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Tinkerer

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Heartless Horseman

A bundle of Fiend-Type monsters with quite a few awesome battle effects, running the gamut from SS a member from pretty much anywhere on successful attack, to Ancient Gear and Armades clauses, to multi-attack, to doubled piercing, all the way up to Flame Wingman and anime!Frightfur Bear level of abilities. There's only one problem: All of them have 0 base ATK! How do they compensate? A ridiculously searchable and recyclable Field Spell that gives them decently large ATK gain at the start of each Battle Phase. They take a little while to set up, but once they do you're kinda screwed.

 

Falchioner (Falchion, a variety of sword with an odd grip and rather unbalanced blade, plus "falconer", a trainer of falcons and other birds of prey).

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Falchioner is a series consisting of one monster: The Falchioner, and his equip spells: The Falchioner Birds. Each one grants a unique ability to the Falchioner, usually at the cost of a few ATK points until the End Phase, and he can save himself from removal by casting off his birdies. The incredibly OP Falchioner's Cry pulls this series together, allowing you to equip a Falchioner Bird from the deck or Grave to your Falchioner.

 

Red Rum Sam

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Archetype based on cowboys and alcohol; each of the members are named after a certain brand of alcohol/beer/spirits. The idea is to summon them quickly, then play their Archetype backrow to make them crazy ("boost their ATK" and do other things), though after the turn ends, they switch to Defense Position with their stats lowered to 0. However, their Field Spell lets them evade that little downfall, so you can go nuts all day with it up. All members are Level 4 and under, so you better not have an excuse for why you couldn't summon. 

 

And yes, their artwork features explicit alcohol use and other instances of being drunk; I mean, it IS based on the Wild West and they did have bars back then. 

 

(Oh god, I think this will end up being another one of those Archetypes that Konami can't censor for TCG without pissing players off)

 

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Espeonic Revolution

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Espeonic Revolution

An archetype of low-Level Psychics with semi-decent stats, that grant pretty decent stat boosts to archetype Synchros that you Summon with them- which sucks, because they lack Tuners . . . at least, in the Main Deck. They have a fleet of semi-generic (think manga HERO, or Shaddoll) Fusion Tuners that all have 2 alternate Summons apiece: one similar to Beast-Eyes, allowing you to Tribute the mats, and one similar to the Timaeus Fusions, allowing you to make one for one less monster by activating a Spell Card with one member on the field. So, you have your Fusion Tuners, you have your stat-boosting non-Tuners . . . and your Synchros love playing the Jack/Yusei/Kaito/Yuma game, camping on and boosting one monster to infinity, being able to protect themselves from various threats and increase their potency by shuffling Graveyard members back into the Deck. In other words, this archetype starts out slow but hits the gas on ham very quickly.

 

Artificer

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(Oh god, I think this will end up being another one of those Archetypes that Konami can't censor for TCG without pissing players off)

Like the "Dizzy" archetype's appearance in GX? Yeah, that was stupid.

 

go ahead and flip the letters around in "Red Rum Sam." You're gonna hate me. :3

 

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The Artificer archetype consists of Trap Monsters, Level 5, based off of Traps from throughput Yu-Gi-Oh! history like Seven tools of the Bandit, or Draining Shield. They can be used to Xyz Summon Master Artificer, who focuses on wiping your opponent's backrow while keeping yours stocked.

 

***

 

Jigsaw Puppet

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A Synchro heavy deck focused on using the opponent's monsters as the Synchro materials, through effects that take control of them, and maybe even modify their levels. Monsters mainly being Fiends and/or Spellcasters

 

Underworld Cyborg

 

OCG Version: Hellborg

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Underworld Cyborg

 

Fiend-type monsters with high stats that send a Machine-type Underworld Cyborg to the Graveyard upon destroying a monster by battle. When a Machine-type Underworld Cyborg is sent to the Graveyard by these effects, it targets the monster destroyed by battle, special summons it to your side of the field, and equips the machine to it as a union. Other effects include banishing the monster instead of special summoning it, making the opponent discard cards when attacked directly and targeting the discarded card if it's a monster, and buffing your monsters' stats. The Xyzs have additional effects when a monster belonging to your opponent is detached.

