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Tinkerer

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Adrenalideleine

 

Archetype of LIGHT Thunder/Warrior Pendulum monsters. Many of them has same Pendulum effects like destroying itself and search various cards, while other high level members has mass-destruction effects. Lowest Level in this archetype is 5, so you can't easily Normal Summon them; but you can make this possible with their spell cards. This archetype is only compatible with Links(maybe Xyz?). By the way, their boss card is not an Extra Deck monster; but a Level 12 non-Pendulum monster with gigantic effect.
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Hollowed Angel
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Hollowed Angel

Archetype of EARTH Fairy monsters that rely on having their effects negated to trigger their effects later on, either when they leave the field, or after the effect negation is removed from them (e.g. Skill Drain). To further complement this playstyle, they all have high stats for their levels, but their stats are dropped by their own effects, encouraging the player to negate them. Think of Barbaros in combination with Skill Drain or Forbidden Chalice, but for an entire archetype that also come with some floating effects, as well as effects with conditions on the line of "If this card's effects have been negated while it was on the field: [insert effect here]". Moreover, they don't rely on Special Summons, but still get tools to perform multiple Normal Summons in order to generate field presence, plus to remain compatible with lock Traps like "Lose 1 Turn". They also have some compatibility with not only EARTH Fairies, also EARTHs with the elemental types (Rock, Aqua, Pyro, Thunder) in order to allow for variants that, for instance, merge with Stun Rocks.

 

 

Next:

Slayfu

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Slayfu

 

Archetype of warriors based around masters of the martial arts, less so of Ninjas and more so of Karate fighters, except with a bunch more spikes. In fact, there's quite a bit of death of this archetype, as cards in this archetype focus on destroying other monsters by battle, and can also attack its own monsters. Also a rather fast archetype, with some monsters being able to tag in and out from the hand as quick effects. However, if they can't destroy monsters, they can't really do much, but they do have Continuous Spells based around the various disciplines that have effects that make opponent's monsters easier to destroy, and sometimes even create Victims for your Slayfus to pick on. And besides, if all else fails, they can beat up each other.
 
3000 B.C. (There is currently 1 card in this archetype: Machine King - 3000 B.C. Feel free to include it or not)

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An archetype for history buffs, this set is themed on monsters patterned after events that occurred within the fourth millennium BC (not necessarily stuff that happened precisely in 3000 BC because Wikipedia has limits). So think of cuneiform, Sumeria and a bunch of ancient history stuff. Thematically, they resemble slightly futuristic versions of what things would've looked like in ancient times.

 

Aside from the theme, its playstyle is reminiscent of old school Yugioh: Tribute Summon for the bosses (named after ancient rulers of this time; even Atem gets a mention here) and then build your "infrastructure" with a set of Continuous Spell/Trap Cards. They also take on a slight True Draco style of play, allowing you to even use the support cards as Tribute fodder. They work best without an Extra Deck, because yeah, modern technology didn't exist 5000 years ago. You technically can run them, but it's slightly counterproductive. 

 

Oh, and Machine King - 3000 B.C. is in here because of naming convention, and appearance-wise, it'd fit in. 

 

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Word of caution: Just make sure you can generate constant Tribute fodder and protection, because as this Deck is older than Atem at this point, modern concepts of protection and immunity from removal don't exist. 

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Advanced Clause Enforcer

 

(Does not have to deal with the actual word/content requirements that exist in CC, RP and soon to be TCG. I suppose you could go with a requirement-style theme, but it's really up to you how to approach it.)

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Advanced Clause Enforcer (abbreviated as “A.C.E.” on the cards) is an archetype of Cyberse-type monsters that are rather picky. Each card has an effect that prevents one or more types of effects (negation of an effect, piercing, etc.) from happening, with a HOPT clause of course. My opponent wants to use Call of the Haunted? Sorry, my monster prevents revival effects.

