Characters: Yu-Gi-Oh! Card Game F to J

aka: Yu Gi Oh Card Game F-J
Characters from the Yu-Gi-Oh! card game, sorted from F to J.

For the other characters, see here: Main Index | A to E | K to O | P to T | U to Z

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Fabled cards, known as Demon Roar Gods (魔轟神 Magōshin) in the OCG, are a series of LIGHT Fiend monsters. They are ancient sealed entitites released during the Worm invasion. They rely on discarding themselves from the hand to use their effects, which including swarming the field and retrieving other Fabled cards from the deck or hand. There a subtype called "The Fabled". Their leader is Fabled Leviathan.

Tropes associated with the Fableds:

  • Adorable Evil Minions: A number of Fabled monsters have goofy-looking super-deformed minions on their card art.
    • Possibly Fabled Lurrie and Fabled Topi, some of the least powerful of the basic Fabled monsters.
    • The monsters from the "The Fabled" archetype
  • All There in the Manual: Most of the story behind the Fabled monsters is referenced in the Duel Terminal manuals.
  • Authority Equals Asskicking: The most powerful of the Fabled monsters, Fabled Leviathan, sits on a throne.
  • Badass Bookworm: Fabled Kushano
  • Bowdlerize: Originally called the Magoshin (Demonic Roar Gods) and Magoshinju (Demonic Roar God Beasts), the archetypes are translated as "Fabled" and "The Fabled" respectively.
  • Big Bad: Fabled Leviathan.
  • Black Magic: Implied through their card effects note , Fabled monsters command powerful sorcery. At least one type of sorcery lets them summon their "The Fabled" monsters.
  • Cute Is Evil: The Beast-Type Tuners, The Fabled Catsith, The Fabled Cerburrel, and The Fabled Chawa are downright adorable.
  • Dog Stereotype: Due to the look of The Fabled Chawa, it was most likely based on a Chihuahua. It is much weaker than most monsters in the game, which fits into the Chihuahua's reputation for taking on more than they can handle.
  • Enemy Summoner: Fabled Grimro or Fabled Ragin
  • Evil Versus Evil: The Fabled archetype versus the Worm archetype.
  • Fallen Angels:
    • It should be noted that, although these creatures are "demonic", they are all LIGHT monsters believed to resemble the archetypal Fallen Angels from the Bible. However, they all have masks, which makes them more like the monsters of the Spanish legend that the Hollows of the Bleach series were created from.
    • Fabled Leviathan shares its name with Leviathan, a demon and legendary creature of Hebrew folklore. Leviathan is also a fallen angel of the Seraphic Celestial class in Christian Theology of certain sects.
  • Fetus Terrible: Fabled Oltro.
  • For the Evulz: They are this according to the Duel Terminal story, as they would randomly attack warring factions already in battle just for the hell of it. Fabled Leviathan takes it to the extreme as he would randomly appear during great battles and kill everyone there before disappearing again.
  • Foil: In terms of gameplay, to the Dark World family, as they're also Fiends that rely on discarding to swarm the field, but Fabled monsters are Light and rely on smaller monsters to perform Synchros, Dark Worlds are Dark and rely on field control and their own power. There's also a couple ruling differences in how to use their discard effects, but none that inhibit a player who wants to run a mixed deck from doing so effectively as long as they're aware of those differences.
  • Gender Flip: Fabled Dianaira might come from 'Deianira' in the Greek mythology. Ironically, Deianira is a female while this card is obviously male.
  • The Grim Reaper: Fabled Urustos seems to represent the angel of death or death itself.
  • Hellhound: The Fabled Cerburrel's name and appearance derive from Cerberus; the three-headed dog of the Underworld in Greek myth.
  • Killed Off for Real: According to the storyline as of Hidden Arsenal 4, the Ice Barrier archetype got sick and tired of the Fableds and Worms wreaking havoc everywhere, so they unleashed Trishula... who proceeded to plunge the entire planet into a new ice age. No Fabled has been printed since Hidden Arsenal 4.
  • Light 'em Up: They are all LIGHT monsters.
  • Light Is Not Good: They are not only LIGHT Fiend-type monsters, they are evil to their cores.
  • Martyrdom Culture: One of the most obvious gimmicks of the Fabled archetype is to activate their effects upon being discarded from the hand, usually to summon themselves or one another.note  This leads to many Fabled players using cards that discard cards from their hand for their costs, including other Fables.
  • Meaningful Name: The world of the Fableds are divided into three realms: Makai, where the lowly minions reside near the gate but cannot open it due to lack of power; Goukai, where the generals and high-ranked Fableds reside; and finally the Shinkai, where Leviathan and the other Fableds with highest rank reside. When the three realms' names are combined, it turns into MaGouShinkai.
  • One-Winged Angel: The Fabled fiends are this in their most basic cards.
  • Sealed Evil in a Can: The Fabled monsters rise up from a hidden realm within the earth.
  • Slouch of Villainy: Leviathan is depicted like this on his card.
  • Spell My Name with a "The": "The Fabled" is considered to be a sub-archetype of Fabled cards (The difference is, they are Beasts, while ones without a "The" are Fiends.)
  • Unicorn: The Fabled Unicore is based on the mythical unicorn.
  • Youkai: The Fabled Nozoochee's name is based off of the Nozuchi, which is another name for the tsuchinoko serpent.
    • Also, The Fabled Kuddabi is based on the Kudan, a Youkai that has a human face with a calf's body. The Kudan is said to predict calamities, and dies within 3 days of being born. (The monster on the card resembles a fiendish horse with a shawl over its face.)

    Fire Fist 
Fire Fists, called Flaming Star (炎星 Ensei) in the OCG, are a series of FIRE Beast-Warrior monsters that rely on synergy with their Continuous Spell and Continuous Trap support cards, Fire Formation, which have various effects. Most of the Fire Fists have effects that let you Set Fire Formation cards directly from the deck or Graveyard, and in tandem with Fire Formation cards, the Fire Fists can control the field. Their leaders are the Brotherhood of the Fire Fist cards, Synchro and Xyz monsters, with Brotherhood of the Fire Fist - Kirin being the strongest.

Tropes associated with the Fire Fists:

  • The Atoner: In ancient times, a legion of evil souls were banished to the heavens, to endure centuries of imprisonment. Now they have seen the error of their ways, and the strongest of these souls have returned to Earth, to make things right and do penance for their crimes. Returning to their original forms, each has also gained the power of a mighty animal spirit, which they can manifest through their legendary weapons. No longer merely men, these immortals now walk the earth as Beast-Warriors from the very heavens.
  • Authority Equals Asskicking: Charging Flaming Star King - Soko and Flaming Star Emperor - Choraio
  • Battle Aura: As seen in the artworks, every "Flaming Star" monster has a flame which represents a monster/animal form, except "Choten" who its a flame and doesn't have any monster/animal from.
  • Bears Are Bad News: Yushi's Battle Aura looks like a bear; fitting for a warrior based on the "Blue Faced Beast".
  • Blade on a Stick: Majestic Flaming Star - Snarin and Steadfast Flaming Star - Tukei. Tukei is based on the "General of Double Spears".
  • Carry a Big Stick: Mighty Flaming Star - Hienshaku and Minute Flaming Star - Ryushishin. Hienshaku is based on Huyan Zhuo, one of the 36 Heavenly Spirits of the 108 Liangshan heroes; he is nicknamed "Double Clubs".
  • Combination Attack: The Flaming Dance attacks.
  • Cool Horse: Flaming Star Marquis - Hoshin rides on a horse, which is on fire.
  • Cool Sword: Brave Flaming Star - Ensho
  • Dual Wielding: Flaming Star Emperor - Chorai, Steadfast Flaming Star - Tuukei and Mighty Flaming Star - Hienshaku
  • Dub Name Change/Theme Naming: The Flame Fist monsters' naming in the TCG are based on animals.
  • Expy:
    • This archetype is similar to the "Prophecy" archetype due to their reliance on an archetype of Spell and Trap cards. The Prophecy archetype relies on the "Spellbook"" archetype, while the "Flaming Star" archetype relies on the "Flaming Dance" archetype of Spell and Traps.
    • The way Hienshaku Special Summons itself from your hand is similar to "High Priestess of Prophecy".
  • Flaming Sword: Hienshaku's weapons.
  • Our Ghosts Are Different:
    • Choraio based on Chao Gai. After his death, Chao essentially serves as spiritual guardian of the outlaws and ceremonial sacrifices are made to him.
    • Chotenn is based on Zhang Daoling. Zhang died on Mount Qingcheng in 156 during the reign of Emperor Huan of Han at the age of 123. However, it is also said that Zhang did not die but learned the arcana of Taoism to ascend in broad daylight (Xiandao). Instead, his body became like luminous ether, disappearing from eyesight and became an immortal.
    • Hoshin was based on Hong Xin. Hong Xin was a marshal (太尉) sent by Emperor Renzong to seek Celestial Master Zhang to help them in combating a plague. After completing his mission and before returning to the capital, he visits the temple near where the Master resides and unsuspecting releases 108 demons trapped in a secret chamber for centuries. The demons spread out throughout the land after their release and are incarnated as the 108 Liangshan heroes in Emperor Huizong's time. As if Hong Xin's actions are predestined, a stone tablet that stands on the location where the demons are imprisoned has the words "Opens when Hong arrives" (遇洪而開) carved on it.
  • Playing with Fire
  • Suffer the Slings: Agile Flaming Star - Seiven
  • Theme Naming: The "Flaming Star" monsters are named after the 108 heroes of Water Margin, while the "Flaming Dance" Spell/Trap Cards are named after celestials.

    Fire King 
Fire Kings an an archetype of FIRE monsters with effects that rely on destroying themselves or each other, as they have effects that trigger when destroyed. The leader is Fire King High Avatar Garnix.

Tropes associated with the Fire Kings:

  • Arch-Enemy: With the Atlanteans. This is very prominent in the artwork for Ocean Ablaze. Both of this card's applicable effects are designed to be useful for both "Atlanteans" and "Fire Kings". The effect which Special Summons WATER monsters also destroys a monster you control, triggering the "Fire King" monsters' effects; the second effect destroys any monster on the field, which may benefit the "Fire Kings", while it also discards 1 of your cards, triggering some of the "Atlantean" monsters' effects.
  • Composite Character: Garunix's appearance, however, is based on an entire family of mythological creatures:
    • Garunix bears a strong resemblance to the Phoenix from Greek mythology and the Firebird.
    • The feathers of Garunix are based on the Fenghuang, the Chinese version of the Phoenix. Understandably, this card is similar to the monster "Fenghuang".
    • Garunix has teeth in its beak, akin to the Simurgh.
  • Expy: Fire King High Avatar Garnuix is a Level 8 Fire Winged Beast that, when destroyed by a card effect, revives itself on the next turn and destroys all other monsters on the field when it does. Change "monsters" to "Spell and Trap cards", and you have the classic Awesome but Impractical Sacred Phoenix of Nephthys.
  • Glass Cannon: Aside from "Garunix", all Fire King monsters are FIRE with 200 DEF, gaining support from cards like "Flamvell Firedog" and "Rekindling".
  • Mix-and-Match Critters: Fire King Avatar Kirin looks like a Unicorn (the front body), the Greek/European version of Qilin according to Western myths, and a Qilin(the rear body), which looks like a Chimera or a Dragon(this card is a chimeric hybrid of a unicorn and a dragon/qilin).
  • Portmanteau: Garunix is a portmanteau of the mythical creatures, Garuda and Phoenix. Garunix's only connection to the Garuda, the Hindu and Buddhist version of the Phoenix, is its name, as the Garuda is often depicted with a birdman-like body, while Garuda has a more bird-like body.
  • Noble Bird Of Prey: Garunix, simply because it leads the Fire Kings
  • Thanatos Gambit: Fire King monsters have their effects triggered when they're destroyed and sent to the Graveyard.
  • Theme Naming: The "Fire King" seem to be based off of different creatures in different Asian mythologies, Buddhism, and Bali.

Fishborgs are a small series of WATER monsters that appear as fish controlling robotic suits. Their common theme is to revive themselves from the Graveyard, and with three of them being Tuners, this aids greatly into Sychro decks.

Tropes associated with the Fishborgs:

  • Mini-Mecha: Appearance-wise they are fish (or water-based organisms) controlling robotic suits from inside water-filled bowls.
  • Nonindicative Name: Despite the name "Fishborg," the Fishborg Launcher appears to be powered by a Belostomatidae insect.
  • Not Quite Dead: They can Special Summon themselves from the Graveyard.
  • Suspiciously Similar Substitute: Fishborg Launcher is the counterpart to, and intended replacement for, "Fishborg Blaster". Furthermore, the ATK/DEF of this card are the reversed ATK/DEF of "Fishborg Blaster
  • Visual Pun: The fish inside the Fishborg Launcher's tank resembles an archer fish, a kind of fish capable of shooting down flying insects with squirts of water. This is a fitting reference to this monster's appearance since the fish is piloting a robotic suit armed with long ranged blasters.
  • Weapon of Choice

    Five-Headed Dragon (Petit Dragon / Darkfire Dragon) 
The Five-Headed Dragon, called as Five God Dragon, is the strongest Fusion Monster, tied with Dragon Master Knight. Formed by a Fusion of any five Dragon monsters, it boasts 5000 ATK and ridiculously simple summoning conditions for a Dragon deck that can find room to use Dragon's Mirror. In the Duel Monsters anime it is the trump card of the Big Five, but it also appears occasionally in GX.

According to the backstory provided in Japanese materials, the fire head was once Petit Dragon, who served the Charmer Wynn. His desire to become stronger lead to him becoming the Darkfire Dragon, who merged with four other dragons to become the Five-Headed Dragon.

Tropes associated with the Five-Headed Dragon:

  • Achilles' Heel: It is impervious to all elemental attacks and hits hard, but a strong enough LIGHT-elemental Attack, most easily accomplished via a boost from Honest, will finish it.
  • Big Bad: In the anime's Legendary Heroes arc, it was said to be the Final Boss before the Big Five summoned it to serve as such.
  • Bigger Stick: 5000 ATK and 5000 DEF — very rarely equalled, never surpassed without effects. Enough to run over any monster and do some serious damage too.
  • Boring Yet Practical: A fusion of any five Dragon-type monsters, it can be splashed into any deck running a decent amount of Dragons with a single Dragon's Mirror needed to pull it out in the late game. Once out it's just a beat stick, but it's a 5000 point one — your opponent better have an effect to get rid of it or they are in trouble. (This is one of many reasons Future Fusion was outlawed.) Before Dragon's Mirror, it was Awesome but Impractical.
  • Elemental Rock-Paper-Scissors: Its five heads represent all five normal attributes except LIGHT, preventing it from destruction with any non-LIGHT monster.
  • Fusion Dance: The jury is out on which four other dragons Darkfire Dragon could have fused with. The tanned head vaguely resembles Megarock Dragon and one of the others resembles Serpent Night Dragon, but the other two have no obvious visual counterparts.
  • From Nobody to Nightmare: Petit Dragon is one of the cutest, most harmless creatures you could find in the game. The Five-Headed Dragon is one of the strongest, most fearsome creatures you could find in the game.
  • Gameplay and Story Integration: The backstory states the Five-Headed Dragon was defeated by Dragon Master Knight, just like it was in the anime's virtual arc. Furthermore, Dragon Master Knight is a Light monster with 5000 ATK and gains 500 more for each Dragon in play, so yes, it would actually be able to kill the Five-Headed Dragon through battle.
  • Infinity–1 Sword: Albeit it has extremely high attack which is almost abnormal for a printed value in this game, and is invincible to any attacks except those from LIGHT-elemental monsters, Five-Headed Dragon still has a glaring weakness in the form of effects. Make sure your deck is set up to protect it from harmful card effects!
  • Sealed Evil in a Can:
    • The virtual game in the anime has stopping the ritual to unseal it as the main quest. Yugi and his friends succeed in stopping it, but the Big Five rewrite the game code and summon it anyway, making it a very meta case of The Computer Is a Cheating Bastard.
    • In the backstory, once it was defeated by Dragon Master Knight, the Black Luster Soldier sealed the Darkfire Dragon in the Salamandra sword. Now it's the sword of Flame Swordsman.
    • The Big Five summon the dragon again in cyberspace using each of their Deckmasters.
  • Shout-Out: A five-headed evil dragon, with each head representing a different attributed, is very similar to Dungeons & Dragons depictions of Tiamat. Fittingly, the Five-Headed Dragon is used by the Big Five, who try to use it to usurp Seto — the Blue-Eyes White Dragon is based on Bahamut.
  • Used to Be a Sweet Kid: Petit Dragon was once a loyal friend to the Charmers.
  • Useless Useful Spell: Its effect prevents it from being destroyed in battle with any non-LIGHT monster. It has 5000 ATK — unless your opponent is running Shrink or a similar card, what could kill it in battle anyway?
    • Ironically, every time it had been destroyed in the anime has been by battle: First by Dragon Master Knight, then by Mirage Knight, and then by Elemental Hero Neos (boosted by Honest).
  • The Worf Effect: Despite having an Attack Score that rivals even Obelisk the Tormentor, its record in the anime is pretty bad. Out of five appearances in the franchises (not counting flashbacks), there is only one case where the duelist using it has won. (And that time, the opponent was just an unnamed patron at KaibaLand.)

Flamvell monsters are a series of FIRE monsters that rely on burn damage and power through battle. In the backstory of the cards, they were one of four elemental tribes that aided the Allies of Justice in fighting the Worm invasion. There is a related archetype called Neo Flamvell, born when the Jurracs destroyed the land of the Fabled with a flaming meteor.

