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Tinkerer

Archetype Game

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Hello, fine peoples!

Simple premise: Person 1 gives the name of an archetype.  Person 2 gives a description of what the archetype does/its gimmick then makes a card/cards that would be a part of that archetype.  After that, Person 2 gives a new archetype name.

A few rules to follow:

  • Description must be a reasonable length.  2 sentences/40 word description MINIMUM.
  • When you make a new archetype name, you can explain the word (if it is a portmanteau or historical reference or something), but you CANNOT give the next person a direction for how to make the archetype (you CANNOT say "make it a LIGHT Archetype").
  • Put any card(s) made in a spoiler.
  • Have fun! 😁


Archetype name: Summer

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Archetype of FIRE monsters. These all represent recurring themes and people in the summer. Examples include swimmers, ice cream, lemonade, flowers, and what have you. Their effects revolve around Field Spells. Whether sending them as costs, activating their effects in response to a Field Spell activating, ect. Oh, and speaking of which, they have their own Field Spells as well such as Summer Beach, Summer House, and Summer Vacation for example.

 

Spoiler

Summer Beach Girl

FIRE

Level 4

Aqua/Effect

ATK:1500

DEF:500

If a Field Spell is activated: You can add 1 "Summer" Spell/Trap Card from your Deck to your hand. You can only activate this effect of "Summer Beach Girl" once per turn. If this card is destroyed (by battle or card effect): You can send 1 face-up Field Spell you control; Special Summon this card from your GY.

Princess Covenant

Edited by Nyx

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Princess Covenant
Think of what you get when you combine Fire Formations and supportive hand traps and put them at the service of your princess of choice. This is an archetype of LIGHT/Fiend butler and maid-themed monsters, with plenty of Spell/Traps that revolve around first declaring the name of a "Princess" monster and then proceed to put a wide array of support effects at her disposal, including Continuous Spell/Traps like with effects like Tenki, Tensu, Unexpected Dai, Reborn, etc. on activation, and that remain on the field with slight additional effects to support both their princess and archetype monsters. Meanwhile the monsters, "Covenant Familiars" have trigger or on-Summon effects to support the Spell/Trap Covenants by searching them, recovering them from the GY, bounce or re-Setting them to reuse the on-activation effects, or perhaps activate the Continuous Traps form hand during either player's turn. Furthermore they have hand trap-like effects, but that trigger like Snow Rabbit, like Carobein, Nekroz of Trishula, Gungnir and Valkyrus to support their princess.
In order to only work with 1 Princess, all of the cards have something on the lines of:
If this card is activated: If you have not declared a card name to activate a "Princess Covenant" or "Covenant Familiar" card or effect during this Duel, declare the name of a "Princess" monster; add from your Deck to your hand, 1 monster with the name declared to activate a "Princess Covenant" or "Covenant Familiar" card or effect during this Duel.
That would be an effect of the Tenki-like card. The intend is for the cost to be be skipped if you have already declared a name for an archetype card. That way, once you declare a Princess monster name for the first time, you are stuck with it for the rest of the duel.

Example
 

Spoiler

Covenant Familiar - Nilesian
LIGHT/Fiend/Effect/Level 3
1400/900
If this card is Special Summoned: You can Set 1 "Princess Covenant" Spell/Trap directly from your Deck. (Quick Effect): You can Tribute this card from your field or hand, also if you have not declared a card name to activate a "Princess Covenant" or "Covenant Familiar" card or effect during this Duel, declare the name of a "Princess" monster, then target 1 monster you control with the name declared to activate a "Princess Covenant" or "Covenant Familiar" card or effect during this duel; it gains ATK equal to its original ATK, until the end of this turn. You can only use each effect of "Covenant Familiar - Nilesian" once per turn.

Princess Covenant - Arrival
Continuous Spell
If this card is activated: If you have not declared a card name to activate a "Princess Covenant" or "Covenant Familiar" card or effect during this Duel, declare the name of a "Princess" monster; Special Summon form your Deck, 1 monster with the name declared to activate a "Princess Covenant" or "Covenant Familiar" card or effect during this Duel. If a "Covenant Familiar", or monster with the name declared to activate a "Princess Covenant" or "Covenant Familiar" card or effect during this duel, declares an attack, it gains ATK equal to its Level x 100 during damage calculation only. You can only activate 1 "Princess Covenant - Arrival" once per turn.


