Archetype’s Missing Support Part 3 Konami has made many archetypes and series over the years. Some of them originated from the anime, while some are game-originals. However, many archet

This article is part 3 to my other article “Archetype’s Missing Support“ and "Archetype's Missing Support Part 2."

Konami has made many archetypes and series over the years. Some of them originated from the anime, while some are game-originals. However, many archetypes have cards that imply future support they’ve never received.

There are many reasons why this happens. Usually, it’s Konami’s way of future-proofing cards. Second, Konami abandoned the archetype earlier before it got all their waves of support. Finally, Konami changed the archetype’s direction. Like the first article, this article will look at several archetypes and identify the “missing support." It will also propose theories on why Konami never made the missing support. 

Eldlixir (Eldlich)

Eldlich

Missing Support: Eldlixer based on Citrinitas

Eldlich is an archetype debuted in Deck Build Pack: Secret Slayers. The archetype centres around Eldlixer and Golden Land traps and spells. The archetype's powerful effect made the Eldlich a strong trap orientated deck. Eldlich's support cards, Eldlixer, are based on the four stages of the Magnum opus of Alchemy. Black Awakening for Nigredo (blackening), White Destiny for Albedo (whitening) and Scarlet Sanguine for Rubedo (reddening). However, we are missing an Eldlixer card for the fourth stage, citrinitas (yellowing). Now, why are we missing a card for citrintas? It is possible that the Eldlixer card, Scarlet Sanguine, actually references both Rubedo and Citrinitas. 

Adamancipator

Missing Support: Black/Purple Crystals Adamancipator and dark cave explorer and dark boss monster

darkAdamancipator is an archetype consisting of Rock monsters. Unlike many modern archetypes, they have a unique gimmick of excavating their cards rather than outright searching for them. This gimmick creates the illusion that the player is digging (excavating) their deck for gems (key cards). The archetype's monsters are divided into three sub-groups: the explorers, crystals, and the boss monsters. 

The card art, Adamancipator Relief, shows Leonite attacking a mysterious black/purple Adamancipator. This dark crystal monster has yet to be released in the actual OCG. Furthermore, suppose there's a DARK crystal. In that case, that also means that there are also a dark explorer and dark synchro monster due to the archetype's design motif. In fact, the Dwimmered series (Dwimmered Glimmer) actually alluded to this DARK Anticipator monster.

Super Quantum

Missing Support: Super Quantum Pink, Super Quantum Black and Super Quantum Yellow. 

The Surangerper Quantum is an archetype based on power rangers. The archetype can be summed up as the prototype of Zoodiac. They were the first archetypes to use just one monster to Xyz Summon their boss monster. However, unlike Zoodiac, Super Quantum is more restrictive in their Xyz Summoning. Their boss monsters' effects are usually locked away unless the player uses the correct Xyz materials. Furthermore, they also need their field spell to XYZ summon with one material. 

As mentioned before, the Super Quantum archetype is based on power rangers. We are currently missing a Super Quantum monster for Pink, Black and Yellow power rangers. Now I think we didn't get a Super Quantum Pink and Yellow because there are no attributes for those colours. Light is already used for White, and Fire is already used for Red. However, that doesn't explain Super Quantum Black as Konami could've easily used the DARK attribute. I highly doubt we'll ever see a Super Quantum Pink, Black and Yellow monster since the boss monster, Neo Super Quantal Mech King Blaster Magna, doesn't contain any traces of pink, black or yellow coloring at all. 

Unchained

Missing Support: Sarama's twin

Unchaiunchainedned is an archetype consisting of Fiend monsters that destroy their own cards to cause disruption during the opponent's turn. The archetype also has a sub-archetype known as the Unchained Soul, which disrupts the opponent's board by using their monster to Link Summon their boss. 

Currently, we are missing a twin for Unchained Twins - Sarama. However, we will never get a twin for Sarama because this was just a mistranslation by the TCG department. In the OCG, Unchained Twins - Sarama is actually called Unchained Child - Sarana. However, the TCG decided to call her a twin for whatever reason instead. 

Hex-Sealed Fusion

Missing Suphex-sealed fusionport: The WATER - Hex-Sealed Fusion, The FIRE - Hex-Sealed Fusion, The WIND - Hex-Sealed Fusion and The DIVINE - Hex-Sealed Fusion.

Hex Sealed Fusion is a series of Rock-Type monsters that focuses on easing fusion summoning by substituting one of the attributes. We currently have a Hex-Sealed Fusion monster for Earth, Light and Dark, but we don't have one for the other four attributes, WATER, FIRE, WIND and DIVINE. It's possible that we didn't get a monster for those attributes because King of the Swamp does the job better. Another possibility is because the three Hex-Sealed Fusion monsters symbolize the Heaven (LIGHT), Earth (EARTH) and Hell (DARK) realms. Due to this, I doubt we'll ever see Hex-Sealed Fusion monsters for the other attributes. 

