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Archetype Game


Tinkerer

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Lunchador

 

Attack of the masked wrestlers who fight to defend the sanctity of food (can I cue a certain character from a certain Mexican CN show that no longer airs on television...)

 

But yeah, appearance-wise, your typical Mexican luchadors who have tattoos of various foodstuffs they're named after (in Spanish, of course). They feature a defensive core that blocks your other members from getting targeted or destroyed while they're up, but you need to control another member with a different name to trigger this. Their Xyz boss monsters are the more aggressive, and use the smaller members as fodder to make sure the opponent can't do anything (emphasis on anything; think of a full lockdown). Perhaps your only salvation while fighting these are that they are mildly slow to spam and the boss requires 3+ materials to summon, however they do have support cards to either cut down on the Xyz costs or to speed up your plays. Also a word of note, a Speedroid/Invoker engine works VERY well with them in summoning them quickly.

 

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Team Skull

 

(I will assume you all know what this is by now; as usual, do as you will.)

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Team Skull

A Zombie-Type archetype focused primarily on Duston/Ojama tactics, clogging your opponent's field with things they can't use. Generally speaking, this consists of Tokens and monsters that share Key Mace's stat line, most of which which have minor FLIP removal effects (Hi, Man-Eater Bug and Worm Apocalypse!) to get rid of your opponent's more dangerous monsters or their floodgates that would prevent you from making your plays. Not only that, but they do have some minor support that guarantees your opponent will trigger these removal effects, which means that you'll be able to get more clogging in. Now, given that these guys can't be Tributed, targeted/destroyed by card effects, or used as Material, you'd be forgiven for thinking that Team Skull has no bosses. You'd still be a numbskull, though, because they do! To get around their own archetypal immunity effects, these bosses shuffle members on the field into the Deck as cost, and come with some nasty (if luck-based) stun effects (ie, "Roll a six-sided die and call a result. If the result on the die is the same as the declared result, your opponent cannot activate Spell Cards or the effects of Spell Cards this turn") on top of a minor version of King of the Skull Servants' effect for a small boost with each archetype member in the Graveyard. This finally caps off with a boss that uses a Dark Gaia effect to poke your opponent to death by repeatedly killing the members of his own archetype that your opponent can't get rid of.

 

Because I had to bring the incompetence into play somehow.

 

Meateor (meat + meteor)

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Meateor

 

Odd extraterrestrial consumers of all. That is the subtitle of this archetype. Their members are comprised of high ATK, EARTH pyro types.

 

While on the field, more monsters cannot be Summoned as the Meateors instantly kill them (including allied cards) and they gain ATK depending on opponent cards in-grave. However, this does not make them indestructible. Once they grow too big, they explode, burning their owner equal to their ATK. They also loathe magic of all kinds and avoid it at all costs (read: they spin themselves when a Spell is activated).

 

All that said, they are still very powerful and their tribute-heavy trap-filled deck makes them a prime choice for control players that still enjoy the appeal of beating face with giant meaty monsters.

 

Emulator

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Emulator

A Thunder-Type archetype that has mimicry of other cards as its primary gimmick- in fact, their secondary gimmick is ripped from another archetype: Lightsworn. Each member of the archetype, from their monsters to their Spells to their Traps, is an almost wholesale ripoff of an existing card, and their names are anagrams of whatever they're copying (eg, their archetypal doppelganger of Summoner Monk is "Skemn Momonur Emulator"). However, their advantage in a battle is that they have easily one of the most broken support cards ever as their only completely original card: a Continuous Spell that searches every time your opponent tries to play Yu-Gi-Oh. Be afraid.

 

Maxcceleration

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Maxcelleration

 

An archetype of WIND Machine-type monsters that have the ability to get huge amounts of hand advantage and all have effects that activate when they return to the hand. The low-level Maxcellerators can all return other Maxcellerators to the hand to do cool stuff, while their boss monster can return all Machine-type monsters to the hand and activate effects based on how many were returned. Their Spells and Traps also give you positive effects when Maxcellerators are returned to the hand, allowing you to do things like search out the monsters or return more monsters to the hand. 

