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Earthlinker

 

Earthlings come together to combat the reptilian menace from outer space!

 

A slow archetype of EARTH monsters of different types (mostly Warrior, Psychic, and Spellcaster). They are, as their name implies, strongly connected to Links, but have very little of the spam potential to summon them themselves. Instead, they use the Links as tools, gaining useful effects (or add-ons to their normal effects) when they are Linked. These effects, despite the fact that they don't need them, are often Counter based.

 

The deck is also the pioneer of "pair linking", a scenario when 2 link 1s point exclusively to each other. With the archetype's 4 link 1s each pointing in the cardinal directions, getting out one of their "pair links" to control the board is often one of their strongest plays.

 

...that is, if you can get two Earthlinkers on the field at the same time, since none of the monsters have inherent Special Summoning ability.

 

Dancier

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Dancier

Archetype of female monsters with different combinations of Attribute and Types, intended to fit them in as many decks and playstyles as possible. Their typing influences their appearance and attire. For instance, the WIND/Winged Beast Dancier is more of a harpy dressed with feather clothing and using accessories like, let's say, feather fans, for her performances; the WIND/Thunder is more athletic and swift like the wind, and uses semi-transparent veils, the WATER/Fairy could be cloud-themed, and so on.

Rather than standing together as an archetype, they are intended to be splashed in other decks and assist with their supportive effects. Their main effect, inspired on the Fire Emblem series, is allowing a monster you control to use its effect one more time, even if it has a hard OPT. Other effects are attacking twice, or even giving you an Extra Normal Summon. They each come a couple of such effects, allowing you to choose the best effect for the situation.

They all have self-Summoning effects, from the hand or GY, that trigger under different conditions or actions, and match the Attributes or types of decks or archetypes well known for said conditions or actions. For instance, a Dancier self-Summons itself from hand or GY when you discard a card, and it is conveniently a Fiend to try to blend with Dark Worlds and Fabled. Meanwhile, a WATER Dancier requires a card to be sent to the GY for the effect of a WATER monster for its self-Summon effect; a WIND Dancier requires a monster to be returned to the hand; and so on.

Although they are intended to be splashable, they can also stand on their own as an archetype, as they come with Link monsters that very well can take advantage of the supportive effects of the maindeck monsters, as well as Spell/Traps to add some consistency and support. Also, since many will share an Attribute, it's possible to build Attribute-themed Dancier decks, and splash Attribute or whatever external support that can make well use of the Dancier support effects.

 

 

Next:

Pneumagician

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These band of sexy...i mean skilled all-female WIND Pendulum Spellcaster & Psychic Archetype is named after Feminize-version of Gaseous Element names like Nitrajeanne from Nitrogen for example. and oh boy the come with large combination of play-style being:

 

1) These girls has a unique clause for their effect being "Once per Zone" meaning their can only active their effects only once per given zones and cannot use the same effect on the same zone that card activate that effect on that turn. making archetype to play Senet play-style intensively being multiple activation by combo'ing them with various zone changing and buff effects of the Pendulum & Link effect

 

2)....which by the way can be elevate even further by activating it as Continuous Spell...yes you hear me they can be played as Continuous Spell that apply its Pendulum Effect

 

3) finally Pendulum Effect allow You to Pendulum Summon their fellow Continuous Spell partners on the same unoccupied MMZ in the same Column

 

all these crazy gimmick lead to various advantages. from being resilient in battle, stun, and spin effects open up the window to Constant LP-Chipping Attacks (well their only weakness. their best board has really miniscule attack. and being slightly xenophobic against Link Laddering to 3 or higher )

 

Deep-Zealot

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Deep-Zealot

 

Motion in the ocean causing a commotion!

 

This is an archetype that finally extends the ideas behind Mermailanteans and Fire Kings to a more modern style, where your costs repeatedly help cascade into more solid effects.

