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Androids vs Machines - An Anti-Machine Archetype [Feedback Appreciated]


iexzxx

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Do you like Field Spells, a lot of them, and do you like spamming Tokens to your opponent's Field? Well I have created a Deck for you: the YoRHa archetype. Well only 4 cards are actually named that, but they are the core of this strategy. Let me give you a rundown:

YoRHa is comprised of Machine-Type monster which main focus is to summon and destroy Tokens to either player's Field to gain powerful effects and disrupt our Opponent. The archetype comprises 8 Field Spells which effects vary depending on the name of the monster we control. 

The Archetype in its entirity is based on Nier:Automata, an action game published by Square Enix and Platinum Games in 2017. The story is focused around the battle between Androids (YoRHa) and machine lifeforms that roam the Earth, extinguished of humans; some machines are friendly, while others are starting to imitate Androids and humans. This reflects on their playstyle as we will see. Let's start:

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YORHA TYPE BATTLE NO. 2

ATTRIBUTE: Earth    LEVEL: 4

[Machine/Effect]

(1) When this card is Normal Summoned: Add a Field Spell mentioning this card name in its card text from your Deck to your hand.

(2) This monster can attack twice each Battle Phase.

(3) Each time a Machine-Type Monster your opponent controls is destroyed: Target a card your opponent controls; destroy it.

(4) You can control only 1 "YoRHa Type Battle No. 2".

ATK 1500/DEF 1500

An honest start. It searches our Field Spells, it can attack twice, but the highlight is when a Machine is destroyed: Since it's not once per turn, this can enable a full board wipe with the right setup. This card starts to show the archetype property of an Anti-Machine-Type support, which would make for an interesting Side-Deck pick.

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YORHA TYPE SCANNER NO. 9

ATTRIBUTE: Earth   LEVEL: 4

[Machine/Effect]

You can gain the (2) effect of "YoRHa Type Scanner No.9" only once per turn. 

(1) When this card is Normal Summoned: Add a Field Spell mentioning this card name in its card text from your Deck to your hand.

(2) While your opponent controls a Machine-Type Monster: You can Normal Summon 1 "YoRHa" Monster in addition to your Normal Summon/Set, except "YoRHa Type Scanner No. 9".

(3) If a Machine-Type Monster your opponent controls is destroyed: You can target a monster your opponent controls, then tribute this card; take control of the targeted monster.

(4) You can control only 1 "YoRHa Type Scanner No. 9".

An additional Normal Summon is something any archetype would want, and we have it; especially since Special summoning won't give us a search for our Field Spells. If an opponent Machine is destroyed you can gain control of an opponent's monsters, a very powerful form of removal. 

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YORHA TYPE ATTACKER NO. 2

ATTRIBUTE: Fire    LEVEL: 4

[Machine/Effect]

(1) When this card is Normal Summoned: Add a Field Spell mentioning this card name in its card text from your Deck to your hand.

(2) This card cannot attack unless you control a Field Spell.

(3) Once per turn (Quick Effect): You can double this card's ATK, also it cannot be destroyed by card effects, but destroy it during your next Standby Phase. These changes last until your opponent's End Phase.

(4) If a Machine-Type Monster your opponent controls is destroyed: You can Special Summon a "Machine Token" (Machine-Type/EARTH/Level 1/1000 ATK/0 DEF) to your Field.

(5) You can control only 1 "YoRHa Type Attacker No. 2".

This card has heavy One-Turn-Kill potential between its ATK and summoning Tokens. Some of our Field Spells and other effects (Like Limiter Removal) can make "Attacker" arrive to over 8000 ATK, rendering this an incredibly scary card which your opponent HAS to deal with. The main weakness is controlling a Field Spell, which can be easily get rid of with spells like Twin Twisters or Cosmic Cyclone.

Let's start looking at some of our Field Spells for now:

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MOON BUNKER

Field Spell Card

You can activate only 1 "Moon Bunker" per turn.

(1) If this card is activated: Add a Field Spell mentioning "YoRHa" in its card text from your Deck to your hand, except "Moon Bunker".

(2) Once per turn: You can target a "YoRHa" Monster you control; then apply one of the following effects depending on the name of the targeted monster. 

