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Archetype Game


Tinkerer

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I... wuh... whyyyy?

 

All joking aside, these little Rock-types are Level 1 and proud of it! And if you make fun of them, they will shank a jabroni. They've got poor stats, but they are all handtraps a la Battle Fader, and they have a couple Level 3 Fusions names after types of serrations, and THEY take after Chainsaw Insect, bearing insane ATK with negative effects to compensate.

 

Grimperial

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Grimperial

DARK Zombies (what else is new?) with a definitive lockdown flavor. They have monsters that are walking versions of just about every floodgate and shutdown method in the game (up to and including their own Jinzo counterpart), and certain full fields can actually shut both players out of the game entirely, essentially leading to a stare down of waiting for someone to Deck out. Luckily, they are all Level 5 and higher monsters that can't be Special Summoned, but . . . that doesn't exactly help matters much, especially considering their one backrow support card is a Stormforth clone.

 

Armor Maiden

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EARTH Warrior-Type monsters that equip to each other when destroyed; not unlike the Noble Arms cards. While equipped, Armor Maidens provided the equipped monster with targeting immunity, destruction protection and various other effects. The Armor Maidens are relatively average in terms of stats, least for the Main Deck, but the Extra Deck bosses are harder to contend with; if you wish to consider higher than average stats for their respective Levels or Ranks. 

 

Basically, unless you break their "armor", one will have issues getting rid of them.

 

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Dream ☆ Dream

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Dream ☆ Dream

A Spellcaster/Psychic Pendulum mix, designed like pop idol groups: The Spellcasters are the performers, wowing the crowd with flashy combinations of boosts and battle effects, while the Psychics are the management, with practical if admittedly boring searching and negation effects constantly available. In fact, while the "performers" outnumber the "management" monsters by a significant amount, because pop idol groups can be absurd and huge, you absolutely need as many management monsters as you can cram into your Deck, because their Scales are godly useful even outside "Dream ☆ Dream" Decks. They do have several stage Field Spells, as well as Continuous Spells named after pop songs that help the performers do their thing, and Continuous Traps that help your consistency just in case you didn't start out with a management team member in hand.

 

Can-Cantrip

(Can-Can, a dance [Google it] + Cantrip, spells that wizards and witches cast without a wand)

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(now this is interesting...)

 

We are the Can-Cantrips. the best Magical dancer girls and party planner across 3 different universe... like, seriously. we actually a realms-jumping-band of wizards girls that basically patrol around realms to keep that realms in check. but this noble job don't exactly put the food on our mouth constantly (Candice: and never provide us with the latest of beauty product..huff! *x(  Mary: it kinda boring too :P ), so we do the side job we mention earlier in our spare time, and its so great. we love doing what we are doing and people love us for it (Olga: also we love their money~ *spat* ooouuuwww! that hurts Sakura! >:D )

 

an archetype of Spellcaster/Pendulum/Flip Monsters with various Attributes. their basically the flip version of Darklord new support in term of playing style, as they love to copy any Normal, Quick-Play Spell, and even Pendulum effects from either player Graveyard to be use as their flip effects. the difference however. the archetype spell their copy is not  immediately shuffled back. and you can combo the certain effect in tandem with one of the wizard girls (if you copy the spell effect that destroying monster using Olga, Olga will banish that Monster after it being destroyed).

 

Order of Menageries

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Order of Menageries

 

An archetype of Beast-Types whose focus is to protect each other to maintain field advantage to be later used for some Rank 4 plays but falls short for being slow in putting monsters in the field. They have a field in which turns all monsters on the field to Beast-types. Their main boss is based from Harambe, which while protects other Beast-types you control allows you to attack all beast types your opponent controls for how many Xyz Materials it has each. Spell/Traps adds more Beast-types in to your hand to maintain hand advantage and give you more choices in the long run.

 

Morphobia (Morph + phobia if it wasn't obvious enough)

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Morphobia

DARK Psychics that put every archetype through their worst fear: a mirror match where you are always able to match them. An archetype of 0/0 hand traps that duplicate the stats and often the effects of other monsters on the field and in the Graveyard. Worse yet, they have members that can Chain their own Summon to anything, up to and including Counter Traps. Better (or worse, depending on their point of view) yet, because of how their copying works, they can duplicate your opponent's Towers bosses, and a few members can use the effects of Xyz monsters without Materials. Luckily, they share a Ghostrick "Can't be Normal Summoned unless you control another" clause, and their copying only triggers if they're explicitly Summoned.

 

Wise Wing

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Wise Wing is a LIGHT winged beast archetype that centers around monster negation tactics. They have a pretty good matchup against things like Kozmo and BA due to being essentially weak Armades clones that prevent both archetypes from doing their thing. The monsters have relatively low attack power, but during the damage step, they gain ATK equal to the monster they are attacking, so they have a horrible time against Superheavy Samurai. To shield themselves, they can pop your backrow to prevent being destroyed by battle. The archetype's main vulnerability is Spell/Trap removal.

 

Crisis City(from Sonic 06/Generations)

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(took it a different direction, hope you don't mind.)

