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Characters appearing in the Collectible Card Game of Cardfight!! Vanguard, which is set on "an Earth-like planet" known as Cray. This page contains characters whose clans are part of the Dark Zone nation.

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Dark Irregulars

    In General 
A clan of demons and other dark beings.

Their tactic is to amass cards in the Soul, giving dramatic power boosts to certain units when enough cards have been stacked and using Soulblasts to power their skills.

The Dark Irregulars keyword is Darkness: skills which are active only if a card entered your Soul that turn.

In the V-Series, they are very much the same as before but their retiring ability gets more focus and they have gained an arrey of defensive skills to go with their Protect Imaginary Gift.

Individual Units

    Dantarian 

King of Masks, Dantarian

Go ahead, choose. There are all sorts of masks here.
Do you feel the gaze of the mask?


  • Deal with the Devil: His lore makes mention of him having made a deal with a demon.
  • Limit Break: The original Dantarian has a Limit Break skill that activates at 4 damage and when rode upon.
  • Mask of Power: Dantarian's soul is divided amongs his masks and can access different abilities depending on which one he wears.
  • Meaningful Name: Dantarian's name is derived from Dantalion, one of the 72 demons mentioned in the Ars Goetia. Fittingly, Dantalion is described as having multiple faces which seems to be the inspiration for the masks Dantarian has.
  • Status Buff: Like all other Break Ride units, Dantarian's skill gives 10000 Power to the unit that was rode upon him as well as give to up to three rearguards a skill that gave them 1000 Power for each Dark Irregulars in the soul.
    • His V-Series version pays hommage to the above by being able to give 5000 Power to up to three rearguards whenever a Grade 2 or greater card is put into the soul.

    Demon Eater 

Demon Eater

Her beautiful black hair will prey even on the devil.
She's ridiculously greedy and bizarre.


  • Awesome, but Impractical: Her original version had a skill that could retire all of the opponent's rearguards but said skill was a Megablast that required a hefty cost of Counterblast 5 and Soulblast 8, the latter being less of an issue given that Dark Irregulars focus on adding cards to the soul, on top of needing her attack to hit.
    • Downplayed with her new version. While soulblasting 10 cards is still a hefty cost, this cost is an optional part of her second ability and has an easier activation timing.
  • Finishing Move: The V-Series version of Demon Eater seems to have been intended as such given that her skill requires the player to soulblast 10 cards, which while not difficult to achieve will still take time to achieve in addition to potentially turning off the abilities of other units, in exchange for blocking the opponent for blocking Sentinels, making Demon Eater a useful card for dealing the last damage in a fight.
  • Youkai: She's based on a futakuchi-onna.

    Gastille 

Evil God Bishop, Gastille/Evil God Pontiff, Gastille Daimonas

When you ask for help from the void, the demon king becomes an Evil God Bishop.
The demon descends upon a world without deities. Laws no longer exist.
The gift of nothingness steals hope and silences the world.


