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"Arche" type cards


Adak33

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When I started out, this was intended to be a card set poking fun at some of the truly OP cards that show up on this site from time to time, centered around a card called "Marty the Overpowered." Eventually though, it evolved into an Anti-Archetype Archetype, with 0/0 Monsters and odd summoning chains. But it belongs in here regardless, for the following reasons:

 

1) They're not entirely balanced. Marty the Overpowered is still in there and he has that name for a reason. It's not as jokingly overpowered as it was originally going to be, but it still is a bit.

2) It introduces a new Monster Type, "Arche" Monsters, and the Forum said this is the area for that. Technically speaking, "Arche" was supposed to replace "Effect" in the same way that "Toon" does, but the Maker doesn't allow for that it would seem.

3) The vague definition of "Archetype." The errata necessary to define what counts as an archetype for the effects of these cards and what doesn't would quickly get to complicated to be practical if I wanted them in a usable state.

 

Much like Toons, there's a Continuous spell card central to the set:

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Pay 1500 Life Points to activate this spell.

 

So far so good, but unlike Toon World this card isn't necessary to keep Arche Monsters in play, though it might be better for the Monsters if it did. Here's the two basic Monsters of the set to show why:

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This card's attack and defense are each increased by 2000 when "Fanfare Storybook" is on the field. If this Monster attacks a Monster with higher attack than itself that is part of an Archetype, the attacked Monster is destroyed and you receive no damage.

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This card's attack and defense are each increased by 1800 when "Fanfare Storybook" is on the field. If this Monster attacks a Monster in Defense Mode that is part of an Archetype and has defense higher than this Monster's attack, the defending Monster is destroyed.

 

Yep. Every Monster in this Archetype has 0 attack and defense when Fanfare Storybook isn't on the field. The idea is that these are storybook Archetypes brought to life -- without a story to support them, they have no power.

 

As for support, well, what's a hero without a villain:

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This Monster's attack and defense are each increased by 1900 while "Fanfare Storybook" is on the field. So long as this card exists in your graveyard, increase the attack of all Light Attribute Arche monsters by 200.

 

Or a girl to save:

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This Monster's attack and defense are each increased by 1400 while "Fanfare Storybook" is on the field. So long as this card is on the field, "Fanfare Storybook" cannot be destroyed or negated.

 

Of course, a hero can only be stronger when the villain has been defeated, nor can the story end before the girl is saved. And of course there's always the wise mentor figure who ultimately sacrifices himself to allow the hero to continue:

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This Monster's attack and defense are each increased by 1600 while "Fanfare Storybook" is on the field. You may offer this card as tribute during your opponent's standby phase to force them to skip their next battle phase.

 

And the person who provides exposition on what the hero has to face:

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Flip: Look at the top 5 cards of your opponent's deck. If any of the cards are part of an Archetype, you may choose to move them to the bottom of their deck. This Monster's attack and defense are each increased by 1200 while "Fanfare Storybook" is on the field. 

 

However, the Hero Rival and Villain are central to this theme, and thus have stronger versions:

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This Monster's attack and defense are increased by 2600 if "Fanfare Storybook" is in play. If this Monster does battle with a Monster with higher attack that is part of an Archetype, this Monster's attack is set to 1000 points higher than the original attack of the Monster it is battling.

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This card's attack and defense are each increased by 2400 when "Fanfare Storybook" is on the field. If this Monster attacks a Monster in Defense Mode that is part of an Archetype, it does piercing damage.

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This Monster's attack and defense are each increased by 2500 while "Fanfare Storybook" is on the field. When this Monster is sent from the field to the Graveyard, increase the original attack and defense of all Light Attribute Arche Monsters by 500.

 

You'll note that these are all tuners. This is because the Synchro monsters build on the greater archetypes... and also destroy them utterly. I speak, of course, of Mary Sues and Marty Stus:

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1 Arche Tuner + any number of other Monsters

This Monster's attack and defense are each increased by 2200 while "Fanfare Storybook" is on the field. While this card is on the field, spells and traps that are part of an Archetype cannot activate and Monsters that are part of an Archetype cannot attack.
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1 Arche Tuner + any number of other Monsters.
This Monster's attack and defense are each increased by 3100 while "Fanfare Storybook" is on the field. Once per turn during your battle phase, you may destroy one card that is part of an Archetype.
 
However, there is one last card in this set. Those of you who have seen the Fate/Stay Night pictures in my earlier cards may have seen this one coming:
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1 Arche Tuner + 1 Arche Synchro
When this Monster is Summoned, "Fanfare Storybook" and all monsters on either side of the field that are part of an Archetype are immediately destroyed. This Monster gains 500 attack points for every Monster in either Graveyard that is part of an Archetype.
 
Gilgamesh is the original hero, upon which all others are based (Supposedly) Since the Archetypes started with him, he doesn't need the Storybook to have power, and in fact can't coexist with it. He does, however, gain power from stories and archetypes in general, as evidenced by his effect.
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