Difference between revisions of "Forum:Create your own Archetype!"

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== My Archetype ==
 
== My Archetype ==
 
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codename8628
My arcetype is called Time Bonds. Time bonds center around using effects that allow synchroing in the graveyard(past) or synchroing from the deck(future) and on the field(present) at the cost of lifepoints and/or discarding cards from the hand.Synchro monsters are efectless monsters, that have spell and trap card support. synchro summons also involve the removal of the monsters, thus the monster being summoned cannot be stopped, but the highest attacking Time Bond has 2800 atk and 2300 def, and weakest is 2500 atk and def of 1600. monsterss are typically weak and one monster has about 1800. i'm just giving small details about my idea i dont even know monsters names yet, but Time Bond Magician lol.
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I'm working on some new archetypes that are literally built for each other. One is the ascended master archtype loosely based off lightsworns, harpie lady (which i hate the card art of i think its disgusting), aroma, psychic monsters and fabled. They are special summoned when they're banished or sent to the graveyard being banished represents their "path of ascension" when they're special summoned they have different effects some searchers and they all have the effect that means theyre treated as though theyre called ascended master. The sent to the graveyard bit is basically so it can fit with the other archetypes better. Finally when theyre special summoned they increase the controllers lp to counteract the costs of "primal" cards. The counterpart "Descended Masters" are basically the same except they decrease the opponents lp. Finally the Primal archetype. The primal archtype are based off cards like honest and effect veiler they have various effects and are basically monsters that replace spells and traps. they even set themselves in the s/t zone. They have two main effects both of which have two different costs. this is just an example effect from one of the main monsters anyways. one returns one card your opponent controls to hand the card is then discarded. this almost insures that the card is essentially destroyed without triggering any nasty card effects. the cost being a monster from your hand is sent to the graveyard and your opponent increases their lp. The alternate effect banishes the opponents card in the same manner and banishes a monster from your hand instead your lp are decreased. They basically swarm the field with effects that thrive off banishing and sending to the grave so they can synch their ace card really quickly which is based off quasar and black rose. It destroys all other monsters on the field and inflicts 300 dmg to your opponent for each card destroyed so summoning it is pretty much an otk. Although this deck is almost dependent on its synchs without them you do little more than stall and slowly burn your opponent this deck has no tuners :O. No i have not gone crazy. Remember the bit where i said its based off lightsworns as well (since they're epic) well to add consistency to the deck all monsters are level 3 monsters that can banish or mill the top card of your deck in order to treat it as a tuner.
 
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[[User:Jingzhong8628|Jingzhong8628]] ([[User talk:Jingzhong8628|talk]] • [[Special:Contributions/Jingzhong8628|contribs]]) 20:12, September 23, 2015 (UTC)
== Divine Monsters ==
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== Spirit
 
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monsters ==
Basicly, this is more a of a new card type than an archetype, but I'll post it anyway. Okay, so basicly these cards all have the Divine attribute, but not all are necissarily Divine-Beast type. They have a red card background (Similair to Slif'ers color in the anime),instead of "effect" in their name it becomes "/Divine" and they all have the same basic effects of the Egyptian Gods: I.e. Summoning from the grave, negating targets, etc. They all need three tributes, and cannot be set.
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codename 8628
 
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Based off yosen. basically a direct attack burn deck. Has cards tons of spells that prevent direct attacks to you all monsters in the archetype have effects that allow them to attack your opponent directly and immediately special summon another spirit monster afterwards. to prevent these cards from being destroyed they are returned to hand whenever they are targeted by an attack or by battle.
They have powerful effects: varying from one to another, kind of imagine some commonly used card abilities and mix them with these beasts. (Like burn abilities, mass removal, life point gaining, ATK/DEF increase/decrease, drawing cards, etc...)
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simples
 
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[[User:Jingzhong8628|Jingzhong8628]] ([[User talk:Jingzhong8628|talk]] • [[Special:Contributions/Jingzhong8628|contribs]]) 20:12, September 23, 2015 (UTC)
They all have a VERY SPECIFIC weakness though. It may be when a spell or trap card is played, when a card is set on the side of the field, maybe it's when a monster is special summoned, they all have incredible weaknesses. Of course, the player who owns the card will try to build a deck around it, making these Divine monsters pretty hard to use in a deck. They also either have incredibly high ATK or Incredibly High DEF, but then the polar opposite will be extremely weaker than it.
 
 
 
That's all for now. [[User:Drew-Gi-Oh!|Drew-Gi-Oh!]] ([[User talk:Drew-Gi-Oh!|talk]] • [[Special:Contributions/Drew-Gi-Oh!|contribs]]) 01:58, July 10, 2010 (UTC)
 
 
 
 
== Ok Here it is ==
 
== Ok Here it is ==
  
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Normal Trap Card
 
Normal Trap Card
 
Activate only when your opponent declares a direct attack. Special Summon as many "Intergalactic" monsters as you can from your Graveyard.
 
Activate only when your opponent declares a direct attack. Special Summon as many "Intergalactic" monsters as you can from your Graveyard.
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Extra Deck
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Intergalactic Gravity Puller
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"Intergalatic Nebula" + 1 or more non-Tuner "Intergalactic" monsters
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Your opponent cannot select another monster on your side of the field as an attack target. During your Battle Phase, this monster can attack all of your opponent's monsters once. When this card leaves the field, destroy all Spell/Trap cards your opponent controls and Special Summon the monsters used to Summon this card.
  
 
Thanks for reading. I hope you enjoyed my archetype.
 
