Jump to content

Archetype Game


Tinkerer

Recommended Posts

Penultimate

A Level 11 archetype designed to be the next-to-last thing between you and loss. One gifts you with some recycling capacity if there are 2 or less cards left in your Deck, one acts as an improved Battle Fader, one functions as a handtrap version of Stardust, et cetera: all in all an archetype to save your bacon if you're in danger. Sadly, they don't have much in the way of actually getting out onto the field, which is too bad, because they have the silliest way to win a Duel yet conceived . . . Decking out your opponent by drawing from their Deck during your Draw Phase, only possible by having exactly 1 open Card Zone and exactly 1 card left in your Deck.

 

Crychotherapy (cryo-, meaning ice, plus psychotherapy)

Link to comment
Share on other sites

Crychotherapy

Famous psychologists frozen in cryostasis. They are WATER Psychic-types with effects that allow them to reveal information about the opponent. Their effects reveal the hand, extra, face-downs, or deck of the opponent at the cost of helping them with the power of psychotherapy: giving them LP, letting them search a copy of something in their hand *cough mind crush*, etc.. They also each can search for another specific Crychotherapy monster when normal summoned, but they don't keep their field presence well. The archetype truly shines when paired with their Spells and Traps that activate every time one of your benign Crychotherapy effects activate. They freeze the opponent's monsters, freeze the opponent from using phases of their turn, freeze cards in the grave and/or extra.

 

Axiomatic Anomaly

Link to comment
Share on other sites

An archetype of monsters similar to the Chronomaly Archetype, only they are based on solved phenomena. As such, they have an annoying tendency to get in your face and stay there, obstructing your attempts to defeat them by negating their own deaths and dealing burn damage whenever they do. For maximum efficiency, pair with Savage Colosseum.

 

***

 

Beast of Erebus

Link to comment
Share on other sites

Archetype of DARK Beast-Type monsters. They all contain an effect that either destroys a card your opponent controls or Special Summons monsters from either player's Graveyard. They also each contain an effect that doesn't allow your opponent to activate that card's effect(s) the same turn it is destroyed (to prevent cheap plays).

 

Radiant Pegasus

Link to comment
Share on other sites

An archetype of LIGHT Gemini monsters, who start off as Beasts before being treated as Winged Beasts as well when Gemini Summoned. They like to soar over the opponent's monsters for direct attack, and utilise Contact Fusions, into Mythical Radiant Pegasuses as well as Transformation Summons like Masked HEROs. Their Spell/Traps increase damage output, while granting a very nice draw engine for LIGHT Beasts or Winged Beast decks. They can banish to use a Mask Change like effect to bring out the Cosmic Radiant Pegasuses. They also have a fetish about discarding cards from the opponent's hand when Fusion or Gemini Summoned. They've a naming scheme based round famous jockeys and horse breeders.

 

Luck Miner

Link to comment
Share on other sites

You know how a lot of decks get flak for being luck based? Well, to those people, this deck says "You don't know sheet about lucksacking." Once a Miner is on the field, it excavates the top card of your deck until you get a second copy of it and sends the rest to the graveyard. Once there, the Spells can banish themselves to special summon a Miner from your Graveyard, as well as shuffle cards in your graveyard back into your deck for further lucksacking. Wait, you wanted Extra Deck monsters? No problem. Each miner also has a condition that allows it to substitute itself for an attribute-specific XYZ, so they gain access to a lot of the good ones.

 

Wizardustries

Link to comment
Share on other sites

Wizardustries

A Spellcaster-Type archetype that works in a way that twists what you'd expect. The little ones (Level 3 and below, all Tuners) function like Gadgets meet new HEROs- searching another monster when Normal Summoned, and searching their Spell and Trap Cards when Special Summoned. A few break this trend by having one effect be dedicated to recycling or Special Summoning from your hand, but that's about it. The bigger Main Deck ones, which run the gamut from Levels 4 to 7, are minibosses that you can spit out with regular frequency. They have a few different themes to them, but all of them can "promote" others on the field by boosting their stats and Levels.