Tropes associated with the Flamevells:

    Fluffal / Edge Imp / Frightfurs 
The Fluffal archetype, known as Furnimal in the OCG, is a series of adorable EARTH Fairy-type monsters based on animal plushies, all of them with wings. They focus on Fusion Summoning with the Edge Imps, necessary to bring out their uh..."evolved" forms: the Frightfurs, known as Des-Toy in the OCG. They are used by Sora Shiun'in in ARC-V.

Tropes associated with the Fluffals, Edge Imp and Frightfurs:

  • Anti-Magic: Frightfur Sheep and Chimaera prevent the opponent from using cards or effects whenever they attack or are attacked. Frightfur March can negate the activation of a monster effect or that of a spell/Trap card that targets a Frightfur.
  • Ax-Crazy: Frightfur Wheel Saw Leo is depicted as this in the anime, which also reflects Sora's true nature. Wheel Saw Leo laughs like a maniac and makes all those crazy noises. It also goes nuts when it is introduced, destroying the facility around its surrounding.
    • It is put to shame by Tiger in the anime, giggling like a deranged psychopath when attacking.
  • Back from the Dead: Edge Imp Scissor's effect allows it to come back from the graveyard once per turn when you place a card from your hand on top of your deck.
    • Frightfur Sheep can return from the graveyard when it's destroyed.
  • Bowdlerise: From Des-Toy to Frightfurs. Also, the scissors, of all things, were inexplicably censored.
  • Call Back: Frightfur Chimaera seems to be based of Goyo Guardian. Both have 2800 ATK and can Special Summon enemy monsters they have destroyed. The difference between them is that Goyo Guardian Special Summons them in Defense Position while Mad Chimaera can Special Summon them in either position, though the Summoned monster's ATK is halved, and it gets 300 ATK for each monster the player controls this way.
  • Came Back Strong: When Frightfur Sheep is destroyed, its effect allows it to return to the field with an additional 800 ATK.
  • Cannibalism Superpower: Frightfur Bear's effect. In the anime, it is visualized by Bear eating the monster it destroyed, in one gulp.
  • Chain Pain: Edge Imp Chain and Frightfur Sheep.
  • Chainsaw Good: Edge Imp Saw and Frightfur Leo.
  • Creepy Monotone: Fluffal Bear and Fluffal Leo in the anime.
  • Demonic Possession: The Frightfurs are corrupted versions of the Fluffals. The corresponding Edge Imp monsters have their eyes and metal parts showing from the Fluffal bodies.
  • Dub Name Change: From Furnimal to Fluffal, and from Des-Toy to Frightfurs.
  • Evil Laugh: In the anime, Frightfur Bear and especially Frightfur Leo.
  • Fusion Dance: The Fluffals combined with the Edge Imps become the Frightfurs.
    • Frightfur Mad Chimaera is the Fusion of three Frightfurs.
    • Frightfur Sabre Tiger is the fusion of a Frightfur and one or more Fluffal or Edge Imp monster.
  • Killer Teddy Bear: Once the Edge Imps have their way with them, the Fluffals are transformed into mutilated plushies.
  • Living Toy: All of them.
  • Never Say "Die": Like Des Koala or Des Frog, this is the case of the Des-Toys.
  • Panthera Awesome: Frightfur Leo and Frightfur Tiger.
  • Punny Name: Des-Toy is a pun to "death toy" and "destroy".
  • Slasher Smile: Frightfur Leo possesses one of these.
  • Shear Menace: The Edge Imps and the Frightfurs have blades sticking out of them.

    Fortune Ladies 
Fortune Ladies are a series of elementally-attuned Fairies with the similar gimmick of gaining one Level each of your Standby Phases, and having ATK and DEF equal to their Level multiplied by a variable value. They rely on swarming the field and increasing their levels to use effects, and also have some cards to banish and retrieve their members, particularly with the Field Spell Future Visions, which banishes all Normal Summoned monsters until the next turn.

In the 5D's anime, they have younger and weaker counterparts, called the Fortune Fairies, who are Normal monsters with 0 ATK and DEF and having levels from 1 to 6. They are used by Carly before her time as a Dark Signer, but they evolve to Fortune Ladies when she becomes a Dark Signer.

Tropes associated with the Fortune Ladies:

Freed has only three cards to his name, but he appears in a lot of card art and is central to the larger Gagagigo story. Once a wandering warrior named Freed the Brave Wanderer, he would go one to become a powerful general among the Warriors, Freed The Matchless General.

Tropes associated with Freed:

Frogs are a series of low-level WATER Aqua types that rely on swarming the field and using various effects to search out other Frogs. They lack power but have various handy effects. Their leader is D.3.S. Frog, fused from three Des Frogs.

Tropes associated with the Frogs:

  • Anti-Magic: Unitoad's effect lets it destroy a Spell or Trap Card if another Frog or Toad is on the field.
  • Battle Aura: Des Frog
  • Bubblegloop Swamp: Their homeland, Wetlands.
  • Brown Note: Des Croaking, which destroys all of your opponent's monsters. The art of Des Croaking shows three Des Frogs croaking in unison.
  • Deflector Shields: Froggy Forcefield
  • Frogs and Toads: Obviously, they are all frogs.
  • Fusion Dance: 3 Des Frog become D.3.S Frog
  • Lost in Translation: All the original Japanese names for Frogs included puns based on their effects and artworks. Very few Frogs recieved this treatment at the international releases.
  • Making a Splash: They are WATER monsters.
  • Mix-and-Match Critters: Treeborn Frog, Unifrog, Belze Frog, Substitoad, Tradetoad
  • Nerf: One card that kept "Frogs" versatile and powerful was "Substitoad", but after Frog FTK won the 2010 World Championships, it was Forbidden, and so many "Frog" Decks lost their supreme speed.
  • Never Say "Die": Death Frog —> Des Frog.
  • Overly Long Tongue: Poison Draw Frog and Flip-Flop Frog
  • Samurai: Ronintoadin
  • Suspiciously Similar Substitute: Tradetoad after Substitoad got banned.
  • Stone Wall: Dupe Frog's effect forces the opponent to target it only. Also it has 2000 DEF
  • Visual Pun: Submarine Frog's appearance is likely based on the term "frogman," which is a person equipped to work underwater. The term is quite often used to refer to combat divers, which Submarine Frog certainly is.
  • Weak, but Skilled: Though weak, "Frog" cards can unleash devastating effects that include rapid summoning, the option to increase their ATK or protect themselves from destruction, and wiping out all cards the opponent controls.

The Gagaga monsters are an archetype of DARK and EARTH Warrior and Spellcaster-type monsters used by Yuma in ZeXal. Their effects rely on swarming the field to fascinate the free summoning of almost any Xyz monster, since many of them can change their levels.

Tropes associated with the Gagagas:

  • Badass Cape: Gagaga Cowboy.
  • Bilingual Bonus/Sigil Spam: All Gagaga monsters bear a crest of the Chinese character for "I, me" which can be pronounced as "wa" or "ga" in Japanese.
  • Captain Ersatz: The Spellcasters bear a striking similarity in appearance to Dark Magician and Dark Magician Girl respectively, monsters used by Yugi Muto; the two have 3 Levels and 1000 ATK less than their counterparts.
    • Gagaga Child and Gagaga Sister are likewise similar to Miracle Flipper and Card Ejector, respectably, as the younger counterparts of their respective Magician and Girl. Gagaga Child and Miracle Flipper share the same level and each pair share the same type.
  • Casting a Shadow: The Spellcasters; Magician, Girl, Mancer, Child and Sister are all DARK.
  • Chained by Fashion: With the exception of Gagaga Sister, all the Spellcasters have some sort of chain on them.
  • Clerk: Keeping the trope description in mind, Gagaga Clerk supports the Gagaga Archetype.
  • Cute Witch: Gagaga Girl and Gagaga Sister.
  • Detached Sleeves: Gagaga Clerk
  • Dishing Out Dirt: Gardna, Clerk, Cowboy, Samurai, and Caeser are all EARTH attribute monsters.
  • Expy: Gagaga Cowboy's effect is similar to the "Morphtronic" archetype, in that its effect depends on its battle position.
  • Good Old Fisticuffs: Gagaga Cowboy doesn't only use his guns to attack, he uses his fists as well. The Spellcaster-Type Gagaga monsters, especially Magician, use physical attacks instead of magic to attack.
  • The Gunslinger: Gagaga Cowboy: with his duel wielding Guns and his effects to either attack or burn the opponent, he is a Type C.
  • Homage: Gagaga Cowboy looks similar to Jude the Dude from the MadWorld video game.
    • As mentioned on Captain Ersatz, Gagaga Magician and Gagaga Girl are this to Yugi Mutou's Dark Magician and Dark Magician Girl.
  • Improbable Weapon User: Gagaga Girl uses a cellphone as her weapon.
  • Japanese Delinquents: Most of the monsters are themed around this trope.
  • Katanas Are Just Better: Gagaga Samurai's weapon of choice.
  • Ms. Fanservice: Gagaga Girl is an Expy of the Dark Magician Girl, the Ms. Fanservice of the franchise, and looks just like her in a darker colored outfit. The fans have certainly taken notice.
  • Luckily My Shield Will Protect Me: Gagaga Gardna, befitting his defensive effect.
  • Sempai/Kohai: Gagaga Girl calls Gagaga Magician sempai in the original.
  • The Trope Kid:
    • Gagaga Child. He appears to be the younger version of Gagaga Magician, as hinted by the orange visor and the same hat.
    • Gagaga Sister appears to be the younger version of Gagaga Girl, hinted by the blonde hair.
  • Weak, but Skilled: Despite being weak in terms of ATK and DEF, their effects allow them to change their Level very easily so as to very rapidly Xyz Summon Xyz Monsters of any Rank.
  • Written Sound Effect: Their name, "Gagaga" is from either the pronunciation for the Chinese character they use as a crest, which can be pronounced "ga" in Japanese, or the Japanese manga sound effect "ga" which is used for physical impacts, similar to the English "pow" used in comics. This could be because the "Gagaga" monsters use physical attacks in the anime and manga.

The story of Gagagigo, or short Gigo, is one of the longest and most complex told in the card game, told through card art and their effects with little flavor text. Once a young "Gigobyte" in service to the Charmers, he went on a long journey after meeting the hero Marauding Captain, wishing to aid in the fight against the Invader of Darkness. But the power he gained on his quest corrupted his mind and turned him evil, until he almost struck down his old friend, when he realized what he had become and redeemed himself.

Tropes associated with Gagagigo:

  • Alliterative Name: Giga Gagagigo and Gogiga Gagagigo.
  • Always Second Best: Meta-example. Gogiga Gagagigo and Rabidragon are the second strongest Normal Monsters after Blue-Eyes White Dragon. And Gagagigo the Risen fell down to second place after a stronger Rank 4 Xyz Monster was released, Number 85: Crazy Box.
    • Also, even though Gogiga Gagagigo and Rabidragon are tied in terms of ATK, Rabidragon would be listed above him, sicne Gogiga Gagagigo has only 2800 DEF while Rabidragon has 2900 DEF. So, Gogiga Gagagigo has only the second highest combined sum of ATK and DEF of all Normal Monsters.
    • To give him creit, Gogiga Gagagigo is the strongest Normal Reptile Monster in the game.
  • The Atoner: Gagagigo the Risen is the redeemed Gagagigo, with all the power he had as Gogiga Gagagigo but his mind and nobility restored.
  • Arch-Enemy: Invader of Darkness is this to him.
  • Badass: His forms universally have high power, and Gagagigo the Risen has the second highest power of Rank 4 Xyz Monsters, at 2950.
  • Badass Normal: Gagagigo is a decent Level 4 Normal Monster with 1850 ATK. Giga Gagagigo is a strong Level 5 Normal Monster with 2450 ATK. Gogiga Gagagigo is a Level 8 Normal Monster with 2950 ATK, being the second strongest Normal Monster tied with Rabidragon. Gagagigo the Risen is also the strongest non-Effect Xyz Monster. Furthermore, Gogiga Gagagigo and Gagagigo the Risen are strongest Reptile-type Monsters in the game.
  • Bash Brothers: With Marauding Captain.
  • Bowdlerise: While "Gagagigo" himself is unedited, cards such as "Stumbling" and "Absolute End" have been edited to give him shorts.
  • Cybernetics Eat Your Soul: As Giga Gagagigo and Gogiga Gagagigo, which was done to him by Kozaky.
  • Cyborg: Giga Gagagigo, and the near fully robotic Gogiga Gagagigo.
  • Heel-Face Turn: When he was about to give Freed a finishing blow, the Marauding Captain appears to protect Freed. Instead of following his corrupted instincts, Gogigo Gagagigo understands Marauding Captain's actions, and gives up on his quest for power, thus finally becoming the strong warrior of justice he once seeked out to be, Gagagigo the Risen.
  • Horrible Judge of Character: Gagagigo trusted Kozaky, not knowing he works for the Dark World Kingdom.
  • Lizard Man: All of them are humanoid lizard creatures.
  • Making a Splash: The Gigo series cards are WATER monsters.
  • My God, What Have I Done?: In the game Yu-Gi-Oh! World Championship 2008, this monster realized that it had lost everything because of its lust for power, and after finding this out it redeemed itself by stopping its quest for more power.
  • Retcon: Since August/November 2005, it was believed that Gagagigo was the familiar depicted in Familiar-Possessed — Eria's artwork. As of November 2014, it's revealed that it was actually Jigobyte.
  • Ridiculously Cute Critter: As Gigobyte.
  • The Soulless: Gogiga Gagagigo's soul is described as having long since collapsed.
  • Spikes of Villainy: As Giga Gagagigo and Gogiga Gagagigo.
  • Took a Level in Badass: Cute but weak Gigobyte becomes Jigobyte, and then Gagagigo, who is quite badass, but it's not enough for him - with help of cybernetics he turns into much more dangerous forms.
  • World's Strongest Man: Gogiga Gagagigo and Gagagigo the Risen are the strongest Reptile-type Monsers in the game.
  • Worthy Opponent: To Freed the Brave Wanderer.

Gearfried is an armored knight with effects relying on Equip cards. In the anime they're used by Katsuya Jonouchi/Joey Wheeler, who also dictates the story of how Gearfried became too powerful to control himself and sealed himself in iron armor to contain his strength.

Tropes associated with Gearfried:

  • Anti-Magic: Phoenix Gearfried and Lightray Gearfried's effect
  • Black Knight: Gearfried the Iron Knight
  • Characterization Marches On: In the anime, Jonouchi initially says that Gearfried is basically a robot or a golem, made of armor, which is why a parasite can't infect him. Later on, that's proven to very much not be the case.
  • Knight in Shining Armor: Phoenix Gearfried and Lightray Gearfried
  • Light 'em Up: Lightray Gearfried
  • The Phoenix: Phoenix Gearfried
  • Playing with Fire: Phoenix Gearfried
  • Power Limiter: Jonouchi tells the story of "Gearfried the Swordmaster", in one of his duels. According to his story, the power of "Gearfried" was so great, that merely holding a weapon resulted in the widescale devastation of entire battlefield. Fearful of his own might, he sealed himself in a suit of iron armor to limit his power. This "devastation" effect can been seen in the ability of "Gearfried the Swordmaster" to instantly destroy a monster when equipped, and "limiting his power" can be seen as "Gearfried the Iron Knight" cannot be equipped with any Equip Card.
  • Single-Stroke Battle: Gearfried the Swordsmaster's effect
  • Walking Shirtless Scene: Gearfried the Swordsmaster

Geargias are an archetype of super-deformed EARTH Machines. They rely on swarming the field and searching out each other from the deck, highlighted by their leaders Gear Gigant X and Geargiagear XG, who do both.

Tropes associated with the Geargias:

  • Combining Mecha: The Gigant Carrier and Gear Gigant X can combine their gears to form the mighty Geargiagear XG.
  • Cool Car: Geargiaccel
  • Expy: "Geargia" monsters resemble "Gadget" and "Wind-Up" monsters in appearance.
  • Glass Cannon: Geargiarsenal
  • Homage:
    • Geargiganto X resembles Optimus Prime and/or Star Scream from the Transformers franchise.
    • This card also resembles the namesake of the series Gurren Lagann. Its chest resembles the "Kamina shades" on Gurren Lagann's chest and its chest and hip areas form a mouth-like shape together, reflecting how the Gunmen such as Gurren Lagann have a face on their front with a mouth. The head on top also looks similarly to a smaller version of the body, like the mini-mecha Lagann is to Gurren.
    • Given the fact the "X" in it's name is pronounced as "cross", this card also pays homage to the Digimon franchise, most notably the "Xros Wars" era, where the letter X in the name is constantly pronounced as "cross" instead of "eks"; further reference to that note is the fact that this card slightly resembles the Digimon Shoutmon X3, has a similar name and pose, not to mention it's a powerful fighter made out of seemingly harmless components (in this case, a bunch of gears with Geargia monsters).
  • Mechanical Lifeforms
  • Powered Armor: Their card arts show a series of machines seemingly piloted by Geargiano and Geargiano Mk-II, so it may be that all the "Geargia" monsters are just those two commanding different machines into battle. Naturally, the Xyz monster Gear Gigant X, needing two Machine monsters to summon, shows both of them in the cockpit.
  • The Professor: In order to stop Dr. Gearck�s conquest of the entire world with the power of the evil gears called the �Warugiano”, Professor Kross created the Gear Heroes known as the �Geargias�!!!
  • Repetitive Name
  • Signature Team Transport: The Gigant Carrier is a transport vehicle that carries the Gearunits (Geargiaccelerator, Geargiattacker, Geargiarmor, and Geargiarsenal).
  • Stone Wall: Geargiarmor
  • Zerg Rush: "Geargia" monsters focus heavily on searching out each other, swarming the field in the process and summoning their ace card, "Geargiganto X" and other Rank 3 and 4 Xyz Monsters. Each monster has a different effect to search out cards: "Geargiano" Special Summons any Level 4 or lower Machine-Type monster from the Graveyard by tributing itself, meaning that the card can be good to support other archetypes; "Geargiano MK-II" can do the same as "Geargiano", but only with Geargia monsters, however it can also Special Summon the monster from the Hand; "Geargiarmor" search any Geargia from the Deck each time time it is flipped face-up and is a solid wall with 1900 DEF; "Geargiaccel" helps to swarm the field, as it can Special Summon itself from your Hand and has the bonus effect of adding another Geargia from your Graveyard to your Hand when it goes to the Graveyard; "Geargiarsenal" can tribute itself to Special Summon any Geargia from your Deck and also gains 200 ATK for each Geargia you control, even itself.

