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Flash Flyer - SakuraArchetype Game
#1
Star 
We can't be called the Archetype Generator Meta without having the thread that started it all, hmm?

(Or at least a rejuvenated variant of it thereof...)


Anyway, you all should know the rules of engagement here, but those of you who are new or forgot, here they are.

Member 1: Posts an archetype name.

Member 2: Writes a prompt of no less than 40 words and makes a sample card for it.

(You know, just so people don't make ridiculous prompts that are near impossible, and I guess some kind of help into how it would look like in theory. Also the word count allows for prompts to be fleshed out a bit; again, give us an idea of how this works out.)

Also posts the next archetype.

Specific stuff:

1. Do not require that the archetype be based off of a certain thing. You may post some background info, but it is up to the next member whether they wish to use that info or not.

2. Keep the prompts PG-17 and appropriate, but this is covered in the general site rules already.

3. General site rules apply.




With that being said, let's get started!

Sunrise Wyvern

(Because this is a new day for the AGM, let's go with something to represent that. Of course, it is totally up to you how to go forward with this...)
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#2
Sunrise Wyvern

"I rise with the SUN."

This archetype is so dependent on its backrow that it's kinda sad, but it's so stupidly consistent that you don't have to care.

The monsters are LIGHT Dragons and Wyrms, with a single shared effect- HOPT costless self-revival if you control any archetypal backrow whatsoever. Generally speaking, the Dragons have actual field effects of their own, but the Wyrms are more useful as fodder for the Summon of other LIGHT Dragons and Wyrms, with effects that activate when used as Material for a monster that fits that description. You're going to want to use a bit of both, but the Wyrms are better suited to combo builds, with the Dragons being better suited for going second.

Of course, requiring face-up S/T in the backrow begs the question of how said S/T works. Generally speaking, the more useful Continuous cards are named after places that make for the best sunrise viewing (Mountain Peak of the Sunrise Wyverns, for instance), and each one has at least two effects. The first effect is an on-activation effect, usually based around consistency or board presence . . . the latter grants your entire archetype a specific effect, like a "Weathery" card. The fact that every archetypal monster on the field gains each of these effects makes multiples of any of them almost entirely useless unless one gets removed, but the more powerful effects among them are exponentially so- when one of your Traps turns every single Sunrise Wyvern on your field into an OPT Trap Hole on legs, spam becomes your #1 priority.

They do come with a couple of Equip Spells if you care, mimics of existing good Equips with similar clauses to Lost Wind to re-Set themselves from the Graveyard in a pinch, but that's generally an inferior playstyle, even if there's a monster in your archetype that searches these Equips on Summon without any OPT.

The rub, though, is that despite all this amazing consistency and power if you get going, there's a decent chance that you might not get going at all. Your first-turn spam opportunities are limited, and despite having a bevy of consistency effects to get started with, only two of them aren't dependent on other factors.


SAMPLE:
Sunrise Wyvern Solaryu
LIGHT - Level 4 - Dragon/Effect - 1800/1000
If this card is Normal Summoned: You can add 1 "Sunrise Wyvern" Spell/Trap Card from your Deck to your hand. If you Normal or Special Summon a "Sunrise Wyvern" monster while you control this face-up monster: You can Special Summon 1 "Sunrise Wyvern" monster from your hand or Graveyard (you can only activate this effect of this card's name once per turn). If you control a face-up "Sunrise Wyvern" Spell/Trap Card in your Spell/Trap Zone: You can Special Summon this card from your Graveyard (you can only activate this effect of this card's name once per turn).

NEXT:

Soul Pot
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#3
Archetype of Fairy monsters all relating to foods (hence the Soul Pot). Their searcher is a Continuous Spell called Boiling Soul Pot. Each of the monsters has an effect that activates if it is destroyed (via battle or card effect). And this isn't just limited to the field. If you somehow destroy them in the hand, you can activate their effects. Most of their Spell/Trap and even Extra Deck monsters help aid in their own self-destruction.