 

Snowflare

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An Archetype comprised of winter themed monsters with FIRE and WATER attributes. The FIRE members focus on burning through resources and otherwise typical of aggressive playstyles. The WATER members focus on lockdown and protecting your resources. The Synchro bosses are generic, but gain various effects depending if you used a FIRE or WATER member to make them. A word of caution, FIRE and WATER members cannot exist on the field together, at least not without their Field Spells that negate that particular flaw. But yeah, playing with these will be the equivalent of those Japanese firework festivals in winter. 

 

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Daddy's Kids

(Because Showcase group)

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Daddy's Kids

A . . . disturbing archetype. Precisely five monsters of different Types (Plant, Spellcaster, Psychic, Beast-Warrior, and Machine) make up the primary archetype, with a sixth member- a Normal Warrior-Type monster with . . . unsettling flavor text: The least liked of Daddy's kids. Doesn't get played with like the others, not experimented on like the others, just locked in a room and left to sulk. The implication being that the others are the Types they are because of "Daddy" and some rather unscrupulous experimentation. As for what they do, these little tykes continue their dear old dad's legacy by experimenting on your opponent's cards . . . by letting you delete parts of your opponent's cards' text. They slowly but surely make your opponent's entire Deck Normal monsters, and render every Spell and Trap in their Deck utterly useless with some Spell and Trap support that helps them "experiment" on backrow and handtraps. And then there's Daddy himself, a Ritual monster that can be Summoned using your opponent's stuff as Tribute if they have no effect text . . . and he finishes the job his kids have been doing by rendering every card in your opponent's Graveyard textless, making every floating effect and grave-banishing searcher DoA. Daddy's screwed up, the kids are tormented, and your opponent hates you, but you're grinning like a maniac because you just beat every meta Deck out there without once touching your Extra Deck or relying on a broken floater.

 

Amphitherion (again, an Amphithere is a legless dragon. That, plus ion.)

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Amphitherion

 

In the year 20XX scientists made a discovery that would shake the very foundation of science to its core. It turns out... sub-atomic particles are dragons?

 

Well, Wyrms (technically amphitheres) but close enough. As far as main deck monsters go you simply have a level 1 neutral, positive and a negative 'ion'. These tiny buggers force you to Synchro Summon whenever both the positive and negative are on the field but they conveniently increase in levels rapidly when alone, making otherwise difficult and inconvenient summons easy while adding their own arsenal of elemental Amphitherion's to the mix. Calcium has never been so frightening!

 

It's fairly common knowledge that atoms can be separated, but not destroyed and these guys are no exception. Whenever one of your Amphitherion Synchros are destroyed you can throw one of its main deck monsters back into the ring to start the summoning all over again. I hope you didn't like T.G Hyper Librarian too much because with these polar powerhouses it won't be leaving that restricted list for a very long time.

 

Account Ant

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Daddy's Kids

A . . . disturbing archetype. Precisely five monsters of different Types (Plant, Spellcaster, Psychic, Beast-Warrior, and Machine) make up the primary archetype, with a sixth member- a Normal Warrior-Type monster with . . . unsettling flavor text: The least liked of Daddy's kids. Doesn't get played with like the others, not experimented on like the others, just locked in a room and left to sulk. The implication being that the others are the Types they are because of "Daddy" and some rather unscrupulous experimentation. As for what they do, these little tykes continue their dear old dad's legacy by experimenting on your opponent's cards . . . by letting you delete parts of your opponent's cards' text. They slowly but surely make your opponent's entire Deck Normal monsters, and render every Spell and Trap in their Deck utterly useless with some Spell and Trap support that helps them "experiment" on backrow and handtraps. And then there's Daddy himself, a Ritual monster that can be Summoned using your opponent's stuff as Tribute if they have no effect text . . . and he finishes the job his kids have been doing by rendering every card in your opponent's Graveyard textless, making every floating effect and grave-banishing searcher DoA. Daddy's screwed up, the kids are tormented, and your opponent hates you, but you're grinning like a maniac because you just beat every meta Deck out there without once touching your Extra Deck or relying on a broken floater.

