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 C | D to E | K to N | O to R | S to T | U to Z

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F.A. (short for Formula Athlete) is an archetype of Machine monsters with 0 ATK. Most of their monsters' effects allow them to increase their own Levels by 1 each time an F.A. Spell/Trap or effect is activated, to gain 300 ATK x their Level, and finally to gain additional effects if they reach Level 7.

Due to their Level-manpulation mechanics, F.A.s are based on Synchro Summoning, with Dawn Dragster and Motorhome Transport being among the strongest Synchro Monsters in-archetype.

Tropes associated with the F.A.:

  • Benevolent A.I.: Its resident Tuner monster, Auto Navigator, resembles one of these in form and function; its effect drops the Level of another F.A. monster to its original Level—"slowing it down", so to speak—while making its own Level equal to the difference.
  • Blow You Away: The archetype is mostly composed of WIND monsters.
  • Cast From LP: Whip Crosser requires the opponent to pay 300 LP if they're activating the effect of a monster with inferior Level/Rank.
    • Pit Stop works this way as well, in a sense, as it decreases an F.A.'s Level by 2 in order to draw cards.
  • Down to the Last Play: Dead Heat's effect works this way. While an F.A. monster is battling another monster, it gives you an option to allow each battling player to roll a die; rolling higher increases the F.A.'s Level by 4 until the end of the turn (ergo, it gains 1200 ATK), rolling lower destroys it instead, and rolling the same result forces a re-roll.
  • Foil: To the U.A. series. Both initially debuted as TCG-exclusive archetypes and utilize an identical naming scheme. U.A., however, are composed of EARTH Warrior monsters themed on futuristic sports players, while the F.A. series are WIND Machines based on futuristic racing machines.
    • Dawn Dragster and Dark Dragster can also qualify. Both are Level 7 monsters with 2000 DEF and effects that allow them to destroy a card once every turn by reducing their own Levels. However, Dawn Dragster is a LIGHT Synchro monster that can inflict piercing damage, but only destroys Spells or Traps by negating them first; Dark Dragster, meanwhile, is a DARK Semi-Nomi monster that can target and destroy any 1 card on the field.
  • Go Through Me: Turbo Charger's effect prevents any monster of inferior Level/Rank from targeting any other monster for attacks or with effects.
  • Instant-Win Condition: Courtesy of Winners, whose effect allows its controller to banish a card from their hand, field, or Graveyard each time an F.A. monster inflicts battle damage to the opponent. If three of those cards are each a different F.A. Field Spell—to wit, winning on three different racetracks—Winners' controller wins the championship … er, Duel.
  • No-Sell: Sonic Meister and Hang On Mach; Sonic Meister is unable to be destroyed by battle against any monster of inferior Level/Rank, while Hang On Mach is immune to any monsters' activated effects if their Level/Rank is inferior to its own.
  • Power Nullifier: Turbo Charger and Whip Crosser can become this when their Levels become 7 or higher. Turbo Charger's effect prevents the opponent from activating their monsters' effects while an F.A. monster battles; Whip Crosser prevents the opponent from discarding cards to activate effects.
  • Rule of Seven: With the exception of Auto Navigator and Motorhome Transport, most of the monsters of this archetype either gain effects upon reaching Level 7 or are Level 7 themselves like Dark Dragster and Dawn Dragster.
  • Shout-Out: To Speed Racer, presumably.
  • Status Buff: Both their Levels and their ATK can be increased when certain conditions are met.
    • Additionally, their Field Spells can increase the Levels of all F.A. monsters by 2 during the Main Phase, Battle Phase, or both.
  • Up to Eleven: Another Synchro Monster, Motorhome Transport, has this effect—both literally and figuratively. It can't be destroyed by battle while its Level is 11 or higher, and it can revive another F.A. from your Graveyard if its Level is 13 or higher (making it the first-ever official card to reference a Level higher than 12).

Fabled cards, known as Demon Roar Gods (魔轟神 Magōshin) in the OCG, are a series of LIGHT Fiend- and Beast-Type monsters. They are ancient sealed entities 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 is a sub-group 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.
    • 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 such as the Master Guide, like many other DT-related archetypes.
  • 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.
  • 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.
  • Cool Mask: Many of them wear a masque.
  • 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 and 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 Synchro Summons, while 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. Also, from lore perspective, the Fabled are LIGHT Bitch in Sheep's Clothing who fooled the DT factions For the Evulz, while Dark Worlds are actually decent Dark Is Not Evil guys with Face of a Thug.
  • Gender-Blender Name: Fabled Dianaira might be named after Deianira in Greek mythology. The original Deianira is 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.
  • Lost in Translation: Due to the name change, people outside of the OCG Regions are less likely to see the meaning behind their original name. See Meaningful Name below.
  • 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 Fableds.
  • 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 Fiend-Type monsters are this in their most basic forms.
  • 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 Beast-Type monsters, while ones without a "The" are Fiend-Type monsters.)
  • 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.)

    Fairy Tail 
Fairy Tail is a series of Level 4 LIGHT Spellcaster-Type monsters that each possess 1850 ATK and 1000 DEF. They resemble anthropomorphic animals based on princesses from various fairy tales and their effects references events from the corresponding story.

Tropes associated with the Fairy Tail monsters:

  • Back from the Dead: Snow can revive heself during either player's turn at the cost of banishing seven cards from the graveyard.
  • Gameplay and Story Integration: The effects of each Fairy Tail monsters allude to events from the tale the card is based on.
    • Snow's effect is a reference to how Snow White was brought back to life while said effect's cost of banishing seven cards is a reference to the Seven Dwarfs.
    • Sleeper's effect to change flip herself face-down is a reference to how Sleeping Beauty was put into a deep sleep due to a curse.
    • Cinderella can, at the cost of discarding a spell card, be equipped with an Equip Spell card from the hand, deck or graveyard alluding to the Fairy Godmother's gifts. And just like how the spell ended at midnight in the story, the equip card will return to the hand at the end of the turn.
    • Kaguya's second effect is a reference to the impossible requests she gave to her would-be suitors.
  • Hour of Power: Cinderella's effect lets her equip an equip spell card from anywhere but the banished zone but said card will return to the hand at the end of the turn.
  • The Last of These Is Not Like the Others: Kaguya is the only monster in this series to not be based on a fairy tale from the Brother Grimms.
  • Light 'em Up: Every monster shown thus far are LIGHT monsters.
  • Punny Name: The group's name is a pun of "Fairy Tale" and "Tail".
  • Weak, but Skilled: While 1850 ATK is quite strong for a level 4 monster, it isn't enough to compete with higher-leveled monsters. Fortunately, their effects are useful.

    Felgrand / Darkblaze Dragon 
Felgrand is an series of LIGHT monsters who focus on summoning Dragon-Type monsters from the Graveyard to trigger their effects.

Darkblaze Dragon is a Dragon-Type monster that is usually paired or associated with Felgrand due to being released together in their original Deck, and gaining benefit from Felgrand's playstyle.

Tropes associated with the Felgrand monsters:

  • Anti-Magic: Arkbrave Dragon's effect.
  • Back from the Dead: Their playstyle revolves around summoning Dragon-Type monsters from the Graveyard.
  • Combos: Step one, summon Paladin or Guardian and equip one of the dragons to it. Step two, use Ruins of the Great Divine Dragon to send the equipped dragon to the Graveyard and summon a token. Step three, Tribute both Paladin/Guardian and the token to summon the dragon you just sent to the Graveyard.
  • Equippable Ally: Paladin of Felgrand and Guardian of Felgrand both have the ability to equip themselves with Dragon-Type monsters.
  • Light 'em Up: They are LIGHT monsters.
  • Loophole Abuse: Felgrand Dragon can't be Special Summoned unless it was sent from the field to the Graveyard. However, nowhere does it say that it had to be sent there from a Monster Zone. Meaning that you could, say, use it as an equip card for Paladin of Felgrand and then Special Summon it later.
  • Mythology Gag: Divine Dragon Knight Felgrand is a reference to the Legendary Knights from the anime. Not only does it have the same ATK and DEF as them but its rank is equal to their levels. All of them are also tied to dragons.
  • Playing with Fire: Darkblaze Dragon is a FIRE monster.
  • Power Nullifier: Divine Dragon Knight Felgrand can do this to any monster on the field but in exchange said monster would be unaffected by the effects of other cards.
  • Sixth Ranger:
    • The deck by itself? Not all that powerful, and rather slow. Hybrid with other dragon decks like Chaos Dragons, Red-Eyes, and Blue-Eyes? A surprising force to be reckoned with.
    • Darkblaze Dragon and its retrained form, Arkbrave Dragon are not Felgrand cards, but synchronizes well with the Deck that they might as well be part of them.
  • Took a Level in Badass: The original Felgrand Dragon could only use its effect if it was special summoned, but that could only be done from the graveyard and only if it was sent there from the field. Its retrained version not only lacks the restriction, but also has a more powerful version of its effect as well as an additional one.

    Fire Fist 
Fire Fists, called Flaming Star (炎星 Ensei) in the OCG, are a series of FIRE Beast-Warrior-Type 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-Warrior-Type monsters 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.
  • 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: As the name suggests, they are all FIRE monsters.
  • Recurring Element:
    • 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 Trap Cards.
    • The way Hienshaku Special Summons itself from your hand is similar to "High Priestess of Prophecy".
  • Suffer the Slings: Agile Flaming Star - Seiven
  • Theme Naming: In Japanese, the "Flaming Star" monsters are named after the 108 heroes of Water Margin, mixed with names of animals. The international names (barring the Chinese) just focuses on the animals because it is quite difficult to translate the name mix into other languages. 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 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.
    • It also has a part of Garuda of it, with its avian appearance, godly power, and being enemies with serpents (Well, Sea Serpents, as in the Atlanteans).
  • Cycle of Hurting: The infamous Garunix loop: Have a recently-destroyed Garunix in the grave, and a second one on the field. During your Standby Phase, the first Garunix summons itself from the Graveyard, destroying all monsters on the field including the second Garunix. Then, during your next Standby Phase, the second Garunix summons itself from the Graveyard, destroying all monsters on the field including the first. Unless your opponent has something to stop the loop, you're looking at a free Dark Hole every single turn, with the opportunity to slam the opponent with at least 2700 points of damage per turn on top of that.
  • 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).
  • Noble Bird of Prey: Garunix, simply because it leads the Fire Kings.
  • 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 Garunix has a more bird-like body.
  • 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 and Buddhism.
  • Recurring Element: Fire King High Avatar Garunix 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 Sacred Phoenix of Nephthys.

