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Tinkerer

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Plinking

 

Non-Fusion members are named as metals while Fusion members are named as known alloys. (Bronze, Brass, Solder etc.)

 

Plinking is mid-Level archetype of EARTH Rock-Type monsters (Level 4-5) that focuses on Fusion Summon via banishing their materials from Graveyard or field. Level 5 monsters has different Special Summon conditions such as "If you control no monsters", "If you draw this card during Draw Phase". This archetype's ace card is "Plinking Copper". It provides you to Fusion Summon during your opponent's turn, but it has lack of ATK/DEF stats; 800/800. Fusion Monsters has powerful control abilities(Bronze cannot be destroyed by battle and banishes opponent's monster if it didn't destroy it via battle, Brass deals piercing damage and forces them to remain in defense position), but they cannot attack during the turn they are Fusion Summoned.

Beside the monster members, this archetype also has continous spell that returns banished "Plinking" monsters to your Graveyard, whlie the other continous spell prevents effect activation during attack. 

You can also put "Macro Cosmos" to your deck, in order to interact with "True King Lithosagym, the Disaster".

 

The biggest weakness of this archetype is banish-blocking cards(Royal Decree, Artifact Lancea etc.), and Necrovalley.

 

"Missus Radiant" and "Fairy King Albverdich"  are perfect Extra Deck staples for this Deck.

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Sacred Djinn
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Archetype of Fiend-Type monsters. They focud primarily on Fusion Summoning and granting certain bonuses for being used as Fusion Materials, such as protection, ATK and DEF increase, or drawing 1 card. However, they only have one Fusion Monster in their whole archetype. So make sure to make the best of it. Their Fusion monster and Field Spell however, has an effect that allows you to substitute it for any one Fusion Materials for a Fusion Summon. So you could realistically Fusion Summon other monsters outside the archetype and gain the Djinn benefits.

 

Galvatron

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Galvatron

 

A group of old scientists who use electrically charged equipment to destroy their foes. They're all level 3 psychic normal monsters who use continuous spells to aid them in doing things such as floating, drawing, and summoning monsters from the Hand when each one hits the grave. They have a level 9 ritual monster that takes only one of each of the three scientists as a material ONLY, but upon summon shocks your opponent's hand into oblivion.

 

Ressurwreck

 

EDIT: Are you just going to completely disregard that my post exists?

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Ah, a Transformers fan.

 

[spoiler=Galvatron]An archetype of DARK Machine-type monsters with relatively high ATK. They all have two effects, but you can only activate one per turn. Fortunately, those effects are useful, like negating an attack or destroying your opponent's cards, but none of the members have graveyard effects; they all activate on the field only. Their archetype-specific graveyard support sucks, so you're gonna want to run at least 1 copy of CotH and similar cards.

 

EDIT: I have been ninja'd...

 

Resurwreck (I'm assuming you just misspelled the "resur" part of "resurrection")

You like ghost ships? These WATER Zombie-type monsters are just that, and they can never stay down. No matter have many times you destroy them, they have effects that let them return from the graveyard and make them stronger if Summoned in that way, and none of them can be banished. Their Link Monsters have powerful effects, such as the ability to "wreck" your opponent's monsters by banishing them. Heck, some of them are essentially monster versions of the "Hole" Traps.

 

Prime

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Archetype of LIGHT Machine-Type monsters. They have two effects; one being a FLIP effect. They do have monsters that flip them, as well as Spell and Trap Cards. Think kind of a somewhat faster play of Subterror. Their Extra Deck monsters vary; Synchro, Xyz, and Fusion is what they consist of. Each of these have an effect that activates if they're destroyed. Whether it be Special Summon, flip, or add.

 

Minicon

Ah, a Transformers fan.

 

[spoiler=Galvatron]An archetype of DARK Machine-type monsters with relatively high ATK. They all have two effects, but you can only activate one per turn. Fortunately, those effects are useful, like negating an attack or destroying your opponent's cards, but none of the members have graveyard effects; they all activate on the field only. Their archetype-specific graveyard support sucks, so you're gonna want to run at least 1 copy of CotH and similar cards.

 

EDIT: I have been ninja'd...

 

Resurwreck (I'm assuming you just misspelled the "resur" part of "resurrection")

You like ghost ships? These WATER Zombie-type monsters are just that, and they can never stay down. No matter have many times you destroy them, they have effects that let them return from the graveyard and make them stronger if Summoned in that way, and none of them can be banished. Their Link Monsters have powerful effects, such as the ability to "wreck" your opponent's monsters by banishing them. Heck, some of them are essentially monster versions of the "Hole" Traps.

