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Jellyfish Bloom

Field Spell

During your Main Phase 2: You can Special Summon 1 "Jellyfish" monster from your hand. If this card is sent from the field to the GY: Add 1 "Jellyfish" Spell/Trap from your Deck to your hand. You can only use each effect of "Jellyfish Bloom" once per turn.

 

Jellyfish Sting

Normal Spell

During your Main Phase 2, if you did not declare an attack this turn, you can have another Battle Phase this turn. You can only activate "Jellyfish Sting" once per turn.

 

Jellyfish Bioluminescense

Quick-Play Spell

During your Main Phase 2: Target 1 monster your opponent controls and 1 "Jellyfish" monster you control; the opponent's monster loses 500 ATK and DEF and your monster gains 500 ATK and DEF.

 

Jellyfish Aequorea

Level 2/WATER/Aqua/Effect

ATK 500/ DEF 500

Can only be Special Summoned during your Main Phase 2. If this card is Normal or Special Summoned: Add 1 "Jellyfish card from your Deck to your hand. You can only use this effect of "Jellyfish Aequorea" once per turn.

 

Jellyfish Cassiopeia

Level 4/WATER/Aqua/Effect

ATK 1300/DEF 1400

Can only be Special Summoned during your Main Phase 2. If this card is Normal Summoned: You can Normal Summon 1 "Jellyfish" monster in addition to your Normal Summon/Set this turn, except "Jellyfish Cassiopeia".

 

Jellyfish Olindias

Level 3/WATER/Aqua/Effect

ATK 1100/DEF 900

Can only be Special Summoned during your Main Phase 2. If this card is Normal or Special Summoned: Target 1 "Jellyfish" monster you control; that monster can attack all monsters your opponent control once each, this turn.

 

Jellyfish Pelagia

Link 2/WATER/Aqua/Effect

ATK 1500

Link Markers: Bottom Left, Bottom Right

2 "Jellyfish" monsters

Can only be Special Summoned during your Main Phase 2. If this card is Special Summoned: Special Summon 1 "Jellyfish" monster in your GY, except "Jellyfish Pelagia". You can only use this effect of "Jellyfish Pelagia" once per turn. If this card declares an attack, your opponent cannot activate cards or effects until the End of the Damage Step.

 

Jellyfish Velella

Link 3/WATER/Aqua/Effect

ATK 2200

Link Markers: Top, Left, Right

2+ "Jellyfish" monsters

Can only be Special Summoned during your Main Phase 2. If this card is Special Summoned: Activate 1 "Jellyfish Sting" from your Deck or GY. If this card destroys an opponent's monster by battle: Special Summon 1 "Jellyfish" monster from your Deck. You can only use each effect of "Jellyfish Velella" once per turn.

 

Jellyfish Chiropsalmus

Link 2/WATER/Aqua/Effect

ATK 1700

Link Markers: Top, Bottom

2 "Jellyfish" monsters

Can only be Special Summoned during your Main Phase 2. If this card is Special Summoned: Target 1 card your opponent controls: Destroy it. If this card inflicts battle damage to your opponent: Special Summon 1 "Jellyfish" monster from your GY, except "Jellyfish Chiropsalmus". You can only use this effect of "Jellyfish Chiropsalmus" once per turn.

 

Jellyfish Turritopsis

Link 1/WATER/Aqua/Effect

ATK 500

Link Marker: Bottom

Can only be Special Summoned during your Main Phase 2. If this card is Special Summoned: Draw 1 card. If this card is sent to the GY: Special Summon it, but it cannot be used for the Special Summon of a monster, except a "Jellyfish" monster. You can only use each effect of "Jellyfish Turritopsis" once per turn.

 

¤¤¤¤¤¤¤¤¤¤

 

Attack the Moon!

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Because the Japanese and English names don't really line up well for an archetype, this will be another series (defined by Konami) that handles stuff when a certain Type does things.

 

Shock the Waves!

Continuous Spell

Once per turn, if a Thunder monster attacks: You can halve the ATK of all monsters your opponent currently controls. 

 

Burn the World!

Continuous Spell

Each time a Pyro monster activates its effect, your opponent takes 400 damage.

 

Absorb the Lightning!

Continuous Spell

Once per turn, if your opponent would target a monster you control while you control an Aqua monster: You can negate that effect, then target that Aqua monster; it gains 500 ATK/DEF.

 

Save the Network!

Continuous Spell

Once per turn, if a Cyberse monster you control activates its effect: You can shuffle 1 card your opponent controls into the Deck. 

 

(First three are other facets of Yami Yugi vs Mako Tsunami's match [but not really, bar maybe Absorb due to Jellyfish]; last one is Yusaku stuff. I'll admit these are kinda bleh, but not much I can really do about it.)

 


 

Droll & Lock Bird

 

Though, if card was already designed for, then Ultimate Conductor Tyranno.

 

[Then again, TCG has strong opinions on both these cards and where they should be on the banlist, but...design how you like.]

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Little Tyranno
EARTH/Dinosaur/Effect/Level 3/1100 ATK/700 DEF
If you control a face-up Dinosaur monster, you can Special Summon this card from your hand in face-up Defense Position. You can only Special Summon "Baby Tyranno" once per turn this way. After you Normal or Special Summon this card, you can Tribute Summon 1 Level 7 or higher "Tyranno" monster in face-up Attack Position during your Main Phase this turn, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) This card counts as 2 Tributes for the Tribute Summon of a Dinosaur monster.

Armored Tyranno
EARTH/Dinosaur/Effect/Level 8/2400 ATK/2800 DEF
When your opponent activates a card or effect that targets this card, and/or another Dinosaur monster you control (Quick Effect): You can negate the activation, and if you do, change this card's battle position. You can only activate this effect of "Armored Tyranno" once per turn. Each turn, the first three times this monster would be destroyed (by battle or by card effect), it is not destroyed.

Saberfang Tyranno
EARTH/Dinosaur/Effect/Level 7/3000 ATK/1000 DEF
If a "Tyranno" monster you control attacks a Defense Position monster, inflict double piercing battle damage to your opponent. If this card is sent from the field to the GY: You can target 1 card on the field; destroy it. You can only activate this effect of "Saberfang Tyranno" once per turn. This card cannot attack your opponent directly. If this card is in Defense Position: Destroy it.

Winged Tyranno
WIND/Dinosaur/Effect/Level 8/2500 ATK/1900 DEF
Unaffected by your opponent's Trap effects. If a "Tyranno" monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step.

Polar Tyranno
WATER/Dinosaur/Effect/Level 7/1800 ATK/2700 DEF
Unaffected by your opponent's Spell effects. Gains 100 ATK for each Spell Card in each player's GY. When your opponent activates a Spell/Trap Card while you control another "Tyranno" monster (Quick Effect): You can negate the activation, and if you do, destroy it. You can only activate this effect of "Polar Tyranno" once per turn.

Fleshgrafted Tyranno
DARK/Dinosaur/Effect/Level 7/2700 ATK/1300 DEF
If this card is Normal or Special Summoned: You can target 1 "Tyranno" monster in your GY; Special Summon it. If this card is sent from the field to the GY: You can target 1 "Tyranno" monster in your GY; Special Summon it. You can only activate each effect of "Fleshgrafted Tyranno" once per turn.

Alpha Tyranno
FIRE/Dinosaur/Effect/Level 9/2900 ATK/2900 DEF
This card's Normal or Special Summon, and the Normal or Special Summon of "Tyranno" monsters, cannot be negated. Your opponent cannot activate cards or effects when you Normal or Special Summon a "Tyranno" monster(s). Once per turn (Quick Effect): You can target 1 face-up monster your opponent controls; change its battle position. When this card destroys a monster by battle: You can draw 1 card, then reveal it, and if it is a Dinosaur monster, you can Special Summon it to your side of the field. You can only use this effect of "Alpha Tyranno" once per turn.