Soul Pot Leek Pixie
EARTH - Level 3 - Fairy/Effect - 1300/1500
When this card is Normal Summoned: You can add 1 "Soul Pot" Spell from your Deck to your hand. If this card is destroyed (by battle or card effect): You can Special Summon 1 Level 4 or lower "Soul Pot" monster from your Deck. You can only activate 1 of the effects of "Soul Pot Leek Pixie" once per turn.

Idol-Eyes (A play on the word idolize)
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#4
Think of a cross between Trickstars and Odd-Eyes; this is what you end up getting.

Basically, Dragon monsters that perform like Japanese idols and rock bands. Their playstyle is mainly Special Summoning (as you might expect), but the overall aim is basically neutralizing the opponent so they can't do anything. Main Deck provides temporary disruption, whereas their big ED and high Level/Rank bosses are permanent disruption and can be compared to (one-sided) floodgates. The backrow are what you would expect from a Deck requiring some setup for a concert and other stuff, including multiple Field Spells they can cycle through depending on needs and protection. Be warned, the bosses do require a bit of "sacrifice" from their subordinates / production crew, but...that's how life in the idol business goes, right?

(Uh, and these aren't related to Odd-Eyes or the other archetypes besides the fact they all have -Eyes in their name. I guess consider them detached cousins or something who went into the entertainment business.)



Now for the card.

Idol-Eyes Grand Performer Reika
Level 10 | LIGHT | Dragon | Synchro | Effect
3200/2500
1 "Idol-Eyes" Tuner + 1+ non-Tuner "Idol-Eyes" monsters
Your opponent can only Special Summon monsters once per turn. If your opponent activates a card or effect (Quick Effect): You can banish 1 Level 5 or lower "Idol-Eyes" monster you control or in your GY; negate the activation, and if you do, banish that card, then your opponent loses 800 LP. If this Synchro Summoned card leaves the field: You can Special Summon 1 of your banished "Idol-Eyes" monsters. You can only use this effect of this card name once per turn.

[I'm going back to "standard" PSCT for the time being because typing circled numbers still sucks...]



Cyclone Wall
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#5
Cyclone Wall

Prepare to be annoyed!

Cyclone Wall is a . . . weird archetype. All WIND monsters, but a lot of Types represented. The entire damned archetype floats into another member from the Deck if destroyed on the field, but none can float into themselves. Each one carries an Ice Barrier-style stun effect if another member is on the field, which leads to them becoming absolutely infuriating to fight once they've set up. The higher-Level Main Deck monsters, on top of the above, carry bonus effects to make them function as bosses, including one that has a Quick Effect Compulsory effect.

The backrow mostly exists to facilitate spam or reloading your Deck, with particular stars being a Yang Zing Path in Quick-Play form, a Monster Reborn that facilitates hand control if both players control monsters and yours have higher Levels, and an archetypal Miracle Fertilizer that doesn't blow itself up.

Generally speaking, you want to prevent them from getting multiples on board, which is actually surprisingly easy. One negated Summon early on kills the Deck, and a few intelligent calls with Dictator Dragon shut down their chance to accomplish anything. Also, Macro Cosmos ends the whole game if your opponent can't out it in a turn or two.

Cyclone Wall's Head Priestess
WIND - Level 6 - Spellcaster/Effect - 1000/2500
If your opponent Special Summons a monster(s), except from the Graveyard: You can Special Summon this card from your hand (you can only activate this effect of this card's name once per turn). While you control another face-up "Cyclone Wall" monster, if your opponent adds a card(s) to their hand by a card's effect, they must then banish 1 card from their hand or field. If this card is destroyed on the field and sent to the Graveyard: You can Special Summon 1 Level 4 or lower "Cyclone Wall" monster from your Deck.

Phanthread (phantom + thread)
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#6
You thought your life was already in the balance? Well, now that's in the hands of the dead.

