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.
Stat Explanation
Title: Expansion of the Gravemind
Link
Level: Average
Description: “Graveminds” are a DARK Plant Level 4 archetype. They 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: 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. While they were initially designed for Rank 4 Xyz plays, their Level 4 “Singer of Cosmic Horrors” also helps with Summoning level 8 Synchro bosses like “Beelze”.
Deck example link
STATS:
- Battle Focus: 3/5
- Removal: 4/5
- Disruption: 2/5
- Lockdown: 0/5
- Advantage Generation: 1/5
- Versatility: 4/5
- Consistency: 3/5
- Defenses: 1/5
- Recovery: 5/5
- Grind: 2/5
- Readability: 5/5
- Style: 4/5
- Difficulty: 4/5
- Ace/Signature Card: Gravemind Singer of Cosmic Horrors
- Tag-friendly: Yes
- They 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).
- 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).
Title: Vora
Link
Level: Weak
Description: “Vora” are all DARK Warriors/Spellcasters, with no Extra Deck monsters. 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.
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
- Tag-friendly: Yes
THEME:- 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.
Link
Level: Weak
Description: “Vora” are all DARK Warriors/Spellcasters, with no Extra Deck monsters. 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.
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
- Tag-friendly: Yes
- 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.
Title: Advent of the Vylswarms
Link
Level: Elite
Description: "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's highlight is the continuous locking effect of the Tuners while they are in the GY after they were used for a Synchro Summon.
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
- Tag-friendly: No
- Vylswarm Herald of Horror = Moses.
- 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.
- Vylswarm Knight of Purity = Pharaoh Ramses II, who tried to reduce the numbers of Jews in Egypt fearing an uprising. 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).
- 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. Directly descending from "Vylon Desigma".
- Vylswarm Commandment = The 10 Commandments, written in Stone.
- "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
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, basically rising from the sands to ambush. All non-Synchro monsters share the mechanic of triggering an additional effect when they are used as Synchro Materials.
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: 1/5
- Ace/Signature Card: Despair King of the Promised Land
- Tag-friendly: No
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)
- Tag-friendly: No
Title: Road of Blood
Link
Level: Weak
Description: Note: The archetype has been renamed from "Blood" to "Scarlet Mist". 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 Seas”, where they can work both as a deck on their own, or as techs in other decks.
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: 4/5
- Ace/Signature Card: Scarlet Mist Tyrant
- Tag-friendly: Yes
Title: Dreaquean Party
Link
Level: Advanced
Description: The Dreaqueans are a series of Pendulum Monster “hostess” anime girls in the “entertainment” industry, having their very own fun house, “Dreaquean Castle of Sweet Dreams”. They can work their effects when the opponent’s monsters are “sleeping” (aka 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.
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: Dreaquean Nap Time (gives the deck incredible flexibility and protection) (also loli butt)
- Tag-friendly: No
- The Succubi all have female names that mean “dream” or “sleep” in various languages.
- “Ialu, the Dreaquean 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.
- The scale 2s are the apprentices in the castle. The scale 6s are the more "experienced" ladies, with titles of their own. Respectively, all the non-Pendulum Xyzes are titled "Inheritor", related to their summoning condition.
- “If you don’t go left and right, we don’t go up and down.”
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
- Tag-friendly: No
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)
- Tag-friendly: No
- 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: 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
- Tag-friendly: Yes
- 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.
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. 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
- Tag-friendly: No
- 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.
- 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.
Title: Eye Sage
Link
Level: Average
Description: The “Eye Sage” are Dark Psychic monsters, focusing on “freezing” the opponent’s cards, negating their 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 for each, the deck can completely “freeze” Monsters/Spells/Traps the opponent controls. 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)
- Tag-friendly: No
THEME:- 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”).
- Say "Eye Sage" out loud, you will get it.
- The "Eye Sage" were prophesized by "Swambush Vision of Winter".
- The "Eye Sage" was initiated by "Darkwood Age of Winter".
- "Darkwood Berserker" became "Eye Sage King of Violence".
- The "Eye Sage" is considered the first of the two apocalypsies that ruin the world of the "Vurko" timeline. There are still human survivors in it.
Level: Average
Description: The “Eye Sage” are Dark Psychic monsters, focusing on “freezing” the opponent’s cards, negating their 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 for each, the deck can completely “freeze” Monsters/Spells/Traps the opponent controls. 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
- 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”).
- Say "Eye Sage" out loud, you will get it.
- The "Eye Sage" were prophesized by "Swambush Vision of Winter".
- The "Eye Sage" was initiated by "Darkwood Age of Winter".
- "Darkwood Berserker" became "Eye Sage King of Violence".
- The "Eye Sage" is considered the first of the two apocalypsies that ruin the world of the "Vurko" timeline. There are still human survivors in it.