  • Disc-One Final Boss: In both the anime and the lore, Gastille is built up as the manipulator behind Gyze's revival and a true force to be reckoned with, worthy of being the Big Bad. He is promptly defeated by Chrono, breaking his Diffride, and upon his return to Cray Chaos Breaker Dragon immediately usurps him.
  • Evil Mentor: He was the one who taught Shiranui the power of Dominate.
  • Eyes Do Not Belong There: He has additional eyes on his cloak of all things.
  • Mechanically Unusual Fighter: The V series incarnation lacks the ability to generate Imaginary Gifts despite having several effects that are only usable as a Vanguard. Word of God states this was done intentionally to showcase his status as "Units that refuse to receive 'gift', a blessing of Cray" as a reference to his status as one of Gyze's apostles in the original series.
  • Multi-Armed and Dangerous: Gastille has four arms.
  • Mythology Gag: Gastille's V series incarnation forces the opponent to choose up to four negative effects depending on the number of cards in Gastille's Soul. Three of these effects, when combined, come close to recreating the skill of Gastille's Zeroth Dragon, Dust, albeit with some buffs: reduce the opponent's Vanguard's Power to 1 (Dust reduced the Power and Grade of all your opponent's units to 1), your opponent's AUTO effects do not activate this turn (Dust also negated the effects of your opponent's units on field), and your opponent puts a card from their hand into the Damage Zone (Dust dealt one damage to the opponent if they had four or less, though originally like Gastille it had no four or less damage clause).
  • Power Copying: His cards have the ability to copy the skills of cards in the soul. His V series incarnation doesn't directly do so, but on reflection it's clear that three of its four skills are slightly tweaked pieces of Zeroth Dragon of End of the World, Dust's skill.
  • Religion of Evil: After Gyze's defeat, Gastille founded a cult devoted to his worship, with its secret purpose being Gyze's revival.
  • Sinister Minister: A demon who is also the leader of a cult devoted to worshippng the resident deity of destruction and ready to manipulate or harm others if it helps his goal of reviving his master.

    No Life King, Death Anchor 

No Life King, Death Anchor

Let's hang you up like a decoration! Breakdown Death Brace!
I’ll send you to the underworld! Breakdown Death Breath!


  • Awesome, but Impractical: The original version's third skill, in that while it grants an extra critical and 10000 Power, it requires the player to have five face-up cards in the damage zone in order to be activated. Additionally, since the player's own damage zone will be empty, the opponent's heal triggers will be sure to activate.
  • Fusion Dance: His existence is the result of multiple ghosts fusing into one due to their synchronized feelings of despair.
  • Our Ghosts Are Different: Death Anchor is the ruler of the realm of the dead and was being born from multiple weak souls merging together. Also, not friendly toward living beings.
  • Took a Level in Badass: Death Anchor's original card was slightly better than a Megablast unit, in that it doesn't use up all a large amount of soul but was otherwise nothing of note. The rebooted version on the other hand, is far more useful and, alongside Enigmatic Assassin, formed the basis of a loop which led the aforementioned Enigmatic Assassin to be restricted to one.

    Scharhot Vampir 

Scharhot Vampir/One Steeped in Sin, Scharhrot/One who Scatters Sin, Scharhrot/One who Proceeds Towards Daybreak, Scharhrot

With sincere gratitude. "I humbly partake."
I grow tired of you. Time for a "thanks for the meal".
The unforgivable one who scatters sin...... that is the blood of redemption.
Advance, even in the darkness. Night will turn to dawn.
Not a sacrifice, but a necessary offering.


  • Mana Drain: According to the lore, Scharhot has the power of "Mana Absorbtion" and can absord an individual's mana simply by touching them. He can also do so by drinking their blood.
  • Our Vampires Are Different: Scharhrot has a Mana Drain ability as well as skeletal arms and wings coming from his back.
  • Person of Mass Destruction: If there are ten or more cards in the soul when One Steeped in Sin, Scharhrot's ability is activated, all of the opponent's rearguards will be retired.
  • Status Buff:
    • Both Scharhrot Vampir and One Steeped in Sin have the ability to gain an addition 10000 with their respective abilities.
    • If there are ten or more cards in the soul and both Generation Break 2 and Darkness are active, One who Scatters Sin can gain 5000 Power when it attacks.
    • The V-series version of Scharhot grants 1000 power for to the front-row units for each card in the soul.
  • Took a Level in Kindness: As shown by his title going from "One Steeped in Sin" to "One who Scatters Sin" and "One who Proceeds Towards Daybreak", Scharhot's attitude towards his subordinates has begun to change.as a result of their loyalty to him. However, this is downplayed since he's simply gone from seeing them as emergency food to not eating them.

Sub-Clans

    Amon 

Amon

Forms:Poet of Darkness, Amon/Demon of Aspiration, Amon/Demon World Marquis, Amon/Demon Marquis, Amon "Яeverse"

The whisper of the devil. A magical trap hidden behind sweet words.
These are true powers. But still, not enough.
This is the real power! Inferno Ritual!
Give it to me... your souls, your flesh, even the entire world.


