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The Sacred Beasts, also known as the Sangenma/Three Phantom Devils in Japanese, are extremely powerful monsters, who are the GX equivalent to the Egyptian Gods. They are used by Kagemaru and the Yubel-possessed Martin Kanou/Marcel Bonaparte in the anime.The three Sacred Beasts are Raviel, Lord of Phantasms, Hamon, Lord of Striking Thunder, and Uria, Lord of Searing Flames. The fusion of them is Armityle the Chaos Phantom.
Tropes associated with the Sacred Beasts:
- Absurdly Sharp Claws: Raviel's Shimmering Scraper.
- Balance Buff: With the release of Dark Summoning Beast and Fallen Paradise, summoning a Sacred Beast is significantly easier, and you get much more out of having one out.
- Big Bad: Armityle, the fusion of all three Sacred Beasts.
- Breath Weapon: Uria's Hyper Blaze is a fire breath.
- Casting a Shadow: Raviel and Armityle are DARK monsters.
- CCG Importance Dissonance: All four Sacred Beasts were heavily weakened when they reached the game, partly by changing their summoning conditions to be much more specific (Hamon and Uria went from requiring Spells and Traps to requiring Continuous Spells and Traps, Raviel went from requiring monsters to requiring Fiends) and partly by removing some of their effects (Hamon's damage-blocking, Uria's revival, Raviel being able to use two monsters). Armityle got the worst of it, as it lost both Dimension Fusion Destruction, which could fuse Sacred Beasts in the Graveyard, and its ability to move to the opponent's field and banish their monsters. Playing a deck that incorporates all three Sacred Beasts is... difficult, to say the least.
- Death-or-Glory Attack: Armityle, which possesses 10000 ATK - but only on its controller's turn. It can potentially wipe out an opponent with one attack, but it requires giving up the three Sacred Beasts, and if the opponent survives, Armityle drops to 0 ATK on the next turn. It can't be destroyed by battle, but that just gives the opponent free direct attacks.
- Difficult, but Awesome: They are not easy to summon, but most decks based on the Sacred Beast focus only on one of them, so it's easier to summon at least one of them. Good decks relying only one Sacred Beast can be very devasting.
- The deck has become even more this with the release of Fallen Paradise, which protects Sacred Beasts from targeting and destruction and allows you to draw two cards every turn. Managing to summon one with Fallen Paradise out and keep it in play will be giving you a massive pile of advantage.
- Eldritch Abomination: Armityle looks like one.
- Elemental Powers: Darkness, thunder and fire.
- Evil Counterpart: To the Egyptian Gods. Like the Egyptian Gods need three monsters as tribute, the Sacred Beasts need three cards of certain card types as a tribute. Each of them also resemble one god.
- Raviel is the counterpart to Obelisk, as both are blue and have 4000 ATK and DEF. Unlike Obelisk, Raviel is the leader of the Sacred Beasts similar like Ra.
- Hamon is the counterpart of Ra, as both are yellow. However, Hamon is not the leader of the Sacred Beasts and uses thunder instead of fire.
- Uria is the counterpart to Slifer, who are both red snake-like dragons with two mouths. Their ATK and DEF also depend on the number of (Permanent Trap) cards in the gravehand/hand. Unlike Slifer, Uria's element is fire, not thunder.
- Armityle is the counterpart to Horakhty, since both are combinations of the respective trios. They're also both meant to be the Instant-Win Condition of their respective archetypes (Armityle by being able to One-Hit Kill, while Horakhty just straight up wins the duel when it hits the field).
- Fusion Dance: Armityle is the fusion of Raviel, Hamon and Uria.
- Glass Cannon: Armityle, oddly, despite being indestructible by battle, due to having 0 ATK during the opponent's turn. This turns it into a free path right to your Life Points if you don't finish off the opponent right away with it.
- An Ice Person: When summoning Hamon, a lightning strikes down and creates massive ice crystals and then Hamon is released.
- The Leader: Raviel. As Obelisk's counterpart, Raviel also reflects the Duel Academy's student rank system.
- Light 'em Up: Hamon is a LIGHT monster.
- One-Hit Kill: Armityle is designed for this, since it can have 10,000 ATK.
- Our Demons Are Different: The Sacred Beasts are devils who look very different from each other. Raviel is the only Fiend-type monster among the three, and Armityle, which is also a Fiend monster, is a horrifying combination of all three beasts.
- Physical God: Each of them.
- Playing with Fire: Uria's element. It's also a FIRE and Pyro-type monster.
- Religious and Mythological Theme Naming: The Sacred Beasts are named after characters in Judeo-Christianity.
- Raviel's name is an alternate spelling of the name of Raziel, the angel of mysteries.
- Hamon's name originates from the Book of Esther. Hamon is considered an alternate spelling of Haman, a villain who tried to depose the King of Persia and kill all the Jews in Persia. Also, the word Hamon means blade pattern, referring to the wave like patterns found on Japan's iconic weapon.
- Uria's name is an alternate spelling of the name of Uriah, a man who was murdered by King David because David had an affair with Uriah's wifenote . Uria may also be a reference to the archangel, Urial.
- Armityle, the fusion of all three Sacred Beasts, is named after Amitiel, an angel of truth in Judeo-Christianity, who some consider to be an archangel.
- Sealed Evil in a Can: In the anime, they are sealed under the Duel Academy.
- Shock and Awe: Hamon's element is thunder and it's a Thunder-type monster.
- Terrible Trio: Heavy emphasis on terrible. For the opponent.
Sangan is one of the earliest cards and one of the most famous Effect Monster Cards of the entire game. It's a Level 3 DARK Fiend-type monster with only 1000 ATK and 600 DEF, but when it is sent from the field to the graveyard, the owner can search for any monster with 1500 or less ATK. This effect made Sangan one of the most useful monsters in the entire game and it was part of basically every deck. It was limited because of its effect, but it didn't fear from being banned. Until March 2013...Due to a mistaken Loophole Abuse, Sangan was very often Special Summoned by the effect of Tour Guide from the Underworld and then it was used as an Xyz-Material. Detaching it guaranteed Sangan's effect and this became broken enough to ban Sangan from the game. Despite the rule that an Xyz-Material is not regarded as a field card was clarified, Sangan was still Put on a Bus. However, he has since been unbanned in the OCG.
Tropes associated with Sangan:
- Butt-Monkey: Several artworks of other cards portray Sangan as an unlucky monster.
- Casting a Shadow: It's a DARK monster.
- Dub Name Change: From "Critter" to "Sangan".
- Extra Eyes: As its name suggest, it has three yes.
- Fusion Dance: Sangan + Witch of the Black Forest = Sanwitch.
- Guilt by Association Gag: Sangan was arrested with a Delinquent Duo imp for the crime of possessing a Pot of Greed even though Sangan was just along for the ride. Unfortunately, so was Graceful Charity, but her fate remains unknown.
- Meaningful Name: Sangan means literally "three eyes" in Japanese. The number of its eyes also reflect its level.
- Nerf: Like several other previously-banned cards, Sangan was given an errata. It can now be used only one per turn and prevents you from using effects of monsters with the same name as the one you added.
- One Steve Limit: Not to be confused with Sanga of the Thunder.
- Our Demons Are Different: It's a three-eyed, ball-like Fiend-type monster.
- Put on a Bus: Visually lampshaded by the Spell Card "Shared Ride", which shows Sangan along side with other forbidden cards. The Tour Bus to Forbidden Realms brings Sangan and the other cards to somewhere. Sangan is comforted by the angel of Graceful Charity and the bus driver is one of the devils of the Delinquent Duo.
- Sacrificial Lion: How Sangan is used in the game.
- Spear Counterpart: To the Witch of the Black Forest, who has a similar, but more broken effect that brought her to the ban list.
The Sasuke Samurai are a series of four samurai monsters based on the clockwork warrior Sasuke from Mystical Ninja. They have low stats but powerful effects that trigger when they fight. The original Sasuke Samurai was used by Katsuya Jonouchi.
Tropes associated with the Sasuke Samurai:
- Anti-Magic: Sasuke Samurai #2's effect.
- Blow You Away: #1, #2 and #4.
- Four Is Death: When Sasuke Samurai #4 battles an enemy, if the player gets a coinflip right, SS4 instantly destroys that enemy without actually battling it.
- Homage: To Sasuke karikuri ninja from the first Mystical Ninja game for the SNES.
- Inverse Law of Utility and Lethality: Sasuke Samurai. He's from a Konami game, and he's arguably the worst thing a guy on the defensive can run into short of Neo-Spacian Grand Mole — mainly because his 300 ATK is offset by being able to instantly kill face-down defense position monsters — face-down being the default position for a defense position monster, this presents a problem.
- Light 'em Up: 3
- Single-Stroke Battle: Sasuke Samurai's effect is meant to mimic that of a samurai cutting his opponent down in one blow, before the opponent has a chance to defend or even acknowledge the samurai's presence.
Scraps are an archtype of EARTH monsters that are variably typed. Their gimmick is that they either destroy your own cards, or have effects that activate upon their destruction, allowing creative and unforeseen plays because of the ways their effects play off of each other. Their strongest member is Scrap Dragon, who can grow stronger into Scrap Twin Dragon and Atomic Scrap Dragon. The three each allow you to destroy any card you control to drain the opponent's resources in different manners.
Tropes associated with the Scraps:
- Ascended Extra: Received the honor to be used by one of the main characters in Yu-Gi-Oh! 5D's World Championship 2011: Over the Nexus.
- Boring, but Practical: Though it's not as powerful as the other two in terms of attack points, the garden-variety Scrap Dragon is definitely the one you'll see most often, thanks to its lack of requirements and powerful effect.
- Dishing Out Dirt: They are EARTH monsters.
- Homage: The thumbs up in Scrap Factory's artwork is a reference to the ending scene of Terminator 2: Judgment Day, where the Terminator gives a thumbs-up as he is lowered into a vat of molten steel.
- Mechanical Lifeforms: Scraps are so mechanical in appearance yet only four members are Machine-type.
- Made of Explodium: This is their main gimmick; many of their effects will activate upon their self-destruction.
- Our Dragons Are Different: Scrap Dragon, Scrap Twin Dragon and Atomic Scrap Dragon.
- Theme Naming: Scrapyards, no less.
Shaddoll is an archetype from the Series 9 OCG storyline, continued from the Duel Terminal series. They consist of dark puppet versions of previous monsters, with their boss monster being the puppet master herself, El Shaddoll Construct. The playstyle of Shaddoll revolves around fusing with other monsters to form the stronger El Shaddoll monsters. They also have the supports such as Shaddoll Fusion and Shadoll Core to make Fusion Summoning El Shaddolls much more easier. Their El Shaddoll monsters specialized in crippling, restricting, or punishing Special Summon and Special Summoned monsters.
Tropes associated with the Shaddolls:
- All Your Colors Combined: A darker example than the usual use of this Trope. According to the lore from V-Jump, the Shaddolls are malevolent shadows that absorb all light. This might explain why they are so dark— All colors mixed together would result in black.
- Animated Armor: Shaddoll Hound and Shaddoll Lizard are the armors of the Satellaknights Sirius and Unukhalai, respectively. El Shaddoll Grysta can also be considered this as well.
- Attack of the 50-Foot Whatever: Just look at the artwork of Construct!
- Back from the Dead: Most of the Shaddols are the puppetized version of other monsters, brought back from the dead. Some examples include:
- Body Horror: The artwork of Curse of the Shadow Prison implies that some Shaddolls might have been converted straight from a living being instead of just Back from the Dead.
- Came Back Wrong: The Shaddolls were beings removed from the cycle of reincarnation by the imprisoned Tierra and tainted by Tierra's power, causing them to be revived as zombie-like entities who obsessively try to return to the Naturia Sacred Tree in order to be reborn properly.
- Cannibalism Superpower: To become the Shaddoll Core, Cairngorgon, Antiluminescent Knight devoured Evilswarm Kerykeion.
- Cool Chair: El Shaddoll Shekhinaga is Construct using Apoqliphort Towers as a throne.
- The Corruption: The primary force of the Shaddolls is the corruption of Gem-Knight Crystal's fusion core, which absorbs dozens of light after the latter's death in the battle against The Planetforger. According to an issue of V-Jump, the force behind the Shaddolls are called "Shadow Strings", and Shaddoll Core is the root that induces the Shadow-Possession.
- Creepy Doll: The entire archetype.
- Dark Is Evil: They are mainly DARK monsters, and they are generally evil monsters.
- Disc-One Final Boss: Construct is the puppetmaster of the Shaddolls. The two El Shaddolls who have higher Levels than her are actually herself emerged with other monsters. Furthermore, those two El Shaddolls have less ATK than the original Construct.
- Ditto Fighter: An interpretation of the Shaddolls' modus operandi is that they are merely creating copies of their enemies using their shadows. Compare Fighting a Shadow below.
- The Dragon: Of the OCG storyline Duelist Advent onward, which is a continuation of the Duel Terminal story-line. They are portrayed as this to the Infernoids.
- Dub Name Change:
- Nephilim —> Construct.
- Midrash —> Winda.
- Egrystal —> Grysta.
- Anomalilith —> Anoyatyllis.
- Elemental Powers: Each Fusion Monster represents the six most common Attributes in the game.
- Blow You Away: Wendigo is a WIND monster.
- Casting a Shadow: Winda is a DARK monster, as are all the Main Deck monsters.
- Dishing Out Dirt: Shekhinaga is an EARTH monster.
- Light 'em Up: Construct is a LIGHT monster.
- Making a Splash: Anoyatyllis is a WATER monster.
- Playing with Fire: Grysta is a FIRE monster.
- Evil Counterpart: Just like the Evilswarms in the second season. Tellarknight Vatlamyus is one to Ptolemaeus.
- Expy: Of the Evilswarm. They were even born when Cairngorgon consumed Evilswarm Kerykeion.
- Fallen Hero: El Shaddoll Construct was a corrupted version of Gem-Knight Lapis and Shaddoll Core/El Shadoll Grysta is a fallen version of Gem-Knight Crystal/Master Diamond.
- Fighting a Shadow: The artwork of Sinister Shadow Games implies that the monsters that are turned into Shaddolls might have been sucked into the Shadow Prison to fight their shadow, and then got overtaken by them if they happen to lose. Considering Pulao and Suanni appear in this card's artwork, it doesn't end well for them. Compare with Ditto Fighter above.
- Fusion Dance: Their method of playing around. Construct has the most fusion forms of this archetype: Shekhinaga (with Apoqliphort Towers) and Anoyatyllis (with Infernoid Devyaty). When Construct became Tellarknight Vatlamyus, she fused with Infernoid Tierra and the Qliphort to become Tierra, Source of Destruction.
- Hebrew Mythology
- Heel–Face Turn:
- The Shaddolls joined forces with the other archetypes against Qliphorts and Infernoids. They even have two monsters that belong in the Zefra archetype: Shaddoll Zefranaga and Shaddoll Zefracore.
- Winda gets purified and joins the Ritual Beast archetype because they're the successors to the Gusto archetype.
- Hero Killer: Might have dispatched Satellarknight Unukhalai and Sirius before reanimating their armors into Shaddoll minions.
- Light Is Not Good: Their puppet master Construct, is LIGHT.
- Loophole Abuse: Winda's Power Limiter effect only said the amount of Special Summon not how many to Special Summon, so a player can still abuse multiple-Summon engine like Rekindling and Pendulum Summon.
- Marionette Master:
- Construct, naturally, and Shekhinaga and Anoyatyllis by extension.
- Grysta has similar set of strings spawning from his back. Makes sense, as the Shaddoll Roots grows from his head.
- Meaningful Name: The Archetype's name itself is a portmanteau of "Shadow" and "Doll", while the El Shaddoll sub-archetype's name might also came from the pun of "El-Shaddai", which roughly means God Almighty. See also Theme Naming below.
- The name of El Shaddoll Nephilim (Construct) came from the giant/half-angel/half-demon creatures in Jewish Mythology. Construct is the leader and the largest of the Shaddolls, thus the giant.
- The name of El Shaddoll Midrash (Winda) came from the body of homiletic Jewish stories in the same canon of the Hebrew Bible. The term Midrash itself came from the word darash, which means to seek or to study. In the artwork of El Shaddoll Fusion, Winda was seen seeking for the power of the Sacred Tree when Leo, the Keeper of the Sacred Tree and Pilica confronts her.
- The name of El Shaddoll Grysta came from the rough term of "Guardian/Watcher Angel" in Jewish Mythology, referenced by his pose in his card artwork, which is similar to an angel spreading its wings and by its strings. It is also from the wordplay of Gem-Knight Garnet and Gem-Knight Crystal.
- The name of El Shaddoll Shekhinaga came from Shekhinah, the Judaism term used to denote God's presence when God settles or dwells on something, or as a feminine Hebrew name of God. This also denotes Construct sitting on Apoqliphort Towers, emphasizing her domination over it.
- The name El-Shaddoll Wendigo is based on North American flesh eating monsters. One of the two monsters that were transformed into this card, Wen, the Ritual Beast Tamer is a case of this trope used as Foreshadowing as her name means "Evil" in the Ainu languages and is the first syllable for Wendigo.
- The name of El-Shaddoll Anomalilith is a combination of the words "Anomaly" and "Lilith", a female demon or spirit from Jewish Mythology.
- And Shaddoll Squamata's name comes from Squamata, a taxonomic order of lizards. Squamata itself seems to fit into the classifications.
- My Death Is Only The Beginning: Almost every card in the archetype has beneficial effect when sent to the Graveyard (Such as recovering Shaddoll Spell/Trap from the Graveyard or recruiting Shaddoll monster from the Deck), setting up further plays. Construct's first effect is designed just for that cause.
- Nerf: A meta example. El Shaddoll Construct got banned in the April 1 2015 banlist, severely hampering their power. This turned into a Brick Joke later when the designers used this as a chance to turn her into an Evil Counterpart of Ptolemaeus, a Tellarknight monster with the same fate, as Tellarknight Vatlamyus.
- No-Sell: El Shaddoll Winda cannot be destroyed by card effects.
- Perverse Puppet: All of them.
- Power Armor: El Shaddol Anoyatyllis is Construct wearing the Infernoid Lilith with the stats of Nekroz of Trishula.
- Power Limiter:
- Winda's effect limits the amount of Special Summon a player can perform to only once per turn. (Not that it bother the Shaddolls themselves so much, since their Fusion cards can only be activated once per turn, anyway …)
- Anoyatyllis’ effect prevents either player from Special Summoning monsters from hand or Graveyard with Spell/Trap effects.
