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Draconus297

Construct-an-Archetype Game!

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So, a lot of TCG archetypes just kinda fall flat, don't they? If your name isn't SPYRAL or Kaiju, the vast majority of archetypes created by Konami of America just kinda fizzle out due to support that doesn't exactly synergize with its own archetype (oh hai FA), redundant cards (how's it goin' Vendreads), or notable, ugly holes that make certain Decks a lot more difficult to play than necessary (I think I just made a U.A. player cry).

 

Anyway, this is a game that asks if it's just the approach they're taking- four to five cards at a time over four to five packs with the OCG swooping in later to drop one or two godsends later on- that makes the majority of TCG archetypes miss the mark. So let's just do that.

 

Each player will create 4 or 5 cards at a time for a given archetype started by someone on this thread, and once an archetype has 16 cards or more, any one person can end the support for that archetype with 1 or 2 cards that try to improve the way that Deck functions while retaining the basic playstyle, before starting a new archetype with a 4-5 card lineup.

 

If there are no posts for 2 weeks (14 days), you are allowed to bump your own archetype design with a second lineup.

 

I'll get the ball rolling.

 

Overswarm Egg

WIND - Level 1 - Insect/Effect - 200/500

If this card is Normal or Special Summoned: You can add 1 "Overswarm" card from your Deck to your hand (you can only activate this effect of this card's name once per turn). During the Standby Phase, you can Tribute this card: Special Summon 1 Level 2 "Overswarm" monster from your hand, Deck, or Graveyard. During your Main Phase 1, if you do not control a face-up "Overswarm Egg", you can Special Summon this card from your Graveyard as a Tuner (you can only activate this effect of this card's name once per turn).

 

Overswarm Larvae

WIND - Level 2 - Insect/Effect - 700/200

If this card is Special Summoned: You can destroy 1 Spell/Trap Card your opponent controls. If this card inflicts battle damage to your opponent, you can Special Summon 1 "Overswarm" monster from your hand or Graveyard whose ATK is less than or equal to the amount of damage inflicted. During the Standby Phase, if this card was not Summoned this turn, you can Tribute this card: Special Summon 1 Level 3 "Overswarm" monster from your hand, Deck, or Graveyard.

 

Overswarm Drone

WIND - Level 3 - Insect/Effect - 1200/700

If this card is Special Summoned: You can Special Summon 1 Level 2 or lower "Overswarm" monster from your hand or Graveyard. During the End Phase of a turn this card was sent to the Graveyard as Material for a Summon: You can Special Summon this card from your Graveyard. During the Standby Phase, if this card was not Summoned this turn, you can Tribute this card: Special Summon up to 2 "Overswarm" monsters from your hand, Deck, or Graveyard whose combined Levels are less than or equal to 4, except "Overswarm Drone".

 

Overswarm Hive

Field Spell

If you control 2 or more "Overswarm" monsters: You can add 1 "Overswarm" monster from your Deck to your hand (You can only activate this effect of "Overswarm Hive" once per turn). If an "Overswarm" monster is sent from the field to the Graveyard: Place 1 Overswarm Counter on this card. Increase the ATK and DEF of all "Overswarm" monsters you control by 100 for each Overswarm Counter on this card, also reduce all damage you take by 100 for each Overswarm Counter on this card. Once per turn, you can remove any number of Overswarm Counters from this card: Special Summon 1 "Overswarm" monster from your Graveyard whose Level is equal to the number of removed Counters.

 

(Archetype: "Overswarm" (4/17-27)

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Overswarm Nest

Continuous Spell

You can only use each of the following effects of "Overswarm Nest" once per turn each.

* If an "Overswarm" monster is Special Summoned, you can Special Summon 1 "Overswarm Token" (WIND/Insect/Level 2/ATK:0/DEF:0).

* You can banish this card from your GY; Special Summon 1 "Overswarm" monster from your GY in defense position with its effects negated until the End Phase.

 

Overswarm Ambush

Normal Trap

If your opponent Special Summons a monster(s), decrease the ATK of the Special Summoned monster(s) by 500 for each "Overswarm" monster you control, then destroy all monsters whose ATK becomes 0 by this effect.

 

Overswarm Armor

WIND

Level 6

500/2500

Insect/Synchro/Effect

1 Insect Tuner + 1+ non-Tuner monsters

Insect monsters you control cannot be targeted or destroyed by card effects, except this card. Your opponent cannot attack Insect monsters you control, except "Overswarm Armor". If this card is sent to the GY; You can Special Summon 1 "Overswarm" monster from your GY as a Tuner monster, except Link and Synchro Monsters.

 

Overswarm Production

Normal Spell

Special Summon 1 Level 4 or lower "Overswarm" monster from your hand. You can only activate 1 "Overswarm Production" per turn.

 

-----

 

Hopefully this thing is still active.

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Overswarm Worker

WIND | Insect | Level 2 | Effect

If this card is Special Summoned: You can send 1 Level 1 monster from your Deck to the GY. During the End Phase of a turn this card was sent to the GY as material for a Summon: You can Special Summon this card, and if you do, destroy 1 Spell/Trap card your opponent controls.You can only use each effect of "Overswarm Worker" once per turn.

900/200

 

Overswarm Honey

Normal Spell

Send 1 "Overswarm" monster from your hand or field to the GY; Special Summon 1 "Overswarm" monster with a different Level from your Deck.

 

Overswarm Guidance

Normal Trap

If an "Overswarm" monster is Special Summoned: You can add 1 "Overswarm" Spell/Trap card from your Deck to your hand, except "Overswarm Guidance". You can only activate 1 "Overswarm Guidance" per turn.

 

Overswarm Yellow Jacket

WIND | Insect | Level 4 | Tuner | Synchro | Effect

1 Insect Tuner + 1+ non-Tuner Insect monsters

If this card is Synchro Summoned: Target cards on the field equal to the amount of "Overswarm" monsters you control; destroy them. Insect monsters you control gain 500 ATK and can attack twice per Battle Phase. If this card is sent to the GY while you control "Overswarm Hive": You can Special Summon this card. You can only use this effect of "Overswarm Yellow Jacket" once per turn.