  • "YoRHa Type Battle No. 2": The targeted monster can attack directly this turn, but if it does so, using this effect, any Battle Damage it inflicts to your opponent this turn is halved (This applies even if this card leaves the Field);
  • "YoRHa Type Scanner No. 9": If the targeted card leaves the Field this turn: Special Summon it (This applies even if this card leaves the Field);
  • "YoRHa Type Attacker No. 2": Destroy the targeted card, then add a "YoRHa" Monster with a different name from your Deck to your hand.

This is the structure of all our Field Spells: a first unique effect, an effect to target a "YoRHa", then 3 effects depending on the target. The effects are pretty straightforward: Grants Direct attacks to "Battle No. 2" trying to close a game out, grants a Special Summon to "Scanner No. 9" when it tributed itself, and finally a search for "Attacker No. 2" after it attacked and it's going to destroy itself. This is just the start of our Journey so you probably wouldn't pass turn with this card on the Field, since we have better Fields for that.

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CITY RUINS

Field Spell Card

(1) If this card is activated: Add 1 "YoRHa" Monster from your Deck to your hand.

(2) While you control 1 or more "YoRHa" Monsters: Apply the following effects depending on the name of the Monster(s) you controls.

  • "YoRHa Type Battle No. 2": All "YoRHa" Monsters you control cannot be destroyed by battle or card effect;
  • "YoRHa Type Scanner No. 9": During your Draw Phase, instead of conducting your normal draw: You can add a Field Spell from your GY to your hand, but you cannot Special Summon monsters to your Field for the rest of the turn, except "YoRHa" monsters;
  • "YoRHa Type Attacker No. 2": Each time a "Machine Token" is destroyed: Inflict 100 points of damage to your opponent.

(3) If this card leaves the Field: You can activate a Field Spell mentioning "YoRHa" in its card text from your Deck, except "City Ruins".

This answers one of the biggest weaknesses of the Archetype which is not having many ways to get to our "YoRHa" monsters. In addition this grants passive effects during either player's turn: Protections from destruction, a recycle of a Field Spell (Generic Field Spell) from our Grave in cost of our normal draw, and some burn damage. Some of our Field Spells can replace each other when they leave the Field!

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AMUSEMENT PARK

Field Spell Card

You can activate only 1 "Amusement Park" per turn.

(1) When this card is activated: Special Summon 1 "Machine Token" (Machine-Type/EARTH/Level 1/1000 ATK/0 DEF) to either player's Field.

(2) Once per turn: You can target a "YoRHa" Monster you control; then apply one of the following effects depending on the name of the targeted monster.

  • "YoRHa Type Battle No. 2": Special Summon 1 "Machine Token" (Machine-Type/EARTH/Level 1/1000 ATK/0 DEF) to your opponent's Field;
  • "YoRHa Type Scanner No. 9": Destroy a "Machine Token" on the Field;
  • "YoRHa Type Attacker No. 2": The targeted monster gains 500 ATK for each "Machine Token" on the Field.

(3) If this card leaves the Field: Activate a Field Spell mentioning "YoRHa" in its card text from your Deck.

This starts some very strongs setups to wipe our opponent's board with "Battle No. 2" or to OTK with "Attacker No. 2". Thanks to Moon Bunker and this card, "Scanner No. 9" has the opportunity to take control of 2 monsters the opponent controls: When Amusement Part destroys a "Machine Token", "Scanner" will tribute itself to take control of a monster, then it will revive itself thanks to Moon Bunker and do it again (Although Amusement Park is once per turn).

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MACHINE VILLAGE

Field Spell Card

You can activate only 1 "Machine Village" per turn.

(1) When this card is activated: Special Summon 1 "Machine Token" (Machine-Type/EARTH/Level 1/1000 ATK/0 DEF) to your Field.

(2) Once per turn: You can target a "YoRHa" Monster you control; then apply one of the following effects depending on the name of the targeted monster.

  • "YoRHa Type Battle No. 2": All monsters you control gain 100 ATK and DEF for each Machine-Type monster on the Field;
  • "YoRHa Type Scanner No. 9": Add a Field Spell from your Deck to your hand, except "Machine Village";
  • "YoRHa Type Attacker No. 2": The targeted monster cannot be targeted by your opponent's card effects.

