NeoRWBY65 Posted January 21, 2017 Report Share Posted January 21, 2017 These lizards have very good green thumbs. They revolve around special summoning plant-type tokens through various effects and then using other effects that exploit these tokens. From draw to destruction, they cover a wide range of various plant based weaponry. Some of the largest ones enhance the plant tokens to match their own stats, the true masters of the botanical field. Dark Mimics Quote Link to comment Share on other sites More sharing options...
TF2_The_Scout Posted January 23, 2017 Report Share Posted January 23, 2017 Dark MimicsAn archetype of DARK Fairies that resemble Copycat in a sense. When summoned, they have a level of 1 and an ATK of 100. They then gain the stats of a random monster your opponent controls for the turn. If they get buffed to powerhouse stats, they then gain protection, allowing them to tank your opponent down. However, they have a Malefic clause in that only one of them can attack during a turn, so they work best like Kaijus or UTL as immediate outs. Numbuh(the naming scheme for most characters from Codename: Kids Next Door) Quote Link to comment Share on other sites More sharing options...
ChampionZero Posted January 23, 2017 Report Share Posted January 23, 2017 Derpy Numbers. Numbuhs are basically that: versions of Numbers that are one Rank lower than most of them, and have slightly different effects. They don't have main Deck cards beyond a couple of Spell and Trap cards, but if you run the right deck, they're actually better than the real deal. Of course, they don't have Chaos versions or anything like it, but they operate closer to the anime versions, which were basically always better than the versions that were actually produced. Semigod Quote Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted January 23, 2017 Report Share Posted January 23, 2017 A group of monsters themed on minor deities in all religions that no one really talks about. Here, all of them are Main Deck ranging from Level 4 up to 10 to tie with the original God cards, and each member has an effect based on their namesake's powers. The backrow is far and in between, but what they do, they make this Deck a pain to deal with. Hopefully this will give them the respect and worship they deserve. ======Reincarnate of Ragnarok(Flavor might make more sense if you actually know who ragnarok1945 was, but yeah, do whatever) Quote Link to comment Share on other sites More sharing options...
Draconus297 Posted January 23, 2017 Report Share Posted January 23, 2017 Reincarnate of Ragnarok An archetype that's essentially just better Aesir. Based around Norse mythology, with heroes and creatures making up the Main Deck and the Gods as Synchros. They're mostly geared towards making Synchro 10, with Reincarnate-specific resurrection effects, but this also leads to some really interesting Tuners, from-hand Synchro Summon, and even the ability to competently splash Rank 5. In terms of what they actually do beyond that, each of their Synchros provides immunity effects, as well as semi-specific negation effects with sweet added bonusrs (Thor, for example, lets you negate a Summon from the Graveyard, and pop something on the field when he does so to boot). However, the Main Deck is unfortunately rather lackluster and disgustingly linear- Summon, effect, effect, Summon, Synchro for God of choice, rinse, repeat. Barriamphithere (Barrier + Amphithere- a legless dragon, like Rainbow Dragon) Quote Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted January 23, 2017 Report Share Posted January 23, 2017 Welcome to defensive dragon training 101, where the goal is not to encourage the aggressive stereotype, but rather show that they can be defensive as needed. ====But seriously, most of these monsters involve lockdown combinations that prevent either the opponent or both players from doing certain actions, including summon locks, effect sealing and whatever you can imagine. As they go into the Extra Deck, some of them start having dual locks on and most of them are going to make the opponent ragequit because they can't do anything, or least not much if they can't bypass the support cards these have. Only thing you need to worry about is that outside the Extra Deck bosses, which have very high ATK and DEF (as in Rainbow Dragon / FGD-level stats), the rest of the stuff is pretty much passive and won't be attacking any time soon. (Stall now has a new meaning, and backed by everything SR02 has to offer them.)==== Deer of Rising Dawn(I'll assume you at least know about the 32K post count card I made; as usual, just do what you will, but don't screw this up) ==== Quote Link to comment Share on other sites More sharing options...
