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Characters from the Yu-Gi-Oh! card game, sorted alphabetically from A to B.


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    @Ignister 
https://static.tvtropes.org/pmwiki/pub/images/rsz_thearrivalcyberseignister_madu_en_vg_artwork.png
The Arrival @Ignister, the ultimate boss
@Ignister is an archetype of Cyberse-Type monsters with various Attributes, notable for using a variety of Special Summoning methods to setup the summon of its ultimate boss monster, "The Arrival @Ignister". The archetype is supported by the A.I. archetype, a group of Spell and Trap Cards that provide a variety of search, lockdown and setup effects, with a focus on Battle Phase-based interactions.

The "@Ignister" and "A.I." archetypes are used by Ai in Yu-Gi-Oh! VRAINS, with the latter featuring his virtual form on various artworks.

  • Achilles' Heel: The archetype is heavily reliant on the Field Spell Card Ignister A.I.Land to initiate most of its plays. Disrupting it is a quick and easy way to slow down an @Ignister deck. In the anime, this was enforced by a self-destruct clause; if the card was destroyed by a card effect, all of the owner's monsters would be destroyed alongside it.
  • All Your Powers Combined: The Arrival was designed to be this for the six Ignis, being formed by Ai using the six @Ignister boss monsters as Link Materials.
  • Anti-Magic: Linguriboh can tribute itself to negate and destroy a Trap card activated by the opponent.
  • BFS: Gussari wields one that is as long as it is tall.
  • Black Knight: Dark Templar is based on a knight and is a DARK attribute.
  • Blob Monster: The archetype's Main Deck monsters are all amorphous brightly colored blobs.
  • Evil Knockoff: Given that the archetype is used by Ai as an antagonist, Dark Templar and Linguriboh are this to Yusaku's Decode Talker and Linkuriboh by default.
  • Exactly What It Says on the Tin: The names of the archetype's boss monsters are this, simply consisting of the monster's Attribute and what sort of creature it is.
  • Fun with Homophones: The cards "A.I. Meet You", "You and A.I.", and "A.I. Challenge You" all share a common wordplay that uses the words "You" and "I", with "I" being substituted by "A.I.".
  • Fusion Dance: The Arrival is thematically meant to be a combination of the six @Ignister boss monsters, and Ai uses all of them as Link Materials to Link Summon it.
  • Golem: As its name and appearance suggests, Earth Golem is this. Bonus points for it also being EARTH Attribute, alluding to its mythological basis being traditionally made from clay.
  • Homage: Each @Ignister boss monster is meant to be one to the Ignis of the corresponding Attribute as it, based on Ai's memories of the Ignis as they were in life.
  • Jack of All Trades: Not only does the archetype include monsters from all six attributes, but it also includes every form of special summoning outside of Pendulum.
  • Kraken and Leviathan: Water Leviathan, which takes the form a sea serpent.
  • Mythology Gag:
    • Danmari @Ignister's appearance references Ai's "monster form" in Episode 12 of the anime when he eats data.
    • "You and A.I." references the relationships of the Ignis in VRAINS, with an effect that is triggered by summoning a monster with the Attribute of each pairing.
    • "A.I. Challenge You" is a reference to the events of the final duel in VRAINS, which had Ai face-off against Playmaker (which also cameos in the card).
  • No-Sell: The Arrival has the strongest version of this effect in the form of total immunity to any effect.
  • Our Dragons Are Different: Despite its name and appearance, Light Dragon is classified as a Cyberse monster instead of a Dragon monster.
  • Pegasus: Wind Pegasus is the best candidate in both appearance and attribute.
  • The Phoenix: As its name and appearance suggest, Fire Phoenix is this. Its effect also evokes this, as if it was Link Summoned, then destroyed and sent to the Graveyard, it can Special Summon itself during the controller's next Standby Phase.
  • Shield-Bearing Mook: Gatchiri is one of these, wielding a shield about the same size as its own body. True to its appearance, it has 3000 DEF, protects each of the controller's Cyberse monsters from being destroyed by card effects once per turn, and if it leaves the field, grants one of the controller's monsters immunity to the opponent's card effects during that turn.
  • Status Buff:
    • One of the main focuses of the archetype is on Battle Phase interactions, with a bunch of effects that make your monsters indestructible by battle, unaffected by other card effects, and boost their ATK.
    • Gussari @Ignister is of the strange kind of cards that buffs monsters owned by your opponent, though in this case is meant to be complimented with Fire Phoenix's effect to deal 3000 burn damage.
  • Status Effects: In combination with multiple Status Buff effects, the archetype can also reduce the opponent's monster ATK and negate their effects.
  • Taking You with Me: If Fire Phoenix is destroyed by a card effect, its controller can destroy one of the opponent's monsters in turn.
  • Written Sound Effect: The names of the archetype's Main Deck monsters are all onomatopoeia for a trait commonly associated with their respective Attributes.

    Abyss Actor 
https://static.tvtropes.org/pmwiki/pub/images/abyssactorscurtaincall_lod2_en_vg_artwork.jpg
The Abyss Actors participating in curtain call at the end of a show.

Abyss Actors, known as Demon World Troupe (魔界劇団, Makai Gekidan) in the OCG, are an archetype of DARK Fiend-Type Pendulum Monsters representing a troupe of performing artists. Their playstyle revolves around manipulating the ATK of monsters on the field as well as making use of the Abyss Scripts, Spell Cards that give Abyss Actors or the player controlling them advantage while punishing the opponent for destroying them.

They are used by Shingo/Sylvio Sawatari in Yu-Gi-Oh! ARC-V.


  • Attack Backfire:
    • Usually, destroying the opponent's set Spell/Trap Cards before they can activate them is a good thing... unless said opponent is playing Abyss Actors, in which case those set cards might be Abyss Scripts which all have an effect that activates when destroyed by an opponent's effect. These vary from mass Deck summons, to setting a bunch of backrow, and potent disruption, search and draw effects.
    • Enforced with Abyss Prop - Wild Wagon, which has similar effects, and especially with their Field Spell, Abyss Playhouse - Fantastic Theater, which can alter your opponent's first activated monster effect and force it to destroy a Set Spell/Trap on the field - like an Abyss Script.
  • The Cameo:
    • Most of the troupe appears in the artwork of "Set Rotation", with Leading Lady and Twinkle Little Star having leading performances.
    • They cameo again in the artwork of "Stand In".
  • Composite Character: This archetype can be seen as one of the Performapal and D/D archetype. Like both of them, it uses Pendulum Summon and shares with the former an entertainment aesthetic as well as similar effects such as ATK manipulation. On the other hand, the Abyss Actors' type and Attribute is the same as the majority of the D/D monsters and they both have a connection to another archetype, Abyss Scripts and Dark Contract respectively, made up entirely, or partially of Spell Cards.
  • Curtain Call: Depicted on the card artwork of "Abyss Actors' Curtain Call", which also has the effect of placing a number of "Abyss Actor" monsters in your hand, then Special Summon them to your field to perform the curtain call.
  • Gameplay and Story Integration:
    • "Curtain Riser" has the effect to Special Summon itself if you control no monsters, and also setup the summon of another "Abyss Actor". Fitting for the name of a monster who acts as the player's opening performance.
    • "Hyper Director" allows you to Special Summon an "Abyss Actor" on your Pendulum Zone, then place another from your Deck/Extra Deck on it. Which is fitting for someone who is meant to coordinate the positions of his performers.
    • "Leading Lady" is another term for the leading actress in a play, otherwise known as the protagonist. Appropiately, "Abyss Actor Leading Lady" is featured in the most artworks of the archetype - six.
    • "Abyss Script - Opening Ceremony"'s secondary effect, which has you draw until you have 5 cards in your hand, referencing how both players start a game by drawing until they hold 5 cards in their hand.
  • Heads I Win, Tails You Lose: A gameplay-enforced example of this in "Abyss Playhouse - Fantastic Theater" which forces an otherwise savvy opponent to trigger the destruction effects of your "Abyss Scripts".
  • Our Demons Are Different: A troupe of performing fiends.
  • Power Limiter: Superstar prevents the opponent from activating any Spell/Trap or their effects when Normal or Special Summoned.
  • Small Reference Pools: An archetype based on performers wouldn't be missing a reference to "Romeo and Juliet", which is found in "Abyss Script - Romantic Terror".
  • Status Buff: Whether he's in a Monster or Pendulum Zone, Funky Comedian has an effect that lets him increase his own ATK and/or that of his fellows Abyss Actors. The monster effects of Wild Hope, Mellow Madonna, and Curtain Raiser allow them to increase their own ATK as well.
  • Vaudeville: The archetype's design seems to be based around a show of this kind, with a dozen of otherwise ill-fitting professions all making act of presence - between them, a prima donna, a comic relief, a heel, a comedian, and even some cowboys.

    Adamancipator 
https://static.tvtropes.org/pmwiki/pub/images/adamancipator_risen_raptite.png

Adamancipator, known as Adamassiah in the OCG, is an archetype of Synchro-focused Rock monsters of FIRE, EARTH and WIND attributes introduced in Secret Slayers. They are divided into three distinct groups: their Tuners, all three of which are EARTH-Attribute; the Crystals, which are each Level 4 with 0 ATK and 2200 DEF; and the Risen, the Synchro evolutions of the Crystals. It focuses on excavating cards from the Deck to activate their effects.

The archetype is used by Des in Chapters 10 & 11 of Yu-Gi-Oh! OCG Structures.


  • Adventurer Archaeologist: The names of the first three Tuners (Analyzer, Researcher, and Seeker) implies this trope.
  • Anti-Magic: Dragite's Synchro evolution can negate and destroy a Spell or Trap once every turn if a WATER monster is in your Graveyard.
  • Arc Number: In terms of stats, 2200. The Crystals have 0 ATK and 2200 DEF, the Tuners' combined ATK/DEF is 2200, and the Risens have the lower of their two stats at 2200 (ATK for Raptite, DEF for Leonite and Dragite). Downplayed in that no Adamancipator card cares specifically about this number.
  • Color-Coded for Your Convenience: The Crystals, and the Risen by proxy, are each made of a different color crystal that lines up with their Attribute.
  • Crystalline Creature: The Risen in their unsealed forms riden by their respective tuners.
  • Crystal Prison: The Crystals appear to be the Risen sealed in, well, crystals. It is ostensibly the goal of the Tuner monsters to discover and awaken these creatures, and then bond with them, as demonstrated on the artwork of the Synchro Monsters.
  • Dragon Rider: The artwork of Adamancipator Risen - Dragite depicts Analyzer riding a dragon-like creature comprised of blue crystals.
  • Dub Name Change: Adamassiah was translated to Adamancipator, presumably to avoid any direct reference to religion.
  • Early-Bird Cameo: Adamancipator Laputite was the setting for the artworks of Dwimmered Path and Dwimmered Glimmer, both of which were revealed some time before the Adamancipators.
  • Fusion Dance: Each of the archetype's Synchro Monsters is visually a combination of one of the Tuner monsters and the Crystals monster with the same Attribute.
  • Gameplay and Story Integration: Each of the Risen has a Level that is the sum of the Levels of the Tuner depicted in its artwork, and the Crystal with the same Attribute. It is thus possible to Synchro Summon them using the depicted Tuner and the corresponding Crystal. In fact, this is encouraged, as each Risen has an effect that can only be used if the controller has a monster with the same Attribute in their Graveyard.
  • Modesty Shorts: It's hard to see in her artwork, but Researcher wears black shorts underneath her dress.
  • Portmanteau: "Adamancipator" is one from the words "adamant" and "emancipator". Their OCG name is one of "adamant" and "messiah".
  • Rule of Three: The archetype has three subgroups, each of whom have three members. Two of these subgroups, Crystal and Risen, have members that span three different Attributes.
  • Status Buff: Laputite gives friendly Rock monsters an extra 500 ATK/DEF.
  • Stealth Pun: The theme of Adamancipator involves their Tuners excavating the Deck for any Level 4 or lower Rock Monster, meaning playing this archetype turns the Deck into a mine or a dig site.

    Adventurer Token 
https://static.tvtropes.org/pmwiki/pub/images/fatefuladventure_ow.png
Adventurer Token is a series of cards that all list Adventurer Token in their text. The Adventurer Token itself is a Level 4 EARTH Fairy with 2000 ATK and DEF. This token is vital to the series, as many of the cards have effects that can only be activated by controlling the token.

The series is themed around an "isekai" adventure, with various companions, locations and weapons that make reference to standard JRPG tropes.


  • The Hero: The Adventurer Token, natch. It's meant to act as a stand-in for the player character of your typical JRPG, with the monsters supporting it being members of the party that fights with you. The Yu Gi Oh Valuable Book EX 2 even has sections where Water Enchantress of the Temple, Magicore Knight, and Wandering Gryphon Rider address the reader of the book directly as if they were the hero of the story.
  • Making a Splash: Water Enchantress of the Temple is shown manipulating water in the art for Water Enchantress of the Temple and Rite of Aramesir.
  • Power Nullifier: Zaralaam the Dark Palace prevents your opponent from activating cards or effects while any friendly monster equipped with "Dunnell, the Noble Arms of Light" is battling.
  • Status Buff: "Dunnell, the Noble Arms of Light" increases the ATK of the equipped monster by 500 for each monster its controller controls with different names that lists Adventurer Token.
  • Status Infliction Attack: Starlit Papillon decreases the ATK of each monster the opponent controls by 500 for each monster its controller controls with different names that lists Adventurer Token. The debuff could be the Starlit Papillon pointing out the weaknesses of the foes to the Adventurer and their companions. In the lore, it is described as a butterfly that shows the way.
  • The Rival: "Illegal Knight" seems to be one to the Adventurer represented by the token, with equal stats but opposite attribute and typing. Its effect is also meant to setup a face-off between the two.
  • Trapped in Another World: According to the lore, Water Enchantress of the Temple is the one who summoned the Adventurer Token with the ancient pact ritual, causing them to be stuck in the fantasy world. With the first-person perspectives in the cards and Valuable Book EX 2 having the characters talk to the reader directly, one might see the Adventurer Token as the player themself having been summoned.
  • Verbal Tic: Wandering Gryphon Rider tacks on "nya" at the end of every sentence.

    The Agent / Hyperion 
https://static.tvtropes.org/pmwiki/pub/images/theagentofcreationvenus_tf04_jp_vg.png
The Agent of Creation - Venus

The Agent and Hyperion are archetypes of LIGHT and DARK Fairy monsters, themed after the Solar System and Greek mythology. They are two of several archetypes connected to the Field Spell the Sanctuary in the Sky.

There's two distinguishable strategies for the archetype. The old-school beatdown and Life Point manipulation combos, centered around "Mars" and "Saturn", and the post-Lost Sanctuary strategy, which features heavy banishing and Special Summoning elements, allowing the player to quickly gain advantage over the opponent. This strategy was upgraded with the release of Structure Deck R: Lost Sanctuary, which provided the theme with a new Link monster and two Synchro bosses.


  • Amazing Technicolor Population: Mercury has green skin, Earth, purple, Mars, red, Saturn and Pluto, purple, Neptune, blue, and Uranus, grayish-black.
  • Fallen Angel: Judging by the existence of Agent of Destruction - Venus and Majesty Hyperion, the Agents are showing signs of falling.
  • The Grim Reaper: The Agent of Entropy - Uranus is the first "The Agent" monster whose name does not accurately depict what it is named after (in this case, the Greek god of the sky has no correlation with "Death").
  • Holy Hand Grenade: The Agent of Judgment - Saturn's effect to inflict damage to your opponent.
  • Homage: The Agents (and Hyperion) are based on their respective spheres from Paradiso. Each The Agent monster is named after the planet it represents (and by extension is named after the corresponding Greek god), while Hyperion is named after the Greek titan Hyperion and represents the Sun (which the mythological Hyperion represented along with his son Helios). However, Hyperion seems to indicate a heliocentric solar system, which the Divine Comedy does not feature.
  • Meaningful Name: Hyperion is the name of the sun titan, fitting to the fact that the Agents are named after planets.
  • Physical God: According to the subtitle of the 2021 Lost Sanctuary pack, Hyperion is the titular sun god.
  • Sadly Mythtaken: Ironically, Mercury is not the Roman God of Wisdom; rather, Mercury is the messenger of the gods. Minerva is the actual Roman goddess of wisdom. However, the Romans associated Mercury with Thoth, the Egyptian god of wisdom, whom this card is most likely based on.
  • Sixth Ranger: The Executor of Hades - Pluto isn't an Agent monster in name, but it has a clause that treats it as one of them. This is a reference to Pluto being reclassified as a dwarf planet.
  • Status Buff:
  • Theme Naming: The Agent of - <Classical Mythology God name>.
  • Winged Humanoid: As angels/fairies, all the Agents possess wings.
  • Yin-Yang Bomb: Master Flare Hyperion is seemingly a fusion of Majesty Hyperion and Master Hyperion, combining the light and darkness from those forms.