 

This is an archetype composed of WATER Psychic and Insect-Type monsters, that function in a way that makes them very capable of explosive plays at any moment. The Psychics destroy your own cards as cost to use their effects and get effects when discarded or milled, the Insects discard and mill as cost for their effects and get effects when destroyed. You're meant to use them in tandem, but you have options out the ass just in case- discarding one of the Psychic-Type members for One for One still triggers its effect, essentially making it a straight even 0, and Diagram can be used to trigger your Insects just in case you can't field one of the Psychics for whatever reason.

 

Run pure, they're the definition of a Turn 2 Deck, not very good at setting up boards unless they have stuff on the opponent's field to kill, trigger their effects, and go ham with. In fact, their skill in breaking boards, even through multiple negations, makes them good at having fun even under MR4 . . . but if they go first, you're likely going to be Summoning a single monster, maybe 2 or 3 if you got a combo starter card to work with.

 

Their Spell/Trap support does about what you'd think- gets your combos started, reloads monsters from your Graveyard into your Deck with Avarice effects, you've even got an equivalent to Tuning.

 

Doubleed

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Doubleed monsters are a set of Warriors and Fiends who can attack twice each turn, and each time they attack a monster, they place a Blood Counter on themselves, as a way to count their victims, which also boosts their ATK/DEF. Their Link monsters can manipulate these counters at will, removing them from other monsters, to create Clot Tokens, which are used to Link Ladder more or go into the archetype's boss, a Synchro monster that can to a bunch of crazy things with Blood Counters and Clot Tokens, as well as placing one token on every Doubleed monster every turn.

 

Next: Mathemagician

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Mathemagician is an archetype of Spellcasters revolving around Level Manipulation and Stat Manipulation to gain advantage and for the former to Synchro Summon their Monsters.

 

They have a Level Modulation effect to Synchro on the condition that they only Summon "Mathemagician" from the Extra Deck for the rest of the turn.

They can reduce their own stats to gain advantage, allowing them to reach a threshold for them to activate their effects such as "if this card has 1000 or less ATK, you can activate x effect"

The backrow also benefits from the Stat Reduction as it allows the Mathemagician Monsters various benefits such as LP gain, attacking directly, or Stat Reduction on your opponent's Monsters while restoring your monster's own stats.

 

The Synchro Monsters don't reduce their own stats, but simply gain them by stealing them from members of their own archetype. Unlike their Main Deck Counterparts, they simply climb in ATK, and so can potentially OTK from a Simple Board.

 

Next:

Cartomagus, an archetype inspired by Cardcaptor Sakura

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Cartomagus

Sky Striker engine meets Aleister. The archetype is centered on the single maindeck magical girl, the "Aleister". When she is Normal Summoned or Special Summoned from the hand, she add the "Invocation" of the archetype from Deck to hand. But instead of Fusion Summoning, this Invocation Spell Summons a Link1 Cartomagus monster from the Extra Deck, all of them based on the Clow cards from Cardcaptor series, or analogous versions, and with fitting Attribute/Type combinations. From here, they resemble the Hornet Bit engine, but then other differences starts to appear. For instance, the Link1s don't have support effects for the archetype. Instead they have disruptive effects based on the card they represent. Moreover, none has Link arrows pointing down, so you can't start a Link chain without replacing it with another Link; they encourage you to use the maindeck girl and the Link1 for a quick Link2; they even have their own advanced magical girl Link2, the "Meltdown Aleister".

After that, the Spell has a similar recovery effect to Invocation, letting you grab the maindeck girl, and drop the combo again. Although unlike Aleister, the girls has a hard OPT clause so no overextending even if you Summon her again in the same turn.

Moreover, the Link1s do have their own 1 material requirement, a monster with their same Attribute and Type, to encourage their splashability in other decks.

Finally, they may not have arrows down, but they still reward you by linking them with each other or with the maindeck girl, accessing additional effects if you do. This way you can mix & match different Link1 Magus to access different effects and pick the best ones for the current situation of the duel... as long as you invest enough ED space for them. This may be a bit tricky to do, but thankfully the Link2 can ease things a bit.

