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Archetype Game


Tinkerer

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a group of spell casters that benefit from your opponent having face-downs. They gain all sorts of effects and direct attacking. Their only flaw is their low ATK and DEF, making them hard to win quickly with.

 

Nightmare Engine (please make Nightmare Fuel an important support card? I need to know what to do with this concept.)

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Nightmare Engine

The new Trains, and these guys don't mess around. An archetype of DARK Level 10 Machines, Nightmare Engines are based around burn and long Summon combos. Naturally, they do have their own Field Spell to start their combos with, but that's just the start of their support. No, their most necessary support card is "Nightmare Fuel"- a single Normal Spell that searches, sets off combos, and is even recyclable. Essentially, you need to run all of their support to get these guys out of your hand in the first place, but once you have them all out there's little that can stop you.

 

Bugzilla

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"Bugzilla" is an archtype of Insect-Type monsters. Most monsters represent the same individual, only during a different stage of metamorphosis. As such there is little focus on swarming the field.

 

They focus on accumumalting counters during the end phases, which can be used as costs/thresholds for their effects. Lower stages gather counters more quickly, but in turn have weaker/costlier effects. By tributing themselves, at any time besides the end phase, they can summon another (stronger) monster based on the number of counters they had. Should one be destroyed, it can revert to a previous stage (Special Summon a lower leveled monster from the Graveyard). 

 

Next up: "Villain"

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Archetype of Fiend-Type monsters that effectively are the "evil" counterparts to most of the common monsters nowadays. Essentially, you may assume they are the same as their design sources, but a lot meaner and more of a pain to remove. They do have a few support cards to get them out of the hand quickly and 1 or 2 Extra Deck to make things hurt more. Main thing though; most of them are generally high Level, so make sure you have support cards to get them out. 

 

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Prismatic Beam

 

(As if I need another reminder about my major)

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A set of spells that only work by tributing LIGHT monsters. They generally have effects that mill the opponent's deck and burn the opponent based on what was milled. They all have a common Grave effect: banishing themselves to summon a number of 0/0 tokens equal to the number of continuous spells you control.

 

Weedling

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Plant monsters that spam themselves on the opponent's field and inhibit the opponent in various ranges. Don't try to use them as Extra Deck material; they can't be used as such. Like actual weeds, unless your opponent devotes resources to remove them (and I mean LP payment and sacrificing hand advantage); forget about mass summoning combos. One thing of note; your opponent can still attack you and they lock off your own summons the turn you summon them on the opponent's end. 

 

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Black Enforcer

 

(Yes, this is the name of my 2015 Halloween monster; do what you will with this)

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Black Enforcer

DARK Warrior-Type monsters with a definite Rank 10 flavor, and a love for D.D. tactics. However, to compensate for their slow speed, they also get advantage off banishing your opponent's stuff. Be it power boosts for the number of cards your opponent has banished, draw power when you banish your opponent's things, or even just banish chains, these edgy crime-fighters get plus off doing what they normally do anyway.

 

Armory Beast

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(inb4 that generic I made in the AGM pool is also a member, hehehe...)

 

Anyway...

 

Beast-Type monsters that love their Equip Cards. Basically, when one is summoned, you can immediately equip it with an Equip Spell Card from the Deck, in which they got plenty of them. They are one of the few Decks that can let their Equip Cards be treated as monsters while equipped, so think of Xyz Materials that can generate as many materials as Super Quantum King Magnus or 3+ material Synchros. They do have their own Synchros, so the dream of making a 1-card Quasar / Crystal Wing isn't entirely impossible. 

 

Zentai

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Zentai

What happens when Masked HERO and Superheavy Samurai take a vacation together? This archetype. A Psychic-Type Synchro Fusion archetype that's entirely Tuners in the Main Deck and a bunch of searching, with their own Mask Change-esque Spells to swap out for a few quite powerful Fusions, which are then Tuned for even more powerful Synchros. Now, while these effects are utterly fantastic in their own right, they are limited by a communal clause that states that you can't have any non-archetype Spells in your Graveyard . . . but it's not like you'll care, as it's not a big deal to cut out Spells . . . right? Besides, their DEF is always exactly double their ATK, and they have SHS Attack-in-Defense abilities across the board!

