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Bretheren of the Scythe: This isn't one I particularly want to revisit, but I do want you to give it a look at least to see that's it not broken in our format, considering the mechanics it deals with.

 

Oh, yeah.  These guys.

 

Yeah, uh... something should probably be done about the fact that they have 5 different DARK monster searchers.  Also I completely forgot about the monsters' gimmick considering I was so focused on the spells, but in light of the fact that it was discussed a few pages back, I guess it turns out that the AGM already has a precedent for monsters that are "treated as 2 Materials".

 

Methinks a revisiting of this would not only be acceptable, but needed.

 

I think u all are forgetting that "Gardna" cards werent an archetype until "Gardna Guild" was made. I say this, becuz u guys r making it seem like Im changing the playstyle of "Gardna"s, but in all actuality, all I did was GIVE them a playstyle. They were a series before (a broken one at that). Now they r a proper archetype.

I don't think anyone mentioned that Gardnas were.  I'll see if I can take a look over them later though.

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I think u all are forgetting that "Gardna" cards werent an archetype until "Gardna Guild" was made. I say this, becuz u guys r making it seem like Im changing the playstyle of "Gardna"s, but in all actuality, all I did was GIVE them a playstyle. They were a series before (a broken one at that). Now they r a proper archetype.

Making something an archetype =/= making something good. The fact that they're a disconnected series actually works in their favor, because it dissuades someone from actually trying to make a Deck out of them- separately, they function as tech cards that can assist certain strategies. Your redesigns shake up which ones are good and which ones suck, but there's still an immense lack of synergy between them.

 

Also, now that the final Elemental Lord has been revealed, I will push Elementsabers in.

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We really need to communicate our support ideas better, and nothing shows this more than our three Meklord support lineups, from myself, Tinkerer, and Sakura (in that order of release).

 

In mine, I made three new Army monsters for Wisel, Granel, and Skiel, that focused on more swarming/searching potential, comeback possibilities, and each one changed monsters Special Summoned from a specific place (Extra Deck, hand, and Graveyard) into Synchros, plus a Continuous Spell that made the activated effects of the Emperors Quick Effects (letting them steal in response to effects or during your player's turn, and allowing Granel to SS its equips on your opponent's turn). It also let Emperors attack a number of times per Battle Phase equal to the number of Armies of different Attributes on the field, but that's basically irrelevant here.

 

Tinkerer went the straightforward route of giving Armies to Mekanikle and Asterisk that also transformed ED monsters into Synchros, bumping up the maximum number of attacks that could be gained from my Continuous Spell to 4 (DARK, WIND, EARTH, and now LIGHT), and allowing some redundancy in your opponent having a Synchro on board.

 

Sakura fixed the draw Spell (which needs a new name, we can't errata Konami cards, but we can make straight upgrades), an AHL for the archetype, and a Continuous Spell that . . . turns your opponent's entire board into Synchros.

 

Not complaining or anything, I just find it funny.

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Fixed the naming issue, but yeah, Boon literally sucks to hell so it got remade. IIRC even some of the vets in TCG had disdain for Konami's move there when it got nerfed from the anime.

 

As for support ideas, while some of us don't talk in this club and/or collaborate over PMs or in the actual threads themselves, communicating stuff will be hard. I should note that I haven't looked at any of the recent Konami supports any of you made. 

 

====

Oh right, and I haven't exactly finished them up yet, but this is what I have for Windy so far. 

 

[spoiler=Effects subject to change]

Windy Reindeer - Hayashi
Level 3 | WIND | Spellcaster | Effect
1500/1200
You can only use each of this card name's effects once per turn. (1) When this card is Normal or Special Summoned: You can add 1 WIND Spellcaster monster from your Deck to your hand. (2) You can target 1 "Windy" card you control and 1 monster on the field; return both cards to the hand(s). 
 
Windy Cat - Matatabi
Level 3 | WIND | Spellcaster | Effect
600/2000
You can only use each of this card name's effects once per turn. (1) When this card is Normal or Special Summoned: You can add 1 WIND Spellcaster monster from your GY or currently banished to your hand. (2) You can target 1 "Windy" card you control and 1 Spell/Trap on the field; return both cards to the hand(s). 
 
Windy Tanuki - Shukaku
Level 4 | WIND | Spellcaster | Effect
1400/1500
You can only use each of this card name's effects once per turn. (1) When this card is Normal or Special Summoned: You can Special Summon 1 "Windy" monster from your hand or GY, except "Windy Fox - Kurama". (2) You can target 1 "Windy" card you control and 1 Spell/Trap on the field; return both cards to the hand(s). 
 
