Forum:Your very own archtype

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If you could design your own archtype, what would it be? What would it be based around and what would the cards themselves be based off of? Personal, I want to create an archtype of "Tombstone" monsters, a group whose effects happen while in the graveyard, some being able to attack while in the graveyard (but no damage, that would be broken. So, tell me what you think.


I made The Ionic Spirits. They are a Thunder type Archetype based around massavie hand and field advantages and quick Synchroing. Skullvarnish (talkcontribs) 21:46, August 18, 2010 (UTC)

They are called Blackwings. You just described Blackwings, besides the thunder part.

I would want an archetype where all monsters have high attack, low defense, and all of their effects are centered around negating the opponent's destruction effects. There name would be "Eruptor" (then an army codename, Omega, Delta, Alpha, Charlie, etc..), all WATER, just to go against their name, and they would be Thunder, Dragon, Pyro, and Sea Serpent type. Key card would be something like: "Eruptor Omega" WATER/Dragon/Effect LV9 2900ATK/1600DEF "This card cannot be Special Summoned. This card cannot be removed from the field by an opponent's card effect." Not too broken, I think. They have 1 Synchro, 3 Fusions, and 5 Rituals. --Drew-Gi-Oh! (talk) 21:55, August 18, 2010 (UTC)

For mine; I would like to call it "Amaranthine" archetype, as it could remove the monster cards from play and enter the battle phase, Special Summon them onto the field to do the damage. Their boss - Amaranthine Dragon - has only one with exact equal ATK/DEF (3000/3000 at that point) and could inflict damage 300 points per dead monster in the opponent's graveyard. --FredCat T.P.F.R.J.R.W.S. 21:59, August 18, 2010 (UTC)

Eh, similar to Blackwings, but The Ionic Spirits don't special summon as much, they maintain field advantage mainly with "indestructable" monsters and some rather disturbing effects. They center around the graveyard more than those giant rodents with wings. Skullvarnish (talkcontribs) 22:12, August 18, 2010 (UTC)

Are you so sure about that? Anyway, does anyone have any archetype that focuses on something else than the ones already listed? --Drew-Gi-Oh! (talk) 22:26, August 18, 2010 (UTC)

Okay Mr. Smarty-Pants. Since my Archetype isn't different enough from Jankwings to your liking, I added something no other Archtype has. All Ionic Spirit monsters now have this effect:

"When you Normal Summon or Flip Summon this monster, you may Special Summon 'Ionic Spirit' Monster from your Deck in Attack Position. Then, this monster is sent to the Graveyard."

And yes, my Archtype needs the Graveyard more than Jankwings. Skullvarnish (talkcontribs) 17:12, August 19, 2010 (UTC)

As a Castlevania's fan, i would create a "Vampire Hunter" (or V.H.) archetype. They would be Warrior-Type Light atribute, and their effects would vary depending on the number of cards in your hand: If 2 or less, something; If 3 or more, something else/diferent. Fawlker 18:05, August 19, 2010 (UTC)


One I would make, are hope monsters. Their main focus is survival, and 'hope'. So some have very strong effects, lots of stronger ones tend to focus on keeping themselves alive and have devestating effects. They're all light type, and their types and card types vary. Since they have a 'hope'/survival theme, lots of them have effects that let you special summon them, and prevent damage, such as some remove themselves from play in the graveyard to negate battle damage. One with a special summon theme, is Hope Dragon,

3000 atk, 2500 def, 
You can special summon this card from your hand, deck or graveyard when you take 3000 or more points of damage from one attack. If the damage exceeds 3000, increase this cards attack by the that much. If you do special summon it this way when it is destroyed, remove it from play.

Which is to even out the playing field. Kwame120 (talkcontribs) 19:36, August 19, 2010 (UTC)