 

Prime

Shame, too. I really liked that one.

Galvatron

 

A group of old scientists who use electrically charged equipment to destroy their foes. They're all level 3 psychic normal monsters who use continuous spells to aid them in doing things such as floating, drawing, and summoning monsters from the Hand when each one hits the grave. They have a level 9 ritual monster that takes only one of each of the three scientists as a material ONLY, but upon summon shocks your opponent's hand into oblivion.

 

Ressurwreck

 

EDIT: Are you just going to completely disregard that my post exists?

No. It was posted only two minutes after yours.
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Minicon

 

All members are Machine-Type EARTH Level 2 Normal monsters. They have really low ATK/DEF stats, but especially focuses on Xyz Summon mechanics. Thanks to field and continous spell cards they have, they can rapidly fills your field and performs Rank 2 Xyz Summons quickly. Their boss card requires 2 or more Level 2 "Minicon" monsters, but it gains massive effects based on its Xyz materials, up to 5. But some of cards such as Dimensional Barrier, Vanity's Emptiness slows down the deck drastically. You can also support this deck with Paleozoic engine.

 

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Blighted Illusion

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"The dreams of men; they only serve as a facade to cover up their dismal failures."

 

This Archetype has a rather unorthodox style of play. While many of the support cards let your opponent do let your opponent draw extra cards or grant them some power boosts, they can't do anything with the affected monsters. Your opponent cannot discard any cards that are drawn by their effects, cannot attack with any monsters affected by the power boost and otherwise just render the opponent a deadweight. Only catch to locking the opponent: You need to have a field of all "Blighted Illusion" monsters or all of the support cards break. 

 

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United Airlines

(Yes, as in the company getting flack for that bumping incident. Make of them as you will here)

Edited by Flash Flyer - Sakura
Oh wait, United was the one responsible for said incident. Delta had something else
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Okay, burning this prompt because it's really difficult to accomplish anything with that would stay on topic, especially because another United-related prompt already came up.

 

United Airlines

 

Basically what happens when you take Batterymen and MPB and make something really solid with them.

 

This Machine-Type archetype is highly Normal Summon-centric, and uses "Airline Tokens" as Tribute fodder for their honestly rather common Level 6 monsters. However, this isn't to say that they're slow- they have pretty solid search effects, effects that can Special Summon from your hand or Deck, and even cards that treat your Graveyard as a resource station- it's just that most of their combos go off starting with a Normal Summon, so cards that give you additional Normal Summons are all but necessary.

 

Then, once you get your field presence going, you can go one of two ways- you can leave your big honking beaters where they are and just smack your opponent to death, a valid strategy . . . or you can go into their Xyz, which hang around at R4 and 6, and focus more on protection and removal for a longer grind game.

 

Unfortunately, as mentioned before, their resources are pretty dependent on getting off an effect in response to your Normal Summon, so a bad Warning or Strike can really screw up your day. Also, the Tokens can clog your field at times, and the Level 6 can clog your hand, so honestly speaking you need to get your balance just perfect before you screw yourself.

 

Skeleca

(AGM members, I recommend you check the Generics thread for Skelecaptain and Skelecadet, who would be members of this archetype if it got made)

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(Would it have helped if I had kept it as DELTA Airlines, or same result. To be fair, they had their own incident concerning passenger dissatisfaction, but w/e)

 

But anyway...

 

Skeleca is an Archetype of DARK Zombie monsters that borrow summon tactics from the fastest 5Ds decks of their time, while also spamming whenever their cards are shuffled. Their Synchro engine lets you go into any Synchro from Level 5 to 12, but it requires you to shuffle dead monsters into the Deck to do so. With that said, make sure the opponent doesn't have Dark Law or banishing cards out, or you are screwed over. Their name convention borrows from military ranks and descriptors. 

 

(There you go)

 

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Crazy Animal City (Officer)

(Parenthesized is optional, and I'll let you guys figure out where this came from. But yeah, I leave it to your own desires, however know what the hell you're doing.)

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Crazy Animal City is an archetype of EARTH and DARK Beast- and Reptile-type monsters with a focus on Tribute Summoning. They run similarly to Monarchs, with a focus on bringing out Tribute fodder first and using "when this monster is Normal Summoned" effects. However, they have more searching and Summoning effects for when a monster is Tribute Summoned or Tributed, allowing you to set up for your next turn early on. There are also some stall tactics in their Spell/Trap support, like ending the BP and destroying your opponent's monsters.

