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Urmagidden

Archetype of DARK demon-like monsters with various Types associated with elements rather than living beings (so no Beast, Fiend, Warrior, Fish, Fairy, Plant, etc.), each inspired on different catastrophic phenomena. For instance, the one based on meteorites and fires are Pyro, the one on earthquakes, mudslides and rock avalanches are Rock, the thunderstorm and tornado ones are Thunder, a flood, blizzard and snow avalanches are Aqua, and so on. Their given names are also mispells on their respective catastrophes.

They are all Level4 with 1800~2000 stats, and can reduce or gain 1 Level on their own to access Rank3 and 5s as well. Their main gimmick is empowering Extra Deck monsters with matching Types, or that are DARK, that use them as materials, like Phantom Knights Dark Glove. The bonuses range from stats boosts to Yang-Zing like protections. Ideally, they should be able to drop an imposing ED monster that holds the ground; think of ED Master Peaces. Another archetype trait is that, to keep things practical, only one of the types have to match for all the Urmagidden monsters used as material to apply their effects on the ED monster; for example, if you Summon Giant Hand using a Rock and Aqua Urmagidden, then both Urmagidden monsters will grant their bonuses to the monster.

The maindeck monsters and Spell/Traps have effects that focus on swarming the field from the hand and generating some bits of advantage as they go to pay off the inherent minuses of going into ED monsters afterwards, similar to Star Seraphs. Thus, they are more rewarding the more monsters you use as materials for an ED Summon, as the advantage will be already compensated while they get to stack multiple effects on a single monsters. Their average high stats and some archetype Spell/Trap support also let them play the beat game as alternative build. Or rather, they can play the beat game and resort to Master Peace-ish Extra Deck monsters to control or run over bigger threats.

 

 

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Flare Glare

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Flare Glare is an archetype of FIRE Fairies that focus on burn damage. They have absolutely nothing for the Extra Deck, but that's because they don't need it. They have cards to revive them, to search them, to special summon them, and even to protect them. These of course are their Spells and Traps. But the monsters themselves have effects like:

When this card is summoned, inflict 500 damage to you opponent

OPT, you can tribute or discard this card, inflict 500 damage to your opponent

This card can attack directly

Stuff like that.

But their biggest downfall is probably first turn set up. They don't have anything other than their Spell/Traps to let them get a good board going.

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Yikaru Harumisho

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Yikaru Harumisho

 

It's an archetype of Fairy-Type WIND Spirit monsters that focuses on consecutive normal summons(like Yosenju) and/or bounces itself from field for numerous type of effects.

Unlike the other Spirit monsters' summoning conditions, they can Special Summons themselves from hand-Deck-GY, even they're banished. They're all Level 3 monsters and their sum of ATK and DEF equals 2000. They only have 1 Xyz boss monster in Extra deck; Rank 3 and 2000/0. Maybe they're weaker than you thought, but they can unleash monsters from Extra Deck with extremely high stats, protection and destroy effects.(like Yang Zings)

Be careful for your Xyz monster, as it can returns to Extra Deck in End Phase; leaving you wide open, defenseless situation.

(Sorry for my bad grammar)

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Mindcrafter

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Archetype of EARTH Psychic-Type monsters. They focus primarily on recovery effects. Whether this be adding back Spell/Trap Cards at costs, adding back their oen monsters, or just Special Summoning them back to the field. None of the Main Deck monster's Levels are higher than Level 6.Their Extra Deck monsters consist of Fusion Monsters, which each have a recovery effect that activates if they're destroyed. Their DEF is typically higher than their ATK.

 

Shadowhack

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Shadowhack

 

Hack it apart, cut it to pieces, slice it to bits!

 

This DARK archetype has a pretty solid gimmick- every member is based off some sort of sharp object, pictured only in shadow to avoid setting off alarms in the TCG (eg, one member shows the shadow of a knife dripping with something), and most of them are based on old Equip Spells. However, instead of providing stat boosts or neat bonuses, Shadowhack monsters all provide some kind of detriment to an opponent's monster, be it stat debuffs, effect negation, stealing the monster, or removing a monster's ability to attack.

