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Archetype Questions


Arctic55

Question

So, as some of you know, I'm bad at making archetypes that have senergy (the interaction or cooperation of two or more organizations, substances, or other agents to produce a combined effect greater than the sum of their separate effects) I mean, just look at my CC and Brute archetypes, on second thought, don't.  So I want to pick your brains.  In today's meta, what effects should be in every deck/new archetype (example: Commander Covington).  I wish to know, because I have noticed that my CLASH deck I use on DP has no senergy, no SS ability to summon fast or keep monsters on the field, making it very easy for even weak decks to overpower me if I have no support cards.

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The amount of things you need in an Archetype will vary, depending on its focus but some things are standard.

 

First of all, you definitely need a searcher to help get combo pieces into your hand. A lot of the current Decks nowadays have at least 1 card that can do this; some of them have multiple searchers (although with additional costs and so forth).

 

(This needs to be hard OPT though because of Stratos, however his other effect was what caused his banning. Either that, or require Normal Summoning.)

 

Second, cards to assist with summoning (or helping you to maintain field advantage otherwise). If your Deck is Pendulum-oriented, then you may not need it as much if your Deck is capable of maintaining proper Scales; otherwise, 1-2 members to handle that kind of stuff is good. For Synchro/Xyz plays, making sure you have the appropriate Level for such summons is a plus.

 

Third is obviously support Spell/Trap Cards; backrow that goes well with the Archetype itself. This can range from negation-esque effects if you have (x) number of Archetype members out to removal options. Like I mentioned earlier, stuff you need to put in here will vary, depending on what your Archetype focuses on doing. Some help with restoring hand advantage if your Deck runs through it like crazy, others can help recover stuff in the grave.

 

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Although, be mindful that certain Archetypes/cards do very well when meshed together so you may want to consider external support cards as additional techs. I'd advise not making your Archetype no bigger than 10-15 members.

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Thanks for your comments, they were helpful.  However, I guess I was asking for a little more specific effects.

 

For example:

Good for level 4+

If a <archetype> card is on the field, Special Summon this card from your hand.

 

Good for level 4+

If this card is destroyed by battle, add <archetype> monster from your deck to your hand.

 

etc.

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The point of an archetype is to have a goal to work towards, e.g. Yang Zing want to pump out powerful synchros, Tellarknights go into hugh material count xyzs, etc. A lot of archetypes also have a gimmick to help them achieve that goal and make the deck more interesting, e.g. Lightsworns milling themselves to bring Judgement Dragon. Other archetypes, like Racoons and Rank 2s, focus on making certain plays easier. It is usually a good idea to figure out a boss monster or your archetype's gimmick or what your archetype wants to do before making an archetype before starting.

Ok.  Thanks.  That explains why all my archetypes before "CLASH" were such a failure.  I think this is what everyone was getting at.  Time to fix Brute and CC.  lol.

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Thanks for your comments, they were helpful.  However, I guess I was asking for a little more specific effects.

 

For example:

Good for level 4+

If a card is on the field, Special Summon this card from your hand.

 

Good for level 4+

If this card is destroyed by battle, add monster from your deck to your hand.

 

etc.

That's... not how archetype building works. Go actually play the game and get a feel for how real archetypes run.
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That's... not how archetype building works. Go actually play the game and get a feel for how real archetypes run.

I'm mainly looking for ideas.  I'm thinking of a new archetype, and trying to figure out how I want it to work.  And, btw, random effects seem to have worked for my Brute deck on Duel Portal.  lol.  That archetype was such a mess, cause the effects were litterly just thrown together or copied from other cards, but after making a deck, it seems to compete pretty well.

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The point of an archetype is to have a goal to work towards, e.g. Yang Zing want to pump out powerful synchros, Tellarknights go into hugh material count xyzs, etc. A lot of archetypes also have a gimmick to help them achieve that goal and make the deck more interesting, e.g. Lightsworns milling themselves to bring Judgement Dragon. Other archetypes, like Racoons and Rank 2s, focus on making certain plays easier. It is usually a good idea to figure out a boss monster or your archetype's gimmick or what your archetype wants to do before making an archetype before starting.

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