Jump to content

Archetype Generator Meta


Draconus297

Recommended Posts

Outlaws of the Frontier

Warrior-Type monsters with a heavy focus on being impossible to permanently kill- after all, a good outlaw never dies, only disappears for a while until the fuss settles down. In addition, they specialize in spinning cards so they don't have to deal with them in the moment, or banishing them so they're deader than dead. Their combos have a tendency to be absurd, if admittedly inconsistent- outlaws don't work well together for long, after all. Their stats aren't all that great, but if your opponent has nothing to fight back with . . .

Think Madolche meets D. D., basically.

Oooh. Now THAT one sounds like something I'd like to work on. Not too convoluted or overpowered. Not occult either, but I'll put that aside for this one. It also helps I like both Madolche and D.D.

Link to comment
Share on other sites

  • Replies 4.3k
  • Created
  • Last Reply

I just did the math, and a fully set up Combat Maiden Tareya (with all 9 equipment monsters and the field) is a 9500/9500 double attacker with piercing, a Flame Wingman clause, an Armades clause that works whether attacking or being attacked, that lowers the stats of anything it battles by its own stats and is immune to literally everything your opponent could throw at it. She's even LIGHT, in case you want to drop an overkill Honest. But that's only if you set up over the course of several turns and your opponent doesn't stop you in the middle of trying to bring out your small army of Level 3 and lower monsters. It is the most hilarious ham card and I love it.

Link to comment
Share on other sites

I'll have to look over how I can pull it off (given that I'm the one who gave that name in the first place). I was going to imply something related to Dragon Drive, but couldn't think of an appropriate name. 
 
Oh right, and suppose a bit of sniping will help. Bold is inactive. 
 
[spoiler=stuff]
Draconus297
Weaknesses: Doesn't really follow the meta, trouble with card art
Strengths: Extreme dedication to fine-tuning even broken Sets, quick at grasping new info, is willing to make any necessary edits (provided a suitable fix is suggested).
Trivia: Really, really likes dragons.

 

(Obviously active, since this is your club)

 

Tinkerer {Currently Tythe}
Weaknesses: Trouble with card art.
Strengths: Card interactions, Creative
Trivia: Hates elitism and Cyber Dragon Infinity. Soft spot for noobs.

 

(Remind me if he's made anything recently)

 

Azure Wolf
Weaknesses: Balance, trouble with card art
Strengths: Card interaction
Trivia: Doesn't really care about the meta

 

(Only made one post in this club)

 

egotisticalghost
Weaknesses: Trouble with card art, oblivious to combos
Strengths: Creative, strategy
Trivia: usually all cards are made in advance

 

(One of the active members)

 

The Nyx Avatar
Weaknesses: Time deficiency
Strengths: Creative
Trivia: Hates Graveyard effects

 

(One of the active members)

 

Tojin
Weaknesses: Trouble with card art, balance
Strengths: OCG, Creative
Trivia: Once beat Dragon Rulers w/Batterymen

 

(Think he made an Archetype, but idk)

 

Sakura Haruno
Weaknesses: I am not 100% up-to-date with the meta, which consequently either turn cards I make too powerful or too weak with regards to that.This also means that certain Decks, I have minimal knowledge on how they actually function. That, and lack of pictures at time; I mentioned that I CAN draw, but whether or not I have time/can be motivated to is another story. Also motivation on doing cards, since I have other things I like doing and also attending to mod duties / offline matters.
Strengths: Design within competitive standards (metagame) to an extent, OCG, creativity and interaction. Also with helping people with design stuff. Can draw images when I need to, although mine tend to have a rather simplistic theme.
Trivia: Not really a fan of stall Decks, nor do I really care for certain meta things. Partly a HERO fan, although interest expands into other Decks (i.e. Ice Barrier, Majespecter and some other stuff). Also wishes Konami made Level 4s for U.A. (they REALLY need those).

 

(I'm still here, aren't I?)

 

-Renegade-
Weakness: VERY out of touch with the metagame.
Strengths: Very good with the design of archetypes and cards, particularly with an eye and ability for capturing a certain flavor. Additionally, I've got a lot of experience in card making.
Trivia: Hates Pendulum Monsters.

 

(I have no clue if he made any Archetypes, but probably not, given post count)

 

Yemachu
Weaknesses: Terrible at thinking up names for archtype members. Takes a long time to create cards.
Strengths: Creates own card-art (though by no means good). Supports argumentation well with facts.
Trivia: Uses an "Evil HERO" Deck in real life. Favourite Attribute is WATER, and Dragon is my favourite type... Quite a mixed bag I'd say.

