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Tinkerer

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Radiadjinn

Elemental experiments created with the purpose of testing an unfathomable amount of Geothermal  and Nuclear energy, enough to bring creatures to life.

Usual type is Magical-Beast.

The Radiadjinn Deck's main goal is to deal damage to the opponent frequently, often through card effects and direct attacks. The deck also revolves around quite a bit of Fusion Summoning based on Attributes, based on the fusion of elements to create other elements. Most Bosses in this deck are Fusions. Usually, Radiadjinn monsters are Level 4+.

Their final boss is "Radiadjinn Acidforce," a Fusion Monster made of other Fusion Monsters, with a whopping 3700 ATK and a Special Effect to cut into the opponent's LP by banishing cards from your hand and/or GY.

Next:

Hypnosnake

OR

Desert Threat: (-Insert Card Name Here-)

[I might make this deck in the far future, actually...]

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On 1/12/2022 at 4:54 PM, Booloomer said:

Next:

Hypnosnake

OR

Desert Threat: (-Insert Card Name Here-)

[I might make this deck in the far future, actually...]

For you and this game I love, I'll do one for BOTH.

Hypnosnakes:

Apparently, the Hypnosister lives in a far more dangerous world than any would think! Chasing her throughout the dimensions are translucent threats of all shapes, sizes, and scales, ready to paralyze and prey upon any who would dare ruin her fun in the space between stars!

Basically, the Hypnosnakes a group of DARK Psychic monsters, shocking considering their namesake. They are also Pendulums, running the gamut from Levels 1 to 4 , and Pendulum Scales of either 0 and 5. They don't have Pendulum Effects - or any Spells/Traps besides their Field Spell Undiscovered Country, which allows you to conduct one additional Pendulum Summon of 1 Psychic Pendulum Monster each turn upon a monster being Summoned from the ED - but they gain effects in the Monster Zone and face-up in the Extra Deck, much like Hypnosister herself, based on the number of Spells/Traps in the Leftmost and Rightmost columns of the field.

What effects do they gain, you ask? Well, they are utterly devastating to all that are not Level 4 or lower monsters; they shuffle themselves into the Deck to negate effects, fly into the Pendulum Zones to drain ATK, and even draw you cards if a monster's ATK hits 0 by their effects. And to cap it all off, the Hypnosnakes can ladder into Link-2 and 3 DARK Reptile Links, including their Link-3 3000 ATK boss Gogia the Star-King Hypnosnake, a devastating creature whose all-diagonal arrows pave the way for more Pendulum Summoning. Well, that and the Quick ability to wreck 1 card in the same column as each Monster Zone it points to, while gaining 400 ATK for each destroyed card to further its fanged fury!

____________

Desert Threat:

Pray the thirst gets you before this band of brutal raiders do! Having been shipwrecked in the hazardous Basin of Bones thanks to a freak storm, these longshoremen (and women!)-turned-larcenists seek to decorate the husks of their homes with the valuables of anyone they come across!

So yeah, imagine a gang full of people like Gaara, with far less honorable intents and somehow less mental stability, and you have the Desert Threat. They're a group of EARTH Beast-Warrior monsters, with either 1300 ATK or DEF, and they are either Levels 1, 3 or 5.

All of them have the same effect: paying 1300 LP on your opponent's turn to hustle into the Spell & Trap Zones as Traps, then Special Summon a Desert Threat of a different Level from their Deck. They then then come back during the Draw Phase of the next turn after they're destroyed while Set in the Spell & Trap Zone. Downside? Well, you can't Special Summon monsters from the Extra Deck, of any monsters of the same Level from your Main Deck, during the turn they come out from the Deck. And considering there are only three unique Levels among them, you'll have to be careful what Threats you turbo.

Thankfully, their head honcho and all-Trap lineup help them out too. The powerful pull of the Level 5 Desert Threat: Baron Dustbuster will make sure your threats turn online, by refusing to let each player control more than 1 face-up non-EARTH monster while you control 3 or more cards in back-row. And speaking of the Basin of Bones, it's a Continuous Trap, able to Set out Desert Traps - that even retrieve spent Desert monsters from the GY when destroyed!- and destroy face-down cards you control to wreck face-up cards your opponent has, as well as vice-versa.

Basically, its down-and-dirty control, and one that even benefits from your opponent's Dusters and storms. Beware the Desert Threats, my son.

_______________

Next:

Light-Pilots

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15 hours ago, Black D'Sceptyr said:

For you and this game I love, I'll do one for BOTH.

Hypnosnakes:

Apparently, the Hypnosister lives in a far more dangerous world than any would think! Chasing her throughout the dimensions are translucent threats of all shapes, sizes, and scales, ready to paralyze and prey upon any who would dare ruin her fun in the space between stars!

Basically, the Hypnosnakes a group of DARK Psychic monsters, shocking considering their namesake. They are also Pendulums, running the gamut from Levels 1 to 4 , and Pendulum Scales of either 0 and 5. They don't have Pendulum Effects - or any Spells/Traps besides their Field Spell Undiscovered Country, which allows you to conduct one additional Pendulum Summon of 1 Psychic Pendulum Monster each turn upon a monster being Summoned from the ED - but they gain effects in the Monster Zone and face-up in the Extra Deck, much like Hypnosister herself, based on the number of Spells/Traps in the Leftmost and Rightmost columns of the field.

