Jump to content

Archetype Game


Tinkerer

Recommended Posts

Gotcha covered, Dova.

 

Phantom Hand

 

Girag x Kiryu fanfiction . . . ?

 

This is the single weirdest archetype in all of existence. The original Phantom Hand paves the way for this archetype in two ways: Emptying your hand, and Continuous Traps.

 

Basically, it's Fiend-Type Trap Monsters, with effects that slowly put a drain on your in-hand resources (a distinct lack of active searching/drawing plus a few), but with activated effects that help kill your opponent's field and Graveyard presence to compensate.

 

However, similarly (but quite differently) to Paleozoics, these guys HOPT re-Set themselves from the Graveyard if you activate the effect of a Trap Card on the field, and a bonus effect (being able to be activated that turn, extra removal, a draw 1, altering the HOPT) goes off if your hand is either less than your opponent's or at 0 when you do. Did I mention that they can all be used to Xyz Summon during your opponent's turn?

 

Essentially, it's an Xyz engine that encourages intelligent plays, timed disruption, and use of a few R4/5 options that are more based around stopping your opponent than anything else.

 

You generally pair these with any Continuous Trap that repeatedly does things on the field (say, for example, Blaze Accelerator Reload, Return of the Red-Eyes, maybe Fairy BOX if you're that guy), and you want quick ways of being able to put your archetype's stuff to use. For obvious reasons, you also want a bit of Graveyard setup. The original Phantom Hand also basically amounts to a free monster during each turn, if you're willing to dedicate the backrow space to it.

 

Unlike Paleo (which is all Traps) and Hands (which are all monsters), Phantom Hands have four ED monsters and a small lineup of Spells, including an E-Call that doubles as a RUM.

 

Dryle

  • Like 1
Link to comment
Share on other sites

Dryle

This is the story of Dryle the adventurer. An archetype entirely focused on Dryle, first your typical Level4 Normal monster, but as a Pendulum, and his different paths and evolutions in the shape of Pendulums LV monsters, as well as Extra Deck Pendulums, all tied together by support cards that connect said paths and let players jump from one to another by taking some tips from Dark Magician and Stromberg pseudo-archetypes, in that they support "Dryle" monsters, and cards that have "Dryle" in their text.

Think of Dai Grepher and its multiple paths (Dark, Lighray, Lucius, Ryu Senshi,Knight Day), except that, unlike Grepher, they are all unified by support. Also, Dryle is not bound to  "light or "dark" paths. Instead it's more of an RPG class setting, where he can change classes at will. He can become from an honorable knight, a questionable mercenary, a sturdy paladin, a wise mage, to a keen hunter, all with different roles, and switch back and forth. It starts with the Normal Pendulum Dryle, then LV evolutions for the warrior, magic and archer branches, and then further specialize through 1-material ED Summons. A few hybrid forms share branches, too. For instance, a Berserker class, since it's wild-like and in some series it can wield both melee weapons and bows, can be accessed through both the Knight and Archer LV branches. A mechanic class would be somewhere in between, too. However, stronger forms are bound to a single branch. For example, the more knightly classes are bound to higher warrior LV forms. Additional LV branches may be necessary to add classes that don't really fit in any of the main 3, though.

Due to this diversification, the entire archetype is relatively large, but you can't realistically run all their support unless you are going for a casual and inconsistent 60-card variant. Instead, players are encouraged to mix & match 1~3 branches of Dryle and play them as a toolbox of sorts, or stick with a single one and access the stronger forms.

As in every RPG setting, Dryle has companions as well, who also start as Normal Pendulums, and have their own LV and ED classes. However, they don't have as many options as Dryle, and their effects are more focused on supporting him, rather than standing on their own and carry a deck.

 

 

Next:

Devanteloper

Link to comment
Share on other sites

Devanteloper

 

Do you like programming? Do you like antelopes (regardless of where they live)? If you answered yes to both questions, then this Deck works for you. 

 

Basically, a Beast deck where the members all have some punny names related to their species and an aspect of coding (you figure out what these are). Naturally, they lend themselves to a Link Summoning playstyle. However, they're a lot easier to string together combos with than writing a program in C++/Javascript, as each of the Main Deck are relatively easy to summon and continue to set up combos by summoning another member with a different name, not unlike Skyfangs / Fur Hire. The Link monsters usually point down, but are quite capable of Extra Linking if given the resources they need to do so. 

