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#2141
Tinkerer

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Soulless

 

An archetype comprised of Zombie-type "Soulless" monsters and "Soulless Souls" Trap cards.  The monsters have many means of banishing the traps from the deck.  The traps afford some consistency and minor benefits.  However, when the right Soulless monster and Soulless Soul are banished, they both come to the field transformed and boasting ridiculous boss-level monster effects that warrant the worth of getting them out.

 

Cards

 

Excelsior!

 

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#2142
Darj

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Soulless

Archetype of DARK monsters where the maindeck monsters have Types associated with objects or inorganic beings, such as Machine, Psychic and Rock (not Cyberses since they are more of virtual entities). They all resemble puppets, toys or mannequins of materials appropriate for their Types: Machines are metallic or made of scrap metal, Rock are made of rocks or clay, and Physics are mostly made of fabrics and stuffed doll-themed.

Anyway, the maindeck monsters all Normal Monsters with convenient Levels and some with Tuner subtype to get as much support as possible from Machine, Psychic and Rock support (e.g. Black Salvo, E-Teleport, Telekinetic Power Well, Block Dragon), on top of the Normal support the inherently get (e.g. Unexpected Dai, Rescue Rabbit).

Now, the spice of the archetype is in their Spell/Trap support, which focuses on turning the monsters into Effect monsters and giving them effects. Some take a Weathery approach and are Continuous Spell/Traps that give the effects to all Soulless monsters you control, others are volatile and give effects to a single monsters that linger while the monster remains face-up. There are also Equips that give them effects, as well. Furthermore, since the Spell/Traps need the monsters to do anything at all and vice-versa, and the monsters don't have any effect in the first place, said Spell/Traps also come with general archetype support such as searching, revival, or even Special Summoning directly from the Deck.

Extra Deck support are Link Monsters that, similar to the Spell/Traps, grant effects to Soulless Normal monsters they point to, or that you control, or can Summon them and give them additional effects. Unlike the maindeck monsters, these have Types fitting for puppeteers, such as Cyberse, Spellcaster and Warrior.

 

Soulless Reanimation

Equip Spell

Target 1 "Soulless" monster in your GY; Special Summon it and equip it with this card, also that monster gains 1 Level, 500 ATK and the following effect (even if this card leaves the field). You can only activate 1 "Soulless Reanimation" per turn.

• Once per turn: You can target 1 "Soulless" Normal Monster in your GY whose Level is less than or equal to this card's; Special Summon it in Defense Position.

 

 

Fake edit:

Damn, I was ninja'd. Follow the previous prompt.


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#2143
Dr. Jolly Glot the III

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In honor of mr Stan Lee

Excelcior is an Pendulum Archetype with low scale (5-0) and even lower levels (4-1) yet at its core symbolize everyday people strife, bravery, and very Spirits that drive them to do their best (therefore visualise as superheroic-version everyday people and their jobs) which is wonderous therefore each of these small stat monster will gain the effects from one another. In fact all of them have a sort of "impossible/useless" effect that must be completed by gaining the effect of the other card in which has its own rewards. Despite of lack of ED minus their ultimate Fusion Pendulum that technically you dont use as monster rather as a end game support they also open designed so generic ED option is a go for them

Excelsior Fire Beater
WATER / Level 2 / Warrior / Pendulum / Effect
Scale: 0
Pendulum Effect:
If there a Pendulum card in the other Pendulum Zone whose scale is higher than 5, you cannot Pendulum Summon Level 5 or higher monster from your Extra Deck. This effect cannot be negated.
Monster effect
If this card is Summoned: add 1 "Excelsior" card from your Deck to your hand. If this card Destroy a Spell/Trap card by its effect(s) (if able): Special Summon 1 Level 2 or lower "Excelsior" Monster from your GY. While this card is face-up on the field all "Excelsior" Monster you control gain 500 DEF and the following effect.
@ if you would take Piercing Damage or Effect Damage: You can Shuffle 1 card you control or in your hand; Reduce that damage to 0.
You can only use each of "Excelsior Fire Beater" original effects once per turn.

ATK 1000 / DEF 1000

Excelsior Wild Ranger
WATER / Level 4 / Beast-Warrior / Pendulum / Effect
Scale: 0
Pendulum Effect: -none-
Monster effect
If this card is Summoned: immediately after this effect resolve, Normal Summon 1 "Excelsior" Monster . If this card Reduce an Effect or Piercing card by its effect(s) (if able): You gain LP Equal to Damage Reduce and this card gain ATK equal to half of LP you gain. While this card is face-up on the field all "Excelsior" Monster you control gain 200 ATK and the following effect.
@ Once per turn. you can Target 1 Spell/Trap card your opponent contro, Either Set that face-up card OR destroy that Set card.
You can only use each of "Excelsior Fire Beater" original effects once per turn.

