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Tinkerer

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Clinkling

 

A XYZ based Machine archetype, Clinklings are made up of low level machine monsters including some monsters that are also in the “Ancient”, “Gadget”, and “Geargia” archetypes.

 

Clinklings are not strong by themselves, however the more clinkling monsters you can get out on the field, the more clinking effects you can activate. As they say nothing runs better than a well oiled machine, and this archetype works just like that. The main deck monsters all focus on either protecting or powering each other up if a clinkling with a different name is face up on the field.

 

The extra deck monsters have the more active effects in that they are the ones with removal effects.

 

The spells and traps work to help get more clinking monsters on the field but you still have to control 2 clinkling monsters with different names in order to activate them.

 

Next up: D.N.Armor

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D.N.Armor

 

Pick an anime OP or battle song. You're gonna need it for the fun you'll be having.

 

This archetype of Elemental-Attribute Aqua-Type and Psychic-Type monsters looks a lot like your garden-variety protagonist Deck on the surface, with a noticeable trend towards a lack of OPT, a lot of effects that work on SS or during battle, and a lot of rather basic spam/search effects ripped from other cards- but most of those effects (bar the ace, of course) are very conditional, rather slow, or don't have many targets. In addition, they're themed after genetic code, with the lowest-Level monsters of all four Attributes being named after the four bases of DNA, the middle being based on proteins and genes of varying complexity, and the highest being named after tissues, tendons, and even entire body systems.

 

However, the really noticeable part is the Spell/Trap support, which converts an inconsistent, clunky mess of an archetype into a devastatingly effective engine for Extra Deck Summons. Archetypal equivalents to Return of the Dragon Lords, Soul Charge, E-Tele, and other very powerful generic S/T make up the Deck's Spell lineup, and their Traps are dupes of some of the most powerful archetypal Spell/Trap Cards in history!

 

The issue (because of course there's an issue) mostly comes in the form of setup. Everything has a defined focus on battle, monster spam, and consistency, but most pieces are designed to work in combination with specific other pieces. You'll never truly brick unless you wind up without any monsters or combo starter S/T in hand, but good luck actually getting all the pieces to work in such a way that you can drop multiple superbosses or something.

 

There are in-archetype Extra Deck monsters, but most of the time you'll prefer to make other monsters with the same Summoning conditions.

 

Flash Salvo

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Flash Salvo

 

A series of FIRE Lightning monsters with pitiful stats but easy Special Summoning conditions that make them quick to the field.

Each Flash Salvo monster has an effect that can activate in hand and then summon itself, much like battle fader or effect veiler. In this regard, the individual members require specific actions to summon themselves, giving their duelist all the advantages they could ever want.

They’re big on searching and drawing cards, and they can’t really do much on field besides stun the enemy before they really get a chance to win.

Lacking a decent kill option makes them more suited to a supporting role but the potential is there.

 

Trance Dancer

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Trance Dancer

 

A Wind Spellcaster Archetype of low level (3-6) Ritual monsters whose focus is using the opponent's monsters as material for their summons as much as humanly possible.  With THREE different means of taking control of the opponent's monsters, they generally are pretty effective at crippling the opponen's boardt while spamming out versatile Ritual monsters to facilitate further plays or break down the opponent further.  Their three ritual spells each are generic for the whole archetype but each one has the name of 2 of the archetypal rituals in their card text somewhere so Pre-Preparation of Rites is a must.  Their only real issue is their statline.  None of the monsters exceed ATK/DEF values of 2500, meaning if your opponent manages to slap down a big "unaffected by everything" boss, you might as well surrender.

 

Triumphantom

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Triumphantom

 

Question: How do you make battle-reliant effects relevant in 2018?

 

Answer: This archetype.

 

These Zombie-Type monsters all have at least 2 effects apiece: one that triggers off destroying something by battle, and another reliant on getting destroyed in battle. If you can get these effects to trigger, you can wind up at a huge advantage, with effects ranging from a double search, incredible spam, Graveyard setup in case you want to use them in tandem with the beloved Zombie engine, Quick Effect ED Summons . . . but how are you going to do that in an archetype of low-Level Zombies that can all be killed by your average X-Head Cannon?

 

Cheating, of course.

 

Triumphantoms may brag about the incredible victories they've snatched, or how they came back from the most undeniable of beatdowns, but most of what they do revolves around giving your opponent Tokens to kill, some of your monsters letting you gift-wrap them to your opponent somehow, or even an upgraded version of Mystic Box to give them one of your weaker monsters. Their other S/T are pretty much designed in the same regard- stat manipulation for your opponent's existing monsters, or handing them a weakling for your other monsters to beat down with different advantages for doing so.

