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Flash Flyer - SakuraArchetype Game
#21
Altar Ego

This small archetype focuses on a gimmick that should feel familiar: Small monsters that leave the field to bring out their bigger forms, and said bigger forms being minibosses that handle some minor threats before being combined with the little ones for interesting combo plays.

In this case, this archetype is composed of Level 2 Psychic Tuners with religious theme naming, whose shared tag-out Quick effect to Tribute themselves to Summon Level 7 non-Tuner Psychics that have a very similar name changed to be a reference to superheroes or sentai teams (for example, the St. George reference's obvious evolution is based on the Georanger team), and have a lineup of secondary effects that should feel familiar to tellarknight or other such simple "when Summon, thing happen" archetypes. The Level 7s, meanwhile, carry Beelze protection, some sort of battle effect, and a third effect that goes off when an archetypal backrow effect goes off.

However, the point to all this is actually a small lineup of Synchro 9 monsters with disgusting disruption, Majespecter protection, and all manner of combo extension and retrieval of the aforementioned backrow cards.

As for said backrow, it's essentially half Magical Musketeers, half Fire Fists, plus an archetypal equivalent to Call of the Haunted that can just HOPT Summon another archetype member from the Graveyard if the previous one leaves the field, rather than blowing up or sitting there uselessly.

Altar Ego Magdinary
DARK - Level 7 - Psychic/Effect - 1400/2800
Cannot be destroyed by battle or your opponent's card effects. If the effect of an "Altar Ego" Spell/Trap Card is activated: You can reduce the ATK of all monsters your opponent controls by 200, and increase this card's ATK by that combined lost ATK. A monster that battles this card has its effects negated, including in the Graveyard (even if this card leaves the field), also, if this card destroys your opponent's monster by battle: You can Special Summon 1 Level 2 "Altar Ego" monster from your hand or Graveyard.

Herpemini (herpet [subgroup name for snakes] + gemini)
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#22
Time to abuse Snake Rain, boi!

Herpemini focuses on a combination of summoning 2 of the same "quality" [well, Attribute, Level, statline] (and a variety of other effects specific to each member). There are no Extra Deck members, but you can run good stuff monsters if needed. Of course, their backrow is essentially what drives the Deck because we all know how terrible Konami is with generic Reptile support. Also be aware of any hand traps, especially the Ghost Girls.

====

Herpemini Ambush
Quick-Play Spell
Target 2 of your banished "Herpemini" monsters or in your GY with the same ATK, DEF or Level; Special Summon those targets. You can only activate 1 "Herpemini Ambush" per turn.

====

Choose 1 of the Archetype names to flesh out.

1. People's Liberator Army (You know where this comes from, but do what you want with it)
2. Akatsuki (yeah, should be obvious)
3. Expansion Codex
4. Arcadia Alicorn (Arcadia Movement + alicorn)
Reply
#23
Expansion Codex

Conquistadors, the archetype.

The archetype is named after a single negation-proof Normal Spell, a Reborn that revives archetypal monsters equal to the number of archetypal monsters you control +1, flooding the field with all your little monsters and their assorted removal, control, and stat-altering effects at once. Essentially, you want to get to the Expansion Codex as fast as possible, and recycle it every turn. That is your win condition, your entire gameplan. Luckily, the archetype is literally designed for this one Spell, so that's not a problem.

First, said little monsters. On the whole, they have your garden-variety consistency and Extra Deck extension effects, seeming mostly tame on the surface. However, each one has a really good effect to help push past your opponent's board if Summoned specifically by Expansion Codex, making their decent consistency more than enough to win by blowout if you can both A) get to the Codex and B) have the right little things in the Graveyard to revive so you can get some damage in. The moment your opponent figures out what you're playing, they're going to banish whatever they think you're going to revive, or cut off your existing field presence to make the Codex itself less useful, so disguising your intent for as long as possible is really the name of the game.

As for your backrow that isn't your win condition, most of it (what little there is) is based around protection and a bit more consistency. However, there are a handful of Codex wannabes that also Summon monsters to trigger that secondary effect that is so important to the archetype, but none are as effective as the big book itself at triggering these effects en masse.

There are archetypal Synchros, but they're all too big to be revived by the book, and basically only exist as beatsticks and to put archetypal monsters in the Graveyard where you need them. Their on-field effects range from mediocre to decent, but their biggest benefit comes from the ability to activate the book (and book wannabes) from your hand on your opponent's turn, given various circumstances.

