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Futuregamer’s Custom Yugioh Archetype Guide

DISCLAIMER: I HAVE MOVED THE ARTICLE TO MY NEW BLOG: https://futuregamer-yugioh.blogspot.com/2020/09/futuregamers-custom-archetypes-guide.html AND WILL NO LONGER BE SUPPORTING THIS ONE. FOR NEW ARCHETYPES AND UPDATES FOLLOW THE BLOG.

 

A complete guide to all archetypes I have created, along with links for them (all cards are public), in Duelingbook. Along with the links to the individual cards of every archetype, I will include a link to the exact recipe of the deck I am currently using.

Cards in the side deck are cards directly supported by the archetype (usually DM cards that I have made searchable/recyclable) OR cards that are technically part of the archetype but don’t actually work with the deck.

Stat Explanation, click here
  • Battle Focus: A combination of beefing up your monsters & weakening the opponent’s. For example: Rush Recklessly
  • Removal: The ability to remove cards from the board via effects. Partially ties in with Disruption. Includes destruction, bouncing etc. For example: MST
  • Disruption: The ability to stop your opponent’s plays, particularly on their turn. For example: Solemn Warning
  • Lockdown: The ability to prevent certain types of plays continuously, usually in the form of continuous traps or boss monsters. Include TCG lockdown cards that you can run without disrupting your own plays in this. For example: Imperial Iron Wall
  • Advantage Generation: The ability to go + with your effects. For example: Fire Formation Tenki
  • Versatility: The variety of plays you can make, usually translated in different kinds of Extra Deck Monsters you can Summon. For example: Spore
  • Consistency: Your bricking chance. How regularly you can pull your combos. Usually improved with searchers. For example: Reinforcement of the Army
  • Defenses: A combination of passive protections on your cards and activated defensive effects. For example: Aria the Melodious Diva
  • Recovery: Your ability to get back used resources, usually from the GY. For example: Fusion Recovery
  • Grind: Power output mid to endgame, when your opening hand’s momentum is gone. Often ties in with recovery. Most of the Decks that make explosive turn 1 boards tend to be really weak at this. For example: Dark Spirit of Malice
  • Readability: A stat excluisve for customs, readability reflects the opponent’s ability to understand how your deck works, aka how strictly your Deck follows its specific mechanic, and how easily the opponent can understand it. In irl duels understanding your deck is the opponent’s problem, but in customs, where it’s guaranteed they’ll be seeing your deck for the first time, pattern recognition is vital. Ties in with your deck’s memorability. A deck that does this well irl is “Tenyi”, as all the maindeck monsters follow the exact same formula for their effects, or “Burning Abyss”. If you can get the Spell/Traps to also share common mechanics, even better. Alternatively, increases if the texts are super-short. Bullet points for common effects also help. For example: Graff, Malebranch of the Burning Abyss
  • Style: Another important part of customs. If you can’t show off while doing it, it’s not worth doing. A combination of your Deck’s theme (images, naming etc), originality, gameplay (having an ace monster helps, and after that following deck mechanics, generally anything that could have a very specific keyword for how the effects work gets + points on style) and memorability. Another way to boost style, is support for TCG unpopular cards. Some people will tell you “style” is subjective. Those people are filthy liars. For example: Unchained Abomination
  • Difficulty: The chance of f@cking up your plays on your own. Usually proportional of Readability and inversely proportional of Versatility. To match with the rest of the stats where 5/5 is positive, it will go from difficult to easy (0/5 is impossible, 5/5 is autopilot). For example: Copy Plant
  • Ace/Signature Card: Directly tied to Style. Either the deck’s most basic boss, or otherwise the most commonly played card. For example: Eldlich the Golden Lord

 

Title: Sewers of the Vurko

Link
Level: Advanced
Description: The Vurko are lorewise born from the Entities, planting a seed in a nameless city’s sewers. They are the first archetype I created that doubles as entity support (the first of many), and the name is Greek for “muddy water” or “unclean water”, though it is normally used for swamp water instead of sewer water. All of the maindeck Vurko’s names are puns for “eating” related to one of their two mechanics: “Eating” (read: destroying) cards, and gaining +300 of their primary stat, which is the Deck’s toolbox. The second mechanic of the monsters is a mandatory resummoning from the GY during the End Phase, if they were destroyed and sent there this turn. It is basically the Rokkets’ mechanic, except instead of summoning new monsters from the Deck, they Summon themselves back from the GY. I affectionately call it “reform”. The Spells/Traps all have 2 effects, one of which is the ability to banish themselves from the GY to set another “Vurko” Spell/Trap from the GY. Every effect in the deck is a hopt. The main goal of the Deck is outgrinding the opponent, continuously recovering its resources while “eating” the opponent’s cards. (Edit: I swear I made the Spell/Trap mechanic YEARS before Eldlich were released. Vurkos were one of my first custom decks.)
Deck example link

Stats
  • Battle Focus: 2/5
  • Removal: 4/5
  • Disruption: 2/5
  • Lockdown: 1/5
  • Advantage Generation: 2/5
  • Versatility: 2/5
  • Consistency: 4/5
  • Defenses: 0/5
  • Recovery: 5/5 (if “Vurkos” do one thing, that’s bloody recover)
  • Grind: 5/5
  • Readability: 5/5
  • Style: 5/5
  • Difficulty: 4/5
  • Ace/Signature Card: Vurko Corpsumer
Tips
  • “Liicher” might be a +1 in theory, but keep in mind that he’s still a 700 ATKer that has a mandatory resummon in attack after being destroyed and can’t be linked off. Either be prepared to Fusion with him, or use him only at the start of the duel, when you still have LP to spare.
  • “Eyemass” is one of your main playmakers. With the exception of the “Singer of Cosmic Horrors”, all your “Vurkos” are viable materials for him.
  • Their “Singer of Cosmic Horrors” is also a potential +1 that does not include the risk of losing LP every single turn.
  • “Vurkos” don’t need to start explosive. Playing “Seed Planting from Twisted Realms” to turn it into the “Singer of Cosmic Horrors” and just setting and pass is a perfectly viable turn, since your resources don’t permanently go down (at least not easily). Bind your time at the start.
  • Depending on what the opponent plays, use “Singer” or Liicher” to get “Gobblin”, “Corpsumer” or “Ingestator” and begin getting rid of your opponent’s cards.
  • Keep “Pareater” unused until the last possible moment. One of his main goals is to help you dodge the “dangerous” targets for your “Vurkos”, until you can get “Chimaera” or a “Circle of Doom”.
  • Remember that Fusioning and Linking them off doesn’t count as destruction, they won’t be resurrecting from that. (On that note, “Vurkos” were created before “Rapid Trigger” was a thing, and I haven’t played them in a long while. Big “hmmm”.)
  • Remember that the destruction of “Vurko Resurfacing” can be used on the same monster you just Summoned. The idea is that you can add back to the reform cycle monsters you just used as materials.
  • Keep in mind that the traps’ self-banish effects can happen during your opponent’s turn as well. You can mostly use this to get “Circle of Doom” (the quick-play) more often.

Title: Grand Convergence

Link
Level: Weak
Description: Inspired by Dead Space, the “Converging” are Zombie Fusion monsters and Psychic Link monsters, which have sort of a symbiosis, the one requiring the other to work, and via the use of spells/traps, providing protections for each other. The idea is that the Psychic Links “reanimate” the dead, then “converging” them into the (Contact) Fusion Monsters of the archetype, during your battle phase. The whole archetype revolves around gathering the materials for the Fusions, which are always “X monsters with the names of monsters that were destroyed this turn”, the more monsters used, the stronger the Fusions. The archetype uses various tricks to achieve this, depending on how many monsters the opponent controls at the start of your turn. It’s a tier 3, but the gameplay is very fun, manipulating the names of monsters, or destroying the opponent’s monsters with cards like “Raigeki”, only to immediately resurrect them, much to the opponent’s surprise. The best feature of the archetype is that you basically contact fusion with the opponent’s monsters, though you have to have laid the groundwork in your MP1. Has a crossover with “Arachnophobia”.
Deck example link

Stats
  • Battle Focus: 1/5
  • Removal: 3/5
  • Disruption: 0/5
  • Lockdown: 0/5
  • Advantage Generation: 2/5
  • Versatility: 2/5
  • Consistency: 4/5
  • Defenses: 2/5
  • Recovery: 3/5
  • Grind: 3/5
  • Readability: 3/5
  • Style: 5/5
  • Difficulty: 2/5
  • Ace/Signature Card: Converging Signal
Tips
  • “Doompreacher” is meant to be used with “Dark Hole” or “Raigeki”, immediately resurrecting everything so they can be used as materials.
  • While the deck is not designed for it, keep in mind that all the “Converging” resurrect monsters from the GY. You could just run “Dimensional Fissure” and the like, turning the “Converging” effects into normal removal.
  • Keep “Lingering” for the last possible moment. Your Spells/Traps passively generate protections, meaning you can suddenly trigger the protection from “Grounds of Unity” for example.
  • Using “High Artist”, you only need to destroy 1 of the opponent’s monsters, to Fusion Summon with all of them. You could for example start with “Signal”, destroy 1 monster your opponent controls and resurrect it, then Link “Signal” and something else into “High Artist”, targeting that resurrected monster with his effect.
  • You can typically use Goblin Zombie”, link it into a “Signal” or another Psychic Link, then use its search to get “Wishdevourer”, who will free-special himself.

 

An average “Vurko” monster: Two effects, both of which are hopt. One is its “eating” effect (in his case a face-up Spell/Trap Card) that will boost his highest original stat (in his case his DEF) by 300 if successful, and then his mandatory “reform” ability, during the End Phase.

 

Title: Deep Sea Song

Link
Level: Average
Description: A 5Ds era inspired Synchro Deck based on Sea Serpents, the “Deep Sea” have loose “Entity” connections, but are mostly a simplistic Synchro beatdown deck. The Deck’s main players are “Deep Sea Idol”, which with the help of a few “Salvage”s can give you a continuous stream of “Torrential Tribute” copies and “Deep Sea Singer of Cosmic Horrors”, which not only helps set up simple Synchro Summons, but also gives said Synchros protection from your own “Torrential Tribute”. Most of the cards are meant to be “splashable” in other water Decks, and I believe they would be very adequate pack fillers, while still functioning pretty respectably as a Deck on their own. Edit: I swear I made and published these way before Konami announced their Deep Sea support OR their “Torrential Tribute” searcher.
Deck example link

Stats
  • Battle Focus: 1/5
  • Removal: 3/5
  • Disruption: 2/5
  • Lockdown: 0/5
  • Advantage Generation: 3/5
  • Versatility: 4/5
  • Consistency: 3/5
  • Defenses: 3/5
  • Recovery: 2/5
  • Grind: 2/5
  • Readability: 2/5
  • Style: 2/5
  • Difficulty: 2/5
  • Ace/Signature Card: Prince of Tentacles
Tips
  • “Prince of Tentacles” can target himself. That way himself + any of the “Deep Sea” Tuners leads to his grandpa, “Emperor of Tentacles”.
  • Keep in mind that the Level of “Prince of Tentacles” himself CANNOT change from his own effect. He only affects other WATERs you control.
  • A bit weird, but assuming you have a “Torrential Tribute” and no monsters when your turn starts (which “Idol” makes highly likely), you can use “Siren’s” effect even when you don’t control any monsters, Specialling her and immediately bouncing her back with her own effect, triggering “Torrential Tribute”.
  • Like in every WATER deck, “Marincess Coral Anemone” is bloody amazing. One trick to this is to remember that “Deep Sea Maestra” can resurrect a monster that was sent to the GY at the same time as her, so you can typically have a “Deep Sea” Tuner + a non-Tuner WATER, Special “Maestra”, do your tuning with the other 2 materials (for example Summoning “Coral Dragon”), then link the Synchro and “Maestra” into “Marincess Coral Anemone”, “Maestra” immediately triggers resurrecting the Synchro, and “Coral Anemone” can just resurrect the Tuner you just used, meaning you can ladder up or alternatively go to a Link 3 and keep your Synchro (“Marincess Marbled Rock” would be a good solution for this, since she can recycle “Coral Anemone”, and your Extra Deck’s space is tight), OR you can just go straight into a Link 4, like “Borreload”.
  • Get 1 copy of “Deep Sea Idol” in your GY as early as possible. Her self-returning effect will help you for the rest of the duel.
  • Overextend with “Chorus of Nightmares”‘es discard effect, clearing any dangerous backrow, then destroy a monster with her by battle, allowing you to get back either “Torrential Tribute” (to which she is immune) OR “Salvage”, adding back resources you just lost. After that you can Link her into a Link 4 (with “Unchained Abomination” being one of my favourites, giving you even more free pops).
  • Your “Singer of Cosmic Horrors” is probably your best initiator, getting you “Prince of Tentacles” or alternatively “Voiceover” or even “Lapis Dragon”.

Title: Swambush

Link
Level: Average
Description: Descending from the “Vurko”, “Swambush” are a series of Flip-based monsters, capable of Link Summoning. Their Equip Spells help gather materials for Link Summons, while also giving bonus effects to archetype-monsters (or Entities) when using said resources as materials. Many of their cards require controlling a Tuner to get their full effects. Following a trend my archetypes have, the (somewhat humanoid) female members of the archetype are Tuners, while the more monstrous, bulkier members are non-Tuners. The Deck’s main mechanic is that all monsters except the Links set themselves at the end of the Battle Phase, meaning you can flip them, trigger their effects, attack, and then have their flip effects reset. They will remind you of “Subterrors”, but with a stronger focus on the Extra Deck. As of January 2020, the deck has been receiving lots of updates, taking advantage of the new Master Rule 5, allowing the Deck to Extra Link. Many of the links have been completely revamped, now instead triggering effects depending on their being co-linked or extra linked. The deck is certainly a lot more aggressive than before.
Deck example link
Deck example link2

Stats
  • Battle Focus: 2/5
  • Removal: 3/5
  • Disruption: 2/5
  • Lockdown: 1/5
  • Advantage Generation: 2/5
  • Versatility: 4/5
  • Consistency: 2/5
  • Defenses: 3/5
  • Recovery: 1/5
  • Grind: 2/5
  • Readability: 2/5
  • Style: 2/5
  • Difficulty: 1/5
  • Ace/Signature Card: Swambush Shadow Priestess
Tips
  • You can choose to play the Deck either as Flip-based, or as Link-based. Trying both at the same time is probably a bad idea though. See the example links.
  • Keep in mind “Dryad” is a Tuner. You can basically use her to make sure your Links 2+ get their bonus effects regardless of what monsters you have.
  • “Sentient Swambush” is the key for Extra Linking.
  • Use “Witch”‘es effect to Special Summon a “Swambush” monster that was just used as a Link Material. The deck specials enough other than her that she can be your Normal.
  • “Graveleech” can flip your “Wyvern” that Specials itself face-down exactly because you controlled “Graveleech”.
  • To list all of them: “Looming Horror”/”Vurko Slime Leakage” is the ideal opening move, free-specialling himself. Depending on his position, “Nymph” can follow. Because you have a Tuner, “Basilisk” can follow. Then if you Link Summon, “Wyvern” can follow.
  • The point of “Shadow Priestess”‘es Spell bounce is either: 1)bouncing an opponent’s Field or Continuous Spell, resulting in it not resolving and locking it for a turn. 2)Chaining to your own Normal/Quick-Play Spells (for example “Monster Reborn”). The Spells have already been activated so they won’t fizzle, and you secure them for the next turn as well.

