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We're all making archtypes wrong.


-Griffin

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We are.

Every archtype people make on here have at least 90% of cards working towards the same goal, spin, tokens, RFG, counters, ect. Sure, a link between them is nice, but you overdo it. So do I.

 

Think about some of the best and most enjoyable archtypes. Frogs work together with barely anything linking their effects. Batterymen have almost NO link, except a bit of swarm and ATK gain, but it isn't in EVERY card. Lightsworns have the mill, but they almost all have an effect independent from that. Blackwings almost all have something to help them swarm, but it's not all in the same way, and their other effects make it interesting.

My favourite example looks right back, Gravekeepers. Their effects have nothing really joining together, sometimes they need the field, but not often. These archtypes are built WELL and they work. Sure, BW or LS might be a bit too powerful, but I prefer their design ethics to most of what's on here.

 

So this is a thread where I'm just going to have some FUN with making archtypes. It'll be a box of many archtypes, made quickly. 5-10 cards each (the first 4 cards of BW alone made them a decent archtype, we also don't need them as bloody huge as people here make them). Each card will be a random thing I pull out of my spares pile, or with the random button on YGO wikia, and then made to work with the archtype. I'll start with two, for fun.

 

TL;DR version. Archtypes are too focused and not just FUN anymore, here's some random stuff thrown together based off of old cards.

 

[spoiler=Archtype 1]

Cavebat, Gigas the Strong

Earth/Fiend

1900/1300

Level 4

You can remove from play 1 "Cavebat" monster in your Graveyard to Special Summon this card. This card cannot attack during the turn it was Normal Summoned. When this card destroys a monster as a result of battle, destroy all Spell and Trap Cards on the field.

 

Cavebat, Jack the Fear

Dark/Fiend

1700/1600

Level 4

When another "Cavebat" monster destroys a monster as a result of battle, you can Special Summon the destroyed monster.

 

Cavebat, Harold the Reckless

Fire/Fiend

1500/1200 Level 4

A monster that battles with this card is returned to its owners hand during the End Phase.

 

(Ruling: Doesn't work like Mist Valley Soldier, will work if Harold is destroyed)

 

Cavebat, Simon the Guardian

Light/Fiend

1700/2400 Level 7

If there is 3 or more "Cavebat" cards in your Graveyard, you can set this card without tributes. Once per turn, flip this card face-down. When this card is Flip Summoned successfully, send 2 "Cavebat" cards from your Deck to your Graveyard to return all monsters your opponent controls to the bottom of their Deck.

 

Seduction of Cavebats

Normal Spell

Return 1 "Cavebat" monster you control to your hand. Take control of 1 monster your opponent controls until the End Phase.

 

Cave of Lost Souls

Quick-Play

Send 1 "Cavebat" monster from your Deck to the Graveyard and remove from play up to 5 cards in your opponent's Graveyard.

 

There, an archtype of Gigantes, Ghost Knight of Jackal, Hyper Hammerhead, Guardian Sphinx, Change of Heart and Soul Release. The first bunch I picked up from my spares. I'm personally really happy with how it worked out, but it's not perfect, comments please =D

 

 

 

[spoiler=archtype 2]

Mystic Eye Sludgeman

Dark/Spellcaster/Synchro

1700/1500 Level 5

1 Tuner + 1 or more non-tuner monsters

You can discard 1 Spell Card to Special Summon 1 "Sludgeman" monster from your Graveyard, other than "Mystic Eye Sludgeman".

 

Dream Eater Slugeman

Dark/Fiend

1200/900 Level 3

When this card's battle position is changed, destroy 1 face-up card on the field.

 

Sludge Torrent

Normal Spell

Activate only when there is a "Sludgeman" monster in your Graveyard. Destroy the monster your opponent controls with the lowest ATK. During your Draw Phase, you can add this card to your hand instead of conducting your normal Draw Phase.

 

Sludge Infection

Continuous Trap

Once per turn, during your opponent's turn, send cards up to the number of "Sludgeman" cards in your Graveyard from the top of both players Decks to the Graveyard. When this card is destroyed, return all monsters in both player's Graveyards to their Deck, except "Sludgeman" monsters.

 

Iron Sludge

Continuous Spell

"Sludgeman" monsters cannot be removed from the field by card effects. Destroy this card during the Standby Phase of your opponent's third turn after it has been activated.

 

Burning Sludgeman

Fire/Pyro

1100/1900 Level 3

This card gains 300 ATK for each "Sludge" card on your side of the field. When this card destroys a monster as a result of battle, inflict 1500 damage to your opponent's Life Points.

 

Crystal Devouring Sludgeman

Dark/Fiend

1400/1600 Level 3

Once per turn, send the top card of your Deck to the Graveyard. If it is a "Sludgeman" monster, you can add it to your hand during the Main Phase of your next turn.

 

Sludge Replacement

Quick-Play

If there are no cards in your Graveyard, draw 1 card. If there is 1 or more cards in your Graveyard, add 1 "Sludgeman" card with the same name as a card in your Graveyard from your Deck to your hand.

 

Paladin Fighter Sludgeman

Dark/Warrior

1500/700 Level 3

This card can attack twice during each Battle Phase.

 

Different Dimension Master, Dream Clown, Fissure, Robbin' Zombie, Swords of Revealing Light, Inferno, Diamond Dude, Monster Reincarnation, Mermaid Knight.

