Jump to content

Archetype Game


Tinkerer

Recommended Posts

Altaniun Alearaibu

 

Literally "Arabian Dragon", this archetype features monsters named after various characters from Arabic folklore (1001 Nights is your friend), and mostly revolves around FIRE and EARTH monsters with a gimmick not dissimilar to Cookpals from the Arc-V anime: archetype members self-bounce to activate their effects, and your Continuous S/T and Field Spell each gain Counters each time they do.

 

You see, the vast majority of your archetype is high-Level monsters, and while some members have self-Summoning effects to try to get the ball rolling, most generally kinda clog your hand. So, most of the S/T of the archetype can Special Summon an archetype member from your hand whose Level is less than or equal to the number of Counters on them once per turn, and can give up Counters for protection or other reactive effects.

 

Inevitably, we have to discuss the Altaniun Alearabiu Al'amira, or Arabian Dragon Princesses- they're very big bosses, to be sure, but they're notable for their self-bouncing effects replacing them with another archetype member from your hand or Graveyard, or putting up absolutely enormous numbers of Counters. And, while they're nomis, restricted to being Special Summoned by archetypal cards only . . . they're the only archetype members who are, just in case you get Vanity locked or something.

 

Veissguard

Link to comment
Share on other sites

Archetype of DARK Rock, Machine, and Fiend-Type monsters. They all have high DEF (some at 1600, 2000, and 2100 just to name a few) and FLIP effects to boot. They are capable of acting without their FLIP effects, but that's just to Summon them. Their FLIP effects consist of effect removal and overall disruption for your opponent. Their Extra Deck monsters are Fusion Monsters. The Fusion Monsters each have an effect that allows you to flip one of your monsters face-up or face-down. They even each have an effect you can activate if they're flipped face-up.

 

Gravity Well

Link to comment
Share on other sites

"Force everything to the ground and stuff happens."

 

Archetype of Spell/Trap Cards that combine the effect of Burden of the Mighty (but expanded to Xyz/Links) and overall negation. Some of them just reduce stats to 0, and others simply negate effects a la Skill/Mind/Soul Drain. There are some monsters in this Archetype that either enable you to search en masse or not have to pay the maintenance costs to keep floodgating all day, but those members are rare. If you need to, there are boss monsters that can banish Gravity Well S/T cards to summon themselves, a la True Kings. 

 

Bottom-line, protect your backrow / make sure you can address removal and make sure Tewart or whoever the hell runs the OCG isn't a jackass and bans the whole Deck for existing.

 

====

Dewa tak bernama

 

(Assuming Google Translate isn't broken, should translate to "Nameless god/deity" in Malay. You can choose to use the English translation or the above; whatever suits you)

Link to comment
Share on other sites

Dewatek Bermana are a set of level 11 Main Deck Monsters with 0 ATK and DEF 0. But heres what makes them so good. If you attack using 1 of the Dewatek Bermana, you can send another from your deck to the Graveyard and then Special Summon 1 from your Graveyard, then the attack is negated and you can attack again with the other until you've got a stacked field. Then you can use them to link summon huge bosses by linking over and over until you reach them. Each one is a link 11 4000 ATK beater which when it attacks, negates stuff, destroys, deck thins quickly, banishes things and makes it generally OP. There only flaw? Your opponent has to have cards for you to be able to Special Summon the main deck monsters, meaning you have to go second and your opponent can set up quickly.

 

Untote 115

( This translates from german to "Undead 115" )

Link to comment
Share on other sites

Untote 115 is an archetype of machines that also count as zombies. With their field Spell, they are able to temporarily become invincible, but then are destroyed in the process. They have their own versions of Uni-Zombie, Mezuki, and Zombie Master, which can lead to powerful Synchro and Xyz plays. As far as backrow is concerned, they have plenty of removal, destruction and not destruction, that allows them to play aggressively. Due to being machines, they have access to CDI.