1800/1800

 

Overswarm Buzz Bomber

WIND | Insect | Link 2 | Link | Effect

Links E SW

2 WIND Insect monsters

If this card is Special Summoned: You can Special Summon 1 "Overswarm" monster from your GY to a zone this card points to, and if you do, it gains 500 ATK. Once per turn: You can target 1 "Overswarm" monster this card points to; send "Overswarm" monsters from your Deck to the GY equal to that card's Level.

ATK 1400

 

Archetype: "Overswarm" (13-17/18)

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Overswarm Pollen Privateer

WIND | Level 3 | Insect | Effect

If this card is added from your Deck to your hand by a card effect, Special Summon it and if you do, have all other "Overswarm" monsters gain 500 ATK. If this card is sent to the GY as material for a Synchro or Link Summon, destroy 1 card in your opponent's hand. You can only use each effect of "Overswarm Pollen Privateer" once per turn

100/300



Overswarm Commander in Queen

WIND | Level 8 | Synchro | Insect | Effect

1 Synchro Tuner + 1 or more non-tuner(s)

When this card is Special Summoned you can add 1 "Overswarm" card from your Deck or GY to your hand. If this card is linked: once per turn, you can Special Summon 1 Insect Synchro monster with a lower level than this card from your Extra Deck also its effects are negated and if you do reduce this card's level by 1. Other Overswarm monsters cannot be destroyed by battle.

2800/2800



Overswarm Barrage

Quick Play Spell

Destroy any "Overswarm" monsters you control then if you do, Special Summon monster(s) whose combined levels are less than or equal to the destroyed monster(s) from either player's GY and if you do inflict 400 damage times the level(s) of the monster(s) Summoned by this effect. You can only activate "Overswarm Barrage" once per turn.



Overswarm Stinger Missle

Equip Spell

You can only equip this card to a non-Extra Deck "Overswarm" monster. The equipped monster gains 1000 ATK also during the Damage step if the monster equipped with card battles a monster with more ATK, destroy that monster. If this equipped card is sent to the GY, Special Summon 1 "Overswarm" monster from your GY.



Hive Mind

Normal Trap

If an Insect monster(s) is destroyed, Special Summon Insect monster(s) from your hand or Deck with the same level as the cards destroyed. If this Set card is destroyed by your opponent's card effect, Destroy 1 card on the field.



Off with their Antennae!

Quick Play

If you control a level 7 or higher Insect monster, you can tribute any number of Insect monsters on the field and if you do draw 1 card for each card tributed by this effect. While this card is in the GY, if a level 7 or higher Insect monster would be destroyed; you can banish this card from your GY instead. You can only use each effect of "Off with their Antennae!" once per turn.



______________________________________



"Endoman/Exosaurs"

Endoman Luc'i
DARK | Level 3 | Warrior | Effect
When this card is Normal Summoned, you can equip 1 "Exosaur" union monster from your hand to this card. if this card is equipped with a "Exosaur" union monster, your opponent cannot target other "Endoman" monsters with monster effects. Once per turn, if a "Exosaur" union monster is destroyed (as a monster or equip card); add 1 "Endoman" monster from your Deck to your hand. You can only use each effect of "Endoman Luc'i" once per turn.
1800/900

Endoman Zelam
DARK | Level 3 | Warrior | Effect
When this card is Normal Summoned, you can equip 1 "Exosaur" union monster from your GY to this card. if this card is equipped with a "Exosaur" union monster, "Endoman" monster(s) gain 500 ATK and DEF. You can destroy 1 face up Spell/Trap card, and if you destroy a "Exosaur" union monster make your opponent discard 1 card from their hand. You can only use the each effect of "Endoman Zelam" once per turn.
1600/800

Exosaur Velo
EARTH | Level 5 | Dinosaur | Union | Effect
You can Discard this card from your hand to add 1 "Stone Age" from your Deck to your hand. Once per turn, you can equip this card on the field to a "Endoman" monster you control or Special Summon this equipped card in face up Attack or Defense Position. An "Endoman" monster equipped with this card is unaffected by Spell cards. If the monster this card is equipped to would be destroyed (by battle or by card effect) you can destroy this card instead. If this equipped card is sent to the GY, add 1 "Exosaur" Union monster from your Deck to your hand except "Exosaur Velo". You can only use each effect of "Exosaur Velo" once per turn.

2100/2400

Stone Age
Continuous Trap
When this card is activated, you can equip 1 "Exosaur" Union monster in your GY to a face up "Endoman" monster you control. Your opponent cannot activate Spell/Trap card effects in the same column as "Exosaur" monsters while they are treated as Equip Spells. If this card is sent from the field to the GY, destroy all Union monsters in your Spell/Trap card Zone.

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(Forgot ATK/DEF for Velo)

 

Endoman Frozt

DARK

Level 3

1400/700

When this card is Normal Summoned, you can equip 1 "Exosaur" Union monster that is already on the field (as a monster or equip card) to this card. If this card is equipped with a "Exosaur" Union monster, other "Endoman" monsters you control cannot be destroyed by battle. During the End Phase, if your opponent controls a monster(s) that battled an "Endoman" monster this turn; you can destroy those monsters.

 

Exosaur Stego

EARTH

Level 5

2000/2200

Dinosaur/Union/Effect

You can discard this card to add 1 "Cave Painting" from your Deck to your hand. Once per turn, you can equip this card on the field to a "Endoman" monster you control or Special Summon this equipped card in face up Attack or Defense Position. An "Endoman" monster equipped with this card is unaffected by Trap cards. If the monster this card is equipped to would be destroyed (by battle or by card effect) you can destroy this card instead. If this equipped card is sent to the GY, add 1 "Exosaur" Union monster from your Deck to your hand except "Exosaur Stego". You can only use each effect of "Exosaur Stego" once per turn.

 

Cave Painting

Continuous Spell

When this card is activated, you can add 1 "Endoman" monster from your Deck to your hand. If an "Endoman" monster you control is destroyed and sent to the GY, you can Special Summon 1 "Endoman" monster from your GY, except a monster with the same name as the destroyed card. During the End Phase, destroy all "Endoman" monsters you control that were Special Summoned by this card's effect, then add either 1 "Endoman" or 1 "Exosaur" monster from your Deck to your hand.