    Aliens 
https://static.tvtropes.org/pmwiki/pub/images/800px_acellrecombinationdevice_duli_en_vg.png

Aliens are an archetype of Reptile-Type Monsters introduced on Power of the Duelist. Their designs take cues from science-fiction depictions of aliens, making use of brainwashing, biological experimentation and psychic powers. These effects are tied by the use and distribution of "A-Counters" on monsters to activate their effects.

Their ace monsters are the Eldritch Abominations Gangi'el, Gol'gar, and Zer'oll.


  • Aliens Are Bastards: They're depicted as powerful warriors or intelligent scientists aiming to spread The Virus.
  • Amazing Technicolor Battlefield: Otherworld - The "A" Zone is a swirling vortex of several bright colors.
  • Attack of the 50-Foot Whatever: The perspective makes Interplanetary Invader "A" out to be this.
  • BFS: Alien Shocktrooper's hand-blade.
  • Bishōnen Line: A variation. They gradually get a little more humanoid the more powerful they are, comparing between, say, the blobby A-Counters to things like the relatively humanoid if still monstrous Alien Warrior. This is thrown completely out of the window with Cosmic Horror Gangi'el, Cosmic Fortress Gol'gar & Cosmic Slicer Zer'oll.
  • Bizarre Sexual Dimorphism: Alien Mother has a curved, more muscular appearance with a white and pink color scheme, and can take control of a monster it destroys if it has an A-Counter on it. Alien Overlord has a more jagged, thin design with armor, with a red and black color scheme. It also, rather than taking control of an enemy, spreads A-Counters absolutely everywhere.
  • Blob Monster: The A-Counters are small versions of this, with Interplanetary Invader "A" being a possibly more immense version with insect-like legs.
  • Brainwashed: Part of their gimmick is taking control of enemy monsters with A-Counters on them.
  • Combat Tentacles: If they don't have Wolverine Claws, they will have these instead.
  • The Corruption: A-Counters, distributed to enemy monsters as a means of weakening and eventually controlling them.
  • Crop Circles: One of their Trap Cards is exactly this, name and all.
  • Dark Is Evil: The few that are DARK are just as dangerous as the rest of the species, especially Alien Overlord.
  • Deadly Gas: Planet Pollutant Virus implies that A-Counters can spread in this variation. As a card effect, it also destroys all monsters your opponent controls without A-Counters.
  • Descriptively-Named Species: Several of them.
  • Designer Babies: The A-Counters are these, according to several of the card artworks.
  • Eldritch Abomination: Their strongest Level cards are "Cosmic Fortress Gol'gar", "Cosmic Horror Gangi'el", and Cosmic Slicer Zer'oll, obviously based on Lovecraftian monsters.
  • Eldritch Location: Otherworld - The "A" Zone, if the presence of a young Gangi'el and the unnatural colors are anything to go by.
  • Evolutionary Levels:
    • Alien Warrior -> Alien Overlord/Mother.
    • Alien Warrior is also implied to be a grown-up Alien Grey.
    • Alien Hunter -> Alien Shocktrooper -> Alien Shock Trooper M-Frame
  • Exposed Extraterrestrials: Given that they've shown they can at least wear lab coats, the Aliens all fall under this.
  • Fish People: Alien Telepath more closely resembles a toothy catfish monster than a reptile.
  • Gameplay and Story Segregation: Flying Saucer Muusik'i is depicted as being capable of firing a ridiculously large blast at a planet, outright named Orbital Bombardment. Its actual ATK? 1000.
  • Genetic Engineering Is the New Nuke: Various Spell & Trap Cards imply the A-Counters are genetically engineered by the Aliens themselves.
  • The Greys: Alien Grey, though Alien Mars is visually close to one as well.
  • It Can Think: "A" Cell Recombination Device depicts four Alien Greys in lab coats, working in a laboratory-like environment. Looking closer, you can also see the "A" Cell Incubator and four "A" Cell Breeding Devices, confirming that they invented their own technology for purpose of spreading A-Counters.
  • Light Is Not Good: About half of these guys are LIGHT. They are invaders.
  • Living Ship: Flying Saucer Muusik'i appears to be one of these, and most certainly a powerful one.
  • Masculine Lines, Feminine Curves: Alien Overlord has a much more jagged appearance than the smooth Alien Mother.
  • Mass Hypnosis: The trope name is used for one of their support cards. Appropriately enough, it allows you to steal multiple monsters infected with A-Counters, but only for one turn.
  • Not Using The "A" Word: Curiously, all the Spell & Trap Cards relating to the Aliens use "A" in place of the actual name of the archetype, minus Alien Brain. This also applies for their counters as well.
  • Orbital Bombardment: One of the theme Trap Cards bears this trope's name. (Actual effect: send an Alien on the field to the graveyard to destroy a Spell or Trap on the field).
  • Planetary Parasite: Planet Pollutant Virus implies that this is the aftermath of an A-Counter infestation.
  • Red and Black and Evil All Over: Alien Overlord has this color scheme.
  • Shout-Out: Alien Mars might be a subtle reference to the Tripods, due to having only three limbs and with Mars being the home planet of the aliens.
  • Suspiciously Similar Substitute: Cell Explosion Virus's artwork and effect are quite obviously based on Mirror Force. Ditto for Detonator Circle "A" and Ring of Destruction.
  • Telepathic Spacemen: If Alien Hypno and Alien Psychic are any indication, at least some Aliens possess Psychic Powers, allowing them to manipulate and control enemies. And this is before the Psychic-type was introduced, by the way.
  • Tentacled Terror: Several of the Aliens, Cosmic Fortress Gol'gar and especially Cosmic Horror Gangi'el are absolutely coated in tentacles.
  • There Is Another: Mysterious Triangle shows that Gangi'el is actually one of several among his kind, possibly being the one separate from the pack.
  • Wolverine Claws: Several of the Aliens don these, the most notable ones belonging to Alien Stealthbuster.

    Altergeist 
https://static.tvtropes.org/pmwiki/pub/images/altergeistmarionetter_lod2_jp_vg_artwork.png
Altergeist Marionetter, one of the Altergeists' key monsters.

Altergeists are an archetype of Link-focused Spellcaster monsters, introduced in Circuit Break, which are visually based on feminine mythological creatures with cybernetic appearances. They have a diverse array of monster effects, and their main gameplay style revolves around swarming and disruption based on Trap cards. Their ace monsters are the Link monsters "Altergeist Primebanshee" and "Altergeist Memorygant".

They are used by Emma Bessho in Yu-Gi-Oh! VRAINS.


  • Amazon Brigade: It's not evident at first glance, but each of the Altergeists are named after a female ghost or mythological figure, implying they are also all-female as well.
  • Anti-Magic:
    • Hexstia can tribute a monster linked to it in order to negate the activation of an opponent's Spell/Trap card or card effect and destroy said card.
    • Protocol can negate the activation of a monster effect and destroy said monster by sending another face-up Altergeist card from the field to the graveyard.
    • Haunted Rock allows the player to send an Altergeist monster from their hand to the graveyard to negate the activation of an opponent's trap card and destroy it.
  • Back from the Dead: One of the archetype's main gimmicks is the usage of multiple cards that can return them from the Graveyard, possibly referencing their ghostly inspiration.
  • Our Ghosts Are Different: Each Altergeist is named after a mythological, female ghost.
  • Perpetual Smiler: Their faces are completely blank but for a smiling mouth—with the exception of the frowning Hexstia.
  • Portmanteau: "Altergeist" is one of "alter" and "geist", with an added reference to "poltergeist".
  • Status Buff:
    • Hextia gains the attack power of an Altergeist monster it points to.
    • Memorygant can tribute one monster and gain the tributed monster's attack points.
  • Theme Naming: The names of the Altergeist monsters are derived from computer terminology associated with the name of a mythological being.
  • Trap Master: The Altergeists focus on the use of Trap cards as part of their control strategy with several of their cards having effects meant to support their use.

    Amazement / Attraction 
https://static.tvtropes.org/pmwiki/pub/images/amazementadministratorrlechino_ow.png
Come one, come all!

Amazement is an archetype of Psychic, Machine and Beast monsters themed around amusement parks. They are supported by the Attraction archetype, which is comprised of Trap Cards based on amusement park rides. The Attraction Trap Cards equip themselves to either Amazement monsters the controller controls or face-up monsters the opponent controls, and apply different effects depending on which player controls the monster they are currently equipped to.

They both appeared in person and as the deck that Light Tsukiko used in her match against Ageha Yusa in OCG Structures.


  • Added Alliterative Appeal: All the Attraction Traps have alliterative names, as do the monsters and Spells that support them, if to a lesser extent.
  • Alphabetical Theme Naming: Arlechino starts with A, then Bufo, Comica, and so on. In addition, their names seem to be based on Italian words relating to comedy.
  • Anti-Magic: If Cyclone Coaster is equipped to its controller's monster, they can target a Spell or Trap Card the opponent controls and send both it and Cyclone Coaster to the Graveyard.
  • Call-Back: The humans take many cues from the Sakaki family. Both Yusho and Arlechino are ringmasters, with the latter sharing costume cues with the former. Dominator Arlechino could be seen as a counterpart to ZARC. The cards also drawn in a similar style to the anime, whereas most cards have their own, unique styles. Comica and Delia also have heterochromia, which is the key trademark of the Odd-Eyes archetype.
  • Cast from Hit Points: Activating either of Time Ticket's effects requires paying 800 Life Points.
  • Continuity Cameo: Both archetypes have references to the other Archetypes in the card game.
    • Administrator Arlechino: Dark Magician Girl's staff, Magic Cylinder, Kuriboh and Scapegoat.
    • Cyclone Coaster: Sacred Phoenix of Nephthys
    • Dominator Arlechino: Mystic Box, Wretched Ghost of the Attic, and Scapeghost
    • Horror House: Ghostrick Archetype monsters, with Arlechino dressed up as Ghostrick Alucard
    • Majestic Manège: Six Samurai.
    • Rapid Racing: F.A. Sonic Meister & F.A. Shining Star GT
    • Special Show: Kuriboh and Scapegoat
    • Vanquish Viking: Plunder Patroll
    • Wonder Wheel: Ojama Trio
  • Mascot: As Bufo is a mascot of the Amazement Attraction theme park, he is classified as Beast-Type because he's a fluffy teddy bear. This typing for cute animals has precedence with the Rescue series and the Melffy archetype. His trademarks are a kind smile and balloons. He even has merchandise at the gift shop.
  • Power Nullifier: If Horror House is equipped to its controller's monster, they can target an opposing Effect Monster and negate its effects until the end of the turn.
  • Status Buff: Or the opposing Status Effect Majestic Manège, depending on who it's equipped to. An enemy monster loses 500 ATK for every equipped Attraction Trap on the field, while its controller's monster gains 500 ATK and a one-time-only chance to avoid being destroyed by battle or card effect.
  • Robot Girl: Comica and Delia are both Machine-Type despite looking 100% human. The only thing off about them are their mismatched eyes. The Valuable Book EX 2 confirms that they're both androids.
  • Trap Master: The Amazement archetype focuses on the manipulation of the Attraction Trap Cards, utilizing effects that equip them to monsters. In turn, the Attraction Trap Cards apply differing effects based on which player is controlling the monster they are equipped to.

    Amazoness 
https://static.tvtropes.org/pmwiki/pub/images/amazonessvillage_dg_en_vg_field.png

The Amazoness are a tribe of female Warrior monsters introduced in Labyrinth of Nightmare. One of the oldest archetypes in existence, they have received multiple waves of support, with effects heavily focused on gaining advantage through battle. Later waves have introduced a Fusion-focused strategy into the mix, even gaining Pendulum monsters.

Mai Kujaku/Valentine combined them with her Harpie Deck in Duel Monsters, and the Seven Star Assassin Tania used an Amazoness deck in GX. The Tyler Sisters use Amazoness decks based around Fusion Summons in ARC-V.


  • Amazon Brigade: Naturally. You were expecting something else from an archetype named "Amazoness"?
    • Amazoness Paladin. She gains more power when there are Amazonesses in the Field. This effect shows how her loyalty to her fellow Amazonesses affects the way she fights.
    • Amazoness Swords Woman. The Player's opponent takes all Battle Damage that he/she would have taken from a battle involving this card. This effect is basically Amazoness Swords Woman being determined to beat her opponent, even as she's dying.
  • Amazonian Beauty: A lot of them are scantily clad; and range from toned to having noticeable musculature.
  • Amplifier Artifact: Amazoness Heirloom. It protects an Amazoness from being destroyed. It represents how their ancestors are protecting them through this artifact
  • Annoying Arrows: Amazoness Archers. Their effect is basically the arrows burdening their opponents' bodies and blinding their foes with rage.
  • Armor-Piercing Attack: When Amazoness Empress is on the field, all Amazoness monsters can inflict piercing battle damage when attacking a defense position monster.
  • Asskicking Leads to Leadership: Amazoness Queen. Her effect lets her fellow Amazonesses survive a battle that they would have lost. This effect is basically her giving her troops strong willpower by being on the battlefield. She can upgrade into Amazoness Empress which on top of the battle protection also provides destruction immunity from card effects. She in turn can upgrade into Amazoness Augusta who, while losing the battle destruction protection, provides blanket targeting protection to all Amazoness cards including spells and traps, can attack twice and can summon another Amazoness upon summon, which can include Amazoness Queen to provide the battle protection once again.
  • Battle Aura: Amazoness Fighting Spirit. It lets an Amazoness to gain 1000 ATK points if she faces a strong opponent. Basically, she unleashes her full potential when this card is activated.
  • Black Magic: Amazoness Spellcaster. Its effect switches the ATK of one Amazoness with an opponent's.
  • The Cavalry: Queen's Pawn. When an Amazoness destroys a monster, its effect allows you to special summon another Amazoness from the deck.
  • Continuity Cameo:
    • The Amazoness Paladin is Mai Kujaku (Mai Valentine) as a member of the themed deck she introduced to the franchise.
    • Amazoness Golden Whip Master and Silver Sword Master are the Tyler Sisters as Pendulum monsters.
  • Cute Kitten: Amazoness Baby Tiger is a young version of the older one, but while cute, it can potentially be a Pint-Sized Powerhouse.
  • Damage-Increasing Debuff: If your Amazoness monster attacked an opponent's monster, after damage calculation, Amazoness Pet Liger can target one face-up monster your opponent controls and have it lose 800 ATK.
  • Draw Aggro: When Amazoness Pet Liger or Pet Liger King is on the field, no Amazoness monsters you control other than itself can be selected as an attack target by your opponent's monsters.
  • Fusion Dance: Their fusions are all of the Power Booster kind, taking a base Amazoness monster (Tiger, Queen and Empress) and then further powering them up.
  • Heroic Willpower: Amazoness Willpower. It brings Back from the Dead one Amazoness, and it must attack if able. This effect is basically how the Amazonesses are not willing to get defeated so easily..
  • Lady of Black Magic: Amazoness Sage. If she attacks, she can destroy 1 Spell or Trap Card your opponent controls at the end of the Damage Step.
  • Little Miss Badass:
    • Amazoness Trainee. She gains 200 attack points every time she destroys a monster. This effect shows how she improves her strength and skill with every battle she wins.
    • Amazoness Princess too, whose effect can search out the archetype's Spell Cards when summoned, and Special Summon other Amazoness monsters.
  • No-Sell: When Amazoness Empress is on the field, other Amazoness cards you control cannot be destroyed by battle or card effects. Her upgraded form, Amazoness Augusta, loses the battle protection effect but instead provides blanket targeting protection from all effects.
  • Nubile Savage: The Amazoness are an all-woman tribe from a primitive village in a place resembling a rainforest; they all fit.
  • Panthera Awesome:
    • Amazoness Tiger. It gains more power when there are Amazonesses in the Field. This effect shows how loyal the creature is to the Amazonesses.
    • Amazoness Pet Liger. It can gain more power when attacking, make the opponent's monsters weaker after other Amazonesses attack, and render other Amazoness monsters untouchable by opposing monsters.
  • Plucky Girl: Princess and Scouts show that the tribe warriors start rather young.
  • Poisoned Weapons: Amazoness Blowpiper causes one of the opponents' monster to lose 500 ATK until the end of the turn. In said artwork, she holds a blowpipe. The effect is her using the poisoned darts to weaken the targeted monster in an attempt to make the monster easier to kill.
  • Royals Who Actually Do Something: The Queen is the highest Level member of the group has the highest ATK, and has a Cool Sword. Princess is clearly a fighter herself.
  • Skeletons in the Coat Closet: Empress wears a helmet made from a skull, Augusta adds skull shoulder guards on top of the helmet, Blowpiper has skull-adorned knee-guards and a small skull on her blowpipe, and Spy has skull shoulder-guards.
  • Status Buff: Once per battle, if Amazoness Pet Liger attacks, it can gain 500 ATK during damage calculation.
  • Variable-Length Chain: Amazoness Chain Master uses one for her attacks.
  • Warrior Princess: Amazoness Princess, of course. Not quite as badass as the others, but her effect can be used to search them out.