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 Synchro decks.

Tropes associated with the Fishborgs:

  • Blade Below the Shoulder: Fishborg Launcher's weapon of choice.
  • Combat Tentacles: Fishborg Planter sports these.
  • Guns Akimbo: Fishborg Blaster.
  • 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.

    Five-Headed Dragon (Petit Dragon / Darkfire Dragon) 
The Five-Headed Dragon, called Five God Dragon in the OCG, is the strongest Fusion Monster, tied with Dragon Master Knight. Formed by a Fusion of any five Dragon-Type 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 (outside the anime). 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 Dragon-Type monsters with a single Dragon's Mirror needed to pull it out in the late game. Once out it's just a beatstick, but it's a 5000 ATK 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 and non-DIVINE 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 World 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 ATK which is almost abnormal for a printed value in this game, and is invincible to any attacks except those from LIGHT 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!
  • Not the Intended Use: Ever wonder why Future Fusion got banned? Well, you're looking at him. Five-Headed Dragon was obviously intended to be a game ending monster, and it ended up being one in more ways than just a high ATK beater. Because of its generic materials, and the sheer number of Dragon-Type monsters that can revive themselves from the Graveyard like Dragon Rulers and Chaos Dragons, Five-Headed Dragon Future Fusion ended up becoming the single best searcher in the entire game, able to pull out five Dragon-Type monsters from your deck whenever played and swarm the field with them even if Five-Headed Dragon couldn't be summoned. This resulted in a deck so powerful that it could throw out OTKs and easily turn any situation around no matter how bad, and as a result, Future Fusion has remained on the ban list since, and likely to never return.
  • 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. As a Ritual Monster no less.
  • Shout-Out: A five-headed evil dragon, with each head representing a different Attribute, 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 ATK 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 formed the Ally of Justice to fight the Worm invasion. There is a sub-archetype called Neo Flamvell, born when the Jurracs destroyed the land of the Fabled with a flaming meteor.

Tropes associated with the Flamevells:

  • Cavalry of the Dead: Their key card is Rekindling, which brings back all of them at once for a turn, before they are banished.
  • Crystal Dragon Jesus: Ancient Flamvell Deity.
  • Demoted to Extra: They are supposed to be one of the four main tribes that formed the Ally of Justice (with one member blatantly supports "Ally of Justice" cards by name), alongside the Ice Barrier, Mist Valley and X-Sabers. However, compared to Ice Barrier's and Mist Valley's very crucial involvement to the plot that transcends the seasons and the X-Sabers' many mentions and sub-plot regarding their missing leader Souza, the Flamvells barely got any further mention. It gets worse as they get a Suspiciously Similar Substitute near the end of season one, in the form of the Neo Flamvells.
  • Hell Hound: Flamvell Firedog is meant to give off this vibe; he even has two fins on his shoulders evocative of the two other heads Cerberus has.
  • Physical God: Ancient Flamvell Deity, their strongest boss monster.
  • Playing with Fire: Naturally, all Flamvell monsters are FIRE monsters, and all Neo Flamvell are also Pyro-Type monsters.
  • Proud Warrior Race: Although they seem to be more level-headed and civilized than their season 2 successor, the Lavals.
  • Weaksauce Weakness: They don't like having their battle positions messed with. Keep them off the offensive and they won't do much.
  • What Happened to the Mouse?: They get no clear mention at the end of season one. Although, it is highly implied that both went extinct when Trishula froze the world.

Fleur is a small archetype of four cards that were used by Sherry LeBlanc in 5D's. The group consist of two low-Level monsters and two high-Level ones with the formers being able or necessary to summon the latters.

Tropes associated with Fleur:

  • Action Girl: Chevalier de Fleur is a Level 8 Warrior-Type Synchro Monster with 2700 ATK and Sherry's ace monster.
  • Anti-Magic: Chevalier de Fleur can negate the activation of a Spell or Trap Card once per turn, but only in your turns.
  • Blow You Away: Chevalier de Fleur is a WIND monster.
  • Casting a Shadow: Necro Fleur and Sorciere de Fleur are DARK monsters.
  • Dark Action Girl: Sorciere de Fleur is a Level 8 Spellcaster-Type Effect Monster with 2900 ATK and is Sherry's ace monster during her Face–Heel Turn.
  • Dark Is Evil: The DARK monsters symbolize Sherry's temporary Face–Heel Turn.
  • Gratuitous French: Chevalier de Fleur and Sorcière de Fleur mean, respectively, Flower Knight and Flower Sorceress in French. Justified, seeing as the character who used those cards in the anime was French. The Japanese names of Chevalier de Fleur and Sorciere de Fleur are incorrect in French.
  • Green Thumb: As their names indicate, they are related to flowers. Necro Fleur, however, is the only Plant-Type monster.
  • Jeanne d'Archétype: As Sherry's deck generally references Jeanne d'Arc, Sorciere de Fleur references the accusation of Jeanne being a witch, symbolizing Sherry's temporary Face–Heel Turn.
  • Knight in Shining Armor: Chevalier de Fleur is a Warrior-Type monster covered in knight armor, just like Jeanne d'Arc.
  • Light 'em Up: Fleur Synchron is a LIGHT monster.
  • Meaningful Name: "Fleur" is the French word for "flower", refering to the flower-themed appearance of the monsters.
  • Mechanical Lifeforms: Oddly enough, Fleur Synchron is a Machine-Type monster, despite it looks anything but like a machine.
  • My Death Is Only The Beginning: If Necro Fleur is destroyed by a card effect, its effect lets the player call Sorciere de Fleur to the field to replace it.
  • Necromancer: This is Sorciere de Fleur's ability. When she is Normal or Special Summoned, she can bring back any monster from the opponent's Graveyard, but only for one turn and it cannot attack directly.
  • Sixth Ranger: Chevalier de Fleur is this for the Synchron/Warrior archetype. She is the only Synchro Monster other than the Junk Synchro Monsters that requires a specific Synchron Tuner Monster as one of her Synchro Materials, but she has no "Warrior" in her name, thus she cannot be Special Summoned by Stardust Warrior's effect.
  • Wicked Witch: Sorciere de Fleur, a Spellcaster-Type monster. See Jeanne d'Archétype above for more details.

    Flower Cardian 
Flower Cardian, known as Cardian in the OCG, is an archetype debuting in the ARC-V anime, used by Tokumatsu. They are based on the traditional Japanese card game named Hanafuda, infamous for the Koi-koi game. Their playstyle revolves around consistently drawing Cardian monsters to make combinations (Yaku) to Synchro Summon their Boss Monsters, emulating the playstyle of traditional Koi-koi game. To help with this strategy, the Spell supports makes it easier to setup the Summon, such as stacking Cardian monsters to be drawn by other Cardian effects or assembling Cardian monsters on the board.

Tropes associated with the Cardians:

  • Anti-Magic: Lightflare can negate Spell effects.
  • Art Shift: In the anime. Whenever a Flower Cardian Synchro Monster is Summoned, the background turns into traditional Japanese painting that references the Yaku formed to Summon it, in contrast to the monster's more animesque appearance.
  • Bishounen: Lightshower and Lightflare, two of the boss monsters.
  • The Cameo: All over the place, due to each Cardian non-Synchro monster (barring Matsu) depicting the artwork of their corresponding hanafuda card with something in it replaced by a Yu-Gi-Oh! card. Some examples:
    • Matsu ni Tsuru (January Pine Crane): Crane Crane
    • Sususki ni Tsuki (August Pampas Moon): The Wicked Avatar
    • Yanagi (November Willow Storm): Giant Trunade
    • Yanagi ni Ono no Michikaze (November Willow Poet): Flower Cardian Lightshower and Poison Draw Frog
  • Casting a Shadow: They're all DARK monsters.
  • Cards of Power: And apparently they're also sentient.
  • Cool Helmet: Lightflare's bird helmet, a reference to the December Phoenix (Kiri ni Houou) card.
  • Crippling Overspecialization: They really don't like being teamed up with other archetypes, locking down summons of non-Flower Cardians and discarding drawn cards if they aren't Flower Cardians, meaning they essentially have to be played pure. They also have only a very small handful of cards that can summon monsters without controlling other cards, and without those cards, they brick hard.
  • Dark Is Not Evil: After Tokumatsu returns to his Enjoy Choujiro persona.
  • Difficult, but Awesome: The archetype as a whole. The requirement to Summon the bosses are expensive, and the Deck can be awkward to handle. However, once the bosses set foot on the field, there's little the opponent can do.
  • Dub Name Change: From "Cardian" to "Flower Cardian". The individual cards receive direct translations: for instance, "Ameshikou" becomes "Lightshower", "Matsu ni Tsuru" becomes "Pine with Crane", and "Gokou" becomes "Lightflare".
  • Irony: Yanagi ni Ono no Michikaze depicts Lightshower and Poison Draw Frog as a reference to the rain man/poet and frog. The former locks you out of your Draw Phase, while the latter lets you draw a card.
  • Large and in Charge: Boardefly. Ironically, he is the weakest among the three boss monsters in terms of stats.
  • Luck-Based Mission: Ultimately, the success of a Flower Cardian deck depends on the player's ability to draw into the right cards at the right time. They do have a few Luck Manipulation Mechanics to work with, but if you end up revealing three Spell/Trap cards with Chokoikoi... Well, enjoy.
  • Mechanically Unusual Fighter: Unlike your average Synchro deck, the Flower Cardians don't have to worry about adding up levels as their Tuners automatically make the Synchro Materials level 2, which is very necessary given that some of their monsters have absurdly high levels (including a level 11 Tuner) to fit their Hanafuda motif. They're more focused on using Main Deck monsters of matching levels to draw and summon enough Synchro Materials to bring out their bosses.
  • Nice Hat: Lightshower's poet/priest hat.
  • No-Sell: Lightshower makes all Flower Cardian monsters unable to be destroyed by card effects, or be targeted by the opponent's card effects.
  • Numerological Motif:
    • The Level of each non-Synchro Flower Cardian represents the Month of their original Hanafuda card.
    • The ATK and DEF of each non-Synchro Flower Cardian is equal to its point value in Hanafuda x100.
  • Shock and Awe: Lightshower's "electric-rim" umbrella, a reference to the November Storm (Yanagi) card.
  • Weak, but Skilled: The non-Synchro monsters are exceptionally weak stat-wise, but are needed to Summon their boss monsters.
  • World's Strongest Man: Lightflare has the highest ATK among Synchro Monsters to date, with pure 5000 ATK.

