Jump to content

Archetype Generator Meta


Draconus297

Recommended Posts

There was the matter of members wishing to have their cards reviewed in both formats, something the current tagging system does not do at present. I didn't add it yet because of how rare this matter will be. 

 

If you would like stuff graded both ways (and don't wish to make another thread with the Standard tag / just leave it off), then you should note this in the thread; or just use both tags. 

 

====

Then again, I suspect that the majority of you in here will just use the Legacy tag for works hereon.

Link to comment
Share on other sites

  • Replies 4.3k
  • Created
  • Last Reply

Well, with the LEGACY tag, in all caps, your sets don't need to work in Link Format, and will be judged as if they came out in the Arc-V era.

 

Plus, it lets the set function at full power in the metagame it's being designed for, rather than have a few members it can't actually use.

 

As far as Emberwurm, try to take inspiration from "goodstuff" archetypes, where the effects just function without being too fussed over form. They're supposed to be splashable and simple.

 

It's not for the sake of reviewing and functioning in that era. It's the fact that I like Links.

 

I might just save Links for my personal sets though. You raise a fair point for it not being worth it in the AGM design pool.

Link to comment
Share on other sites

[spoiler "WATER" Deck]

3 Leviathan Nautilaceas

3 Leviathan Coelcanthas

3 Leviathan Carideas

1 Leviathan Sapias

3 Moltanic Serpent

3 Moltanic Falcon

 

3 Rush of the Deep

3 Moltanic Flow

2 Moltanic River

3 Pity for the Mermaid

1 Sparks

3 Quantum Sparks

3 Rapid-Fire Sparks

3 D.D. Sparks

 

3 Leviathan of the Deep

 

2 Numerix-043: Frozen Construct

2 Numerix-070: Yukiko, the Swordmistress

1 Numerix-109: Miracle Totem

2 Numerix-031: The Marching Tide

2 Serpentempest

3 Beloved Child of the Yuki Onna

1 Ferocious Leviathan of the Sacred Storm - Daedalus Omega

1 Numerix-106: King Terrordrome

1 Silver Dragon of the Ravine

 

 

 

The "water" is in quotes for a reason: despite the deck featuring almost exclusively waters, its primary win condition is Sparks burn. The waters are the consistency and they give you draws so that you can loop Rapid-Fire Sparks over and over. "Leviathan of the Deep", "D.D. Sparks" and "Rush of the Deep" allow you to basically never run out of resources.

 

If the Extra is used at all, you mostly just go into Beloved Child, burn with it, then float into another Xyz as soon as possible (preferably a Numerix). I might switch around the Extra a bit once I look at other archetypal WATER Xyzs or more helpful generics, but the deck is more/less set in how it works.

Link to comment
Share on other sites

Looks pretty good! Not what I expected of the WATER Challenge, but I suppose that there aren't many options in that regard (yet).

 

Nyx, 17 days left until December. You said you'd have another group project ready, so I'm wondering on your progress.

 

Also, looking at various archetypes, I think I want to do Valuta. No one else had dibs, right?

 

Valuta

 

This LIGHT Fish-Type archetype makes things go pretty crazy very fast, using effects you wouldn't expect much from.

 

Most Valuta monsters take after really good monsters from times past, a montage of "remember when a card with a similar effect was meta-defining, or the best part of a bad archetype?" However, they do it with an absolute minimum of generic support, because there is very little that works for their combination of Type and Attribute. Their backrow generally follows a similar trend, and their ED is crammed full of fun options and techs- Xyz at several Ranks and degrees of genericness, Synchros at varying Levels . . .

 

The only issue is actually getting started, because, you see, by being an homage to cards and archetypes that used to be amazing, they have a lot of the same weaknesses as older Decks, like a reliance on good opening hands or a degree of setup.

 

Still, with the right opening, Valuta can compete with, and even surpass, modern Decks simply because of how accessible and potentially complex their combos can be.

Link to comment
Share on other sites

Last time I checked, no.

 

For that matter, no one's really reserved any Archetypes in the past couple months [as a handful of the members here either aren't active nowadays in terms of club activity, or we're doing side projects / working on other ones that were taken a while back]. Dova and I are technically doing VRAINS stuff for practice and all.

 

===

You all know this by now, but eventually Konami will stop making cards that can work in Legacy format, and eventually start rewording everything to say Main Monster Zone / certain monsters require the EMZ to work (see Megafleet), etc.

