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Tinkerer

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Interdimension Army

 

This is basically Return from the Different Dimension the deck. The monsters can easily be summoned, but immediately banish themselves whenever summoned from anywhere else besides banished, along with banishing another archetype monster from wherever, or some other extra effect. Their own archetypal trap can bring them all back on the opponent's turn, and when summoned from banish, they double their ATK, making them fairly hefty beaters, but can't be used as material for anything except the archetype's fusions. They have a Miracle Fusion to restock their banished zone, a somewhat impractical and clunky fusion boss, and also decent draw power.

 

Emberwurm

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Emberwurm

Archetype of FIRE Wyrm Tuners whose main gimmick is floating when they are sent to the grave by a card effect. However, rather than a self-sufficient archetype, they are more designed to be adapted as engines in other decks that can make use of their floating effects; for instance, using them as fodder for Ritual or Fusion Summons, or tech them in milling decks. For this reason, their float effects can be rather generic, like a Wulf-like self-revival effect, for example. Still, one may give a try at building a mostly-Emberwurm deck by mix & matching them with other engines or cards, namely Invokeds and the FIRE True Kings, and since they are all Tuners, even if they lack an archetype boss, they can access Synchros.

Moreover, their on-field effects, as well as some of the float effects, revolve more around support for either FIRE Wyrms, or Wyrm Tuners, further emphasising their engine theme.

 

Next:

Pyrelonicra

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Pyrelonicra

 

This is a very heavily fantasy-inspired archetype, taking pointers from all the greats in the genre. Elves, dwarves, gigantic beasts, sorcerers and paladins . . . with a twist.

 

You see, everything in Pyrelonicra . . . is on fire.

 

It's a high-energy FIRE/EARTH archetype, with all the staples of fantasy mired in lava. Basically, a good opening for them can OTK, and your average one can typically toss a 2700 beater on board.

 

What you do should be familiar to anyone who's had a passing glance at Kozmo or Hieratic- you start with one monster, and just keep switching it out for your various big beaters. You see, each one can Special Summon itself from the hand by Tributing a member on board, and they all have some manner of on-Summon effect. Beyond that, their effects go in all kinds of directions- some like removal, some build up your board, some search or recoup, and a few do weird things like lock your opponent out of searching for the rest of the turn.

 

Their support is all designed around helping them go ham- their Field Spell makes Tokens for you to Tribute, they have an archetypal Salvage not restricted by statline, and even a Continuous Spell that basically turns your Graveyard members into Infernoids.

 

Good luck actually getting that far, though. The primary problem here is that their consistency cards are mostly Tribute monsters, and even with three copies of their search Spell you need archetypal Tribute fodder to go off in any reasonable way, which means you need the low-Level monsters, but too many of those is a brick because you don't have any actual power plays . . . your Level ratio needs to be pretty exact.

 

Cannoknight

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Archetype of LIGHT Pyro-Type monsters that feature a heavy burn theme. They are named after artillery pieces and revolve around using themselves as burn fuel, which works better because all of them have sizable ATK to burn the opponent with. Their burn cannot be reversed, so don't try using d'Arc or the like to stop them. The one problem is, they also burn you too if there isn't enough fuel to keep them running and all of their members are high Levels. At least you have several support cards to get them out, but bottom-line; OTK burn or go home. 

 

(A semi-Trickstar / Vullet engine would be helpful though to generate early game fodder and all if you cannot go hard with the Archetype.)

 

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Mekk-marina (OCG: Surge Ocean)

 

If you paid enough attention to Series 10 sets lately, yeah. This wasn't actually mentioned in the vanilla World Chalices, but thematically it works. (You can figure out what this needs to be, but ultimately you have free reign over what this ends up being; even complete deviation from it.)

 

Not like Tinkerer is here lately anyway to enforce stuff.

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====

Mekk-marina (OCG: Surge Ocean)

 

If you paid enough attention to Series 10 sets lately, yeah. This wasn't actually mentioned in the vanilla World Chalices, but thematically it works. (You can figure out what this needs to be, but ultimately you have free reign over what this ends up being; even complete deviation from it.)

