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Archetype Game


Tinkerer

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Flowmance

 

An archetype of WATER Plants with handtrap effects, which then can banish themselves for summoning their Extra Deck monsters. Once out, the ED monsters steal a move out of the Darklords’ playbook and can pay LP to shuffle the banished monsters into your Deck to apply their effect again.

 

Flowmance Blossom

Level 1

WATER

Plant/Effect

ATK: 100 DEF: 0

 

(Quick effect)You can discard this card, then target 1 monster your opponent controls; Change it to face-down Defense Position. You can only use this effect of “Flowmance Blossom” once per turn.

 

 

Survivalists

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Survivalist

Archetype of monsters with different combinations of Attributes and Types. They are inspired on HERO Bubbleman in the sense that when they are the only card you have on your hand and field, you can Special Summon them and trigger an above-average advantageous effect designed to bring you back into the game. Other than that, they have standard archetype support effects like a Stratos, Wolfbark, etc.

Moreover, they are designed to be played in a Highlander format. That is, for each effect, including Spell/Traps, there are 3+ archetype cards that practically do the same, with slight flavorful variations, but are intended to be played 1 copy each. Running more copies of of them is a risky option, because once there is another copy on the field, GY or banished, their effects become dead. Think of how Call of the Haunted and Oasis of Dragon Souls both are Cont. Traps that revive a monster, with some differences between them. Not to mention that this Highlander approach allows them to inherently play around hard OPT clauses they have. Due to this trait, they can run cards like Hydralander with little to no issues.

 

Survivalist Overflower

WATER/Spellcaster/Level 4/Effect

1800/1800

If this is the only card in your hand, you can Special Summon it (from your hand). When this card is Summoned: You can target up to 2 Spell/Traps in your GY; set them. Those cards can be activated this turn. You must control no other cards and have no cards in your hand to activate and to resolve this effect. Yo can target 1 "Survivalist" monster in your GY; Special Summon it, and if you do, it becomes a WATER monster. . You must have no other face-up "Survivalist Overflower" in your field, GY or among your banished cards to activate and to resolve this effect. You can only use this effect of "Survivalist Overflower" once per turn.

 

 

Next:

Devilicious

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Devilicious

 

Sweet and tasty, but ever-so-bad for you, these dessert-themed demons make up a stark contrast to Madolches because they don't recover themselves . . . in fact, they rely on each other to recover.

 

Now, the archetype is heavily based on spamming themselves, with all manner of self-Summoning effects to use to just plop them down on the field either from the hand, or reviving themselves with proper field setup. What you might notice, though, is that each Main Deck one has exactly 3 effects: One each borrowed from a Main Deck monster of their Level from the GX, 5Ds, and ZeXal eras. What thieving demons, can't even get their own effects! Generally, though, one effect will be built around bringing itself to the field, and another will be based around consistency in some way . . . and, given the subject matter, quite a few help with recovering each other once you have setup going. Yes, the Level 7 one does, in fact, rip off a Dragon Ruler with one of its 3 effects.

 

However, you may have noticed that most of the extra-exploitable effects, necessary in the modern day, fall just outside the range of these guys. What is the solution? The backrow lineup here is . . . intense. While you have some pretty sweet consistency effects, more revival, an Arc-V era level of god-powered Field Spell, and even an archetypal Shaddoll Fusion variant (more on that later), the real kingpin here is a Continuous Spell that makes them an ED spam Deck that can effectively go second with no real punishment, breaking your opponent's board in the process of making their own and giving you a monster search or recoup once per turn.

 

But, of course, that power card only goes off if you can make one of their archetypal ED monsters. Certainly those are horrible to compensate, right? Oh, you wish. While they aren't incredible in their scope (their Synchro can't hold a candle to something like Siegfried or Clear Wing), they do have one or two monsters per Summon mechanic, and each one is tolerable going on good, rewarding you for the effort of Summoning them, or making a mockery of your opponent given the lack thereof. Interestingly, the best boss they have is their big boy Fusion, not just because it carries negation from both the IRL and anime versions of Quasar (the latter being "permanently negate the effect of any card on the field every time I battle") on a double-attacking body, but because its Materials turn your Shaddoll Fusion copy into "Foolish one of each different name in your Deck, have fun winning the game now".