 

Their disadvantage? They aren’t heavy hitters, with the exception of two Link Monsters (a Link 2 and a Link 3). They’re kind of like the “Eyes of Blue” archetype in that they aren’t meant to be run by themselves. Try adding some Monarchs or Synchros.

 

Diddly

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Diddly

Archetype of LIGHT/Plant slime or jelly like sap monsters. Their main gimmick is that, in addition to their effects, they are all immune to the first effect that would affect them, giving them a layer of protection and a chance of applying their effects with less disruption. However they have low to average stats, except for the bigger monsters of course.In this sense they are like Majespecters. Moreover, they have effects that leave Diddly Counters on the opponent's monsters when they are destroyed, Summoned, etc. The Counters have the slight effect of dropping the monster's ATK/DEF by 50 for each counter, but some GY effects require a monster to have X number of counters to activate. For instance, dropping its ATK to 0, destroying it, taking control of it. A few of these effects also include a bit of LP gain, to sinergize better with Aromage cards, especially Aromaseraphy Jasmine.

They all have names that kinda sort rhyme with their archetype name. For instance, ",Diddly Wriggly", "Diddly Slimy", "Diddly Sticky", etc.

 

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Dekrolom

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Dekrolom

(I'll be honest, I don't remember if I threw up this or a very similar prompt before)

 

A set of machine type Union trap monsters.

 

...oh, you need more?  Their equip effects are quick effects which then allows them to dodge removal and, because they become unions, also help give destruction protection: effectively making them non-targetable, non-destruction monsters.  The only difference from other Unions is that they can't Special Summon themselves from their equipped state; they Set themselves instead.

 

As monsters, they are generally pretty strong (minimum of 1900 ATK or DEF) and all have an advantage retention effect (draw 1, destroy an opponent's card, etc.) whenever a Spell/Trap you control is destroyed.

 

They hit 2-3 different levels, so they are capable of Xyzing or Linking pretty effectively, but they have no Extra Deck monsters of their own.

 

 

Ivykarious (Ivy + Vicarious)

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Ivykarious

 

I live through your pain!

 

This Plant-Type archetype is the perfect counter to any archetype that features some element of self-harm (ohai D/D/D and Performage) and best buds with any that can deal damage several times a turn, regardless of amount (Watt, burn Decks, etc). Why? Because while they have a lot of uncomfortable high-Level bricky monsters, all of them self-Summon when your opponent takes damage of any kind.

 

Naturally, this gives them pretty solid presence for OTKs, especially if you have bouncing power, but that's more a benefit than the actual focus. What they want to do is Xyz Summon high-Rank monsters (and a few lower Ranks), and they benefit from the suffering gimmick they use with several different ways to Xyz Summon outside your Main Phase. In addition, most of them have effects that trigger when sent to the Graveyard, usually based around consistency or swarming.

 

The funny thing, though, is the nature of the cards you can use to start their plays. Coffin Seller lets you plus off your opponent's plays, Dark Snake Syndrome and Nightmare Wheel put you on an OPT free Summon train, and even old direct attackers can open up explosive plays.

 

The funniest thing? Despite having archetypal Xyz at nearly every major Rank (2-8), their best is for a Rank they struggle to make consistently because of the small number of monsters they have at that Level.

 

Blasturret

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Blasturret (Blast + Furret)

Archetype of WIND/Beast monsters with a theme of ferrets, raccoons and other critters being blasted away from cannons. They are all cute and wear equipment like helmets and other gears you can see being worn by those bullet people from stunts in circuses.

They are a swarmy archetype and have easy ways to maintain at least 1 monster on board. They do so through their cannon-themed Spell/Trap support, which, in addition to their individual effects, all share an GY effect of banishing it from the GY to Summon a Blasturret from Deck or GY. Also, their Extra Deck monsters all have the ability of adding a Blasturret Spell/Trap from the Deck/GY upon Summon, facilitating their summoning power. Moreover, a few of those ED monsters are generic so there is the potential of makeshifting some kind of summoning engine.