======

Expansion Codex
Normal Spell
This card's activation and effects cannot be negated. Special Summon a number of Level 4 or lower "Expansion Codex" monsters from your Graveyard, up to the number of "Expansion Codex" monsters you control +1. You can only activate 1 "Expansion Codex" per turn.

Walthus, Voyager for the Expansion Codex
EARTH - Level 3 - Warrior/Tuner/Effect - 1300/400
If this card is Normal or Special Summoned: You can send 1 "Expansion Codex" monster from your Deck to the Graveyard; draw 1 card. You can only activate this effect of "Walthus, Voyager for the Expansion Codex" once per turn. If this card is Special Summoned by the effect of "Expansion Codex": You can negate the effect of all cards your opponent controls in this card's column.

1) Gate Cannon
2) Majestal
3) Samsaravager
4) Seareborn
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#24
Gate Cannon

The power of infinite cannons, in the palm of your hand.

This is a series of Pyro Pendulum monsters whose main focus is blasting your opponent's resources out of existence. Their pendulum effects trigger when a Spell card/effect activates and usually involve removal of some kind. If removal isn't an option, then they settle for burn damage. The gimmick? They can trade each other in and out as a quick effect in a way that lets you keep triggering each Cannon's effects - kinda like a domino effect.

The deck also uses Continuous and Quick-play spells: The former as defense to help keep the player alive, the latter as a means of consistency that also triggers the cannons' effects.

Gate Cannon Driver
WIND **
Scale: 1<>1
Pyro/Pendulum/Effect
PE: Once per turn (Quick Effect): Gain 500 LP. If your opponent has more LP when this effect resolves, your opponent cannot activate cards or effects in response to "Gate Cannon" cards you control this turn.
ME: (Quick Effect): You can reveal this card in your hand and target 1 "Gate Cannon" Pendulum Spell you control; return that target to the hand, and if you do place this card in that card's Pendulum Zone. If this card is destroyed: You can add 1 face-up "Gate Cannon" monster from your Extra Deck to your hand except "Gate Cannon Driver". You can only use each effect of "Gate Cannon Driver" once per turn.
0/0

Gate Cannon Silver Swallow
WIND **
Scale: 3<>3
Pyro/Pendulum/Effect
PE: If you activate a Spell card, or if the effect of a Spell card you control resolves: Target up to 1 monster your opponent controls; send the target to the GY. If you do not target a monster, inflict 100 damage to your opponent for each monster in their GY or face-up in their Extra Deck.
ME: (Quick Effect): You can reveal this card in your hand and target 1 "Gate Cannon" Pendulum Spell you control; return that target to the hand, and if you do place this card in that card's Pendulum Zone. You can only use this effect of "Gate Cannon Silver Swallow" once per turn.
0/0

Next: Dinonymous
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#25
Dinonymous

A Dinosaur archetype of little spies whose entire gimmick is very similar to SPYRAL, but very distinctly different- the entire archetype is based on hand knowledge, triggering an absurd number of interesting effects if you know what's in your opponent's hand. They're heavily control-based to start, developing into combos once they've gotten going, but rather dependent on ways to peek at your opponent's hand; in fact, this is the only archetype that can use Mind Crush the way it's supposed to be used, given that you get to look at your opponent's hand in full every so often, or even force it to stay revealed.

They have a lot of Prohibition-esque effects, plus a few Compulse wannabes to put cards back in your opponent's hand in case they manage to empty it. Once you've got some field presence, though, you can start doing crazy combos, because between Link and Synchro plays (plus the occasional Xyz- these are Dinoaurs, so Dolkka/Laggia are always options) you can build up utterly insane fields. Not only that, you give Dinosaurs of all Types access to an Aztekipede wannabe and an archetypal DAD wannabe that is both a Quick Effect and floats, and you have a contender for the world's most horrendous combo Deck once it does get going.

However, that's precisely the problem. If your opponent keeps their hand empty, or keeps getting rid of your cards that let you pin cards in their hand to stay visible, the Deck straight-up has no gas to do more than be mildly annoying. Even said Quick DAD wannabe requires you to repeatedly check your opponent's hand every time you want to make a pop, so games can drag for a while.

Not only that, your backrow presence is surprisingly limited to just a search card, a pitiful archetypal DDR, and a few hand-checkers, so you're unlikely to do much with those.