 

What are the drawbacks to using them? Outside possible keeping track of what effects you have triggered, what your Link positioning on the field is and trying to correct any misplays you may have made. Just like any massive combo Deck, one wrong play and you probably get a worse result than you would like to have. Granted, your Spell/Trap cards are like the "debugging" functions you get in Eclipse or something, but they aren't exactly searchable on command, nor are they easily retrieved. The good part is that the higher Link monsters are extremely flexible and you can technically screw up a bit, and doesn't kill your plays. Just don't do it intentionally. 

 


 

Cyberstler

(cyberse + wrestler)

 

Do as you will with this.

  • Like 1
Link to comment
Share on other sites

Cyberstler

 

A Cyberse archetype that doesn't have anything to do with Links? Treason!

 

Well, that's technically not true. They're actually really, really good at being fodder for Links due to the way they function- basically, Goukis meet Gladiator Beasts with a dash of Exodius.

 

All Main Deck archetype members have 3 things in common- a self-Summon effect that lets them shuffle back a number of monsters from your field or Graveyard equal to their Level -1 (the Level 1 comes out of for free like Hat Tricker, the Level 2 requires 1 shuffle, the 3 requires 2, etc.), an effect that goes off if they're Special Summoned by the effect of an archetype member (including the backrow!), and a Gouki-esque search effect. Given that their Main Deck is loaded with one monster of every Level from 1 to 7, you're going to be seeing a lot of searches and shuffles going on, and with appropriate Graveyard setup you're going to be seeing a lot of monsters on board.

 

But what do all those Summons accomplish?

 

Fusion spam.

 

Just like GB, they've got a decent array of Fusions- eight, to be precise. One each that requires each Main Deck monster and any archetypal monster, and a 3-mat. These have about what you'd expect- effects when Summoned, tag-out effects, and a Summoning condition that requires their Materials to be shuffled back . . . or, if you've got their Field Spell up, you can OPT send the Materials to the Graveyard instead, turning making your basic plays into an active way to get ahead . . . also, said Field can Special Summon an archetypal monster from your Deck of the same Level as the number of archtypal cards shuffled away simultaneously, again helping you go off unbelievably hard.

 

Of course, the Field Spell isn't your only hard worker. You've got Quick-Play archetypal equivalents to Transmodify and Downbeat with extra side effects, one of the best revival cards in the business, and even an archetypal nigh-costless Solemn Warning that also gives you the Level 1 for free from your Deck.

 

Said Level 1 is also a Tuner, so you might want to consider the archetype for a small engine in a Synchro Deck.

 

Fun fact: Every member of the archetype is a portmanteau of both a programming term and the name of a well-known wrestler/MMA fighter (eg, Compilesnar).

 

Strangnome

Link to comment
Share on other sites

Strangnome The era of link rebirth begins. These monsters spam the field with weak level 1 monsters to make more weak link 1 monsters. Once your extra linked them all together, they gain insane effects from huge burn, to huge disruption, attack buffs, and al that jazz. Drawbacks? You can only control them for that turn. But what makes them special? A certain field spell that lets you swap out one for another in your Grave once per turn. You can also use the ones in your GY for fodder for the S/T cards, like the trap that if you control 6 Strangnome monsters, tribute them all and Link summon the link 6, first of its kind. there are. several other big monsters to go into. Its main strategy is swarming with effects that stop you from summoning any other links than Strangnomes. Be careful of these ones, they're intense.

 

InjustUs

Link to comment
Share on other sites

Strangnome The era of link rebirth begins. These monsters spam the field with weak level 1 monsters to make more weak link 1 monsters. Once your extra linked them all together, they gain insane effects from huge burn, to huge disruption, attack buffs, and al that jazz. Drawbacks? You can only control them for that turn. But what makes them special? A certain field spell that lets you swap out one for another in your Grave once per turn. You can also use the ones in your GY for fodder for the S/T cards, like the trap that if you control 6 Strangnome monsters, tribute them all and Link summon the link 6, first of its kind. there are. several other big monsters to go into. Its main strategy is swarming with effects that stop you from summoning any other links than Strangnomes. Be careful of these ones, they're intense.

