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Draconus297

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Archetype Game is on neutral mode right now; someone make a prompt for it, otherwise there won't be a ton of ideas to play with in the long run. Otherwise, I'll come up with a prompt for RI-ON myself. 

 

Ah right, and I still need to make Numerix-102; been busy working on a Rank 6 Archetype and other generics. Come to think of it, most of my generics are Extra Deck (and monsters); not any Spell/Trap Cards. I have some, but they range from being weird as hell to floodgate / power card status (ones that need some nerfing). 

 

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At some point, if we're going to test run these cards, we'll have to upload everything eventually to DP. For the most part, least we're open about things in this format.  

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Well, I'm honestly not sure what RI-ON is referring to, and if the game doesn't move tomorrow I'm doing some Googling.

 

I'm surprised you haven't made backrow. It's one of the most fun things to design. Also, if and when we do upload to DP . . . the AGM format might actually need a banlist, considering some of the things we've created. I actually see Numerix-008 going to 1, most likely, to avoid abuse with -100, and many cards in general from a few archetypes I'm responsible for getting hit. I mean, I would rather not actively ban anything in this format, but there might be a few interactions I didn't see coming, especially with easily accessible cards. Most Darkhorse Synchros being generic might mess with things, but in general we don't have any Synchro insanity yet.

 

Xyz-happy Decks will never be short on options, though, regardless of the Rank they run.

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If you're familiar with Dragon Drive, then it's basically the antagonist organization behind the series for the most part (and who made the game). So yeah, the idea was going to be a bunch of Dragon-Types that can combo. I would've liked if there was a functioning Wikia with sufficient data for you to grab stuff from, but both of them are more dead than the YGOPro forum. 

 

(Did a Google search and it really sucks at finding the correct link)

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Goblin Contra is going on hold for the moment, if only because I'd really like these to be playable and balanced while maintaining the flavor.

 

That said, I'm taking an offhand look at AGM Successor:

 

AGM Successor

Scattered Types and Attributes, and a few rather clunky Main Deck Levels from 3 to 7. At first, this lack of cohesion would turn someone off to this bundle of monsters . . . until one sees just how well they work together. Their effects are very good at being generic goodstuff when need be, but they seem to excel in fielding monsters of different Types all around . . . which they are. Like the "Element" series, they gain stat boosts and nice effects if there are other Attributes on the field . . . which means that their diversity is actually their greatest strength. So, yes, each one can be splashed into a fun Deck or two of choice . . . but if you use them all together, they make for the most fun-times Deck you've ever seen, that can handle both aggro and lock styles, and is decently good at both. To boot, with Spell and Trap support across the board, they're ready for pretty much any situation . . . in other words, a legitimately good equivalent, in terms of both viability and fun to play with or against, to a protagonist archetype.

 

Now, Sakura is technically Level 7, so the Warrior would be the most powerful member of the archetype, but as the Dragon represents me . . . perhaps AGM Successor Draconus could be the Shadow Mist of the archetype, just absurdly useful to the point of near necessity?

 

AGM Successor Sakura - Warrior

AGM Successor Draconus - Dragon

AGM Successor Melon - Rock

AGM Successor Egotist - Winged Beast

AGM Successor Nyx - Fiend

AGM Successor Dova - Pick a type, any type except the ones above

 

That's the relevant ones, but again I'll probably include Talim and Garland because why not, plus we need more than like one member we can Normal Summon on an empty field.

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I'm fine with being the literal boss of the Deck (Warrior is fine). 

 

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As for ideas, suppose I'll get going with RI-ON after I finish some other things. (At least I'm pretty much caught up with the anime and really all of the main parts of Dragon Drive, so that'll help, given the theme)

 

Gives me an excuse to make more Dragons.

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Okay, here's some drafts. Sorry, Nyx, but you're our Level 4 because that's what you were prior to becoming VIP.

 

AGM Successor Sakura

EARTH - Level 7 - Warrior/Effect - 2700/1800

If you do not control an EARTH monster, you can Tribute Summon this monster with 1 Tribute. "AGM Successor" monsters you control cannot be destroyed by battle or card effects (this effect can only be used once per turn, per monster). If this monster battled your opponent's monster this turn, you can Special Summon 1 Level 5 or lower monster from your hand or Graveyard, except a Warrior-Type monster.

