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Archetype Game


Tinkerer

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Remind me that I'm an engineering major (for now), and not physics (this one belongs to an acquaintance of mine).

 

Anyway...

 

Quarks are Rock-Type monsters that are literally based on the subatomic particles of the same name. Much like how real quarks form to create the basis of all matter, these heavily focus on Fusion Summons to make their base monsters, which tend to have immunity to certain card effects. The Main Deck members are named after the six classes / "flavors" of quarks; Extra Deck members are named "Hadron" but are treated as Quarks for the sake of their support cards. 

 

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Next Archetype:

 

Rider Deer

(I technically am already using this name for another Archetype, but surprise me)

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Rider Deer

An uncomfortable little archetype composed of Beast-Warriors whose primary gimmick is that they ride one another to victory- they Special Summon like mad, they have a variety of Contact Fusions, they're highly based on combos and banishing, and there isn't much to say about them beyond that . . . except for how skittish they are. Imagine Speedroids, Madolches, and VWXYZ all hung out in the same archetype and you get the picture.

 

Harisentai (harisen are those fans you see tsundere characters in anime smacking the protagonist with from time to time, and Sentai . . . think Power Rangers, or Masked HERO)

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Malevolent Maelstrom

An archetype primarily of Continuous Spell Cards, all named after a combination of a type of inclement weather and some variety of monster from mythology (eg, "Malevolent Maelstrom of Hurricanes, Scylla"). These all have some type of effect removing both players' backrow, usually by destruction- some nuke everything at a certain point in the turn, some do it plus negation on a once-per-turn basis, some do it only when activated, some only when destroyed themselves. If your opponent needs their backrow for anything, they can easily pop these things with MST or a monster effect . . . but that's where the fun begins. Once destroyed, they become your monsters, and each has solid stats all on its own. Because they're fully treated as monsters, you can use them as Xyz Material, too . . . oh, and there are a few non-Spell members, most notably including several "Maelstrom Summoner" monsters that help you add these things to your hand, or activate them, once per turn.

 

Resistance Lock

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Resistance Lock is an archetype of machine type monsters. Like Noble Knights, they revolve around equipping, but rather than spells or Union monsters, they equip trap cards to themselves. By doing so, they gain access to stall tactics that allow them to play incredibly defensively, making them ideal for alternate win conditions such as Destiny Board and Final Countdown. Because of this, they have their own win condition. They have a pendulum scale of 1 to 5, which allows them to xyz spam. The xyzs have built-in effects that place counters on a field spell that grant them effect immunity. The field spell can protect itself by removing said counters. It requires twenty counters to win, so at best, you should win between five or ten turns.

 

(of the) Seven Deadly Swords

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Seven Deadly Swords

Do you remember the Guardian archetype? How about the Legendary Dragon Fusions? Basically, this is that given new life. "of the Seven Deadly Swords" Main Deck monsters (of which there are seven) are all, interestingly, DARK Gemini monsters, that only gain their effects and some major stat boosts if equipped with an Equip Spell. The "Seven Deadly Swords" themselves are, as indicated, seven Equip Spell Cards that offer generous battle effects, but can only be equipped to a Normal or Gemini monsters. As a trade-off, all of them can be destroyed when the equipped monster would leave the field, except by Fusion Summon, and can search other Seven Deadly Swords cards if revealed in your hand. There are a couple other Main Deck monsters that offer more searching, the ability to change which monster your Spells are equipped to, and other such things, under the communal "Seven Deadly Swords' Aid" moniker.

What really makes them interesting, however, is if you control both an "of the Seven Deadly Swords" monster and its corresponding Equip Spell . . . You can send both to the Graveyard to Fusion Summon evolved versions of the Main Deck monsters, all of which basically tell your opponent that you're not messing around.

 

Transmutation Gate

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Transmutation Gate

A Continuous Spell that allows the archetype's monsters to tag out Gladiator Beast-style once per turn when they are targeted by a card effect or attack. The monsters' names end with "of the Transmutation Gate" and are Level 4s of different types and attributes. They have effects that can be used by themselves as stand-alone cards, but many of them gain extra effects if summoned by Transmutation Gate. There are also some that can only be summoned by Transmutation Gate that act as the boss monsters. The monsters have a variety of effects to make each of them useful in different match-ups. There is also a Spell and Monster that search Transmutation Gate and a monster that protects Continuous Spells from being destroyed.

