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Tinkerer

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Silent Cymbals

 

Awkward oxymoron of a name, but holy hell are they terrifying. What these Level 2 WIND monsters with stats of 400 or less a pop do is quietly build up their nigh-invulnerable monsters and use their rather simple shared effect: Each one can, once a turn, target another archetype member on the field and give it an ATK boost equal to its current ATK. Quietly, quietly building strength, until they drop a massive, crashing OTK on your opponent's head.

 

So basically, they're Deskbots meet Majespecters, thankfully without Pendulums.

 

Robeard

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Arrghhhh! Pirate Robots? Thats sounds cool eh? Well your opponent won't think so. This deck is all based around summoning your really foolish looking Sailors and rounding up the Traitors. They have a bunch of fusion Monsters, tons of Spell/Trap support to make sure you walk the plank. How do you walk the plank? Shuffle absolutely everything into your opponents deck and attack them directly to deal massive damage to your opponent. When your opponent is just struggling with LP, sadly your monster's show mercy and everything returns to where it belongs, and returns your humble sailor, where you must quickly build back you're board to make a comeback. A fun deck for you, and a deck that makes your opponent go ARRRGGHHHH!

 

Lumiachnid (Luminous and Arachnid)

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This is what Digital Bugs should've been; LIGHT Insect-Type monsters that can frequently Rank-Up every turn without being xenophobic. While they work better as their own Deck, they can certainly mesh with general Insect themes with relatively good success. You see, these bugs can modify the Levels of Insect-Type monsters you control, and if you have multiple Lumiachnids on the field when the effects happen, you can, quite literally, Xyz Summon multiples of their bosses with only 1 monster each. The bosses work well with Insects in general, but having the Archetypal members as material lets you trigger during either player's turn or without restriction. Also, the bosses are either LIGHT and/or Insect; not both like Konami decided to do.

 

(In a way, Digital Bugs can use them to actually be sufficient, since we all know what the CaC department at Konami was doing at the time)

 

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Virtual Reality Artificial Intelligence Network System

 

(Yes, this is literally what VRAINS translates into as an acronym; go do what you want with it.)

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Virtual Reality Aritficial Intelligence Network System is the name of the big Link 8 boss monster of a interrelated triple archetype of V.R., A.I., and N.S. Cyberse-type monsters (of the same vein as Performapal, Magician, and Odd-Eyes).

 

V.R. is a series of generally high level monsters with continuous effects that benefit Cyberse-type monsters and hurt non-Cyberse-types.  They float into higher and higher leveled V.R. monsters.  They all have at least 1 trigger effect that sets their ATK to their original ATK in order to do something.

 

A.I. is a self-sustaining engine of an archetype.  It is full of level 2 quick swarming monsters that focuses on destruction (on both sides of the field).

 

N.S. is an archetype of equip spells that summon themselves as monsters when they're destroyed and then equip another monster from the Graveyard to it (to give it its original ATK).  As equips, they have some crazy ATK changing capabilities.

 

Each of the archetypes have their own Spell/Trap support (though no field spells) and all of them have at least 2 archetypal Link boss monsters that benefit each of their playstyles and give them a seeable win condition.  As for V.R.A.I.N.S. itself, it needs 1 V.R., 1 A.I., and 1 N.S. monster to summon.  It has an in-built win condition all on its own.

 

 

Hat Sellers
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You like "Magical Hats"? These are better.

 

So we all know how the Trap Card "Magical Hats" works. This archetype is all about fooling your opponent into targeting the wrong thing with an effect or an attack, kind of like "Magical Hats". Most of the cards are Spells/Traps or Spellcaster-type Effect Monsters. Their boss monsters are Link Monsters and Xyz Monsters whose effects revolve around keeping themselves on the field and ruining your opponent's efforts to do anything

They're comparable to the "Dark Magician" archetype in terms of power.

 

Gime (maybe a pun involving the word dime? idk)

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Gime

An archetype of children, they sum up their archetype with their misspelled battle cry. What they're trying to spell is "gimme", but . . . they're like six, give them a break.