  • Aristocrats Are Evil: Well, he is a Marquis. As well as a Demon who plans to conquer all of Cray.
  • The Corruption: Demon Marquis, Amon "Яeverse" has been corrupted by Link Joker. Unlike most other "Яeverse" units, Amon sought out and willingly accepted Link Joker's power.
  • Depower: After the defeat of Link Joker, Amon lost all of the power he gained from them.
  • Eldritch Abomination: Demon Marquis, Amon "Яeverse", it's entire appearance looks like a demonic Christmas Tree.
  • Evil Overlord: His end goal is to conquer all the nations of Cray, starting with Dark Zone.
  • Eyes Do Not Belong There: Has one in his abdomen.
  • Inevitable Mutual Betrayal: Plans to get rid of Astaroth once their conquest of Dark Zone is complete.
  • Playing with Fire: When the eye on his abdomen is open, Amon can use his "Inferno Ritual" spell to burn away lesser beings with black flames.
  • Red and Black and Evil All Over: Demon World Marquis, Amon.
  • Super Mode: Demon Marquis, Amon "Яeverse", a Cross Ride form of the original Demon World Marquis, Amon.
  • You Have Outlived Your Usefulness: Adds your own Dark Irregulars to the Soul to not only retire an opponent's Rearguard, but power himself up as well.

Amon's Leader, Astaroth

O wandering soul, I bid you welcome to your doom.
My "ingenious scheme" that it is in confusion to unify this country.


Amon's Claw, Marchosias

It is said Amon has many fixers with overwhelming power.


  • Bodyguard Betrayal: He and Amon's other fixers attempted this multiple times. It failed.
  • Future Badass: Comes from the future.
  • Red Baron: Was known as the "Duke of Hellish Claw". After being subjugated by Amon, his title became "Amon's Claw".
  • Status Buff: His skill increases the power of two rearguards and himself by 3000 for each five cards in the soul.
  • The Only One Allowed to Defeat You: Wants to be the one to eliminate Amon.

    Nightmareland 

March Rabbit of Nightmareland

Oh no, that won't do. It's not acceptable to disturb the tea party.


Dark Queen of Nightmareland

Yes, let the end begin!


Pale Moon

    In General 
Vanguard's own Circus of Fear.

Like Dark Irregulars, they amass cards in the Soul, but instead use them to switch cards between the Soul and Rearguard to gain additional attacks. They can utilize the Magia skill to attack with additional power and retreats to the soul afterwards.

The Silver Thorn sub-clan allows them to call out several units from the soul and swarm the field with very little cost. They also have better control over the cards they soulcharge due to their skills allowing them to check the top cards of the deck.

Pale Moon's keyword is Magia: skills which call a unit from your Soul, but return that unit to the Soul at the end of the turn.

In the V-Series, they are mainly the same with a bit more emphasis on switching out units with the soul to allow for more attacks. Their Imaginary Gift is Accel.

Clan-wide Tropes:

  • Circus of Fear: Subverted, seemingly. While they started off as a group of assassins and they still run the assassin business on the side, most of the clan is merely dedicated to showing the denizens of Cray a good time.
  • I Fight for the Strongest Side!: They're a covert team of assassins who seem to kill for whoever's in power.
  • Whip of Dominance: Befitting their profession, most of the beast tamers and Dragon Tamer of the circus-themed clan Pale Moon wield whips to command their beasts.

Individual Units

    Harri 

Masked Magician, Harri/Dragon Masquerade, Harri

Come, let the time of dreams begin!
I'm invincible! So long as I have my silk hat.