 

Amphitherion (again, an Amphithere is a legless dragon. That, plus ion.)

 

Wonder if we have enough Showcase vets to base this off, or else canon members will need to be introduced. (Also if Night will enjoy the references; nah, probably not)

 

[Catman and Tormey are fine though as members though, and don't see them fitting into this theme too much.]

 

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OT:

 

It's time to pay the tax man, but all the humans are gone. So instead....you get these ants who took accounting classes. These Insects constantly rearrange your Deck so you can always have the cards you need at any given moment, so in a way, controlled topdecking...with a cost. Every time you control topdeck, you pay 1000 LP to do so. Granted, there are support cards to alleviate the costs or even outright remove them, but yeah, don't be greedy or it'll bite you in the end. Oh right, and just make sure you protect your monsters because every form of removal kills them, even with decent offensive stats.

 

Think of anime comebacks without the miraculous deus ex machina.

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Rep Abuser

(Yeah, I'm ripping names from member groups, but do whatever you want with this. Also a note that there exists the Signature one too; no one's gotten it...yet)

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Rep Abuser

A WIND Pendulum archetype based around self-centered egomania to the extreme: Every member of the archetype can destroy another card you control at benefit to itself, and stealing any Rep Counters the other guy had before you blew him up, which he got by destroying stuff- each archetypal card gains 1 Rep Counter any time anything is destroyed. Thus, you can easily generate Counters for everyone with a quick use of MST or Raigeki, then gather them all on one guy with quick self-destructive effects. Most members in general gain stat boosts from Rep Counters, as well as an effect that either requires you remove Counters or is only active once the monster holding it has more Rep Counters than any other cards you control. FEED THE EGO!

 

Leviathanger

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basically "if Mecha Phantom Beast its actually alive, and Generation Fish being its hidden organic part".....well that's not descriptive~

 

Leviathanger is an Archetype compose WATER and WIND monster with Sea Serpent/Machine combo for its Typing and  5,6,9,10 for its Level/Rank range. they basically gone-wild,flying,Carrier class ship-giant serpent-cyborg (imagine that!). their playing style is utilizing Battalion Counter that either can be removed for offensive shenanigans or preserve for building advantage which in particular that you can use a single Levathanger for multi-tribute summon if the number of counters on that monster is equal to the number of tribute needed.

 

but building Battalion counter is not an easy feat...most of them need to be temporary banished to gain any. making their set-up quite slow without proper-a head-planning

 

Jewel Memories

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Jewel Memories

 

The tagline for this archetype is "plus more when you have more".

 

This archetype has a heavy Spell/Trap focus over their monsters. They all have a normal effect that gets more powerful when you have more copies of the same card out on the field (Discard 1 "Jewel Memory" monster and target a number of cards equal to the number of "THIS CARD'S NAME" you control; destroy them). The point being: all of them have a Graveyard effect that banish a "Jewel Memory" monster to Special Summon themselves as Normal monsters with the same level as the banished monster. Their main playmaker is a Spell called "Jewel Memory Core" that SS's level 1 tuner tokens based on the number of Cores you have. This gives them easy Synchro evolution capabilities.

 

What holds this archetype back is the monsters. They cover the level spectrum from 1-7, but most of their effects are generally underwhelming or unfocused and they are completely susceptible to all forms of removal. The only consolation for them is they have really high stats (which helps as their Spell/Trap counterparts have 0/0 stats).

 

They have several in-archetype Synchros that recycle cards when they're destroyed, however, like the Main Deck monsters, they are pretty underwhelming otherwise. You're better off going into generic Synchros/Xyzs.

 

Kollapse

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Kollapse

A portmanteau of "koala" and "collapse". 

 

These high Level Beast-Type monsters take their cues from a certain GX character from the past, and make Beast-Type beaters extremely relevant. You see, every time you summon a Kollapse monster, the opponent's monsters are switched to Defense Position and the kicker is that Defense Position monsters have their effects negated. So yeah, keep summoning and the opponent is effectively neutered. 

