Peridank Posted September 9, 2015 Report Share Posted September 9, 2015 A set of level 3 swarmers meant to be a direct to support to muzurythems... Even coming with a rank up to go into maestroke with added abilities. Heaven Piercer Quote Link to comment Share on other sites More sharing options...
Draconus297 Posted September 9, 2015 Report Share Posted September 9, 2015 Heaven PiercerLow-level Warriors that take advantage of quick boosts to their power, that are for the most part immune to opponent effects, and have Frightfur Bear's gimmick across the board. Have a minor boss Xyz that attaches its victims as Material instead of clogging your Spell and Trap Zones. Most have the ability to make up for the relatively low power they start with by closing the gap if a monster severely outclasses them in terms of attack power. Lapel Knight Quote Link to comment Share on other sites More sharing options...
The Nyx Avatar Posted September 9, 2015 Report Share Posted September 9, 2015 Archetype of Level 3 Normal Warrior-Type monsters. They focus primarily on Synchro Summoning. They have lots of Spell/Trap support. Their Synchro Monsters base their effects off of the Normal Monsters (banish one, Special Summon them, ect.). Highlander (Must be an archetype for/related to "Dark Highlander") Quote Link to comment Share on other sites More sharing options...
Draconus297 Posted September 9, 2015 Report Share Posted September 9, 2015 HighlanderA Synchro Turbo Fiend archetype, which, like Crystal Beasts, head to the Spell and Trap Zones after being destroyed- but, unlike CBs, jump into your OPPONENT'S Zones, as Equip Spell Cards for your opponent's monsters that make it harder for your opponent to get the equipped monster off the field. Interestingly, you can still use them as Synchro Material in this state. -oemer Quote Link to comment Share on other sites More sharing options...
The Nyx Avatar Posted September 9, 2015 Report Share Posted September 9, 2015 Archetype of Fiend-Type monsters. They each have a "While this card is in your Graveyard" effect. They have a Fusion monster that is Summoned in a similar fashion to "Chimeratech Fortess Dragon", instead of using a Fusion Spell Card. Falsehood Quote Link to comment Share on other sites More sharing options...
Draconus297 Posted September 9, 2015 Report Share Posted September 9, 2015 Falsehood The weirdest Trap Monsters you will ever see. They can't attack as Trap Monsters, but you don't take Battle Damage from them being attacked. Once they're destroyed, however . . . they clog your opponent's field, lock down their Graveyard, banish their Extra Deck, keep them from drawing, and are just the biggest jerks this game has ever seen. Effectively, unless your opponent can banish or bounce them, this archetype will troll them into ragequitting. Scaletipper Quote Link to comment Share on other sites More sharing options...
Tojin Posted September 10, 2015 Report Share Posted September 10, 2015 A set of monsters who make you gain advantage when certain things are equal (both players' LP, the number of cards on their respective sides of the field, etc). They have several cards to help bring this about. Their boss (who earns that title solely by being higher-level than the rest) has a striking resemblance to Robin of Fire Emblem: Awakening. Xenon Odyssey. Quote Link to comment Share on other sites More sharing options...
The Nyx Avatar Posted September 10, 2015 Report Share Posted September 10, 2015 Archetype of DARK Fairy-Type monsters. Their effects focus on Life Points. However, unlike "Aroma", these cards are stronger while your opponent's Life Points are higher than yours. They have a Synchro Monster. Their Spell/Trap Cards are mostly (not all) Continuous. Victorian Quote Link to comment Share on other sites More sharing options...
Draconus297 Posted September 10, 2015 Report Share Posted September 10, 2015 Victorian A pseudo-classy archetype of Psychic monsters. They give your opponent extra attacks during battle. They let your opponent have extra draws. They even give your opponent extra Life Points. But they don't really care- they have an alternate win condition that goes off extremely easily, and your opponent can only stop it by having less monsters out, having less cards in their hand, and having less Life Points- simultaneously- when it comes time for this effect to activate. Victorian monsters are too good for an Extra Deck, but they have a few really pretty Ritual cards. Poultrygeist Quote Link to comment Share on other sites More sharing options...
