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Tinkerer

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Wellspawn (Gravity Well Spawn)

 

Wellspawn is an archetype consisting of DARK Fiend monsters whose main focus is on swarming the field, and then manipulate their levels based on the amount of Wellspawn you control. They also give secondary effects to Wellspawn Xyz monsters that use them as material.

 

Each Wellspawn Xyz monster can be Xyz summoned using more than 2 monsters. And Wellspawn Xyz monsters can use different effects based on the amount of Xyz materials they have attached. Some even allow themselves to rank-up into other Wellspawn monsters if they reach a certain number of materials

 

All Well Spawn Spell/Trap cards are continuous, and also get effects based on the amount of Wellspawn monsters that you control. The archetype also has a field spell that would be able to help replenish the materials of Wellspawn monsters

 

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Next archetype: Xtractor

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Xtract(ors/ions/-##):

EARTH Machines (Xtractor) that search the Deck for FIRE Rock-types (Xtraction)

Fusions between specific Xtractors and Xtractions that focus on Drawing and Searching some more.

Thematically, Xtractors are alien-looking machines that dig up the Xtractions, which are alien-looking creatures that look partially made of gemstones.

The Fusions are, naturally, cyborg hybrids between the two, named in Karakuri style, as Xtract-##

They have an Excavation Site Field Spell and a few supports in the same vein as Reckless Greed and Pot of Greed.

 

Bardbarian

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Bardbarian

 

Basically, Chain Beat the archetype.

 

Bardbarians are, like the name implies, split between two Types- Spellcasters and Warriors. They're also surprisingly reliant on their Field Spell and Continuous backrow, due to the way said backrow works.

 

You see, like the primary monsters used in Chain Beat, Bardbarians can all self-banish during either player's turn- and, when they do, each of their backrow cards gains Counters that can be used passively as a stat-boosting tool, or actively for some pretty devastating removal, protection, and even negation effects.

 

The general way the archetype is laid out is that the Spellcasters get rid of themselves to set off consistency effects, and the Warriors just use their tag-out to dodge removal, and occasionally swarm the field when they get back.

 

This leads to a style of play that encourages sacrificing your first and maybe even second turn in order to set up a board that just outright cannot be cracked by most standard means, as their Field Spell even comes packaged with an ability that prevents your opponent from giving you things (locking out the likes of Grinder Golem and Kaijus).

 

It will take time and setup, and the few bricks the Deck can get are nigh-unsalvageable, but if your opponent doesn't kill you with sheer battle damage while you're doing what you need to there is next to no way to lose.

 

Kinwheel

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Kinwheel

 

You know how relying on your opponent is inconsistent? Tell that to Kinwheel.

 

This archetype of Machines are basically like on-field Maxx Cs, granting you advantage when your opponent does certain things. Summoning, Spell/Trap Cards and their effects, even drawing, your monsters use these plays to get you your own searches, drawing, and maybe even some Summoning. And the best bit? No OPT at all! Of course, your opponent can simply Raigeki or something to kill your field...or not, considering your Kinwheels also grant their other members staying power. Targeting protection, destruction protection, again, they cover a wide range of effects. Having low stats, and again, relying on your opponent hurts them, but...

 

That's when the Xyzs come into play! They have their own built-in protection, and provide actual removal in the form of bouncing and spinning, but at the cost of them losing an Xyz Material every turn. Also, they gain power from the rest of your Kinwheels as well, so there's that.

 

Theophony (not theophany)

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Theophony

 

A group of high level Fairy types conspicuously in every Attribute except LIGHT.  Their LIGHT "member" is a level 1 Normal monster who doesn't share an archetype name but is the "avatar" that all the high level monsters have to go through (They cannot be Special Summoned except by tributing the level 1 Normal).

 

Despite their insistence of being reborn constantly in the most piddly of monsters, these deified fairies are no slouches in terms of power.  They have a running theme of Setting your opponent's cards and locking their usability, while becoming stronger for it.  They all can float into the Level 1 as well, so they are easily able to set up for each other.