(3) If this card is destroyed: Destroy all "Machine Token" on the Field.

Machine Village gives us a "Machine Token" which we can use for Link summons or to beatdown our opponent. Having "Battle No.2" and "Attacker No. 2" gives us lethal damage on board, with Machine Village protecting "Attacker" or permanently boosting all of our monsters. If destroyed, Machine Village will destroy all "Machine Tokens" triggering our "YoRHa" effects to rain Chaos on the Field.

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MACHINE LIFEFORM PASCAL

ATTRIBUTE: Earth    LEVEL: 1

[Machine/Effect]

(1) When this card is Normal Summoned: Special Summon 1 "YoRHa Type Attacker No. 2" from your hand, Deck or Graveyard to your Field in Attack Position.

(2) Once per turn, if you control no Field Spell: You can activate 1 "Machine Village" from your Deck, but destroy it if this card leaves the Field.

(3) Each time a "Machine Token" is destroyed: Target another monster you control; it gains 500 ATK and DEF until your opponent's End Phase.

(4) You can control only 1 "Machine Lifeform Pascal".

0 ATK/0 DEF

A great searcher for our Main win condition, which also activates "Machine Village" from our Deck, and even destroys it activating its effect to destroy all "Machine Tokens". If a Machine Token is destroyed "Pascal" gives a temporary boost to a monster we control, increasing our OTK potential even more. 

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FOREST KINGDOM

Field Spell Card

You can activate only 1 "Forest Kingdom" per turn.

(1) All Machine-Type monsters you control gain 500 ATK and DEF.

(2) Once per turn: You can target a "YoRHa" Monster you control; then apply one of the following effects depending on the name of the targeted monster.

  • "YoRHa Type Battle No. 2": Your opponent cannot activate Spells or Traps during the Battle Phase this turn (This applies even if this card leaves the Field);
  • "YoRHa Type Scanner No. 9": Negate the effects of an opponent's monster until the End Phase;
  • "YoRHa Type Attacker No. 2": Monsters your opponent controls lose 500 ATK and DEF for each "YoRHa" monster you control with a different name.

(3) If this card leaves the Field: Activate a Field Spell mentioning "YoRHa" in its card text from your Deck.

Forest Kingdom is our Battle Phase specialized Field Spell. If "Battle No. 2" is targeted, our monsters become "Ancient Gears" for a turn, giving us a strong protection; If a monster is giving us trouble, "Scanner No. 9" is who you want to target, while if the opponent's monsters are too big, "Attacker No. 2" will permanently debuff them.

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FLOODED CITY

Field Spell Card

You can activate only 1 "Flooded City" per turn.

(1) Your opponent cannot activate cards or effects in response to your Normal Summons.

(2) Once per turn: You can target a "YoRHa" Monster you control; then apply one of the following effects depending on the name of the targeted monster.

  • "YoRHa Type Battle No. 2": Send 1 Machine-Type Monster from your Deck to the Graveyard;
  • "YoRHa Type Scanner No. 9": Add 1 "YoRHa" Monster from your Deck to your hand;
  • "YoRHa Type Attacker No. 2": Add 1 Field Spell mentioning "YoRHa" in its card text from your Deck to your hand.

(3) If this card leaves the Field: Activate a Field Spell mentioning "YoRHa" in its card text from your Deck.

Flooded City helps with our consistency and has big potential when it targets "Battle No. 2", sending any Machine-Type to the Grave from our Deck, ANY. I don't know how broken this could get, I noticed some "Train" cards like "Super Rocket Express Train" could have synergy with this; let me know if there's any good target for this. 

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COPIED CITY

Field Spell Card

You can activate only 1 "Copied City" per turn.

(1) Monsters in your opponent's GY become Machine-Type monsters.

(2) Once per turn (Quick Effect): You can target a "YoRHa" Monster you control; then apply one of the following effects depending on the name of the targeted monster.

