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Archetype Game


Tinkerer

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Archetype of LIGHT Warrior-Type Gemini Monsters that focus on a variety of single-use effects for themselves, either ranging from stat boosting, negation capacities and various other things. However, much like other Gemini decks, they are rather slow and require all of the current Gemini support to even be effective.

 

However, if they get their engine going, they can win very easily.

 

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Black Day

 

(P.S. The AGM is dead lately)

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Archetype of DARK Plant-Type monsters. They have every kind of Extra Deck monster; Fusion, Synchro, Xyz, and Pendulum. They focus primarily on spamming Summons, and each contains an effect at the cost of banishing a "Black Day" card from your hand or Graveyard. They have decent ATK and DEF stats. Their Spell/Trap cards focus on recovering banished cards (shuffling into Deck, adding, Special Summoning, ect.). Each Extra Deck monster contains an effect that is active while your Life Points are lower than your opponent's (in case things go south).

 

Next:F.E.A.R.

 

(P.S. Almost done with the "Penumbral Fair" archetype)

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F.E.A.R. is an archetype of bats with one thing on their mind. Direct attacks. Each one cannot be destroyed and can send bats from their deck to the grave to negate effects. Each one is level 3, but their extra deck have to be summoned by a Mask Change-like card that banishes the tribute and summons an XYZ monster that attack directly. Once per turn(hard OPT), you can make your opponent reveal their hand and attach 1 monster in their hand as material for a cost of 1000 LP. By detaching, they allow your opponent to draw 1 card so you can draw 2. However, you can only control 1 FEAR XYZ monster.

 

Next archetype: Zarreck(must be a Zombie archetype)

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Zarreck

A FIRE Zombie archetype that recurs almost infinitely- what else is new? What about being similar to Pendulums, but not quite: Zarreck Continuous Spells and Traps gain Counters any time a monster enters the Graveyard, which they can ditch to save themselves . . . alternatively, they can give them up to bring back the Zarreck monsters in the Grave, with different bonuses and weaknesses depending on the card (for example, one ups ATK but negates the Summoned monster's effect, one gives an Ancient Gear clause but brings its target out in DEF, etc). As for the Zarrecks themselves, they're surprisingly competent at being a Synchro archetype, admittedly with most of their Tuners having restrictions (only FIRE monsters, only Synchro Zombies, have to be used for a monster with 3000 or less original ATK, etc). What really sets them apart, though, is the fact that their higher-Level Main Deck offerings (which go as high as 6!) are the Tuners.

 

(PS: What do you expect me to do?)

 

Buifon

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Buifon is a jellyfish archetype based on "poisoning" your opponent by forming a thick forest of them that act like small Cursed Seals by negating the effects of cards and other copies of them for two turns. To compensate for their negation effects, they lack attack and defense points in order to take offensives. Traps are insanely important for their defense. They have only 1 XYZ, but it can permanently negate the effects of 1 card name, however you can't activate that card either.

 

Next-Mountain Giant

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Archetype of Level 11 Monsters (yes folks; the first ever!). They can Normal and Special Summon at ease, but at the cost of their ATK and DEF. They have high original ATK and DEF. Focus primarily on Xyz Summoning. However, each comes with an effect that activates upon Tribute Summon. Their Spell Cards are all Field Spells.

 

Next: Petal Princess

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Petal Princess

A Plant-Type archetype that makes Synchro 10 and R5 easy, because they're- get this- purely Level 5 Plant Pendulums (about half Tuners and half non in the Main Deck), with Scales of 4 and 6 to go with this theme. What truly makes them atrocious is that they have ways to recur from the Graveyard, to get back their bosses and to get back members you've lost to Xyz or milling. There are two sub-gimmicks to them, each extended by one variety of boss:

1) They're "OTK Counter"- when your opponent would normally OTK you, these girls can eat up your opponent's resources to take them out next turn. This is continued by their Synchros, the Elder Petal Princesses.

2) They "floodgate flip"- breaking your opponent's floodgate mechanics to slam your own in their place. This is continued by their Xyz, the Crowned Petal Princesses.

 

Violetrap

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Violetrap

 

A cadre of assassins who trained deep in the bowels of the earth. Forsaking the lives they'd had, they trained to become powerful and saught the way to retain eternal youth. Eventually the group found themselves face-to-face with an enormous monstrous phoenix. The assassins, unafraid of the heat scorching them from above, pushed forward into the pheonix's nest and procured a golden egg. When the egg was shared in the evening meal, the assassins gained new life and the ability to bathe themselves in the womb of mother earth to reverse all maladies, even death.

 

So, yeah, with that cheesy intro out of the way, the Violetrap are a group of FIRE Fiends whose names are references to tools of torture and assassination. They have a single field spell that allows them to recur to the hand after being in the graveyard for some time, however their most important feature is their undying determination. All of them have an ability to target a card when they are Summoned, and instantly destroy it when they leave the Field. Add that to their level 4 status and the ability to contact fuse, and they show how heated a duel can really get.