 

Drilloch

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Drilloch

 

This WATER Archetype consists of a few different Types- Beast-Warriors, Warriors, a few Machines here and there- and plays the digging game in more ways than one.

 

Similarly to Sylvans, you're going to be doing a lot of excavating for cards, most members digging a certain way into your Deck and fishing a card out to extend your plays with. Unlike Sylvans, though, the cards you don't pick don't just get carelessly tossed into the Graveyard- they stay in your Deck.

 

No, the gimmick here is drilling for field advantage, almost to the point where the card you take in the end is irrelevant. You see, the Drilloch monsters' excavation effects will each take you a certain distance into your Deck . . . but you've got to analyze each card one at a time, and if you pass up a card, you can't go back for it. This can be a little frustrating, but the reason the effect works this way is because their effects all become more powerful depending on exactly how deep you drilled before stopping for what you wanted- and, if you forget to stop in time, you get no bonuses, no card, just a huge waste of everyone's time.

 

These bonus effects range from field clearing and stat boosts to Graveyard banishes and some controlly negation, and because of this you're generally incentivized to just dig as deep as you can and take the card at the end of each one's drill run, ignoring the actual card that you find there.

 

While there are no limitations on the stacking of the bonus effects, each monster can only drill once while on the field, so if you goof up on the way down, or you intentionally stop early to get a necessary handtrap, you still have another try if you can put that monster in the Graveyard and bring it back quickly.

 

The Spells are named thematically after this lake-drilling crew, and lack the archetype's name, but tend to be really solid playmakers- your best being a Quick-Play that acts a lot like Ride of the Valkyries from the show (if your opponent has monsters and you don't, you can vomit out a number of archetype members out onto the field up to the number of your opponent's monsters and negate a number of effects on the field up to the number of monsters you Summoned, but all monsters you Summoned that way get shuffled back into your Deck during the End Phase). Your Traps are the searchable ones, and those do everything Spells usually do in an archetype, with the effects buffed to make up for their slower speed. You do also have some classic reactive Traps, and even arguably the best archetypal battle Trap in history.

 

Painted Pet

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Painted Pet

 

Yet another Equip-centered archetype! This set consists of mostly Beasts, with maybe a Winged Beast or Fish here and there. Piddly stats, no effects while on the field by themselves, they're not doing anything much. But, I did say Equip Spells were a thing here, so that's why they have 7 of them based around each of the main colors of the rainbow! While each Painted Pet can only have one of their Equip Spells at a time, the buffs granted are quite substantial.  The monster itself does half of the work, similar to Noble Knights in terms of gaining effects while Equipped, whereas the Equip Spells grant ATK boost and protection, and perhaps some other things. The archetypal Field Spell, searchable by name occasionally, allows you to paint your pets with multiple colors at the same time! Some other things to, but mostly that. The Equip Spells can recycle themselves by equipping themselves to a monster by shuffling another Equip from your GY into your Deck, by mixing and matching paint and such, but not the same turn they're activated.

 

Qwurti

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Qwruti

 

A pendulum archetype that functions off effects when there is only 1 face-up pendulum in the extra deck plus the pendulum monster are used to link summon the link monster boss. spell and traps help reregulate the number of face-up pendulum monsters in the extra deck also dealing with threats as well.

 

 

UP NEXT: Cigarvet

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  • 2 weeks later...

Cigarvet-

 

An Level 4 XYZ Archetype made up of FIRE Warrior monsters based on battle harden soldiers of the modern era. Cigarvets are designed to act similarly to Volcanics mixed with  Fire Fists.  The Main Deck monster’s effects mostly consist deal with the archetype’s spells, searching them out, etc.. The  spells are based on powerful war machines used today like drones or tanks. while the spells would allow for more summons or providing burn damage, the real quirk of the archetype is that the spells can be used to XYZ summon their boss monsters. Their 2 XZY monsters both protect the spells and the other monsters while providing draw power. 