 

InjustUs

how you Extra Linked Link 1 monster when they cannot be Co-Linked in the first place? No judge just genuinely curious

 

#prompt skip#

Link to comment
Share on other sites

InjustUs

 

(prompt idea from brother)

 

  • Warrior Archetype.
  • Two main gimmicks: Need to be destroyed twice to die (a la Stardust Sifr) + Can bring themselves back during the Standby Phase if you have a certain number of copies of them in the GY.
  • Is a Control-style Deck.

 

Thematically, they are prisoners who have been unjustly accused by an overly controlling government.  They continually break from prison (the GY) and fight the oppressive powers from above by continually making life difficult for big brother.  The more they are put down, the more they rise up until they become an overwhelming force too numerous to effectively fight.

 

Mugician (Musician + Magician)

Link to comment
Share on other sites

Mugician

 

When a Spellbook and a Magibullet love each other very much, they decide to make a Ritual archetype.

 

This entire Spellcaster-Type archetype is based on the activation of backrow and how it's done. All monsters in the archetype have at least 2 effects: One if an archetypal S/T is activated, one if any S/T is activated in the same column as itself. This makes using archetypal backrow in the same column as your monsters your best possible situation, especially on full boards- it helps you go off harder.

 

However, the Ritual aspect is the most intriguing aspect- you don't have many options for either bosses or Ritual Spells, every last one of them is a Pre-Prep target, and each of the Spells help mitigate all the minus that Rituals entail by being easy to recoup.

 

As for the other backrow, it mostly functions as disruption, protection, and threat neutralization, with archetypal dupes of things like Lost Wind, Dark Core, Icarus Attack, Compulsory, the defensive Spellbooks- hell, they even have an archetypal variant of something like Starlight Road! The two weirdos in the group are an E-Call that doubles as a D.D.R., and an almost straight rip of Return of the Dragon Lords.

 

Name-wise, the regular monsters are based on instruments, the Rituals on real songs, the Ritual Spells on Summoned creatures in RPGs, and the other backrow on common fantasy spells/status effects.

 

Infernition (inferno + cognition)

Link to comment
Share on other sites

Infernition

An archetype of FIRE Psychic Monsters that don't touch the Extra Deck, and focuses on the Main Deck.

The Main Deck Monsters

Normal Summon Spam ala Yosenju

They have effects that makes you banish the top card of your deck face-up, and activate their effects based on the type of cards banished by that effect (Monster, Spell, Trap), but in exchange you can't Summon stuff from your Extra Deck.

However, you gain a massive toolbox of options

In addition, they are also resilient to the effects of Extra Deck Monsters themselves, with the weaker ones being untargettable while the Stronger ones are immune.

 

The Spell and Trap Cards forces your opponent to play a guessing game. Win, their effects go unopposed. Lose, and the effects change to benefit you. In addition, you can stack your deck in your favor to get the results you want.

 

Namewise, the monsters are based on psychologiists while the Backrow is named after theories and phenomenom such as Persona, Dissociation, Hypnosis, etc.

 

Did I do good on this?

 

Next up:

COMPlayer

(Computer + Player, as in Player 1)

Link to comment
Share on other sites

COMPlayer

 

I, for one, welcome our digital overlords.

 

This Cyberse-Type Synchro archetype literally pilots itself. That's no exaggeration, or hyperbole- you can basically staple any generic Synchro (or Link) Extra Deck to these guys and just combo off by clicking the flashing buttons on YGOPro.

 

The gimmick here is that each member brings out another specific member from just about anywhere once it goes from the field to the Graveyard, so if you're patient you can cycle through your entire Deck with increasing field presence until a triple Quasar or Extra Link pops out. These effects are HOPT, of course, so you're not looping infinitely, but that doesn't change the fact that your Deck just goes and goes and keeps on going with little actual thought being involved- you're basically a COM in a video game.

 

As for their actual on-field effects, it's actually not all that great- an Exiled Force, a Magician's Valkyria, a Parshath, a Lady Heat . . . it's like looking at cards that were powercrept when Gladiator Beasts showed up and putting them in a museum together, with a couple of half-decent swarming effects mixed in haphazardly.