Gem-Knights are an archetype of gemstone-themed Warriors that rely on Fusion Summoning via Gem-Knight Fusion to quickly swarm the field with powerful Fusion cards, their cards also recycling other Gem-Knights from the Graveyard. Their leader is Gem-Knight Master Diamond. They are used by Masumi Kotsu in the Yu-Gi-Oh! ARC-V Anime.

Tropes associated with the Gem-Knights:

  • All Your Powers Combined: Master Diamond has numerous gemstones embedded on his sword, can be summoned with any three Gem-Knights as Fusion materials, and can take on the powers of other Gem-Knight Fusion monsters in the Graveyard.
  • Badass Normal: Zirconia is the only fusion monster of the gem-knights to have no effect, but it packs 2900 ATK.
  • Big Damn Heroes: Following the above, the Gem-Knights show up and save the last few Gusto from death.
  • Big Good: Master Diamond.
  • Color-Coded Stones: With the exception of Lazuli, each of the knights are colored after their namesake gems. Even then the jewel on Lazuli's chest is as blue as you'd expect.
  • The Corruption: "Dark-line Warrior Caingorgorm" may be intended to represent the state of "Crystal" after the final battle against "Gishki Zielgigas" and "Evilswarm Ouroboros" at the conclusion of the duel terminal storyline. With "Genesis Star God, Sophia" defeated, the united "Gem-Knights'" transformation into "Gem-Knight Master Diamond" is beginning to fall apart. In the midst of this, "Crystal" appears to have been corrupted by the remnants of the "Evilswarm" virus and has either taken control of "Diamond's" crumbling body or reassembled his damaged body using the remains of his fallen comrades.
  • Elemental Powers:
  • Fusion Dance: This is their main gimmick. Later On, Gem-Knight Lazuli fused itself with the 12 Constellar monsters to become Constellar Sombres in order to defeat Sophia, Goddess of Rebirth together with Evilswarm Kerykeion.
  • Gemstone Assault: Mostly prominent with Gem-Knight Crystal and Master Dia.
  • Heroic Sacrifice: During the final showdown with Ouroboros, Gem-Knight Pearl sacrificed himself to protect Constellar Ptolemy M7 in Xyz Soul.
  • Knight in Shining Armor: All of them.
  • The Lancer: Gem-Knight Zirconia is second in command of the Gem-Knights after Master Diamond.
  • Let's Fight Like Gentlemen: They value honor above everything else, and only got into fighting after being attacked repeatedly by the Lavals. This is probably why they got so angry at the Verz/Evilswarm and Gishki as described above.
  • Rainbow Motif: As the archtype is partly a homage to the Crystal Beasts this is a given. Specifically in Master Diamond's sword and artwork.
  • Roaring Rampage of Revenge: When the Gishki attempt to wipe out the Gusto with chemical weapons of some sort, the Gem-Knights get very, very angry.
  • Rock Theme Naming: Most of them are named after gemstones.
  • Shout-Out/Homage: To the Elemental Heroes, Crystal Beasts, and to the Power Rangers/Super Sentai series.
  • The Smurfette Principle: Gem-Knight Lazuli is the only female among the normal/effect monster group. However, in ARC-V, they introduced a new female member, Gem-Knight Lapis, who is said to be a great friend with Lazuli, and can even form a Fusion Monster, Gem-Knight Lapis Lazulis,
    • Gem-Knight Seraphinite is the only female Fusion Monster in the group (until ARC-V came with two new female Fusions).

Genex monsters are a series of Machines with various effects. It is difficult to explain their theme without knowing their backstory. The Genex monsters were made to support the Allies of Justice in fighting the Worm invasion, and were eventually adapted to aid the four elemental tribes in defending themselves. Thus, the Genexes rely on supporting other Attribute-themed archetypes, and combining with them to power them up. Their strongest cards are Genex Ally Triarm and Genex Ally Triforce, Synchro monsters that gain different effects depending on the Attributes of the Synchro Materials used to summon them.

Tropes associated with the Genex:

  • Cool Train: Locomotion R-Genex
  • Combining Mecha
  • Dark Is Not Evil: The Genex Ally sub-archetype
  • Elemental Powers: Coincindentally, four of those Synchros that require Genex Controlle as the Tuner have the 4 basic Elements - "Hydro" is WATER, "Thermal" is FIRE, "Geo" is EARTH, and "Windmill" is WIND.
    • Blow You Away: Genex Blastfan, Genex Ally Birdman, R-Genex Accelerator, R-Genex Turbo, Vindikite R-Genex, and Windmill Genex.
    • Casting a Shadow: the Genex Ally sub-archetype, Locomotion R-Genex, R-Genex Oracle and R-Genex Overseer
    • Light 'em Up: Genex Neutron, Genex Power Planner and Genex Solar
    • Dishing Out Dirt: Genex Gaia, R-Genex Crusher, R-Genex Ultimum, R-Genex Magma and Geo Genex
    • Magma Man: Genex Ally Volcannon
    • Making a Splash: Genex Undine and Hydro Genex
    • Playing with Fire: Genex Furnace, R-Genex Magma, Genex Ally Bellflame, and Thermal Genex
  • Homage: Many of the "Genex Ally" monsters have resemblance to characters from the Megaman series. Also, they all have similar poses to the Robot Masters. "Genex Ally Duradark" has resemblance to Megaman, while "Genex Ally Remote" has resemblance to Galaxy Man, etc.
  • Meaningful Name:
    • The "Ally" part of "Genex Ally" may refer to the fact that some of them can be used in conjunction with other archetypes (like "Bellflame" with Neo Flamvell, "Reliever" with Naturia and "Triforce" with "Worm" and "Ancient Gear"). The compatibility of some depends on the Attribute of the Synchro Material Monsters used to Summon them.
    • Genex Ally Triforce and Genex Ally Triarm have 3 special effects and they gain one, depending on which monsters you used for their Synchro Summons.
    • Thermal Genex's effect reflects on its name. Thermal energy heats things up but can give off harmful radition which explains its burn damage effect.
    • Hydro Genex's reflects on its name. Hydro meaning water is used to rehydrate the body which explains its healing effect.
    • In the OCG, the "Flamvell" archetype is called "Frembell". Genex Ally Bellflame's name is a play on the "Frembell" archetype.
  • Mechanical Lifeforms
  • Punny Name: Vindikite R-Genex is a play on the words "Vindicate" and "Kite". Kite makes sense as it is a WIND attribute monster and its body shape resembles that of a kite.
  • Theme Naming: "Genex" monster names resemble several forms of energy development (hydroelectric, geothermal, solar, etc).
  • Zerg Rush: "R-Genex" focus heavily upon swarming to better enable Synchro Summons.

Ghostricks are a series of DARK monsters based on deformed Halloween monsters. They rely on flipping themselves and other cards face down and searching out other members from the deck. Their leader is the Xyz monster Ghostrick Angel of Mischief.

Tropes associated with the Ghosttricks:

  • All Love Is Unrequited: The artwork for the Korean-exclusive "Ghostrick Break" shows that Ghostrick Yeti has a crush on Ghostrick Yuki-onna, who in turn seems to have a crush on Ghostrick Stein. Unfortunately, Yeti is shown being heartbroken by Yuki-onna showing her affections for Stein (she's seen blowing icy hearts on his back), and Stein seems to be either too dim or oblivious to notice Yuki-onna.
  • All Your Powers Combined: Ghostrick Ghoul's effect lets you grant one Ghostrick monster the combined ATK of all face-up "Ghostrick" monsters, but only that monster can attack.
  • Alucard: Ghostrick Alucard is based on Dracula. This is further supported as this monster's name is "Dracula" spelled backwards.
  • Bandage Mummy: Ghostrick Mummy.
  • Bedsheet Ghost: Ghostrick Specter.
  • The Big Guy: Stein and Mummy. Some of the highest ATK, and physically the largest out of the Ghostricks.
  • Bigfoot, Sasquatch and Yeti: Ghostrick Yeti.
  • Bowdlerize: Ghostrick Succubus' name was changed to "Socuteboss" in the English TCG. Ditto for Ghostrick Datenshi/Spoiled Angel, whose name was going to become the equally cringe-worthy "Dorklord". Fortunately, it seems that Konami has caught on to how terrible the proposed name was going to be, and renamed her to "Ghostrick Angel of Mischief" instead.
  • Cat Girl: Ghostrick Nekomusume.
  • Creepy Doll: Ghostrick Doll is based on a Bisque Doll, a doll made mostly or entirely of bisque porcelain and characterized by their highly realistic features and skin-like texture. These dolls were at their most popular in the late 1800's, and are now considered highly valuable among collectors. In addition, due to their eerie wide-eyed stares and historical nature these dolls have recently become pop culture fixtures in horror movies– often related to the ghosts of young girls.
  • Cute Ghost Girl: Yuki-onna and Mary.
  • Cute Monster Girl: All the female Ghostricks: Dorklord, Socuteboss, Mary, Yuki-onna, Doll, Witch and Nekomusume.
  • Cute Witch: Witch of the Ghostrick.
  • Dark Is Not Evil: The reason they entered the Yu-Gi-Oh! fray was because fewer people believed in them and they were lonely, and they seem to be more interested in scaring people than fighting. Their tactics of bypassing their opponent's monsters using their Field Spell supports this.
  • Deader Than Dead: Skeleton banishes monsters from your opponent's deck face-down for every Ghostrick monster you control.
  • Distaff Counterpart: Ghostrick Yeti might be considered as Ghostrick Yuki-onna's male counterpart as a Yeti is called Yuki-otoko in Japan.
  • Expy: Dorklord looks like Ultimate Madoka in black.
  • Fallen Angel: Ghostrick Angel of Mischief. She's the strongest of the Ghostrick, and she comes with an alternate win condition. Her Japanese name Datenshi (駄天使) is a pun to Datenshi (堕天使), both of them being pronounced identically. The former means Spoiled Angel, the latter means Fallen Angel.
  • Frankenstein's Monster: Ghostrick Stein.
  • Grim Reaper: Ghostrick Skeleton.
  • Hair-Trigger Temper: According to Alucard, Witch is a strong-minded girl, and can't be stopped when she gets angry.
  • Hand-Hiding Sleeves: Yuki-onna has the "cutesy" variety.
  • Hidden in Plain Sight: Ghostrick Skeleton's not an exhibit in the museum himself, but he nonchalantly slips around the other exhibits. Although it seems nobody really notices, since he looks like an ordinary skeleton anyway.
  • Haunted House: The archetype's Field Spell.
  • Headless Horseman: Ghostrick Dullahan.
  • Horny Devils: Socuteboss is a succubus.
  • An Ice Person: Yuki-onna and Frost.
  • Instant-Win Condition: Ghostrick Dorklord, which wins you the duel if she's got ten Xyz materials on her (once per turn you can add one Ghostrick card to her as an Xyz material).
  • The Klutz: According to Alucard, Kyonshee is in charge of setting up traps, but breaks the furniture at times which results in him getting scolded by Witch.
  • Knight in Shining Armor: By day Ghostrick Dullahan masquerades as a suit of antique armor, but at night he shows his true colors as a veteran knight, acting as a leader figure for the other residents of the museum.
  • Living Toys: Ghostrick Doll.
  • Mirror Monster: Ghostrick Mary, who's based on the Bloody Mary urban legend.
  • Not a Morning Person: According to Alucard, he would rather sleep all day than keep an eye on his fellow Ghostrick.
  • Our Ghosts Are Different: Ghostrick Specter and Lantern. According to Alucard, "these two love to surprise people who wander into the mansion by suddenly jumping out from the shadows."
  • Our Werewolves Are Different: Ghostrick Warwolf is a peculiar Ghostrick who usually lives as an ordinary human and only plays pranks on the nights he transforms into a werewolf. He’s always looking forward to the next night with a full moon.
  • Our Zombies Are Different: Alucard, Ghoul, Kyonshee, and Stein are all zombie-type, and look far less gruesome than some of the zombies of the game's past.
  • Peek-a-Bangs: Mary's right eye is covered by her hair.
  • Punny Name: Dorklord (darklord), Warwolf (Werewolf) and Socuteboss (succubus).
  • Regional Bonus: While this is usually the case for most TCG or OCG exclusive cards, Ghostricks were the only archtype to have support in TCG territories (Yeti and Ghoul) Korea (Break) and Japan (Angel of Mischief) that didn't appear in the other territories until the Extra Packs in the OCG (Specifically, Knights of Order) and their TCG counterpart, World Superstars were released.
  • Sdrawkcab Name: Ghostrick Alucard. Alucard is an ananym of Dracula.
  • Shout-Out: The Ghostricks are various famous monsters and demons.
  • That Was Not A Dream: When it seems like Doll or Warwolf have been found out by someone, Socuteboss acts as backup by making them think the encounter was only a dream.
  • The Trickster: Their effects revolve around flipping monsters face-down and protecting themselves as long as they are face-down. In effect, they act like pranksters or mischievous spirits: popping out and scaring people, then running away and hiding.
  • Weak, but Skilled: None of them are particularly strong. Even their "boss monster" only has 2000 attack. They make up for it with amazing effects, ranging from searching for other Ghostrick monsters and supports, flipping monsters faceup or facedown, and even banishing cards from the opponent's deck.

    Gimmick Puppets 
Gimmick Puppet is an archetype of mechanical toy-like monsters that are used by IV/Quattro in the Yu-Gi-Oh! ZEXAL anime. The monsters and associated cards are geared towards Summoning Level 8 monsters to Xyz Summon their ace monsters, Number 15: Gimmick Puppet Giant Grinder, Number 40: Gimmick Puppet of Strings, and Number 88: Gimmick Puppet of Leo.

Tropes associated with the Gimmick Puppets:

  • Blade Below the Shoulder: Gimmick Puppet Scissor Arms.
  • Cephalothorax: The appearance of Gimmick Puppet Egg Head has a similar look to the character Humpty Dumpty, a character from the popular English nursery rhyme.
  • Chest Blaster: When Number 15: Gimmick Puppet Giant Grinder uses its effect in ZeXal, it lifts up its arms and then shoots numerous puppet strings from its two palms at an opponent's monster. The monster is then dragged forward to this monster's chest, which opens up and places them into a grinder, before a cannon-like object protrudes from its chest to fire a red-colored energy blast at the opponent.
  • Creepy Doll: Princess and Dreary Doll
  • Demonic Dummy: Number 15 turns it's victims into headstones.
  • Good Counterpart: "Number 88: Gimmick Puppet of Leo"'s ability and appearance are also the opposite of "Gimmick Puppet: Giant Grinder" and "Heaven's String". While most "Gimmick Puppets" have somewhat disturbing and grotesque appearances, this card looks more righteous and benevolent. Also, unlike "Giant Grinder" and "Gimmick Puppet of Strings", this card does not involve destroying monsters or inflicts damage at the opponent. Instead this card involves winning through a peaceful method.
  • Homage: Gimmick Puppet Nightmare resembles a low corpse count Legion, from the Konami series Castlevania.
  • Hoist by His Own Petard: It's possible to do just this against Gimmick Puppet of Leo; since you can activate cards in response to his effect, it's quite possible to play, say, Enemy Controller in response and gain control of it as its effect activates... winning the Duel for you.
  • Irony: Note that in its sealed form, Number 15: Gimmick Puppet Giant Grinder represents the only thing it lacks while in its unsealed form: a heart. In fact, its chest is hollow, and it fills it with the monsters destroyed by its effect, as if it was trying to fill that void.
  • King of Beasts: Number 88: Gimmick Puppet of Leo being a lion sitting on a throne could mean it is the "king" of the "Gimmick Puppets", just like the lion is said to be the king of the jungle.
  • Perverse Puppet: The entire archetype appears to be this.
  • Punny Name: Gimmick Puppet Des Troy's name itself appears to be a pun for the word "destroy", which is reflected by its effect.
  • Selective Magnetism: Gimmick Puppet Magnet Doll's effect, which implies it uses its magnetism to special summon itself to the field.
  • Sinister Scythe: Gimmick Puppet Twilight Joker
  • Trojan Horse: Gimmick Puppet Des Troy is based on the Trojan Horse. Its effect easily reflects this fact as it brings out other "Gimmick Puppets" to the field, much like how the actual Trojan Horse brought the Greeks behind Troy's walls.
  • Weak, but Skilled: "Gimmick Puppet" monsters don't have high ATK (the strongest being the level four "Gimmick Puppet Egg Head"), but have effects ranging from stalling, swarming and even Summoning monsters to the opponent's side of the field for effect manipulation. Their main strategy seems to be taking advantage of the opponent's monsters with high ATK to deal Effect Damage with their ace monsters, "Number 40: Gimmick Puppet of Strings" and "Number 15: Gimmick Puppet Giant Grinder". "Number 88: Gimmick Puppet of Leo" offers an alternate victory strategy with its effect.
  • Why Am I Ticking?: Number 40: Gimmick Puppet of Strings's effect, which places string counters on everyone on the field, even his allies, and causes them to blow up.