 

This Deck pretty much defines "brick or broke". Your opening hand is typically either an unsalvageable brick, or set up perfectly to demolish any hope your opponent may have had.

 

Mega-Fortress (note the existence of "Orca Mega-Fortress of Darkness")

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Mega-Fortress

 

A very straightforward archetype.  It has a set of level 5 monsters with the statline 2100/1200 that focus on utilizing specific monsters to activate plethora of removal/hand/grave destruction effects.  They also have a bit of a focus on the 1000/1000 statline as all their support monsters (who aren't actually part of the archetype, except for one specific one) have those stats.  The monster that has 1000/1000 and is part of the archetype is the primary consistency booster of the Archetype.

 

They have an in-archetype Umi clone that is completely necessary for the Deck called "Solitary Undersea Mega-Fortress" which can Summon out the precise monsters from the Deck or GY by revealing one of the level 5s.  They have lots of anti-Extra Deck Backrow.

 

Squallbeast
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Squallbeast

 

Squallbeast are an new Duel terminal archetype that was born from the ashes of the Ulti-beasts. they are a series of primarily winged-beast monster inspired by monsters from myths and legends that have some reaction to the air (ie, roc from Native American mythology, Pegasus, chimera, dragons etc.) with their boss monster representing the azure dragon. 

 

their gimmick revolves around being able to either "fly over" the opponent so that their monsters and effects can't reach them and then swooping down for he kill. this is accomplished by the archetype's back row support that act as in archetype sea steals attack, and a fusion between altergiest camo and protocol to name a few. 

 

Next up:

Indraites (Indra as in this guy if you choose 

https://en.wikipedia.org/wiki/Indra
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Indraites

 

Indraites are a group of level 1 and 2 WIND Fairies that gain levels equal to the combined original levels of all other Indraites you control.  What do they do with these levels?  Use them as benchmarks to fulfill their utterly absurd Spell lineup.

 

Their Spells are all quick-play equivalents of some of the most bannable/banned cards in the history of the game, but all of them are attached with the "mere" cost of targeting and then tributing a high-level "Indraite" monster, forcing you to try to keep up as many monsters as possible.

 

The whole shtick with the archetype is pecking for tiny damage with these amusingly puny monsters while keeping your defenses up with archetypal Pot of Greeds, Raigekis, Snatch Steals, one-sided Skill Drains, Spellbook of Judgments, etc.  If the opponent can get a monster on the field that is unaffected by stuff though, even if it has 1000 ATK, they win.

 

Moken
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Moken shadow wielding cloak and dagger warriors that summon their terrain altering magic to give themselves "home field advantage" while they are used to the darkness their opponent will be blind to the truth. Moken will hide in the shadows and conjures various tools to suit their needs to specifically punish their victims.

 

An archetype that has field spell that have effects during each player's turn that punishes the turn player but, cards of the archetype that negates the effect of field spell/bounce field spell during their turn. The field spell punishes both players in various ways. Monsters will keep swapping out field spells in effort to counter various decks and strategies they may use. constantly removing cards off the field or just denying access to stuff. While both players are subject to this, moken can see the truth and knows how to get around the shadows and bend it to their will.

 

Up next: Tunnelin' Desperado

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Tunnelin' Desperado

 

Levels 4, 5, and 6 Warriors. (silent crowd) Gimmick archetype. (Crowd gets excited) Graveyard stacking. (Crowd confusedly cheers)

 

This archetype takes advantage of the fact that effects activating in the Graveyard puts that card on top of the Graveyard, by utilizing effects that take a card's placement into account when doing things with cards in your Graveyard.

 

Each of your monsters has an inconsequential effect (tiny LP gain, a Card Trader effect, etc.) that you can activate on a HOPT basis in your Graveyard, and your S/T carry banish effects to get them out of the way. This is to fuel on-field effects that deal with the top 6 cards of your Graveyard- burn, ATK boosts, revivals, popping cards, even draw effects! For example: "If the third card from the top of your Graveyard is a "Tunnelin' Desperado" monster, draw a number of cards equal to its Level -3."

 

The issue mostly comes up with their slow monster presence, composed of monster SS effects that rely on a degree of luck or setup, and their support Spell/Traps are all only really any good if you go second or your opponent tries to interrupt your plays.

 

If you can Summon their boss, though, you basically just win, even against meta Decks- strong protection, a powerful removal effect that's always online if the top card of your Graveyard is an archetypal card, and even a bit of control mixed in! Just, um . . . don't let it get Kaiju'd.

