.

 

Canon Cannon Bishop Buster

Light Spellcaster

******

2300/1500

You can special summon this card by tributing 1 Light monster you control. When this card is tributed to activate a card effect: destroy up to two spell/trap cards your opponent controls; then add 1 "Cannon Canon" monster to your hand.

 

Canon Cannon Incendiary Inquisitor

Light Spellcaster Link Monster

Up, Left, Right, Down

2600/ Link Rating 3

Tribute this card and all cards linked to this card; inflict damage equal to the combined Link Rating of the tributed monsters x 200. On your next Standby Phase after this card has been tributed: Special Summon this card.

 

Canon Cannon Anti Evocation Ordinance

Continuous Spell

Tribute 1 Light monster: your opponent cannot special summon monsters from their extra deck until your next Standby Phase. If you have any non-Light monsters in your Graveyard: destroy this card.

 

Canon Cannon Orbital Bombardment Ordinance

Continuous Trap

Tribute 2 Light monsters; your opponent cannot special summon more than 1 monster per turn until your next Standby Phase. If you have any non-Light monsters in your Graveyard: destroy this card.

 

New Archetype: Altarnet

Edited by MickeyDee
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  • 2 weeks later...

Altarnet

 

An archetype of Ritual-focused DARK Cyberse monsters. All but two of the monsters are Ritual Monsters and the other two monsters are an archetypal Manju and a way to recycle their Ritual Spell, "Altarnet Protocol". The Ritual Monsters gain additional effects when they are specifically summoned by Altarnet Protocol.

 

Examples:

Altarnet Protocol

Ritual Spell

This card can be used to Ritual Summon any 'Altarnet' Cyberse Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If all monsters in your GY are Cyberse-type (min. 1), you can also use monster(s) in your GY by banishing them.

 

Envoy of the Altarnet

DARK Ritual Cyberse

Level 8

ATK 2500/DEF 3000

Must first be Ritual Summoned. If this card was Ritual Summoned by using "Altarnet Protocol", this card cannot be targeted by your opponent's card effects.  When your opponent activates a card or effect (Quick Effect): You can banish 1 Cyberse monster from your GY; negate the activation. You can only use this effect of "Envoy of the Altarnet" once per turn.

 

 

 

Next archetype: Badlander

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Badlander

 

An Archetype that is basically the opposite of F.A. They're both Machine monsters based on cars and level manipulation but that is where the similarities end. Badlanders are universally Earth attributes thematically taking place in a post peak oil wasteland like Mad Max. Levels are fuel so they all must lower their level to activate their effects. Basic field control and beatdown with their effects.

 

Badlanders’ Tanker Tank – EARTH Machine ***** 0/2000

While you control at least 2 monsters Level 5 or higher: you can special summon this card from your hand. This card's ATK is equal to its Level x 400. This card is immune to the effects of monsters except for monsters of a higher Level than it. Once per turn: lower this monster's Level by 1 and increase the Level of 1 machine monster you control by 1.

Badlanders’ Doom Wheel – EARTH Machine ******* 0/2500

While your opponent controls at least 1 monster and none that are level 7 or higher: you can special summon this card from your hand. This card's ATK is equal to its Level x 400. This card is immune to the effects of monsters except for monsters of a higher Level than it. Once per turn: lower this monsters Level by 3; place 1 monster on the field on top of its owners deck.

 

Next Archetype: Cold Comfort

Edited by MickeyDee
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Cold Comfort

Icy Ghouls (WATER Zombie) with effects that force the opponent to lose cards after they are banished from the field or GY.

Unlike most Zombie archetypes, these ones do not have any in-archetype recovery options (from either the GY or from out of play). Because of this, each play that you make with them has to count, otherwise their unorthodox removal effects will end up being a "cold comfort" to your overall game plan.

They run a few boss Link monsters that have simple effects that banish your Zombies for cost. Keep control of the board with those Links and use your plethora of protection to make it too costly for the opponent to remove your cards.

 

Cards:

Cold Comfort - Alias

WATER ***

Zombie/Effect

If this card is Normal or Special Summoned: You can send 2 "Cold Comfort" monsters from your Deck to the GY. You cannot Special Summon or add monsters from your GY to your hand the turn you activate this effect. You can only use this effect of this card's name once per turn. If this card is banished from the field or the GY: You can target 1 face-up monster your opponent controls; Set it, then, during the End Phase, return 2 Set cards on the field to the hand.

200/1500

 

Cold Comfort - Estys

WATER Links: S

Zombie/Link/Effect

1 "Cold Comfort" monster that can be Normal Summoned/Set.

