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If Charmers were duelists, they would probably use something like these archetypes


Mysty

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[spoiler=Hiita - Blazing Fire]

The Burning Fire archetype focuses on FIRE Pyro-type monsters that continue to inflict damage as long as they stay on the field.

 

Blazing Fire Dog

FIRE Level 3 [Pyro / Tuner]

ATK 0 DEF 300

If this card is sent to the Graveyard for the Synchro Summon of a "Blazing Fire" monster, if any of the other Synchro Material Monster(s) was a "Blazing Fire" monster(s) that dealt Battle Damage to your opponent other than "Blazing Fire Fox" or "Blazing Fire Lord - Foxiita", the Synchro Monster gains those effects.

 

Blazing Fire Dragon

FIRE Level 7 [Pyro / Synchro / Effect]

ATK 2600 DEF 2000

1 FIRE Tuner + 1 or more non-Tuner monsters

If this card inflicts Battle Damage to your opponent, this card gains this effect (this monster only gains this effect once): *During each of your End Phases, inflict 650 damage to your opponent.

 

Blazing Fire Fox

FIRE Level 4 [Pyro / Effect]

ATK 1850 DEF 1000

You can Special Summon this card from your hand by Tributing 1 "Fox Fire". If this face-up card is destroyed by battle, during the next End Phase, Special Summon it from the Graveyard. If this card is Special Summoned this way, it gains this effect: *During each of your End Phases, inflict 300 damage to your opponent.

 

Blazing Fire Hyena

FIRE Level 3 [Pyro / Effect]

ATK 1600 DEF 400

If this card inflicts Battle Damage to your opponent, this card gains this effect (this monster only gains this effect once): *During each of your End Phases, inflict 400 damage to your opponent.

 

Blazing Fire Jackal

FIRE Level 6 [Pyro / synchro / Effect]

ATK 2400 DEF 800

1 Tuner + 1 or more non-Tuner FIRE monsters

If this card inflicts Battle Damage to your opponent, this card gains this effect (this monster only gains this effect once): *During each of your End Phases, inflict 600 damage to your opponent.

 

Blazing Fire Wolf

FIRE Level 4 [Pyro / Synchro / Effect]

ATK 1800 DEF 300

If this card deals Battle Damage to your opponent, this card gains this effect (this monster only gains this effect once): *During each of your End Phases, inflict 450 damage to your opponent.

 

Blazing Fire Lord - Foxiita

FIRE Level 10 [Pyro / Effect]

ATK 3000 DEF 2000

While "Blazing Sanctuary" isn't on the field, this card cannot attack and the following effects are negated: *During each of your End Phases, inflict 100 damage to your opponent for every FIRE monster in your Graveyard. *When a "Blazing Fire" monster you control destroys a monster by battle, inflict damage to your opponent equal to half the ATK of the destroyed monster.

 

Blazing Sanctuary

Field Spell

Players cannot gain Life Points. During each player's End Phase, unless the turn player controls "Blazing Fire Lord - Foxiita", he/she takes 800 damage.

 

[spoiler=Eria - Raging Water/Gagagigo]

The Raging Water archetype focuses on getting rid of the opponent's hand.

 

NOTE: Gagagigo, Giga Gagagigo, and Gogiga Gagagigo are all in this archetype as well. Gigobyte is quite prominent as well, but isn't part of the archetype. It will be made to feel right at home though.

 

Raging Water Eel

WATER Level 3 [Reptile / Effect]

ATK 1200 DEF 500

When this card inflicts Battle Damage to your opponent, your opponent discards 2 cards from his/her hand.

 

Raging Water Kimodo

WATER Level 6 [Reptile / Synchro / Effect]

When this card inflicts Battle Damage to your opponent, your opponent discards a number of cards equal to half this card's Level, rounded up, and then you can increase this card's Level by 1 (max 12).

 

Raging Water Newt

WATER Level 2 [Reptile / Tuner]

ATK 500 DEF 600

If this card was used for a Synchro Summon, your opponent discards 1 card from his/her hand for every "Raging Water" monster, "Gagagigo" monster or "Gigobyte" used in the Synchro Summoning. The Synchro Summoned monster gains 200 ATK for every card discarded by this effect, until the End Phase.

