Ironically some of the archetypes I picked on Konami has since given support (Gem-Knights) which made several of my ideas moot. That being said I'm still going to post up some of the things I've come up with over the years and maybe reuse some of them (but with updates for 2015 Yu-Gi-Oh! as opposed to 2010 Yu-Gi-Oh!)
Let's start with the really early stuff that Estrel Galaxia used in a friend's Fanfiction;
Storm Warning
Normal Spell
Add one Level 4 or
lower Thunder Type Monster from your deck to your hand.
Chain Lightning
Normal Trap
Activate only if there
is a face up Thunder Type monster on the field.
Special summon up to two Thunder Type Monsters from your graveyard to
the field.
Thunder Trickster
Level 1 Light
Thunder/Effect
If you control no
monsters, you can special summon this card from your hand. If this card is sent to the graveyard for a
Synchro, Ritual, Fusion or Overdrive Summon you can reveal one Trap Card in
your hand and activate it this turn. The
effect of Thunder Trickster can only be used once per duel.
0/0
Obelisk the Green
Slayer
Level 4 Wind
Thunder
A famous lancer said to
have defeated a hundred foes in one strike.
By drawing upon the power of comrades a greater power can be obtained.
1900/1200
Thunder God Obelisk
Level 8 Wind
Thunder/Overdrive/Effect
Obelisk the Green
Slayer + 2 or more Effect Monsters
When this card is
Overdrive Summoned you can choose either Monster, Spell or Trap cards. Check all monsters your opponent controls if
you choose monsters or all Spells and Traps if you choose Spells or Traps and
destroy them. Once per turn when this
card battles, you can discard one Thunder type monster from your hand to have
this card gain 500 attack and inflict piercing damage.
3000/2500
Remember that post I made about coming up with a new Summoning Method? This was a product of the first attempt, "Overdrive Summoning." It was basically a more convoluted Xyz Summoning before Xyz Summoning was done.
Bolt Leader
Level 3 Wind
Thunder/Tuner/Effect
When this card is
Normal Summoned, you can discard one card from your hand to special summon a
Level 4 or lower Thunder Monster from your deck to the field. Its effect is negated and it cannot attack.
1500/1000
Thunder King Susano-o
Level 4 Wind
Thunder/Synchro/Tuner
1 Tuner monster + 1 or
more non tuner monsters
When this card is
Synchro Summoned, you can add one card from your graveyard to your hand. During your opponent's main phase you can
perform a Synchro Summon by using this card as one of the Synchro Material
Monsters.
2100/1600
"From the speed a new power is
born! With this a new possibility is
unlocked! Synchro Summon! Charge up a new future, Thunder Synchron!"
Astral Dragon
Level 12 Light
Thunder/Synchro/Effect
1 Synchro Tuner Monster + 1 or more Non Tuner Overdrive Monsters
Once per turn you can negate the effect of one monster your opponent
controls and halve its attack, until the end phase. Once per turn you can send the top five cards
from your deck to the graveyard.
Increase the attack of this monster by 500 points for each Thunder Type
Monster discarded by this effect until the end phase. Once per turn you can remove from play one
Thunder Type monster in your graveyard to negate the activation of a Spell,
Trap or Monster effect that targets this card and destroy it.
4000/3000
Estrel's deck type back in the day was a Thunder Synchro type mishmash. It used things like Thunder King Rai-Oh, Thunder Nyan Nyan and suchforth. A thing I've noticed reading these over is that alot of these monsters are WIND Thunder Type and not light. The design of these monsters shows that Estrel was supposed to Accel Synchro which worked with her backstory of being the Signer Clone from Stardust Accelerator, giving her the same plothax powers as Yusei and co. Looking back some of these cards are actually designed decently well, if a bit overcosted in the case of Bolt Leader and Obelisk's Overdrive Form. Speaking of them I found the rest of the Overdrives I planned on inserting into Lost Star Prelude;
Adramelech, the Black
Thunder
Level 10 Dark
Thunder/Overdrive/Effect
1 Dark Normal Monster +
2 Effect Monsters
When this card is
summoned, destroy all other face up effect monsters on the field and increase
this card's attack by the number of cards x 1000. Card effects cannot be activated in response
to this monster's effect. When this card
is removed from the field, destroy all cards on the field.
3000/2500
Belial, the Black Fire
Level 10 Dark
Pyro/Overdrive/Effect
1 Dark Normal Monster +
2 Effect Monsters
This card is unaffected
by spell and trap cards. When this card
is summoned inflict 500 damage times the total level of face up effect monsters
on your opponent's side of the field.
While this card is face up on the field inflict 1000 damage each time
the opponent summons an effect monster.
4000/3500
Zalera, the Black Death
Level 10 Dark
Zombie/Overdrive/Effect
1 Dark Normal Monster +
2 Effect Monsters
You can negate the
activation of a spell or trap that targets this card and remove it from
play. When this card is summoned you can
select and remove three effect monsters in your opponents graveyard from play
and gain half of each card's attack.
While this card is face up on the field effect monsters sent to the
graveyard are removed from play.
