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Archetype Game


Tinkerer

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No idea what that is.

 

Interspecies is an archetype consisting mostly of beasts and fiends. It is a contact fusion deck. The beasts allow you to banish 1 fiend from your deck and send themselves to the graveyard in Oder to fusion summon, while the fiends give the fusions bonuses, like how Yang Zings do. The OTK involves using a boss fusion monster to summon the fiends banished in order to attack directly.

 

Spooky Skully

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A swathe of trap cards that summon "Skelly Tokens" on either player's side of the field. They have banish effects that give abilities to tokens on the field temporarily (ie. Tuner status, piercing, etc.). Unfortunately, they lack a definite win condition and are mostly used in conjunction with Synchro-heavy decks instead.

 

Entropic

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Similar to reptilliannes and venoms, Entropics are DARK Pyro-types that focus heavily on debuffing the opponent's monsters. Though their debuffs are powerful, their win condition is their Continuous Trap card that can destroy any monster with a debuff once per turn. They don't particularly have an ED, but they are all of a consistant level so Xyz plays are possible. 

 

Next Archetype: Resin

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A set of low-leveled EARTH Plant-type monsters whose abilities activate when another Plant on the field is destroyed, which mostly focus on advantage (card draw, grave retrieval, deck searching, etc) and occasionally removal (destroy the monster that destroyed yours in battle and suchlike). Most of their abilities require them to be discarded a la Effect Veiler, but the "boss monster" (a level 5 with decent stats) can be summoned by banishing 2 Resins from your grave and acts as a pseudo-Scrap Dragon, which lets you use the Resins in your hand.

 

Next archetype: Living Song.

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Archetype of LIGHT Aqua-Type monsters. All the monsters of the archetype consist of Ritual Monsters whose effects are similar to Necloth/Nekroz; specifically the effects that keep them consistent. The effects that inhibit your opponent or promote you can be negated by your opponent if they pay Life Points. They all have varied Levels, but most can be treated as entire Tributes for Ritual Summons of "Living Songs".

 

Waspectre (Pseudonym of "Wasp" and "Specter")

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Waspectre is an Archetype of gemini-esque monsters that start out as WIND Insects with stalling effects but turn into DARK Zombies with buffing effects through the use of their Field Spell. Their ED consists of Synchros and Xyz with powerful revival and non-destructive removal effects, respectively. 

 

Next: Cerebrawl (cerebral+brawl)

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Archetype of FIRE Psychic-Type monsters. Their effects all inhibit your opponent such as destroying cards on the field, banishing cards, discarding random cards, Ect. However, they require you to increase your opponent's Life Points by 500, 800, or 1000. Most Special Summon fairly simply, in similar fashion to "X-Saber". The Extra Deck monsters are Fusion Monsters that cannot be removed by certain cards or effects.

 

Demoness (Pseudonym of "Demon" and "Empress")

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Archetype of low Level Warrior-Type monsters. Their effects involve easy Special Summons and most have poor stats. However, their Spell/Trap Cards are what make them good, as they allow you to take control of your opponent's monsters, destroy, send, return, and banish cards your opponent controls (depending on how many monsters of the archetype you control, or if you even control 1 to begin with).

 

Shinigami Symphony

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Shinigami Symphony

 

A group of LIGHT Fiend-type monsters that are all levels 7-11 They can only be summoned when the player is in a specific range of LP and are destroyed when outside this narrow range. Fortunately, they are EXTREMELY powerful and they float into their fellows if destroyed by a card effect. The lower the life points, the higher the level of the monster they can summon and the more powerful they are.

 

Joltagger

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Joltagger are a group of LIGHT Thunder-Type monsters who can tag out each similar to UAs, but during either player's turn. However, you take damage as a drawback, but their Field Spell lets you stack Jolt Counters for each damage you take. Thousand Blades also helps in this Deck, as it has powerful Rank 4s, who are generic but require a Thunder Type monster to detach.