 

Similarly to Yugi's old Archfiend of Gilfer, or more modern Graydle, Shadowhacks equip to your opponent's monsters when they're sent to the Graveyard . . . by any means. If you discard one, your opponent winds up with one of your assorted curses. Mill it, let it die in the field, return it to the Graveyard from the Banished Zone . . . all will trigger the archetype until your opponent has nothing to equip to.

 

Interestingly enough, they do have actual Equip Spells among them, most of which function like normal Equip Spells and make your monsters hit a little bit harder, and a few wacky ones that act like a searchable Call of the Haunted, a Firedog-esque clause, and so on.

 

Gemignome (Gemini + gnome)

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Gemignome monsters are all level 2. And they have a very simple mechanic, which is to say: swarm. They multiply every turn, making full boards easy. Granted, they are garden gnomes, but they also grant all monsters you control a decent ATK buff for every monster you control. They lack any amount of DEF because, you know, they're garden gnomes. They can Rank 2 if they want, but their boss kinda operates like Chimeratech, in that its a fusion that gets stronger with its total materials. You probably won't use him though, the main Deck functions fine on its own.

 

Coal Minors (Take this pun how you will)

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Level 3 and under EARTH Rock monsters that focus on excavating your Deck for certain cards, and then allowing you to do more, depending on the amount of cards you excavated first. They have a relatively slow early game, but speed up very well in the later part. While running the Extra Deck members is highly recommended, because they can accelerate your plays faster than a solely Main Deck, you can run a zero ED variant and still be successful for the most part. 

 

Just make sure you run as many Rock supports as possible, because you will need them all.

 

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Zero Edge

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Zero Edge

These DARK Warrior-type monsters have just that: no edge. Their ATK is absolutely pathetic, with the highest ATK value among them being 2100. However, they sport lots of dark magic (so to speak) and work based on weakening your opponent's monsters and through burn damage. They also have pretty high DEF.

 

Wow, that was a short one.

Apause (Ape + pause)

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Apause monsters are Level 3-6 Beast-type monsters with effects that allow you to stop your opponent from doing certain phases if "Apause Jungle" (a Field Spell) is on the Field. These effects can only work with 3 or more "Apause" monsters. You can only stop one of your opponent's phases per turn. This is meant to be one of "those" archetypes that get hit so hard on the banlist.

 

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Lavender

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Lavender

A cross-over archetype conformed mainly of Beast, Beast-Warrior, Fairy and Warriors, although other Types may be present, that defected their original archetypes and founded their own guild, so to speak, adopting the lavender color and flower as signature and insignia. They all wear clothing and armor in lavender color with designs reminiscent to their original armory plus additional accessories like plates, capes, belts, etc.; said clothing also have their guild insignia engraved somewhere. Members come from archetypes known not to be in any independent storyline; this means that it excludes DT and Dracoslayer storyline archetypes, but includes members from, let's say, Lightsworns, Fire Fists, Gladiator Beasts, etc.; as a side-note, if they are ever crossed over, as "Metaphys Executor" implies, then sure, monsters from DT archetypes may leak in. Also some of them turned into Union monsters, especially the Beast and Fairy monsters who act more as companions in battle. To further add to the cross-over vibe, one the most important members is "Aromage Lavender", which in a way is who started it all and is the inspiration of the entire guild; she may not be the strongest in the archetype, nor have archetype-related effects, but is the protegee of the guild.

Their main gimmick is Link Summoning and "Equip Fusions": that is, if a Lavender monster is equipped with a Lavender Equip, including Union monsters and "Equip Traps", you can Summon a 1-material Fusion Monster using that equipped monster only. Since it costs 2 cards, the monster has a power comparable to a 2-material Link or Xyz monster. Think of Masked HEROes that require Equip Spells/Unions instead of a "Mask Change" Spell, and are inherent Summons instead. Fusions that require more than 1 Equip on the monster may be present, too, and with a a power appropriate to the number of material they require.

