Jump to content

Archetype Game


Tinkerer

Recommended Posts

Anglyph

Fusion-themed archetype of poli-Attribute Fairy monsters. Each monster represents a different glyph/symbol, and there are many of them, about 20+ to represent as many glyph as possible. Meanwhile, the Fusions have variable material requirements; some require 2, others 3, others 2+, and so on. So what is this about? The archetype takes the idea of Yang Zings, in that they grant their Synchros different effects, but applying this to Fusions... I believe you can see where this is going: mix & match the maindeck monsters as Fusion materials to give your Fusion different combination of effects, tailored to the player's preferences and/or whatever works best through the different metagames. The gained effects are not limited to continuous protections like Yang Zing's, they can also grant trigger effects, quick effects.

Meanwhile, their Spell/Trap support, mostly Continuous Spell/Traps, in addition to standard stuff like searching, revival, etc. also have have continuous effect that require an specific Glyph(s) on the field and/or GY to apply. Of course, they have effects for Fusion summoning, including their own Miracle Fusion which can become amusing when you use multiple Glyphs as material for the Fusion that can take 2+ material.

 

 

Next:

Thydrant

Link to comment
Share on other sites

Thydrant - an archetype of dark dinosaurs that banishes themselves and they do stuff while banish like attacking while banished. They have ETB effects. They also have effects to tribute themselves to gain more advantage like adding more cards to the hand. They deal destructive damage while the taking cover

 

UP NEXT: chubbywebber

Link to comment
Share on other sites

ChubbyWebber 

 

"If I can just arrange this code here, then add a supporting file..."

 

           ChubbyWebber is an archetype of monsters that are computer geeks. Slightly chubby, computer geeks. They look as though they spent all their time on this planet in front of a computer screen, and they have the knowledge about computers to prove it! These Cyberse-type monsters are all LIGHT and focus on either setting up for plays (making and editing a file) or seeing their opponent's deepest secrets (hacking into someone's account). Hand advantage and setup are not all that great for an archetype to work, so u may run these more for a toolbox. Moreover, they have no Extra Deck monsters, excluding a single Link monster that doesn't do much for the archetype.

 

============================

 

Musica 

Link to comment
Share on other sites

Musica

 

A Ritual based archetype full of LIGHT Spellcasters inspired by the composers of the 17th-19th centuries, Music are full of cards that will be playing your requiem in no time. Great composers like Bach, Mozart, and Beethoven make an appearance in this archetype as its Boss monsters. 

 

The gimmick of the archetype is that their Ritual Spells are actually continuous spells that allow for multiple Ritual Summons per turn. The Ritual Spell's true strength however, lies in their secondary effects, like a dark law effect and a Ancient Gear Fortress effect, that can only be activated while the corresponding Ritual monster is on the field. 

 

As for the monsters, there are no actual normal Effect/Normal monsters just Ritual monsters in the archetype, so they heavily depend on generic Ritual support. A main staple effect that all the monsters have, is a search effect when ritual summoned. one of the monsters has an effect that negates effects, while another sends cards to the graveyard.

 

 

Next: Big Business

Link to comment
Share on other sites

Archetype of EARTH Warrior, Psychic, and Spellcaster monsters. Most of the Main Deck monsters have DEF higher than their ATK, like 1000 ATK and 2500 DEF. They each have an effect that you activate by paying Lige Points or exchanging Life Points (You lose 1000 and your opponent gains 1000) in exchange for removal, retrieving, Summoning, drawing, ect. Kind of like...a business. They aren't limited to these kinds of effects. They do have other effects (Ex: When this card is Normal Summoned: You can Special Summon 1 Level 4 or lower "Big Business" monster from your hand. You can pay 1000 Life Points; draw 1 card. You can only activate thid effect of "Big Business CEO" once per turn.).

 

Bowmaester

Link to comment
Share on other sites

Bowmaester

 

An archetype of WIND Warrior monsters that antithesize the battle system of yugioh.  They have moderate ATK values, but they cannot declare an attack.  Instead, they can inflict damage to the opponent equal to the difference between their ATK and an opponent's monster's higher ATK: whether that monster be on the field, in the hand, Banished, in the Extra Deck, etc.  Professionals as they are, they are also very capable of gauging what they're up against and cannot be destroyed by battle, making them quite tough to get rid of... except if the opponent has low ATK monsters.

 

See, they may be professionals, but they can tend to fall into the constant stupidity of Murphy's law in the sense that when they battle monsters with lower ATK, they are destroyed at the end of the battle and you take doubled damage.

 

Their entire Spell/Trap lineup is full of backups, consistency boosters, contingency plans, and ways to make their main effects more potent, but each comes with the "downside" of decreasing the opponent ATK values, making even their best made plans go often awry.