 

Folklord (Would like them to be Wind Fiends)

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Before Tinkerer chews your ass out, yeah, you can't request that a certain Archetype be a particular way.

 

Anyway...

 

Folklords are a group of mid/high Level monsters whose names stem from various creatures in folklore worldwide; as such they do not have a specific naming pattern, or even a particular Type or Attribute pattern. However, they can all be summoned easily in a similar vein to Blue-Eyes Alternative White Dragon and such, by simply revealing 1-2 archetypal members with different names in your hand, depending on the class. Additionally, their effects are roughly based on the creature/being they are based on but adapted to our mechanics. 

 

Power-wise, the head boss of this Deck can easily top 5-digits, but requires a lot of set up to work it out.

 

They have a wide range of support cards, but it is up to you to know when it is time to use them and when to retrieve them, because they do banish themselves after a certain amount of time on the field or in the GY.

 

 

If you're into world history and folktales, this is for you. 

 

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Dragoriesgo

 

(If it helps, portmanteau of dragón and riesgo from Spanish. You can put the accent marks in somewhere if you feel it's appropriate for your take.)

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Dragoriesgo

 

This Dragon-Type archetype requires that you either be really lucky, or have a lot of ways to restore LP.

 

Their spam potential is utterly insane, and HOPT is a foreign concept here. Not only that, but it's a big parade of beatsticks- their smallest member is a single Level 4 with mirrored 1900 stats, and they've got enough of Levels 5 to 10 that you could put two high-Rank Xyz in the same turn and still have resources left over.

 

The risk, though? Dice roll gamble effects. Each one has four results on the die that Summon it, and one of those procs a bonus consistency, removal, or spam effect . . . but 2 of the results on the die accomplish nothing but making you pay half your LP. Did I mention that reach one inflicts 100 damage to you if it's on board or in your hand during your End Phase?

 

They're actually stupid good at building up field presence and getting your opponent's out of the way to OTK, but they definitely must win that turn, or use all their monsters for Summon fodder, lest the inevitable halving effects that you take on the way lead to your doom from your own puny self-burn.

 

Your only saving grace for surviving more than a turn is an unsearchable Continuous Trap that turns all the damage you would take into LP restoration, and acts as an archetypal Diagram/Dark Magic Circle. But good luck having that in hand before you're dead, amongst all the chance-based search effects and absolutely no drawing.

 

Mastrand (either "Master + strand" or "Mastodon + strand")

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Mastrand

 

A nuke-happy archetype of WATER Dinosaurs.  Unlike how Dinosaurs are known to be played (heavy on attacking and pulling for massive damage), this archetype is a bunch of monsters finding themselves stranded somewhere they may not expect.  They have a running theme of opponent choice and control swapping with a effects like "OPT: target 1 monster your opponent controls; your opponent can choose to switch control of this card and that target or send both cards to the GY."  The "nuke" part comes in with their level 9 semi-nomi main deck boss who pretty much screws everything up by giving the opponent a bad choice for every monster they control.

 

Along with that, they also float rather well, having a number of members give you benefits if the opponent decides to keep sending your stuff to the GY.  Amusingly, these confused lizards play rather nice with the heavy-hitting ones as they act as weird removal and generally low-ATK bodies for your stronger monsters to run over.  Play 'em as a deck though and watch your opponent bang their head against the table in utter frustration.

 

Royalpin

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Mastodons aren't dinosaurs. They're mammoths.

 

OT:

 

Royalpin

 

And on your right, you can see a Deck that you can out with Macro Cosmos.