A few of my archetypes

  • Bengals: A Beast-Warrior archetype whose monsters gain effects if they are the only monster you control on the field (and there can only be one "Bengal" monster on the field at a time).
  • Therians: Another Beast-Warrior archetype, this time based around Gemini Summoning, as per the lycanthropic nature of the monsters.
  • Not really an archetype, per se, but I've created a series of DARK Beast-Warriors whose effects are based around flipping and taking advantage of cards that are face down.
  • Conversely, I've created another series of DARK monsters (not Beast-Warriors) who, when flipped face-down are done so in Attack Position (like with Darkness Approaches), and gain effects if they are attacked/destroyed that way.
  • Back before it was established that Atticus' true deck was his Red-Eyes deck, I had created a Beast-Warrior archetype for him known as the Pop Idols, whose effects are applied to either you or your opponent depending on whether they're flipped face-up or face-down (they can flip themselves face-down).
  • I also created a set of "suicide" cards, based on mutual burn and damage-conversion (most of the cards inflict damage to you, in some way, and there are other cards that either inflict that same damage to your opponent or transforms the damage into LP gain).
  • I also came up with my own Summon, the Avatar Summon, which takes its roots from the Deck Masters of the Noah arc:
    • The monster is a NOMI that can only be summoned by sending all face-up monsters you control to the graveyard when their total ATK or DEF equals your current life points.
    • The monster's ATK and DEF are equal to your LP, and alter accordingly.
    • It can't attack or be attacked, or be selected as a target for a card effect while there are other monsters on the field that you control.
    • If it is destroyed by either player, or removed from the field by the opponent, you lose the duel. If you remove it from the field yourself, it is removed from play permanently (a condition prevents it from being returned to play for any reason).
    • If you would lose the game for any reason other than by it being destroyed/removed from the field, you can remove it from play to stay in the game; if by LP loss, you get your LP restored to how it was at the beginning of that turn, if by deck out, you get to return 1 card to your deck from your graveyard for each 500 ATK of the Avatar monster; if by card effect, the effect is negated and all related cards are sent to the graveyard. If you do so, though, you CANNOT get back the Avatar monster under any circumstance.

I've got a lot more, but that's the bulk of the good ones. 66.228.109.2 (talk) 21:03, August 19, 2010 (UTC)

I have been thinking about a "Darkknight", built completely on anti-meta.

Example:

  • Darkknight Inferno
  • LV 7
  • 2700/2400
  • While your opponent has no cards in their hand, the effects of all Monsters, Continuous Spells, and Continuous Traps they control are negated.

No more Infernity hate! 76.250.226.248 (talk) 12:26, August 20, 2010 (UTC)

Illusion monsters

So i had this idea for a series of monsters that have effects that send them from your hand to your deck, can only be special summoned from the deck by spells, and instead of the graveyard they go to your deck. The draw power would be great, because you would get to redraw a card every time you had to send a monster to your deck, so you'd almost certainly summon a monster or several monsters. They had upgraded versions that would be summoned by tributing the monsters equipped with certain spells, with compounding effects. only weakness i found would be the fact that eventually, you'd run out of spells and traps, but Exchange of the Spirit would completely reset the deck, because they go from the graveyard to the deck. Removed from play and losing their effects would be big concerns, because with awesome powers like that, they have understandably low attack (like frogs) NOT FrogtheJam (talkcontribs) 18:11, August 23, 2010 (UTC)

  • My doom activate amazing effects IF you can keep them on the field for a certain amount of time.

Well, unknown contributor, keep in mind that drawing a monster would allow you to draw again, until you got a spell or trap card. Seeing as this archetype i designed revolves around the compounded use of spell cards, especially equip cards that are useful over either the entire archetype or a specific sub-archetype, i imagine the play style would be a mix of frogs and fortune ladies, archetypes i admire for their unusual strengths despite their apparent weaknesses NOT FrogtheJam (talkcontribs) 23:02, August 25, 2010 (UTC)

Stronghold/Fortress Archtype

I thought up an archtype, focusing on using union monsters, and active life point defense and preventing destruction. Playstyle is as if you were defending a castle from assault.

Key Cards: Stronghold Wall (normal monster, 2300 def), Stronghold Castle (Trump card), Stronghold Gate (funnels monster attacks to only one per Gate you control), Stronghold Dragon (second trump card, protects against effects.)


Stronghold Laborers: special summon a stronghold monster from hand or grave

Stronghold Archers: union, equips to the "walls" of the stronghold to gain effect of dealing direct damage per turn (I.E. like an archer shooting overhead)

Stronghold Soldiers: union, equip to "walls" for +1000 atk and def, basic beatdown monster otherwise, 1800 atk.

Stronghold Catapult: union, equip to "walls" for a monster destroying effect and +1000 def and atk.

spell: Conscription: ROTA for stronghold monsters.

Spell: Stronghold Ward: prevents destruction by spells and traps.

trap: Burning Oil: destroy attacking monsters and inflict 500 damage.

Feild Spell: Stronghold Boundary: prevents synchro summons.

