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Archetype Game


Tinkerer

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An archtype taking heavily to the concept of a soul as translated from the Hebrew "Nephesh". The Nephes rely entirely on interaction between continuous spell cards that gather counters when monsters are destroyed by either their easily summoned beat sticks or built in trap holes. Their most powerful card "False Prophet" Is a Quick Play Spell card that is easily searched for or fished from the graveyard that destroys any monster regardless of effects at no cost as long as their continuous spell cards have gthered sufficient counters.

 

 

Little Peckers

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Archetype of Level 1 Winged-Beast-Type monsters. They vary in attribute and have every kind of Extra Deck monster (Xyz, Synchro, ect.). They can all attack directly and activate effects in response to inflicting damage. They also have a continuous Spell Card and Trap Card that doubles their original ATK and DEF; however, while it's face-up on the field, they can't attack your opponent directly while they control a monster.

 

Banshee

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Banshee

 

A group of nasty WIND Zombie-type monsters that float on battle destruction. They have moderate to high stats and gain temporary protection effects at the cost of a permanent ATK/DEF loss. Their Spells and Traps focus on the battle phase and lock down opponent monsters.

 

C.A.R. (Computer Age Revamped) Toon

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A quartet of Toon monster retrains with upgraded effects (namely, effects that actively support other Toon monsters), along with a new archetype boss - C. A. R. Toon Dark Magician. They also come with a few spells (specifically, a spell that prevents Toons from self-destructing for the turn).

 

Quaker.

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Penumbral Fair

A group of DARK and LIGHT Union Fairies and Spellcasters, with heavy focus on bringing out pairs simultaneously. Massive Pendulum and Synchro support, but the true "boss" of the Deck, Penumbral Fair Eclipse Ringmaster, is something akin to BLS Envoy, requiring you to give up one of each. The Deck focuses on self-bouncing to mess up your opponent's day.

 

Matchlock

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Archetype of FIRE Wyrm-Type monsters. Their effects focus on negating cards on the field (in a simiar fashion to Great Old One Hastur and Fiendish Chain), hence the term "Lock". Their Extra Deck monsters are Fusion Monsters. Their Spell/Trap. Ards focus on protecting them and/or keeping them on the field.

 

Fogshadow

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Fogshadow

 

A WATER fiend archetype that foils the Cloudian Archetype. They make use of Fog Counters and produce/manipulate them at a high rate. They all have the ability to produce Fog Counters whenever they leave the field, though they are highly vulnerable without their field spell.

 

Des Loyal

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Archetype of Warrior and Spellcaster-Type monsters. The Main Deck monsters have little-to-no ATK, but in exchange can Summon easier. Their Extra Deck monsters are Fusion Monsters that are unaffected by your opponent's Trap Effects, and focus on shuffling your opponent's cards into their Deck or returned at the top/bottom of their Deck.

 

Vile Princessa

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Vile Princessa is a dark version of Madolche. Instead of shuffling themselves into your deck, they stack your opponent's deck by targeting your opponent's cards and placing them either on the top or bottom of their deck. Their boss monster is a ritual who takes all cards in both players' graveyards and places them on top in the exact order they are in the graveyard.

 

Gas Dragons

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Gas Dragon

WIND Dragon-Type monsters that "expand" by increasing their Level every turn, and their attacks/effects get weaker (or "depressurized") the longer they are on the field- to compensate, their effects stop targeting or change entirely after a set number of turns. Some of them synergize very well with a FIRE sub-archetype, for very powerful Contact Fusions that nuke your opponent's hand, monsters, or backrow.

 

Devastator Digitizer

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Archetype of Level 2 FIRE Machine-Type monsters that activate their effects in the hand (most consist of Special Summons and destruction effects). Their Extra Deck monsters are Xyz monsters and Synchro Monsters, both of which focus on recovering Devastator Digitizer monsters. Their ATK and DEF are "?" ; their original ATK and DEF are based on how many monsters/Spell and Trap Cards your opponent controls, cards in their hand, cards in their Graveyard, cards in your Graveyard, ect.

 

Kage Sentai

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The Kage Sentai (Shadow Squadron) is a group of DARK monsters who focus on teamwork; their effects can only activate when you control another Shadow Squadron member with a different name. Their effects are based on a lot of swarming and Battle Phase shenanigans, such as revealing the top card of each deck, with the card with the lowest level being sent to the graveyard and the other card summoned to its controller's opponent's side of the field.

 

Bridgeburner

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An archetype of FIRE Plant-Types that love dealing burn damage. They have many ways of pulling this off (burning whenever a brideburner is summoned, destroyed, tributed etc.) and the damage increases for every birdgeburner with a different name in the graveyard. They have good stats, but they tend to burn their b rides during the end phase, when they self-destruct. 

 

 

Next up: Melonin

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A series of Warrior and Machine-type Union monsters that can equip to any monster for decent effects (ATK buff and no battle damage, for example), but grant extra effects if equipped to another Bayonet. They can also bounce themselves while equipped to summon another Bayonet from varying places. The summoned Bayonet can't be equipped to something that turn, but they all have pretty decent stats, and some even have effects when they're not equipped to a monster.

 

EDIT: Damn.

 

A group of Sea Serpents named after bladed weapons. They all support Sea Serpents generically, but they're careful not to support Atlanteans too much, lest they become meta again.

 

Remnant

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Unholy Trinity

 

A set of 3 level 9 DARK fairy-type monsters that can be Special Summoned when sent from the Hand to the Graveyard. They are treated as the 3 current extra deck types (Fusion monster, Synchro monster, and XYZ monster). Oddly, they don't have any particular goal or playstyle and are only supported by a single (though immensely OP) trap card.

 

Coinmaster

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A set of EARTH Fairies who focus on making and manipulating coin flips to activate effects. Their effects are generic, so they mesh quite well with Arcana Force (though they don't specifically support the archetype), potentially even placing an Arcana Force/Coinmaster deck on the tier list.

 

Turtle Power

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Archetype of WATER Warrior-Type monsters. Their Normal Summon effects involve Summoning them (whether it be Special Summon or additional Normal Summon), and they also have effects that activate during the Battle Phase, which hurt your opponent. Their Spell Cards are Equip Spell Cards that can't be destroyed by Spell effects.

 

Undead Militia

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Undead Militia

A group of EARTH and FIRE Zombie and Warrior-type monsters, that focus on always being prepared. Generally speaking, EARTH members have Special Summon potential for other members, FIRE members have powerful destruction effects, Zombies have self-reviving effects, and Warriors have the most solid stats. Have a cluster of somewhat generic Synchro bosses that turn the archetype around from a semi-decent offensive archetype into a Tier 0 mess of explosions and fast Special Summon, like X-Sabers on crack.

 

Merciful Metronome

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