    Ancient Gear 
https://static.tvtropes.org/pmwiki/pub/images/ancientgeargolem_tf04_jp_vg.jpg
They don't make them like they used to.

The Ancient Gears (known as Antique Gear in the OCG) are an archetype of EARTH Machine monsters. They all share the effect of preventing the opponent from using backrow effects when they attack, allowing them to dominate the field in battle and restricting the opponent's defensive options. Later support has increased their focus on Fusion Summoning beatsticks with potent field clearing and defensive effects.

They are connected to the "Gadget" archetype through the monsters "Gadjiltron Dragon" and "Gadjiltron Chimera", who gain effects when using the original trio as their Tribute fodder. They were later joined by "Hydra" and "Reactor Dragon", who can gain all their potential effects by tributing "Ancient Gear Gadget".

Chronos/Crowler used an "Ancient Gear" deck in GX. The Obelisk Force and other Academia characters (Roget, Dennis and Yuri) in ARC-V also use Ancient Gear cards.


  • Ancient Grome: They're variably based on Greek or Roman aesthetics.
  • Anti-Magic: Most of the Ancient Gear monsters have effects that stop the opponent from using Spell and Trap Cards when they attack.
  • Arm Cannon: Ancient Gear Soldier has a gatling gun on its right arm, and Chaos Ancient Gear Giant's arm has a Wave-Motion Gun built in; in fact, its card artwork shows Chaos Ancient Gear Giant about to blast you with it.
  • Armor-Piercing Attack: Ancient Gear Golem and Ultimate Ancient Gear Golem both have piercing damage and with 3000 and 4400 ATK respectively. So does Chaos Ancient Gear Giant with its 4500 ATK.
  • Bread, Eggs, Breaded Eggs: We have Gadgets and we have Ancient Gears. Then came Ancient Gear Gadget.
  • Clock Punk: Their main theme is Ancient Greece's Antikythera mechanism. Studies of the Antikythera mechanism put its complexity and craft as comparable to 18th century Europe.
  • Clockwork Creature: An entire archetype of them.
  • Eternal Engine: Ancient Gear Castle and Geartown are depicted as towering fortresses with gears and chains eternally working across their exteriors.
  • Evolutionary Levels:
    • Ancient Gear Hunting Hound (Level 3) —> Double Ancient Gear Hunting Hound (Level 5) —> Triple Ancient Gear Hunting Hound (Level 7) —> Ultimate Ancient Gear Hunting Hound (Level 9). Their combined form as Chaos Giant (Level 10) may or may not count.
    • Ancient Gear Golem (Level 8) —> Megaton Ancient Gear Golem (Level 9) —> Ultimate Ancient Gear Golem (Level 10)
  • Fusion Dance:
    • Ultimate Ancient Gear Golem is a combined form of Ancient Gear Golem with two other Ancient Gear monsters.
    • Chaos Ancient Gear Giant requires four Ancient Gear monsters as Fusion Materials. In the anime, it's the Fusion of Ancient Gear Hunting Hound, Double Ancient Gear Hunting Hound, Triple Ancient Gear Hunting Hound and Ultimate Ancient Gear Hunting Hound.
  • Humongous Mecha: Ancient Gear Golem and its fusions are all massive, rusty, clockwork robots with a hell of a punch. Chaos Ancient Gear Giant is less rusty, but still massive and imposing.
  • Immunity Disability: Chaos Ancient Gear Giant's immunity to Spell and Trap effects also extends to those of its controller. While Ultimate Ancient Gear Golem can be turned into an 8800 ATK monstrosity with Limiter Removal, Chaos Ancient Gear Giant cannot. Power Bond, on the other hand...
  • The Juggernaut: The larger monsters prevent the opponent from activating card effects while they attack, and they all have very high attack. Chaos Ancient Gear Giant exaggerates this by being immune to almost everything and practically ends the duel once it starts swinging.
  • More Dakka: Ancient Gear Soldier attacks with a gatling cannon.
  • No-Sell: Chaos Ancient Gear Giant is unaffected by Spell/Trap cards and their effects. Howitzer completely ignores other cards' effects.
  • Non-Standard Character Design: Chaos Ancient Gear Giant lacks the rusty, archaic design seen on the rest of the archetype, and is a DARK monster in an archetype full of EARTH-Attributes.
  • One-Hit KO:
    • Chaos Ancient Gear Giant seems to be designed to be the ultimate boss monster that ends the duel during the turn it is summoned. It can attack all monsters the opponent controls, each once, and it can inflict Piercing Damage. Between its 4500 ATK, ability to No-Sell Spell/Trap Cards, and its Power Nullifier ability, it is hard to stop it from winning the duel.
    • If you used 3 Ancient Gear Golems to fusion summon it, Megaton Ancient Gear Golem can perform 3 attacks. Unlike Chaos Ancient Gear Giant, it doesn't do any piercing damage, but while the latter is limited by the number of your opponent's monsters, you can do 3 direct attacks with Megaton.
  • Our Dragons Are Different: Ancient Gear Gadjiltron Dragon, Ancient Gear Wyvern, and Ancient Gear Reactor Dragon have the appearance of dragons. Clockwork dragons, at that.
  • Power Nullifier: Chaos Ancient Gear Giant prevents the opponent from activating Monster Effects during the Battle Phase.
  • The Right Hand of Doom:
    • Ultimate Ancient Gear Golem has a massive claw for a left arm.
    • To a lesser extent, Ancient Gear Engineer has a very large drill in place of a right hand.
  • Rocket Punch: Ancient Gear Fist is depicted as this trope in the anime.
  • Tank Goodness: Ancient Gear Tank is a tank and Ancient Gear monster can ride for a power boost.
  • This Is a Drill: Ancient Gear Engineer attacks with a drill-arm.
  • Trojan Horse: Ultimate Ancient Gear Golem's appearance may be based off of the Trojan Horse in Roman Mythology. It wears what appears to be a Roman helmet on its head.

    Ancient Warriors 
https://static.tvtropes.org/pmwiki/pub/images/ancientwarriorsrebelliouslufeng_ow.png

The Ancient Warriors, known as the Warring Flowers in the OCG, are an archetype of Beast-Warrior monsters based on the Romance of the Three Kingdoms. They are divided into three sub-groups based on their attributes, which reflect their national allegiances, and each of them also have their own tactics: WATER (Eastern Wu), which focus on using their effects to control the field; WIND (Shu Han), which reward the player for controlling less monsters than the opponent and can easily swarm the field; and FIRE (Cao Wei), which reward the player for destroying their opponent's cards.

In addition, the archetype relies on Continuous Spell and Trap cards, which reward the player for controlling "Ancient Warriors" with different Attributes, fuel their setup effects, and allow the player to gain advantage when sent to the GY in this manner.


  • Animal Motifs: The armor or outfit of each the Ancient Warriors monsters is themed after an animal.
  • Anti-Magic:
    • If the effect of another Ancient Warriors monster is activated, Zhou Gong can negate the effect of any monster on the field.
    • Like the above, if the effect of another Ancient warriors is activated, Lu Jing can destroy one of the opponent's Spell/Trap card.
    • Zhuge Kong can negate the activation of Spell/Trap card at the cost of sending one of the player's own Ancient Warriors continous Spell/Trap card to the graveyard. Should Liu Xuan be present on the field, he can use another effect to negate the activation of monster effects as well.
    • Defense of Changban prevents the opponent from activating Spell/Trap cards whenever any Ancient Warriors battle.
  • Call-Back: To the Fire Fist archetype. Both are archetypes of Beast-Warrior monsters based on one of the Four Great Classical Novels of Chinese Literature, have playstyles that involve the use of Continuous Spell/Trap cards and sending those to the Graveyard to activate their monsters' effects.
  • The Cavalry:
    • Defense of Changban can be sent from your field to the Graveyard during your opponent's Battle Phase to stop your opponent from attacking your Ancient Warriors during that turn, referencing Zhang Fei (whose card counterpart Zhang De is portrayed on the card) intimidating the enemy army to a halt to bail out one of his allies in the literary version of the battle. It can also be banished from the Graveyard when an opponent attacks in order to Special Summon an Ancient Warrior from your Deck.
    • Zhang Yuan can Special Summon himself from your hand when another Ancient Warrior battles your opponent's face-up monster, which also reduces that opposing monster's ATK by 1000.
  • Defeat Equals Friendship: Any monster destroyed in battle by Cao De can be summoned to his controller's side of the field in defense position.
  • I Fight for the Strongest Side!: Lu Feng can only be Special Summoned by controlling an Ancient Warrior with the highest ATK on the field and during the End Phase, he will switch side to the player who has the strongest monster on the field, as befitting his literary self's Chronic Backstabbing Disorder.
  • The Magnificent: Each Ancient Warriors monster has a sobriquet describing their main trait, such as "Masterful Sun Mou," "Virtuous Liu Xuan," and "Ambitious Cao De."
  • No-Sell:
    • While Zhang Yuan is on the field, he makes all other Ancient Warriors unable to be destroyed by battle.
    • Cao De cannot be targeted or destroyed by your opponent's card effects while you control another Ancient Warrior.
  • Status Infliction Attack:
    • If an Ancient Warrior battles an opponent's monster, Zhang Yuan can special summon itself from the hand and reduce that opposing monster's ATK by 1000.
    • Jia Wen can halve the ATK of up to two opposing monsters for the turn in exchange for sending any Continuous Spell/Trap card from the field to the graveyard.
    • Ancient Warriors Saga - Borrowing of Arrows has a similar effect to the above but can only affect one monster. However, the lost ATK will then be added to an Ancient Warriors the player controls.

    Apollousa, Bow of the Goddess 
https://static.tvtropes.org/pmwiki/pub/images/apollousa_bow_of_the_goddess.png
Thea Apollousa
Apollousa, Bow of the Goddess, known as Sacred Bow of the Divine Call – Apollousa in the OCG, is a Wind Fairy Link monster with 0 attack points based on the Greek Goddess Artemis. Her main ability is negating monster effects on the field, which makes her powerful in stopping opponent combos.
  • Bowdlerize: The TCG version of the card reduced the size of her breasts and covers up her upper torso to make them less noticeable compared to the OCG version.
  • Great Bow: The Goddess in the card art is shooting using a very large bow. Card Art and the Japanese name hint that Apollousa is actually the bow itself, not the Goddess (Artemis from the Greek Myth) or the bear (Orion).
  • Horse of a Different Color: One card art shows the Goddess riding a bear to battle.
  • Power Nullifier: When the opponent activates a monster effect, it can nullify the effect at the cost of 800 attack points, up to a maximum of 4 nullifiers if summoned right.
  • Meaningful Name: The card's name is derived from "thea apollousa", a title of Artemis symbolizing her as the female counterpart of Apollo and sharing the same kind of divinity as him.
  • Status Buff: It gains 800 attack points times the number of Link Materials used to summon this card, up to a maximum of 3200 attack points.
  • Weapon of X-Slaying: Apollousa has a Trap Card and Spell Card counterpart, both of which punish the opponent's Extra Deck monsters specifically. "Titanocider" can null the ATK and effects of an Extra Deck monster your opponent controls, and can recur itself if your opponent summons a monster from the Extra Deck. "Ultimate Slayer" allows you to pitch a card from your Extra Deck to shuffle a card of the same type that your opponent controls back into the deck, and your opponent can't activate monster effects in response to its activation.

    Arcana Force 
https://static.tvtropes.org/pmwiki/pub/images/arcana_force_za_warudo.jpg
The Arcana Force are an archetype of LIGHT Fairy monsters, debuting on Light of Destruction, based on the Major Arcana tarot. Representing how Tarot cards can mean good or ill omen depending on which way they're facing, they flip a coin when Summoned and gain a positive or negative effect depending on the result. Their boss monsters, "EX - The Light Ruler" and "EX - The Dark Ruler" have two positive effects instead.

They are used by Takuma Saiou (Sartorius in the English dub) in GX.

  • Anti-Magic: Arcana Force 0 - The Fool's effect reflects the naiveté of the Tarot archetype of the same name.
  • Cat Girl: Arcana Force XIV - Temperance's design is based on the Lovecraftian depiction of the Egyptian goddess Bastet, with its catlike claws, cat-shaped eyes, and hair pointed like ears, all the while bearing a female body.
  • Dark Is Not Evil: After his Heel–Face Turn, Saiou replaces The Light Ruler with The Dark Ruler.
  • Genius Bonus: Their attack and defense scores for all members outside of the EX duo are equivalent to their arcana times one hundred plus one thousand. Lovers: 6x100+1000=1600, Temperance: 14x100+1000=2400. All arcana force members aside from the EX duo share similar mathematics.
  • Homage:
    • The cards' appearances are inspired by the works of H. P. Lovecraft and taken from their appearance in Konami's own Silent Hill series.
    • Humorously, Arcana Force XXI - The World's "heads" effect to skip the opponent's turn can be considered a reference to Dio Brando's stand "The World" in the manga and anime series "Jojo's Bizarre Adventure", which has the ability to stop time.note 
    • The name Arcana Force could be a reference to Pandora's dub name "Arkana", the character Takehito Koyasu (Saiou's Seiyuu) played back in Duel Monsters
  • Light Is Not Good: Despite their imposing, alien-like designs, they are all LIGHT Fairy-Type monsters. They are used by Saiou, who is corrupted by the Light of Ruin, both of them serving as the main antagonists of GX's season 2.
  • Luck-Based Mission: The monsters often attribute with coin flips to activate their effects, one positive and one negative. Arcana Force EX - The Light Ruler and Arcana Force EX - The Dark Ruler are the only ones which are not based on tarot cards, and the only ones who have a positive effect for both coin flips. The upside is that the positive effects can be very potent, but of course the detrimental ones can cripple you.
  • Luck Manipulation Mechanic: The Reversal of Fate Trap Card allows you to change the active effect of an Arcana Force monster to make up for a bad coin flip, while their Field Spell Light Barrier lets you forgo the coin toss entirely and just choose the effect you want (but is unreliable as Light Barrier itself will lose its effects if you don't get a good coin toss during the Standby Phase). Finally, while it's not a part of the archetype, Second Coin Toss is almost always thrown in to let you redo a coin toss.
  • Time Stands Still: Arcana Force XXI - The World's "heads" effect is in reference to the fact that this monster is based on the Lovecraft deity of all time and space, Yog-Sothoth. A World Lock down deck is a lockdown deck revolving around Arcana Force XXI - The World. All you need to complete this Lockdown is a constant source of monsters that Arcana Force XXI can send to your Graveyard to activate its effect. It is important to know that Token Monsters cannot activate The World's effect, since they cannot be used for costs that require monsters to be sent outside the field.
  • Tarot Motifs: The monsters are based on the Major Arcana tarot cards, each possessing a different symbolic meaning, while the Spell and Trap Cards come in the form of the Minor Arcana tarot cards.

