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All of my Archetype Threads - The Ultimate Backup


Atypical-Abbie

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This is all my Archetypes I have on YCM, in case the site goes down again. I also have them on Pastebin and other sites, but hey, let's test out how many I Archetypes I can fit into one thread, shall we? They are in order of newest to oldest, and I just copied the whole threads, in case I want to post that elsewhere at some point. In case you want to check their threads, if YCM is still up, here's the full list: https://pastelink.net/mfo5

 

Finished! This was quite the thing to do, it's so many threads, and copy pasting has some issues attached to it, like images not working always, some weird spacing issues where there's a large space between lines, which takes a long time to fix, so I just said screw it. It was interesting to look back at some of my old cards though, there are some in here that I may want to remake or add to, since the game is so different from what it was back in 2014. I have more that will be forever lost to time, since they were on Dueling Network Forums and that shut down, and some I may have just missed somehow.
 
[spoiler=Archetypes]
SOLARIS ARCHETYPE (18/18):

Hi there, so this Archetype was actually made quite a while ago, and was intended to get up on New Year's Eve, but as we all know, the site went down and so I couldn't post this before now. It's already been finished for a while and posted elsewhere, like Neo Card Maker, but now it's also back here, where it belonged all along, so enjoy.

Solaris is an Archetype of LIGHT monsters with various Levels and Types. They focus on using Link and Ritual Monsters in combination, Tokens and self destruction strategies. Each Link and Ritual Monster Special Summon Solaris Tokens when destroyed on the field. While these cannot be used as Link Material, they are Level 4 and thus make good Tributes for their Ritual Monsters.

Their main playstyle revolves around Link Summoning first, mostly into Satellite, which enables them to go for more plays and make use of the combination effects of their Ritual Monsters. Their boss monsters are their Level 7 and 11 Ritual Monsters, Stormbringer and Sunslayer respectively, which are able to destroy large amount of monsters on the field, making Tokens or taking care of your opponent's monsters, as well as having Summon and effect negation effects that utilize Tokens.

Solaris means "of the sun" and they are all related to the sun, stars and space in general, which also plays into their naming gimmick of all cards starting with an s-word.

Main Deck Monsters:

Solaris Sun Searcher
Pyro/LIGHT
Level 1
If this card is in your hand: You can target 1 "Solaris" monster you control, except a Token; destroy that target, and if you do, Special Summon this card. If this card is sent from the field to the GY, except by being destroyed by battle: You can add 1 "Solaris" Spell/Trap from your Deck to your hand. You can only use each effect of "Solaris Sun Searcher" once per turn.
500/500

Solaris Star Searcher
Thunder/LIGHT
Level 2
If this card is in your hand: You can target 1 Token you control; destroy that target, and if you do, Special Summon this card. If this card is sent from the field to the GY, except by being destroyed by battle: You can add 1 "Solaris" monster from your Deck to your hand, except "Solaris Star Searcher". You can only use this effect of "Solaris Star Searcher" once per turn.
1000/100

Solaris Space Searcher
Psychic/LIGHT
Level 3
If this card is in your hand: You can Special Summon this card to your zone a "Solaris" Link Monster points to, then destroy 1 card you control. If this card is sent from the field to the GY, except by being destroyed by battle: You can reveal 3 "Solaris" cards in your Deck with different names, your opponent randomly picks 1 for you to add to your hand, and you send the rest to the GY. You can only use each effect of "Solaris Space Searcher" once per turn.
1500/1000

Solaris Space Sorcerer
Spellcaster/LIGHT
Level 4
You can reveal 1 "Solaris" Ritual Spell in your hand; Special Summon 1 "Solaris Token" (Pyro/LIGHT/Level 4/1000 ATK/1000 DEF). It cannot be used as material for a Link Summon. You can reveal 1 "Solaris" Ritual Monster in your hand; Special Summon 1 "Solaris" monster from your hand. You can only use each effect of "Solaris Space Sorcerer" once per turn
1000/2000

Solaris Sun Summoner
Spellcaster/LIGHT
Level 5
When this card is Normal or Special Summoned: You can Special Summon 1 "Solaris Token" (Pyro/LIGHT/Level 4/1000 ATK/1000 DEF). It cannot be used as material for a Link Summon. If this card is sent from the field to the GY, except by being destroyed by battle: You can Special Summon 1 "Solaris Token" (Pyro/LIGHT/Level 4/1000 ATK/1000 DEF). It cannot be used as material for a Link Summon. You only use each effect of "Solaris Sun Summoner" once per turn.
2000/1500

Ritual Monsters:

Solaris Starshielder
Psychic/LIGHT/Ritual
Level 4
You can Ritual Summon this card with any "Solaris" Ritual Spell. This card can attack while in Defense Position. If it does, apply its DEF during damage calculation. While you control a Token, "Solaris" Link and Ritual Monsters you control cannot be destroyed by battle or targeted by your opponent's card effects. When this card on the field is destroyed and sent to the GY: You can Special Summon 2 "Solaris Tokens" (Pyro/LIGHT/Level 4/1000 ATK/1000 DEF). They cannot be used as material for a Link Summon. You can only use this effect of "Solaris Starshielder" once per turn.
1000/2200

Solaris Stormbringer
Thunder/LIGHT/Ritual
Level 7
You can Ritual Summon this card with any "Solaris" Ritual Spell. When this card is Ritual Summoned: You can destroy cards on the field up to the number of "Solaris" Link Monsters this card is linked to. When your opponent activates a card or effect (Quick Effect): You can Tribute 1 Token; negate the activation, and if you do, destroy that card. When this card on the field is destroyed and sent to the GY: You can Special Summon 3 "Solaris Tokens" (Pyro/LIGHT/Level 4/1000 ATK/1000 DEF). They cannot be used as material for a Link Summon. You can only use each effect of "Solaris Stormbringer" once per turn.
2600/2300

Solaris Sunslayer
Warrior/LIGHT/Ritual
Level 11
You can Ritual Summon this card with any "Solaris" Ritual Spell. When this inflicts battle damage to your opponent: You can destroy as many other monsters on the field as possible, and if you do, inflict damage 300 damage to your opponent for each monster destroyed. When your opponent would Special Summon a monster(s) (Quick Effect): You can Tribute 1 Token; negate that Summon, and if you do, destroy that monster(s). When this card on the field is destroyed and sent to the GY: You can Special Summon 4 "Solaris Tokens" (Pyro/LIGHT/Level 4/1000 ATK/1000 DEF). They cannot be used as material for a Link Summon. You can only use each effect of "Solaris Sunslayer" once per turn.
3300/2800

Extra Deck Monsters:

Solaris Satellite
Machine/LIGHT/Link
Link Arrows: Down
1 "Solaris" monster
When this card is Link Summoned: You can Special Summon 1 "Solaris" monster from your Deck in Defense Position to your zone this card points to, then destroy 1 card you control. When this card on the field is destroyed and sent to the GY: You can Special Summon 1 "Solaris Token" (Pyro/LIGHT/Level 4/1000 ATK/1000 DEF). It cannot be used as material for a Link Summon. You can only use each effect of "Solaris Satellite" per turn.
800/LINK-1

Solaris Sunseraph
Fairy/LIGHT/Link
Link Arrows: Down, Right
2 "Solaris" monsters
When this card is Link Summoned: You can target 1 "Solaris" Spell/Trap in your GY; add it to your hand. If a Ritual Monster is Ritual Summoned to your zone this card points to: You can target 1 "Solaris" monster in your GY; add it to your hand. When this card on the field is destroyed and sent to the GY: You can Special Summon 2 "Solaris Tokens" (Pyro/LIGHT/Level 4/1000 ATK/1000 DEF). They cannot be used as material for a Link Summon. You can only use each effect of "Solaris Sunseraph" once per turn.
1800/LINK-2

Solaris Stargazer
Pyro/LIGHT/Link
Link Arrows: Down, Left, Right
2+ "Solaris" monsters, including a Link or Ritual Monster
If a Ritual Monster is Ritual Summoned to your zone this card points to: You can draw 1 card. You can target 1 Ritual Monster this card points to; that target can make a second attack during each Battle Phase this turn, but this card cannot attack this turn. When this card on the field is destroyed and sent to the GY: You can Special Summon 3 "Solaris Tokens" (Pyro/LIGHT/Level 4/1000 ATK/1000 DEF). They cannot be used as material for a Link Summon. You can only use each effect of "Solaris Stargazer" per turn.
2100/LINK-3

Spells/Traps:

Solaris Star System
Field Spell
During your Main Phase, you can Normal Summon 1 "Solaris" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) All "Solaris" monsters you control gain 200 ATK and DEF for each Token on the field. When this card on the field is destroyed and sent to the GY: You can Special Summon 1 "Solaris Token" (Pyro/LIGHT/Level 4/1000 ATK/1000 DEF). It cannot be used as material for a Link Summon.

Solaris Sunshine
Quick-Play Spell
Target 1 "Solaris" monster you control; destroy that target, and if you do, Special Summon up to 2 "Solaris Tokens" (Pyro/LIGHT/Level 4/1000 ATK/1000 DEF). They cannot be used as material for a Link Summon. If this card is in your GY, during your Main Phase: You can target 1 "Solaris" monster you control; destroy that target, and if you do, add this card from your GY to your hand. You can only use each effect of "Solaris Sunshine" once per turn.

Solaris Sun Sacrifice
Ritual Spell
This card is used to Ritual Summon any "Solaris" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Ritual Monster you Ritual Summon. If this card is in your GY: You can banish 1 LIGHT Link Monster from your GY; add this card to your hand.

Solaris Self Sacrifice
Ritual Spell
This card is used to Ritual Summon any "Solaris" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Ritual Monster you Ritual Summon. You can also treat any LIGHT Link Monster's Link Rating you control as a Level x 3.

Solaris Soul Sacrifice
Ritual Spell
This card is used to Ritual Summon any "Solaris" Ritual Monster from your hand or GY. You must also Tribute monsters from your field whose total Levels equal or exceed the Ritual Monster you Ritual Summon.

Solaris Starlight
Normal Trap
If you control a "Solaris" Link Monster: Excavate 5 cards from the top of your Deck, add 1 excavated "Solaris" card, also send the remaining cards to the GY. If this card on the field is destroyed and sent to the GY: You can Special Summon 1 "Solaris" monster from your Deck. You can only use each effect of "Solaris Starlight" once per turn.

Solaris Space Storm
Continuous Trap
When this card is activated: You can Special Summon 1 "Solaris Token" (Pyro/LIGHT/Level 4/1000 ATK/1000 DEF). It cannot be used as material for a Link Summon. You can target 1 "Solaris" monster you control; destroy that target, and if you do, destroy 1 other card on the field. If you control a "Solaris" Link or Ritual Monster, you can activate this card from your hand. You can only use each effect of "Solaris Space Storm" once per turn.

ARACHNOID ARCHETYPE (21/21):

Arachnoid is an Archetype of Cyberse Level 4 monsters with various Attributes. They focus on giving themselves to your opponent and having various negative effects associated with that or some that boost your own plays, and co-linking/Extra Link. Their general playstyle resolves around using Webworld in combination with your Links to get as many monsters on the field as possible, by giving up your Link Monster. A general play is to use Webworld in combination with Virus Webber and Code Stringer to get them both out and use their search effects, and eventually co-link when Virus Webber returns to your field when you Link Summon Code Stringer. Their name is a portmanteau of Arachnid and Android, and they are based around spiders, the internet and viruses.
 
Main Deck Monsters:
 
Arachnoid Spring Webmaster
Cyberse/WIND
Level 4
If this card is in your hand or GY and your opponent controls a Link Monster and you do not: You can Special Summon this card, but banish it when it leaves the field. If this card is Special Summoned by the effect of an "Arachnoid" card: You can give control of this card to your opponent, then Special Summon 1 "Arachnoid" monster from your Deck, except "Arachnoid Spring Webmaster". You can only use each effect of "Arachnoid Spring Webmaster" once per turn.
0/2000
 
Arachnoid Upstarter
Cyberse/LIGHT
Level 4
When this card is Normal or Special Summoned Summoned: You can Special Summon 1 "Arachnoid Token" (Cyberse/LIGHT/Level 1/0 ATK/0 DEF) in Attack Position, but it cannot be Tributed or used as material, except for the Link Summon of an "Arachnoid" monster. If this card is sent from the field to the GY: You can target 1 "Arachnoid" card in your GY, except "Arachnoid Upstarter"; add it to your hand. You can only use each effect of "Arachnoid Upstarter" once per turn.
1500/1500
 
Arachnoid Code Cruncher
Cyberse/DARK
Level 4
If this card is Normal Summoned: You can Special Summon 1 "Arachnoid" monster from your hand to your opponent's field, then draw 1 card. If this card is Special Summoned: Return 1 Spell/Trap you control to the hand. You can only use each effect of "Arachnoid Code Cruncher" once per turn.
1800/0
 
Arachnoid Debug Spider
Cyberse/EARTH
Level 4
If your opponent controls an "Arachnoid" monster: You can Special Summon this card from your hand. If this card is sent from your hand or field to the GY: You can banish this card from your GY; Special Summon 1 "Arachnoid" monster from your hand or GY in Defense Position. You can only use each effect of "Arachnoid Debug Spider" once per turn.
1300/1600
 
Arachnoid Venom Linker
Cyberse/DARK
Level 4
Once per turn: You can move 1 monster you control to your Main Monster Zone a Link Monster points. If this card is sent from the field to the GY: You can move 1 monster your opponent controls to their zone your monster in the Extra Monster Zone points.
1200/1800
 
Arachnoid Overheater
Cyberse/FIRE
Level 4
When you Normal Summon an "Arachnoid" monster: You can Special Summon this from your hand to either field. If this card is Special Summoned: Destroy 1 other monster you control or return 1 "Arachnoid" monster you control to the hand. You can only use each effect of "Arachnoid Overheater" once per turn.
1700/400
 
Extra Deck Monsters:
 
Arachnoid Prey Snatcher
Cyberse/DARK/Xyz
Rank 4
2+ Level 4 Cyberse monsters
When this card is Xyz Summoned: You can target 1 "Arachnoid" Link Monster in your GY; Special Summon it to your field so it points to this card. You can detach 2 materials from this card, then target 1 Link Monster your opponent controls; take control of that target. You can only use each effect of "Arachnoid Prey Snatcher" once per turn.
2000/2500
 
Arachnoid Virus Webber
Cyberse/EARTH/Link
Link Arrows: Up
1 "Arachnoid" monster
Cannot be used as material for a Link Summon, except an "Arachnoid" monster. When this card is Link Summoned: You can add 1 "Arachnoid" Spell/Trap from your Deck to your hand. If a monster is Special Summoned to a zone this card points to: Give control of this card to your opponent. You can only Link Summon "Arachnoid Virus Webber(s)" once per turn.
500/LINK-1
 
Arachnoid Code Stringer
Cyberse/EARTH/Link
Link Arrows: Down
1 "Arachnoid" monster
Cannot be used as material for a Link Summon, except an "Arachnoid" monster. When this card is Link Summoned: You can add 1 "Arachnoid" monster from your Deck to your hand. All co-linked monsters you control gain 500 ATK for each co-linked monster on the field. You can only Link Summon "Arachnoid Code Stringer(s)" once per turn.
500/LINK-1
 
Arachnoid System Upgrader
Cyberse/WIND/Link
Link Arrows: Left, Up
2 "Arachnoid" monsters
Cannot be used as material for a Link Summon, except an "Arachnoid" monster. When this card is Link Summoned: You can Special Summon 1 "Arachnoid" monster from your Deck your zone this card points to on either field. If this card is destroyed: You can Special Summon 1 "Arachnoid" monster from your Deck. You can only Link Summon "Arachnoid System Upgrader(s)" once per turn.
1000/LINK-2
 
Arachnoid Address Flooder
Cyberse/WATER/Link
Link Arrows: Right, Up
2 "Arachnoid" monsters
Cannot be used as material for a Link Summon, except an "Arachnoid" monster. When this card is Link Summoned: You can draw 2 cards, then discard 1 card.    Once per turn, if a monster is Special Summoned to your zone(s) this card points to: Draw 2 cards, then discard 1 card. You can only Link Summon "Arachnoid Address Flooder(s)" once per turn.
1000/LINK-2
 
Arachnoid Firewall Piercer
Cyberse/FIRE/Link
Link Arrows: Left, Right
2 "Arachnoid" monsters
Cannot be used as material for a Link Summon, except an "Arachnoid" monster. Once per turn: You can target cards your opponent controls up to the number of co-linked monsters you control; return them to the hand. The first time a co-linked monster you control would be destroyed by battle or card effect each turn, it is not destroyed. You can only Link Summon "Arachnoid Firewall Piercer(s)" once per turn.
1500/LINK-2
 
Arachnoid Web Eater
Cyberse/DARK/Link
Link Arrows: Down, Up
2 "Arachnoid" monsters
Cannot be used as material for a Link Summon, except an "Arachnoid" monster. Once per turn: You can discard 1 "Arachnoid" card, then target 1 "Arachnoid" monster in your GY; Special Summon it to your opponent's field. During the End Phase: Send all non-co-linked monsters on the field to the GY. Once per turn, during your Standby Phase, if this card is in your GY: You can Special Summon this card from your GY to your opponent's field, but banish it when it leaves the field. You can only Link Summon "Arachnoid Web Eater(s)" once per turn.
1500/LINK-2
 
Arachnoid Virus Hacker
Cyberse/DARK/Link
Link Arrows: Up, Left, Right
2+ "Arachnoid" monsters
Cannot be used as material for a Link Summon, except an "Arachnoid" monster. If a non-"Arachnoid" monster(s) is Summoned to a zone this card points to: Destroy that monster(s). All non-"Arachnoid" monsters your opponent control lose 500 ATK/DEF for each "Arachnoid" monster on the field. This co-linked card cannot be destroyed by battle or your opponent's card effects. You can only Link Summon "Arachnoid Virus Hacker(s)" once per turn.
2000/LINK-3
 
Spells/Traps:
 
Arachnoid Webworld
Field Spell
Once per turn, when you Link Summon an "Arachnoid" Link Monster: You can give control of it to your opponent, then you can Special Summon "Arachnoid" monsters from your hand equal to its Link Rating in Defense Position. While you control a co-linked "Arachnoid" monster, your opponent cannot target "Arachnoid" monsters you control for attacks or effects.
 
Arachnoid Injection
Normal Spell
Target 1 co-linked "Arachnoid" monster you control; this turn, it can attack directly, also other monsters you control cannot attack directly this turn. If that target inflicts battle damage to your opponent this turn, you can take control of 1 monster your opponent controls at the end of the Battle Phase.
 
Arachnoid Malware
Quick-Play Spell
Target 1 "Arachnoid" monster you control; give control of that target to your opponent, then inflict damage to your opponent for each "Arachnoid" monster they control x 500. During the End Phase of the turn you activate this card, return control that target to your field.
 
Arachnoid Virus
Normal Trap
Special Summon 1 "Arachnoid" monster from your GY to your opponent's field, then you can Special Summon 1 "Arachnoid" monster from your GY to your field. If you control "Arachnoid Webworld", you can activate this card from your hand. You can only activate 1 "Arachnoid Malware" per turn.

Arachnoid Takeover
Normal Trap
If you control a co-linked monster(s): Target 1 monster your opponent controls; take control of that target. If this card is in the GY: You can banish 1 "Arachnoid" Link Monster from your GY; Set this card from your GY. If you control "Arachnoid Webworld", you can activate this card from your hand. You can only activate 1 "Arachnoid Takeover" per turn.
 
Arachnoid Alert
Continuous Trap
If your opponent controls a Link Monster: You can Special Summon 1 "Arachnoid" Link Monster from your Extra Deck whose Link Rating is less than or equal to combined Link Ratings of all Link Monsters your opponent controls. You can only use this effect of "Arachnoid Alert" once per turn. While you have an Extra Link, the ATK/DEF of all Special Summoned monsters your opponent control become 0, also if a monster you control attacks a Defense Position monster, inflict piercing battle damage. If this card is sent to the GY: Destroy all monsters Special Summoned by this card's effect.
 
Arachnoidphobia
Counter Trap
When your opponent declares an attack while there is an "Arachnoid" Link Monster on the field: Negate that attack, then end of the Battle Phase and change the battle position of as many monsters your opponent control as possible, also they cannot change their battle position for the rest of this turn. If you control "Arachnoid Webworld", you can activate this card from your hand.

MASTER GIG - FORMING AN ARCHETYPE #38 (15/15):

Master Gig is an Archetype consisting Psychic/EARTH monsters with various Levels that focus on Tribute Summoning. They also have support Archetypes, called Gigling and Psydrive, the first being Level 4 and lower monsters, and the second being Spells/Traps. Each of the Giglings are based around easy Special Summons, searching and recovery, as well as a Yang Zing-like boost to any Psychic monster you Tribute Summoned with them. Psydrive are general support for both Psychics and Master Gig in general, and Master Gig monsters that allow you to Tribute Summon more, getting monsters out for Master Gig's effect, as well as getting out Master Gig itself more easily.
 
I wasn't quite sure what to theme these guys around, since Master Gig doesn't really seem to have much of a theme, but as it's Psychic and has Gig in the name, I figured that it may have to do with computers, so that's the route I went in, which is weird now that Cyberse exists, but don't think too much about that.
 
Original Card:
http://duellinks.gamea.co/file/content_top/umi92hxs/4bf2xujy/0ae10555987917613100b941d9a7fe466bcccce2_600.png
Once per turn, you can pay 1000 Life Points to destroy monsters your opponent controls equal to the number of face-up Psychic-Type monsters you control.
 
New Cards:
 
Main Deck Monsters:
 
Gigling Bit
Psychic/EARTH
Level 1
If this card is in your hand and you control no monsters: You can pay 500 LP; Special Summon this card from your hand. If this card is Tributed for the Tribute Summon of a Psychic monster: You can pay 500 LP; add this card from your GY to your hand. A Psychic monster that was Tribute Summoned face-up using by Tributing this card gains 500 ATK and DEF. You can only use each effect of "Gigling Bit" once per turn.
100/0
 
Gigling Byte
Psychic/EARTH
Level 2
If this card is in your hand and you control a "Gigling" or "Master Gig" monster: You can pay 500 LP; Special Summon this card from your hand. If this card is sent to the GY: You can pay 1000 LP; add 1 "Gigling" monster from your Deck to your hand, except "Gigling Byte". A Psychic monster that was Tribute Summoned face-up using by Tributing this card cannot be destroyed by battle or your opponent's monster effects. You can only use each effect of "Gigling Byte" once per turn.
800/0
 
Gigling Kilobyte
Psychic/EARTH
Level 3
During your Main Phase: You can pay 1000 LP; Special Summon 1 Level 4 or lower Psychic monster from your hand in Defense Position. If this card is sent to the GY: You can pay 1000 LP; add 1 "Psydrive" Spell/Trap from your Deck to your hand. A Psychic monster that was Tribute Summoned face-up using by Tributing this card is unaffected by your opponent's Spell/Trap effects. You can only use each effect of "Gigling Kilobyte" once per turn.
1000/0
 
Gigling Megabyte
Psychic/EARTH
Level 4
When this card is Normal or Flip Summoned: You can pay 1000 LP, then target 1 Level 4 or lower Psychic monster in your GY; Special Summon that target in Defense Position, also you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except Psychic monsters. If this card is sent to the GY: You can pay 1000 LP; add 1 "Master Gig" monster from your Deck to your hand. A Psychic monster that was Tribute Summoned face-up using by Tributing this card cannot targeted by your opponent's card effects. You can only use each effect of "Gigling Megabyte" once per turn.
1800/0
   
Alpha Master Gig
Psychic/EARTH
Level 5
You can pay 2000 LP; Special Summon this card from your hand or GY, but banish it when it leaves the field. You must control no monsters, other than Psychic monsters, to activate and to resolve this effect. If this card is Tribute Summoned: You can pay 1000 LP; Special Summon 1 "Beta Master Gig" from your hand or Deck. You can only use each effect of "Alpha Master Gig" once per turn.
1500/0
 
Beta Master Gig
Psychic/EARTH
Level 6
If this card is Tribute Summoned by Tributing a Psychic monster: You can gain 2000 LP. You can Tribute this Tribute Summoned card and pay 1000 LP; Special Summon "Master Gig" from your hand or Deck. You can only use 1 "Beta Master Gig" effect per turn, and only once that turn.
2000/0
 
Gamma Master Gig
Psychic/EARTH
Level 7
When this card is Tribute Summoned: You can pay 1000 LP; add 1 Psychic monster from your Deck to your hand. (Quick Effect): You can target face-up cards your opponent controls up to the number of Psychic monsters you control; negate their effects. If this Tribute Summoned card leaves the field: You can Special Summon 1 "Master Gig" from your Deck, but it cannot attack this turn. You can only use each effect of "Gamma Master Gig" once per turn.
2500/0
 
Extra Deck Monsters:
 
Master Gigling
Psychic/EARTH/Link
Link Arrows: Bottom Right, Top Left
2 Psychic monsters
When this card is Link Summoned: You can pay 1000 LP; Special Summon 1 "Gigling" monster from your hand or Deck both your zone this card points to and to your opponent's zone this card points to, also monsters you control cannot attack for the rest of this turn, except this card and Tribute Summoned Psychic monsters. If a monster your opponent controls is Tributed: This card gains 1000 ATK. If this card is Tributed for the Tribute Summon of a Psychic monster: You can Special Summon this card from your GY. You can only use each effect of "Master Gigling" once per turn.
1500/LINK-2.
 
Spells/Traps:
 
Psydrive Desk
Field Spell
Once per turn: You can pay 1000 LP; during this turn, if you would Tribute a monster for a Tribute Summon of a Psychic monster, you can Tribute 1 monster your opponent controls even though you do not control it. You cannot Special Summon monsters, except Psychic monsters during the turn you activate this effect. If you would pay LP to activate the effect of a Psychic monster's effect, you can discard 1 card instead for each time you need to pay LP.
 
Psydrive Memory
Continuous Spell
Once per turn: You can pay 800 LP; banish 1 Level 4 or lower Psychic monster from your hand, field or GY. During your next Standby Phase, Special Summon that monster. During your Main Phase, you can Normal Summon 1 "Gigling" or "Master Gig" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
 
Psydrive Copy
Quick-Play Spell
If you control a "Master Gig" monster: Special Summon 2 "Gigling Tokens" (Psychic/EARTH/Level 1/ATK 0/DEF 0). While you control a "Master Gig" monster, these Tokens cannot be Tributed or destroyed by battle. You can only activate 1 "Psydrive Copy" per turn.
 
Psydrive Update
Quick-Play Spell
Tribute 1 Tribute Summoned Psychic monster you control; Special Summon 1 Level 5 or higher Psychic monster from your hand or Deck. You can banish this card from your GY; this turn, "Psydrive" Spells/Traps you control cannot be destroyed by your opponent's card effects. You can only activate 1 "Psydrive Update" per turn.
 
Psydrive Expansion
Equip Spell
Equip only to a Level 5 or higher Psychic monster. If it battles, your opponent's cards and effects cannot be activated until the end of the Damage Step, also if was Tribute Summoned, it can make a second attack during each Battle Phase. If this card is sent to the GY: You can discard 1 card; add this card from your GY to your hand.
 
Psydrive Recovery
Normal Trap
Send 1 Psychic monster from your hand or field to the GY; gain 1000 LP, or if you sent "Master Gig", gain 2000 LP instead. If you control a "Master Gig" monster, you can activate this card from your hand. If this card is in your GY: You can send 1 Psychic monster from your hand or field the GY; add this card from your GY to your hand.
 
Psydrive Firewall
Continuous Trap
While you control a "Master Gig" monster, your opponent cannot draw cards, except during the Draw Phase, and any monsters that would be sent to their GY are banished instead. If you would take battle damage from a battle involving a Psychic monster, gain that much LP instead. During your third Standby Phase after this card's activation, destroy this card.

LAVATHAN ARCHETYPE (12/12):

Lavathan is an Archetype consisting of mostly Sea Serpent/FIRE monsters, and 1 Fairy/LIGHT monsters. They focus on Ritual Monsters and Summoning themselves to the opponent's field, which allows you to use Journey to the Lavathan for an alternate win conditions that relies on destroying all three of their different Ritual Monsters with Yahweh, Chaostamer of the Lavathan.
 
Their name is a portmanteau of Lava and Leviathan, and they are based loosely on the "chaoskampf" of Yahweh and the Leviathan, which I studied mildly when I made this Archetype, learning that there are two originally, before they were slain by Yahweh, a male and a female, hence Sovereign and Empress having Offspring with Eggs that turn into the Serpent. I never knew that the Leviathan had more to it than simply being a giant sea serpent, so wanted to incorporate that a little bit.
 
Non-Ritual Monsters:
 
Lavathan Serpent
Sea Serpent/FIRE
Level 4
When this card is Normal Summoned or Special Summoned: You can discard 1 card; add 1 "Lavathan" card from your Deck to your hand. If this card is Tributed: You can add 1 "Lavathan" Ritual Monster or Ritual Spell from your Deck to your hand. You can only use each effect of "Lavathan Serpent" once per turn.
1500/1500
 
Yahweh, Chaostamer of the Lavathan
Fairy/LIGHT
Level 8
If you control no monsters, and your opponent controls a Ritual Monster, you can Normal Summon this card without Tributing. Once per turn, at the start of the Damage Step, if this card battles a Ritual Monster: You can can take control of that monster. Ritual Monsters your opponent control cannot attack monsters you control, except this card, also they cannot be used as material for a Summon.
2500/2000
 
Ritual Monsters:
 
Lavathan Offspring
Sea Serpent/FIRE/Ritual
Level 4
You can Ritual Summon this card with any "Lavathan" Ritual Spell. Gains 1000 ATK and DEF for each other "Lavathan" monster on the field. If this card is Tributed: You can target 1 "Lavathan" card in your GY, except "Lavathan Offspring"; add it to your hand. You can only use this effect of "Lavathan Offspring" once per turn.
500/500
 
Lavathan Sovereign
Sea Serpent/FIRE/Ritual
Level 8
You can Ritual Summon this card with any "Lavathan" Ritual Spell. When your opponent activates a card or effect on the field: You can reveal 1 Ritual Monster or Ritual Spell in your hand; negate the activation, and if you do, return that card to the hand. If this card is Tributed: You can add 1 "Lavathan" Spell/Trap from your Deck to your hand. You can only use each effect of "Lavathan Sovereign" once per turn.
3000/0
 
Lavathan Empress
Sea Serpent/FIRE/Ritual
Level 8
You can Ritual Summon this card with any "Lavathan" Ritual Spell. You can reveal up to 2 different Ritual Monsters and/or Ritual Spells in your hand, then target the same number of cards on the field; return them to the hand. If this card is Tributed: You can add 1 "Lavathan" monster from your Deck to your hand, except "Lavathan Empress" You can only use each effect of "Lavathan Empress" once per turn.
2000/2000
 
Spells/Traps:
 
Creation of the Lavathan
Ritual Spell
This card is used to Ritual Summon any "Lavathan" Ritual Monster to your opponent's field. You must also monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. You can also Tribute 1 Ritual Monster your opponent controls for this Ritual Summon.
 
Taming the Lavathan
Ritual Spell
This card is used to Ritual Summon any "Lavathan" Ritual Monster. You must also monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. You can also Tribute 1 Ritual Monster your opponent controls for this Ritual Summon.
 
Rise of the Lavathan
Ritual Spell
This card is used to Ritual Summon any "Lavathan" Ritual Monster from your hand or GY to either field. You must also monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon.
 
Journey to the Lavathan
Continuous Spell
When this card is activated: You can add 1 "Yahweh, Chaostamer of the Lavathan" from your Deck or GY to your hand, also you cannot Special Summon monsters for the rest of this turn, except Ritual Monsters. All Ritual Monsters your opponent control lose 1000 ATK/DEF. At the end of the Battle Phase, if your "Yahweh, Chaostamer of the Lavathan" destroyed "Lavathan Offspring", "Lavathan Empress" and "Lavathan Offspring" by battle while both this card and it was face-up on the field, you win the Duel. You can only activate 1 "Journey to the Lavathan" per turn.
 
Lavathan Chaoskampf
Equip Spell
Equip only to a "Lavathan" monster. It gains 700 ATK, but loses 700 DEF, also it can make a second attack during each Battle Phase. If it attacks a monster in Defense Position, inflict piercing battle damage. If the equipped monster destroys an opponent's monster by battle: You can target 1 "Lavathan" monster in your GY; Special Summon it to your opponent's field in Defense Position.
 
Eruption of the Lavathan
Normal Trap
Special Summon 1 "Lavathan" monster from your hand to your opponent's field, ignoring the Summoning conditions, then you can Special Summon 1 "Yahweh, Chaostamer of the Lavathan" from your hand, Deck or GY, but in either case, neither monster can attack this turn. You can only activate 1 "Eruption of the Lavathan" per turn.
 
Lavathan Eggs
Continuous Trap

Special Summon this card as an Effect Monster (Sea Serpent/FIRE/Level 1/ATK 0/DEF 0). While this card is a monster, if you Ritual Summon exactly 1 "Lavathan" Ritual Monster with a card effect that requires use of monsters, this card can be used as the entire requirement. If this card is sent to the GY: You can banish 1 Ritual Monster or Ritual Spell from your GY; Set this card from your GY.

RINGHOST ARCHETYPE (12/12):

Ringhost is an Archetype of Zombie/EARTH Union/Spirit monsters with various Levels. They focus on returning themselves from the field to the hand and equipping mechanics. As they are both Spirit and Union monsters, they play into this combination of mechanics, so they can still be Special Summoned by their own effect. Each of them has the same effects, a normal Union effect and protection, as well as the End Phase return to the hand of Spirit monsters, then an effect that allows you to equip them when they return during the End Phase, and some unique effect to them.
 
They have other ways of returning to the hand too, like Chapel of Eternity, which allows you to reset a Union monster or make a Normal Summoned monster into an Equip and then Special Summoning it with its effect. Chapel of Eternity also is able to boost them quite a lot, as it gains Ringhost Counters when using that effect, which boosts all your monsters by 500 ATK/DEF for each on it.
 
Reaper is their offensive card, which is able to take out 1 card your opponent controls and in their hand by giving up an Equip Card equipped to it, and as a Level 5, has the most ATK/DEF of them all, but while they may not seem fast due to their nature, under the right circumstances, you can easily make a decent field that has both protection and offensive capabilities.
 
Their name is a portmanteau of Ring and Ghost, relating to the fact that they equip themselves to each other like putting on a ring, and of course them being Zombies, but also that they are based around marriage, as the custom of giving your partner a ring is common. I'll admit that finding a theme wasn't too easy at first, I knew that I wanted a Union Archetype based around rings, so I had tried not only Ringhost, but also Ringlory that was going to be Fairy based, but I wasn't sure what else to do with that, but landed on the marriage theme because the idea of a Zombie Archetype based around rings and marriage was too weird not to do.
 
Main Deck Monsters:
 
Ringhost Apparition
Zombie/EARTH/Spirit/Union
Level 1
Cannot be Special Summoned, except by its own effect. Once per turn, you can either: Target 1 "Ringhost" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand. You can only use each of these effects of "Ringhost Apparition" once per turn
● If this card is returned from the field to the hand: You can target 1 "Ringhost" monster you control; equip this card to that target.
● When this card is Normal or Special Summoned: You can return this card to your hand, and if you do, draw 1 card, then discard 1 card.
0/0
 
Ringhost Spirit
Zombie/EARTH/Spirit/Union
Level 4
Cannot be Special Summoned, except by its own effect. Once per turn, you can either: Target 1 "Ringhost" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand. You can only use each of these effects of "Ringhost Spirit" once per turn
● If this card is returned from the field to the hand: You can target 1 "Ringhost" monster you control; equip this card to that target.
● You can discard this card; add 1 "Ringhost" card from your Deck to your hand, except "Ringhost Spirit", also you cannot cards from your Deck to your hand for the rest of the turn, except by drawing them.
1500/1500
 
Ringhost Zombie
Zombie/EARTH/Spirit/Union
Level 4
Cannot be Special Summoned, except by its own effect. Once per turn, you can either: Target 1 "Ringhost" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand. You can only use each of these effects of "Ringhost Zombie" once per turn
● If this card is returned from the field to the hand: You can target 1 "Ringhost" monster you control; equip this card to that target.
● If this card is in your hand or GY: You can target 1 "Ringhost" monster you control; Special Summon this card and return that target to the hand.
1000/2000
 
Ringhost Geist
Zombie/EARTH/Spirit/Union
Level 4
Cannot be Special Summoned, except by its own effect. Once per turn, you can either: Target 1 "Ringhost" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand. You can only use each of these effects of "Ringhost Geist" once per turn
● If this card is returned from the field to the hand: You can target 1 "Ringhost" monster you control; equip this card to that target.
● If this card is in your hand: You can target 1 "Ringhost" card in your Spell & Trap Zone; return it to your hand, then Special Summon this card from your hand.
1400/1900
 
Ringhost Reborn
Zombie/EARTH/Spirit/Union
Level 4
Cannot be Special Summoned, except by its own effect. Once per turn, you can either: Target 1 "Ringhost" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand. You can only use each of these effects of "Ringhost Reborn" once per turn
● If this card is returned from the field to the hand: You can target 1 "Ringhost" monster you control; equip this card to that target.
● If this card is in your hand or GY: You can send 1 "Ringhost" Equip Card you control to the GY; Special Summon this card.
1800/500
 
Ringhost Ghoul
Zombie/EARTH/Spirit/Union
Level 4
Cannot be Special Summoned, except by its own effect. Once per turn, you can either: Target 1 "Ringhost" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand. You can only use each of these effects of "Ringhost Ghoul" once per turn
● If this card is returned from the field to the hand: You can target 1 "Ringhost" monster you control; equip this card to that target.
● You can send this Equip Card to the GY, then target 1 "Ringhost" card in your GY or you control, except "Ringhost Ghoul"; return it to your hand.
1600/1200
 
Ringhost Reaper
Zombie/EARTH/Spirit/Union
Level 5
Cannot be Special Summoned, except by its own effect. Once per turn, you can either: Target 1 "Ringhost" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand. You can only use each of these effects of "Ringhost Apparition" once per turn
● If this card is returned from the field to the hand: You can target 1 "Ringhost" monster you control; equip this card to that target.
● You can send 1 Equip Card equipped to this card to the GY; destroy 1 card your opponent controls and/or 1 random card in their hand.
2000/2000
 
Extra Deck Monsters:
 
Ringhost Necrofather
Spellcaster/DARK/Link
Link Arrows: Bottom Left, Left, Right
3 Union, Spirit, Gemini, Flip, Toon and/or Tuner monsters
When this card is Link Summoned: You can draw cards, equal to the number of different kinds of monsters (Union, Spirit, Gemini, Flip, Toon or Tuner) used for this card's Link Summon, also you cannot add cards from your Deck to your hand for the rest of this turn by drawing them. You can only use each of these effects of "Ringhost Necrofather" once per turn depending on the kind of monster it points to.
● Union monster: You can target 1 appropriate Union monster in your GY or among your banished monsters; equip it to this card, also, after that, discard 1 card.
● Spirit monster: During the End Phase: You can target 1 Spirit monster in your GY; place it on top of your Deck OR add it to your hand,  also, after that, discard 1 card.
● Gemini, Flip, Toon or Tuner: During your Main Phase: You can Special Summon 1 Gemini, Flip, Toon or Tuner monster from your hand or GY, but it has its effects negated, also, after that, discard 1 card.
2500/LINK-3
 
Spells/Traps:
 
Ringhost Chapel of Eternity
Field Spell
Once per turn: You can target 1 "Ringhost" monster or Equip Card you control; return it to the hand, then place 1 Ringhost Counter on this card. All "Ringhost" monsters you control gain 500 ATK/DEF for each Ringhost Counter on this card. During the End Phase, if exactly 1 "Ringhost" monster would be returned to your hand, you can remove 1 Ringhost Counter from this card instead.
 
Ringhost Marital Unity
Continuous Spell
When this card is activated: You can target 1 "Ringhost" monster in your GY and 1 "Ringhost" monster you control; equip the first target to the second target. During your Main Phase, you can Normal Summon 1 "Ringhost" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn). While a "Ringhost" monster is equipped with an Equip Card, it cannot be targeted by or destroyed by your opponent's card effects. You can only activate 1 "Ringhost Marital Unity" per turn.
 
Ringhost Monstrous Proposal
Quick-Play Spell
Target 2 "Ringhost" monsters you control; equip the first target to the second target, and if you do, those targets cannot be destroyed by card effects, banished or returned to the hand, Deck or Extra Deck until the end of this turn. If this card is in your GY: You can banish 2 "Ringhost" monsters from your GY, then target 1 "Ringhost" Spell/Trap in your GY; Set it to your field, also it can be activated this turn. You can only use each effect of "Ringhost Monstrous Proposal" once per turn.
 
Ringhost Resurrected Marriage
Equip Spell
Activate by targeting 1 "Ringhost" monster in your GY; Special Summon it from your GY, ignoring its Summoning conditions, and equip it with this card. Once per turn, at the start of the Damage Step, if it battles an opponent's face-up monster: You can return both battling monsters to the hand. During the End Phase, unless the equipped card is equipped with another "Ringhost" Equip Card, return it to your hand. You can only activate 1 "Ringhost Resurrected Marriage" per turn.
 
Ringhost Wedding Deathbed
Normal Spell
Target 1 "Ringhost" monster you control that is not equipped with an Equip Card; equip 1 appropriate Zombie Union monster from your Deck to that monster, but the Union monster you equipped cannot be Special Summoned this turn. While that card is equipped to that target, it cannot be equipped with other Equip Cards. You can only activate 1 "Ringhost Wedding Deathbed" per turn.
 
Ringhost Bond of Attachment
Normal Trap
Target 1 "Ringhost" monster you control; equip this card to that target. It cannot be destroyed by battle or card effects. While this card is equipped to a monster, if that monster would be returned to the hand by an effect, you can return this card instead. If this card is sent from the field to the GY: You can target 1 "Ringhost" card in your GY, except "Ringhost Bond of Attachment"; add it to your hand.

NANOBREAKER - FORMING AN ARCHETYPE #37 (17/17):

Nanobreaker is an Archetype of Machine/Cyberse EARTH monsters with various Levels. They focus on destroying monsters at the start of the Damage Step rather than by battle, and have various ways of doing so, as well as their monsters being similar to Harpie Lady in that they tend to share the same name, which they also use in their gimmick, like with their Field Spell Nanotech Tri-Field, but some are not actually Nanobreaker. They also have some Fusion Monsters, a single Xyz, Synchro and Link Monster as well. They have a support Archetype called Nanotech for their Spells/Traps.
 
Their theme of supporting both Machine and Cyberse comes from the name, which deals with nanotechnology, so having it be died to both types makes sense to me, and it is more fun too, the Nanotech support Archetype also plays into nanotechnology as well.
 
Original Card:
https://i.imgur.com/Oi8Upcv.png
If this card attacks a face-up Level 3 or lower monster, destroy that monster immediately with this cards effect without applying damage calculation.
 
New Cards:
 
Main Deck Monsters:
 
Nanobreaker Supporter
Machine/EARTH
Level 1
If you control "Nanobreaker", you can Special Summon this card (from your hand). (Quick Effect): You can Tribute this card, then target 1 face-up monster your opponent controls; that target's Level/Rank or Link Rating becomes 1 until the end of this turn. You can only use this effect of "Nanobreaker Supporter" once per turn.
0/0
 
Nanobreaker Engineer
Machine/EARTH/Tuner
Level 4
When you Special Summon "Nanobreaker"(s): You can Special Summon this card from your hand or GY, but banish it when it leaves the field, also you cannot Special Summon monsters, except "Nanobreaker" monsters, for the rest of this turn. You can discard this card, then target 1 face-up monster on the field; its Level becomes 4 until the end of this turn. You can only use each effect of "Nanobreaker Engineer" once per turn.
1200/1800
 
Nanobreaker 2.0
Machine/EARTH
Level 4
(This card's name is always treated as "Nanobreaker".)
When this card is Summoned: You can Special Summon 1 "Nanobreaker" monster from your hand. You can discard this card, then target 1 face-up monster your opponent controls and activate the appropriate effect.
* Level/Rank: Decrease its Level/Rank by the number of "Nanobreaker" in your GY.
* Link Rating: Decrease its Link Rating by the number of "Nanobreaker" you control.
You can only use each effect of "Nanobreaker 2.0" once per turn.
1600/1800
 
Nanobreaker Neo
Cyberse/EARTH
Level 4
This card's name becomes "Nanobreaker" on the field or in the GY. At the start of the Damage Step, if this card attacks an opponent's monster whose Level is lower than this card's Level: Destroy that monster. You can discard this card; add 1 "Nanobreaker" from your Deck to your hand. You can only use this effect of "Nanobreaker Neo" once per turn.
1500/1500
 
Nanobreaker Tech
Cyberse/EARTH
Level 4
This card's name becomes "Nanobreaker" on the field or in the GY. At the start of the Damage Step, if this card attacks an opponent's monster whose Rank/Link Rating is less than or equal to this card's Level: Destroy that monster. You can discard this card; add 1 "Nanotech" Spell/Trap from your Deck to your hand. You can only use this effect of "Nanobreaker Tech" once per turn.
1800/1000
 
Extra Deck Monsters:
 
Nanobreaker Connector
Cyberse/EARTH/Link
Link Arrows: Bottom, Bottom Right
2 "Nanobreaker" monsters
When this card is Link Summoned: You can take 1 "Nanobreaker" monster from your Deck and either add it to your hand, send it to your GY or Special Summon it to your zone this card points to in Defense Position, also you cannot Special Summon monsters for the rest of this turn, except "Nanobreaker" monsters. You can only use this effect of "Nanobreaker Connector" once per turn. While this card points to "Nanobreaker", each time your opponent activates a card or effect while this, inflict 500 damage to your opponent immediately after it resolves.
1700/LINK-2
 
Nanobreaker Copier
Machine/EARTH/Xyz
Rank 4
2+ Level 4 "Nanobreaker" monsters
This card's name becomes "Nanobreaker" on the field or in the GY. While this card has "Nanobreaker" as material, it can make a second attack in a row during each Battle Phase. At the start of the Damage Step, if this card attacks an opponent's monster whose Level/Rank or Link Rating is 3 or lower: You can detach 1 material from this card; destroy that monster, then you can destroy any monsters adjacent to that monster.

2000/2000
 
Nanobreaker Combiner
Cyberse/EARTH/Fusion
Level 5
1 Machine monster + 1 Cyberse monster
If this card is Fusion Summoned: The Level/Rank and Link Rating of all face-up monsters your opponent currently controls become 1 until the end of this turn. Once per turn, if your opponent controls an equal or more monsters than you: You can Tribute this card; Special Summon "Nanobreaker" monsters from your hand up the deficit between your monsters and your opponent's monsters on the field.
2000/2000
 
Nanobreaker Sampler
Cyberse/EARTH/Synchro
Level 8
1 Tuner + 1+ non-Tuner Machine or Cyberse monsters
This card's name becomes "Nanobreaker" on the field or in the GY. At the start of the Damage Step, if this card attacks an opponent's monster whose Level is less than or equal to this card's Level: You can take control of that monster until the end of this turn. Once per turn: You can Tribute 1 "Nanobreaker" monster that attacked this turn; inflict damage to your opponent equal to its Level in the GY x 100.
2600/2100
 
Nanobreaker X
Cyberse/EARTH/Fusion
Level 8
1 "Nanobreaker" + 1 Machine or Cyberse monster that was Special Summoned from the Extra Deck
Must first be Fusion Summoned. This card's name becomes "Nanobreaker" on the field or in the GY. At the start of the Damage Step, if this card attacks an opponent's monster: You can destroy that monster, and if you do, inflict 1000 damage to your opponent. If you control no other monsters: You can Tribute this card; You can Special Summon 3 "Nanobreaker" monsters with different names from your Deck. You can only use this effect of "Nanobreaker X" once per turn.
2800/2400
 
Nanobreaker 3.0
Machine/EARTH/Fusion
Level 12
"Nanobreaker" + "Nanobreaker" + "Nanobreaker"
This card's name becomes "Nanobreaker" on the field or in the GY. At the start of the Damage Step, if this card attacks an opponent's monster: Destroy that monster, then inflict damage to your opponent equal to this card's Level x 100. You can banish this card from your GY, then target 1 of your banished "Nanobreaker" monsters, except "Nanobreaker 3.0"; Special Summon it. You can only use this effect of "Nanobreaker 3.0" once per turn.
2500/2500
 
Spells/Traps:
 
Nanotech Tri-Field
Field Spell
When this card is activated: You can add 1 "Nanobreaker" monster from your Deck to your hand. Increase the Levels of all "Nanobreaker" by the original Levels of all "Nanobreaker" monsters you control with different names. While you control 3 or more "Nanobreaker", double the original ATK and DEF of all "Nanobreaker" you control during your turn only. You can only activate 1 "Nanotech Tri-Field" per turn.
 
Nanotech Regeneration
Equip Spell
Activate by targeting 1 "Nanobreaker" monster in your GY; Special Summon that target and equip this card to it. It becomes Machine and Cyberse, also if it battles, your opponent's cards and effects cannot be activated until the end of the Damage Step. If this card is in your GY and "Nanotech Tri-Field" is on the field: You can banish 1 "Nanobreaker" from your GY; add this card to your hand.
 
Nanotech Combination
Normal Spell
Fusion Summon 1 Fusion Monster from your Extra Deck using Machine or Cyberse monsters from your hand or field. If you control "Nanotech Fri-Field", you can also banish Machine or Cyberse monsters from your GY as material (max. 5). You can only activate 1 "Nanotech Combination" per turn.
 
Nanotech Upgrade
Quick-Play Spell
Target 1 "Nanobreaker" monster you control and 1 "Nanobreaker" monster in your GY; the first target gains the second target's name in the GY and  and replace its effects with that target's original effects. If you control "Nanotech Tri-Field": You can banish this card from your GY, then target 1 of your banished "Nanobreaker" monsters; add it to your hand. You can only use each effect of "Nanotech Upgrade" once per turn.
 
Nanotech Force-Field
Continuous Trap
Once per turn, when a "Nanobreaker" monster(s) is targeted by your opponent's card effect: You can banish 1 "Nanotech" card from your GY; negate the activation, and if you do, destroy that card. Each turn, the first time "Nanobreaker"(s) you control would be destroyed by battle or card effect, that monster(s) not destroyed. While you control 3 or more "Nanobreaker" monsters, "Nanotech" cards you control targeted or destroyed by card effects.
 
Nanotech Microscope
Normal Trap
Double the Levels of all "Nanobreaker" monsters you currently control until the end of the next turn. If this card is in your GY, except the turn it was sent there: You can banish this card and 1 "Nanobreaker" monster from your GY; Special Summon 2 "Nanobreaker Tokens" (Machine/EARTH/Level 2/ATK 1000/DEF 1000). If you control "Nanotech Tri-Field", you can activate this card from your hand.

ASTRAL BEAST ARCHETYPE (18/18):

Astral Beast is an Archetype of Pyro/LIGHT and DARK monsters with various Levels. They focus on Chaos-based banishing from the GY, and sometimes other places too, as well as a little bit of top Deck manipulation, they have a Link and a Synchro Monster as well, though their main gimmick is that they are both LIGHT and DARK at the same time while on the field and in the GY, and that you want to give them as many other Attributes as possible, the main Level 7 and higher bosses being your best targets for this as they doubles their ATK and DEF while there are 6 or more Attributes on the field.
 
Along with that, using their Trap monster, Astral Beast Constellation, a card that Special Summons itself with any 2 Attributes, you can give that card to your opponent and ram right into it, along with its effect triggering, making for great damage as well as recovery options.
 
They are based on the astrological signs, and concepts related to astrology and stargazing in general, the reason for them being Pyro has a few reasons, one being that I asked for ideas and was requested to make them Pyro, and because stars are basically giant balls of fire, so Pyro makes some kind of sense, and you don't see Chaos Pyro Decks being much of a thing.
 
Main Deck Monsters:
 
Astral Beast Pisces
Pyro/LIGHT
Level 2
While face-up on the field or in the GY, this card is also DARK-Attribute. Your opponent's monsters on the field and in the GY with the same Attribute as this card cannot target "Astral Beast" monsters you control for attacks or effects. If this card is banished: You can target 1 "Astral Beast" monster you control, then declare 1 Attribute; it gains the declared Attribute.
500/500
 
Astral Beast Cancer
Pyro/LIGHT
Level 2
While face-up on the field or in the GY, this card is also DARK-Attribute. You can banish 1 LIGHT or DARK monster from your GY with a Level; this card's Level becomes that monster's Level until the end of this turn. If this card is banished: You can target 1 of your other banished "Astral Beast" cards: add it to your hand or place it on top of your Deck. You can only use each effect of "Astral Beast Cancer" once per turn.
800/0
 
Astral Beast Aries
Pyro/LIGHT/Tuner
Level 3
While face-up on the field or in the GY, this card is also DARK-Attribute. When this card is Summoned: You can target 1 of your banished "Astral Beast" cards; draw 1 card, then place that target on top of your Deck. If this card is banished: You can draw 1 card, then place 1 card from your hand on top of your Deck. You can only use each effect of "Astral Beast Aries" once per turn.
1400/600
 
Astral Beast Scorpio
Pyro/LIGHT
Level 3
While face-up on the field or in the GY, this card is also DARK-Attribute. You can Tribute 1 other "Astral Beast" monster, then target 1 monster in either player's GY with the same Attribute as this card, except the Tributed monster; Special Summon it to your field in face-up Defense Position. You can banish this card and 1 other "Astral Beast" monster from your GY, then declare 1 Attribute; all face-up monsters on the field gain the declared Attribute. You can only use each effect of "Astral Beast Scorpio" once per turn.
1000/800
 
Astral Beast Capricorn
Pyro/LIGHT
Level 4
While face-up on the field or in the GY, this card is also DARK-Attribute. You can banish this card from your GY; add 1 "Astral Beast" Spell/Trap from your Deck to your hand. If this card is banished: You can add 1 "Astral Beast" monster from your Deck to your hand, except "Astral Beast Capricorn". You can only use 1 "Astral Beast Capricorn" effect per turn, and only once that turn.
1500/1500
 
Astral Beast Taurus
Pyro/LIGHT
Level 4
While face-up on the field or in the GY, this card is also DARK-Attribute. You can banish this card and 1 other LIGHT or DARK monster from your GY; Special Summon 1 "Astral Beast" monster from your hand. If this card is in your hand, GY or banished: You can banish 1 other "Astral Beast" monster from your GY and other 1 LIGHT or DARK monster from your hand or field; Special Summon this card. You can only use each effect of "Astral Beast Taurus" once per turn.
1800/1000
 
Astral Beast Sagittarius
Pyro/LIGHT
Level 5
You can Special Summon this card (from your hand) by banishing 1 LIGHT monster and 1 DARK monster from your GY OR 1 "Astral Beast" monster other than "Astral Beast Sagittarius" from your GY. While face-up on the field or in the GY, this card is also DARK-Attribute. If this card is banished: You can place it on top of your Deck. If this card is sent to your GY: You can place it on top of your Deck. You can only use each effect of "Astral Beast Sagittarius" once per turn.
2000/1500
 
Astral Beast Leo
Pyro/LIGHT
Level 6
You can Special Summon this card (from your hand) by discarding 1 "Astral Beast" monster. While face-up on the field or in the GY, this card is also DARK-Attribute. Up to twice per turn: You can banish 1 LIGHT or DARK monster from your GY, then target 1 face-up monster you control; increase its Level by 1. If this card is in your GY: You can banish 1 other "Astral Beast" monster from your GY; add this card from your GY to your hand. You can only use this effect of "Astral Beast Leo" once per turn.
2200/1100
 
Keeper of the Astral Beasts, Libra
Pyro/DARK
Level 7
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 2 "Astral Beast" monsters with different Levels from your hand, field or GY. If this card is Special Summoned: You can declare 1 Attribute; all face-up monsters on the field gain the declared Attribute. While face-up on the field or in the GY, this card is also LIGHT-Attribute. Once per turn: You can target 1 face-up monster your opponent controls with the same Attribute as this card; return that target to the hand. This card must be face-up on the field to activate and to resolve this effect. Your opponent's monsters on the field and in the GY with the same Attribute as "Astral Beast" monsters on the field, cannot activate their effects. While there are 6 or more Attributes on the field, double this card's ATK/DEF.
2500/2500
 
Watcher of the Astral Beasts, Virgo
Pyro/DARK
Level 8
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 LIGHT monster, 1 DARK monster and 1 "Astral Beast" monster from your hand, field or GY. If this card is Special Summoned: You can declare Attributes up to the number of "Astral Beast" monsters banished to Special Summon this card; this card gains the declared Attributes. While face-up on the field or in the GY, this card is also LIGHT-Attribute. Once per turn: You can target 1 face-up monster your opponent controls; this card gains that target's Attribute. When your opponent's monster on the field with the same Attribute as this card activates its effect (Quick Effect): You can banish 1 "Astral Beast" monster from your GY; negate that activation, and if you do, banish that card. While there are 6 or more Attributes on the field, double this card's ATK/DEF.
3000/3000
 
Extra Deck Monsters:
 
Protector of the Astral Beasts, Gemini
Pyro/DARK/Link
Link Arrows: Bottom Left, Bottom Right
2 LIGHT or DARK monsters with different Levels, including 1 "Astral Beast" monster
While face-up on the field or in the GY, this card is also LIGHT-Attribute. Linked LIGHT and DARK monsters you control cannot be targeted by your opponent's card effects. If an "Astral Beast" monster(s) with a Level is Summoned to your zone(s) this card points to: You can banish cards from the GYs up to the combined Levels of those monsters. If this card is banished: You can target 1 of your other banished "Astral Beast" monsters; Special Summon it. You can only use each effect of "Protector of the Astral Beasts, Gemini" once per turn.
1700/LINK-2
 
Seeker of the Astral Beasts, Aquarius
Pyro/DARK/Synchro
Level 7
1 Tuner + 1+ non-Tuner monsters
If this card is Synchro Summoned: You can declare Attributes up to the number of materials used for its Synchro Summon; this card gains the declares Attributes. While face-up on the field or in the GY, this card is also LIGHT-Attribute. Monsters your opponent control with the same Attribute as this card lose 1000 ATK and DEF. Once per turn: You can banish 1 LIGHT monster and 1 DARK monster from your GY; destroy up to 2 Spells/Traps your opponent controls. While there are 6 or more Attributes on the field, double this card's ATK/DEF.
2300/2300
 
Spells/Traps:
 
Celestial Forces of the Astral Beasts
Normal Spell
Discard 1 "Astral Beast" monster; send cards from the top of your Deck to the GY equal to that monster's Level. During your Main Phase, if you did not activate "Celestial Forces of the Astral Beasts" this turn: You can banish this card from your GY, then target 2 of your banished LIGHT or DARK monsters, including at least 1 "Astral Beast" monster; place them on top of your Deck in any order. You can only activate 1 "Celestial Forces of the Astral Beasts" per turn.
 
Divine Movements of the Astral Beasts
Normal Spell
Add 1 "Astral Beast" card from your Deck to your hand, except "Divine Movements of the Astral Beasts", then place 1 card from your hand on top of your Deck. If this card is in your GY: You can banish 1 Level 7 or higher "Astral Beast" monster from your hand, field or GY; add this card to your hand. You can only activate 1 "Divine Movements of the Astral Beasts" per turn.
 
Zodiac Signs of the Astral Beasts
Continuous Spell
Once per turn: You can target 1 of your banished "Astral Beast" cards; return it to the GY. Once per turn, if an "Astral Beast" card(s) is banished: You can look at cards from the top of your Deck up to the number of cards banished, then place them on the top or bottom of your Deck in any order. During your Main Phase, you can Normal Summon 1 "Astral Beast" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
 
Light and Darkness of the Astral Beasts
Continuous Spell
When this card is activated: You can target 1 "Astral Beast" monster in your GY and 1 of your banished "Astral Beast" monsters; draw 1 card, then place both those targets on top of your Deck in any order. All "Astral Beast" monsters you control gain 100 ATK/DEF for each of your banished LIGHT and DARK monsters with different names. If an "Astral Beast" monster(s) you control would be destroyed by battle or card effect, you can banish 1 LIGHT monster and 1 DARK monster from your GY instead. You can only activate 1 "Light and Darkness of the Astral Beasts" per turn.
 
Star Drawings of the Astral Beasts
Normal Trap
Excavate the top 3 cards of your Deck, if you excavated a "Astral Beast" monster, you can either add 1 of them to your hand, or Special Summon it, also, after that, send the remaining cards to the GY. If you control no LIGHT or DARK monsters in your GY, you can activate this card from your hand. You can only activate 1 "Star Drawings of the Astral Beasts" per turn.
 
Astral Beast Constellation
Continuous Trap
Declare 2 Attributes; Special Summon this card as an Effect Monster (Pyro/Level 4/0 ATK/2000 DEF) with the declared Attributes. If this card is a monster and you control a Level 7 or higher "Astral Beast" monster: You can banish 1 LIGHT or DARK monster from your GY, then target 1 face-up monster your opponent control; switch control of this card and that target. If this card is destroyed: You can target 1 of your "Astral Beast" cards in your GY or that is banished, except "Astral Beast Constellation"; add it to your hand or place it on top of your Deck.

CALENDARK ARCHETYPE (20/20):
Calendark is an Archetype of Psychic/DARK Pendulum Monsters, there are 12 Pendulum Monsters that all represent a Level between 1 and 12. They also have ATK and DEF that represents their Level somewhat, like their level 1 having 100 ATK and 1100 DEF. They also have 4 Link Monsters which range from LINK-2 to LINK-4.
 
Each Pendulum Monster is able to be Special Summoned from your Pendulum Zone should you control a DARK monster whose Level is 1 less than what itself is, except for January Jaywalker, which requires a Level 12, which is of course to represent that you are changing the calendar. Each monster also is able to search should they be destroyed while in your Pendulum Zone, though you can't search other cards that turn, but you can still draw, so they are designed around that, letting you draw and search out cards from the Deck in other ways. Along with that, they focus a lot on Level changing, due to gimmick, Link Summoning and recycling their cards.
 
Their Link Monsters each has an effect that activates on Summon, as well as an effect that requires the monster to be linked to 2 or more monsters, in case you don't know what that means, they either have to point to something, or be pointed to by something, and the more you have, the better the effects tend to become.
 
Their name is a portmanteau of calendar and dark, and they each represent a month of the year, as other things related to the year and calendars. The monsters also each are based around crime and things typically related to the insane or criminally insane.
 
I kind of took a bit time off from making a new Archetype, but that's mostly because these required a lot of work due to them being Pendulum Monsters, as well as needing to make 12 cards right away, so I figured that I would simply do all of them at once instead. Also it's kind of my first Pendulum Archetype that also focuses on Link Monsters, so I wanted to make that work as well, which took some time to figure out how to do. It's kind of a lot of things going on here, but I think the generally idea worked, without being either under or overpowered, Pendulum Archetypes tend to be harder to make, especially now that you have to think about the Extra Monster Zone as well.
 
Main Deck Monsters:
 
Calendark January Jaywalker
Psychic/DARK/Pendulum
Level 1
Scale 0
Pendulum Effect:
You cannot Pendulum Summon monsters, except "Calendark" monsters. If you control a "Calendark" Link Monster: You can Special Summon this card from your Pendulum Zone to your zone a Link Monster points to. If you control a Level 12 DARK monster: You can Special Summon this card from your Pendulum Zone. You can only use each effect of "Calendark January Jaywalker" once per turn.
 
Monster Effect:
Once per turn: You can send any number of DARK Pendulum Monsters from your hand and/or face-up in your Extra Deck to the GY; increase this card's Level by the number of cards sent. If this card in your Pendulum Zone is destroyed: You can add 1 "Calendark" card from your Deck to your hand, except "Calendark January Jaywalker", also you cannot add other cards from your Deck to your hand this turn, except by drawing them. You can only use this effect of "Calendark January Jaywalker" once per turn.
100/1100
 
Calendark February Felon
Psychic/DARK/Pendulum
Level 2
Scale 13
Pendulum Effect:
You cannot Pendulum Summon monsters, except "Calendark" monsters. You can target 3 "Calendark" cards in your GY; destroy this card, and if you do, shuffle those targets into your Deck, then draw 1 card. If you control a Level 1 DARK monster: You can Special Summon this card from your Pendulum Zone. You can only use each effect of "Calendark February Felon" once per turn.
 
Monster Effect:
You can send 1 DARK Pendulum Monster from your hand or face-up in your Extra Deck to the GY; this card's Level becomes that monster's Level. If this card in your Pendulum Zone is destroyed: You can add 1 "Calendark" card from your Deck to your hand, except "Calendark February Felon", also you cannot add other cards from your Deck to your hand this turn, except by drawing them. You can only use this effect of "Calendark February Felon" once per turn.
200/1200
 
Calendark March Marauder
Psychic/DARK/Pendulum
Level 3
Scale 0
Pendulum Effect:
You cannot Pendulum Summon monsters, except "Calendark" monsters. Once per turn: You can target 1 "Calendark" Pendulum Monster in your GY; add it to your Extra Deck face-up. If you control a Level 2 DARK monster: You can Special Summon this card from your Pendulum Zone. You can only use each effect of "Calendark March Marauder" once per turn.
 
Monster Effect:
If this card is used as a material for the Link Summon of a DARK Link Monster: You can add this face-up card in your Extra Deck to your hand. If this card in your Pendulum Zone is destroyed: You can add 1 "Calendark" card from your Deck to your hand, except "Calendark March Marauder", also you cannot add other cards from your Deck to your hand this turn, except by drawing them. You can only use each effect of "Calendark March Marauder" once per turn.
1300/300
 
Calendark April Assassin
Psychic/DARK/Pendulum
Level 4
Scale 13
Pendulum Effect:
You cannot Pendulum Summon monsters, except "Calendark" monsters. You can send any number of "Calendark" Pendulum Monsters from your hand and/or face-up in your Extra Deck to the GY; all "Calendark" monsters you control gain 200 ATK and DEF for each sent until the end of this turn (even if this card leaves the field). If you control a Level 3 DARK monster: You can Special Summon this card from your Pendulum Zone. You can only use each effect of "Calendark April Assassin" once per turn.
 
Monster Effect:
If this card is Summoned: All "Calendark" monsters gain 100 ATK and DEF for each "Calendark" monster you control. If this card in your Pendulum Zone is destroyed: You can add 1 "Calendark" card from your Deck to your hand, except "Calendark April Assassin", also you cannot add other cards from your Deck to your hand this turn, except by drawing them. You can only use this effect of "Calendark April Assassin" once per turn.
1400/400
 
Calendark May Maniac
Psychic/DARK/Pendulum
Level 5
Scale 0
Pendulum Effect:
You cannot Pendulum Summon monsters, except "Calendark" monsters. Once per turn: You can destroy this card, and if you do, place 1 face-up "Calendark" Pendulum Monster in your Extra Deck in this card's Pendulum Zone, except "Calendark May Maniac". If you control a Level 4 DARK monster: You can Special Summon this card from your Pendulum Zone. You can only use each effect of "Calendark May Maniac" once per turn.
 
Monster Effect:
If this card is Special Summoned: You can declare a Level between 1 and 12; this card's Level becomes the declared Level. If this card in your Pendulum Zone is destroyed: You can add 1 "Calendark" card from your Deck to your hand, except "Calendark May Maniac", also you cannot add other cards from your Deck to your hand this turn, except by drawing them. You can only use this effect of "Calendark May Maniac" once per turn.
1500/500
 
Calendark June Jailbreaker
Psychic/DARK/Pendulum
Level 6
Scale 13
Pendulum Effect:
You cannot Pendulum Summon monsters, except "Calendark" monsters. You can discard 1 DARK monster, then target 1 "Calendark" monster in your other Pendulum Zone; Special Summon that target. If you control a Level 5 DARK monster: You can Special Summon this card from your Pendulum Zone. You can only use each effect of "Calendark June Jailbreaker" once per turn.
 
Monster Effect:
You can discard 1 DARK monster; Special Summon this card from your hand or face-up in your Extra Deck. If this card in your Pendulum Zone is destroyed: You can add 1 "Calendark" card from your Deck to your hand, except "Calendark June Jailbreaker", also you cannot add other cards from your Deck to your hand this turn, except by drawing them. You can only use each effect of "Calendark June Jailbreakre" once per turn.
600/1600
 
Calendark July Joker
Psychic/DARK/Pendulum
Level 7
Scale 0
Pendulum Effect:
You cannot Pendulum Summon monsters, except "Calendark" monsters. You can target 1 "Calendark" card in your GY; destroy this card, and if you do, add it to your hand. If you control a Level 6 DARK monster: You can Special Summon this card from your Pendulum Zone. You can only use each effect of "Calendark July Joker" once per turn.
 
Monster Effect:
If this card is Summoned to your zone a DARK Link Monster points to: You can draw 3 cards, then place 2 cards from your hand on top of your Deck in any order. If this card in your Pendulum Zone is destroyed: You can add 1 "Calendark" card from your Deck to your hand, except "Calendark July Joker", also you cannot add other cards from your Deck to your hand this turn, except by drawing them. You can only use each effect of "Calendark July Joker" once per turn.
1700/700
 
Calendark August Arsonist
Psychic/DARK/Pendulum
Level 8
Scale 13
Pendulum Effect:
You cannot Pendulum Summon monsters, except "Calendark" monsters. You can target 1 "Calendark" Pendulum Monster you control; inflict damage to your opponent equal to its Level x 100, then destroy it. If you control a Level 7 DARK monster: You can Special Summon this card from your Pendulum Zone. You can only use each effect of "Calendark August Arsonist" once per turn.
 
Monster Effect:
You can target 1 card in your Pendulum Zone; destroy it, and if you do, inflict damage to your opponent equal to its Level x 100. If this card in your Pendulum Zone is destroyed: You can add 1 "Calendark" card from your Deck to your hand, except "Calendark August Arsonist", also you cannot add other cards from your Deck to your hand this turn, except by drawing them. You can only use each effect of "Calendark August Arsonist" once per turn.
1800/800
 
Calendark September Slayer
Psychic/DARK/Pendulum
Level 9
Scale 0
Pendulum Effect:
You cannot Pendulum Summon monsters, except "Calendark" monsters. You can target 2 "Calendark" monsters you control; the first target gains ATK equal to the ATK of the second target, then halve the second target's ATK. If you control a Level 8 DARK monster: You can Special Summon this card from your Pendulum Zone. You can only use each effect of "Calendark September Slayer" once per turn.
 
Monster Effect:
You can target 1 other "Calendark" Pendulum Monster you control; this card gains ATK equal to its Level x 100 until the end of this turn. If this card in your Pendulum Zone is destroyed: You can add 1 "Calendark" card from your Deck to your hand, except "Calendark September Slayer", also you cannot add other cards from your Deck to your hand this turn, except by drawing them. You can only use each effect of "Calendark September Slayer" once per turn.
1900/900
 
Calendark October Offender
Psychic/DARK/Pendulum
Level 10
Scale 13
Pendulum Effect:
You cannot Pendulum Summon monsters, except "Calendark" monsters. You can target 1 "Calendark" Pendulum Monster in your GY; destroy this card, and if you do, place that target this card's Pendulum Zone. If you control a Level 9 DARK monster: You can Special Summon this card from your Pendulum Zone. You can only use each effect of "Calendark October Offender" once per turn.
 
Monster Effect:
If this card is Special Summoned: You can destroy as many cards in your Pendulum Zones as possible, then place the same number of "Calendark" Pendulum Monsters from your Deck in your Pendulum Zones. If this card in your Pendulum Zone is destroyed: You can add 1 "Calendark" card from your Deck to your hand, except "Calendark October Offender", also you cannot add other cards from your Deck to your hand this turn, except by drawing them. You can only use each effect of "Calendark October Offender" once per turn.
2000/1000
 
Calendark November Nemesis
Psychic/DARK/Pendulum
Level 11
Scale 0
Pendulum Effect:
You cannot Pendulum Summon monsters, except "Calendark" monsters. If you Link Summon a "Calendark" monster: You can target 1 "Calendark" monster in your GY; Special Summon it. If you control a Level 10 DARK monster: You can Special Summon this card from your Pendulum Zone. You can only use each effect of "Calendark November Nemesis" once per turn.
 
Monster Effect:
If this card is Pendulum Summoned: You can target 1 "Calendark" monster in your GY; Special Summon it. If this card in your Pendulum Zone is destroyed: You can add 1 "Calendark" card from your Deck to your hand, except "Calendark November Nemesis", also you cannot add other cards from your Deck to your hand this turn, except by drawing them. You can only use each effect of "Calendark November Nemesis" once per turn.
1100/2100
 
Calendark December Deviant
Psychic/DARK/Pendulum
Level 12
Scale 13
Pendulum Effect:
You cannot Pendulum Summon monsters, except "Calendark" monsters. If you control a Level 11 DARK monster: You can Special Summon this card from your Pendulum Zone. You can only use this effect of "Calendark December Deviant" once per turn. Once per turn: You can target 1 "Calendark" Pendulum Monster you control, then declare a Level between 1 and 12; its becomes the declared Level until the end of this turn.
 
Monster Effect:
If you control a "Calendark" Link Monster: You can move it to your zone it points to, and if you do, Special Summon this card from your hand or face-up in your Extra Deck. If this card in your Pendulum Zone is destroyed: You can add 1 "Calendark" card from your Deck to your hand, except "Calendark December Deviant", also you cannot add other cards from your Deck to your hand this turn, except by drawing them. You can only use each effect of "Calendark December Deviant" once per turn.
2200/1200
 
Extra Deck Monsters:
 
Calendark Day Degenerate
Psychic/DARK/Link
Link Arrows: Bottom, Right
2 DARK Effect Monsters
If this card is Link Summoned using a Pendulum Monster: You can Special Summon 1 face-up "Calendark" Pendulum Monster from your hand or Extra Deck to your zone this card points to, but it has its effects negated, also banish it when it leaves the field. If this card is linked to 2 or more "Calendark" monsters: You can target 1 Spell/Trap on both fields; destroy them, then both players draws 1 card and shows it. You can only use each effect of "Calendark Day Degenerate" once per turn.
1700/LINK-2
 
Calendark Season Sociopath
Psychic/DARK/Link
Link Arrows: Bottom Left, Bottom Right
2 DARK Effect Monsters
If this card is Link Summoned using a Pendulum Monster: You can Special Summon 1 DARK monster from your Pendulum Zone to your zone this card points to in Defense Position. If this card is linked to 2 or more "Calendark" monsters: You can inflict damage to your opponent equal to the combined Levels of all monsters you control x 100. You cannot declare an attack the turn you use this effect. You can only use each effect of "Calendark Season Sociopath" once per turn.
1400/LINK-2
 
Calendark Month Madman
Psychic/DARK/Link
Link Arrows: Bottom, Bottom Left, Bottom Right
2+ DARK Effect Monsters
If this card is Link Summoned using a Link Monster: You can destroy as many cards in the Pendulum Zones as possible, then both players draws cards equal to the number destroyed and shows them. If this card is linked to 2 or more "Calendark" monsters: You can add a number of face-up "Calendark" Pendulum Monsters in your Extra Deck and/or GY to your hand up to the number of linked monsters you control. You can only use each effect of "Calendark Month Madman" once per turn.
2200/LINK-3
 
Calendark Year Yeller
Psychic/DARK/Link
Link Arrows: Top, Left, Right, Bottom
2+ DARK Effect Monsters
If this card is Link Summoned using a Link Monster: You can move it to your zone it points to. You can discard any number of Pendulum Monsters; look at your opponent's hand, then discard the same number of monsters whose Levels are less than or equal to the combined Levels of the discarded monsters. If this card is linked to 2 or more "Calendark" monsters: You can destroy monsters your opponent control whose Levels are less than or equal to the combined Levels of your linked monsters, also monsters you currently control cannot directly for the rest of this turn. You can only use each effect of "Calendark Year Yeller" once per turn.
2500/LINK-4
 
Spells/Traps:
 
Calendark Holiday Spot
Field Spell
Once per turn: You can target 1 "Calendark" card in your Pendulum Zone; destroy that target, and if you do, draw 1 card. Linked "Calendark" monsters cannot be destroyed by battle or your opponent's card effects. If a "Calendark" Link Monster you control battles, your opponent's cards and effects cannot be activated until the end of the Damage Step.
 
Calendark Leap Year
Normal Spell
Special Summon 1 "Calendark" monster from your Deck to your zone a Link Monster points to. You can banish this card from your GY, then target 1 "Calendark" Pendulum Monster in your GY; Special Summon it, but banish it when it leaves the field. You can only use 1 effect of "Calendark Leap Year" per turn, and only once that turn.
 
Calendark Month Flipper
Quick-Play Spell
Target 1 "Calendark" Pendulum Monster you control, then declare a Level between 1 and 12; its Level becomes the declared Level, then you can add 1 face-up "Calendark" Pendulum Monster from your Extra Deck to your hand. You can only activate 1 "Calendark Month Flipper" per turn.
 
Calendark Marked Date
Continuous Trap
Once per turn: You can banish 1 "Calendark" Pendulum Monster from your Deck or GY. If you Link Summon a "Calendark" Link Monster: You can send this face-up card you control to the GY; Special Summon as many monsters banished by this effect to your zones that Link Monster points to and/or add them to your Extra Deck face-up. You can only control 1 "Calendark Marked Date".

ZIEGE ARCHETYPE (12/12):

Ziege is an Archetype consisting of mainly Trap monsters that become Level 7 Machines with various Attributes and each with 2000 ATK and DEF, but has 2 Main Deck monsters and 1 Xyz Monster as well. Each of these Trap monsters have an on Summon effect that is quite a powerful offensive strike against your opponent, destroying, negating or making their monsters lose their ATK and DEF.
 
Along with that, they support each other if adjacent to each other, allowing you to additionally destroy a card whenever an on Summon effect is activated. To reduce this powerful effect combination, they must be Special Summoned in Defense Position, if you use their effect, you are locked down to only Special Summoning Ziege monsters, and unless you control their Field Spell, Ziege Castle, you can't change their battle positions.
 
Don't worry though, their Xyz Monster allows them to attack while in Defense Position, as well as itself, though it also has that clause, due to its powerful effect, though it can only be used while in Attack Position.
 
They also have two Main Deck monsters, which are Warriors, and they allow for some searching, recycling and making Xyz Monsters much faster, and their other support cards, Ammunition, Assault and Counterfire also add speed, more tactical plays and counter attacks.
 
Their name is a corruption of Siege, as that word exists already in YGO, and they are based on various siege weapons. My starting off point was to make something based around catapults only, but I figured it would be more interesting to have them be various kinds of weapons, allowing me to use FIRE for Cannon and Mortar since they are firepower, EARTH for Battering Ram since that's powered by man, and WIND for the Ballista, Catapult and Trebuchet, as they don't use firepower, but rather the pull-back and gravity instead, which I figured made more sense here.
 
Main Deck Monsters:
 
Ziege Soldier
Warrior/EARTH
Level 4
When this card is Normal or Special Summoned: You can add 1 "Ziege" card from your Deck to your hand, except "Ziege Soldier". If this card is sent to the GY: You can discard 1 card; Special Summon this card from your GY in Defense Position, and if you do, its Level becomes 7. During the turn you activate either of this card's effect, you cannot Special Summon monsters, except "Ziege" monsters. You can only use 1 "Ziege Soldier" effect per turn, and only once that turn.
1300/1800
 
Ziege King
Warrior/LIGHT
Level 7
If you control a "Ziege" monster in your Main Monster Zone that was Special Summoned by its own effect: You can Special Summon this card from your hand in Defense Position. You can discard this card, then target 1 "Ziege" card in your GY, except "Ziege King"; add it to your hand. You can only use each effect of "Ziege King" once per turn.
1000/2300
 
Extra Deck Monsters:
 
Ziege Trebuchet
Machine/WIND/Xyz
Rank 7
2+ Level 7 monsters
If this card is Xyz Summoned using a Trap that is a monster as material: You can look at your opponent's hand, then discard any non-Traps from their hand. (Quick Effect): You can detach 1 material from this card; destroy as many cards your opponent control as possible, up to the number of "Ziege" cards in your GY with different names, then change this card to Defense Position. All "Ziege" monsters you control can attack while in Defense Position. If they do, apply their DEF during damage calculation. Unless you control "Ziege Castle", this card cannot change its battle position.
2800/2800
 
Spells/Traps:
 
Ziege Castle
Field Spell
All "Ziege" monsters you control gain 200 ATK and DEF for each "Ziege" monster you and in your GY with different names. Both players can activate 1 Trap Card from their hand during their Main Phase. If a "Ziege" monster(s) you control would be destroyed by battle or card effect, you can take 500 damage instead for each of those monsters. Once per turn, during your End Phase, if you control no "Ziege" monsters, take 2000 damage or destroy this card.
 
Ziege Ammunition
Quick-Play Spell
Discard 1 card; Set 1 "Ziege" Continuous Trap directly from your Deck. If you control no monsters in your Main Monster Zone, it can be activated this turn. During your Draw Phase, before you draw: You can banish this card from your GY; give up your normal draw this turn, and if you do, add 1 "Ziege Castle" from your Deck to your hand. You can only activate 1 "Ziege Ammunition" per turn.
 
Ziege Assault
Normal Trap
Target 2 or more "Ziege" monsters you control with the same Level; immediately after this effect resolves, Xyz Summon 1 Xyz Monster using those monsters as material, then you can destroy any monsters in your opponent's Extra Monster Zone(s). If you would take damage by the effect of "Ziege Castle", you can banish this card from your GY instead.
 
Ziege Catapult
Continuous Trap
During the Main or Battle Phase: Special Summon this card as an Effect Monster in Defense Position (Machine/WIND/Level 7/ATK 2000/DEF 2000). If Summoned this way: You can target 1 face-up monster your opponent controls; destroy that target, also you cannot Special Summon monsters, except "Ziege" monsters for the rest of this turn. Once per turn, if this card is a monster, if exactly 1 "Ziege" monster is Summoned to your zone adjacent to this card and activates its effect, when that effect resolves, you can destroy 1 card your opponent controls in this card's column. Unless you control "Ziege Castle", this card cannot change its battle position.
 
Ziege Cannon
Continuous Trap
During the Main or Battle Phase: Special Summon this card as an Effect Monster in Defense Position (Machine/FIRE/Level 7/ATK 2000/DEF 2000). (This card is also still a Trap.) If Summoned this way: You can target up to 2 Set Spells/Traps your opponent controls; destroy them, also you cannot Special Summon monsters, except "Ziege" monsters for the rest of this turn. Once per turn, if this card is a monster, if exactly 1 "Ziege" monster is Summoned to your zone adjacent to this card and activates its effect, when that effect resolves, you can destroy 1 card your opponent controls in this card's column. Unless you control "Ziege Castle", this card cannot change its battle position.
 
Ziege Mortar
Continuous Trap
During the Main or Battle Phase: Special Summon this card as an Effect Monster in Defense Position (Machine/FIRE/Level 7/ATK 2000/DEF 2000). If Summoned this way: You can target up to 2 face-up cards your opponent controls; negate their effects, also you cannot Special Summon monsters, except "Ziege" monsters for the rest of this turn. Once per turn, if this card is a monster, if exactly 1 "Ziege" monster is Summoned to your zone adjacent to this card and activates its effect, when that effect resolves, you can destroy 1 card your opponent controls in this card's column. Unless you control "Ziege Castle", this card cannot change its battle position.
 
Ziege Battering Ram
Continuous Trap
During the Main or Battle Phase: Special Summon this card as an Effect Monster in Defense Position (Machine/EARTH/Level 7/ATK 2000/DEF 2000). If Summoned this way: You can target 1 Set card your your opponent controls; destroy that target, also you cannot Special Summon monsters, except "Ziege" monsters for the rest of this turn. Once per turn, if this card is a monster, if exactly 1 "Ziege" monster is Summoned to your zone adjacent to this card and activates its effect, when that effect resolves, you can destroy 1 card your opponent controls in this card's column. Unless you control "Ziege Castle", this card cannot change its battle position.
 
Ziege Ballista
Continuous Trap
During the Main or Battle Phase: Special Summon this card as an Effect Monster in Defense Position (Machine/WIND/Level 7/ATK 2000/DEF 2000). If Summoned this way: You can target 1 face-up monster your opponent controls; its ATK and DEF become 0, also you cannot Special Summon monsters, except "Ziege" monsters for the rest of this turn. Once per turn, if this card is a monster, if exactly 1 "Ziege" monster is Summoned to your zone adjacent to this card and activates its effect, when that effect resolves, you can destroy 1 card your opponent controls in this card's column. Unless you control "Ziege Castle", this card cannot change its battle position.
 
Ziege Counterfire
Counter Trap
When your opponent activates a card or effect while the only monsters you control are "Ziege" monsters (min. 1): Negate the activation, and if you do, destroy that card, then you can destroy 1 card your opponent controls in this card's column. If you control a Trap that is a monster, you can Set this card instead of sending it to the GY.

ALGORRHYTHM ARCHETYPE (14/14):

Algorhythm is an Archetype of Cyberse monsters with various Attributes and Levels. They focus on Rhythm Counters, which allow them to be treated as multiple monsters for a Link Summon, meaning that you can use a single monster for a LINK-2 monster should it have 1 Rhythm Counter on them, or a LINK-4 should it have 3 Rhythm Counters on it.
 
Each monster are quite different from each other, though each have a clause allowing them to be used as stated above, though not all can gain Rhythm Counters on their own, and their support cards Upbeat and Playlist help making many Rhythm Counters. They don't have a lot of ATK and DEF, though Flowchart can help with that, and with their boss monster Null Failure, they can easily take care of the most powerful monsters.
 
Their name is a portmanteau of Algorithm and Rhythm, and they are based on various concepts regarding to computing and algorithms, as well as concepts relating to rhythm and music.
 
Main Deck Monsters:
 
Algorhythm Beat Starter
Cyberse/LIGHT
Level 1
If you control no monsters: You can Special Summon this card from your hand and place 1 Rhythm Counter on this card. If this card is sent from your field to the GY: You can add 1 "Algorhythm" card from your Deck to your hand, except "Algorhythm Beat Starter". For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can only use each effect of "Algorhythm Beat Starter" once per turn.
300/0
 
Algorhythm Pulse Module
Cyberse/WATER/Union
Level 2
You can Special Summoned this card (from your hand) by sending 1 "Algorhythm" card from your hand to the GY. Once per turn, you can either: Target 1 "Algorhythm" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. You can send this equipped card to the GY; place 2 Rhythm Counters on the monster this card was equipped to. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster.
200/2000
 
Algorhythm Album Searcher
Cyberse/EARTH
Level 3
You can remove 1 Rhythm Counter from anywhere on your field; excavate the top 3 cards of your Deck, add 1 excavated "Algorhythm" card to your hand, also banish the remaining cards. If this card is banished: You can target 1 "Algorhythm" card you control; place 3 Rhythm Counters on that target. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can only use each effect of "Algorhythm Album Searcher" once per turn.
1200/1000
 
Algorhythm Tempo Finder
Cyberse/WIND
Level 4
You can Tribute this card; Special Summon 1 "Algorhythm" monster from your Deck in Defense Position, except "Algorhythm Tempo Finder", and if you do, place 1 Rhythm Counter on that monster, but banish it when it leaves the field. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can banish this card from your GY, then target 2 "Algorhythm" cards you control with Rhythm Counters on them; remove all Rhythm Counters from the first target, and if you do, place the same number of Rhythm Counters on the second target. You can only use each effect of "Algorhythm Tempo Finder" once per turn.
1800/900
 
Algorhythm Pattern Looper
Cyberse/EARTH
Level 4
You can remove 1 Rhythm Counter from anywhere on your field; Special Summon this card from your hand. You can remove 2 Rhythm Counters from anywhere on your field; Special Summon this card from your GY. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can only use each effect of "Algorhythm Pattern Looper" once per turn.
1500/1500
 
Algorhythm Fading State
Cyberse/DARK
Level 6
You can discard this card, then target 1 "Algorhythm" monster in your GY, except "Algorhythm Fading State"; Special Summon it in Defense Position, but it is banished when it leaves the field. If this card is Normal or Special Summoned: Place 1 Rhythm Counter on this card, or if this card was Tribute Summoned, place 2 Rhythm Counters on it instead. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can only use each effect of "Algorhythm Fading State" once per turn.
2000/1100
 
Extra Deck Monsters:
 
Algorhythm Verse Reverser
Cyberse/WIND/Link
Link Arrows: Top Right, Right
2 monsters, except Tokens
If this card is Link Summoned using only 1 monster: You can banish 1 card on each field and/or each GY. Once per turn, if this card is co-linked: You can place Rhythm Counters on this card equal to the Link Rating of that co-linked monster(s). At the end of the Battle Phase: You can place 1 Algorhythm Counter on each "Algorhythm" monster you control that battle this turn. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can only control 1 "Algorhythm Verse Reverser".
1300/LINK-2
 
Algorhythm Node Noter
Cyberse/LIGHT/Link
Link Arrows: Bottom Left, Bottom
2 monsters, except Tokens
If this card is Link Summoned using only 1 monster: You can banish cards from the top of both players' Decks equal to the Level/Link Rating of the monster used to Link Summon this card. Once per turn: You can remove any number of Rhythm Counters from anywhere on your field, then target the same number of "Algorhythm" cards in your GY and/or among your banished cards; place them on top of your Deck in any order. Unless this card is co-linked, it loses 1000 ATK. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can only control 1 "Algorhythm Node Noter".
1700/LINK-2

Algorhythm Metric Sorter
Cyberse/EARTH/Link
Link Arrows: Top, Bottom Left, Left
2+ monsters, except Tokens
If this card is Link Summoned using only 1 monster: You can draw 2 cards, then banish 1 card from your hand. At the start of your Battle Phase, if this card is linked: You can halve this card's ATK, and if you do, all your linked monsters can attack directly, but any battle damage they inflict is halved. These effects last until the end of the Battle Phase. If this card inflicts battle damage to your opponent: You can place 2 Rhythm Counters on this card. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can only control 1 "Algorhythm Metric Sorter".
2200/LINK-3
 
Algorhythm Null Failure
Cyberse/FIRE/Link
Link Arrows: Bottom Left, Bottom Right, Left, Right
2+ monsters, except Tokens
If this card is Link Summoned using only 1 monster: You can target 1 of your banished cards; add it to your hand. Once per turn, if this card battles an opponent's monster, during damage calculation You can make that monster's ATK and DEF 0. When a card or effect that target a linked monster(s) is activated (Quick Effect): You can remove 2 Rhythm Counters from anywhere on your field; negate the activation, and if you do, return that card to the hand. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can only control 1 "Algorhythm Null Failure".
2300/LINK-4
 
Spells/Traps:
 
Algorhythm Upbeat
Quick-Play Spell
Target 1 "Algorhythm" monster you control; place 1 Rhythm Counter on that target, or if that target has no Rhythm Counters on it, place 2 instead. During either player's turn, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "Algorhythm" monster you control; place 1 Rhythm Counter on that target. You can only use each effect of "Algorhythm Upbeat" once per turn.
 
Algorhythm Downbeat
Normal Spell
Target 1 "Algorhythm" monster in your GY and 1 "Algorhythm" monster you control with a Rhythm Counter on it; Special Summon the first target, and if you do, remove all Rhythm Counters on the second target. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "Algorhythm" card in your GY; add it to your hand. You can only use each effect of "Algorhythm Downbeat" once per turn.
 
Algorhythm Flowchart
Field Spell
All "Algorhythm" monsters you control gain 300 ATK and DEF for each Rhythm Counter on them. Once per turn: You can remove 2 Rhythm Counters from anywhere on your field; draw 1 card. Once per turn, during the End Phase: Place 1 Rhythm Counter on each "Algorhythm" monster you control. If this card would be destroyed, you can remove 1 Rhythm Counter from anywhere on your field instead.
 
Algorhythm Playlist
Continuous Trap
When this card is activated: Place 5 Rhythm Counters on this card. Once per turn: You can target 1 "Algorhythm" monster you control; remove 1 Rhythm Counter from this card, then place 1 Rhythm Counter on that target. During your Draw Phase, before you draw, if there is a Rhythm Counter on this card: You can give up your normal draw this turn, and if you do, excavate cards from the top of your Deck equal to the number of Rhythm Counter on this card, you can add 1 "Algorhythm" card to your hand, also send the remaining cards to the GY.

VOODOOZE ARCHETYPE (14/14):

Voodooze is an Archetype of Fiend/DARK monsters with various Levels. They focus on Ritual Summoning, banishing from the field and making monsters into Continuous Spells.Their playstyle revolves around Ritual Summoning to banish them from the field, which triggers their effects that turn them into Continuous Spells, which you can then use for various purposes, either to boost your monsters in various ways, or to use the Ritual Monsters' effect that allows you to take control of an opponent's monster in a Ritual Monster's column by sending a Continuous Spell to the GY.
 
Additionally, if sent from the Spell & Trap Zone to the GY, they trigger another effect, most of which place cards on top of the Deck, which is used for the excavation effect of the Ritual Spells, which are able to get you any Spell, Trap or monster which can be quite powerful, though you need to banish a Ritual or Synchro Monster from your field or GY to do so.
 
Yes I said Synchro Monster before, which is because Dollmaker is a Ritual Tuner monster, and allows you to make Gasgod, their Level 12 Synchro Monster, which is able to take control of a lot of your opponent's monsters should you use a Ritual Monster for its Synchro Summon, as well as being able to banish cards from your opponent's hand when they add cards from their Deck to their hand.
 
The idea of having them trigger when banished from the field came from me wanting to use The Puppet Magic of Dark Ruler for something, and this was the result, notice that the Ritual Monsters' on Summon effects are not only on Ritual Summon, but any kind of Special Summon. Their name is a portmanteau of voodoo and ooze, and the cards are related to voodoo of course, and gas, smoke etc. which relates back to them not fully disappearing if they are banished, and the voodoo relates to them stealing your opponent's monsters.
 
Main Deck Monsters:
 
Voodooze Chantling
Fiend/DARK
Level 4
If this card is banished while in your Monster Zone: You can place it in your Spell & Trap Zone as a Continuous Spell. While this card is a Continuous Spell, all monsters you control cannot be destroyed by battle, also they gain 500 DEF. If this card is sent from your Spell & Trap Zone to the GY: You can target 1 of your banished "Voodooze" cards; place it on top of your Deck. You can only use each effect of "Voodooze Chantling" once per turn.
1000/2000
 
Voodooze Gasling
Fiend/DARK
Level 4
If this card is banished while in your Monster Zone: You can place it in your Spell & Trap Zone as a Continuous Spell. While this card is a Continuous Spell, your opponent cannot target face-up monsters you control with card effects also they gain 500 DEF. If this card is sent from your Spell & Trap Zone to the GY: You can target 1 other "Voodooze" card in your GY; place it on top of your Deck. You can only use each effect of "Voodooze Gasling" once per turn.
1500/1500
 
Voodooze Dolldancer
Fiend/DARK
Level 4
If this card is banished while in your Monster Zone: You can place it in your Spell & Trap Zone as a Continuous Spell. While this card is a Continuous Spell, face-up monsters you control cannot be destroyed by your opponent's card effects, also they gain 300 ATK and DEF. If this card is sent from your Spell & Trap Zone to the GY: You can place it on top of your Deck. You can only use each effect of "Voodooze Dolldancer" once per turn.
1800/800
 
Voodooze Dollmaker
Fiend/DARK/Ritual/Tuner
Level 4
You can Ritual Summon this card with any "Voodooze" Ritual Spell. When this card is Special Summoned: You can place 1 "Voodooze" monster from your Deck in your Spell & Trap Zone as a Continuous Spell. If this card is banished while in your Monster Zone: You can place it in your Spell & Trap Zone as a Continuous Spell. You can send 1 Continuous Spell you control to the GY, then target 1 face-up monster your opponent controls in a Ritual Monster's column you control; take control of that target. If this card is sent from your Spell & Trap Zone to the GY: You can target 1 other "Voodooze" monster among your banished monsters or in your GY; place it in your Spell & Trap Zone as a Continuous Spell. You can only use each effect of "Voodooze Dollmaker" once per turn.
1500/2000
 
Voodooze Gaseater
Fiend/DARK/Ritual
Level 4
You can Ritual Summon this card with any "Voodooze" Ritual Spell. When this card is Special Summoned: You can target 1 "Voodooze" card in your GY or among your banished cards, except "Voodooze Gaseater"; add it to your hand. If this card is banished while in your Monster Zone: You can place it in your Spell & Trap Zone as a Continuous Spell. You can send 1 Continuous Spell you control to the GY, then target 1 face-up monster your opponent controls in a Ritual Monster's column you control; take control of that target. If this card is sent from your Spell & Trap Zone to the GY: You can add 1 "Voodooze" card from your Deck to your hand, except "Voodooze Gaseater". You can only use each effect of "Voodooze Gaseater" once per turn.
2000/1500
 
Voodooze Smokelord
Fiend/DARK/Ritual
Level 8
You can Ritual Summon this card with any "Voodooze" Ritual Spell. When this card is Special Summoned: You can target 1 other card on the field; place it on top of the Deck. If this card is banished while in your Monster Zone: You can place it in your Spell & Trap Zone as a Continuous Spell. You can send 1 Continuous Spell you control to the GY, then target 1 face-up monster your opponent controls in a Ritual Monster's column you control; take control of that target. If this card is sent from your Spell & Trap Zone to the GY: You can draw 2 cards, then place 1 card from your hand on top of your Deck. You can only use each effect of "Voodooze Smokelord" once per turn.
2500/2500
 
Extra Deck Monsters:
 
Voodooze Gaslord
Fiend/DARK/Synchro
Level 8
1 Tuner + 1+ non-Tuner monsters
If this card was Synchro Summoned using a Ritual Monster as material: You can target 1 monster in your opponent's GY or among their banished monsters; Special Summon it to your field. If this card is banished while in your Monster Zone: You can place it in your Spell & Trap Zone as a Continuous Spell. (Quick Effect): You can banish 1 other monster you control; banish 1 card your opponent controls. If this card is sent from your Spell & Trap Zone to the GY: You can add 1 Ritual Monster and 1 Ritual Spell from your Deck, GY and/or among your banished cards to your hand. You can only use each effect of "Voodooze Gaslord" once per turn.
2500/2500
 
Voodooze Gasgod
Fiend/DARK/Synchro
Level 12
1 Tuner + 1+ non-Tuner monsters
If this card was Synchro Summoned using a Ritual Monster as material: You can take control of monsters your opponent control up to the number of Continuous Spells with different names you control. If this card is banished while in your Monster Zone: You can place it in your Spell & Trap Zone as a Continuous Spell. If your opponent adds a card(s) from their Deck to their hand, except during the Draw Phase: You can send 1 Continuous Spell you control to the GY; banish random cards from your opponent's hand up to the number of cards they added to their hand. If this card is sent from your Spell & Trap Zone to the GY: You can Special Summon 1 Ritual Monster from your hand, Deck or GY, ignoring its Summoning conditions. You can only use each effect of "Voodooze Gasgod" once per turn.
3000/3000
 
Spells/Traps:
 
Voodooze Chant Ritual
Ritual Spell
This card is used to Ritual Summon any "Voodooze" Ritual Monster from your hand. You must also banish monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. During your Main Phase, except the turn this card was sent to the GY: You can banish this card and 1 Ritual or Synchro Monster from your Monster Zone or GY; excavate cards from the top of your Deck equal to that monster's Level, then add 1 excavated monster to your hand, also, after that, send the remaining cards to the GY. You can only use this effect of "Voodooze Chant Ritual" once per turn.
 
Voodooze Smoke Ritual
Ritual Spell
This card is used to Ritual Summon any "Voodooze" Ritual Monster from your GY or among your banished monsters. You must also banish monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. During your Main Phase, except the turn this card was sent to the GY: You can banish this card and 1 Ritual or Synchro Monster from your Monster Zone or GY; excavate cards from the top of your Deck equal to that monster's Level, then add 1 excavated Spell to your hand, also, after that, send the remaining cards to the GY. You can only use this effect of "Voodooze Smoke Ritual" once per turn.
 
Voodooze Doll Ritual
Ritual Spell
This card is used to Ritual Summon any "Voodooze" Ritual Monster from your hand. You must also banish monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If you banish a monster that is owned by your opponent, you can Ritual Summon it from your Deck instead. During your Main Phase, except the turn this card was sent to the GY: You can banish this card and 1 Ritual or Synchro Monster from your Monster Zone or GY; excavate cards from the top of your Deck equal to that monster's Level, then add 1 excavated Trap to your hand, also, after that, send the remaining cards to the GY. You can only use this effect of "Voodooze Doll Ritual" once per turn.
 
Voodooze Dance
Normal Spell
If you control no "Voodooze" cards in your Monster Zones: Add 1 "Voodooze" card from your Deck to your hand, except "Voodooze Dance", also until the end of the next turn, you cannot Special Summon monsters from your hand, except Ritual Monsters. You can only activate 1 "Voodooze Dance" once per turn.
 
Voodooze Smokescreen
Continuous Spell
If your opponent Summons a monster(s): You can target 1 "Voodooze" monster you control; place it in your Spell & Trap Zone as a Continuous Spell. Once per turn, if you control a Ritual Monster: You can Special Summon 1 "Voodooze" Monster Card from your Spell & Trap Zone. Other "Voodooze" Continuous Spells you control cannot be targeted or destroyed by your opponent's card effects.
 
Voodooze Smoke Signal
Normal Trap
Special Summon 1 "Voodooze" monster from your hand, Deck or GY, but it has its effects negated, also it is banished during the End Phase. During either player's turn, except the turn this card was sent to the GY: You can send 1 "Voodooze" Continuous Spell you control to the GY; Set this card from your GY. You can only use 1 effect of "Voodooze Smoke Signal" per turn, and only once that turn.

LIGHTFORCE - FORMING AN ARCHETYPE #36 (12/12):

Lightforce is an Archetype of Level 4 Thunder/LIGHT monsters with 0 DEF. They focus on Link and Xyz Summoning and banishing cards face-down from the hand. Each monster has two effects, with the last one giving an effect to a Thunder Link or Xyz Monster if it's used as a material for its Summon. Their playstyle involves using these effects to quickly put out more monsters or their Spells/Traps, which can then banish cards from the hand face-down, and as all the Extra Deck monsters have an effect that boosts their ATK for each face-down banished card, this helps that too.
 
For drawpower, using Crown along side Thunder Queen works well, as you can put your banished cards on top of your Deck easily with her effect. Along with that, Gloves has two effects that make both players draw, as well as banishing an opponent's card from their hand, so using Thunder Queen here too works well.
 
I chose to make them Thunder, as I thought that Warriors would be too boring, I could have made them multiple Types, but as there has just been new Thunder support cards, I figured I would jump into that with a new Archetype. They are based on a fantasy kingdom, having servants and advisers to the king and queen, along with their tools and weapons. The monsters and the Spells/Traps are also all related to each other, for example Mage and Wand are connected, and the original Sword is connected to Knight of course.
 
Original Card:
https://i.imgur.com/sESA2Gz.png
Banish 1 random card from your opponent's hand face-down. During your opponent's 4th Standby Phase after this card's activation, return that card to their hand.
 
New Cards:
 
Main Deck Monsters:
 
Lightforce Thunder Knight
Thunder/LIGHT
Level 4
When this card is Normal or Special Summoned: You can add 1 "Lightforce" card from your Deck to your hand, except "Lightforce Thunder Knight", then return this card to your hand. A Thunder Link or Xyz Monster that was Link or Xyz Summoned using this card as material gains this effect.
● When this card is Link or Xyz Summoned: You can Set 1 "Lightforce" Spell/Trap directly from your Deck. If this card is a "Lightforce" monster, it can be activated the turn it was Set.
You can only use each effect of "Lightforce Thunder Knight" once per turn.
1600/0
 
Lightforce Thunder Mage
Thunder/LIGHT
Level 4
If you control no monsters: You can Special Summon this card and 1 other Thunder monster from your hand, also you cannot Special Summon monsters, except "Lightforce" monsters for the rest of this turn. A Thunder Link or Xyz Monster that was Link or Xyz Summoned using this card as material gains this effect.
● When this card is Xyz Summoned: You can target 1 "Lightforce" Spell/Trap in your GY; Set it in your Spell & Trap Zone. If this card is a "Lightforce" monster, it can be activated the turn it was Set.
You can only use each effect of "Lightforce Thunder Mage" once per turn.
1200/0
 
Lightforce Thunder Jester
Thunder/LIGHT
Level 4
During your Main Phase: You can Special Summon this card from your hand, then banish 1 random card from your hand face-down. During your opponent's 4th Standby Phase after this card's activation, return that card to their hand. A Thunder Link or Xyz Monster that was Link or  Xyz Summoned using this card as material gains this effect.
● When this card is Link or Xyz Summoned: You can Special Summon 1 "Lightforce" monster from your hand or Deck in Defense Position. If this card is a "Lightforce" monster, you can Special Summon it in Attack Position instead.
You can only use each effect of "Lightforce Thunder Jester" once per turn.
1400/0
 
Lightforce Thunder Servant
Thunder/LIGHT
Level 4
If you activate a "Lightforce" Spell/Trap Card: You can Special Summon this card from your hand. A Thunder Link or Xyz Monster that was Link or Xyz Summoned using this card as material gains this effect.
● When this card is Link or Xyz Summoned: You can target 1 "Lightforce" monster in your GY, except "Lightforce Thunder Servant"; Special Summon in in Defense Position. If this card is a "Lightforce" monster, you can Special Summon it in Attack Position instead.
You can only use each effect of "Lightforce Thunder Servant" once per turn.
1500/0
 
Extra Deck Monsters:
 
Lightforce Thunder Adviser
Thunder/LIGHT/Link
Link Arrows: Bottom, Bottom Right
2 Thunder Effect Monsters
Gains 100 ATK for each face-down banished card. Once per turn, if you activate a "Lightforce" Spell/Trap Card: You can Special Summon 1 "Lightforce" monster from your Deck to your zone this card points to. While this card points to a Thunder Xyz Monster, your opponent cannot activate cards or effects in response to the activation of "Lightforce" cards or effects.
1500/LINK-2
 
Lightforce Thunder Queen
Thunder/LIGHT/Xyz
Rank 4
2+ Level 4 Thunder monsters
Gains 100 ATK for each face-down banished card. Up to twice per turn: You can detach 1 material from this card, then target 1 banished card; place it on top of the Deck. If this card leaves the field: You can place any cards that are currently banished by the effects of "Lightforce" Spell/Trap effects to the top of the Deck in any order.
2000/0
 
Lightforce Thunder King
Thunder/LIGHT/Xyz
Rank 4
3+ Level 4 Thunder monsters
Gains 100 ATK for each face-down banished card. Up to twice per turn: You can detach 1 material from this card; banish 1 random card from your opponent's hand face-down. During your opponent's 4th Standby Phase after this effect's activation, return that card to their hand. If this card leaves the field: Increase the number of turns "Lightforce" Spell/Trap effects in effect last for by the number of material attached to this card when it left the field.
2500/0
 
Spells/Traps:
 
Lightforce Gloves
Equip Spell
Equip only to a "Lightforce" monster. It cannot be targeted or destroyed by your opponent's card effects, also it can make a second attack during each Battle Phase. Once per turn, if the equipped monster inflicts battle damage to your opponent: Both players draw 1 card. Once per turn, if the equipped monster destroys an opponent's monster by battle: Banish 1 random card from your opponent's hand face-down. During your opponent's 4th Standby Phase after this card's activation, return that card to their hand.
 
Lightforce Crown
Normal Spell
Banish 1 random card from your hand face-down, then draw 2 cards and show them, if neither cards are "Lightforce" cards, banish them face-down. During your opponent's 4th Standby Phase after this card's activation, return them to the hand.
 
Lightforce Wand
Quick-Play Spell
Banish 1 random card from your hand face-down, then banish 1 random card from your opponent's hand face-down. During your opponent's 4th Standby Phase after this card's activation, return them to the hand.
 
Lightforce Scepter
Quick-Play Spell
Special Summon 1 "Lightforce" monster from your hand or GY, then banish 1 random card from your hand face-down. During your opponent's 4th Standby Phase after this card's activation, return that card to the hand.
 
Lightforce Pen
Normal Trap
Detach any number of materials from a Thunder Xyz Monster and/or send 1 Thunder Link Monster you control to the GY, then banish cards from your opponent's hand face-down equal to the number of materials detached and/or that Link Monster's Link Rating. During your opponent's 4th Standby Phase after this card's activation, return them to the hand.

NOCTERMINAL ARCHETYPE (15/15):

Nocterminal is an Archetype of Cyberse/DARK Flip monsters with various Levels. They focus on flipping themselves face-up during your opponent's turn, counters and Synchro Summoning. Each monster has a Flip Effect, which has an additional effect if it was flipped face-up during your opponent's turn, and another effect that removes Nocturnal Counters for an effect, more on that later. Along with that, they have some Flip Tuners as well, and Synchro Summon powerful monsters with them.
 
The main playstyle revolves around using a combination of Nocterminal Station, Bootup and Shutdown. Station is their Field Spell, and allows for all your Traps to be activated from your hand, as well as producing Nocturnal Counters, which are used for the monster effects, as well as having its own little effect as well. To do this, Bootup and Shutdown change face-downs to face-up and face-up to face-down, respectively, and should you change 3 this way, you get to replace Bootup with Shutdown and vice-versa. Station gains counters each time your monsters are flipped face-up during your opponent's turn, and while you can use them in your turn due to the Traps conditions, it's best to do so in the opponent's turn due to the counters only being put on Station there.
 
The name is a portmanteau of nocturnal, which are animals that are awake during the night, and terminal, which refers to a type of computer. The monsters are each named after computing and internet terms combined with these animals.
 
Main Deck Monsters:
 
Nocterminal Formatting Firefly
Cyberse/DARK/Flip/Tuner
Level 1
FLIP: You can target 1 "Nocterminal" monster in your GY, except "Formatting Firefly"; Special Summon it in face-down Defense Position, also, after that, if this card is flipped face-up during your opponent's turn, you can Special Summon 1 "Nocturnal Token" (Cyberse/DARK/Level 1/ATK 0/DEF 0).
You can remove 2 Nocturnal Counters from anywhere on the field; Special Summon 1 "Nocterminal" monster from your Deck, except "Formatting Firefly". You can only use each effect of "Nocterminal Formatting Firefly" once per turn.
200/200
 
Nocterminal Booting Bat
Cyberse/DARK/Flip/Tuner
Level 2
FLIP: You can Special Summon 1 "Nocterminal" monster from your hand in either face-up or face-down Defense Position, also, after that, if this card is flipped face-up during your opponent's turn, immediately after this effect resolves, you can Synchro Summon using this card you control.
You can remove 2 Nocturnal Counters from anywhere on your field, then target 1 "Nocterminal" card in your GY, except "Nocterminal Booting Bat"; add it to your hand. You can only use each effect of "Nocterminal Booting Bat once per turn.
500/1000
 
Nocterminal Programming Possum
Cyberse/DARK/Flip
Level 3
FLIP: You can target 1 "Nocterminal" card in your GY, except "Programming Possum"; place it on top of your Deck, also, after that, if this card is flipped face-up during your opponent's turn, you can add 1 "Nocterminal" card from your GY to your hand.
You can remove 2 Nocturnal Counters from anywhere on the field, then target 1 "Nocterminal" monster in your GY; Special Summon it in either face-up or face-down Defense Position. You can only use each effect of "Nocterminal Programming Possum" once per turn.
800/1400
 
Nocterminal RAM Raccoon
Cyberse/DARK/Flip
Level 4
FLIP: You can change the battle position of 1 face-down Defense Position monster you control, also after that, if this card was flipped face-up during your opponent's turn, you can change the battle position of 1 monster on the field.
You can remove any number of Nocturnal Counters from anywhere on the field, then target 1 "Nocterminal" monster you control; increase that target's Level by the number removed. You can only use each effect of "Nocterminal RAM Raccoon" once per turn.
1000/2000
 
Nocterminal Online Owl
Cyberse/DARK/Flip
Level 4
FLIP: You can add 1 "Nocterminal" card from your Deck to your hand, except "Nocterminal Online Owl", also after that, if this card is flipped face-up during your opponent's turn, you can draw 1 card.
You can remove 2 Nocturnal Counters from anywhere on the field; draw 2 cards, then shuffle 1 card from your hand into your Deck. You can only use each effect of "Nocterminal Online Owl" once per turn.
1500/1200
 
Nocterminal Hardware Hyena
Cyberse/DARK/Flip
Level 6
FLIP: You can Special Summon 1 "Nocterminal" monster from your Deck in face-up Defense Position, except "Nocterminal Hardware Hyena", also after that, if this card was flipped face-up during your opponent's turn, immediately after this effect resolves, you can Normal Summon 1 "Nocterminal" monster.
You can remove any number of Nocturnal Counters from anywhere on the field, then target the same number of face-up monsters on the field; change them to face-down Defense Position. You can only use each effect of "Nocterminal Hardware Hyena" once per turn.
2000/1900
 
Extra Deck Monsters:
 
Nocterminal Offline Ocelot
Cyberse/DARK/Synchro
Level 5
1 "Nocterminal" Tuner + 1+ non-Tuner DARK monsters
When this card is Synchro Summoned: You can destroy all as many other monsters on the field as possible, equal to the number of face-down Defense Position monsters on the field. Gains 100 ATK and DEF for each Nocturnal Counter on the field, this card's battle position cannot be changed by card effects, also your opponent cannot target face-down Defense Position monsters you control for attacks. Once per turn, if you activate a Normal Trap Card: You can Special Summon 1 "Nocterminal" monster from your Deck in either face-up or face-down Defense Position
2100/2100
 
Nocterminal Gateway Greywolf
Cyberse/DARK/Synchro
Level 6
1 "Nocterminal" Tuner + 1+ non-Tuner DARK monsters
When this card is Synchro Summoned: You can place 2 Nocturnal Counters on "Nocterminal Station". Gains 100 ATK and DEF for each Nocturnal Counter on the field, this card's battle position cannot be changed by card effects, also your opponent cannot target face-down Defense Position monsters you control for attacks. (Quick Effect): You can discard 1 card, then activate 1 of these effects;
* Change the battle position of all face-up monsters on the field to face-down Defense Position.
* Change the battle position of all face-down Defense Position monsters you control.
2200/2200
 
Nocterminal Loading Leopard
Cyberse/DARK/Synchro
Level 8
1 "Nocterminal" Tuner + 1+ non-Tuner DARK monsters
Gains 100 ATK and DEF for each Nocturnal Counter on the field, this card's battle position cannot be changed by card effects, also your opponent cannot target face-down Defense Position monsters you control for attacks. While you control "Nocterminal Station", all other Spell effects on the field are negated. Once per turn, when your opponent activates a monster effect on the field (Quick Effect): You can negate that effect, and if you do, change that monster to face-down Defense Position, if able.
2500/2500
 
Spells/Traps:
 
Nocterminal Station
Field Spell
If you Normal Summon a "Nocterminal" monster: You can change it to face-down Defense Position, then draw 1 card. Each time a "Nocterminal" monster is flipped face-up during your opponent's turn, place 1 Nocturnal Counter on this card for each of those monsters. While there are 3 or more Nocturnal Counters on this card, your opponent cannot target "Nocterminal" monsters and face-down Defense Position monsters for effects, also they cannot be destroyed by card effects. If this card would be destroyed, you can remove 2 Nocturnal Counters from this card instead.
 
Nocterminal Connection
Normal Trap
If the only monsters you control are in face-down Defense Position (min. 1): Special Summon 1 "Nocturnal" monster from your hand or Deck in face-down Defense Position. If you control "Nocterminal Station", you can activate this card from your hand. You can only activate 1 "Nocturnal Connection" per turn.
 
Nocterminal Bootup
Normal Trap
Target 1 face-down Defense Position monster you control; change it to face-up Defense Position, then you can change any number of face-down Defense Position monsters adjacent to it to face-up Defense Position, then if you changed 3 "Nocterminal" monsters this way, you can Set 1 "Nocterminal Shutdown" directly from your Deck or GY in your Spell & Trap Zone. If you control "Nocterminal Station", you can activate this card from your hand.
 
Nocterminal Shutdown
Normal Trap
Change all face-up "Nocterminal" monsters you control to face-down Defense Position, then if you changed 3 or more monsters this way, you can Set 1 "Nocterminal Bootup" directly from your Deck or GY in your Spell & Trap Zone. If you control "Nocterminal Station", you can activate this card from your hand.
 
Nocterminal Moderator
Normal Trap
Until the end of this turn, your opponent must attack, if able, all "Nocterminal" monsters you will control cannot be destroyed by battle, also double their DEF. If this card is in your GY: You can return 1 face-down Defense Position monster you control to the hand; Special Summon this card from your GY (Cyberse/DARK/Level 4/ATK 0/DEF 2100), then you can place 2 Nocturnal Counters on "Nocterminal Station". If you control "Nocterminal Station", you can activate this card from your hand. You can only use each effect of "Nocterminal Moderator" once per turn.
 
Nocterminal Reconnect
Normal Trap
Target 1 "Nocterminal" monster in your GY; Special Summon it in either face-up or face-down Defense Position, then if you Special Summoned it in face-down Defense Position, you can place 2 Nocturnal Counters on "Nocterminal Station". If you control "Nocterminal Station", you can activate this card from your hand. You can only activate 1 "Nocterminal Reconnect" per turn.

ELEMENTLING ARCHETYPE (11/11):

Elementling is an Archetype of Level 4 monsters with various Types and Attributes and 0 ATK and DEF. They focus on banishing and Level 4 Special Summon-only monsters. Each monster has two effects, one that activates on Normal Summon and one that activates when banished from the GY, which adds a Level 4 Special Summon-only monster of a different Attribute than them.
 
They are inspired by Elementsaber as being support for Elemental Lords, but rather these are support for old school monsters that banished 1 monster from your GY of a specific Attribute to Special Summon themselves from your hand, here are the ones which I was able to find for each Attribute: The Rock Spirit (EARTH) Geruda the Wind Spirit, Silpheed (WIND) Spirit of Flames, Inferno (FIRE), Aqua Spirit (WATER), Black Dragon Collapserpent (DARK), White Dragon Wyrmling (LIGHT). The last two actually banish the opposite Attribute from themselves, but that's all we have as far as I am aware. EDIT: So a new card called Diana the Light Spirit was just revealed just a few days after I release this that is a LIGHT version that works for this. While there isn't a DARK one yet, just wanted to let you know, because it's crazy how coincidental this is. To view the card, click here.
 
While you can choose others to use in your Deck, these are the ones that are able to make their Deck work the simplest, as you only need one monster to banish to trigger their effects, which adds of the other Attribute monsters, so you can easily spam the field this way. Along with that, their card Kindergarten is able to fill the GY with Elementling quite easily, as it has a Monster Gate-like effect that adds a Special Summon only to your hand and sends all Elementling monsters to the GY when it is activated. Along with that, it also allows you to Tribute an Elementling to Normal Summon another Elementling from your hand, but here's the catch, you can do this as many times as you like per turn, but don't worry, it locks down the Attribute, so it's maxed at 6, and you'll of course also be Tributing a monster, but this is intentional, as this way you can put 6 in your GY, after having used their on Normal Summon effects of course, which allows you to pull out their boss monster, Tall Teacher, which can get 3000 ATK and DEF, plus a bonus protection, can kill cards on the field, and add back your banished Elementling to your hand.
 
The Archetype name is a portmanteau of elemental and youngling, and their names and support reference names related to young kids and kindergardens. While not intentional, some of the monsters have the same Type and Attribute as the Special Summon-only monsters mentioned previously, though that was only because other Types didn't make much sense for their Attribute. This was an Archetype idea that I was excited to come up with, because it would not surprise me if they actually make something similar to support old school Special Summon-only monsters like this, since a few of them have "spirit" in their name, so they were clearly thinking that their similar Summoning method was worth them being related.
 