 

Royalpin is an . . . interesting archetype, made up of monsters whose Levels sit in relation to their noble status (count/countess being higher than chevalier/dame, but duke/duchess being higher than count/countess). Their stats are abysmal, you're probably not going to resolve the self-Summon effects they do have, none of them have worthwhile on-field effects, and the best thing that can be said for their Spell support is that they have an archetypal Destiny Draw and a Field Spell that lets you NS your big nobility without Tributing literally everything.

 

You want these guys in the Graveyard, and all the Traps in the world.

 

Every monster in the archetype wants to be in the Graveyard, providing their stats and a given effect to your onboard members. Generally speaking, nobles with the same rank provide similar effects - the chevalier turns your monsters into Smashing Ground on legs, the dame turns all your monsters into walking MST. The Viscount turns all your monsters into Stratos, the Viscountess lets everybody search for backrow. Et cetera, et cetera.

 

The Traps, though . . . are insane. A Continuous Trap that lets you basically vomit your hand on board every turn, an archetypal Solemn Judgment clone that is literally costless if you can put the King or Queen on board, and copies of various banned or anime only Traps all at your fingertips.

 

Drauger (draw + auger)

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Drauger

Archetype of DARK Warrior Link monsters, with the appearance of medieval knights armed with auger or screw blade themed weapons. They have semi-generic material requirements, enough to be splashed in pretty much any deck. Think of Troymares. Unlike Troymares, however, they are not designed to open more link laddering plays nor lock the opponent, but are more intended to be played as highly accessible power monsters that bring big advantage under their trademark condition: battling a monster with the same ATK or DEF as their ATK, in other words, a battle that ends in a draw. Once they battle, not only they survive the battle and remove the opponent's monster if it survived through their own non-destructive removal, also they net you an extra plus, be it drawing a card, reviving a monster, etc. To succeed at this, they carry 3 trademark effects: they are unaffected by opponent's card effects, cannot be destroyed by battle, and your opponent cannot activate anything during your Battle Phase. To apply the last 2 effects plus their extra advantage-making effect they must battle a monster whose ATK, or DEF if in Defense Position, is equal to their ATK.

They pretty much have the same effects, but what makes them different from each other is their different Link Ratings, ATK and materials so you are able to pick the ones that suit your deck and/or the meta the most. For instance, in a meta with plenty of 3000-ATK monsters, the 3000-ATK Drauger surely would shine more than the, let's say, 2700-ATK Drauger, and so on. As mentioned before, their 4th effects are different as well, further giving them more individuality. You can also make use of ATK or DEF modifying effects to assist with matching their ATK with the opponent's battling monster. Their Spell/Trap support precisely does that. Their on-field effects are mainly generic and splashable ATK/DEF manipulation, also including stuff like a Counter Trap that negates a card with an effect that would change the ATK or DEF of a monster, also thay have GY effects that support Draugers, and they can be activated from the hand while you control a Drauger.

 

Next:

Endigloo

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WATER Beast type archetype that focuses on a field spell where the monsters can hide in their snow hut to avoid opponent. When the field spell gets pop and their snow hut destroyed, they get mad and become DARK which makes them stronger. Spells and traps makes a snow pillow fort so opponent can not do harm towards you plus provide protection for your cards, while you use hit and run poking ness tactics to win. Boss monster is a gaint evil frost gaint penguin.

 

 

UP NEXT: Hollow Masks

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I really like the concept of that one. Naturally they are defensive, but then turn into DARK feral beasts when their habitat is threatened and destroyed. Both defense and offense strategies at play. Would like to see these fleshed out somehow.

 

 

Hollow Mask

Archetype of DARK Spellcasters. Appearance-wise they look like magicians, trickstars, jesters, clowns, etc. with no bodies, only their corresponding clothing and a mask; the masks are all different and show different expressions. Their main gimmick is giving you the ability to activate Quick-Play Spells and Normal Traps that have Spellcaster-Type in their text straight from the hand while you control them. Noteworthy cards to play are Magical Dimension, Spellbook of Wisdom, Dark Renewal, Magician's Circle and Magician Navigation if you play them as an engine in Dark Magician decks. Moreover, they are able to Special Summon themselves from the hand under certain conditions so you can still play your Traps during an opponent's Turn1 and prevent it from establishing a "killer" board. The bigger Hollow Masks also get the ability of activating all Normal Traps, not only those with Spellcaster in their text.