 

Next:
Crystallzeus

Edited by Darj

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Archetype of LIGHT Rock monsters. They like to search and swarm, but the Main Deck monsters have poor ATK and DEF as a trade-off. Their Extra Deck monsters make up for that, having more ideal ATK and DEF like 2500 for example. Their Spell/Trap Cards are also capable of returning to the field as monsters (like Paleozoic or The Phantom Knights for example) if certain condition(s) are set or cost is payed.

Spoiler

Crystallzeus Tower
Continuous Spell

"Crystallzeus" monsters you control are unaffected by an opponent's monster effects. Once per turn: You can send 1 "Crystallzeus" monster from your hand or field to the GY; draw 1 card. You can pay 1000 LP; Special Summon this card from your GY as a Normal Monster (Rock-Type/LIGHT/Level 2/ATK:0/DEF: 1000). (This card is NOT treated as a Trap Card). You can only use this effect of "Crystallzeus Tower" once per turn. If Summoned this way, banish this card when it leaves the field.

Gleamshire

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Gleamshire

A Fusion archetype that focuses around a specific main deck monster (a la Cyber Dragon) and uses a mechanic I like to call "Variable Fusion".  Variable Fusion uses 1 named material and specifies a number of other criteria for the other fusion material (see example).

Gleamshire use this Variable Fusion technique to toolbox their many fusion monsters into whatever situation they find themselves in, though they have a tendency toward destruction effects.

Spoiler

Gleamshire Fusion 1
LIGHT 7*
Psychic/Fusion/Effect
"Gleamshire MD Monster" + 1 LIGHT monster and/or 1 monster with 2000 or less ATK
This card gains the following effects depending on the variable Fusion Material:
- If it was a LIGHT monster: When this card is Fusion Summoned, you can target 1 monster in your opponent's GY; banish it, and if you do, this card gains half that monster's ATK until your opponent's End Phase.
- If it was a monster with 2000 or less ATK: Once per turn, you can send 1 "Gleamshire" monster from your hand or side of the field to the GY; destroy 1 Set card your opponent controls.
2300/2400

 

Wormhole

 

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Going to take a more abusive competitive approach with these :v

Wormhole
Archetype of DARK/Insects that resemble worms or worm-like long insects like centipedes, millipedes, etc. but dwelling, floating and traveling in space. Their sizes fit their Levels, Ranks and Ratings. To put their playstyle simply, they are "Mekk-Knight Purple Nightfall", the archetype. Basically they can "blink" like Wind-Up Rabbit does and they have floating effects that activate when they are banished. This makes them compatible with banish support like Gold Sarcophagus, Allure, Necroface, etc. and they get to generate pluses gradually with their blinking effects while dodging removal in exchange of making the player more vulnerable to direct attacks. Of course, once you get enough monsters on board, or the bigger ones, you can afford to keep them on the field to defend and attack. Furthermore, their floating from banishment let them benefit from Insect support such as Aztekipede, Doom Dozer and Lair Wire.

 

Next:
Squadrantula

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Squadrantula

An archetype of WIND Insects of Levels 2, 4, and a couple level 8s.  The archetype uses the Zone lock mechanic (like Ojamas) and they spam a lot.  They also have decently high stats for their level to compensate for the monsters' shared weakness: When they leave the field, the zone that they occupy becomes unusable until your next Standby Phase.

The Spell/Trap lineup takes advantage of the Zone locks and uses them to push the archetype toward a specific win condition: a powerful archetypal Link 5 that is unaffected card effects as long as you have no usable Main Monster Zones.

Spoiler

Squadrantula Godfather Long-Legs
WIND 8*
Insect/Effect
If 2 or more of your Zones are unusable: You can Special Summon this card from your hand.  If this card is Special Summoned: You can target 1 Main Monster Zone and 1 Spell/Trap Zone on your opponent's side of the field; those Zones become unusable until your next Standby Phase.  You can only use this effect of this card's name once per turn.  If this card leaves the field: Gain 1000 LP, also, the Zone this card occupied becomes unusable until your next Standby Phase.
3000/2000

(of the) Great Bazaar

 