Two-Headed Tyranno
EARTH/Dinosaur/Fusion/Effect/Level 10/3200 ATK/2400 DEF
2 Level 7 or higher non-Fusion "Tyranno" monsters
Must be either Fusion Summoned, or Special Summoned by Tributing the above cards you control (in which case you do not use "Polymerization"), and cannot be Special Summoned by other ways. This card's name is treated as the names of the monsters used as Fusion Materials or Tributes to Special Summon this card, also it gains the effects of those monsters. If this card leaves the field: You can target 1 of the monsters in your GY used as Fusion Materials or Tributes to Special Summon this card; Special Summon it.

Three-Headed Tyranno
EARTH/Dinosaur/Fusion/Effect/Level 11/4000 ATK/3000 DEF
3 Level 7 or higher non-Fusion "Tyranno" monsters
Must be either Fusion Summoned, or Special Summoned by Tributing the above cards you control (in which case you do not use "Polymerization"), and cannot be Special Summoned by other ways. This card's name is treated as the names of the monsters used as Fusion Materials or Tributes to Special Summon this card, also it gains the effects of those monsters. If this card leaves the field: You can target 1 of the monsters in your GY used as Fusion Materials or Tributes to Special Summon this card; Special Summon it.

Super Ultimate Tyranno
EARTH/Dinosaur/Fusion/Effect/Level 12/5000 ATK/4000 DEF
"Ultimate Tyranno" OR "Ultimate Conductor Tyranno" + 2 Level 7 or higher Dinosaur monsters
Must be Fusion Summoned, and must be Fusion Summoned by using an "Ultimate Tyranno" or "Ultimate Conductor Tyranno" on your side of the field. Unaffected by your opponent's card effects. Cannot be Tributed. This card gains the following effects, depending on the monsters used to Fusion Summon this card.
● "Ultimate Tyranno": This card can make a number of attacks per Battle Phase, up to the number of "Tyranno" monsters used to Fusion Summon this card.
● "Ultimate Conductor Tyranno": Once per turn, at the end of the Damage Step, if this card attacked a monster: You can banish all monsters your opponent controls.

Cyborg Tyranno
FIRE/Dinosaur/Link/Effect/2800 ATK/LINK-2
SW, SE
2 Level 7 or higher Dinosaur monsters
"Tyranno" monsters this card points to gain 500 ATK/DEF. Once per turn (Quick Effect): You can target a number of cards on the field, up to the number of monsters this card points to +1, negate their effects until the end of the turn. During your Main Phase: You can banish 1 Dinosaur monster from your Deck; add 1 Dinosaur monster from your Deck or GY to your hand whose ATK is less than the ATK of the banished monster. You can only activate this effect of "Cyborg Tyranno" once per turn.

Tyranno's Roar
Spell/Normal
Send up to 2 Dinosaur monsters from your Deck to the GY; Special Summon 1 "Tyranno" monster from your hand whose Level is equal to or less than the combined Level of the monster(s) sent to the GY by this effect. You can only activate 1 "Tyranno's Roar" per turn.

Tyranno's Superiority
Trap/Counter
When a Spell/Trap Card, or monster effect, is activated while you control a "Tyranno" monster: Negate the activation, and if you do, destroy that card. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; this turn, "Tyranno" monsters can be Normal Summoned without Tribute. You can only use each effect of "Tyranno's Superiority" once per turn.

Next Card: Chu-Ske the Mouse Fighter (you can include Monk Fighter and Master Monk, and their support cards)

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Monk Wrestler

★​★​★​

EARTH

Rock/Effect

ATK 1300

DEF 1000

This card's name becomes "Monk Fighter" while on the field or in the GY. If this card is Normal Summoned: You can Special Summon 1 "Chu-Ske the Mouse Fighter" from your hand, Deck, or GY. You take no damage from battles involving this card and "Chu-Ske the Mouse Fighter" you control.

 

Monk Battler

​★​​★​​★​​★​​

EARTH

Rock/Effect

ATK 1600

DEF 1000

This card's name becomes "Monk Fighter" while on the field or in the GY. If this card is Normal or Special Summoned: You can add 1 "Chu-Ske the Mouse Fighter" from your Deck to your hand. You can discard this card; add 1 "Kaminote Blow", "Legendary Black Belt", "Lone Wolf" or 1 "Monk" Spell/Trap from your Deck to your hand. You can only use this effect of "Monk Battler" once per turn.

 

Crusher Monk

★​​★​​★​​★​​★​​

EARTH

Rock/Effect

ATK 1900

DEF 1000

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by discarding 1 "Chu-Ske the Mouse Fighter". If this card battles an opponent's monster whose ATK is higher than this card's, this card gains 500 ATK until the end of the Damage Step. If this card destroys an opponent's monster by battle: You can add 1 "Monk" monster from your Deck to your hand, except "Crusher Monk". This card's name becomes "Master Monk" while on the field or in the GY.

 

Chu-Ske the Rabbit Fighter

★​​★​​★​​

EARTH

Beast/Effect

ATK 1200

DEF 0

(This card's name is always treated as "Chu-Ske the Mouse Fighter".)

If this card is Normal or Special Summoned: You can add 1 "Kaminote Blow", "Legendary Black Belt", "Lone Wolf" or 1 "Monk" Spell/Trap from your Deck to your hand. You can only use this effect of "Chu-Ske the Rabbit Fighter" once per turn.

 

Monk's Blow

Normal Spell

Target cards your opponent controls, up to the number of "Chu-Ske the Mouse Fighter", "Monk Fighter", or "Master Monk" you control; destroy them. You can only activate 1 "Monk's Blow" per turn.

 

Monk's Degree

Equip Spell

Activate this card by targeting 1 "Chu-Ske the Mouse Fighter", "Monk Fighter", or "Master Monk" in your GY; Special Summon it and equip it with this card. It cannot be destroyed by card effects. When this card leaves the field, destroy that monster.

 

Monk's Demise

Normal Trap

Tribute 1 "Chu-Ske the Mouse Fighter", "Monk Fighter", or "Master Monk", then target 1 monster your opponent controls; destroy it, then Set 1 "Lone Wolf" directly from your Deck. You can only activate 1 "Monk's Demise" per turn.

 

Premise: I just made a middleman between Monk Fighter and Master Monk, gave retrains to Fighter, Monk and Chu-Ske, as well as Kaminote Blow, Legendary Black Belt and Lone Wolf. Note that the Chu-Ske's retrain has a "universal" name condition that makes it searchable by Monk Battler, and Summonable with Monk Wrestler. Hope I did it right.

 

N/C: Maju Garzett or Saryuja Skull Dread. Have a pick.

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Garzett Practitioner

DARK | Level 3 | Fiend | Effect

When this card is Normal Summoned, you can add 1 "Garzett" or "Maju" Spell/Trap card from your Deck to your hand. If a "Garzett" monster attacks or is attacked, during the Damage Step: you can send this card from your hand or Field to the GY; Your monster gains ATK equal to this card's ATK also it cannot be destroyed by battle until the end of the Battle Phase. You can only activate each effect of "Garzett Practitioner" once per turn.

1400/0

 

Maju Recruiter

DARK | Level 3 | Fiend | Effect

When this card is Normal Summoned, you can add 1 "Garzett" or "Maju" monster card from your Deck to your hand. If a "Maju" monster(s) is targeted by a card effect, you can send this card from your hand or Field to the GY; the targeted monster(s) gain ATK equal to this card's ATK also it cannot be destroyed your opponent's card effects until the end of this turn. You can only activate each effect of "Maju Recruiter" once per turn. 

1300/0

 

Garzett Priestess

DARK | Level 4 | Spellcaster | Effect

You can Discard 1 "Maju" card from your hand, Special Summon this card from your hand. when this card is Summoned, all "Garzett" monsters gain 1000 ATK except "Garzett Priestess".  Once per turn, your opponent cannot negate the activation of a "Garzett" or "Maju" Spell/Trap card. You can only activate the effects of "Garzett Priestess" once per turn.