3500/3500
Thunder God Obelisk
Level 8 Wind
Thunder/Overdrive/Effect
Obelisk + 1 or more
Effect Monsters
When this card is
Overdrive Summoned, destroy all face up monsters your opponent controls. Once per turn when this card battles, you can
discard one Thunder type monster from your hand to have this card gain 500
attack and inflict piercing damage.
3000/2500
Grand Luster Dragon
Level 8 Wind
Dragon/Overdrive/Effect
1 Normal Monster + 1
Wind Effect Monster
While this card is
face-up on the field, your opponent cannot activate trap cards during the
battle phase.
2900/2100
Crimson-Eyes Black
Dragon
Level 9 Dark
Dragon/Overdrive/Effect/3400/3000
Red-Eyes B. Dragon + 2
Effect Monsters
This card is treated as
'Red-Eyes B. Dragon' while face up on the field and in the graveyard. Once per turn you can negate the effect of
one monster on the field and inflict damage equal to its attack to your
opponent's life points (a monster with 0 attack is destroyed). Once per turn during your opponent's turn you
can negate the attack of one monster and inflict damage equal to that card's
attack to your opponent's life points.
Gem-Knight Ultima
Level 10 Earth
Rock/Overdrive/Effect/3000/2500
Gem-Knight Crystal + 2
Effect Monsters
This card cannot be
destroyed by your opponent's card effects.
Once per turn, during either player's turn you can negate the activation
of a spell or trap card and destroy it.
Once per turn during your main phase you can select one
"Gem-Knight" monster in your graveyard and have this card be treated
as that monster and gain its effect until the end phase.
Eidolons and Espers were going to be the major Archetypes of the story with Eidolons being powerful Ritual Monsters Ryu Azura would use to defeat the Espers of Xanthos which were Overdrive Monsters. Eventually Ryu would switch to a Red-Eyes/Disaster Dragon hybrid and start summoning all kinds of dragons. Thunder God Obelisk gets a much better errata and Prisma Shatterstone got an "ultimate" boss monster for her deck as Master Diamond wasn't a thing yet.
Oh and she also got some more fusion cards;
Miracle Gem-Knight
Fusion
Remove from your side
of the field or your graveyard, monsters listed as Fusion Material Monsters for
a "Gem-Knight" Fusion Monster and special summon that card from your
Extra Deck (This is treated as a Fusion Summon). You can remove this card from your graveyard
to return 2 removed from play "Gem-Knight" monsters to your hand.
Gem-Knight Jade
Level 8 Wind
Dragon/Fusion/Effect/2450/1950
1
"Gem-Knight" Monster + 1 Dragon Type Monster
This card can only be
special summoned from the extra deck by Fusion Summon. This card gains 300 attack for each Dragon
type monster on the field and in all graveyards.
Seriously Gem-Knights need a Miracle Fusion!
But wait, I mentioned Eidolon Ritual Monsters a moment ago, right? Here they are!
Eidolon Summoning
Ritual Spell
Reveal one
"Eidolon" Ritual Monster in your hand and tribute monsters from your
side of the field or in your hand whose total levels are equal to or greater
than the level of the revealed card.
Ritual Summon that card. While
this card is in the graveyard; select one "Eidolon" Ritual monster
you control and Banish this card. During
this turn that monster can attack all monster your opponent controls. Other monsters you control cannot declare an
attack the turn this effect is used.
Eidolon Calling
Ritual Spell
Tribute one monsters
you control; Ritual Summon one "Eidolon" Ritual Monster from your
deck whose level is equal to or less than the monster tributed.
Eidolon Seeker
Level 2
Warrior/Effect/1000/400
When this card is
Normal Summoned; Banish one "Eidolon" card, except "Eidolon
Seeker" from your deck. When this
card leaves the field; add one banished "Eidolon" card, except
"Eidolon Seeker" to your hand.
Shiva, Eidolon of Ice
Level 7 Water
Aqua/Ritual/Effect/2500/2000
This card can only be
summoned by an "Eidolon" Ritual Spell. When this card is Ritual Summoned; randomly
select cards in your opponent's hand up to the number of monsters you used for
the Ritual Summon: Send those cards to the graveyard.
Ifrit, Eidolon of Fire
Level 8 Fire
Pyro/Ritual/Effect/2800/2300
This card can only be
summoned by an "Eidolon" Ritual Spell. When this card is Ritual
Summoned; inflict 1000 damage x the number of monsters you used for the Ritual
Summon. When this card destroys an
opponent's monster by battle; inflict damage equal to its attack.
Ramuh, Eidolon of
Thunder
Level 6 Wind
Thunder/Ritual/Effect/2000/1600
This card can only be
summoned by an "Eidolon" Ritual Spell. When this card is Ritual
Summoned; select cards your opponent controls up to the number of monsters you
used for the Ritual Summon: destroy those cards.
Titan, Eidolon of Earth
Level 5 Earth
Rock/Ritual/Effect/1600
This card can only be
summoned by an "Eidolon" Ritual Spell. When this card declares an
attack; increase its attack by 1000 x the number of monsters you used for the
Ritual Summon, until the end of the Battle phase.