Tinkerer Posted January 25, 2017 Author Report Share Posted January 25, 2017 (Nope, sorry. Didn't catch that post of yours) Deer of Rising Dawn A single level 12 4000/4000 LIGHT beast sits as the lone monster and win condition of this archetype. Unfortunately, it is really difficult to bring out as you need to send exactly 12 cards from your Deck to the Graveyard in one turn in order to summon him. Once Summoned, however, it is essentially an untargetable Armades + Quasar. The spells/traps are all descriptions of this golden deer and exclusively exist to help summon it. Almost all of them have the condition of revealing a number of "Deer of Rising Dawn"s and all of them mill 1-2 cards when they resolve. Tunder Troopa Quote Link to comment Share on other sites More sharing options...
Yuya-Kun Posted January 25, 2017 Report Share Posted January 25, 2017 Tumbler and Tinder combine to create these Cringey Boys and Gals looking for LP. These love a nice slice of your opponent's LP and do anything for it. They may look weak, but Fusion Summon and they'll be the kind of peeps you dream of. Their main combo is Spell And Trap into Fusion, then chip LP and boost your own. A nice little troll deck to play if your opponent is in the need of suffering. Only problem being, to use their effects, you kill your hand cards. These guys are hard to revive with only 1 Archetype Revival Card. Their ATK also varies on your LP, so keep it high and your sure to troll the way through. Recommended Support: Red Medicine and Poison of the old man. Belching Burger Bellies Quote Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted January 28, 2017 Report Share Posted January 28, 2017 @Tinkerer: At the time of posting, should still be on the first page of Advanced Cards (or you can just check my thread content). But yeah... OT: Archetype of DARK Fiend-Type monsters based on American fast food and its negative connotations. Basically, all of its members are high Level monsters named after unhealthy foods that are Special Summoned with a variety of "Burger" Spell Cards and get stronger (and add another Level) for every BBB card in your Graveyard. Their Field Spell helps to alleviate their summoning costs, or even get them out without Tributing, but even that has its own costs. As some consolation to them, all of their stats are either 2400/1000 or 2800/1000, so they can utilize Monarch supports as external help. But really, make sure you can keep up the summoning and don't have them exceed a certain ATK, or else they will blow themselves up (you can figure out the analog to this). ====(P.S. I don't even eat at McDonalds/Burger King anymore, or least not as much as I used to; despite only buying a McChicken, and even then, I haven't gotten overweight.)==== Makuuchi (Makunouchi)(This is the top division in sumo, so do as you will with this. Don't blame me; I was watching the January 2017 tournament the past two weeks, or least the highlight parts.) Quote Link to comment Share on other sites More sharing options...
Draconus297 Posted January 28, 2017 Report Share Posted January 28, 2017 MakuuchiA . . . weird beatdown Deck, with some very interesting niche potential. A little over half the archetype is Tribute monsters, from Level 5 to a single Level 9, with variants of the CyDra Summon clause stapled to all but that Level 9. A monster destroyed by battle involving a Makuuchi is bounced instead of being sent to the Graveyard, meaning that they'll always get to come back, and enemy battle floaters can't trigger. But wait, there's more: each of the Level 5-8 members gets a bonus effect if properly Tribute Summoned, and the Level 9 works a bit like Barbaros- You can use no Tributes, and it comes out with its amazing stats halved and its effects negated; you can use 1 Tribute, and just halve the stats; 2 Tributes to put it up to the advertised power; or 3 Tributes to gain an absolutely devastating full-field bounce for your opponent that becomes a spin if all 3 Tributes were archetype members. They have a pretty decent Tribute engine, about on par with Nimbles, Frogs, or Vassals, but you'll probably wind up only running them for expendable banish fodder for their Field Spell- an archetypal Ultimate Offering that requires you banish a Warrior-Type monster with exactly 1500 DEF (their stat gimmick) as fodder instead of the 500 LP payment. Buttaos (literally, Japanese for "beat up", but in the single angriest, most brutal way. Notably, the only YGO protagonist never to use it was Yuma.) Quote Link to comment Share on other sites More sharing options...