Windy Fox -  Kurama
Level 4 | WIND | Spellcaster | Effect
1700/1200
You can only use each of this card name's effects once per turn. (1) When this card is Normal or Special Summoned: You can Special Summon 1 "Windy" monster from your GY, except "Windy Fox - Kurama". (2) You can target 1 "Windy" card you control and 1 monster on the field; return both cards to the hand(s). 
 
Windy Sky Capital 
Field Spell
You can only use this card name's (2) and (3) effects once per turn. (1) "Windy" monsters you control gain 300 ATK and DEF. (2) When this card is activated: You can add 1 "Windy" card from your Deck to your hand. (3) You can Special Summon 1 "Windy" monster from your hand or GY.

 
I still need some members to search the backrow (and actually design those past the Field Spell), then go for the Extra Deck. I intend on capping it at maybe 1-2 Synchros and Xyz, each, so it isn't too ED focused archetype-wise (you can run generic techs if you need to)
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So I have been working on Brethren of the Scythe alongside Blue Thunder, although I've only done some slight modifications. Along with slightly buffing the bosses to make them more workable, I've removed two of the spells and replaced them with 1 new monster to fit in with their theme a little more. However, in regards to the changes to the searchers, we now only have:

  • A Level 4 DARK Warrior searcher
  • A Level 3 or lower DARK Warrior searcher
  • An archetypal searcher

However, the former two prevent you Summoning from the ED, save for Xyz Summoning, while they are face-up on the field. Do you reckon that's fine, or that I need to go about a different way of nerfing them?

 

EDIT: Just realized we're nearing 200 pages ^^

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Deck Showcase time~!
 
Let's look at how some recent AGM archetypes meld together with one of my favorite generic cards I'd ever made!
 
[spoiler=Duel Option? No! DUAL Option!]

Monsters:

3 Helkoar Bolt
3 Helkoar Spike
1 Helkoar Shrapnel
1 Helkoar Fragment
3 Murine Source, Condensa
3 Murine Source, Purificia
2 Murine Source, Fountier
3 Murine Source, Minera
1 Murine Source, Spring
2 Blinding Shard

 

Backrow:
3 Dual Option
3 Spite of Hand
2 Pity for the Mermaid
2 T-Rocks Discovery
1 Sacred Tome of Exiles
1 Helkoar Assault Unit
3 Murine System - Aquifer

1 Murine System - Pumps
1 Murine System - Well
1 Murine System - Dam

Extra Deck:
1 Cyclonnon Dragon
1 Vanishing Driver
1 Lycanroc the Sun Wolf
1 Embodiment of Hatred
1 Cyclops & Typhoon
1 Storm Rider Bunny
1 The Chemgineer
1 Numerix-036: Hate Walker
1 Numerix-061: Vengeful Mage
1 Digital Fortress
1 Numerix-057: Lustrous Wight
2 Numerix-069: Eerie Aura
1 Numerix-085: Hero Rat
1 Bandit Brotherhood Ivory Fang


 

Dual Option
Continuous Spell
Banish half of your Deck face-down. Whenever you would add a card from your Deck to your Hand, you can add the appropriate face-down banished card to your Hand instead of from your Deck. Once per turn, you can shuffle 1 face-down banished card to your Deck. If this card would leave the field, return all your banished cards to your Deck.

 

...I never really considered that this card would ever actually be useful in any capacity, however, with the recent additions of the Murine cards and the Helkoar cards, this card can show some ridiculous potential.  Both archetypes feature shuffling into the Deck.  Helkoar enables the shuffling to be used to summon themselves, lessening the cost of shuffling effects, while the Murines can shuffle cards as a means of consistency-boosting.  Put 'em together, and Murines get an infinite resource for their shuffling while Helkoars get useful enablers.

 

So where does Dual Option fit in?  It is the spark: the start-up card.  Its second effect essentially works as a free E-Tele for Helkoars, enabling your plays right off the bat.  Further, by it staying on the field, it allows certain Murines to shuffle it into the deck, allowing plays to get started from that end as well.

 

The deck can be built with a heavier Helkoar presence for a stronger main deck aggro win condition, but this one focuses on the Rank 3-5 capacity.  The deck can get out 2-3 level 3s-4s with great ease and with the combination of Helkoar Bolt and Murine Source Condensa, the deck can get out a 2 mat Rank 5 easily as well.

 

Key cards for the Deck:

Helkoar Bolt - Level 5 that searches any of your Helkoar cards on-summon.  Hard OPT on search, and its level is too high to be searched by T-Rocks Discovery, but its capacity to give you a shufflable monster in-hand and on-field is invaluable.

Helkoar Spike - Level 3 Helkoar should be self-explanatory.  It gives an extra monster for the Rank 3 plays (which is the most consistent thing for the deck).  It also has a bonus LP gaining effect that can cripple an opponent's field if SS'd multiple times.

Murine Source, Purificia - On summon, it shuffles a card you control into your deck for 2 searches.  With a Helkoar on the field, it can essentially search 2 cards for free.  It can also shuffle/search itself, but its best target is...