 

Raging Water Salamander

WATER Level 5 [Reptile / Synchro / Effect]

ATK 2100 DEF 1400

"Raging Water Newt" + 1 or more non-Tuner monsters

When this card inflicts Battle Damage to your opponent, your opponent discards 3 cards from his/her hand.

 

Raging Water Tortoise

WATER Level 4 [Reptile / Effect]

ATK 0 DEF 1900

When this card is Normal Summoned, it is changed to Defense Position. While this card is in Defense Position, your opponent's monsters can only attack "Raging Water Tortoise". When this card inflicts Battle Damage to your opponent, your opponent discards 2 cards from his/her hand.

 

Raging Water Lord - Gigria

WATER Level 10 [Reptile / Effect]

ATK 2800 DEF 2400

While "Raging Sanctuary" isn't on the field, this card cannot attack and the following effects are negated: *During each of your End Phases, your opponent sends a card from his/her hand to the Graveyard. *When a "Raging Water" or "Gagagigo" monster you control destroys a monster by battle, your opponent sends a card from his/her hand to the Graveyard.

 

Raging Sanctuary

Field Spell

Players cannot add cards from their Deck to their hand except during Draw Phases. During each player's End Phase, unless the turn player controls "Raging Water Lord - Gigria", he/she sends 1 card from his/her hand to his/her Graveyard.

 

Gigo Evolution

Normal Spell

Draw a card, then select and activate one of the following effects:

* Tribute 1 "Gigobyte". Special Summon 1 "Gagagigo" from your hand, Deck, or Graveyard.

* Tribute 1 "Gagagigo". Special Summon 1 "Giga Gagagigo" from your hand, Deck, or Graveyard.

* Tribute 1 "Giga Gagagigo". Special Summon 1 "Gogiga Gagagigo" from your hand, Deck, or Graveyard.

 

[spoiler=Aussa - Avalancing Earth/Marmots]

The Avalanching Earth archetype focuses on Marmots that remove cards from the opponent's deck from play, as well as allowing for one to be summoned once one is destroyed.

 

Avalancing Earth Red Marmot

EARTH Level 4 [beast / Effect]

ATK 1850 DEF 1000

You can Special Summon this card from your hand by Tributing 1 "Archfiend Marmot of Nefariousness" you control. When this card is Normal Summoned or Special Summoned by an "Avalanching Earth" card, your opponent removes the top 4 cards of their Deck from play. When this card is destroyed by battle, Special Summon 1 Level 3 "Avalanching Earth" monster from your hand or Deck.

 

Avalancing Earth Gray Marmot

EARTH Level 3 [beast / Effect]

ATK 1500 DEF 1000

When this card is Normal Summoned or Special Summoned by an "Avalanching Earth" card, your opponent removes the top 3 cards of their Deck from play. When this card is destroyed by battle, Special Summon 1 Level 2 "Avalanching Earth" monster or "Archfiend Marmot of Nefariousness" from your hand or Deck. If you Special Summon an "Archfiend Marmot of Nefariousness" this way, your opponent removes the top 2 cards of their deck from play.

 

Avalancing Earth Green Marmot

EARTH Level 3 [beast / Effect]

ATK 1200 DEF 800

When this card is Normal Summoned or Special Summoned by an "Avalanching Earth" card, your opponent removes the top 3 cards of his or her Deck from play. When an "Avalanching Earth" monster, including this card, is destroyed by battle or by a card effect, you can Special Summon a lower Level "Avalanching Earth" monster or "Archfiend Marmot of Nefariousness" from your deck. If "Archfiend Marmot of Nefariousness" is Special Summoned this way, your opponent removes the top 2 cards of their Deck from play.

 

Avalancing Earth Brown Marmot

EARTH Level 2 [beast / Effect]

ATK 600 DEF 400

When this card is Normal Summoned or Special Summoned by an "Avalanching Earth" card, your opponent removes the top 2 cards of his or her Deck from play. When this card is destroyed in battle, Special Summon "Archfiend Marmot of Nefariousness" or a Level 1 "Avalanching Earth" monster from your Deck. If "Archfiend Marmot of Nefariousness" is Special Summoned this way, your opponent removes the top 2 cards of their Deck from play.