Thanks for reading. I hope you enjoyed my archetype.
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== Xerdek's Archetype #1 ==
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I know the "[[Orichalcos]]" archetype is canon and all, but not all of it has been made into real cards. That is where I come in. I wanna share my take on what the archetype could become, should it be manufactured and all. X)
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"Orichalcos Kyutora"<br />LIGHT/Rock/Gemini<br />Level 3 500/500<br />Lore: This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect.<br />● All Battle Damage you take becomes 0. If this card is targeted for an attack: You can send this card to the Graveyard to Special Summon "Orichalcos Shunoros" from your Deck.
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"Orichalcos Gigas"<br />DARK/Beast-Warrior/Gemini<br />Level 4 400/1500<br />Lore: This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect.<br />● This card cannot be destroyed by battle. During each of your End Phases: Increase the ATK of this card by 500. While this card is in face-up Defense Position: Skip your Draw Phase.
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"Orichalcos Malevolence"<br />FIRE/Fiend/Gemini<br />Level 4 1500/0<br />Lore: This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect.<br />● Once per turn: You can target one face-up monster your opponent controls; change that target's battle position.
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"Mirror Knight Calling"<br />Continuous Spell Card<br />Lore: During your opponent's Standby Phase: Special Summon 1 "Mirror Knight Token" (Warrior-Type/DARK/Level 1/ATK 0/DEF 0) to your opponent's side of the field in face-up Attack Position. These Tokens cannot be Tributed for a Tribute Summon.
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"Orichalcos Deutoros"<br />Continuous Spell Card<br />Lore: Activate only while you control "The Seal of Orichalcos". During your Standby Phase: You gain 500 Life Points for each monster you control. If "The Seal of Orichalcos" leaves the field: Destroy this card.
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"Orichalcos Tritos"<br />Continuous Spell Card<br />Lore: Activate only while you control "Orichalcos Deutoros". 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, return it to the bottom of the Deck. If "Orichalcos Deutoros" leaves the field: Destroy this card.
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Strategy<br />The goals of the series is to, obviously, summon "Orichalcos Shunoros" and to boost the power of the Seal. Now, some cards have their effects drastically changed, as Shunoros's was. The monsters of the series were retooled as Gemini but boast similar, if not stronger, effects. One should use "Ultimate Offering" in this deck (if it were to come to actual fruition) as it provides swarming capabilities and is rendered without cost in conjunction with Deutoros's effect. Offering also allows one to access the hidden effects of the Orichalcos monsters. And, if the Gemini monsters present in the field are not treated as Effect Monsters, one may still use their status as a Normal Monster to Special Summon Shunoros. One may be able to tell that "Mirror Knight Calling" does not Special Summon tokens to the controller's side of the field. This is due to being fodder for Shunoros's ATK and to take-up the opponent's Monster Card Zones.<br />[[User:Xerdek|Xerdek!]] ([[User talk:Xerdek|talk]] • [[Special:Contributions/Xerdek|contribs]]) 06:04, July 23, 2012 (UTC)
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==Prehistoric Beasts==
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It's a dinosaur archtype that involves around swarming the field, overpowering your opponent's monsters with their high ATK and a few Spell / Trap destrusion, negataion and etc..  --[[Special:Contributions/108.225.20.64|108.225.20.64]] ([[User talk:108.225.20.64|talk]]) 06:15, July 25, 2012 (UTC)
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Prehistoric Beast - Velociraptor
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Level 4  Earth  ATK/1700  DEF/1400  (Dinosaur/Effect)
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Your opponent cannot target face-up Dinosaur-Type monsters for attacks, except this one. When this card is Normal Summoned: You can Special Summon 1 Level 4 or lower monster from your hand.
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Prehistortic Beast - Ankylosaurus
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Level 5  Earth  ATK/2400  DEF/3000  (Dinosaur/Effect)
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If you control a face-up Dinosaur-type monster, you can Normal Summon this card without a Tribute. Once per turn, if this card would be detroyed by battle it is not. When this card is targeted for an attack: Change this card to Defense Position.
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Prehistoric Beast - Stegosaurus
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Level 5  Earth  ATK/ 2350 DEF/ 2800  (Dinosaur/Effect)
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If you control a face-up Dinosaur-type monster, you can normal this card without a Tribute. Double any battle damage your opponent takes when battling your monsters. When this card is targeted for an attack: Change this card to Defense Position.
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Prehistoric Beast - Archaeopteryx
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Level 2  Wind  ATK/1000  DEF/1000  (Winged-Beast/Tuner)
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During either player's Damage Step, when a face-up Dinosaur-type monster you control battles, you can send this card from your hand to the Graveyard to have that monster gain ATK equal to the ATK of the opponent's monster it is battling, until the End Phase.This card can attack your opponent directly.
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Prehistoric Beast - Levelsaurus
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Level 4 Earth  ATK/1800 DEF/1200  (Dinosaur/Effect)
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Once per turn: You can declare a Level from 1 to 10; this card becomes that Level until the End Phase. If this card is destroyed by battle, add 1 Dinosaur-type monster from your Graveyard to your Hand.
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Prehistoric Beast - Pachycepalosaurus
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Level 4 Earth  ATK/ 1800 DEF/1000  (Dinosaur/Effect)
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If you control a Dinosaur-type monster on your field, you can special summon this card from your hand. At the start of the Damage Step, if this card battles an opponent's monster: You can return both monsters to each player's deck. (without damage calculation).
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Prehistoric Beast - Triceratops
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RANK 5 Earth ATK/2700  DEF/2000 (Dinosaur/XYZ/Effect)
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2 Level 5 monsters
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During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent.If this card attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step.
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No. 29 Prehistoric Beast ~ T-REX
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RANK 4 Earth ATK/ 3000 DEF/ 3000
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2 Level 4 monsters
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This card can only be detroyed by battle with another "NUMBER" monster. You can detach 1 XYZ material from this card to target 1 monster your opponent controls: destroy that target. If this card has no XYZ materials: At the start your Battle Phase, this card must all monsters your opponent controls once each.
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[http://ygofanfic.wikia.com/wiki/Main_Page there are not just one]
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<br> [http://www.yugiohcardmaker.net/ but two sites for this guys.] <br>
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--[[User:Helix-king|Helix-king]] ([[User talk:Helix-king|talk]] • [[Special:Contributions/Helix-king|contribs]]) 13:01, July 25, 2012 (UTC)
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==Soulless Archetype==
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It's something that's been working in my head for a while. Basically, its an all DARK archetype with at least one monster for each different monster type (Except Divine-Beast and Creator God), and they all have the same effect of being indestructible by battle, unless the attacking monster shares its type. They also cannot be destroyed by card effects unless it's a certain part of the turn, your opponent does something, or has a certain card on the field. They also gain an effect if destroyed.
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Their DEF is half their ATK.
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Here's some I got (May update later):
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Soulless Shark
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LV 4 DARK ATK: 1800/DEF: 900 (Fish/Effect)
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This card cannot be destroyed by battle, except with a Fish-Type monster. This card cannot be destroyed by card effects unless your opponent has a card that allows other monsters to inflict Piercing damage. When this card is destroyed: Target one "Soulless" monster you control; when the target attacks a defense position monster, inflict Piercing damage to your opponent.
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Soulless Herald
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LV 2 DARK ATK: 500/DEF: 250 (Fairy/Effect)
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This card cannot be destroyed by battle, except with a Fairy-Type monster. This card cannot be destroyed by card effects unless your opponent controls a Continuous Spell Card. When this card is destroyed: Special Summon one level 4 or lower "Soulless" monster from your deck.
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Soulless Tank
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LV 5 DARK ATK: 2500/DEF: 1250 (Machine/Effect)
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This card cannot be destroyed by battle, except with a Machine-Type monster. This card cannot be destroyed by card effects unless your opponent activates a card during the Battle Phase. When this card is destroyed: Target one monster your opponent controls; it loses ATK equal to the original DEF of this card.
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Soulless Pendulum
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LV 1 DARK ATK: 100/DEF: 50 (Machine/Tuner)
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This card cannot be destroyed by battle, except with a Tuner Monster. This card cannot be destroyed by card effects except on a turn your opponent summoned a Tuner Monster. When this card is destroyed: Target one DARK Synchro Monster in your Extra Deck; Special Summon that target (This special summon is treated as a Synchro Summon). When this card and the special summoned monster are your graveyard: You cannot special summon Synchro Monsters.
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--[[User:Perfect Sige|Perfect Sige]] ([[User talk:Perfect Sige|talk]] • [[Special:Contributions/Perfect Sige|contribs]]) 00:02, July 30, 2012 (UTC)
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== Noface ==
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My idea is the Noface.  They are all DARK and fiend type.  As the name implies they have no face.  The main strategy is to remove cards from play.  Some cards abilities only work if a certain number of cards are removed from play. Well, here are a few.
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Noface Woman
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Level 3
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DARK
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ATK/1000
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DEF/1000
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[Fiend/Effect]
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You may pay 500 Life Points to remove a card on the field from play.
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Noface Lady
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Level 4
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ATK/1900
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DEF/0
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DARK
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[Fiend]
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She is searching for her baby and will kill anyone that stands in her way.
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Noface Slave 
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Level 4
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DARK
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ATK/1800
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DEF/500
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Discard a card: Remove a card in your graveyard from play.
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Noface Dinner
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Spell 
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Remove a monster from play. You gain 500 Life Points.
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Noface Misthider 
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DARK
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Level 2
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ATK/500
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DEF/1500
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[Fiend/Effect]
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FLIP: Remove a face-down card from play.
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Noface Manyhands
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DARK
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Level 5
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ATK/2000
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DEF/1500
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[Fiend/Effect]
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When you play a monster, remove the top card of your deck from play.
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Noface Searcher 
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DARK
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Level 4
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[Fiend/Effect]
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When this card is removed from play, Special Summon it.
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ATK/1800
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DEF/700
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Doll of Noface 
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Normal Trap
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Activate this when an opponent attacks.  Search your deck for a Level 4 or under "Noface" mobster and Special Summon it.  Then that monster battles the attacking monster.
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Noface Child
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DARK
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Level 3
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ATK/300
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DEF/1200
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[Fiend/Effect]
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When this card is destroyed it is removed from play.
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Noface Giver
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DARK
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Level 4
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ATK/1400
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DEF/1200
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[Fiend/Effect]
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When this monster is sent to the graveyard or removed from play, both players draw a card then discard a card. 
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Noface Bride
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DARK
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Level 4
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ATK/1900
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DEF/200
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[Fiend/Effect]
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Once per turn you can discard a card to remove a card on the field from play. 
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Noface Man 
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DARK
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Level 4
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ATK/1900
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DEF/800
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[Fiend/Effect]
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When a card is sent to the graveyard, remove it from play instead.
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Noface Girl
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DARK
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Level 2
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ATK/300
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DEF/1300
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[Fiend/Effect]
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FLIP:  Both players sacrifice a creature.
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Noface Gentleman
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DARK
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Rank 4
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ATK/?
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DEF/?
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[Fiend/xyz/Effect]
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3 Level 4 DARK monsters
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This monsters ATK and DEF are equal to the number of cards removed from play x500
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Once per turn, you can remove an Xyz material attached to this monster from play to remove another card on the field from play.
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== Starfield ==
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I created this archetype awhile ago, and it uses a similar mechanic to Xyz cars, but was thought of about two years beforehand. Basically, the deck contains a number of cards each with Starfield in their name, that revolve around a special card called Star Cry. Star Cry allows you to have up to 20 of it in a deck, and the other Starfield monster's effects revolve around moving Star Cry to and from the field. Star Crys are played on top of each other, and gain small effects based on the number of them in a stack. The 'boss' of the set was a card that required a certain number of Star Crys to be in play, and then sends a number of them to the Graveyard, a number to the deck, and a number to the hand to summon it. Other Starfields move the Star Crys around in similar fashions, in and out of the graveyard, and such, to allow for draws, attack boosts, and the like.
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I know this sounds a lot like Counters, but the catch is that Star Cry is a level 1, with 100 ATK and 200 DEF, and the opponent is free to attack them. There are some Starfields that can protect you from the damage and such, or protect your Star Cry stacks, but it requires careful control of your Star Cry stack to win.
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— [[User:Ia Morte|Ia Morte]] ([[User talk:Ia Morte|talk]]) 19:50, August 21, 2012 (UTC)
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== Neo-meklords and XYZyncro monsters ==
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I want to share two possible new archtypes.
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The first one being the Neo-Meklords, just an enchaced version of the original "Meklord" monsters, with the particular ability of having advantages over Xyz and Synchro monsters. I think the original idea of the anime could be fun in the TCG. The description of the card could be like this (This being the main part of the monster)
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"Neo-Meklord Core" MACHINE. EFFECT. DARK. Lv:1 0 ATK/1000 DEF
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"You can reveal this card from your hand: Shuffle it and Draw 1 Card, this effect can only be acitvated once per turn. You can only control 1 "Neo-Meklord Core".The effects of this monster can only be activated if you control 2 or more other "Neo-Meklord" monsters. Other monsters you control cannot attack. You cannont summon monsters from your Extra Deck. If this card attacks or is attacked, it gains 2500 ATK. Once per turn you can equip 1 Xyz or Synchro monster your opponent controls to this card. If this card leaves the field, destroy all "Neo-Meklord" monsters you control."
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The other parts would be just support for the main core which is supposed to be "The monster"
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The second one will be a possible "Counter", the "XYZynchro". The idea is to create another kind of card that can be played from the extra deck, because for all i know, the OCG wont be introducing new monsters that can be played from the extra deck.
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Also it should be something really big, i was thinking something like Shooting Quasar Dragon, something hard or risky to summon but worth it.
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"XYZyncro: Canis Majoris Dragon" Dragon. LIGHT. 4000 ATK
