Jump to content

Archetype Game


Tinkerer

Recommended Posts

Conan

 

An archetype of psychic monsters that focus on declaring card names (from opponent's hand, their Deck, your Deck, etc.) for various effects. They have a very control style and benefit by making opponent's cards useless while building up the resources to go into their level 10 Synchro Boss. However, things aren't all peaches and cream for the Conan cards. During each End Phase you take a small amount of damage, one that would probably be negligible if they didn't always need 2+ monsters to build up their locks and stacking their manipulation effects.

 

Doppler/Doppler's Gang

Link to comment
Share on other sites

If you mean Doppelganger...

An archetype of DARK fiend-type monster that focused on copying name, ATK, DEF and even effects of another card. It can have a card that can spawned off some tokens that can copy ATK, DEF and name of another Doppelganger monster. Effects like destroying itself during end phase or it can only copy ATK and DEF of monster that have 2000 ATK and DEF or less or it can only copy effects of monsters that have level 4 or less, may be introduced to put limits on this archetype.

 

War vehicles (Battleships, aircrafts, tanks, etc.)

Link to comment
Share on other sites

Full Moon Envoy is a LIGHT/Fairy archetype with effects that allow them to control your opponent's hand. They each have effects that activate when Tributed, and that's the main cost of their counter trap cards and Quickplay spell cards. To prevent being overpowered, the quickplays cannot be activated from hand. The spells allow for you to draw cards and the traps allow you to discard your opponent's hand or prevent them from drawing cards/searching their deck. The deck that has the worst time against Full Moon Envoy is Nekroz, but Exodia decks hate it to.

 

Next: Houdini

Link to comment
Share on other sites

Archetype of DARK Spellcaster-Type monsters. They each have a search effect (like Majespecter), but each also has a FLIP effect (like Shaddoll). Their Spell Cards all consist of Equip Spell Cards. However, these are a step-up from Noble Knight, as they can't be removed by your opponent's card effects while they are equipped to a monster. They also have a high- ATK monster in the Main Deck that can be Special Summoned from your hand if your opponent Special Summons a monster, and cannot be targeted by card effects (one though).

 

Squid Soldier

Link to comment
Share on other sites

Squid Soldier is an OTK water deck. You can only control 1 Squid Soldier and there's only 1 for each level. You shuffle 1 into your deck to special summon 1 from your hand that's 1 level higher. They have a field spell that has an Allure of Darkness effect. You can draw 2 cards, but you then have to banish the top card of your deck. Because of this, DDR is a card that is seen often in them. As the monster levels get higher, the attack gets higher. However, they have little negation ability.

 

Next: Juju

Link to comment
Share on other sites

Archetype of EARTH Fairy-Type monsters. They focus on crippling your opponent when they Special Summon. They are all Level 4 and lower. Their Extra Deck monsters are Synchro Monsters; they each have an effect that banishes a card on the field. Their Spell/Trap Cards focus on Special Summoning. And each card each has an effect that triggers upon banishment.

 

King of the Malicious Empire

Link to comment
Share on other sites

[King of the] Malicious Empire

Warriors and Fiends, surprisingly of the EARTH Attribute. Similar to archetypes like "Shaddoll", Main Deck monsters have the shorter "Malicious Empire" name to them, and represent citizenry, soldiers, and servants . . . but the Extra Deck monsters (in this case, Synchros, Xyz, and Xyz that require Synchros as Material) are known by the communal moniker of "King of the Malicious Empire", often preceded by a name, then number or title (e.g. "Arattas, Sixth King of the Malicious Empire"). In terms of what they do, they're on the intriguing side with removal none are exempt from: they turn opponent's cards into Equip Cards, often disabling their effects in the process. Their main method of victory is via OTK, through the rather vicious support Traps that do two things: providing on-field power boosts or temporary Armades effects, and banishing themselves from the grave to allow additional attacks, or even extra Battle Phases, if certain obscure conditions are met. Generally speaking, their only real weakness is that their recovery is crap: they can keep themselves alive effectively, but once they're dead you're pretty much consigned to never getting them back unless you run cards from outside the archetype.

 

Card-Armor

Link to comment
Share on other sites

Unique cards than bend the rules of the game, being Equip Spells that equip to everything but monsters. Decks, set cards, players, you name it, the Card-Armors can equip to them. While equipped to Decks they can either net extra draws or prevent them, and while equipped to players usually give LP-based effects. Equipping to set cards can keep them face-down, or force the owner to pay LP to activate them, or something similar to that.

 

Beetoys

(Beetle + Toys)

Link to comment
Share on other sites

An archetype of insect toon and non-toon monsters that focused on drawing even more power from controlling Toon world. High level Beetoy isn't a toon monster while lower level is. High level have effects when toon world is on the field like add Beetoys from your deck and boost its ATK for every level 4 or lower Beetoy on your hand (you must reveal it). While low level beetoys have swarming effects like it can add a monster that have the same name as that card upon special summoned by Toon world. Beetoys also have very powerful insect-type synchros that required Toon world to remain on the field or get destroyed.

 

Evil of the Void

Link to comment
Share on other sites

An archetype of DARK and LIGHT Aqua-type monsters who focus on supporting "Unformed Void" (http://yugioh.wikia.com/wiki/Unformed_Void), by pulling of quick XYZ summons and then switching control of them to the opponent. The main deck monsters focus on multiple normal summons and stacking your deck. Most of the XYZ monsters only have the effect that switches control, and  another one that hinders them further, e.g. preventing them dealing battle damage or being the only monster that can attack. They have some XYZ monsters for your own use, that further clogs up your opponent's field by blocking off spell/trap zones. They have a continuous trap card that gives them more search power to make them more consistent as well as a couple of equip spell cards that you can equip to your opponent's monsters so they're counted as XYZ monsters.

