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Tinkerer

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Florassassin

 

A FIRE Attribute Plant-based excavation archetype.

 

The deck is full of handtraps of varying levels whose goal is to kill off opponents' monsters as a prerequisite to establish your own board. This is because the deck's main gimmick is to declare another archetype member and if that monster is within a certain amount of excavations, the opponent's card is destroyed and your monster is Special Summoned. Because of this, the archetype has surprisingly little searching, but a ton of Deck manipulation.

 

The deck also runs a lot of traps to supplement their stun playstyle. They don't have any in-archetype Extra Deck bosses and instead rely on their Main Deck's easy-to-summon big monsters.

 

[spoiler Example]

Florassassin X

FIRE 7*

Plant/Effect

If your opponent's monster in the Extra Monster Zone activates an effect (Quick Effect): You can discard this card and declare 1 "Florassassin" monster's name. Excavate cards from the top of your Deck until you excavate the declared card. If you excavated the declared card within 7 cards, destroy the opponent's monster and Special Summon the excavated monster. If not, send your excavated card to the GY. Send the remaining excavated cards to the bottom of your Deck. If this card is Special Summoned by the effect of a "Florassassin" card, you can look at the top 5 cards of your Deck and send any number of them to the GY. If you send all 5 cards to the GY by this effect: Destroy 1 card your opponent controls. You can only use this effect of this card's name once per turn.

2650/1800

 

 

 

Terrier Cotta

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Terrier Cotta

An EARTH Beast archetype that focuses on an array of Continuous Spells and "dog" monsters. Said monsters, which aim to form greater Fusion Monsters, inflict small bites of effect damage enough for the Continuous Spells to accumulate and deal the final blow.

 

Future-0 (that's the name of the next archetype)

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Terrier Cotta

An EARTH Beast archetype that focuses on an array of Continuous Spells and "dog" monsters. Said monsters, which aim to form greater Fusion Monsters, inflict small bites of effect damage enough for the Continuous Spells to accumulate and deal the final blow.

 

Future-0 (that's the name of the next archetype)

you need to actually post atleast 1 card for your prompt

 

*skip*

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Terrier Cotta

 

An Earth Beast-Warrior Archetype. Its main focus is activating effects from the graveyard by banishing themselves. The boss monster allows for the Terrier Cotta monsters to be put back into the Gy so the effects can be used again and also having the possibility of bringing them back to the field with other spell or trap effects.

 

Terrier Cotta Spearman

Lvl.4.

Earth/Beast-Warrior/Effect

ATK:1400 DEF:600

If this card is in your GY, you can banish it to activate this effect: Deal 100 for each other "Terrier Cotta" monster in your GY.

 

 

Shadow Circle

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  • 3 weeks later...

I'll just do both.

 

Future-0

 

A high-flying archetype of steampunk-wielding monsters.  They don't have a specific type, but they are all WIND Attribute.  Despite the fact they're all Level 3s, they all have the effect to increase their Level by 1 for each other "Future-0" monster, enabling them to be surprisingly good at summoning Rank 5/6s.

 

Their playstyle revolves around detaching Xyz Materials to gain further advantage... and that's before we get to the Xyz monsters.  The Xyzs don't have detach effects and are focused on snatching the opponent's Extra Deck monsters to use as Xyz Material while also gaining effects whenever one of their Materials is detached (a la "Battlin' Boxer Lead Yoke").

 

The deck has many effects that constantly keep the monsters in motion and their versatility allows for them to make unpredictable power plays.

 

[spoiler=Card]

Future-0 Timothy Tomcat

WIND ***

Beast/Effect

If this card is detached from an Xyz Monster and sent to the GY, you can send the top card from your Deck to the GY; Special Summon this card, but it cannot be used as Xyz Material this turn.  Once per turn: You can increase this card's Level by the number of "Future-0" monsters you control.  You can target 1 Xyz monster you control with Xyz Material and 1 monster your opponent controls; detach 1 Xyz Material from your monster, and if you do, halve the ATK and DEF of the opponent's monster.