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"This card can only be summoned from the extra deck. This card can be summoned during either players turn. Your opponent cannot activate card effects in the turn this card is summoned. This card can only be special summoned from the extra deck by removing from play 1 or more Xyz monster(s) with xyz material and 1 or more Syncro monster(s) you control. This card can attack 2 times. Once per turn, during either players turn when a card or effect is activated: You can negate the activation and destroy it. During the End Phase this card attacked or was removed from the field, take 4000 damage. You can only control 1 "XYZyncro: Canis Majoris Dragon".[[User:Rfdr|Rfdr]] ([[User talk:Rfdr|talk]] • [[Special:Contributions/Rfdr|contribs]]) 22:27, January 11, 2014 (UTC)
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== Dragon Kings ==
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Smiler to the [[Dragon Ruler]]s attribute and type wise, the Dragon Kings are both weaker and stronger than them. The Dragon Kings support dragons, but mostly any card that has "Dragon King" in the cards name. They so far contain 3 of them as synchro monsters, one ritual spell card, one ritual monster, and one Divine attributed Dragon/effect monster. The overall strategy is field control with this team of 5 dragons. The synchro dragons would not be destroyed or banished by card effects as long as you control a card with "Dragon" in it's name, and require a dragon tuner monster for them to be synchro summoned. The Ritual monster has a similar effect, but can't be banished or destroyed by card effects up to twice per turn, and require you to send monsters who's total lv.s equal his lv. from your hand/field to the graveyard. the following effects can't be activated unless you control a Dragon King with a different name: The earth attributed Dragon King resurrects others from the graveyard, the wind attributed Dragon King returns others that have been banished, the water attributed Dragon King allows another to attack directly while also preventing cards and effects from activating during that battle phase, the fire attributed ritual Dragon King allows you to ether destroy all monsters or all spell/trap cards your opponent controls once per turn at the cost of sending a card with "Dragon" in its name to the graveyard. As for the divine attributed Dragon King, He cant be normal summoned or set unless you have 4 Dragon Kings in you graveyard, he is unaffected by card effects, and should he be destroyed you can special summon a Dragon King with a different name from your graveyard And then there is his most dangerous effect, once per turn you can special summon a Dragon King monster from your graveyard, if that happens the monster s.s. can attack directly during that battle phase and all your opponent's spell/trap cards are destroyed, if that happens (the part with the spell/traps) you can destroy one monster you opponent controls while dealing damage to your opponent equal to it's original atk (like I said, the dragons most dangerous effect).
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What do you think? --[[User:Sir Shadow, the Ultamite Living Knight|I may not be perfect, but thats who I am.]] ([[User talk:Sir Shadow, the Ultamite Living Knight|talk]] • [[Special:Contributions/Sir Shadow, the Ultamite Living Knight|contribs]]) 19:28, January 12, 2014 (UTC)
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Now to post their information. Hope you like it. --[[User:Sir Shadow, the Ultamite Living Knight|I may not be perfect, but thats who I am.]] ([[User talk:Sir Shadow, the Ultamite Living Knight|talk]] • [[Special:Contributions/Sir Shadow, the Ultamite Living Knight|contribs]]) 20:06, January 12, 2014 (UTC)
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'''Dragon King #1:'''
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Name: Aguaisce - the Dragon King of Water____Lv.: 8____Attribute: Water
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Dragon/Synchro/Effect____ATK/3200____DEF/3300
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Effect: 1 "Dragon" tuner monster + 1 or more non-tuner monsters
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Once per turn, if you control a card with "Dragon" in it's name, this card can't be destroyed or banished by card effects. Once per turn, if you control a "Dragon King" monster other than "Aguaisce - the Dragon King of Water", you can target one "Dragon King" monster you control; it can attack your opponent directly once this turn, cards and effects can't activate in response to that cards attack.
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'''Dragon King #2'''
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Name: Vientaero - the Dragon King of Wind____Lv.: 8____Attribute: Wind
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Dragon/Synchro/Effect____ATK/3500____DEF/2900
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Effect: 1 "Dragon" tuner monster + 1 or more non-tuner monsters
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Once per turn, if you control a card with "Dragon" in it's name, this card can't be destroyed or banished by card effects. Once per turn, if you control a "Dragon King" monster other than "Vientaero - the Dragon King of Wind", you can special summon one "Dragon King" monster that is banished, and you can't special summon any other banished monsters until the End Phase.
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'''Dragon King #3'''
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Name: Tierrago - the Dragon King of Earth____Lv.: 8____Attribute: Earth
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Dragon/Synchro/Effect____ATK/3000____DEF/3500
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Effect: 1 "Dragon" tuner monster + 1 or more non-tuner monsters
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Once per turn, if you control a card with "Dragon" in it's name, this card can't be destroyed or banished by card effects. Once per turn, if you control a "Dragon King" monster other than "Tierrago - the Dragon King of Earth", you can special summon one "Dragon King" monster from your graveyard, and you can't special summon any other monsters in your graveyard until the End Phase.
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'''4th Dragon Kings ritual spell card'''
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Name: Desolation is Coming!____spell type: Ritual
 +
 +
Effect: Send from your hand/field to the graveyard monsters who's total levels are equal to or more than nine. Special summon one "Smaug Aurum Fuego - the Dragon King of Fire" from your hand.
 +
 +
'''Dragon King #4'''
 +
 +
Name: Smaug Aurum Fuego - the Dragon King of Fire____Lv.: 9____Attribute: Fire
 +
 +
Dragon/Ritual/Effect____ATK/3900____DEF/3900
 +
 +
Effect:
 +
 +
This card can be special summoned (from your hand) by the effect of "Desolation is Coming!". Twice per turn, if you control a card with "Dragon" in it's name, this card can't be destroyed or banished by card effects. Once per turn, if you control a "Dragon King" monster other than "Smaug Aurum Fuego - the Dragon King of Fire", you can destroy one "Dragon" card you control to activate one of following effects"
 +
*Destroy all your opponents monsters.
 +
*Destroy all your opponents spells/traps.
 +
 +
'''Dragon King #5'''
 +
 +
Name: Divinago - the Dragon King____Lv.: 12____Attribute: Divine
 +
 +
Dragon/Effect____ATK/5000____DEF/4500
 +
 +
Effect:
 +
 +
This card can't be normal summoned or set unless you have 4 "Dragon King" monsters in your graveyard. This card is unaffected by card effects. Once per turn, you can special summon one "Dragon King" monster from your graveyard. If you do, that monster can attack your opponent directly and destroy all your opponent's spell/ trap cards. If you do, Destroy one of your opponent's monsters and deal damage to your opponent equal to the monster's original ATK points. If this card is destroyed, special summon one "Dragon King" monster from your graveyard except "Divinago - the Dragon King".
 +
 +
==Space Invasion Fleet==
 +
Okay, the name can sound quite generic and clichè, but at least my readers on Fanfiction.net like them.
 +
 +
This archetype uses mixed play styles: creating Hand Advantage, Burn, Beatdown, but mostly swarm. They tends to have heavy restrictions.
 +
 +
Some examples:
 +
* Hand Advantage: The [[Normal Spell Card]] "Cards in the Star Wind" (Treasure Cards of the Star Winds: {{Ruby|星|せい}}{{Ruby|風|ふう}}の{{Ruby|宝|ほう}}{{Ruby|札|さつ}}, ''Seifū no Hōsatsu'') lets you draw 2 cards if you control "Space" 2 monsters, but you must Summon only "Space" monsters in that turn.
 +
* Beatdown: The Level 4 monster "Space Starship M3 - Kha'ak Fighter" ({{Ruby|宇宙船M3|スペース・スターシップ・エム・スリー}}-{{Ruby|KHA'AK FIGHTER|カハーク・ファイター}}, ''Supēsu Sutāshippu Emu Surī - Kahāku Faitā'') has 2400 ATK, but it behaves like the monster equipped with "[[Destiny Strings]]": when it attacks, it mills a card, but if that card is not a "Space" card, its ATK instantly becomes 0. Also, the Battle Phase ends immediately after its attack.
 +
* Swarm: The 3 "Space Planets" ({{Ruby|宇宙惑星|スペース・プラネット}}, ''Supēsu Puranetto'') named "Water" ({{Ruby|水|ウォーター}}, ''Wōtā''), "Earth" ({{Ruby|地|アース}}, ''Āsu'') and "Fire" ({{Ruby|火|ファイア}}, ''Faia'') are maybe the "[[Dragon Ruler]]s" equivalent of the Level 3 monsters. Each one, when Normal or Special Summoned, searches another, in this sequence:
 +
 +
<center>Fire → Earth → Water → Fire</center>
 +
 +
You noticed something? They are in order of terraforming degrade: first the completely inabitable molten planet, then the poorly abitable rocky planet, and lastly the abitable ocean planet. It can also be seen as the historical sequence of the formation of a planet. And after the ocean stage, a catastrophe can cause the return to the molten state. However, the thing that makes them more broken than the "Gadgets" is the effect that lets them be Special Summoned if the respective searcher is the the field, by paying 500 LPs.
 +
* Burn: This can be exemplified by the trump card of the archetype: the mighty, and clichè, "Number 130: Galaxy-Eyes Great Space Dragon" (Numbers 130: Galaxy-Eyes Space Dragon: {{Ruby|No.|ナンバーズ}}130 {{Ruby|銀河眼の宇宙竜|ギャラクシーアイズ・スペース・ドラゴン}}, ''Nanbāzu Hyakusanjū Gyarakushīaizu Supēsu Doragon'') (yeah, I know it sounds idiotic, but I created it when I was a noob) It requires 2 Level 8 "Space" monsters, and it has 4000 ATK/DEF. By detaching an Xyz Material, it can destroy, as it says the summon chant, "any threat to the order of the universe", or if you prefer, a face-up monster, and punish the evil opponent with a damage as big as the field ATK of the destroyed monster. This applies even to your monsters, so that you can also kick the low-back of stall players. Also, it deals 2000 damages to whoever tries to take its control. LIGHT, Dragon-Type.
 +
 +
The other trumps:
 +
* "Space Asteroid of Destruction" ({{Ruby|破|は}}{{Ruby|滅|めつ}}の{{Ruby|宇宙小惑星|スペース・アステロイド}}, ''Hametsu no Supēsu Asuteroido''): Requires 3 Level 3 "Space" monsters, so it must be spammed by the Planets. Only once per turn, detaching an ORU, you can destroy an opponent's monster, and this card gains half of the original ATK of all monsters destroyed by it, including by battle. EARTH, Rock-Type, 0 ATK, 2000 DEF.
 +
* "Space Gigastar" ({{Ruby|宇宙超星|スペース・ギガスター}}, ''Supēsu Gigasutā''): Requires 2 Level 4 "Space" monsters. Once per turn, detaching an ORU, it gains 600 ATK and DEF. Also, once per turn, when it destroys a monster by battle, that monster is attached to "Gigastar". However, it cannot gains Materials by other means. LIGHT, Pyro-Type, 2000 ATK and 1500 DEF.
 +
 +
The Field Spell is "Protoplanetary Nebula", a card that gives 500 ATK to each "Space" monster, and takes 200 from every other monster. It also protects Xyz Monsters from being destroyed by battle by other kinds of monsters, reflecting the fact that Xyz Monsters are from Space.
 +
 +
The archetype also includes "Rank-Up-Magic Space Barian's Force" (Rank-Up-Magic - Space Varian's Force: {{Ruby|RUM|ランクアップマジック}}-{{Ruby|別の宇宙からの力|スペース・バリアンズ・フォース}}, ''Rankuappumajikku - Supēsu Barianzu Fōsu''), a "[[Rank-Up-Magic]]" that can only [[Rank-Up]] "Space" Monsters, but it can summon non-"C" monsters. Still, Rock and Pyro Xyz are not so many. When resolves, each ORU of the opponent is detached, and you gain 500 LP for each. Ranked Up "Space" monsters are not "Space" monsters, altrough 2 out of 3 are treated such. However, they are all immune from "Nebula", and they are at least semi-nomi, as they must first be Xyz Summoned.
 +
 +
* "Number C130: Quasar-Eyes Titanic Cosmic Dragoon" (Chaos Numbers 130: Quasar-Eyes Cosmic Dragoon: {{Ruby|CNo.|カオスナンバーズ}}130 {{Ruby|準星眼の天地龍|クエーサーアイズ・コズミック・ドラグーン}}, ''Kaosu Nanbāzu Hyakusanjū Kuēsāaizu Kozumikku Doragūn''): Can only be Summoned by "Space Barian's Force". It's unaffected by any card, and cannot be destroyed. When summoned, you can make your LPs 4000, just like "[[Life Stream Dragon]]". By detaching all of this card's ORU, at least 2, while "No.130" is attached, this card nukes all other cards on the field, and hurts the opponent with 1000 damages fror each card destroyed. This effect prevents this card from attacking, and can be activated once per duel. 5000 ATK and 4500 DEF.
 +
* "CXyz Cosmic Asteroid of Devastation" (Chaos Xyz: Cosmic Asteroid of Devastation: {{Ruby|CX|カオスエクシーズ}} {{Ruby|壊|かい}}{{Ruby|滅|めつ}}の{{Ruby|天地小惑星|コズミック・アステロイド}}, ''Kaosu Ekushīzu Kaimetsu no Kozumikku Asuteroido''): Same igniction effect of its original form. It can also be activated at the moment of the Summon, and the ATK on the field of the destroyed monster becomes this monster's original ATK. Also gains all the original ATKs of the monster destroyed by it. ? ATK and 3000 DEF.
 +
* "CXyz Cosmic Hyperstar" (Chaos Xyz: Cosmic Hyperstar: {{Ruby|CX|カオスエクシーズ}} {{Ruby|天地超高星|コズミック・ハイパースター}}, ''Kaosu Ekushīzu Kozumikku Haipāsutā''): Once per turn, it can attach to itself a card from the opponent's Graveyard, potentially hindering some of your opponent's strategies. Also, if it has its base form attached, you can detach an ORU to have it gain 1500 ATK and DEF and the piercing effect unil the the end of the turn. 2500 ATK and 2000 DEF.
 +
 +
The archetype also contains some redesigned stamples, such as "Monstellar Reborn" (Resurrection of the Dead Star: {{Ruby|死|し}}{{Ruby|星|せい}}{{Ruby|蘇|そ}}{{Ruby|生|せい}}, ''Shisei Sosei''), a "Monster Reborn" with the limitation of having "Protoplanetary Nebula" on the field as an Activation Condition.
 +
 +
Recently, I started covering the other monster kinds:
 +
* "Final Giant Cosmic Galaxy" ({{Ruby|究極巨大天地銀河|ファイナル・ジャイアント・コズミック・ギャラクシー}}, ''Fainaru Jaianto Kozumikku Gyarakushī''): A huge Fusion Monster which requires 3 "Space Galaxies" ({{Ruby|宇宙銀河|スペース・ギャラクシー}}, ''Supēsu Gyarakushī''), which are Level 5 Normal Monsters. Once per turn, it can Special (not Xyz) Summon from the Extra Deck a Rank 4 or lower monster, with its ATK halved, a "Space Galaxy" from the Graveyard as an Overlay Unit, and with the downside of destroying it at the End Phase. It basically acts as "Rank-Up fodder". It can be Fusion Summoned by "Galaxy Fusion" ({{Ruby|銀河融合|ギャラクシー・フュージョン}}, ''Gyarakushī Fyūjon''), which makes it indestuctible, but also prevents it from attacking. LV 10, LIGHT, Psychic-Type, ATK 3700, DEF 3300
 +
* "Twin-Headed Space Solar Dragon" (Twin-Head Space Solar Dragon: {{Ruby|双頭の宇宙太陽竜|ツインヘッド・スペース・ソーラー・ドラゴン}}, ''Tsuinheddo Supēsu Sōrā Doragon''): A Level 8 Synchro. If it attacks an Attack Position monster, your opponent takes no damage, but if it battles a Defensive monster, it pierces. And IF either players take battle damage from its battles, you get to Summon a "Space" monster and make its Level 8. It's obviously designed to bring "Number 130", so this can be used only to summon a "Space" Xyz, however, you cannot activate cards effect for the rest of the turn.
 +
 +
In <s>Anime/Manga</s> I mean fanfics:<br />
 +
In the fanfiction universe, these cards are used by Shiyuki Tahita, a psychotic Number Hunter coming from another universe where mankind is a interstellat race. He was an explorer and cartograph, hence the point of the archetype.
 +
 +
'''Note: More coming soon!'''
 +
 +
Images: http://xbrain130.deviantart.com/gallery/<br />
 +
Infos: http://ycm.wikia.com/wiki/Structure_Deck:_Space_Invasion_Fleet<br />
 +
Fanfic appareances:
 +
* https://www.fanfiction.net/s/9513413/1/The-Different-Dimension-Hunter
 +
* https://www.fanfiction.net/s/9954908/1/The-Revenge-of-the-Dreamed-Hunter
 +
--[[User:XBrain130|XBrain130™]]「[[User talk:XBrain130|X頭脳130]]」  22:51, January 12, 2014 (UTC)
 +
 +
== Military Dragoons & Balance ==
 +
I have thought of many Archetypes, but here's the two most recent ones:
 +
 +
*Military Dragoons: Fusion Monsters consisting of a Dragon of a certain Level and Machine-Type Monsters.
 +
Examples:
 +
:'''Military Dragoon - Jetstream''' (Level 6/Wind/Dragon, Fusion/1900ATK 1400DEF)
 +
:1 Dragon-Type Monster with Level 4 or higher + 1 Machine-Type Monster
 +
:This card is unaffected by the effects of Trap Cards. If your opponent controls more monsters than you do: This card can attack your opponent directly.
 +
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:'''Military Dragoon - Chinook''' (Level 9/Fire/Dragon, Fusion/3200ATK 1800DEF)
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:1 Dragon-Type Monster with Level 7 or higher + 1 Machine-Type Monster
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:Must be Fusion Summoned and can not be summoned by other ways. When this card is summoned: You can destroy all cards on the Field. When this card destroys a monster by battle: Inflict 1000 points of damage to your opponent.
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:'''Dragoon Hangar''' (Spell-continious)
 +
:When you fusion summon a Dragon-Type Monster: You can shuffle one of the used fusion material monsters into the deck and draw 1 card.
 +
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:'''Dragoon Formation''' (Spell)
 +
:Conduct a Fusion summon of a "Military Dragoon" Fusion Monster. When this card is in your Graveyard (except the turn it was sent there): You can banish this card and Fusion Material Monsters from your Graveyard to special summon a "Military Dragoon" Fusion Monster from your Extra Deck (this summon is a Fusion summon).
 +
 +
 +
*Balance: Always have the same amount of ATK and DEF; use Stat reversal to take advantage of weak ATK/DEF of opponent's monsters while not being affected themselves.
 +
Examples:
 +
:'''Centurio of Balance''' (Level 4/Light/Machine/1800ATK 1800DEF)
 +
:When this card battles an opponents monster: you can target that monster; swap the ATK and DEF of that monster during the Damage calculation.
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:'''Libra of Balance''' (Level 4/Light/Fairy, Tuner/1000ATK 1000DEF)
 +
:When your opponent controls more monsters than you do: You can special summon this card (from your Hand).
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:'''Master of Balance''' (Level 8/Spellcaster, Synchro/2500ATK 2500ATK)
 +
:Once per turn: You can send all monsters on the field, that have higher ATK than DEF and vice versa to the Graveyard.
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:'''Balance of the Righteous''' (Field Spell)
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:All "Balance" Monsters gain 200ATK and DEF. Swap the ATK and DEF of all face-up Monsters on the field
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- [[User:BronzeJohnson|BronzeJohnson]] ([[User talk:BronzeJohnson|talk]] • [[Special:Contributions/BronzeJohnson|contribs]]) 22:27, February 3, 2014 (UTC)
 +
 +
 +
== A New Idea ==
 +
My archetype idea is a little different than some regular ones.  it is called philosopher's and the basic idea is to generate massive advantage to either support a weak deck or run a near full Spell and Trap card deck.  Here are some cards.
 +
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Philosopher’s Fire.
 +
You can only activate this card if you draw it.  When you activate this card inflict 400 points of damage to your opponent for each Philosopher’s Spell or Trap card in your grave.  Your next standby phase after you activated this card you can send all Philosopher’s Spell and Trap cards from your deck to the grave to add 1 card from your grave to your hand except Philosopher’s Fire.  Spell
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Philosopher’s Familiarity.
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When you activate this card target 1 Spell card in your graveyard, banish that card and apply its effect as this card’s effect(disregarding any costs or conditions that the card has).  Quick-Play Spell
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Philosopher’s Kite.
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When you activate this card flip a coin and have your opponent call it.  If your opponent calls it right they draw 1 card and you send all of the Philosopher’s cards in your deck to the grave.  If your opponent calls it wrong send the top 10 cards of their deck to the grave and add 1 Philosopher’s spell or trap card to your hand.  Spell
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Philosopher’s Thriftiness.
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If a card effect activates that causes you to lose life points you can activate this card.  Reduce the damage you take to 0 and for every 500 points of damage you would have taken send 1 card from the top of your deck to the grave.  If there are any Philosopher’s cards among them your opponent takes 500 points of damage for each.  If there are no Philosopher’s cards among them you can add 1 spell card from your deck to your hand.  Trap
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Philosopher’s Wall.
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Activate only during damage calculation during your opponent’s turn.  Reduce the damage you take to 0 and add 1 Philosopher’s card from your Graveyard or Deck to your hand.  Trap
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Philosopher’s Space.
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While this card is face up on the field, when you take damage you can add 1 spell or trap card from your deck to your hand.  When you activate a Philosopher’s Spell or Trap card you gain 500 life points.  Continuous Trap
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Some of these are overpowered so it is very likely that many could be banned if they were real.  --[[User:Venom assult trooper|Venom assult trooper]] ([[User talk:Venom assult trooper|talk]] • [[Special:Contributions/Venom assult trooper|contribs]]) 01:53, February 4, 2014 (UTC)