 

Spawncampers

Link to comment
Share on other sites

Spawncampers are an archetype of Monster and Spell Cards (no Traps, sorry) that wait on the field and destroy whatever your opponent tries to use, but with a HOPT effect for each card. The monsters mostly just target other monsters, usually of specific Attributes, Types, or Levels, but they can also attack specific types of monsters, such as Rituals or Xyz Monsters. The Spells go after Spell/Trap Cards, destroying ones as they are being Set or activated, usually with constraints based on what type of Spell/Trap (like Continuous or Equip); they often also have some sort of positive result if the destruction is successful, like Summoning a new Spawncamper or searching for another Spell. There are no banishing effects in the archetype.

 

Their two boss monsters are fun: one is an Xyz, and the other is a Link. The Xyz Monster can destroy any card on the field the turn it was Set, activated, or Summoned, and then gain an attack boost. The Link Monster can destroy monsters placed next to its Link Markers, which are all on the north side; it has no OPT clause, but it can't attack until after your next Battle Phase.

 

They can be easily dealt with if you can swarm the field faster than Spawncampers can mess with you. Also, there is always the luck factor, so if your opponent only draws Spawncampers that target cards you don't possess, you have little to worry about. Additionally, Spawncampers suck at swarming without relying on the opponent. They're not too good in the current metagame, really. Maybe you could mix them with Traptrixes?

 

Wiiner (Wii + winner, I suggest Cyberse because of the Wii but do what you want)

Link to comment
Share on other sites

Wiiner

 

A Psychic and Machine LIGHT archetype of monsters that spam the field quickly and easily, but very often for the cost of discarding/banishing/etc. a Spell.  Their Spells have standard (RotA) to fairly bad (Lucky Iron Axe) effects when activated, but all of them have this effect while banished: All your "Wiiner" monsters gain X00 ATK and DEF.  The boost is often inversely proportional to the effects (bad effects can give up to 500 boost, while good effects give only 100-200).  Their Xyzs and field spell bring the whole package together.  The field can protect the members of the archetype by banishing spells (not only archetypal spells, mind you) from the Grave, and the Xyzs have decently powerful offensive capabilities often at the cost of banishing spells.

 

Tygrr

Link to comment
Share on other sites

Tygrr

 

The latest in cute-monster-girl archetype design!

 

This is an archetype composed entirely of Beast-Warriors that take heavy design inspiration from big cats in general, although their bosses are actually based on the Indian and Siberian tigers.

 

As for how the archetype works, they do love their Fusion (although the fact that your Main Deck is primarily Level 3 and 4 means that you're going to be doing lots of Xyz), but the way they go about it is kinda interesting. Their Fusion monsters all have pretty decent to amazing statlines, but they're all either non-Effect Fusions or have simple, one-line effects (think GX's bag of giving a huge boss something as simple as piercing or an OPT destruction effect). However, given that their Fusions have pretty simplistic Material requirements, the fact that you choose which monsters to use for a given Fusion Summon actually matters- each Main Deck member confers a specific effect to an archetypal Fusion they're used as Material for (ie, one gives it an additional attack, one provides targeting immunity, one makes it an archetypal Dr. Red), allowing you to customize your bosses and give them whatever effects you think you'll need.

 

In fact, given the wide array of effects you can give, you really have no excuse for not being prepared for a given situation, especially given the consistency of Tygrr. Not only do you have things like Invoker and Tenki going for you, but this is an archetype with their own equivalents to Shadow Mist, Firedog, Raidraptor Nest, Valhalla, Tuning . . . and Fusion Spells for every occasion, in just about ecru gotten you can think of.

 

Basically, if you don't win with these cat girls, you only have yourself to blame, given that they have an out ready for most situations in general. The Deck can't be blamed for a loss . . . but the pilot can and will be mocked for it.

 

Ringblock

Link to comment
Share on other sites

"Don't bother trying to escape; there is no way out."

 

But yeah, Archetype of EARTH Warriors that force cards to remain face-up on the field and prohibit setting any cards face-down, except if a card effect explicitly says so. This means Flip decks are dead as hell, and anything that relies on springing Traps is dead. Or in layman's terms, Denko Sekka has some friends to say a big screw you to Set cards. Of course, these do have their own loopholes to set their stuff so you as the player can do whatever, but the opponent can't. Just make sure you can pay off the maintenance costs every turn to keep blocking your opponent.