 

Same as the above, I like them, but I'd also like comments.

 

 

There's two quick Archtypes by me which aren't so restricted by their own theme, so much so that I used random effect almost. Anyone else want to try?

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*Shrug* There's a reason Archetypes are really focused these days. In order to be original, you need to break away from cookie-cutter effects, and you can't break away from cookie-cutter effects unless you have support to justify why they aren't cookie-cutter effects. In fact, you demonstrated this perfectly. Sure, all the cards you made were only loosely related to eachother, but the fact remains that all their effects have been done before (infact, you even handily listed every card they're copycatting).

 

The thing is with all the archetypes you mentioned you're modeling after, does anybody ever use any of the cards from those archetypes that don't fit the mold of the deck they want? When was the last time you saw a good deck ever use Des Frog with the rest of the frogs? What's really the point of making them part of the same archetype, if they're completely useless if in the same deck?

 

Honestly, I'm not sure what you mean by fun. If you mean making an archetype with random effects reused by countless other cards, rather than a unique idea that follows a strategy not conceived of before, I think we both look for slightly different criteria when making a fake card...

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Think about it though. You'd never run the cards these were inspired by in the same Deck, but the link between them makes it possible, opening an entirely different viable Deck and way to play. But the Decks allow for a lot of interesting play options and such, not just (I'ma pick on the community card set I've been helping on, Venom) "Add more counters, remove counters, get nice effect, repeat". It is, in my mind, a more interesting Deck when the effects are more free than many people make them nowa days.

And about Des Frog - he was part of a nice FTK last format.

And both these posts were made while I was hiiiiigh on caffeine, so don't be surprised if they lack sense. I haven't slept right in days =D

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Was he? Eh, my point still stands. Des Frog may be used, but the point is that he isn't used with the other Frogs generally. Therefore, he may as well not bother being part of that archetype, since he doesn't benefit or add anything to it.

 

Meh, there's a reason Toolbox decks haven't been played in mainstream for who-knows-how-many formats. Without co-ordination, you get the equivalent of bowmen fighting in the front lines with pikemen scattered in among the sword users randomly. You have a bunch of things that work together, but are not organized properly.

 

And of course, just to prove I'm a hypocrite, I decided to give it a try meself. Yugioh wiki random page-ifier, GO!

 

[spoiler=]

 

Gilded Army Beautiful Dragon God Omen of Victory and Luck

Wind; Level 3

[Dragon/Effect]

When this card is sent to the Graveyard as result of battle, if there are 5 or more monsters in your Graveyard with "Gilded Army" in their names, add up to 3 "Gilded Army" Monsters with 1500 ATK or less from your Graveyard to your hand.

Atk/1400 Def/1400

 

Gilded Army Reaper of the Battlefield and Souls of the Enemy

Wind; Level 4

[Warrior/Effect]

You can send 1 card with "Gilded Army" in its name from your hand to the Graveyard to have this card gain 600 ATK.

Atk/1500 Def/100

 

Gilded Army Unliving Souldier Returning to the Battlefield

Wind; Level 4

[Zombie/Effect]

When this card is sent to the Graveyard as result of battle, if there are 4 or more monsters in your Graveyard with "Gilded Army" in their names, gain control of 1 monster your opponent controls until the End Phase.

Atk/1500 Def/1200

 

Gilded Army Supreme Undead King God of Eternal Strength and Battle

Wind; level 5

[Zombie/Effect]

This card cannot be Special Summoned. When this card is Tribute Summoned to the field by offering a monster with "Gilded Army" in its name, all cards with "Gilded Army" in their names gain the following effects while this card is face-up on the field-

-Negate the effects of Effect Monsters this card destroys in battle. Negate the activation and effect of Trap Cards that would destroy this face-up monster and destroy them.

Atk/2000 Def/1200

 

Gilded Army Channeler and Respected Religious Figurehead

Wind; Level 4

[spellcaster/Effect]

This card gains 200 ATK for each face-up "Gilded Army" card you control. When this card is Normal Summoned, you can treat 1 level 4 or lower "Gilded Army" monster as an Equip Spell Card and equip it to this card. If this card is destroyed in battle, Special Summon a monster equipped to this card by this card's effect.

Atk/1500 Def/1000

 

Gilded Army Meister, Duke and Thane of Considerable Importance

Wind; Level 3

[Warrior/Effect]

When this card is destroyed as a result of battle, if there are 2 or more monsters with "Gilded Army" in their names in your Graveyard, Special Summon one "Gilded Army Prince Token" (Warrior-Type/Wind/Level 3/Atk 1500/Def 200).

Atk/1500 Def/200

 

Gilded Army Vampire of the Red and Blue Moons of Prophecy

Wind; Level 3

[Zombie/Effect]

You can Special Summon to your side of the field a monster destroyed and sent to the Graveyard as result of battle by a monster with "Gilded Army" in its name to your side of the field at the end of the Battle Phase.

Atk/700 Def/1000

 

Gilded Army Speldiferous Reserves of Great Strength

[spell/Normal]

Add 1 "Gilded Army" monster from your Deck to your hand. Then, discard 1 card.

 

Gilded Army Combined Strength

[spell/Quickplay]

Select 1 monster on your side of the field with "Gilded Army" in its name. The ATK and DEF of the selected monster becaomes equal to the combined original ATK and DEF of all face-up monsters with "Gilded Army" on your side of the field, until the end of this turn.