 

Funghoul

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Funghoul

 

An archetype of Gemini monsters. Initially seeming no more then innocent EARTH plant-types, once they're Gemini summoned, they are treated as Zombie-type as well. They focus on swarming into massive hordes and slowing down your opponent as they all prevent special summoning. Luckily, they are all very fragile and don't really have a boss... Or do they? They're spell/traps mostly focus on letting them gaining additional normal summons and searches, but one trap card, which requires you to control 3 "Funghoul" Gemini monsters, is a trap monster with powerful attack whose effect heavily supports other "Funghouls".

 

 

Skeletonne

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Skeletonne is a zombie archetype. While they have to the normal zombie ability to summon from the grave, they can change your opponent's monsters to defense and can attack directly if your opponent has only defense position monsters. They then can exploit cards like Gozen Match and Vanity's Emptiness by making it impossible for your opponent to overlay, synchro, or fusion.

 

Next: Zula

 

Must be based on the African tribe Zulu.

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A set of EARTH Warriors that are all lower-leveled, with no ATK higher than 1500 in the whole archetype, but with great swarm abilities and bonuses against monsters with higher levels than them. Said bonuses get better the lower the monster's level is, making their only Level 1 monster, Zula King - Shaka the Magnificent, the defacto boss of the archetype. To round out the archetype, they have a trio of Continuous Spells that increase their ATK and afford varying other bonuses, like battle protection or piercing, based on their battle formations, and a Field Spell that affords a decent ATK boost and the ability to raise the level of an opponent's monster by an amount equal to the number of "Zula" monsters you control. With all of this, you'd think they'd be rather OP, but since the archetype only has a few monsters, the Zula either go big or get wrecked. They have no Extra Deck monsters.

 

(As a bonus, here's the archetype's theme song.)

 

Songha (must be based on the Songhai Empire)

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And who says Yugioh isn't educational?

 

Songha is an archetype of level 2 monsters that can send your opponent's monsters to the graveyard at the cost of your life points. The lower your LP is, the better your benefits are, such as an archetype-specific Hope for Escape or field dominance, but if your life points are 3000 or more lower than your opponent's, the field spell, "Songha Imperial Palace", becomes a one-sided Lose 1 Turn. The monsters not only inflict piercing damage, but can double that damage.

 

You can now call yourself a Low Health Hero.

 

Next: Commando

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Commando

Six Warriors, one of every Attribute, and all odd-numbered Levels. They're a battle archetype, but they're dirty cheaters about it: Direct attacking, acting like a Gran Mole for anything that attacks them, damage they do being doubled if there's a face-up Spell on the field, Armades clauses, extra Battle Phases, the whole kit and kebang. Sadly, they can only SS themselves if there's an active Field Spell, so you're really screwed if there isn't one . . . but if there is, they're Pendulums without being Pendulums, as some members (DARK, FIRE, and WIND) can return to the field so long as there's an active Field Spell, regardless of how many times they're killed. Dirty, dirty cheating OTK archetype.

 

Argoknight

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Commando

Six Warriors, one of every Attribute, and all odd-numbered Levels. They're a battle archetype, but they're dirty cheaters about it: Direct attacking, acting like a Gran Mole for anything that attacks them, damage they do being doubled if there's a face-up Spell on the field, Armades clauses, extra Battle Phases, the whole kit and kebang. Sadly, they can only SS themselves if there's an active Field Spell, so you're really screwed if there isn't one . . . but if there is, they're Pendulums without being Pendulums, as some members (DARK, FIRE, and WIND) can return to the field so long as there's an active Field Spell, regardless of how many times they're killed. Dirty, dirty cheating OTK archetype.

 

Argoknight

Sounds like something I'd like. I'm doing this. /skip
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Argoknight, an archetype of WATER warriors that abroad the Argo, a ship in Greek mythology. Field spell "Argo" must be presented on the field for them to survive, although many cards will help search in the deck or "revive" your Argo from graveyard. Argo has effect that can special summon 1 Argoknight from your hand or your deck. Argoknight have effects varying from return the monster an Argoknight destroyed to opponent's deck, prevent Argo from destruction to boosting XYZ and Synchro Argoknights.

 

Spacebound Immortal

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Archetype of LIGHT Machine-Type monsters. They are all Level 10 and focus on Xyz Summoning. They all have effects solely to punish your opponent. The Main Deck monsters are destroyed if there's no face-up Field Spell.

 

Yorkist

 

Requirements: Must be based off the Yorkists of the Wars of the Roses; the rest is up to you.

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Level 4 LIGHT Warrior-Type that focus on heavy battle effects. Their effects vary if the opponent has the advantage or if you have it, but either way, their effects are beneficial to you. 

 

Their ace monsters are Xyz Monsters and are capable of Rank-Ups. 

 

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Hoʻomana

 

Requirements: Base it off of the Hawaiian religion (but you have free reign to decide its playstyle)

Make sure you are competent and design it properly.  