 

Not like Tinkerer is here lately anyway to enforce stuff.

 

Off-topic:

I... actually can't figure out this one xD

And I have been following the World Legacy storyline rather closely. From where is this prompt coming? How exactly does this "thematically works"? Really, I know I'm going off-topic, but got curious now.

I mean, the name implies something with a water environment, and yet I have not seen any artwork that implies the events are occurring anywhere nearby to a water body. The only WATER-related thing that comes to mind is the Attribute of the World Chalice Priestess, but pretty sure she is WATER mainly for the poli-Attibute theme, not because she comes from a lake, sea, etc. Not to mention that the "Mekk" tribe mentioned in the flavor texts of the Chalices most likely refer to the Jack Knights, so a second "Mekk" tribe would conflict with the implied storyline so far.

 

I wouldn't mind taking the prompt under the given guidelines, but I found it intriguing.

 

 

/skip

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To be fair, they only mentioned Crawlers and Jack Knights by name with the vanillas. But to be honest, I had a hard time finding a good WATER themed name that would go into what Konami chose for the TCG thing eventually. Might end up with a sea-battle eventually, but idk. (Either that, or some animal themed one with the other Attributes). 

 

But disregarding current flavor for now (unless next set adds another subclass of Star Grail vanillas that go further; really was supposed to be another tribe that has a World Legacy member), yeah, do what you want. (Expand Konami's thing for them, or do something else)

 

===

Probably would be a lot easier to see a more visual thing for them in the support cards.

===

 

// skip

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Fair enough. Spin-offs can be a thing after all, and I even made a archetype here that was tied to the World Legacy storyline already. Asked mainly because I wanted to know if there was anything I missed from the storyline that hinted at a WATER or water-themed archetype incoming.

 

/skip

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Just to get the game going, suppose I'll do my own prompt.
 
Mekk-marinas are a class of WATER Aqua monsters that are themed on aquatic life, such as dolphins, whales, sharks, manta rays, octopuses, etc. Similar to their counterparts in Crawlers, Jack Knights and so forth, they focus on Link Summoning and tie into the "World Legacy" archetype with an honorary member. Their Main Deck is mostly low Levels so you can make a reasonably nice board and are very straightforward in playing in the early game. 
 
Thematically, this is a tribe that comes from a spinoff story of the World Chalices (or one that has not been revealed yet). Their role as an antagonist or ally clan has not yet been determined.
 
====
So yeah, crossing into uncharted waters (pun intended) with this one. I suspect certain members will complain about it breaking existing flavor, but consider it as doing Konami's job for them. That, and it serves as good practice for Link design. 

====

Teotl Tlamacazqui
(This is deriving its name from Aztec priests / a general term for their religion. Make of it as you desire)

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Nuuu, I already had a rough idea on mind, but couldn't polish it on time. Something about Link-centric WATER Machine archetype that could access both Toadally Bahamut and Cyber Dragon Nova/Infinity; kind of like Dinomists done better.

 

Anyway:

 

Teotl Tlamacazqui

Ritual archetype. The Non-Ritual monsters are Level 1~4 Spellcasters (priests, dancers, etc.) with effects that assist in getting the combo pieces for a Ritual Summon or turning the Ritual Summon into disruption by, let's say, allowing you to use 1 opponent's monster, or monsters in the opponent's grave, as Tribute; and Level 4~7 Warriors (jaguar warriors, etc.) that pack a bit of punch so the archetype doesn't fully rely on Ritual Monsters; also the higher Levels of the Warriors can assist with fulfilling the Ritual Summon requirements.

The Ritual Spells also resort to that little trick used in the Vendread Ritual, in that it can be used semi-generically for a Ritual Summon, but include an specific name in their other effects in order to be proper targets for Pre-Preparation of Rites. Moreover, like new-age Ritual Spells, their Ritual Summons include ways for lowering the card cost by using monsters in the grave, Extra Deck etc. as Tribute, and even milling up to 1 from the Deck.