    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 Chimera 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 Leo is depicted as this in the anime, which also reflects Sora's true nature. Frightfur 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 Sabres'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.
    • Frightfur Saber-Tooth can summon a Frightfur monster from the graveyard when it is fusion summoned. Since it needs a Frightfur monster for material, you can special summon the Frightfur used in its summon.
  • Bowdlerise: From Des-Toy to Frightfurs. Also, the scissors, of all things, were inexplicably censored.
  • Call-Back: Frightfur Chimera 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 Chimera can Special Summon them in either position, though the Summoned monster's ATK is halved, and Chimera 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.
  • Casting a Shadow: The Edge Imps and Frighfurs are DARK monsters.
  • Chain Pain: Edge Imp Chain and Frightfur Sheep. In the anime, Frightfur Sheep even chokes a person with its chain.
  • Chainsaw Good: Edge Imp Saw and Frightfur Leo.
  • Creepy Monotone: Fluffal Bear and Fluffal Leo in the anime.
  • Dark Is Evil/Dark Is Not Evil: The Edge Imps and Frightfurs fall into either category, due to Sora being Evil All Along, but he eventually undergoes a Heel–Face Turn.
  • 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.
  • Dishing Out Dirt: The Fluffals are EARTH monsters.
  • Dub Name Change: From Furnimal to Fluffal, and from Des-Toy to Frightfur. The names of the Des-Toys were also shortened.
    • Des-Toy Scissor Bear —> Frightfur Bear.
    • Des-Toy Scissor Wolf —> Frightfur Wolf.
    • Des-Toy Scissor Tiger —> Frightfur Tiger.
    • Des-Toy Wheel Saw Lion —> Frightfur Leo.
    • Des-Toy Chain Sheep —> Frighfur Sheep.
    • Des-Toy Sabre Tiger —> Frightfur Sabre-Tooth.
    • Des-Toy Mad Chimaera —> Frightfur Chimera.
    • Edge Imp Scissor —> Edge Imp Sambres.
    • Edge Imp DT Modoki —> Edge Imp Frightfuloid.
    • Furnimal Lion —> Fluffal Leo.
  • Evil Laugh: In the anime, Frightfur Bear, Frightfur Chimera and especially Frightfur Leo and Frightfur Tiger.
  • Fusion Dance: The Fluffals combined with the Edge Imps become the Frightfurs.
    • Frightfur Chimera is the Fusion of three Frightfurs.
    • Frightfur Sabre-Tooth is the Fusion of a Frightfur and one or more Fluffal or Edge Imp monster.
  • Glass Cannon: They can put really high damage on board in one turn (read: OTK) and have very good searching power, meaning they can quickly kill the opponent. Unfortunately, their monsters don't have the best protection and they struggle with grind games. You'll almost always want to go second with them because of this. But tragically, this is a shortsell of the deck. With Frightfurs, you either overwhelm or you lose. No middleman.
  • Killer Teddy Bear: Once the Edge Imps have their way with them, the Fluffals are transformed into mutilated plushies.
  • Living Toy: All of them. The Edge Imps might not count as toys, though.
  • Nerf:
    • Depends on the situation with Frightfur Bear. In the anime, after it equips a monster it destroyed by battle to itself, it gains ATK equal to the ATK of the destroyed monster. In the game, it gains 1000 ATK no matter what the ATK of the monster is. So if the monster it destroys has less than 1000 ATK, the ability it has in the game is an improvement.
    • In the game, Frightfur Leo can only target face-up monsters for its effect, cannot attack directly after using it and also cannot be summoned, except by Fusion Summon. None of those restrictions were present in the anime. However, the real life version is much easier to summon, since any Fluffal can be used for its Fusion Summon instead of requiring Fluffal Leo.
    • Inverted example with Frightfur Sheep. In the anime, its effect was that the opponent couldn't activate Spell or Trap Cards when it attacks until the end of the damage step. In the game, not only does it have a better version of this effect, but it can be summoned with any Fluffal instead of Fluffal Sheep and also has the above Came Back Strong effect as well.
    • Played straight with Frightfur Sabre-Tooth. In the anime, it causes all Frightfur monsters to gain 400 ATK for each Fluffal and/or Frightfur monster on the field. In the game, it simply raises all Frightfur monsters ATK by 400.
    • Played straight with Frightfur Chimera. It has a restriction of only being able to be summoned by fusion summon, and when it speciasl summons a monster it destroys, the Special Summoned monster's ATK is halved which wasn't in the anime.
  • Never Say "Die": Like Des Koala or Des Frog, this is the case of the Des-Toys.
  • Panthera Awesome: Frightfur Leo, Frightfur Tiger and Frightfur Sabre-Tooth.
  • Punny Name: Des-Toy is a pun to "death toy" and "destroy".
  • Red Eyes, Take Warning: All of the Edge Imps have these. Similar pink-red eyes appear peeking out of the mouths of the Frightfurs summoned using Sabres as Fusion Material. Finally, Frightfur Chimera's middle head and Frightfur Leo both have red eyes.
  • Slasher Smile: Frightfur Leo possesses one of these.
  • Shear Menace: The Edge Imps and the Frightfurs have blades sticking out of them, mainly Edge Imp Sabres and its Fusions.

    Fortune Ladies 
Fortune Ladies are a series of elementally-attuned Fairy-Type monsters 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:

  • Badass Mustache: Freed the Matchless General
  • Determinator: As seen in the artwork of Chivalry
  • Evil Counterpart: Dark General Fleed
  • Four-Star Badass: Freed the Matchless General
  • Heroic Sacrifice: In the Yu-Gi-Oh! GX anime series, Freed arrives at the prison camp, and sacrifices the last of his energy to place his card on top of Jaden's Deck. Jaden is able to win the duel and defeat Zure with Freed's help. However, the card fades from existence as the duel ends, and Freed dies. Jaden vows to save Freed's comrades as well as Jesse.

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. This archetype is used by Princess Rose in GX.

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.
  • 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, Beelze 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.
  • Stone Wall: Dupe Frog has 2000 DEF, and acts as a tank with an effect that forces the opponent to target it only, but only has 100 ATK to fight back with.
  • Suspiciously Similar Substitute: Tradetoad after Substitoad got banned.
  • 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.

    Fur Hire 
Fur Hire, known as the Skyfang Brigade (空牙団, Kūgadan) in the OCG, is a band of anthropomorphic animals possessing various Types, Attributes, Levels, and a shared focus on swarming the field. The Level 4 or lower monsters have effects that Special Summon another monster Fur Hire from the hand, which in turn activates their own unique effect when a monster Fur Hire is Special Summoned. The Level 5+ monsters have their own unique effects that activate when they are Special Summoned and provide protective effects for the rest of the squad.

Tropes associated with Fur Hire:

  • Cool Airship: Their associated Field Spell, Fandora, the Flying Furtress, is definitely this. In-game, it can search for a Fur Hire monster in exchange for giving up your normal draw for the turn, and can destroy the opponent's field if five or more different members of the group are on the field.
  • Dub Name Change: A point of some contention among fans and players of the game.
  • Discard and Draw: The unique effect of Helmer.
  • Hired Guns: The archetype's English TCG name implies that they are this.
  • No-Sell: The higher-Level monsters of the archetype can provide a defense against the opponent's cards: Wiz and Rafale, respectively, can negate the activation of 1 monster or Spell/Trap effect once every turn, while Dyna and Sagitta keep them from targeting any other Skyfang Brigade monsters for attacks or with card effects.
  • Non-Standard Character Design: A variant, as the card texts for their support cards in the English TCG words said support as "monster "Fur Hire"", as opposed to ""archetype" monster", as is the case for the support cards for other archetypes.
  • Painting the Medium: The card text for the archetype's support cards in the TCG, which take advantage of the archetype's Punny Name to tell you that they are "monsters "Fur Hire"".
  • Petting Zoo People: It's rather like Star Fox found its way into the card game.
  • Pun-Based Title: Every single monster in the archetype has this in their English TCG names.
  • Punny Name: Look no further than the archetype's English TCG name.
  • Sky Pirate: Well, more like an actual brigade of soldiers than actual pirates, but there's enough of the trope in place that it can be easy to get confused. They even have their own flying ship.
  • Status Buff: Blavo's unique effect grants an extra 500 ATK/DEF to any Fur Hire already on the field.
  • World of Pun: The archetype is full of this in the English TCG, from the archetype's Punny Name, to every monster having a Pun-Based Title in its name, to their support cards wording said support as supporting a "monster "Fur Hire"" as opposed to an ""archetype" monster", which is the case for other archetypes. Their Field Spell Card is even called "Fandora, the Flying Furtress".
  • Zerg Rush: All Level 4 or lower monsters have Special Summoning effects, which can quickly fill up the board.

The Gadgets are an archetype of Machine monsters. They can be divide into two groups, with the exception of Gadget Soldier. The first group consist originally consisted of trio of EARTH monsters that search out a copy of one of the other two from the deck when summoned. Two more members were later added. Lacking in power, those gadgets rely on cards like Stronghold the Moving Fortress for offense. They share a connection with the Ancient Gear archetype represented by Ancient Gear Gadjiltron Chimera and Ancient Gear Gadjiltron Dragon. The second group of Gadget monsters are meant to act as support for the Morphtronic archetype

Yugi Muto used Gadgets cards from the first group against his alter ego in the original series while Kaiba used Gadget Soldier during the Battle City arc. Lua/Leo used the second group in Yu-Gi-Oh! 5D's.