 

Crisis City is a dangerous place. Riot is commonplace, but the police have been authorized to field their new Riot Police tech. These guys are the successors to the Stygians: quick Synchro with vicious post-battle effects, including ATK increase, burn, and milling. They consist of average police-based monsters, Level 4's, who help to field the Tuner monsters, also Level 4, but based on police equipment. This leads to easy Level 8 Synchros, called "Crisis City Riotech." swarming won't help against these guys if you deploy their Field Spell: Crisis City Crowd Control prevents more than 3 Summons a turn, unless you're summoning Crisis City monsters.

 

Red Rider

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As if ARC-V Jack didn't need more support for himself...

 

If it weren't already obvious, this is a sub-Archetype of "Red". Think of crimson-colored monotone versions of every major character in 5Ds who rides a D-Wheel (or Board for the twins), except Fiend-Type to play around with Sprinter and the like. Basically, they focus on massive Special Summon tactics and have access to the largest Synchro toolbox ever. Remember trying to making Scar-Red Nova in the past? Well, you literally have a one-turn SRND coming up (or Tyrant if you prefer nowadays). Their backrow is very generous too; permitting them to essentially do whatever they need to, including negation.

 

The Extra Deck bosses are themed after a combination of the Signer/Duel Dragons, but appearance is basically giant anthropomorphic versions of themselves. In other words, think of 5Ds reborn in ARC-V and not letting you forget them for even a moment. 

 

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Kasuga Ryūjin

(This is also the name of a noh play, but yeah)

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Something of a Yosenju/Sad Story parody, Kasuga Ryūjin is an archetype that focuses on eastern myth-based monsters. No joke, these actors are not just playing characters in their play, but they are possessed by the spirit of their characters, and they are reenacting a terrible story... for your opponent. They focus on controlling what happens on the field in it's entirety, using continuous Spells to lock your opponent down not unlike the Sad Story. Then they summon their grand hero, and force the villain onto your opponent's field. If done properly, you can prevent your opponent from doing anything but attack you and lose, over and over and over.

 

Chainsaw (Chainsaw Insect wants a fwiend)

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Ooh, this looks fun.

 

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Created by weapon engineers for the government, the Chainsaw archetype is based off of relatively small, harmless creatures equipped with hidden metallic blades that emerge out of these creature's appendages (such as wings and claws), and rotate at an alarmingly fast rate. They are an archetype composed of EARTH Insect, Beast, and Winged-Beast-Type monsters that have low levels, high ATK (usually in the 2000s), and low DEF. Most of them come with a drawback for attacking, but because they're able to Special Summon replacements of themselves (with costs) when they're destroyed, they could easily tear through your opponent's LP. These cards are best used as support for other decks that lack power.

 

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Elemental Sorceresses

Requirements: Pendulums whose levels can be easily altered, or Pendulums whose levels span a large range.

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Elemental Sorceress

A Spellcaster-Type archetype that is essentially Gagaga meets Pendulum Magicians- Pendulums of multiple Attributes that change their Level on the field to be used as Xyz Material. Their Main Deck is essentially designed to crap out bosses at an alarming rate . . . but there's an equivalent number of in-archetype Xyz to Main Deck members, with effects along the lines of a beefed-up Ally of Justice- They gain incredible advantages if they battle something that isn't the same Attribute as they are, and they're unaffected by all effects except those of monsters the same Attribute as themselves while they have Xyz Material. To compensate, most of them are 3-mat and require exclusively Spellcaster-Type Xyz Materials, but in their own archetype that's hardly difficult.

 

Sketch Summoner

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Sketch Summoners - An archetype of Spellcaster-type monsters built around Special Summoning tokens, and equipping your opponent's monsters to those Tokens (like Spell Cards), think of it as "Sketching" a copy of the opponent's monster, using the actual monster as a reference. These Tokens gain the name and effect of all monsters equipped to them. All Sketch Summoner monsters gain new effects and power boosts based upon how many monsters that are in your Spell/Trap Zones. This archetype only has a few monsters in it, and they're best used as support monsters for decks that need a little extra "oof".

 

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ChocoSlashers!

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Chocoslashers are a sweet little Fiend-type chocolate-snack archetype that loves nothing more than to thank your opponent. Seriously! They all have effects that can give your opponent hand advantage when they attack, and they attack directly. But, throw an Appropriate into your deck, and it'll turn out alright in the end. Probably. They have some diabetic Fusion monsters that can reverse this effect as well.

 

Realitear (Reality + Tear, as in to tear something up/open)

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A series of DARK Fiends, Fairies, and Spellcasters that banish themselves to activate effects, some also banishing the top card or two of your deck when they do. These effects run the gamut from destruction to swarming giving it toolbox capability but kinda hurts the cohesion as they don't have a focus beyond "Banish yourself". They have a Continuous Spell that once per turn lets you banish the top card of your deck to special summon a banished Realitear monster. The boss monster has a Judgement Dragon-esque summoning condition of having four different banished Realitear monsters with different name and can use 2000 LP to banish everything else on the field.