 

We can still function, but it just means no more Konami imports (or that list gets very small).

Link to comment
Share on other sites

Hey guys, I just looked through our accepted archetypes, and couldn't find Odd-Eyes and their respective Magicians. Do we not have them? If not, I would STRONGLY suggest that we add them, solely for the fact that I love them to bits. Also, I want to add Performapal Skullcrobat Joker, Performapal Odd-Eyes Light Phoenix, and Performapal Odd-Eyes Unicorn, if they're not already in. (No this has nothing to do with my Odd-Eyes Oblivion deck I'm sure...)

Link to comment
Share on other sites

Time to update the queue then:

Infernity (2/3 - Eshai, Kyumi)

Yang Zing (2/3 - Draconus, Kyumi)

Pendulum Magicians (2/3 - Kyumi, Draconus)

Odd-Eyes (1/3 - Kyumi)

Performapal (1/3 - Kyumi)

 

Also, Champion, that's probably for the best. Dividing your attentions may make it a bit difficult to get things done in any one area.

Link to comment
Share on other sites

I'll just give Yang Zing a push, even though I do need to look over what they got. Hopefully none of us made something to abuse Denglong more than it already has been.

 

*cough True King mirror in Worlds final*

 

====

But yeah, I'm voting against Pendulum Magicians too, especially since some of their stuff did get itself hit a couple times (and hell forbid the hybrids that spawned from them).

Link to comment
Share on other sites

Oh, offhand, while Odd-Eyes, Performapal, and P-Magicians are on the block, there's something I'd like to bring up specifically about THESE THREE.

 

Because some of their support is so intrinsically linked, overlap cards (say, Performapal Odd-Eyes Unicorn) will only follow in cases where BOTH component archetypes make it in. Otherwise, we can just bring in the others piecemeal to fit (ie, because Skullcrobat Joker supports all three, we'll just add something simple like Dragonpulse/Dragonpit and the 'gazers if we only get Odd-Eyes and Pals). This is mostly to prevent . . . *cough cough* abuses, because I doubt that we'll ever get all three in the AGM. It's just stupidly unlikely because there's foul players in all three camps, but we don't want what I call "dead text" in these cards.

 

That's why, when Kyumi designed support for "Magician" Pendulum monsters, I made like three and plonked then in the Generics thread.

 

In a worst-case scenario, we can bar specific fishy members, like how we brought in CyDra without Core or Infinity, or Amazoness without Archer.

 

ANYWAY

 

Good to see we have actual Wyrms going. Woo and such.

Link to comment
Share on other sites

I mean, we can ban Pendulum Call (because it technically got the axe in the real game too). Will need to look at the other stuff later.

 

Odd-Eyes shouldn't be too bad, though they have issues.

Performapals range from sheet (see early ones) up to "oh god what" (more recent stuff, or the things Black talks highly of in the Deck). 

 

(I didn't vote on those two)

Link to comment
Share on other sites

Well, the way I look at it, the three of them cover one another's weaknesses to create a vicious combo. Odd-Eyes/Magician covers most of the consistency and speed, whereas Performapal/Magician is the primary boss ladder, and Odd-Eyes/Performapal is the versatility. It really depends on what you want to kill hardest if two get in without the third: cutting out Magicians is their speed and boss accessibility, removing Odd-Eyes is a hit to consistency and versatility, and knocking out the Pals makes the Deck fast and predictable (ruining the ability to access certain bosses, and making certain threats harder to deal with).

 

Do remember that barring works to knock out anything too uncomfortable.

 

Also, Infernities. <sarcasm> Yay. </sarcasm> It's no secret that I'm not much a fan of their shenanigans, but I guess that they're not as bad without Void Ogre.

 

Oh yeah, almost forgot: Kyumi has a Legacy thread now, labeled as Legacy Support 4 in the OP (Melon's old one is 1, mine is 2, and Nyx's is 3). Go check that out.

Link to comment
Share on other sites

By the by, Tinkerer nailed Yollohcoatl in the game. I'm booking it in advance.

 

EARTH Winged Beasts that have a style similar to Aztec statues.

 

They all have a single unique mechanic where, if a field spell is activated, they shift from their monster state to being a continuous traps or back. The gimmick there being that they stick to the same column when moving from monster zone to spell/trap zone, so if the other slot is blocked off, they can't transform.