 

Emigna

Link to comment
Share on other sites

Emigna

 

Is it just me, or does this make no sense?

 

Emigna is an archetype of Psychic-type monsters with various different attributes. Their name is... Puzzling, to say the least. Emigna seems to be a mispelling of Enigma, which means an thing or person that is mysterious, difficult to understand, or (wait for it) Puzzling. So, to hint at this, their card art will have a puzzle piece incorporated into each one (think Madolche).

 

Their playstyle is even more puzzling. Some of the members work well with certain members, while others dont fit in, but they mix with "this" group of members a bit better. They have a range of effects: retrieval, revival, milling, burn, removal, banishment, it kinda has a member or two for each kind of effect u can think of. But, since they have no Spells/Traps to their name, along with no Extra Deck monsters, they have a ton of monsters. Honestly, the thing I like about these the most is that every player can play them differently, depending on their favorite way to play.

===========

 

Angelic

Link to comment
Share on other sites

Angelic

Archetype of Counter Trap Cards that support Fairy monsters. They are mainly protective and don't destroy the cards they negate, but either Set them, return them to the opponent's hand otherwise interrupt them without eliminating the card. Their main perk is that they are activable from the hand and they support each other with in-GY effects so you can easily grab them back or another archetype card after using them. Thus, they are intended to kickstart Counter Fairies, as well as protect your Fairies with Spell Speed 3 effects that don't have to wait 1 turn to be played.

 

 

Next:

Chainzellar

Link to comment
Share on other sites

Chainzellar: A set of EARTH Reptile monsters that become LIGHT Warriors (Think lizard men aliens) They work best doing chain combos effects to keep the pain coming. With ETBs and Paying Tribute. Also with Devour to beef up the completion. Continuous Spell cards react to other things going on. The field Spell makes tokens. A counter trap that can re-set itself from the GY but a hefty like cost. Each Chainzellar has effects while in one form and a new effect while in their other form, allowing a steady streaming of chaining stuff to lay down the pain.

 

@SK79LinkXyz: Had to look up what ETB stands for, "Enter the Battlefield". You picked it from MtG, apparently. The "Devour" term is also from MtG. Would be cool if you explained how it would be adapted in YGO.

ETB enter the battlefield AKA "if summoned"

 

Paying Tribute Place counters on this or blah will happen. (Opponent chooses between making your monster stronger or its effect)

 

Devour

Devour N (if this monster is summon, you may tribute any number of monster you control and if you do this card gain gains counters on it for each monster tribute by this effect.

 

@SK79LinkXyz: Anyway, you didn't state the next prompt.

Up Next DASHIN DANDY

Link to comment
Share on other sites

Dashin Dandy

Archetype of LIGHT/Spellcaster fancy dudes who really know how to charm the ladies. Really, their main gimmicks is that they all have an inherent advantage vs. feminine monsters and even Spell/Traps (e.g. Simochi). They may be immune to their effects, prevent them from being attacked by them, and even take control of them. These effects only apply on cards whose artworks are clearly feminine, if you know what I mean. If either player has to even guess or debate on the gender of a card, then the effects don't apply. That should keep arguments on the application of the effects at a minimum. That means, monsters like Harpie Ladies are clearly affected, whereas, let's say, Effect Veiler, isn't. In other words, the effects works on feminine cards, rather than the female gender.

Then, they have some standard support like revival, searching, etc. and have some disruption in the form of temporary monster steal so they can still stand up a bit when not facing feminine decks, but still, they are more effective vs. such decks. In a way they work as counters vs feminine decks, or meta calls when the format is dominated by them. Think of how lswarms shined more during Dragon Ruler formats as an anti-meta deck.

 

 

Next:

Mondslash

Link to comment
Share on other sites

Mondslash

 

A group of EARTH Insects and Rock monsters with a swarm playstyle akin to Chronomaly (in the sense of having various Special Summon effects, level modulation, and different search capabilities).  Their big difference is that while Chronomaly focuses on ATK and burn damage, Mondslash focuses on removal and dumping stuff in the GY.

 

Mondslash monsters all have the effect to dump a Mondslash with the same name from the Deck to the GY to double their level, though none of them have GY effects.  They also have a few Xyzs for more powerful plays, and a whole host of Spells and Traps to always keep themselves in the game.  Their field spell, though powerful, is not necessary for the deck to function, though it enables them to extend themselves a lot further than they would be able to without it.

 

Justiment

Link to comment
Share on other sites

Justiment

 

The new poster child for "not the intended use".