- Purple Is Powerful:
- The El Shaddolls are Fusion Monsters, which are purple/violet colored cards.
- Winda and Construct in particular are purple-themed.
- Scaled Up: By merging with Zefraniu and Zefraxi, Shadoll Zefracore turns into a massive dragon with 3450 ATK and 2950 DEF.
- Sixth Ranger: Shaddoll Zefracore is a purified version of Shaddoll Core while Shaddoll Zefranaga is a version of Evilswarm Kerykeion.
- The Starscream: They later betrayed the Infernoids and sided with the Zefra alongside other archetypes.
- Theme Naming:
- The lower Shaddoll monsters are named after their previous incarnations.
- The higher El Shaddoll monsters are named after the Jewish Mythology.
- Turned Against Their Masters: Seems to be their case later on with the Infernoids.
- Unwitting Pawn: Implied in the lore, they are this to the Infernoids and Qliphorts, as seen in the artwork of Nephe Shaddoll Fusion◊, which shows the rider of El Shaddoll Winda bounded to the canisters seen on the body of Infernoid Belphegor.
- Weaksauce Weakness: The ancient and barely-used Royal Command completely shuts down all the non-Fusion Shaddolls.
The Shinobird are an archetype of WIND Winged Beast-Type Spirit Monsters. Their ace monsters, the Esprit Lords, are Ritual Monsters that are also Spirit Monsters, the first such monsters ever seen in the franchise.
Tropes associated with the Esprit cards:
- Blow You Away: All Shinobird monsters are WIND monsters. The Shinobaron are also the first WIND Ritual Monsters.
- Hour of Power: The Shinobaron Ritual monsters can each bounce three cards from the opponent's field and then summon another Spirit Monster, meaning that summoning both of them in the same turn generally results in an empty field and massive damage to the opponent. However, being Spirit Monsters, they will return to the hand during the End Phase if the opponent survives, giving them some breathing room.
- Meaningful Name: The name of the archetype means "spirit" in French.
- Miko: Shinobird – Kannagi Tsuru is modeled off one.
- Ninja: Shinobird - Shinobi Karasu's basis.
- Noble Bird of Prey: The archetype consists of Winged-Beast-Type monsters, with the Shinobaron being the first Ritual Winged-Beast-Type Monsters.
- Tanabata: The overarching motif of the archetype, with Shinobaroness and Shinobaron as Orihime and Hikoboshi.
The Shiranui are an archetype of FIRE Zombie-Type monsters. Their gimmick revolves around banishing their own monsters to triggers their effects and recycling those banished cards by returning them to the Graveyard or the deck. They also make use of Synchro Monsters.
Tropes associated with the Shiranui:
- Alliterative Name: In the TCG, the Shiranui cards all have names beginning with the letter "S".
- Back from the Dead: Ironically enough, despite Zombie decks being known for their ability to summon monsters from the Graveyard, the only card with such an effect in the Shiranui is their Field Spell card, Shiranui Style - Synthesis.
- Shiranui Shogunsga appears to be Shiranui Spectralsword reborn.
- The Blacksmith: As the name and artwork suggest, Shiranui Smith is one.
- Dual Wielding: Shianui Shogunsaga dual wields Shiranui Spectralsword and the sword seen in the artwork of Spiritmaster.
- Meaningful Name: The archetype is named after a phenomenon from Japanese folklore.
- Nigh Invulnerable: Shiranui Smith prevents all Zombie-Type monsters from being destroyed by battle during the turn it was banished.
- Our Zombies Are Different: Despite being Zombie-Type monsters, the Shiranui monsters don't look like they are undead.
- Playing with Fire: They are all FIRE monsters, as the archetype's name already indicates.
- Status Buff:
- Shiranui Samurai can increase his own ATK by 600 by banishing a Zombie-Type monster from the Graveyard.
- Shiranui Shogunsaga has a stronger version of Samurai's effect that increases his ATK by the original ATK of the banished monster. However, it can only be done when he's Special Summoned.
- Took a Level in Badass: Shiranui Samurai became the Synchro Monster Shiranui Samuraisaga.
Silent Magician / Silent Swordsman
The Silent series consists of Silent Magicians and Silent Swordsmen, and are used by Yugi Muto in the anime. The original Silent Magician and Silent Swordsman are Lv monsters that summon stronger, higher-level forms of themselves as they stay on the field, but later support for them makes "Silent Magician" and "Silent Swordsman" monsters without the Lv suffix, and they support the two archetypes as a whole. The two series have various effects to restrict the usage of Spell cards.
Tropes associated with the Silent Monsters:
- Anti-Magic: Their shared effect is to negate Spell cards in various manners.
- BFS: Silent Swordsman's sword grows to be bigger than he is at higher levels.
- From Bad to Worse: The normal Silent Magician and Silent Swordsman share the effect that, when destroyed by battle or an opponent's card effect, you can summon any monster of their archetype (except another copy of themselves) from the hand or deck. An opponent that gets rid of them prematurely is now going to have to deal with an even stronger version of them taking the original's place.
- Guys Smash, Girls Shoot: The male Silent Swordsman wields a sword for melee, while the female Silent Magician uses magic to strike from afar.
- Hotter and Sexier: Silent Magician strikes a more provocative pose than her Lv counterparts, has larger breasts, and a more revealing outfit that shows off her breasts and has a slit in the robe to show her thighs.
- Light 'em Up: They're all LIGHT monsters.
- Light Is Good: They are LIGHT monsters, wear silver, white, and blue clothing, and are the signature cards of the hero.
- Loophole Abuse: Silent Swordman Lv 7 and Silent Magician Lv 8 state in their card text they cannot be summoned except by the effects of their lower-leveled forms. Support cards for them thus specify you can summon a "Silent Swordsman" or "Silent Magician" monster while ignoring its summoning conditions.
- Magikarp Power: The longer they remain in play, the stronger they become.
- Meaningful Name: "Silence" is often a status effect in RPGs that prevent the monster afflicted from using magic; the Silent monsters variably have the power to negate Spell cards.
- Support Party Member: Silent Paladin. Her name and type (Fairy) means she doesn't gel well with the Magician or Swordsman, but she has support effects to add the cards to the player's hand.
- Sword and Sorcerer: Silent Swordsman and Silent Magician form this dynamic.
- You Don't Look Like You: In the anime, Silent Magician wore a red and black outfit and look more androgynous, while the real life card is white ands blue and is distinctly female.
The Six Samurai, or the Six Warmen (六武衆 Roku Bushū) in the OCG, is a complex series of cards in story. The group consists of six samurai warriors lead by the Great Shogun Shien, and their support cards are older versions of the original group, known as the Legendary Six Samurai. Their effects activate based on having other Six Samurai cards in play, and to this end they can easily swarm the field. Their leader is Shien, who takes on various forms and names, but all are the strongest cards of the group in power and effect.
Tropes associated with the Six Samurai:
- Ambiguously Evil: Some cards suggest that Shien may not be as benevolent as he seems. Shien's Scheme was the first to suggest something sinister, while Standoff suggests that he may have been responsible for Shinai's death in some way. (The Master Guide 3 confirmed that Mizuho was Shinai's wife, and also that Shinai is dead; the card art does suggest that Mizuhu and Shadow of the Six Samurai, who has a necklace similar to Shinai's, are working against Shien for some reason.)
- Animal Motifs: Shien's Footsoldier was based on Toyotomi Hideyoshi, a samurai lord who helped unite Japan, serving under Oda Nobunaga (the model of Shien) as a footsoldier. He had the nickname Saru, meaning "monkey", because he looked like one.
- Animated Armor: Shinai was most trusted by Shi En as a heroic warrior who could escape from the jaws of death, no matter what. However, after sadly dying in the later years of the great war, his soul ended up dwelling inside the armor he died in, and now protects the current generation of the Six Samurai.
- Artifact Title: There are six who have the Legendary Six Samurai title, and six bearing the Six Samurai title. However, there are also six cards that represent older versions of the Legendary Six Samurai, and handful of other support monsters.
- Badass Decay: The members of the Legendary Six Samurai sub-type, who are generally more powerful than the original Six Samurai, are younger versions of support cards to the originals.
- Took a Level in Badass: Yes, they fulfill both tropes. While in the story the Legendary Six Samurai obviously grew older and lost power to act as supporters to the second generation, the Legendary Six Samurai cards came out many years after their older counterparts.
- Badass Grandpa: The Grandmaster of the Six Samurai, as well as the rest of the old generation Six.
- Battle Butler: The Chamberlain of the Six Samurai.
- Blind Weaponmaster: Irou appears to be blind or have got his eyes damaged, as he wears a visor over his eyes and his longsword resembles a blind man's cane.
- The Chick: Mizuho is the only female Six Samurai.
- Combination Attack:
- In the artwork of Double-Edged Sword Technique, Kamon and Yariza are attempting a risky maneuver to defeat their opponent. With Yariza dashing in for a direct attack and Kamon covering him with dynamite.
- "Breakthrough!"'s artwork somewhat resembles that of the card "Double Tag Team", since there is a figure leaping forward, while the other in the image is standing.
- "Six Strike-Triple Impact" depicts Shien, Enishi and Kizan charging at an enemy. Given that this card depicts "Legendary Six Samurai", this card can be considered a foreshadowing of some of the effects the next generation would come to use. One can consider that the powers of the "Triple Impact" were implemented into the weapons of the later "Samurai", to be easier to use.
Effect 1: Zanji, as he destroys any monster he attacks. Though this might also reference "Enishi, Shien's Chancellor", as he can destroy 1 face-up monster per turn.
Effect 2: Kamon, as he destroys 1 face-up Spell/Trap per turn.
Effect 3: Yaichi, as he destroys 1 face-down Spell/Trap per turn.
- Continuity Cameo:
- Grandmaster of the Six Samurai looks similar to the priest Aknadin except that the missing eye of Aknadin is the left one, whereas Grandmaster lost his right one.
- Shien's Daredevil slightly resembles Officer Trudge/Tetsu Ushio.
- Cool vs. Awesome: The art of several cards suggests the Six Samurai are rivals of the Ninja archetype. It's a bit of Truth in Television: as shady and covert assassins risen from the lower class, Ninjas didn't get along well with the honorable, elite-class Samurai.
- Eye Scream/Eye Beam: Kizan lost an eye sometime before becoming the Grandmaster of the Six Samurai. He had it replaced with a bionic eye that fires lasers, as seen in Cunning of the Six Samurai (where ironically he is using it to write down in a scroll).
- Fictional Counterpart:
- Shien is based on Oda Nobunaga.
- Irou is based on Sasaki Kojiro. In fact, Irou appears in Swallow flip, which refers to a mythical sword technique from Japanese legend, the Tsubame Gaeshi (or the Turning Swallow Cut). The technique was created by Sasaki Kojiro, legendary rival of Miyamoto Musashi.
- Nisashi might be a reference to Miyamoto Musashi; a master swordsman well known for his Niten Style (2 sword combat style). Both the name and two swords are reminiscent of Musashi, and his appearance in Six Style - Dual Wield reinforces this reference.
- Yariza is based on Maeda Toshiie.
- Friendly Rival: There is rivalry for merit even within the Legendary Six Samurai, Kizan constantly spars with his friendly rival, Enishi. Kizan, showing off his power before Shien, becomes the Grandmaster of the Six Samurai.
- Gadgeteer Genius: The Elder of the Six Samurai. He even travels in a walking stall.
- Game-Breaking Injury: With mechanical arms installed in the back for support, Kageki was feared as the "Four-Armed Oni-Gami". But when he lost both arms in the midst of battle, he had two artifical arms installed, and was given the job to protect Shien as a chamberlain after leaving the frontlines.
- Laser Blade: Several of the members wield them.
- Leeroy Jenkins: Enishi is often mocked for his recklessness. As a result, Enishi is known as "The Daredevil". Since he knew Shi En when they were part of the Legendary Six Samurai, he ended becoming Shien's Chancellor because Enishi is not intimidated by him.
- Love Triangle: Seems to be one between Shinai, Mizuho and Shien. Shinai and Mizuho are wearing necklaces with bands the color of the other's armor, while Shinai and Shien are the only members of the Legendary Six Samurai to wear the clan crest on their helmets. Shinai died, leaving Shien to become the shogun.
- Magitek: Carries a vibe — it's hard to tell if their Laser Blades and Tron Lines are due to technology, magic, or both.
- The Magnificent Seven Samurai: The base six with Great Shogun Shien.
- Meditating Under a Waterfall: Mizuho in the artwork of "Asceticism of the Six Samurai". She's training to become the Hand of the Six Samurai after mourning for Shinai's death.
- Mysterious Past: It's stated that the current Six Samurai ignore the Chamberlain's past as the samurai Kageki.
- Mr. Fanservice: The Kagemusha of the Blue Flame appears to prefer going lightly clothed, as his card art has him barechested and barefoot.
- Multi-Armed and Dangerous: Kageki.
- Old Master: Grandmaster of the Six Samurai.
- Interestingly, the Grandmaster's hair and beard made him look like another Old Master of the game, the Master Monk.
- Retired Badass: As mentioned, it turns out from the Legendary Six Samurai series that the support cards to the original clan were once Six Samurai themselves. You can see their old armor hung up in their card art.
- The Rival: Kizan and Enishi, who are seen fighting in Gozen Match and Shien's Dojo. Enishi presumably prevailed, being appointed Shien's chancellor when he became shogun.
- Samurai: Duh.
- The Seventh Ranger: Kagemusha of the Six Samurai and Shien's Daredevil. Kagemusha (who appears to be an armored version of Kagemusha of the Blue Flame, (a card so old it was played in the very first episode of the anime)) is implied to be a body double for Yariza and not actually a member of the group. When he got older, he became Shadow of the Six Samurai - Shien.
- Sigil Spam: The glyph of the Six Samurai clan is all over their support cards.
- Taking the Bullet: The original Six Samurai share an effect that let you destroy a different Six Samurai than the one that is about to be. This indicates their loyalty and friendship to one another.
- Tron Lines
- Weapon of Choice: Obviously katanas are the predominant ones, but other weapons such as scythes, bows or clubs pop up.
- Blade on a Stick: Zanji, Yariza, Kagemusha, Shien's Squire / Shien's Footsoldier.
- Drop the Hammer: Shinai wields kanabos.
- Katanas Are Just Better: Shien, Irou, Enishi, Kizan, Kagegeki, Nisashi, Shien's Daredevil.
- Knife Nut: Hand of the Six Samurai.
- Sinister Scimitar: Mizuho.
- Stuff Blowing Up: Kimon.
Skull Servant / Wight
The Skull Servant, or Wight in the OCG, is the Lethal Joke Character of the card game. A weak Dark Zombie with 300 ATK and 200 DEF, it somehow became a Breakout Character and has gotten support and appeared in a lot of card art. The strongest form of the Skull Servant is the King of the Skull Servants, who has 1000 ATK for each Skull Servant card in the Graveyard, and thanks to some Loophole Abuse, there's more than just the base Skull Servant to count towards that.
Tropes associated with the Skull Servant:
- Asskicking Equals Authority: In the artwork for King of Skull Servants, he is shown on top of a pile of Skull Servants, which indicates that he beaten them in combat for the title. Also, he gains more power when there are Skull Servants in the graveyard. The King of Skull Servants in question seems to be saying "That's what I'll be one of these days... ... ... no?", as he gives a glance.
- Atop a Mountain of Corpses: King of Skull Servants after beating the other Skull Servants for the title. It indicates that King of Skull Servants deserves the title.
- Back from the Dead: Tri-Wight, which shows three Skull Servants crawling out of the grave to fight again. It is supposed to show that death is not a permanent thing for them.
- The Cameo
- Spirit Caller: The one is an easy question. It's pretty obvious where Skull Servant is. By the ways, the words Skull Servant said, here, were... "Sorry, I'm filling up the joint."
- Pride of the Weak: This is also easy. Though, for some, the strange expression seems quite contrary to Skull Servant's normal appearance, so one might be inclined to think "Maybe this isn't Skull Servant."? However, the suspicion leaves once they double check the picture.
- Chthonian Blast: If one pays attention, they should be able to tell the one who exploded was Skull Servant. Incidentally, if Skull Servant is destroyed by this effect, the damage is 150.
- Dark Eruption: Glancing, one thinks, "Is Skull Servant on this card". If you would, look at the illustration and think a bit. Sent flying in the upper left corner, across the moon, is our favorite guy. Skull Servant, however, wishes he wasn't recovered by this effect.
- Zombie Master: Zombie Master is a key component in any Zombie-Type. Focusing your eyes on the center of the card, where the action is going on, one would be sure to say "Skull Servant isn't there". Well of course not. Look to the bottom left. He has an adorable, if anxious look that seems to ask "Will I be next".
- Dem Bones: They are all skeletons.
- Dub Name Change: Wight->Skull Servant
- Fusion Dance: Skull Servant with Dissolverock becomes Flame Ghost and Skull Servant with Battle Warrior becomes Zombie Warrior.
- Identical Stranger: It is said the Lady in Wight is "quite displeased" with being confused with Skull Servant while sleeping in the Grave
- Joke Character: Skull Servant is a Level 1 Normal Monster with 300 ATK and 200 DEF.
- Lethal Joke Character: King of the Skull Servants's original attack can reach up to 17000 by using 2 copies of King of the Skull Servants, 3 copies of Skull Servant, 3 copies of The Lady in Wight, 3 copies of Wightmare, 3 copies of Wightprince and 3 copies of Wightprincess.
- Loophole Abuse: King of the Skull Servants powers up based on how many copies of itself and the normal "Skull Servant" are in the Graveyard, but that means you need to dump at least two cards, otherwise useless, to power it up to something usable. Enter The Lady in Wight and Wightmare who have supportive effects and a handy effect that says while in the Graveyard, treat their names as Skull Servant, thus allowing them to power up the King despite having the wrong name.
- The Wights also have another instance of this with the spell card "Inferno Reckless Summon". When you special summon a monster with 1500 or less attack and your opponent has a face up monster, you can special summon as many monsters possible with the same name from your hand, deck or graveyard. Since all of the Wights count as "Skull Servant" in the graveyard and if you have more than a few Wights in the graveyard when you play the card, if you special summon a Skull Servant you could special summon any number of the other Wights within your grave as well, which could easily lead to useful Rank 1 (in Skull Servant, Wightprince and Wightmare's case) or 3 (in Lady in Wight and Wightprincess's case) Xyz plays.
- Our Wights Are Different: These ones look like skeletons.