 

They have a high swarming capacity and like to trade off their field spells for each other with their offensive ones doing things based on how many Winged Beasts you control (i.e. "winged beast monsters you control gain 100 attack for each + Armades effect) while the defensive ones do things based on your continuous traps (i.e. "you take 200 less damage for every continuous trap you control").

 

The deck also has some trap monsters that, when activated, typically limit how your opponent goes about making plays (i.e. Magician's Valkeria effects, limited # of spell/trap activations, etc.), but only for the turn. These monsters also Set themselves every time a new field spell is activated, so they can work multiple times on the field.

 

Despite the high potential of these guys, their biggest strength is also their greatest downfall: field spells. Their transformation effect isn't optional, so your opponent can very easily mess everything up just by activating 1 field spell.

Link to comment
Share on other sites

That's fine; don't think anyone would've taken it. 

 

Also a technical note about some of the members in this club; Octosquid and Belle have been gone for two months. Can assume former has stuff to take care of; Belle, idk. If I remember correctly, Tojin withdrew as well a few pages back. 

 

Eshai exists, but...he's focusing on his DP format club right now.

Link to comment
Share on other sites

Nyx, 17 days left until December. You said you'd have another group project ready, so I'm wondering on your progress.

 

Not to worry, not to worry. I know what our group project's archetype will be. Not something from the Archetype game, but I'll present it on December. I think the first day of December is Friday.

 

Also, a reminder that when we do make it, we each put forward no more than three cards. Start off small and work our way up.

Link to comment
Share on other sites

Not to worry, not to worry. I know what our group project's archetype will be. Not something from the Archetype game, but I'll present it on December. I think the first day of December is Friday.

Also, a reminder that when we do make it, we each put forward no more than three cards. Start off small and work our way up.

I like that idea. That way not a single one of us does more work than the others. Sounds fun, and I can't wait!

Link to comment
Share on other sites

WATER challenge entry:

Monsters:

 

Space Mermaid Asteria x3

Space Mermaid Aquaria x3

Space Mermaid Seacile x3

Space Mermaid Marina x3

Space Mermaid Wavoid x3

Eternal Battleship USS-HI1207 x3

Swordsman of Aile x2

 

Spells:

 

Pity for the Mermaid x3

D.D. Tempest x3

Overdrive Tuning x3

Awakening from the Dream x3

Lonely Melody x3

Gathering Waves x2

 

 

Traps:
Solemn Strike x3

 

Extra Deck:

Space Mermaid Hoshihime x3

Space Mermaid Starsplash x3

Space Mermaid Celestaquair x3

Numerix 70: Yukiko, the Swordmistress x3

Calcified Water Dragon x3

Link to comment
Share on other sites

Good to hear, Champ!

 

Due to process of elimination, most of you will know that the December Deck Challenge will be the LIGHT Attribute. However, I've planned ahead as far as May of 2018, so anyone who wants to know those challenges ahead of time can check here:

 

[spoiler= Do You Want to See Them?]

[spoiler= Are You Sure?]

[spoiler= You Sure You're Sure?]

[spoiler= Okay, Then]

[spoiler= January]

Janus, January's namesake, was the God of Two Faces- So, the January Challenge requires that you know two archetypes/series! Be it TrainDolls, Predavenom, Flamlaval, or any other combination that strikes your fancy, it has to be a relatively even combination of the support of two archetypes.

 

[spoiler= February]

Lovers will claim that they were made for each other- but no lovers can be as good for each other as members of a cohesive archetype! The February Challenge requires you run the archetype of your choice as pure as humanly possible- For maximum credit, that means no staple cards like Solemns, either!

 

[spoiler= March]

The Ides of March bring with them rebirth and new light- just like the AGM itself! Your Deck cannot contain any cards not made by a current AGM member! However, bonus points will be awarded for creativity, or for using Numerix-031: The Marching Tide!

 

[spoiler= April]

April Fool's Day is a holiday built around trolling your opponent- let's celebrate! This challenge is focused around stun and troll Decks to their logical conclusion- don't let your opponent play the game! In case you want to take the easy way out, here, Veldaion is our counterpart to Counter Fairies, but there's surely more options than that!

 

[spoiler= May]

April showers bring May flowers, and what did the Mayflower bring? Pilgrims, the single most boring set of people in history! Normal monsters may be boring by themselves, but I'm sure you can find a fun way to play them! For this challenge, 70% of your monsters must be Normal or non-Effect monsters, which still leaves you a lot of options for fun ways to play . . . if you know how to work with them.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.


×
×
  • Create New...