 

This archetype of Rocks of various Attributes looks to be built from the ground up for making most of the better old Synchro monsters, with solid spam effects among Levels 2-4, making Synchro Summon for Level 4-8 not very difficult. They're also surprisingly consistent, carrying a lot of what made up good consistency effects for the early Synchro era- that is, archetypal equivalents to various good draw and search cards from around that time period and slightly prior (ie, a Convert Contact and a Tuning, etc). However, due to their Levels and ease of Graveyard setup for their frankly ridiculous amounts of revival effects, your average Justiment Extra Deck will have a lot more Xyz monsters than Synchros, typically running the Deck for R3/4, plus the occasional Synchro 6-8 tech choices.

 

More important, however, is their own Synchros' focus on hand and Graveyard control, a good amount of easy to trigger effects that make your opponent go into a hand minus, as well as banishing or shuffling important cards out of your opponent's Graveyard.

 

If they had actually come out in the Synchro era, these effects might not have mattered too much given how much of the game was dependent on field presence and easily topdecked Spell/Trap cards (although their ability to win shouldn't be discounted), but in the modern day your average opponent will have a large number of handtraps and codependent engine pieces, so these effects can brick your opponent with Garnets or devastate their ability to come back from a beatdown by giving them a useless hand of triple Ash Blossom or banishing a necessary card from their Graveyard.

 

Thistleknight

Link to comment
Share on other sites

Thistle Knights

 

The Army of the "Black Garden" has finally arrived!

 

Thistle Knights are a Synchro archetype comprised of various attributed plant type monsters that have a summoning engine similar to the field spell "Black Garden" that ends up helping you achieve you win condition. Their Gimmick works by each of the monsters being able to summon out a token, then a Thistle Knight can be Special Summoned into a zone that is in the same or adjacent column as that token. Some monsters have effects that use tokens on your opponent's field to synchro summon or an altergeist silquitous effect as examples of what the main deck monsters can do. the Synchro monsters utilize these tokens the fullest by using a variety of effects to stun your opponent's field. Spell and traps act similar to the Aquaactress continuous spells and help you boost your monsters on field with other effects while also helping you recycle monsters. 

 

Next up:

"Of Dorado"

Link to comment
Share on other sites

Of Dorado

 

Archetype of Spellcaster, Psychic, Warrior, Beast-Warrior, and Winged-Beast monsters named "Of Dorado". " Winguard of Dorado" "Mage of Dorado" "Berserker of Dorado" things like that is how the naming works for these monsters. They have multiple Attributes, making them able to use multiple kinds of support cards. They even have a Field spell: The Kingdom of Dorado. They have effects to get this spell out quickly, and also a few other milling effects to bring out more members.

 

But, this is not the only thing going on here. You see, The entire kingdom of Dorado has had to fight these invasive, parasitic Wyrm type monsters, known as "Merger" monsters. These r Union monsters that can only be equipped to a "of Dorado" monster, and if they r, the monster from Dorado loses it's effects, but usually gains either a new effect, or some kind of stat increase. Also, anytime that a "Merger" monster is equipped to a "of Dorado" monster, and a different "of Dorado" monster is brought to the hand, a "Merger monster follows with it.

 

Merger monsters specifically r the only ones that benefit both archetypes, and " of Dorado" monsters purposely don't support Mergers. This is to show the lore that they are at war, kinda like how the Krawlers and the World Chalice fought each other lore wise, but work together in a deck.

 

(Sorry if I took way too much liberty here, but I wanted to make a Union archetype, and I thought having two mini archetypes in one, could be cool, if there was a reason for it.)

===============================

 

Requiem

Link to comment
Share on other sites

DARK Zombie monsters that literally sing the songs of death...for their opponents. Each time a card is sent to your opponent's GY, these monsters get counters that can pass on to their massive backrow. While the backrow has enough counters, the opponent can forget about doing certain actions such as searching, touching the GY a la Necrovalley and/or negation around the board. A word of caution, the Requiem monsters are somewhat slow to summon and lack any internal protection, therefore, invest in outside support, or you'll be the one who needs a requiem for your loss. 

 

===

Bankrupt Performastar

Link to comment
Share on other sites

Bankrupt Performastar

 

Koi Koi!  Draw cards till you drop!  If you cannot, your performance will stop!

 

With as much draw power as Cardians, the Bankrupt Performastars are low level/low stat LIGHT Spellcasters with a stun-heavy playstyle that embodies the "Set 5, Pass" mentality.  Any cards that are stuck in their hand at the end phase are dumped in the GY, and for each one, the player takes 1000 damage.

 

They run a few Extra Deck monsters with various summoning conditions alongside their regular means of summoning, which can help free up space for more monsters and can hit your own Spell/Traps to keep your own plays going.  Make sure you run at least 1 Exodius, or you're as liable to deck yourself out as much as burn yourself to death.  Their Field Spell is necessary since it allows all your Monster Zones to be used as Spell/Trap Zones and vice-versa.