Edited by Tinkerer

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Great Bazaar
Archetype of monsters with different Attributes and types, including Warriors, Fairies, Spellcasters and Fiends, with a theme of merchants. Their theme is playing with and supporting old school item-themed Spell/Traps from the earliest packs of YGO, and improving them to give them a shot at more competitive settings. Some of said Spell/Traps are De-Spell, Remove Trap, Black Pendant, Sword of Deep Seated, Magic Jammer, and 7 Tools of the Bandit. The Field Spell, for instance, not only makes the Spell/Traps as spell speed 2 (think of what Orcust Babel does to Orcust monsters) and being able to activate them then turn they are Set, also it lets you do different things with said item cards, such as trading them for one in the Deck or GY, or for a card draw. In that way, ideally you shouldn't need 2+ copies of the old school cards, since you can easily retrieve them from the GY for more toolboxing power. Besides standard/cookie cutter support like monster searching, revival, and fetching the Field Spell, the different Great Bazaar genies offer you additional deals for your old school items, like discarding them for destroying a card on the field, floating into them, or applying no discard discounts, or 2x1 deals though the Field Spell. The DARK and Fiend ones can offer you "sketchy" deals too, like taking a card from your opponent's GY and offering it to you for your item.

Spoiler

The Great Bazaar
Field Spell
"Great Bazaar" monsters on the field gain 350 ATK. "De-Spell", "Remove Trap", "Black Pendant", "Sword of Deep Seated", "Magic Jammer" and "Seven Tools of the Bandit" can be activated during either player's turn, also during the turn they are Set. You do not discard or pay LP to activate "Magic Jammer" and "Seven Tools of the Bandit". During your Main Phase: You can discard 1 "De-Spell", "Remove Trap", "Black Pendant", "Sword of Deep Seated", "Magic Jammer" or "Seven Tools of the Bandit", then apply 1 of these effects. You can only use this effect of "The Great Bazaar" once per turn.
• Draw 1 card.
• Add 1 "De-Spell", "Remove Trap", "Black Pendant", "Sword of Deep Seated", "Magic Jammer" or "Seven Tools of the Bandit" from your Deck or GY to your hand, except a card with the same name as the card you discarded.



Next:
Reverclock

Edited by Darj

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Reverclock

A defensive archetype of Level 4s and a ton of continuous spell/trap cards.  Their "strategy" consists of continuously turning back time to poke at the opponent until they win.  How?  All the monsters have 1 common effect: During the Standby Phase the turn after they're summoned, they return to the hand all face-up cards that were NOT face-up on the field when the monster was summoned.

Because of this powerful effect, their strategy usually consists of summoning a monster and protecting it with spells/traps until your next Standby Phase after which they return all your protective cards and your opponent's threats to the hand.

Their Spell lineup usually offers consistency and offensive capability while the continuous traps protect the monsters in a variety of ways.

 

Reverclock Ninja
WIND ****
Warrior/Tuner/Effect
If your opponent controls no face-up cards: You can Special Summon this card from your hand.  When this card is Summoned: Note all the face-up cards on the field.  During the next Standby Phase after this card is Summoned: Return to the hand all face-up cards on the field except the noted cards.  This card must be face-up on the field to activate and to resolve this effect.
1600/1500

Eighth Sea (as in, sailing the seven seas)
 

Edited by Tinkerer

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Eighth Sea
First a bit of backstory to introduce these ones. This is an archetype based on a pirate crew who achieved their dream of conquering the seven seas, and were renowned all across the world. With that done, they agreed to meet again under certain circumstances: in the afterlife, to conquer any new seas in such realm. Eventually, the crew members passed away through their own means, and indeed, they reunited once again and nowadays sail the spirit realm on their quest to harness what the call the "Eighth Sea".
Eighth Sea is an archetype of WATER modern Spirits, in the sense they can be Special Summoned, but their effects only apply when they are Normal Summoned. They come with different types associated with pirate members, including Warrior, Spellcaster, some fantasy creatures like Fairy, Fiend and Zombie, and Aqua, Fish, Sea Serpent and Winged Beast animal companions.
Their playstyle relies on floating when they are sent to the GY by costs, borrowing the concept from Altanteans as a fellow WATER archetype, but taking the flexibility a bit further. Their effects will trigger when they are discarded, Tributed for effects, milled, detached from Xyzs, and so on, as long as these actions are done by costs not not effects.

Spoiler


Mireiya, Tactician of the Eighth Sea
WATER/Spellcaster/Spirit/Effect/Level 4
1400/1800
When this card is Normal Summoned: You can discard 1 WATER monster; draw 1 card. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return this card to the hand. If this card is sent to the GY to activate a card or effect: You can add 1 "Eight Sea" Spell/Trap from your Deck to your hand. You can only use this effect of "Mireiya, Tactician of the Eighth Sea" once per turn.