    Archfiends 

https://static.tvtropes.org/pmwiki/pub/images/archfiendemperorthefirstlordofhorror_lod2_jp_vg_artwork.png

Archfiends, called Daemons in the OCG, are a diverse group. Many monsters bear Archfiend in their name, but most are not really part of any archetype and the name denotes more of a similar appearance between cards. There are two main sets of Archfiends. The Chess Archfiends are based on the pieces on a chess board and have the shared effect of rolling a die when targeted by a card effect, specific results negating the effect, and they are are ruled by "Terrorking Archfiend". The second set is a series of Archfiends that rely on destroying each other to activate their effects and summon higher-level monsters, led by "Archfiend Emperor, the First Lord of Horror".

An Archfiend deck was used by Titan in the GX anime, focusing on the Chess Archfiends. Several individual Archfiends appear in prominent anime decks, most notable examples: Yugi has Summoned Skull, he and Jonouchi have Black Skull Dragon; Pegasus has Toon Summoned Skull; Jack has Red Dragon Archfiend and Mad Archfiend; Kiryu has Infernity Archfiend.

Red Dragon Archfiend and Summoned Skull, sub-archetypes of this one, have their own entries here and here.


  • Attack of the 50-Foot Whatever: Judging from his card art, Archfiend Emperor, the First Lord of Horror, towers over the other Archfiends to the point he could crush their entire bodies in his grip.
  • Asskicking Leads to Leadership: Terrorking and Archfiend Emperor, the First Lord of Horror, are both very powerful cards. The Emperor has 3000 ATK, the highest within the archetype, not counting the Red Dragon Archfiend variants and Overmind Archfiend, which aren't really part of the series anyway.
  • BFS: Wielded by Terrorking Archfiend that's almost as long as he is tall.
  • Cast from Hit Points: Most monsters (notably the Chess Archfiends) and spell cards in the series require you to pay life points to keep them on the field or use their effects. And in a lot of cases, the cost is not optional.
  • Chained by Fashion: Imprisoned Queen Archfiend (This may suggest that Infernalqueen Archfiend was deposed and imprisoned, then replaced by Archfiend Empress.)
  • Chess Motif: The original Archfiends. The newer Royal Archfiends also have the chess motif, using different names: Archfiend Emperor and Empress are the King and Queen, Archfiend Giant is the Rook, Archfiend Commander is the Bishop, Archfiend Cavalry is the Knight, and Archfiend Heiress is the Pawn. Archfiend Eccentrick, a variant of Heiress, draws reference from chess gambits, and their Field Spell Archfiend Palabyrinth references the castling move.
  • Cute Monster Girl: Empress, Heiress, and Eccentrick lack the skeletal and monstrous features shared by most Archfiends. If it weren't for their purple skin, they could pass for humans in costumes.
  • Dem Bones: Many Archfiends have their bones exposed, but they aren't skeletons, since their muscles are visible.
  • Dub Name Change: Daemon -> Archfiend
  • Evolutionary Levels: There are two paths that Thought Ruler Archfiend can choose. Ultimate Axon Kicker is the path of light, caused by Thought Ruler Archfiend undergoing the "Psychic Overload" transformation and Overmind Archfiend is the path of darkness.
  • Fusion Dance:
    • Summoned Skull with Red-Eyes Black Dragon becomes Black Skull Dragon.
    • Ultimate Axon Kicker may be a Fusion of "Thought Ruler Archfiend" and "Armored Axon Kicker".
    • "Cave Dragon" and "Lesser Fiend" make "Fiend Skull Dragon".
  • Homage: Red Dragon Archfiend is based upon the painting The Red Dragon by William Blake.
  • Large and in Charge: Evil Emperor of Terror - Genesis Archfiend. He's so big that the two monsters at his feet on the card art (who appear to be Archfiend Soldier and Archfiend General) are the size of mice to him. The condition of his effect (that you can only use it to summon Fiend-Type monsters) means that Genesis Archfiend will only allow its followers on its side of the field. His other effect (you can Normal Summon him without a Tribute, but his ATK is cut in half, and he's destroyed at the end of the turn) is just Genesis Archfiend showing off its power.
  • Names to Run Away from Really Fast: The Emperor Archfiend in either version. Japanese version he's called "Evil Emperor of Terror - Genesis Demon", English version changed his name to Archfiend Emperor, the First Lord of Horror.
  • No-Sell: Fiend Skull Dragon is unaffected by Trap cards.
  • Our Zombies Are Different: Apparently Skull Archfiend of Lightning got killed at one point. He got hit by Reanimation Wave, and became Archfiend Zombie-Skull as a result.
  • Painful Transformation: The artwork for "Falling Down" shows "Warrior Dai Grepher" undergoing one of these to become "Dark Lucius LV 4".
  • Slouch of Villainy: The Archfiend Emperor again
  • Spell My Name With An S: In the OCG, you have to look at the katakana carefully to distinguish Daemon from Demon (the pronunciation of the E is shorter). Demons are not Archfiends.
  • Super-Deformed: Toon Summoned Skull is a Toon version of Summoned Skull.

    Armed Dragon 
https://static.tvtropes.org/pmwiki/pub/images/800px_armeddragonthunderlv10_ow.png

Armed Dragons are an archetype of WIND Dragon LV monsters whose effects revolve around destroying opposing monsters by discarding cards from your hand. They are used by Jun Manjoume/Chazz Princeton in Yu-Gi-Oh! GX.

Armed Dragon LV7 also has various versions of itself, such as Dark Armed Dragon, Metaphys Armed Dragon, Dark Armed, the Dragon of Annihilation, and Pile Armed Dragon.

Later support tied the archetype to Manjoume's other archetypes, the "Ojama" and A-to-Z monsters. A fully retrained series of Armed Dragons, known as Armed Dragon Thunder, was released in Blazing Vortex, where they feature a new take on the LV mechanic and are much more streamlined to use.


  • Chainsaw Good: While no actual chainsaws are featured on them, the Armed Dragons have rows of spikes down their bellies greatly resembling buzzsaw blades which they can use as projectiles. Higher level forms get more rows with larger spikes.
  • Canon Welding: Armed Dragons originally had no direct affiliation with the Ojamas or the A-to-Z monsters other than that they were all used by the same duelist in the anime. Years later however, the three archetypes were all connected together through Ojamatch (Ojama + Armed Dragon), Ojamassimilation (Ojama + A-to-Z), and Armed Dragon Catapult Cannon (Armed Dragon + A-to-Z), making them a three-in-one archetype themed after Jun Manjoume.
  • Collective Identity: Armored Dragon is always treated as an Armed Dragon monster.
  • Dragon Rider: Knight of Armor Dragon rides Armed Dragon LV7.
  • Evil Counterpart:
    • Dark Armed Dragon and its evolution Dark Armed, the Dragon of Annihilation to Armed Dragon LV7.
    • Armed Dragon LV10 White can be considered one to Armed Dragon LV10, as its inspiration is a reference to the Society of Light.
  • Fusion Dance:
    • Armed Dragon LV7 can fuse with VWXYZ-Dragon Catapult Cannon through Contact Fusion to form Armed Dragon Catapult Cannon. However, both of its materials have to have been summoned at some point in the duel in order to make it happen.
    • Any Armed Dragon monster + Elemental HERO Neos = Armed Neos. Visually, it appears to be a fusion of Neos and Armed Dragon Thunder LV10.
  • Glass Cannon: They have huge ATK the higher up their levels go. However, they have no effects to protect themselves from Spell, Trap, and/or monster effects that can cripple or destroy them and a lot of their members' DEF stats are rather low. This is especially in regards to Armed Dragon LV7 and its variants, who have 2800 ATK but only 1000 DEF.
  • Herd-Hitting Attack: Armed Dragon LV7 and LV10 can destroy all monsters on your opponent's field for a discard cost, though only face-ups and LV7 needs a second strong monster to ensure total destructionnote . Armed Dragon Thunder LV10 can destroy all other cards on the field, provided you manage to get its ATK to at least 10,000.
  • Light Is Not Good: Armed Dragon LV10 – White, which is based on Armed Dragon LV10 when equipped with White Veil and Manjoume's brainwashing by the Society of Light. It even searches out White Veil.
  • Magikarp Power: Armed Dragon starts out at LV3 (1200 ATK, 900 DEF), then during your next Standby Phase it becomes LV5 (2400 ATK, 1700 DEF), then after destroying an opposing monster by battle and ending your turn it becomes LV7 (2800 ATK, 1000 DEF), and finally there exists the option to become LV10 (3000 ATK, 2000 DEF) after tributing the LV7 version. The Thunder versions of Armed Dragon also follow the Level Up method, but they are much more efficient in doing so that you can easily evolve Armed Dragon Thunder from LV3 all the way to LV10 during your Main Phase 1.
  • Mythology Gag:
    • The Armed Dragon Thunder cards are named after Manjoume's nickname in the Japanese version of GX, "Manjoume Thunder".
    • Armed Dragon Thunder LV10 gaining additional effects when its ATK is at least 1, 10, 100, 1000, and 10,000 is a reference to Manjoume's catchphrase in the Japanese version of GX. It's also drawn pointing up at the sky like Manjoume/Chazz often did in the anime.
    • Armed Dragon LV10 – White represents Manjoume's brainwashing by the Society of Light. It has an appearance similar to Armed Dragon LV7 when it was equipped with White Veil, and even searches White Veil to hand when summoned.
  • Our Dragons Are Different: They are western dragons decked out in metallic armor with blades, spikes, and drills all over their bodies and attack with their arms and fists more than they do with fire breath. They also look more dinosaur-like than dragon-like, primarily Armed Dragon LV10.
  • Painting the Medium: The five effects of Armed Dragon Thunder LV10 are written as effects that are gained when its ATK is over 1, 10, 100, 1000, and 10000. Since it starts with 3000 ATK, the first four effects are basically default for the monster; its effects are written in this atypical way because it references Manjoume's anime catchphrase in the Japanese version of GX: "One, ten, hundred, thousand, Manjoume ("Man" literally means ten thousand) Thunder!"
  • Shock and Awe: Armed Dragon Thunders are Armed Dragons imbued with the ability to wield lightning, with them also having lightning bolts imprinted all over their bodies.
  • Status Buff:
    • If Armed Dragon Thunder LV10 has over 1000 ATK, you can send one card from your hand to the graveyard and then destroy another card on the field to give it an additional 1000 ATK.
    • Pile Armed Dragon can give ATK to a monster equal to the ATK of another monster that you send to the graveyard, at the cost of only one monster being able to attack during the turn the effect is used.
    • One of the effects of Armed Dragon Lightning allows an Armed Dragon you control to gain ATK equal to its Level x 100.
    • Armed Dragon Thunderbolt gives one monster you control 1000 ATK for every Armed Dragon in your graveyard with an equal or lower level than it and with different names from each other.
  • This Is a Drill: Many of the spikes on the Armed Dragons have the appearance of drills, and Pile Armed Dragon is equipped with a multi-headed drill as its main weapon.

    Aroma 

https://static.tvtropes.org/pmwiki/pub/images/aromaseraphyrosemary_lod2_jp_vg_artwork.png
She'll leave you smelling like roses with Life Points to spare.

Aroma is a multi-Attribute archetype of Synchro-focused Plant monsters. Their strategy is to gain Life Points in order trigger their monsters' effects, which also gain an additional effect if the player has more LP that the opponent. Many of these effects allow them to prevail in battle against the opponent's monsters.

Consisting of mages based on aromatic plants, the archetype is divided in three categories; Aromages, the main deck members of the Archetype; Aromaseraphy and Aromalylith, which allows them access to their Extra Deck; and the Flip monster Aroma Jar. They are also supported by the "Winds" trio of Continuous Trap cards, which allow the player to increase their LP on demand, while also setting up various revival, search and disruption effects.


  • Anti-Magic: Cananga can return a Spell/Trap Card to the hand when you gain Life Points.
  • Armor-Piercing Attack: Bergamot's first effect lets Plant monsters inflict piercing damage.
  • Back from the Dead:
  • The Big Guy: Aromage Bergamot is the strongest of the Aromages, and indeed is stronger than most of their Extra Deck monsters in terms of raw power.
  • Blow You Away: Due to them mainly specializing in scent based magic the Aroma cards have a strong connection to the wind element. Both Aromage Laurel and the Aroma Jar are WIND attribute and the archetype has access to a series of wind based support trap cards.
  • Cast from Hit Points: Humid Winds, Dried Winds, and Blessed Winds all have options to pay Life Points to activate powerful effects, ranging from adding an Aroma monster to destroying monsters your opponent controls, to even reviving an Aroma monster from the Graveyard.
  • Dark Magical Girl: The Aromalylith subarchetype seems to be based on this trope as their partial name basis in the OCG is the demon Lilith. Aromalylith Rosalina is a clear counterpart to Aromaseraphy Angelica, as both they and their respective Extra Deck evolutions are DARK- and LIGHT-Attribute.
  • Fiery Redhead: Bergamot, in keeping with his FIRE Attribute, has matching red hair.
  • Floral Theme Naming: Each of the Aromages are named after a species of flower that can be used to produce essential oils.
  • Gender-Equal Ensemble: Three guys, three girls, a seraph, and a jar.
  • Green Thumb: The whole Aroma group are made up of plant type monsters that specialize in providing a variety of boosts (mostly life gain) in the form of special fragrencies made via magical gardening as seen in Aroma Garden and Aroma Gardening.
  • Healing Winds: The archetype's strategy is combining life gain and beatdown tactics by translating LP increases into card advantage and stat boosts, with their trap cards "Humid Winds" and "Blessed Winds" providing minor LP boosts which can then be translated on searches and special summons, while "Dried Winds" inverts this trope, using the LP advantage exclusively to disrupt the opponent.
  • The Leader: Bergamot is the strongest and oldest member of the Aromages.
  • Little Miss Badass: The 100 ATK Aromage Jasmine eventually becomes Aromaseraphy Jasmine, a LINK–2 Link Monster with 1800 ATK.
  • Long-Haired Pretty Boy: Bergamot has long, red hair and is very handsome.
  • Magical Girl: Rosemary, Jasmine, and Marjoram are Cute Witches who receive Frilly Upgrade with fairy wings in their Aromaseraphy forms. Angelica is essentially the fairy mascot who helps the girls transform when she combines with them.
  • Non-Indicative Name: Despite being called Aromage, they are not Spellcaster-Type monsters, but Plant-Type monsters.
  • No-Sell: Aroma Jar can't be destroyed by battle when flipped. Aromaseraphy Jasmine on the other hand prevents herself and other Plants she points to from being destroyed by battle if your LP are higher than the opponents.
  • Plant Person: The whole group is made up of a bunch of plant type cards that resemble humanoid mages and fairies.
  • Portmanteau: "Aromage" is one from the words "aroma" and "mage".
  • Power Nullifier: Once per turn, if you gain Life Points, Aromaseraphy Rosemary can negate the effects of one of the opponent's face-up cards until the end of the turn.
  • Status Buff:
    • Aroma Garden will grant a boost of 500 ATK/DEF to all of your monsters if you control an Aroma monster.
    • Bergamot can, once per turn, increase his ATK/DEF by 1000 each when you gain Life Points.
    • As long as your Life Points are higher than your opponent's, Aromaseraphy Rosemary increases the ATK/DEF of all Plant-Type monsters you control by 500.
    • Magnolia can turn any one instance of LP gain per turn into an ATK boost for every friendly Plant monster on the field at the time, including herself.
  • Status Infliction Attack: When you have more Life Points than your opponent, Cananga's first effect makes all of the opponent's face-up monsters lose 500 ATK/DEF.
  • Token Mini-Moe: Jasmine is the youngest and cutest of the Aromages.
  • Took a Level in Badass: Marjoram, Rosemary and Jasmine become Aromaseraphies with Angelica's help, if the wings they gain are any indication.
  • Weak, but Skilled: Most of their top tier cards have ATK/DEF scores in the low to mid 2000 range with few abilities to boost it any higher than that while many of their weaker cards sit around the 500-1500 range. Luckily, they make up for this with their powerful effects and some of the best recovery and healing abilities in the game.