Tropes associated with the Gadgets:

  • All Your Powers Combined: Metalhold the Mobile Fortified Fortress gain the ATK of all monsters equipped to it.
  • Bread, Eggs, Breaded Eggs: The first group of Gadgets are associated with the Ancient Gear archetype, through Gadjiltron Chimera and Gadjiltron Dragon, but aren't part of it. Ancient Gear Gadget, however, is a member of both archetypes.
  • Combat and Support: The Gadgets work as support for other cards, such as cards like Stronghold, the Ancient Gears, the Morphtronic or even other decks. Inverted with Gadget Hauler whose effect is more geared toward combat and requires Morphtronic cards to be discarded.
  • Combination Attack: Several cards are depicted as incorporating the Gadgets into their mechanics to power themselves up.
  • Cute Machines: The first group of Gadget monsters are a series of adorable gear-themed monsters.
  • Dishing Out Dirt: The majority of the Gadget are EARTH monsters.
  • Enemy Summoner: Gold and Silver Gadget can summon a level 4 or lower Machine monster when summoned.
  • Light 'em Up: Gold and Silver Gadgets are LIGHT monsters.
  • Making a Splash: Gadget Arms is a WATER monster which makes sense since it appears to be partially based on a water gun.
  • Mini-Mecha: Stronghold the Moving Fortress, Metal Hold, and Backup Soldier-Dread Dynamo, which are piloted by the Gadgets.
  • Playing with Fire: Gadget Soldier.
  • Transforming Mecha: Like the Morphtronics, gadget Driver can switch between a robot and a screwdriver form.
  • We Have Reserves: What made the initial trio of Gadgets so renowned was their ability to search each other out when Summoned. It doesn't sound like much, given their low stats, but when paired with all forms of removal spells to eliminate anything they can't beat in a fight, the Gadgets could wear down the opponent's resources while constantly having a good supply of monsters to tank and deliver hits. This highlighted the importance of card advantage in the game, and are perhaps the first few cards termed "floaters".

The Gagaga monsters are an archetype of DARK Spellcaster-Type monsters and EARTH Warrior-Type monsters used by Yuma in ZEXAL. Their effects rely on swarming the field to facilitate 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: 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 Spellcaster-Type monsters 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 Spellcaster-Type monsters; Magician, Girl, Head, Mancer, Child and Sister are all DARK monsters.
  • 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.
  • Confusion Fu: The Gagaga monsters' effects to change their Levels allow them to Xyz Summon monsters with a wide range of Ranks, making it difficult to predict what they might pull from the Extra Deck.
  • Cute Witch: Gagaga Girl and Gagaga Sister.
  • Dishing Out Dirt: Gardna, Clerk, Cowboy, Samurai, and Caeser are all EARTH monsters.
  • 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. 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.
  • Recurring Element: Gagaga Cowboy's effect is similar to the Morphtronic archetype, in that his effect depends on his battle position.
  • Senpai Kohai: Gagaga Girl calls Gagaga Magician "(Gagaga) Senpai" in the original Japanese dub.
  • 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. Try saying that five times fast.
  • 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 Boxnote . Also, even though Gogiga Gagagigo and Rabidragon are tied in terms of ATK, Rabidragon would be listed above him, since 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 credit, Gogiga Gagagigo is the strongest Normal Reptile-Type 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 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.
  • Dub Name Change:
    • From Jigobyte to Jigabyte.
    • In the Japanese name "Kakusei no Yūshi Gagagigo" can be translated into "Awakened Hero Gagagigo". It's changed to "Gagagigo the Risen".
  • 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.
  • Expy: Of Greymon from Digimon:
    • Gigobyte is Agumon (Child Form).
    • Giga Gagagigo is MetalGreymon (Cyborg Form).
    • Gogiga Gagagigo is BlackWarGreymon (Corrupted Final Form).
    • Gagagigo the Risen is WarGreymon (Pure Final Form).
  • 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, Gogiga 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 Folk: 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 he had lost everything because of his lust for power, and after finding this out it redeemed himself by stopping his quest for more power.
  • Reptiles Are Abhorrent: They are all Reptile-Type monsters. Only Giga Gagagigo and Gogiga Gagagigo are vicious.
  • 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 Jigabyte.
  • 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 Jigabyte, 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 Monsters in the game.
  • Worthy Opponent: To Freed the Brave Wanderer.

    Gaia Knight / Gaia The Fierce Knight 
Gaia the Fierce Knight is a series of cards, started by Gaia The Fierce Knight. All members of the archetype have 2300 ATK and 2100 DEF, each with differing effects.

The Gaia Knights are a subseries revolving around Gaia shifting steeds and weaponry through various advanced forms of summoning.

Tropes associated with the Gaia Knights:

  • Badass Normal: Gaia Knight, the Force of Earth is not only one of the strongest Level 6 Synchro Monsters, but one of the strongest non-Effect Synchro Monsters as well.
  • Black Knight: Gaia the Fierce Knight, Gaia, the Polar Knight.
  • Blade on a Stick: Gaia's weapon changes appearances and sometimes he wields one or two, but he's always charging into battle with a lance.
  • Cool Horse: Which is colored violet.
  • Cyborg: Gaia Knight, the Force of Earth and his horse are mechanical. His torso is attached to the top of the horse.
  • Divergent Character Evolution: After a series of Gaia Knights that focus on granting him cybernetics and new steeds, the latest additions to the series function as supporters to Black Luster Soldier.
  • Dragon Rider: Several of the cards have Gaia riding dragons.
  • Dual Wielding: With lances. Averted by Gaia, Knight in Blackest Night, and Gaia, Knight in Brightest Night.
  • Fusion Dance: With Curse of Dragon to Form Gaia the Dragon Champion. Later, Gaia Knight, the Force of Earth with any other non-Effect Synchro Monster becomes Gaia Drake, the Universal Force. Especially considering Gaia Drake is something of a portmanteau of Gaia and Naturia Leodrake, one of the potential Fusion Materials, and the latter is a Beast, which completes Gaia's fusion into a Beast-Warrior-Type monster.
  • Horse of a Different Color: Curse of Dragon for Gaia when he is Gaia the Dragon Champion.
  • Jousting Lance: Gaia's primary weapons in most of his forms.
  • Knight in Shining Armor: Gaia Drake, the Universal Force, and Gaia, the Mid-Knight Sun.
  • Mechanical Horse: Gaia Knight, the Force of Earth and Gaia Drake, the Universal Force.
  • Took a Level in Badass:
    • Originally, Gaia the Fierce Knight -> Gaia the Dragon Champion. Pretty much every copy of the card released since (Swift Gaia the Fierce Knight, Gaia Knight, the Force of Earth, Gaia Drake, the Universal Force) has had him take more levels each time. He also took another level as Gaia Dragoon, the Force of Thunder, who is the third Xyz Monster able to use Chaos Xyz Change.
  • Those Two Guys: Gaia, Knight in Brightest Night and Gaia, Knight in Blackest Night. They even have effects that support the other's Element.

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.
  • Barbarian Hero: Gearfried the Swordmaster.
  • Black Knight: Gearfried the Iron Knight.
  • Casting a Shadow: Red-Eyes Metal Knight Gearfried, doubling as a Red-Eyes of course.
  • 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
  • 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).
  • 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�!!!
  • Recurring Element: "Geargia" monsters resemble "Gadget" and "Wind-Up" monsters in appearance.
  • Signature Team Transport: The Gigant Carrier is a transport vehicle that carries the Gearunits (Geargiaccelerator, Geargiattacker, Geargiarmor, and Geargiarsenal).
  • Stone Wall: Geargiarmor has a hefty 1900 DEF, but only 1100 ATK.
  • 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 Colors Combined: The background and sword of Master Diamond's give off this vibe.
  • 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.
  • The Atoner: Gem-Knight Master Diamond atoned for his crimes as a Shaddoll by helping out the good guys.
  • Back from the Dead: During the third Duel Terminal storyline, Emilia brought Gem-Knight Master Diamond back from the dead by using the magic of the Gishki Aquamirror and the Nekroz Mirror on the corpse of El Shaddoll Grysta.
  • Badass Normal: Zirconia is the only Gem-Knight Fusion monster to have no effect, but it packs 2900 ATK, only behind Lady Diamond in ATK, and tied with the leader Master Diamond (but with Master Diamond's effect, odds are Zirconia will have less ATK than him as well) .
  • 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: Cairngorgon the Anti-luminescent Knight 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 Sophia being 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 Master Diamond's crumbling body or reassembled his damaged body using the remains of his fallen comrades.
  • Dishing Out Dirt: By default, since they're all EARTH monsters. In addition, Master Diamond, Emerald, Crystal, Zirconia, Alexandrite, Lazuli, Pearl, and Obsidian are all Rock-Type monsters.
  • Fallen Hero: El Shaddoll Construct is a corrupted version of Gem-Knight Lapis and Cairngorgon/Shaddoll Core/El Shadoll Grysta is a fallen version of Gem-Knight Crystal/Master Diamond.
  • Fusion Dance: This is their main gimmick. Gem Knights not only unleash their true power upon fusion, but they have many trap cards and alternative spell cards to enable fusion or, in the case of trap cards, keep up the assault with a brand new monster.
    • Gem-Knight Lazuli fused herself with the 12 Constellar monsters to become Constellar Sombres in order to defeat Sophia, Goddess of Rebirth together with Evilswarm Kerykeion.
    • Gem-Knight Master Diamond fused with the Stellarknights Sirius, Procyon, Capella and Rigel and the 2 Tellarings housing the souls of Constellar Aldebaran and Constellar Pollux to become Stellarknight Constellar Diamond. Then Stellarknight Constellar Diamond fused with Sombre and the remaining Stellarknights to become Tellarknight Ptolemaeus.
  • Gemstone Assault: Mostly prominent with Gem-Knight Crystal and Master Diamond.
  • 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 Evilswarm and Gishki as described above.
  • Light 'em Up: Seraphinite needs a LIGHT monster to be Fusion Summoned.
  • Making a Splash: Sapphire, Iolite, Amethyst, and Aquamarine are all Aqua-Type monsters.
  • Man of Kryptonite: According to the artwork of Xyz Reversal, Gem-Knight Pearl was this to Vylon Disigma - it has 100 more ATK, it was EARTH when Disigma had absorbed FIRE, WATER, and WIND monsters, and it has no effect, meaning Disigma can't absorb it.
  • Playing with Fire: Ruby, Citrine, Garnet, and Sardonyx are all Pyro-Type monsters.
  • Power Gives You Wings: Phantom Core is a Link counterpart of Crystal containing the power of the Zefra as seen by his wings in his card art.
  • 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.
  • Shock and Awe: Topaz, Toumaline, Amber, and Prismaura are all Thunder-Type monsters.
  • Shout-Out:
  • The Smurfette Principle: Gem-Knight Lazuli was the only female among the Main Deck 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 they can even form a Fusion Monster, Gem-Knight Lady Lapis Lazuli. Gem-Knight Seraphinite was the only female Fusion Monster of the group (until ARC-V came with two new female Fusions).