 

Their true bosses are a few Xyz Monsters called Crazy Animal City Officers, their only in-archetype Extra Deck monster. All of them are Rank 6 or above, so you'll first need to get out some strong monsters by Tribute Summoning. Some of them can use in-archetype Xyz Monsters you control as Materials, similarly to Galaxy-Eyes Dark Matter Dragon.

 

Their biggest weakness is luck. If you don't draw enough Tribute fodder, the entire engine falls apart, since they have very little search and draw power from Spells/Traps.

 

 

Parnimal (I was thinking party + animal, but "part animal" works as well)

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Parnimal

A Fusion archetype whose Main deck monsters are Beast-Warrior, Spellcaster and Warrior Gemini monsters that turn into animal-ish Types (Beast, Insect, Dinosaur, Reptile, Dragon, Winged Beast, etc.) when their effects are gained ("Gemini Summoned"), taking inspiration from "Skelesaurus", or while they are in the grave. Meanwhile, the Fusion monsters are Dragons that are also treated as an animal-ish Type by a continuous effect (like LADD's "treated as DARK" effect) while on the field or grave. They take advantage of Dragon's Mirror, Raptinus being a Fusion and a Dragon, as well as Beast-Eyes Pendulum Dragon.
In addition, unlike standard Geminis, these are also treated as Normals in the hand, deck and while banished, and thus benefiting from Normal support like Rabbit, Unexpected Dai, etc. In other words, if their Gemini effects are not applying, they are Normals, while still being Geminis of course. This means a Parnimal maindeck monster can be searched by, let's say, Woodland Archer and Summoned by Unexpected Dai.
Moreover, they get Spell/Trap support that make them effective at gaining and using their effects, despite the requirement of the extra Normal Summon.

 

 

Next:

Gallantia

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A very brave archetype. They don't even all boast high ATK (it's decent, but the highest for the Main Deck is 1900). They are all named after warrior classes/positions (Paladin, Swordsman, Berserker, Horseman, ect). A lot of them activate their effects if they attack or act as hand traps if you battle. They don't have any Extra Deck monsters outside of Pendulum monsters. While their monsters focus on battle, the Spell/Trap Cards mainly consist of disruption and protection. They do have secondary effects where they banish themselves during battles (for ATK increase/decrease, protection, destruction, Special Summon, ect), but that's the most of what they do for battles.

 

Operation Overlord

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Operation Overlord

 

This Psychic-Type and Cyberse-Type archetype focuses on one goal and one only: Brutal, straightforward domination.

 

This is basically a more Link format-friendly D/D/D equivalent using quick and easy Graveyard revival, and reloading your hand with archetypal Pendulum monsters instead of then going to the Extra Deck after each time you pop your Scales or use them as Fusion, Synchro, or Xyz fodder- that's right, not a single Link to their name! In addition, their protective effects essentially make them all Beelze, Majespecters, or even Towers regarding anything that isn't in the same column as them, meaning that your opponent can't even really board-nuke you.

 

That said, to accomplish all this, they aren't as fast as their Arc-V brethren ever were. They get close, and they could easily obliterate any other archetype at the moment, but they still can't manage the infamously stupid boards D/D/D threw out.

 

Swirlshield

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Swirlshield

 

Basically, Link-Friendly version of Artifacts.

These Insect-Type WATER Monsters' Level ranges from 3 to 5. Although their ATK/DEF are weak, they swarms the field real quick. Their Link monster allows you to set other Swirlshield monsters to your opponent's S/T Zone and whenever these set cards are destroyed, special sunmons themselves to your field and punishes your opponent with trigger effects.

Beside that monster members, quick-play spell cards and continous trap cards lets you draw 1 card for each special summon of link monster, ATK/DEF boost, protection etc.

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Kracknight

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Kracknight

The latest evolution in the Pendulum formula features an archetype that's basically Fire Kings and Metalfoes in the same archetype.

 

The archetype is split roughly half and half into Warrior-Type Normal Pendulum monsters (for the most part- they do have a couple Effect Pends) and Thunder-Type non-Pendulums, and every member causes and/or helps you plus off destruction effects. They've got a real knack for slapping field presence onboard, and just as much of a love of blowing themselves (and everything around them) up. Their Scales are pretty good generically, their generic destruction effects mean tons of splashability, so really they're decently adapted to work as an engine even outside a pure Kracknight Deck.

