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A very easy way to tell if a custom archetype is linear or not


WhiteThunder777

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If you are a fan of custom card making, you might have heard of the term “linear” or “non-linear” archetype. But what does it mean and why does it matter? In this article, I will explain the difference between linear and non-linear archetypes, how to identify them, and how to use them to create fun and balanced decks.

What is a linear archetype?

A linear archetype is a group of cards that have a fixed or predetermined strategy or playstyle. They usually rely on a specific combo or synergy to win the game. Some examples of linear archetypes are:

Exodia: This archetype aims to collect all five pieces of Exodia the Forbidden One in the hand to win the game instantly.

Burn: This archetype focuses on dealing direct damage to the opponent’s life points with cards like Chain Strike, Lava Golem, or Mystic Mine.

Monarch: This archetype uses high-level tribute monsters that have powerful effects when they are summoned, such as Erebus the Underworld Monarch or Thestalos the Firestorm Monarch.

 

A non-linear archetype is a group of cards that have multiple or flexible strategies or playstyles. They usually have a variety of options and choices in different situations. They can also adapt to different scenarios and opponents.

Invoked Mekk-Knight: The Invoked part of the deck allows the user to end on Mechaba and use that to control what the opponent may do, along with hand traps.  But going 2nd, the player can use the Mekk-Knight like effects to remove problematic cards while building field presence, plus Invoked Purgatrio is used going 2nd.
 

Linear archetypes are easy to learn, but you can stop the opponent's play once you know their game plan (like their end board for example).  Non-linear archetypes are about adaptability and not care about their gameplan - hence they have multiple ways to start their combos, and are very hard to stop, as they have multiple routes to take.

 

 

 

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How to make a fun and balanced deck

The very first thing you want to do when making a custom archetype is thinking about what you want your cards as a whole to do.  It can be something inventive, or it can take from existing archetypes that inspire you.  You'd want to win with something that you yourself have made as a whole, but at the same time, you want to make sure your opponent can play against you, as yugioh is a 2P game (action and reaction).

  • Choosing a theme: The theme off your archetype is what gives the archetype its identity.  This is what you make your cards to do.  For example, if the theme is "the less cards you have in your main deck, the stronger your monsters become." this brings some parallels to Green Maji Da Eiza if you want to banish cards.
  • Designing your cards: You want to design your cards so that they centre around the theme you are trying to do.  For example, if the theme was "the less cards you have in your main deck, the stronger your monsters become." then you'd want cards in your archetype to banish your cards from your main deck with Pot of Desires as your tech.  The simpler your idea is, the easier it will be to design your cards around that idea.  You'd also want effects that work well going 1st and 2nd. 
  • Balancing your cards: Usually people would want to put a hard once per turn on their cards to prevent loops from occurring. It usually comes in the form of "You can only use this effect of 'X' once per turn." where X is the card name. You can also do that in the form of "You can only use each effect of 'X' once per turn, which is the most common way of saying a hard once per turn.  And the last form of saying a hard once per turn is "You can only use 1 effect of 'X' per turn, and only once that turn.
  • Playtesting your archetype: This is the most important step.  You want to have a few rounds to see what it wrong with your archetype.  It takes like a month or two to get your archetype well tested, that's fine.  Like a piece of art, it needs time to hone itself.  Get someone who knows BOTH PSCT and card balancing to make sure your cards in your archetype are alright in terms of effects.

Going 1st means to set up an end board for your opponent to play against you going 2nd, but you want to keep the negates to a minimum.  Going 2nd means to break a going 1st end board with cards that  can push for game with high stats, back row removal, monster removal.  

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