1500/0

 

Maju Ravager 

DARK | Level 4 | Warrior | Effect

You can Discard 1 "Garzett" card from your hand, Special Summon this card from your hand. When this card is Summoned, you can make your opponent randomly discard 1 card in their hand, if it was a monster then all "Maju" monster(s) gain ATK equal to that card's ATK. Once per turn, your opponent cannot negate the Summon of a "Garzett" or "Maju" monster. You can only activate the effects of "Maju Ravager" once per turn.

1600/00

 

First Cell of Garzett

DARK | Level 3 | Fiend | Ritual | Effect

You can Ritual Summon this card with the effect of any "Garzett" Ritual Spell. When this card is Ritual Summoned, this card gains the ATK of the monster(s) used as tribute. Once per turn (Quick Effect), you can reduce this card's ATK by 500, Destroy 1 card on the field. if this card is sent to the GY by battle or by your opponent's card effect, you can Special Summon 1 "Garzett" or "Maju" monster from your Deck in face up Defense Position. 

1000/0

 

Dark Hand of Maju 

DARK | Level 4 | Fiend | Ritual | Effect

You can Ritual Summon this card with the effect of any "Maju" Ritual Spell. When this card is Ritual Summoned, this card gains the ATK of the monster(s) used as tribute. Once per turn (Quick Effect), you can reduce this card's ATK by 500, Destroy 1 face up Spell/Trap card.  If this card is sent to the GY by battle or by your opponent's card effect, you can Special Summon 1 "Garzett" or "Maju" monster from your GY in face up Defense Position. 

1500/0

 

Armageddon of Maju Garzett

DARK | Level 7 | Fiend | Ritual | Effect  

You can Ritual Summon this card with the effect of any "Maju" or "Garzett" Ritual Spell. When this card is Ritual Summoned, this card gains the ATK of the monster(s) used as tribute. this card cannot be Tributed. Once per turn when your opponent would activate a card effect (Quick Effect), you can reduce this card's ATK by 500, negate the activation and if you do destroy that card and if that card was a monster, this card gains ATK equal to the destroyed monster. If this card is sent to the GY by battle or by your opponent's card effect, Destroy all monsters with less ATK than this card and id you do; you can Special Summon 1 "Garzett" or "Maju" monster from your GY and 1 from your Deck in face up Defense Position. You can only control 1 "Armageddon of Maju Garzett"

2500/0

 

Prayer for Garzett

Ritual Spell

This card can be used to Ritual Summon any "Maju Garzett" or "Garzett" Ritual monster. You can Tribute monster(s) whose level equal or exceed a "Maju Garzett" Ritual monster in your hand. During your Main Phase, except during the turn this card was sent to the GY, you can shuffle this card and 1 "Maju" or "Garzett" monster into the Deck, then draw 1 card. 

 

War Offering for Maju 

Ritual Spell

This card can be used to Ritual Summon any "Maju Garzett" or "Maju" Ritual monster. You can Tribute monster(s) whose level equal or exceed a "Maju Garzett" Ritual monster in your hand. During your Main Phase, except during the turn this card was sent to the GY, you can shuffle this card and 1 "Maju" or "Garzett" monster into the Deck, send 1 "Maju" or "Garzett" card to the GY.

 

Kingdom of Maju

Field Spell

Once per turn you can increase the ATK of all "Maju" and "Garzett" monsters by 500 until the End Phase. You can reduce the ATK of 1 monster you control by 500, add 1 "Maju Garzett" card from your Deck to your hand. Your opponent cannot activate card effects during the Battle Phase. 

 

Temple of Garzett

Continuous Spell

Once per turn you can send 1 card from your hand to the GY, Special Summon 1 "Garzett" Token (DARK | Level 4 | Fiend | 1000 | 1000). During each of your End Phases Decrease the ATK of non "Maju Garzett", "Maju" and "Garzett" monsters by 500. 

 

Next up: Dragon Manipulator or Garoozis  

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Garoozian Desert

Field Spell

 

Players can Normal Summon Level 5 "Garoozi" Monster without Tribute. During the turn Player's turn Reduce the ATK and DEF of all monster controlled by the turn Player's opponent by 200 for each "Gazooris" the turn Player control

 

Garoozian Soldier

FIRE / Level 3 / Beast-Warrior / Effect

 

If this card is Summoned or flipped face-up: you can add 1 "Garoozi" card from your Deck or GY to your hand. If this card Destroyed either by battle or card effect: You can Special Summon 1 "Garoozi" Monster from your Deck whose its Level is equal to number of "Gazooris" you control +3 except "Garoozian Soldier".

 

ATK 1500 / DEF 1800

 

Axe of Garoozian's Chieftainship

Equip Spell

 

Equip only to "Garoozi" Monster. The equipped monster gain 200 ATK also its Level becomes 5. Double the ATK the equipped monster gain for each "Garoozis" you control. If either this equipped card Destroyed or the equipped monster Destroy a Monster by battle: Draw 2 cards

 

Next: Karate Man

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BatMed has a bit of catching up to do once he comes back, but...let's do this.

 

Since Karate Man doesn't have much to work with, I'll just make a karate-themed battle archetype named "Karate [x]". 

 

iU8EggM.png

 

Karate Sensei

Level 6 | EARTH | Warrior | Effect

2500/2000

Once per turn: You can add 1 "Karate" card from your Deck or GY to your hand. Other "Karate" monsters you control cannot be targeted for attacks, also you take no battle damage from battles involving "Karate" monsters. If a "Karate" monster you control battles an opponent's monster, the opponent's monster loses 600 ATK and DEF until the end of the Damage Step.

 

Karate Senior Student

Level 4 | EARTH | Warrior | Effect

1900/1200

Once per turn: You can Special Summon 1 "Karate" monster from your GY, except "Karate Senior Student". If a "Karate" monster you control battles an opponent's monster, your monster gains 400 ATK and DEF until the end of the Damage Step.

 

Karate Student

Level 3 | EARTH | Warrior | Effect

1200/800

Once per turn: You can Special Summon 1 "Karate" monster from your hand or Deck, except "Karate Student". You can Normal Summon 1 "Karate" monster in addition to your Normal Summon/Set. (You can only gain this effect of "Karate Senior Student" once per turn.)

 

Karate Competitor

Level 5 | EARTH | Warrior | Effect

2000/1200

If you control another "Karate" monster, you can Special Summon this card from your hand. Once per turn, if a "Karate" monster you control destroys an opponent's monster by battle: You can activate 1 of these effects.

● Target 1 card your opponent controls; destroy it. 

● Your opponent takes damage equal to that destroyed monster's ATK on the field. 

 

Karate Dojo - Shūko-kai

Field Spell

"Karate" monsters you control gain 400 ATK/DEF. Other "Karate" monsters you control cannot be targeted or destroyed by your opponent's effects. If a "Karate" monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step.

 

Karate Recruiting

Normal Spell

If you control a "Karate" monster: Special Summon as many "Karate New Student Tokens" (Warrior/EARTH/Level 2/ATK 1000/DEF 200) as possible. You can only activate 1 "Karate Recruiting" per turn.

 

Karate Technique Refinement

Normal Spell

Target 5 "Karate" cards you control and/or in your GY; shuffle all 5 into the Deck, then draw 2 cards. 

 

Karate World Champion

Link 2 | EARTH | Warrior | Link | Effect

2100

W E

2 "Karate" monsters

Gains 200 ATK for each "Karate" monster you control, except this card. If this card destroys an opponent's monster: You can activate 1 of these effects.

● Banish 1 card your opponent controls, face-down.

● Inflict damage to your opponent equal to that monster's ATK or DEF on the field, whichever is higher. 

 

Karate Master Shihan

Link 3 | EARTH | Warrior | Link | Effect

2600

SW S SE

2+ "Karate" monsters

If a "Karate" monster you control activates its effect(s), your opponent cannot activate cards or effects in response to their activation. Once per turn, if a card or effect is activated while you control another "Karate" monster: You can negate that card or effect, and if you do, destroy it.

 


 

Part of me would've liked to have gone further with this, considering background [you can ask about this over PM if curious], but because the whole thing is entirely complex (no, it's not the glorified in martial arts movies that people generally associate with it), I won't do it at the moment. Well, least nothing related to actual kumite / kata stuff because the latter alone would be a legitimate nightmare to try converting to Yugioh. 