What effects do they gain, you ask? Well, they are utterly devastating to all that are not Level 4 or lower monsters; they shuffle themselves into the Deck to negate effects, fly into the Pendulum Zones to drain ATK, and even draw you cards if a monster's ATK hits 0 by their effects. And to cap it all off, the Hypnosnakes can ladder into Link-2 and 3 DARK Reptile Links, including their Link-3 3000 ATK boss Gogia the Star-King Hypnosnake, a devastating creature whose all-diagonal arrows pave the way for more Pendulum Summoning. Well, that and the Quick ability to wreck 1 card in the same column as each Monster Zone it points to, while gaining 400 ATK for each destroyed card to further its fanged fury!

____________

Desert Threat:

Pray the thirst gets you before this band of brutal raiders do! Having been shipwrecked in the hazardous Basin of Bones thanks to a freak storm, these longshoremen (and women!)-turned-larcenists seek to decorate the husks of their homes with the valuables of anyone they come across!

So yeah, imagine a gang full of people like Gaara, with far less honorable intents and somehow less mental stability, and you have the Desert Threat. They're a group of EARTH Beast-Warrior monsters, with either 1300 ATK or DEF, and they are either Levels 1, 3 or 5.

All of them have the same effect: paying 1300 LP on your opponent's turn to hustle into the Spell & Trap Zones as Traps, then Special Summon a Desert Threat of a different Level from their Deck. They then then come back during the Draw Phase of the next turn after they're destroyed while Set in the Spell & Trap Zone. Downside? Well, you can't Special Summon monsters from the Extra Deck, of any monsters of the same Level from your Main Deck, during the turn they come out from the Deck. And considering there are only three unique Levels among them, you'll have to be careful what Threats you turbo.

Thankfully, their head honcho and all-Trap lineup help them out too. The powerful pull of the Level 5 Desert Threat: Baron Dustbuster will make sure your threats turn online, by refusing to let each player control more than 1 face-up non-EARTH monster while you control 3 or more cards in back-row. And speaking of the Basin of Bones, it's a Continuous Trap, able to Set out Desert Traps - that even retrieve spent Desert monsters from the GY when destroyed!- and destroy face-down cards you control to wreck face-up cards your opponent has, as well as vice-versa.

Basically, its down-and-dirty control, and one that even benefits from your opponent's Dusters and storms. Beware the Desert Threats, my son.

_______________

Next:

Light-Pilots

Light-Pilots - a series of LIGHT Machine monsters that focus on swarming the field with Xyz monsters, then, Ranking up into their powerful Rank 9 Veteran for the ultimate expolsive beatdown. 

The Effect monsters themselves succeed or fail in battle in varying degrees but make up for it in recovery. 

The Xyz monsters are all equipped to deal with most obstacles your opponent has, to get to that sweet OTK, whether its big monsters, powerful Spell/Traps or to slow you down.

When your back is against the wall, as long as one of your Xyz Pilots are on the field, "Rank-Up Magic Justice Pilot Force" is your Ace in the game, allowing 2 options. The Rank 8 Commander or the Rank 9 Veteran, both who have served to protect their country long enough to destroy a powerful threat or to risk everything and nuke the field at the cost of their life.

Next: 

The "Genie of Egypt" Archetype 

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  • 1 month later...

Genie of Egypt:

The Seven Millennium Items were not the first artifacts to be bred from greed and tragedy being wrought upon an innocent populace. But this story, unlike the one that led to the Thief King, does have a happier ending. With the lamps that used to keep their small town afloat financially now keeping their spiritual forms floating literally, these spirit vow to vowed to protect Egypt and the new Pharaoh Atem, as he and his friends had honored their memory by defeating their slayer, Aknadin.

Enter the Genies of Egypt, a collection of DARK Fiend monsters with either 1000 ATK or DEF. Despite not having their archetype name as their text, their power comes from two resources few monsters are prepared for.

First off, the main Deck Genies - which are all Level 4 - can bring out "Lamp of Egypt" Spell Cards, based on the various Lamp monsters in the game. These are wonderfully powerful Spells that linger on the field and allow the Genies of Egypt to not only hamper the efforts of the opponent's monsters during the Main Phase 1 while you control a Fiend with 1000 original ATK or DEF - from choosing the targets of card effects to burning your opponent. They each also allow you to, once while each is on the field, bring out a Lamp Link Monster from your Extra Deck with a Rank equal to the number of Lamp of Egypt Spell Cards you control, while forgoing Special Summoning Links of their Link Rating or higher for the next two turns.

Their second resource comes from the Extra Deck, whether its those three Lamps of Egypt Links and their ability to boost your Fiend monsters by 1000 for each monster they point to while negating their effects, or their Fusion trinity that comes out through their range of ferocious Fusion Traps. The Fusions are the biggest threats though, super-powered spirits either force attacks from your opponent on their over-powered, damage-tripling bulk or ruin your opponent's backrow, with the big boss Silver Jinn the Azure-Eyed Genie of Egypt being able to do both.

Either way, whether its the lamps you cheat out through your spells, the Fusions you bring from your Traps, or the pain you bring from the sheer aggro strategy, the Genies of Egypt are sure to leave your opponent wishing they were facing anything but them.