 

Avalancing Earth Blue Marmot

EARTH Level 1 [beast / Effect]

ATK 0 DEF 0

When this card is Normal Summoned or Special Summoned by an "Avalanching Earth" card, your opponent removes the top card of their Deck from play. When this card is destroyed by battle, end the Battle Phase.

 

Avalanching Earth Yellow Marmot

EARTH Level 1 [beast / Effect]

ATK 0 DEF 0

When an "Archfiend Marmot of Nefariousness" you control is destroyed, you can Special this card from your hand or Deck. When this card is Normal Summoned or Special Summoned by an "Avalanching Earth" card, your opponent removes the top card of his or her Deck from play.

 

Avalanching Earth Lord - Marmotauss

EARTH Level 10 [beast / Effect]

ATK 2000 DEF 3000

While "Avalanching Sanctuary" isn't on the field, this card cannot attack and the following effects are negated: *During each of your End Phases, your opponent removes the top card of their deck from play. *When an "Avalanching Earth" monster you control destroys a monster by battle, your opponent removes from play from his/her deck a number of cards equal to half the destroyed monster's Level, rounded down.

 

Avalanching Sanctuary

Field Spell

Neither player can return cards to their Deck. Whenever a player would take damage, instead remove a card from that player's Deck from play for each multiple of 200 damage that player would have taken. During each player's End Phase, if the turn player doesn't control "Avalanching Earth Lord - Marmotauss", that player removes the top card of their Deck from play.

 

[spoiler=Wynn - Storming Wind]

The Storming Wind archetype focuses on returning cards to their owners' hand.

 

Storming Wind Dragon

WIND Level 4 [Dragon / Effect]

ATK 1850 DEF 1000

You can Tribute a "Petit Dragon" you control to Special Summon this card from your hand. Once per turn, you can select a card you control and return it to your hand. If you do, you can return a Level 3 or lower monster your opponent controls to its owner's hand.

 

Storming Wind Drake

WIND Level 3 [Dragon / Tuner]

ATK 1300 DEF 800

If this card was used in a Synchro Summon, return a number of Spell or Trap cards on the field to the owner's hand equal to half the level of the summoned Synchro Monster. During each of your End Phases, return 1 Spell or Trap Card your opponent controls to his/her Deck equal to the number of "Storming Wind" monsters you control.

 

Storming Wind Wyvern

WIND Level 3 [Dragon / Effect]

ATK 1400 DEF 1200

Once per turn, look at your opponents hand and return 1 card from his/her hand to his/her Deck. When this card inflicts Battle Damage to your opponent, you can return 1 Spell or Trap Cards on the field to their owner's Decks equal to the number of "Storming Wind" monsters you control.

 

Stormind Wind Cetus

WIND Level 6 [Dragon / Effect]

ATK 2200 DEF 1400

1 WIND Tuner + 1 or more non-Tuner monsters

When this card inflicts damage to your opponent, destroy a number of Spell or Trap Cards equal to the number of "Storming Wind" monsters you control.

 

Storming Wind Lord - Draguin

WIND Level 10 [Dragon / Effect]

ATK 2400 DEF 2800

While "Storming Sanctuary" isn't on the field, this card cannot attack and the following effects are negated: *During each of your End Phases, your opponent returns a monster he/she controls to its owner's hand. *When a "Storming Wind" monster you control destroys a monster by battle, your opponent returns a Spell or Trap he/she controls to its owner's hand.

 

I haven't created exact ones for Dharc and Laina yet (since their adult forms don't have names yet), but I created an inaccurate one for Dharc.

[spoiler=Dharc - Yami]

The Yami archetype is focused on gaining very powerful based on the concentration of darkness in the Graveyard.

 

Big Brown Yami Bat

DARK Level 2 [Fiend / Tuner]

ATK 400 DEF 400

When this card is summoned, you can add a "Yami" monster from your Deck to your hand. When this card is used for a Synchro Summon of a "Yami" monster, send a "Yami" monster from your Deck to your Graveyard.

 

Ghost Yami Bat

DARK Level 5 [Fiend / Effect]

ATK 900 DEF 800

Once per turn, you can send 1 "Yami" monster from your Deck to your Graveyard. This card gains 200 ATK for every "Yami" monster in your Graveyard.

