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Archetype Game


Tinkerer

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Phase Phantom (funnily enough, I came up with a similarly-named archetype a month ago; still need to finish it)

 

A group of and DARK-Attribute monsters that all one thing in common: They can Xyz Summon Monsters from the ED while banished. How, you may ask? Because they're only "Phased Out," they're on the field but NOT on the field at the same time, only when Xyz Summoning, of course. And what do they Xyz Summon? Powerful monsters that focus around banishing your opponent's cards and phasing them out for a set amount of turns, keeping them from using cards with the same name as them until then. Their primary weakness, however, is that if they try Summoning non-archetypal Xyz Monsters they end up having their effects negated... permanently.

 

"Aghanim's" (Order)

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Archetype of EARTH Warrior-Type monsters. Most of their ATK is 1500 or lower, and they each have a "When this card is Normal Summoned effect", and a "If this card is Special Summoned" effect. So their power doesn't come from their original ATK; it comes from their effects. However, their Extra Deck monsters are Fiend-Type monsters. The Extra Deck monsters effects are mainly removal effects (return, shuffle, destroy, send, banish). They also have a series of Continuous Spell/Trap Cards that enhance their stats and recover them. However, each of these have a cost to activate.

 

Ghastly Terror

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Ghastly Terror

This is a DARK Fiend-Type archetype of pure nightmare fuel, with disturbing artwork, names that push the limits of TCG naming, and unsettling effects. Similar to Reptilianne, they drop the stats of your opponent's monsters to 0, and they enjoy horrifyingly effective stun effects if a monster with 0 ATK and/or DEF is on the field. Not only that, they lock out all Summons besides the Summon of archetype members if there are 3 or more such monsters out. But wait, there's more: If your opponent does manage to somehow get out a Towers out, or has any monster you're seriously worried about, they have a 0/0 Lava Golem clone that lets you Tribute anyone's monsters. They do have one distinct weakness, however, that you wouldn't expect: If any of them is targeted for a card effect, they all commit suicide, a major setback considering that they can't be Summoned from the Graveyard.

 

Mithril Maiden (an Iron Maiden is a woman-shaped coffin lined with spikes that was invented in the 1800s as an exhibit in medieval torture sideshows, and Mithril is a fictional metal tougher than any mortal substance)

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Mithril Maiden

 

An archetype of low ATK DARK and EARTH attribute Fairy-type monsters, Mithril Maiden focuses on trapping your opponent's cards and dealing damage to your opponent as a result. At first glance, they seem like innocent young woman, but you wouldn't want to go up against these guys. They can destroy monsters that are immensely more powerful than them, and then equip them from the Graveyard as equip cards. But there's a catch: these cards cannot deal damage by battle, but none of them can be destroyed by battle. Instead, after a certain amount of turns, they start inflicting damage depending on the cards that are equipped to them. The more damage dealt by card effects, the stronger these cards become, and the more effect damage they create. You have the choice to inflict all of the effect damage caused by these cards onto yourself. Yes, you heard me correctly. The more effect damage you take by a Fairy-type monster, the more powerful these Maidens' effects become!

 

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Generation Shift

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Generation Shift

Start with a Level 4 Normal Tuner, and a small archetype built expressly to get it onto the field and get it back once it leaves. Then give it a handful of Fusions in line with some unholy amalgamation of Gladiator Beasts and Eidolon, and a Synchro of every Attribute with floating effects for days. However, these initial ED monsters lack real firepower, for all their consistency and ease of use. No, what makes Generation Shift shine is the fact that they have a Mask Change/Assault Mode gimmick. Tribute an archetype member of a given Attribute, get that Attribute's big boss from your hand, Deck, or Graveyard. And, just in case you weren't yet sold, each of the big ones floats into any archetype member except themselves, ignoring Summoning conditions.

 

Repentagram

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Repentagram: Level 3 Spellcasters that reverse corrupt themselves. No joke! Each one is a cultist in a demon mask, and they can be used on their own to summon ascended versions of themselves! Every three ranks is a new stage, with new powers and a more angelic appearance. Their only weakness is they only have one RUM, meaning Spell recycling is a MUST-HAVE.