Tinkerer Posted September 10, 2015 Author Report Share Posted September 10, 2015 A set of WIND Zombie-type monsters named after different cooking methods (baking, frying, boiling, etc.). Trumping Lightsworn as the sackiest deck, the Poultrygeist all have the ability to spin any number of "Poultrygeist" monsters from your field when Normal Summoned and Special Summon the first excavated "Poultrygeist" monster(s). They all have effects on Special Summon, but they aren't that great. Des-Saber Quote Link to comment Share on other sites More sharing options...
CuriousHeartless Posted September 10, 2015 Report Share Posted September 10, 2015 A series of Dark Warrior types (And one fiend-type Tuner based on a generic Grim Reaper) themed and named after various death gods and lords of the afterlife. Surprisingly, they are forces for good and a few of them have effects that hate on opponent's Dark monsters, although generally they have effect revolving around the graveyard. They actually have three boss monsters, all Level 9 Synchros: Oseerus, Pluton, and Hillen (Osiris, Pluto, and Hel respectively). Each has a powerful effect, as well as an additional one if you control the other two. (Obviously, the Japanese name would be Death-Sabers and then the US versions would be censored to Des-Saber) Jungle Orchestra Quote Link to comment Share on other sites More sharing options...
Draconus297 Posted September 10, 2015 Report Share Posted September 10, 2015 Jungle OrchestraA highly organized set of Beast-Warrior monsters, that play with your opponent's Deck- that is, mill it like flour- but their effects aren't all that hot on their own. No, their effects only get stronger the more Jungle Orchestra cards are on your field. In fact, if you work it correctly, because they have a few Pendulums and those that don't work like Crystal Beasts, you can OTK BY DECK-OUT. You need good combo planning and strategy to use them properly, though. Effectively, this Deck is either utter garbage or Tier 0 every day, all depending on the skill of the player. Possess-Shoe Quote Link to comment Share on other sites More sharing options...
TF2_The_Scout Posted September 10, 2015 Report Share Posted September 10, 2015 Possess-Shoe is a draw power engine. For every destroyed Spell/Trap card, you can place 1 counter on them, then tribute them, drawing 1 card for every 2 counters.(Yeah, I really had no idea what to do with this) Steel DragonsMust be machines that also count as dragons) Quote Link to comment Share on other sites More sharing options...
Draconus297 Posted September 10, 2015 Report Share Posted September 10, 2015 Steel DragonsYour typical Machine-Type more-power engine . . . with a Dragon-Type twist. The entire archetype is FIRE, and they have tons of options when it comes to what they can do- they mostly build up to a single Level 6 sub-boss, which can then go in several directions: they have a Rank 6 Xyz that works like Nova meets Red-Eyes Flare Metal, lots of solid Fusion support, three different flavors of boss Synchro (one that requires you use the sub-boss, one that requires Double Tuning, and one Accel Synchro [and there are sub-Synchro monsters to aid in bringing this bastards out]), and one, singular Main Deck evolution of the sub-boss, who acts like Red-Eyes Darkness Metal meets Blue-Eyes Shining. Skeledoll Quote Link to comment Share on other sites More sharing options...
CuriousHeartless Posted September 10, 2015 Report Share Posted September 10, 2015 DARK Plants that all resemble skeletons. They all have the ability "When this Plant-Type creature you control is destroyed by battle and sent to the graveyard: Special Summon it from your graveyard and its type becomes zombie". They also tend to either gain an effect or have their effects grow stronger when they become Zombies. They also have a continuous spell card which changes all face-up Skeledolls you control to Zombie-Types. This lets them get their abilities easier, but also gets rid of their ability to resurrect from one battle. Dark Rival (No 'Dark Counterparts of already existing cards'.) Quote Link to comment Share on other sites More sharing options...
Draconus297 Posted September 10, 2015 Report Share Posted September 10, 2015 Dark RivalLike Kaiju, these DARK Warrior-type monsters can be Summoned to your opponent's side of the field, and only Special Summon themselves if there's another Dark Rival on the field. However, as their name implies, only a Dark Rival can defeat a Dark Rival- they're unaffected by card effects, and can only be destroyed in battle by each other. Some nuke their controller's field, some force their controller to discard their entire hand every turn, et cetera. Essentially, you can either deal with them and use them for their immortal beatstick properties, or leave them with your opponent and force them to deal with the negatives constantly. Swordraw Quote Link to comment Share on other sites More sharing options...