 

(Probably inactive)

 

Armz
Weaknesses: Incredibly lazy
Strengths: Photoshop
Trivia: I over-analyze things

 

(Literally only posted once)

 

TheFinalFan
Weaknesses: Really good at making balanced cards.
Strengths: Really good at making balanced cards.
Trivia: Loves researching and using data from the research in the stats of his cards.

 

(Not really here; if he did, I'd see his stuff in CC)

Dramatic Crossroad
Weakness: not too up-to-date with the current meta and not really willing to be.
Strength(s): willing to invest time in drawing original card art...
Trivia: like to put (monstly irrelevant) trivia into my cards. offending people is what i do, mostly unintentionally

 

(Literally only posted once)

Talim Rave
Weaknesses: Lost track of the Meta a long time ago. It also takes me a few tries to possibly catch possibly things to fix. I'm also useless for a few hours immediately after a seizure, though that's sadly not my fault.
Strengths: Give me a concept and watch me make it come to life, even if it's only an Archetype name. I find ways to turn moments within stories into effects on cards that bring those moments to life, though a second person usually has to follow behind to balance it out.
Trivia: I'm the resident lover of Toon monsters, with the BETD being my favorite of the official Toons. If there's ever gonna be a Toon-centric Archetype done, it's gonna be done by ME.

 

(Barely here, but guess she made SOMETHING)

 

JamesClean {Currently Yami Muddy}
Weaknesses: Card interactions/Consistency.
Strengths: Alright at finding art. Can be creative.
Trivia: There's nothing interesting about me

 

(I have no clue if he even made things for this club)

 

GarlandChaos
Weaknesses: Not good at balancing, procrastinates a lot, fairly inconsistent with OCG, trouble with card art.
Strengths: Creative, flavour-based design.
Trivia: I like Vanillas. A lot.

 

(He made stuff, but not very active)

 

Dova
Weaknesses: Dova
Strengths: Dova
Trivia: Dova

 

(He's fine)

 

Jackelgull
Weaknesses: Card art (Can't make it myself) and card grammar
Strengths: Creativity and balance
Trivia: My profile picture is of a dwarf leader from the Civilization 4 mod Fall From Heaven. Also, I love Earthbound Immortals, and wish that Konami would give them decent support.

 

(Yeah, he's fine)

 

 

Link to comment
Share on other sites

Last I made was "Eis-" which was made for that RP that didn't take off. I dunno if I declared for another project, but I'm up to do one. I've been trying to prioritize some of my other longer-term/larger projects though (the Final Form cards & the Pokemon cards).

 

Either way, my school has finals really late (next week), so even if I do choose one, I'll probably either submit it by this Friday or the weekend after the next.

Link to comment
Share on other sites

 

Goblin Contra is an Archetype based on rebellious goblins who wish to return the gamestate to DM-era plays. As a result, their plays heavily focus on locking off the Extra Deck and gaining power for every monster that gets Special Summoned from there. Their boss is pretty much a Towers-esque being with Domain of the True Monarchs combined (can't be targeted and the opponent can't SS from the Extra Deck).

 

[As if we need to go back on the nostalgia train...]

 

In other words, this is an old-school style Deck. (And yeah, it does support the other Goblins, although they really have little use here)

 

I have an idea for a general Rank 6 spam Archetype, but lack of names really sucks. 

Link to comment
Share on other sites

Which Archetype should I do? I'm up for a really oddball one if that's available.

How about this?

 

Wizardustries

A Spellcaster-Type archetype that works in a way that twists what you'd expect. The little ones (Level 3 and below, all Tuners) function like Gadgets meet new HEROs- searching another monster when Normal Summoned, and searching their Spell and Trap Cards when Special Summoned. A few break this trend by having one effect be dedicated to recycling or Special Summoning from your hand, but that's about it. The bigger Main Deck ones, which run the gamut from Levels 4 to 7, are minibosses that you can spit out with regular frequency. They have a few different themes to them, but all of them can "promote" others on the field by boosting their stats and Levels.

 

You start to see where they go when you look at their Quick-Play Spells and Continuous Traps- "Wizardustries Promotion"s and "Wizardustries Waste"s, respectively. A Wizardustries Promotion works similar to a Mask Change card- you can use it on any "Wizardustries" monster to bring out one of their big boss Synchros that is exactly 2 Levels higher, just in case you don't have the right Levels to Synchro properly. A Wizardustries Waste generally makes it difficult for your opponent to play the game to counter your solid ability to spit out bosses, usually at the cost of milling or LP payments. In combination, you're looking at an archetype that takes no prisoners and just runs over everyone before they can fight back, like a real industrial complex.