Finally, the Ritual Monsters are based on different Aztec gods, like the god of rain, war, etc. and thus have a poli-Type theme. Also to deal with the inherent "cloggyness" of Ritual Summons, similar to Nekroz they have hand-Trap effects, but unlike Nekroz, said effects can be disruptive rather than protective; regardless, they all depend on you controlling archetype monsters to activate them. Flavor-wise it's as if the maindeck monsters were calling for the assistance of their gods. This further sustains a beat & control playstyle with the archetype Warriors.

 

 

Next:

Rabunneko

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Rabunnekos are EARTH Beast-type catlike monsters that love to play the waiting game, with most of their effects working only after a certain amount of time on the field. From win conditions similar to Final Countdown to burn damage that increases over time, they've got a lot of hopes for the future. Unfortunately, though, they do not think about their current situation much, having no effects that immediately affect the gameplay except for a few Summoning effects.

 

CODfire (gunfire but with COD instead of gun)

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Rabunneko

 

Aw, how cute- OH MY GOD MY FACE!

 

This archetype is half Beasts, half Beast Warriors, all explosive fun times. The Beasts make up a solid, cute engine of Level 1-3 monsters, and are generally themed after various adorable little critters- rabbits, kittens, puppies, squirrels, all that jazz. The Beast-Warriors, by contrast, are animal girls of Levels 4-6, themed after the various Beasts- for example, Rabunneko Kitten is a Level 2, and her counterpart, Rabunneko Cat Burglar is a Level 5.

 

Generally speaking, this archetype likes abusing Supply Squad, and their archetypal counterpart- the Beasts either trigger it with self-destructive effects or make you plus even faster by having effects that trigger in response to their own destruction, and the Beast-Warriors can all Special Summon themselves if an archetype member is destroyed, and given that they have solid effects dependent on their own Special Summon you're looking for excuses to go big with suicidal effects.

 

Their primary playstyle, beyond just really enjoying suicide, is aggressive control- eliminating your opponent's resources so that they have nothing to fight back with. Which is good . . . because, as stated, their biggest monsters are Level 6. You're not exactly swimming in big beaters.

 

That said, given their Types and low Levels, they make for a solid archetype to use for Synchro and low-Rank Xyz. Also, not a nomi clause in sight around here, so worst comes to worst you can always tech in a copy of Stormforth.

 

EDIT: Mine is better . . . a lot better. Let's just use this one for AGM purposes, if we do ever wind up making a prompt of this name.

 

Annelution (an "annelid" is a worm, and I don't think I need to explain evolution)

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Nuuu, I already had a rough idea on mind, but couldn't polish it on time. Something about Link-centric WATER Machine archetype that could access both Toadally Bahamut and Cyber Dragon Nova/Infinity; kind of like Dinomists done better.

I mean, you can technically make this one on your own (referring to your take on Mekk-marinas); unlike a lot of the prompts in here, this isn't going to be taken up in AGM anytime soon. Only members who even care about VRAINS from there are either myself or Eshai to some extent. 

 

Nothing wrong with having multiple takes.

 

====

Anyway....

 

CODFire is an Archetype themed on Call of Duty and otherwise military strategy. They focus on snipe tactics and making sure the opponent has nothing to defend themselves with, either on the field or in their hand. The support cards are based on certain missions in the game, and otherwise result in board advancement. But...just make sure you have ample revival cards because they sort of don't have any. 

 

=========

Kagero Dimension Officer

(Yes I ripped off two clans in CFV)

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Whatever I still want to post my CODFire because it's cooler

 

CODfire

 

Kamikaze FIRE Fish monsters with a tendency of committing sudoku via before the enemy can eat them. 

 

Inspired by Volcanics and Generation Fish (of all things), which have effects when Tributed and Banished, which means if you can figure out how to do both at the same time, you can get twice the reward.

They have a subgroup called "CODFire Fisherman" (or whatever better name you have for it), 

They can Tribute your Level 4-5 or lower Fish for rather searching, recovery, card draw, or destruction. The world is your oyster with this one.

CODfire also has a couple big catches, ones that require higher Level Fishermen to deal with, which you can Special Summon to your opponent's side of the field, but yield bigger rewards (these ones also have effects when destroyed.

The lower level Fish work with Rekindling (so go nuts with that), and have their own version of Big Wave Small Wave that Tributes all of your Fish monsters and Special Summons any number of your banished archetype monsters.

