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Draconus297

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I probably would fit better as a WIND monster (sakura petals scattering in the wind), but otherwise it's fine. 

 

@Tojin: What kind of stuff would you like to design? I know I posted some ideas for ego to do, but three of them are legitimately evil versions of the meta. 

I'm good with anything, except maybe really control or stun-y archetypes. I don't play them very often (read: ever), so I'm not super good at designing them.

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Ugh, I'm giving up on Wizardindustries...

 

[spoiler Here's what I'd had if anyone else wants to run with it]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.

 

 

Wizardindustries I.M.P.O.R.T.

FIRE *

Spellcaster/Tuner/Effect

When this card is Normal/Flip Summoned, add 1 level 4 or lower "Wizardindustries" monster from your Deck to your hand. When this card is Special Summoned, add 1 "Wizardindustries" Spell or Trap card from your Deck to your hand. You can only activate 1 effect of "Wizardindustries W.A.S.T.E." per turn and only once that turn.

300/300

 

Wizardindustries S.M.O.G.

FIRE **

Spellcaster/Tuner/Effect

When this card is Normal/Flip Summoned, add 1 level 5 or lower "Wizardindustries" monster from your Graveyard to your hand. When this card is Special Summoned, discard 1 card; add 2 "Wizardindustries" Spell or Trap card from your Deck to your hand. You can only activate 1 effect of "Wizardindustries S.M.O.G." per turn and only once that turn.

800/800

 

Wizardindustries P.L.A.N.T.

FIRE **

Spellcaster/Tuner/Effect

When this card is Normal/Flip Summoned, add 1 level 5 or lower "Wizardindustries" monster from your Deck to your hand. When this card is Special Summoned, discard 1 card; Set up to 2 "Wizardindustries" Spell or Trap cards from your Graveyard. You can only activate 1 effect of "Wizardindustries P.L.A.N.T." per turn and only once that turn.

800/800

 

Wizardindustries H.A.Z.A.R.D.

FIRE ***

Spellcaster/Tuner/Effect

When this card is Normal/Flip Summoned, add 1 level 6 or lower "Wizardindustries" monster from your Deck to your hand. When this card is Special Summoned, you can activate 1 of the following effects:

-Pay 1000 LP; you can conduct 2 Normal Summons/Sets this turn, not just 1.

-Special Summon 1 "Wizardindustries" monster from your Hand except "Wizardindustries H.A.Z.A.R.D.".

 

Wizardindustries D-T.I.M.E.

FIRE ****

Spellcaster/Ritual/Effect

You can Ritual Summon this card using a "Wizardindustries" Ritual spell. Once per turn, you can increase the levels of up to 2 "Wizardindustries" monsters you control by 1 and their ATK by 400. Your opponent cannot activate cards or effects in response to an attack by a "Wizardindustries" monster.

2000/1600

 

Wizardindustries O.U.T.S.O.U.R.C.E.

FIRE 5*

Spellcaster/Ritual/Effect

You can Ritual Summon this card using a "Wizardindustries" Ritual spell. When this card is Summoned, you can target 1 monster on the field or Graveyard; return that target to the hand. Once per turn, you can decrease this card's level by 1 and target 1 monster on the field; increase that target's level by 2, and if you do, this card and that target gains 400 ATK.

2200/2000

 

Wizardindustries H.I.R.E.

FIRE 6*

Spellcaster/Ritual/Effect

You can Ritual Summon this card using a "Wizardindustries" Ritual spell. Your opponent also takes any battle damage you take from battles involving a "Wizardindustries" monster. During either player's turn, you can target 1 monster you control; increase that target's level by 1 and, if you do, that target cannot be targeted or destroyed until the End Phase.

2600/1400

 

Wizardindustries T-S.E.C.R.E.T.

FIRE 7*

Spellcaster/Ritual/Effect

You can Ritual Summon this card using a "Wizardindustries" Ritual spell. Once per turn, if a monster you control is destroyed, you can target 1 "Wizardindustries" monster in your Graveyard with a lower level than the destroyed monster; Special Summon that target. Twice per turn, during either player's turn, you can target 1 monster on the field, increase its level by 1 then increase or decrease its ATK by 600.