 

 

Next:

Sporoxic

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Sporoxic

 

Don't eat the mushrooms. Don't touch them, either. You probably shouldn't breathe anywhere near them. In fact, nuke them from orbit.

 

Sporoxic is a very hazardous archetype to be around. As DARK Plants, their generic support is actually insane, and that's not good. You see, they each have debilitating on-field effects that make your opponent walk on eggshells to not trigger; "If your opponent does X, they cannot do Y for the rest of the turn. If this effect is applied, 100 damage." Combine this with handtrap effects that let you Summon them if your opponent does other specific things, and you're basically just torturing people.

 

Your opponent has one way to kill you, though- Normal Summoning beasticks and hitting you over and over again. Bar the handtrap triggers, you don't have a single way to deal with battle or the Normal Summon, and that's also your only searchable method of swarming. Not only that, but as a stun deck designed so your opponent will usually be on a crippled board, stats are generally low all around; a Blackwing player Normal Summoning three copies of Bora over a few turns and just attacking will be more than enough to slowly kill you, but a Gouki player trying for the Extra Link will usually be just helpless enough to be dispatched when they give up on trying to have a turn.

 

Placidermungandr

("Placiderm", meaning fish with armor on their faces abd spines, + "jormungadr", the world-eater serpent)

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Placidermungandr

EARTH/Sea Serpent monsters that dwell on the ground, deserts, etc. instead of water bodies as one would expect from a sea serpent. They resemble armored serpents.

They like battle and want to be destroyed by battle, but not for floating, but for triggering their effects they all have a "once while this card is face-up on the field, if it would be destroyed by battle, it is not destroyed. If this effect is used: [insert effect here]". Due to this, they are inherently resilient towards battle destruction. Moreover, their Spell/Trap support have an emphasis on Battle Phase, forcing battles, and even attacking during the MPs, to either disrupt the opponent while it sets up, or trigger their effects during the opponent's turn, which include cookie-cutter searching support, revival, removal, etc.

The bigger ones (high Levels, ED monsters) also carry this protection from effect destruction, making it easier to trigger their signature effects.

Another of their gimmicks is hand trap effects that Summon themselves from the hand and apply effects that change stats, in order to either lead to an opponent's monster to crash, or trigger an effect of an archetype monster.

 

Next:

Sidewind

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Sidewind

 

WIND Reptile-type monsters with high stats and a stun strategy that allows for them to uniquely alter effects of cards. They do so by having a quick effect that responds to certain cards/effects which enables them to move columns and change the cards' effects depending on what column they are now in.

 

[spoiler Card example b/c concept might be confusing] *Monster Name*

WIND

Reptile/Effect

When a Spell effect is activated: you can move this card to an adjacent, unoccupied Monster Zone; the Spell effect becomes one of the following depending on what Monster Zone this card is in:

- Leftmost: Destroy 1 "Sidewind" monster on the field.

etc.

 

 

Most columns have effects that benefit the person activating the effect, but every monster has a Center zone effect that is extremely beneficial to you. Their backrow is mostly built on consistency rather than power plays and have varying GY effects that enable you to trigger your Sidewinds' effects multiple times for maximum benefit.

 

The archetype also has an odd Extra Deck mix of Fusions and Synchros which are perfectly fine for them to spam since they tend to find themselves moving out of the EMZ really quickly. However, if you want ridiculous amounts of consistency, leaving them in the EMZ is recommended, despite their mostly self-beneficial stun effects.

 

Emissary

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Emissary

Archetype of level 5 or higher Fiends with different Attributes. They revolve around 2 playstyles: One is specializing in Normal Summoning Level 5+ Fiends without Tributing, and generating extra Normal Summons for them to keep things steady and not rely too much on Special Summons. Because of this, they synergize and support most Level 5+ Fiends, including notable floodgates Vanity & Majesty's Fiend.