 

Star Choir

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Star Choir

Fusion-based archetype of LIGHT/Spellcasters. Theme-wise, they are a group of girls and ladies that play different instruments and together form duets, trios, quartets, and even an orchestra. These arrangements are reflected in their Spell/Trap support. They all have different Levels, and their appearance reflect that Level. For instancem the Level1 wears a single star pin, while the Level2 has twin tails held by ribbons with a star. Hence the archetype's name of "Star Choir". They are designed to take full advantage of Fusion support, especially the recent Spellcaster Miracle Fusion. They also have an in-archetype searcher for Polymerization or Fusion Spells, although rest assured the card is not "enginizable" like Predaplant Scorpio-Cobra is. Moreover, they count with an archetype Super-Poly as well, but it can take up to only 1 monster from the opponent. Also, as somewhat expected, they count with Attribute Fusions akin to Shaddolls and HEROes' "omni Fusions". As if that wasn't enough, they also have a pair of Tuners to make some Synchros and potentially access the Arcanite Magician Fusion monster.

As for their effect gimmick, they mainly have stun effects based on music. For instance, they can put monsters to sleep or calm them (cannot activate their effects or the resolution of their effects is delayed), confuse with loud noises (mess with targeting effects), put them in trance (take control of them), and so on.

 

 

Next:

Mordschlag

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you don't want to mess with Mordschlags as is violent as it tricky. these LIGHT, FIRE, and WIND Warriors its so battle-frenzy they can attack while on defense! SHS-much you said? bit true...but the band brought interesting dynamics to the strategy: 1) if somehow their battle position is changed after they attack, they can conduct another attack right a way! theoretically if you can change their battle position one Mordschlag that turn like a 1000 times , that single Mordschlag will conduct 1000 attack on that same battle phase! 2) they further reinforced the brutal method with various battle position-based effects (which don't need to be triggered solely by battle fortunately). ranging from AoE buffs to all fellow Mordschlags to specialize killers and advantage reapers.

 

Murka Bumi (its an elaborate Indonesian pun, but basically it means Anger of Earth)

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Murka Bumi

 

A series of Pendulum EARTH Beasts of varying levels from 3-6.

 

They have a playstyle that focuses on the grind game with a fair amount of removal and means of inflicting burn damage (think a Pendulum version of Volcanics).  The Murka Bumi monsters are unique in that they each have 2 Pendulum effects: a weaker Continuous effect while placed in the Blue Pendulum Zone, and a powerful trigger effect that activates when placed in the Red Pendulum Zone.  Problem is, they cannot be placed in the Red Pendulum Zone on their own and need the monster effects or spell/trap effects to help them complete their scales.

 

This playstyle and dual pendulum nature dictates their spell/trap support which usually focuses on manipulating your Pendulum Zones or increasing their relatively shoddy consistency.  Once they get themselves going though, it's tough to stop them from building themselves into an unstoppable force.

 

Exoplast
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Exoplast

 

Blast Sphere/Kiseitai, the archetype. These suckers cling to your face and don't let go!

 

Basically, this archetype of Insects and Reptiles isn't bad at swarming, per se. In fact, they can pretty reliably make a half-decent board on every turn but the first, given their incredible Graveyard recovery. But that's only to make your opponent's life harder.

 

Each and every monster in the archetype, if it would be destroyed by battle or removed from the field by a monster effect, equips itself to the monster that tried to kill it. Not only that, but if your opponent Tributes the equipped monster, or uses it as Material, it jumps to the thing it was removed for, making them ridiculously hard to remove if you don't have targeting immunity.

 

As for what they do while equipped, that varies from member to member. Some put your opponent into a resource deficit by forcing them to banish things out of their Graveyard or discard from their hand, some put you into a recurring plus by giving you a free draw/search/Foolish every turn, some do burn, some heal you, some negate the effects of whatever they're equipped to or stop it from attacking . . . but all of them, when they trigger their effects, can commit suicide instead of activating their primary effect, banishing the equipped monster and destroying themselves.

 

Basically, your opponent will need to rely on backrow-based monster removal, or monsters with both targeting protection and removal effects, because even negation doesn't help- that pops them again, and they just grab onto the negator. Your Raigekis, your Dark Holes, Torrentials, Evenly Matched . . . that's how you kill them in a way that doesn't immediately make you regret it.

 

They don't have an Extra Deck, but there are a couple of rather big Ritual monsters that come standard with archetypal Soul Charge effects on Summon. You're not going to be Summoning them very often, but they're there, as an option.