- Palette Swap: Skull Servant has three stronger counterparts: Fire Reaper, The Wandering Doomed, and The 13th Grave. All of these monsters are Level 3 or lower Zombie-Type monsters and thus are protected by the effect of The Lady in Wight.
- The ATK and DEF of Fire Reaper are equal to those of "Skull Servant" doubled +100.
- The ATK and DEF of The Wandering Doomed are equal to those of "Skull Servant" doubled +200. The two of them being peas in a pod has become a topic of discussion in the "Wight" community.
- The ATK and DEF of The 13th Grave are equal to those of Skull Servant tripled +300.
- Playing with Fire: Flame Ghost
- Spot of Tea: Wightmare is shown drinking it in his art, but he seems to always look so sad because it leaks out right after drinking it.
- Wightmare —> Nightmare.
- Lady in Wight —> Lady in White.
- Tri-Wight Zone —> Twilight Zone.
- Weaksauce Weakness: Cards like Karma Cut or Caius the Mega Monarch have effects that can banish one targeted card on the field, which it then follows up by banishing all cards of the same name from your graveyard (hand, main deck and extra deck in the case of Caius). This can hurt quite abit in the case of the Wights since they rely being in the grave to power up the King, or that it gets rid of the Kings in your deck and graveyard. This can also be particularly devastating if for some reason you have Skull Servant on the field. Since the above cards banish cards of the same name from the Graveyard, and almost all Wights count as "Skull Servant" in the graveyard, these cards can banish all of the Wights you put into the graveyard and heavily depower the King!
Solemn / Forbidden
The Solemn series is a series of Trap cards focusing on the negation and destruction of cards through the payment of Life Points. They are related to the Forbidden series via story. One of the followers of the man depicted in the Solemn cards (implied to be God by the Japanese naming of the cards) began to make use of objects forbidden to them, like the Forbidden Chalice and Forbidden Lance. As punishment the man cast her out and disfigured her, turning her into the Condemned Maiden
Tropes associated with Solemn and Forbidden cards:
- Anti-Magic: All the Solemn cards negate other cards in some manner, while the Forbidden cards grant monsters variable immunity to effects.
- Blade on a Stick: The Forbidden Lance.
- Cast from Hit Points: The Solemn cards all have a hefty Life Point cost attached to them.
- Expy: The Forbidden cards are based on the four major holy relics in Christianity: Chalice is the Holy Grail, Lance is the Spear of Longinus, Dress is the Seamless Robe of Jesus, and Scripture is The Bible.
- God: It is implied the robed figure in the cards is God.
- The Last of These Is Not Like the Others: Despite being a Trap Card with "Solemn" in the name and depicting the same robed man as the others, Solemn Authority has nothing in common with the others, being a support card for the Aesir archetype instead.
- Power at a Price: All of the Forbidden cards provide both a benefit and a drawback, allowing them to be used variably to help your monsters or hinder those of your opponent.
- Chalice increases a monster's ATK but negates its effect.
- Lance decreases a monster's ATK but makes it immune to other effects.
- Dress reduces a monster's ATK but prevents it from being targeted or destroyed by other effects.
- Scripture forces two monsters to battle using their original ATK and DEF and negates all other effects on the field.
The Sparrow Family, or Robin Family in the OCG, are a series of high-level cards themed on superheroes. Centered on D.D. Esper Star Sparrow, the archetype swarms the field and rely on each other to use their effects. Used by Fuya Okudaira/Nelson Andrews, the guy who also acts as the Robin/Sparrow in a in-series TV show, in the ZeXal anime series.
Tropes associated with the Sparrow Family:
- Badass Family: Of the non-blood-related kind.
- Cool, but Inefficient: Jet Iron is a powerful 4000 ATK monster, but to summon it, you need to Tribute Ironhammer, Garuda, Puma, and Star Sparrow from either your hand or the field. Given that the series has no real support cards and that none of the above monsters are particularly searchable, you'll rarely ever see it hit the field. Additionally, because the Sparrow Family are all different Types and Attributes, actually building a feasible deck around all of them is nigh-impossible in the first place, and each member on its own is mediocre at best.
- Cool Plane: Dimensional Jet Iron.
- Fusion Dance: Mira the Giant Star appears to be a "grown-up" version of "Triple-Star Trion". It possibly meant to be Xyz Summoned with three copies of "Triple-Star Trion", as "Trion" is Level 1 and this card needs three Level 1 monsters.
- These monsters and Nelson's television show "The Sparrow" seem to reference a 1971 manga series named Babel II. Both feature a junior high schooler turned alien hero and three servants, a black cat servant, a flying servant and a loyal humanoid robot. It also features an evil monarch relative conspiring to take over the world, similar to "Galaxy Queen".
- Ironhammer the Giant appears to be similar to Old mecha anime such as Tetsujin #28 (known as Gigantor in America).
- The Triple-Star Trion trio bears a rather significant resemblance to Alvin & the Chipmunks in the following manners: There are three chipmunks (excluding the trio female chipmunk singing group in the franchise known as The Chipettes) and three of this monster. Both the chipmunks and this monster are of small stature. Both the three chipmunks and these three monsters wear red, blue and green attire respectively. Additionally, these monsters wear hats. Alvin of the Chipmunks often wears one too (it resembling a baseball cap.) To add to that, this monster has yellow stars on their shirts. Alvin of the Chipmunks has a big "A" on his shirt (also colored yellow.) What's on their shirts also alludes to something. The stars reference the three monsters on the artwork whereas the "A" is the first letter in Alvin's name.
- Human Alien: ESPer Star Sparrow and Galaxy Queen look human, in comparison to the rest of the series which has mechanical and animal-themed members.
- Humongous Mecha: Super Dimensional Robot Galaxy Destroyer is a giant robot.
- Noble Bird of Prey: Phoenix Beast Gairuda is based on a phoenix and named for the mythical being Garuda.
- Panthera Awesome: Beast Warrior Puma is a black panther humanoid.
- The Phoenix: Phoenix Beast Gairuda's name is based off of "Garuda" and "Phoenix", but according to legends these two creatures are the same in different cultures or related species.
- Robot Buddy: Ironhammer the Giant is a humandoid robot and one of the core five of the Family.
- Status Buff: Galaxy Queen, Ironhammer the Giant and Mira the Giant Star can all grant beneficial effects to their allies.
- Stone Wall: Ironhammer the Giant has only 900 ATK, but a massive 3500 DEF.
Spell Counter Spellcasters / Mythical Beasts
The Spell Counter Spellcasters are a series of Spellcasters with similar outfits. They are themed on the use of Spell Counters, which they gain each time a Spell Card is played, as a means to gain power and control the field. Their leader is Arcanite Magician, who powers up into Supreme Arcanite Magician and Arcanite Magician/Assault Mode.One of these monsters, Mythical Beast Cerberus, later got an entire archetype of monsters based upon it known as the Mythical Beasts, or Magic Beasts in the OCG. Save for Cerberus himself, they are all Pendulum Monsters with a Scale of 4, and they are likewise themed around gaining Spell Counters with which to use to activate various effects.
Tropes associated with the Spell Counter Spellcasters:
- Anti-Magic: Breaker the Magical Warrior, Arcanite Magician and Explosive Magician.
- Black Magic: Many of them are DARK monsters.
- Boring Yet Practical: Breaker the Magical Warrior. Hits the field with a functional 1900 ATK on a Normal Summon, can destroy a Spell or Trap card at the cost of 300 ATK, is compatible with cards to regenerate its Spell Counter to get back to 1900 ATK or destroy another card, and is a DARK Spellcaster making it compatible with many other cards including Chaos. It was once a staple card in many decksnote and even Limited for a bit.
- Breakout Character: Mythical Beast Cerberus, while otherwise unremarkable, later got an archetype based upon it.
- Casting a Shadow: Night End's Sorcerer and Tempest Magician.
- Colour-Coded for Your Convenience: Arcanite Magician and each of its advanced forms, Supreme Arcanite Magician and Arcanite Magician/Assault Mode, have robe colors that correspond to their classification's color bordering (AM's robes are Synchro white, SAM's robes are Fusion purple, and AM/AM's robes are Effect red).
- Composite Character: Arcanite Magician shares several artistic similarities with the artwork of other cards: The background of this card is similar to the one of Dark Magician of Chaos. This card's outfit is reminiscent of Silent Magician LV 4 and Mighty Mage from Dungeon Dice Monsters. Arcanite Magician's staff is similar to the one of Dark Magician.
- Dude Looks Like a Lady: Arcanite Magician, especially his Assault Mode. Taken to an extreme in Assault Overload due to the placement of the breastplate on the card art.
- Equippable Ally: Tempest Magician is a fusion between Night End's Sorcerer and Magical Exemplar, which is similar to the Soul Resonance between Soul and Maka in Soul Eater. It happens because Night End's Sorcerer and Magical Exemplar combined levels are 6 and Tempest Magician is Level 6.
- Expy: Explosive Magician's effect is similar to Breaker the Magical Warrior's effect. Its cost is higher, but doesn't compromise his ATK and lets you use Spell Counters from any card you own that holds them.
- Fusion Dance: Arcanite Magician has an upgraded Fusion version, Supreme Arcanite Magician.
- Homage: Night End's Sorcerer bears a strong resemblance to 2 characters from the Nippon Nichi game series. Laharl from Disgaea: Hour of Darkness and Gig from Soul Nomad & the World Eaters. He also bares a slight resemblance to the character Maka Albarn from the anime Soul Eater.
- Little Bit Beastly: Night End's Sorcerer is partially rabbit-like in appearance.
- Light 'em Up: Explosive Magician
- Person as Verb: Breaker the Magical Warrior has acquired his own term. To "break" a Spell or Trap Card is to destroy a card with this card's effect.
- Power-Up Letdown: Arcanite Magician's key advantages are that his destruction effect is only limited by the amount of Spell Counters present on the field and they can come from anywhere on the field. Each of his upgraded forms loses one of these advantages: his Assault Mode counterpart can only use his own Spell counters (and in a Spell Counter focused deck, the original can already destroy your opponent's entire field in one turn) and Supreme Arcanite Magician can only destroy one card per turn.
- Red Oni, Blue Oni: Defender, the Magical Knight is the defensive counterpart to Breaker the Magical Warrior. Breaker's emphasis is on his ATK and sword; Defender's is on his DEF and shield. Breaker is a DARK monster while Defender is a LIGHT monster. Their color schemes are also the opposite of each other, Breaker's armor is red while Defender's armor is blue. Their effects are also opposites of each other since Breaker's effect destroys Spell or Trap Cards, while "Defender's" effect protects Spellcasters (hence the names).
- Sinister Scythe: Wielded by Night End's Sorcerer and Tempest Magician.
- Stuff Blowing Up: Explosive Magician.
- Super Mode: Arcanite Magician/Assault Mode.
- Took a Level in Badass: Arcanite Magician appears to be a powered-up version of Breaker the Magical Warrior. He has an Assault Mode version, Arcanite Magician/Assault Mode. Also, Arcanite Magician is already wearing a set of Assault Mode armor underneath his cloak.
- You Require More Vespene Gas: Spell Counters are needed for their effects.
Sphinxes are a series of Rock-type Monsters based on the Egyptian Sphinx but In-Name-Only, in general they are centaur-like beings that take cues from several animals. One series of Sphinxes supports flip summoning and is lead by Exxod, Master of the Guard. The other series is centered on the summoning of Theinen the Great Sphinx, and are used by Anubis in the Yu-Gi-Oh! Movie.
Tropes associated with the Sphinxes:
- Bilingual Bonus:
- Hieraco comes from the Name "Heiera". It is Greek and translates into hawk.
- The first part of Criosphinx's name, "Crios", is Greek, and roughly translates to "male goat".
- "Andro-" is the Greek root for man or masculine, showing that Andro Sphinx is the masculine form of the two sphinxes.
- Chained by Fashion: Sphinx Teleia
- Dishing Out Dirt: Criosphinx, Exxod, Guardian Sphinx and Hieracosphinx.
- Fusion Dance: Theinen the Great Sphinx is a fusion of Sphinx Teleia and Andro Sphinx.
- Light The Way: "Andro Sphinx", "Sphinx Teleia" and "Theinen the Great Sphinx"
- Mix-and-Match Critters:
- Criosphinx is Half Goat and Half Lion.
- Hieracosphinx is Half-Bird and Half-Lion.
- Andro Sphinx and Sphinx Teleia are part Human and part Lion.
- Our Centaurs Are Different: Theinen the Great Sphinx and Criossphinx have the bodies of cats and the torsos of other animals on their necks.
- Panthera Awesome: Being based on the sphinx of myth, they mostly have aspects of cats and felines in their design.
- Riddle of the Sphinx: "Ordeal of a Traveller" is based on this; if the opponent can't solve the card's riddle (what type of card is in your hand), their monster is returned to their hand.
- Living Statue: Guardian Sphinx is a giant sphinx statue come to life.
- Stone Wall: Exxod, Master of The Guard has a huge 4000 DEF, but 0 ATK.
The Spider series contains primarily Insect-type monster that are, or in some cases resembles, Spiders. Their effects revolve around taking advantage of the opponent's defense position monsters, a strategy that is supported by effects that lets them change the battle position of monsters. Rudger Goodwin/Roman Goodwin and Kyoji Yagumo have both used Spider decks in the 5D's anime and Zexal manga respectively.
Tropes associated with the Spiders:
- Casting a Shadow: Mother Spider and Relinquished Spider are both DARK monsters.
- Dishing Out Dirt: Most of the Spiders are EARTH Monsters.
- Giant Spider: All of them are bigger than most Spider would be.
- Sixth Ranger: Although not part of the series, Underground Arachnid, Earthbound Immortal Uru, Number 35: Ravenous Tarentula, Number 84: Pain Gainer, and Number 77: The Seven Sins were used alongside a Spider deck in their respective contuinity and are all spiders.
- Weak, but Skilled: Most Spider monsters have low ATK and thus have to rely on their effects.
Spirit Monsters are based on Japanese folklore. They have high stats and often powerful effects, but a very large drawback - at the end of the turn they're summoned they return to the hand, making it difficult to maintain field presence or defend yourself from reprisals on the opponent's turn. Their strongest members are Hino-Kagu-Tsuchi and Yamata Dragon.Noah Kaiba utilized a Spirit deck in the anime.
Tropes associated with the Spirit Monsters:
- Anti-Magic: Fenghuang's effect.
- Cats Are Mean: Kinka-byo is based on the Bakeneko of Japanese folklore. A bakeneko will haunt any household it is kept in, creating ghostly fireballs, menacing sleepers, walking on its hind legs, changing its shape into that of a human, and even devouring its own mistress in order to shapeshift and take her place. When it is finally killed, its body may be as much as five feet in length. It also poses a danger if allowed into a room with a fresh corpse; a cat is believed to be capable of reanimating a body by jumping over it.
- Death of a Thousand Cuts:
- The Yata-Lock works like this. Your opponent has no cards in his hand or on the field, attack with Yata-Garasu, deal 200 damage and your opponent can't draw, meaning they can't do anything, repeat. This continues for about 10 turns or until your opponent surrenders. It's very effective, to the point that the card was banned solely for this.
- Inaba White Rabbit's effect allows it to attack directly, regardless of opposing monsters. An easy 700 damage per turn if you have nothing better to throw out.
- Difficult, but Awesome:
- Their effects range from Beatdown, Direct Attack, hand control, and even field control, making a dedicated spirit deck very flexible regardless of what the opponent has. However, due to their habit of returning to the hand, cards that make you discard will be a serious hamper, as Spirit monsters in general are rather useless in the Graveyard. Cards that recover discarded cards are thus suggested, but not recommended as Spirit monsters do not have much in the way of deck thinning. Once the problem of field presence is resolved, spirit monsters can be quite annoying as well as devastating, since it is hard for the opponent to destroy them, and even with cards that forces discards, it is hard to target a particular spirit monster (unless something like "Card Destruction" is used). This is particularly true for "Inaba White Rabbit", as it can attack directly while avoiding opponents' counter-attacks.
- As of The Duelist Genesis however, Spirit Monsters received some much needed support and are much more playable now. While most still cannot be special summoned, they received huge support in the form of "Mirror of Yata" (which allows them not to be sent to the hand, as well as serving as a shield- if the spirit monster were to be destroyed by battle the Mirror is destroyed instead) and Izanagi- a non-Spirit Monster who allows you to chose whether or not you want the monsters to return to the hand at all.
- With the addition of Pendulum monsters to the game, there's the Yamata Dragon Pendulum build. Normally, Yamata Dragon is the very definition of Awesome, but Impractical. It lets you draw until you have five cards in your hand, but requires two tributes to summon and cannot be special summoned. However, with Pendulum summoning giving the access to easy tribute fodder, when played well, a Yamata Dragon Pendulum build can easily turbo through the deck at insane speeds, giving you access to a lot of monsters, magic cards, and traps quickly, as well as giving you far more options to go for than in a pure Pendulum build alone. One has to take care though about working around Yamata Dragon's bouncing effect though as, if handled poorly, it can easily leave your field with nothing but weak or no monster cards at all. It's a very high risk, high reward build that is pretty awesome when pulled off correctly.
- Extra Turn: One of the most infamous combos is the "Yata Lock". This clears all cards on the field and both players' hands, but with additional cards, you can force the draw of Yata-Garasu, and attack with that. When Yata-Garasu successfully attacks, the opponent cannot draw on their next turn, and as they have no cards in their hand, this effectively skips their turn. Repeat ad infinitum for complete victory. As such, this combo and all key cards have been banned from tournaments for five years.
- Fiery Redhead: Hino-Kagu-Tsuchi, named after the Shinto god of fire.
- God of Good: Izanagi's name comes from Izanagi-no-mikoto or "male who invites". He along with his spouse and sister Izanami gave birth to many islands, deities, and forefathers of Japan. When she died he gave birth to three more Gods; Amaterasu the Sun Goddess, Tsukuyomi the Moon God and Susano'o the torm God.
- Inverse Law of Utility and Lethality: Spirit monsters often had effects that would be used when they were played, or had combat-based effects but would be vulnerable due to low attack, making the returning to hand ability a boon. Examples of the former include "Tsukuyomi" and "Maharaghi", and examples of the latter include "Yata-Garasu" and "Inaba White Rabbit".
- Healing Factor: Any Spirit deck worth its salt will run Spring of Rebirth, which increases the player's Life Points by 500 every time a monster returns to either player's hand. Since Spirit monsters usually return to the player's hand at the end of the turn they're summoned, this goes a long way towards mitigating the sting of their low field presence.
- Japanese Mythology: Many of the Spirit monsters' designs were based on icons from Japanese mythology and they all have very similar backgrounds, supposedly of the spirit world.