300/1400

 

 

 

Shadow Circle

 

A organization of DARK Psychic manipulators.  They desire to control their opponents, forcing them into actions that will ultimately benefit the Circle.  As an archetype, they have a common quick effect that allows them to move each other or the opponent's monsters into different columns.  They also have many continuous spells/traps that benefit from the opponent/yourself having monsters in the same column as them.

 

On the whole, the archetype is fairly straightforward, trading your monsters/spells and traps in and out while stunning your opponent until you can bring out their 3-mat Synchros or achieve their Field Spell's absurd win condition (that makes you form a specific shape with the cards on board).

 

[spoiler=Card]
Shadow Circle Underbelly

Continuous Spell

When this card is activated, you can send 1 "Shadow Circle" card from your hand to the GY to draw 1 card.  If a monster you control is in the same column as this card, all battle damage you take is halved.  If a monster your opponent controls is in the same column as this card, double all battle damage your opponent takes.

 

 

 

 

Obsoelite

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Obsoelite

 

An archetype of Normal Pendulum Monsters that offer massive bonuses to Normal monsters on the field. Their Pendulum recovery is god-awful, but their Graveyard recycling makes them excellent support for any normal Deck.

They're all also modeled after series one cards, particularly those belonging to Yugi Motou and Joey Wheeler

 

 

 

[spoiler=Card]
Obsoelite Dark Wizard

DARK Level 7

2500/2100 4/4

Spellcaster/Pendulum

 

M: The ultimate wizard in terms of attack and defense long ago. He has picked up some new tricks to take back his title.

 

P: While you control a Normal Monster, you can activate quick-play spells from your Hand, even during your opponent's turn. At least 1 Normal Monster must remain on your side of the field to resolve a spell activated this way. 

 

 

 

 

Super Mekka-Gerbil

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Super Mekka-Gerbil

Gerbils within weaponised balls kinda like wrecking ball from overwatch if you play. Their play stylenis centered around getting attacked and activating effects that require them to bounce back into the hand. Their boss is a supercute loveable furball thats in a pink transparent sphere of death that can be special summoned by sending all Super Mekka-Gerbils back to the hand also activating their effects.

 

EX Super Mekka-Gerbil Pale

***

Earth/Beast/Effect

When this monster is attacked send this card back to the hand and target 1 face-down card on the field; destroy it.

ATK: 1000 DEF 1600

 

Maskeraid

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Maskeraid

 

This Pyro-Type archetype is based on all manner of celebration, simultaneously the dancers at a masquerade and the fireworks they use to celebrate. Not only are most of them Rekindling targets, even Rekindling's drawback benefits their literally explosive playstyle.

 

You see, Maskeraid is one of the lucky archetypes to have the distinction of being hypothetically immortal, given their ability to repeatedly banish things, trigger effects off of being banished, and having several ways to put themselves back into the Deck from being banished; this party doesn't end unless the planners screw up. They also have multiple Field Spells with the ability to load your Graveyard with archetype members to set up said banishing, so really you can use the exact same archetype to play control, aggro, or OTK whenever you so please, or even a combination of the three to fight multiple opponents without needing to touch your Side Deck.

 

While the Main Deck members are definitely able to proc one another, it's the ability to choose between Link, Fusion, and Synchro Summons, and even a rather disgusting Main Deck boss, that makes this archetype so threatening; the only way to be sure you're beating Maskeraid is to specifically build against them with anti-banish or anti-Special Summon techs, and even those are liable to be decimated if they happen to have one of their Traps on deck to get rid of those direct threats.

 

As for building them . . . literally always run 3 Dansparkler. She's your best searcher in a Deck that has several, your archetypal Ronintoadin, a Level 1 Tuner, and is a Compulsory when banished. There is no variant of this Deck that doesn't want her. For context, this Deck also has an archetypal Kaiju and a Dragon Ruler wannabe.

 

Maskeraid Dansparkler

FIRE - Level 1 - Pyro/Tuner/Effect - 300/200

If your opponent declares a direct attack: You can Special Summon this card from your hand, and if you do; you can Special Summon 1 Level 4 or lower "Dansparkler" monster from your hand or Graveyard, then negate that attack. If this card is Normal or Special Summoned: You can add 1 non-Tuner "Maskeraid" monster from your Deck to your hand. While this card is in your Graveyard, you can banish 1 other "Maskeraid" monster from your Graveyard: Special Summon this card from your Graveyard. If this card is banished, you can target 1 face-up monster your opponent controls: Return that target to its original owner's hand. You can only activate each effect of "Maskeraid Dansparkler" once per turn.