Monsters:
 
Elementling - Kindle Kid
Pyro/FIRE
Level 4
If this card is Normal Summoned: You can send 1 "Elementling" monster from your Deck to your GY, then you can send 1 monster with a different Attribute from that monster from your Deck to the GY. If this card is banished from your GY: You can add 1 Level 4 non-FIRE monster that cannot be Normal Summoned/Set from your Deck to your hand. You can only use each effect of "Elementling - Kindle Kid" once per turn.
0/0
 
Elementling - Lake Lad
Aqua/WATER
Level 4
If this card is Normal Summoned: You can target 1 "Elementling" card in your GY, except "Elementling - Lake Lad"; add it to your hand. If this card is banished from your GY: You can add 1 Level 4 non-WATER monster that cannot be Normal Summoned/Set from your Deck to your hand. You can only use each effect of "Elementling - Lake Lad" once per turn.
0/0
 
Elementling - Bedrock Baby
Rock/EARTH
Level 4
If this card is Normal Summoned: You can discard 1 card; add 1 Level 4 monster that cannot be Normal Summoned/Set from your Deck to your hand. If this card is banished from your GY: You can add 1 Level 4 non-EARTH monster that cannot be Normal Summoned/Set from your Deck to your hand. You can only use each effect of "Elementling - Bedrock Baby" once per turn.
0/0
 
Elementling - Tornado Tot
Fairy/WIND
Level 4
If this card is Normal Summoned: You can discard 1 "Elementling" monster, then target 1 of your banished monsters with a different Attribute from the discarded monster; add it to your hand. If this card is banished from your GY: You can add 1 Level 4 non-WIND monster that cannot be Normal Summoned/Set from your Deck to your hand. You can only use each effect of "Elementling - Tornado Tot" once per turn.
0/0
 
Elementling - Sun Son
Warrior/LIGHT
Level 4
If this card is Normal Summoned: You can add 1 "Elementling" monster from your Deck to your hand, except "Elementling - Sun Son". If this card is banished from your GY: You can add 1 Level 4 non-LIGHT monster that cannot be Normal Summoned/Set from your Deck to your hand. You can only use each effect of "Elementling - Sun Son" once per turn.
0/0
 
Elementling - Dusk Daughter
Spellcaster/DARK
Level 4
If this card is Normal Summoned: You can add 1 "Elementling" Spell/Trap from your Deck to your hand. If this card is banished from your GY: You can add 1 Level 4 non-DARK monster that cannot be Normal Summoned/Set from your Deck to your hand. You can only use each effect of "Elementling - Dusk Daughter" once per turn.
0/0
 
Elementling - Tall Teacher
Psychic/DARK
Level 12
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing up to 6 monsters from your GY with different Attributes. If Summoned this way, it gains the Attributes of the Attributes of the monsters it banished, its original ATK and DEF become equal to the number of monsters banished x 500, also if it has 6 Attributes, it cannot be targeted by your opponent's effects or Tributed by your opponent. Once per turn: You can discard any number of "Elementling" monsters with different Attributes, then target the same number of cards your opponent controls; destroy those targets. Once, while this card is face-up on the field: You can target up to 3 of your banished "Elementling" monsters with the same Attribute as this card; add them to your hand.
?/?
 
Spells/Traps:
 
Elementling - Kindergarten
Field Spell
When this card is activated: You can excavate cards from the top of your Deck until you excavate a monster that cannot be Normal Summoned/Set, add it to your hand, also send all excavated "Elementling" monsters to the GY, also, after that, shuffle the remaining cards into your Deck. You can Tribute 1 "Elementling" monster; Normal Summon 1 "Elementling" monster with a different Attribute from the Tributed monster, also you cannot Normal Summon monsters with the same Attribute as that Normal Summoned monster for the rest of this turn. If you use either of this card's effects, you cannot Special Summon monsters, except from your hand, for the rest of this turn. You can only activate 1 "Elementling - Kindergarten" per turn.
 
Elementling - Recess
Normal Spell
Shuffle any number of "Elementling" cards in your hand and/or field into your Deck, then add the same number of "Elementling" cards from your Deck to your hand, except "Elementling - Recess". You can only activate 1 "Elementling - Recess" per turn.
 
Elementling - Nap
Quick-Play Spell
Target up to 2 of your banished monsters, including 1 "Elementling" monster; return them to the GY, then if you returned 2 monsters with the same Attribute, you can Set this card instead of sending it to the GY. You can only activate 1 "Elementling - Nap" per turn.
 
Elementling - Playtime
Continuous Trap
When this card is activated: You can target up 3 "Elementling" monsters in your GY; banish them, then draw 1 card and show it, if it is an "Elementling" monster, you can send it to the GY to draw 1 more card. Each time an "Elementling" monster(s) in your GY is banished, place 1 Playtime Counter on this card for each of those monsters. All monsters you control gain 100 ATK and DEF for each Playtime Counter on this card. If a monster(s) that cannot be Normal Summoned/Set would be destroyed by battle or card effect, you can remove 1 Playtime Counter from this card instead for each of those monsters.

PSYCHEAT ARCHETYPE (14/14):

Psycheat is an Archetype of Psychic/DARK Level 4 monsters with 1500 ATK and 0 DEF. They focus on gambling effects, Link Monsters, drawing, columns, and zone disruption. Each Main Deck Monster can be Special Summoned to the same column as one of their Spells/Traps, and all monsters have an effect that rolls a die, and if the result is 3 or less, you get an effect. However, you can decrease the result by the number of their Spells/Traps you control as well.

Their Spells/Traps each boost the ATK of monsters in their column by 500 ATK, and has an effect that gambles, which is boosted in some way by having one of their Link Monsters on the field, however you can only control 1 of each, more on that later.

The Link Monsters focus on messing with your opponent's cards, and making sure your opponent has nothing in their Extra Monster Zone. Casino Champion also returns Spells/Traps to the hand and also your own monsters, which is intentional, as that allows you to change the zones of those cards, which not only resets their effects, but Withhold is able to lock down an entire column, so you may be limited in the monsters self Summon effects if you do so.

Their name is a portmanteau of Psychic and Cheat, which their theme is also around, gambling, casino and cheating in gaming in general.

In case you haven't heard, Duel Portal is now out of beta, and therefore this Archetype is playable on their regular version, so do check that out here: http://duel-portal.com/

Main Deck Monsters:

Psycheat - Rounding Gambler
Psychic/DARK
Level 4
You can Special Summon this card (from your hand) in a "Psycheat" Spell/Trap's column you control. You can only Special Summon "Psycheat - Rounding Gambler" this way once per turn. During your Main Phase: You can roll a six-sided die, if the result is 3 or less, add 1 "Psycheat" monster from your Deck to your hand, except "Psycheat - Rounding Gambler". You can decrease the result of this effect's die roll by the number of "Psycheat" Spells/Traps you control. You can only use this effect of "Psycheat - Rounding Gambler" once per turn.
1500/0

Psycheat - Casino Regular
Psychic/DARK
Level 4
You can Special Summon this card (from your hand) in a "Psycheat" Spell/Trap's column you control. You can only Special Summon "Psycheat - Casino Regular" this way once per turn. During your Main Phase: You can roll a six-sided die, if the result is 3 or less, add 1 "Psycheat" Spell/Trap from your Deck to your hand. You can decrease the result of this effect's die roll by the number of "Psycheat" Spells/Traps you control. You can only use this effect of "Psycheat - Casino Regular" once per turn.
1500/0

Psycheat - Card Pocketer
Psychic/DARK
Level 4
You can Special Summon this card (from your hand) in a "Psycheat" Spell/Trap's column you control. You can only Special Summon "Psycheat - Card Pocketer" this way once per turn. You can target 1 "Psycheat" card in your GY; roll a six-sided die, if the result is 3 or less, add that target to your hand. You can decrease the result of this effect's die roll by the number of "Psycheat" Spells/Traps you control. You can only use this effect of "Psycheat - Card Pocketer" once per turn.
1500/0

Psycheat - Top Decker
Psychic/DARK
Level 4
You can Special Summon this card (from your hand) in a "Psycheat" Spell/Trap's column you control. You can only Special Summon "Psycheat - Card Pocketer" this way once per turn. During your Main Phase: You can roll a six-sided die, if the result is 3 or less, draw 1 card. You can decrease the result of this effect's die roll by the number of "Psycheat" Spells/Traps you control. You can only use this effect of "Psycheat - Top Decker" once per turn.
1500/0

Psycheat - Shuffle Fellow
Psychic/DARK
Level 4
You can Special Summon this card (from your hand) in a "Psycheat" Spell/Trap's column you control. You can only Special Summon "Psycheat - Shuffle Fellow" this way once per turn. During your Main Phase: You can target 1 "Psycheat" Spell/Trap you control; roll a six-sided die, return that target to the hand, then if the result is 3 or less, you can place 1 "Psycheat" Continuous Spell/Trap from your Deck face-up in your Spell & Trap Zone. You can decrease the result of this effect's die roll by the number of "Psycheat" Spells/Traps you control. You can only use this effect of "Psycheat - Shuffle Fellow" once per turn.
1500/0

Extra Deck Monsters:
 
Psycheat - Rookie Mole
Psychic/DARK/Link
Link Arrows: Bottom Left, Right
2 "Psycheat" monsters
If your opponent controls a monster in the Extra Monster Zone, this card can attack your opponent directly, also it cannot be targeted for an attack or effects by that monster. During your Main Phase: You can roll a six-sided die, then if the result is 3 or less, you can look at 1 random card in your opponent's hand, then add 1 "Psycheat" card from your Deck to the hand that is the same type of card (Monster, Spell or Trap) as that card. You can decrease the result of this effect's die roll by the number of "Psycheat" Spells/Traps you control. You can only use this effect of "Psycheat - Rookie Mole" once per turn.
1500/LINK-2

Psycheat - Poker Pro
Psychic/DARK/Link
Link Arrows: Left, Bottom, Bottom Right
2+ "Psycheat" monsters
When this card is Link Summoned: You can shuffle 1 random card from your opponent's hand into their Deck, or if your opponent controls a monster in the Extra Monster Zone, they can return that monster to the Extra Deck, otherwise shuffle 2 random cards from their hand into their Deck instead. During your Main Phase: You can roll a six-sided die, if the result is 3 or less, Special Summon 1 "Psycheat" monster from your Deck to your zone this card points to. You can decrease the result of this effect's die roll by the number of "Psycheat" Spells/Traps you control. You can only use each effect of "Psycheat - Poker Pro" once per turn.
2000/LINK-3

Psycheat - Casino Champion
Psychic/DARK/Link
Link Arrows: Top Right, Top, Bottom Left, Bottom
2+ "Psycheat" monsters
If your opponent would Summon a monster(s) (Quick Effect): You can negate the Summon, and if you do, destroy that monster, then return 1 "Psycheat" Spell/Trap you control to the hand, unless that monster would be Special Summoned to the Extra Monster Zone. (Quick Effect): You can roll a six-sided die, if the result is 3 or less, return all monsters this card points to, and all Spells/Traps in the same column as those monsters, to the hand. You can decrease the result of this effect's die roll by the number of "Psycheat" Spells/Traps you control. You can only use each effect of "Psycheat - Casino Champion" once per turn.
2500/LINK-4

Spells/Traps:
 
Psycheat - Backup Card
Equip Spell
Activate this card by targeting 1 "Psycheat" monster in your GY; roll a six-sided die, Special Summon that target and equip this card to it, also it gains ATK equal to the result x 200. The equipped monster is unaffected by your opponent's card effects in this card's column Once per turn: You can target 1 other face-up "Psycheat" Spell/Trap; switch the location of this card and that target, then you can move the equipped card to 1 of your unoccupied Main Monster Zones. If this card leaves the field, return the equipped monster to the hand. You can only activate 1 "Psycheat - Backup Card" per turn.

Psycheat - Roulette
Continuous Spell
All "Psycheat" monsters in this card's column gain 500 ATK. Once per turn: You can roll a die, if the result is 1, 3 or 6, Special Summon 1 "Psycheat Token" (Psychic/DARK/Level 1/ATK 0/DEF 0) in Defense Position, or if the result is 2, 4 or 5, Special Summon 1 "Psycheat Token" in Defense Position to your opponent's field. If you control a "Psycheat" Link Monster, you Special Summon to your field on any result. You can only control 1 "Psycheat - Roulette".

Psycheat - Slot Machine
Continuous Spell
All "Psycheat" monsters in this card's column gain 500 ATK. Once per turn: You can roll a die, shuffle "Psycheat" cards in your GY into your Deck up to the result, then draw 1 card. If you control a "Psycheat" Link Monster, draw 2 cards instead. You can only control 1 "Psycheat - Slot Machine".

Psycheat - Craps
Continuous Trap
All "Psycheat" monsters in this card's column gain 500 ATK. Once per turn, when your opponent activates a card or effect: You can roll a die, then if the result is 1 or 6, negate the activation, and if you do, destroy that card. If you control a "Psycheat" Link Monster, negate the activation on any result. You can only control 1 "Psycheat - Craps".

Psycheat - Poker
Continuous Trap
All "Psycheat" monsters in this card's column gain 500 ATK. Once per turn: You can roll a six-sided die, and if you do, this turn, you can treat the result of all "Psycheat" dice rolls as the rolled number. If you control a "Psycheat" Link Monster, you can roll the die twice, and this turn, you can treat the result as either result. You can only control 1 "Psycheat - Poker".

Psycheat - Withhold
Normal Trap
Target 1 other "Psycheat" Spell/Trap you control; draw 1 card and banish that target until the next Standby Phase, and if you do, its zone cannot be used, all unused zones in that card's column cannot be used while it is banished by this effect. If you control a "Psycheat" Link Monster, you can activate this card from your hand.

ASTEROIDIAN ARCHETYPE (17/17):

Asteroidian is an Archetype of Rock/DARK Spirit monsters with various Levels. They focus on returning banished monsters to the GY, Fusion Summoning and Spirit monster related activities. Also, later development have made be able to have a slight ability to Deck out your opponent by banishing their cards. Each Main Deck monster are similar, they each activate on Normal or Flip Summons, doing various things, and if they are returned from being banished to the GY. Also, notice that their Spirit monster effect that returns them to the hand also allows you to banish it instead.
 
They have a Link Monster that allows them to get plays going and prevent losing too many resources, though their focus is on Fusion Summoning boss monsters, which allows you to use their powerful effects to banish your opponent's cards, as well as using Burnout for a field wipe.
 
The Extra Deck monsters also are Spirit monsters, and like the Main Deck monsters, they can also banish themselves instead, but they also gain an additional effect as well, and the Fusion Monsters also have an effect that activates when they are returned to the GY, so try to banish them if you can, as they can become quite powerful when using Belt to continuously banish and return them, which allows you to bring back Ceres with Pallas.
 
Their name of course comes from asteroid, and their names are based on real asteroids. I originally had them focus on using Tramid Pulse and being EARTH like Tramid, though I liked the Spirit monster idea to add some extra flavor to them, and them being DARK makes sens with them being in space.
 
Main Deck Monsters:
 
Asteroidian Juno
Rock/DARK/Spirit
Level 1
Cannot be Special Summoned. If this card is Normal or Flip Summoned: You can target 1 of your banished Rock monsters; return it to the GY. If this banished card is returned to the GY: You can add 1 "Asteroidian" monster from your Deck to your hand, except "Asteroidian Juno". You can only use this effect of "Asteroidian Juno" once per turn. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand or banish it.
300/500
 
Asteroidian Cybele
Rock/DARK/Spirit
Level 1
Cannot be Special Summoned. If this card is Normal or Flip Summoned: You can target 1 of your banished Rock monsters; return it to the GY. If this banished card is returned to the GY: You can add 1 "Asteroidian" Spell/Trap from your Deck to your hand. You can only use this effect of "Asteroidian Cybele" once per turn. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand or banish it.
600/200
 
Asteroidian Sylvia
Rock/DARK/Spirit
Level 2
Cannot be Special Summoned. If this card is Normal or Flip Summoned: You can banish 1 "Asterodian" monster from your Deck. If this banished card is returned to the GY: You can target 1 other "Asteroidian" card in your GY; add it to your hand. You can only use this effect of "Asteroidian Sylvia" once per turn. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand or banish it.
800/400
 
Asteroidian Eunomia
Rock/DARK/Spirit
Level 2
Cannot be Special Summoned. If this card is Normal or Flip Summoned: You can send 1 Rock monster from your Deck to the GY. If this banished card is returned to the GY: You can draw 2 cards, then shuffle 1 "Asteroidian" card from your hand into your Deck, or, if you do not have any in your hand, shuffle your entire hand into the Deck. You can only use this effect of "Asteroidian Eunomia" once per turn. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand or banish it.
700/1000
 
Asteroidian Davida
Rock/DARK/Spirit
Level 3
Cannot be Special Summoned. If this card is Normal or Flip Summoned: You can discard 1 card; add 1 "Asteroidian" card from your Deck to your hand. If this banished card is returned to the GY: You can target 1 of your banished "Asteroidian" cards; place it to the top of your Deck. You can only use this effect of "Asteroidian Davida" once per turn. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand or banish it.
1000/1500
 
Asteroidian Interamnia
Rock/DARK/Spirit
Level 4
Cannot be Special Summoned. If this card is Normal or Flip Summoned: You can banish 1 "Asteroidian" monster from your hand or GY, and if you do, draw 1 card. If this banished card is returned to the GY: You can target 1 of your banished Rock monsters; return it to the GY. You can only use this effect of "Asteroidian Interamnia" once per turn. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand or banish it.
1800/1200
 
Asteroidian Hygiea
Rock/DARK/Spirit
Level 4
Cannot be Special Summoned. If this card is Normal or Flip Summoned: You can banish the top 3 cards from both players' Decks. If this banished card is returned to the GY: You can Fusion Summon 1 "Asteroidian" Fusion Monster from your Extra Deck by using monsters from your hand or field as Fusion Material. You can only use this effect of "Asteroidian Hygiea" once per turn. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand or banish it.
700/2000
 
Extra Deck Monsters:
 
Asteroidian Europa
Rock/DARK/Link/Spirit
Link Arrows: Down
1 Spirit monster
Must be Link Summoned. Once per turn: You can banish 1 Spirit monster from your hand; add 1 Spirit monster from your Deck to your hand with the same Type as that monster. Once per turn, if a monster if Fusion Summoned to your zone this card points to: You can target Spirit monsters in your GY up to the number of materials used for its Fusion Summon; add them to your hand. Once per turn, during the End Phase, if this card was Special Summoned this turn: Return it to the Extra Deck or banish it, then you can return 1 of your other banished monsters to the GY.
1000/LINK-1
 
Asteroidian Pallas
Rock/DARK/Fusion/Spirit
Level 6
2 "Asteroidian" monsters
Must be Fusion Summoned. When this card is Fusion Summoned: You can banish cards from the top of both players' Decks equal to the number of cards that player controls, then this card gain ATK equal to each monster banished by this effect x 100. If this banished card is returned to the GY: You can target 1 other Spirit monster in your GY; Special Summon it, ignoring its Summoning conditions. You can only use this effect of "Asteroidian Pallas" once per turn. Once per turn, during the End Phase, if this card was Special Summoned this turn: Return it to the Extra Deck or banish it, then you can return your up to 2 of other banished monsters to the GY.
2000/0
 
Asteroidian Vesta
Rock/DARK/Fusion/Spirit
Level 8
"Asteroidian Europa" + 1 Spirit monster
Must be Fusion Summoned. When this card is Fusion Summoned: You can place 1 card your opponent controls on top of their Deck. If this banished card is returned to the GY: You can target 1 of your banished "Asteroidian" cards; add it to your hand. You can only use this effect of "Asteroidian Vesta" once per turn. Once per turn, during the End Phase, if this card was Special Summoned this turn: Return it to the Extra Deck or banish it, then you can return up to 3 of your other banished monsters to the GY, then your opponent can shuffle up to 5 of their banished cards into their Deck.
2500/0
 
Asteroidian Ceres
Rock/DARK/Fusion/Spirit
Level 10
3+ "Asteroidian" monsters
Must be Fusion Summoned. When this card is Fusion Summoned: You can banish Spells/Traps your opponent control up to the number of your banished "Asteroidian" monsters. If this banished card is returned to the GY: You can make your opponent banish 1 card from their hand. You can only use this effect of "Asteroidian Ceres" once per turn. Once per turn, during the End Phase, if this card was Special Summoned this turn: Return it to the Extra Deck or banish it, then you can return your other banished monsters up to the number of Fusion Materials used for its Fusion Summon.
3000/0
 
Spells/Traps:
 
Asteroidian Fusion
Normal Spell
Fusion Summon 1 "Asteroidian" Fusion Monster from your Extra Deck by using monsters from your hand or field as Fusion Material. If have no banished monsters, you can also banish monsters from your GY as Fusion Materials. You can only activate 1 "Asteroidian Fusion" per turn.
 
Asteroidian Collision
Quick-Play Spell
Fusion Summon 1 "Asteroidian" Fusion Monster from your Extra Deck by banishing monsters from your hand or field as Fusion Material. You can only activate 1 "Asteroidian Collision" per turn.
 
Asteroidian Universe
Field Spell
When this card is activated: You can roll a six-sided die, banish cards from the top of both players' Decks equal to the result, then all face-up monsters on the field lose ATK and DEF equal to the number banished x 100. If a Spirit monster(s) is returned to the hand or Extra Deck, you can: Immediately after this effect resolves, Normal Summon 1 Asteroidian" monster with a different name from that monster(s). You can only activate 1 "Asteroidian Universe" per turn.
 
Asteroidian Belt
Continuous Spell
Once per turn: You can target 1 "Asteroidian" monster you control; return it to the hand or banish it, then immediately after this effect resolves, you can Normal Summon 1 "Asteroidian" monster with a different name from that target. Once per turn: You can target 1 "Asteroidian" monster in your GY and 1 of your banished "Asteroidian" monsters; banish the first target, and if you do, return the second target to the GY.
 
Asteroidian Burnout
Normal Trap
Target 1 "Asteroidian" monster you control; banish that target, then, if your opponent controls a face-up monster whose ATK is less than or equal to that target's ATK, banish monsters your opponent control whose ATK is less than or equal to that target's ATK, also, after that, inflict damage to your opponent equal to the number of monsters banished by this effect x 1000. If you control "Asteroidian Europa", you can activate this card from your hand.

Asteroidian Orbit
Normal Trap
Fusion Summon 1 "Asteroidian" Fusion Monster from your Extra Deck by using monsters from your hand or field as Fusion Material and equip this card to that monster. A monster equipped with this card does not have to activate its effect that activates during the End Phase. If you control "Asteroidian Universe", you can activate this card from your hand. You can only activate 1 "Asteroidian Orbit" per turn.

WAVEWEB ARCHETYPE (16/16):

Waveweb is an Archetype of Insect/WATER monsters with various Levels. They focus on negating their own activation and effects, as the monsters all have effects that Special Summon them from the hand when your effects are negated, using Counter Traps, as well as Synchro Summoning.
 
Their main playstyle revolves around simply using Seabed along with Sting to negate one of your own monster's effects, which is most easily done with the Tuners, and then Special Summoning a monster from your hand, or using Capture to take control of one of your opponent's monsters. While the Tuners have conditions that make it harder to get the Synchro Monster you want, but with Sting, you don't destroy the monster, so if you choose to negate your monster's effect, you gain the ability to use Capture or Special Summon from your hand, so you can gain access to Link and Synchro Summons easily.
 
They are based on sea spiders, which I figured would be interesting, as Insect/WATER has so few members, while I know that they aren't like normal spiders, it feels odd for them not to be Insect to me.
 
Main Deck Monsters:
 
Waveweb Tanystylum
Insect/WATER/Tuner
Level 1
If the activation of a "Waveweb" card or effect in your possession is negated: You can Special Summon this card from your hand, then if that activation was negated by the effect of a Counter Trap, you can add 1 "Waveweb" card from your Deck to your hand, except "Waveweb Tanystylum". You can discard 1 card, then target 1 face-up monster you control and declare a Level between 1 and 7; that target becomes that Level, also you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except Synchro Monsters. You can only use each effect of "Waveweb Tanystylum" once per turn.
200/300
 
Waveweb Achelia
Insect/WATER/Tuner
Level 2
If the activation of a "Waveweb" card or effect in your possession is negated: You can Special Summon this card from your hand, then if that activation was negated by the effect of a Counter Trap, you can add 1 "Waveweb" card from your Deck to your hand, except "Waveweb Achelia". During your Main Phase: You can Special Summon 1 "Waveweb" monster from your hand, except "Waveweb Achelia", and if you do, you cannot Special Summon monsters, except "Waveweb" monsters for the rest of this turn. You can only use each effect of "Waveweb Achelia" once per turn.
500/500
 
Waveweb Nymphon
Insect/WATER
Level 3
If the activation of a "Waveweb" card or effect in your possession is negated: You can Special Summon this card from your hand, then if that activation was negated by the effect of a Counter Trap, you can add 1 "Waveweb" card from your Deck to your hand, except "Waveweb Nymphon". When a card or effect is activated (Quick Effect): You can discard 1 "Waveweb" card; negate the activation, and if you do, destroy that card. You can only use each effect of "Waveweb Nymphon" once per turn.
1000/200
 
Waveweb Cilunculus
Insect/WATER
Level 3
If the activation of a "Waveweb" card or effect in your possession is negated: You can Special Summon this card from your hand, then if that activation was negated by the effect of a Counter Trap, you can add 1 "Waveweb" card from your Deck to your hand, except "Waveweb Cilunculus". If this card is destroyed by battle or card effect and sent to the GY: You can target 1 "Waveweb" monster in your GY, except "Waveweb Cilunculus"; Special Summon that target. You can only use each effect of "Waveweb Cilunculus" once per turn.
400/1400
 
Waveweb Elassorhis
Insect/WATER
Level 3
If the activation of a "Waveweb" card or effect in your possession is negated: You can Special Summon this card from your hand, then if that activation was negated by the effect of a Counter Trap, you can add 1 "Waveweb" card from your Deck to your hand, except "Waveweb Elassorhis". If this card is sent to your GY, except from your Deck: You can target 1 other "Waveweb" card in your GY; add it to your hand. You can only use each effect of "Waveweb Elassorhis" once per turn.
600/1200
 
Waveweb Pariboea
Insect/WATER
Level 4
If the activation of a "Waveweb" card or effect in your possession is negated: You can Special Summon this card from your hand, then if that activation was negated by the effect of a Counter Trap, you can add 1 "Waveweb" card from your Deck to your hand, except "Waveweb Perioboea". (Quick Effect): You can discard this card, then target 1 "Waveweb" monster you control; the first time it would it cannot be destroyed by cards or effects this turn, it is not destroyed.
1800/0
 
Extra Deck Monsters:
 
Waveweb Pycnogonum
Insect/WATER/Synchro
Level 5
1 "Waveweb" Tuner + 1+ non-Tuner monsters
Once per turn, when a card or effect is activated (Quick Effect): You can negate the activation, and if you do, this card loses 500 ATK and DEF. Each time a Counter Trap Card is activated, this card gains 500 ATK and DEF immediately after it resolves. The first time each "Waveweb" monster you control would be destroyed by battle or card effect each turn, it is not destroyed.
2000/2000
 
Waveweb Hemichela
Insect/WATER/Synchro
Level 6
1 "Waveweb" Tuner + 1+ non-Tuner monsters
Once per turn, when a card or effect is activated (Quick Effect): You can negate the activation, and if you do, this card loses 500 DEF. Each time a Counter Trap Card is activated, this card gains 500 DEF immediately after it resolves. Once per turn, during your End Phase: You can target 1 Counter Trap in your GY; Set it on your field. If this card leaves the field, banish all cards Set by this card's effect.
1500/3000
 
Waveweb Scipiolus
Insect/WATER/Synchro
Level 8
1 "Waveweb" Tuner + 1+ non-Tuner monsters
Once per turn, when a card or effect is activated (Quick Effect): You can negate the activation, this card loses 500 ATK, and if it does, return that card to the hand. Each time a Counter Trap Card is activated, this card gains 1000 ATK immediately after it resolves. The activation of "Waveweb" monster effects that negate the activation of a card or effect can be activated at any time a Counter Trap Card can be activated.
2500/2500
 
Spell/Traps:
 
Waveweb Seabed
Field Spell
When this card is activated: You can reveal 3 Counter Traps from your Deck, including 1 "Waveweb" Counter Trap, your opponent randomly chooses 1 for you to Set on your field, and you shuffle the rest into your Deck. If the activation of a "Waveweb" card or effect in your possession is negated: You can Special Summon 1 "Waveweb" monster from your Deck. You can only use each effect of "Waveweb Seabed" once per turn.
 
Waveweb Capture
Quick-Play Spell
If the activation of a "Waveweb" card or effect in your possession is negated: Target 1 face-up monster your opponent controls; take control of it until the end of your next turn. If you activate a Counter Trap while this card is in your GY: You can shuffle this card into your Deck, then draw 1 card. You can only use each effect of "Waveweb Capture" once per turn.
 
Waveweb Struggle
Continuous Spell
Once per turn: You can reveal 1 "Waveweb" card in your hand, your opponent can reveal 1 card in their hand with the same type of card (Monster, Spell or Trap), otherwise, your opponent cannot activate cards or effects with same type of card as the revealed card until the end of this turn (even if this card leaves the field). Once per turn, if you control a "Waveweb" Synchro Monster: You can target 1 face-up card your opponent controls; your opponent can send that target to the GY, otherwise, gain control of that target. You can only control 1 "Waveweb Struggle".
 
Waveweb Sting
Counter Trap
If you control a "Waveweb" monster, when a card or effect is activated: Negate the activation, also your opponent cannot activate cards or effects with the same name as that card for the rest this turn. If you control "Waveweb Seabed", you can activate this card the turn it was Set.
 
Waveweb Meal
Counter Trap
If you control a "Waveweb" monster, when a monster effect is activated: Negate the activation, and if you do, destroy that monster, also if you negated the activation of your opponent's card effect, you can Set this card instead of sending it to the GY.
 
Waveweb Flush
Counter Trap
If you control a "Waveweb" monsters, when a card or effect is activated: Negate the activation, and if you do, if you control "Waveweb Seabed", you can return 1 face-up card on the field to the hand.
 
Waveweb Kill
Counter Trap
If you control a "Waveweb" Synchro Monster, when a card or effect is activated: Negate the activation, and if you do, destroy that card, then you can banish 1 card your opponent controls. If you control "Waveweb Seabed", you can activate this card the turn it was Set.

MALICIOUSEA ARCHETYPE (16/16):

Maliciousea is an Archetype of Level 4 Aqua, Fish and Sea Serpent/DARK monsters, as well as a single Level 1 monster. They focus on Xyz Summoning and Special Summoning from the Deck. Each Main Deck monster, except Amphipod, has an effect that can Tribute another Maliciousea monster to Special Summon another Maliciousea monster from the Deck with a different Type, where Amphipod does this when it itself is Tributed.
 
You use this playstyle to perform Xyz Summons with the special method their Xyz Monsters have that make you able to use only a single monster for the Xyz Summon if it was Special Summoned from the Deck, also their offensive effects are about banishing cards face-down.
 
Along with that, their Field Spell, The Deep Maliciousea, provides the ability to use monsters from your hand or field as though they were materials when you activate their effects, so you don't even need to have a lot of materials attached! That being said, you are also benefited by having at least 3 materials attached to them as well, by providing a protection effect on them.
 
Their name is a portmanteau of Malicious and Sea, and they are all based around deep sea creatures, particularly the weird and scary ones. I realize that the Sea Serpent monsters aren't really serpents, but it's the closest I was able to come to them.
 
Main Deck Monsters:
 
Maliciousea Amphipod
Aqua/DARK
Level 1
If you control a "Maliciousea" monster: You can Special Summon this card from your hand, but banish it when it leaves the field. If this card is Tributed: You can Special Summon 1 "Maliciousea" monster from your Deck, except "Maliciousea Amphipod". You can only use each effect of "Maliciousea Amphipod" once per turn.
0/0
 
Maliciousea Gulper
Aqua/DARK
Level 4
You can Tribute 1 other "Maliciousea" monster; Special Summon "Maliciousea" monster from your Deck with a different Type. If this card is sent to the GY to activate the effect of a "Maliciousea" Xyz Monster: You can Special Summon this card from your GY.  You can only use each effect of "Maliciousea Gulper" once per turn.
1000/1500
 
Maliciousea Stargazer
Aqua/DARK
Level 4
You can Tribute 1 other "Maliciousea" monster; Special Summon "Maliciousea" monster from your Deck with a different Type. If this card is Special Summoned from your Deck: You can target 1 "Maliciousea" monster in your GY, except "Maliciousea Stargazer"; Special Summon that target. This card must be face-up on the field to activate and to resolve this effect. You can only use each effect of "Maliciousea Stargazer" once per turn.
1300/1600
 
Maliciousea Anglerfish
Fish/DARK
Level 4
You can Tribute 1 other "Maliciousea" monster; Special Summon "Maliciousea" monster from your Deck with a different Type. If another "Maliciousea" monster(s) is Tributed: You can add 1 "Maliciousea" card from your Deck to your hand, except "Maliciousea Anglerfish". This card must be face-up on the field to activate and to resolve this effect. You can only use each effect of "Maliciousea Anglerfish" once per turn.
1600/1000
 
Maliciousea Fangfish
Fish/DARK
Level 4
If this card is Normal or Special Summoned: You can Special Summon 1 "Maliciousea" monster from your hand, except "Maliciousea Fangfish", but it cannot be used as material for an Xyz Summon. You can Tribute 1 other "Maliciousea" monster; Special Summon "Maliciousea" monster from your Deck with a different Type. You can only use each effect of "Maliciousea Fangfish" once per turn.
1800/500
 
Maliciousea Blackdragon
Sea Serpent/DARK
Level 4
You can Tribute 1 "Maliciousea" monster; Special Summon this card from your hand or GY, but banish it when it leaves the field. You can Tribute 1 other "Maliciousea" monster; Special Summon "Maliciousea" monster from your Deck with a different Type. You can only use each effect of "Maliciousea Blackdragon" once per turn.
500/2000
 
Maliciousea Grenadier
Sea Serpent/DARK
Level 4
You can Tribute other "Maliciousea" monster; Special Summon "Maliciousea" monster from your Deck with a different Type. You can only use this effect of "Maliciousea" once per turn. An Xyz Monster that was Xyz Summoned using this card as material gains this effect.
● Once per turn: You can Tribute 1 other "Maliciousea" monster; take 1 "Maliciousea" monster from your Deck and either attach it to this card as a face-up material or Special Summon it.
1700/1200
 
Extra Deck Monsters:
 
Maliciousea Coffinfish
Fish/DARK
Link Arrows: Down, Left
2 DARK monsters with different Types
When this card is Link Summoned by using a "Maliciousea" monster as material: You can move it to your Main Monster Zone it points to. Once per turn: You can Tribute 1 monster this card points to; banish 1 random card from your opponent's hand face-down, also this card cannot attack for the rest of this turn. If a monster is Special Summoned from your Deck to your zone this card points to: Draw 2 cards, then discard 1 card. You can only use this effect of "Maliciousea Coffinfish" once per turn.
1700/LINK-2
 
Maliciousea Viperfish
Fish/DARK/Xyz
Rank 4
2+ Level 4 DARK monsters with different Types
You can also Xyz Summon "Maliciousea Viperfish" once per turn by using 1 Level 4 or lower "Maliciousea" monster you control as material that was Special Summoned from your Deck. Once per turn: You can detach 1 material from this, then target 1 face-up monster your opponent controls whose ATK is less than or equal to this card's ATK; banish that target face-down. While this card has 3 or more materials attached, it cannot be targeted or destroyed by your opponent's card effects.
2200/1700
 
Maliciousea Blobfish
Aqua/DARK
Rank 4
2+ Level 4 DARK monsters with different Types
You can also Xyz Summon "Maliciousea Blobfish" once per turn by using 1 Level 4 "Maliciousea" monster you control as material that was Special Summoned from your Deck. Once per turn: You can detach 1 material from this card, then target 1 face-up Spell/Trap your opponent controls; banish that target target face-down, then look at your opponent's hand and Deck as banish as many cards face-down with the same name as possible. While this card has 3 or more materials attached, it cannot be targeted or destroyed by your opponent's card effects.
2000/2500
 
Maliciousea Chimaera
Sea Serpent/DARK/Xyz
Rank 4
3+ Level 4 DARK monsters with different Types
You can also Xyz Summon "Maliciousea" once per turn by using 1-to-2 Level 4 or lower "Maliciousea" monsters you control as material that was Special Summoned from your Deck. Once per turn (Quick Effect): You can detach any number of material from this card; all face-up monsters your opponent control lose ATK equal to the number of materials detached x 1000, then banish any monsters face-down whose ATK was reduced to 0 as a result. While this card has 3 or more materials attached, it cannot be targeted or destroyed by your opponent's card effects.
2500/1500
 
Spells/Traps:
 
The Deep Maliciousea
Field Spell
All "Maliciousea" monsters you control gain 300 ATK and DEF. Once per turn, if a "Maliciousea" Xyz Monster you control would detach its material(s) to activate its effect, you can also treat other "Maliciousea" monsters in your hand or field as materials by sending them to the GY. If you Xyz Summon a "Maliciousea" Xyz Monster: You can add 1 "Maliciousea" card from your Deck to your hand, except "The Deep Maliciousea". You can only use this effect of "The Deep Maliciousea" once per turn.
 
Surfacing the Maliciousea
Normal Spell
If you control no monsters in your Extra Monster Zone: Target 1 "Malicious" monster in your GY; Special Summon it in Defense Position, also for the rest of this turn, you cannot Xyz Summon, except "Maliciousea" monsters. You can only activate 1 "Surfacing the Maliciousea" per turn.
 
School of the Maliciousea
Quick-Play Spell
Target 1 "Maliciousea" Xyz Monster you control with no materials; attach 1 "Maliciousea" monster from your hand or Deck to it as a material, also if you control "The Deep Maliciousea", attach up to 2 other "Maliciousea" monsters from your hand or field to it as material. If a "Maliciousea" monster you control would be destroyed by battle, you can banish this card from your GY instead.
 
Darkness of the Maliciousea
Normal Trap
You can target "Maliciousea" monsters in your GY with different Types up to the number of materials attached to "Maliciousea" Xyz Monsters you control; detach materials from "Maliciousea" Xyz Monsters you control equal to the number of targets, then add those targets to your hand. If you control "The Deep Maliciousea", you can activate this card from your hand. You can only activate 1 "Darkness of the Maliciousea" per turn
 
Maliciousea Species
Continuous Trap
Once per turn: You can Tribute 1 DARK monster; Special Summon 1 "Maliciousea" monster from your Deck with a different Type from that monster. If you control 3 "Maliciousea" monsters with different Types, once per turn, if DARK Xyz Monster you control would detach exactly 1 material to activate its card effect, you can banish 1 face-up monster your opponent control face-down instead.

CHROMATOPHORIC ARCHETYPE (15/15):

Chromatophoric is an Archetype of monsters with different Types, Attributes and Levels. They focusing on monster equip and Link Monster mechanics. Each monster is able to equip themselves from your hand or field, with the Link Monsters only field of course, and they make all monsters in the same column as them become the same Type as themselves, including the opponent's monsters.
 
They do this so they can Link Summon their monsters, which require different Types to do so, as well as disrupting the opponent, for example by destroying their monsters or stealing them by equipping them, which is what their most powerful monster does. They also want to build out their Link Monster capability, and their Link Monsters have Link Arrows that support putting them in the Main Monster Zone, and the card Environmental Conditions is made so you can take the most advantage of these peculiar Link Arrows.
 
The name Chromatophoric means the ability to change color, which is seen in various kinds of animals, most famous is probably a chameleon. Now, some of these are not necessarily using Chromatophores to do this, but I realized that it was quite hard to find a good selection of animals that actually used Chromatophores, so I compromised by using some that change appearance in other ways, or over their lifetime instead.
 
Main Deck Monsters:
 
Chromatophoric Poison Dart Frog
Aqua/DARK
Level 1
You can target 1 "Chromatophoric" monster you control; equip this card from your hand or field to that target. While this card is equipped to a monster, the Type of all monsters in this card's column become Aqua. Once per turn, if a monster this card is equipped to battles an opponent's monster, after damage calculation: You can destroy all monsters your opponent controls with the same Type as equipped card. If this card is sent to the GY, except by a card effect: You can add 1 "Chromatophoric" Spell/Trap from your Deck to your hand. You can only use this effect of "Chromatophoric Poison Dart Frog" once per turn.
200/500
 
Chromatophoric Stout
Beast/EARTH
Level 2
You can target 1 "Chromatophoric" monster you control; equip this card from your hand or field to that target. While this card is equipped to a monster, the Type of all monsters in this card's column become Beast. Once per turn, if this card is equipped to a monster: You can target 1 monster your opponent controls in their Main Monster Zone; move that target to another 1 of their Main Monster Zones. Once per turn: You can target 1 "Chromatophoric" monster in your Main Monster Zone OR 1 Equip Card you control; if that target is in your Main Monster Zone, move it to another 1 of your Main Monster Zones or if it is in your Spell & Trap Zone, move it to another 1 of your Spell & Trap Zones.
700/1400
 
Chromatophoric Goldenrod Spider
Insect/LIGHT
Level 3
You can target 1 "Chromatophoric" monster you control; equip this card from your hand or field to that target. While this card is equipped to a monster, the Type of all monsters in this card's column become Insect. If this card is equipped to a monster: You can discard 1 card; Special Summon this card. If this card is sent to the GY, except by a card effect: You can add 1 "Chromatophoric" monster from your Deck to your hand, except "Chromatophoric Goldenrod Spider". You can only use this effect of "Chromatophoric Goldenrod Spider" once per turn.
1000/900
 
Chromatophoric Ptarmigan
Winged Beast/WIND
Level 3

You can target 1 "Chromatophoric" monster you control; equip this card from your hand or field to that target. While this card is equipped to a monster, the Type of all monsters in this card's column become Winged Beast. Once per turn, if a monster this card is equipped to is targeted for an attack: You can Special Summon this equipped card, and if you do, negate the attack. You can send 1 Equip Card equipped to this card to the GY, then target 1 "Chromatophoric" monster in your GY with a different name; Special Summon that target. You can only use this effect of "Chromatophoric Ptarmigan" once per turn.

200/2000
 
Chromatophoric Tuatara
Reptile/DARK
Level 4
You can target 1 "Chromatophoric" monster you control; equip this card from your hand or field to that target. While this card is equipped to a monster, the Type of all monsters in this card's column become Reptile. While this card is equipped to a monster, during your Main Phase, you can Normal Summon 1 "Chromatophoric" monster in addition to your Normal Summon/Set (you can only gain this effect once per turn.) You can discard 1 card, then target 1 "Chromatophoric" monster in your GY; equip that target to this card. You can only use this effect of "Chromatophoric Tuatara" once per turn.
1500/1500
 
Chromatophoric Cuttlefish
Fish/WATER
Level 4
You can target 1 "Chromatophoric" monster you control; equip this card from your hand or field to that target. While this card is equipped to a monster, the Type of all monsters in this card's column become Fish. A monster equipped with this card gains 300 ATK for each card equipped to it. During your Main Phase: You can Special Summon 1 "Chromatophoric" Monster Card equipped to this card, but it has its effects negated. You can only use this effect of "Chromatophoric Cuttlefish" once per turn.
1800/1000
 
Extra Deck Monsters:
 
Chromatophoric Chameleon
Reptile/EARTH/Link
Link Arrows: Bottom Left, Right
2 monsters with different Types
When this card is Link Summoned: You can equip 1 "Chromatophoric" monster from your Deck to this card. You can discard 1 card; Special Summon 1 Monster Card this card is equipped to with the same Type as a monster your opponent controls. You can target 1 "Chromatophoric" monster you control; equip this card from your field to that target. While this card is equipped to a monster, the Type of all monsters in this card's column become Reptile. If this card is sent from the field to the GY while equipped to a monster: Draw 1 card. You can only use this effect of "Chromatophoric Chameleon" once per turn.
1500/LINK-2
 
Chromatophoric Acanthuridae
Fish/WATER/Link
Link Arrows: Right, Up
2 monsters with different Types

When this card is Link Summoned: You can equip 1 "Chromatophoric" monster from your Deck to this card. While this card is co-linked, monsters your opponent control cannot target co-linked monsters you control for attacks or effects, also if you have an Extra Link, the ATK and DEF of all monsters your opponent control whose Type is the same as monsters you control become 0 and their effects are negated. You can target 1 "Chromatophoric" monster you control; equip this card from your field to that target. While this card is equipped to a monster, the Type of all monsters in this card's column become Fish. If this card is sent from the field to the GY while equipped to a monster: Draw 1 card. You can only use this effect of "Chromatophoric Acanthuridae" once per turn.

1300/LINK-2
 
Chromatophoric Chrysso
Insect/DARK/Link
Up, Left
2 monsters with different Types
When this card is Link Summoned: You can equip 1 "Chromatophoric" monster from your Deck to this card. Monsters this card point to become the same Type as this card. While this card is co-linked to a monster, it can attack your opponent directly, also co-linked monsters you control gain 500 ATK. You can target 1 "Chromatophoric" monster you control; equip this card from your field to that target. While this card is equipped to a monster, the Type of all monsters in this card's column become Insect. If this card is sent from the field to the GY while equipped to a monster: Draw 1 card. You can only use this effect of "Chromatophoric Chrysso" once per turn.
1000/LINK-2
 
Chromatophoric Squid
Aqua/WATER/Link
Bottom Right, Left, Right
2+ monsters with different Types
When this card is Link Summoned: You can equip 1 "Chromatophoric" monster from your Deck to this card. Once per turn: You can discard 1 card, then target 1 monster your opponent controls with the same Type as this card; equip that target to this card. You can target 1 "Chromatophoric" monster you control; equip this card from your field to that target. While this card is equipped to a monster, the Type of all monsters in this card's column become Aqua. If this card is sent from the field to the GY while equipped to a monster: Draw 1 card. You can only use this effect of "Chromatophoric Squid" once per turn.
2200/LINK-3
 
Spells/Traps:
 
Chromatophoric Discoloration
Quick-Play Spell
During the Main Phase: Special Summon as many Monster Cards that are equipped to monsters you control as possible, but they have their effects negated until the end of this turn. During your Draw Phase, before you draw: You can give up your normal draw this turn, and if you do, add this card from your GY to your hand. You can only activate 1 "Chromatophoric Discoloration" per turn.
 
Chromatophoric Adaption
Quick-Play Spell
Target 1 face-up monster you control and 1 face-up monster your opponent controls; the first target becomes the Type of the second target, then if the first target is equipped with a "Chromatophoric" Equip Card, draw 1 card. You can only activate 1 "Chromatophoric Adaption" per turn.
 
Chromatophoric Camouflage
Equip Spell
Activate this card by targeting 1 "Chromatophoric" monster you control and declaring 1 Monster Type; equip this card to that target. The Type of all monsters in this card's column become the declared Type. While your opponent controls a monster with the same Type as the equipped monster, this card, and Equip Cards adjacent to this card cannot be targeted or destroyed by your opponent's card effects.
 
Chromatophoric Environmental Conditions
Continuous Trap
When this card is activated: You can target 1 "Chromatophoric" monster in your GY and 1 "Chromatophoric" monster you control; equip the first target to the second target.
"Chromatophoric" monsters of this card's column and the zones your Link Monsters point to gain this effect.
● While this card is equipped with a "Chromatophoric" card, it cannot cannot be targeted or destroyed by your opponent's card effects, also if it would be destroyed by battle, you can destroy 1 card equipped to it instead.
 
Chromatophoric Appearance
Normal Trap
Target 1 "Chromatophoric" monster you control; all monsters on the field become that target's Type until the end of this turn. If this card is in your GY: You can discard 1 card; Special Summon this card as a Normal Monster (Rock/EARTH/Level 1/ATK 0/DEF 0). (This card is NOT treated as a Trap.) If Summoned this way, your opponent cannot target other "Chromatophoric" monsters you control for attacks, also banish it when it leaves the field. If you control a Link Monster, you can activate this card from your hand.

JURASSIC WORLD - FORMING AN ARCHETYPE #35:

Jurassic World is an Archetype of EARTH, FIRE and WATER Dinosaur monster with various Levels. The Level 4s have 1500 ATK and DEF while the Levels 5 have 2000 ATK and DEF. They focus around using Field Spells, and have 3 Field Spells that treat themselves like Jurassic World, boost the ATK and DEF of all Dinosaurs by 200, and all Dinosaurs of either the EARTH, FIRE or WATER Attribute by 500 ATK and DEF, and have an effect that discards a Jurassic World card for various effects and an effect that activates when it's destroyed by a card effect that searches either a Jurassic World monster or depending on the card, Destroyersaurus, Volcanic Eruption or any Jurassic World Spells/Traps.

Each monster, excluding Brachiosaurus, can be Special Summoned from your hand when you activate the Field Spell that is appropriate to that Attribute, for example: Allosaurus is EARTH, so it has Jungle. They have various other effects as well. Their main strategy is focused around getting out Brachiosaurus, that treats itself as all the three Attributes, and becomes a powerful 4000 ATK monster with one of the Field Spells out. You bring it out if 3 or more Dinosaurs with the three different Attributes were destroyed that turn, which is mainly done by using Volcanic Eruption, but you don't necessarily have to use that card to do so, as it counts up other ways it was done that turn.

Again, I chose a card which has cards already for it, but as I can easily see Konami giving this an upgrade themselves at some point, I don't mind it already having support. These are of course based around dinosaurs from the Jurassic period, and the Field Spells are based around the locations you see in the original Field Spell

Original Card:
https://i.imgur.com/SUDWxrz.png
All Dinosaur-Type monsters gain 300 ATK and DEF.

New Cards:

Monsters:

Jurassic World Allosaurus
Dinosaur/EARTH
Level 4
If you activate "Jurassic World Jungle": You can Special Summon this card from your hand. When this card is Normal or Special Summoned: You can target 1 "Jurassic World" Spell/Trap in your GY; add it to your hand. You can only use each effect of "Jurassic World Allosaurus" once per turn.
1500/1500

Jurassic World Anchisaurus
Dinosaur/EARTH
Level 4
If you activate "Jurassic World Jungle": You can Special Summon this card from your hand. When this card is Normal or Special Summoned: You can activate 1 "Jurassic World" from your Deck, and if you do, if you control no other monsters, you can Special Summon 1 "Jurassic World" monster from your hand, but you cannot Special Summon monsters, except "Jurassic World" monsters for the rest of this turn. "Jurassic World Anchisaurus" once per turn.
1500/1500

Jurassic World Archaeopteryx
Dinosaur/FIRE
Level 4
If you activate "Jurassic World Volcano": You can Special Summon this card from your hand. If this card is destroyed by battle or card effect: You can activate 1 "Jurassic World" from your hand, Deck or GY. You can only use each effect of "Jurassic World Archaeopteryx" once per turn.
1500/1500

Jurassic World Dakosaurus
Dinosaur/WATER
Level 4
If you activate "Jurassic World Lake": You can Special Summon this card from your hand. You can target 1 "Jurassic World" Field Spell in your GY and 1 "Jurassic World" monster you control; shuffle the first target into your Deck, and if you do, until the end of this turn, the second target's name becomes the first target's name. You can only use each effect of "Jurassic World Dakosaurus" once per turn.
1500/1500

Jurassic World Stegosaurus
Dinosaur/EARTH
Level 5
If you activate "Jurassic World Jungle": You can Special Summon this card from your hand. If this card is destroyed by battle or card effect: You can target 1 "Jurassic World" monster in your GY, except "Jurassic World Stegosaurus"; Special Summon it. You can only use each effect of "Jurassic World Stegosaurus" once per turn.
2000/2000

Jurassic World Pterodactyl
Dinosaur/FIRE
Level 5
If you activate "Jurassic World Volcano": You can Special Summon this card from your hand. You can target 1 "Jurassic World" you control; destroy that target, then Special Summon this card from your hand or GY. You can only use each effect of "Jurassic World Pterodactyl" once per turn.
2000/2000
 
Jurassic World Dimorphodon
Dinosaur/FIRE
Level 5
If you activate "Jurassic World Volcano": You can Special Summon this card from your hand. If this card is sent to the GY: You can target 1 "Jurassic World" in your GY OR 1 of your banished "Jurassic World" cards; add that target to your hand. You can only use each effect of "Jurassic World Dimorphodon" once per turn.
2000/2000

Jurassic World Liopleurodon
Dinosaur/WATER
Level 5
If you activate "Jurassic World Lake": You can Special Summon this card from your hand. If you control "Jurassic World": You can banish this card and 1 EARTH or FIRE Dinosaur monster from your GY; Special Summon 1 Level 6 or lower Dinosaur monster from your Deck with 1 of the same Attributes as the banished monsters, except "Jurassic World Liopleurodon". You can only use each effect of "Jurassic World Liopleurodon" once per turn.
2000/2000
 
Jurassic World Metriorhynchus
Dinosaur/WATER
Level 6
If you activate "Jurassic World Lake": You can Special Summon this card from your hand. You can target 1 "Jurassic World" you control; return that target to your hand, and if you do, Special Summon this card from your hand. You can only use each effect of "Metriorhynchus" once per turn.

2300/2300


Jurassic World Brachiosaurus
Dinosaur/EARTH
Level 11
Must first be Special Summoned by its own effect. During the turn 3 Dinosaur or more monsters in your possession with different Attributes (EARTH, FIRE and WATER) are destroyed by a battle or card effects (Quick Effect): You can Special Summon this card from your hand. While this card is face-up on the field, it also FIRE and WATER-Attribute. While you control "Jurassic World" this card can make a second attack during each Battle Phase, also your opponent's cards and effects cannot be activated during the Battle Phase.
3300/3300

 

Spells/Traps:

Jurassic World Journey
Normal Spell
Target 1 "Jurassic World" you control; destroy it, and if you do, add 1 "Jurassic World" card from your Deck to your hand, except "Jurassic World Journey". You can only activate 1 "Jurassic World Journey" per turn.
 
Jurassic World Theory
Continuous Spell
You can target 1 "Jurassic World" in your GY; destroy 1 "Jurassic World" you control, and if you do, add that target to your hand. If you activated 3 or more "Jurassic World" Field Spell Cards with different names this turn: You can send this face-up card you control to the GY; Special Summon 1 "Jurassic World Brachiosaurus" from your hand or Deck, ignoring its Summoning conditions, but it is destroyed during the End Phase of your next turn. You can only use each effect of "Jurassic World Theory" once per turn.

Jurassic World Jungle
Field Spell
This card's name becomes "Jurassic World" while in the Field Zone. All Dinosaurs monsters gain 200 ATK and DEF, also all EARTH Dinosaur monsters gain 500 ATK and DEF. (Quick Effect): You can send 1 "Jurassic World" card from your hand to the GY; until the end of this turn, the name of all "Jurassic World" Field Spells in your hand, GY and Deck become "Jurassic World", also the activation of and effects of "Jurassic World" cannot be negated (even if this card leaves the field). If this card is destroyed by a card effect and sent to the GY: You can add 1 "Jurassic World" monster or "Destroyersaurus" from your Deck to your hand. You can only use each effect of "Jurassic World Jungle" once per turn.

Jurassic World Volcano
Field Spell
This card's name becomes "Jurassic World" while in the Field Zone. All Dinosaurs monsters gain 200 ATK and DEF, also all FIRE Dinosaur monsters gain 200 ATK and DEF. (Quick Effect): You can send 1 "Jurassic World" card from your hand to the GY; activate 1 "Jurassic World" Spell/Trap Card or "Volcanic Eruption" from your hand, ignoring its activation condition. If this card is destroyed by a card effect and sent to the GY: You can add 1 "Jurassic World" monster or "Volcanic Eruption" from your Deck to your hand. You can only use each effect of "Jurassic World Volcano" once per turn.
    
Jurassic World Lake
Field Spell
This card's name becomes "Jurassic World" while in the Field Zone. All Dinosaurs monsters gain 200 ATK and DEF, also all WATER Dinosaur monsters gain 500 ATK and DEF. (Quick Effect): You can send 1 "Jurassic World" card from your hand to the GY; Special Summon 1 "Jurassic World" monster from your hand. If this card is destroyed by a card effect and sent to the GY: You can add 1 "Jurassic World" card from your Deck to your hand, except "Jurassic World Lake". You can only use each effect of "Jurassic World Lake" once per turn.

Jurassic World Discovery
Continuous Trap
If you control "Jurassic World": Special Summon 1 "Jurassic World" monster from your hand, Deck or GY. If this card leaves the field, destroy the Special Summoned monster. Apply the appropriate effect based the card(s) you control.
● "Jurassic World Jungle": The Special Summoned monster cannot be targeted by your opponent's card effects.
● "Jurassic World Volcano": The Special Summoned monster cannot be destroyed by battle or card effects.
● "Jurassic World Lake": The Special Summoned monster cannot be Tributed, banished or returned to the hand or Deck by your opponent's card effects.
You can only activate 1 "Jurassic World Discovery" per turn.

 
Jurassic World Extinction
Normal Trap

Destroy as many Dinosaur monsters you control as possible, and if you do, add the same number of "Jurassic World" monsters with different names from your Deck to your hand up to the number of monsters with different Attributes destroyed (max. 3). If you control "Jurassic World", you can activate this card from your hand. You can only activate 1 "Jurassic World Extinction" per turn.

PLATUNER ARCHETYPE (15/15):

Platuner is an Archetype of Level 1 Tuners with 500 ATK and DEF and various types and Attributes. They focus on Synchro Summoning using ONLY Tuners, rather than using non-Tuners as well, and also deal a bit with top Deck mechanics. The Synchro Monsters have other Levels and ATK and DEF, and are all Synchro Tuners.
 
Their main strategy is to use Army of the Platuners to Special Summon as many Tuners from your hand as possible to get out their Synchro Monsters fastly, and activate the various effects your monsters have when Special Summoned from the hand. A lot their monsters have various kinds of effects, but a few of their Main Deck monsters also have equip based effects that are meant to boost your Synchro Monsters, which are fairly low Level and have low stats with extra ATK and DEF, as well as protection and other forms of effects as well, though the Deck is also meant to be a starting off point for higher Level Tuner Synchros, and as they require generic Tuners, the card Yokotuner, which was my inspiration for these, works very well with them.
 
Platuner is a portmanteau of Platoon and Tuner, and their names, well, I gotta say, I had their Archetype name in mind for a long time, I had it sitting around ready to use when a random number generator got around to choosing it, finally it did, and I was kind of stumped on what to do with their card names. I have done army based Archetypes before, so I didn't want to do that, so instead, I thought, a platoon is a group of two or more people, so why not make the Archetype based around things that are typically considered two or more of, for example wings and gloves, as well as things that are typically considered to be two, like scissor blades and pants. It's odd, and honestly I wish I could change it, but I had no other ideas, and I committed to it after a while, so it's some very odd things I had to make into cards here, but hope you get what I'm going for anyway.
 
Main Deck Monsters:
 
Platuner Loudspeakers
Machine/EARTH/Tuner
Level 1
When this card is Normal Summoned or Special Summoned from your hand: You can Specials Summon 1 "Platuner" monster from your hand, also you cannot Special Summon monsters for the rest of this turn, except Tuners. If this card is sent from the field to the GY: You can target up to 4 other "Platuner" monsters in your GY; place them on top of your Deck in any order. You can only use this effect of "Platuner Loudspeakers" once per turn.
500/500
 
Platuner Long Wings
Winged Beast/WIND/Tuner
Level 1
When this card is Normal Summoned or Special Summoned from your hand: You can add 1 "Platuner" Spell/Trap from your Deck to your hand, also you cannot Special Summon monsters for the rest of this turn, except Tuners. If this card is sent from the field to the GY: You can add 1 "Platuner" monster from your Deck to your hand. You can only use each effect of "Platuner Long Wings" once per turn.
500/500
 
Platuner Tree Roots
Plant/EARTH/Tuner
Level 1
When this card is Normal Summoned or Special Summoned from your hand: You can excavate the top 3 cards of your Deck, send any excavated "Platuner" cards to the GY, then Special Summon the same number of "Platuner Tree Roots" from your hand and/or Deck, also, after that, place the remaining cards on the top or bottom of your Deck in any order, also you cannot Special Summon monsters for the rest of this turn, except Tuners. You can send any number of "Platuner" monsters you control to the GY, then target the same number of "Platuner" cards in your GY with different names; add them to your hand. You can only use this effect of "Platuner Tree Roots" once per turn.
500/500
 
Platuner Woolen Pants
Beast/EARTH/Tuner
Level 1
(Quick Effect): You can target 1 Tuner Synchro Monster you control; equip this card from your hand or field to that target. A monster equipped with this card cannot be targeted or destroyed by your opponent's card effects, also it gains 500 ATK and DEF. If this card is sent from the field to the GY: You can target 1 other "Platuner" monster in your GY; place that target on top of your Deck, then add this card to your hand. You can only use each effect of "Platuner Woolen Pants" once per turn.
500/500
 
Platuner Spiked Gloves
Rock/DARK/Tuner
Level 1
(Quick Effect): You can target 1 Tuner Synchro Monster you control; equip this card from your hand or field to that target. A monster equipped with this card cannot be destroyed by battle, also it gains 500 ATK and DEF. If this card is equipped to a Synchro Monster: You can send both this card and that equipped monster to the GY; destroy monsters your opponent control up to that monster's Level in the GY. You can only use each effect of "Platuner Spiked Gloves" once per turn.
500/500
 
Platuner Snow Shoes
Aqua/WATER/Tuner
Level 1
(Quick Effect): You can target 1 Tuner Synchro Monster you control; equip this card from your hand or field to that target. A monster equipped with this card cannot be banished or Tributed, also it gains 500 ATK and DEF. If this card is sent to the GY while equipped to a Synchro Monster: You can Special Summon this card from your GY. You can only use each effect of "Platuner Snow Shoes" once per turn.
500/500
 
Extra Deck Monsters:
 
Platuner Scissor Blades
Machine/DARK/Synchro/Tuner
Level 2
2 Tuners
If this card is Synchro Summoned by using a "Platuner" Tuner as material: You can send the top 2 cards of your Deck to the GY, then destroy Spells/Traps your opponent control up to the number of Tuners sent. If this card is sent to the GY: You can target 1 other "Platuner" Tuner in your GY; Special Summon that target in Defense Position, also you cannot Special Summon monsters, except Tuners for the rest of this turn. You can only use each effect of "Platuner Scissor Blades" once per turn.
1000/1000
 
Platuner Firelogs
Pyro/FIRE/Synchro/Tuner
Level 3
2+ Tuners
If this card is Synchro Summoned by using a "Platuner" Tuner as material: You can look at the top 3 cards of your Deck, you can show 1 of them to your opponent and add it to your hand, also, after that, place the remaining cards on top or bottom of your Deck. You can only use this effect of "Platuner Firelogs" once per turn. Once per Chain, during your opponent's Main or Battle Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using materials including this card you control.
1500/1500
 
Platuner Swimming Trunks
Aqua/WATER/Synchro/Tuner
Level 4
2+ Tuners
If this card is Synchro Summoned by using a monster that was equipped with a "Platuner" monster: You can equip 1 "Platuner" monster from your hand or Deck to this card. You can send 1 Equip Card equipped to this card to the GY; draw 2 cards, then place 1 card from your hand on top of your Deck. You can only use each effect of "Platuner Swimming Trunks" once per turn.
1800/1800
 
Platuner Dragon Eyes
Dragon/LIGHT/Synchro/Tuner
Level 5
2+ Tuners
If this card is Synchro Summoned by using only Synchro Monsters as material: You can make your opponent send 2 cards from their hand to the GY (or their entire hand, if less than 2). You can only use this effect of "Platuner Dragon Eyes" once per turn. While this card is equipped with a card that was originally a Tuner, it gains 500 ATK and DEF, also if Synchro Summoning using this card, you can treat it as a non-Tuner.
2000/2000
 
Spells/Traps:
 
Platuner Camp Stations
Field Spell
Once per turn: You can add 1 "Platuner" monster from your Deck to your hand, then place 1 "Platuner" monster from your hand on top of your Deck. During your Main Phase, you can Normal Summon 1 "Platuner" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) You cannot Special Summon monsters, except Tuners the turn this card is activated.
 
Army of the Platuners
Normal Spell
Excavate the top 5 cards of your Deck, Special Summon Tuners from your hand up to the number of "Platuner" monsters excavated, then place the cards excavated on the bottom of your Deck. You cannot Special Summon monsters, except Tuners the turn you activate this card. You can only activate 1 "Army of the Platuners" per turn.
 
Platuner Double Training
Quick-Play Spell
Target 1 "Platuner" monster you control; it becomes Level 2, then you can reveal any number of "Platuner" monsters in your hand to increase its Level by that amount. During either player's turn, except the turn this card was sent to the GY: You can banish it from your GY, then target 1 "Platuner" monster in your GY; banish it, and if you do, during the next Standby Phase, Special Summon that monster.
 
Platuner Heterochromia
Normal Trap
Target 2 Tuner monsters in your GY with different names; Special Summon them, but they are destroyed during the next Standby Phase, then if you control no other monsters, you can immediately after this effect resolves, Synchro Summon 1 "Platuner" Synchro Monster using those monsters as material. You cannot Special Summon monsters, except Tuners the turn you activate this card. You can only activate 1 "Platuner Heterochromia" per turn.

Platuner Armory
Continuous Trap
When this card is activated: You can target 1 "Platuner" monster in your GY and 1 Tuner Synchro Monster you control; equip the first target to the second target. Once per turn: You can target 1 Tuner Synchro Monster you control, then activate 1 of these effects;
● Equip 1 other "Platuner" monster from your hand or field to that target.
● Special Summon 1 equipped "Platuner" monster that is equipped to that monster.

KAIZOKU ARCHETYPE (15/15):

Kaizoku is an Archetype of Fiend/WATER monsters with 0 DEF and various Levels. They focus on stealing your opponent's Set Spells/Traps and using them for your own purposes, either activating them or ditching them for other effects, and also have Link Monster bosses. Each monster has an effect that activates when they inflict battle damage, allowing them take control of an opponent's Set Spell/Trap, but there are other ways to steal them as well.

 

To make sure you always have targets to steal, they effects that Set them from the opponent's hand and GY (Bonny and the Link Monsters), effects that prevent them from being activated during your turn or when you battle (Flagship) and when you get them, protect them from being targeted or destroyed (Treasure Chest).

 

The name is the Japanese word for pirate, as translated by Google, and they are based on famous pirates and pirate related themes. This is not my first time doing a pirate Archetype, but this one is quite a bit different from my other, which is called Seaborn, I don't rarely do this, but I really am missing a proper pirate Archetype in the game, and this one is also thematic quite different I feel, being based around real pirates and being Fiend instead of Warriors.

 

Main Deck Monsters:

 
Kaizoku - Low
Fiend/WATER
Level 2
Once per turn, when this card inflicts battle damage to your opponent: You can target 1 Set Spell/Trap your opponent controls; take control of that target. (Quick Effect): You can discard this card, then target 1 "Kaizoku" monster you control, and activate 1 of these effects;
● Until the end of this turn, double its current ATK, but all battle damage it inflicts is halved.
● Until the end of this turn, it can attack directly, but all battle damage it inflicts is halved.
You can only use this effect of "Kaizoku - Low" once per turn.

1000/0

 

Kaizoku - Kidd
Fiend/WATER
Level 3
When this card is Special Summoned: You can target 1 "Kaizoku" monster in your GY, except "Kaizoku - Kidd"; Special Summon that target in Defense Position. You can only use this effect of "Kaizoku - Kidd" once per turn. Once per turn, when this card inflicts battle damage to your opponent: You can target 1 Set Spell/Trap your opponent controls; take control of that target.
1500/0

Kaizoku - Bonny
Fiend/WATER
Level 4
When this card is Summoned: You can look at your opponent's hand, then Set up to 2 Spells/Traps from their hand to their field. Your opponent must control no Set Spells/Traps to activate and to resolve this effect. You can only use this effect of "Kaizoku - Bonny" once per turn. Once per turn, when this card inflicts battle damage to your opponent: You can target 1 Set Spell/Trap your opponent controls; take control of that target.
1600/0

Kaizoku - Calico
Fiend/WATER
Level 4
When this card is Normal Summoned: You can Special Summon 1 Kaizoku" monster from your hand, except "Kaizoku - Calico". "Once per turn, when this card inflicts battle damage to your opponent: You can target 1 Set Spell/Trap your opponent controls; take control of that target.
1700/0

 
Kaizoku - Read
Fiend/WATER
Level 4
When you Normal or Special Summon a "Kaizoku" monster(s): You can Special Summon this card from your hand or GY, but if it was Special Summoned from the GY, banish it when it leaves the field. You can only use this effect of "Kaizoku - Read" once per turn. Once per turn, when this card inflicts battle damage to your opponent: You can target 1 Set Spell/Trap your opponent controls; take control of that target.

1800/0

Kaizoku - Bonnet
Fiend/WATER
Level 5
If your opponent controls a Set Spell/Trap, you can Special Summon this card (from your hand). You can only Special Summon "Kaizoku - Bonnet" once per turn this way. Once per turn, when this card inflicts battle damage to your opponent: You can target 1 Set Spell/Trap your opponent controls; take control of that target.
2000/0

 

Extra Deck Monsters:


Kaizoku - Roberts
Fiend/WATER/Link
Link Arrows: Bottom Left, Bottom Right
2 "Kaizoku" monsters
When this card is Link Summoned: You can target up to 2 Spells/Traps in your opponent's GY; Set them on your opponent's field. Once per turn, when this card inflicts battle damage to your opponent: You can target 1 Set Spell/Trap your opponent controls; take control of that target. Once per turn, if you activate a Set Spell/Trap Card you control that your opponent owns: You can inflict 1000 damage to your opponent. If this card is sent from the field to the GY: You can add 1 "Kaizoku" card from your Deck to your hand. You can only use this effect of "Kaizoku - Roberts" once per turn.
1900/LINK-2

 
Kaizoku - Moody
Fiend/WATER/Link
Link Arrows: Bottom, Top
2 "Kaizoku" monsters
When this card is Link Summoned: You can look at your opponent's hand, then you can Set 1 Spell/Trap on their field, and if you do, draw 1 card. Once per turn, when this card inflicts battle damage to your opponent: You can target 1 Set Spell/Trap your opponent controls; take control of that target. If a "Kaizoku" monster is Special Summoned to your zone this card points: You can target 1 Set Spell/Trap your opponent controls; take control of that target. You can only use this effect of "Kaizoku - Moody" once per turn.

2100/LINK-2


Kaizoku - Blackbeard
Fiend/WATER/Link
Link Arrows: Bottom, Left, Right
2+ "Kaizoku" monsters
When this card is Link Summoned: You can target 1 Spell/Trap in your opponent's GY and 1 "Kaizoku" Spell/Trap in your GY; Set the first target on your opponent's field and the second target on your field. Once per turn, when this card inflicts battle damage to your opponent: You can target 1 Set Spell/Trap your opponent controls; take control of that target. Once per turn (Quick Effect): You can send any number of Set Spells/Traps you control that your opponent owns to the GY; destroy cards your opponent control up to the number sent.
2500/LINK-3

Spells/Traps:

Kaizoku - Flagship
Field Spell
All "Kaizoku" monsters you control gain 700 ATK. While you control a "Kaizoku" Link Monster, your opponent cannot activate Set Spell/Trap Cards during your turn. If a "Kaizoku" monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step. Once per turn: You can send up to 2 Set Spells/Traps you control that your opponent owns to the GY; draw cards equal to the number of cards sent +1.

Kaizoku - Plunder
Normal Spell
If you control 3 or more "Kaizoku" monsters or 1 "Kaizoku" Link Monster: Target 1 Set Spell/Trap your opponent controls; take control of that target. You can only activate 1 "Kaizoku - Plunder" per turn.

Kaizoku - Treasure Map
Normal Spell
Add 1 "Kaizoku" card from your Deck to your hand, except "Kaizoku - Treasure Map", then your opponent can Set 1 Spell/Trap directly from their Deck. You can only activate 1 "Kaizoku - Treasure Map" per turn.

Kaizoku - Lookout
Quick-Play Spell
If you control a "Kaizoku" monster: Look at all Set Spells/Traps your opponent controls, then if you control "Kaizoku - Flagship", you can Set this card instead of sending it to the GY. If a "Kaizoku" monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only activate 1 "Kaizoku - Lookout" per turn.

Kaizoku - Treasure Chest
Continuous Trap
When this card is activated: You can target 1 Spell/Trap in your opponent's GY; Set that target on your opponent's field. Set Spells/Traps you control that your opponent own cannot be targeted or destroyed by your opponent's card effects. Once per turn, if you activate a Set Spell/Trap that you control that your opponent owns: You can add 1 "Kaizoku" card from your Deck to your hand, except "Kaizoku - Treasure Chest".

Kaizoku - Sinking
Normal Trap
If you control a "Kaizoku" monster, activate 1 of these effects.
● Destroy 1 Spell/Trap your opponent controls.
● Change all face-up Spells/Traps your opponent control face-down, also they cannot be activated for the rest of this turn.
If you control a Set Spell/Trap that your opponent owns, you can activate this card from your hand.

DUALMIND ARCHETYPE (17/17):

Dualmind is an Archetype of Level 4 and 5 Psychic WIND Gemini monsters with 1500 ATK and DEF for the Level 4s, and 2000 ATK and DEF for the Level 5s, and also some Link Monsters. Each monster has two effects you can choose from when you make them become an Effect Monster, which are similar, but have different uses for the situation you need them in. Along with that, they have ways of getting multiple effects at once, for example with their Link Monsters, and use Dualmindfield to push their monster spam plays to boost up their ATK and DEF. They are based around psychological concepts and the brain and mind as a whole, hence their name and Psychic typing. There is no real reason to have them be WIND though, only to be original.
 
Main Deck Monsters:
 
Dualmind Perceptive Thinker
Psychic/WIND/Gemini
Level 4
This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with 1 of these effects.
● Once per turn: You can Special Summon 1 "Dualmind" monster from your hand, and if you do, it becomes an Effect Monster and gains 1 of its effects.
● Once per turn: You can Special Summon 1 "Dualmind" monster from your hand, and if you do, it it gains 500 ATK and DEF and cannot be targeted or destroyed by your opponent's card effects.
1500/1500
 
Dualmind Kinetic Memory
Psychic/WIND/Gemini
Level 4
This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with 1 of these effects.
● Once per turn: You can add 1 "Dualmind" monster from your Deck to your hand, then discard 1 card unless you control "Dualmindfield".
● Once per turn: You can add 1 "Dualmind" Spell/Trap from your Deck to your hand, then discard 1 card unless you control "Dualmindfield".
1500/1500
 
Dualmind Hereditary Angst
Psychic/WIND/Gemini
Level 4
This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with 1 of these effects.
● Once per turn: You can target 1 "Dualmind" card in your GY; discard 1 card, then add that target to your hand.
● Once per turn: You can target 1 "Dualmind" Gemini monster in your GY; replace this effect with 1 of that target's originals effects until the end of this turn.
1500/1500
 
Dualmind Jealous Insanity
Psychic/WIND/Gemini
Level 4
This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with 1 of these effects.
● Once per turn: You can banish 3 "Dualmind" cards from your GY; draw 1 card.
● Once per turn: You can target up to 3 of your banished "Dualmind" cards; return them to the GY.
1500/1500
 
Dualmind Cognitive Unity
Psychic/WIND/Gemini
Level 5
This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with 1 of these effects.
● Once per turn: You can target 1 "Dualmind" monster in your GY; Special Summon it in Attack Position.
● Once per turn: You can target 1 "Dualmind" monster in your GY; Special Summon it in Defense Position, and if you do, it becomes an Effect Monster and gains 1 of its effects.
2000/2000
 
Dualmind Hypnotic Amnesiac
Psychic/WIND/Gemini
Level 5
This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with 1 of these effects.
● Once per turn (Quick Effect): You can target 1 face-up monster on the field; negate that target's effects.
● Once per turn (Quick Effect): You can target 1 face-up monster on the field; change that target to face-down Defense Position.
2000/2000
 
Dualmind Bypass Conditioner
Psychic/WIND/Gemini
Level 5
This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with 1 of these effects.
● Once per turn (Quick Effect): You can target 1 other "Dualmind" monster you control; it can make a second attack during each Battle Phase, and it gains 1000 ATK, but it cannot attack directly. These changes last until the end of this turn.
● Once per turn (Quick Effect): You can target 1 other "Dualmind" monster you control; if it battles, your opponent cannot activate cards or effects until the end of the Damage Step, also it can attack your opponent directly, but all battle damage it inflicts is halved. These changes last until the end of this turn.
2000/2000
 
Dualmind Pain Repressor
Psychic/WIND/Gemini
Level 5
This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with 1 of these effects.
● Once per turn, when this card inflicts battle damage to your opponent: You can destroy monsters your opponent control up to the number of "Dualmind" monsters you control.
● Once per turn, when this card destroys an opponent's monster by battle: You can banish 1 monster your opponent controls or in their GY.
2000/2000
 
Extra Deck Monsters:
 
Dualmind Stereotypical Development
Psychic/WIND/Link
Link Arrows: Bottom
1 Normal Monster
Once per turn, if a Gemini monster is Summoned to your zone this card points to: You can activate this effect; it becomes an Effect Monster and gains its effects. All "Dualmind" Gemini monsters this card points to that are treated as Effect Monsters are treated as having both their effects. If this card is sent from the field to the GY: You can add 1 "Dualmind" card from your Deck to your hand. You can only use this effect of "Dualmind Stereotypical Development" once per turn.
1000/LINK-1
 
Dualmind Memetic Transcender
Psychic/WIND/Link
Link Arrows: Bottom Left, Bottom Right
2 Gemini monsters
Once per turn: You can banish 1 Gemini monster from your hand or field; Special Summon 1 Gemini monster with a different name whose Level is less than or equal to that monster from your hand or Deck, also if it is a "Dualmind" monster, it becomes an Effect Monster and gains 1 of its effects. All "Dualmind" Gemini monsters this card points to that are treated as Effect Monsters are treated as having both their effects.
1500/LINK-2
 
Dualmind Therapeutic Judgment
Psychic/WIND/Link
Link Arrows: Bottom, Left, Right
2+ "Dualmind" monsters
If this card is Link Summoned by using only Gemini monsters: You can Special Summon 1 "Dualmind" monster from your hand or Deck, and if you do, it becomes an Effect Monster and gains 1 of its effects. Once per turn (Quick Effect): You can return 1 monster this card points to the hand, and if you do, Special Summon 1 "Dualmind" monster from your hand to your zone this card points to. All "Dualmind" Gemini monsters this card points to that are treated as Effect Monsters are treated as having both their effects.
2500/LINK-3
 
Spells/Traps:
 
Dualmindfield
Field Spell
All "Dualmind" monsters you control gain 300 ATK and DEF for each "Dualmind" monster you control. Once per turn: You can target 1 "Dualmind" Gemini monster you control; it is treated as an Effect Monster and gains 1 of its effects. Once per turn, during your Standby Phase: You can Special Summon 2 "Dualmind Tokens" (Psychic/WIND/Level 3/ATK 900/DEF 900).
 
Dualmind Psychoanalysis
Normal Spell
Target 1 "Dualmind" Gemini monster that is an Effect Monster and has 1 of its effects; it gains its other effect until the end of the next turn. You can banish 1 other "Dualmind" card from your GY; add this card from your GY to your hand. You can only use this effect of "Dualmind Psychoanalysis" once per turn.
 
Dualmind Activity
Continuous Spell
During your Main Phase, you can Normal Summon 1 "Dualmind" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn). Once per turn, during your End Phase, if you control "Dualmindfield": You can draw 1 card for each Link Monster you control (max. 3). You can only control 1 "Dualmind Activity".
 
Dualmind Memories
Normal Trap
Target 1 "Dualmind" Gemini monster that is banished or in your GY; Special Summon it, then it becomes an Effect Monster and gains 1 of its effects. If you control "Dualmindfield", you can activate this card from your hand. You can only activate 1 "Dualmind Memories" per turn.
 
Dualmind Soulmates
Continuous Trap
When this card is activated: Special Summon 1 "Dualmind" monster from your hand and 1 "Dualmind" monster from your Deck with different Levels. If either monster leaves the field, banish both monsters If this card leaves the field, banish both monsters. You can only control 1 "Dualmind Soulmates".
 
Dualmind Breakdown
Counter Trap
When your opponent activates a card or effect while you control a "Dualmind" Gemini monster with at least 1 of its effects: Negate the activation, and if you do, destroy that card, then make 1 "Dualmind" Gemini monster you control become a Normal Monster. If you control "Dualmindfield", you can activate this card from your hand.

DEVOURER - FORMING AN ARCHETYPE #34 (10/10):

Devourer is an Archetype of Level 4 Fiend/DARK monsters, along with 1 Level 8 and Level 12 Fusion Monster. They focus on anti-support for various kinds of monsters, each monster reducing a specific kind of monster's ATK to 0 when they battle, and in the case of the Fusion Monsters, either Main Deck monsters or Extra Deck monsters. The new monsters are also able to discard themselves to search another specifically name monster, so you always have an out to whatever is troubling you.

They work well along with a Predaplant engine as well, due to them having their own Polymerization clone, and being DARK as well, and many cards allow them to spam the field with monsters as well, though their main strategy is to get one of their own Fusion Monsters on the field by using either all monsters with the same name, or monsters with different names to get a bonus that blows up all monsters that aren't a specific kind of monster, which will make you able to get a lot of Feast Counters on Devourer Feast.

Original Card:
https://i.imgur.com/plfGFbX.jpg
When this card battles a Fusion Monster, the ATK of the Fusion Monster becomes 0 during the Damage Step only.

New Cards:

Main Deck Monsters:
 
Synchro Devourer
Fiend/DARK
Level 4
If this card battles a Synchro Monster, that monster's ATK becomes 0 during the Damage Step only. You can discard this card; add 1 "Fusion Devourer" from your Deck to your hand. You can only use this effect of "Synchro Devourer" once per turn.
1400/1200
 
Xyz Devourer
Fiend/DARK
Level 4
If this card battles an Xyz Monster, that monster's ATK becomes 0 during the Damage Step only. You can discard this card; add 1 "Synchro Devourer" from your Deck to your hand. You can only use this effect of "Xyz Devourer" once per turn.
1400/1200
 
Link Devourer
Fiend/DARK
Level 4
If this card battles a Link Monster, that monster's ATK becomes 0 during the Damage Step only. You can discard this card; add 1 "Xyz Devourer" from your Deck to your hand. You can only use this effect of "Link Devourer" once per turn.
1400/1200

Extra Deck Monsters:
 
Deck Devourer
Fiend/DARK/Fusion
Level 8
2 "Devourer" monsters
If this card is Fusion Summoned using "Devourer" monsters with the same name: Destroy all monsters on the field Special Summoned from the hand or Main Deck. If this card battles a monster that was Special Summoned from the hand or Main Deck, that monster's ATK becomes 0 during the Damage Step only. When this Fusion Summoned card is destroyed by your opponent's card (by battle or card effect) and sent to the GY: You can add 1 "Devourer" Spell/Trap from your Deck to your hand.
2000/2000
 
Extra Devourer
Fiend/DARK/Fusion
Level 12
3 "Devourer" monsters
If this card is Fusion Summoned using "Devourer" monsters with different names: Destroy other monsters on the field Special Summoned from the Extra Deck. If this card battles a monster that was Special Summoned from the Extra Deck, that monster's ATK becomes 0 during the Damage Step only. When this Fusion Summoned card is destroyed by your opponent's card (by battle or card effect) and sent to the GY: You can add 3 "Devourer" monsters with different names from your Deck to your hand.
2500/2500

Spells/Traps:
 
Redevourer
Normal Spell
Target 2 "Devourer" monsters in your GY; add them to your hand. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 3 "Redevourer" cards in your GY; shuffle them into your Deck, then draw 1 card. You can only activate 1 "Redevourer" per turn.
 
Devourer Polymerization
Normal Spell
Fusion Summon 1 "Devourer" Fusion Monster from your Extra Deck using monsters from your hand or field as Fusion Materials. If you control no monsters, and your opponent controls a Special Summoned monster, you can also send monsters from your Deck as Fusion Material. You can only activate 1 "Devourer Polymerization" per turn.
 
Devourer Emergence
Quick-Play Spell
Declare 1 Extra Deck monster card type (Fusion, Synchro, Xyz or Link); this turn, each time your opponent Special Summons a monster(s) with the declared card type, you can Special Summon 1 "Devourer" monster from your Deck. You can only activate 1 "Devourer Emergence" per turn.
 
Devourer Contamination
Normal Trap
Special Summon any number of "Devourer" monsters from your hand with different names in Defense Position. If you control no monsters, you can activate this card from your hand. You can only activate 1 "Devourer Contamination" per turn.
 
Devourer Feast
Continuous Trap
When this card is activated, if you control no monsters: You can target up to 2 Level 4 "Devourer" monsters in your GY; Special Summon them. Each time a monster(s) on the field is destroyed, place 1 Feast Counter on this card for each of those monsters. If a "Devourer" monster you control battles an opponent's monster, at the start of the Damage Step: You can remove any number of Feast Counter from this card; your attacking monster gains 500 ATK and DEF for each Feast Counter removed.

PMM ARCHETYPE (12/?):

PMM is an Archetype of Level 4 and 5 Machine monsters with various Attributes. They focus on Xyz Summoning and recycling and creating combo plays in general. Each monster is different, but generally work together well with each other, like Gravity Master and Whirling Wheel, and Water Screw can trigger those monsters as well as the Xyz Monsters. PMM stands for perpetual motion machines, and they are based around the concept in general.

I normally don't post Archetypes on Saturdays, but this is an Archetype I made for an upcoming fan fiction that I am working on. It is the Deck that the main character uses in the first chapter, and I figured I would give people a sneak peak. As I am still writing it, some of these cards may change and I am not sure how many are going in the story, as I made some of these before finishing the chapter. Their appearance is suppose to be steampunk and quite strange, I describe them in the fan fiction.

Main Deck Monsters:

PMM - True Motioner

Machine/LIGHT
Level 4

Perpetual motion machines have been around for ages, though none of them work as intended, never fulfilling its promise, they move seemingly forever, but eventually they all fail, though that doesn’t stop people from trying to make them, and eventually they discovered ways to perfect the craft.

2000/0

 

PMM - Cox Clock

Machine/EARTH

Level 4

When this card is Normal or Special Summoned: You can Special Summon 1 “PMM” monster from your hand, but it cannot attack this turn. If this card is sent to your GY while you control a “PMM” monster: Draw 1 card. You can only use each effect of “PMM - Cox Clock” once per turn.

1600/1200

 

PMM - Gravity Master

Machine/WATER
Level 4

When this card is Normal Summoned: You can discard 1 Machine monster; draw 1 card and reveal it, then if that card is a Machine monster, you can discard it and draw 1 more card. If this card is destroyed by battle or card effect: You can add 1 “PMM” Spell/Trap from your Deck to your hand. You can only use this effect of “PMM - Gravity Master” once per turn.

1500/1500

 

PMM - Whirling Wheel

Machine/WATER
Level 4

If you drew 2 or more cards during this turn (except during the Draw Phase), you can Special Summon this card (from your hand) in Defense Position. You can only Special Summon “PMM - Whirling Wheel” once per turn this way. If this card is destroyed by battle or card effect: You can add 1 “PMM” monster from your Deck to your hand, except “PMM - Whirling Wheel”. You can only use this effect of “PMM - Whirling Wheel” once per turn.

1200/1800

 

PMM - Movement Interferer

Machine/DARK
Level 5

At the end of the Battle Phase, if you added a card from your Deck to your hand during this Battle Phase: You can Special Summon this card from your hand. You can target 1 other “PMM” monster you control; return it to your hand, then draw 1 card. You can only use each effect of “PMM - Movement Interferer” once per turn.

800/2100

 

PMM - Water Screw

Machine/WATER
Level 5

(Quick Effect): You can target 1 “PMM” monster you control; destroy it, and if you do, Special Summon this card form your hand. If a “PMM” monster you control battles an opponent’s monster, at the start of the Damage Step: You can return both those battling monsters to the hand. You can only use each effect of “PMM - Water Screw” once per turn.

1800/2000

 

Extra Deck Monster

PMM - Drinking Bird
Machine/WATER/Xyz
Rank 4
2 Level 4 Machine monsters
(Quick Effect): You can detach 1 material from this card; this card gains 100 ATK and DEF for each card in the GYs until the end of the next turn. You take no battle damage from battles involving this card while it has no material. If this card is destroyed by battle or card effect: You can add 1 “PMM” card from your Deck to your hand. You can only use this effect of “PMM - Drinking Bird” once per turn.
0/0

PMM - Capillary Bowl
Machine/WATER/Xyz
Rank 5
2 Level 5 Machine monsters
When this card is Xyz Summoned: You can target 1 “PMM” card in your GY; add it to your hand. Once per turn (Quick Effect): You can detach 1 material from this card, then target 1 face-up monster your opponent controls and 1 Machine monster you control; switch the ATK and DEF of the first target with the second target until the end of this turn. If this card is destroyed by battle or card effect: You can target 1 Machine monster in your GY, except “PMM - Capillary Bowl”; Special Summon that target. You can only use this effect of “PMM - Capillary Bowl” once per turn.
2000/1500

Spells/Traps:

PMM - Flow
Normal Spell
Special Summon 1 “PMM” monster from your hand and increase its Level 1. Once per turn, during the End Phase, if this card was sent to your GY this turn: You can target 1 other “PMM” card in your GY; place it on top of your Deck, then place this card on top of your Deck.

PMM - Waterworks
Continuous Spell
Once per turn, if a “PMM” monster you control inflicts battle damage to your opponent: You can draw 1 card. Once per turn, if a “PMM” monster(s) you control is destroyed by battle or card effect and sent to the GY: You can target 1 of those monsters in your GY; add it to your hand.

PMM - Fuel
Normal Trap
Target 1 Machine Xyz Monster you control; attach this card to that target as a material, then if that target had no materials when this card was activated, you can destroy 1 Spell/Trap on the field.

PMM - Infinite Cycle
Continuous Trap
When this card is activated: You can target 1 “PMM” monster in your GY; Special Summon it in Defense Position. If a “PMM” monster(s) you control would be destroyed by battle or card effect, you can destroy the same number of “PMM” monsters in your hand instead.

TABOOM ARCHETYPE (14/14):

Taboom is an Archetype of Zombie monsters with various Levels and Attributes. They focus on having as many copies of the same card in your GY and destroying themselves to Special Summon another monster from your Deck, Yang Zing-style, but with 1 Level higher than that monster had. Their main playstyle resolves around using Taboom Church, which increases the Level of the monster in the GY for each copy there is in the GY, so you can more easily get the higher Level monsters out, and ultimately get out Manticore. Also have Wendigo, a Synchro Monster, but that is not their main strategy. Many of their cards also get bonuses from having Taboom Church out as well, and having 3 copies of the same card in the GY.
 
Their name is a portmanteau of Taboo and Kaboom, referring to the occult theme and them focusing around destroying themselves. Originally I meant for them to be named Taboo only, having the pun of "boo" being that they were based around scaring, though Taboo is a common word, so to make it stand out, and due to the theme of the Archetype, it makes more sense with Taboom.
 
Main Deck Monsters:
 
Taboom Puca
Zombie/DARK/Tuner
Level 1
You can discard this card; add 1 "Taboom Church" from your Deck or GY to your hand. When this card is Normal or Special Summoned: You can target 1 "Taboom" monster in your GY; this card's Attribute and Level becomes target's Attribute and Level. When this card is destroyed by battle or card effect and sent to the GY: You can Special Summon 1 "Taboom" monster from your Deck whose Level is 1 higher than this card in the GY. You can only use each effect of "Taboom Puca" once per turn.
0/0
 
Taboom Zombie
Zombie/DARK
Level 2
When this card is Normal or Special Summoned: You can target 1 "Taboom" card in your GY; shuffle it into your Deck, and if you do, send 1 "Taboom" card with a different name from your Deck to your GY. When this card is destroyed by battle or card effect and sent to the GY: You can Special Summon 1 "Taboom" monster from your Deck whose Level is 1 higher than this card in the GY. You can only use each effect of "Taboom Zombie" once per turn.
400/1900
 
Taboom Kappa
Zombie/WATER
Level 3
When this card is Normal or Special Summoned: You can send 1 "Taboom" card from your Deck to the GY, then if there are 3 copies of that card your GY, you can draw 1 card. When this card is destroyed by battle or card effect and sent to the GY: You can Special Summon 1 "Taboom" monster from your Deck whose Level is 1 higher than this card in the GY. You can only use each effect of "Taboom Kappa" once per turn.
1500/1500
 
Taboom Garuda
Zombie/FIRE
Level 4
You can discard 1 card; add 1 "Taboom" Spell/Trap from your Deck to your hand, or if you control "Taboom Church", you can add 1 "Taboom" monster instead. When this card is destroyed by battle or card effect and sent to the GY: You can Special Summon 1 "Taboom" monster from your Deck whose Level is 1 higher than this card in the GY. You can only use each effect of "Taboom Garuda" once per turn.
1800/0
 
Taboom Basilisk
Zombie/WIND
Level 5
You can shuffle 1 other "Taboom Basilisk" from your GY into your Deck; Special Summon this card from your GY. When this card is destroyed by battle or card effect and sent to the GY: You can Special Summon 1 "Taboom" monster from your Deck whose Level is 1 higher than this card in the GY. You can only use each effect of "Taboom Basilisk" per turn.
2000/0
 
Taboom Kelpie
Zombie/LIGHT
Level 6
You can target 1 "Taboom" card you control; destroy that target, and if you do, Special Summon this card from your hand. When this card is destroyed by battle or card effect and sent to the GY: You can Special Summon 1 "Taboom" monster from your Deck whose Level is 1 higher than this card in the GY. You can only use each effect of "Taboom Kelpie" per turn.
1400/2200
 
Taboom Manticore
Zombie/EARTH
Level 7
Gains 200 ATK and DEF for each 3 copies of a "Taboom" card in your GY. The activation and effects of "Taboom" Spell/Trap Cards you control cannot be negated, also they cannot be targeted by your opponent's card effects. Once per turn: You can target any number of "Taboom" cards in your GY with the same name (min. 2); shuffle them into the Deck, then send "Taboom" cards from your Deck to your GY with with a different name from that target equal to the number of cards shuffled into your Deck.
2500/2500
 
Extra Deck Monsters:
 
Taboom Wendigo
Zombie/DARK/Synchro
Level 8
1 Tuner + 1+ non-Tuner Zombie monsters with different Attributes
When this card is Synchro Summoned: You can send any number of copies of monsters from your hand or Deck to the GY with the same names as the Synchro Material used for this card's Synchro Summon. (Quick Effect): You can banish 3 copies of the same "Taboom" card from your GY; destroy all monsters your opponent control. When this Synchro Summoned card is destroyed by battle or card effect and sent to the GY: You can Special Summon 1 "Taboom" monster from your hand or Deck, then if there are 2 copies of that monster in your GY, you can Special Summon those from your GY, but they have their effects negated, also they cannot attack. You can only use each effect of "Taboom Wendigo" per turn.
2600/2100
 
Spells/Traps:
 
Taboom Church
Field Spell
Increase the Level of all "Taboom" monsters in your GY by the number of cards in the GY with the same name as it. Once per turn, if there are 3 copies of the same "Taboom" card in your GY: You can target 1 of those cards; add it to your hand. If this card is sent from the field to the GY: You can add 1 "Taboom" card from your Deck to your hand, except "Taboom Church". You can only use this effect of "Taboom Church" once per turn.
 
Taboom Seance
Normal Spell
Target 3 "Taboom" cards in your GY, except "Taboom Seance"; shuffle them into your Deck, then draw 1 card, or if you shuffled 3 cards with the same name into the Deck, you can add 1 "Taboom" card from your Deck to your hand instead. If you control "Taboom Church", you draw 2 cards instead. You can only activate 1 "Taboom Seance" per turn.
 
Taboom Resurrection
Equip Spell
Activate this card by targeting 1 "Taboom" monster in your GY with the lowest Level (your choice if tied); Special Summon that target and equip it with this card. It cannot be targeted by your opponent's card effects, also your must attack it, if able. If you control "Taboom Church", you can target any "Taboom" monster, regardless of Level. If this card leaves the field, destroy the equipped monster. You can only activate 1 "Taboom Resurrection" per turn.
 
Taboom Apparition
Quick-Play Spell
Special Summon 1 "Taboom" monster from your hand, but it is destroyed during the End Phase. If you control "Taboom Church", you can Special Summon from your Deck instead. You can only activate 1 "Taboom Apparition" per turn.
 
Taboom Exorcism
Normal Trap
Target 1 "Taboom" monster you control; this turn, if it is destroyed by battle or card effect, you can Special Summon 1 "Taboom" monster from your Deck whose Level is less than that target's Level in the GY. If you control "Taboom Church", you can activate this card from your hand. You can only activate 1 "Taboom Exorcism" per turn.
 
Taboom Ritual
Continuous Trap
Once per turn: You can target 1 "Taboom" card you control; send 1 "Taboom" card from your hand or Deck with the same name as that target, and if you do, destroy that target. If you control "Taboom Church", you can send 1 additional copy to the GY. If "Taboom Church" is in your GY, during your Draw Phase, before you draw: You can give up your normal draw this turn, and if you do, add 1 "Taboom Church" from your GY to your hand.

CYMURAI ARCHETYPE (16/16):

Cymurai is an Archetype of Cyberse/DARK monsters with various Levels. They focus on gaining ATK or DEF to "unlock" various effects. They also have a focus on battling, and most having an effect that activates at the end of the Damage Step, and also have Xyz Monsters. Their playstyle revolves around battling, then Xyz Summoning using their Field Spell. They are designed to work both with and without Link Monsters, as seen in their Level 4s, which have effects that is supported by using Link Monsters, or simply Tribute Summoning or using effects to send them to the GY. Their name is a portmanteau of Cyberse and Samurai, and they are based on real life samurai as well as their tools and techniques etc. and computer relating things as well.
 
Main Deck Monsters:
 
Cymurai Takahisa
Cyberse/DARK
Level 4
If this card gained ATK or DEF this turn, until the end of this turn, it cannot be destroyed by battle. At the end of the Damage Step, if this card battled: You can target 1 "Cymurai" monster you control; until the end of the next turn, increase its Level by 1, also it gains 500 ATK and DEF. If this card is sent from the field to the GY: You can add 1 "Cymurai" monster from your Deck to your hand, except "Cymurai Takahisa". You can only use this effect of "Cymurai Takahisa" once per turn.
1500/1500
 
Cymurai Hajime
Cyberse/DARK
Level 4
Once per turn, if this card gains ATK or DEF: You can target 1 other "Cymurai" monster you control; it gains 500 ATK and DEF until the end of this turn. Can attack directly, but any battle damage your opponent takes is halved. If this card is sent from the field to the GY: You can add 1 "Cymurai" Spell/Trap from your Deck to your hand. You can only use this effect of "Cymurai Hajime" once per turn.
1800/500

Cymurai Yukimura
Cyberse/DARK
Level 4
Once per turn, at the end of the Damage Step, if this card battled: You can target 1 "Cymurai" monster in your GY, except "Cymurai Yukimura"; Special Summon that target. If this card gains ATK or DEF: Increase its Level by 1 until the end of the next turn. If this card is sent from the field to the GY: You can excavate the top 3 cards of your Deck, add any excavated "Cymurai" cards to your hand, also after that, place the rest on top of your Deck in any order. You can only use this effect of "Cymurai Yukimura" once per turn.
1600/1000
 
Cymurai Gozen
Cyberse/DARK
Level 5
During your opponent's Battle Phase, if you control a "Cymurai" monster: You can Special Summon this card from your hand in Defense Position. You can only use this effect of "Cymurai Gozen" once per turn. If this card gained ATK or DEF this turn, until the end of this turn, if a "Cymurai" monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step.
1300/2500
 
Cymurai Musashi
Cyberse/DARK
Level 5
You can Special Summon this card (from your hand) by sending 1 "Cymurai" card from your hand or field to the GY, except "Cymurai Musashi". If this card gained ATK or DEF this turn, it can make a second attack during each Battle Phase this this turn. Once per turn, at the end of the Damage Step, if this card battled: You can draw 1 card.
2000/1900
 
Cymurai Yoshitsune
Cyberse/DARK
Level 6
You can Normal Summon this card without Tributing, but its ATK becomes 1700 and its Level becomes 5. Once per turn, if this card gained ATK or DEF this turn, if this card battled, at the end of the Damage Step: You can Special Summon 1 "Cymurai" monster from your Deck, except "Cymurai Yoshitsune".
2300/1600

Cymurai Nobunaga
Cyberse/DARK
Level 6
If you control a "Cymurai" monster, you can Special Summon this card (from your hand), but its ATK and DEF become halved. You can only Special Summon "Cymurai Nobunaga" once per turn this way. At the end of the Damage Step, if this card gained ATK or DEF this turn, if this card battled: You can declare a Level between 4 to 6; the Levels of all "Cymurai" monsters you currently control become the declared Level until the end of the next turn.
2200/2200
 
Extra Deck Monsters:
 
Cymurai Hanzo
Cyberse/DARK
Rank 5
2 Level 5 "Cymurai" monsters
When this card is Xyz Summoned: You can Set 1 "Cymurai" Spell/Trap directly from your Deck. While this card is on the field, that card can be activated the turn it was Set. Once per turn, if this card gain ATK or DEF this turn, if this card battled, at the end of the Damage Step: You can attach 1 other monster on the field to this card as material. If this card would be destroyed by battle or card effect, you can detach 1 material instead.
2400/2000
 
Cymurai Kenshin
Cyberse/DARK
Rank 6
2 Level 6 "Cymurai" monsters
If this card gained ATK or DEF this turn, when your opponent activates a card or effect (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, destroy that card. During your End Phase: You can inflict damage to your opponent equal to the number of attacks "Cymurai" monsters you controlled performed this turn x 300. If this card would be destroyed by battle or card effect, you can detach 1 material instead.
2700/2300
 
Spells/Traps:
 
Virtual Training Ground of the Cymurai
Field Spell
If a "Cymurai" monster(s) is Normal or Special Summoned: That monster(s) gains 500 ATK and DEF until the end of this turn. Once per turn, at the end of the Damage Step, if a "Cymurai" monster you control battled: You can Special Summon 1 "Cymurai" monster from your hand. Once per turn, during the Battle Phase, you can (Quick Effect): Immediately after this effect resolves, Xyz Summon 1 Xyz Monster, using only "Cymurai" monsters you control as materials.
 
Cymurai Horo Firewall
Quick-Play Spell
Target 1 "Cymurai" monster you control; it gains 1000 DEF, also the first time an opponent's card effect targets it resolves, negate that effect, also if you control "Virtual Training Ground of the Cymurai", you can Set this card instead of sending it to the GY. You can only activate 1 "Cymurai Horo Firewall" per turn.
 
Cymurai Katana Deletion
Continuous Spell
Once per turn: You can Tribute 1 "Cymurai" monster; Special Summon 1 "Cymurai" monster from your hand or Deck with a different name. If a "Cymurai" monster you control battles, at the start of the Damage Step, once per battle: You can pay 800 LP; until the end of the Damage Step, make it lose DEF equal to its ATK, and if it does, it gains ATK equal to the DEF lost.

Cymurai Tessen Folder
Equip Spell
Equip only to a "Cymurai" monster. It gains 500 ATK and DEF, also once per turn, if it would be destroyed by battle or card effect, it is not destroyed. Once per turn, at the end of the Damage Step, if the equipped monster battled: You can draw 2 cards, then discard 1 card. If this card is sent to the GY: You can target 1 "Cymurai" Xyz Monster you control; attach this card to that target as material. You can only use this effect of "Cymurai Tessen Folder" once per turn.
 
Cymurai Nukitsuke Bypass
Normal Spell
Special Summon 1 "Cymurai" from your hand, and if you do, it gains 700 ATK until the end of this turn. If this card is in your GY: You can send 1 "Cymurai" card from your hand or field to the GY, except "Cymurai Nukitsuke Bypass"; add this card from your GY to your hand. You can only activate 1 "Cymurai Nukitsuke Bypass" per turn.
 
Cymurai Kasa Incognito
Continuous Trap
When this card is activated: All "Cymurai" monsters you control gain 300 ATK and DEF, also increase their Level by 1. Once per turn: You can send 1 other "Cymurai" card from your hand or field to the GY; this turn, you can Normal Summon "Cymurai" monsters without Tributing. During your Main Phase, you can Normal Summon 1 "Cymurai" monster in addition to your Normal Summon/Set (You can only gain this effect once per turn.)

Cymurai Shogun Administrator
Normal Trap
Target 1 "Cymurai" monster you control; that target gains 800 ATK and change its battle position, and if it attacks a Defense Position monster this turn, inflict piercing battle damage. If this card is in your GY: You can banish 1 other "Cymurai" card from your hand or GY; Special Summon this card from your GY as an Effect Monster (Cyberse/DARK/Level 5/ATK 1900/DEF 2100). (This card is NOT a Trap.) If Summoned this way (Quick Effect): You can target 1 other "Cymurai" monster you control; until the end of this turn, it gains 800 ATK and DEF, also your opponent must attack that target, if able, and cannot target other monsters you control for attacks, except that target. You can only use each effect of "Cymurai Shogun Administrator" once per turn.

ORIGAMI ARCHETYPE (19/19):

Origami is an Archetype of Spellcaster monsters with different Attributes and Levels. They focus on making their monsters into Continuous Spells for various purposes, and also have monsters for each Extra Deck monster type. Each monster has an effect that places an Origami monster from your hand into your Spell & Trap Zone as a Continuous Spell in the same column as them, one that activates when sent to the GY and one that allows them to be Special Summoned from your Spell & Trap Zone, if they are Continuous Spells. The Extra Deck monsters also focus on effects relating to columns they are NOT in. They are all based on real cards, and have vaguely similar effects, as reference to making Origami out of them, with the Level, Attribute and ATK/DEF being the same, but the type being changed to Spellcaster for all monsters.
 
Main Deck Monsters:
 
Veiler Origami
Spellcaster/LIGHT/Tuner
Level 1
When this card is Normal or Special Summoned: You can place 1 "Origami" monster from your hand in your Spell & Trap Zone as a Continuous Spell in this card's column. If this card is sent to the GY: You can target 1 face-up card on the field; it has its effects until the end of this turn. If you control no monsters and this card is treated as a Continuous Spell: You can Special Summon this card from your Spell & Trap Zone. You can only use each effect of "Veiler Origami" once per turn.
0/0
 
Sangan Origami
Spellcaster/DARK
Level 3
When this card is Normal or Special Summoned: You can place 1 "Origami" monster from your hand in your Spell & Trap Zone as a Continuous Spell in this card's column. If this card is sent to the GY: You can add 1 "Origami" card from your Deck to your hand, except "Sangan Origami". If you control no monsters and this card is treated as a Continuous Spell: You can Special Summon this card from your Spell & Trap Zone. You can only use each effect of "Sangan Origami" once per turn.
1000/600
 
Mezuki Origami
Spellcaster/EARTH
Level 4
When this card is Normal or Special Summoned: You can place 1 "Origami" monster from your hand in your Spell & Trap Zone as a Continuous Spell in this card's column. If this card is sent to the GY: You can target 1 Level 4 or lower "Origami" monster in your GY, except "Mezuki Origami"; Special Summon that target, but banish it when it leaves the field. If you control no monsters and this card is treated as a Continuous Spell: You can Special Summon this card from your Spell & Trap Zone. You can only use each effect of "Mezuki Origami" once per turn.
1700/600
 
Shark Origami
Spellcaster/WATER
Level 4
When this card is Normal or Special Summoned: You can place 1 "Origami" monster from your hand in your Spell & Trap Zone as a Continuous Spell in this card's column. If this card is sent to the GY: You can target 1 "Origami" monster in your Spell & Trap Zone that is treated as a Continuous Spell; Special Summon it, and if you do, its Level becomes 4 (if any). If you control no monsters and this card is treated as a Continuous Spell: You can Special Summon this card from your Spell & Trap Zone. You can only use each effect of "Shark Origami" once per turn.
1500/1300
 
Honest Origami
Spellcaster/LIGHT
Level 4
When this card is Normal or Special Summoned: You can place 1 "Origami" monster from your hand in your Spell & Trap Zone as a Continuous Spell in this card's column. If this card is sent to the GY: You can target 1 face-up monster on the field; halve its ATK and DEF until the end of this turn. If you control no monsters and this card is treated as a Continuous Spell: You can Special Summon this card from your Spell & Trap Zone. You can only use each effect of "Honest Origami" once per turn.
1000/1900
 
Monk Origami
Spellcaster/DARK
Level 4
When this card is Normal or Special Summoned: You can place 1 "Origami" monster from your hand in your Spell & Trap Zone as a Continuous Spell in this card's column. If this card is sent to the GY: You can place 1 "Origami" monster from your Deck in your Spell & Trap Zone as a Continuous Spell, except "Monk Origami". If you control no monsters and this card is treated as a Continuous Spell: You can Special Summon this card from your Spell & Trap Zone. You can only use each effect of "Monk Origami" once per turn.
800/1600
 
Dragon Origami
Spellcaster/LIGHT
Level 5
If you control no monsters in your Main Monster Zone, you can Special Summon this card (from your hand), but its Level becomes 4 and its ATK becomes 1600. When this card is Normal or Special Summoned: You can place 1 "Origami" monster from your hand in your Spell & Trap Zone as a Continuous Spell in this card's column. If this card is sent to the GY: You can Special Summon 1 "Origami" monster from your hand, except "Dragon Origami". If you control no monsters and this card is treated as a Continuous Spell: You can Special Summon this card from your Spell & Trap Zone. You can only use each effect of "Dragon Origami" once per turn.
2100/1600
 
Simorgh Origami
Spellcaster/DARK
Level 7
You can Special Summon this card (from your hand) by sending 2 "Origami" cards you control to the GY, and if you do, it becomes a WIND monster. When this card is Normal or Special Summoned: You can place 1 "Origami" monster from your hand in your Spell & Trap Zone as a Continuous Spell in this card's column. If this card is sent to the GY: You can send 2 "Origami" cards you control to the GY; Special Summon this card from your GY, and if you do, it becomes a WIND monster. If you control no monsters and this card is treated as a Continuous Spell: You can Special Summon this card from your Spell & Trap Zone. You can only use each effect of "Simorgh Origami" once per turn.
2700/1000
 
Extra Deck Monsters:
 
Spider Origami
Spellcaster/EARTH/Link
Link Arrows: Bottom
1 "Origami" monster, except "Spider Origami"
When this card is Special Summoned: You can place 1 "Origami" monster from your hand in your Spell & Trap Zone as a Continuous Spell in this card's column. During your Main Phase: You can Special Summon 1 "Origami" monster from your hand, except in this card's column. If this card is sent to the GY: You can place this card in your Spell & Trap Zone as a Continuous Spell. If you control no monsters and this card is treated as a Continuous Spell: You can Special Summon this card from your Spell & Trap Zone. You can only use each effect of "Spider Origami" once per turn.
1000/LINK-1
 
Chidori Origami
Spellcaster/WIND/Xyz
Rank 4
2 Level 4 "Origami" monsters
When this card is Special Summoned: You can place 1 "Origami" monster from your hand in your Spell & Trap Zone as a Continuous Spell in this card's column. You can detach 1 material from this card, then target 1 card on the field that is not in this card's column; destroy that target. If this card is sent to the GY: You can target up to 2 "Origami" cards in your Spell & Trap Zone; Special Summon this card from your GY, and if you do, attach that target(s) to this card as material. If you control no monsters and this card is treated as a Continuous Spell: You can Special Summon this card from your Spell & Trap Zone. You can only use each effect of "Chidori Origami" once per turn.
1900/1600
 
Master Origami
Spellcaster/LIGHT/Xyz
Rank 4
3 Level 4 "Origami" monsters
When this card is Special Summoned: You can place 1 "Origami" monster from your hand in your Spell & Trap Zone as a Continuous Spell in this card's column. (Quick Effect): You can detach 1 material from this card, then choose 1 column, except for this card's column; until the end of your opponent's next turn, cards your opponent control in that column cannot be activated, also negate their effects. If this card is sent to the GY: You can target up to 3 "Origami" cards in your Spell & Trap Zone; Special Summon this card from your GY, and if you do, attach that target(s) to this card as material. If you control no monsters and this card is treated as a Continuous Spell: You can Special Summon this card from your Spell & Trap Zone. You can only use each effect of "Master Origami" once per turn.
2300/1600
 
Catastor Origami
Spellcaster/DARK/Synchro
Level 5
1 Tuner + 1+ non-Tuner "Origami" monsters
When this card is Special Summoned: You can place 1 "Origami" monster from your hand in your Spell & Trap Zone as a Continuous Spell in this card's column. At the start of the Damage Step, if this card battles a monster that is not in this card's column: Destroy that monster. If this card is sent to the GY: You can target up to 2 other "Origami" monster in your GY; place them in your Spell & Trap Zone as Continuous Spells. If you control no monsters and this card is treated as a Continuous Spell: You can Special Summon this card from your Spell & Trap Zone. You can only use each effect of "Catastor Origami" once per turn.
2200/1200
 
Crimson Origami
Spellcaster/FIRE/Synchro
Level 8
1 Tuner + 1+ non-Tuner "Origami" monsters
When this card is Special Summoned: You can place 1 "Origami" monster from your hand in your Spell & Trap Zone as a Continuous Spell in this card's column. When this card destroys an opponent's monster by battle that is not in this card's column: You can Special Summon 1 "Origami" monster from your hand or Deck, but it is placed in the Spell & Trap Zone as a Continuous Spell during the End Phase. If this card is sent to the GY: You can send 2 "Origami" cards you control to the GY; Special Summon this card from your GY. If you control no monsters and this card is treated as a Continuous Spell: You can Special Summon this card from your Spell & Trap Zone. You can only use each effect of "Crimson Origami" once per turn.
2800/2600
 
Warrior Origami
Spellcaster/EARTH/Fusion
Level 7
3 "Origami" monsters with different Attributes OR 2 "Origami" monsters with different Attributes, including 1 "Origami" Fusion, Synchro, Xyz or Link Monster
Must first be Special Summoned (from your Extra Deck) by sending the above monsters you control to the GY. When this card is Special Summoned: You can place 1 "Origami" monster from your hand in your Spell & Trap Zone as a Continuous Spell in this card's column. When your opponent Summons a monster(s) in a column that is not this card's column: You can destroy that monster(s), and if you do, your opponent cannot Summon monsters to that column for the rest of this turn. If this card is sent to the GY: You can destroy all cards in both players' Spell & Trap Zone. If you control no monsters and this card is treated as a Continuous Spell: You can Special Summon this card from your Spell & Trap Zone. You can only use each effect of "Warrior Origami" once per turn.
2350/2300
 
Spells/Traps:
 
The Grand Origami Tower
Field Spell
Once per turn, during the Standby Phase: You can target 1 "Origami" monster in your GY; place it in your Spell & Trap Zone as a Continuous Spell, but it is sent to the GY during the End Phase. Once per turn: You can place 1 "Origami" monster from your hand in your Spell & Trap Zone as a Continuous Spell. Once per turn, if a "Origami" monster is sent from your Spell & Trap Zone to the GY: You can draw 1 card.
 
Origami Pot
Normal Spell
Send 1 "Origami" card from your hand or field to the GY; send 1 "Origami" monster from your Deck to your GY, then draw 2 cards. You can only activate 1 "Origami Pot" per turn.
 
Origami Castle
Continuous Spell
All "Origami" monsters you control gain 300 ATK and DEF for each "Origami" card in your Spell & Trap Zone. Once per turn: You can target 1 "Origami" monster in your Extra Monster Zone; place it in your Spell & Trap Zone as a Continuous Spell. Once per turn: You can send 1 other "Origami" card you control to the GY; this turn, you can Normal Summon 1 "Origami" monster in addition to your Normal Summon/Set (you can only gain this effect once per turn)
 
Origami Typhoon
Quick-Play Spell
Target 1 face-up Spell/Trap on the field; destroy it, then place 1 "Origami" monster from your hand or Deck in your Spell & Trap Zone as a Continuous Spell. If you control an "Origami" Fusion, Synchro, Xyz or Link Monster, you can Set this card instead of sending it to the GY. You can only activate 1 "Origami Typhoon" per turn.
 
Origami Ring
Normal Trap
Target 1 "Origami" monster you control; place it in your Spell & Trap Zone in that card's column as a Continuous Spell, then you can destroy 1 monster on the field that is not in the same column as this card, and if you do, both players take damage equal to half its ATK. You can only activate 1 "Origami Ring" per turn.

TALON ARCHETYPE (15/15):

Talon is an Archetype of Winged Beast/EARTH monsters with various Levels. They focus on Link Summoning and always having a monster Special Summoned, which they do by refreshing their Link Monsters Special Summon status by returning it to the Extra Deck and Special Summoning back their monsters in the GY, which you can then use during your next turn for a Link Summon. Each monster can be Special Summoned if the only monsters you control were monsters that were Special Summoned this turn, though you can't use it as a material for other than Talon Link Monsters. They are based on birds, and Talon is a word for the claw of a bird, the reason for them being EARTH is that they are meant to be regular birds, rather than fantasy-like.
 
Main Deck Monsters:
 
Talon Starling
Winged Beast/EARTH
Level 3
If you control no monsters in your Main Monster Zone, you can Special Summon this card (from your hand). You can Special Summon this card (from your hand) if the only monsters you control were monsters that were Special Summoned this turn, but it cannot be used as material for a Summon, except for the Link Summon of a "Talon" monster. You can only Special Summon "Talon Starling" once per turn this way.
1000/1500
 
Talon Sparrow
Winged Beast/EARTH
Level 3
You can Special Summon this card (from your hand) if the only monsters you control were monsters that were Special Summoned this turn, but it cannot be used as material for a Summon, except for the Link Summon of a "Talon" monster. You can only Special Summon "Talon Sparrow" once per turn this way. When this card is Normal Summoned, destroyed by battle or sent from the hand to the GY: You can Special Summon 1 Level 4 or lower "Talon" monster from your hand in Defense Position. You can only use this effect of "Talon Sparrow" once per turn.
1400/1100
 
Talon Hawk
Winged Beast/EARTH
Level 4
You can Special Summon this card (from your hand) if the only monsters you control were monsters that were Special Summoned this turn, but it cannot be used as material for a Summon, except for the Link Summon of a "Talon" monster. You can only Special Summon "Talon Hawk" once per turn this way. If this card is sent to the GY: You can add 1 "Talon" Spell/Trap from your Deck to your hand. You can only use this effect of "Talon Hawk" once per turn.
1800/500
 
Talon Strix
Winged Beast/EARTH
Level 4
You can Special Summon this card (from your hand) if the only monsters you control were monsters that were Special Summoned this turn, but it cannot be used as material for a Summon, except for the Link Summon of a "Talon" monster. You can only Special Summon "Talon Strix" once per turn this way. You can target 1 "Talon" monster you control, except "Talon Strix"; return it to the hand, and if you do, Special Summon this card from your hand. You can only use this effect of "Talon Strix" once per turn.
1600/1300
 
Talon Harrier
Winged Beast/EARTH
Level 5
You can Special Summon this card (from your hand) if the only monsters you control were monsters that were Special Summoned this turn, but it cannot be used as material for a Summon, except for the Link Summon of a "Talon" monster. You can only Special Summon "Talon Harrier" once per turn this way. When this card is Normal Summoned: You can target 1 "Talon" card in your GY, except "Talon Harrier"; add it to your hand. If this card is in your GY: You can banish this card from your GY; this turn, all "Talon" monsters you currently control are treated as being Special Summoned during the turn player's turn.
1900/1500
 
Talon Vulture
Winged Beast/EARTH
Level 6
You can Special Summon this card (from your hand) by discarding 1 other "Talon" card. You can Special Summon this card (from your hand) if the only monsters you control were monsters that were Special Summoned this turn, but it cannot be used as material for a Summon, except for the Link Summon of a "Talon" monster. You can only Special Summon "Talon Vulture" once per turn this way. If this card is sent from the field to the GY for the Link Summon of a "Talon" monster: You can add 1 Winged Beast monster from your Deck or GY to your hand, except "Talon Vulture". You can only use this effect of "Talon Vulture" once per turn.
1700/2000
 
Extra Deck Monsters:
 
Talon Falcon
Winged Beast/EARTH/Link
Link Arrows: Bottom Left, Bottom Right
2 Winged Beast monsters with different names
Once per opponent's turn (Quick Effect): You can return this Link Summoned card you control to the Extra Deck, then target up to 2 Winged Beast monsters in your GY with different names; Special Summon them in Defense Positions, but they have their effects negated, also their ATK and DEF become 0. Gains 200 ATK for each monster it points to, also if it points to 2 monsters, it can make up to two attacks on monsters your opponent controls during each Battle Phase.
2000/LINK-2
 
Talon Eagle
Winged Beast/EARTH/Link
Link Arrows: Bottom, Bottom Left, Bottom Right
2+ "Talon" monsters
Once per opponent's turn (Quick Effect): You can return this Link Summoned card you control to the Extra Deck, then target up to 3 Winged Beast monsters in your GY with different names; Special Summon them in Defense Positions, but they have their effects negated, also their ATK and DEF become 0. Gains 200 ATK for each monster it points to, also if this card points to 3 monsters, it can make up to three attacks on monsters your opponent controls during each Battle Phase.
2400/LINK-3
 
Talon Condor
Winged Beast/EARTH/Link
Link Arrows: Bottom Left, Bottom Right, Left, Right
2+ "Talon" monsters
Once per opponent's turn (Quick Effect): You can return this Link Summoned card you control to the Extra Deck, then target up to 4 Winged Beast monsters in your GY with different names; Special Summon them in Defense Positions, but they have their effects negated, also their ATK and DEF become 0. Monsters this card points to cannot be targeted or destroyed by your opponent's card effects or be destroyed by battle with an opponent's attacking monster, also while this card points to 2 monsters, it is unaffected by your opponent's card effects.
3000/LINK-4
 
Spells/Traps:
 
Talon Airspace
Field Spell
When this card is activated, if you control no monsters in your Main Monster Zone: You can add 1 "Talon" monster from your Deck to your hand. Once per turn (Quick Effect): You can target 1 "Talon" monster in your GY; Special Summon that target, then discard 1 card. While the only monsters you control were monsters that were Special Summoned this turn Summoned this turn, your opponent cannot activate cards or effects during the Battle Phase.
 
Talon Riseup
Normal Spell
Target 1 "Talon" Link Monster in your GY; Special Summon it, then you can Special Summon up to 2 "Talon" monsters from your GY with different names, and if you do, immediately after this effect resolves, Link Summon 1 "Talon" Link Monster using those targets only as Link Material. You can only activate 1 "Talon Riseup" per turn.
 