 

Also functions better as its own archetype without Karate Man, though he does benefit from the support. 

 

P.S. Shuko-kai is the name of an actual organization.

 


 

Since Dan chose to do Ultimate Conductor Tyranno, let's have next guy do Droll & Lock Bird.

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Droll & Lock Crow
WIND/Spellcaster/Link/Rating 1/Effect/ATK 0
Marker: Down
1 Spellcaster monster with 0 ATK and 0 DEF
Cannot be destroyed by battle. If a card or effect is activated that would add a card(s) from the Main Deck to your opponent's hand (Quick Effect): You can Tribute 1 card you control; negate that effect. You can only use this effect of "Droll & Lock Crow" once per turn.


Droll & Locking
Quick-Play Spell
Special Summon 1 "Droll & Lock Bird" from your Deck or GY in Attack Position, but return it to the hand during the End Phase. Also that monster cannot be destroyed by battle this turn. You can only activate 1 "Droll & Locking" per turn.

Lock & Drolling
Counter Trap
If a card or effect is activated that would add a card(s) from the Main Deck to your opponent's hand (Quick Effect): You can banish 1 "Droll & Lock Bird" from your hand, field or GY; negate that effect, and if you do, banish that card, also until the end of the next turn, the effects of cards (anywhere) with the same original name as that card are negated, then you can Set that card to your field. You can only activate 1 "Lock & Drolling" per turn.

 

 

Next:

Alector, Sovereign of Birds

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Adept of Birds
Level 4
WIND/Flying Beast/Effect
Once per turn, you can target two cards in your graveyard: special summon them on your opponent's side of the field as monsters (WIND/Flying Beast/level 1/0 Atk/ 0 Def), but destroy them during the end phase. You can tribute this card: add 1 "of Birds" card from your deck to your hand.
1200 ATK/ 1100 DEF

Swarming of Birds
Normal Spell
When you control one "Alector, Sovreign of Birds": you can summon as many "Bird Token"(WIND/Flying Beast/Level 4/ ? ATK/ 0 DEF) as possible, then their ATK becomes equal to the number of "of Birds" monsters on the field. You can only activate one "Swarming of Birds" per turn.

Next: Swarm of Crows (if it's already done, make Crimson Blader)

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Neither of them has been done, but let's do the former anyway because Crimson Blader's name is too broad to make an archetype out of either part. 

 

Assault of Crows

Level 4 | DARK | Winged Beast | Effect

1600/1200

Once per turn: You can change this card to face-down Defense Position. When this card is Flip Summoned: Add 1 "of Crows" card from your Deck to your hand.

 

Rampage of Crows

Level 4 | DARK | Winged Beast | Effect

1800/0

Once per turn: You can change this card to face-down Defense Position. When this card is Flip Summoned: Special Summon as many "of Crows" monsters from your hand or GY with different names. 

 

Lament of Crows

Level 4 | DARK | Winged Beast | Effect

1000/2000

Once per turn: You can change this card to face-down Defense Position. When this card is Flip Summoned: Destroy a number of cards your opponent controls up to the number of "of Crow" cards you control. 

 

Advancing Crows

Quick-Play Spell

Special Summon 1 "of Crows" monster from your Deck, ignoring its Summoning conditions.

 


 

https://yugipedia.com/wiki/Trishula,_the_Ice_Prison_Dragon

(Not an Ice Barrier, so you can go make something so it's actually worth using)

 


 

Oh right, and I've already given likes to the bulk of you who made archetypes after Batmed's last appearance. But yeah, if stuff doesn't work out, then just rep the previous guy if they did your prompts on your own accord.

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Ice Prison Hatchling

WATER - Level 2 - Dragon/Effect - 800/0

If you control a WATER Dragon-Type monster, you can Special Summon this card from your hand. You can only activate each of the following effects of this card's name once per turn:

●If this card is banished: You can Special Summon 1 "Ice Prison" monster from your Deck, except "Ice Prison Hatchling".

●If your opponent Summons a monster(s), you can shuffle this banished card into your Deck: Reduce the ATK of all monsters your opponent controls by 800, then draw 1 card for each of your opponent's monsters with 800 or less ATK.

 

Ice Prison Wyvern

WATER - Level 3 - Dragon/Tuner/Effect - 1000/1600

If this card is Special Summoned: You can add 1 "Ice Prison" card from your Deck to your hand. You can only activate each of the following effects of this card's name once per turn:

●If this card is banished: You can destroy 1 card your opponent controls.

●If your opponent Summons a monster(s): You can Special Summon this card from among your banished cards, and if you do, reduce the ATK of all monsters your opponent controls by 500.

 

Ice Prison Guardian

WATER - Level 4 - Dragon/Effect - 1900/400

At the start of the Damage Step, if this card attacks, you can banish 1 "Ice Prison" monster from your Deck, except "Ice Prison Guardian": This card gains ATK equal to half the banished monster's, until the End Phase. If this card destroys your opponent's monster by battle: You can Special Summon 1 "Ice Prison" monster from your Graveyard or that is banished. You can only activate each of the following effects of this card's name once per turn:

●If this card is banished: You can banish a number of cards from your opponent's Graveyard up to the number of your banished cards.

●If your opponent Summons a monster(s), you can shuffle this banished card into your Deck: Reduce the ATK of all monsters your opponent controls by 300, then, if no monster your opponent controls has 1500 or more ATK; you can Special Summon 1 "Ice Prison" monster from your hand or Graveyard.

 

Ice Prison Warden

WATER - Level 5 - Dragon/Effect - 1700/2000

You can banish 1 WATER monster from your hand or field (Quick Effect): Special Summon this card from your hand, then return 1 Special Summoned Attack Position monster your opponent controls to their hand. If this card is banished: Gain 400 LP for each banished card, then you can target 1 face-up "Ice Prison" monster you control; that target gains ATK equal to half the amount of LP you gained. If your opponent Summons a monster(s), you can shuffle this banished card into your Deck: Reduce the ATK of all monsters your opponent controls by 200, then, if you control an "Ice Prison" monster; destroy all cards your opponent controls with less ATK than that monster. You can only activate each effect of this card's name once per turn.

 

Ice Prison Seal

Quick-Play Spell

If a card(s) in your possession is banished: Banish 1 card from your opponent's field or Graveyard. If a card(s) is shuffled into your Deck from among your banished cards, you can banish this card from your Graveyard, except during the turn it was sent there: Negate the effects of all monsters your opponent controls with ATK different from their original ATK, also those monsters cannot be used as Material for a Summon until your next End Phase.

 

To be perfectly honest, this was just what I thought up in one sitting. If there were demand, I'd be glad to make more.

 

Ultimate Obedient Fiend

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Ultimate Obedient Slime
FIRE/Aqua/Effect/Level 2/1700 ATK/2100 DEF
Cannot attack, unless this card is the only card you control and you have no cards in your hand. Once per turn, if you control no other monsters (Quick Effect): You can discard 1 card, then target 1 face-up Attack Position monster that was Special Summoned to your opponent's side of the field; equip it to this card as an Equip Spell Card. If this card would be destroyed by battle or by card effect, you can destroy a monster equipped to this card by its own effect instead. While this card is in your GY, the Normal or Special Summon of "Ultimate Obedient" monsters you control cannot be negated.

Ultimate Obedient Soldier
FIRE/Warrior/Effect/Level 4/2000 ATK/1800 DEF
Cannot attack, unless this card is the only card you control and you have no cards in your hand. Once per turn, if you control no other monsters (Quick Effect): You can discard 1 card, then target up to 3 cards on the field, including at least 1 card you control; destroy the targets. If this card attacks a Defense Position monster, inflict piercing Battle Damage to your opponent. While this card is in your GY, "Ultimate Obedient" monsters you control can be Normal Summoned/Set without Tribute.