    Artifact 
https://static.tvtropes.org/pmwiki/pub/images/artifactsanctum_lod2_jp_vg_artwork.png
Handle with care. Or they'll handle you.

Artifacts are an archetype of Xyz-focused LIGHT Fairy monsters, introduced in Primal Origin. The monsters can be set in the Spell and Trap zone as face-down Spell Cards, and if they are destroyed by card effects on the opponent's turn, they can Special Summon themselves, triggering an additional effect.

The archetype is based on different types of ancient weapons, with names based on mythical and historical weapons of the same kind. Their boss monster is "Artifact Moralltach", a Rank 5 Xyz monster.


  • Attack Backfire: The archetype's main gimmick is based around catching an opponent off-guard with their potent effects that trigger when destroyed by card effect - like, say, Mystical Space Typhoon - and discouraging the use of mass S/T removal. After the surprise factor is gone, however, the deck still possesses some cards to summon their "Artifacts" on the opponent's turn, like "Artifact Sanctum" and "Artifact Ignition".
  • Back from the Dead: Artifact Failnaught can bring back another Artifact as a Spell Card when it is summoned to the field.
  • Draw Aggro: Artifact Labrys's effect. Artifact Chakram can be special summoned if a Spell/Trap Card you control is about to be destroyed and swaps places with it.
  • Emotion Eater: According to the Booster Pack Guide, they are powered by memories, of all things. Durandal is also known as the "Memory-Severing Sword". They don't seem to be evil, though.
  • Fusion Dance: Durandal is a fusion of Beagalltach and Moralltach, as pictured in Artifacts Unleashed. In the Guide, Caduceus mentions that Artifacts can combine the power of their units.
  • Heads I Win, Tails You Lose: Artifact Durandal possesses an effect to force a savvy opponent to trigger the effects of your Artifact monsters, by transforming any monster or Normal Spell/Trap card effect into a backrow destruction effect.
  • Light Is Not Good: All over the place with Artifact Scythe. It is quite evil-looking and his effects are shady... But it's a LIGHT Fairy like every other Artifact, and the Artifact monsters themselves are not evil. But then again, Scythe was introduced after the official info dump regarding their lore. Some might guess that he is actually the Token Evil Teammate or just a case of Do Not Fear The Reaper, although more info is still needed.
  • Living Memory: The colored spirits on every Artifact's art are said to be memories of the greatest warriors that once wielded them.
  • Living Weapon: They are somewhat sentinent even without their spiritual wielders.
  • Luckily, My Shield Will Protect Me: Artifact Aegis, who can protect her fellow Artifacts against other card effects with her effect. Artifact Achilleshield protects other Artifacts from attacks.
  • Public Domain Artifact: "Artifacts" are based on different types of ancient weapons (except Beagalltach and Moralltach [which are a set of twin swords based on two related swords in the same myth] and "Durandal" [which is the combined form of the two prior "Artifacts") with names based on mythological and historical weapons of the same design.
  • Punny Name: While Achilleshield is a portmanteau, it can also be read as Achilles' Heel.
  • Rainbow Motif: Each of the Main Deck Artifact monsters are in a color on the Rainbow, except Scythe which instead makes a CYMK sub scheme with Aegis, Lanceia and Chakram.
  • Shout-Out: Yes, there's both an Artifact named Aegis and another one named Labrys. Coincidence? Well... maybe, but then the Booster Pack Guide says that Labrys won't forgive anyone that tries to hurt Aegis and then it becomes pretty obvious.
  • Sigil Spam: Visually, "Artifacts" share the same gold and silver almost steampunkish motif along with a dark black circle along the central vertical axis (two circles for the Xyz) of the weapon and thick black lines engraved along the body and blade. When active, the dark circle is replaced with an emblem shared among all the "Artifacts" with a glowing background, and the black engravings begin to glow as well.

    Ashened 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_193_3.png

Ashened is a TCG World Premiere archetype released in Phantom Nightmare. Their story revolves around Veidos, the Eruption Dragon of Extinction, a powerful and terrifying dragon that fought against the people of Obsidim, resulting in their mutual destruction. The souls of the people were bound to the earth that they perished on, fated to continue their battle against Veidos even in death for time eternal.


  • Dark Fantasy: Their artwork skews toward realistic relative to other Yu-Gi-Oh! card artworks and their backstory is tragic and gritty, evoking media such as the Dark Souls franchise.

    /Assault Mode 
https://static.tvtropes.org/pmwiki/pub/images/stardustdragonassaultmode_tf04_jp_vg.png

/Assault Mode, known as /Buster in the OCG, are an archetype of Effect Monsters that take the form of upgrades to Synchro Monsters, and are summoned through Assault Mode Activate. The initial wave of /Assault Mode cards, released in Crimson Crisis, included six "/Assault Mode" monsters along with a handful of support cards. Dark Neostorm later expanded the archetype with more support, including ways to bring out the /Assault Mode monsters more easily, and allow the player to build a dedicated deck.

For details on the /Assault Mode monsters' base forms, see the Red Dragon Archfiend, Stardust, Endymion and T.G. folders on their respective pages.


  • Necromancy: "Doommkaiser Dragon/Assault Mode" has a souped up version of the original's, allowing the player to mass revive any number of Zombie monsters in either player's GY.
  • Person of Mass Destruction: "Red Dragon Archfiend/Assault Mode" takes the original's effect and arguably improves it... because while it can destroy all of the opponent's monsters after attacking, it will also destroy your own monsters.
  • Powered Armor: The "/Assault Mode" monsters take the form of their base Synchro counterpart wearing armor. When destroyed, they will then summon their base form from the Graveyard, representing the armor being destroyed in place of the actual monster.
  • Power at a Price: The "/Assault Mode" monsters are incredibly powerful versions of already powerful Synchro monsters... but they take space in your Main Deck and they can only be Special Summoned from the Deck by "Assault Mode Activate". Later support took account of this and increased the number of cards that can Special Summon the "/Assault Mode" monsters from different locations, while also allowing the player to recycle these cards for later use.
  • Readings Are Off the Scale: "T.G. Assault Halberd" is a Level 12 synchro, which represents the pinnacle of Synchro Summoning, Delta Accel Synchro. Then, "Assault Mode Activate" allows it to gain even more power, which would allow it to gain 2 more levels and go to 14... but since 12 is the highest Level possible, it stays as a Level 12 monster.
  • Single-Use Shield: They can discard their armor to survive a lethal attack, which is represented by their revival effect when destroyed and sent to the GY.
  • Status Buff:
    • The Assault armors provide a boost of 500 ATK and DEF points to their wearers, alongside an increase in 2 Levels.
    • "Colossal Fighter/Assault Mode" inverts the attack gain effect of the original, instead reducing the ATK of opponent's monsters by 100 for each Warrior in the owner's GY.
  • Super Mode: They're upgraded versions of regular Synchro Monsters with a stronger effect, higher level, and 500 more ATK/DEF.
  • Super-Power Meltdown: Referenced by "Assault Overload" and "Assault Slash", which overload the user's armor and make it explode, either to inflict massive damage to the opponent, or to destroy all face-up monsters on the field.

    A-to-Z 
https://static.tvtropes.org/pmwiki/pub/images/atozdragonbustercannon_lod2_jp_vg_artwork.png

A-to-Z is a series of LIGHT Machine-type monsters. The cards are thematically based on robots that combine into giant mechas, and they reflect this trait in gameplay in two ways. Firstly, most of their monsters are Union Monsters that can equip themselves to each other to boost each others' powers. Secondly, the archetypal Fusion Monsters are summoned via Contact Fusion by banishing the Fusion Material Monsters from the field, representing the robots combining into their mecha forms.

The archetype originated with the X, Y, and Z monsters and their combinations, expanding with the addition of V and W monsters, and then much later the A, B, and C monsters. The original XYZ cards were used by Seto Kaiba and Jun Manjoume/Chazz Princeton.


  • Alphabetical Theme Naming: All eight of the main monster cards start with a certain letter.
  • Anti-Magic: A-Assault Core protects the equipped monster from monster effects, B-Buster Drake protects against Spell effects, and C-Crush Wyvern does the same for Trap Cards. And they can all be equipped to the same monster.
  • Bowdlerise: The artworks X-Head Cannon and Z-Metal Tank and any Fusion involving them have edited guns in the TCG to make them less realistic.
  • Canon Welding: The A-to-Z monsters originally had no direct affiliation with the Ojamas or Armed Dragons other than that they were all used by the same duelist in the anime. Years later however, the three archetypes were all connected together through Ojamatch (Ojama + Armed Dragon), Ojamassimilation (Ojama + A-to-Z), and Armed Dragon Catapult Cannon (Armed Dragon + A-to-Z), making them a three-in-one archetype themed after Jun Manjoume.
  • Combining Mecha: The theme of the deck. The Fusion Monsters in this deck are all formed by the individual Main Deck monsters combining into bigger forms, mechanically represented as contact fusion.
  • Composite Character: While ABC-Dragon Buster is meant to be a modern counterpart to the original XYZ-Dragon Cannon, down to requiring three materials and having the same level, its ATK and DEF are the same as VWXYZ-Dragon Catapult Cannon. Furthermore, its effect requires the player to discard a card like XYZ but banishes a card on the field like VWXYZ.
  • Depending on the Artist: Depending on its appearance, you can expect that Y-Dragon Head's wings will either fold into its body or detach themselves whenever it combines with X-Head Cannon and Z-Metal Tank to form XYZ-Dragon Cannon.
  • Divergent Character Evolution: An interesting real life example case. The XYZ cards were both used by Kaiba and Manjoume. However the way the cards got new support in real life and how they are centered around them is different.
    • For Kaiba his XYZ-Dragon Cannon gained a modern counterpart ABC-Dragon Buster which in turn can combine together further into A-to-Z Dragon Buster Cannon.
    • For Manjoume his XYZ-Dragon Cannon already could combine further with VW-Tiger Catapult into VWXYZ-Dragon Catapult Cannon, but with new support can now fuse together with Armed Dragon LV7 into Armed Dragon Catapult Cannon with help from his Ojama archetype.
  • Equippable Ally: The majority of these are Union Monsters (W-Wing Catapult, Y-Dragon Head, Z-Metal Tank and the ABC trio), allowing them to equip to each other for a power-up without necessarily having to fuse.
  • Foil:
    • The XYZ Dragon Cannon debuted during the Battle City arc of the Original Series as Kaiba's answer to Yugi's Magnet Warriors. Both minor archetypes involve combining three smaller entities into a powerful unit, but where Yugi's monsters were low-tech and magnet themed humanoids, Kaiba's monsters were high-tech and inhuman.
    • The ABC trio and the Electromagnet Warriors are both modern counterparts to the XYZ and Magnet Warrior trios. However, the ABC are LIGHT Machine-Type monsters whose combined form are Fusion monsters while the Magnet Warriors are EARTH Rock-Type monster with the Magna Warriors being effect monsters. This is made more evident by ABC-Dragon Buster and Berserkion, the Electromagna Warrior having the same level, ATK, DEF, similar summoning requirements and effects.
  • Fusion Dance: Through Contact Fusion:
    • V-Tiger Jet + W-Wing Catapult = VW-Tiger Catapult.
    • X-Head Cannon + Y-Dragon Head = XY-Dragon Cannon.
    • X-Head Cannon + Z-Metal Tank = XZ-Tank Cannon.
    • Y-Dragon Head + Z-Metal Tank = YZ-Tank Dragon.
    • X-Head Cannon + Y-Dragon Head + Z-Metal Tank = XYZ-Dragon Cannon.
    • VW-Tiger Catapult + XYZ-Dragon Cannon = VWXYZ-Dragon Catapult Cannon.
    • A-Assault Core + B-Buster Drake + C-Crush Wyvern = ABC-Dragon Buster.
    • ABC-Dragon Buster + XYZ-Dragon Cannon = A-to-Z Dragon Buster Cannon.
    • VWXYZ-Dragon Catapult Cannon + Armed Dragon LV7 = Armed Dragon Catapult Cannon.
  • Gag Penis: The Y-Dragon Head is between the crotch of XY-Dragon Cannon, XYZ-Dragon Cannon and VWXYZ-Dragon Catapult Cannon. It gets worse with each addition.
  • Humongous Mecha: VWXYZ-Dragon Catapult Cannon takes on the appearance of a Super Sentai-esque giant humanoid robot.
  • Mutually Exclusive Power-Ups: W-Wing Catapult, Y-Dragon Head, and Z-Metal Tank all have the caveat that a monster can only be equipped with one of them at a time. Averted with the ABC trio, which do not have this restriction. Later also averted with the latter two, which received errata removing the "one Union per monster" restriction.
  • Mythology Gag: The ABC series shares the color palettes of Ojama Green, Black, and Yellow.
  • One-Steve Limit: The XYZ ("Ex-Why-Zee") trio/union should not be confused with Xyz ("Ex-iez") Monsters. And Xyz should not be spelled as XYZ (in terms of both upper and lower-case letters along with pronunciation).
  • Panthera Awesome: V-Tiger Jet adds any Fusion with the letter V the awesomeness of tigers.
  • Powered Armor: Armed Dragon Catapult Cannon has Armed Dragon LV7 brandishing VWXYZ-Dragon Catapult Cannon as this.
  • Serial Escalation: First, the addition of V and W create VWXYZ, with the reshuffling of parts to make the result more humanoid. A, B, and C were initially a separate series, but the Structure Deck featuring the archetype then introduces A-to-Z, a combination of two Combining Mecha: ABC and XYZ. The resulting monster looks about as convoluted as the name and components imply. Then, Armed Dragon Catapult Cannon shows up, consisting of Armed Dragon LV7 brandishing VWXYZ like Powered Armor and having a complex Summoning requirement involving two unrelated archetypes.

    Baby Dragon 
https://static.tvtropes.org/pmwiki/pub/images/2785.jpg
Much more than just a child, this dragon is gifted with untapped power.
Baby Dragon is a Level 3 WIND Dragon-Type Normal Monster with 1200 ATK and 700 DEF, used by Katsuya Jonouchi/Joey Wheeler in the original Yu-Gi-Oh! series. Despite its low stats, it is capable of evolving into stronger forms by fusing with other monsters and has received a few retrains and alternate forms over the years.
  • Armor-Piercing Attack: Alligator's Sword Dragon can attack the opponent directly if they control only EARTH, WATER, or FIRE monsters.
  • Dragon Rider: Alligator’s Sword Dragon has Alligator's Sword riding on the back of Baby Dragon.
  • Equippable Ally: When Red-Eyes Baby Dragon is destroyed by battle and sent to the graveyard, it can Special Summon one Level 7 or lower Red-Eyes monster from your deck and then equip itself to said summoned monster to give it an additional 300 ATK.
  • Fusion Dance:
    • Baby Dragon + Time Wizard = Thousand Dragon.
    • Baby Dragon + Alligator’s Sword = Alligator's Sword Dragon.
  • Future Badass: Thousand Dragon and Hundred Dragon are older versions of Baby Dragon, possessing significantly higher ATK and DEF as well as additional effects.
  • Glass Cannon: Hundred Dragon has a base ATK of 1800 and can become stronger through its primary effect, but has only 1000 DEF.
  • Mythology Gag: Alligator's Sword Dragon's effect is a reference to the rules of the Duelist Kingdom tournament in the original Yu-Gi-Oh! manga and anime where WIND monsters had an advantage over EARTH, as well as possibly WATER and FIRE monsters, because it is able to fly over them.
  • No-Sell: Once per turn, when Hundred Dragon is sent to the graveyard, it can make one other face-up monster you control immune to destruction by battle or card effect the first time it would be destroyed.
  • Status Buff: Once per turn, Hundred Dragon can gain levels equal to the number of cards you control, and if it does, it gains 100 ATK for each Level gained. Both of these changes only last until the end of the turn.
  • Strong, but Unskilled: Thousand Dragon is a Level 7 WIND Fusion Monster with 2400 ATK and 2000 DEF, but has no effects.