 

Gilded Army Wall of Glorious and Rapturous Construction

[spell/Continuous]

If you do not have 3 or more cards with "Gilded Army" in their name in your Graveyard, destroy this card. While this card is face-up on the field, no Attack Position "Gilded Army" monsters can be destroyed by battle. You take no damage from a battle involving a "Gilded Army" monster if it is less than 1000. If the damage you take from a battle involving a "Gilded Army" monster is greater than 1000, you take no damage if you send 1 "Gilded Army" monster from your side of the field to the graveyard.

 

Backup Soldier

Dark Crusader

Speed Spell - Dash Pilfer

Fiend Skull Dragon

Dragunity - Dux

Oyster Meister

Red-Moon Baby

Dark World Corridor

Unity

Clear Wall

 

 

 

...Okay, I had WAAAAY too much fun with the names of those cards. Still, that was pretty fun. I should try doing that more often.

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This is actually kinda fun!

 

[spoiler=Randomness!]

 

Magical Nurse Epina

LIGHT

Fairy/Effect

3/900/1800

You can decrease the DEF of 1 "Magical Nurse" monster you control by any amount to increase the ATK of another monster by the same amount. If this card is destroyed, Special Summon a Level 5 or lower "Magical Nurse" monster from your Deck.

 

Magical Nurse Syrina

LIGHT

Fairy/Effect

4/1500/600

Once per turn, during your Main Phase, you can discard a Spell or Trap card from your hand and Set a card of that same type from your Deck. You cannot activate that card this turn.

 

Magical Nurse Stethy

LIGHT

Fairy/Effect

4/1700/1000

Once per turn, negate the Special Summon of an opponent's monster.

 

Magical Nurse Adrenna

LIGHT

Fairy/Union

1/0/0

This card can be Special Summoned from your hand. This card cannot be used for a Tribute Summon or Synchro Summon if you activate this effect. Once per turn, during your Main Phase, if you control this card on the field, you can equip it to your monster as an Equip Spell Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. When equipped to a monster by this card's effect, you can change the equipped monster's Battle Position once per turn, and it gains 500 ATK. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed, destroy this card instead.)

 

Magical Nurse Meri

LIGHT

Fairy/Tuner

2/1000/900

If you control another "Magical Nurse" monster, your opponent must play with their hand revealed.

 

Magical Nurse Lupon

LIGHT

Fairy/Synchro

5/2300/1900

If a card is activated that would destroy a "Magical Nurse" monster, you can discard a card in your hand to negate the activation and effect of that card and destroy it.

 

Autopsy Chartering

Continuous Spell

Each time a monster is sent to the Graveyard, gain 300 Life Points.

 

Emergency Preparedness

Continuous Trap

When a Trap Card is activated, you can Special Summon a "Magical Nurse" monster from your hand or Deck.

 

Blue Flame Swordsman

Ancient Gear Drill

Black Horn of Heaven

Second Goblin

Mind On Air

Carrierroid

Skull Invitation

Naturia Rock

 

 

 

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Weeeeeee~ This was hella fun to make :D

 

[spoiler=Ma Cards =D:]

|Spectrum Witch| =Snow Fairy=

|Level 4/LIGHT|

|Fairy/Effect|

|As long as you control another face-up "Spectrum" monster, your opponent cannot activate Spell Cards from their hand or the turn they are set.|

|ATK: 1300|

|DEF: 1200|

 

|Spectrum Manipulator| =Ice Master=

|Level 7/LIGHT|

|Spellcaster/Effect|

|You can Special Summon this card from your hand by Tributing 2 "Spectrum" monsters you control. Once per turn, place 1 Spectrum Counter on 1 card on the field. When you control 2 or more "Spectrum" monsters, you can Tribute this card to destroy all cards with Spectrum Counter(s).|

|ATK: 2300|

|DEF: 1800|

 

|Spectrum Ghoul| =Water Spirit=

|Level 1/WATER|

|Zombie/Tuner|

|This ghoul haunts anything that is nearing it's time in the Underworld. It has the power to quicken up the process of death and destroy the target from the inside.|

|ATK: 500|

|DEF: 1000|

 

|Spectrum Scatterburst| =Eternal Dread=

|Trap/Normal|

|Place 2 Spectrum Counters on 1 monster your opponent controls.|

 

|Spectrum Twistclaw| =Destiny Hero - Celestial=

|Level 4/DARK|

|Fiend/Effect|

|When this card attacks, destroy 1 Equip Spell Card on the field. If you destroy a card by this effect, inflict 700 damage to your opponent's Life Points.|

|ATK: 1100|

|DEF: 1400|

 

|Spectrum Recruiter| =Shining Angel=

|Level 4/WIND|

|Winged-Beast/Effect|

|When this card is sent to the Graveyard by battle, Special Summon 1 "Spectrum" monster from your Deck with 1500 or less ATK in face-up Defense Position.|

|ATK: 1300|

|DEF: 500|

 

|Spectrum Spiritbond| =Deuce=

|Spell/Continous|

|Activate only when your Life Points are 500 or less. As long as this card is face-up on the field, both players can only attack 1 monster during their respective Battle Phase. Each time a monster inflicts damage to their opponent, they can place 1 counter on this card or remove 1 counter your opponent placed on this card. If a "Spectrum" monster inflicts damage to their opponent, the controller can add 2 counters to this card or remove 2 counters your opponent placed on this card. The first player to have 5 or more counters on this card wins the duel.|

 

I know a few cards are based around counters, but that was because I searched random things and got the same theme =.=

 

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[spoiler=Like this?]Mechanic - Elder -DARK-

Lvl4

[spellcaster/Effect]

Once per turn, you can Reveal 1 "Ancient Gear" monster in your hand to your Opponent to activate this effect. Remove from play "Ancient Gear" monsters in your Graveyard who's total levels are qual to or more then double the shown monster's level, and Special Summon that monster to your side of the field(regardless of conditions). The monster that was Special Summoned by this effect cannot attack this turn.