The other is disrupting the opponent by replacing certain effects of its cards with an effects that inflicts damage to you, or turning attacks from its monsters into direct attacks They do so with in-GY effects so in a way they are bonus effects while they focus on their Level 5+ Normal Summoning playstyle. These effects are there to enable and support Gorz, the Emissary of Darkness, which inherently is a member of the archetype.

Their Spell/Trap support use the name "Yorishiro" and are intended to adopt Sinister Yorishiro into the archetype, which goes well with their intended playstyle.

The playstyle is inspired on Emissary of Pandemonium, a high Level Fiend that as Tuner already offers the archetype access to Synchros and Needlefiber. Another indirect member is Emissary of the Afterlife, although its effect wouldn't mesh too well with their playstyle. Also, note that most of their Emissary support apply on Fiend monsters, so although "Emissary of the Oasis" is a member by name, it cannot really mix with them.

 

 

Next:

Exeskell

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Exeskells are a Dinosaur and Beast union based archetype that are actually 1 half of a 2 archetype group with Cromaguis (the inner shell monsters). their overall design make them look like skeletons of Ancient Prehistoric Beasts ranging from dinosaurs like the Tyrannosaurus rex to ice age beasts like the mammoth or saber tooth.  the Cromaguis monsters are designed after caveman shamans who sue the spirits of the monster's skeletons they wear to gain power. combined together they make up a fusion archetype that has similarities with the ABC archetype.

 

The Exeskells monsters can all equip to a face up "Cromaguis" monster while in the GY but while on the field they can equip to a "Cromaguis" monster or a monster of the same type and give them powerful effects. of course theres a searcher for both the Spell/Traps and monsters as well as a few special Archetypal tricks that help them get the game done.

 

The few Exeskell extra deck monsters mainly focus on protection or stall effects while equipped to another monster but while they are monsters they can take over a game state with powerful effects like a "Volcasuarus" and galaxy cyclone effects. 

 

Exeskells Spell/Trap line up includes an archetypal "all of darkness", "foolish burial/Darkworld Lightning combo card"and other cards that help get Exeskells into the GY. 

 

Next up: Good Boy!

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Good Boy!

 

A series of LIGHT Beast Level 1s that have the ability to change their entire name and gimmick depending on your turn count. On odd numbers, they are all Good Boys, while on even numbers, they are Bad Boys (and become DARK Attribute).

 

Good Boys are generally focused on consistency and swarm while the Bad Boys are better at breaking boards with their removal effects.

 

Spell/Trap lineup focuses on turn skipping a la Mischief of the Time Goddess and their bosses are Rank 1s and a somewhat out of place Chaos Fusion.

 

Fury Agenda (yes, spelled correctly)

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  • 2 weeks later...

Fury Agenda

 

An archetype of DARK Fiend Monsters based on the Erinyes from Greek Mythology.

 

The Main Deck Monsters focuses on rapid Normal Summons which allows them to trigger the effects of their Continous Spell/Trap Cards.

While swarming the field with Normal Summoned Monsters, they also activate effects on Normal Summon that will break your opponent's board in half, like negating face-up cards, sending cards on the field to the Graveyard, etc. The Higher-Level Monsters can be Normal Summoned without Tribute if you control 2 or more Monsters and it allows them to survive and defeat Extra Deck Monsters, while also being Hand-Traps to survive the next turn.

 

During the End Phase, the Fury Agenda Monsters return to the hand, and during that time will allow you to Set a "Fury Agenda" Spell/Trap directly from the Deck. The back row will allow you to survive next turn, frustrating your opponent when they realise that they can't OTK you, stuff like an Archetypal Mirror Force, Magic Cylinder, Evacuation Device. The Cost? Revealing 3 or more "Fury Agenda" Monsters in your Hand.