    Batteryman 
https://static.tvtropes.org/pmwiki/pub/images/batterymen.png
Their assault and battery will short-circuit your opponent's strategy.
The Batterymen are an archetype of LIGHT Thunder monsters, based on batteries, introduced in Cybernetic Revolution. The OCG has made a tradition of providing them with at least 1 new support card per game series, which has enabled the archetype to update its playstyle as the game has progressed, while still maintaining a focus on swarming and mass destruction effects.

"Batteryman Solar" is used by Psychic Tendo in the Yu-Gi-Oh! OCG Structures manga.

  • Garnishing the Story: "Super-Electromagnetic Voltech Dragon", the archetype's initial ace monster, pretty much only exists because Konami's designers think Dragon monsters are cool.
  • Heroic Second Wind: The archetype is famous for the sheer amount of comeback cards available. From a Monster Reborn clone to a Quick-Play resource recovery card to a Trap card that revives 2 monsters.
  • Our Dragons Are Different: "Super-Electromagnetic Voltech Dragon", a Thunder monster, which gains a different effect, depending on which Batteryman the player tributes for it.
  • Improbable Weapon User: Batteryman Industrial Strength uses a pair of jumper cables as weapons.
  • Stealth Pun:
    • They rely on swarming the field — naturally, the more batteries you rely on for power, the more power you get from them.
    • C and AA only get their effects to activate if all copies of them on the field are in the same position, Attack or Defense. Of course, consumer batteries like C and AA only provide power when their terminals are lined up in the same direction.
    • Most of their spell and trap support provide swarming and recovery at a much larger quantity than most other archetypes. Or in other words, they're easily rechargeable.
  • Stone Wall: Batteryman D has an effect that forces the opponent to not target any Thunder-Type monster except Batteryman D, and at 1900 DEF he can survive a bit. However, he has 0 ATK so he isn't much use for offense.
  • Theme Naming: Batterymen are named after the commonly used battery names. In Japan, where battery types are numerically named, they have the added bonus of getting leveled and marked on the character art based on their battery type.
  • Weak, but Skilled: The line as a whole looks pathetic, but they can be very effective when used right.
    • Their stats are pathetic, but their ability to swarm the field with copies of each other is amazing in the post-ZEXAL era, giving them access to Xyz and Link monsters.
    • Their bigger hitters are just big in comparison to the rest of the line, they're still low. But they can also swarm the field by Special Summoning, and have effects to destroy or bounce cards, allowing them to clear the field with their effects.
    • They have several +1 support cards like Quick Charger, Recycling Batteries, and Portable Battery Pack, which allow them to recycle themselves from the Graveyard and maintain card advantage, and all three of those cards can lead to an Xyz from an empty hand and field depending on what you retrieve.

    Battleguard 
https://static.tvtropes.org/pmwiki/pub/images/386px_feastofthewildlv5_ow_2.png
Battleguards, known as Barbarians in the OCG, are high-level EARTH Warrior-Type monsters designed after ogres who give each other ATK boosts when they’re on the field at the same time and largely focus on heavy beatdown strategies. They were used by Joey Wheeler in the original Yu-Gi-Oh! series, as well as The Sledgehammer and Grizzlepike Jones in Yu-Gi-Oh! ARC-V.

Later support connects them to Feast of the Wild LV5, a generic Spell that helps make summoning Swamp and Lava Battleguard to the field much easier.
  • Foil: The original ATK and DEF of Swamp and Lava Battleguard are almost opposite to each other (Swamp Battleguard has 1800 ATK and 1500 DEF while Lava Battleguard has 1550 ATK and 1800 DEF).
  • Glass Cannon: Battleguard King possesses a whopping 3000 ATK and the ability to deliver multiple strikes by tributing other Warrior-Type monsters on your side of the field, but has a measly 1100 DEF.
  • Herd-Hitting Attack: Once per turn, Battleguard King can gain attitional attacks depending on the number of Warrior-Type monsters you tribute.
  • Palette Swap: Either Swamp Battleguard is one of Lava Battleguard or vice-versa.
  • Status Buff:
    • Swamp Battleguard gains 500 ATK for every Lava Battleguard on your field, while Lava Battleguard gains 500 ATK for every Swamp Battleguard on your field.
    • When on the field, Battleguard Cadet gives all Battleguards you control 500 ATK.
    • Battleguard Rage gives one Warrior-Type monster 1000 ATK and any monsters it destroys are returned to the hand instead of going to the graveyard.
  • Weak, but Skilled: Battleguard Cadet has only 50 ATK and 100 DEF, but has a variety of effects that support other Battleguards and can help quickly bring out Battleguard King and other Level 8 Warrior-Type monsters onto the field by tributing itself.

    Battlewasp 
https://static.tvtropes.org/pmwiki/pub/images/battlewasp___hama_the_conquering_bow.jpg
"Hama, The Conquering Bow"

The Battlewasps, known as Bee Force in the OCG, is an archetype of WIND Insect-Type monsters focused on swarming the field to set up Synchro Summons. They have effects that inflict burn damage or decrease the ATK of opposing monsters, and some of these effects become stronger with more Battlewasps present in the field/graveyard.

They appear in Yu-Gi-Oh! ARC-V where they are used by Shinji Weber.


  • Arms and Armor Theme Naming: Several Battlewasps are named after types of polearms and ranged weapons.
  • Back from the Dead: Several cards from this archetype have the ability to revive Battlewasp monster in the graveyard or return to the field with their own effect.
  • Bee Afraid: The archetype is themed after bees, or wasps in the TCG, and can deal a lot of damage, be it from battle or from effects.
  • Big Creepy-Crawlies: The Battlewasps are much larger than the insects they are based on.
  • Dub Name Change: From Bee Force to Battlewaps. This was likley done in order to match the initials of the Blackwing archetype which itself was called Black Feather in the OCG.
  • Portmanteau: Of the words "battle" and "wasp".
  • Power Nullifier: Sting the Poison has the ability to negate the effect of an opponent's monster at the cost of tributing another insect monster.
  • Status Infliction Attack: Several Battlewasps monsters have the ability to reduce the ATK/DEF of opposing monsters.
    • Halberd the Charge can halve the ATK of a monster it attacked if the latter has higher ATK.
    • Hama the Conquering Bow has the ability to reduce the ATK and DEF of all monsters the opponent controls by 1000 whenever it inflicts battle damage.
    • Ballista the Armageddon, if Special Summoned, allows the player to banish all Insect-Type monsters from they GY to have all the monsters the opponent controls lose 500 ATK/DEF for each monster banished this way.
  • Theme Naming: They follow the pattern "[archetype] — [name] the [X]", just like the Blackwing archetype.

    Battlin' Boxer 
https://static.tvtropes.org/pmwiki/pub/images/battlinboxers.jpg
Number C105: Battlin' Boxer Comet Cestus says Put 'em up.
Battlin' Boxers, known as Burning Knucklers in the OCG, are an archetype of Xyz-focused FIRE Warrior monsters that rely on manipulating battle by powering themselves or each other up. They are, as their name implies, based on boxers, boxing gear and jargon.

Their ace monster is Number 105: Battlin' Boxer Star Cestus, who powers up into Number C105: Battlin' Boxer Comet Cestus. This archetype is used by Alito in ZEXAL.


  • Combat Pragmatist: Battlin' Boxer Rabbit Puncher gains its name from the rabbit punch; a blow to the neck or to the base of the skull which is illegal in professional boxing and other combat sports. This references how Alito was willing to cheat in his tag duel with Gauche against Yuma and Droite.
  • Cross Counter: The artwork of Battlin’ Boxing Cross Counter has Number 54: Lion Heart share a cross counter with Number 105: Battlin' Boxer Comet Caestus, a nod to Yuma and Alito's rivalry in the ZEXAL anime.
  • Dub Name Change: From Burning Knuckler to Battlin' Boxer.
  • Evil Counterpart: Star Cestus can be considered one towards Number 39: Utopia. Both are Number monsters, are the ace monsters of their users in Zexal, their shape and color patterns are similar, their ATK are the same, and have effects that protect monsters from battle. However, Cestus is stronger because he can negate the opposing monster's effect as well as to redirect battle damage taken.
  • Fixing the Game: Cheat Commissioner is based off of the stereotypical sleazy manager who'll do anything to make sure their boxers fight and win.
  • Gladiator Games: Battlin' Boxer Lead Yoke is wearing a Greek soldier or gladiator outfit and that also might be a reference about how the Greeks had ancient boxing games in the Olympics that they held in the past. Which makes sense why Alito had such a card, since he used to be a gladiator when he was a human.
  • Glass Cannon: True to his name, Battlin' Boxer Glassjaw is one. He has 2000 ATK (high, considering he's Level 4) but he's automatically destroyed if he's attacked. (However, you then get to add another Battlin' Boxer from your Graveyard to your hand.)
  • Theme Naming: Each monster is based on boxing gear or special boxing jargon.
    • Stellar Name: The archetype's three numbers cards are named after a nova, a star and a comet.
  • Weak, but Skilled: Their effects help them take advantage during the Battle Phase, such as preventing themselves from being destroyed by battle. However, the archetype as a whole is fairly weak, even their strongest member, Chaos Number 105: Battlin' Boxer Comet Caestus has less than 3000 ATK, and has no defensive effects.

    Beetrooper 
https://static.tvtropes.org/pmwiki/pub/images/beetrooperformation_madu_en_vg_artwork.png
Beetrooper Scout Buggy, Armor Horn and Invincible Atlas in the artwork of "Beetrooper Formation".
The Beetroopers are an archetype of multi-Attribute Insect monsters introduced in Dawn of Majesty. They focus on swarming the field, which allows them to then Special Summon the larger bodies of their membership, which in turn have ATK-increasing effects that allow them to prevail in battle. Their boss monsters are the Link monster "Giant Beetrooper Invincible Atlas", and the Fusion monster "Ultra Beetrooper Absolute Hercules".

They resemble medieval insectoid soldiers that use enormous bugs as beasts of war, from mounting ladybugs and bees like horses to unleashing gigantic horned beetles that can carry fortresses atop their backs. Their strategy reflects the unison march of an army that is expanding their territory.

  • Big Creepy-Crawlies: Oh yeah. The biggest of them can dwarf entire towns, and are themed off real-life beetles that count among the largest insects in the world.
  • Hive Caste System: The "Beetrooper" army is separated on many types of specialized troops.
    • "Scout Buggy" specializes in aerial combat and is part of the main vanguard, alongside "Armor Horn". "Scale Bomber" acts on land where the foot soldiers are unable to gain much advantage, scorching the battlefield, while "Assault Roller" specializes on tactical drops and siege. "Sting Lancer" kills any targets left on the army's wake.
    • The "Beetrooper Token" represents the foot soldiers of the army.
    • "Mighty Neptune" devastates enemies from a distance with arrows and laser cannons, while "Absolute Hercules" obliterates anyone that stands on its way with its energy blasts. "Invincible Atlas" would then act as a foothold for additional troops and secure the "Beetrooper" progress.
  • Mechanical Insects: Their boss monsters possess some aspects of this, with built-in energy cannons and an armored appearance.
  • The Medic: "Beetrooper Light Flapper" comes to the aid of any injured troops, offering medicine, bandages and a healing hand.
  • No-Sell: Shared by their boss monsters.
    • Absolute Hercules is immune to other card effects until the end of your next turn after it hits the field.
    • Invincible Atlas can't be targeted or destroyed by enemy card effects if it has 3000 or less ATK.
  • Portmanteau: Of the words "beetle" and "trooper".
  • Scarab Power: Contrary to what many players believe, the "Bee" on "Beetrooper" refers to beetles, not bees. Adding to this, their boss monsters are all massive beetle mounts with high ATK.
  • Status Buff: An attribute common between their members. "Invincible Atlas" can buff itself to 5000 ATK, "Mighty Neptune" increases the ATK of one Insect monster you control by 1000 in the End Phase, and "Assault Roller" gains 200 ATK for each Insect companion.
  • Tough Beetles: The boss beetle-based mounts all have some sort of protection effect: "Neptune" can revive itself once per turn, "Atlas" is immune to targeting and destruction effects while it has 3000 or less ATK, and "Hercules" is immune to any effects until the end of the player's next turn.

    B.E.S. 
https://static.tvtropes.org/pmwiki/pub/images/b_e_s.png
Insert counters to continue.
The B.E.S. monsters, short for Bacterion Empire Ship, known as Giant Battleship (巨大戦艦 Kyodai Senkan) in the OCG, are an archetype of high-leveled Machine monsters based on the bosses in the Gradius video games. To represent their shield protection in the games, they generate counters when summoned that protect them from being destroyed in battle, but they lose a counter every time they battle and are destroyed when they fight without one.

Some of them are used by Ryusei Gin/Lorenzo in Yu-Gi-Oh! GX.


  • Achilles' Heel: Enforced with Boss Rush. The card prevents Normal Summoning and only triggers when a B.E.S. monster is destroyed, so getting rid of a B.E.S monster without destroying it will put the user at a disadvantage, as seen in the anime.
  • Attack Its Weak Point: The counters they use represent shields protecting their vulnerable cores, so when they battle a monster while they have no counters, they are destroyed immediately as their core is completely exposed.
  • Boss Rush: Referenced in their ace card. Lets the player summon one B.E.S. monster to the field, but they cannot summon other monsters to field. It's a reference to how a Boss Rush typically works in Gradius.
  • Crossover: From the Gradius Series.
  • Degraded Boss: Most B.E.S. monsters only gain counters upon being Normal Summoned, so ones summoned through Boss Rush tend to be destroyed very quickly upon entering the field. Inverted by Big Core MK2, which can be Normal Summoned without Tribute but only gets counters upon being Special Summoned.
  • Eternal Engine: The archetype's Field Spell B.E.F. Zelos, based on the Bacterian Fortress in the games.
  • Luck-Based Mission: After B.E.S. Covered Core battles, its controller must flip a coin and call it. If they call it correctly, Covered Core does not lose a shield, meaning that it can stick around for quite a while if you get lucky with the coin flips. To compensate, it starts with only 2 shields as opposed to the normal 3.
  • Shielded Core Boss: Yes, they somehow got these into a trading card game. The B.E.S. monsters' main gimmick is that they cannot be destroyed by battle, but each one enters the field with a number of counters representing shields. Each time the monster battles, a counter is removed, and if it battles with no counters, it is automatically destroyed.
  • The Very Definitely Final Dungeon: Represented by their Field Spell B.E.F. Zelos, which buffs the B.E.S. monsters' ATK and DEF, protects them from card effects, searches Boss Rush upon activation, lets the player Special Summon B.E.S. monsters from the hand, and gives extra shields to every B.E.S. monster that hits the field - everything the archetype needs packaged into one card.

    Black Luster Soldier 
https://static.tvtropes.org/pmwiki/pub/images/bls.jpg
The mightiest warrior, whose abilities equal the Blue-Eyes White Dragon.
The Black Luster Soldier, known as Chaos Soldier in the OCG, is an archetype of high-leveled Warrior monsters introduced in Premium Pack 2, but didn't receive support until Dimension of Chaos. One of the longest-lived archetypes in the game, they are separated on two categories. One is the Ritual-focused series, which is supported by the "Gaia The Fierce Knight" archetype and a trio of "chibi" Envoys, and the other is the "Chaos" series of Effect monsters, best represented by "Black Luster Soldier - Envoy of the Beginning", which can Special Summon themselves by banishing a number of DARK/LIGHT monsters from the owner's GY.

The archetype is deeply interconnected with the "Gaia The Fierce Knight" archetype by virtue of its manga roots; with "Black Luster Soldier" representing "Gaia the Fierce Knight" after undergoing a ritual to gain supreme power. "Black Luster Soldier" is used by Yami Yugi in the original Yu-Gi-Oh! series, while "Envoy of the Beginning" is used by Kagurazaka/Dimitri (who was mimicking Yugi Muto) in Yu-Gi-Oh! GX.