  • Child Prodigy: A young prodigy.
  • Epic Hail:
    • Both of Masked Magician's effect allows him to call a unit from the soul, although one is only temporary.
    • Dragon Masquerade, Harri can call up to three units from the soul for a turn.
  • Future Badass: Dragon Masquerade, Harri is Masked Magician, Harri's future self that was summoned to the present through use of Stride.
  • Older and Wiser: His future self is less cheeky than the present Harri.
  • Older Than They Look: Despite his child-like appearance, he is over thirty years old.
  • Stage Magician: His occupation.

Sub-Clans

    Beast Tamers 

Golden Beast Tamer

Let's go, all of you! Heed my command! Go! Fight!
All beasts shall kowtow before me!


Crimson Beast Tamer/Turquoise Beast Tamer

Twin sisters that are the backbone of the circus.


    Nightmare Dolls 

Nightmare Doll Alice


Nightmare Doll Catherine

A charming nightmare. Other than its size.


  • Balance Buff: Created as this for Alice by giving her enough power to hit an unboosted Grade 3 unit by herself.
  • Make A Splash: She can use water magic due to her soul being that of a water spirit instead of a human.

    Silver Thorn 

Silver Thorn Dragon Tamer, Luquier/Silver Thorn Dragon Queen, Luquier "Яeverse"/Silver Thorn Dragon Empress, Venus Luquier/Silver Thorn Dragon Master, Mystic Luquier

Go forth, Silver Thorn Serpents!
Be Reversed. Soon you too shall be my servant.
Come along with me, my Silver Thorn Servants!

The enigmatic leader of the Pale Moon Circus. Her Hypnotic Gaze can hypnotise any creature into becoming her loyal servant. At the very start of the Star-Vasion War, she was caught by a surprise attack and forcefully infused with the power of Void, "Яeverse". Under its influence, she transformed into a cruel and capricious Baroness who used her empowered eye to dominate anyone who opposed her. She was one of the first to be returned to normal with the discovery of "Unlock", but her extensive time under Яeverse had tainted her soul to the point where her distinct raven-black hair had been turned silver. Far in the future, long after her hair had regained its colour, she would become known as the world-renowned "Mystic Luquier", a level of celebrity she appreciated aside from the inconvenience this added to her shadow life as an assassin.


  • The Corruption: Silver Thorn Dragon Queen, Luquier Я has been corrupted by Link Joker.
  • Epic Hail: All of her forms have a Limit Break that allows you to call units from the soul.

Silver Thorn Hypnos, Lydia

Please sleep...... Deeper, yes, deeper......


Spike Brothers

    In General 
A demonic American Football team. Gallows Ball is the Dark Zone's sport of choice, and as far as rules go...well, if no-one can physically stop you, it must be allowed...

They Zerg Rush the opponent by calling additional Units from the hand or deck during the Battle Phase.

The Spike Brothers keyword is Charge: when units with Charge are called by a card effect, they become charging until end of turn, unlocking additional skills but returning them to your deck after they attack.

In the V-Series, while units still tag in and out from the deck, they are mostly sent to the soul after their attacks allowing for deck thinning to increase the chances of pulling a trigger. Later on, they gained the ability to "pass" their gifts from one unit to the next. Their Imaginary Gift is Force.

Clan-wide Tropes:

  • Ain't No Rule: As noted above, the rules of Gallows Ball... are open to loopholes, allowing players to get away with thing such as attacking their opponents.
  • Discard and Draw: With the reboot, Spike Brothers is moving away from calling units during the battle phase. In exchange, they can now use abilities to thin their deck and recycle their triggers to improve their chance of checking one as well as move their Force gifts from one circle to another to make their attacks even more devastating.
  • Glass Cannon: The clan's playstyle as a whole can be summed as such. Their units can reach high numbers and using skills, they can call during the battle phase to make additional attacks but this comes at the cost of units returning to the deck and placing cards from hand into the soul.
    • As of the reboot, this is Downplayed with Spike Brothers being associated with the Force gift, which can boost the Power of their Units, making them tougher to attack.
  • Shout-Out: To American Football with Gallows Ball being a more extreme version of it.
  • Zerg Rush: The clan focus on overpowering the opponent by repeatedly calling additional units to attack with.