 

Endoman Hunting Party

Normal Spell

Destroy cards in your opponent's hand equal to or less than the number of "Endoman" monsters you control. You can only activate "Endoman Hunting Party" once per duel.

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(All "Endoman" and "Exosaur" text have been replaced with "Endo" and "Exo")

 

Endoman A'lics
DARK
Level 3
1600/800

Warrior/Effect
When this card is Normal Summoned, you can equip 1 "Exo" Union monster that is already on the field (as a monster or equip card) to this card. If this card is equipped with a "Exo" Union monster, other "Endo" monsters you control gain piercing. If a card effect is activated, you can pay 400 LP, negate that effect and destroy that card.

 

Exosaur Pleura
EARTH
Level 5
2000/2800
Insect/Union/Effect
You can discard this card to add 1 "Bug Age" from your Deck to your hand. Once per turn, you can equip this card on the field to a "Endo" monster you control or Special Summon this equipped card in face up Attack or Defense Position. An "Endo" monster equipped with this card is unaffected by Monster effects. If the monster this card is equipped to would be destroyed (by battle or by card effect) you can destroy this card instead. If this equipped card is sent to the GY, add 1 "Exo" Union monster from your Deck to your hand except "Exosaur Pleura". You can only use each effect of "Exosaur Pleura" once per turn.

 

Bug Age
Continuous Trap
When this card is activated, you can equip 1 "Exo" Union monster in your GY to a face up "Endo" monster you control. Your opponent cannot activate Monster card effects in the same column as "Exo" monsters while they are treated as Equip Spells. If this card is sent from the field to the GY, destroy all Union monsters in your Spell/Trap card Zone.

 

Endoman Fur Iys

DARK

Level 3

500/600

Psychic/Effect

When this card is Normal Summoned, you can equip 1 "Exo" Union monster that is already on the field (as a monster or equip card) to this card. If this card is equipped with a "Exo" Union monster, once per turn, you can banish 5 cards from the top of your deck, draw one card. You can draw one extra card during your draw phase.

 

Exosaur Anableps

EARTH
Level 5
1800/1900
Fish/Union/Effect
You can discard this card to add 1 "Relic Gazer" from your Deck to your hand. Once per turn, you can equip this card on the field to a "Endo" monster you control with 500 or less attack or Special Summon this equipped card in face up Attack or Defense Position. An "Endo" monster equipped with this card gains 500 ATK and cannot be destroyed by battle. If the monster this card is equipped to would be destroyed (by battle or by card effect) you can destroy this card instead. If this equipped card is sent to the GY, add 1 "Exo" Union monster from your Deck to your hand except "Exosaur Anableps". You can only use each effect of "Exosaur Anableps" once per turn.

 

Relic Gazer

Continuous Spell

When this card is activated, you can add 1 "Endoman" monster from your Deck to your hand. Once per turn, you may banish a number "Endo" and "Exo" monsters from your GY up to and equalling the number of "Endo" and "Exo" monsters in the monster zone, pay LP equal to the number of monsters banished * 200, draw a number of cards equal to the number of monsters banished. At the end of your turn, send the number of cards equal to the number of cards drawn from this effect from the top of your deck to your GY. If you choose, banish those cards, special summon an "Endo" or "Exo" monster which was banished from this card's effect.

 

Exosaur Rex
EARTH

Level 5

2400/2600

Dinosaur/Union/Effect
You can Discard this card from your hand to add 1 "Endoman Hunting Party" from your Deck to your hand. Once per turn, you can equip this card on the field to a "Endo" monster you control or Special Summon this equipped card in face up Attack or Defense Position. An "Endo" monster equipped with this card gets 400 ATK. If the monster this card is equipped to would be destroyed (by battle or by card effect) you can destroy this card instead. If this equipped card is sent to the GY, add 1 "Exo" Union monster from your Deck to your hand except "Exosaur Rex". You can only use each effect of "Exosaur Rex" once per turn.

 

Exosaur Carmo
EARTH

Level 5

2400/2600

Dinosaur/Union/Effect
You can Discard this card from your hand to add 1 "Endoman Hunting Party" from your Deck to your hand. Once per turn, you can equip this card on the field to a "Endo" monster you control or Special Summon this equipped card in face up Attack or Defense Position. An "Endo" monster equipped with this card gets 400 ATK. If the monster this card is equipped to would be destroyed (by battle or by card effect) you can destroy this card instead. If this equipped card is sent to the GY, add 1 "Exo" Union monster from your Deck to your hand except "Exosaur Rex". You can only use each effect of "Exosaur Rex" once per turn.

 

Exofossil Carcharodon
EARTH

Level 5

2800/3000

Dinosaur/Evolution/Union/Effect

"Exosaur Rex"

Banish 5 "Endo" or "Exo" monsters from your GY.

You can Discard this card from your hand to add 1 "Titan Age" from your Deck to your hand. Once per turn, you can equip this card on the field to a "Endo" monster you control or Special Summon this equipped card in face up Attack or Defense Position. An "Endo" monster equipped with this card cannot be destroyed by battle and gets 200 ATK for each banished monster. If the monster this card is equipped to would be destroyed (by battle or by card effect) you can destroy this card instead. If this equipped card is sent to the GY, add 1 "Exo" Union monster from your Deck to your hand except "Exosaur Carcharodon". You can only use each effect of "Exosaur Carcharodon" once per turn.

 

(Evolution monsters are a new type of monster that are shuffled into the main deck and are the evolved forms of other monsters. Think of them like LV monster if LV monsters were good.)

 

Exofossil Argen
EARTH

Level 5

2800/3000

Dinosaur/Union/Evolution

"Exosaur Camara"

Banish 5 "Endo" or "Exo" monsters from your GY.

You can Discard this card from your hand to add 1 "Titan Age" from your Deck to your hand. Once per turn, you can equip this card on the field to a "Endo" monster you control or Special Summon this equipped card in face up Attack or Defense Position. An "Endo" monster equipped with this card cannot be destroyed by battle and gets 200 DEF for each banished monster. If the monster this card is equipped to would be destroyed (by battle or by card effect) you can destroy this card instead. If this equipped card is sent to the GY, add 1 "Exo" Union monster from your Deck to your hand except "Exosaur Argen". You can only use each effect of "Exosaur Argen" once per turn.