  • Dragon Rider: Dragon Master Knight has Black Luster Soldier riding Blue-Eyes Ultimate Dragon.
  • Fusion Dance:
    • With Blue-Eyes Ultimate Dragon to become the Dragon Master Knight (aka the Master of Dragon Soldier).
    • Any Black Luster Soldier Ritual Monster can fuse with Dark Magician to become Master of Chaos.
  • Department of Redundancy Department: Present to some level in the entire archetype, but Black Luster Soldier - Soldier of Chaos takes the cake. Its OCG name is "Chaos Soldier, the Warrior of Chaos".
  • Horse of a Different Color: The same way Gaia jumps on Curse of Dragon for his fusion, Black Luster Soldier rides the enormous three-headed Blue-Eyes Ultimate Dragon to become the Dragon Master Knight.
  • Mythology Gag:
    • The relationship between the Black Luster Soldier and Gaia is a reference to the original manga, where Yugi transformed Gaia into the Black Luster Soldier using the Black Luster Ritual. The Super Soldier Ritual needed to summon Black Luster Soldier - Super Soldier depicts Kuriboh and Griffore as the tributes, the same tributes Yugi used in the manga.
    • Knight of the Evening Twilight and Knight of the Beginning add effects to a Black Luster Soldier monster that is Ritual Summoned using them as tributes; Evening Twilight gives the same effects as the Black Luster Soldier variant of the same name, and "Beginning" gives the same effects as "Envoy of the Beginning."
    • As mentioned above, Yugi tributed Kuriboh and Griffore in order to transform Gaia the Fierce Knight into Black Luster Soldier. This is referenced in Black Luster Soldier - Soldier of Chaos's status as a Link-3 monster which requires three monsters with different names to be summoned. Furthermore, the card's first effect requires it to have been summoned using a Level 7 or higher monster as material in order to be active: Gaia the Fierce Knight is a Level 7 monster.
  • No-Sell: Black Luster Soldier - Soldier of Chaos becomes immune to being targeted or destroyed by the opponent's card effects if it was Link summoned using a Level 7 or higher monster as material.
  • Status Buff: 'Envoy of Chaos' does both this and Status-Buff Dispel. By discarding it during the battle phase a Black Luster Soldier monster gains 1500 ATK for the rest of the turn, generally bringing it up to a very impressive 4500, AND causes all monsters it battles to revert to their original ATK, negating any ATK buffs they might have.
  • Super-Soldier: Black Luster Soldier - Super Soldier, of course, though the fact that the 'Super Soldier' support cards affect any of the BLS monsters implies that all of the Black Luster Soldiers are this trope.
  • Yin-Yang Bomb: Black Luster Soldier is said to wield the power of both light and darkness. In gameplay terms, this can trope can be expressed by using both 'Beginning Knight' and 'Evening Twilight Knight' as ritual materials, which gives the resulting 'Black Luster Soldier' or 'Black Luster Soldier - Super Soldier' the abilities of both the LIGHT-attribute 'BLS - Envoy of the Beginning' and the DARK-attribute 'BLS - Envoy of the Evening Twilight'.

    Blackwing 
https://static.tvtropes.org/pmwiki/pub/images/blackwinggalethewhirlwind_madu_en_vg_artwork.png
CAW!
Blackwing monsters, known as Black Feather in the OCG, are an archetype of DARK Winged-Beast monsters, notably used by Crow Hogan in 5D's and ARC-V. They rely on swarming the field to summon Synchro Monsters, and have suite of potent battle-based effects, particularly battle Traps. Some of their Traps also have conditions that allow them to be activated from the hand.

ARC-V introduces a sub-archetype called Assault Blackwing (Assault Blackfeather in the OCG), a group of non-Tuner Blackwing monsters that can be treated as Tuners.


  • All Your Powers Combined: Once per turn, Scirocco the Dawn can transfer the ATK of all Blackwing monsters on the field to any Blackwing monster (e.g. himself), but only the chosen monster can attack that turn.
  • Armor-Piercing Attack: Bora the Spear, Armed Wing and Kusanagi the Gathering Storm can inflict Piercing Damage. Additionally, when Armed Wing attacks a monster in Defense Position, his ATK are increased by 500 points.
  • Back from the Dead: Zephyros the Elite can revive himself from the graveyard by returning a face-up card the player controls to the hand, then the player receives 400 damage. This effect can only be used once per duel.
  • Bowdlerise: Armed Wing's gunblade's color was edited and resembles now a water gun. Also, the crotch/groin area is edited to avoid resemblance to male genitalia.
  • Dark Is Not Evil: Blackwings are not evil. In the anime, they are not only used by one of the Signers, they also heroic figures for children.
  • Katanas Are Just Better:
    • Silverwind the Ascendence has a katana and is the strongest Blackwing monster. It is also one of three non-Assault Blackwings with a destruction effect, but Silverwind can destroy even two monsters at once.
    • Most of the stronger Assault Blackwings carry them.
  • No-Sell: Blackwing Armor Master can't be destroyed in battle.
  • Noble Bird of Prey: They are Winged-Beasts, based of crows and ravens. Due to their type, Icarus Attack, which is not directly related with the archetype, is one of the most recommended Trap Cards in Blackwing decks.
  • Odd Name Out:
    • There are two Blackwings whose name has nothing to do with wind, birds or weapons: "Blackwing - Shura the Blue Flame" and "Blackwing - Kalut the Moon Shadow".
    • Armor Master and Armed Wing are also the only Blackwings without hyphens in their names.
  • Power at a Price: Quite a few Blackwings monsters have effects that deal damage to the player as a drawback. This is meant to synergize with Black-Winged Dragon whose effect allows it to "absorb" effect damage by placing Black Feather Counter on itself.
  • Sixth Ranger: "Black-Winged Dragon" was the only Signer Dragon to be added as support to its main archetype (Blackwing) long after its introduction.
  • Stone Wall: Mistral the Silver Shield, not only does it have a rather strong DEF (1800), it blocks a second attack launched from the opponent should it be destroyed. Its ATK, meanwhile, sits at a measly 100.
  • Theme Naming:
    • The anime low-level Blackwings are named after winds and wind deities, and the high-level ones are named after other atmospheric phenomena.
    • Manga Blackwings have titles related to times of day.
    • Assault Blackwings are named after types of precipitation.
    • Arms and Armor Theme Naming: Quite a few are also named after weapons.
  • Winged Humanoid: As far as looks, the Blackwing monsters generally have a very birdlike appearance, but seems to be more humanoid in the level 4 and above monsters.

    Blue-Eyes / With Eyes of Blue 

https://static.tvtropes.org/pmwiki/pub/images/blueeyeswhitedragon_tf04_jp_vg_3.jpg
This legendary dragon is a powerful engine of destruction. Virtually invincible, very few have faced this awesome creature and lived to tell the tale.

The Blue-Eyes archetype is a group of primarily LIGHT Dragon-Type Monsters famous for being Seto Kaiba's signature card. The main monster, the "Blue-Eyes White Dragon", is a Normal Monster, but it has 3000 ATK to beat down enemies in battle and has a lot of support cards to help it hit the field.

As the oldest monster card in the game, "Blue-Eyes" has gone through many iterations and playstyle changes. Support introduced in the "Saga of Blue-Eyes White Dragon" Structure Deck expanded the focus of the deck to Synchro summoning, with the Eyes of Blue Tuner monsters allowing rapid swarming of the field. Latter support brought the deck back to its Fusion roots, while adding much needed consistency and recovery effects to the deck. Much of the "Blue-Eyes" support is notable for heavily referencing anime events, characters and even objects.

For information on its role in the anime, see Yu-Gi-Oh! Anime And Manga Cards.


  • Ambiguous Gender: Being the Ka and Ba of Kisara (which means it's her literal soul), it's debatable whether Blue-Eyes is female or not.
  • Animal-Themed Superbeing: Kaibaman is basically wearing a Blue-Eyes White dragon outfit.
  • Anti-Magic:
    • Blue-Eyes Shining Dragon can negate any Spell Card that targets it.
    • White Spirit Dragon can banish a Spell or Trap Card on the opponent's field if Summoned.
    • Neo Blue-Eyes Ultimate Dragon can banish itself from the Graveyard to negate any card effect that targets a Blue-Eyes monster.
    • The Ultimate Creature of Destruction support card straight-up allows any Blue-Eyes monster to No-Sell any and all Card Effects for the duration of a single turn.
  • Armor-Piercing Attack:
    • Blue-Eyes Chaos MAX Dragon deals double Piercing Damage and has 4000 ATK to begin with. If this thing hits a Defense Position monster, it will hurt. If said monster has 0 DEF, game over.
    • Blue-Eyes Chaos Dragon, being a weaker version of Chaos MAX, doesn't double the piercing damage it inflicts. However, if Ritual Summoned using Blue-Eyes White Dragon, it gains the ability to change monsters to defense position and reduce their ATK/DEF to 0 at the same time, ensuring the opponent will take a good amount of damage.
  • Brainwashed and Crazy: Malefic Blue-Eyes White Dragon is the corrupted version of Blue-Eyes.
  • Breath Weapon: Burst Stream of Destruction, which is of the Shock and Awe or Holy Hand Grenade variety, depending on which variation you're asking about.
  • Canon Immigrant:
    • Blue-Eyes Jet Dragon is based on Kaiba's infamous Jet from the anime.
    • In the Japanese anime, "Blue-Eyes Tyrant Dragon" was not an actual card but rather the result of Blue-Eyes being empowered by Tyrant Wing Dragon, with the dub giving it its name. Seventeen years later, it became an actual card.
  • Captain Ersatz:
    • Blue-Eyes Ultimate Dragon could have been based off of the Godzilla monster King Ghidorah, as they share many similarities being that they are both three-headed dragons, that they are said to be near indestructible, and their primary attacks are bolts of lightning fired from their mouths.
    • Kaibaman is based on Seto Kaiba. In episode 34 of Yu-Gi-Oh! GX, Kaibaman is wearing a card necklace just like the one Kaiba and Mokuba wore, but there isn't a necklace on Kaibaman's art or it isn't shown due to the position of his right hand. His dub VA is also Eric Stuart, the same as the one for Kaiba.
    • Maiden with Eyes of Blue is likely a reference to Kisara, who carried the spirit of the Blue-Eyes White Dragon in Dawn of the Duel.
    • Like the above-mentioned Maiden, Priestess with Eyes of Blue is very likely a reference to Kisara. In addition, her outfit looks similar to those worn by the female Obelisk Blue students.
  • Cool Mask: Kaibaman, simply because his mask is based on the Blue-Eyes White Dragon.
  • Death or Glory Attack: Rage with Eyes of Blue banishes your entire hand, field, and graveyard, in exchange for summoning three Blue-Eyes White Dragon from your Deck; if these three Blue-Eyes don't end the game immediately on that turn, then when the opponent gets their turn, they can easily remove the three normal monsters and attack your own empty field for game.
  • Dragon Rider:
    • Paladin of White Dragon depicts an unknown warrior riding a juvenile Blue-Eyes White Dragon.
    • Dragon Master Knight upgrades Black Luster Soldier into one by having him ride the Blue-Eyes Ultimate Dragon.
    • Dragon Magia Master depicts Magician of Black Chaos riding Blue-Eyes Ultimate Dragon.
  • Foil: To both the Dark Magician and the Red-Eyes. Their rivalries in the anime and manga notwithstanding, their playstyles are both very similar, but also very different.
    • Blue-Eyes decks generally consists of monsters that can get the Blue-Eyes and its variants onto the field, at which point their high ATK and cards that let them attack multiple times devastate the opponent's monsters through battle. Dark Magician decks rely on Spell and Trap Cards to get the Dark Magician and its variants into play, and then protect it while using other support cards to destroy or banish the opponent's cards through their effects. The Blue-Eyes has Level 1 Tuners it can combine with to Synchro Summon stronger versions of itself; Dark Magician has the Dark Magician Girl that it can combine with to use stronger support Spell and Trap Cards.
    • Blue-Eyes and Red-Eyes decks both rely on Summoning their main monster to the field quickly, and in multiple copies when possible. However, at that point the Red-Eyes and its cards rely on inflicting large amounts of burn damage, while Blue-Eyes inflicts large amounts of battle damage by making multiple attacks. Also a point of note — Blue-Eyes' stronger forms are Fusion Monsters, Synchro Monsters and a Ritual Monster, while Red-Eyes' stronger forms are Fusion Monsters, a Ritual Monster and an Xyz Monster.note 
  • Fountain of Expies: Blue Eyes set the standard for the Ace Monster of every future "rival" character in the anime, a level 8, 3000-attack beatstick used in a brutally straightforward beatdown deck, which outclassed the hero's level 7, 2500-attack ace, forcing them to make up the difference with supporting cards and effects.
  • Fusion Dance:
    • Blue-Eyes White Dragon + Blue-Eyes White Dragon = Blue-Eyes Twin Burst Dragon.
    • Blue-Eyes White Dragon + Blue-Eyes White Dragon + Blue-Eyes White Dragon = Blue-Eyes Ultimate Dragon, Neo Blue-Eyes Ultimate Dragon or Blue-Eyes Alternative Ultimate Dragon
    • Blue-Eyes Ultimate Dragon + Black Luster Soldier = Dragon Master Knight.
    • Blue-Eyes Ultimate Dragonnote  + Magician of Black Chaosnote  = Dragon Magia Master
  • Hartman Hips: Blue-Eyes Abyss Dragon and Deep-Eyes White Dragon have a design that invokes this, compared to the other Blue-Eyes.
  • Inconsistent Dub: Burst Stream of Destruction is the name of the attack used by Blue-Eyes White Dragon in the Japanese version of the Anime. Even though the attack name was changed to "White Lightning" in the dub, for some reason, this card's name was not changed.
  • Light Is Good: Benevolent, but highly aggressive and destructive.
  • Miko: Priestess with Eyes of Blue, as indicated by the card's Japanese name (Aokime no Miko).
  • Meaningful Name: Well, it's actually a more silver-blue color than white, but you get the idea.
  • Multiple Head Case: Multiple Blue-Eyes White Dragons can undergo a Fusion Dance to merge into a single body with their heads intact.
    • Blue-Eyes Ultimate Dragon, Neo-Blue Eyes Ultimate Dragon and Blue-Eyes Alternative Ultimate Dragon all have three heads.
    • Blue-Eyes Twin Burst Dragon has two heads.
  • Mysterious Waif: Maiden with Eyes of Blue. Worthless in combat, but can summon the Blue-Eyes White Dragon to do the fighting for her. Also, she is based on a Mysterious Waif from the original series.
  • Mystical White Hair: All of the "with Eyes of Blue" monsters are white-haired Spellcasters focused on supporting the Blue-Eyes archetype.
  • Our Dragons Are Different: They're Western dragons that attack with light energy bursts, but originated in Egypt in-story. Blue-Eyes is the game's flagship OG draconic monster, just as Charizard is for the Pokémon TCG.
  • The Rival: To Dark Magician and Red-Eyes Black Dragon, especially the former.
  • Rule of Three: Blue-Eyes Ultimate Dragon, D.3.S. Frog, Mokey Mokey King, Cyber End Dragon and Crimson Nova Trinity are the only Fusion Monsters to use three of the same monster as Fusion Material Monsters.
  • Signature Mon: To Kaiba, naturally. This is enforced more than once during Battle City where he starts to use Obelisk as a crutch, and disregards it to finish on his terms with his true ace.
  • Stone Wall: Azure-Eyes Silver Dragon has better DEF than Blue-Eyes White Dragon and it (including all your other dragons you have at the time) is essentially invincible in terms of card effects for the next two turns after you summon it. Its ATK, meanwhile, sits at 2500, the 4th lowest among Level 9 Synchro Monsters.
  • Super Mode: Blue-Eyes Chaos MAX Dragon is this to a single Blue-Eyes White Dragon, and is even Ritual Summoned using a card called "Chaos Form". It boasts a whopping 4000 ATK and deals double piercing damage.
  • Superpowered Evil Side: The Ritual Monsters Blue-Eyes Chaos Dragon and Blue-Eyes Chaos MAX Dragon. They both forsake all defense for overwhelming power; and unlike other Blue-Eyes incarnations, they are both DARK monsters.
  • Toon: Blue-Eyes Toon Dragon is a super-deformed caricature of the original monster.
  • Uncatty Resemblance: Two designs of Blue-Eyes White Dragon can be seen in the pattern of the Maiden with Eyes of Blue's dress, located on the hip section.
  • Unskilled, but Strong: The archetype in general focuses on filling the field with beatsticks and overwhelming the opponent with sheer ATK power, rather than hindering them with card effects:
    • Blue-Eyes White Dragon is a mere Normal monster, but with the highest ATK at 3000.
    • Blue-Eyes Ultimate Dragon is also a Normal Fusion monster with no additional effects, but has the highest ATK among Normal Fusion Monsters at 4500.