_______________

Next:

Polterheist

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Polterheist

"A haunted house inhabited by a host of ghostly servants. Be wary, for though the inhabitants will treat you like royalty, these charming ghasts are looking to pull off the ultimate heist: stealing away your life and turning you into one of them!"

 

An archetype based around tokens and using the opponent's monsters as Fusion/Synchro materials. However, their boss monsters are main deck triple-tribute monsters.

The polterheist's main cards are continuous spells - all of which summon a token upon activation - and continuous traps - which summon 2 tokens. Their playstyle is very opponent dependent, with all the continuous cards having trigger effects that flip them face-down when the opponent does a certain action. In this way, they can be reused and give the deck lots of plusses for their boss monsters.

The main downside to the token summoning cards is that they restrict you from using tokens for link summons. However, because of how the deck works, these continuous cards can be easily splashed into different strategies for cheap and powerful removal options.

The Fusions/Synchros build upon the continuous cards, often coming with effects that bounce your own spells/traps back into your hand. They aren't particularly strong though, and the hope is to use them to break the opponent's board and loop your cards until you can amass enough monsters to summon their hyper-offensive 3 tribute monsters, including the true mastermind of the deck: "Polterheist's Haunted Home".

 

Next: IO.land

 

Cards:

 

Polterheist Ghoulingate

Continuous Spell

When this card is activated: You can Special Summon 1 "Polterheist Usher Token" (Zombie/Tuner/WIND/Level 2/ATK 500/DEF 500). Tokens cannot be used as Link Material. If you would Synchro Summon a "Polterheist" Synchro monster using a Token(s) you control, you can also use 1 monster your opponent controls as Synchro Material (you can only gain this effect once per turn). If the opponent adds a card(s) from their Deck to their hand (except by drawing): You can Set this face-up card. You can only activate 1 "Polterheist Ghoulingate" per turn.

 

Polterheist Unlivingroom

Continuous Trap

When this card is activated: You can Special Summon 2 "Polterheist Maid Tokens" (Zombie/WIND/Level 1/ATK 300/DEF 300). Tokens cannot be used as Link Material. If you would Synchro Summon a "Polterheist" Synchro monster using a Token(s) you control, you can also use 1 monster your opponent controls as Synchro Material (you can only gain this effect once per turn). If the opponent Special Summons a monster from the Extra Deck to a Main Monster Zone: You can Set this face-up card. You can only activate 1 "Polterheist Unlivingroom" per turn.

Edited by Redro
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22 hours ago, Redro said:

Polterheist

"A haunted house inhabited by a host of ghostly servants. Be wary, for though the inhabitants will treat you like royalty, these charming ghasts are looking to pull off the ultimate heist: stealing away your life and turning you into one of them!"

 

An archetype based around tokens and using the opponent's monsters as Fusion/Synchro materials. However, their boss monsters are main deck triple-tribute monsters.

The polterheist's main cards are continuous spells - all of which summon a token upon activation - and continuous traps - which summon 2 tokens. Their playstyle is very opponent dependent, with all the continuous cards having trigger effects that flip them face-down when the opponent does a certain action. In this way, they can be reused and give the deck lots of plusses for their boss monsters.

The main downside to the token summoning cards is that they restrict you from using tokens for link summons. However, because of how the deck works, these continuous cards can be easily splashed into different strategies for cheap and powerful removal options.

The Fusions/Synchros build upon the continuous cards, often coming with effects that bounce your own spells/traps back into your hand. They aren't particularly strong though, and the hope is to use them to break the opponent's board and loop your cards until you can amass enough monsters to summon their hyper-offensive 3 tribute monsters, including the true mastermind of the deck: "Polterheist's Haunted Home".

 

Next: IO.land

 

Cards:

  Reveal hidden contents

Polterheist Ghoulingate

Continuous Spell

When this card is activated: You can Special Summon 1 "Polterheist Usher Token" (Zombie/Tuner/WIND/Level 2/ATK 500/DEF 500). Tokens cannot be used as Link Material. If you would Synchro Summon a "Polterheist" Synchro monster using a Token(s) you control, you can also use 1 monster your opponent controls as Synchro Material (you can only gain this effect once per turn). If the opponent adds a card(s) from their Deck to their hand (except by drawing): You can Set this face-up card. You can only activate 1 "Polterheist Ghoulingate" per turn.

 

Polterheist Unlivingroom

Continuous Trap

When this card is activated: You can Special Summon 2 "Polterheist Maid Tokens" (Zombie/WIND/Level 1/ATK 300/DEF 300). Tokens cannot be used as Link Material. If you would Synchro Summon a "Polterheist" Synchro monster using a Token(s) you control, you can also use 1 monster your opponent controls as Synchro Material (you can only gain this effect once per turn). If the opponent Special Summons a monster from the Extra Deck to a Main Monster Zone: You can Set this face-up card. You can only activate 1 "Polterheist Unlivingroom" per turn.

IO.land

"For years the IO.land Amusement Park was a wonderland for kids all around New Domino City. It had slides, seesaws, games, rollercoasters, everything a child could dream of. One day however, a little boy by the same of Yusko went missing, his dissapperance broke all sense and logic, now no one's whether he's alive or not. Although even before this, subtle strange things used to happen at the Amusement Park."

