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Ragefang

 

This archetype, composed of Reptiles and Beasts, has some pretty impressive momentum to them, mostly because they rely on a rage mechanic. The more your opponent tries to kill your things, you get to put an increasing number of Counters on the board . . . or rather, on yourself. Also, their defining trait as an archetype beyond just Rage Counters is that each one SS's itself from your hand if an archetype member on the field (including their backrow) is destroyed, meaning that they pair up with things like Metalfoes, True Kings, and Fire Kings very well.

 

As for how they do what they do, it really depends on the monster. Some have on-Summon effects to hit your opponent (ie, "If this monster is Normal or Special Summoned, you can destroy a number of cards your opponent controls up to the number of Rage Counters on yourself"), some have stat boosting, and some help with swarming.

 

Then, once you're in the grind game, you can give up a little excess rage for consistency- you've got a solid searcher, some decent protection-focused backrow, and even a Continuous Spell that's half Miracle Fusion, half Daigusto Emeral.

 

In fact, the one thing they lack is a playmaker of their own. They're very centered on their own cards getting blown up, but they don't have very many ways of actually blowing up their own stuff without asking for help.

 

Necrosis

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Necrosis

With such name you would expect a Zombie archetype but... not quite. These actually are DARK Aqua, Plant and Insect microbes, amoebas, viruses, parasites, poisonous plants and insects, etc. that infect or poison the opponent's monsters, turning them into Zombies AND adding Necrosis to their names, or replacing their archetype names with "Necrosis", making them incompatible with their own support effects in most cases (experimental card text may be required to emulate this last effect). They then proceed to use said monsters to reproduce (swarming), taking control of them, or outright destroy them. Necrosis monsters of higher orders have effects that make the monster remain as a Zombie Necrosis monster even if it leaves the field and ends up in the grave, banished or face-up in the Extra Deck; in other words, in public knowledge zones.

Marionette Mitte is pretty much an honorary member of the archetype.

 

Most of their Spell/Traps requires Necrosis monsters as pseudo-costs, but the appealing catch here is that you can use opponent's Necrosis monsters as well (e.g. Tribute 1 Necrosis monster on the field, and if you do,...). These traits ought to make mirror matches between Necrosis interesting.

 

Next:

Savage Mage

Edited by Darj: 76
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Shamans! Witch doctors! Ancient Healers and Law-menders straight from the prehistoric times!

 

a weirdly compose archetype of EARTH Spell-caster Main Deck Effect and Ritual monster that has similar summon effect to high-level Infernoid but doesn't have the level restriction and they banish any spells instead of monster.  which can be combo further ala D Hero Diamond Dude that you can activate the effects of the banished spells. the aim of the deck is revolving substantial summon couple by oppressing advantages made from the "discounted" spells. further more each monster has additional or upgraded effects that can be accessed if you manage to banish all spell card type under the sun using the effects all copies of that same monster  ( If you Banish 6 or More Spell with different type with the effects of "this card name":)

 

there is a restriction tho the spell shenanigans however. all monster deliberately prevent you from activating any spells even from its own archetype other than from banished cards or cards that activating itself by banishing itself. some low levels can only "cast" spells that on top of the pile of banished cards

 

Capsule Monster

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Capsule Monsters are low-level Rock-type monsters with 0 ATK and DEF. However, they can change into unique versions of famous cards, like Dark Magician or Blue-Eyes, if you use the correct card effect that is common among their Spells/Traps. These remade versions are all exactly like their original versions (including a clause that gives them their original's name on the field), except that they now are called "Capsule Monster Dark Magician - Monster Form" instead of their Rock-type bases, like "Capsule Monster Dark Magician - Capsule Form". Clearly, there's a lot of crossovers with other archetypes, so finding specific support beyond Capsule Monsters support isn't too hard. Just make sure you can transform that Blue-Eyes White Dragon before your opponent wrecks you, okay?