 

Obviously the major flaw here is...they're all high Levels and need a lot of ways to get themselves onto the field, including Tribute support. They do have some Level 4 and under members to help, plus some in-Archetype Pendulums, but you may need to resort to Soul Exchange, The Monarchs Stormforth or a few other things most of the time. 

 

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#MakeBeastsGreatAgain2017

(this sounds worse than Trump's campaign slogan)

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Lyca(n) Edgelord

(Insert stuff about Midnight Lycanroc and whatever...)

 

As usual, do whatever you want with this.

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a rather small-sized Archetype of DARK Warrior and Psychic Monster which despite their low count of cards you can and recommended to play them is pure as possible due to their high risk nature... you see whenever one of these guys is Summoned or flipped face-up they have mandatory effect that trigger when your current LP is higher than 100...which then proceed by forced you to pay LP until you have only 100 left along with incredibly powerful effect that get better the more you pay for that effect. but the most dangerous part of the archetype is how powerful the control plays of the Archetype Xyz.

 

but obvious weakness of the deck is when your opponent manage to lower you field  presence, your opponent will blow you away like a birthday candle...that and also the fact this archetype have the rather same or delayed version of Burning Abyss Xenophobic self-removal

 

basically the continuation of of the above archetype in page 66 ( https://forum.yugiohcardmaker.net/topic/334071-archetype-game/page-66 ) with DT-esque story~yada~yada~yada (lets say the become so edgy they no longer a human anymore) still support the same gimmick but offering an additionally style of playing by pushing the pure-linear-offensive power in respond to LP reduction cost +100 (imagine Ra LP based ATK combine with Wicked Avatar additional 100) in form of Fusion monster

 

they can be use as standalone deck though but since they totally focused on battle and beating sh*t they crumbled easily if your opponent amass more and faster resource than you

 

Blistersmith

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Blistersmith

 

Bumbling level 1 FIRE Warriors that appear more like apprentices than fully-fledged blacksmiths. Under a plethora of different conditions, you take damage. You Summon a certain one, you get burned. A certain one gets sent to the Graveyard, you get burned. One battles, you get burned. The worst part is, that's all to the monster effects: self burn.

 

However, they have a single absurd field spell that does 1 of 2 things: you can transfer burn to your opponent for a turn, or if you took no damage since your last MP2, it Rekindling's any number of Blistersmiths from the Graveyard to go into R1s.

 

The traps are the works that these foolish smiths craft. Surprisingly, they are quite good at preventing damage, selling for high prices (gaining LP), and melting down to be refined into something else (floating into another trap). All of them have the effect: "if you would take damage from a card effect, you can reduce that damage to 0, and if you do, send this card to the Graveyard" to help mitigate their awful monsters.

 

Iron Horse (the older phrase for Steam Locomotive)

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@Dr. Jolly Glot: (You may want to link to it, because chances are that whoever ends up doing this won't want to search back for it)

 

But that aside, I thought I posted this, but guess I forgot to click "POST".

 

[spoiler=Because stuff]

FIRE monsters that revolve around cycling Equip Cards and burning the opponent every time a card is equipped. You can think of this as Iron Blacksmith Kotetsu reinvented (hey guys, I still exist...) The Equip Cards just have the name: "Blistersmith Weapon - [x]" and are technically a subseries. Hidden Armory is your friend here. 

 

Only thing to worry about is the monsters having average stats and being prone to all forms of removal without the equip cards (or rather, being equipped WITH something thereof). 

 

 

 

Remember Anna.dek (or more appropriately, VCR_CAT Trains? [well, he's the one who wrote the guide and it works]) This Archetype has two distinct playstyles: The Rank 4 variants and Rank 7/10 variants that work with standard Trains. The Main Deck is technically low in power, but they make up for it by letting you Normal Summon "Iron Horse" monsters multiple times in a similar vein to Yosenjus, regardless of their Levels. The support cards provide a wide range of options, going from destruction/targeting protection up until destroying stuff and double damage. They don't have any in-Archetype Xyz bosses, but they don't need them because they made friends with Superior Dora, Gustav and everything else the Trains have used. 