======

Dinonymous Informant
EARTH - Level 4 - Dinosaur/Effect - 1500/1100
If you control a face-up "Dinonymous" monster, and do not control "Dinonymous Informant", you can Special Summon this card from your hand. If this card is Normal or Special Summoned, you can point to 1 card in your opponent's hand and clearly state its full original name: If the name you declared was correct, add 1 "Dinonymous" card from your Deck to your hand with a different name from the "Dinonymous" cards you control. Once per turn: You can point at 1 card in your opponent's hand: Your opponent must keep that card in their hand revealed for the rest of the turn, while you control this face-up card. If your opponent adds a card(s) to their hand while there is already a revealed card in their hand, that added card must also stay revealed so long as there is another revealed card in their hand.

Dinonymous Master Operative
EARTH - Level 8 - Dinosaur/Effect - 2700/1800
Cannot be Normal Summoned/Set. While there are 3 or more "Dinonymous" cards in your Graveyard with different names, you can Special Summon this card from your hand. You can only Summon 1 "Dinonymous Master Operative" per turn this way. You can point at 1 card in your opponent's hand, and clearly state its full original name, then banish 1 Dinosaur monster from your Graveyard (Quick Effect): If the name you declared was correct, you can destroy 1 card on the field. If this card is destroyed: You can Special Summon 2 of your banished "Dinonymous" monsters, except "Dinonymous Master Operative". You can only activate this effect of "Dinonymous Master Operative" once per turn.

1) Majestal
2) Samsaravager
3) Seareborn
4) Auxilliant
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#26
Samsaravager

Samsaravager is a LIGHT Wyrm archetype whose monster lineup consists of 4 Main Deck monsters, 1 Fusion, 1 Synchro, 1 Xyz, and 1 Link. Each of the Main Deck monsters shares a name with one of the Extra Deck monsters and they are generally focused on getting themselves on the field quickly so you can summon their Extra Deck forms.

The real focus is on each Extra Deck monster which have various effects that they trigger by moving copies of their small form between the hand, GY, and Banish Zone. If you can only cycle 1, you tend to only get a small boost, but if you can cycle 3 copies with one effect, you can get a really powerful effect.

Their backrow is pretty generic Wyrm support. It mostly consists on getting the monsters to the right place.


Samsaravager Vyol
LIGHT ****
Wyrm/Effect
If you control no monsters, you can Special Summon this card from your hand. During your Main Phase: You can Fusion Summon 1 "Samsaravager" monster using any number of "Samsaravager" monsters you control including this card.
1900/0

Enlightened Samsaravager Vyol
LIGHT 8*
Wyrm/Fusion/Effect
"Samsaravager Vyol" + 1+ "Samsaravager" monsters
This card's name becomes "Samsaravager Vyol" while on the field. If this card is Fusion Summoned: You can target cards in either GY up to the number of Fusion Materials used for this card's Fusion Summon; banish them, and if you do, this card gains 300 ATK/DEF for each card banished by this effect. Once per turn: You can reveal up to 1 "Samsaravager Vyol" from your hand, and target up to 1 "Samsaravager Vyol" in the GY and Banished Zone; banish the revealed "Samsaravager Vyol" (if any), add the targeted "Samsaravager Vyol" from your GY to your hand (if any), then return the targeted Banished "Samsaravager Vyol" to the GY (if any), and if you do, resolve the following effects in sequence based on the number of "Samsaravager Vyol" moved by this effect:
- 1+: Destroy 1 monster on the field
- 2+: Destroy 1 Spell/Trap on the field
- 3: Banish up to 1 card each from your opponent's hand and GY, then this card gains 500 ATK/DEF.
You can only control 1 "Samsaravager Vyol".
2000/2000


^ Yeah, I get it. It's a novel. Not really sure if its possible to make it shorter while keeping the idea the same.

Saeram
-OR-
Hippolite
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#27
Just to remind everyone that you really only need to make 1 card, but it's okay to do multiples for your prompt.

But since I haven't posted in here since September (probably because lack of activity compared to the original version), let's do this.

====
Hippolite is, pretty unsurprisingly, a Deck that revolves around literal hippos. While they may seem like a generic beatdown Deck, given their members have high ATK/DEF stats, they do have some degree of strategy in protecting each other if they were to get killed. Granted, they aren't as territorial or aggressive as actual hippos, but you'll get a lot more mileage out of them than you would with their circus cousins twice removed. Just make sure you support them with backrow, as they're kinda old school and don't really have a lot of it.