 

However, they do have one exceptional, super-noteworthy weakness, making them tricky to Deckbuild for and somewhat prone to bricking: backrow negation. Remember, their real power cards to make the Deck capable of even making all their bosses and crushing your opponent beneath your thumb are in their S/T lineup. Siegfried, mentioned above, can utterly crush this Deck if its effect is timed properly, and if a Six Sam player can drop multiple Shi'en then you might as well scoop. Be cautious.

 

[spoiler=Sample]

Devilicious Ebonbon

LIGHT - Level 1 - Fiend/Tuner/Effect - 300/100

If this card is Normal or Special Summoned from your hand: You can Special Summon 1 Level 4 or lower "Devilicious" monster from your Graveyard, but destroy it during the End Phase. You can only activate each of the following effects of "Devilicious Ebonbon" once per turn:

●You can target 1 Fiend-Type Xyz monster you control: Special Summon this card from your hand with its Level changed to the Rank of the target, but the target is destroyed during the End Phase.

●If you Normal or Special Summon an "Ebonbon" monster while this card is in your Graveyard, you can discard 1 card: Add this card from your Graveyard to your hand.

 

Devilicious Princesstorture

LIGHT - Level 10 - Fiend/Fusion/Effect - 3200/2500

3 or more "Devilicious" monsters with different names whose total Levels equal or exceed 10

Cannot be destroyed or targeted by your opponent's card effects. Once per turn, during either player's turn, if your opponent activates a card or effect: You can negate the activation, and if you do, destroy it. If this card declares an attack: You can negate the activation and/or effect of 1 card on the field. This card can make up to 2 attacks during each of your Battle Phases.

 

 

 

Vassault (vassal + assault)

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Vassault

 

Well, well, well. What do we have here? Another FIRE/Warrior archetype composed by Knights coated in firearm-like armors?

Exactly, Vassaults are artwork-wise the little brothers of Igknights, but they've got their unicity: they're union monsters.

 

The archetype is a big Synchro Engine that relies on their tuner's capacity to be used as Synchro Materials while equipped to another one of their ranks. Also, while equipped, they rather like to slowly chip your opponent's cards and LP until one of their bosses gets out. And when they do, well, let's say that they have enough ways to get things done.

 

They have some good backrow support, which they use to equip themselves to eachother, destroy cards and slowly burning your opponent's LP. Their Field Spell gives them an incredibly good swarm power and some protection (given the lack of it on anything else).

 

Also, their names are a portmanteau or directly the names of firearm brands, which then reflects in their artworks and effects.

 

 

Sample[spoiler=Show]

 

Winchester, Blasting Vassault.

Level 3

FIRE | Warrior | Union | Tuner | Effect

1300 ATK/200 DEF

Once per turn, you can either: Target 1 monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. The original ATK of a monster equipped with this card becomes halved, it can make a second attack during each Battle Phase, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead. You can Synchro Summon a "Vassault" Synchro monster from your Extra Deck using both this card and the monster it's equipped to.

 

(This is obviously based on a sawed-off shotgun).

 

 

 

 

Vampyre (Vampire+Pyre)

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Vampyre

The Sun WAS there worst enemy 

 

a FIRE Zombie-Type Archetype centered around tributing one another to activate their effects, these vary from burn damage,removal to summoning stronger members of the archetype, overall weakness being that they rely on their spells/traps for getting resources necessary to maintain presence

 

Jackson, Vampyre Servant

Attribute: FIRE

LV:3

Type:Zombie/Effect

ATK: 800/DEF:0

 

Once Per Turn, when this card is sent to the graveyard to activate the effect of a "Vampyre" monster: Inflict 500 DMG to your opponent for each "Vampyre" in your GY, except "Jackson, Vampyre Servant", you can banish this card in your graveyard: target 1 " Vampyre" monster you control, whenever it inflicts battle damage to your opponent: inflict 1000 DMG to your opponent.

