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Archetype Game


Tinkerer

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This group of WATER Rock-type monsters are very noble. They deal with destroying their own trap cards in order to kill off the opponent's Hand. Of course, their traps tend to work best when destroyed anyway as they activate powerful effects when destroyed like this.

 

(all credit for this idea goes to my little bro)

 

 

Chocolate Archetype

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An archetype of DARK Fiend-Type monsters. They have good ATK and DEF, but their effect's result depends on the flip of a coin. If the result's heads, it promotes you; if it's tails, it inhibits you. And unlike Arcana Force, these effects don't activate when they are Summoned (at least not for most of them), rather they activate once per turn. And unlike Arcana Force, the promotions are more grand and the inhibitions are more severe.

 

Harem Queen

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Archetype of LIGHT and DARK Insect-Type monsters who often activate their effects when your opponent Summons a monster. The LIGHT monsters benefit you by defending your Insect-Type monsters, increasing Life Points, drawing, ect, while the DARK ones inhibit your opponent by negating card effects in the Graveyard, negating the effects of Rank 4 Xyz, inflicting damage, ect. They all look partially human with monsters consisting of "Scentipede Scout", "Scentipede Princess", "Scentipede Sentinel", and "Scentipede Queen" as a few examples.

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The name is an acronym for Quake World Execution Robotics, Technology, and Year service. It is an archetype of Machine-Type monsters whose Levels are 3, 4, and 5. The Level 3 monsters consist of promoting the controller and their monsters, the Level 4 monsters consist of Special Summoning QWERTY monsters, and the Level 6 monsters consist of inhibiting your opponent. However, each needs the player to pay Life Points to activate their effects, often 500 or 800.

 

Knightcrawler

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An archetype comprised of DARK Warrior, Zombie, Insect, and Fiend monsters who rely on the Field Spell "Night's Embrace" to keep their effects and stats. They can destroy opponents' monsters once per turn during the standby phase and lose half their ATK and DEF if the Field Spell isn't in play.

 

Kaze to Rai Majuu.

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Archetype of WIND Thunder and Fiend-Type monsters. While the Fiend-Type monsters are the main basis of effects (banishing a card your opponent controls, increasing ATK, inhibiting LIGHT and DARK monsters, etc), the Thunder-Type monsters focus on easy Special Summons to use as Xyz and Synchro Materials .

 

Kagehime (Shadow Princess)

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A ritual-based archetype that can use other ritual monsters as full tributes. Their effects revolve around sending monsters from both players' Extra Decks to the Graveyard. Their regular effect monsters float and trigger advantage-gaining effects when they are banished.

 

Matrimonious

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Archetype of EARTH Warrior-Type monsters that focus on Normal Summons, instead of Special Summons. There are at least 5 Level 4 or Lower monsters that can be Normal Summoned and allow you to Normal Summon an additional "Matrimonious" monster. There's also three other monsters are Level 6 monsters that when Tribute Summoned, allow you to take control of 1 of your opponent's monsters. The archetype also contains Spell Cards that reward you for Normal Summoning.

 

Exorcist

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(sounds like a single card, not an Archetype name...)

 

A series of level 1 and 2 WIND/Fiend monsters that activate effects when they are revealed from the hand. Each monster gets a temporary ATK/DEF boost for every one of its fellow monsters revealed. They have a couple rank 1s and 2s.

 

 

Sedimentarium

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Phantom Artist:

 

A set of LIGHT fiends who focus on summoning tokens that provide different beneficial effects. Each monster of the archetype protects the tokens as long as it remains on the field and gains stats based on the number of tokens on the field. S/T give the tokens offensive capabilities or hinders the opponent in a similar veign as the token's positive effects.

 

 

Slumbering

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An archetype of LIGHT and DARK Insect-type monsters that focus on Ritual Summoning from the graveyard and banishment zones. The Ritual Monsters aren't strong alone, but instead gain ATK and DEF dependent on how many other Insectas are on the field.

 

Frigid Damsels.

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Archetype of WATER Spellcasters that focus on Synchro Summoning. The Synchro monsters have effects that inhibit or protect them from Xyx, Fusion, Ritual, and Pendulum monsters. All of them are unaffected by the effects of DARK and LIGHT monsters, but at a cost, whether it be banishing the top card or paying Life Points.

 

4Th Wall

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4th Wall

 

An archetype of monsters with different Types and Attributes. The main deck monsters all have effects that are powerful but require you to shout different phrases to activate them. They have the ability to utilize fusion, synchro, and XYZ summoning.

 

(probably gonna actually make this one, it looks so silly)

 

Proxymoron

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Archetype of EARTH Aqua-Type monsters. They focus primarily on Fusion Summoning and all share the same main effect:"When you Fusion Summon a monster, this card can be treated as on e of the materials; the other materials must be real", or something among those lines. The rest of their effects (at least the Main Deck monsters) focus on promoting themselves or the player while at the same time inhibiting them, such as increasing the ATK by 500 by paying 500 Life Points, attacking each monster on the field once while inflicting no damage, negate Graveyard effects by banishing 1 "Proxymoron" monster,ect. The monsters all resemble a liquid taking the shape or form of a human/humanoid or creature.

 

Telekinetic

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