 

AGM Successor Draconus

FIRE - Level 5 - Dragon/Effect - 2200/1000

If you do not control a face-up FIRE monster, you can Special Summon this monster from your hand: If this monster is Special Summoned this way, its original ATK and DEF are halved until the end of the turn. If this monster is Special Summoned, you can add 1 "AGM" Successor" monster or "Archetype" Continuous Spell from your Deck to your hand. If this monster is in your Graveyard and you do not control a face-up Dragon-Type monster, you can Special Summon this monster: You can only Special Summon "AGM Successor Draconus" once per turn this way.

 

AGM Successor Egotist

WIND - Level 5 - Winged Beast/Effect - 2000/1600

Monsters you control cannot be targeted for attacks, except WIND monsters. Monsters you control cannot be targeted for effects, except Winged Beast-Type monsters. If an "AGM Successor" monster battled this turn, you can Special Summon this monster from your hand.

 

AGM Successor Melon

WATER - Level 5 - Rock/Effect - 200/2600

If you control no WATER monsters, and your opponent controls more monsters than you do: You can Special Summon this monster from your hand. If this is the only Rock-Type monster you control, you can draw an additional card during each of your Draw Phases (this is still treated as your Normal Draw). Your opponent cannot negate the effect of "AGM Successor" monsters or "Archetype" Continuous Spell cards.

 

AGM Successor Nyx

DARK - Level 4 - Fiend/Effect - 1900/1200

During the turn this monster is Normal Summoned, you can Normal Summon an additional non-DARK monster this turn. When this monster is Normal or Special Summoned, you can Special Summon 1 non-Fiend-Type monster from your Graveyard in Defense Position: A monster Summoned this way has its effects negated until the end of the turn. During each of your End Phases, you can reveal an "AGM Successor" monster or "Archetype" Continuous Spell in your hand to your opponent to target 1 card in your opponent's hand: Banish that target.

 

Still working on Garland and our Spell support.

 

[spoiler= Tojin, Dova, Talim, Archetypes]

AGM Successor Tojin

LIGHT - Level 3 - Fairy/Effect - 800/1500

If this monster is Normal Summoned or flipped face-up, you can destroy a number of cards your opponent controls equal to the number of non-LIGHT monsters you control. If you control no Fairy-Type monsters, you can flip this monster into face-down Defense Position. Once per turn, during either player's turn, if your opponent negates the Summon of an "AGM Successor" monster you control, you can select 1 Phase of your opponent's next turn: Your opponent must pay 2000 Life Points or skip that Phase.

 

AGM Successor Dova

LIGHT - Level 5 - Psychic/Effect - 2100/1400

If you Summon a non-LIGHT monster, you can Special Summon this monster from your hand. All "AGM Successor" monsters you control gain 200 ATK and DEF for every monster Type you control. If this monster is sent to the Graveyard, you can Special Summon 1 non-Psychic-Type monster from your Graveyard with its effects negated until the end of the turn.

 

AGM Successor Talim

WIND - Level 5 - Beast/Effect - 1200/2400

You can return 1 non-WIND monster you control to your hand to Special Summon this monster (from your hand). If this is the only Beast-Type monster you control, your opponent cannot target or destroy Continuous Spell Cards you control. "AGM Successor" monsters you control can attack your opponent's Life Points directly, but Battle Damage inflicted this way is halved.

 

Aggressive Archetype

Continuous Spell

When this card is activated, you can add 1 "AGM Successor" monster from your Deck to your hand. If an "AGM Successor" monster is Summoned, place 1 AGM Counter on this card. "AGM Successor" monsters you control gain 100 ATK and DEF for every AGM Counter on this card. If all monsters you control (min. 2) are different Types and Attributes, and a monster you control attacks: Your opponent cannot activate cards and effects until the end of the Damage Step.

