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* WaveMotionGun: Hayate sports one of these. The trope extends to her effect, which allows her to attack directly, and also to her Maneuver, Vector Blast, which can mill both players' Decks and shuffle enemies in the Extra Monster Zones into the Deck.


* DarkActionGirl: Roze, if its outfit in [[https://yugipedia.com/wiki/Sky_Striker_Maneuver_-_Scissors_Cross Scissors Cross]] is anything to go by.

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* DarkActionGirl: Roze, if its her outfit in [[https://yugipedia.com/wiki/Sky_Striker_Maneuver_-_Scissors_Cross Scissors Cross]] is anything to go by.


* DarkActionGirl: Roze, if its outfit in [[https://yugipedia.com/wiki/Sky_Striker_Maneuver_-_Scissors_Cross Scissors Cross]] is anything to go by.
* DarkIsNotEvil / LightIsNotGood: Raye and Roze are DARK and LIGHT monsters, but Raye is the hero in the lore, while Roze is almost certainly part of the enemy it mentions.



* MeaningfulName: Each Link Ace has one that references its Attribute, but none are more so than Raye and Roze. Both names are derived from "zero"—referencing their basic, armor-less forms—with Raye being a corruption of the Japanese direct translation "rei", while Roze is a simple swap of the syllables that make up the word.



** Raye and Roze might qualify as well; their backgrounds are mostly blue and red, respectively. Both are the archetype's sole Main Deck monsters, and can Special Summon themselves from the Graveyard. Raye's effect, however, is able to give the player access to the Link Aces during the opponent's turn, while Roze can negate the effects of an enemy monster for the rest of the turn when it's Special Summoned thus.

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** Raye and Roze might qualify as well; their backgrounds are mostly blue and red, respectively.respectively, along with their eye colors. Both are the archetype's sole Main Deck monsters, and can Special Summon themselves from the Graveyard. Raye's effect, however, is able to give the player access to the Link Aces during the opponent's turn, while Roze can negate the effects of an enemy monster for the rest of the turn when it's Special Summoned thus.



* SixthRanger / SixthRangerTraitor: Roze, possibly both in-universe and out; its effect serves it well in a Sky Striker mirror matchup.

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* SixthRanger / SixthRangerTraitor: Roze, possibly both in-universe and out; its effect serves it well in a Sky Striker mirror matchup.matchup, when they are most likely controlling only one monster.


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* WaveMotionGun: Hayate sports one of these. The trope extends to her effect, which allows her to attack directly, and also to her Maneuver, Vector Blast, which can mill both players' Decks and shuffle enemies in the Extra Monster Zones into the Deck.

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* SixthRanger / SixthRangerTraitor: Roze, possibly both in-universe and out; its effect serves it well in a Sky Striker mirror matchup.

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** Raye and Roze might qualify as well; their backgrounds are mostly blue and red, respectively. Both are the archetype's sole Main Deck monsters, and can Special Summon themselves from the Graveyard. Raye's effect, however, is able to give the player access to the Link Aces during the opponent's turn, while Roze can negate the effects of an enemy monster for the rest of the turn when it's Special Summoned thus.


** LightEmUp: Roze is a LIGHT monster.



* IWorkAlone: The Link Monsters' arrows are terrible for setting up further Extra Deck summons and most of the archetype's support cards require no monsters in your Main Monster Zones. As such, you'll be relying pretty much exclusively on a single monster at any given time.

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* IWorkAlone: The Link Monsters' arrows are terrible for setting up further Extra Deck summons and most of the archetype's support cards require no monsters in your Main Monster Zones. As such, you'll be relying pretty much exclusively on a single monster at any given time.time—though this was averted with the reveal of Roze, who can Special Summon herself whenever another Sky Striker is Special Summoned.

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*** With the release of ''Ignition Assault'' however, there is now even less reason to use Armityle at all, as Ten Thousand Dragon, a card in that pack, boasts much less stringent Summoning conditions (requiring the controller to Tribute monsters whose combined ATK/DEF are 10,000 or more to Special Summon it from the hand), and can also become a 10,000 ATK beatstick if Summoned through said conditions. While it doesn't have Armityle's battle destruction protection, it also doesn't lose all of its ATK during the opponent's turn.