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, when the “Timeless” will unlock their second effects and start getting more dangerous. At #15 you will be 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
- Tag-friendly: No
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).
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, when the “Timeless” will unlock their second effects and start getting more dangerous. At #15 you will be 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
- Tag-friendly: No
- 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).
Title: The Endless
Link
Level: Average
Description: Inspired by white phosphorus and the severe burns it can cause, “the Endless” are a Zombie archetype focusing on outgrinding the opponent. 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.
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
- Tag-friendly: Yes
THEME:- Tuners and Extra Deck monsters are Light Attribute, the rest Earth.
- 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.
- 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 later reanimated by the “Old Entity of the Endless – Gla’ak”.
Link
Level: Average
Description: Inspired by white phosphorus and the severe burns it can cause, “the Endless” are a Zombie archetype focusing on outgrinding the opponent. 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.
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
- Tag-friendly: Yes
- Tuners and Extra Deck monsters are Light Attribute, the rest Earth.
- 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.
- 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 later reanimated by the “Old Entity of the Endless – Gla’ak”.
Title: Into the Darkwood & King of Violence Series
Link
Link 2
Level: Advanced
Description: Descendants of the “Swambush” (which are in turn descendants of the “Vurko” which are in turn descendants of the “Entities”). When the opponent receives battle damage by an archetype monster, the “Darkwoods” can Summon themselves from the hand. All the Maindeck “Darkwoods” trigger some kind of effect when used as Fusion Materials with "Polymerization" specifically. 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.
Deck example link
STATS:
- Battle Focus: 5/5
- Removal: 3/5
- Disruption: 2/5
- Lockdown: 1/5
- 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 (Now featuring original art.)
- Tag-friendly: Yes
- "Darkwood Berserker" is the original(?) form of the "King of Violence" monster series, which have received their own support (and all of which also specifically support the OG Berserker). The order goes "Darkwood" form -> "Eye Sage" form -> "Malifested" form, though the "Malifested" are in a different universe than the "Vurko" timeline.
- "Darkwood Berserker" now features original art, courtesy of my "Ambiercean Psalm" artist, Amber.
- Other than the video game "Darkwood", the archetype was also influenced by the movies "The Ritual" and "The Blair WItch".
- "Vengeful Spirit of Darkwood" is the nameless warrior from "Lost in the Malicious Forest", turned into a tormented spectre.
- "Darkwood Felries" was actually inspired by the Weasels' Song in the movie "The Wind and the Willows".
Title: Power World
Link
Level: Average
Description: 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, 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
- Tag-friendly: Yes
Level: Average
Description: 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, 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
THEME:
- 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.
- 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.
Title: The Grand Order
Link
Level: Average
Description: The “Grand Order” are a Level 4 LIGHT monster archetype, split between non-Fairy and Fairy monsters. All the Fairy monsters trigger an effect when Specialled from the hand (descending from heaven) and each has their own effect to do so. 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, there are effects concerning the opponent’s Field Spell.
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: 2/5
- Ace/Signature Card: Outer Entity of the Grand Order – Ogh Yai
- Tag-friendly: Yes
Link
Level: Average
Description: The “Grand Order” are a Level 4 LIGHT monster archetype, split between non-Fairy and Fairy monsters. All the Fairy monsters trigger an effect when Specialled from the hand (descending from heaven) and each has their own effect to do so. 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, there are effects concerning the opponent’s Field Spell.
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: 2/5
- Ace/Signature Card: Outer Entity of the Grand Order – Ogh Yai
- Tag-friendly: Yes
THEME:
- The non-Fairy monsters are followers of the "Grand Order" religion, sacrificing themselves for the greater good, believing they will earn a place in paradise. It is all a lie.
- The Fairy monsters are the angels of the "Grand Order", enticing mortals to offer their servitude, or even their lives for an afterlife that doesn't exist (often using them as meat shields or even as cannon fodder).
- The god the angels actually worship is an Outer Entity, far from the holy being they present to their followers.
- "Ogh Yai", the lord of the "Grand Order" is actually described as a "mass of darkness", which I found wonderfully ironic, and is why I chose him as their Entity.
- The reason the "Grand Order" is opposed to the opponent's field spells is because they do not their promised paradise to seem less appealing.
- Servitude to the "Grand Order" doe snot end with death. The angels feed on the trapped spirits of their dead believers, shown with the +100 effect of all non-Fairies.
- The non-Fairy monsters are followers of the "Grand Order" religion, sacrificing themselves for the greater good, believing they will earn a place in paradise. It is all a lie.
- The Fairy monsters are the angels of the "Grand Order", enticing mortals to offer their servitude, or even their lives for an afterlife that doesn't exist (often using them as meat shields or even as cannon fodder).