Genex is an archetype of Machine-Type monsterss 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 include 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:

  • Crippling Overspecialization: The Genex Ally cards are almost entirely based on supporting other Duel Terminal archetypes, including Bellflame to Neo Flamvell, Solid to Ice Barriers, Duradark to Allies of Justice, or Reliever to Naturia. Some of them can do it serviceably, but it makes playing Genex Allies on their own borderline impossible.
  • 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 are FIRE monsters.
  • 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). 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.
  • Punny Name: Vindikite R-Genex is a play on the words "Vindicate" and "Kite". Kite makes sense as it is a WIND 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: The "R-Genex" focus heavily upon swarming to better enable Synchro Summons.

    Ghost Girls 
The Ghost Girls are a small series of Level 3 Tuner monsters with 0 ATK and 1800 DEF. Each of them is capable of disrupting the opponent's plays, by way of sending or discarding themselves from the hand to the Graveyard.

Tropes associated with the Ghost Girls:

  • A Girl And Her X: How the TCG names are structured, e.g. "Ghost Ogre & Snow Rabbit".
  • Cute Ghost Girl: It's there in the name.
  • Early Installment Weirdness: Ghost Ogre & Snow Rabbit, the first of the series to be released, has two main differences from the others: it is Psychic-type rather than Zombie-type, and its effect can be used from either the hand or field while the others must be discarded from the hand.
  • Pun: Each of their OCG names has a double meaning.

Ghostricks is an archetype 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 Ghostricks:

  • All Love Is Unrequited: The artwork for 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: Angel of Mischief, 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: Angel of Mischief looks like a chibi 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), which is the Japanese name for the Darklord archtype. Both of these names are 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 Angel of Mischief, who wins you the duel if she's got ten Xyz Materials on her (once per turn you can add one Ghostrick card from your hand 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.
  • Long Game: Ghostrick psychology in a nutshell. They're evasive, defensive, and tricky, often referred to as a bit of a trolling deck to the unprepared. However, it takes time to build up those moves and time to execute some of their more complicated plots. It's not a deck that wins duels quickly.
  • 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, Jiangshi, and Stein are all Zombie-Type monsters, 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: Datenshi/Spoiled Angel (Datenshi/Fallen Angel), 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.
  • Stone Wall: Their strongest attacker has 2000 ATK, and most of them are a lot lower. Because of this, the majority of their cards are focused on defense, blocking attacks and slowing the opponent down while their other cards build towards an alternate win condition.
  • 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 ATK. 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.
    • Having said that, if you can prevent them from XYZ summoning, there's not a lot else they can do unless the player's trap/spell lineup has an answer for it.
  • 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 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 the Water Charmer.
  • 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 so cards with 'Ritual' in their names wouldn't accidentally become part of the archetype.
  • 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.
  • 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-Warrior-Type monsters 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. Despite the archetype is introduced in the GX era, they didn't get their anime debut until 2016, where they are played by BB and Sanders in ARC-V.

Tropes associated with the Gladiator Beasts:

  • Anti-Magic: Many of their support trap cards negate spells, traps and/or Monster effects. Alexander is immune to Spell cards, Beastarti can destroy a spell or trap card, and Heraklinos lets you discard cards to negate spell and trap cards.
  • Attack! Attack! Attack!: Gladiator beasts need to attack something for a tag out. Now, this can work in one of two ways, you either destroy the enemy monster, or you can attack their defensive monsters, usually losing some lp in the way, but can get a tag out to something stronger, or something with an effect to destroy like Murmillo or Bestiari. Having said that, it's also one of their weaknesses. Like Jurrac, a Gladiator Beast deck that can't attack is effectively crippled. Unlike Jurrac, however, Gladiator beasts have many ways around that problem.
  • Badass Armfold: Nerokius.
  • Bat Out of Hell: Nerokius again.
  • Fish People: Murmillo.
  • Fusion Dance: The archetype's boss monsters are brought out via Contact Fusion.
    • 2 Gladiator Beasts = Essedarii
    • Bestiari + 1 otheer Gladiator Beast = Gyzarus
    • Laquari + 2 other Gladiator Beasts = Heraklinos
    • Spartacus + 1 other Gladiator Beast = Gaiodiaz
    • 3 Gladiator Beasts = Nerokius
  • Gladiator Games: Their main theme. In fact, their home field is called Colosseum - Cage of the Gladiator Beasts
  • Hercules: Heraklinos, who is also the strongest Gladiator Beast.
  • Lizard Folk: Retiari and Secutor.
  • Luckily, My Shield Will Protect Me: If a monster equipped with Gladiator Beast's Archfiend Shield would be destroyed, it is destroyed instead.
  • Noble Bird of Prey: Besiari, Gyzarus, Lanista and Octavius.
  • Our Centaurs Are Different: Equeste.
  • Panthera Awesome: Alexander, Laquari, Heraclinos, Samnite, Tygerius.
  • Petting Zoo People: An entire group of them.
  • Tag Team: They have the ability to tag-out by returning to the deck in exchange for a different Gladiator Beast. The second one that comes in ends up with a special ability it wouldn't have otherwise.
  • Theme Naming: Their names are largely based on types of gladiators in the Roman Colosseum (such as Dimacari, Hoplomus, and Secutor), along with names of famous Roman warriors (such as Octavius, Spartacus, and Tiberius).
  • Tyrannosaurus rex: Gaiodiaz and Spartacus

    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 Position after attacking, and most of them have 0 DEF.

Tropes associated with the Goblin Attack Force:

  • 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.

    Goddesses of Rebirth 
Sophia is one of the most Awesome, but Impractical cards there is. What would have been the final result of the Duel Terminal storylines bearing summoning conditions and adornments that imply the tribes unite their powers to call it, it banishes all other cards in the hand, field and Graveyard when summoned, leaving only Sophia's 3600 ATK and whatever the players can draw left to continue the duel. In the story its summoning was halted when the destruction caused the Costellars and Evilswarms to work together to banish her again.

Later it would be revealed that Sophia has a counterpart in the form of Tierra who is just as powerful and as impractical as her.

Tropes associated with Sophia:

  • All Your Powers Combined:
    • The Special Summoning Conditions of Sophia might be refering to the powers of the "Gishki" (Ritual Monster), "Gem-Knight" (Fusion Monster), "Gusto", "Vylon", and "Laval" (Synchro Monster), "lswarm", and "Constellar" (Xyz Monster).
      On close inspection, this card seems to have a representation of each of the elemental Duel Terminal archetypes in its artwork. Sophia has two "Gishki Aquamirrors" for a bra (Gishki), two armbands with differently colored gems (Gem-Knight), a pair of green wings sprouting from her head (Gusto), flaming hair (Laval), and balls of Light and Darkness held in either hand (Vylon and Constellar and Steelswarm and "lswarm", respectively).
    • Tierra's body is made of parts from Qli and Infernoid monsters.
  • Awesome, but Impractical:
    • Sophia has a heavy summoning cost of requiring a Ritual, Fusion, Synchro, and Xyz monster to be on the field. However, they can be on either side of the field, and can be tributed against the opponent's will a la Lava Golem. Once it's summoned, its effect activates which banishes everything from both players' fields, hands, and graveyards. Neither Sophia's effect nor its summon can be stopped, meaning that if you pull her off, you'll get an instant 3600 shot at your opponent's life points, if not a game win due to their loss of resources (unless they pull a card like Dark Hole or Mirror Force out of their ass). Difficult to summon, by no means splashable, but in the right deck (and when you know your opponent enough to use his monster selection strengths against him), it can make quite a punch. However, Instant fusion can get out any five or lower fusion monster, whereas Xyz and Synchro monsters are commonly played. Solve the ritual problem, and you can try to get her out easily.
    • Tierra requires 10 or more different cards to be shuffled from the hand or field of the player back into the deck in order for her to be summoned but, just like Sophia, her summon and effect cannot be responded with. Furthermore, unlike Sophia, her effect of returning everything besides herself to the deck affects Pendulum monsters that are face-up in the Extra Deck.
  • Bilingual Bonus: Sophia (Σοφία) is the Greek word for wisdom while Tierra means earth in spanish.
  • Did You Just Punch Out Cthulhu?: Sophia was on the receiving end of this trope, courtesy of Sombre and Kerykeion.
  • Foil: The two goddess are opposites in many ways. Sophia is a DARK Fairy-type monster and has an organic-looking appearance while Tierra is a LIGHT Fiend-type and mechanical in terms of appearence. Both have the same level as well as a mass removal effect but while Sophia's banishes cards, Tierra's returns them to the deck instead. Also, their ATK/DEF values are the opposite of each other.
  • Fusion Dance:
    • Infernoid Onuncu + Infernoid Devyaty + 1 or more "Infernoid" monster(s) = Infernoid Tierra
    • Even though she is no longer a Fusion monster, Tierra, Goddess of Rebirth is Infernoid Tierra combined with the Apoqliphort monsters and Batlamyus.
  • God Is Evil: Sophia was eventually revealed to have created the Vicious Cycle below while Tierra is the one responsible for the Qli and the Infernoids.
  • Kill the God: The ultimate fate of Sophia at the hands of Sombres and Kerykeion.
  • Meaningful Name: Sophia is named for the Aeon Sophia in Gnostic Mythology and Tierra after the eponymous computer simulation.
  • Numerological Motif: Tierra is associated with the number 10. Her Infernoid form can uses all of its effects when summoned using at least 10 materials while her Goddess of Rebirth form requires 10 or more cards to be shuffled into the deck for her to be summoned. Fittingly, she's connected to the Qli and Infernoid archetypes which are also connected to that number.
  • Physical God: Sophia and Tierra are the gods of the Duel Terminal World.
  • Recurring Element:
    • This card is like a counterpart of The Creator God of Light, Horakhty since this card requires several different card types, which most Decks don't have, and that this card's Summon and effect cannot be negated.
    • This card's effect is similar to that of the Chaos Emperor Dragon - Envoy of the End, Ocean Dragon Lord - Neo-Daedalus and Gandora the Dragon of Destruction, as well as the anime-exclusive Chaos End Ruler -Ruler of the Beginning and the End-.
  • Reset Button: Attempted by Sophia, but failed. See below.
  • Vicious Cycle: Sophia created a never ending cycle of reincarnation of creation and destruction. To escape from this cycle, Sombres and Kerykeion were born.
  • Yin-Yang Bomb: Sophia can be seen holding a light orb and a dark orb in her hands, representing the Constellar and Evilswarm respectively.