If you really want extra Deck, go Contact Fusion, which will feature both a large Fish and a Warrior. You will decide who caught who.

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Kagero Dimension Officers are a group of LIGHT and DARK Warrior-type Xyz Monsters with a similar theme to Goyos, except that now they're based on interdimensional peace rather than just in one city and are Xyz-based instead of Synchro. Rather than stealing their opponent's monsters, however, Kagero Dimension Officers have a tendency to revive their fallen comrades from the GY and banished zone after completing a certain task (i.e. dealing a certain amount of damage to your opponent or staying on the field for a certain amount of time). None of these monsters have effects that require using an Xyz Material. Having a certain number of Xyz Materials can make one of them gain an effect or a certain amount of ATK, but beyond that, they're not very helpful. They can easily swarm the field if you have a good enough Main Deck. They have a decent amount of Main Deck support, but no in-archetype members reside there.

 

Kagero Grounded Officers

Can we get a support archetype?

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Kagero Grounded Officers are the Main Deck equivalent to Dimension Officers (LIGHT/DARK Warrior). Instead of focusing on reviving their comrades, they instead "confiscate" the opponent's cards; not unlike a police raid. Basically, each time a "Kagero" monster destroys an opponent's monster or inflicts damage, the opponent gets one of the cards in their hand or GY added to your hand, and effects that would trigger on that do not activate. In-Archetype, they feature multiple ways of Special Summoning themselves and are independent of the Extra Deck. Combos with Dimension Officers is just icing on the cake if you really want to make the opponent fight the law head-on, but most of the time, Grounded Officers have enough power to handle themselves. 

 

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Furry Police Department

(And yes, I mean actual "furries", so...take whatever inspiration you want. Do I really need to explain what a furry is, or was Zootopia and the like self-explanatory?)

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Take it up with Tinkerer; he enforced the 40 word limit so people don't end up writing essays just for an Archetype prompt, but enough so there's sufficient data to work from instead of being vague as sheet. 

 

So yeah...whoever posts after this does the last prompt I listed in bold. 

 

// skip

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Furry Police Department

An archetype that supports the previously described "Furry Attack Force". While Attack Force focus on battle and disruption, Police Department focus on support tactics like searching for their Spell/Traps (provide gear), and inherent Summons that quickly get it on board, where then they can use their effects to lock down cards (effects like Fire Formation - Gyyokou that stun cards without removing them; maybe an effect that prevents hand traps or the negation of Summons, as well) and buy time for the Attack Force squad to arrive (references to scouting the field and locking down areas while the specialized squad arrives), and Summoning Attack Force monsters with their effects from the Deck, grave, etc. (call for the specialist units, provide them with medical care, etc.).

They also introduce some Extra Deck monsters to further support Attack Forces, which originally lack Extra Deck members.

 

Next:

Necrolancer

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Necrolancer is an archetype that focuses on burn damage. Kill me now. DARK monsters usually warriors who can throw their spears or lances to deal effect damage to your opponent. They also have a few effects that can banish other DARK monsters, not just themselves. You might want to run them with D/D/D to deal some maximum damage. Also, if they are banished, they get to do cool effects. Their main weakness would be speed, but if you run them with D/D/D pendulums, you shouldn't have a problem.

=========

 

Kriller

(Krill + Killer)

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Kriller

Archetype of Level1 DARK/Aqua Flip monsters. Like both Shaddolls and Crawlers, their flip effects consist of either archetype support, or disruption for the opponent. Unlike them, however, the don't float directly; instead, they banish themselves from the grave to Summon a different archetype member in face-down Defense Position. This ensures you get something back in some way even if they are removed before being flipped. Each effect can only be used OPT.

Due to their traits, they should have plenty of support, from Level1 toys like One for One, Linkuriboh, Arf Thou, Kinka-Byo, etc., to DARK stuff like Allure. Also due to their grave effects, they don't exactly mind being discarded or used as material for Summons. Moreover, the self-banishing effects, as well as the banishing costs of Allure and other DARK support, allow the deck to run "Banifish" support cards such as Fish and Swaps as an option.