Diablos, Eidolon of
Darkness
Level 8 Dark
Fiend/Ritual/Effect/3000/2500
This card can only be
summoned by an "Eidolon" Ritual Spell. When this card is Ritual
Summoned; reduce the attack and defense of all monsters your opponent controls
by 1000 x the number of monsters you used for the Ritual Summon.
Bahamut, King of the
Eidolons
Level 9 Light
Dragon/Ritual/Effect/3500/3000
This card can only be
summoned by an "Eidolon" Ritual Spell. When this card is Ritual
Summoned; change the positions of monsters your opponent controls up to the
number of monsters you used for the Ritual Summon. This card inflicts piercing damage.
So the gimmick of the deck was to Ritual Summon easier (Gishki hadn't been invented yet so I didn't grasp the idea of Ritual Summoning outside of the Jus) and to make the Ritual Monsters have bonus effects based on the number of tributes in order to even out the minuses of the mechanic. When the term Banish became a thing I went back and updated card text accordingly.
Now let's get to the fun stuff: Ryu's Red-Eyes support. Let's see how these things have aged!
Dragon Calling
Continuous Spell Card
Once per turn, if you
control no monsters, you can special summon one Dragon-Type monster from your
hand. It is destroyed during the end phase.
Red-Eyes Black Drake
Dark/6/Dragon/Synchro/Effect/2100/1700
1 Tuner + 1 or more
Non-Tuner monsters
When this card is
Summoned, add one "Red-Eyes" Card from your deck to your hand. When this card is sent to the graveyard, you
may special summon one "Red-Eyes B. Dragon" from your hand, Deck or Graveyard.
Red-Eyes Wyrm
Dark/2/Dragon/Tuner/1000/800
If you control a face
up "Red-Eyes" monster, you can special summon this card from your
hand in face up attack position. While
this card is on the field, it is treated as "Red-Eyes B. Dragon." When this card is sent to the graveyard, add
one "Inferno Fire Blast" from your deck to your hand.
Red-Eyes Fledgling
Dark/3/Dragon/Tuner/1400/1000
If you control a face
up "Red-Eyes" you can special summon this card from your hand or
Graveyard in face up defense position.
If "Red-Eyes B. Dragon" is on the field, you can raise or
lower one face up Monster's level by one or two until the End Phase.
Red-Eyes Silencer
Dark/1/Dragon/Tuner/300/200
You may remove this
card from your graveyard as one of the Tributes to summon "Red Eyes B.
Dragon" from your hand. As long as
the "Red Eyes B. Dragon" summoned by tributing this monster remains face
up on the field, you can negate the activation of a Trap or Magic Card and
destroy it.
Red-Eyes B. Defender
Dark/1/Dragon/Tuner/300/200
You may remove this
card from your graveyard as one of the Tributes to Normal summon "Red Eyes
B. Dragon." As long as the "Red Eyes B. Dragon" summoned by
tributing this monster remains face up on the field, it is unaffected by your
opponent's Spell, Trap and Monster effects.
Red-Eyes Sealer
Dark/2/Dragon/Tuner/1400/1000
You may remove this
card from your graveyard as one of the Tributes to summon "Red Eyes B.
Dragon" from your hand. As long as
the "Red Eyes B. Dragon" summoned by tributing this card remains on
the field, your opponent cannot special summon monsters.
Red-Eyes Shadow Dragon
Dark/12/Dragon/Fusion/Effect/3500/2000
2 Different "Red
Eyes" Monsters
This card cannot be
destroyed by card effects. Once per
turn, you can select one "Red Eyes" Monster in your graveyard and
treat this card as that monster and have its effect until your next Standby
Phase. When this card is sent to the
graveyard, special summon one "Red Eyes" from your graveyard except
"Red-Eyes Shadow Dragon" in face up attack position, ignoring the
conditions.
Red-Eyes Demon's Dragon
Dark/9/Dragon/Synchro/Effect/3200/2500
Red-Eyes B. Dragon + 1
or More Tuner Monsters
When this card attacks,
before the Damage Step you may select and destroy one Defense Position Monster
your opponent controls and inflict damage equal to half of its Defense to their
Life Points. During the End Phase,
destroy all monsters you control that did not declare an attack and inflict 800
points of damage to your opponent's Life Points
My, my. So basically I was going down a route of "summon Red-Eyes and stack bonus effects ala the Ritual Djinns." Definitely sounds like an upgrade from Ryu's Northwemko deck. I was also toying with the idea of having Red-Eyes get new forms of each summon type, something that Konami is doing with Odd-Eyes which means I CAN SEE THE FUTURE.
So basically the idea of this deck was Future Fusion Five Headed, send a bunch of Mini Red-Eyes to grave and tribute summon a Red-Eyes B. Dragon as an Uber monster. Sounds about right.
And that's all I've got from 2010-2011. Stay tuned for when I finally create that damned Thunder-Archetype that's been on my to-do list for the last year.