Welcome to the IO.land archetype, get your Dueling partner hyped up and ready for alot of fun, as you use our Continuous and Field Spells to give your opponent a Free IO Token, it copies the same stats as the highest ATK monster on the field and has Special Properties depending on the controller who uses it. 

See, the point is to clog your opponent with IO Tokens then, we casually steal away their Soul-- I mean Tokens to use for any Extra Deck monster you want to Summon, under the condition that you only Summon monsters of that type the first time you use it that turn.

Then, you mercliessly torture your opponent until the end of--- Oh oops, I meant to steal said tokens or force your opponent to use them with our Main Deck monsters, be careful tho, it'll cost ya a pretty penny. After all, even if LP were your Soul, it wouldnt matter wouldnt it.

Oops, I said too much

Next:

The Mytholoic Archetype

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Mytholoic - (Mythological + Paleozoic) Primordial gods from the Age of Myth before man walked the Earth. That age is passed of course but they left their imprint on our world and powerful rituals could bring them back. In game terms, they are Ritual Pendulum Dinosaurs leveled  7 - 12 with powerful effects so long as you have no monsters of a lower level than 7 on your field or in your GY.

The Mytholoic Kaos - DARK Dinosaur/Ritual/Pendulum ************ 4000/4000

12< You can Pendulum Summon Ritual Monsters in your hand. Increase the ATK of all monsters you control by their Level x 300. >12

This card cannot be Special Summoned except by Ritual Summon. You must also sacrifice monsters whose combined Levels surpass 12. This monster is unaffected by spell and trap effects and the effects of monsters whose Level is lower than this one's. If you control any monsters on your field or GY Level 6 or lower: destroy this card.

 

The Mytholoic Age - Ritual Spell Card.

This card is used to Ritual Summon a "The Mytholoic " monster. You must also tribute monsters whose combined Levels equal or surpass the Level of the monster you want to summon. You can banish this card and at least 1 monster from your GY: Ritual Summon 1 "The Mytholoic " monster from your hand. The combined levels of the Banished monsters must surpass the Levels of the Ritual Summoned Monster. Each effect of "The Mytholoic Age" can only be activated once per turn and you can only activate one effect per turn.

 

"Mutton Chop" OR "Bearded Dragon"

Edited by MickeyDee
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Bearded Dragon

An anti-Warrior/Spellcaster LIGHT Reptile archetype with Dragon extra deck monsters.  Think Buster Blader but in reverse (or Ally of Justice).  This archetype focuses entirely on stunning/consuming opponent Warrior and Spellcasters to progress their own low-Rank Xyz plays.

They utilize a few backrow options to change opponent monster types, but on the whole, they are very straightforward.  The only other interesting thing about them is they can be used as extenders for Dragon archetypes, but for the most part, they are pretty boring.


Example Cards

Quote

Red Bearded Dragon
LIGHT **
Reptile/Effect
Opponent Warrior and Spellcaster monsters cannot declare an attack.  If you control a Dragon monster, you can send 1 card from your hand to the GY; Set 1 "Bearded Dragon" Spell/Trap from your GY.
300/1100

Bearded Dragon's Pheromones
Spell
Activate 1 of the following effects:
- Add 1 "Bearded Dragon" monster from your Deck to your hand, then you can change the type of 1 monster your opponent controls to either Warrior or Spellcaster.
- Discard 1 "Bearded Dragon" monster, then add 2 "Bearded Dragon" monsters from your Deck to your hand.
You can only activate 1 "Bearded Dragon's Pheromones" per turn.

 

Next: Brick

Edited by Redro
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Bricks:

Filled with a lot of high-level search and combo cards that require several "Bricks" to remain in your deck (Low power effects just need it in deck and stack the deck, more powerful need one on top, most powerful need 3 on top) but lead to big main deck floodgates for a turn.

 

Example:

Brick Master

level 10

EARTH

Machine/Effect

1000/2000

Cannot be Normal Summoned/Set. Must be Summoned by the effect of a "Brick" card. If you control another monster send this card to the GY. Once per turn you can excavate the top 3 cards of your deck; You can Tribute summon a number of monsters from your hand using monsters either player controls up to the number of "Brick" normal spells revealed, the your opponent takes damage equal to 100 * the number of monsters you control * the number of card in their hand.

 

Brick

Spell

Pay half your LP; Return all "Brick" cards from your hand, field, and GY to the deck, then draw a card for each 2 cards returned (max 3). You can only use this effect of "Brick" once per turn.

 

Next: Consequtors

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Consequtor

Thunderous monsters with a continuous flow of inspiration. Activate 1 thing to trigger chains of small effects that add up to a greater whole.

Consequtors are a Level 3 Thunder Pendulum archetype. Their pendulum effects all fall under 3 categories: heal-triggering, level-triggering, and shuffle-triggering, and all of their pendulum effects then can trigger another one of the categories. For example, 1 of them might have an effect that activates when a Deck is shuffled (shuffle-triggering) that increases 1 of your monster's Levels.

The goal of the archetype is to summon out their powerful Link 1s which need Consequtor monsters of varying levels (4+). The ones that need higher level Consequtors have stronger effects and it caps off with their boss link (which needs a Level 10+ Consequtor).

