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Characters appearing in the Collectible Card Game of Cardfight!! Vanguard, which is set on "an Earth-like planet" known as Cray. This page contains characters whose clans are part of the Dark Zone, Magallinica and Zoo nations as well as characters who don't belong to any of the game's six nations.

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Dark Zone

     Dark Irregulars 
A clan of demons and other dark beings.

Their tactic is to amass cards in the Soul, giving dramatic power boosts to certain units when enough cards have been stacked and using Soulblasts to power their skills.

The Dark Irregulars keyword is Darkness: skills which are active only if a card entered your Soul that turn.

In the V-Series, they are very much the same as before but their retiring ability gets more focus and they have gained an arrey of defensive skills to go with their Protect Imaginary Gift.

Poet of Darkness, Amon/Demon of Aspiration, Amon/Demon World Marquis, Amon/Demon Marquis, Amon Я

The whisper of the devil. A magical trap hidden behind sweet words.
These are true powers. But still, not enough.
This is the real power! Inferno Ritual!
Give it to me... your souls, your flesh, even the entire world.

Tropes:

Demon Eater

Her beautiful black hair will prey even on the devil.

She's based on a futakuchi-onna.

Tropes:

Stil Vampire

Learn it with your body! Black Downfall!

Tropes:

Edel Rose

Let me dye you red! Scarlet Tear!

Tropes:

Imprisoned Fallen Angel, Sarael

There's no point... Asking me... ... If you don't free me... ...

Tropes:

Blue Dust

One who approaches gets deprived of life, then turns to ice and shatters.

Tropes:

Alluring Succubus

Hey, your life, can I taste it~?

Tropes:

March Rabbit of Nightmareland

Oh no, that won't do. It's not acceptable to disturb the tea party.

Tropes:

Dark Queen of Nightmareland

Yes, let the end begin!

Tropes:

King of Diptera, Beelzebub

Tropes:

  • Big Creepy-Crawlies: Despite being a demon, he has several insect features. Probably a reference to Beelzebub's most famous name: 'Lord of the Flies'
  • Dark Is Evil: Weeelll...
    Tetsu: Sinful king praying for dark prosperity... king who has embraced the despair of light in those wings...
  • Demon Lords and Archdevils: He is the lord of the Dark Irregulars Clan.
  • Early-Bird Cameo: He was mentioned as leader of the Dark Irregulars in English Clan Profiles several months before his release.
  • Evil Overlord
  • Greed: Mentioned in his Ride Chant in the anime, 'sinful king praying for dark prosperity'
  • Religion of Evil: There are some overtones of this in his anime Ride Chant.
  • Wave Motion Gun: In the anime, his 'Deepest Corruption' manifests as a blast of energy which sends a freaking shockwave across the Nationals arena. For the record, this was just a hologram. A non Hard Light hologram.

Amon's Leader, Astaroth

O wandering soul, I bid you welcome to your doom.
My "ingenious scheme" that it is in confusion to unify this country.

Tropes:

Amon's Claw, Marchosias

It is said Amon has many fixers with overwhelming power.

Tropes:

  • Bodyguard Betrayal: He and Amon's other fixers attempted this multiple times. It failed.
  • Future Badass: Comes from the future.
  • Red Baron: Was known as the "Duke of Hellish Claw". After being subjugated by Amon, his title became "Amon's Claw".
  • Status Buff: His skill increases the power of two rearguards and himself by 3000 for each five cards in the soul.
  • The Only One Allowed to Defeat You: Wants to be the one to eliminate Amon.

Evil God Bishop, Gastille/Evil God Pontiff, Gastille Daimonas

When you ask for help from the void, the demon king becomes an Evil God Bishop.
The demon descends upon a world without deities. Laws no longer exist.

Tropes:

  • Disc-One Final Boss: In both the anime and the lore, Gastille is built up as the manipulator behind Gyze's revival and a true force to be reckoned with, worthy of being the Big Bad. He is promptly defeated by Chrono, breaking his Diffride, and upon his return to Cray Chaos Breaker Dragon immediately usurps him.
  • Evil Mentor: He was the one who taught Shiranui the power of Dominate.
  • Eyes Do Not Belong There: He has additional eyes on his cloak of all things.
  • Multi-Armed and Dangerous: Gastille has four arms
  • Power Copying: His cards have the ability to copy the skills of cards in the soul.
  • Religion of Evil: After Gyze's defeat, Gastille founded a cult devoted to his worship, with its secret purpose being Gyze's revival.
  • Sinister Minister: A demon who is also the leader of a cult devoted to worshippng the resident deity of destruction and ready to manipulate or harm others if it helps his goal of reviving his master.

