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Archetype Game


Tinkerer

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Spell-Sworn

Beast, Dragon, and Warrior-Type monsters that, like Toons or Guardians, require a specific Spell Card on the field to be Summoned at all. They search each other's Spell Cards, search one another, and make your opponent eat all the negation (attack, effect, and Summon[!]). They have a Fusion boss, sorta like Chimeratech meets Black Rose: can use as many Fusion Materials as you want to boost its power, and nukes everything on exit.

 

Damnit.

 

Extra-Terrestrial Humanoid

Plant and Reptile-Type DARK monsters with effects that change depending on what kind of monsters your opponent controls (one member could have an effect that targets Xyz monsters and one that activates if your opponent uses Pendulums, for example). Have all Extra Deck monster varieties, and (oddly enough) a Ritual boss that can place any archetype member on your opponent's field.

 

Meathook

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An archetype of grotesque-looking Zombie monsters (think Pudge), with effects that repeatedly cause both players to Tribute monsters for no effect, a la Share the Pain. They offset this by having access to recursion typical of most Zombie support. Their boss monster averts the self-Tributes and has an effect that forces only the opponent to Tribute monsters for no effect.

 

Failsafe

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Archetype of LIGHT Aqua-Type monsters. Their effects activate (whether it be in the hand, field, or Graveyard) depending if your opponent Normal Summons or Special Summons a monster. The Main Deck monsters have feeble ATK and/or DEF. The Xyz Monsters make up for such poor stats, as they have higher ATK and DEF and they can be Xyz Summoned with a max of 5 monsters.

 

Trans-human

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Trans-Human is a fusion archetype. They contact fuse into machine monsters, then gain search effects that add spell and trap cards to hand that allow them to OTK quickly. The fusion monsters have effects that allow them to defuse and bring their materials back. Unlike other decks, the materials are shuffled however. That's why they rely on spell and trap protection and effects that allow them to swarm.

 

Sumo

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If you really want a recommendation, do the Keymaster archetype I did on page 13.

 

Sumo

EARTH Warriors that all have the Berserk Gorilla Clause (must attack if able) and the signature ability of Superheavy Samurai (attacking in Defense Position). They can force bouncing/milling if they win in battle, but if they lose they bounce ALL members of their archetype back to hand. No Extra Deck, but a pseudo-Dreadmaster ability where its ATK and DEF are equal to the combined ATK and DEF of all archetype members on the field.

 

Razorback

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Razorbacks are a beast archetype that have high ATK for their level. They focus on the battle phase where they all have an ability that works when attacking defense position monsters but are automatically destroyed after combating attack position monsters. In exchange for this flimsy playstyle, they boost the stats of their fellows while in the Graveyard and their plethora of traps help put opponent monsters in the desired battle position.

 

Ghastly Shade

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Ghastly Shade

Zombie-Type Union monsters that equip to your opponent's monsters, and pull said monsters to your side of the field during your turn. Have a clause where, if the equipped monster leaves the field, they return to your hand. Have an Xyz boss which overcomes targeting immunity by bouncing all monsters your opponent controls that DON'T have an equipped Ghastly Shade.

 

Dog Islander

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Dog Islander is an Archetype of dog-themed monsters in aloha wear and with Hawaiian names (local pride, gogogo)

 

Anyway, they're Beast-Type WATER monsters that revolve around aggressive tactics.

Most of them are Level 4 and higher, and have average ATK/DEF for their respective Levels.

 

Their bosses are Level 8 monsters that have multiple effects to work off of; ranging from Armades-esque stuff to negation.

 

---

Next one:

 

Skateboard Dragon

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Skateboard Dragon

 

A flip deck of level 3 WIND dragons that have a quick ability to flip themselves and monsters the opponent controls into face-down defense position. Most of their flip effects focus on hand optimization (draw 1 then discard 1, search then place at bottom of the deck, etc.). Their Ritual bosses are heavy burners and destruction monsters that trigger when cards are flipped.

 

Kryptid

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A set of Beast and Reptile-type monsters that are mostly EARTH, FIRE, and DARK (though they comprise every attribute all told), and are based around opposite attributes (EARTH and WIND, FIRE and WATER, and LIGHT and DARK), gaining effects depending on if you or your opponent control a monster with their opposite attribute, with different effects depending on who controls said monster. They have no boss monster, instead relying on throwing out a ton of low-leveled beaters.

 

Fundamental Forces.

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Fundamental Forces

Extremely high-level Psychic-Type monsters, with one of each Attribute (think Elemental Dragons). A pain to Summon, with very strict Tribute restrictions (three of the same Attribute they are, can't be Summoned by other ways, you can't Special Summon in the turn you bring one out). Utterly wreck everything, with ATK values above 4000, being immune to targeting, and utterly nuking everything that isn't the same Attribute they are.

 

Legendary Masters

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Archetype of WIND Warrior-Type monsters. They're all named after great warriors of history and legends. Their effects revolve around Equip Spell Cards (think Vylon, but better; if they could Special Summon more). Their Extra Deck monsters are Fusion Monsters. Most of their Spells are Equip Spell Cards, but they do have other Spells. They all have high or at least fair ATK.

 

Tropical

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Requiem Priestess

LIGHT Spellcaster-Type monsters that form locks (one functions like Magician's Valkyria, one like Lord of D, etc) at the cost of giving your opponent large amounts of draw power. They focus on Deck-out stalling (hence, requiem, a funeral song) and, while they search each other well, and aren't too difficult to Summon, good luck getting them back if they pop.

 

Possession Stones

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Dragon Regalia

An archetype using 3 high-Level rather weak "Dragon Royalty" monsters and several Equip Spell Cards that grant them various effects and huge power boosts. However, each piece of "Dragon Regalia" shuffles itself back into the Deck after a set number of turns, which decreases if you actually use them.

 

Fear Engine

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Set of Level 9 monsters, based on natural disasters (Earthquakes,floods, meteor rains, forest fires,avalanches, laharls etc) that destroy cards en-masse and render card zones unusable, Drawbacks: cannot be re-summoned for a set amount of turns and have stats co-dependent on the number of cards destroyed or damage inflicted w./ their effects. 

 

 

Psi-fi 

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