Murine Source, Minera - Soft OPT Summoner Monk for Murines.  If you have enough cards in hand, you can spit out 3 of these and a Purificia for the double search (recouping some of those resources).  Enough Helkoar in hand can help alleviate the cost to... nothing.

Pity of the Mermaid/T-Rocks Discovery - Searches the Murines/Helkoars respectively.  Having the latter in hand is useful both for Minera and for...

Slight of Hand - searches any card in your deck at the "cost" of shuffling 2 of your other cards from your hand into your Deck.  Often easy to have at minimum 1 Helkoar in hand so that this becomes a 1-for-1 that lets you grab any of the aforementioned combo pieces.  It is also a continuous spell, so it is a valid target for shuffling.

 

 

 

 

On a near unrelated note, who made "The Chemgineer"?  It... is basically a Rank 4 Pot of Greed...

 

 

 

Edit: By the by, I think I'm gonna aim to make a Virus Deck utilizing Sclera Guild for the April Challenge.  Will need to see...

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Yeah, think Chemgineer is mine. I'll go look it over and fix it later (probably restrictions or whatever). 

 

As for card grammar, I AM good at writing it, though there may be some deviations from actual Konami text such as probably certain phrases that are either older versions or got reverted because they cannot be consistent. 

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Blue Lightning is up!
 
Also, Bounty Hunters have been reworked!
 
Wanting to select my next project, and finish off my Ritual "trilogy" with a bang. Can't decide between these two. Thoughts?
 
[spoiler=Terriform]

Terriform
 
Welcome to Djinn Nekroz meets Tramids.
This DARK archetype based on fear itself is very Field Spell focused, with several different ones that it has access to . . . each with exactly 3 effects. Why 3? Because they also have a terrible trinity of Ritual bosses based on the grand-daddies of fear: Death, isolation, and fear itself. Each of these bosses has, as the first line of their effect text (except the whole Ritual Summon conditions thing), "This monster gains the (insert number here) effect of all "Terriform" Field Spell Cards in your Graveyard". Of course, this means that "Terriforming Entity of Inherent Terror" can (fittingly) Ritual Summon the other two bosses . . . because, surprise surprise, they have a Field Spell that can do that. Their archetype is actually surprisingly consistent, too, given that they have an Orphrys Scorpio, a Stratos, multiple pseudo-Shurits . . . And their Ritual Spells can banish themselves to search each other, and when they do, something else happens.
Then, of course, while the terrible trio are their big bosses, they aren't their only Rituals, and you get all kinds of powerful effects among them . . . including one that acts as a one-sided Necroface, taking away all the penalty of banishing your Ritual Spells.
Then, the Field Spells . . . utterly hate your opponent getting to play YGO. Stat boosts, protection, locking out the ED, standing in for Dark Law, Malefic World, Geartown, Chain Energy, automatically hitting each player with Card Destruction during their Standby Phase . . .
Do you fear power? Terriform breathe it. They feed on it. They love it.

 

 
[spoiler=Servant of Kiwahine]

Servant of Kiwahine

Basically, Zarc 2.0.

Kiwahine herself presides over this archetype, a Level 12 Reptile-Type Pendulum Ritual monster that, can Summon any 1 of her Servants that happen to be face-up in the Extra Deck at the moment by destroying a card . . . by battle or her own effect, which is the kind of thing Fire Kings would kill for: She can pop a number of cards on the field or in either player's hand equal to the number of archetype members on the field at the moment.

Then, of course, her Servants. Like Zarc with Darkwvrm, there is one servant you want to snag above all others- in this case, a Pendulum Shurit/Stratos that Special Summons itself if it's detached as Xyz Material, although thankfully its search is HOPT- and then you use that particular servant to take a trip down memory lane and Summon monsters of every ED mechanic.

That said, the archetype has literally two strategies for victory with all that swarming: Beatdown and destruction. No protection (except on Kiwahine herself), no non-destruction removal, not a lick of negation, not a dash of stun. You just slam your face into your opponent until they die of massive damage.

Thankfully, the Servants all have their own ways of making your stats insurmountable, and conducting some sweet power-smacks so your opponent never has the necessary resources to use their ever-essential ED. As for Scales . . . semi-generic (they change by 5 if you don't control the Goddess or her playmaker servants) 0 and 13 Scales are pretty sweet.

Basically, pray that your opponent doesn't have a Warning.

 


both draconus' lol

 

After this one, I'll probably take a break to make at least one or two of my own archetypes. I need to get my originality sparking again!

 

EDIT: Also, any thoughts you guys have on my current formatting in my threads? Interesting, hard on the eyes, a bit all over the place or something else?