 

This is basically Neo New Graydle/Goyo (with some Relinquished mixed in), a Synchro archetype designed around stealing your opponent's sheet. However, what makes this archetype absurdly fun is the sheer variety of ways they use what they steal- like a lot of older Synchro archetypes, they have a few Level 5+ monsters, so you can use stolen monsters as Tribute fodder, Synchro Material, free beatsticks, effect fodder for their assorted monster-Tribute-cost effects . . . Oh, and don't worry about not being able to make enough Synchros. Gime are fast at their Synchro Summon, and can make Synchros in every Level that Synchros exist at.

 

Simplatoon (simple + platoon)

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Simplatoon

A motley crew of Level 2-5 Normal Pendulum monsters with decent stats and no Extra Deck. They have Pendulum Effects and a few S/T support cards meant to protect and promote normal monsters in general, making them useful with the really crappy normal Pendulum monsters that konami made (Dragong anyone?) Ther boss monster does have an effect, but it's a L 8 Gemini monster that can either benefit from your scale effects, or normal summon to gain its own. All around a ragtag bunch of simpletons.

 

Hat Trick

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Hat Trick

This hat-wearing Spellcaster-Type archetype (their Main Deck members are even named after the hats they wear) prides itself on getting triples of each of its members with startling regularity- one Summons another Summons another, which leaves you with exactly 3 copies of whichever member you brought out. Naturally, their shtick boils down to 3-mat Xyz and Fusions, which gain huge bonuses if all 3 of their Materials had the same name. In addition, most of their monsters have effects also based on threes- triple-attacking, effects that activate 3 times per turn, protecting things 3 times in a turn, drawing 3 cards . . . although, admittedly, these effects are kinda difficult to pull off sometimes.

 

Their Main Deck monsters are essentially just fodder to get out triplicates, with obligatory Vanishing Lanius and CyDra Core knockoffs, and even archetypal ripoffs of Machine Dupe, Swallow's Nest, Inferno Reckless Summon, and Rekindling and generally speaking they hang out at Levels 2-4, with awkward duck Level 6 hanging out in the corner because nobody likes him (although their solitary Rank 6 is pretty sweet, you're only going to be Summoning it through CDI-style rank-up). The Fusions, by contrast, are Levels 7 and 8, with Fusion Materials that look like Cyber End or BEUD, plus two generic-ish ones that just requires any 3 monsters with the same name, or just 3 archetype members in general . . . and, if you happen to be utterly bat-sheiße insane, they do have Rank 7 and 8 Xyz, again 3-mats.

 

However, they're very . . . combo-oriented. One bad Solemn kills all their momentum, and you'd only run Desires if you have a fetish for losing because you accidentally banished an essential combo piece.

 

Epic Story

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Archetype of LIGHT monsters with various Types (Warrior, Fairy, Psychic, Wyrm, Dragon, ect.). Each of these named after titles or creatures from fairy tales (Dragon, Princess, Fairy, ect.) If you activate their effects, your opponent gains Life Points. However, they're not that hard to Summon or set up, so the surplus of Life Points will be worth it. They have one of each Extra Deck monster (Fusion, Synchro, Xyz, ect.). And for fun, they have an alternate win condition card.

 

Vizor Soldier

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Cover your eyes! These guys are coming in hot and are shooting lasers from their eyeballs. This deck is a slow burn deck that eats away at your opponents life points while they struggle to cope with lack of resources. Each one is a level 7 FIRE Monster and their main goal is to SS themselves into where their effects lie, the Xyz Monsters. Each one is a 3-mat and burns your opponents slowly and painfully so they struggle to comprehend with the amount of damage they take. Of course, if you manage to bring out all 3 different Xyz Monsters, you can OTK quickly, but it does take a fair bit of practice. All in all, if you want to Troll competitively, play this

 

W.I.B

(Will It blend?)

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A strange archetype of weird machine type monsters that gain benefits whenever your opponent Fusion Summons, from gaining ATK, to dealing burn damage. So what makes them so frightening? Their in-archetype fusion spell, accurately titled "It Will Blend" fuses monsters on the opponent's field and summons a fairly useless W.I.B Fusion monster based on the types and attributes of the materials.