 

Consequtor Prime

WATER ***

Scale: 2<>2

Thunder/Pendulum/Effect

PE: Once per turn, when the Level of a monster you control changes: You can activate this effect; add 1 "Consequtor" monster from your Extra Deck to your hand, then gain 300 LP. If you Pendulum Summon a monster(s): You can return this card to your hand.

ME: This card cannot be destroyed by battle while its Level is greater than its original Level. Once per turn: You can shuffle your Deck.

100/1400

 

Consequtor Current

WATER ***

Scale: 4<>4

Thunder/Pendulum/Effect

PE: Once per turn, when you gain 500 or less LP: You can target 1 Thunder Pendulum monster you control; add 1 Thunder Pendulum monster with the same name as that target from your Deck to he Extra Deck, then, increase that target's Level by 1 for every 100 LP gained. If you Pendulum Summon a monster(s): You can return this card to your hand.

ME: Your Spells/Traps cannot be destroyed by card effects while this card's Level is greater than its original Level. Once per turn: You can shuffle your Deck.

900/700

 

Consequtor Inspiral Onthorpe

WATER Links: S

Thunder/Link/Effect

1 Level 4+ "Consequtor" monster

Once per chain (Quick Effect): Negate the effect of 1 face-up card on the field. You can only activate this effect of "Consequtor Inspiral Onthorpe" once per turn. Your opponent can choose to negate the activation of this effect. If they do, after that chain resolves, activate 1 of the following effects:

- Draw 2 cards, then shuffle 3 cards from your hand into the Deck.

- Inflict 200 damage to your opponent, then gain 300 LP.

- Increase the Level of 1 monster this card points to by 3, and if you do, you can immediately Link Summon 1 "Consequtor" Link monster.

1000/LINK-1

 

Next: Hokum

Edited by Redro
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  • 2 months later...

Clothmate

This archetype revolves around the banishing of cards from the GY to apply different effects depending on the type of card, be it Monster, Trap or Spell. The monsters themselves are designed after dressmakers, and this archetype has cards that also have an effect when they're banished by a "Clothmate" monster. The point is to banish cards to gain effects, without losing card advantage if you banish a card from its own archetype. However, because of this, they're not particularly powerful on their own, with their monsters having low stats, so if the opponent negates a key card or is able to play through or around their effects, things could get really tricky.

 

Example:

Clothmate Chiffon

Level 3 / Earth / Spellcaster / Effect / Tuner

ATK 1000 / DEF 1000

If this card in your GY is banished by a "Clothmate" card effect: Banish 1 Set Spell/Trap card on your opponent's field. When this card is Normal or Special Summoned: You can banish 1 card in your GY; this card gains an effect depending of the type of card that was banished, for as long as this card remains face-up on the field:

Trap: This card cannot be destroyed by battle, and you receive no damage from battles involving it.

Spell: If this card leaves the field; Special Summon 1 "Clothmate" monster from your banished zone.

Monster: This card's Level becomes the same as that of the banished monster.

 

Clothmate Boutique 

Field Spell

Cards in your GY cannot be banished, except by the effects of "Clothmate" cards. If this card is your GY is banished by the effect of a "Clothmate" monster: Set 1 other "Clothmate" Spell/Trap from your banished zone. When a card is your GY is banished by a card effect (Quick Effect): Negate the effects of 1 face-up monster until the end of this turn. You can only use each effect of "Clothmate Boutique" once per turn.

 

Next: Inferblade

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Inferblade 

A FIRE Pyro-type archetype that revolves around Special Summoning themselves from the GY to gain an advantageous union-like effect. The monster themselves resemble lava-like golems with chunks of metal ore, as well as their weapon form in the background. once they've been melted down and reshaped in the the fiery depths of hell... 

Inferblade Hepatizon (FIRE)
Level 3
[ Pyro / Effect] If this card is Normal or Special Summoned (except from the GY); You can Special Summon 1 "Inferblade" monster from your hand, then send 1 monster with the same name as that monster from your hand, Deck or field to the GY. You can use this effect of "Inferblade Hepatizon" only one per turn.
If this card is Special Summoned from the GY: You can equip this card to an "Inferblade" monster you control. An "Inferblade" monster gains 800 ATK and the following effect, while equipped with this card: • Cannot be targeted by your opponent's monster card effects . 
ATK/1100 DEF/1400

Inferblade Elgiloy (FIRE)
Level 3
[ Pyro / Effect] If this card is Normal or Special Summoned (except from the GY): You can draw 1 card; discard 1 card. You can use this effect of "Inferblade Elgiloy" only one per turn.
If this card is Special Summoned from the GY: You can equip this card to an "Inferblade" monster you control. An "Inferblade" monstergains 600 ATK and the following effect, while equipped with this card: • Cannot be destroyed by battle and card effects that do not designate a target. 
ATK/ 1200 DEF/1300

Inferblade Re-Forging (SPELL)
[Quick-Play Spell Card]
Send 1 "Inferblade" monster from your hand or field to the GY; Special Summon that monster from the GY during the End Phase. If you control no monsters while this card is in the GY: You can send 1 card from the top of your Deck to the GY; Shuffle this card to the Deck. You can use this effect of "Inferblade Re-Forging" only once per turn.


Next:  "A Memory of "  -or-  "of the Red Lotus"  -or- "Flamingo"

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"A Memory of" is an archetype of equip spells that revolve around banished cards, but since they live in the past you can't control a monster Special Summoned from your hand. 