 

Star-Studded

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A small set of six high-leveled monsters - one of each attribute, of course - that are all boss monsters in their own right, with pretty easy summoning conditions (attribute-specific though they may be) and effects that would make any self-respecting duelist wary. However, their stats are universally lame, with not a one going above 1500 in either ATK or DEF. This is because they gain power for being the highest-level monsters on the field, and lots of it. To assist in this, their effects often involve level manipulation, both of themselves and the opponent's monsters. Finally, they have a single support card - a field spell that lets you treat monsters on the field, in the graveyard, or in the banished zone (but not all three at once) as a given attribute. It also searches a Star-Studded monster upon destruction.

 

Cerebrite.

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Cerebrite

LIGHT Psychic monsters with an interesting double gimmick: Token generation and nontargeting OPT Creature Swap effects. Essentially, during your turn, you get a free 0/0 Token, and then during either player's turn you can trade that Token tor a monster your opponent controls. It's an interesting flavor of control beatdown, and you're actually not limited to giving your opponent the Token- if you're so inclined, you can hand your opponent anything on your side of the field, letting you saddle them with any number of restrictions or exceedingly dumb monsters while keeping the Token for Synchro or effect fodder. The only real complaint is the usual ones with Psychics of running out of Life Points, coupled with occasional brick hands given the number of archetype members that are Level 5 or higher without a self-Summoning effect.

 

Illidium (Ill + Iridium)

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Remember the Lambent from Gears of War?

Yeah. These unstable Zombie-type monsters can do nothing other than multiply and mutate, but damn do they do it well. With some scattered levels, they have a bit of Monarch in them sonce they can compound tributes, making a monster worth the number of tributes used to summon it +1. This results in building up powerful level 7+ monsters that then shatter into a bunch of level 5+ monsters. And some of their weakest monsters grant extra Normal Summons, making it easier to summon higher level monsters faster. Downside, thye have Double Summon syndrome: you can't gain more than two extra Normal Summons.

OK. Please don't hate me for this:

Fish Tanks.

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Remember Fishborgs? Think of their brothers in panzer tanks. WATER Machines that focus on Special Summoning themselves from nearly anywhere on the field and making large bosses with them (note: Xyz, Synchro, Fusion, Ritual). To avoid getting themselves banned like Blaster did, all of them do have hard OPT on their summon effects, and also some specific restrictions. But otherwise, time to roll out WW2 with fishes. 

 

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Trigger Warning

 

(You can figure out what this is, but up to your if that's where you decide to take this prompt)

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Traps modelled after guns-cannons in the tcg. They are continuous spells and each has a trigger-like the opponent activating a second spell in one turn or summoning a level 7 or higher monster. When triggered they counter whatever triggered them and deal 800 damage, then destroy themselves. There is also the single monster Trigger Warning Ammo Reloader, a level 7 DARK Machine that can be special summoned if you have five Trigger Warning traps in the grave.

 

Manticore Corp

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Manticore Corp

DARK Fiends that essentially work like Infernoids meet Hierartics with a dash of The Calculator- what you want to do is toss fodder on the field, Special Summon from the hand by Tributing, Special Summon from the Graveyard by banishing, and everything gains stats based on the combined Level of the monsters you control. You can build up solid, ridiculously powerful fields quickly with the right hand, and to mediate bricking they essentially have a Terrortop/Dekatron in one card, as well as a Stone of Legend clone that can be banished for even more searching- you do the math. Regarding everything else, they have exactly 10 members, the last of which being a Level 11 Fusion that works similarly to ABC (They skip Level 10). Still, though, their biggest issue is bricking. Despite how frustrating it may be, you will need to alleviate the amount of banishing necessary to keep field presence with Xyz that do nothing for your power potential, or with use of Pot of Avidity.

 

Diamark

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Archetype of DARK monsters. They're capable of attacking your opponent directly. However, that also means that their ATK is low (most don't exceed 1000). However, you can trigger their effects when they inflict Battle Damage to your opponent (Ex: If this card inflicts Battle Damage to your opponent: You can add 1 "Diamark" Spell/Trap Card from your Deck to your hand). They do have cards that increase their ATK, so you don't have to worry too much about them getting squashed like bugs. Their Extra Deck monsters each have an effect that allows them to give up any amount of their ATK in exchange for increasing the amount of another "Diamark" monster you control.