 

Nethersoul

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An archetype of WIND Fiend Synchros who are similar to the existing "Djinn" Xyz monsters, Shinigami Symphony monsters are generic and easy to use, but have a better synergy with each other more than anything. Their main focus is on disrupting the opponents field and hand by locking set cards and debuffing monsters.

 

Whoops double ninja'd

 

Nethersoul is an archetype of high level DARK Fairy types that focus on making the opponent loose LP and gaining effects off of that loss, whether by battle or burn. Though they are difficult to get out, they are very hard to take down thanks to anti-targeting clauses all throughout the archetype.

 

Next: Sewn

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Crabs are a small set of low-level WATER Aqua-type monsters that give support to WATER and Aqua-type monsters, with monsters you control gaining buffs and/or effects depending on if they're WATER, Aqua-type, or a Crab. A monster who is all three would gain all three buffs, a monster who only fit two of the requirements would get two, and so forth.

 

Wireless Warrior.

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Wireless Warrior is a set of DARK low level warrior-type monsters that holds a 2 effs pattern for each of its members. The 1st eff can be used when you have them on the field. The second is activated by banishing them from the hand or Grave, usually for supporting the ones on the field. They can benefit from a few mechanics like milling cards and Xyz'ing, since theyre majorly Level 4's.

 

 

Sunbeast

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Skyship Archetype

 

A group of WIND Aqua-type monsters with a naming scheme based around ship types (Galley, Caravel, Trireme, etc.). When they are summoned, 2 or more counters are placed on them which have both offensive and defensive capabilities. When these counters run out, they are returned to the Hand. They also have discard effects that boost their levels & number of counters.

 

Jumperjack

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An archetype of six Warriors, one for each attribute, that each act as spot removal when Summoned. Their effects are based on the Monarchs of each attribute; for example, the FIRE sniper destroys a card in your opponent's hand, the WATER one destroys a Spell/Trap card, the LIGHT one destroys a monster, and so forth. Notably, the DARK Sniper is based on Delg rather than Caius, to prevent it from being strictly better than the rest.

 

Sunset.

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An archetype of field spells of lovely locations. The field spells each place counters on monsters and have various effects based on what field spell is present at the time. There are also various monsters that always thrive under these counters, though they aren't directly part of the archetype.

 

Echolocal

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Archetype of WIND Plant-Type monsters that focus on setting themselves in your Spell/Trap Card Zones. However, unlike Artifactd, most don't Special Summon when destroyed. Instead, they Special Summon by sending Set cards in your Spell/Trap Card Zone to the Graveyard. Their effects focus on protecting each other, Special Summoning each other, increasing your Life Points and ATK, but don't directly inhibit your opponent.

 

Imperial Paladin

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An archetype of WIND and WATER Beasts that love looking at the opponent's hidden things, such as set cards, the hand, even the extra deck! Works well with cards like mind crush and the like, and especially with their contact fusions that cause even more disruption by sending cards to the grave if you can name them!

 

Woops ninja'd

 

Imperial palidans are an archetype of LIGHT zombie types that love stealing from the opponents grave by sacrificing themselves. Their trump is their synchro that can steal Lower leveled monsters from the grave without sacrifice.

 

Next: Retrosway

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An archetype of Pendulum Monsters that are all retrains of old favorites, like Dark Magician and Blue-Eyes White Dragon. They focus on filling the field with Retrosways, and in addition to their regular effects, they all have effects that activate if you do something with the original card (banish it from the grave, control it, Summon it, etc.; it varies from card to card).

 

Fire Emblem.

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An "archetype" based around a single main deck normal monster called "Cafe Girl". She can get equipped with various adjective equip spells which provide different benefits, but most importantly, access to the extra deck where Cafe Girl fuses with the various adjective equipments to become her extra deck counterparts including (but not exclusive to) "Busy Cafe Girl", "Determined Cafe Girl", and "Lazy Cafe Girl". Unfortunately, despite the effort to summon, they are all kinda underwhelming.

 

Dracowhelp

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