Talon Sharpening
Equip Spell
Equip only to a Winged Beast monster. It gains 500 ATK and DEF, also it is always treated as being Special Summoned during the turn player's turn, and if it attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card is sent from the field to the GY: You can discard 1 "Talon" card, then target 1 "Talon" monster you control; equip this card to that target.
 
Talon Breaking Point
Quick-Play Spell   
Target 1 "Talon" Link Monster you control; destroy that target, then Special Summon "Talon" monsters with different names from your hand or Deck equal to that target's Link Rating. If a "Talon" monster(s) you control would be destroyed, you can banish this card from your GY instead.
 
Talon Flock
Normal Trap Card
Special Summon 1 "Talon" monster from your Deck or GY to your zone a Link Monster points to, then if that Special Summoned monster is linked to a "Talon" Link Monster, you can Set this card instead of sending it to the GY. You can only activate 1 "Talon Flock" per turn.

Talon Eggnest
Continuous Trap
Once per turn, during the Standby Phase: You can Special Summon 1 "Talon Egg Token" (Winged Beast/EARTH/Level 1/ATK 0/DEF 0). If you control a "Talon" Link Monster, you can Special Summon 2 instead. If a "Talon" Link Monster(s) would be destroyed, you can destroy 1 "Talon Egg Token" instead.

AEONBREAKER ARCHETYPE (17/17):

Aeonbreaker is an Archetype of Psychic/EARTH monsters with various Levels. They focus on Ritual Summoning and using Equip Spells. The cards have various different kinds of effects, though most go hand in hand with other cards, and are focused around getting both Swordwielder and Shieldwielder on the board, as their effects combo with each other, and they can also create an attack lock using Mindsword and Mindshield.
 
This can be done by equipping both Mindpolisher and Mindsharpener, after discarding Mindforger, as they can be treated as an entire requirement, as the equips can re-equip themselves to the relevant monster, then using Projection's last effect to re-add Mindforger and itself back to the hand.
 
The name comes from the term Aeon, which means something roughly like an age or lifetime, and they are also based around smith and forging terms, which is in reference to them being Psychic, as them making their minds better. I wanted to make a Psychic Ritual Archetype, as they don't have one at the moment of writing this.
 
Non-Ritual Monsters:
 
Aeonbreaker Mindreinforcer
Psychic/EARTH/Tuner
Level 1
When this card is Normal Summoned: You can send 1 "Aeonbreaker" monster from your hand or Deck to your hand, and if you do, this card's Level becomes equal to that monster's Level. You can return 1 "Aeonbreaker" monster you control to the hand; add this card from your GY to your hand. You can only use this effect of "Aeonbreaker Mindreinforcer" once per turn.
500/500
 
Aeonbreaker Mindpolisher
Psychic/EARTH
Level 2
When this card is Normal Summoned: You can add 1 "Aeonbreaker" Spell from your Deck to your hand. While this card is equipped with an "Aeonbreaker" Equip Spell, if you Ritual Summon exactly 1 "Aeonbreaker" Ritual Monster with a card effect that requires use of monsters, this card can be used as the entire requirement.
1000/500
 
Aeonbreaker Mindsharpener
Psychic/EARTH
Level 2
When this card is Normal Summoned: You can add 1 "Aeonbreaker" monster from your Deck to your hand, except "Aeonbreaker Mindsharpener". While this card is equipped with an "Aeonbreaker" Equip Spell, if you Ritual Summon exactly 1 "Aeonbreaker" Ritual Monster with a card effect that requires use of monsters, this card can be used as the entire requirement.
500/1000
 
Aeonbreaker Mindsmith
Psychic/EARTH
Level 3
When this card is Normal Summoned: You can add 1 "Aeonbreaker" Equip Spell or non-Ritual Monster from your Deck to your hand, except "Aeonbreaker Mindsmith". If this card is Tributed by a card effect: You can add 1 "Aeonbreaker" Spell or Ritual Monster from your Deck to your hand. You can only use this effect of "Aeonbreaker Mindsmith" once per turn.
1200/1200
 
Aeonbreaker Mindbinder
Psychic/EARTH
Level 3
When this card is Normal Summoned: You can target 1 Level 4 or lower "Aeonbreaker" monster in your GY, except "Aeonbreaker Mindbinder"; Special Summon it. If this card is Tributed by a card effect: You can target 1 "Aeonbreaker" card in your GY, except "Aeonbreaker Mindbinder"; add it to your hand. You can only use this effect of "Aeonbreaker Mindbinder" once per turn.
1000/1300
 
Aeonbreaker Mindforger
Psychic/EARTH
Level 4
When this card is Normal Summoned: You can target 1 "Aeonbreaker" card in your GY, except "Aeonbreaker Mindforger"; add it to your hand. You can discard this card; you can Normal Summon 1 "Aeonbreaker" monster in addition to your Normal Summon/Set this turn. (You can only gain this effect once per turn.)
1500/1500
 
Aeonbreaker Mindworker
Psychic/EARTH
Level 4
When this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 Level 4 or lower "Aeonbreaker" monster from your hand, except "Aeonbreaker Mindworker". You can discard this card; increase the Levels of all "Aeonbreaker" monsters you control by 1. When you Ritual Summon an "Aeonbreaker" monster, you can banish this card from your GY as 1 of the monsters required for the Ritual Summon.
1800/1400
 
Ritual Monsters:
 
Aeonbreaker Swordwielder
Psychic/EARTH/Ritual
Level 5
You can Ritual Summon this card with any "Aeonbreaker" Ritual Spell. If you control another "Aeonbreaker" Ritual Monster, this card can make a second attack during each Battle Phase. Once per turn, if this card is equipped with an "Aeonbreaker" Equip Spell, if this card inflicts battle damage to your opponent: You can draw 2 cards. If this card is equipped with "Aeonbreaker Mindsword", it is unaffected by your opponent's Spell/Trap effects.
2000/1000
 
Aeonbreaker Shieldwielder
Psychic/EARTH/Ritual
Level 5
You can Ritual Summon this card with any "Aeonbreaker" Ritual Spell. Up to twice per turn, if you control another "Aeonbreaker" Ritual Monster, at the end of the Damage Step, if a Ritual Monster you control battled: You can target 1 card your opponent controls; destroy it. Once per turn, if this card is equipped with an "Aeonbreaker" Equip Spell (Quick Effect): You can target 1 monster on the field; change its battle position, then if it was flipped face-up, negate its effects. If this card is equipped with "Aeonbreaker Mindshield", it is unaffected by your opponent's monster effects.
1000/2000
 
Aeonbreaker Armorwielder
Psychic/EARTH/Ritual
Level 7
You can Ritual Summon this card with any "Aeonbreaker" Ritual Spell. Once, while this card is face-up on the field, if you control no other monsters: You can target 1 "Aeonbreaker" monster in your GY; Special Summon it in Defense Position. Once per turn: You can target Set cards your opponent controls up the number of "Aeonbreaker" Equip Spells you control; destroy them. If this card is equipped with "Aeonbreaker Mindarmor", it is unaffected by your opponent's card effects that activate on the field and in the GY.
2500/2500
 
Spells:
 
Aeonbreaker Mindfield
Field Spell
When this card is activated: You can excavate the top 5 cards of your Deck, add 1 excavated "Aeonbreaker" card to your hand, also shuffled the rest into the Deck. Increase the Levels of all monsters equipped with "Aeonbreaker" Equip Spells by 1 for each Equip Spell they are equipped with. While the combined Levels of all "Aeonbreaker" Ritual Monsters you control is 10 or higher, your opponent cannot Special Summon monsters for their hand, except Ritual Monsters, also all monsters they Special Summoned from the Extra Deck have their effects negated.
 
Aeonbreaker Mindsword
Equip Spell
Equip only to an "Aeonbreaker" monster. It gains ATK equal to its Level x 200, also if it attacks a Defense Position monster, inflict piercing battle damage. If this card is equipped to "Aeonbreaker Swordwielder", your opponent cannot target other monsters you control for attacks or effects, also this card cannot be destroyed by card effects. If this card is sent from the field to the GY because you Ritual Summoned "Aeonbreaker Swordwielder" using the equipped monster: You can target that Ritual Monster; equip this card from your GY to that target.
 
Aeonbreaker Mindshield
Equip Spell
Equip only to an "Aeonbreaker" monster. It gains DEF equal to its Level x 200, also the first time it would be destroyed by battle each turn, it is not. If this card is equipped to "Aeonbreaker Shieldwielder", your opponent cannot target other monsters you control for attacks or effects, also this card cannot be destroyed by card effects. If this card is sent from the field to the GY because you Ritual Summoned "Aeonbreaker Shieldwielder" using the equipped monster: You can target that Ritual Monster; equip this card from your GY to that target.
 
Aeonbreaker Mindarmor
Equip Spell
Equip only to an "Aeonbreaker" monster. It gains 500 ATK and DEF, also increase its Level by 2. If this card is equipped to "Aeonbreaker Armorwielder", your opponent cannot target other monsters you control for attacks or effects, also this card cannot be destroyed by card effects. If this card is sent from the field to the GY because you Ritual Summoned "Aeonbreaker Armorwielder" using the equipped monster: You can target that Ritual Monster; equip this card from your GY to that target.
 
Aeonbreaker Projection
Ritual Spell

This card can be used to Ritual Summon any "Aeonbreaker" Ritual Monster from your hand. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If this card and "Aeonbreaker Mindforger" is in your GY and the only monster(s) you control is a Ritual Monster(s) (min. 1): You can add this card and 1 "Aeonbreaker Mindforger" from your GY to your hand, also you cannot Summon monsters, except by Ritual Summon for the rest of this turn. You can only use this effect of "Aeonbreaker Projection" once per turn.

Aeonbreaker Mindmelting
Ritual Spell
This card can be used to Ritual Summon any "Aeonbreaker" Ritual Monster from your hand. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If you control an "Aeonbreaker" Ritual Monster equipped with an "Aeonbreaker" Equip Spell, you can also send monsters from your Deck to your GY. You can only activate 1 "Aeonbreaker Mindmelting" per turn.
 
Aeonbreaker Reinforcement
Ritual Spell
This card can be used to Ritual Summon any "Aeonbreaker" Ritual Monster from your hand or GY. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. The Ritual Summoned monster gains 500 ATK and DEF.

KYORYU ARCHETYPE (13/13):

Kyoryu is an Archetype of Dinosaur monsters with different Levels and Attributes. They focus on Tribute Summoning and Counters, and also have a Synchro Monster. Each Level 5 and higher monsters has an effect that allows them to Tribute monsters in the hand for its Tribute Summon, which is one extra than normal for balance reasons, and all monsters have an effect that triggers if Tributed while in the hand. Along with that, they focus on Counters, and by using Land of the Kyoryu, you can get two monsters out without Tributing at all, and with Age of the Kyoryu you can Normal Summon them during the opponent's turn, so you can get a lot of monsters on the board. Kyoryu is the Japanese word for Dinosaur (according to Google)
 
Main Deck Monsters:
 
Mountain Kyoryu, Earth Berserker
Dinosaur/EARTH/Tuner
Level 4
Can be treated as 2 Tributes for the Tribute Summon of a Dinosaur monster while face-up on the field. If this card is Tributes while in the hand: You can Special Summon this card from your GY in Defense Position. You can only use this effect of "Mountain Kyoryu, Earth Berserker" once per turn.
1500/2000
 
Flaming Kyoryu, Lava Walker
Dinosaur/FIRE
Level 5
You can Tribute Summon this card by Tributing 2 "Kyoryu" monsters in your hand or field with different Attributes. Once per turn: You can target 1 other "Kyoryu" card you control you can place a Kyoryu Counter on; place 1 Kyoryu Counter on that target. If this card is Tributed while in the hand: You can add 1 "Kyoryu" monster from your Deck to your hand, except "Flaming Kyoryu, Lava Walker". You can only use this effect of "Flaming Kyoryu, Lava Walker" once per turn.
2000/1800
 
Thundering Kyoryu, Loud Lightning
Dinosaur/LIGHT
Level 5
You can Tribute Summon this card by Tributing 2 "Kyoryu" monsters in your hand or field with different Attributes. Once per turn: You can remove 1 Kyoryu Counter from your field, then target 1 "Kyoryu" card in your GY; add it to your hand. If this card is Tributed while in the hand: You can add 1 "Kyoryu" Spell/Trap from your Deck to your hand. You can only use this effect of "Thundering Kyoryu, Loud Lightning" once per turn.
2200/1500
 
Tornado Kyoryu, Storm Starter
Dinosaur/WIND
Level 6
You can Tribute Summon this card by Tributing 2 "Kyoryu" monsters in your hand or field with different Attributes. If this card is Tribute Summoned: You can Special Summon 1 Dinosaur monster from your hand. If this card is Tributed while in the hand: You can Special Summon 1 "Kyoryu" monster from your hand. You can only use this effect of "Tornado Kyoryu, Storm Starter" once per turn.
2400/1000
 
Tsunami Kyoryu, Wave Breaker
Dinosaur/WATER
Level 7
You can Tribute Summon this card by Tributing 3 "Kyoryu" monsters in your hand or field with different Attributes. If this card is Tribute Summoned: You can destroy all monsters your opponent controls. If this card was Tributed by using 3 "Kyoryu" monsters, your opponent cannot activate cards or effects in response to this effect's activation. If this card is Tributed while in the hand: You can target 1 "Kyoryu" card you control you can place a Kyoryu Counter on; place 2 Kyoryu Counters on that target. You can only use this effect of "Tsunami Kyoryu, Wave Breaker" once per turn.
2500/2500
 
Doom Kyoryu, Devastation Crusher
Dinosaur/DARK
Level 8
You can Tribute Summon this card by Tributing 3 "Kyoryu" monsters in your hand or field with different Attributes. If this card is Tribute Summoned: You can destroy all Spells/Traps your opponent controls. If this card was Tributed by using 3 "Kyoryu" monsters, your opponent cannot activate cards or effects in response to this effect's activation. If this card is Tributed while in the hand: You can draw 2 cards, then discard 1 card. You can only use this effect of "Doom Kyoryu, Devastation Crusher" once per turn.
2700/2000
 
Extra Deck Monsters:
 
Elemental Kyoryu, Final Fossilizer
Dinosaur/DARK/Synchro
Level 9
1 Dinosaur Tuner + 1+ non-Tuner Dinosaur monsters
This card gains Attributes based on the Synchro Materials used for its Synchro Summon. Cannot be targeted or destroyed by your opponent's card effects while you control a Tribute Summoned Dinosaur monster. Once per turn (Quick Effect): You can Tribute 1 other Dinosaur monster in your hand or field; this card gains that monster's Attribute and 300 ATK and DEF. If this Synchro Summoned card is sent to the GY: You can add other Dinosaur monsters from your GY to your hand with different Attributes up to the number of Attributes this card had on the field.
2700/2700
 
Spells/Traps:
 
Land of the Kyoryu
Field Spell
During your Main Phase, you can Normal Summon 1 "Kyoryu" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn). Once per turn: You can Tribute 1 "Kyoryu" monster in your hand or field; place 1 Kyoryu Counter on this card. You can remove Kyoryu Counters from your field to activate these effects.
● 1 Counter: All "Kyoryu" monsters you control gain 500 ATK and DEF until the end of the next turn.
● 2 Counters: Draw 1 card. You can only use this effect of "Land of the Kyoryu" up to twice per turn.
● 3 Counters: Until the end of your next turn, you can Normal Summon Dinosaur monsters without Tributing.
 
Walk the Kyoryu
Normal Spell
If you control no monsters: Tribute 1 "Kyoryu" monster in your hand; Special Summon 1 "Kyoryu" monster from your hand or Deck, but it is destroyed during the End Phase. During your turn, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "Kyoryu" card you can place a Kyoryu Counter on; place 1 Kyoryu Counter on that target.
 
Kyoryu Fossil
Equip Spell
Activate this card by targeting 1 "Kyoryu" monster in your GY; Special Summon it and equip it with this card. Its Level is lowered by the number of monsters you control or in your GY with the same name as as it. Once per turn, during the End Phase, remove 1 Kyoryu Counter from your field or destroy this card. If this card leaves the field, destroy the equipped monster. If this card is sent to the GY: You can remove 2 Kyoryu Counter from your field; add this card to your hand. You can only activate 1 "Kyoryu Fossil" per turn.
 
Elements of Kyoryu
Continuous Spell
Once per turn: You can shuffle 1 Dinosaur monster from your hand into your Deck, then add 1 "Kyoryu" monster with a different Attribute from your Deck to your hand. Each time a "Kyoryu" monster in your hand is Tributed, place 1 Kyoryu Counter on this card for each. If a "Kyoryu" monster(s) would be destroyed, you can remove 1 Kyoryu Counter from this card for each monster instead.
 
Age of the Kyoryu
Continuous Trap
When this card is activated: You can target 1 "Kyoryu" monster in your GY; Special Summon that target, but its ATK and DEF are halved. Each time a "Kyoryu" monster on your field is Tributed, place 1 Kyoryu Counter on this card for each. Once per opponent's turn: You can remove 2 Kyoryu Counters from your field; immediately after this effect resolves, Normal Summon 1 Dinosaur monster.

The Kyoryu Period
Continuous Trap
You can use other "Kyoryu" Spells/Traps you control or in your hand as Tributes for the Tribute Summon of a "Kyoryo" monster. Each time a "Kyoryu" Spell/Trap is Tributed, place 1 Kyoryu Counter on this card for each. Once per turn: You can remove 2 Kyoryu Counter from your field; add 1 "Kyoryu" monster from your Deck to your hand.

TERRORMITE ARCHETYPE (13/13):

Terrormite is an Archetype of Insect/DARK Level 1 monsters. They focus on Xyz Summoning and monster spam. Each monster has an effect that Special Summons them from the hand if you control less Terrormite monsters than your opponent controls monsters. The main strategy involves using Acarapis's effect to Special Summon 3 Macropalpis, which you can then use to attach 3 more materials to Demodex, which makes you able to use its last effect for massive destruction and damage. The fastest you can do this is by using Eriophyes to Special Summon Acarapis, and Tribute both it and Acarapis to Special Summon Macropalpis, then Xyz Summoned Demodex and then attach Erophyes and Acarapis. They are based on various mites and ticks, and concepts related to mites and ticks.
 
Main Deck Monsters:
 
Terrormite Cyclamen
Insect/DARK
Level 1
If you control less "Terrormite" monsters than your opponent controls monsters (min. 1), you can Special Summon this card (from your hand), but you cannot Special Summon monsters, except DARK monsters for the rest of this turn. You can only Special Summon "Terrormite Cyclamen" once per turn this way. You can Tribute 1 "Terrormite" monster; add 1 "Terrormite" card from your Deck to your hand, except "Terrormite Cyclamen". You can only use this effect of "Terrormite Cyclamen" once per turn.
0/0
 
Terrormite Acarapis
Insect/DARK
Level 1
If you control less "Terrormite" monsters than your opponent controls monsters (min. 1), you can Special Summon this card (from your hand), but you cannot Special Summon monsters, except DARK monsters for the rest of this turn. You can only Special Summon "Terrormite Acarapis" once per turn this way. You can Tribute 2 "Terrormite" monsters; Special Summon 1 "Terrormite" monster from your hand, then you can Special Summon as many monsters with the same name as that monster from your Deck as possible, but if you Special Summon from your Deck, they have their effects negated and cannot attack. You can only use this effect of "Terrormite Acarapis" once per turn.
100/100
 
Terrormite Macropalpis
Insect/DARK
Level 1
If you control less "Terrormite" monsters than your opponent controls monsters (min. 1), you can Special Summon this card (from your hand), but you cannot Special Summon monsters, except DARK monsters for the rest of this turn. You can only Special Summon "Terrormite Macropalpis" once per turn this way. A DARK Xyz Monster that was Xyz Summoned using this card as material gains this effect:
● If this card is Xyz Summoned: You can target 1 "Terrormite" monster in your GY; either add it to your hand, or attach it to this card as material.
200/200
 
Terrormite Tetranychus
Insect/DARK
Level 1
If you control less "Terrormite" monsters than your opponent controls monsters (min. 1), you can Special Summon this card (from your hand), but you cannot Special Summon monsters, except DARK monsters for the rest of this turn. You can only Special Summon "Terrormite Tetranychus" once per turn this way. If this card is sent from the field to the GY: You can add 1 "Terrormite" card from your Deck to your hand, except "Terrormite Tetranychus". You can only use this effect of "Terrormite Tetranychus" once per turn.
300/300
 
Terrormite Panonychus
Insect/DARK
Level 1
If you control less "Terrormite" monsters than your opponent controls monsters (min. 1), you can Special Summon this card (from your hand), but you cannot Special Summon monsters, except DARK monsters for the rest of this turn. You can only Special Summon "Terrormite Panoychus" once per turn this way. You can Tribute this card, then target 1 "Terrormite" monster in your GY, except "Terrormite Panonychus"; Special Summon that target. You can only use this effect of "Terrormite Panonychus" once per turn.
400/400
 
Terrormite Eriophyes
Insect/DARK
Level 1
If you control less "Terrormite" monsters than your opponent controls monsters (min. 1), you can Special Summon this card (from your hand), but you cannot Special Summon monsters, except DARK monsters for the rest of this turn. You can only Special Summon "Terrormite Eriophyes" once per turn this way. When this card is Normal or Special Summoned: You can Special Summon 1 "Terrormite" monster from your hand, except "Terrormite Eriophyes". You cannot Special Summon monsters, except DARK monsters the turn you activate this effect. You can only use this effect of "Terrormite Eriophyes" once per turn.
500/500
 
Extra Deck Monsters:
 
Terrormite Demodex
Insect/DARK/Xyz
Rank 1
3 Level 1 "Terrormite" monsters
Once per turn (Quick Effect): You can detach 1 material from this card; this turn, if this card battles an opponent's monster, during damage calculation only, that monster loses 1000 ATK and DEF for each material attached to this card. You can detach 5 materials from this card; destroy all cards your opponent controls, and if you do, inflict 500 damage to your opponent for each card destroyed, also for the rest of this turn, other monsters you control cannot attack and your opponent takes no effect damage.
1000/1000
 
Terrormite Trombicula
Insect/DARK/Xyz
Rank 1
4 Level 1 "Terrormite" monsters
Once per turn: You can detach 1 material from this card; this card can attack directly this turn. (Quick Effect): You can detach 6 materials from this card; shuffle all cards in your opponent's hand into the Deck, then your opponent takes damage equal to the number of cards x 500, also for the rest of this turn, other monsters you control cannot attack and your opponent takes no further effect damage.
1500/1500
 
Spells/Traps:
 
Terrormite Underground
Field Spell
When this card is activated: You can Special Summon 1 "Terrormite Token" (Insect/DARK/Level 1/ATK 0/ DEF 0) to your opponent's field in Defense Position. Once per turn (Quick Effect): You can target 1 DARK Xyz Monster you control; attach 1 other "Terrormite" monster from your hand or field to that target as a material. If a DARK Xyz Monster detaches a material(s) to activate its effect: It gains 300 ATK and DEF for each material detached.

 
Terrormite Infection
Normal Spell
If only your opponent controls a face-up monster: Special Summon up to 2 "Terrormite" monsters from your hand with different names, then if your opponent controls a monster that was Special Summoned from the Extra Deck, you can Special Summon 1 "Terrormite" monster from your Deck with a different name, but it has its effects negated and cannot attack. You cannot Special Summon monsters, except DARK monsters the turn you activate this card. You can only activate 1 "Terrormite Infection" per turn.
 
Terrormite Growth
Quick-Play Spell
Target 1 DARK Xyz Monster you control; double its original ATK and DEF, also if it has 3 or more materials attached, it cannot be destroyed by battle or card effects. These changes last until the end of this turn. During your Main Phase, if this card is in your GY: You can Tribute 1 "Terrormite" monster from your hand or field; add this card from your GY to your hand. You can only activate 1 "Terrormite Growth" per turn.   
 
Terrormite Retreat
Normal Trap
Target "Terrormite" monsters you control or in your GY up the number of face-up cards your opponent controls; shuffle them into the Deck, then if you shuffled 5 or more into the Deck, draw 2 cards. You can banish this card from your GY, then target 1 "Terrormite" Spell/Trap in your GY; either add it to your hand, or attach it to a DARK Xyz Monster you control as a material. You can only use each effect of "Terrormite Retreat" once per turn.
 
Terrormite Removal
Counter Trap
If you control a DARK Xyz Monster monster, when your opponent would Special Summon a monster(s) or a card or effect is activated that includes an effect that Special Summons a monster(s): Negate the Summon or activation, and if you do, destroy that card, then you can detach 1 material from a "Terrormite" Xyz Monster you control to Set this card face-down instead of sending it to the Graveyard. You can only activate 1 "Terrormite Removal" per turn.

SHADOWBEAST ARCHETYPE (13/13):

These are based on my Mask Monster concept, if you have not read how they work, check this link out: https://forum.yugiohcardmaker.net/topic/367339-mask-monsters-new-card-type-concept/
 
Shadowbeast is an Archetype of DARK monsters with various Types and Levels. They focus on Mask Monsters, Spell/Traps and a bit of top Deck manipulation. Each monster has two effects, one that they can activate while unmasked, and one that activates when they are unmasked, and if they are unmasked by a Spell/Trap effect, they gain 500 ATK and DEF as well. Their main strategy is about masking and unmasking themselves continuously, and using a combo of Shadowbeast Realm and Shadowbeast Hideout to protect themselves with. Shadowbeast refers to the theme of them hiding in the shadows, ready to attack, and they are based on various animals.
 
Monsters:
 
Shadowbeast Scorpion
Insect/DARK/Mask
Level 2
Once per turn: You can target 1 masked monster you control; draw 1 card, then place that target on top of your Deck. When this card is unmasked: You can target 1 "Shadowbeast" card in your GY; draw 1 card, then place that target on top of your Deck. You can only use this effect of "Shadowbeast Scorpion" once per turn.
500/1400
 
Shadowbeast Snake
Reptile/DARK/Mask
Level 3
Once per turn: You can target 1 masked monster you control; unmask it. When this card is unmasked: You can look at the top 3 cards of your Deck, place them on the top of your Deck in any order, then draw 1 card, also if this card was unmasked by a Spell/Trap effect, it gains 500 ATK and DEF. You can only use this effect of "Shadowbeast Snake" once per turn.
1000/1500  
 
Shadowbeast Spider
Insect/DARK/Mask
Level 3
Once per turn: You can target 1 "Shadowbeast" card in your GY; place it on top of your Deck. When this card is unmasked: You can target 1 "Shadowbeast" Spell/Trap in your GY; add it to your hand, also if this card was unmasked by a Spell/Trap effect, it gains 500 ATK and DEF. You can only use this effect of "Shadowbeast Spider" once per turn.
1400/1100
 
Shadowbeast Wolf
Beast/DARK/Mask
Level 4
Once per turn: You can Special Summon 1 Level 4 or lower "Shadowbeast" monster from your hand and mask it. When this card is unmasked: You can target 1 masked monster you control; unmask it, also if this card was unmasked by a Spell/Trap effect, it gains 500 ATK and DEF. You can only use this effect of "Shadowbeast Wolf" once per turn.
1500/1300
 
Shadowbeast Shark
Fish/DARK/Mask
Level 4
Once per turn: You can target 1 other "Shadowbeast" monster you control; mask it. When this card is unmasked: You can Special Summon 1 "Shadowbeast" monster from your hand, except "Shadowbeast Shark", also if this card was unmasked by a Spell/Trap effect, it gains 500 ATK and DEF. You can only use this effect of "Shadowbeast Shark" once per turn.
1800/1000
 
Shadowbeast Tiger
Beast/DARK/Mask
Level 5
Once per turn: You can look at the top 5 cards of your Deck, place them on top of your Deck in any order, then draw 1 card. When this card is unmasked: You can excavate the top 3 cards of your Deck, Special Summon 1 excavated "Shadowbeast" monster and mask it, also place the rest on top of your Deck in any order, also if this card was unmasked by a Spell/Trap effect, it gains 500 ATK and DEF. You can only use this effect of "Shadowbeast Tiger" once per turn.
1900/1600
 
Shadowbeast Bear
Beast/DARK/Mask
Level 6
Once per turn: You can add 1 "Shadowbeast" card from your Deck to your hand, except "Shadowbeast Bear", then place 1 card from your hand on top of your Deck. When this card is unmasked: You can target 1 "Shadowbeast" monster in your GY, except "Shadowbeast Bear"; Special Summon it, also if this card was unmasked by a Spell/Trap effect, it gains 500 ATK and DEF. You can only use this effect of "Shadowbeast Bear" once per turn.
2000/2000
 
Shadowbeast Elephant
Beast/DARK/Mask
Level 7
You can Special Summon this card (from your hand) by Tributing 2 masked monsters. Once per turn: You can draw 2 cards, then place 1 card from your hand on top of your Deck. When this card is unmasked: You can target 1 other card on the field or GY; place it on top of the Deck, also if this card was unmasked by a Spell/Trap effect, it gains 500 ATK and DEF. You can only use this effect of "Shadowbeast Elephant" once per turn. The activation and effects of "Shadowbeast" Spell/Trap Cards cannot be negated. If a Mask monster(s) you control would be destroyed, you can send 1 "Shadowbeast" Spell/Trap from your hand or field to the GY instead.
2500/2500
 
Spells/Traps:
 
Shadowbeast Realm
Field Spell
During your Main Phase, you can Normal Summon 1 "Shadowbeast" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Once per turn, if a "Shadowbeast" monster is unmasked: You can target 1 masked monster you control; unmask it. If all monsters you control are masked, they cannot be targeted for attacks or effects, but does not prevent your opponent from attacking you directly.
 
Shadowbeast Strike
Quick-Play Spell
Target 1 masked monster you control and 1 face-up card your opponent controls; unmask the first target, and if you do, if the monster is a "Shadowbeast" monster destroy the second target. During your Draw Phase, before your draw: You can give up your normal draw this turn, and if you do, add this card from your GY to your hand.
 
Shadowbeast Hideout
Continuous Trap
Once per turn, if you Normal Summon or Special Summon 1 "Shadowbeast" monster: You can mask it, and if you do, it cannot be destroyed by card effects while masked. Once per turn, during the End Phase, if you control "Shadowbeast Realm": You can mask all "Shadowbeast" monsters you control. If this face-up card leaves the field: Unmask all monsters you control.
 
Shadowbeast Dusk
Normal Trap
Target 1 masked monster you control; unmask it, and if you do, Special Summon 1 "Shadowbeast" monster from your hand and mask it. (Quick Effect): Except the turn this card was sent to the GY: You can banish it from your GY, then target 1 "Shadowbeast" monster in your GY; add it to your hand. You can only use each effect of "Shadowbeast Dusk" once per turn.
 
Shadowbeast Surprise
Counter Trap Card
When your opponent activates a card or effect while the only monsters you control are "Shadowbeast" monsters and/or masked monsters (min. 1): Negate the activation, and if you do, destroy that card, then you can unmask 1 monster you control.

DATACLOUD ARCHETYPE (15/15):

Datacloud is an Archetype of Cyberse/WATER Tuner and Gemini monsters with various Levels. They focus on Synchro Summoning and Gemini monsters, and deal with copying names and effects. The main idea is to get out one of the Synchro Monsters and then use their effects to get out Gemini monsters, which powers them up. The name comes from the idea of cloud computing, and also actual clouds. The Main Deck Monsters are called Cumulus, which are the white looking clouds, and Nimbus are dark clouds, and the have various references to computing.

Main Deck Monsters:

Datacloud Uploader Cumulus
Cyberse/WATER/Tuner
Level 2
If you control no monsters, you can Special Summon this card (from your hand). If this card is sent to the GY for the Synchro Summon of a Cyberse Synchro Monster: You can Special Summon this card from your GY, but banish it when it leaves the field. You can only use this effect of "Datacloud Uploader Cumulus" once per turn.
1000/1000

Datacloud Downloader Cumulus
Cyberse/WATER/Tuner
Level 3
You can target 1 "Datacloud" monster you control, except "Datacloud Downloader Cumulus"; return it to your hand, then Special Summon this card from your hand, and if you do, this card's name become that monster's, and replace this effect with that monster's original effects. You can only use this effect of "Datacloud Downloader Cumulus" once per turn.
1300/1300

 

Datacloud Searcher Cumulus

Cyberse/WATER/Gemini
Level 4
This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
● Once per turn: You can discard 1 card; add 1 "Datacloud" card from your Deck to your hand, except "Datacloud Searcher Cumulus".

1400/1400

Datacloud Server Cumulus
Cyberse/WATER/Gemini
Level 4
This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
● Once per turn: You can Special Summon 1 "Datacloud" monster from your hand or GY in Defense Position, except "Datacloud Server Cumulus".
1500/1500

Datacloud Storer Cumulus
Cyberse/WATER/Gemini
Level 4
This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
● Once per turn: You can target 1 "Datacloud" Spell/Trap in your GY; add it to your hand.
1600/1600

Datacloud Client Cumulus
Cyberse/WATER/Gemini
Level 4
This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
● During your Main Phase, you can Normal Summon 1 "Datacloud" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
1700/1700

 

Datacloud Recoding Cumulus

Cyberse/WATER/Gemini
Level 4
This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
● Once per turn: You can target 1 "Datacloud" monster in your GY and 1 "Datacloud" monster you control; banish the first target, and if you do, the second target's name become the first target's, and replace the second target's effects with the first target's original effects

1800/1800

 

Extra Deck Monsters:

Datacloud Computing Nimbus
Cyberse/WATER/Synchro
Level 6
1 Tuner + 1+ non-Tuner Cyberse monsters
If you control no other monsters: You can Special Summon 1 Gemini monster from your hand, and if you do, it becomes an Effect Monster, and gains its effects. While you control 2 or more Gemini monsters, all "Datacloud" monsters you control gain 500 ATK and DEF, also your opponent cannot target other monsters you control for attacks.
2300/2300

Datacloud Terminal Nimbus
Cyberse/WATER/Synchro
Level 7
1 Tuner + 1+ non-Tuner Cyberse monsters
When this card is Special Summoned: You can Special Summon 1 Level 4 or lower Gemini monster from your Deck. While you control 2 or more Gemini monsters, all "Datacloud" monsters you control gain 500 ATK and DEF, also this card cannot be destroyed by card effects.
2500/2500

 

Datacloud Station Nimbus

Cyberse/WATER/Synchro
Level 9
1 Tuner + 1+ non-Tuner Cyberse Synchro Monsters

Once per turn (Quick Effect): You can discard 1 card; Special Summon 1 Level 4 or lower Gemini monster from your hand or Deck, and if you do, it becomes an Effect Monster, and gains its effects. While you control 2 or more Gemini monsters, all "Datacloud" monsters you control gain 500 ATK and DEF, also this card is unaffected by your opponent's card effects that do not target it. If you control 5 Gemini monsters with different names, this card gains 3000 ATK and DEF.

3000/3000

 

Spells/Traps:

 

Datacloud Center

Field Spell

All monsters you control gain 100 ATK and DEF for each monster you control with the same ATK and DEF. You can discard 1 Gemini monster, then target 1 "Datacloud" monster you control; that target's name become that monster's, and replace that target's effects with that monster's original effects, also if that monster is a Gemini monster, it becomes an Effect Monster and gains its effects. When this card is destroyed by a card effect and sent to the GY: You can add 1 "Datacloud Center" from your Deck to your hand. You can only use each effect of "Datacloud Center" once per turn.

Datacloud Booting
Normal Spell
If you control no monsters: Add 1 "Datacloud" monster from your Deck to your hand. During your turn, except the turn this card was sent to the GY: You can banish this card from your GY; add 1 "Datacloud" Spell/Trap from your Deck to your hand, except "Datacloud Booting". You can only activate 1 "Datacloud Booting" per turn.

Datacloud Copy
Quick-Play Spell
Target 1 "Datacloud" monster you control; Special Summon 1 "Datacloud" monster from your hand with the same name as that target. If 2 or more "Datacloud" monsters would be destroyed by a card effect, you can banish this card from your GY instead.

Datacloud Recovery
Normal Trap Card
Target 1 "Datacloud" monster in your GY; Special Summon that target, then apply the appropriate effect, depending on the kind of monster it is.
● Gemini: It becomes an Effect Monster, and gains its effects.
● Tuner: You can Special Summon 1 "Datacloud Token" (Cyberse/WATER/Level 4/1000 ATK/1000 DEF).
● Synchro: You can Special Summon 1 "Datacloud" monster from your hand.

Datacloud Backup
Continuous Trap
Once per turn, if exactly 1 "Datacloud" monster you control is destroyed by battle or card effect and sent to the GY: You can add 1 "Datacloud" monster with the same name as that monster from your Deck to your hand. Once per turn, if a "Datacloud" monster(s) you control is targeted by your opponent's card effect (Quick Effect): You can send 1 "Datacloud" card from your hand to the GY; negate the activation, and if you do, destroy that card.

ZOA - FORMING AN ARCHETYPE #33:

Zoa is an Archetype consisting of mostly of Fiend/DARK monsters, with various Levels. They focus on getting out Zoa, or one of their other boss monsters, and using their support cards called Metalmorph. They have a sub-Archetype called Zoaservant, which are Level 4 and lower monsters (and 1 Level 7 Fusion Monster) with 0 DEF, that each has an effect that discards them for various purposes (except the Fusion)

Along with that, they have a Zoa copy, called Neozoa which acts like the Harpie Ladies, in that you give up Zoa for it, then you have a Link Monster, called Technozoa, which is a Cyberse monster, which allows you to take more use of their new Fusion Monster, called Primezoa, which treats itself as Zoa, and also is able to negate Special Summons.

As previously stated, they also focus on using Metalmorph, which was used to bring out Metalzoa, though here it is in general used to boost Zoa, and they also have their own Polymerization clone, called Metalmorphation, with the others being upgrades to the original Metalmorph.

I wanted to make sure that you could still take advantage of the original Zoa and Metalzoa as much as possible in these, so the card are in general meant to support around this, with Metalmorph Coating even supporting Metalzoa directly, and being in reference to it with it making the monster that's equipped into a Machine monster, like that monster is. Zoa didn't exactly have a lot going to I could expand on other than Metalmorph being used, so I took this in a new direction, with Link and Fusion Monsters for fun.

Original Card:
https://i.imgur.com/2G3zjsU.png

New Cards:

Main Deck Monsters:
 
Zoaservant Prey
Fiend/DARK
Level 1
You can Tribute this card; Special Summon 1 "Zoa" monster from your Deck, but it has its effects negated. You can discard this card; Special Summon 2 "Zoa Tokens" (Fiend/DARK/Level 1/ATK 0/DEF 0). You cannot Normal or Special Summon monsters during the turn you activate this effect, except "Zoa" monsters. You can only use each effect of "Zoaservant Prey" once per turn.
0/0

Zoaservant Hoard
Fiend/DARK
Level 2
When this card is Normal Summoned: You can Special Summon 1 "Zoaservant" monster from your hand. You can discard this card; add 1 "Zoa" monster from your Deck to your hand, except "Zoaservant Hoard". You can only use this effect of "Zoaservant Hoard" once per turn.
1000/0

Zoaservant Former
Fiend/DARK
Level 3
When this card is Normal or Special Summoned: You can target 1 "Metalmorph" card in your GY; add it to your hand. You can discard this card; add 1 "Metalmorph" Spell/Trap from your Deck to your hand. You can only use this effect of "Zoaservant Former" once per turn.
1300/0

Zoaservant Bringer
Fiend/DARK
Level 4
When this card is Normal Summoned: You can target 1 "Zoaservant" monster in your GY; Special Summon it in Defense Position. You can discard this card; Special Summon 1 "Zoa" from your hand or GY, but it cannot attack this turn. You can only use this effect of "Zoaservant Bringer" once per turn.
1500/0

Zoaservant Protector
Fiend/DARK
Level 4
If you control a Level 7 or higher "Zoa" monster, you can Special Summon this card (from your hand). (Quick Effect): You can discard this card; until the end of this turn, all "Zoa" monsters cannot be destroyed by battle or card effects, also they gain 500 ATK and DEF. You can only use this effect of "Zoaservant Protector" once per turn.
1800/0

Neozoa
Fiend/DARK
Level 9
(This card's name is always treated as "Zoa".)
You can Tribute Summon this card for 1 less Tribute by Tributing a "Zoaservant" monster. You can target 1 "Metalmorph" in your GY; equip that target to this card, but its destroyed during the End Phase. If this card is sent from the field to the GY: You can draw 1 card. You can only use each effect of "Neozoa" once per turn.
2600/1900

Extra Deck Monsters:

Technozoa
Cyberse/DARK/Link
Link Arrows: Bottom Left, Bottom Right
2 "Zoa" monsters
When this card is Link Summoned: You can Special Summon 1 "Zoaservant" monster from your hand to your zone this card points to. If you control a Level 7 or higher "Zoa" monster, you can Special Summon it from the Deck instead. Once per turn, if this card inflicts battle damage to your opponent: You can target 1 "Zoa" monster in your GY; Special Summon it to your zone this card points to.
2000/LINK-2

Zoaservant General
Fiend/DARK/Fusion
Level 7
2+ "Zoaservant" monsters (max. 5)
This card gains ATK equal to the number of Fusion Materials used for its Fusion Summon x 300. (Quick Effect): You can target 2 "Zoaservant" monsters in your GY, then Tribute this card; add them to your hand. You can Tribute 2 "Zoaservant" monsters; Special Summon this card from your GY. You can only use each effect of "Zoaservant General" once per turn.
2000/0

Primezoa
Level 10
Fiend/DARK/Fusion
"Zoa" + 1 "Zoaservant" monster
This card's name becomes "Zoa" while on the field or in the GY. While this card is equipped with "Metalmorph", it cannot be destroyed by battle or targeted by your opponent's card effects. Once per turn, when your opponent would Special Summon a monster(s) (Quick Effect): You can negate the Special Summon, and if you do, destroy that monster(s).
2700/2700

Spells/Traps:

Metalmorphation
Normal Spell
Fusion Summon 1 Fusion Monster from your Extra Deck using monsters from your hand or field as Fusion Material. If you a use a monster equipped with "Metalmorph" as Fusion Material, you can also send monsters from your Deck as Fusion Material. You can only activate 1 "Metalmorphation" per turn.

Metalmorph Alloy
Equip Spell
Send 1 "Metalmorph" from your hand or field to the GY; equip this card to a monster. It gains 1000 ATK, it cannot be destroyed by card effects, also if it attacks a Defense Position monster, inflict piecing battle damage. If the equipped monster battles an opponent's monster, after damage calculation: You can Special Summon 1 "Zoa Token" (Fiend/DARK/Level 1/ATK 0/DEF 0).

Metalmorph Coating
Normal Trap
Target 1 face-up monster on the field; equip this card to that target. It becomes a Machine monster and gains 300 ATK and DEF for each "Zoa" monster you control and in your GY with a different name, also if this card is equipped to "Metalzoa", it can make a second attack during each Battle Phase. This card's name becomes "Metalmorph" while on the field or in the GY.
 
Metalmorph Z
Normal Trap
Target 1 face-up monster on the field; equip this card to that target. If it battles an opponent's monster, it gains ATK equal to that monster's original DEF during damage calculation only. If this card is equipped to a Normal Monster, this card cannot be targeted or destroyed by your opponent's card effects, also the equipped monster is unaffected by your opponent's monster effects. If you control "Zoa", you can activate this card from your hand.

WYND ARCHETYPE (12/12):

Wynd is an Archetype of Level 4 and 7 Wyrm/WIND Pendulum Monsters, along with 1 Level 11 Fusion Pendulum Monster. They focus on decreasing the Level of monsters in the Extra Deck and to ultimately Summon the Fusion Pendulum Monster. Each Level 4 has an effect that decreases the Level of monsters in the Extra Deck, both as their Pendulum and monster effect, the two Level 7s have a Pendulum Effect each that are similar that changes their Pendulum Scale either by decreasing it or increasing it.
 
Their playstyle may seem contradictory at first, changing the Levels means you cannot Pendulum Summon the Level 4s as easily, since they are Scale 3-5 only, however their whole playstyle resolves around their Fusion Monster, which requires Tributing 3 Wynd monsters with different Pendulum Scales, and as they only have 3 different Pendulum Scales to work with (excluding the Fusion Monster's Scale 0 that is), you need one of the Level 7s to get it out.
 
So, the point is actually to only use the Extra Deck for one Pendulum Summon, since you normally cannot Pendulum Summon more from there anyway without using Link Monsters, and the rest of the monsters you get by other means, either from your hand or by using various effects that can bring them out otherwise. As each Pendulum Monster is able to lower them by one while in the Pendulum Zone, the easiest way you get the Level 7 out is to Normal Summon one of the monsters, activate its effect, then using the Pendulum Effect of both cards to make the monster in the Extra Deck 4 and boom, you got your Level 7 on the field. Of course, you can also use it to decrease the Levels of other WIND monsters to make it easier to Summon them, if you don't want to go the Fusion Monster route, and the Level 7s also support Tribute Summoning instead, so you have plenty of options until you can make the play to get the Fusion Monster out.
 
The name is a portmanteau of Wyrm and Wind, and the names are in reference to various types of winds as well as flying. The monsters are named Wynd Wyvern as it didn't sound right with just Wynd, though I am not calling them that as an Archetype, didn't feel needed, and it made playing around with the Spell/Traps more fun anyway, since I tend to be strict in my naming. I also decided to make this a full Archetype from the get-go, which I tend not to, though I had been working on it for a bit longer than usual and thought that I might as well just release everything now. Also, they are made for the new format, though nothing here actually uses the Extra Monster Zone, so it's on Duel Portal as well.
 
Main Deck Monsters:
 
Wynd Wyvern Squally
Wyrm/WIND/Pendulum
Level 4
Scale 3
Pendulum Effect:
Once per turn: You can decrease the Levels of all WIND Pendulum Monsters face-up in your Extra Deck by 1 until the end of this turn (even after they are Summoned and even if this card leaves the field).
 
Monster Effect:
When this card is Normal or Special Summoned: You can decrease the Level of all WIND Pendulum Monsters face-up in your Extra Deck by 1 until the end of this turn. If this card in your Main Monster Zone leaves the field: You can add 1 "Wynd" monster from your Deck to your hand, except "Wynd Wyvern Squally". You can only use this effect of "Wynd Wyvern Squally" once per turn.
1000/2000
 
Wynd Wyvern Gustos
Wyrm/WIND/Pendulum
Level 4
Scale 5
Pendulum Effect:
Once per turn: You can decrease the Levels of all WIND Pendulum Monsters face-up in your Extra Deck by 1 until the end of this turn (even after they are Summoned and even if this card leaves the field).
 
Monster Effect:
When this card is Normal or Special Summoned: You can decrease the Level of all WIND Pendulum Monsters face-up in your Extra Deck by 1 until the end of this turn. If this card in your Main Monster Zone leaves the field: You can add 1 "Wynd" Spell/Trap from your Deck to your hand. You can only use this effect of "Wynd Wyvern Gustos" once per turn.
1500/1500
 
Wynd Wyvern Galelia
Wyrm/WIND/Pendulum
Level 4
Scale 3
Pendulum Effect:
Once per turn: You can decrease the Levels of all WIND Pendulum Monsters face-up in your Extra Deck by 1 until the end of this turn (even after they are Summoned and even if this card leaves the field).
 
Monster Effect:
When this card is Normal or Special Summoned: You can decrease the Level of all WIND Pendulum Monsters face-up in your Extra Deck by 1 until the end of this turn. You can target 1 other "Wynd" card you control; destroy that target, and if you do, draw 1 card. You can only use this effect of "Wynd Wyvern Galelia" once per turn.
1700/1300
 
Wynd Wyvern Hazekal
Wyrm/WIND/Pendulum
Level 4
Scale 5
Pendulum Effect:
Once per turn: You can decrease the Levels of all WIND Pendulum Monsters face-up in your Extra Deck by 1 until the end of this turn (even after they are Summoned and even if this card leaves the field).
 
Monster Effect:
When this card is Normal or Special Summoned: You can decrease the Level of all WIND Pendulum Monsters face-up in your Extra Deck by 1 until the end of this turn. You can target 1 "Wynd" card in your Pendulum Zone; Special Summon that target, then place this card in that Pendulum Zone. You only use this effect of "Wynd Wyvern Hazekal" once per turn.
1400/1800
 
Wynd Wyvern Typhoonan
Wyrm/WIND/Pendulum
Level 7
Scale 4
Pendulum Effect:
Once per turn: You can decrease this card's Pendulum Scale equal to the number of face-up WIND Pendulum Monsters in your Extra Deck until the end of this turn.
 
Monster Effect:
You can Tribute Summon this card for 1 less Tribute by Tributing 1 Pendulum Summoned "Wynd" monster. If this card is Tribute or Pendulum Summoned: Draw 1 card. If this card in your Main Monster Zone leaves the field: You can target 1 monster on the field; destroy it. You can only use each effect of "Wynd Wyvern Typhoonan" once per turn.
2000/2300
 
Wynd Wyvern Tornadore
Wyrm/WIND/Pendulum
Level 7
Scale 4
Pendulum Effect:
Once per turn: You can increase this card's Pendulum Scale equal to the number of face-up WIND Pendulum Monsters in your Extra Deck until the end of this turn.
 
Monster Effect:
You can Tribute Summon this card for 1 less Tribute by Tributing 1 Pendulum Summoned "Wynd" monster. If this card is Tribute or Pendulum Summoned: Draw 1 card. If this card in your Main Monster Zone leaves the field: You can target 1 Spell/Trap on the field; destroy it. You can only use each effect of "Wynd Wyvern Tornadore" once per turn.
2300/2000
 
Extra Deck Monsters:
 
Wynd Wyvern Hurricanera
Wyrm/WIND/Fusion/Pendulum
Level 11
Scale 0
Pendulum Effect:
If you control no monsters, the Pendulum Scale of the card in your other Pendulum Zone becomes doubled. You can send any number of WIND Pendulum Monster face-up in your Extra Deck or from your hand to the GY; inflict damage to your opponent equal to the number of cards sent x 500. You can only use this effect of "Wynd Wyvern Hurricanera" once per turn.
 
Monster Effect:
3 "Wynd" monsters with different Pendulum Scales
Must first be Special Summoned (from your Extra Deck) by Tributing the above monsters you control, and can then can be Pendulum Summoned. Your opponent cannot target other "Wynd" cards you control with card effects. Once per Chain, when a monster your opponent controls that was Special Summoned from the Extra Deck activate its effect (Quick Effect): You can negate the activation, and if you do, destroy it. You must control no other monsters and have 2 "Wynd" cards in your Pendulum Zone to activate and to resolve this effect. If this card is destroyed by battle or card effect while in your Monster Zone: You can destroy all cards in your Pendulum Zones, then place this card in your Pendulum Zone.
3200/2700
 
Spells/Traps:
 
Wyndy Mountains
Field Spell
When this card is activated: You can add up to 2 "Wynd" Pendulum Monsters face-up in your Extra Deck to your hand. Once per turn, if a "Wynd" monster(s) you control would be destroyed by battle or card effect, you can return it to your hand instead. All "Wynd" monsters gain 300 ATK and DEF during the Battle Phase only.
 
Heavy Wynds
Continuous Spell
If a "Wynd" monster battles, your opponent cannot activate cards or effects until the end of the Damage Step. If a "Wynd" monster inflicts battle damage to your opponent: You can add 1 "Wynd" Pendulum Monster from your hand or Deck to your Extra Deck face-up. Once per turn: You can send 2 "Wynd" Pendulum Monsters face-up in your Extra Deck and/or from your hand to the GY, then draw 1 card.
 
Flyby of the Wynd Wyverns
Quick-Play Spell
Target 1 "Wynd" card in your Pendulum Zone; Special Summon it, but return it to the hand during the End Phase. During either player's turn, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "Wynd" card in your Pendulum Zone; return it to your hand.
 
Drop of the Wynd Wyverns
Normal Trap
Target 1 "Wynd" monster in your GY; add it to your hand, then if you control "Wyndy Mountains", you can Set this card instead of sending it to the GY. You can only activate 1 "Drop of the Wynd Wyverns" per turn.
 
Wyndy Weather
Normal Trap
Special Summon 1 "Wynd" Pendulum Monster face-up in your Extra Deck, and if you do, the Level of all WIND Pendulum Monsters face-up in your Extra Deck become equal to the Level of that monster until the end of this turn. During either player's turn, except the turn this card was sent to the GY: You can banish this card from your GY, then target "Wynd" Spell/Trap in your GY; add it to your hand.

PYRUPTOR ARCHETYPE (12/12):

Pyruptor is an Archetype of Level 10 Pyro/FIRE Special Summon only monsters with 2500 ATK and DEF. They each have the same effect which Special Summons them when you take 1000 or more battle or effect damage from your opponent's card, then it destroys all other monsters you control and allows you to destroy cards your opponent control up to the number of other Pyruptor monsters destroyed that way. Along with that, each monster has an effect that activates when destroyed by battle or card effect. Their Spell/Traps are made to help them activate easier, allowing you to take a specific amount of damage, change battle position, force battles and more. Their name comes from Pyro and Eruption, and they are based around volcanoes found IRL as well as terms relating to them.

 

Monsters:

 
Pyruptor Fuji  
Pyro/FIRE
Level 10
Cannot be Normal Summoned/Set. Must first be Special Summoned by a card effect. When you take 1000 or more battle or effect damage from your opponent's card: You can Special Summon this card from your hand, and if you do, destroy as many other monsters you control as possible, then destroy cards your opponent controls up to the number of "Pyruptor" monsters destroyed by this effect. If this card is destroyed by battle or card effect: You can add 1 "Pyruptor" monster from your Deck to your hand, except "Pyruptor Fuji". You can only use this effect of "Pyruptor Fuji" once per turn.
2500/2500
 
Pyruptor Koryaksky
Pyro/FIRE
Level 10
Cannot be Normal Summoned/Set. Must first be Special Summoned by a card effect. When you take 1000 or more battle or effect damage from your opponent's card: You can Special Summon this card from your hand, and if you do, destroy as many other monsters you control as possible, then destroy cards your opponent controls up to the number of "Pyruptor" monsters destroyed by this effect. If this card is destroyed by battle or card effect: You can add 1 "Pyruptor" Spell/Trap from your Deck to your hand. You can only use this effect of "Pyruptor Koryaksky" once per turn.
2500/2500
 
Pyruptor Pissis    
Pyro/FIRE
Level 10
Cannot be Normal Summoned/Set. Must first be Special Summoned by a card effect. When you take 1000 or more battle or effect damage from your opponent's card: You can Special Summon this card from your hand, and if you do, destroy as many other monsters you control as possible, then destroy cards your opponent controls up to the number of "Pyruptor" monsters destroyed by this effect. If this card is destroyed by battle or card effect: You can target 1 "Pyruptor" monster in your GY, except "Pyruptor Pissis"; Special Summon that target in Defense Position. You can only use this effect of "Pyruptor Pissis" once per turn.
2500/2500
 
Pyruptor Tipas
Pyro/FIRE
Level 10
Cannot be Normal Summoned/Set. Must first be Special Summoned by a card effect. When you take 1000 or more battle or effect damage from your opponent's card: You can Special Summon this card from your hand, and if you do, destroy as many other monsters you control as possible, then destroy cards your opponent controls up to the number of "Pyruptor" monsters destroyed by this effect. If this card is destroyed by battle or card effect: You can target 1 "Pyruptor" card in your GY, except "Pyruptor Tipas"; add it to your hand. You can only use this effect of "Pyruptor Tipas" once per turn.
2500/2500  
 
Pyruptor Maipo
Pyro/FIRE
Level 10
Cannot be Normal Summoned/Set. Must first be Special Summoned by a card effect. When you take 1000 or more battle or effect damage from your opponent's card: You can Special Summon this card from your hand, and if you do, destroy as many other monsters you control as possible, then destroy cards your opponent controls up to the number of "Pyruptor" monsters destroyed by this effect. If this card is destroyed by battle or card effect: You can Special Summon 2 "Pyruptor Tokens" (Pyro/FIRE/Level 1/ATK 0/DEF 0). You can only use this effect of "Pyruptor Maipo" once per turn.
2500/2500  
 
Pyruptor Etna
Pyro/FIRE
Level 10
Cannot be Normal Summoned/Set. Must first be Special Summoned by a card effect. When you take 1000 or more battle or effect damage from your opponent's card: You can Special Summon this card from your hand, and if you do, destroy as many other monsters you control as possible, then destroy cards your opponent controls up to the number of "Pyruptor" monsters destroyed by this effect. If this card is destroyed by battle or card effect: You can Special Summon 1 "Pyruptor" monster from your hand. You can only use this effect of "Pyruptor Etna" once per turn.
2500/2500
 
Pyruptor Salado
Pyro/FIRE
Level 12
Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect. When you take 2000 or more battle or effect damage from your opponent's card: You can Special Summon this card from your hand, and if you do, destroy all other monsters on the field, and if you do, inflict 500 damage to your opponent for each monster destroyed. If this card is destroyed by battle or card effect: You can Special Summon 2 "Pyruptor" monsters from your Deck with different names, but they are destroyed during the End Phase. You can only use this effect of "Pyruptor Salado" once per turn.
3000/3000
 
Spells/Traps:
 
Pyruptor Volcano
Field Spell
All "Pyruptor" monsters you control gain 500 ATK and DEF during your turn, but lose 500 ATK and DEF during your opponent's turn. Once per turn, if you would take battle or effect damage from your opponent's card, you can make that damage become 1000   instead. During the End Phase, if a "Pyruptor" monster you control was destroyed by a card effect this turn: Inflict damage to your opponent equal to the number of cards on the field destroyed by card effects this turn x 200.
 
Pyruptor Activity
Continuous Spell
While you control no monsters, all monsters your opponent controls must attack, if able. You can discard 1 "Pyruptor" card; gain 1000 LP, then if the discarded card is a monster, draw 1 card. (Quick Effect): You can target 1 face-up monster your opponent controls; reveal 1 "Pyruptor" monster in your hand, and if you do, change its battle position. You can only use each effect of "Pyruptor Activity" once per turn.
 
Pyruptor Lava
Quick-Play Spell Card
Target 1 "Pyruptor" monster you control; destroy that target, and if you do, all monsters your opponent control lose 1000 ATK and DEF,  then if a monster's ATK or DEF has been reduced to 0 as a result, destroy it. If a "Pyruptor" monster(s) would be destroyed by battle or card effect, you can banish this card from your GY instead of 1 of those monsters.
 
Pyruptor Magma
Normal Trap
Target 1 face-up monster you control; destroy that target, and if you do, Special Summon 1 "Pyruptor" monster from your hand. During your turn, except the turn this card was sent to the GY (Quick Effect): You target 1 "Pyruptor" monster you control; destroy that target, and if you do, Special Summon this card from your GY as an Effect Monster (Pyro/FIRE/Level 1/ATK 0/DEF 0). (This card is NOT treated as a Trap Card.) If Summoned this way, any battle damage you would take from battles involving this card become 1000. You can only control 1 "Pyruptor Magma".
 
Pyruptor Rise  
Normal Trap
Target 1 "Pyruptor" monster in your GY; Special Summon it and equip it with this card. Your opponent cannot target it for attacks, but does not prevent your opponent from attacking you directly. When this card leaves the field, destroy that target. If you control "Pyruptor Volcano", you can activate this card from your hand. You can only activate 1 "Pyruptor Rise" per turn.

WEBSTAR ARCHETYPE (18/18):

Webstar is an Archetype of Cyberse/LIGHT monsters with 0 DEF and with various Levels. They focus on Link Summoning and having monsters linked to each other. To clarify what being linked means, it means either a monster is pointing at another monster or it is being pointed to.
 
Each Main Deck monster has an effect that Special Summons itself or another monster in Defense Position and a Yang Zing-style effect that boosts a Cyberse Link Monster in various ways. The Link Monsters have an effect that Special Summons any Webstar from your hand to a zone they point to and another effect. Along with that, they have Spell/Trap support that all have to do with having 2 or more Link Monsters being linked for various extra bonuses. Their name refers to internet celebrities and internet video related things in general, and their fame is shown in their stats as well.
 
Main Deck Monsters:

Webstar Ashen
Cyberse/LIGHT
Level 2
When a "Webstar" monster(s) is Special Summoned in Defense Position: You can Special Summon this card from your hand or GY in Defense Position, but banish it when it leaves the field. You can only use this effect of "Webstar Ashen" once per turn. A Cyberse Link Monster that used this card as a Link Material cannot be destroyed by battle.
1000/0
 
Webstar Yahtzee
Cyberse/LIGHT
Level 3
If there are no monsters on the field, you can Special Summon this card (from your hand) in Defense Position. You can only Special Summon "Webstar Yahtzee" once per turn this way. A Cyberse Link Monster that used this card as a Link Material gains 500 ATK, also if it attacks a Defense Position monster, inflict piercing battle damage.
1500/0
 
Webstar Defranco
Cyberse/LIGHT
Level 4
When this card is Normal Summoned: You can target 1 "Webstar" monster in your GY, except "Webstar Defranco"; Special Summon it in Defense Position, also you cannot Special Summon monsters, except "Webstar" monsters for the rest of this turn. You can only use this effect of "Webstar Defranco" once per turn. A Cyberse Link Monster that used this card as a Link Material cannot be banished by your opponent's card effects and possession of it cannot be switched.
1600/0
 
Webstar Burnham
Cyberse/LIGHT
Level 4
When this card is Normal or Special Summoned: You can Special Summon 1 "Webstar" monster from your hand in Defense Position, also you cannot Special Summon monsters, except "Webstar" monsters for the rest of this turn. You can only use this effect of "Webstar Burnham" once per turn. A Cyberse Link Monster that used this card as a Link Material cannot be targeted or destroyed by your opponent's Spell effects.
1700/0
 
Webstar Critic
Cyberse/LIGHT
Level 4
You can Special Summon this card (from your hand) in Defense Position to your zone a "Webstar" Link Monster you control points to. You can only Special Summon "Webstar Critic" once per turn this way. A Cyberse Link Monster that used this card as a Link Material cannot be targeted or destroyed by your opponent's Trap effects.
1800/0
 
Webstar Neistat
Cyberse/LIGHT
Level 6
If only your opponent controls a monster in the Extra Monster Zone, you can Special Summon this card (from your hand) in Defense Position. You can only Special Summon "Webstar Neistat" once per turn this way. A Cyberse Link Monster that used this card as a Link Material cannot be targeted or destroyed by your opponent's monster effects.
2000/0
 
Extra Deck Monsters:
 
Webstar Pansino
Cyberse/LIGHT/Link
Link Arrows: Bottom Left, Bottom Right
2 "Webstar" monsters
When this card is Link Summoned: You can Special Summon 1 "Webstar" monster from your hand to your zone this card points to in Defense Position, but it cannot be used as a material for a Link Summon, except for a "Webstar" monster. If this card is sent from your Extra Monster Zone to the GY: You can add 1 "Webstar" card from your Deck to your hand. You can only use each effect of "Webstar Pansino" once per turn.
1500/LINK-2
 
Webstar Zonday
Cyberse/LIGHT/Link
Link Arrows: Left, Right
2 "Webstar" monsters
When this card is Link Summoned: You can Special Summon 1 "Webstar" monster from your hand to your zone this card points to in Defense Position, but it cannot be used as a material for a Link Summon, except for a "Webstar" monster. (Quick Effect): You can target 1 Link Monster this card is linked with and 1 card your opponent controls; send them to the GY. You can only use each effect of "Webstar Zonday" once per turn.
2000/LINK-2
 
Webstar Stirling
Cyberse/LIGHT/Link
Link Arrows: Up, Down
2 "Webstar" monsters
When this card is Link Summoned: You can Special Summon 1 "Webstar" monster from your hand to your zone this card points to in Defense Position, but it cannot be used as a material for a Link Summon, except for a "Webstar" monster. (Quick Effect): You can target 1 monster this card points to; change its battle position, its DEF is halved, also negate it has its effects negated. You can only use each effect of "Webstar Stirling" once per turn.
1800/LINK-2
 
Webstar Higa
Cyberse/LIGHT/Link
Link Arrows: Left, Right, Up
2+ "Webstar" monsters
When this card is Link Summoned: You can Special Summon 1 "Webstar" monster from your hand to your zone this card points to in Defense Position, but it cannot be used as a material for a Link Summon, except for a "Webstar" monster. If a Link Monster(s) is Special Summoned to your zone this card points to: You can inflict damage to your opponent equal to half that monster's ATK. You can only use each effect of "Webstar Higa" once per turn.
2400/LINK-3
 
Webstar Pewdie
Cyberse/LIGHT/Link
Link Arrows: Down, Bottom Left, Bottom Right
2+ "Webstar" monsters  
When this card is Link Summoned: You can Special Summon 1 "Webstar" monster from your hand in Defense Position to your zone this card points to, but it cannot be used as a material for a Link Summon, except for a "Webstar" monster. You can only use this effect of "Webstar Pewdie" once per turn. Gains additional attacks on monsters your opponent control for each "Webstar" monster in Defense Position this card points to.
2500/LINK-3
 
Spells/Traps:
 
Webstar Reupload    
Normal Spell
Target Cyberse 2 Link Monsters you control, in your GY or that are banished, then if you control 2 or more "Webstar" Link Monsters that are linked to each other, you can target 1 other "Webstar" card in your GY, except "Webstar Reupload"; return the first targets to the Extra Deck, then add the second target to your hand (if any). You can only activate 1 "Webstar Reupload" per turn.
 
Webstar Collab
Quick-Play Spell
Target 2 or more Cyberse Link Monsters you control that are linked to each other; those targets gains 1000 ATK until the end of this turn. If 3 or more Cyberse Link Monsters you control are linked to each other, your opponent cannot activate cards or effects in response to this card's activation. You can only activate 1 "Webstar Collab" per turn.
 
Webstar Jumpcut
Quick-Play Spell
Target 1 "Webstar" monster in Defense Position; Special Summon 1 "Webstar" monster from your hand with a different name, but banish it when it leaves the field. If you control 2 or more "Webstar" Link Monsters that are linked to each other, you can Special Summon 1 "Webstar" monster with a different name from your Deck instead, but banish it when it leaves the field. You can only activate 1 "Webstar Jumpcut" per turn.
 
Webstar Video
Continuous Spell
Once per turn, if you Link Summon exactly 1 "Webstar" monster: You can Set 1 "Webstar" Spell/Trap from your Deck in the same column as that Link Monster, except "Webstar Video". While you control 2 or more "Webstar" Link Monsters that are linked to each other, you can activate cards Set by this effect during the turn they were Set.
 
Webstar Highlight
Normal Trap
Target 1 Link Summoned "Webstar" Link Monster you control; Special Summon 1 monster from your GY used as Link Material for that target's Link Summon. If you control 2 or more "Webstar" Link Monsters that are linked to each other, you can Special Summon 2 monsters instead. You can only activate 1 "Webstar Highlight" per turn.
 
Webstar Hiatus
Continuous Trap
Once per turn: You can target 1 "Webstar" Link Monster you control and 1 "Webstar" card in your GY; banish the first target, and if you do, add the second target to your hand. During the next Standby Phase after this effect's activation, return that banished monster to your field. If you control 2 or more "Webstar" Link Monsters that are linked to each other, your opponent cannot target "Webstar" monsters for attacks, except the monster with the highest ATK.
 
Webstar Response
Counter Trap
When your opponent activate a monster effect while you control a "Webstar" Link Monster: Negate the activation, and if you do, destroy it. If you control 2 or more "Webstar" Link Monsters that are linked to each other, you can activate this card in response to Spell/Trap Card activations as well.

AETHER ANGEL ARCHETYPE (13/13):

Aether Angel is an Archetype of Fairy/WIND Level 4 and 6 monsters, and 1 Level 8 monster. They focus on having Set Spell/Traps and having their Spell/Traps and monsters in the same column as each other as well. Their main strategy is activate and Set their Continous Spell/Traps, both so you can activate them again for various effects, as well as supporting the monsters, which each has an effect that activates if they are destroyed in the same column as a Set Spell/Trap (including the opponent's cards). Aether is a concept relating to a part of the sky believed to be godly or mystical and appears in various religious beliefs.
 
Monsters:
 
Aether Angel Medeon
Fairy/WIND
Level 4
When this card is Normal or Special Summoned: You can Set 1 "Aether Angel" Spell/Trap from your Deck in the same column as this card, but it cannot be activated while this card is face-up on the field. If this card is destroyed by battle or card effect while in the same column as a Set Spell/Trap: You can draw 1 card. You can only use each effect of "Aether Angel Medeon" once per turn.
1300/1500
 
Aether Angel Endriel
Fairy/WIND
Level 4
When this card is Normal or Special Summoned: You can Special Summon 1 "Aether Angel" monster from your hand in Defense Position in the same column as an "Aether Angel" Spell/Trap you control, except "Aether Angel Endriel". If this card is destroyed by battle or card effect while in the same column as a Set Spell/Trap: You can draw 1 card. You can only use each effect of "Aether Angel Endriel" once per turn.
1600/1100
 
Aether Angel Nujiel
Fairy/WIND
Level 4
When this card is Normal or Special Summoned: You can target 1 "Aether Angel" Continuous Spell/Trap you control; destroy that target, and if you do, you can Set 1 Spell/Trap from your hand, also if that Spell/Trap is in the same column as this card, it can be activated this turn. If this card is destroyed by battle or card effect while in the same column as a Set Spell/Trap: You can draw 1 card. You can only use each effect of "Aether Angel Nujiel" once per turn.
1400/1600
 
Aether Angel Nasit
Fairy/WIND
Level 4
When this card is Normal or Special Summoned: You can activate this effect; during the End Phase of this turn, 1 "Aether Angel" monster from your Deck, or if this card is in the same column as an "Aether Angel" Spell/Trap, you can add it to your hand immediately. If this card is destroyed by battle or card effect while in the same column as a Set Spell/Trap: You can draw 1 card. You can only use each effect of "Aether Angel Nasit" once per turn.
1800/1000
 
Aether Angel Anumar
Fairy/WIND
Level 6
When this card is Normal Summoned: You can add 1 "Aether Angel" monster from your Deck to your hand, except "Aether Angel Anumar", then if this card was Tribute Summoned, you can add 1 "Aether Angel" Spell/Trap from your Deck to your hand. If this card is destroyed by battle or card effect while in the same column as a Set Spell/Trap: You can draw 1 card. You can only use each effect of "Aether Angel Anumar" once per turn.
2000/2000
 
Aether Angel Samiel
Fairy/WIND
Level 6
If you activate an "Aether Angel" Spell/Trap in the same column as this card: You can Special Summon 1 "Aether Angel" monster from your hand or GY, except "Aether Angel Samiel", also you cannot Special Summon monsters, except "Aether Angel" monsters for the rest of this turn. If this card is destroyed by battle or card effect while in the same column as a Set Spell/Trap: You can draw 1 card. You can only use each effect of "Aether Angel Samiel" once per turn.
2200/1800
 
Aether Angel Rodon
Fairy/WIND
Level 6
When this card is Normal Summoned: You can target 1 Spell/Trap you control; return it to the hand, then can Set 1 "Aether Angel" Spell/Trap from your Deck in the same zone as that target. If this card is destroyed by battle or card effect while in the same column as a Set Spell/Trap: You can draw 1 card. You can only use each effect of "Aether Angel Rodon" once per turn.

2300/1300

 
Aether Angel Lodiel
Fairy/WIND
Level 8
You can Normal Summon this card with 1 less Tribute by Tributing an "Aether Angel" monster in the same column as an "Aether Angel" Spell/Trap you control. If you control 3 or more Set Spell/Traps, this card can make a second attack during each Battle Phase. (Quick Effect): You can target 1 Spell/Trap on the field; return it to the hand. If this card is destroyed by battle or card effect while in the same column as a Set Spell/Trap: You can draw 2 cards. You can only use each effect of "Aether Angel Lodiel" once per turn.
2500/2500
 
Spell/Traps:
 
Aether Angel Energy
Quick-Play Spell
Target 1 "Aether Angel" Continuous Spell/Trap you control; Set that target, then if this card is in the same column as an "Aether Angel" monster you control, Set this card instead of sending it to the GY. If an "Aether Angel" monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only activate 1 "Aether Angel Energy" per turn.
 
Aether Angel Risen
Continuous Spell
During your Main Phase, you can Normal Summon 1 "Aether Angel" monster in addition to your Normal Summon/Set in the same column as this card (You can only gain this effect once per turn.) All "Aether Angel" monsters you control gain 200 ATK and DEF for each Set Spell/Trap you control. If this card would be destroyed, you can destroy 1 "Aether Angel" monster in the same column as this card instead.
 
Aether Angel Fallen
Continuous Spell
When this card is activated: Reduce the Level of all "Aether Angel" monsters you control and in your hand by 1 until the end of this turn. You can target 1 "Aether Angel" card in your GY; shuffle it into the Deck, or if this card is in the same column as an "Aether Angel" monster you control, you can add it to your hand instead. You can only use this effect of "Aether Angel Fallen" once per turn. If this card would be destroyed, you can destroy 1 "Aether Angel" monster in the same column as this card instead.
 
Aether Angel Skies
Continuous Trap
You can target 1 "Aether Angel" monster you control in the same column as this card (Quick Effect); return it to your hand, and if you do, Special Summon 1 "Aether Angel" monster from your hand whose Level is less than or equal to that target, but with a different name. You can only use this effect of "Aether Angel Skies" once per turn. All "Aether Angel" monsters you control are unaffected by cards and effects activated on your opponent's field in the same column as them. If this card would be destroyed, you can destroy 1 "Aether Angel" monster in the same column as this card instead.

Aether Angel Winds
Continuous Trap
Once per turn: You can target 1 "Aether Angel" monster you control; move it to an unoccupied zone in the same column as an "Aether Angel" Continuous Spell/Trap you control. You can activate "Aether Angel" Spell/Traps from your hand during your opponent's turn in the same column as "Aether Angel" monsters you control. If this card would be destroyed, you can destroy 1 "Aether Angel" monster in the same column as this card instead.

WITCH OF SALEM ARCHETYPE (12/12):

Witch of Salem is an Archetype of Level 4 Spellcaster/FIRE pseudo-Flip monsters and 1 Level 8 Ritual Monster. They focus on having each different kind of Spell in your GY. Each Level 4 monster has two effects, one that activates on Normal Summon and when they're flipped face-up and one that activates in your End Phase if you have more kinds of Spells in your GY than your opponent does, which is an upgraded version of their first effect. They have 1 of each kind of Spell, which is a sub-Archetype called Salem Spell, though you can use outside Spells as well, and the Ritual Monster gains effects depending on how many different kinds you have in your GY, as well as 500 ATK and DEF for each.
 
They are based on people who were accused and executed during the infamous Salem witch trails, hence the FIRE (I'm aware that Salem witches were not burned). Also, this is the first full Archetype I have made in a long time that I completed from the start rather than doing a few at the start, I simply felt that making them complete from the get-go was better this time around due to the nature of their playstyle, it probably won't be a regular thing.
 
Monsters:
 
Howe, Witch of Salem
Spellcaster/FIRE
Level 4
When this card is Normal Summoned or flipped face-up: You can target 1 "Salem Spell" card in your GY; add it to your hand. During your End Phase, if you have more different kinds of Spells in your GY than your opponent: You can add 1 "Salem Spell" card from your Deck to your hand. You can only use each effect of "Howe, Witch of Salem" once per turn.
1200/2000
 
Good, Witch of Salem
Spellcaster/FIRE
Level 4
When this card is Normal Summoned or flipped face-up: You can target 1 "Witch of Salem" monster in your GY; add it to your hand. During your End Phase, if you have more different kinds of Spells in your GY than your opponent: You can add 1 "Witch of Salem" monster from your Deck to your hand. You can only use each effect of "Good, Witch of Salem" once per turn.
1300/1900
 
Redd, Witch of Salem
Spellcaster/FIRE
Level 4
When this card is Normal Summoned or flipped face-up: You can Special Summon 1 "Witch of Salem" monster from your hand in Attack Position or face-down Defense Position. During your End Phase, if you have more different kinds of Spells in your GY than your opponent: You can Special Summon 1 "Witch of Salem" monster from your hand or Deck in   face-down Defense Position. You can only use each effect of "Redd, Witch of Salem" once per turn.
1400/1800
 
Wildes, Witch of Salem
Spellcaster/FIRE
Level 4
When this card is Normal Summoned or flipped face-up: You can target 1 "Witch of Salem" monster in your GY; Special Summon it in face-down Defense Position. During your End Phase, if you have more different kinds of Spells in your GY than your opponent: You can target 1 "Witch of Salem" monster in your GY; Special Summon it in Attack Position or face-down Defense Position. You can only use each effect of "Wildes, Witch of Salem" once per turn.
1500/1500
 
Eastey, Witch of Salem
Spellcaster/FIRE
Level 4
When this card is Normal Summoned or flipped face-up: You can send 1 "Salem Spell" card from your hand or Deck to the GY, and if you do, inflict 500 damage to your opponent. During your End Phase, if you have more different kinds of Spells in your GY than your opponent: You can send 1 "Salem" card from your Deck to the GY, and if you do, inflict 1000 damage to your opponent. You can only use each effect of "Eastey, Witch of Salem" once per turn.
1800/1400
 
Bishop, First Witch of Salem
Spellcaster/FIRE/Ritual
Level 8
This card's original ATK and DEF are equal to the number of different kinds of Spells in your GY x 500. This card gains these effects, based on the number of different kinds of Spells in your GY.
● 1 or more: If your opponent activates a Spell (Quick Effect): You can banish 1 Spell from your GY of the same kind as that Spell; negate the activation, and if you do, destroy that card.
● 3 or more: Once per turn (Quick Effect): You can target 1 other monster on the field; change its battle position, and if you do, switch its ATK and DEF.
● 5 or more: Once per turn: You can declare a kind of Spell that is in the GYs; banish as many Spells from the GYs as possible of the declare kind of Spell, then you can destroy cards your opponent control up to the number of Spells banished.
?/?
 
Spells:
 
Salem Spell - Magic Book
Normal Spell
Discard 1 "Salem" card; send 1 "Salem Spell" card from your Deck to your GY, and if you do, add 1 "Salem Spell" card from your Deck to your hand. You can only activate 1 "Salem Spell - Magic Book" per turn.
 
Salem Spell - Page Burning
Quick-Play Spell
If you control a "Witch of Salem" monster: Target 1 card on both fields; destroy them. If you have more different kinds of Spells in your GY than your opponent, your opponent cannot activate cards or effect in response to this card's activation. You can only activate 1 "Salem Spell - Page Burning" per turn.
 
Salem Spell - Flame Ritual
Ritual Spell
This card is used to Ritual Summon "Bishop, First Witch of Salem". You must also Tribute monsters from your hand or field whose total Levels equal 8 or more. If you have 6 different kinds of Spells in your GY, you can Ritual Summon it from the Deck or GY instead.
 
Salem Spell - Blazing Broom
Equip Spell
Equip only to a "Witch of Salem" monster you control. It cannot be targeted by your opponent's card effects, also it can attack your opponent directly, but any battle damage it inflicts to your opponent is halved. If the equipped monster would be destroyed by battle or card effect, you can destroy this card instead.
 
Salem Spell - Flaming Cauldron
Continuous Spell
Once per turn, during the End Phase: You can place 1 Cauldron Counter on this card for each different kind of Spell activated this turn. Once per turn, during your Standby Phase: Remove all Cauldron Counters from this card, then draw 1 card for every 2 Cauldron Counters removed. You can only control 1 "Salem Spell - Flaming Cauldron".
 
Salem Spell - Coven House
Field Spell
All "Witch of Salem" monsters you control gain 200 ATK and DEF for each different kind of Spell in your GY. Once per turn, if a "Salem Spell" card is activated: You can draw 1 card, then discard 1 card. During your Main Phase, you can Normal Summon 1 "Witch of Salem" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)

SYNCTRICITY ARCHETYPE (14/14):

Synctricity is an Archetype of Thunder/LIGHT monsters with various Levels. They focus on Synchro Summoning, returning themselves to the hand and column and zone mechanics. Each Main Deck Monster has an effect that returns them to the hand if they are targeted by a card effect, and then Special Summons another monster from their hand in the same zone as that monster was in. Take note of this being a Quick Effect, meaning you must respond with it, so Synctricity Zone is an important card for them. The name is a portmanteau of Synchro and Electricity, and the monsters are based around various animals and all use alliteration.
 
Main Deck Monsters:
 
Synctricity Charge Crane
Thunder/LIGHT/Tuner
Level 2
If you Normal or Special Summon a "Synctricity" monster(s): You can Special Summon this card from your hand. If this card is targeted by a card effect (Quick Effect): You can return this card to your hand, and if you do, Special Summon 1 "Synctricity" monster from your hand with a different name in the same zone as this card was in. You can only use each effect of "Synctricity Charge Crane" once per turn.
500/1000
 
Synctricity Spark Sheep
Thunder/LIGHT/Tuner
Level 3
If your opponent controls a monster in their Extra Monster Zone, you can Special Summon this card (from your hand). If this card is targeted by a card effect (Quick Effect): You can return this card to your hand, and if you do, Special Summon 1 "Synctricity" monster from your hand with a different name in the same zone as this card was in. You can only use this effect of "Synctricity Spark Sheep" once per turn.
1200/600
 
Synctricity Bolt Beaver
Thunder/LIGHT
Level 3
When this card is Normal Summoned or flipped face-up: You can target 1 "Synctricity" monster in your GY; Special Summon that target in Defense Position, but return it to the hand during the End Phase. If this card is targeted by a card effect (Quick Effect): You can return this card to your hand, and if you do, Special Summon 1 "Synctricity" monster from your hand with a different name in the same zone as this card. You can only use each effect of "Synctricity Bolt Beaver" once per turn.
1100/1600
 
Synctricity Lightning Lizard
Thunder/LIGHT
Level 4
You can target 1 "Synctricity" monster you control; Special Summon this card from your hand, and if you do, return that target to the hand. If this card is targeted by a card effect (Quick Effect): You can return this card to your hand, and if you do, Special Summon 1 "Synctricity" monster from your hand with a different name in the same zone as this card was in. You can only use each effect of "Synctricity Lightning Lizard" once per turn.
1400/1800
 
Synctricity Shocking Skunk
Thunder/LIGHT
Level 4
If this card is sent from the field to the GY: You can add 1 "Synctricity" card from your Deck to your hand, except "Synctricity Shocking Skunk". If this card is targeted by a card effect (Quick Effect): You can return this card to your hand, and if you do, Special Summon 1 "Synctricity" monster from your hand with a different name in the same zone as this card was in. You can only use each effect of "Synctricity Shocking Skunk" once per turn.
1500/1500
 
Synctricity Zap Zebra
Thunder/LIGHT
Level 4
(Quick Effect): You can discard this card, then target 1 "Synctricity" monster you control; it gains 1000 ATK and DEF until the end of this turn. If this card is targeted by a card effect (Quick Effect): You can return this card to your hand, and if you do, Special Summon 1 "Synctricity" monster from your hand with a different name in the same zone as this card. You can only use each effect of "Synctricity Zap Zebra" once per turn.
1800/1000
 
Extra Deck Monsters:
 
Synctricity Volt Viper
Thunder/LIGHT/Link
Link Arrows: Up
1 LIGHT monster, except a Token
When this card is Link Summoned: You can give control of this card to your opponent in their Extra Monster Zone. Once per turn, if a monster is Normal or Special Summoned face-up to a zone this card points to: Target that monster; halve its ATK and DEF until the end of this turn.
1000/LINK-1.
 
Synctricity Thunder Tiger
Thunder/LIGHT/Synchro
Level 6
1 Tuner + 1+ non-Tuner "Synctricity" monsters
When this card is Synchro Summoned to the Extra Monster Zone: You can Special Summon 1 "Synctricity" monster from your hand in the same column as this card. Once per turn (Quick Effect): You can target 1 other "Synctricity" monster you control and 1 Spell/Trap your opponent controls; return them to the hand, also if they are in the same column, inflict 1000 damage to your opponent.
2300/2000
 
Synctricity Pulse Panther
Thunder/LIGHT/Synchro
Level 6
1 Tuner + 1+ non-Tuner "Synctricity" monsters
Gains 200 ATK and DEF for each monster in the same column and that are adjacent to this card. Once per turn: You can move this card from your Extra Monster Zone to your Main Monster Zone. If this card is in your GY: You can target 2 "Synctricity" monsters on the field; Special Summon this card from your GY, and if you do, return them to the hand.
2400/1800
 
Synctricity Electric Elephant
Thunder/LIGHT/Synchro
Level 7
1 Tuner + 1+ non-Tuner "Synctricity" monsters
Up to twice per turn: You can target 1 card your opponent controls; move it to the same column this card is in. While there there are 3 or more cards in the same column as this card, this card cannot be targeted by or destroyed by your opponent's card effects, also the first time this card would be destroyed by battle each turn, it is not destroyed.
2500/2500
 
Spells/Traps:
 
Synctricity Zone
Field Spell
Once per turn, if a "Synctricity" monster(s) is returned from the field to your hand: You can draw 1 card. Your opponent cannot activate cards and effects in response to the activation of "Synctricity" cards and effects.
 
Synctricity Strike
Quick-Play Spell
Target 1 "Synctricity" monster on the field and 1 other card in the same column as the first target; destroy them. If this card is in your GY: You can banish 1 other "Synctricity" card from your GY; add this card to your hand. You can only use each effect of "Synctricity Strike" once per turn.
 
Synctricity Rebound
Normal Trap
Target 1 "Synctricity" monster in your GY or that is banished; Special Summon it. You can banish this card from your GY, then target 1 "Synctricity" monster you control; draw 1 card, and if you do, return that target to the hand. You can only use each effect of "Synctricity Rebound" once per turn.

Synctricity Voltage
Normal Trap Card
Target 1 Level 4 or lower "Synctricity" monster you control; Special Summon 1 "Synctricity" monster from your hand or Deck with a different name from that target in a different zone, and if you do, return that target to the hand. If a "Synctricity" monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only activate 1 "Synctricity Voltage" per turn.

ANTIQUILITY ARCHETYPE (7/7):

Antiquility is an Archetype Psychic/DARK Trap monsters with various Levels and 1 Link Monster. They focus on an alternate win condition that you achieve by having 5 Trap monsters on the field, then after 3 turns of placing counters on the boss monster, you win the duel. Each monster has an effect that makes them unaffected by card effects, except Trap effects.
 
The name is a portmanteau of anti and tranquility, and the Traps' names come from the 5 stages of joy in Theravada Buddhism and the Link Monster refers to Nirvana, which roughly means the end of rebirth and reincarnation, hence the Duel winning aspect and the re-use of the cards. The name is also meant to be an ironic subversion of the concept of joy and tranquility in general, as someone who does not have a full understanding of Buddhism, nor believes in it, but finds it interesting.
 
Extra Deck Monsters:
 
Antiquility Nirvana
Psychic/DARK/Link
Link Arrows: Bottom Left/Bottom/Bottom Right
3 Traps that are monsters
Gains 500 ATK for each Trap that is a monster this card points to. Unaffected by card effects, except Trap effects. If you control 5 Traps that are monsters, including at least 1 "Antiquility" card, during each of your End Phases, place 1 Nirvana Counter on this card. When 3 Nirvana Counters are on this card, you win the Duel.  
2000/LINK-3
 
Spell/Traps:
 
Antiquility Temple
Field Spell
When this card is activated: You can add 1 "Antiquility" Trap from your Deck to your hand. Once per turn (Quick Effect): You can send 1 face-up "Antiquility" Trap that is a monster to the GY, then target 1 "Antiquility" Trap in your GY with a different name; Set that target, also if you control "Antiquility Nirvana", you can activate that card this turn. You can only activate 1 "Antiquility Temple" per turn.
 
Antiquility Khuddaka
Continuous Trap
Special Summon this card as an Effect Monster (Psychic/DARK/Level 1/ATK 0/DEF 0). (This card is also still a Trap.) If Summoned this way, it is unaffected by card effects, except Trap effects, also each turn, the first time an "Antiquility" monster you control would be destroyed by battle, it is not destroyed.   
 
Antiquility Khanika
Continuous Trap
Special Summon this card as an Effect Monster (Psychic/DARK/Level 2/ATK 500/DEF 500). (This card is also still a Trap.) If Summoned this way, it is unaffected by card effects, except Trap effects. If Summoned this way, once per turn (Quick Effect): You can target 1 face-up monster your opponent controls; change it to face-down Defense Position.
 
Antiquility Okkantika
Continuous Trap
Special Summon this card as an Effect Monster (Psychic/DARK/Level 3/ATK 1000/DEF 1000). (This card is also still a Trap.) If Summoned this way, it is unaffected by card effects, except Trap effects. If Summoned this way, once per turn (Quick Effect): You can target 3 Traps in your GY with different names; shuffle them into the Deck, then draw 1 card.
 
Antiquility Ubbega
Continuous Trap
Special Summon this card as an Effect Monster (Psychic/DARK/Level 4/ATK 1500/DEF 1500). (This card is also still a Trap.) If Summoned this way, it is unaffected by card effects, except Trap effects. If Summoned this way, your opponent cannot activate cards or effects in response to the activation and effects of "Antiquility" cards.
 
Antiquility Pharana
Continuous Trap
Special Summon this card as an Effect Monster (Psychic/DARK/Level 5/ATK 2000/DEF 2000). (This card is also still a Trap.) If Summoned this way, it is unaffected by card effects, except Trap effects, also all other Traps that are monsters gain 300 ATK and DEF for each "Antiquility" monster you control.

T.V. ARCHETYPE (17/17):

T.V. is an Archetype of DARK monsters with various types and Levels. They focus on Fusion Summoning and the use of the card Polymerization for various effects. The Fusion Monsters are boosted various ways if you used Polymerization specifically rather than an alternative or in-Deck version like many other Archetypes use, and the Spell/Trap Cards also boost them if Fusion Summoned with Polymerization. Also, the Fusion Monsters have an effect that triggers if sent from the Extra Monster Zone to the Graveyard. Note that Duel Portal does not have the EMZ yet, so that effect is not usable there, but I had the idea to throw it in as an extra bonus effect to make Remote have multiple uses.

 

Their name stands for TeleVillain, and they are based on various TV genres, and the Spell/Trap Cards are based on various TV concepts. The Fusion Monsters' name the combination of the two Fusion Materials used to Fusion Summon them, which is meant to represent TV shows with multiple genres, and their types reflect the genre they are from, such as Horror being Zombie.

 

I have previously made Archetypes of Decks that use Extra Deck mechanics, who are meant for the new format, that were designed without the need for Link Monsters, with Noistorm for Synchro, Canis Carnivore for Xyzs and Compass Dragon for Pendulums, and now this one for Fusion Monsters to round them out. I will probably not try this in the future as much, but it is an interesting experiment to make something like the previous formats with the new limitations this format presents.

 

Main Deck Monsters:

 
T.V. Thriller
Psychic/DARK
Level 2
You can target 1 Level 4 or lower "T.V." monster you control; return it to the hand, and if you do, Special Summon this card from your hand, then until the end of this turn, this card's name becomes that monster's and replace this effect with that monster's original effects. If this card is sent the GY for the Fusion Summon of a "T.V." Fusion Monster: You can draw 1 card. You can only use each effect of "T.V. Thriller" once per turn.

1100/700

 
T.V. Horror
Zombie/DARK
Level 3
This card can be used as a substitute for any 1 Fusion Material whose name is specifically listed on a "T.V." Fusion Monster Card, but the other Fusion Material(s) must be correct. During the End Phase, if this card is in the GY because it was sent there for a Fusion Summon this turn: You can Special Summon it. You can only use this effect of "T.V. Horror" once per turn.
0/2000
 
T.V. Fantasy
Spellcaster/DARK
Level 3
You can Tribute 1 "T.V." monster; add 1 "T.V." Spell/Trap Card from your Deck to your hand. During your turn, except the turn this card was sent to the GY: You can banish this card from your GY then target 1 "T.V." card in your GY; add it to your hand. You can only use each effect of "T.V. Fantasy" once per turn.
1500/1500

 
T.V. Sci-Fi
Cyberse/DARK
Level 4
You can only use 1 of these effects of "T.V. Sci-Fi" per turn, and only once this turn.
* You can discard this card; add 1 "Polymerization" or 1 "T.V." monster from your Deck to your hand, except "T.V. Sci-Fi".
* You can discard this card and 1 other "T.V." card; add 1 "Polymerization" and 1 "T.V." monster from your Deck to your hand, except "T.V. Sci-Fi".
1600/1000
 
T.V. Western
Warrior/DARK
Level 4
When this card is Summoned: You can Special Summon 1 "T.V." monster from your hand, except "T.V. Western". You can send this card from your hand or field to the GY, then target 1 "T.V." monster you control (Quick Effect); it gains 1000 ATK and DEF until the end of this turn. You can only use each effect of "T.V. Western" once per turn.
1800/600
 
T.V. Action
Beast-Warrior/DARK
Level 4
If this card is Special Summoned: You can target 1 Level 4 or lower "T.V." monster in your GY, except "T.V. Action"; Special Summon it, but its effects are negated. If this card is banished by a card effect: You can Special Summon it. You can only use each effect of "T.V. Action" once per turn.
1700/900
 
Extra Deck Monsters:
 
T.V. Action/Thriller
Psychic/DARK/Fusion
Level 6
"T.V. Action" + "T.V. Thriller"
If this card is Fusion Summoned: All face-up monsters your opponent control lose 1000 ATK and DEF. Once per turn: You can target 1 monster your opponent controls; destroy it, then if this card was Fusion Summoned using "Polymerization", inflict 1000 damage to your opponent. If this card is sent from the Extra Monster Zone to the GY: You can target 1 "Polymerization" in your GY; add it to your hand.
2200/2000
 
T.V. Western/Horror
Zombie/DARK/Fusion
Level 7
"T.V. Western" + "T.V. Horror"
If this card is Fusion Summoned using "Polymerization", this card can make a second attack during each Battle Phase. If this card attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. If this card is sent from the Extra Monster Zone to the GY: You can target 1 "Polymerization" in your GY; add it to your hand.
2500/2100
 
T.V. Sci-Fi/Fantasy
Spellcaster/DARK/Fusion
Level 7
"T.V. Sci-Fi" + "T.V. Fantasy"
Once per turn (Quick Effect): You can target 1 Spell/Trap Card your opponent controls; destroy it. If this card is Fusion Summoned using "Polymerization", your opponent cannot activate cards or effects in response to this effect. If this card is sent from the Extra Monster Zone to the GY: You can target 1 "Polymerization" in your GY; add it to your hand.
2100/2700
 
T.V. Fantasy/Horror/Thriller
Psychic-Type/DARK/Fusion
Level 8
"T.V. Fantasy" + "T.V. Horror + "T.V. Thriller"
Your opponent must attack this card, if able. Once per turn, if this card was Fusion Summoned using "Polymerization" (Quick Effect): You can change the battle position of as many monsters your opponent control as possible to Attack Position, and if you do,    negate their effects. If this card is sent from the Extra Monster Zone to the GY: You can target 1 "Polymerization" in your GY; add it to your hand.

2400/3000

 
T.V. Sci-Fi/Action/Western
Warrior/DARK/Fusion
Level 12
"T.V." Sci-Fi" + "T.V. Action" + "T.V. Western"
When this card is Fusion Summoned using "Polymerization": You can target 1 "T.V." monster in your GY; Special Summon it in Defense Position. Once per turn: You can declare 1 card type (Monster, Spell or Trap); your opponent sends 1 card of that type from their hand or field to the GY (their choice), or if they don't have any, they send 2 cards from their hand or field to the GY instead, also this card cannot attack for the rest of this turn. If this card is sent from the Extra Monster Zone to the GY: You can target 1 "Polymerization" in your GY; add it to your hand.
3000/1500
 
Spell/Trap Cards:
 
T.V. Studio
Field Spell Card
When this card is activated: You can add 1 "Polymerization" from your Deck to your hand, but you cannot Fusion Summon monsters, except "T.V." monsters for the rest of this turn. All "T.V." Fusion Monsters that were Fusion Summoned using "Polymerization" cannot be destroyed by battle and gain 500 ATK and DEF. You can only activate 1 "T.V. Studio" per turn.
 
T.V. Broadcast
Continuous Spell Card
If you would Fusion Summon a "T.V." Fusion Monster using "Polymerization", you can banish monsters from your GY as Fusion Material. All "T.V." Fusion Monsters that were Fusion Summoned using "Polymerization" are unaffected by your opponent's card effects.
 
T.V. Liveshow
Quick-Play Spell Card
Fusion Summon 1 "T.V." Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials. If you only used monsters on your field, this Fusion Summon is treated as a Fusion Summon using "Polymerization". If you control no monsters: You can banish this card from your GY, then target 1 "T.V." Fusion Monster in your GY; Special Summon it, but it is destroyed during the End Phase. You can only use 1 effect of "T.V. Liveshow" per turn, and only once that turn.
 
T.V. Remote
Continuous Trap Card
You can target 1 "T.V." Fusion Monster you control (Quick Effect); move it to any unoccupied Monster Zone (Main or Extra Monster Zone). You can target 1 Fusion Summoned "T.V." Fusion Monster you control (Quick Effect); send it to the GY, and if you do, Special Summon as many of the Fusion Materials from your GY as possible. You can only use each effect of "T.V. Remote" once per turn. You cannot activate these effects in the same Chain.

T.V. Backlog
Continuous Trap Card
When this card is activated: Banish up to 3 "T.V." monsters from your Deck with different names. Once per turn, during your Standby Phase: You can add 1 of the monsters banished by this effect to your hand. You can send this face-up card you control to the GY, then target up to 2 of your banished "T.V." cards; return them to the GY. You cannot activate these effects in the same Chain.
 
T.V. Cancelled
Counter Trap Card
When your opponent activates a Spell/Trap Card or monster effect while you control Fusion Monster that was Fusion Summoned using "Polymerization": Negate the activation, and if you do, destroy it, then if you control a "T.V." Fusion Monster, you can Set this card instead of sending it to the GY. You can only activate 1 "T.V. Cancelled" per turn.

CANIS CARNIVORE ARCHETYPE (12/12):

Canis Carnivore is an Archetype of Beast/DARK Level 4 monsters. They focus on attacking their own monsters and Xyz Summoning. Each monster can attack other monsters you control and each Main Deck monster has an effect that triggers when they are destroyed by your own attack, and the Xyz Monsters have an effect that triggers when they destroy a monster you control by battle. They are based on various wolf species, hence Canis, and Carnivore means to eat meat. As you may notice, these use the new TCG wordings, I hope it is not too confusing for anyone, I had to get used to it myself at first, but it shouldn't be too complicated.
 
Main Deck Monsters:
 
Canis Carnivore - Dingo
Beast/DARK
Level 4
When this card is Normal Summoned: You can Special Summon 1 "Canis Carnivore" monster from your hand, except "Canis Carnivore - Dingo". This card attack your own monsters during your Battle Phase. If this card is destroyed by battle from the attack of your own monster: You can Special Summon 1 "Canis Carnivore - Dingo" from hand or Deck in Defense Position.
1500/1200
 
Canis Carnivore - Arabs
Beast/DARK
Level 4
When this card is Summoned: You can target 1 "Canis Carnivore" Spell/Trap Card in your GY; add it to your hand. Can attack your own monsters during your Battle Phase. If this card is destroyed by battle from the attack of your own monster: You can add 1 "Canis Carnivore" Spell/Trap Card from your Deck to your hand. You can only use each effect of "Canis Carnivore - Arabs" once per turn.
1800/900
 
Canis Carnivore - Lycaon
Beast/DARK
Level 4
Can attack your own monsters during your Battle Phase. Can make a second attack during each Battle Phase. If this card is destroyed by battle from the attack of your own monster: You can target 1 "Canis Carnivore" monster in your GY, except "Canis Carnivore - Lycaon"; Special Summon that target. You can only use this effect of "Canis Carnivore - Lycaon" once per turn.
1600/1100
 
Canis Carnivore - Fuscus
Beast/DARK
Level 4
Can attack your own monsters during your Battle Phase. You can Tribute this card (Quick Effect); Special Summon 1 "Canis Carnivore" monster from your Deck in Attack Position, except "Canis Carnivore - Fuscus", also it must attack this turn, if able, and cannot be used as an Xyz Material until your Main Phase 2. If this card is destroyed by battle from the attack of your own monster: You can excavate the top 5 cards of your Deck, add 1 excavated "Canis Carnivore" card to your hand, also send the rest to the GY. You can only use each effect of "Canis Carnivore - Fuscus" once per turn.
1700/1000
 
Canis Carnivore - Arctos
Beast-Type/DARK
Level 4
Can attack your own monsters during your Battle Phase. If a "Canis Carnivore" monster you control is destroyed by battle: You can Special Summon this card from your hand. If this card is destroyed by battle from the attack of your own monster: You can inflict 1000 damage to your opponent. You can only use this effect of "Canis Carnivore - Arctos" once per turn.
1200/2000
 
Extra Deck Monsters:
 
Canis Carnivore - Lupus
Beast/DARK/Xyz
Rank 4
2 Level 4 DARK Beast monsters
Can attack your own monsters during your Battle Phase. You can detach 1 Xyz Material from this card; Special Summon 1 "Canis Carnivore" monster from your hand or Deck in Defense Position, but until the end of this turn, its effects are negated and its DEF becomes 0. If this card destroys a monster you control by battle: You can inflict 1000 damage to your opponent. You can only use each effect of "Canis Carnivore - Lupus" once per turn.
2200/1600
 
Canis Carnivore - Dirus
Beast/DARK/Xyz
Rank 4
3 Level 4 "Canis Carnivore" monsters
Can attack your own monsters during your Battle Phase. You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; take control of that target, also this card cannot attack your opponent for the rest of this turn. If this card destroys a monster you control by battle: You can banish 1 card your opponent controls or from their GY. You can only use each effect of "Canis Carnivore - Dirus" once per turn.
2500/1800
 
Spell/Trap Cards:
 
Canis Carnivore - Den  
Field Spell Card
You take no battle damage from battles involving "Canis Carnivore" monsters you control. If a "Canis Carnivore" monster you control is destroyed by battle from the attack of your own monster: You can add 1 "Canis Carnivore" monster from your Deck to your hand. You can only use this effect of "Canis Carnivore - Den" once per turn.
 
Canis Carnivore - Appetite
Quick-Play Spell Card
Target 1 "Canis Carnivore" monster you control; double its ATK until the end of this turn. You cannot activate this card during the turn you attacked a monster your opponent controls.
 
Canis Carnivore - Strike
Quick-Play Spell Card
Activate 1 of the following effects.
● Target 1 "Canis Carnivore" monster you control; return it to the hand, and if you do, Special Summon 1 "Canis Carnivore" monster from your hand with a different name.
● Target 2 or more "Canis Carnivore" monsters with the same Level; immediately after this effect resolves, Xyz Summon 1 Xyz Monster using those targets as Xyz Material.
 
Canis Carnivore - Prey
Normal Trap Card
This turn, each time a "Canis Carnivore" monster you control is destroyed by battle, draw 1 card. You cannot activate cards or effects the turn you activate this card, except "Canis Carnivore" cards. You can only activate 1 "Canis Carnivore - Prey" per turn.

Canis Carnivore - Remains
Continuous Trap Card
Activate this card by targeting 1 "Canis Carnivore" monster in your GY; Special Summon that target. It gains 500 ATK, also it cannot be destroyed by your opponent's card effects. You can target 1 DARK Xyz Monster you control (Quick Effect); attach this card to that target as an Xyz Material.

COMPASS DRAGON ARCHETYPE (13/13):

Compass Dragon is an Archetype of Level 5 and 8 Wyrm Union Pendulum Monsters with different Attributes. They focus on Union monsters and Pendulum Summoning. Each monster has the same Pendulum Effect that can place a monster from the Deck in the Pendulum Zone and protect itself from destruction, and the Level 5 monsters can be Normal Summoned without Tributing if you control no monsters.They are based on compass as the name implies and based on the different cardinal directions for the Level 5s and ordinal directions for the Level 8s
 
This is my first Pendulum Archetype that is designed with the new format in mind as well as my first Pendulum Archetype based around Union monsters, so they are made less restrictive and made so that getting them back to the hand is easier, rather than using Link Monsters, though you can choose to play with Link Monsters if you wish as well.
 
Monsters:
 
Compass Dragon - West
Wyrm/EARTH/Pendulum/Union
Level 5
Scale 3
Pendulum Effect:
If you have no cards your other Pendulum Zone: You can discard 1 card; place 1 "Compass Dragon" Pendulum Monster from your Deck in your other Pendulum Zone. If this card would be destroyed, you can destroy 1 Equip Card you control instead.
 
Monster Effect:
If you control no monsters, you can Normal Summon this card without Tributing. Once per turn, you can either: Target 1 Wyrm monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. The equipped monster gains 500 ATK and DEF, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead.
2000/2000
 
Compass Dragon - East
Wyrm/WIND/Pendulum/Union
Level 5
Scale 7
Pendulum Effect:
If you have no cards your other Pendulum Zone: You can discard 1 card; place 1 "Compass Dragon" Pendulum Monster from your Deck in your other Pendulum Zone. If this card would be destroyed, you can destroy 1 Equip Card you control instead.
 
Monster Effect:
If you control no monsters, you can Normal Summon this card without Tributing. Once per turn, you can either: Target 1 Wyrm monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. During your Main Phase: You can destroy this equipped card, and if you do, add 1 "Compass Dragon" card from your Deck to your hand, except "Compass Dragon - East". You can only use this effect of "Compass Dragon - East" once per turn. If the equipped monster would be destroyed by battle or card effect, destroy this card instead.
2300/1800
 
Compass Dragon - South
Wyrm/WATER/Pendulum/Union
Level 5
Scale 1
Pendulum Effect:
If you have no cards your other Pendulum Zone: You can discard 1 card; place 1 "Compass Dragon" Pendulum Monster from your Deck in your other Pendulum Zone. If this card would be destroyed, you can destroy 1 Equip Card you control instead.
 
Monster Effect:
If you control no monsters, you can Normal Summon this card without Tributing. Once per turn, you can either: Target 1 Wyrm monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. The equipped monster cannot be destroyed by your opponent's monster effects, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead.
1800/2500
 
Compass Dragon - North
Wyrm/FIRE/Pendulum/Union  
Level 5
Scale 9
Pendulum Effect:
If you have no cards your other Pendulum Zone: You can discard 1 card; place 1 "Compass Dragon" Pendulum Monster from your Deck in your other Pendulum Zone. If this card would be destroyed, you can destroy 1 Equip Card you control instead.
 
Monster Effect:
If you control no monsters, you can Normal Summon this card without Tributing. Once per turn, you can either: Target 1 Wyrm monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. The equipped monster cannot be destroyed by your opponent's Spell/Trap effects, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead.
2200/1900
 
Compass Dragon - North West
Wyrm-Type/EARTH/Pendulum/Union
Level 8
Scale 3
Pendulum Effect:
If you have no cards your other Pendulum Zone: You can discard 1 card; place 1 "Compass Dragon" Pendulum Monster from your Deck in your other Pendulum Zone. If this card would be destroyed, you can destroy 1 Equip Card you control instead.
 
Monster Effect:
Once per turn, you can either: Target 1 Wyrm monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. The equipped monster can make a second attack during each Battle Phase, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead.
2500/2000
 
Compass Dragon - North East
Wyrm-Type/FIRE/Pendulum/Union
Level 8
Scale 7
Pendulum Effect:
If you have no cards your other Pendulum Zone: You can discard 1 card; place 1 "Compass Dragon" Pendulum Monster from your Deck in your other Pendulum Zone. If this card would be destroyed, you can destroy 1 Equip Card you control instead.
 
Monster Effect:
Once per turn, you can either: Target 1 Wyrm monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. You can target 1 card in your Pendulum Zone; return it to your hand, and if you do, place this card in your Pendulum Zone and this card's Pendulum Scale becomes 9. You can only use this effect of "Compass Dragon - North East" once per turn. If the equipped monster would be destroyed by battle or card effect, destroy this card instead.
2000/3000
 
Compass Dragon - South West
Wyrm-Type/WATER/Pendulum/Union
Level 8
Scale 1
Pendulum Effect:
If you have no cards your other Pendulum Zone: You can discard 1 card; place 1 "Compass Dragon" Pendulum Monster from your Deck in your other Pendulum Zone. If this card would be destroyed, you can destroy 1 Equip Card you control instead.
 
Monster Effect:
Once per turn, you can either: Target 1 Wyrm monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. During your Main Phase: You can destroy this card, and if you do, Special Summon 1 Wyrm monster from your hand or GY, but its effects are negated. You can only use this effect of "Compass Dragon - South West" once per turn. If the equipped monster would be destroyed by battle or card effect, destroy this card instead.
2800/1700
 
Compass Dragon - South East
Wyrm-Type/WIND/Pendulum/Union  
Level 8
Scale 9
Pendulum Effect:
If you have no cards your other Pendulum Zone: You can discard 1 card; place 1 "Compass Dragon" Pendulum Monster from your Deck in your other Pendulum Zone. If this card would be destroyed, you can destroy 1 Equip Card you control instead.
 
Monster Effect:
Once per turn, you can either: Target 1 Wyrm monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. Once per turn, if the equipped monster destroys an opponent's monster by battle: You can destroy 1 card your opponent controls. If the equipped monster would be destroyed by battle or card effect, destroy this card instead.

2400/2400
 
Spell/Trap Cards:
 

 
Compass Dragon - Pole
Field Spell Card

Once per turn: You can move 1 Pendulum Monster from your Extra Monster Zone to your Main Monster Zone. Once per turn: You can target 1 "Compass Dragon" Union Pendulum Monster equipped to a monster you control in your Spell & Trap Zone; place it in your Pendulum Zone or add to your Extra Deck face-up.
 
Compass Dragon - Cardinal
Normal Spell Card
Add up to 2 face-up "Compass Dragon" Pendulum Monsters from your Extra Deck to your hand, then discard 1 card. You can banish this card from your GY, then target 1 Level 5 or lower Union monster in your GY; add it to your hand. You can only use 1 effect of "Compass Dragon - Cardinal" per turn, and only once that turn.
 
Compass Dragon - Magnetism
Quick-Play Spell Card
Target 1 Wyrm monster you control; equip 1 "Compass Dragon" Union Pendulum Monster from your hand or face-up in your Extra Deck to that target, but the Union monster you equipped cannot be Special Summoned this turn.   
 
Compass Dragon - Dial
Normal Trap Card
Target 1 "Compass Dragon" monster your control; add 1 "Compass Dragon" monster from your Deck with a different Attribute from that target to your hand, then return that target to the hand. Except the turn this card was sent to the GY (Quick Effect): You can banish this card from your GY, then target 1 "Compass Dragon" Union monster in your GY and 1 Wyrm monster your control; equip the first target to the second target.

Compass Dragon - Ordinal
Normal Trap Card
Special Summon 1 "Compass Dragon" Pendulum Monster from your hand or that is face-up in your Extra Deck with a different Attribute from monsters you control (if any). You can banish this card from your GY; Special Summon 1 Level 8 or higher Union monster from your hand or GY, but its destroyed during the End Phase. You can only use 1 effect of "Compass Dragon - Ordinal" per turn, and only once that turn.

RETICULANT - FORMING AN ARCHETYPE #32 (10/10):

Reticulant is an Archetype of Fairy-Type/DARK monsters with various Levels. They focus on banishing opponent's monsters, as well as themselves sometimes, and Eva Tokens. Their playstyle focuses mostly on banishing the opponent's monsters for Zeta Reticulant to make it Special Summon Eva Tokens, which you can use for various purposes, such as Summoning more monsters.

Their names comes from Greek letters and they also loosely space based, as Eva Tokens were originally named EBE, meaning Extraterrestrial Biological Entity (which is why the Spell/Traps have the Bio prefix), and Eva is of course a reference to Adam and Eve, hence their Fairy-Type (Angel in Japan), and you should get what they were going for.

What the hell Reticulant means is anyone's guess, I don't think that's a real word even, but it sounds cool, which is probably why I chose it, since I have no idea why this was in my list to make Archetypes about, I just used a random number generator and got this after having it sit in my Pastebin file for a long time now.

Original Card:
http://i.imgur.com/Rklxeek.png
You can Tribute 1 "Eva Token" to Special Summon this card from your hand. While this card is in your Graveyard, each time a monster(s) your opponent controls is removed from play, Special Summon 1 "Eva Token" (Fiend-Type/DARK/Level 2/ATK 500/DEF 500).

New Cards:

Monsters:
 
Alpha Reticulant
Fairy-Type/DARK
Level 4
You can Tribute 1 "Eva Token"; Special Summon this card from your hand. If this card is Normal or Special Summoned, except by its own effect: You can Special Summon 1 "Eva Token" (Fiend-Type/DARK/Level 2/ATK 500/DEF 500). If this card is banished: You can add 1 "Reticulant" card from your Deck to your hand, except "Alpha Reticulant". You can only each effect of "Alpha Reticulant" once per turn.
1400/1500
 
Beta Reticulant
Fairy-Type/DARK
Level 4
You can Tribute 1 "Eva Token"; Special Summon this card from your hand. If this card is Normal or Special Summoned, except by its own effect: You can Special Summon 1 "Eva Token" (Fiend-Type/DARK/Level 2/ATK 500/DEF 500). You can banish this card and 1 other "Reticulant" card from your Graveyard, then target 1 monster your opponent controls; banish that target. You can only each effect of "Beta Reticulant" once per turn.
1500/1400
 
Delta Reticulant
Fairy-Type/DARK
Level 4
If a monster(s) your opponent controls is banished: You can Special Summon this card from your hand, then Special Summon 1 "Eva Token" (Fiend-Type/DARK/Level 2/ATK 500/DEF 500). You can Tribute 1 "Eva Token", then target 1 "Reticulant" monster in your Graveyard; Special Summon that target. You can only each effect of "Delta Reticulant" once per turn.

1000/2000
 
Gamma Reticulant
Fairy-Type/DARK
Level 5
You can Special Summon this card (from your hand) by banishing 1 "Reticulant" monster from your field. You can Special Summon this card (from your Graveyard) by Tributing 2 "Eva Tokens". You can discard 1 "Reticulant" card, then target 1 of your banished "Reticulant" monsters; Special Summon that target. You can only use this effect of "Gamma Reticulant" once per turn. You can only Special Summon "Gamma Reticulant(s)" once per turn.
1800/2200
 
Sigma Reticulant
Fairy-Type/DARK
Level 7
You can target 1 "Reticulant" monster you control and 1 monster your opponent controls; banish them, and if you do, Special Summon this card from your hand. You can only use this effect of "Sigma Reticulant" once per turn. If this card leaves the field: Special Summon those banished monsters. While this card is in the Graveyard, if a monster(s) your opponent controls is banished: Special Summon 1 "Eva Token" (Fiend-Type/DARK/Level 2/ATK 500/DEF 500).

2000/2500

 
Omega Reticulant
Fairy-Type/DARK
Level 7
You can target 1 monster your opponent controls; banish that target, and if you do, Special Summon this card from your hand. You must control 2 or more "Eva Tokens" to activate and to resolve this effect. While this card is banished, if a monster(s) your opponent controls is banished: Special Summon 1 "Eva Token" (Fiend-Type/DARK/Level 2/ATK 500/DEF 500).

2500/1900

 

Spell/Trap Cards:

 
Reticulant Biospace
Field Spell Card
If a monster(s) your opponent controls is banished, place 1 Bio Counter on this card for each of those monsters. All "Reticulant" monsters you control gain 300 ATK and DEF for each Bio Counter on this card. If an "Eva Token(s)" you control would be destroyed or Tributed, you can remove 1 Bio Counter from this card for each of those monsters instead. While you control an "Eva Token", all "Reticulant" cards you control cannot be targeted by or destroyed by your opponent's card effects.
 
Reticulant Bioblast
Quick-Play Spell Card
Discard 1 "Reticulant" card, then target 1 monster your opponent controls; banish it. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; excavate the top 3 cards of your Deck, banish any number of "Reticulant" cards, also, after that, if you banished 3 "Reticulant" cards, banish 1 monster your opponent controls, also send the rest to the Graveyard.
 
Reticulant Biozone
Continuous Spell Card
While you control an "Eva Token", you can Normal Summon 1 monster in addition to your Normal Summon/Set. (you can only gain this effect once per turn). If you Tribute Summon a "Reticulant" monster: You can target 1 monster your opponent controls; banish it. You can only use this effect of "Reticulant Biozone" once per turn.
 
Reticulant Bioship
Continuous Trap Card
Special Summon this card as an Effect Monster (Machine-Type/DARK/Level 7/ATK 2000/DEF 2000). (This card is also still a Trap Card.) While this card is a monster, once per turn, during your Standby Phase: Special Summon 1 "Eva Token" (Fiend-Type/DARK/Level 2/ATK 500/DEF 500). If this card is banished: You can target 1 "Reticulant" card in your Graveyard, except "Reticulant Bioship"; add it to your hand. You can only use this effect of "Reticulant Bioship" once per turn.

NOISTORM ARCHETYPE (16/16):

Noistorm is an Archetype of Thunder-Type/DARK monsters with various Levels. They focus on Synchro Summoning, negating effects and Quick-Play Spell Cards. Each monster has an effect that Special Summons themselves from the hand when a Noistorm monster has its effects negated. The non-Tuners also have an effect that makes the Synchro Monster gain an effect if they're used to Synchro Summon them. Make note that this is intentionally made so it will not be negated. The Quick-Play Spell Cards also take part in negating their effects and you can banish it with another Noistorm card from your Graveyard to add a Quick-Play Spell Card from your Graveyard to your hand. The name is a portmanteau of Noise and Storm, and their names refer to sound and lightning-based words.
 
Main Deck Monsters:
 
Noistorm Amplifier
Thunder-Type/DARK/Tuner
Level 2
If the effects of a "Noistorm" monster(s) you control is negated: You can Special Summon this card from your hand. If this card is sent to the Graveyard for the Synchro Summon of a "Noistorm" Synchro Monster: You can add 1 Thunder-Type monster from your Deck to your hand, except "Noistorm Amplifier". You can only use each effect of "Noistorm Amplifier" once per turn.
400/1800
 
Noistorm Frequency
Thunder-Type/DARK/Tuner
Level 3
If the effects of a "Noistorm" monster(s) you control is negated: You can Special Summon this card from your hand. If this card is sent to the Graveyard for the Synchro Summon of a "Noistorm" Synchro Monster: You can add 1 Quick-Play Spell Card from your Deck to your hand. You can only use each effect of "Noistorm Frequency" once per turn.
500/2000
 
Noistorm Current
Thunder-Type/DARK
Level 3
If the effects of a "Noistorm" monster(s) you control is negated: You can Special Summon this card from your hand. When this card is Normal Summoned: You can target 1 "Noistorm" monster in your Graveyard; Special Summon it in Defense Position, also you cannot Special Summon monsters, except "Noistorm" monsters for the rest of this turn. You can only use each effect of "Noistorm Current" once per turn. A Synchro Monster that is Synchro Summoned using this card as Synchro Material cannot be destroyed by your opponent's Spell/Trap effects.
1200/1200
 
Noistorm Mixer
Thunder-Type/DARK
Level 3
If the effects of a "Noistorm" monster(s) you control is negated: You can Special Summon this card from your hand. If you have no Trap Cards in your Graveyard at least 1 Quick-Play Spell Card in your Graveyard and/or that is banished: You can Special Summon this card from your hand or Graveyard, but banish it when it leaves the field. You can only use each effect of "Noistorm Mixer" once per turn. A Synchro Monster that is Synchro Summoned using this card as Synchro Material cannot be destroyed by battle.
1400/1000
 
Noistorm Charger
Thunder-Type/DARK
Level 4
If the effects of a "Noistorm" monster(s) you control is negated: You can Special Summon this card from your hand. You can target 1 "Noistorm" monster you control; negate its effects until the end of this turn, and if you do, Special Summon this card from your hand. You can only use each effect of "Noistorm Charger" once per turn. A Synchro Monster that is Synchro Summoned using this card as Synchro Material gains 500 ATK and DEF.
1800/1000
 
Noistorm Conductor
Thunder-Type/DARK
Level 4
If the effects of a "Noistorm" monster(s) you control is negated: You can Special Summon this card from your hand. If this card is Normal or Special Summoned, you can: Immediately after this effect resolves, Synchro Summon 1 Synchro Monster using "Noistorm" monsters you control as Synchro Material. You can only use each effect of "Noistorm Conductor" once per turn. A Synchro Monster that is Synchro Summoned using this card as Synchro Material cannot be destroyed by your opponent's monster effects.
1600/1400
 
Noistorm Filter
Thunder-Type/DARK/Tuner
Level 4
If the effects of a "Noistorm" monster(s) you control is negated: You can Special Summon this card from your hand. If you activate a "Noistorm" Quick-Play Spell Card while this card is in your Graveyard: You can Special Summon this card from your Graveyard in Defense Position, but banish it when it leaves the field, also you cannot Special Summon monsters, except "Noistorm" monsters, for the rest of this turn. You can only use each effect of "Noistorm Filter" once per turn.  
1700/1100
 
Extra Deck Monsters:
 
Noistorm Loud Striker
Thunder-Type/DARK/Synchro
Level 6
1 Tuner + 1 or more non-Tuner Thunder-Type monsters
Once per turn, during either player's turn: You can target other 1 face-up card on each side of the field; negate their effects until the end of this turn. Once per turn: You can discard 1 "Noistorm" card; add 1 Quick-Play Spell Card from your Deck to your hand. If this card is destroyed by your opponent's card (by battle or card effect) and sent to the Graveyard: You can Special Summon it in Defense Position, and if you do, it becomes a Tuner, but banish it when it leaves the field.
2000/2300
 
Noistorm Thundering Speaker
Thunder-Type/DARK/Synchro
Level 7
1 Tuner + 1 or more non-Tuner Thunder-Type monsters
When this card is Special Summoned: You can target 2 of your banished "Noistorm" cards; return to the Graveyard, and if you do, this card can make a second attack during each Battle Phase this turn. If this card inflicts battle damage to your opponent: You can target 1 "Noistorm" monster in your Graveyard; Special Summon that target. You can only use each effect of "Noistorm Thundering Speaker" once per turn.
2300/2500

Noistorm Sonic Bolt
Thunder-Type/DARK/Synchro
Level 8
1 Tuner + 1 or more non-Tuner Thunder-Type monsters
If this card is Synchro Summoned by using a Synchro Monster as Synchro Material: You can Special Summon 1 "Noistorm" monster from your hand, Deck or Graveyard. Once per turn: You can target 1 other face-up card on the field; negate its effects until the end of this turn, and if you do, all "Noistorm" monsters you control gain 300 ATK.
2400/2700
 
Noistorm Decibel Lightning
Thunder-Type/DARK/Synchro
Level 10
1 Tuner + 1 or more non-Tuner "Noistorm" monsters
When this card is Synchro Summoned: You can destroy all cards your opponent control whose effects are negated. Once per turn, if a Quick-Play Spell Card is activated: You can draw 1 card. If this card is sent to the Graveyard: You can shuffle all your banished "Noistorm" cards into the Deck, and if you do, draw 1 card.
2500/2500
 
Spell Cards:
   
Noistorm Thunders
Quick-Play Spell Card
Target 1 "Noistorm" monster you control and 1 Spell/Trap Card your opponent controls; negate the first target's effects until the end of this turn, and if you do, destroy the second target. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card and 1 other "Noistorm" card from your Graveyard, then target 1 Quick-Play Spell Card in your Graveyard; add it to your hand. You can only use each effect of "Noistorm Thunders" once per turn.
 