Next:
Skillmasher

Edited by Darj

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Skillmasher

A group of Level 1 monsters with different types and attributes that use the excavation mechanic.  Just like those annoying players that spam the same attack over and over in fighting games, this archetype's focus is to continually excavate the same type of card (Monster, Spell, or Trap) in order to gain huge buffs.  Think Berserker Soul the archetype.  They max out at 5 excavations and if you get 5 of the same type of card, you get a ridiculous bonus, from field nuke to draw 3.

So what's stopping you from just loading a deck with all monsters and getting this huge bonus effect?  The archetype monsters have a quirk of treating themselves as a different card type on excavation, just to make the whole thing that much harder.  Fortunately, their in-archetype Spells/Traps are specially built to help alleviate this issue, often letting you stack and rearrange your deck to get that sweet sweet five card mash combo.

Spoiler

Skillmasher Lizman
EARTH *
Reptile/Effect
Once per turn: You can excavate cards from the top of your Deck until you excavate a non-Monster card OR: Excavate the top 5 cards of your Deck (whichever comes sooner).  This card gains 1 Level and 500 ATK for each monster Excavated by this effect.  If you excavated 5 monsters by this effect: You can add 1 of those monsters to your hand, then send the rest of the excavated cards to the GY. Otherwise, place any number of the excavated cards on the top or bottom of your Deck in any order.
500/0

Just-Ice
 

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Just-Ice
A hero-theme archetype of WATER monsters of different types. Think of Level 3~4 Warrior, Spellcaster, Beast-Warrior heroic characters, with support companions like small Level 1~2 Beasts, Dragons, Reptiles, Fish, Winged Beast, etc. some thrown in as Tuners. Like HEROes they are Fusion based and have omni-Fusions, but like Gem-Knights, the Fusions are Type-based rather than Attribute-based. Thus, most of their Fusions require 1 "Just-Ice" monster + 1 X Type monster. Their main Fusion Spell, "Just-Ice Fusion" resembles Shaddoll Fusion, but in exchange of not needing the opponent to control an ED monster, it can only use up to 1 monster from the Deck as material. This allows them to run a wide array of monsters as techs, or the other way around: tech them in Type-themed decks as engines for the mill and summoning power (e.g. to mill Destrudo and Summon a Just-Ice Fusion in the process).
Similar to how Shaddolls have anti-Special Summon effects, the Fusions have effects associated to stunning or "freezing" cards, taking inspiration from ice-themed cards such as Cold Wave, Blizzard Princess and Blizzard Dragon.
To preserve and generate card advantage, the Just-Ice maindeck monsters float both when they are sent to the GY by a Spell/Trap effect, OR when they are sent there for the activation of a Spell/Trap card or effect, and carry disruptive effects rather than supportive (e.g. destroy 1 Spell/Trap, Set an opponent's monster), making them relatively splashable. Meanwhile, the Fusions have a more flexible floating condition, and with supportive effects (e,g, draw 1 card, search a Just-Ice Spell/Trap, revive a maindeck Just-Ice monster).

 

Spoiler

Just-Ice Fusion
Spell Card
Fusion Summon 1 "Just-Ice" Fusion Monster from your Extra Deck, using monsters from your hand or field, and up to 1 monster from your Deck as Fusion Materials. If you control no monsters while this card is in your GY: You can banish 1 "Just-Ice" Fusion monster from your GY; add this card from your GY to your hand. You can only use 1 "Just-Ice Fusion" effect per turn, and only once that turn.

Just-Ice Flash Feather
WATER/Winged Beast/Effect/Tuner/Level 2
800/900

Once per turn (Quick Effect): You can target 1"Just-Ice" monster you control; until the End Phase, it gains 800 ATK, also it can attack directly this turn, but when it does using this effect, the battle damage inflicted to your opponent is halved. If this card is sent to the GY by a Spell/Trap effect, or to activate a Spell/Trap card or effect: You can target 1 Spell/Trap your opponent controls; destroy it. You can only use this effect of "Just-Ice Flash Feather" once per turn.




Next:
Gravyyard (like a pun on gravy and graveyard, but anything goes)

Edited by Darj

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A Grave-happy archetype (like too many other monsters already...)! They trigger their effects as soon as they hit the Graveyard (or GY as it's called in TCG). Each of the monsters are named after meats. Not just beef, chicken, and pork. Salisbury, fillet, pork chop, the list goes on. The Spell/Trap Cards help send them from the Deck or hand to the Graveyard. They each have the option of banishing themselves instead for you to benefit a little (gains a couple Life Points, draw a card, boost ATK, ect.).

