Reading over some of the future duel terminals (I received a custom YVD set file from a very kind person that has all the cards up to OCG DT12) led me to the Steelswarm archetype in DT10. OCG name is Inverz, hence that terminal's name, Raid of the Inverz. Just as Ritual Summons (Gishki) and Fusion Summons of the classical spell-based sort (Gem-Knights) are making a comeback, Steelswarm is bringing back Tribute Summoning. All the monsters so far are Dark fiends with 0 defense (except Gatekeeper which has 1500/1900). There's a bit of special-summon hate in the deck (you can't synchro with most of the Steelswarm tribute-material cards, and some of them specifically weaken special summoned monsters). These are the tribute materials (the monsters that look that they're made mostly to serve as tributes for the big guys).
Steelswarm Caller (When a "Steelswarm" monster is successfully Tribute Summoned by Tributing this card, you can Special Summon 1 Lvl4 or lower "Steelswarm" monster from your deck)
Floater for tributing. Kinda reminds me of reborn tengu, the upcoming EXVC sneak peek card. Looks to be one of the most useful tribute materials (it can SS itself). 1700 attack, so we're not making any great strides in battle here.
Steelswarm Cell (If you control no monsters, you can Special Summon this card from your hand. This card cannot be Tributed, except for the Tribute Summon of a "Steelswarm" monster, and cannot be used as a Synchro Material Monster.)
Quick way to get tribute material onto the field. 0/0, not much to say. This is convenient for a starting play when you have no monsters, I guess.
Steelswarm Genesoid (If this card is used to Tribute Summon a "Steelswarm" monster, this card can be treated as 2 Tributes.)
Essentially, a double tributer. The main benefit is specifically for Steelswarm Longhorn (see below), as Hercules requires 3 Tributes, and Girastag operates fine on just one. The rest of the tribute monsters are lvl 5-6. 1000/0.
Steelswarm Needle (When this card is sent to the Graveyard, select 1 face-up Ritual, Fusion or Synchro Monster on the field and destroy it.)
Here's some of that SS hate I was referring to. In addition, it's a 4-star 1850 attack monster, so it could kinda be a beatstick. This card could be splashed into other decks because its trigger hits when sent, and in the current meta, synchros are everywhere. We have yet to see the return en masse of rituals or fusions; I'm hoping that might change (gishkis, gem-knights will help with that) but we'll have to see.
Steelswarm Scout (If this card is in your Graveyard during your Main Phase 1 and you control no Spell or Trap Cards, you can Special Summon it. During the turn you activated this effect you cannot Special Summon any monsters. This card cannot be Tributed, except for a Tribute Summon of a "Steelswarm" monster, and cannot be used as a Synchro Material Monster.)
A steelswarm-specific 200/0 Treeborn Frog, basically. Note that you cannot summon 2 in one turn, or revive the same scout twice in one turn (it doesn't have the "if you control a" restriction of treeborn, but the "no special summon" clause leads to about the same result). I think this is the most interesting card in the archetype; my predictions are pretty bad, but I'd bet that most builds will revolve around either spamming this for a tribute every turn (a la frognarch), or the use of callers/cells as the main tribute material, taking advantage of caller's floating and cell's ss from hand. Builds that use scout won't be able to benefit from duality (it's the same as using duality in frognarchs, not the best idea) as those that use caller or cell (but both caller and cell's effects also provide some form of special summon so I guess it's a tossup).
I feel obliged to note some key differences between scout and treeborn here. Firstly, scout summons in the main phase. So if you Foolish Burial to that first scout, you can summon it that very turn. Second, scout prevents any further special summoning, which has a very dangerous implication (imo) with Oppression: you cannot repeatedly summon scout to break oppression down, where as you can with Treeborn (at least, based on my understanding of the effects involved). Thirdly, scout prevents further special summoning, which can annoy some support effects like that of Steelswarm Caller. This is not a problem with Treeborn. And of course fourthly, scout has that all-important Steelswarm name, that gives the tributers their effects. So splashing treeborn into this in place of scout will not work.
Steelswarm Sentinel (While this card is in face-up Attack Position, Level 5 or higher Special Summoned monsters on the field cannot activate their effects.)
1100/0 tribute fodder, and it reminds me of Grave of the Super Ancient Organism. I don't think this card is all that great because, although it does block effects, it's pretty easy to run over (at 1100) and it doesn't prevent declaration of attacks. One of the less interesting cards, imo.
Steelswarm Gatekeeper (While this card is face-up on the field, during a turn when a "Steelswarm" monster is Tribute Summoned, you can Normal Summon 1 additional time this turn.)