 

Fallen Champion

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I probably should've mentioned that zentai is basically faceless skintight clothing that covers everything (even your face); not a stressed version of "sentai". Well, the more you learn...(I guess Masked HEROs fit in here somewhere)

 

https://en.wikipedia.org/wiki/Zentai

 

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DARK Fairy-Type monsters that revolve around Special Summoning themselves when another monster you control is destroyed; how they die doesn't matter. Not unlike Darklords, they have their own in-Archetype S/T cards that can spam stuff all night and trigger like mad. Unlike Darklords though, they are easier to summon at Level 5/6, but even then, you'll need some support to actually summon them. (Foolish Burial is your friend)

 

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YC City

 

(Some of you might remember this from the RP game in this section)

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YC City

An archetype that is literally nothing without its interactions. Dragons, Warriors, Machines, and even a couple Plants that set up chains of effects that can potentially go on for a long time- think Ritual Beasts, and then add half an hour or so to your game time. They all boost one another through various ways, search like mad, and Summon one another more than even tellars, so really you're always a second or two from an OTK at any moment. That being said, they're also very vulnerable to OTK themselves, lacking protection and with piss-poor base stats. A mirror match is a war of glass cannons and praying your opponent runs out of Solemns and Trap Holes before you do.

 

Buckshot

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Did someone say plants? Buckshot are a group of plants and beasts that love doing one thing: direct attacks. They dont have any effects themselves to initiate said directs, but what they do have is the avility to clear field a la slash and burn technique, meaning the beasts clear out the plants to clear out the field. They have afew wincoins, since they can easily be beat down, but fall flat in most battles due to their poor stats, so they mill ghostrick skeleton style everytime they get a successful direct in.

 

Next: Dyemond (dye+diamond)

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Dyemond

 

An archetype of LIGHT Rock-Types whose ability allows to change their or other monster's attributes at will and applies to monsters on the field or in the graveyard. The Extra Deck are contact fusion monsters (shuffling) with a requirement of 2 Dyemond [this monster's attribute] monsters and their effects are related to their attributes (fire = burn, wind = return, etc). Spell/Traps helps with getting resources fast and various stuff depending on the attributes of the Dyemonds.

 

of Mana

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of Mana

Ever wonder what would happen if MtG came to Yu-Gi-Oh? Here you are! Spellcasters of various Attributes that can't be Set, with Continuous Spell support that makes them very powerful and very hard to kill. OPT effects all over the place, but since most of their effects make them pretty difficult to stop in the first place, they're just ridiculously tricky to kill. Funnily enough, their effects are in some cases ripped word for word from their MtG counterparts (for example, a creature that had Trample and Deathtouch now destroys anything it battles at the start of the Damage Step, and has piercing for those monsters that are immune to destruction).

 

Questionic

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Say hello to Jeopardy/AMA: The Deck, an Archetype full of LIGHT Fairy-Type monsters. 

 

Remember the quiz show duels? Well, this effectively turns the duel into one of those if the opponent tries to activate an effect; they trigger like Yuki Usagi/Effect Veiler: Discard from hand, make opponent do/answer something and if they get it wrong, negate the opponent, then they lose LP. Or really, think of something like Question/Reversal Quiz. What, you thought this Deck was going to require opponent to answer some hard questions? Actually...some of their boss monsters WILL require the opponent to do something extremely difficult, but those require effort getting on the field; namely banishing used Questionics in the Graveyard. And by extremely difficult, think of either logic puzzles or something you'd need to take calculus/algebra to understand. 

 

If you face this Deck, you'd better be at least in high school / college, or otherwise very well versed in card games and other stuff. 

 

(Disclaimer: You will NOT have to do something like solve Fermat's Last Theorem, which a certain kid pulled as an Action Trap.)

 

OK...and I've now made the card game for adults only; not like the majority of players who go to locals/nationals/worlds are, what, (close to) my age or older?

 

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RNC

 

(I'll leave it to you to figure out what these letters mean on your own; can be a jab at politics or something else entirely.)