 

So in short an Aggro-Control Deck

 

Speedstar

 

Bonus for being a Synchro focused archetype.

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Speedstar

 

Using slow effects to go fast? WIND Pyro? What absurdity is this?

 

Yeah, the weird thing about Speedstars is that all your Main Deck monsters, in Ultimate Insect fashion, can Tribute themselves during either player's Standby Phase to upgrade to the next Level up. However, unlike LV, you're only going up one Level at a time, but you also have the option of reviving the appropriate monster and you're not restricted into one specific monster- if you have a Level 3 Speedstar during the Standby, you can trade it out for literally any Level 4 Speedstar. Yes, this has a "not during the turn it was Summoned" restriction on this effect to prevent you from cycling through the entire Deck at the start of your opponent's first turn, but you're generally going to be using the Deck in a way where each given target plays nicely with one another.

 

Speaking of playing nicely, Speedstars all have an effect that triggers if they're Summoned by another archetypal card (specifically another archetypal card, so that their Gale and such don't trigger themselves), which all either assist in breaking your opponent's board or helping you make your own. Making your Synchros is generally not a problem, given the sheer number of cards you have that can start cascading plays, and the archetypal equivalent to Urgent Tuning means that it is highly possible to do something like dropping Trish in the middle of a combo.

 

The real MVP here, though, is the Field Spell, for forcing your opponent to banish one of their own cards (field or Graveyard) every time an archetypal monster Levels up, and for bringing back one of your monsters if you Synchro Summon using only archetypal monsters. With just those two effects, you're able to make impressive plays off of a hand that can only drop a single Synchro.

 

However, Speedstars really hate floodgates. Slowing them down in the slightest screws the entire Deck over, due to mediocre stats and a serious lack of many field effects in the Main Deck. Plus, generic support is few and far between given their combination of Type and Attribute, and the archetype's basic structure functions best for odd-Leveled Synchros, so a Scarlight or Omega isn't going to drop easily.

 

Skirtle (skirt + turtle)

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Skirtle

 

Skirtle is an archetype of extremely stereotypically feminine turtles (I don't think that's what you meant when you said "skirt" but whatever). Lots of pink, bows, dresses, make-up and of course all wearing different colour skirts. 

 

Their effects all require them to discard, banish from GY and tribute other "Skirtle" monsters. Sometimes they even banish themselves from the GY just to tribute other "Skirtles" to activate their own effects. The lore behind this is because those kinds of stereotypically girly girls tend to backstab their friends for one reason or another signified here by them tributing their skirtle "friends" to activate their own effects. Having to set up things to discard, tribute and banish also causes the deck to be kind of slow and defensive, a.k.a. turtle like.

 

Their effects often buff themselves and protect themselves from other effects or summon other skirtles.

 

The Spell/Traps are all based on girly things. Like a Bow Tie, Powder Boxes, Horses and Jewlery Boxes. These Spell/Traps mainly focus not on speeding up the deck but on buffing the skirtles especially in defensive ways.

 

The Skirtles are all vain and kind of mean, like my former friend JANE. ISN'T THAT RIGHT JANE?! YOU BACKSTABBING ****!

 

Anyway:

Duckaneer (Duck + Buckaneer)

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Duckaneer

 

The army of ducks finally took over the world...well, only the seas anyway. 

 

Anyway, this archetype of WATER Winged Beast monsters follows a playstyle reminiscent of maritime piracy of the old days (search, plunder opponent, do whatever). While small in power, they more than make up for in terms of summon speed; having much faster summoning effects than Fur Hires, and about as hard to remove as Majespecters. Their backrow is plenty, as what buccaneer traverses the sea without adequate preparation. 

 

Your ultimate win condition is to summon the big boss named "Supreme Duckaneer (x)", which has the capacity to summon as many Duckaneer monsters you want from your hand or GY and increase your attacking potential. Making the Supreme Duck isn't easy, but if you can manage to get everything in line, no one will challenge the might of the Duck Nation. 