 

Topsoil
Link to comment
Share on other sites

Topsoil: archetype of EARTH plant-type FLIP monsters that are place face-up in the Spell/Trap Zone as face-up continuous spell cards that get sent to the GY when Topsoil monsters are summon. if a Topsoil monster card in the spell/trap zone sent to the GY: do stuff. Topsoils monster can banish themselves from the GY for a cost except the turn they are sent there. When topsoil cards are banished they are sent face-up to the spell/trap zone as face-up continuous spell cards.

 

Spells/trap banishes the top card(s) of the opponent deck based of the card type (SPELL, TRAP AND MONSTER) those cards are sent to bottom of the deck during the next standby phase. also topsoil cards can gain bonuses of what is banished off opponent's deck.

 

@

 

What's the next prompt name?

UP NEXT: Fooly Cooly

Link to comment
Share on other sites

  • 2 weeks later...

Fooly Cooly

 

LADIES AND GENTLEMEN, ALLOW ME TO INTRODUCE THE MOST CONSISTENT ARCHETYPE IN THE WORLD! Too bad all that consistency doesn't matter for beans.

 

This LIGHT Fairy-Type archetype is pure Level 1, so you would think that you have a great Rank 1 Deck on your hands. The entire archetype searches another member on Special Summon, which only reinforces this notion. Hell, the ENTIRE ARCHETYPE carries the Bora clause, where if you control an archetype member that isn't a copy of itself, you can Summon one for free from your hand! But they're not a Rank 1 Deck . . . they're a stun Deck.

 

I know, I know, you're extremely confused.

 

All members carry one eensy weensy problem clause in their text that keeps them from being Number 54 Turbo all day every day: "During the turn this card is Summoned, monsters cannot be Special Summoned, except "Fooly Cooly" monsters." They're also permanently pinned in Attack Position, so you're probably going to take a lot of damage once an opponent with the capacity to Nprmal Summon figures out your gimmick.

 

Now, if you're up against Monarchs, this won't matter for beans. You'll get Stormforth'd and screwed six ways to Sunday. In most other matchups, however, you'll screw your opponent so hard with these little wannabe badasses that it's practically comical, especially omce you start breaking out copies of Back to the Front, Call of the Haunted, Oasis of Dragon Souls . . .

 

Their support cards mostly just alleviate the damage you'll be taking by cutting your opponent's monsters' stats, boosting your own little dudes, and blocking damage in general . . . but they do have a costless, archetypal Soul Charge in Trap form, even if it's a little conditional.

 

Arc Knight

Link to comment
Share on other sites

Arc knights:

 

The Guardians of Pendulum’s Light have arrived. Pendulum monsters from all over have come together to face a new threat and defend their way of life. These warriors are the true protectors of the Pendulum scale, mixing in well with other pendulum archetypes well these knights are really supposed to be run together but rather more as an engine. If you do choose to play them together, they can still run well just not as efficiently.

 

The archetype’s overall aesthetic design is similar to Zefra’s in that the archetype’s monsters are all retrains of monsters from various pendulum archetypes and have monster effects that aid those archetype’s overall win condition.

 

All of the knights have an effect while in the pendulum zone that deals with the scale they have for example one has an effect that makes it so monsters with the same scale as them cannot be targeted or destroyed by card effects, or being able to summon out monsters in your GY with the same scale.

 

Next up:

Geniseed (Genocide or Genesis + Seed is what I was going for if you choose to take it in that direction)

Link to comment
Share on other sites

Geniseed.

 

Genocide or Genesis? Why not both?

 

This archetype revolves around making massive swarming plays, slowly building up main deck AND Xyz bosses. However, there's one slight downside; in order to start these massive combos, you're going to have to nuke your own field. Geniseed won't take any previous field benefits in order to start its combos, but you might be able to have a few Dark Holes among those self-imposed Raigekis. Hey, it doesn't even stop at Raigekis; ALL of the S/T support are Continuous/Field, or situational Traps, meaning they're going to suffer from your field nukes as well. Don't worry, there are GY effects there as well; in fact, it would be kinda dead without it, but they mostly activate only during your turn, so...you'd be ready for some masochism.

 

Valeyard

Link to comment
Share on other sites

Valeyard

 

EARTH Plant types that act a bit like a modern take on Naturia, but with a focus on Xyz summons over Synchros.  They have a bent toward suppressing the opponent as long as their field spell "Valeyard" stays on the field, while "Valeyard" keeps their plays going whenever they negate things.  Couple that with an Xyz pool that can rank itself up and down using Plants without Xyz Material as material, and you've got a stubborn weed of a deck that won't easily go down.

 

Clinkling

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
×
×
  • Create New...