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Draconus297

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Finally figured out my next project: Fallen Champion.

 

DARK Fairy-Type monsters that revolve around Special Summoning themselves when another monster you control is destroyed; how they die doesn't matter. Not unlike Darklords, they have their own in-Archetype S/T cards that can spam stuff all night and trigger like mad. Unlike Darklords though, they are easier to summon at Level 5/6, but even then, you'll need some support to actually summon them. (Foolish Burial is your friend)

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What I typically do is decide what kind of archetype I want to design- Special Summon spam, control, battle, Fusion, Synchro, Xyz- and then look for something fun that fits those parameters. So, what kind of archetype are you looking for?

 

Also, I recommend All-Splice from a few pages back as just a general one, because GB-style Contact Fusion plus LV is too cool a concept, but I need to get off my Fusion kick.

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I'm either doing Inner Beast,

 

(You have a Normal Monster. This Normal monster is tributes to Special Summon Inner Beast monsters, which are basically him, but with one of his skills cranked WAY the hell up. I'm talking strength, intelligence, fortitude, loyalty, all sorts of stuff. They are supported by an arsenal of Spells and Traps, either for protecting your monsters or bringing out the Normal monster.)

 

Or Vyne, in memoriam of the now dying application.

 

(Vyne is a Pendulum Archetype based on the popular 6-second social media app. These monsters are based on Vine's biggest stars: Amanda Cerny can steal your opponent's Pendulum monsters, King Bach is their mighty beatstick boss who can backflip any monster all the way back to your hand at a moment's notice, and Meech, Kenny and Dope Island are a Malicevorous-Yosenju trio best suited for harassing your opponent over and over with their effects. No doubt, you can do almost anything with these guys...)

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So, I'm thinking of doing a Metal Gear themed archetype, trying to mix in stealth with brute force. Here's what I got so far.

 

[spoiler=metal gear]

 

Metal Gear War Economy

Field Spell

 

Each time battle damage is inflicted to either player, place 1 War Counter on this card. You can remove 3 War Counters from this card; Draw 1 card. If this card would be destroyed by a card effect, you can destroy 1 monster you control instead.

 

Metal Gear Patriotic Guns

Trap

 

All monsters your opponent controls must attack, if able. If your opponent's monster attacks a "Metal Gear" monster you control, destroy that monster at the start of the battle step(this is treated as being destroyed by battle), and if your opponent's monster had higher ATK than the monster it battled, inflict damage to your opponent equal to the damage you would of taken(this is treated as battle damage).(OCG correction needed here)

 

Metal Gear Intel Suppression

Counter Trap

 

You must control "Metal Gear War Economy" to activate and resolve this effect. If your opponent activates a card effect: Negate the effect, and if you do, change the card face-down. Cards change by this effect cannot be flipped face-up. You can only activate 1 "Metal Gear Intel Suppression" per turn.

 

Metal Gear Solid Snake

level 3

EARTH

Warrior/Effect

ATK: 1000 DEF: 0

 

This card can attack directly. If this card inflicts battle damage to your opponent: Target 1 card your opponent controls; Destroy it.

 

Metal Gear Raiden

Level 3

EARTH

Warrior/Effect

ATK: 1500 DEF: 1000

 

If you control a "Metal Gear" monster, except "Metal Gear Raiden", you can Special Summon this card(from hand). If this card attacks, it gains 500 ATK during Damage Calculation only, also other card effects cannot be activated until the end of the Damage Step.

 

Metal Gear Ray

level 8

EARTH

Machine/Effect

ATK: 3000 DEF: 2000

 

You can Special Summon this card(from Hand) by tributing 1 "Metal Gear" monster you control. Once per turn: You can target 1 monster your opponent controls; Destroy it. If this card is destroyed(by battle or by card effect): You can Special Summon 1 "Metal Gear" monster from your Graveyard, except "Metal Gear Ray".

 

Metal Gear Senator Armstrong

Level 7

EARTH

Warrior/Effect

ATK: 2500 DEF: 1700

 

You can Special Summon this card(from Hand) by tributing 1 "Metal Gear" monster you control, except "Metal Gear Senator Armstrong". Cannot be destroyed by battle. If this card battles an opponent's monster: Negate that monster's effects until the end of the damage step. If this card destroys an opponent's monster by battle: You can add 1 "Metal Gear" monster from your Deck to Hand.