 

Titan Age
Continuous Trap
When this card is activated, you can equip 1 "Exosaur" Union monster in your GY to a face up "Endoman" monster you control. Monsters you control in the same column as an "Exosaur" monster acting as an Equip spell can attack directly. If this card is sent from the field to the GY, banish all Union monsters in your Spell/Trap card Zone.

 

Exosaur Theriz
EARTH

Level 5

2400/2600

Dinosaur/Union/Effect
You can Discard this card from your hand to add 1 "Sharp Claws" from your Deck to your hand. Once per turn, you can equip this card on the field to a "Endo" monster you control or Special Summon this equipped card in face up Attack or Defense Position. An "Endo" monster equipped with this card gains 250 ATK. If the monster this card is equipped to attacks, you can pay 200 LP, the monster gains 250 ATK. If the monster this card is equipped to would be destroyed (by battle or by card effect) you can destroy this card instead. If this equipped card is sent to the GY, add 1 "Exo" Union monster from your Deck to your hand except "Exosaur Theriz". You can only use each effect of "Exosaur Theriz" once per turn.

 

Endosaur Raptor

DARK

Level 2

400/600

Dinosaur/Normal

This small raptor was the first successful attempt to make a modular organism. It is unknown why the scientists decided to recreate a dinosaur with the Endo process, but it could be related to Project Exo. They have been domesticated by the Endomen.

 

(This is why all "Endoman" text has been replaced with "Endo". Also, have any of you checked out the Modular Body Project? Its the inspiration behind my interpretation of this archetype.)

 

Endo-Conversion

Normal Spell

Tribute 1 Level 2 or lower Normal Monster, summon 1 "Endo" monster from your deck.

 

(Huh. Thats interesting. Wonder what that "conversion" is all abo-)

 

Wi'intaer, the Revived Endoman

DARK
Level 3
1000/1100

Psychic/Normal

The first Endoman. Originally named Winter, Wi'intaer did not survive her transformation into a modular organism. After the Endomen revolted, they revived Wi'intaer and brought her into their fold. Now, Wi'intaer acts as the group's technology expert, along with Fur Iys.

 

(Woah. That's deep. Time for something more fun)

 

Endo/Exo Ultimate: Wrathbow

Continuous Spell

If you control "Endoman Luc'i" and "Exosaur Velo", equip "Exosaur Velo" to "Endoman Luc'i". When "Endoman Luc'i" makes its first attack this turn, during damage calculation, "Endoman Luc'i" gains ATK equal to the ATK of "Exosaur Velo" and deals piercing damage to your opponent. "Endoman Luc'i" cannot be destroyed by that battle and you take no battle damage. "Endoman Luc'i" can attack again the turn this effect was activated. In the end phase, shuffle this card back into the deck.

 

Paleozoic Endomodule: Fossil Converter

Equip Spell

When this card is equipped to a "Endo" monster, this card is always counts as being equipped to that monster, even if that monster is destroyed or banished. The monster this card is equipped to can equip another equip spell. If a "Paleozoic" trap which can act as a monster is in your hand: You can special summon it from your hand as a monster with an added effect: " (This card always counts as an "Exosaur" card) You can discard this card to add 1 "Paleozoic" trap from your Deck to your hand. Once per turn, you can equip this card on the field to a "Endo" monster you control or Special Summon this equipped card in face up Attack or Defense Position. An "Endo" monster equipped with this card counts as a Level 2 Aqua "Paleozoic" monster. If the monster this card is equipped to would be destroyed (by battle or by card effect) you can destroy this card instead. If this equipped card is sent to the GY, add 1 "Exo" Union monster from your Deck to your hand except. You can only use each effect of this card once per turn."

 

(Introducing Endomodules, permanent upgrades for your Endomen and Endosaurs. They cross the lines between archetypes, helping your "Endo" cards work with pretty much anything)

 

 

(Hey, can I adopt this archetype when we are done?)

 

Exofossil Tyrannus

Level 5 

Earth

Dinosaur/Union/Evolution

2800/2400

"Exosaur Rex"

1 other "Endo" or "Exo" monster must be on the field 

You can Discard this card from your hand to add 1 "Exoflame" from your Deck to your hand. Once per turn, you can equip this card on the field to a "Endo" monster you control or Special Summon this equipped card in face up Attack or Defense Position. An "Endo" monster equipped with this card cannot be destroyed by battle or card effects. If the monster this card is equipped to would be destroyed (by battle or by card effect) you can destroy this card instead. If this equipped card is sent to the GY, add 1 "Exo" Union monster from your Deck to your hand except "Exosaur Tyrannus". You can only use each effect of "Exosaur Tyrannus" once per turn.

 
Exoflame
Continuous Spell
Every "Exo" monster counts as a FIRE attribute monster..

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(I don't have any issue with you adopting this archetype, as long as everyone else is fine with it. Just make sure to post something separate in casual multiples or experimental due to your custom mechanic. Also give credit to those of us who made some of the cards for it.)

 

Now to start a new theme.

 

S.S./S.S.H

(Sky Shuttle/Sky Shuttle Hangar)

 

S.S. Eagle

WIND

Level 7

2400/1400

Machine/Effect

If an opponent's monster is destroyed by battle or card effect, you can Special summon this card from your hand. If this card destroys an opponent's monster by battle; you can add 1 "S.S." card from your Deck to your hand, except "S.S. Eagle". You can only use each effect of "S.S. Eagle" once per turn.

 

S.S. Vulture

WIND

Level 7

2000/1000

Machine/Effect

You can discard 1 "S.S." monster from your hand, and Special Summon this card from your hand. If an opponent's monster is destroyed by battle; you can Special Summon 1 "S.S." monster from your GY, except an "S.S.H." monster. You can only use each effect of "S.S. Vulture" once per turn.

 

S.S.H. Zeus

WIND

Rank 7

2800/2000

Machine/Xyz/Effact

2 Level 7 WIND Machine monsters

If this card is Xyz Summoned; you can add 1 "S.S." Spell/Trap from your Deck to your hand. Once per turn, you can detach 1 Xyz material from this card; this card is unaffected by your opponent's card effects until the End Phase. Your opponent cannot activate cards or effects in response to this effect's activation.