Individual Units

    Bad End Dragger 

Bad End Dragger

Last-minute tactics before the deadline! That is the true spirit of the game!


  • The Berserker: His lore makes mention of him snapping and going berserk.
  • Names to Run Away from Really Fast: Bad End ? Yeah, best stay clear of this guy.
  • Our Demons Are Different: A demon who's also a running-back. And batshit crazy.
  • Status Buff: On top of giving the unit rode on top of it an extra 10000 Power, the skill he gives to said unit allows the player to also give an extra 10000 Power to their attacking rearguards at the cost.

    Dirty Picaro 

Great Villain, Dirty Picaro

Oh my, it seems that the referee isn't looking.


  • Beat Them at Their Own Game: He was badly injured by cheaters, and then returned to the game bribing the referees and breaking rules just as much as those who'd injured him.
  • Bloodbath Villain Origin: He goes completely off the rails after learning of his ban from the game, killing several people before finally getting himself in a fight with a demon lord.
  • Even Evil Has Standards: Not him himself, but after he descended into cheating and foul play, his antics got so bad that the officials behind Gallows Ball were forced to ban him from the game.

    Juggernaut Maximum 

Juggernaut Maximum

Forms: Juggernaut Maximum/Juggernaut Maximum Maximum

Smash to smithereens, Defensive Tackle!
Destroy everything! Defensive Tackle!
This is the essence of defense! Maximum Tackle!


  • Attack of the 50-Foot Whatever: He is a Giant. Downplayed in that while he is only shown to be bigger than other units rather than gigantic.
  • Repetitivename: His Stride version just added an extra Maximum to his name.
  • Status Buff: Maximum Maximum needs to give one of the player's Grade 2 or lower rearguard an extra 10000 power in order to increase its own shield value.

    Rising 

Rising Nova

Forms: Exceptional Expertise, Rising Nova/Great Hero, Rising Supernova/Giant, Rising Great Star

Come on, let's go! Everybody follow me!
Are you catching up? Then, let's begin for real!
Our objective is the same as always! Let's go all out, everyone!

An ace player of Spike Brothers who styles himself as the "Strongest Ogre". Unlike other players, he does not rely on weapons or magic but only on his own physical abilities.


  • The Ace: Is considered this for Spike Brothers.
  • All Your Powers Combined: In addition to being able to get both type of Force gifts at once when rode as a vanguard, the V-series version of Rising Nova has the ability to copy the abilities of up to two of the player's Grade 3 rearguards.
  • Born Winner: He was born with great strength and toughness that other players only achieve through enhancements.
  • Epic Hail: Both of Rising Nova's skills allow the player to call units from their deck at the cost placing a cerd from their hand into the soul, as does Great Star's first skill.
  • Red Baron: Has multiple ones, including his self-styled "The Strongest Ogre".
  • Status Buff:
    • Rising Supernova can make the player's rearguards become Charging and if four or more are in said state, increase the power of the whole field by 10000.
    • If the unit called with Great Star's skill is charging, it will gain an extra 3000 Power.
  • Stellar Name: All of his cards have names related to stars.
  • Super-Strength: He is able to press down giants noted to weigh far more than he does.
  • Super-Toughness: His body can not be harmed by either blades or bullets.

Sub-Clans

    Dudley 

Dudley Emperor

Forms: Demonic Lord, Dudley Emperor/Great Demon Emperor, Dudley Emperor "Яeverse"

Charge! The finishing blow, Avalanche Stampede!
This is the end! The finishing blow, Avalanche Stampede!


Gear Chronicle

    In General 
An enigmatic Clan who appeared from the ruins of an lost civilization within Dark Zone. Gear Chronicle are comprised of the Gear Dragons and their allies, and harness temporal energies by using "Time Engines" to power their abilities. They seem to be working to counteract the effects of the "Space-Time Overlap Phenomenon" and "Stride" upon the Planet Cray.