 

Chained

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A mashup between Sad Story, Destiny Board, Sarcophagus and Exodia. The Chained, a Rank 8 monster, that is only summoned when you have all five of his Continuous Spells on the field and destroy them, each relating to a part of him being restrained. When he is "unchained" you basically win, because with his Cont. Spells in the grave, he's invincible and a powerhouse, and will always beat your opponent's ED monsters. Did I mention that The Chained is a teenage kid with no sanity, demon powers, and a bazillion chains holding him down? probably not...

 

Tiragon (You know you want to)

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Tiragon

Essentially, Level 1 Dragon-Type Yosenju. All the Normal Summons in the world, absurd attack power by Level 1 standards, boosting battle effects just going off all over the place, at the small restriction of the Main Deck members returning to the hand at the end of the turn. To compensate, they have quite a few ways to get the additional Normal Summons in a turn, and their Xyz monsters grant some fun extra effects- the boosts not going away at the end of the turn, double-attacking, and of course direct attacking from Baby Tiragon. In this way, it's the new Skull Servants- surprise OTKs from absolutely nowhere are the rule, not the exception.

 

Whipporwill

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*googles* OH BOY DIPS ON THIS ONE

 

a Mini-Archetype of Level 1, DARK, Winged-Beast/Spirit Monster. but your opponent must be careful when facing these ghostly birds because they also specialize at gathering information out of your opponent deck while preparing for delayed yet potent non-targeting removal...a truly bringer of omens

 

Fossarium [Fossa is latin for Moat (a deep watery ditch surrounding a castle for defense or keeping a aquatic monster pet) + aquarium]

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Fossarium are Fish, Aqua, and Sea Serpents that are either WATER or DARK type and all horrifying monsters. It lacks any monsters below level 6 so a pure Fossarium deck is hard but not impossible. They specialize in 'scaring' monsters, either flipping them face-down or bouncing them to the hand or graveyard. This is especially helped out by their Land card Fossarium Moat which either lets you flip down monsters your opponent controls up to the number of Fossarium monsters you have, or once per turn sac Fossarium monsters to send your opponent's monsters to the bottom of the deck. Their boss monster is Fossarium Kraken, a massive blob of tentacles that makes it so monsters you don't control can't be flip summoned and if a monster is flipped face-up negates its effects.

 

'of the Red'

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Yes. It's more RDA support. Spellcasters like "High Priest of the Red" make for fast Synchros, and Warriors like "Assassin of the Red," help to enhance the monsters they form. It's a beautiful combo where 4 + 4 = 8, and the 8 just keeps on beating the ever loving Christ out of your opponent! Don't forget the cute little lv 1 Dragon-type Tuners! They're there to help you Level-Up into those other Red Dragon Archfiends from the Manga!

 

Grifter (Graft + Gift)

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"Grifter" is an archtype of mostly low-leveled Plant-Type Tuner monsters. Their Extra Deck monsters can also be summoned using only monsters your opponent controls instead, but they have some rather specific requirements. Given their habit of giving their control to the opponent and altering monsters' levels/types, this shouldn't pose much of a problem.

 

Next up: "Dairy" (milk products)

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Light-Type Aqua Union monsters that... make your bones strong?

 

I'm not even joking, these are little people made out of dairy products, including a glass bottle-girl full of milk, a bucket-man full of feta cheese, the list just goes on and on. And they increase DEF of your other monsters by ridiculous amounts per card, and can be sent to the graveyard to gain LP. A dedicated deck for these guys is just... NOT a good idea, let's put it that way.

 

(of the) Interstellar Gateway

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ok...i assume the (of the) is meant to be original names that i as the next in line create in addition to "interstellar gateway"

 

Umnipax Interstellar Gateway

 

Umnipax is well known to almost all sentient life-form in the universe as the wisest and smartest of all sentient-organic being. peace loving and always driven to mutually heighten life quality of fellow allies, no matter how far of primitive they are. their greatest achievement Multi-purpose Interstellar Gate, which in their design is not just enabling better transportation but also to further diverse the new possibility of healthy friendship and technological advancement

 

an archetype of Rock,Machine, and Psychic-Type Pendulum monster that well design as Omni-tool box to to summon almost anything. but it has 2 heavy price: the monster summoned this way is getting varied form of summoning sickness  and if you happen to leave the field with only "Umnipax Interstellar Gateway" prepare, since this monster have clause allow opponent monster to direct attack you

 

Pitbrood

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Pitbrood. A dirty word, almost. These vicious arena beasts are bred to kill as viciously as possible. These Beast and Winged-Beasts are savage, to say the least. But what's worse is the sheer number of Xyz monsters they can create! Rank 4, Rank 2, Rank 1, and, using their Level 8 Fusions (Pitbrood Chimeras),They can even Rank 8. Yeah, they cover everything but Pendulums, but that can be fixed easily... Besides, it's not like they're a lucksack-meets-lockdown deck, right? WRONG! These bastards have effects like Ground Collapse, limiting the number of monsters your opponent can control. They also rig the hell out of your draws, so you get exactly what you want. All your opponent can hope is that they get their strong monster out first and fast.

 

Dread Judge

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