1300ATK / 0DEF

 

Mechanic - Trainee -DARK-

Lvl2

[spellcaster/Effect]

As long as this card remains face-up on the field, the ATK of all EARTH Machine-Type monsters is increased by 500, and the DEF of all EARTH Machine-Type monsters is reduced by 400

800ATK / 0DEF

 

Mechanic - Techy -DARK-

Lvl3

[spellcaster/Effect]

Once per turn, you can Remove from play all Machine-Type monsters on your side of the field and in your hand to draw 2 cards. You cannot activate this effect if you have no Machine-Type monsters to remove.

1600ATK / 0DEF

 

 

 

 

.........I'm probobly doing it wrong

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Nice work guys, good to see we're all having fun with cards =3

[spoiler=Another archtype]

Cards:

Blue-Eyes Toon Dragon

Dark Mimic LV 1

D.D. Survivor

Chopman the Desperate Outlaw

Banisher of the Light

Trap Hole

Mind Haxorz

White Hole (Oo)

Nobleman of Crossout

 

Interesting.

 

Because sometimes, you just need to do this

Elven Blade Captain Oakward, Leader of the Bennerleft Forest Base and With High Honours from the King - The One with Blue Eyes and Fine White Skin Who Leads his Men with Boundless Courage on the Battlefield and has Won his Rather Long Title Through Countless Victories XIV.

Wind/Warrior

3000/2500 Level 8

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by tributing 2 "Elven Blade" monsters you control. When this card declares an attack, all other "Elven Blade" monsters you control can attack your opponent directly until the End Phase. When an "Elven Blade" monster is removed from the field, this card is removed from play. Then, destroy 1 card your opponent controls.

 

 

Elven Blade's Treasure Chest

Earth/Rock

100/1000 Level 1

FLIP: Draw 1 card. Draw 1 more card for each "Elven Blade's Treasure Chest" in your Graveyard. If this card is face-up during your next Standby Phase, Special Summon 1 "Elven Blade" monster from your Deck other than "Elven Blade's Treasure Chest".

 

Elven Blade - Survivalist of the many Planes and Dimensions of Death through which he has Travelled

Wind/Warrior

1800/200

Once per turn during your End Phase, if this card is removed from play, Special Summon 1 removed from play "Elven Blade" monster except "Elven Blade - Survivalist of the many Planes and Dimensions of Death through which he has Travelled".

 

Elven Blade - The Exiled Immortal

Wind/Warrior

1100/1700 Level 3

When this face-down card would be removed from the field by a card effect, flip this card face-up to negate the effect of that card and destroy it. When this card is flipped face-up, equip 1 "Elven Blade" monster in your Graveyard to this card. This card gains ATK equal to the DEF of the equipped monster.

 

Elven Blade - Exiler of the Immortals

Light/Warrior

100/2000 Level 3

When this card is Normal Summoned, it is changed to Defence Position. Once per turn, remove from play 1 "Elven Blade" monster in your Graveyard and 1 monster in your opponent's Graveyard to destroy 1 face-down card on the field.

 

The 1337 Skills of the Elven Blade's Telepathic Mind Hacker Crew

Trap/Continuous

While you control an "Elven Blade" monster, your opponent must play with their hand and face-down cards revealed. When an "Elven Blade" monster is removed from the field, pay 500 Life Points or destroy this card.

 

Elven Matter Reversal

Quickplay

When all face-up "Elven Blade" Monsters would be destroyed by a card effect, negate that effect and destroy all cards your opponent controls.

(Ha. Fricking. Ha. JD.)

 

Noble Elf of Self Defeating.

Quickplay

Remove from play 1 face-down monster you control and draw 2 card. If this card's effect is negated, draw 3 cards and remove from play 1 card you control.

 

Elven Forest Traps

Continuous Trap

Once per turn, when your opponent Summons a monster, you can send 1 "Elven Blade" monster from your hand or field to the Graveyard to negate its Summon and return it to the bottom of your opponent's Deck.

 

 

I love some of the names, very much so the first, and the little sub-theme of RFG in there.

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I declare Random Archetype Generation to be the national sport of the Writing Forum. We must spread the word! (AKA, this is really, really fun)

 

[spoiler= Second!]

Giantborn Gravv

Earth; Level 4

[Rock/Effect]

When a card on the field is designated as the target of a Spell, Trap, Monster Effect or battle attack, you can switch the target to another monster on your side of the field.