Typical “Swambush” mechanics: A Flip Effect, a normal effect and an effect he gives when used as a Link Material.

 

 

Title: Raidge Clan

Link
Level: Average
Description: After being tired of creating Entity-connected archetypes for a while, I decided to go for a bit more classic theme, inspired by my delving into the Conan universe and the DM early monsters, like “Zombyra the Dark” and “Goblin Attack Force”. “Raidge Clan” monsters are very simplistic, all of them boasting high stats for Level 4s, and all of them having 2 effects, one of which is the archetype’s main mechanic: During the End Phase, if they did not “kill” this turn, they lose their effects and their attack is halved. Apart from all the monsters being Fire Warriors with exactly 200 def, the main feature of the “Raidge Clan” are their Spells/Traps, all of which give monsters of the archetype permanent, powerful self-boosting effects, which can keep piling, along with exactly 300 ATK boosts from each (so you can use counters to determine their exact ATK each time, same way the “Vurko” worked). The idea is that the “Raidge Clans” can keep growing from Spells, but if during your turn you do not “kill” anything with them, they will lose everything they have gained for 2 turns. For that reason, both the field spell and the link 4 give “Raidge Clans” the ability to “kill” your own cards if needed, allowing them to keep their effects. The Deck is also surprisingly good at Swarming, able to Summon 2 Link 4s with an average hand and a single rekidnling, while still setting up a negate or two.
Deck example link

Stats
  • Battle Focus: 5/5 (I mean…)
  • Removal: 3/5
  • Disruption: 2/5
  • Lockdown: 1/5
  • Advantage Generation: 1/5
  • Versatility: 2/5
  • Consistency: 4/5
  • Defenses: 4/5
  • Recovery: 2/5
  • Grind: 2/5
  • Readability: 4/5
  • Style: 3/5
  • Difficulty: 5/5
  • Ace/Signature Card: Raidge Clan Khal
Tips
  • Every monster has 200 DEF. Both “Rekindling” and “Flamvell Counter” are a must.
  • The reason the field counts as battle damage is to trigger both “Crusher’s” original effect, and the effect gained from “looting”
  • Both “Brutalizer” and “Veteran” have 200 DEF, though you probably want to focus on “Brutalizer”. Summon him (for example with a Level 4 “Raidge Clan” and “Amazoness” who free-specialled herself), use his effect, detaching both materials, use him as a material for the Link 1, use “Rekindling” and have a minimum of 3 monsters to resurrect off it, go “Borrel” and perhaps something else.
  • If “Rekindling” Specialled 3+ monsters, you could always go for “Smasher” (the link 2), then destroy one of the extra monsters to instantly get back “Rekindling” for next turn.
  • Remember that “Warmongering” is a Quick-Play Spell, and can therefore be chained to your opponent’s plays, making them waste a card. Same for “Tenacity”.
  • All the boosts in the Deck are exactly 300. Use Counters to remember what’s what.
  • Both the Field Spell and “Warlord” (link 4) allow you to get rid of your own monsters so that your buffed ones can keep their effects, if the opponent leaves nothing for you to destroy. Alternatively, just link them off after the Battle Phase.
  • This is a “Salamangreat” trick mostly, but remember that “Sunlight Wolf” can always just bounce “Ash Blossom”.
  • The reason the Link 1 points downwards is so (probably with the help of “Rekindling”) you can go into her, then “Knightmare Phoenix”, getting his co-linked draw, then linking them both off (with “Unchain Abomination” or a “Borrel Dragon” being the usual suspects.
  • Check the Side Deck of the Deck example for potential techs.

Title: Enemy of Justice

Link
Level: Weak
Description: Created on somewhat of a dare, the deck aims to specifically make the most useless of the original “Ally of Justice” monsters playable, with as few custom cards used as possible. The Deck is meant to specifically run the Level 5 and 6 monsters of the archetype, including the normals, and on a further dare, it is meant to work together with the (original) equip Spells that specifically list “Machine”. The Link 2 and the Level 11 Synchro are the only Extra Deck monsters practically used. None of the Spells/Traps is actually an “Ally of Justice” card, keeping with their original theme of having no Spells/Traps of their own. As a last thematic note, the name of the Continuous Trap is “Gears Crisis”, in referrence to Vanguard, as I was getting sick of seeing people directly copy-paste Vanguard decks in Yugi, and I wanted to draw inspirations from it the right way.
Deck example link

Stats
  • Battle Focus: 2/5
  • Removal: 1/5
  • Disruption: 1/5
  • Lockdown: 1/5
  • Advantage Generation: 1/5
  • Versatility: 2/5
  • Consistency: 2/5
  • Defenses: 2/5
  • Recovery: 1/5
  • Grind: 3/5
  • Readability: 2/5
  • Style: 3/5
  • Difficulty: 2/5
  • Ace/Signature Card: Ally Mind
Tips
  • “Machine” listing Equip Spells basically boil down to: 1)”7 Completed” (for a minor stat boost) 2)”Air Cracking Storm” (for double attack on something) 3)”Break! Draw!” (for potential upstart effects) 4)”Gravity Blaster” (that will help you get rid of more stuff than you can imagine, probably the best Equip Spell if you’re going to run one).
  • You can already guess so, but the Link 3’s point is to let you Summon “Field Marshal” and “Decisive Armor” easier. Keep in mind you don’t even need Tuners with his effect.
  • The Field Spell can only Summon once per turn, but the number of monsters doesn’t matter. You could just use its reshuffle effect for your entire hand (or close to it), drawing 3-4 cards, then Summoning as many monsters you draw as possible.
  • While the equip effect of “Gears Crisis” requires you to control an “Ally of Justice” to work, the equip itself doesn’t necessairly have to be on an “Ally of Justice”. “Cyber Dragon Infinity”, “Amblowhale” or even “Gearspring Spirit” will all work.

A characteristic Raidge Clan monster: Two effects, one of which is its unique effect (in his case being a small Honest (which is more of an excuse for an easy send of a 200 DEF FIRE monster to the GY)), a big ATK stat for a Level 4 monster, and the major nerf that is the common mechanic of the archetype, if he has not “killed” this turn.

 

Title: Bujin Degeneracy

Link
Level: Average
Description: Like with Allies of Justice (though this was created way before them), I wanted to “fix” the Bujin Deck, using as few custom cards as possible. I have linked the archetype to the Entities. Lorewise, “Bujin Hiruko” was originally corrupted by Shub-Niggurath, and the archetype reflects that. The Xyz has proved to be a spectacular success, with the Deck mostly turning into a slow beatdown, with “Shub Nig” “birthing” new Tokens every turn (that tend to be gigantic 3k beatsticks), while the original “Bujin” beast monsters banish themselves from the GY to slowly exhaust the opponent’s resources. Practically only 5 of the 8 custom cards of the Deck are needed, with the other 3 being mostly extras that are, however, fun to use.
Deck example link

Stats
  • Battle Focus: 4/5
  • Removal: 4/5
  • Disruption: 0/5
  • Lockdown: 0/5
  • Advantage Generation: 2/5
  • Versatility: 1/5
  • Consistency: 3/5
  • Defenses: 2/5
  • Recovery: 3/5
  • Grind: 3/5
  • Readability: 3/5
  • Style: 3/5
  • Difficulty: 5/5
  • Ace/Signature Card: Outer Entity of Bujin – Shub Nig
Tips
  • Use “Goat”‘s self-banish to get back the “Bujin” Beasts with useful effects, then banish “Honeycreeper” from your GY to attach “Goat” to a Xyz. Not only does that give you another return to GY next turn, but another material for “Shub Nig” to birth even stronger Tokens.
  • It is highly unlikely “Matriarch’s Blessing” will trigger its final effect for you to draw 1. Doesn’t matter. With “Hirume”, “Arasuda” and “Goat” you can easily get both of the first 2. Alternatively, just have a Beast-Warrior and add “Goat” to begin doing your plays.
  • Remember that “Mockingbird” can trigger off Set Spells/Traps sent to the GY. You can just play your bluffs normally if you want.
  • Typically you can go for “Susanowo”, use his effect to search “Hirume”, “Hirume” turns “Susanowo” into “Kagutsuchi”, “Kagutsuchi” mills 5 giving you potential GY effects, then you turn “Kagutsuchi” into “Shub Nig” and birth a Token with a minimum of 3000 ATK. You can then further boost that bonus with “Honeycreeper”‘s attach effect.
  • Keep in mind: You can’t resurrect “Shub Nig”.
  • “Shub Nig” covers both conditions for the extra effect of “New Path of the Bujin” on her own.

Title: Element Charge

Link
Level: Average
Description: In one of my more… “Experimental” creations, this deck aims to use both the original 6 “Element ” monsters and “Homonculus, the Alchemic Being”, along with “Scroll of Bewitchment”. The Link 1s are the main playmakers, with the Attribute changes introducing a lot of fun plays to the deck, especially relating to the continuous Spells/Traps. “Burning Alchemist” will probably be your go-to solution for the opponent’s cards.
Deck example link

Stats
  • Battle Focus: 2/5
  • Removal: 1/5
  • Disruption: 2/5
  • Lockdown: 1/5
  • Advantage Generation: 1/5
  • Versatility: 3/5
  • Consistency: 4/5
  • Defenses: 2/5
  • Recovery: 2/5
  • Grind: 2/5
  • Readability: 3/5
  • Style: 5/5
  • Difficulty: 3/5
  • Ace/Signature Card: Burning Alchemist
Tips
  • “Elements of Alchemy” and “Alchemy Shop of Fun” basically protect each other.
  • Remember that “Burning Alchemist”‘s effect is a Quick Effect.
  • Technically, the Deck also supports Elemental Heroes “Bubbleman”, “Heat”, “Ocean” and “Neo Bubbleman”.
  • “Tree of Alchemy” also shuffles the “Alchemists” (big shock there, I know). Use this to mindlessly throw your Links at your opponent.
  • The protection effect of “Bewitching Curse of Alchemy” is meant for “Alchemy Cycle”, that is both searchable and recoverable.
  • A basic combo would be: Summon “Element Blesser”, use “Tree of Alchemy” or “Scroll of Bewitchment” (that is searchable with “Bewitching Curse of Alchemy”) to change her Attribute to Fire, Link her into “Burning Alchemist”, get a free draw, use “Burning Alchemist”‘s effect to pop something, her Attribute changes, attack into something up to 2500 ATK and using “Element Blesser”‘s second effect boost her to take out that monster as well.
  • 2 copies of “Element Deceiver” used for any Link 2+ and targeting “Doom” and “Valkyrie” for example would give literally any Link the full effects of all the original “Element” monsters. She’s not once per turn. (not suggesting you actually do that, but it is an option). Imagine a “Borrelsword” that can attack 3 times total instead of 2 (again, probably not ideal to put that many resources into it).
  • The point of giving “Homunculus” a Quick Effect treatment with the field spell is to trigger any effect of “Alchemy Shop of Fun” (or “Elements of Alchemy”) at any time. You will mostly be quick-turning him into FIRE or WIND, then tributing him for “Alchemy Shop of Fun”‘s pops.
  • “That Wacky Alchemy” and “Alchemy Cycle” are not good cards, but they are freely recoverable ones with “Burying Alchemist”. Link into her, get one of the two back, then Link her off into something bigger.

 

Also read: The Pro’s Guide to Customs

The Field Spell I made to support “Bujin”. Typical 300 ATK/DEF boost, protection from non-targeting and non-destroying effects specifically (so that with turtle and hare they get a full set protection),and a minor floating effect.

Title: The Hounts

Link
Level: Average
Description:  Zombie dogs which gain effects depending on the opponent’s LP, each “Hount” has an original effect of its own, and then 3 more effects that they “unlock”, depending on how low the opponent’s LP are (the 3 effect thing with bullet points and “unlocking” is one of my favourite tropes, you will see it again in a few archetypes). The unlockable effects are all exactly at 6000/4000/2000 opponent’s LP respectively. The 6000 boost is an attack boost (gets the Main Deck monsters to exactly 2000, the extra decks that need 2 materials to 2500, and the extra decks that need 3 materials to 3000), the 4000 effect is some kind of protection for all the “Hounts”, and the 2000 effect is exactly a 1000/1000 boost. The idea is that the more “afraid” the opponent is (aka the lower LP he has), the more he tends to see things negatively, making the superstitions (the “Hounts”) deadlier to him.
Deck example link

Stats
  • Battle Focus: 4/5
  • Removal: 1/5
  • Disruption: 1/5
  • Lockdown: 2/5
  • Advantage Generation: 2/5
  • Versatility: 3/5
  • Consistency: 3/5
  • Defenses: 2/5
  • Recovery: 2/5
  • Grind: 3/5
  • Readability: 4/5
  • Style: 5/5
  • Difficulty: 2/5
  • Ace/Signature Card: Hount of Opal
Tips
  • The Field Spell is a +1 every turn, provided you can gather 2 monsters on the field. “Shortfinger” with his free-Special from hand and “Doppelganger” using a monster you just used as a material for the Link 1, will be your best helpers for this.
  • Always keep in mind the searcher Spell’s GY banish effect. Even if it’s not a game-ender, it will drop your opponent’s LP enough for your “Hounts” to unlock even more of their effects.
  • “Opal” will always be your basic burn friend, inflicting 400-600 with his effect, + bonuses from “Pack of Misfortune”. It doesn’t sound like much, but it helps make the initial impact so that the opponent drops to 6k LP, when your “Hounts” can finally start packing a punch.
  • Go all-out with “Fraulein’s” boost. Paying 3000 LP sounds scary, but it will hurt the opponent more as your damage increases and “Hounts” unlock more effects. Always pay the max possible bonus.
  • Reminders that “Vampire Fraulein” is a great card: 1)Her boost effect is NOT once per turn. 2)She can act as a simple “Battle Fader” if needed. She just needs a monster to declare an attack, doesn’t matter where and doesn’t matter whose monster it was.
  • While the Link 1 is a great card, keep in mind it has built-in weaknesses. 1)It needs you to control a Zombie to RESOLVE its effect, not trigger it, and the cost for the activation will still of course be paid. In other words, if you only control it and your opponent normal summons, it will trigger its effect on its own (it’s not optional), tribute itself, and then fizzle because you have no other zombies. 2)It doesn’t matter WHO is Normal Summoning. If your turn starts and by some miracle you still have “Broken Mirror” on your field, keep in mind that you need to get rid of him before you Normal Summon.
  • “Halley’s” search of “Call of the Haunted” is basically meant to trigger “Vampire Sucker”‘s draw and maybe “Eveliving Underworld Cannon” on the opponent’s turn. It’s an alternative to the more versatile “Doppelganger”.
  • Keep in mind “Pack of Misfortune” just needs a Zombie Link Monster, not specifically a “Hount” Link. “Vampire Sucker” will do the job (and get her free draw from it).
  • Despite its swarming capabilities, the Deck is fairly weak until it unlocks its first effect (the 6000 one), so you will have to rely on outside help to make it work. Personally I run “Everliving Underworld Cannon” X3, as well as “Vampire Fraulein” X3.
Theme
  • The whole archetype was inspired by a combination of “The Witcher” (the first game) and the 3rd book of the “Harry Potter” franchise (specifically Serius’es animal form and how it was perceived as a sign of bad omens), “the Hounts” are all Zombie dogs.
  • The name is a combination of the words “Hound” and “Haunt”, and the individual names of each monster are derived from superstitions people have had since the dark ages, about bad omens.
  • There are exactly 2 monsters from each attribute (Earth focusing on dealing damage, Wind focusing on swarming, Water focusing on discarding effects that fill the GY, Fire are the Fusions, Dark are the Xyz, and Light are the Links).
  • The monsters needing 2 materials cannot use their own Attribute as a material.
  • The monsters requiring 3 materials all need monsters with different Attributes to be used.
  • Originally the third effect of the Hounts prevented the opponent from doing specific kinds of Summons (for example blocking Fusion Summons, Specials from the GY etc. However, that kind of restriction ended up being useless, and the Hounts might as well have had 2 effects, so I changed it to a generic +1000, helping punch those last LP away.