Latest revision as of 20:12, 23 September 2015

There are a lot of Archetypes out there. Lightsworns, Blackwings, X-Sabers, Frogs, Batterymen, Dark World, the list goes on and on. So, If you could create an Archetype of your own, what would it be?

You don't have to list EVERY SINGLE CARD and EVERY SINGLE EFFECT. Just say what it's called, describe its playing style, list and describe a few of the main monsters/support for the Archetype, and, if possible, give a few strengths/weaknesses you think they would have.

I myself have made a few Archetypes: Hazmat, which is based around destroying or negating unequipped monsters (yes, that's almost everything in almost every duel these days); Golem, which just centers around any and all monsters that contain the word "Golem" in their name; and Ionic Spirit, which is based around field control, decent swarming capabilities, and somewhat quick Syncro Summoning. I will describe the Ionic Spirits a little more after I get a few posts on here. Skullvarnish (talkcontribs) 00:14, July 10, 2010 (UTC)

I would have the Ghost archetypes and they can't be destroyed by battle but they have to be in attack mode and you take two times the damage but they gain a level for each attack. I'll work on the monster soon. Fallensilence (talkcontribs) 00:19, July 10, 2010 (UTC)

My Archetype

codename8628 I'm working on some new archetypes that are literally built for each other. One is the ascended master archtype loosely based off lightsworns, harpie lady (which i hate the card art of i think its disgusting), aroma, psychic monsters and fabled. They are special summoned when they're banished or sent to the graveyard being banished represents their "path of ascension" when they're special summoned they have different effects some searchers and they all have the effect that means theyre treated as though theyre called ascended master. The sent to the graveyard bit is basically so it can fit with the other archetypes better. Finally when theyre special summoned they increase the controllers lp to counteract the costs of "primal" cards. The counterpart "Descended Masters" are basically the same except they decrease the opponents lp. Finally the Primal archetype. The primal archtype are based off cards like honest and effect veiler they have various effects and are basically monsters that replace spells and traps. they even set themselves in the s/t zone. They have two main effects both of which have two different costs. this is just an example effect from one of the main monsters anyways. one returns one card your opponent controls to hand the card is then discarded. this almost insures that the card is essentially destroyed without triggering any nasty card effects. the cost being a monster from your hand is sent to the graveyard and your opponent increases their lp. The alternate effect banishes the opponents card in the same manner and banishes a monster from your hand instead your lp are decreased. They basically swarm the field with effects that thrive off banishing and sending to the grave so they can synch their ace card really quickly which is based off quasar and black rose. It destroys all other monsters on the field and inflicts 300 dmg to your opponent for each card destroyed so summoning it is pretty much an otk. Although this deck is almost dependent on its synchs without them you do little more than stall and slowly burn your opponent this deck has no tuners :O. No i have not gone crazy. Remember the bit where i said its based off lightsworns as well (since they're epic) well to add consistency to the deck all monsters are level 3 monsters that can banish or mill the top card of your deck in order to treat it as a tuner. Jingzhong8628 (talkcontribs) 20:12, September 23, 2015 (UTC) == Spirit

monsters ==

codename 8628 Based off yosen. basically a direct attack burn deck. Has cards tons of spells that prevent direct attacks to you all monsters in the archetype have effects that allow them to attack your opponent directly and immediately special summon another spirit monster afterwards. to prevent these cards from being destroyed they are returned to hand whenever they are targeted by an attack or by battle.

simples

Jingzhong8628 (talkcontribs) 20:12, September 23, 2015 (UTC)

Ok Here it is

Here's one of the cards from the Ghost Archetype that I made up.

  • The Master of Ghost
  • Zombie, Synchro, Dark, Level 2, Effect
  • Ghost Guardian of the Spirits + 2 or more non-tuners.
  • This card can be synchro summoned without having the exact amount of levels required for the synchro summon. When this card is synchro summoned, it gains counters equal to it's level. This card gains 300 attack points for each counter on this card.
  • Attack: ? Def: 0

It sounds pretty awesome if it existed. I'm still trying to think for the tuner.

But that would mean it's Atk is allways600. Coz it's level is 2 and it's effect doesn't alter it's level ?!?! Fallensilence (talkcontribs) 05:47, July 10, 2010 (UTC)

Maybe the aim of the archetype is counters, and there are many cards which alter the amount of counters on this card? Or the tuner would have an effect that increases the amount of counters on the card, maybe 'During the standby phase, while this card is in the graveyard, place one counter on "The Master of Ghost".' or 'During the standby phase, while this card is in the graveyard, place one counter on a "Ghost" card.' Kwame120 (talkcontribs) 21:52, September 1, 2010 (UTC)

My Archtype

Dark Syndicate it is dark,fire,and earth archetype made of Warriors Spellcasters Fiends Zombies the primary goal is a control deck by manipulation the use of spell and trap cards that either steal monsters or life points from a player therefore using there resources against them

But it comes at a high price either buy life point lose or remove cards from your deck and Light monsters are unaffected by your control scheme Solastramage666 (talkcontribs) 10:45, July 10, 2010 (UTC)

Wow it sounds like the opposite of Ally of Justices. Fallensilence (talkcontribs) 14:50, July 10, 2010 (UTC)

Ballistic

It's a Machine FIRE/WATER/AIR Archtype based on Military Vehicles (Since WWII until now) and Anime Mechas. They strategy is based on DARK/LIGHT destroy (Yeah, just like Koa'ki Meriu), Normal Monsters/Token Swarm and Field Control

Examples:

Ballistic Tank Sherman

1900/1500 Machine FIRE LV4

Normal Monster

Ballistic M25 Tank

1700/1600 Machine FIRE LV4

When this card is destroyed by battle or by a effect card of your opponent and sended to the graveyard, draw 1 card, if you draw a Normal Monster or a "Ballistic" card, reveal it and draw again. (It's not once per turn)

Ballistic Peacemaker Bomber

2300/1600 Machine AIR LV6

When this card is destroyed by battle or by a effect card of your opponent and sended to the graveyard, you can select and destroy up 2 cards on the field.

Ballistic Repair

Spell card

You can only active this card if you control a Normal Monster or a Token. Special Summon a "Ballistic" Normal Monster

Ballistic Manufactory

Spell card

Select a "Ballistic" Monster on your side of the field with level 4 or less, Special Summon a "Ballistic Suport Trunk" Token that has the same original Level, Type, Attribute, ATK, and DEF as the selected monster.

My Archetype

I have two in mind, but I havent really figured out the other one. Here's one of them.

  • Werewolf Archetype: All DARK Monsters that allows the gain of lifepoints, stop the use of Spells and Traps during the Damage Step (Like Ancient Gears), and they all can do multiple attacks, but the thing is, they get most of their abilities if only they have the Full Moon Field card active. I'll get back with you all with the monsters, spells, & traps later. Redd Vampirus (talkcontribs) 04:44, September 13, 2010 (UTC)

My Paparazi Deck....

My Arch-Type will focuse on sneaking on opponents hand cards just like[Mind On Air]== and their support will be a force discardation effect like the spirit reaper and other related card.... and their main monster will be a synchro monster "Paparazi-Over Lord". of course this deck will be weak against Arch-Type like Darkworld and Infernity sice they are played when no cards of beaing discardded.... this Arch-Type is a game controller specially when opponent rely on their hand cards (Most of us do "including me")

These are the examples:

Monster:

Paparazi-Snap Shooter LEVEL: 4 ATTRIBUTE: LIGHT TYPE: FIEND ATTACK:1700 DEF:900 EFFECT: aslong as this card remain face up on the field each time your opponent draw a card or cards your opponent reveal their intire hand cards until the end phase of your turn, your opponent can negate this effect by discarding the card(s) your opponent draw.

Paparazi-Hiden Cam LEVEL:2 ATTRIBUTE: LIGHT TYPE: MACHINE ATTACK:300 DEF:200 TUNER EFFECT: this card cannot be destroyed by battle,this card is destroyed when its in a faceup defense possition,ACtivate by discarding 1 hand card, during each of your standby phase declare a number of cards name to the total of face up Paparazi cards on the field then check your opponents hand if those card declared are in your opponents hand card discard them. this effect can only be used once per turn.

Paparazi-Over Lord Synchro/Machine/Effect 1 Paparazi tuner + 1 or more nontuner Paparazi monster LEVEL:7 ATTRIBUTE: DARK EFFECT:each time this card inflicts battle damage to your opponents life points your opponent discard all cards that is reveal to you. alsowhen this card is faceup on the field an a Paparazi manste you control is derstroyed and send to graveyard your opponents draw one card.

.......... that actual doesn't sound cool. In fact it makes Konami really creepy. Fallensilence (talkcontribs) 22:59, September 13, 2010 (UTC)

My Archetype (continued)

After some blueprint hardwork under the black light (no joke), and a little bit of research and imagination...I have finally came up with some cards for my archetype...except instead of being called Werewolves, they would be called Lycans. All Lycan monsters are DARK, Beast-Warriors, and they are all NORMAL MONSTERS if the 'FULL MOON" field card is not on the field. Check out the power of Lycans! *Note: These cards would also help bring more power to the Fusion card Lycanthrope!


MONSTERS


  • Wolfgang, The Lycan Warrior

- 4 Star - 1900/1200

    • Effect: While 'Full Moon" is face-up on the field, this card is treated as an Effect Monster. While this card is face-up on the field, other Lycan monsters except "Wolfgang, The Lycan Warrior" cannot be selected as an attack target. When this card declares an attack, this card can attack once again during the same battle phase.
  • Duke, The Lycan Berserker

- 6 Star - 2300/1000

    • Effect: While "Full Moon" is face-up on the field, this card is treated as an Effect Monster. If you control another face-up "Lycan" monster, you can Special Summon this card in face-up Attack Position from your hand. While this card is face-up on the field, increase the ATK of this card by 200 for each face-up "Lycan" monster you control. This card must attack all monsters your opponent controls, and must attack if able. When this card destroys a monster by battle, increase the ATK of this card by 100 at the end of the Damage Step.
  • Zufina, The Lycan Summoner

- 4 Star (Tuner) - 900/2000

    • Effect: While 'Full Moon" is face-up on the field, this card is treated as an Effect Monster. Once per turn, you can Special Summon 1 Level 4 or lower "Lycan" Monster from your hand or either graveyard. Once per turn, this card cannot be destroyed by battle.
  • Hugo, The Lycan Brawler

- 4 Star - 1800/1600

    • Effect: While 'Full Moon" is face-up on the field, this card is treated as an Effect Monster. When this card declares an attack on an Attack Position monster, turn the attack target to Defense Position. When this card attacks a Defense position monster, this card can attack once again in a row.
  • Yuki, The Lycan Timeshifter

- 2 Star - 0/0

    • Effect: While 'Full Moon" is face-up on the field, this card is treated as an Effect Monster. If this card is selected as an attack target, remove from play this card and the attacking monster from play without applying damage calculation. During the End Phase, return this card to the field in face-up Attack Position.
  • Craven, The Lycan Ninja

- 4 Star - 1600/1600

    • Effect: While 'Full Moon" is face-up on the field, this card is treated as an Effect Monster. This card can attack your opponent directly. When this card inflicts Battle Damage to the opponent, select up to two cards your opponent controls and send them to the graveyard.
  • Don McWulf, The Lycan Scavenger

- 3 Star - 1000/1800

    • Effect: While 'Full Moon" is face-up on the field, this card is treated as an Effect Monster. When this card inflicts Battle Damage to the opponent or destroys a monster by battle, draw a card. If this card would be destroyed, add one "Full Moon" to your hand from your deck, graveyard, or that was removed from play.
  • Lucianna, The Lycan ArchQueen

- 9 Star (Synchro Monster)

  • 1 "Lycan" Tuner + 1 or more "Lycan" monsters

- 3500/2700

    • Effect: When this card is Summoned, increase the Attack of this card by 500 for each "Lycan" monster in either graveyard. While this card is face up on the field, all "Lycan" monsters gain their effects and cannot be destroyed by battle. When this card declares an attack, return all Spell and Trap cards on the field back to their owner's hands.

Spells & Traps


  • Full Moon

-Field Card

    • Effect: As long as this card is face-up on the field, all "Lycan" monsters gain their effects. When a "Lycan" monster attacks or is attacked, increase the attack of that card by 500 during damage calculation only.
  • Lunar Eclipse

- Continuous Spell

    • Effect: When a "Lycan" monster declares an attack, negate the activation and effects of all spell and trap cards your opponent controls until the end of the Damage Step.
  • Rage of the Wolf Pack

-Continuous Trap

    • Effect: When a "Lycan" monster on your side of the field attacks with an ATK that is higher than the DEF of a Defense Position monster, inflict the difference as battle damage to your opponent's Life Points. When a "Lycan" monster on your side of the field attacks with an ATK that is higher than the DEF of a Defense Position monster, gain Life Points equal to that card's original ATK at the end of the Damage Step.
  • Howl of the Wolf Pack

-Normal Spell

    • Effect: If a "Lycan" monster would be destroyed and sent to the graveyard, Special Summon 1 "Lycan" monster from your hand, deck, or graveyard that is less than or equal to the level of the destroyed monster, except the destroyed "Lycan" monster. Destroy this card after your 3rd End Phase.
  • Cry of the Lone Wolf

- Counter Trap

    • Effect: If a "Lycan" monster would be selected as a target of a Spell, Trap, or Effect Monster controlled by your opponent, negate the effect of that card by tributing 1 "Lycan" monster you control, then send all monsters your opponent controls to the graveyard.
  • Fatal Sabotage

- Normal Trap

    • Effect: If this face-down card would be destroyed by the effect of a Spell, Trap, or Effect Monster while there is a face-up "Lycan" on your side of the field, send all cards from both players hands to the graveyard, then destroy 1 card on the field.