- The god the angels actually worship is an Outer Entity, far from the holy being they present to their followers.
- "Ogh Yai", the lord of the "Grand Order" is actually described as a "mass of darkness", which I found wonderfully ironic, and is why I chose him as their Entity.
- The reason the "Grand Order" is opposed to the opponent's field spells is because they do not their promised paradise to seem less appealing.
- Servitude to the "Grand Order" doe snot end with death. The angels feed on the trapped spirits of their dead believers, shown with the +100 effect of all non-Fairies.
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
- Tag-friendly: No
Title: Voodoo Magias
Link
Level: Weak
Description: 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”.
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
- Tag-friendly: No
Link
Level: Weak
Description: 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”.
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
- Tag-friendly: No
THEME:
- 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).
- “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.
- 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).
- “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.
Title: Purity of Nothingness
Link
Level: Average
Description: 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. 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).
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
- Tag-friendly: No
THEME:
- Inspired by Don Thousand’s no-card play during his first duel (against Mizael) in Zexal.
- 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.
Title: Memory Devourers
Link
Level: Average
Description: A deck I use for playing Classic, 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. 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
- Tag-friendly: No
THEME:
- 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.
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. 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
- Removal: 3/5
- Disruption: 3/5
- Lockdown: 0/5
- Advantage Generation: 3/5
- 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
- Tag-friendly: Yes
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. 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
- Removal: 3/5
- Disruption: 3/5
- Lockdown: 0/5
- Advantage Generation: 3/5
- 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
- Tag-friendly: Yes
Title: Going New Clear
Link
Level: Average
Description: “New Clears” are post-apocalyptic monsters with a love for puns. 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 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.
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
- Tag-friendly: No
THEME:- Inspired by the song “Going Nuclear” by Miracle of Sound (which in turn was made to promote Fallout 4)
- 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 Spells are mutations caused by radiation.
Link
Level: Average
Description: “New Clears” are post-apocalyptic monsters with a love for puns. 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 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.
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
- Tag-friendly: No
- Inspired by the song “Going Nuclear” by Miracle of Sound (which in turn was made to promote Fallout 4)
- 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 Spells are mutations caused by radiation.
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.
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
- Tag-friendly: No
- 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 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.
- 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: 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
- Tag-friendly: No
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
- Tag-friendly: No
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
- Tag-friendly: No
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
- Tag-friendly: No
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
- Tag-friendly: No
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: 4/5
- Ace/Signature Card: Raidge Clan Khal
- Tag-friendly: Yes
Title: Swampswarm
Link
Level: Average
Description: Descending from the “Vurko”, “Swampswarm” are a Link Summoning archetype. 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. Honestly I've tried to reconfigure "Swampswarms" like 5 times already and I'm still not satisfied with how they turned out. If they weren't part of the "Vurko" timeline I would probably have deleted the entire thing already.
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
- Tag-friendly: No
Link
Level: Average
Description: Descending from the “Vurko”, “Swampswarm” are a Link Summoning archetype. 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. Honestly I've tried to reconfigure "Swampswarms" like 5 times already and I'm still not satisfied with how they turned out. If they weren't part of the "Vurko" timeline I would probably have deleted the entire thing already.
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
- Tag-friendly: No
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
- Tag-friendly: Yes
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
- Tag-friendly: No
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
Title: Sewers of the Vurko
Link
Level: Advanced
Description: 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 ATK/DEF, 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
(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
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
- Tag-friendly: Yes
THEME:
- The Vurko are lorewise born from "Outer Entity of Vurko - Abh", planting a seed in a nameless city’s sewers ("Seed Planting from Twisted Realms").
- 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.
- The reason they are all Aqua instead of the more appropriate Zombie/Beast etc. per case, is that "Vurkos" are not actually separate entities. The sewer filth itself (the actual "Vurko") is the only sentient being other than its "Entity" creator. It recreates the creatures it has killed to act as tools, in order to "eat" more and add more to its biomass (essentially throwing corpses in the slime). Destroying "Vurkos" merely returns them to a formeless state, from which the main mass "reforms" them after some time has passed. In other words the "Vurkos" are just imitations of dead creatures, made of a slime with central intelligence.
- They are inspired by a combination of the movie "The Blob" and "Dead Space".
- I swear I designed and published them years before "Golden Land" Spells/Traps were a thing.
Title: Pack Fillers
Link
Link2
Link3
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.
Congratulations for scrolling down to the end, here is the mandatory fanservice:
And now, as a wise man on the internet says: "Anyway, that's all I've got for today. Go away now."
These are all really interesting, thanks for the list!
ReplyDeleteI remember there being a lot more here before, were they deleted?
ReplyDeleteThere is a part 2 to the article now, see the list to the left.
DeleteThank you!!
Delete