They use cheap skills that send Rearguards to the Deck instead of retiring them, and rely upon Stride (and Generation Break) for a powerful endgame. From G-Booster Set 5 onwards, Gear Chronicle Units with the "Time Leap" ability can temporarily replace themselves with a Unit of one Grade higher from the Deck. Even later on, they gain the Ideal-drone and Deus Ex sub-group with the ability to permanently bind their own cards to power their abilities, as well as manipulate the Bind zone.

In the V-Series, they try to replicate the Stride mechanic by pulling out a Grade 4 unit from the deck, which also thins it out for the sake of triggers, and then recycling them for future use. They also bind themselves to allow for strong plays depending on the grades of the bound units. Their Imaginary Gift is Force.

Clan-wide Tropes:

  • The Atoner: Originally, Gear Chronicle was created by the inhabitants of a world who had mastered space-time technology. This world's inhabitants, Drunk with Power, had created a monstrous being to dominate all of existence, until a group among them rebelled and cast the being into a gap in space-time from which it could not escape, but only after it had already destroyed a countless number of worlds. In horror and shame at what their civilisation had tried to do, they founded an organisation that would work to harmonise space-time, this organisation being Gear Chronicle.
  • Clockwork Creature: The gear beasts are mechanical creatures that resembles animals.
  • Clock Punk: Clocks and gears are visible in many of their cards' artwork.
  • Eastern Zodiac: They have a group of Grade 3's theme around this, Including Chrono Dran.
  • My God, What Have I Done?: The founders of Gear Chronicle, upon seeing Demiurge wipe out countless worlds, had this reaction, sealing Demiurge away and creating Gear Chronicle as time's guardians in shame.
  • Nice Job Breaking It, Hero: Gear Chronicle underestimated how damaged the spacetime of Cray was, and their arrival caused the outbreak of stride to occur.
  • Steampunk: Several of their units evoke this style, specifically those with "Steam" in their name.
  • Time Master: Their powers allow them to control time itself.
  • Time Travel: Due to their powers, they can travel through time. This is represented in-game by their ability to return units to the deck as well as the Time Leap mechanic.

Individual Units

    Bind Time Dragon 

Interdimensional Dragon, Bind Time Dragon

Time is stopped. And the finale starts to move.


    Chronofang 

Chronofang Tiger

Forms: Chronofang Tiger/Chronotiger Rebellion/Chronofang Tiger G/Chronotiger Gear Glare

The likes of you, are not capable of bearing the fate of the world.
Those sharp fangs, are for walking together with the future.
Keeping history close to heart.


    Chronojet 

Chronojet Dragon

Forms: Chronojet Dragon/Chronodragon Nextage/Chronodragon Gear Groovy/Chronojet Dragon G/Chronodragon Gearnext/Chronojet Dragon Z/Chronovisor Heritage

The new future begins now.
Let's go...... to greater heights.
The accrued thoughts, now become wings that head towards the future.
The connected bonds pass through time and space, and point towards a new tomorrow.
That one step of determination marks forever victory.
No matter when, a new future starts here.
Show me, the world that we truly desire—-!