ATK 1000 / DEF 1000

Armagallon (guess the pun)

#2144
Draconus297

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Armagallon

AND NOW I NORMAL SUMMON!

This FIRE Aqua-Type archetype is themed after liquid fuels, accelerants, and any other fluid that is easily used to start, spread, or intensify fires. Notably, the entire archetype is devoted to making a single Normal Summon a huge swing in advantage; all archetypal monsters, in addition to their existing effects on-Summon, have effects that trigger if another archetypal monster is Normal Summoned, making extra Normal Summons through methods like Chain Summon, Arrivalrivals, or their own Normal Summon machine a titanic boost to their power and consistency.

Then, of course, with all those monsters, you need to do something with them to make room . . . so you have Xyz monsters at the ready to deny your opponent of things that could potentially kill your advantage. You have one that CDI negates backrow, one that can deny your opponent a Special Summon, one that kills your opponent's attempts to mass-remove your board . . . and all of those share two effects. One lets them eat the bottom card out of your opponent's Graveyard when they destroy a monster by battle, and one that banishes any non-archetypal card that gets detached from them.

The backrow is generally rather sparse, but the cards you do have are mostly Continuous cards that protect the sacred Normal Summon and the effects that follow it, or extra consistency in the form of things like an Avarice clone with a Graveyard effect and an archetypal double Reborn that gives you only one Special Summon after activation.

Sample


Viperior (viper + superior)
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#2145
Tinkerer

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Viperior

An archetype of Reptile-type monsters with that all have ? ATK and use that stat as their gimmick. Basically, under normal gameplay conditions, that stat would be normal to their Level (i.e. their level 8 boss gains 500 ATK for every ? ATK monster in the grave, usually equating to 2500-3000 ATK). However, the deck usually has a lot of 2-3 card combos that often produce a stat that becomes absurd (under correct conditions, that boss' ATK shoots to over 5000), but it usually only lasts for a single turn. As such, they are an OTK strategy that builds itself on using other monsters with the ? ATK statline to supplement their strategies, suppress the opponent, or break boards (Ra - Sphere Mode, Divine Serpent Geh, Exodius, Eater of Millions, Catoblepas and the Witch of Fate, etc.).

Card


Antiqvirus (Antique + Antivirus)
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#2146
The Nyx Avatar

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Archetype of Machine and Aqua monsters. Most of them are named after viruses, diseases, and such that posed a greater threat back in the past, like the Black Plague. Their effects range from hand traps to activating their effects if they battle at the end of the Damage Step (see example card to see what I'm talking about). They don't have much in the ways of Extra Deck monsters, given how they're viruses or manifestations of viruses. 

 

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Queen's Quarter


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#2147
Tinkerer

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Queen's Quarter

A deck built around the so-named continuous spell "Queen's Quarters" whose main effect is stacking the Level 1 Queen's Attendent monsters under itself (kinda like Xyz Material) for nice bonuses.

The Queen herself is a terrifyingly powerful 3-tribute Level 11 that can Tribute the Attendents under the Quarters to Summon herself easier.

Without the Queen, the deck loses some power but becomes a bit more versatile. It makes a decent Rank 1 spam deck as the Attendents often give bonus effects when they are "under" a card.

Card


Flashback
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#2148
Yuya-Kun

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Oh you summoned a monster, oh you activated an effect/ Spell or Trap card? Lemme just reverse that sheet, play my card, then you can play ur sheet. Thats the motto of Flashback, Wind Attribute Thunder Monsters that are all different levels with different stats and none can be Normal Summoned/Set. This Deck is meant to be played Second and you cannot do anything about it, they all Special Summon during your opponents turn and float into other monsters. Heres the effect they all share: When your opponent (does blank) return that card to the Hand, Special Summon this card, then if it was (e.g Normal Summon) they can Normal Summon it again. They have 2 Fusions and 1 Link and that's about it, the rest is simple. They have 1 Fusion Spell that activates during your opponents turn and 3 Traps. Heres the catch, during your turn, Boom, it all goes away, they return to where they originally were so u can do it again next turn. But then you cant do anything. Yeah you have a Win Condition but you'll have to figure that out for yourself though.

 

Example Card

Flashback Mage

Level 6 

WIND

2000/0

Thunder

Effect: Cannot be Normal Summoned/Set. Can only be Special Summoned during your opponents turn, when your opponent activates a Spell card, Special Summon this card (from your Hand). While this card is on the field, your opponent cannot activate Spell cards with the same name as that card until their next turn. During your Draw Phase, if this card was Special Summoned from the Hand, return it to the Hand. If this card was added from the Deck to the Hand, shuffle it back into the Deck. 