In a nutshell, Zombie monsters that control the fate of your opponent; whether that affects the cards they already have, stuff that is already in the GY/banished, stuff in the Deck that has yet to be used or even controlling what the opponent can do, period. The smaller Main Deck most focus on stuff that's already "dead", basically stopping them from returning. As you get into the larger bosses, your opponent's future will be ruined by not being able to use their cards or cutting their available actions / resources. Get enough of them out and in effect, the opponent literally cannot play Yugioh. Though with every floodgate in existence, there is a maintenance cost to keep things going so make sure you can constantly fuel this, otherwise you might as well scoop.

===
Phanthread King of Tormented Souls
Level 12 | DARK | Zombie | Effect
4000/4000
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 4 Zombie monsters with 2500 or more ATK from your GY with different names. Your opponent cannot Normal or Special Summon monsters, also inflict 800 damage to them if they activate a Spell/Trap Card. During each End Phase: You must Tribute 2 other monsters you control (this is not optional), otherwise banish this card, face-down.
===

Sugar Puff Girl Z
(Don't ask why this name exists...)
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#7
Sugar Puff Girl Z

This archetype is surprisingly basic in function for a magical girl team with distinct candy theme. There are six different Spellcaster-Type Pendulum monsters, each at a different Level. Each one searches out one specific other member when Pendulum Summoned, Gadget-style, and each has a Quick Scale effect that can activate so long as you have another member in the other Scale, but gets a specific bonus for that Scale being their Attribute's opposite. These Scale effects are generally based on cards that used to be meta, and that should be stronger given new searchability or status as a Quick Effect.

However, the real fun comes from the fact that the Sugar Puff Girls each have a corresponding Zero Armor- an aged-up version of themselves that counts as them on the field, that are all Level 8. These Zero Armors being able to Tribute Summon themselves as a Quick Effect so long as you can muster up one measly Pendulum monster as one of the Tributes sounds ridiculous and pointless conceptually, but is actually majorly relevant to their primary shtick; on-Summon disruption. Hell, the FIRE Zero Armor alone will incentivize your opponent to keep the Pendulum monsters off your board, given that her disruption effect is hand control.

The backrow is limited, but pretty much necessary due to plugging the holes apparent in the archetype. To make up for the fact that you're only ever searching the same few archetype members and the occasional Spell Card, your Field Spell comes packing an archetypal Moray of Greed effect, and you have a Continuous Spell that (among other things) makes it so your opponent can't respond to or negate Pendulum Summons so long as you have archetype members in the Scale. There are others, but those two are the most worth mentioning.

Sugar Puff Girls Z - Lemon Tart
LIGHT - Level 3 - Spellcaster/Pendulum/Tuner/Effect - 1300/800 - Scale 8
Pendulum Effect - Once per turn, if another "Sugar Puff Girls Z" card is in your other Pendulum Zone (Quick Effect): You can destroy your opponent's monster with the highest ATK, also, if the card in your other Pendulum Zone is "Sugar Puff Girls Z - Devil's Food", banish that destroyed monster and the top 2 cards of your opponent's Deck. If you Pendulum Summon 3 or more "Sugar Puff Girls Z" monsters simultaneously while this card is in your Pendulum Zone: You can add 1 "Sugar Puff Girls Z" Spell Card from your Deck to your hand.
Monster Effect - If this card is Pendulum Summoned: You can add 1 "Sugar Puff Girls Z - Cinnamon Puff" from your Deck to your hand.

Wisdom Throne
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#8
Archetype of LIGHT Fiend monsters. They have 0 ATK and DEF. However, they have Spell/Trap Cards that help boost/change their ATK. They have a Normal Spell that changes their original ATK and DEF to 2000 until your next Standby Phase, a Field Spell that boosts their ATK and DEF by 500 x their Level, a card that switches their ATK and DEF with that of another monster on the field, ect. But that's not all their Spell/Traps can do. They have their fair share of removal, adding/drawing, Summoning, ect. And a few of their Spells can even come back as monsters (kind of like Phantom Knight).