Gishki, called Ritua in the OCG, are a series of WATER monsters and a revival of the once-dead Ritual Monster idea. They search out their Ritual monsters and the universal Ritual card Gishki Aquamirror from the deck to quickly Ritual Summon them, and can recycle the Mirror and Ritual Monsters from the Graveyard. The strongest of them is Gishki Zielgigas.

Tropes associated with the Gishki:

  • Babies Ever After: Avance and Emilia go on to start their own family.
  • Back from the Dead: Evigishki Zealgigas is Steelswarm Hercules brought back with a Gishki ritual.
  • The Corruption: Gishki Psychelone is an Verz/Evilswarm-infected Gishki Noelia.
  • Came Back Wrong: Disigma absorbed a ton of people, and among them was both Emilia's spirit and her body, Avance tried to revive her, and discovered the Photomirror. He tried to use this to revive Emilia, but it failed. The failure rebounded in him turning into an unstable monster that fused with the incomplete spirit of Emilia that was called back, turning into Levianima. The Photomirror on the monster's chest shows Emilia's form.
  • Curtains Match the Window: Gishki Ariel, Gishki Noelia and Gishki Emilia
  • Cute Ghost Girl: Gishki Emilia and Gishki Natalia
  • Cute Witch: Gishki Ariel, Gishki Emilia and Gishki Natalia
  • Defector from Decadence: Noelia walked out on the Ice Barrier when they decided to release Trishula. However the Gishki, and Noelia in particular, go on to be far, far worse than the Ice Barrier tribe ever were.
  • Deflector Shields: In the artwork for Spell Wall, "Gishki Noellia" is seen using her magic to protect "Gishki Emilia" and "Gishki Avance" (Those 3 are spellcasters) from "Gishki Zeilgigas". Said magic shield that "Noelia" is using is similar to the symbol of "Ice Barrier".
  • Dub Name Change / Keep It Foreign: Ritua (OCG) —> Gishki (TCG). The OCG name is a corruption of the English word Ritual, while the TCG name is a corruption of the Japanese word Gishiki, which means "Ritual". This was probably necessary because to avoid confusion between the name of the archetype and the name of the summon.
  • Dub Text: Interestingly when you compare the original OCG artwork to the censored TCG artwork of Aquamirror Cycle, the OCG artwork shows Gishki Emilia in pain but having survived the forced ritual summoning events of "Aquamirror Illusion", while the TCG artwork seems to show that she's dead from the neutral expression on her face.
  • Enemy Mine: In an attempt to fight the Steelswarm and Vylon; then a villainous variant when they join forces with the Verz/Evilswarm.
  • Evil Redhead Matriarch: Noelia used Emilia, her own daughter, in a ritual and forced her to become Evigishki Gustkrake because she felt that her daughter wasn't productive enough for the Gishki cause. She also betrayed the other tribes and joined the Evilswarm. As in, she sacrificed the Lavals to revive Steelswarm Hercules as Evigishki Zealgigas, went on a genocidal purge of the Gusto which only got stopped by the Gem-Knights saving the last few Gusto, and in general joined the genocidal zombie virus bent on killing/corrupting all life on the planet. Eventually, she was purified of her corruption, leading her to sacrifice herself to revive her daughter.
  • Fish People: Most of them.
  • Furry Female Mane: Evigishki Levianima and Evigishki Tetrogre. It's supposed to indicate how the Gishki rituals has changed them into more powerful forms.
  • Fusion Dance: Lavalval Chain is a fusion of Gishki Chain and a Lvl. 4 Lavalval monster, Evigishki Levianima is a fusion between Gishki Avance and Gishki Beast, Evigishki Tetrogre is a fusion between Vylon Tetrah and Gishki Noelia, Gem-Knight Pearl is a fusion of Gishki Shellfish and Gem-Knight Amber and Evigishki Merrowgeist is a fusion between Gishki Emilia and Musto, Priest of Gusto.
  • Gone Horribly Wrong: Natalia and Noelia summoned the Steelswarm to fight the Fabled, but that backfired as Natalia lost her life.
    • Happened again when Avance tried to revive Emilia using the power of Photomirror/Soulmirror.
  • Humanoid Abomination: Evigishki Gustkrake and Evigishki Mind Augus
  • Identical Stranger: Erial was an orphan from the rampage of Trish during the Fabled war. She doesn't seem to be related to Eria.
  • Literal Split Personality: Aquamirror Illusion is Emilia using its power to separate her spirit from her physical body. Her spirit eventually turned into Merrow-Geist while her physical body became Gustkrake
  • Lost in Translation: Going by Gustkraken's Japanese name, gastkraken is made of Ghast (an old english for Ghost) and Kraken. But when the english name came in, ghast become gust referring to wind instead of referring to soul or spirit like other Ritual monsters is the group.
  • Making a Splash: Everyone except Lavalaval Chain.
  • Meaningful Name: Gishki Reliever's effect is somewhat analogous to its name. In baseball, you call relief pitchers to the field (Normal Summon this card), and then return the existing starter to the dugout (Return one monster you control back to your hand).
  • Multiarmed And Dangerous: Evigishki Zealgigas.
  • The Quisling: In the Duel Terminal storyline when the Verz/Evilswarm invaded, the Gishkis allied themselves with them.
  • Orange And Blue Morality: Gishki Noelia was shown acting cruel and evil on some cards, but good and benign in others. The art of "Aquamirror Illusion" and "Aquamirror Cycle" suggests she forced Gishki Emilia to transform into "Evigishki Gustkraken" against her will, and she seems to have had orchestrated the alliance with the Evilswarms due to cards like "Trial and Tribulation" and "Creeping Darkness" which resulted in her being turned into Gishki Psychelone. On the other hand, she is seen comforting crying children on "After the Storm" and protecting them in "Spell Wall". (Possibly, she was committing evil in order to accomplish what she believes will bring about greater good, in which this Trope may apply. See Redemption Equals Death below.)
  • Our Mermaids Are Different: Evigishki Merrowgeist.
  • Redemption Equals Death: Breaking free from the control of the Evilswarm, Noellia regretted all the she had done, and broke the Photomirror's spell, freeing Avance. She then sacrificed herself to use the Aquamirror Cycle and revive Emilia. As she was doing this Zielgigas got attracted by the power of the Ritual and tried to attack them. Using the last of her power in Spell Wall, Noellia defeated him. Before finally passing on, she passed on the Aquamirror to Avance and Emilia.
  • Religion of Evil
  • Start of Darkness: The incident that made Natalia die happened when Nataliaa and Noellia were researching for a way to defeat the Fabled without using Trishula. Natalia accidentally called out the Steelswarm, couldn't control them, and died. During Noellia's grief, she was consumed by the Steelswarm

    Gladiator Beasts 
Gladiator Beasts, known as Gladial Beast in the OCG, are an archetype of Beast-Warriors based on, of course, Roman gladiators. Their unified gimmick is that once they've battled, they can return to the deck to summon out another Gladiator Beast in their place, keeping the field changing and usually triggering some effect that activates when a Gladiator Beast is summoned by the effect of another Gladiator Beast. The strongest of them is Gladiator Beast Heraklinos.

Tropes associated with the Gladiator Beasts:

    Goblin Attack Force 
The Goblin Attack Force is a series of monsters that usually, but not always, are Warriors and Fiends. Appearing in many forms and outfits such as ninjas, knights, and bandits, the Goblin Attack Force usually boasts high power or a handy special effect to help them in battle. The problem is what comes after, because they universally switch to Defense after attacking, and most of them have 0 DEF.

Tropes associated with the Gobln Attack Force:

  • Actually Four Mooks
  • Butt Monkey: Interestingly, on some card artwork, Goblin Attack Force is used as the butt of jokes, usually receiving detrimental effects or being attacked. They are also often drawn in a more cartoonish style. This is likely a reference to Goblin Attack Force's vulnerability after attacking.
  • Cacophony Cover-Up: Goblin Decoy Force
  • Crippling Overspecialization: Goblin Pothole Squad exists only to negate "Trap Hole" cards, if the opponent does not use them, this makes Goblin Pothole Squad a useless 1500 ATK monster.
  • Drop the Hammer: On the receiving end of a huge mallet in the artwork of Hammer Shot.
  • Elite Mooks: Elite Goblin Attack Force
  • Hero-Worshipper/Irritation Is the Sincerest Form of Flattery: In artwork for Goblin Marauding Force, one of the Goblins strikes the same position as "Marauding Captain"; a similarity noted in the card's name.
    Due to the fact that the Goblins are putting on blonde wigs and similar armor as Marauding Captain, they may now idolize his skills after he has managed to defeat them at their own headquarters.
    This is further referenced in this card's effect. Marauding Captain seems to have the uncanny ability to go up against much stronger monsters and come out alive. As such, Goblin Marauding Force is weaker than the regular Goblin Attack Force, but they are immune against cards that would normally stop the Goblin Attack Force.
  • Knight in Shining Armor: Elite Goblin Attack Force
  • Ninja Zombie Pirate Robot: Goblin Black Ops are goblin ninjas.
  • Oh, Crap: Their reaction to Marauding Captain invading their base, as seen in Prepare to Strike Back and Attack on GHQ.
  • Puppeteer Parasite: Shown in Mass Hypnosis which was done to them by A-Counters.
  • Our Goblins Are Different
  • Schizo Tech: In the artwork of Goblin Recon Force, they are shown using headsets and night goggles. The setting is usually believed to take place in the medieval times.
  • Shrink Ray: Victims of one in the artwork of Micro Ray.
  • Super-Deformed: Toon Goblin Attack Force.
  • Taken for Granite: Done to them in the artwork of Medusa Worm.
  • This Looks Like a Job for Aquaman: A single "Goblin Pothole Squad" can devastate the entire "Fascinating Fiend" strategy since they prevent the activation of "Trap Hole" cards without negating anything.

The Greed series tells the story of the Goblin of Greed, once a wealthy goblin who lost his fortune and is trying to work his way back up in the world. Hard work is out of the question though, he's out to steal the Pot of Greed archetype of cards (Jar of Greed, Pot of Duality, etc) and use them to get his fortune back.

Tropes associated with Greed:

  • Butt Monkey: Although Goblin of Greed deserves it.
  • Failure Is the Only Option: No matter how hard Goblin of Greed tries to get rich, something bad happens to him and he loses his money.
  • Fat Bastard: Goblin of Greed
  • Foreshadow: Both "Pot of Greed" and "Pot of Generosity" are featured on "Asleep at the Switch", where they are seen about to be destroyed by "Dream Clown" and "Swarm of Scarabs" foreshadowing Pot of Greed's destruction. "Shard of Greed" could be what leads to "Generosity" and "Greed" being repaired into "Pot of Duality".
  • Good Counterpart: Pot of Generosity is considered to be the opposite counterpart of "Pot of Greed" as Greed is to take(draw cards) and Generosity is to give(return cards). Their status is also opposite as Pot of Greed is Forbidden but this card is Unlimited.
  • Greed
  • Here We Go Again: At the Dark Factory of Mass Production, he tries to steal the Pots of Greed lurking within it.
  • Honest John's Dealership: As Upstart Goblin
  • Lost in Translation/Pun
    • The word "Kame" in Japanese means both "Turtle" and "Jar", so Jar Turtle's Japanese name is a pun.
    • Moray of Greed's Japanese name is a pun on the words utsubo ("eel") and tsubo ("pot").
    • Pot of Duality contains the combined names of "Pot of Greed" and "Pot of Generosity" as it can be seen on this card's Japanese name as "Pot of Greederosity".
  • Made a Slave: Goblin of Greed angered an important aristocrat presumably by either being caught stealing the pot or offering him the stolen Pot of Greed and was placed into slavery.
  • Robotic Assembly Lines: Works at the Dark Factory of Mass Production to get his money back.
  • Self-Parody: Greed Grado's artwork looks a lot like "Synchro Change", just with "Pot of Greed" replacing "Colossal Fighter".
  • Stone Wall: Jar Turtle
  • Took a Level in Badass: According to Master Guide 2, the "Avatar of the Pot" is not a man wearing a pot on his head, and is actually the perfect evolution of the "Pot of Greed".

The Gravekeeper's are a series of DARK Spellcasters themed after Egyptian guards and priests. They have various effects that allow them to search out other members and swarm the field, and limit the opponent's field. Central to them is their Field Spell Necrovalley, which locks down all cards that would try to banish, revive or recycle cards in the Graveyard. Their leader was once the Gravekeeper's Chief, but later support brought in the stronger Gravekeeper's Visionary.

Tropes associated with the Gravekeeper's cards:

  • All Your Powers Combined: All three Egyptian Gods appear in Oracle's artwork, inscribed on the tablet behind this monster in this card's artwork, as well as glowing in their respective colors. Oracle's effects are variations of the signature effects of the Egyptian Gods. Saniwa is also the same Level as the Egyptian Gods.
  • Ancient Egypt: Their main theme and homeland, Necrovalley, is based off this.
  • Antidote Effect: Gravekeeper's Spy is not just used in Gravekeeper's decks. In fact, it is used moreso outside of Gravekeeper's decks. Most people will put two "Gravekeeper's Spy" into their deck simply to search one out with the other, creating a wall of 1 or 2 2000 DEF monsters.
  • Authority Equals Asskicking: Gravekeeper's Visionary. He even powers up when his fellow Gravekeepers are in the Graveyard.
    • Also, Gravekeeper's Oracle, who even taps into the power of the Egyptian God Cards, as indicated by his artwork and effects.
  • Back from the Dead: Gravekeeper's Chief's effect
  • Bald of Awesome: Gravekeeper's Recruiter and Gravekeeper's Guard
  • Badass Beard: Gravekeeper's Chief and Gravekeeper's Visionary
  • Black Magic
  • Cats Are Mean: Cat of Ill Omen
  • Casting a Shadow: All but Gravekeeper's Commandant are Dark type monsters.
  • Chuck Cunningham Syndrome: Despite being featured in a couple of cards when the Gravekeeper theme first kicked off, Cobraman Sakuzy and any references to him completely vanished from the card game in later expansions, most likely due to not being useful at all in any deck and being an ill-fit for the theme.
  • Continuity Cameo: Gravekeeper's Descendant is Marik Ishtar (with blonde hair), Gravekeeper's Priestess is Ishizu Ishtar (with the hood and mask covering up her features), Gravekeeper's Recruiter is Odion Ishtar (without the ponytail) and Gravekeeper's Visionary is Mr. Ishtar (wearing an Anubis mask).
    • A later set introduced Gravekeeper's Heretic, who resembles Thief King Bakura, the Predecessor Villain from the Dawn of the Duel arc.
  • Dark Is Not Evil: They may use the dark arts. However, they use them to protect the Pharaoh and his resting place.
  • Dark-Skinned Blond: Gravekeeper's Descendant
  • Demoted to Dragon: Originally, Gravekeeper's Chief was the strongest card of the archetype. He was later surpassed by Gravekeeper's Visionary.
  • Dude Looks Like a Lady: Gravekeeper's Nobleman. Had it not been for his English TCG name, you'd be confused as to what his true gender is.
  • Due to the Dead: They protect tombs. Naturally.
  • Expy:
    • Gravekeeper's Priestess and the "Maiden of the Aqua" have a similar, yet different pseudo-field spell card effect. They also both have "priestess" in their Japanese names.
    • Gravekeeper's Recruiter is the Gravekeeper's counterpart of Witch of the Black Forest, Goblin Zombie, XX-Saber Darksoul, Botanical Girl, and Sangan.
  • High Priest: Gravekeeper's Visionary
  • In the Hood: Gravekeeper's Assailant, and Gravekeeper's Ambusher.
  • Loophole Abuse: Since Necrovalley stops cards that target cards in the Graveyard, their support cards that do that specify in the text that the card is not affected by Necrovalley.
  • The Owl-Knowing One: An Owl of Luck, which can search for Necrovalley
  • Samus is a Girl: Gravekeeper's Assailant
  • Shout-Out: The three Egyptian God Cards can be seen the artwork for Gravekeeper's Oracle's card, inscribed on the tablet behind him.
  • Stone Wall: Gravekeeper's Shaman, whose DEF increases based on the Gravekeepers in the graveyard.
  • Summoning Ritual: Which is used to summon Cobraman Sakuzy
  • Token Evil Teammate: Gravekeeper's Heretic, probably, assuming he's even an ally of the others at all, seeing as he's a heretic, and he resembles Thief King Bakura from the anime.
  • Took a Level in Badass:
    • "Gravekeeper's Oracle" is most likely "Gravekeeper's Descendant" once he has taken over for "Gravekeeper's Visionary", since "Saniwa" and "Visionary" have the same ATK. "Oracle" is also sitting in the same chair as Visionary and is wearing similar clothing.
    • "Gravekeeper's Shaman" is the older version of "Gravekeeper's Priestess".
  • Weapon of Choice
    • BFG: Gravekeeper's Cannonholder
    • Cool Sword: Gravekeeper's Assailant, which is unique because swords aren't typically used by stealthy assassins.
    • Blade on a Stick: Gravekeeper's Spear Soldier
    • Magic Staff: Gravekeeper's Chief, Gravekeeper's Commandant, Gravekeeper's Descendant, Gravekeeper's Visionary and Gravekeeper's Priestess

Guardians are just this side of Archfiend for being more of a recurring theme than an archetype, and even then, many "Guardian" monsters are just monsters that happen to have the word in their name. The original Archetype was a series of five monsters bound to an Equip Card bearing their name and could not be called unless that Equip Card was on the field. However, they had potent effects. The strongest Guardian monster is Gate Guardian, used by the Paradox Brothers in the anime, while the strongest Guardian of the Equip-themed Guardians is Guardian Eatos, used with the other Equip-themed Guardians by Rafael in the anime.