2700/1800

 

Wizardindustries Manufacturing Mage

FIRE 6*

Spellcaster/Synchro/Effect

 

Wizardindustries Production Magician

FIRE 7*

Spellcaster/Synchro/Effect

 

Wizardindustries Corporate Sage

FIRE 8*

Spellcaster/Synchro/Effect

 

Wizardindustries CEO

FIRE 9*

Spellcaster/Synchro/Effect

 

 

Wizardindustries Promotion - Raise

Quick-play Spell

Target 1 non-tuner "Wizardindustries" monster you control; tribute that target, then Special Summon 1 "Wizardindustries" Synchro monster from your Extra Deck whose level is 2 higher than the target's level. You can only activate 1 "Wizardindustries Promotion - Raise" per turn.

 

Wizardindustries Promotion - Double Time

Ritual Spell

This card can be used to Ritual Summon any "Wizardindustries" Ritual monster. You must also tribute monsters from your hand or field whose total levels exactly equal the level of the "Wizardindustries" monster you wish to summon. During a turn you Ritual Summon a Ritual monster, you can banish this card from your Graveyard and activate one of the following effects:

-This turn, you can Normal Summon 1 "Wizardindustries" monster in addition to your Normal Summon/Set.

-You can Special Summon 1 "Wizardindustries" monster from your Hand.

You can only activate this effect of "Wizardindustries Promotion - Double Time" once per turn.

 

Wizardindustries Promotion - Outsource

Ritual Spell

This card can be used to Ritual Summon any "Wizardindustries" Ritual monster. You must also banish monsters from your Graveyard whose total levels exactly equal the level of the "Wizardindustries" monster you wish to summon. During your Main Phase, except the turn this card was sent to the Graveyard: you can banish this card from your Graveyard and 1 "Wizardindustries" monster from your Deck. During your next Standby Phase, add the monster banished by this effect to your Hand. You can only activate this effect of "Wizardindustries Promotion - Outsource" once per turn.

 

Wizardindustries Promotion - Hire

Ritual Spell

This card can be used to Ritual Summon any "Wizardindustries" Ritual monster. You must also tribute monsters from your hand or field whose total levels exactly equal the level of the "Wizardindustries" monster you wish to summon. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard and target 1 monster you control; add 1 "Wizardindustries" monster from your Deck to your Hand whose level is less than or equal to half the targeted monster's level. You can only activate this effect of "Wizardindustries Promotion - Hire" once per turn.

 

Wizardindustries Promotion - Trade Secret

Ritual Spell

This card can be used to Ritual Summon any "Wizardindustries" Ritual monster. You must also tribute monsters from your hand or field whose total levels equal or exceed the level of the "Wizardindustries" monster you wish to summon. ...

 

 

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I'm still adding on to an archetype or two, but I think my next archetype will be Arcandy.

 

Archetype of DARK Fairy-Type monsters. They're each named after a kind of candy. They all have varied ATK and DEF. However, one thing they all have in common is how easy they're to Summon. Think Six Samurai, but a little faster. However, one of them is capable of being Summoned to your opponent's side of the field (like a Kaiju monster). Their Extra Deck Monsters are Fusion Monsters. However, they have one Contact Fusion monster.

Ayy, can't help but notice your Member List is down to nine people.

May I...? :3

If it's okay with Draconus297. He did just clear up the inactive members.
I'll see to it today.
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RIP Borealis Beast. I had a good idea, but then I got ninja'd by not even a full sentence cri. I wish he wrote more. In fact, I wish there were more rules to the game (let's ask Melon)

 

In any case, here's what I have so far for T-Rocks:

 

[spoiler=Stuff]T-Rocks Albertos

EARTH - ✪✪✪ - Rock/Effect - 900/0

This card gains 400 ATK and DEF for each Rock-Type monster in your Graveyard. If you would Ritual Summon a Rock-Type monster, this card can be used as the entire requirement.

 

T-Rocks Gorgos

EARTH - ✪✪✪ - Rock/Effect - 800/700

This card gains 300 ATK and DEF for each Rock-Type monster in your Graveyard. You must send the top card of your Deck to the Graveyard in order to declare an attack. When this card destroys an opponent’s monster by battle and sends it to the Graveyard: You can add 1 Trap Card from your Graveyard to your hand, but it cannot be Set this turn.