The Gorgonic archetype consists of DARK Rock-Type monsters that focus mostly on Rank 3 Xyz Summoning. They're themed after gargoyles and other monstrous statues, their main form of offense being reducing enemy monsters' ATK to 0. They share similarities theme-wise an playability wise with the Reptillianne archetype. In ZEXAL, this archetype was used by Vector in his human past life.

The Gouki are a group of EARTH Warrior-Type monsters with 0 DEF focusing on swarm and beatdown tactics. Their Main Deck monsters are named after animals and various wrestling maneuvers, while their Link Monsters are all named after ogres. They are used by Go Onizuka in Yu-Gi-Oh! VRAINS.

Tropes associated with the Gouki:

  • Animal-Themed Superbeing: The main deck Gouki monsters are each themed after an animal.
  • Dishing Out Dirt: On account of being EARTH monsters.
  • Glass Cannon: The Main Deck monsters, as previously stated, have 0 DEF.
  • Go Through Me: Octostretch can discard itself to cut any one instance of battle or effect damage in half.
  • Let's You and Him Fight: Destroy Ogre's effect allows the opponent to Special Summon up to 2 monsters from their Graveyard, and then for you to Special Summon the same number of non-Link Goukis from your Graveyard to any of your zones Destroy Ogre points to.
  • Power Nullifier: The Master Ogre can return any Gouki monsters it points to back to the hand, and negate the effects of an equal number of the opponent's monsters.
  • Status Ailment: The Great Ogre causes all monsters on the field to lose ATK equal to their original DEF. As each Gouki has 0 DEF (The Great Ogre, being a Link Monster, is automatically assumed to have no DEF at all) this almost always plays out in their favor—almost, as other Link Monsters on the field will not be affected by this effect for the same reasons.
    • Hugbear can cut an opposing monster's ATK in half if it's either Normal Summoned or Special Summoned by a Gouki card's effect.
  • Status Buff: Thunder Ogre can gain 400 ATK if a monster that any of its three Link Markers point to is destroyed.
    • Jet Ogre can power up every Gouki monster on the field by 500 ATK for one turn if it's sent from there to the Graveyard. Being a LINK–2 monster, this can help with setting up for Summoning the archetype's bigger Link Monsters.
    • Twistcobra and Headbatt can each use their effects to strengthen a Gouki monster's ATK; Twistcobra allows the player to tribute a Gouki monster to have another one gain its ATK for the turn, while Headbatt can discard another Gouki monster to Special Summon itself from the hand and then to have a Gouki on the field gain 800 ATK.
  • Theme Naming: The main deck Gouki monsters are named after wrestling moves.
  • We Have Reserves: Sort of. The Main Deck Goukis can each add a different Gouki from your Deck to your hand if they're sent from the field to the GY. This allows the player to maintain hand advantage even while Summoning the archetype's otherwise resource-intensive Link Monsters.

The Goyo are a group of EARTH Warrior-Type monsters with the ability to take control of the monsters they destroy. They are used by Tetsu Ushio in 5D's and by members of the Security in ARC-V.

Tropes associated with the Goyos:

  • Breath Weapon:: Goyo Emperor attacks with a fire breath since he doesn't use any weapons like the others.
  • Defeat Means Friendship: As stated above, the Goyo monsters have an effect that allows their player to take control of monsters they defeat. However, this ability is depicted in the anime as holding the defeated monster captive.
  • Dishing Out Dirt: All of the Goyo monsters are EARTH monsters.
  • Fusion Dance: Goyo Emperor is a Fusion Monster that can be summoned by fusing two EARTH Warrior-Type Synchro Monsters.
  • King Mook: Goyo King.
  • Nerf:
    • Any battle damage inflicted by the monster Special Summoned with Goyo Predator's effect is halved during the turn it was summoned. This restriction wasn't present in the anime.
    • The first effect of Goyo Emperor do not work on Pendulum Monsters since they are not sent to the graveyard when destroyed. This was not the case in the anime, due to the effect being slightly different.
  • Status Buff:
    • For each other EARTH Warrior-Type Synchro monster, Chaser's ATK is increased by 300.
    • If he's targeted for an attack, Goyo Defender gains 1000 ATK for each other EARTH Warrior-Type.
    • Goyo King gains 400 ATK for each EARTH Warrior-Type when he declares an attack on a monster.
  • Weak, but Skilled: Goyo Defender may only be a Level 3 Synchro Monster with 1000 ATK and DEF, but his effects are quite useful since he can summon other copies of himself from the Extra Deck and increase his ATK in case he is attacked.

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 has 2100 DEF, but only 200 ATK.
  • 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
  • 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.
  • 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.
  • Recurring Element:
    • 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.
  • 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.
  • Super Toughness: 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

Graydles are an archetype of WATER Aqua-Type monsters whose effects revolves around destroying themselves to activate their effects and taking control of the opponent's monsters.

Tropes associated with the Graydles:

  • Color-Coded for Your Convenience: The color of the three non-Tuner Graydles is the same as the type of card they need to be destroyed by in order to use their effect.
  • Death-Activated Superpower:With the exception of Slime, all Graydles have an effect that activates when they are destroyed.
  • Dub Name Change: The Italian name for Graydle is Reticulliano, which is based on the star Zeta Reticuli. Zeta Reticuli is known among ufologists because of the Barney and Betty Hill case.
  • Fusion Dance: As shown by its artwork, Graydle Dragon is the combination of all four Graydles: Its head is that of Alligator, it has the arms and wings of Slime and Eagle respectively and Cobra serves as its tail. Despite this, it's a Synchro Monster instead of a Fusion Monster.
  • The Greys: The Graydles' natural form, Graydle Slime is a slime-like Grey alien. They even are depicted like this in the artwork for Graydle Impact.
  • Making a Splash: They are all WATER Aqua-Type monsters.
  • Puppeteer Parasite: Fitting the archetype's "parasite" theme, the "possessed" Graydle monsters consist of equipping themselves to opponent monsters when destroyed by specific means and taking control of them.
  • Transformation of the Possessed: Krocodilus is forcibly transformed into Graydle Crocodile in the artwork for Greydle Parasite
  • Two Beings, One Body: Graydle Dragon appears to be a physical amalgamation of body parts from other Graydle monsters, including the head of Graydle Alligator, the wings of Graydle Eagle and the arms and torso of Graydle Slime. It also has Graydle Cobra as a tail.

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 Meikyuu Brothers in Duel Monsters, while the strongest Guardian of the Equip-themed Guardians are Guardian Eatos and Guardian Dreadscythe, used with the other Equip-themed Guardians by Rafael in the anime.

Tropes associated with the Guardians:

  • Achilles' Heel: Got hit with this hard with Butterfly Dagger-Elma's banning. Because that card was banned, Elma was technically unplayable, which would have helped the deck recycle effects and then special summon necessary guardians when apporpriate. Alas, without her, the deck lost a hell of way to recycle their resources efficiently.
  • 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 UFOroid Fighter, a fusion of the nearly useless UFOroid and any Warrior-Type monster. UFOroid Fighter's ATK is the sum of the monsters used to summon it, but if you use Power Bond to summon him, you'll double that ATK. Using Gate Guardian, the strongest Main Deck Warrior-Type monster that can be fused, to make this card, you'll end up with a monster whose ATK 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:
  • 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.
  • Good Wings, Evil Wings: Guardian Eatos has a pair of white angel wings, but when affected by The Seal of Orichalcos, they turn black. Guardian Dreadscythe gets evil-looking black wings by default.
  • 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 Man: Dreadscythe is literally implacable, it cannot leave the field if you draw enough cards. It will just keep hacking and slashing.
  • Irony: The anime version of Guardian Eatos could only use Celestial Sword - Eatos for its effect, and the real-life version of the Celestial Sword has an added ATK-boosting effect for Guardian Eatos if it is sent to the Graveyard. The problem: this effect misses the timing if it is used for Guardian Eatos's effect, meaning that doing so is relatively ineffective.
  • 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.
  • Monster from Beyond the Veil: Guardian Dreadscythe can be Special Summoned if Guardian Eatos is destroyed, symbolizing her "resurrection" as a relentless, demonic killing machine.
  • 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 and attack your opponent directly, but it reduces the user's ATK.
    • 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 enemies.
    • 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".
  • 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.
  • 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
    • Falco and Winda came back as Shaddolls and then were purified after the defeat of Tierra.
  • Blow You Away: The Gusto are a tribe of wind spellcasters.
  • 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.
  • Earn Your Happy Ending: Twice for Kamui. He survived the death of the Gusto Clan with Reeze after the end of the Steelswarm/Gishki War and had Pilica. After the war with the Shaddoll and Infernoid, it turned out Winda and Falco were purified of the Shaddoll corruption, and they all had a happy reunion. As a result, Winda joined the Ritual Beast Tamers and Falco became Ulti-Kimunfalcos.
  • 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: Since their Tuner monsters are animals, they can unite with them and perform a Synchro Summon with ease.
  • 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. This is fitting, since Reeze is canonically her mother.
  • Girlish Pigtails: Reeze
  • Godzilla Threshold: The Evilswarm were threatening to defeat the Gem-Knights and 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.
  • Our Gryphons Are Different: Gusto Grif
  • Powered Armor: Daigusto Sphreez is just Reeze wearing Vylon Sphere as a suit of armor.

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 severed arms/hands.
  • Artificial Limbs: In the anime, the four Hand Effect Monsters 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 their cards. Attacking them recklessly is not an 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.
  • Eyes Do Not Belong There: Number 106: Giant Hand has eyes on its palm and fingertips.
  • 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.
  • 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 often 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.
  • The Artifact: All the Harpie Ladies are treated as "Harpie Lady" while on the field of in the Graveyard, so as to get support from cards that work with "Harpie Lady" and get over the rule that you can only have up to three copies of a card in a deck. This was one of the game's first attempts at making an archetype and wasn't too practical. Nevertheless, they retained this effect rather than simply getting their cards errata'd to support "Harpie" Winged-Beasts (although they did eventually get those as well).
  • Badass Decay: invoked Harpie's Pet Baby Dragon is a lot stronger than the adult form due to a variety of effects its possesses.
  • Black Bra and Panties: Harpie Dancer's outfit in her original artwork is basically this with a pair of matching leggings and not much else.
  • Blow You Away: They are WIND monsters.
  • 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.
  • 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 ATK.
    • 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 Trap Cards, 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).
  • 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.
  • Recurring Element: Hazy Flame Griffins's effect is a FIRE counterpart to Cyber Dragon's 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.
  • Power Nullifier: All Heralds (except Herald of the Pure Light) have effects focusing on negating other effects.
  • Stone Wall: Herald of Perfection and Herald of Ultimateness, which have high DEF and low ATK for Ritual Monsters of their level.
  • 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, Number 8: Heraldic King 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 VIII'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, with the number corresponding to it "Number 96: Dark Mist". "Dark Mist" is a DARK monster whereas this card is a LIGHT 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 Dragon-Type monsters at the cost of that dragon losing its ATK and DEF, and tributing other Dragon-Type monsters 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 Hieratic Sun Dragon Overlord of Heliopolis.