Title: Eveland of Wants

Link
Level: Weak
Description: Basically 2 different handtrap archetypes that are connected to each other, meant to work in a single deck, or alternatively be ran in any Deck, depending on the meta. “Evelands” are Earth Plant dryads, a defensive handtrap archetype, while “of Wants” are DARK Fiend succubi, handtraps that punish very specific things (way more specific than the ghost girls), but in exchange their “punishments” go way beyond simple negates. The dual archetypes are inspired by the story of Lilith as being Adam’s first wife, with heavy BDSM themes. The “Evelands” representing her soft human side (the names all have double meaning, meant to interpeted as either acts of compassion OR as softcore bdsm type plays), while “of Wants” being her darker, harsher side, the names of the monsters all being types of bdsm dominatrixes (the more hardcore side of bdsm respectively). Originally they also had dual field spells, but then Konami did that theme with “Dream Mirrors” and I got bitchy about it, so I combined their field spells into one. Gameplay wise, “Evelands” focus on resource building or otherwise protecting your cards, while “of Wants” are the more aggresive side of the Deck. The Deck will continuously discard cards and trigger effects from that, with limited but respectable resource recovering. The main win condition of the Deck is Link Summoning the Link 2 sub-bosses and Link 4 boss. The succubi all have 0 Def on purpose, so they can be easily “Salvage”‘d with “Recurring Nightmare” and triggering even one of their punishments will likely mess up the opponent’s plays real bad.
Deck example link

Stats
  • Battle Focus: 1/5
  • Removal: 0/5
  • Disruption: 5/5
  • Lockdown: 1/5
  • Advantage Generation: 2/5
  • Versatility: 1/5
  • Consistency: 3/5
  • Defenses: 1/5
  • Recovery: 3/5
  • Grind: 2/5
  • Readability: 3/5
  • Style: 2/5
  • Difficulty: 3/5
  • Ace/Signature Card: Eveland Nymph
Gamehorizon Archetype Guide - Hounts

Even many of the Spells/Traps of the Hounts work with the same 3-effect-gain mechanic.

 

Title: Going New Clear

Link
Level: Average
Description: Inspired by the song “Going Nuclear” by Miracle of Sound (which in turn was made to promote Fallout 4), “New Clears” are post-apocalyptic monsters with a love for puns. The name comes from a reference to “New Vegas”, which was my favourite “Fallout” game, and obviously intending to sound like “Nuclear”. Every single one of their card names is a pun related post-apocalypsies, with one of them being a crossover with another of my archetypes. The mechanics of “New Clear” monsters are: 1)Gaining 100 ATK/DEF for every quick-play spell in the GYs. 2)Doing “X” during your Standby Phase. The Spells are all Quick-Plays with the exception of the Field Spell, and all of them work by targeting a “New Clear” monster, which they will destroy during the End Phase, their effects depending on the number of other “New Clear” Spells you currently control (the Spells are mutations caused by radiation poisoning lorewise). The main gimmick of this Deck, is that you want to overextend as much as possible with your Spells, chaining them to each other and basically “going nuclear” on the field. The Deck’s best card is (probably) “Rad Time!”, making one of your “New Clears” attack up to a possible total of 6 times!
Deck example link

Stats
  • Battle Focus: 5/5 (You can reach some insane ATK points)
  • Removal: 2/5
  • Disruption: 0/5
  • Lockdown: 1/5
  • Advantage Generation: 2/5
  • Versatility: 3/5
  • Consistency: 3/5
  • Defenses: 3/5
  • Recovery: 1/5
  • Grind: 1/5
  • Readability: 4/5
  • Style: 5/5
  • Difficulty: 2/5
  • Ace/Signature Card: New Clear Opinion Fallout
Tips
  • Overextend. Overextend like you have never overextended before.
  • While the field can add “LIonization”, keep in mind that “Terraforming” will actually have blocked the use of “LIonization”.
  • If possible, use “Acid Reign” first in your Chain Link, as its effect to bounce a Spell will reduce the effectiveness of your other “New Clear” Spells if it resolves first.
  • “Rad Time!” will probably end the duel then and there if the opponent has no responses.
  • Without controlling any other Spells, most of your Quick Plays will do literally nothing but doom one of your monsters.
  • Keep in mind all of your Spells will count the Field Spell as one of your Spell Cards, meaning even with just the field, they will all at least do something (though you want to overextend, as we said).
  • If your opponent is smart, they will actually MST your Spells (or something similar). Even if they are not negated, if the number of spells you control is reduced, all your Spells in the Chain Link become weaker.
  • “Blightan’s effect destruction protection for your monsters is meant more to protect them from your own Quick-Plays than the opponent’s cards.
  • As an example, you have drawn “Cherry”, 3 other Spells, and the Field Spell. First, play the field, adding “LIonization”, then Summon “Cherry” and then play everything. It doesn’t even matter what your other Spells do, “Cherry” will gain a minimum of 1000 ATK from her +500 effect, then another +500 from the Quick-Play Spells in your GY, and you will draw 4 cards. And again, that’s without even bothering with what the other 3 Spells will do.

Title: Explosion of Madma

Link
Level: Average
Description: “Madma” are FIRE Rock monsters with 400 DEF (so that with “Molten Destruction” they will have exactly 0 DEF), made of magma, with Rank 4 and 7 monsters being the Deck’s main bosses. The Deck’s main mechanic is what I call “Meltdown”. The monsters drop their ATK to 0 as a cost, in order to activate various effects. Because the text specifically mentions “reducing” their ATK to 0, that means that a “Madma” monster that already has 0 ATK cannot activate its Meltdown effect. Due to this restriction, almost all of the cards in the deck (with the exception of those that generate card advantage) have no opt restrictions, which is the Deck’s main gimmick: As long as you can keep boosting their ATK back up, you can trigger their effects more than once per turn. It is strongly suggested that you run “Forbidden Scripture” X3 in this. As a secondary theme, many of the cards have their effects slightly enhanced if you control “Molten Destruction” (for example said effects can be turned to Quick Effects, or you can ignore their drawbacks, stuff like that), though it is by no means integral to the Deck.
Deck example link

Stats
  • Battle Focus: 3/5 (ranges from 1/5 to 4/5, depending on how you choose to play)
  • Removal: 3/5 (ranges from 1/5 to 4/5, depending on how you choose to play)
  • Disruption: 3/5
  • Lockdown: 0/5
  • Advantage Generation: 3/5 (Depends on you have “Molten Destruction” though)
  • Versatility: 4/5
  • Consistency: 2/5
  • Defenses: 3/5
  • Recovery: 1/5
  • Grind: 1/5
  • Readability: 4/5
  • Style: 5/5
  • Difficulty: 2/5
  • Ace/Signature Card: Madma Rampager (he is no “Darkwood Berserker”, but his unique resurrection effect and generic destruction/disruption make him great)
Tips
  • Yes, “Molten Destruction” improves the effects of many of them, and yes, it’s still a +500, but what you want to remember is that “Madma”s don’t care how much ATK they had before they dropped it to 0 for their meltdowns. If for example you have “Molten Destruction” in hand and can Summon “Rampager”, then you want to first summon the big guy, use his effect, THEN play the Field Spell, which will get him back to 500 ATK, allowing him to trigger his effect again (remember that most of them are NOT OPT).
  • If you have both “Molten Destruction” and “Burning Lancer” in your opening hand and can’t do much more than that, you could just play ONLY the Field Spell, since “Burning Lancer” can use his summoning effect as a Quick Effect if you have the field. Catch your opponent by surprise by randomly Summoning something that instantly destroys 1 of their face-up monsters.
  • As you can imagine, you want both “Chain of Lava” and a copy of “Rampager” in the GY as quickly as possible. “Chain of Lava” will be resurrecting himself every.single.turn. and “Rampager”‘s potential resurrection will turn a simple good counterplay of yours (for example baiting your opponent with a 0 ATKer only to use “Refueling” or “Forbidden Scripture”) into a game-winning state, as you will be free-resurrecting your ace.
  • As we just said, baiting your opponent with 0 ATKers is real easy. This gets even easier with the Links, since with normal monsters, your opponent will be questioning why you wouldn’t switch them to DEF.
  • “Kelvin’s Cat” is basically a +1 effect trigger for any “Madma” you choose (“Rampager” or “Burning Lancer” being the most obvious choices).
  • Since 90% of the time “Blazer” will be on the field because you already have another Level 7 and therefore intend to use him as a Xyz Material, you have no reason not to trigger his meltdown effect.
  • Similarly for “Chain of Lava”.
  • “Fiend of Fahreneit” is basically there to take advantage of “Sentry Soldier of Stone” and his free-resurrect.
  • A typical reminder that “Sunlight Wolf” can, in fact, take back “Ash Blossom”.
  • Like most “Madmas”, “Beast of Celsius” is not an once per turn for either of his effects. The obvious use of this is that you can meltdown him to pop your opponent’s backrow, then use his effect to get him back to full and maybe meltdown again to pop your opponent’s monsters. The not-so-obvious detail of this, is that after you trigger his meltdown once, you can use his gainback effect and then chain his gainback effect to said gainback effect, and then if you have even more monsters to spare in your hand, chain that same effect once again. So for example you have “Beast of Celsius” on the field and 3 monsters in your hand. You use his meltdown to pop the opponent’s backrow. After that you use his regain effect by discarding one of the monsters in your hand (+3400), then chain that exact same effect by paying the cost again, while you are still at 0 ATK (+3400), then chain again (+3400). When the chain fully resolves, he will have (0+3400+3400+3400=) 10200. Naturally you can also add a “Madma Refueling” to this, basically replicating having another monster to discard for his regain.
  • To a lesser extent, this goes for all your “Madmas” if you have 2 copies of “Refueling”, or a single “Refueling” and a “Kelvin’s Cat” to spare. If for example you have “Rampager” and trigger his meltdown, you can then activate as cl1 “Refueling” and as cl2 a second “Refueling” or “Kelvin’s Cat” (which is a quick effect if you have “Molten Destruction”), getting him to (0+2600+2600=) 5200 minimum, assuming you don’t have the Field Spell.
  • “Black Luster Soldier – Soldier of Chaos” doesn’t need a monster with an original level of 7 to get his full effect. You can just use a “Crawler” who has copied a “Burning Lancer” or another Level 7, or a “Burning Passion” who used her effect to Summon a Level 7.
Yugioh Archetype Guide - Madma

Madma’s simplest, most generic card, that also showcases the deck’s mechanic perfectly.

 

Title: Memory Devourers

Link
Level: Average
Description: A deck I use for playing Classic (though that was coincidental because of its main mechanic), the Deck focuses on punishing the use of the Extra Deck, while at the same time having no Extra Deck of its own, employing multiple Traps. Much of the Deck’s art is taken from “Agony Unrated”, a game I played before designing the Deck, though most of the inspiration came from the original “Memory Crusher”, “Memory Crush King” and “Memory Loss”, regarding the playstyle and themes. Thematically, the monsters are all demons tormenting the one sent to hell, and slowly eating away their positive memories, until they are left hollow husks. The traps are the negative memories left, which are used by the demons to torment the damned person into submission. The monsters are divided into monsters punishing the opponent’s Extra Deck and monsters revolving around the “Memory” traps and their effects. The Traps are all Normal Traps, with 2 copies of the same effect that you can trigger, one requiring you to have no cards in the Extra Deck (which you will basically trigger every time), and one for controlling a Level 6 or higher “Memory” monster (which is a bonus effect). Their only monster with an original level of 6 or higher is “Memory Devourer”, meaning you will have to use Level-gaining shenanigans to be able to trigger your Traps twice.
Deck example link

Stats
  • Battle Focus: 1/5
  • Removal: 2/5
  • Disruption: 4/5
  • Lockdown: 2/5
  • Advantage Generation: 2/5
  • Versatility: 0/5
  • Consistency: 2/5
  • Defenses: 2/5
  • Recovery: 3/5
  • Grind: 3/5
  • Readability: 3/5
  • Style: 2/5
  • Difficulty: 4/5
  • Ace/Signature Card: Memory Hatrader
Tips
  • The point of both “Avenger” and “Grief”‘es discard effects is to get your monsters to the Level 6 minimum, letting you trigger the Traps’ 2nd effects. Keep in mind that while the protection effects from the discards last only until the end of the turn, the level boosts are permanent. It will be very typical to ditch “Avenger” to boost “Memory Crush King” to 6 for example, or ditch “Grief” to boost “Haunter” to 6.
  • “Collapser” sounds fun, but it is unlikely you will be using her. Run her X1 and you’re good.
  • “Gust” is your basic initiator.
  • The Deck already has enough recycling thanks to “Hatrader” and “Collapser”, but the recent “Reusable Jar” is also an option. “Absolute King Back Jack could be considered as well, though unfortunately you can’t Link him off this Deck to get his excavate.
  • Use “Inheritance” to Special “Gust”, who will also search, basically going +1.
  • “Isolation”‘s full effect sounds weak, but it really starts to stack up soon, especially considering how much you can recover it and that none of their cards is opt.
  • “Memory Lare” will protect itself as well with its effect. Related to that, a bit dumb and not meant to be used in this Deck, but “Lare” can protect both itself and your other “Memory” cards (including the Level 6 it needs) from your own “Black Rose Dragon” or similar cards.