 

Shining (Shainingu)

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Shainingu

 

A group of LIGHT Pyros that depict famous (non-warrior) people in history transformed into different colored stars. They are all level 5s, but can be Special Summoned if they're revealed while in the hand. They have a theme revolved around revealing both players' hands and gaining effects based on comparing them.

 

All their backrow are quick-plays and are mainly used to help reveal and alter both players hands, increasing your consistency and decreasing your opponent's.

 

Their Rank 5 though is an insane customer. It has stats based on the number of materials, but at the start of your turn (before you draw), you can detach 2 of them to activate its effect. As long as the card's on the field, during each of your opponent's End Phases, both players count up the number of cards they have in their hand. If the number is different than what it was when it activated its effect, that player takes 5000 damage. Despite the super stun game winning power of the R5, it is not often played by the deck since it needs 4 materials to summon.

 

Zolt

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Shamans! Witch doctors! Ancient Healers and Law-menders straight from the prehistoric times!

 

a weirdly compose archetype of EARTH Spell-caster Main Deck Effect and Ritual monster that has similar summon effect to high-level Infernoid but doesn't have the level restriction and they banish any spells instead of monster.  which can be combo further ala D Hero Diamond Dude that you can activate the effects of the banished spells. the aim of the deck is revolving substantial summon couple by oppressing advantages made from the "discounted" spells. further more each monster has additional or upgraded effects that can be accessed if you manage to banish all spell card type under the sun using the effects all copies of that same monster  ( If you Banish 6 or More Spell with different type with the effects of "this card name":)

 

there is a restriction tho the spell shenanigans however. all monster deliberately prevent you from activating any spells even from its own archetype other than from banished cards or cards that activating itself by banishing itself. some low levels can only "cast" spells that on top of the pile of banished cards

 

Hey, this is such a cool concept. With a bit more flexible archetype name, and make the Rituals Rock (ancient golems), Dinosaur, Reptile, Winged Beast, etc. (sealed behemoths of ancient times) types, and polishing the mechanic of using Spells as Tribute (e.g. they would have to be treated as having at least 1 Level), you can get something neat out of it.

 

 

Now, I may as well follow the prompt:

 

Zolt

A Synchro-centric archetype of LIGHT/Beast monsters with lightning in their design and fur, as if making a pun on "Bolt". Like bolts, they are fast, and that doesn't mean they are packed with just Quick Effects, also with the unique ability of declaring attacks during the opponent's turn. However, similar to the rulings on effect activations during the Phases, the opponent still holds the "right" to declare attacks first with its monsters, then before ending the Battle Phase you get the baton of declaring your attacks. But, "Zolts" of higher orders (High Levels, Synchros, Links, etc.) do have the option of attacking before the opponent's monsters do, or better yet, during the opponent's Main Phase 1, offering an edge to their user.

Moreover, similar to Yang Zings, they can grant these abilities to Beast Synchros that are Summoned by using them, and so they indirectly support the electric Unicorn series, which have a related theme, although only Thunder Unicorn would benefit from its effect becoming a Quick Effect, but they can still gain the abilities of attacking during the opponent's Battle Phase and/or Main Phase, getting the "rights" of attacking first, and so on. They would also boost "The Fabled" Synchros, which have some degree of compatibility due to their LIGHT/Beast typing.

The low Levels are mice, squirrels, rabbits; Levels 3~4s are foxes, dogs, wolves, cats, lynxes; and the higher levels are horses, cheetahs, cougars, etc.