Yuya-Kun Posted January 31, 2017 Report Share Posted January 31, 2017 Buttaos is an Archetype that pretty much makes Dark Worlds look terrible. This Deck is all about quick ditching your cards from your Hand and Special Summoning your Synchro and Xyz Monsters. The Spell/Trap support is this deck. This is a Trap Monster deck, you send them from the hand to the Grave to give them effects, you can Special Summon them and then Synchro or Xyz depending on the situation. The only problem is that you can't play Generic Extra Deck cards in this deck, meaning no Zoodiacs. The "beat up" part comes in with the main bits of their effects. If they have Traps as Materials, they one-shot your opponent with battle effects. These OP effects have a huge downfall though, if you don't KO your opponent while you got them, they go back to the Extra Deck. This is a problem as you can't really get them back till next turn, and with little to no battle protection, you've got to be strategic to how you KO your opponent. What they all have is the Generic Effect. "If this card has a Trap card as an Xyz Material, negate the effect's of all Monster's your opponent controls." Meaning it's a battle of who's got the strongest monster. Old School Style. Armouroid (i'll leave this to be what you want, but i was thinking a deck where the monsters equip to Summon their boss) Quote Link to comment Share on other sites More sharing options...
Tinkerer Posted January 31, 2017 Author Report Share Posted January 31, 2017 I'll leave off with a warning since you said "i'll leave this to be what you want", but I'd ask to leave off the suggestions. Quote Link to comment Share on other sites More sharing options...
ÆƵ– Posted January 31, 2017 Report Share Posted January 31, 2017 Armouroid Noun A Union Monster, based off medieval England knights and weaponry. Warrior-types are their exclusive type, and they can equip onto any type of monster as long you control an Armouroid in the monster zone. They have the potential to swarm because when they're destroyed as part of the standard union effect, they may Special Summon 1 Armouroid with a different name than the one using the effect to the field. While equipped with another Armouroid, they gain powerful battle effects as a monster. When used as an equip, the monser cannot be targeted or destroyed by either battle or card effects (this is a choice for each card, not unique to different cards). They have no set boss monster, but because they are all the same level, they have the option to Xyz. Next: Genkoi (Genki (japanese for energetic) + Koi (it's a fish)) Quote Link to comment Share on other sites More sharing options...
Draconus297 Posted January 31, 2017 Report Share Posted January 31, 2017 GenkoiThis archetype of happy little fish has managed the impossible- working exceedingly well with Smile World. A WATER Fish-Type Xyz-centric archetype, whose members are all SO HAPPY because they're a joyful little battle-focused archetype . . . that is anti-meta in the most hilarious of ways. They're all immune to negation, so your opponent can't Solemn their effects or Summons, CDI, Treatoad, and Quasar can't do a damned thing to stop them, and they can eat floodgates as cost to Special Summon themselves: ("If this card is in the Graveyard, you can banish 1 card on the field that has "neither player can" or "your opponent cannot" in its card text: Special Summon this monster). But then why Smile World? They love Normal Spells in general, for one, and their Xyz monsters basically amount to Rise Falcon, Dark Mist, Dark Gaia, and a self-Honesting OEPD (deals double damage regardless, detach 2 to add the enemy's ATK to its own). But don't worry- the Xyz monsters all require Fish as Materials, and the Main Deck monsters can only be used as Material to Summon Fish, so there will be no ironic Toads being dropped here. Licorrest (licorice + arrest) Quote Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted February 1, 2017 Report Share Posted February 1, 2017 What happens when you mix candy and law enforcement? This is what you get. An archetype comprised of monsters themed on police officers all with licorice-themed names ending with XX (XX being their status in the department). As you would expect law enforcement to do, they focus on locking down your opponent's resources with their support cards and then confiscating them through their monster effects. Monsters take away stuff in a similar vein to Confiscation/Delinquent Duo and the Spell/Traps are complete lockdown. Of course, there are instances where this Archetype starts taking on the dark side of law enforcement, and their bosses are certainly the ones who exemplify this. High powered, CDI-esque effects and making sure the opponent can't react. Just a note that if a monster member is destroyed, any Licorrest S/T card gets blown up, so protecting your monsters is VERY important. Also a warning that the bosses need to banish lower monsters of their kind to stay around, and you do get a heavy penalty if they're gone. (Hey, there has to be some retribution for their misdeeds). [in no way does this Archetype condone the use of excessive force by certain police departments in the mainland USA...] =====Legion of Crab Helmet (You can figure out who this is if you've paid enough attention, but do whatever you want with this; it does not even have to be remotely related to YCM.) Quote Link to comment Share on other sites More sharing options...