 

You start to see where they go when you look at their Quick-Play Spells and Continuous Traps- "Wizardustries Promotion"s and "Wizardustries Waste"s, respectively. A Wizardustries Promotion works similar to a Mask Change card- you can use it on any "Wizardustries" monster to bring out one of their big boss Synchros that is exactly 2 Levels higher, just in case you don't have the right Levels to Synchro properly. A Wizardustries Waste generally makes it difficult for your opponent to play the game to counter your solid ability to spit out bosses, usually at the cost of milling or LP payments. In combination, you're looking at an archetype that takes no prisoners and just runs over everyone before they can fight back, like a real industrial complex.

 

Scyllady (Scylla, the Greek sea monster with too many heads and hands so fast it could be a street magician, plus lady)

Link to comment
Share on other sites

Scyllady:

 

-once I'm done with the basic concepts (have them in my head, but no time to type and balance and adjust), will make post in casual multiple-

 

(link to post: here)

 

Archetype that focusses on summoning monsters that require 1 or more other cards to be present on the field to be summoned. Thus includes lots of toolboxing (to make that viable). Goal is summoning the bossmonster. Due to the ability to quickly search for certain cards, the "underlings" are rather weak to make up for it.

 

Rough concept.

 

Aqua monster 1 searches Scylla 1 searches Fisherman searches Witch searches Aqua monster 2 summons Scylla 2 (boss).

 

It's my own take on the story. Scylla goes to the "some water thing (ocean/sea/pool/lake/pond)" where the fisherman meets her (and falls in love for her).

Since Scylla doesn't love the fischerman, he asks the witch for help. But since the witch loves him, she gives him a poison instead of a love potion.

Scylla is poisoned and turns into a monster.

 

Anyways, we (seemingly) had lots of water and dark lately, so:

 

"Holy Flame" (Or Holy Fire)

[spoiler= the following may be considered swearing, despite not being intended:]

(Or just "Holy F" ... ... actually, no.)

 

 

Link to comment
Share on other sites

Holy Flame is an incredibly fast lockdown deck that features a field spell in a similar vein to Array of Revealing Light. At the start of your opponent's turn, you declare 1 type and for the rest of the turn, monsters of the declared type cannot activate their effects on the field. You can only control 1 Holy Flame monster, but that monster is nearly impossible to destroy with all the protection is has, not to mention floating. The monster can also protect the field spell. The archetype suffers from not having strong offensive capabilities.

 

Blazing Vigilante

Link to comment
Share on other sites

An archetype of level 3 and 6 FIRE Fairies that all have at least 2 effects. Their first main effect is a FLIP effect which can range from destroying all backrow, to battle protection (a la Aroma Jar), to milling + drawing, to mere burn + LP gain. All the monsters have the same secondary effect though: If they are Special Summoned, you can change 1 monster on the field into face-down defense position or face-up attack position. Best part: none of any of their effects have once per turns.

 

The Spell lineup is odd. Most of the spells are equips that give moderate boosts in some way. However, they trigger really helpful effects when sent from the field to the Graveyard. Their main equip spell is "Blazing Vigilante Twin Blades - Sol y Luna" which has the monsters' Special Summon effect + can shuffle itself and other "Blazing Vigilante" cards from the Graveyard into the Deck.

 

The Traps are pretty normal. They focus on Special Summoning the monsters as often as possible with minor secondary effects.

 

They use XYZs.

 

G.H.A.S.T.

Link to comment
Share on other sites

GHAST

A Zombie-Type archetype with a defined pecking order: The lowest-Level members are all almost exclusively searchers, whereas at the high end of the spectrum they gain huge amounts of power (either stats or banish fodder for effects) from members being in the Graveyard. Their primary gimmick is similar to old Toons or Hierartic- they can SS themselves by Tributing the same number of monsters that should've been Tributed for a Tribute Summon. They don't necessarily have to be Summoned this way, but this does speed up the Deck immensely due to most members in general getting some kind of effect off when Tributed. Their Levels are scattered across prime numbers (2, 3, 5, 7, 11), and they do Xyz at all of these Ranks. The Xyz get their kicks by being generic, but requiring 3 or even 4 mats, and having even more consistency-boosting revival and search effects, on top of effects directly lifted from Xyz of other archetypes. Irritating as all hell to fight, and essentially a game of choices if you're using them.