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A Toon-esque set of cards based on and around one Continuous Spell; Ho'omana Kumulipo. The three midbosses, Kū, Lono, and Kanaloa, and the main boss, Kāne, can only be summoned while Kumulipo is on the field, and the other monsters, named after various minor gods, gain effects that are (almost) always an upgrade on what they had if Kumulipo is on the field. Most Ho'omana monsters have an effect that can search or recover Kumulipo, but without it on the field, that's pretty much all they can do. There's also Ho'omana Kahuna, which, on destruction, allows you to search for either Kumulipo or any other Ho'omana monster.

 

The archetype also has a Field Spell based on a heiau, a trap based on the kapu, and a trio of Normal Spells based on prayers, Mālama ʻĀina, and the lomilomi massage.

 

(I hope I did the religion justice here!)

 

Next archetype: Sanctum (must have a field spell called Sol Sanctum)

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I'm not native Hawaiian, but I think a few of them might be happy to see their culture represented nicely.

Also, thank you for spelling words properly.

 

(So yeah, rep for good work :D)

 

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Anyway...

 

LIGHT Machine-Type monsters that revolve around control tactics. Their Field Spell, Sol Sanctum, allows them to activate their effects during either player's turn, letting you set up on the opponent when they least expect it. Most of their strategies revolve around limiting the amount of cards players can have on the field or summon at once, which would be nice against heavy Pendulum spam decks. Their ace monsters are Synchro and Xyz Monsters, and with enough resources, cause the opponent to literally be able to do nothing.

 

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Winter Dragon

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Winter Dragon

A WATER Dragon archetype focused entirely around slowing the gamestate to a crawl. In fact, they skip entire phases, lock out hand traps, and all in all infuriate everyone involved. With a certain setup, one can potentially render the Duel entirely unwinnable, and the Endless Battle Clause (normally a Pokemon rule, preventing people from playing Leftovers Wobbuffet or Funbro in singles tournaments) would have to be invoked for Yu-Gi-Oh!

 

Burning Walker

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Archetype of low ATK FIRE Monsters. They focus primarily on Tribute Summoning. However, the higher Level monsters can be Normal Summoned without Tributing, but at the cost of their ATK. All of them have an effect that allows you to Normal Summon 1 "Burning Walker" monster during your opponent's turn. They each have an effect that activates when they're Normal or Flip Summoned, and an effect that activates when they're destroyed (either by battle or by card effect). Their Trap Cards focus on punishing your opponent, while the Spell Cards focus on protecting your "Burning Walker" cards. Their Levels all vary.

 

Brethren of the Scythe

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Brethren of the Sythe is an archetype like Brotherhood of the Fire Fist. Each one of the five continuous spells search out a member, but instead of searching a beast-warrior, they search dark warriors. The Warriors themselves can be counted as 2 materials in the XYZ summon of their member monsters. Convenient seeing as how the only require 2 materials. The boss monster however requires 10 materials, or 5 Sythes and acts like an extreme Master of Blades, negating activations of card effects, then randomly destroying a card your opponent controls.

 

Next: Cultic Mafia

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Archetype of DARK Warrior-Type monsters with FLIP effects and a Normal Summon effect that reveals a card in your opponent's hand. Their Spell/Trap Cards focus on Summoning them and declaring card names in your opponent's hand, and discarding, banishing, shuffling back into the Deck, ect. Plus, each card has an additional effect that is activated by paying Life Points or increasing your opponent's (bribery much?). Their Extra Deck monsters are unaffected by your opponent's Trap effects.

 

Hive Harvester

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Hive Harvester

An Insect-Type archetype that takes inspiration from "social insects", like ants, bees, and termites. While yes, you can technically function with only the lower-Level members, and they can swarm decently well, what you really need in this archetype is "Hive Harvester - Absolute Queen", their boss with a Towers Summoning requirement and who breaks the game about as much. For the most part, as an Insect Pendulum Xyz archetype, you'll only get to use their Scales if your members die or get Tributed for Absolute Queen . . . or get put in the Extra Deck by Absolute Queen herself, which is but one of her effects. She is essentially a Skill Drain for anything that isn't Insect-Type, is immune to basically every form of removal under the sun, and is a reverse Castle of Dark Illusions- she pumps up her ATK and DEF by 200 every turn times the number of Insects on the field. To make matters worse, each archetype member gains an effect, or at least a sizable stat boost, if she's on the field . . . The only thing really holding back this terror of an archetype is that each of the more powerful archetype members is limited to 1 on the field by their own effects.

 

Duel-Edge (pun on "Dual-Edged", a type of bladed weapon that's sharp on both sides: like classic knight's swords)

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Duel-Edge is an archetype of paladins that, when inflict damage to your opponent, inflict half of that damage to you. This deck is one where you have to consider if the risk justifies the benefit. In this case, when you inflict damage to yourself, they allow you to gain hand advantage. Each monster is a level 5 and they have pendulums that are level 3 tuners, so Beelze is a common play for them. They have no spell support, but several counter traps that basically prevent your opponent from even having a turn.

 

Next: Illuminati

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