 

====

Fake News Terrier

(Now why does this sound like something that Mr. Joke would play?)

Link to comment
Share on other sites

Fake News Terrier

 

This Beast-Type archetype works by basically requiring you bend the truth to your opponent to succeed.

 

Essentially, each of these little dogs has a very cheap, very abusable Special Summoning condition, and their only cost asks you to tell something about your hand, Deck, Extra Deck, et cetera (for example, telling your opponent a card that you have two remaining copies of in your Deck), to your opponent. However . . . you don't need to tell the truth. In fact, your opponent always has the option of calling you on a lie to negate the Summon. But, if you're telling the truth, your opponent has to pay up huge amounts (up to 2500 points!) of LP, giving them ample incentives to believe you regardless of what you say. So, how much of your news is actual news is really up to you!

 

Cremedic (créme + medic)

Link to comment
Share on other sites

(Seems more like "cremate" would work, so I'll use that.)

 

Cremedics are EARTH Zombie-type monsters who just don't know how to die. They love to "kill" their friends in the deck by sending them directly to the graveyard, basically cremating them, only for those monsters to Summon themselves or do other cool stuff. Many of them can also "heal" a friendly monster that was destroyed by your opponent, reviving it. It's overall a relatively simple concept, but it can be effective for swarming. Their Main Deck monsters are all Level 4, while their Xyz Monsters are all Rank 4. They have exactly 15 Xyz Monsters, each with various helpful effects that can help you out in virtually any situation.

 

High Sinners

Link to comment
Share on other sites

High Sinners

 

A Fiend archetype with a plethora of Attributes. The weaker members are level 5 while the stronger ones are level 10. They generally have trouble getting started... Unless your opponent is winning.

 

All of the "low level" monsters have a Special Summon effect that works if your opponent has more total cards than you do. They also have burn effects that are also dependent on the difference between your cards and your opponent's. The high level ones are full of "remove and replace" effects (force your opponent to discard then summon a useless token to your opponent's field). They're also equipped with burn effects.

 

All their Spells/Traps have a burn effect as their main one, however their grave effects vary from summoning tokens to both players' fields, to negating monster effects while letting the opponent draw, to turning your monsters into tuners, to summoning stuff during your opponent's turn.

 

Yes, they've got Synchros. In fact, they've got everything including a powerful Ritual and a Grave-focused Link monster. The only thing they all have in common? Burn.

 

O'Plantern (Plant + O'Lantern)

Link to comment
Share on other sites

O'Plantern

 

Happy Halloween!

 

This DARK Plant-Type archetype borrows from an old standby among Zombie-Type archetypes: Special Summon literally everything from your Graveyard. They even have their own equivalents to Zombie Master and Mezuki!

 

Regarding what they actually want to accomplish with all this spam, it's generally accepted that you're going to beat face first, then do some good old-fashioned Extra Deck plays, as most of their members fall into Levels 2, 4, or 6 in the Main Deck (with a Level 8 "proto-boss"), with Synchro 6, 8, and 10 in the ED and some Xyz at appropriate Ranks to be made using every monster in the Deck.

 

But the absolute best part is the backrow support. Not only do you have access to all generic DARK and Plant support ever (oh hai Lonefire), you have what amounts to an archetype-specific Hyper Librarian in a Continuous Spell, an archetypal Soul Charge (with admittedly some harsher restrictions), and a card that, if used properly, can net you Beelze and Crystal Wing in the same turn.

 

Bow to your Plant Spam overlords, for they have funny Halloween pun names.

 

Spingenue

Link to comment
Share on other sites

Spingenue

 

An archetype of low level monsters that enjoy employing 2 main tactics: 1) swapping themselves with opponent monsters via their own effects or plethora of Traps and 2) swapping the ATK and DEF of monsters via Swap Counters.