 

Phenomena (If you can connect it to Kokoro Connect, you get a like. If not, c'est la vie)

Link to comment
Share on other sites

Kokoro Connect

 

Challenge accepted!

 

 

Phenomena: A small archetype, of Continuous Spells and a quintet of Level 3 monsters, two Warriors who can add the spells to your hand and the other three Spellcasters have neat effects like indestructibility in battle, immunity to Spells and Traps, and name changing. The Continuous effects range from swapping control of monsters, zeroing out ATK and DEF,  and forcing your opponent to skip a Phase of their turn. One Spell can be used to pull your Phenomena monsters from anywhere you want. Any three of themonsters can be used to Xyz Summon their big bad, Heartseed the Omnipotent, who can use the effects of a Continuous Spell for a turn by banishing them.

 

 

NEXT:

Mild West

  • Like 1
Link to comment
Share on other sites

Nice. Very nice.

 

Mild West

A cluster of Warrior-Type monsters of varying Attributes that are difficult to take seriously . . . at first. These little popgun-toting kids are excellent with burn damage and direct attacking, admittedly in very small amounts, but they can make it stack up very quickly by searching and Special Summoning each other to go into very long chains of action. The most noticeable thing about them is their low stats . . . but, given that they'll end a Duel in three turns or less, those don't tend to matter.

 

Paladion

Link to comment
Share on other sites

Paladions are a Thunder archetype that play similarly to Satellarknights, with all (well, most) of them being Level 4 and LIGHT, and having a lot of on-summon effects. However, that's where the similarities end. Rather than being Warriors, Paladions are all Thunder-type, and they all have the following clause as part of their effects: "Cannot be Special Summoned or used as Xyz Material for an Xyz Summon. This effect cannot be negated." Instead, their playstyle revolves around Normal Summoning monsters during either player's turn (all of them can banish themselves from the grave to Normal Summon a Paladion from your hand, but only one Paladion can do this during any given turn), then using their various useful on-summon effects, which range from searching to an extra Normal Summon to various field-clearing abilities, to control the battlefield. They don't have any Extra Deck monsters, instead relying on their sole Level 8 member, Paladion High Voltage, to act as a boss monster.

 

The Process/The Camerata (two archetypes that are intertwined)

 

Bonus points if you can relate them to their respective groups from the game Transistor.

Link to comment
Share on other sites

I don't think I can.

 

The Process is an archetype of machine-type monsters that have the ability to increase their level by the number of Process monsters you control. Their ATK is 200 times their level. In addition, the monsters can swarm relatively easily with a line of continuous spells that essentially act like Factory of Mass Production. They even have a wierd version of Monarch's Stormforth that lets you use your opponent's monsters as synchro material. This is mostly because you want to use them as synchro fodder for the extra deck monsters, the Camerata. Camerata synchro monsters are nearly unbeatable except by tributing them off with Kaijus. Each Camerata is able to destroy all monsters your opponent controls and inflict piercing damage, but are unable to attack directly. If sent to the graveyard by your opponent, they can send themselves straight back to the extra deck and give you free draws.

 

Next: Galactic Gladiators

Link to comment
Share on other sites

An archetype of light and dark warrior type monsters, with effects focusing on having and/or removing beast type monsters on the felid, while the lower lv. monsters have high Def and low atk, and the higher lv. monsters have high atk and low Def, the two boss monsters (1 XYZ, 1 synchro) are fairly balanced in this aspect.

 

Archetype generators (based on the group members, must have spell/trap card 'archetype generator meta'.

Link to comment
Share on other sites

Archetype of DARK Insects that focus on inhibiting your opponent's field and hand plays. Their best plays are heavy Rank-Ups; in their final form, the opponent can essentially play the game no longer (but it takes quite a bit of time to get off). Or in other words, think of a boss at the same Level as Ultimate Ruri. 