 

Next:

Sludger Sledger

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this archetype is for you a******s that doing injustice to aquatic animals. from so called "simple sin" as to dump well-living fish or turtle to sewer due to bored on caring OR Motherf**ker capitalist that poison our watery bodies for profit. be traumatize

 

dual-themed around various legends of sewer creatures & aquatic Cryptozoology. this odd-yet-fearsome combo of WATER & EARTH Dinosaur and Aqua monster is putting the term "Get down & dirty" literally in a very gruesome way (other than the fact the fitting art for these guys is amphibious mutant covered in overdose of goo, mud and all disgusting semi-liquid you can imagine). the playstyle mostly beat-down centric, however, is the vicious control element that elevates the despair feel of these polluted horror by utilizing Sludge Counter. the perfect representation of real-toxic blend of mud and pure vengeance. these counters is unique to other Counter strategy since it has 2 inherent effects. one being unique effect depending on which monstrosity generating it. the other effect being if cards that has huge amount of counters (say 5) is getting destroyed by Sludger Sledger cards that cards will generate at least 3 new counters instead diminish in vain.

 

Musclesprout

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Musclesprout

 

This Plant-Type archetype plays at being certain Warrior-Type archetypes, and unfortunately they're better at it.

 

They borrow from the most recent 5 generations, one archetype from each, and they chip off a few of their support cards, too. Like Goukis, their focus is on having 0 DEF, and rather high ATK values. Not only that, but their Field Spell makes all monsters your opponent dares Summon lose ATK and DEF equal to their DEF, meaning that being beatsticks is actually the best thing they can be. Then, like Tellars, they spam monsters, and they spam them fast (although, to balance this with their huge statlines, they typically have drawbacks yanked from Photon monsters, or in one case, are just straight-up a 2K Normal monster).

 

For 5Ds, they actually borrow from the random extra stuff Yusei liked to throw in alongside his Synchros, and it shows- a lot of them have self-revival effects (although most are one-use). And from GX . . . you saw it coming, they're like classic E-HERO in that there are Fusion combinations between every possible combination of Main Deck monsters (and a few more generic ones, requiring only one named Material), making Extra Decks very, very cramped around these parts.

 

But even with all these competing elements, they're a Plant archetype with a naming scheme based on badass memes, including the obvious references to Chuck Norris, Saitama, Mr. T, and Yu-Gi-Oh's own JACK ATLAS.

 

Wendigoon

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A Dragon-type based archetype that focuses on high defense points and flip effects that allow you to search through the deck for allies.

 

Draconic Mages

 

Before Tinkerer comes over here and scolds you, note that you need to write more than this. Right now, this essentially amounts to wall searching, which leaves a lot open for stuff. (Go yell at him if you disagree with the word requirement.)

 

====

I suppose for fairness, I'll do two of them. 

 

Wendigoon

 

WIND Wyrms that focus on swarming / triggering whenever they leave the field; a la Shaddolls. Yes, they have FLIP effects to work with, but their main goal is repeated Extra Deck summons from Fusions all the way up until Xyz. Most of them have solid defense to live a few turns, but are perfectly capable of attacking when needed. Just make sure you continually keep monster presence up, because you'll need it to continually recycle your boards / support cards. 

 

(Also that Synchro I made yesterday goes well here, hehehe)

 

===

Draconic Mages

 

A class of Dragon monsters that also treat themselves as Spellcasters while in your possession, opening up dual possibilities with Spellcaster techs in Dragons. But enough about that. They have an array of support cards that make the opponent's cards disappear if a Draconic Mage is on the field, similar to the backrow for Majespecters. The monsters are varied in Attributes (and easily summonable), but that works in their favor since their Fusion and Synchro bosses gain effects the more varied your Attributes are.

 

For the best players, it is entirely possible to set up an entire board that is nigh unbreakable with these guys within a single turn (plus set up a full backrow), but requires a ton of strategy and combos. Just be wary of Kaiju and other forms of non-destructive removal, plus making sure you don't deck yourself out by going full-on crazy. Otherwise, you can still play them in a less OTK fashion and compete at the same level as current Zoos/True Kings. 

 

(being Dragon and Spellcaster has its perks now, doesn't it?)