 

S.S. Artillery

Continuous Spell

Once per turn, you can destroy 1 card your opponent controls that's in the same column as an "S.S." monster you control. If this card is sent to the GY, you can add 1 "S.S." monster from your GY to your hand.

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S.S. Wasp Missile

WIND | Machine | Level 3 | Union | Effect

When this card is Normal or Special Summoned: You can Special Summon 1 Level 7 monster from your hand. Once per turn, you can either: Equip this card to a "S.S." monster you control or unequip this card and Special Summon it. While this card is equipped to an "S.S." monster, whenever the equipped monster destroys a monster by battle, you can destroy 1 Spell/Trap card your opponent controls.

1000/1800

 

S.S. Falcon

WIND | Machine | Level 7 | Effect

If you control at least 2 "S.S" cards, you can Special Summon this card (from your hand). If this card destroys an opponent's monster by battle, you can draw 1 card, and if that card is an "S.S" card, this card can attack again. You can only use this effect of "S.S Falcon" once per turn.

2600/1600

 

S.S. Repair

Normal Spell

Special Summon 1 "S.S" monster from your GY. If that monster is a Union monster, you can equip it to 1 "S.S" monster you control.

 

S.S. Navsystem

Continuous Trap

Activate if you control a "S.S" monster. "S.S." monsters you control cannot be destroyed by card effects, also your opponent cannot activate cards or effects during your Battle Phase.

 

Archetype: S.S. (8/16-18)

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I just posted the evo thread yesterday
 
S.S. Owl
WIND
Level 7
2000/1000
Machine/Effect
You can discard 1 "S.S." spell from your hand, and Special Summon this card from your hand. If an opponent's monster is destroyed by battle; you can add 2 "S.S." cards from your GY to your hand, except an "S.S.H." monster. You can only use each effect of "S.S. Owl" once per turn.
 
S.S. Ant Storm
WIND
Level 3
Machine/Union/Effect
500/0
When this card is Normal or Special Summoned, you can add 1 "S.S." card from your Deck to your hand. This card can attack directly Once per turn, you can either: Equip this card to a "S.S." monster you control or unequip this card and Special Summon it. An "S.S." monster equipped with this card gains 800 ATK. When this card is equipped, all "S.S." cards gain 200 ATK.
 
S.S.H. Kukulkan
WIND
Rank 7
3000/1800
Machine/Xyz/Effact
2 Level 7 WIND Machine monsters
If this card is Xyz Summoned; you can add 1 "S.S." Spell/Trap from your Deck to your hand. Once per turn, you can detach 1 Xyz material from this card; this card is gains 500 ATK and can attack directly until the end phase. Your opponent cannot activate cards or effects in response to this effect's activation.
 
S.S. Dragonfly Drone
WIND
Link 2
2 "S.S" Monsters
SW SE 
2000/LINK-2
All "S.S." monsters you control gain 250 ATK. 
 
(I'll add 2 more eventually)
 
(Oops didn't know that's how it worked)

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S.S. Hawk

WIND - Level 7 - Machine/Effect - 2500/2100

If you control a Level 7 or higher monster, you can Special Summon this card from your hand. When this card destroys an opponent's monster by battle, you can Special Summon 1 "S.S." monster from your hand or GY, except an "S.S.H." monster. You can only use each effect of "S.S. Hawk" once per turn.

 

S.S. Scorpion Barrage

WIND - Level 3 - Machine/Union/Effect - 1400/200

When this card is Normal or Special Summoned, you can add 1 "S.S." card from your Deck to your hand. Once per turn, you can either: Equip this card to a "S.S." monster you control or unequip this card and Special Summon it. An "S.S." monster equipped with this card loses 800 ATK, and can attack directly.

 

S.S. Armory

Continuous Spell

Once per turn, when an "S.S." monster is Special Summoned, you can add 1 Union monster from your Deck or GY to your hand.

 

S.S.H. Wrath of Zeus

WIND - Rank 7 - Machine/Xyz/Effect - 3700/3100

3 Level 7 Machine-Type monsters

You can also Xyz Summon this card by using 1 face-up "S.S.H. Zeus" you control as the Xyz Material (Materials on that card become Xyz Materials on this card). When this card is Xyz Summoned, target all Spell/Trap cards your opponent controls, destroy them. This card cannot attack the turn it is Xyz Summoned. Once per turn, during your Battle Phase, you can detach one Material from this card, this card can make a second attack during each Battle Phase until the End Phase.

 

S.S. Spider Bite

WIND - Level 3 - Machine/Union/Effect - 1300/200

When this card is Normal or Special Summoned, you can Special Summon 1 "S.S." monster from your GY, except an "S.S.H." monster. Once per turn, you can either: Equip this card to a "S.S." monster you control or unequip this card and Special Summon it. While this card is equipped to an "S.S." monster, if the equipped monster destroys an opponent's monster (by battle or card effect), your opponent must discard 1 card.

(Erm.. @@FourEyesIsAFish

 

U said Dragonfly Drone is a Link 2, but u gave it three link markers)

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S.S. Spiderling Nuke

WIND | Machine | Level 3 | Union | Effect

When this card is Normal or Special Summoned: You can destroy 1 card on the field. Once per turn, you can either: Equip this card to a "S.S." monster you control or unequip this card and Special Summon it. While this card is equipped to an "S.S." monster, whenever the equipped monster destroys a monster by battle, you can banish the top ten cards from the top of your deck, destroy every card your opponent controls, destroy this card.

2800/100

 

S.S. Serpent

WIND | Machine | Level 7 | Effect

If you control at least 3 "S.S" monsters, you can Special Summon this card (from your hand). If this card destroys an opponent's monster by battle, you can excavate 1 card, and if that card is an "S.S" card, this card gains 500 can attack again. You can only use this effect of "S.S Serpent" once per turn.

2600/1000

 

S.S. Salvage

Normal Spell

Add one "S.S." card from the graveyard to your hand.

 

S.S. Radar

Continuous Trap

Activate if you control a "S.S" monster. "S.S." monsters you control can attack directly.