 

 

If you guys don't mind me doing this, any archetype name you want, as long as it is fusion based (not contact fusion). 

Link to comment
Share on other sites

If you guys don't mind me doing this, any archetype name you want, as long as it is fusion based (not contact fusion).

Sorry, that kinda goes opposite of what the game is about. However, you can (after providing a name), offer a suggestion like that, but it will be up to the next person to decide to go through with that or not. Sorry again...

 

Next name: Amalgam8s

Link to comment
Share on other sites

Blackwater is a DARK Aqua archetype that vaguely resemble aquatic plants. The archetype revolves around summoning them directly from your deck in order to make rank 2 XYZs. Due to being dark, they support the Level 2 Chaos build. The plants all have effects that activate in hand, putting them in the graveyard for more plays with typical chaos monsters, such as Dark Armed Dragon.

 

Next: Astronaut

Link to comment
Share on other sites

An archetype of EARTH Warrior type monsters. Their focus is boosting each other stats, which are high for their level. However, they really shine when it comes to their synchro monsters, who are all tuners and speed up Shooting Quasar Dragon Decks massively.

 

 

Solar Striker (or SS for short)

This is an archetype I plan to use a character in a story I'm working. The character in question hails from the Fusion Dimension of the Arc-V anime, so making this deck fusion-based would be really useful, since I've gotten a blank for ideas on this.

Link to comment
Share on other sites

Solar Striker

 

A group of warrior-type monsters whose naming scheme derives from the planets/dwarf planets (#neverforgetpluto) of our solar system. They have generally high stats and all can Special Summon themselves at the cost of LP. However, they also have costs to keep them around... Sending spells from their Deck to the Grave.

Fortunately for them, their archetype-specific spells can work by banishing themselves from the Graveyard and their single Trap is an archetype-specific Avarice for spells and can shuffle spells from the hand into the Deck for draws.

 

Yutagonist

Link to comment
Share on other sites

Yutagonist is a water archetype of snowmen. These snowmen all have effects that make them self-destruct if attacked. If destroyed, they can add copies of themselves from deck to hand. Their extra deck has giant snow monster XYZs that can use 1 snowman as material. They then can attached copies of that snowman in the graveyard to themselves on summoning, giving them 3 materials. The giants have effects similar to Catastor, in that they always win in battles with non-water monsters, but instead of destroying that monster, it is returned to hand.

 

Next: Star Command

Link to comment
Share on other sites

An archetype consisting of fire, water, and light monsters of varying levels. Fires get destroyed often, but that's okay since they have effects that activate when destroyed or in grave. Waters are the tactical ones that have hard opts but varying effects. Lights are the bosses that can bolster the others so that they don't have to get their hands dirty. They have 1 synchro, which is a machine, that acts as all a combo of fires waters and lights, yet it self is dark.

 

Gladefighters are your next challenge.

Link to comment
Share on other sites

Grimmoire

LIGHT Fiends and Fairies, with a very odd mixed bag of gimmicks to them:

1. Like Crystal Beasts, if their Main Deck offerings would die, you can put them in your Spell/Trap Zones instead, and while there they ape the effects of various Spells, but on a continuous basis (OPT versions of MST, in-archetype RotA, Smashing Ground, Monster Reincarnation and even a Change of Heart clone)

2. In terms of their effects as monsters, their main strategy is similar to Rock Stun, locking your opponent from doing something when flipped face-up (attacking, SSing, using Spells or Traps, recycling, banishing).

3. Despite the staggered Levels, they're one of the best Xyz archetypes in the biz, because once face-up these atrocities match Levels with each other. Good thing they're restricted to their own archetype . . .

4. Oddly, their Xyz entries aren't really that bad, being odd beatsticks . . . provided your opponent doesn't kill them. If they are killed by your opponent's card, they immediately Rank up into ANY Xyz that is exactly 1 Rank higher. Feel free to panic.

 

UMMD

Link to comment
Share on other sites

Underworld Masking and Management Divisions, shortened to UMMD, are Zombies of varying attributes. Like their full name implies, they play a control game, making it so that the opponent has to follow orders you say it else be transformed into something terrible. They have both synchros and xyz, but have no spells or traps.

 

Urgent Particle

Link to comment
Share on other sites

Archetype of Level 1 LIGHT Aqua-Type monsters. They focus on Summoning from everywhere; the hand, Deck, Graveyard, and Banished Zone. They have a large toolbox of Rank 1 Xyz Monsters. They may have "Partical" in their name, but in terms of practicality, these are no small stuff. Unlike other Xyz Monsters, they each have an effect that helps them stay on the field (cannot be destroyed by card effects, cannot be targeted by card effects, unaffected by Spell/Trap effects, ect,). Though, they also have effects that can promote you or remove cards from the field (via destroying, banishing, sending, shuffling, ect.). The first competent and competitive Level/Rank 1 engine.

 

Ashenveil
 

Link to comment
Share on other sites

Spectral Specter are a powerful force of Level 1 and Rank 1 monsters, who work like the mutant child of cloudians, spiders and Watts as they have battle position tricks abound as well as battle invincibility and direct attacks. However, their crippling flaw is that they have poor searching and battle damage you take from them is doubled if your opponent has less life points.

 

 

Dawnbreak (Take note of Dawnbreak Gardna http://yugioh.wikia.com/wiki/Dawnbreak_Gardna)

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...