 

Not only that, their Spell support is absurd- you've got a Destiny Draw that can also Tribute archetype members from the field, an archetypal Rekindling, an Amazoness Shamanism (look it up), even a variation on Tensu. Before you ask about Traps, they're nonexistent.

 

So, what's stopping little Billy and his $45 Deck of literally every member of the archetype from thrashing nationals, you may ask? Well, beyond the few random negative details above, he's not gonna have an Extra Deck! This god-tier ED spam Deck actually has no archetypal Synchro monsters. Not only that, as you may have guessed, this crew HATES floodgates and disruption- a well-timed Ash Blossom or even Torrential just makes your Deck put its hands up in surrender, because there's not much you can do if your board gets killed even once- if you try to bring the crew back with your huge blowout revival Spell, you're not going to be getting much value- unless their float effects weren't already triggered this turn, they're just going to be underwhelming monsters.

 

Override Organization

Link to comment
Share on other sites

Archetype of DARK monsters. A lot of their effects result in them being destroyed during the End Phase, such as Special Summoning. They have a Level 4 monster with 2000 ATK that you can Normal Summon, but during your End Phase, it is destroyed. Sure, you could just Summon their Extra Deck monsters to avoid destruction, but even their Extra Deck monsters are on borrowed time. They are destroyed during your next End Phase, as opposed to the upcoming one. Thankfully, they have some cards to respond to their inevitable destruction. Such as cards that Summon, add, or remove in response to their destruction. Even a card that protects one from being destroyed. So make your moves, but be careful. Because they can override and self-destruct.

 

Fantasía

Link to comment
Share on other sites

Fantasia

Archetype of "neo Spirit" monsters in that they can be Special Summoned, but still return to your hand at the end of the turn. Like Stromberg pseudo-archetype and Fairytails, they are inspired on character or themes of diverse classic tales. Unlike Fairytails, they are not limited to only princesses. There is a princess or 2, but also princes, dragons, witches, pirates, knights, orcs, etc. Like Fairytails, they have a wide array of effects intended to support all kind of decks as 1-ofs or engines, rather than supporting themselves and stand as an archetype, which is still possible. Their core effects is a continuous effect, which can be a minor floodgate, a boost effect, etc. and an effect that Special Summons them from the hand when a condition is met, like when a Spell is activated, or a card that targets is activated, and this can be done during the opponent's turn. In this way, they can also work as hand traps with a body depending on the combination of effects they have. For instance, 1 can negate the next Spell card that resolves as a Cont. effect, and Special Summon itself when a card is targeted on the field or GY; this inherently makes it a counter to "Called by the Grave".

 

 

Next:

Moonblaze

Link to comment
Share on other sites

Moonblaze

 

You've met with a terrible fate, haven't you?

 

Before any practicals, here's the archetype's lore- the moon is crashing into the Earth, Majora's Mask style, and this archetype is made up of the poor saps on the lunar end of that deal.

 

Playstyle-wise, you've got a FIRE archetype made up primarily of low-Level Psychic, Beast, and Warrior-Type monsters, so eight of your Deck slots just got eaten up by E-Tele, RotA, Obedience Schooled, and Rekindling. Not only that, Moonblaze is a blast from the past- HOPT is a foreign concept to these guys, and some members even lack a soft OPT, instead being "balanced" by your garden variety costs of discards, field Tributes, Graveyard banishing, and LP payment.

 

The scary part, though, isn't the rampant DM/GX style absurdity- it's the Arc-V/VRAINS level consistency. Any one monster in your Deck can and will grant you access to literally any card you run by the end of the combo it starts. Plus, you've got a small stable of archetypal Rank 1-3 Xyz that make you go F A S T, and a wide selection of big bosses that do the "boom pow destroy" with classic style Summoning conditions (3 Tributes, banish 2 from Grave, banish 1 from field, an archetypal card blowing up) and effects on par with some of the better superbosses of today, scaling up with the difficulty of Summon of course.

 

Continuing the schizophrenic power going on here, the archetypal backrow is composed of classic goodies (a draw 2, a "search a thing", etc.) mixed with modern ideas like Graveyard effects, repeated spam potential, and the spiciest of disruption.