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I would probably suggest Terriforms since the other one does invoke a Hawaiian lizard goddess [Kihawahine] (and while it doesn't explicitly say you have to base it on Hawaiian mythology, because even I don't have in-depth knowledge of mo'o*, yeah.)

 

* Mo'o technically meaning "lizard", however you can probably use it to mean "dragon" (as they technically are big lizards anyway, haha).

 

I took an intro to Hawaiian religion last spring (and there was supposedly a course where they'd exclusively focus on mo'o, but I didn't see it; nor would I have the time to take it)

 


 

https://forum.yugiohcardmaker.net/topic/372482-sakura-agm-bounce-everything-away-windy-9/

 

(Also yeah, this is up. I actually made the thread yesterday, but didn't finish it until late at night. Will be updating it again later with the backrow and stuff.)

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Jugglernaut

Archetype of LIGHT Warriors that are kind of a parody since they are all clowns but with wrestler-like bodies, beefed and all. They each juggle different manly items, such as anvils, spiked balls, objects in fire, etc. Their playstyle is a throwback to Clown Control: they trigger disruption when their battle position is changed, plus they get the tools to enable such position changes.

They are all level 6 or higher, but have no problem in getting on the board due to built-in Summoning effects, although they do so in Defense Position so they can't really get on the offense from the get-go, unless they set up their own position-changing support. Their Spell/Trap line-up is based on changing positions of monsters on either side of the field, and for the disruptive power the monsters have effects to activate those cards during the opponent's turn from the hand, GY and even directly from the Deck. Moreover, the built-in summoning effects can be used during your opponent's turn as well, so they get to disrupt the opponent even when it goes first.

Finally, mostly for flavor, they have a handful of Equip Spells based on the aforementioned items they juggle. In addition to stats boosts, these items have combat-related effects, like piercing damage, double battle damage, and so on. The catch here is that the Jugglernauts can equip these cards to fellows Jugglernauts on the board, so in a single Battle Phase all Juggernauts are able to attack with the same Equip for the stronger punches. Finally, in order to add value to the Equip Spells, they also carry additional effects like a Reborn (e.g. Spellbook o Life), a Wonder Wand, floating, etc.

Gonna run with this archetype as my next one.  Looks like fun.

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A few things.

 

First, I was curious as to what the best "engine" cards for Ascent of Fusion would be. For those unaware, it lets you bring out non-Effect Fusions by dumping the Materials from the Deck, and revives anything used as Material for a non-Effect Fusion immediately after Summon, on a HOPT. Obviously, something like Blue-Eyes Ultimate Dragon can function as basically an OTK on legs, dumping all three vanilla Blue-Eyes and immediately reviving them all, but beyond that . . . does it have any serious value? Sanwitch can get you both Sangan and Witch of the Black Forest instantly for a double search if you run a two-Tribute monster (or Dragonna-bugeisha), Dragoness the Wicked Knight sets you up for 3 free Materials for Rank 3 plays . . . but I'm wondering what you guys can think of beyond that.

 

I'm thinking about adding Mindmelders, my most recent Fusion project, into the mix once I've finished with them. However, I'm awful at names, so it might not be done for a while yet- I have effect ideas for most of the other Fusions, I just can't think of good names. *shrug*

 

We're a little over halfway through April and its trolling-based challenge, for anyone still working on a Deck list!

 

If anyone would like to help me look through the Game thread to find a good Rank 2/3 prompt, that'd be great- I think we're actually pretty short on good low-Rank Xyz options, even with Invoker riding the X-Saber train to get in.

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If anyone would like to help me look through the Game thread to find a good Rank 2/3 prompt, that'd be great- I think we're actually pretty short on good low-Rank Xyz options, even with Invoker riding the X-Saber train to get in.

[spoiler=Rocket League]

Rocket League

 

A group of level 2 FIRE monsters with 800 ATK.  They all can attack directly, but when they do, their ATK becomes 0.  However, this isn’t actually a problem since their real effects operate when their ATK hits 0.  These effects can vary: from swarming to consistency to burn damage.

 

They have a number of equippable traps in the vein of “Rocket Hand” that can send themselves to the graveyard to do something and make the monster’s ATK 0.  Neither the traps nor the monsters are known to be very subtle as both have a strong affinity for removal.

 

The Extra Deck is composed of Rank 2s.  These ones are the old geezers that actually care for the wellbeing of the other Rocket League members.  As such, they have 0 ATK, but have high DEF alongside really good protection effects for monsters with 0 ATK.

 

 

[spoiler=Minicon]

Minicon

 

All members are Machine-Type EARTH Level 2 Normal monsters. They have really low ATK/DEF stats, but especially focuses on Xyz Summon mechanics. Thanks to field and continous spell cards they have, they can rapidly fills your field and performs Rank 2 Xyz Summons quickly. Their boss card requires 2 or more Level 2 "Minicon" monsters, but it gains massive effects based on its Xyz materials, up to 5. But some of cards such as Dimensional Barrier, Vanity's Emptiness slows down the deck drastically. You can also support this deck with Paleozoic engine.