 

(Oh Striker....this archetype has your name written on it)

 

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Crazy DP City

(You can interpret DP as anything you want)

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Crazy DP City

(The DP stands for Data Processor or Dual Partner)

An archetype of Cyberse Monsters based on inhabitants of a metropolis like New York City.

 

The play style revolves around pairs of two specific monsters at the same time. For instance: If "Crazy DP City Gent" is on the field while "Crazy DP City Lady" is also on the field, they "unlock" each other's mutual effects that they wouldn't have if any other "Crazy DP City" Monster was on the field.

 

To aid in this, the Main Deck Monsters all can Special Summon Monsters from the hand or field acting as OPT Goblindbergh.

 

The Spell/Trap support focus on enabling you to search out the Monsters and bringing 2 corresponding Monsters to the field, with a Field Spell that allows you to reveal 1 "Crazy DP City" Monster to get a Monster mentioned in it's card text; a quick-play Spell that allows you to shuffle away Monsters on the field if you shuffle away a certain amount of "Crazy DP City" Monsters and SS 2 "Crazy DP City" Monsters from the Deck, etc.

 

The Main win condition is to swarm the field with tiny Monsters that can overpower bigger Monsters.

 

However, there is a catch, you can't Special Summon Monsters from the Extra Deck and they are fragile against Hand traps of any kind.

 

Next

Demonstrument

(Demon + Instrument)

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Archetype of DARK Machine and LIGHT Fiend monsters. There names are each a combination of instrument names and demon names like Asmodeus + Drum = Asmodrum. They each have an effect that can activate from the hand. Primarily by discarding themselves. The better effects though can only be activated if you control a face-up Demonstrument monster so is not to easily bleed into other Decks. Their Extra Deck monsters? Synchro.

 

Sinister Village

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Sinister Village

 

So calm . . . so tranquil . . . so dangerous . . . except against Link monsters, funnily enough.

 

Sinister Village is a rather slow archetype based on Defense Position trolling and banish milling your opponent. Basically, all members of the archetype carry an effect that banishes one card from the top of your opponent's Deck each time one of your opponent's monsters is changed to Defense Position, and most have a way to actually force your opponent on the defensive, and some kind of slow stun (one is basically Medium of the Ice Barrier for searching, one is basically Alector, one of your monsters is literally just "And the Band Played On" on legs) or advantage effect (you've got a Parshath, a Meanae, and a Malefic World on legs that doesn't skip your draw). However, you may have noticed something missing . . . an effective way to get multiple monsters with these effects on the field consistently. The number of monsters in the archetype that can Summon themselves or each other can be counted on a sloth's toes, and their floodgate effects only kick in if the only monsters on your field are archetypal.

 

The real meat of this archetype, though, is in the backrow. It's admittedly mostly weaker, searchable versions of cards like Stumbling, Lose 1 Turn, and Valhalla, you've got literally just Solemn Authority, but the real meat and potatoes of this archetype is its Field Spell, the titular Sinister Village. Making it so that Defense Position monsters can't be used as Material for a Summon, boosting the stats of all archetypal monsters for the number of your opponent's banished cards, and an OPT Flamvell Firedog effect . . . naturally, it's a 3-of.

 

However, on top of all the faults mentioned above, it takes multiple seemingly-pointless turns to actually put enough damage on board to kill your opponent while keeping your floodgate effects live, so your opponent has all the time in the world to figure out a way to break past the parade of annoyances you're piling on them. Also, if you go second and your opponent actually Summoned a Link already, you're basically already dead.

 

Starbolts

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Starbolts

Archetype of LIGHT Fairy, Machine, Psychic and Thunder monsters. They are all look like anthropomorphic machines/robots (e.g. the Fairies have a design reminiscent of the Majestic Mechs, the Thunders and Machines are more robotic), and have enough physical traits to be distinguished as males or females. Think of more synthetic Constellars in appearance. They are standing on positions that make them look rather heroic.