Tropes associated with the Guardians:

  • Anti-Magic: Kay'est's effect, which shows that she is a master of the arcane arts.
  • Awesome but Impractical: Back in the old days of the game, there was Gate Guardian, a 3750-ATK monster who can only be summoned by tributing his three components, each of which require two tributes themselves. The best bit? Gate Guardian's three pieces combined have twice as much ATK as Gate Guardian, and 3 monsters are harder to get rid of than a single target, so Gate Guardian is impractical even in a deck based around him. The only real practical use of Gate Guardian is to fuse him into "UF Oroid Fighter", a fusion of the nearly useless UF Oroid and any Warrior monster. UF Oroid Fighter's attack is the sum of the monsters used to summon it, but if you use Power Bond to summon him, you'll double that attack. Using Gate Guardian, the strongest Warrior monster that can be fused, to make this card, you'll end up with a monster whose attack exceeds 8000.
  • Back from the Dead:
    • Tryce's effect, which is basically him sacrificing his life to bring back a fellow Guardian.
    • Elma's effect, because a Guardian's life is connected to their weapons.
    • Goyo Guardian's effect.
  • Bilingual Bonus: The characters behind "Goyo Guardian", 御用, means "imperial use" or "patronage".
  • Demonic Possession: Baou did this to Dai Grepher and turned him into Dark Lucius. This possession happened because Dai Grepher didn't realize that the weapon contained the true spirit of Baou.
  • Elemental Powers:
From the Gate Guardian series:
From the Equip Guardian team:
  • Enemy Summoner: Arsenal Summoner. His effect is basically him channeling the power of the Guardians, which indicates that he owns all of the Guardian weapons.
  • Fusion Dance: Gate Guardian is a fusion of "Sanga of the Thunder", "Suijin", and "Kazejin". This fusion is special in that is a combination of monsters that aren't Fusion Monsters nor require their parts to be removed from play to summon it.
  • Guardian Entity: Guardian Eatos, as well as the other Guardian cards, were this for Rafael, at least after the storm that killed his family.
  • Implacable Woman: Dreadscythe is literally implacable, it cannot leave the field if you draw enough cards. It will just keep hacking and slashing.
  • Lizard Folk: Grarl.
  • Meaningful Name: Guardian of Order's effect is a reference to its name; having two monsters on your field is "Order", rather than having "chaos" - only opponent's monsters present. The "Guardian" stems from the fact that, once "Order" is established, this card attempts to protect order by Summoning itself.
  • Multi-Melee Master/Walking Armory: Elma and Arsenal Summoner.
  • Our Dragons Are Different: Ceal.
  • Our Mermaids Are Different: Kay'est.
  • Our Zombies Are Different: Guardian Dreadscythe, a darker zombified version of Guardian Eatos wearing a mask. It's big, intimidating, almost impossible to defeat, and it by the look in its eye it likely takes pleasure in destroying its enemies...
  • Power at a Price:
    • To Summon Dark Guardian, one has to pay half of his Life Points and has Gate Guardian in the Graveyard. The exchange is a monster with 3800 ATK and DEF that can't be destroyed by battle.
    • The arrows of Ceal's Shooting Star Bow can pierce through the enemies' line of defense, but it reduces the user's strength.
    • Tryce's set of Twin Swords of Flashing Light promotes the wielder's agility, at the expense of a bit of attacking strength.
  • Sixth Ranger: Arsenal Summoner.
  • Sixth Ranger Traitor: Baou. He showed much later than his fellow Guardians. He sided with the Supreme King in the Yu-Gi-Oh! GX cartoon series and possessed Dai Grepher.
  • Sword Sparks: In case of literal spark, seen in the artwork of Tryce.
  • Weapon of Choice: In fact, most of them cannot be summoned properly without their weapons on the field.
    • An Axe to Grind: Grarl's Gravity Axe. It has the power to control gravity, stunning the enemies to avoid them from changing their battle position.
    • Annoying Arrows: Ceal's Shooting Star Bow. The arrows are able to break through the enemies' defensive line to attack the leader directly.
    • BFS: Baou's Wicked-Breaking Flamberge. It disabled the victim's ability that activates upon death, disabling it to use abilities such as suicide explosions and stuff.
    • Boom Stick: Kay'est's Rod of Silence. It disables the enemies' magical powers that targets the wielder.
    • Dual Wielding: Tryce's Twin Swords of Flashing Light. It promotes agility, enabling the wielder to make additional attacks toward the enemes.
    • Knife Nut/Butterfly Knife: Elma's (literally named) Butterfly Dagger. It is virtually invincible; no matter how many times it gets broken, it could came back.
    • Sinister Scythe: Dreadscythe's Reaper Scythe. It gains more strength the more the wielder slays enemies in the battle, and can only be held by Dreadscythe herself.
    • Sword Almighty: Eatos' Celestial Sword. If the English name isn't enough, in Japan it is called Holy Sword of the Goddess.
  • Winged Humanoid: Guardian Eatos.

    Gun Dragon 
Gun Dragons are a series of DARK Machine monsters with appearances based on dragons. Their gimmick is that they can flip coins, and if you get enough heads, you can destroy cards on the field. The strongest of them is the Fusion monster Gatling Dragon.

Tropes associated with the Gun Dragons:

  • Arms And Armor Theme Naming: "Blowback Dragon", "Fusilier Dragon, the Dual-Mode Beast", "Twin-Barrel Dragon", "Barrel Dragon", and "Gatling Dragon" are a family of DARK/Machine monsters, who share a names that consist of firearm-related terms and the word "dragon".
  • Casting a Shadow
  • Combining Mecha: Gatling Dragon
  • Family-Friendly Firearms: "Barrel Dragon's" artwork is one of the more extreme edits that isn't just a complete redrawing. His three revolvers have been edited to look more like laser guns, effectively equipping him with a "laser discharge system". Special effects have been added to emphasize this point, resulting in the edit looking much brighter than the original. In the anime, the edit has probably been done to make it more suitable for children and this is the reason why the "russian roulette" process is completely omitted in episode 32.
  • Mechanical Lifeforms
  • More Dakka: Gatling Dragon
  • Our Dragons Are Different
  • Russian Roulette: Barrel Dragon's effect and appearance, in the original Japanese artwork, are meant to reference the game Russian roulette. In the Yu-Gi-Oh! manga, Katsuya Jonouchi explicitly makes the connection (fittingly, the one that played the card, Keith Howard, claims to have played "real" Russian roulette at least once, during his slump after losing to Pegasus J. Crawford.
  • Revolvers Are Just Better: The Barrel Dragon is a giant mechanical dragon made from three enormous revolvers\that are loaded with three bullets each, and play Russian Roulette pointed at the enemy monsters.

Gusto, known as Gusta in the OCG, are a series of WIND monsters that rely on unions between tamer and beast. They lack power but can swarm the field to perform Synchro Summons. In the backstory the Gustos are a tribe that lives in the swamplands and fights alongside monsters to repel foreign enemies, and they aided the Vylons in fighting the Evilswarm. Their strongest card is Daigusto Eguls.

Tropes associated with the Gustos:

  • Anti-Magic: Gusto's Dust
  • Babies Ever After: According to Master Guide 4, Pirika is the daughter of Reeze and Kamui.
  • Back from the Dead: Windar, Daigusto Daigusto Sphreez and Daigusto Emeral's effects
  • Blow You Away
  • Cosmic Plaything: They are among the only inhabitants of the DT world who wish to live in peace, but are the worst victims of the ongoing wars, and especially the Gishki's plots. However, a few of the Gusto do survive the final battle in the DT world.
  • Crystal Dragon Jesus: Worships Sophia, Goddess of Rebirth
  • Cute Witch: Reeze, Kamui and Winda
  • Curtains Match the Window: Green hair and eyes
  • Determinator: When the chips were down, they proceeded with the ritual to summon the god of the DT world, Sophia. Too bad the best they got was a Pyrrhic Victory.
  • Exotic Eye Designs: Their pupils are in the shape of their clan symbol. It's supposed to indicate their dedication to the Gusto cause.
  • Friend to All Living Things
  • Fusion Dance: Daigusto Emeral and Daigusto Phoenix. The fusions are supposed to indicate the aliance with the other tribes.
  • Generation Xerox:
    • Daigusto Synchro Monsters is similar to that of Dragunity Knights in terms of appearance, consisting of rider and its mounts (Winged Beast and Dragons for "Dragunity" and Psychic and Winged Beasts for "Gusto", respectively). "Daigusto Sphreez" is the only exception, since she does not have a mount. This is probably referencing to the partnership between "Mist Valley" and "Dragunity" in the past. According to the Duel Terminal story, Gusto tribe are the Mist Valley tribe's descendants who inhabited the region after Trishula's rampage. This relationship is later adopted by Lavals in the form of Lavalval Dragun.
    • Pirika appears to be related to "Reeze, Whirlwind of Gusto", based on her hair color. She's also have odd-numbered Level among the non-Synchro Psychic-type Gusto monsters (being Level 3), while Reeze is Level 5.
  • Girlish Pigtails: Reeze
  • Glass Cannon
  • Godzilla Threshold: The Verz/Evilswarm were threatening to defeat the Gem-Knights and Sacred/Constellar, so what did the last few Gusto do? Summoned God to try and resolve things, of course! Unfortunately for them, Sophia wanted to destroy the world, although she did ultimately fail.
  • Horse of a Different Color: Daigusto Eguls, Daigusto Falcos and Daigusto Gulldos are ridden by Windar, Kamui and Winda respectively. It's to show how strong their bonds are with their animals.
  • In the Hood: Windar and Musto
  • Noble Bird Of Prey: Eguls, Falcos and Gulldos become this when ridden upon. It's to show how strong their bonds are with their masters.
  • Nutty Squirrel: Gusto Skwirl
  • Our Gryphons Are Different: Gusto Grif
  • Powered Armor: Daigusto Sphreez is just Reeze wearing Vylon Sphere as a suit of armor.
  • Psychic Powers
  • Slipknot Ponytail: When Reeze becomes Daigusto Sphreez
  • Sigil Spam: Silver whirlwinds
  • Technicolor Eyes: Most of them have green eyes.
  • Took a Level in Badass: Eventually, Pilica becomes a part of the Sephira archetype and calls herself "Sephiram Pilica, the Bold Ritual Beast Tamer"
  • You Gotta Have Blue Hair: And most of them have green hair to go with the eyes.

The Hand archetype is a small series of monsters that look like severed arms. They are mostly used defensively due to their effects and their rather low ATK. Despite this, their two core members, Fire Hand and Ice Hand, are a feared duo that can destroy Monster Cards or Spell/Trap Cards when they are destroyed and they can summon each other as a replacement afterwards. Their boss monsters are Number 106: Giant Hand and Number C106: Giant Red Hand, both of them having a Quick Effect that negates effects. The Hands are used by Girag in ZEXAL.

Aside from the four Effect Monstersnote  and two Xyz Monstersnote , there is a Normal Monster cards that is also a member of this archetype: The Judgement Hand.

Tropes associated with the Hands:

  • Anti-Magic:
    • When Ice Hand is destroyed by the opponent, it can destroy a Spell or Trap Card the opponent controls, and then it summons Fire Hand from the deck, which can destroy monsters.
    • Number 106: Giant Hand can negate a Monster Effect in any turn and the monster cannot change its battle position.
    • Number C106: Giant Red Hand can negate the effects of all other face-up cards on the field until the end of the turn when a card or an effect is activated.
  • An Arm and a Leg: The Hands are like severed arms/hands.
  • Artificial Limbs: In the anime, four Effect Monster hands can attach themselves to their owners shoulders and invokes this trope and Multi-Armed and Dangerous, while they cause extreme pain to the controller.
  • Casting a Shadow: Magic Hand is a DARK monster.
  • The Dreaded: The Fire/Ice Hand duo are a very strong wall that protects the player while giving the opponent the fear of losing his/her cards. Attacking them recklessly is not the option.
  • Dishing Out Dirt: Number 106: Giant Hand, Number C106: Giant Red Hand and The Judgement Hand are EARTH monsters. The former two are also Rock-type monsters.
  • Elemental Powers: The Hands cover four of the six Attributes; the missing Attributes are LIGHT and WIND.
  • Giant Hands of Doom: Heavy emphasis on "giant" with Number 106: Giant Hand and Number C106: Giant Red Hand.
  • An Ice Person: Ice Hand.
  • Making a Splash: Ice Hand is a WATER Aqua-type monster.
  • Playing with Fire: Fire Hand and Prominence Hand are FIRE Pyro-type monsters.
  • Sixth Ranger: Graveyard and the Hand of Invitation and Mystery Hand are not members of this archetype, since their OCG names do not include the English word "hand".
  • The Southpaw: Ice Hand, Prominence Hand, Magic Hand, Number C106: Giant Red Hand, and The Judgement Hand are all left hands/arms.
  • Taking You with Me: Fire Hand and Ice Hand destroy cards when they are destroyed and sent to the graveyard by the opponent. Fire Hand is also known for its suicide attacks that invokes this trope.
  • Weaksauce Weakness: The playing style of the Hands mostly focuses on Fire Hand and Ice Hand. So destroying one of them without them destroying a card prevents them from summoning the other Hand. Negating their destruction effect also easily shuts down their combo. Since their effects can only be activated when they are sent to the graveyard by the opponent, banishing them also shuts them down.

The Harpies are a clan of WIND Winged-Beast monsters taking the form of winged bird-women. They rely on overwhelming enemies with a combination of field control and swarm power. Their leader is Harpie Queen, but their strongest member is Harpie's Pet Dragon, who comes in three forms. In the anime they are used by Mai Kujaku/Valentine, though the support that made them a viable deck theme would not come until years after the original anime ended.

Tropes associated with the Harpies:

  • Absolute Cleavage: Shows up quite in the Japanese artwork.
  • Action Girl: All of them.
  • Amazon Brigade: The Harpy Lady Sisters become this after Mai uses the Spell Card Elegant Egotist.
  • Badass Decay: invoked Harpie's Pet Baby Dragon is a lot stronger than the adult form due to a variety of effects its possesses.
  • Bowdlerise: The Japanese artwork for all the Harpies has straps over their breasts, which are rather large, and nothing else covering their torsos. The English art covers them up entirely. Oddly enough, the initial releases of the original Harpie Lady and Harpie Girl cards didn't cover them up at all; the edits were only introduced in later releases.
  • Blow You Away: They are WIND monsters.
  • Breast Plate: Cyber Shield.
  • Combination Attack: Triangle Ecstasy Spark. In the anime they get Phoenix Formation and Sparrow Formation
  • Cute Monster Girl: An entire archetype of Winged Humanoids with talons, claws, wings, and extremely shapely bodies with little covering them up.
  • Enemy Summoner:
    • Harpie Channeler can call out her fellow Harpies, making her more useful than Birdface. She can special Summon "Harpie's Pet Dragon" with her effect, and you can instantly Xyz Summon a Rank 7 Xyz Monster, like "Gaia Dragon, the Thunder Charger".
    • Harpie Dancer can Normal Summon a WIND monster once per turn, but you have return a WIND monster to your hand.
  • Harping on About Harpies: Of course!
  • Homage: "Harpie's Pet Dragon" may be "The Dragon who never sleeps", that Medea summoned to protect the "Golden Fleece" in Greek Mythology. In the Myth of Jason and the Argonauts, Jason had to fight against the Harpies and this Dragon to obtain the Golden Fleece.
  • Magikarp Power: A meta example, in the early days of the game, Harpie decks were non-existent due to so few cards and none of them being very good. Over the years they've gotten ever more support, including cards that rely on Loophole Abuse to still count as "Harpie Lady" during gameplay without defying the three-card-limit rule. These days a Harpie deck can quickly swarm the field and smash apart the opponent's back row, and a fairly simple two-card combo allows the summon of any Rank 7 Xyz monster. They're still not top-tier, but a Harpie deck is no longer to be laughed at like it once was.
  • Ms. Fanservice: Much like their owner in the anime. Once again — shapely bodies, little covering them up.
  • Off Model: The original art for the Harpie Lady card had her wings coming from behind her hair, implying that they were placed on her back, while all other depictions of the monster show them being part of her arms.
  • The One Guy: Sort of. Sky Scout was once called "Harpie's Brother", making him the only male of the group, and he looks like a Harpie too. However his Japanese name has always been "Birdman", so he isn't an official part of the series. This is why until his named was errata'd that English cards of the theme specified they effect "Harpie" monsters except Harpie's Brother. Closer examples would be Swift Birdman Joe, Storm Shooter, and Sonic Shooter, which more closely resemble male versions of the Harpies (with wings on their arms rather than their backs).
  • Our Dragons Are Different: Harpie's Pet Dragon and its other forms.
  • Power Trio: Harpie Lady Sisters.
  • The Sixth Ranger: Birdface supports the Harpie theme but isn't compatible with their other cards. There's also Harpie's Brother as explained under The One Guy, now known as Sky Scout.
  • Spear Counterpart: Sky Scout and Swift Birdman Joe.
  • Stone Wall: When Harpie's Pet Phantasmal Dragon is on the field, your opponent cannot target other "Harpie" monsters you control with an attack or card effect.
  • Stripperiffic: In the OCG, where they are half naked.
  • Team Pet: The name "Harpie's Pet Dragon" should be a clue.
  • Took a Level in Badass:
    • The original Harpie Lady was a fairly remarkable normal monster. Three "retrained" versions give her handy effects, and Cyber Harpie boosts her attack strength.
    • Even though Harpie's Pet Phantasmal Dragon loses the powerup effect of the original, it gains the ability to protect Harpies on the player's side of the field and directly attack the opponent.
  • Whip It Good: With either Rose Whip or Electro Whip.
  • Winged Humanoid: All Harpies, obviously.
  • You Gotta Have Blue Hair: Blue, pink, and purple. Harpie Queen has green.
  • Zerg Rush: They can swarm the field surprisingly fast, but aside from Harpie Queen and the boosts from Harpie Lady 1, they aren't very strong. One of their traps, Hysteric Party, allows the summoning of five of them at once from the Graveyard.
  • Zettai Ryouiki: Most of them have leggings coming up to their thighs as part of their outfits.