- Lethal Joke Character: Monsters that return to the owner's hand after the end of their turn might sound terrible on paper, but there are quite a few Magic/Trap cards and Monster Effects that activate when a monster returns to the owner's hand, and Spirit monsters make them ridiculously easy to activate, as opposed to trying to draw the right Magic or Trap card to proc them or hoping your opponent does it.
- Loophole Abuse: There is a loophole with Spirit monsters that lets them stay on the field regardless of their self-bounce effect. The exact text on Spirit monster cards states they must return to their owner's hand "during the End Phase of the turn [they are] Normal Summoned or flipped face-up" - as in that specific turn. If something keeps them on the field for more than one turn, they will no longer return to the hand on their own.
- Multi-Armed and Dangerous: As a result, Asura Priest can attack all monsters your opponent controls once each.
- Nature Spirit: Yaksha is the name of a mythological broad class of nature-spirits who are caretakes of natural treasures hidden in the earth and tree roots.
- Our Ghosts Are Different: Spirit monsters are characterized by having effects that return them to their owner's hand during the End Phase of turns they are Normal Summoned or flipped face-up (whether by Flip Summon, surviving battle or any other method). This would seem to symbolize the monster "being spiritual" in that its physical body is temporary (barring player interventions). The returning effect also triggers if the Spirit monster in general becomes under the control of the opponent during the turn it would return or is summoned by your opponent after winding up in the opponent's hand via effects like "Exchange". This makes them appropriate fodder for getting rid of monsters like "Brain Jacker" or for using "Creature Swap".
- The Phoenix: Fenghuang and Fushi-no-tori
- Orochi: Yamata Dragon. This monster is based after the Yamata-no-Orochi (literally: big snake of eight branches; often called Orochi or the Eight-Forked Serpent in English), a dragon- or serpent-like creature in Japanese mythology. In the ancient Japanese scripture, the Kojiki, after Susa-no-Ō is expelled from Heaven, he encounters two Kuni-tsu-Kami ("earthly deities") near the head of the Hi-i-gawa ("Hi'i river") in Izumo Province. They are weeping because they have had to give the Orochi one of their daughters once every year, and now they must sacrifice their eighth and last, whose name is Kushi-inada-hime.
The monster is described as having eight heads and eight tails and eyes as red as winter-cherries. It is so long its body extends over eight valleys and eight hills, its belly is always bloody and inflamed, and its back is covered with hikage (clubmoss), hinoki (Japanese cypress), and sugi (Japanese cedar).
Susa-no-Ō asks for Kushi-inada-hime's hand in marriage, and then transforms her into a comb (kushi) which he places in his hair. He then asks her parents to brew some sake that has been refined eight times, and then build a round enclosure with eight gates, each with a platform and a sake vat. They fill the sake vats and wait, and sure enough the Orochi appears. It dips a head into each vat, and is soon intoxicated, allowing Susa-no-Ō to cut it into pieces. When he cuts the middle tail, his sword is chipped, and there he finds the legendary sword, Kusanagi-no-Tsurugi.
- Red Oni, Blue Oni: Nikitama and Aratama are references to the duality of god in the Shinto religion, namely Aratama & Nigitama, this card being a "evil" god, while "Nikitama" is a "kind" god, therefore they are counterparts of each other. Aratama supports destruction and anger (this may be represented by its effect that allows the player to search for a strong monster). Nigitama supports birth, growth and regeneration (this may be represented by its swarming effect and the one that allows the player to draw 1 card).
- Shinigami: Dark Dust Spirit is based on Japanese Mythology death representation "shinigami" which means death god. Its appearance, however, does seem to match that of an oni, or mythical Japanese ogre-demon. It may also be the skin removing demonness Datsue-ba.
- Tengu: Great Long Nose is based on the Tengu of Japanese folklore; its Japanese name translates to "Great Tengu."
- The Last of These Is Not Like the Others: Due to Spirit monsters usually returning to the player's hand at the end of their turn, most dedicated Spirit decks will need at least a handful of non-Spirit monsters to maintain a field presence.
- Weapon of Choice
- Blade on a Stick: The object in Izanagi's right hand most likely is the Ame-no-nuhoko or "heavenly jewelled spear". A spear given to Izanagi and Izanami to raise the primordial land-mass, Onōgoro-shima, from the sea.
- Cool Sword: Sword of Kusanagi. It was pulled out of Orochi's tails. He named it Ame-no-Murakumo-no-Tsurugi ("Heaven's Cloud-Gathering Sword"), later known as the Kusanagi-no-Tsurugi. The sword was presented to Amaterasu as a reconciliation gift and was later given to her descendant Ninigi along with the Yata-no-Kagami (a mirror) and magatama (sacred jewels) as proof of his divine right to rule. The Kusanagi-no-Tsurugi is a legendary Japanese sword as important to Japan's history as Excalibur is to Britain's, and is one of three Imperial Regalia of Japan. Ironically, Yamata Dragon is a perfect choice to equip it to because of his effect.
- Dual Wielding: Yaksa
SPYRAL is a TCG-original archetype based on spies, and a Shout-Out to James Bond. The deck revolves around summoning SPYRAL Super Agent, maintaining a lot of hand and field advantage, and destroying your own cards with effects to activate their abilities. Assisting the Super Agent is the SPYRAL GEAR sub-archetype, tools used by the spy in order to help him on his missions.
Tropes associated with the SPYRAL archetype:
- Back-to-Back Badasses: The Double Helix, SPYRAL's first Link Monster, is composed of a younger Super Agent and Sleeper standing back-to-back—presumably before the latter became Sleeper in the first place. This is likely an homage to the opening of GoldenEye, which showcased the teamwork between 007 and 006 in their final mission together.
- Big Good: SPYRAL Master Plan is the leader of SPYRAL.
- Foil: Master Plan and Sleeper are this to each other. Both are the highest-Level monsters in the SPYRAL archetype, and each monster's ATK and DEF are the inverse of one another. Furthermore, Master Plan is a DARK-Attribute Spellcaster whose effect relies on adding SPYRAL MISSION cards to your hand—"assigning" them to the player, as it were—and when she's destroyed, she can search a SPYRAL Resort and one other SPYRAL card for setup purposes. Sleeper, however, is a LIGHT-Attribute Fiend that can destroy an opponent's cards by destroying a SPYRAL card—which can be inferred as deliberately destroying SPYRAL gear, or abandoning missions—and when he's destroyed, he clears your entire board before bringing out a Super Agent.
- The Hero: SPYRAL Super Agent, the crux of the deck.
- Heroic Sacrifice: If Super Agent is attacked, Charming Resort Staff's first effect allows you to switch the attack to her. Considering she's much weaker than him in terms of stats, she'll inevitably go down, thus activating her second effect and letting you summon another Super Agent from your deck.
- Implied Love Interest: Charming Resort Staff's effects revolve around helping out Super Agent. Likewise, the spy can be seen in her card's art, gazing at her lovingly while she serves food to Master Plan.
- Loophole Abuse: The SPYRA Ls Tough and The Double Helix both have their names treated as SPYRAL Super Agent while they're on the field or in the graveyard, allowing them to work with cards that specifically require Super Agent.
- Luck Manipulation Mechanic: Super Agent can special summon himself if you correctly guess what type of card is on top of your opponent's deck - Monster, Spell or Trap. SPYRAL GEAR - Drone, however, lets you not only see the cards ahead of time, but allows you to arrange them in any order. This also gives you the opportunity to ensure your opponent draws an unhelpful card next turn.
- Sharp Dressed Man: Super Agent just wouldn't be a proper Bond Expy without a snazzy suit.
- Sixth Ranger: Charming Resort Staff is not a SPYRAL by name, and is thus not supported by the archetype. However, her effects revolve around helping out Super Agent. SPYGAL Misty is also one as her effects work in conjunction with those of Super Agent.
- One of the key strategies of the deck is to mass-summon its Level 1 Monsters, allowing one to Xyz Summon Rank 1 Monsters. Number 78: Number Archive was specifically highlighted in promotional material for the deck because of this, and was released in the TCG around the time the SPYRALs debuted.
- Weak, but Skilled: Their ace card, SPYRAL Super Agent, is a fairly unremarkable Level 4 Monster on his own. The rest of the archetype revolves around supporting him and powering him up.
- The entire archtype really counts as this. Aside from Sleeper, the highest ATK of SPYRA Ls is only 1900. However, the deck has numerous ways of removing threats from the field or empowering it's monsters along with a lot of accessibility to said cards, making it a rather versatile deck.
Stardust is an archetype of cards that were used by Yusei Fudo in the 5Ds anime and manga and that include his ace card Stardust Dragon.Stardust cards tend to have effects related to special summoning, negation of effects and attacks as well as protection from destruction.
Tropes associated with the Stardust archetype:
- Armor-Piercing Attack: Stardust Assault Warrior has the ability to inflict piercing damage
- Back from the Dead: Many Stardust cards have the ability to summon themselves or another monster from the graveyard.
- Blow You Away: Stardust Dragon and its evolutions from the anime are all WIND monsters, as are Stardust Warrior and Stardust Assault Warrior.
- Casting a Shadow: Malefic Stardust Dragon and Starduston are both DARK monsters.
- Light 'em Up: On the other hand, Stardust Spark Dragon and its evolutions from the manga are LIGHT monsters as do Stardust Xialong, Stardust Phantom, and Shooting Quasar Dragon.
- Light Is Good: They're mostly LIGHT-themed, and are used by the heroic Yusei Fudo.
- No-Sell: By banishing a Synchro monster from the graveyard, Stardust Chronicle Spark Dragon can render itself immune to any other card effect for the rest of the turn.
Star Seraph, Holy Lightning in the OCG, is a small archetype consisting of LIGHT Fairy-type Monsters that swarm the field to perform Xyz Summonings and gain benefit from doing so if three or more monsters were used. They are used by Durbe/Dumon in ZEXAL.
Tropes associated with the Star Seraphs:
- Added Alliterative Appeal: All of their TCG names start with S for every word.
- Alternate Character Reading: The kanji in their OCG names literally translate to "Light Angel", fitting to both their Type and Attribute.
- Cool Chair: Star Seraph Sovereign.
- Dub Name Change: From Holy Lightning to Star Seraph
- Enemy Summoner: Most of their effects revolve around quickly Summoning each other from the hand, for Xyz Summoning their own ace and other Rank 4 Xyz Monsters.
- Light 'em Up: They are LIGHT monsters.
- Mythology Gag: Star Seraph Sentry's ATK is the same asDark Magician's while its DEF is 100 less while its evolved form Archfiend Seraph share its ATK and DEF with Dark Paladin, one of Dark Magician's own evolutions.
- Power Nullifier: Sentry can detach one of its own Xyz Material to negate a monster's effect and halve its ATK. Archfiend Seraph has a similar ability can
- Spikesof Villainy: All over Star Seraph Scepter.
- Status Buff: Star Seraph Sword's effect. Discards a Star Seraph to gain equivalent attack to the discarded monster.
- Winged Humanoid: Star Seraph Sentry and Archfien Seraph
Steelswarm cards, called Inverz in the OCG, are a series of DARK Fiends based on insects. They revive the idea of Tribute Summoning, activating powerful destruction effects when their stronger members are Tribute summoned as their lower-level members provide support. As a downside most of them have 0 DEF. Their leader is Steelswarm Hercules.
Tropes associated with the Steelswarms:
- Attack Its Weak Point: The higher level Steelswarm monsters Hercules, Caucastag, Girastag and Longhorn have some sort of sphered organ in their chests, seeing how Hercules has its second pair of arms covering it, it could be assumed that is their weak point, taking into account most Steelswarm have 0 DEF.
- Back from the Dead: Steelswarm Hercules was brought back as Evigishki Zealgigas. It was supposed to show how Noelia is dedicated to the Evilswarm cause.
- Big Creepy-Crawlies: They are so creepy, they are not categorized under Insects and are categorized under Fiends instead.
- Casting a Shadow: They are DARK monsters.
- Dark Is Evil: They were the Big Bad towards the end of Duel Terminal.
- Dub Name Change: Inverz in OCG.
- Evolutionary Levels: Card artwork of Steelswarm monsters looks like development stages of a beetle according to level from low to high, but don't know the location of where Steelswarm Gatekeeper is: Steelswarm Cell -> Steelswarm Scout -> Steelswarm Genesoid -> Steelswarm Sentinel -> Steelswarm Caller -> Steelswarm Mantis -> Steelswarm Moth -> Steelswarm Girastag -> Steelswarm Caucastag -> Steelswarm Longhorn -> Steelswarm Hercules
- Heel–Face Turn: In the artwork of "Advance Zone", it is suggested that "Steelswarm Roach" was purified by the Vylons. This can be further proven by his idle and laid-back appearance in "Breath of the Valient"'s artwork as the "Divine Serpent" passes by. Later on, "Steelswarm Roach" becomes "Evilswarm Exciton Knight". Afterwards, he joins the Zefra archetype and becomes "Astellarknight Zefrabuth"
- Meaningful Name: "Evilswarm Exciton Knight"'s name references the "Exciton", the electrically neutral state of an electron found in insulators and superconductors. These particles are formed by the absorption of photons by superconductive substances, and can transmit energy without also transporting an electrical charge. Fittingly, this monster represents a "neutral" character formed by a DARK monster absorbing "photon energy" to transform.
- Our Demons Are Different: They are insect-like Fiend-type monsters.
- Power Gives You Wings: Evilswarm Exciton Knight receives another helping of power and turns into a chosen warrior of Zefra.
- Power Nullifier: Steelswarm Sentinel prevents all special summoned level 5 monsters from activating their effects.
- The Last of These Is Not Like the Others: Replace "the last" with "one" and you have Steelswarm Gatekeeper, the only member of the tribe with a non zero defense value. A solid 1900, in fact.
- The Virus: Turns out the Steelswarm were infected by the Evilswarm Virus and one of the carriers is the Steelswarm Cell.
Subterror is a TCG-original archetype, based around Flip Effect monsters that can flip themselves face-down to continuously use their effects. It is divided into two sub-archetypes: the Subterror Behemoths, which are giant monstrosities that form the muscle of the archetype, and the Subterror Nemesis, humans confronting the Behemoths that provide support.
Tropes associated with the Subterror archetype:
- Attack of the 50-Foot Whatever: Subterror Behemoths are massive. The Nemesis Warrior that appears in each of their artworks should give you a pretty good idea.
- David Vs Goliath: The Subterror Behemoths' artwork all show Subterror Nemesis Warrior staring the Behemoth down.
- Dig Attack: The Subterror Behemoths can flip themselves face-down to later trigger their Flip Effects, simulating them burrowing underground and then popping up to attack.
- Dracolich: Subterror Behemoth Dragossuary is a Zombie-type monster that ressembles a skeletal dragon.
- Magma Man: Subterror Behemoth Ultramaphus is a vaguely turtle-like monster made largely from molten rock. Fittingly, it's Pyro-type.
- Mythology Gag: Early on, there were a series of monsters that could flip themselves face-down, and then activate an effect when Flip Summoned. The Subterrors pretty much bring that idea back, except with proper Flip Effects.
- Rock Monster: The Subterror Behemoths are giant rock creatures with vaguely animalistic forms, although only Stalagmo is Rock-type.
- Shock and Awe: Voltelluric is a Thunder-type monster.
- Shout-Out: The theme of the archetype is one to Shadow of the Colossus, with Nemesis Warrior in particular being a dead ringer for Wander.
- Stone Wall: While they're not necessarily very powerful in terms of DEF, they can be very difficult to break through, due to being able to summon multiple monsters with various nasty Flip Effects in face-down Defence Position. Their Field Spell, The Hidden City, also allows them to flip one Subterror monster face-up every turn in order to negate an attack (although they can also choose not to negate the attack and simply let the attacking monster kill itself on Stalagmo or Ultramaphus). Hidden City combined with Ultramaphus, in particular, amounts to a reusable Quaking Mirror Force that also has 3000 ATK to hit with, while Subterror Behemoth Burrowing offers protection against card effects.
- Summon Bigger Fish: Subterror Nemesis Warrior can Tribute himself and another monster to summon a bigger Subterror Behemoth from the deck during either player's turn. Subterror Nemesis Archer can Special Summon a Behemoth when she's destroyed. Fiendess can change any monster to face-down position in order to summon a Subterror monster from the hand or graveyard.
- Theme Naming: In the TCG, the Subterror Behemoths (except Fiendess) are named after underground formations and phenomena. In the OCG, they're instead named after various regions of the Mediterranean Sea.
Summoner Siblings / Hypnosister
The Summoner Siblings are a group of related cards. One brother and one sister. The brother, Risebell had been changed as a result of an encounter they had with someone who resembled his sister, Saambell. As a result he became Risebell the Star Adjuster and later, Risebell The Star Psycher.
Tropes associated with Saambell, Risebell's counterparts and Hypnosister:
- Arc Symbol: Hypnosister aside, all the cards have the same Hainwa-esque token and at least one Jackal creature. They take on more monstrous forms in Risebell the Star Psycher's art.
- Blow You Away: All five monsters are WIND monsters.
- Curtains Match the Window: Saambell and Risebell have both black ears and hair. Averted with Hypnosister who has pink eyes and white hair and by Risebell after their encounter.
- Eye Motifs: Saambell has an hood with a pair of eyes. Hypnosister has a Third Eye and hypnotic abilities.
- Familiar: Hypnosister has a black cat in both her art and her cameo in Risebell the Summoner's art (where she is mostly obscured by it). Risebell and Saambell have a jackal each, though Risebell has the two even in his upgraded forms.
- Fighting from the Inside: Risebell appears to be attempting to do this in Unwavering Bond.
- Hair Decorations: Both Saambell and Hypnosister have hair-clips and some sort of ribbon.
- Hypnotic Eyes: Hypnosister causes these to surround the siblings in Swaying Gaze. She also has a prominent third eye hair accessory.
- Mystical White Hair: Risebell after becoming the Star Psycher and Hypnosister.
- Palette Swap: Hypnosister is nearly identical to Saambell, sharing the same hairstyle, Eye Motifs, Pointed Ears, collar, and White Boots. The only things different about her appearance is her dress, the Third Eye, the lack of hood and the pendulum.
- Pointed Ears: Saambell, Risebell and Hypnosister. Saambell's is obscured by her hood in her cameos in Risebell the Summoner's art and Swaying Gaze's art but her own art shows that she has them as well.
- Psychic Powers: Hypnosister is psychic type and is capable of some form of Mind Manipulation (shown in Swaying Gaze's art) Risebell gains this typing as the result of the same spell card.