Atk/1200 Def/2000

 

Giantborn Rajj Majoris

Earth; Level 8

[Rock/Effect]

If there is no other "Giantborn" monster not named "Giantborn Rajj Majoris" face-up on the field, destroy this card. Your opponent cannot select this card as an attack target. This card can attack your opponent directly. If this face-up card you control would be destroyed, you can send 1 "Giantborn" monster from your hand or side of the field to the Graveyard instead.

Atk/2800 Def/2400

 

Giantborn Metor

Earth; Level 4

[Rock/Effect]

You can Special Summon this card from your hand by sending 1 "Giantborn" monster from your side of the field to the Graveyard. You can shuffle 1 "Giantborn" monster from your Graveyard into your deck to inflict 1000 damage to your opponent, but you cannot declare an attack during this turn if you do.

Atk/1900 Def/1000

 

Giantborn Payte

Earth; Level 4

[Rock/Effect]

While this card is face-up on the field, during each Draw Phase, before you draw, return all "Giantborn" Monsters to the owner's Deck. The Deck is then shuffled. During that Draw Phase, a player may draw once more for every card returned to the deck in this way during that turn.

Atk/0 Def/2000

 

Giantborn Saul

Earth; Level 5

[Rock/Effect]

This card can only be Normal Summoned by offering a "Giantborn" monster as a tribute. Once per turn, you can destroy face-down cards on the field equal to the number of "Giantborn" monsters on the field not named "Giantborn Saul".

Atk/2200 Def/2000

 

Giant's Guard

[Trap/Counter]

Activate when you would receive Damage to your life points. Return any number of "Giantborn" monsters from your side of the field, Graveyard, or hand to your Deck to reduce the Damage you would receive by the number of cards returned to the deck by this effect x1000.

 

Giantborn Shent

Earth; Level 4

[Rock/Effect]

Activate by sending 1 "Giantborn" monster from your hand or side of the field to the Graveyard. Destroy 1 face-up monster your opponent controls of a level equal or higher than that of the monster sent to the graveyard. This effect can only be used once per turn.

Atk/1600 Def/1000

 

Giantborn Yael

Earth; Level 4

[Rock/Effect]

This card cannot attack. Once per turn, halve the ATK of 1 face-up monster and add the same amount to the ATK of a face-up "Giantborn" monster, until the end of this turn.

Atk/2000 Def/0

 

Giantborn Ghengis Majoris

Earth; Level 8

[Rock/Gemini]

This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect monster with this effect-

- Your opponent cannot select this card as an attack target. Once per turn, you can select one "Giantborn" monster not named "Giantborn Ghengis Majoris" you control. It can attack your opponent directly this turn.

Atk/2600 Def/2100

 

Hand of Giants

[spell/Normal]

Tribute 1 "Giantborn" monster on your side of the field to Special Summon 1 "Giantborn Ghengis Majoris" or "Giantborn Rajj Majoris" from your hand or Deck.

 

Shift

Earthbound Immortal Cusillu

Tri-Blaze Accelerator

Grave Protector

White Night Queen

Power Wall

Shretsudder

Riryoku

Shadow Delver

Hand of Nephthys

 

 

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This is a good way to let yourself relax, I must say.

 

[spoiler= Fun Fun Fun]

Leafy Pile

EARTH

Plant/Effect

8/2900/2000

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 2 Plant-type monsters. When this card destroys a monster by battle, you can discard a card from your hand. Deal damage to your opponent equal to half that monster's ATK or DEF, whichever is higher.

 

Leafy Shredder

EARTH

Machine/Effect

4/1700/900

If you have 2 or less cards in your hand, you can Tribute this card to destroy all monsters your opponent controls.

 

Leafy Cutter

EARTH

Warrior/Effect

Each time damage is dealt to your opponent (except by the effect of "Leafy Cutter"), deal 500 more damage to your opponent.

 

Leafy Tree

EARTH

Plant/Effect

4/0/2000

Pay 1000 Life Points and Tribute this card. Special Summon 2 "Leafy" monsters from your hand or Deck. They cannot attack this turn. You cannot activate this effect the turn you summon this card.

 

Leafy Cruncher

DARK

Plant/Effect

4/1500/0

This card gains ATK and DEF equal to the number of "Leafy" monsters in your Graveyard x200. If this card is removed from the field, return all "Leafy" monsters in both player's Graveyards to the owner's Decks.

 

Leafy Diver

WIND

Plant/Effect

4/1700/100

If this card is sent from your hand to the Graveyard by the effect of a "Leafy" monster, deal 500 damage to your opponent and Special Summon this card. It cannot attack the turn this effect is activated.

 

Leafy Blower

WIND

Spellcaster/Fusion

6/2400/1400

1 WIND "Leafy" monster + 1 Plant-type "Leafy" monster.

This card can only be Special Summoned from the Extra Deck by sending the above cards you control to the Graveyard. If a monster attacks a "Leafy" monster (except this card), you can return that monster to the owner's hand to negate the attack and deal damage to your opponent equal to the "Leafy" monster's ATK.

 

Shinato, King of a Higher Plane

Zero Hole (5D's)

Fire Princess

Ties of the Bretheren

Doomsday Horror

Fear From the Dark

Kuribbon

 

 

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Question to all: Would you actually like comments on your sets? Or are you just making them to relax? Make sure to add it as a note to each set so that I can comment.

 

[spoiler=I like the cards I drew]

SPECIAL TREATMENT: Thunder Dragon (Wasn't random, I like him)

 

Mazera De Ville

Man-Eater Bug

D.D. Scout Plane

D.D. Crow (For those who noticed, yes, I used to collect RFG-based cards.)