Eyes of the Wolf - Quick Play Spell

    • Effect: Until the End Phase of this turn, all "Lycan" monsters are uneffected by card effects, except "Full Moon".

Mark of the Wolves - Continuous Spell

    • Effect: When a "Lycan" monster destroys an opponent's monster by battle, you can Special Summon the destroyed monster to your side of the field at the end of the Damage Step.

That's pretty much it for now. I have many more cards for this Archetype, but I figured I share a healthy few of them with you all. So, what do you guys think? I tried really hard to come up with these cards. Many Thanks to the creator of this topic. Thanks for reading. Redd Vampirus (talkcontribs) 09:23, September 14, 2010 (UTC)


Pokerspiel

Took me time to read the whole article, the article is great but the comments bring more brainstorm ideas, thanks.

- Johnson


Mecha

This Archtype is Like the Vechiroids and Morphtronics.Lame looking machine type monsters but with strong effects and sometimes points

Monsters are:

Mecha Computer LIGHT (main card)

@@@@@@ (@ is a star)

[Machine/Efect]

ATK/2300 DEF/1900

Mecha Microwave

@@@@

[Machine/Effect]

ATK/1600 DEF/1800

Mecha Fan

@@@@

[Machine/Effect]

ATK/1500 DEF/1500

Mecha Air Condition

@@@@@

[Machine/Effect]

ATK/2100 DEF/1700

There is more but I think that this is Enough.I won't write the Effects.

Playing Style

This archtype focussus on summoning Mecha Computer Also it depends very much on their effects that summons tokens and other actions.Also Mecha cards has some cards like "Un Official Repairing" cthat let's you summon a monbster from the gravyard and after 2 turns it goes back to the Gravyard.This archtype also have some fusions that usually it's ATK doesn't exeed 2000 but with powerful effects.Mechas also focusses on activating "Mecha Computer"'s card "System Crash" that Destroys all cards that opponent controls by simply discarding 1 card and Mechas cannot attack that turn. Lazer: You Called LaserGhost.Please leave a message after the beep.. BEEP! 11:00, September 14, 2010 (UTC)

I wonder if Machina is the same thing as Mecha. Fallensilence (talkcontribs) 13:09, September 14, 2010 (UTC)

Why?is it the same playing style? LaserGhost is a beam of Lazer Talk to him! 05:21, September 15, 2010 (UTC)

No but they do sound like machines. Mecha and Machina can both be the same name. Fallensilence (talkcontribs) 13:08, September 15, 2010 (UTC)

Actually I never ment that it is just a name that appeared in my head. LaserGhost was here Talk to him! 18:08, September 15, 2010 (UTC)

Oh. Good job then. Now Mecha Bunny has a friend to be with. Fallensilence (talkcontribs) 23:39, September 15, 2010 (UTC)

Darkness Unleashed

This is my idea of an archetype, it's called Darkness Unleashed, it consist mostly of low stat monsters with effects centered around the number of facedown cards on player controls, it has a high number of syncro monsters available, in part to avoid the need to "borrow" form other archetypes, many of them are also synchro tuners and some are rather difficult to summon, but have devastating effects. The support is centered around drawing ,swarming and recycling a lot.

Core monsters

  • First Darkness Unleashed
  • Dark
  • Level 1
  • Spellcaster/Tuner
  • If this card is selected as an attack target you may change that attack into a direct attack. You can special summon this card by selecting 1 facedown spell or trap card on your side of the field, as long as this card remains face-up on the field the selected card is unafected by your opponent's card effects, when this card is removed form the field destroy the selected card.
  • Atk 0 Def 0
  • Darkness Unleashed Guardian
  • Dark
  • Level 4
  • Warrior/Effect
  • If another "Darkness Unelashed" monster you control is selected as an attack target, you can switch the attack to this monster instead.
  • Atk 500 Def 2000
  • Darkness Unleashed Moonlight Witch
  • Dark
  • Level 3
  • Spellcaster/Effect
  • One time only you can special summon any number of "Darkness Unleashed" monsters from your hand until you control as many monsters as face-down cards you control.
  • Atk 800 Def 1200
  • Darkness Unleashed Young Witch
  • Dark
  • Level 1
  • Spellcaster/Tuner
  • You can negate the effect of a spell card and destroy it, you can only use this card's effect if you control at least 1 facedown card.
  • Atk 200 Def 200
  • Darkness Unleashed Wizard Apprentice
  • Dark
  • Level 1
  • Spellcaster/Tuner
  • You can negate the effect of a trap card and destroy it, you can only use this card's effect if you control at least 1 facedown card.
  • Atk 200 Def 200
  • Darkness Unleashed Cobra
  • Dark
  • Level 1
  • Reptile/Effect
  • You can tribute this card to inflict dammage to your opponenet life points equal to the number of facedown cards on the field x 500.
  • Atk 200 Def 200
  • Darkness Unleashed Rogue Angel
  • Dark
  • Level 2
  • Fairy/Tuner
  • When this card is summoned increase your lifepoints by an amount equal to the number of facedown cards on the field x 200.
  • Atk 300 Def 100
  • Falling Darkness Unleashed
  • Dark
  • Level 1
  • Spellcaster/Tuner
  • During the Damage Step of a battle involving a "Darkness Unleashed" monster you control, you can send this card from your hand to the Graveyard to have that monster gain ATK or DEF equal to the number of Facedown cards on the field x 100, during that Damage Step Only.
  • Atk 0 Def 0
  • Darkness Unleashed Black Swan
  • Dark
  • Level 2
  • WingedBeast/Effect
  • When an opponent monster attacks a Darkenss Unleashed Monster, the attacking monster loses attack equal to the number of facedown cards you control x 200 during the Damage step only.
  • Atk 200 Def 200
  • Darkness Unleashed Red Kyte
  • Dark
  • Level 3
  • WingedBeast/Effect
  • One time only return a number of your opponent's monster cards to their owner's hand equal or lower to the number of face-down cards you control
  • Atk 500 Def 100
  • Darkness Unleashed Prodigy
  • Dark
  • Level 1
  • Fairy/Effect
  • If you control no face down cards, this card is destroyed. If you don't control another "Darkness Unleashed" monster the damage this card inflicts to your opponenet's life points becomes 0.
  • ATK 2000 DEF 0
  • Darkness Unleashed Golem
  • Dark
  • Level 5
  • Rock/Effect
  • While this card is on the field, it is treated as a facedown card, the battle damage this card inflicts to ypur opponent's life points is multiplied y the numebr of facedown cards you control.
  • Atk 1500 Def 600
  • Darkness Unleashed Stalker
  • Dark
  • Level 7
  • Fiend/Effect
  • While this card is on the field, it is treated as a facedown card, this card can attack a number of times equal or lower to the number of face down cards you control.
  • Atk 1200 Def 600
  • Seed of Darkness
  • Dark
  • Level 1
  • Plant/Tuner
  • This card is treated as a Darkness Unleashed monster, when this card is sent from the field to the graveyard you can special summon 1 "Darkness Unleashed" monster form your deck with a level equal or lower to the number of facedown cards you control.
  • Atk 200 Def 200
  • Darkness Unleashed Horse
  • Dark
  • Level 2
  • Beast/Union
  • Once per turn, during your Main Phase, if you control this card on the field, you can equip it to a "Darkness Unleashed" monster as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect this card is treated as a Facedown card and increase the ATK/DEF of the equipped monster by 600 points. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed as a result of battle, destroy this card instead.)
  • Atk 600 Def 600
  • Darkness Unleashed Avatar
  • Dark
  • Level 9
  • Spellcaster/Tuner
  • While this card is in your hand or your side of the field, decrease it's level by the number of facedown cards you control, this card's ATK and DEF are equal to the number of facedown cards on the field x 400
  • Atk ?? Def ??

Synchro monsters

  • Giant Monsterbird of Darkness Unleashed
  • Dark
  • Level 6
  • WingedBeast/Synchro/Effect
  • 1 tuner + 1 or more "Darkenss Unleashed" non-tuner monsters
  • When an opponent monster battles a monster you control, your opponent's monster loses attack equal to the number of facedown cards on the field x 400. Once per turn return a number of your opponent's cards to their owner's hand equal or lower to the number of face-down cards on the field.
  • Atk 2700 Def 2100
  • Darkness Unleashed High Sorceress
  • Dark
  • Level 7
  • Spellcaster/Synchro/Tuner
  • Darkness Unleashed Young Witch + 1 or more "Darkness Unleashed" monsters
  • Negate the effect of a spell card and destroy it, you can only use this card's effect a number of times equal or lower to the number of facedown cards you control during each turn.
  • Atk 2000 Def 2000
  • Darkness Unleashed Expert Wizard
  • Dark
  • Level 7
  • Spellcaster/Synchro/Tuner
  • Darkness Unleashed Wizard Apprentice + 1 or more "Darkness Unleashed" monsters
  • Negate the effect of a trap card and destroy it, you can only use this card's effect a number of times equal or lower to the number of facedown cards you control during each turn.
  • Atk 2000 Def 2000
  • Fortress of the Darkness Unleashed
  • Dark
  • Level 8
  • Rock/Synchro/Effect
  • 1 "Darkness Unleashed" tuner + 1 or more non-tuner monsters
  • During each of your Battle Phases "Darkness Unleashed" monsters you control are not destroyed in battle a number of times up to the number of facedown cards you control.
  • Atk 2000 Def 3500
  • Darkness Unleashed Sentry
  • Dark
  • Level 8
  • Warrior/Synchro/Effect
  • 1 "Darkness Unleashed" tuner + 1 or more non-tuner monsters
  • Your opponent cannot choose another "Darkness Unleashed" monster as an attack target. If this card would be destroyed it isn't a number of times equal to the number of facedown cards you control.
  • ATK 2500 Def 2400
  • Darkness Unleashed WatchKnight
  • Dark
  • Level 8
  • Warrior/Synchro/Effect
  • 1 "Darkness Unleashed" tuner + "Darkness Unleashed Horse" + 1 non-tuner monster
  • Your opponent cannot declare attacks. If this card would be destroyed it isn't a number of times equal to the number of facedown cards on the field. If this card attacks your opponent cannot activate trap cards during the Battle phase.
  • ATK 2900 Def 2500
  • Seraphim of Darkness
  • Dark
  • Level 9
  • Fairy/Synchro
  • Darkness Unleashed Rogue Angel + 1 or more "Darkness Unleashed" monsters
  • During each of your Standby Phases increase your lifepoints by an amount equal to the number of facedown cards you control x 500.
  • Atk 3000 Def 2600
  • Angel-Knight of Darkness
  • Dark
  • Level 9
  • Fairy/Synchro
  • "Darkness Unleashed Rogue Angel" equiped with "Darkness Unleashed horse" + 1 or more non-tuner monsters
  • During each of your Standby Phases increase your lifepoints by an amount equal to the number of facedown cards on the field x 600.If this card attacks your opponent cannot activate trap cards during the Battle phase.
  • Atk 3200 Def 2800