- Punny Name: Saambell's name is derived from "Same Level" which reflects her ability to summon a monster of her own level. Risebell shares the level pun with his sister but the word "Rise" alludes instead to his ability to increase a monster's level. Hypnosister's is a portmanteau of ""Hypnosis" and "Sister", which reflects what she did to Risebell and her resemblance to Saambell.
- Weak, but Skilled: None of them, even Risebell's current form, have good ATK or DEF, but Risebell can increase the levels of a monster setting up summons for Ritual, Synchro and Xyz Monsters. Saambell can Special Summon a monster of her own level also setting up Xyz Summons. Hypnosister takes the cake though, as she can gain powers based on how many Pendulum Zones are occupied from going to 2100 ATK, to destroying pendulum summoned monsters a la Catastor, to forcing your opponent to ram them into her to allowing a draw when she destroys a monster.
Super Quant is an archetype of cards based on the Super Sentai series. It is comprised of two subthemes, where the "Super Quantum" pilot-themed monsters are used to swarm the field and set up summons for their robots, the "Super Quantal" Xyz Monsters. Thier field spell, "Super Quantal Mech Ship Magnacarrier," allows the player to Xyz Summon the Super Quantals using a Super Quantum monster with the same Attribute as the lone Xyz Material; effectively allowing the pilots to call their robots out and pilot them. The leader of the series is their combined form, "Super Quantal Mech King Great Magnus."
Tropes associated with the Super Quantum archetype:
- Animal Mecha: As one would expect from the name, the three
- Awesome, but Impractical: Summoning Magnas without Magnacarrier. It's an impressive feat and you'll be able to Special Summon it from the Graveyard as it was brought out with a regular Xyz Summon, but it won't have access to two of its most useful abilities and whatever Level 12 monsters you used for it (of which there are barely more than a dozen) were probably more valuable by themselves.
- Back from the Dead: Red Layer can revive any other Super Quantum monster in the graveyard except itself.
- BFS: The Super Quantal Megasword Magnaslayer
- Blow You Away: Green Layer and Aeroboros.
- Combining Mecha: Super Quantum Mecha Lord Great Magnus is the combined form of the three Mecha Beasts with Granpulse forming the legs, Aeroboros becoming the arms and wings, and Magnaliger being the main body.
- Department of Redundancy Department: Magnus means "great" in Latin (along with synonyms for such an adjective), so the archetype's ace monster is basically named "Great Great."
- Enemy Summoner: Green Layer's special ability once it's summoned lets you special summon an additional Super Quantum monster from your hand.
- Fairy Companion: If it wasn't obvious, Super Quantal Fairy Alphan.
- Humongous Mecha: Their ace, the aforementioned Great Magnas.
- Magikarp Power: The aforementioned Magnaslayer can be used by any Super Quantum Xyz monster, giving it 100 extra attack points for each of its ranks as well as the ability to inflict piercing damage. It's not very useful on Granpulse or Aeroboros, slightly more appropriate for Magnaliger, and absolutely devastating when equipped to Magnas.
- Make My Monster Grow: The effect of Super Quantal Finisher Alphan Ball emulates this; it sends everything on the opponent's field back to the deck, but allows them to summon an Extra Deck monster in its place. Its graveyard effect then lets you bring out the Magnacarrier, summoning your mechs to counter the giant monster.
- Making a Splash: Blue Layer and Granpulse.
- My Death Is Only The Beginning: Each of the Mecha Pilots (and Magnas) has a secondary effect that activates when they're sent to the graveyard.
- My Rules Are Not Your Rules: Magnas' 4+ Material ability makes him immune to all non-Super Quantum card effects. Understandable enough. But it gets murky during the Battle Phase. Its attacks can't be negated and it can ignore effects that prevent certain monsters from being targeted by attacks. Relating to that, its 2+ Material ability doesn't target so it's going to shuffle a card on the field no matter what was used.
- Nigh-Invulnerability: With four or more Xyz Material, Great Magnus is unaffected by any card effects that are not Super Quantum effects. He also happens to have 3600 ATK. Good luck getting him off the field if he reaches that level of power.
- Playing with Fire: Red Layer and Magnaliger.
- Power Trio: Of the Beauty, Brains and Brawn variety with Blue Layer (The Chick), Green Layer (The Smart Guy), and Red Layer (The Big Guy).
- Sentai: the inspiration behind this archetype.
- Shout-Out: As stated above, the archetype as a whole is this to the Super Sentai franchise with the exception of Alphan whose name references the Power Rangers series.
- The Smurfette Principle: Blue Layer.
- Weaksauce Weakness: Great Magnus, with 4 or more materials attached, is immune to all card effects except other "Super Quant" cards. Since Aeroboros and Magnaliger have non-specific Xyz Material requirements, they can easily be splashed into any deck able to summon Rank 4 or Rank 5 to stop Great Magnus.
Superheavy Samurai (超重武者, Chōjūmusha) is an archetype comprised mainly by EARTH Machine-Type monsters used by Noburo Gongenzaka in ARC-V. They are collectively based on Benkei and miscellaneous details of his life, but they also include other Japanese folklore. The archetype consists of Main Deck Monsters with high DEF, Superheavy Samurai Soul (超重武者装留, Chōjūmusha Soul) monsters that act like Equip Cards to strengthen the Superheavy Samurais, two Pendulum Monsters in form of Superheavy Samurai Generals (超重輝将, Chōjū Kishō), and a variety of Synchro Monsters.The archetype can be summed up in three basic subsets of monsters.The first one have defensive effects that change their Battle Position upon being Summoned. They have the appearance of humanoid robot warriors and have high DEF.The members of the second one, Superheavy Samurai Souls, act like Equip Spell Cards, giving additional protection to the equipped monster, either by protecting it from being destroyed by battle or by raising its DEF. Some of them also act like hand Traps, by either preventing one of its partners from being destroyed during that turn or by reviving a Defense Position monster immediately after it be destroyed by battle. They can also be used to increase the equipped monster's offensiveness. The Soul cards take form of various items.The third subset has the most distinctive signature effect of the archetype: the requirement of a Graveyard empty of Spell/Trap Cards in order to activate their effects or to allow their Summons. This includes several Main Deck Monsters with supportive effects or the Synchro Monsters. Most of them also look like humanoid robots, but some of the Synchro Monsters, however, often take the appearance of robotic creatures.
Tropes associated with the Superheavy Samurai:
- When Synchro Summoned while having no Spell/Trap Cards in the graveyard, Shutendoji destroys all Spell and Trap Cards of the opponent.
- Thief can tribute itself to either destroy a Spell/Trap Card in your opponent's Spell/Trap Card Zone and set in one of your Spell/Trap Card Zones or to destroy a Pendulum Card in your opponent's Pendulum Zone and place it in one of your Pendulum Zones.
- Zig-zagged with Tetsudo'o. It can banish all Spell/Traps of both players graveyard; allowing you at the same time to use Spell/Trap Cards.
- Armor-Piercing Attack:
- A Superheavy Samurai equipped with Soulpiercer inflicts Piercing Damage.
- If you attack with your Superheavy Samurai in Defense Position against a monster that has higher ATK than your monster's DEF, you take battle damage and your monster is destroyed.
- Automatic Crossbows: Superheavy Samurai Soulpiercer is a blue crossbow.
- Back from the Dead: If a monster in Defense Position you control is destroyed, you can revived it by discarding Soulbeads, but the monster is summoned in Attack Position. Though, since a few of the Superheavy Samurai can switch their position when Normal or Special Summoned, it is not much of an issue.
- Blade on a Stick: Big Benkei wields a sasumata.
- Carry a Big Stick: Shutendoji has one, which doubles as an Epic Flail.
- Combat Pragmatist: Cards like Susanowo or Thief are able to steal the opponent's Spell/Trap Cards.
- Cool Train: Superheavy Samurai Tetsudo'o, the strongest Superheavy Samurai monster, is a train.
- Dishing Out Dirt; They are EARTH monsters.
- Does Not Like Magic: Some of the Superheavy Samurai's effects can only be activated if you don't control any Spell or Trap Cards in your Graveyard, that's why there are no Spell or Trap Cards from this archetype. However, there are enough Superheavy Samurai that are able to protect your monsters. And Susanowo is able to snatch your opponent's Spell/Trap Cards from his/her Graveyard.
- Dub Name Change: Their OCG names are something like code names, but they are hard to translate, so their names are given different spellings or different names. Also, the Pendulum Monsters and most of the Synchro Monsters have other titles than Musha/Samurai in their OCG names, but they are translated as "Superheavy Samurai [Title]" in the TCG.
- Big Ben-K —> Big Benkei.
- Waka-O2 (Oni) —> Blue Brawler.
- Sword-999 (Kyukyukyu) —> Swordsman.
- Kabu-10 (Kabutō) —> Kabuto.
- TenB-N (Tenbin) —> Scales.
- Big Wara-G —> Big Waraji.
- Guro-V (Glove) —> Gigagloves.
- Taima-2 (Taimatsu) —> Blowtorch.
- Nusu-10 (Nusutō) —> Thief.
- Hikya-Q —> Transporter.
- Jisha-Q —> Magnet.
- Kokorogama-A —> Prepped Defense.
- Kagebo-C —> Flutist.
- Horaga-E —> Trumpeter.
- Tama-C —> Battleball.
- Tsuzu-3 (Tsuzumi) —> Drum.
- Soul Great Wall —> Soulshield Wall.
- Soul Fire Armor —> Soulfire Suit.
- Soul Break Armor —> Soulbreaker Armor.
- Soul Big Bang —> Soulbang Cannon.
- Soul Iwato'oshi —> Soulpiercer.
- Soul Makarugaeshi —> Soulbeads.
- Soul Buster Gauntlet —> Soulbuster Gauntlet.
- Soul Shine Claw —> Soulclaw.
- Soul Double Horn —> Soulhorns.
- Soul Chūsai —> Soulpeacemaker.
- Kishō San-5 (Sango) —> General Coral.
- Kishō Hisu-E —> General Jade.
- Kōjin Susano-O —> Warlord Susanowo.
- Shinki Shutendo-G —> Ogre Shutendoji.
- Majū Kyū-B —> Beast Kyubi.
- Ninja Saruto-B —> Ninja Sarutobi.
- Ninja Shinobi-A C —> Stealth Ninja.
- Katanaka-G —> Swordsmith.
- Jōki Tetsudō-O —> Steam Fiend Tetsudo'o.
- Epic Flail: Shutendoji fires his club like a rocket. There is a chain that connects the seperated parts of the club.
- Expy: This archetype seems to be inspired by Total Defense Shogun.
- Luckily, My Shield Will Protect Me:
- Blue Brawler has two big shield-like gauntles. It cannot be destroyed by battle.
- Soulshield Wall acts as one. It can be used as an Equip Card, which increases the DEF of the equipped Superheavy Samurai by 1200. If equipped monster is attacked, Soulshield Wall can be tributed to negate the attack, but the Superheavy Samurai loses all its DEF.
- Mechanical Lifeforms: They are all Machine-Type monsters. The fighters of this archetype are humanoid robots while some others are armor parts, and the other supporters are another kind of robots.
- Nigh Invulnerable: Some of them have effects that prevent them from being destroyed by battle or effects.
- Pokémon Speak: A trend that was introduced in ZEXAL, the Superheavy Samurai say their own names when they are summoned in the ARC-V anime.
- Punny Name: The Japanese names of the Superheavy Samurai monsters tend to follow a similar pattern of those of the Karakuri: they have a "numbered code". These codes are often followed by puns; for example, Superheavy Samurai Swordsman, (Japanese name Superheavy Samurai Sword-999) with "kyu" being the Japanese word for "nine" (kyukyoku) roughly translates to "ultimate") and Superheavy Samurai Blue Brawler, (Superheavy Samurai Waka-O2) "ni" being Japanese for "two", and thus allowing one to read it as "oni" ("oni" roughly translating to "devil"). This has been removed from the TCG names, as the puns are largely untranslatable.
- Samurai: Unlike other Samurai cards, the Superheavy Samurai are big, massive robots.
- Stone Wall: This archetype is unique due to turning its defense into offense. One group of Superheavy Samurai have high DEF and have protection effects while the other group Superheavy Samurai strenghthen the defense even further, either by equipping themselves on other Superheavy Samurai or they can be discarded or banished from the Graveyard to activate other protection effects. The star of the Main Deck is Big Benkei, who has 3500 DEF, and with its mere 1000 ATK it can be Special Summoned by Giant Rat and Big Benkei can switch immediately in Defense Position due to his own effect. Also, Big Benkei allows the player to attack with any Superheavy Samurai in Defense Position and the player uses the DEF for battle calculation. Susanowo and Shutendoji are also able to attack in Defense Position with their DEF being used for the battle calculation. Due to the stalling strategy, this deck is not fast like the meta decks, but it is not easy to take this archetype down either.
- Furthermore, in the anime, they don't move a lot and tend to stand or sit still until its time to attack. They reflect Gongenzaka's dueling philosophy, who doesn't move an inch from wherever he stands during a duel. Big Benkei, Susanowo and Shutendoji are shown to have long range attacks, so they don't have to move from the ground they stand (or sit) on.
The Supreme King (覇王 Haō) series contains mostly members of DARK Dragon-Type monsters, which is led by Supreme King Z-ARC, known as Supreme King Dragon Zarc (覇王龍ズァーク, Haōryū Zarc) in the OCG. While it is a pure archetype in the anime, it is divided into two sub-archetypes in the OCG/TCG: Supreme King Gates (覇王門, Haōmon) and Supreme King Dragon, known as Supreme King Servant Dragon (覇王眷竜, Haōkenryū) in the OCG. The archetype is used by none other than Zarc in ARC-V.Supreme King Z-ARC is the combined form of the Four Heavenly Dragons (Odd-Eyes (Pendulum) Dragon, Dark Rebellion Xyz Dragon, Clear Wing Synchro Dragon and Starving Venom Fusion Dragon) and Zarc himself, being a monster and duelist at the same time. Though Z-ARC is a powerful dragon by himself, he does rely on the Supreme King Dragons and the Gates to provide offensive power and protection. Four of his loyal servants are the corrupted versions of the Four Heavenly Dragons, often with improved effects. While primarily a Pendulum archetype, it is also capable of Fusion, Synchro and Xyz Summoning.Additionally, Z-ARC has also other servants other than Supreme King monsters, which are a quartet of four Magician monsters and two Sorcerers. The four Magicians are human forms of the Four Heavenly Dragons and serve as weaker, but easier summonable substitutes of their original forms. The two Sorcerers, Astrograph Sorcerer and Chronograph Sorcerer, are both capable of Special Summoning Supreme King Z-ARC with their own effects by ignoring Z-ARC's Summoning Condition and using the Four Heavenly Dragons, their upgraded forms or their human forms as Tributes.Notably, the Supreme King series also includes four other members, who all lack their Supreme King titles in the TCG, but they are present in the OCG. They are the hybrid evolutions of Odd-Eyes Pendulum Dragon and each of the other three members of the Four Heavenly Dragons: (Supreme King Black Dragon) Odd-Eyes Rebellion Dragon, (Supreme King White Dragon) Odd-Eyes Wing Dragon, (Supreme King Violet Dragon) Odd-Eyes Venom Dragon, and (Supreme King Violent Dragon) Odd-Eyes Raging Dragon.As the name already implies, the Supreme King series is a reference to the Supreme King from GX, who is the Superpowered Evil Side of the protagonist Judai Yuki.
Tropes associated with the Supreme King monsters:
- All Your Powers Combined: This archetype utilizes Pendulum, Fusion, Synchro and Xyz Summoning. The anime takes a step further by making Supreme King Z-ARC a Fusion/Synchro/Xyz/Pendulum-hybrid.
- Attack of the 50-Foot Whatever: Supreme King Z-ARC is the one and only most gigantic monster in ARC-V.
- Blow You Away: White Wing Magician is a WIND monster, a remnant from her original self.
- Camp: Violet Poison Magician appears to be one, possibly referencing Yuri's Agent Peacock tendencies.
- Casting a Shadow: All Supreme King monsters, three of the Z-ARC Magicians and the two Sorcerers are DARK monsters. They do have a strong connection with darkness in general.
- Color Motif: Green is depicted as an evil colors, as most of the Supreme King monsters have green lines on their bodies.
- Cool Sword: Iris Magician wields a red and golden sword that strongly resembles Odd-Eyes Pendulum Dragon's head.
- Dark Is Evil: The archetype is created through the fusion of Zarc and his dragons, who were corrupted by their society that turned Zarc into an Evil Overlord of darkness, who is also referred to as the "devil" himself. Said darkness also corrupted the Four Heavenly Dragons and gave birth to their Supreme King Dragon forms. Z-ARC's darkness is also very different from the original Supreme King's Gentle Darkness.
- Difficult, but Awesome: The easiest way to summon Supreme King Z-ARC is with the effect of the Sorcerers, which requires you to gather the Four Heavenly Dragons in your hand, field, and/or Graveyard. Fortunately, the four easily-searchable dragon Magicians (which can also be used to Pendulum Summon the Sorcerers) can be used in their stead and the Supreme King Gates can summon them from your Extra Deck basically for free, making this more manageable and less impractical, but it'll still be a long, difficult slog. However, once Z-ARC is summoned, his field nuke effect and 4000 ATK may just win the duel there and then.
- Dub Name Change:
- The translation of the Z-ARC's OCG name would be "Supreme King Dragon Zarc". It's changed to just "Supreme King Z-ARC".
- The Supreme King Servant Dragon archetype has also been changed to simply Supreme King Dragon, which makes things a little bit confusing.
- The title "Supreme King Black/White/Violet/Violent Dragon" of the Odd-Eyes hybrids are left out in the TCG.
- D/D/D Supreme King Kaiser isn't exactly a literal translation from his OCG name, DDD Seihaou Kaiser. The "Sei" kanji (制) has many different meanings, such as "system", "government", "organization", "control", etc. That part is left out in his TCG name.
- Evil Overlord: Supreme King Z-ARC is a giant dragon who opposes humanity and leads his own legion of servants to give humanity their desire for violent duels.
- Fusion Dance:
- Z-ARC himself is the fusion of his human self and his Four Heavenly Dragons.
- Supreme King Dragon Starving Venom can be Fusion Summoned or Special Summoned via Contact Fusion by using two DARK monsters as materials.
- Odd-Eyes Rebellion Dragon and Odd-Eyes Raging Dragon are Xyz-Pendulum-hybrids between Odd-Eyes Pendulum Dragon and Dark Rebellion Xyz Dragon.