 

 

[spoiler=Revisethan]

Revisethan is a rank 3 engine comrpised of WATER dragons that excel at high ATK. Due to not being able to attack directly, they have a lineup of Spell/Trap cards that allow them to inflict ever increasing amounts of damage and piercing damage. They have little to no protection, so cards such as the Mirror Force cards are really neccessary to protect them. They have a boss monster that can be summoned by using 3 Revisethans as materials(some have UTL clauses where they can summon using other Revisethans as materials) that has 0 ATK, but when battling, swaps ATK with the monster it is battling and it has protection from effect destruction.

 

 

 

I did try to go for ones that weren't your prompts, to make life a little more interesting, but most of the Rank 2 stuff was Rank 1 as well and there was barely any Rank 3 stuff.

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I mean, they're missing a few cards stated directly in the prompt, but I assume that you'll keep adding cards to it as time goes on.

 

Also, I'll edit this post soon-ish with "Mindmelders", that Fusion thing I was bringing up earlier. I'm planning on making 4 more Fusions, but because the Fusions are all based on wordplay between the element and a mind-related thing and I can't think of any combinations that are actually good (especially because the only things I can think of that combine earth and wind are sandstorms and sandblasters), I'll be taking some time to finish them.

 

Also also, I'm taking Minicon. Probably gonna stretch the rules on it, though.

 

EDIT: These are the Mindmelders, up for review before AGM addition.

https://forum.yugiohcardmaker.net/topic/372445-mindmelders-the-new-fusion-wip-2328/

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I still gotta add in more backrow (and the Extra Deck) for Windy; prompt mentions them, but I haven't gotten to it yet due to other design work (and college). Well, there are some other issues that contribute to why I'm not actively doing stuff for this club that are not card related or related to my academic career, but...they're irrelevant.

 


 

And while Advanced already has them enabled, how do you guys feel about DIVINE monsters and stuff (well, custom ones that aren't the originals).

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I'll bring it up, but the only monsters I can remember out of the entire archetype are in the ED. I know some Main Deck names (Warwolf, Rush Rhino, and Striker), but that's about it. So . . . not getting a pass from me until I read the entire archetype. Fun fact: This is the same reason I'm not supporting Majespecters- I cannot be bothered to read their support cards.

 

Queue:

 

Majespecter (2/3 - Sakura, Nyx)

lswarm, bar Origin and Ophion (2/4 - Nyx, Dova)

Dracoslayer/Dracoverlord, bar Amorphactor Pain (2/3 - Melon, Sakura)

Metalfoes, bar Electrumite (2/3 - Sakura, Dova)

Galaxy, bar "Number 38: Hope Harbinger Dragon Titanic Galaxy", "Number 42: Galaxy Tomahawk", "Number 62: Galaxy-Eyes Prime Photon Dragon", "Number 83: Galaxy Queen", "Number 90: Galaxy-Eyes Photon Lord", "Number 95: Galaxy-Eyes Dark Matter Dragon", "Number 107: Galaxy-Eyes Tachyon Dragon", and "Number 107: Neo Galaxy-Eyes Tachyon Dragon"(2/4 - Sakura, Draconus)

Lightsworn, bar Curious (1/3 - Kyumi)

Qli, bar Genius (1/3 - Dova)

T.G. (1/3 - Sakura)

 

 

[spoiler=Forbidden]

 

Cyber Jar

Destiny HERO - Disk Commander

Fiber Jar

Solemn Judgement

 

 

 

[spoiler=Limited]

 

Dandylion

Dark Armed Dragon

Double Iris Magician

Envious Ogre

Lilliene, Apprentice of the Sclera Guild

Miracle Orb

Morphing Jar

Morphing Jar #2

Performapal Guitartle

Performapal Lizardraw

Performapal Monkeyboard

Performapal Skullcrobat Joker

Petrified Soldier

Speedroid Terrortop

Tuning Lightcap

El-Shaddoll Construct

Supreme King Dragon Starving Venom

Denglong, First of the Yang Zing

Dewloren, Tiger King of the Ice Barrier

Trishula, Dragon of the Ice Barrier

Delta-Numerix-087: Merciless Reaper

Numerix-022: Hyacinth Queen

Numerix-023: Joyful Nihilist

Foolish Burial

Game of One

Infernity Launcher

Library of Sanctuary

Monster Reborn

Multiple Link Shooter

One for One

Pendulum Call

Rank-Up-Magic: Delta Force

Rank-Up-Magic: Mathematical Force

Rank-Up-Magic: Sandragon Force

Reasoning

Reinforcement of the Army

Secret Ambition

Super Polymerization

Synchroad Revival

The Mark of Lernaeus

Macro Cosmos

Solemn Warning

Traitor's Trap Hole

 