(And yes, that was a jab at the two Performapal hippos)

===================
Hippolite Rampant Wrecker
Level 10 | EARTH | Beast | Effect
3000/3000
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by sending 3 "Hippolite" monsters you control to the GY. This card gains additional attacks per turn equal to the number of "Hippolite" monsters in your GY with different names. If another "Hippolite" monster you control would be destroyed, you can destroy this card instead. During the End Phase, if this card is in the GY because it was sent there by its own effect: You can Special Summon it, then destroy all monsters your opponent controls.

===================
1. Biohazard Animal
2. Akatsuki
3. Thundercat
4. Arcadia Alicorn
5. JSA

Pick any theme you want.
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#28
Akatsuki

"I rise with the Sun."

This LIGHT Pyro archetype, named after the Japanese word for "dawn", feels a tiny bit like Rock Stun at first. The Main Deck is loaded with Level 2 and 3 monsters that Tribute themselves to negate and destroy certain things (the blanket Monster/Spell/Trap negation trio, plus ones that negate searches, destruction effects, targeting, banishing, Summoning, even a couple of niche ones like drawing, attacking, excavating, and burn), and all have a clause that permits only one of their name on the field at a time (although the Tribute negation isn't itself OPT), and lock them out of being used as fodder for non-archetype Summons. These one-for-one trades would definitely run you out of resources really quickly, however, which is where their backrow comes in.

First and most importantly is their Field Spell, which will turn one Akatsuki monster into another from your Deck of a different Level when one gets Tributed, up to twice per turn. It also provides a solid passive stat boost, and HOPT searches any "Akatsuki" card. Second, and decidedly still very important, is the Continuous cards; each one triggers a secondary effect when one of your monsters Tributes itself off (one draws, one revives a differently-named Akatsuki, one bounces, one heals you, one burns your opponent, etc.) with the Spells having passive effects like instantly banishing the things your Akatsuki monsters negate, protection effects, or stat changes, and the Traps having activated effects that can help you out of a jam, like reviving Akatsuki to Zones with your Continuous cards in them, a HOPT Honest effect, and even HOPT taking out your opponent's extra copies of a card that got negated. Least important, but still definitely useful, is an archetypal HOPT One for One that can be banished from the Graveyard as an archetypal Double Summon, just to give you the actual field presence you need.

You might find no immediate use in the Link monsters, given their relatively low stats and their better effects being locked behind the use of the fodder anyway, but they have two major utilities. First, each one grabs a specific one of the S/T cards on-Summon, with the two different Link-1 monsters especially helping un-brick hands of just monsters. Secondly, they let you trade out one of your little sun angels that is of no help in a particular matchup (say, you brought the excavation negator to screw over Adamancipator, but bump into a CyDra player instead). In addition, once you can get one of the Main Deck members on the field, these Links go from dead weight to effective beaters, extenders, or even just a Quasar and a Sifr wannabe in the Link-4 monsters.

The problem, as I'm sure you may have noticed, is the utterly glacial start this Deck has. Without outside support, Summoning more than one monster in a turn is going to be very unlikely, and most Decks can play through a single negate. The consistency is also very lacking, as the only monster search you have is the Field Spell; otherwise, you're at the mercy of drawing.

======

Glorious Akatsuki at the Sea
Continuous Trap
If an "Akatsuki" monster you control is Tributed for its own effect: Draw 1 card. Once per opponent's turn (Quick Effect): You can Special Summon 1 "Akatsuki" monster from your Graveyard in Defense Position. You can only control 1 "Glorious Akatsuki at the Sea".

Azure Akatsuki
LIGHT - Level 3 - Pyro/Effect - 1300/900
You can only control 1 "Azure Akatsuki". This card cannot be used as Material for a Summon, except the Summon of an "Akatsuki" monster. If your opponent activates a card or effect that includes destroying a card(s), including as cost, you can Tribute this card (Quick Effect): Negate the activation, and if you do, destroy that card.

1) Majestal
2) Seareborn
3) Auxilliant
4) Marcanum ("mark" + "arcanum", as in the 22 major arcana of the Tarot)
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#29
Marcanum

An archetype of LIGHT and DARK Psychic monsters that utilize Counters. All of them have the same standard ability: SOPT target 1 monster, reveal the top card of your deck and place either a beneficial/detrimental counter on the target if the revealed card is LIGHT/DARK (respectively).