 

Hairy-legged Vampire Yami Bat

DARK Level 6 [Fiend / Synchro / Effect]

ATK 2400 DEF 1200

1 "Yami Bat" Tuner + 1 or more non-Tuner monsters

This card can attack your opponent directly. Any Battle Damage this card inflicts to your opponent is halved. When this card destroys an opponent's monster by battle, this card gains 400 ATK.

 

Little Brown Yami Bat

DARK Level 1 [Fiend / Tuner]

ATK 200 DEF 200

When this card is sent to the Graveyard, send a "Yami" monster from your deck to your Graveyard. During your Standby Phase, you can discard a "Yami" monster to Special Summon this card from your Graveyard in face-up Attack Position.

 

Red Yami Bat

DARK Level 4 [Fiend / Effect]

ATK 1850 DEF 1000

You can Tribute 1 "Meda Bat" to Special Summon this card from your hand. This card's ATK and DEF cannot be increased by a "Yami" Field Spell. Once per turn, you can discard a card to Special Summon a Level 5 or lower "Yami" monster from your hand.

 

Vampure Yami Bat

DARK Level 5 [Fiend / Synchro / Effect]

ATK 2000 DEF 1200

1 Tuner + 1 or more non-Tuner monsters

When this card destroys an opponent's monster by battle, this card gains 200 ATK.

 

White-winged Vampire Yami Bat

DARK Level 7 [Fiend / Synchro / Effect]

ATK 2500 DEF 1600

1 Tuner + 1 or more non-Tuner "Yami" monsters

When this card destroys an opponent's monster by battle, this card gains 600 ATK. When this card inflicts Battle Damage to your opponent, draw a card.

 

Yami Lord - Batarc

DARK Level 10 [Fiend / Effect]

ATK 3000 DEF 1500

While "Yami Sanctuary" isn't on the field, this card cannot attack and the following effects are negated: *This card gains 100 ATK and DEF for every DARK monster in your Graveyard. *During your End Phase, you can send a "Yami" card from your Deck to your Graveyard.

 

Yami Sanctuary

Field Spell

You can only activate this card by sending "Yami" you control to the Graveyard. Fiend-type and Spellcaster-type monsters gain 200 ATK and DEF for every "Yami" card in your Graveyard. Fairy-type monsters lose 200 ATK and DEF for every "Yami" card in your Graveyard. While you control "Yami Lord - Batarc", this card cannot be destroyed by card effects and another Field Spell cannot be activated.

 

 

I decided to make a sample archetype for Laina.

[spoiler=Laina - Illuminating Light]

The Illuminating Light archetype focuses on gaining Life Points and control through "loans": damage will be dealt back at the end of the turn. However, with Illuminating Sanctuary, that "payback" is alleviated.

 

NOTE: More monsters are needed.

 

Illuminating Light Fairy

LIGHT Level 3 [Fairy / Effect]

ATK 1000 DEF 1000

Once per turn, you can activate this card's effect. You gain 1000 Life Points and your opponent cannot activate Trap Cards this turn. During each End Phase, you take 2000 damage.

 

Illuminating Light Lover

LIGHT Level 4 [Fairy / Effect]

ATK 1850 DEF 1000

You can Special Summon this card from your hand by Tributing 1 "Happy Lover" you control. Once per turn, you can gain 2000 Life Points and draw a card. If you do, during this turn, you take damage equal to twice the amount of Life you gain.

 

Illuminating Light Pixie

LIGHT Level 2 [Fairy / Tuner]

ATK 600 DEF 800

When this card is used for the Synchro Summon of an "Illuminating Light" monster, you gain 2000 Life Points. When the Synchro monster used for this card's Synchro Summon is removed from the field, take damage equal to twice the Synchro monster's ATK.

 

Illuminating Light Sprite

LIGHT Level 5 [Fairy / Synchro / Effect]

ATK 2400 DEF 1700

1 LIGHT Tuner + 1 or more non-Tuner LIGHT monsters

When this card is Synchro Summoned, you gain 2000 Life Points for every "Illuminating Light" monster used in its Synchro Summon. When this monster destroys an opponent's monster by battle, choose Spell or Trap. You gain 2000 Life Points and, until the end of your next turn, your opponent cannot activate cards of the selected type.