 

Splendrone

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Splendrone

Light Machine monsters who focus on negating effects which force monsters off the board. They have to be removed by battle and their backrow keeps that from being an easy task. Luckily they have average to horrible attack stats that their backrow is supposed to help boost. They are also prone to having their effects negated.

 

Splendrone Hyper Propeller

Equip Spell

Equip the only to a "Splendrone" monster. That monster gains 600 ATK and this ability; by discarding 1 card, you can negate its destruction by battle. If this card is destroyed by card effects; destroy the equipped monster.

 

Roseary (Rose/Sear/Rosary)

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Roseary

 

Welcome to the craziest archetype of demonic demon hunters YGO could ever offer.

 

This archetype follows a staple of comics and anime- a monster that hunts other monsters. In fact, the entire FIRE Zombie archetype is centered around "Roseary Huntrigger", a pastiche of Hellsing's Alucard and Marvel's own Blade, who carries an interesting set of effects. First, he's your primary searcher, fitting for an archetype that is guaranteed to be Summoning him every single Duel. Second, he's got a Quick Effect discard to negate the effects of a monster on the field. Thirdly, if the monster that it targeted leaves the field during the same turn it was targeted, he revives an archetype member and pops a card. Because of the way these effects trigger, using the target as Link or Synchro Material will almost inevitably end in the death of the thing you made with it, because the destruction effect is ready to go before the monster even hits the field; negation on the new monster is useless.

 

As for rest of the archetype itself, it features a bunch of monstrous lads and ladies who all act under Huntrigger's command, based on classic monsters of all kinds- some are based on movie monsters, some are mythological monstrosities from various mythos, a few are explicitly modern creatures, but all are carrying some way to take down the monsters they hunt, and carry bonus effects if Huntrigger is coordinating their hunt (is on the field).

 

They do have a couple of Link bosses that explicitly treat themselves as Huntrigger on the field, but the archetype is pretty lacking for consistent ways to climb up to the Link-5 that carries one each of a negate, a banish, and a steal each turn.

 

Roseary Gorgatling

FIRE - Level 3 - Zombie/Tuner/Effect - 800/2100

If this card is Normal Summoned: You can Special Summon 1 "Roseary" monster from your Deck, except "Roseary Gorgatling". You can only activate each of the following effects of "Roseary Gorgatling" once per turn:

●If a "Roseary" monster is Summoned, and you control both this card and "Roseary Huntrigger": You can banish 1 card from your opponent's Graveyard, then reduce the ATK of all monsters your opponent controls by 200 for each of their banished cards. Your opponent's monsters whose ATK is reduced to 0 by this effect are banished when they leave the field.

●If this card is in your Graveyard, and you control "Roseary Huntrigger" (Quick Effect): You can Special Summon this card from your Graveyard.

 

Almaster

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Almaster
 
A divine peacekeeping force of WIND Fairies that answer to the trio of Level 10 LIGHT Pyro, Aqua, and Thunder monsters known as the Almasters.
 
The WIND Fairies are Levels 1-4 and their strategy involves lots of tributing and 2-for-1 trades that are then offset by each of the Almasters.
 
Each Almaster has a Special Summon condition that allow them to be summoned after tributing a certain amount of cards (or more) and their summon allows you to recoup most if not all of those lost resources.  Furthermore, each Almaster can be returned to the hand if another is summoned, allowing you to trigger multiple while also tagging their powerful on-field effects in and out.
 
Their Spell/Trap lineup is minimalistic, but aims on increasing consistency and preventing interruption.  Most of it is archetype-locked though.
 