 

==============

 

Shearing Impulse

 

https://en.wikipedia.org/wiki/Shear_stress

https://en.wikipedia.org/wiki/Shear_and_moment_diagram

https://en.wikipedia.org/wiki/Impulse_(physics)

 

(Yeah, I'm an engineering student; any questions about that? That being said, hint #27 from Easter event dealt with shear diagrams; go look if you want an idea.)

 

OOC:

 

@Darj: Yeah, one of your old names in there was intentional. Hopefully you had fun with that.

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@Jolly Glot: Another concept that I like. Spreading Counters like that is such a cool way of representing the spread of pollution while dealing with the inherent drawback of running out of Counters to fuel the effects that require them. Funny how one of the ways for getting rid of the Counters would be to drop a full nuke; looks like an amusing analogy to a purge or something like that. Also, as a Dorohedoro reader and fan, the archetype resonated in me because of the Sludge Counters, the archetype including Dinosaurs when the main character has a lizard head, and the mention of vengeance; almost as if you had done references to it coincidentally.

 

@Sakura: A bit, yeah xD

As you can see, they are more or less like Magibullets on crack. Although I had to get the idea rather quickly before someone else beat me over making the prompt.

 

 

They may be unrelated concept-wise, but it would be amusing to see a fight between Savage and Draconic Mages xD

 

Anyway:

 

Shearing Impulse

A Psychic archetype about physics, heh.

This is a Link-centric archetype of EARTH Psychic monsters that respond by activating or applying effects when they would be destroyed (a.k.a. force is applied to them). Some are ultimately destroyed and turn into something else (a.k.a. float), others change shape by applying continuous-like effects instead of being fully destroyed (e.g. if this card would be destroyed, it loses X ATK, DEF, Levels, etc. instead), while others are simply unaffected by said forces (cannot be destroyed), and the best ones not only are not destroyed, also gain additional effects like effect protections, stat boosts, searching, etc.; in other words they are strengthened by the force (e.g. If this card would be destroyed, it is not destroyed. If this effect is used: [insert effect here]). Also, they can respond to your own destruction effects, so you can support them with self-destruction cards and engines like Dragonic Diagram, Metalfoes, Sky Iris, etc.

Furthermore, in order to highlight and make use of the Link mechanics, their Link monsters can extend these kind of destruction-related effects to Psychic monsters they point towards.

Theme-wise, they may be Psychics but are still based on different materials, like metals, concrete, polymers, plastic, etc. Huh, I guess this makes them similar to the aforementioned Metalfoes, who are based or inspired on metals. Artwork-wise, they are guys and gals that are surrounded by fragments, particles or molecules of their signature materials, lifted or controlled telepathically.

 

 

Next:

Fracture Frame

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Looks like I'm about to cut this Duel in half!!

 

Fracture Frame is a Machine archetype that is based solely on Fractions. They will have ATK and DEF points that have 50 or 25 at the end. They love to do nothing but burn through their foes Deck, Field and Life points. They also have Xyz Monsters that use only half of the required Xyz Material to Summon them if all Xyz Materials are Fracture Frames. But this helps them since as long as they have only half the texted amount of Overlay Units, they get extra Abilities. Their strongest Monsters ATK would most likely be 2925.

 

(I'm starting to like this one!)

===========

Prompt:

Some kind of archetype that features returning cards to the deck and searching the deck for the cards you need.

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@Darj: 76

Might I ask what the Savage Archetype was?

 

I referred to the Savage Mages described this same thread page. Since both Savage Mages and Draconic Mages are mages, I grouped them under a single "mage", but I see now that I was misleading. I apologize for the confusion.

 

 

(Skipping the prompt)

Speaking of the prompt, I believe that's not how this thread works: you have to give the archetype name, not the playstyle.

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kk. Name: Directional Gurus

I would strongly urge you to read the rules outlined in the first post. It's good to see some new blood grace the thread, but that does not mean you shouldn't follow the rules. Consider this my warning.