Cannot be targeted for an attack while Linked. When this card is Link Summoned: Banish 1 "Cold Comfort" monster from your GY; add 1 "Cold Comfort" Field Spell or Continuous Spell from your Deck to your hand, then discard 1 card. If a monster this card points to is sent to the GY: You can banish that monster; Special Summon 1 "Cold Comfort" monster from your hand. You can Special Summon "Cold Comfort - Estys" once per turn.

600/LINK 1

 

Next:

::-:::-.:.-...-. / II-III-OIO-OOO-O

(MORSE spelled out in visual morse code)

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II-III-OIO-OOO-O

A Series of 5 Light Cyberse Monsters that spell out M-O-R-S-E and the XYZ monsters that come about by spelling things out with them. The Main Deck monsters are pretty simple - tricks to get them out fast and level modulation to allow them to be the same level for their XYZ summons. Bonus: if a dot is one star and a dash is two stars, all main deck monsters have a Level equal to the number of stars represented in the Morse Code for their letters.

II-III-OIO-OOO-O Coder O-Class - Light Cyberse ****** 2200/1600

While you control a Level 4 or lower Light Cyberse monster: you can Special Summon this card from your hand.

II-III-OIO-OOO-O Coder S-Class - Light Cyberse *** 800/400

This card's level is equal to the total original level of all "II-III-OIO-OOO-O Coder S-Class" on the field.

II-III-OIO-OOO-O Emergency Coder SOS -  Light Cyberse Rank 6 2400/1900

3 Level 6 Cyberse monsters

When a card effect activates that would remove 1 Light Cyberse monster from the field: you can remove 1 material from this card; banish the targeted Cyberse monster until the End Phase and negate and destroy that card.

 

Isekaiser (Do as thou whilst, but I came up with the name as Isekai + Kaiser)

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(Isekaisers are Kaisers)

Isekaiser- Bread King from another world

LIGHT

Sea Serpent/Effect

level 8

2800/1000

(this card is always treated as a monarch)

If this card is tribute summoned: add one "Kaiser" card from your deck to your hand. You can banish this monster and any number of "Kaiser" cards from your GY; return an equal number banished "monarch" cards to the deck as "Kaisers" banished, then draw 1 card for every 3 "Kaiser" cards banished by this effect.

 

Neo Vorse Isekaiser Glider

level 7

LIGHT

Dragon/ Effect

2800/1000

If an attack is declared all monsters your opponent controls lose 500 ATK.

 

Isekaiser Colosseum

Field

At the start of your opponent's battle phase, if your opponent controls more monsters: destroy monsters until they control the same number as you (minimum 1). Change the remaining monsters to ATK position and they must attack if able.

 

(Infinity + Zero Zinfero?)

 

 

Edited by ITSUKOSOADO
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If you don't mind, I came up with the name Nilfinity that still operates on what you suggested. Nil means zero, especially in game scores.

 

Nilfinity

 

Archetype of Level and Rank 1 (because there isn't a Level or Rank 0) Dark Fiend monsters with 0 ATK and DEF. Each of them has an effect that increases their ATK and DEF based on how many of some type/ place of card there is making their stats theoretically infinite. Other effects in the Archetype typically have a cost of reducing the stats of one Nilfinity monster to 0 to activate. They get to big numbers for beatdowns, but little effects in the way of helping them reach those big numbers.

 

Nilfinity Quasar - Dark Fiend * 0/0

This cards ATK is always equal to the combined Level of all monsters on the field x 1000. Decrease this monster's ATK to 0 until the End Phase of this turn: Special Summon 1 "Nilfinity" monster from your deck; except "Nilfinity Quasar".

Nilfinity Dark Star - Dark Fiend Rank 1 0/0

3 Level 1 Dark monsters

This monsters ATK is equal to the combined ATK of the materials that were used to summon it. Detach 1 material: negate all other card effects during this turn's Battle Phase. The ATK of this card with no materials is 0.

Nilfinity Singularity - Trap

Lower the ATK of all "Nilfinity" monster to 0 until the End Phase: destroy all face up monsters on the field except "Nilfinity" monsters. You cannot special summon monsters until your next Standby Phase; except "Nilfinity" monsters.

Nilfinity Void - Counter Trap

When your opponent activates a card effect: lower the ATK of one "Nilfinity" monster to 0 until your next Standby Phase; negate and destroy that card effect.

 

Heart Burn OR Power Plant

Edited by MickeyDee
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@MickeyDee I like Nillfinity more!

