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Archetype Game


Tinkerer

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Electron

 

A level 1 EARTH Thunder archetype with a naming scheme ripped straight from the periodic table. All of them have 0/0 stats but they all have continuous boosting effects when banished (all "Electron" monsters can attack twice, all "Electron" monsters gain 600 ATK, etc.). They are also a fusion-based archetype with Dragon-type fusions that require specific materials. Fortunately, they have powerful effects that banish "Electron" monsters from various locations as the cost.

 

Des Gardna

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Des Gardna

DARK Warriors that have a uniform 100 ATK, but they don't necessarily need to attack normally. They boost each other's DEF through the roof, they give each other effect protection, and overall enjoy sitting comfortably in Defense Position. They have 3 different Fusion bosses, all of which have the generic requirement of 3 "Des Gardna" monsters- one makes your opponent discard cards equal to the number of Defense Position monsters you control, one is basically Superheavy Samurai Big Benkei, and the third shuffles Graveyard Des Gardna cards into the Deck to deal damage equal to their DEF to your opponent's Life Points.

 

Option Maiden

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Option Maiden

 

A set of Psychic monsters who have 3 effects... All based around what card is on top of your Graveyard. Having a monster on top usually hails a battle effect, spells cards give the Maidens an offensive effect, and traps provide a defense. Their Spells and Traps also help rearrange the Graveyard to suit certain situations.

 

Krystak

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Krystak

A group of Reptile-Type monsters. They're a rather slow archetype to get started, because most of their members are Level 5 or above, but once they start hitting the field, they explode exponentially. They use Scrap Dragon-like effects liberally, because their nigh-indestructible Field Spell (cannot be destroyed if you control so much as 1 "Krystak") gives them revival capacity on par with Zombies on speed. In addition, they have Continuous Spells that act like Kaiju- you can destroy one of your opponent's backrow cards to activate it, and it provides a bonus to all face-up "Krystak" . . . which your opponent is unlikely to have. Beyond that, they're just another beatstick Deck.

 

Clicker Gunner (refers to a small, lesser-known set of Transformers-esque toys with 3 forms- a "fighting" form, usually shaped vaguely like a person, a "weapon" form, and a third form- a wristwatch with weird things sticking out of it)

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Show Jumper

 

A set of LIGHT Pyro-type monsters that all have the ability to spin their monsters in order to attack directly. The spun monsters also have effects that help along those battles, from giving a +800 boost, to preventing the opponent from activating effects.

 

Royal Kin

(Make it decently powerful please, I'm using this archetype for a story and it's gonna be the Deck of the first villain)

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Royal Kin

An archetype of Fairy-Type monsters that revolve around the hand- from Honest-like cards, to hand restocking, to forcing your opponent to discard their hand. This all leads up to a Main Deck boss that is essentially a one-monster Kaiser Collosseum of a sort- your opponent xan only control total cards equal to the number of cards in their hand. It also has an effect similar to Slifer.

 

Thunder Rage

Royal Kin

An archetype of Fairy-Type monsters that revolve around the hand- from Honest-like cards, to hand restocking, to forcing your opponent to discard their hand. This all leads up to a Main Deck boss that is essentially a one-monster Kaiser Collosseum of a sort- your opponent xan only control total cards equal to the number of cards in their hand. It also has an effect similar to Slifer.

 

Thunder Rage

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Archetype of FIRE Thunder-Type monsters. They each have an effect that activates when they're destroyed by a card effect. The Extra Deck monsters have such effects as well, but in addition, they also have effects that activate when they're banished. The Extra Deck monsters gain certain effects if your opponent controls more monsters, Spell/Trap Cards, Extra Deck Monsters, and have more cards in their hand.

 

Nighterror

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Nighterror

An archetype of DARK Fiends and Zombies, based on classic monsters, from banshees and vampires to The Blob and Night of the Living Dead zombies. They don't have the best stats in the world, but they steal the effects and stats of other monsters on the field, usually by locking said monster down in the process! Their (semi-generic 3 mat Fusion) boss can even do it to multiple monsters at once! They rely on Spells, specifically some Continuous and Field Spells, to get out fast and keep their boosts after the monster they stole from leaves, lest they drop down to weaklings again.