 

Illuminating Light Lord - Fairaina

LIGHT Level 10 [Fairy / Effect]

ATK 2800 DEF 1750

While "Illuminating Sanctuary" isn't on the field, this card cannot attack and the following effects are negated: *During each of your End Phases, gain 1000 Life Points to your opponent for every LIGHT monster in your Graveyard. *When an "Illuminating Light" monster you control destroys a monster by battle, gain Life Points equal to twice the ATK of the destroyed monster.

 

Illuminating Sanctuary

Field Spell

Players cannot pay Life Points, and any effect damage dealt to any player is reduced to 0. During each player's End Phase, if the turn player has at least 30,000 Life Points and controls "Illuminating Light Lord - Fairaina", he or she wins the Duel.

 

 

Please comment, add cards, etc.

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[spoiler=Hiita - Blazing Fire]

Blazing Fire Dog

FIRE Level 3 [Pyro / Tuner]

ATK 0 DEF 0

If this card is sent to the Graveyard for the Synchro Summon of a "Blazing Fire" monster' date=' if any of the other Synchro Material Monster(s) was a "Blazing Fire" monster(s) that dealt Battle Damage to your opponent other than "Blazing Fire Fox" or "Blazing Fire Lord - Foxiita", the Synchro Monster gains those effects.

 

Blazing Fire Dragon

FIRE Level 7 [Pyro / Synchro / Effect']

ATK 2600 DEF 2000

1 FIRE Tuner + 1 or more non-Tuner monsters

If this card inflicts Battle Damage to your opponent, this card gains this effect (this monster only gains this effect once): *During each of your End Phases, inflict 650 damage to your opponent.

 

Blazing Fire Fox

FIRE Level 4 [Pyro / Effect]

ATK 1850 DEF 1000

You can Special Summon this card from your hand by Tributing 1 "Fox Fire". If this face-up card is destroyed by battle, during the next End Phase, Special Summon it from the Graveyard. If this card is Special Summoned this way, it gains this effect: *During each of your End Phases, inflict 300 damage to your opponent.

 

Blazing Fire Hyena

FIRE Level 3 [Pyro / Effect]

ATK 1600 DEF 400

If this card inflicts Battle Damage to your opponent, this card gains this effect (this monster only gains this effect once): *During each of your End Phases, inflict 400 damage to your opponent.

 

Blazing Fire Jackal

FIRE Level 6 [Pyro / synchro / Effect]

ATK 2400 DEF 800

1 Tuner + 1 or more non-Tuner FIRE monsters

If this card inflicts Battle Damage to your opponent, this card gains this effect (this monster only gains this effect once): *During each of your End Phases, inflict 600 damage to your opponent.

 

Blazing Fire Wolf

FIRE Level 4 [Pyro / Synchro / Effect]

ATK 1800 DEF 300

If this card deals Battle Damage to your opponent, this card gains this effect (this monster only gains this effect once): *During each of your End Phases, inflict 450 damage to your opponent.

 

Blazing Fire Lord - Foxiita

FIRE Level 10 [Pyro / Effect]

ATK 3000 DEF 2000

While "Blazing Sanctuary" isn't on the field, this card cannot attack and the following effects are negated: *During each of your End Phases, inflict 100 damage to your opponent for every FIRE monster in your Graveyard. *When a "Blazing Fire" monster you control destroys a monster by battle, inflict damage to your opponent equal to half the ATK of the destroyed monster.

 

Blazing Sanctuary

Field Spell

Players cannot gain Life Points. During each player's End Phase, unless the turn player controls "Blazing Fire Lord - Foxiita", he/she takes 800 damage.

 

[spoiler=Eria - Raging Water]

NOTE: Obviously needs more cards, preferably "Gigo" Reptile-type WATER monsters.

 

New!Raging Water Eel

WATER/ Level 3

[Aqua/Effect]

ATK/1200 DEF/500

When this card inflicts Battle Damage to your opponent, it gains this effect: *During each of your End Phases, your opponent discards 2 cards from his/her hand.