Ultimate Obedient Lich
FIRE/Zombie/Effect/Level 6/2700 ATK/300 DEF
Cannot attack, unless this card is the only card you control and you have no cards in your hand. Once per turn, if you control no other monsters (Quick Effect): You can discard 1 card; then target 1 monster in either player's GY; Special Summon it to your side of the field. If this card battles an opponent's monster, any battle damage it inflicts to your opponent is doubled. Once per turn, if this card is in your GY, and you control no other monsters: You can target 1 "Ultimate Obedient" monster or "Ultimate Obedience" Spell Card in your GY; add it to your hand.

Ultimate Obedient Sorcerer
FIRE/Spellcaster/Effect/Level 8/3100 ATK/2300 DEF
Cannot attack, unless this card is the only card you control and you have no cards in your hand. Once per turn, if you control no other monsters (Quick Effect): You can discard 1 card, then target up to 2 face-up cards on the field; negate their effects until the end of the turn. This card can make up to 2 attacks on monsters during each Battle Phase. While this card is in your GY, "Ultimate Obedient" monsters you control are unaffected by your opponent's Spell/Trap Cards and effects.

Ultimate Obedient Archfiend
FIRE/Fiend/Effect/Level 10/3500 ATK/2000 DEF
(This card's name is always treated as "Ultimate Obedient Fiend".)
Cannot attack, unless this card is the only card you control and you have no cards in your hand. Once per turn, if you control no other monsters (Quick Effect): You can discard 1 card; this card gains 300 ATK for each card your opponent controls, until the End Phase. This card can attack all monsters your opponent controls once each. While this card is in your GY, "Ultimate Obedient" monsters are unaffected by your opponent's monster effects, also they cannot be Tributed by your opponent's monsters.

Ultimate Obedient King Dragon
FIRE/Dragon/Effect/Level 12/4300 ATK/0 DEF
Cannot attack, unless this card is the only card you control and you have no cards in your hand. Once per turn, if you control no other monsters (Quick Effect): You can discard 1 card; destroy all cards your opponent controls. This card can attack twice per Battle Phase. If this card battles, your opponent's cards and effects cannot be activated until the end of the Damage Step. While this card is in your GY, you take no battle damage from direct attacks, also you take no effect damage while you control an "Ultimate Obedient" monster.

Scroll of Ultimate Obedience
Spell/Normal
Add 1 "Ultimate Obedient" monster, or 1 "Ultimate Obedience" Spell Card, from your Deck to your hand. You can only activate 1 "Scroll of Ultimate Obedience" per turn. If an "Ultimate Obedient" monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead.

Proclamation of Ultimate Obedience
Spell/Quick-Play
If an "Ultimate Obedient" monster leaves the field, and you control no other monsters: You can discard 1 card; Special Summon 1 "Ultimate Obedient" monster from your hand, Deck, or GY. If this card in its owner's possession is destroyed by a card effect, and you control no monsters: You can Special Summon 1 "Ultimate Obedient" monster from your hand, Deck, or GY. During your Main Phase, except the turn this card was sent to the GY, if you control no monsters: You can banish this card from your GY; Special Summon 1 "Ultimate Obedient" monster from your hand, Deck, or GY. You can only activate 1 "Proclamation of Ultimate Obedience" once per turn. You can only use 1 "Proclamation of Ultimate Obedience" per turn, and only once that turn.

Talisman of Ultimate Obedience
Spell/Continuous
When this card is activated: Send 1 "Ultimate Obedient" monster from your Deck to the GY. Once per turn, if you control no other cards: You can reveal 1 "Ultimate Obedient" monster in your hand; draw 1 card. During your Main Phase, if you control an "Ultimate Obedient" monster: You can banish your entire hand (min. 1) and this card from your side of the field, until the End Phase. You can only activate 1 "Talisman of Ultimate Obedience" per turn. You can only control 1 "Talisman of Ultimate Obedience".

Next Card: Statue of Anguish Pattern. Let's make a true Trap Monster archetype, with no Main Deck monsters.

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Vault of Earthen Souls

Field Spell

 

If this card is activated while you control no other cards: Excavate the top cards of your deck equal to number of card(s) your opponent control +2; Activate any Trap that has both "Statue of" and "Pattern" as its Name. and then Shuffle the rest of the cards in to your Deck. You Neither can Summon OR Activate card(s) or effect(s) except cards that has both "Statue of" and "Pattern" as its Name. This Effect cannot be Negated. Your Main Monster Zone is also treated as Spell/Trap card zone. also, your Spell/Trap Zone is treated as Main Monster Zone. Cards whose its card type (Monster, Spell or Trap) is not appropriate with the Zone it placed on cannot remain on the field if this card is removed from the field

 

Statue of Madness Pattern

Continuous Trap

 

Special Summon this card as an Effect Monster (Rock-Type/EARTH/Level 7/ATK 500/DEF 2000). (This card is also still a Trap Card.) If Summoned this way, this card cannot be targeted by an opponent's card effects while you control another Trap Card that is a monster. If a card is Special Summoned from your Spell & Trap Zone to the Monster Zone while this card is a monster: That Summoned card gain 500 ATK/DEF. Also, it cannot be Destroyed by opponent's card effect(s)

 

 

Statue of Denial Pattern

Continuous Trap

 

Special Summon this card as an Effect Monster (Rock-Type/EARTH/Level 7/ATK 1500/DEF 1000). (This card is also still a Trap Card.) If Summoned this way, this card cannot be targeted by an opponent's card effects while you control another Trap Card that is a monster. If a card is Special Summoned from your Spell & Trap Zone to the Monster Zone while this card is a monster: Draw 1 card. If you Draw Trap that has both "Statue of" and "Pattern" as its Name this way, Inflict Damage equal to half of the amount of ATK listed on that card to your opponent LP.

 

Next: Bite Shoe

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Because Upper Deck got silly with the translations that make little sense, this archetype will be named "Shoes" 
 
Fanged Shoes
Level 3 | DARK | Fiend | Effect
800/1000
FLIP: Destroy 1 monster on the field, then its controller takes damage equal to half its ATK.
When this card is Summoned: Add 1 "Shoes" card from your Deck to your hand. Once per turn (Quick Effect): You can change this card to face-down Defense Position.
 
Blade Shoes
Level 3 | DARK | Fiend | Effect
1200/0
FLIP: Banish 1 monster on the field, face-down.
When this card is Summoned: Special Summon 1 "Shoes" monster from your hand or GY. Once per turn (Quick Effect): You can change this card to face-down Defense Position.
 
Repelling Shoes
Level 3 | DARK | Fiend | Effect
1000/1000
FLIP: Shuffle 1 monster on the field into the Deck.
When this card is Summoned: Special Summon 1 "Shoes" monster from your Deck. Once per turn (Quick Effect): You can change this card to face-down Defense Position.
 
Zero Shoes
Level 1 | DARK | Fiend | Effect
0/2100
FLIP: The ATK/DEF of all monsters on the field, except "Shoes" monsters, become 0.
When this card is Summoned: Add up to 2 "Shoes" cards from your GY or currently banished to your hand. Once per turn (Quick Effect): You can change this card to face-down Defense Position.
 
Advent of Shoes
Continuous Spell
When a "Shoes" monster activates its effect, your opponent cannot activate cards or effects in response to its activation. Once per opponent's turn: You can activate 1 of these effects.

● Target any number of your face-up "Shoes" monsters; change them to face-down Defense Position. 
● Target any number of your face-down "Shoes" monsters; change them to face-up Defense Position. 
 