Bountiful Artemis

Royal Tribute

Shadow Spell

Skull Lair

Ordeal of a Traveller

 

(Imagine Thunder Dragon re-done with more awesome for this first card's art)

The ¤

Light/Thunder

1600/1500 Level 4

You can discard 1 "¤" monster to add this card from your Deck to your hand.

 

(The following names aren't too descriptive either, just so you get an idea for the theme, imagine various beings which fade in and out of view, coloured light blue and white.)

 

Their Body ¤ Pulsing Dragon

Light/Dragon

2800/2300

This card cannot be Normal Summoned or set. This card can only be Special Summoned by tributing 1 "The ¤". Once per turn, remove from play 1 "¤ Pulsing" card in your Graveyard to make your opponent discard 1 random card from their hand. When this card is removed from the field, your opponent discards 1 random card from their hand.

 

Their Teeth ¤ Pulsing Spider

Light/Insect

450/600

FLIP: Return 1 card your opponent controls to their Deck. Then, if you control another "¤" monster, you can flip this card face-down. Once per turn, you can return 1 "¤ Pulsing" monster you control to your hand to flip this face-down card face-up.

 

Their Enforcement ¤ Pulsing Hand

Light/Machine

800/1200 Level 2

When this card is destroyed as a result of battle, remove from play the monster that destroyed it. During either player's End Phase, remove from play 1 "¤ Pulsing" monster in your Graveyard to Special Summon this card from your Graveyard.

 

Their Commandment ¤ Law Tablet

Counter Trap

You can discard this card to return any number of "¤" monsters in your Graveyard to your Deck and an equal number of cards in your opponent's Graveyard to their Deck.

 

Their Wing ¤ Pulsing Angel

Light/Fairy

1600/1700 Level 4

When you activate a Trap Card you can add a "¤ Pulsing" card from your Deck to your hand other than "Their Wing ¤ Pulsing Angel"

 

Their Bonds ¤ Pulsing Chain

Continuous Trap

Return 1 "¤ Pulsing" card in your Graveyard to your Deck. Select 1 monster on the field, it cannot declare an attack. When this card is destroyed, take control of the selected monster until your End Phase.

 

Their Demand ¤ Pulsing Tribute

Spell Card

Remove from play 1 "The ¤" in your Graveyard. Your opponent must discard 1 random card from their hand for each "¤ Pulsing" monster you control.

 

Their Halls ¤ Forbidden Lair

Continuous Trap

Return any number of removed from play "¤" monsters to your Graveyard to destroy 1 monster on the field whose level is equal to or less than the combined levels of the monsters you returned. This effect can be activated once during either player's turn.

 

Their Portal ¤ Pulsing Gate

Continuous Trap

When an opponent's monster declares an attack, reveal the top card of your Deck. If it is a Spell Card, return the attacking monster to its owners hand. If it is a Trap Card, return the attacking monster to the top of its owners Deck. Also, if it is a "¤ Pulsing" card, add it to your hand. If it was not a "¤ Pulsing" card, place it on the bottom of your Deck.

 

If you couldn't tell, more "¤" archtypes to come ;D

 

 

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I think saying that deeming archetypes being made with such tight theming as "wrong" is an oversimplification of matters. The Six Samurai, for example, are extremely unified in their effects - four of them are essentially "Give up your attack for this turn to blow up Card X", with the only difference being Card X. (Of the other two, one has a double-attack, which compensates for the attacks surrendered by the other four, and one sucks.) And every last piece of their support is then built on swarming.

 

Or take the Gladiator Beasts. Their theme is providing a toolbox of options after each Battle Phase, and most of their cards are built with this in mind. The ones that aren't or that have sucky effects just aren't used.

 

Crystal Beasts are an excellent example of what happens when you go too far trying to avoid making an archetype "wrong". The point of Crystal Beasts is to flood the backfield and then swarm for game. Out of the seven Crystal Beasts, exactly two monsters give this any support at all - Sapphire Pegasus (flooding backfield) and Ruby Carbuncle (swarming). The other monsters are just used either as vanilla beatsticks or as Rescue Cat targets. If Konami had actually given the Crystal Beasts some monsters with decent effects that actually supported their theme, they might have been good, but since they got generic nonsense like Topaz Tiger and stuff that actually hurts the theme like Cobalt Eagle they are instead trapped forever somewhere around Tier 4.

 

Meanwhile, some archetypes that do go out of their way to avoid being made "wrong" end up having their cards used primarily outside of their archetype. Instead of being used together as they were intended, either a single splashable card or a useful two/three-card engine are ripped from the archetype and splashed into various decks, with the archetype itself seeing infinitely less use than that one engine. Observe the Gravekeepers; see how little Gravekeeper.dek is used and how often a Spy/Guard engine is splashed. Observe the D.D. series; see how little D.D..dek is used and how often Warrior Lady/Assailant are splashed and Survivor/Scout Plane are borrowed by Macro. The end result of this line of thinking is an Archetype that is hardly ever used as an Archetype. Unifying theme and synergy are necessary to counteract this.

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The first point: I'm over-simplifying it on purpose, just to get a point that it isn't always right to have it TOO strickly themed.