 

T-Rocks Dasplos

EARTH - ✪✪✪✪ - Rock/Effect - 1100/1200

This card gains 200 ATK and DEF for each Rock-Type monster in your Graveyard. You must send the top card of your Deck to the Graveyard in order to declare an attack. At the start of the Battle Phase: You can send 1 card from the top of your Deck to the Graveyard for each monster you control; if a Rock-Type monster attacks or is attacked this turn, the opponent of its controller cannot activate cards or effects until the end of the Damage Step.

 

T-Rocks Zhuchos

EARTH - ✪✪✪✪✪ - Rock/Ritual/Effect - 1600/1500

This card gains 300 ATK for each Rock-Type monster in your Graveyard. Once per turn: You can send the top 3 cards of your Deck to the Graveyard; Destroy an amount of monsters on the field equal to the number of Spell/Traps sent to the Graveyard by this effect. At the end of the Battle Phase: You can send a number of cards from the top of your Deck to the Graveyard equal to the number of monsters destroyed by battle this turn, then target 1 Spell/Trap card on the field; destroy it.

 

T-Rocks Scavenger Yard

Field Spell

All Rock-Type monsters gain 100 ATK and DEF for each Rock-Type monster in their controller’s Graveyard. Once per turn: You can banish 1 Spell Card from either player’s Graveyard; Tribute monsters from your hand or field, then Ritual Summon 1 “T-Rocks” Ritual Monster from your hand whose Level is equal to or less than the total Level of the monster(s) Tributed.

 

T-Rocks Discovery

Normal Spell

Add 1 Level 4 or lower Rock-Type monster from your Deck to your hand, but it cannot be Summoned this turn. If this card sent to the Graveyard by a Rock-Type monster’s effect: You can draw 1 card. You can only use this effect of “T-Rocks Discovery” once per turn.

 

T-Rocks Restatement

Normal Spell

Target 1 face-up monster your opponent controls: Special Summon 1 Rock-Type monster from your Graveyard with a lower level than that card, and, if you do, destroy that target. If this card sent to the Graveyard by a Rock-Type monster’s effect: All monsters you control gain 1000 ATK. You can only use this effect of “T-Rocks Restatement” once per turn.

 

 

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http://forum.yugiohcardmaker.net/topic/334071-archetype-game/page-51?p=6891081&do=findComment&comment=6891081(This kid's post?)

 

Yeah, he really should've written more. Though, I suppose you could just ignore that prompt and make your idea. (Then again, he also has a bad habit of breaking the AC every now and then)

 

But new rules might be nice; only new one is that we can't be extremely pushy about certain Archetype prompts (i.e. make people design a Deck off Club Pikachu or something, and they weren't around during its reign in C/O [i was here though])

 

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Haven't started on RI-ON yet; still looking up stuff in the card game that I can probably rip pictures from. (inb4 i can't read moonrunes just yet)

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Regarding the newbie . . . eh, put it to a vote. I'm personally kinda hesitant on bringing people in willy-nilly, especially when they might not have staying power.

 

How do you think I feel, Dova? BB was my prompt! In any case, it seems for now that that guy has stopped posting in the game, so small favors.

 

Thirding new rules. Quite a few good prompts have been shat on by people who just do not care, so forcing at least respectable guidelines for prompts would be ideal.

 

Also, EG, False King might be fun for you if you want to play the superboss game.

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I'll consider an update of the rules since the AGM is contingent on it. However, I personally am against it.

Why are you against it? I mean, for me I don't see any reason why not, so a reason not to would be interesting.

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Regarding the newbie . . . eh, put it to a vote. I'm personally kinda hesitant on bringing people in willy-nilly, especially when they might not have staying power.

 

Glad to hear it! I'll put up my app over the weekend. My last exam is this Monday, so I'll have plenty of time afterwards to participate. I leave for Greece in July, but I'll only be gone a few weeks, so I can hop back on then, or just wait until then to join in the first place, if you'd prefer.

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http://forum.yugiohcardmaker.net/topic/334071-archetype-game/page-51?p=6891081&do=findComment&comment=6891081(This kid's post?)

 

Yeah, he really should've written more. Though, I suppose you could just ignore that prompt and make your idea. (Then again, he also has a bad habit of breaking the AC every now and then)

 

Yeah, like what I did with Kagehime, as opposed to the prompt.