[spoiler=Card]
Guardian of the Almasters
WIND ***
Fairy/Effect
If this card would be destroyed by battle or card effect, you can tribute 1 "Almaster" monster in your hand or you control instead. If this card is sent from the field to the GY, you can target 1 other "Almaster" card in your GY; add it to your hand. You can only use this effect of "Guardian of the Almasters" once per turn.
800/2000

 
Mescramality
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Mescramality

They say big things come in small packages. This decks focus is summoning a special little guy called a Mescramal Token, then they beef that little guy up to the point of where it becomes a legitimate problem. Most of the monsters have a simple effect when summoned to get one of these tokens on the field as well as having effects that give said token effects to essentially make it anything you want. The token can also choose its type and attribute giving it a ton a versatility in terms of support. The main deck monsters themselves are of scattered attributes but are all spellcaster type. Think of them as wizards and witches experimenting in buffing spells and needing a dummy. Also the backrow is near non-existent except for an archetypal Jam Breeding Machine.

 

Ex:Mescramality Ivory Ilex

***

Light/Spellcaster/Effect

When this card is summoned you can choose 1 type and attribute and special summon 1 "Mescramal Token" (*/?/?ATK:500/DEF:500)to the field, that token becomes that type amd attribute. Once per turn, you can target 1 "Mescramal Token" on the field and give it 500 ATK/DEF.

ATK:1400/DEF:1400

 

Spriggan

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Spriggan

 

A series of Level 1, 3, and 5 FLIP Plants that focus on Xyz Summoning and Rank-Up/Down-Magics.  Their main gimmick is FLIP Xyzs.  They'd steal opponent's resources to flip themselves face-down, while their FLIP effects are mostly used to add to consistency.

 

The Xyzs themselves don't have detach effects but a lot of their backrow support becomes more powerful if you can detach materials to power them.  Overall, the deck is pretty slow, but they are very capable at breaking boards and are themselves difficult to get rid of.  Prepare for a long duel if you see a Spriggan pop up.

 

[spoiler=card]
Spriggan X

DARK R*****

Plant/Flip/Xyz/Effect

2 Level 5 monsters

You can also Xyz Summon this card in face-down defense position.

FLIP: Add 1 Plant monster from your Deck or GY to your hand.  If this effect activates during the Battle Phase, your opponent cannot activate cards or effects in response to this card's effect.

You can target 1 random card in your opponent's hand; flip this card into face-down defense position, and if you do, attach that card to this card as Xyz Material.  You can only use this effect of "Spriggan X" once per turn.

2000/2500

 

Spriggan Y

Normal Trap

You can target 1 face-down monster you control; flip that target into face-up attack position or face-up defense position.  If the flipped card is a "Spriggan" monster, you can return 1 face-up card your opponent controls to the hand.  If this card is in the GY: You can detach 2 Materials from an Xyz monster you control; Set this card but banish it when it leaves the field.

 

 

Undersea Gigant

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Undersea Gigant

A collection of Water Rock Monsters, Levels 6-9. Who act as extra protection to Water Monsters since they essentially giant underwater caves. They have high defense and all summon a "Gigant Token" when summoned through tribute summon. The goal for them is to protect said Gigant Token, which has high attack stats, and be their protectors, however since their effects work on water monsters in general, they could be splashed into different water decks as defense.

 

Undersea Gigant:Sacred Rock

******

Water/Rock/Effect

When this card is tribute summoned, special summon 1 "Gigant Token" (Water/Level 4/Beast-Warrior/ATK:2000/DEF:0). Once per turn,Water monsters on your side of the field cannot be destroyed by card effects.

ATK:0/DEF:2700

-Model Mk.

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Model Mk.

Model Mk. are a series of Machine FLIP monsters whose gimmick revolves around anticipating how your opponent will get rid of your cards.

Each monster places another "Model Mk." underneath it face-down.  When the monster on top leaves the field, it flips up the one under it and that one triggers if a certain removal condition is met (difficult to explain; see sample cards).

The backrow largely consists of equip spells that pigeonhole your opponent into removing your cards in the "proper" way while also strengthening your monsters to enable them to beat over threats.