    Hazy Flame 
Hazy Flame, called Haze Beast in the OCG, are a series of FIRE monsters based on mythical creatures. They're all Level 6 and rely on swarming the field, fortunately having two support cards that allow them to be summoned from the hand without tribute. They combine to Xyz summon their strongest member, Hazy Flame Basiltrice, who grows stronger the more of them combine to summon it.

Tropes associated with the Hazy Flames:

  • Anti-Magic: Of a sort. Most Hazy Flames share the effect that your opponent cannot target them with card effects, rendering a lot of cards unable to affect them.
  • Awesome but Impractical: A Basiltrice with five materials cannot be destroyed by card effects, your opponent cannot target it with effects, and it has 3500 ATK. Additionally you can sacrifice 200 ATK and its immunity to destruction to use its second effect to banish any card on the field, and there's a Hazy Flame support card that will let you re-attach a fifth monster to it to power it back up to full. In short, it can switch the tide of the duel. The problem is the huge investment of resources needed to get it out, and it's protection isn't foolproof; cards like Solemn Warning or Bottomless Trap Hole can destroy it on arrival, and it can't stop cards that banish it, return it to the hand, or don't directly target it. It can also just be run over by something with higher ATK.
  • Big Damn Heroes: If your opponent controls a monster and you have no non-FIRE monsters on your side of the field or in your Graveyard, you can Special Summon Haze Beast Griffin (from your hand).
  • Expy: Hazy Flame Griffins's effect is a FIRE counterpart to Cyber Dragon's effect.
  • Our Gryphons Are Different:
    • Hazy Flame Griffin named after the legendary creature Griffin.
    • Hazy Flame Hyppogrif is based on the hippogriff.
  • Hellhound: Hazy Flame Cerbereus. You can Normal Summon this card without Tributing, but its original ATK becomes 1000. This face-up card cannot be targeted by your opponent's card effects. When this card is destroyed and sent to the Graveyard: You can add 1 "Haze" card from your Deck to your hand.
  • Mix-and-Match Critters: Hazy Flame Mantikor, which was inspired by the Manticore.
  • Multiple Head Case: Hazy Flame Hydra, being a Hydra and all.
  • Mythical Motifs: Basilitrice is a combintion of the words Basilisk and Cockatrice, and resembles a bit of both.
  • Noble Bird Of Prey: Hazy Flame Basilitrice. If you can manage to bust it out with 5 materials, you have a 3500-ATK monster that cannot be destroyed by card effects, cannot be targeted by your opponent, and can sacrifice its immunity to destruction to banish an opponent's monster. As described above there are loopholes to bring it down, but if your opponent isn't able to exploit one of them soon, it is going to create a lot of trouble.
  • No Sell: All of the members so far share the common effect of being unable to be targeted by the opponent's card effects, though its most powerful monster, "Haze Beast Basilicock", requires 4 Xyz Materials to gain this effect.
  • Riddling Sphinx: Hazy Flame Spinx. In fact, her effect is reminiscent of the effect of "Ordeal of a Traveler".
  • Status Buff: Once per turn: You can Tribute 1 FIRE monster you control; Haze Beast Hipogrifo gains 300 ATK.
  • Theme Naming: The "Hazy Flame" monsters are named after mythological creatures.
  • Vertebrate with Extra Limbs: Hazy Flame Peryton. The peryton is a fictional animal combining the physical features of a stag and a bird, presumably originating in Jorge Luis Borges' Book of Imaginary Beings, although he refers to a lost medieval manuscript as a source.
  • Zerg Rush: The archetype focuses around rapid and easy Summoning of Level 6 monsters to bring out any Rank 6 Xyz Monster, especially "Hazy Flame Basilicock", who can be Xyz Summoned with up to 5 Level 6 FIRE monsters, with different effects based on the number of attached Xyz Materials. Their "Haze" support cards, have the common ability to Normal Summon "Hazy Flame" monsters with one less Tribute, and in their case, without any Tributes, thus creating even more consistence.

The Herald cards, also known as Declarer in the OCG, are an archetype of LIGHT Fairy-type monsters, mostly focusing on Ritual Monsters, but they also include a Synchro Monster (Herald of Arc Light) and an Xyz Monster (Herald of Pure Light). The colored Heralds are Level 2 and have 300 ATK and 500 DEF and they can negate card effects fitting to their corresponding colors. Their leader is Herald of Ultimateness, the upgraded form of Herald of Perfection.

Tropes associated with the Heralds:

  • Anti-Magic: They are focused on negating card effects.
  • Colour-Coded for Your Convenience:
    • The Herald of Orange Light can negate effects of Effect Monsters.
    • The Herald of Green Light can negate effects of Spell Cards.
    • The Herald of Purple Light can negate effects of Trap Cards.
  • Fusion Dance: Even though, they are Ritual Monsters, the Ritual Heralds look like a combination of other Heralds.
    • Herald of Perfection is made of Herald of Green Light, Herald of Purple Light, and Herald of Orange Light.
    • Herald of Ultimateness is made of Herald of Pure Light (head and arms), Herald of Perfection (body), Herald of the Arc Light (waist and legs).
  • Light 'em Up: The Heralds are LIGHT monsters. Five of the Herald monsters have "Light" in their names.
  • Our Fairies Are Different/Our Angels Are Different: They are Fairy-type monsters in the TCG, and Angel-type monsters in the OCG.
  • Stone Wall: All Heralds have lower ATK than their DEF. The true Stone Walls are Herald of Perfection (2800 DEF) and Herald of Ultimateness (3000 ATK).
  • Ultimate Life Form: Invoked with Herald of Perfection and Herald of Ultimateness.

Heraldics are a series of Beast and Winged-Beast monsters that activate effects in the Graveyard to swarm the field and summon their leader, Heraldic Beast Genom-Heritage, who can drain the powers of enemy Xyz monsters. They are used by Tron/Vetrix in ZEXAL.

Tropes associated with the Heraldics:

  • Back from the Dead: Reborn Medallion and High Medallion Arts' effects.
  • Our Dragons Are Different: Heraldic Beast Aberconway appears to be based off of the "Heraldic Dragon", a creature with the body of a reptile covered in metal mail. It also has a sharp spike on the end of it's nose, a forked tongue, feet of an eagle and the wings of a bat. Within Heraldry, this creature represents power, wisdom and astuteness.
  • Grand Theft Me: "Number 8: Heraldic King Genome Heriter"'s ability to steal everything about the monster and leave them with nothing is similar to Vetrix's ability to steal memories from people.
  • Horn Attack: Heraldic Beast Eale. The Yale is a mythological creature in European Mythology. The yale (also "centicore", Latin "eale") is a mythical beast found in European mythology and heraldry. Most descriptions make it an antelope- or goat-like four-legged creature with large horns that it can swivel in any direction. The name might be derived from Hebrew "yael", meaning "mountain goat".
  • King of Beasts: Heraldic Beast Leo is based off the Heraldic Lion which is a common charge in heraldry. It traditionally symbolises bravery, valour, strength, and royalty, since traditionally, it is regarded as the king of beasts.
  • Meaningful Name: Number 8: Heraldic King Genome Heriter's name, Number and appearance has many references to DNA:
    • A genome is the DNA or RNA information encoded in every organism, referencing this card's ability to "inherit" another monster's name.
    • This card number could be a reference to the DNA itself as this molecule is formed by pairs (hence the 2) of 4 types of nucleotides. 2x4=8
    • This card's number may be a reference to the shape of DNA. The number 8 looks similar to the double helix shape DNA often takes.
    • Also its "hair" on its card artwork somewhat resembles a chromosome, which is the organized structure of the DNA.
  • Multiple Head Case: Heraldic Beast Twin-Head Eagle is based on the Double-headed eagle, which is a common symbol in heraldry and vexillology. It is most commonly associated with the Byzantine Empire, the Holy Roman Empire and Russia. In Byzantine heraldry, the heads represent the dual sovereignty of the Emperor (secular and religious) and/or dominance of the Byzantine Emperors over both East and West. In the Holy Roman Empire's heraldry, it represented the Church and the State. Several Eastern European nations adopted it from the Byzantines and continue to use it as their national symbol to this day, the most prominent being Albania, Serbia and Russia.
  • My Death Is Only The Beginning: Number 18's effect allows you to mill from your deck any 2 Heraldic beasts whenever it is sent to the graveyard (even if it is by having it summon negated). Considering most Heraldic Beasts work the best in the graveyard, your opponent should think twice before attempting to get rid of your Number.
  • Noble Bird Of Prey: Heraldic Beast Bernard's Falcon is based on the heraldic Falcon. In Heraldry, the falcon signifies someone who is hot or eager in the pursuit of an object much desired. It is frequently found in the coats of arms of nobility from the time when the falcon played an important social role in the sport of kings and nobles. It is found as a heraldic bearing as early as the reign of King Edward II of England. The falcon was also the badge of one of King Henry VII I�s wives, Anne Boleyn, and was later adopted by her daughter Queen Elizabeth I.
  • One-Winged Angel: Number C69: Heraldry Chaos Crest, brought on by the power of a Rank-up Magic.
  • Taken for Granite: Heraldic Beast Basilisk appears to be based off of the "Basilisk", a serpent which was hatched by a cockerel from the egg of a toad or serpent. It was depicted as having features of a cockerel during the times of Medieval Europe. It is also similar in appearance to the "Cockatrice" a two-legged dragon with the head of a rooster. Both the Basilisk and the Cockatrice were said to be able to kill or turn to stone whomever they looked at, which this monster's effect mimics.
  • There Can Only Be One: Number 18 Heraldic Progenitor Plain Coat's effect in a nutshell: should there be on the field more than one monster with the same name, Number 18 eliminates all the copies of that monster, leaving only 1 of them standing, also preventing other copycats from hitting the field while it still stands.
  • Unicorn: Heraldic Beast Unicorn based of the Unicorn. In heraldry, it is often depicted as a horse with a goat's cloven hooves and beard, a lion's tail, and a slender, spiral horn on its forehead. Whether because it was an emblem of the Incarnation or of the fearsome animal passions of raw nature, the unicorn was not widely used in early heraldry, but became popular from the 15th century.
  • Yin-Yang Clash: The number color of Number 69: God Medallion Coat of Arms may be also based off Taoism, the Yin and Yang
    • Number 69: God Medallion Coat of Arms is a LIGHT monster but is black-colored.
    • Also, there seems to be some sort of balance involved with Number 69: God Medallion Coat of Arms, as this card can negate effects but gain them too.
    • The card's number is also similar in shape to the Yin and Yang symbol, which represents the balance between Light and Darkness.
    • The card's number, 69, also hints to a sort of balance. The number 6 looks like the number 9 (and vice versa) when inverted.
    • Further supporting this could be a possible significance to this card's numeric value�it signifies the fact that the number 69 is the number 96 backwards�the number corresponding to "Number 96: Dark Mist". "Dark Mist" is a DARK-Attribute monster whereas this card is a LIGHT-Attribute monster.

Hieratics, called Hieroglyphs (聖刻 Seikoku) in the OCG, are a series of LIGHT Dragon-type monsters. They rely on swarming the field with LIGHT Normal Dragons at the cost of that dragon losing its ATK and DEF, and tributing other Dragons to use their effects. Their two key cards are the Hieratic Seals, Normal Monsters with 0 ATK and DEF meant to be the main targets of Hieratics to be called to the field for Xyz summons, as their Xyz monsters representing the Seals being released to realize their full power. Their leader is Hieratic Sun Dragon Overlord of Heliopolis.

Tropes associated with the Hieratics:

  • Brought Down to Normal: They can summon out other monsters at the cost of sapping that monster's ATK and DEF to 0.
  • Dub Name Change: Renamed Hieratic in the TCG.
  • Glass Cannon: The archetype can hit hard and fast to swarm the field with high-level dragons, but they burn through the hand fast and are prone to dead draws of high-level cards you can't use.
  • Lethal Joke Character: The archetype is based around "Hieratic Seal of the Sun Dragon Overlord", a Level 8 Normal monster with 0 ATK and DEF. However, this is a case of Cursed with Awesome, as it can be recycled using Normal support cards as well as the other Hieratics, can be used as Tribute fodder to activate the effects of the other Hieratics, and once you have two or more of them, out come the Rank 8 Xyz cards.
  • Light 'em Up
  • Our Dragons Are Different: They have an Egyptian motif and are named after the Ennead. In other words, they are also deities.
    • Also happens to Hieratic Dragon King of Atum - Atum comes from the Egyptian God Atem, just like the real name of the Pharaoh.
  • Sealed Good in a Can: The "Hieratic Seal" monsters.
  • Theme Naming: After the Egyptian Gods. This indicates their divinity.
  • Zerg Rush: At the cost of them being Brought Down to Normal.

The Heroic monsters are a series of EARTH Warriors with effects to grand them superiority in battle. Their leader is Heroic Champion - Excalibur. They are used by Gauche/Nistro in ZEXAL.

Tropes associated with the Heroics:

  • Arms And Armor Theme Naming: The Heroic Champion, like the Ice Barrier Dragons, are named after certain named weapons. Excalibur, Rhongomyniad, Kusanagi and [[Useful Notes/Hinduism Gandiva]]. Ther Heroic Challengers are alaosnamed after more generic weapons but with another world that explains the monster's purpose.
  • Dishing Out Dirt: All Heroic monsters are EARTH-Attribute Effect Monsters, except for Heroic Champion - Excalibur who is a LIGHT-Attribute monster and Number 86: Heroic Champion Rhongomyniad who is a DARK monster.
  • Knight in Shining Armor: All of them, to the point where the Champion are named after the Weapons associated with Knights (albeit specific Named Weapons)
  • Sigil Spam/Determinator: Their team symbol is a crimson Phoenix, which also symbolizes the never-dying fighting spirit within this archetype's user Nistro.

-hunder, Thunder in the OCG, are a family of LIGHT Thunder monsters that allow the player to Normal Summon more Thunder-type monsters each turn, swarming the field. They are by Thunder Spark in the ZEXAL manga.

Tropes associated with the -hunders:

  • Back from the Dead: Sishunder's effect
  • Badass Family
  • Demoted to Extra: Brohunder hasn't been released in the OCG, yet.
  • Jack of All Stats: There are two common playing styles to this archetype — Control and Swarm. Because this archetype has such flexibility, you can take portions of both strategies and implement them into a single deck. You can use control cards in a swarm strategy to keep your opponent from countering you; you can Summon multiple monsters at once in a control strategy to inflict the final blow to your opponent after you've countered all of their other options.

    In addition, because of the numerous Level 4 LIGHT Thunder-Types that currently exist, you can take this deck and create multiple hybrids — Batteryman hunders (Batteryman AAA), Watt hunders (Wattcobra, Wattgiraffe, and Wattpheasant), or even Elemental HERO hunders (Elemental HERO Voltic).
  • Lost in Translation: The names in Japan were originally based on a pun involving their phonetic spelling. This pun used the first three letters of their names in relation to the Japanese honorifics: Oto-san, Oka-san, One-san, and Onii-san. Their English equivalents are Father, Mother, Sister and Brother respectively.
  • Shock and Awe: They're not only Thunder-type, they're made of lightning.
  • Theme Naming: This archetype is composed of Level 4 Thunder monsters whose names are puns that indicate members of a family.
  • Zerg Rush: This archetype's focus is to Normal Summon multiple Level 4 LIGHT Thunder type monsters in one turn to Xyz Summon Rank 4 monsters such as Number 91: Thunder Spark Dragon. Then, you can continue using their effects by replenishing Xyz Materials using "Spirit Converter", which allows you to attach one Level 4 LIGHT monster as an Xyz Material to an Xyz Monster on the field. This means that you can reuse monster effects like the attack negation of Number 39: Utopia, or the second effect of Number 91: Thunder Spark Dragon.

Ice monsters, known as Snow in the OCG, are a series of Aqua-type Monsters that distribute Ice Counters to enemy monsters, with effects that weaken or destroy them for having such counters on them. Their leader is Ice Master. They're used in the manga by Asuka Tenjouin/Alexis Rhodes, and should not be confused with the White Night monsters she used while in the Society of Light in the anime, which have a similar aesthetic of ice-themed monsters but do not use Ice Counters, and most have not been released in real life.