 

The Rank 4 version focuses on Iron Wolf and a lot of other playstyles current Trains simply cannot do at the moment, but they can go into higher Ranks if needed. This is also the less bricky variant because you can always summon.

 

As for the Rank 7/10 versions, just think of version 2.0 for Trains, and an overall expansion of what they can already do. Derricrane and Night Express Knight are besties with them. Needless to say Switchyard is near mandatory. 

 

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Ruriraptor

 

(Yes, I ripped the name from the casual term for Raidraptors, but surprise me. Just don't c/p off RRs, but isn't that obvious.)

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Ruriraptor

This Deck essentially blends the styles of Raidraptors, Lyrical Luscinias, and Ciphers of all things to create a really interesting Deck that blends Ranks 1, 4, and 7 into a single playstyle. Winged Beasts make up this archetype, and, yes, they do feature Main Deck monsters in all three of their ED Ranks, but you're likely going to ignore their Level 7 lineup (bar a single Level 7 that acts like an archetypal Dragon Ruler that can Tribute itself to Summon any two non-Xyz archetype members from damned near anywhere) because of how effective their Level 1 and 4 game is. You see, they have effects that let you either raise or lower one of their monsters' Levels by 3, letting you adjust up or down to make the Rank you want just about whenever you want, and their capacity for spam is on par with Raidraptors and LL combined. Not only that, but their primary theme is essentially giving old members of their Ranks a tune-up, making explicitly better, if Ruriraptor-restricted, versions of ZeXal-era Rank 1, 4, and 7 monsters, on top of what amounts to clones of Force Strix and the Nightingale Xyz. A hard enemy to predict, and a harder enemy to fight.

 

Daymon (OCG)/Archfriend (TCG)

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Think of LIGHT Fiends that take on more of the appearance of common monsters you see in kids shows, or otherwise deviating from the standard depiction of Fiends as hellbent creatures. As opposed to their more cancerous cousins (yeah, I'm talking to you, Burning Abyss), these guys, while they can still cause mischief when they want to with heavy combos, are much more tolerable and their bosses actually stay in their own Archetype. Well, these take the Synchro path and can/will summon monsters from Level 4 through 7 at will if they want to. For beginners, these are a good starting point for combo-oriented Decks as they are forgiving in the amount of mistakes you can make; for more experienced players, well, you'll probably be wishing for the older powercreeped decks, but they'll grow on you.

 

(Yes, I called out BAs; fight me)

 

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Blu-Ray Dragon 

(Because the next step from VCR/VHS and DVDs is this)

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Well, given that CAT likes Trains, and DOG likes Blue-Eyes . . . welcome to hell.

 

Blu-Ray Dragon

A WATER Dragon-Type archetype focused around that very monster: "Blu-Ray Dragon", a Level 10 monster that, like good old Barbaros, can be Normal Summoned without Tributing at the cost of some Attack Points. However, if you're Normal Summoning it, you're either backed into a corner or playing the Deck wrong. It makes friends with Level 1 Machine Tuners for Synchro 11 plays, and spams Rank 10 to excellent results with the help of monsters that pretend to be it on the field and in the Graveyard. Most of its support is based around Summoning it from literally everywhere, plus their own equivalents to White Spirit and Azure-Eyes to protect and extreme plays. Then, of course, you get to the new stuff: Most notably, a Rank 11 monstrosity that takes tips from C9, Ultimate Ruri, and Odd-Eyes Rebellion: It eats anything it battles, it's unaffected by card effects, and you can attack three times with it by detaching an Xyz monster Material. Of course, as a Level 10 WATER Dragon archetype, they're hurting for outside support, and they can brick pretty hard, but . . . when you can go ham and eat an entire board, do you care?

 

Whisperain

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(I should've capitalized DRAGON to be in flavor with the other two, but you can add that yourself. Oh wait, it should've been called BD_DRAGON...)

 

Anyway, FIRE Aqua-Type monsters that focus on silently burning away your opponent's LP and otherwise their resources. While the monsters themselves are weak as hell, they make up for that by being extremely difficult to remove by battle or card effects. For every turn they stay on the field, either the opponent loses cards from their hand, Deck, Graveyard or current field setup or a minimum of 300 LP per member. Inferno Reckless Summon is besties with them, Soul Charge is definitely an option and they have their own internal support cards to get them all out on the field. In other words, unless you can flip them face-down, good luck trying to win against them (unless you can pierce or something).