The Link Monsters focus on archetype support like searching, etc. while the Fusions are in charge of delivering the offense, disruption and bigger punches. Their signature form of removal is equipping monsters to themselves; some of the maindeck monsters have the capability of equipping a Lavender monster, including non-Unions, to themselves and set up a Fusion.

Moreover, the Equips and Unions are somewhat floaty to preserve advantage after Fusioning, not unlike the floating effects of Shaddolls.

Naturally, the archetype supports from Equip support and the little Union support it can get.

 

 

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Cursebringer

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Cursebringer

 

YOU SHALL BE CURSED FOR A THOUSAND YEEEEARS . . . or just three turns, I dunno.

 

This DARK Psychic/Spellcaster archetype is another one of those "all about the backrow" ones, similar to Fire Fist or Prophecy, with a naming convention based around the type of people who would logically curse you- sorcerers, witches, emperors, fortunetellers, et cetera.

 

The real meat lies in the backrow- curses by the bucketload. Each of these curses is only temporary- be it Normal Spells/Traps whose effect lasts for a set duration, or stun/lockdown-focused Continous stuff that requires some kind of maintenance cost, the curse will be broken over time.

 

If the game lasts that long.

 

You see, each of the archetypal backrow cards makes it very difficult for your opponent to play for a while- temporary one-sided Skill Drain, Jinzo, and Vanity's equivalents in the backrow are some of the worst offenders, but basically any kind of really annoying thing to have to play through is here, including one that auto-Honests any monster member of the archetype while it's active.

 

That said, for all that they're not exactly all that fast, themselves. So long as you go first and they don't luck into their battle-focused curses, you can basically just use whatever boss you brought out on turn 1 to slowly out their monsters until whatever curse is harming you the most wears off.

 

Sealed Knight

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Archetype of Warrior-Type monsters of varying Attributes. As their name implies, they are sealed. They all have "Cannot be Normal Summoned/Set. Must first be Special Summoned" in their effects. Meaning you have to first Special Summon them by their own effects or by other means. They are sealed like this for various reasons. Some have nice ATK and DEF that most monsters of that Level wish they had, removal and Summoning effects with small or no cost, ect. Their Extra Deck monsters consist of Fusion monsters.

 

Sugary

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Sugary

Name origin: Sugar Aviary

 

This archetype features Winged-Beast type monsters who look like candies and other sweets. Their main gimmick is increasing your LP upon their summon, and can even pull themselves together to bring in some nice Xyz Bosses. They do have pendulums, but, you might run these guys more as a bunch of tech cards for better Winged-Beasts, like Raidraptors. But, even if you do, you can't deny their usefulness or their cuteness.

 

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Suicide Spirit

(Based on Suicide Forest in Japan)

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Suicide Spirit

 

Remember all those weird and wacky floaters from the DM era? They're now an archetype. Joy.

 

Yeah, Suicide Spirits want to die, and are incredibly good at it. If one dies in battle, it could do anything from basically being an archetypal Rescue monster to banishing the thing that killed it to being basically Pot of Greed. As a low-Level Zombie-Type archetype, generally speaking getting them out on the field is no issue whatsoever, and most of them have some degree of effect protection so that your opponent is forced to trigger their small army of battle floating effects.

 

The issue here is an obvious one- unless you're Setting them and passing, you're going to be taking a LOT of damage to make your plays, and sometimes your opponent just might not have something big enough to run them over at the moment.

 

To mitigate this, they do have a few archetypal ways to restore your LP, as well as a few cards that drop the stats of your own monsters as cost to both help make your plays and shrink your monsters in case you wind up stuck in a match with Majespecters or pure Zoodiac.

 

They're an excellent engine for several different kinds of ED Summon, although they only have one ED Summon method within their own archetype.

 

Axhide

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Axhide is an archetype of EARTH Beast-Warrior monsters with a backstory and physical appearance reminiscent of Battle Ox. They like to hit hard with little to no mercy, many of them sporting piercing damage and side effects if they win a battle. Like Battle Ox, they all have decent ATK and noticeably lower DEF.

 

Their bosses are Fusion-based. There are actually some Fusions that include Battle Ox and its direct relatives as Fusion Materials. Naturally, this means they have some Fusion cards, some of which are reminiscent of Red-Eyes Fusion and Dragon's Mirror.