Another gimmick they have is activated effects that are different depending on the type of card (Monster, Spell, Trap) randomly selected by the opponent, and you guessing the type the opponent will choose. For instance, some of them require you to grab 1 Monster, Spell and Trap card from your GY, shuffle them and ask the opponent to choose one, and depending on the type he/she chooses, the monster applies its effect; plus, if you guessed correctly, you get to add an archetype Spell/Trap from your Deck or GY to the hand. In other cases, the effect will require to grab 2 of each instead, or in different ratios, and in other cases, from the opponent's GY.

Their Spell/Trap support include Quick-Play Spells and Normal Traps that support Spellcasters in general, and thus being compatible with their Atrax-like effects.

 

Next:

Draunbarian

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Draunbarian

 

Barian world’s advance fighting force has arrived! This archetype is chalk full of strong warriors ready to take over earth by any means necessary. The archetype’s Main Deck monsters prioritizing stunning your opponent’s field in order to create OTK situation’s with the Archetype’s XYZ boss monster that has the effect that adds all other “Draunbarian” monsters on the field. Other effects from the archetype include, effects like “tiger king wangu” and “light and darkness dragon”. The Spells and Traps are nothing to Scoff at either, with effects like “terminal world” and “fiendish chain”

 

 

Opus Dei (latin for the work of God)

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"Opus Dei" is a Fusion-oriented archetype consisting of Level 10 DARK Fairies and LIGHT Spellcasters. “Opus Dei” DARK Fairies need a “Opus Dei Magus” Spellcaster to stay on the field; the share the same following effects:

● If you control no face-up "Opus Dei" Fairy monster, you can Special Summon this card (from your hand).

● If you don’t control a face-up “Opus Dei Magus” card; Tribute this card (for no effect).

Since the Tribute clause is a cost, it cannot be easily dodged, but “Mask of Restrict” can be effective for the job. However, by running that card, you will ruin the archetype gameplay since the archetype's Spell/Traps are destroyed if you control an outsider Spell/Trap. They also have a float effect to preserve field-advantage or to disturb your opponent when using as a material.

 

“Opus Dei Magus" Spellcasters, a sub-archetype of “Opus Dei” archetype, are LIGHT Spellcasters that can equip themselves to “Opus Dei” Fairies. When equipped, they boost the equipped monster’s ATK and give them an effect that triggers when they destroy a monster (by battle or their own effect), and they work as a “Polymerization” when a certain condition is met/occurred.

 

“Opus Dei Miraculum” are LIGHT Fiend Fusions, contradicting with the “Immune BOSS” concept, they don’t have significant protection or board effects whatsoever: They got respectable stats and mediocre effects (piercing, banish cards in the GY, etc..). However, what makes them unique and dangerous is their bothersome float effects that establishes your board and give you a certain form protection to make it easy to make Fusions in your next turn. 

 

The “Opus Dei” Spell/Traps have a variety of effects to support the archetype, the usual effects to keep up with the meta:

A “Dark Magic Veil” for the Spellcasters, “ROTA” for the Warriors, a “Miracle Fusion” and a “CotH” for the Fusions, and finally a Field Spell for the flavor.

 

Next: Black Smith

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Black Smith

 

A series of FIRE Rock Union monsters with a name scheme based on Volcanos.  As their name suggests, they deal with equips: being a relatively generic splashable engine if your deck focuses on equip play.  They tend to never be satisfied with their own work though, so whenever they're equipped with a card, they automatically shuffle it back into the Deck with the hope of forging something better.  Like "Serpentine Princess" though, all the monsters have effects when shuffled back into the Deck, often pertaining to further consistency or simple removal.