No Life King, Death Anchor

Let's hang you up like a decoration! Breakdown Death Brace!
I’ll send you to the underworld! Breakdown Death Breath!

Tropes:

  • Awesome, but Impractical: The original version's third skill in that while it grants an extra critical and 10000 Power, it requires the player to have five face-up cards in the damage zone in order to be activated. Additionally, since the player's own damage zone will be empty, the opponent's heal triggers will be sure to activate.
  • Fusion Dance: His existence is the result of multiple ghosts fusing into one due to their synchronized feelings of despair
  • Our Ghosts Are Different: Death Anchor is the ruler of the realm of the dead and was being born from multiple weak souls merging together. Also, not friendly toward living beings.
  • Took a Level in Badass: Death Anchor's original card was slightly better than a Megablast unit, in that it doesn but otherwise nothing of note. The rebooted version, on the other hand, is far more useful and, alongside Enigmatic Assassin, formed the basis of a loop which ended up causing the aforementioned Enigmatic Assassin to be restricted to one.

     Pale Moon 
Vanguard's own Circus of Fear.

Like Dark Irregulars, they amass cards in the Soul, but instead use them to switch cards between the Soul and Rearguard to gain additional attacks. They can utilize the Magia skill to attack with additional power and retreats to the soul afterwards.

The Silver Thorn sub-clan allows them to call out several units from the soul and swarm the field with very little cost. They also have better control over the cards they soulcharge due to their skills allowing them to check the top cards of the deck.

Pale Moon's keyword is Magia: skills which call a unit from your Soul, but return that unit to the Soul at the end of the turn.

In the V-Series, they are mainly the same with a bit more emphasis on switching out units with the soul to allow for more attacks. Their Imaginary Gift is Accel.

Clan-wide Tropes:

Crimson Beast Tamer/Turquoise Beast Tamer

Twin sisters that are the backbone of the circus.

Tropes:

Nightmare Doll Alice

Tropes

Mistress Hurricane

Tropes:

Silver Thorn Dragon Tamer, Luquier/Silver Thorn Dragon Queen, Luquier Я/Silver Thorn Dragon Empress, Venus Luquier/Silver Thorn Dragon Master, Mystic Luquier

Go forth, Silver Thorn Serpents!
Be Reversed. Soon you too shall be my servant.
Come along with me, my Silver Thorn Servants!

The enigmatic leader of the Pale Moon Circus. Her Evil Eye can hypnotise any creature into becoming her loyal servant. At the very start of the Star-Vasion War, she was caught by a surprise attack and forcefully infused with the power of Void, "Яeverse". Under its influence, she transformed into a cruel and capricious Baroness who used her empowered eye to dominate anyone who opposed her. She was one of the first to be returned to normal with the discovery of "Unlock", but her extensive time under Яeverse had tainted her soul to the point where her distinct raven-black hair had been turned silver. Far in the future, long after her hair had regained its colour, she would become known as the world-renowned "Mystic Luquier", a level of celebrity she appreciated aside from the inconvenience this added to her shadow life as an assassin.

Tropes:

Silver Thorn Hypnos, Lydia

Please sleep...... Deeper, yes, deeper......

Tropes:

Masked Magician, Harri/Dragon Masquerade, Harri

Come, let the time of dreams begin!
I'm invincible! So long as I have my silk hat.

Tropes:

  • Child Prodigy: A young prodigy.
  • Cool Hat: A silk hat.
  • Epic Hail:
    • Both of Masked Magician's effect allows him to call a unit from the soul, although one is only temporary.
    • Dragon Masquerade, Harri can call up to three units from the soul for a turn.
  • Future Badass: Dragon Masquerade, Harri is Masked Magician, Harri's future self that was summoned to the present through use of Stride.
  • Older and Wiser: His future self is less cheeky than the present Harri.
  • Older Than They Look: Despite his child-like appearance, he is over thirty years old.
  • Stage Magician: His occupation.

     Spike Brothers 
A demonic American Football team. Gallows Ball is the Dark Zone's sport of choice, and as far as rules go...well, if no-one can physically stop you, it must be allowed...

They Zerg Rush the opponent by calling additional Units from the hand or deck during the Battle Phase.