 

Alucard, Vampyre Rebel

Attribute: FIRE

LV: 7

Type: Zombie/Effect

ATK:2400/DEF:0

 

You can Special Summon this card by tribute 1 "Vampyre" monster you control (this is treated as if they we're to used to activate an effect), Once Per Turn; You can tribute 1 other "Vampyre" monster or banish 1 in your Graveyard: This card gains 300 ATK and can attack all monsters your opponent controls. 

 

 

Vampyres's Domain

Field Spell Card

 

Whenever a "Vampyre" monster activates its effect, you can special summon 1 other "Vampyre" monster from your deck, then target 1 other "Vampyre" card in your graveyard: Shuffel it into the deck, if this is destroyed, special summon as many "Vampyres" from the graveyard as possible

 

 

 

Next Archetype:

Seakers ( Sea + Seeker)

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Archetype of WATER Machine monsters. Thet specialize mostly with adding cards and revealing Set Cards your opponent controls or un their hand (hence the "seek" part). They add their monsters, their Spell Cards, their Trap Cards, WATER Machine monsters, ect. Their speciality is Xyz monsters and Contact Fusions, but I guess you could use them for Link and Synchro, too. The monsters may hardly have much in the ways of Summoning. That's where the Spell/Trap Cards and Extra Deck monsters come into play.

 

Ex:

 

Seaker Submarine

Level 4

WATER

Machine/Effect

ATK:1500

DEF:2000

If this card is Summoned: You can add 1 Spell/Trap Card that lists "Seaker" in its text. You can only activate this effect of "Seaker Submarine" once per turn. Once per turn: You can look at 1 Set card on your opponent's Spell & Trap Zone, then return it to its original position.

 

Folly Kingdom

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  • 4 weeks later...

Folly Kingdom

 

What happens when you blend an Equip Spell archetype with the weird column focus of something like Magical Musketeers or Mekk-Knights? Trash The Folly Kingdom! This archetype is heavily based on practical jokes and toys, with Warriors, Spellcasters, and Fairies in a roughly even mix across the Deck as a whole, making up denizens of your average kingdom in fiction, plus the odd reference to specific stories.

 

Now, what makes the monsters interesting is that they share two effects: One if an archetypal S/T is activated, and one of an Equip Spell is activated in their column. Generally speaking with the two shared clauses, the Warriors play aggro, the Spellcasters play control, and the Fairies play the other types of effects (like swarming, consistency, how'd a burn card get here?). This doesn't sound like anything more than worse Musketeers . . . until you get to the Equips.

 

Each Equip is based on something one or more of the monsters would use- there's a sword and bow for your knights, a scepter for the King and Queen, a staff and tome for your wizard and sorceress- but is secretly an implement in a practical joke, like a rubber chicken, a mirror, a secret compartment, etc. As for their effects, each one can HOPT jump out of the Graveyard to equip itself to an archetypal monster if any archetypal monster is Summoned, triggering one of the two clauses of your entire board if you wish, and both on one if you need. Not only that, but all of the effects on them have some sort of use, even if they're copying some pretty old effects- one is basically Metalmorph, one turns the equipped monster into your own personal Meanae, one gives you a OPT Smashing Ground . . . but you can definitely use a lot of them for more than just the trigger effects.

 

There are a few other backrow cards- a Reborn, an Infernity Barrier, a couple of other staples- but by and large, they amount to 1-ofs.

 

Troplite (Tropical + hoplite)

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  • 3 weeks later...

Archetype of LIGHT, WATER, and WIND monsters. Each Main Deck monster has an effect that triggers if it is discarded. And some of their cards aid in discarding, such as their Spell/Trap Cards or even Extra Deck monsters. Some of your cards even have additional continuous effects if you have less cards in your hand than your opponent. This will either discourage your opponent, as you gain cute little bonuses (slight ATK boosts, immunity to certain cards or removal), OR will encourage your opponent to play/set most of their hand; essentially baiting them. It's all sunshine and happiness for you.

 

Troplite Mermaid

Level 4
WATER

Fish/Effect

ATK:1500

DEF:1200

If this card is discarded: You can Special Summon 1 Level 4 or lower "Troplite" monster from your Deck. You can only activate this effect of "Troplite Mermaid" once per turn. If you have less cards in your hand than your opponent: You can increase your Life Points by 500 during each End Phase.

 

Redeemer of Souls

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  • 1 month later...

