Forum:Create your own Archetype!

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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

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.

Divine 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.

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...)

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. Drew-Gi-Oh! (talkcontribs) 01:58, July 10, 2010 (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 "Prehistortic Beast" or a Dinosaur-type monster, you can Normal Summon this card without a Tribute. 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.

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