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(oh boy i just found this thread and its so cool)

 

RNC, stand for Refuge-Nations Colony. their theme is my based on my personal twist on Gen 1 DT storyline, which the original tribes survive the reset By Sophia by creating a armada of giant Interstellar ship to space-jump to other worlds that save from the purging instead of beating her. the archetype consisting Machine-type Pendulum of various level, wide yet flexible scale (pair of scale 0/9 and 9/0) with all attribute other than DARK and LIGHT that work by distributing 4 different counters that correspond to original tribe and each of the RNC individual attribute (RNC Reds distributed by FIRE RNC, RNC Yellows by EARTH ones and so forth) those counter can be utilize for different all-round purpose from gaining advantage, increasing combat capability, disturb, ETC... they kinda like Zefra too that they can also semi-generically support original tribes matching their Attribute

 

next in line: Re-Processor

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Re-Processor

This lovely little Machine-Type Synchro archetype is essentially the child of Goyo, Greydle, and Buster Blader. With a Zombie World ripoff Field Spell to turn the entire Graveyard into Machines and several support cards that transform all your opponent's monsters into Machines, they're pretty abusable with Chimeratech Fusions already, however that's not what they're all about. They gain power boosts from the number of Machines on the field or in the Graveyard, they can revive Machines, they can steal your opponent's Machines . . . and if everything is Machines, there is little that your opponent can do to stop you. This one is all about the support cards . . . protect them with your life.

 

Acrobatula

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(I hate moths, but sure)

 

Insect-Type monsters that focus on high Level spam and inhibiting the opponent once they get themselves onto the field. They have a bunch of low Levels that can Tribute themselves quickly for higher Levels, similar to Edea/Eidos. Their support cards are what Insects need to be good; being generic enough to search any Insect monster and do whatever. The main problem with these cards; they're vulnerable to all forms of removal and they rely on being the highest Level/Rank on the field to remain powerful; otherwise they shrink.

 

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Abrasive Performer

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Abrasive Performer

Are you tired of Pals, Mages, and Actors yet? These guys will put the final nail in that coffin for you, don't worry. Where Performages were stage magicians, Pals are a circus act, and Abyss Actors are play actors, Abrasive Performers take their cue from Hollywood- a Pendulum Synchro Xyz archetype! Not only that, but their primary gimmicks revolve around 3 things: They like full fields instead of just one big boss, their Abrasive Production Continuous Spells referencing popular movie franchises, and their Abrasive Director Continuous Traps that are all anagrams of the names of famous directors. In terms of how they play . . . Think about the unholy lovechild of Performages, D/D/D, and Synchron/Warrior, and you're on the right track. The Special Summoning boss rush does not end, and while you will lose quite a lot of your Life Points in the process, it's likely your opponent won't get a chance to respond, anyway.

 

[King/Queen of] Ixpila

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Archetype of high Level monsters. However, while most are high Level, they can Summon fairly easily. A lot can Normal Summon without Tributing at the cost of their ATK beaing reduced (like Beast King Barbaros and the like), or Special Summoned at costs, or they already had low ATK and DEF, so they can Special Summon with little to no cost. Sure, they gain more effects, perks, and protection if they're Tribute Summoned, and they have an Xyz and Synchro Monster (figure that one out) to compensate if you can't properly set up a Tribute Summon yet.

 

Dullahan

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A small group of level 1 WIND Zombie monsters that assist the "Burning Skull Head/Skull Flame" strategy. They have a series of effects that help special summon monsters from the hand and when they are used as Synchro material (easy since they all are tuners with 0 DEF), they can give you powerful advantages. They have no in-archetype Spell/Trap support.

 

Flipside

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An entire archetype straight out of Flip Turner's nightmares. These guys are like Wind-Ups on mountains of speed, constantly flipping over and over for one-shot FLIP effects that can ruin the point of your entire turn. They have a Field Spell, called The Flipside, which flips every monster, spell and trap face-down during the End Phase, making these guys a force to be reckoned with. Their boss is a level 8, Flipside Hydra, who Summons your other two copies from literally anywhere, and they are all treated as the same card, making its Flip effect trigger three times every time. The one thing that makes this archetype legal in tournaments is the fact that they lack solid ATK values across the board and can't be summoned face-up.

 

White-Horn (give WHD some friends)

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