 

Wyvernite

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Wyvernite

This is a small archetype of EARTH Dragons- mostly Gemini with a few legitimate Normal monsters and like two full-on Effect monsters mixed in (one of which is basically a True King)- and a few FIRE Rocks that act as their eggs- think the baby dinosaurs, mixed in with cards like Carboneddon or CyDra Core. Most of the support the Rocks do lets Normal monsters be stupidly effective, allowing you to SS Normal Dragons from your hand, Deck, or Graveyard, and/or grant them solid effects, but a few of them do actually support just the archetype.

 

As for what they do, Wyvernite is a Fusion archetype that hits somewhere between Invoked and Metalfoes with having loose Material requirements (some Fusions are based on Attribute, some on statline, and some require a certain monster category, like "Fusion monster", "Effect monster" or "Synchro monster"), because they have archetypal variants of Shaddoll Fusion, Super Poly, and Invocation, to use your opponent's stuff to shove a wide variety of big beaters (most of which with solid effects) right in your opponent's face. That said, they do have a few really solid archetypal Tuners, including one that Summons a non-Effect Dragon from basically anywhere if it leaves the field by any means . . . which means you can Synchro with it to drop a Blue-Eyes on your opponent if you're really hurting for stats. You see, only one of their main Deck members hits the classic BEWD statline, and your going to be using all your copies of it up pretty quickly because Fusion archetype.

 

Warwithal (war + "werewithal", or presence of mind)

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Peace! War! Peace! War! These guys jut can't decide. This archetype is a set of 2, Warwithal Peacemakers, and Warwithal Generals, each with countering effects, but work surprisingly well with each other. It's a full blown on Synchro Deck, so prepared to summon everything, ditch everything, and sit on 2 boss monsters for the rest of the duel. The Spell Trap support are a few Equip spells to buff monsters, negate effects, and protect each other. You have a fair bit of uses for the lesser synchros, but your main strategy is to summon out your bosses. When your opponent then tries to do anything, your so conflicted you just decide to not let them. This deck is confusion at it's highest level, but it's funny confusion. Well, at least for you. Your opponent has to deal with your bosses, sitting at 3500 beat sticks, and has to deal with effect negation, attack blocking and just general sucky stuff. Be wary though, one wrong move and you could completely lose the game. If you make 1 missplay, or summon a different archetypal monster, your screwed, coz your monsters are so upset you forgot them they just refuse to be summoned.

 

Flashycle (Flash, and Cycle)

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(* bicycle theme playing in background *)

 

LIGHT Machine-Type monsters that focus on repeated Summons and direct attacks. Most of them are on the lower end of power, but combined with their summon speed, they can easily top 3000 damage per turn. Limiter Removal and any form of stat boosting is a godsend to them, because it just makes them even harder to stop. The support Spell/Trap Cards block the opponent from doing much, although some of them yield temporary power bonuses. The boss monster is a Level 10 monster that is Special Summoned by Tributing 2 or more "Flashycle" monsters, and possesses 2500 ATK, but can strike an additional time for every other Flashycle monster you control. So yeah, your win condition is quite simply: Spam the field with Flashycles, get out the boss and proceed to evade your opponent's setup. 
 

Also, they're Main Deck, so the Link mechanics can go screw themselves. 

 

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Legendary Aurora

(relevant because combination of the Legendary Member group and Nai's Aurora's one. So...make what you will.)

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Legendary Aurora

 

The archetype namer is actually a Field Spell, a display of lights in the sky of true beauty. Similarly to Destiny Board, it activates an archetypal Continuous Spell from your Deck during each of your opponent's End Phases, and it has pretty interesting protection that revolves around your Continuous Spells- it can protect itself from a number of card effects per turn equal to the number of face-up archetypal Spell Cards you control- so, by itself, it can negate any 1 effect that would destroy or target it; with 1 Continuous Spell, it can protect itself twice a turn, etc. The Continuous Spells themselves aren't too special on their own, just goodstuff effects for the archetype like being a Tenki, a Miracle Fertilizer, a Valhalla, an A. Forces, a OPT MST effect, etc.

 

As for what the archetypal monsters do, they function like a mix of Fire Fists and Neo-Spacians: Their main gimmick is getting as many of those Spells on the field as possible, and doing random things that revolve around the Continuous Spells- pop effects, stat boosts, and the like. Nice, simple, easy stuff. They Contact Fuse and make Xyz which are really more of the same shtick, giving the archetype a really nice internal synergy where the monsters help your Spells and your Spells help your monsters.

