Amazement
9 cards in this archetype
Playing Style
The Amazement archetype asks very little of its player before it starts doing something meaningful: a single Attraction Trap on the field is often enough to begin generating advantage. The core of the strategy involves equipping Attraction Traps to opponent's monsters, a trick that the deck's monsters are built to facilitate from the moment they hit the field. Amazement Attendant Comica and Amazement Assistant Delia both search or set Attraction Traps upon arrival, while Amazement Ambassador Bufo can recycle one from the graveyard and immediately attach it to an opposing monster. Once those equip Traps are in place, Amazement Family Faces can be used to steal a monster outright, turning the opponent's own field presence into an Amazement-stamped attacker with a 500 ATK bonus.
The archetype's disruption layer runs largely on the opponent's turn. Amazement Administrator Arlekino can equip an Attraction Trap directly from the deck whenever the opponent summons, and can mass-destroy cards by banishing accumulated Attraction Traps from the graveyard. Amazement Abomination Arlekino adds another reactive layer, swapping itself out for Administrator Arlekino during the opponent's turn while zeroing out a target's ATK in the process. Amazing Time Ticket supports this reactive posture by setting an Attraction Trap directly from the deck on the opponent's turn at the cost of 800 LP, allowing immediate activation. Amazement Precious Park further smooths the trap economy by enabling same-turn activation of freshly set Traps during the controller's Main Phase and recycling spent ones at the End Phase.
Members(9)

Amazement Abomination Arlekino

Amazement Administrator Arlekino

Amazement Ambassador Bufo

Amazement Assistant Delia

Amazement Attendant Comica

Amazement Precious Park

Amazement Special Show

Amazing Time Ticket

Amazement Family Faces