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guy above didn't post a new arche and SS have like 20 cards now so i guess i will

 

Lightspeed Coach

LIGHT | Thunder | Level 2 | Tuner | Effect

This card can attack your opponent directly. Once per turn, if a "Lightspeed" monster you control attacks directly: You can make this card lose 500 ATK, and if you do, that card can attack again.

1000/300

 

Lightspeed Sprinter

LIGHT | Thunder | Level 3 | Effect

This card can attack your opponent directly. If a monster you control attacks directly, after damage calculation: You can Special Summon this card from the GY, and if you do, this card gains 1000 ATK until the End Phase.

1100/1000

 

Lightspeed Marathon Runner

LIGHT | Thunder | Level 5 | Synchro | Effect

1 Tuner + 1 non-Tuner Thunder monster

This card can attack your opponent directly. If a monster you control would attack directly: You can reduce the damage to 0, then this card gains ATK equal to the damage your opponent would have taken. If this card leaves the field: Return it to the Extra Deck, and if you do, Special Summon 1 "Lightspeed" Synchro Monster with a different name from your Extra Deck (this Special Summon is treated as a Synchro Summon.)

2100/2000

 

Lightspeed Twin Medal

Normal Spell

Target 1 "Lightspeed" monster you control; this turn, that monster can attack twice per Battle Phase.

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Lightspeed Track Runner

LIGHT | Level 2 | Thunder | Effect

This card can attack your opponent directly. If you control a "Lightspeed" monster(s), you can Special Summon this card from your hand. You can only activate this effect of "Lightspeed Track Runner" once per turn. If a monster you control inflicts Battle Damage, Look at the Top 3 cards of your opponent's Deck; then place them in any order on the top of bottom of their Deck.

800/700

 

 

Lightspeed Road Racer

LIGHT | Level 3 | Thunder | Tuner | Effect

This card can attack your opponent directly. If you control no monster(s) or all monsters you control are "Lightspeed" or Thunder monster(s), you can Special Summon this card from your hand. This effect of "Lightspeed Road Racer" can only be activated once per turn. If this card is sent to the GY as Material or by card effect, you can add 1 "Lightspeed" monster from your Deck to your hand except "Lightspeed Road Racer".

1100/900

 

 

Lightspeed Duathlon Runner 

LIGHT | Level 6 | Thunder | Synchro | Effect

1 Tuner + 1 or more non-Tuner monster(s)

When this card is Synchro Summoned, increase the ATK of all Thunder monster(s) by 800. During the Main Phase, you can tribute 1 "Lightspeed" monster you control; this turn this card can attack your opponent directly and if it does it can attack again in sequence but the damage is halved. If a "Lightspeed" monster would be targeted by a card effect, you can change the target to the monster with the lowest ATK. If this card leaves the field: Return it to the Extra Deck, and if you fo, Special Summon 1 "Lightspeed" Synchro Monster with a different name from your Extra Deck (this Special Summon is treated as a Synchro Summon). 

2500/2000

 

Lightspeed Track Arena

Field Spell

When a "Lightspeed" monster battles an opponent's monster, during the damage step; "Lightspeed" monster(s) gain 1000 ATK. At the end of the Battle Phase, Draw cards equal to the number of "Lightspeed" monsters that attacked this turn. If this card is sent to the GY, you can add 1 "Lightspeed" Spell/Trap from your Deck to your hand.

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Lightspeed Marathon Runner

LIGHT

Level 5

Thunder/Effect

1100/2500

This card can attack your opponent directly if you control another "Lightspeed" card. If this monster attacks directly, you may use its DEF in damage calculation rather than its ATK.

 

__________________________________________________________________________________________________________

 

(Is it fine to add a archetype which I already have a few cards for? If so, VELVET TIME)

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Lightspeed Marathon Runner

LIGHT

Level 5

Thunder/Effect

1100/2500

This card can attack your opponent directly if you control another "Lightspeed" card. If this monster attacks directly, you may use its DEF in damage calculation rather than its ATK.

 

__________________________________________________________________________________________________________

 

(Is it fine to add a archetype which I already have a few cards for? If so, VELVET TIME)

 

as the main post states first we need to complete an archetype with 18 or more cards then add 2 non-direct support cards then we start a new archetype. I would suggest adding 3-4 more cards and seeing where this archetype goes and then post your archetype. 

also your monster has the same name and level as an already created card 

/skip

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Actually, it has to be 1 or 2 final cards that tie an archetype together, either making up for its flaws or kicking its plays into overdrive.

 

Duathlon Runner also lacks a Material line.

 

Lightspeed Relay Runner

LIGHT - Level 3 - Thunder/Effect - 1000/1000

If a "Lightspeed" monster you control, except "Lightspeed Relay Runner", inflicts battle damage to your opponent: You can Special Summon this card from your hand or Graveyard, but you can only Summon this card from your Graveyard once per turn this way. This card can attack your opponent directly. If this card inflicts damage to your opponent by a direct attack, you can Special Summon 1 Level 3 or lower "Lightspeed" monster from your hand or Graveyard, except "Lightspeed Relay Runner".

 

Lightspeed Rapid Track

Continuous Spell

If you Normal Summon a Thunder-Type monster: You can add 1 "Lightspeed" monster from your Deck to your hand. Once per turn, if a "Lightspeed" monster you control inflicts damage to your opponent by a direct attack: You can send the monster your opponent controls with the lowest ATK to the Graveyard.

 

Lightspeed Triathlon Runner

LIGHT - Level 8 - Thunder/Synchro/Effect - 3000/1000

1 Thunder-Type Tuner + 1 or more non-Tuner Thunder-Type monsters

When this card is Synchro Summoned: Reduce the ATK of all monsters your opponent controls by 200, and if you do; all Thunder-Type monsters you control gain ATK equal to half that lost ATK. While all monsters you control are Thunder-Type, this card can attack your opponent directly. Twice per turn, after damage calculation, if this card attacked and inflicted battle damage to your opponent, you can Tribute 1 "Lightspeed" monster you control; halve this card's ATK until the End Phase, then this card can declare an additional attack this turn.

