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Archer Archtype


Medivh

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[u][b]Monsters [/b][/u]
Woodland Archer
EARTH
Level 4 / Warrior / Effect
ATK: 1600 / DEF: 1000
Once per turn: You can discard 1 card; Inflict 200 damage to your opponent. When this card attacks a Beast or Beast Warrior-type monster: Halve the Attack Target's ATK and DEF during damage calculation only. This card gains 100 ATK for every Plant-type monster on the field.

Deepsea Archer
WATER
Level 4 / Warrior / Effect
ATK: 1350 / DEF: 1500
Once per turn: You can discard 1 card; Inflict 200 damage to your opponent. If a Field Spell Card is face-up on the field: This card cannot be destroyed by battle. Once per turn, if a Field Spell Card is face-up on the Field: You can tribute 1 Fish, Aqua, or Sea-Serpent-type monster; Destroy 1 card your opponent controls.

Ashlands Archer
FIRE
Level 4 / Warrior / Effect
ATK: 1900 / DEF: 700
Once per turn: You can discard 1 card; Inflict 200 damage to your opponent. Once per turn: You can discard 1 card; Destroy 1 Spell or Trap card on the field. This card gains 200 ATK for every Pyro-type monster on the field.

Supersonic Archer
WIND
Level 4 / Warrior / Effect
ATK: 1700 / DEF: 1400
Once per turn: You can discard 1 card; Inflict 200 damage to your opponent. Once per turn: You can equip 1 Winged-Beast-type monster you control to this card (This card can only be equipped with 1 Winged-Beast-type monster at a time). While this card is equipped with a Winged-Beast-type monster: It cannot be destroyed by battle (Damage calculation is applied normally). You can send 1 Winged-Beast-type monster equipped to this card to the graveyard; This turn, this card can attack your opponent directly.

Parallel Archer
LIGHT
Level 4 / Warrior / Effect
ATK: 1500 / DEF: 1700
Once per turn: You can discard 1 card; Inflict 200 damage to your opponent. When this card is Summoned: You can add 1 "Parallel Archer" to your hand. Once per turn: You can discard 2 cards; Destroy any number of cards on the field up to the number of "Parallel Archers" you control.

Royal Archer
DARK
Level 4 / Warrior / Effect
ATK: 2000 / DEF: 0
Once per turn: You can discard 1 card; Inflict 200 damage to your opponent. Once per turn: You can tribute 1 Fiend-type monster you control; Inflict 400 damage to your opponent. When this card attacks a Defense Position monster: Inflict piercing damage to your opponent. During each of your Standby Phases: This card loses 300 ATK.

[b][u]Spells[/u][/b]
Hunting Grounds
Spell / Field
All face-up "Archer" monsters you control gain 200 ATK. When a face-up "Archer" monster you control destroys a monster by battle: Banish that monster. When a monster is banished: Gain 200 Life Points.

Legendary Bow
Spell / Equip
Equip only to a face-up "Archer" monster. The equipped monster gains 400 ATK. When the equipped monster destroys a monster by battle: Inflict 300 damage to your opponent.

Shatterpoint
Spell / Quickplay
Activate only when a face-up "Archer" monster you control attacks a monster with higher original ATK. During the Battle Phase, the monster attacking cannot be destroyed by battle. After damage calculation: Destroy the attack target.

Hard Draw
Spell / Quickplay
Activate only when a face-up "Archer" monster attacks. The attacking monster gains 800 ATK during damage calculation only, but is switched into Defense Position after the Battle Phase.

Bamboozle
Spell / Contiuous
During each of your Standby Phases: Set all face-up "Archer" monsters you control. During your opponents Battle Phase: Rearrange the order of all Set monster cards you control. When this card is destroyed: Flip all Set monster cards you control face-up.

Hunter's Instinct
Spell / Normal
When a face-up "Archer" monster you control attacks: Halve the ATK of the attack target.

[b][u]Traps[/u][/b]
Pitfall
Trap / Normal
Activate only when a face-up "Archer" monster you control is selected as an Attack Target. Banish the attacking monster. During the End Phase: Special Summoned the monster Banished by this effect.

Bear Trap
Trap / Normal
Target 1 face-up monster your opponent controls. This turn, that monster cannot select an "Archer" monster as an attack target.

Expert Marksmanship
Trap / Counter
Activate only when your opponent activates a card or card effect that targets a face-up "Archer" monster you control. Negate the activation or effect and destroy that card/

Wall-Pinning Arrow
Trap / Normal
Activate only if you control a face-up "Archer" monster. Banish 1 card in your opponent's hand face-down.

Chain Arrow
Trap / Normal
Activate only if a face-up "Archer" monster you control destroys an opponent's monster by battle. Negate the destruction of that card and Special Summon it to your side of the field in face-up Defense Position. That monster cannot attack, change battle position, be tributed, or be used as a Synchro or Xyz Material Monster.

Poison Arrow
Trap / Normal
Activate only if you control a face-up "Archer" monster. After activation, equip to a monster your opponent controls. During each Standby Phase, the equipped monster loses 300 ATK and DEF.

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This archetype looks good and judging by the archer monster's effects, they would work well in burn decks or strategies that rely on burn damage. The only thing that seems to be missing is a really strong monster (A fusion, synchro, or Level 5 or higher archer), though maybe you wanted them to all be level 4 or lower so I don;t really see that as a flaw.

A few nitpicks though:
-for shatterpoint, I think it should be "the attacking monster cannot be destroyed by battle." instead of "the monster attacking cannot be destroyed by battle." It's just sounds weird to me when worded like that.
-for wall-pinning arrow, what is the point of banishing the card face down? Maybe it should be a permanent trap and that card goes back to the opponent's hand if the trap is removed. I just don't see the point of keeping it facedown if its banished unless its going to come back.

Other than those two minor things I don't have any problems.

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