  • "YoRHa Type Battle No. 2": Banish a Field Spell from your hand or GY, and if you do, banish a Machine-Type monster in your opponent's GY;
  • "YoRHa Type Scanner No. 9": Special Summon a Machine-Type monster from your opponent's GY in Defense Position to either player's field, but destroy it during the End Phase;
  • "YoRHa Type Attacker No. 2": Machine-Type monsters cannot activate their effects while in the GY.

(3) If this card is sent from the Field to the GY: Add 1 Field Spell mentioning "YoRHa" in its card text from your Deck to your hand.

A Machine version of "Zombie World" which could already screw over some Decks that rely on Typing even in Grave. This Field Spell also works at Quick Effect speed, so a great contender to pass turn with. All of its effects mess with the Grave, so you will have an heavy advantage in that area. If you target "Scanner No.9" in the End Phase, you will summon a monster to your opponent's Field which will still be treated as Machine-Type, which will then destroy itself and trigger our own effects.

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FLOWER FIELD

Field Spell Card

You can activate only 1 "Flower Field" per turn.

(1) Your Opponent takes no damage.

(2) Once per turn: You can target a "YoRHa" Monster in your Graveyard; then apply one of the following effects depending on the name of the targeted monster.

  • "YoRHa Type Battle No. 2": Special Summon a "YoRHa" Monster from your hand, but you cannot summon monsters the turn you activate this effect, except Machine-Type Monsters;
  • "YoRHa Type Scanner No. 9": Shuffle the targeted monster and another "YoRHa" monster in your Graveyard into the Deck, and if you do, draw 1 card;
  • "YoRHa Type Attacker No. 2": Target up to 3 Field Spells in your GY: Shuffle them into the Deck.

Flower Field lets us recycle some of our cards in the Grave if we are in a longer game, or lets us Special Summon from our hand if we need more bodies on board. Definitely not our best Field Spell, but it can be useful in a more control based Deck like our can be.

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WEIGHT OF THE WORLD

Continuous Spell Card

Activate by paying 1000 LP; then each Standby Phase pay 1000 LP or destroy this card (This is optional if you control a "YoRHa" Monster). You can control only 1 "Weight of the World".

(1) While this card remains face-up on the Field: Your opponent cannot target your Field Spell with card effects.

(2) If a Machine-Type Monster is destroyed: Place 1 Glory To Mankind Counter on this card.

(3) If this card would be destroyed, remove 3 Glory To Mankind Counters instead.

This gives protections to Field Spells in general, but in a "YoRHa" Deck you don't have to pay LP and this card gain its own protection! Useful all around.

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VAGUE HOPE

Normal Spell Card

You can activate only 1 "Vague Hope" per turn.

(1) Discard 1 Field Spell or 1 "YoRHa" Monster from your hand; add 1 Field Spell or 1 "YoRHa" Monster with a different name from your Deck to your hand.

An incredibly useful consistency for the Deck, which supports Decks that uses multiple Field Spells in general, but helps our own Deck a whole lot. This does put you in card disadvantage, but it's not a big deal for our Deck.

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LUNAR TEAR

Equip Spell Card

You can activate only 1 "Lunar Tear" per turn. You can control only 1 "Lunar Tear".

(1) This card can only be equipped to a "YoRHa" Monster

(2) Once per turn: Reveal a "YoRHa" Monster in your Deck; the name of the equipped monster becomes the name of the revealed monster, until your next Standby Phase.

It's hard to describe the possibilites this card opens: Gaining effect from our Field Spell, while still keeping their own effects (Attacking twice or Doubling its ATK). This also allows you to control 2 "YoRHa" monsters with the same effect, since you can control only 1 of each of our "YoRHa" monsters, but by changing their names you can now control multiple 4000 ATK monsters at the same time.

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BIPOLAR NIGHTMARE

Counter Trap Card

You can only use 1 "Bipolar Nightmare" per turn.

(1) When a monster effect or Spell/Trap Card is activated: Destroy a Field Spell you control; negate the activation, and if you do, destroy that card.

(2) If a "YoRHa" Monster(s) you control is destroyed by battle or card effect, while this card is in your GY: You can Set this card, but banish it when it leaves the field.