  • Book Ends: The very first Stride that Gear Chronicle was given, Mystery-flare Dragon, had an Extra Turn-granting skill, and Chronovisor Heritage, the last Stride they receive during the G era, also has one.
  • Cool Sword: Wields a golden sword with gear motifs as Chronovisor Heritage.
  • Extra Turn: Chronovisor Heritage can turn four of your face-up Zodiac Time Beast G-Units face-down to grant you an additional turn and automatically Stride itself during that additional turn.
  • Foil: Chronovisor Heritage is one to the Zeroth Dragons: the latter seal away their player's future by excluding their G-Zone as a cost for their overwhelming power, while Heritage opens the future up again by turning previously used G-Units face-down, allowing them to be used once more.
  • Godzilla Threshold: Claret Sword Dragon's actions causes Chronojet Dragon to release its power and become Chronodragon Nextage, even though it could interfere with the restoration of Cray.
  • Gold and White Are Divine: After gaining increased power to become Chronojet Dragon Z, his previously blue, red and gold color scheme becomes gold and white for Z and Chronovisor Heritage.
  • Heroic Sacrifice: In the final battle, Gyze pulls a Taking You with Me, intent on self-destructing and destroying Cray. Chronojet is then forced to move himself and Gyze to a pocket in spacetime to contain the explosion, destroying them both.
  • I Am Not Left-Handed: Done uniquely by Nextage, who can revert back to Chronojet after his attack ends for a second attack.
  • The Leader: Leads the force sent to restore Cray's spacetime.
  • Our Dragons Are Different: A high-ranking Gear Dragon.
  • Shoulder Cannon: Chronodragon Nextage has cannons hidden in the armor covering its shoulders.
  • Super Mode: Chronodragon Nextage.
  • Time Stands Still: Its ability to prevent Grade 1 or higher units from guarding its attack is it freezing time to stop the guardians from blocking it.
  • Time Travel:
    • One of his powers sends enemy units back in time, represented by his ability to send a rear-guard to the bottom of the deck.
    • Nextage's skill could also be interpreted as this, going back in time to when he was Chronojet Dragon for a second attack.

    Chronoscommand 

Chronoscommand

Forms: Interdimensional Dragon, Chronoscommand Dragon/Interdimensional Dragon, Chronoscommand Revolution

Ah, yes. Let us return everything to nothingness.
Revolution. That is, the opening act of a new era.


  • Gone to the Future: Chronoscommand was sent to a future in a different time axis due to a teleportation accident which caused his disappearance in the present time.
  • Mass Teleportation: Chronoscommand has the ability to return all of the opponent's rearguards to the deck if it hits and Chronoscommand Revolution can returns every rearguards on the field, except two of yours if you have its previous form face-up in the generation zone, to the deck if it strides.
  • Meaningful Name: Named after Chronos, a god associated with time.
  • Our Dragons Are Different: A time-traveling dragon.
  • Super Mode: Chronoscommand Revolution.

    Demiurge 

Deus Ex Machina, Demiurge

The deity removes pain. Through a future of happiness without freedom.


  • Awesome, but Impractical: Demiurge's skill is almost certainly game-winning, but requires you to build your deck in a very precise manner to incorporate both twelve Zodiac Time Beasts and the support cards required to get them into the Bind Zone, leading to an inconsistent deck with a lot of elements involved.
  • Deus ex Machina: In more than name. Demiurge's skill allows you to turn a desperate situation into certain victory, akin to a god suddenly appearing to give the story a good ending.
  • Eastern Zodiac: To use Demiurge's skill, you have to have gathered all twelve Zodiac Time Beasts in your bind zone.
  • Expy: Of Star-vader, Omega Glendios. Both are colossal artificial beings who require you to build your deck around a specific series of cards to unlock a game-winning effect once a certain condition is met. Meta-wise, they're also the final ace cards of the antagonists of the third series of each anime. Its lore cements it even more, with Demiurge being created to destroy worlds throughout space and time like how Glendios was Link Joker's ultimate world-destroying weapon. Lastly, both are illustrated by Masami Obari.
  • Instant-Win Condition: Subverted in spite of its obvious status as a Glendios Expy. Demiurge's effect, while almost certainly game-ending, isn't actually an instant victory.
  • Multiversal Conqueror: Demiurge was created with the intention of dominating all existing worlds throughout space and time.
  • Sealed Evil in a Can: The ones who would eventually found Gear Chronicle sealed Demiurge in a gap in space and time from which it couldn't escape alone.
  • Winds of Destiny, Change!: Its skill allows you to stack any twelve cards from your drop zone on top of your deck, effectively changing your future.
  • World of Silence: His flavor text implies that this is what Demiurge would create, a world where everyone is happy because they have no free will and are forced to be happy.