Title: Purity of Nothingness

Link
Level: Average
Description: Inspired by Don Thousand’s no-card play during his first duel (against Mizael) in Zexal, the deck is meant to be what a “holy” villain would use. The deck is also a reference to the attempted corruption of Death the Kid in the Soul Eater manga, a character obsessed with symmetry, by promising him the “Symmetry of Nothingness” (the perfect symmetry he would achieve by destroying everything) (one of the Spells is specifically named after that in tribute to the manga). The theme of the deck is that peace is achieved once there is nothing left to destroy. All the cards names are related to the idea of peace, in one way or another, and all the monsters are named after Sumerian demons in addition to the peace theme. All the monsters are Level 9 WIND Fairies, basically giant creatures travelling alone in space (where there is “nothing”). All the monsters are basically average bosses and, with the exception of one, none of them has an effect to Summon itself, so you have to rely of the Spells/Traps and the Link 1. The deck heavily utilizes columns for its effects, and specifically in which ones there are Spells/Traps and in which not. The deck’s main signature cards are “Khani” and “Gallu”, both of which can be tricked into blowing themselves up by a smart opponent willing to play a bit suicidally. You are meant to have no backrow in this Deck, the Traps activating themselves from your hand and many of your cards working only if you have no Spells/Traps on the field (besides them, and not counting Field Spells). Despite its (seemingly, only) simplistic playstyle, the Deck is capable of heavy aggro plays, though it is lacking in dealing damage fast (the chances of otking are slim, though you will easily outresource your opponent with all your destroys).
Deck example link

Stats
  • Battle Focus: 2/5 (your monsters are all beatsticks, but you can only control 1-2 of them at a time)
  • Removal: 2/5
  • Disruption: 2/5
  • Lockdown: 1/5
  • Advantage Generation: 0/5
  • Versatility: 1/5
  • Consistency: 4/5
  • Defenses: 1/5
  • Recovery: 1/5
  • Grind: 3/5
  • Readability: 5/5
  • Style: 5/5
  • Difficulty: 3/5
  • Ace/Signature Card: Khani, the Calmness of Nothingness
Tips
  • “Nothingness” are a play 2nd deck. Since during the first turn of the duel it is unlike that you have taken any damage, you can activate “Quiet” from your hand, specialling a “Nothingness” from your Deck (ideally “Khani”, who will then proceed to blow up something, like a backrow that cannot be activated in response yet).
  • “Iva” (the Link 1) unbricks your hands if you draw too many monsters and no Field Spell.
  • Reminder that the Field Spell is not considered a card in the Spell/Trap Zones.
  • You want to Summon both “Khani” and “Gallu” in columns where your opponent controls no cards. If they are willing to play suicidally, your opponent can actually just attack into either of them, and regardless of damage, cause them to blow themselves up. On that note, you can use “Wattkinetic Puppeteer” and “Buvalu” to pull a surprise reversal to this, making their suicides pointless.
  • Remember that if the opponent activates a spell/trap that would affect your monsters while you have the Field Spell, you can just chain “Buvalu” to safely move your monsters in a column with no Spells/Traps.
  • The Link 2 and 3s sound fun, but unfortunately, it is unlikely you will be Summoning them regularly. Typically, you will only have 1 monster at most on the field at any time.
  • “Symmetry of Nothingness” purposefully works in the opposite way of the rest of the archetype, which will have made your opponent spread their cards in various columns to avoid the mass destructions of cards like “Khani” and “Gallu”.
Gamehorizon Archetype Guide - Nothingness

Space fish go “brrr“…

Title: Voodoo Magias

Link
Level: Weak
Description: The theme of the deck was inspired by American Horror Story’s Season 3, and my old fascination with the voodoo style of magic, from ever since I can remember (also possibly by my newfound love for Ivy Sherwood, but lets not get into that). The deck uses dual archetypes, the “Voodoo” ladies (DARK Spellcasters) who use their effects to Special Summon the “Loa” (DARK Zombie/Fiend Spirit Monsters) from the hand. I opted to lift the “cannot be Special Summoned” restrictions Spirits normally have, but in exchange these Spirits will bounce themselves during every End Phase, regardless of how they were Summoned. The Spells/Traps all have an LP cost, and multiple effects to choose from, representing the various contracts the “Voodoo” ladies can make with the “Loa”. “Undying Servant” doesn’t belong in either category, and was inspired by my favorite mechanic from Magic the Gathering: Undying (which is a free GY revival). Naturally, all the “Loas” have names inspired by “Voodoo” mythology. Unfortunately, since the Spirits don’t summon themselves and the “Voodoo” ladies don’t do anything on their own, the deck suffers majorly from bricking. Add to that that the Spells/Traps require a “Voodoo” Lady to work, and it can be a mess.
Deck example link

Stats
  • Battle Focus: 2/5
  • Removal: 2/5
  • Disruption: 2/5
  • Lockdown: 2/5
  • Advantage Generation: 2/5
  • Versatility: 3/5
  • Consistency: 2/5 (the deck has plenty of adds but also high brick potentials)
  • Defenses: 3/5
  • Recovery: 4/5
  • Grind: 3/5
  • Readability: 3/5
  • Style: 3/5
  • Difficulty: 1/5 (the deck careful management of both cards and LP)
  • Ace/Signature Card: Bosou Koblamin, the Loa of Hunger
Tips
  • You won’t be using all the cards in the link. Most are only associated with the “voodoo” only by name or somewhat theme.
  • “Krabinay” is meant as an emergency negate for your Spirits, so they don’t self-bounce.
  • “Merchant”‘s 2nd effect is basically meant to search Traps, specifically “Dealmaker”.
  • If you already have “Blessing of the Loa”, use any “Voodoo” monster to Summon “Papa Ghede”, before using “Blessing”‘s effect. This will basically make his own material mute.
  • “Hexer” is your go-to to spam “Dealmaker”‘s effect every turn.
  • Depending on your build, either go for “Enchantress” or “Bloodletter”. They can reach pretty respectable ATKs while still serving their primary function as “Voodoo” ladies.
  • “Showlady”‘s effect sounds good, but in reality, your Spirits are unlikely to be regularly hitting the GY. Even if they do, you can use “Spirit Calling” to get them back.
  • Keep in mind most of your Spells/Traps do not have hard once per turns, but… Eeh… “Soft”. Second copies can do their job, provided you are willing to pay the LP costs.
  • Depends on the match-up, but “Dealmaker”‘s second effect can potentially negate more than 1 monster. You can find similar multi-monster affections in other cards I have created as well, like “Vanity’s Fullfillment“.
  • “Maman Brigitte is the go-to removal. It doesn’t even destroy, it just sends.

Title: Arachnophobia

Link
Level: Weak
Description: Inspired by the playstyle of Aliens and the theme of Rudger Godwin’s spider Deck, with a touch of Entities, of course, Arachnophobias is a control Deck that can limit the opponent’s ability to Synchro and Link Summon by using Web Counters. Each monster shares the effect that “Monsters with Web Counters cannot be used as Synchro or Link Materials.”, and they all trigger some kind of effect when you (specifically you) destroy a monster with Web Counters (Web Counters can only be placed on opponent’s monsters). As a secondary theme, the deck summons Tokens with a few of its effects, to be used for Link Summons or as Synchro Materials.
Deck example link

Stats
  • Battle Focus: 0/5
  • Removal: 2/5 (“Arachnophobia” is an amazing card)
  • Disruption: 2/5
  • Lockdown: 2/5 (can range to 3/5 based on build)
  • Advantage Generation: 1/5 (“Arachnophobia” is an amazing card)
  • Versatility: 1/5
  • Consistency: 3/5
  • Defenses: 2/5
  • Recovery: 2/5
  • Grind: 2/5
  • Readability: 4/5
  • Style: 3/5 (while all monsters follow a specific pattern, they don’t do much with it, without Atlas it would be a 2/5)
  • Difficulty: 4/5
  • Ace/Signature Card: Outer Entity of Arachnophobia – Atlas Nach
Tips
  • As you can imagine, the sooner you get the Field Spell, the better. Its draw effect is not once per turn (though it does depend on the opponent’s plays). Likewise, you want to get “Web Spinner” in the GY as soon as possible.
  • “Atlas” is your main beatstick. A typical combo is to have him on the field and the continuous trap set. As soon as your opponent summons a monster, you use Atlas’es effect, place 1 Web Counter on it. After this resolves, use the trap to destroy it, triggering 800 damage from “Atlas”, “Web Spinner” free-specialling from the GY, and after that any number of effects, depending on what other cards you control.
  • You can use “Gokipole” to Summon the Link 1, “Gokipole” will search “Arachnophobia Matron”, who can Special Summon herself. Alternatively, “Gokipole” can search “Weaver”, who can be discarded to give you the Web Counter needed to extend your plays.
  • “Web of Fate” is not once per turn. Actually a lot of effects in the archetype are not once per turn. Moreover, other than “Brood”‘s discard effect, none of the archetype’s destruction-triggered effects are once per turn.
  • You can basically use “Allomerus” to increase the number of insects in your GY, easily triggering “Picofaena” or something similar, without having to use your “Arachnophobias”.
  • “Sticky Nightmare” basically covers all your needs.
  • “Seraphim Papillion” is obviously a gateway to Link 4s. Considering all the Extra Deck “Arachnophobias” are DARK and “Papillion” himself is WIND, you will have at the very least 2 different Attributes for your 5300 ATK “Accesscode Talker” to fuel his destruction effect. Alternatively you can just go for my personal favourite, “Unchained Abomination”, or “Amblowhale”. (keep in mind that you’ll have to wait a turn for that).
  • Keep in mind your “Arachnophobias” don’t need the monsters with Web Counters to be destroyed by “Arachnophobias” specifically, just cards you own in general.
  • “Arachnophobia” (the Quick-Play after which the entire archetype is named) is a +1 on its own. Keep in mind it needs to destroy the monster it targeted in order to create the token.

This bad girl and a 2-3 backrow are a perfectly adequate opening move for Arachnophobia. You can see the typical mechanic of the archetype (Synchro/Link lockdown for monsters with Web Counters) at the start, and the second archetype mechanic (do “X” when you kill something with Web Counters) in the end.

 

Title: The Grand Order

Link
Level: Average
Description: The “Grand Order”, taking their name after the Fate series, are a Level 4 LIGHT monster archetype, split between non-Fairy and Fairy monsters. The non-Fairy monsters are the followers of the “Grand Order” religion, putting themselves on the line for the good of all, in the name of the Fairy monsters, the official “Grand Order”, an army of angel women leading the religion of light and promising to lead their followers to paradise after a lifetime of devotion… Which is a complete lie, as they are complete narcissists, believing themselves to be the one true arian race, deeming mortals unworthy of anything and using them strictly as tools or as cannon fodder, serving only their true leaders: The Entities (more specifically the outer god Haiogh-Yai, which I changed to “Ogh-Yai”. He was specifically chosen because he is described as just a mass of darkness, so literally the heaven the followers of the “Grand Order” worship is complete darkness.). After death their mortal followers are damned, their spirits trapped by the angels, who feed on them or enslave them to extend their servitude. All the Fairy monsters trigger an effect when Specialled from the hand (descending from heaven) and each has their own effect to do so, and all the non-Fairies share the effect to give 100 ATK/DEF to the Fairies while in the GY, stacking. The archetype has a lot of effects requiring tributing a non-fairy, basically sacrifising themselves as martyrs for the angels. As a secondary minor theme, the archetype has a few effects concerning the opponent’s Field Spell, as the angels do not want their followers to see alternatives to their promise of paradise.
Deck example link

Stats
  • Battle Focus: 2/5
  • Removal: 3/5
  • Disruption: 2/5
  • Lockdown: 2/5
  • Advantage Generation: 3/5
  • Versatility: 2/5
  • Consistency: 4/5
  • Defenses: 2/5
  • Recovery: 3/5
  • Grind: 2/5
  • Readability: 4/5
  • Style: 4/5
  • Difficulty: 3/5
  • Ace/Signature Card: Outer Entity of the Grand Order – Ogh Yai
Tips
  • Get “Lost Faithful” in the GY as quickly as possible. He will be a “Shadow Gardna” every turn for the rest of the duel. “Lies of the Grand Order” should be sufficient for the job.
  • Remember to use “Teachings” effect right before xyzing or linking. It’s 500 LP boosts for free.
  • Use “Purification” to special “Gotzon”, “Angie” or “Malach” during your opponent’s turn. Getting them to your hand should not be tough. You can extend the combo from there by having “Teachings”, free-specialling a non-Fairy from your GY to act as a meatshield.

Title: Power World

Link
Level: Average
Description: After watching GX dub’s episode “Dueling with the Dark Army”, I fell in love with Zure’s “Power” deck, and I just had to make it into an actual deck to get it out of my head. Being a combination of Dark Fiends and Dark Thunders, the Deck uses ATK manipulations and soft lockdowns to play control long enough to aggro the opponent fast, using the effect of “Power Zone” to enable OTKs. The deck will have the most trouble against other aggro decks, as the Field Spell’s effect can end up hurting the user as well (I am a firm believer in cards backfiring by smart plays). “Power Devastator” is arguably the best card of the deck, able to have very fun interactions against specific kinds of decks, with “Power Filter” (TCG card) being a close second, able to completely lock out many plays. Finally, the Deck’s Link Monsters are specialised into dealing with the opponent’s “unfair” plays. While I haven’t capitalized on this yet in my own deck, it is possible to use the “Forbidden” Quick-Play Spells to give protections to your opponent’s monsters, that will then make them vulnerable to the Links. 
Deck example link

Stats
  • Battle Focus: 4/5
  • Removal: 1/5
  • Disruption: 1/5
  • Lockdown: 4/5
  • Advantage Generation: 2/5
  • Versatility: 1/5
  • Consistency: 3/5
  • Defenses: 1/5
  • Recovery: 2/5
  • Grind: 1/5
  • Readability: 2/5
  • Style: 4/5
  • Difficulty: 2/5
  • Ace/Signature Card: Power Zone
Gamehorizon Archetype Guide - Grand Order

The common themes of the “Grand Order”: Field Spell hate, Specialling the Fairies from the hand and treating the non-Fairies like garbage. Also angel babes.

Title: Carcosa Force

Link
Level: Average
Description: Using the dual archetypes “Byakhee” (WIND Fiends), whose job is to swarm and provide easy Synchro Materials, and “Carcosa Force” (WIND monsters), the Deck is made in honor of Hastur and his Yellow Mythos, which has been the basis for many of my projects, and the whole Deck is meant to support “Old Entity Hastorr” (and other “Entities”, but mostly “Hastorr”). The deck is also themed after the art of Paolo Leuteri and his “Druuna” series, which I have always connected with the Yellow Mythos.
Deck example link

Stats
  • Battle Focus: 2/5
  • Removal: 3/5
  • Disruption: 2/5
  • Lockdown: 1/5
  • Advantage Generation: 2/5
  • Versatility: 4/5
  • Consistency: 2/5
  • Defenses: 2/5
  • Recovery: 3/5
  • Grind: 1/5
  • Readability: 1/5
  • Style: 4/5
  • Difficulty: 2/5
  • Ace/Signature Card: Old Entity Hastorr

 

Title: Into the Darkwood

Link
Level: Advanced
Description: Descendants of the “Swambush” (which are in turn descendants of the “Vurko” which are in turn descendants of the “Entities”), the “Darkwood” are inspired by the horror video game “Darkwood” that I played about a year ago. In the game, running away from monsters in the woods often led to falling upon even more monsters, which was the basis for the deck’s main mechanic: When the opponent receives battle damage, the “Darkwoods” can Summon themselves from the hand. As always, the female members of the archetype are tuners (despite the deck having no Synchros of its own). The deck has a heavy emphasis on Fusions (I made them at a time when I loved “Lunalights”), and all the Maindeck “Darkwoods” trigger some kind of effect when used as Fusion Materials. The Spells/Traps will often trigger effects when battle damage is inflicted and all the ones that go to the GY on their own have some kind of protection they can give from the GY by banishing themselves. Needless to say, the deck can hit hard and fast, but it is still a combo deck that relies on inflicting damage, which is its greatest weakness. The deck has crossovers with many archetypes, including “Voodoo”. The deck’s endgame monster, “Age of Winter” was only recently created, and is a reference to the archetype that will follow after the “Darkwoods” lorewise, the “Eye Sage” (and so its effect). Your key-card in the Deck will most likely be “Darkwood Berserker” (in almost every game where I use them, he’s the one that grands me the win).
Deck example link