Noistorm Lightflash
Quick-Play Spell Card
Target 1 "Noistorm" monster you control; negate its effects until the end of this turn, and if you do, Special Summon 1 "Noistorm" monster from your hand. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card and 1 other "Noistorm" card from your Graveyard, then target 1 Quick-Play Spell Card in your Graveyard; add it to your hand. You can only use each effect of "Noistorm Lightflash once per turn.
 
Noistorm Soundwaves
Quick-Play Spell Card
Negate the effects of face-up cards on the field until the end of this turn, up to the number of "Noistorm" monsters you control, then you can increase the Level of 1 face-up monster you control up the number of cards negated. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card and 1 other "Noistorm" card from your Graveyard, then target 1 Quick-Play Spell Card in your Graveyard; add it to your hand. You can only use each effect of "Noistorm Soundwaves" once per turn.

Noistorm Volume
Quick-Play Spell Card
Target 1 "Noistorm" monster you control; until the end of this turn, negate its effects, and if you do, double its ATK and DEF. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card and 1 other "Noistorm" card from your Graveyard, then target 1 Quick-Play Spell Card in your Graveyard; add it to your hand. You can only use each effect of "Noistorm Volume" once per turn.

Noistorm Raindrops
Quick-Play Spell Card
Target 1 "Noistorm" monster you control; negate its effects until the end of this turn, and if you do, Special Summon 2 "Noistorm Tokens" (Thunder-Type/DARK/Level 2/ATK 500/DEF 500). During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card and 1 other "Noistorm" card from your Graveyard, then target 1 Quick-Play Spell Card in your Graveyard; add it to your hand. You can only use each effect of "Noistorm Raindrops" once per turn.

MAGMATORIUM ARCHETYPE (16/16):     

Magmatorium is an Archetype of Psychic and Pyro/FIRE monsters with various Levels. They focus in Link Summoning, using Spell/Trap Cards and making an Extra Link, which means having monsters go all the way from one Extra Monster Zone to the other Extra Monster Zone with co-links to allow you to Link Summon to the other Extra Monster Zone as well, and use the effect of Magmatorium Experiment to destroy all your opponent's cards. The Main Deck Monsters are Psychic, and the Link Monsters are Pyro, with the exception of Master, which is Psychic. The name is a portmanteau of Magma and Laboratorium, which is the Latin word for Laboratory.
 
Main Deck Monsters:
 
Magmatorium Student
Psychic/FIRE
Level 2
If you activate a "Magmatorium" Spell/Trap Card: You can Special Summon this card from your hand. You can discard 1 "Magmatorium" Spell/Trap, then target 1 "Magmatorium" monster in your GY; Special Summon that target. You can only use each effect of "Magmatorium Student" once per turn.
900/1400
 
Magmatorium Assistant
Psychic/FIRE
Level 3
If you control a "Magmatorium" monster, you can Special Summon this card (from your hand). You can only Special Summon "Magmatorium Assistant" this way once per turn. If this card is sent from the field to the GY: You can add 1 "Magmatorium" Spell/Trap from your Deck to your hand. You can only use this effect of "Magmatorium Assistant" once per turn.
500/1700
 
Magmatorium Chemical Mixer
Psychic/FIRE
Level 3
If you control no monsters in your Extra Monster Zone, you can Special Summon this card (from your hand). You can only Special Summon "Magmatorium Assistant" this way once per turn. If this card is sent from the field to the GY: You can Special Summon 1 "Magmatorium" monster from your hand. You can only use this effect of "Magmatorium Chemical Mixer" once per turn.
1200/1200
 
Magmatorium Scientist
Psychic/FIRE
Level 4
When this card is Normal or Special Summoned: You can discard 1 card; add 1 "Magmatorium" monster from your Deck to your hand, except "Magmatorium Scientist". You can Tribute this card, then target 1 "Magmatorium" monster in your GY, except "Magmatorium Scientist"; Special Summon that target. You can only use each effect of "Magmatorium Scientist" once per turn.
1500/1500
 
Magmatorium Professor
Psychic/FIRE
Level 4
You can target 1 "Magmatorium" Link Monster you control; return it to the Extra Deck, then Special Summon this card from your hand or GY. (Quick Effect): You can return 1 "Magmatorium" Spell/Trap you control to the hand, then activate 1 "Magmatorium" Spell/Trap Card from your hand. You can only use each effect of "Magmatorium Professor" once per turn.
1800/500

Extra Deck Monsters:
 
Magmatorium Byproduct
Pyro/FIRE/Link
Link Arrows: Down
1 "Magmatorium" monser
Must first be Link Summoned by its own effect. If you activate a "Magmatorium" Spell/Trap Card, you can: Immediately after this effect resolves, Link Summon this card using 1 "Magmatorium" monster. Gains 500 ATK for each of your co-linked monsters also your opponent cannot target this card for an attack while this card is in a co-linked to a "Magmatorium" monster.
0/LINK-1
 
Magmatorium Experiment #1
Pyro/FIRE/Link
Link Arrows: Up, Left  
2 "Magmatorium" monsters
If this card is co-linked to a "Magmatorium" Link Monster: You can target 1 "Magmatorium" monster in your GY; add it to your hand. You can only use this effect of "Magmatorium Experiment #1" once per turn. If this card would be destroyed by battle or card effect, you can destroy 1 monster this card points to instead.
2000/LINK-2
 
Magmatorium Experiment #2
Pyro/FIRE/Link
Link Arrows: Up, Right
2 "Magmatorium" monsters
If this card is co-linked to a "Magmatorium" Link Monster: You can target 1 "Magmatorium" Spell/Trap in your GY; add it to your hand. You can only use this effect of "Magmatorium Experiment #2" once per turn. If this card would be destroyed by battle or card effect, you can destroy 1 monster this card points to instead.
2000/LINK-2
 
Magmatorium Compound
Pyro/FIRE/Link
Link Arrows: Left, Right
2 "Magmatorium" monsters
Once per turn: You can switch the locations of 2 "Magmatorium" Link Monsters you control. All "Magmatorium" monsters co-linked to this card cannot be targeted by your opponent's card effects, also if this card is co-linked to a "Magmatorium" monster, this card cannot be targeted by your opponent's card effects.
2000/LINK-2
 
Magmatorium Master
Psychic/FIRE/Link
Link Arrows: Left, Right, Up, Down
2+ "Magmatorium" monsters
When this card is Link Summoned, if you control no other cards, except "Magmatorium" Spells/Traps (min. 1): You can Special Summon 1 "Magmatorium" monster from your hand or Deck to your zone this card points to. If this card is in a co-linked to 2 or more "Magmatorium" Link Monsters, your opponent can only Special Summon 1 monster from their Extra Deck per turn.
2700/LINK-4
 
Spell/Trap Cards:
 
Magmatorium Lab
Field Spell Card
If you activate a "Magmatorium" Spell/Trap Card: All monsters you control gain 300 ATK and DEF. Once per turn, if you Link Summon a "Magmatorium" Link Monster: You can draw 1 card. During your Main Phase, you can Normal Summon 1 "Magmatorium" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
 
Magmatorium Experiment
Continuous Spell Card
Once per turn: You can Special Summon 1 "Magmatorium Token" (Pyro/FIRE/Level 1/500 ATK/500 DEF), but it cannot be Tributed or used as Link Material, except for the Link Summon of a "Magmatorium" Link Monster. If you have an Extra Link (Quick Effect): You can send this face-up card to the Graveyard; destroy all cards your opponent control, also you cannot attack for the rest of this turn. If all monsters you control are "Magmatorium" monsters, cards and effects cannot activated in response to this effect.
 
Magmatorium Bunsen Burner
Continuous Spell Card
When this card is activated: You can destroy any number of "Magmatorium" Link Monsters you control, and if you do, draw the same number of cards. Once per turn: You can target any number of "Magmatorium" Link Monster in your GY; banish them, then inflict damage to your opponent equal to the number of monsters banished x 500.

Magmatorium Analysis
Equip Spell Card
Activate this card by targeting 1 "Magmatorium" monster in your GY; Special Summon that target and equip this card to it, but it has its effects negated and its ATK and DEF are halved. If that target is a Link Monster, you can Special Summon it to your Extra Monster Zone instead. The equipped monster cannot be used as a Link Material, except for the Link Summon of a "Magmatorium" Link Monster. If this card is destroyed, destroy the equipped monster. You can only activate 1 "Magmatorium Analysis" per turn.
 
Magmatorium Expert Call
Normal Trap Card
Special Summon 1 "Magmatorium" monster from your hand. If you control a "Magmatorium" Spell/Trap, you can activate this card from your hand. During your turn, except the turn this card was sent to the GY: You can banish this card and 1 "Magmatorium" monster from your GY; add 1 "Magmatorium" monster from your Deck to your hand.
 
Magmatorium Element
Continuous Trap Card
Special Summon this card as an Effect Monster (Pyro/FIRE/Level 4/1000 ATK/1000 DEF). If Summoned this way, it can be treated as 2 different monsters for the Link Summon of a "Magmatorium" monster. If this card is in the Graveyard: You can shuffle this card and 2 other "Magmatorium" cards in your Graveyard and/or that are banished into the Deck; draw 1 card.

DREAMCATCHER ARCHETYPE (17/17):

Dreamcatcher is an Archetype of monsters with various Types, Attributes and Levels. They focus on LP gain as well as Special Summoning. They have 2 Pendulum Monsters, 1 Link Monster as well as 1 Synchro, Fusion and Xyz Monster, which you are meant to work with together, using them to Summon each other with their effects. Their main focus is to use the card Dreamscape to keep boosting LP, as it increases the LP for each monster you Summon and puts Dream Counters on itself, then you can remove those counters and boost the ATK and DEF of all your monsters later, though they always have an alternate win condition, requiring you to have 12000 or higher LP which is achieved by using the Extra Deck monsters along with Lucid Dreamer. The Archetype's name is a reference to dream catchers, and the cards are weird things you would see in a dream.

 

Main Deck Monsters:

 

Dreamcatcher - Tiny Elephant

Beast/EARTH/Tuner

Level 1

If your opponent controls a monster and you control no monsters: You can Special Summon this card from your hand, and if you do, take 800 damage. If this card is sent to the GY as a material for a Summon (Synchro, Fusion or Link): Gain 500 for each "Dreamcatcher" monster used as material. You can only use each effect of "Dreamcatcher - Tiny Elephant" once per turn.

800/0

 

Dreamcatcher - Split Spirit

Fairy/LIGHT

Level 2

If this card is Special Summoned: You can pay LP in multiples of 500 (max. 1500); Special Summon "Dreamcatcher Tokens" (Fairy/DARK/Level 2/1000 ATK/1000 DEF) equal the number of multiples paid, also you cannot Special Summon monsters for the rest of this turn, except "Dreamcatcher" monsters. If this card's battle position is changed: It becomes DARK if its a LIGHT monster, or becomes LIGHT if its a DARK monster, also its Level becomes doubled. You can only use each effect of "Dreamcatcher - Split Spirit" once per turn.

1000/1000

 

Dreamcatcher - Flying Tortoise

Winged Beast/WATER

Level 4

If you gain LP by the effect of a "Dreamcatcher" card: You can Special Summon this card from your hand in Defense Position, also you cannot Special Summon monsters for the rest of the turn, except "Dreamcatcher" monsters. You can pay 1000 LP; Special Summon 1 "Dreamcatcher" monster from your hand or Deck in Defense Position with a different Level from monsters you control but it has its effects negated, then return this card to your hand. You can only use each effect of "Dreamcatcher - Flying Tortoise" once per turn.

1500/2000

 

Dreamcatcher - Bipedal Snake

Reptile/DARK

Level 4

When this card is Normal or Special Summoned from your hand: You can pay 1000 LP; add 1 "Dreamcatcher" card from your Deck to your hand, except "Dreamcatcher - Bipedal Snake". If this card is sent from the field to the GY, except by a card effect: You can target 1 "Dreamcatcher" monster in your GY, except "Dreamcatcher - Bipedal Snake"; Special Summon that target, but its ATK and DEF become halved. You can only use each effect of "Dreamcatcher - Bipedal Snake" once per turn.

1800/1200

 

Dreamcatcher - Dancing Tree

Plant/EARTH

Level 6

If you control no monsters, except "Dreamcatcher" monsters, you can Normal Summon this card without Tributing, but it cannot attack this turn, also its Level becomes 4. (Quick Effect): You can change the battle position of as many monsters on the field as possible, then gain 300 HP for each "Dreamcatcher" monster you changed. If you gain LP by the effect of a "Dreamcatcher" card: You can Special Summon this card from your GY in Defense Position, but its effects are negated and its banished when it leaves the field. You can only use each effect of "Dreamcatcher - Dancing Tree" once per turn.

2200/1900

 
Dreamcatcher - Lucid Dreamer
Psychic/LIGHT
Level 8
You can Special Summon this card (from your hand or GY) by sending 3 "Dreamcatcher" monsters you control with different names that were Special Summoned from the Extra Deck to the GY. If Summoned this way, it gains this effect.
* During your End Phase, if your LP are 12000 or higher, you win the Duel.

2500/2500

 
Dreamcatcher - Demonic Gentleman
Fiend/LIGHT/Pendulum
Scale 0
Level 4
Pendulum Effect:
Once per turn, if your opponent Special Summons a monster(s) from the Extra Deck: You send 1 "Dreamcatcher" monster you control that was from the Extra Deck to the GY; Special Summon 1 "Dreamcatcher" monster from your Extra Deck with the same Extra Deck monster card type as 1 of those monsters, but it has its effects negated. Once per turn, if you gain LP by the effect of a "Dreamcatcher" card: You can add 1 face-up Pendulum Monster from your Extra Deck or GY to your hand. You cannot Pendulum Summon monsters, except "Dreamcatcher" monsters.
 
Flavor Text:
Sporting a fancy suit and monocle, this demonic chap goes to many dinner parties and always is polite and chivalrous to the ladies.
1900/0
 
Dreamcatcher - Bodybuilder Witch
Spellcaster/WIND/Pendulum
Level 4
Scale 9
Pendulum Effect:
Once per turn: You can Fusion Summon 1 Fusion Monster from your Extra Deck using "Dreamcatcher" monsters from your hand or field as Fusion Material. If you Pendulum Summon only "Dreamcatcher" monster(s): Gain LP equal to the number of monsters you Pendulum Summoned x 500. You cannot Pendulum Summon monsters, except "Dreamcatcher" monsters.
 
Flavor Text:
Strong in witchcraft as well as bodybuilding, this young witch is a tough nut and always takes on a challenge.

1700/1600

 

Extra Deck Monsters:

 

Dreamcatcher - Burning Knight

Warrior/FIRE/Link

Link Arrows: Bottom Left/Bottom/Bottom Right

2+ "Dreamcatcher" monsters

When this card is Link Summoned: You can Special Summon 1 "Dreamcatcher" monster from hand or Deck to your zone this card points to, but it cannot attack this turn, also it cannot be used as a Link Material for a Summon. If this card destroys an opponent's monster by battle: Inflict damage to your opponent equal to the number of "Dreamcatcher" monsters this card points to x 500. If this card is sent from the field to the GY, except by a card effect: You can draw 1 card and gain 500 LP. You can only use each effect of "Dreamcatcher - Burning Knight" once per turn.

2500/LINK-3

 

Dreamcatcher - Rock Balloon

Rock/WIND/Synchro

Level 5

1 Tuner + 1+ non-Tuner "Dreamcatcher" monsters

You can target 1 "Dreamcatcher" card in your GY, then pay 1000 LP; add it to your hand. If you gain LP by the effect of a "Dreamcatcher" card: You can target 1 Spell/Trap Card your opponent controls; destroy it. If this card is sent from the field to the GY, except by a card effect: You can draw 1 card and gain 500 LP. You can only use each effect of "Dreamcatcher - Rock Balloon" once per turn.

2000/2500

 
Dreamcatcher - Surfing Dinosaur
Dinosaur/WATER/Fusion
Level 8
2 "Dreamcatcher" monsters with different Attributes
If your LP are higher than your opponent's LP, you can Special Summon this card (from your Extra Deck) by sending the above monsters you control to the GY. If you gain LP by the effect of a "Dreamcatcher" card: You can target 1 monster your opponent controls; destroy it. If this card is sent from the field to the GY, except by a card effect: You can draw 1 card. You can only use each effect of "Dreamcatcher - Surfing Dinosaur" once per turn.
2300/1500
 
Dreamcatcher - Dragon Lawyer
Dragon/EARTH/Xyz
Rank 4
2 Level 4 "Dreamcatcher" monsters
(Quick Effect): You can detach 1 Xyz Material from this card; Special Summon 1 "Dreamcatcher" monster from your hand. You can Tribute 1 other "Dreamcatcher" monster; gain 1000 LP. If this card is sent from the field to the GY, except by a card effect: You can draw 1 card. You can only use each effect of "Dreamcatcher - Dragon Lawyer" once per turn.

2200/1800

 

Spell/Trap Cards:

 

Dreamscape

Field Spell Card

(This card is always treated as a "Dreamcatcher" card.)

If a "Dreamcatcher" monster(s) is Normal or Special Summoned to your field: Gain 100 LP, then place Dream Counters on this card equal to the number of monsters Summoned. The LP you gain from this effect is increased by 100 for each Dream Counter on this card. Once per turn (Quick Effect): You can remove any number of Dream Counters from this card; all "Dreamcatcher" monsters you control gain ATK and DEF equal to the number of counters removed x 100.

 

Dreamcatcher - Chocolate River

Continuous Spell Card

Once per turn: You can target any number of "Dreamcatcher" monster in your GY; shuffle those targets into the Deck, then gain LP equal to the number of monsters shuffled into the Deck x 500. If a "Dreamcatcher" monster(s) you control would be destroyed by battle or card effect, you can take 500 damage for each of those monsters instead.

Dreamcatcher - Falling Sideways
Quick-Play Spell Card
Special Summon 1 "Dreamcatcher" monster from your hand in Attack Position, then you can Special Summon 1 "Dreamcatcher" monster from your hand with different name in Defense Position, but if you do, destroy both monsters during the End Phase of this turn. You cannot Special Summon monsters from your Extra Deck during the turn you activate this card, except "Dreamcatcher" monsters. You can only activate 1 "Dreamcatcher - Falling Sideways" once per turn.

Dreamcatcher - Bottomless Pit
Normal Trap Card
Send 1 "Dreamcatcher" monster from your hand or field to the GY; gain LP equal to its ATK or DEF (whichever is higher), also you cannot gain LP, except by the effects of "Dreamcatcher" cards for the rest of this turn. If you control "Dreamscape", you can activate this card from your hand. You can send 1 "Dreamcatcher" monster from your hand or field to the GY; add this card from your GY to your hand. You can only activate 1 "Dreamcatcher  - Bottomless Pit" per turn.

Dreamcatcher - Syrup Clouds
Continuous Trap Card
When this is activated: You can gain 1000 LP, also you cannot gain LP, except by the effects of "Dreamcatcher" cards for the rest of this turn. When a "Dreamcatcher" monster(s) you control is targeted by your opponent's card effect (Quick Effect): You can pay 1000 LP; negate the activation, and if you do, destroy it.

RIP ARCHETYPE (10/10):

RIP is an Archetype of Zombie-Type/DARK monsters with 0 ATK/DEF with various Levels. They focus on Fusion Monsters and banishing, where they want to bring out their boss monster RIP Bloody Body. Each monster can be Special Summon from your hand if you control another specific monster and one that activates if banished from the field, with the exception of RIP Tormented Torso.

 

You are meant to be able to pull off all Fusion Monsters in a single turn, though this Archetype was prototyped before the new Extra Monster Zone was revealed, so I had to make some changes from the original version, but it should still be possible to use them without having to use Link Monsters as well.

 

The name is an acronym for "Remaining In Pieces" and the monsters are based on body parts, each of them using alliteration as well. This is my first Archetype to be fully complete in the first post, rather than making them from time to time instead, as these were specifically designed so that you could play them from the get-go. I may do more of this in the future, but I prefer the other way.

 

Main Deck Monsters:


RIP Tormented Torso
Zombie-Type/DARK
Level 4
If you control no monsters, you can Special Summon this card (from your hand). You can Tribute this card; Special Summon 1 "RIP" monster from your hand or Deck, except "RIP Tormented Torso". You can only use this effect of "RIP Tormented Torso" once per turn.
0/0

RIP Haunted Head
Zombie-Type/DARK
Level 3
If you control "RIP Tormented Torso", you can Special Summon this card (from your hand). If this card is banished from your field: You can add 1 "RIP" monster from your Deck to your hand, except "RIP Haunted Head". You can only use this effect of "RIP Haunted Head" once per turn.
0/0

RIP Awful Arms
Zombie-Type/DARK
Level 3
If you control "RIP Tormented Torso", you can Special Summon this card (from your hand). If this card is banished from your field: You can add 1 "Polymerization" from your Deck or Graveyard to your hand. You can only use this effect of "RIP Awful Arms" once per turn.
0/0

RIP Loathsome Legs
Zombie-Type/DARK
Level 3
If you control "RIP Tormented Torso", you can Special Summon this card (from your hand). If this card is banished from your field: You can target 1 "RIP" monster in your Graveyard; add it to your hand. You can only use this effect of "RIP Loathsome Legs" once per turn.
0/0

RIP Horrid Hands
Zombie-Type/DARK
Level 2
If you control "RIP Awful Arms", you can Special Summon this card (from your hand). If this card is banished from your field: You can target 1 of your banished "RIP" monsters, except "RIP Horrid Hands"; return it to your hand. You can only use this effect of "RIP Horrid Hands" once per turn.
0/0

RIP Fragile Feet
Zombie-Type/DARK
Level 2
If you control "RIP Loathsome Legs", you can Special Summon this card (from your hand). If this card is banished from your field: You can Special Summon 1 "RIP" monster from your hand. You can only use this effect of "RIP Fragile Feet" once per turn.
0/0

 

Extra Deck Monsters:

RIP Barely Breathing
Zombie-Type/DARK/Fusion
Level 4
"RIP Tormented Torso" + "RIP Haunted Head"
Must be either Fusion Summoned, or Special Summoned by banishing the above cards you control (in which case you do not use "Polymerization"), and cannot be Special Summoned by other ways. This card gains 300 ATK for each other "RIP" Fusion Monster you control, in your Graveyard or is banished. Once per turn, during either player's turn: You can target 1 face-up monster your opponent controls; banish that target and this card until your next Standby Phase.
2000/0    

RIP Broken Bones
Zombie-Type/DARK/Fusion
Level 4
"RIP Awful Arms" + "RIP Horrid Hands"
Must be either Fusion Summoned, or Special Summoned by banishing the above cards you control (in which case you do not use "Polymerization"), and cannot be Special Summoned by other ways.  This card gains 300 ATK for each other "RIP" Fusion Monster you control, in your Graveyard or is banished. Once per turn, during either player's turn: You can target 1 Spell/Trap Card your opponent controls; banish that target and this card until your next Standby Phase.
2000/0    

RIP Shakily Standing
Zombie-Type/DARK/Fusion
Level 4
"RIP Loathsome Legs" + "RIP Fragile Feet"
Must be either Fusion Summoned, or Special Summoned by banishing the above cards you control (in which case you do not use "Polymerization"), and cannot be Special Summoned by other ways. This card gains 300 ATK for each other "RIP" Fusion Monster you control, in your Graveyard or is banished. Once per turn, during either player's turn: You can target 1 Set card your opponent controls; banish that target and this card until your next Standby Phase.
2000/0    

RIP Bloody Body
Zombie-Type/DARK/Fusion
Level 12
"RIP Barely Breathing" + "RIP Broken Bones" + "RIP Shakily Standing"
Must be either Fusion Summoned, or Special Summoned by banishing cards you control with the above original names and/or from your Graveyard (in which case you do not use "Polymerization"), and cannot be Special Summoned by other ways. Once per turn: You can target 1 monster your opponent controls; change its battle position, and if you do, negate its effects, also if this card destroys that monster by battle this turn, it can make a second attack in a row. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent, also if it destroys that monster by battle, banish it instead of sending it to the Graveyard. The DEF of all Special Summon monsters on the field become 0.     
3500/0

CHTHONIC ARCHETYPE (13/13):

Chthonic is an Archetype of Level 1, 4 and 8 Fiend-Type/FIRE Union monsters, as well as 1 Level 5 Synchro Monster. Each monster is like a normal Union monster, with the exception that they allow you to equip or unequip during either player's Main Phase instead of just your own, which supports their Field Spell Card Chthonic Flamerealm that lowers the ATK and DEF of all non-FIRE monsters on the field. Their name means something demonic and they are based on demons from Christian mythology.
 
Main Deck Monsters:
 
Chthonic Gamigin   
Fiend-Type/FIRE/Union/Tuner
Level 1
Once per turn, during either player's Main Phase, you can either: Target 1 "Chthonic" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it (this is a Quick Effect). If this equipped card is Special Summoned, you can: Immediately after this effect resolves, Synchro Summon 1 Synchro Monster using this card you control as Synchro Material. If the equipped monster would be destroyed by battle or card effect, destroy this card instead.

500/0
 
Chthonic Pruflas
Fiend-Type/FIRE/Union
Level 4
Once per turn, during either player's Main Phase, you can either: Target 1 "Chthonic" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it (this is a Quick Effect). The equipped monster gains 1000 ATK, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead.
1000/2000
 
Chthonic Astaroth
Fiend-Type/FIRE/Union
Level 4
Once per turn, during either player's Main Phase, you can either: Target 1 "Chthonic" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it (this is a Quick Effect). The equipped monster gains 1000 DEF, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead.
1500/1500
 
Chthonic Balam
Fiend-Type/FIRE/Union
Level 4
Once per turn, during either player's Main Phase, you can either: Target 1 "Chthonic" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it (this is a Quick Effect). The equipped monster gains 500 ATK and DEF, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead.
1300/1700
 
Chthonic Phenex
Fiend-Type/FIRE/Union  
Level 4
Once per turn, during either player's Main Phase, you can either: Target 1 "Chthonic" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it (this is a Quick Effect). During either player's turn: You can send this equipped card to the Graveyard; add 1 "Chthonic" Spell/Trap Card from your Deck or Graveyard to your hand. If the equipped monster would be destroyed by battle or card effect, destroy this card instead.
1800/1100
 
Chthonic Paimon
Fiend-Type/FIRE/Union
Level 8
You can treat a "Chthonic" monster equipped with an "Chthonic" Union monster as 2 Tributes for this card's Tribute Summon. Once per turn, during either player's Main Phase, you can either: Target 1 "Chthonic" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it (this is a Quick Effect). During either player's turn: You can send this equipped card to the Graveyard, then target 2 Union monsters in your Graveyard, except "Chthonic Paimon"; Special Summon the first target, and if you do, equip the second target to the first target. If the equipped monster would be destroyed by battle or card effect, destroy this card instead.
2500/2500
 
Extra Deck Monsters:
 
Chthonic Gaap
Fiend-Type/FIRE/Synchro/Union
Level 5
1 Tuner + 1 or more non-Tuner Union monsters
When this card is Synchro Summoned: You can equip 1 "Chthonic" Union monster from your hand or Deck to this card, also you cannot Special Summon monsters for the rest of the turn, except from your hand or Graveyard. Once per turn, during either player's Main Phase, you can either: Target 1 Union monster you control; equip this card to that target, OR: Unequip this card and Special Summon it (this is a Quick Effect). You can send this equipped card to the Graveyard; Special Summon 1 Union monster from your hand or Graveyard, except "Chthonic Gaap". If the equipped monster would be destroyed by battle or card effect, destroy this card instead.

2000/2000
 
Spell/Trap Cards:
 
Chthonic Flamehoard
Normal Spell Card
Special Summon 1 Level 4 or lower "Chthonic" monster from your hand, then you can equip 1 "Chthonic" Union monster from your hand to that monster, also you cannot Special Summon monsters for the rest of the turn, except from your hand or Graveyard. You can only activate 1 "Chthonic Flamehoard" per turn.
   
Chthonic Flamestrike
Quick-Play Spell Card
Send any number of "Chthonic" Union monsters equipped to monsters you control to the Graveyard, then target the same number of cards your opponent control; destroy them, then if you control "Chthonic Flamerealm", draw 1 card.
 
Chthonic Flamerealm
Field Spell Card
When this card is activated: You can add 1 "Chthonic" monster from your Deck to your hand. Once per turn, if a "Chthonic" monster is Special Summoned to your field: All monsters on the field lose 500 ATK and DEF, except FIRE monsters. If you control a non-FIRE monster, destroy this card. You can only activate 1 "Chthonic Flamerealm" per turn.
 
Chthonic Flamefort
Continuous Trap Card
Your opponent cannot target "Chthonic" monsters you control with effects, also "Cthonic" Union monsters equipped to monsters you control cannot be destroyed by your opponent's card effects. If you control a non-FIRE monster, destroy this card. If you control "Chthonic Flamerealm", you can activate this card from your hand.
 
Chthonic Flamedash
Normal Trap Card
Target 1 "Chthonic" Union monster in your Graveyard and 1 "Chthonic" monster you control and; equip the first target to the second target. You can banish it from your Graveyard, then target 1 "Chthonic" Union monster equipped to a monster you control; Special Summon that target. If you control "Chthonic Flamerealm", you can activate this card from your hand. You can only use 1 effect of "Chthonic Flamedash" per turn, and only once that turn.

DIGISAUR ARCHETYPE (15/15):

Digisaur is an Archetype of Cyberse/EARTH monsters with various Levels. They focus on Link Summoning and Link Monsters in general by using "Digisaur Egg", and also incorporate banishing.
 
This is both my first Cyberse Archetype, but also my first Link Monster Archetype as well, so the design in this is more experimental than I normally do, so to be clear, I go by the assumption that you cannot use a Link Monster to Special Summon something from the Extra Deck to that monster's Link Zones, which can be an important difference when playing this Deck.
 
The name is a portmanteau of Digital and Dinosaur, and they are in general based around dinosaurs. Originally, I wanted them to be called Cybersaur as Cyberse was Cybers, though I realized that this wouldn't work due to Cyber being an Archetype already, with Cyber Dragon and such, but I think this works just the same.
 
Main Deck Monsters:
 
Digisaur Linheraptor
Cyberse/EARTH
Level 3
If you control no monsters, and your opponent controls a monster(s), you can Special Summon this card (from your hand), but you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except "Digisaur" monsters. If this is sent to the GY for a Link Summon of a "Digisaur" Link Monster: You can banish this card from your GY, then draw 1 card. You can only use this effect of "Digisaur Linheraptor" once per turn.
1200/1100
 
Digisaur Stegosaurus
Cyberse/EARTH
Level 4
When this card is Normal or Flip Summoned: You can add 1 "Digisaur" card from your Deck to your hand, except "Digisaur Stegosaurus", then discard 1 card. Once per turn: You can target 1 "Digisaur" monster in your GY; banish that target, and if you do, all "Digisaur" monsters you control will gain 500 ATK and DEF until the end of the next turn.
1500/1500
 
Digisaur Brontosaurus  
Cyberse/EARTH
Level 4
You can target 1 "Digisaur" monster in your GY, then Tribute this card; Special Summon that target, then if that target is "Digisaur Egg", gain 1000 LP. If this card is banished: You can target 1 "Digisaur" card in your GY; add it to your hand. You can only use each effect of "Digisaur Brontosaurus" once per turn.
1800/1000
 
Digisaur Ceratosaurus
Cyberse/EARTH
Level 5
You can target 1 linked monster you control in your Main Monster Zone; return it to your hand, and if you do, Special Summon this card from your hand to that zone. If this card is banished: You can Special Summon 1 "Digisaur" monster from your hand. You can only use each effect of "Digisaur Ceratosaurus" once per turn.
2000/1600
 
Digisaur Brachiosaurus
Cyberse/EARTH
Level 5
If you control no monsters in your Main Monster Zone and a "Digisaur" monster in your Extra Monster Zone, you can Special Summon this card (from your hand) in Defense Position. During your Main Phase: You can Fusion Summon 1 Fusion Monster from your Extra Deck by banishing "Digisaur" monsters from your hand or side of the field as Fusion Material. You can only use this effect of "Digisaur Brachiosaurus" once per turn.
1600/2200
 
Extra Deck Monsters:
 
Digisaur Egg
Cyberse/EARTH/Link
Link Arrows: Down
1 "Digisaur" monster
Once per turn: You can Special Summon 1 "Digisaur" monster from your hand to your zone this card points to, but it has its effects negated. You can only Link Summon "Digisaur Egg(s)" once per turn.
0/LINK-1
 
Digisaur Allosaurus
Cyberse/EARTH/Link
Link Arrows: Bottom Left, Bottom Right
"Digisaur Egg" + 1 "Digisaur" monsters
When this card is Link Summoned: You can target 1 Spell/Trap your opponent controls; destroy it. Once per turn (Quick Effect): You can Tribute 1 "Digisaur" monsters this card points to; inflict 1000 damage to your opponent.
2000/LINK-2
 
Digisaur Triceratops
Cyberse/EARTH/Link
Link Arrows: Left, Right
"Digisaur Egg" + 1 "Digisaur" monsters
When this card is Linked Summoned: You can target up to 2 of your banished "Digisaur" cards; return them to the GY. You can Tribute 1 "Digisaur" monster this card points to; this card can make an additional attack on an opponent's monster during each Battle Phase this turn.

2300/LINK-2
 
Digisaur Shunosaurus
Cyberse/EARTH/Link
Link Arrows: Down, Left, Right
"Digisaur Egg" + 1+ "Digisaur" monsters
When this card is Link Summoned: You can target 1 monster your opponent controls; destroy it. Once per turn, if this card points to no monsters: You can target 1 of your banished "Digisaur" monsters; Special Summon that target to your zone this card points to, but it has its effects negated.
2500/LINK-3
 
Digisaur Daxiatitan
Cyberse/EARTH/Fusion
Level 10
3 "Digisaur" monsters
You can treat Link Monsters used as Fusion Material for this card's Fusion Summon as monsters equal to its Link Rating. When this card is Fusion Summoned: You banish as many monsters from both players GY as possible, and if you do, inflict 100 damage to your opponent for each monster banished. Once per turn, when this card is targeted by your opponent's card effect (Quick Effect): You can banish 1 other "Digisaur" monster from your hand or side of the field; negate the activation, and if you do, banish that card. Once per turn, during the End Phase: You can target 1 of your banished "Digisaur" monsters; add it to your hand.
3000/3000

Spell/Trap Cards:
 
Digisaur Land
Field Spell Card
When this card is activated: You can target 1 "Digisaur" Link Monster in your Extra Monster Zone; move it to a zone it points to in the Main Monster Zone, and if you do, draw 1 card. All "Digisaur" monsters you control linked to "Digisaur" Link Monsters gain 300 ATK and DEF. If a "Digisaur" monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step.
 
Digisaur Evolution
Normal Spell Card
Fusion Summon 1 Fusion Monster from your Extra Deck by using "Digisaur" monsters from your hand or side of the field as Fusion Material. If your opponent controls a monster in their Extra Monster Zone, you can also banish 1 "Digisaur" monster from your Deck or GY as Fusion Material. You can only activate 1 "Digisaur Evolution" per turn.
 
Digisaur Nest
Continous Spell Card
You can banish 1 "Digisaur" monster from your hand or GY; place 1 Egg Counter on this card. If this card has an Egg Counter on it, you can substitute this card for "Digisaur Egg" for the Link Summon of a "Digisaur" Link Monster. If a "Digisaur" Link Monster(s) would be destroyed by battle or your opponent's card effect, you can remove 1 Egg Counter from this card instead for each of those monsters.
 
Digisaur Roar
Normal Trap Card
When a "Digisaur" monster you control is targeted for an attack: Negate the attack, then end the Battle Phase, also until the end of this turn, your opponent cannot activate monster effects. If a "Digisaur" Link Monster is Special Summoned: You can Special Summon this card from your GY as a Normal Monster (Cyberse/EARTH/Level 1/ATK 0/DEF 0). (This card is NOT treated as a Trap.) If Summoned this way, banish it when it leaves the field.

Digisaur Strike
Continous Trap Card
When this card is activated: You can banish 1 "Digisaur" monster from your hand or side of the field; Special Summon 1 "Digisaur" monster from your hand, Deck or GY. If a "Digisaur" monster you control battles an opponent's monster, at the end of the Damage Step: Banish that opponent's monster.

 

PROMETHEUS - FORMING AN ARCHETYPE #31 (12/12):

Prometheus is an Archetype of Level 4 Fiend-Type/DARK monsters that contains two sub-Archetypes revolving around the card, Prometheus, King of the Shadows, the first being Servant of Prometheus for the monsters, and the second being Shadow of Prometheus for the Spell/Trap Cards. They focus on supporting Prometheus and its effect that banished DARK monsters from the Graveyard to boost up its ATK. Each monster has two effects, related to the banishing mostly.

Original Card:
http://i.imgur.com/vihCf2l.png
If this card is Normal Summoned: Banish any number of DARK monsters from your Graveyard, and if you do, this card gains 400 ATK for each, until the end of this turn.
 
New Cards:

Main Deck Monsters:
 
Fiendish Servant of Prometheus
Fiend-Type/DARK
Level 4
During your Main Phase, if this card is banished: You can target 1 "Prometheus, King of the Shadows"; destroy that target, and if you do, Special Summon this banished card. When this card is destroyed by battle or card card effect and sent to the Graveyard: You can target 1 "Prometheus, King of the Shadows" in your Graveyard; add that target to your hand. You can only use each effect of "Fiendish Servant of Prometheus" once per turn.
1000/2000
 
Demonic Servant of Prometheus
Fiend-Type/DARK
Level 4
When this card is Normal Summoned or Special Summoned: You can take 1 "Servant of Prometheus" monster in your Deck and either add it to your hand or send it to your Graveyard. If this card is banished from your Graveyard: You can target 1 "Servant of Prometheus" monster in your Graveyard; Special Summon that target in Defense Position. You can only use each effect of "Demonic Servant of Prometheus" once per turn.
1600/0
 
Hellish Servant of Prometheus
Fiend-Type/DARK
Level 4
You can discard this card; add 1 "Prometheus, King of the Shadows" from your Deck to your hand. If this card is banished from your Graveyard: You can add 1 "Shadow of Prometheus" Spell/Trap Card from your Deck to your hand. You can only use each effect of "Hellish Servant of Prometheus" once per turn.
1500/1200
 
Devilish Servant of Prometheus
Fiend-Type/DARK
Level 4
During your Main Phase, if this card was Normal or Special Summoned this turn: You can Special Summon 1 "Servant of Prometheus" monster from your hand, then destroy this card. During your Main Phase, if this card is banished: You can discard 1 DARK monster; this turn, you can Normal Summon 1 DARK monster in addition to your Normal Summon/Set (you can only gain this effect once per turn.) You can only use each effect of "Devilish Servant of Prometheus" once per turn.
1400/1600
 
Impish Servant of Prometheus
Fiend-Type/DARK
Level 4
During either player's turn: You can banish 1 DARK monster from your Graveyard, then target 1 other DARK monster you control; it gains ATK equal to half that banished monster's ATK, until the end of this turn. If this card is banished from your Graveyard: You can target 1 of your banished "Servant of Prometheus" monsters, except "Impish Servant of Prometheus"; add that target to your hand. You can only use each effect of "Impish Servant of Prometheus" once per turn.
1800/0
 
Extra Deck Monsters:
 
Prometheus, Master of Shadows
Fiend-Type/DARK/Xyz
Rank 4
2 Level 4 DARK monsters
This card's name becomes "Prometheus, King of the Shadows" while face-up on the field. Once per turn: You can detach 1 Xyz Material from this card; send up to 2 DARK monsters from your Deck to the Graveyard, then if you sent "Prometheus, King of the Shadows", this card can make a second attack during each Battle Phase this turn. If this card would be destroyed by battle or card effect, you can banish 2 DARK monsters from your Graveyard instead.
2500/1200

Spell/Trap Cards:
 
Dominating Shadow of Prometheus
Field Spell Card
When this card is activated while you control "Prometheus, King of the Shadows": Negate the effects of all face-up cards your opponent currently controls. Once per turn, if a "Servant of Prometheus" monster is banished from your Graveyard: You can target 1 Spell/Trap Card your opponent controls; destroy it. Face-up monsters your opponent control lose 100 ATK and DEF for each of your banished DARK monsters with different names.
 
Mysterious Shadow of Prometheus
Continuous Spell Card
Once per turn: You can target 1 DARK monster you control, then pay 1000 LP; that target's name becomes "Prometheus, King of the Shadows". While you control "Prometheus, King of the Shadows", your opponent cannot target monsters you control for attacks or effects, except the monster with the highest ATK.
 
Striking Shadow of Prometheus
Quick-Play Spell Card
Target 1 "Prometheus, King of the Shadows" you control and 1 face-up monster your opponent controls; the first target's ATK becomes equal to the second target's ATK, also the first target cannot be destroyed by battle for the rest of this turn. You can banish this card from your Graveyard, then target 1 "Servant of Prometheus" monster you control; double its ATK until the end of this turn, but any damage your opponent takes for the rest of the turn is halved.
 
Darkest Shadow of Prometheus
Normal Trap Card
If you control no monsters: Special Summon 1 "Prometheus, King of the Shadows" from your hand or Deck, then you can banish any number of DARK monsters from your Graveyard, and if you do, it gains 300 ATK for each. You can banish this card from your Graveyard, then target 1 "Shadow of Prometheus" Spell/Trap Card in your Graveyard; add that target to your hand.
 
Dormant Shadow of Prometheus
Normal Trap Card
Target 1 "Prometheus, King of the Shadows" you control; banish it. During your next Standby Phase, return it, and if you do, its ATK becomes 3000 until the end of this turn. You can banish this card from your Graveyard, then target 1 of your banished "Prometheus" cards, except "Dormant Shadow of Prometheus"; return it to the Graveyard.
 
Hidden Shadow of Prometheus
Continous Trap Card
You can target 1 "Prometheus, King of the Shadows" you control and 1 of your banished "Servant of Prometheus" monsters; the first target gains 500 ATK until the end of this turn, and if it does, return the second target to the Graveyard. You can banish 1 DARK monster from your Graveyard, then target 1 "Prometheus, King of the Shadows" you control; that target gains 500 ATK until the end of this turn. You can only use 1 effect of "Hidden Shadow of Prometheus" per turn, and only once that turn.

GLADIATRIX ARCHETYPE (13/13):

Gladiatrix is an Archetype of Level 4, 6 and 8 Beast-Warrior-Type/DARK Gemini monsters. They focus on Equip Spell Cards and Gemini monsters in general. Each monster has an effect that increases their ATK if they have a specific Equip Spell Card equipped to them, and some other effect. Each Equip Spell Card turns the monsters in Effect Monsters and gives them their effect, increases their ATK and protects them if they should be destroyed, and they have some other effect as well. Each Level 4 monster will increase to 2500 ATK should they have their Equip Spell Card equipped to them, and the Level 6 increases to 3000 ATK. Their name is the female version of gladiator, and they each have a weapon, hence the "wielder" suffix.
 
Monsters:
 
Gladiatrix Swordwielder
Beast-Warrior-Type/DARK/Gemini
Level 4
This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
● If this card is equipped with "Gladiatrix Beastsword", it gains 400 ATK. Once per turn: You can target 1 "Gladiatrix" monster in your Graveyard, except "Gladiatrix Swordwielder"; add that target to your hand.
1600/1000
 
Gladiatrix Spearwielder
Beast-Warrior-Type/DARK/Gemini
Level 4
This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
● If this card is equipped with "Gladiatrix Sharpspear", it gains 200 ATK. Once per turn: You can Special Summon 1 Gemini monster from your hand, then if that monster is a "Gladiatrix" monster, it becomes an Effect Monster and gains its effects.
1800/1400
 
Gladiatrix Macewielder
Beast-Warrior-Type/DARK/Gemini
Level 4
This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
● If this card is equipped with "Gladiatrix Megamace", it gains 500 ATK. Once per turn: You can excavate the top 3 cards of your Deck, add excavated 1 Gemini monster to your hand, also shuffle the rest into the Deck.
1500/1500
 
Gladiatrix Axewielder
Beast-Warrior-Type/DARK/Gemini
Level 6
This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
● If this card is equipped with "Gladiatrix Clawaxe", it gains 300 ATK. Once per turn: You can target 1 "Gladiatrix" Equip Spell Card in your Graveyard and 1 "Gladiatrix" monster you control; equip the first target to the second target.
2200/1700
 
Gladiatrix Halberdwielder
Beast-Warrior-Type/DARK/Gemini
Level 6
This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
● If this card is equipped with "Gladiatrix Hurtinghalberd", it gains 100 ATK. Once per turn: You can send any number of Equip Spell Cards from your hand or side of the field to the Graveyard, then target the same number of cards your opponent control; return them to the hand.
2400/1200
 
Gladiatrix Scythewielder
Beast-Warrior-Type/DARK/Gemini
Level 8
This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
● If this card is equipped with "Gladiatrix Slashscythe", it gains 500 ATK. Once per turn: You can inflict 500 damage to your opponent for each Equip Spell Card equipped to this card, and if you do, gain LP equal to the damage inflicted.
2500/2000

 
Spell/Trap Cards:
 
Gladiatrix Beastsword
Equip Spell Card
Equip only to a "Gladiatrix" monster. It becomes an Effect Monster, and gains its effects, also it gains 500 ATK. If it attacks an opponent's monster, negate that monster's effects until the end of the Damage Step. If the equipped monster would be destroyed, destroy this card instead.
 
Gladiatrix Sharpspear
Equip Spell Card
Equip only to a "Gladiatrix" monster. It becomes an Effect Monster, and gains its effects, also it gains 500 ATK. If it targets an opponent's Attack Position monster for an attack: You can change the attack target to Defense Position, and if you do, halve its DEF until the end of this turn, also the equipped monster inflicts piercing battle damage to your opponent until the end of the Damage Step. If the equipped monster would be destroyed, destroy this card instead.
 
Gladiatrix Megamace
Equip Spell Card
Equip only to a "Gladiatrix" monster. It becomes an Effect Monster, and gains its effects, also it gains 500 ATK. If it battles an opponent's monster, it cannot be destroyed by card effects and your opponent cannot activate cards or effects that target the equipped monster until the end of the Damage Step. If the equipped monster would be destroyed, destroy this card instead.
 
Gladiatrix Clawaxe
Equip Spell Card
Equip only to a "Gladiatrix" monster. It becomes an Effect Monster, and gains its effects, also it gains 500 ATK. Once per turn, if the equipped monster destroys an opponent's monster by battle, after damage calculation: It can make a second attack in a row. If the equipped monster would be destroyed, destroy this card instead.
 
Gladiatrix Hurtinghalberd
Equip Spell Card
Equip only to a "Gladiatrix" monster. It becomes an Effect Monster, and gains its effects, also it gains 500 ATK. Once per turn, during either player's turn: You can banish 1 Equip Spell Card from your Graveyard; this card gains that target's effects until the end of this turn. If the equipped monster would be destroyed, destroy this card instead.
 
Gladiatrix Slashscythe
Equip Spell Card
Equip only to a "Gladiatrix" monster. It becomes an Effect Monster, and gains its effects, also it gains 500 ATK. Up to twice per turn, if your opponent takes damage: Draw 1 card. If the equipped monster would be destroyed, destroy this card instead.
 
Gladiatrix Arsenal
Continuous Trap Card
You can discard 1 "Gladiatrix" card; Special Summon 1 "Gladiatrix" monster from your hand, then you can equip 1 "Gladiatrix" Equip Spell Card that is listed in that monster's text from your hand or Deck. You can target 1 "Gladiatrix" Equip Spell Card and 1 "Gladiatrix" monster you control, except the equipped monster; equip the first target to the second target. You can only activate each effect of "Gladiatrix Arsenal" once per turn. You cannot activate these effects in the same Chain.

ARCHAIC ARCHETYPE (15/15):

Archaic is an Archetype of Level 4, 6 and 7 monsters with various Types and Attributes. They focus on reducing their own ATK to activate their effects and Xyz Monsters. Each monster has two effects, one that allows them to Special Summon themselves from your hand if reduce the ATK of one of your Archaic monsters and another that reduces its own ATK for an effect. They are grouped into two sub-Archetypes, Archaic Beast and Archaic Deity, the first of which are Level 4 monsters with various Types and Attributes, the second which are Level 6 and higher Fairy-Type monsters with various Attributes. They are based on ancient Mesopotamian culture, religion and creatures and the name Archaic is both in reference to this, as well as them being so archaic that they are breaking down, represented by them reducing their ATK.
 
Main Deck Monsters:
 
Basmu the Archaic Beast
Reptile-Type/EARTH
Level 4
If an "Archaic" monster you control loses ATK: You can Special Summon this card from your hand. When this card is Normal or Special Summoned: You can add 1 "Archaic" card from your Deck to your hand, except "Basmu the Archaic Beast", and if you do, this card loses 1000 ATK and DEF. You can only use each effect of "Basmu the Archaic Beast" once per turn.
1500/2000
 
Rabisu the Archaic Beast
Zombie-Type/DARK
Level 4
If an "Archaic" monster you control loses ATK: You can Special Summon this card from your hand. You can target 1 other face-up "Archaic" monster you control; that target gains 600 ATK and DEF, and if it does, this card loses 600 ATK and DEF. You can only use each effect of "Rabisu the Archaic Beast" once per turn.
1600/1400
 
Anzu the Archaic Beast
Winged Beast-Type/WATER
Level 4
If an "Archaic" monster you control loses ATK: You can Special Summon this card from your hand. You can target 1 "Archaic" Spell/Trap Card in your Graveyard; this card loses 800 ATK and if it does, add that target to your hand. You can only use each effect of "Anzu the Archaic Beast" once per turn.
1800/1000
 
Kulullu the Archaic Beast
Fish-Type/WATER
Level 4
If an "Archaic" monster you control loses ATK: You can Special Summon this card from your hand. During your Main Phase you can: Immediately after this effect resolves, Normal Summon 1 "Archaic" monster from your hand, also this card loses 700 ATK. You can only use each effect of "Kulullu the Archaic Beast" once per turn.
1700/700
 
Ninazu the Archaic Deity
Fairy-Type/DARK
Level 6
If an "Archaic" monster you control loses ATK: You can Special Summon this card from your hand. When this card is Normal or Special Summoned: You can Special Summon 1 "Archaic Deity" monster from your hand, and if you do, this card loses 1000 ATK and DEF. You can only use each effect of "Ninazu the Archaic Deity" once per turn.
2000/2000
 
Lehar the Archaic Deity
Fairy-Type/EARTH
Level 6
If an "Archaic" monster you control loses ATK: You can Special Summon this card from your hand. If you Normal or Special Summon exactly 1 "Archaic" monster: You can Special Summon this card from your hand, and if you do, its Level becomes equal to that Special Summoned monster's Level/Rank, and if you do, this card loses 500 ATK and DEF. You can only use each effect of "Lehar the Archaic Deity" once per turn.
2200/1800
 
Enlil the Archaic Deity
Fairy-Type/WIND
Level 7
If an "Archaic" monster you control loses ATK: You can Special Summon this card from your hand. During either player's turn: You can target 1 face-up Spell/Trap Card your opponent controls; return it to the hand, also if you control another "Archaic Deity" monster, your opponent cannot activate cards with the same name for the rest of this turn, also this card loses 500 ATK and DEF. During the End Phase, if this card was Special Summoned by its own effect, it loses 500 ATK. You can only use each effect of "Enlil the Archaic Deity" once per turn.
2500/2000
 
Ninlil the Archaic Deity
Fairy-Type/WIND
Level 7
If an "Archaic" monster you control loses ATK: You can Special Summon this card from your hand. During either player's turn: You can target 1 face-up monster your opponent controls; return it to the hand, also if you control another "Archaic Deity" monster, your opponent cannot Special Summon monsters with the same name for the rest of this turn, also this card loses 500 ATK and DEF. During the End Phase, if this card was Special Summoned by its own effect, it loses 500 ATK. You can only use each effect of "Ninil the Archaic Deity" once per turn.
2000/2500
 
Enki the Archaic Deity
Fairy-Type/WATER
Level 7
If an "Archaic" monster you control loses ATK: You can Special Summon this card from your hand. During either player's turn: You can have this card lose 500 ATK and DEF, also your opponent cannot activate monster effects until the end of this phase. During the End Phase, if this card was Special Summoned by its own effect, it loses 500 ATK. You can only use each effect of "Enki the Archaic Deity" once per turn.
2300/2300
 
Extra Deck Monsters:
 
Kusarikku the Archaic Beast
Beast-Warrior-Type/EARTH/Xyz
Rank 4
2 Level 4 "Archaic" monsters
Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 other "Archaic" monster you control; that target gains 1500 ATK, also this card loses 1500 ATK. These changes last until the end of the next turn. While this card's ATK is 0, your opponent cannot target this card for attacks or effects.
1500/2300
 
Anu the Archaic Deity
Fairy-Type/LIGHT/Xyz
Rank 7
2 Level 7 "Archaic" monsters
Must be Xyz Summoned, and cannot be Special Summoned by other ways. Once per turn, during either player's turn, when your opponent activates a card or effect: You can detach 1 Xyz Material from this card; negate the activation, and if you do, destroy it, then this card loses 500 ATK. While this card has no Xyz Material, it can attack your opponent directly.
3000/3000
 
Spell/Trap Cards:
 
Archaic Ruins
Field Spell Card
Each time an "Archaic" monster you control loses ATK, place 1 Archaic Counter on this card for each monster that lost ATK. All "Archaic" monsters you control gain 100 ATK and DEF for each Archaic Counter on this card. During the Standby Phase, if there are Archaic Counters on this card: Draw 1 card and reveal it, then remove all Archaic Counter from this card, then unless the revealed card is an "Archaic" card, discard it.
 
Archaic Amulet
Equip Spell Card
Target 1 "Archaic" monster in your Graveyard; Special Summon that target and equip this card to it. It cannot be destroyed by battle or your opponent's card effects. During the Standby Phase, the equipped monster loses 500 ATK. If its ATK becomes 0 because of this effect, destroy this card and that monster.
 
Archaic Statue
Quick-Play Spell Card
Target 1 "Archaic" monster you control, then declare ATK in multiple of 300 (max. 1200); that target loses ATK equal to the ATK declared, then Special Summon "Statue Tokens" (Rock-Type/EARTH/Level 1/ATK 300/DEF 300) equal to the number of multiples of 300 ATK lost. These Tokens cannot be Tributed, except for the Tribute Summon of an "Archaic" monster, also your opponent cannot target other monsters you control for attacks while you control a "Statue Token".
 
Archaic Scripture
Normal Trap Card
If you control no monsters: Special Summon 1 "Archaic Beast" monster from your hand or Deck, but it is returned to your hand during the End Phase. You can banish this card from your Graveyard, then target 1 "Archaic" monster in your Graveyard; add it to your hand. You can only use 1 effect of "Archaic Scripture" per turn, and only once that turn.

MAGNUM OPUS ARCHETYPE (12/12):

Magnum Opus is an Archetype of Level 12 Machine-Type/FIRE Special Summon-only monsters. They focus on having less cards in your hand than your opponent. Each monster is Special Summoned from your hand by sending all cards in your hand to the Graveyard, and they each have an effect that prevents your opponent from negating that Special Summon as long as Magnum Opus cards were sent as well.
 
They have two other effects as well, one which requires you to have less cards in your hand than your opponent to activate. Thematically they are giant machines, the "magnum opus" meaning one's greatest work, as seen in them being the highest Level in the game, and their names are also in Latin.
 
Lastly, happy new year everyone, as this is my last Archetype this year, I thought that it would be appropriate to make my own magnum opus, so to speak, but don't worry, I of course plan to make more Archetypes in the future.
 
Main Deck Monsters:
 
Magnum Opus - Initium
Machine-Type/FIRE
Level 12
Cannot be Normal Summoned Set. Must be Special Summoned (from your hand) by sending all cards in your hand to the Graveyard (min. 2) and cannot be Special Summoned by other ways. If you sent any "Magnum Opus" cards, this card's Special Summon cannot be negated. When this card is Special Summoned: You can add 1 "Magnum Opus" Spell/Trap Card from your Deck or Graveyard to your hand. During either players turn: You can return this card to your hand, and if you do, Special Summon 1 "Magnum Opus" monster from your hand ignoring its Summoning conditions, except "Magnum Opus - Initium". You must have less cards in your hand then your opponent to activate and to resolve this effect.
2000/2000
 
Magnum Opus - Invisus
Machine-Type/FIRE
Level 12
Cannot be Normal Summoned Set. Must be Special Summoned (from your hand) by sending all cards in your hand to the Graveyard (min. 2) and cannot be Special Summoned by other ways. If you sent any "Magnum Opus" cards, this card's Special Summon cannot be negated. When this card is destroyed by battle or your opponent's card effect and sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Magnum Opus" monster in your Graveyard; Special Summon that target, ignoring its Summoning conditions. Once per turn: You can target 1 card your opponent controls; banish that target. You must have less cards in your hand then your opponent to activate and to resolve this effect.
2500/2500  
 
Magnum Opus - Gravitas
Machine-Type/FIRE
Level 12   
Cannot be Normal Summoned Set. Must be Special Summoned (from your hand) by sending all cards in your hand to the Graveyard (min. 2) and cannot be Special Summoned by other ways. If you sent any "Magnum Opus" cards, this card's Special Summon cannot be negated. Your opponent must attack this card, if able. Once per turn, during either player's turn: You can target 1 monster your opponent controls; change that target's battle position, and if you do, it cannot change its battle position until the end of this turn. You must have less cards in your hand then your opponent to activate and to resolve this effect.
0/4000
 
Magnum Opus - Facultas
Machine-Type/FIRE
Level 12
Cannot be Normal Summoned Set. Must be Special Summoned (from your hand) by sending all cards in your hand to the Graveyard (min. 2) and cannot be Special Summoned by other ways. If you sent any "Magnum Opus" cards, this card's Special Summon cannot be negated. When this card is Special Summoned: You can return all Spell/Trap Cards you control to the hand, and if you do, this card's original ATK become equal to the number of cards returned x 1000. When this card inflicts battle damage to your opponent: You can draw 2 cards, then discard 1 card. You must have less cards in your hand then your opponent to activate and to resolve this effect.
?/0
 
Magnum Opus - Periculum
Machine-Type/FIRE
Level 12
Cannot be Normal Summoned Set. Must be Special Summoned (from your hand) by sending all cards in your hand to the Graveyard (min. 2) and cannot be Special Summoned by other ways. If you sent any "Magnum Opus" cards, this card's Special Summon cannot be negated. If you control no other monsters, this card gains 2000 ATK and DEF. Once per turn: You can Tribute 1 monster; excavate the top 5 cards of your Deck, add 1 "Magnum Opus" card to your hand, also place the rest on top of your Deck in any order. You must have less cards in your hand then your opponent to activate and to resolve this effect.
1500/1500

Magnum Opus - Exitus
Machine-Type/FIRE
Level 12
Cannot be Normal Summoned Set. Must be Special Summoned (from your hand) by sending all cards in your hand to the Graveyard (min. 2) and cannot be Special Summoned by other ways. If you sent any "Magnum Opus" cards, this card's Special Summon cannot be negated. When your opponent Special Summons a monster(s): You can Special Summon 1 "Cog Token" (Machine-Type/FIRE/Level 1/ATK 0/DEF 0) on each field. Once per turn: You can destroy all monsters on the field, and if you do, both players draw cards equal to the number of their monsters that was destroyed. You must have less cards in your hand then your opponent to activate and to resolve this effect.
3000/1500
 
Extra Deck Monsters:
 
Magnum Opus - Dissimulo
Machine-Type/FIRE/Xyz
Rank 12
3 Level 12 monsters
You can also Xyz Summon this card by sending all cards in your hand to the Graveyard (min. 2), then using 1 Level 12 "Magnum Opus" monster you control as Xyz Material When this card is Xyz Summoned: You can draw 1 card for each Xyz Material attached to this card. You must have less cards in your hand than your opponent to activate and to resolve this effect. During either player's turn: You can detach 1 Xyz Material from this card, then target 1 card in either player's Graveyard; banish that target, and if you do, until the end of this turn, negate the effects of all other cards in both players' possession with that type of card (Monster, Spell or Trap).
4500/3500
 
Spell/Trap Cards:
 
Magnum Opus - The Giant Machine
Field Spell Card
When this card is activated: You add 1 "Magnum Opus" monster from your Deck to your hand. You can only Special Summon exactly 1 monster per turn. While you have less cards in your hand than your opponent, "Magnum Opus" monsters you control cannot be targeted or destroyed by your opponent's card effects. You can only activate 1 "Magnum Opus - The Giant Machine" per turn.
 
Magnum Opus - The Great Plan
Continuous Spell Card
When this card is activated, if you have no cards in your hand and you control a "Magnum Opus" monster: You can draw 2 cards. When a "Magnum Opus" monster(s) you control is destroyed by battle or card effect: You can target 1 "Magnum Opus" Spell/Trap Card in your Graveyard; add that target to your hand. You can only use each effect "Magnum Opus - The Great Plan" once per turn.
 
Magnum Opus - The Giant Cog
Equip Spell Card
Equip only to a "Magnum Opus" monster. While you have less cards in your hand than your opponent, the equipped monster gains ATK and DEF equal to the difference x 300. If it battles an opponent's monster, your opponent cannot activate cards or effects until the end of the Damage Step. If the equipped monster would be destroyed, you can destroy this card instead. If this card is sent from your hand to the Graveyard: You can target 1 "Magnum Opus" monster you control; equip this card to that target.

Magnum Opus - The Burning Core
Counter Trap Card
If you control a "Magnum Opus" monster and you have less cards in your hand then your opponent, when your opponent activates a card or effect: Negate the activation, and if you do, destroy it and if you do, inflict 1000 damage to your opponent. During your Draw Phase, if this card is in your Graveyard, instead of conducting your normal draw: You can add this card from your Graveyard to your hand.

Magnum Opus - The Amazing Factory
Continuous Trap Card
Once per turn, during the End Phase, if you have less cards in your hand than your opponent: You can target 1 "Magnum Opus" monster in your Graveyard; add that target to your hand. While you control no monsters, you can Special Summon "Magnum Opus" monsters by sending 2 cards from your hand to the Graveyard instead of your entire hand.

ADAMANTAL ARCHETYPE (11/11):

Adamantal is an Archetype of Level 2, 5 and 8 Rock-Type Pendulum Monsters, with one monster with each Attribute, excluding DIVINE. They focus on Tribute Summoning. Each monster has an effect that activates if it's Tributed for the Tribute Summon of a Pendulum Monster, and each Level 5 and 8 gains 2 effects if Tribute Summoned using a Pendulum Monster. Also, the Pendulum Effects of each monster shares similarities with their Level partner, so to speak, and they each have a negative effect that makes it so you cannot Pendulum Summon, except Pendulum Monsters.
 
They encourage the use of other Pendulum Monsters, and I especially focused around Dark Doriado, as seen with Carving, which also has an additional gimmick effect meant to take advantage of Dark Doriado. The Archetype's name is a portmanteau of Adamant and Elemental, the first meaning a hard substance, in reference to them being based around gemstones, which is also seen in their Spell/Trap Card support, the second being a reference to them having a card from each Attribute.
 
Monsters:
 
Adamantal Jasper
Rock-Type/EARTH/Pendulum   
Level 2
Scale 1
Pendulum Effect:
You cannot Pendulum Summon monsters, except Pendulum Monsters. This effect cannot be negated. If you control no monsters: You can add 1 "Adamantal" monster from your Deck to your hand, except "Adamantal Jasper", also you cannot Special Summon monsters for the rest of the turn, except Pendulum Monsters. You can only use this effect of "Adamantal Jasper" once per turn.
 
Monster Effect:
This card can be treated as 2 Tributes for the Tribute Summon of a Rock-Type monster. If this card is Tributed for the Tribute Summon of a Pendulum Monster: You can add 1 face-up Pendulum Monster from your Extra Deck to your hand, except "Adamantal Jasper". You can only use this effect of "Adamantal Jasper" once per turn.
1200/400
 
Adamantal Sapphire
Rock-Type/WATER/Pendulum
Level 2
Scale 9
Pendulum Effect:
You cannot Pendulum Summon monsters, except Pendulum Monsters. This effect cannot be negated. If you control no monsters: You can add 1 "Adamantal" Spell/Trap Card from your Deck to your hand, also you cannot Special Summon monsters for rest of the turn, except Pendulum Monsters. You can only use this effect of "Adamantal Sapphire" once per turn.
 
Monster Effect:
After you Special Summon this card, you can Normal Summon 1 Rock-Type monster during your Main Phase this turn monster, in addition to your Normal Summon/Set (you can only gain this effect once per turn). If this card is Tributed for the Tribute Summon of a Pendulum Monster: You can target 1 Pendulum Monster in your Graveyard, except "Adamantal Sapphire"; add it to your hand. You can only use this effect of "Adamantal Sapphire" once per turn.
100/2000
 
Adamantal Amethyst
Rock-Type/DARK/Pendulum
Level 5
Scale 1
Pendulum Effect:
You cannot Pendulum Summon monsters, except Pendulum Monsters. This effect cannot be negated. During either player's turn, when your opponent activates a Spell/Trap Card while you control a Tribute Summoned Pendulum Monster: You can negate the activation, and if you do, destroy that card and this card.
 
Monster Effect:
If this card is Tributed for the Tribute Summon of a Pendulum Monster: You can Special Summon 1 face-up Pendulum Monster in your Extra Deck, except "Adamantal Amethyst", but it cannot attack this turn. You can only use this effect of "Adamantal Amethyst" once per turn. If this card is Tribute Summoned by Tributing a Pendulum Monster, it gains these effects.
● If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.
● If this card destroys an opponent's monster by battle: Banish that monster and inflict 800 damage to your opponent.
2200/1400
 
Adamantal Garnet
Rock-Type/FIRE/Pendulum
Level 5
Scale 9
Pendulum Effect:
You cannot Pendulum Summon monsters, except Pendulum Monsters. This effect cannot be negated. During either player's turn, when your opponent activates a card or effect that targets a Tribute Summoned Pendulum Monster you control: You can negate the activation, and if you do, destroy that card and this card.
 
Monster Effect:
If this card is Tributed for the Tribute Summon of a Pendulum Monster: You can Special Summon 1 Pendulum Monster from your hand or Graveyard, except "Adamantal Garnet", but it cannot attack this turn. You can only use this effect of "Adamantal Garnet" once per turn. If this card is Tribute Summoned by Tributing a Pendulum Monster, it gains these effects.
● Once per turn: You can change the battle positions of all monsters your opponent control, and if you do, halve their ATK and DEF until the end of this turn, also other monsters you control cannot attack for the rest of this turn.
● If damage calculation   is performed involving this card, at the end of the Battle Phase: You can change this card's battle position, and if you do, it gains 500 DEF.
2000/2500
 
Adamantal Emerald
Rock-Type/WIND/Pendulum
Level 8
Scale 1
Pendulum Effect:
You cannot Pendulum Summon monsters, except Pendulum Monsters. This effect cannot be negated. All Pendulum Monsters you control gain 300 ATK and DEF, also all Tribute Summoned Pendulum Monsters you control cannot be destroyed by your opponent's monster effects.
 
Monster Effect:
If this card is Tributed for the Tribute Summon of a Pendulum Monster: You can target 1 Spell/Trap Card your opponent controls; banish that target. You can only use this effect of "Adamantal Emerald" once per turn. If this card is Tribute Summoned by Tributing a Pendulum Monster, it gains these effects.
● Once per turn, during either player's turn: You can send any number of face-up Pendulum Monsters in your Extra Deck to the Graveyard; this card gains 200 ATK and DEF for each monster sent until the end of this turn.
● When this card destroys an opponent's monster by battle: You can Special Summon that monster to your side of the field in Defense Position, but its effects are negated.
2500/2500
 
Adamantal Diamond
Rock-Type/LIGHT/Pendulum
Level 8
Scale 9
Pendulum Effect:
You cannot Pendulum Summon monsters, except Pendulum Monsters. This effect cannot be negated. All Pendulum Monsters you control gain 300 ATK and DEF, also all Tribute Summoned Pendulum Monsters you control cannot be targeted by your opponent's monster effects.
 
Monster Effect:
If this card is Tributed for the Tribute Summon of a Pendulum Monster: You can target 1 face-up monster your opponent controls; banish that target. You can only use this effect of "Adamantal Diamond" once per turn. If this card is Tribute Summoned by Tributing a Pendulum Monster, it gains these effects.
● Once per turn: You can target 1 card in your Pendulum Zone; Special Summon that target, but it cannot attack this turn.
● Your opponent cannot target other Pendulum Monsters you control for attacks or effects, except this card.
2700/2200
 
Spell/Trap Cards:
 
Adamantal Cavern
Field Spell Card
When this card is activated, if you have no cards in your Pendulum Zones: You can add up to 2 face-up Pendulum Monsters in your Extra Deck to your hand, including at least 1 "Adamantal" Pendulum Monster. Once per turn, if you Tribute Summon an "Adamantal" monster: You can draw 1 card. If this card would be destroyed, you can destroy 1 card in your Pendulum Zone instead.
 
Adamantal Carving
Normal Spell Card
Pay 1000 LP; excavate the top 6 cards of your Deck, if you excavated 6 "Adamantal" monsters with different Attributes, halve your opponent's LP, also if you excavated any "Adamantal" monsters, add 1 of them to your hand, then if you excavated a Pendulum Monster, you can place it face-up in your Extra Deck, also after that, shuffle the rest into the Deck. You can only activate 1 "Adamantal Carving" once per turn.
 
Adamantal Gemstones
Quick-Play Spell Card
Target 1 Pendulum Monster you control; excavate the top 3 cards of your Deck, that target gains 500 ATK and DEF for each excavated "Adamantal" monster with different Attributes until the end of this turn, also place the excavated cards on top or bottom of your Deck in any order. During either player's turn: You can banish this card from your Graveyard, then target 1 card in your Pendulum Zone; place that target on the top or bottom of your Deck.
 
Adamantal Perfection
Normal Trap Card
Target 1 "Adamantal" monster you control; this turn, if that target is Tributed for the Tribute Summon of a Pendulum Monster, the Tribute Summoned monster can attack twice during each Battle Phase, also your opponent cannot activate cards or effect when it attacks, until the end of the Damage Step. If an "Adamantal" monster(s) you control would be destroyed by battle or your opponent's card effect, you can banish this card from your Graveyard instead.

Adamantal Purity
Continuous Trap Card
Once per turn: You can place 1 face-up Pendulum Monster in your Extra Deck on top of your Deck. If you control a Tribute Summoned Pendulum Monster, you can place 2 instead, also if you control an "Adamantal" monster, you can also place Pendulum Monsters from your Graveyard on top of your Deck. During the End Phase, unless you control an "Adamantal" card in your Pendulum Zone, destroy this card.

PERISCORCH ARCHETYPE (14/14):

Periscorch is an Archetype of Pyro-Type/DARK monsters with various Levels. They focus on self destruction, effect damage to your opponent and Fusion Summoning. Each monster has an effect similar to Yang Zings that work when it's destroyed by battle or effect, and they have various ways to destroy themselves, and they also each have another effect that activates on Normal and Special Summons. Their name is a portmanteau of Perish and Scorch, which is why they are DARK, and their names comes form various fire based things, mostly in the vein of burning things.
 
Main Deck Monsters:
 
Periscorch Emberling
Pyro-Type/DARK
Level 1
When this card is Normal or Special Summoned: You can inflict 500 damage to your opponent. When this card is destroyed by battle or card effect and sent to the Graveyard: You can Special Summon 2 "Periscorch Tokens" (Pyro-Type/DARK/Level 1/ATK 0/DEF 0). You can only use each effect of "Periscorch Emberling" once per turn.
500/500
 
Periscorch Firestarter
Pyro-Type/DARK
Level 2
When this card is Normal or Special Summoned, you can: Immediately after this effect resolves, Normal Summon 1 "Periscorch" monster, also you cannot Special Summon monsters for the rest of this turn, except "Periscorch" monsters. When this card is destroyed by battle or card effect and sent to the Graveyard: You can add 1 "Periscorch" Spell/Trap Card from your Deck to your hand. You can only use each effect of "Periscorch Firestarter" once per turn.
800/1000
 
Periscorch Coalmaker
Pyro-Type/DARK
Level 3
When this card is Normal or Special Summoned: You can Special Summon 1 "Periscorch" monster from your hand, except "Periscorch Coalmaker". When this card is destroyed by battle or card effect and sent to the Graveyard: You can add 1 "Periscorch" monster from your Deck to your hand, except "Perioscorch Coalmaker". You can only use each effect of "Periscorch Coalmaker" once per turn.
400/1400
 
Periscorch Ignitier
Pyro-Type/DARK
Level 4
When this card is Normal or Special Summoned: You can target 1 "Periscorch" monster you control, except this card; destroy that target, and if you do, draw 1 card. When this card is destroyed by battle or card effect and sent to the Graveyard: You can target 1 "Periscorch" monster in your Graveyard, except "Periscorch Igniter"; Special Summon that target, but its effects are negated, also it is destroyed during the End Phase. You can only use each effect of "Periscorch Igniter" once per turn.
1500/1500
 
Periscorch Flamefuel
Pyro-Type/DARK
Level 4
When this card is Normal or Special Summoned: You can target 1 "Periscorch" monster you control, except this card; destroy that target, and if you do, Special Summon 1 "Periscorch" monster with a lower Level than that target in the Graveyard from your Deck, also it is destroyed during the End Phase. When this card is destroyed by battle or card effect and sent to the Graveyard: You can target 1 "Periscorch" Spell/Trap Card in your Graveyard; add that target to your hand. You can only use each effect of "Periscorch Flamefuel" once per turn.
1800/1100

 
Extra Deck Monsters:
 
Periscorch Burstblaze
Pyro-Type/DARK/Fusion
Level 5
2 "Periscorch" monsters
When this card is Fusion Summoned: You can target 1 "Periscorch Inferno" you control; place 2 Periscorch Counters on that target. When this card is destroyed by battle or card effect and sent to the Graveyard: You can Special Summon 1 "Periscorch" Fusion Monster from your Extra Deck, except "Periscorch Burstblaze", but it is destroyed during the End Phase. You can only use each effect of "Periscorch Burstblaze" once per turn.
2000/2000
 
Periscorch Overheater
Pyro-Type/DARK/Fusion
Level 6
2 or more "Periscorch" monsters
When this card is Fusion Summoned: You can inflict 500 damage to your opponent for each Fusion Material used for this card's Fusion Summon. When this card is destroyed by battle or card effect and sent to the Graveyard: You can destroy all monsters on the field. You can only use each effect of "Periscorch Overheater" once per turn.
2400/2200
 
Periscorch Infernace
Pyro-Type/DARK/Fusion
Level 7
2 "Periscorch" monsters
When this card is Fusion Summoned: You can banish any number of "Periscorch" monsters in your Graveyard, then inflict 100 damage to your opponent for each of those monsters. When this card is destroyed by battle or card effect and sent to the Graveyard: You can Special Summon as many "Periscorch Tokens" (Pyro-Type/DARK/Level 1/ATK 0/DEF 0) as possible. You can only use each effect of "Periscorch Infernace" once per turn.
2100/2600
 
Periscorch Doompyre
Pyro-Type/DARK/Fusion
Level 8
2 "Periscorch" monsters
When this card is Fusion Summoned: You can target 1 of your banished "Periscorch" monsters; Special Summon that target. When this card is destroyed by battle or card effect and sent to the Graveyard: You can inflict 1000 damage to your opponent. You can only use each effect of "Periscorch Doompyre" once per turn.
2500/2100

 
Spell/Trap Cards:
 
Periscorch Inferno
Field Spell Card
When a "Periscorch" monster(s) you control is destroyed by battle or card effect: You can inflict 500 damage to your opponent, and if you do, place 1 Periscorch Counter on this card for each of those monsters. All "Periscorch" monsters you control gain 200 ATK and DEF for each Periscorch Counter on this card. Once per turn: You can remove 1 Periscorch Counter from this card, then target 1 "Periscorch" monster you control and 1 card your opponent control; destroy them.
 
Periscorch Soldering Fusion
Normal Spell Card
Fusion Summon 1 "Periscorch" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. During your turn, except the turn this card was sent to the Graveyard: You can target 1 "Periscorch" monster you control; destroy that target, and if you do, add this card from your Graveyard to your hand.
 
Periscorch Firestorm Fusion
Continuous Spell Card
When this card is activated: You can destroy as many "Periscorch" monsters you control as possible, and if you do, inflict 300 damage to your opponent for each monster destroyed. During your Main Phase 2: You can Fusion Summon 1 "Periscorch" Fusion Monster from your Extra Deck by banishing monsters from your Graveyard as Fusion Material. You cannot Special Summon other monsters during the turn you activate this effect.
 
Periscorch Furnace
Continuous Trap Card
Once per turn: You can target 1 "Periscorch" monster you control; destroy that target, and if you do, Special Summon 1 "Periscorch Token" (Pyro-Type/DARK/Level 1/ATK 0/DEF 0). If exactly 1 "Periscorch Token" you control would be destroyed by battle or card effect, you can destroy 1 other "Periscorch" monster you control or in your hand instead.
 
Periscorch Ignition Fusion
Normal Trap Card
Target 2 "Periscorch" monsters you control; destroy them, and if you do, Special Summon 1 "Periscorch" Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon). If a "Periscorch" Spell/Trap Card(s) you control would be destroyed by your opponent's card effect, you can banish this card from your Graveyard instead.

AKEDIAN ARCHETYPE (11/11):

Akedian is an Archetype of Warrior and Fairy-Type LIGHT Level 4, 8 and 12 Pendulum Monsters and Ritual Monsters. They focus on Pendulum and Ritual Summoning, and in general combining them. Their Ritual Monsters are all Pendulum Monsters as well. To clarify, you cannot Pendulum Summon them from your hand, but if you Ritual Summon them first, then they go to the Extra Deck you can, plus they have an effect that allows you to Pendulum Summon them if there is an Akedian in your Pendulum Zone.
 
They have two sub-Archetypes, Akedian Paladin for the Warrior-Types and Akedian Lord for the Fairy-Types. Akedian comes from the word Akedah, which is a Hebrew term, coming from the Binding of Isaac, hence the Tributing for the Ritual Summon, however the cards themselves are not based on that.
 
Pendulum Monsters:
 
Akedian Paladin of Faith
Warrior-Type/LIGHT/Pendulum
Level 4
Scale 3
Pendulum Effect:
When this card this card is activated, if you control an "Akedian" card in your other Pendulum Zone: You can add 1 "Akedian" monster from your Deck to your hand, except "Akedian Paladin of Faith". If you control an "Akedian" card in your other Pendulum Zone: You can make this card's Pendulum Scale become 9 until the end of this turn, but you cannot Special Summon monsters, except "Akedian" monsters for the rest of the turn. You can only use each effect of "Akedian Paladin of Faith" once per turn.
 
Monster Effect:
When this card is Pendulum Summoned: You can add 1 face-up "Akedian" Pendulum Monster from your Extra Deck to your hand, except "Akedian Paladin of Faith". You can only use this effect of "Akedian Paladin of Faith" once per turn. If you control a Ritual monster, all "Akedian Paladin" monsters you control gain 500 ATK and DEF.
1800/1500
 
Akedian Paladin of Spirituality
Warrior-Type/LIGHT/Pendulum
Level 4
Scale 5
Pendulum Effect:
When this card this card is activated, if you control an "Akedian" card in your other Pendulum Zone: You can add 1 "Akedian" Ritual Spell Card from your Deck to your hand. If you control an "Akedian" card in your other Pendulum Zone: You can make this card's Pendulum Scale become 9 until the end of this turn, but you cannot Special Summon monsters, except "Akedian" monsters for the rest of the turn. You can only use each effect of "Akedian Paladin of Spirituality" once per turn.
 
Monster Effect:
When this card is Pendulum Summoned: You can target 1 "Akedian" card in your Graveyard, except "Akedian Paladin of Spirituality"; add that target to your hand. You can only use this effect of "Akedian Paladin of Spirituality" once per turn. If you control a Ritual Monster, all "Akedian Paladin" monsters you control can attack your opponent directly, but any battle damage they inflict to your opponent is halved.
1500/1800
 
Akedian Paladin of Determination
Warrior-Type/LIGHT/Pendulum
Level 4
Scale 3
Pendulum Effect:
During either player's turn: You can target 1 other "Akedian" card you control; return that target to your hand, and if you do, "Akedian" cards in your Pendulum Zones cannot be targeted or destroyed by your opponent's card effects until the end of this turn. If you control an "Akedian" card in your other Pendulum Zone: You can make this card's Pendulum Scale become 9 until the end of this turn, but you cannot Special Summon monsters, except "Akedian" monsters for the rest of the turn. You can only use each effect of "Akedian Paladin of Determination" once per turn.
 
Monster Effect:
When this card is Pendulum Summoned: You can target 1 Spell/Trap Card on the field; return that target to the hand. You can only use this effect of "Akedian Paladin of Determination" once per turn. If you control a Ritual Monster, your opponent cannot activate cards or effects in response to the effect of an "Akedian Paladin" monster you control.
1700/1600
 
Akedian Paladin of Hopefulness
Warrior-Type/LIGHT/Pendulum
Level 4
Scale 5
Pendulum Effect:
During either player's turn: You can target 1 Pendulum Monster you control; until the end of this turn, switch its ATK and DEF. If you control an "Akedian" card in your other Pendulum Zone: You can make this card's Pendulum Scale become 9 until the end of this turn, but you cannot Special Summon monsters, except "Akedian" monsters for the rest of the turn. You can only use each effect of "Akedian Paladin of Hopefulness" once per turn.
 
Monster Effects:
When this card is Pendulum Summoned: You can Special Summon 1 "Akedian Paladin Token" (Warrior-Type/LIGHT/Level 4/1000 ATK/1000 DEF). That Token cannot be Tributed, except for the Ritual Summon of a Ritual Monster. You can only use this effect fo "Akedian Paladin of Hopefulness" once per turn. If you control a Ritual Monster, all "Akedian Paladin" monsters you control cannot be targeted for an attack.
1300/2000
 
Ritual Monsters:
 
Akedian Lord of Enforcement
Fairy-Type/LIGHT/Ritual/Pendulum
Level 8
Scale 3
Pendulum Effect:
When this card is activated, if there are no cards in your other Pendulum Zone: You can destroy this card, and if you do, place 1 "Akedian" Pendulum Monster from your Deck in this card's Pendulum Zone. If you control an "Akedian" card in your other Pendulum Zone: You can make this card's Pendulum Scale become 9 until the end of this turn, but you cannot Special Summon monsters, except "Akedian" monsters for the rest of the turn. You can only use each effect of "Akedian Lord of Enforcement" once per turn.
 
Monster Effect:
You can Ritual Summon this card with any "Akedian" Ritual Spell Card. If you control an "Akedian" card in your Pendulum Zone, this card can be Pendulum Summoned from your Extra Deck, ignoring its Summoning conditions. When this card is Ritual Summoned: You can banish up to 5 cards in your opponent's Graveyard, and if you do, all monsters your opponent control lose 200 ATK and DEF for each card you banished. You can target 1 Ritual Spell Card in your Graveyard and 1 card your opponent control; shuffle the first target into the Deck, and if you do, return the second target to the hand. You can only use each effect of "Akedian Lord of Enforcement" once per turn.
2700/1500
 
Akedian Lord of Holiness
Fairy-Type/LIGHT/Ritual/Pendulum
Level 8
Scale 5
Pendulum Effect:
If you control a Ritual Monster: You can Special Summon this card from your Pendulum Zone, ignoring its Summoning conditions, but it is destroyed during the End Phase. If you control an "Akedian" card in your other Pendulum Zone: You can make this card's Pendulum Scale become 9 until the end of this turn, but you cannot Special Summon monsters, except "Akedian" monsters for the rest of the turn. You can only use each effect of "Akedian Lord of Holiness" once per turn.
 
Monster Effect:
You can Ritual Summon this card with any "Akedian" Ritual Spell Card. If you control an "Akedian" card in your Pendulum Zone, this card can be Pendulum Summoned from your Extra Deck, ignoring its Summoning conditions. When this card is Ritual Summoned: You can excavate the top 3 cards of your Deck, add 1 excavated "Akedian" monster to your hand, also, after that, send the rest to the Graveyard. During either player's turn, when an "Akedian" monster(s) you control is targeted by your opponent's card effect: You can negate the activation, and if you do, destroy that card. You can only use each effect of "Akedian Lord of Holiness" once per turn.
1500/2700  
 
Akedian Lord of Divinity
Fairy-Type/LIGHT/Ritual/Pendulum
Level 12
Scale 3
Pendulum Effect:
When this card is activated: You can make the Pendulum Scale in your other Pendulum Zone become 9 until the end of this turn, but you cannot Special Summon monsters, except "Akedian" monsters for the rest of this turn. During your Main Phase, if you Ritual Summoned an "Akedian Lord" Ritual Monster this turn: You can make this card's Pendulum Scale become 13 until the end of this turn. You can only use each effect of "Akedian Lord of Divinity" once per turn.
 
Monster Effect:
You can Ritual Summon this card with any "Akedian" Ritual Spell Card. If you control an "Akedian" card in your Pendulum Zone, this card can be Pendulum Summoned from your Extra Deck, ignoring its Summoning conditions. When this card is Ritual Summoned: You can destroy all non-Ritual Monsters on the field, also other monsters you control cannot attack for the rest of the turn. During either player's turn: You can inflict 1000 damage to your opponent, and if you do, return this card to your hand. You can only use each effect of "Akedian Lord of Divinity" once per turn.
3000/2500
 
Akedian Lord of Creation
Fairy-Type/LIGHT/Ritual/Pendulum
Level 12
Scale 5
Pendulum Effect:
When you Pendulum Summon an "Akedian" monster(s): You can return this card to your hand, and if you do, draw 1 card. During your Main Phase, if you Ritual Summoned an "Akedian Lord" Ritual Monster this turn: You can make this card's Pendulum Scale become 13 until the end of this turn. You can only use each effect of "Akedian Lord of Creation" once per turn.
 
Monster Effect:
You can Ritual Summon this card with any "Akedian" Ritual Spell Card. If you control an "Akedian" card in your Pendulum Zone, this card can be Pendulum Summoned from your Extra Deck, ignoring its Summoning conditions. When this card is Ritual Summoned: You can gain LP equal to the number of face-up Pendulum Monsters in your Extra Deck x 500. During your Main Phase, if you control no other monsters: You can Special Summon 1 "Akedian" monster from your hand or Graveyard. You can only use each effect of "Akedian Lord of Creation" once per turn.
2500/3000
 
Ritual Spell Cards:
 
Akedian Pendulum Ceremony  
Ritual Spell Card
This card can be used to Ritual Summon any "Akedian Lord" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. You can also treat the Levels of Pendulum Summoned monsters you control as double.
 
Akedian Perpetual Ceremony
Ritual Spell Card
This card can be used to Ritual Summon any "Akedian Lord" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If you Pendulum Summon an "Akedian" monster: You can add this card from your Graveyard to your hand. You can only use this effect of "Akedian Perpetual Ceremony" once per turn.

Akedian Divine Ceremony
Ritual Spell Card
This card can be used to Ritual Summon any "Akedian Lord" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If you Tributed a Ritual Monster, the Ritual Summoned monster cannot be destroyed by battle or your opponent's card effects.

SILHOUETTE ARCHETYPE (12/12):

Silhouette is an Archetype of Continuous Trap Cards "Trap monsters" that treat themselves as DARK monsters with various Types. They focus on Special Summoning themselves, then doing your Standby Phase, you can place them in their Spell & Trap Zone where they provide an effect the same way a normal Continuous Trap Card, but also allow you to Special Summon some of the more powerful Silhouette monsters. Along with this, they have a single Main Deck Monster, called Light Conjurer, which is a LIGHT monster, not DARK, who can add them from your Deck to your hand and Special Summon itself, and a Field Spell Card called Light World, which allows you to Special Summon them OR place them in their Spell & Trap Zone during either player's turn. The name Silhouette can be seen as a double entendre, as they are both the "silhouettes" of different Types, but they also hide in the Spell & Trap Zone as silhouettes for your other Silhouette monsters.
 
Main Deck Monsters:
 
Light Conjurer
Spellcaster-Type/LIGHT
Level 4
You can shuffle 1 "Silhouette" Continuous Trap Card from your hand into your Deck; add 1 "Light World" or "Silhouette" Continuous Trap Card with a different name from your Deck to your hand. If this card is in your Graveyard and you control a "Silhouette" Continuous Trap Card in your Spell & Trap Zone: You can Special Summon this card from your Graveyard, but banish it when it leaves the field. You can only use each effect of "Light Conjurer" once per turn.
1500/1500
 
Extra Deck Monsters:
 
Shadow Conjurer
Spellcaster-Type/DARK/Xyz
Rank 4
2 or more Level 4 Trap Cards that are monsters     
You can also use "Silhouette" Continuous Trap Card in your Spell & Trap Zone as Xyz Material by treating them as Level 4 monsters for this card's Xyz Summon. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; halve its ATK and DEF until the end of this turn. Once per turn, if you Special Summon a "Silhouette" monster: Draw 1 card.
2400/2200  

 
Spell/Trap Cards:
 
Light World
Field Spell Card
All monsters you control gain 300 ATK and DEF for each "Silhouette" Continuous Trap Card in your Spell & Trap Zone. During either player's turn: You can target 1 "Silhouette" Continuous Trap Card that is treated as a monster you control; place it face-up in its Spell & Trap Zone. During either player's turn: You can target 1 "Silhouette" Continuous Trap Card in your Spell & Trap Zone; Special Summon that target as an Effect Monster that is still treated as a Trap Card (its Type, Attribute, Level, ATK and DEF become the same as is written in its card text.) You can only activate 1 effect of "Light World" per turn, and only once that turn.
 
Light Enchantment
Continuous Spell Card
Once per turn: You can send 1 face-up "Silhouette" Continuous Trap Card in your Spell & Trap Zone to the Graveyard; place 1 "Silhouette" Continuous Trap Card from your hand or Deck in your Spell & Trap Zone face-up with a different name. "Silhouette" Continuous Trap Card in your Spell & Trap Zone cannot be targeted or destroyed by your opponent's card effects. If this card is sent to the Graveyard: You can target 1 "Light World" in your Graveyard; add it to your hand.
 
Knight Silhouette
Continuous Trap Card
Special Summon this card as an Effect Monster (Warrior-Type/DARK/Level 4/ATK 1800/DEF 1300). (This is also still a Trap Card). During your Standby Phase, while it is treated as a monster: You can place it face-up in its Spell & Trap Zone (this card is not treated as a monster). While this card is face-up in your Spell & Trap Zone, your opponent cannot target monsters you control for attacks or effects, except the monster you control with the highest ATK.
 
Crow Silhouette
Continuous Trap Card
Special Summon this card as an Effect Monster (Winged Beast-Type/DARK/Level 4/ATK 1600/DEF 1600). (This is also still a Trap Card). During your Standby Phase, while it is treated as a monster: You can place it face-up in its Spell & Trap Zone (this card is not treated as a monster). While this card is face-up in your Spell & Trap Zone, if "Light Conjurer" or a "Silhouette" monster(s) you control would be destroyed by battle or your opponent's card effect, you can discard 1 card instead.
 
Robot Silhouette
Continuous Trap Card
Special Summon this card as an Effect Monster (Machine-Type/DARK/Level 4/ATK 1200/DEF 2000). (This is also still a Trap Card). During your Standby Phase, while it is treated as a monster: You can place it face-up in its Spell & Trap Zone (this card is not treated as a monster). Once per turn, during your Main Phase, if this card is face-up in your Spell & Trap Zone: You can target 1 "Silhouette" Continuous Trap Card in your Graveyard, except "Robot Silhouette"; Set that target, also if you control "Light World", you can activate that target the turn it was Set.
 
Magician Silhouette
Continuous Trap Card
Special Summon this card as an Effect Monster (Spellcaster-Type/DARK/Level 4/ATK 1500/DEF 1700). (This is also still a Trap Card). During your Standby Phase, while it is treated as a monster: You can place it face-up in its Spell & Trap Zone (this card is not treated as a monster). Once per turn, during your Main Phase, if this card is face-up in your Spell & Trap Zone: You can discard 1 card; add 1 "Light Conjurer" or "Light Enchantment" from your Deck to your hand.
 
Wolf Silhouette
Continuous Trap Card
Special Summon this card as an Effect Monster (Beast-Type/DARK/Level 4/ATK 1700/DEF 1400). (This is also still a Trap Card). During your Standby Phase, while it is treated as a monster: You can place it face-up in its Spell & Trap Zone (this card is not treated as a monster.) While this card is face-up in your Spell & Trap Zone, if "Shadow Conjurer" or a "Silhouette" monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step.
 
Angel Silhouette
Continuous Trap Card
If you control 1 or more "Silhouette" Continuous Trap Cards in your Spell & Trap Zone: Special Summon this card as an Effect Monster (Fairy-Type/DARK/Level 7/ATK 2300/DEF 2500). (This is also still a Trap Card). During your Standby Phase, while it is treated as a monster: You can place it face-up in its Spell & Trap Zone (this card is not treated as a monster). Once per turn, during your Main Phase, if this card is face-up in your Spell & Trap Zone: You can target 1 Spell/Trap Card your opponent controls; destroy it.
 
Demon Silhouette
Continuous Trap Card
If you control 1 or more "Silhouette" Continuous Trap Cards in your Spell & Trap Zone: Special Summon this card as an Effect Monster (Fiend-Type/DARK/Level 7/ATK 2500/DEF 2300). (This is also still a Trap Card). During your Standby Phase, while it is treated as a monster: You can place it face-up in its Spell & Trap Zone (this card is not treated as a monster). Once per turn, during your Main Phase, if this card is face-up in your Spell & Trap Zone: You can target 1 monster your opponent controls; destroy it.
 
Dragon Silhouette
Continuous Trap Card
If you control 2 or more "Silhouette" Continuous Trap Cards in your Spell & Trap Zone: Special Summon this card as an Effect Monster (Dragon-Type/DARK/Level 8/ATK 3000/2500). (This is also still a Trap Card). During your Standby Phase, while it is treated as a monster: You can place in face-up in its Spell & Trap Zone (this card is not treated as a monster). While this card is face-up in your Spell & Trap Zone, any card sent to your opponent's Graveyard is banished instead, except Trap Cards.

DARETAKER ARCHETYPE (14/14):

Daretaker is an Archetype of EARTH, WATER and WIND Warrior and Machine-Type monsters with various Levels. They focus on coin toss and Synchro Summoning. They have Level 4 Warrior-Types and Machine-Type Tuners with various Levels as well as Warrior-Type Synchro Monsters. The Tuners have effects that activate when you take effect damage and one that equips them to a specific Synchro Monster. The non-Tuners have effects that activate upon Normal or Special Summon which gives them various effects, though you also toss a coin, and if it's Tails, you take 1000 damage, though you still get the other effect, hence the name, Daretaker. They are based around extreme sports and the Tuners are the machines used by the Synchros, which is seen in their name and effects.
 
Main Deck Monsters:
 
Daretaker - Jet Ski Scooter
Machine-Type/WATER/Tuner
Level 2
If you take effect damage by the effect of a "Daretaker" card: You can discard this card; gain 1000 LP. If this card is sent to the Graveyard for the Synchro Summon of "Daretaker - Jet Ski Master": You can equip this card to that monster. It cannot be targeted by your opponent's card effects.
1000/1000
 
Daretaker - Motocross Bike
Machine-Type/EARTH/Tuner
Level 3
If you take effect damage by the effect of a "Daretaker" card: You can Special Summon this card from your hand. If this card is sent to the Graveyard for the Synchro Summon of "Daretaker - Motocross Master": You can equip this card to that monster. It cannot be destroyed by your opponent's card effects.
1400/1400
 
Daretaker - Aerobatics Plane
Machine-Type/WIND/Tuner
Level 4
If you take effect damage by the effect of a "Daretaker" card: You can decrease this card's Level by 1. If this card is sent to the Graveyard for the Synchro Summon of "Daretaker - Aerobatics Master": You can equip this card to that monster. It is unaffected by your opponent's monster effects.
1000/2000
 
Daretaker - Parkour Master
Warrior-Type/EARTH
Level 4
When this card is Normal or Special Summoned: You can toss a coin, and if the result is Tails, take 1000 damage, also Special Summon 1 "Daretaker" monster from your hand, except "Daretaker - Parkour Master". You can only use this effect of "Daretaker - Parkour Master" once per turn.
1700/1100
       
Daretaker - Surfing Master
Warrior-Type/WATER
Level 4
When this card is Normal or Special Summoned: You can toss a coin, and if the result is Tails, take 1000 damage, also add 1 "Daretaker" card from your Deck to your hand, except "Daretaker - Surfing Master You can only use this effect of "Daretaker - Parkour Master" once per turn.
1800/200
 
Daretaker - Hanggliding Master
Warrior-Type/WIND
Level 4
When this card is Normal or Special Summoned: You can target 1 Level 4 or lower "Daretaker" monster in your Graveyard, except "Daretaker - Hanggliding Master"; toss a coin, and if the result is Tails, take 1000 damage, also Special Summon that target. You can only use this effect of "Daretaker - Hanggliding Master" once per turn.
1200/1900
 
Extra Deck Monsters:
 
Daretaker - Jet Ski Master
Warrior-Type/WATER/Synchro
Level 6
1 "Daretaker" Tuner + 1 or more non-Tuner monsters
When this card is Special Summoned: You can target 1 Spell/Trap Card your opponent controls; toss a coin, and if the result is Tails, take 1000 damage, also banish that target. Once per turn, if your opponent declares an attack: You can toss a coin, and if the result is Tails, take 1000 damage, also negate that attack.
2200/2000
 
Daretaker - Motocross Master
Warrior-Type/EARTH/Synchro
Level 7
1 "Daretaker" Tuner + 1 or more non-Tuner monsters
When this card is Special Summoned: You can target 1 monster your opponent controls; toss a coin, and if the result is Tails, take 1000 damage, also banish that target. Once per turn, during either player's turn: You can target 1 face-up card your opponent controls; toss a coin, and if the result is Tails, take 1000 damage, also negate that target's effects.
2500/2400
 
Daretaker - Aerobatics Master  
Warrior-Type/WIND/Synchro
Level 8
1 "Daretaker" Tuner + 1 or more non-Tuner monsters
When this card is Special Summoned: You can toss a coin, and if the result is Tails, take 1000 damage, also banish 1 random card from your opponent's hand. Once per turn: You can toss 1 coin, if the result is Tails, take 1000 damage, also this card can attack twice during each Battle Phase this turn.  
2600/2600
 
Spell/Trap Cards:
 
Daretaker - Big Event
Field Spell Card
All "Daretaker" monsters you control gain 200 ATK and DEF for each monster you control with a different Attribute. Once per turn, if a Synchro Monster is Synchro Summoned: You can add 1 "Daretaker" monster with a different Attribute than that monster from your Deck to your hand.
 
Daretaker - Wild Ride
Continuous Spell Card
Once per turn, if exactly 1 "Daretaker" monster in your possession is destroyed by battle or card effect and sent to the Graveyard: You can toss a coin, and if the result is Tails, take 1000 damage, also Special Summon 1 "Daretaker" monster from your hand or Deck. You can Normal Summon 1 "Daretaker" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
 
Daretaker - Risky Shortcut
Quick-Play Spell Card
Toss a coin 3 times, take damage equal to the number of Tails x 500, also Special Summon 1 "Daretaker" monster from your hand. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Daretaker" card in your Graveyard; toss 1 coin, if the result is Tails, take 1000 damage, also add that target to your hand.

Daretaker - Epic Crash
Normal Trap Card
During the End Phase of the turn this card is activated, draw 1 card for every 1000 damage you took from "Daretaker" cards this turn. You can only activate 1 "Daretaker - Epic Crash" per turn.
 
Daretaker - Safety Gear
Continuous Trap Card
Activate only if you control a "Daretaker" monster. When this card activated: Gain 1000 HP. During each of your Standby Phases: Toss 1 coin, then apply the appropriate effect based on the result until the end of your opponent's next turn.
● Heads: The first time you would take battle or effect damage each turn, you take no damage.
● Tails: Any battle and effect damage you take is halved.

MUDTANT ARCHETYPE (11/11):

Mudtant is an Archetype of Level 6, and 1 Level 4, Aqua-Type EARTH monsters with 0 DEF. They focus on shuffling cards from your hand into the Deck and Xyz Summoning. Each Level 6 monster has an effect that shuffles a card from your hand into your Deck to Special Summon them and one effect that activates if card in your hand is shuffled into the Deck. The Level 4 can Special Summon other Mudtants from your hand make itself Level 6 to then Xyz Summon with and has an effect that can add it from your Graveyard to your hand. The name is a portmanteau of Mud and Mutant and they are based on creatures from fantasy and mythology.
 
Main Deck Monsters:
 
Mudtant Goblin
Aqua-Type/EARTH
Level 4
When this card is Normal Summoned: You can Special Summon 1 "Mudtant" monster from your hand, and if you do, this card's Level becomes 6. Immediately after this effect resolves, Xyz Summon 1 EARTH Xyz Monster, using only this card and that monster you control. If this card is sent to the Graveyard: You can shuffle 1 card from your hand into the Deck; add this card from your Graveyard to your hand. You can only use each effect of "Mudtant Goblin" once per turn.
1900/0
 
Mudtant Golem
Aqua-Type/EARTH
Level 6
You can shuffle 1 other card from your hand into your Deck; Special Summon this card from your hand. If a card(s) in your hand is shuffled into your Deck: You can target 1 "Mudtant" monster in your Graveyard, except "Mudtant Golem"; Special Summon that target, but its effects are negated. You can only use each effect of "Mudtant Golem" once per turn.
2000/0
 
Mudtant Troll  
Aqua-Type/EARTH
Level 6
You can shuffle 1 other card from your hand into your Deck; Special Summon this card from your hand. If a card(s) in your hand is shuffled into your Deck: You can add 1 "Mudtant" card from your Deck to your hand, except "Mudtant Troll", then shuffle 1 card from your hand into your Deck. You can only use each effect of "Mudtant Troll" once per turn.
2100/0
 
Mudtant Ghoul
Aqua-Type/EARTH
Level 6
You can shuffle 1 other card from your hand into your Deck; Special Summon this card from your hand. If a card(s) in your hand is shuffled into your Deck: You can Special Summon this card from your Graveyard in Defense Position, but it is shuffled into the Deck when it leaves the field. You can only use each effect of "Mudtant Ghoul" once per turn.
2200/0
 
Mudtant Minotaur
Aqua-Type/EARTH
Level 6
You can shuffle 1 other card from your hand into your Deck; Special Summon this card from your hand. If a card(s) in your hand is shuffled into your Deck: You can draw 2 cards, then shuffle 1 card from your hand into your Deck. You can only use each effect of "Mudtant Minotaur" once per turn.
2300/0
 
Mudtant Ogre
Aqua-Type/EARTH
Level 6
You can shuffle 1 other card from your hand into your Deck; Special Summon this card from your hand. If a card(s) in your hand is shuffled into your Deck: You can Special Summon this card from your hand. You can only use each effect of "Mudtant Ogre" once per turn.
2400/0
 
Extra Deck Monsters:
 
Mudtant Cyclops
Aqua-Type/EARTH
Rank 6
2 Level 6 EARTH monsters
Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; both players shuffle 1 card from their hand into their Deck. While this card has Xyz Material, it cannot be targeted by or destroyed by your opponent's card effects.
2500/0
 
Mudtant Hydra
Aqua-Type/EARTH
Rank 6
3 Level 6 EARTH monsters
IF you have no cards in your hand, you can also Xyz Summon this card by using a Rank 6 EARTH Xyz Monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) Cannot be used as an Xyz Material for an Xyz Summon. When this card is Xyz Summoned: You can target "Mudtant" cards in your Graveyard with different names equal to the number of Xyz Materials attached to this card; shuffle them into the Deck, and if you do, draw cards equal to the number of cards shuffled into the Deck. During either player's turn: You can detach 1 Xyz Material from this card, then target 1 card your opponent controls; shuffle that target into the Deck. You can only use each effect of "Mudtant Hydra" once per turn.
2600/0
 
Spell/Trap Cards:
 
Mudtant Swamplands
Field Spell Card
Each time a card(s) is shuffled into the Deck, except by this card's effect, place 1 Mudtant Counter on this card for each of those cards. All "Mudtant" monsters on the field gain 100 ATK for each Mudtant Counter on this card. Once per turn: You can remove 3 Mudtant Counters from this card; each player with a hand shuffles their entire hand into the Deck, then each player draws the same number of cards they shuffled into the Deck +2. If this card would be destroyed, you can remove 1 Mudtant Counter from this card instead.
 
Mudtant Advancement
Continuous Spell Card
When this card is activated, if there are no cards in your hand: You can Special Summon 1 "Mudtant" monster from your Deck in Defense Position. Once per turn: You can target 1 EARTH monster with 0 DEF in your Graveyard; banish that target. During your next Standby Phase after this effect's activation, if this card is still face-up: Add that target to your hand.
 
Mudtant Deformation
Counter Trap Card
When your opponent activates a card or effect while you control a "Mudtant" monster: Shuffle 1 card from your hand into your Deck; negate the activation, and if you do, shuffle that card into the Deck.

SEABORN ARCHETYPE (10/10):

Seaborn is an Archetype of Warrior-Type/WATER monsters with various Levels. Along with those, they have a support Archetype called Seaworthy, which are Continuous Trap Cards that are Trap monsters, which are Aqua-Type/WATER with 0 ATK and various Levels. They focus on Trap monsters and having your own monsters in Defense Position for various purposes, and also are designed to take advantage of other WATER monsters, as many of their effects work with them, and the boss monster is able to take control of an opponent's monster and make it WATER.
 
The monsters all work a differently, though all Level 5 and higher are able to be Normal Summoned without Tributing as long as you control a Seaworthy card in your Monster Zone. The Trap monsters have various effects as well, some are even able to attack while in Defense Position, but all will be destroyed during your End Phase if you don't control any Seaborn monsters, and you can only control 1 of each. The monsters are themed after pirates and the Trap Cards are themed around ships and boats.
 
Monsters:
 
Seaborn Matey
Warrior-Type/WATER
Level 4
If you control no "Seaworthy" cards in your Monster Zone: You can discard this card; add 1 "Seaworthy" card from your Deck to your hand. During your End Phase, if this card was sent to the Graveyard this turn and the only monsters you control (if any) are WATER monsters: You can Special Summon it in Defense Position, but banish it when it leaves the field. You can only use each effect of "Seaborn Matey" once per turn.
1000/2000
 
Seaborn Scallywag
Warrior-Type/WATER
Level 4
During either player's turn: You can discard this card, then target 1 WATER monster you control; it gains 1000 DEF until the end of this turn. If a "Seaworthy" Trap Card is Special Summoned to your Monster Zone as a monster by its own effect: You can Special Summon this card from your hand or Graveyard in Defense Position, but banish it when it leaves the field. You can only use each effect of "Seaborn Scallywag" once per turn.
1500/1500
 
Seaborn Buccaneer
Warrior-Type/WATER
Level 5
If you control a "Seaworthy" card in your Monster Zone, you can Normal Summon this card without Tributing. When this card is Normal Summoned: You can Special Summon 1 "Seaborn" monster from your hand in Defense Position, also you cannot Special Summon other monsters for the rest of the turn, except WATER monsters. All "Seaborn" monsters you control gain 200 ATK for each WATER monster you control in Defense Position.
2000/1500
 
Seaborn Rapscallion
Warrior-Type/WATER
Level 6
If you control a "Seaworthy" card in your Monster Zone, you can Normal Summon this card without Tributing. Once per turn, if you Special Summon a WATER monster(s) in Defense Position: You can draw 1 card. This card must be face-up on the field to activate and to resolve this effect. If the only monsters you control are WATER monsters, during your Main Phase, you can Normal Summon 1 WATER monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
2200/1800
 
Seaborn Cap'n
Warrior-Type/WATER
Level 8
If you control a "Seaworthy" card in your Monster Zone, you can Normal Summon this card without Tributing, but its original ATK becomes halved. Once per turn: You can target 1 Trap Card you control that is a monster and 1 monster your opponent controls in Attack Position; Set the first target in your Spell & Trap Zone, and if you do, take control of the second target, it becomes a WATER monster and change it to Defense Position, but its destroyed if this card leaves the field. Each turn, you can activate 1 "Seaworthy" Continuous Trap Card from your hand.
3000/2500
 
Trap Cards:
 
Seaworthy Jolly
Continuous Trap Card   
Special Summon this card as an Effect Monster (Aqua-Type/WATER/Level 4/ATK 0/DEF 2000). (This card is also still a Trap Card). While this card is an Effect Monster, all other WATER monsters you control gain 500 DEF, also your opponent cannot target other monster for attacks. When this card is destroyed by your opponent's card (by battle or card effect): You can add 1 "Seaborn" monster from your Deck to your hand. During your End Phase, unless you control a "Seaborn" monster, destroy this card. You can only control 1 "Seaworthy Jolly".
 
Seaworthy Yawl    
Continuous Trap Card   
Special Summon this card as an Effect Monster (Aqua-Type/WATER/Level 4/ATK 0/DEF 1800). (This card is also still a Trap Card). While this card is an Effect Monster, all WATER monsters you control can attack while in Defense Position. If they do, apply its DEF for damage calculation. If a WATER monster you control battles an opponent's monster, your opponent cannot activate cards or effects until the end of the Damage Step. During your End Phase, unless you control a "Seaborn" monster, destroy this card. You can only control 1 "Seaworthy Yawl".
 
Seaworthy Schooner
Continous Trap Card
Special Summon this card as an Effect Monster (Aqua-Type/WATER/Level 5/ATK 0/DEF 2300). (This card is also still a Trap Card). Once per turn, while this card is an Effect Monster, during your Main Phase: You can target 1 "Seaborn" or "Seaworthy" card in your Graveyard; add it to your hand, also you cannot Special Summon monsters, except WATER monsters for the rest of the turn. While this card is an Effect Monster, your opponent cannot target "Seaborn" monsters you control with card effects. During your End Phase, unless you control a "Seaborn" monster, destroy this card. You can only control 1 "Seaworthy Schooner".
 
Seaworthy Galleon
Continuous Trap Card
Special Summon this card as an Effect Monster (Aqua-Type/WATER/Level 6/ATK 0/DEF 2500). (This card is also still a Trap Card). While this card is an Effect Monster and you control a "Seaborn" monster, this card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. While this card is an Effect Monster, if this card inflicts battle damage to your opponent: You can Special Summon 1 WATER monster from your hand or Graveyard in Defense Position. During your End Phase, unless you control a "Seaborn" monster, destroy this card. You can only control 1 "Seaworthy Galleon".
 
Seaworthy Man-o'-War
Continuous Trap Card
Special Summon this card as an Effect Monster (Aqua-Type/WATER/Level 8/ATK 0/DEF 3000). (This card is also still a Trap Card). While this card is an Effect Monster and you control a "Seaborn" monster, this card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. While this card is an Effect Monster, if this card destroys an opponent's monster by battle: You can destroy all Spell and Trap Cards your opponent controls. During your End Phase, unless you control a "Seaborn" monster, destroy this card. You can only control 1 "Seaworthy Man-o'-War".

DIABLO ARCHETYPE (13/13):

Diablo is an Archetype of Level 4 Fiend-Type monsters and 1 Level 10 monster with 1 monster from each Attribute (excluding DIVINE). They focus on the before mentioned Level 10 monster, El Diablo, in a similar manner to Bujin and SPYRAL. The Level 4s are in the sub-Archetype, Servant of Diablo and have two effects, one that activates when it's banished, the other that applies as long as you control El Diablo. They also have a sub-Archetype for their Spell/Trap Cards called Sin of Diablo.
 
El Diablo itself is Special Summoned by banishing 2 Servants of Diablo monsters from your hand or Graveyard and has 2 effects, one that negates the effects of the opponent's Extra Deck monsters and one that prevents your opponent from targeting Servant of Diablo monsters as long as you control a Sin of Diablo Spell/Trap Card.
 
El Diablo means The Devil in Spanish, and the other monsters are based around various demons, the Spell/Trap Cards are based around the seven deadly sins.
 
Monsters:
 
El Diablo
Fiend-Type/DARK
Level 10
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or Graveyard) by banishing 2 "Servant of Diablo" monsters from your hand and/or Graveyard, and cannot be Special Summoned by other ways. Once per turn, when your opponent Special Summons a monster(s) from their Extra Deck: You can negate their effects. While you control a "Sin of Diablo" Spell/Trap Card, your opponent cannot target "Servant of Diablo" monsters you control for attacks or effects. You can only control 1 "El Diablo".
2500/2500
 
Vepar, Servant of Diablo
Fiend-Type/WATER
Level 4
If this card is banished while in your possession: You can target 1 of your other banished "Servant of Diablo" monster; Special Summon that target, but its effects are negated until the end of this turn. You can only use this effect of "Vepar, Servant of Diablo" once per turn. While you control "El Diablo", this card can attack your opponent directly.
1700/1300
 
Bifrons, Servant of Diablo
Fiend-Type/LIGHT
Level 4
If this card is banished while in your possession: You can add 1 "Diablo" monster from your Deck to your hand, except "Bifrons, Servant of Diablo". You can only use this effect of "Bifrons, Servant of Diablo" once per turn. While you control "El Diablo", all Fiend-Type monsters you control gain 500 ATK and DEF.
1500/1500
 
Ageres, Servant of Diablo
Fiend-Type/EARTH
Level 4
If this card is banished while in your possession: You can add 1 "Sin of Diablo" Spell/Trap Card from your Deck to your hand. You can only use this effect of "Ageres, Servant of Diablo" once per turn. While you control "El Diablo", if a Fiend-Type monster attacks a Defense Position monster, inflict piercing battle damage to your opponent, also all battle damage your opponent takes attacks on monsters is doubled.
1800/1100
 
Sitri, Servant of Diablo
Fiend-Type/WIND
Level 4
If this card is banished while in your possession: You can Special Summon 1 "Servant of Diablo" monster from your hand or Graveyard, except "Sitri, Servant of Diablo". You can only use this effect of "Sitri, Servant of Diablo" once per turn. While you control "El Diablo", if a Fiend-Type monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step, also negate the effects of the opponent's battling monster.
1600/1400
 
Phenix, Servant of Diablo
Fiend-Type/FIRE
Level 4
If this card is banished while in your possession: You can target 1 "Diablo" card in your Graveyard, except "Phenix, Servant of Diablo"; add that target to your hand. You can only use this effect of "Phenix, Servant of Diablo" once per turn. While you control "El Diablo", you can Normal Summon 1 Fiend-Type monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
1000/2000
 
Spell/Trap Cards:
 
Sloth, Sin of Diablo
Normal Spell Card
Send 2 "Servant of Diablo" monsters from your Deck to your hand, then discard 1 card. During your turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; add 1 "El Diablo" from your Deck to your hand. You can only activate 1 "Sloth, Sin of Diablo" per turn.
 
Lust, Sin of Diablo
Equip Spell Card
If you control "El Diablo", equip to an opponent's monster. Take control of it. It's treated as a "Servant of Diablo" monster, but cannot attack. Once per turn, during the Standby Phase: Both players take 1000 damage. You can only control 1 "Lust, Sin of Diablo".
 
Wrath, Sin of Diablo
Quick-Play Spell Card
Target 1 face-up card on the field; banish that target, and if you do, all Fiend-Type monsters you control gain 1000 ATK and DEF until the end of this turn. You must control "El Diablo" to activate and to resolve this effect. You can only activate 1 "Wrath, Sin of Diablo" per turn.
 
Pride, Sin of Diablo
Continous Spell Card
If you control a "Servant of Diablo" monster, "El Diablo" you control cannot be destroyed by your opponent's card effects. When exactly 1 "Servant of Diablo" monster in your possession is destroyed by your opponent's card (by battle or card effect): You can send 1 monster with the same name that monster from your Deck to your Graveyard.
 
Envy, Sin of Diablo
Normal Trap Card

If your opponent controls a monster, and you control no monsters, other than "El Diablo": Special Summon 1 "Servant of Diablo" monster from your hand or Deck, and if you do, equip this to that monster. The equipped monster cannot be destroyed by battle. If this card leaves the field, banish the equipped monster.
 
Gluttony, Sin of Diablo
Continuous Trap Card
Once per turn: You can banish 1 "Servant of Diablo" monster from your hand or face-up on your field; place 1 Sin Counter on this card, also if you control "El Diablo", place 1 more Sin Counter on this card. During your Standby Phase: You can remove any number of Sin Counters from this card; draw cards equal to the number removed. If this card would be destroyed, you can remove 1 Sin Counter from it instead.
 
Greed, Sin of Diablo
Continuous Trap Card
Once per turn, if a "Diablo" card(s) in your possession is banished: You can banish 1 "Diablo" card from your hand or Deck with a different name from any of those cards. During the next Standby Phase after this effect's activation, if you control "El Diablo", you can add that banished card to your hand.

FRACTASTIC ARCHETYPE (13/13):

Fractastic is an Archetype of Level 4 LIGHT monsters with various Types. Each monster has an effect that makes any battle damage they would inflict become effect damage instead, as long as you don't control non-"Fractastic" monsters that is. They use this gimmick for various effects, mostly the Spell/Trap Cards though.

Their name is a portmanteau of fractal and fantastic. This is also an Archetype of mine that has art, which is something I rarely do these days. I have actually had these images for a LONG time, but I have never gotten around to them before now, since I have had so many other ideas that I wanted to do first.

Main Deck Monsters:

http://i.imgur.com/izK6Uft.png
When this card is Normal or Flip Summoned: You can change this card to Defense Position, and if you do, it gains 500 DEF. While the only monsters you control are "Fractastic" monsters, any battle damage this card inflicts to your opponent is treated as effect damage instead. All monsters your opponent control must attack this card, if able.

http://i.imgur.com/YvvRWOS.png
Once per turn: You can discard 1 "Fractastic" card, then target 1 face-up monster your opponent controls; its ATK becomes halved until the end of the next turn. While the only monsters you control are "Fractastic" monsters, any battle damage this card inflicts to your opponent is treated as effect damage instead. You can Tribute this card, then target 1 "Fractastic" card in your Graveyard, except "Fractastic Bird"; add it to your hand.

http://i.imgur.com/CtLv2UI.png
If this card is Normal or Special Summoned: You can send the top 3 cards of your Deck to the Graveyard, then this card gains 500 ATK for each "Fractastic" monster sent until the end of the next turn. This card can attack your opponent directly, but all damage your opponent takes from that attack is halved. While the only monsters you control are "Fractastic" monsters, any battle damage this card inflicts to your opponent is treated as effect damage instead.

http://i.imgur.com/mWukiAT.png
While the only monsters you control are "Fractastic" monsters, any battle damage this card inflicts to your opponent is treated as effect damage instead. Each time your opponent takes effect damage, place 1 Fractastic Counter on this card. All "Fractastic" monsters you control gain 300 ATK and DEF for each Fractastic Counter on this card.

http://i.imgur.com/8nvI19a.png
Cannot attack your opponent directly, unless you control another "Fractastic" monster. While the only monsters you control are "Fractastic" monsters, any battle damage this card inflicts to your opponent is treated as effect damage instead. Once per turn, if this card destroys an opponent's monster by battle and sends it to the Graveyard: You can Special Summon 1 "Fractastic" monster from your Deck, except "Fractastic Bear".

http://i.imgur.com/cEJn4hG.png
While the only monsters you control are "Fractastic" monsters, any battle damage this card inflicts to your opponent is treated as effect damage instead. Once per turn, when your opponent takes effect damage during the Damage Step: You can target 1 "Fractastic" monster in your Graveyard, except "Fractastic Serpent"; Special Summon that target. Your opponent cannot target other "Fractastic" monsters by card effects.

