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Archetype Game


Tinkerer

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Yeah, the name doesn't have an explicit reference to Link Monsters; just has the word "link" in it, which should not invite a problem. So you're fine.

 

OT:

 

Finally, an actual Insect-Type Deck that doesn't suck. Basically following a quicker "metamorphosis" process, these monsters evolve quickly in a style reminiscent of the old LV mechanics up to [Chaos] Xyz Changing. The bosses can easily top 3000 ATK and DEF, and are rather easy to summon otherwise in other Decks, though you do get more pluses (read: a LOT more) if you make them with Archetypal monsters. The support cards aid in Summoning them quicker (either spam the Main Deck members from hand or Deck, or constantly revive for days). Just make sure you recycle your cards when needed, because you will be running low on cards the stronger the monster you want.

 

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Zero-Space Dolphin

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Zero-Space Dolphin

You've heard of Rank 8 spam, Rank 10 spam, and even Rank 1 spam, but get ready for...
...Rank 5!

I know, it's so original. Anyway, these aquatic mammals travel through rifts in space-time, known as "Zero-Space", to Special Summon themselves onto the field at alarming rates. This allows for easy 2+ material Xyz Summons. While their ATK stats are nothing to gawk at, they reveal your opponent's hand, negate your opponent's effects, and give your monsters crazy "Number S39: Utopia the Lightning"-esque effects.

But as everyone knows, monsters from Zero-Space don't like to stick around for long. The Xyz Monsters are practically impossible to get rid of, but after a certain number of turns, the Xyz Monsters banish themselves. However, their ace monster can be Xyz Summoned by using multiple banished WATER "Zero-Space" monsters as Xyz Material.

 

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Next Up: League of the Equinox

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League of the Equinox is an archetype based entirely on monsters who are both LIGHT and DARK attributes. Most of their effects regard combating whatever the opposite of their written attribute is (so if it says LIGHT at the top of the card, they're good against DARK monsters, and vise versa). All of their arts resemble things you would see in Autumn and Spring, like a ghost (Halloween) or the Easter Bunny (Easter).

Their boss monsters are all Fusion Monsters whose Materials simply need to be LIGHT and/or DARK monsters of a specific type. For example, a LIGHT Zombie-type and a DARK Beast-type would fuse to form a LIGHT/DARK Beast Warrior-type. Some of the Main Deck monsters have effects that allow you to Fusion Summon, and some of the Fusion Monsters can be Summoned via Contact Fusion on the field (although any of them can be Fusion Summoned with "Polymerization" or the like).

 

Milliars (Million + Years)

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Milliars:

 

An archetype of low level DARK Wyrm-type monsters with terrible stats, but slowly become better as turns pass. As a result, these cards "unlock" better abilities, stats, and extra immunities. Plus, they're pretty good at stalling. So good, that running cards like "The Final Countdown" become easy to use.

 

Oh, and did I mention that their Fusion Monsters can skip multiple turns? Once again, "The Final Countdown" is an ideal card in this situation.

 

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Next Up: Mystasia (Mystic + Fantasia)

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Mystasias are a group of Fairy-, Beast-, and Warrior-type Pendulum Spirit monsters based entirely on Western folklore and legends (but not Greek or Roman gods). Like their Eastern counterparts (the Spirit monsters that actually exist), most cannot be Special Summoned (but they can be Pendulum Summoned from the Extra Deck) and leave the field during the End Phase of the turn they were Normal or Flip Summoned, but instead of returning to your hand, they go to your Extra Deck. Most of them have simple effects that search for other Mystasias, add cards from your graveyard to your hand, or prevent your opponent from doing certain actions during their next turn. Their Pendulum effects return them to your hand after you Pendulum Summon using them in one of the Pendulum Zones, and some can also provide protection for your monsters or make it so they don't leave the field at the End Phase.

 

Their three boss monsters (one for each monster type) are all Level 8 beatsticks with effects that destroy your opponent's cards when they leave the field (one does monsters, one does face-down Spells/Traps, and the third does face-up Spells/Traps). They're all just generic Effect monsters (not Pendulums).