 

Samurai Zombie Nation

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Samurai Zombie Nation

The horrifying love child of Six Samurai, Shiranui, and Zombie World Zombies. To wit, these are Warriors that also treat themselves as Zombies on the field, in the Graveyard, and while banished (meaning that all Warrior AND Zombie Type support works for them all), and they spam so fast that you will practically never have a hand, which is fine given how much you'll be getting them out of the Graveyard. Also, Synchro plays. They're great at protecting themselves by having more members out, and they can do a bit of targeted destruction/forced discards when they protect themselves with their own effects. However, their best asset is banishing themselves for necessary quick effects in the form of stat changes and negation. However, the most hilarious weakness keeps them from Tier 0 insanity- if you control anything that isn't a Zombie or a Warrior, you can't use any of their effects, and you're barred from Special Summons. Basically, get Kaiju'd and you lose right then and there. Play against Ojamas and you lose. Opponent uses Creature Swap and you lose. Be super careful.

 

Time Goddess (Chrono Angel in the TCG)

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Time Goddess/Chrono Angel

Archetype of WATER Fairy-Type monsters which each have an effect that activates in your standby phase. They're fairly slow, but have a multitude of effects that actually allow you to repeat your standby phase, or conduct your standby phase at will, allowing you to build up momentum. They are very normal summon reliant, can do some other phase-related shenanigans, and their synchros can repeat once per turn effects.

 

Amoeborg (amoeba+borg)

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Amoeborg

Level 1 WATER Machines with a simple premise: divide. If one of them is destroyed or Tributed, you Special Summon another from the Deck. They also have self-Tributing effects for consistency or burn damage purposes, but with HOPT on each member for obvious reasons. They also naturally have their own Rank 1 toys, including an OPT self-perma-Honest and a watered-down equivalent to Dora, but if you can magically get yourself 4 Materials you're always going to go for their ultimate boss: Think 101 with a sort of Counter Counter effect. "Amoeborg Strepomega" can detach 2 Materials to absorb any card your opponent controls, and if your opponent negates your Summon, activation, effect, what have you, you can detach a Material to negate the negation, end the chain, and basically give your opponent half a Pot of Desires by banishing the top 5 cards of their Deck and giving them a draw. Stupid, yes, but keep in mind that all their Xyz require Level 1 WATER Machines as Materials- very, very hard to abuse.

 

Maglev Mortar (a "maglev" is a magnetic train like a bullet train, and a mortar cannon is essentially the modern equivalent to a trebuchet- big thing goes up, then it comes down and causes massive damage)

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Some unholy combination of ABCs and Volcanics. The monsters are mostly small LIGHT Machine-Type 'shells' which can be banished from the hand or field by their continuous spells, raining destruction, field wipes, and burn damage onto the opponent, as well as floating in a limited way. Their fusions use three specific materials, and can be contact fusioned by sending the continuous spell and the banished monsters to the graveyard. The fusions banish the monsters from grave as 'bullets', and can de-fuse only after all three materials are in the banish zone again. They're fast, swarmy, and very disruptive, but rely heavily on the continuous spells.

 

Monomyth

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Monomyth

Basically, think about what would happen if Lightsworn, Dark World, and Raidraptors joined into a single Rock-Type archetype. With thematic naming centered around heroes of various mythologies, these monsters practically vomit themselves onto the field, and enjoy sending everything in your hand and Deck to the Graveyard. Why? Revival and retrieval effects by the bucketload, floating Xyz, and of course effects that require banishing from the Graveyard. Oh yeah, and self-retrieving RUMs. What you're going to want to do is make very big Xyz beaters that you Rank Up into other big Xyz beaters on a dime. Very OTK oriented- either you win in one turn, or you wind up without a Deck.

 

Cue Curse

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"Okay okay...Calm down. apparently the curse's mark is branded to your hand, that way better than place on parts we ethically and logically cannot remove like your head...there 2 ways..only 2 ways, pray that your God is Truer than the others for next 2 days OR we can ask locals to amputate your hand using their traditional Obsidian Dagger and burn it to Di-spell that curse completely....

 

- Gabriel Baaba Mukudodo the local Forest Ranger, to his attacked expedition group's Scientist-

 

Archetype of DARK Union Monster compose of odd combination of Insect and Aqua-type monster from all things. but you don't want to equip these guys to your own monster since their equip effects is highly negative. but the most annoying aspect of them is their equip effect is extended using Curse Cue Counter that they place ones you unequipped it to latch to another victim, effectively applying the negative effect to multiple monster as long you equip 1 of them at the time at least once. they also have option to Fusion Summon but the better play for this archetype deck is to defuse  your Fusion...they have 2nd set of viciously potent trigger effect upon being defused

 

Antinemonic (Antinomy + Mnemonic, google each to be inspired)

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Antinemonic is... kind of messed up. It's a series of Level 2 Synchros that Accel Synchro over and over to form mightier and mightier monsters! The problem is, all their names have the same initals, so you have to use their full names to refer to them. Hence the "anti" in Antinemonic. But the other thing is, they're each themed after a paradox, each one a progressively more important pair of conflicting forces: Dark and Light(Level 8), Space and Time(Level 10), Order and Chaos (Level 12), etc.