 

-----

Club Pikachu

(Do not attempt unless you know what this club is, and its importance to YCM's history)

Link to comment
Share on other sites

Archetype generators (based on the group members, must have spell/trap card 'archetype generator meta'.

 

(Do not attempt unless you know what this club is, and its importance to YCM's history)

 

(I know others have done it before, but I figure I might as well point it out now; better late than never, I s'pose) I'd rather you not place heavy restrictions/connotations alongside your archetype names.  If you want to point out that what the AGM/Club Pikachu is to spark an idea, that's fine.

 

I do acknowledge that I'm pointing this out after the fact though.  I'm going to update the OP, but after Club Pikachu, I'm going to enforce this a little more thoroughly.

 

/skip

Link to comment
Share on other sites

(Having done a lot of reading, here's what I managed to come up with that fits with the thematics and history of the club)

 

Club Pikachu

A legitimate archetype of LV, based upon a Counter system of all things. Essentially, Club Pikachu monsters all have effects that place "Club Counters" on multiple archetype members simultaneously, and can Special Summon their advanced forms from the hand or Deck once they've accumulated enough Counters. To help in the interim, each one gets boosts depending upon the number of Counters already out even if they haven't yet evolved, be it stat boosts or more powerful versions of their effects. Much faster than you'd expect, and their LV go higher than most of the ilk dare. While their S/T support is slightly lacking, they blaze on at an incredible pace through force of monsters and quick Counter generation.

 

(Replace "Club Counters" with reps, and that's pretty much how the Club seemed to work, plus the in-house ranking system it had seemed to draw a lot of parallels to LV to me).

 

Flarem (Flare + Harem, and I honestly don't have to explain either concept to YCM this time XD)

  • Like 1
Link to comment
Share on other sites

* least you did your homework, so have a rep *

 

Anyway, FIRE Spellcaster-Type monsters [mostly] based on girls in provocative clothing*. Their theme revolves around "attracting" the opponent's monsters to their field as Equip Cards at the cost of some LP. If they're used to Xyz Summon their boss, they can use the equipped monsters as additional Xyz Materials. In other words, get equipped monsters and the boss will be pretty much a force to be reckoned with. 

 

They have some backrow support, one of them being a Field Spell based on the palaces of Arabian royalty that draw monsters as Equip Cards or Xyz Materials to their members.

 

* You can assume they're either dressed like Arabian belly dancers or have artwork that literally pushes the PG-13/16 limit that OCG seems to have for their arts (though you have free reign on how you'd imagine them to look, even without these in mind)

 

-----

AGM Successor 

(Do I need to mention what this implies?)

Link to comment
Share on other sites

AGM Successor

Scattered Types and Attributes, and a few rather clunky Main Deck Levels from 3 to 7. At first, this lack of cohesion would turn someone off to this bundle of monsters . . . until one sees just how well they work together. Their effects are very good at being generic goodstuff when need be, but they seem to excel in fielding monsters of different Types all around . . . which they are. Like the "Element" series, they gain stat boosts and nice effects if there are other Attributes on the field . . . which means that their diversity is actually their greatest strength. So, yes, each one can be splashed into a fun Deck or two of choice . . . but if you use them all together, they make for the most fun-times Deck you've ever seen, that can handle both aggro and lock styles, and is decently good at both. To boot, with Spell and Trap support across the board, they're ready for pretty much any situation . . . in other words, a legitimately good equivalent, in terms of both viability and fun to play with or against, to a protagonist archetype.

 

Vividoom

Link to comment
Share on other sites

Vividoom is an Archetype of Quick-Play Spells that summon themselves as Monsters. Their effects typically prevent a specific card from doing a specific thing. Monsters can't attack, backrows can't activate, etc. They CAN be used to Xyz Summon, which makes them GREAT for spamming Rank 4.

 

Ghost Gear ("Ghost in the Machine")

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...