Wisdom Throne Onora
LIGHT - Level 4 - Fiend/Effect - 0/0
If this card is Summoned: You can add 1 Spell/Trap that lists "Wisdom Throne" in its text from your Deck to your hand. If this card is destroyed (by battle or card effect): You can change the ATK and DEF of 1 monster your opponent controls to 0.

Palace of Shadow
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#9
Palace of Shadow

Near useless in Master Rule 3, devastating in MR4.

Palace of Shadow is an archetype of all Level 1 DARK monsters with one shared gimmick: Every last one is an archetypal Junk Synchron, reviving one another upon Nornal Summon, and most can easily get in the Graveyard through discard-based consistency or disruption effects. In addition, a lot of them have effects that they can use if there are other archetype members on board like classic Six Samurai.

Now, in general, this doesn't sound particularly threatening, especially given that we already have a lot of strong Rank 1 Xyz Decks. However, also similarly to Six Samurai, their backrow has some strong effects tied to counter generation that triggers upon every single archetype member you Summon. However, their equivalent to Gateway gains only one counter at a time, making the extra searching a lot less frequent given that you have to Summon members four times per search. You also have non-Continuous backrow that includes, but is not limited to, a Monster Reborn that doubles as a Double Summon, a HOPT Foolish-then-Upstart, and a Ritual Beast Spirits because why not at this point.

However, the real monstrosities are their archetypal Xyz. All 3-mat, yes, but given that one is a Seraphinite that can stack and another is a Shi En that is an automatic (and mandatory for some reason) Soul Charge upon death, you honestly don't have to care about any of the others.

In Master Rule 4, the fact that you can turn 2 monsters into a Link that puts one back in your hand means that you can pop off so ungodly hard that an Extra Link is practically guaranteed. Do not let the Palace stand.

In terms of weaknesses, they're a low-stat Rank 1 strategy that requires multiple Normal Summons to get going if you're not using Links, so they die if you simply breathe on them too hard, but in MR4 Giganteform is a necessary floodgate to prevent the end times, and backrow negation becomes a must.

Messenger to the Palace of Shadow
DARK - Level 1 - Warrior/Effect - 200/0
You can discard this card: Add 1 "Palace of Shadow" Spell Card to your hand, but the maximum number of Spell Cards you can activate this turn becomes equal to the number of other cards in your hand. If this card is Normal Summoned: You can Special Summon 1 "Palace of Shadow" monster with a Level from your Graveyard. 

Trashalanche
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#10
Oh look, the barrage of garbage has come around.

But seriously, as its name implies, this arch focuses on spamming the WATER Rock members and being annoying for the opponent. The members themselves aren't particularly strong, but what they lack in power, they certainly make up for in effects and support cards. One of their bosses is a Kirin / Atomic Scrap Dragon-esque entity that removes the opponent's boards before they can do anything. Just be warned that if their backrow gets disrupted or opponent can't be removed, just expect to be steamrollered. If you can pull it off, then just enjoy pissing your opponent off with a playstyle similar to shitposting on Discord / Miscellaneous, etc.

(You know how that works out, right?)

====

Trashalanche Overlord
Link 3 | WATER | Rock | Link | Effect
2000
SW S SE
2+ "Trashalanche" monsters
Once per turn (Quick Effect): You can target 1 "Trashalanche" monster you control and 2 cards your opponent controls; shuffle them into the Deck, then your opponent takes 800 damage.
====

Pain Bears

(As for where my last prompt came from, see this video, I guess...)

Show Contenthere:
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#11
Pain Bear

This DARK Beast-Type archetype is heavily banish-centric, with a weird mix of DM/GX-style effects with powerful lack of HOPT, and huge Pendulum/Link era board-spam effects. You have a mix of Main Deck big bears that blend two different older bosses, and Extra Deck bosses designed around extending your combos by merely existing. However, they're not banish-heavy in the way you'd expect.