 

New!Raging Water Starfish

WATER/ Level 2

[Fish/Tuner]

ATK/500 DEF/600

If this card was used for a Synchro Summon, your opponent discards 1 card from his/her hand for every "Raging Water" monster used in the Synchro Summoning. The Synchro Summoned monster gains 200 ATK for every card discarded until the End Phase.

 

New!Raging Water Tortoise

WATER/ Level 4

[Reptile/Effect]

ATK/0 DEF/1900

When this card is Normal Summoned, switch this card to Defense Position. While this card is in Defense Position, all of your opponents attacks are switched to this card. When this card inflicts Battle Damage to your opponent, your opponent discards 2 cards from his/her hand.

 

New!Raging Water Shark

WATER/ Level 5

[Fish/Synchro/Effect]

ATK/2100 DEF/1400

"Raging Water Starfish" + "1 or more non-Tuner monsters" When this card inflicts Battle Damage to your opponent, it gains this effect: *During each of your End Phases, your opponent discards 3 cards from his/her hand.

 

New!Raging Water Whale

WATER/ Level 6

[Fish/Synchro/Effect]

ATK/2500 DEF/1700

"Raging Water Starfish" + "1 or more non-Tuner monsters". When this card inflicts Battle Damage to your opponent, it gains this effect: *After damage calculation, your opponent discards a number of cards from his/her hand equal to half the level of this card.

 

Raging Water Lord - Gigria

WATER Level 10 [Reptile / Effect]

ATK 2800 DEF 2400

While "Raging Sanctuary" isn't on the field, this card cannot attack and the following effects are negated: *During each of your End Phases, your opponent sends a card from his/her hand to the Graveyard. *When a "Raging Water" monster you control destroys a monster by battle, your opponent sends a card from his/her hand to the Graveyard.

 

Raging Sanctuary

Field Spell

Players cannot add cards from their Deck to their hand except during Draw Phases. During each player's End Phase, unless the turn player controls "Raging Water Lord - Gigoria", he/she sends 1 card from his/her hand to his/her Graveyard.

 

Gigo Evolution

Normal Spell

Draw a card, then select and activate one of the following effects:

* Tribute 1 "Gigobyte". Special Summon 1 "Gagagigo" from your hand, Deck, or Graveyard.

* Tribute 1 "Gagagigo". Special Summon 1 "Giga Gagagigo" from your hand, Deck, or Graveyard.

* Tribute 1 "Giga Gagagigo". Special Summon 1 "Gogiga Gagagigo" from your hand, Deck, or Graveyard.

 

[spoiler=Aussa - Avalancing Earth/Marmots]

Avalancing Earth Red Marmot

EARTH Level 4 [beast / Effect]

ATK 1850 DEF 1000

You can Special Summon this card from your hand by Tributing 1 "Archfiend Marmot of Nefariousness" you control. When this card is Normal Summoned or Special Summoned by a "Marmot" card, your opponent removes the top 4 cards of their Deck from play. When this card is destroyed by battle, Special Summon 1 Level 3 "Marmot" monster from your hand or Deck.

 

Avalancing Earth Gray Marmot

EARTH Level 3 [beast / Effect]

ATK 1400 DEF 800

When this card is Normal Summoned or Special Summoned by a "Marmot" card, your opponent removes the top 3 cards of their Deck from play. When this card is destroyed by battle, Special Summon 1 Level 2 "Marmot" monster from your hand or Deck. If you Special Summon an "Archfiend Marmot of Nefariousness" this way, your opponent removes the top 2 cards of their deck from play.

 

Avalancing Earth Green Marmot

EARTH Level 3 [beast / Effect]

ATK 1500 DEF 1000

When this card is Normal Summoned or Special Summoned by a "Marmot" card, your opponent removes the top 3 cards of his or her Deck from play. When a "Marmot" monster, including this card, is destroyed by battle or by a card effect, you can Special Summon a lower Level "Marmot" monster from your deck. If "Archfiend Marmot of Nefariousness" is Special Summoned this way, your opponent removes the top 2 cards of their Deck from play.