 

 

Weight Lords

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Alright shrimps! Are you ready to get ripped?! There's no room for pansies in this archetype. Every Weight Lord monster card is either Level 11 or 12, and with either 3000 ATK and 0 DEF, or vice versa. However, using these cards come with a high risk, high reward style of play. Such as inflicting massive amounts of damage to yourself, banishing your own cards, or even giving your opponent the upper hand.

 

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Next Up: SpellSlasher (Spellcaster + Slash)

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SpellSlasher

Everyone ready for Spellcasters to be meta? SpellSlashers are a Spellcaster-Type archetype that keeps their plays very simple . . . by punishing your opponent for doing things. Each one can be discarded for quick, targeted pop effects, but that's not why you're using them- it just helps to eliminate pesky lock cards before they can even attempt to be a threat. Rather, each one can be Special Summoned during the End Phase, and gains large stat boosts depending on the how many times your opponent did a certain thing that turn, be that Special Summoning, activating Spell Cards, using hand traps, banishing a card, etc. To boot, each one is unaffected by card effects, and can't be Special Summoned except by its own effect, so your opponent can't stop or steal them unless they're running Exchange or something. Essentially, against slower rogue Decks, SpellSlashers are a fizzling bit of uselessness. Against fast meta Decks that can do dozens of things every turn, however, they're an unstoppable force of OTK goodness that there is no recourse for. This means that they're also a great limiting factor on things being stupid or loopable, because there's not much your opponent will be able to do against a 68k Towers as punishment for Special Summon spamming, except accept being beaten down.

 

Have fun!

 

Wingkeeper

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Archetype of WIND Spellcaster and Winged Beast-Type monsters. They rely a lot on their Continuous Spell/Trap Cards. However, they are capable of adding and recovering them. A lot of them vary in Level, and their Extra Deck Monster(s) Fusion monsters. Each Fusion monster has an effect that triggers upon leaving the field; that effect can vary from activating a Wingkeeper Spell/Trap Card to Special Summoning one.

 

Frosty

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Do you wanna build a snowman?

Well, someone certainly did, and they created all of the Frosties! These WATER monsters all resemble various animals, with their boss Synchro Monsters being far more humanoid.

 

Their effects allow you to "freeze" your opponent's strategies, whether by negating card effects, preventing your opponent from completing certain actions, or even making a monster impossible to destroy by battle. All of these effects, if not just instantaneous, have a time limit based on how many turns have passed. They have effects that make them weak to FIRE and Pyro-type monsters, though, so be careful when using them.

 

 

 

Vampirial (Vampire + Imperial)

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Vampirial

 

A group of level 6 FIRE and WATER Zombie-type monsters with a playstyle that works like a teeter-totter. All the FIRE ones can, once per turn, inflict damage to your opponent equal to an amount of LP you gain. All the WATER ones can, once per turn, heal you an amount equal to the amount of LP your opponent lost (including stuff like Solemns). However, if your opponent gains even a single LP or you lose LP, they all blow up... Which triggers their on-destruction effects.

 

The deck's main weakness is starting. Quite a few of them can Special Summon others when destroyed, but only one of their Spells involve destroying them. Most of the rest of 'em help compound their power either by inflicting damage or healing. They also have a field spell that can SS 1 Vampirial if the opponent gets burned (FIRE)/you get healed (WATER), but of course that works best once they get started.

 

Mass Pressure

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Mass Pressure

DARK and LIGHT Pyro-Type monsters, with stat boosts based on the number of cards in the Banished Zone, as well as the Levels/Ranks of monsters on the field- think Helios and The Calculator had a baby. In addition, their naming scheme is derived on various objects in SPACE! But, you may ask how they do more than accomplish tasks as a gimmick archetype . . . the LIGHT ones focus on effects that increase their Levels, like Photon Satellite and Greed Quasar, and the DARK ones banish cards at an astonishing pace (this is despite most members of both Attributes having both stat-up effects). But wait, there's more! They have a Chaos-esque boss that just basically staples Apoqliphort Towers' effect to itself (that is, unaffected by all other cards and effects, except the effects of monsters whose Level/Rank is higher than its own), plus an effect that essentially nukes the Graveyard to increase its Level. They're slow, but if they do get going they're pretty hard to stop.