 

A Memory of the Red Lotus

Equip Spell

If you control no monsters Summoned from your hand or deck or extra deck: You can target 1 banished monster; Special Summon it and equip it with this card. A monster equipped with this card gains the effect "If sent to the GY or banished: Special Summon it, but banish it when it leaves the field." If this card would be sent to the GY: banish it instead, and if you do You can set 1 banished "A Memory of" card except "A Memory of the Red Lotus" but banish it face-down when it leaves the field.

 

A Memory of the Pink Flamingo

Equip Spell

If you control no monsters Summoned from your hand or deck or extra deck: You can target 1 banished monster; Special Summon it and equip it with this card. A monster equipped with this card gains the effect "Once per turn: You can target 1 banished card; Equip it to this card" If this card would be sent to the GY: banish it instead, and if you do You can set 1 banished "A Memory of" card except "A Memory of the Pink Flamingo" but banish it face-down when it leaves the field.

 

A Memory of the Forgotten Souls

Equip Spell

If you control no monsters Summoned from your hand or deck or extra deck: You can target 1 banished monster; Special Summon it and equip it with this card. A monster equipped with this card gains the effect "This card gains 1000 ATK for each 'A Memory of' card equipped to it." If this card would be sent to the GY: banish it instead, and if you do You can set 1 banished "A Memory of" card except "A Memory of the Forgotten Souls" but banish it face-down when it leaves the field.

 

Next: Forgotten Soul ...

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Forgotten Soul

Forgotten Soul are a series of Effect Monsters that cannot be Normal Summoned or Set, and cannot be Special Summoned from the GY, except by their own effects. They're supposed to work as discard fodder for generic cards, as being sent to the GY is what triggers their effects. Most of them have you pay LP, or some other alternative, in order to activate their effects. Probably not very good, but I thought that's okay.

 

Forgotten Soul of the Scholar 

Level 3 / Dark / Zombie / Effect

ATK 1000 / DEF 1000

This card cannot be Normal Summoned or Set. This card can only be Special Summoned from the GY by the effect of a "Forgotten Soul" monster. If this card in your hand is sent to the GY during the Damage Step: You can Special Summon this card. If this card is Special Summoned: You can pay 500 LP, or send the top card of your Deck to the GY; send 1 "Forgotten Soul" from your Deck to the GY. You can only activate each effect of "Forgotten Soul of the Addict" once per turn.

 

Forgotten Soul of the Gravedigger 

Level 5 / Dark / Zombie / Effect

ATK 2300 / DEF 0

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned, except by its own effect. If this card is sent from Deck to the GY, except during the Damage Step: You can pay 1000 LP, or Tribute 1 monster you control; Special Summon this card. Once per turn, you can target 1 Level 4 or lower Zombie-type monster in your GY: Special Summon it, ignoring its summoning conditions.

 

Forgotten Soul of the Pet Dog

Level 1 / Dark / Zombie / Effect

ATK 0 / DEF 1500

This card cannot be Normal Summoned or Set. This card can only be Special Summoned from the GY by the effect of a "Forgotten Soul" monster. If this card in your hand is sent to the GY, you can pay 1000 LP or send 1 Spell/Trap you control to the GY: Target up to 2 other Zombie-type monsters in your GY and/or that are banished; add 1 to your hand and shuffle the other into your Deck. You can only use this effect of "Forgotten Soul of the Pet Dog"

 

Forgotten Soul of the Nurse 

Level 3 / Dark / Zombie / Effect

ATK 500 / DEF 2000

This card cannot be Normal Summoned or Set. This card can only be Special Summoned from the GY by the effect of a "Forgotten Soul" monster. If this card is sent from your hand or Deck to the GY: You can Special Summon this card. If this card is Special Summoned: Gain LP equal to half monster's DEF. Once per turn, you can Tribute this card: Add 1 "Forgotten Soul" Spell/Trap from your Deck or GY to your hand. You can only use this effect of "Forgotten Soul of the Nurse" once per turn.

 

Abandoned Shrine of the Forgotten Soul

Continuous Trap

If your opponent would Special Summon a monster from the GY, you can send 1 "Forgotten Soul" card from your hand to the GY: The name of that monster becomes "Visitor of the Forgotten Soul" until the end of your opponent's next turn. During your Standby Phase, if your opponent controls a "Forgotten Soul" monster, you can pay 2000 LP, or banish 2 cards from your hand: Take control of that monster until the End Phase. You can only use each effect of "Abandoned Shrine of the Forgotten Soul" once per turn.

 

Next: "Bithack" <Or> "Ultranet"

Edited by Aníbal Salazar
Forgot to add the next archetype
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Bithack, a Link climb archetype of Cyberse & Machine monsters. The Main Deck Machine monsters provide protection, boosts, and combo while the Cyberse Link monsters slowly break your opponent's board (Flip everything face-up [prevents activation of face-down S/T until end of turn], 0 ATK/DEF [only works on face-up monsters... duh], negate effects [only of 0 ATK/DEF], 1000 ATK piercing monster [cannot be destroyed by battle and your opponent takes all battle damage if they attack it] attacker that can give up attacking monsters to attack directly or attack all 0 ATK and DEF monsters your opponent controls (can reborn a machine)

Next: Ultranet or UWW (universe wide web, thinking cyberse x insect)

Edited by Loleo
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  • 4 weeks later...