 

Groundwater

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An Archetype of EARTH Aqua-types that love getting sent back to the bottom of the deck to activate effects, on both the field and the deck! They aren't particularly powerful stat-wise, but they do have great stalling potential and recyclability. They don't need an extra deck, but they have a few xyzs that can further their plays

 

Noitcelfer (that's reflection spelled backwards, kids!)

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Noitcelfer

The ultimate gimmick deck. LIGHT Rock-Type monsters whose effects benefit your opponent and hurt you- letting your opponent draw more, giving their monsters effect protection, healing them, making you pay absurd amounts of Life Points while they're out, milling your Deck like mad, and sometimes skipping your turn entirely . . . if it weren't for a devilish little Continuous Spell called Darklight Mirror of the Noitcelfer, which reverses all the payments you have to make to your opponent, and gives any of the benefits they're getting to you.

 

Curio of the Forgotten City

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Curio of the Forgotten City

A set of low leveled WATER monsters with great swarming potential. They become more powerful as the total Levels/Ranks of all monsters you control gets higher (either their effects or stats). Their Spell/Trap options - among other things - quickly ramp up the levels of the monsters you control (this includes the existing card "Lemuria, the Forgotten City").

 

In the Extra Deck department, there are some Xyz monsters with slightly unusual Materials: "X Level Y or higher ("Curio of the Forgotten City"/WATER/etc.) monsters", where 'X' and 'Y' can vary between the monsters, and even surpass 12...

 

Next up: "Yeti"

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Yeti

 

A series of level 7 and 8 WATER Beast-Warriors. Their effects are similar to the Superheavies in that they should be run in a specific manner... In this case, without any level 6 or lower monsters in the Graveyard. They make up for this limitation by being able to be summoned without tribute, having powerful effects, and retaining the stats of level 7-8s (22-3000 ATK). They have a fusion-based Extra Deck.

 

-sicle

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Archetype of WATER Rock-Type Union Monsters. They're not difficult to Summon, as their Spell/Trap Cards can Summon them and they each come with their own effect to Summon themselves. Their Extra Deck monsters are Fusion Monsters that can be Summoned similarly to Ritual Beasts (for convenience's sake). They all have fair ATK and DEF. However, the archetype also comes with an Xyz Monster.

 

Village Dementor

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A set of EARTH Fiends focusing on terrorizing and torturing monsters with lower levels than them. Whenever they battle a monster whose level is lower than theirs, that monster isn't destroyed by the battle, their ATK is reduced to 0, and their effect is negated. In addition, if they attack a monster with 0 ATK, the monster's controller takes extra battle damage. To balance this out, the monsters themselves have rather lacklustre ATK, and are kinda slow. Their "boss" only has the title by virtue of being higher-leveled and having higher ATK than the rest, and is a maindeck monster.

 

Elven

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Archetype of Level 1-4 Warrior-Type monsters. They focus on destroying cards your opponent controls; however, your opponent's monsters cannot activate effects in response to their destruction. They all have fair ATK. Their Spell/Trap Cards either focus on protecting or Summoning them. Their Extra Deck monsters are Fusion Monsters.

 

E.R.A.

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Etheric Routing Artifacts, or E.R.A. (Because it's shortened, they don't count as artifacts). A group of Rock-monsters that come in each attribute and are focused around Spell cards-whether it be an effect triggered by using spell cards, or spell searching, or a number of other things. They have an Xyz monster at each level from 3-8. Although none of them are actually level 8, for that you have to use E.R.A. Monolith, which once per turn, when you cast a spell card allows you to declare a number up to the number of Spells in your graveyard (Max 12) and have all your creatures become that level. Their Xyz monsters are Machines instead of rocks. They also have the spell Etheric Energy. Etheric Energy has a rather weak ability of allowing you to gain 200 life, but it also allows you to banish two other spell from your graveyard to return it to your hand so you can get multiple triggers off E.R.A. monsters off of it. LIGHT E.R.A .have humanoid or angelic forms and focus on banished Spells, whether it be banishing them to activate an effect or counting the number of your banished spells. DARK E.R.A. (Including the aforementioned E.R.A Monolith) look like monuments and have abilities focused around the graveyard, such as sending spells from your hand or field to the graveyard or counting the number of spells in your grave. WIND E.R.A. resemble either flying animals, insects, or machines and are all Level 3 (And the Rank 3 E.R.A Xyz is Wind); they all have low stats but the ability to attack directly and get bonuses when you cast spells. EARTH E.R.A. resemble various animals and are adept at quick swarming of E.R.A, at the cost of banishing a certain number of spells from your hand. FIRE E.R.A. resemble weapons and are all union monsters, not only allowing them to power up your other monsters but also adding more spells to your field. WATER E.R.A. resemble fish, boats, and submersibles; they spin your own spells to disrupt your opponent. Wow, that was a lot of text, I obviously put too much thought into this. It would suck to be ninja'd