 

Trigate Wizard

 

(If that was already done [or you guys really hate Tri-Gate], then do Kaiser Glider)

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Kaiser Hatchling

LIGHT | Dragon | Level 1 | Effect
This card's name becomes "Kaiser Glider" while it is in the GY. You can only use each effect of "Kaiser Hatchling" once per turn. You can discard this card; add up to 2 "Kaiser Gliders" from your Deck or GY to your hand. If you control no monsters (Quick Effect): You banish this card from your GY; Special Summon 1 "Kaiser Glider" from your hand or GY. It gains the following effects.
* Cannot be destroyed by card effects.
* If this card attacks an opponent's monster, but the opponent's monster was not destroyed by the battle: You can destroy that monster.
ATK 400 / DEF 200
 

Winged Kaiser

LIGHT | Dragon | Level 4 | Effect
If this card is Normal Summoned: Send 1 "Kaiser" card to the GY. This card's name becomes "Kaiser Glider" while it is in the GY. If this card is destroyed and sent to the GY: Target 1 monster on the field; reduce its ATK to 0.
ATK 1600 / DEF 1000
 

Kaiser Doomragon

DARK | Dragon | Level 4 | Effect
If this card is Normal Summoned: You can add 1 "Kaiser" Spell from your Deck to your hand. This card's name becomes "Kaiser Glider" while it is in the GY. If your opponent activates a card or effect: You can destroy 1 "Kaiser" card you control, and if you do, add this card to your hand. If this card is destroyed and sent to the GY: Target 1 monster on the field; reduce its ATK to 0. 
ATK 1000 / DEF 1600
 
Kaiser Monument
Field Spell
When this card is activated: You can add 1 "Kaiser" monster from your Deck to your hand. If "Kaiser Glider" with 2400 or more ATK is on the field, the ATK of monsters your opponent controls with 2400 or more ATK becomes 2400. If "Kaiser Glider" is destroyed; destroy this card and all monsters on the field. You can only activate 1 "Kaiser Monument" per turn.
 
Kaiser Revival
Normal Spell
Special Summon 1 "Kaiser Glider" from your GY.
 
Kaiser Appreciation
Fusion Summon 1 Dragon Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. If Summoning a "Kaiser Dragon of Conquer" this way, you can also send 1 "Kaiser Glider" from your Deck to the GY as Fusion Material. If this card is in your GY: You can target 1 "Kaiser" card in your GY; shuffle this card into the Deck, and if you do, add that card to your hand. You can only use this effect of "Kaiser Appreciation" once per turn.
 
Kaiser Dragon of Conquer
LIGHT | Dragon | Level 8 | Fusion / Effect
"Kaiser Glider" + "Kaiser Glider"
Cannot be destroyed by battle or card effects. This card's name becomes "Kaiser Glider" while it is on the field or in the GY. This card can make up to 2 attacks on monsters during each Battle Phase. Once per turn, at the start of the Damage Step, if this card battles an opponent's: You can banish that opponent's monster. If this card is destroyed and sent to the GY: You can banish 1 random card from your opponent's hand, and if you do, send 1 "Kaiser" card from your Deck to the GY.
ATK 3000 / DEF 2800
 
Next: Bitelon (or Kairyu-Shin if Bitelon was already taken)
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Neither have been taken, though Kairyu-Shin lends itself better to support (well, indirect in the form of "Rage of Kairyu-Shin", so let's go around that).

 

Avatar of Kairyu-Shin

Level 5 | WATER | Sea Serpent | Effect

1800 | 1500

If you control a Level 5 WATER monster except "Avatar of Kairyu-Shin", you can Special Summon this card from your hand. Once per turn: You can add 1 "Kairyu-Shin" card from your Deck or GY to your hand. 

 

Spawn of Kairyu-Shin

Level 3 | WATER | Sea Serpent | Effect

1000 | 700

While you control another WATER monster, this card's original Level is treated as 5 on the field.

 

Tidal Invoker of Kairyu-Shin

Level 5 | WATER | Sea Serpent | Effect

1800 | 1500

If you control a Level 5 WATER monster except "Tidal Bringer of Kairyu-Shin", you can Special Summon this card from your hand. When this card is Normal or Special Summoned: You can Special Summon 1 "Kairyu-Shin" monster from your Deck. 

 

Tidal Invoker of Kairyu-Shin

Level 5 | WATER | Sea Serpent | Effect

1800 | 1500

If you control a Level 5 WATER monster except "Tidal Bringer of Kairyu-Shin", you can Special Summon this card from your hand. When this card is Normal or Special Summoned: You can Special Summon 1 "Kairyu-Shin" monster from your Deck, except "Tidal Invoker of Kairyu-Shin". 

 

Tidal Restorer of Kairyu-Shin

Level 5 | WATER | Sea Serpent | Effect

1800 | 1500

If you control a Level 5 WATER monster except "Tidal Restorer of Kairyu-Shin", you can Special Summon this card from your hand. When this card is Normal or Special Summoned: You can Special Summon 1 "Kairyu-Shin" monster from your hand or GY, except "Tidal Restorer of Kairyu-Shin".

 

Kairyu-Shin the Lord of the Sea

Link 2 | WATER | Sea Serpent | Link | Effect

2400

SW SE

2 Level 5 or higher WATER monsters with different names

Cannot be targeted by an opponent's effects while it points to a monster. This card can attack all monsters your opponent controls once each. Your opponent cannot Summon monsters to zones that had monsters this card destroyed by battle. 

 

Palace of Kairyu-Shin

Field Spell

WATER monsters gain 400ATK/DEF. Level 5 and higher "Kairyu-Shin" monsters in your hand can be Normal Summoned/Set without Tributing monsters. If a "Kairyu-Shin" monster you control would be destroyed by an opponent's card or effect: You can send the top card of your Deck to the GY instead.

 


 

N/C: Aqua Dragon (or if too difficult to work with, Tri-Gate Wizard)

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World Eater

Level 4 | Aqua | WATER | Effect

ATK 1250 | DEF 1200

This card's name is also treated as "Zone Eater". A monster that attacked or is attacked by this monster will be destroyed during the End Phase. If this card is used for the Fusion Summon of a monster: Add 1 "Polymerization" or "Aqua Fusion" from your Deck or GY to your hand. You can only this effect of "World Eater" once per turn.

 

Siren of the Seas

Level 4 | Fish | WATER | Effect

ATK 1300 | DEF 1700

This card's name is also treated as "Amazon of the Seas". A monster that uses this card as Fusion Material cannot be destroyed by card effects. If an "Aqua" Fusion Monster you control attacks or is attacked, while this card is in the GY: You can Special Summon this card from your GY in Defense Position, then monsters you control cannot be destroyed by battle until the End Phase. You can only use this effect of "Siren of the Seas" once per turn.

 

Sylph Dragon

Level 4 | Dragon | WIND | Effect

ATK 1500 | DEF 1200

This card's name is also treated as "Fairy Dragon". If this card is used for the Fusion Summon of a monster: That monster gains 500 ATK.

 

Aqua Fusion

Normal Spell

Fusion Summon 1 "Aqua" monster by using monsters from your hand or Field as Fusion Material. If this card is in your GY, except the turn it was sent to the GY: You can banish this card from the GY: Shuffle "Fairy Dragon", "Amazon of the Seas", and "Zone Eater" from your GY into the Deck, then Special Summon 1 "Aqua" Fusion Monster from your GY. You can only use this effect of "Aqua Fusion" once per duel.

 

Aqua Splash

Continuous Spell

If you Fusion Summon an "Aqua" monster: You can Draw 1 card, then discard 1 card. You can only use this effect of "Aqua Splash" once per turn. If an "Aqua" Fusion Monster you control attacks: Inflict 200 damage to your opponent.

 

Aqua Rage

Normal Trap

If you control an "Aqua" Fusion Monster: Destroy 1 card your opponent controls, then target 1 "Aqua" Fusion Monster you control; until your next End Phase if that monster attacks a Defense Position monster, inflict piercing battle damage to your opponent. You can only activate "Aqua Rage" once per turn.

 

Aqua of the Seas

Level 6 | Sea Serpent | WATER | Fusion | Effect

ATK 2050 | DEF 2500

"Amazon of the Seas" + "Zone Eater" + "Fairy Dragon"

"Aqua" Fusion Monsters you control, except "Aqua of the Seas" are unaffected by your opponent's Trap effects. If an opponent's monster declares an attack: You can change that monster's Battle position after the Damage Step, also its ATK and DEF are halved until your next End Phase.

 

Aqua Eater

Level 6 | Sea Serpent | WATER | Fusion | Effect

ATK 2450 | DEF 2300

"Zone Eater" + "Fairy Dragon" + "Amazon of the Seas" 

If this card attacks an opponent's monster: destroy that monster before the Damage Step, then this card gains 100 ATK. During your End Phase, if you didn't attack with "Aqua Eater" this turn, its ATK becomes its original ATK.