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 Champions, like the Ice Barrier Dragons, are named after certain named weapons. Excalibur, Rhongomyniad, Kusanagi and Gandiva. Ther Heroic Challengers are also named after more generic weapons, but with another word that explains the monster's purpose.
  • Dishing Out Dirt: All Heroic monsters are EARTH Effect Monsters, except for Heroic Champion - Excalibur who is a LIGHT 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 Gauche.

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

Tropes associated with the -hunders:

  • 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-Type monsters 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.
  • Our Dragons Are Different: Number 91: Thunder Spark Dragon is a Dragon-Type monster and looks more like an eel.
  • Shock and Awe: They're not only Thunder-Type, they're made of lightning.
  • Theme Naming: This archetype is composed of Level 4 Thunder-Type 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, Stardust Dragon, Number 9: Utopia and Odd-Eyes Pendulum Dragon, the signature cards of the main characters of the five Yu-Gi-Oh! anime series (Duel Monsters, GX, 5D's, ZEXAL and ARC-V) respectively. She has also the same DEF as GX, 5D's ZEXAL and ARC-V's hero's signature Monster Cards. 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.
  • Making a Splash: The archetype consists of WATER Aqua-Type monsters.
  • 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: Evilswarm Bahamut, Evilswarm Ophion and Evilswarm Ouroboros are the members of the Ice Barrier archetype infected by the Evilswarm 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."
  • Family-Friendly Firearms: Averted - surprisingly enough for a franchise known for the trope; none of the card artworks were censored in the TCG despite a heavy resemblance to guns in their weapons and armor. This may be because their weapons were made to look and operate more like blades than actual firearms.
  • 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: They are all FIRE monsters.
  • 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.
  • Red Oni, Blue Oni: Played with Cavalier and and Veteran. Cavalier has a blue background, but is described to be reckless and often attacks her own tropps. Veteran has a red background, but supervises her and gets annoyed with her recklessness.
  • 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.
  • Theme Naming: In the OCG, the theme was guns (e.g. Derringer, Dragunov, Uzi). Their TCG names are instead derived from medieval military positions and other "knightly" terms (for instance, the aforementioned three become Cavalier, Templar, and Veteran respectively).
  • 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.

Inca monsters are a series of monsters based on ancient Inca mythology. They were used by Rex Goodwin/Goodwin in the Yu-Gi-Oh! 5D's anime.

Tropes associated with the Inca:

  • Big Creepy-Crawlies: Fire Ant Ascator.
  • Mayincatec: Averted; the series is more or less based solely on Inca mythology. The one exception is Fire Ant Ascator, which is based on a creature from Aztec mythology.
  • Multiple Head Case: Sun Dragon Inti and Moon Dragon Quilla each have four heads.
  • Power of the Sun: Sun Dragon Inti, based on the Incan god of the sun.
  • Solar and Lunar: Sun Dragon Inti and Moon Dragon Quilla, based on Inti and Mama Quilla, the Incan god of the sun and goddess of the moon, respectively.

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 from the manga could be considered a second leader since its effect works perfectly with the archetype. This archetype is used by Kyosuke Kiryu/Kalin Kessler in 5D's who dubs the strategy "Handless Combo".

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.
  • Difficult, but Awesome: In their heyday, the Infernities were infamous for being able to spam out Synchros like nobody's business with combos starting with as few as two cards. On the other hand, said combos are ulcer-inducing to actually learn and execute, particularly since you have to pull them off with no hand and thus don't have any backup if you screw up.
  • Disability Superpower: 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.
  • Expy: Infernity Doom Dragon is Kiryu's Infernity parallel to his Dark Signer's Dark Synchro Monster Hundred Eyes Dragon. They are both Level 8 DARK Dragon-Type monsters with 3000 ATK and require a DARK 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 Doom 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 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: Later 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 two 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 Kiryu uses one, while Yusei uses the other.)
  • Sixth Ranger: Void Ogre Dragon, Kiryu's Duel Dragon from the 5D's manga, is not a member of this archetype, but it works perfectly fine with Infernities.
  • 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 Trap Cards when it's summoned and has the ability to negate monster effects. Infernoid Nehemoth can negate the activations of Spell and Trap Cards.
  • 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 Qliphort monster. Which make scene because the archtype is based on the demons associated with the Qliphoth 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 first mentioned in the flavor text of "Qliphort Scout", a year before being released.
  • 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 Sophia, and just like with the ATK and DEF stats, the color of the wings are also inverted. And then Tierra turns into a Goddess of Rebirth like Sophia.
  • Evil Is Burning Hot: Another in the extensive list of villainous factions in the Duel Terminal storyline, and they're all FIRE monsters.
  • Fusion Dance: Tierra is the merger between Onuncu, Lilith, and the other Infernoids. Infernoid Lilith combined with a frozen El Shaddoll Construct to form El Shaddoll Anomalilith. Tierra later merges with the Qliphort and Valtamyus to become another goddess of rebirth
  • Light Is Not Good: Tierra gains the Light Element when she becomes a Goddess of Rebirth. Like the other Infernoid, she intends on cleansing the Earth by burning it to death.
  • 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.
  • Physical God: Infernoid Tierra turns into a Goddess of Rebirth by merging with the remains of Qliphort Skybase and Qliphort Towers.
  • Playing with Fire: All of them are FIRE monsters.
  • Our Demons Are Different: These ones are partially mechanical.
  • Our Dragons Are Different: Infernoid Tierra resembles a giant demonic dragon.
  • 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.
  • Sealed Evil in a Can: They were sealed inside the Naturia Sacred Tree, until El-Shaddoll Winda opened it.
  • Weaksauce Weakness/Luck-Based Mission: None of the Infernoids, except Dekatron, can 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.

Inpachi is an archetype of monsters based around the normal monster card Inpachi. His story is told within his card series and other cards, where he fights numerous other monsters and changes forms.

Tropes associated with Inpachi:

  • Butt-Monkey: Despite becoming more powerful, he gets destroyed each time he upgrades; once by Marauding Captain (Double Attack), a second time by Chopman the Desperate Outlaw (Backfire), and a third time by Kick Man (Kickfire). Both Marauding Captain and Chopman have lower attack than Inpachi. He also gets destroyed by Gogiga Gagagigo at some point, as the latter can be seen carrying his head as a trophy in Memory of an Adversary. Guy can't catch a break.
  • Came Back Strong: Each different form he takes upgrades something from the previous form (Inpachi -> Blazing Inpachi (ATK), Blazing Inpachi -> Charcoal Inpachi (DEF), Charcoal Inpachi -> Woodborg Inpachi (ATK and DEF).
  • Determinator: As much as he gets destroyed, he keeps returning in different forms.
  • Dishing Out Dirt: The original Inpachi is an EARTH monster, the only member to not be a FIRE type.
  • Humongous Mecha: Woodborg Inpachi.
  • Incendiary Exponent: Blazing Inpachi is Inpachi on fire.
  • Mechanical Lifeform: Despite being made of wood (except maybe Woodborg Inpachi), the original Inpachi is a Machine-type monster.
  • Playing with Fire: All Inpachi monsters except the original Inpachi are FIRE monsters.
  • The Rival: He's most commonly seen fighting Marauding Captain.
  • Stone Wall: Charcoal and Woodborg Inpachi have high DEF (2100 and 2500, respectively), but very little attack (100 and 500, respectively).
  • We Can Rebuild Him: Gets rebuilt by Kozaky into Woodborg Inpachi.
  • When Trees Attack: He's a tree possessed by an evil spirit.

    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 2900 ATK and 2500 DEF. He would be defeated in the card "Memory of an Adversary" (Under Construction)

Tropes associated with Invader Of Darkness:

  • Spikes of Villainy: One of the prominent features on the Invader of Darkness's outfit is the shoulder spikes.

The Invoked, known as Invoked Beast (召喚獣 Shōkanjū) in the OCG, are an archetype of Fusion Monsters. All of them have similar requirements for their summoning, necessitating the use of Aleister the Invoker and any one monster of their respective aAttribute. The sole exception is their ace, Elysium, which requires another Invoked as well as any monster that was Special Summoned from the Extra Deck.

Due to those requirements, the interactions between Aleister and Invocation as well as the latter being able to use monsters from the player's hand, field and either player's graveyard, the Invoked can easily be included in other decks.

Tropes associated with the Invoked:

  • Anti-Magic: Mechaba's effect is a stronger version of the card Ultimate Providence, allowing it to negate the activation of a monster's effect, spell card or trap card and banish them at the cost of discarding a card of the same type from the hand.
  • Big, Thin, Short Trio: Purgatrio.
  • Continuity Nod: Crowley the Origin of Prophecy is an older version of Aleister the Invoker belonging to the Prophecy archetype, connecting the Prophecy and Invoked archetypes together.
  • The Corruption/Demon of Human Origin: The fact that Caliga shares the same ATK, DEF, Attribute, and Level as Aleister—plus the similar clothing—implies it is a mutated Aleister. And then Aleister the Meltdown Invoker's card art is showing him turning into Caliga.
  • Eldritch Abomination: Elysium can best be described as a mechanical brain the size of a city with a spinal cord to match. Given that its card art shows the curvature of the planet, it's easily scores of kilometers high—if not hundreds.
  • Elemental Powers: Each Fusion Monster belongs to a different Attribute:
  • Fusion Dance: The Invoked specialize in Fusion Summoning.
  • Mythology Gag: Invocation's ability to Fusion Summon using monsters in any player's graveyard is reminiscent of Jim Crocodile Cook's Fossil Fusion from Yu-Gi-Oh! GX.
    • The Invoked as a whole have some similarity to the Shaddoll archetype, in that they have one Fusion Monster for every Attribute (whose names are also derived from religious themes) as well; these can also be Fusion Summoned by using an opponent's monster as Material.
    • During the LINK era, Alister would join the Prophecy archetype as Crowley, the Origin of Prophecy. It's a nod to the Prophecy/Invoked hybrid decks.
  • Named After Somebody Famous: Caliga's OCG name, Caligula, references the Roman emperor of the same name. Aleister is named after the famous occultist Aleister Crowley.
  • Power Limiter: Not only does Caliga's effect prevent each player from activating more than one monster effect per turn, but it also prevents each player from attacking with more than one monster per turn.
  • Religious and Mythological Theme Naming: The names of most of the Invoked are derived from mythologies or religions.
  • Shout-Out: The support cards for the archetype are based on the works of Aleister Crowley, with Aleister the Invoker being named after Crowley himself.
  • Status Buff: Aleister can be discarded to give a Fusion Monster 1000 ATK and DEF for a turn.
  • Stone Wall: Cocytus has 2900 DEF—quite high for a Level 6 monster—and can neither be targeted nor destroyed by an opponent's card effects. It also has the ability to attack while in Defense Position. It stops short of being a Mighty Glacier, however, as its 1800 ATK does little damage on its own.
  • Summon Magic: Thematically, the Invoked are creatures summoned by Aleister.
  • Unskilled, but Strong: Magellanica has 3000 ATK and 3300 DEF—very strong for a Level 8 monster—but it has no effect.
  • Weak, but Skilled: Caliga, the lowest-leveled Fusion Monster, has one of the most disruptive effects in the archetype, and perhaps even the whole game.