Thorn of RosenYubel (talkcontribs) 02:03, August 27, 2010 (UTC)


Forbidden Magics

I figured I would make a group of spellcasters who's effect would center around sending Spirit Message cards from the hand back to the deck to activate their effects. Their effects would mostly center around preventing effects from activating and negating and preventing monsters from attacking. This would make Destiny Board decks pleasurable.--205.122.232.250 (talk) 02:14, August 27, 2010 (UTC)

Well, that's a weird way to put it, but it does sound interesting! Skullvarnish (talkcontribs) 05:07, August 27, 2010 (UTC)

Overdrive FTW

I was thinking they could make an archetype based off the old monster Overdrive, just like they did with Skull Servant. First, you would try to get Overdrive himself onto the field as fast as possible. Then you could add equip cards to him that wouldn't be treated as Union cards, monsters, or spells, but rather as part of Overdrive himself. Each equipped card would take up a zone on the field, depending on where you equip it to him. For example, you could equip a Gatling Gun to his left side, and it would take up the Monster Zone beside him, or you could upgrade the gun on top, that card would go to the Spell/Trap zone behind him. Overdrive would be allowed to attack for each weapon on his body, but each weapon can only attack the monster directly ahead of it. There would be other supports as well, such as a helicopter that drops in parts and floats above the field (by revealing it in your hand) or fuel cells that would make you stronger, etc. You could also combine the parts of him, say, combine a fuel cell and a Gatling Gun to make a Rocket Launcher, and there would be a spell card that does this. I have more ideas too, but this is turning into a wall of text. SuperKirbyFan (talkcontribs) 07:01, December 15, 2010 (UTC)

The Celestial Power monsters that someone else made only better. They're based around the 8 planets (I would include Pluto, the Sun, and various moons as well) and gain effects when Celestial Power - Universe is on the field. The moons would be Union Monsters for the planets they orbit and the Sun would be a Synchro Monster. Other than that, something containing Thunder-type Monsters since all Thunder really has is Batteryman, Watt, and a few scattered monsters in other archetypes.--Metleon (talkcontribs) 18:31, December 16, 2010 (UTC)

Dragoness

The Dragoness archtype focuses mainly on removing from play FIRE and DARK monsters, they are seperated into two types: Fiends and Dragons. All the DARK ones are fiends usually and all the FIRE ones are dragons usually. Heres a few of the cards:

  • Main Card: Dragoness the Dragon Knight
  • Dark, Dragon, Effect
  • This card is treated alson as a Fire monster. This card cannot be normal summoned or set this card canolnly be summoned except by removing from play 1 Dark, and 1 fire monster from your graveyard. When this card attacks you can activate one of the following effects; *Discard ! FIRE monster to negate the effects of all face-up monsters. *Discard 1 DARK monster negate all trap cards that would activate while this card attacks.
  • ATK 2700/DEF 2300
  • Apperentice of Dragoness
  • FIRE, Dragon, Effect
  • You can remove from play 1 Fire, Dragoness monster in your graveyard to draw one card. you can remove one DARK, Dragoness monster to destroy one spell or trap card on the field. Only one of these effects can be used each turn, and each can only be used once.
  • ATK 1800/DEF 1500

Returner of Dragoness

  • DARK, Fiend, Effect
  • Once per turn you can select up to 2 removed from play Dargoness monsters , and return them to the graveyard.
  • ATK 1600/DEF 1200
  • Shock Rolentor of Dragoness
  • DARK, Fiend, Effect
  • When this card attacks, you can remove from play dragoness monsters in your graveyafd from play to increase thois card's ATK by 400 each card, the maximum each turn you can remove is 5.

ATK 1700/ DEF 0

  • Great Guard of Dragoness
  • DARK, Fiend, Effect
  • Once per turn, during either players turn you can remove Dragoness monsters in your graveyard from play to give this card 500 DEF for each card, until the end phase. When this card is destroyed add one removed from play Dragoness monster to your hand.
  • ATK 500/ DEF 2000
  • FLAME Statue of Dragoness
  • Normal Spell
  • Pay 500 lifepoints. Add one FIRE Dragoness monster from your deck or remove from game pile to your hand.
  • DEMON Statue of Dragoness
  • Normal Spell
  • Pay 500 lifepoints. Add one DARK Dragoness monster from your deck or remove from game pile to your hand.


hi i really like the dragoness they are really cool and fair not too broken bet they would be meta ;)

Quickflash

This is a bit of a combination between two existing Archetypes. Basically, the Archetype revolves around revealing cards in your hand and returning them to the deck in order to activate effects. Some also gain their effects when used for this. Because the revelation serves as the cost, they are both resistant to being negated but still paying the cost, and vulnerable to Mind Crush. Their stats are average, but their effects are powerful. Lappyzard (talkcontribs) 20:23, December 17, 2010 (UTC)

Chrono Trigger

There was already a page about this so I copied and pasted the forum page I created to this page.