 

 

Next:

Master Chew

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  • 2 weeks later...

Master Chew

 

A group of monsters of differing types based on what comes before "Master" in their card name (i.e. SpellMaster Chew is a Spellcaster while BeastMaster Chew is Beast or Beast-Warrior type).  They all have 2 continuous effects: one that is commonly shared among them (when a monster is Normal or Special Summoned it loses ATK/DEF equal to the number of "Master Chew" monsters you control x 100), and one that acts as trigger effect hate (i.e. if a monster on the field activates its effect, its owner must pay 500/discard a card/etc.)

 

Because of this playstyle, they tend to have lots of effects that can conditionally put lots of them on the field at the same time with the main card being a quick-play called "Gathering of the Master Chews" that Special Summons a number of them equal to its chain link.

 

Speaking of "Link" though, their extra deck is composed of 3 Link 1s and a ridiculously broken "generic" Link 3 (GrandMaster Chew) that needs 3 Links to summon and stops the opponent from being able to activate monster effects among other things.

 

Sleighter

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Sleighter

 

An Archetype of WATER Fairy-Type monsters that resemble Santa's Elves. Full of Level 3-4 monsters, these guys have effects that revolve around maintaining field presence and hand advantage (e.g. Special Summoning Sleighter monsters, searching Sleighter cards, or recycling Sleighter cards), with the former coming in handy if the opponent tries to pull mass destruction on you. Given their tendency to produce advantage and cheerful nature, they aren't considered heavy hitters on their own; however, their Spell/Trap support allows them to come together to tackle major threats that the opponent throws out (e.g. strong monsters that the Sleighters can't overcome on their own). Their Spell/Trap support can also banish themselves to either continue the field presence and hand advantage theme or emergency effect negation. Furthermore, they feature an assortment of Rank 3-4 Xyz Monsters that have a concept similar to Contact Fusions, but these have their Xyz Materials returned to the Deck when detached. As for naming convention, Sleighter (Elf Name) should do the trick.

 

Next: Gatekeeper Imps

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Gatekeeper Imp

This is an archetype of (mostly) low-Level, low-ATK Fiends and Reptiles that work like Ice Barriers wanted to- making things more difficult for your opponent when there's more of them. You see, most members carry a dangerous effect once there's another on the field, be it OPT negation of a certain action (attacks, Spells, Traps, monster effects, Summons), protection effects, forcing your opponent to banish cards from their hand to Special Summon, etc.

 

However, the big deciding factors here come in the form of some better spam effects- still not god-tier, but able to keep up with late 5Ds/early ZeXal field filling- and a new ability to overcome that wide stat deficiency. They play a slower game, but built over a few turns they can turn a small army of weaklings into an unstoppable army of devastation.

 

Their Spell/Trap support is mostly geared towards getting you to the right members as fast as possible, and keeping said members alive until they become invincible.

 

They have four bosses, one of each of the classic Summoning methods- Ritual, Fusion, Synchro, and Xyz- that, together, make up a nigh-unbreakable lock.

 

Safflash

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Gatekeeper Imp

Archetype of EARTH/Fiend critters with multiple themes going on:

1. They are a Fusion archetype playing with Dark Fusion. They may not be related to Evil HEROes but they don't have to be to adopt Dark Fusion and do with it something similar to what Fluffals do with good old Poly.

2. They go all Card Guard and are able to place counters on fellow archetype monsters, as well as face-up Spell/Traps that protect them from destruction or removal by effects. This means they play nice along infamous floodgates, although be careful of Skill Drain and Lose 1 Turn that could negate their effects on the field. The counters paired with the protection effect from Dark Fusion can make the Fusion Monsters quite tough to beat, or counter their effects, during the turn they are Summoned.