 

Phaneron Phantom

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Phaneron Phantom is a level 1 Beatdown archetype comprised of level 1 Zombie-Type monsters that have Moon Mirror Shield effects that raise their ATK to 100 higher than the monster they are battling. With a continuous spell that prevents them from being targeted by attacks or effects for a price, the Phantoms are relatively untouchable, save for non-targeting destruction. Due to being level 1, their XYZ/Synchro pool is very limited.

 

Next-Goblin Contra

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Like the "Dizzy" archetype's appearance in GX? Yeah, that was stupid.

 

go ahead and flip the letters around in "Red Rum Sam." You're gonna hate me. :3

1. I temporarily forgot about that, but yeah (although let's blame the government for censoring a clearly adult theme for hot sauce). The general idea would've been that OCG design the artwork in a way that it's almost impossible to censor without doing a shitty job at it (given the content). 

 

2. Oh I did (and ironically, that's what Tewart would do to this Archetype if it EVER reached TCG-land)

 

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Anyway...

 

Goblin Contra is an Archetype based on rebellious goblins who wish to return the gamestate to DM-era plays. As a result, their plays heavily focus on locking off the Extra Deck and gaining power for every monster that gets Special Summoned from there. Their boss is pretty much a Towers-esque being with Domain of the True Monarchs combined (can't be targeted and the opponent can't SS from the Extra Deck).

 

[As if we need to go back on the nostalgia train...]

 

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Dragon Moon

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Dragon Moon

A set of LIGHT and DARK dragons with a theme that's essentially Fire Kings meets Synchrons- destruction and floating on a mass scale, with additional revival and search capacity. There are really 2 subsets within them- DARK "Waning Dragon Moon" monsters, and LIGHT "Waxing Dragon Moon" monsters. The LIGHT search and revive the DARK, and vice versa- as such, they generally exist in distinct pairs that are easy to loop and manage. Their Synchros even include this paired symbolism, with 2 of each Level they make. However, their most interesting aspect is their shared battle effect, across all their Synchros- being able to negate battles entirely to mill your opponent's Deck extremely quickly . . . to the point where only a slow Deck can fight them. If you search, if you mill yourself, you will lose. Their Spell and Trap support is also around this theme, allowing you to pop your own stuff to kill your opponent by Deck-out faster, including a Field Spell on par with Geartown, Aroma Garden, and Sky Iris for its absurd usefulness in its Deck.

 

Displaced Soldier

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An archetype of level 9 Warrior hand traps. They all have very powerful defensive/stun effects but they only work while you control no cards. They all have the same graveyard effect though: "While you control a "Displaced Soldier" monster, you can Special Summon this card from your Graveyard". This allows them to ridiculously easily swarm 5 level 9 beaters and OTK out of nowhere. To mitigate this, they have 3 downsides: a "this card is banished when it leaves the field" effect, a "any battle damage your opponent takes becomes halved" and a hard OPT.

 

Fortunately for the opponent, their playstyle is obvious and there is no easy way to really field them without giving up on their hand trap effects. Their archetypal spells don't help field them either but instead act as in-archetype, buffed versions of already useful spells including Trade-in and Foolish Burial.

 

Gleaming

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Gleaming

A set of LIGHT Aqua and Rock-Type monsters based off reflective surfaces- "Gleaming Pond" and "Gleaming Mirror" are prime examples. While their stats admittedly suck, they make up for it with copycat effects- duplicating the stats or effects of your opponent's stuff- or reflective effects, bouncing your opponent's attacks and effects back at them. So, essentially, doing anything against this Deck is damned-near impossible, because it all blows up in your face. However, like Lightsworn, they do mill themselves a little at the end of every turn- unlike LS, however, they generally don't have many good plays of their own without interaction. If your Deck can afford it, it is both possible and easy to just let your opponent commit suicide by leaving their Gleaming monsters on the field.