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* SoLastSeason: With the introduction of Ten Thousand Dragon in ''Ignition Assault'', Armityle effectvely became this, as Ten Thousand Dragon is a monster that is considerably easier to Special Summon (from the hand by requiring the controller to Tribute monsters with a combined ATK/DEF of 10,000 or more), and like Armityle, can become a 10,000 ATK beatstick with its own effect. Unlike Armityle, however, Ten Thousand Dragon does not lose all of that ATK during the opponent's turn. The only thing it lacks that Armityle has is protection from battle destruction, but that hardly makes up for the fact that Ten Thousand Dragon is flat-out significantly easier to run.


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* UniquenessDecay: When first released, Armityle's gimmick was that it could become a 10,000 ATK beatstick and possessed the highest ATK gain in the game. Come ''Ignition Assault'', however, Ten Thousand Dragon has matched Armityle in that regard, and to add insult to injury, is simply much easier to run.


* CastingAShadow: Tellarknight Vatlamyus is a Dark monster and her first effect lets her turn other face-up monsters' elements into the dark element.

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* CastingAShadow: Tellarknight Vatlamyus Darktellarknight Batlamyus is a Dark monster and her first effect lets her turn other face-up monsters' elements into the dark element.element.
* DevourTheDragon: Darktellarknight Batlamyus was revived by Tierra, who soon absorbs her to gain her powers and become Tierra, Source of Destruction.



** Tellarknight Vatlamyus is the only Dark monster in the Tellarknight archetype, and she is Elshadoll Construct after she was defeated as Elshadoll Anotyllis.

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** Tellarknight Vatlamyus Darktellarknight Batlamyus is the only Dark monster in the Tellarknight archetype, and she is Elshadoll Construct after she was defeated as Elshadoll Anotyllis.Anotyllis.
* LegacyCharacter: They're the successors to the Constellar, having been created by Constellar Sombres after the defeat of Sophia.



* MeaningfulName: 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.

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* MeaningfulName: Tellarknight is a portmanteau of "Stellar"/"Constellation" and "Knight", considering they are the knight of the stars. For Tellarknight Vatlamyus, Darktellarknight Batlamyus, Tellar sounds a lot like Terror.Terror.
* OurCentaursAreDifferent: Darktellarknight Batlamyus looks like a demonic centaur.


* BlowYouAway: All of the Simorgh monsters are of the WIND attribute or, in the case of Dark and Darkness, can gain it through their effects.

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* BlowYouAway: All of the Simorgh monsters are of the WIND attribute or, in the case of Dark and Darkness, can gain it through their effects. Also pertains to their effects, as many of them involve spinning cards back into the hand or deck, rather than outright destroying them.


'''[[https://yugipedia.com/wiki/Simorgh Simorgh]]''' is an archetype of WIND and DARK Winged-Beasts. They focus on helping the Tribute Summon of their boss monsters and emptying the opponent's Spell/Trap zone.

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[[quoteright:230:https://static.tvtropes.org/pmwiki/pub/images/simorgh.png]]
[[caption-width-right:230:The original ''Lord of the Storm''; Simorgh, Bird of Divinity]]
'''[[https://yugipedia.com/wiki/Simorgh Simorgh]]''' is an archetype of WIND and DARK Winged-Beasts. They Winged-Beasts, initially being a series of Level 7 and 8 boss monsters, that suddenly got a glut of support in 2019, upgrading them to full blown archetype. The archetype's main focus is on helping the Tribute Summon Summons of their boss monsters and emptying the opponent's Spell/Trap zone.
zones.



* AntiMagic: The Simorgh cards have several ways of dealing with the opponent's Spell and Trap cards. This is even part of their playstyle as their Level 4 and lower monsters require the opponent to have no cards in their Spell/Trap zone to be summoned from the Graveyard.

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* AntiMagic: The Simorgh cards have several ways of dealing with the opponent's Spell and Trap cards. This is even became part of their playstyle as their Level 4 and lower monsters require the opponent to have no cards in their Spell/Trap zone to be summoned from the Graveyard.