Sample:
Destruction Model Mk. I
FIRE ***
Machine/Flip/Effect
FLIP: If this card is flipped by the effect of a monster that was destroyed by battle: Destroy all face-up monsters your opponent controls.
If this card is Summoned: Place 1 "Model Mk." monster from your hand or Deck underneath this card face-down.  (You can only gain this effect once per turn.)  If this card leaves the field, flip the monster underneath this card into face-up Attack Position (this is treated as a Flip Summon).
1300/1000

Destruction Model Mk. II
FIRE ****
Machine/Flip/Effect
FLIP: If this card is flipped by the effect of a monster that was destroyed by your opponent's monster effect: Inflict 3000 damage to your opponent.
If this card is Summoned: Place 1 "Model Mk." monster from your hand or Deck underneath this card face-down.  (You can only gain this effect once per turn.)  If this card leaves the field, flip the monster underneath this card into face-up Attack Position (this is treated as a Flip Summon).
1900/600

 

Next: Talismania

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Talismania

Talismania is an archetype of DARK Fiend monsters that get their strength from a bunch of Continuous Spell Cards, mainly revolving around maintaning The Charm of Talismania on the field so that the remaining Talismania can empower each other

The Charm of Talismania

Continuous Spell Card

Other "Talismania" Spell/Trap cards you control are unaffected by your opponent's card effects.

 

Talismania Summoner

DARK ****

Fiend/Effect

When this card is Normal Summoned, you can add 1 "Talismania" monster or "The Charm of Talismania" from your Deck to your hand. If you control at least 3 "Talismania" Continuous Spell Cards, you can destroy 1 card your opponents controls. You can activate each effect of this card once per turn.

 

Next: Sandestructor

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Sandestructor is an archetype that consists of EARTH Machine main Deck monsters and EARTH Rock Link-1 monsters. Their main gimmick is to destroy other "Sandestructor" cards in order to activate their effects.  Their continuous Spells/Traps have this common trait where they all Summon a "Sandestructor Evil Effigy of *name* Token" when destroyed. Those tokens are used as materials for their Link-1 monsters as they all require a "Sandestructor Evil Effigy of *name* Token" as materials, each with a different name. Being Link 1 monsters mean they have low stats but they compensate that with their protection & control-drifted effects.

Appearance/Design wise: Imagine the main deck cast as shadowy humanoid figures wearing Construction workers' clothing and equipment, while some are riding construction machines. The Extra Deck monsters are giant living rock status, each represents a mythological creature from a different mythology, like The Sphinx, Ymir, Goliath, Simorgh, etc. The Spell/Trap lineups describes the "journey" of the main deck "Sandestructor" monsters as they destroy the statues that seals away the destructive power of the "Sandestructor" giant Link Monsters.

Next: Simorai (Simorgh + Samurai)

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Simorai:

 

An archetype of WIND Winged Beast Pendulum monsters whose Pendulum effects allow you to treat Simorai in different places as Warrior type in addition to Winged Beast. Their monster effects give you bonuses when you control 3 or more Spell or Trap cards, but they're a bit too honorable, and destroy themselves when you control no Spells or Traps, with no way out of it. They have a Link 3 that gives protection from card effects to the Spell/Trap cards it points to.

 

Examples:

Simorai Of the East

Level 4

Pendulum Scale 3

WIND

Winged Beast

Pendulum Effect: While this card is in the Pendulum Zone, "Simorai" cards in your GY are also Warrior monsters.

Monster Effect: If you control 3+ Spell/Trap cards, all "Simorai" monsters you control gain 300 ATK for each Spell/Trap you control. If you control no Spell/Trap cards, destroy this card. This effect cannot be negated.

ATK 1500/DEF 1000

Simorai, Lord Protectorate

Link 3

Materials: 1+ WIND Warrior monsters

Effect: Spell/Trap cards this card points to are unaffected by card effects. When this card is Link Summoned, you can place 1 "Simorai" monster from your face-up Extra Deck into one of your empty Pendulum Zones. If you control 3+ Spell/Traps, this card gains 1000 ATK. If you control no Spell/Trap cards, destroy this card. This effect cannot be negated.