3. Taking a tip from Elementsabers, they are able to turn themselves into Rock monsters while in the GY and stunning a face-up Spell/Trap on the field for the turn, as a some sort of petrify effect flavor-wise. Not only this provides them an amusing synergy with Dark Calling --> Dark Gaia, also gives you more control over your own floodgates by turning them off temporarily, or you can also negate an opponent's face-up Spell/Trap. Oh, also potential pro plays with Block Golem.

 

 

Fake edit:

You got to be kidding me xD

The prompt was there for a while and right when I think of something, someone else beats me to it. Meh, I'm dropping my take anyway.

 

 

/skip prompt

 

 

EDIT:

The heck with it, doing this one too:

 

 

Safflash

From "Saffron" and "Flash" they are an archetype of WIND/Plant monsters with a theme of blade leaves and petals, with a saffron motif, so purple and orange colors and whatnot. Swords, throwing knifes, scythes, katars, daggers, fast stuff. No shuriken or kunai, though, these are no Ninja nor Samurai, but more like swordmasters, thieves, rogues, assassins, etc. from the standard RPG classes.

They are centered on Tributing, floating upon being Tributed or destroyed, and their support mainly apply to WIND/Plants so they can easily enlist monsters like Copy Plant and Spore in their ranks for Synchro Summon plays while adopting Tytannial as an optional honorary boss, and inherently sinergize with Plant support like Fragrance Storm and Pollinosis. Heck, they even take advantage of the WIND attribute of Dandylion's Fluff Tokens. Besides having effect to easily Summon WIND/Plant Tuners and Synchro Summon away, the gimmick that puts "Flash" in their archetype name is their disruptive Quick Effects that Tribute a monster from either hand or field as cost, and their similarly disruptive floating effects when they are Tributed or destroyed. Thus Mariamne can be a funny tech. Also, since they can Tribute any monster from the hand or field, that opens the possibility of teching Qliphort Carrier & Helix, Cyber Angel Benten, etc. as well as designing "Safflash" tributing engines for those archetypes.

 

 

Next:

Deviekanic

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Deviekanic (DARK Fiend/Machine)

So this deck revolves around main deck Fiend monsters that can generate tokens to summon their Machine Link Monsters which can either destroy cards or inflict effect damage. In addition to this the main deck monsters also have effects to support your Machine Link Monsters like adding ATK, abilities or protection and finally the Link Monsters would also prevent your opponent from attacking your Fiend Main Deck Monsters.

 

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Nightcore

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Nightcore

Archetype of DARK/Machine monsters. They are all Tuners, and while they have 1 or 2 Synchros, they don't really have a Synchro playstyle; instead they rely on the high-Level (7~9) monsters to beat the opponent down and apply strong effects, besides, they don't have any Level 3 or lower monster, further distancing them from any Synchro strategy. The Tuner subtype is just for whatever Tuner support they can get, namely Needlefiber. Said Synchros are Tuners as well, but with high Levels (9~10) they don't have many Synchro options to Summon unless you tech non-Tuners in the Deck.

Their plastyle is cranking up the speed of Spell/Traps. For instance, they allow you to activate Trap Cards in your hand during your turn, as well as Traps and Quick-Play Spells during the opponent's turn so they inherently have more tools to stop 1st-turn killer boards. Also their archetype Spell/Traps, "Nightcore Remixes", are mainly Continuous Spell/Traps, as well as a Field Spell, with a OPT effect, but the monsters can turn the Spell effects into Quick Effects, although with the drawback of banishing them after using the effect 3 or 5 times, depending on the power of the monster enabling it. This is as a reference of how Nightcore subgenre relies on speeding up original tracks, but for balance purposes in this interpretation of the concept that means the Spell/Trap burns out faster. They also have Spell/Traps that make reference to generic Spell/Traps, but adapted as archetype support, and are named after them. For example "Nightcore Remix - Abomination Reborn" as reference to Monster Reborn, or something among those lines.