 

Lock Archetype

Continuous Spell

When this card is activated, you can add 1 "AGM Successor" monster from your Deck to your hand. Once per turn, you can negate 1 effect that targets 1 or more "AGM Successor" or "Archetype" cards you control. Once per turn, if all monsters you control (min. 2) are different Types and Attributes, and your opponent would Summon a monster or activate a card with an effect that would Summon a monster: You can negate that Summon/card.

 

Swarm Archetype

Continuous Spell

When this card is activated, you can add 1 "AGM Successor" monster from your Deck to your hand. Once per turn, you can Special Summon 1 "AGM Successor" monster from your Graveyard in Defense Position. Once per turn, if all monsters you control (min. 2) are different Types and Attributes and you would Normal or Special Summon 1 or more "AGM Successor" monsters: You can draw 1 card.

 

 

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i know emoji won't load in bbcode but

 

good sheet go౦ԁ sheet thats ✔ some goodshit rightth ere right✔there ✔✔if i do ƽaү so my sel i say so thats what im talking about right there right there (chorus: ʳᶦᵍʰᵗ ᵗʰᵉʳᵉ) mMMMMᎷМ

 

Okay, I'm really late to this party, but even so, here I am, prepared to make a name for myself.

 

I'm not wholly sure how this works, so a little info could be helpful. 

 

[spoiler=app]

Snatch Steal (Toadtotter)

Weaknesses: e x t r e m e e d g e, Art, balance, low confidence
Strengths: Card Grammar, memes, flavor, ★ A E S T H E T I C ☆
Trivia: Is not a virgin

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AGM Successor Nyx

DARK - Level 4 - Fiend/Effect - 1900/1200

During the turn this monster is Normal Summoned, you can Normal Summon an additional non-DARK monster this turn. When this monster is Normal or Special Summoned, you can Special Summon 1 non-Fiend-Type monster from your Graveyard in Defense Position: A monster Summoned this way has its effects negated until the end of the turn. During each of your End Phases, you can reveal an "AGM Successor" monster or "Archetype" Continuous Spell in your hand to your opponent to target 1 card in your opponent's hand: Banish that target.

 

 

Wow. I do a good amount for a Normal Summon. And a cute banish effect.

 

Danke.

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Okay, I'm really late to this party, but even so, here I am, prepared to make a name for myself.

 

I'm not wholly sure how this works, so a little info could be helpful.

 

First off, glad to see you here, but I am unsure if Draconus is accepting right now. We got a ton of members to remove, and Draconus will probably accept you in the near future, but it's not free at this moment.

 

Second off, overview. There's the OP, but maybe a summary would be nice. We go to the Archetype Game in the misc. section, find an archetype which has not been created (You can find a list of ones we've done also in the OP) then bring it to life. That's it. We do other things occasionally, but that's the basic idea.

 

 

Also, Draconus, it seems like you forgot to add this: http://forum.yugiohcardmaker.net/topic/353089-agm-written-bounty-hunter-eyes-on-the-attribute/

If you're busy with stuff, that's fine, just posting just in case you missed it.

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Much like with some other members I had to tell earlier, until Draco snipes the inactive members (I think I bolded them for him), don't think he's accepting new recruits. 

 

A note about RI-ON when I get on with it.

 

 

A very shadowy archetype that works primarily through subterfuge in Graveyard effects and handtraps, their field presence really just a formality. Generally speaking, they're an archetype of Battle Manias and various battle traps, forcing you to fight them and then just not playing fair once the fight has started. They're solid, destructive, and easily one of the harder archetypes to beat, locking out all effects that don't trigger during the Battle Phase, if it weren't for one rather interesting flaw: Dragons steamroll them. All their powerful, borderline ridiculous effects have a "except Dragon-Type monsters" clause in there somewhere, meaning even a Baby Dragon could faceroll the entire archetype without much effort.

 

I guess I can have them revive like crazy and stuff (this better not get Ravine banned again) for Graveyard effects. 

 

SR02 support cards might be fun. 

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The list is purged of undesirables. Also, I added some archetypes I missed. Given that we have nine registered members total (Myself, Sakura, Nyx, Dova, Melon, Tojin, EG, Garland, and Talim), I'm debating what our cap should be.