    Bonding / Chemical 
https://static.tvtropes.org/pmwiki/pub/images/waterdragoncluster.png
Water Dragon Cluster
The Bonding archetype is a series of Spell and Trap Cards intended to support the Chemical series of monsters, consisting largely of Dinosaurs themed after elements and chemical compounds. Their focus is on bringing out their ace monsters, Water Dragon and Water Dragon Cluster.

The original "Water Dragon" and its components were used by Bastion Misawa/Daichi Misawa in Yu-Gi-Oh! GX.

  • Asteroids Monster: Water Dragon Cluster can split itself into two Water Dragons, each of which can then potentially split into two Hydrogeddons and one Oxygeddon.
  • Dinosaurs Are Dragons: An interesting case with Carboneddon, a Dinosaur whose effect banishes itself to summon a Dragon. In its anime appearance, it specifically summons the diamond dragon Hyozanryu, with the implication that Carboneddon became Hyozanryu in the same vein as coal being pressed into diamonds.
  • Elemental Embodiment: Interestingly, these monsters embody chemical elements rather than classical ones.
  • Fusion Dance: While it's not a Fusion monster, Water Dragon is made by combining two Hydrogeddons and one Oxygeddon (or two Duoterions and one Oxygeddon if you're using Bonding - D2O). Depending on how it's summoned, Water Dragon Cluster can use either two Duoterions or one Duoterion and a Hydrogeddon along with Oxygeddon.
  • Infernal Retaliation: Carboneddon gains 1000 ATK if it's battling a FIRE monster, being based on coal and all.
  • Made of Incendium: Oxygeddon, being based on the stuff fire needs to burn, will burn both players' LP if it's destroyed by a Pyro-type monster in battle.
  • Our Dragons Are Different: The Water Dragons are serpentine and made of water, bringing to mind Eastern depictions. They're also not Dragon-type, but rather Sea Serpents.
  • Power Nullifier: Water Dragon douses FIRE and Pyro monsters and takes away all their ATK. Water Dragon Cluster prevents opposing monsters from using their effects on the turn it's summoned, and likewise reduces their ATK to 0.

    Bujin 
https://static.tvtropes.org/pmwiki/pub/images/bujinkiamaterasu_madu_en_vg_artwork.png
One of the Bujintei; Amaterasu
Bujin monsters, which is Japanese for as War/Martial God, is an archetype of Level/Rank 4 LIGHT Beast, Beast-Warrior, and Winged Beast monsters, themed after Japanese folklore and Yu-Gi-Oh GX hairstyles.

They have three sub-branches: the Beast-Warrior Bujins, who are the main field players; the Beast and Winged-Beasts Bujingis (lit. "War God Equipment"), which support Bujins from the hand or Graveyard; and finally the extra deck Bujintei/Bujinki (lit. "War God Emperor/Princess"), who are their boss monsters.


  • Anti-Magic:
    • If you control a Bujin Beast-Warrior-Type monster: You can banish Bujingi Centipede from your Graveyard, then target 1 Spell/Trap Card your opponent controls; destroy that target. You can only use this effect of Bujingi Centipede once per turn.
    • Bujin Regalia - The Mirror is a Bujin-themed Cold Wave. At the start of your Main Phase 1, if you control a Beast-Warrior-Type Bujin monster and your opponent's monsters on the field outnumber your monsters on the field: Until your opponent's next End Phase, neither player can activate Spell/Trap Cards or Spell/Trap effects.
  • Animal Theme Naming: The Bujingis received this treatment in the TCG.
  • Attack! Attack! Attack!: Bujintei Susanowo can attack all of the opponent's monsters once each.
  • Battle Ballgown: Bujinki Amaterasu is wearing Bujingi Peacock as a skirt, and she has the highest attack out of the Bujin.
  • Big Bad: A certain being somehow achieved consciousness by combining the miasma of darkness into one, yet it cannot achieve a physical form that would turn it into a Kami. This being despises all and wishes to destroy the entire world, Takamagahara included. In a bold move, it controlled the highest Kami "Amaterasu" secretly and schemed to lead the world to destruction. The being's name was revealed in the Dimensions of Chaos set as Hiruko.
  • Big Good: The goddess ruling over the Bujintei that gave them her own treasures. When the three Bujingi return to her, "Hirume" releases her powers and turns into the highest and most powerful Kami "Amaterasu".
  • Color-Coded for Your Convenience: Each Bujin's relationship to one another can be identified by their most dominant color: red is associated with Yamato and Susanowo; blue is associated with Mikazuchi and Kagutsuchi; yellow with Arasuda and Tsukuyomi, and purple with Hirume/Hiruko and Amaterasu.
  • Continuity Cameo: Bujin Yamato's necklace looks similar to Yuma's Emperor Key.
  • Cool Sword/Stock Weapon Names
    • Bujingi Crane is based on Ame-no-Habakiri, the legendary sword used by the Shinto god Susanoo.
    • Bujingi Quilin is based on legendary sword Kusanagi, which was originally called "Ame-no-Murakumo-no-Tsurugi".
  • Creepy Crows: Bujingi Crow and Bujingi Raven are based on the Yatagarasu, or the three-legged crow, of East Asian mythology. Particularly, Bujingi Crow carries the Yata no Kagami (Mirror of Yata) on its chest, referring to its name.
  • Demonic Possession: Because it has no true form of its own, the shadow managed to consume "Hirume" without "Tsukuyomi" noticing, and plot to eliminate its greatest threat, "Susanowo".
  • Dudley Do-Right Stops to Help: Over the course of his journey, Bujin Yamato witnessed people on the surface suffering from the tyranny of the gods and acted on it, strengthening the suspicions of the Kami dwelling in Takama-ga-hara, including the Supreme Kami.
  • Energy Beings: The Bujin monsters have this type of aesthetic, asides from the bits of armor they wear.
  • Foil: Bujingis Crow to Bujingi Raven as well as Bujingi Wolf and Bujingi Warg, in terms of their effects.
  • Gameplay and Story Segregation: Kagutsuchi cannot be summoned by any combination of Mikazuchi, Ibis, Crow, and Centipede.
  • The Hero's Journey: Having lost most of his power, "Susanowo" began to refer to himself as Bujin Yamato, and set out on a journey to find the five Bujingis and regain his true power.
  • How the Mighty Have Fallen: There was once a Kami, Bujintei Susanowo, who once dwelled in the heavenly realm of Takama-ga-hara, alongside many other Kami. He possessed incredible power, power so great that many began to plot and scheme against him. This cast suspicion on him, causing him to ultimately incur the wrath of the Supreme Kami. He was banished to the surface and his power was sealed inside the five Bujingis.
  • Keep It Foreign: For some reason, Konami didn't translate the archetype's name. It's probably because of the translation of the name.
  • Living Weapon: Bujingis. An example is Bujingi Quilin on the artwork of "Bujin Regalia - The Sword".
  • Luckily, My Shield Will Protect Me: Bujingi Fox and Bujingi Crow utilize this trope; Bujingi Fox prevents the owner from receiving battle damage while Bujingi Crow negates an attack on a Bujin monster and inflicts effect damage to the opponent. Also, Bujingi Crow and Bujingi Fox are portrayed as shields in the artworks of Bujintei Kagutsuchi and Tsukuyomi.
  • Lunacy: Bujin Arasuda and Bujintei Tsukuyomi have this trope as their motif.
  • Mythology Gag: All the Bujin Beast-Warriors resemble the protagonists (and an antagonist, in Bujin Hiruko's case) of Yu-Gi-Oh! GX through their colors and head shapes. Bujin Arasuda/Bujintei Tsukuyomi resembles Daichi Misawa, Bujin Yamato/Bujintei Susanowo resembles Judai Yuki, Bujin Hirume/Bujintei Amaterasu resembles Asuka Tenjouin, and Bujin Mikazuchi/Bujintei Kagutsuchi resembles Jun Manjoume. Bujinki Ahashima is based on Mizuchi Saiou. Bujin Hiruko is based on Takuma Saiou, since he brainwashed Hirume like Asuka in season 2. Bujin Mahitotsu is based on Pegasus' appearance in GX season, particularly his appearance with his special gears when he created the Rainbow Dragon card, while Bujin Torifune is based on, of all things, Judai's Elemental Hero Honest Neos.
    • This can be supported further by the colour scheme of each of the first three released Bujins (Yamato, Mikazuchi, and Arasuda) in respect to the initial dormitory each GX protagonists was in: Judai was in Osiris Red, same as Yamato is red. Manjoume was in Obelisk Blue, and Mikazuchi is blue. Misawa was in Ra Yellow, while Bujin Arasuda is yellow.
  • Orochi: Bujingi Ophidian is based on the Yamata no Orochi, a multi-headed dragon from Japanese myth.
  • Powered Armor: Every Bujin Xyz Monster is made up of parts of the Bujingis, with Bujin Yamato, Bujin Hirume, Bujin Arasuda and Bujin Mikazuchi serving as a base. These formations are depicted in Bujincarnation and Bujin Regalia - The Mirror.
  • Power of the Sun: Bujinki Amaterasu, as she's based on Amaterasu.
  • Public Domain Artifact: Several of the Bujingis appear to be based on the ten treasures known as the Tokusa no Kandakara ("10 varieties of the god's treasure") which are enshrined at Isonokami Shrine. They were holy items given to Nigihayahi, an ancestor of the Mononobe clan, by Amaterasu and brought to earth when she descended from Heaven. These treasures were essentially magical items that could be used in rituals for the purpose of exorcism or purification.
  • Status Buff: During damage calculation, when a Bujin Beast-Warrior-Type monster you control battles an opponent's monster: You can send Bujingi Crane from your hand to the Graveyard; the original ATK of your battling monster is doubled during damage calculation only.
  • Super-Toughness:
    • Bujingi Wolf prevents other face-up Beast, Beast-Warrior, and Winged Beast-Type monsters you control cannot be destroyed by battle.
    • Bujingi Warg in defense position prevents other Bujin monsters you control from being destroyed by card effects.
    • Bujingi Hare grants a Beast-Warrior Bujin monster protection from being destroyed by battle or card effects, although it can only be used once per turn.

    Burning Abyss 
https://static.tvtropes.org/pmwiki/pub/images/dantetraveleroftheburningabyss_madu_en_vg_artwork.png
Burning Abyss, known as Afterlife in the OCG, is an archetype of LIGHT multi-type, and DARK Fiend monsters based on characters from The Divine Comedy.

All Fiend "Burning Abyss" monsters have an effect that activates when sent to the Graveyard, and have the ability to summon themselves to the field from the hand if you control no backrow - at the cost of destroying themselves if you control a non-"Burning Abyss" monster. Meanwhile, the non-Fiend Extra Deck monsters center on sending "Burning Abyss" monsters to the GY to gain advantage, in turn triggering their effects.

  • Back from the Dead: "Cir" can revive other Burning Abyss monsters.
  • Call-Back: The "Burning Abyss + Tour Guide From the Underworld" combo is a Call Back to "Sangan + Tour Guide From the Underworld" combo, where players would use Tour Guide to summon Sangan and easily use Sangan's effect. Unlike the Sangan combo, Burning Abyss monsters do get their effects when detached from an Xyz Monster like Dante.
  • Cultural Translation: While Virgil being dubbed 'Rock Star of the Burning Abyss' seems odd for an archetype rooted in the Divine Comedy, it's arguably an attempt to translate the sort of fame and impact bards like Virgil had to an audience who know bards more as an RPG class.
  • Death-Activated Superpower: Most Burning Abyss monsters have effects that trigger upon being sent to the Graveyard. The deck's focus, besides swarming the field with them to make their Extra Deck monsters, is putting them in the Graveyard to reap those benefits.
  • Numerological Motif: The main deck monsters are Level 3, have 3 effects, and were released three to a set. The archetype also has three Extra Deck monsters, with Dante's Fusion form being Level 9 (3 x 3) and requiring 3 materials. Beatrice is a Rank 6 monster note .
  • Power Nullifier: Alich can temporarily do this to a monster by negating its effects until the End Phase.

    Buster Blader / Destruction Sword 
https://static.tvtropes.org/pmwiki/pub/images/busterbladerthedestructionswordmaster_duli_en_vg_nc.png
The Destruction Swordsman.
https://static.tvtropes.org/pmwiki/pub/images/257px_destructionswordarchetype.png
His pet dragon.
Buster Blader was the name of one of Yugi's monsters that was first used during the Battle City Tournament. An archetype of cards comprised of the eponymous monster and its alternate forms, most of which can be used as a counter to Dragon decks due to their ability to power up for each Dragon monster the opponent has on the field or in the graveyard.

They are supported by the Destruction Sword cards, which allow the deck to consistently support both a Synchro and Fusion-based playstyle.

  • Armor-Piercing Attack: Buster Blader the Dragon Destroyer has the ability to inflict piercing damage.
  • Dark Is Not Evil: He appears to be wearing dark-purple and is one of Yugi Muto's monsters.
  • The Dragonslayer: Buster Blader is this as evidenced by all of his forms, except Buster Blader, the Destruction Swordsman, becoming stronger if the opponent controls Dragons. And even then, Destruction Swordsman's effect can be used to destroy Dragon-Type monsters if he's been equipped with one.
  • Equippable Ally: The three Buster Destruction Sword cards have the ability to equip themselves to a Buster Blader monster.
  • Fusion Dance:
    • Buster Blader can fuse with Dark Magician to become the latter's evolved form, Dark Paladin.
    • He can also fuse with any Dragon-Type monster to become Buster Blader, the Dragon Destroyer.
  • Irony: Buster Blader, the definitive dragonslayer in the franchise, has a pet dragon. It's implied that he eventually had to kill it, though.
    • Despite being presented as an enemy of Buster Blader in card artworks, Buster Dragon's effects are entirely based on supporting Buster Blader monsters.
  • Man of Kryptonite: Buster Blader, the Dragon Destroyer lives up to his name and acts as one to any deck that focus too much on Dragon-Type monster. Not only does he gain 1000 ATK and DEF for each Dragon-Type monsters the opponent controls, or has in their graveyard, but as long as it remains on the field, all dragons will be changed to defense position and are prevented from activating their effects.
  • Pet Baby Wild Animal: Buster Whelp is a baby dragon, and a Ridiculously Cute Critter. Then it grows up...
  • Power Nullifier: As the Dragon Destroyer, Buster Blader prevents Dragon-Type monsters from activating their effects while also forcing them into Defense Position. It forms a particularly nasty combination with Buster Dragon, which turns all of the opponent's monsters into Dragon-types, effectively rendering the opponent's monsters completely useless.
  • Ridiculously Cute Critter: Buster Whelp is tiny, fluffy, and positively huggable. Not so much when it grows up.
  • Suspiciously Similar Substitute: To Yugi's Gaia the Fierce Knight in the Battle City arc of the manga as his Level 7 EARTH Warrior monster. When compared to the Black Luster Soldier (Gaia's "upgraded form"), both of them get fusions that revolve around Dragon-type monsters. While Dragon Master Knight is powered up by the user's other Dragon-type monsters on the field, Dark Paladin derives his strength from all Dragon-types on the field and Graveyard.
  • Tragic Keepsake: One way to interpret the card art of "Destruction Swordsman Fusion" and "Buster Blader, the Dragon Destroyer Swordsman", as the former shows him kneeling by a grown Buster Whelp, "Buster Dragon", body aglow, and the latter shows him decked out in its scales as part of his armor and sword.
  • Weapon of X-Slaying: The three equippable Destruction Sword cards are Robot Buster, Wizard Buster, and Dragon Buster. They are Machine-type, Spellcaster-type, and Dragon-type respectively, allowing Destruction Swordmaster to destroy monsters of those types with his effect.


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