Basically, similarly to Gouki, your entire archetype is made of E-Calls or backrow searchers (divided between such about evenly between Main Deck members), but upon being banished. This sounds bad at first, but remember that you have Chaos-style monsters, an archetypal Miracle Fusion, removal effects that banish for cost, and even (most disgusting of all) a practically straight copy of Ronintoadin that's also a handtrap.

There is one weakness to Pain Bears, however (besides banish hate like Chaos Hunter, or stuff like Necrovalley): They're very dependent on setup. If you can stop them from putting bears in the Graveyard, you basically win. If you can't . . . good luck. Surprisingly, they do well at the long game, even if that's mostly due to being able to put most of their Banished Zone back into the Deck with certain backrow.

Leaping Pain Bear
DARK - Level 2 - Beast/Tuner/Effect - 800/0
If your opponent Special Summons exactly 1 monster in Attack Position, you can discard this card: Return that Summoned monster to its owner's hand, then monsters with the same name as that returned monster cannot be Summomed for the rest of the turn. You can only activate this effect of "Leaping Pain Bear" once per turn. You can banish 1 other "Pain Bear" monster from your Graveyard: Special Summon this card from your Graveyard. If this card is banished: You can add 1 "Pain Bear" Spell/Trap Card from your Deck to your hand. If you resolve this effect of "Leaping Pain Bear", you cannot activate it again this turn.

Twinrocket
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#12
Someone wanted to make the Space Force; guess this archetype's the first step.

Anyway, this is a group of DARK Machines that function similar to common Decks; spam main monsters enough, then enter into the ED monsters that have 2-3 effects and are based on massive space rockets. Keeping in line with the theme of space, the ED monsters are more than capable of banishing stuff every turn with their effects. Their backrow isn't particularly bad, though you likely will not need it too much (taking into account that DARK Machine support exists). Also you can probably tech Orcusts as an additional option as the Extra Deck only requires DARK Machines. Be aware that Imperial Iron Wall will cause this Deck to brick, so deal with it and anything similar quickly.

Naming-wise, the Main Deck borrows from stars and Extra Deck with constellations



Ultra Twinrocket - Tianqiang
Link 4 | DARK | Machine | Link | Effect
2900
N W E S
2+ DARK Machine monsters
This Link Summoned card cannot be targeted by your opponent's card effects. Once per turn (Quick Effect): You can activate 1 of the following
- Target up to 2 monsters on the field; banish them until the End Phase.
- Banish this card; banish the top 4 cards of your opponent's Deck, face-down.
During your Standby Phase, if this card is banished: You can Special Summon it. You can only use this effect of "Ultra Twinrocket - Tianqiang" once per turn.



Riverblade
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#13
Let's bump this up.

Riverblade is an archetype of WATER monsters derived from different swords. All of the members focus on some aspect of battle, ranging from either one-shot kills, dual attacking and whatever else. Of course, they are weak outside of the Battle Phase and their backrow does kinda suck, therefore you must invest in external support here. The good part is that they do get support from generic WATER stuff and they can run Gozen Match without repercussion so...maybe that'll help...

====
Riverblade Zweihänder
Level 6 | WATER | Aqua | Effect
2400/1000
If you control 2 or more "Riverblade"monsters with different names, you can Special Summon this card from your hand. If a "Riverblade" monster you control battles an opponent's monster, triple any battle damage it inflicts to your opponent.
====

Even I don't remember why I picked this name....



Jewelpet
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#14
Jewelpet

All that glitters . . . can combo like nobody's business.

Jewelpet is an unusual sort of archetype. The Main Deck monsters are Level 2 Beasts with a rainbow of Attributes, are named after various gemstones and crystals, and have a heavy focus on an aggressive combo game including Synchro and Fusion (and Link, if you want to prep them for MR4). Their primary focus is on aggro and recursion, making your Graveyard a combo wonderland off of basically doing anything, given that most of your archetype trips an effect off of being revived specifically, if not just Special Summoned in general. HOPT clauses are also disturbingly rare, instead focusing on archetype xenophobia if you proc their stronger effects more than once per turn.