 

Also, if anyone wants to help with the AGM Successor stuff, that'd be grand.

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Suggest me a project, please? Preferably something OTK-oriented?

 

Maybe Elemental Mutants?

 

An weird archetype built round ummoning high level Normal monsters. They do this by reducing levels and multiple Normal Summons. They use equip spells as consistency and stats boosters, and also come up with a retaliatory destruction clause yo whatever popped them. They use very high level, very high atk, non-effect Xyz monsters.

 
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Here are some ideas (note the ones in spoiler tags are pretty much more extreme versions of the meta)

 

Terrorise (Name by Nyx, prompt by me)

 

DARK Fiend-Type monsters that focus on continually "evolving" their monsters to wreak havoc on the opponent's field. In their base forms, they can't do much, but once in their mid/final stages, they start being a bit of a pain on the opponent, either ruining their field strategies or one-sided floodgates. Their ultimate boss is effectively a Towers-esque being that keeps the opponent's options sealed off, but it requires a bit of effort to get him out. They are purely a Main Deck mechanic and have no Extra monsters so to speak (however, they don't forbid you from using them though).

 

(Well, it's slightly slow but you end up with Towers/Killer in the end)

 

Warn Point

A silly group of WIND Fairies who specialize in monster effect negation and removal. They use Warning Counters as their primary means of protecting themselves (accumulating 2-3 counters before they can be destroyed). their spells and traps can then use these Warning Counters as costs for powerful effects like field nukes, hand banishing, spinning, extra normal summons, etc.

 

(Melon wrote the prompt for this one)

 

[spoiler=Stuff related to Dracopals and the like]

Darklown

 

Level 4 DARK Fiend-Type monsters based on clowns that legitimately resemble The Joker from Batman in many forms. Their idea of "entertainment" involve spamming Rank 4 like mad, playing havoc with your Graveyard and all around being a general nuisance.

 

Or really, Performages got corrupted and mixed with BAs and other meta Decks to become a pain in the ass. Now you have another reason to hate clowns.

 

(In a nutshell, a dirtier version of EMEm/Dracopals/whatever it's called now)

 

Performawight

 

Welcome, to a carnival of the damned! While on the surface, these little guys look cute, peer into the background and you'll see their true way...
An archetype of Zombie and Pyro-type monsters who resemble either ghosts, various undead from different myths or burning spirits... But you know, circus-y. Unlike other Performa- archetypes, they don't use Pendulums, instead mimicking the mass summoning of them through massive combo plays. They love negating effects, and as more and more people grow spellbound, so their stats grow and the more powerful come out to play. Their boss monsters are quite varied, with Xyz, Fusion, Ritual and Tribute summonable bosses. Also, when they would be sent to the graveyard, they banish instead. In terms of Spell/Traps, they've got large numbers of counter traps who aid their negate everything playstyle. Their most dangerous trap is a card that works like Maxx C, but instead of draws , negates something's effects everytime a special summon is performed. They also some Normal Traps for searching and reviving. These get real silly real fast, as these traps can be activated the turn you set them if certain conditions are met, like No monsters in graveyard, or all non-"Performawight" card effects negated.

 

(Unless you want Performavile instead, which is pretty much corrupted Dracopals/Qliphort, minus Killer and use a VERY heavy Rank 4 engine. Seriously, that's the theme.)

 

 

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Fixed you to WIND, and swapped Talim to EARTH- It would be best if we didn't have more than 2 of an Attribute, so that bad hands don't happen very often.

 

Also, I know this is a bit of a weird thought, but . . . AGM Successor Deck. What would the balances of each of us be? I'm probably safe to run @3, given that I self-revive, search, and no one else conflicts with my FIRE . . . Melon doesn't have any conflict either . . . and the Attribute conflicts that make them difficult to run together are Dova/Tojin for LIGHT, Sakura/Egotist for WIND, Talim/Trebuchet for EARTH, and Nyx/Garland for DARK. And then, beyond that, the Archetype backrow cards- what balance for each of them?

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