This is 1500/1900 and it provides what might be a lot of speed for the Steelswarms. If you can reliably get down that first tribute summon (scout builds?), you have yourself a free normal summon to use at your leisure. The main problem is that you can't really use that spare normal summon to perform the tribute summon itself.
And now for the tributer monsters that benefit from these fodders. Most of them are not nomis, and so they could be monster reborned, etc if in the grave. However, their effects are dependent on their being Tribute Summoned by Tributing a Steelswarm monster(s). So there'll be no gaming of the system here. Some of the support cards have a similar stipulation, see below.
Steelswarm Roach (2 Level 4 monsters
You can remove 1 Exceed Material Monster from this card to negate the Special Summon of a Level 5 or higher monster, and destroy it.)
A 1900 4* exceed. It's kinda easy to run over, but its effect could be useful for holding off synchroing, since synchroing is a non-chain event. However, summons based on effects (such as rituals/fusions) will be largely unaffected, because this effect has the same timing as Black Horn of Heaven and its ilk. I doubt this will be big.
Steelswarm Girastag (You can Tribute Summon this monster in face-up Attack Position by Tributing 1 "Steelswarm" monster. When you Tribute Summon this card with a "Steelswarm" monster as a Tribute, you can select 1 card your opponent controls and send it to the Graveyard, and gain 1000 Life Points.)
A 2600/0 7 star steelswarm, but it can be tributed on one. This is, probably, the best steelswarm tributer, and the most important. Since it sends to grave, it dodges anti-destruction effects (cough stardust). Plus it's unusually strong for a 1-tribute and can run over stardust and other comparable 1-tribute monsters (like monarchs). Those life points are useful for some of the other steelswarm effects.
Steelswarm Mantis (When this card is Tribute Summoned with a "Steelswarm" monster as Tribute, you can pay 1000 Life Points to select 1 "Steelswarm" monster in your Graveyard and Special Summon it.)
5* 2200/0 steelswarm. Not particularly impressive, but that special summon effect could be useful if, for example, you have Gatekeeper out, giving yourself another tribute summon this turn. In addition, you can revive ANY steelswarm - bring back a dead tributer to use it as a beatstick! (When I realized this halfway through writing, the effect suddenly looked a lot better.) The main problem is the cost based on what I see; girastag helps in this regard.
Steelswarm Caucastag (When this card is Tribute Summoned by Tributing 2 "Steelswarm" monsters, select and activate 1 of the following effects. ● Destroy all other monsters on the field. ● Destroy all Spell and Trap Cards on the field.)
Two powerful mass destruction effects on this 8* 2800/0. This card could be a major balancing factor. What strikes me as most troublesome is that it has to be two steelswarms. There's no easy way to work two steelswarms onto the field in one turn (but what you could do is revive scout by its effect, tribute for mantis with Gatekeeper out, revive something, use mantis and the revived thing to get caucastag on your second normal summon? combos arise). You cannot use genesoid's double-counting effect, I believe, so this is a bit more difficult. Very nice mass-destruction if you bring it out.
Steelswarm Moth (When this card is Tribute Summoned by tributing 1 "Steelswarm" monster, you can pay 1000 Life Points to select up to 2 cards your opponent controls and return them to their owner's hand.)
A monarch-style tributer, 6* with 2400 attack. The LP cost is not pretty (again girastag helps) but the double bounce is superior to any monarch's one-card removal. It makes a reasonable beatstick, however it will crash against other one-tributers, and it cannot run over stardust. Like mantis, this is a tributer you'll use mainly for its trigger effect.
Steelswarm Longhorn (If you Tribute Summon this card by Tributing a "Steelswarm" monster(s), it gains this effect: Once per turn, you can pay 1000 Life Points to select 1 monster on the field, and destroy it.)
9* 3000 attack beater. I honestly can never remember if 9 stars require 3 tributes. In any case, this is one of the few 7+ steelswarms that really benefits from genesoid, since it doesn't require two tributes like caucastag to get its effect. This is another one of the 1k LP effects (again girastag helps), nice and straightforward. You can attack on the same turn as the activation of that effect (unlike a lot of remove-1 effects, like Chaos Sorcerer or genex ally duradark... but those effects are free), and with 3000 attack, you've got yourself a fine beatstick. One of the two boss monsters.
Steelswarm Hercules (This card cannot be Special Summoned. You must Tribute 3 "Steelswarm" monsters to Normal Summon this card (you cannot Set this card). Once per turn, you can pay half your Life Points to destroy all other cards on the field.)