 

Suffering Daemon (OCG) / Crying Archfiend (TCG)

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Archetype of Fiend-Type monsters. As their name suggests, if you take damage or if they are destroyed or attacked, they trigger their effects. They do have a few monsters that can't be destroyed by battle, but they have rather low ATK and DEF. Their Extra Deck monsters help restore any Life Points or archetype monsters you may have lost. As do their Spell/Trap Cards. The whole point is suffrage then reward.

 

Mad Scientist

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Ever been crazy enough to try blowing up the Earth with Element X? These Mad Scientists have. These EARTH Fiend-type and WATER Spellcaster-type monsters all have effects that do weird things to your opponent's cards, like disabling certain effects or making them unusable; naturally, there are also some destruction effects mixed in.

 

Much like how two oxygen atoms and a hydrogen atom combine naturally to form a water molecule, these guys try to combine on the field using Contact Fusion. Their Fusions are all DARK monsters, still with the Fiend- and Spellcaster-type aspects. They're the heavy hitters: monstrosities with more raw power than effects that mess with your opponent. I guess the Mad Scientists did a few too many experiments on themselves.

 

 

Fortunate Ones

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Fortunate ones

Archetype of Level 3 and 4 Spellcaster and Warrior-Type monsters with solid on-Summon and on-field effects like searching, slow disruptions like OPT bouncing and so on. BUT, all their effects include a toss coin bonus that, if called right, either bring an additional effect, or improve the effect they are currently using. For instance, on the searching effect, if you call it right, the monster gains the option of Special Summoning the searched monster straight from the Deck instead of adding it to the hand; or when Special Summoning a monster from the grave, a good call can bring it as a Tuner or with and tats boost, or some other effect. And no, unlike most coin toss effects, these won't carry a negative result for wrong calls, so only good stuffs there. Archetype Extra Deck monsters are Fairy-Type that represent the fortune behind them, like their own Lady Luck, and so on.

 

Next:

Sky Dream

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Sky Dream

 

WIND Fairy level 8s with some absurdly easy summoning conditions. The problem? Only 1 can exist at a time. No, that isn't actually an effect condition, but whenever a monster is Summoned to the same side of the field as the Sky Dream monster, the Sky Dream forcibly equips that summoned monster to itself. Each monster has effects that can be activated a number of times equal to the number of cards equipped to it often culminating in big plays if you can attach 3+ equips to it.

 

Their Spell/Trap lineup is surprisingly versatile: from mass monster negation, to Creature Swap-like cards, to obscene battle traps, to monster-searching equips. There doesn't appear to be much consistency in this regard, but it opens a few interesting playstyles for these oddities.

 

Mudd

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Mudd

Level 2 EARTH/Aqua-Type Union Monsters based on mud and slime monsters that can equip, even from the hand, to opponent's monsters to apply disruption effects like effect negation, inability to declare attacks, ATK or DEF become is halved or become 0, and even taking control of it. Stronger effects require multiple different Mudds to be equipped in the same monster; for instance the control steal Mudd would require 3 different Mudds equipped on the same monster.

Moreover, the all float into a copy of themselves, Summoning it from hand or Deck, if they are destroyed by battle or card effect, including your own effects; this effect has a hard OPT clause.

 

 

Next:

Inner Circle

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Inner Circle

The lifestyles of the rich and famous are impossible for us poor folk to comprehend, but this gives you a shot at it.

 

This Deck is fast, and prone to stupid combos with disturbing amounts of consistency. We're talking about being able to field three of whatever boss you please, plus whatever else you want, almost every single game, abetted by the fact that half their bosses make you even more consistent, by having easily triggered Special Summoning, recovery, and searching effects.

 

However, you are not rich. You won't be able to afford their lifestyle for long, so you'll have to sell off all these rich people assets to stay afloat- like Lightsworns, they mill like mad during the End Phase, but their mill is even faster, and occurs during both players' turns. Luckily for you, the mill is optional- you can sell off your rich people stuff (Tribute the monster) during the End Phase to avoid paying for it, but that really only delays the inevitable.