Tropes associated with the Ice monsters:

  • Anti-Magic: Snowman Creator's effect.
  • Continuity Cameo: Ice Master bears a resemblence to Alexis Rhodes whilst under the control of Sartorius when she was in the Society of Light due to the white clothing and blond hair. Alexis also temporarily used a deck based around ice cards while she was being controlled and her manga deck includes this card.
  • Expy:
    • "Ice Master" has coincidentally the same ATK as "Dark Magician", "Elemental Hero Neos" and "Stardust Dragon", the signature cards of the main characters of the three Yu-gi-oh! series (Yu-Gi-Oh!, GX and 5D's) respectively. She has also the same DEF as GX and 5D's hero's signature monster card. Additionally, "Dark Magician" is a Spellcaster-Type and had a apprentice counterpart, which is "Dark Magician Girl". "Ice Master"'s apprentice counterpart can be, imaginatively, "Blizzard Princess".
    • Snowdust Giant is similar to "Black Ray Lancer", as they're both Beast-Warrior-Type Xyz Monsters that require 2 WATER monsters to be Xyz Summoned.
  • Harmless Freezing: Snowdust Dragon's effect, which indicates that it freezes its foes in blocks of ice.
  • An Ice Person: Obviously.
  • Kill It with Ice: Ice Master's effect, which destroys every monster on the field with Ice Counters at the cost of dying in the process. This means this spell is so powerful, her life force is spent trying to cast it.
  • Lizard Folk: Snowdust Giant appears to be a humanoid/hybrid version of "Snowdust Dragon".
  • Our Dragons Are Different: Snow Dragon and Snowdust Dragon

    Ice Barrier 
Ice Barrier are WATER monsters rely on freezing the opponent, metaphorically speaking. They have effects that restrict the opponent's actions and protect your cards, but only while multiple Ice Barrier monsters are in place. Their leaders are the Dragons of the Ice Barrier, Brionac, Gungnir, and Trishula.

Tropes associated with the Ice Barriers:

  • Anti-Magic: Spellbreaker of the Ice Barrier, Dance Princess of the Ice Barrier, Medium of the Ice Barrier, Dai-sojo of the Ice Barrier and Warlock of the Ice Barrier
  • Arms And Armor Theme Naming: Brionac, Gungnir and Trishula, the dragons of this archetype, are named after famous mythological spears used by Gods.
  • Bald of Awesome: General Gantala
  • Bare-Fisted Monk: General Gantala
  • Big Creepy-Crawlies: Numbing Grub in the Ice Barrier
  • Cool BFS: Grunard
  • The Corruption: Verz Bahamut, Verz Ophion and Verz Ouroboros are the members of the Ice Barrier archetype infected by the Verz virus.
  • Culture Chop Suey: The Ice Barrier archetype resembles for the most part famous concept, figures, warriors, and mythological beings of different Asian cultures.
  • Fighter, Mage, Thief: Replace Thief with Monk and that's what Grunard, Gantala and Raiho are.
  • Four-Star Badass: Grunard, Gantala and Raiho
  • Fusion Dance: According to the Duel Terminal Storyline in the Duel Terminal Master Guide 2013, "Constellar Rasalhague" used the power of the "Gishki Aquamirror" to fuse itself with the 3 corrupted "Ice Barrier" Dragons to become "Evilswarm Kerykeion" in order to defeat "Sophia, Goddess of Rebirth" together with "Constellar Sombres", which means that it is not a true "Evilswarm" monster, and is also not completely corrupted per se, as compared to the other Duel Terminal monsters infected by the virus of "Evilswarm", and thus explaining the "Constellar" symbol that can be seen on the Aquamirror staff that "Evilswarm Kerykeion" is holding.
  • Godzilla Threshold: the Ice Barrier tribe fought against the invading Worms and Fabled by progressively unlocking seals on a series of powerful Ice Barrier monsters. Eventually, they wound up pushed so far back against the wall that they released Trishula, Dragon of the Ice Barrier. In its berserk rampage, Trishula wiped out nearly everybody, friend and foe alike, including the Ice Barrier tribe themselves.
  • Healing Hands: Gantala can revive another member of the Ice Barrier with his effect. Since his left hand is glowing, it is implied he has these.
  • Hidden Elf Village: The Ice Barrier monsters play this role, choosing to stay back and protect said barrier rather than help fight the Worm invasion.
  • An Ice Person: Obviously.
  • Ninja: Dewdark of the Ice Barrier
  • Our Dragons Are Different: Brionac, Gungnir and Trishula
  • Panthera Awesome: Dewloren, Tiger King of the Ice Barrier
  • Scary Impractical Armor: Grunard
  • Sealed Evil in a Can: Void Trap Hole shows the moment that Prior/Sacred Spirit sealed away the dragons, if you look at the very top of the picture closely you can see him
  • Seppuku: When a Samurai of the Ice Barrier on the field is changed from face-up Attack Position to face-up Defense Position, destroy it and draw 1 card. This particular effect is most likely a reference to Seppuku.
  • Sigil Spam: The Snowflake
  • Sixth Ranger: Blizzard Warrior and Reese the Ice Mistress

Igknight monsters are an archetype of FIRE Warrior-type monsters that, for the first time since the Gem-Knights, use an engine revolving around Normal Monsters. This time around, they are also Pendulum Monsters, and they exploit their Extra Deck retreat mechanics by destroying themselves for benefits.

Tropes associated with the Igknights:

  • Anti-Magic: One of Igknight Avenger's effects;
    "Once per turn: You can target 1 other "Igknight" monster you control; return it to the hand, and if you do, place 1 Spell/Trap Card your opponent controls on the bottom of the Deck."
  • Cool Guns: All of the Igknights are modelled after one.
  • Discard and Draw: The Pendulum Igknights all share the same Pendulum Effect, described below. It's hardly a detriment to them, since Pendulum Monsters go to the Extra Deck face up ready to be Pendulum Summoned again;
    "If you have an "Igknight" card in your other Pendulum Zone: You can destroy all cards in your Pendulum Zones, and if you do, add 1 FIRE Warrior-Type monster from your Deck or Graveyard to your hand."
  • Gatling Good: Igknight Avenger, as is only fitting for he is named after the GAU-8 Avenger.
  • Hot-Blooded: Noted in the flavour texts of Magnum, Eagle, and Caliber. Basically all of them are hot-blooded.
  • I Just Shot Marvin in the Face: A huge concern that the Igknights have with some of their comrades;
    Igknight Eagle: "A very action-oriented and impulsive “Igknight” warrior. His comrades call him “Bullet Eagle” while keeping a certain distance from him."
    Igknight Riot: "A high-level “Igknight” warrior. He specializes in wide area attacks with his dual gunblades regardless of time and location, striking fear into not only his enemies by also his comrades."
  • The Leader: Implied with Igknight Caliber.
  • Loophole Abuse: The Discard and Draw mechanic was very effective with Number 66: Master Key Beetle (or any other similar card), since Master Key Beetle protected one of your Pendulum Cards, while you could search a card by destroying only a single Igknight card, resulting to a loop of gathering cards in your hand and your Extra Deck until you're ready to rekt your opponent. However, the rulings stated that the combo does not work anymore because you need both cards in your Pendulum Zones rather than just one to be destroyed to search a card.
  • Mix-and-Match Weapon: The Igknights all wield melee weapons that use guns as bases. Igknight Magnum uses a short sword with a revolver grip, Igknight Avenger uses a Gatling gun with a lot of spears, and so on and so forth.
  • Not So Different: Igknight Dragnov feels this way about himself, as noted in his flavour text;
    "A veteran Igknight warrior with a one-track mind who hates twisted things. Perhaps because of this, from time to time he questions his own weapon."
  • Not So Stoic: Igknight Musket;
    "The “Igknight” tactician famous for always been calm, cool, and rational. In reality it just takes a while for the blood to rush to his head, so he is actually always angry on the inside."
  • Playing with Fire: The FIRE attribute is shared by all of them.
  • Rainbow Motif: The Igknight pendulum monsters are each colored in the colors of the Rainbow, Riot is red, Dragnov is Orange, Magnum is Yellow, Caliber is Green, Eagle is Blue and Musket is purple. Stinger and Avenger are also colored yellow and orange. Of the pendulum monsters, the ones with high scales are the warmed colored ones and the ones with low scales have cool colors.
  • The Smart Guy: Igknight Musket.
  • The Smurfette Principle: Invoked with Igknight Derringer:
    "The lone woman among the Igknights who is coddled by her colleagues. Even though her prized weapon take down her allies more often than her enemies, none of them complain about it."
  • Thanatos Gambit: Igknights Avenger and Stinger can be summoned by destroying "Igknight" cards you control and the Igknights have self-destructive Pendulum effects to search out other Igknights. This is hardly a detriment, since Pendulum Monsters don't go to the Graveyard. Rather, they go to the Extra Deck, and they can be Pendulum Summoned from there. Their self-destruct effects not only accumulate advantage but also set you up for later plays.
  • Tomboyish Ponytail: Igknight Derringer.
  • Zerg Rush: The Pendulum Igknights aren't too strong for their Levels and they can be Pendulum Summoned to make up for their destruction. They can be easily used for Xyz Summonings.

Infernity monsters are a series of DARK Fiend-type monsters that rely on something that for most other decks is a sign of impending loss — an empty hand. Infernity monsters activate their effects on the field and in the Graveyard and can swarm the field with powerful monsters, but they can only use their effects if the player has no cards in their hand. Their strongest monster is Infernity Doom Dragon, though Void Ogre Dragon, used by the Infernity duelist Kiryu/Kalin in the manga instead of Infernity Doom Dragon, could be considered a second leader since its effect works perfectly with the archetype.

Tropes associated with the Infernities:

  • Back from the Dead: Infernity General, Infernity Mirage and Infernity Necromancer's effects
  • Black Knight: Infernity General
  • Captain Ersatz: Infernity Knight resembles Warsman from the Kinnikuman (Muscleman) series.
  • Casting a Shadow: They are DARK monsters.
  • Cowboys and Indians: The Infernity archetype's artwork owes much to stereotypical depictions of the "wild west," with cards such as Infernity Archfiend, Infernity Necromancer, and Infernity Mirage alluding to the native Americans, while cards like Infernity Avenger, Infernity Randomizer, and Infernity Launcher (whose original Japanese name was Infernity Gun) relate to the cowboys.
  • Disability Superpower: Infernities are a variation of this trope: Typically not having cards in your hand would be considered a bad thing, as it would require you to constantly draw the cards you need from the top of your deck with no backup plan, but Infernities benefit from this situation.
  • Drop the Hammer: Inferno Hammer.
  • Expy: Infernity Doom Dragon is Kalin's "Infernity" parallel to his Dark Signer's Dark Synchro Monster "Hundred Eyes Dragon". They are both Level 8 DARK-Attribute monsters with have 3000 ATK and require a DARK-Attribute Tuner monster to Synchro Summon themselves. The difference, however, is that the non-Tuner monsters used to Synchro Summon "Infernity Doom Dragon" does not have to be Fiend-Type monsters.
  • Extra Eyes: Infernity Death Dragon has a ludicrous number of eyes, but at least they're all on its head.
  • Homage: The handless effect of the Infernity archetype is identical to the "Hellbent" effect of the "Rakdos" related cards from Magic: The Gathering. Additionally, the "Rakdos" cards use Red/Fire and Black/Darkness mana, while Infernity monsters are DARK-Attribute monsters and their artwork generally depicts them in some fiery location.
  • Magical Native American: Infernity Mirage and and Infernity Necromancer have magical powers.
  • Medieval European Fantasy: However, more recent Infernity monsters like Infernity Knight, Infernity General, and "Infernity Archer" bear strong medieval overtones.
  • My Hero Zero: The other Infernity monsters can only use their effects if the player has zero cards in their hand.
  • Our Demons Are Different: Infernity Archfiend is one of the few cards that belong to 2 Archetypes.
  • Our Dragons Are Different: Infernity Doom Dragon
  • Our Dwarves Are All the Same: Infernity Dwarf
  • Russian Roulette: Infernity Randomizer has a damage effect that emulates this.
    "Once per turn, while you have no cards in your hand, you can draw 1 card and reveal it. For a Monster Card drawn with this effect, inflict damage to your opponent equal to the Level of that monster × 200. For a Spell or Trap Card, you take 500 damage."
  • Shadow Archetype: Infernity Avenger seems to be this to Quickdraw Synchron. (In more ways than one; both are Tuner Monsters that look like cowboys, and Kalin uses one, while Yusei uses the other.)
  • The Straight and Arrow Path: Infernity Archer's special effect enables him to attack the opponent directly, which indicates that he's quite precise when it comes to aiming.
  • Zerg Rush: This is the main strategy of an Infernity Deck. It's more of an example of the scale from this into a Boss Rush, which is a Zerg Rush consisting of the biggest monsters you could ever summon in one turn. To point, Infernity Beetle (a level 2 monster) and Infernity Daemon/Archfiend (a Level 4 monster) together in the right combination can result in 5 and more synchro monsters, especially Trishula. This was such a devastating strategy that the succeeding banlist had to target the already expensive cards, making the key monsters R1.

Infernoids are an archetype of FIRE Fiend-type monsters based on the demons associated with the Qliphorts. They can only be summoned by banishing other Infernoids monsters from the hand or graveyard while the combined Levels and Ranks of Effect Monsters the player controls is 8 or less.

Tropes associated with the Infernoids:

  • Anti-Magic: Infernoid Patrulea can destroy a Spell or Trap Card, while Lilith destroys all non-Void Spell and traps when it's summoned and has the ability to negate monster effects. Infernoid Nehemoth can negate the activations of Spell and Traps.
  • Better to Die Than Be Killed: Every single Infernoid share an effect that allows you to Tribute an Infernoid during either player's turn to some effect, mainly disrupting the Graveyard. This includes the effect's user himself, which means they can suicide at any time, dodging many nasty effects from your opponent.
  • Bilingual Bonus/Numerical Theme Naming: Instead of naming them directly after demons in the TCG, they gave them names based on the numbers in differing languages.
  • Color-Coded for Your Convenience: They seem to share the same colors as the spheres of the corresponding Qlipfort monster. Which make scene because the archtype is based on the demons associated with the Qliphoft and because there is a connection between the two archtypes (see Continuity Nod)
  • Continuity Nod: The Naturia Sacred Tree (And the Sephirot structure beneath) and Qliphort Carrier appear in the artwork for the archetype's support Spell and Trap cards.
  • Dub Name Change: The archetype's name was left unchanged but the name of the monsters were.
  • Early-Bird Cameo: Tierra is mentioned in the flavor text of "Qliphort Scout".
  • Evil Counterpart: Tierra's ATK and DEF are the inverse of "Sophia, Goddess of Rebirth" and "Nekroz of Sophia", and like them is Level 11. This monster also possesses wings of two different colors, another trait shared with the two "Sophias", and just like with the ATK and DEF stats, the color of the wings are also inverted.
  • Fusion Dance: Tierra is the merger between Nehemoth, Lilith, and the other Infernoids.
    • Infernoid Lilith combined with a frozen El Shaddoll Construct to form El Shaddoll Anomalilith.
  • Glass Cannon: Most of the Infernoids have 0 DEF.
  • Loophole Abuse: Their summoning restrictions only takes in account the level and ranks of Effects monsters, which means that you can include normal and other non-effect monsters like Gem-Knight Pearl in an Infernoid deck without any problems.
  • Meaningful Name: The first ten Infernoid monsters are named after one of the ten demons associated with the Qliphoth.
    • Infernoid Dekatron derives its name from the dekatron, a decade counting tube that was used in computers and calculators. The canisters that can be seen in its and the other Infernoid's artworks resemble dekatrons.
    • Infernoid Tierra is named after a computer simulation designed to simulate artificial life.
  • Playing with Fire: All of them are FIRE attribute monsters.
  • Our Demons Are Different: These ones are partially mechanical.
  • Satan: Infernoid Pirmais (Shaitan in the OCG) is based on Satan. In fact, its effects could be a reflection of his actions in the Book of Job.
  • Weaksauce Weakness: None of the Infernoids, except Dekatron can't be Normal Summoned or Set, meaning that the player is left with essentially dead draws unless they can send Infernoids to the Graveyard for their Summoning conditions. Cards that block banishing or Special Summoning also cripple them.

    Invader Of Darkness 
Invader of Darkness is an antagonist in the Gagagigo card story. Invader's card effect involves negating quick play spell cards, has an attack of 2900, and a Defense of 2500. He would be defeated in the card "Memory of an Adversary" (Under Construction)

Tropes associated with Invader Of Darkness:

Inzektors are a series of DARK Insect monsters that equip other Inzektors to themselves to increase their level, allowing Loophole Abuse with Xyz summons, or to de-equip themselves to use other effects. Their strongest members are Inzektor Giga-Weevil and Inzektor Giga-Mantis, and the Xyz monsters Exa-Beetle and Exa-Stag,

Tropes associated with the Inzektors:

  • Big Creepy-Crawlies: They are Insect-type monsters.
  • Blade Below the Shoulder: Giga-Mantis sports a pair of very large ones
  • Combination Attack: Final Inzektion. Five Inzektors operate a large beam gun and fires it at their foes.  Though it may not appear as it is, this could be the artwork of Hyper Kabuto's "Maximum Hyper Cyclone", one of its ultimate attacks where it collects and combines all the Zecters so that it can charge and fire.
  • Casting a Shadow
  • Dark Is Not Evil
  • Expy: The Inzektor archetype is similar to "Dragunity" and "Vylon" in that they equip with themselves in order to gain various effects.
  • Glass Cannon: Giga-Mantis has 2400 attack but no defense and it's ability can turn another Inzektor into one.
  • Japanese Beetle Brothers: The Xyz Monsters of the Archetype: Exa-Beetle and Exa-Stag.
  • Living Weapon: Either this or Equippable Ally.
  • Powered Armor
  • Sentai
  • Shout-Out:
  • The Smart Guy:  Inzektor Firefly is operating the weapon in the artwork of Final Inzektion, while the other Inzektors are carrying it. This may be a reference to the low total  ATK and DEF of Inzektor Firefly, suggesting that he does not have the strength to support the weapon, but instead has the technical knowledge to operate it. This is also insinuated by the artwork of Inzektor Firefly.
  • Stone Wall: Giga-Weevil has an astounding 2600 def but no attack and it's effect allows you to turn another Inzektor into one.
  • Weak, but Skilled: The Inzektors have pretty low stats but they have combos that can destroy your opponent's field and swarm at the same time and those combos can be done using only their monster effects.
  • Wolverine Claws: Giga-Grioll

The Jars are a series of weak, low-level monsters, usually Rock-type. They are to be feared though, because when they're flipped up, they activate powerful effects that can clear the field, hand or Graveyard, potentially shifting the course of the duel with one move. As of April 1st, 2014, the four that see any kind of play at all (Morphing Jars #1 and #2, Cyber Jar and Fiber Jar) are now all Forbidden, which gives an idea of how powerful they can be.