 

Their main weakness is their lack of defense. Aside from lower DEF, they also have no defensive monster effects (aside from the few that temporarily increase their ATK in battle) and little defensive Spell/Trap support. You're gonna want a lot of generic Traps, like Mirror Force and Negate Attack.

 

Chaos Fusion (since CXyz is a thing and we already went over Chaos Synchro)

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Chaos Fusion is a set of fusion monsters that are able to use fusion monsters on the field as contact fusion material in order to be summoned. Their main gimmick, however, is that they are able to do a 1 material fusion summon like Zoo by using a fusion monster that has the same stats as it and instead of going to the extra monster zone, they go to the main monster zone, bypassing the need for links. However, due to this, you can only have 1 out at any given time. However, getting them out is no problem, but due to not having any formal means of protection, they are really difficult to keep on the field. However, once on the field, they have effects that allow for really strong advances. Really, they are best used either when you need to break through your opponent's lines now or need the extra muscle to finish them off.

 

Deadspace(Zombie-based link deck?)

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SO THIS IS WHAT THIS GAME IS
I was curious

I wanna try

Don't hurt me I'm bad at YGO.

Okay so...


Deadspace

 

Sci-fi themed Zombie Monsters whose effects are based around moving themselves, and each other, from place to place. From the field to the hand. From the hand to the top of the deck. From the deck to the Graveyard. From the Graveyard to the field. (Maybe not in that order). The trick is that they are unable to stay around for long. Their effects come with various debilitating effects on the Opponent and are used to set up for their stronger monsters to lay some good hits on the opponent.


Voracious

 

someone tell me if I did okay please

for all I know these exists already

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Voracious is an archetype theme after various predatory wildlife that so happen to have uncanny urges to prey on each other...or maybe there more to it? compose of FIRE Monster that has 50 ended stat and having many type that represent wildlife like Beast, Winged-Beast, Reptile, even Plant and Insect! they have an amazing battle related effect and their boss monster whose inspired by mythological//cryptozoology predators can provide OOT protection that ensure this aggressive play-style.

 

the only weakness they have is the fact that all of them have auto attack clause which surprisingly make them vulnerable to battle traps despite the bosses protection also they tend to eat each other (destroy other card if this card is not battled this turn)

 

Shutterspeed

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Shutterspeeds are focused around, well, speed. They are WIND Machine-type monsters with 400 DEF. They are focused around draw power and getting other monsters out quickly to create their ED bosses. Really good swarm deck, allows for quick plays. Monsters will have effects that range from drawing a card when something happens, to Special Summoning from your hand, to even Normal Summoning a lot of times in one turn. Their bosses are mostly Link Monsters for fast ED swarming, or Synchro monsters. They can sometimes even activate effects during your opponent's turn. Their biggest downside is that they have wimpy DEF and WIND-only restrictions similat to Speedroids and Windwitches. Some of the Link Monsters are Tuners that get Levels when they're used as Synchro Material.

 

Memelord

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Memelord

 

Nice meme.

 

This is an archetype containing many different Types, but generally only two Attributes- FIRE and DARK. After all, a good meme is usually just called dank or spicy.

 

The focus here is swarming to the max, and infuriating stun tactics- if you're thinking 5Ds-era, imagine if Blackwings had had effects similar to Reactors and Reptillianne, on top of their existing spam. You're tossing out Memelords at fiber-optic Internet speeds, Summoning your monsters from literally everywhere at the drop of a hat, and each of your monsters makes it just that tiniest bit harder for your opponent to play while it on the field.

 

Their bosses, meanwhile, run the gamut from Main Deck abominations to having at least 1 of each ED Summon (and even a Ritual or two!), because a meme can come from literally anything. They generally just do what the little monsters do, but slightly better.

 

Their backrow is sparse, but it's there and vaguely does things.

 

As for naming conventions, well . . . it's an archetype literally about memes. The monsters name themselves.

 

If your opponent runs Vanity's, though, or ways to mitigate burn damage and soft stun . . . RIP you.