 

They suffer from what I call Ice Barrier syndrome- they do have ED bosses, but they're not really Summonable in a pure Deck of their own archetype.

 

Abysslight

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Archetype of LIGHT Aqua monsters. They are all named after fabled sea creatures and beings, such as leviathan, mermaid, siren, and kraken to name a few. They're decently easy to Special Summon. Each of them has an effect that allows them to Tribute a LIGHT Aqua (except themselves). Example: "Once per turn: You can Tribute 1 other LIGHT Aqua monster you control". Their Extra Deck monsters primarily consist of Xyz Monsters. The Xyz Monsters themselves trigger effects if they're banished; encouraging the user to Tribute their Xyz Monsters. So what's the downside to this archetype? Their original ATK. Thankfully some of the monsters and Spell/Trap Cards are capable of altering it, but if you don't have those, you really need to rely on your Xyz Summons.

 

The Hall of Souls

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The Hall of Souls

 

The name of a field spell of a Gemini Archetype.  While it's on the field, whenever a "Hall of Souls" monster is Summoned, you can send 1 Gemini monster from the Deck to the Grave.  From there, the archetype has a ton of generic Normal/Gemini Monster support that is more powerful the more stuff you have in the Grave.  The monsters of the Archetype are decently powerful statwise with a mix of generically useful offensive and defensive abilities which usually have a cost of banishing stuff from your Grave.  Having only 1 means of spamming (a normal monster version of Rekindling) is their only main weakness as their lineup of monsters, spells, and traps are quite solid and usually have something for every situation.

 

Mason

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Something about archaic builders doing stuff...

 

But yeah, this primitive Archetype focuses on rudimentary plays (such as Normal Summoning often, frequent hand advantage and otherwise making sure you get supports). The Main Deck isn't really impressive stat-wise, but they just set up plays and are good at doing so. Extra Deck techs and external supports are your friends in dealing with the meta and other higher threats. The monsters themselves are named after ancient builders, but thematically it works.

 

Basically, if you at least have a brain and know the basics of Yugioh, you shouldn't be bricking with these (and should score a couple wins even against Zoodiacs and the like if you build them correctly). Even a day one newbie can play this and be successful.

 

====

Inactive Administrator (YCMaker)

 

[because you guys all know that we govern the site nowadays; not him. So...do as you will with this]

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Inactive Administrators are LIGHT and DARK monsters that have pretty good effects on the field that manipulate your opponent's cards, like destroying, Setting, and stealing them. They've got a few similarities to Goyos when it comes to stealing, since they need to win a battle first. However, they only have field effects, and there's very little archetypal Spell/Trap support, so you're going to need more generic cards like CotH and Honest to have your deck actually be worth anything.

 

They literally utilize every possible Summoning method. Rituals? They got them. Links? Don't even think they're forgotten. Don't try to use all of them at once, though, because then your plays might become more limited. For example, you might forget to include a Level 6 Synchro or leave out that Link-3 monster by mistake.

 

Overall, though, they're pretty viable in a Duel. Just be careful about keeping your good monster effects out on the field.

 

Mersel

I literally just took Selmer and rearranged the letters. Have fun with this one.

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Mersel

 

Think SPYRAL meets Sharks, and you're halfway there.

 

This WATER Fish archetype takes heavy inspiration from modern suspense/stealth thrillers, like Mission Impossible or Metal Gear Solid. In it, merpeople use sneaky, sneaky stealth tactics to figure of what your opponent has going on, and build their field presence accordingly. Generally speaking, they like making Ranks 3, 4, and 5, and their Xyz actually use the information you obtained when bringing out your Main Deck lineup- one of their Xyz, for example, lets you draw a card once per turn if you remember the name of the top card of your opponent's Deck.

 

Their plays, however, are generally more on the defensive side, because while their Main Deck has decent stats for their respective Levels, most of their Xyz aren't great in this regard (compared to most other Xyz of their Rank, at least). Generally, their primary focus once they've got the information to make their plays is simple, kinda decent removal effects, and once your opponent is significantly crippled you just poke at them.

 

Also, it'll probably get run due to the hilarity factor of seeing a frickin' mermaid wearing night vision goggles as your primary playmaker.