 

Their Spell/Trap support is surprisingly solid with their most valuable card being a spell that lets you Graceful Charity a number of cards equal to the number of Swap Counters on the field and a generic trap that lets you banish cards your opponent controls up to the number of cards you control that was originally owned by the opponent.

 

Flurry

Link to comment
Share on other sites

Flurry

Archetype of Level 3 and lower WIND/Aqua Tuner monsters, based on wind, cloud and storm-themed entities, that rely on banishment, and their support effects apply on banished members instead of the Graveyard. Think of stuff like an archetype Dimension Fusion and so on. They rely on heavy swarming for 2 purposes:

1. Link Monster combos and possibly a few non-archetype Synchros here and there due to their Tuner subtype.

2. Use and sustain archetype Spell/Traps require to banish them in order to disrupt the opponent (negate cards/effects, destroy, etc.) on 1-for-1 style: that is, for example, you can banish any number of Flurries you control to, let's say, destroy an equal number of face-up cards your opponent controls.

 

In a way, they are like Majespecters in that their Spell/Traps require to Tribute a monster, except that they don't recur like Pendulums do, but in different ways, and you get the option of affecting multiple cards with their Spell/Traps.

 

Another peculiarity is that the Spell/Traps are what do the work, and the monsters are just for fodder and swarming and may as well be all Normal Monsters, except for the Link monsters and maybe 1~3 maindeck monsters.

 

Due to their typing and banish tactics, Wingtortoise ought to be a solid addition in the archetype, while other "Banifish" support like "Fish and Swap" may be of use.

 

 

Next:

Duskblade

Link to comment
Share on other sites

Duskblade

 

ABCs and Noble Knights have begun to breed . . .

 

But seriously, this is a legitimately interesting archetype that manages to combine Union, Fusion, and Xyz shenanigans, all while playing around with archetype design.

 

Duskblade is composed entirely of DARK Union monsters, mostly Spellcasters and Warriors with the occasional random monster of another Type just to make generic support that much harder to splash. As for what they do, they're the biggest game of protect the castle in all of Yu-Gi-Oh.

 

Each and every Main Deck member typically provides both a stat boost and a neat bonus thing (usually protection), and they can equip themselves from the Graveyard to whichever boss you decide to Summon, Noble Knights style. However, they also have an entirely separate branch of Fusion support with optional Contact Fusion (think Beast-Eyes) just in case you are of the opinion that Xyz are scum.

 

Their main selling point is their frankly absurd consistency, as with help from a few outside support cards as well as their own backrow, actually getting to your monsters isn't a problem, and once you have at least one out the others can all vomit themselves out as Equips. Then, with a few revival cards for when your opponent inevitably pops something, you can go into your boss of choice.

 

However, their flaw is the same as that of NK/ABC- overcommitment. One bad Kaiju and you might as well scoop, because while your bosses typically wind up as nigh-unslayable behemoths stacked fat with Equips . . . we all know that committing to a single boss monster is suicide in modern YGO.

 

There's also a neat little storyline that the cards tell with their artwork that shows the Duskblade monster lineup as a Robin Hood-esque band of noble-intentioned thieves with strong camaraderie, the end of which sadly involves most members either slain or arrested.

 

Synthyllo

Link to comment
Share on other sites

Synthyllo

 

Mechanized version of Melodious, basically.

These Machine-Fairies contains fusion mechanics like Melodious and Xyz mechanics like trains. While the machines are Level 3-4-5, the fairies are Level 4 or 10, respectively. Each member has boost effects for their fusion-xyz monsters. Thats why Dimensional Barrier hurts them badly. But don't worry, their quick play spells protects them from different effects for 1 round, so use these spells carefully.

-----------

Aether Wing

Link to comment
Share on other sites

Aether Wing

 

2 of the most underutilized mechanics in the game come together with the undersupported Thunder type and the weakest Spell type to make potentially the most broken archetype in the game.