 

Point 2: I like to see the small engines or cards moved to different Decks more than just seeing the archtype using them. It adds more options to every Deck you build and overall seems to increase variety within Decktypes.

 

And lastly: The first post and the title was 90% to just get people actually looking at this because people always like to respond to an insult at what they do. Just like how it got you to post here, and how it got some other people to try the idea and enjoy it. I admit there is much good to be said about an archtype that does have it's cards work together in many ways.

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Come on guys, participate in the national sport!

[spoiler=So I felt like adding the next part of the ¤ archtype]

Blue Eyes Shining Dragon

Hane-Hane

Wall of Illusion

Marie the Fallen One

Six Sam - Zanji

Level Up

 

Their Mind ¤ Sleeping Dragon

Wind/Dragon

3000/2500 Level 8

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by tributing 1 "The ¤" you control. Once per turn, negate the effect of a card that targets this card and destroy it. This card gains 300 ATK for each "¤ Sleeping" monster in your Graveyard.

 

Their Sight ¤ Sleeping Mask

Wind/Beast

450/500 Level 2

FLIP: Return monsters on the field to their owner's hands up to the number of "¤ Sleeping" monsters in your Graveyard.

 

Their Knowledge ¤ Sleeping Library

Wind/Spellcaster

1000/1800 Level 4

Once per turn, when a "¤ Sleeping" monster is declared as an attack target, return that monster to the top of it's owner's Deck. When your opponent adds a card to their hand (including by drawing) you can tribute 1 "¤" monster and declare the name of a card, if the card added to your opponent's hand was the same as the card whose name you declared, it is removed from play.

 

Their Wisdom ¤ Sleeping Archfiend

Wind/Fiend

1700/1200 Level 4

Once per turn, during your Standby Phase, if this card is in your Graveyard, increase the ATK of all "¤" monsters you control by 800. Once per turn, during your Standby Phase, if this card is in your Graveyard, gain 300 Life Points for each "¤ Sleeping" monster in your Graveyard.

 

Their Touch ¤ Sleeping Blade

Wind/Warrior

1800/1300 Level 4

When any number of "¤" cards you control would be destroyed, you can destroy 1 "¤" card you control instead. When this card battles a monster, send 1 "¤ Sleeping" card from your hand to the Graveyard to remove from play that monster after Damage Calculation.

 

Their Thought ¤ Sleeping Sensation

Normal Spell

Tribute 1 "¤" monster you control and select and activate one of the following effects:

* Special Summon 1 "¤ Sleeping" monster from your Deck.

* Add 1 "¤" monster from your Deck to your hand.

 

 

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[spoiler= Once again!]

Ghost Knight of Jackel

Ally of Justice Thunder Armor

Supay

Familiar-Possessed - Hiita

Pot of Generosity

Turbo Synchron

Mokey Mokey Smackdown

Alien Telepath

Book of Eclipse

Ryu Kokki

 

Hanagami Amatriri

Earth; Level 3

[Fairy/Effect]

While this card is face-up on the field, you may Special Summon monsters

destoryed and sent to the Graveyard by a "Hanagami" card as result of battle to your side of the field in face-down Defense Position. A monster Special Summoned by this effect is sent to the Graveyard if it is flipped face-up.

Atk/1100 Def/600

 

Hanagami Raitri

Earth; Level 4

[Fariy/Effect]

You can Special Summon this card to your side of the field by tributing a

face-down defense position monster. During a battle between a "Hanagami"

monster and a defense-position monster whose DEF is lower than the ATK of that monster, inflict the difference as Battle Damage to your opponent's life points.

Atk/1700 Def/1200

 

Hanagami Lotus

Earth; Level 1

[Fairy/Tuner]

Once per turn, you can flip this face-up card into face-down defense position. If this face-down card is sent to the Graveyard without being flipped, you can Special Summon 1 "Hanagami" monster from your Deck. Its ATK is doubled, and it is placed in face-down defense position during the End Phase of this turn.

Atk/100 Def/200

 

Hanagami Sakuya

Earth; Level 5

[Fairy/Effect]

This card cannot be Normal Summoned. By sending 1 "Hanagami" monster and 1 face-down defense position monster from your side of the field to the Graveyard, you can Special Summon this card from your hand or Deck. During a battle between a Hanagami monster and a monster whose DEF is lower than the ATK of that monster, destroy that monster without calculating damage and that "Hanagami" monster may attack once more.

Atk/2200 Def/2000

 

Hanagami Rijno

Earth; Level 4

[Fairy/Effect]

You can Special Summon this card to the field in face-down defense position by returning 2 cards from your hand to your Deck. Then shuffle your Deck.

Atk/1800 Def/800

 

Hanagami Iris

Earth; Level 5

[Fairy/Effect/Synchro]

"Hanagami Lotus" + 1 or more non-Tuner monsters

When this card declares an attack, you can send 1 "Hanagami" monster from your side of the field to the owner's deck in order to take control of the target monster and place it in face-down defense position. If the monster is flipped face up, return it to its original owner's side of the field. If this card is removed from the field, return all cards on your side of the field to their original owner's side of the field.

Atk/2500 Def/900

 

Hanagami Circle of Flora

[spell/Continuous]

While a face-down defense position monster is on your side of the field, if a "Hanagami" monster on your side of the field is sent to the Graveyard, destroy all Spell and Trap cards on your opponent's side of the field. If this card is destroyed while there is a face-down defense position monster on your side of the field, destroy all Spell and Trap cards on your opponent's side of the field.