Extra Deck Monsters:

http://i.imgur.com/q8ZNycK.png
2 Level 4 "Fractastic" monster
While the only monsters you control are "Fractastic" monsters, any battle damage this card inflicts to your opponent is treated as effect damage instead. During damage calculation, if this card is battling an opponent's monster, once per battle: You can detach 1 Xyz Material from this card; switch the ATK and DEF of this card until the end of the Damage Step, and if you do, change this card and/or the opponent's battling monster to Attack Position (if able), then the opponent's monster's ATK is halved.

http://i.imgur.com/mryFylj.png
3 Level 4 "Fractastic" monsters
While the only monsters you control are "Fractastic" monsters, any battle damage this card inflicts to your opponent is treated as effect damage instead. During either player's Battle Phase or Damage Step, when your opponent activates a card or effect: You can detach 1 Xyz Material from this card; that activated effect becomes "Both players take 500 damage". When your opponent takes effect damage during the Damage Step: You can draw 1 card. You can only use each effect of "Fractastic Wolf" once per turn.

Spell/Trap Cards:

http://i.imgur.com/ZSSTDIN.png
Target 1 "Fractastic" monster you control; Special Summon 1 "Fractastic" monster from your hand with a different name, and that Special Summoned monster gains 700 ATK and DEF, then all monsters your opponent control (if any) are changed to Attack Position. Also, until the end of this turn, each time it destroys an opponent's monster by battle: Draw 1 card. You can only activate 1 "Fractastic Shining Star" per turn.

http://i.imgur.com/eqfptTo.png
When your opponent takes effect damage during the Damage Step: Target 2 "Fractastic" monsters in your Graveyard with different names; Special Summon them in Defense Position, but they cannot be used as Xyz Material for an Xyz Summon, except for the Xyz Summon of a "Fractastic" monster. You can only activate 1 "Fractastic Spiral Summon" per turn.

http://i.imgur.com/jiCYqfA.png
All "Fractastic" monsters you control gain 600 ATK and DEF until the end of the next turn. During either player's turn, except during the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; all "Fractastic" monsters you control gain 300 ATK and DEF until the end of this turn. You can only use each effect of "Fractastic Rainbow Pulse" once per turn.

http://i.imgur.com/WQokTFc.png
When your opponent takes effect damage during the Damage Step: Target 1 face-up card your opponent controls; destroy it, and if you do, add 1 "Fractastic" card from your Deck to your hand, except "Fractastic Atom Blast". During your turn, except during the turn this card is sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Fractastic" monster you control and 1 Set card your opponent controls; destroy them. You can only use each effect of "Fractastic Atom Blast" once per turn.

http://i.imgur.com/pVXjG3i.png
When your opponent takes effect damage during the Damage Step: Make your opponent banish 1 monster from their hand or their side of the field (their choice). When your opponent takes effect damage during the Damage Step while this card is in the Graveyard: You can banish this card from your Graveyard: Make your opponent banish 1 Spell/Trap Card from their hand or their side of the field (their choice). You can only use 1 effect of "Fractastic Mystic Storm" per turn, and only once that turn.

MIRACLERIC ARCHETYPE (13/13):

Miracleric is an Archetype of Spellcaster-Type/EARTH monsters with various Levels. They focus on Ritual Summoning and LP gaining. Each non-Ritual Monster can discard a Ritual Spell Card to gain LP, and have another effect that you pay 500 LP for. The Ritual Monsters have effects that activate on Ritual Summon and effects that apply while your LP are higher than your opponent's LP, and a discard effect that adds their non-Ritual Monster counterpart from your Deck your hand. As just mentioned, each monster has a counterpart, which ties into the sub-Archetypes of Miracleric Apprentice and Mentor, for the non-Ritual and the Ritual Monsters respectively. Also, the Ritual Spell Cards are called Miracleric Chant. The name is a portmanteau of Miracle and Cleric and its themed around a magic academy and various concepts related to healing.


Non-Ritual Monsters:


Miracleric Apprentice of Rejuvenation
Spellcaster-Type/EARTH
Level 2
Once per turn: You can discard 1 Ritual Spell Card; gain 1000 LP, then if the discarded card is a "Miracleric Chant" card, draw 1 card. When this card is Normal or Flip Summoned: You can pay 500 LP, then target 1 "Miracleric" monster in your Graveyard, except "Miracleric Apprentice of Rejuvenation"; add that target to your hand. You can only use this effect of "Miracleric Apprentice of Rejuvenation" once per turn.
500/1500    

Miracleric Apprentice of Healing
Spellcaster-Type/EARTH
Level 4
Once per turn: You can discard 1 Ritual Spell Card; gain 1000 LP, then if the discarded card is a "Miracleric Chant" card, draw 1 card. You can Tribute this card and pay 500 LP; Special Summon 1 "Miracleric Apprentice" monster from your hand or Deck in Defense Position, except "Miracleric Apprentice of Healing". You can only use this effect of "Miracleric Apprentice of Healing" once per turn.
1000/2000

Miracleric Apprentice of Resurrection
Spellcaster-Type/EARTH
Level 6
Once per turn: You can discard 1 Ritual Spell Card; gain 1000 LP, then if the discarded card is a "Miracleric Chant" card, draw 1 card. If this card is Tributed for a Ritual Summon of a "Miracleric Mentor" Ritual Monster: You can pay 500 LP; Special Summon this card from your Graveyard, but banish it when it leaves the field. You can only use this effect of "Miracleric Apprentice of Resurrection" once per turn.
1500/2500

 

Miracleric Apprentice of Restoration

Spellcaster-Type/EARTH
Level 8

Once per turn: You can discard 1 Ritual Spell Card; gain 1000 LP, then if the discarded card is a "Miracleric Chant" card, draw 1 card. During your turn, except the turn this card was sent to the Graveyard: You can banish it from your Graveyard and pay 500 LP; add 1 "Miracleric" card from your Deck to your hand, except "Miracleric Apprentice of Restoration". You can only use this effect of "Miracleric Apprentice of Restoration" once per turn.

2000/3000

 

Ritual Monsters:


Miracleric Mentor of Rejuvenation
Spellcaster-Type/EARTH/Ritual
Level 2
You can Ritual Summon this card with any "Miracleric Chant" Ritual Spell Card. If this card is Ritual Summoned: You can target 1 Set card on the field; destroy it, and if you do, gain 1000 LP. While your LP are higher than your opponent's LP, this card gains 1000 ATK and it cannot be destroyed by your opponent's card effects. You can discard this card; add 1 "Miracleric Apprentice of Rejuvenation" from your Deck to your hand, also you cannot Special Summon monsters, except "Miracleric" monsters for the rest of the turn. You can only use this effect of "Miracleric Mentor of Rejuvenation" once per turn.
1500/500

Miracleric Mentor of Healing
Spellcaster-Type/EARTH/Ritual
Level 4
You can Ritual Summon this card with any "Miracleric Chant" Ritual Spell Card. If this card is Ritual Summoned: You can target 1 other face-up card on the field; destroy it, and if you do, gain 1000 LP. While your LP are higher than your opponent's LP, this card cannot be targeted by your opponent's card effects and if it battles, your opponent cannot activate cards or effects until the end of the Damage Step. You can discard this card; add 1 "Miracleric Apprentice of Healing" from your Deck to your hand, also you cannot Special Summon monsters, except "Miracleric" monsters, for the rest of the turn. You can only use this effect of "Miracleric Mentor of Healing" once per turn.
2000/1500

Miracleric Mentor of Resurrection
Spellcaster-Type/EARTH/Ritual
Level 6
You can Ritual Summon this card with any "Miracleric Chant" Ritual Spell Card. If this card is Ritual Summoned: You can target 1 other card on the field; return it to the hand, and if you do, gain 1000 LP. While your LP are higher than your opponent's, you take no effect damage and "Miracleric" monsters you control cannot be destroyed by battle, except "Miracleric Mentor of Resurrection". You can discard this card; add 1 "Miracleric Apprentice of Rejuvenation" from your Deck to your hand, also you cannot Special Summon monsters, except "Miracleric" monsters, for the rest of the turn. You can only use this effect of "Miracleric Mentor of Resurrection" once per turn.
2500/1500

 

Miracleric Mentor of Restoration
Spellcaster-Type/EARTH/Ritual
Level 8
You can Ritual Summon this card with any "Miracleric Chant" Ritual Spell Card. If this card is Ritual Summoned: You can discard 1 random card from your opponent's hand, and if you do, gain 1000 LP. While your LP are higher than your opponent's, this card can attack twice per turn, also any card sent to your opponent's Graveyard from their hand or field is banished instead. You can discard this card; add 1 "Miracleric Apprentice of Restoration" from your Deck to your hand, also you cannot Special Summon monsters, except "Miracleric" monsters, for the rest of the turn. You can only use this effect of "Miracleric Mentor of Restoration once per turn.

3000/2000

 

Spell/Trap Cards


Miracleric Chant of Mastery
Ritual Spell Card        
This card can be used to Ritual Summon any "Miracleric Mentor" Ritual Monster from your hand. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. During your Draw Phase, if this card is in your Graveyard, instead of conducting your normal draw: You can add this card from your Graveyard to your hand.

Miracleric Chant of Revival
Ritual Spell Card
This card can be used to Ritual Summon any "Miracleric Mentor" Ritual Monster. Tribute monsters from your hand or field, then Ritual Summon 1 "Miracleric Mentor" Ritual Monster from your Graveyard whose Level exactly equals the total Levels of those monsters, and if you do, gain LP equal to its current ATK on the field. During your Draw Phase, if this card is in your Graveyard, instead of conducting your normal draw: You can add this card from your Graveyard to your hand.

Miracleric Chant of Spirit
Ritual Spell Card
This card can be used to Ritual Summon any "Miracleric Mentor" Ritual Monster. Shuffle monsters from your Graveyard into your Deck, then Ritual Summon 1 "Miracleric Mentor" monster from your hand whose Level exactly equals the total Levels of those monsters. During your Draw Phase, if this card is in your Graveyard, instead of conducting your normal draw: You can add this card from your Graveyard to your hand.

Miracleric Academy
Field Spell Card
When this card is activated: You can add 1 "Miracleric Mentor" Ritual Monster from your Deck to your hand, then discard 1 card. If a "Miracleric Apprentice" monster is Normal or Flip Summoned: You can add 1 "Miracleric Chant" Ritual Spell Card from your Deck to your hand. You can only use each effect of "Miracleric Academy" once per turn.

Miracleric Finals
Normal Trap Card
Activate 1 of these effects.
● Target 1 "Miracleric Apprentice" monster you control and pay 1000 LP; return that target to your hand, and if you do, add 1 "Miracleric Chant" Ritual Spell Card and 1 "Miracleric Mentor" Ritual Monster with the same Level as that target from your Deck to your hand.
● Target 1 "Miracleric Mentor" Ritual Monster you control; return that target to your hand, and if you do, add 1 "Miracleric Chant" Ritual Spell Card and 1 "Miracleric Apprentice" monster with the same Level as that target from your Deck to your hand.

WOIDTEX ARCHETYPE (13/13):

Woidtex is an Archetype of Fiend-Type/WIND monsters with various Levels. They focus on Fusion and Special Summoning, with the unique gimmick of being able to Special Summon monsters already on the field. The idea is that you can re-Special Summon their monsters for their effects. As I don't believe there are real cards that do this, assume that they would get their effects here, and that you could also negate these effects with cards like Solemn Warning. They are also able to be Special Summoned again, even if they already are. Each Main Deck monster has an effect that works when Special Summoned and an effect that allows you to banish them to Special Summon a monster already on the field. The card Transmodify is also highly recommend in here, due to their Levels and play-style. Their name is a portmanteau of void and vortex, however I had to use W instead as Void is already and Archetype in this game.
 
Main Deck Monsters:
 
Maker of the Woidtex
Fiend-Type/WIND/Tuner
Level 1
When this card is Special Summon: You can Fusion Summon 1 "Woidtex" Fusion Monsters from your Extra Deck by using monsters from your hand or field as Fusion Materials. You can banish this card from your Graveyard, then target 1 "Woidtex" monster you control; Special Summon that target. You can only use 1 effect of "Maker of the Woidtex" per turn, and only once that turn.

500/500
 
Bringer of the Woidtex
Fiend-Type/WIND
Level 2
When this card is Special Summoned: You can add 1 "Woidtex" monster from your Deck to your hand, except "Bringer of the Woidtex". You can banish this card from your Graveyard, then target 1 "Woidtex" monster you control; Special Summon that target. You can only use 1 effect of "Bringer of the Woidtex" per turn, and only once that turn.
800/700
 
Provider of the Woidtex
Fiend-Type/WIND
Level 3
When this card is Special Summoned: You can add 1 "Woidtex" Spell/Trap Card from your Deck to your hand. You can banish this card from your Graveyard, then target 1 "Woidtex" monster you control; Special Summon that target. You can only use 1 effect of "Provider of the Woidtex" per turn, and only once that turn.
1100/1600
 
Summoner of the Woidtex
Fiend-Type/WIND
Level 4
When this card is Special Summoned: You can Special Summon 1 "Woidtex" monster from your hand, except "Summoner of the Woidtex". You can banish this card from your Graveyard, then target 1 "Woidtex" monster you control; Special Summon that target. You can only use 1 effect of "Summoner of the Woidtex" per turn, and only once that turn.
1800/1300
 
Reviver of the Woidtex
Fiend-Type/WIND
Level 5
When this card is Special Summoned: You can target 1 "Woidtex" monster in your Graveyard, except "Reviver of the Woidtex"; Special Summon that target. You can banish this card from your Graveyard, then target 1 "Woidtex" monster you control; Special Summon that target. You can only use 1 effect of "Reviver of the Woidtex" per turn, and only once that turn.
2000/1600
 
Returner of the Woidtex
Fiend-Type/WIND
Level 6
When this card is Special Summoned: You can target 1 "Woidtex" card in your Graveyard or 1 of your banished "Woidtex" cards, except "Returner of the Woidtex"; add that target to your hand. You can banish this card from your Graveyard, then target 1 "Woidtex" monster you control; Special Summon that target. You can only use 1 effect of "Returner of the Woidtex" per turn, and only once that turn.
2100/2200
 
Extra Deck Monsters:
 
Berserker of the Woidtex
Fiend-Type/WIND/Fusion
Level 7
2 "Woidtex" monsters
When this card is Special Summoned: You can target 1 of your banished "Woidtex" monsters, except "Berserker of the Woidtex"; Special Summon that target, but it cannot be used as a Fusion Material for the Fusion Summon of "Berserker of the Woidtex". You can Tribute any number of other Special Summoned "Woidtex" monsters; until the end of this turn, this card can attack an additional monster for each monster Tributed. You can only use each effect of "Berserker of the Woidtex" once per turn.
2400/1700
 
Scavenger of the Woidtex
Fiend-Type/WIND/Fusion
Level 8
2 "Woidtex" monsters
When this card is Special Summoned: You can target 1 "Woidtex" card in your Graveyard; banish that target, and if you do, add 1 card with the same name as that target from your Deck to your hand. During either player's turn, when your opponent activates a Spell/Trap Card or effect: You can banish 1 "Woidtex" card from your hand or Graveyard; negate the activation, and if you do, destroy that card. You can only use each effect of "Scavenger of the Woidtex" once per turn.
2500/2000
 
Commander of the Woidtex
Fiend-Type/WIND/Fusion
Level 9
1 "Woidtex" Fusion Monster + 1 WIND monster
When this card is Special Summoned: You can return all other monsters on the field to the hand, also you cannot Special Summon monsters for the rest of the turn. If this card inflicts battle damage to your opponent: You can banish 1 card from your opponent's hand, field or Graveyard (the card in the hand is chosen at random). You can only use each effect of "Commander of the Woidtex" once per turn.
3000/2500
 
Spell/Trap Cards:
 
Through the Woidtex
Normal Spell Card
Fusion Summon 1 "Woidtex" Fusion Monster from your Extra Deck by using monsters from your hand or field as Fusion Materials. You can shuffle this card from your Graveyard into your Deck, then target up to 2 of your banished "Woidtex" monsters; return them to your Graveyard. You can only activate 1 "Through the Woidtex" per turn.
 
Forming the Woidtex
Normal Spell Card
Fusion Summon 1 "Woidtex" Fusion Monster from your Extra Deck by banishing Special Summoned monsters you control or monsters from your Graveyard as Fusion Materials. You can shuffle this card from your Graveyard into your Deck, then target 1 "Woidtex" monster you control; Special Summon that target. You can only activate 1 "Forming the Woidtex" per turn.
 
Building the Woidtex
Continuous Spell Card
If you control no Special Summoned "Woidtex" monsters, during your Main Phase you can Normal Summon 1 "Woidtex" monster in additional to your Normal Summon/Set. (You can only gain this effect once per turn.) Once per turn: You can discard 1 "Woidtex" card; Special Summon 1 Level 4 or lower "Woidtex" monster from your hand or Deck, also you cannot Special Summon monsters for the rest of the turn, except "Woidtex" monsters. If a "Woidtex" monster you control would be destroyed by battle, you can destroy this card instead.
 
Maintaining the Woidtex
Continuous Trap Card
While you control a "Woidtex" Fusion Monster and your opponent controls no monsters Special Summoned from the Extra Deck, negate the effects of all monsters your opponent control. All "Woidtex" monsters you control you control gain 200 ATK and DEF for each of your banished "Woidtex" cards with different names. If a "Woidtex" monster(s) you control would be destroyed by a card effect, you can destroy this card instead.

TUNDRAGON ARCHETYPE (14/14):

Tundragon is an Archetype of Dragon-Type/WATER Level 3, 8 and 11 monsters. They focus on Synchro Summoning and excavating cards, along with top Deck manipulation. The Level 3 monsters have three effects, one that allows you to change the order of the top 5 cards of your Deck when they are sent from your Deck to the Graveyard, one that allows you to excavate the top 3 cards of your Deck, then Special Summon 1 Level 8 Tundragon monster, which you then Synchro Summon with, and lastly one that returns themselves from your hand to the top of your Deck for various effects. The Level 8s are able to send themselves and another Tundragon card in your hand or side of the field to the Graveyard for various effects, and banish themselves from your Graveyard to return a Tundragon from your Graveyard to the top of your Deck. Along with that, thy have Level 11 Synchro Monsters, which act as the boss monsters, and Spell/Trap Card support. The name is a portmanteau of Tundra and Dragon, also I just noticed and unintentional pun in "Tun", since it's similar to "Tuner".
 
Main Deck Monsters:
 
Darrid the Truthful Tundragon
Dragon-Type/WATER/Tuner
Level 3
If this card is sent from your Deck to the Graveyard: You can excavate the top 5 cards in your Deck, then place them on top of your Deck in any order. You can only use 1 of the these effects of "Darrid the Truthful Tundragon" per turn, and only once that turn.
● When this card is Normal Summoned or Special Summoned: You can excavate the top 3 cards of your Deck, Special Summon 1 excavated Level 8 "Tundragon" monster, also send the rest of the cards to the Graveyard. Immediately after this effect resolves, Synchro Summon 1 Synchro Monster using this card and that monster only.
● If this card is in your hand: You can Special Summon 1 "Tundragon" monster from your hand, except "Darrid   the Truthful Tundragon", and if you do, place this card on top of your Deck.
1300/1300
 
Vano the Spirited Tundragon
Dragon-Type/WATER/Tuner
Level 3
If this card is sent from your Deck to the Graveyard: You can excavate the top 5 cards in your Deck, then place them on top of your Deck in any order. You can only use 1 of the these effects of "Vano the Spirited Tundragon" per turn, and only once that turn.
● When this card is Normal Summoned or Special Summoned: You can excavate the top 3 cards of your Deck, Special Summon 1 excavated Level 8 "Tundragon" monster, also send the rest of the cards to the Graveyard. Immediately after this effect resolves, Synchro Summon 1 Synchro Monster using this card and that monster only.
● If this card is in your hand: You can excavate the top 5 cards of your Deck, add 1 excavated "Tundragon" card to your hand, also send the rest to the Graveyard, and if you do, place this card on top of your Deck.
1500/1100
 
Yunaku the Ambitious Tundragon
Dragon-Type/WATER/Tuner
Level 3
If this card is sent from your Deck to the Graveyard: You can excavate the top 5 cards in your Deck, then place them on top of your Deck in any order. You can only use 1 of the these effects of "Yunaku the Ambitious Tundragon" per turn, and only once that turn.
● When this card is Normal Summoned or Special Summoned: You can excavate the top 3 cards of your Deck, Special Summon 1 excavated Level 8 "Tundragon" monster, also send the rest of the cards to the Graveyard. Immediately after this effect resolves, Synchro Summon 1 Synchro Monster using this card and that monster only.
● If this card is in your hand: You can target 1 "Tundragon" card in your Graveyard, except "Yunaku the Ambitious Tundragon"; add that target to your hand, and if you do, place this card on top of your Deck.
1000/1600
 
Kutai the Believer Tundragon
Dragon-Type/WATER/Tuner
Level 3
If this card is sent from your Deck to the Graveyard: You can excavate the top 5 cards in your Deck, then place them on top of your Deck in any order. You can only use 1 of the these effects of "Kutai the Believer Tundragon" per turn, and only once that turn.
● When this card is Normal Summoned or Special Summoned: You can excavate the top 3 cards of your Deck, Special Summon 1 excavated Level 8 "Tundragon" monster, also send the rest of the cards to the Graveyard. Immediately after this effect resolves, Synchro Summon 1 Synchro Monster using this card and that monster only.

● If this card is in your hand: You can target 1 "Tundragon" monster in your Graveyard; banish that target, and if you do, place this card on top of your Deck. During your next Standby Phase after this effect's activation, Special Summon that target.

1400/1200
 
Duragan the Fierce Tundragon
Dragon-Type/WATER
Level 8
You can send this card and 1 other "Tundragon" card from your hand and/or side of the field to the Graveyard, then target 1 Level 3 "Tundragon" monster in your Graveyard; Special Summon that target. You can banish this card from your Graveyard, then target 1 "Tundragon" card in your Graveyard; place it on top your Deck. You can only use 1 effect of "Duragan the Fierce Tundragon" per turn, and only once that turn.
2500/2300
 
Tatari the Relentless Tundragon
Dragon-Type/WATER  
Level 8
You can send this card and 1 other "Tundragon" card from your hand and/or side of the field to the Graveyard; draw 3 cards, then place 2 cards from your hand on top of your Deck. You can banish this card from your Graveyard, then target 1 "Tundragon" card in your Graveyard; place it on top your Deck. You can only use 1 effect of "Tatari the Relentless Tundragon" per turn, and only once that turn.
2600/2100
 
Harlan the Bold Tundragon
Dragon-Type/WATER  
Level 8
You can send this card and 1 other "Tundragon" card from your hand or side of the field to the Graveyard; Special Summon 2 "Tundragon Tokens" (Dragon-Type/WATER/Level 4/ATK 1000/DEF 1000). You can banish this card from your Graveyard, then target 1 "Tundragon" card in your Graveyard; place it on top your Deck. You can only use 1 effect of "Tatari the Relentless Tundragon" per turn, and only once that turn.
2300/2800  
 
Dukan the Defender Tundragon
Dragon-Type/WATER
Level 8

During either player's turn, when your opponent activates a card or effect: You can send this card and 1 other "Tundragon" card from your hand or side of the field to the Graveyard; negate the activation, and if you do, banish that card. You can banish this card from your Graveyard, then target 1 "Tundragon" card in your Graveyard; place it on top your Deck. You can only use 1 effect of "Dukan the Defender Tundragon" per turn, and only once that turn.

2700/1700

 
Extra Deck Monsters:
 
Tanabar the Powerful Tundragon
Dragon-Type/WATER/Synchro
Level 11
1 Tuner + 1 non-Tuner Level 8 Dragon-Type monster
When this card is Synchro Summoned: You can destroy 1 face-up card your opponent controls. Your opponent cannot banish monsters you control or in your Graveyard. If this card destroys an opponent's monster by battle: You can excavate the top 3 cards of your Deck, Special Summon 1 excavated "Tundragon" monster, also send the rest to the Graveyard.
3200/2400
 
Olam the Fearless Tundragon
Dragon-Type/WATER/Synchro
Level 11
1 Tuner + 1 non-Tuner Level 8 Dragon-Type monster
When this card is Synchro Summoned: You can destroy 1 face-down card your opponent controls. Once per turn, if a card(s) is sent from your Deck to the Graveyard: This card gains 500 ATK and DEF until the end of this turn. Once per turn: You can excavate the top card of your Deck, if is a "Tundragon" card, add it to your hand. Otherwise, send it to the Graveyard.
3000/2500
 
Mikara the Master Tundragon
Dragon-Type/WATER/Synchro
Level 11
1 Tuner + 1 non-Tuner Level 8 Dragon-Type monster
When this card is Synchro Summoned: You can discard 1 random card from your opponent's hand. If a "Tundragon" monster battles, your opponent cannot activate cards or effects until the end of the Damage Step. Once per turn: You can target 1 of your banished "Tundragon" cards; return that target to your hand.
3100/2200
 
Spell/Trap Cards:
 
Plains of the Tundragon
Field Spell Card
When this card is activated: You can excavate the top 3 cards of your Deck, Special Summon 1 excavated Level 3 "Tundragon" monster, also send the rest to the Graveyard. While you control a Dragon-Type Synchro Monster, your opponent cannot target the "Tundragon" monster you control with the lowest ATK for an attack or effects. You can only activate 1 "Plains of the Tundragon" per turn.
 
Blizzard of the Tundragon
Normal Trap Card
If you control a Dragon-Type Synchro Monster; excavate the top 3 cards of your Deck, return cards your opponent control to the hand up the number of excavated "Tundragon" cards, also send the cards to the Graveyard. During your turn, except the turn this card was sent to the Graveyard: You can banish it from your Graveyard, then target 1 of your banished "Tundragon" Level 8 monsters; Special Summon that target.

Sculpture of the Tundragon
Normal Trap Card
Target 1 Dragon-Type Synchro Monster you control; return that target into the Extra Deck, and if you do, Special Summon 1 Dragon-Type Synchro Monster with the same Level as that target from your Extra Deck, but with a different name (this Special Summon is treated as a Synchro Summon). During either player's turn, except the turn this card was sent to the Graveyard: You can banish 1 other "Tundragon" card from your Graveyard; Special Summon this card from your Graveyard as a Normal Monster (Dragon-Type/WATER/Level 8/ATK 2000/DEF 2000). During your End Phase, unless you control a Dragon-Type Synchro Monster, destroy this card.

BURSTBEAST ARCHETYPE (10/10):

Burstbeast is an Archetype of Level 4-6 LIGHT and FIRE Beast-Warrior and Winged Beast-Type Pendulum Monsters. They focus on Pendulum Summoning, battling and changing their position during Main Phase 2 after they attack to use their effects. Each monster has a Pendulum Effect that prevents a Pendulum Summoned Burstbeast monster from being destroyed by battle that turn, so you can ram into the opponent's monster to change position, if that's ever needed, or just for some unexpected surprises.
 
Along with that, they have another unrelated Pendulum Effect. They each also have a monster effect that allows them to change their battle position during Main Phase 2 after they have attacked that turn. The reason for this being that they have another effect that works if you control 2 or more Burstbeast monsters.
 
They also have sub-Archetypes, those being Great, Mighty and Amazing Burstbeast, for Level 4, Level 5 and Level 6 respectively, and each Pendulum Scale has 2 monsters from each Level. The Winged Beast-Type monsters are all Scale 3, while the Beast-Warrior-Types are all Scale 7. Lastly, they have images this time!
 
Monsters:

http://i.imgur.com/LaYYe6b.png
Pendulum Effect:
"Burstbeast" monsters you control cannot be destroyed by battle during the turn they are Pendulum Summoned. Once per turn, if a "Burstbeast" monster(s) you control would be destroyed by your opponent's card effect, that card(s) is not destroyed.
 
Monster Effect:
Once per turn, if damage calculation is performed involving this attacking card, during your Main Phase 2: During your Main Phase 2, if you control 2 or more "Burstbeast" monsters in Defense Position:  You can Special Summon 1 "Burstbeast" Pendulum Monster from your hand or face-up in your Extra Deck, but its effects cannot be activated this turn. You can only use this effect of "Farco, the Great Burstbeast" once per turn.

http://i.imgur.com/GhNhmVi.png
Pendulum Effect:
"Burstbeast" monsters you control cannot be destroyed by battle during the turn they are Pendulum Summoned. If a "Burstbeast" monster you controls battles an opponent's monster, your opponent cannot activate cards or effects until the end of the Damage Step.
 
Monster Effect:
Once per turn, if damage calculation is performed involving this attacking card, during your Main Phase 2: During your Main Phase 2, if you control 2 or more "Burstbeast" monsters in Defense Position: You can add 1 "Burstbeast" card from your Deck to your hand, except "Naru, the Great Burstbeast". You can only use this effect of "Naru, the Great Burstbeast" once per turn.

http://i.imgur.com/Yv3IgQv.png
Pendulum Effect:
"Burstbeast" monsters you control cannot be destroyed by battle during the turn they are Pendulum Summoned. Once per turn, during each End Phase: You can add 1 face-up "Burstbeast" Pendulum Monster from your Extra Deck to your hand, except "Suku, the Mighty Burstbeast".

Monster Effect:
Once per turn, if damage calculation is performed involving this attacking card, during your Main Phase 2: You can change its battle position. During your Main Phase 2, if you control 2 or more "Burstbeast" monsters in Defense Position: You can target 1 Spell/Trap Card on the field; destroy it. You can only use this effect of "Suku, the Mighty Burstbeast" once per turn.

http://i.imgur.com/mt0IwMI.png
Pendulum Effect:
"Burstbeast" monsters you control cannot be destroyed by battle during the turn they are Pendulum Summoned. Once per turn, during either player's turn, when your opponent activates a card or effect: You can send 1 "Burstbeast" Pendulum Monster from your hand or face-up in your Extra Deck to the Graveyard; negate the activation, and if you do, destroy it.

Monster Effect:
Once per turn, if damage calculation is performed involving this attacking card, during your Main Phase 2: During your Main Phase 2, if you control 2 or more "Burstbeast" monsters in Defense Position: You can draw 1 card. You can only use this effect of "Takka, the Mighty Burstbeast" once per turn.

http://i.imgur.com/dxqA82q.png
Pendulum Effect:
"Burstbeast" monsters you control cannot be destroyed by battle during the turn they are Pendulum Summoned. All "Burstbeast" monsters you control gain 200 ATK and DEF for each "Burstbeast" Pendulum Monster face-up in your Extra Deck.

Monster Effect:
Once per turn, if damage calculation is performed involving this attacking card, during your Main Phase 2: You can change its battle position. During your Main Phase 2, if you control 2 or more "Burstbeast" monsters in Defense Position: You can target 1 "Burstbeast" card in your Graveyard, except "Yakko, the Amazing Burstbeast"; add it to your hand. You can only use this effect of "Yakko, the Amazing Burstbeast" once per turn.

http://i.imgur.com/mIgbhfn.png
Pendulum Effect:
"Burstbeast" monsters you control cannot be destroyed by battle during the turn they are Pendulum Summoned. Once per turn, when a "Burstbeast" monster you control destroys an opponent's monster by battle: You can Special Summon 1 "Burstbeast" monster from your hand or Deck, except "Tazaki, the Amazing Burstbeast", but its effects are negated and it is destroyed during the End Phase.

Monster Effect:
Once per turn, if damage calculation is performed involving this attacking card, during your Main Phase 2: During your Main Phase 2, if you control 2 or more "Burstbeast" monsters in Defense Position: You can negate the effects of all face-up cards your opponent controls. You can only use this effect of "Tazaki, the Amazing Burstbeast" once per turn.

Spell/Trap Cards:

http://i.imgur.com/ELSWq1s.png
If you control no Pendulum Monsters: Excavate the top 5 cards of your Deck, if you excavated any "Burstbeast" cards, your opponent chooses 3 of the excavated cards, including at least 1 "Burstbeast" card, then you (the activator of this card) adds 1 of those cards to your hand, also, after that, shuffle the rest into the Deck. Otherwise, shuffle all the excavated cards into the Deck. You can only activate 1 "Burstbeast Inauguration" per turn.

http://i.imgur.com/o4HBRi4.png
When this card is activated: You can add 1 "Burstbeast" monster from your Deck to your hand. You cannot Special Summon, nor attack with monsters, except "Burstbeast" monsters during the turn you activate this effect. During your Main Phase 2, if you control both a "Great Burstbeast", "Mighty Burstbeast" and "Amazing Burstbeast" Pendulum Monster: You can send this face-up card you control to the Graveyard; conduct a second Battle Phase this turn, also change all "Burstbeast" Pendulum Monsters you control to Attack Position, but they are changed to Defense Position at the end of the Battle Phase. You can only activate 1 "Burstbeast Prime" per turn

http://i.imgur.com/DY27ygV.png
Target 1 "Burstbeast" Pendulum Monster you control; equip this card to that target. It gains 1000 DEF and cannot be targeted by your opponent's card effects while in Defense Position. If this card is in your Graveyard while you control 2 "Burstbeast" cards in your Pendulum Zones: You can Special Summon this card from your Graveyard as a Normal Monster (Machine-Type/LIGHT/Level 4/ATK 0/DEF 2500), but banish it when it leaves the field. (This card is NOT treated as a Trap Card.) If Summoned this way, your opponent cannot target "Burstbeast" Pendulum Monsters for attacks.

http://i.imgur.com/bUocqj5.png
If you control both a "Great Burstbeast", "Mighty Burstbeast" and "Amazing Burstbeast" Pendulum Monster: Destroy as many "Burstbeast" Pendulum Monsters you control as possible, then destroy cards your opponent control up to the number destroyed, and if you do, inflict 1000 damage to your opponent for each of their cards you destroyed.

ACOLIGHT ARCHETYPE (11/11):

Acolight is an Archetype of Spellcaster-Type/LIGHT Level 3 Special Summon only monsters with 1000 ATK and DEF. They focus on Tokens and Xyz Summoning. Each monster can Special Summon itself and a Token based on it, which cannot be Tributed or used as Synchro Material. Along with that, they gain an effect while you control that kind of Token, and also have an effect that benefits the Token, e.g. they cannot be destroyed by card effects. Lastly, they are destroyed if you don't control a Token. The name is a pun on "acolyte" with "light", hence their Attribute and their theme is based around religion and the themes typically associated with religion.
 
Main Deck Monsters:
 
Acolight of Peace
Spellcaster-Type/LIGHT
Level 3
Cannot be Normal Summoned/Set. Must first be Special Summoned by the effect of an "Acolight" card. If you control no monsters, and your opponent controls a monster(s): You can Special Summon this card from your hand and 1 "Peace Token" (Fairy-Type/LIGHT/Level 4/ATK 1500/DEF 1500). That Token cannot be Tributed or used as Synchro Material. While you control a "Peace Token", this card cannot be targeted for an attack. Tokens you control cannot be destroyed by your opponent's card effects. Unless you control a Token, destroy this card.
1000/1000
 
Acolight of Dreams
Spellcaster-Type/LIGHT
Level 3
Cannot be Normal Summoned/Set. Must first be Special Summoned by the effect of an "Acolight" card. If you control no monsters, and your opponent controls a monster(s): You can Special Summon this card from your hand and 1 "Dreams Token" (Fairy-Type/LIGHT/Level 4/ATK 1500/DEF 1500). That Token cannot be Tributed or used as Synchro Material. While you control a "Dreams Token", this card can attack your opponent directly. Once per turn, if a Token you control inflicts battle damage to your opponent: You can add 1 "Acolight" card from your Deck to your hand. Unless you control a Token, destroy this card.
1000/1000
 
Acolight of Hope
Spellcaster-Type/LIGHT
Level 3
Cannot be Normal Summoned/Set. Must first be Special Summoned by the effect of an "Acolight" card. If you control no monsters, and your opponent controls a monster(s): You can Special Summon this card from your hand and 1 "Hope Token" (Fairy-Type/LIGHT/Level 4/ATK 1500/DEF 1500). That Token cannot be Tributed or used as Synchro Material. While you control a "Hope Token", the activation and effects of "Acolight" cards in your possession cannot be negated. Tokens you control gain 500 ATK and DEF for each "Acolight" monster you control. Unless you control a Token, destroy this card.
1000/1000
 
Acolight of Life
Spellcaster-Type/LIGHT
Level 3
Cannot be Normal Summoned/Set. Must first be Special Summoned by the effect of an "Acolight" card. If you control no monsters, and your opponent controls a monster(s): You can Special Summon this card from your hand and 1 "Life Token" (Fairy-Type/LIGHT/Level 4/ATK 1500/DEF 1500). That Token cannot be Tributed or used as Synchro Material. Once per turn, if you control a "Life Token": You can target 1 "Acolight" monster in your Graveyard; Special Summon it and 1 Token written in its text, but that target's effects are negated, also you cannot Special Summon monsters for the rest of the turn, except "Acolight" monsters. That Token cannot be Tributed or used as Synchro Material. Unless you control a Token, destroy this card.
1000/1000
 
Acolight of Trust
Spellcaster-Type/LIGHT
Level 3
Cannot be Normal Summoned/Set. Must first be Special Summoned by the effect of an "Acolight" card. If you control no monsters, and your opponent controls a monster(s): You can Special Summon this card from your hand and 1 "Trust Token" (Fairy-Type/LIGHT/Level 4/ATK 1500/DEF 1500). That Token cannot be Tributed or used as Synchro Material. If you control a "Trust Token", your opponent cannot target "Acolight" monsters with effects. Your opponent cannot target Tokens you control for attacks. Unless you control a Token, destroy this card.

1000/1000

 
Extra Deck Monsters:
 
Acolight of Love
Spellcaster-Type/LIGHT/Xyz
Rank 3
2 Level 3 "Acolight" monsters
When this card is Xyz Summoned: You can Special Summon 2 "Love Tokens" (Fairy-Type/LIGHT/Level 4/2000 ATK/2000 DEF). Those Tokens cannot be Tributed or used as Synchro Material. While you control 2 "Love Tokens", this card is unaffected by your opponent's card effects. If a Token(s) you control would be destroyed by battle or your opponent's card effect, you can destroy this card instead. Once per turn: You can detach 1 Xyz Material from this card; excavate the top 2 cards of your Deck, add 1 of them to your hand, also shuffle the rest into the Deck. Unless you control a Token, destroy this card.
1500/1500
 
Acolight of Faith
Spellcaster-Type/LIGHT/Xyz
Rank 4
3 Level 4 LIGHT monsters
You can also Xyz Summon this card by using a Rank 3 LIGHT Xyz Monster you control with no Xyz Materials, then using that Xyz Monster as the Xyz Material. When this card is Xyz Summoned: You can Special Summon 2 "Faith Tokens" (Fairy-Type/LIGHT/Level 4/2000 ATK/2000 DEF). Those Tokens cannot be Tributed or used as Synchro Material. While you control 2 "Faith Tokens", this card gains 1000 ATK and DEF and is unaffected by your opponent's card effects. If a Token you control battles, your opponent cannot activate cards or effects until the end of the Damage Step. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; negate all your opponent's Spell/Trap effects this turn. Unless you control a Token, destroy this card.
1500/1500
 
Spell/Trap Cards:
 
Acolight Church
Field Spell Card
Once per turn: You can target 1 "Acolight" monster you control; shuffle it into the Deck, then Special Summon 1 "Acolight" monster with a different name from your Deck and 1 Token written in its text. That Token cannot be Tributed or used as Synchro Material. All "Acolight" monsters you control gain 500 ATK and DEF for each Token you control.
 
Acolight Prayer
Quick-Play Spell Card
Special Summon 1 "Acolight" monster from your hand and 1 Token written in its text. That Token cannot be Tributed or used as Synchro Material. During your Draw Phase, if this card is in your Graveyard, instead of conducting your normal draw: You can add this card from your Graveyard to your hand.

Acolight Blasphemy
Normal Trap Card
Special Summon 2 "Blasphemy Tokens" (Fairy-Type/DARK/Level 1/ATK 500/DEF 500) to your opponent's side of the field, then draw 1 card. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Acolight" card in your Graveyard; add it to your hand.

Acolight Alter
Continuous Trap Card
Once per turn: You can target 2 Tokens you control; destroy them, then Special Summon 1 "Acolight" monster from your hand, Deck or Graveyard and 1 Token listed in its text. That Token cannot be Tributed or used as Synchro Material. You can treat "Acolight" monsters you control as Level 4 when Xyz Summoning a LIGHT Rank 4 Xyz Monster.

FRUITOPIA ARCHETYPE (10/10):

Fruitopia is an Archetype of Plant-Type/LIGHT Level 3 to 5 Pendulum Monsters as well as a boss Effect Monster. They focus on placing their monsters in the Spell & Trap Zone as Continuous Spell Cards, where they gain other effects and can be supported in various other ways. All their Pendulum Effects are the same, where they can place Fruitopia monsters from the Extra Deck as Continuous Spell Cards. Their name comes from Fruit and Utopia, and they are based on various fruits, with a focus on tropical fruits.

 

Monsters:

 

Fruitopia Banana
Plant-Type/LIGHT/Pendulum
Level 3
Scale 2
Pendulum Effect:
During your Main Phase: You can place 1 face-up "Fruitopia" Pendulum Monster in your Extra Deck in your Spell & Trap Zone as a Continuous Spell Card. You can only use this effect once while this card is face-up on your field.

Monster Effect:
All "Fruitopia" monsters you control gain 300 ATK and DEF for each "Fruitopia" monster in your Spell & Trap Zone that is treated as a Continuous Spell Card. While this card is in your Spell & Trap Zone as a Continuous Spell Card, "Fruitopia" cards in your Field and Pendulum Zones are unaffected by your opponent's card effects.
1200/1500

Fruitopia Lemon
Plant-Type/LIGHT/Pendulum
Level 3
Scale 6
Pendulum Effect:
During your Main Phase: You can place 1 face-up "Fruitopia" Pendulum Monster in your Extra Deck in your Spell & Trap Zone as a Continuous Spell Card. You can only use this effect once while this card is face-up on your field.

Monster Effect:
Once per turn: You can discard 1 "Fruitopia" card; place 1 "Fruitopia" monster from your hand or Deck in your Spell & Trap Zone as a Continuous Spell Card. While this card is in your Spell & Trap Zone as a Continuous Spell Card, "Fruitopia" monsters you control cannot be destroyed by your opponent's card effects.
1400/1000

 

Fruitopia Orange

Plant-Type/LIGHT/Pendulum
Level 4
Scale 2
Pendulum Effect:
During your Main Phase: You can place 1 face-up "Fruitopia" Pendulum Monster in your Extra Deck in your Spell & Trap Zone as a Continuous Spell Card. You can only use this effect once while this card is face-up on your field.

 

Monster Effect:

When this card is Normal or Special Summoned: You can target 1 "Fruitopia" card in your Pendulum Zone; place it in your Spell & Trap Zone as a Continuous Spell Card. While this card is in your Spell & Trap Zone as a Continuous Spell Card, if a Plant-Type monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step.

1600/1600

 

Fruitopia Papaya

Plant-Type/LIGHT/Pendulum
Level 4
Scale 6
Pendulum Effect:
During your Main Phase: You can place 1 face-up "Fruitopia" Pendulum Monster in your Extra Deck in your Spell & Trap Zone as a Continuous Spell Card. You can only use this effect once while this card is face-up on your field.

 

Monster Effect:

Once per turn: You can place 1 Fruitopia Counter on "Fruitopian Island" for each "Fruitopia" monster that is treated as a Continuous Spell Card you control with a different name. While this card is in your Spell & Trap Zone as a Continuous Spell Card, your opponent can only Special Summon equal to the number of "Fruitopia" monsters you control.

1800/1300


Fruitopia Pineapple
Plant-Type/LIGHT/Pendulum
Level 5
Scale 2
Pendulum Effect:
During your Main Phase: You can place 1 face-up "Fruitopia" Pendulum Monster in your Extra Deck in your Spell & Trap Zone as a Continuous Spell Card. You can only use this effect once while this card is face-up on your field.

Monster Effect:
When this card is Pendulum Summoned: You can Special Summon 1 "Fruitopia" monster from your Spell & Trap Zone that is treated as a Continuous Spell Card. Once per turn, if this card is in your Spell & Trap Zone as a Continuous Spell Card: You can target 1 Spell/Trap Card your opponent controls; destroy it.
2200/1500

Fruitopia Coconut
Plant-Type/LIGHT/Pendulum
Level 5
Scale 6
Pendulum Effect:
During your Main Phase: You can place 1 face-up "Fruitopia" Pendulum Monster in your Extra Deck in your Spell & Trap Zone as a Continuous Spell Card. You can only use this effect once while this card is face-up on your field.

Monster Effect:
Once per turn: You can target 1 "Fruitopia" Pendulum Monster in your Spell & Trap Zone that is treated as a Continuous Spell Card; add it face-up in your Extra Deck, then draw 1 card. While this card is in your Spell & Trap Zone as a Continuous Spell Card, you can Normal Summon 1 Plant-Type monster in addition to your Normal Summon/Set (you can only gain this effect once per turn).
1800/2400

Fruitopia Avocado
Plant-Type/LIGHT
Level 7
You can target 2 or more "Fruitopia" Spell Cards you control; return them to your hand, and if you do, Special Summon this card from your hand. This card can make an additional attack on monsters your opponent control for each Fruitopia Counter on the field. Once per turn, if this card inflicts battle damage to your opponent: You can inflict 1000 damage to your opponent.
2500/2000

Spell/Trap Cards:

Fruitopian Salad
Normal Spell Card
Activate 1 of these effects.
* Place up to 2 "Fruitopia" Pendulum Monsters from your Extra Deck in your Pendulum Zones.
* Place up to 2 "Fruitopia" Pendulum Monsters that are treated as Continuous Spell Cards in your Spell & Trap Zone in your Pendulum Zones.

Fruitopian Island
Field Spell Card
When you Pendulum Summon a "Fruitopia" Pendulum Monster(s): You can place any number of those monsters in your Spell & Trap Zone as a Continuous Spell Card, then place 1 Fruitopia Counter on this card for each of those cards. You can remove 3 Fruitopia Counters from this card, then target up to 2 monsters your opponent control; destroy them, and if you do, you can place them in your opponent's Spell & Trap Zone as Continuous Spell Cards. If a "Fruitopia" monster(s) that is treated as Continuous Spell Card in your Spell & Trap Zone would be destroyed by your opponent's card effect, you can remove 1 Fruitopia Counter from this card instead for each of those cards.

Fruitopian Seeds
Normal Trap Card
Add 1 "Fruitopia" Pendulum Monster from your hand or side of the field to your Extra Deck face-up, then add 1 "Fruitopia" card from your Deck to your hand, except "Fruitopian Seeds". During your turn, except the turn this card was sent to your Graveyard: You can banish this card from your Graveyard, then target 1 "Fruitopia" card in your Graveyard; add it to your hand.

ANTISHPERE ARCHETYPE (11/11):

Antisphere is an Archetype of Aqua-Type/WIND monsters with 0 DEF and are Level 1 Tuners with 0 ATK and Level 5 non-Tuners with 2000 ATK. They focus on Synchro Summoning, and the hand size limit, and all the Tuners have effects that Special Summon them if they are discarded for the hand size limit. Along with that, they have Spell/Trap Cards as well, which are quite powerful, but you can only control 1 at a time. Their name is a portmanteau of Anti and Atmosphere. The monsters are related to various gasses found in the atmosphere, their strange typing is to show this, and the Spell/Trap Cards are based on concept related to the Atmosphere.
 
Main Deck Monsters:
 
Antisphere Heli
Aqua-Type/WIND/Tuner
Level 1
Your hand size limit is decreased by 1. During your opponent's turn, if you have no cards in your hand: You can add 1 "Antisphere" monster from your Deck to your hand, except "Antisphere Heli" (this is a Quick Effect). If this card is discarded because you had more cards in your hand than your hand size limit: You can Special Summon this card. You can only use each effect of "Antisphere Heli" once per turn.
0/0
 
Antisphere Carbo
Aqua-Type/WIND/Tuner   
Level 1
Your hand size limit is decreased by 1. During your opponent's turn, if you have no cards in your hand: You can add 1 "Antisphere" Spell/Trap Card from your Deck to your hand (this is a Quick Effect). If this card is discarded because you had more cards in your hand than your hand size limit: You can Special Summon this card. You can only use each effect of "Antisphere Carbo" once per turn.
0/0
 
Antisphere Metha
Aqua-Type/WIND/Tuner
Level 1
Your hand size limit is decreased by 1. During either player's turn: You can Tribute this card; Special Summon 1 "Antisphere" monster from your hand. If this card is discarded because you had more cards in your hand than your hand size limit: You can Special Summon this card. You can only each effect of "Antisphere Metha" once per turn.
0/0
 
Antisphere Neo
Aqua-Type/WIND/Tuner
Level 1
Your hand size limit is decreased by 1. If this card is discarded because you had more cards in your hand than your hand size limit: You can Special Summon this card. During either player's turn: You can Tribute this card; draw 2 cards and reveal them, then shuffle any non-"Antisphere" cards into the Deck. You can only use each effect of "Antisphere Neo" once per turn.
0/0
 
Antisphere Oxy
Aqua-Type/WIND
Level 5
You can Normal Summon this card without Tributing, but its ATK becomes 1500. When this card is Tribute Summoned: You can draw 1 card. Your hand size limit is decreased by 2. During your opponents turn: You can send 1 face-up "Antisphere" Spell/Trap Card you control to the Graveyard; activate 1 "Antisphere" Spell/Trap Card directly from your Deck with a different name. You can only use this effect of "Antisphere Oxy" once per turn.
2000/0
 
Antisphere Argo
Aqua-Type/WIND
Level 5
You can Normal Summon this card without Tributing, but its ATK becomes 1500. When this card is Tribute Summoned: You can draw 1 card. Your hand size limit is decreased by 2. During your opponent's turn: You can target 3 "Antisphere" cards in your Graveyard with different names; shuffle them into your Deck, then draw 2 cards (this is a Quick Effect). You can only use this effect of "Antisphere Argo" once per turn.
2000/0
 
Extra Deck Monsters:
 
Antisphere Nitro
Aqua-Type/WIND/Synchro
Level 6
1 "Antisphere" Tuner + 1 or more non-Tuner monsters
Both players' hand size limit is decreased by 2. Once per turn, during either player's turn: You can target 1 face-up card your opponent controls; shuffle it into the Deck, also you cannot activate cards or effects for the rest of the turn. If this card is destroyed by your opponent's card (by battle or effect) and sent to the Graveyard: You can target 2 other "Antisphere" monsters in your Graveyard; add them to your hand, then banish this card.
2500/0
 
Spell/Trap Cards:
 
Antisphere Aurora
Continuous Spell Card  
Both players' hand size limit is decreased by 1. If you discard a "Antisphere" card(s) to the Graveyard because you had more cards than your hand size limit, place 1 Antisphere Counter on this card for each of those cards. All "Antisphere" monsters you control gain 100 ATK and DEF for each Antisphere Counter on this card. Once per turn, during your opponent's turn: You can activate this effect; immediately after this effect resolves, Synchro Summon 1 Synchro Monster using only "Antisphere" monsters you control as Synchro Material (this is a Quick Effect). You can only control 1 "Antisphere Aurora".
 
Antisphere Vapors
Continuous Spell Card
Both players' hand size limit is decreased by 1. Once per turn, if you discard a "Antisphere" card(s) to the Graveyard because you had more cards than your hand size limit: Draw 1 card. Once per turn: You can target 1 "Antisphere" card in your Graveyard; place it on top of your Deck. You can Normal Summon 1 "Antisphere" monster in addition to your Normal Summon/Set (you can only gain this effect once per turn). You can only control 1 "Antisphere Vapors".
 
Antisphere Ozone
Continuous Trap Card
When this card is activated, if you control an "Antisphere" monster and you have no cards in your hand: Draw 2 cards. Both players' hand size limit is decreased by 1. The "Antisphere" monster(s) you control with the lowest Level cannot be destroyed by battle. While you control more "Antisphere" monsters than monsters your opponent controls, "Antisphere" monsters you control cannot be targeted or destroyed by your opponent's card effects. You can only control 1 "Antisphere Ozone".

Antisphere Scattering
Continuous Trap Card
Both players' hand size limit is decreased by 1. All face-up monsters your opponent control lose 200 ATK and DEF for each "Antisphere" monster you control. Other "Antisphere" Spell/Trap Cards you control cannot destroyed by your opponent's card effects. Once per turn, if you control 3 or more "Antisphere" cards: You can target 1 "Antisphere" monster in your Graveyard; Special Summon it. You can only control 1 "Antisphere Scattering".

TWIKNIGHT ARCHETYPE (12/12):

Twiknight is an Archetype of Level 4 and 5 Warrior-Type DARK monsters. They are also LIGHT monsters while on the field and in the Graveyard and focus on Rank 5 Xyz Monsters as well as using outside LIGHT and DARK monsters for their support. The Archetype name is a portmanteau of Twilight and Knight, and they are based around sleep, morning and other things related twilight and light in general.
 
Main Deck Monsters:
 
Twiknight Shadow
Warrior-Type/DARK
Level 4
While face-up on the field and in your Graveyard, this card is also LIGHT-Attribute. If this card is Normal Summoned or Special Summoned by the effect of a LIGHT or DARK monster or "Twiknight" card: You can increase its Level by 1. You can Tribute this card; add 1 "Twiknight" card from your Deck to your hand, except "Twiknight Shadow". You can only use this effect of "Twiknight Shadow" once per turn.
1700/1600
 
Twiknight Waker
Warrior-Type/DARK
Level 4
While face-up on the field and in your Graveyard, this card is also LIGHT-Attribute. If this card is used for an Xyz Summon of a "Twiknight" monster, you can treat it as a Level 5 monster. If you control a "Twiknight" monster: You can discard this card, then target 1 Level 4 or 5 LIGHT or DARK monster in your Graveyard, except "Twiknight Waker"; Special Summon that target in Defense Position. You can only use this effect of "Twiknight Waker" once per turn.
1400/1400
 
Twiknight Riser
Warrior-Type/DARK
Level 5
If you control a LIGHT or DARK monster, you can Normal Summon this card without Tributing, but its ATK becomes 1800. While face-up on the field and in your Graveyard, this card is also LIGHT-Attribute. You can target 1 "Twiknight" monster in your Graveyard or 1 of your banished "Twiknight" monsters, except "Twiknight Riser", then Tribute this card; Special Summon that target. You can only use this effect of "Twiknight Riser" once per turn.
2000/1000
 
Twiknight Mist
Warrior-Type/DARK
Level 5
You can Special Summon this card (from your hand) by discarding 1 LIGHT or DARK monster. While face-up on the field and in your Graveyard, this card is also LIGHT-Attribute. You can target 1 LIGHT or DARK monster in your Graveyard; Special Summon 1 Level 4 or 5 monster from your hand with the same Attribute as that target, then banish that target. You can only use this effect of "Twiknight Mist" once per turn.
2300/0
 
Twiknight Sleeper
Warrior-Type/DARK
Level 5
While face-up on the field and in your Graveyard, this card is also LIGHT-Attribute. During either player's turn when your opponent activates a monster effect while you control both LIGHT and DARK monster(s): You can discard this card; negate the activation, and if you do, destroy that monster. You can only use this effect of "Twiknight Sleeper" once per turn. Once, while this card is in the Graveyard, 1 Level 5 LIGHT or DARK monster you Normal Summon can be Summoned without Tributing.
2100/2400
 
Twiknight Dreamer
Warrior-Type/DARK
Level 5
If your opponent controls a Special Summoned monster, and you control no monsters, you can Special Summon this card (from your hand). While face-up on the field and in your Graveyard, this card is also LIGHT-Attribute. During your Main Phase: You can send 1 LIGHT monster and 1 DARK monster from your Deck to your Graveyard, then if you sent a "Twiknight" monster, draw 1 card. You can only use this effect of "Twiknight Dreamer" once per turn.
1900/1900
 
Extra Deck Monsters:
 
Twiknight Morning
Warrior-Type/DARK/Xyz
Rank 5
2 Level 5 LIGHT and/or DARK monsters
While face-up on the field and in your Graveyard, this card is also LIGHT-Attribute. If this card is Xyz Summoned by using only "Twiknight" monsters, it cannot be targeted by your opponent's card effects while it has Xyz Material. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; all monsters your opponent control will lose 500 ATK and DEF while this card is face-up on the field.
2500/2300
 
Twiknight Shiner
Warrior-Type/DARK/Xyz
Rank 5
3 Level 5 LIGHT and/or DARK monsters OR 2 Level 5 "Twiknight" monsters
While face-up on the field and in your Graveyard, this card is also LIGHT-Attribute. Once per turn: You can detach all Xyz Materials form this card; double this card's current ATK. When this card destroys an opponent's monster by battle: You can target 1 LIGHT or DARK monster in your Graveyard; Special Summon that target. When this card leaves the field, destroy all those targets.
2500/2500

 
Spell/Trap Cards:
 
Twiknight Dreams
Field Spell Card
All LIGHT monsters in your possession are also DARK-Attribute. All DARK monsters in your possession are also LIGHT-Attribute. All "Twiknight" monsters you control gain 500 ATK and DEF. Once per turn: You can banish 2 LIGHT and/or DARK monsters from your Graveyard; destroy 1 card your opponent controls.
 
Twiknight Hours
Normal Spell Card
Target 1 DARK monster and 1 LIGHT monster in your Graveyard, including at least 1 "Twiknight" monster; banish both those targets. During your Standby Phase after this card's activation, Special Summon 1 the DARK monster monster banished by this effect. During your opponent's next Standby Phase after this card's activation, Special Summon 1 the LIGHT monster banished by this effect. You can only activate 1 "Twiknight Hours" per turn.
 
Twiknight Waves
Continuous Trap Card
Once per turn: You can target 1 "Twiknight" monster you control; the Level of all other LIGHT and DARK monsters you control become that target's Level (even if this card leaves the field). Once per turn: You can target 1 LIGHT monster and 1 DARK monster you control with the same Level; immediately after this effect resolves, Xyz Summon 1 Xyz Monster using those targets only. You cannot activate both this card's effect in a Chain. You cannot activate these effects in the same Chain.

 
Twiknight Snooze
Normal Tarp Card
When your opponent Normal or Special Summons a monster(s) in Attack Position while you control both LIGHT and DARK monster(s): Banish that monster(s) face-down until the end of the next turn. When that monster(s) returns to the field, its effects are negated and it cannot attack. If this card is destroyed by your opponent's card effect while in your possession: You can add 1 LIGHT or DARK monster from your Deck to your hand during the End Phase of this turn.

QUICK- - FORMING AN ARCHETYPE #30 (12/12):

Quick- is an Archetype if Machine-Type monsters with various Levels. They focus on Synchro Summoning and quick Summoning. The Main Deck Tuners have effects that activate when they're used for a Synchro Summon, the non-Tuners can return Machine-Types you control to Special Summon themselves from the Graveyard. They also have a Synchro Tuner and Spell/Trap Card support, and a sub-Archetype named Multi-Tool for their Synchros. The reason I chose this card is not because of its effect, it's quite boring, but because of its strange name, as it's not actually a spanner, but a wrench.

Original Card:

http://i.imgur.com/3cGL8mm.png
If this card is sent to the Graveyard for a Synchro Summon: Target 1 face-up monster your opponent controls; that target loses 500 ATK.    
 
New Cards:
 
Main Deck Monsters:

Quick-Hammer Knight
Machine-Type/EARTH
Level 3
You can target 1 Machine-Type monster you control; decrease its Level by up to 2. If this card is in your Graveyard: You can target 1 Machine-Type monster you control; return that target to the and, also Special Summon this card from your Graveyard, but banish it when it leaves the field. You can only use each effect of "Quick-Hammer Knight" once per turn.
1400/600


Quick-Plier Knight
Machine-Type/EARTH/Tuner
Level 3
When this card is Normal Summoned: You can Special Summon 1 "Quick-" monster from your hand, except "Quick-Plier Knight", but its effects are negated and it cannot be used as a Synchro Material, except for the Synchro Summon of a Machine-Type monster. If this card is sent to the Graveyard for a Synchro Summon: Target 1 face-up monster your opponent controls; change that target's battle position.
1100/300

Quick-Saw Knight
Machine-Type/EARTH/Tuner
Level 2
If your opponent controls a monster, and you control no monsters, you can Special Summon this card (from your hand). If this card is sent to the Graveyard for a Synchro Summon: Target 1 face-up monster your opponent controls; destroy that target during the End Phase of this turn.
500/500

Quick-Drill Knight
Machine-Type/EARTH
Level 2
When this card is Normal or Special Summoned: You can add 1 "Quick-" card from your hand to your Deck, except "Quick-Drill Knight", then discard 1 card. If this card is in your Graveyard: You can target 1 Machine-Type monster you control; return that target to the and, also Special Summon this card from your Graveyard, but banish it when it leaves the field. You can only use each effect of "Quick-Drill Knight" once per turn.
700/200

Quick-Chisel Knight
Machine-Type/EARTH
Level 1
During either player's turn, you can Tribute this card; Special Summon up to 2 "Quick-" monsters from your hand. Immediately after this effect resolves, you can Synchro Summon 1 Machine-Type monster using monsters you control. If this card is in your Graveyard: You can target 1 Machine-Type monster you control; return that target to the and, also Special Summon this card from your Graveyard, but banish it when it leaves the field. You can only use each effect of "Quick-Chisel Knight" once per turn.
400/0

Quick-Rasp Knight
Machine-Type/EARTH/Tuner
Level 1
You can target 1 "Quick-" monster you control; Special Summon this card from your hand, and if you do, this card's Level becomes equal to that target's Level. If this card is sent to the Graveyard for a Synchro Summon: Target 1 face-up monster your opponent controls; that target loses 500 DEF.
0/1500

Extra Deck Monsters:

Multi-Tool Knight
Machine-Type/EARTH/Synchro/Tuner
Level 4
1 Tuner + 1 or more non-Tuner monsters
When this card is Synchro Summoned using only "Quick-" monsters as Synchro Material: You can target 1 Spell/Trap Card your opponent controls; destroy it. Once per turn: You can Special Summon 1 "Quick-" monster from your hand. Cannot be destroyed by your opponent's card effects while you control a "Quick-" monster.
1500/2500
 
Multi-Tool Guardian
Machine-Type/EARTH/Synchro
Level 6
1 Machine-Type Tuner + 1 or more non-Tuner Machine-Type monsters
If this card is Synchro Summoned using "Multi-Tool Knight" as Synchro Material: It gains 1000 ATK. If this card battles an opponent's monster, your opponent cannot activate cards or effects until the end of the Damage Step. When this card is destroyed by battle or card effect: You can Special Summon the Synchro Materials used to Synchro Summon this card, but banish them when they leave the field.
2500/1500

Multi-Tool Paladin
Machine-Type/EARTH/Synchro
Level 10
1 Synchro Tuner + 1 or more non-Tuner Machine-Type monsters
If this card is Synchro Summoned using "Multi-Tool Guardian" as Synchro Material: negate the effects of all face-up cards your opponent currently controls, also the ATK and DEF all monsters your opponent controls become halved. Once per turn, if this card destroys an opponent's monster by battle: It gains 1000 ATK until the end of the Battle Phase, also it can attack another monster your opponent controls in a row. This card cannot be targeted by your opponent's card effects.
3000/3000

Spell/Trap Cards:
 
Quick-Pegboard
Field Spell Card
During your Main Phase, you can Normal Summon 1 "Quick-" monster in addition to your Normal Summon/Set (you can only gain this effect once per turn). Your opponent cannot activate cards or effects when you Normal or Special Summon a Machine-Type monster(s), also your opponent cannot negate the Synchro Summon of Machine-Type Synchro Monsters.
 
Quick-Supertool
Equip Spell Card
Equip only to a Machine-Type monster. It gains 800 ATK and DEF, also if it attacks a monster in Defense Position, inflict piercing battle damage to your opponent. If this card is equipped to a Synchro Monster, your opponent cannot target other monsters you control for attacks. If that monster would be destroyed, destroy this card instead.

Quick-Toolbox
Normal Trap Card
Special Summon 1 "Quick-" monster from your Deck, but it cannot be used as a Synchro Material, except for the Synchro Summon of a "Multi-Tool" Synchro Monster. You can only activate 1 "Quick-Toolbox" per turn.

MIRROR|MASTER ARCHETYPE (12/12):

Mirror|Master is an Archetype of LIGHT and DARK Level 1 Spellcaster-Type Special Summon only monsters with ? ATK and DEF. They Special Summon themselves whenever your opponent Normal or Special Summons a monster(s) and targets 1 of those monsters, which it gains ATK/DEF from and changes its Level to that monster's Level/Rank. Along with that, they cannot be destroyed by battle with that monster, and also have an additional effect as well. They are based on fictional magicians and witches from movies, games etc. Due to Duel Portal not allowing the | in card text, its written as Mirror/Master instead.

Monsters:

Mirror|Master Merlin
Spellcaster-Type/LIGHT
Level 1
Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect and cannot be Special Summoned by other ways. When your opponent Normal or Special Summons a monster(s): You can 1 of those face-up monsters; Special Summon this card from your hand in the opposite battle position as that target, and if you do, this card's Level, ATK and DEF become equal to that monster's Level/Rank, ATK and DEF. Cannot be destroyed by battle with that target. During either player's turn: You can discard 1 card; send the monster targeted by this card's effect to the Graveyard.
?/?

Mirror|Master Willow
Spellcaster-Type/LIGHT
Level 1
Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect and cannot be Special Summoned by other ways. When your opponent Normal or Special Summons a monster(s): You can 1 of those face-up monsters; Special Summon this card from your hand in the opposite battle position as that target, and if you do, this card's Level, ATK and DEF become equal to that monster's Level/Rank, ATK and DEF. If this card is Special Summoned: You can add 1 "Mirror|Master" card from your Deck to your hand, except "Mirror|Master". Cannot be destroyed by battle with that target.
?/?

Mirror|Master Sabrina
Spellcaster-Type/LIGHT
Level 1
Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect and cannot be Special Summoned by other ways. When your opponent Normal or Special Summons a monster(s): You can 1 of those face-up monsters; Special Summon this card from your hand in the opposite battle position as that target, and if you do, this card's Level, ATK and DEF become equal to that monster's Level/Rank, ATK and DEF. Cannot be destroyed by battle with that target. Once per turn, during either player's turn, when the monster targeted by this card's effect activates a card effect: You can negate the activation, and if you do, destroy it.
?/?

Mirror|Master Hermione
Spellcaster-Type/LIGHT
Level 1
Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect and cannot be Special Summoned by other ways. When your opponent Normal or Special Summons a monster(s): You can 1 of those face-up monsters; Special Summon this card from your hand in the opposite battle position as that target, and if you do, this card's Level, ATK and DEF become equal to that monster's Level/Rank, ATK and DEF. Cannot be destroyed by battle with that target. If this card in your possession is destroyed by your opponent's card (by battle or card effect) and sent to your Graveyard: You can target 1 "Mirror|Master" Spell/Trap Card in your Graveyard; add it to your hand.
?/?

Mirror|Master Gangalf
Spellcaster-Type/DARK
Level 1
Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect and cannot be Special Summoned by other ways. When your opponent Normal or Special Summons a monster(s): You can 1 of those face-up monsters; Special Summon this card from your hand in the opposite battle position as that target, and if you do, this card's Level, ATK and DEF become equal to that monster's Level/Rank, ATK and DEF. Cannot be destroyed by battle with that target. The monster targeted by this card's effect loses ATK and DEF equal to its Level/Rank x 100.
?/?

Mirror|Master Jafar
Spellcaster-Type/DARK
Level 1
Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect and cannot be Special Summoned by other ways. When your opponent Normal or Special Summons a monster(s): You can 1 of those face-up monsters; Special Summon this card from your hand in the opposite battle position as that target, and if you do, this card's Level, ATK and DEF become equal to that monster's Level/Rank, ATK and DEF. Cannot be destroyed by battle with that target. Once per turn: You can target 1 other "Mirror|Master" monster you control and the monster targeted by this card's effect; switch control of those targets.
?/?    

Mirror|Master Morrigan
Spellcaster-Type/DARK
Level 1
Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect and cannot be Special Summoned by other ways. When your opponent Normal or Special Summons a monster(s): You can 1 of those face-up monsters; Special Summon this card from your hand in the opposite battle position as that target, and if you do, this card's Level, ATK and DEF become equal to that monster's Level/Rank, ATK and DEF. Cannot be destroyed by battle with that target. Once per turn: You can target 1 other "Mirror|Master" monster you control; its Level becomes equal to this card's Level.
?/?

Mirror|Master Saruman
Spellcaster-Type/DARK
Level 1
Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect and cannot be Special Summoned by other ways. When your opponent Normal or Special Summons a monster(s): You can 1 of those face-up monsters; Special Summon this card from your hand in the opposite battle position as that target, and if you do, this card's Level, ATK and DEF become equal to that monster's Level/Rank, ATK and DEF. Cannot be destroyed by battle with that target. All "Mirror|Master" monsters you control gain 500 ATK and DEF for each monster you control, other than this card.
?/?
 
Spell/Trap Card:

Mirror|Master Inversion
Continuous Spell Card
Once per turn, if a "Mirror|Master" monster is Special Summoned by its own effect: You can change that monster's battle position, and if you do, it gains 500 ATK and DEF until the end of this turn. You can send this face-up card you control to the Graveyard, then target 1 "Mirror|Master" monster in your Graveyard; add it to your hand.

Mirror|Master Room
Field Spell Card
When this card is activated: You can excavate the top 5 cards of your Deck, add 1 excavated "Mirror|Master" monster to your hand, also, after that, place the other cards on top of your Deck in any order. Once per turn, if you Special Summon a "Mirror|Master" monster by its own effect: You can Special Summon "Mirror|Master Token" with the opposite ATK and DEF as that monster, but the same Type and Level and Attribute. While you control a "Mirror|Master Token", your opponent cannot target non-Token monsters you control for attacks or effect. You can only activate 1 "Mirror|Master Room" per turn.

Mirror|Master Shards
Quick-Play Spell Card
Destroy 1 monster you control, and if you do, destroy all card your opponent controls that are targeted by "Mirror|Master" monsters you control, then inflict 500 damage to your opponent for each monster destroyed that your opponent controlled. During either player's End Phase: You can banish 1 "Mirror|Master" monster from your Graveyard; add this card from your Graveyard to your hand.

Mirror|Master Reflection
Counter Trap Card
When your opponent activates a Spell/Trap Card while you control a "Mirror|Master" monster: Negate that activation, and if you do, destroy it, then you can return 1 monster your opponent controls that is targeted by the effect of a "Mirror|Master" monster to the hand.

EDM ARCHETYPE (15/15):

EDM is an Archetype of monsters with various Levels, Attributes and Types. They focus on LP gain, getting monsters out easily, as well as Fusion Monsters. Their Fusion Monsters are also able to Special Summon themselves by sending the monsters from your field to the Graveyard as long as you have more LP than your opponent. Their name comes from EDM, meaning Electronic Dance Music, which is also what they're based on, as their names come from various genres, the Fusion Monsters being sub-genres of the various monsters. Do note that these are like HERO in that it's only as long as it's capitalized that support works for them, hence why it's EDMonster and EDMagic.
 
Main Deck Monsters:
 
EDMonster - Future
Psychic-Type/LIGHT
Level 1
If you control an "EDM" monster, other than "EDMonster - Future": You can Special Summon this card from your hand. If your LP are higher than your opponent's: You can send 1 "EDM" monster from your Deck to your Graveyard; this card's name becomes that monster's until the end of this turn. If you activate an "EDM Spell/Trap Card: Gain 1000 LP. You can only use each effect of "EDMonster - Future" once per turn.
500/0
 
EDMonster - Trap
Fiend-Type/DARK
Level 3
If this card is destroyed by your opponent's card (either by battle or card effect): You can Special Summon 1 "EDM" monster from your Deck, except "EDMonster - Trap". If your LP are higher than your opponent's: You can add 1 "EDM" Spell/Trap Card from your Deck to your hand, but you cannot Special Summon monsters for the rest of the turn, except Fusion Monsters. You can target 1 Fusion Monster you control; destroy it, then Special Summon this card from your hand or Graveyard in Defense Position. You can only use each effect of "EDMonster - Trap" once per turn.
700/1500
 
EDMonster - Electro
Thunder-Type/LIGHT
Level 4
When this card is Normal Summoned, if your LP are higher than your opponent's: You can target 1 "EDM" card in your Graveyard; add it to your hand during your next Standby Phase. During either player's turn, when this card is targeted for an attack or by your opponent's card effect: You can return this card to your hand, then Special Summon 1 "EDM" monster from your hand, except "EDMonster - Electro". If this card is sent to the Graveyard as a Fusion Material: Gain 1000 LP. You can only use each effect of "EDMonster - Electro" once per turn.
1700/1200
 
EDMonster - House
Rock-Type/EARTH
Level 4
When this card is Normal Summoned: You can gain 500 LP, then change this card to Defense Position. You can only use each of these effects of "EDMonster - House" once per turn.
● If your LP are higher than your opponent's LP: You can target 1 "EDM" monster in your Graveyard, except "EDMonster - House"; Special Summon it, but its effects are negated and its destroyed during the End Phase.
● During your End Phase, if this card was sent to the Graveyard this turn: You can add 1 "EDM" card from your Deck to your hand, except "EDMonster - House". You can only use each effect of "EDMonster - House" once per turn.
1000/2000
 
EDMonster - Dubstep
Psychic-Type/FIRE
Level 4
You can target 1 other "EDM" monster you control; gain LP equal to its Level x 200. During your opponent's turn: You can Fusion Summon 1 "EDM" Fusion Monster using monsters you control as Fusion Materials (this is a Quick Effect). You can banish this card from your Graveyard, then target 3 "EDM" cards in your Graveyard; shuffle them into the Deck, then draw 2 cards. You can only use 1 effect of "EDMonster - Dubstep" per turn, and only once that turn.
1600/1600
 
EDMonster - Drum & Bass
Machine-Type/WIND
Level 5
If you control no monsters: You can Special Summon this card from your hand, and if you do, its ATK becomes 1800. Once per turn, if your LP are higher than your opponent's: You can Special Summon 1 "EDM" monster from your hand, except "EDMonster - Drum & Bass". You can send 1 "EDM" card from your hand to the Graveyard; gain 1500 LP. You can only use this effect of "EDMonster - Drum & Bass".
2300/1600
 
Extra Deck Monsters:
 
EDMonster - Future Bass
Psychic-Type/LIGHT/Fusion
Level 8
"EDMonster - Future" + 1 "EDM" monster
If your LP are higher than your opponent's, you can Special Summon this card (from your Extra Deck) by sending the above cards you control to the Graveyard. Once per turn: You can target 1 other "EDM" monster you control and 1 card your opponent controls; return them to your hand. If your LP are higher than your opponent's, any battle damage this card inflicts to your opponent is doubled. You take no effect damage.
2300/2100
 
EDMonster - Future House
Psychic-Type/EARTH/Fusion
Level 8
"EDM Future" + "EDM House"
If your LP are higher than your opponent's, you can Special Summon this card (from your Extra Deck) by sending the above cards you control to the Graveyard. Once per turn, if your opponent Special Summons a monster(s): Negate that monster(s) effects until the end of the next turn. Once per turn, if your LP are higher than your opponent's: You can target monsters your opponent controls equal to the number of "EDM" Fusion Monsters you control; destroy them. This card cannot attack during the turn you activate this effect. Cannot be targeted by your opponent's card effects.
2100/2200
 
EDMonster - Electro House
Thunder-Type/EARTH/Fusion
Level 8
"EDMonster - Electro" + "EDMonster - House"
If your LP are higher than your opponent's, you can Special Summon this card (from your Extra Deck) by sending the above cards you control to the Graveyard. If this card attacks, at the end of the Damage Step, if your LP are higher than your opponent's: Destroy all Spell/Trap Cards your opponent controls. If this card is sent to your Graveyard: Gain LP equal to the number of "EDM" cards you control x 300. This card is unaffected by your opponent's Spell/Trap effects.
2400/1800
 
EDMonster - Drumstep
Machine-Type/FIRE/Fusion
Level 8
"EDMonster - Dubstep" + "EDMonster - Drum & Bass"
If your LP are higher than your opponent's, you can Special Summon this card (from your Extra Deck) by sending the above cards you control to the Graveyard. When an "EDM" monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step. Once per turn, during either player's turn, your LP are higher than your opponent's, when this card is targeted by your opponent's card effect: You can negate the activation, and if you do, destroy it. This card cannot be banished by your opponent's card effects.
2600/1200
 
EDMonster - Trapstep
Fiend-Type/FIRE/Fusion
Level 8
"EDMonster - Trap" + "EDMonster - Dubstep"
If your LP are higher than your opponent's, you can Special Summon this card (from your Extra Deck) by sending the above cards you control to the Graveyard. Once per turn: You can target 1 face-up monster your opponent controls or 1 monster in their Graveyard; shuffle it into the Deck, but this card cannot attack for the rest of the turn. Once per turn, if your LP are higher than your opponent's: You can inflict 300 damage to your opponent for each "EDM" monster you control. Your opponent cannot target other monsters you control for attacks.
2000/3000
 
Spell/Trap Cards:
 
EDMagic - Club
Field Spell Card
During your Main Phase, you can Normal Summon 1 "EDM" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Once per turn: You can gain LP equal to the number of "EDM" monsters you control x 300. During the End Phase of the turn this card was destroyed by your opponent's card effect while in your possession: You can send 1 "EDM" monster from your hand or field to the Graveyard; add this card to your hand.
 
EDMagic - Genre Fusion
Normal Spell Card
Fusion Summon 1 "EDM" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials. If this card is in your Graveyard: You can pay 1000 LP; add this card from your Graveyard to your hand. You can only activate this effect of "EDMagic - Genre Fusion" once per turn.
 
EDMagic - Turntable
Quick-Play Spell Card
Target 1 "EDM" monster you control; shuffle it into the Deck, then Special Summon 1 "EDM" monster from your hand or Deck with a different name, and if you do, gain LP equal to its Level x 200. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; Special Summon 1 "EDM" monster from your hand. You can only use each effect of "EDMagic - Turntable" once per turn.
 
EDMagic - Mixtape
Normal Trap Card
If you control 2 or more "EDM" monsters and your LP is higher than your opponent's LP: Draw 1 card for each of those monsters with different names (max. 3). You can only activate 1 "EDMagic - Mixtape" per turn.

WYRMARCH ARCHETYPE (11/11):

Wyrmarch is an Archetype of Wyrm-Type monsters with various Levels and Attributes. They focus on Setting themselves as a Trap Card, then having an effect they can activate while Set, as well as Fusion Summoning. They have another effect that works when sent from the field to the Graveyard as Fusion Materials. Their Fusion Monsters have two ways to Summon them, the first being by sending 1 "Wyrmarch" monster from your hand or side of the field to Special Summon it, but you must send at least one from the field to do so. The second being by regular Fusion Summon. Their name comes form Wyrm and Monarch. Also, this Archetype has images as well!

Main Deck Monsters:
http://i.imgur.com/wXh5NAH.png
You can Set this card from your hand to your Spell & Trap Zone as a Trap Card. If this card is Set in your Spell & Trap Zone as a Trap Card: You can activate this card; Special Summon this card, then you can Fusion Summon 1 "Wyrmarch" Fusion Monster using monsters from your hand or side of the field as Fusion Materials. If this card is sent from the field to the Graveyard as a Fusion Material: You can target 1 Spell/Trap Card your opponent controls; destroy it. You can only use this effect of "Truthful Uniter Wyrmarch" once per turn.

http://i.imgur.com/7r597h2.png
You can Set this card from your hand to your Spell & Trap Zone as a Trap Card. If this card is Set in your Spell & Trap Zone as a Trap Card: You can activate this card; Special Summon this card. If this card is sent from the field to the Graveyard as a Fusion Material: You can target 1 other "Wyrmarch" monster in your Graveyard; add it to your hand. You can only use this effect of "Terror Breaker Wyrmarch" once per turn.

http://i.imgur.com/kFBq1VJ.png
You can Set this card from your hand to your Spell & Trap Zone as a Trap Card. During either player's turn, if this card is Set in your Spell & Trap Zone as a Trap Card, when your opponent activates a card or effect: You can discard 1 “Wyrmarch” monster, then activate this card; Special Summon this card, also negate the activation, and if you do, destroy it. If this card is sent from the field to the Graveyard as a Fusion Material: You can add 1 "Wyrmarch" monster from your Deck to your hand, except "Assault Charging Wyrmarch". You can only use this effect of "Assault Charging Wyrmarch" once per turn.

http://i.imgur.com/kpAtdw4.png
You can Set this card from your hand to your Spell & Trap Zone as a Trap Card. If this card is Set in your Spell & Trap Zone as a Trap Card: You can target 1 face-up monster your opponent controls, then activate this card; Special Summon this card, and if you do, that target loses 500 ATK and DEF for each "Wyrmarch" monster you control until the end of this turn. If this card is sent from the field to the Graveyard as a Fusion Material: You can add 1 "Polymerization" from your Deck or Graveyard to your hand. You can only use this effect of "Striking Paladin Wyrmarch" once per turn.

http://i.imgur.com/GrD3kKd.png
You can Set this card from your hand to your Spell & Trap Zone as a Trap Card. If this card is Set in your Spell & Trap Zone as a Trap Card: You can activate this card; Special Summon 1 "Wyrmarch" monster from your hand, also it cannot be destroyed by battle or card effects until the end of the next turn. If this card is sent from the field to the Graveyard as a Fusion Material: You can target 1 Fusion Monster you control; it cannot be targeted by your opponent's card effects. You can only use this effect of "Awakened Clasher Wyrmarch" once per turn.

http://i.imgur.com/hlqmw7O.png
You can Set this card from your hand to your Spell & Trap Zone as a Trap Card. If this card is Set in your Spell & Trap Zone as a Trap Card: You can discard 1 card, then activate this card; Special Summon this card, then draw 1 card. If this card is sent from the field to the Graveyard as a Fusion Material: You can target 1 Fusion Monster you control; it cannot be destroyed by your opponent's card effects. You can only use this effect of "Forward Justice Wyrmarch" once per turn.

http://i.imgur.com/TEC44oS.png
You can Set this card from your hand to your Spell & Trap Zone as a Trap Card. If this card is Set in your Spell & Trap Zone as a Trap Card: You can discard 1 card, then activate this card; Special Summon this card, then Set 1 "Wyrmarch" monster from your Deck in your Spell & Trap Zone as a Trap Card, except "Powered Behemoth Wyrmarch". If this card is sent from the field to the Graveyard as a Fusion Material: You can target 3 "Wyrmarch" monsters in your Graveyard, except "Powered Behemoth Wyrmarch"; shuffle them into the Deck, then draw 2 cards. You can only use this effect of "Powered Behemoth Wyrmarch" once per turn.

Extra Deck Monsters:

http://i.imgur.com/2lgRotv.png
Must be either Fusion Summoned, or Special Summoned by sending the above cards from your hand or side of the field to the Graveyard, including at least 1 monster you control (in which case you do not use "Polymerization"), and cannot be Special Summoned by other ways. At the start of your Battle Phase, if you control no other monsters: You can target 1 "Wyrmarch" monster in your Graveyard; Special Summon it. When this card is destroyed by your opponent's card (either by battle or card effect) and sent to the Graveyard: You can Special Summon 1 "Wyrmarch" monster from your hand or Deck, but it cannot be used for a Fusion Material for "Bending Blaze Wyrmarch".

[img=http://i.imgur.com/v9S4uYy.png
2 "Wyrmarch" monsters
Must be either Fusion Summoned, or Special Summoned by sending the above cards from your hand or side of the field to the Graveyard, including at least 1 monster you control (in which case you do not use "Polymerization"), and cannot be Special Summoned by other ways. You can Normal Summon "Wyrmarch" monsters for 1 less Tribute. When this attacking card destroys an opponent's monster by battle: You can activate this effect; this card can make a second attack during this Battle Phase, and if it does, it gains 500 ATK during that damage calculation only.

http://i.imgur.com/Y8uSUsH.png
3 "Wyrmarch" monsters
Must be either Fusion Summoned, or Special Summoned by sending the above cards from your hand or side of the field to the Graveyard, including at least 1 monster you control (in which case you do not use "Polymerization"), and cannot be Special Summoned by other ways. If this card attacks or is attacked, your opponent cannot activate cards until the end of the Damage Step. Your opponent must discard 1 card to activate monster effects.

http://i.imgur.com/ExriVHs.png
"Rising Shatterer Wyrmarch" + 2 "Wyrmarch" monsters OR 1 "Wyrmarch" Fusion Monster
Must be either Fusion Summoned, or Special Summoned by sending the above cards from your hand or side of the field to the Graveyard, including at least 1 monster you control (in which case you do not use "Polymerization"), and cannot be Special Summoned by other ways. Your opponent cannot activate cards or effects when you Special Summon a "Wyrmarch" monster(s). Once per turn, during either player's turn: You can banish all monsters your opponent controls that were Special Summoned this turn.

VERDANIA ARCHETYPE (12/12):

Verdania is an Archetype of Plant-Type/EARTH Level 7 monsters with 0 ATK and 3000 DEF. They focus on revealing cards in the hand, Special Summoning and having your opponent attack them.
 
The Main Deck Monsters have two activated effects, one that Special Summons them and one that activate if they're revealed in the hand. You may notice that the one that activates in the hand can doesn't ever move that card, which is completely intention, as you may want some cards to always remain in your hand. Lastly they have a negative effect, that being that they cannot attack. The reason for this is their high DEF, which I made so that you cannot as easily abuse cards that switch the ATK and DEF. Don't fear, they have a way to still inflict damage, that being with their Field Spell Card, which forces your opponent to attack them, though I am planning on adding other ways too.
 
The Archetype's name comes from the word verdant, which means something close to green and full of life or vegetation, hence why the monsters are trees, which also ties into the theme of them not being able to attack, because, well, they're trees, can't really move you know.
 
Main Deck Monsters:
 
Hazel of Verdania
Plant-Type/EARTH
Level 7
If your opponent controls a monster, and you control no monsters: You can reveal 1 "Verdania" card in your hand, except "Hazel of Verdania", and if you do, Special Summon this card from your hand in Defense Position, also you cannot Special Summon monsters from your Extra Deck for the rest of the turn, except "Verdania" monsters. If this card in your hand is revealed by a card effect: You can target 1 monster on the field; change its battle position. You can only use each effect of "Hazel of Verdania" once per turn. This card cannot attack, also if you control a non-"Verdania" monster, your opponent can attack you directly.
0/3000
 
Beech of Verdania
Plant-Type/EARTH
Level 7
You can target 1 "Verdania" monster you control; reveal 1 "Verdania" card in your hand, except "Beech of Verdania", and if you do, Special Summon this card from your hand in Defense Position, then change that target's battle position, also you cannot Special Summon monsters from your Extra Deck for the rest of the turn, except "Verdania" monsters. If this card in your hand is revealed by a card effect: You can discard 1 card from your hand; add 1 "Verdania" Spell/Trap Card from your Deck or Graveyard to your hand. You can only use each effect of "Beech of Verdania" once per turn. This card cannot attack, also if you control a non-"Verdania" monster, your opponent can attack you directly.
0/3000
 
Elm of Verdania
Plant-Type/EARTH
Level 7
If you control a "Verdania" Spell/Trap Card: You can reveal 1 "Verdania" card in your hand, except "Elm of Verdania", and if you do, Special Summon this card from your hand in Defense Position, also you cannot Special Summon monsters from your Extra Deck for the rest of the turn, except "Verdania" monsters. If this card in your hand is revealed by a card effect: You can discard 1 card; Special Summon 1 "Verdania" monster from your Deck. You can only use each effect of "Elm of Verdania" once per turn. This card cannot attack, also if you control a non-"Verdania" monster, your opponent can attack you directly.
0/3000
 
Ash of Verdania
Plant-Type/EARTH
Level 7
During your Main Phase: You can reveal 2 "Verdania" cards in your hand, except "Ash of Verdania", and if you do, Special Summon this card from your hand in Defense Position, also you cannot Special Summon monsters from your Extra Deck for the rest of the turn, except "Verdania" monsters. If this card in your hand is revealed by a card effect: You can Special Summon 1 "Verdania" monster from your hand in Attack Position. You can only use each effect of "Ash of Verdania" once per turn. This card cannot attack, also if you control a non-"Verdania" monster, your opponent can attack you directly.
0/3000
 
Mahogany of Verdania
Plant-Type/EARTH
Level 7
If your opponent controls more cards than you: You can reveal 1 "Verdania" card in your hand, except "Mahogany of Verdania", and if you do, Special Summon this card from your hand, also you cannot Special Summon monsters from your Extra Deck for the rest of the turn, except "Verdania" monsters. If this card in your hand is revealed by a card effect: You can target 1 "Verdania" card you control or in your Graveyard; place it on top of your Deck. You can only use each effect of "Mahogany of Verdania" once per turn. This card cannot attack, also if you control a non-"Verdania" monster, your opponent can attack you directly.
0/3000
 
Extra Deck Monsters:
 
Birch of Verdania
Plant-Type/EARTH/Xyz
Rank 7
2 or more Level 7 Plant-Type monsters
If this card inflict battle damage to your opponent: You can detach 1 Xyz Material from this card; banish the opponent's monster that this card battled with. While this card has Xyz Material, your opponent cannot target "Verdania" cards you control for attacks or effects, except "Birch of Verdania". This card cannot attack, also if you control a non-"Verdania" monster, your opponent can attack you directly.
0/3000

Oak of Verdania
Plant-Type/EARTH/Xyz
Rank 7
3 or more Level 7 Plant-Type monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; its ATK becomes equal to the combined ATK of all monsters you control, also it cannot change its battle position. While this card has Xyz Material, this card's ATK and DEF and battle position cannot be changed by your opponent's card effects. This card gains DEF equal to the difference between the original ATK and the current ATK of all monsters your opponent controls. This card cannot attack, also if you control a non-"Verdania" monster, your opponent can attack you directly.
0/3000
 
Spell/Trap Card:
 
Regrowth of Verdania
Normal Spell Card
Target 1 "Verdania" monster in your Graveyard; reveal 1 "Verdania" card in your hand, except a monster with the same name as that target, and if you do, Special Summon that target in Defense Position. You can only activate 1 "Regrowth of Verdania" per turn.
 
Forest of Verdania
Field Spell Card
When this card is activated: You can reveal 1 "Verdania" monster in your hand, and if you do, add 1 "Verdania" monster with a different name from your Deck to your hand. Each turn, 1 "Verdania" monster you Normal Summon can be Summoned without Tributing. If all monsters you control are "Verdania" monsters (min. 1), all monsters your opponent controls must attack, if able. You can only activate 1 "Forest of Verdania" per turn.

Roots of Verdania
Continuous Spell Card
Once per turn, during either player's turn: You can reveal 1 "Verdania" card in your hand, then target 1 Defense Position monster your opponent controls; change it to Attack Position, and if you do, it must attack, if able, also it cannot change its battle position and it must attack twice during each Battle Phase. These changes last until the end of the next turn. After you use this effect 3 times, destroy this card.
 
Nuts of Verdania
Continuous Trap Card
Once per turn: You can reveal 1 "Verdania" card in your hand, and if you do, excavate the top card of your Deck, and if it the same card type (Monster, Spell or Trap), add it to your hand. Otherwise send it to the Graveyard. After you use this effect 3 times, destroy this card.

Branches of Verdania
Continuous Trap Card
Once per turn, during either player's turn: You can reveal 1 "Verdania" card in your hand, except "Branches of Verdania", then target 1 Attack Position monster your opponent controls; it must attack, if able, also it cannot change its battle position and its ATK is halved. These changes last until the end of the next turn. After you use this effect 3 times, destroy this card.

SCATTERSECT ARCHETYPE (13/13):

Scattersect is an Archetype of Insect-Type/EARTH monsters with various Levels. They focus on Synchro Summoning, Defense Position and Tokens. All the non-Tuners can attack while in Defense Position and all the non-Synchros have an effect that banishes the monster when it's destroyed to Special Summon Tokens. Their name is a portmanteau of Scattering and Insect, which is in reference to how insects scatter around, and that they create Tokens when they're destroyed. They have a naming conversion consisting of alliteration and they are based on various insects.
 
Main Deck Monsters:
 
Scattersect Lanky Larva
Insect-Type/EARTH/Tuner
Level 1
When this card is Normal Summoned or Special Summoned: You can discard 1 card; Special Summon 1 "Scattersect" non-Tuner monster from your hand or Deck in Defense Position, and if you do, immediately after this effect resolves, Synchro Summon 1 Insect-Type Synchro Monster, using only "Scattersect" monsters you control. When this card is destroyed by your opponent's card effect (either by battle or card effect) and sent to the Graveyard: You can banish this card from your Graveyard; Special Summon 2 "Scattersect Tokens" (Insect-Type/EARTH/Level 1/ATK 500/DEF 500) in Defense Position. You can only use each effect of "Scattersect Lanky Larva" once per turn.
100/800
 
Scattersect Lovely Ladybug
Insect-Type/EARTH/Tuner
Level 2
If all monsters you control are "Scattersect" monsters: You can Special Summon this card from your hand. When this card is destroyed by your opponent's card effect (either by battle or card effect) and sent to the Graveyard: You can banish this card from your Graveyard; Special Summon 2 "Scattersect Tokens" (Insect-Type/EARTH/Level 1/ATK 500/DEF 500) in Defense Position. You can only use each effect of "Scattersect Lovely Ladybug" once per turn.
400/1100
 
Scattersect Brute Beetle
Insect-Type/EARTH
Level 4
If the only monsters your opponent controls (min. 1) are in Attack Position:  You can Special Summon this card from your hand. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. When this card is destroyed by your opponent's card effect (either by battle or card effect) and sent to the Graveyard: You can banish this card from your Graveyard; Special Summon 2 "Scattersect Tokens" (Insect-Type/EARTH/Level 1/ATK 500/DEF 500) in Defense Position. You can only use each effect of "Scattersect Brute Beetle" once per turn.
1000/2000
 
Scattersect Worthy Worm
Insect-Type/EARTH
Level 4
If the only monsters your opponent controls (min. 1) are in Defense Position: You can Special Summon this card from your hand. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. When this card is destroyed by your opponent's card effect (either by battle or card effect) and sent to the Graveyard: You can banish this card from your Graveyard; Special Summon 2 "Scattersect Tokens" (Insect-Type/EARTH/Level 1/ATK 500/DEF 500) in Defense Position. You can only use each effect of "Scattersect Worthy Worm" once per turn.
1100/1800
 
Scattersect Chunky Cockroach
Insect-Type/EARTH
Level 4
If this card is in your hand or Graveyard: You can Tribute 2 "Scattersect" monsters; Special Summon this card. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. When this card is destroyed by your opponent's card effect (either by battle or card effect) and sent to the Graveyard: You can banish this card from your Graveyard; Special Summon 2 "Scattersect Tokens" (Insect-Type/EARTH/Level 1/ATK 500/DEF 500) in Defense Position. You can only use each effect of "Scattersect Chunky Cockroach" once per turn.
800/1600
 
Scattersect Strong Stinkbug
Insect-Type/EARTH
Level 4
If you control no monsters, and your opponent controls a monster: You can Special Summon this card from your hand. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. When this card is destroyed by your opponent's card effect (either by battle or card effect) and sent to the Graveyard: You can banish this card from your Graveyard; Special Summon 2 "Scattersect Tokens" (Insect-Type/EARTH/Level 1/ATK 500/DEF 500) in Defense Position. You can only use each effect of "Scattersect Strong Stinkbug" once per turn.
900/1700  
 
Extra Deck Monsters:
 
Scattersect Beautiful Butterfly
Insect-Type/EARTH/Synchro
Level 5
1 "Scattersect" Tuner + 1 or more non-Tuner monsters
When this card is Synchro Summoned: You can Special Summon 2 "Scattersect Tokens" (Insect-Type/EARTH/Level 1/ATK 500/DEF 500) in Defense Position. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card destroys an opponent's Defense Position monster by battle: You can inflict target 1 monster your opponent controls; destroy it.
2000/2400
 
Scattersect Striking Spider
Insect-Type/EARTH/Synchro
Level 6
1 "Scattersect" Tuner + 1 or more non-Tuner monsters
When this card is Synchro Summoned: You can Special Summon 2 "Scattersect Tokens" (Insect-Type/EARTH/Level 1/ATK 500/DEF 500) in Defense Position. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card destroys an opponent's Defense Position monster by battle: You can target 1 Spell/Trap Card your opponent controls; destroy it.
1700/2600
 
Scattersect Maniac Mantis
Insect-Type/EARTH/Synchro
Level 10
1 "Scattersect" Tuner + 2 or more non-Tuner monsters
When this card is Synchro Summoned: You can Special Summon 3 "Scattersect Tokens" (Insect-Type/EARTH/Level 1/ATK 500/DEF 500) in Defense Position. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. This card can attack all your opponent's Defense Position monsters, once each.
2400/3000
 
Spell/Trap Cards:
 
Scattersect Shelter Stone
Field Spell Card
Both players must Normal Summon monsters in face-up Defense Position. Once per turn, if your opponent Special Summons a monster(s) in Attack Position: You can change that monster(s) to Defense Position, also if you control a "Scattersect" monster, negate that monster(s) effects. During your Draw Phase, if this card is in your Graveyard, instead of conducting your normal draw: You can add this card from your Graveyard to your hand.
 
Scattersect Magnification Madness
Normal Spell Card
Activate 1 of the these effects.
● Tribute 1 "Scattersect" monster; add 1 "Scattersect" card from your Deck to your hand, except "Scattersect Magnification Madness"  
● Tribute 2 "Scattersect" monsters; Special Summon 1 "Scattersect" monster from your hand or Deck.   
You can only activate 1 "Scattersect Magnification Madness" per turn.
 
Scattersect Deep Digging
Quick-Play Spell Card
Activate 1 of these effects.
● Target 2 of your banished "Scattersect" monsters; shuffle them into the Deck, and if you do, draw 1 card.
● Target 3 of your banished "Scattersect" monsters; shuffle them into the Deck, and if you do, draw 2 cards.
You can only activate 1 "Scattersect Deep Digging" per turn.
 
Scattersect Cozy Cocoon
Normal Trap Card
Target 1 "Scattersect" non-Token monster you control; equip this card to that target. It gains 1000 DEF, also while you control a "Scattersect Token", it cannot cannot be targeted for attacks or your opponent's card effects. You can only control 1 "Scattersect Cozy Cocoon".

FABRICATION ARCHETYPE (14/14):

Fabrication is an Archetype of Spellcaster-type/EARTH monsters with various Levels. They focus on using their Spell/Trap Cards for various effects and Tributing Summoning. Their name is a pun on Fabric and Fabrication, the last word meaning something made up, mysterious or magical, hence them being Spellcaster. You can also imagine the monsters having clothes that made of the different kinds of fabric. The Spell/Trap Cards are various techniques, such as sewing and knitting.

 

Monsters:

 

Nylon Fabrication
Spellcaster-Type/EARTH
Level 2
If you control no "Fabrication" Spell/Trap Cards: You can discard this card; add 1 "Fabrication" Spell/Trap Card from your Deck to your hand. During your turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; add 1 "Fabrication" monster from your Deck to your hand, except "Nylon Fabrication". You can only use each effect of "Nylon Fabrication" once per turn.
1000/500

Polyester Fabrication
Spellcaster-Type/EARTH    
Level 3
You can only use each of these effects of "Polyester Fabrication" once per turn.
● You can return this card to the hand; Special Summon 1 "Fabrication" monster from your hand, except "Polyester Fabrication".
● You can Tribute this card; Special Summon 1 Level 4 or lower "Fabrication" monster from your Deck, except "Polyester Fabrication". The Level of the monster you can Special Summon is increased by the number of "Fabrication" Spell/Trap Cards you control.
1200/1400

Satin Fabrication
Spellcaster-Type/EARTH    
Level 3
If this card is Tributed: You can target 1 "Fabrication" Spell/Trap Card in your Graveyard; add it to your hand. You can only use this effect of "Satin Fabrication" once per turn. During your Main Phase, if you control a "Fabrication" Spell/Trap Card, you can Normal Summon 1 "Fabrication" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
1400/1100

Denim Fabrication
Spellcaster-Type/EARTH
Level 4
Once per turn, during either player's turn, when your opponent activates a card or effect: You can send 1 "Fabrication" Spell/Trap Card from your hand or side of the field to the Graveyard; negate the activation, and if you do, destroy it. Once per turn, if you activate a "Fabrication" Spell/Trap Card: All monsters you control will gain 500 ATK and DEF until the end of the next turn.

1500/1500

 

Linen Fabrication
Spellcaster-Type/EARTH
Level 4
If you control a "Fabrication" monster, you can Special Summon this card (from your hand). If this card is Tributed while you control a "Fabrication" Spell/Trap Card: You can target 1 "Fabrication" monster in your Graveyard, except "Linen Fabrication"; Special Summon it, but its effects are negated and it cannot attack. You can only use this effect of "Linen Fabrication" once per turn. You can only Special Summon "Linen Fabrication(s)" once per turn.
1700/0

Wool Fabrication
Spellcaster-Type/EARTH
Level 5
When this card is Tribute Summoned: You can target 1 card your opponent controls; destroy it. If you control a "Fabrication" Spell/Trap Card, you can target 2 cards instead. Each turn, the first "Fabrication" Spell/Trap Card(s) you control that would be destroyed by an opponent's card effect, is not destroyed.
2100/1600

Silk Fabrication
Spellcaster-Type/EARTH
Level 6
If you control no monsters, and you control a "Fabrication" Spell/Trap Card, you can Special Summon this card (from your hand), but it cannot attack this turn. Once per turn: You can send 1 "Fabrication" Spell/Trap Card from your hand or side of the field to the Graveyard; draw 2 cards.
2200/1200

 

Velvet Fabrication
Spellcaster-Type/EARTH
Level 7
If you control a "Fabrication" Spell/Trap Card, you can Normal Summon this card for 1 less Tribute. Once per turn, when your opponent Special Summons a monster(s) while you control a "Fabrication" Spell/Trap Card: You can return that monster(s) to the hand.
2500/2000

Cotton Fabrication
Spellcaster-Type/EARTH
Level 8
When this card is Tribute Summoned: You can target 1 monster your opponent controls; gain control of while this card is face-up on the field. Once per turn: You can excavate the top 3 cards of your Deck, you can add 1 excavated "Fabrication" Spell/Trap Card, also send the remaining cards to the Graveyard.
2800/2400

Spell/Trap Cards:

Fabrication Spell - Sewing
Continuous Spell Card
Once per turn, if you control less monsters than you do "Fabrication" Spell/Trap Cards: You can Special Summon 1 "Fabrication" monster from your hand, but until the end of this turn, its effects are negated and it cannot attack. Tribute Summoned "Fabrication" monsters cannot be destroyed by battle or card effects.

Fabrication Spell - Weaving
Continuous Spell Card
While you control 2 or more "Fabrication" monsters, your opponent cannot target the "Fabrication" monster with the lowest ATK for attacks (either, if tied). All "Fabrication" monsters you control gain 100 ATK and DEF for each "Fabrication" Spell/Trap Card you control.

Fabrication Spell - Embroidering
Equip Spell Card
Equip only to a "Fabrication" monster you control. It gains 500 ATK and DEF. If this card attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step, also if it attacks a Defense Position monster, inflict piercing battle damage to your opponent. It can be treated as 2 Tributes for the Tribute Summon of a "Fabrication" monster. If it would be destroyed, you can destroy 1 "Fabrication" Spell/Trap Card you control instead.

Fabrication Spell - Knitting
Continuous Trap Card
During your opponent's turn, you can: Immediately after this effect resolves, Tribute Summon 1 "Fabrication" monster (this is a Quick Effect). During either player's turn: You can target 1 "Fabrication" monster you control and 1 monster your opponent controls; change their battle position. You can only use each effect of "Fabrication Spell - Knitting once per turn. You cannot activate these effects in the same Chain.

Fabrication Spell - Crochet
Continuous Trap Card
Once per turn, if a "Fabrication" monster is Tribute Summoned to your side of the field: You can Set 1 "Fabrication" Spell/Trap Card directly from your hand or Deck. If this card is destroyed by your opponent's card effect: You can target 1 "Fabrication" Spell/Trap Card in your Graveyard, except "Fabrication Spell - Crochet"; place it on top of your Deck.

DIEHARD ARCHETYPE (15/15):

Diehard is an Archetype of Warrior-Type Pendulum Monsters with no Pendulum Effect, 1500 ATK and DEF and of all the 6 normal Attributes. Each monster has an effect that rolls a die, then if you Xyz Summon a Diehard Xyz Monster with the same number in their name as the result, they gain a bonus effect. The Archetype also has some quite powerful Spell/Trap Cards, the most interesting being "Diehard - Draft", which can add up to 6 monsters from your Deck to your hand if you're lucky enough, though that is very unlikely, and even still, you need to Summon at least 2 of them or you lose half of your LP.

As you can imagine, there are 12 monsters, 6 Main Deck monsters and 6 Xyz Monsters, with each of them having the same Attribute as the Xyz Monster with the same number.

Excuse the kind of awkward wording, but to get this Archetype right the way I wanted it to, it had to be like this. It also took me quite a long time to figure out their name, I was actually just gonna call them "Random Army", but I felt that was so weak and that I could do  better, so I looked up some words until I found this pun. I have already done a military-based Archetype before, with Zombieland, which you can find by clicking here, though that is more suppose to be war-based, where this is kind of suppose to be military training, which you can see by the naming convention of Recruits becoming Soldiers, if that makes sense.

Main Deck Monsters:

Diehard - First Recruit
Warrior-Type/EARTH/Pendulum
Level 4
Scale 3
Pendulum Effect:
N/A

Monster Effect:
You can only use this effect of "Diehard - First Recruit" once per turn. If this card is Summoned: Roll a die, then this turn if it was used for an Xyz Summon of a "Diehard" Xyz Monster whose name contains that the result, it gains this effect.
● Once per turn, when this card inflicts battle damage to your opponent: You can target 1 "Diehard" card in your Graveyard; add it to your hand.
1500/1500

Diehard - Second Recruit
Warrior-Type/FIRE/Pendulum
Level 4
Scale 5
Pendulum Effect:
N/A

Monster Effect:
You can only use this effect of "Diehard - Second Recruit" once per turn. If this card is Summoned: Roll a die, then this turn if it was used for an Xyz Summon of a "Diehard" Xyz Monster whose name contains that the result, it gains this effect.
● Once per turn, if this card battles an opponent's monster, during damage calculation: You can activate this effect; this card's ATK and DEF become equal to the ATK or DEF (whichever is higher) of the opponent's battling monster +500, during damage calculation only.
1500/1500
    
Diehard - Third Recruit
Warrior-Type/LIGHT/Pendulum
Level 4
Scale 3
Pendulum Effect:
N/A

Monster Effect:
You can only use this effect of "Diehard - Third Recruit" once per turn. If this card is Summoned: Roll a die, then this turn if it was used for an Xyz Summon of a "Diehard" Xyz Monster whose name contains that the result, it gains this effect.
● Once per turn, during either player's turn: You can target 1 monster your opponent controls whose ATK is less than or equal to this card's ATK; change its battle position, and if you do, until the end of this turn, negate its effects
1500/1500

Diehard - Fourth Recruit
Warrior-Type/WATER/Pendulum
Level 4
Scale 5
Pendulum Effect:
N/A

Monster Effect:
You can only use this effect of "Diehard - Fourth Recruit" once per turn. If this card is Summoned: Roll a die, then this turn if it was used for an Xyz Summon of a "Diehard" Xyz Monster whose name contains that the result, it gains this effect.
● Once per turn, if your opponent Special Summons a monster(s): You can activate this effect; that monster(s) loses ATK and DEF equal to the number of Xyz Materials attached to this card x 200.
1500/1500

Diehard - Fifth Recruit
Warrior-Type/WIND/Pendulum
Level 4
Scale 3
Pendulum Effect:
N/A

Monster Effect:
You can only use this effect of "Diehard - Fifth Recruit" once per turn. If this card is Summoned: Roll a die, then this turn if it was used for an Xyz Summon of a "Diehard" Xyz Monster whose name contains that the result, it gains this effect.
● Once per turn: You can discard 1 card; add 1 "Diehard" card from your Deck to your hand.
1500/1500

Diehard - Sixth Recruit
Warrior-Type/DARK/Pendulum
Level 4

Scale 5
Pendulum Effect:
N/A

Monster Effect:
You can only use this effect of "Diehard - Sixth Recruit" once per turn. If this card is Summoned: Roll a die, then this turn if it was used for an Xyz Summon of a "Diehard" Xyz Monster whose name contains that the result, it gains this effect.
● Once per turn, when this card destroys an opponent's monster by battle: You can activate this effect; this card can make a second attack on an opponent's monster in a row.
1500/1500
 
Extra Deck Monsters:

Diehard - Super Soldier 1
Warrior-Type/EARTH/Xyz
Rank 4
2 or more Level 4 "Diehard" monsters
N/A
3000/0

Diehard - Super Soldier 2
Warrior-Type/FIRE/Xyz
Rank 4
2 or more Level 4 "Diehard" monsters
Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 Spell/Trap Card on the field; destroy it.
2300/2200

Diehard - Super Soldier 3
Warrior-Type/LIGHT/Xyz
Rank 4
2 or more Level 4 "Diehard" monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster on the field; destroy it.
2100/2400

Diehard - Super Soldier 4
Warrior-Type/WATER/Xyz
Rank 4
2 Level 4 "Diehard" monsters
Once per turn, if a "Diehard" card(s) you control would be destroyed, you can detach 1 Xyz Material from this card instead.
2500/1500

Diehard - Super Soldier 5
Warrior-Type/WIND/Xyz
Rank 4
3 or more Level 4 "Diehard" monsters
Once per turn, during either player's turn, when your opponent activates a card or effect that targets a "Diehard" card(s) you control: You can detach 1 Xyz Material from this card; negate the activation, and if you do, destroy it. When this Xyz Summoned card is destroyed by your opponent's card (either by battle or card effect) and sent to the Graveyard: You can add 1 "Diehard" card from your Deck to your hand.
2600/2600

Diehard - Super Soldier 6
Warrior-Type/DARK/Xyz
Rank 4
3 or more Level 4 "Diehard" monsters
During your opponent's Main Phase: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; halve its ATK, and if you do, it must attack this card this turn, if able (this is a Quick Effect). When this is destroyed by your opponent's card (either by battle or card effect) and sent to the Graveyard: You can discard 1 card; Special Summon 2 "Diehard" monsters from your Deck with different names in Defense Position, also you cannot Special Summon monsters until the end of your next turn, except "Diehard" monsters.
2800/2700

Spell/Trap Cards:

Diehard - Draft
Normal Spell Card
Discard 1 card; excavate the top 6 cards of your Deck, then apply 1 of these effects depending on the number of Warrior-Type monsters with different Attributes excavated.
● 1 or less: Shuffle the excavated cards back into your Deck.
● 2 to 5: Add up to 2 of them to your hand, also shuffle the remaining cards into your Deck.
● 6: Add all of them to your hand, but unless you Summon 2 or more of them this turn, during the End Phase, halve your LP.
You can only activate 1 "Diehard - Draft" per turn.

Diehard - Camp
Field Spell Card
Once per turn, when you roll a die because of the effect of a "Diehard" monster, you can treat the result as another result. You can discard 1 card; the number of times you can use that effect is increased by 1. If you control no monsters, "Diehard" cards in your Pendulum Zone cannot be targeted or destroyed by your opponent's card effects.

Diehard - Training
Continuous Trap Card
Once per turn, during either player's Main Phase: You can banish 1 "Diehard" monster from your hand or side of the field. During the Standby Phase of the next turn after this effect's activation: You can Special Summon any number of monsters banished by this card's effect. During either player's turn: You can send this face-up card from the field to the Graveyard, then target 2 or more "Diehard" monsters you control; immediately after this effect resolves, Xyz Summon 1 Xyz Monster using those monsters only. You cannot activate this card's effects in the same Chain.

METROPOLIS ARCHETYPE (14/14):


Metropolis is an Archetype of Machine-Type LIGHT Pendulum Monsters ranging from Level 2-5. They focus on Pendulum Scale manipulation, as well as Synchro Summoning. They also have Pendulum Tuners, Synchro Pendulums and even a Synchro Pendulum Tuner. They are theme around a city environment, the Tuners are all based on public transportation, the non-Tuners on technology typically found in the city, and the non-Tuner Synchros on personal transportation.
 
Main Deck Monsters:
 
Metropolis Street Taxi
Machine-Type/LIGHT/Pendulum/Tuner
Level 2
Scale 1
Pendulum Effect:
You cannot Pendulum Summon monsters, except "Metropolis" monsters. Once per turn: You can reveal 1 "Metropolis" Pendulum Monster in your hand; the Pendulum Scale of all cards currently in both players Pendulum Zone become the revealed card's Pendulum Scale until the end of the next turn.
 
Monster Effect:
If this card is used as a Synchro Material, unless you control 2 cards in your Pendulum Zone with the same Pendulum Scale, shuffle it into the Deck. Once per turn: You can target 1 card in either player's Pendulum Zone; this card's Level becomes equal to that target's Level.
700/1500
 
Metropolis Double-decker Bus
Machine-Type/LIGHT/Pendulum/Tuner
Level 3
Scale 9
Pendulum Effect:
You cannot Pendulum Summon monsters, except "Metropolis" monsters. Once per turn: You can reveal 1 "Metropolis" Pendulum Monster in your hand; the Pendulum Scale of all cards currently in both players Pendulum Zone become the revealed card's Pendulum Scale until the end of the next turn.
 
Monster Effect:
If this card is used as a Synchro Material, unless you control 2 cards in your Pendulum Zone with the same Pendulum Scale, shuffle it into the Deck. Up to twice per turn: You can target 1 card in either player's Pendulum Zone; destroy it, and if you do, inflict 500 damage your opponent.
1200/1200
 
Metropolis Parking Meter
Machine-Type/LIGHT/Pendulum
Level 3
Scale 1
Pendulum Effect:
You cannot Pendulum Summon monsters, except "Metropolis" monsters. Once per turn: You can reveal 1 "Metropolis" Pendulum Monster in your hand; the Pendulum Scale of all cards currently in both players Pendulum Zone become the revealed card's Pendulum Scale until the end of the next turn.
 
Monster Effect:
If there are 2 or more cards in either player's Pendulum Zones with the same Pendulum Scale, you can Special Summon this card (from your hand). Once per turn, during either player's turn: You can target 1 "Metropolis" card in either player's Pendulum Zone; change its Pendulum Scale to 1 or 9.
1500/600
 
Metropolis Security Camera
Machine-Type/LIGHT/Pendulum
Level 4
Scale 9
Pendulum Effect:
You cannot Pendulum Summon monsters, except "Metropolis" monsters. Once per turn: You can reveal 1 "Metropolis" Pendulum Monster in your hand; the Pendulum Scale of all cards currently in both players Pendulum Zone become the revealed card's Pendulum Scale until the end of the next turn.
 
Monster Effect:
If there are 2 or more Pendulum Monsters on the field with the same Pendulum Scale, you can Special Summon this card (from your hand). Your opponent cannot target cards in either player's Pendulum Zones with effects, also if you control a "Metropolis" card in your Pendulum Zone, your opponent cannot target monsters you control for attacks or effects, except "Metropolis Security Camera".
500/2000
 
Metropolis Giant Billboard
Machine-Type/LIGHT/Pendulum
Level 5
Scale 1
Pendulum Effect:
You cannot Pendulum Summon, except "Metropolis" monsters. Once per turn: You can reveal 1 "Metropolis" Pendulum Monster in your hand; the Pendulum Scale of all cards currently in both players Pendulum Zone become the revealed card's Pendulum Scale until the end of the next turn.
 
Monster Effect:
If the combined Pendulum Scales of all Pendulum Monsters on the field is 10 or higher, you can Special Summon this card (from your hand). Once per turn, during either player's turn, if your opponent activates a Spell/Trap Card: You can negate the activation, and if you do, destroy it. There must be 2 or more "Metropolis" cards in either player's Pendulum Zones to activate and to resolve this effect.
2000/1000
 
Metropolis Traffic Lights
Machine-Type/LIGHT/Pendulum
Level 5
Scale 9
Pendulum Effect:
You cannot Pendulum Summon monsters, except "Metropolis" monsters. Once per turn: You can reveal 1 "Metropolis" Pendulum Monster in your hand; the Pendulum Scale of all cards currently in both players Pendulum Zone become the revealed card's Pendulum Scale until the end of the next turn.
 
Monster Effect:
If the combined Pendulum Scales of all Pendulum Monsters in both players Pendulum Zones are 10 or higher, you can Special Summon this card (from your hand). Once per turn, if the Pendulum Scale of a card(s) in either player's Pendulum Zone is changed: You can target 1 card your opponent controls; return it to the hand.
0/2100
 
Extra Deck Monsters:
 
Metropolis Sky Train
Machine-Type/LIGHT/Synchro/Pendulum/Tuner
Level 5
Scale 1
Pendulum Effect:
You cannot Pendulum Summon monsters, except "Metropolis" monsters. Once per turn: You can reveal 1 "Metropolis" Pendulum Monster in your hand; the Pendulum Scale of all cards currently in both players Pendulum Zone become the revealed card's Pendulum Scale until the end of the next turn.
 
Monster Effect:
1 "Metropolis" Tuner + 1 or more non-Tuner monsters
If this card is used as a Synchro Material, unless you control 2 cards in your Pendulum Zone with the same Pendulum Scale, shuffle it into the Deck. You can discard 1 card; once this turn, you can Synchro Summon using only this card and monsters your opponent control as Synchro Material. This effect can only be used once while this card is face-up on the field. When this Synchro Summoned card is destroyed by your opponent's card (either by battle or card effect): You can target 1 card in either player's Pendulum Zone; destroy it, and if you do, place it in that Pendulum Zone.
1100/2500
 
Metropolis Fast Motorcycle
Machine-Type/LIGHT/Synchro/Pendulum
Level 6
Scale 1
Pendulum Effect:
You cannot Pendulum Summon monsters, except "Metropolis" monsters. Once per turn: You can reveal 1 "Metropolis" Pendulum Monster in your hand; the Pendulum Scale of all cards currently in both players Pendulum Zone become the revealed card's Pendulum Scale until the end of the next turn.
 
Monster Effect:
1 "Metropolis" Tuner + 1 or more non-Tuner monsters
When this card is Synchro Summoned: You can draw 1 card or each "Metropolis" card in your opponent's Pendulum Zones. You can only use this effect of "Metropolis Fast Motorcycle" once per turn. This card can attack twice during each Battle Phase. When this Synchro Summoned card is destroyed by your opponent's card (either by battle or card effect): You can target 1 card in either player's Pendulum Zone; destroy it, and if you do, place it in that Pendulum Zone.

2200/1700

 
Metropolis Flying Car
Machine-Type/LIGHT/Synchro/Pendulum
Level 7
Scale 9
Pendulum Effect:
You cannot Pendulum Summon monsters, except "Metropolis" monsters. Once per turn: You can reveal 1 "Metropolis" Pendulum Monster in your hand; the Pendulum Scale of all cards currently in both players Pendulum Zone become the revealed card's Pendulum Scale until the end of the next turn.
 
Monster Effect:

1 "Metropolis" Tuner + 1 or more non-Tuner monsters

Once per turn: You can target 1 "Metropolis" card in either player's Pendulum Zone; Special Summon it to your side of the field, but its effects are negated until the end of this turn. If this card attacks an opponent's monster, your opponent cannot activate cards or effects until the end of the Damage Step. When this Synchro Summoned card is destroyed by your opponent's card (either by battle or card effect): You can target 1 card in either player's Pendulum Zone; destroy it, and if you do, place it in that Pendulum Zone.

2700/2300
 
Metropolis Big Truck
Machine-Type/LIGHT/Synchro/Pendulum
Level 8
Scale 9
Pendulum Effect:
You cannot Pendulum Summon monsters, except "Metropolis" monsters. Once per turn: You can reveal 1 "Metropolis" Pendulum Monster in your hand; the Pendulum Scale of all cards currently in both players Pendulum Zone become the revealed card's Pendulum Scale until the end of the next turn.
 
Monster Effect:
1 "Metropolis" Tuner + 1 or more non-Tuner monsters
When this card is Synchro Summoned: You can target 1 Spell/Trap Card your opponent controls; destroy it, and if you do, you can destroy 1 card in your opponent's Pendulum Zone. You can only use this effect of "Metropolis Big Truck" once per turn. If this card destroys an opponent's Pendulum Monster by battle: You can place it in either player's Pendulum Zone. When this Synchro Summoned card is destroyed by your opponent's card (either by battle or card effect): You can target 1 card in either player's Pendulum Zone; destroy it, and if you do, place it in that Pendulum Zone.
3000/2500
 
Spell/Trap Cards:
 
Metropolis
Field Spell Card
Once per turn, if you Synchro Summon using only Pendulum Monsters as Synchro Material: You can add 1 "Metropolis" card from your Deck to your hand. All Synchro Monsters you control gain 100 ATK and DEF for each Pendulum Monster used as Synchro Material for its Synchro Summon.
 
