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#2161
Tinkerer

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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.

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Next: Virtual HERO OR Incendiary Beast
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#2162
The Nyx Avatar

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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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#2163
Tinkerer

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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.

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Next: Old Dominion OR Banzai
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#2164
The Nyx Avatar

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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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#2165
Tinkerer

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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.

 

Card

 

Albacross


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#2166
findog

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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



#2167
Tinkerer

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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.

 

Card

 

12th Hour


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#2168
8bit Moonside

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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



#2169
Kazuchika Okada

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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



#2170
Tinkerer

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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?

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Western Ranger
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#2171
findog

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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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