Redeemer of Souls

 

An archetype of Level 4-5 monsters with very high statlines. Their gimmick involves giving up their battle phase to pursue effects that lead to a mill-based victory. If they do end up in combat, they become tainted and end up destroying themselves.

 

However, while this self-destruction could spell a death sentence for the archetype, they have 1 final redeeming quality: their in-archetype Miracle Fusions. Their Fusion monsters usually need at least one specific name, but they completely flip the archetype's playstyle, turning from a controlling, mill-based strategy, to a strong aggro deck that gains more power the more cards are in the opponent's GY.

 

[spoiler card]

Redeemer of Souls Meziel

LIGHT *****

Fairy/Effect

When this card is Normal or Special Summoned: You can target 1 "Redeemer of Souls" monster in your GY; Special Summon it. You cannot conduct your Battle Phase the turn you activate this effect. If this card battles a monster, destroy it at the end of damage calculation. You can discard a number of cards from your opponent's hand up to the number of "Redeemer of Souls" monsters you control, then your opponent draws cards equal to the number they discarded. You can only activate each effect of this card's name once per turn.

2400/1000

 

 

 

Next: Snowmaid OR Troglobyte

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Snowmaid

 

These ladies revolve around setting up a field. What does that mean? Well, adding Spell/Traps, activating a Field Spell, Setting. So you'll usually have at least three cards on your field by the end of the turn. They also like to banish themselves from the GY for small effects. Such as a draw, ATK/DEF increase/decrease, a little removal, and adding a card. Their Attribute is WATER.

 

Their Extra Deck monsters consist of Synchro monsters. And they can Set or add as well! But only if they're destroyed.

 

Vector Sigma

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Vector Sigma

 

A cheesy super-sentai Link archetype comprised of intrepid space explorers and their transforming spaceships.

 

Their main deck monsters generally have simple effects that lets them spam the board quickly or gain advantage in some other ways. On the whole, this aspect is relatively straightforward.

 

Then, there's the Link monsters. Each Link can be summoned with any group of archetype members, but they gain an extra effect if they're summoned using a specific pilot as material. Further, each of the links has a "ship form" and a "battle form" which can be summoned by returning the other to the Extra. This trade-off mechanic works much like the U.A. archetype. The battle form has offensive, battle-oriented effects while the ships have more defensive ones.

 

The deck runs with multiple field spells representing planets that the group visits. While initially having fairly minor effects, each field spell gains extra effects the more field spells there are in your GY, allowing for some pretty powerful effects.

 

[spoiler cards]

Vector Sigma Command Ship - Sparta V

LIGHT Links: W E

Machine/Link/Effect

2 "Vector Sigma" monsters

You can also Link Summon this card by returning 1 "Vector Sigma Battle Mech - Star Spartan" you control to the Extra Deck. If this was Link Summoned using "Vector Sigma Commander Nova" as material: You can target 1 field spell in your GY; add it to your hand. If your opponent summoned 3 or more monsters this turn, this card cannot be destroyed by battle and you take no damage from battles involving this card.

1900/LINK 2

 

Vector Sigma HQ

Field Spell

When this card is activated: Add 1 "Vector Sigma" monster from your Deck to your hand. If you have 2+ Field Spells in your GY with different names: You can target 1 "Vector Sigma" monster you control. If that target destroys a monster by battle or inflicts battle damage to your opponent: You can destroy this card, and if you do, add 1 "Vector Sigma" card from your Deck to your hand. You can only use each effect of "Vector Sigma HQ" once per turn.

 

 

 

Next: Virtual HERO OR Incendiary Beast

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Incendiary Beast

 

Archetype of FIRE Beast monsters. What they like to do is destroy or inlfict damage to your opponent. They can also add, but none of them can Special Summon. This is the trade-off for their searching. What they do Special Summon is their Fusion Monsters. Owning their own Fusion Spell Card(s), and even a Contact Fusion or two for when you just can't get a Fusion Spell. Each of these are named after something that can create a fire and an animal. Like a Flamethrower, Explosive, and a Wolf or Bear.