 

What's the catch? Their first turn. Due to how relatively slow their starts are, you'll be lucky to have any sort of worthwhile turn 1 board (maybe an Xyz and a Main Deck boss at best), or a board at all if you're going second. They speed up exponentially the more time they've got, but it's not like a modern opponent will give them that turn they need to get their plays kicked into overdrive.

 

Stealthespian

Link to comment
Share on other sites

Stealthespian

An archetype with different attributes and different types with one thing they have in common; they all are Level 4 or lower monsters.

They are based on various roles you see in movies, plays, and animations.

 

Each monster has two Effects that trigger on Normal or Special Summon.

On your turn, you can Normal Summon as many as you want from their hand, triggering their effects, and allowing them to search their backrow. (Character Introduction)

 

On your opponent's turn, you can trigger your backrow, allowing you to return your Monsters to the Deck and Special Summoning Monsters from your Deck. (Exiting Scene)

 

The Special Summon effect withstand card effects and battle. They are the mainline of defense.

(Dramatic Entrances/Plot Points)

 

The Backrow is their toolbox, allowing them to fight boss monsters and the like. They also give bonus effects depending on different attributes and types on the field. In general, they are the spot removal. (Plot Devices)

 

The catch? You can't Summon from the Extra Deck. (No Deus Ex Machina)

 

 

 

 

Scales Lizardry (Wordplay on Wizardry)

Link to comment
Share on other sites

Scales Lizardry

 

You remember how everyone was hyping up Pendulums as a wonder mechanic that could make any Deck better? These reptilian guys and girls embody that philosophy!

 

Scales Lizardry is an archetype of EARTH Reptiles that specializes in changing their Scales . . . and their Pendulum effects are based on what their own current Scale is, or how big the gap is between the Scales. These effects are mostly just generic goodstuff, with things like draw power, stat changes, revival effects, and simple removal being most prevalent. This encourages running a few of them as an engine that ends in having things like potential replacements for things like Twin Twisters/Raigeki in monster mash Decks, free stat increases for Pendulum Decks that run little boys, and extra consistency and comeback potential for older Decks on top of being modular Scales for whatever strategy you want to run.

 

However, in case you want to run Scales Lizardry as their own Deck . . . they're very, very good at doing all the things bigger Pendulum Decks do, with help from the monster effects you'll never see used by the people who run one of the many quite consistent engine variants (with competitive Decks running 3 Sorceress and 2 each of Witch and Caster, or 3 Caster with 3 Necromancer). They're effective at spam, good at maintaining tempo, and can go plus while comboing off thanks to their own archetype-locked equivalents to Pendulum Sorcerer, Astrograph, Zefraath, Deskbot 003 . . . and, if you can put 4 or more monsters on board consistently, they have a horrifying Ultimate Falcon/Vortex Dragon hybrid as a boss, whose only real weakness is that you need to Tribute an archetype member every turn or it commits suicide and takes literally everything available to both players with it, turning the game into a topdecking contest.

 

Why aren't pure variants on top, then? Simple- their biggest playmakers shut out the use of any non-archetypal monsters for the rest of the turn, meaning that you're probably not making solid ED plays unless you can force your opponent to pass turn. Plus, while they're very consistent at throwing themselves onto the board even without the ridiculous stuff, at that point you'd be better off playing Zefra or Pendulum Magicians (or, y'know, literally any ED spam Deck released in the last four years), due to them being built around ED bosses that appreciate the specific aspects of each archetype. Scales Lizardry lack a Startime, Supreme King Dragon, or the ED options of Dracoslayers, and no majorly relevant bosses ask for EARTH Reptiles.

 

Barrial (barrier + burial)

  • Like 1
Link to comment
Share on other sites

  • 2 weeks later...

Barrial

 

A stun archetype with a mill-based win condition. The monsters are EARTH Spellcasters who can destroy themselves in response to certain cards/effects (activation of Spell/Trap cards, in response to a targeting effect, in response to a destruction effect, etc.). Unlike Koaki Stun where they simply tribute to negate, you need to call a card’s name before destroying these and, if your opponent has a copy of the declared card, they send it from their deck to the grave and then their effect is negated. Besides that, the rest of the monsters’ effects are special summon effects to help board multiple negations on the field at once.