Stats
  • Battle Focus: 5/5
  • Removal: 3/5
  • Disruption: 2/5
  • Lockdown: 0/5
  • Advantage Generation: 1/5
  • Versatility: 3/5
  • Consistency: 2/5
  • Defenses: 3/5
  • Recovery: 4/5
  • Grind: 0/5 (while Darkwoods have good recovery, they slow down a lot after the start)
  • Readability: 4/5
  • Style: 5/5 (if I have made one Ace monster in all my customs, that’s Darkwood Berserker)
  • Difficulty: 3/5
  • Ace/Signature Card: Darkwood Berserker (The “Ace” entry in the stats was created almost exclusively for him. He’s big, he has horns and he wants to kill. What’s not to love?)
Tips
  • It’s called “Baaarsarkar!”, any other way to pronounce it is wrong.
  • Jokes aside, “Darkwood Berserker” is your go-to Fusion. I know that both “Age of Winter” and “Treant Tyrant” sound sweet with the lockdowns, but if the opponent actually has a turn for the lockdowns to matter to begin with, then things did not go according to plan. “Darkwood” go hard or go home (in body bags).
  • The Field’s readding is not once per turn. You generally want to add back the monster you used that had the highest ATK (the ones that actually generate advantage have lower ATKs in general), since you will likely be Specialling that monster in that very same BP to finish the opponent.
  • Related to the above, you might want to go for “Prophet of Terror” on your path to “Berserker”. The Trap add might not be that important, but you will still be keeping the high ATK “Darkwoods” in your hand thanks to the Field Spell, and “Prophet of Terror”‘s GY banish effect will add even more damage to the already high damage output (
  •  If you have to play first, it might be best to pass the turn completely and just hope you don’t get OTKed. Even just setting a monster for DEF is a waste of resources that could lead to OTK next turn. Do similarly for “Eye of the Woods”. Just to be clear, without disruptions, an average hand of “Darkwoods” can throw enough damage to the opponent to OTK… In a tag duel.
  • Multiple copies of “Direwolf” means multiple spell/trap destroys. You generally want to make sure the opponent has no backrow left by the time “Berserker” is ready to start maiming. If you have neither “Singer of Cosmic Horrors”, “Darkwood Stalking” or “Polymerization” in your opening hand, you can just use the Field Spell or the Continuous Spell, then Summon any “Darkwood” and turn it into “Predator”, adding “Poly”.
  • Naturally the ideal Summon for “Scent of Despair” is “King of the Woods”.
  • While “Singer”‘s readd sounds good, in reality 1)You want your Spells/Traps to stay in the GY with the exception of the Field Spell. 2)They are only hopts, meaning they will be useless for your turn. The main use of “Singer of Cosmic Horrors” is just searching “Poly”.
  • “Wendigo”‘s draw 1 is good but the card he just drew loses timing for being summoned from that same damage if it is a “Darkwood” monster. If you can, do not leave “Wendigo” as the last to attack if you do not already have other “Darkwoods” in your hand.
Gamehorizon Archetype Guide - Darkwood

A typical “Darkwood” monster: Effect to Special itself when a “Darkwood” inflicts battle damage, and an effect when used as a Fusion Material.

Title: The Endless

Link
Level: Average
Description: Inspired by white phosphorus and the severe burns it can cause, “the Endless” are a Zombie archetype (Tuners and Extra Deck monsters are Light Attribute, the rest Earth) focusing on outgrinding the opponent and feeling “endless” during the endgame. The Extra Deck monsters all have the word “Ash” in their name, in reference to them being the “original” Zombies of the archetype, created from humans who died due to the usage of white phosphorus and were reanimated by the “Old Entity of the Endless – Gla’ak”. A secondary theme of the deck is the undead cult of the Glaaki, from the Cthulhu Mythos, and its famous book, “Revelations of the Glaaki”, which is related to the “divination” mechanic some of the cards use. Every monster of the archetype can only be Summoned once per turn, in any possible way (that even includes Normal Summons). In exchange, the common mechanic of the archetype is: “If this card is destroyed and sent to the GY: Target 1 “The Endless” monster in your GY; Special Summon it.”. That even includes the very same monsters that were just destroyed, if one turn has passed since you Summoned them. You can use this effect, along with their individual effects, to slowly gather a toolbox in your GY, that you can basically tag out by suiciding them (either by attack, or by using your Spell/Trap effects to intentionally destroy them). In the endgame, if the opponent has no negation or banish effects and is only relying on brute force, they will have to go through Every. Single. Monster. in your GY to get to your LP, each turn. The Deck has crossovers with both “Voodoo” and “New Clears”.
Deck example link

Stats
  • Battle Focus: 3/5
  • Removal: 1/5
  • Disruption: 2/5
  • Lockdown: 1/5
  • Advantage Generation: 3/5
  • Versatility: 2/5
  • Consistency: 5/5
  • Defenses: 4/5
  • Recovery: 5/5
  • Grind: 5/5
  • Readability: 4/5
  • Style: 3/5
  • Difficulty: 5/5
  • Ace/Signature Card: The Endless – Darknight
Tips
  • Use “Voodoo Curse”‘es effect to quickly Special “Darknight” from your hand in response to your opponent’s Spell/Trap destruction effects. He will protect them.
  • Think hard if you actually want “War of Attrition” to return an “Endless” from the GY. More often than not, you would prefer them to stay in the GY.
  • Use “War of Attrition” on the opponent’s End Phase to tag out “Thrillerseeker”, so you get the free draw in the Standby.
  • Consider “Murmur of the Forest” X3. Your Field Spell can basically be an “Upstart”.
  • You can use “Stalker”‘s effect in preparation for either the Field Spell or the activated effect of “Forces of Decay”.
  • The Links 3&4 are good, but Summoning them requires swarming that “the Endless” don’t actually have in abundance (which is made to balance out the fact that you can tag them out afterwards for the rest of the duel). Quite often, it is in your best interest to stick to the small guys.

Title: Energies of the Arcana

Link
Level: Average
Description: One of my earliest decks ever, the cards are basically support to the already-released “Arcana Force” cards. While the deck works satisfactory, I am disappointed by the high number of cards I ended up creating, though it is unlikely that I will rework the deck in the future.
Deck example link

Stats
  • Battle Focus: 3/5
  • Removal: 1/5
  • Disruption: 0/5
  • Lockdown: 2/5
  • Advantage Generation: 2/5
  • Versatility: 2/5
  • Consistency: 2/5 (assuming you can get the correct coin tosses from the monsters, you can consider this 3/5)
  • Defenses: 1/5
  • Recovery: 2/5
  • Grind: 2/5
  • Readability: 3/5
  • Style: 5/5
  • Difficulty: 2/5
  • Ace/Signature Card: Arcana Force XV – The Fiend

Typical Endless monster, aka a part of the toolbox you gather in your GY and tag out by suiciding their pals on the field: An effect triggering on Summon and the common mechanic of reviving any Endless when destroyed, accompanied by the unique Summon restriction all Endless have.

 

Title: True Aliens

Link
Level: Average
Description: Also one of my first decks, though I am much more satisfied with this result. The effects are both simple and effective, while keeping to the original theme of aliens. The deck introduced my first “Singer of Cosmic Horrors”, which was a name I thought cool, next to “Priestess of Entities”. The first ended up being a small, loosely connected archetype of its own, that you can find in most of my decks that have “Entity” support in them. “A Ritual of Grand Convergence” was a prototype card that I knew from the start wasn’t a practical choice, but I just wanted to make it, in reference to Dead Space. Ultimately, I made “the Converging” to satisfy that creative need. Lorewise, the “Aliens” came into contact with “Old Entity Hastorr”, resulting in the new, more “demented” cards.
Deck example link

Stats
  • Battle Focus: 2/5
  • Removal: 5/5
  • Disruption: 3/5
  • Lockdown: 2/5
  • Advantage Generation: 2/5
  • Versatility: 5/5 (even without any customs, Aliens are one of the most versatile decks in the game)
  • Consistency: 4/5
  • Defenses: 1/5
  • Recovery: 3/5
  • Grind: 2/5
  • Readability: 2/5
  • Style: 4/5
  • Difficulty: 0/5
  • Ace/Signature Card: Alien Telepath (in a proper build he pops up WAY more often than you’d think)
Tips
  • Get “Patriarch” in your GY as soon as possible. “A” Cell Recombination Device” will not only do the job, but also provide the exact requirements for his instant resummon from the GY.
  • Another use for “A Cell Recombination Device” is ditching “Telepath”, then Summoning “Alien Ammonite”, and resurrecting it, using 1 of the counters to pop a backrow, Synchro for “Cosmic Fortress Gol’gar”, use another 2 counters to pop another card, and you still have a counter left for other effects.
  • “Deep Space Contact” is meant to Summon “Hastorr” more than other cards, then you can use him as a material for something else, allowing you to steal a monster.

 

Title: The Timeless

Link
Level: Weak
Description: “The Timeless” are an archetype of golems (Earth, Rocks) which gain effects the more “ancient” they become, based on the turn count. “The Timeless” unlock effects depending on the general turn count of the duel, similar to the “Final Countdown” card, on intervals of 5. At turn #15 the Deck reaches full power, and all 4 effects of each “Timeless” monster are unlocked. The deck has various ways to increase the turn count fast depending on the opponent’s actions. For the most part, you will be playing defensively until turn #10 (or more accurately, until the turn count reaches #10, it might still be the 4th-5th turn of the duel), when the “Timeless” will unlock their second effects and start getting more dangerous. At #15 you will start playing full aggro, with heavy beatsticks, protections and even some lockdowns. The maindeck monsters will boost themselves to exactly 2000 ATK/DEF with their own effects. 
Deck example link

Stats
  • Battle Focus: 3/5 (begins from 0/5, rises to full 5/5 with grind)
  • Removal: 2/5
  • Disruption: 1/5
  • Lockdown: 3/5 (starts from 0/5, rises with grind)
  • Advantage Generation: 1/5 (they only have 1 combo that generates advantage, but once you reach the required turn count, you’ll be doing it every single turn)
  • Versatility: 2/5
  • Consistency: 2/5 (your turn count boosters depend mostly on what the opponent plays)
  • Defenses: 3/5 (begins from 0/5, rises to full 5/5 with grind)
  • Recovery: 3/5
  • Grind: 5/5 (grind is basically the deck’s one and only purpose)
  • Readability: 4/5
  • Style: 5/5
  • Difficulty: 1/5 (good luck surviving enough turns for the deck to start really working)
  • Ace/Signature Card: Timeless Golem
Theme
  • The deck was actually inspired by my love for hiking in the sunburnt wastelands Greece calls “wilds”.
  • Also inspired by a movie I had once seen in Athens’ Planetarium (the names of all the monsters mean “Earth”, in various languages).
  • Each maindeck monster has the same ATK/DEF, referencing how they are golems and their defense is their attack.
  • The “Timeless” were the first archetype where I simply splashed one of the DM cards (in their case “Fissure” originally, then adding “Earthquake”) where it acted more as a bonus synergy card rather than the main focus of the deck, as I had done in the past.
  • Thanks to a few new crossover cards they have with the “Promised Land”, I think I might retroactively make them the final descendants (for now) of the “Vurko” timeline, being the evolution of the “Promised Land” (though I had originally made them much earlier and with no intention of including them in that lore).
  • The original concept was that as the turns passed, the monsters would start growing tentacles, influenced by their respective “Entity”, in the end turning to half-rock, half-plant monstrosities, in the final stages changing their Attribute/Type to Dark/Plant from Earth/Rock, but that time mechanic would have to work separately for each monster, which I didn’t like (it required keeping tabs on too many things).

 

An average Timeless monster: An effect he has anyway, +3 unlockable effects at the 5/10/15 turn intervals.

 

Title: Eye Sage

Link
Level: Average
Description: The descendants of the “Darkwood” (which are the descendants of the “Swambush” which are the descendants of the “Vurko” which are the descendants of the “Entities”), the “Eye Sage” (say the name out loud, you will get it) are Dark Psychic monsters, focusing on “freezing” the opponent’s cards, negating their effects (they differentiate between activated and non-activated effects) until the next Standby Phase. They also give the opponent’s cards minor effects that they can negate, triggering other effects, and in general play around the opponent’s field and the cards’ whose effects are partially negated. During each End Phase, the Field Spell will destroy and banish all cards with at least 1 negated effect, meaning effect negation is equal to destruction in the deck. With 3 card combos, the deck can completely “freeze” Monsters/Spells/Traps the opponent controls (one type for each combo). The Deck plays a combination of control and aggro, able to Summon high-level beatsticks easily that do lockdowns of their own.
Deck example link

Stats
  • Battle Focus: 2/5
  • Removal: 5/5
  • Disruption: 2/5
  • Lockdown: 5/5
  • Advantage Generation: 1/5
  • Versatility: 1/5
  • Consistency: 2/5
  • Defenses: 2/5
  • Recovery: 1/5
  • Grind: 2/5
  • Readability: 4/5
  • Style: 3/5 (while they are definitely cool for you, their playstyle can be understandably frustrating for the opponent)
  • Difficulty: 2/5
  • Ace/Signature Card: Eye Sage Cruel World (it was inspired by Necrovalley, you can expect it to be annoying)

 

Title: Venom

Link
Level: Weak
Description: Once again, support for a classic archetype, the goal being to use as few cards as possible. I would say it went pretty well.
Deck example link

Stats
  • Battle Focus: 3/5
  • Removal: 2/5
  • Disruption: 2/5
  • Lockdown: 2/5 (somewhat, and tied to disruption, basically monsters with 500 or less ATK the opponent has are useless, and with 1000 or less ATK are in danger constantly)
  • Advantage Generation: 3/5
  • Versatility: 2/5
  • Consistency: 3/5
  • Defenses: 4/5
  • Recovery: 2/5
  • Grind: 1/5
  • Readability: 5/5
  • Style: 5/5
  • Difficulty: 5/5
  • Ace/Signature Card: Venom Titanboa

 

I’m not a fan of “If this card is Normal or Special Summoned” as a text. I think it makes things too easy. Pick one and stick with it.