 

 

Eradicator

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Eradicator

An archetype of Warrior, Psychic, and Fiend-Type FIRE monsters, that also all count as Machine-Type. On the whole, Warrior members stand on their own as beatsticks with destruction abilities, Psychic members generally provide protective effects (and much-needed floating and revival), and Fiend-Type members provide massive power-ups at the cost of them all basically being Exo Armor. They use a Field Spell that generates Counters upon archetype members being Summoned or destroyed, which are pulled off by archetype members for effect usage (or, in the case of Fiends, just to stay out). They do Pendulum, but that's mostly just the Psychic members. They have powerful Synchro potential, with a Synchro boss that acts like a cross between JD and Red-Eyes Darkness Metal. They are named after well-known real and fictional conquerers.

 

Zemaraiia

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A set of cards focusing around a level 4 Warrior monster named "Zemaraiia, the Maiden Ninja". The monsters have different types (ie. The ones from Ninjitsu Transformation/Super-Transformation) and attributes, but when they are summoned, "Zemaraiia" equips to them and gives them bonus abilities.

 

Realmweaver

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A group of LIGHT Fairy-Type monsters based off of creatures in CFV, and follows the same process as their Grade mechanics.

Their boss monster is appropriately named after a certain person, and can utilize all monsters when needed.

 

(fyi, I don't play Vanguard, though I should probably learn basics)

 

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Coupling Moments

(As in engineering mechanics)

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Coupling Moments

 

A contact fusion-based machine pendulum archetype. Their scales are all 6, but that doesn't matter too much since every turn they go up or down by 2 (min/max = 0/12), but only if you have cards in both your Pendulum Zones. They also have effects that get more powerful the greater the difference is between the two scales (ie. All monsters you control gain 100 ATK x the difference between your pendulum scales).

Their monster effects are also scale-focused, from gaining life points equal to the difference in scale values, to manipulating the scales themselves, to worsening the scales to pop cards, the scales are necessary else the monsters are little more than mid-powered vanillas.

Their fusions are also odd. They all have specific materials (ones that are opposite in monster effect) but they can only summon themselves by spinning the correct materials from the Pendulum Zones back into the Deck. Once they hit the field though... There's little one can do to stop them.

 

Thermax

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Thermax

FIRE Machine archetype thematically based on engines and motors, with every Main Deck member being Level 2. They Synchro for 4 and 6 like crazy, and their Rank 2 plays are nothing to sneeze at . . . but there's something more interesting about them. They have an archetype-specific, REUSABLE version of Astral Force to Rank Up into 4, 6, and even 8, for shenanigans even Raidraptors would quake in fear of, and they have a single Tuner that acts as Super Poly for Synchro plays, with several Synchro monsters of every level with Neos Fusion-like requirements ("Thermax Turbon" + 1 or more non-Tuner WATER monsters, etc.).

 

Therundri

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An archetype of WATER Wyrm-Type monster. Each is named after a different dragon or Dragon-related creature (Worm, Draco, Wyvern, ect). While some focus on discarding to activate their effects, the others trigger their effects when discarded. They have 1 or 2 Fusion monsters, but they focus primarily on Synchro Summoning. Their Spell/Trap cards activate by discarding them.

 

Thein Fairy

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Thein Fairy

 

An archetype of pendulum tuners that can also be treated as non-tuners. The pendulum summoning helps with building up synchro fodder, since the main deck monsters have no use outside of that. The pendulums also have a unique ability to pendulum summon twice at the cost of 1000 LP. The synchros are all dragons that then force your opponent to mill their deck.

 

Marching Band

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