While the deck has effects that utilize counters placed on their own monsters, they can trigger extremely powerful effects if their opponent's cards get sent to the GY with a Counter. Load up your opponent's monsters with counters and watch them struggle to use their monsters for plays without giving you tons of advantage.

In general, while the archetype itself is relatively basic, they do really well at supporting other Counter-based archetypes.

Marcanum Monroe
LIGHT ***
Psychic/Effect
Once per turn: You can target 1 monster on the field; excavate the top card of your Deck and if the excavated monster's Attribute matches one of the following, activate the appropriate effect.
- LIGHT: Place 1 Fortune Counter on that target (monsters with Fortune Counters gain 300 ATK/DEF and their effects cannot be negated).
- DARK: Place 1 Misfortune Counter on that target (monsters with Misfortune Counters cannot attack and their owner must pay 500 LP to activate their effects).
Place the excavated card on the bottom of the Deck. If this card battles a monster with a counter(s), this card's ATK is doubled until the End Phase.
1300/200

Marcanum Trail
Continuous Spell
If a monster your opponent controls with a counter(s) is sent to the GY: You can draw 1 card for each counter with a different name that was on that monster on the field. You can only draw cards by this effect once per turn. If this card is excavated from the Deck: You can activate it. You can only control 1 "Marcanum Trail".

Marcanum's Controlled Destiny
Quick-Play Spell
Target 1 monster on the field; look at the top 3 cards of your Deck and reveal 1 to your opponent. If the revealed monster's Attribute matches one of the following, activate the appropriate effect.
- LIGHT: Place 1 Fortune Counter on that target (monsters with Fortune Counters gain 300 ATK/DEF and their effects cannot be negated).
- DARK: Place 1 Misfortune Counter on that target (monsters with Misfortune Counters cannot attack and their owner must pay 500 LP to activate their effects).
Place the revealed card on the bottom of your Deck, then place the two other cards on top of your Deck in any order. If this card is excavated, you can Set it. You can only activate 1 "Marcanum's Controlled Destiny" per turn.

Next:
Dr. Agon
-or-
Joltex
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#30
Joltex

Flip modes and switch flows!

An unusual Thunder archetype that takes pointers from Morphtronics and Batterymen in being a surprisingly effective engine both for combos and OTKs, this time with a third flavor: control.

Each of the Main Deck monsters has three effects by default: An Attack Position effect that boosts the stats of your board or otherwise assists in getting an OTK setup, a Defense Position effect that applies some small measure of control or protection to your board, and a HOPT consistency or swarming effect that applies when their Battle Position changes. Thematically, the entire archetype is sentient bundles of cables that are being switched on and off, giving all manner of electricity and cable puns for names.

Of course, that leads to a backrow lineup that is partially based on switching battle positions, most notably an archetypal Normal Spell that Summons a monster and immediately changes it battle position for some free consistency, an archetypal Quick-Play that changes several battle positions and provides some solid removal, and even a Counter Trap that forcibly switches the positions of your entire board to negate an effect. Hell, your Field Spell gives you a free OPT position change when a monster is Summoned, allowing for fun mode flips or forcing an opponent's big attacker to sit down for a turn, and even accrues some pretty solid boosts through battle positions changing, like Morphtronic Map but actually functional. Also worth note is an archetypal out to Mystic Mine through banishing multi-backrow removal based on the number of monsters you changed the battle positions of, but that's probably going to wind up as a Side Deck exclusive anyway.

However, backrow needs to be searched, and activated, and can wind up stuck in your Deck forever. Archetypal Links and Fusions are the wave of the future, and can utterly invalidate your opponent's existence with Quick Effects that change the battle positions of other Joltex monsters as costs to activate other effects. The lineup is small, but has just enough options to allow you to escape any number of interesting situations.

======

Joltex Ohmagnet
DARK - Level 3 - Thunder/Effect - 800/2000
If this card's battle position changes: You can add 1 "Joltex" monster from your Deck to your hand. You can only activate this effect of "Joltex Ohmagnet" once per turn. This card gains the appropriate effect depending on its current battle position:
●Attack Position: "Joltex" monsters you control gain 300 ATK/DEF for each "Joltex" monster you control.
●Defense Position: Your opponent can only activate 1 Spell Card or effect each turn.