 

This Gemini archetype focuses on complete removal. Unlike how Geminis normally work, these gains effects whenever they're equipped with Equips. Normally, that would be only ok, except for the fact that all of them have a single common effect: when they're equipped with a card, they can banish 1 card in the same column as them. No targeting, no limits. The rest of their effects usually boil down to giving up their Effect monster status to put more monsters on board.

 

The equips themselves are quite insane with 2 effects: a normal equip effect, often involving boosts, battle stuff, and moving around on the field (as you do) and an effect when banished which either increases their consistency even further or straight up offers passive protection/boosts (i.e. While this card is banished: your opponent cannot target your monsters with card effects during the MP1).

 

Given the specific nature of the Equips' banish effects though, the archetype is understandably large and full of one-ofs which can sit dead in hand for certain matchups or can instantly turn other games around.

 

Psyclist (Psy + Cyclist)

Link to comment
Share on other sites

Psyclist

 

Not exactly a bicycle race, but you get the idea.

 

Fittingly, this is a Psychic-Type archetype based entirely around bicycling, with a few pointers from motorcycles. Your main goal here is actually Flip Effects, using monsters that reset themselves if another card gets Set, meaning that your opponent setting up a Strike actually gives all the members of your archetype another go at their effects. The ATK values are bad to mediocre around these parts, but are generally unnecessary given the higher DEF of most archetype members and the pretty damned good consistency and removal Flip Effects you'll be triggering. Also, your Field Spell takes pointers from Worm Illidan of all things, building up Counters whenever anything gets Set on the field. Each of these Counters provides a negligible stat boost (although, if you're playing the archetype right, you should have a lot of them), but your main purpose with them is going to be even more consistency, as you can OPT remove a number of Counters from it to search, recoup, or SS an archetype member whose Level is equal to the number of Counters removed.

 

This all sounds great, but I know what you're thinking. This Deck sounds like it completely runs out of steam once it fills its Monster Card Zones, right? Wrong. Your Traps, which are mainly focused on protection or more removal, all reset themselves similar to Scrap-Iron Scarecrow!

 

I guess you could call it a grind game!

Yes, people grind rails on bicycles, yes, it's stupid.

 

Waamu

Link to comment
Share on other sites

"Someone decided to directly transliterate "worm" from Japanese."

 

Archetype of Insects themed on different worm species that thrive on repeated Xyz Summoning. Their Main Deck members can treat themselves as 2 monsters when used as material for an Archetypal boss, and larger monsters evolve by detaching from smaller ones. Their main goal is to constantly clone themselves and make it difficult for the opponent to summon stuff. (Yes, some of their Xyz do summon the smaller monsters onto the opponent's board a la Dustons; cannot use them as material.) They have very minimal backrow so to speak, and suffer from power issues. Your best bet in using them is to tech as many Insect supports as you can, but if you can make it to the fabled Rank 12, you deserve to win the game. 

 

=====

 

RC-197

 

=====

P.S. I think Aether Wing was already done a few pages prior, but don't remember (and YCM search is shitty in finding it). I think I recall seeing it earlier, but might be something else.

Link to comment
Share on other sites

RC-197

The amount of toys some kids have could easily clutter the whole house, and this archtype of radio controlled toy vehicles is no different. Unlike some other toys which rend to stay in one place, these toys move around cluttering the entire field in the process. Moving them under someone's foot lets them trip, whereas camera's let them invade other people's privacy. Despite not liking those traits, friend and family (and Santa) keep giving them as pressents.

 

As for playstyle: they are mostly disruptive with decent swarming potential. They have quick effects which let them move around (including switching control) to activate some effect, even if face-down (thouhgh they get flipped up in the process). If control of those cards is given to your opponent, they apply negative effects, making them mostly useless; after all, you still own the controller.

 

Next: "Ostrich"

Link to comment
Share on other sites

Ostrich is a series of EARTH Winged Beasts that are able generate consistency. They are able to summon themselves from your hand and then let you draw cards for doing so and/or search other Ostriches, at the cost of your draw phase and locking off any other consistency cards(summon from deck, draw, search) other than Ostrich cards. In addition to being able to take the field quickly, they are pretty decent link fodder. The members are mostly level 2 with low ATK, so they are best used in conjunction with other archetypes as an engine to generate hand advantage and link fodder as well as other summon mechanics.