 

Anyway, Directional Guru

 

A Psychic archetype of all different levels and a single common effect: "Once per turn you can target 1 other Psychic monster you control; discard 1 card, and if you do, this card's level becomes the same as the target's level/rank". Unlike the original Psychic stuff that had a Synchro lean, these are specifically tailored for Xyzs. Their level change shenanigans can be used for Synchros, but then you miss out on their in-Grave Xyz boosting effects which can range from stat boosts to OPT protection effects.

 

Their Spells and Traps are fairly typical and tend to help the Gurus get on the field en masse. However, they all have a banish effect that triggers when you summon an Xyz; so make sure you get a Summon in a pinch.

 

Despite their Xyz love, they only have 1 in-archetype Xyz which can't even be typically summoned. It is treated as Rank 0 and can only be summoned by Special Summoning 5 different Xyz monsters from your Grave and overlaying them into the Guru monstrosity who basically wins you the game without ever stating the words "you win".

 

The real trouble is that the deck is quite slow despite the Spells/Traps and, with all the discarding, it is quite easy to bleed out your own hand. If you cannot get out/keep out an Xyz, the deck folds pathetically.

 

Pillar

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Alright! Time to reach for the Heavens!

 

Pillar is an archetype of WIND Attribute Rock-type Monsters based on Ancient Monuments, like the one in Athens. They love to banish their opponents cards, essentially damning them to hell, while also rewarding those that they see righteous, which are usually your cards. Things like ATK or DEF boosts, Level changes, or Reviving fallen teammates are the rewards. They do not have any Extra deck monsters, but they don't need them since they have overpowered pendulums on their side. Their scales would most likely be 2-7, considering the archetype's levels would be in between those numbers. You could run some Synchros and Xyz if you wanted, since they would have the level change abilities in there.

(How'd I do on that?)

================

Stufimol

(Stuffed + Animal + Smol)

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"Build-A-Bear workshop, now as a children's card game!"

 

But yeah, all of the members here are Level 4 and under and take on the appearance of cute stuffed animals, not unlike the Main Deck "Fluffals". The Main Deck monsters are given generic names based on the species they're based on, whereas the Synchro/Xyz/Link bosses are all named after precise animals from BABW and other stuffed animal stores. Their play strategy revolves around cycling through the Deck, getting certain members out quickly and keeping the backrow set up. Make sure you have some way of dealing with heavy beat Decks, because as stuffed animals, they can't do much against brute force without relying on backrow.

 

At least you won't have brick hands and small children don't get nightmares playing the Deck like they do with Frightfurs.

 

P.S. I just picked BABW because that's the only known stuffed animal store I am really aware of in the US (least where I've visited). If there are others in your country, etc., feel free to use names from those as well.

 

====

Miscellaneous Dramatics

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Miscellaneous Dramatics

 

"May I have a volunteer?"

 

Miscellaneous Dramatics are a series of Spells that focus on bringing out and supporting "Miscellaneous Dramagician", a Link 3 monster with Protagonist ATK and 3 up-facing Link arrows.

 

Dramagician can easily steal the spotlight with its abilities to take opponent monsters summoned in its Link Points and turn them into props (tokens) which help it along. It can also, when there's a Miscellaneous Dramatic field spell, change location at a whim: jumping from the Extra Monster Zone to Main Monster Zones and back, even being able to swap Extra Monster Zones.

 

A majority of the spells are quick-play, and act as powerful stun options. However, don't rely on them too much since almost all of them only work once Dramagician hits the field.

 

I.T.E.M.

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I.T.E.M

 

Weak monsters based, like the Morphtronics, on household items, their effects revolve around bouncing your monsters back into the deck to negate your opponents effects and inflict burn damage. If you manage to return 5 monsterss in 1 turn you can summon their boss, I.T.E.M Collection, a Frankensteinien combination of the rest of the archeytype monsters which has 3500/3000, is unaffected by card effects and can shuffle cards from your graveyard into the deck to negate attacks on other monsters you control.