 

Ex:

 

Incendiary Beast Torch Wolverine

Level 4

FIRE

Beast/Effect

ATK:1700

DEF:200

Cannot be Special Summoned. If this card is Summoned: You can add 1 "Incendiary Beast" monster with a different name from your Deck to your hand. Once per turn: You can inflict 500 damage to your opponent. This card cannot attack the turn you activate this effect.

 

Crawlknight

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  • 3 weeks later...

Crawlknight

 

A set of EARTH Wyrm monsters that depict Eastern warriors with a background (aura) of snakes, giant reptiles and wingless Dragons.

 

They have relatively high base stats but they don't have a ton of in-archetype Special Summon capacity. Instead, their strategy relies on keeping their GY empty, floating, and going into stronger and stronger extra deck monsters.

 

The main deck monsters all have the same effect: When they would be sent from the field to the GY, shuffle them into the deck face-up. If they're drawn while face-up in the Deck, they banish themselves, trigger a powerful effect, then give an additional draw.

 

To facilitate this, they have Synchros whose effects enable the main deck monsters (flipping them face-up in the deck), and offer the slower archetype some control options that usually revolve around keeping the GY clean (i.e. an archetypal Macro Cosmos). Their big boss is a Level 10 Synchro with 3500 ATK with an effect that can ruin all the archetype's setup for a big OTK finish.

 

[spoiler card]

Crawlknight Naganata Viper

EARTH *

Wyrm/Tuner/Effect

If you have no monsters in your GY, you can Special Summon this card from your hand. If this card would be sent from the field to the GY: Shuffle it into your Deck face-up instead. If this face-up card in your Deck is drawn: Banish it. Then, you can place 1 card from your hand on top of your Deck face-up, regardless, draw 1 card. You can only activate this effect of "Crawlknight Naganata Viper" once per turn.

400/400

 

 

 

Next: Old Dominion OR Banzai

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Old Dominion

 

Archetype of EARTH Warrior, Spellcaster, and Fiend monsters. They have no Extra Deck monsters. But because of this, a lot of the cards in the archetype have additional effects or alternate effects if you have no monsters in your Extra Deck. Ritual Monsters are fine, but even so much as Link or Fusion monsters are a no if you want to use each of the archetype's cards to their full potential. So basically play like it's 2002.

 

Old Dominion Queen

Level 5

EARTH

Spellcaster/Effect

ATK:2300

DEF:1800

If you have no monsters in your Extra Deck, you can Normal Summon this card without Tributing. Once per turn: You can banish 1 card from your GY to target 1 card your opponent controls; destroy it. If you have no cards in your Extra Deck, you can banish it instead.

 

Maskin (Mask + Kin)

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Maskin

 

A tribal archetype of EARTH Fiend Pendulum monsters.  They are all Level 4 with a scale of 4 and run with a gimmick involving swapping out with each other to trigger each others' abilities and simply out-grind the opponent.  Because they can't normally Pendulum Summon, they use the Extra Deck more as a resource for their plays (usually by shuffling monsters from the Extra into the Deck or by "discarding" stuff into the Extra).

 

Their backrow is mostly trap-based and it compliments the deck's "protect the castle" playstyle by limiting the opponent's means of removing the monsters easily.

 

[spoiler=Card]

Maskin Elder Grey
EARTH ****
Scale: 4<>4
Fiend/Pendulum/Effect
PE: During your Main Phase: You can shuffle 2 "Maskin" cards from your Extra Deck into your Deck; Set 1 "Maskin" Trap Card from your Deck. If a "Maskin" card is targeted by an opponent's card effect: You can return that card to your hand and Special Summon this card.
ME: When this card is Normal Summoned or Special Summoned by the effect of a "Maskin" card: Place 1 "Maskin" monster from your Deck in an empty Pendulum Zone on your side of the field. If your Pendulum Zones are full: Target 1 card in your Pendulum Zone; Special Summon that target, and if you do, place this card in that empty Pendulum Zone instead.
0/2000

 

 

 

Albacross

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Albacross

 

an Archetype of low level monsters and link based mechanics, all Dark and fiend type.

the link monsters all have diagonally opposing arrows.

the main deck monsters have a primary effect based around swarming then a second effect that activates by shuffling them into the deck when they're used as link material (draw, gain LP, boost/reduce ATK, ect)

The ace monster being a LINK-4 with X pointing link markers that limits you to only "Albacross" monsters so to not be too broken. E.G.

