Article 2 - “Tribal” Archetypes

When I speak of “Tribal” I’m referencing the term coined by Magic the Gathering devs and players, when referring to a specific type of deck. A Tribal deck is a strategy focused around a specific creature type. In the case of DEMØNS & MAJIK TCG, there are also strategies that are focused around a specific creature type, as well as a specific creature name. 

There are usually 5 main archetypes for each element that slowly expand as more sets are released, usually starting with the first Chapter of the Arc. The archetypes each have varying strengths, and weaknesses based on its focus, and mechanics, regardless if it's by creature type or name. 


If you don’t wish for spoilers for the game, please don't read beyond this point


Below are a few of the Archetypes introduced in the first expansion, The Beginning, alongside information about their mechanics and useful cards to consider when deck building. 

The Original Angels

The archetyping of these creatures is by creature type, in their case, High Angel, and their element is Light. How they work: When you declare a successful direct attack on your opponent, the creature's effect can trigger, giving you bonus cards, or getting rid of problem cards. They also have the Ability FLIGHT, allowing you the option to attack your opponent directly, potentially ensuring their effects trigger.

The Original Angels benefit from cards that increase the PWR of Angel creatures or Light creatures, as well as Majik & Object removal, to achieve maximum potential. They are weak to creature removal, as well as the Ability HOVER, which forces creatures with FLIGHT to attack creatures with HOVER before attacking directly.

The Cult of Ghul

The archetyping of these creatures is by creature name, in their case, “of Ghul”, and their element is Shadow. How they work: By manipulating either player's Crypt, these creatures can Conjure other creatures, Cast Majik & Object cards without wasting resources. Not only does this archetype work on its own, some cards are so useful on their own, they can be splashed in other decks as well!

The Cult of Ghul benefit from cards that are generically good, and cheap. Like “Fireball”, or “Bolt of Lightning”. They are weak to cards that affect the Crypt, as well as high PWR creatures, as they are super weak.

The Colony of Butterflies

The archetyping of these creatures is by creature type, in their case, Butterfly, and their element is Earth. How they work: When these creatures are sacrificed for the cost of an effect, their effects can trigger. This archetype's goal is to Call/Conjure powerful creatures and overwhelm your opponent. 

The Butterflies benefit from cards that sacrifice them as a cost for another effect. Like “Hidden History”, or “A Gust of Wind”. They are weak to board wipes.

Each archetype has its own unique mechanics alongside its own way to win. There are 6 cards in a given archetype, with their own function, like a boss creature, or a very big defensive wall. Alongside these traits, the many archetypes are all split between elements and between 3 tiers. Those tiers are Competitive, Casual, and Rogue. Each element has a competitive and casual archetype, as well as 3 rogue archetypes. The higher the tier, the stronger the archetype (at least, at first).

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