Their Spell/Trap lineup is a museum of mishmashed "borrowed" cards, either archetype-limited (and slightly nerfed) versions of generic cards on the Limited list (or that people asked to be put on the List in their heyday), or effects ripped from support from other archetypes and mashed together with other such cards. As a perfect example of this, you have a Black Whirlwind, Card of Safe Return, and that Code Talker search card . . . all in one, with only soft HOPTs throughout.

Their Extra Deck are the real stars, however. In themes of theme naming, the Synchros are dangerous herbivores from throughout nature (an elephant, a moose, a bull), and the Fusions are famously threatening carnivores, each with a pun or portmanteau of that animal name with the colors associated with the Attributes. (Elephemerald, for example, as the WIND Synchro.) While there are some utterly nutty basic effects fearured (one is the cheapest backrow negate in history, one offers OPT D.D. Crow to boost its own stats, etc.), the real threat comes from their capacity for extending combos, often being able to revive their monsters or re-Set their dead backrow while comboing off. Even despite the hard xenophobia, effort to make a solid board will be rewarded with solid monsters and dangerous disruption effects. Also, don't trouble yourself with Fusion Spells- while you can use them, each of your Fusions can be Summomed through Tribute Contact Fusion once per turn, making the Spells almost entirely unnecessary.

The Deck has a few obvious weaknesses- Gozen Match, any real floodgate, Necrovalley, needing the Extra Deck to beat over even Kojikocy- but the unexpected one is being awful at going first. They need Graveyard setup to combo off as hard as they'd like, and their only "cheap" setup involves a few archetypal handtraps.

Jewelpet Ruby
FIRE - Level 2 - Beast/Tuner/Effect - 800/200
If your opponent Summons a monster(s), you can discard this card: Return that Summoned monster to its owner's hand. If this card is Special Summoned from the Graveyard: You can add 1 "Jewelpet" monster from your Deck to your hand, except "Jewelpet Ruby". You cannot activate this effect of this card's name more than once per turn if you have Summoned a non-"Jewelpet" monster this turn. If this card is sent from the field to the Graveyard as Material for the Summon of a "Jewelpet" monster: You can draw 1 card.

Banananger
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#15
Do you like the color yellow? No? How about bananas? If your answer is still no, too bad!

These monsters are either all yellow or feature banana(s). Each monster is capable of Summoning, adding, and in general providing resources. HOWEVER, the catch is that if you do it, that monster can't attack. The same goes for any Extra Deck monster if you happen to use its respective effect. What Not tmight their Extra Deck monsters be? Xyz Monsters. They also like Equip Spells. Not too much that their archetype pool is loaded with them. But enough to manipulate them. Hand them off to your opponent to take an opponent's card, equipping it to an opponent's monster to instill a negative effect, ect.

Banananger Ranger
LIGHT - Level 4 - Warrior/Effect - 1600/1200
If this card is Summoned: You can add 1 "Banananger" Spell/Trap from your Deck to your hand. This card cannot attack the turn you activate this effect. You can only activate this effect of "Banananger Ranger" once per turn. If this card is equipped with an Equip Spell: You can increase your LP by 500.

Gloomius
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#16
I'm on antidepressants right now and playing (against) this Deck isn't helping!

On a serious note, this archetype basically does what the tagline says. Small DARK Plants that start polluting your opponent's board and restrict their actions after a certain point (or making it harder for opponent to play the game). They start off slowly, but if allowed to make their bosses and set up, the opponent might as well ragequit unless they want to be on medication just for playing Yugioh.

Bio-Gloomius
Level 2 | DARK | Plant | Effect
0/2000
When this card is Summoned: You can Special Summon 1 "Gloomius" monster from your hand or GY, except "Bio-Gloomius". While this card is in your GY and you control a "Gloomius" monster, your opponent must pay 800 LP to Normal or Special Summon a monster.

(Just a sidenote that the tagline is just that; a TAG LINE for the archetype.)



