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Futuregamer’s Custom Yugioh Archetype Guide

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.

 

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.
Deck example link

 

Title: Grand Convergence
Link
Level: Average
Description: Inspired by Dead Space, the “Converging” are Zombie Effect/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. 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 strongest the Fusions. The archetype uses various tricks to archieve this, depending on how many monsters the opponent controls at the start of your turn. It’s a tier 2-3, 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 it can Fusion Summon during the Battle Phase, using the opponent’s monsters no less, but you have to have laid the groundwork during your MP1. The way the archetype works, it can make the original “Mirror Force” into a “Super Poly” during your opponent’s turn, etc. On the Side Deck you will see a crossover with another of my archetypes.
Deck example link

 

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.
Deck example link

Title: Swambush
Link
Level: Average
Description: Descending from the “Vurko”, “Swambush” are a series of Flip-based monsters, capable of Synchro/Link Summoning. Their Equip Spells help gather materials for Synchro/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 monsterous, 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.
Deck example link

 

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 recent 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. In the Deck’s main features, add the ability to recover “Rekindling” itself with the effect of the Link 2 (though it’s not usable in the same turn).
Deck example link

 

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. I often get the comment “this shouldn’t work”, but the Deck works brilliantly, and has honestly been one of the most pleasant surprises for me. 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

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

 

Title: Element Charge
Link
Level: Weak
Description: In one of my more… “Experimental” creations, this deck aims to use both the original 6 “Element ” monsters (notice the space after the word, the cards are not actually support for elemental heroes and the like) 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. Definitely a weak one in terms of power, but pretty fun to play. Originally I wanted them to also use the various element “Mirror Force” cards, but ultimately decided against it.
Deck example link

 

Also read: The Pro’s Guide to Customs

Title: The Hounts
Link
Level: Average
Description: Thematically, “the Hounts” are one of my finest, if not my finest, works. 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). 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 always some ATK boost, the 4000 effect is some kind of protection for all the “Hounts”, and the 2000 effect is a lockdown for a specific kind of Summon (specifically the maindeck monsters all each lock a specific kind of Summon from the Extra Deck, while the Extra Deck monsters all lock a specific kind of Summon of maindeck monsters). 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. While the Deck boasts some impressive swarming, especially from the GY, its free-summon effects also tend to lock the Attribute of monster they just Summoned, meaning you will have to keep Summoning different monsters each time, and there is a high chance of locking yourself out of an Attribute if you’re not careful. 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, which is lethal in this deck (you give the max boost both times you will use her effects, once the opponent’s LP are down their chances of winning drop drastically because of all the abilities your cards start getting, so running low on LP yourself is not a problem).
Deck example link

 

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” are really hard. 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 triggering the really big punishments of the “of Wants” maindeck monsters, which are devastating if they go off. The succubi all have 0 Def on purpose, so they can be easily “Salvage”‘d with “Recurring Nightmare”.
Deck example link

Title: Going New Clear
Link
Level: Weak
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 combination of their trap immunity, and 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 monsters all share the common mechanic that they are unaffected by trap effects, and they all trigger some kind of effect during your Standby Phase. The Spells (all the non-permanent ones being Quick-Plays) are basically radiation-poisoning, working by targeting a “New Clear”… And then killing it in the End Phase. The idea is that you will have to balance out using the Spells and also keeping the monsters alive from the very same Spells so that they can use their Standby Phase effects, generating advantage. The Field Spell plays a huge role in this, letting you use the effects of “New Clears” during your opponent’s Standby Phase as well, while the Continuous Spell allows you to use your Spells on your opponent’s monsters, and as a result destroying them in the End Phase. “Cherry#Bill” and “Blightanned” will probably be your 2 biggest playmakers, as “Cherry#Bill” cannot be destroyed by Spells, and will in fact get stronger automatically each time you play one of them, quickly turning to a beatstick, while “Blightanned” will keep all your “New Clears” alive and safe from your Spells. Finally, keep in mind that the boosts the Spells give are permanent, meaning if your monsters do survive them, they tend to get really big, really fast.
Deck example link

 

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 effects 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 5 or higher “Memory” monster (which is a bonus effect). The name of “Memories of a Nobody” is a reference to a “Bleach” movie I had seen years ago. The deck has no main playmakers, though “Memory Haunter” will probably be your signature card to go, followed by “Memory Gust”.
Deck example link

 

Title: Purity of Nothingness
Link
Level: Advanced
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 divine/godly 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 utilises 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). The Link 1 is meant to unbrick your hands if you do not draw the field spell or something equivelant, and it is unlikely that you will be summoning the Link 2 and 3s.
Deck example link

Title: Trippin’ on da Voodoo
Link
Level: Average
Description: While the name of the Deck is inspired by an old Gigi song from WoW, the theme of the deck was actually 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) which 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 favourite mechanic from Magic the Gathering: Undying (which is a free GY revival). Naturally, all the “Loas” have names inspired by “Voodoo” mythology. While the Deck’s main boss is “Bosou Goblamin” and its biggest beatstick along with a much needed LP refiller, while also being one of the 3 big spirits that negate passive effects), “Maman Brigitte” is its strongest card, albeit also the riskiest.
Deck example link