 

Hanagami Zaza

Earth; Level 4

[Fairy/Effect]

Once per turn, you may send 1 face-down defense position monster on your side of the field to its owner's Deck to destroy one card on the field. If you use this effect, you cannot declare an attack with this card during this turn.

Atk/1600 Def/1000

 

Hanagami Spell

[spell/Normal]

Pay 1000 life points to change all face-up monsters on the field to face-down Defense Position, except "Hanagami" monsters. Until the End Phase, you can treat face-down defense position monsters on your opponent's side of the field as if they were on your side of the field, except for a Tribute Summon. You cannot declare an attack during a turn you activate this card.

 

Hanagami Kokakri

Earth; Level 5

[Fairy/Effect]

You can Special Summon this card to the field by offering two "Hanagami" or face-down defense position monsters from your side of the field. If this card battles a LIGHT or DARK-Attribute monster, destroy that monster at the end of the damage step.

Atk/2400 Def/2000

 

 

 

To answer your previous questions, I wouldn't mind comments on the sets. They ARE mainly for relaxation, but they're also an exercise in card making.

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  • 1 month later...
  • 5 months later...

Everyone seems to be having so much fun, so here I go...

 

[spoiler=Bete Beasts]

Twister Beast (Oberon's Prank)

Earth/Lvl 4

Beast/Effect

You must negate any effect that increases life points, and instead deal damage to both players equal to that amount.

Atk: 1700

Def: 1700

 

Growing Beast (Amazoness Paladin)

Earth/Lvl 4

Beast/Effect

Increase this cards atk by 100 each 'Beast' monster you control

Atk: 1700

Def: 1000

 

Sacrifice of Beasts (Born from Draconis)

Trap

Remove from play all Beast monsters you control and special summon a lvl 10 or higher beast monster in you hand.

 

Beast's Pet (Alien Dog)

Earth/Lvl 3

Beast/Effect

You can special summon this card from your hand when you normal summon a 'Beast' monster

Atk: 1400

Def: 800

 

Furious Beast (Zaborg the Thunder Monarch)

Earth/Lvl 5

Beast/Effect

When this card is summoned, you can destroy one monster on the field.

Atk: 2400

Def: 1000

 

Curious Beast (Rare Metal Dragon)

Earth/Lvl 4

Beast/Effect

This card can only be special summoned.

Atk: 2500

Def: 100

 

Tactical Beast (Blackwing Armour Master)

Earth/Lvl 8

Beast/Effect

This card can't be destroyed by battle. Each of you turns, at the beginning of the battle phase, reduce the atk and def to 0 of all monsters this card attacked the previous battle phase, until the end of the battle phase.

Atk: 2500

Def: 1200

 

Calm Beast (Calming magic)

Earth/Lvl 10

Beast/Effect

This effect can be activated during your standby phase, neither player can summon any monsters, until your next standby phase. Then, you cannot attack until the end phase.

Atk: 1900

Def: 3000

 

 

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Strange double-necrobump.

 

[spoiler=Spheal Archetype]

Cyber Spheal

670/1100

Level 4

WATER Attribute

Beast/Tuner

This card gains 500 ATK for every monster you control. This card cannot be destroyed by battle if your opponent controls a Special Summoned monster. When this card is removed from the field, destroy 1 card your opponent controls.

 

Metal Spheal

600/2300

Level 4

WATER Attribute

Beast/Effect

Monsters you control whose ATK is higher that this card's DEF are unaffected by effects. You can Tribute this card to take control of a Level 4 or lower monster your opponent controls, until the End Phase. That monster cannot be removed from the field while you control it.

 

Ice Beam Artillery Spheal

1700/1000

Level 4

WATER Attribute

Beast/Effect

Once per turn, you can flip face-up 1 monster your opponent controls. Once per turn, you can destroy 1 monster your opponent controls whose ATK is lower than this card's ATK. Once per turn, you can remove from play 1 monster your opponent controls whose ATK is lower than this card's DEF.

 

Retrieval Spheal

1300/1300

Level 4

WATER Attribute

Beast/Effect

When this card is Summoned, you can change its Battle Position. This card gains 500 DEF for every monster you control. This card cannot be destroyed if your opponent does not control a monster. If your opponent draws a card by the effect of a card they control, draw 3 cards OR Tribute this card to have your opponent discard the cards he/she drew, then randomly discard 1 card from your opponent's hand.

 

Sphealrolled

Normal Spell

You can only activate this card if you Normal Summoned a "Spheal" monster this turn, or if it's the only card in your hand. Draw 1 card. If the drawn card is the only card in your hand, draw 1 card.

 

You spin Spheal round (like a record)

 

Spheal's Rolling Rage

Quick-Play Spell

Flip face-up all monsters you control. Flip Effects are not activated at this time. Destroy 1 Spell or Trap card your opponent controls for every "Spheal" monster you control. All "Spheal monsters you control gains 700 ATK and DEF until the End Phase, and cannot be destroyed by effects this turn.

 

Spheal's Search Truck

Continuous Spell

Once per turn, add 1 "Spheal" card or WATER Beast-Type monster from your Deck to your hand. You can send this card to the Graveyard to add 1 "Spheal" card or WATER Beast-Type monster from your Deck to your hand.

 

 

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