 

Albacross Croswing

LINK-4/Dark/Fiend/3000

3+ "Albacross" monsters

You cannot summon monsters, except "Albacross" monsters. When this card attacks, it gains ATK equal to half the total ATK of the monsters linked to this card, While this card is co-linked to 2 or more monsters, your opponent cannot activate spell or trap cards during the battle phase. When this card is destroyed by battle, all your monsters that were co-linked to this card gain 1500 ATK, and all your opponent's monster's co-linked to this card lose 1000 ATK.

 

the S/Ts focus on regaining resources through continuous effects and a field spell that prevents your opponent from attacking if you control an extra link.

 

Edit: got the rules pointed out to me so ive added the ace and i have a name now, if you want to use the overscale theme feel free but you don't have to

 

new archetype: mechanoids

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  • 4 weeks later...

Mechanoid

 

A FIRE Machine archetype specializing in flipping your own deck's cards face-up/down to trigger different effects of other Mechanoid monsters when drawn.  All of them float on destruction by shuffling themselves from the GY into the Deck and letting you draw, giving the deck lots of longevity.  They don't have specific extra deck cards, but their general spam and in-archetype tuners gives them lots of options on what to toolbox into.

 

However if you want a ton of firepower, you can always run their main deck boss monster: a brutal Level 10 that can pop monsters by flipping face-up cards in your deck face-down and pop backrow by flipping face-down cards in your deck face-up.

 

[spoiler=Card]
Mechanoid Dredger

FIRE ***

Machine/Tuner/Effect

If this face-down card was added from your Deck to your hand (except in your opening hand): You can reveal it; Special Summon this card, and if you do, you can flip up to 3 of the top 5 cards of your Deck face-up.  If this face-up card was added from your Deck to your hand: You can Special Summon it, and if you do, you can Special Summon 1 face-up "Mechanoid" monster from your Deck.  If this card is destroyed, shuffle it into your Deck face-up, then draw 1 card.  You can only use 1 effect of "Mechanoid Dredger" per turn and only once that turn.

1200/200

 

 

12th Hour

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12th Hour

 

A LIGHT archetype that requires you to be at some kind of disadvantage to make use of its effects, in terms of LP, cards you control, etc. Backrow would be focused on either purposely getting you into a bad position where those effects would be necessary, or if you're already at that point, getting more 12th Hour cards onto the field. This all leads up to its boss monster, a powerful Level 12 that requires you to be close to dead in terms of LP or decking out (in your 12th hour, per se) which can then put your opponent in the same situation as you, if not worse.

 

12th Hour Guardian Angel

Level 6 | LIGHT | Fairy/Effect

1000 ATK / 2000 DEF

If you control no cards and your opponent declares a direct attack: You can Special Summon this card in Defense Position, and if you do, change the attack target to this card. Once per Chain, during damage calculation (Quick Effect): You can discard 1 "12th Hour" card; this card's DEF becomes double its original DEF during that damage calculation only.

 

Next: Glacial

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Glacial

 

A WATER archetype that revolves around slowly freezing your opponents ability to act through discarding "Glacial" cards. Such ability could be stopping your opponent from activating a card set on the field, to its most drastic effect, present in its boss monster, Glacial Ruler El' Sa, Harbinger of Winter

 

Glacial Ruler El'Sa, Harbinger of Winter

Level 10 - WATER - Spellcaster/ Fusion / Effect

3500 ATK | 3000 DEF

This card's Fusion Summon can only be conducted if at least 3 cards in your opponent's side of the field, hand, GY, Extra Deck or Banished zone have been "Frozen". To Fusion Summon this card, you must banish "Absolute Zero" and 2 "Glacial" monsters from your side of the field or GY. When this card is summoned, target 1 card on your opponent's side of the field, hand, and GY each: Freeze them. Frozen cards cannot activate their effects for as long as this card remains on the field. Once per turn, you can banish 15 cards from your Deck face-down: Your opponent cannot add any cards to their hand from the moment this effect is activated until their next End Phase. Cards and effects cannot be activated in response to this effect.

