Jump to content

Archetype Game


Tinkerer

Recommended Posts

Heaven Piercer

Low-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

Link to comment
Share on other sites

Highlander

A 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

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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

Link to comment
Share on other sites

Jungle Orchestra

A 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

Link to comment
Share on other sites

Steel Dragons

Your 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

Link to comment
Share on other sites

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'.)

Link to comment
Share on other sites

Dark Rival

Like 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

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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

Link to comment
Share on other sites

Ironpelt

An 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

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
×
×
  • Create New...