Flavor-wise they co-exist with the Bohemian archetype of musicians described before in this thread. They are not exactly rivals, but their music styles are clearly contrasting. Still, these guys dared to make nightcore versions of music from the Bohemians and that means... some of their Spell/Traps include the name of Bohemian Spell/Traps, and that may lead to funny crossover support and potential hybridizations or "enginization". For instance, if Bohemians can search an specific Spell/Trap of theirs, then they can very well grab the Nightcore version instead.

 

 

Next:

Beaspiral

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"Beaspiral" is a WATER Ritual-oriented Archetype, consisting of Sea Serpent non-Rituals and Wyrm Gemini Rituals. The deck is great at building field presence, and very consistent. The main play gimmick is to control WATER monsters whom total combined ATK equals or exceeds the ATK of the "Beaspiral" Sea Serpents in your hand to Special Summon them for free. They have field presence effect and a float one when they hit the GY to keep advantage when used as a Ritual fodder. They have 3 Ritual Spells: 1 that summons from the Deck, 1 from the GY, and 1 from the hand.

The "Beaspiral" Rituals have hand trap effects that can only be activated if you control a "Beaspiral" monster, and no other monsters. When Gemini Summoned, they gain 2 effects: A continuous effect that gives you advantage OR a self-ranged protection and an effect to upset your opponent (from When Summoned: pop a Spell/Trap to When Summoned: destroy all your opponent's monsters).

Since the Rituals are Gemini, you can also tech Spiral Equips and "Phantasm Spiral Dragon" for more fun.

 

Design wise:The main decks are mermaids outfitted with white cloak with golden ornate, each hold a golden scepter marked with a Chinese zodiac symbol. The Rituals are a combination of a Dragon and another Chinese Zodiac animal. While the Ritual Spells show different scenes of the ritual ceremonies. 

 

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GRAND

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GRAND

 

A group of monsters that specifically tie to each other (1 can search 2 when summoned, 2 can mill 3, 3 when sent to the grave can something something 4, etc..).  However, they are wholly unique in what they due because though they don't have hard OPTs in of themselves, they give HOPTs to the monster they affect (i.e. after 1 searches 2, it says "you can only activate the effects of GRAND 2 once per turn).  With that said, they have a playstyle like wind-ups involving loops that can either ramp up advantage or cut down the opponent's cards, but doing so usually requires 2-3 card combos that may not be intuitive but take advantage of the fact that none of them have HOPTs in of themselves.  Fortunately, none of the cards have burn effects so they cannot be used for more general FTKs, BUT if you can pull it off they do have an FTK off of a specific 5-card hand that contains a near useless archetypal spell that's only good for the FTK.

 

Yesteryear

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Yesteryear

Archetype of DARK and LIGHT Pendulum Toon monsters of different Types whose main gimmick is their Pendulum Effects that let you get cards that reached your GY during your previous turn back to your board. If it's a Spell/Trap they either can Set them or activate them; in the case of monsters, they Summon or Set it. However, they are not as flexible in the sense that not all Pendulum Effects can grab back anything, but they are bound to a card Type (Monster, Spell, Trap) so you will have to put some thought on your variant builds. Their stronger monsters do get to pick across card type pools, though. Due to this nature, they inherently have a cumbersome turn 1, since there are no cards in your GY yet. Also they cannot grab back cards that were sent to your GY during your opponent's turn, limiting their power and also for them to not be too toolbox-ish. Also keep in mind that as Pendulum Monsters it won't so easy for them to reach the GY.

Their Spell/Trap support, mainly Continuous Spell/Traps, assist you with grabbing cards from your GY only to immediately drop them back, or swap them with one in your hand, or getting Pendulum monsters in your ED in the GY just so they become available for the Pendulum effects the next turn. They all also have floating effects to discourage the opponent, or punishing him/her for removing them from the board. However, with Pendulum Scales and too many Cont. Spell/Traps, you will have to be careful from clogging your S/T Zones. Moreover the monster with higher Levels take some tips from True Dracos and are able to use Spell/Traps you control as Tribute for their Tribute Summon, including scales and Field Spells. Unlike True Dracos, however, this won't trigger the floating of their Spell/Traps, since they float upon destruction so you can relax in that regard.