 

The Deck's equips all have a single common factor: they negate the effects of the monster they're equipped to.  This characteristic allows almost all of them to be used generically to get out from under really annoying monster effects, but also stops them from being shuffled back by the Black Smiths.

 

The deck has a Link Boss monsters who, like Artorigus (Noble Knight Xyz), can immediately equip the Black Smiths used to it as Link Material as well as coming equipped with quick shuffle effects.

 

Prominence

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Prominence

 

Brilliant, burning, unstoppable, incredible!

 

This is a FIRE Pendulum Deck that isn't actually reliant on blowing your own stuff up! And they're Warriors and Dragons! Who knew?

 

Actually, what they're mostly good for is being self-replacing Tribute fodder that recoups itself in a way that even Link format can't do anything about: Each time a monster that was Summoned by Tributing a "Prominence" monster, or using it as Material, destroys something . . . one gets added from your Extra Deck to your hand. Under Master Rule 4, this lets them get past the stupid limitations put on the Pendulum mechanic, but this even serves a purpose in the AGM!

 

Basically, this archetype is almost (they have a Black Whirlwind expy) entirely reliant on outside support for monster consistency, but with the help of the Continuous S/T they do search effectively, you get some very sweet bonus effects when an archetypal monster is added to your hand by a card effect. From killing your opponent's resources, inflicting burn damage, and stat drops to stop your opponent to some solid swarm effects and power boosts to aid you, this Deck would honestly be busted if they had more in the way of archetypal search cards.

 

Like Igknights or Qli, they have a small bundle of 3-Tribute bosses that make your opponent's life difficult, carrying strong immunity effects and solid removal, as well as being "condistency bosses", a la Zielgigas and Zefraath, to make your position unassailable.

 

They can easily do all the different Summoning mechanics, but they don't have any archetypal ED monsters beyond the unexpected boon of Ignister.

 

Ageless Phantasm

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Ageless Phantasm

 

It.. It must be a ghost!!

 

All of Yugi’s old monsters are back and are stronger than ever! These monsters look like they haven even aged a day though! 

 
this mixed type and attribute deck is full of retrains of classic monsters like beaver warrior, winged guardian of the fortress, and even Dark Magician! While these guys don't have an extra deck monsters, their main deck monsters provide everything that you could want from an archetype. 
 
what these guys are mostly known for is being able to return themselves to the hand after being tributed by card effects or for a tribute summon. Each Main Deck monster as an effect tat activates when tribute summoned or used as a tribute lie bouncing your opponent's cards or banishing cards from your opponent's deck. 
 
Next up:
 
Nightblite
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Nightblite

 

A series of DARK monsters with a variety of types that have a number of stat boosting/decreasing effects.  They are focused around modifying themselves to utilize the Virus Trap Cards while also having continuous effects in the graveyard that are only made live when they're tributed.  Even without the Virus traps though, they have a few high level monsters as well as a number of rituals and a very easily recyclable Ritual Spell to be able to make these effects live.  As effective as this archetype can be, they are very slow and their plethora of Grave-focused playmakers does little to help them get started.

 

Anarchyopteryx (Anarchy + Archeopteryx)

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is that a bird? is that a plane? oh no! its Anarchyopteryx! RUN FOR YOUR funking LIVES!!!