    Mystery-flare 

Interdimensional Dragon, Mystery-flare Dragon

Now is the time to show it, the world that I truly wish for—!


  • Ambiguous Situation: Metapulsar, Mystery-freeze Dragon has a similar name, appearance and flavor text to Mystery-flare's, implying that both are one and the same. However, not only was this never confirmed but Mystery-flare's own lore notes that the latter has died.
  • Ascended Extra: In its original incarnation, Mystery-flare was an extremely Awesome, but Impractical Trial Deck boss for Gear Chronicle that never saw any serious play, and even when retrained into Metapulsar, Mystery-freeze Dragon it was still underused. In the V series however, it was the only G era Gear Chronicle unit to be carried over and as the V Rare poster card for the Clan's initial introduction to the reboot to boot.
  • Awesome, but Impractical: Its skill might be powerful but it requires Mystery Flare Dragon's attack hitting a Vanguard, the top four cards of your deck having different grades, and a counterblast of 4. Even Mystery-flare's V series incarnation, made much more usable, still requires a staggering combined 19 grades of cards in your bind zone to achieve its Extra Turn skill at the cost of discarding your entire hand.
  • Call-Back: The Flavor Text for Mystery-flare's V series incarnation references that of its original incarnation:
    The world I truly desire is still far off. It will come eventually—
  • Extra Turn: The first Vanguard unit to have the ability to grant one.
  • Our Dragons Are Different: A Gear Dragon, just like the other dragons in Gear Chronicle.
  • Time Master: Its ability is described as accelerating time.

Sub-Clans

    Steam Maiden 

Uluru

Forms:Steam Maiden, Uluru/Retroactive Time Maiden, Uluru/Time Etching Maiden, Uluru/Time Maiden of Eternity, Uluru

Even hourglasses have times that they want to turn back the clock, you know?


  • Gameplay and Story Integration: Uluru is noted to have the lowest combat capabilities out of the Chrono Doll. Fittingly, her cards are either Grade 0 or G Guardians. The V-series version of Retroactive Time Maiden subvert this somewhat in that while her abilities are geared toward being used as a guardian, she does possess 15000 Power.
  • Luckily, My Shield Will Protect Me: Her incarnations as a G Guardian.
  • Ridiculously Human Robot: Despite being a Chrono Doll, Uluru looks like a human and possess emotions.
  • Robot Girl: Uluru is a Chrono Doll, a forbidden weapon created by a Mad Scientist of Gear Chronicle.
  • Support Party Member: All of Uluru's cards are either Grade 0 Heal triggers or G Guardians and as such, geared toward
    • The V-series version of Retroactive Time Maiden has defensive abilities but also possess 15000 Power and good synergy with Elul's own abilities, enabling her to also take on a more active role as an attacker.
  • Team Mom: Acts as a mother figure toward the younger members of gear Chronicle.

Steam Maiden, Elul

I'm not an angel. I'm just often mistaken for one.

The fourth of the experimental "Chrono Dolls". She possess increased combat capabilities but at the cost of reduced emotions, the opposite of her eldest sister Uluru.


  • Ascended Extra: Went from a minor Grade 3 common card released in G-BT01 to the fist boss unit for the Steam Maidens.
  • BFS: Her weapon is a sword that is almost as big as she is tall.
  • Enemy Summoner: When placed as vanguard, Elul can call a card from hand. Her V-series version can instead bind a card from dop to call a Steam Maiden from the bind zone as well as switch a Steam Maiden with a bound card that's a grade higher than it after the former has attacked.
  • Foil: To her older sister Uluru who has the most emotions out of the Chrono Doll but the lowest combat capabilities while the reverse is true for Elul.
  • Robot Girl: Being a Chrono Doll like Uluru, she is artificial in nature.
  • Winged Humanoid: Has robotic wings connected to her back, giving her an angelic appearance as noted in her flavor text.

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