Appearance-wise they are all characters, and scenarios, objects, etc. for the Spell/Trap support, that look like cartoons from 1930, like the game "Cuphead" does, in black & white coloring. This is where their Toon subtype comes from. Finally, as Toons, they benefit from strong Toon support, namely Comic Hand and Toon Table of Contents. Also unlike classic Toons, they do not rely on Toon World in any way.

 

 

Next:

Neriedon

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Archetype of WIND Psychic monsters. The Main Deck monsters focus is shuffling into the Deck to activate their effects. For example: "You can target 1 card on the field; destroy it. Then shuffle this card into the Deck.". Something among those lines. While the monster effects may seem detrimental to the user, the archetype's Spell/Trap Cards make it easy enough to bring these guys out into the field in the first place. Their forms of Extra Deck Summon are Synchro and Fusion Summoning. The Extra Deck monsters themselves have effects they can activate if a card is shuffled into your Deck. They do have other effects on them though, in case you couldn't shuffle anything into your Deck.

 

Haxxers

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Haxxers

 

W3 R T3H GR83S7 4RCH37YP3 3V3R!

 

(God, just writing that was awful)

 

This FIRE Cyberse-Type archetype is based entirely on hand control, hacking your opponent's primary resource apart. Yes, this makes them really open fodder for a Deck like Dark World or Fabled, who want to be discarded . . . but even they wouldn't like the other focus of Haxxers.

 

You see, Haxxers don't have much in the way of removal or consistency of their own. Instead, they negate and piggyback off of your opponent's draw and search cards, as well as turning their own removal effects against them. Your opponent Summons Master Peace and tries to pop a card? Haxxers can negate and override, letting you hit their Diagram. Your opponent uses Pot of Desires? Negate and override, now you draw 2 cards instead ood them.

 

The only way to kill Haxxers is to take advantage of their biggest weakness: basic beatdown. They don't have a single way to deal with a 1700+ beater, so basically Summoning Jerry Beans Man can out the entire Deck if you're patient. The moment you know that they're playing Haxxers, you will stop searching/drawing and using effect removal . . . but will you cut yourself off before they feed off of you to the point where they have all their playmakers live?

 

As for the hand control, most of it is rather slow single-removal from the hand, but the few Quick Effects in the mix can actually shoot down a searched card when they don't have one of their search thieves.

 

Run low-Level beaters. Lots of them.

 

Erupture

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Erupture

Archetype of FIRE/Rock monsters whose gimmick and control tactic is destroying entire columns, as if rupturing the board. Once you place an Erupture monster and Spell/Trap, you gain access to such column nuke, triggered by the monster. Of course, to keep up with the meta and stuff, the Spell/Traps get to float so you don't take full losses, plus you search for a "combo piece" to set up another column nuke.

The Link monsters in EM Zones are special in that, when you set up your Erupture column, you get to nuke the column too, but also they disable both players from placing cards in that column for N turns, depending on the Rating of the Link monsters. That means that after that, either you race to control the other EM Zone, or you get locked out of ED Summoning.

 

 

Next:

Bunekotech

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Bunekotech is what happens when you spend five years perfecting Cat Breading to the point of it being a science, your wife leaves you, and your alcohol dependency is tearing your family apart.

 

Bunekotech monsters are Level 4 Beasts who depend on being equipped by the Level 4 Machine-Type monsters. Honestly, this whole thing is cringey, but Bunekotech's equippable monsters -yes, they're robot slices of bread- aren't very varied, granting mostly battle-based effects. You want draw power, you'll have to bring it with you. That and they have no in-archetype Extra Deck monsters, so at best these guys are a battle toolbox.