 

 

[spoiler=Semi-Limited]

 

Blinding Shard

Fairy Tail - Snow

Flame Child

Infernity Archfiend

Inzektor Dragonfly

Inzektor Hornet

Maxx "C"

Red-Eyes Darkness Metal Dragon

Ancient Fairy Dragon

Daigusto Emeral

Numerix-087: Merciless Soul Eater

Dark Hole

Automatic Deployment Ramp

Flocking

Foolish King's Sceptre

Fossil Dig

Fusion Supremacy

Gathering Coals

Gathering Dust

Gathering Feathers

Gathering Waves

Gravel Pit

Jumpstart

Negligence

Pity for the Mermaid

Raigeki

Rekindling

T-Rocks Discovery

Terraforming

Bottomless Trap Hole

Infernity Barrier

Retrieval of the Sacred Tome

Ring of Destruction

Torrential Tribute

 

 

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tl;dr form:

  • Cyclone is Quick-Play monster removal
  • Storm is technically Castel
  • Tempest is Divine Wrath
  • Sonics just doubles their ATK but halves damage output.
  • Supercell prevents sniping while in Pendulum Zone and recycles sheet.
  • Gust just summons them from the P-Zone. 

Cards in navy are just WIND Spellcaster reliant, and not specifically 'specters. This is also why I have to be careful with Windy, because they can/will use the top 3, even if not searchable on their end (even though we don't have them)

 

As for T.G, as far as the TCG goes:

  • Striker (the monster) just SS's himself.
  • Warwolf
  • Jet Falcon (Level 3 Tuner; burns for 500 when used as material)
  • Rhino (400 ATK boost when attacking)
  • Cyber Magician (Level 1 Tuner; can use non-Tuner T.G. in hand as Synchro Material)
  • Catapult Dragon (summons Level 3 or lower Tuner from hand OPT)

There's other ones like Metal Skeleton, Gear Zombie and Drill Fish that were not released and are anime-only. First two are Level 1 and 2 Tuners. You already know about the ED members, so not touching on them.

 

Support-wise

  • TGX1-HL is just MST that weakens your monster by half. 
  • TGX300 gives 300 ATK to your monsters for every "T.G." you have. (Cont. Spell)
  • TGX3-DX2 is a Trap; shuffles 3 monsters back to draw 2 cards.
  • TG-SX1 revives a Synchro if archetype monster destroys something and sends it to GY (Normal Trap)
  • EM1 is just Trap archetype equivalent of Creature Swap. (Normal Trap)
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I am still not a fan of Majespecters entering the AGM.  Though before it was just personal dislike for the deck, looking through how they're played and what is played against them, adding them might force the AGM into being a lot more floodgate heavy.  It is not easy to respond to their fields; it is much easier to prevent the fields to get set up to begin with.

 

If Majespecters do get in, I'm immediately casting a negative vote towards them.

 

EDIT: Finished the Jugglernauts - https://forum.yugiohcardmaker.net/topic/372666-enter-the-jugglernauts-written-agm/

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I'll give T.G. a boost, if only because I like Librarian.

 

Also, I'm adding Machina to the queue.

 

Since three separate members supported Red-Eyes, here's a short list of relevant monsters (and one each of an S/T) seen in the hands of Red-Eyes users (excluding Atem for obvious reasons) that could be adopted into the archetype in some way, due to relevancy, thematics, or just interesting trivia. These will be in alphabetical order, with the Red-Eyes user in question listed beside them for reference.

●Cyber-Tech Alligator (Joey)- Its Japanese name was actually Cybernetic Wyvern, and as a Level 6 monster you can adapt it into an "Archfiend" Normal (for ABSD) or a true blue Dragon (for Comet and synergy with the FADN [Fubuki/Atticus/Darkness/Nightshroud] stuff).

●Goblin Attack Force (Joey)- It's a Level 4 Warrior, and FADN used a similar monster in the form of Indomitable Fighter Lei Lei.

●Metal Plus (FADN)- In the anime, REBD and REBMD:Metalmorph::REDD and Dr. Red:Metal Plus. It's also an Equip Trap that provides targeting protection in the anime, so that's kinda neat.

●Mirage Dragon (FADN)- Literally the only type of effect that isn't represented in Red-Eyes support now is stun, so . . . meh.

●Panther Warrior (Joey/FADN)- Literally the only monster used by multiple Red-Eyes users besides REBD itself. Interestingly, there is a funny mistake with the anime that makes this slightly less tenuous: In one instance, Joey accidentally said that he would equip Scapegoat to attack with Panther Warrior, instead of Tributing it. If it does get adapted, however, I recommend it being changed into a Warrior, for obvious reasons.