- Odd-Eyes Wing Dragon is the Synchro-Pendulum-hybrid between Odd-Eyes Pendulum Dragon and Clear Wing Synchro Dragon.
- Odd-Eyes Venom Dragon is the Fusion-Pendulum-hybrid between Odd-Eyes Pendulum Dragon and Starving Venom Fusion Dragon.
- Green and Mean: Z-ARC's main color motif is green and he's an Evil Overlord.
- Mark of the Beast: The majority of Supreme King monsters have glowing green marks on their bodies.
- My Hero Zero: Supreme King Gate Zero has 0 ATK and DEF and you take 0 damage of any kind with its Pendulum Effect if you control Z-ARC.
- The anime inverts this by buffing Z-ARC. Basically all of his Pendulum Effects are Monster Effects and he gains a Pendulum Effect that allows him Special Summon himself back to the field by ignoring his Summoning Conditions. Being a Pendulum/Fusion/Synchro/Xyz-hybrid, he is also protected by the anime effects of his four main Supreme King Servants and he cannot even be destroyed by battle either as long as there or Fusion, Synchro and Xyz Monsters in either players Graveyard or banished. One of his effects was also changed that he and all of his monsters he controls are unaffected by the effects of Fusion, Synchro and Xyz Monsters. However, the anime has stricter Summoning Conditions for him, requiring the effect of Astrograph Sorcerer, but even that's easier to pull off than his real-life summoning condition as the anime Astrograph Sorcerer can use monsters from the Deck and Extra Deck.
- Played straight with each of the four main Supreme King Servants, as they have much stronger effects in the anime and they can be summoned even during the opponent's turn.
- Played straight with the Gates. In the anime, Zero's Pendulum Effect works even without Z-ARC's presence, and Infinity' Pendulum Effect increases the player's Life Points by the same amount that was reduced Zero's Pendulum Effect.
- Our Demons Are Different: The two Gates, Zero and Infinity, are Fiend-Type monsters (Demon-Types in the OCG).
- Our Dragons Are Different: Other than the Gates, the Supreme King monsters are all Dragon-Type monsters.
- Prongs of Poseidon: Black Fang Magician wields a trident that strongly resembles Dark Rebellion Xyz Dragon's head.
- Purposely Overpowered: In the anime, Z-ARC and all of his monsters have overpowered effects that make it very difficult to defeat him. Unlike other archetypes used by Yu-Gi-Oh! main antagonists, it's justified, as Z-ARC's "invincibility" reflects his character of being a Broken Ace and coward who is afraid of losing.
- Red Eyes, Take Warning: While the artwork and the Maximum Crisis commercial show Z-ARC having yellow eyes, he has red eyes in the anime.
- Sickly Green Glow: The Supreme King Dragons are all covered in glowing green Tron Lines as a result of their link to Z-ARC, who himself has a green glow over much of his body.
- Sixth Ranger:
- The quartet of Magicians and the two Sorcerers support the Supreme King Z-ARC, but are not members of his archetype. In the anime, Astrograph Sorcerer's effect was required to summon Z-ARC.
- The Odd-Eyes hybrids are this. While they are Supreme King monsters, the OCG has divived the entire archetype into two sub-archetypes, thus the hybrids don't get any supports there.
- D/D/D Supreme King Kaiser is mainly a member of the D/D/D sub-archetype and he doesn't support the Supreme King archetype in anyway.
- Smurfette Principle: White Wing Magician is the only female member of the quartet, which heavily implies that Clear Wing is actually a female dragon.
- This Looks Like a Job for Aquaman: Supreme King Gate Infinity's Scale of 13 is normally not very helpful since most level 12 monsters can't be Pendulum Summoned anyway. Then there's Odd-Eyes Revolution Dragon, a level 12 monster which has to be Special Summoned from the hand by Tributing a Fusion, Synchro, and Xyz monster (which borders on Sophia-level difficult)... or by being Pendulum Summoned. There is, of course, exactly one card that allows the latter.
- Up to Eleven: The Supreme King Gates have Scales below the minimum and beyond the maximum of normal Scales. Zero's Scale is 0, and Infinity's Scale is 13. Together, they allow the player to Pendulum Summon Level 1 and 12note Monsters, which would be normally impossible in other circumstances.
- Useless Useful Spell: Supreme King Gate Infinity has a Scale of 13, thus it's possible to Pendulum Summon Level 12 Monsters with it. The problem is that almost all non-Ritual and non-Extra Deck Level 12 Monsters are nomi monsters — monsters that cannot be Normal Summoned or Set, and they have to be Special Summoned by certain effects. One of the two Level 12 Pendulum Monsters (Z-ARC himself) is also a nomi Monster and has to be Fusion Summoned. Therefore, the only Level 12 Monsters that can be Pendulum Summoned are Subterror Behemoth Ultramafus, Flower Cardian Paulownia, and Odd-Eyes Revolution Dragon. Even worse, Supreme King Gate Infinity prevents you from Pendulum Summoning at all if you control monsters on your field, a restriction that Supreme King Gate Zero lacks.
- Whip It Good: Violet Poison Magician has a whip that resembles Starving Venom Fusion Dragon's tail.
- World's Strongest Man: Supreme King Z-ARC is the strongest Pendulum Monster in the game, at 4000 ATK and DEF.
Sylvan (Shinra in the OCG) are a group of Plant-type monsters first introduced in "Legacy of the Valiant". They introduce the "excavation" mechanic in the TCG. Their strongest monsters are based on The Four Gods.
Tropes associated with the Sylvans:
- Difficult, but Awesome: Sylvans do have a learning curve, and odds are good you're going to lose a few times before you learn the deck. It's nasty once you do though.
- Dub Name Change: "Sylvan" refers to an association with the woodland. Specifically, that which inhabits the wood, is made of tree materials, or comprises the forest itself.
- Everything's Better with Princesses: Cherubsprout becomes Princessprout and eventually Princessprite.
- The Ferry Man: Sylvan Ferrylotus. In his artwork, he's guiding Marshalleaf to his next destination. In Sylvan Waterfall Ride, Ferrylotus looks scared and steadies himself by holding onto the lotus leaf.
- The Four Gods: Each "Sylvan" Xyz Monster except Princessprite is based on one of the Four Symbols of the Chinese constellations.
- Meaningful Name: The word "shinra" is shortened from "shinrabanshō" (森羅万象), which means "all things in nature", hence the plant-life motif.
- Miko: Sylvan Mikorange, who happens to be an anthropomorphic orange Shinto priestess.
- Mushroom Man: Sylvan Komushroomo is based on a fly agaric mushroom, as evidenced by the red cap with white spots.
- Not the Intended Use: One of the best aspects of the Sylvan deck is it's outright insane reach of synchro and XYZ plays available to it with intelligent uses of Copy Plant, Spore, Glow up Bulb and not to mention the amazing recovery engine plants always offered. Sylvans are nasty once the engine gets running.
- Panthera Awesome: Sylvan Morigami Alsei, which is a gigantic plant-like tiger.
- Plant Person: the entire Sylvan archetype, which includes the humanlike Princesssprite, Bladefender and Flowerknight.
- Token Heroic Orc: Sylvan Guardioak. Despite his monstrous appearance, he is quite faithful to his fellow Sylvan.
- Token Human: Bladefender and Flowerknight in the Sylvan archetype, as they look like humans.
- Wise Tree:
- Sylvan Hermitree, which makes sense as hermits are sometimes known for their wisdom. It is one of the strongest monsters in the archetype.
- Sylvan Sagequoia, who is called "Sherman, Wise Tree of Shinra" in the OCG.
Synchron / Warrior
Synchrons are an archetype of Machine-Type monsters famously used by Yusei in the anime. Low-level Tuners, they provide support for Synchro monsters by granting them beneficial boosts when they're used as a synchro material. Mostly, they are support for a Warrior archetype of cards that need specific Synchrons to be summoned, such as Road Synchron for Road Warrior. There is no real leader among the Synchrons, but Quickdraw Synchron has a lot of versatility, being able to be used in place of any Synchron Tuner, but only when the Synchro Monster lists a Synchron as one of its needed materials. As of 2014, a new Structure Deck for this archetype has been announced, which introduces the leader of the Warriors: Stardust Warrior, an Accel Synchro Monster that is also the Warrior version of Yusei's Stardust Dragon.The 5D's manga also introduces other Synchro Warriors played by Yusei, but they do not require specific Tuner Monsters for a Synchro Summon.Yusei's two main Synchro Warriors in the anime and manga are Junk Warrior and Lightning Warrior, respectively.
For the related archetype Junk, see the folder "Junk".
Tropes associated with the Synchrons and the Synchro Warriors:
- All Your Powers Combined: When Synchro Summoned, Junk Warrior gains the ATK of all level 2 and lower monsters the player controls at this point.
- Armor-Piercing Attack: Junk Warrior's Scrap Fist does not only inflict Piercing Damage, it also doubles Battle Damage. And it has even more effects.
- Astonishingly Appropriate Appearance: Some of them, especially Formula Synchron and Quickdraw Synchron.
- Back from the Dead: Jet Warrior can revive himself by tributing a Level 2 or lower monster. Jet Synchron can revive itself by discarding a card from the hand. Both of them will be banished when they leave the field after activating these effects.
- BFS: Road Warrior's big sword is actually a piece of road, and he can Special Summon low-level Warrior-type or Machine-type monsters with it.
- The Big Guy: Nitro Warrior, even though he has 200 less ATK than Road Warrior. However, Nitro Warrior can easily overpower Road Warrior with his own effect and can attack even a second time when the opponent has a monster in Defense Position, inflicting a lot of damage in such turns. In the anime, Nitro Warrior is used for One-Turn Kills for almost every appearance.
- Blow You Away: WIND Monsters are Turbo Synchron and Quickdraw Synchron. Also, Turbo Warrior and Stardust Warrior.
- Call-Back: Since Accel Synchron is based of Yusei's D-Wheel, its Level and Attribute might be a reference to Junk Warrior. Combining both of them would bring Stardust Warrior on the field.
- Casting a Shadow: DARK Monsters are Junk Synchron, Change Synchron, Unknown Synchron, Mono Synchron and Accel Synchron. Also, Junk Warrior.
- The Chick: Turbo Warrior, who looks a bit flamboyant and has the weakest Tuner of the four main Synchrons. It has the same ATK and Attribute as Stardust Dragon, but is two Levels lower. And unlike Junk Warrior and Nitro Warrior, Turbo Warrior doesn't become stronger, but he weakens the opponent's Synchro Monster he attacks that is either Level 6 or higher.
- Crippling Overspecialization:
- The fact that the anime Warriors require specific Tuners is a hard condition. This can be bypassed with Quickdraw Synchron, but Quickdraw Synchron itself can only be used for Synchro Monsters that require Synchron Tuners.
- Turbo Warrior's weakening effect would be very great if it wouldn't be limited only to Level 6 or higher Synchro Monsters. At least, if it would work for any Level 6 or higher monster, then he would be much more useful.
- Cowboy: Quickdraw Synchron.
- Cool Bike: Accel Synchron is based of Yusei's D-Wheel and a reference to Accel Synchro Summoning.
- Cool Car: Formula Synchron is based on a Formula One racecar.
- Cute Machines: The Synchrons, with the exception of Junk Synchron, which is a Warrior-type.
- Cyborg: Nitro Warrior and Scarred Warrior.
- Cyclops: Unknown Synchro is a ball-like creature with a single eye.
- Dark Is Not Evil: The DARK Monsters of this archetype aren't evil and are used by Yusei. Junk Synchron and Junk Warrior are even ones of his most important cards.
- Dishing Out Dirt: EARTH Monsters are Drill Synchron, Bri Synchron and Synchron Explorer. Also, Drill Warrior, Seven Swords Warrior, Mighty Warrior, Gravity Warrior, Scarred Warrior and Catapult Warrior.
- Dual Wielding: Seven Swords Warrior wields at least two swords.
- Dub Name Change: Quick Synchron —> Quickdraw Synchron.
- Elemental Powers: The Synchrons cover the six main Attributes. The Warriors only cover five of them (there is no WATER Warrior).
- Unknown Synchron resembles an once Fobidden card called Glow-Up Bulb in both appearance, level, and effect.
- Seven Swords Warrior is one to 00 Gundam.
- Catapult Warrior is based of Catapult Turtle, having a the same ATK, the same Level and a similar effect.
- Jet Warrior looks similar to Jetfire from Transformers. He is black colored and is even a FIRE monster.
- Five-Man Band: The four main Warriors from the anime and the Warrior version of Stardust Dragon. Stardust Warrior is The Leader, Junk Warrior is The Lancer, Nitro Warrior is The Big Guy, Road Warrior is The Smart Guy and Turbo Warrior is The Chick.
- Green Thumb: Fleur Synchron is based of a plant, but it's a Machine-type monster like the others.
- The Lancer: Junk Warrior. Despite he is the weakest of the Five-Man Band, his effect can make him the strongest of them. He is also a key card for Synchron, Junk and general Synchro decks, since he is a Level 5 Monster and Junk Synchron is a key card of such decks. Junk Warrior's Level makes it easier to summon Stardust Warrior or Shooting Quasar Dragon. In the anime, Junk Warrior is the most prominent of the Warriors.
- The Last of These Is Not Like the Others: Synchron Explorer is the first and the only non-Tuner Synchron monster.
- The Leader: Stardust Warrior definitely fits the trope. It is a Level 10 Accel Synchro Monster with the same ATK as Road Warrior, but with higher DEF. Stardust Warrior has also a very powerful effect that is also a Homage to Stardust Dragon's effect, which is Yusei's ace monster. Even if the opponent gets rid of Stardust Warrior, the owner can Special Summon a Level 8 or lower Synchro Monster with Warrior in its name from the Extra Deck and that summon is treated as a Synchro Summon.
- Light 'em Up: LIGHT Monsters are Road Synchron, Hyper Synchron and Formula Synchron. Also, Road Warrior and Lightning Warrior.
- Light Is Good: Any LIGHT Monster of this archetype. Also, the white Stardust Warrior definitely counts.
- The Magnificent Seven Samurai: There are seven Synchro Warriors who require Synchron Tuners (or a Synchro Tuner): Stardust Warrior, Junk Warrior, Road Warrior, Nitro Warrior, Turbo Warrior, Drill Warrior and Jet Warrior.
- Making a Splash: Steam Synchron is a WATER Monster.
- Meaningful Name: Like their name suggests, this archetype focuses on Synchro Summons.
- Mechanical Lifeforms: Most of them, whether Synchrons are Warriors, are animate machines.
- 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.
- Mythology Gag: Accel Synchron is based of Yusei's D-Wheel and a reference to Accel Synchro Summoning.
- Junk Synchron can revived any Level 2 or lower monster from the graveyard when Normal Summoned. The effect of the revived monster is negated.
- Synchron Explorer can revive any Synchron from the graveyard when Normal Summoned. The effect of the revived monster is negated.
- Negate Your Own Sacrifice: Stardust Warrior comes back from the graveyard after sacrificing himself to negate an opponent's Special Summon, as long as Stardust Warrior's activated effect wasn't negated.
- Scarred Warrior cannot be destroyed by battle once per turn.
- With Scrap Fist, Junk Warrior cannot be destroyed in battle. Instead, the monster he battles will be destroyed.
- No-Sell: Turbo Warrior is immune to the effects of Level 6 and lower monsters, making it ideal against Meklord Emperors. For some reason, Yusei forgets it.
- One-Hit Kill: In the anime, where the duelists start with 4000 LP; five out of Nitro Warrior's eight appearances, Yusei wins with an OTK, resulting with Nitro Warrior becoming a Memetic Badass.
- Opaque Lenses: Junk Warrior's red lenses doesn't reveal his eyes.
- Out of Focus: The anime gives most of the screentime to Junk Warrior (who also shares his screentime with Stardust Dragon), but the other Warriors only appear in less then ten duels. Nitro Warrior appears in eight, Turbo Warrior in four, and both Road Warrior and Drill Warrior only appear in two. It doesn't help that Stardust Dragon and its evolution steals their screentime during the series. Road Warrior doesn't even get an appearance in the last duel like the other three main Warriors.
- This is also justified, since they are a bit harder to summon than Junk Warrior, as Junk Warrior has the advantage that Junk Synchron can revive a Level 2 or lower monster from the graveyard. Also, Road Warrior needs at least two non-Tuner Monsters for his Synchro Summon.
- Even Junk Warrior suffers from this. Most notably between his second-to-last and last appearances. His second-to-last appearance is against Team Unicorn in episode 102, and his last appearance is against Jack in episode 154. Junk Warrior does not appear in 52 consecutive episodes, yet the other Warriors have it much worse than him.
- Nitro Warrior's last two appearances are episode 93 and 153 (60 episodes). Turbo Warrior's are episode 79 and 153 (74 episodes), and Road Warrior's only two appearances are episode 45 and 106 (61 episodes). And 5D's has 154 episodes.
- Playing with Fire: FIRE monsters are Nitro Synchron and Jet Synchron. Also, Nitro Warrior and Jet Warrior.
- Power Fist: Junk Warrior has a fist ring on his right fist. Catapult Warrior has them on both.
- Purple Is Powerful: It first looks like Junk Warrior with his purple armor subverts this trope, since he's the weakest of the Synchron Warriors, but his effects allows him to overpower any other Warrior if the player has the needed requirements.
- Scarf of Asskicking: Junk Warrior and Drill Warrior. Junk Synchron lacks the asskicking part.
- The Sixth Ranger:
- Fleur Synchron isn't based on a machine but a plant, and is used by Sherry in the anime, not Yusei. Tellingly, its corresponding Synchro Monster is "Chevalier de Fleur" — that is not a "Warrior" like Yusei's Synchron Synchros.
- Drill Synchron and Drill Warrior are this in the anime. They are monsters created by a child in a drawing contest, then the animators created an episode where Yusei used them in a duel. Afterwards, Drill Warrior appears only once again, but he is not present in any of the openings in contrast to the other four Warriors.
- Jet Warrior, who is introduced along with Stardust Warrior in Synchron Extreme, is another Canon Foreigner.
- Yu-Gi-Oh! ARC-V adds the Pendulum Tuner Monster Performapal Odd-Eyes Synchron, used by Yuya Sakaki.
- The Smart Guy: Road Warrior. Despite having 3000 ATK, the three weaker ones of the main Warriors can easily overpower him, and Road Warrior's effect is not meant for combat, but for combos. In some combos, Road Warrior is a main component to summon Shooting Quasar Dragon or Stardust Warrior.