Link to comment
Share on other sites

How about this?

 

Wizardustries

A Spellcaster-Type archetype that works in a way that twists what you'd expect. The little ones (Level 3 and below, all Tuners) function like Gadgets meet new HEROs- searching another monster when Normal Summoned, and searching their Spell and Trap Cards when Special Summoned. A few break this trend by having one effect be dedicated to recycling or Special Summoning from your hand, but that's about it. The bigger Main Deck ones, which run the gamut from Levels 4 to 7, are minibosses that you can spit out with regular frequency. They have a few different themes to them, but all of them can "promote" others on the field by boosting their stats and Levels.

 

You start to see where they go when you look at their Quick-Play Spells and Continuous Traps- "Wizardustries Promotion"s and "Wizardustries Waste"s, respectively. A Wizardustries Promotion works similar to a Mask Change card- you can use it on any "Wizardustries" monster to bring out one of their big boss Synchros that is exactly 2 Levels higher, just in case you don't have the right Levels to Synchro properly. A Wizardustries Waste generally makes it difficult for your opponent to play the game to counter your solid ability to spit out bosses, usually at the cost of milling or LP payments. In combination, you're looking at an archetype that takes no prisoners and just runs over everyone before they can fight back, like a real industrial complex.

Mm... Ok!

Link to comment
Share on other sites

There's T-Rocks.

 

T-Rocks

A solid archetype of Rock-Type monsters that almost act like Dinosaur raw power Decks: while they're definitely not strong in their base states, having base stats more reminiscent of LoB Level 5 monsters on the high end, they each gain stat boosts for the number of Rock-Type monsters in the Graveyard. Naturally, to advance this, they have powerful battle effects and can self-mill for a lot of their support. What's exceptionally mind-boggling about them, though, is their method of advancement: they have a Field Spell that can banish 1 Spell from either player's Graveyard to let you Ritual Summon archetype Rituals once per turn. These Rituals might suffer from the same pitiful base ATK and DEF as the rest of the archetype, but they get ridiculous *fast* with their power-ups being on Dragon Master Knight levels of "you're screwed".

Link to comment
Share on other sites

So, I've been working on "The Plague" archetype for a while. I decided to go with eight of them, ending with "Plague of Harvest". Here's what I came up with so far. Are they OP?

 

[spoiler=Plagues]

The Plague of Darkness

Continuous Spell

 

You can only control 1 "The Plague of" card at a time. Change all monsters on the field to face-down defense position. Neither player can change the battle position of monsters while this card is face-up. On your 3rd Standby Phase: Destroy this card. If this card is destroyed by its own effect: Add 1 "Plague of" Spell card from your Deck to hand, except "Plague of Darkness". If this card is destroyed by an opponent's card effect: Activate 1 "Plague of Drought" directly from your Deck.

----

The Plague of Drought

Continuous Spell

 

You can only control 1 "Plague of" card at a time. While this card is face-up, both players skip their draw phase. During your 2nd Standby Phase: Destroy this card. If this card is destroyed by its own effect: Add 1 "Plague of" card from your Deck to hand, except "Plague of Drought". If this card is destroyed by an opponent's card effect: Activate 1 "Plague of Famine" from your Deck.

----

Plague of Famine

Continuous Spell

 

Negate the effects of all monsters while this card is face-up. During your next Standby Phase: Destroy this card. If this card is destroyed by its own effect: Add 1 "Plague of" card from your deck to hand, except "Plague of Famine". If this card is destroyed by an opponent's card effect: Activate 1 "Plague of Parasites" from your Deck.

 

Link to comment
Share on other sites

To EG: They don't look bad to me, but then again I'm responsible for Amazoni and the original draft of Spellbound. However, I will say that your text needs an edit. It's "During your (X) Standby Phase after this card's activation", not "On your (X) Standby Phase".

 

To Dova: That'd be me, and I pictured living rock piles, a la Megarock, except shaped like dinosaurs.

Link to comment
Share on other sites

Darkness is a card that would work in Ghostricks, especially as it wears off on your turn, and would allow you to make a ton of plays when it dies. Other than, meh.

 

Drought would seem fine, but now we have Cardians, so I don't know how badly that would work.

 

Unsure how I feel about Famine, as it is seems like a 2 turn skill drain that can activate right away with no cost, however, I don't know what Parasites does, so that might ruin its uses. 

 

Need to see more, but right now seem like potentially dangerous generics.

 

As for T-Rocks, I feel it's gonna be hard to find art, so I might have to do written...gonna have a look anyway.

 

Also, 999th post.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.


×
×
  • Create New...