Cyanight (cyan + night)

Show Contentor if you want to be bold:
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#17
Cyanight

Water Clone Technique!

So, this is an oddball of an archetype, mostly because of the way it approaches its monster design, but it may feel a bit familiar in the way it functions. Thematically, they're a blend of samurai and knights, made of water, using all kinds of bizarre attacks that focus on their liquid bodies.

The primary monsters in the archetype are six Aqua monsters of the game's Attributes, all of the same rather low Level, and well-suited to spam. They also trigger neat effects when banished, but they emselves lack any self-recycling to return after being banished, or even a way to consistently banish each other (closest you have is the FIRE one being a mildly faster Gold Sarc on Summon). They spam mildly effectively, and are stupid consistent, but don't have a visible end goal that other Decks don't do better. You have a couple other monsters that aren't part of your primary lineup, but those six little guys are your main core.

Let's take a step back, though, to look at the Deck's primary playmaker and grandest asshole, the Level 7 Cyanight Splash Captain. An archetypal Gigantes that also has a Dragon Ruler "banish any 2 archetype members from the Graveyard to revive me" effect, and has a Parallel World Fusion (shuffle monsters on the field or that are banished into the Deck as Fusion Materials) effect built in, AND floats when banished just like the little guys. Each of these separately are HOPT, but it's not exactly like you have any reason whatsoever to care. Just one of these effects resolving can mean a huge swing in advantage for no reason, and getting several to go off in a turn is just a way to flex on your opponent. It's also a decent beater if you're in a pinch.

So, I mentioned Fusion earlier, so let's start with those. You have a grand total of 15 Fusions, but they're in three basic "tiers" you want to think of them in. Seven of them are Level 5, all two-mat Fusions. Six are Shaddoll-patterned, Attribute + archetype member, and the seventh can be made by ramming any two archetype members together. The Sinister Six over here are mostly based on being mildly annoying, using the traits most people associate with each Attribute: The FIRE one burns, the WATER one does hand control, the WIND one eliminates backrow, etc. The seventh Level 5 Fusion basically exists as a stepladder, but you're basically going to be making it every game because it banish floats like the little boys and has a pretty solid effect in general.
Seven more Fusions (six 8s and a 10) specifically require the Captain as Material, six of which rehash the Attribute thing and the seventh works similarly to UAGG, requiring Cap and any two archetype members. The Attribute dudes can all tag out to any two archetype members in your Deck except the Captain, and the 10 floats specifically into the Captain, on top of duplicating really powerful effects from across the game's history.
The final Fusion requires any 4 archetype members, Chaos Giant style, and like Chaos Giant, should hypothetically end the game just by showing up.

You're not just limited to FUSION SUMMON, though. You have access to a few odd Xyz you can make if you're lacking a Fusion option for whatever reason, and even a Link VRAINS-worthy archetypal Link ladder (1 each of ratings 1-4, only like two of which are worth using).

Your backrow lineup, though . . . your Fusion S/T options are mostly copied from Gem-Knights and Ancient Gears, with a surprise appearance from a Neos Fusion ripoff. The real fun comes from your Mask Change wannabes, letting you either swap between a Level 5 and 8 that share an Attribute, or between your 5s and 8s, granting all manner of tricky ways to finish a game or trap your opponent with yhe Fusion they'd least like to see. Your backrow not centered around Fusion is mostly just a variety of ways to get back your banished cards or extend plays, with one interesting outlier in a self-recycling Counter Trap that banishes an archetype member for cost.

SAMPLE:
Cyanight Splash Captain
WATER - Level 7 - Aqua/Effect - 2600/0
You can banish 1 "Cyanight" monster from your GY: Special Summon this card from your hand. You can banish 2 other "Cyanight" monsters from your GY: Special Summon this card from your GY. (Quick Effect): You can Fusion Summon 1 "Cyanight" Fusion monster from your Extra Deck, by shuffling appropriate Materials from your field or Banished Zone into your Deck. If this card is banished: You can Special Summon 1 Level 4 or lower "Cyanight" monster from your Deck. You can only activate each effect of "Cyanight Splash Captain" once per turn.