Now THIS is the boss. 3200 attack 10 star monster, with a similar effect to JD. I can see two main advantages - firstly, it has more attack (always good) and secondly, you can always activate the effect, because, like Solemn Judgment, you'll always have at least half your life points to pay. The obvious disadvantage is that it requires a whopping 3 tributes. (This means that, unlike JD, you cannot nuke with one and then suddenly drop another for a 6k+ life point assault. That was why JD was put to 2 =p) Genesoid really helps here but it's still not enough to close out the whole bill. If you get it out though, you're really in business.
Finally, the support cards, of which four currently exist. They revolve around returning those tributed monsters to your hand for various beneficial effects. Scout builds will probably shine here since you can easily afford to re-summon that monster next turn, but let's take a look at the cards:
First Step Towards Infestation (Return 1 face-up Tribute Summoned "Steelswarm" monster to the hand to draw 1 card.)
Looks lackluster at first glance, but what I think is most remarkable about this card is that it's a quickplay spell, akin to the infamous Gemini Spark. You can use this to save your most valuable steelswarms (on which you invested what might have been a lot of field presence) from destruction and draw a card for your trouble.
Infestation Wave (Return 1 face-up Tribute Summoned "Steelswarm" monster to the hand to destroy 1 card your opponent controls.)
This trap has a similar nature to the above quickplay - dodge destruction effects, and get a benefit for the effort. Bear in mind that the returning effect, in both cases, is a cost. So if these are negated, those tributers are still clogged in the hand. (Of course, the point of this archetype is to avoid the clogging problem that arises from running tributer-heavy decks.)
Infestation Ripples (Pay 500 Life Points and select 1 Level 4 or lower "Steelswarm" monster in your Graveyard. Special Summon it.)
Straight-up revival so you can save your normal summon that turn, in trap form. This will be useless in scout builds (no special summoning that turn for you!), but for caller/cell builds it might be quite useful for getting that first steelswarm onto the field. I see the Gatekeeper effect as creating a sort of linkage. Make one tribute summon, normal summon another monster. Next turn, use up the normal summoned monster to make another tribute summon. Gatekeeper lets you normal summon another tribute fodder. Etc. This is probably a simplistic way of seeing it. But this card could be the card that gets the system started on that first tribute summon.
Means of Infestation (Activate by sending 1 "Steelswarm" monster from your Deck to your Graveyard and select 1 face-up "Steelswarm" monster you control. The selected monster gains 800 ATK until the End Phase.)
I don't see a lot of benefit to this card. There are a few advantages to dumping steelswarms. In a scout build, you'll really love this, since it helps you dump those scouts. It's kind of like how, in frognarch, you're dead in the water until you get that treeborn-fishborg engine going by getting them in the graveyard. Until then, you're just drawing caiuses and raizas and they're clogging the hell out of your hand. If you like Mantis, this also might be useful, since it gives mantis something to revive (reviving big monsters with mantis is not a terrible idea). However, your big tributers will not benefit from being in the grave at all, unless to be revived by mantis as beatsticks. (No cards as of yet take advantage of a dead steelswarm, either by removing it from play as a cost for some effect, or by reviving it. Also remember that a steelswarm tributer doesn't get its effect unless it was tribute summoned off a steelswarm monster, so using reborn on it or something will not help.) I think it's so-so personally. The +800 attack might be useful if your tribute fodder needs to survive the turn and be tributed next turn; I would rather run Forbidden Lance in most of those situations since it's way more versatile. The tributers tend to have enough holding power on their own and won't need the help, except for Mantis (2200). Girastag already has an unusually high 2600.
Useful support cards could include Recurring Nightmare (return 2 0DEF darks from the grave to your hand; all the steelswarms except Gatekeeper can benefit, and you can return Gatekeeper with Dark Eruption... if you must), DAD (what with all the Darks in the grave; DAD tends to have this splashable quality into any dark deck I find), Mystic Tomato (generic dark searching support, what else is there to say), Stygian Street Patrol (like Infernities, steelswarms are also dark fiends), Overwhelm (this card could be a very powerful negation effect, and Girastag just so happens to be level 7 with only one tribute) and even Gaap the Divine Soldier (prevents steelswarms from going into defense, it's a 1-tribute dark fiend, and you'll have plenty of fiends to reveal what with the support cards bouncing them).
There are some obvious weaknesses to the archetype. The 0 def is one. I don't know of anyone who runs Windstorm of Etaqua or Zero Gravity, but that would pretty much devastate those precious beatsticks you worked so hard to attain. Tribute-hate cards like Blast Held by a Tribute or Intercept are also unpleasant. Watch out for cards like Book of Moon that wipe away the "this was tribute summoned" status (similar to Naturia Bamboo Shoot).
Anyway, I'm still working on my starting build for this. I'm leaning towards a scout build right now (using an extended YVD set file provided to me by a very generous person). Thoughts?