 

Aqua Chimera

Link 3 | Sea Serpent | WATER | Link | Effect

ATK 2250 | Link Rating 3

Link Markers | Bottom Left | Bottom | Bottom Right

3 monsters (including "Zone Eater", "Fairy Dragon", or "Amazon of the Seas")

You can pay 1000 LP: Add "Zone Eater", "Fairy Dragon", or "Amazon of the Seas" from your Deck or GY to your hand. You can only use this effect of "Aqua Chimera" once per turn. Once per turn, if you Fusion Summon an "Aqua" monster: You can look at the top 3 cards of your opponent's Deck, then put them on the top and/or bottom of your opponent's Deck in any order.

 

~~~~~~~~~~

 

Freed the Matchless General

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https://yugioh.wikia.com/wiki/Freed

(Let's see how we can expand this to a full archetype. Also because of the naming in Japanese, Gearfried also counts as a member, though I don't think it'll be an issue down the road.)

 

Freed the Imperial Champion General

Level 8 | EARTH | Warrior | Effect

2800/2400

You can Special Summon this card (from your hand) by Tributing 1 "Freed the Matchless General" you control. If your opponent activates a Spell/Trap Card or effect (Quick Effect): You can negate its activation, and if you do, destroy it. Once per turn: You can add 1 Level 4 or lower Warrior monster from your Deck or GY to your hand. 

 

Cavalry of Freed

Level 4 | EARTH | Warrior | Effect

1800/1000

When this card is Summoned: You can Special Summon 1 Level 4 or lower "Freed" Warrior monster from your hand or Deck, except "Cavalry of Freed". Monsters you control gain 200 ATK/DEF for each "Freed" monster you control.

 

Medic of Freed

Level 4 | WIND | Warrior | Effect

1200/2000

When this card is Summoned: You can Special Summon 1 "Freed" Warrior monster from your GY, except "Medic of Freed". During your Main Phase 1: Gain 500 LP for each "Freed" monster you control.

 

Maverick of Freed

Level 4 | LIGHT | Warrior | Effect

1700/1200

Once per turn: You can send 1 "Freed" monster from your hand or Deck to the GY; destroy 1 monster your opponent controls with equal or lesser ATK than the sent monster.

 

Advent of the Matchless General

Quick-Play Spell

Special Summon 1 "Freed the Matchless General" from your hand or Deck. You can only activate 1 "Advent of the Matchless General" per turn.

 


 

I'll probably develop this more later when I add it to archetype compilation thread.

 


 

N/C: Tatsunecro

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  • 2 weeks later...

Hmm, Tatsunecro must be a hard single to design around if it's taking a while, but I suppose I'll take a shot at it so game can progress. 

 

(I really want to remake Tatsunecro and modify that summon condition so it isn't a forever lock, but meh. Won't be much though...)

 

Tatsunecro Skeleton

Level 3 | DARK | Zombie | Effect

500/1700

If this card in the hand is used as Synchro Material and banished: You can target 1 Zombie monster in your GY or that is currently banished; Special Summon it. You cannot Special Summon monsters the turn you activate this effect, except Zombie monsters.

 

Tatsunecro Soul Wing

Level 3 | DARK | Zombie | Effect

500/1700

If this card in the hand is used as Synchro Material and banished: You can add 1 Zombie monster from your Deck or currently banished in your possession to your hand, except this card. You cannot Special Summon monsters the turn you activate this effect, except Zombie monsters.

 

Tatsunecro Skull

Level 3 | DARK | Zombie | Effect

500/1700

If this card in the hand is used as Synchro Material and banished: You can Special Summon 1 "Tatsunecro" monster from your hand or that is currently banished, except this card. You cannot Special Summon monsters the turn you activate this effect, except Zombie monsters.

 

Tatsunecro Reborn

Level 3 | DARK | Zombie | Tuner | Effect

1700/500

Cannot be used as material for a Summon, except for a Zombie monster. If you Synchro Summon using this card, you can also use non-Tuner Zombie monsters from your hand as material. Those monsters are banished instead of being sent to the GY.

 

====

 

N/C: Traffic Ghost or Balancer Lord

(Hopefully these two are easier to work with)

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Balancer Knight
LIGHT/Cyberse/Effect/Level 5/2200 ATK/1400 DEF
If you control a "Balancer" monster, you can Normal Summon this card without Tributing. If this card is Normal Summoned: You can banish 1 other Cyberse monster you control; Special Summon 1 Cyberse monster from your Deck. During your Main Phase, except the turn this card was sent to the GY: You can banish 1 other Cyberse monster from your GY; Special Summon this card in face-up Defense Position. You can only use each effect of "Balancer Knight" once per turn.

Balancer Squire
LIGHT/Cyberse/Effect/Level 3/1300 ATK/1000 DEF
If this card is Normal Summoned: You can target 1 Level 4 or lower Cyberse monster that was banished; Special Summon it. You can only use this effect of "Balancer Squire" once per turn. Once per turn: You can pay 1000 LP, then target 1 Cyberse Link Monster in your GY; shuffle it into the Extra Deck, then, if it was a "Balancer" Link Monster, draw 1 card.

Balancer Hound
LIGHT/Cyberse/Effect/Level 2/1000 ATK/800 DEF
If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 Cyberse monster from your hand, except "Balancer Hound". If this card is sent to the GY as Link Material for the Link Summon of a Cyberse Link Monster: You can pay 1000 LP; banish the Link Monster your opponent controls linked to the most monsters (your choice, if tied). If that Link Monster is a "Balancer" Link Monster, your opponent cannot activate cards or effects in response to this effect's activation.

Balancer Falcon
LIGHT/Cyberse/Effect/Level 1/800 ATK/600 DEF
If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 Cyberse monster from your hand, except "Balancer Hound". If this card is sent to the GY as Link Material for the Link Summon of a Cyberse Link Monster: You can pay 1000 LP; negate the effects of all of your opponent's co-linked Link Monsters. If that Link Monster is a "Balancer" Link Monster, your opponent cannot activate cards or effects in response to this effect's activation.

Balancer Prince
LIGHT/Cyberse/Link/Effect/1800 ATK/LINK-2
S, E
2 Cyberse monsters
During your Main Phase: You can banish 1 Cyberse monster from your GY; add 1 Cyberse monster from your Deck to your hand. You can only use this effect of "Balancer Prince" once per turn. Once per turn: You can pay 1000 LP; your opponent chooses 1 of your banished Cyberse monsters, then, that monster gets shuffled into your Deck, also return all other banished Cyberse monsters (if any) to your GY.

Balancer Princess
LIGHT/Cyberse/Link/Effect/1800 ATK/LINK-2
S, W
2 Cyberse monsters
If a Cyberse monster is added to your hand, except by drawing it (Quick Effect): You can pay 1000 LP; Special Summon it. You can only use this effect of "Balancer Princess" once per turn. Once per turn, if a Cyberse monster is Special Summoned to a zone this card points to: You can banish 1 Cyberse monster from your GY; increase your LP by the ATK of the Special Summoned Cyberse monster.

Balancer Queen
LIGHT/Cyberse/Link/Effect/2400 ATK/LINK-3
N, E, W
2+ Cyberse monsters
Gains 300 ATK for each co-linked monster on the field. If this card would be destroyed by battle or card effect, you can banish 1 Cyberse monster from your GY instead. If a "Balancer" monster is banished (Quick Effect): You can pay 1000 LP; you can make your opponent banish monsters from their hand or field, up to the number of Cyberse monsters banished this turn. You can only use this effect of "Balancer Queen" once per turn.

Balancer King
LIGHT/Cyberse/Link/Effect/3000 ATK/LINK-4
N, S, E, W
2+ Cyberse monsters
If you have a banished "Balancer" monster, this card's Link Summon cannot be negated. When Link Summoned using a "Balancer" Link Monster as Link Material, cards and effects cannot be activated. If this card is co-linked, it is unaffected by your opponent's card effects. Co-linked monsters you control cannot be Tributed. (Quick Effect): You can pay 1000 LP, then target 1 Link Monster you control; double its ATK until the End Phase. You can only use this effect of "Balancer King" once per turn.

Balancer Court
Spell/Field