Tinkerer Posted February 1, 2017 Author Report Share Posted February 1, 2017 Legion of Crab Helmet An archetype of level 1 and 2 EARTH Warriors. They are monsters that all have on-destruction effects... That benefit the opponent! However, they have a strategy with this: if the opponent discards a card because they have too many cards in-hand at the end of the turn, you can Special Summon as many Legionaires from the Graveyard as possible and you can destroy 1 card for every one you summon that way. Because of their unorthodox battle method, their Continuous cards try to make you keep up with your opponent's plusses (a la Appropriate) with a secondary effect that lets you destroy a Legionaire in your Deck when they're sent to the Graveyard. They also have a few Rank 1s-2s, but they're generic and don't directly help the Legionaires, so they aren't used too much except to stack damage. Vortechs (Vortex + Techs) Quote Link to comment Share on other sites More sharing options...
Dokutah Posted February 2, 2017 Report Share Posted February 2, 2017 Speedroids meet your superior counterpart Archetype of WIND Machine Spellcaster and Psychic-Type monster with Xyz Summoning strategy. that blow its powerful gust to the very crook and cranny of cards including your deck. what i mean with this is that the Xyz Monster of this archetype can be revealed from your Extra Deck for it to initiate its alternate Xyz Summoning by Excavating your Deck until either it get its proper Xyz Materials or 1 among its RUM cards especially "Vortechs Inovation" to be attached, allowing much faster setup. the only Drawback its that they deliberately reducing their own battle damage for each set cards your opponent have, but its a minuscule payback due to either its damage related trigger effects that mostly as powerful as spinning your opponent cards back to the top of its owner deck OR its advantage building effects that interact with damage reduction. on top of that RUM cards that attached to that monster isn't exactly dead. in fact it allow stronger and much secure Rank-up Summon than the usual method of activating from your hand. ether Plumber / Aether Plumber Quote Link to comment Share on other sites More sharing options...
Yuya-Kun Posted February 2, 2017 Report Share Posted February 2, 2017 Aether PlumberLIGHT Reptile types from SPACE!!!!! This deck is built around a Spell card that allows you to Special Summon a Level 8 "Aether Plumber" During your End Phase, but you can only control 1. This deck is around going deep into your deck and pulling out a random equip spell to buff your monster. The only thing is, you've got to have a 60 card deck to use their effects. Which is worded. "If at the start of the Duel, you had 60 card's in your Deck, you can activate this effect" And you can only control 1. They also have Fusion's that are summonable by destroying your amazing Spell, but once you've got them, they've got to survive, which is the main reason Spell cards come in! HEISTAL Quote Link to comment Share on other sites More sharing options...
ChampionZero Posted February 2, 2017 Report Share Posted February 2, 2017 (I'm sorry, but considering 60 is the maximum number of cards you can get, and you start the duel with five of them in your hand... Isn't it then impossible to use Aether Plumber's effect?) /skip Quote Link to comment Share on other sites More sharing options...
Yuya-Kun Posted February 2, 2017 Report Share Posted February 2, 2017 (It does because it says HAD, meaning, as soon as you started, you had 60 cards, then you draw 5. so it does kinda work) /skip Quote Link to comment Share on other sites More sharing options...
Draconus297 Posted February 2, 2017 Report Share Posted February 2, 2017 HEISTALAn archetype that represents a typical heist movie, with all the usual tropes. All your HEISTAL monsters have effects that cooperate with one another to deprive your opponent of resources . . . in fact, unlike cards along the lines of "Confiscation" that merely force your opponent to discard, all of the HEISTAL monsters actually yank a random card out of the opponent's hand and give it to you, plus some other effect that sets up the necessary conditions for another one to get some thievery in. And, don't worry, you actually don't have too awful a matchup against Decks that frequently empty their hands like Infernity- if your opponent doesn't have a hand to steal from, you can draw from their Deck instead. Their support is what really makes them amazing, though, including Infinite Cards in Field Spell form, a card that lets you search up to four of your archetype members with one effect, and support that gives a mild Slifer-esque effect so that you don't get beaten down too easily, plus discard-based protection so that your monsters can keep themselves alive by tossing their ill-gotten goods, and even costless negation as long as you control an archetype member and there are more cards in your hand than your opponent's. The only issue: recovery. You lose one of your thieves, and you're probably not going to get them back without slowing your engine with cards like Call of the Haunted or Monster Reborn, given the lack of revival available that works for the varied Types that make up HEISTAL. Plypper Quote Link to comment Share on other sites More sharing options...