Title: Starfriends

Link
Level: Advanced
Description: “Starfriends” start the game as a simple cute animal deck, with a minor focus on discarding. Each of them has a passive GY effect for the mysterious “Starfiends”, which the opponent will probably assume is a misspelling of “Starfriend” upon seeing the deck for the first time… And then the deck will show its true face, with the true form of every “Starfriend” monster being an aspect of Nyarlathotep, named after a “holy war” conducted in the name of religion in mankind’s history. For example “Starfriend Crudy” is the fake form of “Starfiend of Crusade”. Ideally (and quite easily achievable) the “revelation” will happen after you have summoned 2-3 “Starfriends” on the field, by playing “Starfriend Face Tearing”, which does an 180 degree change in the artwork from cutesy to cosmically terrifying. The story is partially told by the 3 normal monsters, which are all stages in the life of a girl with psychic powers called “Sora”, who moved to a town far away from the big city where she had grown up. Each “Starfiend” requires its “fake form” to be in the GY in order to be Summoned, and they each have 3 effects: One effect for Summoning itself, one activated effect, and one lockdown effect. Most of the Spell/Traps support “Starf” monsters, so they will support both the fake, “Starfriend” forms, and the true, “Starfiend” forms of the monsters. The deck is pure evil, and you will love it for it.
Deck example link

Stats
  • Battle Focus: 2/5
  • Removal: 3/5
  • Disruption: 2/5
  • Lockdown: 5/5
  • Advantage Generation: 3/5
  • Versatility: 3/5
  • Consistency: 4/5
  • Defenses: 5/5
  • Recovery: 2/5
  • Grind: 2/5
  • Readability: 1/5
  • Style: 5/5
  • Difficulty: 0/5
  • Ace/Signature Card: Starfriend Face Tearing (Tsu Tsu! All aboard the “Oh, God, why?!” train!)
Tips
  • “Starfriends” You want to Special mostly are “Crudy” (spell/trap pop), “Jin” (monster pop), “Oor” (free add from the GY).
  • Same trick for tagging them out with “Starfriend Rescue!”
  • Discard “Raggy” to get “Sora” on the field fast, triggering the bonus effects of “Shooting Starfriends” and “Call to Starfriends”. You can then follow the combo by adding or Specialling “Starfriend Blitz”, who can then free-resurrect other “Starfriends”, triggering potential effects.
  • “Starfriend Oor” can trigger his add effect from his self-special.
  • “Starfriend Crudy”‘s GY passive bonus can stack. Get him in the GY X3 if possible.
Theme
  • Starfriend Crudy -> Starfiend of Crusade (LIGHT Attribute)
  • Starfriend Blits -> Starifiend of Blitzkrieg (EARTH Attribute)
  • Starfriend Jin -> Starfiend of Jihad (FIRE Attribute)
  • Starfriend Oor -> Starfriend of Oorlog (DARK Attribute)
  • Starfriend Raggy -> Starfiend of Ragnarok (WIND Attribute)
  • Starfriend Polly -> Starfiend of Polemos (WATER Attribute)
  • Starfriend Belly -> Starfiend of Bellum (LIGHT Attribute)
  • Starfriend Sora -> Starfiend of Sensou (LIGHT -> DARK Attribute)
  • Being lonely and with no friends in her new school, Sora started starwatching, wishing to the sky for friends. Nyarlathotep used this to take advantage of her psychic powers, tricking her into Summoning his aspects, which in turn corrupt Sora into “Starfiend of Sensou”. With each time passage, the initial “Twinkle twinkle little star” poem that is written as the flavor text of “Sora” becomes more distorted.

 

Title: Obyrinthian Nightmares

Link
Level: Weak
Description: Serving as a prototype for the “Dimensional Family”, this deck is support for the 5 vanilla “Clown” monsters, giving them a fusion series that needs them as materials, called “Obyrinthian”, which are Mesopotamian and Sumerian demons. There is one “Obyrinthian” for each specific normal clown (sharing its Attribute and sharing its stats +1000), requiring the specific clown as material + 1 other “Clown” Normal Monster. All the “Obyrinthians” requiring a specific material have an one-time destruction protection, and their effects are meant to work with each other, leading to OTKs. There are also the bigger “Obyrinthians”, requiring 3+ “Clown” Normal Monsters with different names (their effects get better the more materials that are required, going from 3 to 5).
Deck example link

Stats
  • Battle Focus: 4/5
  • Removal: 2/5
  • Disruption: 2/5
  • Lockdown: 1/5
  • Advantage Generation: 3/5
  • Versatility: 1/5
  • Consistency: 5/5
  • Defenses: 5/5
  • Recovery: 3/5
  • Grind: 4/5
  • Readability: 5/5
  • Style: 4/5
  • Difficulty: 2/5
  • Ace/Signature Card: Obyrinthian Asima
Theme
  • Lorewise, “Hostess of Nightmares” is meant to be the same monster as “Voodoo Showlady” (their connection shown in the Spell “Voodoo Dreams of Darker Deals”, connecting the 2 decks).
  • The idea is that the “Obyrinthians” are the true forms of the clowns, inspired by Stephen King’s “It” and its true form, a giant spider.
  • The deck has had a long history of revisions. In its initial version, it was a Super-Poly based Deck, which I found too cheap in the end, deciding to revamp the whole thing, though it cost the deck much of its power. It used to be Level: Advanced.
Gamehorizon Archetype Guide - Obyrinthians

Centipede looks: Check. One-time protection: Check. Effect that seems really underwhelming on its own but is meant to be used with other “Obyrinthians” to potentially OTK: Check.

Title: Taste of the Mooyan Spark

Link
Level: Average
Description: “Mooyan Spark” is an archetype of Water and Fire monsters, making the Spells “Mooyan Curry” and “Sparks” playable. Each monster triggers some kind of effect when “Mooyan Curry” (for Waters) or “Sparks (for Fires) is activated, with the most dangerous being the Normal Pendulum Monster “Nina”, and her mandatory, non-targeting destruction triggering every time “Sparks” is activated. Many of its cards can also increase the healing/damage done by “Mooyan Curry” and “Sparks” respectively, making them actually viable stat changers in the duel. The signature card of the deck is “Grand Arrival of the Mooyan Spark”, which is an ideal opening card in every duel.
Deck example link

Stats
  • Battle Focus: 2/5
  • Removal: 5/5
  • Disruption: 2/5
  • Lockdown: 0/5
  • Advantage Generation: 2/5
  • Versatility: 3/5
  • Consistency: 4/5
  • Defenses: 1/5
  • Recovery: 4/5 (all the Fire monsters have 200 DEF, ~wink wink~)
  • Grind: 5/5
  • Readability: 4/5
  • Style: 5/5
  • Difficulty: 1/5
  • Ace/Signature Card: Nina, Third Princess of the Mooyan Spark (click, click, boom)
Theme
  • The family tree is: Mother: Edurne, Queen of the Mooyan Spark, Father: Bourkan, King of the Mooyan Spark, First child: Vezuvia, Princess of the Mooyan Spark, Secondborn: Iason, Prince of the Mooyan Spark, thirdborn: Celosia, Second Princess of the Mooyan Spark, fourthborn: Nina, Third Princess of the Mooyan Spark.

 

Title: Deadline of the Yamimakai

Link
Level: Elite
Description: Based on the “Limit Break” mechanic of Vanguard, the “Yamimakais” are a fiend kingdom, which is growing insane by the “Entities”, switching from organized military to bloodthirsty frenzied mobs of mutated monsters, relying more on rituals and ceremonies than battle tactics (you can read some of the details from the flavor texts of the normal monsters). As a sidenote: Many of the deck’s images are taken from the anime movie “Angel’s Egg”, which is just amazing, and one of the most inspiring things I have ever seen, even if I have no idea what I saw. The deck focuses heavily on Normal Monsters, which are used as materials for the Synchros (which are also treated as Normal Monsters), as well as treating them as a resource for many effects. “Yamimakais” unlock more effects the lower your Life Points are (basically the reverse of the “Hounts”, which were created much later), going into killing frenzies. The deck revolves heavily around the Field Spell, “Yamimakai” (though it can work easily without it as well), which also unlocks more effects the lower your Life Points get, the most iconic of which being that at 500 or less LP, all damage you receive is reduced to 0. This means you will be intentionally playing suicidally, reducing your LP continuously with the “Yamimakai” effects (all of which cause you damage when activated), so that when you are 1 step away from “death” you are actually playing the deck at its maximum power.
Deck example link

Stats
  • Battle Focus: 4/5
  • Removal: 3/5
  • Disruption: 3/5
  • Lockdown: 2/5
  • Advantage Generation: 4/5
  • Versatility: 5/5
  • Consistency: 5/5
  • Defenses: 5/5
  • Recovery: 4/5
  • Grind: 5/5
  • Readability: 3/5
  • Style: 5/5
  • Difficulty: 0/5 (you’re basically killing yourself to play this)
  • Ace/Signature Card: Yamimakai
Gamehorizon Archetype Guide - Yamimakai

A later addition to the Yamimakais, now following the format my other bullet-point archetypes follow.

 

Title: Succubus Party

Link
Level: Advanced
Description: The succubi are a series of Pendulum Monster “hostess” anime girls in the “entertainment” industry, having their very own fun house, “Succubus Castle of Sweet Dreams”. They can work their effects when the opponent’s monsters are “sleeping” (aka when they are in Defense Position), and can heavily recycle “Block Attack” to make that happen, with each Spell/Trap in the GY improving its effects when activated. The deck also features heavy anti-Link themes, for obvious reasons, with the “Succubi” putting various lockdowns on Links. Despite my efforts to make the effects as simple as possible, the deck might have still ended up being a bit too complicated, and opponents are likely to get headaches once they are done admiring how a deck relying on “Block Attack” as its signature card is actually beating them. “If you don’t go left and right, we don’t go up and down.”
Deck example link

Stats
  • Battle Focus: 2/5 (make it 5/5 if you include the ability to put your opponent’s monsters in DEF)
  • Removal: 1/5
  • Disruption: 2/5
  • Lockdown: 2/5
  • Advantage Generation: 3/5
  • Versatility: 0/5 (you will be making the same plays every duel)
  • Consistency: 4/5
  • Defenses: 4/5
  • Recovery: 2/5
  • Grind: 5/5 (the more Spells/Traps you gether in your GY, the better “Block Attack” becomes, also as a Pendulum Deck is has a natural advantage)
  • Readability: 1/5
  • Style: 5/5 (not only is it a deck based on “Block Attack”, it is chock-full of anime girls)
  • Difficulty: 0/5
  • Ace/Signature Card: Succubus Nap Time (gives the deck incredible flexibility and protection) (also loli butt)
Tips
  • “Succubus Nap Time” gives you crazy versatility. Get it as soon as possible (the Field Spell can add it). Also it has a cute loli butt on it. I am just mentioning it. It’s a part of the strategy.
  • “Tutoring” is meant to add “Party” more than the Field Spell, as it provides the requirements for “Party” to get you to +1, setting the scales straight from the Deck. It doesn’t really matter what you will be giving the opponent. If the opponent already had another Defense Position monster or you have easy access to “Block Attack and a target for it, you might want to set “Narkissa” as a scale, since she will be giving you a free monster add.
  • The point of “Relaxation Bath”‘s GY effect is that it cuts the targeting from “Block Attack”.
  • You can chain “Nap Time”‘s effect to “Yerazig”‘s monster effect, saving the targeted “Succubus” card.
  • “Aislin” is your ideal Scale 2 and a prime contender for best girl.
  • While controlling “Zlota”, if your opponent plays a spell/trap while they control no monsters, you can chain “Ialu, the Succubus Surprise” (which can be done from your hand too if you have scales), allowing you to negate it.
  • The main advantage of “Amets” (Pendulum Rank 5) is that she can recycle your banished “Block Attack” (which, lets be real, you only play 1 of).
  • If you Summon “Vision” fast (which you can with “Amets”), you can deal some heavy burst with your “Block Attack” effects.
Theme
  • The Succubi all have female names that mean “dream” or “sleep” in various languages.
  • “Ialu, the Succubus Surprise” is the only unisex name, chosen because he is a Trap (in more ways than one). His name is also a referrence to the opening theme of Blend S.

Title: Road of Blood

Link
Level: Weak
Description: A Synchro deck consisting of Light Zombies and plenty of Spells (Blood Magic). Almost all of the Spells have a single effect with a large LP cost to be paid, which can be ignored if you control a Zombie Synchro monster. Nearly all of the monsters are related to the use of Spells, usually in the form of banishing them from the GY to trigger various effects. Most of the deck’s cards are generic, working in a similar manner as “Deep Sea Chorus”, where they can work both as a deck on their own, or as techs in other decks. If the Deck has a strong point, that’s consistency.
Deck example link

Stats
  • Battle Focus: 2/5
  • Removal: 2/5
  • Disruption: 2/5
  • Lockdown: 1/5
  • Advantage Generation: 3/5
  • Versatility: 5/5
  • Consistency: 4/5
  • Defenses: 3/5
  • Recovery: 2/5
  • Grind: 5/5 (only in the sense that “Bloods” don’t invest much to begin with)
  • Readability: 3/5
  • Style: 3/5
  • Difficulty: 3/5
  • Ace/Signature Card: Blood Tyrant (basically Emperor from the pic below, I changed his hame)
Tips
  • “Blood Pool” searches the Field Spell -> the Field Spell searches “Blood Countess” -> “Blood Countess” can free-special herself because you have “Blood” Spells face-up.
  • “Blood Shaper” + “Blood Siphoning” + a Level 2 Tuner that can be Special Summoned = 2 draws.
  • As fun as “Blood Magister” is, “Stardust Charge Warrior” and “Coral Dragon” are probably better replacements for him, as you will be getting free draws.

 

Archetype Collection - Yugioh

 

Title: The Dimensional Family & Ancient Fiends Decks

Link
Link 2
Level: Advanced
Description: The “Dimensional Family” are a series (not an actual archetype) of Dark Fiend Fusion support. aiming to support other decks rather than be a deck on their own, acting as an engine. Looking like your average nightmare fuel, the “Dimensionals” will trigger a variety of effects related to Dark Fiend Fusions/Links, while also locking you to said Attribute/Type combination for the rest of the turn. The cards were mostly created as support for the “Ancient Fiends” fusion series. Each of the “Ancient Fiends” Fusions requires 2 specific, DM era Dark Fiend Effect Monsters as materials, and their stats (Level, Atk, Def) are the sum of the materials’ stats. Their effects are also a combination of the basic effects of the materials. The Fusions are made for pairs of 5 specific Fusion Materials, each material being required in at least 2 Fusions. Each of the links below is a using a different set of 5 materials. Though the support from the “Dimensional Family” is the same, the recipes of each deck are different, based on what the Fusions do.
Deck example link
Deck example link 2
Deck example link 3
Deck example link 4
Deck example link 5
Deck example link 6

Stats
  • Battle Focus: 1/5 (can rise up to 5/5, depends on the Ancient Fiends deck used)
  • Removal: 1/5 (can rise up to 5/5, depends on the Ancient Fiends deck used)
  • Disruption: 1/5 (can rise up to 5/5, depends on the Ancient Fiends deck used)
  • Lockdown: 1/5 (can rise up to 5/5, depends on the Ancient Fiends deck used)
  • Advantage Generation: 2/5
  • Versatility: 5/5
  • Consistency: 4/5
  • Defenses: 1/5 (can rise up to 5/5, depends on the Ancient Fiends deck used)
  • Recovery: 3/5 (can rise up to 5/5, depends on the Ancient Fiends deck used)
  • Grind: 1/5
  • Readability: 0/5
  • Style: 5/5
  • Difficulty: 0/5
  • Ace/Signature Card: Dimensional Skin Wearer (depends on the recipe though)
Tips
  • “Dimensional Carcass Watcher” normalled -> “Testament of the Old Fiends” -> You get the free draw. -> use “Testament of the Old Fiends” for either a “Dimensional Spine Replicator” or “Dimensional Limb Gainer” -> get a free Special from the Deck -> In the case of “Limb Gainer” he can add a Spell for free, in the case of “Spine Replicator” he can either act as a Fusion Material (along with that other Fiend you just free Specialled from the Deck giving you access to practically any of the materials-specific Fusions) OR be used as a material for “DImensional Vitality Feaster”, possibly triggering all 3 of his effects.
  • “Stalking” was originally created to prevent your own Fusions needing “Nuvia” from self-destructing. Same goes for the Field’s free draw 1 and the banish effect of “Feast for Worms”.
  • “Spine Replicator” and “Carcass Watcher” are meant to work together. While you have both of them in the GY along with a Dark Fiend Fusion with specific materials (way more likely than it sounds), you will first banish “Carcass Watcher” targeting that Dark Fiend Fusion, then banish “Spine Replicator” also targeting that Dark Fiend Fusion, which will let “Carcass Watcher” free-special himself from banished, effectively going +2.
  • “Limb Gainer” can add “Instant Fusion”, which in turn can Summon “Spine Replicator”.
  • “Skin Wearer”‘s self-return was made with the Fusions that require “Big Eye” in mind.
  • The Field Spell can add back “Fusion Recovery” (which is searchable with “Limb Gainer” by the way).
  • If the opponent plays with a battle-focused Deck, you might want to get “Flesh Taster” in the GY as soon as possible.
  • “Brain Creditor” can either be used to dodge your opponent’s targets, or boost the damage you can deal. (imagine using him on “Darkwood Berserker” for example after the original has attacked for the turn.