 

Their back row consists of mostly continuous cards that either increase the deck’s consistency or provides various amounts of protection. In keeping with the deck’s win condition though, all the continuous cards have this effect: “When an effect is activated that would send 1 card from your opponent’s Deck to the GY, you can activate this effect: send the top card from your opponent’s Deck to the GY. You can only activate this effect of this card’s name once per chain.” Though they don’t have a field spell of their own, the Barrial can make heavy use of Necrovalley to stop their opponents from using their win condition against them.

 

L’Chaser

Link to comment
Share on other sites

  • 2 weeks later...

L’Chaser

DARK/Warrior femme fatale assassins and rogues whose aesthetic designs are heavily inspired on Widowmaker from Overwatch. Unlike Widowmaker, however, they are not all snipers, but instead have different classes/roles/specialties, all of them trained for black ops operations. There is indeed 1 or 2 snipers among them, but also there are dagger assassins, spies, hackers, etc. even a couple of kunoichi. They are all good a hand-to-hand combat for independent missions, so you better not underestimate them.

Regarding their playstyle, they introduce and rely on the effect of "tagging" Zones. Some of the members and Spell/Trap support have an effect that tag a Zone of your choice, and the entire archetype benefits from either effects that only apply on cards in such tagged Zones, or have their regular effects enhanced on cards in those Zones. That way, they ensue mind games on the opponent by discouraging him/her from playing cards on tagged Zones, and can mess strategies like co-Links and Pendulums, giving a psychological control of sorts for the player of L'Chasers. For instance, some of them have hand Trap + self-Summon effects that only apply on cards in tagged Zones, another one negates the effect of a face-up card, but if its on a tagged Zone, it also destroys it, some Traps can be activated from the hand if there are X number of tagged Zones on the board, and so on. The enhanced effects can be beneficial for you too, so tagging your own Zones can allow for different plays and strategies. Since they introduce a new effect-mechanic, the tags are difficult to remove, except by fellow L'Chasers, making mirror matches a bit more interesting.

 

 

Next:

Blizzantler

Link to comment
Share on other sites

Blizzantler:
Description: A WATER Beast archetype with a couple Links based on reindeer, moose, goats, and other horned ungulates, including fictional species such as unicorns. Their designs are clearly evocative of animals from the polar regions of the world, with thick fur and, most notably, glowing antlers with blue "TRON lines" etched into them in organic-looking patterns. Their artwork also contains backgrounds of wintery landscapes, usually with some sort of inclement weather, the larger members having worse and worse conditions depicted.
Playstyle: The Blizzantlers focus on a fairly straightforward beatdown strategy with some lockdown elements that fit thematically with the arctic theme and the fact that most of these species focus on intimidation tactics. They also tend to have larger bodies, with plenty of ATK and DEF, with their smallest members only being Level 4s. Luckily, they possess multiple Spell & Trap Cards based on both notable polar phenomena and various behaviors of herd animals to help get out the bigger members. They are primarily focused on bringing out bigger bosses, with about half of the archetype being Levels 5 and 6, but they do have down-pointing Links to support other archetypes and themselves.

Last Battalion

Link to comment
Share on other sites

Last Battalion

 

An archetype of DARK monsters with Warrior and Machine type who are survivors of a world ruined by zombie apocalypse and nuclear fallout. Following the natural selection principle, these survivors have immunity to the zombie virus and high resistance to radioactivity, which they use to their benefit in invading other worlds for resource. Accustomed to the principle of letting nothing go to waste, any dying soldier will alert his fellow soldiers to the threat he encountered, and also letting his friends "recycle" him and his equipment for better use.

 

This shows up gameplay-wise that the monsters can Special Summon themselves from the hand instantly when a "Last Battalion" monster dies and you control no monsters because of that. Then their on-summon effect attempts to neutralize the threat that killed their brethren in the first place (negating a monster effect, gaining a 1-turn immunity to Spells, etc.). The new army of monsters you Summoned are then used to Summon Extra Deck monsters to keep the status quo of having a lone monster. These ED monsters gain more effects the more monsters used as material, and has effects that give you resource such as drawing, tutoring, or salvaging monsters from the GY. Thus although you walk a dangerous line of having a lone monster, if it dies you're ready to summon a new batch of army to replace it, making a cyclical gameplay.