 

Triburst

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Triburst

Archetype of DARK/Pyro monsters who are all about Tributing. Their effects require Tributes, they want to be Tribute Summoned, the works. They all have Monarch and Squire stats and are designed to make the most out of both Monarch and neo-Diabolos support, including Viruses. To this end, they all have a Quick Effect that lets you temporarily banish 3~5 cards, depending on their Squire/Monarch status, from your Extra Deck until your next turn, and thus enabling the effects of cards like Domain of Monarchs. Moreover, they can grant the player the ability to play 1 or 2 Normal Traps from the hand per turn, giving extra speed to these cards.

 

 

Next:

Temporalysis

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Temporalysis

 

A series of DARK Thunder monsters that combines Thunder's traditional stun playstyle with U.A.'s bouncing capacity.  They all have a common statline of exactly 2400 total.

 

Their playstyle involves trying to negate your opponent's most important plays by swapping them out with another one in your hand.  The three main level 3s are tuners and each negate Monster/Spell/Trap effects, but they don't destroy what they negate, while the level 5 actively destroys.  The rest of the monster lineup suppliments these main ones or can negate other, less broad effects (targeting, destruction, searching, etc.).  Of course all have HOPTs, and they tend to really struggle to output damage.

 

They have a field spell that is one that is both completely necessary for the deck, yet one that can actively kill it.  It works as follows: 'Whenever you return a "Temporalysys" monster to your hand, place 1 Counter on it.  The first time per turn you return a "Temporalysis" monster to your hand, banish the top cards from your Deck face-down equal to the number of Counters on it, then you can search another "Temporalysis" monster.  Your "Temporalysis" monsters gain 100 ATK/DEF for each Counter.'  Gives your monsters some strength, searches, but can end up milling yourself to death if you're too negate-happy.

 

They have Synchros that, if not running the field spell, acts as beaters and are more destruction-heavy than the main deck monsters.

 

Meqiran
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Meqiran

Archetype of LIGHT Level2 Fairy, Dragon, Warrior and Spellcaster monsters, as well as Ritual support, for Level4 Rituals. The recent young Demise and Ruin, the Dragon Paladins, even Cu Chulainn, this archetype makes them actually viable as a deck. Their kit includes Nekroz Kaleidoscope and ARA Ritual Spells for Level4s, backed up with GY effects following the new standard for Ritual Spells, and among the monsters are a couple of Tuners, plus they all float when they are used as material for any Summon, including Extra Deck Summons as well as Ritual and Fusion Summons, encouraging players to Summon monsters like Arc Light and Needlefiber in addition to Ritual Summons. Also some of them conveniently have Squire stats for potential support from Edea, Eidos, etc.

 

 

Next:

Elenkilas

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Elenkilas

 

A Control-based Pendulum Archetype of LIGHT monsters of various types.  They don't often Pendulum Summon, but instead have floodgate-y scale effects that are only active while you have the same number of cards in your hand as the scale.  As such, the more powerful floodgates are the ones with higher scales while the less powerful are low scale.  The monsters themselves focus on swarming and boosting consistency through draws.  They only have 1 searcher, so they more often rely on their draw power to hold off the opponent while they manipulate the field.

 

Vyle

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Vyle

 

Be glad that this insectoid abomination remains caged in the AGM. It would single-handedly destroy the game if it got loose . . .

 

Vyle is the single fastest Tribute-based archetype in history, where each and every member makes you cringe upon seeing it. Basically, they have an effective Tribute engine focused around searching the big boys and repeatedly reviving each other, and most of the little ones spawn Tokens in some way. Basically, think Tellarknights meet D-HERO, but everyone is Dandylion.

 

In fact, the D-HERO comparison isn't too far off- your intended "end goal" is one of two ungodly powerful Level 10s with the same Summoning conditions as Dogma- Special Summon by Tributing 3 monsters, at least 1 of which must be archetypal. However, unlike D-HERO, where the comparison is "big stupid beater" and "negate all your sheet", Vyle actually gives two choices that are actually comparable in impact- one designed offensively, as a Dr. Red with a removal effect; the other designed defensively, with stacks of protection and a Quasar negation. Both can also net you draws, though, which is utterly disgusting.

 

Basically, as a DARK Insect-Type archetype, they're pretty good at getting going . . . but they're also stupidly easy to stop if you're prepared. Necrovalley, Shadow-Imprisoning Mirror, Mask of Restrict, Consecrated Light, Eradicating Aerosol, Vanity's, and in the AGM, Dictator Dragon . . . you're not hurting for options to slow them down enough that they can be fought.