Spoiler

 

Gravyyard Fillet Mignon

EARTH

Level 4

Fiend/Effect

ATK:1000

DEF:1000

If this card is send to the GY: You can target 1 face-down monster your opponent controls; send it to the GY. You can banish this face-up card you control; draw 1 card.

Mineral Town

 

 

Edited by Nyx

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Mineral Town
Archetype of Continuous Spell/Traps and a Field Spell, based on buildings dedicated to different mining operations, and offer support for Rock monsters in general. For instance, an excavation drill mill Rocks, a refinery can Tribute a Rock to Summon a bigger one from the Deck (Transmodify-like effect), an ore recycler can shuffle Rocks in the GY to draw a card, a fusion or amalgamation chamber can let you banish 2 Rocks to revive a 3rd one, and so on.
The Field Spell not only has a now-recurrent archetype ROTA effect for the Continuous Spell/Traps, also it gains effect the more Mineral Town Cont. Spell/Traps you control, in a similar way, and as a nod, to Crystal Beast's Rainbow Ruins.

 

Spoiler

Mineral Town - Excavation Drill
Continuous Spell
During your Main Phase: You can send 1 Rock monster from your Deck to the GY. If this card is sent form the field to the GY: Excavate the top 5 cards from your Deck, and if you do, add 1 excavated Rock monster or "Mineral Town" Spell/Trap to your hand, also send the remaining cards to the GY. Otherwise, shuffle all excavated cards into the Deck. You can only use each effect of "Mineral Town - Excavation Drill' once per turn.




Next:
Ultrashell

Edited by Darj

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Ultrashell

An EARTH Insect archetype of LV monsters that form a defensive compliment to the "Ultimate Insect" LV monsters.

These are a series of monsters that Level Up during the End Phase.  They generally have effects that protect LV monsters, but they have the Superheavy Samurai gimmick of attacking in def mode so they aren't completely helpless on their own.  While the monster lineup is pretty self-contained, their Spells/Traps are made to turbo out Insect LV monster, which opens up their ability to use the Ultimate Insects.

On the whole, don't expect these to be a game-changing meta-warping archetype.

Spoiler

LarVae
Quick-Play Spell
Special Summon 1 Level 4 or lower Insect "LV" monster from your hand or Deck.  If an Insect "LV" monster is destroyed by your opponent's card (by battle or card effect): You can Set this card from your GY, but banish it when it leaves the field.  You can only use 1 effect of "LarVae" per turn and only once that turn.

Ultrashell Obsidian
Normal Trap
Target 1 Insect "LV" monster in your GY; Special Summon that target and equip it with this card.  If that monster is targeted by a monster effect: You can send this card to the GY; negate that effect, then inflict damage to your opponent equal to the Level of the equipped monster x 300.
 

Next: Reliquary OR Blaze Initiate

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Reliquary

Archetype of LIGHT Rock and EARTH Warrior monsters. These guys are all about searching. Adding Spells from the Deck, the monsters, monsters with the same Type and Attribute (for generic's sake), ect. Sadly, they don't have too much in the ways of Special Summoning. Their Extra Deck consists of Synchro Monsters. Now the Synchros can do stuff other than add. They can remove, floodgate a little, and even Special Summon.

Spoiler

Religuary Pickaxe Miner

EARTH

Level 4

Warrior/Effect

ATK:1500

DEF:1700

If this card is Normal Summoned: You can add 1 "Reliquary" Spell from your Deck to your hand. Cannot be destroyed by battle, except with monsters that can be Normal Summoned/Set.

Brawlsister

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Brawlsister
This archetype is what you get when you combine the themes of Battle Sisters from Cardfight Vanguard, and the Monk class from Ragnarok Online. These are LIGHT Warriors and EARTH Fairy angels with nun attires who take on battle with their fists, relying heavily on the Battle Phase in an attempt of making it more relevant. Their playstyle combine the Fruit Magician Girls and Magical Musketeers: they discourage being attacked by gaining ATK boosts revival of fellow Battle Sisters, and attack redirections, although they can also apply these effects proactively and do the attacking to gain the boosts and trigger revivals instead of relying on the opponent; meanwhile, their Spell/Trap support are activable from the hand like Musketeer's, albeit during the Battle Phase only, but it's still possible to play or Set them normally. Thus, this gives them a safety blanket of sorts in that, for example, they don't have to commit for big boards on an opening turn and be vulnerable to be broken during the opponent's MP1, as they can do their big plays during either player's Battle Phases.
Moreover, the monsters all have chain-link effects like Lightning Punisher or Combo Fighter, in that they gain additional effects if chains with 2+ Links occur while they are in the field. With the assistance of their own Battle Phase effects in combination with their Spell/Traps, they should be able to effortlessly set up such chains and deliver even bigger punches during the Battle Phase.
 