 

Next: Clumsy Worker

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Clumsy Worker

 

A series of level 3 Normal Fairy monsters and an accompanying spatter of equip spells. Unlike Phantasm Spiral whose strategy is very aggressive, these clumsy cuties try to lock your opponent's board a la Ojamas/Dustons.

 

Whenever the equip spells leave the field, you can Set a Clumsy Worker to your opponent's field... Even in their Spell/Trap Zone! While on the field, though, the equips usually provide effects that are stronger the more Set cards your opponent controls.

 

So how do you win? Slowly. The deck has a couple Rank 3s that are ridiculous, but serve different win conditions (think Ghostrick) while also providing a huge boost to the deck's consistency and longevity. They also have a field spell that, if you can guess the name of a Set card your opponent controls, nets you even more bonuses. Who knew being clumsy could be so rewarding?

 

[spoiler card]

Clumsy Worker's Dustpan

Equip Spell

Equip to a Normal Monster. If all the monsters your opponent controls are Set, the equipped monster can attack directly. If this face-up card is sent to the GY, you can target 1 Normal monster in your GY; Special Summon that target to your opponent's side of the field in face-down defense position or place it face-down in one of your opponent's Spell/Trap Zones, and if you do, you can Special Summon 1 "Clumsy Worker" monster from your hand. Monsters summoned by this effect cannot change their battle positions.

 

 

 

Western Ranger

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Western Ranger

 

An Archetype of Warrior Pendulums with a focus on Overscale pendulum summoning, with the level 4 or lower monsters having pendulum effects to add pendulums form the ED to the hand leaving the EMZ open, and the level 5+ monsters having pendulum effects to shuffle from the ED to the deck for draw power. With the monster effects focusing of boosting ATK and number of attacks per battle phase,

The spell and trap support would be called "Gunslinger" cards that equip to a ranger for effect boosting with a protection effect where they destroy themselves.

The basic focus is get a heavy beater that can attack a few times and and clear the field with heavy damage

 

So the ace monster then:

 

Sheriff The Western Ranger

Level 8/Warrior/Pendulum/Effect

2800/2300

PE: During your standby phase you can shuffle up to 3 "Western Ranger" monsters from your face up extra deck into your deck, draw an equal number of cards. "Western Ranger" monsters you control cannot be destroyed by card effects.

5/5

ME: If you have 2 "Western Ranger" Cards in your pendulum zones with the same Scale, you can pendulum summon this card ignoring those scales. At the start of your battle phase you can activate this effect, other monsters you control cannot attack, but this monsters maximum number of attacks in this battle phase is equal to the number of "Western Ranger" monsters you control.

 

Next:

Prismatic Dragon

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Prismatic Dragon

 

An archetype of Level 4 LIGHT Dragon Pendulum monsters.

 

An Aggro deck at its core, these monsters have a huge variety of effects that all depend on what your scale numbers are. As scales, they have the ability to move their scale values up and down to facilitate the best effects at the most optimal time.

 

While they have a simple concept, the amount of variety in their effects make them difficult to master and play optimally.

 

[spoiler Card]

Prismatic Dragon of the Air

LIGHT ****

Scale: 1<>1

Dragon/Pendulum/Effect

PE: Once per turn: You can increase this card's Scale by the Levels of all "Prismatic Dragon" monsters you control until you activate the effect of a "Prismatic Dragon" monster you control.

ME: You can activate the following effects depending on the Scale value of Pendulum cards you control:

1-4: You can target 1 Pendulum card with a Scale of 4 or less: Excavate cards from the top of your Deck equal to the target's Scale value; add 1 excavated "Prismatic Dragon" card to your hand, then send the remaining cards to the GY.

5-8: You can Special Summon 1 "Prismatic Dragon" monster from your hand.

9+: At the start of Damage Calculation, if this card battles: You can return this card and the monster this card battles to the hand, then inflict 500 damage to the opponent.

You can only use each effect of "Prismatic Dragon of the Air" once per turn.

1700/1500

 

 

 

Backstreet

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Backstreet

 

An archetype of Warrior monsters based on acting from the backrow. Similar to Crystal Beasts, but instead, their effects are made to be activated when they are on the Spell/Trap Zone. They can also disrupt the enemy board with some shady acts.