 

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Centroidal Beam

(Yes, I'm making another reference to my major; still pissed off at my professor from last semester)

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Centroidal Beam

 

The next iteration of Machine "Roids", but this time ones whose name scheme is based on shapes.

 

Where the original Roids were Fusion-based, and the Speedroids were Synchro-based, the Centroidal Beams are Xyz-based. Unlike other Xyz decks though, these Beams are able to use materials from the hand to Xyz Summon. With such easy conditions and ability to go all the way from rank 3s into rank 7s, they are generally limited to making 3+ material Xyzs.

 

Centroidal Beam Traps are fairly standard with quite a few of them being different forms of spot removal. They also have a single revival trap in the same vein as the "True Draco" one. Their single spell is probably the most interesting card of the set. It is a searchable, generic RUM that can Rank a monster up by 1, 2 OR 3. The catch? It can only be used on monsters with 3 or more Xyz Materials.

 

Questier

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Archetype of Continuous Spell Cards that revolve around cycling themselves out for different effects, not much different than the Fairy Tale Chapter cards in the 5Ds manga. There exist ten of them, each of them representing typical stages in RPGs. The first six are the normal storyline, and last four are postgame. Each of them builds off of the previous cards in your Graveyard, so by the time you reach the sixth and later versions, you've effectively won the game. Just make sure you protect your backrow though, because obviously there exists removal and if they get popped, you're dead. 

 

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Linux Superdragon

(To make this less of a headache for other users, don't incorporate anything from VRAINS, considering the info was released not that long ago today. So yeah, keep it within ARC-V mechanics)

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Archetype of LIGHT Wyrm-Type monsters. The Main Deck monsters have 0 ATK and DEF. Though, they are very easy to Summon; from increasing your opponent's Life Points, paying yours, controlling no monsters, ect, they each have their own effect to Special Summon. Their Extra Deck monsters are the ones with decent/high ATK and DEF. They can either activate their effects by banishing any monsters with 0 ATK and DEF from your field or Graveyard, or Tributing themselves. Other than the easy Summons for the 0 ATK/DEF monsters, does this archetype have any other gimmick? Yes; their Spell/Trap Cards grant generic support to monsters with 0 ATK and DEF, from ATK increases, to Special Summoning.

 

Trinketerror

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Trinketerror

 

An archetype of DARK Fairies. Their main deck monsters all have alright ATK (but garbage DEF) and can Special Summon themselves as long as you have an equip spell on the field, which makes them pretty similar to Guardians. Unlike the pile of unplayable garbage that was Guardians, most of the Trinketerrors do not need an equip spell out to summon themselves and can even search out more of their Equip Spells. The equip spells themselves are pretty good, being able to Special Summon Trinketerrors from the deck, increase their ATK or just grant some generic support to Fairies and equip spell. The one Extra Deck monster they do have (a Fusion monster) can be contact fusion summoned, but can be brought out by banishing 1 Trinketerror holding an Equip Spell. Basically just think of Vylons and Guardian but not trash.

 

Sharklord

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Sharklord

Making ZeXal fans happy with the best support they could have hoped for. WATER Fish-Type monsters that use some of Gagaga's Level-changing shenanigans to make their scattered Levels, from 3 to 8, work well. Not only that, they borrow ways to get high-Level monsters on the field from Photon/Galaxy and Dragon Rulers, and they even borrow the Darklord/Felgrand support ideas, with extra effects they only get if Summoned from the Graveyard, and Graveyard recovery by the bucketload. Their own Xyz are a little lacking, with only 1 or 2 at each Rank they're capable of making, but that's okay because of the sheer amount of generic Xyz they have access to. Then, of course, given that you have more generic ways to get them into the Graveyard than you can shake a stick at . . . if your opponent has no negation or Special Summon-blocking, you basically just win.

 

Darkraken

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