 

Avalancing Earth Brown Marmot

EARTH Level 2 [beast / Effect]

ATK 600 DEF 400

When this card is Normal Summoned or Special Summoned by a "Marmot" card, your opponent removes the top 2 cards of his or her Deck from play. When this card is destroyed in battle, Special Summon "Archfiend Marmot of Nefariousness" or a Level 1 "Marmot" monster from your Deck. If "Archfiend Marmot of Nefariousness" is Special Summoned this way, your opponent removes the top 2 cards of their Deck from play.

 

Avalancing Earth Blue Marmot

EARTH Level 1 [beast / Effect]

ATK 0 DEF 0

When this card is Normal Summoned or Special Summoned by a "Marmot" card, your opponent removes the top card of their Deck from play. When this card is destroyed by battle, end the Battle Phase.

 

Avalanching Earth Yellow Marmot

EARTH Level 1 [beast / Effect]

ATK 0 DEF 0

When an "Archfiend Marmot of Nefariousness" you control is destroyed, you can Special this card from your hand or Deck. When this card is Normal Summoned or Special Summoned by a "Marmot" card, your opponent removes the top card of his or her Deck from play.

 

Avalanching Earth Lord - Marmotauss

EARTH Level 10 [beast / Effect]

ATK 2000 DEF 3000

While "Avalanching Sanctuary" isn't on the field, this card cannot attack and the following effects are negated: *During each of your End Phases, your opponent removes the top card of their deck from play. *When an "Avalanching Earth" monster you control destroys a monster by battle, your opponent removes from play from his/her deck a number of cards equal to half the destroyed monster's Level, rounded down.

 

Avalanching Sanctuary

Field Spell

Neither player can return cards to their Deck. Whenever a player would take damage, instead remove a card from that player's Deck from play for each multiple of 200 damage that player would have taken. During each player's End Phase, if the turn player doesn't control "Avalanching Earth Lord - Marmotauss", that player removes the top card of their Deck from play.

 

[spoiler=Wynn - Storming Wind]

NOTE: This archetype needs more cards too.

 

Storming Wind Dragon

WIND Level 4 [Dragon / Effect]

ATK 1850 DEF 1000

You can Tribute a "Petit Dragon" you control to Special Summon this card from your hand. Once per turn, you can select a card you control and return it to your hand. If you do, you can return a Level 3 or lower monster your opponent controls to its owner's hand.

 

New!Storming Wind Owl

WIND/ Level 3

[Winged-Beast/Effect]

ATK/1400 DEF/1200

Once per turn, look at your opponents hand and return 1 card from his/her hand to his/her Deck. When this card inflicts Battle Damage to your opponent, it gains this effect: *During each of your End Phases, return 1 Spell or Trap Card your opponent controls to his/her Deck equal to the number of "Storming Wind" monsters you control.

 

New!Storming Wind Peacock

WIND/ Level 3

[Winged-Beast/Tuner]

ATK/1300 DEF/800

If this card was used in a Synchro Summon, return a number of Spell or Trap cards on the field to the owner's hand equal to half the level of the summoned Synchro Monster. During each of your End Phases, return 1 Spell or Trap Card your opponent controls to his/her Deck equal to the number of "Storming Wind" monsters you control.

 

New!Storming Wind Falcon

WIND/ Level 6

[Winged-Beast/Synchro/Effect]

ATK/2200 DEF/1400

"1 WIND Tuner" + "1 or more non-Tuner monsters" When this card inflicts damage to your opponent, it gains this effect: *After damage calculation, destroy Spell & Trap Cards equal to the number of "Storming Wind" monsters you control.

 

Storming Wind Lord - Draguin

WIND Level 10 [Dragon / Effect]

ATK 2400 DEF 2800

While "Storming Sanctuary" isn't on the field, this card cannot attack and the following effects are negated: *During each of your End Phases, your opponent returns a monster he/she controls to its owner's hand. *When a "Storming Wind" monster you control destroys a monster by battle, your opponent returns a Spell or Trap he/she controls to its owner's hand.

 

I haven't created exact ones for Dharc and Laina yet (since their adult forms don't have names yet), but I created an inaccurate one for Dharc.

[spoiler=Dharc - Yami]

Big Brown Yami Bat

DARK Level 2 [Fiend / Tuner]

ATK 400 DEF 400

When this card is summoned, you can add a "Yami" monster from your Deck to your hand. When this card is used for a Synchro Summon of a "Yami" monster, send a "Yami" monster from your Deck to your Graveyard.