 

 

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Just so everyone knows, here's things that are semi-generically supported, thanks to various cards in the AGM:

 

Level 2 Thunder monsters

Normal and Continuous Spell/Traps

Equip Spells

Level 4 or lower WATER monsters

Level 4 monsters

Monsters with 1000 or less original ATK

Any monster with a 1000/0 stat line

Reptile-Type monsters with combined ATK and DEF of 2900

Any monster with both ATK and DEF of 1500 or less

Gemini monsters

Union monsters

EARTH monsters with 1700 as either stat

EARTH Reptiles

Any monster that is either FIRE or a Dragon, but not both

0/0 monsters

Dragons

Level 3 or lower Spellcasters/Warriors

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Hey guys, can I join? I know I have a tendecy to disappear for long periods of time but I'll try to keep it to a minimum. It's not like I currently have any other hobbies...

Member Name: shadowliepard

Weaknesses: Loses interest easily - won't make something unless I'm inspired. Not too great at making archetypes with complicated combos. Tendecy to veer on the underpowered side for everything. Will occasionally take extended hiatuses without warning. And I never do pictures.

Strengths: Versatile - I know at least the basics of over 50 decks. Creative to a fault. Tries random new things for the sake of trying it. Quite good at balance and OCG if I do say so myself. And I always try to make my cards as realistic as possible, making sure the effects and name fit each other and everything actually ties in well.

Trivia: I have six different archetypes that just happen to have the word 'Shadow' in their names. I've only posted two of them - the rest are in my notebook, since I pre-design all my cards there.

 

I'm not going to put this in the weaknesses section because it should hopefully be a temporary situation, but I'm currently using a busted-up old phone for all my internet access, and it is really hard to type and impossible to format on here.

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I was considering doing Robotisized, but couldn't find much art for it.

 

I think I'll do this one:

 

Cerebrite

 

LIGHT Psychic monsters with an interesting double gimmick: Token generation and nontargeting OPT Creature Swap effects. Essentially, during your turn, you get a free 0/0 Token, and then during either player's turn you can trade that Token tor a monster your opponent controls. It's an interesting flavor of control beatdown, and you're actually not limited to giving your opponent the Token- if you're so inclined, you can hand your opponent anything on your side of the field, letting you saddle them with any number of restrictions or exceedingly dumb monsters while keeping the Token for Synchro or effect fodder. The only real complaint is the usual ones with Psychics of running out of Life Points, coupled with occasional brick hands given the number of archetype members that are Level 5 or higher without a self-Summoning effect.

 

Though, if any of you know of an occult archetype from the game, perhaps I'll do that instead.

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There's probably some in the earlier parts of the thread; you just have to look for them.

 

I should mention that I have added some stuff to the ZPD stuff Draco approved earlier, but otherwise that's it (well, it's complete now). Other than that, still need a project, but not likely to do one for a while due to projects this week (and doing some late minute stuff before Sun/Moon). Might contribute generics to that pool though.

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A sample of the Cerebrite archetype, to give an idea or example pf how it'll look/work:

 

 

[spoiler=Show Monster Card]

XNinsWg.jpg

 

LORE:Once per turn: You can pay 500 Life Points; Special Summon 1 "Cerebrite Token" (Psychic-Type/LIGHT/Level 1/ATK 0/DEF 0). During either player's turn, you can activate this effect: Each player chooses 1 monster they control and switches control of those monsters with each other. You can only activate this effect of "Cerebrite Deity" once per turn. While this card is face-up on the field, if your opponent would target a monster with an effect or for an attack: You can change the target to a Token monster you control.

 

 

 

With a heavier number of high Level monsters with little to no self-Summoning effects, this will be a little tricky.

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[spoiler=Ultimate Lifeform]

 

createcard_php_name_Arkaden_Ultimate_Lif

 

alphan.jpg

 

createcard_php_name_Ultimate_Lifeform_Cl

 

createcard_php_name_Ultimate_Lifeform_Ge

 

image.jpg

 

 

 

 

[spoiler=effects]

 

Arkaden

All “Ultimate Lifeform” monsters gain 300 ATK. During your Standby Phase: Gain 500 LP for each “Ultimate Lifeform” monster you control. Once per turn: You can discard 1 card; Special Summon 1 “Ultimate Lifeform” from your Graveyard.