  • Moonlight Darkness Unleashed
  • Dark
  • Level 6
  • Spellcaster/Synchro/Tuner
  • 1 "Darkness Unleashed" tuner + Darkness Unleashed Moonlight Witch +1 or more non-tuner monsters
  • One time only you can special summon 1 "Darkness Unleashed" monster from your Graveyard with a level equal or lower than the number of facedown cards you control.
  • Atk 2000 Def 1800
  • FullMoon Darkness Unleashed
  • Dark
  • Level 9
  • Spellcaster/Synchro/Tuner
  • 1 "Darkness Unleashed" synchro tuner + 1 or more "Darkness Unleashed" monsters
  • Once per turn you can special summon 1 "Darkness Unleashed" monster from your Graveyard with a level equal or lower than the number of facedown cards you control.
  • Atk 2800 Def 2200
  • Darkness Unleashed Moongoddess
  • Dark
  • Level 12
  • Spellcaster/Synchro
  • 1 "Darkness Unleashed" synchro tuner + 1 or more "Darkness Unleashed" monsters
  • You can special summon this card into a spell & trap card zone, if you do this card it's still treated as a monster card, but also counts as a Fecedown card. Once per turn you can special summon a number of "Darkness Unleashed" monsters from your Graveyard equal or lower than the number of facedown cards you control.
  • Atk 2800 Def 2200
  • Second Darkness Unleashed
  • Dark
  • Level 2
  • Spellcaster/Synchro/Tuner
  • 1 "Darkness Unleashed" tuner + 1 non-tuner monster
  • If this card is selected as an attack target you may change that attack into a direct attack. When you special summon this card, select up to 2 facedown spell or trap cards on your side of the field, as long as this card remains on the field the selected cards are unaffected by your opponent's card effects, when this card is removed form the field destroy the selected cards.
  • Atk 0 Def 0
  • Third Darkness Unleashed
  • Dark
  • Level 3
  • Spellcaster/Synchro/Tuner
  • 1 "Darkness Unleashed" tuner + 1 or more non-tuner monsters
  • If this card is selected as an attack target you may change that attack into a direct attack. When you special summon this card, select up to 3 facedown spell or trap card on your side of the field, as long as this card remains on the field the selected cards are unaffected by your opponent's card effects.
  • Atk 0 Def 0
  • Fourth Darkness Unleashed
  • Dark
  • Level 4
  • Spellcaster/Synchro/Tuner
  • 1 "Darkness Unleashed" tuner + 1 or more non-tuner monsters
  • If this card is selected as an attack target you may change that attack into a direct attack. When you special summon this card, select 4 spell & trap card slots on your side of the field, as long as this card remains on the field the facedown cards on the selected slots are unaffected by your opponent's card effects.
  • Atk 0 Def 0
  • Fifth Darkness Unleashed
  • Dark
  • Level 5
  • Spellcaster/Synchro/Tuner
  • 1 "Darkness Unleashed" tuner + 1 or more non-tuner monsters
  • If this card is selected as an attack target you may change that attack into a direct attack. When you special summon this card you can select a number of trap and spell cards on your deck equal to the number of empty spell & trap card slots on your side of the field and set them on your side of the field. Face down cards you control are unaffected by your opponent's card effects.
  • Atk 0 Def 0
  • Seventh Darkness Unleashed
  • Dark
  • Level 7
  • Spellcaster/Synchro/Tuner
  • 1 "Darkness Unleashed" tuner + 2 or more non-tuner monsters
  • If this card is selected as an attack target you may change that attack into a direct attack. Once per turn you can select a number of trap and spell cards on your deck equal to the number of empty spell & trap card slots on your side of the field and set them on your side of the field. Face down cards you control are unaffected by your opponent's card effects.
  • Atk 0 Def 0
  • Ultimate Darkness Unleashed
  • Dark
  • Level 10
  • Spellcaster/Synchro/Tuner
  • 1 "Darkness Unleashed" synchro tuner + 1 or more "Darkness Unleashed" monsters
  • Once per turn you can select a number of trap and spell cards on your deck equal to the number of empty spell & trap card slots on your side of the field and set them on your side of the field. Face down cards you control are unaffected by your opponent's card effects.
  • Atk 3500 Def 3500
  • Ultimate Darkness Unleashed Sorceress
  • Dark
  • Level 12
  • Spellcaster/Synchro
  • Ultimate Darkness Unleashed + 1 or more Spellcaster-type "Darkness Unleashed" monsters
  • Once per turn you can select a number of trap and spell cards on your deck equal to the number of empty spell & trap card slots on your side of the field and set them on your side of the field. If your side of the field is full, you can summon "Darkness Unleashed" monsters to empty monster card zones on your opponent's side of the field, you keep control of those monsters. Face down cards you control are unaffected by your opponent's card effects.
  • Atk 8000 Def 6000
  • Ultimate Darkness Unleashed Master
  • Dark
  • Level 12
  • Warrior/Synchro
  • Ultimate Darkness Unleashed + 1 or more Warrior-type "Darkness Unleashed" monsters
  • On time only you can select a number of spell or trap cards cards on your opponent's side of field up to the number of facedown cards you control and send them to the graveyard.
  • Atk 5000 Def 4000
  • Ultimate Darkness Unleashed Warlord
  • Dark
  • Level 12
  • Warrior/Synchro
  • Ultimate Darkness Unleashed equiped with "Darkness Unleashed Horse" + 1 or more Warrior-type "Darkness Unleashed" monsters
  • Once per turn you can select a number of cards on your opponent's side of field up to the number of facedown cards you control and remove them from play.
  • Atk 7500 Def 6000
  • Darkness Unleashed Nightmare Empress
  • Dark
  • Level 12
  • Darkness Unleashed Avatar + 2 or more "Darkness Unleashed" monsters
  • Spellcaster/Synchro/Effect
  • This card's ATK and DEF are equal to the number of facedown cards on the field x 1000. If you control more than 4 facedown cards negate all of your opponent's card effects. During your End Phase if this card declared an attack remove it form play then you can special summon 1 "Darkness Unleashed Avatar" from your Graveyard
  • Atk ?? Def ??

Spell and Trap Support

  • Growing Darkness
  • Normal Spell Card
  • While this card is resolving it is treated as a face down card, special summon to your side of the field a number of monsters on any Graveyard whose combined levels are equal to the number of facedown cards on the field.
  • Penumbral Karma
  • Normal Spell Card
  • While this card is resolving it is treated as a face down card, if you control at least 1 "Darkness Unleashed" monster return a number of trap and spell cards on your Graveyard to your deck up to the number of facedown cards you control. The deck is shuffled.
  • Reincarnation in the Shadows
  • Normal Spell Card
  • While this card is resolving it is treated as a face down card, return a number of "Darkness Unleashed" monsters on your Graveyard to your deck up to the number of Facedown cards you control. The deck is shuffled.
  • Kin's Revenge
  • Equip Spell Card
  • While this card is active it is treated as a Facedown card, equip only to a "Darkness Unleashed" monster, when this card is activated select a number of "Darkness Unleashed" monsters on your Graveyard up to the number of facedown cards you control, the equiped monster gains ATK equal to the combined ATK of those monsters. During the End Phase take damage equal to the equiped monster's ATK or destroy this card.
  • Curtain of Shadows
  • Counter Trap Card
  • Until this card is fully resolved it is treated as a Facedown card, depending on the number of face down cards you control select and activate one of the following effects:
    • 1+. Negate the activation of a trap card and destroy it.
    • 2+. Negate the activation of a spell card and destroy it.
    • 3+. Negate the activation of a monster's effect and destroy it.
    • 4+. Negate the summon of a monster and destroy it.
    • 5+. Switch the target of a trap card,spell card or monster's effect for another correct target.
  • Shroud of shades
  • Continuous Trap Card
  • When this card is active it is treated as a Facedown card. If a "Darkness Unleashed" monster you control is attacked, you can switch it to defense position. All defense position Unleashed Darkness monsters you control are trated as if they were face down.
  • Tower of Dark Memories
  • Continuos Spell Card
  • When this card is active it is treated as a Facedown card. During your standby phase draw or discard cards until you have the same number of cards in your hand than the number of facedown cards you control (if you control more than 5 facedown cards, draw or discard until you have 5).
  • Temple of Darkness
  • Field Spell Card
  • When this card is active it is treated as a Facedown card, if your opponent activates a Field spell this card is not destroyed. All "Darkenss Unleashed" monsters gain ATK and DEF equal to the number of facedown cards on the field x 200.


yourdailyTCG's archetype

My archetype is called Intergalactic. Intergalactic monsters are primarily based on swarming, while simultaneously destroying your opponents cards. They rely on Special Summoning other Intergalactic monsters. This deck would work well with Barrier Statue of the Heavens and Shining Angel. Here are a some examples:

Intergalactic Spaceship Level 8 LIGHT 2200/2000 [Machine/Union] When this card is Summoned, you can Special Summon 1 "Intergalactic Ship Commander" from your hand, Deck or Graveyard. Once per turn, you can equip this card to a face-up "Intergalactic Ship Commander" you control, OR unequip this card to Special Summon it. While this card is equipped to a monster, the equipped monster gains ATK and DEF equal to half this card's original ATK and DEF.

Intergalactic Ship Commander Level 3 LIGHT 1500/0 [Warrior/Effect] If this card attacks, it is changed to Defense Position at the end of the Battle Phase.

Intergalactic Asteroid Level 1 LIGHT 1100/1800 [Rock/Effect] When this card is Special Summoned, inflict 300 damage to your opponent. When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1"Intergalactic Asteroid" from your hand or Deck.

Intergalactic Behemoth Level 6 LIGHT 2100/1700 [Beast/Effet] This card cannot be Normal Summoned or Set.

Intergalactic Warrior Level 4 LIGHT 1600/1000 [Warrior/Effect] When this card destroys an opponent's monster by battle and sends it to the Graveyard, you can Special Summon 1 "Intergalactic" monster from your hand.

Intergalactic Rover Level 2 LIGHT 0/100 [Machine/Effect] You can Tribute this card to destroy 1 card your opponent controls and Special Summon 1"Intergalactic" monster from your Graveyard. The effect of can only be used once per Duel.

Intergalactic Nebula Level 2 LIGHT 200/200 [Fiend/Tuner] If this card was Special Summoned by the effect of an "Intergalactic" monster, you can destroy Spell/Trap cards equal to that monster's Level. If this card is sent to the Graveyard for the Synchro Summon of an "Intergalactic" Synchro monster, destroy 1 monster your opponent controls.

Intergalatic Guardian Level 5 LIGHT 100/3000 [Rock/Effect] When this card is Summoned, it is switched to Defense Position. You can switch this monster from Defense Position to Attack Position to destroy 1 card your opponent controls. If this card's battle position is changed, it cannot change it's battle position until the end of your next turn, except by card effects.

Intergalactic Astronaut Level 1 LIGHT 0/0 [Machine/Effect] This card cannot be destroyed by battle. If this card is destroyed by card effect, Special Summon 1 "Intergalactic" monster from your Deck.

Intergalactic Summoner Level 4 LIGHT 1400/900 [Spellcaster/Effect] When this card is Summoned, Special Summon 1 "Intergalactic" monster from your Graveyard.

Intergalactic Pirate Level 4 LIGHT 1800/700 [Warrior/Effect] When this card attacks, destroy one Spell or Trap card they control.

Spell Cards

Intergalatic Sword Equip Spell Card Equip this card to a Warrior-type "Intergalactic" monster. It gains 300 ATK and DEF. When this card is destroyed, destroy 1 monster your opponent controls.

Intergalactic Communications Normal Spell Card Special Summon 1 "Intergalactic" monster from your hand.

Intergalactic Blast Continuous Spell Card Each time an "Intergalactic" monster is Special Summnoned, inflict 200 damage to your opponent.

Intergalactic Space Station Field Spell Card All "Intergalactic" monsters gain 400 ATK.

Trap Cards

Intergalactic Revival Continuous Trap Card Special Summon 1 "Intergalactic" monster from your Graveyard. When it leaves the field, destroy this card. If this card leaves the field, destroy the selected monster.

Intergalactic Negation Counter Trap Card Activate only if you control a face-up "Intergalactic" monster. Negate your opponents Normal Summon/Special Summon/Flip Summon/Monster Effect/Spell Card/Trap Card and destroy it.

Last Intergalactic Resort Normal Trap Card Activate only when your opponent declares a direct attack. Special Summon as many "Intergalactic" monsters as you can from your Graveyard.

Extra Deck

Intergalactic Gravity Puller "Intergalatic Nebula" + 1 or more non-Tuner "Intergalactic" monsters Your opponent cannot select another monster on your side of the field as an attack target. During your Battle Phase, this monster can attack all of your opponent's monsters once. When this card leaves the field, destroy all Spell/Trap cards your opponent controls and Special Summon the monsters used to Summon this card.

Thanks for reading. I hope you enjoyed my archetype.

Xerdek's Archetype #1

I know the "Orichalcos" archetype is canon and all, but not all of it has been made into real cards. That is where I come in. I wanna share my take on what the archetype could become, should it be manufactured and all. X)

"Orichalcos Kyutora"
LIGHT/Rock/Gemini
Level 3 500/500
Lore: This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect.
● All Battle Damage you take becomes 0. If this card is targeted for an attack: You can send this card to the Graveyard to Special Summon "Orichalcos Shunoros" from your Deck.

"Orichalcos Gigas"
DARK/Beast-Warrior/Gemini
Level 4 400/1500
Lore: This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect.
● This card cannot be destroyed by battle. During each of your End Phases: Increase the ATK of this card by 500. While this card is in face-up Defense Position: Skip your Draw Phase.

"Orichalcos Malevolence"
FIRE/Fiend/Gemini
Level 4 1500/0
Lore: This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect.
● Once per turn: You can target one face-up monster your opponent controls; change that target's battle position.

"Mirror Knight Calling"
Continuous Spell Card
Lore: During your opponent's Standby Phase: Special Summon 1 "Mirror Knight Token" (Warrior-Type/DARK/Level 1/ATK 0/DEF 0) to your opponent's side of the field in face-up Attack Position. These Tokens cannot be Tributed for a Tribute Summon.

"Orichalcos Deutoros"
Continuous Spell Card
Lore: Activate only while you control "The Seal of Orichalcos". During your Standby Phase: You gain 500 Life Points for each monster you control. If "The Seal of Orichalcos" leaves the field: Destroy this card.

"Orichalcos Tritos"
Continuous Spell Card
Lore: Activate only while you control "Orichalcos Deutoros". 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, return it to the bottom of the Deck. If "Orichalcos Deutoros" leaves the field: Destroy this card.

Strategy
The goals of the series is to, obviously, summon "Orichalcos Shunoros" and to boost the power of the Seal. Now, some cards have their effects drastically changed, as Shunoros's was. The monsters of the series were retooled as Gemini but boast similar, if not stronger, effects. One should use "Ultimate Offering" in this deck (if it were to come to actual fruition) as it provides swarming capabilities and is rendered without cost in conjunction with Deutoros's effect. Offering also allows one to access the hidden effects of the Orichalcos monsters. And, if the Gemini monsters present in the field are not treated as Effect Monsters, one may still use their status as a Normal Monster to Special Summon Shunoros. One may be able to tell that "Mirror Knight Calling" does not Special Summon tokens to the controller's side of the field. This is due to being fodder for Shunoros's ATK and to take-up the opponent's Monster Card Zones.
Xerdek! (talkcontribs) 06:04, July 23, 2012 (UTC)

Prehistoric Beasts

It's a dinosaur archtype that involves around swarming the field, overpowering your opponent's monsters with their high ATK and a few Spell / Trap destrusion, negataion and etc.. --108.225.20.64 (talk) 06:15, July 25, 2012 (UTC)

Prehistoric Beast - Velociraptor Level 4 Earth ATK/1700 DEF/1400 (Dinosaur/Effect) Your opponent cannot target face-up Dinosaur-Type monsters for attacks, except this one. When this card is Normal Summoned: You can Special Summon 1 Level 4 or lower monster from your hand.

Prehistortic Beast - Ankylosaurus Level 5 Earth ATK/2400 DEF/3000 (Dinosaur/Effect) If you control a face-up Dinosaur-type monster, you can Normal Summon this card without a Tribute. Once per turn, if this card would be detroyed by battle it is not. When this card is targeted for an attack: Change this card to Defense Position.

Prehistoric Beast - Stegosaurus Level 5 Earth ATK/ 2350 DEF/ 2800 (Dinosaur/Effect) If you control a face-up Dinosaur-type monster, you can normal this card without a Tribute. Double any battle damage your opponent takes when battling your monsters. When this card is targeted for an attack: Change this card to Defense Position.