Their playstyle is Tributing themselves for different, non-plusing effects like attack boost or reductions, position changes and so on, and then floating if they reach the GY in this way. This lets them have some control on the board while preserving card advantage. Normally, they can only do so while they are on the field, but their Link Monsters and Field Spell allows them to activate their effects from the hand and during either player's turn, increasing their playing ceiling. Conveniently, with enough Thunders at hand, this enables them to access Superbolt Thunder Dragon. Or if you are bold enough, you can give a shot to Archlord Krystia as a secret boss if you run enough of their Fairies. Meanwhile, their Psychics are low Level and thus benefit form E-Tele, One for One, Power Well, etc. Moreover, some of their Machine members are Level5 or are big "Special Summon" sub-type monsters that act as maindeck bosses, which allows them to tech Galaxy Soldier and some Cyber Dragon toys as support, as well as cards like "Born From Draconis". They do get plenty of members for each type to try and mix & match different deck variants.

Flavorfully, one said Machine big bosses is named after the Draconis. The other members are named after stars and constellations as well.

 

 

Next:

Ravenitual

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Ravenituals are DARK Winged-Beast-Type Level 4 Ritual Spirit Effect monsters. This means they have a whole host of support including Blackwings, Raidraptors, generic Ritual support (Pre-Prep, Prep, Impcantations, Djinns, Manju, Senju, etc.), and generic Spirit support (Amano, Aratama, Nikitame, etc.). They work opposite to Shinobirds though. Of course, they are rituals needing to be properly ritual summoned and are spirit monsters that return to the hand during the End Phase they are summoned. However, instead of intending to break boards and OTK while creating tokens for defense, they are meant to create unbreakable boards during your opponent's turn before vanishing.

Besides their ritual and spirit effects, each of the Ravenitual ritual monsters has low atk (<1000) and high def (>2000), a HOPT effect to discard during your opponent's turn to search a Ravenitual card not in your GY, and super powerful shut down on field effect (ie. negate monster effect and banish, neither player can ss, opponent can only activate 1 S/T per turn, Ravenituals you control cannot be targeted or destroy by battle or card effects, opponent's monsters atk/def become 0 even if this card leaves the field, etc.). Each of the Ravenitual ritual spells names multiple specific Ravenitual rituals it can summon (viable pre-prep target), can banish DARK winged-beast-type monsters from the GY for the ritual summon, has an effect that forces it to only be able to be activated during your opponent's standby phase iff you control no monsters or only winged-beast-type monsters, and a GY effect to top it all off. 

 

Archetype is built to be splashed into many other builds and set up a really power defense during your opponent's turn. Very searchable and easy to summon during your opponent's turn with little resource investment. However, coming back to the hand during the end phase and the lack of any ability to summon during your turn and attack means they need other help for offense.

 

Image wise they are mythical ravens. Lore wise, they are different forms of the Yata-garasu spirit.

 

Next:

Kappas

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Kappas (Please keep the "s" in the archetype name, to avoid your archetype thread being filled with an emote that was never funny)

 

Kappas are a bit of an odd one. You'd think they'd focus on Level 2 Aquas, given the old vanilla that has an Xyz retrain, but while the whole archetype is WATER Aqua monsters, they've got a bit more to them than just Rank 2 spamming. The best comparison I can make is that they're the unholy lovechild of Majespecters, Steelswarm, and the new Vampire cards.

 

That doesn't sound much better, does it?

 

Anyway, a big part of the archetype is that everybody and their mother in it has effect protection, forcing you to battle them or find niche forms of removal. However, most of the little boys float on battle-based removal, and the bigger ones have actually amazingly solid battle-based effects and good stats for Tribute Summonable monsters (which include optional triple-Tribute monsters, similar to cards like Barbaros), plus bonus effects if you Tributed Kappas for the Summon. In addition, LP payment is everywhere in this archetype by design (for example, your on-Summon searchers can search two cards instead of just one for 800 LP), so you're going to have a hard time finding excuses to run cards like Red Reboot and the Solemn brigade if you want to stop the "niche" effect removal I already mentioned. Thirdly, recursion on par with an actual Pendulum archetype without actually being Pendulums. The Graveyard isn't really a grave . . . it's basically more of a waiting room.