Inkorrupt (Ink + corrupt)
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#18
Archetype of cephelapods and/or more eldritch creatures that also bear tentacles. DARK Aqua monsters. They have your standard Special Summon, add, and recovery effects. However, these guys like control (hence he corrupt). For example, if your opponent adds a card from their Deck to their hand, you get to draw 2 cards. If they gain ATK via card effect, all your Inkorrupt monsters gain 1000 ATK and DEF. Every advantage your opponent tries to take for their benefit, these guys will outclass.

Sample:
Inkorrupt Primus
DARK - Level 4 - Aqua/Effect - 1500/2200
If you control no monsters: You can Special Summon this card from your hand. If Summoned this way, you cannot Summon other monsters for the rest of this turn, except DARK Aqua monsters. If your opponent activates a card or effect that adds a card(s) from their Deck to their hand (Quick Effect): You can draw 2 cards. You can only activate this effect of "Inkorrupt Primus" once per turn.

Omen Mothman
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#19
Would be real nice if there were other members, but obviously since this place is much smaller than YCM, the activity level will be lower. But anyway...

Omen Mothman is an Insect themed Deck based on the cryptid (and no, not the Danger! monster) that focuses on hand destruction. Each time that one of them goes to the GY from the hand, they have a unique effect that is generally bad for the opponent (but not you because they're minimal). As you discard the higher Level ones, their effects start becoming hazardous to their user, but with some backrow support, you can mitigate them to an extent (but not all). Right...and going back to what I just mentioned about Dangers, they'd be best friends with this Deck, along with Dark Worlds, though they're on thin ice with each other to some degree, so...be careful.

[Also "damn it Sakura, y u make another Danger abuse deck?!"]

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Omen Mothman Apocalypse
Level 8 | DARK | Insect | Effect
2600/2000
(Quick Effect): You can reveal this card in your hand; your opponent randomly chooses 1 card from your entire hand, then you discard the chosen card. If this card is sent from the hand to the GY: You can banish all cards on the field, except "Omen Mothman" cards, then inflict 300 damage to both players for each card banished by this effect. If you control an "Omen Mothman" Spell/Trap at activation, cards or effects cannot be activated in response to this effect's activation. You can only use each effect of "Omen Mothman Apocalypse" once per turn.
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Luster Charger
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#20
"The next time you see a shooting star, make absolutely certain that its destination isn't you."

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Remember Satellite Cannon? That Level 5 Light Machine with 0 ATK that has a built-in ATK gain effect during the EP? Luster Chargers are kinda like that, but in a much smaller package. Well, not in terms of numbers, at least. Combined, they're as powerful as a meteor shower.

Luster Chargers are Light Machines which resemble comets and other celestial objects of varying levels (generally 1 through 5) that focus on bumping up their measly 0 base ATK based on specific triggers, and are more than capable of swarming the field as well. They each have two types of effects in common:

1. An ATK increasing effect that has a different trigger from monster to monster. (e.g. When another Luster Charger is Summoned, when another Luster Charger activates its effect, etc.)

2. An ignition effect that resets the monster's ATK to 0 and performs a different effect from monster to monster. (e.g. Search a Luster Charger, destroy a card on the field, etc.)

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Luster Charger Centauri
LIGHT | Level 1
Machine / Effect
When this card is Normal Summoned: You can Special Summon 1 "Luster Charger" monster from your hand. When another "Luster Charger" monster you control activates its effect: This card gains 100 ATK. If this card's ATK is higher than its original ATK: You can make this card's ATK become its original ATK, and if you do, add 1 "Luster Charger" monster from your Deck to your hand, except "Luster Charger Centauri". You can only use this effect of "Luster Charger Centauri" once per turn.
ATK / 0 DEF / 0

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Altar Ego
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