 

Slyme (Sly- sneaky + Slime- look at either Dragon Quest or MonMusu for inspiration on that front, it's entertaining either way)

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A set of Level 1 DARK Aqua, Insect, and Beast-Types. Each type has a specialty: Beasts search and swarm the other Slymes while destroying themselves. Insects negates the opp's cards in exchange for a Slyme from hand or field, and Aquas like going in for direct attacks and recycling grave'd Slymes whenever damage is dealt. Being lvl 1s, their stats are subpar, but they have a few backrow options to handle that. Oh, also they can't become Xyz because reasons. 

 

Next up: Dinosaurd (Dinos+Swords=???)

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Dinosaurd

Your typical Dinosaur-Type monsters, based around mounting a huge offensive and crushing all in their path. High stats, all members have piercing, and they have a naming scheme based on sword types (zweihander, katana, falchion, xyphos, etc). However, they're also all Unions, granting further boosts and battle effects with a huge focus on killing literally everything your opponent can throw at you. They also have Shaddoll-style Fusions that require one of them and a monster of a specific Attribute, named after awesome fictional swords and exemplifying raw attacking power. Alternatively, these Fusions can be brought out with an archetype equivalent to Mask Change, but this forces them into being equipped to a monster during the turn they're Summoned, like the Hermos Fusions.

 

Bogre (bog + ogre. Simple.)

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Archetype of EARTH and WATER Fiend-Type monsters. Introducing the first generic EARTH and WATER Fiend-Type support, rather than strictly the archetype. They focus mainly on swarming and/or aggressive plays. Their Extra Deck Monsters are all Xyz monsters. While their Spell/Trap Cards consist of the common archetype necessities (protection, Counter Trap Card for negation, Special Summong, ect.), they each contain a little effect that increases ATK.

 

Terrorise (Terror + Rise = Terrorise, but sounds like Terrorize)

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Remind me if they spell "terrorize" like that in Britain or any other country that uses UK spelling. 

 

Anyway...

 

DARK Fiend-Type monsters that focus on continually "evolving" their monsters to wreak havoc on the opponent's field. In their base forms, they can't do much, but once in their mid/final stages, they start being a bit of a pain on the opponent, either ruining their field strategies or one-sided floodgates. Their ultimate boss is effectively a Towers-esque being that keeps the opponent's options sealed off, but it requires a bit of effort to get him out. They are purely a Main Deck mechanic and have no Extra monsters so to speak (however, they don't forbid you from using them though). 

 

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RI-ON

(Hopefully you can guess what this is)

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After excessive Google searching and several useless dead-end wikis, here we go. Hope I didn't mess it up too badly.

 

RI-ON

 

A very shadowy archetype that works primarily through subterfuge in Graveyard effects and handtraps, their field presence really just a formality. Generally speaking, they're an archetype of Battle Manias and various battle traps, forcing you to fight them and then just not playing fair once the fight has started. They're solid, destructive, and easily one of the harder archetypes to beat, locking out all effects that don't trigger during the Battle Phase, if it weren't for one rather interesting flaw: Dragons steamroll them. All their powerful, borderline ridiculous effects have a "except Dragon-Type monsters" clause in there somewhere, meaning even a Baby Dragon could faceroll the entire archetype without much effort.

 

(Couldn't find a reliable manga reader, the plot synopses I got were terrible, this was the best I could do with what little plot I had to work with).

 

Frostake (frost + take)

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I told you the Wikis were dead and not really updated; here's a site I found: http://www.mangahere.co/manga/dragon_drive/(Because library didn't have volume 3, I had to use this).

 

But the theme works. 