Metropolis Travel Cash
Normal Spell Card
Add up to 2 face-up "Metropolis" Pendulum Monsters from Extra Deck and/or Graveyard to your hand. You must control "Metropolis" to activate and to resolve this effect. You can only activate 1 "Metropolis Travel Cash" per turn.
 
Metropolis Traffic Jam
Counter Trap Card
When your opponent activates a card or effect while there are 2 or more "Metropolis" cards in either player's Pendulum Zones with the same Pendulum Scale: Negate the activation, and if you do, destroy it.
 
Metropolis Lane Switch
Continuous Trap Card
Once per turn, if there are 2 cards in your Pendulum Zones: You can place 1 of them in your opponent's Pendulum Zone. Once per turn, if there is a card(s) in either player's Pendulum Zone whose current Pendulum Scale is different from its original Pendulum Scale: You can make the Pendulum Scale of all cards in both players' Pendulum Zone become their original Pendulum Scale. You cannot activate these effects in the same Chain. If there is no other face-up "Metropolis" card on the field, destroy this card.

REVEALING LIGHT - FORMING AN ARCHETYPE #29 (9/9):

Revealing Light is an Archetype of LIGHT Level 8 monsters (and 1 Level 4). They focus on defensive strategies and easy Special Summoning for quick Xyz Summons. This Archetype already has quite a few members already, so I have kept it a bit shorter than I normally would. One thing I have to note about these is that the Japanese name, Protective Seal, for this has a few more cards that work with it, which is something to keep in mind here, and if this was real, the older cards would get a condition to explain that they're part of this Archetype.
 
Original Card:
http://i.imgur.com/RUPJ2UB.png
Flip all monsters your opponent controls face-up. This card remains on the field for 3 of your opponent's turns. While this card is face-up on the field, monsters your opponent controls cannot declare an attack.
 
New Cards:
 
Main Deck Monsters:
 
Wyvern of Revealing Light
Wyrm-Type/LIGHT
Level 4
Unless you control a "Revealing Light" Spell/Trap Card, destroy this card. When this card is Normal or Special Summoned: You can double this card's Level. During your turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; add 1 "Revealing Light" monster from your Deck to your hand, except "Wyvern of Revealing Light". You can only use each effect of "Wyvern of Revealing Light" once per turn.
2000/0
 
Magician of Revealing Light
Spellcaster-Type/LIGHT
Level 8
You can discard 1 other "Revealing Light" card; Special Summon this card from your hand. If this card is detached from an Xyz Monster and sent to the Graveyard to activate that monster's effect: You can add 1 "Revealing Light" Spell/Trap Card from your Deck to your hand. You can only use each effect of "Magician of Revealing Light" once per turn.
2200/1100
 
Lion of Revealing Light
Beast-Type/LIGHT
Level 8
If the only monster you control is a Level 8 LIGHT monster: You can Special Summon this card from your hand. During either player's turn, when a card or effect is activated that targets a "Revealing Light" card(s) you control: You can discard this card; negate the activation, and if you do, destroy it. You can only use each effect of "Magician of Revealing Light" once per turn.
2100/1500
 
Angel of Revealing Light
Fairy-Type/LIGHT
Level 8
If your opponent controls a monster and you control no monsters: You can Special Summon this card from your hand. When this card is Special Summoned, if you control a "Revealing Light" Spell/Trap Card: You can Special Summon 1 "Angel of Revealing Light" from your hand or Deck in Defense Position. You can only use each effect of "Angel of Revealing Light" once per turn.
1500/2100
 
Extra Deck Monsters:
 
Dragon of Revealing Light
Dragon-Type/LIGHT/Xyz
Rank 8
2 Level 8 LIGHT monsters
This card gains 200 ATK and DEF for each "Revealing Light" Spell/Trap Card you control and in your Graveyard with different names. Once per turn, during either player's turn: You can target 1 "Revealing Light" monster in your Graveyard and 1 face-up monster your opponent controls; shuffle the first target into the Deck, and if you do, destroy the second target. Once per turn: You can detach 1 Xyz Material from this card; excavate the top card of your Deck, if it is a "Revealing Light" Spell/Trap Card, add it to your hand, otherwise sent it to the Graveyard.
2500/2500
 
Spell/Trap Cards:
 
Barrier of Revealing Light
Continuous Spell Card
Your opponent cannot target "Revealing Light" monsters you control with card effects. Once per turn, if a "Revealing Light" monster you control would be destroyed by a card effect, it is not destroyed.
 
Solitude of Revealing Light
Continuous Spell Card
While you control exactly 1 monster, your opponent cannot target Spell/Trap Cards you control with card effects, also other "Revealing Light" Spell/Trap Cards cannot be destroyed by card effects.
 
Engine of Revealing Light
Normal Trap Card
Target 1 "Revealing Light" card in your Graveyard, except "Engine of Revealing Light"; add it to your hand. If you activate a "Revealing Light" Spell/Trap Card: You can Special Summon this card from your Graveyard as a Normal Monster (Machine-Type/LIGHT/Level 8/ATK 0/DEF 2000). (This card is NOT treated as a Trap Card.) If Summoned this way, banish this card when it leaves the field. You can only use each effect of "Engine of Revealing Light" once per turn.
 
Restoration of Revealing Light
Continuous Trap Card
Activate this card by targeting 1 "Revealing Light" monster in your Graveyard; Special Summon it in Attack Position. It cannot be destroyed by battle or change its battle position. Once per turn, during your Standby Phase: You can gain 500 LP for each "Revealing Light" Spell/Trap Card you control.

RITUALISTIC ARCHETYPE (13/13):

Ritualistic is an Archetype of Fairy-Type/DARK Level 3 monsters. They focus on Ritual Summoning and heavily rely on the card "Ritualistic Skyrealm" to function to their full capacity. They are meant to easily Summon low Level Ritual Monsters, with each monster having the ability to search out another Ritualistic card by discarding it self and another card, as well as having another effect that they can use while on the field. The Ritual Monsters have an effect that can remove counters from Ritualistic Skyrealm to boost their effects. Each card has "sky" somewhere in their name.
 
Non-Ritual Main Deck Monsters:
 
Ritualistic Skydancer
Fairy-Type/DARK
Level 3
You can discard this card and 1 other card from your hand; add 1 "Ritualistic" card from your Deck to your hand, except "Ritualistic Skydancer". You can only use this effect of "Ritualistic Skydancer" once per turn. Once per turn: You can target 1 "Ritualistic Skyrealm" you control; place 1 Ritualistic Counter on it, but you cannot Special Summon other monsters for the rest of the turn, except by Ritual Summon.
1300/900
 
Ritualistic Skycaller
Fairy-Type/DARK
Level 3
You can discard this card and 1 other card from your hand; add 1 "Ritualistic" card from your Deck to your hand, except "Ritualistic Skycaller". You can only use this effect of "Ritualistic Skycaller" once per turn. Once per turn: You target 1 "Ritualistic" monster you control; double its Level, but you cannot Special Summon other monsters for the rest of the turn, except by Ritual Summon.
1500/0
 
Ritualistic Skygatherer
Fairy-Type/DARK
Level 3
You can discard this card and 1 other card from your hand; add 1 "Ritualistic" card from your Deck to your hand, except "Ritualistic Skygatherer". You can only use this effect of "Ritualistic Skygatherer" once per turn. Once per turn: You can Special Summon 1 "Ritualistic" from your hand, except "Ritualistic Skygatherer", but you cannot Special Summon other monsters for the rest of the turn, except by Ritual Summon.
200/1900
 
Ritualistic Skybriber
Fairy-Type/DARK
Level 3
You can discard this card and 1 other card from your hand; add 1 "Ritualistic" card from your Deck to your hand, except "Ritualistic Skybriber". You can only use this effect of "Ritualistic Skybriber" once per turn. Once per turn: You can remove 1 Ritualistic Counter from 1 "Ritualistic Skyrealm" you control; draw 2 cards, but you cannot Special Summon other monsters for the rest of the turn, except by Ritual Summon.
1000/1400
 
Ritual Monsters:
 
Ritualistic Skylord
Fairy-Type/DARK/Ritual
Level 3
You can Ritual Summon this card with any "Ritualistic" Ritual Spell Card. You can discard this card and 1 other card from your hand; add 1 "Ritualistic" card from your Deck to your hand, except "Ritualistic Skylord". You can only use this effect of "Ritualistic Skylord" once per turn. Once per turn: You can target 1 monster your opponent controls; destroy it. You can also remove 1 Ritualistic Counter from 1 "Ritualistic Skyrealm" you control to target 2 monsters instead.
2000/2200
 
Ritualistic Skyconqueror
Fairy-Type/DARK/Ritual
Level 3
You can Ritual Summon this card with any "Ritualistic" Ritual Spell Card. You can discard this card and 1 other card from your hand; add 1 "Ritualistic" card from your Deck to your hand, except "Ritualistic Skyconqueror". You can only use this effect of "Ritualistic Skyconqueror" once per turn. Once per turn: You can target 1 Spell/Trap Card your opponent controls; destroy it. You can also remove 1 Ritualistic Counter from 1 "Ritualistic Skyrealm" you control to target 2 Spell/Trap Cards instead.
2400/1800
 
Ritualistic Skymaster
Fairy-Type/DARK/Ritual
Level 3
You can Ritual Summon this card with any "Ritualistic" Ritual Spell Card. You can discard this card and 1 other card from your hand; add 1 "Ritualistic" card from your Deck to your hand, except "Ritualistic Skymaster". You can only use this effect of "Ritualistic Skymaster" once per turn. Once per turn: You can target 1 "Ritualistic" card in your Graveyard; banish it, and if you do, add that card to your hand during your next Standby Phase after activation. You can also remove 1 Ritualistic Counter from 1 "Ritualistic Skyrealm" you control to add it to your hand when this effect resolves instead.
2300/2100

Ritualistic Skyvanquisher
Fairy-Type/DARK/Ritual
Level 3
You can Ritual Summon this card with any "Ritualistic" Ritual Spell Card. You can discard this card and 1 other card from your hand; add 1 "Ritualistic" card from your Deck to your hand, except "Ritualistic Skyvanquisher". You can only use this effect of "Ritualistic Skyvanquisher" once per turn. Once per turn, during either player's turn, when your opponent activates a Spell/Trap Card: You can negate the activation, and if you do, destroy it. You can also remove 1 Ritualistic Counter from 1 "Ritualistic Skyrealm" you control to negate the activation of a monster effect.
2200/2000
 
Spell/Trap Cards:
 
Ritualistic Skybreak
Ritual Spell Card
This card can be used to Ritual Summon any "Ritualistic" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels exactly equal 3. If this card is discarded   to the Graveyard to activate a card effect: You can add 1 "Ritualistic" card from your Deck to your hand, except "Ritualistic Skybreak". You can only use each effect of "Ritualistic Skybreak" once per turn.
 
Ritualistic Skystream
Ritual Spell Card
This card can be used to Ritual Summon any number of "Ritualistic" Ritual Monsters. You must also Tribute "Ritualistic" monsters from your hand or field whose total combined Level equal the combined Level of the Ritual Monsters you Ritual Summon. You can only activate 1 "Ritualistic Skystream" per turn.
 
Ritualistic Skycrash
Ritual Spell Card
This card can be used to Ritual Summon any "Ritualistic" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels exactly equal 3 or banish 1 "Ritualistic" monster from your Graveyard. You can only activate 1 "Ritualistic Skycrash" per turn.
 
Ritualistic Skyrealm
Field Spell Card
Each time a Ritual Monster(s) is Ritual Summoned place 1 Ritualistic Counter on this card for each of those monsters. If this card would be destroyed, you can remove 1 Ritualistic Counter from this card instead. This card gains these effects, based on the number of Ritualistic Counters on it.
● 1 or more: All monsters you control gain 500 ATK and DEF.  
● 2 or more: When you Normal or Special Summon a monster(s), your opponent cannot activate cards or effects.
● 3 or more: All monsters you control cannot be targeted or destroyed by your opponent's card effects.
● 4 or more: Once per turn: You can add 1 "Ritualistic" card from your Deck or Graveyard to your hand, except "Ritualistic Skyrealm".
● 5 or more: If you control a Ritual Monster: You can can send this card from your Field Zone to the Graveyard; return all cards your opponent controls to the hand.
 
Ritualistic Skyrestoration
Continuous Trap Card
You can target 3 "Ritualistic" cards in your Graveyard with different names; shuffle all 3 into the Deck, then add 1 "Ritualistic" card from your Deck to your hand, except "Ritualistic Skyrestoration". If you control "Ritualistic Skyrealm": You can send this face-up card from your Spell & Trap Zone to the Graveyard, then target 1 "Ritualistic" card in your Graveyard, except "Ritualistic Skyrestoration"; add it to your hand. You can only use 1 effect of "Ritualistic Skyrestoration" per turn, and only once that turn.

SUGAR ROCK ARCHETYPE (13/13):

Sugar Rock is an Archetype of Rock-Type/LIGHT Level 2 Flip monsters. Each monster has two effects, one Flip effect and one effect that activates if it's detached to activate an Xyz Monster's effect. They also have a sub-Archetype called Sugar Metal, which is their Xyz Monsters and they are DARK instead of LIGHT. They are theme around rock and metal music, with the monsters being references to various sub-genres, "Sugar Rock" is suppose to be like a silly 80's band name.

 

Main Deck Monsters:

Sugar Rock - Hard Rock
Rock-Type/LIGHT/Flip
Level 2
FLIP: You can target 1 "Sugar Rock" monster in your Graveyard, except "Sugar Rock - Hard Rock"; Special Summon it in face-down Defense Position.
If this card is detached from an Xyz Monster and sent to the Graveyard to activate that monster's effect: You can add 1 "Sugar Rock" monster from your Deck to your hand, except "Sugar Rock - Hard Rock". You can only use each effect of "Sugar Rock - Hard Rock" effect per turn, and only once that turn.
500/2000

Sugar Rock - Soft Rock
Rock-Type/LIGHT/Flip
Level 2
FLIP: You can target 1 "Sugar Rock" Spell/Trap Card in your Graveyard; add it to your hand.
If this card is detached from an Xyz Monster and sent to the Graveyard to activate that monster's effect: You can add 1 "Sugar Rock" Spell/Trap Card from your Deck to your hand. You can only use each effect of "Sugar Rock - Soft Rock" effect per turn, and only once that turn.
1300/500

Sugar Rock - Alternative Rock
Rock-Type/LIGHT/Flip
Level 2
FLIP: You can Special Summon 1 "Sugar Rock" monster from your hand in Attack Position or face-down Defense Position, except "Sugar Rock - Alternative Rock".
If this card is detached from an Xyz Monster and sent to the Graveyard to activate that monster's effect: You can target 1 "Sugar Rock" card in your Graveyard, except "Sugar Rock - Alternative Rock" and 1 face-up Xyz Monster you control; attach the first target to the second target as an Xyz Material. You can only use each effect of "Sugar Rock - Alternative Rock" effect per turn, and only once that turn.
1100/1400

Sugar Rock - Progressive Rock
Rock-Type/LIGHT/Flip
Level 2
FLIP: You can target 1 face-down monster on the field; change its battle position.
If this card is detached from an Xyz Monster and sent to the Graveyard to activate that monster's effect: You can target 1 face-up monster on the field; change it to face-down Defense Position. You can only use each effect of "Sugar Rock - Progressive Rock" effect per turn, and only once that turn.
800/1700

Sugar Rock - Pop Rock
Rock-Type/LIGHT/Flip
Level 2
FLIP: You can send 1 "Sugar Rock" card from your hand or Deck to the Graveyard, then draw 1 card.
If this card is detached from an Xyz Monster and sent to the Graveyard to activate that monster's effect: You can target 1 card your opponent controls; destroy it. You can only use each effect of "Sugar Rock - Pop Rock" effect per turn, and only once that turn.
1000/1500

Glam Rock
Rock-Type/LIGHT/Flip
Level 2
FLIP: You can discard 1 card; Special Summon 1 "Sugar Rock" monster from your Deck in Attack Position or face-down Defense Position, except "Sugar Rock - Glam Rock".
If this card is detached from an Xyz Monster and sent to the Graveyard to activate that monster's effect: You can target 1 face-up monster on the field; it gains 500 ATK and DEF. You can only use each effect of "Sugar Rock - Glam Rock" effect per turn, and only once that turn.
600/1800

Extra Deck Monsters:

Sugar Metal - Heavy Metal
Rock-Type/DARK/Xyz
Rank 2
2 Level 2 "Sugar Rock" monsters
When this card is Xyz Summoned: You can change this card to face-down Defense Position. If this card is flipped face-up: You can switch this card's ATK and DEF. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; this card is unaffected by your opponent's card effects until the end of this turn.
1500/2500

Sugar Metal - Black Metal
Rock-Type/DARK/Xyz
Rank 2
2 Level 2 "Sugar Rock" monsters
When this card is Xyz Summoned: You can change this card to face-down Defense Position. If this card is flipped face-up: You can switch this card's ATK and DEF. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 Spell/Trap Card on the field; destroy it.
1700/2400

Sugar Metal - Death Metal
Rock-Type/DARK/Xyz
Rank 2
3 Level 2 "Sugar Rock" monsters
When this card is Xyz Summoned: You can change this card to face-down Defense Position. If this card is flipped face-up: You can switch this card's ATK and DEF. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; it loses 500 ATK and DEF, it must attack this card if able, and it attacks twice during each Battle Phase this turn. These changes last until the end of the next turn.
2000/3000

Spell/Trap Cards:

Sugar Rock and Roll
Normal Spell Card
Target 1 "Sugar Rock" or "Sugar Metal" monster in your Graveyard; Special Summon it in face-down Defense Position, then you can change the battle position of 1 other face-down monster you control. You can only activate 1 "Sugar Rock and Roll" per turn.

Sugar Rock Festival
Field Spell Card
If you control no face-up monsters: You can Special Summon 1 "Sugar Rock" monster from your hand in face-down Defense Position. During either player's turn: You can discard 1 card, then target 1 face-down monster on the field; change its battle position. You can only use each effect of "Sugar Rock Festival" once per turn.

Sugar Rock Equipment
Normal Trap Card
Target 1 Flip or "Sugar Metal" monster you control; equip this card to that target. Twice per turn, it cannot be destroyed by battle or card effects. During either player's turn: You can banish this card from your Graveyard; until the end of this turn, all Flip and "Sugar Metal" monsters you control will gain 500 ATK and DEF.

Sugar Rock Stage
Continuous Trap Card
Activate this card by targeting 1 "Sugar Metal" monster in your Graveyard; Special Summon it, and if you do, you can attach up to 2 "Sugar Rock" monsters with different names from your hand and/or Deck to that target. When this card leaves the field, destroy that target. When that target leaves the field, destroy this card.

AVIAN ALLIANCE ARCHETYPE (12/12):

Avian Alliance is an Archetype of Winged Beast-Type monsters with various Levels and Attributes. They focus on equipping themselves to monsters, very much like ZW, Inzektor or Dragunity. They focus on Synchro Summoning a lot as well, and is a monster only Archetype (mostly because art for Spell/Trap Cards is somewhat harder to find, but let's call it a part of their theme why not).
 
Their Tuners all grant bonuses while equipped, their non-Tuners have various other effects that benefit from having Equip Cards equipped to monsters and the Synchros have one effect that is un-related to equipping, one that is, and one that's protection by destroying an Equip Card equipped to them.
 
Their names are somewhat based around birds, as well as their art design. It's another image one, which I don't do often, so please take a look at the images as well.
 
Main Deck Monsters:

http://i.imgur.com/FQnmp7V.png
You can target 1 "Avian Alliance" monster you control; equip this monster from your hand or your side of the field to that target. While this card is equipped to an "Avian Alliance" monster, the equipped monster cannot be targeted by your opponent's card effects. If this card is equipped to an "Avian Alliance" monster: You can discard 1 card; Special Summon this card.

http://i.imgur.com/mSrahTM.png
You can target 1 "Avian Alliance" monster you control; equip this monster from your hand or your side of the field to that target. While this card is equipped to an "Avian Alliance" monster, during your Main Phase, you can Normal Summon 1 "Avian Alliance" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If this card is equipped to an "Avian Alliance" monster: You can discard 1 card; Special Summon this card.

http://i.imgur.com/PNSa0Iw.png
You can target 1 "Avian Alliance" monster you control; equip this monster from your hand or your side of the field to that target. While this card is equipped to an "Avian Alliance" monster, it can make a second attack during each Battle Phase, and if it attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card is equipped to an "Avian Alliance" monster: You can discard 1 card; Special Summon this card.

http://i.imgur.com/5l5851J.png
You can target 1 "Avian Alliance" monster you control; equip this monster from your hand or your side of the field to that target. Once per turn: You can target 1 "Avian Alliance" monster you control; increase its Level up to the number of Equip Cards equipped to it. You can send 1 "Avian Alliance" Equip Card you control to the Graveyard, then target 1 "Avian Alliance" monster in your Graveyard, except "Avian Alliance - Brightspeeder"; add it to your hand. You can only use this effect of "Avian Alliance - Brightspeeder" once per turn.

http://i.imgur.com/jImejxU.png
You can target 1 "Avian Alliance" monster you control; equip this monster from your hand or your side of the field to that target. You can only use 1 of these effects of "Avian Alliance - Bravebeak" per turn, and only once that turn.
● During your Main Phase: You can Special Summon 1 "Avian Alliance" monster equipped to this card, but its effects are negated and it cannot be used as a Material, except for the Synchro Summon of an "Avian Alliance" Synchro Monster.
● If this card is sent to the Graveyard while equipped to an "Avian Alliance" monster: You can target 1 "Avian Alliance" monster you control; equip 1 "Avian Alliance" monster from from your Deck to that target, except "Avian Alliance - Bravebeak".

http://i.imgur.com/EAQKy0K.png
You can target 1 "Avian Alliance" monster you control; equip this monster from your hand or your side of the field to that target. This card gains 200 ATK and DEF for each "Avian Alliance" Equip Card equipped to it. You can send 1 "Avian Alliance" Equip Card you control to the Graveyard, then target 1 card on the field; destroy it. You can only use this effect of "Avian Alliance - Wingblazer" once per turn.

http://i.imgur.com/z2O4DSy.png
You can target 1 "Avian Alliance" monster you control; equip this monster from your hand or your side of the field to that target. You can only use 1 of these effects of "Avian Alliance - Pondsploosh" per turn, and only once that turn.
● If this card is not equipped with an "Avian Alliance" Equip Card: You can target 1 "Avian Alliance" monster in your Graveyard, except "Avian Alliance - Pondsploosh"; equip it to this card.
● If this card is sent to the Graveyard while equipped to an "Avian Alliance" monster: You can target 1 "Avian Alliance" monster in your Graveyard; Special Summon it, but its effects are negated and it cannot be used as a Material, except for the Synchro Summon of an "Avian Alliance" Synchro Monster.

http://i.imgur.com/zKKCObK.png
If you control no monsters, you can Normal Summon this card without Tributing, but its Level becomes 4 and original ATK becomes 1800. You can target 1 "Avian Alliance" monster you control; equip this monster from your hand or your side of the field to that target. You can banish this card from your Graveyard; add 1 "Avian Alliance" monster from your Deck to your hand, except "Avian Alliance - Soulsnatcher". You can only use this effect of "Avian Alliance - Soulsnatcher" once per turn.

http://i.imgur.com/ivvd89H.png
You can Special Summon this card (from your hand) by sending 1 "Avian Alliance" Equip Card equipped to an "Avian Alliance" monster you control to the Graveyard. If Summoned this way: You can target 1 "Avian Alliance" Tuner monster in your Graveyard; Special Summon it, but its effects are negated and it cannot be used as a Material, except for the Synchro Summon of an "Avian Alliance" Synchro Monster. You can target 1 "Avian Alliance" monster you control; equip this monster from your hand or your side of the field to that target. You can only Special Summon "Avian Alliance - Proudlance(s)" once per turn.

Extra Deck Monsters:

http://i.imgur.com/8Xyu81j.png
1 "Avian Alliance" Tuner + 1 or more non-Tuner "Avian Alliance" monsters
If your opponent controls more monsters than you, this card can attack your opponent directly, but when it does so using this effect, the battle damage inflicted to your opponent is halved. While this card is equipped with an "Avian Alliance" monster, if this card attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. If this card would be destroyed, you can destroy 1 "Avian Alliance" Equip Card equipped to this card instead.

http://i.imgur.com/TavN8v9.png
1 "Avian Alliance" Tuner + 1 or more non-Tuner "Avian Alliance" monsters
When this card is Synchro Summoned: You can add 1 "Avian Alliance" monster from your Deck to your hand during the End Phase of this turn. Once per turn: You can send 1 "Avian Alliance" Equip Card equipped to this card to the Graveyard, then target 1 face-up Effect Monster your opponent controls; its ATK and DEF become 0 and its effects are negated. If this card would be destroyed, you can destroy 1 "Avian Alliance" Equip Card equipped to this card instead.

http://i.imgur.com/0YVcKqO.png
1 "Avian Alliance" Tuner + 1 or more non-Tuner "Avian Alliance" monsters
Once per turn, during either player's turn, when your opponent activates a Spell/Trap Card or monster effect on the field: You can negate the activation, and if you do, destroy it. You must control this face-up card to activate and to resolve this effect. "Avian Alliance" Equip Cards cannot be targeted or destroyed by your opponent's card effects. If this card would be destroyed, you can destroy 1 "Avian Alliance" Equip Card equipped to this card instead.

 

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Since I cannot have them all in one post, the remaining will be here:

 

[spoiler=Archetypes Part 2]

YUREI ARCHETYPE (12/12):

Yurei is an Archetype of Zombie-Type/LIGHT Spirit Monsters with various Levels. They focus on sending cards from the Extra Deck to the Graveyard. Each monster sends whenever they're destroyed battle or card effect, and they also have various Spell/Trap Cards support that support this. Yurei means spirit or ghost in Japanese, and that's what these are based on.
 
Monsters:
 
Yurei Shiryo
Zombie-Type/LIGHT/Spirit
Level 1
Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand.
You can only use 1 of these effects of "Yurei Shiryo" per turn, and only once that turn.
● When this card in your possession is destroyed by battle or card effect and sent to your Graveyard, if both players have an Extra Deck: You can pay 500 LP; both players send 1 monster from their Extra Deck to the Graveyard.
● You can discard this card; add 1 "Yurei" monster from Deck to your hand, except "Yurei Shiryo".
500/0
       
Yurei Ikiryo
Zombie-Type/LIGHT/Spirit
Level 1
Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand.
You can only use 1 of these effects of "Yurei Ikiryo" per turn, and only once that turn.
● When this card in your possession is destroyed by battle or card effect and sent to your Graveyard, if both players have an Extra Deck: You can pay 500 LP; both players send 1 monster from their Extra Deck to the Graveyard.
● You can discard this card; add 1 "Yurei" Spell/Trap Card from Deck to your hand.
0/500
 
Yurei Shikigami
Zombie-Type/LIGHT/Spirit
Level 3
Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand.
You can only use 1 of these effects of "Yurei Shikigami" per turn, and only once that turn.
● When this card in your possession is destroyed by battle or card effect and sent to your Graveyard, if both players have an Extra Deck: You can pay 500 LP; both players send 1 monster from their Extra Deck to the Graveyard.
● During either player's turn: You can target 1 Fusion, Synchro or Xyz Monster in your Graveyard; banish it, and if you do, this card gains ATK and DEF equal to half that target's ATK and DEF until the end of this turn.
1000/1000
 
Yurei Oyuki
Zombie-Type/LIGHT/Spirit
Level 3
Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand.
You can only use 1 of these effects of "Yurei Oyuki" per turn, and only once that turn.
● When this card in your possession is destroyed by battle or card effect and sent to your Graveyard, if both players have an Extra Deck: You can pay 500 LP; both players send 1 monster from their Extra Deck to the Graveyard.
● During either player's turn: You can discard this card, then target 1 "Yurei" monster you control; destroy it, and if you do, draw 1 card.
800/2000
 
Yurei Ubume
Zombie-Type/LIGHT/Spirit
Level 4
Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand.
You can only use 1 of these effects of "Yurei Ubume" per turn, and only once that turn.
● When this card in your possession is destroyed by battle or card effect and sent to your Graveyard, if both players have an Extra Deck: You can pay 500 LP; both players send 1 monster from their Extra Deck to the Graveyard.
● During either player's turn, if a "Yurei" card you control is targeted by your opponent's card effect: You can discard this card; negate the activation, and if you do, destroy it.
1500/1500
 
Yurei Goryo    
Zombie-Type/LIGHT/Spirit
Level 4
Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand.
You can only use 1 of these effects of "Yurei Goryo" per turn, and only once that turn.
● When this card in your possession is destroyed by battle or card effect and sent to your Graveyard, if both players have an Extra Deck: You can pay 500 LP; both players send 1 monster from their Extra Deck to the Graveyard.
● During either player's turn: You can target 1 Fusion, Synchro or Xyz Monster in your Graveyard; banish it, and if you do, until the end of this turn, this card's name becomes that monster's, and replace this effect with that monster's original effects.       
1800/1400
 
Yurei Ochimusha
Zombie-Type/LIGHT/Spirit
Level 6
Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand.
You can only use 1 of these effects of "Yurei Ochimusha" per turn, and only once that turn.
● When this card in your possession is destroyed by battle or card effect and sent to your Graveyard, if both players have an Extra Deck: You can pay 1000 LP; both players send 2 monsters from their Extra Deck to the Graveyard.
● When this card inflicts battle damage to your opponent: You can gain LP equal to the inflicted damage, and if you do, inflict damage to your opponent equal to half the damage you inflicted.
2300/1800
 
Yurei Hitodama
Zombie-Type/LIGHT/Spirit
Level 6
Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand.
You can only use 1 of these effects of "Yurei Hitodama" per turn, and only once that turn.
● When this card in your possession is destroyed by battle or card effect and sent to your Graveyard, if both players have an Extra Deck: You can pay 1000 LP; both players send 2 monsters from their Extra Deck to the Graveyard.
● If both players have an Extra Deck: You can discard 1 "Yurei" monster; send as many cards from both players Extra Deck to the Graveyard up to Level of the discarded monster.

2400/1200
 
Spell/Trap Cards:
 
Yurei Temple
Field Spell Card
"Yurei" monsters you control do not have their effects that return them to the hand during the End Phase. All "Yurei" monsters on the field gain 100 ATK and DEF for each Fusion, Synchro and Xyz Monster in the Graveyards.
 
Yurei Chime
Continuous Spell Card
Your opponent sends 1 more card from their Extra Deck to the Graveyard by the effects of "Yurei" cards, except "Yurei Chime". Once per turn, during either player's turn: You can target 1 "Yurei" monster you control and 1 card your opponent controls; destroy both those targets.
 
Yurei Shrine
Continuous Trap Card
Once per turn, if a "Yurei" monster in your possession is destroyed by battle or card effect and sent to the Graveyard: You can target 1 "Yurei" monster in your Graveyard; banish it. During your next Standby Phase after this effect's activation, add the card banished by this effect to your hand. During your Main Phase, you can Normal Summon 1 "Yurei" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
 
Yurei Pond
Normal Trap Card
If both players have an Extra Deck: Declare 1 Extra Deck monster card type (Fusion, Synchro, or Xyz); both players send as many monsters of the declared card type from their Extra Deck to the Graveyard as possible, up to the number of "Yurei" monsters in your Graveyard with different names. If this Set card is destroyed by your opponent's card effect: You can Set 1 "Yurei" Spell/Trap Card directly from your Deck, but it cannot be activated this turn.

ZOMBIE WORLD - FORMING AN ARCHETYPE #28 (11/11):



Zombie World is an Archetype of Zombie-Type/DARK monsters with 0 DEF with various Levels that focus around banishing and using Zombie World. They also have an alternate version of Zombie World called Zombie World Fort, which treats itself as Zombie World while in the Field Zone, and also provides other options. They are themed around war and military.

 

Original Card:

 

Wy9GkNM.png

All monsters on the field and in every Graveyard become Zombie-Type monsters. Neither player can Tribute Summon monsters, except Zombie-Type monsters.

 
New Cards:

 
Monsters:
 
Zombie World Trooper
Zombie-Type/DARK
Level 4
You can discard 1 card, then target 1 of your banished Zombie-Type monsters; add it to your hand. If there is a Zombie-Type monster on the field: You can banish this card from your Graveyard, then target 1 "Zombie World" card in your Graveyard; add it to your hand. You can only use each effect of "Zombie World Trooper" once per turn.
1600/0
 
Zombie World Private
Zombie-Type/DARK
Level 4
You can Special Summon this card (from your hand) by banishing 2 Zombie-Type monsters in either player's Graveyard, including at least 1 monster from your opponent's Graveyard or 1 "Zombie World" monster from your Graveyard. You can only Special Summon "Zombie World Private" this way once per turn. If "Zombie World" is on the field: You can banish this card from your Graveyard; until the end of this turn, you can Normal Summon 1 Zombie-Type monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
1700/0
 
Zombie World Lieutenant
Zombie-Type/DARK
Level 4
When this card is Normal or Special Summoned: You can banish 2 Zombie-Type monsters from your Deck, including at least 1 "Zombie World" monster. If you control "Zombie World", you can send both to the Graveyard instead. "Zombie World" on the field cannot be targeted or destroyed by your opponent's card effects.
1800/0
 
Zombie World Captain
Zombie-Type/DARK
Level 6
If this card is Tribute Summoned by Tributing a Zombie-Type monster: You can target 1 Zombie-Type monster on the field or in either player's Graveyard; banish that target. If "Zombie World" is on the field, "Zombie World" monsters you control cannot be destroyed by battle or card effects.
2200/0
 
Zombie World Sergeant
Zombie-Type/DARK
Level 6
If you control "Zombie World" and your opponent controls a Special Summoned monster: You can Special Summon this card from your hand. You can only use this effect of "Zombie World Sergeant" once per turn. Once per turn: You can pay 500 LP, then target 1 banished Zombie-Type monster; return it to the Graveyard, and if you do, all Zombie-Type monsters you control gain 500 ATK, then if the returned monster is a "Zombie World" monster, draw 1 card.
2400/0
 
Zombie World Major
Zombie-Type/DARK
Level 7
If "Zombie World" is on the field, you can Tribute Summon this card with 1 less Tribute. Once per turn, if this card inflicts battle damage to your opponent: You can target 1 of your banished Zombie-Type monsters; Special Summon it, and if you do, if it is a "Zombie World" monster, you can add 1 "Zombie World" Spell/Trap Card from your Deck to your hand.
2600/0
 
Zombie World Colonel
Zombie-Type/DARK
Level 8
If "Zombie World" is on the field and there are 2 Zombie-Type monsters on the field, other than "Zombie World Colonel", you can Special Summon this card (from your hand). You can only Special Summon "Zombie World Colonel" this way once per turn. If Summoned this way: You can target 1 "Zombie World" monster in your Graveyard; Special Summon it, but its effects are negated and it cannot attack.
2700/0
 
Spell/Trap Cards:
 
Zombie World Fort
Field Spell Card
This card's name becomes "Zombie World" while in the Field Zone. All monsters on the field and in every Graveyard become Zombie-Type monsters. If a Zombie-Type monster(s) in your possession is banished: You can add 1 "Zombie World" monster from your Deck to your hand. You can only use this effect of "Zombie World Fort" once per turn.

Zombie World Artillery
Continuous Spell Card
Activate this only if you control "Zombie World". If a "Zombie World" monster you control attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. During damage calculation, if a "Zombie World" monster you control battles an opponent's monster, once per battle: You can discard 1 Zombie-Type monster; your monster gains ATK equal to the ATK of the opponent's monster until the end of the Damage Step.
 
Zombie World War
Normal Trap Card
If you control "Zombie World": Target 2 Zombie-Type monsters in your Graveyard and 1 Zombie-Type monster you control; banish all 3, and if you do, destroy all monsters your opponent controls, and if you do, inflict 1000 damage to your opponent.
 
Zombie World Bunker
Continuous Trap Card
Activate this card by targeting 1 "Zombie World" monster you control; banish it. While that target is banished, your opponent cannot attack you directly, also if your opponent controls a Zombie-Type monster, they cannot target Zombie-Type monsters you control for attacks or effects. If this card leaves the field, return the monster that was banished to the field.

HEAVENLY ABOVE ARCHETYPE (14/14):

Heavenly Above is an Archetype of Special Summon only Level 9 Fairy-Type/DARK monsters with 2500 ATK and 1100 DEF. Each monster is Special Summoned the same way, by Special Summoning two from the hand at the same time. They focus on Xyz Summoning and are anti face-down monsters, and they have some strong Spell/Trap Card support as well. This is one of the few instances where I use images for my Archetypes, I rarely do this since it's harder to completely deside what I focus on.
 
Main Deck Monsters:

http://i.imgur.com/a4L4AKg.png
Cannot be Normal Summoned/Set. Must first be Special Summoned by the effect of a "Heavenly Above" card. If you control no monsters and your opponent controls a monster: You can Special Summon this card and 1 other "Heavenly Above" monster from your hand, but they cannot attack this turn. After this card was Special Summoned, your opponent cannot activate Spell Cards or Spell effects for the rest of the turn.

http://i.imgur.com/4blEm2h.png
Cannot be Normal Summoned/Set. Must first be Special Summoned by the effect of a "Heavenly Above" card. If you control no monsters and your opponent controls a monster: You can Special Summon this card and 1 other "Heavenly Above" monster from your hand, but they cannot attack this turn. After this card was Special Summoned, your opponent cannot activate Trap Cards or Trap effects for the rest of the turn.

http://i.imgur.com/WBI1Rla.png
Cannot be Normal Summoned/Set. Must first be Special Summoned by the effect of a "Heavenly Above" card. If you control no monsters and your opponent controls a monster: You can Special Summon this card and 1 other "Heavenly Above" monster from your hand, but they cannot attack this turn. After this card was Special Summoned, your opponent cannot activate monster effects for the rest of the turn.

http://i.imgur.com/8QhSAL0.png
Cannot be Normal Summoned/Set. Must first be Special Summoned by the effect of a "Heavenly Above" card. If you control no monsters and your opponent controls a monster: You can Special Summon this card and 1 other "Heavenly Above" monster from your hand, but they cannot attack this turn. During either player's turn: You can discard this card, then target 1 "Heavenly Above" monster you control; until the end of this turn, it cannot be destroyed by battle or card effects.

http://i.imgur.com/7PonCvp.png
Cannot be Normal Summoned/Set. Must first be Special Summoned by the effect of a "Heavenly Above" card. If you control no monsters and your opponent controls a monster: You can Special Summon this card and 1 other "Heavenly Above" monster from your hand, but they cannot attack this turn. During either player's turn: You can discard this card, then target 2 or more "Heavenly Above" monsters you control; immediately after this effect resolves, Xyz Summon 1 Xyz Monster using those targets only.

http://i.imgur.com/TCEAXng.png
Cannot be Normal Summoned/Set. Must first be Special Summoned by the effect of a "Heavenly Above" card. If you control no monsters and your opponent controls a monster: You can Special Summon this card and 1 other "Heavenly Above" monster from your hand, but they cannot attack this turn. During your Main Phase, if this card was Special Summoned this turn: You can add 1 "Heavenly Above" card from your Deck to your hand, except "Ikaru, Entertainer of the Heavenly Above". You can only use this effect of "Ikaru, Entertainer of the Heavenly Above" once per turn.

http://i.imgur.com/Csu7Lhy.png
Cannot be Normal Summoned/Set. Must first be Special Summoned by the effect of a "Heavenly Above" card. If you control no monsters and your opponent controls a monster: You can Special Summon this card and 1 other "Heavenly Above" monster from your hand, but they cannot attack this turn. During your Main Phase, if this card was Special Summoned this turn: You can target 1 face-up monster your opponent controls; change it to face-down Defense Position, and if you do, it cannot change its battle position.

Extra Deck Monsters:

http://i.imgur.com/bR81xW8.png
2 Level 9 monsters
When this card is Xyz Summoned: You can target face-up monsters your opponent controls up to the number of Xyz Materials attached to that were originally "Heavenly Above" monsters; change them to face-down Defense Position, and if you do, they cannot change their battle position. Once per turn, if your opponent controls a face-down monster: You can detach 1 Xyz Material from this card; this card can attack your opponent directly, also other monsters you control cannot attack your opponent directly. These changes last until the end of this turn.

http://i.imgur.com/f5W8N5Q.png
3 Level 9 monsters
When this card is Xyz Summoned: You can destroy all face-down monsters on the field. Once per turn: You can detach 1 Xyz Material from this card, then target 1 Spell/Trap Card your opponent control; destroy it, and if you do, destroy all cards with the same name in their Deck and hand. Unless your opponent controls a face-down monster, this card cannot be targeted by your opponent's card effects.

Spell/Trap Cards:

http://i.imgur.com/AvXXxLA.png
If you control no monsters, except "Heavenly Above" monsters and your opponent controls a monster: Target 2 "Heavenly Above" monsters in your Graveyard with different names; Special Summon them, but until the end of this turn, their effects are negated and they cannot attack, also during the End Phase, if you control no Xyz Monsters, you take 1500 damage.

http://i.imgur.com/JlnTlgr.png
Discard 1 "Heavenly Above" card; Special Summon 2 "Sacrifice Tokens" (Fairy-Type/DARK/Level 2/ATK 500/DEF 500) in Defense Position on your opponent's side of the field, and if you do, draw 2 cards. You can only activate 1 "Sacrifice of the Heavenly Above" per turn.

http://i.imgur.com/0ReBeIF.png
When this card is activated, if you control no monsters and your opponent controls a monster: You can Special Summon 1 "Heavenly Above" monster from your hand or Deck, but its effects are negated and it cannot attack. Once per turn: You can discard 1 card, then target 1 "Heavenly Above" monster in your Graveyard; Special Summon that target. If this card leaves the field: Destroy all monsters you control that were Special Summoned this turn. You can only control 1 "Decisions of the Heavenly Above".

Note:
If this card is removed from the field, the monster Summoned with the first effect will regain its effects and can attack once again.
 
http://i.imgur.com/Z2qAJJv.png
When this card is activated: You can change face-up monsters your opponent control to face-down Defense Position equal to the number of "Heavenly Above" monsters you control. Your opponent cannot Normal Summon, except Normal Set. Unless you control a "Heavenly Above" monster, destroy this card.

TACKLE - FORMING AN ARCHETYPE #27 (11/11):

Tackle is an Archetype of Level 4 and 7 Rock-Type/EARTH monsters that activate their effects if they're sent to the Graveyard, similar to Burning Abyss. They focus on Level 7 monsters and making Rank 7s mostly, as well as triggering their various effects.

Original Card:

http://i.imgur.com/Qmqq7QN.png
If this card is sent to the Graveyard: You can activate 1 of these effects.
● Target 1 face-up monster your opponent controls; change that target to face-down Defense Position.
● Target 1 face-up Spell/Trap Card your opponent controls; return that target to the hand. This turn, your opponent cannot activate cards with the same name as the card returned to the hand by this effect.

New Cards:

Main Deck Monsters:

Tackle Reacher
Rock-Type/EARTH
Level 4
Cannot be used as a Synchro Material. You can target 1 other Rock-Type monster you control; both this card and that target become Level 7, also for the rest of the turn, monsters you control cannot attack, except Rock-Type monsters. If this card is sent to the Graveyard: You can discard 1 card; add 1 "Tackle" card from your Deck to your hand, except "Tackle Reacher". You can only use each effect of "Tackle Reacher" once per turn.
1600/1400

Tackle Finder
Rock-Type/EARTH
Level 4
If this card is sent to the Graveyard: You can activate 1 of these effects.
● You can banish this card from your Graveyard, then target 1 Rock-Type monster in your Graveyard; Special Summon that target in Defense Position, and if you do, its Level becomes 7 and its effects are negated.
● You can banish this card from your Graveyard; Special Summon 1 "Tackle" monster from your hand, and if you do, it cannot be destroyed by battle for the rest of this turn.
You can only use each effect of "Tackle Finder" once per turn.
1000/2000

Tackle Exploder
Rock-Type/EARTH
Level 4
Once per turn, during either player's turn: You can target 1 Rock-Type monster in your Graveyard; banish it, and if you do, this card gains 500 ATK. If this card is sent to the Graveyard: You can target 1 Rock-Type monster you control and 1 card your opponent controls; destroy them. You can only use this effect of "Tackle Exploder" once per turn.
1700/0

Tackle Gatherer
Rock-Type/EARTH
Level 4
If this card is Normal or Special Summoned: You can send 1 Rock-Type monster from your Deck to your Graveyard. If this card is sent to the Graveyard: You can send 1 "Tackle" monster from your Deck to the Graveyard. You can only use 1 effect of "Tackle Gatherer" per turn, and only once that turn.
1800/0

Tackle Giant
Rock-Type/EARTH
Level 7
You can discard 1 card, then target 1 of your banished Rock-Type monsters; Special Summon that target, and if you do, its Level becomes 7 and its effects are negated. If this card is sent to the Graveyard: You can discard 1 card; Special Summon this card in Defense Position. You can only use 1 effect of "Tackle Giant" per turn, and only once that turn.
2000/2700

Tackle Captain
Rock-Type/EARTH
Level 7
You can Special Summon this card (from your hand or Graveyard) by sending 2 Rock-Type monster from your hand and/or side of the field to the Graveyard, except "Tackle Captain". If this card is sent to the Graveyard: You can target 1 "Tackle" card in your Graveyard, except "Tackle Captain"; shuffle it into the Deck, then draw 1 card. You can only use this effect of "Tackle Captain" once per turn.
2500/1300

Tackle Striker
Rock-Type/EARTH
Level 7
If you Special Summoned a "Tackle" monster(s): You can Special Summon this card from your hand, but its ATK and DEF become 0. If this card is sent to the Graveyard: You can target 1 "Tackle" Spell/Trap Card in your Graveyard; add it to your hand. You can only use each effect of "Tackle Striker"
2200/2200

Extra Deck Monsters:

Tackle Master
Rock-Type/EARTH/Xyz
Rank 7
2 Level 7 Rock-Type monsters
When this card is Xyz Summoned by using at least 1 "Tackle" monster: You can send 2 Rock-Type monsters from your hand and/or Deck to the Graveyard, and if you do, Special Summon 2 "Tackle Tokens" (Rock-Type/EARTH/Level 1/ATK 0/DEF 0). Your opponnet cannot target monsters, other than "Tackle Tokens" for attacks or effects. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; send the top 3 cards of your Deck to the Graveyard, then return cards your opponent controls to the hand equal to the number of Rock-Type monsters sent.
2700/2400

Spell Cards:

Tackle Tactics
Normal Spell Card
Discard 1 card, then target 2 Rock-Type monsters in your Graveyard, including at least 1 "Tackle" monster; Special Summon them, and if you do, their Levels become 7. Immediately after this effect resolves, Xyz Summon 1 Xyz Monster using only those 2 monsters. You cannot Special Summon other monsters during the turn you activate this card.

Tackle Copy
Quick-Play Spell Card
Target 1 "Tackle" monster you control; send 1 monster with the same name as that target from your Deck to the Graveyard, then if you control 2 monsters with the same name as that target, you can send 1 Rock-Type monster from your Deck to the Graveyard.

Tackle Counter
Counter Trap Card
When your opponent would Special Summon a monster(s) or activates a Spell/Trap Card: Send 1 "Tackle" monster OR 2 Rock-Type monsters from your hand or side of the field to the Graveyard; negate that Summon or activation, and if you do, destroy it, then you can send 1 Rock-Type monster from your Deck to your Graveyard.

FIERCE FANGS ARCHETYPE (13/13):

Fierce Fangs is an Archetype of Beast-Type/DARK monsters with various Levels. They focus on piercing battle damage and Defense Position related things in general. They are also Synchro Summon based as well, and also have 1 Fusion Monster that's combination of 2 of their Synchro Monsters. Each monster, besides Cute Kitten, has an effect that works when it inflicts battle damage while your opponent controls a Defense Position monster, meaning from any kind of battle damage, so you don't HAVE to attack Defense Position monsters, but it's recommended since a lot of their effects are based around that. The name comes from fangs, and that they're based on various felines.

 

Main Deck Monsters:

Fierce Fangs - Cute Kitten
Beast-Type/DARK/Tuner
Level 1
You can target 1 other Level 4 or lower "Fierce Fangs" monster you control, then activate 1 of these effects;    
● Until the end of this turn, this card's ATK and DEF becomes equal to that target's ATK and DEF and if it attacks a Defense Position monster, inflict piercing battle damage to your opponent. This card cannot attack your opponent directly during the turn you activate this effect.
● This card's Level becomes equal to that target's Level until the end of this turn.
You can only use this effect of "Fierce Fangs - Cute Kitty" once per turn.
0/0

Fierce Fangs - Clever Wildcat
Beast-Type/DARK
Level 3
This card gains 100 ATK for each "Fierce Fangs" monster you control, other than this card. If this card attacks a Defense Position monster, inflicts piercing battle damage to your opponent. Once per turn, if this card inflict battle damage to your opponent while they control a Defense Position monster: You can add 1 "Fierce Fangs" card from your Deck to your hand, except "Fierce Fangs - Clever Wildcat".
1500/200

Fierce Fangs - Sly Ocelot
Beast-Type/DARK
Level 3
If your opponent controls more Attack Position monsters than Defense Position monsters, this card can attack your opponent directly. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. Once per turn, this card inflicts battle damage to your opponent while they control a Defense Position monster: You can target 1 "Fierce Fangs" card in your Graveyard, except "Fierce Fangs - Sly Ocelot"; add it to your hand.
1400/1000

Fierce Fangs - Crazy Cougar
Beast-Type/DARK
Level 4
Once per turn: You can discard 1 card, then target 1 "Fierce Fangs" monster in your Graveyard, except "Fierce Fangs - Crazy Cougar"; Special Summon that target, but it cannot attack your opponent directly this turn. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. Once per turn, if this card inflicts battle damage to your opponent while they control a Defense Position monster: You can target 1 monster your opponent controls; destroy it.
1700/500

 

Fierce Fangs - Mysterious Panther
Beast-Type/DARK
Level 4
When this card is Normal Summoned: You can Special Summon 1 "Fierce Fangs" monster from your hand, except "Fierce Fangs - Mysterious Panther", also for the rest of the turn, you cannot Special Summon monsters, except "Fierce Fangs" monsters. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. Once per turn, if this card inflicts battle damage to your opponent while they control a Defense Position monster: You can target 1 Spell/Trap Card your opponent controls; destroy it.
1800/0

 

Extra Deck Monsters:


Fierce Fangs - Sprinting Cheetah
Beast-Type/DARK/Synchro
Level 5    
1 Tuner + 1 or more non-Tuner monsters
Once per turn: You can target 1 Attack Position monster your opponent controls; change it to Defense Position. If this card attacks a Defense Position monster, inflicts piercing battle damage to your opponent. Once per turn, if this card inflict battle damage to your opponent while they control a Defense Position monster: You can draw 1 card.
2200/1800

Fierce Fangs - Ferocious Tiger
Beast-Type/DARK/Synchro
Level 6
1 Tuner + 1 or more non-Tuner monsters
Unless your opponent controls a Defense Position monster, they cannot declare an attack or activate monster effects on the field. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. Once per turn, if this card inflicts battle damage to your opponent while they control a Defense Position monster: You can target 1 monster your opponent controls; change its battle position.
2400/2100

Fierce Fangs - Extraordinary Lion
Beast-Type/DARK/Synchro
Level 8
1 Tuner + 1 or more non-Tuner "Fierce Fangs" monsters
When this card is Synchro Summoned: You can change all Attack Position monsters your opponent controls to Defense Position, and if you do, this card's maximum number of attacks per Battle Phase equals number changed to Defense Position. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. Once per turn, if this card inflicts battle damage to your opponent while they control a Defense Position monster: You can shuffle 1 random card from your opponent's hand into the Deck. This card cannot attack your opponent directly.
2800/2300

 

Fierce Fangs - Sprawling Liger

Beast-Type/DARK/Fusion
Level 10
"Fierce Fangs - Ferocious Tiger" + "Fierce Fangs - Extraordinary Lion"
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. Once per turn, during either player's turn: You can change the battle positions of all monsters your opponent controls, and if you do, negate their effects. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. Once per turn, if this card inflicts battle damage to your opponent while they control a Defense Position monster: You can banish 1 card your opponent controls.
3300/2700

Spell/Trap Cards:

Fierce Fangs - Dangerous Savanna
Field Spell Card
During your Main Phase, can Normal Summon 1 "Fierce Fangs" monster in additional to your Normal Summon/Set. (You can only gain this effect once per turn.) If a "Fierce Fangs" monster you control attack a Defense Position monster your opponent controls, your opponent cannot activate cards or effects until the end of the Damage Step. Once per turn, if you you control a "Fierce Fangs" monster: You can Special Summon 1 "Prey Token" (Beast-Type/EARTH/Level 2/ATK 500/DEF 500) to your opponent's side of the field in Defense Position.

Fierce Fangs - Wild Chase
Quick-Play Spell Card
Target 1 Attack Position monster your opponent controls and 1 "Fierce Fangs" monster you control; change the first target to Defense Position, and if you do, the second target gains ATK equal to half the ATK of the first target until the end of this turn. During your Draw Phase, if this card is in your Graveyard, instead of conducting your normal draw: You can add this card from your Graveyard to your hand.

Fierce Fangs - Natural Camouflage
Normal Trap Card
Target 1 "Fierce Fangs" monster you control; equip this card to that target. It is cannot be targeted by your opponent's card effects, also it gains 500 ATK during your turn and 300 ATK during your opponent's turn. If it would be destroyed, you can destroy this card instead.

Fierce Fangs - Hidden Claws
Normal Trap Card
Target 1 "Fierce Fangs" monster you control; equip this card to that target. If it attacks a Defense Position monster, it gains 1000 ATK during damage calculation only. If you control another "Fierce Fangs" monsters, your opponent cannot target the equipped monster for an attack.

LIMBO ARCHETYPE (11/11):

Limbo is an Archetype of Fiend-Type/DARK Level 7 Pendulum Monsters with 2000 DEF and various ATK. They focus on banishing their own cards temporarily. They each have a Pendulum Effect that banishes a "Limbo" card from the hand until your next Standby Phase, and if you do, you get to add another "Limbo" monster from your Deck to your hand. Their monster effects have two different effects, one that works when banished from the hand or field by a card effect and one that can banish a "Limbo" monster you control until your next Standby Phase for an effect. They also have an Xyz Monster as well. They are based on the seven deadly sins, where the names are the Latin names for each sin, translations of which you can see below.

Pride = Superbia
Greed = Avaritia
Lust = Luxuria
Sloth = Acedia
Gluttony = Gula
Envy = Invidia
Wrath = Ira

Main Deck Monsters:

Superbia, Shadow of Limbo
Fiend-Type/DARK/Pendulum
Level 7
Scale 6
Pendulum Effect:
You cannot Pendulum Summon monsters, except "Limbo" monsters. During your Main Phase: You can banish 1 "Limbo" card from your hand, and if you do, add 1 "Limbo" monster from your Deck to your hand, except "Superbia, Shadow of Limbo". During your next Standby Phase after this effect's activation, add the card banished by this effect to your hand. You can only use this effect of "Superbia, Shadow of Limbo" once per turn.

Monster Effect:
If this card is banished from your hand or side of the field by a card effect, except by its own effect: You can target 1 of your banished "Limbo" monsters, except "Superbia, Shadow of Limbo"; Special Summon that target, but its effects are negated. You can target 1 Spell/Trap Card your opponent controls; banish 1 "Limbo" monster you control, and if you do, destroy that target. Your opponent cannot activate that target in response to this effect's activation. During your next Standby Phase after this effect's activation, return the monster banished by this effect to the field. You can only use each effect of "Superbia, Shadow of Limbo" once per turn.
2600/2000
    
Avaritia, Shadow of Limbo
Fiend-Type/DARK/Pendulum
Level 7
Scale 8
Pendulum Effect:
You cannot Pendulum Summon monsters, except "Limbo" monsters. During your Main Phase: You can banish 1 "Limbo" card from your hand, and if you do, add 1 "Limbo" monster from your Deck to your hand, except "Avaritia, Shadow of Limbo". During your next Standby Phase after this effect's activation, add the card banished by this effect to your hand. You can only use this effect of "Avaritia, Shadow of Limbo" once per turn.

Monster Effect:
If this card is banished from your hand or side of the field by a card effect, except by its own effect: You can target 1 "Limbo" monster you control; it cannot be destroyed by battle or card effects until the end of the next turn. You can target 1 monster your opponent controls; banish 1 "Limbo" monster you control, and if you do, destroy that target. Your opponent cannot activate that target's effects in response to this effect's activation. During your next Standby Phase after this effect's activation, return the monster banished by this effect to the field. You can only use each effect of "Avaritia, Shadow of Limbo" once per turn.
2500/2000

Luxuria, Shadow of Limbo
Fiend-Type/DARK/Pendulum
Level 7
Scale 6
Pendulum Effect:
You cannot Pendulum Summon monsters, except "Limbo" monsters. During your Main Phase: You can banish 1 "Limbo" card from your hand, and if you do, add 1 "Limbo" monster from your Deck to your hand, except "Luxeria, Shadow of Limbo". During your next Standby Phase after this effect's activation, add the card banished by this effect to your hand. You can only use this effect of "Luxuria, Shadow of Limbo" once per turn.

Monster Effect:
When this card is Pendulum Summoned: You can target 1 "Limbo" monster you control and 1 of your banished "Limbo" Pendulum Monsters; banish 1 "Limbo" monster you control, except the first target, and if you do, replace its effects with the second target's effects. During your next Standby Phase after this effect's activation, return the monster banished by this effect to the field. If this card is banished from your hand or side of the field by a card effect, except by its own effect: You can target 1 of your banished "Limbo" cards, except "Luxuria, Shadow of Limbo"; return that target to your hand. You can only use each effect of "Luxuria Shadow of Limbo" once per turn.
2700/2000

Acedia, Shadow of Limbo
Fiend-Type/DARK/Pendulum
Level 7
Scale 8
Pendulum Effect:
You cannot Pendulum Summon monsters, except "Limbo" monsters. During your Main Phase: You can banish 1 "Limbo" card from your hand, and if you do, add 1 "Limbo" monster from your Deck to your hand, except "Acedia Shadow of Limbo". During your next Standby Phase after this effect's activation, add the card banished by this effect to your hand. You can only use this effect of "Acedia, Shadow of Limbo" once per turn.

Monster Effect:
If this card is banished from your hand or side of the field by a card effect, except by its own effect: You can target 1 "Limbo" monster you control; until the end of the next turn, it gains 1000 ATK and DEF. During either player's turn: You can banish 1 "Limbo" monster you control, and if you do, until the end of this turn, neither player can Special Summon monsters, except by Pendulum Summon. During your next Standby Phase after this effect's activation, return the monster banished by this effect to the field. You can only use each effect of "Acedia Shadow of Limbo" once per turn.
2400/2000

Gula, Shadow of Limbo
Fiend-Type/DARK/Pendulum
Level 7

Scale 6
Pendulum Effect:
You cannot Pendulum Summon monsters, except "Limbo" monsters. During your Main Phase: You can banish 1 "Limbo" card from your hand, and if you do, add 1 "Limbo" monster from your Deck to your hand, except "Gula, Shadow of Limbo". During your next Standby Phase after this effect's activation, add the card banished by this effect to your hand. You can only use this effect of "Gula, Shadow of Limbo" once per turn.

Monster Effect:
If this card is banished from your hand or side of the field by a card effect, except by its own effect: You can target 1 card in your Pendulum Zone and 1 of your banished "Limbo" Pendulum Monsters, except "Gula, Shadow of Limbo"; destroy the first target, and if you do, place the second target in that Pendulum Zone. You can target 1 "Limbo" monster you control; banish 1 "Limbo" monster you control, except that target, and if you do, that target can make an additional attack this turn, also if it attacks a Defense Position monster, inflict piercing battle damage to your opponent. During your next Standby Phase after this effect's activation, return the monster banished by this effect to the field. You can only use each effect of "Gula Shadow of Limbo" once per turn.
2800/2000

Invidia, Shadow of Limbo
Fiend-Type/DARK/Pendulum
Level 7

Scale 8
Pendulum Effect:
You cannot Pendulum Summon monsters, except "Limbo" monsters. During your Main Phase: You can banish 1 "Limbo" card from your hand, and if you do, add 1 "Limbo" monster from your Deck to your hand, except "Invidia Shadow of Limbo". During your next Standby Phase after this effect's activation, add the card banished by this effect to your hand. You can only use this effect of "Invidia, Shadow of Limbo" once per turn.

Monster Effect:
If this card is banished from your hand or side of the field by a card effect, except by its own effect: You can target 1 "Limbo" card in your Graveyard; banish it. During your next Standby Phase after this effect's activation, return the card by this effect to the hand. You can target 1 monster your opponent controls; banish 1 "Limbo" monster you control, and if you do, banish that target. During your next Standby Phase after this effect's activation, return the monster(s) banished by this effect to the field. You can only use each effect of "Invidia Shadow of Limbo" once per turn.
2300/2000

 

Extra Deck Monsters:


Ira, Shadow of Limbo
Fiend-Type/DARK/Xyz
Rank 7
3 or more Level 7 "Limbo" monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 of your banished "Limbo" cards; shuffle it into the Deck, then draw 1 card. This card gains effects based on the number of Xyz Materials attached to it.
● 1 or more: Once per turn, during either player's turn: You can banish 1 other "Limbo" monster you control, and if you do, until the end of this, this card cannot be destroyed or banished by your opponent's card effects.
● 3 or more: This card gains 200 ATK and DEF for each of your banished "Limbo" monsters.
● 5: Once per turn: You can target cards your opponent controls up to the number of banished "Limbo" cards with different names; destroy all those targets.    
3000/2000

Spell/Trap Cards:

The Seven Shadows of Limbo
Normal Spell Card
If there are no cards in your Pendulum Zones: Banish 1 "Limbo" card from your hand, and if you do, add 1 "Limbo" card from your Deck to your hand, except "The Seven Shadows of Limbo". During your next Standby Phase after this card's activation, add the card banished by this effect to your hand. You can only activate 1 "The Seven Shadows of Limbo" per turn.

Decimation of the Shadows of Limbo
Quick-Play Spell Card
Target up to 2 cards your opponent controls; banish "Limbo" monsters from your hand equal to the number of cards targeted, and if you do, destroy them. During your next Standby Phase card's activation, add the card(s) banished by this effect to your hand. You can only activate 1 "Decimation of the Shadows of Limbo" per turn.

Entering the Shadows of Limbo
Normal Trap Card
When your opponent declares an attack: Special Summon 1 "Limbo" Pendulum Monster from your hand or that is face-up in your Extra Deck, and if you do, change the attack target to that monster and proceed to damage calculation, also it is banished at the end of the Battle Phase. During your next Standby Phase card's activation, add the card banished by this effect to your hand. You can only activate 1 "Entering the Shadows of Limbo" per turn.

Dark Shadows of Limbo
Counter Trap Card
When your opponent activates a card or effect: Banish 1 "Limbo" monster from your hand, and if you do, negate the activation, and if you do, destroy it. During your next Standby Phase card's activation, add the card banished by this effect to your hand.

FLARING FIREWORK ARCHETYPE (14/14):

Flaring Firework is an Archetype of Pyro-Type/LIGHT monsters with various Levels. They focus on Fusion Summoning and name changing. Each monster can change their name to any other Flaring Firework monster, which is important since all their Fusion Monsters are old-school style in that they require 2 specific monsters. They also have a sub-Archetype for their Spell/Trap Card support simply called "Firework". They are based on different kinds of firework. Also, by complete accident, you can say that "lighting a fuse" can be related to them being Fusion Monster based, but that's a total coincidence.

 

Main Deck Monsters:

Flaring Firework - Glitter
Pyro-Type/LIGHT
Level 2    
Once per turn: You can declare the name of 1 "Flaring Firework" monster; this card's name becomes the declared name. If this card is destroyed by your opponent's card effect (either by battle or card effect) and sent to the Graveyard: You can add 1 "Firework" Spell/Trap Card from your Deck to your hand. You can only use this effect of "Flaring Firework - Glitter" once per turn.
600/1400

Flaring Firework - Tail
Pyro-Type/LIGHT
Level 3
Once per turn: You can declare the name of 1 "Flaring Firework" monster; this card's name becomes the declared name. If you control another monster with the same name as this card: You can discard 1 card; Special Summon 1 "Flaring Firework" monster from your Deck, except "Flaring Firework - Tail". You can only use this effect of "Flaring Firework - Tail" once per turn.
1300/1500

Flaring Firework - Palm
Pyro-Type/LIGHT
Level 3

Once per turn: You can declare the name of 1 "Flaring Firework" monster; this card's name becomes the declared name. If you control another monster with the same name as this card, this card cannot be destroyed by battle or card effects.

1400/900

Flaring Firework - Pearls
Pyro-Type/LIGHT
Level 4
Once per turn: You can declare the name of 1 "Flaring Firework" monster; this card's name becomes the declared name. When this card is Normal or Flip Summoned, if you control no other monsters: You can Special Summon 1 "Flaring Firework" monster from your hand, then change this card to Defense Position.
1200/2000    

Flaring Firework - Stars
Pyro-Type/LIGHT
Level 4
Once per turn: You can declare the name of 1 "Flaring Firework" monster; this card's name becomes the declared name. If this card is Normal or Special Summoned while you control 2 "Flaring Firework" monsters with the same name: You can add 1 "Flaring Firework" monster from your Deck to your hand, except "Flaring Firework - Stars". You can only use this effect of "Flaring Firework - Stars" once per turn.
1700/1400

Flaring Firework - Peony
Pyro-Type/LIGHT
Level 6
Once per turn: You can declare the name of 1 "Flaring Firework" monster; this card's name becomes the declared name. If this card is sent from your hand or side of the field to the Graveyard: You can target 2 "Firework" cards in your Graveyard, except "Flaring Firework - Peony"; banish the first target, and if you do, add the second target to your hand.  You can only use this effect of "Flaring Firework - Peony" once per turn.
2200/1600

Extra Deck Monsters:

Flaring Firework - Brocade
Pyro-Type/LIGHT/Fusion
Level 5
"Flaring Firework - Glitter" + "Flaring Firework - Palm"
When this card is Fusion Summoned: You can target 1 face-up monster you control, then declare the name of 1 "Flaring Firework" monster; that target's name becomes the declared name. During either player's turn: You can target 1 of your banished "Firework" cards; shuffle it into the Deck, then draw 1 card. You can only use this effect of "Flaring Firework - Brocade" once per turn. This card cannot be destroyed by your opponent's card effects.
2000/2700

Flaring Firework - Crossette
Pyro-Type/LIGHT/Fusion
Level 6
"Flaring Firework - Pearls" + "Flaring Firework - Glitter"
When this card is Fusion Summoned: You can target 2 "Flaring Firework" monsters in your Graveyard; banish the first target, and if you do, Special Summon the second target, but its effects are negated. You can only use this effect of "Flaring Firework - Crossette" once per turn. Once per turn, during either player's turn: You can discard 1 card; all monsters your opponent control lose 1000 ATK and DEF until the end of this turn. This card cannot be targeted by your opponent's monster effects.
2300/2300

Flaring Firework - Comet
Pyro-Type/LIGHT/Fusion
Level 7
"Flaring Firework - Stars" + "Flaring Firework - Tail"
When this card is Fusion Summoned: You can target up to 2 Spell/Trap Cards your opponent controls; destroy them. You can only use this effect of "Flaring Firework - Comet" once per turn. Once per turn, during either player's turn: You can target 1 "Firework" Spell/Trap Card in your Graveyard and 1 face-up monster your opponent controls; shuffle the first target into the Deck, and if you do, negate the second target's effects. This card cannot be targeted by your opponent's Spell/Trap effects.
2500/2400

Flaring Firework - Spinner
Pyro-Type/LIGHT/Fusion
Level 8
"Flaring Firework - Stars" + "Flaring Firework - Pearls"
When this card is Fusion Summoned: You can target 1 Set card your opponent controls; place that target on top of your opponent's Deck. You can only use this effect of "Flaring Firework - Spinner" once per turn. Once per turn, during either player's turn: You can target 1 monster your opponent controls; change its battle position. This card is unaffected by card effects that do not target it.
2600/2100

Flaring Firework - Pistil
Pyro-Type/LIGHT/Fusion
Level 12
"Flaring Firework - Tail" + "Flaring Firework - Peony" + "Flaring Firework - Palm"
Must be Fusion Summoned, and cannot be Special Summoned by other ways. When this card is Fusion Summoned: You can look at 1 random card in your opponent's hand, then place it on the top or bottom of their Deck. During either player's turn: You can discard 1 card, then target 1 card your opponent controls; place it on the top or bottom of the Deck. You can only use this effect of "Flaring Firework - Pistil" once per turn. This card is unaffected by your opponent's cards effects that target it.
3000/3000

Spell/Trap Cards:

Colorful Firework Fusion
Normal Spell Card
Fusion Summon 1 "Flaring Firework" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. If you control 2 or more monsters with the same name, you can also use 1 monster from your Deck as Fusion Material. You can only activate 1 "Colorful Firework Fusion" per turn.

Fast Fuse Firework
Quick-Play Spell Card
Fusion Summon 1 "Flaring Firework" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials, but it is destroyed during your next End Phase. You can only activate 1 "Colorful Firework Fusion" per turn.

Firework Storage Facility
Continuous Trap Card
You can target 1 non-Fusion "Flaring Firework" monster you control; return it to the hand, and if you do, Special Summon 1 "Flaring Firework" monster from your hand with a different name. You can target 1 "Flaring Firework" Fusion Monster you control; return it to the Extra Deck, and if you do, Special Summon 1 "Flaring Firework" Fusion Monster with a different name from your Extra Deck. You cannot activate these effects in the same Chain. You can only use each effect of "Firework Storage Facility" once per turn.

ALLY AQUAINTANCE ARCHETYPE (14/14):

Ally Aquaintance is an Archetype of Aqua-Type/WATER monsters with various Levels. They focus on revealing cards in the hand, using the top of the Deck. They are also Synchro Summon based. Their name is a portmanteau of aqua and acquaintance, and they are based on various animals that live in or near the water.

 
 
Main Deck Monsters:
 
Sea Snail the Ally Aquaintance
Aqua-Type/WATER/Tuner
Level 1
During either player's turn: You can target 1 "Ally Aquaintance" monster you control; Special Summon this card from your hand and this card's Level becomes equal to that target's Level, and if you do, return that target to your hand. You can only use this effect of "Sea Snail the Ally Aquaintance" once per turn. Once per turn, during either player's turn: You can reveal 1 "Ally Aquaintance" monster in your hand, except "Sea Snail the Ally Aquaintance"; immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using only "Ally Aquaintance" monsters you control.
0/1700
 
Otter the Ally Aquaintance
Aqua-Type/WATER/Tuner
Level 2
If you control an "Ally Aquaintance" other than "Otter the Ally Aquaintance", you can Special Summon this card (from your hand). You can only Special Summon "Otter the Ally Aquaintance" this way once per turn. If this card is sent to the Graveyard for the Synchro Summon of an Aqua-Type monster: You can draw 1 card and reveal it, then if it is an "Ally Aquaintance" monster, you can Special Summon it from your hand. You can only use this effect of "Otter the Ally Aquaintance" once per turn.
700/0
 
Capybara the Ally Aquaintance
Aqua-Type/WATER/Tuner
Level 3
If you control no monsters: You can Special Summon this card from your hand, and if you do, place 1 card from your hand on top of your Deck. You can target 1 "Ally Aquaintance" monster in your Graveyard, except "Capybara the Ally Aquaintance", then reveal 1 "Ally Aquaintance" monster in your hand with the same name as that target; Special Summon that target in Defense Position. You can only use 1 effect of "Capybara the Ally Aquaintance" per turn, and only once that turn.
1200/400
 
Seal the Ally Aquaintance
Aqua-Type/WATER
Level 4
When this card is Normal Summoned: You can reveal 1 "Ally Aquaintance" monster in your hand, except "Seal the Ally Aquaintance"; add 1 "Ally Aquaintance" monster from your Deck to your hand with a different name. Once per turn: You can reveal 1 "Ally Aquaintance" monster in your hand, except "Seal the Ally Aquaintance"; this card's Level becomes that Level until the end of this turn.
1500/1500
 
Beaver the Ally Aquaintance
Aqua-Type/WATER
Level 4
Once per turn, during either player's turn: You can reveal 1 "Ally Aquaintance" monster in your hand, except "Beaver the Ally Aquaintance"; this card gains ATK equal to half that monster's ATK until the end of this turn. If this card destroys an opponent's monster by battle: You can draw 1 card and reveal it, then if it is an "Ally Aquaintance" monster, you can Special Summon it from your hand. You can only use this effect of "Beaver the Ally Aquaintance" once per turn.
1600/1000
 
Platypus the Ally Aquaintance
Aqua-Type/WATER
Level 5
You can Special Summon this card (from your hand) in Defense Position by revealing 1 "Ally Aquaintance" monster in your hand, except "Platypus the Ally Aquaintance". You can only Special Summon "Platypus the Ally Aquaintance" this way once per turn. If this card is sent to the Graveyard as a Synchro Material: You can add 1 "Ally Aquaintance" Spell/Trap Card from your Deck to your hand. You can only use this effect of "Platypus the Ally Aquaintance" once per turn.
2200/1600
 
Alligator the Ally Aquaintance
Aqua-Type/WATER
Level 6
If this card is Special Summoned: You can target 1 "Ally Aquaintance" monster in your Graveyard, except "Alligator the Ally Aquaintance"; draw 1 card, then if it is an "Ally Aquaintance" monster, you can Special Summon it from your hand, also after that, place that target on top of your Deck. You can reveal 1 "Ally Aquaintance" monster in your hand, except "Alligator the Ally Aquaintance"; inflict damage to your opponent equal to half the revealed monster's ATK. You can only use each effect of "Alligator the Ally Aquaintance" once per turn.
2300/2000
 
Extra Deck Monsters:
 
Dolphin the Ally Aquaintance
Aqua-Type/WATER/Synchro
Level 7
1 Tuner + 1 or more non-Tuner Aqua-Type monsters
This card gains 300 ATK and DEF for each Aqua-Type monsters on the field, except "Dolphin the Ally Aquaintance". Once per turn, during either player's turn: You can reveal 1 Aqua-Type monster in your hand, then target 1 Spell/Trap Card your opponent controls; return it to the hand, and if you do, for the rest of the turn, neither player can activate cards with the same name as that card.
2300/2400
 
Hippopotamus the Ally Aquaintance
Aqua-Type/WATER/Synchro
Level 8
1 Tuner + 1 or more non-Tuner Aqua-Type monsters
Once per turn: You can draw 2 cards and reveal them, then place 1 card from your hand on top of your Deck. Once per turn, during either player's turn: You can reveal 1 Aqua-Type monster in your hand, then target 1 monster your opponent controls; return that target to the hand, and if you do, for the rest of the turn, neither player can Normal or Special Summon monsters with the same name as that card.
2800/2600
 
Whale the Ally Aquaintance
Aqua-Type/WATER/Synchro
Level 9
1 Tuner + 1 or more non-Tuner Aqua-Type monsters
Once per turn: You can declare 1 card name; draw 1 card and reveal it, then if it is the declared card, banish 1 random card from your opponent's hand, then if it is an Aqua-Type monster, you can Special Summon it from your hand, otherwise banish it. Aqua-Type monsters cannot be destroyed by your opponent's card effects, except "Whale the Ally Aquaintance".
3100/2800
 
Spell/Trap Cards:
 
Lake of the Ally Aquaintance
Field Spell Card
Each time an "Ally Aquaintance" monster(s) in your hand is revealed, place 1 Aquaintance Counter on this card for each of those monsters. Once per turn: You can remove 3 Aquaintance Counters from this card; draw 1 card and reveal it, then if it is an "Ally Acquaintance" monster, you can Special Summon it from your hand. If this card would be destroyed by your opponent's card effect, you can remove 2 Aquaintance Counters from it instead.
 
Offspring of the Ally Aquaintance
Quick-Play Spell Card
Reveal up to 5 "Ally Aquaintance" monsters in your hand with different names; Special Summon "Offspring Tokens" (Aqua-Type/WATER/Level 2/ATK 500/DEF 500) equal to the number of monsters revealed. During either player's turn, except during the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Ally Aquaintance" card in your Graveyard; place that target on top of your Deck.
 
Shallow Waters of the Ally Aquaintance
Counter Trap Card
When your opponent targets an Aqua-Type monster(s) you control for an attack or card effect: Reveal 1 "Ally Aquaintance" monster in your hand; negate the attack or activation, and if you do, destroy it, then draw 1 card and reveal it, then if it is an "Ally Aquaintance" monster, you can Special Summon it from your hand. You can only activate 1 "Shallow Waters of the Ally Aquaintance"


SUPREME MAGICAL FORCE - FORMING AN ARCHETYPE #26 (11/11):

Supreme Magical Force is an Archetype of Fiend-Type/DARK monsters with various Levels and all with 800 DEF. The gimmick is that during the next Standby Phase after being destroyed by a card effect, they Special Summon themselves. Along with this this, they each have a negative effect as well. To avoid this, give control of them to your opponent to make them have the negative effects. They also have a Fusion Monster as well, along with a Spell Card that can Fusion Summon it. They have a rather strange playstyle, but when you read the cards you'll understand.


Original Card:
https://i.imgur.com/E7QjpYQ.png
You cannot Summon monsters. You can only control 1 "Ido the Supreme Magical Force". If this card is destroyed by a card effect and sent to the Graveyard, Special Summon it from your Graveyard during the next turn's Standby Phase and destroy all other monsters you control.

New Cards:

Main Deck Monsters:

Kio the Supreme Magical Force
Fiend-Type/DARK
Level 3
You can only control 1 "Kio the Supreme Magical Force". You cannot activate Set Spell/Trap Cards. During either player's Standby Phase: You can target 1 "Supreme Magical Force" monster in your Graveyard, except "Kio the Supreme Magical Force"; Special Summon it but its effects are negated until the end of this turn, then destroy this card (this is a Quick Effect). If this card is destroyed by a card effect and sent to the Graveyard, during the next Standby Phase, if this card stays in the Graveyard: Special Summon it, and if you do, destroy all other monsters you control.
1400/800

Kano the Supreme Magical Force
Fiend-Type/DARK
Level 4
You can only control 1 "Kano the Supreme Magical Force". You cannot Set Spell/Trap Cards. Once per turn, during either player's Standby Phase: You can discard 1 card; add 1 "Supreme Magical Force" card from your Deck to your hand, except "Kano the Supreme Magical Force" (this is a Quick Effect). If this card is destroyed by a card effect and sent to the Graveyard, during the next Standby Phase, if this card stays in the Graveyard: Special Summon it, and if you do, destroy all other monsters you control.
1700/800

Alo the Supreme Magical Force
Fiend-Type/DARK
Level 5
You can only control 1 "Alo the Supreme Magical Force". You cannot add cards from your Deck to your hand, except by drawing them. During either player's Standby Phase: You can target 1 "Supreme Magical Force" monster on the field; destroy it, and if you do, Special Summon this card from your hand, but its effects are negated until the end of this turn (this is a Quick Effect). If this card is destroyed by a card effect and sent to the Graveyard, during the next Standby Phase, if this card stays in the Graveyard: Special Summon it, and if you do, destroy all other monsters you control.
2000/800

Ulo the Supreme Magical Force
Fiend-Type/DARK
Level 7
You can only control 1 "Ulo the Supreme Magical Force". You cannot declare an attack. You can target 1 "Supreme Magical Force" on each side of the field; destroy them, and if you do, Special Summon this card from your hand, but its effects are negated until the end of this turn. Once per turn, during either player's Standby Phase: You can target 1 face-up monster your opponent control; switch this card's ATK with that target's ATK. If this card is destroyed by a card effect and sent to the Graveyard, during the next Standby Phase, if this card stays in the Graveyard: Special Summon it, and if you do, destroy all other monsters you control.
2500/800

Nilo the Supreme Magical Force
Fiend-Type/DARK
Level 8
You can only control 1 "Nilothe Supreme Magical Force". You cannot activate other monster effects on the field. You can target 2 "Supreme Magical Force" monsters you control, then you can target 1 monster your opponent controls; destroy the first targets, and if you do, Special Summon this card from your hand, but its effects are negated until the end of this turn, also after that, destroy the second target (if any). Once per turn, during either player's Standby Phase: You can discard 1 card; Special Summon 1 "Supreme Magical Force" monster from your Deck (this is a Quick Effect). If this card is destroyed by a card effect and sent to the Graveyard, during the next Standby Phase, if this card stays in the Graveyard: Special Summon it, and if you do, destroy all other monsters you control.
2600/800

Extra Deck Monsters:

Tolo the Supreme Magical Force
Fiend-Type/DARK
Level 10
3 "Supreme Magical Force" monsters
When this card is Special Summoned: You can target 1 "Supreme Magical Force" monster in your Graveyard and 1 face-up monster your opponent controls; Special Summon the first target to your opponent's side of the field in Attack Position, and if you do, take control of the second target. Once per turn, during either player's Standby Phase: You can activate 1 "Supreme Magical Force" Spell Card directly from your Deck (this is a Quick Effect). If this card is destroyed by a card effect and sent to the Graveyard, during the next Standby Phase, if this card stays in the Graveyard: Special Summon it, and if you do, destroy all other monsters you control.

3000/800

Spell Cards:

Fusion of the Supreme Magical Force
Normal Spell Card
Fusion Summon 1 Fiend-Type DARK Fusion Monster using monsters from your hand or side of the field as Fusion Materials. If your opponent controls a "Supreme Magical Force" monster and you control no monsters, you can also use monsters from your Deck as Fusion Material. You can only activate 1 "Fusion of the Supreme Magical Force" per turn.

Poison of the Supreme Magical Force
Equip Spell Card
Equip only to a "Supreme Magical Force" monster. Its effects are negated, also it cannot be destroyed by battle. At the end of the Damage Step, if it attacked an opponent's monster and that monster was not destroyed by that battle: You can gain control of that monster, but its effects are negated. You can only use this effect of "Poison of the Supreme Magical Force" once per turn.

Realm of the Supreme Magical Force
Field Spell Card
Each time a "Supreme Magical Force" monster(s) on the field is destroyed by a card effect, place 1 Supreme Counter on this card for each of those monsters. Once per turn, during either player's Standby Phase, if a "Supreme Magical Force" monster(s) is Special Summoned to your side of the field: You can remove 1 Supreme Counter from this card; give control of that monster(s) to your opponent (this is a Quick Effect).

Reemergence of the Supreme Magical Force
Quick-Play Spell Card
Target 1 "Supreme Magical Force"; destroy it, and if you do, draw 1 card and reveal it, then if it is a "Supreme Magical Force" monster, draw 1 more card. You can only activate 1 "Reemergence of the Supreme Magical Force" per turn.

Shadows of the Supreme Magical Force
Continuous Spell Card
When this card is activated: You can return control of all "Supreme Magical Force" monsters on the field to their original owners. You can Normal Summon "Supreme Magical Force" monsters for 1 less Tribute.

CHRONOX ARCHETYPE (12/12):

Chronox is an Archetype of Level 4 Psychic-Type DARK monsters with 0 DEF. They focus on looking at the top card from the opponent's and then placing it on the top or bottom of the Deck again. Main Deck monsters each look at the top card and then place it on the bottom of the Deck, if you have more Chronox monsters you have. One of their most powerful cards is Chronoxlogy, which allows you to banish the bottom card of their Deck and draw 1 card. Their name comes from chrono, which is a word relating to time, which is also a theme in their Spell/Trap Cards, that are portmanteaus. They also got Xyz Monsters and can Rank-Up.
 
Due to Duel Portal not having the functions that make this Archetype playable, I have not put it up there, but if/when that becomes an option, I will put them up.
 
Main Deck Monsters:
 
Chronox Sceban
Psychic-Type/DARK
Level 4
When this card is Normal Summoned: You can Special Summon 1 "Chronox" monster from your hand, but its effects are negated until the end of this turn. You cannot Special Summon monsters, except "Chronox" monsters during the turn you activate this effect. At the start of your opponent's turn, if you control another "Chronox" monster: You can look at the top card of your opponent's Deck, then return it on the top or bottom of their Deck. For each "Chronox" monster you control, other than "Chronox Sceban", if you returned it on the bottom of their Deck, you can look at an additional card, then return it to the top or bottom of their Deck.
1600/0
 
Chronox Alshi
Psychic-Type/DARK
Level 4
You can Tribute 1 "Chronox" monster; Special Summon 1 "Chronox" monster from your Deck, except "Chronox Alshi".  If this card inflicts battle damage to your opponent: You can look at the top card of your opponent's Deck, then return it on the top or bottom of their Deck. For each "Chronox" monster you control, other than "Chronox Alshi", if you returned it on the bottom of their Deck, you can look at an additional card, then return it to the top or bottom of their Deck. You can only use each effect of "Chronox Alshi" once per turn.
1800/0
 
Chronox Karca
Psychic-Type/DARK
Level 4
During your Main Phase: You can declare a card name, then reveal the top card of your opponent's Deck, if it is the declared card name, return it to the bottom of the Deck, and draw 1 card, otherwise your opponent adds that card to their hand. If this card is sent to the Graveyard while you control a "Chronox" monster: You can look at the top card of your opponent's Deck, then return it to top or bottom of their Deck. For each "Chronox" monster you control, other than "Chronox Karca", if you returned it on the bottom of their Deck, you can look at an additional card, then return it to the top or bottom of their Deck. You can only use each effect of "Chronox Karca" once per turn.
1500/0
 
Chronox Rashif
Psychic-Type/DARK
Level 4
You can discard 1 "Chronox" card, then target 1 "Chronox" monster in your Graveyard, except "Chronox Rashif"; Special Summon that target, then look at the top card of your opponent's Deck, then return it to top or bottom of their Deck. For each "Chronox" monster you control, other than "Chronox Rashif", if you returned it on the bottom of their Deck, you can look at an additional card, then return it to the top or bottom of their Deck. If you control a "Chronox" monster: You can banish this card from your Graveyard; declare a card name, then reveal the bottom card of your opponent's Deck and if it is the declared card, banish it and draw 1 card, otherwise return it to the top of their Deck. You can only use each effect of "Chronox Rashif" once per turn.
1700/0  
 
Chronox Kilion
Psychic-Type/DARK
Level 4
You can only use each effect of "Chronox "Kilion" once per turn. You can discard 1 "Chronox" card, then target 1 Spell/Trap Card your opponent controls; destroy it, and if you do, look at the top card of your opponent's Deck, then return it to the top or bottom of their Deck. For each "Chronox" monster you control, other than "Chronox Kilion", if you returned it on the bottom of their Deck, you can look at an additional card, then return it to the top or bottom of their Deck. An Xyz Monster that was Xyz Summoned using this card as an Xyz Material gains this effect:

● Once per turn: You can declare a card name, then reveal the bottom card of your opponent's Deck, then if it is the declared card, banish it and draw 1 card, otherwise return it to the top of their Deck.
1800/0
 
Extra Deck Monsters:
 
Chronox Oramshu
Psychic-Type/DARK/Xyz
Rank 4
2 Level 4 "Chronox" monsters
While your opponent has 5 or more banished cards, this card cannot be targeted or destroyed by your opponent's card effects. During either player's turn: You can detach 1 Xyz Material from this card; declare a card name, reveal the bottom card of your opponent's Deck, then if it is the declared card, banish it and draw 1 card, otherwise return it to the top of their Deck. When this Xyz Summoned monster is destroyed by your opponent's card (either by battle or by card effect): You can add 1 "Chronoxlogy" from your Deck to your hand. You can only use each effect of "Chronox Oramshu" once per turn.
2400/0
 
Chronox Destora
Psychic-Type/DARK/Xyz
Rank 5
3 Level 5 DARK monsters
While your opponent has 8 or more banished cards, this card is unaffected by other card effects. You can detach 1 Xyz Material from this card; declare up to 3 card names, then reveal that many cards from the bottom of your opponent's Deck, then banish all cards with the declared card names and if you do, draw 1 card, also after that, add the others to your opponent's hand. If a card(s) from your opponent's Deck is banished: You can target 1 card your opponent controls; destroy it. You can only use each effect of "Chronox Destora" once per turn.
2800/0
 
Spell/Trap Cards:
 
Rechronox
Normal Spell Card
If you control a "Chronox" monster: Discard 1 card; look at the top card of your opponent's Deck, then place it on the top or bottom of their Deck, then add 1 "Chronox" card from your Deck to your hand, except "Rechronox". You can only activate 1 "Rechronox" per turn.
 
Chronoxlogy
Continuous Spell Card
Once per turn, if you control a "Chronox" monster: You can declare 1 card name, then reveal the bottom card of your opponent's Deck and if it is the declared card, banish it and draw 1 card, otherwise return it to the top of their Deck. If this card is destroyed by your opponent's card effect while in your possession, you can place it on the bottom of your Deck instead of sending it to the Graveyard.
 
Chronoxlution
Normal Spell Card
Target 1 DARK Xyz Monster you control; Special Summon from your Extra Deck, 1 DARK Xyz Monster that is 1 Rank higher than that monster, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) Then, you can look at the top card of your opponent's Deck, then return it on the top or bottom of their Deck. You can only activate 1 "Chronoxlution" per turn.
 
Chronoxglass
Normal Trap Card
Target 1 "Chronox" monster in your Graveyard, then your opponent targets 1 monster in their Graveyard (if able); Special Summon them, but place them on the top of the Deck during the End Phase.
 
Chronoxtivity
Continuous Trap Card
Once per turn, if you control a "Chronox" monster: You can target 1 card in your opponent Graveyard; place it on the top or bottom of their Deck. All "Chronox" monsters you control gain 200 ATK and DEF for each "Chronox" monster you control with a different name.

GRIMMLIN ARCHETYPE (14/14):

 Grimmlin is an Archetype of monsters with various Types, Levels and Attributes that focus on reducing the ATK of opponent's monsters. Along with that, if the ATK becomes 0 as a result, the monster is destroyed. They are based on Brothers Grimm's characters and stories.

 

Monsters:


Grimmlin - Cinderella
Spellcaster-Type/EARTH
Level 3
When this card is Normal Summoned or Special Summoned: You can target 1 face-up monster your opponent controls and 1 "Grimmlin" monster in your Graveyard; the first target loses ATK equal to the DEF of the second target, then if its ATK has been reduced to 0 as a result, destroy it, also after that, shuffle the second target into the Deck. During your Main Phase: You can banish this card, and if you do, add 1 "Grimmlin" card from your Deck to your hand, except "Grimmlin - Cinderella". During your next Standby Phase, return this card banished by this effect to the field. You can only use each effect of "Grimmlin - Cinderella" once per turn.    
1400/1000

Grimmlin - The Prince
Warrior-Type/LIGHT
Level 4
If a monster(s) your opponent controls is destroyed by the effect of a "Grimmlin" card: You can Special Summon this card from your hand, and if you do, draw 1 card. You can only use this effect of "Grimmlin - The Prince" once per turn. Once per turn, if the only monsters you control are "Grimmlin" monsters: You can target 1 face-up monster your opponent controls; that target loses 500 ATK until the end of this turn, then if its ATK has been reduced to 0 as a result, destroy it.
1800/1500

Grimmlin - Hansel
Warrior-Type/EARTH
Level 2
If you control "Grimmlin - Gretel", you can Special Summon this card (from your hand). You can only Special Summon "Grimmlin - Hansel" this way once per turn. Once per turn: You can target 1 face-up monster your opponent control, then target 1 other "Grimmlin" monster you control; the first target loses ATK equal to the second target's ATK until the end of this turn, then if its ATK has been reduced to 0 as a result, destroy it, also after that, Tribute the second target.
1000/900

Grimmlin - Gretel
Warrior-Type/EARTH
Level 2
If you control "Grimmlin - Hansel", you can Special Summon this card (from your hand). You can only Special Summon "Grimmlin - Hansel" this way once per turn. If this card is Tributed: You can target 1 face-up monster your opponent controls; it loses ATK equal to the number of cards in your hand x 300 until the end of this turn, then if its ATK has been reduced to 0 as a result, destroy it. You can only use this effect of "Grimmlin - Gretel" once per turn.
900/1000

Grimmlin - The Witch
Spellcaster-Type/DARK
Level 7    
If you control 2 or more "Grimmlin" monsters, other than "Grimmlin - The Witch", you can Special Summon this card (from your hand). You can only Special Summon "Grimmlin - The Witch" this way once per turn. Once per turn: You can target 1 face-up monster your opponent controls; it loses 500 ATK for each "Grimmlin" monster you control until the end of this turn, then if its ATK has been reduced to 0 as a result, destroy it.
2500/1300

Grimmlin - Snow White
Spellcaster-Type/LIGHT
Level 6
You can Special Summon this card (from your hand) by Tributing 1 "Grimmlin" monster. If Summoned this way: You can target 1 face-up monster your opponent controls; it loses 1000 ATK until the end of this turn, then if its ATK has been reduced to 0 as a result, destroy it. Once per turn: You can target 1 face-up monster your opponent controls; change its battle position.
2200/1600

Grimmlin - The Dwarves
Warrior-Type/EARTH
Level 3
You can target 1 face-up monster your opponent controls; it loses ATK equal to the number of "Grimmlin" monsters in your Graveyard with different names x 200 until the end of this turn, then if its ATK has been reduced to 0 as a result, destroy it. When this card is destroyed by your opponent's card (either by battle or by card effect): You can banish this card from the Graveyard; Special Summon 1 "Grimmlin - The Dwarves" from your hand or Deck. You can only use each effect of "Grimmlin - The Dwarves" once per turn.
1300/800

 

Grimmlin - The Sleeping Beauty

Spellcaster-Type/LIGHT/Tuner
Level 4

Cannot be used as a Synchro Material, except for the Synchro Summon of a LIGHT Synchro Monster. If a "Grimmlin" monster(s) is Normal Summoned or Special Summoned to your side of the field: You can Special Summon this card. Immediately after this effect resolves, Synchro Summon 1 LIGHT Synchro Monster, using this card and other "Grimmlin" monsters only. If this card is sent from the field to the Graveyard for the Synchro Summon of "Grimmlin - The Fairy": You can target 1 face-up monster your opponent controls; it loses ATK equal to the number of Synchro Monsters you control x 700 until the end of this turn, then if its ATK has been reduced to 0 as a result, destroy it. You can only use each effect of "Grimmlin - The Sleeping Beauty" once per turn.
300/1700

Extra Deck Monsters:

Grimmlin - The Fairy

Fairy-Type/LIGHT/Synchro
Level 8
1 LIGHT Tuner + 1 or more non-Tuner monsters
You can also Synchro Summon this by treated it as a Level 7 monster by only using "Grimmlin" monsters as Synchro Material. You can target 1 face-up monster your opponent controls whose current ATK is less than its original ATK; destroy it. You can Tribute 1 "Grimmlin" monster from your hand or side of the field, then target 1 face-up monster your opponent controls; that target loses ATK equal to half the Tributed monster's ATK in the Graveyard until the end of this turn, then if its ATK has been reduced to 0 as a result, destroy it. You can only use each effect of "Grimmlin - The Fairy" once per turn.
2600/2300

Spell/Trap Cards:

Grimmlin - The Forest
Field Spell Card
If the ATK of a monster your opponent controls is reduced by the effect of a "Grimmlin" card: The DEF is changed by the same amount until the end of this turn, then if the DEF has been reduced to 0 as a result, destroy it. If this card in your possession is destroyed by your opponent's card effect: You can add 1 "Grimmlin" card from your Deck to your hand, except "Grimmlin - The Forest". You can only use this effect of "Grimmlin - The Forest" once per turn.

Grimmlin - The Castle
Field Spell Card
If you control a non-"Grimmlin" monster, destroy this card. Negate the effects monsters your opponent control whose current ATK higher than or equal to their original ATK. If this card in your possession is destroyed by your opponent's card effect: You can add 1 "Grimmlin" card from your Deck to your hand, except "Grimmlin - The Castle". You can only use this effect of "Grimmlin - The Castle" once per turn.

Grimmlin - Glass Slippers
Equip Spell Card
Equip only to a "Grimmlin" monster. It gains 300 ATK and DEF. If a monster(s) your opponent controls is destroyed by the effect of a "Grimmlin" monster: The equipped monster gains 300 ATK and DEF (even if this card leaves the field). If the equipped monster would be destroyed, destroy this card instead.

Grimmlin - The Spindle
Quick-Play Spell Card
During the turn a monster your opponent controls is destroyed by the effect of a "Grimmlin" card: Tribute 1 "Grimmlin" monster; during the End Phase, destroy all Defense Position monsters you control, also excavate the top 5 cards of your Deck, Special Summon as many excavated "Grimmlin" monsters as possible in Defense Position, also sent the rest to the Graveyard. You can only activate 1 "Grimmlin - The Spindle" per turn.

Grimmlin - The Poisonous Apple
Counter Trap Card
When a monster effect is activated on your opponent's side of the field: Tribute 1 "Grimmlin" monster; negate that effect, then that monster loses ATK equal to its DEF until the end of this turn, then if its ATK has been reduced to 0 as a result, destroy it.

GAUNTLET - FORMING AN ARCHETYPE #25 (13/13):

Gauntlet is an Archetype of Warrior-Type EARTH monsters that focuses on equipping. They use both Equip Spell Cards, Trap Cards which equip and Unions. They have 2 sub-Archetypes called Gauntlet Gemstone and Gauntlet Armor. They also Xyz Summon Rank 3s or Rank 6s as well, and deal with a bit of banishing and Graveyard management. As well as Gauntlet Warrior, I also decided on having Gauntlet Launcher be support here as well, being why they are able to make Rank 6 monsters as well.

Original Card:
http://img3.wikia.nocookie.net/__cb20140801083507/yugioh/images/thumb/6/67/GauntletWarrior-BP03-EN-C-1E.png/300px-GauntletWarrior-BP03-EN-C-1E.png
During either player's turn: You can Tribute this card; each Warrior-Type monster you currently control gains 500 ATK and DEF, until the end of the next Damage Step that monster attacks or is attacked.

New Cards:

Main Deck Monsters:

Gauntlet Uniter
Warrior-Type/EARTH    
Level 3
You can target 1 other Warrior-Type monster you control; both this card and that target becomes Level 6 until the end of this turn, but they cannot be used as Xyz Material, except for the Xyz Summon of a Warrior-Type monster. You can banish this card from your Graveyard; Special Summon 1 Warrior-Type "Gauntlet" monster from your hand, except "Gauntlet Uniter". You can only use 1 effect of "Gauntlet Uniter" per turn, and only once that turn.        
1400/1000

Gauntlet Smith
Warrior-Type/EARTH
Level 3
You can Special Summon this card (from your hand) by banishing 1 Warrior-Type "Gauntlet" monster from your Graveyard. You can only Special Summon "Gauntlet Smith" once per turn this way. A Warrior-Type Xyz Monster that was Summoned using this card on the field as Xyz Material gains this effect.
● If it is Xyz Summoned: You can add 1 Warrior-Type "Gauntlet" monster or "Gauntlet Armor" Trap Card from your Deck to your hand, except "Gauntlet Smith"
1000/1500

Gauntlet Supporter
Warrior-Type/EARTH
Level 3
You can discard 1 "Gauntlet Gemstone" or "Gauntlet Armor" card; Special Summon 1 Warrior-Type "Gauntlet" monster from your hand or Deck, except "Gauntlet Supporter". During your turn, except during the turn this card is sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Gauntlet Gemstone" or "Gauntlet Armor" card in your Graveyard; add that target to your hand. You can only use 1 effect of "Gauntlet Supporter" per turn, and only once that turn.
1600/0

Gauntlet Merchant
Warrior-Type/EARTH/Union    
Level 3
Once per turn, you can either: Target 1 Warrior-Type monster you control; equip this card to that target, OR: Unequip this card and Special Summon it in Defense Position. Once per turn, while equipped by this effect: You can add 1 Warrior-Type "Gauntlet" monster or "Gauntlet Gemstone" Equip Spell Card from your Deck to your hand, except "Gauntlet Smith". While this card is equipped to a Warrior-Type "Gauntlet" monster, it becomes a "Gauntlet Gemstone" card. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
0/2000

Gauntlet Enhancer
Warrior-Type/EARTH/Union
Level 6
If you control a Warrior-Type "Gauntlet" monster, you can Normal Summon this card without Tributing. Once per turn, you can either: Target 1 Warrior-Type monster you control; equip this card to that target, OR: Unequip this card and Special Summon it in Attack Position. Once per turn, while equipped by this effect: You can target 1 Warrior-Type monster you control with a Level, then declare a Level from 3-6; it becomes the declared Level until the end of this turn (even if this card leaves the field). While this card is equipped to a Warrior-Type "Gauntlet" monster, it becomes a "Gauntlet Armor" card. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
2300/1600

Extra Deck Monsters:

Gauntlet Handler
Warrior-Type/EARTH
Rank 3
2 Level 3 Warrior-Type monsters
When this card is Xyz Summoned: You can excavate the top 3 cards of your Deck, then if any of them are "Gauntlet Gemstone" Equip Spell Cards, you can equip 1 of them to this card, also shuffle the rest into the Deck. You can detach 1 Xyz Material from this card, then target 1 of your banished Warrior-Type monsters; shuffle it into the Deck, then draw 1 card and reveal it, then if it is a Warrior-Type "Gauntlet" monster, draw 1 more card. You can only use each effect of "Gauntlet Handler" once per turn.
2000/1800

Gauntlet Builder
Warrior-Type/EARTH
Rank 6
2 Level 6 Warrior-Type monsters
This card cannot be destroyed by your opponent's card effects while equipped with an Equip Card. Once per turn: You can detach 1 Xyz Material from this card, then activate 1 of the following effects;
● Equip 1 "Gauntlet Gemstone" Equip Spell Card from your Deck to this card.
● Equip 1 "Gauntlet Armor" Trap Card from your Deck to this card.
2400/2100

Spell/Trap Cards:

Gauntlet Gemstone - Red Ruby
Equip Spell Card
Equip only to a Warrior-Type monster. It gains 200 ATK and DEF for each "Gauntlet Gemstone" card equipped to it. You can target 1 other "Gauntlet Gemstone" card you control; shuffle it into the Deck, and if you do, equip 1 "Gauntlet Gemstone" Equip Spell Card from your Deck to the equipped monster. You can only use this effect of "Gauntlet Gemstone - Red Ruby" once per turn.

Gauntlet Gemstone - Blue Sapphire
Equip Spell Card
Equip only to a Warrior-Type monster. It gains 200 ATK and DEF for each "Gauntlet Gemstone" card equipped to it. During either player's turn, if the equipped monster is targeted by your opponent's card effect: You can send 1 "Gauntlet Gemstone" card you control to the Graveyard; negate the activation, and if you do, destroy that card. You can only use this effect of "Gauntlet Gemstone - Blue Sapphire" once per turn.
    
Gauntlet Gemstone - Green Emerald
Equip Spell Card
Equip only to a Warrior-Type monster. It gains 200 ATK and DEF for each "Gauntlet Gemstone" card equipped to it. You can discard 1 Warrior-Type "Gauntlet" monster; Special Summon 1 Warrior-Type monster from your hand, and if you do, its Level becomes 6. You can only use this effect of "Gauntlet Gemstone - Green Emerald" once per turn.

Gauntlet Armor - Helmet
Normal Trap Card
Target 1 Warrior-Type monster; equip this card to that target. It gains 300 ATK and DEF for each "Gauntlet Armor" card equipped to it. You can reveal 1 Warrior-Type "Gauntlet" monster in your hand, then target 1 Warrior-Type "Gauntlet" monster in your Graveyard with a different name; add that target to your hand. You can only use this effect of "Gauntlet Armor - Helmet" per turn. If the equipped monster would be destroyed, you can destroy this card instead.

Gauntlet Armor - Breastplate
Normal Trap Card
Target 1 Warrior-Type monster; equip this card to that target. It gains 300 ATK and DEF for each "Gauntlet Armor" card equipped to it. If this card is sent to the Graveyard because the equipped monster is Tributed or used as an Xyz Material: You can target 1 Warrior-Type monster you control and 1 "Gauntlet Armor" Trap Card in your Graveyard; equip it to the targeted monster. You can only use this effect of "Gauntlet Armor - Breastplate" per turn. If the equipped monster would be destroyed, you can destroy this card instead

Gauntlet Armor - Boots
Normal Trap Card
Target 1 Warrior-Type monster; equip this card to that target. It gains 300 ATK and DEF for each "Gauntlet Armor" card equipped to it. You can target 1 Warrior-Type "Gauntlet" monster in your Graveyard; banish it, and if you do, draw 1 card. You can only use this effect of "Gauntlet Armor - Boots" per turn. If the equipped monster would be destroyed, you can destroy this card instead.

 

I-DOL ARCHETYPE (12/12):

I-Dol is an Archetype of Fairy-Type monsters with various Levels and Attributes. They have a very unique playstyle, in that they focus on boosting effects by the amount of times you use them. They have Synchro and Xyz Monsters and also a Field Spell Card that makes you able to use their effects more than once per turn, which is one of their greatest assets. They are based on Egyptian deities and culture.

Main Deck Monsters:

I-Dol - Hathor

Fairy-Type/LIGHT/Tuner
Level 2
Once per turn: You can target 1 "I-Dol" monster you control, except "I-Dol - Hathor"; return it to the hand or Extra Deck, and if you do, Special Summon 1 "I-Dol" monster from your hand or Graveyard whose Level/Rank is less than or equal to that target's Level/Rank in the hand. The Level/Rank of the target is increased by the number of times you activated this effect of "I-Dol - Hathor" this Duel, after that effect resolves.
1200/1000

I-Dol - Shu
Fairy-Type/WIND/Tuner
Level 3
Once per turn: You can banish 1 "I-Dol" card in your Graveyard, then target 1 "I-Dol" monster you control; increase its Level by 1. You can increase the Level of this effect up to the number of times you activated this effect of "I-Dol - Shu" this Duel, after that effect resolves.
900/1600

I-Dol - Seth
Fairy-Type/EARTH
Level 4
Once per turn: You can Special Summon 1 Level 4 or lower "I-Dol" monster from your hand in Defense Position, except "I-Dol - Seth", also you cannot Special Summon monsters from your Extra Deck for the rest of the turn, except "I-Dol" monsters. The Level of the monsters you can Special Summon by this effect is increased by the number of times you activated this effect of "I-Dol - Seth" this Duel, after that effect resolves.
1700/500

I-Dol - Tefnut
Fairy-Type/WATER
Level 4
Once per turn, when this card destroys an opponent's monster by battle and sends it to the Graveyard: You can draw 1 card and reveal it, then if it is not an "I-Dol" card, discard it. The number of cards you draw (and reveal) for this effect is increased by the number of times you activated this effect of "I-Dol Tefnut" this Duel, after that effect resolves.
1800/100

I-Dol - Ra
Fairy-Type/FIRE
Level 5
Once per turn, during either player's turn, when your opponent activates a monster effect: You can reveal your hand (min. 1), then if there are more "I-Dol" cards in your hand then non-"I-Dol" cards, negate the activation, and if you do, destroy it. The number of "I-Dol" cards in your hand for this effect is increased by the number of times you activated this effect of "I-Dol Ra" this Duel, after that effect resolves.
1900/2300

I-Dol - Geb
Fairy-Type/EARTH
Level 6
Once per turn, during either player's turn: You can target 1 "I-Dol" monster you control; once this turn, it cannot be destroyed by battle or card effects. The number of "I-Dol" monsters you can target is increased by the number of times you activated this effect of "I-Dol - Geb" this Duel, after that effect resolves.
2200/2100

Extra Deck Monsters:

I-Dol - Mafdet
Fairy-Type/DARK/Xyz
Rank 4
2 or more Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card; excavate the top 3 cards of your Deck, Special Summon 1 excavated "I-Dol" monster, also shuffle the rest into the Deck. The number of cards you excavate for this effect is increased by the number of times you activated this effect of "I-Dol - Mafdet" this Duel, after that effect resolves. If this Xyz Summoned monster is destroyed by battle: You can add 1 other "I-Dol" monster from your Deck or Graveyard to your hand.
2200/1700

I-Dol - Sehkmet
Fairy-Type/DARK/Synchro
Level 7
1 Tuner + 1 or more non-Tuner "I-Dol" monsters
Once per turn: You can discard 1 card, then target 1 face-up monster your opponent controls; destroy that target. The number of monsters you can target is increased by the number of times you activated this effect of "I-Dol - Sehkmet" this Duel, after that effect resolves. If this Synchro Summoned monster is destroyed by your opponent's card (either by battle or card effect) and sent to the Graveyard: You can add 1 other "I-Dol" card from your Deck or Graveyard to your hand.
2400/2000

I-Dol - Ptah
Fairy-Type/LIGHT/Synchro
Level 8
1 Tuner + 1 or more non-Tuner "I-Dol" monsters
Once per turn: You can target Spell/Trap Cards your opponent controls up to the number of "I-Dol" monsters you control that were Special Summoned from the Extra Deck; destroy them. The number of targets you target for this effect is increased by the number of times you activate this effect of "I-Dol Ptah" this Duel, after that effect resolves. If this Synchro Summoned monster is destroyed by your opponent's card effect: You can add 1 "I-Dol" Spell/Trap Card from your Deck or Graveyard to your hand.
2600/1000

Spell/Trap Cards:

I-Dol - Divine Pyramid
Field Spell Card
Once per turn during either player's turn, if the only face-up cards you control are "I-Dol" cards: You can target 1 "I-Dol" monster you control; this turn, it can activate its effect(s) that it can activate once per turn twice per turn. If this card is destroyed by a card effect: You can target 1 "I-Dol" card in your Graveyard, except "I-Dol - Divine Pyramid"; add that target to your hand.

I-Dol - Mighty Khopesh
Equip Spell Card
Equip only to an "I-Dol" monster. It gains 800 ATK. The number of times it can attack is increased by the number of times you activated "I-Dol - Mighty Khopesh" this Duel. If the equipped monster would be destroyed, you can destroy this card instead.

I-Dol - Hieroglyphic Altercations
Continuous Trap Card
You can pay 800 LP, then target 1 "I-Dol" monster you control; return it to the hand or Extra Deck, and if you do, Special Summon 1 "I-Dol" monster from your hand. When an "I-Dol" monster(s) you control is destroyed by your opponent's card (either by battle or card effect) and sent to the Graveyard: You can target 1 "I-Dol" card in your Graveyard, then discard 1 card; add that target to your hand. You can only use each effect of "I-Dol - Hieroglyphic Altercations" once per turn.

REGALIAN ARCHETYPE (13/13):

Regalian is an Archetype of Spellcaster-Type/LIGHT monsters with various Levels. The each have an effect that Tributes a "Regalian" to Special Summon another one from the hand and make the ATK and DEF become equal to the ATK and DEF of the monster you Tributed, and another effect which applies while you control a monster with the same ATK and DEF as themselves. Along with this, they have a Synchro and Spell/Trap support that make doing this easier. Their name comes from different regalia, such as crowns, scepters etc. and their reason for being Spellcaster is that the regalia is suppose to be magical, and that's the closest type I could think of that would support that, and LIGHT since regalia is typically bright and golden.

 

Main Deck Monsters:

 

Regalian Ring of Power
Spellcaster-Type/LIGHT/Tuner
Level 1
You can Tribute 1 "Regalian" monster; Special Summon 1 "Regalian" monster from your hand, except "Regalian Ring of Power", but its ATK and DEF become 0. If you control another monster with the same ATK and DEF as this card: You can discard 1 card; Special Summon 1 "Regalian" monster from your Deck, except "Regalian Ring of Power", and if you do, this card's ATK and DEF becomes equal to that monster's ATK and DEF until the end of the next turn. You can only use each effect of "Regalian Ring of Power" once per turn.
0/0

Regalian Tiara of Beauty
Spellcaster-Type/LIGHT
Level 2
You can Tribute 1 "Regalian" monster; Special Summon 1 "Regalian" monster from your hand, except "Regalian Tiara of Beauty", but its ATK and DEF become 1000. You can only use this effect of "Regalian Tiara of Beauty" once per turn. Once per turn, if you control another monster with the same ATK and DEF as this card: You can Special Summon 2 "Regalian Tokens" (Spellcaster-Type/LIGHT/Level 2/ATK 0/DEF 0).
1000/1000

Regalian Jewel of Valor
Spellcaster-Type/LIGHT
Level 3
You can Tribute 1 "Regalian" monster; Special Summon 1 "Regalian" monster from your hand, except "Regalian Jewel of Valor", but its ATK becomes 1500 and its DEF becomes 1000. You can only use this effect of "Regalian Jewel of Valor" once per turn. If you control another monster with the same ATK and DEF as this card, this card cannot be destroyed by battle or card effects.
1500/1000

Regalian Scepter of Might
Spellcaster-Type/LIGHT
Level 4
You can Tribute 1 "Regalian" monster; Special Summon 1 "Regalian" monster from your hand, except "Regalian Scepter of Might", but its ATK becomes 1700 and its DEF becomes 1000. You can only use this effect of "Regalian Scepter of Might" once per turn. If you control another monster with the same ATK and DEF as this card, all "Regalian" monsters you control gain 300 ATK and DEF.    
1700/1000

 

Regalian Mace of Hope

Spellcaster-Type/LIGHT
Level 5

You can Tribute 1 "Regalian" monster; Special Summon 1 "Regalian" monster from your hand, except "Regalian Mace of Hope", but its ATK becomes 1900 and its DEF becomes 1200. You can only use this effect of "Regalian Mace of Hope" once per turn. Once per turn, if you control another monster with the same ATK and DEF as this card: You can target 1 "Regalian" card in your Graveyard; add it to your hand.

1900/1200

 

Regalian Sword of Strength

Spellcaster-Type/LIGHT
Level 6

You can Tribute 1 "Regalian" monster; Special Summon 1 "Regalian" monster from your hand, except "Regalian Sword of Strength", but its ATK becomes 2200 and its DEF becomes 1800. You can only use this effect of "Regalian Sword of Strength" once per turn. Once per turn, during either player's turn, if you control another monster with the same ATK and DEF as this card: You can target 1 face-up monster your opponent controls; negate its effects.

2200/1800

 

Extra Deck Monsters:


Regalian Crown of the Queen
Spellcaster-Type/LIGHT/Synchro
Level 5
1 Tuner + 1 or more non-Tuner monsters
When this card is Special Summoned: You can Special Summon 1 "Regalian" monster from your hand, and if you do, this card ATK and DEF becomes equal to that monster's ATK and DEF. If you control another monster with the same ATK and DEF as this card, this card can attack your opponent directly. If this card inflicts battle damage to your opponent: You can add 1 "Regalian" card from your Deck to your hand.
2000/0

 

Regalian Crown of the King
Spellcaster-Type/LIGHT/Synchro
Level 7
1 Tuner + 1 or more non-Tuner monsters

When this card is Special Summoned: You can Special Summon 1 "Regalian" monster from your hand, and if you do, this card ATK and DEF becomes equal to that monster's ATK and DEF. Once per turn, if you control another monster with the same ATK and DEF as this card: You can target 1 card your opponent controls; destroy it. If this card destroys an opponent's monster by battle: You can add 1 "Regalian" card from your Deck to your hand.
2500/2000

Spell/Trap Cards:

Regalian Dual Display
Continuous Spell Card
Activate this card only if you control no monsters: Special Summon 2 "Regalian" monsters from your hand with different names, but the ATK and DEF of the monster with the highest combined ATK and DEF become equal the ATK and DEF of the monster with the lowest ATK and DEF. You cannot Special Summon monsters during the turn you activate this card, except "Regalian" monsters. If this card leaves the field, destroy those monsters.

Regalian Mistreatment
Quick-Play Spell Card
Tribute any number of "Regalian" monsters you control with the same ATK and DEF, then target cards your opponent controls equal to the number Tributed; destroy them. During your turn, except during the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 face-up monster you control and 1 "Regalian" monster in your Graveyard; the ATK and DEF of the first target becomes equal to the second target's ATK and DEF.

Regalian Museum
Field Spell Card
During your Main Phase, you can Normal Summon 1 "Regalian" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Once per turn: You can target 2 "Regalian" monsters you control with different ATK and/or DEF; the ATK and DEF of the first target becomes equal to the ATK and DEF of the second target. If you control a non-"Regalian" monster, other than monsters with the same ATK and DEF as a "Regalian" monster you control, destroy this card.

Regalian Rule of the Sovereignty
Normal Trap Card
When a "Regalian" monster you control is targeted for an attack: Special Summon 1 "Regalian" monster from your Deck whose ATK is less than or equal to the attack target's ATK, and if you do, its ATK and DEF become equal to the attack target's ATK and DEF, then negate the attack. You can only activate 1 "Regalian Rule of the Sovereignty" per turn.

Regalian Golden Theft
Normal Trap Card
Tribute 1 "Regalian" monster from your hand or side of the field, then target 1 "Regalian" monster in your Graveyard with a different name; Special Summon that target, and if you do, its ATK and DEF become equal to the Tributed monster's ATK and DEF.

ELIMIN8TOR ARCHETYPE (12/12):

Elimin8tor is an Archetype of DARK monsters with various Types. They focus on Tribute Summoning and banishing monsters from the Graveyard. Each monster has the same last effect that allows them to return one of your Elimin8tor monsters to the Graveyard again during your End Phase. Along with this, they also got some Spell/Trap Card support that does various things for them. Each monster also has half the DEF as their ATK is.
 
Monsters:
 
Elimin8tor - Torn Wolf
Beast-Type/DARK
Level 4
During your Main Phase, you can Tribute Summon 1 "Elimin8tor" monster in face-up Attack Position, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) You can target 1 "Elimin8tor" monster you control, then banish this card from your Graveyard; add 1 "Elimin8tor" card from your Deck to your hand, then return that target to your hand. You can only use this effect of "Elimin8tor - Torn Wolf" once per turn. Once per turn, during your End Phase: You can target 1 of your banished "Elimin8tor" monsters, except "Elimin8tor - Torn Wolf"; return it to the Graveyard.
1600/800
 
Elimin8tor - Killer Marksman
Warrior-Type/DARK
Level 4
When this card destroys an opponent's monster by battle: You can target 1 of your banished "Elimin8tor" monsters; Special Summon it in Defense Position. You can only use this effect of "Elimin8tor - Killer Marksman" once per turn. This card gains 100 ATK for each of your banished "Elimin8tor" monsters with a different name. Once per turn, during your End Phase: You can target 1 of your banished "Elimin8tor" monsters, except "Elimin8tor - Killer Marksman"; return it to the Graveyard.
1800/900
 
Elimin8tor - Silent Serpent
Reptile-Type/DARK
Level 4
You can Special Summon this card (from your hand) by banishing 1 "Elimin8tor" monster from your Graveyard. If Summoned this way, you cannot Special Summon monsters from your Extra Deck for the rest of the turn. If this card is banished from your Graveyard: You can target 1 "Elimin8tor" card in your Graveyard; shuffle it into the Deck, then draw 1 card. You can only use this effect of "Elimin8tor - Silent Serpent" per turn. Once per turn, during your End Phase: You can target 1 of your banished "Elimin8tor" monsters, except "Elimin8tor - Silent Serpent"; return it to the Graveyard.
1500/750
 
Elimin8tor - Trash Smasher     
Machine-Type/DARK
Level 6
When this card is Tribute Summoned: You can target 1 of your banished "Elimin8tor" monsters; return it to your hand, then discard 1 card. If this card was Tribute Summoned by Tributing an "Elimin8tor" monster: You can target 1 "Elimin8tor" monster in your Graveyard and 1 Spell/Trap Card your opponent controls; banish the first target, and if you do, destroy the second target.  You can only use this effect of "Elimin8tor - Trash Smasher" once per turn. Once per turn, during your End Phase: You can target 1 of your banished "Elimin8tor" monsters, except "Elimin8tor - Trash Smasher"; return it to the Graveyard.
2300/1150
 
Elimin8tor - Spirit Smoker
Zombie-Type/DARK
Level 6
When this card is Tribute Summoned: You can Special Summon 1 Level 6 or lower "Elimin8tor" monster from your hand, but is effects are negated. If this card was Tribute Summoned by Tributing an "Elimin8tor" monster: You can target 1 other "Elimin8tor" monster you control and 1 "Elimin8tor" monster in your Graveyard; send the first target to the Graveyard, then Special Summon the second target. You can only use this effect of "Elimin8tor - Spirit Smoker" once per turn. Once per turn, during your End Phase: You can target 1 of your banished "Elimin8tor" monsters, except "Elimin8tor - Spirit Smoker"; return it to the Graveyard.
2200/1100
 
Elimin8tor - Mystery Demon
Fiend-Type/DARK
Level 7
When this card is Tribute Summoned: You can target 1 monster your opponent controls; banish it until the end of this turn. If this card was Tribute Summoned by Tributing an "Elimin8tor" monster: You can target "Elimin8tor" monster in your Graveyard; banish it, and if you do, this card gains that target's effects until the end of this turn. You can only use this effect of "Elimin8tor - Mystery Demon" once per turn. Once per turn, during your End Phase: You can target 1 of your banished "Elimin8tor" monsters, except "Elimin8tor - Mystery Demon"; return it to the Graveyard.
2600/1300
 
Elimin8tor - Giant Ogre
Beast-Warrior-Type/DARK
Level 7
When this card is Tribute Summoned: You can excavate the top 5 cards of your Deck; send any "Elimin8tor" monsters to the Graveyard, and if you do, add 1 excavated Spell/Trap Card to your hand, also shuffle the rest into the Deck. If this card was Tribute Summoned by Tributing an "Elimin8tor" monster: You can target 1 monster your opponent controls; change its battle position, also negate its effects. You can only use this effect of "Elimin8tor - Giant Ogre" once per turn. Once per turn, during your End Phase: You can target 1 of your banished "Elimin8tor" monsters, except "Elimin8tor - Giant Ogre"; return it to the Graveyard.
2500/1250
 
Elimin8tor - Hellish Hound
Fiend-Type/DARK
Level 9
You can Tribute Summon this card by Tributing 3 monsters. If Summoned this way: Return all of your banished monsters to the Graveyard, then this card gains 100 ATK and DEF for each card returned by this effect until the end of the next turn. If this card was Tribute Summoned by Tributing an "Elimin8tor" monster: You can discard 1 card, then banish 1 "Elimin8tor" monster from your Graveyard; your opponent shuffles their hand into their Deck (min. 1), then they draw 2 cards. You can only use this effect of "Elimin8tor - Hellish Hound" once per turn. Once per turn, during your End Phase: You can target 1 of your banished "Elimin8tor" monsters, except "Elimin8tor - Hellish Hound"; return it to the Graveyard.
2700/1350
 
Spell/Trap Cards:
 
Elimin8tor - Dark Mist
Quick-Play Spell Card
Target 1 "Elimin8tor" monster in your Graveyard; banish that target, then Special Summon 1 "Elimin8tor - Dark Mist Token" (Aqua-Type/DARK/Level 1/200 ATK/100 DEF). During your turn, except during the turn this card is sent to the Graveyard: You can banish this card from your Graveyard; this turn, you can Tribute Summon Level 7 or higher "Elimin8tor" monsters for 1 less Tribute. You can only use each effect of "Elimin8tor - Dark Mist" once per turn.
 