Attribute Ritual Spells

Mritual spellissing Support: Water Ritual Spell, Fire Ritual Spell and Divine Ritual Spell. 

Similar to the Hex Sealed Fusion series, there's also a series of Ritual Spells that focuses on easing ritual summoning by enabling the player to summon any ritual monster of the correct attribute. So far, we have a ritual spell for LIGHT (Sprite's Blessing), EARTH (Earth Chant), DARK (Contract with the Abyss) and most recently WIND (Breath of Acclamation). However, we're still missing ritual spells for WATER, FIRE and DIVINE attributes.

Initially, I thought the series was similar to the Hex-Sealed Fusion, where the LIGHT, EARTH and DARK Ritual Spells symbolises the three realms (heaven, earth and hell). Due to this, I thought the series was complete until they recently released a Ritual Spell for WIND Ritual Monsters. This means they are abandoning the whole three realm concept, meaning we will possibly get a Ritual Spell for WATER, FIRE and DIVINE in the future. 

Plunder Patroll

Missing Supporplundert: Plunder Patroll WIND, Plunder Patroll EARTH and Plunder Patroll DIVINE

Plunder Patroll is the first archetype based on pirates. They consist of Fiend-Type monsters that focus on summoning their Extra Deck monster for free during the opponent's turn based on the attribute they control or in their graveyard. Therefore, it's paramount that they have Extra deck monster based on all the existing attributes. However, we currently only have FIRE (Plunder Patrollship Brann), DARK (Plunder Patrollship Moerk), Blackbeard, WATER (The Plunder Patroll Captain) and LIGHT (Plunder Patrollship Lys) attributes. We're missing a Plunder Patroll monster for WIND, EARTH and DIVINE. This means this deck would immediately be at a disadvantage if they're facing against an EARTH or WIND deck. I doubt we'll ever get a DIVINE Plunder Patroll monster as DIVINE is an attribute reserved for god cards. However, I also don't think we'll ever get a monster for EARTH and WIND either since Konami has a record of not supporting the TCG archetype after their OCG import. 

Dragonmaid

Misdragonmaidsing Support: Dragon form for Chamber Dragonmaid

Dragonmaid is an archetype that mixes waifu and dragons together. Things that most Yu-Gi-Oh! Players like. Their gameplay involves searching the Dragonmaid's Dragon form and then transforming into it during the battle phase and then transforming back after the battle phase. The Dragonmaid monsters have a maiden form and a dragon form (e.g. Nurse Dragonmaid is the maiden form of Dragonmaid Ernus). However, despite their gimmick and design motif, we currently lack a dragon form for Chamber Dragonmaid.

Prank-Kids

Missing Supprocksiesort: Prank-Kids Earth Fusion Monster

Prank-Kids is an archetype consisting of Level 4 or lower monsters that have effects that trigger in the GY. These effects swarm the field with more Prank-Kids monsters, enabling the user to Fusion or Link Summon easily. We currently have four attributes Prank-Kids monster, Lampsie, Dropsie, Fansies and Rocksies. We also have four attributes Prank-Kids Link Monsters, Meow-Meow-Mu, Rip-Roarin-Roaster, Bow-Wow-Bark and Dodo-Doodle-Doo. However, we only have three attributes Fusion Monsters, Battle Butler, Weather Washer and Rocket Ride. We don't have a Fusion Monster for the Earth Attribute yet. We might get it in the future, considering we only got the other two ROCK attribute Prank-Kids, after Prank-Kids initial release. 

Superheavy Samurai

Missssing Support: Level 11 Superheavy Samurai Synchro Monster

Superheavy Samurai is a Warrior-Type Deck that focuses on Synchro Summoning. The archetype has many interesting gimmicks. Firstly, the archetype focuses on building up its defenses. Secondly, all their Synchro Monsters can attack while they're still in Defense position. Thirdly, they all benefit if the player doesn't play any traps/spells at all.

Due to this, the deck can be a bit xenophobic where players can only really play cards within the archetype. Superheavy Samurai has a synchro monster for every level from 5 to 12, except 11. For some strange reason, Level 11 was simply skipped. It's possible that Konami decided that they had no intention of releasing any more Superheavy Samurai monsters, so they decided to just ignore 11 and give them Level 12. It's also very possible that they decided to provide a Level 12 Synchro for anime writing reasons. At that point of the show, all the characters were pulling out Level/Rank 12 monster, so it's possible that Konami simply decided to just make it a Level 12 monster. 

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