 

(Time to read Dragon Drive V12-14; done with the anime)

 

Anyway, WATER monsters that focus on freezing the opponent's resources by rendering them unusable for play. For each card that gets locked off, the opponent slowly loses their LP; however, in order to lock off the opponent from playing, the user must keep their myriad of Spell/Trap Cards out and each of those requires their own forms of costs. In other words, if you can pay the heavy resource cost, cool; if not, don't expect the opponent to be locked off for long. 

 

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Sand Scorpion

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Sand Scorpion

An EARTH Insect-Type archetype that is composed of legitimately good monsters, finally. In general, they swarm beautifully, allowing you to dump out tons of frontrow presence, and their effects give them a decent advantage in battle. However, what really makes these bugs stand out is their S/T support. A Field Spell that spits out more Sand Scorpions if existing ones get destroyed (and this includes ones whose Summon is negated by Solemns, because "negate and destroy"), Continuous backrow with a Counter system that makes them difficult to destroy and very good at revival and giving stat boosts, and a few non-Continuous backrow that apes the workings of other competent backrow, including things that are anime-exclusive at the moment. All this for a Fusion/Xyz engine with moderate success in using a multi-attack/burn strategy.

 

Synchroracle (Synchro + Oracle)

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Archetype of LIGHT and DARK Spellcaster and Psychic-Type monsters. They are a Synchro engine. They each have an effect that involves looking at the top cards of your Deck, and then applying their effect if there's a Synchroracle card (Special Summon, add to hand, draw, ect.). Their Synchro Monsters each have a sort of protection effect. Their Spell/Trap cards mostly consist of Special Summing them.

 

Next: Visored (yes; from Bleach)

 

Wiki if that helps:

 

http://bleach.wikia.com/wiki/Visored

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An odd mix, the Visored are a set of psychic-types that have the ability to become zombie while on field or in grave. While this may seem like a useless gimmick, it's actually quite useful since they can revive zombies while they're still psychic, and get a stat boost when they zombify. And thanks to their types extra deck tendincies, they have a wide variety of levels for diverse synchroing.

 

Next up: Punishmint (guess)

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Punishmint

A Plant-Type archetype that mixes Heralds, Monarchs, and chain burn to create an absolute abomination. Most of their smaller members are easily brought onto the field like Frogs, quite a few act as their own personal Manju, and all of them inflict minor bits of burn damage if Tributed. They have Monarch-like minibosses that inflict more burn if Tribute Summoned and aid in a lock . . . and their true bosses are Rituals that force your opponent to pay large amounts of Life Points if they want to do anything at all. And the cherry on top of this awful sundae? Several archetype Stormforth-esque cards, including a few that you can Chain to Ritual Spells to use your opponent's monsters as Ritual Tribute as well. Almost insultingly, most of the monsters have stats that are frankly kinda meh, except for DEF that would make Superheavies envious.

 

Toxinverse

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Toxinverse

Archetype of Trap Monsters that can only be activated when you take damage. They are Special Summoned as DARK Plant-type monsters and then inflict the battle damage to your opponent instead of you. Once per turn they put Toxin Counters on the opponent's monsters which weaken them by 200 ATK per counter and infllict 300 damage per counter when the monster with counters is removed from the field. All the Trap Monsters have an additional effect that can be activated during the opponent's turn and aid in battle, ranging from switching a monster's ATK and DEF, preventing a monster from being destroyed by battle once, et cetera. They have an Xyz that can detach to search more Toxinverse cards or detach to spread more Toxin Counters.

 

Arcane Android

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Arcane Android is a mini-boss machine type ritual deck. Once ritual summoned, these bosses can be revived from the grave for a price of banishing a ritual spell from your graveyard. Due to being machines, this archetype can make CDI quite efficiently and other rank 5 through 8 XYZs or high level synchros, acting as their offense. For their defense, the rituals sport Trishula effects that can banish cards without targeting to clear out your opponent's stronger monsters.

 

Next-Poker Knight(+1 rep if you can give it a gambling playstyle)

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