 

Everything's a Pain! Here are the main causes of heartburn here to give you trouble! All of them are Fairy monsters (please tell me if a better type is suitible) and have the additional effect "If this card leaves the field you can pay 1000 LP to special summon one Heart burn monster from your hand or GY" was thinking exercise could search lethargic and vice versa. Acidic Fatty and Pepper would search each other, and for the previously mentioned 5 if their target is unavailable you can search too much food or midnight snack. Also maybe their effects are permanent after summon, but don't stack?

Heart burn Exci (exercise)

Each time a monster declares an attack the controller of the attacking monster takes 400 damage and all monsters of this card's controller gain 400 ATK.

 

Heart burn Veternosa (lethargic)

At the end of each player's turn they take 200 damage for each card in their hand and all monsters of this card's controler gain 200 ATK for each card in the turn player's hand. (200 multiple times not multiplying for example if you had 7 cards you would take 200 LP damage 7 times)

 

Heart burn Acidum (acidic)

Each time you take damage from a card other than "Heart burn Acidum" gain 500 LP. Each time you gain LP from a card other than "Heart burn Acidum" take 100 LP damage.

 

Heart Burn Pingue (fatty)

Once per turn (quick effect) if you would take damage: gain 2000 LP instead.

 

Heart Burn Piperis (pepper)

Each time a player deals battle damage they gain 1000 LP and their opponent loses 500 LP.

 

Heart Burn Nocte Portio (midnight snack)

Each time you take damage from a heart burn card place a burn counter on this card. At the end of each turn you can remove all burn counters from this card to apply any of the following effects

(drawing, sending stuff to GY, gain LP, special summoning etc.)

 

 

Heart Burn Nimio Cibo (too much food)

When this card is summoned gain 500LP for each Heart burn card in your GY, for the rest of the duel take 1000 damage each time a Heart Burn monster leaves the field.

 

(Bonus)

Ignore the will

spell

stop all effects that were activated by cards not currently on the field (the effect will resume if the card is played again) [E.G final count down]

 

*Power plants (machine plant hybrid?)

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The larger Archetype is called Bloomech. The Bloomech Power Plants are Plant type Link monsters that power up the Main Deck Machines while their arrows or the arrows of a Power Plant they point to are pointing to them. I also based them somewhat on the Sunavalon Archetype as the tree link monsters have 0 attack but can't be declared for attack if you control the machines.

 

Bloomech Power Plant Solar Sunflower- LIGHT Link Plant 0/Link Rating-1

This card cannot be declared an attack target while you control a Machine type monster. Increase the ATK of all Machine monsters linked to this card or a "Power Plant" monster this card is linked to by 200. If a monster's ATK is increased by this effect: it does piercing damage and if it inflicts damage to your opponent: draw 1 card.

 

Bloomech Power Plant Thermal Thistle- FIRE Link Plant 0/Link Rating-2

This card cannot be declared an attack target while you control a Machine type monster. Increase the ATK of all Machine monsters linked to this card or a "Power Plant" monster this card is linked to by 500. If a monster's ATK is increased by this effect: It can attack two monsters each turn; also, inflict 500 damage to your opponent when it destroys a monster in battle.

 

Bloomech Power Plant Turbine Tulip - WIND Link Plant 0/Link Rating-3

This card cannot be declared an attack target while you control a Machine type monster. Increase the ATK of all Machine monsters linked to this card or a "Power Plant" monster this card is linked to by 800. If a monster's ATK is increased by this effect: your opponent can't activate any card effects until the end of the Damage Step when it attacks; also, return 1 spell /trap to the hand when it inflicts battle damage.

 

Bloomech Power Plant Hydro Hyacinth - WATER Link Plant 0/Link Rating-4

This card cannot be declared an attack target while you control a Machine type monster. Increase the ATK of all Machine monsters linked to this card or a "Power Plant" monster this card is linked to by 1000. If a monster's ATK is increased by this effect: your opponent can't target it with card effects.

 

Bloomech Power Plant Atomic Amaryllis - DARK Link Plant 0/Link Rating-5

This card cannot be declared an attack target while you control a Machine type monster. Once per turn: target 1 Machine monster linked to this card or a "Power Plant" monster this card is linked to: double its ATK but destroy it on your next End Phase. If a monster's ATK is increased by this effect: banish any card it battles at the end of the damage step then inflict damage to both players equal to that monster's original ATK.

 

Bloomech Battery - Earth Machine * 500/500

If this card is sent to the GY to Link Summon a "Power Plant" monster: Special Summon it during your next Standby Phase. You can only activate this effect of "Bloomech Battery" once per turn.

 

Bloomech Capacitor - Earth Machine **** 2000/0

This card cannot attack unless you control a "Power Plant" monster. If a "Power Plant" monster would be destroyed: you can destroy this card instead.

 

Next Archetype: Entertwain or D-Train.
 

Edited by MickeyDee
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