Elimin8tor - Spike Pit
Normal Trap Card
When your opponent Normal Summons or Special Summons exactly 1 monster: Banish 2 "Elimin8tor" monsters from your Graveyard; destroy that monster, and if you do, banish it. During your turn, except during the turn this card is sent to the Graveyard: You can banish this card from your Graveyard; this turn, you can Tribute Summon Level 7 or higher "Elimin8tor" monsters for 1 less Tribute. You can only use each effect of "Elimin8tor - Spike Pit" once per turn.

Elimin8tor - Eradicating Fists
Equip Spell Card
Equip only to an "Elimin8tor" monster. You can banish 1 "Elimin8tor" monster from your Graveyard; the equipped monster gains ATK and DEF equal to the Level of the banished monster until the end of the next turn x 100. You can only use this effect of "Elimin8tor - Eradicating Fists" once per turn. If the equipped monster is Tributed for the Tribute Summon of an "Elimin8tor" monster, you can equip this card to the Tribute Summoned monster instead of sending it to the Graveyard. If the equipped monster would be destroyed, destroy this card instead.

Elimin8tor - Suspicious Entry
Continuous Trap Card
Once per turn, during either player's turn: You can banish 1 "Elimin8tor" monster from your Graveyard; immediately after this effect resolves, Tribute Summon 1 "Elimin8tor" monster. Tribute Summoned "Elimin8tor" monsters are unaffected by your opponent's card effects during the Battle Phase.

CALAMITY ARCHETYPE (10/10):

Calamity is an Archetype of Level 4 Zombie-Type DARK monsters that gain effects depending on the number of monsters you control that your opponent owns. They also got Spell/Trap support, that have a unique naming pattern, as each word relates to a part of the effect in sequence. See the names and read the effects and you'll understand.

Monsters:

Calamity Chaos Observer
Zombie-Type/DARK
Level 4
This card gains these effects, depending on the number of monsters you control that your opponent owns.
● 0: You can Tribute this card and reveal 1 "Calamity" card in your hand, then target 1 monster your opponent controls; take control of it, but it cannot attack your opponent directly, be Tributed or used as a Synchro or Xyz Material, and until the end of the next turn, it cannot activate its effects.
● 1 or more: Switch this card's ATK and DEF.    
● 2 or more: Once per turn: You can Special Summon 1 "Calamity" monster from your hand, except "Calamity Chaos Observer".
0/2100

Calamity Night Crawler
Zombie-Type/DARK
Level 4
This card gains these effects, depending on the number of monsters you control that your opponent owns.
● 0: You can Tribute this card and reveal 1 "Calamity" card in your hand, then target 1 monster your opponent controls; take control of it, but it cannot attack your opponent directly, be Tributed or used as a Synchro or Xyz Material, and until the end of the next turn, it cannot activate its effects.
● 1 or more: All "Calamity" monsters you control gain 300 ATK and DEF for each monster you control that your opponent owns.
● 2 or more: Once per turn: You can add 1 "Calamity" monster from your Deck to your hand, except "Calamity Night Crawler".
1700/1000

Calamity Dark Destroyer
Zombie-Type/DARK
Level 4
This card gains these effects, depending on the number of monsters you control that your opponent owns.
● 0: You can Tribute this card and reveal 1 "Calamity" card in your hand, then target 1 monster your opponent controls; take control of it, but it cannot attack your opponent directly, be Tributed or used as a Synchro or Xyz Material, and until the end of the next turn, it cannot activate its effects.
● 1 or more: When this card attacks, your opponent cannot activate cards or effects until the end of the Damage Step.
● 2 or more: Once per turn: You can target 1 "Calamity" Spell/Trap Card in your Graveyard; add that target to your hand.
1900/0    

Calamity Rotting Creeper
Zombie-Type/DARK
Level 4
This card gains these effects, depending on the number of monsters you control that your opponent owns.
● 0: You can Tribute this card and reveal 1 "Calamity" card in your hand, then target 1 monster your opponent controls; take control of it, but it cannot attack your opponent directly, be Tributed or used as a Synchro or Xyz Material, and until the end of the next turn, it cannot activate its effects.
● 1 or more: If this card would be destroyed by battle or a card effect, you can instead another monster you control that your opponent owns instead.
● 2 or more: Once per turn: You can target 1 monster your opponent controls and 1 monster you control that your opponent owns; switch control of those targets.
1600/1500

Calamity Devastating Slugger
Zombie-Type/DARK
Level 4
This card gains these effects, depending on the number of monsters you control that your opponent owns.
● 0: You can Tribute this card and reveal 1 "Calamity" card in your hand, then target 1 monster your opponent controls; take control of it, but it cannot attack your opponent directly, be Tributed or used as a Synchro or Xyz Material, and until the end of the next turn, it cannot activate its effects.
● 1 or more: The activation and effects of "Calmity" Spell/Trap Card cannot be negated.
● 2 or more: Once per turn: You can target 1 monster you control that your opponent owns and 1 card your opponent controls; give control of the first target to your opponent and destroy the second target.
1800/1200

Calamity Rising Slaughterer
Zombie-Type/DARK/
Level 4
This card gains these effects, depending on the number of monsters you control that your opponent owns.
● 0: You can Tribute this card and reveal 1 "Calamity" card in your hand, then target 1 monster your opponent controls; take control of it, but it cannot attack your opponent directly, be Tributed or used as a Synchro or Xyz Material, and until the end of the next turn, it cannot activate its effects.
● 1 or more: When you Normal or Special Summon a "Calamity" monster(s), your opponent cannot activate cards or effects.
● 2 or more: Once per turn: You can draw 1 card.
1300/1600

Spell/Trap Cards:

Calamity, Disorder, Oblivion
Normal Spell Card
Target 1 face-up monster your opponent controls and target 1 "Calamity" monster you control; take control of the first target and banish the second target until the end of your opponent's next turn. That target cannot attack your opponent directly, be Tributed or used as a Synchro or Xyz Material, and until the end of the next turn, it cannot activate its effects. You can only activate 1 "Calamity, Disorder, Oblivion" per turn.

Feast, Resurrection, Calamity
Normal Spell Card
Target any number of monsters you control that your opponent owns; destroy as many of the first targets as possible, then Special Summon "Calamity" monsters from your Graveyard equal to the number of monsters destroyed by this effect You can only activate 1 "Feast, Resurrection, Calamity" per turn.

Ascension, Calamity, Perish
Normal Trap Card
When your opponent Normal Summons or Special Summons exactly 1 monster: Banish 1 other "Calamity" card from your hand or side of the field; take control of that monster, but it cannot attack your opponent directly, be Tributed or used as a Synchro or Xyz Material, and until the end of the next turn, it cannot activate its effects. You can only activate 1 "Ascension, Calamity, Perish" per turn.

Retaliation, Calamity, Betrayal
Quick-Play Spell Card
Target cards your opponent controls up to the number of monsters you control that they own, but not more than the number of "Calamity" monsters you control (min 1.); return monsters that you control that your opponent owns to your opponent equal to the number of "Calamity" monsters you control, then destroy those those targets. You can only activate 1 "Retaliation, Calamity, Betrayal" per turn.

DEEP JUNGLE ARCHETYPE (11/11):

Deep Jungle is an Archetype of Reptile and Beast-Type EARTH monsters with Levels from 2-8 that each shares the line "Monster effects that activate on the field must be face-up on the field to resolve." Basically, it gives the "You must control this face-up card to activate and to resolve this effect." condition to all monster effects that activate on the field. To make use of this, some cards help getting rid of their monsters so that they will resolve without effect. Along with that, they also got two other effects, one which is about EARTH monsters, and another activated effect, which can be a little bit of everything.

 

Main Deck Monsters:

 

Deep Jungle Chameleon
Reptile-Type/EARTH
Level 2
Your opponent cannot target EARTH monsters you control for attacks, except "Deep Jungle Chameleon". You can discard 1 card; add 1 "Deep Jungle" card from your Deck to your hand, except "Deep Jungle Chameleon". You can only use this effect of "Deep Jungle Chameleon" once per turn. Monster effects that activate on the field must be face-up on the field to resolve.
200/1600

Deep Jungle Python
Reptile-Type/EARTH
Level 3
Cannot be destroyed by battle by a non-EARTH monster. When you take battle damage from attacks involving this card: Draw 1 card. You can only use this effect of "Deep Jungle Python" once per turn.  Monster effects that activate on the field must be face-up on the field to resolve.
1300/300

Deep Jungle Jaguar
Beast-Type/EARTH
Level 4    
This card gains 100 ATK for each EARTH monster you control, other than "Deep Jungle Jaguar". When this card is Normal or Flip Summoned: You can pay 1000 LP; Special Summon 1 "Deep Jungle" monster from your hand, except "Deep Jungle Jaguar". You can only use this effect of "Deep Jungle Jaguar" once per turn. Monster effects that activate on the field must be face-up on the field to resolve.
1800/1000

Deep Jungle Tiger
Beast-Type/EARTH
Level 5
If your opponent controls a non-EARTH monster, and you control no monsters, you can Special Summon this card (from your hand), but it cannot attack this turn. You can discard 1 card, then target 1 "Deep Jungle" card in your Graveyard; add that target to your hand. Monster effects that activate on the field must be face-up on the field to resolve.
2000/1100

Deep Jungle Orangutan
Beast-Type/EARTH
Level 6
When this card is Tribute Summoned by Tributing a "Deep Jungle" monster: You can target 1 Spell/Trap Card your opponent controls; destroy that target. That target cannot be activated in response to this effect's activation. This card cannot be destroyed by card effects, other than the effects of EARTH monsters, while you control another "Deep Jungle" monster, except "Deep Jungle Orangutan". Monster effects that activate on the field must be face-up on the field to resolve.
2300/2100

Deep Jungle Gorilla
Beast-Type/EARTH
Level 7
This card can attack all non-EARTH monsters your opponent controls, once each. During either player's turn, when a monster your opponent controls activates an effect: You can return that monster to the hand, then change this card to Defense Position. You can only use this effect of "Deep Jungle Gorilla" once per turn. Monster effects that activate on the field must be face-up on the field to resolve.
2500/2500

Extra Deck Monster:

Deep Jungle Lion
Beast-Type/EARTH/Fusion
Level 8
Must be Special Summoned (from your Extra Deck) by shuffling 2 "Deep Jungle" monsters you control into the Deck, and cannot be Special Summoned by other ways. All other EARTH monsters on the field gain 300 ATK and DEF. Once per turn, during either player's turn when a monster your opponent controls activates an effect: You can discard 1 card; shuffle that monster into the Deck. Monster effects that activate on the field must be face-up on the field to resolve.
2600/2400

Spell/Trap Cards:

Deep Jungle Landscape
Field Spell Card
During your Main Phase, you can Normal Summon 1 "Deep Jungle" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) During either player's turn when a monster your opponent controls activates an effect while you control a "Deep Jungle" monster: You can banish that monster until the next Standby Phase. You can only use this effect of "Deep Jungle Landscape" once per turn.

Deep Jungle Darkness
Quick-Play Spell Card
Target 1 face-up monster your opponent controls, then reveal 1 "Deep Jungle" monster in your hand; change that target to face-down Defense Position. You can only activate 1 "Deep Jungle Darkness" per turn.

Deep Jungle Attack
Quick-Play Spell card
If your opponent activates a monster effect on the field while you control a "Deep Jungle" monster: Target 1 face-up monster your opponent controls; destroy that target. You can only activate 1 "Deep Jungle Attack" per turn.

Deep Jungle Pray
Normal Trap Card
Target 1 "Deep Jungle" monster you control; destroy that target, also after that, Special Summon 1 "Deep Jungle" monster from your hand or Deck those Level is 1 higher than that target. You can only activate 1 "Deep Jungle Pray" per turn.

HAZMATE ARCHETYPE (12/12):

Hazate is an Archetype of Level 2 Aqua-Type/WIND monsters that focus on counter usage. Their counters allow their effects to apply, which decreases ATK and DEF, and makes the monster unable to attack other monsters that don't have counters on them. They are also Xyz Monster based and have a sub-Archetype of Spell/Trap Cards called Hazardous. Their name comes from Hazmate and Mate, like Entermate (Performapal's name in the OCG).

 

Main Deck Monsters:


Hazmate Wildstriker
Aqua-Type/WIND
Level 2
You can Special Summon this card (from your hand) by removing 1 Hazmate Counter from anywhere on the field. You can only Special Summon "Hazmate Wildstriker" this way once per turn. If this card is Summoned: You can target 1 face-up monster your opponent controls; place 1 Hazardous Counter on that target. You can only use this effect of "Hazmate Wildstriker" once per turn. While this card is on the field, monsters with Hazardous Counters lose 500 ATK and DEF and cannot attack monsters that do not have Hazardous Counters on them.
100/100

Hazmate Assaulter
Aqua-Type/WIND
Level 2
When this card is Normal Summoned: You can add 1 "Hazmate" monster from your Deck to your hand, except "Hazmate Assaulter", and if you do, place 1 Hazardous Counter on this card. While this card is on the field, monsters with Hazardous Counters lose 500 ATK and DEF and cannot attack monsters that do not have Hazardous Counters on them. An Xyz Monster that was Xyz Summoned using this card as an Xyz Material gains this effect.
● When this card is Xyz Summoned: You can target 1 face-up monster your opponent controls; place 1 Hazardous Counter on that target.
200/200

Hazmate Warfighter
Aqua-Type/WIND
Level 2
Once per turn, during either player's turn: You can reveal 1 "Hazmate" monster in your hand, then target 1 face-up monster your opponent controls; place 1 Hazardous Counter on it. While this card is on the field, monsters with Hazardous Counters lose 500 ATK and DEF and cannot attack monsters that do not have Hazardous Counters on them.
300/300

Hazmate Barrager
Aqua-Type/WIND
Level 2
You can discard 1 card; add 1 "Hazardous" Spell/Trap Card from your Deck to your hand. You can only use this effect of "Hazmate Barrager" once per turn. While this card is on the field, monsters with Hazardous Counters lose 500 ATK and DEF and cannot attack monsters that do not have Hazardous Counters on them. An Xyz Monster that was Xyz Summoned using this card as Xyz Material gains this effect.
● This card gains 500 ATK and DEF.
400/400

Hazmate Slasher
Aqua-Type/WIND
Level 2
If you Special Summon a "Hazmate" monster(s) other than "Hazmate Slasher": You can Special Summon this card from your hand. You can target 1 face-up monster your opponent controls; return this face-up card to the hand, and if you do, place 1 Hazardous Counter on it. While this card is on the field, monsters with Hazardous Counters lose 500 ATK and DEF and cannot attack monsters that do not have Hazardous Counters on them. You can only use each effect of "Hazmate Slasher" once per turn.
500/500

Extra Deck Monsters:

Hazmate Smasher
Aqua-Type/WIND/Xyz
Rank 2
2 Level 2 "Hazmate" monsters    
Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster on the field; place 1 Hazardous Counter on that target. This card cannot be destroyed by card effects that do not target it. While this card is on the field, monsters with Hazardous Counters lose 500 ATK and DEF and cannot attack monsters that do not have Hazardous Counters on them.
1500/1500

Hazmate Berserker
Aqua-Type/WIND/Xyz
Rank 3
3 Level 4 WIND monsters
You can also Xyz Summon this card by using a Rank 2 WIND monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) When this card is Xyz Summoned: You can place 1 Hazardous Counter on face-up monsters on the field, up to the number of "Hazmate" monsters on the field. While this card has Xyz Material, it is unaffected by card effects that target it. While this card is on the field, monsters with Hazardous Counters lose 500 ATK and DEF and cannot attack monsters that do not have Hazardous Counters on them. You can only control 1 "Hazmate Berserker".
2000/2000
 
Spell/Trap Cards:

Hazardous Mutation
Normal Spell Card
Target 1 Level 2 Aqua-Type monster you control with the same ATK and DEF; send that target to the Graveyard, and if you do, Special Summon 1 Level 2 Aqua-Type monster with a different name from your hand or Deck, and if you do, place 1 Hazardous Counter on it. You can only activate 1 "Hazardous Mutation" per turn.

Hazardous Area
Quick-Play Spell Card
Until the end of this turn, all face-up monsters currently on the field are treated as having Hazardous Counters on them. You must control a "Hazmate" monster to activate and to resolve this effect.

Hazardous Fighting Grounds
Field Spell Card
Monsters with Hazardous Counters cannot activate their effects. When a "Hazmate" monster you control battles an opponent's monster, during the Damage Step of either player's turn: You can send this card from your Field Zone to the Graveyard; halve the ATK of your opponent's monster until the end of the Damage Step. During each of your End Phases: You can target 1 face-up monster your opponent controls; place 1 Hazardous Counter on that target.

Hazardous Waste Spill
Normal Trap Card
Place 1 Hazardous Counter on all face-up monsters your opponent controls. During your turn, except during the turn this card was sent to the Graveyard: You can banish 1 "Hazmate" monster from your Graveyard; add this card from your Graveyard to your hand. You can only use each effect of "Hazardous Waste Spill" once per turn.
    
Hazardous Toxins
Counter Trap Card
When your opponent activates a Spell/Trap Card: Remove 1 Hazardous Counter from anywhere on the field; negate the activation, and if you do, destroy it, then you can place 1 Hazardous Counter on 1 face-up monster on the field.

THOUGHT RULER - FORMING AN ARCHETYPE #24 (10/10):

Thought Ruler is an Archetype that focuses on what Psychics are mostly known for, paying Life Points. You can think of them as the reverse Aromas, as their effects activate when you pay LP, instead of when you gain LP. They focus on both Synchro and Fusion Summoning, as Psychics have access to both. They also got 3 Continuous Spell Cards with effects that work when you have a Synchro or Fusion Psychic-Type monster. You are meant to use existing Psychic-Type support with these guys as well.

Original Card:
http://img2.wikia.nocookie.net/__cb20141028214736/yugioh/images/thumb/3/33/ThoughtRulerArchfiend-LC5D-EN-ScR-1E.png/300px-ThoughtRulerArchfiend-LC5D-EN-ScR-1E.png
1 Tuner + 1 or more non-Tuner monsters
If this card destroys a monster by battle and sends it to the Graveyard: Gain LP equal to that monster's original ATK in the Graveyard. During either player's turn, when a Spell/Trap Card is activated that targets exactly 1 Psychic-Type monster (and no other cards): You can pay 1000 LP; negate the activation, and if you do, destroy it.

New Cards:

Main Deck Monsters:

Thought Ruler Perception
Psychic-Type/LIGHT/Tuner
Level 3
If a Psychic-Type monster(s) you control, except "Thought Ruler Perception", is destroyed by your opponent's card (either by battle or card effect) and sent to the Graveyard: You can pay 600 LP; Special Summon this card from your hand, and if you do, return 1 of the destroyed monsters from your Graveyard to your hand. If you pay LP: You can target 1 Psychic-Type monster you control: Increase or decrease its Level by 1. You can only use each effect of "Thought Ruler Perception" once per turn.
100/1800

Thought Ruler Intellect
Psychic-Type/DARK
Level 3
If this card is sent to the Graveyard for the Synchro or Fusion Summon of a Psychic-Type monster: You can gain LP equal to the number of Psychic-Type monsters you control x 500. If you pay LP: You can target 1 Psychic-Type monster you control; until the end of the next turn, it cannot be destroyed by battle or card effects. You can only use each effect of "Thought Ruler Intellect" once per turn.
1500/1500

Thought Ruler Mind
Psychic-Type/LIGHT/Tuner
Level 4
If you control a Psychic-Type monster: You can pay 800 LP; Special Summon this card from your hand, but you cannot Special Summon other monsters for the rest of the turn, except Psychic-Type monsters If you pay LP: You can add 1 "Thought Ruler" card from your Deck to your hand, except "Thought Ruler Mind". You can only use each effect of "Thought Ruler Mind" once per turn.
1400/0

Thought Ruler Thinker
Psychic-Type/DARK
Level 4
When this card is Normal Summoned or flipped face-up: You can pay 1000 LP, then target 1 Psychic-Type monster in your Graveyard, except "Thought Ruler Thinker"; Special Summon that target, but it cannot attack this turn, also it is banished during the End Phase. If you pay LP: You can draw 2 cards, then discard 1 card. You can only use each effect of "Thought Ruler Thinker" once per turn.
1700/1200

Thought Ruler Decider
Psychic-Type/DARK
Level 5
If your opponent controls a monster, and you control no monsters: You can pay 500 LP; Special Summoned this card, but its Level becomes 4. If you pay LP: You can activate this effect; until the end of this turn, this card becomes a Tuner monster and LIGHT. You can only use each effect of "Thought Ruler Decider" once per turn.
1900/2100

Extra Deck Monsters:

Thought Ruler Lost Memory
Psychic-Type/DARK/Synchro
Level 7
1 Psychic-Type Tuner or LIGHT Tuner + 1 or more non-Tuner Psychic-Type monsters and/or DARK monsters
Must be Synchro Summoned, and cannot be Special Summoned by other ways. If this card was Synchro Summoned by using only "Thought Ruler" monsters: You can activate 1 "Thought Ruler" Continuous Spell Card directly from your Deck. Once per turn, if the only monsters you control are Psychic-Type monsters: You can banish 1 other card from your hand or side of the field, then target 1 monster your opponent controls; banish that target, and if you do, gain 1000 LP. Once per turn, if a Psychic-Type monster you control is targeted by a monster effect: You can pay 1000 LP; negate the activation, and if you do, destroy it.
2600/2400

Thought Ruler Found Memory
Psychic-Type/LIGHT/Fusion
Level 11
3 Psychic-Type monsters with different names
Must be Fusion Summoned, and cannot be Special Summoned by other ways. When this card is Fusion Summoned: You can target 2 of your banished Psychic-Type monsters, then pay 600 LP; shuffle those targets into the Deck, and if you do, draw 1 card. If this card was Fusion Summoned by using only "Thought Ruler" monsters, it cannot be destroyed by battle. If this card attacks, your opponent cannot activate cards or effects until the end of the Damage Step.
2800/2800

Spell Cards:

Thought Ruler - Mind Switch
Continuous Spell Card
All Psychic-Type monsters you control gain 700 ATK and DEF for each Psychic-Type Synchro and Fusion Monster you control. Once per turn: You can target 1 of your banished Psychic-Type monsters and 1 Psychic-Type monster in your Graveyard; return the first target to the Graveyard, also banish the second target. During each of your End Phases, pay 300 LP or destroy this card.

Thought Ruler - Mind Meld
Continuous Spell Card
Psychic-Type Synchro and Fusion Monsters you control are unaffected by your opponent's Spell/Trap effects. Once per turn: You can banish 1 card from your hand or side of the field; Fusion Summon 1 Psychic-Type Fusion Monster by using monsters from your hand or side of the field as Fusion Materials. If the card banished to activate this effect is a Psychic-Type monsters, you can also banish monsters from your Graveyard as Fusion Materials. During each of your End Phases, pay 300 LP or destroy this card.

Thought Ruler - Mind Control
Continuous Spell Card
When this card is activated: You can target 1 Psychic-Type monster you control and 1 face-up monster your opponent controls; banish the first target, and if you do, take control of the second target while this card is on the field. While you control a Psychic-Type Synchro or Fusion Monster, all monsters you control and in your hand and Graveyard become Psychic-Type. During each of your End Phases, pay 300 LP or destroy this card.

MECHANISM ARCHETYPE (15/15):

Mechanism is an Archetype of Level 3-4 Machine-Type EARTH Union monsters. They are based around equipping to each other easily, as well as limiting the amount of Special Summons that can be done in one turn. They also got Union Tuners as well, similar to how there are now Flip Tuners as well, and their Synchros are ALSO Union monsters. Many of their effects are also supporting Union monsters by themselves, allowing you to use other Union monsters in the Deck as well. They also got some Spell/Trap support, which also helps them a lot. I think this may be my first Union Archetype, or at least one of the first. I have made Archetypes with monster equips before, but not Union monsters, so this should be interesting for me.

 

Main Deck Monsters:

 

Mechanism Magnet Minus
Machine-Type/EARTH/Union/Tuner
Level 3
During your Main Phase: You can equip 1 other "Mechanism" monster from your hand or side of the field this card (this is treated as being equipped by its own effect). You can only use this effect of "Mechanism Magnet Minus" once per turn. Once per turn, you can either: Target 1 "Mechanism" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. While this card is equipped to an "Mechanism" monster by this effect, both players can only Special Summon monster(s), other than "Mechanism" monsters, equal to the number of "Mechanism" cards on the field. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
1200/1500    

Mechanism Magnet Plus
Machine-Type/EARTH/Union/Tuner
Level 3    
During your Main Phase: You can Special Summon 1 "Mechanism" Union monster equipped to this card. You can only use this effect of "Mechanism Magnet Plus" once per turn. Once per turn, you can either: Target 1 "Mechanism" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. While this card is equipped to an "Mechanism" monster by this effect, both players can only Special Summon monster(s), other than "Mechanism" monsters, equal to the number of "Mechanism" cards on the field. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
1500/1200

Mechanism Attach Warrior
Machine-Type/EARTH/Union
Level 4
This card gains 200 ATK for each Union monster equipped to a monster you control. If this card destroys an opponent's monster by battle: You can equip 1 Level 4 or lower Union monster from your Deck to this card, except "Mechanism Attach Warrior" (this is treated as being equipped by its own effect). You can only use this effect of "Mechanism Attach Warrior" once per turn. Once per turn, you can either: Target 1 "Mechanism" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. While this card is equipped to an "Mechanism" monster by this effect, both players can only Special Summon monster(s), other than "Mechanism" monsters, equal to the number of "Mechanism" cards on the field. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
1800/1300

Mechanism Attach Defender
Machine-Type/EARTH/Union
Level 4
This card gains 200 DEF for each Union monster equipped to a monster you control. During either player's turn, when another Union monster(s) you control is targeted for an attack or opponent's card effect: You can activate this effect; that attack or effect now targets this card instead. Once per turn, you can either: Target 1 "Mechanism" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. While this card is equipped to an "Mechanism" monster by this effect, both players can only Special Summon monster(s), other than "Mechanism" monsters, equal to the number of "Mechanism" cards on the field. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
1300/1800

 
Mechanism Construction Builder
Machine-Type/EARTH/Union
Level 4
You can send 1 Union monster equipped to this card to the Graveyard; add 1 "Mechanism" card from your Deck to your hand, except "Mechanism Construction Builder". You can only use this effect of "Mechanism Construction Builder" once per turn. Once per turn, you can either: Target 1 "Mechanism" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. While this card is equipped to an "Mechanism" monster by this effect, both players can only Special Summon monster(s), other than "Mechanism" monsters, equal to the number of "Mechanism" cards on the field. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
1600/1600
 
Mechanism Part Replacer
Machine-Type/EARTH/Union
Level 4
You can target 1 Level 4 or lower Union monster in your Graveyard, except "Mechanism Part Replacer", then Tribute this card; Special Summon that target. You can only use this effect of "Mechanism Part Replacer" once per turn. Once per turn, you can either: Target 1 "Mechanism" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. While this card is equipped to an "Mechanism" monster by this effect, both players can only Special Summon monster(s), other than "Mechanism" monsters, equal to the number of "Mechanism" cards on the field. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
1600/1600
 
Mechanism Protective Coating
Machine-Type/EARTH/Union
Level 4
During either player's turn, when a Union monster you control that is equipped with a Union monster is targeted for an attack or by your opponent's card effect: You can discard this card; negate the attack or effect, and if you do, destroy that card. You can only use this effect of "Mechanism Protective Coating" once per turn. Once per turn, you can either: Target 1 "Mechanism" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. While this card is equipped to an "Mechanism" monster by this effect, both players can only Special Summon monster(s), other than "Mechanism" monsters, equal to the number of "Mechanism" cards on the field. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)

1600/1600

 

Extra Deck Monsters:


Mechanism Mark 1
Machine-Type/EARTH/Synchro/Union
Level 7
1 Tuner monster + 1 or more non-Tuner Union monsters
When this card is Synchro Summoned: You can target 1 Union monster in your Graveyard, then discard 1 card; equip that target to this card (this is treated as being equipped by its own effect). If this card is equipped with a Union monster, it can a make a second attack during each Battle Phase. Once per turn, you can either: Target 1 "Mechanism" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. While this card is equipped to an "Mechanism" monster by this effect, both players can only Special Summon monster(s), other than "Mechanism" monsters, equal to the number of "Mechanism" cards on the field. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
2500/2000
 
Mechanism Mark 2
Machine-Type/EARTH/Synchro/Union
Level 7
1 Tuner + 1 or more non-Tuner Union monsters
When this card is Synchro Summoned: You can equip 1 Union monster from your hand to this card (this is treated as being equipped by its own effect). Union monsters equipped to Union monsters you control cannot be destroyed by your opponent's card effects. Once per turn, you can either: Target 1 "Mechanism" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. While this card is equipped to an "Mechanism" monster by this effect, both players can only Special Summon monster(s), other than "Mechanism" monsters, equal to the number of "Mechanism" cards on the field. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
2700/1500

Mechanism Mark 3
Machine-Type/EARTH/Xyz/Union
Rank 4
2 or more Level 4 Union monsters
Once per turn: You can detach 2 Xyz Materials from this card, then target 1 face-up monster you control that is not equipped with a Union monster; equip 1 Union monster from your Deck to that target (this is treated as being equipped by its own effect). While this card is equipped with a "Mechanism" Union monster, all Union monsters you control cannot be targeted by your opponent's card effects. Once per turn, you can either: Target 1 "Mechanism" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. While this card is equipped to an "Mechanism" monster by this effect, both players can only Special Summon monster(s), other than "Mechanism" monsters, equal to the number of "Mechanism" cards on the field. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)

2400/2000

 

Spell/Trap Cards:


Mechanism Recycling Plan
Normal Spell Card
Target 1 Level 4 or lower Union monster in your Graveyard and 1 "Mechanism" monster you control; equip the first target to the second target (this is treated as being equipped by its own effect). You can banish this card from your Graveyard, then target 1 "Mechanism" card in your Graveyard; shuffle that target into the Deck, then draw 1 card. You can only use 1 effect of "Mechanism Recycling Plan" per turn, and only once that turn.

 
Mechanism Construction
Quick-Play Spell Card
If you control no monsters and your opponent controls a monster: Special Summon 1 "Mechanism" monster from your hand, then you can Equip 1 Union monster from your hand to that monster (this is treated as being equipped by its own effect). You cannot Special Summon monsters during the turn you activate this card, except "Mechanism" monsters. You can only activate 1 "Mechanism Construction" per turn.

Mechanism Bolt Barrage
Quick-Play Spell Card
Target 1 card your opponent controls; destroy that target. You must control only Union monsters equipped with Union monsters to activate and to resolve this effect. You can only activate 1 "Mechanism Bolt Barrage" per turn.

Mechanism New Features
Normal Trap Card
Target 1 Union monster equipped with a Union monster you control; Special Summon the equipped monster in Defense Position, and if you do, equip 1 Union monster with a different name than the Special Summoned monster from your hand or Deck to that target (this is treated as being equipped by its own effect). You can only activate 1 "Mechanism New Features" per turn.

Mechanism System Breaker
Counter Trap Card
When your opponent activates a Spell/Trap Card or monster effect: Send 1 Union monster equipped to a Union monster you control to the Graveyard; negate the activation, and if you do, destroy that card.

DWARF ARCHETYPE (13/13):

Dwarf is an Archetype of Warrior-Type/EARTH Level 2-3 monsters that focus on using Spell/Trap Cards, similar to that of Fire Fist. Each monster has a Spell/Trap that is tied to that monster, and generally supports that monster the most, though all cards can be used with the monsters. They also have a Synchro Monster as well, which is their boss monster.

 

Main Deck Monsters:

 

Dwarf Miner
Warrior-Type/EARTH/Tuner
Level 2
If you control a "Dwarf" Spell/Trap Card, you can Special Summon this card (from your hand). You can only Special Summon "Dwarf Miner" once per turn this way. If Summoned this way: Shuffle 1 "Dwarf" Spell/Trap Card you control into the Deck.
600/1000

Dwarf Builder
Warrior-Type/EARTH
Level 3
When this card is Normal Summoned, if you control no "Dwarf" Spell/Trap Cards: You can activate 1 "Dwarf" Spell/Trap Card directly from your Deck. Once per turn, if you Special Summon 1 "Dwarf" monster: You can target 1 "Dwarf" Spell/Trap Card in your Graveyard; shuffle that target into your Deck, then draw 1 card. This card must be face-up up the field to activate and to resolve this effect.
1300/1000

Dwarf Knight
Warrior-Type/EARTH
Level 3
You can only activate this effect of "Dwarf Knight" once per turn. You can send 1 "Dwarf" Spell/Trap Card you control to the Graveyard, then activate 1 of these effects;
● Special Summon 1 "Dwarf" monster from your hand or Graveyard.
● All "Dwarf" monsters you control gain 1000 ATK until the end of the turn.
1500/1000

Dwarf Farmer
Warrior-Type/EARTH
Level 3
You can send 1 "Dwarf" Spell/Trap Card you control to the Graveyard, then target 1 "Dwarf" Spell/Trap Card in your Graveyard; add that target to your hand. You can discard 1 "Dwarf" monster; add 1 "Dwarf" Spell/Trap Card from your Deck to your hand. You can only each effect of "Dwarf Farmer" once per turn.
1100/1000

Dwarf Hunter
Warrior-Type/EARTH
Level 3
If this card is destroyed by battle and sent to the Graveyard: You can activate 1 "Dwarf" Spell/Trap Card from your hand or Graveyard. If this card leaves the field by a card effect or because it was used as a Synchro Material: You can activate 1 "Dwarf" Spell/Trap Card directly from your Deck. You can only use 1 effect of "Dwarf Farmer" per turn, and only once that turn.  
1400/1000

 

Extra Deck Monsters:


Dwarf Priest
Warrior-Type/EARTH/Synchro
Level 5
1 Tuner + 1 or more non-Tuner "Dwarf" monsters
If this card is Synchro Summoned: Activate 1 "Dwarf Church" from your hand or Deck. If this card inflicts battle damage to your opponent: You can Special Summon 1 "Dwarf" monster from your Deck whose ATK is less than or equal to the damage this card inflicted. You must control a "Dwarf" Spell/Trap Card to activate and to resolve this effect. You can only use this effect of "Dwarf Priest" once per turn.
2300/1000

 

Dwarf Outcast

Warrior-Type/EARTH/Xyz

Rank 3

2 Level 3 "Dwarf" monsters

Your opponent cannot target "Dwarf" Spell/Trap Cards with effects while this card has Xyz Material. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 other "Dwarf" monster you control; it gains ATK equal to the ATK of the detached monster in the Graveyard until the end of this turn.

2000/1000

 

Spell/Trap Cards:


Dwarf Mine
Continuous Spell Card
When you Special Summon 1 "Dwarf" monster: You can target 1 "Dwarf" monster in your Graveyard; add that target to your hand. You can only use this effect of "Dwarf Mine" once per turn.

Dwarf House
Continuous Spell Card
When this card is activated: You can target 1 "Dwarf" monster you control; add 1 "Dwarf" monster with a different name than that target from your Deck to your hand. "Dwarf" monsters you control cannot be targeted by your opponent's Spell/Trap effects. You can only activate 1 "Dwarf House" per turn.

Dwarf Castle
Continuous Spell Card
"Dwarf" monsters you control gain 200 ATK and DEF for each "Dwarf" Spell/Trap Card you control with a different name. If a "Dwarf" monster(s) you control would be destroyed by battle or card effect, you can destroy this card instead.

Dwarf Barn
Continuous Trap Card
Once per turn: You can banish 1 "Dwarf" monster from your hand or Graveyard, then target 1 "Dwarf" monster you control; until the end of this turn, that target gains the banished monster's effects. While you control a "Dwarf" monster, other "Dwarf" Spell/Trap Cards cannot be destroyed by your opponent's card effects.

Dwarf Hut
Continuous Trap Card
Once per turn: You can target 1 "Dwarf" monster you control and 1 monster your opponent controls; return both those targets to the hand. The effects of "Dwarf" cards you control cannot be negated by your opponent's card effects. You can only activate 1 "Dwarf Hut" per turn.

Dwarf Church
Field Spell Card
When this card is activated: You can destroy all other "Dwarf" Spell/Trap Cards you control, then inflict 500 damage to your opponent for each card destroyed, and if you do, you can destroy Spell/Trap Cards your opponent controls up to the number of cards destroyed. When a "Dwarf" monster attacks, your opponent cannot activate cards or effects until the end of the Damage Step. While you control "Dwarf Priest", this card cannot be targeted by your opponent's card effects.

POP-UP ARCHETYPE (11/11):

Pop-Up is an Archetype of monsters with various Levels, Types and Attributes all with 0 DEF. Each monster can Special Summon themselves from your hand when an opponent's monster is destroyed by a card effect. A lot of the cards have effects that destroy the opponent's monsters. Remember that you can only activate one of them in your hand each time a monster is destroyed, so you can't mass Special Summon them. Another thing is that they can only be Special Summoned once per turn, similar to Ritual Beast monsters. They only have Main Deck monsters as well, but have Spell/Trap Cards too. They are based on classic fairy tales of the hero versus the villain, something you may see in a pop-up book.
 
Monsters:
 
Pop-Up-Hero
Warrior-Type/EARTH
Level 4
You can target 1 face-up monster your opponent controls; destroy that target. You cannot conduct your Battle Phase during the turn you use this effect. You can only use this effect of "Pop-Up-Hero" once per turn. When a monster(s) your opponent controls is destroyed by a card effect: You can Special Summon this card from your hand. You can only Special Summon "Pop-Up-Hero(es)" once per turn.
1800/0
 
Pop-Up-Wizard
Spellcaster-Type/DARK
Level 4
During either player's turn, when a monster your opponent controls activates a monster effect: You can send 1 "Pop-Up" card from your hand to the Graveyard; negate the activation, and if you do, destroy it. You can only use this effect of "Pop-Up-Wizard" once per turn. When a monster your opponent controls is destroyed by a card effect: You can Special Summon this card from your hand. You can only Special Summon "Pop-Up-Wizard(s)" once per turn.
1600/0
 
Pop-Up-Princess
Spellcaster-Type/LIGHT
Level 4
When this card is destroyed by battle or a card effect and sent to the Graveyard: You can target 1 "Pop-Up" card in your Graveyard, except "Pop-Up-Princess"; add that target to your hand. When a monster(s) your opponent controls is destroyed by a card effect: You can Special Summon this card from your hand. You can only Special Summon "Pop-Up-Princess(es)" once per turn.
1500/0
 
Pop-Up-Wolf
Beast-Type/DARK
Level 6
During your Main Phase 1: You can target 1 Spell/Trap Card your opponent controls; destroy that target. You can only use this effect "Pop-Up-Wolf" once per turn.  When a monster(s) your opponent controls is destroyed by a card effect: You can Special Summon this card from your hand. You can only Special Summon "Pop-Up-Wolf(s)" once per turn.
2200/0
 
Pop-Up-Dragon
Dragon-Type/FIRE
Level 6
You can target 1 "Pop-Up" monster in your Graveyard, except "Pop-Up-Dragon"; banish that target, and if you do, inflict damage to your opponent equal to that target's ATK. This card cannot declare an attack during the turn you activate this effect. You can only use this effect of "Pop-Up-Dragon" once per turn. When a monster(s) your opponent controls is destroyed by a card effect: You can Special Summon this card from your hand. You can only Special Summon "Pop-Up-Dragon(s)" once per turn.
2400/0
 
Pop-Up-Giant
Rock-Type/EARTH
Level 8
You can Tribute 1 other "Pop-Up" monster, then target 1 face-up monster your opponent controls; destroy that target, and if you do, inflict damage to your opponent equal to half that target's ATK on the field. This card cannot declare an attack during the turn you activate this effect. You can only use this effect of "Pop-Up-Giant" once per turn. When a monster(s) your opponent controls is destroyed by a card effect: You can Special Summon this card from your hand. You can only Special Summon "Pop-Up-Giant(s)" once per turn.
2600/0
 
Pop-Up-Devil
Fiend-Type/DARK
Level 10
When this card is Special Summoned from the hand: You can destroy all other face-up monsters on the field, and if you do, both players take damage equal to the number of monsters destroyed x 200. You cannot conduct your Battle Phase during the turn you use this effect. You can only use this effect of "Pop-Up-Devil" once per turn. When a monster(s) your opponent controls is destroyed by a card effect: You can Special Summon this card from your hand. You can only Special Summon "Pop-Up-Devil(s)" once per turn.
2700/0
 
Spell/Trap Cards:
 
Pop-Up-Book
Quick-Play Spell Card
If you control no monsters, and your opponent controls a face-up monster: Discard 1 card; Special Summon 1 "Pop-Up" monster from your hand, but it cannot declare an attack this turn. While the monster Special Summoned by this effect is face-up on the field, you cannot Special Summon monsters, except "Pop-Up" monsters by their own effects. You can only activate 1 "Pop-Up-Book" per turn.
 
Pop-Up-Castle
Field Spell Card
Once per turn: You can send 1 "Pop-Up" card from your hand to the Graveyard, then target 1 face-up monster your opponent controls; destroy that target. During the turn a monster your opponent controls was destroyed by a card effect, you can Normal Summon "Pop-Up" monsters without Tributing.
 
Pop-Up-Satchel
Normal Trap Card
During the turn a monster your opponent controls was destroyed by a card effect: Add 1 "Pop-Up" card from your Deck or Graveyard to your hand, except "Pop-Up-Satchel". You can only activate 1 "Pop-Up-Satchel" per turn.
 
Pop-Up-Forest
Continuous Trap Card
Activate this card by targeting 1 "Pop-Up" monster you control in Attack Position and 1 face-up monster your opponent controls; give control of the first target to your opponent, and if you do, destroy the second target. If this card card leaves the field, destroy the first target. You can only control 1 "Pop-Up-Forest".

POKERCHIP ARCHETYPE (13/13):

Pokerchip is an Archetype I have wanted to build for a while now, but was not sure what direction I should take them. All I knew was that they were Counter based, and they were themed around poker. Though now here we are, and think that their playstyle turned out pretty fun. They are Level 4 Machine-Type/DARK monsters, each with 2 effects, one that places counters and one that removes them. They work best as long as your opponent has more cards in their hand than you do, though can work without that. They also have Spell/Trap Cards that also support placing counters.

 

Main Deck Monsters:

 

Pokerchip Raiser
Machine-Type/DARK
Level 4
When this card is Normal Summoned or Special Summoned: You can place 1 Pokerchip Counter on it. If your opponent has more cards in their hand than you do, you can place 2 Pokerchip Counters instead. You can remove any number of Pokerchip Counters from this card; all "Pokerchip" monsters you control gain 200 ATK and DEF for each Pokerchip Counter removed until the end of the next turn. You can only activate each effect of "Pokerchip Raiser" once per turn.
1700/100

Pokerchip Cutter
Machine-Type/DARK
Level 4
You can discard 1 card; excavate the top 5 cards of your Deck, then you can add 1 excavated "Pokerchip" card to your hand, otherwise sent the excavated cards to the Graveyard, also after that, if your opponent has more cards in their hand than you do, you can place 1 Pokerchip Counter on this card for each excavated "Pokerchip" card with a different name. You can remove 2 Pokerchip Counter from this card, then target 1 "Pokerchip" monster in your Graveyard, except "Pokerchip Cutter"; Special Summon that target, but its effects are negated. You can only activate each effect of "Pokerchip Cutter" once per turn.
1500/1200

Pokerchip Dealer
Machine-Type/DARK
Level 4
You can target 1 other "Pokerchip" card you control, then discard 1 card; place 2 Pokerchip Counters on that target. You can remove 2 or more Pokerchip Counters from cards you control; draw 1 card. If your opponent has more cards in their hand than you do, you can draw 1 more card for each 2 Pokerchip Counters removed. You can only use each effect of "Pokerchip Dealer" once per turn.    
500/1700

Pokerchip Caller
Machine-Type/DARK
Level 4
If you activate a "Pokerchip" Spell/Trap Cards: You can place 1 Pokerchip Counter on this card. If your opponent has more cards in their hand than you do, you can activate this effect when you activate a "Pokerchip" monster effect, except by the effect of "Pokerchip Caller". You can remove 1 Pokerchip Counter from this card; immediately after this effect resolves, Normal Summon 1 "Pokerchip" monster from your hand. You can only use each effect of "Pokerchip Caller" once per turn
1600/1600

Pokerchip Limper
Machine-Type/DARK
Level 4
You can remove 2 or more Pokerchip Counters from cards you control; Special Summon this card from your hand, then if your opponent has more cards in their hand than you do, you can draw 1 card. If this card is destroyed by battle or a card effect and sent to the Graveyard: You can place 1 Pokerchip Counter on each "Pokerchip" card you control. You can only use each effect of "Pokerchip Limper" once per turn
0/2000

 

Pokerchip Folder

Machine-Type/DARK
Level 4

When the battle position of a monster(s) is changed, except by the effect of "Pokerchip Folder": You can place 1 Pokechip Counters on this card. If your opponent has more cards in their hand than you do, you can place 2 Pokerchip Counters instead. You can remove 1 or more Pokerchip Counters from cards you control, then target 1 face-up monster your opponent controls; change that target to face-down Defense Position. You can target additional targets for each 2 Pokerchip Counters removed.

1800/700

 

Extra Deck Monsters:


Pokerchip Rocker
Machine-Type/DARK/Xyz
Rank 4
2 Level 4 "Pokerchip" monsters
When this card is Xyz Summoned: You can target 1 "Pokerchip" card you control; place 2 Pokerchip Counters on that target. You can remove 2 Pokerchip Counters from this card, then target 1 card your opponent controls; destroy it. If your opponent has more cards in their hand than you do, you can target 1 additional card. If this would be destroyed by battle, you can detach 1 Xyz Material from it instead. You can only use each effect of "Pokerchip Rocker" once per turn.
2300/2100

 

Pokerchip Shark

Machine-Type/DARK/Xyz

Rank 5

3 Level 5 DARK monsters

You can only Xyz Summon this card by using a Rank 4 DARK Machine-Type Xyz Monster you control as Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) When this card is Xyz Summoned:  You can place Pokerchip Counters on "Pokerchip" cards you control equal to the number of Xyz Materials this card has. When this card destroys an opponent's monster by battle: You can remove all Pokerchip Counters from 1 "Pokerchip" card you control; your opponent discards 2 cards (or their entire hand if less than 2), then they draws 3 cards. If your opponent has more cards in their hand than you do, you can make your opponent discard exactly 3 cards instead, then they draw 4 cards. You can only use each effect of "Pokerchip Shark" once per turn.
2600/2500

Spell/Trap Cards:

Pokerchip Dead Draw
Normal Spell Card
Discard 1 card; add 1 "Pokerchip" card from your Deck to your hand, except "Pokerchip Dead Draw", then you can place 1 Pokerchip Counter on 1 "Pokerchip" card you control. You can only activate 1 "Pokerchip Dead Draw" per turn.

Pokerchip Royal Flush
Normal Spell Card
Place 1 Pokerchip Counter on each face-up "Pokerchip" card you control.

Pokerchip Jackpot
Continuous Spell Card
If a "Pokerchip" monster you control inflicts battle damage to your opponent: You can place 1 Pokerchip Counter on this card. You can send this card with 2 or more Pokerchip Counters on it to the Graveyard; inflict 200 damage to your opponent for each Pokerchip Counter that was on this card, and if you do, your opponent takes no further damage for the rest of the turn.

Pokerchip Check Out
Normal Trap Card
Target 1 "Pokerchip" monster you control with a Level; return that target to the hand, and if you do, Special Summon 1 "Pokerchip" monster from your hand or Graveyard, except a monster with the same name as that target, and if you do, you can place all Pokerchip Counters that was on that target on that Summoned monster. You can only activate 1 "Pokerchip Check Out" per turn.

Pokerchip Insurance
Normal Trap Card
If you control a card(s) with a Pokerchip Counter on it, activate this card by targeting 1 "Pokerchip" monster you control; equip this card to that target. While your opponent has more cards in their hand than you do, the equipped monster cannot be targeted or destroyed by your opponent's card effects.

DRAGONSWORDS ARCHETYPE #23 (12/12):

Hello, it has been quite a long time since I last posted one of these, the reason being that I have wanted to create more original concepts, though now here's a card which doesn't have much of a use, so I figured I would give it one. This Archetype focuses on Normal Summoning and Level changing, to keep in theme with the original card, and Xyz Monsters. They are Warriors of various Attributes, and the Xyz Monsters are Dragon-Type who are a combination of the Attributes of the Main Deck monsters.

Original Card:

http://duellinks.gamea.co/file/imgbank/umi92hxs/l37oeruu/081ea208be93ceaef451daaa79471bb6471bf232_600.jpg
When a monster is Normal Summoned to your side of the field, except "Master of the Flaming Dragonswords": You can increase that monster's Level by 1, and this card gains 300 ATK until the End Phase.

New Cards:

Main Deck Monsters:

Master of the Freezing Dragonswords
Warrior-Type/WATER
Level 4
When this card is Normal Summoned: You can target 1 "Dragonswords" card in your Graveyard; add that target to your hand. You must control 2 or more "Dragonswords" monsters with different names to activate and to resolve this effect. You can target 1 other "Dragonswords" monster you control; this card's Level becomes that target's Level. You can only use each effect of "Master of the Freezing Dragonswords" once per turn.
1500/1500

Master of the Shattering Dragonswords

Warrior-Type/EARTH

Level 4

You can discard 1 card; add 1 "Dragonswords" card from your Deck to your hand, except "Master of the Shattering Dragonswords". You can only use this effect of "Master of the Shattering Dragonswords" once per turn. This card's Level on the field becomes equal to the highest Level of another "Dragonswords" monster you control.

1700/1400

 

Master of the Storming Dragonswords

Warrior-Type/WIND

Level 4

When this card is Normal Summoned, if you control no other monsters you can: Immediately after this effect resolves, Normal Summon 1 "Dragonswords" monster from your hand. Once per turn: You can increase the Level of all "Dragonswords" monsters you control by 1.

1600/1300

 

Master of the Brightening Dragonswords

Warrior-Type/LIGHT

Level 4

You can target 1 other "Dragonswords" monster you control; return that target to the hand, and if you do, Normal Summon 1 "Dragonswords" monster from your hand from your hand, and if you do, it gains 300 ATK and increase its Level by 1. You can only use this effect of "Master of the Brightening Dragonswords" once per turn.

1900/0

 

Master of the Darkening Dragonswords

Warrior-Type/DARK

Level 4

If your opponent controls a monster, and you control no monsters, you can Special Summon this card (from your hand). When a monster is Normal Summoned to your side of the field, except "Master of the Darkening Dragonswords": You can activate this effect; that monster gains 300 ATK and increase its Level by 1.

1400/1800

 

Extra Deck Monsters:

Legendary Dragonswords Master of Nature
Dragon-Type/EARTH/Xyz
Rank 4
2 Level 4 monsters
While face-up on the field, this card is also WIND-Attribute. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster on each side of the field; switch the Level/Rank of those targets until the end of this turn. If this card's Rank is 8 or higher, this card cannot be destroyed by battle or card effects.
2100/1700

Legendary Dragonswords Master of Elements
Dragon-Type/WATER/Xyz
Rank 5
2 Level 5 monsters
While face-up on the field, this card is also FIRE-Attribute. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls and 1 Normal Summoned monster you control; switch control of those targets until the end of this turn. Once per turn: You can banish 1 "Dragonswords" card from your Graveyard; increase the Level/Rank of all monsters on the field by 1.
2400/2100

Legendary Dragonswords Master of Chaos
Dragon-Type/DARK/Xyz
Rank 6
2 Level 6 "Dragonswords" monsters
While face-up on the field, this card is also LIGHT-Attribute. If this card is Xyz Summoned: Destroy all other face-up monsters on the field, except monsters whose Level/Rank is different from its original Level/Rank. Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; double its Level/Rank. All monsters your opponent controls lose ATK and DEF equal to their Level/Rank x 100.
2500/2300

Spell/Trap Cards:

Dance of the Dragonswords
Continuous Spell Card
During your Main Phase, you can Normal Summon 1 "Dragonswords" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) When a "Dragonswords" monster is Normal Summoned, your opponent cannot activate cards or effects. During your End Phase, if you did not Normal Summon this turn, send this card to the Graveyard.

Collection of Dragonswords
Normal Spell Card
Target 3 or more "Dragonswords" monsters in your Graveyard with different Attributes; shuffle all those targets into the Deck, then draw 2 cards. You can only activate 1 "Collection of Dragonswords" once per turn.

The Legendary Dragonswords
Equip Spell Card
Equip only to a "Dragonswords: monster. It gains ATK/DEF equal to its Level/Rank x 200. If this card is sent to the Graveyard because the equipped monster was used as an Xyz Material: You can return this card from your Graveyard to your hand. You can only activate 1 "The Legendary Dragonswords" per turn.

Counter of the Dragonswords
Counter Trap Card
If you control a "Dragonswords" monster whose Level/Rank is different from its original Level/Rank, when your opponent activates a Spell/Trap Card or monster effect: Negate the activation, and if you do, destroy it.

SUPERNATURAL ARCHETYPE (13/13):

Supernatural is an Archetype of Pendulum Monsters with various Types, Attributes and Levels. They focus on Fusion Summoning and also have Fusion Pendulum Monsters!

 

Their playstyle may be hard to figure out, but the idea is to Pendulum Summon 2 or more Supernatural monsters, then use the Pendulum Effects to Fusion Summon a Supernatural Fusion Monster, then forming a Chain so that the Fusion Monster destroys itself and places itself in the Extra Deck and that the Fusion Material's effect return a card in the Pendulum Zone to the hand and places a card from the Extra Deck in the Pendulum Zone, that being the Fusion Monster, then you can use Supernatural World to Pendulum Summon once again and Fusion Summon another monster.

 

You can also simply keep your Fusion Monsters and use their monster effects if you wish, or simply use your Pendulum Monsters' other effect to beat your opponent down, so as you can see, these can have a lot of different playstyles.

 

Main Deck Monsters:

 

Demon, the Supernatural Beast
Fiend-Type/DARK/Pendulum
Level 4
Scale 3
Pendulum Effect:
Unless you have a "Supernatural" card in your other Pendulum Zone, you cannot Pendulum Summon monsters. Once per turn, if you have a "Supernatural" card in your other Pendulum Zone: You can Fusion Summon any number of "Supernatural" Fusion Monsters using Pendulum Summoned "Supernatural" monsters you control as Fusion Materials.
 
Monster Effect:
Cannot be used as a Fusion Material, except for the Fusion Summon of a "Supernatural" Fusion Monster. You can only use 1 of the following effects of "Demon, the Supernatural Beast" per turn, and only once that turn.
● When this card is Pendulum Summoned from your hand: You can add 1 face-up "Supernatural" Pendulum Monster from your Extra Deck to your hand.
● If this card is placed face-up in your Extra Deck because it was used as a Fusion Material: You can target 1 card in your Pendulum Zone; return that target to your hand, then you can place 1 other face-up "Supernatural" Pendulum Monster from your Extra Deck in that Pendulum Zone.
1600/1500

Dragon, the Supernatural Beast
Dragon-Type/FIRE/Pendulum
Level 7
Scale 9
Pendulum Effect:
Unless you have a "Supernatural" card in your other Pendulum Zone, you cannot Pendulum Summon monsters. Once per turn, if you have a "Supernatural" card in your other Pendulum Zone: You can Fusion Summon any number of "Supernatural" Fusion Monsters using Pendulum Summoned "Supernatural" monsters you control as Fusion Materials.     
 
Monster Effect:
Cannot be used as a Fusion Material, except for the Fusion Summon of a "Supernatural" Fusion Monster. You can only use 1 of the following effects of "Dragon, the Supernatural Beast" per turn, and only once that turn.
● When this card is Pendulum Summoned from your hand: You can add 1 "Supernatural" card from your Deck to your hand, except "Dragon, the Supernatural Beast".
● If this card is place face-up in your Extra Deck because it was used as a Fusion Material: You can target 1 card in your Pendulum Zone; return that target to your hand, then you can place 1 other face-up "Supernatural" Pendulum Monster from your Extra Deck in that Pendulum Zone.
2300/2500

Banshee, the Supernatural Beast
Zombie-Type/DARK/Pendulum
Level 5
Scale 3
Pendulum Effect:
Unless you have a "Supernatural" card in your other Pendulum Zone, you cannot Pendulum Summon monsters. Once per turn, if you have a  "Supernatural" card in your other Pendulum Zone: You can Fusion Summon any number of "Supernatural" Fusion Monsters using Pendulum Summoned "Supernatural" monsters you control as Fusion Materials.
 
Monster Effect:
Cannot be used as a Fusion Material, except for the Fusion Summon of a "Supernatural" Fusion Monster. You can only use 1 of the following effects of "Banshee, the Supernatural Beast" per turn, and only once that turn.
● When this card is Pendulum Summoned from your hand: You can Fusion Summon 1 "Supernatural" Fusion Monster using monsters from your hand or side of the field as Fusion Materials.
● If this card is placed face-up in your Extra Deck because it was used as a Fusion Material: You can target 1 card in your Pendulum Zone; return that target to your hand, then you can place 1 other face-up "Supernatural" Pendulum Monster from your Extra Deck in that Pendulum Zone.
1000/2300

Kraken, the Supernatural Beast
Sea Serpent-Type/WATER/Pendulum
Level 5
Scale 9
Pendulum Effect:
Unless you have a "Supernatural" card in your other Pendulum Zone, you cannot Pendulum Summon monsters. Once per turn, if you have a  "Supernatural" card in your other Pendulum Zone: You can Fusion Summon any number of "Supernatural" Fusion Monsters using Pendulum Summoned "Supernatural" monsters you control as Fusion Materials.
 
Monster Effect:
Cannot be used as a Fusion Material, except for the Fusion Summon of a "Supernatural" Fusion Monster. You can only use 1 of the following effects of "Kraken, the Supernatural Beast" per turn, and only once that turn.
● When this card is Pendulum Summoned from your hand: You can target 1 "Supernatural" card in your Pendulum Zone; Special Summon that target.
● If this card is placed face-up in your Extra Deck because it was used as a Fusion Material: You can target 1 card in your Pendulum Zone; return that target to your hand, then you can place 1 other face-up "Supernatural" Pendulum Monster from your Extra Deck in that Pendulum Zone.
1800/2000

 
Werewolf, the Supernatural Beast
Beast-Warrior-Type/DARK/Pendulum
Level 6
Scale 3
Pendulum Effect:
Unless you have a "Supernatural" card in your other Pendulum Zone, you cannot Pendulum Summon monsters. Once per turn, if you have a  "Supernatural" card in your other Pendulum Zone: You can Fusion Summon any number of "Supernatural" Fusion Monsters using Pendulum Summoned "Supernatural" monsters you control as Fusion Materials.
 
Monster Effect:
Cannot be used as a Fusion Material, except for the Fusion Summon of a "Supernatural" Fusion Monster. You can only use 1 of the following effects of "Werewolf, the Supernatural Beast" per turn, and only once that turn.
● When this card is Pendulum Summoned from your hand: You can target 1 "Supernatural" monster in your Graveyard, except "Werewolf, the Supernatural Beast"; Special Summon that target, but its ATK and DEF become 0 and it is destroyed during the End Phase.
● If this card is placed face-up in your Extra Deck because it was used as a Fusion Material: You can target 1 card in your Pendulum Zone; return that target to your hand, then you can place 1 other face-up "Supernatural" Pendulum Monster from your Extra Deck in that Pendulum Zone.
2200/1500
 
Zombie, the Supernatural Beast
Zombie-Type/DARK/Pendulum
Level 4
Scale 9
Pendulum Effect:
Pendulum Effect:
Unless you have a "Supernatural" card in your other Pendulum Zone, you cannot Pendulum Summon monsters. Once per turn, if you have a  "Supernatural" card in your other Pendulum Zone: You can Fusion Summon any number of "Supernatural" Fusion Monsters using Pendulum Summoned "Supernatural" monsters you control as Fusion Materials.
 
Monster Effect:
Cannot be used as a Fusion Material, except for the Fusion Summon of a "Supernatural" Fusion Monster. You can only use 1 of the following effects of "Werewolf, the Supernatural Beast" per turn, and only once that turn.
● When this card is Pendulum Summoned from your hand: You can discard 1 "Supernatural" card; Special Summon 1 "Supernatural" monster from your Deck except "Zombie, the Supernatural Beast", but it cannot declare an attack this turn.
● If this card is placed face-up in your Extra Deck because it was used as a Fusion Material: You can target 1 card in your Pendulum Zone; return that target to your hand, then you can place 1 other face-up "Supernatural" Pendulum Monster from your Extra Deck in that Pendulum Zone.

1700/200

 

Fusion Monsters:

 

Chimera, the Supernatural Beast
Beast-Type/EARTH/Fusion/Pendulum
Level 8
Scale 3
Pendulum Effect:
Unless you have a "Supernatural" card in your other Pendulum Zone, you cannot Pendulum Summon monsters. Once per turn: You can discard 1 "Supernatural" card, then target up to 2 cards your opponent controls; return them to the hand.
 
Monster Effect:
2 "Supernatural" monsters
When this card is Fusion Summoned: You can destroy this card, and if you do, negate the effects of all face-up monsters your opponent controls (if any) until the end of this turn. Once per turn: You can send up to 2 face-up "Supernatural" monsters from your Extra Deck to your Graveyard; draw 1 card for each card sent to the Graveyard to activate this effect.
2600/2100
 
Bigfoot, the Supernatural Beast
Beast-Type/EARTH/Fusion/Pendulum
Level 6
Scale 9
Pendulum Effect:
Unless you have a "Supernatural" card in your other Pendulum Zone, you cannot Pendulum Summon monsters. Once per turn: You can target 1 "Supernatural" monster in your Graveyard; Special Summon that target.
 
Monster Effect:
2 "Supernatural" monsters
When this card is Fusion Summoned: You can destroy this card, and if you do, negate the effects of all face-up Spell/Trap Cards your opponent controls (if any) until the end of this turn. Once per turn: You can target 1 "Supernatural" card in your Graveyard; add that target to your hand, then discard 1 card.
2400/2400

 
Wendigo, the Supernatural Beast
Fiend-Type/DARK/Fusion/Pendulum
Level 7
Scale 3
Pendulum Effect:
Unless you have a "Supernatural" card in your other Pendulum Zone, you cannot Pendulum Summon monsters. Once per turn: You can target 1 "Supernatural" monster you control; it gains 1000f ATK and DEF.
 
Monster Effect:
2 "Supernatural" monsters
When this card is Fusion Summoned: You can destroy this card, and if you do, add 1 "Supernatural" monster from your Deck to your hand. After damage calculation, if this card battled an opponent's monster: Banish that monster. You can only use each effect of "Wendigo, the Supernatural Beast" once per turn.
2500/2300
 
Cyclops, the Supernatural Beast
Beast-Warrior-Type/EARTH/Fusion/Pendulum

Level 7

Scale 9

Pendulum Effect:
Unless you have a "Supernatural" card in your other Pendulum Zone, you cannot Pendulum Summon monsters. Once per turn, during either player's turn: You can target 1 "Supernatural" monster you control; this turn, it cannot be destroyed by battle or card effects.
 
Monster Effect:
2 "Supernatural" monsters

When this card is Fusion Summoned: You can destroy this card, and if you do, add 1 "Supernatural" Spell/Trap Card from your Deck to your hand. During either player's turn, when exactly 1 face-up "Supernatural" card you control is targeted by card effect that could have targeted this card: You can activate this effect; that Spell/Trap/effect now targets this face-up card on the field, instead. You can only use each effect of "Cyclops, the Supernatural Beast" once per turn.
2000/3000

Spell/Trap Cards:

Supernatural Fusion
Normal Spell Card
Fusion Summon any number of "Supernatural" Fusion Monsters using monsters from your hand or side of the field as Fusion Materials OR if you control no monsters and no other cards in your Spell & Trap Zone, you can send monsters from your Extra Deck to the Graveyard as Fusion Materials instead. You can only activate 1 "Supernatural Fusion" per turn.

Supernatural Transformation
Normal Spell Card
Target up to 2 "Supernatural" cards in your Pendulum Zones; destroy those targets, and if you do, place "Supernatural" cards in those Pendulum Zones from your hand or Deck. You can only activate 1 "Supernatural Transformation" per turn.

Supernatural World
Field Spell Card
If you have a "Supernatural" card in Pendulum Zone that is a Fusion Monster, you can Pendulum Summon twice per turn. You cannot activate cards and effects, except "Supernatural" cards and effects. During each of your End Phases, destroy this card unless you control a "Supernatural" monster.

Supernatural Selection
Normal Trap Card
If you control a "Supernatural" card in both your Pendulum Zone: Fusion Summon 1 "Supernatural" Fusion Monster by using monsters from your hand, side of the field or by sending monsters from Main Deck to the Graveyard as Fusion Materials. You cannot Special Summon duirng the turn you activate this card, except "Supernatural" monsters. You can only activate 1 "Supernatural Selection" per turn.    

DECAY DRAGON ARCHETYPE (13/13):

Decay Dragon is an Archetype of Dragon-Type/DARK Level 6 monsters which become Zombie-Type monsters when Special Summoned. They focus on Special Summoning, having no cards in your hand, and using effects when you have Zombie-Type monsters on the field.
 
Main Deck Monsters:
 
Decay Dragon - Albarith
Dragon-Type/DARK
Level 6
If this card was Special Summoned, it becomes Zombie-Type while face-up on the field. You can discard this card and 1 other monster; Special Summon 1 "Decay Dragon" monster from your Deck, except "Decay Dragon - Albarith". You can only use this effect of "Decay Dragon - Albarith" once per turn. If there are no cards in your hand, this card can attack your opponent directly.
1900/1900
 
Decay Dragon - Delora
Dragon-Type/DARK
Level 6
If this card was Special Summoned, it becomes Zombie-Type while face-up on the field. If there are no cards in your hand: You can banish this card and 1 other monster from your Graveyard, then target 1 "Decay Dragon" monster in your Graveyard; Special Summon that target. You can only use this effect of "Decay Dragon - Delora" once per turn. Once per turn, if this card inflicts battle damage to your opponent: You can add 1 "Decay" Spell/Trap Card from your Deck to your hand.
2300/700
 
Decay Dragon - Kassural
Dragon-Type/DARK
Level 6
If this card was Special Summoned, it becomes Zombie-Type while face-up on the field. If you have no other cards in your hand, you can Normal Summon it without Tributing. When this card is Special Summoned (except during the Damage Step), if you have no cards in your hand: You can target 1 monster your opponent controls; destroy that target. You can only use this effect of "Decay Dragon - Kassural" once per turn.
1800/2100
 
Decay Dragon - Olldran
Dragon-Type/DARK
Level 6
If this card was Special Summoned, it becomes Zombie-Type while face-up on the field. If you Special Summon a Zombie-Type monster(s) (except during the Damage Step), if you have no other cards in your hand: You can Special Summon this card from your hand. You can only use this effect of "Decay Dragon - Olldran" once per turn. Once per turn, when this card destroys an opponent's monster by battle and sends it to the Graveyard: You can target 1 "Decay Dragon" monster in your Graveyard, except "Decay Dragon - Olldran"; Special Summon that target.
2400/0
 

Decay Dragon - Talgul
Dragon-Type/DARK
Level 6
If this card was Special Summoned, it becomes Zombie-Type while face-up on the field. You can discard 1 card, then target 1 Spell/Trap Card your opponent controls; destroy that target. If you control another Zombie-Type monster, you can target 1 additional Spell/Trap Card. If there are no cards in your hand: You can target 1 "Decay" Spell/Trap Card in your Graveyard; add that target to your hand. You can only use 1 effect of "Decay Dragon - Talgul" per turn, and only once that turn.
2200/1400

 

Decay Dragon - Bestora

Dragon-Type/DARK

Level 6

If this card was Special Summoned, it becomes Zombie-Type while face-up on the field. If your opponent controls a monster, and you control no monsters: You can Special Summon this card from your hand. If there are no cards in your hand: You can target 1 of your banished "Decay Dragon" monsters, except "Decay Dragon - Bestora"; add that target to your hand. You can only use each effect of "Decay Dragon - Bestora" once per turn.

1600/1700

 

Decay Dragon - Kandulin
Dragon-Type/DARK
Level 6
Cannot be Normal Summoned/Set. Must first be Special Summoned by its own effect. When a Zombie-Type monster is destroyed by your opponent's card (either by battle or card effect), and sent to the Graveyard, except "Decay Dragon - Kandulin", while you have no cards in your hand: You can Special Summon this card from your Graveyard in Defense Position. You can only use this effect of "Decay Dragon - Kandulin" once per turn. If this card was Special Summoned, it becomes Zombie-Type while face-up on the field. Your opponent cannot target other Zombie-Type monsters you control with effects, except this one.    
1500/2500
 
Extra Deck Monsters:
 
Decay Dragon - Bludblir
Dragon-Type/DARK/Xyz
Rank 6
2 Level 6 Zombie-Type monsters
If this card was Xyz Summoned, it becomes Zombie-Type while face-up on the field. If you control no other monsters: You can detach 1 Xyz Material from this card; excavate the top 5 cards of your Deck, Special Summon 1 excavated Dragon or Zombie-Type monster, ignoring its Summoning conditions, also place the other cards on top of your Deck in any order. You can only use this effect of "Decay Dragon - Bludblir" once per turn. If there are no cards in your hand, all battle damage your opponent takes from battles involving Zombie-Type monsters is doubled.
2600/2300
 
Decay Dragon - Salmian
Dragon-Type/DARK/Xyz
Rank 6
2 Level 6 Zombie-Type monsters
If this card was Xyz Summoned, it becomes Zombie-Type while face-up on the field. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 Zombie-Type monster you control; this turn, it is unaffected by other monster effects, except Zombie-Type monster effects. If there are no cards in your hand, Zombie-Type monsters you control gain 300 ATK and DEF.        
2500/2400
 
Spell/Trap Cards:
 
Mountain of Decay
Field Spell Card
Once per turn, if the only card in your hand is a "Decay Dragon" monster and the only monsters you control (if any) are Zombie-Type monsters: You can Special Summon 1 "Decay Dragon" monster from your hand. If you have no cards in your hand and you control a "Decay Dragon" monster, neither player can Special Summon monsters from their Extra Deck, except Xyz Monsters.
 
Building Decay
Normal Spell Card
Discard 1 card, then if you control a Zombie-Type monster, you can add 1 "Decay Dragon" monster from your Deck to your hand. You can only activate 1 "Building Decay" per turn.
 
Decay Burning
Quick-Play Spell Card
If there are no other cards in your hand: Target 1 Zombie-Type monster you control; you cannot Special Summon other monsters during the turn, except "Decay Dragon" monsters, also destroy that target, and if you do, Special Summon 1 "Decay Dragon" monster from your Deck. You can only activate 1 "Decay Burning" per turn.
 
Decay Rising
Continuous Trap Card
If there are no cards in your hand: You can target 1 "Decay Dragon" monster in your Graveyard; Special Summon that target in Defense Position, but you cannot Special Summon monsters for the rest of the turn, except "Decay Dragon" monsters. You can only use this effect of "Decay Rising" once per turn. If this card leaves the field: Banish all monsters Special Summoned by this effect. If you control a monster that is not a Zombie-Type monster, destroy this card.

LEVIAFISH ARCHETYPE (12/12):

Leviafish is an Archetype of Fish-Type/WATER monsters which are also also Sea Serpent-Type. They are able to Special Summon themselves if you control a Leviafish with a Level other than the one they have themselves. They destroy themselves if you control a monster with the same Level as them though. They each have an effect that they can activate if 2 or more monsters battled this turn. Their playstyle can be pretty strange as they both encourage you to destroy themselves with their effects as well as keeping multiple monsters on the field at the same time. Their name is a portmanteau of Leviathan and Fish.

 

Monsters:

 

Leviafish Assassin

Fish-Type/WATER
Level 3

This card is also Sea Serpent-Type monster. If you control a non-Level 3 "Leviafish" monster, you can Special Summon this card (from your hand). You can only Special Summon "Leviafish Assassin" this way once per turn. If you control a Level 3 monster, other than this card, destroy this card. Once per turn, if 2 or more monsters you control declared an attack this turn: You can inflict 1000 damage to your opponent.

1300/400

 

Leviafish Patroller
Fish-Type/WATER
Level 4    
This card is also Sea Serpent-Type monster. If you control a non-Level 4 "Leviafish" monster, you can Special Summon this card (from your hand). You can only Special Summon "Leviafish Patroller" this way once per turn. If you control a Level 4 monster, other than this card, destroy this card. Once per turn, if 2 or more monsters you control declared an attack this turn: You can add 1 "Leviafish" card from your Deck to your hand, except "Leviafish Patroller".
1600/1400

Leviafish Raider
Fish-Type/WATER
Level 4
This card is also Sea Serpent-Type monster. If you control a non-Level 4 "Leviafish" monster, you can Special Summon this card (from your hand). You can only Special Summon "Leviafish Raider" this way once per turn. If you control a Level 4 monster, other than this card, destroy this card. Once per turn, if 2 or more monsters you control declared an attack this turn: You can target 1 other "Leviafish" monster you control; it gains 1000 ATK until the end of your next turn.
1800/0

Leviafish Wrecker
Fish-Type/WATER
Level 5
This card is also Sea Serpent-Type monster. If you control a non-Level 5 "Leviafish" monster, you can Special Summon this card (from your hand). You can only Special Summon "Leviafish Wrecker" this way once per turn. If you control a Level 5 monster, other than this card, destroy this card. Once per turn, if 2 or more monsters you control declared an attack this turn: You can target 1 Spell/Trap Card your opponent controls; destroy that target.
2200/1500

Leviafish Avenger
Fish-Type/WATER
Level 5
This card is also Sea Serpent-Type monster. If you control a non-Level 5 "Leviafish" monster, you can Special Summon this card (from your hand). You can only Special Summon "Leviafish Avenger" this way once per turn. If you control a Level 5 monster, other than this card, destroy this card. If 2 or more monsters you control declared an attack this turn: You can Tribute this card; Special Summon 1 "Leviafish" monster from your Deck, except "Leviafish Avenger". You can only use this effect of "Leviafish Avenger" once per turn.
2300/600

 

Leviafish Swimmer

Fish-Type/WATER

Level 6
This card is also Sea Serpent-Type monster. If you control a non-Level 6 "Leviafish" monster, you can Special Summon this card (from your hand). You can only Special Summon "Leviafish Swimmer" this way once per turn. If you control a Level 6 monster, other than this card, destroy this card. Once per turn, if 2 or more monsters you control declared an attack this turn: You can target 1 monster your opponent controls; return that target to the hand.

2400/0

 

Leviafish Retriever

Fish-Type/WATER
Level 7

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 2 "Leviafish" monsters with different Levels, and cannot be Special Summoned by other ways. This card is also Sea Serpent-Type monster. If you control a Level 7 monster, other than this card, destroy this card. Once per turn, if 2 or more monsters you control declared an attack this turn: You can target 1 "Leviafish" monster in your Graveyard; Special Summon that target.

2600/2400


Leviafish Veteran
Fish-Type/WATER
Level 8
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 2 "Leviafish" monsters with different Levels, and cannot be Special Summoned by other ways. This card is also Sea Serpent-Type monster. If you control a Level 8 monster, other than this card, destroy this card. Once per turn, if 2 or more monsters you control declared an attack this turn: You can banish 1 random card from your opponent's hand.
2700/2100

Spell/Trap Cards:

Leviafish Sneaking Slash
Continuous Spell Card
Once per turn: You can target 1 "Leviafish" monster you control; this turn, it can attack your opponent directly, but all damage your opponent takes from battles involving it is halved.

Leviafish Armor    
Equip Spell Card
Equip only to a "Leviafish" monster. It gains 300 ATK and if it attacks, it cannot be destroyed by battle. The equipped monster cannot be destroyed by monster effects.

Leviafish Harsh Ocean    
Field Spell Card
Once per turn: You can target 1 "Leviafish" monster you control, then declare a Level; that target's Level becomes the declared Level. Once per turn, if a "Leviafish" monster you control is sent to the Graveyard: You can Special Summon 1 "Leviafish Token" (Fish-Type/WATER/Level 1/500 ATK/500 DEF) in Attack Position. While you control 2 or more "Leviafish" monsters, "Leviafish Tokens" you control are also Sea Serpent-Type monsters.

Leviafish Berserk
Continuous Trap Card
When this card is activated: You can target 1 "Leviafish" monster in your Graveyard; Special Summon that target, but its effects cannot be activated. All "Leviafish" monsters you control gain 500 ATK and DEF. All monsters you control must attack, if able. You can only control 1 "Leviafish Berserk".

GLOWING SKIES ARCHETYPE (13/13):

Glowing Skies is an Archetype of Thunder-Type/LIGHT monsters based around swapping your cards in your Deck with cards in your Graveyard. This is mainly done by excavating cards through their effects. When they are swapped by a card effect, they get to activate their effects, similarly to Sylvans.
 
Main Deck Monsters:
 
Janai of the Glowing Skies
Thunder-Type/LIGHT
Level 4
If all face-up monsters you control (if any) are "Glowing Skies" monsters: You can discard this card; excavate the top 3 cards of your Deck, swap 1 excavated card with 1 "Glowing Skies" card in your Graveyard, also after that, shuffle your Deck. If this card in your Deck is swapped with with 1 "Glowing Skies" card in your Graveyard: You can Special Summon this card from your Graveyard. You can only use each effect of "Janai of the Glowing Skies" once per turn.
700/1900  
 
Galmin of the Glowing Skies
Thunder-Type/LIGHT
Level 4
You can Tribute this card, then target 1 face-up card your opponent controls; excavate the top 3 cards of your Deck, swap 1 excavated card with 1 "Glowing Skies" card in your Graveyard, then destroy that target, also after that, shuffle your Deck. If this card in your Deck is swapped with with 1 "Glowing Skies" card in your Graveyard: You can Special Summon 1 "Glowing Skies" monster from your hand in Defense Position, ignoring the Summoning conditions. You can only use each effect of "Galmin of the Glowing Skies" once per turn.
1500/1500
 
Kara of the Glowing Skies
Thunder-Type/LIGHT
Level 4
You can target 1 Spell/Trap Card on the field; change this card's battle position, and if you do, excavate the top 3 cards of your Deck, swap 1 excavated card with 1 "Glowing Skies" card in your Graveyard, then destroy that target, also after that, shuffle your Deck. If this card in your Deck is swapped with with 1 "Glowing Skies" card in your Graveyard: You can target 1 "Glowing Skies" monster you control; return that target to your hand, then excavate the top 5 cards of your Deck, then you can Special Summon 1 excavated "Glowing Skies" monster, ignoring the Summoning conditions, also place the rest on top of of your Deck in any order. You can only use each effect of "Kara of the Glowing Skies" once per turn.
1600/1200
 
Aldis of the Glowing Skies
Thunder-Type/LIGHT
Level 4
If this card is sent to the Graveyard as a Synchro Material: You can excavate cards from the top of your Deck equal to the Level of that Synchro Monster, swap any number of excavated cards with an equal number of "Glowing Skies" cards in your Graveyard, also after that, shuffle your Deck. If this card in your Deck is swapped with with 1 "Glowing Skies" card in your Graveyard: You can draw 2 cards, then place 1 card from your hand on top of your Deck. You can only use each effect of "Aldis of the Glowing Skies" once per turn.
1700/300
 
Harun of the Glowing Skies
Thunder-Type/LIGHT
Level 4
Cannot be Normal Summoned/Set. Must first Special Summoned by its own effect. If you control no monsters: You can excavate the top 5 cards of your Deck, swap 1 excavated card with 1 "Glowing Skies" card in your Graveyard, then Special Summon this card from your hand, also after that, shuffle your Deck. If this card in your Deck is swapped with with 1 "Glowing Skies" card in your Graveyard: You can target 1 "Glowing Skies" card in your Graveyard, except "Harun of the Glowing Skies"; shuffle that target into your Deck, then draw 1 card. You can only use each effect of "Harun of the Glowing Skies" once per turn.  
1800/0
 
Hasus of the Glowing Skies
Thunder-Type/LIGHT/Tuner
Level 4
When using this card as Synchro Material, the other Synchro Material(s) must be "Glowing Skies" monsters. If this card is the only monster you control: You can excavate the top 3 cards of your Deck, swap 1 excavated card with 1 "Glowing Skies" card in your Graveyard, then add 1 "Glowing Skies" card from your Deck to your hand, except "Hasus of the Glowing Skies", then shuffle your Deck. If this card in your Deck is swapped with with 1 "Glowing Skies" card in your Graveyard: You can swap 1 "Glowing Skies" card in your Deck with 1 "Glowing Skies" card in your Graveyard, also after that, shuffle your Deck. You can only use each effect of "Hasus of the Glowing Skies" once per turn.
1300/1600
 
Kudo of the Glowing Skies
Thunder-Type/LIGHT/Tuner
Level 3
When using this card as Synchro Material, the other Synchro Material(s) must be "Glowing Skies" monsters. If this card is Normal or Special Summoned: You can excavate the top 5 cards of your Deck, swap 1 excavated card with 1 "Glowing Skies" card in your Graveyard, also after that, shuffle your Deck. If this card in your Deck is swapped with with 1 "Glowing Skies" card in your Graveyard: You can target "Glowing Skies" card in your Graveyard, except "Kudo of the Glowing Skies"; place that target on the top of your Deck. You can only use each effect of "Kudo of the Glowing Skies" once per turn.
1400/1200
 
Extra Deck Monsters:
 
Railin of the Glowing Skies
Thunder-Type/LIGHT/Synchro
Level 7
1 LIGHT Tuner + 1 or more non-Tuner monsters
When this card is Synchro Summoned: You can swap 1 card in your Deck with 1 card in your Graveyard, also after that, shuffle your Deck. When this card destroys an opponent's monster by battle and sends it to the Graveyard: You can target 1 Thunder-Type monster in your Graveyard, except "Railin of the Glowing Skies"; Special Summon that target, but it cannot attack this turn. You can only use each effect of "Railin of the Glowing Skies" once per turn.
2400/2200
 
Cintra of the Glowing Skies
Thunder-Type/LIGHT/Synchro
Level 8
1 LIGHT Tuner + 1 or more non-Tuner monsters
Must be Synchro Summoned, and cannot be Special Summoned by other ways. Once per turn: You can excavate the top 5 cards of your Deck, swap as many excavated cards with as many "Glowing Skies" cards in your Graveyard as possible, also after that, shuffle your Deck. Each time a "Glowing Skies" card(s) in your Deck is swapped with a "Glowing Skies" card(s) in your Graveyard, place 1 Glow Counter on this card for each of those cards. This card gains these effects, based on the number of Glow Counters on it.   
● 3 or more: If this card attacks, your opponent cannot activate cards or effects until the end of the Damage Step.
● 5 or more: This card is unaffected by your opponent's card effects that do not target it.
● 10 or more: You can Tribute this card; each player swaps the cards in their Graveyard (min. 5) with the cards in their Deck (min. 5).
2600/2300
 
Spell/Trap Cards:
 
Opening in the Glowing Skies
Normal Spell Card
Discard 1 card; swap 1 "Glowing Skies" card in your Deck with 1 "Glowing Skies" card in your Graveyard, also after that, shuffle your Deck. You can only activate 1 "Opening the Glowing Skies" per turn.                  
 
Hole in the Glowing Skies
Normal Spell Card
Excavate the top 3 cards of your Deck, swap as many excavated "Glowing Skies" cards with as many "Glowing Skies" cards in your Graveyard as possible, also after that, shuffle your Deck. You can only activate 1 "Hole in the Glowing Skies" per turn.
 
Clouds of the Glowing Skies
Field Spell Card
"Glowing Skies" monsters gain 100 ATK and DEF for each "Glowing Skies" card in your Graveyard with a different name. During your Draw Phase: Instead of conduction your normal draw for your Draw Phase: You can excavate the top 5 cards of your Deck, swap 1 excavated card with 1 "Glowing Skies" card in your Graveyard, also after that, shuffle your Deck.
 
Smoke of the Glowing Skies
Continuous Trap Card
Once per turn, when another "Glowing Skies" card(s) is targeted for an attack or opponent's card effect: You can excavate the top card of your Deck, and if it is a "Glowing Skies" card, swap it with a "Glowing Skies" card in your Graveyard, then negate that attack or effect, and if you do, destroy that card, also after that, shuffle your Deck. If you control a monster that is not a "Glowing Skies" monster, destroy this card.

CLOCKWORK ARCHETYPE (10/10):

Clockwork is a Machine-Type/EARTH Pendulum Archetype of Level 3 and 4 monsters. They focus on making replays happen to trigger the Pendulum Effects. They make this happen whenever they attack or by using their Spell/Trap Cards. They also have Pendulum Xyz Monsters, the first Archetype of mine to use those.

 

Main Deck Monsters:

 

Clockwork Gear
Machine-Type/EARTH/Pendulum
Level 4
Scale 2
Pendulum Effect:    
You cannot Pendulum Summon monsters, except "Clockwork" monsters. This effect cannot be negated. Once per turn, if a replay occurs while you have a "Clockwork" card in your other Pendulum Zone with a Pendulum Scale of 5: You can target 1 "Clockwork" card in your Graveyard; shuffle that target into the Deck, then draw 1 card.

Monster Effect:
Once per turn, if this card was Pendulum Summoned, when this card targets an opponent's monster for an attack: You can target 1 other "Clockwork" card you control; destroy that target, and if you do, return the attack target to the hand.
1700/1200

Clockwork Dial
Machine-Type/EARTH/Pendulum
Level 4
Scale 5
Pendulum Effect:
You cannot Pendulum Summon monsters, except "Clockwork" monsters. This effect cannot be negated. Once per turn, if a replay occurs while you have a "Clockwork" card in your other Pendulum Zone with a Pendulum Scale of 2: You can add 1 face-up "Clockwork" non-Xyz Pendulum Monster from your Extra Deck to your hand.

Monster Effect:
Once per turn, if this card was Pendulum Summoned, when this card targets an opponent's face-up monster for an attack: You can return the attack target to the hand, then your opponent can Special Summon 1 monster from their hand whose Level is less than or equal to the returned monster's Level on the field.
1600/1600

Clockwork Spring
Machine-Type/EARTH/Pendulum
Level 3
Scale 2
Pendulum Effect:
You cannot Pendulum Summon monsters, except "Clockwork" monsters. This effect cannot be negated. Once per turn, if a replay occurs while you have a "Clockwork" card in your other Pendulum Zone with a Pendulum Scale of 5: You can target 1 "Clockwork" monster you control; it gains 1000 ATK until the end of the Battle Phase.

Monster Effect:
Once per turn, if this card was Pendulum Summoned, when this card targets an opponent's face-up monster for an attack: You can target 1 monster in either player's Graveyard; Special Summon that target to your opponent's side of the field in Attack Position, but its effects are negated.
1400/1200

Clockwork Repeater
Machine-Type/EARTH/Pendulum
Level 3
Scale 5
Pendulum Effect:
You cannot Pendulum Summon monsters, except "Clockwork" monsters. This effect cannot be negated. Once per turn, if a replay occurs while you have a "Clockwork" card in your other Pendulum Zone with a Pendulum Scale of 2: You can target 1 "Clockwork" monster you control; it is unaffected by your opponent's card effects until the end of this turn.

Monster Effect:
Once per turn, if this card was Pendulum Summoned, when this card targets an opponent's face-up monster for an attack: You can discard 1 card; destroy the attack target.
1500/1100

 

Extra Deck Monsters:


Clockwork Pendulum
Machine-Type/EARTH/Pendulum/Xyz
Rank 4
Scale 2
Pendulum Effect:
You cannot Pendulum Summon monsters, except "Clockwork" monsters. This effect cannot be negated. Once per turn, if a replay occurs while you have a "Clockwork" card in your other Pendulum Zone with a Pendulum Scale of 5: You can destroy all face-up Spell/Trap Cards your opponent controls.

Monster Effect:
2 Level 4 "Clockwork" monsters
If you can Pendulum Summon Level 4 monsters, you can Pendulum Summon this face-up card from your Extra Deck. Once per turn, when this card targets an opponent's monster for attack: You can detach 1 Xyz Material from this card; destroy the attack target. When this card leaves the Monster Zone: You can target "Clockwork" card in your Pendulum Zone; destroy that target, and if you do, place this card in that Pendulum Zone.
2500/1900


Clockwork Oscillator
Machine-Type/EARTH/Pendulum/Xyz
Rank 3
Scale 5
Pendulum Effect:
You cannot Pendulum Summon monsters, except "Clockwork" monsters. This effect cannot be negated. Once per turn, if a replay occurs while you have a "Clockwork" card in your other Pendulum Zone with a Pendulum Scale of 2: You can destroy all Set Spell/Trap Cards your opponent controls.

Monster Effect:
2 Level 3 "Clockwork" monsters
If you can Pendulum Summon Level 3 monsters, you can Pendulum Summon this face-up card from your Extra Deck. Once per turn, when this card targets an opponent's monster for attack: You can detach 1 Xyz Material from this card; return the attack target to the hand. When this card leaves the Monster Zone: You can target "Clockwork" card in your Pendulum Zone; destroy that target, and if you do, place this card in that Pendulum Zone.
2000/1600

Spell/Trap Cards:

Clockwork Timescale
Quick-Play Spell Card
Target 1 "Clockwork" monster in your Graveyard or side of the field; place that target in 1 of your Pendulum Zones. After you activate this card, you cannot Special Summon monsters for the rest of the turn, except "Clockwork" monsters. You can only activate 1 "Clockwork Timescale" per turn.

Clockwork Timespace
Field Spell Card
Activate only if the only monsters you control are "Clockwork" monsters. All "Clockwork" monsters you control gain 300 ATK and DEF. If a replay occurs: You can add 1 "Clockwork" card from your Deck to your hand, except "Clockwork Timespace". You can only use this effect of "Clockwork Timespace" once per turn.

Clockwork Timeout
Normal Trap Card
When a "Clockwork" monster you control is targeted for an attack: Return the attack target to the hand or face-up in the Extra Deck, and if you do, you can Special Summon 1 "Clockwork" monster from your hand with a different name. You can only activate 1 "Clockwork Timeout" per turn.

Clockwork Timesaver
Counter Trap Card
When a "Clockwork" card(s) you control is targeted by your opponent's card effect: Negate the activation, and if you do, destroy it. You must control 2 "Clockwork" cards in your Pendulum Zones, with Pendulum Scales of 2 and 5 to activate and to resolve this effect. You can only activate 1 "Clockwork Timesaver" per turn.

GAMBLERUPTION ARCHETYPE (10/10):

Gambleruption is an Archetype of Pyro-Type/FIRE monsters that focus on coin tosses. "Volcano Casino" is an important card so that they do not have to rely on luck as much. They both have Synchro and Xyz options.

 

 

Main Deck Monsters:

 

Gambleruption Pit Boss
Pyro-Type/FIRE
Level 4
If you control "Volcano Casino" and no monsters, you can Special Summon this card (from your hand). If Summoned this way, if you did not toss a coin this turn while this card was face-up on the field, during the End Phase: Destroy it. Once per turn: You can target up to 3 face-up monsters your opponent controls; toss coins equal to the number of targets, then assign each result to different targets. Each target with a result of Heads lose 500 ATK and DEF.
1600/1500
 
Gambleruption Floorman
Pyro-Type/FIRE
Level 4
If you control "Volcano Casino" and no monsters, you can Special Summon this card (from your hand). If Summoned this way, if you did not toss a coin this turn while this card was face-up on the field, during the End Phase: Destroy it. Once per turn, during either player's turn: You can target 1 monster your opponent controls; toss 1 coin. If the result is Heads, change that target's battle position. If the result is Tails, your opponent can change the battle position of 1 monster they control.
1800/1000

Gambleruption Bookie    
Pyro-Type/FIRE
Level 4
If you control "Volcano Casino" and no monsters, you can Special Summon this card (from your hand). If Summoned this way, if you did not toss a coin this turn while this card was face-up on the field, during the End Phase: Destroy it. Once per turn, during either player's turn, if your opponent controls a face-up monster: You can toss a coin. If the result is Heads, switch the ATK and DEF of a monster your opponent controls. If the result is Tails, your opponent can switch the ATK and DEF of 1 monster you control.
1400/1700

Gambleruption Low Roller
Pyro-Type/FIRE/Tuner
Level 1
If you control "Volcano Casino" and no monsters, you can Special Summon this card (from your hand). If Summoned this way, if you did not toss a coin this turn while this card was face-up on the field, during the End Phase: Destroy it. Once per turn: You can toss a coin. If the result is Heads, add 1 "Gambleruption" card from your Deck to your hand, except "Gambleruption Grabber". If the result is Tails, Special Summon 1 "Gambleruption Token" (Pyro-Type/FIRE/Level 1/ATK 300/DEF 300) to your opponent's side of the field in Defense Position.
500/0

Gambleruption Croupier
Pyro-Type/FIRE/Tuner
Level 1
If you control "Volcano Casino" and no monsters, you can Special Summon this card (from your hand). If Summoned this way, if you did not toss a coin this turn while this card was face-up on the field, during the End Phase: Destroy it. Once per turn: You can toss a coin. If the result is Heads, draw 1 card. If the result is Tails, Special Summon 1 "Gambleruption Token" (Pyro-Type/FIRE/Level 1/ATK 300/DEF 300) to your opponent's side of the field in Defense Position.
1000/500
 

Extra Deck Monsters:


Gambleruption Shuffler
Pyro-Type/FIRE/Synchro
Level 5
1 "Gambleruption" Tuner + 1 or more non-Tuner Pyro-Type monsters
When Synchro Summoned, if you control "Volcano Casino", cards and effects cannot be activated. This card is unaffected by effects that do no target it. Once per turn: You can target up to 3 monsters your opponent controls; toss coins equal to the number of targets. If all of the results are Heads, destroy those targets, then if you destroyed all the targeted monsters by this effect, inflict 1000 damage to your opponent. After you activate this effect, this card cannot attack for the rest of the turn.
2400/2000
 
Gambleruption High Roller
Pyro-Type/FIRE/Xyz
Level 4
2 or more Level 4 Pyro-Type monsters
If this card is Xyz Summoned: You can activate 1 "Volcano Casino" directly from your Deck. Once per turn: You can detach any number of Xyz Materials from this card, then target 1 "Volcano Casino" on the field; place Casino Counters on that target equal to the number of Xyz Materials detached. Once per turn: You can toss a coin. If the result is Heads, this card is unaffected by your opponent's card effects until the end of your opponent's next turn. If the result is Tails, halve this card's ATK and DEF until the end of your opponent's next turn.
2100/1500

Spell/Trap Cards:

Volcano Casino
Field Spell Card
(This card is always treated as a "Gambleruption" card.)
If you toss a coin(s) because of a "Gambleruption" card effect: Place 1 Casino Counter on this card for each of those coin tosses. All "Gambleruption" monsters gain 100 ATK and DEF for each Casino Counter on this card. If you would toss a coin(s) because of a "Gambleruption" card effect, you can remove 1 Casino Counter from this card instead for each coin toss, then choose the result.
 
Risk Versus Reward
Normal Spell Card
(This card is always treated as a "Gambleruption" card.)
If you control "Volcano Casino": Toss up to 3 coins. If all of the results are Heads, draw 1 card for each coin toss, then place 1 card from your hand on top of your Deck. If all the results are Tails, discard 1 card. You can only activate 1 "Risk Versus Reward" per turn.

The House Always Wins
Normal Trap Card
(This card is always treated as a "Gambleruption" card.)
Activate this card during a Chain where you activated a "Gambleruption" card effect that would toss a coin(s) when it resolves: When you would toss the first coin, you choose the result instead of tossing that coin (you must still toss the other coins). During your turn, except during the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Volcano Casino" on the field; place 2 Casino Counters on that target.

TRANSLUCENT DRAGON ARCHETYPE (14/14):

Translucent Dragon is an Archetype of Wyrm-Type/LIGHT monsters which all share this line: "Cannot be targeted for an attack, but if the only monsters you control are "Translucent" monsters, they can attack you directly." Their playstyle focuses on making your opponent attack you directly for their various effects. More to come.

Main Deck Monsters:

Baldarr, the Translucent Dragon
Wyrm-Type/LIGHT
Level 3
When your opponent declares a direct attack: You can Special Summon this card from your hand. You must control a "Translucent" monster to activate and to resolve this effect. You can only use this effect of "Baldarr, the Translucent Dragon" once per turn. Cannot be targeted for an attack, but if the only monsters you control are "Translucent" monsters, they can attack you directly.
1000/1500
 

Rollam, the Translucent Dragon

Wyrm-Type/LIGHT

Level 3

If a "Translucent Dragon" monster you control is destroyed by your opponent's card (either by battle or card effect): You can Special Summon this card from your hand, and if you do, this card gains 500 ATK until the end of this turn. You can only use this effect of "Rollam, the Translucent Dragon" once per turn. Cannot be targeted for an attack, but if the only monsters you control are "Translucent" monsters, they can attack you directly.

1500/1000

 

Kalwin, the Translucent Dragon

Wyrm-Type/LIGHT
Level 4

If you take battle damage: You can discard this card, then target 1 "Translucent Dragon" monster in your Graveyard, except "Kalwin, the Translucent Dragon"; add that target to your hand. You can only use this effect of "Kalwin, the Translucent Dragon" once per turn. Cannot be targeted for an attack, but if the only monsters you control are "Translucent" monsters, they can attack you directly.

1400/1800

 

Bingol, the Translucent Dragon

Wyrm-Type/LIGHT
Level 4

When this card inflicts battle damage to your opponent: You can draw 1 card and reveal it, then if it is a "Translucent Dragon" monster, you can Special Summon it in Defense Position. After you activate this effect, you cannot Special Summon other monsters for the rest of the turn, except Wyrm-Type monsters. You can only use this effect of "Bingol, the Translucent Dragon" once per turn. Cannot be targeted for an attack, but if the only monsters you control are "Translucent" monsters, they can attack you directly.

1800/1400

 

Hamus, the Translucent Dragon

Wyrm-Type/LIGHT
Level 5

When your opponent declares a direct attack: You can Special Summon this card from your hand, and if you do, change the attack target to this card and proceed to damage calculation. During the End Phase of the turn this effect is activated, if you control a monster that is not a "Translucent Dragon" monster, banish this card. You can only use this effect of "Hamus, the Translucent Dragon" once per turn. Cannot be targeted for an attack, but if the only monsters you control are "Translucent" monsters, they can attack you directly.

2000/2200

 

Ilrad, the Translucent Dragon

Wyrm-Type/LIGHT
Level 5

You can Tribute 1 "Translucent Dragon" monster; Special Summon this card from your hand. After you activate this effect, you cannot Special Summon other monsters for the rest of the turn, except Wyrm-Type monsters. You can only use this effect of "Ilrad, the Translucent Dragon" once per turn. Cannot be targeted for an attack, but if the only monsters you control are "Translucent" monsters, they can attack you directly.

2200/2000

 

Extra Deck Monsters:

 

Lorem, the Translucent Dragon

Wyrm-Type/LIGHT
Rank 3

2 Level 3 Wyrm-Type monsters

Once per turn: You can detach 1 Xyz Material from this card, then target 1 "Translucent Dragon" monster you control; it can attack your opponent directly this turn, but other monsters you control cannot declare an attack this turn, except "Translucent Dragon" monsters. Cannot be targeted for an attack, but if the only monsters you control are "Translucent" monsters, they can attack you directly.

2000/0

 

Almiran, the Translucent Dragon

Wyrm-Type/LIGHT

Rank 4

2 Level 4 Wyrm-Type monsters

Once per turn, if this card is targeted by your opponent's card effect during your turn: You can detach 1 Xyz Material from this card; negate the activation, and if you do, destroy it (this is a Quick Effect). Cannot be targeted for an attack, but if the only monsters you control are "Translucent" monsters, they can attack you directly.

2400/1500

 

Drafnor, the Translucent Dragon

Wyrm-Type/LIGHT
Rank 5
2 Level 5 Wyrm-Type monsters
Once per turn, when this card destroys an opponent's monster by battle: You can detach 1 Xyz Material from this card; Special Summon 1 Wyrm-Type monster from your Deck in Defense Position. Cannot be targeted for an attack, but if the only monsters you control are "Translucent" monsters, they can attack you directly.
2600/2000

Spell/Trap Cards:

Light Scattering Surface
Field Spell Card
If you control a "Translucent Dragon" monster, your opponent must attack you, if able. Once per turn, if you take battle damage from a direct attack: You can target 1 "Translucent Dragon" monster in your Graveyard; discard 1 card, and if you do, Special Summon that target.

Camouflage
Quick-Play Spell Card
When a "Translucent Dragon" monster(s) you control is targeted by an opponent's card effect: Negate the activation, and if you do, destroy it, then banish the targeted monster(s) until the next Standby Phase. You can only activate 1 "Camouflage" per turn.

Frosted Glass
Normal Trap Card
When your opponent declares a direct attack: Special Summon 1 "Translucent Dragon" monster from your Deck with a different name than a "Translucent Dragon" monster you control in Defense Position, but its effects are negated until the end of this turn. You must control a "Translucent Dragon" monster to activate and to resolve this effect. You can only activate 1 "Frosted Glass" per turn.

Turbidity
Normal Trap Card
Target 1 "Translucent Dragon" monster you control; return it to the hand, and if you do, Special Summon 1 "Translucent Dragon" monster from your hand with a different name. You can only activate 1 "Turbidity" per turn.

CRIPTIC ARCHETYPE (15/15):

Criptic is an Archetype based around having the opponent control a monster with the same Attribute as your own monster. Doing so unlocks other effects of the cards. They are all Psychic-Type of various Levels and Attributes, and have Fusion Monstes which are Level 8. Each Main Deck monster has an effect that changes the Attribute of the opponet's monster if you control a Criptic Spel/Trap Card, which are an important part of the Archetype. They are based on various puzzles and games, hence their name.

 

Main Deck Monsters:

 

Criptic Rebusius
Psychic-Type/EARTH
Level 4
When this card is Summoned, if you control a "Criptic" Spell/Trap Card: You can target 1 face-up monster your opponent controls, then declare an Attribute; that target's Attribute becomes the declared Attribute. If your opponent controls an EARTH monster, when this card battles a monster your opponent controls, it gains 500 ATK and DEF during damage calculation only. If this card is sent to the Graveyard as a Fusion Material for the Fusion Summon of a "Criptic" monster: You can discard 1 card; add 1 "Criptic" card from your Deck to your hand, except "Criptic Rebusius".
1800/1400

Criptic Tangrammo
Psychic-Type/FIRE
Level 5
You can send 1 "Criptic" card you control to the Graveyard; Special Summon this card from your hand. When this card is Summoned, if you control a "Criptic" Spell/Trap Card: You can target 1 face-up monster your opponent controls, then declare an Attribute; that target's Attribute becomes the declared Attribute. You can target 1 FIRE monster your opponent controls; return that target to the top of the Deck. You can only use each effect of "Criptic Tangrammo" once per turn.
2200/1600

Criptic Mazekka
Psychic-Type/DARK
Level 3
If you control no monsters, and your opponent controls a monster, you can Special Summon this card (from your hand) by sending 1 other "Criptic" card from your hand to the Graveyard. When this card is Summoned, if you control a "Criptic" Spell/Trap Card: You can target 1 face-up monster your opponent controls, then declare an Attribute; that target's Attribute becomes the declared Attribute. Once per turn, if your opponent controls a DARK monster: You can target 1 Spell/Trap Card your opponent controls; destroy that target. Your opponent cannot activate Spell/Trap Cards in response to this effect's activation.
600/1800

 

Criptic Jigsawzu
Psychic-Type/WATER
Level 4
If a "Criptic" monster(s) you control is destroyed by your opponent's card (either by battle or by card effect) and sent to the Graveyard: You can Special Summon this card from your hand. When this card is Summoned, if you control a "Criptic" Spell/Trap Card: You can target 1 face-up monster your opponent controls, then declare an Attribute; that target's Attribute becomes the declared Attribute. Once per turn, during either player's turn, if your opponent controls a WATER monster: You can Fusion Summon 1 "Criptic" Fusion Monster using monsters you control as Fusion Material.
1500/1500    

Criptic Sokobanner
Psychic-Type/WIND
Level 4
When this card is Summoned, if you control a "Criptic" Spell/Trap Card: You can target 1 face-up monster your opponent controls, then declare an Attribute; that target's Attribute becomes the declared Attribute. When this card destroys an opponent's monster by battle: You can target 1 "Criptic" monster in your Graveyard with a different Attribute than the destroyed monster's Attribute on the field; Special Summon that target in Defense Position. If your opponent controls a WIND monster, "Criptic" Spell/Trap Cards cannot be destroyed by your opponent's card effects.
1900/0

Criptic Nurikabela
Psychic-Type/LIGHT
Level 2
During the turn this card is Normal Summoned, you can Normal Summon 1 "Criptic" monster in addition to your Normal Summon/Set this turn (you can only gain effect once per turn). When this card is Summoned, if you control a "Criptic" Spell/Trap Card: You can target 1 face-up monster your opponent controls, then declare an Attribute; that target's Attribute becomes the declared Attribute. Once per turn: You can target 1 LIGHT monster your opponent controls; change both this card and that target's battle position.
1000/1000

 

Fusion Monsters:


Criptic Sodokura
Psychic-Type/EARTH/Fusion
Level 8
2 "Criptic" monsters with different Attributes
If your opponent controls a monster with the same Attribute(s) as the Attribute of at least 1 of the Fusion Materials used for this card's Fusion Summon, this card cannot be destroyed by card effects. Once per turn, if your opponent controls an EARTH monster: You can target 1 "Criptic" Spell/Trap Card in your Graveyard; add that target to your hand. You cannot declare an attack during the turn you use this effect, except with "Criptic" monsters.
2600/2500

Criptic Rubikzar
Psychic-Type/FIRE/Fusion
Level 8
2 "Criptic" monsters with different Attributes
This card can attack all monsters your opponent controls with the same Attribute(s) as the Fusion Materials used for this card's Fusion Summon, once each. Once per turn, if your opponent controls a FIRE monster: You can target 2 "Criptic" cards in your Graveyard; shuffle those targets into the Deck, then draw 1 card.
2600/2200

Criptic Pentominora
Psychic-Type/DARK/Fusion
Level 8
2 "Criptic" monsters with different Attributes
When this card is Fusion Summoned: You can target up to 2 monsters your opponent control with the same Attribute(s) as the Fusion Materials used for this card's Fusion Summon; negate their effects. If your opponent controls a DARK monster, you take no battle or effect damage and any damage you would have taken from battles involving "Criptic" monsters is inflicted to your opponent.
2600/2400    

 

Criptic Kakurola
Psychic-Type/WATER/Fusion    
Level 8
2 "Criptic" monsters with different Attributes
If your opponent controls a monster with the same Attribute(s) as the Attribute of at least 1 of the Fusion Materials used for this card's Fusion Summon, this card cannot be destroyed by battle. Once per turn: You can target 1 WATER monster your opponent controls; destroy that target. This card cannot declare a direct attack during the turn you use this effect.    
2600/2100
    
Criptic Anagramma
Psychic-Type/WIND/Fusion
Level 8
2 "Criptic" monsters with different Attributes    
When this card is Fusion Summoned: You can target Spell/Trap Cards your opponent controls up to number of monsters your opponent controls with the same Attributes as the Fusion Materials used for this card's Fusion Summon; destroy those targets. If your opponent contols a WIND monster, any battle damage this card inflicts to your opponent is doubled.
2600/2300

Criptic Yajilinju
Psychic-Type/LIGHT/Fusion    
Level 8    
2 "Criptic" monsters with different Attributes    
If your opponent controls a monster with the same Attribute(s) as the Attribute of at least 1 of the Fusion Materials used for this card's Fusion Summon, this card cannot be targeted by your opponent's Spell/Trap effects. If your opponent controls a LIGHT monster, they cannot add cards from their Deck or Graveyard to their hand, except by drawing them.
2600/2000

Spell/Trap Cards:

The Criptic Puzzle: Easy
Continuous Spell Card
Activate only if you control no other "Criptic" Spell/Trap Cards. During your Main Phase 1: You can Fusion Summon 1 "Criptic" Fusion Monster from your Extra Deck, using "Criptic" monsters from your hand or side of the field as Fusion Materials. If your opponent controls a monster with the same Attribute as a "Criptic" monster you control, you can also shuffle monsters from your Graveyard into the Deck as Fusion Materials. You can only use this effect of "The Criptic Puzzle: Easy" once per turn. At the start of your Standby Phase: You can send this face-up card in your Spell & Trap Zone to the Graveyard; activate 1 "The Criptic Puzzle: Medium" directly from your hand or Deck.

The Criptic Puzzle: Medium
Continuous Spell Card
Activate only if you control no other "Criptic" Spell/Trap Cards. All "Criptic" monsters you control cannot be targeted for attacks or effects with monsters with the same Attribute as them, also they gain 300 ATK and DEF. At the start of your Standby Phase: You can send this face-up card in your Spell & Trap Zone to the Graveyard; activate 1 "The Criptic Puzzle: Hard" directly from your hand or Deck.

The Criptic Puzzle: Hard
Continuous Trap Card
Activate only if you control no other "Criptic" Spell/Trap Cards. If a "Criptic" monster is destroyed by battle with an opponent's monster: You can Special Summon 1 "Criptic" monster from your Deck with the same Attribute as the monster that destroyed it from your Deck, but it cannot be used as a Synchro or Xyz Material. You can only use this effect of "The Criptic Puzzle: Hard" once per turn. At the start of your Standby Phase: You can send this face-up card in your Spell & Trap Zone to the Graveyard; activate 1 "The Criptic Puzzle: Easy" directly from your hand or Deck.

ENOCHIAN ARCHETYPE (15/15):

Enochian is an Archetype that focuses on Ritual Summons and sending cards from the top of your opponent's Deck to the Graveyard.
 
The non-Ritual Monsters, are Spellcaster-Type monsters with various Attributes, and all have the same last effect that mills cards from your opponent's Deck.
 
The Ritual Monsters are all Fairy-Type/LIGHT monsters going from Level 4-6 and with with one Level 10 monster. The Level 4-6 share the same kind of effect of gaining 200 ATK/DEF for each other Enochian monster you control, an effect that activates when a card is sent from the top of the opponent's Deck to the Graveyard, and a Continuous Effect that protects it against opponent's cards in various ways.
 
They are based on Enochian, an angelic language, which is where the monster's names come from, and the Spell Cards are related to Enochian magic in various ways.
 
Non-Ritual Monsters:
 
Drux, the Enochian Magician
Spellcaster-Type/WIND
Level 4
When this card is Normal or Flip Summoned: You can add 1 "Enochian" Spell Card from your Deck to your hand, then change this card to Defense Position. You cannot Special Summon monsters during the turn you use this effect, except "Enochian" monsters. If this card is sent to the Graveyard for the Ritual Summon of an "Enochian" Ritual Monster: Your opponent sends the top 3 cards of their Deck to the Graveyard. You can only use this effect of "Drux, the Enochian Magician" once per turn.
1000/1900
 
Don, the Enochian Magician
Spellcaster-Type/FIRE
Level 4
If you Ritual Summon exactly 1 "Enochian" Ritual Monster with a card effect that requires use of monsters, this card can be used as the entire requirement. If this card is sent to the Graveyard for the Ritual Summon of an "Enochian" Ritual Monster: Your opponent sends the top 3 cards of their Deck to the Graveyard. You can only use this effect of "Don, the Enochian Magician" once per turn.
1700/800
 
Ged, the Enochian Magician
Spellcaster-Type/WATER
Level 5
If you control an "Enochian" monster, you can Normal Summon this card without Tributing. Once per turn, if a card(s) is sent from the top of your opponent's Deck to the Graveyard: You can target 1 "Enochian" card in your Graveyard, except "Mals, the Enochian Magician"; add that target to your hand. If this card is sent to the Graveyard for the Ritual Summon of an "Enochian" Ritual Monster: Your opponent sends the top 3 cards of their Deck to the Graveyard. You can only use this effect of "Ged, the Enochian Magician" once per turn.
1900/1300
 
Ur, the Enochian Magician
Spellcaster-Type/EARTH
Level 6
If you control an "Enochian" monster, you can Normal Summon this card without Tributing. Once per turn: You can discard 1 card; add 1 "Enochian" monster from your Deck to your hand, except "Ur, the Enochian". If this card is sent to the Graveyard for the Ritual Summon of an "Enochian" Ritual Monster: Your opponent sends the top 3 cards of their Deck to the Graveyard. You can only use this effect of "Ur, the Enochian Magician" once per turn.
2000/1100
 
Ritual Monsters:
 
Mals, the Enochian Angel
Fairy-Type/LIGHT/Ritual
Level 4
You can Ritual Summon this card with any "Enochian" Ritual Spell Card. This card gains 200 ATK and DEF for each "Enochian" monster you control, except this card. Once per turn, if a card(s) is sent from the top of your opponent's Deck to the Graveyard: You can target 1 face-up monster your opponent controls; negate its effects until the end of this turn. Cannot be destroyed by your opponent's card effects.
2100/2100
 
Gisg, the Enochian Angel
Fairy-Type/LIGHT/Ritual
Level 5
You can Ritual Summon this card with any "Enochian" Ritual Spell Card. This card gains 200 ATK and DEF for each "Enochian" monster you control, except this card. Once per turn, if a card(s) is sent from the top of your opponent's Deck to the Graveyard: You can draw 2 cards, then place 1 card from your hand on the top or bottom of your Deck. Cannot be banished by your opponent's card effects.
2300/2300
 
Ceph, the Enochian Angel
Fairy-Type/LIGHT/Ritual
Level 6
You can Ritual Summon this card with any "Enochian" Ritual Spell Card. This card gains 200 ATK and DEF for each "Enochian" monster you control, except this card. Once per turn, if a card(s) is sent from the top of your opponent's Deck to the Graveyard: Discard 1 random card from your opponent's hand. Cannot be targeted by your opponent's card effects.
2500/2500
 
Graph, the Enochian Deity
Fairy-Type/LIGHT/Ritual
Level 10
You can Ritual Summon this card with any "Enochian" Ritual Spell Card. Must be Ritual Summoned, and cannot be Special Summoned by other ways. If this card destroys an opponent's monster by battle and sends it to the Graveyard: You can activate this effect; your opponent sends cards from the top of their Deck to the Graveyard equal to Level/Rank of the destroyed monster in the Graveyard. If a card(s) is sent from the top of your opponent's Deck to the Graveyard: You can destroy all Spell/Trap Cards your opponent controls. You can only use 1 effect of "Graph, the Enochian Deity" per turn, and only once that turn.
3000/3000
 
Ritual Spell Cards:
 
Enochian Angelic Communication
Ritual Spell Card
This card can be used to Ritual Summon any "Enochian" Ritual Monster. Tribute monsters from your hand or field, then Ritual Summon 1 "Enochian" Ritual Monster from your hand whose Level equal the total Levels of those monsters or more. During your turn, except during the turn it was sent to the Graveyard, if you control a "Enochian" monster: You can banish it from the Graveyard; send the top 3 cards of your opponent's Deck to the Graveyard.
 
Enochian Book of Loagaeth
Ritual Spell Card
This card can be used to Ritual Summon any "Enochian" Ritual Monster. Tribute monsters from your hand or field, then Ritual Summon 1 "Enochian" Ritual Monster from your Graveyard whose Level exactly equals the total Levels of those monsters. You can only activate 1 "Enochian Book of Loagaeth" per turn.
 
Enochian Seal of Aemaeth
Ritual Spell Card
This card can be used to Ritual Summon any "Enochian" Ritual Monster. Tribute monsters from your hand or field, then Ritual Summon 1 "Enochian" Ritual Monster from your hand whose Level exactly equals the total Levels of those monsters. If your opponent controls a monster Special Summoned from the hand or Graveyard, you can also Tribute 1 "Enochian" monster from your Deck. You can only activate 1 "Enochian Seal of Aemaeth"
 
Non-Ritual Spell Cards:
 
Enochian Cipher
Normal Spell Card
Target 1 "Enochian" monster you control; your opponent sends cards from the top of their Deck equal half to that target's Level (rounded up if needed). That target cannot attack during the turn you activate this card. You can only activate 1 "Enochian Cipher" per turn.
 
Enochian Talisman of the Planets
Equip Spell Card
Equip only to an "Enochian" monster. It gains 300 ATK and DEF and if it attacks, your opponent cannot activate cards or effects until the end of the Damage Step. During either player's turn: You send this equipped card to the Graveyard; your opponent sends the top 3 cards of their Deck to the Graveyard.
 
Enochian Holy Table
Field Spell Card
Each time a card(s) is send from the top of your opponent's Deck to the Graveyard by a card effect, place 1 Enochian Counter on this card. While there is an Enochian Counter on this card, cards sent from the top of the Deck to the Graveyard cannot activate their effects in the Graveyard. Once per turn, during your Standby Phase: You can remove any number of Enochian Counters from this card; Special Summon "Enochian Tokens" (Fairy-Type/LIGHT/Level 2/500 ATK/500 DEF) in Defense Position, up to the number of Enochian Counters removed.

PURGATILE ARCHETYPE (13/13):

Purgatile is an Archetype based around negating the effects of your own monsters, similar to the popular Skill Drain combo using cards like King Beast Barbaros. They are all Reptile-Type/FIRE Level 11 monsters with 1600 DEF and ATK ranging in the 2500-3000 area. Their Xyz Monsters are more powerful, with ATK over 3000 and DEF of 3000. Using their Spell/Traps are essential, Purgatile Soul Devourer being their biggest asset, along with other powerful cards. They are based on various reptiles and their name comes from Purgatory and Reptile, and their Spell/Traps all contain Soul in their name.