CatmanDaGamer Posted February 2, 2017 Report Share Posted February 2, 2017 Plypper A tiny group of Level 2 WATER Winged-Beast-type monsters, completely based off of angelic platypuses. This archetype is only composed of four different Main Deck monsters (one of the being a Ritual), and four Extra Deck monsters (2 Fusion, 1 Synchro, 1 Xyz), but they have an overabundance of Spell and Trap Cards. Their main focus is swarming the field (almost as well as Pendulums) and equipping onto your/your opponent's monsters for added buffs/debuffs. They're so quick at summoning, in fact, that their boss monster, "The Mighty Plypper Plopper", requires 3 different Plypper Extra Deck monsters as Fusion Material! Oh, and did I mention that almost every Plypper card has an extra Graveyard effect (like Phantom Knight)? While these little buggers aren't hard to beat, they still can get very annoying. Next Up:Goonga / Galoonga Quote Link to comment Share on other sites More sharing options...
Tinkerer Posted February 5, 2017 Author Report Share Posted February 5, 2017 Goonga and Galoonga Goonga is a group of low level (level 1-3), high-spam monsters of differing types and attributes. They have a Xyz focus and are really nothing special. Galoonga are a group of level 9 tuner monsters that all have self-summoning effects but can only exist one at a time on the field. They have normal high-level stats, so they can be used as beatsticks, but are best paired with the Goonga because they can Synchro Summon using Xyz monsters where the Xyzs are treated as having negative levels (Galoonga + Rank 1 = level 8 Synchro) The Goonga specific Xyzs have level/rank modulating effects or decent setup effects. If they're sent to the Graveyard for a Synchro Summon though, they Special Summon themselves during the next Standby Phase and automatically attach a Galoonga as Xyz material. The Galoonga have an Extra Deck comprised of Synchros. Usually they're high powered, high leveled ones (levels 6-8), but their boss monster is a Towers-like level 1 Synchro-tuner that can Synchro Summon from the grave if somehow outed. With all this mixing and matching, these dual archetypes have only a handful of Spells and Traps that support both but don't share a name with either. All of these help either with the summoning of monsters, modulating levels or both. Xage Quote Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted February 6, 2017 Report Share Posted February 6, 2017 Cybernetic germ monsters; yeah, that sounds about right. DARK Aqua-Type monsters that incorporate a swarm / Kaiju-Duston style of play and are also treated as Machine-Type monsters. The smaller monsters Special Summon themselves to the opponent's field and prevent them from doing a certain thing unless the controller pays a certain cost. Higher monsters can be Special Summoned if a number of smaller members have been on the opponent's field for a certain number of turns and get stronger for every turn the smaller monsters remain on the field. There exist Spell Cards that can spam Xage monsters en masse to both fields, but that costs resources and your monsters end up blowing up at the end of the turn. If you like to swarm and suppress, this is the Deck for you. ==== Naval Shark(As in sharks and other related sea animals in the Coast Guard, Navy or whatever the equivalents are in other countries) Quote Link to comment Share on other sites More sharing options...
Tinkerer Posted February 6, 2017 Author Report Share Posted February 6, 2017 Naval Shark If Shark was in Arc-V and was brainwashed into becoming an Acadamia soldier. They have 2 different members: DARK Fusion-focused Fish-types and LIGHT Xyz-focused Fish-types. The DARK Fishes are highly aggressive with abilities that focus on killing monsters and sending other members to the graveyard to fuel their in-archetype Miracle Fusion. The LIGHT Fishes come in after a redemption arc and are generally low powered monsters that lean towards grave recovery and floating. They mostly are levels 3-4 and like to go into Xyz monsters. Aside from a few Fusions and Xyzs, they have an in-deck boss monster called "Chaotic Naval Shark" that banishes all LIGHTs/DARKs from both graves to summon and has both removal and floating effects. Their Spells and Traps are fairly orthodox, but all of them have LP recovery built in. They also have a field spell that treats itself as Umi. Launchador or Lunchador Quote Link to comment Share on other sites More sharing options...
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