Prehistoric Beast - Archaeopteryx Level 2 Wind ATK/1000 DEF/1000 (Winged-Beast/Tuner) During either player's Damage Step, when a face-up Dinosaur-type monster you control battles, you can send this card from your hand to the Graveyard to have that monster gain ATK equal to the ATK of the opponent's monster it is battling, until the End Phase.This card can attack your opponent directly.

Prehistoric Beast - Levelsaurus Level 4 Earth ATK/1800 DEF/1200 (Dinosaur/Effect) Once per turn: You can declare a Level from 1 to 10; this card becomes that Level until the End Phase. If this card is destroyed by battle, add 1 Dinosaur-type monster from your Graveyard to your Hand.

Prehistoric Beast - Pachycepalosaurus Level 4 Earth ATK/ 1800 DEF/1000 (Dinosaur/Effect) If you control a Dinosaur-type monster on your field, you can special summon this card from your hand. At the start of the Damage Step, if this card battles an opponent's monster: You can return both monsters to each player's deck. (without damage calculation).

Prehistoric Beast - Triceratops RANK 5 Earth ATK/2700 DEF/2000 (Dinosaur/XYZ/Effect) 2 Level 5 monsters During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent.If this card attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step.

No. 29 Prehistoric Beast ~ T-REX RANK 4 Earth ATK/ 3000 DEF/ 3000 2 Level 4 monsters This card can only be detroyed by battle with another "NUMBER" monster. You can detach 1 XYZ material from this card to target 1 monster your opponent controls: destroy that target. If this card has no XYZ materials: At the start your Battle Phase, this card must all monsters your opponent controls once each.

there are not just one
but two sites for this guys.
--Helix-king (talkcontribs) 13:01, July 25, 2012 (UTC)

Soulless Archetype

It's something that's been working in my head for a while. Basically, its an all DARK archetype with at least one monster for each different monster type (Except Divine-Beast and Creator God), and they all have the same effect of being indestructible by battle, unless the attacking monster shares its type. They also cannot be destroyed by card effects unless it's a certain part of the turn, your opponent does something, or has a certain card on the field. They also gain an effect if destroyed.

Their DEF is half their ATK.

Here's some I got (May update later):

Soulless Shark LV 4 DARK ATK: 1800/DEF: 900 (Fish/Effect) This card cannot be destroyed by battle, except with a Fish-Type monster. This card cannot be destroyed by card effects unless your opponent has a card that allows other monsters to inflict Piercing damage. When this card is destroyed: Target one "Soulless" monster you control; when the target attacks a defense position monster, inflict Piercing damage to your opponent.

Soulless Herald LV 2 DARK ATK: 500/DEF: 250 (Fairy/Effect) This card cannot be destroyed by battle, except with a Fairy-Type monster. This card cannot be destroyed by card effects unless your opponent controls a Continuous Spell Card. When this card is destroyed: Special Summon one level 4 or lower "Soulless" monster from your deck.

Soulless Tank LV 5 DARK ATK: 2500/DEF: 1250 (Machine/Effect) This card cannot be destroyed by battle, except with a Machine-Type monster. This card cannot be destroyed by card effects unless your opponent activates a card during the Battle Phase. When this card is destroyed: Target one monster your opponent controls; it loses ATK equal to the original DEF of this card.

Soulless Pendulum LV 1 DARK ATK: 100/DEF: 50 (Machine/Tuner) This card cannot be destroyed by battle, except with a Tuner Monster. This card cannot be destroyed by card effects except on a turn your opponent summoned a Tuner Monster. When this card is destroyed: Target one DARK Synchro Monster in your Extra Deck; Special Summon that target (This special summon is treated as a Synchro Summon). When this card and the special summoned monster are your graveyard: You cannot special summon Synchro Monsters.

--Perfect Sige (talkcontribs) 00:02, July 30, 2012 (UTC)

Noface

My idea is the Noface. They are all DARK and fiend type. As the name implies they have no face. The main strategy is to remove cards from play. Some cards abilities only work if a certain number of cards are removed from play. Well, here are a few.


Noface Woman Level 3 DARK ATK/1000 DEF/1000 [Fiend/Effect] You may pay 500 Life Points to remove a card on the field from play.

Noface Lady Level 4 ATK/1900 DEF/0 DARK [Fiend] She is searching for her baby and will kill anyone that stands in her way.

Noface Slave  Level 4 DARK ATK/1800 DEF/500 Discard a card: Remove a card in your graveyard from play.

Noface Dinner Spell  Remove a monster from play. You gain 500 Life Points.

Noface Misthider  DARK Level 2 ATK/500 DEF/1500 [Fiend/Effect] FLIP: Remove a face-down card from play.

Noface Manyhands DARK Level 5 ATK/2000 DEF/1500 [Fiend/Effect] When you play a monster, remove the top card of your deck from play.

Noface Searcher  DARK Level 4 [Fiend/Effect] When this card is removed from play, Special Summon it. ATK/1800 DEF/700

Doll of Noface  Normal Trap Activate this when an opponent attacks.  Search your deck for a Level 4 or under "Noface" mobster and Special Summon it.  Then that monster battles the attacking monster.

Noface Child DARK Level 3 ATK/300 DEF/1200 [Fiend/Effect] When this card is destroyed it is removed from play.

Noface Giver DARK Level 4 ATK/1400 DEF/1200 [Fiend/Effect] When this monster is sent to the graveyard or removed from play, both players draw a card then discard a card. 

Noface Bride DARK Level 4 ATK/1900 DEF/200 [Fiend/Effect] Once per turn you can discard a card to remove a card on the field from play. 

Noface Man  DARK Level 4 ATK/1900 DEF/800 [Fiend/Effect] When a card is sent to the graveyard, remove it from play instead.

Noface Girl DARK Level 2 ATK/300 DEF/1300 [Fiend/Effect] FLIP:  Both players sacrifice a creature.

Noface Gentleman DARK Rank 4 ATK/? DEF/? [Fiend/xyz/Effect] 3 Level 4 DARK monsters This monsters ATK and DEF are equal to the number of cards removed from play x500 Once per turn, you can remove an Xyz material attached to this monster from play to remove another card on the field from play.

Starfield

I created this archetype awhile ago, and it uses a similar mechanic to Xyz cars, but was thought of about two years beforehand. Basically, the deck contains a number of cards each with Starfield in their name, that revolve around a special card called Star Cry. Star Cry allows you to have up to 20 of it in a deck, and the other Starfield monster's effects revolve around moving Star Cry to and from the field. Star Crys are played on top of each other, and gain small effects based on the number of them in a stack. The 'boss' of the set was a card that required a certain number of Star Crys to be in play, and then sends a number of them to the Graveyard, a number to the deck, and a number to the hand to summon it. Other Starfields move the Star Crys around in similar fashions, in and out of the graveyard, and such, to allow for draws, attack boosts, and the like.

I know this sounds a lot like Counters, but the catch is that Star Cry is a level 1, with 100 ATK and 200 DEF, and the opponent is free to attack them. There are some Starfields that can protect you from the damage and such, or protect your Star Cry stacks, but it requires careful control of your Star Cry stack to win.

Ia Morte (talk) 19:50, August 21, 2012 (UTC)

Neo-meklords and XYZyncro monsters

I want to share two possible new archtypes. The first one being the Neo-Meklords, just an enchaced version of the original "Meklord" monsters, with the particular ability of having advantages over Xyz and Synchro monsters. I think the original idea of the anime could be fun in the TCG. The description of the card could be like this (This being the main part of the monster)

"Neo-Meklord Core" MACHINE. EFFECT. DARK. Lv:1 0 ATK/1000 DEF "You can reveal this card from your hand: Shuffle it and Draw 1 Card, this effect can only be acitvated once per turn. You can only control 1 "Neo-Meklord Core".The effects of this monster can only be activated if you control 2 or more other "Neo-Meklord" monsters. Other monsters you control cannot attack. You cannont summon monsters from your Extra Deck. If this card attacks or is attacked, it gains 2500 ATK. Once per turn you can equip 1 Xyz or Synchro monster your opponent controls to this card. If this card leaves the field, destroy all "Neo-Meklord" monsters you control."

The other parts would be just support for the main core which is supposed to be "The monster"

The second one will be a possible "Counter", the "XYZynchro". The idea is to create another kind of card that can be played from the extra deck, because for all i know, the OCG wont be introducing new monsters that can be played from the extra deck. Also it should be something really big, i was thinking something like Shooting Quasar Dragon, something hard or risky to summon but worth it.

"XYZyncro: Canis Majoris Dragon" Dragon. LIGHT. 4000 ATK "This card can only be summoned from the extra deck. This card can be summoned during either players turn. Your opponent cannot activate card effects in the turn this card is summoned. This card can only be special summoned from the extra deck by removing from play 1 or more Xyz monster(s) with xyz material and 1 or more Syncro monster(s) you control. This card can attack 2 times. Once per turn, during either players turn when a card or effect is activated: You can negate the activation and destroy it. During the End Phase this card attacked or was removed from the field, take 4000 damage. You can only control 1 "XYZyncro: Canis Majoris Dragon".Rfdr (talkcontribs) 22:27, January 11, 2014 (UTC)


Dragon Kings

Smiler to the Dragon Rulers attribute and type wise, the Dragon Kings are both weaker and stronger than them. The Dragon Kings support dragons, but mostly any card that has "Dragon King" in the cards name. They so far contain 3 of them as synchro monsters, one ritual spell card, one ritual monster, and one Divine attributed Dragon/effect monster. The overall strategy is field control with this team of 5 dragons. The synchro dragons would not be destroyed or banished by card effects as long as you control a card with "Dragon" in it's name, and require a dragon tuner monster for them to be synchro summoned. The Ritual monster has a similar effect, but can't be banished or destroyed by card effects up to twice per turn, and require you to send monsters who's total lv.s equal his lv. from your hand/field to the graveyard. the following effects can't be activated unless you control a Dragon King with a different name: The earth attributed Dragon King resurrects others from the graveyard, the wind attributed Dragon King returns others that have been banished, the water attributed Dragon King allows another to attack directly while also preventing cards and effects from activating during that battle phase, the fire attributed ritual Dragon King allows you to ether destroy all monsters or all spell/trap cards your opponent controls once per turn at the cost of sending a card with "Dragon" in its name to the graveyard. As for the divine attributed Dragon King, He cant be normal summoned or set unless you have 4 Dragon Kings in you graveyard, he is unaffected by card effects, and should he be destroyed you can special summon a Dragon King with a different name from your graveyard And then there is his most dangerous effect, once per turn you can special summon a Dragon King monster from your graveyard, if that happens the monster s.s. can attack directly during that battle phase and all your opponent's spell/trap cards are destroyed, if that happens (the part with the spell/traps) you can destroy one monster you opponent controls while dealing damage to your opponent equal to it's original atk (like I said, the dragons most dangerous effect).

What do you think? --I may not be perfect, but thats who I am. (talkcontribs) 19:28, January 12, 2014 (UTC)


Now to post their information. Hope you like it. --I may not be perfect, but thats who I am. (talkcontribs) 20:06, January 12, 2014 (UTC)

Dragon King #1:

Name: Aguaisce - the Dragon King of Water____Lv.: 8____Attribute: Water

Dragon/Synchro/Effect____ATK/3200____DEF/3300

Effect: 1 "Dragon" tuner monster + 1 or more non-tuner monsters

Once per turn, if you control a card with "Dragon" in it's name, this card can't be destroyed or banished by card effects. Once per turn, if you control a "Dragon King" monster other than "Aguaisce - the Dragon King of Water", you can target one "Dragon King" monster you control; it can attack your opponent directly once this turn, cards and effects can't activate in response to that cards attack.

Dragon King #2

Name: Vientaero - the Dragon King of Wind____Lv.: 8____Attribute: Wind

Dragon/Synchro/Effect____ATK/3500____DEF/2900

Effect: 1 "Dragon" tuner monster + 1 or more non-tuner monsters

Once per turn, if you control a card with "Dragon" in it's name, this card can't be destroyed or banished by card effects. Once per turn, if you control a "Dragon King" monster other than "Vientaero - the Dragon King of Wind", you can special summon one "Dragon King" monster that is banished, and you can't special summon any other banished monsters until the End Phase.

Dragon King #3

Name: Tierrago - the Dragon King of Earth____Lv.: 8____Attribute: Earth

Dragon/Synchro/Effect____ATK/3000____DEF/3500

Effect: 1 "Dragon" tuner monster + 1 or more non-tuner monsters

Once per turn, if you control a card with "Dragon" in it's name, this card can't be destroyed or banished by card effects. Once per turn, if you control a "Dragon King" monster other than "Tierrago - the Dragon King of Earth", you can special summon one "Dragon King" monster from your graveyard, and you can't special summon any other monsters in your graveyard until the End Phase.

4th Dragon Kings ritual spell card

Name: Desolation is Coming!____spell type: Ritual

Effect: Send from your hand/field to the graveyard monsters who's total levels are equal to or more than nine. Special summon one "Smaug Aurum Fuego - the Dragon King of Fire" from your hand.

Dragon King #4

Name: Smaug Aurum Fuego - the Dragon King of Fire____Lv.: 9____Attribute: Fire

Dragon/Ritual/Effect____ATK/3900____DEF/3900

Effect:

This card can be special summoned (from your hand) by the effect of "Desolation is Coming!". Twice per turn, if you control a card with "Dragon" in it's name, this card can't be destroyed or banished by card effects. Once per turn, if you control a "Dragon King" monster other than "Smaug Aurum Fuego - the Dragon King of Fire", you can destroy one "Dragon" card you control to activate one of following effects"

  • Destroy all your opponents monsters.
  • Destroy all your opponents spells/traps.