●Scapegoat (Joey)- In combination with the above trivia regarding Panther Warrior, its retrain Scapeghost is a Level 1 DARK monster. If the retrain was in some way a Dragon, it would be searchable by Red-Eyes Hunter Dragon, allowing for more interesting plays.

●Serpent Night Dragon (Rex)- as another Level 7 DARK Dragon, it already nearly synergizes with most Red-Eyes support as-is, and the Duel that was Serpent Night Dragon's debut featured Red-Eyes being Summoned the following turn.

●Spear Dragon (FADN)- I only mention this one due to its statline, being a 1900 ATK Level 4 Dragon. Also, fun fact: The only two characters in the anime to use this particular card are Kaiba and FADN.

●Troop Dragon (FADN)- Mostly for the Deck digging to be perfectly honest, however its stats are low enough to be converted into a Level 1 . . . hello REHD synergy.

●Tyrant Dragon (Rex)- This one begs to be converted into a Fusion that just requires two archetypal monsters, or a secondary Xyz alongside Flare Metal. That said, the only reason I even mention this one is because it both destroyed and was destroyed by REBD in some way (Hermos was involved, hint hint) in the same Duel.

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[spoiler=Guild gone Viral]Sclera Virus
Monsters
2 Pet of the Sclera Guild
1 Draconic Patron of the Sclera Guild
2 Undertaker of the Sclera Guild
1 Summoner of the Sclera Guild
3 Survayor of the Sclera Guild
2 Decreer of the Sclera Guild
1 Conjurer of the Sclera Guild
3 Treasurer of the Sclera Guild
2 Darkest Diabolos, Lord of the Lair
3 Lilith Lady of Lament
3 Ahrima, the Wicked Warden

 

Spells
3 Rulebook of the Sclera Guild
3 Library of the Sclera Guild
3 Lair of Darkness

 

Traps
1 Crush Card
1 Deck Devastation
2 Eradicator Epidemic
1 Full Force
2 Grinning Grave
2 Flash Famine
2 Agonizing Absorption

 

Extra

3 Heroic Patron of the Sclera Guild

2 Monstrosity of the Sclera Guild

2 Regal Serpent of the Sclera Guild

2 Black Gravity Dragon

1 Terrorfang Fusion Dragon

1 Hundred Monster Eye

1 Overgrown Mythical Tomato

 

 

 

Sclera Guild: http://forum.yugiohcardmaker.net/topic/357828-agm-group-archetype-sclera-guild/?do=findComment&comment=6939361

 

When I saw that Treasurer of the Sclera Guild allowed you to tribute 1 monster (not just one you control), to search a card, I thought I had something with this combination.  Unfortunately, that was the only one that was open to be used under Lair's "Tribute opponent's monster" effect, so the deck kinda just turned into a normal "Virus" deck with the Sclera Guild acting as Virus triggers and highly searchable (FOUR searchers!?) and recurrable (via the pendulums) fodder.

 

The only real card in the Extra that falls under this challenge that would conceivably be summonable would probably be Black Gravity Dragon which would make for a pretty cool control deck in of itself.

 

 

As a sidenote: Pet of the Sclera Guild should probably have an OPT on its tribute effect, or, at the very least, target before it tributes.  As it is now, it can just tribute and revive itself indefinitely (which, as far as I can tell, doesn't have a broken application right now, but isn't good futureproofing design).

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An Archetype focusing on swarming the opponent with fusion monsters, however, the monsters in the main deck are lackluster in battle.

 

Apocalyptic Herald Archetype.

Oh, how far the archetype game has come.

 


Anyway, in my spare time over a long while, I've been working on the Darkraken prompt.

 

DARK Sea Serpents, summoned via "Rank-Up Magic Depth Force", using those Xyz monsters that our favourite Barian Emperor loves so much! These guys have a bit of Raidraptor syndrome, in that they gain a special OPT effect when they have a WATER Xyz Monster attached as material. They lack S/T support beyond their Rank-Up, but that's OK, because their own effects are good for countering your opponent's Spells and Traps. Still, use them sparingly, because while they are powerful, they're also resource-consuming, so being prepared for a counter-attack is a good idea.

 

Not a really large set, considering it a series, but it was fun while it lasted.

 

[spoiler=Darkraken]Darkraken Living ARK

DARK - ✪✪✪✪✪  - Sea Serpent/Xyz/Effect - 2700/1600

3 Level 5 monsters

While this card has a material attached to it, it cannot be destroyed or banished. Once per turn (Quick Effect): You can detach 2 materials from this card, then target 1 face-up card your opponent controls; negate its effects until the end of this turn. If this card has a WATER Xyz Monster attached to it as a material, it gains this effect.