 

Devil's Advocate

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An archetype of level 2 DARK hand-trap monsters that only trigger under specific (though wide-ranging) conditions. When they activate, they counter whatever's happening by giving you the option to purely negate it or cause the opposite to happen (ie. If a spell/trap would be destroyed, you can destroy a spell/trap on the opposing player's side of the field instead).

 

Their backrow consists entirely of trap cards that have several effects depending on how many "Devil's Advocate" cards you shuffle into your Deck. They also have a single Field Spell that allows you to Special Summon a "Devil's Advocate" monster whenever a card activation or effect is negated.

 

All these things make their grind game, once set, nigh unstoppable, though they generally have difficulty putting up their own offensive presence with no in-archetype spam cards besides their field spell.

 

 

Conglomerate & Amalgamation

(make them 2 separate archetypes that work together a la Fluffals/Edge-Imps.)

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Conglomerate/Amalgamation

Conglomerate monsters have a very cookie-cutter, formulaic Warrior Synchro 8 setup, one designed for fast plus at any cost- huge LP payments are not foreign to them at all, in fact being an expected part of their setup. Also, a few of them lock other monsters you control at Level 4, at the cost of locking both players out of Xyz Summon entirely.

Amalgamation monsters are EARTH monstrosities designed with one thing in mind: Twisting and corrupting everything. Most of them can Tribute monsters to get back lost resources or get their hands on Polymerization, and as a whole they have a very Graydle-esque setup to steal your opponent's monsters to pay for them. And, most horrifying of all is their in-archetype Super Polymerization . . . because they have Shaddoll/E-HERO style Fusions only reliant on the Attribute of the monster they fuse with. And, if you're ever behind . . . the comebacks possible with them are legendary, because if you have significantly less LP than your opponent their Fusions all gain ridiculous boosts.

Together, they are atrocity given form.

 

Metal-Spike

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Metal-Spike is an archetype much like Burgesstoma, in that they are all trap monsters. When activated, they summon themselves to the field, then immediately summon an XYZ monster from the extra deck using them as material. These XYZs, once per turn, can negate a summon or an effect that summons, but must keep their XYZ material. Good thing they can't be targeted for an attack and can't be destroyed by card effects, thanks to an inherited effect from the trap monster. In addition, while in the grave, they can attach themselves from the graveyard to an XYZ monster your opponent controls and give it this effect.

 

"During your End Phase: Discard 1 card."

 

Next: Red Menace

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Archetype of FIRE Machine-Type monsters. These focus on swarming the field and each come with an effect that can be activated by TribuTributing them. Whether it be to banish, negate, destroy, shuffle, draw, take control of, ect. However, they also come with a boss monster that can't be Special Summoned and must be Tribute Summoned. When Tribute Summoned: You can Special Summon any number of "O.X.A." monsters from your hand and Graveyard. And this effect cannot be negated.

 

Fatedge (Fate + Edge)

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Warrior-Type monsters of various elements, that depend on Fatedge Equip Spells, which aren't weapons so much as an edge to the Fatedge Warrior's swords. They grant unique special effects to the equipped warrior. Warriors can be used to Xyz Summon Fatedge Valkyrie -a 3000/2500 LIGHT Warrior- using them and any spells equipped to it as Xyz Material. Valkyrie, the archetype's ace, can treat Xyz Materials that are Equip Spells as though they are equipped to it, granting her an army of effects.

 

Eschscape (Combination of "Escher" and "Landscape")

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A series of field spells with the ability to "tag out," as in, they have quick effects that let them return to hand and activate another spell in their place. Due to having generic effects, they are techable in every archetype, ranging from negation, destruction, searching, and special summoning. In addition, if they somehow get destroyed by getting negater or just caught off guard, they can search another one out and continue the tagging.

 

Next: Outlaws of the Fromtier

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Outlaws of the Frontier

Warrior-Type monsters with a heavy focus on being impossible to permanently kill- after all, a good outlaw never dies, only disappears for a while until the fuss settles down. In addition, they specialize in spinning cards so they don't have to deal with them in the moment, or banishing them so they're deader than dead. Their combos have a tendency to be absurd, if admittedly inconsistent- outlaws don't work well together for long, after all. Their stats aren't all that great, but if your opponent has nothing to fight back with . . .

Think Madolche meets D. D., basically.

 

ARKappa

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WATER Machine-Type monsters all themed on the Kappa emote (you guys like spamming that, don't you?). Basically, their strategy consists of massive Special Summoning, bouncing themselves to stop the opponent's moves and then come back to torture them some more. Though, all of the members are very much low in stats so forget about using them as walls. 