Spell/Trap support consists on effects that speed up their Flip Summons and swarming, For instance, 1 is a Continuous Spell that once per turn lets you either Set 1 Kriller in addition to your Normal Summon/Set, or flip face-up 1 Kriller you Set or Special Summoned in face-down Defense Position that turn.

 

 

Next:

Silent Star

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Silent Star

This is an archetype that focuses on field destruction. Go ahead, kill me for attempting another meta-game archetype. Anyway, these guys are FIRE Fairies that are based on stars. Their names are along the lines of Silent Star Betelgeuse Pixie and stuff like that. Each one has good effects to protect each other by destroying your opponent's cards, and destroying his/her cards to activate cool side buffs. For example, when you use Betelgeuse Pixie's effect, you can negate and destroy a card that would destroy one of your cards, then all "Silent Star" monsters on either player's field gain 200 ATK. They also have a few spells that go by the name of Silent. Things like Silent Genesis, which will summon a new one Star from the deck, or Silent Supernova, which will, at the cost of a Star, destroy all of your opponent's cards. Then, those spells have abilities in the GY too, that give the deck a little more consistency.

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

 

Retrains

(Re + Trains)

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Retrain

 

Rata would be so proud.

 

This Deck is, just like the original Trains, a bunch of Level 4 and 10 EARTH Machine-Type monsters designed around Xyz, with one key difference:

 

It's somehow been made even more anime.

 

Put bluntly, this Deck copies the tactics of other Xyz Decks of the ZeXal and Arc-V era, using their best stuff to go absolute ham. Be it two cards that are essentially a Dragon Ruler and its baby, a distinctly railcar-shaped version of Dreary Doll, and so on- aping the good and wacky cards used by such Xyz specialists as Yuma, Yuto, Shun, Kaito, and so on, to create a new wave of actually really solid Train support that can flexibly make both Dora and Iron Wolf in the same turn if you like your memes.

 

"But wait!" I hear you say, "Link rules don't let you-" but that's the beautiful part! Because you'll likely be able to spare some backrow space, you now have a Continuous Trap that is both a "during either player's turn" Senet Switch, and forces your opponent to target not cards, but the Zone the card is in, giving EARTH Machines some really funny targeting protection if they can make an Xyz.

 

They don't fix the whole problem of comeback ability, instead focusing on increasing your consistency and protecting your existing field, but that would definitely be enough to make people ready to see Trains again. Choo choo.

 

Restrained Deity

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Restrained Deity

Archetype of Level11 Fairy monsters each with a different Attribute except DIVINE. Rather than working with each other as an archetype, they are more intended to be maindeck bosses for decks with their respective Attributes; in a way, like Elemental Lords done arguably better. They all have a archetype highlander clause (You can only control 1 "Restrained Deity" monster), nomi clauses that make them Special Summonable from either hand or GY by banishing all monsters in your field and GY with their same Attribute, except themselves, and at least 10 monsters, and to not make them sitting ducks when drawn, they have a discard effect that in one way or another assists monsters you control with their same Attribute. To make them more worthy as deck bosses, their inherent Summons cannot be negated, they are backed up with plenty of protection effects while on board, including from being Tributed so no Kaiju outs, and have OPT Quick Effect removal associated with their Attributes. Their stats, however, don't go past 3700 so they aren't exactly the biggest or unbreakable walls or threats, either.

 

 

Next:

Diplodonkos

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Diplodonkos are DARK Dinosaur-type monsters that do not play friendly. In order to attack, they must first target a monster during the Main Phase 1 and attack that specific monster. Sure, this could be a bit of a disadvantage, but they all boast high ATK, and some of the have piercing, so it's worth the risk. Unfortunately, though, they cannot normally attack directly. That's where their S/T support comes into play (literally). They have a few cards that make them able to target the opponent's LP instead of a monster on the field. Most of the other support is for the basics: revival, boosted ATK/DEF, piercing (if they don't have it already), etc.

 

They're too primitive to know what an Extra Deck is. Their boss monsters are based on Special Summoning from the hand if you have a certain group of monsters in the graveyard.

 

Egyptonia

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