 

Main Deck Monsters:

 

Purgatile Cyclura
Reptile-Type/FIRE
Level 11
If the only monsters you control (if any) are "Purgatile" monsters, you can Normal Summon/Set this card without Tributing, but its original ATK is halved. During your opponent's turn, if your opponent activates a Spell/Trap Card: You can Tribute this card; negate the activation, and if you do, destroy it. You can only use this effect of "Purgatile Cyclura" once per turn.
2600/1600

Purgatile Phrynosoma
Reptile-Type/FIRE
Level 11
If the only monsters you control (if any) are "Purgatile" monsters, you can Normal Summon/Set this card without Tributing, but its original ATK is halved. During your opponent's turn: You can target 1 other "Purgatile" monster you control with the same Level as this card; immediately after this effect resolves, Xyz Summon 1 Xyz Monster using that target and this card only. You can only use this effect of "Purgatile Phrynosoma" once per turn.
2900/1600

Purgatile Pogona
Reptile-Type/FIRE
Level 11
If the only monsters you control (if any) are "Purgatile" monsters, you can Normal Summon/Set this card without Tributing, but its original ATK is halved. During your opponent's turn, would Special Summon a monster(s): You can target 1 other "Purgatile" card you control; return both that target and this card to the hand, and if you do, negate the Summon, and if you do, destroy it. You can only use this effect of "Purgatile Pogona" once per turn.
2500/1600

Purgatile Horridus
Reptile-Type/FIRE
Level 11
If the only monsters you control (if any) are "Purgatile" monsters, you can Normal Summon/Set this card without Tributing, but its original ATK is halved. During your opponent's turn: You can target 1 "Purgatile" card you control; destroy that target and add 1 "Purgatile" card from your Deck to your hand, except "Purgatile Horridus". You can only use this effect of "Purgatile Horridus" once per turn.
2800/1600
    
Purgatile Nigrolutea
Reptile-Type/FIRE
Level 11
If the only monsters you control (if any) are "Purgatile" monsters, you can Normal Summon/Set this card without Tributing, but its original ATK is halved. During your opponent's turn: You can target 1 "Purgatile" monster in your Graveyard, then discard 1 card; Special Summon that target. You can only use this effect of "Purgatile Nigrolutea" once per turn.
2700/1600

Purgatile Sauromalus
Reptile-Type/FIRE
Level 11
If the only monsters you control (if any) are "Purgatile" monsters, you can Normal Summon/Set this card without Tributing, but its original ATK is halved. During your opponent's turn, when your opponent activates a monster effect: You can return this face-up card to your hand; negate the activation, and if you do, destroy it, then both players take 1000 damage.
2400/1600

 

Extra Deck Monsters:


Purgatile Indicus
Reptile-Type/FIRE
Rank 11
2 or more Level 11 FIRE monsters
Once per turn, during your opponent's turn: You can detach 1 Xyz Material from this card, then target 1 card your opponent controls; destroy that target. While this card has Xyz Material, your opponent cannot target other monsters you control for attacks. This card loses 500 ATK for each Xyz Material attached to it. You can only control 1 "Purgatile Indicus".
3500/3000

Purgatile Salvator
Reptile-Type/FIRE
Rank 12
3 or more Level 12 FIRE monsters
When Xyz Summoned, cards and effects cannot be activated. While this card has Xyz Material, if this card attacks, it is unaffected by other card effects until the end of the Damage Step. If this card has "Purgatile Indicus" as an Xyz Material, it gains this effect.
● Once per turn, during your opponent's turn: You can detach 1 Xyz Material from this card; destroy all monsters your opponent controls, then both players take 1000 damage.
4000/3000

Spell/Trap Cards:

Purgatile Soul Upgrade
Normal Spell Card
Target 1 Rank 11 Xyz Monster; Special Summon from your Extra Deck, 1 Xyz Monster with the same Type but 1 Rank higher, using it as Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) Then, negate the effects of all cards you control other than that monster, until the end of this turn.

Purgatile Soul Scouring
Quick-Play Spell Card
Target any number of "Purgatile" monsters you control; until the end of this turn, negate their effects, then you can negate the effects of face-up monsters your opponent controls up to the number of "Purgatile" monsters negated by this effect. If a "Purgatile" monster(s) you control would be destroyed by battle or card effect, except during the turn this card was sent to the Graveyard, you can banish this card from your hand or Graveyard instead of destroying 1 of those monsters.

Purgatile Soul Devourer
Continuous Spell Card
Negate the effects of all "Purgatile" monsters you control during your turn only. During your End Phase, if you control a "Purgatile" monster: You can return this card from the field to the hand, and if you do, gain 500 LP for each "Purgatile" monster you control.

Purgatile Soul Lace
Continuous Trap Card
When this card is activated: Special Summon 1 "Purgatile" monster from your hand, but until the end of this turn, its effects are negated and it cannot attack. It cannot be used as Xyz Material, except for the Xyz Summon of a FIRE or Reptile-Type monster. If this card leaves the field, destroy that target. If that target leaves the field, destroy this card. You can only activate 1 "Purgatile Soul Lace" per turn.

Purgatile Soul Stronghold
Field Spell Card
"Purgatile" monsters whose effects are negated cannot be targeted by your opponent's card effects. Once per turn, when a monster you control destroys an opponent's monster by battle and sends it to the Graveyard: You can target 1 "Purgatile" card in your Graveyard; add that target to your hand.

STEREO-BOT ARCHETYPE (14/14):

Stereo-BOT is a Machine-Type/LIGHT Archetype based around supporting other copies of the same monster with their effects. They also each have an effect that can negate a card that activates in response to their effects by discarding 1 card. This is also another rare case where I have images for my Archetype!

Main Deck Monsters:

http://i.imgur.com/LMQaCYm.png
When this card is Normal or Special Summoned: You can discard up to 2 cards; Special Summon "Stereo-BOT: Fast Shooter"(s) from your hand up to the number of cards discarded this way, and if you do, you can increase the Level of all "Stereo-BOT: Fast Shooter"(s) you control by 1. If a card or effect is activated in response to the activation of this card's effect: You can discard 1 card; negate that activation, and if you do, destroy it.

http://i.imgur.com/EuBOD6N.png
If you control no other "Stereo-BOT" monsters: You can target 1 "Stereo-BOT: Tag Teamer" in your Graveyard, then banish 1 other "Stereo-BOT" card from your Graveyard; Special Summon that target in Defense Position, and if you do, you can increase this card's Level and that target's Level by up to 2. You cannot Special Summon other monsters during the turn you use this effect, except "Stereo-BOT" monsters. You can only use this effect of "Stereo-BOT: Tag Teamer" once per turn. If a card or effect is activated in response to the activation of this card's effect: You can discard 1 card; negate that activation, and if you do, destroy it.

http://i.imgur.com/Tz2M2E7.png
When this card inflicts battle damage to your opponent: You can add 1 "Stereo-BOT" card from your Deck or Graveyard to your hand, except "Stereo-BOT: Electric Jabber", then this is the only monster you control, you can Special Summon 1 "Stereo-BOT: Electric Jabber" from your hand, but it cannot declare an attack this turn. You can only use this effect of "Stereo-BOT: Electric Jabber" once per turn. If a card or effect is activated in response to the activation of this card's effect: You can discard 1 card; negate that activation, and if you do, destroy it.

http://i.imgur.com/oyrO2b2.png
When this card destroys an opponent's monster by battle and sends it to the Graveyard: You can Special Summon 1 "Stereo-BOT: Claw Slasher" from your Deck, but its ATK is halved until the end of this turn. If a card or effect is activated in response to the activation of this card's effect: You can discard 1 card; negate that activation, and if you do, destroy it.

http://i.imgur.com/wbNO14t.png
During either player's turn: You can target 1 other "Stereo-BOT" monster you control; this turn, it cannot be destroyed by battle or card effects, also if you targeted "Stereo-BOT: Armed Protector", your opponent cannot attack this card for attacks or effects. You can only use this effect of "Stereo-BOT: Armed Protector" once per turn. If a card or effect is activated in response to the activation of this card's effect: You can discard 1 card; negate that activation, and if you do, destroy it.

http://i.imgur.com/yBavjSe.png
If this card is sent from the hand to the Graveyard to activate a "Stereo-BOT" card effect: You can Special Summon this card from your Graveyard, but banish it when it leaves the field. After you activate this effect, cannot Special Summon other monsters for the rest of the turn, except "Stereo-BOT" monsters. If this card is Special Summoned: You can target 1 "Stereo-BOT: Bulky Ascender in your Graveyard; Special Summon that target, and if you do, decrease the Level of that monster and this card by 1. If a card or effect is activated in response to the activation of this card's effect: You can discard 1 card; negate that activation, and if you do, destroy it. You can only use each effect of "Stereo-BOT: Something" once per turn.

http://i.imgur.com/7sf6zv1.png
You can Normal Summon without Tributing, but its ATK becomes halved. When this card is Normal or Special Summoned: You can target 1 "Stereo-BOT" monster in your Graveyard; this card's name and Level become the same as that target, also it gains that target's effects. If a card or effect is activated in response to the activation of this card's effect: You can discard 1 card; negate that activation, and if you do, destroy it.

Extra Deck Monsters:

http://i.imgur.com/E5r2xuQ.png
2 or more (max. 5) Level 3 "Stereo-BOT" monsters
When this card is Special Summoned: You can target 1 face-up monster your opponent controls; destroy that target. During each of your End Phase: Detach 2 Xyz Material from this card, or destroy this card. If this card is attached with 2 or more monsters with the same name, you can detach only 1 instead. If a card or effect is activated in response to the activation of this card's effect: You can discard 1 card; negate that activation, and if you do, destroy it.

http://i.imgur.com/a7Ab2Hc.png
2 or more (max. 5) Level 4 "Stereo-BOT" monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; negate its effects and halve its ATK until the end of this turn. If the detached Xyz Material's name in the Graveyard is the same as the name of an Xyz Material attached to this card, you can activate this effect twice per turn. If a card or effect is activated in response to the activation of this card's effect: You can discard 1 card; negate that activation, and if you do, destroy it.

http://i.imgur.com/eB3zBRg.png
2 or more Level 5 "Stereo-BOT" monsters
Once per turn, if this card battles an opponent's monster, during damage calculation: You can detach 1 Xyz Material from this card; the ATK and DEF of the opponent's monster becomes 0, but your opponent takes no battle damage from this battle. If the detached Xyz Material's name in the Graveyard is the same as the name of an Xyz Material attached to this card, your opponent takes the battle damage they would have taken from that battle. If a card or effect is activated in response to the activation of this card's effect: You can discard 1 card; negate that activation, and if you do, destroy it.

Spell/Trap Cards:

http://i.imgur.com/k11MWtN.png
Equip only to a "Stereo-BOT" monster. It gains 700 ATK and 200 DEF. Once per turn: You can discard 1 card, then target 1 card your opponent controls; destroy that target. If the equipped monster would be destroyed, you can destroy this card instead.

http://i.imgur.com/0cDltnt.png
If a you send a card to the Graveyard activate a "Stereo-BOT" card effect: Place 1 Core Counter on this card. "Stereo-BOT" monsters you control gain 200 ATK and DEF for each Core Counter on this card. Once per turn: You can remove any number of Core Counters on this card, then target "Stereo-BOT" monsters you control with Levels equal to the number of Core Counters removed: Increase or decrease their Levels by up to 2 (each target can be increased or decreased by a different Level).

http://i.imgur.com/NznbcKF.png
Activate this card by targeting 1 "Stereo-BOT" monster in your Graveyard with the same name as a "Stereo-BOT" monster you control; Special Summon that target. During your Main Phase 1: You can send this face-up card to the Graveyard; this turn, you can Normal Summon 1 "Stereo-BOT" monster in additional to your Normal Summon/Set. (You can only gain this effect once per turn). If there are not 2 or more monsters with the same name as that target on the field, destroy this card and that target.

http://i.imgur.com/3B4dFus.png
Activate this card by discarding 1 "Stereo-BOT" monster; Special Summon this card as an Effect Monster with the same name, Level, Type, Attribute, ATK and DEF as the discarded monster. Once per turn, during your Main Phase, while this card is an Effect Monster: You can target 1 "Stereo-BOT" monster from your Graveyard; this card gains that target's effects until the end of this turn.

WINTERLAND ARCHETYPE (11/11):

Winterland is a Beast-Type/WATER Archetype which focuses on tagging out, similar to Gladiator Beast, but they return themselves to the hand instead of the Deck, and Special Summon from the hand instead. The monsters are based on various mythical winter related creatures.

 

Main Deck Monsters:

 

Yeti, Abomination of Winterland

Beast-Type/WATER

Level 4

When this card is Normal Summoned or Special Summoned by the effect of a "Winterland" card: You can target 1 "Winterland" monster in your Graveyard, except "Yeti, Abomination of Winterland"; Special Summon that target, but it cannot be used as an Xyz Material. At the end of the Battle Phase, if this card attacked or was attacked: You can return this card from the field to the hand, and if you do, you can Special Summon 1 "Winterland" monster from your hand with a different name. You can only use each effect of "Yeti, Abomination of Winterland" once per turn.

1600/500

 

Akhlut, Hunter of Winterland

Beast-Type/WATER

Level 4

If this card destroys an opponent's monster by battle: You can add 1 "Winterland" card from your Deck to your hand, except "Akhlut, Hunter of Winterland". At the end of the Battle Phase, if this card attacked or was attacked: You can return this card from the field to the hand, and if you do, you can Special Summon 1 "Winterland" monster from your hand with a different name. You can only use each effect of "Akhlut, Hunter of Winterland" once per turn.

1800/500

 

Jotunn, Brute of Winterland

Beast-Type/WATER

Level 4

If this card attacks or is attacked, your opponent cannot activate cards and effects until the end of the Damage Step. At the end of the Battle Phase, if this card attacked or was attacked: You can return this card from the field to the hand, and if you do, you can Special Summon 1 "Winterland" monster from your hand with a different name. You can only use each effect of "Jotunn, Brute of Winterland" once per turn.

1900/500

 

Tizheruk, Grabber of Winterland

Beast-Type/WATER

Level 4

When a "Winterland" monster targets a monster your opponent controls for an attack: You can target the attack target; change its battle position, and if you do, its effects are negated until the end of the Damage Step. At the end of the Battle Phase, if this card attacked or was attacked: You can return this card from the field to the hand, and if you do, you can Special Summon 1 "Winterland" monster from your hand with a different name. You can only use each effect of "Tizheruk, Grabber of Winterland" once per turn.

1700/500

 

Extra Deck Monsters:

 

Ijiraq, Shapeshifter of Winterland

Beast-Type/WATER

Rank 4

2 Level 4 "Winterland" monsters

You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; return that target to the hand, then your opponent can Special Summon 1 monster from their hand with a different name from that monster. At the end of the Battle Phase, if this card attacked or was attacked: You can return this card from the field to the Extra Deck; Special Summon up to 2 "Winterland" monsters from your hand with different names. You can only use each effect of "Ijiraq, Shapeshifter of Winterland" once per turn.

2400/500

 

Ymir, Decimator of Winterland

Beast-Type/WATER

Rank 4

3 Level 4 monsters

You can detach 1 Xyz Material from this card, then target any number of monsters in your Graveyard; shuffle all of those targets into your Deck, and if you do, all monsters your opponent control lose ATK and DEF equal to the number of monsters shuffled into your Deck x 100 until the end of this turn. At the end of the Battle Phase, if this card attacked or was attacked: You can return this card from the field to the Extra Deck; Special Summon up to 3 "Winterland" monsters from your hand with different names. You can only use each effect of "Ymir, Decimator of Winterland" once per turn.

2700/500

 

Spell/Trap Cards:

Winterland
Field Spell Card
If you control a monster that is not a "Winterland" monster, destroy this card. All "Winterland" monsters you control gain 500 ATK during damage calculation only. Once per turn, during either player's turn: You can target 1 "Winterland" monster you control; this turn, it cannot be destroyed by battle, also your opponent takes all battle damage you would have taken from battles involving it.

Snowfort of Winterland
Continuous Spell Card
If you control a monster that is not a "Winterland" monster, destroy this card. Each time a "Winterland" monster(s) returns to your hand or Extra Deck, place 1 Snow Counter on this card for each of those monsters. All "Winterland" monsters you control gain 100 ATK for each Snow Counter on this card. During your End Phase: You can send this face-up card with 3 or more Snow Counters on it to the Graveyard; draw 2 cards. You can only control 1 "Snowfort of Winterland".

Snowfall of Winterland
Continuous Trap Card
Activate this card when an opponent's monster targets a "Winterland" monster you control for an attack: Negate the attack, and if you do, the attack target gains ATK equal to half the ATK of the attacking monster while this card is face-up on the field.

Snowstorm of Winterland
Quick-Play Spell Card
Target 1 "Winterland" monster you control; return it to the hand or Extra Deck, and if you do, Special Summon 1 "Winterland" monster from your hand with a different name. You can only activate 1 "Snowstorm of Winterland" per turn.

Snowballs of Winterland
Quick-Play Spell Card
Target 1 "Winterland" monster you control and 1 face-up card your opponent controls; until the end of this Phase, their effects are negated. During your turn, except during the turn this card is sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Winterland" monster you control; it cannot be destroyed by battle or card effects this turn.

PRIMAL PREDATOR ARCHETYPE (15/15):

Primal Predator is an EARTH/FIRE Dinosaur-Type Archetype based around the opponent controlling monsters with 2000 or more combined ATK and DEF. In concept, they are pretty simple, and are meant to bring out Level 6 Synchros at a decently fast speed, but they have plenty of options with other Dinosaur-Type monsters since most of their cards work with other Dinosaur-Type monsters.

Main Deck Monsters:

Primal Predator - Troodon
Dinosaur-Type/EARTH/Tuner
Level 3
If your opponent controls a monster whose combined ATK and DEF are 2000 or more, you can Special Summon this card (from your hand), but you cannot Special Summon other monsters for the rest of the turn from your Extra Deck, except Dinosaur-Type Synchro Monsters. If this card is sent to the Graveyard as a Synchro Material for the Synchro Summon of a Dinosaur-Type monster: You can banish this card from your Graveyard; draw 1 card.
1300/1200


Primal Predator - Kritosaurus
Dinosaur-Type/EARTH/Tuner
Level 3
You can send 1 "Primal Predator" monster from your hand to the Graveyard; Special Summon 1 "Primal Predator" monster with the same name as that monster from your hand or Deck. You can only use this effect of "Primal Predator - Kritosaurus" once per turn. If your opponent controls a monster whose combined ATK and DEF are 2000 or more, you can Special Summon any other "Primal Predator" monster instead.
1500/900

 

Primal Predator - Labocania
Dinosaur-Type/EARTH
Level 3
You can discard 1 card, then target 1 face-up monster your opponent controls; its ATK and DEF become 1500 until the end of this turn. Monsters you control cannot attack during the turn you use this effect, except Dinosaur-Type monsters. If this card destroys an opponent's monster by battle whose combined ATK and DEF were 2000 or more on the field, and sends it to the Graveyard: You can add 1 "Primal Predator" card from your Deck to your hand, except "Primal Predator - Labocania". You can only use each effect of "Primal Predator - Labocania" once per turn.
1600/1000

 

Primal Predator - Hadrosaurus
Dinosaur-Type/EARTH
Level 3
You can discard this card, then target 1 face-up monster your opponent controls; its ATK and DEF become 1500 until the end of this turn. You must control a Dinosaur-Type monster to activate and to resolve this effect. You can banish this card from your Graveyard, then target 1 Level 3 "Primal Predator" monster in your Graveyard; Special Summon that target, but it cannot declare an attack this turn. Your opponent must control a monster whose combined ATK and DEF are 2000 or more to activate and to resolve this effect. You can only use 1 effect of "Primal Predator - "Hadrosaurus" per turn, and only once that turn.
1400/1600

 
Primal Predator - Ozraptor
Dinosaur-Type/EARTH
Level 3
When this card is Normal Summoned or flipped face-up: You can Special Summon 1 "Primal Predator" monster from your hand, but its effects are negated, and it cannot be used as Synchro Material, except for the Synchro Summon of a Dinosaur-Type monster, and it cannot be used as an Xyz Material. Your opponent must control a monster whose combined ATK and DEF are 2000 or more to activate and to resolve this effect. While you control a monster Summoned by this effect, you can treat this card as a Tuner monster for the Synchro Summon of a Dinosaur-Type monster.
1600/500
 
Primal Predator - Brachiosaurus
Dinosaur-Type/EARTH
Level 3
When a monster your opponent controls whose combined ATK and DEF are 2000 or more declares an attack: You can Special Summon this card from your hand, and if you do, negate that attack. During your opponent's Battle Phase, if your opponent controls more monsters whose combined ATK and DEF are 2000 or higher than all other face-up monsters they control, you can: Immediately after this effect resolve, Synchro Summon 1 Synchro Monster using Dinosaur-Type monsters as Synchro Material only.
0/2000
 
Primal Predator - Duriatitan
Dinosaur-Type/EARTH
Level 3
If this card is sent to the Graveyard as a Synchro Material for the Synchro Summon of a Dinosaur-Type monster: You can target that monster; equip this card to that target. While this card is equipped by this effect, it is unaffected by the effects of monsters your opponent control whose combined ATK and DEF are 2000 or more.
1700/100

Extra Deck Monsters:

Primal Predator - Vulcanodon
Dinosaur-Type/FIRE/Synchro
Level 6
1 Dinosaur-Type Tuner + 1 non-Tuner Dinosaur-Type monster
When this card is Synchro Summoned: You can target 1 face-up monster your opponent control whose combined ATK and DEF are 2000 or more; destroy that target. If a Dinosaur-Type monster attacks or is attacked by a monster whose combined ATK and DEF are 2000 or more, your opponent cannot activate cards or effects until the end of the Damage Step. You can only control 1 "Primal Predator - Vulcanodon".
2600/2100

Primal Predator - Sarcosaurus  
Dinosaur-Type/FIRE/Synchro
Level 6
1 Dinosaur-Type Tuner + 1 non-Tuner Dinosaur-Type monster
When this card is Synchro Summoned: You can pay 500 LP; all monsters your opponent control whose combined ATK and DEF are 2000 or more lose ATK and DEF equal to the ATK of the non-Tuner Synchro Material used for this card's Synchro Summon in the Graveyard. Once per turn: You can banish up to 2 Dinosaur-Type monsters from your Graveyard, then target face-up monsters your opponent controls equal to the number of monsters banished to activate this effect; they lose 500 ATK and DEF. You can only control 1 "Primal Predator - Sarcosaurus".
2400/2400

Primal Predator - Cetiosaurus
Dinosaur-Type/FIRE
Level 6
1 Dinosaur-Type Tuner + 1 non-Tuner Dinosaur-Type monster
Monsters your opponent control whose combined ATK and DEF cannot activate their effects in response to Dinosaur-Type monsters' effects. Once per turn, during either player's turn: You can banish 1 Dinosaur-Type monster from your Graveyard, then target 1 Dinosaur-Type monster you control; it gains 500 ATK until the end of this turn, but all further battle damage it does this turn is halved. You can only control 1 "Primal Predator - Cetiosaurus".
2500/1700

Spell/Trap Cards:

Primal Predator - Scavenging Herd
Normal Trap Card
Target 1 Dinosaur-Type monster you control; until the end of this turn, it gains 500 ATK and DEF for each monster your opponent controls whose combined ATK and DEF are 2000 or more. You can only activate 1 "Primal Predator - Scavenging Herd"

Primal Predator - Scurried Herd
Quick-Play Spell Card
If a Dinosaur-Type monster(s) in your possession is destroyed by your opponent's card (either by battle or by card effect) and sent to the Graveyard: Target 1 Spell/Trap Card your opponent controls; banish it. During the End Phase, except during the turn this card is sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Primal Predator" Spell/Trap Card in your Graveyard; add that target to your hand. Your opponent must control a monster whose combined ATK and DEF are 2000 or more to activate and to resolve this effect. You can only activate each effect of "Primal Predator - Scurried Herd" once per turn.

Primal Predator - Reunited Herd
Normal Spell Card
Target 1 "Primal Predator" monster you control and 1 of your banished "Primal Predator" monsters; banish the first target, and if you do, add the second target to your hand, also during your next Standby Phase, return the first target to the field. You can only activate 1 "Primal Predator - Reunited Herd" per turn.

Primal Predator - Aggressive Herd
Continuous Spell Card
Dinosaur-Type monsters you control gain 300 ATK and DEF for each monster your opponent controls whose combined ATK and DEF are 2000 or more. Once per turn: You can banish 1 Dinosaur-Type monster from your hand or side of the field, then target 1 "Primal Predator" monster in your Graveyard; Special Summon that target.

Primal Predator - Ultimate Herd
Continuous Spell Card
Activate this card by targeting 1 Dinosaur-Type Synchro Monster you control; it gains 1000 ATK, also your opponent must attack it, if able. If your opponent controls a monster whose combined ATK and DEF are 2000 or more: You can send this face-up card you control to the Graveyard and this card's target to the Graveyard; Special Summon 1 Dinosaur-Type Synchro Monster from your Extra Deck with the same Level as that target in your Graveyard. You can only control 1 "Primal Predator - Ultimate Herd".

INDIGO ARCHETYPE (10/10):

I'm not too sure what this one was meant to be about, but it has to do with Flip Effect Monsters I suppose. They're Psychic-Type DARK monsters with various Levels. They have Spell/Trap Card support, their Field Spell Card is one of their best cards, since it allows them to Set multiple monsters and do it without Tributing, since they also have high Level monsters.

 

I created this back in August last year, and I generally liked how it was, but they needed a little more support I felt, so I made 2 new cards, "Indigo Crazy Slasher" and "Indigo Now". I also changed a few of the cards a tiny bit.

 

Monsters:

 

Indigo Hidden Shadow

Psychic-Type/DARK/FLIP

Level 1

FLIP: You can Special Summon 1 Level 6 or lower "Indigo" monster from your hand in face-down Defense Position. During the turn this card is flipped face-up, it cannot be destroyed by battle. During either player's End Phase: You can change this card to face-down Defense Position. You can only use each effect of "Indigo Hidden Shadow" once per turn.

200/1200

 

Indigo Darkness Fear

Psychic-Type/DARK/FLIP
Level 4

FLIP: You can target 1 "Indigo" or face-down monster you control; this turn, it is unaffected by card effects, except by the effects of "Indigo" cards. During the turn this card is flipped face-up, it cannot be destroyed by battle. During either player's End Phase: You can change this card to face-down Defense Position. You can only use each effect of "Indigo Darkness Fear" once per turn.

1300/1800

 

Indigo Crazy Slasher

Psychic-Type/DARK/FLIP

Level 4

FLIP: You can target monster on the field; change its battle position. During the turn this card is flipped face-up, it cannot be destroyed by battle. During either player's End Phase: You can change this card to face-down Defense Position. You can only use each effect of "Indigo Crazy Slasher" once per turn.

1700/1500

 

Indigo Mind Creeper

Psychic-Type/DARK/FLIP
Level 6

FLIP: You can add 1 "Indigo" card from your Deck or Graveyard to your hand, except "Indigo Mind Creeper". During the turn this card is flipped face-up, it cannot be destroyed by card effects. During either player's End Phase: You can change this card to face-down Defense Position. You can only use each effect of "Indigo Mind Creeper" once per turn.

2300/5600

 

Indigo Scare Inducer

Psychic-Type/DARK/FLIP

Level 8

FLIP: You can target 1 "Indigo" monster in your Graveyard, except "Indigo Scare Inducer"; Special Summon that target in face-down Defense Position. During the turn this card is flipped face-up, it cannot be destroyed by card effects. During either player's End Phase: You can change this card to face-down Defense Position. You can only use each effect of "Indigo Scare Inducer" once per turn.

2400/2700

 

Indigo Heart Attacker

Psychic-Type/DARK/FLIP

Level 8
FLIP: You can target 1 face-up monster your opponent controls; destroy that target. During the turn this card is flipped face-up, it cannot be destroyed by card effects During either player's End Phase: You can change this card to face-down Defense Position. You can only use each effect of "Indigo Heart Attacker" once per turn.
2700/2400

Spell/Trap Cards:

Indigo Home
Fiend Spell Card
You can Set "Indigo" monsters without Tributing. Once per turn: You can discard 1 "Indigo" card; this turn, you can Set 1 monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) All "Indigo" monsters that were flipped face-up gain 300 ATK and DEF.

Indigo Away
Quick-Play Spell Card
If an "Indigo" card other than this card is targeted by a card effect: This turn, all cards you control with the same name as that target are unaffected by the effects all cards with the same card type (Monster, Spell or Trap) as the targeting card.

Indigo On
Continuous Trap Card
If all monsters you control are in face-down Defense Position during your opponent's Standby Phase, your opponent must attack all with all monsters they control this turn while this card is on the field, if able. When this card in your possession is destroyed by an opponent's card effect and sent to the Graveyard: You can Set 1 "Indigo" Spell/Trap Card directly from your Deck, and if you do, it can be activated this turn.

Indigo Now
Normal Trap Card
If all monsters you control are in face-down Defense Position and/or "Indigo" monsters: Target 1 face-down Defense Position monster you control; change that target to face-up Defense Position, and if you do, Special Summon 1 "Indigo" monster from your hand with a different name than that target in face-down Defense Position. You can only activate 1 "Indigo Now" per turn.

DARK HALO ARCHETYPE (6/6):

Remember those Pendulum Monsters I posted a week ago? Well, I decided to make an Archetype out of them, so here they are. It's also my first image Archetype in a LONG time, and yes, it is Cardfight Vanguard art. The Archetype itself focuses on Pendulum Summoning and on having DARK monsters on the field for various effects. There are only 6 cards, since I couldn't find the images I wanted from this, a main reason I don't use images often, so no Spell/Trap Cards this time around.

Monsters:
http://i.imgur.com/mgCSX2U.png

Pendulum Effect:
Unless you have “Dark Halo β”in your other Pendulum Zone, this card’s Pendulum Scale becomes 4. While the only monsters you control are DARK monsters, this card cannot be targeted by your opponent’s card effects.

Monster Effect:
When this card is Pendulum Summoned, if you also Pendulum Summoned another DARK monster: You can target 1 face-up monster your opponent controls; destroy that target. You can only use this monster effect of “Dark Halo α” once per turn. If you control “Dark Halo β”, this card cannot be destroyed by your opponent’s card effects

http://i.imgur.com/GexYBs4.png

Pendulum Effect:
Unless you have “Dark Halo α”in your other Pendulum Zone, this card’s Pendulum Scale becomes 4. DARK monsters you control gain 500 ATK and DEF.

Monster Effect:
During either player’s turn: You can send 1 card from your hand to the Graveyard, then target 1 face-up card your opponent controls; its effects are negated. You can only use this monster effect of “Dark Halo β” once per turn. If you control “Dark Halo α”, when a DARK monster attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step.

http://i.imgur.com/DpEVsGe.png

When this card is Special Summoned: You can add 1 "Dark Halo" card from your Deck to your hand, except "Dark Halo γ". You can only use this effect of "Dark Halo γ" once per turn. If this card was Pendulum Summoned, if you control another DARK monster, once per turn: You can target 1 "Dark Halo" card in your Graveyard and 1 other "Dark Halo" card or DARK monster you control; add the first target to your hand, and if you do, destroy the second target.

http://i.imgur.com/vGbSYlA.png
When this card is Pendulum Summoned: You can add 1 face-up DARK Pendulum Monster from your Extra Deck or Graveyard to your hand. You can Tribute 1 other DARK monster, then target 2 cards your opponent controls; destroy both those targets. You can only use each effect of "Dark Halo Δ" once per turn.

http://i.imgur.com/pMicJ5x.png
Pendulum Effect:
Unless you have "Dark Halo Ζ" in your other Pendulum Zone, this card's Pendulum Scale becomes 4. DARK monsters you control cannot be targeted by your opponent's Spell/Trap effects.

Monster Effect:
If you control no monsters: You can discard this card; add 1 "Dark Halo" card from your Deck to your hand, except "Dark Halo Ε". You cannot Special Summon during the turn you use this effect, except by Pendulum Summon. You can only use this effect of "Dark Halo E" once per turn. If you control another DARK monster, your opponent cannot target other monsters you control for attacks, except "Dark Halo Ε".

http://i.imgur.com/Ac29BWv.png
Pendulum Effect
Unless you have "Dark Halo Ε" in your other Pendulum Zone, this card's Pendulum Scale becomes 4. Once per turn, if a DARK monster(s) you control would be destroyed by a card effect, it is not destroyed.

Monster Effect:
When this card is Pendulum Summoned: You can draw 1 card for each DARK monster you control, then return an equal number of cards from your hand to the top of the Deck. When your opponent activates a card or effect: You can Tribute 1 DARK monster; negate the activation, and if you do, destroy it.

TASK FORCE ARCHETYPE (13/13):

Task Force is an Archetype consisting of 2 sub-Archetypes called Task Force Vehicle and Task Force Building. They are monster equip based, similar to ZW. The names are based on various occupations that are meant to protect or save you in some way, such as the police.

Task Force:

Task Force - Officer
Warrior-Type/EARTH
Level 4
Once per turn: You can send 1 "Task Force Vehicle" card equipped to this card to the Graveyard, then target 1 face-up monster your opponent controls; destroy that target. If another monster you control would be destroyed by your opponent's card effect, you can destroy 1 "Task Force Vehicle" card equipped to this card instead. During the End Phase: You can send this face-up card to the Graveyard, then target 1 "Task Force Vehicle" card in your Graveyard; add that target to your hand.
1600/1300

Task Force - Doctor
Spellcaster-Type/EARTH
Level 4
Once per turn, if another "Task Force" monster(s) you control is destroyed by your opponent's card (either by battle or by card effect) and sent to the Graveyard: You can send 1 "Task Force Vehicle" card equipped to this card to the Graveyard, then target 1 of those monsters in your Graveyard: Special Summon that target. Once per turn, if "Task Force Vehicle" card(s) you control would be destroyed by an opponent's card effect, that card(s) not destroyed. During the End Phase: You can send this face-up card to the Graveyard, then target 1 "Task Force Vehicle" card in your Graveyard; add that target to your hand.
1400/1600

Task Force - Firefighter
Warrior-Type/EARTH
Level 4
While this card is equipped with a "Task Force Vehicle" card, if it attacks or is attacked, it is unaffected by your opponent's card effects until the end of the turn. Once per turn: You can send 1 "Task Force Vehicle" card you control to the Graveyard, then target 1 Level 4 "Task Force" monster in your Graveyard; Special Summon that target. During the End Phase: You can send this face-up card to the Graveyard, then target 1 "Task Force Vehicle" card in your Graveyard; add that target to your hand.
1700/1000
 
Task Force - Soldier
Warrior-Type/EARTH
Level 4
Once per turn, if a "Task Force Vehicle" is equipped to this card: You can target 1 Spell/Trap Card your opponent controls; destroy that target. When this card destroys an opponent's monster by battle: You can add 1 "Task Force" card from your Deck to your hand. During the End Phase: You can send this face-up card to the Graveyard, then target 1 "Task Force Vehicle" card in your Graveyard; add that target to your hand.
1800/1200
 
Task Force Vehicle:

Task Force Vehicle - Motorcycle
Machine-Type/EARTH
Level 6
You can target 1 "Task Force" monster you control; equip this card from your hand to that target. It gains 500 ATK and DEF, and if it attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. If the equipped monster destroys an opponent's monster by battle: Draw 1 card. You can only control 1 "Task Force Vehicle - Motorcycle" in your Spell & Trap Zone.
500/500

Task Force Vehicle - Patrol Car
Machine-Type/LIGHT
Level 7
You can target 1 "Task Force" monster you control; equip this card from your hand to that target. It gains 600 ATK and 200 DEF. If the equipped monster destroys an opponent's monster by battle: You can draw 1 card, also banish the destroyed monster from the Graveyard. You can only control 1 "Task Force Vehicle - Patrol Car" in your Spell & Trap Zone.
600/200

Task Force Vehicle - Ambulance
Machine-Type/LIGHT
Level 8
You can target 1 "Task Force" monster you control; equip this card from your hand to that target. It gains 200 ATK and 800 DEF. Your opponent cannot target it for attacks or effects, but can attack you directly if it is the only monster you control. You can only control 1 "Task Force Vehicle - Ambulance" in your Spell & Trap Zone.
2000/1000
 
Task Force Vehicle - Fire Truck
Machine-Type/WATER
Level 9
You can target 1 "Task Force" monster you control; equip this card from your hand to that target. It gains 1000 DEF. If the equipped monster attacks an opponent's monster, during damage calculation: You can switch the ATK and DEF of the equipped monster until the end of the Damage Step. You can only control 1 "Task Force Vehicle - Fire Truck" in your Spell & Trap Zone.
0/1000

Task Force Vehicle - Tank
Machine-Type/EARTH
Level 10
You can target 1 "Task Force" monster you control; equip this card from your hand to that target. It gains 800 ATK. If it attacks an opponent's Defense Position monster, at the start of the Damage Step: Destroy that monster. You can only control 1 "Task Force Vehicle - Tank" in your Spell & Trap Zone.
800/0

Task Force Building:

Task Force Building - Police Station
Field Spell Card
Once per turn: You can target 1 "Task Force" monster you control and 1 "Task Force Vehicle" card in your Spell & Trap Zone that is not equipped to the first target; equip the second target to the first target. During your End Phase: You can send this face-up card to the Graveyard: Activate 1 "Task Force Building" card directly from your Deck, except "Task Force Building - Police Station".

Task Force Building - Hospital
Field Spell Card
"Task Force" monsters equipped with "Task Force Vehicle" cards cannot be destroyed by your opponent's card effects and gain 500 DEF. During your End Phase: You can send this face-up card to the Graveyard: Activate 1 "Task Force Building" card directly from your Deck, except "Task Force Building - Hospital".

Task Force Building - Fire Department
Field Spell Card
You can banish 1 "Task Force" card from your Deck. During your second Standby Phase after activation, add that banished card to your hand. You can only use this effect of "Task Force Building - Fire Department" once per turn. During your End Phase: You can send this face-up card to the Graveyard: Activate 1 "Task Force Building" card directly from your Deck, except "Task Force Building - Fire Department".

Task Force Building - Military Base
Field Spell Card
"Task Force" monsters gain 300 ATK and DEF for each "Task Force Vehicle" card you control. During your End Phase: You can send this face-up card to the Graveyard: Activate 1 "Task Force Building" card directly from your Deck, except "Task Force Building - Military Base".

DEATH MARK ARCHETYPE (10/10):

Death Mark is a Level 4-5 Winged Beast/DARK Archetype that is based around Defense Position. They do various things while in Defense Position or can do things to other monsters in Defense Position. They also have various Normal Trap Cards to support them.

 

This is another Archetype I made a while ago, in fact, in July last year. I made some slight changes here and there to fix some outdates PSCT, and I added a new card, Croww, but other than that, I haven't changed too much about the.

 

Main Deck Monsters:

 

Death Mark Peacoxx

Winged Beast-Type/DARK

Level 4

When this card is Normal Summoned, if your opponent controls a monster in Defense Position, or they control no monsters: You can target 1 "Death Mark" monster in your Graveyard, except "Death Mark Peacoxx"; change this card to Defense Position, and if you do, Special Summon that target in Defense Position, but its effects are negated, its DEF becomes 0. You can only use this effect of "Death Mark Peacoxx" once per turn. Once per turn: You can target 1 "Death Mark" monster you control in Defense Position; its Level becomes 5 and it gains 300 DEF.

1500/1700

 

Death Mark Vulturr

Winged Beast-Type/DARK
Level 4

If this card is Summoned: You can change it to Defense Position, and if you do, its Level becomes 5. While this card is in Defense Position, your opponent cannot target monsters you control for attacks, except if they control a monster(s) in Defense Position. When this card in your possession is destroyed and sent to the Graveyard by your opponent's card (either by battle or by card effect): You can add 1 "Death Mark" card from your Deck to your hand, except "Death Mark Vulturr". You can only use 1 effect of "Death Mark Vulturr" per turn, and only once that turn.

1200/2000

 

Death Mark Croww

Winged Beast-Type/DARK
Level 4

If a "Death Mark" monster you control is targeted for an attack or effect: You can discard 1 other card; Special Summon this card from your hand in Defense Position, and if you do, negate that attack or effect. You can banish this card from your Graveyard, then target 1 "Death Mark" Trap Card in your Graveyard; add that target to your hand. You can only use each effect of "Death Mark Croww" once per turn.

1300/1900

 

Death Mark Owll

Winged Beast-Type/DARK

Level 5

If you control 2 or more "Death Mark" monsters in Defense Position, you can Special Summon this card (from your hand) in Defense Position. You can only Special Summon "Death Mark Owll" this way once per turn. While this card is in Defense Position, all "Death Mark" monsters you control can attack while they are in Defense Position. If they do, apply their DEF for damage calculation. If this card inflicts battle damage to your opponent while in Defense Position: You can target 1 "Death Mark" Trap Card in your Graveyard; Set that target. You can only use this effect of "Death Mark Owll" once per turn.

1700/2400

 

Death Mark Hawkk

Winged Beast-Type/DARK

Level 5

If you control a "Death Mark" monster in Defense Position, you can Normal Summon this card without Tributing. When this card is Normal Summoned: You can change it to Defense Position, then target 1 "Death Mark" monster in your Graveyard, except "Death Mark Hawkk"; add that target to your hand. An Xyz Monster that was Summoned using this card as Xyz Material gains this effect.

● When it is Xyz Summoned: You can target 1 "Death Mark" card in your Graveyard; attach that target to this card as an Xyz Material.

2000/2200

 

Extra Deck Monsters:

 

Death Mark Albatrozz

Winged Beast-Type/DARK

Rank 5

2 or more Level 5 DARK monsters

You can target 1 face-up Defense Position monster your opponent controls; attach that target to this card as an Xyz Material. You can only use this effect of "Death Mark Albatrozz" once per turn. During your opponent's End Phase: You can detach 2 Xyz Materials from this card, then target 1 monster your opponent controls; change that target to face-up Defense Position, also its effects are negated and its DEF becomes 0. If this card has an opponent's monster as Xyz Material, if it attacks a Defense Position monster, it inflicts piercing battle damage to your opponent.
2600/2400

Trap Cards:

Death Mark From Above
Normal Trap Card
Target 2 or more "Death Mark" monsters you control in Defense Position; immediately after this effect resolves, Xyz Summon 1 DARK Xyz Monster using those monsters only, then draw 1 card.

Death Mark Deep Dive
Normal Trap Card
If your opponent controls a Defense Position monster and you control no monsters: Target 1 "Death Mark" monster in your Graveyard; Special Summon that target in Defense Position, and if you do, until the end of the turn, it cannot be destroyed by battle or by card effects. You can only activate 1 "Death Mark Deep Dive" per turn.

Death Mark Mysterious Eggs
Normal Trap Card
Target 1 "Death Mark" monster you control; it gains DEF equal to half its ATK until the end of this turn. If this card in your possession is destroyed by your opponent's card effect: You can target 1 card your opponent controls; destroy it. You must control a "Death Mark" monster to activate and to resolve this effect. You can only activate 1 "Death Mark Mysterious Eggs" once per turn.

Death Mark - The Mark
Normal Trap Card
Send 1 "Death Mark" card from your hand or side of the field to the Graveyard, except "Death Mark - The Mark"; change the battle position of all Attack Position monsters your opponent controls to Defense Position, and if you do, they cannot change their battle positions until your the end of your opponent's next turn, also they lose 500 DEF. You can only activate 1 "Death Mark - The Mark" per turn.

STEADFAST ARCHETYPE (11/11):

Steadfast is a Level 3-4 Rock-Type EARTH Archetype based around locking down the opponent's monsters battle position. They are named after different IRL statues and sculptures. The Spell/Trap Cards are based of sayings related to stones and rocks and stuff.

This is an Archetype I made a while ago, but I felt like trying it out on Duel Portal. I realized that they were a bit too slow, and that they didn't have enough ways to utilize their battle position lockdown effects, so I boosted their speed and made them also change the position of the monster as well.

 

Main Deck Monsters:

 

The Steadfast Moai

Rock-Type/EARTH

Level 3

When you Normal Summon a "Steadfast" monster: You can Special Summon this card from your hand, but it cannot be used as an Xyz Material, except for the Xyz Summon of a Rock-Type monster. You can only use this effect of "The Steadfast Moai" once per turn. If this card is used for the Xyz Summon of a Rock-Type monster: You can target 1 monster your opponent controls; change its battle position, and if you do, it cannot change its battle position.

1200/1700

The Steadfast Thrower

Rock-Type/EARTH

Level 4

Once per turn: You can discard 1 card, then target 1 monster your opponent controls; change its battle position, and if you do, it cannot change its battle position. If this card in your possession is destroyed by your opponent's card (either by battle or by card effect): You can Special Summon 1 "Steadfast" monster from your Deck, except "The Steadfast Thrower", but its effects are negated and it is banished when it leaves the field. You can only use this effect of "The Steadfast Thrower" once per turn.

1600/1500

The Steadfast Redeemer

Rock-Type/EARTH

Level 3

When your opponent Special Summons exactly 1 monster: You can Special Summon this card from your hand. When this card is Special Summoned: You can target 1 monster your opponent controls; change its battle position, and if you do, it cannot change its battle position.

1300/1500

The Steadfast Lion

Rock-Type/EARTH

Level 4

When this card is Normal Summoned: You can add 1 "Steadfast" monster from your Deck to your hand, except "The Steadfast Lion". You cannot Special Summon monsters during the turn you activate this effect, other than "Steadfast" monsters. If this card destroys an opponent's monster by battle: You can target 1 monster your opponent controls; change its battle position, and if you do, it cannot change its battle position.

1800/0

The Steadfast Thinker

Rock-Type/EARTH

Level 3

This card cannot be destroyed by battle with a monster whose battle position cannot be changed because of a card effect. Once per turn: You can target up to 2 Level 3 "Steadfast" monsters you control; their increase their Levels by 1.
900/1800

Extra Deck Monsters:

The Steadfast Liberty
Rock-Type/EARTH
Rank 3
2 Level 3 Rock-Type monsters
Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; it cannot change its battle position while this card is on the field. If this card targets an opponent's monster for an attack: Change all Attack Position monsters your opponent controls to Defense Position.
2100/1500

The Steadfast Presidents
Rock-Type/EARTH
Rank 4
2 Level 4 Rock-Type monsters
During the Battle Step, if this card battles an opponent's Defense Position monster: You can detach 1 Xyz Material from this card; return that monster to the hand. You can only use this effect of "The Steadfast Presidents" once per turn. While this card has Xyz Material, it cannot be targeted by your opponent's card effects.
2600/1550

Spell/Trap Cards:

Steadfast Rock and Roll
Quick-Play Spell Card
Reveal 1 "Steadfast" card in your hand, then target 1 face-up monster your opponent controls; change its battle position, and if you do, it cannot change its battle position.

Between a Steadfast Rock and a Hard Place
Quick-Play Spell Card
Target 1 monster your opponent controls that cannot change its battle position because of a card effect; its effects are negated, also it cannot attack, if a Rock-Type monster you control attacks it, inflict piercing battle damage to your opponent and all damage its controller takes from battles involving it and a Rock-Type monster is is doubled. You can only activate 1 "Between a Steadfast Rock and a Hard Place" per turn.

Set In Steadfast and Stone
Normal Trap Card
When an opponent's monster targets a "Steadfast" monster you control for an attack; change the attacking monster to face-down Defense Position, and if you do, it cannot change its battle position, then both players draw 1 card. You can only activate 1 "Set In Steadfast and Stone".

Don't Throw Steadfast Stones in a Glass House
Counter Trap Card
When your opponent activates a Spell/Trap Card or monster effect while they control a monster whose battle position cannot change because of a card effect: Negate the activation, and if you do, destroy that card.

DEFENSE CORPS ARCHETYPE (12/12):

Defense Corps is a Warrior-Type/EARTH Archetype based around protecting other monsters by destroying themselves instead. By utilizing the protections effects, you can easily create combos that can work in your favor! The names comes from various "noble ranks".

 

Monsters:


Marquess of the Defense Corps
Level 4
Warrior-Type/EARTH
If exactly 1 other "Defense Corps" monster you control would be destroyed, either by battle or by card effect, you can destroy this card instead. If destroyed this way: You can add 1 "Defense Corps" card from your Deck to your hand, except "Marquess of the Defense Corps". You can only use this effect of "Marquess of the Defense Corps" once per turn.
1800/1200

Nobleman of the Defense Corps
Level 4
Warrior-Type/EARTH
If exactly 1 other "Defense Corps" monster you control would be destroyed, either by battle or by card effect, you can destroy this card instead. You can target 1 other "Defense Corps" monster you control; destroy that target, also Special Summon 1 "Defense Corps" monster from your hand in Defense Position.  You can only use this effect of "Nobleman of the Defense Corps" once per turn.
1600/1400

Duke of the Defense Corps
Warrior-Type/EARTH
Level 3
If exactly 1 other "Defense Corps" monster you control would be destroyed, either by battle or by card effect, you can destroy this card instead. If destroyed this way: You can Special Summon 1 "Defense Corps" monster from your hand in Defense Position, but place it on the bottom of your Deck when it leaves the field. You can only use this effect of "Duke of the Defense Corps" once per turn.
700/1800

Baron of the Defense Corps
Warrior-Type/EARTH
Level 6
If exactly 1 other "Defense Corps" monster you control would be destroyed, either by battle or by card effect, you can destroy this card instead. If your opponent controls a monster, and you control no monsters, other than "Defense Corps" monsters: You can Special Summon this card from your hand in Defense Position, and if you do, destroy 1 "Defense Corps" monster you control. You can only use this effect of "Baron of the Defense Corps" once per turn.
2000/2200

Earl of the Defense Corps
Warrior-Type/EARTH
Level 6
If exactly 1 other "Defense Corps" monster you control would be destroyed, either by battle or by card effect, you can destroy this card instead. When exactly 1 "Defense Corps" monster you control is destroyed, except "Earl of the Defense Corps", either by battle or by card effect: You can Special Summon this card from your hand in Defense Position. You can only use this effect of "Earl of the Defense Corps" once per turn.
1900/2300

Esquire of the Defense Corps
Warrior-Type/EARTH
Level 8
If exactly 1 other "Defense Corps" monster you control would be destroyed, either by battle or by card effect, you can destroy this card instead. If another "Defense Corps" monster you control is destroyed by battle or by card effect: You can target 1 card your opponent controls; shuffle that target into the Deck. You can only use this effect of "Esquire of the Defense Corps" once per turn.
2300/2500

 

Count of the Defense Corps
Warrior-Type/EARTH
Level 10
Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect, and cannot be Special Summoned by other ways. During the End Phase of a turn a "Defense Corps" monster(s) you control was destroyed by battle or by card effect: You can discard 1 other card; Special Summon this card from your hand. If exactly 1 other "Defense Corps" monster you control would be destroyed, either by battle or by card effect, you can destroy this card instead. If destroyed this way: Destroy all monsters your opponent controls, then you can destroy monsters you control up to the number of monsters destroyed this way. You can only use this effect of "Count of the Defense Corps" once per turn.
2700/2900

 

Spell/Trap Cards:


Meeting of the Defense Corps
Normal Trap Card
Target 1 "Defense Corpse" monster you control and 1 "Defense Corps" monster in your Graveyard; destroy that target, also add the second target to your hand. You can only activate 1 "Meeting of the Defense Corps" per turn.

 

Retreat of the Defense Corps

Counter Trap Card

When exactly 1 "Defense Corps" monster you control is targeted for an attack or effect: Target 1 other "Defense Corps" monster you control; negate the attack or effect, and if you do, destroy that card, also destroy that target.

Schedule Swift of the Defense Corps
Quick-Play Spell Card
Target 1 "Defense Corps" monster you control; destroy that target, also Special Summon 1 "Defense Corps" monster from your hand. You cannot Special Summon other monsters during the turn you activate this card, except "Defense Corps" monsters. You can only activate 1 "Schedule Swift of the Defense Corps" per turn.

 

Gathering of the Defense Corps
Continuous Trap Card
Target 1 "Defense Corps" monster you control; destroy that target, also Special Summon 1 "Defense Corps" monster from your Deck with the same name as that target on the field. If this card leaves the field, destroy that monster. If that monster leaves the field, destroy this card. You can only control 1 "Gathering of the Defense Corps".


Strategy of the Defense Corps
Continuous Trap Card
Once per turn: You can pay 800 LP; change all "Defense Corps" monsters you control to Defense Position. This card gains these effects effects based on the number of Defense Position "Defense Corps" monsters you control:
● 1 or more: All "Defense Corps" monsters gain 500 DEF.
● 2 or more: All "Defense Corps" monsters you control can attack while in face-up Defense Position. If they do, apply their DEF for damage calculation.
● 3 or more: During your Standby Phase: You can target 1 "Defense Corps" monster you control and 2 monsters your opponent controls; destroy them. You can only use this effect of "Strategy of the Defense Corps" once per turn.

KAMITAN ARCHETYPE (13/13):

Kamitan is an Archetype meant for Project Evolution in that is uses the type "Titan", which is where the name comes into place, however, you can pretend that they're Fairy-Type for this thread. The Archetype itself is Special Summon only that focus on Tributing. They are mainly Level 9 with different Attributes and mainly have 2000 DEF. Each monster has 2 similar effects, one where you can Tribute a "Kamitan" from your hand or side of the field for an effect and one that Tributes itself during your End Phase for an effect. As the name suggests, it's based on many Kami and Titans.

Monsters:
 
Raijin-no-Kamitan
Fairy-Type/LIGHT
Level 9
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing other 2 "Kamitan" monsters from your hand and/or side of the field, and cannot be Special Summoned by other ways. You can Tribute 1 other "Kamitan" monster from your hand or side of the field, then target 1 "Kamitan" monster in your Graveyard, except the Tributed monster; add that target to your hand. During your End Phase: You can Tribute this card; add 1 "Kamitan" monster from your Deck to your hand, except "Raijin-no-Kamitan". You can only use each effect of "Raijin-no-Kamitan" once per turn.
2700/2000
 
Suijin-no-Kamitan
Fairy-Type/WATER
Level 9
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing other 2 "Kamitan" monsters from your hand and/or side of the field, and cannot be Special Summoned by other ways. During either player's turn, when exactly 1 "Kamitan" monster you control is targeted for an attack or opponent's card effect: You can Tribute 1 "Kamitan" monster from your hand or side of the field, except that target; negate the attack or activation, and if you do, destroy it. During your End Phase: You can Tribute this card; draw 2 card and reveal them, then discard any revealed non-"Kamitan" cards. You can only use each effect of "Suijin-no-Kamitan" once per turn.
2500/2000
 
Susanoo-no-Kamitan
Fairy-Type/WIND
Level 9
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing other 2 "Kamitan" monsters from your hand and/or side of the field, and cannot be Special Summoned by other ways. You can Tribute 1 other "Kamitan" monster from your hand or side of the field, then target 1 monster your opponent controls; return that target to the hand. During your End Phase: You can Tribute this card, then target 1 "Kamitan" card in your Graveyard, except "Susanoo-no-Kamitan"; add that target to your hand. You can only use each effect of "Susanoo-no-Kamitan" once per turn.
2600/2000      
 
Amaterasu-no-Kamitan
Fairy-Type/FIRE
Level 9
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing other 2 "Kamitan" monsters from your hand and/or side of the field, and cannot be Special Summoned by other ways. You can Tribute 1 other "Kamitan" monster from your hand or side of the field, then target 1 monster your opponent controls; this turn, if a "Kamitan" monster destroys that target by battle, it can make a second attack in a row. During your End Phase: You can Tribute this card; inflict 1000 damage to your opponent. You can only use each effect of "Amaterasu-no-Kamitan" once per turn.
2700/2000
 
Tsukoyomi-no-Kamitan
Fairy-Type/DARK
Level 9
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing other 2 "Kamitan" monsters from your hand and/or side of the field, and cannot be Special Summoned by other ways. You can Tribute 1 other "Kamitan" monster from your hand or side of the field; this turn, if a "Kamitan" monster you control attacks an opponent's monster, your opponent cannot activate cards or effects until the end of the Damage Step, also that monster inflicts piercing battle damage to your opponent. During your End Phase: You can Tribute this card; add 1 "Kamitan" Spell/Trap Card from your Deck to your hand. You can only use each effect of "Tsukoyomi-no-Kamitan" once per turn.
2800/2000      
 
Izanagi-no-Kamitan
Fairy-Type/EARTH
Level 12
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing other 3 "Kamitan" monsters from your hand and/or side of the field, and cannot be Special Summoned by other ways. You can Tribute any number of "Kamitan" monsters from your hand or side of the field, except this card, then target Spell/Trap Cards your opponent controls equal to the number of monsters Tributed; destroy those targets. If you Tributed 3 or more monsters, your opponent cannot activate the targeted cards in response to this effects activation. During your End Phase: You can Tribute this card; Special Summon 1 "Kamitan" monster from your hand or Graveyard, ignoring its Summoning conditions, except "Izanagi-no-Kamitan". You can only use each effect of "Izanagi-no-Kamitan" once per turn.
3000/3000
 
Spell/Trap Cards:
 
Sanctuary-no-Kamitan
Field Spell Card
If you control no monsters, when you Special Summon a "Kamitan" monster by its own effect, you can Summon it with 1 less Tribute. If a Fairy-Type monster(s) is Tributed, place 1 Kamitan Counter on this card for each of those Tributed monsters. All non-Fairy-Type monsters on the field lose 100 ATK and DEF for each Kamitan Counter on this card.
 
Sacrifice-no-Kamitan
Continuous Spell Card
Once per turn, if a Fairy-Type monster(s) in your possession is Tributed: You can Special Summon 1 "Kamitan Token" (Fairy-Type/EARTH/Level 1/ATK 0/DEF 0) in Defense Position. That Token cannot be used as a Synchro Material. While this card is on the field, your opponent cannot target "Kamitan Tokens" you control for attacks or effects while you control a non-Token "Kamitan" monster.      
 
Worship-no-Kamitan
Continuous Trap Card
Once per turn, during the End Phase: You can Special Summon 1 "Kamitan Token" (Fairy-Type/EARTH/Level 1/ATK 0/DEF 0) in Defense Position. That Token cannot be used as a Synchro Material. While this card is on the field, if a "Kamitan" non-Token monster(s) you control would be destroyed by your opponent's card (either by battle or by card effect), you can Tribute 1 "Kamitan Token" instead for each of those monsters.
 
Destiny-no-Kamitan
Quick-Play Spell Card
During the End Phase: Target 2 "Kamitan" monsters in your Graveyard with different names that were sent there this turn because they were Tributed; shuffle those targets into the Deck, then draw 1 card. You can only activate 1 "Destiny-no-Kamitan" per turn.
 
Arrival-no-Kamitan
Normal Spell Card
Tribute 1 "Kamitan" monster from your hand or side of the field; add 1 "Kamitan" monster from your Deck to your hand with a different name than that monster on the field or hand. You can only activate 1 "Arrival-no-Kamitan" per turn.      
 
Appearance-no-Kamitan
Normal Trap Card
Tribute 1 face-up "Kamitan" monster; Special Summon 1 "Kamitan" monster from your hand, ignoring its Summoning conditions, but its ATK and DEF are halved until the end of this turn. You can only activate 1 "Appearance-no-Kamitan" per turn.
 
Departure-no-Kamitan
Quick-Play Spell Card
During the End Phase of a turn in which a "Kamitan" monster in your possession is sent to the Graveyard because it was Tributed: Target 1 "Kamitan" monster in your Graveyard, then banish 1 other "Kamitan" card from your hand or Graveyard; Special Summon that target from your Graveyard, ignoring its Summoning conditions, but banish it when it leaves the field. You can only activate 1 "Departure-no-Kamitan" per turn.

TRANZIZTOR ARCHETYPE (11/11):

It's about giving control of your monsters to your opponent! Yeah, it's a bit silly of a gimmick, but hey, I like silly gimmicks, so that's right up my ally! Anyway, they're Thunder-Type/EARTH monsters with Levlels ranging from Level 2 to Level 8 and Spell/Trap support. Their naming comes from transistor, but the the s's are "Z" instead.
 
Monsters:
 
TranZiZtor ComponentZ
Thunder-Type/EARTH
Level 2
If the only monsters you control are "TranZiZtor" monsters, when this card is Normal Summoned or flipped face-up: You can add 1 "TranZiZtor" monster from your Deck to your hand, except "TranZiZtor ComponentZ", and if you do, give control of this card to your opponent. If control of this card changes: The opponent of this card draws 1 card. You can only use each effect of "TranZiZtor ComponentZ" once per turn.
1300/800
 
TranZiZtor PowerZ
Thunder-Type/EARTH     
Level 3
If this card is targeted for an attack or opponent's card effect: You can give control of this card to your opponent. If control of this card changes: Destroy 1 face-up non-"TranZiZtor" monster you control. You can only use each effect of "TranZiZtor PowerZ" once per turn.
1600/200
 
TranZiZtor ZwitchZ
Thunder-Type/EARTH
Level 4
You can target 1 other "TranZiZtor" monster you control; give control of that target, and if you do, Special Summon 1 "TranZiZtor" monster from your hand. You can only use this effect once while this is face-up on the field. If control of this card changes: give control of 1 non-"TranZiZtor" monster you control to your opponent. You can only use this effect of "TranZiZtor ZwitchZ" once per turn.
1700/1300
 
TranZiZtor TriggerZ
Thunder-Type/EARTH
Level 5
If your opponent controls a "TranZiZtor" monster, you can Normal Summon this card without Tributing. You can send 1 "TranZiZtor" card from your hand to the Graveyard; shuffle all "TranZiZtor" monsters your opponent controls into the Deck, then draw 1 card. You can only use this effect once while this card is face-up on the field. If control of this card changes: Discard 1 card.
2200/1500
 
TranZiZtor AmplifierZ
Thunder-Type/EARTH
Level 6
If control of a "TranZiZtor" monster changes: You can Special Summon this card from your hand. During either player's turn: You can target 1 "TranZiZtor" monster you control and 1 "TranZiZtor" monster your opponent controls; change control of the first target, and if you do, return the second target to the hand. You can use this effect once while this card is face-up on the field.
2400/0
 
TranZiZtor EmitterZ
Thunder-Type/EARTH
Level 7
You can Special Summon this card (from your hand) to your opponent's side of the field in Defense Position by Tributing 2 "TranZiZtor" monsters your opponent controls. If this card is Special Summoned: Destroy all non-"TranZiZtor" monsters you control. If control of this card changes: Discard 2 cards, then draw 2 cards. You can only use 1 effect of "TranZiZtor EmmiterZ" per turn, and only once that turn.
800/2200
 
TranZiZtor ConductorZ
Thunder-Type/EARTH
Level 8
If your opponent controls 2 or more "TranZiZtor" monsters and you control no monsters, you can Special Summon this card (from your hand). If this card is Special Summoned: You can give control of any number of "TranZiZtor" monsters to your opponent. If control of this card changes: Return 1 other face-up monster you control to your hand. You can only use each effect of "TranZiZtor ConductorZ" once per turn.
2700/2400
 
Spell/Trap Cards:
 
TranZiZtor RoomZ
Field Spell Card
"TranZiZtor" monsters your opponent control cannot attack and all non-"TranZiZtor" monsters your opponent control must attack, if able. All monsters you control gain 300 ATK and DEF for each "TranZiZtor" monster your opponent controls. If this card is destroyed by your opponent's card effect while in your possession: You can add 1 "TranZiZtor" Spell/Trap Card from your Deck to your hand, except "TranZiZtor RoomZ". Your opponent must control a "TranZiZtor" monster to activate and to resolve this effect.
 
TranZiZtor VacuumZ
Equip Spell Card
Equip only to a "TranZiZtor" monster your opponent controls. Its effects are negated, it gains 500 ATK and DEF, also take control of it. During your opponent's End Phase: You can destroy this card.  
 
TranZiZtor ControlZ
Norma Trap Card
Target 1 "TranZiZtor" monster you control and 1 Spell/Trap Card your opponent controls; give control of it to your opponent, and if you do, destroy that second target. During your turn, except during the turn this card is sent to the Graveyard: You can banish this card from the Graveyard, then target 1 "TranZiZtor" monster you control; give control of that target to your opponent.
 
TranZiZtor LightZ
Counter Trap Card
If your opponent controls a "TranZiZtor" monster, when your opponent activates a card or effect on the field: Negate the activation, and if you do, return that card to the hand.

WATA - FORMING AN ARCHETYPE #22 (9/9):

So, this came out of the blue, but when I saw what I could do with these, I knew I had to do it. Watapon and Hanewata are 2 Level 1 Fairy-Type monsters, so I thought, why not make some general support for that as well as a Wata Archetype? I also decided to make it Court Of Justice support as well.

http://img4.wikia.nocookie.net/__cb20121006011604/yugioh/images/thumb/5/5b/Watapon-LCYW-EN-C-1E.png/300px-Watapon-LCYW-EN-C-1E.png
If this card is added from your Deck to your hand by a card effect: You can Special Summon this card.

Main Deck Monsters:

Wata Wata Wata!
Fairy-Type/LIGHT/Tuner
Level 1
When this card is Normal Summoned: You can add 1 Level 1 Fairy-Type monster from your Deck to your hand, except "Wata Wata Wata!" or 1 "Court" card, and if you do, take 1000 damage. You cannot Special Summon monsters during the turn you use this effect, except Level/Rank 2 or lower Fairy-Type monsters.
100/0

Watadon
Fairy-Type/LIGHT
Level 1
If this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 Level 1 Fairy-Type monster from your hand or Deck, except "Watadon". If this card is destroyed by your opponent's card effect while in your possession: You can Special Summon 1 "Wata" monster from your hand or Deck, except "Watadon". You can only use 1 effect of "Watadon" per turn, and only once that turn.
0/0

Wataup
Fairy-Type/LIGHT
Level 1
If this card is Special Summoned by the effect of "Court of Justice": You can target 1 "Wata" monster in your Graveyard; take 1000 damage, and if you do, Special Summon that target. If you activate this effect, you can only Special Summon "Wata" monsters for the rest of the turn. You can only use this effect of "Wataup" once per turn.
300/100

Watasay?
Fairy-Type/LIGHT
Level 1
If a Fairy-Type Level/Rank 2 or lower monster you control is targeted by your opponent's card effect: You can send this card from your hand to the Graveyard; negate the activation, and if you do, destroy that card. You can only use this effect of "Watasay?" once per turn.
700/0

Extra Deck Monsters:

Watabang
Fairy-Type/LIGHT
Level 2
1 Fairy-Type Tuner + 1 non-Tuner Fairy-Type monster
If this card is Synchro Summoned by using a "Wata" monster as Synchro Material, it is unaffected by your opponent's card effects until the end of the turn. During damage calculation (in either player's turn): You can send 1 Fairy-Type monster from your hand to the Graveyard once per battle; this card gains 1000 ATK until the end of the Damage Step.
1300/1000

Watacha!
Fairy-Type/LIGHT
Rank 1
2 Level 1 Fairy-Type monsters
When this card is Xyz Summoned: You can target 1 face-up monster your opponent controls whose Level/Rank is less than or equal to the combined Level and Ranks of all monsters you control; take control of that target. When this card leaves the field, return control of that monster. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; its effects are negated.
1500/0

Spell/Trap Cards:

Court of Wata
Normal Spell Card
Target 1 Level/Rank 2 Fairy-Type monster you control; Special Summon 1 "Wata Token" (Fairy-Type/LIGHT/Level ?/ATK 0/DEF 0). (When Summoned, its Level becomes equal to the original Level/Rank of that monster.) You can banish this card from your Graveyard: Add 1 "Wata" monster from your Deck to your hand. You cannot Special Summon during the turn you use either effect, except Fairy-Type monsters. You can only use 1 effect of "Court of Wata" per turn, and only once that turn.

Court of Hope
Field Spell Card
Activate this card by sending 1 "Court of Justice" you control to the Graveyard. Level/Rank 2 or lower Fairy-Type monsters cannot be targeted or destroyed by your opponent's card effects. Once per turn: You can target 1 Level 1 Fairy-Type monster in your Graveyard and 1 Level/Rank 2 or lower Fairy-Type monster you control; equip the first target to the second target. The equipped monster gains ATK and DEF equal to the number of monsters equipped to its this way x 500.

Court of Death
Counter Trap Card
When a monster your opponent controls activates a monster effect: Send 1 Level/Rank 2 or lower Fairy-Type monster from your hand or side of the field to the Graveyard; negate the activation, and if you do, return that monster to the hand.

IMAGENARY BEAST ARCHETYPE (15/15):

This is an Archetype based around forcing all Special Summoned monsters from the Extra Deck to be put in Defense Position when they are Summoned. They are based around photography and such. The name comes from Image and Imaginary, and the monster names from from animals and photographic terms as a portmanteau. They're Synchro based with Levels, Types and Attributes.

 

Main Deck Monsters:

 

Imagenary Beast - Pictoraffe
Beast-Type/LIGHT
Level 4
Both players must Special Summon monsters from their Extra Deck in Defense Position. When this card is Normal Summoned: You can target 1 "Imagenary Beast" monster in your Graveyard, except "Imagenary Beast - Pictoraffe", then discard 1 card; Special Summon that target in Defense Position.
1800/1200

Imagenary Beast - Cameleon
Reptile-Type/DARK/Tuner
Level 2
Both players must Special Summon monsters from their Extra Deck in Defense Position. If this card is sent to the Graveyard for the Synchro Summon for a monster Summoned in Defense Position: You can add 1 "Imagenary Beast" card from your Deck to your hand, except "Imagenary Beast - Cameleon". You can only use this effect of "Imagenary Beast - Cameleon".
100/1400

Imagenary Beast - Butterframe
Insect-Type/WIND
Level 3
Both players must Special Summon monsters from their Extra Deck in Defense Position. You can Tribute this card; Special Summon 1 "Imagenary Beast" monster from your Deck, except "Imagenary Beast - Butterframe" in Defense Position, but its effects are negated until the end of this turn and it cannot be used as a Synchro or Xyz Material this turn. You can only use this effect of "Imagenary Beast - Butterframe" once per turn.
1500/1500

Imagenary Beast - Graphig
Beast-Type/EARTH
Level 4
Both players must Special Summon monsters from their Extra Deck in Defense Position. Once per turn, if you activate an "Imagenary Beast" Spell/Trap Card: You can Special Summon 1 "Imagenary Beast" monster from your hand, except "Imagenary Beast - Graphig" in Defense Position, but its effects are negated until the end of this turn and it cannot be used as a Synchro Material, except for the Synchro Summon of an "Imagenary Beast" monster.
1500/1700

Imagenary Beast - Tricod
Fish-Type/WATER/Tuner
Level 3
Both players must Special Summon monsters from their Extra Deck in Defense Position. If you control no monsters and your opponent controls a monster, you can Special Summon this card (from your hand) by sending 1 other card from your hand to the Graveyard.
400/1600

 

 

Imagenary Beast - Negatick
Insect-Type/DARK/Tuner
Level 4
Both players must Special Summon monsters from their Extra Deck in Defense Position. If you use this card you control for a Synchro Summon of an "Imagenary Beast" monster, you can treat it as a non-Tuner monster.
200/1700

Imagenary Beast - Octomatic
Aqua-Type/WATER/Tuner
Level 1
Both players must Special Summon monsters from their Extra Deck in Defense Position. During your turn, except during the turn this card is sent to your Graveyard: You can banish this card from your Graveyard, then target 1 "Imagenary Beast" card in your Graveyard; add that target to your hand. You can only use this effect of "Imagenary Beast - Octomatic" once per turn.
0/1100

Imagenary Beast - Ibexposure
Beast-Type/EARTH
Level 4
Both players must Special Summon monsters from their Extra Deck in Defense Position. A Synchro Monster that was Synchro Summoned in Defense Position using this card as Synchro Material gains this effect:

● Your opponent must Special Summon monsters in Defense Position.
1700/1300

 

Extra Deck Monsters:


Imagenary Beast - Shotter
Aqua-Type/WATER
Level 6
1 "Imagenary Beast" Tuner + 1 or more non-Tuner monsters
When this card is Synchro Summoned in Defense Position: You can target 1 Spell/Trap Card your opponent controls; destroy that target. This card can attack while it is in face-up Defense Position. If it does, apply its DEF for damage calculation.
2200/2400

Imagenary Beast - Bazoom    
Beast-Warrior-Type/FIRE
Level 7
1 "Imagenary Beast" Tuner + 1 or more non-Tuner monsters
When this card is Synchro Summoned in Defense Position: You can make your opponent discard 1 card. This card can attack while it is in face-up Defense Position. If it does, apply its DEF for damage calculation.
2000/2600

 

Imagenary Beast - Vulperture
Winged Beast-Type/WIND
Level 8
1 "Imagenary Beast" Tuner + 1 or more non-Tuner monsters
When this card is Synchro Summoned in Defense Position: You can target 1 face-up monster your opponent controls; destroy that target, and if you do, inflict damage to your opponent equal to half its DEF on the field. This card cannot attack your opponent directly during the turn you activate this effect. This card can attack while it is in face-up Defense Position. If it does, apply its DEF for damage calculation.
2300/2800

Spell/Trap Cards:

Imagenary Beast - The Big Picture
Field Spell Card
Activate only if you control another "Imagenary Beast" card. Both players must Special Summon monsters from their Extra Deck in Defense Position. If you control an "Imagenary Beast" monster, negate the effects of Attack Position monsters Special Summoned from the Extra Deck.

Imagenary Beast - Lens Capture
Normal Trap Card
Send 1 "Imagenary Beast" card from your hand or side of the field to the Graveyard, then target 1 face-up Defense Position monster your opponent controls; take control of that target and equip it with this card. It cannot be used as a Synchro or Xyz Material. If this card leaves the field, switch control of that monster. You can only control 1 "Imagenary Beast - Lens Capture".

Imagenary Beast - Darkroom
Continuous Trap Card
Both players must Special Summon monsters from their Extra Deck in Defense Position. Once per turn, during either player's turn, you can: Immediately after this effect resolves, Synchro Summon 1 "Imagenary Beast" Synchro Monster, using only "Imagenary Beast" monsters you control.

Imagenary Beast - Photoshooter
Equip Spell Card
Equip only to an "Imagenary Beast" monster. It is gains 500 ATK and DEF and is unaffected by other Spell effects. If this card is sent to the Graveyard because the equipped monster was sent to the Graveyard for a Synchro Summon: You can banish 1 other "Imagenary Beast" card from your Graveyard; add this card from your Graveyard to your hand. You can only activate 1 "Imagenary Beast - Photoshooter" per turn.

TYPE-0 ARCHETYPE (12/12):

Type-0 is an Archetype based around having no cards in your hand, very much like Infernity, however, these are more modern in that they use Xyz and Pendulum Monsters as well. They are Level 4 and 6 monsters, all with 500 DEF, various Types and Attributes and focus on banishing, and as such, all Main Deck monsters have an effect that allows them to temporarily get rid of their hand by banishing it until the end of the turn, where they get those cards back in their hand.The name comes from the word "typographic error", or just simply "typo", meaning that you made a spelling mistake. As such, their names are of regular words, except all jumbled up.

 

Pendulum Monsters:

Type-0 - Fier Blatser
Pyro-Type/FIRE
Level 4
Scale 3
Pendulum Effect:
If there are no cards in your hand and you have a banished "Type-0" card: You can add 1 "Type-0" card from your Deck to your hand, except "Type-0 - Fier Blatser". You can only use this Pendulum Effect of "Type-0 - Fier Blatser" once per turn.

Monster Effect:
When this card is Normal or Special Summoned: You can reveal your entire hand, then banish all "Type-0" cards in your hand until the end of this turn. If there are no cards in your hand, except if you activated this card's other monster effect this turn: You can target 1 of your banished "Type-0" monsters, except "Type-0 - Fier Blatser"; Special Summon that target, and if you do, increase its Level/Rank by 2. You can only use this monster effect of "Type-0 - Fier Blatser" once per turn.
1500/500


Type-0 - Aqau Sprauer
Aqua-Type/WATER
Level 4
Scale 7
Pendulum Effect:
If there are no cards in your hand: You can target 1 of your banished "Type-0" cards or in your Graveyard; shuffle that target into your Deck, then draw 1 card. You can only use this Pendulum Effect of "Type-0 - Aqau Sprauer" once per turn.

Monster Effect:
When this card is Normal or Special Summoned: You can reveal your entire hand, then banish all "Type-0" cards in your hand until the end of this turn. During either player's turn: You can banish 1 "Type-0" card from your hand or Graveyard, then target 1 "Type-0" monster you control; this turn, it cannot be destroyed by battle or card effects, but all damage you take from battles involving it is doubled. You can only use this monster effect of "Type-0 - Aqua Sparuer" once per turn.
1700/500

 

Typo-0 Drak Denom
Fiend-Type/DARK
Level 4
Scale 3    
Pendulum Effect:
If you Pendulum Summon a monster(s) with 500 DEF: You can make the Levels of all the Pendulum Summoned monsters become 6, but if you do, you cannot Special Summon other monsters for the rest of the turn, except "Type-0" monsters.

Monster Effect:
When this card is Normal or Special Summoned: You can reveal your entire hand, then banish all "Type-0" cards in your hand until the end of this turn. Once per turn, if there are no cards in your hand: You can target 1 face-up monster you control; its Level becomes 6.
1600/500    

Typo-0 Lught Angle
Fairy-Type/LIGHT
Level 4
Scale 7
Pendulum Effect:
Once per turn: You can banish 1 "Type-0" card from your hand, then target 1 Spell/Trap Card your opponent controls; banish that target.

Monster Effect:
If there are no cards in your hand, except if you activated this card's other monster effect this turn: You can Tribute this card; Special Summon 1 "Type-0" monster from your Deck, except "Lught Angle", but its effects are negated and it is banished during the End Phase. You can only use this effect of "Typo-0 Lught Angle" once per turn.
1400/500
 

Non-Pendulum Main Deck Monsters:


Type-0 - Aerth Shatetrer
Rock-Type/EARTH
Level 6
If this card is the only card in your hand, you can Normal Summon it without Tributing. When this card is Normal or Special Summoned: You can reveal your entire hand, then banish all "Type-0" cards in your hand until the end of this turn. If there are no cards in your hand: You can banish 1 "Type-0" card from your Graveyard, then target 1 face-up monster your opponent controls; destroy that target. You can only use this monster effect of "Aerth Shatetrer" once per turn.
2300/500

Type-0 - Stirking Kngiht
Warrior-Type/EARTH
Level 6
If this card is the only card in your hand, you can Normal Summon it without Tributing. When this card is Normal or Special Summoned: You can reveal your entire hand, then banish all "Type-0" cards in your hand until the end of this turn. If there are no cards in your hand, all "Type-0" monsters you control gain 400 ATK during damage calculation only.
2200/500

 

Type-0 - Breut Samshre
Beast-Warrior-Type/DARK    
Level 6    
If this card is the only card in your hand, you can Normal Summon it without Tributing. You can banish this card from your hand or side of the field, then target 1 "Type-0" card in your Graveyard, except "Type-0 - Breut Samshre"; add that target to your hand. You can only use this effect of "Type-0 - Breut Samshre" once per turn.
2400/500

 

Type-0 - Frenyz Maigican
Spellcaster-Type/FIRE
Level 6
If this card is the only card in your hand, you can Normal Summon it without Tributing. When this card is Normal or Special Summoned: You can reveal your entire hand, then banish all "Type-0" cards in your hand until the end of this turn. If the only card in your hand is a "Type-0" monster: You can reveal that monster; Special Summon that monster, and if you do, increase its Level by 2. You can only use this effect of "Type-0 - Frenyz Maigican" once per turn.
2000/500

 

Extra Deck Monsters:

 

Type-0 - Utopai Hoep

Warrior-Type/LIGHT

2 Level 6 monsters

If there are no cards in your hand, this card's Xyz Summon cannot be negated, also your opponent cannot activate cards and effects cannot be activated when a "Typo-0" monster(s) is Special Summoned. Once per turn: You can detach 1 Xyz Material from this card, then target 1 of your banished "Type-0" cards, except "Type-0 - Utopai Hoep"; add that target to your hand.
2500/500

Type-0 - Utopai Rya
Warrior-Type/LIGHT
Rank 6
2 Level 6 "Type-0" monsters
If there are no cards in your hand, if a "Type-0" monster you control declares an attack, your opponent cannot activate cards or effects until the end of the Damage Step. Once per turn, during either player's turn, if there are no cards in your hand, when your opponent activates a card or effect: You can detach 1 Xyz Material from this card; negate the activation, and if you do, destroy that card.
2700/500

Spell/Trap Cards:

Type-0 - Macig Barirer
Continuous Spell Card
If there are no cards in your hand, "Type-0" cards in your Pendulum Zones cannot be targeted or be destroyed by your opponent's card effects. Once per turn: You can banish 1 "Type-0" card in your hand or Graveyard, then target 1 face-up monster you control with a Level; its Level becomes 6.

Type-0 - Revvial Splel
Continuous Trap Card
Activate this card by targeting 1 of your banished "Type-0" monsters while there are no cards in your hand; Special Summon that target. During the End Phase, if there is a card in your hand, destroy this card. If that target is destroyed, destroy this card. If this card is destroyed, destroy that target. You can only control 1 "Type-0 - Revvial Splel"

Type-0 - Cuontre Mesuser
Counter Crap Card
If a "Type-0" card(s) you control is targeted by your opponent's card effect while there are no cards in your hand: Banish 1 "Type-0" card from your Graveyard; negate the activation, and if you do, destroy that card.

HELLEPHANT ARCHETYPE (11/11):

Hellephant is a Beast-Warrior-Type/DARK Archetype with various Levels based around making the opponent's monsters ATK and DEF the same. They also have other effects that work when they're the same ATK and DEF. They are based around elephants, quite obviously, and their names are based on different elephant species as well as relating to hell. I don't believe I need more than 10 cards, but I might change my mind later on. I decided on a boss monster as well.

Main Deck Monsters:

Hellephant Stegodo
Beast-Warrior-Type/DARK
Level 4
Once per turn, if the only monsters you control are "Hellephant" monsters: You can target 1 Attack Position monster your opponent controls; change that target to Defense Position, and if you do, its ATK and DEF become the equal to the lowest of the 2 (ATK or DEF). If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.
1900/1400
 
Hellephant Elefas
Beast-Warrior-Type/DARK
Level 4
When this card is Normal Summoned or Special Summoned (except during the Damage Step): You can Special Summon 1 "Hellephant Token" (Beast-Warrior-Type/DARK/Level 2/1000/1000). The only monsters you control must be "Hellephant" monsters to activate and to resolve this effect. If a monster you control targets an opponent's monster for an attack: You can Tribute 1 "Hellephant" monster, except the attacking monster; the attack target's ATK and DEF become equal to the lowest of the 2 (ATK or DEF) of the Tributed monster's original ATK and DEF on the field until the end of the Damage Step. You can only use each effect of "Hellephant Elefas" once per turn.
1800/1500
 
Hellephant Loxodont
Beast-Warrior-Type/DARK
Level 3
You can Tribute 1 "Hellephant" monster; add 1 "Hellephant" card from your Deck to your hand, except "Hellephant Loxodont". You can only use this effect of "Hellephant Loxodont" once per turn. Once per turn, if this card destroys an opponent's monster whose ATK and DEF were the same on the field and sends it to the Graveyard: You can target 1 "Hellephant" monster in your Graveyard, except "Hellephant Loxodont"; Special Summon that target.
1600/1000

Hellephant Morrill
Beast-Warrior-Type/DARK
Level 2
During the turn this card is Normal Summoned, you can Tribute Summon 1 "Hellephant" monster in addition to your Normal Summon/Set this turn. (You can only gain this effect once per turn.) If this card is Tributed: You can target 1 face-up monster your opponent controls; its ATK and DEF become equal to the lowest of the 2 (ATK or DEF).
700/800

Hellephant Palaeo
Beast-Warrior-Type/DARK
Level 5
If your opponent controls a monster whose ATK and DEF are the same and the only monsters you control (if any) are "Hellephant" monsters, you can Special Summon this card (from your hand). You can only Special Summon "Hellephant Palaeo" this way once per turn. Once per turn, if the only monsters you control are "Hellephant" monsters: You can target 1 monster your opponent controls whose ATK and DEF are different; its ATK and DEF become equal to the lowest of the 2 (ATK or DEF).
2100/1600
 
Hellephant Anacus
Beast-Warrior-Type/DARK
Level 6
When this card is Summoned: You can target 1 monster your opponent controls with the same ATK and DEF; destroy that target. During either player's turn: You can can Tribute 1 monster from your hand or side of the field, then target 1 monster your opponent controls whose ATK and DEF are different; its ATK and DEF become equal to the lowest of the 2 (ATK or DEF). You can only use each effect of "Hellephant Anacus" once per turn.
2400/1500

Hellephant Tetra
Beast-Warrior-Type/DARK
Level 7
If your opponent controls a monster with the same ATK and DEF, you can Tribute Summon this way with 1 less Tribute. If this card is Tribute Summoned: The ATK and DEF of all monsters your opponent controls become equal to the lowest of the 2 (ATK or DEF), also, if this card is Tribute Summoned by Tributing only "Hellephant" monsters, destroy Spell/Trap Cards your opponent controls up to the number of monsters' ATK and DEF changed this way (max. 2).
2600/2000

Spell/Trap Cards:

Hellephant Tri-Tusk
Equip Spell Card
Equip only to a "Hellephant" monster. If it attacks a monster with the same ATK and DEF, it gains 1000 ATK during damage calculation only. If the equipped monster would be destroyed by your your opponent's card (either by battle or card effect), you can destroy this card instead. You can only equip 1 "Hellephant Tri-Tusk" to each monster you control.

Hellephant Underworld Savanna
Field Spell Card
All monsters your opponent control whose ATK and DEF are the same lose 300 ATK and DEF for each "Hellephant" monster you control. Once per turn, if you control no monsters: You can target 1 face-up monster your opponent controls whose ATK and DEF are the same; Special Summon 1 "Hellephant" monster from your hand whose DEF is less than or equal to that target's DEF. You cannot Special Summon other monsters during the turn you activate this effect, except "Hellephant" monsters.
 
Hellephant Stomp & Ram
Continuous Trap Card
All "Hellephant" monsters you control gain 300 ATK and DEF. If a "Hellephant" monster you controls destroys an opponent's monster by battle and sends it to the Graveyard: You can target 1 face-up monster your opponent controls; its ATK and DEF become equal to the lowest of the 2 (ATK or DEF) of the destroyed monster in the Graveyard.

Hellephant's Stampeding Punishment
Normal Trap Card
Target 1 "Hellephant" monster in your Graveyard and 1 face-up monster your opponent controls; banish the first target, and if you do, the second target's ATK and DEF become equal to the lowest of the 2 (ATK or DEF) of the second target. You can only activate 1 "Hellephant's Stampeding Punishment" per turn.

MNEMONIC ARCHETYPE (10/10):

So, I like the word Mnemonic, it's such a strange word, since it starts with "M", but it's completely silent for some reason, but anyway, here's an Archetype based around your Main Deck monsters pretty much never needing to touch the field, since you mainly want to use their effects from the hand, or if they're banished. They're Fusion Summon based as well, because that's fun I guess. Fiend-Type/EARTH, because that's fun I guess. Names are based around the seven deadly sins, because that's fun I guess.

 

Again, the numbers represent the same effect shared across multiple cards.

 

Main Deck Monsters:


Mnemonic LUST
Fiend-Type/EARTH
Level 1
(1) If you control no monsters, you can banish this card and another "Mnemonic" monster from your hand; Special Summon 1 "Mnemonic" Fusion Monster from your Extra Deck. During your next Draw Phase after this card was banished to activate a "Mnemonic" card effect: You can shuffle this banished card into your Deck, then target 1 "Mnemonic" monster in your Graveyard, except "Mnemonic LUST"; add that target to your hand. You can only use 1 effect of "Mnemonic LUST" per turn, and only once that turn.
0/0

Mnemonic GREED
Fiend-Type/EARTH
Level 1
(1) During your next Draw Phase after this card was banished to activate a "Mnemonic" card effect: You can shuffle this banished card into your Deck; add 1 "Mnemonic" card from your Deck to your hand, except "Mnemonic GREED", then discard 1 card. You can only use 1 effect of "Mnemonic GREED" per turn, and only once that turn.
0/0

Mnemonic SLOTH
Fiend-Type/EARTH
Level 1
(1) During your next Draw Phase after this card was banished to activate a "Mnemonic" card effect: You can shuffle this banished card into your Deck, then target 1 "Mnemonic" Fusion Monster you control; return that target to your Extra Deck, then Special Summon 1 "Mnemonic" Fusion Monster from  your Extra Deck with a different name than that target. You can only use 1 effect of "Mnemonic SLOTH" per turn, and only once that turn.
0/0

 

Mnemonic GLUTTONY

Fiend-Type/EARTH

Level 1

(1) During your next Draw Phase after this card was banished to activate a "Mnemonic" card effect: You can shuffle this banished card into your Deck, then target 1 of your banished "Mnemonic" monsters, except "Mnemonic GLUTTONY"; Special Summon that target, but return it to your hand or Extra Deck during the End Phase. You can only use 1 effect of "Mnemonic GLUTTONY" per turn, and only once that turn.

 

Extra Deck Monsters:


Mnemonic ENVY
Fiend-Type/EARTH
Level 7
2 "Mnemonic" monsters
When this card is Special Summoned by the effect of a "Mnemonic" card: You can banish 1 "Mnemonic" monster from your hand or Graveyard, then target 1 face-up monster your opponent controls; banish that target. When this card destroys an opponent's monster by battle: You can banish 1 card from your opponent's Graveyard. You can only use 1 effect of "Mnemonic ENVY" per turn, and only once that turn.
2600/0

 

Mnemonic PRIDE

Fiend-Type/EARTH

Level 7

2 "Mnemonic" monsters

When your opponent Special Summons a monster(s): You can banish 1 "Mnemonic" monster from your hand or Graveyard; negate the effects of those. You can discard 1 "Mnemonic" card; discard 1 random card from your opponent's hand, and if you do, negate the effects of that card in the Graveyard. You can only use 1 effect of "Mnemonic PRIDE" per turn, and only once that turn.
2700/0

Mnemonic WRATH
Fiend-Type/EARTH
Level 7
2 "Mnemonic" monsters
If your opponent controls a monster and you control no other monsters: You can return all Spell/Trap Cards your opponent controls to the hand, and if you do, this card gains 100 ATK for each of those cards until the end of this turn. You can banish 1 "Mnemonic" monster from your hand or Graveyard; change the battle positions of all monsters your opponent controls. You can only use 1 effect of "Mnemonic WARTH" per turn, and only once that turn.
2300/0

Spell/Trap Cards:

Mnemonic CHANT
Normal Spell Card
Banish 2 "Mnemonic" monsters from your Graveyard or side of the field; Fusion Summon 1 "Mnemonic" Fusion Monster. If you control no monsters: You can shuffle this card and 1 other "Mnemonic" card from your Graveyard into your Main Deck, then draw 1 card. You can use 1 effect of "Mnemonic CHANT" per turn, and only once that turn.

Mnemonic CONFUSION
Normal Trap Card
Banish 1 "Mnemonic" monster you control; your opponent sends 1 card from their Extra Deck to their Graveyard for each banished "Mnemonic" monster with a different name (max. 5). You can only activate 1 "Mnemonic CONFUSION" per turn.

Mnemonic STOP
Counter Trap Card
When your opponent would Summon a monster(s): Banish 1 "Mnemonic" monster from your hand or side of the field; negate that Summon(s), and if you do, place those monsters on top of your opponent's Deck in any order. You can activate 1 "Mnemonic STOP" per turn.

SEMINAL ARCHETYPE (11/11):

Seminal: Having a strong influence on ideas, works, events, etc., that come later. The idea behind this Archetype is that you can either have something happen right away, but at a cost/less good, or wait until your next Standby Phase to have them have no cost/be way better effects. They are Spellcaster and Psychic-Type monsters with various Attributes and Levels. They are also Fusion Summon based.

 

Main Deck Monsters:

 

Seminal Unity - The Witch

Spellcaster-Type/EARTH

Level 4

You can only use each "Seminal Unity - The Witch" effect once per turn. When this card is Normal Summoned or Special Summoned by the effect of a "Seminal" card: You can activate 1 of these effects.

● Discard 1 card; add 1 "Seminal" Spell/Trap Card from your Deck to your hand.

● During your next Standby Phase after activation, add 1 "Seminal" Spell/Trap Card from your Deck to your hand.

1800/1000

 

Seminal Unity - The Telepath

Psychic-Type/LIGHT
Level 3

You can only use each "Seminal Unity - The Telepath" effect once per turn. When this card is Normal Summoned or Special Summoned by the effect of a "Seminal" card: You can activate 1 of these effects.

● Shuffle 1 card from your hand into your Deck, then target 1 "Seminal Unity" monster in your Graveyard, except "Seminal Unity - The Telepath"; Special Summon that target.

● Target 1 "Seminal Unity" monster in your Graveyard, except "Seminal Unity -  The Telepath"; during your next Standby Phase after activation, Special Summon that target.

1000/1500

 

Seminal Unity - The Seer

Psychic-Type/WATER

Level 3

You can only use each "Seminal Unity - The Seer" effect once per turn. When this card is Normal Summoned or Special Summoned by the effect of a "Seminal" card: You can activate 1 of these effects.

● Target 1 "Seminal Unity" monster in your Graveyard, then discard 1 card; add that target to your hand.

● Target 1 "Seminal Unity" monster in your Graveyard; during your next Standby Phase after activation, add that target to your hand.

1600/1200

 

Seminal Unity - The Psychic

Psychic-Type/WIND

Level 2

You can only use each "Seminal Unity - The Psychic" effect once per turn. When this card is Normal Summoned or Special Summoned by the effect of a "Seminal" card: You can activate 1 of these effects.

● Discard 1 card, then target 1 of your banished "Seminal" cards; shuffle that target into your Deck, then draw 1 card.

● Target 1 of your banished "Seminal" cards; during your next Standby Phase after activation, shuffle that target into your Deck, then draw 1 card.

500/900

 

Extra Deck Monsters:

 

Seminal Unity Master - The Shaman

Spellcaster-Type/DARK

Level 8

2 "Seminal Unity" monsters

Must be first be Fusion Summoned. During either player's turn: You can target 1 other "Seminal Unity" monster you control; banish that target. During your next Standby Phase after activation, Special Summon that target. You can only use this effect of "Seminal Unity Master - The Shaman". "Seminal Unity Master" monsters you control cannot be destroyed by card effects that do not target them.

2700/2400

 

Seminal Unity Master - The Mystic

Spellcaster-Type/FIRE

Must first be Fusion Summoned

2 "Seminal Unity" monsters

When this card is Fusion Summoned: You can target 1 face-up monster your opponent controls; banish that target. Special Summon it to your opponent's side of the field during the next Standby Phase in Defense Position. You can banish 1 "Seminal" card from your hand; your opponent banishes 1 card from their hand. You can only use this effect of "Seminal Unity Master - The Mystic" once per turn.

2600/2500

 

Seminal Unity Master - The Clairvoyant

Psychic-Type/LIGHT

Level 8

3 "Seminal Unity" monsters

Must be first be Fusion Summoned. During your next Standby Phase after this card is Fusion Summoned: You can return this card to your Extra Deck, then target 2 of your banished "Seminal Unity" monsters with different names, except "Seminal Unity Master - The Clairvoyant"; Special Summon both those targets in Defense Position. You can only use this effect of "Seminal Unity Master - The Clairvoyant" once per turn. Once per turn, when this card destroys an opponent's monster by battle: You can shuffle 1 card from your hand into your Deck; this card can make a second attack in a row.

3000/2200

 

Spell/Trap Cards:

 

Seminal Fusion

Normal Spell Card

You can only use each "Seminal Fusion" effect once per turn. Activate 1 of these effects:

● Fusion Summon 1 "Seminal Unity Master" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials.

● During your next Standby Phase after activation, Fusion Summon 1 "Seminal Unity Master" Fusion Monster from your Extra Deck, using monsters from your Deck as Fusion Materials.

 

Seminal Switch Fusion

Normal Spell Card

You can only use each "Seminal Switch Fusion" effect once per turn. Activate 1 of these effects.

● Target 1 "Seminal Unity Master" monster you control; return that target to the Extra Deck, and if you do, Fusion Summon 1 "Seminal Unity Master" monster from your Extra Deck with a different name than that target, but it cannot declare an attack this turn.

● Target 1 "Seminal Unity" monster you control; shuffle that target into your Deck, and if you do, during your next Standby Phase after activation, Fusion Summon 1 "Seminal Unity Master" from your Extra Deck with a different name than that target.

 

Seminal Envoy

Normal Trap Card

Target 1 "Seminal Unity" monster you control; banish that target, and if you do, draw 1 card, also Special Summon it during your next Standby Phase after activation. During your Standby Phase, except during the turn this card is sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Seminal" Spell/Trap Card in your Graveyard; add that target to your hand. You can only use each effect of "Seminal Envoy" once per turn.

Seminal Forecast
Normal Trap Card
Excavate the top 3 cards of your Deck, and if any of them are "Seminal" monsters, you can banish 1 of them, and if you do, during your next Standby Phase after activation, add that banished card to your hand, but you cannot Normal Summon monsters, except monsters with the same name as that card during that turn. You can only activate 1 "Seminal Forecast" per turn.

THORNS - FORMING AN ARCHETYPE #21 (11/11):

This is a thing I have done on DNF for a while now, this is in fact the 21st Archetype that has done this, but since I haven't done it on here, let me explain it real quick: Basically, what I do is that I take a card that already exists but has no Archetype, and create an Archetype based around it, its name, effects etc. I include the card I'm using for reference. Most of the time, the card is not all too useful for the gimmick I want to create, though sometimes it is an important piece of the Archetype.
Today it's about Queen of Thorns, mainly the "pay LP to do stuff" is what I'm going for here.

http://img2.wikia.nocookie.net/__cb20140821170434/yugioh/images/thumb/9/92/QueenofThorns-AP05-EN-C-UE.png/300px-QueenofThorns-AP05-EN-C-UE.png
1 Tuner + 1 or more non-Tuner Plant-Type monsters
Each player must pay 1000 LP for each monster Normal or Special Summoned from their hand, except for Plant-Type monsters.

Monsters:

Hunter of Thorns
Plant-Type/LIGHT
Level 4
Each player must pay 1000 LP to declare an attack, except with Plant-Type monsters. When this card destroys an opponent's monster by battle: You can target 1 "Thorns" monster in your Graveyard; Special Summon that target in Defense Position. You cannot Synchro Summon during the turn you use this effect, except Plant-Type monsters. You can only use this effect of "Hunter of Thorns" once per turn.
1800/1000

Knight of Thorns
Plant-Type/LIGHT
Level 4
Each player must pay 1000 LP to change battle positions, except with Plant-Type monsters. If the battle position of a monster on the field changes: You can discard 1 other card; Special Summon this card from your hand. You cannot Synchro Summon during the turn you use this effect, except Plant-Type monsters. You can only use this effect of "Knight of Thorns" once per turn.
1900/500

Locker of Thorns
Plant-Type/LIGHT
Level 4
Each player must pay 1000 LP to add monsters from their Deck or Graveyard to their hand for each, except Plant-Type monsters. Once per turn, during your opponent's turn: You can Tribute 1 Plant-Type monster from your hand or side of the field, then target 1 face-up monster your opponent controls; this turn, negate its effects, and if you do, it cannot declare an attack.
1600/1500

Keeper of Thorns
Plant-Type/LIGHT
Level 4
Each player must pay 1000 LP to add Spell/Trap Cards from their Deck or Graveyard to their hand, except "Thorns" Spell/Trap Cards. Once per turn, during your opponent's turn, when your opponent activates monster effect: You can Tribute 1 Plant-Type monster from your hand or side of the field; negate the activation, and if you do, destroy it.
1700/1300

Sorcerer of Thorns
Plant-Type/LIGHT
Level 4
Each player must pay 1000 LP to activate monster effects that activate on the field, except with Plant-Type monsters. When you Normal Summon or Special Summon a "Thorns" monster(s): You can pay 1000 LP; Special Summon this card from your hand, then change all monsters you control to Defense Position. If you activate this effect, you cannot change the battle position of monsters you control for the rest of the turn. You can only use this effect of Sorcerer of Thorns" once per turn.
1200/1800

Priest of Thorns
Plant-Type/LIGHT/Tuner
Level 2
Each player must pay 1000 LP to activate Spell Cards except "Thorns" Spell Cards. You can Tribute this card; add 1 "Thorns" Spell/Trap Card from your Deck or Graveyard to your hand. You cannot activate Spell/Trap Cards during the turn you activate this effect, except "Thorns" Spell/Trap Cards. You can only use this effect of "Priest of Thorns" once per turn.
1000/1200

Priestess of Thorns
Plant-Type/LIGHT/Tuner
Level 2
Each player must pay 1000 LP to activate Trap Cards except "Thorns" Trap Cards. You can Tribute this card; add 1 "Thorns" monster from your Deck to your hand, except "Priestess of Thorns". You cannot Special Summon monsters during the turn you activate this effect, except Plant-Type monsters. You can only use this effect of "Priestess of Thorns" once per turn.
1200/1000

Spell/Trap Cards:

Field of Thorns
Field Spell Card
Each time you pay 1000 or more LP, place 1 Thorn Counter on this card for each multiple of 1000 you paid. "Thorns" monsters you control gain ATK and DEF equal to number of Thorn Counters on this card x 300. During your End Phase: You can remove all Thorn Counters from this card; both players gain 500 LP for each Thorn Counter removed.

Sword of Thorns
Equip Spell Card
Equip only to a Plant-Type monster. It gains 700 ATK. Once per turn, if it would be destroyed by battle or by card effect, you can pay 1000 LP instead. You can only control 1 "Sword of Thorns".

Prickly Thorns
Normal Trap Card
When your opponent Special Summons a monster(s) while you control another "Thorns" card: Pay 1000 LP for each of those monsters; shuffle that monster(s) into your opponent's Deck, then your opponent 1000 LP for each of those monsters. You can only activate 1 "Prickly Thorns" per turn.

Deadly Thorns
Counter Trap Card
When your opponent would Summon a monster(s) while you control another "Thorns" card: Pay 1000 LP for each of those monsters; negate that Summon(s), and if you do, destroy those monsters, then your opponent gains 1000 LP for each of those monsters. You can only activate 1 "Deadly Thorns" per turn.

DEEP SLEEP ARCHETYPE (11/11):

Deep Sleep is an Archetype which focuses on changing the opponent's monsters to face-down Defense Position. When they do this, they also put themselves face-down as well. There are 3 Level 3 monsters and 3 Level 6 monsters. The Level 3s and Level 6s share the same types, which is why their names are similar, and the Level 6 gets boosted by Tributing their Level 3 counterpart. They also have a boss monster, as well as Spell and Trap Cards to support them.

 

Once again, these use the number system, where the number represents the same effect that they all share.

 

Monsters:

 

Deep Sleep - Shadow Demon

Fiend-Type/DARK

Level 3

(1) - You can target 1 Attack Position monster your opponent controls; change both this monster and that target to face-down Defense Position, and if you do, neither monster can change its battle position. You can target 1 face-down monster you control; change it to face-up Attack or Defense Position. You can only use this effect of "Deep Sleep - Shadow Demon" once per turn.

1300/1600

 

Deep Sleep - Shadow Creature

Beast-Type/DARK

Level 3

(1) If this card is flipped face-up: You can add 1 "Deep Sleep" card from your Deck to your hand, except "Deep Sleep - Shadow Creature". You can only use this effect of "Deep Sleep - Shadow Demon" once per turn.

900/1800

 

Deep Sleep - Shadow Ghost

Zombie-Type/DARK

Level 3

(1) When this card is Normal Summoned: You can discard 1 Level 3 or 6 "Deep Sleep" monster, then activate 1 of these effects, depending on the Level of the discarded monster;

● Level 3: Special Summon 1 Level 6 "Deep Sleep" monster from your hand.

● Level 6: Special Summon 1 Level 3 "Deep Sleep" monster from your hand.

1700/1400

 

Deep Sleep - Nightmare Demon

Fiend-Type/DARK

Level 6

(1) When this card is Tribute Summoned by Tributing a face-down or "Deep Sleep" monster: You can target 1 face-down monster your opponent controls; return that target to the hand. If this card was Tributed Summoned by Tributing "Deep Sleep - Shadow Demon", add this additional effect.

● Also, you can change 1 face-down monster on the field to face-up Attack or Defense Position after that.

2400/2200

 

Deep Sleep - Nightmare Creature

Beast-Type/DARK

Level 6

(1) When this card is Tribute Summoned by Tributing a face-down or "Deep Sleep" monster: You can activate this effect; your opponent sends 1 of their face-down monsters to the Graveyard. If this card was Tributed Summoned by Tributing "Deep Sleep - Shadow Creature", add this additional effect.

● Also, you can add 1 "Deep Sleep" card from your Deck or Graveyard to your hand after that, except "Deep Sleep - Nightmare Creature"

2300/2300

 

Deep Sleep - Nightmare Ghost

Zombie-Type/DARK
Level 6
(1) When this card is Tribute Summoned by Tributing a face-down or "Deep Sleep" monster: You can target 1 face-down monster your opponent controls; take control of that target. If this card was Tributed Summoned by Tributing "Deep Sleep - Shadow Ghost", add this additional effect.
● Also, you can Special Summon 1 "Deep Sleep" monster from your hand, except "Deep Sleep - Nightmare Ghost".
2100/2500

Deep Sleep - Shadow Nightmare
Fiend-Type/DARK
Level 8
Cannot be Normal Summon/Set. Must be Special Summoned by Tributing 2 face-down monsters, and cannot be Special Summoned by other ways. If Summoned this way: You can target 1 face-up monster and 1 face-down monster on the field; destroy both those targets. (1)
3000/3000

Spell/Trap Cards:

Deep Sleep - Dream Abyss
Field Spell Card
Once per turn, if all monsters you control are in face-down Defense Position: You can target 1 face-down Defense Position monster you control; change it to face-up Attack or Defense Position. You can Tribute Summon 1 "Deep Sleep" monster in addition to your Normal Summon/Set by Tributing 1 face-down monster. (You can only gain this effect once per turn.)

Deep Sleep - Goodnight Story
Quick-Play Spell Card
Target 1 "Deep Sleep" monster you control and 1 face-up monster your opponent controls; change both those targets to face-down Defense Position, and if you do, neither monster can change their battle position. During your turn, except during the turn this card is sent to your Graveyard: You can banish this card from your Graveyard, then target 1 face-down monster you control; change that target's battle position to face-up Attack or Defense Position.

Deep Sleep - Night Terror
Normal Trap Card
If you control no face-up monsters and your opponent controls a face-up monster: Target 1 Level 3 and 1 Level 6 "Deep Sleep" monster in your Graveyard; Special Summon the first target in face-down Defense Position and banish the second target.

Deep Sleep - Lucid Dreaming
Normal Trap Card
Reveal 1 "Deep Sleep" card in your hand, then target 1 face-down monster you control; change that target to face-up Attack or Defense Position, and if you do, it is unaffected by your opponent's card effects until the end of this turn.

DARK LOTUS ARCHETYPE (14/14):

Dark Lotus is an Archetype made for Project Evolution on DNF, but I thought that I would show it here as well. The Archetype is a Ritual Monster based one, that mainly focuses on increasing the Levels of the monsters for various effects, as well as making Ritual Summoning easier. They are themed as a religion or cult. They are Plant-Type/DARK with various Levels.
 
Monsters:
 
Heretic of the Dark Lotus
Plant-Type/DARK
Level 4
Increase this card's Level by the original Levels of all other "Dark Lotus" monsters you control (max. 12). Once per turn, if this card's Level is 6 or higher: You can add 1 "Dark Lotus" Spell Card from your Deck to your hand. If this card is Tributed, either for a Tribute Summon or for the Ritual Summon of a "Dark Lotus" Ritual Monster: You can banish this card from your Graveyard, then target 1 other "Dark Lotus" monster in your Graveyard; add that target to your hand. You can only use this effect of "Heretic of the Dark Lotus" once per turn.
1700/500
 
Oracle of the Dark Lotus
Plant-Type/DARK
Level 2
If you control exactly 1 "Dark Lotus" monster and no other monsters, you can Special Summon this card (from your hand) in Defense Position. You can only Special Summon "Oracle of the Dark Lotus" this way once per turn. Increase this card's Level by the original Levels of all other "Dark Lotus" monsters you control (max. 12). Once per turn, if this card's Level is equal to the Level of another "Dark Lotus" monster you control, except "Oracle of the Dark Lotus": You can add 1 "Dark Lotus" Ritual Monster from your Deck to your hand.
200/1800
 
Priest of the Dark Lotus
Plant-Type/DARK
Level 6
If you control a "Dark Lotus" monster whose Level is higher than its original Level, you can Normal Summon this card in addition to your Normal Summon/Set this turn. (You can only gain this effect once per turn.) Increase this card's Level by the original Levels of all other "Dark Lotus" monsters you control (max. 12). You can target 1 other "Dark Lotus" monster you control; its Level becomes equal to this card's original Level. You can only use this effect once while this card is face-up on the field.
2300/1600

 

Prayer of the Dark Lotus

Plant-Type/DARK

Level 1

Increase this card's Level by the original Levels of all other "Dark Lotus" monsters you control (max. 12). If this card's Level is 4 or higher, If you Ritual Summon a "Dark Lotus" Ritual Monster, this card can be used as an entire Tribute. If a "Dark Lotus" Ritual Monster(s) you control would be destroyed by your opponent's card effect, you can banish this card from your Graveyard instead.

0/0
 
Theologian of the Dark Lotus
Plant-Type/DARK
Level 3
When this card is Normal Summoned or Special Summoned: You can discard 1 card, then target 1 "Dark Lotus" Spell Card or "Dark Lotus" monster in your Graveyard whose Level is less than or equal to this card's Level; add that target to your hand. Increase this card's Level by the original Levels of all other "Dark Lotus" monsters you control (max. 12). If this card is Tributed, either for a Tribute Summon or for the Ritual Summon of a "Dark Lotus" Ritual Monster: You can Special Summon 1 "Dark Lotus" monster from your hand whose Level is less than or equal to this card's Level in your hand or field. You cannot Special Summon other monsters during the turn you activate this effect, except "Dark Lotus" monsters. You can only use each effect of "Theologian of the Dark Lotus" once per turn.
1500/1400
 
Guru of the Dark Lotus
Plant-Type/DARK
Level 6
You can Special Summon this card (from your hand) by discarding 1 "Dark Lotus" Spell Card. You can only Special Summon "Guru of the Dark Lotus" this way once per turn. Increase this card's Level by the original Levels of all other "Dark Lotus" monsters you control (max. 12). If this card's Level is 10 or higher: You can target 2 "Dark Lotus" Spell Cards in your Graveyard; place the first target on the top or bottom of your Deck, and if you do, add the second target to your hand. You can only use this effect of "Guru of the Dark Lotus" once while this card is face-up on the field.
1800/2400
 
Ritual Monsters:
 
Lord of the Dark Lotus
Plant-Type/DARK
Level 6
You can Ritual Summon this card with any "Dark Lotus" Ritual Spell Card. When this card destroys an opponent's monster by battle: You can target 1 "Dark Lotus" monster in your Graveyard; Special Summon that target, and if you do, increase this card's Level by the original Level of that monster (max. 12). If this card's Level is 9 or higher: You can target up to 2 Spell/Trap Cards your opponent controls; destroy both those targets. You can only use each effect of "Lord of the Dark Lotus" once per turn.
2400/2000
 

Master of the Dark Lotus

Plant-Type/DARK

Level 8

You can Ritual Summon this card with any "Dark Lotus" Ritual Spell Card. When this card is Ritual Summoned: You can target Spell/Trap Cards your opponent controls up the number of "Dark Lotus" monsters Tributed for this card's Ritual Summon; destroy those targets, and if you do, increase this card's Level equal to the number of cards destroyed this way (max. 12). You can only use this effect of "Master of the Dark Lotus" once per turn. While you control another "Dark Lotus" monster whose Level is higher than its original Level, your opponent can only activate or Set 1 Spell/Trap Card per turn.

2600/2300
 
Creator of the Dark Lotus
Plant-Type/DARK
Level 10
You can Ritual Summon this card with any "Dark Lotus" Ritual Spell Card. At the start of your Battle Phase, if you control another "Dark Lotus" monster whose Level is equal or higher than this card's Level and your opponent controls no Spell/Trap Cards, this card can declare a second attack during each Battle Phase. If this card is targeted by an opponent's monster effect: You can send 1 other "Dark Lotus" monster from your hand or side of the field to the Graveyard whose Level in the hand or on the field is less than or equal to the Level of the opponent's monster;  negate the activation, and if you do, destroy that card.
2800/2400
 
Spell Cards:
 
Ceremony of the Dark Lotus
Ritual Spell Card
This card is used to Ritual Summon any "Dark Lotus" Ritual Monster. You must also Tribute monsters from your hand or side of the field whose total Levels equal the Level of the monster you are Ritual Summoning or more. If the total Levels equal 12 or more: You can add this card from your Graveyard to your hand, but if you do, you cannot activate "Ceremony of the Dark Lotus" for the rest of the turn.
 
Rites of the Dark Lotus
Ritual Spell Card
This card is used to Ritual Summon any number of "Dark Lotus" Ritual Monster. You must also Tribute exactly 1 "Dark Lotus" monster you control whose Level is double its original Level or higher for each Ritual Monster you Ritual Summon. You can only activate 1 "Rites of the Dark Lotus" per turn.
 
Sacrifice of the Dark Lotus
Ritual Spell Card
This card is used to Ritual Summon any "Dark Lotus" Ritual Monster. You must also Tribute monsters from your hand or side of the field whose Level is equal to the monster you Ritual Summon or more. If 2 or more of the monsters Tributed for  this Ritual Summon are "Dark Lotus" monsters whose Level is higher than its original Level: You can target 1 of those monsters in your Graveyard; add that target to your hand.

Resurrection of the Dark Lotus
Normal Spell Card
Target 2 or 3 "Dark Lotus" monsters in your Graveyard whose combined Levels are less than or equal to the Levels of all "Dark Lotus" monsters you control; shuffle them into the Deck, then draw 1 card. You can only activate 1 "Resurrection of the Dark Lotus" per turn.

Church of the Dark Lotus
Field Spell Card
Once per turn: You can Special Summon 1 "Dark Lotus Token" (Plant-Type/DARK/Level 2/ATK 500/DEF 1000). It cannot be Tributed, except for the Tribute or Ritual Summon of a "Dark Lotus" monster. While you control a "Dark Lotus Token" or "Dark Lotus" Ritual Monster, all "Dark Lotus" monsters you control whose Level is higher than its original Level gain ATK and DEF equal to the difference x 100.

CREEPY CRAWLER ARCHETYPE (9/9):

This is a Crystal Beast-like Archetype, aka, they put themselves in your Spell & Trap Card Zone. What's new about this is that you can also do it from your hand, though keep in mind, this is an activation, so cards like Dark Bribe can negate them. They're an Insect-Type/EARTH Level 4 Archetype. I love alliteration, so this was Archetype was fun to name.

 

A new thing I'm doing is taking out the shared effects for cards and replacing them by numbers. This is due to the text being quite long, and since they're the same, there's really no reason to have them on all the cards. How that works is that the first card will have them, then the next will just have a number instead of the effect.

 

Creepy Crawler Attacking Ant

Insect-Type/EARTH

Level 4

(1) - You can activate this card from your hand as a Continuous Spell Card, but if you do, for the rest of the turn, you cannot activate "Creepy Crawler" monsters from your hand as Continuous Spell Cards. (2) - If this card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard. If this card destroys an opponent's monster by battle: You can target 1 "Creepy Crawler" monster in your Graveyard; place that target in your Spell & Trap Card Zone as a Continuous Spell Card.

1700/1500

 

Creepy Crawler Boosting Beetle

Insect-Type/EARTH

Level 4

(1) (2) While this card is in your Spell & Trap Card Zone as a Continuous Spell Card, all "Creepy Crawler" monsters you control gain 300 ATK and DEF.

1500/1500

 

Creepy Crawler Springing Spider

Insect-Type/EARTH

Level 4

(1) (2) You can send this card treated as a Continuous Spell Card in your Spell & Trap Card Zone to the Graveyard; Special Summon 1 "Creepy Crawler" monster from your Spell & Trap Card Zone.

1800/1300

 

Creepy Crawler Launching Larva

Insect-Type/EARTH

Level 4

(1) (2) You can target 1 "Creepy Crawler" monster in your Spell & Trap Card Zone; send this card to the Graveyard, and if you do, Special Summon that target. You can only use this effect of "Creepy Crawler Launching Larva" once per turn.

1300/1800

 

Creepy Crawler Covering Cockroach
Insect-Type/EARTH
Level 4
(1) (2) While this card is in your Spell & Trap Card Zone as a Continuous Spell Card, each turn, first "Creepy Crawler" card you control cannot be destroyed by battle or card effects.
500/2000

Creep Crawler Ferocious Flea
Insect-Type/EARTH
Rank 4
2 Insect-Type monsters
(2) Once per turn: You can detach 1 Xyz Material from this card, then target 1 "Creepy Crawler" monster in your Spell & Trap Card Zone; return that target to your hand, and if you do, destroy 1 Spell/Trap Card your opponent controls. If you control 2 or more "Creep Crawler" Continuous Spell Cards, this card cannot be targeted by your opponent's monster effects.
2300/2200
 
Creepy Crawler Rock Remover
Normal Spell Card
Send 1 "Creepy Crawler" Continuous Spell Card from your Spell & Trap Card Zone to the Graveyard; draw 2 cards. You can only activate 1 "Creepy Crawler Rock Remover" per turn.

Creepy Crawler Irritating Insects
Normal Trap Card
When a "Creepy Crawler" monster you control is destroyed your opponent's card (either by battle or by card effect): Special Summon 1 "Creepy Crawler" monster from your hand or Deck, but its effects cannot be activated.. You can only activate 1 "Creepy Crawler Irritating Insects" per turn.

Creepy Crawler Crazy Critters
Continuous Spell Card
Once per turn, if you control no monsters: You can target 1 "Creepy Crawler" monster you control or that is treated as a Continuous Spell Card; destroy that target, and if you do, Special Summon 1 "Creepy Crawler" monster from your hand, but its effects are negated and it is banished during the end of this turn. You cannot Special Summon other monsters during the turn you activate this effect, except "Creepy Crawler" monsters.

RETROSPECTER ARCHETYPE (9/9):

This is something I had over on DNF that I am currently working on, thought I would bring it here as well.

Retrospecter is a Zombie-Type/LIGHT Archetype that focuses on Synchro Summoning, and they can all Special Summon themselves from the Graveyard by discarding a Retrospecter monster. The name is a portmanteau of Retro and Specter, which is because the cards are based on old gaming consoles and other retro technology. The monsters are each based on the various generations of consoles.

Retrospecter - Odysseys
Zombie-Type/LIGHT
Level 3
You can discard 1 "Retrospecter" monster; Special Summon this card from your Graveyard, but if you use this effect, you can cannot Special Summon other "Retrospecter" monsters from your Graveyard for the rest of the turn. Once per turn, if this card was Special Summoned from your Graveyard by its own effect: You can target 1 "Retrospecter" card in your Graveyard; shuffle that target into your Deck, and if you do, add 1 "Retrospecter" card from your Deck to your hand with a different name than that target.
1100/1800

Retrospecter - Visions
Zombie-Type/LIGHT/Tuner
Level 2
You can discard 1 "Retrospecter" monster; Special Summon this card from your Graveyard, but if you use this effect, you can cannot Special Summon other "Retrospecter" monsters from your Graveyard for the rest of the turn. If this card is sent to the Graveyard for the Synchro Summon of a Zombie-Type Synchro Monster: You can shuffle this card from your Graveyard into your Deck, then target 1 Spell/Trap Card your opponent controls; destroy that target.
1000/500

Retrospecter - Systems
Zombie-Type/LIGHT
Level 4
You can discard 1 "Retrospecter" monster; Special Summon this card from your Graveyard, but if you use this effect, you can cannot Special Summon other "Retrospecter" monsters from your Graveyard for the rest of the turn. If this card is Special Summoned from the Graveyard by its own effect: You can target 1 "Retrospecter" monster you control, then activate 1 of these effects;
● Increase its Level by 1.
● Reduce its Level by 1.
1700/1200

Retrospecter - Geneses
Zombie-Type/LIGHT
Level 5
1 Zombie-Type Tuner + 1 or more non-Tuner Zombie-Type monsters
You can discard 1 "Retrospecter" monster; Special Summon this card from your Graveyard, but if you use this effect, you can cannot Special Summon other "Retrospecter" monsters from your Graveyard for the rest of the turn. Once per turn, when this card destroys an opponent's monster by battle: You can target 2 Zombie-Type monsters in your Graveyard; shuffle the first target into your Deck, and if you do, add the second target to your hand. If this card was Special Summoned from the Graveyard by its own effect, it is unaffected by the effects of your opponent's monsters whose ATK is higher than this card's original ATK.
2500/2000

Retrospecter - Stations
Zombie-Type/LIGHT/Tuner
Level 4
You can discard 1 "Retrospecter" monster; Special Summon this card from your Graveyard, but if you use this effect, you can cannot Special Summon other "Retrospecter" monsters from your Graveyard for the rest of the turn. Once per turn, If this card is Special Summoned from the Graveyard by its own effect, if a "Retrospecter" card(s) in your Graveyard is shuffled into your Deck: Draw 1 card.
1200/2000

Retrospecter - Cubes
Zombie-Type/LIGHT
Level 2
You can discard 1 "Retrospecter" monster; Special Summon this card from your Graveyard, but if you use this effect, you can cannot Special Summon other "Retrospecter" monsters from your Graveyard for the rest of the turn. If this card is Special Summoned from the Graveyard by its own effect: You can Special Summon 1 "Retrospecter" monster from your hand in Defense Position.
400/1000

Retrospecter - Boxes
Zombie-Type/LIGHT
Level 6
1 Zombie-Type Tuner + 1 or more non-Tuner Zombie-Type monsters.
You can discard 1 "Retrospecter" monster; Special Summon this card from your Graveyard, but if you use this effect, you can cannot Special Summon other "Retrospecter" monsters from your Graveyard for the rest of the turn. Once per turn, during either player's turn: You can target 1 "Retrospecter" monster in your Graveyard; shuffle that target into your Deck, and if you do, for the rest of the turn "Retrospecter" mosnters you control cannot be destroyed by card effects. If this card was Special Summoned from the Graveyard by its own effect, negate the effects of all monsters your opponent controls whose ATK is less than or equal to this card's original ATK.
2700/2100

Retrospecter - 8-bit Blast
Normal Trap Card
When your opponent Normal Summons or Special Summons a monster(s) from their hand: Target 1 of those monsters; destroy that target. You must control a "Retrospecter" monster to activate and to resolve this effect.

Retrospecter - 16-bit Boom
Normal Trap Card
When your opponent Special Summons a monster(s) from their Main or Extra Deck: Target 1 of those monsters; destroy that target. You must control a "Retrospecter" monster to activate and to resolve this effect.

 

 

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