- Spotlight-Stealing Squad: Junk Warrior in the anime, who appears in more than 20 duels, and he also appears briefly in the 10th Anniversary movie. Lightning Warrior in the manga.
- Status Ailment: Turbo Warrior can halve the ATK of a Level 6 or higher Synchro Monster he battles.
- Status Buff: When you activate a Spell Card, Nitro Warrior gets 1000 ATK for the next damage calculation during that turn.
- Steam Never Dies: Steam Synchron.
- Take Up My Sword: Stardust Warrior's second effect is this. If the opponents gets rid of him from the field, a Level 8 or lower Warrior (not the type) Synchro Monster can replace him.
- Taking You with Me: Stardust Warrior can sacrifice himself to negate an opponent's Special Summon. And like Stardust Dragon, he comes back during the End Phase.
- This Is a Drill: Drill Synchron and Drill Warrior.
- Took a Level in Badass: The similar card art of Synchrons and their corresponding Synchro Warrior (when they have one) makes it appear the Synchron powered up into the Warrior.
- Weak, but Skilled: Synchrons may have low stats in general, but their effects and low level make them ideal for Synchro Summons.
- Weaksauce Weakness: Cards that prevent the player to Special Summon are a big counter to this archetype, since the Main Deck monsters are weak and have no strong effect and rely on the Synchro Warriors to fight back.
- The Worf Effect: In the anime, it's Road Warrior and Nitro Warrior.
- Despite he has the highest ATK of all of Yusei's Synchro Warriors, Road Warrior never brings Yusei the victory, unlike the other Warriors (even Drill Warrior). In fact, Road Warriors always end up being in the graveyard and suffers from Out of Focus really hard — he appears only in two episodes in the anime.
- Nitro Warrior was a One-Turn Killer in his first five appearances, but he suffers from this tropes in his last three appearance, where he is destroyed by the opponent — Yusei didn't even try a One-Turn Kill when summoning Nitro Warrior the sixth and seventh time in the anime.
The -tellarknight is an archetype consisting of LIGHT monsters focusing on Xyz Summoning as quickly as possible and swarming the field. They are themed and named after stars and constellations. Some card artworks suggested that they are fighting against the Shaddolls in the Post-Sophia saga.
Tropes associated with the tellarknights:
- Back from the Dead: Satellarknight Altair's effect.
- Casting a Shadow: Tellarknight Vatlamyus is a Dark monster and her first effect lets her turn other face-up monsters' elements into the dark element.
- Doomed by Canon: Satellarknight Unukhalai was revealed in the very same day as the Spell Card that depicts him pre-Shaddoll transfiguration.
- Their play style, artwork, appearance, and naming terminology are very similar to the that of Constellars. Their role in the storyline might be the same, too. This is lampshaded with Diamond, who counts for Constellar support as well as -tellaknight support.
- Diamond is one of Constellar Ptolemy M7. They are both Xyz monsters that are draconic in appearence, have the same ATK and DEF, and they can both be summoned by using an Xyz monster of their respective archetype as a material. Ironically, this card can be used to summon M7.
- The core cards of the archetype - Deneb, Vega, and Altair - are essentially cards from other archetypes repurposed as Satellarknights - namely, Elemental HERO Stratos, Tin Goldfish, and Coach Soldier Wolfbark. This isn't necessarily a bad thing; it's actually a lot of what makes the Deck effective, since those three effects work very well in tandem.
- Four Is Death: They are all Level 4 monsters. Their swarming strategy allows them to summon Rank 4 monsters.
- Gold and White Are Divine: Their color-scheme, which is inherited from the Constellars.
- I Work Alone: Many cards have restrictions that apply to your non-"Tellarknight" monsters (like not attacking or no Special Summons) and, in one case, the card actually destroys itself if you happen to control any non-"Tellarknight" monster.
- Keep It Foreign: Interestingly, Triverr's official French name is a combination of the prefix tri- and winter.
- Knight in Shining Armor: Seems to be literally.
- The Last of These Is Not Like the Others:
- Stellarknight Constellar Diamond, the third tellarknight Xyz monster is a Wyrm-Type and Rank 5 unlike the others who were Rank 4 and Warrior-Type. It's also able to be supported by the Constellars.
- Zefraxciton is a Fiend-Type unlike the other Main Deck -tellarknight who are Warriors; in fact, it's a Stellaknight who are usually Xyz Monsters. It's also a Pendulum Monster.
- Planetellarknight Ptolemaios is not a Stellarknight at all. It's is the only one in the archetype that has an Xyz Material absorption effect and an effect that triggers what can be described an Accel Chaos Xyz Evolution.
- Tellarknight Vatlamyus is the only Dark monster in the Tellarknight archetype, and she is Elshadoll Construct after she was defeated as Elshadoll Anotyllis.
- Light 'em Up: Pretty much everyone in the archetype.
- Light Is Good: Their appearance and implied role in the new OCG saga shows that they might be benevolent, or even heroic.
- Man of Kryptonite: Diamond's effects seems to have been designed in order to counter the Shaddoll.
- Meaningful Name: Tellarknight is a portmanteau of "Stellar"/"Constellation" and "Knight", considering they are the knight of the stars. For Tellarknight Vatlamyus, Tellar sounds a lot like Terror.
- Our Dragons Are Different: Stellarknight Constellar Diamond, unlike the other tellarknight, is a Wyrm-Type monster.
- Sixth Ranger: Evilswarm Exciton Knight joins the Stellarknight group and calls himself Stellarknight Zefraxciton.
- Stellar Name: They are named after stars. The first three to be revealed are named after the points of the Summer Triangle. The trio in the pack after their debut are named after the Winter Triangle and Capellia and Rigel are named after the stars in the Winter hexagon that wasn't already covered by their archetype or the Constellars.
- Switch Out Move: Skybridge functions as this, by swapping an on-field Satellarknight for another one from the Deck, at the cost of restricting your Summon to only "tellarknight" monsters. The artwork features a reference to Tanabata.
- Zerg Rush: Their play style consists mostly of swarming the field with other of their members as quickly as possible.
The Timelords, or Time Machine God (時械神, Jikaishin) in the OCG, is an archetype of Fairy-Type monsters, most of whom are Level 10 and/or have 0 ATK and DEF. They are used by Z-one, the final antagonist of Yu-Gi-Oh! 5D's. At first, only Sephylon and Metaion were released to the real life card game as promos. Years later, Lazion, Tzaphion, Sadion, and Kamion followed, along with their searcher Time Maiden. Raphion, Hanion, Michion, Gabrion, and Sandaion remain anime and videogame exclusive.
Tropes associated with the Timelords:
- Zaphion's unique effect can shuffle the opponent's Spell/Trap Cards into the Deck if it battles.
- Zigzagged with Kamion; its unique effect only shuffles one card into the Deck if it battles, but neither player can respond to this with their other cards or effects.
- Dishing Out Dirt: Kamion. His attack manifests as him summoning a storm of rocks that he then launches at his enemies.
- Elemental Powers: Save for DARK and DIVINE, the Timelords represent every Attribute in the game.
- Making a Splash: Tzaphion. Her attacks fit her water attribute and manifest as her creating a waterspout to strike the opponent with.
- No-Sell: Not only do most of the Timelords have effects that can prevent them being destroyed—whether by battle or by card effect—but they can also prevent their controller from taking damage from any battle they're involved in.
- Our Angels Are Different: Yes, they allude to the Sephirot, and are named after several angelic figures within Judaism. However, the best way to describe them appearance-wise would probably be "mechanical suits of armor with TV screens on their chest that show the angel they represent".
- Our Fairies Are Different: They are Fairy-type monsters, but they look less like classical fairies or even fey and more like vaguely-humanoid machines with screens depicting the face of an angelic being.
- Playing with Fire: Metaion and Lazion. Both of their attacks manifest as fire in some form. In Metaion's case, he conjures a lash of fire to strike his opponent whereas Lazion launches twin jets of flame both to attack enemies and deal damage when the opponent draws.
- Reset Button: Lazion's effect invokes a downplayed version of this. When it attacks, it returns all cards in the opponent's graveyard to their deck, resetting them to a point when the duel started.
- Status Buff: Per the effect of Sephylon, the big boss of the archetype. Any Fairy-Type it Special Summons from the hand or Graveyard has its ATK become 4000, although this comes at the cost of negating its effects.
- The Medic: Befitting his representation of the Angel of Mercy, Sadion's unique effect can restore its controller's LP back to 4000 if they are less than that every time it battles.
Tindangle is an archetype of DARK Fiend monsters that rely on manipulating their Flip monsters to control the field and limit their opponent's ability to attack. They are used by Akira Zaizen in Yu-Gi-Oh! VRAINS.
Tropes associated with the Tindangles:
- Casting a Shadow: They're all DARK monsters.
- Genius Bonus: On top of referencing the Hounds of Tindalos, the archetype's support cards feature a hefty amount of references to geometry and mathematical theory, particularly where triangles are concerned.
- Hell Hound: Tindangle Hound and Tindangle Acute Cerberus.
- Living Polyhedron: Base Gardna is one.
- Meaningful Name: Ther name of the archetype comes from The Hounds of Tindalos, creatures that in the story were said to exist in the "angles" of time. Fittingly, the Tindangle monsters have angular elements as part of their design and two of them are based on hounds.
- Rule of Three: Several cards tied to this archetype require there to be at least 3 Tindangle monsters on the field or in the graveyard for their effects to be used. Furthermore, their Link monster has a Link rating of 3 and is named after Cerberus, the three-headed hound from Greek mythology.
- Sinister Geometry: Oh, yeah.
- Sixth Ranger: Base Gardna is the only Main Deck Tindangle that isn't a Flip monster.
- Status Buff: Their ace monster, Acute Cerberus, starts out as a LINK–3 with 0 ATK that can gain ATK with each Tindangle it points to. But if there are enough Tindangles in the Graveyard—including a Base Gardna—then suddenly this harmless pooch turns into a 3000 ATK berserker.
Toons are a series of monsters based on existing monsters that ungo a transformation into American-style animation counterparts, with exaggerated features and colors. They can often attack the opponent directly and use Loophole Abuse to swarm the field as their summons count as Special Summons. However, without their Toon World on the field, they cannot be summoned, and if it gets destroyed, all Toons on the field go with it. They're famously used in the anime by Pegasus J. Crawford/Maximillion Pegasus.For information on their role in the anime, see Yu Gi Oh Anime And Manga Cards.
Tropes associated with the Toons:
- Achilles' Heel:
- Toon World. Necessary for Toons to do what they have to do, but the fact that they die when this does makes it seem like a big bullseye on your side of the field. However, in the case of some Toons like Toon Cyber Dragon, they will stick around despite their star card being nuked.
- If Toon World/Kingdom is removed from the field in any way (destroyed, banished, returned to the deck/hand), Comic Hand will self-destruct, returning the stolen monster back to its original owner.
- Actually Four Mooks: Toon Goblin Attack Force.
- Anti-Magic: Toon Ancient Gear Golem combines the regular Ancient Gear ability of stopping the opponent from activating Spells and Traps when it attacks with the nasty Toon ability of being able to attack the opponent directly. Using a Toon Rollback with him after the turn he's summoned while your opponent has no Toons of their own and could very well win the game right then and there.
- Awesome, but Impractical: They can attack a player's life points directly and count as Special Summons so the player can call out more than one each turn. AWESOME! Save for one, they have to wait an entire turn to attack and many of them require Toon World to be in play to do it, and die when it's destroyed. Impractical.
- Balance Buff:
- The original Toon monsters were nearly unplayable; they can't attack the first turn they're summoned, they need a Life Point payment to attack, they can only be play if Toon World is in play, and are destroyed when Toon World is destroyed. In exchange all you got was a giant beatstick that could do direct attacks and forced the opponent's own Toons (if any) to attack it. Later support for the series gave them more tricks to use with Toon World like Comic Hand and Mimicat, removed the Life Point payment from the monsters, let them be summoned without Toon World in play (they just need Toon World to do direct attacks), and gave the monsters support effects. Toons are still impractical, but they're far more effective now than when introduced.
- The original series of Toons, meanwhile, had their effects errata'd so they count as Special Summons. This not only lets you swarm the field with them if you have several of them, but Token-monsters that normally can't be tributed for Tribute Summons, like Scapegoat, can be Tributed to summon these Toons, because they count as a Special Summon and not a Tribute Summon.
- Cast from Hit Points: The Class 'A' Toons require the player to pay 500 life points to attack.
- Casting a Shadow: Toon Summoned Skull, Toon Dark Magician Girl, Toon Masked Sorceror and Toon Cannon Soldier are all DARK monsters.
- Cloud Cuckoo Land/Cloud Cuckoo Lander: Toon World and the Toon Monsters.
- Cutting the Knot: The playstyle of Toons is to avoid any complications caused by opposing monsters and their ATK/DEF/effects, and card effects that protect monsters by extension, and just bumrush the opponent's LP.
- Divergent Character Evolution: The mentioned Balance Buff to Toons via errata'd text and better support cards basically split the archetype into the Type A Toons, who are good for swarming the field but lack consistency due to their Summon mechanics, and Type B Toons, who are slower but more practical thanks to their support effects.
- Exact Words:
- Toon cards are any card that has "Toon" in the card name; Toon monsters are any monster that has the "Toon" type. Know the difference because many of their support cards actually differentiate between the two.
- Some Toons have a summoning restriction which states, "Must first be Special Summoned by Tributing (number of) monster(s)." After the summoning goes off, you can retrieve/revive them through other means so long as they aren't sent back to the Deck.
- Femme Fatale: Toon Gemini Elf.
- Lethal Joke Characters:
- In a proper Toon deck, they can be effective, since Toon monsters can attack the opponent directly if your Toon World is on the field and the opponent doesn't control any Toon monster.
- As of July 2015, this has become even more the case with the Field Spell "Toon Kingdom", which renders Toons indestructible and immune to being targeted by your opponent. Needless to say, if you can't find a way to neuter Toon Kingdom, you're pretty much screwed.
- Loophole Abuse:
- Toons are only destroyed when Toon World leaves the field if Toon World is destroyed. This can be avoided by cards that send it from the field to the Graveyard without destroying it, or cards that can return it to the hand or Deck.
- Monsters that are taken over with Comic Hand don't have the usual Toon weakness of not being able to attack right away.
- Toon Kingdom protects Toon from being destroyed by battle and card effects, including yours. So Dark Hole, Limiter Removal, or a flubbed Premature Burial are all perfectly survivable provided you keep banishing cards from the top of your deck.
- Contrary to what you might think, Toon Ancient Gear Golem does not have the inability to be Special Summoned like most regular Ancient Gear monsters. Ergo it's rather easy to summon him from your deck with Toon Mask or from the Graveyard with cards like Call of the Haunted.
- It's always a terrible idea to have multiple copies of Toon World active because of this trope. Most Toon Monsters will automatically self-destruct if a Toon World is destroyed, even if there's still one on the field afterwards.
- Toon World itself has no actual effect outside of needing 1000 LP to activate, whereas the Toons that utilize it all do so with monster effects. Because of this, cards that try to negate Toon World's "effect" without removing it from the field do jack-squat to hinder Toons. Negating Toon Kingdom's effect is a different story since it removes the Toons' protection, but they can still be summoned and attack directly.
- Magical Girl: Toon Dark Magician Girl.
- My Friends... and Zoidberg: Manga Ryu-Ran was just "Toon Dragon Egger" in the Japanese, but had a Dub Name Change for some reason. The result is that cards that target "Toon" cards now have to use wording like "Select one "Toon" card or one "Manga Ryu-Ran" to specifically keep him included with the archetype.
- Mythology Gag: The artwork for Toon Barrel Dragon is based on a cartoonish reimagining of the OCG version of Barrel Dragon with the TCG version's color scheme.
- Russian Roulette: Toon Barrel Dragon's effect, but it can destroy traps and spells unlike its normal form.
- Shock and Awe: Toon Summoned Skull.
- Stealing the Credit: The primary effect of "Comic Hand" in a nutshell.
- Super-Deformed: With the exception of Toon Alligator, all Toon monsters are deformed counterparts of pre-existing Yu-Gi-Oh monsters.
- The Only One Allowed to Defeat You: This is literally the case if both players control a Toon monster and a player attacks with one. Your attacks must target the opposing Toon.
- Toon Transformation:
- All of the Toons are transformed versions of pre-existing monsters.
- The effect of Comic Hand. It takes control of an opponent's monster, turns it into a Toon, and gives it their ability to attack directly and dodge if Toon Kingdom is out.
- Why Won't You Die?: Toon Kingdom's effect invokes this to the Nth degree. Try to destroy a Toon in any form or fashion and all you'll get for your troubles is the Toon player banishing a card and gleefully keeping their Toons alive.
- Zerg Rush: Since Toons are all Special Summons, it's possible to summon as many of them as you have in your hand plus whatever ones meet the requirements (see Exact Words above) to be re-summoned through other means. Combined with Toon Kingdom to keep them alive to the next turn, this can end in up to five monsters bashing into the opponent's LP at once.
The Tour Guide From the Underworld is a Level 3 DARK Fiend-type monster, and a bit of an infamous card, in the early days of Xyz monsters commanding a price tag in the triple digits. When summoned she allows the player to summon any Level 3 Fiend from their deck, allowing an instant Xyz summon since she herself is also Level 3. She has a considerably less useful counterpart, Tour Bus From the Underworld. The Tour Guide and the Tour Bus appear in each other's artwork.
Tropes associated with the Tour Guide From The Underworld:
- Afterlife Express: Tour Bus From the Underworld.
- Curtains Match the Window: She has red hair and red eyes.
- Cute Little Fangs: She's a Fiend-type after all.
- Cute Monster Girl: The Tour Guide From the Underworld is a Moe demon.
- Evil Redhead: It is unknown whether she is evil or not. But the red hair makes her definitively looking devlish.
- Expressive Hat: The skull on her hat seems to be this.
- Girlish Pigtails: Part of her cute design.
- Mini Dress Of Power: She wears a stewardess uniform.
- Nerf: An indirect one, of sorts. Because of a previous ruling that Xyz materials sent to the Graveyard are considered to have gone from field to Graveyard, this made Tour Guide's effect horrifically broken, as it guaranteed Sangan's effect. Now that that ruling's been changed, this card is no longer broken (but still good).
- With the release of the Burning Abyss archetype, her utility increased again, since the Burning Abyss monsters don't need to be on the field for their effect conditions.
- Non-Human Sidekick: Sangan is seen as this by players of the game before the nerf. Lampshaded with Sangan actually appearing on the Tour Bus From the Underworld card. Also, both of them have the same stats, same Level, same Type and Attribute.