 

 

 

Next: Wavebot

Link to comment
Share on other sites

Wavebot

 

Interference Waves!

 

This is a WATER Machine-Type Synchro archetype, which may sound familiar to people who can make Trishula during their opponent's turn. Like Crystrons, Wavebots are very disruption heavy, but they actually like running destruction-based backrow (Trap Holes, Raigeki Break, hell even a Mirror Force or Sakuretsu can help in this regard) over trying to Synchro on your opponent's turn.

 

Why is this? Well, it has to do with specific clauses on their Synchros and on their Main Deck Tuners. The Synchros will, whenever an opponent's monster gets destroyed, get a Tuner back from your Graveyard. The Tuners, by contrast, have effects that activate when added to your hand by a card effect, including such things like an archetypal Monster Reborn effect, Summoning itself again for free, dropping a monster from your Deck, or helping to deal with other threats with banishing/MST/effect negation. Due to the wording, the Synchro monsters can trigger off of destroying things by battle if necessary, and the Tuners go off automatically on being searched.

 

Actually, helping to clarify that last point, while their backrow support is limited (and you only have one Spell), your best option for going maximum ham is a twofer floodgate/consistency engine, negating your opponent's monster effects during the turn those monsters are Summoned and giving you a search every time your opponent Normal Summons. Always run three and never any less.

 

Thematically, you've got a solid steampunk sound engine aesthetic, with speakers and microphones being prominent design elements across your monsters.

 

Wickwing

  • Like 1
Link to comment
Share on other sites

Wickwing

 

Don’t fly too close to the sun, he said.

 

Ever wonder what if Chain Burn was reincarnated as FIRE Winged Beasts? ...No? Well this archetype answers that question anyway. The archetype is all quick effects and a large portion of them inflict burn damage based on the opponent’s resources. How do they not burn themselves out? All of them have a secondary effect that triggers when 2 or more other Wickwings activate effects in the same chain. Needless to say, if a player can get a flock of ‘em out, their victory is nearly guaranteed. Fortunately for anyone playing against them, a large portion of their consistency is locked behind this 3-chain system, so they are awfully slow to get going. To try to mitigate this, they have a secondary gimmick (as well as Spell support) that allows them to Special Summon themselves to the opponent’s field and return to their owner later.

 

Jettison/Jettisary (Latter one is Jettison + Jannisary)

Link to comment
Share on other sites

  • 2 weeks later...

As a way of making this a tad bit consistent I'll have Jettison be the main archetype whilst Jettisary is the support.

The Jettison monsters are a machine archetype similar to mecha phantom beasts in design that rely on hurling high attack values and small burn damage.

Whilst their Support has a different gimmick in that if you control a Jettison monster they can be special summoned and take an opponents monsters similar to how the Janissaries started their army.

Other than that their archetype is very inconsistent and the Jettisons rely on their normal summoning more than anything.

 

 

Insectimal

Link to comment
Share on other sites

Insectimal

 

Crossbreed blasts from the past will rock your world!

 

Okay, so you know how Insects have a lot of great generic support, but few decent ways to use it? This archetype of EARTH monsters is composed of vertebrates spliced with creepy crawlies to create monstrosities that function in highly similar ways to better generic Insects (say, Resonance Insect and Pinch Hopper) or famous old monsters (hi, Necro Gardna and attribute floaters), but in a way that takes advantage of the minor myriad of support for Level 3 and lower EARTH Beasts! Not only that, but this archetype improves a lot of those cards with sweet secondary effects (your Necro Gardna pops a card when it's banished, and your Pinch Hopper clone can HOPT draw a card when Special Summoned), and mostly focuses itself around manipulating your own Graveyard and solid effects either on destruction or in the Graveyard. Why is this?

 

Well, like an old archetype, a lot of Insectimal bosses- which, instead of being regular animals mixed with bugs, are draconic insects with the appropriate Dragon typing- take advantage of Graveyard setup for field control and advancing plays (you've got archetypal equivalents to DAD and Chaos monsters with higher payoff, and even a Shadow Ghoul equivalent of all things that can Quasar negate the effects of any monster with less ATK than itself), being a colossal reason for anyone not interested in using the Deck for Link/Synchro spam to play the Deck in the first place. You're generally going to drop a few of these at the end of your plays for the turn, and either prepare for your opponent's board-breaking attempts if you went first, or clear out your opponent's board that you've likely baited all the negation out of by this point.