ATK 2100

Next up:

 

Tinker Gnome

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Tinker Gnome are a group of LIGHT Fairy type monsters that all revolve around Synchro summoning and getting tuners on your field but they all struggle in ATK but are pretty strong in DEF their archtype could all revolve around keeping a field spell of a that can flip their ATK and DEF around during the battle Phase

Example

Tinker Gnome Guard

ATK 500/DEF 1800

level 3 effect monster

Effect: When this card is summoned add 1 tuner monster to your hand. If this card is destroyed by a card effect summon another Level3 or lower 'Tinker Gnome' monster from your deck to the filed in face-up defence position

 

Field Spell

Tinker Gnome Rebellious Hideout

Effect: If you control a face up 'Tinker Gnome' Card on your side of the field this card cannot be destroyed. During either player's battle phase Switch the ATK and DEF of all 'Tinker Gnome' monsters and switch all DEF posistion 'Tinker Gnome' monsters to ATK

 

Behemoth

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A small series of 5 absolutely massive EARTH Beast monsters. Their lowest level monster ("Prey of Behemoth") is Level 9. They can't be Special Summoned (except the big boss, because he's an XYZ monster), but their Tribute Summons cannot be negated, and they're unaffected by the effects of monsters whose ATK is lower than their original ATK. As the levels increase, they gain additional effects. "Prey" has only the 3 basic effects, while the others gain more protection, and the big boss monster is so hard to get out that Summoning it will essentially win you the game.

 

Examples:

Behemoth, the Hill

Level 10

ATK 3300/DEF 3300

EARTH

Beast

Effect: Cannot be Special Summoned. The Tribute Summon of this card cannot be negated. Unaffected by the effects of monsters whose ATK is lower than the original ATK of this card. Unaffected by your opponent's Spell effects.

 

 

Behemoth, the Primordial Planet

Rank 12

ATK 5000/DEF 5000

EARTH

Beast

Materials: 3 Level 12 EARTH Beast monsters

Effect: Must be Xyz Summoned, and cannot be Special Summoned in other ways, except by its own effect. The original Levels of the monsters used to Xyz Summon this card must be 12, their Attributes must be EARTH, and their type must be Beast. The Xyz Summon of this card cannot be negated. Unaffected by the effects of monsters whose ATK is lower than the original ATK of this card. Cannot be targeted or destroyed by your opponent's card effects. Unaffected by your opponent's Spell/Trap effects. Cannot be destroyed by battle. Cannot be banished. While face-up on the field, control of this card cannot be switched. When this card attacks a Defense Position monster, if that monster is a Sea Serpent or Winged Beast, inflict double piercing battle damage to your opponent. When this Xyz Summoned card is sent to the GY, you can banish all other "Behemoth" monsters from your GY. Special Summon this card, but negate its effects and banish it face-down when it leaves the field.

 

Since you can't manipulate monsters into becoming its materials, I gave it a ton of effects. Even gave it immunity to Borreload Dragon since it can't switch sides (that's what I intended, if there's a different way I need to word it, tell me).

And yes, I'm implying there are similar series for the other two primordial creatures, Leviathan and Ziz.

-----------------------------------------------------------------------------------------------------------------------------------

Next Up:

 

Skyvoid

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"Voidmaw" is an archetype of DARK Pyro monsters with 1000 ATK which focuses on repeated Link Summoning to tactically disrupt your opponents whilst gaining ATK and effect advantage.

Trivia: All monster names are some sort of anagram.

Voidmaw Actaprirh

Link 3 (Upper-Left, Up, Bottom-Right)/ ATK 1000

DARK/Pyro/Effect

2+ "Voidfeeder" monsters

Gains 1000 ATK x the number of "Voidmaw" monsters used for this card's Link Summon. When this card is Link Summoned: Banish 1 card your opponent controls face-down. Once per turn, if this card battles a monster it points to: (Quick Effect): Negate that monster's effects, also your opponent cannot Special Summon cards with the same name as that monster until your next Main Phase 2. You can banish this card from your GY, Special Summon 2 "Voidmaw" monsters from your Deck in face-up Defense Position.

 

Voidmaw Hcrith Mara

Link 2 (Mid-Left, Mid-Right)/ ATK 1000

DARK/Pyro/Effect

2 "Voidfeeder" monsters

Gains 500 ATK x the number of "Voidfeeder" monsters used for this card's Link Summon. When this card is Link Summoned: Shuffle up to 2 random cards from your opponent's field into the Deck. Once per turn (Quick Effect): You can Special Summon 1 "Voidfeeder" monster directly from your Main Deck, but it cannot attack this turn.