During your Main Phase: You can banish 1 Cyberse monster from your Deck; add 1 "Balancer" monster from your Deck or GY to your hand. If you Link Summon a Cyberse monster using a "Balancer" monster as Link Material for a Cyberse Link Monster: You can destroy this card, and if you do, Special Summon that "Balancer" monster to a zone that Link Monster points to. You can only activate 1 "Balancer Court" per turn. You can only use each effect of "Balancer Court" once per turn.

Balancer Minstrels
Trap/Normal
Activate only if you control a "Balancer" monster: Send any number of Cyberse monsters from your Deck to the GY; Special Summon "Balancer Minstrel Tokens" (Cyberse/LIGHT/Level 1/200 ATK/200 DEF) to your side of the field, equal to the number of monsters sent to the GY by this effect. You can only activate 1 "Balancer Minstrels" once per turn.

Next Card: Blockman/Block Golem/Block Dragon. EARTH Rock needs some love.

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Built-a-Brickland
Field Spell

If Either this card is activated OR a Rock Monster(s) is Normal Summoned, Place 1 Block Counter on each Rock Monster you control also add 1 "Block" card that either a Rock Monster OR list "Rock Monster" in its text from your Deck to your hand. You can only add card to your hand by this effect once per turn. Monster with Block Counter gain 100 ATK also is treated as if it was face-up on the field for an additional number of turns equal to the amount of Block Counter on it.

Block Sorcerer
EARTH / Level 5 / Rock / Fusion / Effect
2 EARTH Rock monster with different names and Levels

If this card is Fusion Summoned you can activated 1 or both the following effects. If you activated both effects, it resolve in sequence.
@ if this card is Fusion Summoned using a face-down Flip Monster(s) as Material, Activated the Flip effect of those monster as this card effect. Also Distribute Block Counter equal to Total Levels of those Monster. Monster with Block Counter gain 100 ATK also is treated as if it was face-up on the field for an additional number of turns equal to the amount of Block Counter on it.
@ Immediately after this effect resolved: You can Link Summon 1 EARTH Link Monster using this card as 1 of its Material.

ATK 1800 / DEF 2100

Block Pegasus
EARTH / Level 3 / Rock / Effect

If this card would be destroyed by battle: Target 1 of your Banished card; Either Shuffle that target to your Deck OR move it to your GY instead. And then remove 2 Block Counter on this card (if any) You can only activate this effect up to number the turns this card is face-up on the field.

NEXT: Tyler the Great Warrior

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Not like the base card will ever be released in the near future since it was made for a now-30 year old who had cancer at the time, but sure.

 

Archetype will be named "Great Warrior"

 

Striker the Great Warrior

Level 6 | LIGHT | Warrior | Effect

2500/1500

If you control a "Great Warrior" monster except a monster with this card name, you can Special Summon this card (from your hand). When this card is Normal or Special Summoned: You can target 1 card your opponent controls; destroy it.

 

Joshua the Great Warrior

Level 6 | DARK | Warrior | Effect

2200/2000

If you control a "Great Warrior" monster except a monster with this card name, you can Special Summon this card (from your hand). This card can attack all monsters your opponent controls once each.

 

Dorian the Great Warrior

Level 6 | FIRE | Warrior | Effect

2500/1400

If you control a "Great Warrior" monster except a monster with this card name, you can Special Summon this card (from your hand). If a "Great Warrior" monster you control battles an opponent's monster, double any battle damage it inflicts to your opponent.

 

Miles the Great Warrior

Level 6 | WIND | Warrior | Effect

2300/2200

If you control a "Great Warrior" monster except a monster with this card name, you can Special Summon this card (from your hand). Once per turn: You can add 1 "Great Warrior" card from your Deck or GY to your hand.

 

Kelson the Great Warrior

Level 6 | WATER | Warrior | Effect

2100/2800

If you control a "Great Warrior" monster except a monster with this card name, you can Special Summon this card (from your hand). If a "Great Warrior" monster you control destroys an opponent's monster by battle: You can target 1 other "Great Warrior" monster you control; for the rest of the turn, it gains ATK equal to the destroyed monster's ATK.

 

Ash the Great Warrior Apprentice

Level 4 | EARTH | Warrior | Effect

1600/1200

You can Normal Summon Level 5 or higher "Great Warrior" monsters from your hand without Tributing.

 

Invocation of the Great Warrior

Quick-Play Spell

Special Summon 1 "Great Warrior" monster from your hand or Deck, ignoring Summoning conditions.

 

Bond of the Great Warrior

Continuous Trap

If a "Great Warrior" monster you control would be destroyed by battle or card effect: You can pay 800 LP; that monster is not destroyed. If you control 2 or more "Great Warrior" monsters, you can activate this card from your hand.

 


 

Naming was generally hard as I normally default to Asiatic names nowadays. But yeah, some of them are named after YCM members to an extent (Striker is probably the more obvious); WATER one is named after a guy I've had in my classes over the past couple semesters for lack of naming.

 


 

Rallis the Star Bird

 

(Or you can go do Card Destruction because it just got Limited)

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@@Flash Flyer - Sakura

I got stuck with the Tatsunecro request. You were pretty much asking to make an archetype out of a single member of an pseudo-archetype, Zombie counterparts. Heck, you yourself resorted to splitting the Tatsunecro into parts xD

I could only think of a Zombie version of Coral Dragon, although later I remembered Mare Mare.

 

 

Zallis the Star Brute

FIRE/Beast Warrior/Level 3/Effect

800/800

If this card battles, during the Damage Step: You can banish 1 monster from your hand, or GY and if you do, this card gains ATK equal to the Level of that monster x 200. During the Standby Phase of your next turn, you can Special Summon the monster banished by this card's effect.

 

Dallis the Star Blossom

DARK/Plant/Level 3/Effect

800/800

Your opponent randomly chooses 1 card from your hand, then if it is a monster, inflict damage to your opponent equal to its Level x 200 and Special Summon that monster from your hand, otherwise destroy this card. You can only use this effect of "Dallis the Star Blossom" once per turn.

 

Recollection of the Star

Normal Spell

Add 1 Level 3 "the Star" monster from your Deck to your hand, then send the top card of your Deck to the GY, and if it was a monster, inflict damage to your opponent equal to its Level x 200. You can banish this card from your GY; this turn, all Level 3 "the Star" monsters you control are unaffected by your opponent's card effects.

 

Rebellion of the Star

Field Spell

You can activate the effect of Level 3 "the Star" monsters you control or in your hand during either player's turn. Each time your opponent takes damage by battle involving a "the Star" monster you control, or by the effect of a "the Star" monster: You can destroy 1 card your opponent controls. During your Main Phase, except the turn this card was sent to the GY: You can banish 1 Level 3 "the Star" monster from your hand or GY; add this card from your GY to your hand. During the Standby Phase of your next turn, add the banished monster to your hand.

 

Rage of the Star

Quick-Play Spell

Target 1 Level 3 "the Star" monster you control; banish 1 monster from your hand or GY, and if you do, that target gains ATK equal to the Level of that monster x 300. During the Standby Phase of your next turn, add the banished monster to your hand. During your Main Phase: You can banish this card from your GY; this turn, "the Star" monsters you control gain 1000 ATK and DEF.

 

Rise of the Star

Normal Trap

If you control no monsters, you can activate this card from your hand. Special Summon 1 "the Star" monster from your Deck, but return it to the hand during the End Phase. During either player's turn: You can reveal 1 Level 3 "the Star" monster in your hand and banish this card from your GY; Special Summon 1 monster from your hand, and if you do, inflict damage to your opponent equal to the Level of that monster x 200.

 

May polish a few things later on. Perhaps add a LIGHT and WATER members and a Link2/Rank3 monster.

 

 

Next:

Sword Hunter

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