 

In addition, the backrow support around these parts is insane, helping you modulate your Graveyard essentially for free and giving you huge upticks in consistency and comeback power. You've got an archetypal equivalent to Verdant Sanctuary that's even better, once-per-turn Continuous equivalents to Jar of Avarice and Burial from the Different Dimension, an Icarus Attack that can banish itself from the Graveyard to snipe a card from your opponent's hand with it (thankfully HOPT on the latter effect) . . . your entire Deck is power cards.

 

The way to counter this Deck is pretty obvious- just activating Macro Cosmos makes Insectimal players scoop, Gravekeepers and Barrier Statues can claim relatively easy wins, and the pure variant outright fears Ophion. Your typical anti-meta suspects all have a pretty easy time with Insectimals, but the optimized engines of turbo Decks have no real room for the only things that can actually kill an Insectimal player.

 

Mnemoneyes (mnemonic, meaning related to memory + eyes. You can also find money in there.)

Link to comment
Share on other sites

Mnemoneyes

 

Ever wanted to make a combined deck of different "-Eyes" monsters (Blue-Eyes, Red-Eyes, Thousand-Eyes, etc.)?  This Archetype both confirms itself and "-Eyes" monsters as their own archetypes.  The basic playstyle of these Spellcasters is banishing themselves to bring out "-Eyes" monsters from different locations and give them extra effects.  They keep themselves going by SSing their banished selves when specific "-Eyes" monsters get removed from the field (i.e. "Bloody Mnemoneyes" would SS itself if a Red-Eyes monster leaves the field, while "Kaleidoscope Mnemoneyes" does the same for Odd-Eyes')

 

The Spell/Trap lineup is actually where the deck really shines, often working with effects that graph on more and more Mnemoneyes protections to "-Eyes" monsters until they become essentially invincible.  The deck has a very "protect the castle" playstyle so adding outside disruption cards is strongly recommended to build the deck effectively.

 

They have a boss Link monster named "Mnemon-Eyes Nostalgic Dragon".

 

Refund

Link to comment
Share on other sites

Refund

Archetype of EARTH Fiend critters that are all about paying you back for your expenses. They resemble clerks and bankers, and the higher its Level or order, the classier its appearance, with formal suits, monocles, etc.

Their playstyle is Token generation. While they are on the field, they Summon a Refund Token each time pay of a cost of different kinds. For instance, one does each time you discard a card, another each time you Tribute a monster as a cost for an effect or Summon, another one each time you pay LP.  Then, during the End Phase, they give you the option of Tributing those Tokens (by effect, so no loops there) to trade them for a plus depending on you costs you took. For instance, if you discarded cards, then you can Tribute the Tokens to draw cards; if you Tributed cards, you get to Special Summon a monster from the Deck, although there are additional restrictions in this case so they don't become omni-searchers of monsters; if you paid LP, you get the LP back, and so on. OR, you can use the Tokens for Link or Synchro laddering plays.

Concept-wise the Tokens resemble coins and other jewels, are LIGHT/Rock and represent, well, tokens that you can trade with the Refund monsters to get goods back.

The support from their Spell/Traps and bigger Refund monsters include effects that protect the Refund monsters on the board so they can pay back your costs more safely, Summoning them during the opponent's turn to back you up if you play stuff with costs during the opponent's turn like, let's say Raigeki Break, and some Token-empowering effects at the cost of Tributes, discards, etc., opening the option of playing the beat game with the Tokens while triggering the refund effects of the Refund monsters. For example: Pay 400~1800 LP; this turn, all Refund Tokens you control gain ATK equal to the LP you paid. They also have some Spell/Traps that let you trade your Tokens for other effects rather than leaving the trading to the monsters. One example would be a simple card destruction for each Token you spend as cost. Other experimental effects are enabling them to pay you for the costs your opponent takes (e.g. during this turn, a Token is Summoned also if your opponent discards a card), but needless to say, this is more match-up dependent.

 

 

Next:

Earthlinker

Edited by Darj
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
×
×
  • Create New...