Spoiler

Brawlsister Angelica
EARTH/Fairy/Effect/Level 4
1800/800
If this card attacks or is attacked: You can send 1 "Brawlsister" from your Deck to the GY; this card gains ATK equal to that monster's ATK until the end of this turn. After a Chain with 3 or more Links resolves: "Brawlsister" cards you control cannot be destroyed by your opponent's card effects this turn. This effect cannot activate if multiple cards/effects with the same name were activated in that Chain.

Next:
Marshallmallow

Edited by Darj

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Marshallmallow

A plant archetype whose main gimmick revolves around making their ATK the same as opponent's monsters.  They are decently spammy, but they're more known for their floating ability.  The archetypal spells and traps tend to be fairly powerful, but they need 2 or more of your monsters with the same ATK to trigger.  The more monsters you have with the same ATK, the more powerful the effect you can trigger.  The archetype has 1 main deck boss monster and 1 main deck sub-boss as well as a few Synchros and a Link to round out their lineup.

 

Spoiler

The Three Marshallmallowteers
EARTH ***
Plant/Tuner/Effect
When this card is Normal or Special Summoned: You can target 1 monster your opponent controls; this card's ATK becomes the same as that target.  If this card is destroyed by your opponent's card (by battle or card effect): You can Special Summon 2 "Marshallmellowteer Tokens" (Plant/EARTH/Level 3/DEF 0).  The ATK of the tokens are the same as the ATK this card had on the field when it was destroyed.
0/0

Marshallmallowner of the Tavern
WATER **
Plant/Effect
You can target 1 monster on the field; this card's ATK becomes the same as that target.  If this card is destroyed by battle by attacking an opponent's monster: You can Special Summon any number of "Marshallmallow" monsters from your hand, and if you do, their ATK becomes equal to the ATK this card had on the field +300.  If a "Marshallmallow" Spell/Trap you control is destroyed: You can return this card from your GY to your hand.  You can only use each effect of this card's name once per turn.
0/0
 

 

Next: Annihilist

Edited by Tinkerer

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Anihilist (Anihilation + nihil)
Archetype of EARTH/Fairy monsters that achieve control and destruction while their effects are negated, as a nod to "nihil" meaning nothing. They don't quite rely on negating the opponent's monster effects as one would think at first. Instead, the monsters are powered up by their Spell/Trap line-up while their own effects are being negated, or they can activate their otherwise cookie-cutter Infernity Barrier and Infenity Break while their effects are negated. To this end, the monsters have effects dedicated to their Spell/Traps, including searching them, milling them, etc. Meanwhile, the Spell/Traps include Continuous Spell/Traps that give different boons to the monsters while they are on the field or GY and when the effects of the monsters are currently being negated (e.g. Skill Drain), or during the turn the activation of their effects is or would be negated (e.g. Effect Veiler, Solemn Strike). Other Spell/Traps are the aforementioned archetype Infernity Break and Barrier, as well as one sided Skill Drain than only affects your side of the field, and a Field Spell whose power stands out from the rest of the Spell/Traps. The win condition is stacking enough archetype Spell/Traps to give your monsters different boons, and unless the opponent packs banish removal from the GY, it most likely will be in a tough spot.

Spoiler

Anihilist Nirvana
Field Spell
When this card is activated: You can take 1 "Anihilist" Spell/Trap from your Deck and either Set it, activate it, or send it to the GY. The effects of all face-up monsters you control are negated while those monsters are face-up on the field (but their effects can still be activated). During your Main Phase, if this card is in your GY, except the turn it was sent to the GY: You can target 1 monster on the field whose effect is currently negated; send it to the GY, and if you do, activate this card from the GY. You can only use each effect of "Anihilist Nirvana" once per turn.