* BackFromTheDead: Many of the Simorgh monsters have the ability to summon themselves

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* BackFromTheDead: Many of the Simorgh monsters have the ability to summon themselvesthemselves from the graveyard.


The original Simorgh, Bird of Divinity made an appearance in Anime/YuGiOhGX where it was used by the Duel Monster spirit Sky Scout and had a brief cameo in the first episode of Anime/YuGiOhZEXAL.

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The original Simorgh, Bird of Divinity made an appearance in Anime/YuGiOhGX where it was used by the Duel Monster spirit Sky Scout and had a brief cameo in the first episode of Anime/YuGiOhZEXAL. The archetype was used by Strong Jukyu in the Yu-Gi-Oh! OCG Structures manga.


The '''[[https://yugipedia.com/wiki/Tenyi Tenyi]]''' is an archetype of Wyrm monsters themed after martial arts and the seven chakras. Their focus is on non-effect monsters with two of their Link monsters being ones and their main deck monsters being able to summon themselves if there are no effect monsters present on the field as well as banishing themselves from the field or graveyard to protect non-effect monsters.

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The '''[[https://yugipedia.com/wiki/Tenyi Tenyi]]''' is an archetype of Wyrm monsters themed after martial arts and the seven chakras. Their focus is on non-effect monsters with two of their Link monsters being ones and their main deck monsters being able to summon themselves if there are no effect monsters present on the field as well as banishing themselves from the field or graveyard to protect non-effect monsters. This archetype is used by Shoma in the Yu-Gi-Oh! OCG Structures manga against Strong Jukyu.


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* AdaptationalHeroism: Fierce Ogre fights alongside Warrior Monk and Shaman in the Yu-Gi-Oh! OCG Structures manga, despite being enemies in the card lore.


* AwesomeButImpractical: 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 [[MagicalGirl 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.''

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* AwesomeButImpractical: They can attack a player's life points directly and many count as Special Summons so the player can call out more than one each turn. '''AWESOME!''' Save for [[MagicalGirl 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.''



* CastingAShadow: Toon Summoned Skull, Toon Dark Magician Girl, Toon Masked Sorceror and Toon Cannon Soldier are all DARK monsters.

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* CastingAShadow: Toon Summoned Skull, Toon Dark Magician, Red Eyes Toon Dragon, Toon Dark Magician Girl, Toon Masked Sorceror and Toon Cannon Soldier are all DARK monsters.monsters. This is notable as it represents the majority of the archetype.
** Playing the card "Shadow Toon" is playing this trope quite literally.



** 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.

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** 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. The card "Metaverse" takes this one step further with Toon Kingdom - if your opponent targets it for destruction, simply use Metaverse to replace the original with another copy, thus saving it.



* StealingTheCredit: The primary effect of "Comic Hand" in a nutshell. It takes control of an opponent's monster and gives it Toon properties.

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* StealingTheCredit: The primary effect of "Comic Hand" in a nutshell. It takes control of an opponent's monster ''(likely one that your opponent worked hard to get out on the field, mind you)'' and gives it Toon properties.


* HealingFactor: Fushi No Tori has a LifeDrain effect depending on how much battle damage it inflicts, and Orb of Yasaka can equip to any Spirit monster to give them the same effect.[[labelnote:*]]And the magic card returns to the hand along with the equipped Spirit monster for good measure.[[/labelnote]] Any Spirit deck worth its salt will also have Spring of Rebirth, which increases the player's Life Points by 500 every time a monster returns from the owner's field to their hand.



* HealingFactor: Fushi No Tori has a LifeDrain effect depending on how much battle damage it inflicts, and Orb of Yasaka can equip to any Spirit monster to give them the same effect.[[labelnote:*]]And the magic card returns to the hand along with the equipped Spirit monster for good measure.[[/labelnote]] Any Spirit deck worth its salt will also have Spring of Rebirth, which increases the player's Life Points by 500 every time a monster returns from the owner's field to their hand.
* Myth/JapaneseMythology: 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.


* Ninja: The Secret Six Samurai sub-archetype.

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* Ninja: {{Ninja}}: The Secret Six Samurai sub-archetype.

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