 

Title: The Promised Land

Link
Level: Weak
Description: The descendants of “Eye Sage” (“Entities”->”Vurko”->”Swambush”->”Darkwood”->”Eye Sage”->”Promised Land”), these desert titans hunt the poor survivors of the “Eye Sage”, who moved from one apocalypse to another. The name “Promised Land” is ironic, paralleling the Jews’ escape from the Egyptians, in the Bible. Whereas the Jews were promised a land of “milk & honey” for their suffering at the hands of the Egyptians and that was delivered to them, the people who survived during the harsh “Eye Sage” apocalypse, promised their children a land of paradise, once the “Eye Sage” was over. However, what followed the freezing cold temperatures were burning hot ones, the landscape transforming into an endless desert, ruled by gigantic predators. The name “What Comes After Winter” is a reference to that, and so is the effect of the Continuous Trap, using the main mechanic of the “Eye Sage” for effect negations till the Standby. All the monsters’ names, except for the Tuners, are synonyms for “despair”, in the same manner that the “Nothingness” monsters were named after “peace”. The “Promised Land” mechanic is that effects trigger when the monsters switch from Defense to Attack Position. All non-Synchro monsters share the mechanic of triggering an additional effect when they are used as Synchro Materials. Keep in mind that the Archetype uses no effects whatsoever to add cards from the Deck, specifically so you can run “Mistake” in it X3.
Deck Example Link

Stats
  • Battle Focus: 3/5
  • Removal: 3/5
  • Disruption: 3/5
  • Lockdown: 3/5
  • Advantage Generation: 2/5
  • Versatility: 3/5
  • Consistency: 2/5
  • Defenses: 3/5
  • Recovery: 3/5
  • Grind: 3/5
  • Readability: 1/5
  • Style: 3/5
  • Difficulty: 2/5
  • Ace/Signature Card: Despair King of the Promised Land
Tips
  • A lot of effects include Specialling monsters, which may sound like the Deck can swarm, but that is far from accurate. On average you will be having a Link 1 and a Synchro per turn.
  • “Hermit” (the Link 1) and “Eternal Suffering” (the second lvl 9 Synch) basically block the opponent from attacking completely.
  • “Despair King” will be your go-to. Considering the amount of custom decks that utilize banishing, he will also be your temporary “Imperial Iron Wall” until you draw your actual one.
  • “Distress Golem” has 2 effects related to banishing, so despite being a good Level 8 Synch to easily go to, it is probably best if you avoid it, as your own “Imperial Iron Wall” will be blocking it.
  • While the obvious trick with “Hermit” is that he can help trigger the Defense to Attack effects of your “Promised Land”s, remember that you can just use him on the opponent’s monsters.
  • “Hermit” will be probably summoned using the Level 6 monsters.
  • A bit too ambitious, since the Tuners are all Level 2 and the Level 7 “Promised Land”s don’t Special themselves from the hand, but 2 copies of “Anguish” basically means the opponent can’t target anything with card effects.

 

Gamehrozion Archetype Guide - Dimensionals

If only people learnt to get past the looks and appreciate the inner beauty of the Dimensionals…

Title: Advent of the Vylswarms

Link
Level: Elite
Description: The very first deck I ever created, the “Vylswarms” are born a few years after the original Duel Terminal storyline ended. With the technology of the past archetypes being long since gone and the world operating mostly on magic, a single researcher and loner manages to bring back an offline robotical unit, which he believes to be “Ally of Justice” tech. After the unit tricks him into connecting it with other robotic parts that have been gathered as scraps, it reveals itself to be the remains of “Vylon Desigma”, which, during its last moments as the last of the “Vylon Core” finally comprehended the fear of death, and from there “life”, completely fusing with the “Lswarm” virus, becoming the “Vylswarm Core”. The “Vylswarms” are fusions of organics and machines, creating semi-mechanical angel-like beings that spread the virus on bodies they deem worthy, purging the rest, acting as both a singular AI unit and as separate “Lswarm” souls. The “Vylswarms” are themed after the 10 Plagues of Egypt of the Old Testament. They are always treated as both “Vylons” and “Lswarms” taking advantage of all the support of both, maintaining the Equip Spell mechanics of the “Vylons” and the swarming and lockdown mechanics of the “Evilswarms”, along with their “Infestation” cards. The deck is also used by the female lead/final villain, Sena, of an alternative Yugioh storyline I’ve written for some time now, called “Yugioh Elite” (which I am hoping to one day release as a single player campaign mode forYugioh Pro).
Deck example link

Stats
  • Battle Focus: 4/5
  • Removal: 4/5
  • Disruption: 3/5
  • Lockdown: 4/5
  • Advantage Generation: 5/5
  • Versatility: 5/5
  • Consistency: 5/5
  • Defenses: 5/5
  • Recovery: 5/5
  • Grind: 3/5
  • Readability: 1/5
  • Style: 5/5
  • Difficulty: 0/5
  • Ace/Signature Card: Vylswarm Herald of Horror (The name fits her.)
Tips
  • “Cube” and “Cacophony” = “Alpha”. Beforehand, equip an Equip Spell on “Vylon Cube”. After he is Synchro Summoned, “Cube”, “Alpha” and the Equip Spell will trigger their effects, getting back the Equip Spell from the GY and adding 2 more from your Deck (and also potentially free-equipping a Union from the GY if you had the setup for that).
  • “Crimson Reaver” basically includes the effect of “Vylon Matter” in him (though he does not give you the option to just destroy something with that effect). (then again he also has the effect to destroy a spell/trap, so that makes up for it.
  • “Knight of Purity” uses: 1)”Knight of Purity + “Cacophony” (taking into account that you can also use “Cacophony”‘s effect either on itself or “Knight of Purity”) = any “Vylon” Levels 1 to 4. 2)”Knight of Purity” + Level 4 “Vylon” = All Level 4 “Vylons”, 3)”Knight of Purity” + “Lyce”/”Tetra” = “Cacophony”. 4)”Knight of Purity” + “Firstborn” = “Cube”/”Stella”. 5)”Knight of Purity” + “Crimson Reaver” = “Herald of Horror”/”Sphere”.
  • “Knight of Purity” using his effect on a Level 4 gets you enough materials for any of the “Evilswarm” Xyzes. There are plenty of toolkit options in there, though you likely want to avoid “Ophion”, as he can block future Special Summons in a Synchro-based Deck like yours. (though if you just use his materials early enough he will simply be a wonderful lockdown for a single turn & a free searcher).
  • Get “Croaker” in the GY as early as possible. He will be a free Level 4 for the rest of the Duel.
Theme
  • Vylswarm Herald of Horror = Moses. Also the duel spirit tied to Sena since she was a child in the story I’ve written, who is trying to use her to gain access to the human world and spread the virus from there. Whenever Sena gets too excited during duels and her connection to the spirit world strengthens, she inherits more elements of Herald’s behaviour, including the disappearance of her pupils and preferring to take her shirt off, tying it around her waist like a skirt, wearing only a bra above, which makes her look more like a priestess. Whenever the pseudopossession starts, the echo of a trumpet can be heard, the same one that Herald of Horror uses when activating its effect on Summon, signaling the arrival of the Vylswarms. (In the original testament, God had Moses create 2 of the 7 trumpets of the apocalypse. In the Vylswarms’ case, one of the two is used by “Moses” herself, beginning said apocalypse.)
  • Vylswarm Serpent Tentacle = Moses’ rod, which could turn into a snake. The Pharaoh’s Magicians could also replicate it.
  • Vylswarm Cacophony = The Pharaoh’s magicians and advisors. Both of Sena’s parents were turned into Cacophonies when Sena was possessed by Herald of Horror as a child, later shot to death by police while they were were transforming and their connection to the Lswarm spirits was yet unstable.
  • Vylswarm Knight of Purity = Pharaoh Ramses II, who tried to reduce the numbers of Jews in Egypt fearing an uprising (though in the Vylswarms’ case, he sides with the Vylswarms rather than against them, and is in fact purging those who the Vylswarm spirits deem unworthy of being hosts). Mass-produced and the main soldiers of the Vylswarm army, along with the Cacophonies.
  • Vylswarm Crimson Reaver = The 1st Plague, the turning of Nile’s water to blood. (yes, I know the pun is great)
  • Vylswarm Croacker = The 2nd Plague, the swarm of frogs.
  • Vylswarm Lyce = The 3rd Plague, the infestation of lice. Also the process of going through lysis, which destroys cells, a common part of most viruses (like the “Vylswarm” virus). (also also it sounds like “lies”)
  • Infestation Rampage = The 4th Plague, the herds of wild animals rampaging.
  • Vylswarm Plague Emitter = The 5th Plague, the pestilence.
  • Vylswarm Disease = The 6th Plague, causing boils and blisters.
  • Vylswarm Fiery Hail = The 7th Plague, the fiery hail.
  • Vylswarm Locust = The 8th Plague, the swarm of Locusts.
  • Vylswarm Night of Horror = The 9th Plague, the long darkness.
  • Vylswarm Firstborn = The 10th Plague, the death of the firstborn.
  • Vylswarm Lablamp = The lamps that the Jews sacrificed, and whose blood painted their doors, sparing them.
  • Vylswarm Exodus = The escape of the Jews from Egypt.
  • Splitting of the Infestation = The splitting of the Red Sea.
  • Vylswarm Flood = The drowning of the Pharaoh’s soldiers.
  • Vylswarm Voice of Horror = The God of the Old Testament, guiding Moses. In the case of the Vylswarms he is the Vylswarm Core, directly descending from Vylon Desigma, sending Herald of Horror to prophesize its arrival.
  • Vykswarm Commandment = The 10 Commandments, written in Stone.

 

 

Title: Vora

Link
Level: Weak
Description: A play on the words “Loa” and “-vore”, “Vora” are the Spirit archetype successor of the “Voodoo” ladies, who have made a deal with the Loa “Papa Ghede” (as shown in the art of “Vora Loa Merge” and “Vora Epiphany of the Voodoo”), changing from mere summoners to vessels of the Loa spirits, becoming half-spirit hybrids themselves. “Vora” are all DARK Warriors/Spellcasters, with no Extra Deck monsters (it is suggested that you run “Pot of Extravagance”, see the deck example). Getting rid of the End Phase bounce, “Vora” instead have an auto-return to hand effect whenever they are targeted by an opponent’s card or effect (this is not optional). This doubles both as a dodge, but also as a way for the opponent to play smart, essentially turning all his targeting effects to “Compulsory”s. The Spells/Traps all have 2 effects, 1 simple effect and a supercharged version of it, that can be triggered by shuffling 3 copies of the same Spell/Trap card from your GY into the Deck. Many of the monsters focus on quickly dumping Spells from the Deck to the GY, while “Vora Agwe” will deal with most annoyances in combination with your Spells.
Deck example link

Stats
  • Battle Focus: 2/5
  • Removal: 3/5
  • Disruption: 0/5
  • Lockdown: 0/5
  • Advantage Generation: 2/5
  • Versatility: 1/5
  • Consistency: 5/5 (to be clear, they don’t do much, it’s just that they do what they do regularly)
  • Defenses: 2/5
  • Recovery: 4/5
  • Grind: 3/5
  • Readability: 5/5
  • Style: 2/5
  • Difficulty: 4/5
  • Ace/Signature Card: Vora Agwe (she’s not a complicated girl)
Tips
  • The point of “Epiphany of the Voodoo” being a Quick-Play is to Special “Gran-Bwa” on your opponent’s turn. “Ti-Jean” is also a perfectly viable target, especially if Specialled in the Battle Phase, effectively being a “Marshmallon”.
  • “Duballah”‘s second effect is meant to restore your ability to super-charge your Spells if the opponent plays it smart (for example with D.D. Crow).
  • The boost from “Preparations” is permanent (well, as permanent as can be in a deck where all your monsters will compulsory themselves if targeted.
  • Technically “Vora Studies” can add itself, though it is unlikely that you will ever need it to do that.
  • Your Extra Deck is mostly there to be used by “Pot of Extravagance”. “Vora” don’t have enough swarming to lead to higher Links.

 

 

An example of a Vora Spell: A simple effect and a charged version of it by shuffling 3 copies of itself from the GY into the Deck. (Will probably put an extra requirement for you to control a “Vora” monster to trigger this one’s GY effect in the future).

 

Title: Expansion of the Gravemind

Link
Level: Average
Description: “Graveminds” are a DARK Plant Xyz-based archetype that take their name from the leader of the Halo flood, though the inspiration came mostly from rewatching the movie “The Ruins” (which is for me is massively underestimated). “Graveminds” are single-minded collections of fungi, all growing out of corpses. This is reflected in their first common mechanic: The ability to Special themselves from the hand by banishing a Level 4 from either GY. The archetype uses a bit of Level manipulation to make this more viable, but I have put most of the focus into triggering their second mechanic. The second common mechanic of the monsters is that all trigger an “X” effect when Specialled from the GY. Both effects are hopts, the text written in the same format as the “Burning Abyss”, and you can only choose 1 of them per turn. Initially I considered making them Zombies, but ultimately decided against it (mostly because we already have an overabudance of Zombie monsters with a Special from GY focus. Thanks to many of the “Gravemind” cards being generic Plant support instead of archetypal cards, the deck enjoys a lot of fun plays, especially with the sevely underestimated “World Carrotweight Champion” (which for me should be at least an X1 in every single Plant deck). Their Level 4 “Singer of Cosmic Horrors” also helps with Summoning level 8 Synchro bosses like “Beelze”, and in general the deck is quite versatile, though it has a relatively limited summoning potential (on average 2 Level 8 Synchros per turn is as far as it goes).
Deck example link

Stats
  • Battle Focus: 3/5
  • Removal: 4/5
  • Disruption: 2/5 (mostly with the generic lvl 8 synchs you’ll be summoning, like “Borreload Savage Dragon”)
  • Lockdown: 0/5
  • Advantage Generation: 1/5
  • Versatility: 4/5
  • Consistency: 3/5 (if you don’t somehow get Singer of Cosmic Horrors you’re f@cked. Fortunately, it’s easy to get her.)
  • Defenses: 1/5
  • Recovery: 5/5
  • Grind: 2/5
  • Readability: 5/5 (perfectly simple yet functional)
  • Style: 4/5
  • Difficulty: 4/5
  • Ace/Signature Card: Gravemind Singer of Cosmic Horrors (your one and only Tuner, and she is Level 4)
Tips
  • The Counter Trap just requires a “Gravemind” card, not a monster. The Field Spell will do.
  • Your “Singer of Cosmic Horrors” is your main playmaker. Think carefully about which of her effects you want to trigger in each situation.
  • Try to get “World Carrotweight Champion” as early as possible in your GY. “Litanio” can help with that.
  • With appropriate GY setup: Summon any “Gravemind” -> go for the Link 1 -> use the Link 1’s effect (potentially only using useless MSTs and other generic Spells/Traps from your GY) to resurrect your “Singer of Cosmic Horrors” -> resurrect “World Carrotweight Champion” by ditching the Link 1 -> Synchro into 8 (I understand it’s not that mind-bending, but it’s still a Synchro 8 with only 1 card from your hand/field).
  • The Field Spell doesn’t target. It can resurrect the very monster you just discarded (provided the GY already had an appropriate monster to be summoned).
  • Always keep a copy of “Anastasis” in your GY, no matter how tempting it is to just ditch it for “Fidelium”. “Ludibrium” can get you back that copy later, allowing more plays.