 

Order of Colossi

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Archetype of EARTH monsters. They've got lots of high Level monsters, but still have a few Level 4 and lower ones. They are what Subterror just couldn't be: Easier to Summon. Each of the Level 4 and lower monsters have an effect that can Special Summon the higher Level ones. The higher Level ones each have an effect they activate by Tributing monsters; much like Hieratic. Some of which even have effects that activate upon being Tributed. So Tribute Summoning is encouraged; especially with how fairly easy the Spell/Trap Cards make it to Tribute Summon. Whether it be an additional Normal Summon or Special Summoning itself as a monster, these Spell/Trap Cards help encourage Trubute Summoning.

 

Big Gun

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Big Gun

Archetype of DARK Machine monsters that take some tips from Darklords and have effects that let them gain or replicate the effects of another series of monsters, "Salvo" monsters. Yes, that includes "Black Salvo" and "Ally Salvo" and/or use them as cost or ammo to activate their own effects. This means that they are able to either gain or trigger the effects of Black Salvo and Ally Salvo for Extra Deck plays by Summoning Level 4 Big Guns and board control, respectively. They have different tactics for this. For instance, a Big Gun may take the Traptrix Rafflesia approach of sending a Salvo monster form Deck to the Graveyard and activate their effects, while another Big Gun takes Darklord's approach of spinning a Salvo in the Graveyard back into the Deck to copy their effects; others may simply gain their effects and be able to activate them under certain conditions. In other words, they are able to shuffle the Salvo monsters back and forth from the Deck, Graveyard and banished ones in order to recycle them and not run out of ammo without the need of running multiple Salvo monsters that otherwise would inherently lead to cloggy hands. In addition, Big Gun Extra Deck monsters assist with these mechanics and act as a toolbox of sorts to avoid the need of different Big Guns in the main Deck and thus making the Deck less convoluted. For instance, if you want a banished Salvo monster back into the Deck, you can opt for the Rank 4 or Synchro 7 Big Gun monster that is able to put it back; likewise, if a Salvo monster is the Graveyard and you want it somewhere else, go for the Big Gun that is able to move it from there, and so on.

 

Next:

Fuzzbuster

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Fuzzbuster

 

A set of EARTH Thunder-types that are level 5 and have high DEF but 0 ATK. They all have 3 effects: First, they can all swap their original ATK/DEF whenever they're in attack position, making them surprisingly effective beaters. However, if the total levels of your opponent's monsters are HIGHER than 5, the Fuzzbusters realize they're outmatched and negate their own effects. Their third effects are what makes them so effective at dust-busting: when your opponent has a grand total of 2 levels or less among their monsters, they get really powerful continuous effects that could shut down your opponent's turn if they're not careful.

 

Their Spell/Trap lineup is odd. Half of them seem to require that you have monsters whose effects are negated, while others focus on your opponent's monsters' levels (or lack of them). Their effects range from slapping counters on opponent monsters which reduce levels and negate effects, to Summoning out bunches of these guys at once. Unfortunately, they don't have a field spell to call their own, but with their surprising control and even some stun tactics, they're quite a capable force even without one.

 

Riftwalker

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Now here's an archetype capable of creating cracks in time and space. Which in playstyle usually boils down to banishing its members face-down, self-banishing, and Special Summoning to your opponent's side of the field. They can recover their banished cards fairly easily. And as for the monsters capable of Summoning to your opponent's side of the field, they either have low ATK and DEF or a restriction. So they'll usually just be dead weight for your opponent. Their Extra Deck monsters consist of Xyz Monsters. The Xyz Monsters each have an effect that allows you to switch them with an opponent's monster of your choice.

 

Adrenaline Junkie

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"Someone's been on a cocaine high lately, eh?"
 
But yeah, this Archetype revolves around monsters that continually abuse Spell/Trap Cards that range from massive stat boosting to outright burning the opponent for full power. The main monsters are average power, but once the supports go in, even F.G.D. needs to cower in fear. But like anyone who takes drugs, the side effects hurt like a jabroni and either reduce the monster's stats to zero, negate their effects or otherwise take out chunks of your LP. They do have support cards to neutralize some of the side effects, but yeah, know when to use the support cards and balance the reward with inevitable risk. 
 
(BTW, I do not support drug usage)
 
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التنين العربي الأميرة (altaniun alearabiu al'amira)

If Google Translate did this correctly, "Arabian dragon princess". You figure this out; also you can use the romanized form or the Arabic naming; whatever suits you.

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