 

Lightspeed Training Hustle

Quick-Play Spell

If a "Lightspeed" monster you control is targeted for your opponent's attack or effect: Negate that attack/effect, then you can destroy 1 Spell/Trap card your opponent controls. During the Battle Phase, if you control only Thunder-Type monsters, including at least 1 each of a Tuner and non-Tuner, you can banish this card from your Graveyard: immediately after this effect resolves; Synchro Summon, using monsters you control as Synchro Material.

 

13/17 OR 18

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Lightspeed Coach

LIGHT

LINK-2

Thunder/Link/Effect

SW SE

2000/2000

When this card is Link Summoned: Special summon 1 "Lightspeed" monster from your deck. This card can attack your opponent directly. If this card inflicts damage to your opponent by a direct attack, you can Special Summon 1 Level 3 or lower "Lightspeed" monster from your deck.

 

Lightspeed Overdrive 

Quick Spell

For this turn, "Lightspeed" monsters gain 1000 ATK and DEF. At the end of your turn: Shuffle all "Lightspeed" Cards back into the deck and/or extra deck.

 

__________________________________________________________________________________________________________

 

(Time for Velvet)

 

"Velvet"

 

Map, Velvet Baby

Level 1

EARTH

Beast/Effect

200/200

Once per turn, you may discard a card, search for 1 field spell card.

 

Velvet Pupa
Continuous Trap
Select 1 EARTH Beast Velvet monster, special summon this card as an Evolution effect monster (Beast/Earth/Level 2/ 0 Atk/ 400 Def) using that card as the base monster. While summoned this way, this card cannot be destroyed by card effects. In two turns, you may search 1 EARTH "Velvet" Evo Monster from your deck, evolve using this card as the base monster.

 

Velvet Atlas Dragon

Level 7

EARTH

Wyrm/Effect/Evolve

3000/2000

"Velvet Pupa"

"Velvet Pupa"'s effect activates

This card cannot be evolved except by the effect of "Velvet Pupa". When this card enters the field, you may search for a field spell. If there is a field spell on the field, destroy it, and search for a field spell. If you have a "Velvet Warrior" monster, you can discard a card, this card is able to attack directly till the end phase. If you have another "Velvet Dragon" monster on the field, you may add 1 Level 1 "Velvet" Monster from your deck to your hand. You may only use this effect of  "Velvet Atlas Dragon" once per turn.

 

Velvet Direction Warrior

Level 7

EARTH

Wyrm/Effect/Evolve

2000/3000

"Velvet Pupa"

"Velvet Pupa"'s effect activates

This card cannot be evolved except by the effect of "Velvet Pupa". When this card enters the field, you may search for a field spell. If there is a field spell on the field, destroy it, and search for a field spell. If there is a "Velvet Dragon" monster on the field, all other "Velvet" monsters you control gain that monsters attack*1/5. If you have another "Velvet Warrior" monster on the field, you may add 1 Level 1 "Velvet" Monster from your deck to your hand. You may only use this effect of  "Velvet Direction Warrior once per turn.

 

Velvet Flame Warrior

Level 7

FIRE

Wyrm/Effect/Evolve

2000/3000

"Velvet Cocoon"

"Velvet Cocoon"'s effect activates

This card cannot be evolved except by the effect of "Velvet Cocoon". When an effect is activated, you may banish a card from the top of your deck, negate that card. If there is a "Velvet Dragon" monster on the field, this card can attack your opponent directly. If you have another "Velvet Warrior" monster on the field, you may add 1 Level 1 "Velvet" Monster from your deck to your hand. You may only use this effect of  "Velvet Direction Warrior once per turn.

 

Velvet Cocoon
Continuous Trap
Tribute 1 Beast Velvet monster, special summon this card as an effect monster (Beast/Fire/Level 2/ 0 Atk/ 100 Def). While summoned this way, this card cannot be destroyed by card effects. In two turns, destroy this card, In two turns, you may search 1 WATER "Velvet" Evo Monster from your deck, evolve using this card as the base monster

 

(Design Notes: This archetype is all about the "Velvet Warrior" and "Velvet Dragon" monsters, so make more of those cards to facilitate the babies' growth into adults)

 

[edit: removed cards to fit in the rules]                                       

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FourEyes, you didn't read the opening post. 4-5 cards per normal post, 1-2 to close out an archetype after it has 16 members minimum. I was willing to cut you some slack with that absurd Level 5 earlier, but you've shown a problem in other threads with just straight-up not reading. Therefore, I'm going to have to consider this last post of yours invalid.

 

Everyone else, ignore that it existed.

 

/skip

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/skip

 

@@Draconus297

1. Some of those cards (Velvet) I made earlier. Just wanted to include them for consistency

2. The number of cards in "Lightspeed" is exactly 15.

3. If the 'insane Level 5' was Exosaur Tyrannus, it is acutally a modified card from the "Expand My Archetype" game.

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I don't know what Draco's stance on the matter is, but there is the issue of the Velvet stuff you wanted to make using a custom mechanic. (Also the reason why I didn't bother with it in the other thread). Draco, you may want to make this explicitly clear.

 

But that being said, you do need to read over the rules in the game thread (and general section stuff).

 

====

I've also said this beforehand, but keep the skip posts in here to a minimum unless needed; else I'll be forced to hide posts / lower post count or apply other sanctions.

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Actually, it has to be 1 or 2 final cards that tie an archetype together, either making up for its flaws or kicking its plays into overdrive.

 

  

 

My b, thought it was non-driect support. had I known that then the overswarm archetype would have gotten better support lol. anyways

 

 

Lightspeed Prospect

LIGHT | Level 1 | Thunder | Effect

If this card is Special Summoned, Special Summon as many copies of "Lightspeed Prospect" from your hand, Deck, or GY as possible. This card can attack your opponent directly. During the Damage step, if a "Lightspeed" monster you control attacks, you can send this card from the field to the GY, that monster gains ATK equal to the total level(s) of the monster(s) involved in that battle times 200. 

200/200

 

Lightspeed Statistician 

LIGHT | Level 4 | Thunder | Effect

If a Thunder monster's ATK increases, you can Special Summon this card from your GY. Once per turn, you can target 1 "Lightspeed" monster you control; it gains ATK equal to the Total Level of all face up monster(s) times 300, also other monsters cannot attack this turn. 