 

Next-MP(S/E)

Manhatten Project Scientist/Engineer

Link to comment
Share on other sites

MP(S/E)

 

Research complete!

 

This is honestly an oddball archetype, based entirely around the turn count of all things. If this archetype can get into a grind game, they basically win given how absurdly powerful they get with each passing turn.

 

Basically, the selling point of the archetype is MP Research Core, which lets you search or recoup a card each time the turn count increases. Given that you're not restricted to only one, three of them can net you a great grind of resource advantage with each passing turn . . . and, once it's Turn 10, you can choose to skip your search and basically drop Trish's effect instead.

 

The monsters, meanwhile, aren't much to look at at the start of the Duel, and in fact the biggest issue with this archetype is making it to Turn 3 where they start becoming an actual threat. You see, all members either gain specific effects if the turn count is sufficiently high (eg, "If the current turn count is 5 or higher, the effects of an opponent's monster that battles this monster is negated"), or just get nice stat buffs depending on the turn count (eg, "This monster gains 400 ATK and DEF times the current turn count"). They do have some nice stall cards, but again, what they really want is to get the game to last upwards of 8 turns.

 

Hilariously, this leads to Pyro Clock of Destiny being a 3-of staple with this archetype, as it makes all their effects pay off that much faster. If only they had an archetypal equivalent to it . . .

 

Wasqit

Link to comment
Share on other sites

Archetype of Machine monsters that resemble robotic insects and other non-mammalian fauna. They are named after computers (oh hi Digital Bugs expy that doesn't suck) and focus on rapidly Fusion Summoning their bosses (either directly or by constant laddering). The Main Deck focus on accelerating your plays by searching, Special Summoning and recovering resources, whereas the Fusions sit on the field and lock the opponent down slowly but surely. The ATK and DEF of all of them is decidedly average, but get the Field Spell out, you can expect a Towers-level boss.

 

====

Voltex Crosser

Link to comment
Share on other sites

Huh, it includes one of my former usernames xD

 

Voltex Crosser

Archetype of DARK/Thunder monsters that take chain links to the next level. Remember monsters like Lightning Punisher and Iris, the Earth Mother? Yeah, the work like that, except that the majority are Level4 or otherwise can be Normal Summoned without Tributes, and are flexible with the chain link requirements in that they have a different effect for each chain link formed (2, 3, 4, more, etc.) and better yet, they stack, which means that a chain Link 3 you form will activate the effects of the same monster that require a chain link 2 and 3. Of course, the higher the chain link requirement, the stronger the effect, but even the lesser effects should be enough to keep the archetype going; ideally, chain link 2s should be enough to sustain them, allowing for different deck building and strategies. Needless to say, they inherently punish the opponent for forming high chain links, and you can take advantage of his/her activated affects by responding to them and forming chain links with more ease.

So, due to this nature, and despite the hard OPT clauses on their effects, the more archetype monsters you get on board, the more advantage you net, quickly turning into an snowballing effect, not unlike the upcoming Magibullets, actually.

As for Extra Deck support, they have at least 1 Tuner for accessing Synchros, and they have a couple of 2-material Contact Fusions that can split into banished archetype monsters in a similar fashion to the ABC Fusion; this is to give them more control over the Graveyard and enabling them to play DARK counterparts like the infamous Dark Armed Dragon more reliably.

Moreover, they also support the aforementioned Lightning Punisher due to it being a DARK/Thunder monster, but they use it as more like BEWD in Blue-Eyes or PSYFrame Driver in PSYFrames, in that it is a tool or product of their combos and plays, rather than their end goal. 1 copy of said monster should suffice to play it around the board, GY, banished, etc. and enable some plays; also it's more of a option for an alternative build. Likewise, they can use The Dark Creator.

 

Next:

Ragefang

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
×
×
  • Create New...