 

Robbin' (keep in mind Robbin' Goblin)

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Archetype of (mostly) Trap Cards that trigger whenever you destroy an opponent's monster (older versions) or whenever YOU do something. What these Traps do vary based on their individual effects, but one can expect to plus extremely hard simply by summoning a monster, activating a card effect or whenever something happens on the field. They have a small group of monsters that can easily search them out and an Xyz boss that effectively acts like a Rafflesia for them while on the field; mill a "Robbin' " card and they gain that card's effect. Just make sure you keep backrow clear of other stuff, because you will be using all of them often.

 

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Dragon Firefighter

(I'm going to take a few minutes to smirk at the polar opposites in here; dragons usually breathe fire in European myths, so...what are they doing in a profession that puts out fires?)

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Dragon Firefighter

 

Think Ally of Justice . . . except better. And dragons.

 

Specifically, this archetype is WATER Dragons designed completely to fight FIRE archetypes, mostly by killing off the more popular tactics and design details of FIRE archetypes. They achieve this by not only getting battle boosts and lockdown tactics against FIRE monsters, but also by OPT blocking Normal Spells (like, say, Rekindling) and a few effects that slaughter anything with 1000 or less DEF (most FIRE monsters in general, especially if they want to use Rekindling).

 

They really, really like their Xyz Summon, and their Xyz monsters can stack atop one another freely (think somewhere between the Galaxy-Eyes ED engine and Zoodiac in intent, and more the former in speed- they mostly do it to keep a boss with mats on the field at all times).

 

Because of their design, they do their job very well, and can even kill the occasional Deck they weren't explicitly designed to fight, like Monarchs (low DEF) or slower Fusion builds (reliance on a single Normal Spell).

 

Winglue

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Archetype of Winged Beast-Type monsters. They activate their effects by discarding or if they're discarded (ex: If this card is discarded: You can draw 1 card). They don't have much in terms of ATK. Some of them have decent ATK, but others have rather low ATK. Their Extra Deck monsters are capable of recovering Winglue monsters that are banished or in your Graveyard in response to being Special Summoned (Xyz Summoned, Fusion Summoned, Synchro Summoned, ect.).

 

Joker Knight

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(My first thought was Performapal Skullcrobat Joker lol)

 

Anyway, Joker Knights are a Warrior-type archetype with a simple gimmick: they mess with your opponent's graveyard. When they're Summoned, they can banish cards from there, and they can also shuffle cards from your opponent's graveyard into their deck when they're destroyed. They have no true boss monster, since they're made to work as generic support (they work well in Superheavy Samurai decks), but most of them have between 1500 and 2500 ATK.

 

 

 

Mozthoven (Mozart + Beethoven)

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Mozthoven

 

An archetype or LIGHT Fairy-types that, similar to Kaijus, tributes your opponent's monsters, spells, and/or traps to Special Summon themselves onto the field. These cards gain certain effects based off of the cards tributed. They're all Level 10 (as if we need more Rank 10 fodder), and you can tribute three Mozthoven cards with different names to Summon their boss monster, that allows you to Special Summon Fairy-type monsters from your Graveyard. The monster's Special Summoned are indestructible by battle, and gain a large stat boost while the boss monster is on the field.

 

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Dice Magician & Dungeon Magician (Anyone up for some D&D?)

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With a focus on Spellcasters, Dice and Dungeon Magicians are closely related by their Special Summoning effects, support for one another, and even some shared monsters (like how GEPD is both Galaxy and Photon). However, they're part of a common "Magician" archetype, one which is separate from Yugi's "Dark Magician" and Yuya's Magicians. The Dice Magicians are all WIND monsters, whereas the Dungeon Magicians are EARTH. The monsters that are in both, however, are all either LIGHT or DARK, depending on if "Dice" or "Dungeon" comes first in their name.

