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Archetype Game


Tinkerer

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A series of Machine-Type monsters that always negate the effects of the monsters they battle and destroy by battle. However, their base monsters have middling ATK which makes it difficult for them to hold their own in battle. Their boss monsters have Ancient Gear-esque self-protection effects to ensure they battle uninterrupted.

 

Pack Hunters

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Achetype of EARTH Fiend-Type monsters. Their effects depend on the Attribute of monsters on the field (Special Summon, destroy, banish, ect). Their Xyz and Synchro monsters vary depending on attribute, such as equipping or adding as an Xyz Material. Their Spell/Trap Cards can manipulate the Attribute of monsters on the field.

 

Phantom  Firearms

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Swashblackguards

A series of Level 6 DARK Warrior-Type beaters with mill effects that double as hand traps. Their Xyz boss functions like Pilgrim Reaper meets Cyber Dragon Nova, with ATK dependent on the number of cards in the Graveyard, detaching to force milling, and Special Summoning archetype members on destruction.

 

Blade of

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An archetype that relies on triggering when revealed from the hand. All the main deck monsters also have effects that reveal cards in your Hand for minor bonuses (400 LP per card revealed, 200 ATK and DEF, etc.). Their XYZ monsters have powerful detaching stun effects which only work upon revealing multiple Forseer monsters in the Hand.

 

Exoraptor

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Forseer

Psychic monsters who give your opponent draw power, but set off effects if you can correctly guess what cards your opponent draws. A Chimeratech-esque boss that gives you extra guess attempts.

 

Scheisse, ninja.

 

Exoraptor

Dinosaur-type Union monsters that all have the "if the monster this card is equipped to would leave the field, you can destroy this card instead" clause. Function like optional Spirits /UAs, as they can return themselves to the hand to set off effects or Special Summon other archetype members. Have a three-tribute boss that can bounce your opponent's entire field on bring returned to hand.

 

-stranheim

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Archetype of WATER Fiend-Type monsters. They activate their effects by sending the top card of your Deck. However, the monsters prevent you from activating card effects in the Graveyard. Their Extra Deck monsters are Fairy-Type Fusion Monsters, which activate their effects by shuffling "-stranheim" monsters from your Graveyard.

 

Alchemy Academy

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Alchemy Academy

Level 3 Spellcaster Pendulum monsters that exist around "fair" trades- they can destroy themselves to pop things on your opponent's field, send themselves back to your hand to bounce your opponent's cards, etc.- that would normally be rather pointless if it weren't for the fact that they were Pendulums. Have Level 6 and 9 Synchro monsters, as well as Rank 3/6/9 Xyz and Fusions.

 

Phoenix Guardian

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FIRE Winged-Beast monsters that focus on offensive and defensive tactics, which is heavily reflected in their stats.

They are Main Deck oriented, and most of them do not require Tributes; highest Level is about 5 or 6.

 

(I might try this one for the AGM club, but let's see)

 

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Nameless Knight.

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Nameless Knight

Warrior-Type monsters with garbage stats, that can change their Type, Attribute, Level, and card name to take advantage of support for any other archetype. Have no boss monsters of their own, but can make the bosses of other archetypes even stronger than they already were if used as material.

 

Chroma Deity

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Basically the opposite of Clear World.dek. A series of monsters with varying types and attributes that have effects that make them almost every other attribute. Their kicker is the field spell that gives you positive effects based on the attributes of monsters you control. Even better, they have have a synchro monster that makes it that your monsters attribute changing effects can't be negated!

 

Next up: Fizzbang

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A WIND Aqua-type soda-based archetype from when Konami decided to do an exceptionally silly set, like the Un-sets that Wizards of the Coast did for MtG. However, the cards released there are able to be used in competitive play. The Fizzbangs focus on boosting your opponent's monster's ATK to certain points, and when they reach those points or higher, they are destroyed. Their boss is similar to C103 and Machu Mech.

 

Next archetype: Funereal Flower.

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Funereal Flower

EARTH and DARK Plant-Type monsters. The EARTH monsters have effects that activate when your opponent's cards hit the Graveyard, the DARK monsters have destruction effects. They have tons of Spell Card support, with cards that function similarly to Necrovalley, Black Whirlwind, and Gateway of the SS in their araenal.

 

Signal Soldiers

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Signal Soldiers

A set of LIGHT and EARTH Warrior-Type monsters that rely heavily on their archetype-specific spell cards. The monsters are able to activate their archetype-specific spells from the deck after fulfilling certain requirements.The spell cards gain an extra ability when activated from the deck by a Signal Soldier monster. 

 

[spoiler=Example Cards]

Signal Soldier Infantry

LIGHT

****

If this card destroys an opponent's monster by battle: You can activate 1 "Signaled Strike" Spell Card from your Deck. You cannot activate any other Spell Cards this turn, except for "Signaled Strike" Spell Cards.

 

Signaled Strike - Medical Relief

Quick-Play Spell Card

Gain 1000 Life Points. If this card is activated from the Deck by the effect of a "Signal Soldier" monster: Draw 1 card.

 

 

 

Children of Rome

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Children of Rome

Low-level Warrior monsters with a considerable amount of organization, with a pseudo-LV mechanic into much more powerful "Legion of Rome" counterparts, which have effects that trigger based upon the order of their attacks (ie, "If this is the first monster to declare an attack during your Battle Phase, your opponent cannot activate Trap Cards for the remainder of the current turn.") Can Special Summon each other, and are heavily reliant on combos.

 

Time Thief

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Archetype of EARTH Spellcaster-Type monsters. Their effects are the usual (destroy 1 card on the field, banish 1 card on the field, draw 1-2 card(s), Special Summon, ect.). However, they require a delay of at least 1 Standby Phase. But this doesn't mean they're too slow to Summon (some come with their own Summon effects and some of the Spell/Trap Cards can Summon them). And if your opponent would add a card from their Deck or Graveyard to their hand, they either have to wait 1 turn or you can add it to your hand instead, but at a cost. Their Xyz Monsters allow you to speed up such effects at the cost of Xyz Materials.

 

Jokerogue

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Jokerogue

A group of DARK Spellcaster and Warrior-Type monsters with an affinity for gimmicky turnarounds. The Spellcasters are all low-leveled monsters with an effect that when they attack or attacked, you can return them to your hand, before Damage Calculation, and Special Summon 1 Warrior-type Jokerogue in their place.

 

Delphi's Disciples 

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Delphi's Disciple

EARTH and LIGHT, Fairy and Psychic, with a heavy focus on turning any Level 7 or higher LIGHT monster into an unstoppable boss monster, by providing power ups, effect immunity, additional attacks, etc. to one such monster you control. Can Summon one another.

Have a Level 7 LIGHT Synchro as their personal boss, which . . . supports other Level 7 or higher LIGHT monsters.

 

Exponential Racers

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Exponential Racers

Machine-Type, Level 4 monsters that can Special Summon themselves from the hand if you control another "Exponential Racer". You tribute them via their effects (aka "You can Tribute this card and another face-up "Exponential Racers" monster; Special Summon 1 "Exponential Racers" Fusion Monster from your Extra Deck"). The Fusion monsters are non-effect Fusion monsters, but the monsters that were Tributed give the monsters effects etc. etc.

 

Next archetype: Chainlink.

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Chainlink

A group of Trap Monsters, similar to the Tiki Cards, that gain stats, special effects  depending on which number in the chain they were activated. They are supported by a field spell that increases the Chain number of the archetype's cards when activated in a Chain Link

 

Spell-Sworn

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