 

Next:
Barcrow

Edited by A Crap Guide to CC

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Will reply my own prompt just for kicks:

Barcrow
Archetype of EARTH/Winged Beasts that resemble blacksmith crows, with overalls, hammers, welding gear and whatnot. Think of Blackwings meet Iron Chain Repairman. Due to their builds, they can't exactly fly, hence the EARTH Attribute. They are mainly a Synchro archetype, with a couple of Links to mark MM Zones and get gears rolling. Their main trait is that most of their support effects apply on both archetype monsters and Level 2 or lower Machines, including of course Tuners that can enhance their Synchro Summoning plays. Not to mention that most likely the Machines will have 500 or less ATK, asking for Machine Duplication support.
Naturally, Needlefiber is a key monster in the Deck, but in case TCG imports it too late, they get their own version of Needlefiber that instead focuses on Machine Tuners, rather than any Tuner.

Barcrow Wonderwrench
EARTH/Winged Beast/Link/Effect/Rating 2
ATK: 1400
Markers: bottom, left
2 monsters, including at least 1 "Barcrow" monster
If this card is Link Summoned: You can Special Summon 1 Level 2 or lower Machine monster from your hand, Deck or GY in Defense Position, but it cannot activate its effects this turn. If the effect of a Machine monster, or another "Barcrow" monster, that you control is activated (Quick Effect): You can Tribute 1 "Barcrow" monster you control; Special Summon 1 Level 2 or lower Machine Synchro Monster from your Extra Deck, and if you do, it gains ATK equal to the original ATK of the Tributed monster. (This is treated as a Synchro Summon.) You can only use each effect of "Barcrow Wonderwrench" once per turn.


Next:
Heartdust

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Heartdust

Zombie Spirit archetype that can be NS'd from grave. Instead of returning to hand, they get sent to grave - and they never go alone.

The archetype comes with continuous spells that make up for their lacking field presence. These usually focus on modifying damage (yours and your opponent's), but often come with a secondary effect that helps Spirits or Zombies.

Their boss monsters are a series of level 6s with nuke effects.

Spoiler

Heartdust X
EARTH ***
Zombie/Spirit/Effect
Cannot be Special Summoned. Can be Normal Summoned from the GY. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Send it to the GY. If this card is sent to the GY by a card effect: Send 1 "Heartdust" monster from your hand to the GY, and if you do, draw 2 cards. You can only use this effect of "Heartdust X" once per phase.
1300/1600

 

Tetracite

Edited by Tinkerer

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Tetracite
Archetype of LIGHT Rock monsters, with a Link Summoning playstyle. They all have polygonal shapes (think of Vylon Prism and Tetra), the maindeck monsters resemble insect eggs, larva, nymphs, etc. made of a rocky, shiny mineral, or shells implied to be made of this mineral, while the Link monsters resemble polygonal adult Insects like a centipede, moth, spider, etc. (think of Tindangle meets Vylon), implied to be made from the mineral as well. Therefore, this mineral is referred as Tetracite. Their gimmick revolves around controlling 4 cards to Summon themselves from the hand or GY, and spam the board, in order to follow up with Link laddering plays. Some require 4 monsters on board, others require 4 Spell/Traps, or 4 cards in hand, and others require 4 Tetracite cards, so by having Tetracites in the hand and GY they can easily flood the field, but require careful control of the card count on the field or else they can get stuck. The Link laddering strategy comes into play to modulate the number of monsters on board. Furthermore, they get to punish the opponent with secondary effects if they happen to control 4 cards, monsters, Spell/Traps or in hand, but these are more of a situational icing on cake bonuses in order to not rely too much on the opponent for their major plays. Since their main source of advantage are the members that Summon themselves from the GY, they benefit greatly from mill support, which is provided a bit by their archetype support, but it can only go so far, and external mill support may be desired for their playstyle, namely Reasoning and Monster Gate, as some pack a "Cannot be Normal Summoned/Set" clause. Finally, as flavor note and to emphasize the polygonal appearances and reliance on 4 cards, their names are based on mathematical concepts like multiplication, polygon, etc.

Tetracite Polygo
LIGHT/Rock/Effect/Level 4
1400/1800
Cannot be Normal Summoned/Set. If you control 4 monsters: You can Special Summon this card from your hand or GY. If your opponent controls 4 monsters: You can target 1 monster your opponent controls; destroy it, and if you do, banish it. You can only use each effect of "Tetracite Polygo" once per turn.


Next:
Poisonist

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