 

Ghost Yami Bat

DARK Level 5 [Fiend / Effect]

ATK 900 DEF 800

Once per turn, you can send 1 "Yami" monster from your Deck to your Graveyard. This card gains 200 ATK for every "Yami" monster in your Graveyard.

 

Hairy-legged Vampire Yami Bat

DARK Level 6 [Fiend / Synchro / Effect]

ATK 2400 DEF 1200

1 "Yami Bat" Tuner + 1 or more non-Tuner monsters

This card can attack your opponent directly. Any Battle Damage this card inflicts to your opponent is halved. When this card destroys an opponent's monster by battle, this card gains 400 ATK.

 

Little Brown Yami Bat

DARK Level 1 [Fiend / Tuner]

ATK 200 DEF 200

When this card is sent to the Graveyard, send a "Yami" monster from your deck to your Graveyard. During your Standby Phase, you can discard a "Yami" monster to Special Summon this card from your Graveyard in face-up Attack Position.

 

Red Yami Bat

DARK Level 4 [Fiend / Effect]

ATK 1850 DEF 1000

You can Tribute 1 "Meda Bat" to Special Summon this card from your hand. This card's ATK and DEF cannot be increased by a "Yami" Field Spell. Once per turn, you can discard a card to Special Summon a Level 5 or lower "Yami" monster from your hand.

 

Vampure Yami Bat

DARK Level 5 [Fiend / Synchro / Effect]

ATK 2000 DEF 1200

1 Tuner + 1 or more non-Tuner monsters

When this card destroys an opponent's monster by battle, this card gains 200 ATK.

 

White-winged Vampire Yami Bat

DARK Level 7 [Fiend / Synchro / Effect]

ATK 2500 DEF 1600

1 Tuner + 1 or more non-Tuner "Yami" monsters

When this card destroys an opponent's monster by battle, this card gains 600 ATK. When this card inflicts Battle Damage to your opponent, draw a card.

 

Yami Lord - Batarc

DARK Level 10 [Fiend / Effect]

ATK 3000 DEF 1500

While "Yami Sanctuary" isn't on the field, this card cannot attack and the following effects are negated: *This card gains 100 ATK and DEF for every DARK monster in your Graveyard. *During your End Phase, you can send a "Yami" card from your Deck to your Graveyard.

 

Yami Sanctuary

Field Spell

You can only activate this card by sending "Yami" you control to the Graveyard. Fiend-type and Spellcaster-type monsters gain 200 ATK and DEF for every "Yami" card in your Graveyard. Fairy-type monsters lose 200 ATK and DEF for every "Yami" card in your Graveyard. While you control "Yami Lord - Batarc", this card cannot be destroyed by card effects.

 

 

So far I don't have one for Laina. Anybody know of any field spells that are implied to be LIGHT that I can improve?

 

Please comment, add cards, etc.

 

I hope these cards will help. I have one more card idea, but I don't any time to write, so until then, keep on dueling.

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I thought of something for Laina. it would be as if she already has an adult form that I'd rename if her set of cards come out.

I added Haou's cards, but replaced the names and changed the types (I would like for them to work with Solidarity as a reference to No. 1 Charmer Fan's "alternate" art of Solidarity). I also edited the effects out of "gains this effect: *" format, since, to me, a fire keeps burning, but a giant splash of water or a big gust of mind doesn't, unless it's a storm itself. I don't like to give continuous card advantage like that either, but I don't mind continuous burn.

Funny how I made the FIRE, WIND, and WATER attributes all different types of Animals but made the DARK and EARTH ones all the same type of animal. To adjust that tendency, I changed the "Marmot" archetype to the "Avalanching Earth" archetype; they don't link together because of their "Marmot"-ness anymore. "Yami"/"Yami Bats" doesn't need to be changed since I still included "Yami" in the "Yami bat" name. I wanted to include "King of Yamimakai" in that archetype, but not part of the main archetype, if you couldn't guess.

EDIT: When I think of the cards for Laina, I'll post them, but right now I don't have the main cards in my mind.

EDIT 2: Oh yeah, I made some edits other than the ones listed here.

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