● Once per turn: You can discard 1 card, then target 1 card your opponent controls; attach it to this card as a material.

 

Darkraken Barian Servant

DARK - ✪✪✪✪ - Sea Serpent/Xyz/Effect - 600/2600

3 Level 4 DARK monsters

Once per turn: You can target 1 WATER Xyz monster in your GY; Special Summon it, and if you do, attach 1 material from this card to that target. If this card has a WATER Xyz Monster attached to it as a material, it gains this effect.

● Once per turn: You can discard 1 card, then send 1 “Number” monster from your Extra Deck to the GY; add 1 “Rank-Up-Magic” Spell Card from your Deck to your hand.

 

Darkraken Depths Drake

DARK - ✪✪✪✪✪ - Sea Serpent/Xyz/Effect - 3800/2700

4 Level 5 DARK monsters

Once per turn, if this card destroys an opponent’s monster (by battle or its effect) and sends it to the GY: You can detach 1 material from this card; Special Summon that opponent’s monster to their side of the field in Attack Position, but its effects are negated, also its ATK and DEF become 0, and if you Special Summon a monster this way during the Battle Phase, this card can make an additional attack during this Battle Phase. If this card has a WATER Xyz Monster attached to it as a material, it gains this effect.

● Once per turn: You can send 1 card from your side of the field to the GY, then target 1 face-up card your opponent controls; destroy it.

 

Darkraken of Bahamut

DARK - ✪✪✪✪✪ - Sea Serpent/Xyz/Effect - 3200/2700

3 Level 5 Sea Serpent monsters

Once per turn: You can detach 1 Xyz Material from this card: Special Summon 1 Rank 4 or lower WATER monster from your Extra Deck or GY, ignoring its Summoning conditions. If this card has a WATER Xyz Monster attached to it as a material, it gains this effect.

● Once per turn: You can banish 1 card from your GY, then target 1 card in your GY; attach it to another face-up Xyz Monster you control as a material.

 

Depth-Charge Transportation Darkraken

DARK - ✪✪✪✪✪ - Sea Serpent/Xyz/Effect - 2500/700

3 Level 4 monsters

Once per turn: You can detach 1 material from this card; add 1 Fish or Sea Serpent monster from your Deck to your hand whose Level is less than or equal to the number of your banished monsters. If this card has a WATER Xyz Monster attached to it as a material, it gains this effect.

● Once per turn: You can banish 1 Level 3 WATER monster from your Deck; inflict damage to your opponent equal to that monsters ATK or DEF (whichever is higher).

 

Rank-Up-Magic Depth Force

Normal Spell

Target 1 face-up Xyz Monster you control; Special Summon from your Extra Deck, 1 “Darkraken” Xyz Monster that is 1 Rank higher than that target, by using that target as the material. (This Special Summon is treated as an Xyz Summon. Materials attached to that target also become materials on the Summoned monster.) If this card was not sent to the GY this turn: You can banish this card from the GY, then target 1 WATER Xyz Monster in your GY; Special Summon it, then if it was Fish or Sea Serpent monster, you can attach the top 2 cards of your Deck to that monster as materials.

 

 

Yes, I know that Bahamut and Barian weren't used by Shark, but I decided to only to the "Shark" cards to fit him. I might add Black Ray Lancer, Leviathan Dragon and Number 73 variations later, but I don't want to extend the line-up too much.

 

Anyway, I noticed we're lacking ZEXAL Sharks in the AGM, and wanted to vouch for them. Darkrakens don't really have a source without them, and if Sharks do get in, that leaves the perfect oppurtunity for this prompt to truly shine:

 

Sharklord

 

Making ZeXal fans happy with the best support they could have hoped for. WATER Fish-Type monsters that use some of Gagaga's Level-changing shenanigans to make their scattered Levels, from 3 to 8, work well. Not only that, they borrow ways to get high-Level monsters on the field from Photon/Galaxy and Dragon Rulers, and they even borrow the Darklord/Felgrand support ideas, with extra effects they only get if Summoned from the Graveyard, and Graveyard recovery by the bucketload. Their own Xyz are a little lacking, with only 1 or 2 at each Rank they're capable of making, but that's okay because of the sheer amount of generic Xyz they have access to. Then, of course, given that you have more generic ways to get them into the Graveyard than you can shake a stick at . . . if your opponent has no negation or Special Summon-blocking, you basically just win.

Darkraken

 

Also, this would be good practice for me for making small archetypes.

 


EDIT: Just realized "ZEXAL Sharks" was a very unspecific wide range of card. Here are the ones I want in:

 

Black Ray Lancer

Full Armored Black Ray Lancer

Leviathan Dragon

Submersible Carrier Aero Shark

Shark Caesar

Bahamut Shark

 

Yeah, no Numbers, obviously, but the Darkraken ones based on Numbers are still accessible from these ones.

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