I was thinking of a new archetype. Something that doesn't sound original but awesome. Therefore I thought of the Chrono Trigger Monsters. Here's how it works: - You can set these monsters in your spell and trap zone. - They can be use as spells and traps but only in chain. Once this happen, they are special summoned and may activate their effects but cannot attack that turn it was Chrono Triggered summoned (that's when you summoned them from the spell and trap zone). However when you set them, you cannot use them the turn you set it.

Here's an example:

  • Knight of the Forgotten One: Ronan
  • Earth/Chrono Trigger/Level 4/Zombie
  • You can set this card in your Spell and Trap Zone as a Trap Card and may flip this card in a chain. Then special summon this card.(This is considered as a Chrono Trigger summon.) When this card is Chrono Triggered summon, this card gains 500 attack points. Then select one monster on your opponent's side of the field. It cannot attack this turn.
  • ATK/1400 DEF/0

There's already one monster in the TCG and OCG that kind of have this effect and it's Toy Magician.

So what do you guys think? 24.130.216.38 (talk) 15:55, December 11, 2010 (UTC)

The idea would work, but in order to make them fair, you would have to make the stronger ones only be able to summoned when they are set, in a chain of say, two or more cards (like Winged Kuriboh LV9). I think that they would end up becoming "rescue" cards, like the Kuribohs, Darkness Neosphere, Gorz, etc. Jon Kovacs (talkcontribs) 17:59, December 11, 2010 (UTC)

I don't think you have to have the stronger ones at all. They can just be support cards in a deck like spells and traps. Basically they can be splashable like those rescue cards except they need to be set in the spell and trap zone. In other words, they are more riskier than the rescue cards in your hand. 24.130.216.38 (talk) 18:45, December 11, 2010 (UTC)

Do you think that the ones with better effects would need to be set like a trap before they can be activated? Jon Kovacs (talkcontribs) 18:51, December 11, 2010 (UTC)

Also, if they were to have their own "style" of summoning, I think that it makes sense that they would have part of it in their names, such as "Chrono Clock", etc. (assuming that Chrono is a reference to time or speed, all of their names could be a reference to clocks, or methods of measuring time[?]). Jon Kovacs (talkcontribs) 19:49, December 11, 2010 (UTC)

Yeah maybe so. I guess adding Chrono would work instead of making it a new type. Ok let's call it Time because Chrono Trigger is a video game that I have never heard about. 24.130.216.38 (talk) 16:03, December 12, 2010 (UTC)

Some of my archetypes

  • Rhinos: A series of EARTH, Beast-type monsters who reward aggressive, reckless playing.

Example:

* Berserker Rhino
* LV 7 Synchro (1 Beast tuner + 1 non tuner)
* 2900/800
* While this card is in face-up Attack Position, it cannot be destroyed by card effects.
  • Pillar: A series of EARTH, Rock-type monsters who can be special summoned from the hand and focus on stall and lockdown. They all have 0 ATK, but high DEF and support cards can grant them more ATK or the ability to deal burn damage.
  • Bacteria: A series of DARK, Aqua-type monsters who deal Sickness Counters to the opponent's monsters, weakening them. All the Bacteria have low ATK and as such need to weaken the opponent to battle. They also can use support cards to direct attack or swarm.

I think bacteria was covered with Venom. And for the Pillar, it's broken since we have a lot of Stall/Burn decks already. Sorry for crushing your hopes. Fallensilence (talkcontribs) 01:24, December 22, 2010 (UTC)

  • Well, I also thought that the archetypes might not be so original. I wasn't clear enough, I guess. My idea was that Bacteria would have good revival ability and more burn/direct attack than Venom (a la Giant Germ or Mucus Yolk), like a bad cold.

My personal archetype I wish I could make is an expanded version of the Jars; making them mill faster. Two of the monsters I would like to see made would be jars that separate the effects of Cyber and Fiber Jars to make them playable. Jon Kovacs (talkcontribs) 02:06, December 22, 2010 (UTC)

Yeah I like to see that happen if they become popular because first of all, the type have to be really popular like X-Sabers and such. Second of all, they have to make it non-bannish type. Lastly they have to make their archtype fun to use. So yeah. Fallensilence (talkcontribs) 16:49, December 22, 2010 (UTC)