Dragon King #5

Name: Divinago - the Dragon King____Lv.: 12____Attribute: Divine

Dragon/Effect____ATK/5000____DEF/4500

Effect:

This card can't be normal summoned or set unless you have 4 "Dragon King" monsters in your graveyard. This card is unaffected by card effects. Once per turn, you can special summon one "Dragon King" monster from your graveyard. If you do, that monster can attack your opponent directly and destroy all your opponent's spell/ trap cards. If you do, Destroy one of your opponent's monsters and deal damage to your opponent equal to the monster's original ATK points. If this card is destroyed, special summon one "Dragon King" monster from your graveyard except "Divinago - the Dragon King".

Space Invasion Fleet

Okay, the name can sound quite generic and clichè, but at least my readers on Fanfiction.net like them.

This archetype uses mixed play styles: creating Hand Advantage, Burn, Beatdown, but mostly swarm. They tends to have heavy restrictions.

Some examples:

  • Hand Advantage: The Normal Spell Card "Cards in the Star Wind" (Treasure Cards of the Star Winds: せいふうほうさつ, Seifū no Hōsatsu) lets you draw 2 cards if you control "Space" 2 monsters, but you must Summon only "Space" monsters in that turn.
  • Beatdown: The Level 4 monster "Space Starship M3 - Kha'ak Fighter" (宇宙船M3スペース・スターシップ・エム・スリーKHA'AK FIGHTERカハーク・ファイター, Supēsu Sutāshippu Emu Surī - Kahāku Faitā) has 2400 ATK, but it behaves like the monster equipped with "Destiny Strings": when it attacks, it mills a card, but if that card is not a "Space" card, its ATK instantly becomes 0. Also, the Battle Phase ends immediately after its attack.
  • Swarm: The 3 "Space Planets" (宇宙惑星スペース・プラネット, Supēsu Puranetto) named "Water" (ウォーター, Wōtā), "Earth" (アース, Āsu) and "Fire" (ファイア, Faia) are maybe the "Dragon Rulers" equivalent of the Level 3 monsters. Each one, when Normal or Special Summoned, searches another, in this sequence:
Fire → Earth → Water → Fire

You noticed something? They are in order of terraforming degrade: first the completely inabitable molten planet, then the poorly abitable rocky planet, and lastly the abitable ocean planet. It can also be seen as the historical sequence of the formation of a planet. And after the ocean stage, a catastrophe can cause the return to the molten state. However, the thing that makes them more broken than the "Gadgets" is the effect that lets them be Special Summoned if the respective searcher is the the field, by paying 500 LPs.

  • Burn: This can be exemplified by the trump card of the archetype: the mighty, and clichè, "Number 130: Galaxy-Eyes Great Space Dragon" (Numbers 130: Galaxy-Eyes Space Dragon: No.ナンバーズ130 銀河眼の宇宙竜ギャラクシーアイズ・スペース・ドラゴン, Nanbāzu Hyakusanjū Gyarakushīaizu Supēsu Doragon) (yeah, I know it sounds idiotic, but I created it when I was a noob) It requires 2 Level 8 "Space" monsters, and it has 4000 ATK/DEF. By detaching an Xyz Material, it can destroy, as it says the summon chant, "any threat to the order of the universe", or if you prefer, a face-up monster, and punish the evil opponent with a damage as big as the field ATK of the destroyed monster. This applies even to your monsters, so that you can also kick the low-back of stall players. Also, it deals 2000 damages to whoever tries to take its control. LIGHT, Dragon-Type.

The other trumps:

  • "Space Asteroid of Destruction" (めつ宇宙小惑星スペース・アステロイド, Hametsu no Supēsu Asuteroido): Requires 3 Level 3 "Space" monsters, so it must be spammed by the Planets. Only once per turn, detaching an ORU, you can destroy an opponent's monster, and this card gains half of the original ATK of all monsters destroyed by it, including by battle. EARTH, Rock-Type, 0 ATK, 2000 DEF.
  • "Space Gigastar" (宇宙超星スペース・ギガスター, Supēsu Gigasutā): Requires 2 Level 4 "Space" monsters. Once per turn, detaching an ORU, it gains 600 ATK and DEF. Also, once per turn, when it destroys a monster by battle, that monster is attached to "Gigastar". However, it cannot gains Materials by other means. LIGHT, Pyro-Type, 2000 ATK and 1500 DEF.

The Field Spell is "Protoplanetary Nebula", a card that gives 500 ATK to each "Space" monster, and takes 200 from every other monster. It also protects Xyz Monsters from being destroyed by battle by other kinds of monsters, reflecting the fact that Xyz Monsters are from Space.

The archetype also includes "Rank-Up-Magic Space Barian's Force" (Rank-Up-Magic - Space Varian's Force: RUMランクアップマジック別の宇宙からの力スペース・バリアンズ・フォース, Rankuappumajikku - Supēsu Barianzu Fōsu), a "Rank-Up-Magic" that can only Rank-Up "Space" Monsters, but it can summon non-"C" monsters. Still, Rock and Pyro Xyz are not so many. When resolves, each ORU of the opponent is detached, and you gain 500 LP for each. Ranked Up "Space" monsters are not "Space" monsters, altrough 2 out of 3 are treated such. However, they are all immune from "Nebula", and they are at least semi-nomi, as they must first be Xyz Summoned.

  • "Number C130: Quasar-Eyes Titanic Cosmic Dragoon" (Chaos Numbers 130: Quasar-Eyes Cosmic Dragoon: CNo.カオスナンバーズ130 準星眼の天地龍クエーサーアイズ・コズミック・ドラグーン, Kaosu Nanbāzu Hyakusanjū Kuēsāaizu Kozumikku Doragūn): Can only be Summoned by "Space Barian's Force". It's unaffected by any card, and cannot be destroyed. When summoned, you can make your LPs 4000, just like "Life Stream Dragon". By detaching all of this card's ORU, at least 2, while "No.130" is attached, this card nukes all other cards on the field, and hurts the opponent with 1000 damages fror each card destroyed. This effect prevents this card from attacking, and can be activated once per duel. 5000 ATK and 4500 DEF.
  • "CXyz Cosmic Asteroid of Devastation" (Chaos Xyz: Cosmic Asteroid of Devastation: CXカオスエクシーズ かいめつ天地小惑星コズミック・アステロイド, Kaosu Ekushīzu Kaimetsu no Kozumikku Asuteroido): Same igniction effect of its original form. It can also be activated at the moment of the Summon, and the ATK on the field of the destroyed monster becomes this monster's original ATK. Also gains all the original ATKs of the monster destroyed by it. ? ATK and 3000 DEF.
  • "CXyz Cosmic Hyperstar" (Chaos Xyz: Cosmic Hyperstar: CXカオスエクシーズ 天地超高星コズミック・ハイパースター, Kaosu Ekushīzu Kozumikku Haipāsutā): Once per turn, it can attach to itself a card from the opponent's Graveyard, potentially hindering some of your opponent's strategies. Also, if it has its base form attached, you can detach an ORU to have it gain 1500 ATK and DEF and the piercing effect unil the the end of the turn. 2500 ATK and 2000 DEF.

The archetype also contains some redesigned stamples, such as "Monstellar Reborn" (Resurrection of the Dead Star: せいせい, Shisei Sosei), a "Monster Reborn" with the limitation of having "Protoplanetary Nebula" on the field as an Activation Condition.

Recently, I started covering the other monster kinds:

  • "Final Giant Cosmic Galaxy" (究極巨大天地銀河ファイナル・ジャイアント・コズミック・ギャラクシー, Fainaru Jaianto Kozumikku Gyarakushī): A huge Fusion Monster which requires 3 "Space Galaxies" (宇宙銀河スペース・ギャラクシー, Supēsu Gyarakushī), which are Level 5 Normal Monsters. Once per turn, it can Special (not Xyz) Summon from the Extra Deck a Rank 4 or lower monster, with its ATK halved, a "Space Galaxy" from the Graveyard as an Overlay Unit, and with the downside of destroying it at the End Phase. It basically acts as "Rank-Up fodder". It can be Fusion Summoned by "Galaxy Fusion" (銀河融合ギャラクシー・フュージョン, Gyarakushī Fyūjon), which makes it indestuctible, but also prevents it from attacking. LV 10, LIGHT, Psychic-Type, ATK 3700, DEF 3300
  • "Twin-Headed Space Solar Dragon" (Twin-Head Space Solar Dragon: 双頭の宇宙太陽竜ツインヘッド・スペース・ソーラー・ドラゴン, Tsuinheddo Supēsu Sōrā Doragon): A Level 8 Synchro. If it attacks an Attack Position monster, your opponent takes no damage, but if it battles a Defensive monster, it pierces. And IF either players take battle damage from its battles, you get to Summon a "Space" monster and make its Level 8. It's obviously designed to bring "Number 130", so this can be used only to summon a "Space" Xyz, however, you cannot activate cards effect for the rest of the turn.

In Anime/Manga I mean fanfics:
In the fanfiction universe, these cards are used by Shiyuki Tahita, a psychotic Number Hunter coming from another universe where mankind is a interstellat race. He was an explorer and cartograph, hence the point of the archetype.

Note: More coming soon!

Images: http://xbrain130.deviantart.com/gallery/
Infos: http://ycm.wikia.com/wiki/Structure_Deck:_Space_Invasion_Fleet
Fanfic appareances:

--XBrain130™X頭脳130」 22:51, January 12, 2014 (UTC)

Military Dragoons & Balance

I have thought of many Archetypes, but here's the two most recent ones:

  • Military Dragoons: Fusion Monsters consisting of a Dragon of a certain Level and Machine-Type Monsters.

Examples:

Military Dragoon - Jetstream (Level 6/Wind/Dragon, Fusion/1900ATK 1400DEF)
1 Dragon-Type Monster with Level 4 or higher + 1 Machine-Type Monster
This card is unaffected by the effects of Trap Cards. If your opponent controls more monsters than you do: This card can attack your opponent directly.
Military Dragoon - Chinook (Level 9/Fire/Dragon, Fusion/3200ATK 1800DEF)
1 Dragon-Type Monster with Level 7 or higher + 1 Machine-Type Monster
Must be Fusion Summoned and can not be summoned by other ways. When this card is summoned: You can destroy all cards on the Field. When this card destroys a monster by battle: Inflict 1000 points of damage to your opponent.
Dragoon Hangar (Spell-continious)
When you fusion summon a Dragon-Type Monster: You can shuffle one of the used fusion material monsters into the deck and draw 1 card.
Dragoon Formation (Spell)
Conduct a Fusion summon of a "Military Dragoon" Fusion Monster. When this card is in your Graveyard (except the turn it was sent there): You can banish this card and Fusion Material Monsters from your Graveyard to special summon a "Military Dragoon" Fusion Monster from your Extra Deck (this summon is a Fusion summon).


  • Balance: Always have the same amount of ATK and DEF; use Stat reversal to take advantage of weak ATK/DEF of opponent's monsters while not being affected themselves.

Examples:

Centurio of Balance (Level 4/Light/Machine/1800ATK 1800DEF)
When this card battles an opponents monster: you can target that monster; swap the ATK and DEF of that monster during the Damage calculation.
Libra of Balance (Level 4/Light/Fairy, Tuner/1000ATK 1000DEF)
When your opponent controls more monsters than you do: You can special summon this card (from your Hand).
Master of Balance (Level 8/Spellcaster, Synchro/2500ATK 2500ATK)
Once per turn: You can send all monsters on the field, that have higher ATK than DEF and vice versa to the Graveyard.
Balance of the Righteous (Field Spell)
All "Balance" Monsters gain 200ATK and DEF. Swap the ATK and DEF of all face-up Monsters on the field

- BronzeJohnson (talkcontribs) 22:27, February 3, 2014 (UTC)


A New Idea

My archetype idea is a little different than some regular ones. it is called philosopher's and the basic idea is to generate massive advantage to either support a weak deck or run a near full Spell and Trap card deck. Here are some cards.

Philosopher’s Fire. You can only activate this card if you draw it. When you activate this card inflict 400 points of damage to your opponent for each Philosopher’s Spell or Trap card in your grave. Your next standby phase after you activated this card you can send all Philosopher’s Spell and Trap cards from your deck to the grave to add 1 card from your grave to your hand except Philosopher’s Fire. Spell


Philosopher’s Familiarity. When you activate this card target 1 Spell card in your graveyard, banish that card and apply its effect as this card’s effect(disregarding any costs or conditions that the card has). Quick-Play Spell

Philosopher’s Kite. When you activate this card flip a coin and have your opponent call it. If your opponent calls it right they draw 1 card and you send all of the Philosopher’s cards in your deck to the grave. If your opponent calls it wrong send the top 10 cards of their deck to the grave and add 1 Philosopher’s spell or trap card to your hand. Spell

Philosopher’s Thriftiness. If a card effect activates that causes you to lose life points you can activate this card. Reduce the damage you take to 0 and for every 500 points of damage you would have taken send 1 card from the top of your deck to the grave. If there are any Philosopher’s cards among them your opponent takes 500 points of damage for each. If there are no Philosopher’s cards among them you can add 1 spell card from your deck to your hand. Trap

Philosopher’s Wall. Activate only during damage calculation during your opponent’s turn. Reduce the damage you take to 0 and add 1 Philosopher’s card from your Graveyard or Deck to your hand. Trap

Philosopher’s Space. While this card is face up on the field, when you take damage you can add 1 spell or trap card from your deck to your hand. When you activate a Philosopher’s Spell or Trap card you gain 500 life points. Continuous Trap

Some of these are overpowered so it is very likely that many could be banned if they were real. --Venom assult trooper (talkcontribs) 01:53, February 4, 2014 (UTC)