 

Switchout



#2149
Draconus297

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Switchout

This archetype of low-Level DARK and LIGHT Warriors, Spellcasters, and Psychics take the combined ideas behind Gladiator Beasts and ABC and bring them back into the realm of "best Deck" territory, utilizing their immense power and speed to annihilate anything in their way.

The Main Deck is focused primarily on (mostly HOPT) spam and consistency effects on Summon like a modern Deck (think a Stratos, a Wolfbark, a Goblindbergh), and HOPT Quick effects that shuffle themselves from among your banished cards into the Deck to do more basic consistency and removal (based more on classic cards, like Smashing Ground, Jar of Greed, and Compulsory effects, with one notable One for One). This leads to a heavy amount of easy field presence that can be converted into advantage off of a few more Summons, and your DARK members can set up cheap and easy removal for your opponent's turn if banished off Allure, and you can set up two of their effects off of a single BLS Envoy.

Their Fusion lineup is composed of a short list of cheap and easy two-piece Fusions, a couple odd three-piece Fusions, and a big boss four-mat Fusion, and all of them have one specifically named Material. While they do have a few really good Fusion cards, including equivalents to Shaddoll Fusion, Dark Calling, and a Trap that Summons an archetypal monster from Deck before immediately Fusion Summoning, every last one of the Fusions can be Contact Fusion Summoned by banishing appropriate Materials from the field. The Fusions themselves also all share a from-Deck Quick tag-out effect for the number of Materials used to Summon them -1, and an effect that triggers yet more removal and opponent control the first time you Special Summon an archetypal monster each turn. This essentially turns your board into an easy way to get even more resources whenever you so please, and even incentivizes use of the big-boy Fusions beyond just their more powerful removal and control effects.

Backrow, beyond Fusion enablers, is pretty sparse, although there is an equivalent to the anime-only Photon Sublimation (banish 2 from Grave, draw 2), a few good revival cards, and a stupidly powerful, almost absurd Counter Trap that grows more powerful depending on how big an archetypal monster you had on board.

Honestly, the archetype's biggest weaknesses are floodgates like Vanity's or Imperial Iron Wall (or, for AGM players, Dictator Dragon and Black Hole Dragon can shut down the Deck entirely!), because they have no ways in-archetype to actually handle such things.

Sample


Scentipede
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#2150
Yuya-Kun

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So You know how plants and bugs kinda go hand in hand with each other? yeah these guys literally do. Half the deck is DARK insects, half the deck is DARK plants. The Plants are all main deck monsters that focus on spamming consistently and swarming your board with low level Scentipedes that can make your bigger Insect Link and Xyz Monsters. That doesn't sound so Special does it? Well each one of your boss monsters has a Gimmick, placing counters, reducing ATK, inflicting double piercing, burn, disruption at the removal of a Counter. They have a small set of spell and trap support that focus on buffing your stronger monsters and searching, as well as recycling for more plays next turn. Think predaplants that don't Fusion Summon and there ya go!

 

Example Card

Scentipede Scolios

DARK 

Rank 1

400/2000

Insect

Effect: 2 Level 1 Plant-Type Monsters

When this card us Xyz Summoned, place 1 "Scent" Counter on cards your opponent controls equal to the amount of "Scent" Counters currently on the field. While this card has an Xyz Material, any monster this card battles that has a "Scent" Counter ATK and DEF become equal to this card's ATK and DEF. Cannot be destroyed while it has an Xyz Material. When this card destroys an opponents Monster by battle, inflict damage to your opponent equal to half that monsters Original ATK. You can Detach 1 Xyz Material from this card: Special Summon 1 "Scentipede" monster from your GY. You can only use this effect of "Scentipede Scolios" once per turn.

 

Flowmance



#2151
MetalSonic

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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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#2152
Darj

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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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#2153
Draconus297

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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.

Sample


Vassault (vassal + assault)
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But I am a Pokémon of my own


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#2154
Ἄργος Πανόπτης

Ἄργος Πανόπτης

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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

Show

 

 

Vampyre (Vampire+Pyre)


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#2155
TheLegalNinja

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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)



#2156
The Nyx Avatar

The Nyx Avatar

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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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#2157
Draconus297

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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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Oh, and CowCow says I'm a Tyrunt.One of these days I will evolve . . .
But I am a Pokémon of my own


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November/December AGM Deck Challenge:
Burn damage OR single-card support!
PM me for more details on AGM Deck Challenges, for your chance at 1000 Points!

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#2158
The Nyx Avatar

The Nyx Avatar

    Shinigami

  • The Four Horsemen
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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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#2159
Tinkerer

Tinkerer

    The Aloof One

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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.

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Next: Snowmaid OR Troglobyte
Hello, fine peoples!

Oh hey, something notable I guess

#2160
The Nyx Avatar

The Nyx Avatar

    Shinigami

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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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