 

Ferocious first-flyers...is now unbound by time, ready to pummel civilizations to its knees! these band of WIND Dinosaur Tuners utilize swiftness to assert dominance by being each of them cannot be targeted by battle and carrying payload of numerous Stun and Control quick effect. they also can attack directly if their respective Level is higher than opponent's Monster highest Level/Rank. their Synchros has the same requirement as XX-Saber Gottoms means you don't even have to run non-Tuner in the first place! which quickly adding more pressure as its power-up if all known monster in your possession is Tuners

 

luckily, all of the monster line-up is surprisingly low on stat so their rely on multiple battle in succession if you want to avoid grinding the game to much. also their attack prevention effect does not protect you from direct attacks by monster with higher level than them 

 

Mailmonger

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My takes on 2 of the previous entries, since I had some ideas for them already:

 

Prominence

Archetype of LIGHT/Pyro monsters that theme-wise are flame entities, each with a different color, hence their LIGHT Attribute instead of the more popular FIRE. Their strategy is basically an inverse Trickstar: rather than burning the opponent for different actions, they activate and/or apply their effects when the opponent takes damage. Also they have built-in minor burning effects (50~100 damage) in order to enable each other and not rely too much on burning tech, although said techs can come in handy for extra speed, as well as disruption, since their burn-reliant effects can apply during either player's turn. If burn effects fail, they can alway fall back on battle damage to spark their effects.

The archetype include Tuners and monsters of different Levels to tech as many burning ED monsters as possible, namely Volcasaurus and Nothung. Also they have a couple of Link members in order to make space for said techs. The lesser monsters look more like indistinguishable spirits or wisps, while the higher ones start taking anthropomorphic appearances.

Their archetype support, however, is restricted to LIGHT/Pyro Prominence monsters, to not cross support with other monsters like Ignister, Firestorm Prominence, etc.

 

Anarchyopteryx

Archetype of DARK/Dinosaurs that resemble feathered dinosaurs. Their main gimmick is outright ignoring and negating all sorts of floodgates. There are no rules for them. Opponent controls Vanity's Fiend? They don't care, they can still be Special Summoned regardless. Majesty's Fiend? Their effects cannot be negated by effects that don't start a chain. Spell Canceller is face-up? That won't stop your Spells. You have monsters of different Types and opponent plays Rivalry of Warlords? Worry not, your cards won't be affected.

They don't have these effects built in themselves though. Instead, they are able to do this by negating the floodgates with from-hand effects, and then you can follow up with playing them as you normally would. Also they don't stop negating effects that start a chain, namely Naturia Beast, so they aren't an ignore-all archetype.

This goes both ways, too: you can also negate your own floodgates, so you are able to play them as on/off switches for them. This has suppressing applications, as you can switch off a floodgate during your turn, make your play, and turn it on during the opponent's.

Finally, most of their support applies to DARK/Dinosaurs, so monster like Oviraptor and Overtex Qoatlus will feel at home.

 

 

Mailmonger

Archetype of DARK/Warriors focused on pseudo-Equip Quick-Play and Normal Traps, which are able to activate from the hand, Magibullet-style, Deck and even the GY. The Spell/Traps have a theme of different mail armors (plate mail, chain mail, scale mail, etc.) that can be equipped to any monster, and they all have duality effects, giving a positive boost in exchange of a weakening effect. For instance, one negates the effect of the equipped monster, but increases its stats, another one allows it to use its effect during either player's turn, or twice in the same turn, at the cost of reduced stats. This lets the monsters use them as both supportive and disruptive effects depending on the timing. However, there is another catch: Mailmonger monsters are unaffected by the drawbacks of the Spell/Traps, so they can take all the benefits and none of the costs.

As a hint of flavor, the monsters appear wearing the Spell/Trap mails in their artworks.

 

 

Next:

Solbreak

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Solbreak

 

Consists of DARK Pyro monsters that likes to burst and destroy everything on the field.

Most of them has Level ranges between 3 and 10. Infernoid-like designs, has  self destruction instead of banish cost mechanism. Since they like to banish and/or destroy cards, you can use monsters like Gren Maju Da Eiza and Helios in your Deck. They have only 1 boss monster; Link 5, and 3600 ATK. Other Extra Deck members are includes another link monster (Link 2) and 1 Xyz monster. Although they're too powerful, they're also too fragile. But their Field Spell and 4 Spell/Trap cards will protect them in that way.

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Anglyph (Angel+Glyph)

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