 

[spoiler=Cards]

Backstreet Boy

Level 1 - EARTH - Warrior - Monster/Effect - 200/0

If you Normal Summon this card, you can put it in the Spell/Trap Zone. When this card is in the Spell/Trap Zone, once per turn, you can target one card your opponent controls that's in the same column as this card. If that card is in the Monster Zone: Put it in the Spell/Trap Zone, and vice versa. Zone Swapped cards your opponent controls can't attack or activate their effects, but return to their original zone at the end of their turn.

 

Backstreet Bandit

Level 3 - WIND - Warrior - Monster/Effect - 1000/0

If you Normal Summon this card, you can put it in the Spell/Trap Zone. When this card is in the Spell/Trap Zone, once per turn, you can target one card your opponent controls that has been Zone Swapped: Take control of it until the End Phase.

 

Backstreet Look-out

Level 4 - DARK - Warrior - Monster/Effect - 2100/0

When this card is face-up on your side of the field, cards on your Spell/Trap Zone cannot be targeted by effects (or attacks, if Front Street of the Backstreet is face-up on your side of the field).

 

Front Street of the Backstreet

Level 1 - EARTH - Warrior - Monster/Effect - 0/0

If there is a monster on your Spell/Trap Zone, you can summon this card on your Field Spell Card Zone and activate its effect: When this card is face-up on the field, monsters on your Spell/Trap Card Zone are treated as being in the Monster Zone and must be destroyed before your opponent can attack directly. If there are no monsters on your Spell/Trap Card Zone at any moment: destroy this card

 

 

Next: Politician

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  • 3 weeks later...

Politicians

 

Ever wanted to screw around with your opponent’s card effects, but aren’t arsed to negate them? Then Politicians, an archetype of Spellcasters based on stereotypes around them is the one for you. To put it simply, this archetype is the epitome of playing dirty and rigging the game. However, to activate their effects, you need to be able to reveal a certain number of Card Types in your Hand (Monster, Spell, Trap) representing the behind the door dealings backing them up.

 

Politician - Media Martyr

Level 1 DARK Spellcaster

If a Monster your opponent controls declares an attack, reveal a number of Monster cards in your hand, then apply these effects depending on the number of cards revealed:

[*]1: Negate the attack

[*]2: The attacking monster’s ATK becomes 0

[*]3: Take control of that attacking monster

[*]4+: Exchange your current LP with your opponent's LP, also for the rest of the turn, any Battle and Effect Damage is inflicted to your opponent.

ATK/1000 DEF/200

 

Next:

Arsengel

(Arsenal + Angel)

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Arsengel

 

Attack, bounce, repeat, ???, profit.

Consists of LIGHT Fairies only, Arsengel monsters are specialized in numerous attack sequence/patterns, thanks to their effects.  Levels are differ from 3 to 8. Their main Summon method? Something similiar mechanism like Contact Fusion. Artworks are similiar to Sky Stiker Ace Links monsters', but with a celestial touch. While there are 7 different Arsengel monsters in Main Deck, you can find 4 Extra Deck monsters as well. That 3 of Extra Deck monsters are Fusion monsters, while the 4th one is Link-3 monster with 2600 ATK.

Since they are nothing but LIGHT Fairies, you can use as many supports as possible for them.

 

[spoiler=Sample Card]Arsengel - Peacekeeper Armaita
LIGHT
Fairy/Fusion Effect
Level 6 - 1900/1800

2 "Arsengel" monsters
Must first be Fusion Summoned by banishing above materials from your field(You do not use "Polymerization"). When this card is Special Summoned this way: Target 1 "Arsengel" Spell/Trap from your GY; equip it to this card. This card gains 300 ATK and DEF for each card equipped to this card. During the end of Battle Phase, if this card is only monster that attacked: Destroy as many monsters your opponent controls as possible with ATK less than the battle damage this card inflicted. If this card leaves the field: Target 2 banished monsters that used for Fusion Summon of this card; Special Summon them. You can use these effects of "Arsengel - Peacekeeper Armaita" once per turn.

 

 

Florassassin(Floral+Assassin)

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