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3 hours ago, Vorpalblada said:

"Voidmaw" is an archetype of DARK Pyro monsters with 1000 ATK which focuses on repeated Link Summoning to tactically disrupt your opponents whilst gaining ATK and effect advantage.

Trivia: All monster names are some sort of anagram.

Voidmaw Actaprirh

Link 3 (Upper-Left, Up, Bottom-Right)/ ATK 1000

DARK/Pyro/Effect

2+ "Voidfeeder" monsters

Gains 1000 ATK x the number of "Voidmaw" monsters used for this card's Link Summon. When this card is Link Summoned: Banish 1 card your opponent controls face-down. Once per turn, if this card battles a monster it points to: (Quick Effect): Negate that monster's effects, also your opponent cannot Special Summon cards with the same name as that monster until your next Main Phase 2. You can banish this card from your GY, Special Summon 2 "Voidmaw" monsters from your Deck in face-up Defense Position.

 

Voidmaw Hcrith Mara

Link 2 (Mid-Left, Mid-Right)/ ATK 1000

DARK/Pyro/Effect

2 "Voidfeeder" monsters

Gains 500 ATK x the number of "Voidfeeder" monsters used for this card's Link Summon. When this card is Link Summoned: Shuffle up to 2 random cards from your opponent's field into the Deck. Once per turn (Quick Effect): You can Special Summon 1 "Voidfeeder" monster directly from your Main Deck, but it cannot attack this turn.

Did you not read the name all the way? The archetype is called "Skyvoid" not just "Void".

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Skyvoid

A DARK Winged-Beast archetype (how original...) with a Normal Summon and banish-based gimmick. All of them can be Normal Summoned while banished and if they're banished from the field they always take something with them.

Their bosses are just high leveled monsters that have heavy nuke effects on banish. Their backrow is pretty archetype-restricted but they usually allow for extra Normal Summons and/or banish your own monsters. While the effect texts themselves are pretty long, the deck itself is very straightforward and easy enough for a beginner player to handle.


Skyvoid Raav
DARK ***
Winged Beast/Effect
This banished card can be Normal Summoned. If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 "Skyvoid" monster, but banish it when it leaves the field. If this card is banished from the field, you can banish 1 Set card your opponent controls.
1100/300

Skyvoid Rooking
DARK 7*
Winged Beast/Effect
This banished card can be Normal Summoned. If this card is Normal Summoned, you can banish 1 "Skyvoid" card from your Deck; this card gains 400 ATK and piercing, but banish it during the End Phase. If this card is banished from the field, you can banish all monsters on the field whose DEF is less than this card's ATK on the field.
2400/2000


Tome Reader (Yes, this is a joke name off of Tomb Raider)
 

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Tome Reader
"Uhh, what does this mean?"

Made of entirely EARTH Attribute, Tome Readers embrace Ritual Summon mostly. At first glance, they may look like good Link Summon engine, but in fact they're serving to greater good. Weaker members of this archetype has generic bounce-special summon effects, beside of additional effects that empowers Ritual monsters when they Ritual Summoned by using these monsters. Archetype itself consists 6 normal effect and 4 ritual monsters, but can be expanded by ritual supports like Heralds.


Archbishop Tome Reader
EARTH
Spellcaster/Effect
Level 5 - 1200/2200

When this card is Tribute Summoned: Add either 1 "Codex" Ritual Spell or 1 Ritual Monster from your Deck to your hand, but you cannot Ritual Summon monsters for the rest of this turn, except "Tome Reader" monsters. If this card is used as material for Ritual Summon of a "Tome Reader" monster, it gains this effect:
●This card's attack cannot be negated.


Tome Reader - Fallen Horus
EARTH
Winged Beast/Ritual/Effect
Level 10 - 3300/2200

Must first be Ritual Summoned by "Codex of the Nightfall". While this card's current ATK is higher than original ATK, it can attack twice during the Battle Phase. Up to twice per turn, if this card destroys a monster by battle: Special Summon 1 "Tome Reader" Ritual monster from your GY, but its effects are negated.


Ex Machina (as in deus ex machina and diabolus ex machina)

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