A generic effect negation by destroying a Field Spell, and if we use an actual "YoRHa" Deck you can set this card again. Great protection all around.1153113062_MachineLifeformAdam.jpeg-1.thumb.jpg.64872f61b856f3288aa3166bf22480af.jpg

MACHINE LIFEFORM ADAM

ATTRIBUTE: Light   LEVEL: 7

[Machine/Effect] 

You can control only 1 "Machine Lifeform Adam".

(1) You can Special Summon this card (from your hand) to your opponent's field in Attack Position, by Tributing 1 Machine-Type monster they control. If summoned this way: You can Special Summon 1 "YoRHa Type Battle No. 2" from your hand or GY.

(2) Cannot be used for a Link Summon.

(3) Once per turn, during the Standby Phase: Special Summon 1 "Machine Token" (Machine-Type/EARTH/Level 1/1000 ATK/0 DEF) to your Field.

(4) If you summon a monster that is not a Machine-Type: Destroy all "Machine Token" you control. 

2000 ATK/2000 DEF

A Kaiju/Lava Golem but only for Machine-Types doesn't sound great, but with a Field Spell like Copied City, a Special Summon for one of our "YoRHa" and summoning Tokens that we can take advantage of, is a pretty good deal. 

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MACHINE LIFEFORM EVE

ATTRIBUTE: Dark   LEVEL: 7

[Machine/Effect]

You can control only 1 "Machine Lifeform Eve".

(1) You can Special Summon this card (from your hand) to your opponent's field in Attack Position, by Tributing 1 Machine-Type monster they control. If summoned this way: You can Special Summon 1 "YoRHa Type Scanner No. 9" from your hand or GY.

(2) Cannot be used for a Link Summon.

(3) Once per turn, during the Standby Phase: Special Summon 1 "Machine Token" (Machine-Type/EARTH/Level 1/1000 ATK/0 DEF) to your Field.

(4) When this card leaves the Field: Discard 1 card.

2500 ATK/1500 DEF

Same deal as "Adam" except if this card leaves the Field, the controller of the card must discard 1 card, meaning that this card has some potential to discard your opponent's whole hand before their turn even arrives. This is very hard to accomplish since you would have to recycle this card somehow. Either way "Adam" and "Eve" are pretty gimmicky to use.

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MACHINE TOKEN

ATTRIBUTE: Earth    LEVEL: 1

[Machine/Token]

Special Summoned by the effect of a "YoRHa" or "Machine Lifeform" Monster or a Field Spell mentioning "YoRHa" in its card text.

(1) Cannot be used for a Link Summon, except for the Link Summon of a Cyberse-Type Monster.

1000 ATK/0 DEF

Not much to say here, just a Token!

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PROJECT YORHA

ATTRIBUTE: Earth    LINK ARROWS: ↙⬆↘

[Cyberse/Link/Effect]

3 "Machine Token"

You can control only 1 "Project YoRHa".

(1) When this card is Link Summoned: Special Summon as many "Machine Token" (Machine-Type/EARTH/Level 1/1000 ATK/0 DEF) to Zones this card points to as possible, but you cannot Special Summon monsters from the Extra Deck for the rest of the turn.

(2) If a "YoRHa" Monster(s) you control would be destroyed by battle or card effect: Destroy a "Machine Token" instead.

(3) Once per turn (Quick Effect): You can destroy all "Machine Tokens" on the Field; activate a Field Spell mentioning "YoRHa" in its card text from your Deck.

1500 ATK/LINK - 3

And for our last card, an actual Extra Deck monster. It's pretty hard to summon, requiring 3 "Machine Token", but we have ways to do that with "Attacker No. 2" or "Machine Village" and "Amusement Park". Project YoRHa gives very good protection by destroying "Machine Token" on either player's Field, meaning that it can trigger our other "YoRHa" monster's effects. It can also destroy "Machine Tokens" at Quick Effect speed and activate Field Spells in the opponent's turn. A very powerful and hard to get rid of Boss Monster!

 

And this is the list. I wrote this archetype in a couple of days, some there may be some errors and loops that I am not aware of, but I am very happy with this archetype regardless! 

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  • iexzxx changed the title to Androids vs Machines - An Anti-Machine Archetype [Feedback Appreciated]

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