The Nyx Avatar Posted September 10, 2015 Report Share Posted September 10, 2015 Archetype of WATER Warrior-Type monsters. Their effects focus on drawing; however, while they're on the field or if you activate their effects, you can't activate any monster effects in your hand, except "Swordraw" effects. They have ATK ranging from 1500 to 1900. Ultimatum Quote Link to comment Share on other sites More sharing options...
CuriousHeartless Posted September 10, 2015 Report Share Posted September 10, 2015 Fiends of varying attributes. They have powerful effects. But they also all have an ability when they are summoned, allowing your opponent to take a penalty to force you to tribute them. For example, Tidal Ultimatum allows you to draw an extra card each draw step, but when it's summoned an opponent can discard their hand (min. 1 card) to make you tribute it. Avatar Beast Quote Link to comment Share on other sites More sharing options...
The Nyx Avatar Posted September 11, 2015 Report Share Posted September 11, 2015 Archetype of Level 3 Beast-Type Monsters. There is at least one for each attribute. Their effects are more severe to your opponent based on what attribute your opponent has. They're not too difficult to Summon. Their Xyz and Synchro Monster(s) gain certain effects based on what Attribute "Avatar Beast" was used to summon them. Noir City Quote Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted September 11, 2015 Report Share Posted September 11, 2015 Archetype of DARK monsters that focuses on mass Normal Summoning/swarm tactics.Their ace monsters are 2-Tributes that can remove your opponent's hand and field without triggering Graveyard effects themselves. Dracodoll Quote Link to comment Share on other sites More sharing options...
The Nyx Avatar Posted September 11, 2015 Report Share Posted September 11, 2015 Archetype of EARTH Dragon-Type monsters. None can be used as Synchro or Xyz Materials.They can be Special Summoned to your opponent's side of the field. If you control no monsters, you can Normal Summmon them without Tributing. Their effects also focus on taking control of monsters your opponent controls (except "Dracodoll" monsters) at a cost. Their Spell/Trap Cards focus on adding/recovering them. Plague Doctor Quote Link to comment Share on other sites More sharing options...
TF2_The_Scout Posted September 12, 2015 Report Share Posted September 12, 2015 Plague Doctor is an archetype of Dark Spellcasters with varying levels. The whole point of the deck is to separate your opponent from their resources by banishing cards from their deck and extra deck. They do so by paying LP. To compensate, they generally have low stats, but they have an impressive line of defensive traps that reduce your opponent's monsters' ATK to 0. Griffin Quote Link to comment Share on other sites More sharing options...
CuriousHeartless Posted September 12, 2015 Report Share Posted September 12, 2015 WIND Winged-Beasts. They have a hatred of Spells and Traps, destroying your opponents and gaining boosts if you don't control any. As such, most of their support card are normal spells so they'll go away once you're done with them. Their boss monster-Ziz Griffin-has a special summoning clause like a larger Trap Eater. It can be summoned by destroying three face-up spells or traps an opponent controls, and no other way. Sliver Quote Link to comment Share on other sites More sharing options...
~Faytl~ Posted September 12, 2015 Report Share Posted September 12, 2015 Incredibly low-power (talkin less than 500 atk) Wyrm monsters that focus on card draw and swarm. However, they have a drawback: you can only summon Slivers and a certain DIVINE monster while you control one. Their best monster is Slifer Sliver, which nets you a Pot of Greed effect when tributed. Ironpelt Quote Link to comment Share on other sites More sharing options...
Draconus297 Posted September 12, 2015 Report Share Posted September 12, 2015 IronpeltAn archetype of EARTH Beast-Type monsters that have high DEF and interesting self-protection effects. Their selling point, however, is that each one is designed as an out against a specific Attribute or Type (eg, "If this monster battles a Fiend-Type monster, banish all Fiend-Type monsters on the field"). In any situation besides the one they're designed for, though, they're mediocre at best. Blade-Leg Quote Link to comment Share on other sites More sharing options...
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