 

Spurner ("spurn", meaning to reject in a humiliating way, especially in regards to amorous advances + "burner")

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Thought it was just someone who spurned at first lol

Spurner

Just your typical countering archetype. Your opponent tries to Tribute a- No. How about Summoning from the- No. What about discarding- No. Remov- No. Nothing too unique in its base concept, especially with Counter Fairies...except these FIRE bad boys have a proper win condition.

 

Anything this archetype counters is banished, and small amounts of effect damage, normally but not always relating to the banished card, is inflicted to either you, your opponent or both. Also, the Spurners have non-archetypal Normal Spells and Traps that remain face-up on the field for a few turns before self-destructing, akin to Swords of Revealing Light, that grant effects depending on how long they've been face-up on the field. There's effect damage protection and LP regaining here and there, as, being on a slow burn, this archetype needs to stun and stay alive until all the burn adds up, and your opponent is completely out of resources.

 

Fun fact, Spurners are one of the few archetypes which can survive Kaiju, with their monsters' in-built protection mostly relating to less-common means of removal as opposed to just battle or targeting protection.

 

Loch Depths

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Loch Depths

 

An interesting take on Sea-Serpent mythos. The main deck monsters consist of 0/0 WATER Sea-Serpents that serve to reflect the hoaxes trying to pass off as real images of the true Loch Depth Monster. These decoys are used in conjunction with the Spell and Trap support to distract from the real monster by redirecting single-target abilities and screwing with the opponent’s battle phase.

 

The ace monster “The Loch Depths Monster” is a staggeringly huge beast, able to scare opponent’s monsters back into the Deck, but the overall lack of destruction and removal elsewhere in the Archetype leaves it open to disruption and stalling tactics.

 

Jelly

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Jelly

Archetype of sap-like WATER/Plant monsters. They are Level 1~3, and rather than a proper archetype, they are more of an engine splashable for Link and Synchro summoning needs, as some of them are Tuners, for potential synergy with Plants or WATER decks (e.g. Salvage). They have plenty of field presence power, from splitting into 2 a.k.a. summoning Jelly monsters whose total Levels is equal or lower to the original monster's Level, floating or banishing themselves from the GY to Summon a Jelly with a lower Level, and so on. Moreover, they have some effects that support non-archetype Plants, flavor-wise acting as nutrients for them. For instance, they can boost their stats, "Transmodify" them into a Plant of a higher Level, revive low-Level Plants a.k.a. make them sprout again, etc.

 

 

Next:

Esphintaurus

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Archetype based on bull-like monsters with folds of skin around various parts of their body resembling the sphincter (well, portmanteau of esfinter and misspelled "taurus").

 

That being said, they're extremely versatile in handling nearly every type of situation that could happen within the gamestate (except anything that does not fall within the card text or common logic [i.e. you cannot chain this if your opponent illegally searches 2 cards, does something to cause an irreversible play, etc.])

 

Once per turn, each of these monsters can chain to a specific action unique to them (i.e. summoning of a monster, card effect that triggers from somewhere, attacking, etc.) and then respond to it (either help you out or hinder the opponent). They work best in multiples because, you know, your sphincter stops working after you're dead, and the effects are negated for the turn if a "Esphintarus" monster is sent to the GY. Just make sure you run the backrow cards which can alleviate this major drawback to an extent, but it's up to you to maintain field advantage and all, since while the monsters can generally chain and be proactive in whatever cases coupled with massive ATK, your Spell/Trap Cards are Twister fodder.

 

=====

Fallen Flamedrake

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Archetype of FIRE Wyrm monsters. They activate their effects if they are destroyed by battle or card effect. They are a Ritual Summoning archetype. The Ritual Monsters themselves can activate effects from the hand if you control no face-up monsters (ex: While you control no face-up monsters: You can discard this card; add 1 "Fallen Flamedrake" monster with a different name from your Deck to your hand.). Their Spell/Trap cards can even give them small stat boosts or protection if you have no face-up Extra Deck monsters, few Extra Deck monsters in your Extra Deck, or none at all.

 

Leistungrate (Leistung roughly translates to "Strong" if you're curious)

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Leistungrate

Archetype of DARK, EARTH and LIGHT Rock monsters, based on strong elements, rocks and metals like carbon, gold, and even fictional ones like adamantium. Their play-style is old school beat, but strengthened by Spell/Trap support, mostly protective effects so they can effectively beat with little to no disruptions. Because of this, the maindeck monsters are mainly Level 7~9 Normal monsters including a couple of Tuners, while the Extra Deck monsters,and the low-Level Tuners to access their Synchros, do have effects, but are defensive and designed to empower the Normals who will be doing the beating.

 

 

Next:

Eskugull

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