 

Kabuki

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Goyo Guardian has some cousins in the business....

 

Warrior monsters that are themed after characters from certain kabuki plays and well-known actors. Their playstyle functions similarly to an actual kabuki performance, with a playstyle that builds up as the duel progresses (during the climax, the controller has total control over the field). They do have cards that let them accelerate the climax faster, but the problem is grabbing them quickly. Other than that, have fun being weird.

 

(All of the Main Deck are Level 4 and under; whereas the Fusion / Synchro bosses are at Level 7+)

 

=====

Zodiac Air Force

Edited by Flash Flyer - Sakura
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The Zodiac Air Force is on the smaller side of things, having only 6 main deck monsters and 3 extra deck monsters, being based on stars in the constellations Gemini, Libra, and Aquarius and the constellations themselves. They're all WIND Pyros who love crashing and burning, in that order, with effects that prevent them from being destroyed by battle and burning the opp for whatever damage you took. They have a few spells in their own sub-arche (ZAF maneuvers) that help you recover from constant battle dmg and negate effects etc.

 

Syrupt (syrup+errupt)

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"Time an explosion! We've got our sweet ending to this duel!!!!"

 

Syrupt

 

This archetype is going to be counter based. Mainly level 4s, their effects are going to give you more life points as trigger effects and standby effects. They don't have very many Extra Deck support, except for a few link/Xyz monsters, but what they lack in extra deck, they pull through with their main Field Spell, "Mt. Syrupt". This field allows you to gain a Sticky Counter on this card for every time you gain life points. When you have a certain amount of counters, you can activate different destructive effects, the strongest one requiring 5 counters and reducing your opponents life points by 2000. The difficult part about this of course would be getting the field quickly. Without the spell your screwed since these sweet monsters have little to no ATK.

 

===============

Black Luster

(This is just because I love the Black Luster Soldier line and I would like to see what you guys could do to it to make the line even better)

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[spoiler= Mine was better]

Syrupt

 

This sweet Pyro-Type archetype is all about the most molten of delicious delicacies, all managing to burn your opponent's tongue (and their LP) to nothing!

 

This is a Synchro archetype, and much like the other Pyro-Type Synchro archetype, they focus primarily on getting their stuff into the Graveyard. However, while Lavals abused Rekindling with their Graveyard focus, Syrupt, as an EARTH one, can't do that.

 

Instead, Syrupt is all about those Graveyard triggering effects, and their Synchros have a habit of bringing back your monsters to continue your plays with. Also, every monster in the archetype has some sort of burn effect, be it in the form of Flame Wingman or Neos Wiseman abilities, or effects closer to Volcanic monsters.

 

However, their plays ate kinda difficult to start, as almost all of their Special Summon effects are confined to abilities based on the Graveyard. So, yes, they have things like Junk Synchron and Quillbolt Hedgehog for some easier plays, and your bog-standard archetypal Armageddon Knight is your best friend, but unless you get your necessary dumping cards you wind up in some pretty dangerous positions.

 

 

 

Black Luster

 

Because we have too many gimmicks to keep track of!

 

Technically speaking, this is barely an archetype. Most of their support cards are actually generic support for Level 8 Warriors, or Warrior-Type Rituals, in general, and even the specific support still has splash potential in things like Nekroz.

 

That said, they're mostly LIGHT and DARK Warriors whose effects are geared towards Ritual Summon or grabbing Level 8 Warrior-Type monsters in general, making it even easier to use Destiny HERO Plasma as draw engine fuel. However . . . besides being really great Ritual support that makes it easy to plop Warriors in your hand, Black Luster doesn't . . . do much. They're very consistent, and given that they can search BLS Envoy they always have at least some sort of potential to not immediately lose, but without any threatening power output or real protection, coupled with some awkward Levels that make Synchro and Xyz Summons harder than they need to be, Black Luster ironically has no real lustrous appeal.

 

Amp-Knight

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