 

Dragonwing (Like Exploder Dragonwing)

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A group of DARK Dragon and FIRE Wyrm types.  The Wyrms are level 3-4 Tuners while the Dragons are 3-4 non-tuners and the theme has an entire naming scheme on explosives (for the dragons) and suicide missions/battles/strategies (for the wyrms).

 

Their main gimmicks are all pretty straightforward: self destruction to plus, recycling tuners endlessly, and opponent stat reduction/self stat boosting.  Each effect flows pretty seamlessly into the next, allowing them to quickly reduce/increase their opponent's ATK to 2400, go into Exploder Dragonwing and burn for game.

 

Their play is amplified via their set of three continuous traps, each of which correspond to each of their gimmicks.  While, ironically, their Spells are their more defensive backrow cards.

 

 

Pathogen

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Pathogen

Archetype of Equip Spells and Fusion monsters that take tips from Flint, equipping to a monster, causing a negative effect, and getting equipped to another monster on the field once the initial monster is gone from the field. Unlike Flint, the monster just has to leave the field so it won't be as easy to get rid of these cards, unless there are no other monsters left on the field to equip to. The re-quip effect triggers on the GY, so even if the monster was used as material or Tributed or whatever, it gets to start a chain and equip to the new monster.

The names have codes with numbers and 2~4 symbols or letters in upper case that reference their effects. For instance, "Pathogen - 1227XEFF" refers to no effect, which would negate the effect of the equipped monster; "Pathogen - 1444LATK" would stand for low ATK, thus an ATK reduction.

Another gimmick is that they also change the name of the monster, taking the initial letter of every word in its name and adding the code of the Pathogen. For instance, a Abyss Dweller equipped with a Pathogen becomes "1227XEFF - AD". Master Peace, the True Dracoslaying King would then become MPTTDK.

In order to become a proper archetype, all of them have GY effects that have cookie-cutter support effects, like searching for a Pathogen Equip or recovering 1 from the GY and equipping it right away, so they can be played as pseudo Spell-Speed disruption cards. This should make possible to run them as disruption engines.

Now, what about the Fusion monsters? They are ABC-style Fusions that require the banishment of specific Pathogen Spells from your GY. This further empathizes their engine application, since you can run 2~3 Pathogens and their appropriate Contact Fusions to enable plays. These Fusions are based on vector or disease carrier animals like mosquitoes, rats, etc. all with a DARK attribute.

 

 

Next:

Helkoar

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Helkoar

 

Are you ready to just throw your hands up in defeat? You sure?

 

This FIRE Rock-Type archetype is just pure, unmitigated absurdity, for both because of what they can do and how many meme cards they can use to their advantage.

 

You see, while each Helkoar immediately Special Summons itself after being shuffled into the Deck, the main way you accomplish this in-archetype is a slow, grindy Continuous Spell that shuffles your monsters from the Graveyard into the Deck to banish cards from your opponent's hand one at a time. Yes, three of these can utterly ruin your opponent while giving you tolerable field presence (considering that none of them can Special Summon themselves, although a few can bring each other out with some setup) . . . but anyone who knows certain old cards knows exactly where this is going.

 

Reload becomes a Pendulum Summon that also refreshes your hand, Card Trader basically becomes an OPT Upstart that Summons out a monster, Localized Tornado low-key becomes a Soul Charge, Monster Recovery loses its cost, Jar of Avarice becomes "Soul Charge, then draw" . . . you get the point.

 

While excavation doesn't set their effects off as they basically never left the Deck to begin with, this makes Helkoar absurdly powerful and almost hilariously memey. Unfortunately, that's about where their monster uniqueness ends. Not counting their unifying clause, each one has some sort of monster spam/battle-related effect, sometimes both, and that's about it. Their Levels are kinda scattered, but that only means that you have quite a lot of variety available in your Extra Deck toolbox.

 

Most of their Traps are simple Graveyard support or consistency cards with secondary effects, and their Spells are all cheap ways to essentially revive a monster with a bonus effect going off, with the named example being the most powerful effect in the bunch.

 

Wellspawn

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