Tropes associated with the Jars:

  • Cyclops: All of them have only a big eye.
  • Expy: Absorbing Jar is similar to "Cyber Jar" - they are both positioned in a similar manner, both are in space, and both have similar faces. It also has a similar effect - while "Cyber Jar" destroys monsters, Absorbing Jar destroys Spells and Trap Cards.
  • Homage:
    • Fiber Jar bears an uncanny resemblance to the heavily vegetated ancient ruins of 'Laputa' from the Studio Ghibli movie Castle in the Sky. In the movie, Laputa had the general appearance of a giant floating tree, especially at the end of the movie. At the bottom of the ruins was a large, round laser cannon similar to the one that is visible at the bottom of this monster. (And in fact, some of the Yu-Gi-Oh! video games for the Nintendo DS even actually show "Fiber Jar" to fire a laser when it attacks.)
    • The artwork of Cyber Jar is reminiscent of the famous Death Star from Star Wars.
  • Loophole Abuse: Called "Empty Jar", it's a deck that forces your opponent to throw away his entire deck in one turn. A major complaint about this deck is that it kills you and you won't even have a chance to play a single card or even take your turn. With that said, pray that the player running this deck doesn't go first, because all he has to show you in his hand is a Morphing Jar and a Book of Taiyou, and he wins. Full stop. (Fortunately, it's a little harder to pull off with Sangan now outlawed, making the most important card - which is Limited to one per deck - harder to search for, and the combo harder to use on your first turn.)
    • As bad as that is, the version that used Cyber Jar was even easier to pull off, and probably the biggest reason Cyber Jar was outlawed in the first place.
  • Nerf: Many of the Flip Effect "Jars" have been banned or Limited because of their effects.
    • It's safe to say that as of April 1st 2014, the "Empty Jar" and "Jackpot 7" decks are truly dead now, with the banning of Morphing Jars #1 and #2.
  • Random Number God: Is a major part of Dice Jar's effect
    Both players roll a six-sided die once. The player with the lowest result takes damage equal to their opponent's result x 500 Life Points. However, if a winner's result is 6, the loser takes 6000 points of damage. If the results are the same, both players roll again.
  • Reset Button: The now long-banned card "Fiber Jar" resets pretty much everything in the duel except for Life Points and cards that were removed from play. Its only purpose is to draw out duels and make them even longer, so it was banned to prevent this.
  • Taking You with Me: Flipping a Morphing Jar when both players have less than 5 cards in their deck? Indeed.
  • Trickster Archetype: The Jars. The majority of them have game-breaking effects that can turn entire strategies upside-down...and the artwork indicates that they do it all with a huge, goofy smile on their face.
  • When Trees Attack: Fiber Jar

Jinzo, also known as Jinzoningen ("Cyborg") in the OCG, is a powerful series of DARK Machine-type monsters. Half of them have high power, and are very dangerous when their effects are added in — Jinzo cards are the bane of Traps, preventing them from being used. Jinzo is used in the anime by Esper/Espa Roba, Katsuya Jonouchi/Joey Wheeler, Kogoro Daimon/Leichter of the Big Five, and later less notably by Jinzo himself and Makoto Inotsume in GX.

Tropes associated with Jinzo:

  • Anti-Magic: Trap Cards cannot be activated when Jinzo is on the field and the effects of face-up Trap Cards are also negated.
  • Back from the Dead: When Jinzo - Returner is send to the graveyard, the player can Special Summon a Jinzo from the graveyard, but then it is destroyed in the End Phase. Also, Jinzo - Jacker can be revived by this effects, since he counts as "Jinzo" in the graveyard.
  • Badass Armfold:
    • Assumes one as Jinzo - Lord.
    • Jinzo himself in many anime series and artworks.
  • Bald of Evil: Combined with Tainted Veins.
    • Subverted with Jinzo - Jacker, who has cabels on his head that give him a dreadlock look.
  • Casting a Shadow: They a DARK Attribute monsters.
  • Cyborg: Unlike most other Machine-monsters, Jinzo seems to be part machine and part biological.
  • Dark Is Not Evil: A hideous cyborg abomination... that also happens to be one of Jonouchi's most powerful and useful cards.
  • The Dreaded: In the anime, Jinzo's high ATK is very intimidating, and its effect destroys Traps, including face-down ones. The universal response to a Jinzo hitting the field in the anime is for the opponent to go Oh, Crap.
  • Dub Name Change: From Cyborg - Psycho Shocker. (To be more precise, it's a shortening of 'Jinzōningen - Saiko Shokkā''.)
  • Evolutionary Levels: Jinzo - Returner —> Jinzo - Jacker —> Jinzo (- Shocker) —> Jinzo - Lord.
  • Expy: Jinzo got one in Spell Canceller, who has Jinzo's effect but working for Spell Cards instead. However, it's much less impressive due to only 1800 ATK (meaning even Level 4 monsters are able to run over it in battle), and not being able to use Spell Cards is probably just as problematic for you as the opponent.
  • Eye Beam: In the anime, Jinzo destroys Trap Cards with eye beams.
  • Goggles Do Nothing: Wears a fashionable gas mask that does nothing.
  • Ki Attack: In the anime, Jinzo's Cyper Energy Shock is a black energy ball.
  • Long Neck: Jinzo and Jinzo - Lord have long necks.
  • Nerf:
    • In Duel Monsters, Jinzo could destroy any Trap Cards.
    • The Amplifier used by Roba could increase Jinzo's ATK in each turn.
  • No Sell: Jinzo can't be affected by traps.
  • Nice Hat: Amplifier, which lets Jinzo control his Anti-Magic to a finer degree.
  • Our Demons Are Different: When it appeared as a Duel Spirit in Yu-Gi-Oh! GX it more suggested an occult-like demonic entity than a Machine.
  • Power Up Letdown: Jinzo - Lord isn't all that much more effective than the original. It only has 200 more attack, so most monsters that can defeat one in battle can defeat the other too, and it has the effect to destroy face-up Trap cards and inflict Burn damage, except that Jinzo and Jinzo - Lord prevent Trap cards from being activated so there likely aren't going to be any face-up Trap cards when it comes out. Add in the fact Jinzo - Lord cannot be summoned in any way except by sending Jinzo on the field to the Graveyard, and he simply isn't worth the deck slot.
    • Unless you tribute Jinzo - Jacker, since his name becomes Jinzo when he is on the field.
  • Red Eyes, Take Warning: The glasses are red.
  • Shoulders of Doom: As Jinzo - Lord.
  • Stone Wall: Jinzo - Jacker has only 800 ATK, but 2000 DEF.
  • Tainted Veins: The heads of the Jinzos have veins all over.
  • Theme Naming: In the OCG, the theme is "Jinzoningen - Psycho [X]". "Jinzoningen" is Japanese for Cyborg and the hypen and the [X] retains in the TCG, with the only exception of Psycho Shocker the original Jinzo.
  • Too Many Belts: Jinzo has a normal and a spiked-steel belt on his body and two belts for each arm. Jinzo - Lord has even more belts, having six ridiculously long belts no reason.
  • Weaksauce Weakness: Jinzo is the weakness of all Trap Cards, the reason why it was limited back then. Cards like Torrental Tribute or Bottomless Trap Hole do not work on him. The Trap Cards that can stop him are either cards that negate his summoning (e.g. Solemn Warning) or Skill Drain (which has to be face-up on the field beforehand).
  • The Worf Effect: In the anime, this card practically exists for this Trope. Despite its notoriety, duelists using it tend to be beaten rather often (as was Jinzo himself, when he appeared as a Duel Spirit), the only one having any real success with it on-screen being Jonouchi, but anytime he uses it, it ends up in the graveyard anyway.
  • Zipperiffic

Junk is an archetype of Warrior-Types that are primarily used by Yusei Fudo and Tetsuzo Kuzuyama/Bashford in 5D's. It is also a sub-archetype of the Synchron archetype. The strategy is to swarm the field with low-Level Monsters by their effects and then going for a Synchro Summon. The Junk Synchro Monsters require a Junk Synchron as a Tuner for their Synchro Summon, and they are also of ascending Level: with Junk Warrior being 5, Junk Gardna 6, Junk Archer and Junk Berserker 7, and Junk Destroyer 8, showcasing this archetype's adaptability in that it can use either a Level 2, 3, 4, or 5 monster along with Junk Synchron as its Synchro Materials.

As in case of irony, most of the non-Synchro Junk monsters appear only in the manga, but manga!Yusei doesn't have any Junk Synchro Monsters in his Extra Deck, only Warriors and Stardust Spark Dragon. The Junk Synchro Monsters only appear in the anime, where Yusei uses a Synchron deck.

Tropes associated with Junk:

  • All Your Powers Combined: When Synchro Summoned, Junk Warrior gains the same amount of ATK of all Level 2 or lower monsters the player controls.
  • Archer Archetype: Junk Archer has a blue bow and blue arrow. In the anime, he uses it to banish monsters and to attack.
  • Armor-Piercing Attack:
    • When Junk Berserker attacks a monster in Defense Position, he destroys it at the beginning of the Damage Step.
    • Junk Warrior's Scrap Fist not only inflicts Piercing Damage, it also doubles Battle Damage.
  • An Axe to Grind: Junk Berserker has a Big Freaking Axe.
  • The Berserker: Junk Berserker has it in his name. No defending monster is safed for him and he weakens an opponent's monster by banishing Junk monsters from the graveyard. He is also the strongest Junk monster, despite having a lower level than Junk Destroyer.
  • BFS: Junk Blader has a red one. Junk Berserker's axe counts, too.
  • Big Creepy-Crawlies: Junk Destroyer is a Warrior-type, but his appearance strongly resembles an insect.
  • Blow You Away: Junk Berserker is a WIND monster.
  • Casting a Shadow: Junk Synchron and Junk Warrior are DARK monsters.
  • Cyclops: Subverted; it looks like Junk Archer has only one eye, but the third opening reveals that he has indeed two eyes. The left one is just covered to increase his accuracy.
  • Dark Is Not Evil: Junk Synchron and Junk Warrior are two of Yusei's most prominent monsters after Stardust Dragon. And the black-colored Junk Destroyer counts, too.
  • Dishing Out Dirt: The non-Synchro Monsters are EARTH monsters, except Junk Synchron and Junk Collector. Among the Synchro Monsters, it's Junk Gardna, Junk Archer and Junk Destroyer.
  • Irony: Despite the manga version of Yusei uses a Junk deck, he doesn't have Junk Synchron and the Junk Synchro Monsters in his Main Deck and Extra Deck, which are the key cards of the archetype — the anime version of Yusei uses a Synchron deck, which is not explicitely specialized in summoning only Junk Synchro Monsters, but Yusei uses all of them in the anime.
  • Light 'em Up: Junk Collector is a LIGHT monster.
  • Luckily My Shield Will Protect Me: Junk Gardna has two large shields on his arms.
  • Making a Splash: Despite being an EARTH monster, Junk Destroyer's effect appears to be a flood of shining water in the anime.
  • Mechanical Lifeform: They all look like machines, though, they are Warrior-type Monsters.
  • Megaton Punch: Junk Warrior's Scrap Fist. The opponent cannot chain cards or effects when this card is activated. Junk Warrior inflicts Piercing Damage, Battle Damage involving this card is doubled, he cannot be destroyed by battle and the opponent's monster will be destroyed after the Damage Step.
  • Multi-Armed and Dangerous: Junk Destroyer has four arms, which represents the maximum number of cards he can destroy.
  • Necromancer: When Normal Summoned, Junk Synchron can revive a Level 2 or lower monster from the graveyard and negates its effect, which makes it ideal for a Synchro Summon.
  • Nerf:
    • In the early part of the anime, Junk Warrior's effect was a bit different. He got the ATK of all Level 2 or lower monsters the players controls, but it was a Continuous Effect. In the real life game, Junk Warrior gets only the ATK when he is Synchro Summoned. The anime change it later to its real life counterpart.
    • Inverted with Junk Berserker. In the anime, he had only 2500 ATK. In the real game, he has 2700 ATK.
  • Opaque Lenses: Junk Warrior's red lenses never reveal his eyes.
  • Person of Mass Destruction: When Synchro Summoned, Junk Destroyer can destroy cards up to the number of non-Tuner Synchro Materials used for his Synchro Summon.
  • Power Fist: On Junk Warrior's right fist. Also, on Junk Destroyer's first two hands.
  • Purple Is Powerful:
    • Junk Warrior's armor is colored in purple. It first looks like a subversion, since he's the second weakest of the Junk Synchro Monsters, but with his effect, he can surpass any of them in terms of attack power.
    • Junk Blader is the strongest non-Synchro Junk monster and he gains 400 ATK by banishing a Junk monster from the graveyard until the End Phase.
  • Red and Black and Evil All Over: Averted with Junk Berserker who is primarily black and secondarily black, and Junk Destroyer who is primarily black and secondarily red.
  • Scarf of Asskicking: Junk Warrior has a long, white scarf. Subverted with Junk Synchron, who lacks the asskicking part.
  • The Southpaw: The artwork and Japanese commercial for Extreme Victory indicates that Junk Berserker is left-handed. In the anime, he appears to be ambidextrous.
  • Status Ailment: Junk Berserker can decrease the ATK of an opponent's monster by banishing a Junk monster from the graveyard.
  • Stone Wall:
    • Junk Gardna is a Level 6 Synchro Monster with 1400 ATK and 2600 DEF. Once per turn and in either player's turn, Junk Gardna can switch the position of an opponent's monster. Also, when Junk Gardna is destroyed, it can switch the position of any monster on the field.
    • Junk Defender is a Level 3 Monster with 500 ATK and 1800 DEF. It can be Special Summoned from the hand when the opponent declares a direct attack. Also, once per turn and in either player's turn, it can gain 300 DEF.
    • Junk Collector is Level 5 Monster with 1000 ATK and 2200 DEF. During either player's turn, the player can banish him from the field and a Normal Trap Card from the graveyard, so he gains the effect of the Trap Card.
    • A lesser example is Junk Forward, a Level 3 Monster with 900 ATK and 1500 DEF. But with his rather low DEF, it's not an actual Stone Wall.
  • Weak, but Skilled:
    • The non-Synchro Monsters are rather weak, but they can swarm the field quickly, which makes it easy to Synchro Summon.
    • The Junk Synchro Monster also count more or less, since the strongest of them has only 2700 ATK. They have to rely on their effects to get rid of stronger monsters.
      • Junk Warrior is initially weaker than Junk Destroyer and Junk Berserker, but with his effect, he can surpass them.
      • Junk Archer can banish an opponent's monster until the end of the turn, and he still can attack.
      • Junk Destroyer can destroy cards when Synchro Summoned.
      • Despite Junk Berserker is the strongest of them, his first effect allows him to weaken any enemy monster that is stronger than him. And since he can destroy any monster in Defense Position, combining him with Junk Gardna is quite effective.
  • Weaksauce Weakness: Cards that prevent them from Special Summoning heavily cripples a Junk deck. The Junk archetype is very reliant on using their effects to their fullest potential to gain an advantage. As such, cards that negate effects are a serious problem for a Junk deck, as they're forced to rely on their sub-par attack power. This is even more prevalent for the non-Synchro members of the archetype, all of which are almost purely based on getting monsters out on the field for fast Synchro Summons.
  • Zerg Rush: The Junk monsters can swarm the field quickly for Synchro Summonings. With support cards like Doppelwarrior or Quillbolt Hedgehog, it's even easier.

Jurrac is a series of FIRE Dinosaur cards. They rely on activating effects when they battle, and their effects mostly rely on field control and swarming. Their strongest monster, Jurrac Meteor, can destroy all cards on the field when it hits.

Tropes associated with the Jurracs:

  • Dinosaurs Are Dragons
  • Death from Above: Jurrac Impact's effect is similar to "Jurrac Meteor", as "Jurrac Meteor" appears in this artwork.
  • Fusion Dance: Jurrac Giganto, Jurrac Meteor and Jurrac Velephito
  • Irony: The fact that Jurrac Meteor is a dinosaur based off a meteor is likely intended for irony. The idea given by the form and effect suggests that a dinosaur may have killed the dinosaurs.
  • Odd Name Out: Jurrac Meteo's name doesn't come from a dinosaur, and it is the only "Jurrac", besides Jurrac Ptera, that is not based off a dinosaur (though it may be based off of the meteor that was believed to have caused the dinosaurs' extinction, which explains the first part of its effect).
  • Playing with Fire
  • Stock Dinosaurs

Alternative Title(s):

Yu Gi Oh Card Game F-J