 

Cheesoldier (cheese + soldier. If you can connect it to the RTS slang, where cheese is doing something really dumb and anti-fun [like a rush using standard worker units] to get an early win, I'll rep you.)

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Cheesoldier

Alright. Who cut the cheese?

 

These guys are LIGHT Warrior-types with names that are related to both Cheese and swords. For example, Cheesoldier Coltana is Colby and Katana. They mainly focus on cutting things in half while also making you draw cards. Their Levels range from 2-4 except their boss monster who is Level 6. They have some Extra Deck monsters to their name, including Xyz, Links, Synchro monsters. Their biggest downfall is that they are incredibly slow. While they could potentially be good at what they do, if you wanted to swarm the field with them, you might need to use other monsters so you can summon them faster.

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Cinematrick

(Cinema + Trick)

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Cinematrick

 

Imagine, if you will, True Kings and Fire Fists in one archetype. CONTINUOUS SPELL GO!

 

Cinematricks are a Psychic-Type archetype named after various character archetypes common in various popular kinds of movies (comic mascot, dangerous slasher, dorky hero), with a heavy focus on their own "Cinema Showing" Continuous Spells and Traps. Each of these is named after a film genre, like murder mystery, action comedy, or historical drama, and generally has 3 effects- an on-activation effect (typically a search or revival), a continuous effect (usually a stat boost or minor inconvenience to your opponent, like their first attack in a turn being negated), and a floating effect (typically rather aggressive, like a simple pop or Graveyard banish).

 

There's three major ways to run them- spamming the little ones for fast ED plays, using a lot of the bigger ones (which have True Draco-like "substitute Continuous cards for Tributes) for bigger damage output or occasional higher-Rank Xyz, or a hybrid build that can do a little bit of both.

 

Bucksleet (buckshot, used to refer to shotgun blasts, plus sleet, or thin, papery snow)

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Bucksleet is an archetype of WATER/Warrior monsters that have a series of Link monsters that, on summon, can destroy all the cards linked to them, in addition to preventing your opponent from summoning to the zone they link. They have decent swarm abilities, however when it comes to fighting, breaking that ice is no feat to be impressed by because they go down like dominoes. So, mass revival cards like Soul Charge are absolutely essential for the deck to just function. However, once they get going, they can essentially spawn camp.

2fort(TF2-themed deck that can work in Link format?)

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2fort

 

More of a series than an archetype, these guys focus on moving themselves around the monster zones. Being Warriors that are named after Scout and Heavy and other classes in TF2, they also have secondary abilities that are unique to that class. Heavy can destroy monsters, scout can provide you with a new card, so on and so forth. They do not have any Extra deck monsters, since they focus on helping each other, not forming their boss. Also they come in various Levels and Attributes. Their downside is speed. They do not have many cards to get them to the field, so if your opponent completely wipes you clean, then you lose.

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Envoy

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Envoy

 

Chaos, the archetype. Welcome to hell.

 

I kid, but this is literally an archetype designed exclusively for the purposes of Chaos. Various LIGHT and DARK monsters, mostly hanging around the even Levels, and a good number of them are retrains of monsters from the DM/GX/5Ds era with an added focus on Graveyard dumping or something neat happening if they get banished.

 

Even without their search card, which lets you grab either CED or BLS Envoy for when you want some shenanigans, they're not exactly slouches- this is quite possibly the first archetype in history that you will let Summon their boss because hitting it with a Strike will only make them plus faster with getting back a lot of their resources.

 

Basically, this is an archetype that will bring back Fiendish Chain, because you're generally going to want to lock their monsters out of doing things during the only time they're ever vulnerable- on the field. Yeah, turns out that while they're pretty good at amassing resources and they can come back pretty well from having their stuff die, if you just make their monsters sit there useless (or remove them in a way that doesn't send them to the Graveyard or banish them) the entire archetype falls flat on its face, mostly because their only recoup methods involve their big guys dying.

 

They do have a really powerful big boss, which is pretty neat, but good luck getting 4 each of LIGHT and DARK monsters in your Graveyard when you could just as easily toss out BLS.

 

Interdimension Army

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