1200/1000

 

Lightspeed False Start

Counter Trap

When your opponent would Summon a monster(s) and you control a "Lightspeed" monster, negate those monster's effects and reduce their ATK to 0. You can only activate "Lightspeed False Start" once per turn.

 

Lightspeed Running Shoes

Equip Spell

Target 1 "Lightspeed" monster in your GY (except "Lightspeed Coach"), Special Summon that target and if you do, add 1 "Lightspeed Coach" from your Deck or GY to your hand. You cannot Special Summon monsters except for Thunder monsters until the end of this turn. If the monster equipped to this card is sent to the GY as Material, you can shuffle this card back into the Deck, You can only activate this effect once per duel. You can only activate "Lightspeed Running Shoes" once per turn.

 

Lightspeed (17/17-18)(0/2)

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Lightspeed Evasion

Counter Trap

If a "Lightspeed" monster is targeted for your opponent's attack or effect: Apply the appropriate effect depending on which of those is occurring in this Chain;

●Attack: Reduce the ATK of all monsters your opponent controls to 0, then all monsters your opponent currently controls must attack.

●Effect: Negate the effect, then Special Summon 1 Level 4 or lower "Lightspeed" monster from your Deck.

 

("Lightspeed" - 18)

 

New archetype!

 

Resultfire Blazing Dragon

FIRE - Level 5 - Dragon/Effect - 1800/2000

If you control 2 or more "Resultfire" monsters: You can Special Summon this card from your hand. You can only activate each of the following effects of this card's name once per turn:

●If this card is Special Summoned by the effect of a "Resultfire" card: You can banish the top card of your opponent's Deck, face-down, then inflict 100 damage to your opponent for each of their face-down banished cards.

●If this card is sent from the field to the Graveyard: You can Special Summon 1 Level 4 or lower "Resultfire" monster from your Graveyard.

 

Resultfire Spark Dragon

FIRE - Level 4 - Dragon/Effect - 1500/1000

If this card is Normal or Special Summoned: You can add 1 "Resultfire" monster from your Deck to your hand, except "Resultfire Spark Dragon". You can only activate each of the following effects of this card's name once per turn:

●If this card is Special Summoned by the effect of a "Resultfire" monster: You can banish the top card of your opponent's Deck, face-down, then negate the effects of a number of face-up cards your opponent controls up to half the number of your opponent's face-down banished cards.

●If this card is sent from the field to the Graveyard: You can Special Summon 1 Level 3 or lower "Resultfire" monster from your Graveyard.

 

Resultfire Wyvern

FIRE - Level 3 - Dragon/Tuner/Effect - 1200/200

If you control a face-up "Resultfire" monster: You can Special Summon this card from your hand. Once per turn, you can target 1 face-up monster your opponent controls: That target loses 400 ATK, then, if that monster is destroyed by battle this turn; you can add 1 "Resultfire" Spell/Trap Card from your Deck to your hand. You can only activate each of the following effects of this card's name once per turn:

●If this card is Special Summoned by tne effect of a "Resultfire" card: You can banish the top card of your opponent's Deck, face-down, and if you do; you can banish 1 card from your opponent's Graveyard, face-down.

●If this card is sent from the field to the Graveyard: You can Special Summon 1 Level 2 or lower "Resultfire" monster from your Graveyard.

 

Resultfire Arsenal Ignition

Continuous Spell

If you Special Summon a "Resultfire" monster: Place 1 Ignition Counter on this card. "Resultfire" monsters you control gain 100 ATK and DEF for each Ignition Counter on this card. Once per turn, you can target 1 "Resultfire" monster you control: Destroy that target and 1 card your opponent controls in the same column as that target.

 

Resultfire Second Shot

Normal Spell

Discard 1 "Resultfire" monster: Draw 2 cards. You can banish this card from your Graveyard to target 1 "Resultfire" monster in your Graveyard: Special Summon that target. You can only activate one effect of "Resultfire Second Shot" per turn, and only once that turn.

 

(Resultfire - 5/18-27)

(If I get a second turn, I do have a solid second support wave all ready.)

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Resultfire Lockon Dragon

FIRE
Dragon/Effect

6/2300/1500

You can only use each of the following effects of "Resultfire Lockon Dragon" once per turn:

  • If you control a Level 4 or lower "Resultfire" monster: You can Special Summon this card (from your hand) with its ATK and DEF halved.
  • If this card is Special Summoned by the effect of a "Resultfire" card, banish the top card of your opponent's Deck facedown.
  • If this card is sent from the field to the GY: You can Special Summon 1 Level 4 or lower "Resultfire" monster from your GY.

 

 

Resultfire Combusting Dragon

FIRE
Dragon/Synchro/Effect

8/3000/2300

 

1 Tuner + 1+ non-Tuner "Resultfire" monsters

You can only use each of the following effects of "Resultfire Combusting Dragon" once per turn:

  • If this card is Synchro Summoned: You can destroy cards your opponent controls, up to half the number of their cards banished facedown (rounding down).
  • If this card is sent from the field to the GY: You can Special Summon 1 "Resultfire" monster from your GY, whose Level is equal to or less than the number of your opponent's cards banished facedown, except "Resultfire Combusting Dragon"

 

 

Resultfire Supply Line

Normal Trap

Add 1 "Resultfire" monster from your Deck to your hand. You can banish this card from your GY and reveal 1 "Resultfire" monster in your hand; send 1 "Resultfire" monster from your Deck to the GY, whose Level is less than the revealed monsters'. You can only activate one effect of "Resultfire Supply Line" per turn, and only once that turn.

 

 

Resultfire Shooting Gallery

Field Spell

"Resultfire" monsters you control gain 300 ATK/DEF. You can only activate each effect of "Resultfire Shooting Gallery" once per turn:

  • Target 1 "Resultfire" monster you control: You cannot Special Summon monsters from the Extra Deck for the rest of the turn, except "Resultfire" monsters, then send that target to the GY, and if you do, banish cards from the top of the opponent's Deck facedown, equal to the Level of the sent monster on the field.
  • You can Tribute 1 "Resultfire" monster; place 1 Ignition Counter on all face-up cards.

9/18-27

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