 

Sejujakairei (the first syllable in each rival's given name - Seto, Jun, Jack, Kaito, Reiji)

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Power-themed with a side of swarming; does this seem like a familiar strategy? This Archetype copies many of the strategies used by the rival characters, which inevitably focuses on spamming multiple 3000 ATK Dragon/Wyrm-Type bosses. Fairly simple to work with, though they do have a form of field control if necessary, but any variants using them tend to be more bricky. The support Spell/Traps are plentiful, ranging from searching power to outright neutering everything the opponent can play (for a price). They do not like Links, and some of their members punish monsters that do not have a Level/Rank or any form of DEF points whatsoever; even forcing heavy penalties on a player who has one.

 

So in a way, the YGO rivals from the glory days banded together to show their dislike for VRAINS...in full force.

 

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(Inb4 Draco decides to make this the next project after we finish the main protag one)

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ARC Revolutionary

 

(Derived from ARC-V play that the AGM is eternally going to be using because we've gone too far into ED to adapt them to Konami's lack of foresight in design [for the field changes]. But do as you will with this; can be something that plays with Links or whatever.)

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ARC Revolutionary

 

A legacy archetype entirely comprised of Pendulum monsters. Each one has different scales and different levels and all have the ability to (once per turn) switch themselves from the Extra Deck with a monster in the Pendulum Zone whose scale is equal to the monster's level (ie. If you have the level 3 Revolutionary in your Extra, you can swap it with any scale 3).

 

They all have different kinda of Pendulum Effects too: from burn, to hand/deck destruction, to consistency boosters, to protection. These ARCmates have a little bit of everything.

 

Finally, they all have an effect that can only activate if they are summoned alongside 4 other monsters meaning you wanna P-Summon 5 monsters as much as humanly possible.

 

Clatteroil (a play on the Word "collateral")

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Clatteroil

 

Shake, rattle, and roll! Oh yeah, and KABOOM!

 

This is an upbeat, cheery archetype based on '50s Americana, what with heavy muscle cars, and jukeboxes playing the beginnings of rock 'n roll, and uncomfortable amounts of xenophobia. Yeah, these guys aren't exactly a splashable engine, nor are they exactly kind to tech cards (unless you're teching Fire Kings, but at that point you've got better options). You see, they love their nukes, and they only protect other archetype members from said nukes . . . which means that mirror matches end in slow, agonizing beatdown grind games, but outside that rare situation you'll be regularly dropping archetype-specific (as in, other Clatteroil stuff survives) versions of Dark Hole, Heavy Storm, and Card Destruction that will leave your opponent playing a topdeck war they're bound to lose.

 

You see, unlike other destruction-centric archetypes, Clatteroil has a way to prevent a lucky Rekindling/Soul Charge/Infernoid matchup from slaughtering them: Their Synchros do what Neo Flamvell wanted to, and rapidly banish things out of your opponent's Graveyard to prevent them from ever getting their momentum back (sparing only other Clatteroil, unfortunately, so again a mirror match can and will go on for hours).

 

Graviton (essentially, where a photon is particulate light, gravitons are essence of gravity)

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Paleozoic Burgesstoma teach you Cambrian Period animals. Chemicritter teach you chemistry and now Graviton gonna teach you Weight//mass and its measurements!

 

an archetype of EARTH and DARK Rock-type Pendulum and Xyz Pendulum. that named after International System of Units of weight measurement (Kilogram, Gram, ect) while its spell and trap card are named after the less standard-yet-equally popular Weight units or just a slang term for weights (Pound, Slug, Lightweight, etc). just as its brother-from another mother SHS. this archetype redifine the importance of defense position and DEF stat. they have trigger effect that utilize battle damage to implying stun and control effects. but it also has bonus effect if that battle damage is a recoil damage in tandem of some effect that force your opponent to attacked them. they also able to bite the Link ruling right in the bottoms. as they have unique pendulum effect that allowing pendulum summon from the graveyard. the Xyz is indeed something to be feared upon...its a Zoodiac-esque Xyz  with humongous stat and Floodgate effects that can only be played around (in a really tight opening) if opponent has "more weight" (reads: more cards in grave and/or banished) than you

 

Jam-Bursters

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