 

Alphan

This card can be treated as a non-tuner monster. You can special summon this card(from hand) by paying LP equal to the number of “Ultimate Lifeform” monsters you control x200. You can only summon “Ultimate Lifeform Alphan” once per turn this way. Unaffected by your opponent’s monster effects. Once per turn: You can increase this card’s level by up to 3.

 

Cloning Initiative

Target 1 “Ultimate Lifeform” you control; Special Summon 1 “Ultimate Lifeform” with the same name as that monster from your Deck. You can only Special Summon “Ultimate Lifeform” monsters the turn this card is activated. You can only activate 1 “Ultimate Lifeform Cloning Initiative” per turn.

 

Genetic Engineering

Target 1 “Ultimate Lifeform” monster you control; Increase its level by 2, and if you do, it gains 500 ATK. You can only use 1 “Ultimate Lifeform Genetic Engineering” per turn.

 

Mega-Alphan

“Ultimate Lifeform Alphan”+1 or more non-tuner monsters
Unaffected by your opponent’s card effects. Once per turn: You can decrease the levels/ranks of all other monsters on the field by 1. Once per turn, if this card has the highest level/rank on the field, you can target 1 monster your opponent controls; Banish it. During your End Phase, lose 1000 LP or send this card to the Graveyard.

 

 

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[spoiler=Ultimate Lifeform]

 

createcard_php_name_Arkaden_Ultimate_Lif

 

alphan.jpg

 

createcard_php_name_Ultimate_Lifeform_Cl

 

createcard_php_name_Ultimate_Lifeform_Ge

 

image.jpg

 

 

 

 

[spoiler=effects]

 

Arkaden

All “Ultimate Lifeform” monsters gain 300 ATK. During your Standby Phase: Gain 500 LP for each “Ultimate Lifeform” monster you control. Once per turn: You can discard 1 card; Special Summon 1 “Ultimate Lifeform” from your Graveyard.

 

Alphan

This card can be treated as a non-tuner monster. You can special summon this card(from hand) by paying LP equal to the number of “Ultimate Lifeform” monsters you control x200. You can only summon “Ultimate Lifeform Alphan” once per turn this way. Unaffected by your opponent’s monster effects. Once per turn: You can increase this card’s level by up to 3.

 

Cloning Initiative

Target 1 “Ultimate Lifeform” you control; Special Summon 1 “Ultimate Lifeform” with the same name as that monster from your Deck. You can only Special Summon “Ultimate Lifeform” monsters the turn this card is activated. You can only activate 1 “Ultimate Lifeform Cloning Initiative” per turn.

 

Genetic Engineering

Target 1 “Ultimate Lifeform” monster you control; Increase its level by 2, and if you do, it gains 500 ATK. You can only use 1 “Ultimate Lifeform Genetic Engineering” per turn.

 

Mega-Alphan

“Ultimate Lifeform Alphan”+1 or more non-tuner monsters

Unaffected by your opponent’s card effects. Once per turn: You can decrease the levels/ranks of all other monsters on the field by 1. Once per turn, if this card has the highest level/rank on the field, you can target 1 monster your opponent controls; Banish it. During your End Phase, lose 1000 LP or send this card to the Graveyard.

 

 

Don't forget to include Psychic-Type monsters in that archetype (as they also need to be comprised of that). Anywho:

 

I think this will be my next archetype:

 

Fickle Fairy

 

A mini-archetype of WIND Fairy-Type Pendulum that all have a mandatory effect to be equip themselves into any available monster as soon as their Summoned, which in return, give the equipped monster a multitude of buff. They can also support the either classic deck of previous generation OR any silly built in terms of falling short on setup speed when used as scale since their scale is near-generic. The obvious risk of splashing these cute-yet-unfaithful fairies is that when your opponent manages to destroy all of your monsters, they will equipped to your opponent's monster(s) instead.

 

This will pose a bigger challenge yhan Cerebrite.

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