- Proper Tights with a Skirt: Part of her uniform.
- Red Eyes, Take Warning: She is a Tour Guide From the Underworld, after all.
- Skeletons in the Coat Closet: Her hat, dress and purse are adorned with skull brooches.
Tragoedia is a complex card. Summoned from the hand when you take damage, it can seize control of enemy monsters, adjust its own level to aid in Synchro and Xyz Summoning, or act as a beatstick. In the Yu-Gi-Oh! GX manga, it serves as the main antagonist and is responsible for the creation of the Legendary Planets. This card also appears in an episode of 5D's, specifically in a Duel Puzzle.
Tropes associated with Tragoedia:
- Big Bad: Tragoedia is responsible for all the bad events in the GX manga, including creating the Legendary Planet series.
- Casting a Shadow: It's a DARK monster.
- Dark Is Evil: It's the Big Bad of the GX manga.
- Demonic Possession: Tragoedia's second effect of gaining control of opposing monsters could be a reference to his manga counterpart's ability of possessing other people.
- Tragoedia has a lot in common with Yubel. It is a Level 10 DARK Fiend with no ATK and DEF. Just as Yubel hospitalized Judai's friend Osamu in the anime, Tragoedia leaves Koyo Hibiki almost permanently comatose as a form of Penalty Game. Both Osamu and Hibiki have influenced Judai's passion for Dueling. Yubel and Tragoedia's bodies are both destroyed prior to the start of each canon, forcing both to (parasitically) depend on humans to do their bidding and recover their true forms. Furthermore, the identities of both are kept shrouded in shadows for much of their story arcs.
- Tragoedia's backstory is very similar to Diabound and Zorc Necrophades. Like Diabound was created by the rage of the village Kul Elna's slaughtered victims, Tragoedia was created by the hatred of a survivor from Kul Elna. Zorc was sealed by Atem with the Millennium Puzzle, while Tragoedia was sealed by three of the Pharaoh's six priests with their Millennium Items. Both, Tragoedia and Zorc try to resurrect themselves by gathering multiple special items (Tragoedia with the Legendary Planets and Winged Kuriboh, and Zorc with the seven Millennium Items), but they are defeated by a goddesss-like monster of light (Ma'at and Horakthy, respectively).
- Tragoedia's effect is an upgrade of Muka Muka and Enraged Muka Muka, but a watered-down version of the effect of Slifer the Sky Dragon to gain 1000 ATK per card in the controller's hand.
- Meaningful Name: Tragoedia's name is derived from the Latin word tragoedia, literally "a tragedy." The Greek word tragoedia (literally: "goat song") is indeed spelled the same as the Latin word and refers to the dramatic plays characterizing seriousness, sadness, and tragic heroes.
- Our Demons Are Different: It's a horrific looking Fiend-type monster.
- Power Pincers: His right hand is a pincer.
Traptrix / Trap Holes
Traptrixes, Mesmerizing Maneaters (蟲惑魔 Kowakuma) in the OCG, are an archetype of EARTH Plant- and Insect-Type monsters that act as support for the Trap Hole series: Trap Cards that usually activate when the opponent summons a monster, and depending on circumstances such as its stats or how it was summoned, it is either weakened, destroyed or banished.
Tropes associated with the Traptrixes and the Trap Holes:
- Acid Pool: Acid Trap Hole. The artwork depicts a knight plummeting to his death in a green bubbling liquid.
- Age-Inappropriate Dress: All of them have revealing clothing in the OCG even though they look prepubescent. They got their artworks modified in the TCG.
- Alternate Character Reading: The name of the archetype in Japan suggests that they aren't as sweet as one might initially think: Kowakuma in Japanese is written using the character "蟲" (ko), which in today's Japanese is only used in the word 蟲惑 (kowaku), which can be translated as "Mesmerizing". The character features however the the part "虫", meaning "insect": this may explain why two of the three members revealed are Insect-type monsters. On a final note, the Japanese word "小悪魔" (koakuma), which is pronounced similarly, translates to "imp" (the characters' literal meaning makes "Little Evil Demon") and may have been an inspiration for the archetype's name as well.
- Alliterative Name: Mesmerizing Maneaters
- Antlion Monster: Myrmeleo is based on the antlion, which sets traps to get its prey.
- Butt-Monkey: A knight, orange goblin, and/or green goblin appear in most of the artworks of "Trap Hole" cards, except "Deep Dark Trap Hole" (Goyo Guardian) and "Void Trap Hole" (the three Dragons of the Ice Barrier).
- Cute Monster Girl: Although they kinda want to eat you, or feed you to their pets.
- Dub Name Change:
- Atora —> Atrax
- T'lion —> Myrmeleo
- Kazura —> Nepenthes
- Tio —> Dionaea
- Fascinating Trap Hole —> Traptrix Trap Hole Nightmare
- Flower in Her Hair: Nepenthes. Whether or not it is part of her or an accessory is yet to be seen.
- Giant Spider: Atrax is based on the Trapdoor Spider, which is fitting because she specializes in quick usage of Trap Holes.
- I'm a Humanitarian: According to the biologist who observed them in Master Guide 4:"Here the carnivorous banquet begins. These are giant, carnivorous organisms who trick men who wander into the forest with their innocent looks, then reveal their true motive to trap and devour their prey. As a result, I have decided to name these organisms 'Traptrix.'"
- The Leader: Rafflesia, since the other Traptrix are depicted surrounding her in her card artwork.
- Man-Eating Plant: Dionaea is based off the Venus Fly Trap.
- Names to Run Away from Really Fast: Mesmerizing Maneaters can be seen as this, as they lure men to their doom and eat them.
- Odd Name Out: Inverted with "Darkfall", which was named "Dark Trap Hole" before getting an erratum due to the Traptrix archetype.
- Plant Person:
- Nepenthes is based on the pitcher plant. However, she may be the plant in disguise or the owner of the plant itself.
- Rafflesia is based on the Rafflesia flower.
- Red Eyes, Take Warning: Atrax. Looks like a relatively innocent, if impish, little girl with pointy ears, but she is in fact trying to lure you to your doom.
- Ret Gone: Time-Space Trap Hole shuffles Special Summoned monster(s) into the Deck, implying the trap hole's victims are being hurled into the void between spacetime, wiping their existence.
- Sealed Evil in a Can: "Prior"/"Ancient Spirit" is sealing away the 3 "Ice Barrier" dragons in the Artwork for "Void Trap Hole".
- Self-Deprecation: Three X-Saber Airbellums and three Sea Koalas are featured on Darkfall's artwork. These monsters were possibly Summoned by the effect of Rescue Cat, while the copies were sent by Darkfall's second effect. Darkfall was possibly made in order to stop the excessive use of the Synchro Cat Combo while mocking it with the artwork.
- Steven Ulysses Perhero: anT'lion, as she's an antlion in disguise or the owner of an antlion.
- This Was His True Form: They visually resemble young girls in their own artworks, but based on the artwork of Traptrix Trap Hole Nightmare, they are either vicious creatures in disguise, or they play bait to trap prey for their "pets"...
- Trap Master: Each member of the Traptrix archetype is immune to Trap Hole cards themselves, while also adding support by tutoring Trap Holes or each other. Rafflesia has an effect that lets her take on a effect of a Trap Hole if a player detaches an Xyz material and sends a Trap Hole to the Graveyard. This usually results in a playstyle similar to the Gadgets, with the Mesmerizing Maneaters supporting the Trap Holes as they remove monsters that the opponent Summons.
- Uncatty Resemblance: Atrax and Myrmeleo/T'lion both resemble their pets/host bodies. Arora's braids, hair and limbs could be seen as the spider's limbs. Myrmeleo could be seen as an ant lion because her hair decorations resemble an antlion's jaws.
- Weaksauce Weakness:
- Goblin Pothole Squad, Jinzo, Jinzo - Lord, Forced Ceasefire and any other cards that bar the activation of Trap Cards can single-handedly cripple these Decks.
- Also more indirectly, the fact that they don't have much potential Beatdown-wise or DEF-wise can be further aggregated through cards like Bladefly and Acidic Downpour.
Triamids, known as Tramid in the OCG, are a small archetype of Egyptian-themed cards. Their playstyle revolves around the use of multiple field cards they can exchange for another with the effects of their monsters. In addition, they also be used as support for other Rock-Type monsters.
Tropes associated with the Triamids:
- Anti-Magic: Kingolem prevents the opponent from activating cards and/or effects whenever a Triamid monster battles.
- Back from the Dead: One of the effects of Triamid Pulse allows for the special summon of a Rock-type monster from the graveyard.
- Discard and Draw: How the second effect of Triamid monsters, with the exception of Sphinx, works: You send the field card that's currently on the field to the graveyard and replace it by another from your deck. This is especially useful if your opponent tries targets the field spell card with a destruction effect.
- Dishing Out Dirt: The Triamids are EARTH Rock-Type monsters.
- Dub Name Change: From Tramid to Triamid.
- Field Power Effect: As stated above, Field Spell cards are a major part of the Triamid's playstyle and to reflect this, they have three when most other archetypes either don't get one, or only have one at most.
- Geo Effects: Triamids monsters can exchange a Field Spell card for another that's better suited for the situation with their effects.
- Meaningful Name: Triamid apeears to come from the words "Transformation" and "Pyramid". Fittingly, their field cards are pyramid that can transform into a robot.
- Mechanical Lifeforms: Triamid Sphinx has a robotic apperance.
- No-Sell: As long as Triamid Fortress is on the field, Triamid monsters are unable to be detroyed by card effects.
- Status Buff:
- Triamid Dancer can return a Tramid card to the deck to give all of her controller's rock-type monsters a permanent boost of 500 ATK and DEF.
- Triamid Sphinx does this to himself, gaining 500 ATK and DEF for each different field card in your graveyard.
- Two of the archetype's field spells, Triamid Fortress and Triamid King Golem, have effects that increase the DEF and ATK of Rock-type monsters by 500 respectively.
Trickstars are an archetype of LIGHT Fairy-Type monsters whose effects revolve around inflicting effect damage and disrupting the opponent's plays. They are used by Aoi Zaizen in Yu-Gi-Oh! VRAINS.
Tropes associated with the Trickstars:
- Anti-Magic: The archetype's Field Spell, Trickstar Lightstage, can prevent the activation of a set Spell/Trap Card until the End Phase at which point, the opponent has the choice of activating it or send it to the Graveyard.
- Trickstar Candina, to a lesser extent; she inflicts 200 damage for every Spell/Trap the opponent activates—albeit only after that card's effect resolves.
- Cat Girl: Sweet Devil's design makes her resemble one—right down to having two cat tails.
- Combat Medic: Unlike all the other Trickstars revealed to date, Bloody Mary has an effect that heals the player rather than damaging the opponent.
- Death By A Thousand Cuts: Most of the cards in the archetype revealed thus far focus on dealing small amounts of damage to the opponent for various reasons—mostly in response to certain actions the opponent takes (usually 200 a pop).
- Trickstar Lightstage's other effect deals 200 damage for every instance of damage inflicted by a Trickstar—whether from battle or their own effects—ensuring that those small amounts of damage add up very quickly.
- On the subject of battle damage, Trickstar Lilybell—physically the weakest monster of the archetype—can attack directly.
- Discard and Draw: The Trap Card Trickstar Reincarnation forces the opponent to banish all cards from their hand and replace it by the same number of cards banished by Reincarnation's effect.
- Bloody Mary's second effect lets the player discard a Trickstar card so that both players can draw a card—or two, depending on the difference in LP between them. Both cards are designed to trigger the effect of Trickstar Lycoris, who can inflict 200 damage for each card the opponent draws.
- Floral Theme Naming: All of the Trickstars are named after various species of flowering plants.
- Foil: Holly Angel and Sweet Devil. Stats-wise, they're identical—both are LINK–2 LIGHT Fairy monsters with 2000 ATK—but their appearances and effects are almost exact opposites of one another. Holly Angel wears a blue-and-white outfit, and her effect protects the monsters she points to, while also inflicting damage anytime a Trickstar monster is summoned to a zone she points to—and on top of that, she gains ATK for each instance of damage a fellow Trickstar inflicts. Sweet Devil, on the other hand, wears red-and-black, and she inflicts damage whenever a monster she points to is destroyed—as well as being able to drain opposing monsters' ATK by 200 for each monster she points to.
- Light 'em Up / Light Is Good: By virtue of being not only LIGHT monsters, but Fairy monsters as well.
- Magic Idol Singer: Each Trickstar resembles one of these.
- Status Ailment: Sweet Devil's effect can weaken any opposing monsters' ATK by 200 for each monster its Link Markers (left- and right-facing) point to.
- Status Buff: Holly Angel's effect, meanwhile, translates any effect damage its fellow Trickstars can inflict to their opponent into an equal amount of ATK.
- The Last of These Is Not Like the Others: Dark Angel, while it is a Fairy monster, isn't a Trickstar monster, either—even though its artwork has the same type of border all Trickstar monsters share, as well as a Flower Motif, in this case a Belladona.
- Whip It Good / Epic Flail: Holly Angel's weapon of choice is a combination of these.
The True Dracos, or True Dragons in the OCG, are an archetype of Wyrm-Type monsters. Among the first members were the True Kings, Level 9 monsters with the ability to Special Summon themselves by destroying two other monsters from the hand or field including at least who share their Attribute and can banish cards if both of the destroyed monsters had their Attribute. They all share another effect which is to summon a Wyrm-type monster from the deck with a different Attribute should they be destroyed by card effect. Lore-wise, they are connected to the Metalfoes, Crystron, and Juunishishi archetypes with the True Kings acting as their opponents. Later members of the archetype instead focus on Tribute Summoning but can do by tributing continuous spells and traps cards in addition to monsters.
Tropes associated with the True Kings:
- Bahrastos' effect lets him banish up to two Spell/Traps from the field or Graveyard.
- When either one of the True Draco Continuous Spell cards is sent to the graveyard from the Spell/Trap Zone, their player will be able to destroy a Spell/Trap on the field.
- Attack of the 50-Foot Whatever: Not only do the True Kings look huge, but their artwork shows them in the midst of attacking human civilization as well—Agnimazud and Bahrstos in particular are shown towering over ruined skyscrapers and sinking oil tankers, respectively.
- All Your Powers Combined: Da'at Metatron is Crystron Glyongandr equipped with the Metalfoes' armor and the Zoodiacs' weapons.
- Call-Back: Ignis Heat, Majesty Maiden, Dynamite Knuckle and Draius III's names and appearances are ones to the Igknight, Majespecter, Dinomist and Amorphage archetypes, respectively.
- Cute Monster Girl: Majesty Maiden looks like a young woman with wings and a tail.
- Dub Name Change: Bahrstos the Fuhrer => Bahrastos the Fathomer, for obvious reasons.
- Elemental Powers: Every True Draco revealed thus far belongs to a particular Attribute:
- Blow You Away: Mariamune and Majesty Maiden are both WIND monsters.
- Casting a Shadow: V.F.D. is a DARK monster.
- Dishing Out Dirt: Lithosazim and Draius III are both EARTH monsters.
- Light 'em Up: Master Peace and Da'at Metatron are both LIGHT monsters.
- Making a Splash: Bahrastos and Dynamite Knuckle are both WATER monsters.
- Playing with Fire: Agnimazud and Ignis Heat are both FIRE monsters.
- The True Kings are Wyrm counterparts to the Dragon Rulers, being a group of high-level draconic monsters associated with elements with the ability to summon themselves in exchange for two cards. The value of their ATK and DEF also parallels those of the Dragon Rulers.
- The True Draco are similar to the Zefra in that they are an archetype tied to a specific storyline which features cards based after other archetypes from the same storyline and oppose a world-ending threat.
- Foil: True King V.F.D., The Beast and Da'at Metatron, the True Dracomechsoldier. Both have 3000 ATK and DEF and a Level/Rank of 9 but while the former is an organic-looking DARK Xyz Monster that serves as the Boss monster of the level 9 True Kings, the later is LIGHT, mechanical in apperance and works with Tribute summoning like the other True Dracos. Even their names are opposites of each other with V.F.D. being named after tthe Beast of Revelation when Da'at Metatron is named after one of the Sephira as well as an angel.
- The Last of These Is Not Like the Others:
- Mariamune follows the pattern set by the first three True Kings by being a Level 9 monster with a combined ATK and DEF of 4800 and similar effects. However, it's not a True King monster, and so far has no corresponding WIND archetype.
- On the other hand, V.F.D. is a True King monster but, in addition to being an Xyz Monster, its ATK, DEF, and effects don't follow the same pattern as the other three.
- Meaningful Name:
- Agnimazud is named after Agni, the Rigvedic god of fire.
- Lithosazim's name is derived from Lithos, the greek word for stone.
- V.F.D. is derived from the expression Vicarius Filii Dei which is sometimes associated with the number 666 and by extension, the Beast of Revelation.
- Da'at Metatron is the named after both the Da'at sephirah and Metatron, the angel associated with the first sephira.
- Names to Run Away from Really Fast: With names like Vanisher and Disaster, those are dragons you don't want to mess with. V.F.D, The Beast takes it even further by being named after the Beast of Revelation itself.
- Draius III's effect protects other True Draco and True King monsters from being targeted or destroyed by card effects while he's on the field.
- Master Peace, the True Dracoslaying King and Da'at Metatron both have an effect that make them unaffected by the effects of cards that share the same type as a card used for its Tribute Summon (Monster, Spell or Trap). And since the latter requires three Tributes to Normal Summon or Set, this means Tributing one of each type can make it all but invincible.
- Our Dragons Are Different: Strictly speaking, all of them are Wyrm-type. More specifically, Mariamune is more birdlike than the rest of the Level 9 Monsters, and Da'at Metatron, Magesty Maiden, Ignis Heat, Dynamite Knuckle, Draius III and Master Peace are more humanoid than the True Kings. Metatron is also more mechanical compared to most of the other members.
- Status Buff: Dragonic Diagram gives both the True Dragons and the True Kings an extra 300 ATK and DEF.
- Stone Wall: Bahrastos has 1800 ATK, which is low for a level 9 monster, but a respectable 3000 DEF.
- Token Good Teammate: Mariamune seems to be this for the other Level 9 monsters as, not only it is not a True King like them, but the other True Dracos are its disciples and opposes the True Kings.
- World's Strongest Man: Da'at Metatron and V.F.D., The Beast are tied for the highest ATK among all Wyrm-type monsters, as well as the highest DEF alongside Bahrastos.