Ultranet

A super sentai-esque archetype of Cyberse monsters that fight for truth and justice against virus monsters in the virtual world.  Lorewise, they are in the same world as the Virtual World cards.

Their strategy is a bit like Swordsoul, with them summoning level 1 "Hypernnector Tokens" in order to facilitate their Extra Deck summoning method.  Unlike Swordsoul though, the Ultranet monsters focus on Fusion summoning and their big claim to fame is the fact that their fusions have "Hypernnector Token" as a named fusion material: something that is completely unique to them.

Other than that, Ultranet is just a largely efficient archetype.  They use their monster effects to facilitate Fusion Summoning.  They have a number of +0s and their fusions can also float, giving the whole thing a tenacity similar to Shaddoll.  Just hope you don't run into Skill Drain, or you'll have a bad time.

 

Quote

Ultranet Rouge Rogue
FIRE ****
Cyberse/Effect
If your opponent controls more monsters than you while this card is in your hand: You can send the top 3 cards from your Deck to the GY; Special Summon this card.  If this card is Special Summoned by the effect of an "Ultranet" monster; you can Special Summon 1 "Hypernnector Token" (Thunder/LIGHT/Level 1/ATK 300/DEF 300).  You can only use the previous effects of "Ultranet Rouge Rogue" once per turn.  Once per turn: You can Fusion Summon 1 "Ultranet" Fusion Monster using cards in your hand or field Material.  This effect is a Quick Effect if you control a "Hypernnector Token".
1800/1500

Ultranet Scarlyght
FIRE 9*
Cyberse/Fusion/Effect
"Hypernnector Token" + 1 FIRE monster
If this card is Special Summoned: You can send the top 3 cards from your Deck to the GY; destroy a number of cards on the field up to the number of "Ultranet" cards sent to the GY this way.  If this card is sent from the Monster Zone to the GY: You can target 1 "Ultranet" monster that can be Normal Summoned in your GY; Special Summon it.  If you control a "Hypernnector Token", you can target any "Ultranet" monster instead.  You can only use each effect of "Ultranet Scarlyght" once per turn.
2800/2500

Ultranet Hyper Pose!!
Continuous Trap
When this card is activated: You can target 1 "Ultranet" monster in your GY; destroy 1 "Hypernnector Token" you control, and if you do, Special Summon that target.  Your opponent cannot target "Hypernnector Tokens" you control for attacks or card effects while you control an effect monster, also, "Hypernnector Tokens" you control cannot be destroyed by card effects.  All effect monsters you control gain the total ATK/DEF of all "Hypernnector Tokens" you control.

 

Next: Illuminate

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  • 2 months later...

Where darkness has purchase, where silence has lease, the Illuminate are there to blind them and bind them!

Illuminate, the encompassing term of the sub-archetypes "Illuminatemplar" and "Illuminatender", are a collection of Level 4 LIGHT monsters of different Types that center around maintaining hand size. Each of them has an effect that activates when they leave the hand, except to be Special Summoned, that allow them to Special Summon a different "Illuminate" monster from your GY. However, their true talent shines in what happens when their effects resolve, and the number of cards in your hand is the same as when they left it. They can end the Phase being conducted immediately, perform quick Xyz Summons, even place taxes on your opponent's monster abilities that require them to discard cards to activate them!

And speaking of Xyzes, they've got their own triplet to spare. They work amazingly well with the handdrop-to-draw Number 10 Illuminight, to be sure. But, they own star-bordered bosses have some deadly tricks of their own to shed light on. Illuminatemplar Patriarch, for example, is a fierce Psychic whose detach effect dumps your entire hand (so long as its two cards or less) to restock it with cards from your opponent's GY. And of course, it modifies the Level and Attribute of monsters you control to Level 4 LIGHT, to make sure they're prime card for conversion to the Illuminate cause. Then there's Illuminatender Prodigal, an equally capable Zombie that can banish any card on the field for three turns; provided you can discard a card and add 1 with the same name from your field or Deck or its own material stash to your hand. And then there comes the Rank 8 Illuminate Incarnation Providence, a Fairy any two Rank 4 Illuminate Xyzes can make, and whose effect gives you an automatic victory in three turns so long as you lock three of your zones at the start of each of those turns. (And, of course, discard to fetch "Illuminate" cards of different types from your GY.)

With the sky as the limit - and, well, the activation of only LIGHT monsters' effects during the turn any of them activate their hand-departing abilities - you won't go wrong hitching your wagon to the bright future of the Illuminate!

__________

Next Up: PAINTag

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PAINTag

A bunch of creative monsters from around the world formed a cult society of artistry. They all play a game of tag, and after catching a target they paint them. Using the ideas of Predaplant with their counters that modify monsters, and Cloudians indestructibility while placing counters, the result is ink tokens placed when monsters battle. monstes cannot be destroyed and neither player takes battle damage from battles involving PAINTag monsters, instead if a PAINTag monster batteles it places an "Ink" counter on the monster it battles. monsters with PAINTag counters have their effects negated and they become level 8 WATER AQUA monsters and they cannot be tributed, or be used as material except for the Xyz summon of a Rank 8 AQUA monster. The Xyz monsters allow additional uses of Paint counters, can attack all monsters once each, and even open alternative win conditions like mill or building up materials!

