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Archetype Game


Tinkerer

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Belladonna

DARK Plant-Type monsters designed as a troll Deck, to flip your opponent's monsters face-down, with special abilities that trigger only when they battle Set monsters.

 

Zodiac Blades

 

Well, effectively, we'd all work on some of these archetypes separately, but bring them back to the group so that those of us that do writtens (like me) get art, those who don't know how to properly write OCG are guaranteed corrections, those who should tweak for balance issues can do that, as well . . . oh, and we can all suggest necessary support cards that each set needs. We'd effectively make a new meta.

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"Laundry" is an archetype of EARTH, WATER, FIRE and WIND Wyrm-Type and Zombie-Type monsters that resemble possessed clothing. They all have "If this card is destroyed by battle or by card effect, it cannot be Special Summoned or returned to the hand from the Graveyard or while banished." They have to be shuffled into the Deck to be recycled, typically with their Spells/Trap support. The monsters all have effects that allow you to destroy themselves when you perform different kinds of summons (Fusion, Ritual, Tribute etc) to get various effects, although they lack any monsters themselves to use these with.

 

New archetype:

Grox

 

(based off the creatures with the same name from Spore)

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Grox

High-ATK FIRE Fiends that all have the clause that they must attack if able. Indiscriminately nuke backrow (of both players), and have a reverse Earthbound Immortal clause- Grox monsters are destroyed if a Field Spell is activated, and you can't Summon any Grox if there is an active Field Spell.

 

Prophetic Invader

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@Draco - I would be down for that, it seems like a fun project.

 

Drox are EARTH Fiends that work by draining the ATK of enemy monster, gaining levels in exchange while screwing with enemy levels.

 

Son of a ninja

 

Prophetic Invader- Alien supporters that ramp up counter distribution and allow for more controlling of enemy monsters.

 

Crimsword

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Crimsword

DARK Warrior and Rock-Type Pendulum monsters that deal damage to their controller. Rock members cannot attack, and Special Summon themselves to your opponent's field, where Warrior members make your opponent take an equivalent amount of damage if conditions are met.

 

Solid Eye

 

Oh, also, I made the thing:

http://forum.yugiohcardmaker.net/topic/339517-archetype-generator-meta/

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A set of LIGHT Winged Beasts that have no real set theme other than their Attribute and Type, at least in terms of monster effects. However, they all have pretty good stats, their effects are all universally helpful ("When this card is Summoned, you can draw 1 card", "Once per turn, you can target one monster your opponent controls; halve its ATK", etc), and their S/T support ties them all together.

 

Ennead (Note: this is the main group of 9 gods of Egyptian mythology. Link if research is needed.)

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A group of high Level monsters that focus on granting their user certain advantages or restricting the opponent in what they are capable of doing.

In essence, said monsters have effects that mimic the powers of their namesakes.

 

(Just as a sidenote, Hieratics are themed after the same gods)

 

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Aurora Australis

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Archetype of WATER Winged-Beast-Type monsters (Finally! An arxhetype Ryo can use!). Unlike Blackwings that focus on Synchro Summoning and RaidRaptors that focus on Xyz Summoning, Aurora Australis focuses on Fusion Summoning, with their effects ranging from adding "Aurora Australis" monsters to being treated as Fusion Materials.

 

Succubus

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Archetype of Dark Fairy type monsters. All of them are level 6. They each have a unique effect that can SS themselves. Xyz into cards that have negative effects for both players(i.e. both players mill 2, both players banish 2 etc) They have the atk/def stats of high end level 4's

 

Vis Libertas (VERY loosely translates to freedom force)

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Yay! More Latin. Archetype of FIRE Fairy-Type monsters. Some activate their effects when they're Normal Summoned, while others activate their effects during the Battle Phase/Damage Step. They don't have any Extra Deck monsters; instead, they have 2 boss monsters. One that Special Summons by Tributing 3 monsters and one that can only be Tribute Summoned.

 

Mortis Miles (Death Knight)

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Mortis Miles

An archetype of one Warrior of each Attribute, that focuses on destruction effects and battle. All Level 6, with effects that let them be Special Summoned for free if a card is destroyed. An Xyz boss that can activate the effect of other archetype members by detach, and is immune to destruction as long as it has Xyz Material.

 

Sirae (portmanteau of "Siren" and "Irae" [Latin for Wrath])

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Archetype of DARK Fish-Type monsters. They activate their effects in response to being destroyed by an opponent's card effect (hence "wrath"). Their Extra Deck monsters consist of Synchro monsters. The effects of their Spell/Trap Cards range depending on the number of "Sirae" monsters in your Graveyard or Banished Zone.

 

Keymaster

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Keymaster

WATER Fairy-Type hand trap (think Kuriboh or Ghostrick Jack Frost) Ritual monsters, that can be used as Ritual Tribute from the Graveyard. While on the field, they become floodgates that let you Special Summon monsters the same Level they are. Various Xyz and Synchro support.

[if anyone in the AGM makes this, and it looks cool, you get half my Points.]

 

Locked Armor

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Pirappers

DARK and WATER low-level Warrior-Type monsters with devious effects that trigger when targeted, that have effects that take cards from your opponent's field and put them on yours. Use Pendulum and Synchro mechanics liberally, with a Synchro Pendulum boss that lets you draw from your opponent's Deck during your Draw Phase.

 

Command Daemon

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