 

Performawight

(You can figure out what this entails)

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Welcome, to a carnival of the damned! While on the surface, these little guys look cute, peer into the background and you'll see their true way...

An archetype of Zombie and Pyro-type monsters who resemble either ghosts, various undead from different myths or burning spirits... But you know, circus-y. Unlike other Performa- archetypes, they don't use Pendulums, instead mimicking the mass summoning of them through massive combo plays. They love negating effects, and as more and more people grow spellbound, so their stats grow and the more powerful come out to play. Their boss monsters are quite varied, with Xyz, Fusion, Ritual and Tribute summonable bosses. Also, when they would be sent to the graveyard, they banish instead.

In terms of Spell/Traps, they've got large numbers of counter traps who aid their negate everything playstyle. Their most dangerous trap is a card that works like Maxx C, but instead of draws , negates something's effects everytime a special summon is performed. They also some Normal Traps for searching and reviving. These get real silly real fast, as these traps can be activated the turn you set them if certain conditions are met, like No monsters in graveyard, or all non-"Performawight" card effects negated.

 

Stone Symphony

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Why do I imagine that either Yuya in some alternate version of ARC-V or probably his father will use this? Oh right, because they're entertainers. 

 

(P.S. I still am not fond of Ppals very much)

 

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Anyway...

 

Rock-Type monsters that focus on heavy combo plays, ranging from being able to negate the opponent's effects or stop their summoning. That is, if you control enough Stone Symphonies to make the plays go. But given their lust for heavy backrow and SSing, you should be fine. Oh right, and they can contribute to Rock Stun if you so choose, 

 

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Carnicero de La Cabaña

(Translate this into English, and you can probably figure out what this is based on)

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[spoiler Skip]Stone Symphony

 

A group of Pendulum monsters that all have 2 main effects, a FLIP effect, and an effect that is dependent on how many Stone Symphony cards you control. Funnily, all of them have a scale of 6, and I mean all of them, so that under normal circumstances, they cannot be pendulum summoned in a pure deck.

 

Their Spell/Trap support involves recycling their cards from the Extra Deck and preventing the opponent from stopping their plays.

 

_-Hopper

 

(_=any letter, ie. A-Hopper, G-Hopper, X-Hopper, etc.)

 

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An archetype of Insect-types, with two for each attribute, who just get off on banishing the opponent's stuff. They do this through battling, popping, a few can even banish cards directly from your opponents extra. They make use of these banished cards through their extra deck monsters, who are Xyzs who can attach banished monsters to them as material and function as Macro Cosmos. For spell/traps, they've one of each kind, and they're pretty basic. Field spell boosting stats and combos, counter trap negating and banishing, equip spell banishing from opponent's extra, etc. These guys have no in archetype way to revive themselves, or stand up to stuff they can't banish, so be careful.

 

Bronze Soul

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Bronze Soul

An archetype composed of "statues", who have 0/0 stats and no worthwhile effects when Summoned the first time . . . but, upon their destruction, or if Special Summoned from the Graveyard or Banished Zone, they become all but invincible, with stats and effects that are frankly beyond what you'd expect from lower-Level monsters- they break the 2000 rule multiple times across their members. Most of them gain effects along the lines of revival or major damage after their second go, so that you can expedite the process of killing your opponent with things they don't expect. Most of their support cards also support this motif, with "Animate Bronze", a Quick-Play archetype version of Soul Charge, a particularly dangerous power card they have at their disposal.

 

Arcandy ("Arcane" + "candy")

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Archetype of DARK Fairy-Type monsters. They're each named after a kind of candy. They all have varied ATK and DEF. However, one thing they all have in common is how easy they're to Summon. Think Six Samurai, but a little faster. However, one of them is capable of being Summoned to your opponent's side of the field (like a Kaiju monster). Their Extra Deck Monsters are Fusion Monsters. However, they have one Contact Fusion monster.

 

Overgrowth

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A small archetype. Starting with Rank 3 Overgrowth-Heart, this army of mutants can Xyz Evolve every turn, with effects developed seemingly without rhyme or reason. Once the player Xyz Summons Rank 12 Overgrowth-Lord, it's all but over, with the Xyz monster able to absorb the abilities of every Overgrowth Xyz monster attached to it, and attack multiple times.

 

Defilance (Defile/Defiance)

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