Next:

"Rebar"

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  • 2 weeks later...
Quote

"Rebar"

 "Rebars" are an armored squad which join a battle at the end of it, kill every single one soldier remaining and take the spoils for themselves. They are level 2 EARTH Machine-Type monsters. Like all hand traps, these "Rebar" monsters protect from being destroyed, prevent your opponent from activating card effects and increase the ATK/DEF of your monsters during damage calculation and then they do a destructive effect to the opponent (examples: deal damage, discard cards from their hand or send cards from their deck to the GY etc.), simply by discarding them. They are not and archetype that is completely destructive but most supportive as long as the owner doesn't use the Extra Deck. There are also hand traps which after their effect, they use "Rebar" monsters from the GY for a Fusion Summon, simply by banishing them.

 The "Rebar" Fusion Monsters have even levels which are 6 or more(6, 8, 10, 12), EARTH Machine-Type Monsters which have effects that return to the hand, "Rebar" monsters from the GY or banished cards and then deal damage, gain ATK, give to the owner LP etc, for each returned. They have also effects that change the level of "Rebar" level 2 monsters to the combined level of them to Xyz Summon a high-rank Xyz Monster.

 "Rebar" Xyz Monster are EARTH Machine-Type monsters which add from the deck to the hand, "Rebar" monsters. They also discard "Rebar" monsters to take cards from their opponent's field, hand or GY and these cards become their Xyz Materials. The Xyz monsters also gain ATK equal to their Xyz Materials.

 "Rebar" S/T cards doesn't exist. Generally, you can summon "Rebar" Xyz Monsters with high ATK, use their effects to clear the opponent's field, hand and GY, use the opponent's cards to add "Rebar" hand traps to your hand, use the hand traps and return them back with the Fusion Monsters!

Next:

"Sea Lords" (You can take some ideas from the "New Normals Game" which have the 14 mighty "Sea Lords")

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  • 3 months later...
On 12/11/2022 at 7:04 AM, John49WS1 said:

Just kidding, the archetype will be made there, just make a "Hot-Air Pegasus" archetype!

The "Hot-Air Pegasus" is a herd of Robot Pegasusses made for high speed sky racing! They are Level 4/Link 2 & 3 WIND Machines. The main decks give effects when used as Link Material and of course have utility quick effects. They are named after car parts.

"Hot-Air Pegasus" are Link-3 and lower monsters that focus on backrow removal and have generally low ATK. Namewise they are named after racehorses and racecars.

"Hot-Air Pegasus" S/T spam out monsters and Tokens for the Links to use as fuel for their effects.

 

Next: "Terrortoy"

Edited by Hentai hub
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Terrortoy

A mix of Fiend type toy versions of DM-era cards. Their gimmick involves placing themselves in the Spell/Trap Zone as Continuous Spells and Traps.

The Continuous Spell Terrortoys focus on tributing, consistency-building, and burning/healing. These build off of the original "Terrortoy": Malice Doll of Demise.

The Continuous Trap Terrortoys move around the Spell/Trap Zone and jumpscare opponent monsters in the same column. They often have payoffs when sent from the monster zone to the GY in order to provide more benefit to the Continuous Spell Terrortoys.

 

Next: Salvator

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  • 3 weeks later...

Salvator is an architype of level and rank 2, 4, and 6 monsters that like to link, fusion, and xyz summon

the main deck monsters are dark warrior monsters with the architypel effect of "this card can only be effected by "polymerization" normal or quick-play spell cards"

the architype has 3 boss monsters to choose from

1st: Salvator great Flyer (Fusion)

2nd: Salvator ultimate biker (Xyz)

3rd: Salvator grand express (Link)

the extra-deck monsters are all vehical type monsters: the fusions are planes, the xyzs are motorbikes, and the links are trains

there are also combo monsters (combo monsters are fusion or link monsters that mix 2 or more architypes together)

1st: Salvator Heatlo claw grabber (fusion)

2nd: Salvator Dragonmaid great cleaning (Link)

3rd: Battlin boxer Salvator supreme Fighter (fusion pendulum)

next: "Gravemaker"

Edited by Jaquan harvey
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3 hours ago, Jaquan harvey said:

Salvator is an architype of level and rank 2, 4, and 6 monsters that like to link, fusion, and xyz summon

the main deck monsters are dark warrior monsters with the architypel effect of "this card can only be effected by "polymerization" normal or quick-play spell cards"

the architype has 3 boss monsters to choose from

1st: Salvator great Flyer (Fusion)

2nd: Salvator ultimate biker (Xyz)

3rd: Salvator grand express (Link)

the extra-deck monsters are all vehical type monsters: the fusions are planes, the xyzs are motorbikes, and the links are trains

there are also combo monsters (combo monsters are fusion or link monsters that mix 2 or more architypes together)

1st: Salvator Heatlo claw grabber (fusion)

2nd: Salvator Dragonmaid great cleaning (Link)

3rd: Battlin boxer Salvator supreme Fighter (fusion pendulum)

next: "Gravemaker"

actually it has 4 boss monsters

4th: Salvtor super rainbow grand prix (fusion pendulum)

Edited by Jaquan harvey
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