======

1) Majestal
2) Seareborn
3) Auxilliant
4) Endjinn
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#31
Seareborn

An old-school seeming pyro archetype that focuses on Normal/Tribute Summoning and decreasing opponent's ATK so they can beat over them. The new-school part comes from the way they do so.

Firstly, they all can be Normal Summoned from the GY. This almost literally allows them to use their GY as a second hand. Secondly, their attack decrease is a continuous effect. This may not be all that impactful, but it forces the opponent to have to play proactively if they want to keep their monsters on the field.

In fact, that is their true shtick: They are a board-breaking archetype that forces opponent interactivity. If the opponent puts up a board full of negates, it doesn't usually matter: Send your cards to the GY as cost then summon a big beater to beat over their most troublesome monsters.

While they are an aggro strategy that works particularly well against stun and even some control strategies, they tend to be very weak when pitted against other aggro strategies since they don't have much in-archetype protection - only recursion.

Ex.

Seareborn Merchant
FIRE **
Pyro/Effect
This card can be Normal Summoned/Set from your GY. If this card is sent to your GY: You can send 1 "Seareborn" monster from your Deck to the GY; decrease the ATK/DEF of all monsters your opponent controls by the sent monster's Level x 100.
400/900

Seareborn Daimyo
FIRE 7*
Pyro/Effect
This card can be Normal Summoned/Set from your GY. This card can attack all Special Summoned monsters your opponent controls once each. All monsters your opponent controls lose 200 ATK for each "Seareborn" monster in your GY with a different name.
2300/2100

Seareborn Rickshaw
FIRE Link: S
Pyro/Link/Effect
1 Normal Summoned/Set monster
If this card is Link Summoned, you cannot Link Summon monsters for the rest of the turn except "Seareborn" monsters. This card can be used as 2 Tributes for the Tribute Summon of a "Seareborn" monster. Monsters your opponent controls lose 100 ATK/DEF for each Normal Summoned/Set monster you control. You can Normal Summon 1 FIRE monster in addition to your Normal Summon/Set.
1000/LINK 1


Fathom
-OR-
Expanse
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#32
"I'll show you this wide EXPANSE of the world we live in"
- totally not ripped from "A Whole New World"

But seriously, this archetype implies some big things, and it surely delivers on that. While they don't have a common Type or Attribute, which makes them bait for Gozen Match (or Rivalry of Warlords), their major goal is to go big from the start. Most of them are low Level monsters, so that should alleviate some bricking problems (albeit with lower stats), but the more you get out, the bigger their stats grow (as they do gain ATK for each of their kind out).

The drawbacks include no protection from effects (so any and all forms of effect removal shoot them in the heel), struggle a bit against mega offensive Decks (aka stuff like Trains who like putting up 4000 ATK beaters and stuff) and yes, the fact you need to swarm fast so you run the chance of being Nibiru'd, Sphere Mode'd or what have you.

If you can get past all that though, you can show the opponent a whole new world (though unlike in the movies, it won't be fun for them).

====
Expanse Princess Yasmin
Level 4 | WIND | Spellcaster | Effect
1400/1500
If you control another "Expanse" monster, you can Special Summon this card (from your hand). Gains 200 ATK for each "Expanse" monster you control with a different name. Once per turn: You can add 1 "Expanse" card from your Deck to your hand, except "Expanse Princess Yasmin".

Expanse Wanderer King Ali al-Mukarramah
Level 7 | LIGHT | Warrior | Effect
2600/1800
If you control 2 or more "Expanse" monsters with different names, you can Special Summon this card (from your hand or GY). Gains 300 ATK for each "Expanse" monster you control with a different name. Can attack all monsters your opponent controls once each, also if this card attacks a Defense Position monster, inflict piercing battle damage.

(So yes, the sample cards are derived from Aladdin [well, in terms of an Arabic feel with the names]. Second one means "Ali the Noble" in Arabic, and yes, I had to get that from the full name of Mecca.)

====
1. Thundercat
2. Evil Night (because Serpent Night Dragon, and also because Seiyaryu technically got a support archetype, but not really)
3. Cherry Storm Dragon
4. P.E. (I'm leaving this up to your interpretation, though my reasoning for this is related to my current field of work)
5. Draconus [no, this is not a reference to Draco, but if someone literally wants to go that way, no one's stopping you]
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