 

Naturally, Dice Magicians tend to have effects based on rolling a dice and activating an effect based on the roll. Dungeon Magicians have effects that can simply be activated once per turn, some during either player's turn.

 

The boss monsters, most of which are Synchros, are members of both subarchetypes. They have both a "Once per turn" effect and a dice-rolling effect. The absolute boss, however, is a Fusion Monster that can be Summoned via a Contact Fusion between enough Dungeon / Dice Magician Synchro Monsters.

 

 

Wilonka (as in Willy Wonka)

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Wilonka

A wacky, funtimes archetype based on the various Wonka candies. They essentially work the way that the Gadjiltron monsters were supposed to, being a Monarch-esque Tribute Summon archetype, whose effects change depending on which archetype member was Tributed. However, unlike Gadjiltron, Wilonka monsters themselves hand over specific effects when Tributed for an archetypal Tribute Summon, and the granted effects range from simple removal or stat-boost effects to turning the Tribute Summoned monster into REDMD, Seraphinite, or even a Towers clone. To boot, they're surprisingly consistent for a Tribute Summon archetype, featuring a Field Spell that searches on NS and comes packing Geartown's float effect, most of the lower Level monsters building field presence with startling efficiency by borrowing the effects of cards like Edge-Imp Sabres, Junk Synchron, Treeborn Frog, and the new Gadgets . . . And the big monsters are no slouches either, having solid stat lines and pretty powerful effects of their own. Their most powerful monsters go up to Level 10, with optional-tri-Tribute abilities along the lines of Beast King Barbaros and Gilford the Lightning. This actually makes playing them a game of very strategic decisions, deciding which effects you want each of your bosses to have and trying to set up the right monsters to toss out. Their backrow support is . . . lacking, however, and don't even bother asking about ED options- their Levels are staggered and awkward for Synchro or Xyz plays, and there isn't a Tuner to their name.

 

Thundebut (Thunder + debut, or the beginning of an entertainer's career. No Links, please.)

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(If the next person makes a prompt you like but uses Links, for AGM purposes, you can just retool it or something to use ARC-V mechanics. I don't believe it's a rule that you have to stick EXACTLY to the script that you get for it.)

 

But anyway...

 

Think of a Thunder-Type version of Yuya.dek, only much less cringeworthy and lack of shitty members. These monsters provide quick summons into various Pendulums and Extra Decks, while at the same time, getting around the new limitations on ED spam. There's even an in-Archetype Field Spell that retains the old mechanics, but requires that you can maintain Thundebuts on your field every turn, or that blows up. In the event that fails, they have a perfectly good Main Deck to fall back on that still accomplishes the task. This leads you to be able to use two variants; one that uses the ED and Field Spells, and another that involves Main Deck spamming to no end. Either way you go, this Deck does everything in one shot that required our soon-to-be previous main character an entire series to accomplish. Everything serves a definitive role and not just there for the hell of it.

 

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TRON Zoo

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TRON Zoo is a Link engine comprised of LIGHT Beast monsters. Once summoned, they summon a token that can only be used for a link summon. The monsters are all low level, but the links are moderately high in requirement. If the links successfully best a monster in combat, they add the TRON Zoo monsters in your graveyard to your hand. Their spells are all continuous and search out other TRON Zoo monsters each time a monster is link summoned. However, the link monsters destroy monsters with more than 2000 ATK in their linked zones.

 

Chaos Driver

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Chaos Drivers are DARK Machine-type monsters based on crashed vehicles. Naturally, being wrecked cars, they need to be wrecked somehow, and they do this by having effects that eliminate themselves along with cards your opponent has on the field or in their hand. Some can also banish cards from your opponent's graveyard.

 

Their boss monsters are Ritual Monsters, whose effects are very different from those of the regular monsters. Rather than blowing themselves up to hurt your opponent, these cards can inflict damage to your opponent (via piercing and effect) as well as be Summoned by Tributing monsters your opponent controls, assuming you used their archetype-exclusive Ritual Spells.

 

 

 

Moyufutsusa (first syllables of Moto, Yuki, Fudo, Tsukumo, and Sakaki)

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