 

The big comparison to Vampires and Majespecters, though, is the backrow. Very searchable, very recoverable, very powerful, and acts as a complement to the way you're already playing, rather than just being things you run because you don't have monsters that do that. We're talking about Continuous Spells that revive any member of the archetype when you Tribute Summon, a Staunch Defender that doubles as a Lost Wind, a basically free omni-negate Counter Trap that gives you a search when it resolves, and even an improved hybrid of The Prime Monarch and Spellbook Star Hall.

 

I won't lie, Kappas can brick. Hard. It's part of the struggle of playing a Tribute Summon Deck, and most of your backrow is no help if you don't already have a monster on board. However, this is an archetype that gives you a fun time just smacking your opponent to the ground with huge, silly-looking turtle monsters; somebody's gonna try playing it.

 

Pawn Pointe ("pawn" + "en pointe")

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  • 2 weeks later...

Alright guys, thread's moved over to Card Workshop so as of this moment, the new card rule kicks in (and this is in CC territory now, so I have the right to intervene in matters should they arise).

 

Reminder that from this point forward, you must make a concept card to go along with your prompt. This should be spoiler tagged as to not give any overt ideas to other AGM members who may choose from it. (If you forget it, I'm not going to give you WP.)

 

(Card does not have to be Advanced-level quality, but don't make a joke card or something that is clearly lacking in effort.)

 

Also reminder, those of you not in AGM are more than welcome to use prompts in here; nothing in the rules is forbidding you from doing so. Just don't use the AGM tag.

 

====

Anyway....

 

Pawn Pointe is a small archetype of low Level monsters that focus on chip damage, similar to Trickstars. Their names are portmanteaus of generic dance terms and other French vocabulary, mostly by colors and numbers. All of them share the ability of not being destroyed by battle once per turn. The backrow isn't particularly large, but generally serve as enablers to summon stuff as the archetype does suffer from slow summoning speed.

 

You have some Extra Deck monsters that are recommended, but not necessarily needed to be workable.

 

[spoiler=La carte]

Pawn Pointe Allégro Rouge

Level 3 | FIRE | Warrior | Effect

1200/800

When this card is Normal or Special Summoned: You can Special Summon 1 "Pawn Pointe" monster from your hand or Deck, except "Pawn Pointe Allégro Rouge", then inflict 200 damage to your opponent for each "Pawn Pointe" monster you control with a different name. Once per turn, this card cannot be destroyed by battle.

 

 

 


 

Next name: Broken Marionetter

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Broken Marionetter
 
A low-stat DARK Cyberse archetype whose "gimmick" is almost entirely win-more.  They have a swarm n' stun playstyle: easily fielding multiple monsters and often negating and removing multiple cards at a time.  However, the latter (negation/removal) effects can all can be reverse-negated with a single discard.  As an archetype, they have very little to take advantage of the "mass hand destruction" they'll inflict on the opponent and, as a whole, they try to attempt continuous negates until the opponent's hand is empty before they can really make any forward progress.

 

...Basically, a single beatstick Normal monster can tear apart the whole archetype.

[spoiler=card]

Broken Marionetter X
DARK **
Cyberse/Effect
If your opponent controls a face-up Spell/Trap card, you can Special Summon this card from your hand. Once per turn, if your opponent activates the effect of a Spell/Trap that is already face-up on the field: you can negate that effect, and if you do, you can destroy up to 2 other cards on the field. Your opponent can discard 1 card to negate this effect and return this monster you control to your hand.
600/900


 
Dragon Inheritor

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