Inzektor is an archetype of DARK Insect-Type 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:

  • Sentai: What they are based on.
  • Shout-Out:
  • Sixth Ranger: Inzektor Picofalena is the Link monster of the Inzektors. She's based on the butterfly.
  • 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.
  • The Smurfette Principle: Picofalena is the archetype's first and only female monster.
  • Stone Wall: Giga-Weevil has an astounding 2600 DEF, but 0 ATK, and its 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 Spell 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 Ja 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 banished. 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 looks like a tree.

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 Trap Cards, 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 - Jector 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: All Jinzo monsters don't have hair on their heads. Averted with Jinzo - Jector, who has cables on his head that give him a dreadlock look.
  • Casting a Shadow: They are DARK monsters.
  • Cyborg: Unlike most other Machine-monsters, Jinzo seems to be part machine and part biological.
  • Dark Is Evil: Any Jinzo that is not used by Jonouchi. Including the Duel Spirit.
  • 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 Trap Cards, 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 - Jector —> 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.
  • Foil: To the Crush Card Virus. While Crush Card Virus is a Trap Card that targets strong monsters, Jinzo is a strong monster who can target Trap Cards. Neither one is better than the other and it ultimately comes down to which card gets played first. This is also reflected in their aesthetic: Jinzo is a cyborg and Crush Card Virus is a bioweapon.
  • 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.
  • Man of Kryptonite: To any deck revolving around Trap cards.
  • Nerf:
    • In the anime and manga, Jinzo's effect destroyed Trap Cards.
    • The Amplifier used by Roba could increase Jinzo's ATK in each turn.
  • No-Sell: Jinzo can't be affected by Trap Cards.
  • 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 Creep: In his heyday, Jinzo was limited to one per deck, since its high ATK and Trap-negation made him very difficult to stop once he hit the field. But as the game has evolved and play speed has sped up, it's very easy to get rid of Jinzo with Monster Card and Spell Cards, either by destruction effect or summoning something stronger to run over it in battle. Also, a lot of decks don't even run that many Trap Cards anymore. Finally, factor in that Royal Decree, which does the same thing as Jinzo and is more usable, also exists, and Jinzo is pretty much forgotten in the competitive meta-game.
  • Power Up Letdown: Jinzo - Lord isn't all that much more effective than the original. It only has 200 more ATK, 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. He ultimately isn't all that more effective than the normal Jinzo, and probably not worth the deck slot that could be used to get Jinzo out easier.
  • Red Eyes, Take Warning: The glasses are red.
  • Shoulders of Doom: As Jinzo - Lord.
  • Stone Wall: Jinzo - Jector 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 in its heyday. 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 (though it managed to turn the tide whenever it hit the field).

The Joan series, known as Jeanne in the OCG, is a small series of female monsters that reference Joan of Arc. There are three to four forms/versions of her and all of them have appeared in several Yu-Gi-Oh! anime series. St. Joan was used by Shizuka Kawai/Serenity Wheeler in Duel Monsters, Guardian Angel Joan by Rebecca Hopkins/Hawkins in Duel Monsters, and Noble Knight Joan by Sherry LeBlanc in 5D's.

A demonic version of Joan, D/D/D Oracle King d'Arc, is used by Reiji/Declan Akaba in ARC-V.

Tropes associated with Joan:

  • Action Girl: All Joan cards have high ATK for their Levels. St. Joan and Guardian Angel Joan have both 2800 ATK, while Noble Knight Joan has 1900 ATK.
  • Amazing Technicolor Population: D/D/D Oracle King d'Arc has literally black skin, showcasing how demonic she is.
  • Badass Normal: St. Joan is a non-Effect Fusion Monster with 2800 ATK.
  • Bowdlerise: Guardian Angel Joan's halo is removed on the international artwork.
  • Boyish Short Hair: All four of them have a short haircut.
  • Casting a Shadow: D/D/D Oracle King d'Arc is a DARK monster.
  • Combat Medic:
    • When Guardian Angel Joan destroys a monster by battle and sends it to the Graveyard, you gain Life Points equal of the destroyed monster's original ATK.
    • With D/D/D Oracle King d'Arc's Continuous Effect, you gain Life Points instead of taking effect damage.
  • Cool Mask: D/D/D Oracle King d'Arc wears a half mask that covers the upper half of her face.
  • Cool Sword: St. Joan and D/D/D Oracle King d'Arc have swords.
  • Dark Action Girl: D/D/D Oracle King d'Arc is a DARK Fiend-Type version of Joan.
  • Dark Is Not Evil: D/D/D Oracle King d'Arc is Ambiguously Evil at worst and she is used by the Tritagonist Reiji from ARC-V.
  • Dub Name Change: Jeanne d'Arc has different names in different countries. As such, "Jeanne" was changed into "Joan" in the English speaking world, while she is called "Johanna" in the German speaking world.
  • Fusion Dance:
    • The Forgiving Maiden + Darklord Marie = St. Joan.
    • 2 D/D monster = D/D/D Oracle King d'Arc.
  • Good Wings, Evil Wings: Guardian Angel Joan has angel wings, while D/D/D Oracle King d'Arc has devil wings. In the anime, St. Joan gains angel wings when she attacks.
  • Innocent Blue Eyes: Joan has blue eyes and she is a saint/angel.
  • Jeanne d'Archétype: The series is based on Joan of Arc.
    • Darklord Marie is the fallen version of St. Joan. Her fusion with The Forgiving Maiden is symbolic; her sins are forgiven and she becomes a saint. Later, she becomes Guardian Angel Joan. Reflecting that she was accused of witchcraft and when she was proven right, she became a saint.
    • Knight Noble Joan's 1900 ATK is a reference that she died at the age of 19.
    • D/D/D Oracle King d'Arc references Joan's accusation of being a witch and a satanist.
  • Knight in Shining Armor: St. Joan, D/D/D Oracle King d'Arc and Noble Knight Joan are covered in knight armor. The latter is also a Warrior-Type monster.
  • Light 'em Up: All three Joan cards are LIGHT monsters.
  • Light Is Good: The three Joan cards are LIGHT monsters, angelic and are heroic.
  • Our Angels Are Different/Our Fairies Are Different: St. Joan and Guardian Angel Joan are Angel-Type/Fairy-Type monsters in the OCG/TCG, respectively.
  • Our Demons Are Different: D/D/D Oracle King d'Arc is a Devil-Type/Fiend-Type monster in the OCG/TCG, respectively.
  • Power Gives You Wings: In the anime, St. Joan gains angel wings when she attacks.
  • Red Eyes, Take Warning: D/D/D Oracle King d'Arc has red eyes and is demonic.
  • Shadow Archetype: D/D/D Oracle King d'Arc is a demonic version of Joan, probably referencing Jeanne's accusation of being a witch. Her appearance is very similar to St. Joan and she has a similar effect like Guardian Angel Joan. All three of them have 2800 ATK and 2000 DEF. In the OCG, she is a Devil-Type monster in contrast to St. Joan and Guardian Angel Joan's Angel-Type.
  • She Is the King: Following the Theme Naming of the D/D/D monsters, d'Arc has "King" in her title, despite being female.
  • Status Ailment: If Noble Knight Joan attacks, she loses 300 ATK during the Damage Step only.
  • Winged Humanoid: Guardian Angel Joan and D/D/D Oracle King d'Arc have wings by default.
  • Woman in White: Guardian Angel Joan wears a white dress, symbolizing her ascent to heaven.

Junk is an archetype of Warrior-Types that are primarily used by Yusei Fudo and Tetsuzo Kuzuyama/Bashford in 5D's. It is also connected to the Synchron archetype. The strategy is to swarm the field with low-Level Monsters with 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, Stardust Spark Dragon and its evolutions. The Junk Synchro Monsters appear only 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 ATK.
    • 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.
  • 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 ATK. 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:

  • Attack! Attack! Attack!: Like Gladiator Beasts, a good amount of their more important playmakers need to win battles to be able to get their effects going or else they aren't doing much. Unlike Gladiator Beasts, they don't have many ways around having or being restricted to attacking. Also, unlike Gladiator Beasts who just need to attack so they can tag out, Jurracs have to win their battles. That said however, they are dinosaurs, a type known for brute force and clever tactics if you can get out the higher leveled dinosaurs, an immensely powerful searcher in Fossil Dig, and a good amount of dinosaur support was released for them recently and can be paired in a true king dino deck (though many won't run Jurrac as their main engine of choice, the possibility is still there).
  • Dinosaurs Are Dragons: Being dinosaurs prominently themed around fire, though only Titano and Meteor are draconian.
  • Death from Above: Jurrac Impact's effect is similar to "Jurrac Meteor", as "Jurrac Meteor" appears in this artwork.
  • Everything's Better with Dinosaurs: They are all Dinosaur-Type.
  • Fusion Dance: Jurrac Giganto, Jurrac Meteor and Jurrac Velephito are all Synchro Monsters.
  • 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 Meteor'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: All of them are FIRE Attribute.
  • Stock Dinosaurs: Largely, with the most obscure ones being Tyrannotitan, Herrerasaurus, Staurikosaurus, Monolophosaurus, and Guaibasaurus.