Regarding the newbie . . . eh, put it to a vote. I'm personally kinda hesitant on bringing people in willy-nilly, especially when they might not have staying power.

 

Same; so many members jumped on to this club and didn't do sheet.
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Some prompts people gave were fine, but others ranged from acceptable to crap-tier; dark_magic's one being of the latter. (I think he made some earlier ones, but I can't be bothered to check right now).

 

As for Champion, I'd probably have to see how active you are around YCM as a whole. Though Snatch did sign up too.

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Why are you against it? I mean, for me I don't see any reason why not, so a reason not to would be interesting.

Well, I guess it depends on the suggested change. I shouldn't have been so hasty to say I'm against it. What I mean is that in the game I value both the creative freedom of everyone, and its continal additions. I'd rather not add any rules that would diminish either, even if the responses aren't of the highest quality. However, because this group hinges on the Archetype game, I'd be willing to take input for rules to benefit the AGM.

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Most you can do is just require members to give less vague prompts like the below.

 

 

borealis beasts is a fusion based archetype with a better version of contact fusion (neo-spacians) and turn strong monsters into weaker monsters

 

So really, just Neos.dek version 2.0? That doesn't work out a lot of options for whoever makes this (actually there exists some options, but the intended playstyle is very vague). How exactly are you weakening bigger monsters (inherent monster effects, S/T support, what?)

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Well, I guess it depends on the suggested change. I shouldn't have been so hasty to say I'm against it. What I mean is that in the game I value both the creative freedom of everyone, and its continal additions. I'd rather not add any rules that would diminish either, even if the responses aren't of the highest quality. However, because this group hinges on the Archetype game, I'd be willing to take input for rules to benefit the AGM.

Basically, all I wanted was 2 sentences or more as a restrictions, as that doesn't force you to write that much.

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If you can write a proper critique in Advanced Cards, then you can write an appropriate prompt. (It's about two sentences anyway at minimum; and yeah, proper grammar and stuff). 

 

Just set it to 40 words or something. 

 

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Reminds me to go make an add-on about how you're supposed to write under the AC. 

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So everyone, am I allowed to make the "Spellbound/Mellaxis" dual archetype part of the AGM?

http://forum.yugiohcardmaker.net/topic/351754-written-agm-spellboundmellaxis-3030/

 

Oh, and as bonus trivia, I plan on making Japanese equivalent names for the entire "Spellbound" archetype- I came up with a fun name for it . . . "Tsukaimahou". This can be divided into "Tsukaima hou" (backup familiar) or "Tsukai mahou" (Use magic, which is exactly how Mellaxis got them all).

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You're the club leader; what do you think the status of those cards should be? (Though, since they were conceived in the game thread, should be fine)
 
As for the Archetypes I already did for this club (in terms of Japanese names)

  • Phoenix Guardians are PG (Phoenix Guardian written in katakana over fullwidth P G)
  • Electric Field is 電場 (Denba)
  • Fantasy Wyverns are 幻想飛竜 (Fantasy Wyvern in furigana/katakana); High Fantasy Wyverns have 高 (High in katakana) written before the regular part. 
  • Skateboard Dragons are スケートボード・ドラゴン (Skateboard Dragon in katakana). Champions just have チャンピオン written after the regular part. 
  • RI-ON will be in fullwidth script for Japanese names, with katakana.
  • Psychic Dragons are 心霊龍 (Shinreiryū)

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The issue with Japanese names is that you do need to make sure that the name you choose doesn't grant other cards membership into your Archetype and all. (Same with the English ones)

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Regarding the double archetype, it wasn't an AGM archetype- the question mark was because I wasn't sure it would be accepted. Archetypes that weren't conceived in the game have to be approved by someone who didn't make them. It's why Tareya, Wisprint, and GameChild aren't automatically in- I'm not extending any privilege to myself that my members don't have.

 

Ah. Yeah, checking against existing archetypes could be awkward. Although, the new Celtic Guard monster is a Noble Arms card for no reason but the pun, so I guess Konami doesn't truly care either.

 

Alright, let's conduct that vote. Anyone who is fine with Champion0's presence, reply aye.

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