Title: Pack Fillers

Link
Link2
Description: Generic cards I have created, not meant to be used in any specific deck. The list will be updated every time I make new generic cards.

 

Yugioh-Guide Gravemind

A typical “Gravemind” monster: The self-Special from the hand by banishing a monster of the same Level, and the effect triggering when Summoned from the GY.

 

Title: Triangle of Doom

Link
Level: Weak
Description: With obvious inspirations from the Bermuda Triangle and “Hazy Flame”s as a prototype, “Triangle’s” is a series instead of an archetype, consisting of Level/Rank 6 WATERS. Their gimmick is that if an opponent’s effect that targets them were to resolve in a column with no Spells/Traps of theirs, that effect is automatically negated. The difference from “Hazy Flames” is that you are basically baiting your opponent, making them Set/Activate cards in your monsters’ columns so they can do their targeting effect, only for you to chain MST or something similar, getting rid of 2 cards for the price of 1, as the targeting effect fizzles.
Deck example link

Stats
  • Battle Focus: 1/5
  • Removal: 3/5
  • Disruption: 3/5
  • Lockdown: 1/5
  • Advantage Generation: 0/5
  • Versatility: 0/5 (1 Rank 6 Xyz per turn is about all you’ll get)
  • Consistency: 3/5
  • Defenses: 3/5
  • Recovery: 1/5
  • Grind: 1/5
  • Readability: 4/5
  • Style: 2/5
  • Difficulty: 4/5
  • Ace/Signature Card: Triangle’s Bake-Kujira
Tips
  • The Deck’s empasis on Spell/Trap destruction makes it ideal for “Crucible of Disaster” (see Deck example). It basically turns your MST effects into negates.

 

Title: Toxoplasma

Link
Level: Weak
Description: Having collected slime images for a while, I wanted to empty my image folder, and that’s how I came up with the “Toxoplasma” series (again, not an archetype). Themed after the acidity of slimes, and “the Blob” movie from the 80s, and the “Toxoplasmosis” disease, every single one of their names is a pun (with the best one being naturally “Toxoplasma Kono Idaski Da!”, which doesn’t actually play well with the rest of the deck, but it’s super fun. The common mechanic of the monsters is: “Gains 200 ATK for each “Slime” Normal Monster in your GY. If this card battles a monster, after damage calculation: Destroy that monster.”, which is basically “deathtouch from MTG”. “Toxoplasmas” use the 3 “Slime” Normal Monsters (“Change Slime”, “Humanoid Slime” and the recently recruited “Slime Toad”) as ammunition, triggering a variety of effects. They act more as a Rank 4 engine, and they take full advantage of the “Slime” Normal Monster status (Faustian Bargain is an amazing card that I run in “World Chalice” irl too).
Deck example link

Stats
  • Battle Focus: 3/5
  • Removal: 3/5
  • Disruption: 1/5
  • Lockdown: 1/5
  • Advantage Generation: 3/5
  • Versatility: 3/5
  • Consistency: 3/5
  • Defenses: 2/5
  • Recovery: 3/5
  • Grind: 3/5
  • Readability: 5/5
  • Style: 4/5
  • Difficulty: 3/5
  • Ace/Signature Card: Toxoplasma Tachyzoite

Keep in mind that neither of this card’s effects are OPT.

Title: Gravebirth

Link
Level: Average
Description: The evolution of “Gravemind” from above, “Graveborn” are humans reanimated by the “Gravemind” fungi, unable to die and suffering eternally as the mushrooms grow off their corpses. Their names are latin variations of the word “scream” or “pain”. All the Graveborns are Level/Rank 8 DARK Plants, locking you to that Level/Rank during the turn you use them. All the maindeck mosnters have 2 effects: 1)A generic summoning condition. 2)A self-reanimation whenever you Special a DARK Plant (that will need to be Level/Rank 8 due to their restriction) from the GY. They’re basically a Rank 8 Xyz Deck, and Dangers! compliment them well.
Deck example link

Stats
  • Battle Focus: 2/5
  • Removal: 3/5
  • Disruption: 1/5
  • Lockdown: 2/5
  • Advantage Generation: 2/5 (basically your one Specialled Plant from the GY becomes ALL the Plants in your GY)
  • Versatility: 2/5
  • Consistency: 3/5
  • Defenses: 3/5
  • Recovery: 4/5
  • Grind: 3/5
  • Readability: 5/5
  • Style: 2/5
  • Difficulty: 1/5
  • Ace/Signature Card: Graveborn Mastix
Tips
  • “Dolor” is your ideal “Tormentum” target.
  • Since all of them are hopts and with the help of “Danger!”s you will be dumping them quickly, the idea of “Affliction” is to make use of the extra copies for free Summons.
  • Keep in mind that if you have 2 copies of a “Graveborn” and you resurrect one of them with another card (say with “Monster Reborn”), the second copy still in the GY can be resurrected off itself.
  • “Amentia”‘s self-recursion is not optional. The moment he hits the GY (say, when he is detached as a Xyz Material), as long as the condition is fullfilled, he will then immediately add himself back, in a new chain.
  • “Tormentum”‘s own effect can also protect itself.
  • Basically, if “Mastix” discards a “Graveborn” to target another “Graveborn”, then the discarded “Graveborn” will self-resurrect as soon as the first chain ends.
  • You can use “Onus”‘es effect to Summon “Danger!”s if you feel like it.

 

Title: Orcess

Link
Level: Weak
Description: Having collected a few images too many of green chicks in my images folder, I decided to turn my old “Junior Orcess” and “Senior Orcess” into a small archetype. The main mechanic is related to your monsters not dealing battle damage, triggering various effects, and as a secondary theme, discarding cards as costs. Small texts, old-school battle-focus and green babes. As a minor theme, the Level 6 monsters are Spellcasters, while all the others are warriors.
Deck example link

Stats
  • Battle Focus: 3/5
  • Removal: 1/5
  • Disruption: 1/5
  • Lockdown: 0/5
  • Advantage Generation: 0/5
  • Versatility: 2/5
  • Consistency: 2/5
  • Defenses: 1/5
  • Recovery: 1/5
  • Grind: 1/5
  • Readability: 5/5
  • Style: 2/5
  • Difficulty: 2/5
  • Ace/Signature Card: Junior Orcess
Tips
  • “Brawler Orcess”‘es effect is meant to disable “Senior Orcess”‘es attack restriction.
  • If possible, keep “Orcess Scouting” for your turn, so you get its boosts (which are permanent). Alternatively, use it to add “Senior Orcess” in your opponent’s BP, then immediately special her with her effect.
  • “Dedicated Orcess” is not once per turn (though you cannot chain her effect to itself). If you have the cards to discard and enough attacks to go on, you can use “Orcess Brawler”‘s effect to get rid of your opponent’s entire hand.
  • Given how many discards you will be doing, even if you will be ultimately skipping a few of them with the Cont Spell and the searcher Normal Trap, you might want to tech a few cards that generate advantage for you when discarded as costs. “Fables” come to mind, and “Dangers” after that (due to “Magus Orcess” the “Fables” might be a better choice, since they are not opt).
  • Use “Enchanter Orcess”‘es second attack gain for a monster equipped with “Orcess Meditation”, so you get a second draw.
Gamehrozion Archetype Guide - Orcess

Futuregamer’s archetypes have something for everyone: Angel babes, goth babes, black babes, green babes, unholy abominations from other dimensions… Oh, lets make some drider babes too!

 

Title: Allmity Court

Link
Level: Weak
Description: The “Allmity” are a small archetype of Insect Pendulum monsters, themed after the American court system. The main mechanic is Specialling monsters from the Pendulum Zone, triggering various effects off that, giving you access to plenty of removal options. You can treat the Deck as more of a toolbox, with no real end-game plan other than consistently having an average presence that will slowly drain your opponent’s resources.
Deck example link

Stats
  • Battle Focus: 2/5
  • Removal: 3/5
  • Disruption: 1/5
  • Lockdown: 1/5
  • Advantage Generation: 1/5
  • Versatility: 1/5
  • Consistency: 1/5
  • Defenses: 2/5
  • Recovery: 2/5
  • Grind: 2/5
  • Readability: 3/5 (the texts are all super simple, but there are no common sentences that are just copy-pasted)
  • Style: 3/5
  • Difficulty: 2/5
  • Ace/Signature Card: Allmity Prosecutor
Tips
  • The Field Spell can do ONE of its effects per turn, be careful about which one you choose. Also remember that the triggered target send can happen on the opponent’s turn as well.
  • Being a Trap, you can “Order”‘s GY banish effect at any time, including in the opponent’s turn.
Theme
  • The name is a wordplay of “Allmighty” and “mites”.
  • The Deck is themed after the American Supreme Court system, with driders. (I tried to find images of half-human hybrids of various insects, but unfortunately the vast majority were of driders. “Injury”, “Supreme” and “Allmity Order” were the only non-driders I could find.)
  • You might have noticed my deep appreciation for “Pendulum Switch” and its infinite versatility in the “Succubus Party” deck as well, with “Succubus Nap Time” basically being an archetypal version of it. Well, this time we have an entire archetype working with its mechanic! (and we’re still running the original X3 as well)
  • The archetype has an obsession with the number 600. Not only do all the effects translate to 600 stat changes of something (like 600 LP gaining, 600 ATK/DEF nerfing for the opponent’s monsters etc), but the monsters themselves all have a difference of exactly 600 between their ATK and DEF. Even the links’s ATKs are all multiples of 600.

 

Title: The Steelmolt

Link
Level: Weak
Description: The “Steelmolts” are Fire Insect scorpions, which can Tribute themselves to Summon their exoskeletons as animated Fire Machine Tokens, along with another unique effect each. The Deck is minorly Link-based, though most of your cards will follow the singular theme of using self-tributing to trigger various effects.
Deck example link

Stats
  • Battle Focus: 3/5
  • Removal: 2/5
  • Disruption: 1/5
  • Lockdown: 0/5
  • Advantage Generation: 2/5
  • Versatility: 2/5
  • Consistency: 3/5
  • Defenses: 2/5
  • Recovery: 2/5
  • Grind: 1/5
  • Readability: 3/5
  • Style: 4/5
  • Difficulty: 1/5
  • Ace/Signature Card: Steelmolt Melder
Tips
  • The Field Spell allows you to use self-tributing to dodge effects or alternatively increase the number of attacks you can pull off in a turn.
  • Through the various effects of the archetype and the trap “Token Stampede”, the Tokens can reach some pretty terrifying ATK stats.
  • As you can guess, you want to get “Steelmolt Melder” in your GY as quick as possible.
  • Following one of my favourite tropes, “Steelmolt Stalker” has a “Fissure”-esque effect that can however hit more than 1 monsters. For example, if your opponent played with “Gouki”s, which all have 0 DEF, then Stalker could Torrential the entire board practically for free.

 

Gamehorizon Archetype Guide - Steelmolt

Title: Song of the Cosmos


Link
Level: Weak
Description: A collection of all my “Singer of Cosmic Horrors” archetype sub-type, which have received support of their own as a Deck. Thematically, the “Singer of Cosmic Horrors” monsters are alien priestesses in the Court of Azzathoth, singing to keep him asleep and not destroying the universe (basic Lovecraft Lore). The deck is pretty versatile, but I’m still working with the Extra Deck consistency. As you can guess, the main advantage of the Deck is that it can use resources from all the Entity-supporting decks I have made in the past, including “Vurko”, “Darkwood”, “Grand Order” and others. Following the pattern of the original Entities by Konami, the Deck tries to utilize Fusion, Synchro and Xyz. I’m not sure yet how powerful the deck is, as I’m still working out its kinks.
Deck example Link

Stats
  • Battle Focus: 2/5
  • Removal: 2/5
  • Disruption: 2/5
  • Lockdown: 2/5
  • Advantage Generation: 2/5
  • Versatility: 5/5
  • Consistency: 2/5
  • Defenses: 2/5
  • Recovery: 3/5
  • Grind: 2/5
  • Readability: 1/5
  • Style: 5/5
  • Difficulty: 5/5
  • Ace/Signature Card: Outer Entity Growth
Tips
  • Either the “Vurko”, the “Endless” or the “Eye Sage” Tuners + the field can get you to “Cosmo Weaver” or “Gla’ak” and you can proceed from there.
  • The ideal ditching target for the FIeld’s activation is “Night Behemoth”. After him, you can go for “the Endless” monsters.
  • Field + “Promised Land”‘s “Singer of Cosmic Horrors” (alternatively just Normal “Ziagar’Madu” and have him special the “Promised Land Singer” from the Deck) = “Mordig”, you then get to draw 1 from the “Singer”‘s effect. Then you can use the effect of “Mordig” to Fusion Summon “Darkwood – Shavath”, and then Xyz the two of them into “Outer Entity Growth”, who will not only get you back your “Singer of Cosmic Horrors” (probably the “Promised Land” one but the one you ditched to Fusion “Shavath” is also eligible), but will also burn the opponent for 600, banish a card on the field and give you a free draw.
  • “Song of the Cosmos” is a cool card, but it might be replacable by more ways to summon “Mordig” or alternatively “Vurko Omnivover”. Honestly there are many ways to tweak the recipe.
  • Free Fusions from “Heavenly Court”: 1)“Atlas-Nach”->”Darkwood Berserker” 2)“Cthul”->”Eyro” 3)“Gla’ak”->”Shavath” 4)“Ji-Hov”->”Bastet”/”Lunozta” 5)“Stella Matrem”->”Bastet” 6)“Growth”->”Darkwood Berserker”/”Bastet” 7)“Abh”->”Bastet”/”Lunozta”
  • Keep in mind you an use “Heavenly Court” to Special all manner of Fusion nastiness, doesn’t need to be “Entity” related (though you will have to have properly Summoned the Synchro/Xyz “Entities” first. If it weren’t based on an hopt Trap, it would be completely degenerate.).

 

Title: Fidelity

Link
Level: Weak
Description: A series of light warrior nuns, serving the “Grand Order” from above. The monsters follow the average formula of having 1 effect to Special Summon themselves, and 1 effect that triggers when they are tributed, similar to the “Darkwood”. The tributing is mostly handled by TCG cards.
Deck example link

Stats
  • Battle Focus: 1/5
  • Removal: 2/5
  • Disruption: 1/5
  • Lockdown: 1/5
  • Advantage Generation: 0/5
  • Versatility: 1/5
  • Consistency: 2/5
  • Defenses: 1/5
  • Recovery: 2/5
  • Grind: 1/5
  • Readability: 4/5
  • Style: 1/5
  • Difficulty: 2/5
  • Ace/Signature Card: Gizmek Yata, The Gleaming Vanguard

 

 

 

 

Have fun!

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Δημιουργός των Ayumi (+ enhanced edition), Broken Reality, The Devil Inside, Rot: A kinetic novel, ο Σταύρος ασχολείται από μικρή ηλικία με το gaming και το game development. Sucker για θρίλερ και το Cthulhu Mythos, θέλει να μοντερνοποιήσει πολλά στοιχεία του τελευταίου και να το ξαναφέρει στη mainstream horror κοινότητα.

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