 

Penjurer (Pendulum+Conjurer)

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Hello, Pendulum spammers the Deck. This Archetype focuses on CONSTANTLY searching and recovering Pendulum monsters from anywhere in your possession, then setting absurdly good Scales and going 5-monster boards nearly every time. Worried about them being the next EMEm/PePe or so on? Well, all of the members do have costs to pull off their effects, depending on the degree of power they want (i.e. banish their cards, sacrifice their LP, destroy stuff, etc.), so if you get greedy with searching and recovery, you'll find your resources depleted faster than it takes to say "stop".

 

tl;dr, think of all of the searchers for Pendulum decks meshed together into an unholy mess.

 

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Miscellaneous Regular

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You don't have to be knights nor Soldier to be a Hero ...everyone is born Hero... as long ones have just a speck of pure will power and determination, that person will able to slay beings more terrifying than a wicked dragon

- Queen Occamina the ruler of rebels, to its people-

 

Miscellaneous Regulars is  unique take upon concept of how archetype is constructed. at first you see them as a bunch of Normal Pendulum all with different Attribute, Type, and even Name.. and by that, i mean...neither one of them even properly named "Miscellaneous Regular"! but instead, the name "Miscellaneous Regular" is mention within their card Text..YES, THEIR NORMAL MONSTER LORE'S CARD TEXT! to take advantage of that their support S/T and Pendulum effect have ways to recognize the "archetype" member through their card text. kinda like the late support on Dark Magician that interact with names within card text. their playstyle is actually quite diverse, but mostly focus on draining your opponent resource so any Boss Card you tech in to the deck can finish your opponent with ease

 

Googolpede (Googolplex [ https://en.wikipedia.org/wiki/Orders_of_magnitude_(numbers)#10100_.28one_googol.29_to_1010100_.28one_googolplex.29 ] + Centipede)

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These super long bugs each take up two monster zones - while one is on the field, another one of your monster zones can't be used. They have a small monster lineup consisting of a bunch of high level DARK Insects which have amazing ATKs and can be normal summoned without tribute. If they are summoned with tribute, they summon a token to one of your monster zones instead of just occupying it, which has a fairly decent atk stat. They plus by battling, and naturally their spell/trap lineup includes Creature Swap-like effects to lock out your opponent with your bugs. Their boss takes up three monster zones and can be summoned like Lava Golem, with 4k in both stats. You can take back control of it by discarding 2 Googolpedes.

 

Raptor Ace

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Raptor Ace

Dinosaur-Type starship fighter pilots. Basically, think the Gradius monsters meet The Calculator: They each gain stat boosts based on the Levels of your monsters, and if they attack successfully you get a Token at the end of the Damage Step. These Tokens themselves are Level 1, but you have all manner of ways to boost the Levels of the Tokens- and only the Tokens. But wait, you can also Ritual Summon in this archetype, and your Rituals continue this gimmick and add a mix of the Six Samurai stuff and Greed Quasar- they can pop your own cards to protect themselves (and kill your opponent's stuff when they do) and they can boost their own Levels above 12. Absurd stat gain, the archetype.

 

Shogear ("Shogi", the Japanese equivalent of chess, + gear)

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Ah... shogi is Japanese chess.

 

Shogear is an archetype of DARK Machine monsters with levels ranging from 1 for the pawns to 7 for the generals. They have average to low-average atk stats, high defenses, and swarm easily. They have a multitude of search and add to hand effects, and can special summon themselves from the hand if a Shogear monster destroys an opponent's monster (but one at a time, they can't all trigger at once). They plus off destroying opponent's monsters by battle, and can eventually build up resources to synchro summon their level 12 monster, Shogear King, who can freely summon monsters from your opponent's graveyard and protect himself by tributing other Shogears, but is absolutely devastating if destroyed and has 0 atk.

 

Prime Material

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