 

Title: Arachnophobia
Link
Level: Weak
Description: One of my most recent decks, 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) remove a monster with Web Counters from the field (Web Counters can only be placed on opponent’s monsters). Relatively simplistic in their playstyle, the deck’s signature card is its Synchro “Old Entity of Arachnophobia – Atlas-nach”.
Deck example link

 

Title: Power World
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Level: Advanced
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 either enable OTKs, or deal damage hard and fast. 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 (you will notice a similar theme in my “Eye Sage” deck, listed below), but will basically trample all other deck types. “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. The Deck can also run “Thunder Dragon Colossus”, for alternative strategies.
Deck example link

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 loved since I was a kid, and have recently come to connect with the Yellow Mythos.
Deck example link

 

Title: Into the Darkwood
Link
Level: Weak
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 ~relatively light~ 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”.
Deck example link

 

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

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

 

Title: True Aliens
Link
Level: Weak
Description: Also one of my first decks, though I am much more satsfied 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

 

Title: The Timeless
Link
Level: Weak
Description: Inspired by my love for hiking (no, seriously) and the barren, sunburnt mountainous wastelands Greece calls “wilds”, “the Timeless” are an archetype of golems (Earth, Rocks) which gain effects the more “ancient” they become, based on the turn count. The original concept was that as the turns passed, the monsters would start growing tentacles, influced 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). Instead, their theme changed to just desert creatures, inspired by a movie I had once seen in Athens’ Planetarium (the names of all the monsters mean “Earth”, in various languages). “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. Each maindeck monster has the same ATK/DEF, referencing how they are golems and their defense is their attack. The maindeck monsters will boost themselves to exactly 2000 ATK/DEF with their own effects.
Deck example link

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

 

Title: Venom
Link
Level: Weak
Description: Once again, support for a classic archetype. I would say it went pretty well.
Deck example link

 

Title: Starfriends
Link
Level: Advanced
Description: Possibly the most malicious theme I have ever made, “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 mispelling 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 “Starfriend of Crusade”, “Starfriend Blits” is “Starfiend of Blitzkrieg”, etc. 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. Being lonely and with no friends in her new school, she 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. 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. Though the deck is pretty powerful on its own, the main selling point is the opponent’s horrified reaction when the cutesy star animals turn to lovecraftian horrors.The deck is pure evil, and you will love it for it.
Deck example link

 

Title: Obyrinthian Nightmares
Link
Level: Average
Description: Serving as a prototype for a certain series of decks that will follow, this deck is support for the 5 vanilla “Clown” monsters, giving them a fusion archetype that needs them as materials, called “Obyrinthian”, which are Mesopotamian and Sumerian demons, the most famous of which is “Pazuzu”, who was the antagonist of the “Exorcist” franchise. There is one “Obyrinthian” for each specific normal clown (sharing its Attribute and sharing its stats +1000), requiring the specific clown as material + 1 monster, letting the deck do “Super Polymerization” shenanigans. There are also other Fusions using either combnations of specific clowns or just any normal clowns as materials. Each Fusion has a specific kind of self-protection, and they also have the effect to banish 1 card on the field until a specific Phase, kind of like half “Psy-Frame” Synchros (which banish 2 cards each time, themselves and something else). 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. Lorewise, “Hostess of Nightmares” is meant to be the same monster as “Voodoo Showlady”. The deck focuses on control, and fusing with the opponent’s mosters, while also triggering effects every time it Fusion Summons.
Deck example link

I have the bad habit of cutting the word “monster” when referring to monster types. I think the game will eventually adopt that wording on its own though.

Title: Taste of the Mooyan Spark
Link
Level: Average
Description: Designed with plenty of humor, “Mooyan Spark” is an archetype of Water and Fire monsters, making the Spells “Mooyan Curry” and “Sparks” viable. 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. Despite relying on such weak Spells the deck can generate a lot of advantage, with its Normal Trap being a potential +2 if its full effect gets triggered. 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

 

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, focusing more on rituals and ceremonies than battle tactics (you can read some of the details from the flavor texts of the normal monsters). 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. In case things go “awry”, the Link 1 can be banished from the GY to reduce the damage to 0 once.
Deck example link

 

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.
Deck example link

I love this thing’s name.

Title: The Dimensional Family & Wicked Invaders Decks
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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 being 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. The name “Wicked Invaders” came from Yukio’s Japenese Pronounciation of “Invaders Must Die”, from the last animated arc of “Bleach”, the Fullbring Arc. 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

 

Title: Vylswarm Infection
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, at the moment of its “death”, as the last of the “Vylon Core” finally comprehended organics and completely fused 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 at the same time, forming a network. The “Vylswarms” are themed after the 10 Plagues of Egypt from the Bible, the Deck and its art being apocalyptic in style. “Vylswarms” 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 be able to release as a single player campaign mode forYugioh Pro).
Deck example link

 

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. I am still experimenting with this.

 

Title: Pack Fillers
Link
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.

 

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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