The Spike Brothers keyword is Charge: when units with Charge are called by a card effect, they become charging until end of turn, unlocking additional skills but returning them to your deck after they attack.

In the V-Series, while units still tag in and out from the deck, they are mostly sent to the soul after their attacks allowing for deck thinning to increase the chances of pulling a trigger. Later on, they gained the ability to "pass" their gifts from one unit to the next. Their Imaginary Gift is Force.

Clan-wide Tropes:

  • Ain't No Rule: As noted above, the rules of Gallows Ball... are open to loopholes, allowing players to get away with thing such as attacking their opponents.
  • Discard and Draw: With the reboot, Spike Brothers is moving away from calling units during the battle phase. In exchange, they can now use abilities to thin their deck and recycle their triggers to improve their chance of checking one as well as move their Force gifts from one circle to another to make their attacks even more devastating.
  • Glass Cannon: The clan's playstyle as a whole can be summed as such. Their units can reach high numbers and using skills, they can call during the battle phase to make additional attacks but this comes at the cost of units returning to the deck and placing cards from hand into the soul.
    • As of the reboot, this is Downplayed with Spike Brothers being associated with the Force gift which
  • Shout-Out: To American Football with Gallows Ball being a more extreme version of it.
  • Zerg Rush: The clan focus on overpowering the opponent by repeatedly calling additional units to attack with.

Juggernaut Maximum/Juggernaut Maximum Maximum

Smash to smithereens, Defensive Tackle!
Destroy everything! Defensive Tackle!
This is the essence of defense! Maximum Tackle!

Tropes:

  • Attack of the 50-Foot Whatever: He is a Giant. Downplayed in that while he is only shown to be bigger than other units rather than gigantic.
  • Status Buff: Maximum Maximum needs to give one of the player's Grade 2 or lower rearguard an extra 10000 power in order to increase its own shield value.

Demonic Lord, Dudley Emperor

Charge! The finishing blow, Avalanche Stampede!
This is the end! The finishing blow, Avalanche Stampede!

Tropes:

Bad End Dragger

Last-minute tactics before the deadline! That is the true spirit of the game!

Tropes:

  • The Berserker: His lore makes mention of him snapping and going berserk.
  • Names to Run Away from Really Fast: Bad End ? Yeah, best stay clear of this guy.
  • Our Demons Are Different: A demon who's also a running-back. And batshit crazy.
  • Status Buff: On top of giving the unit rode on top of it an extra 10000 Power, the skill he gives to said unit allows the player to also give an extra 10000 Power to their attacking rearguards at the cost.

Exceptional Expertise, Rising Nova/Great Hero, Rising Supernova/Giant, Rising Great Star

Come on, let's go! Everybody follow me!
Are you catching up? Then, let's begin for real!
Our objective is the same as always! Let's go all out, everyone!

An ace player of Spike Brothers who styles himself as the "Strongest Ogre". Unlike other players, he does not rely on weapons or magic but only on his own physical abilities.

Tropes:

  • The Ace: Is considered this for Spike Brothers.
  • Born Winner: He was born with great strength and thoughness that other players only achieve through enhancements.
  • Epic Hail: Both of Rising Nova's skills allow the player to call units from their deck at the cost placing a cerd from their hand into the soul, as does Great Star's first skill.
  • Red Baron: Has multiple ones, including his self-styled "The Strongest Ogre".
  • Status Buff:
    • Rising Supernova can make the player's rearguards become Charging and if four or more are in said state, increase the power of the whole field by 10000.
    • If the unit called with Great Star's skill is charging, it will gain an extra 3000 Power.
  • Stellar Name: All of his cards have names related to stars.
  • Super Strength: He is able to press down giants noted to weigh far more than he does.
  • Super Toughness: His body can not be harmed by either blades or bullets.

Great Villain, Dirty Picaro

Oh my, it seems that the referee isn't looking.

Tropes:

  • Beat Them at Their Own Game: He was badly injured by cheaters, and then returned to the game bribing the referees and breaking rules just as much as those who'd injured him.
  • Bloodbath Villain Origin: He goes completely off the rails after learning of his ban from the game, killing several people before finally getting himself in a fight with a demon lord.
  • Even Evil Has Standards: Not him himself, but after he descended into cheating and foul play, his antics got so bad that the officials behind Gallows Ball were forced to ban him from the game.

    Gear Chronicle 
An enigmatic Clan who appeared from the ruins of an lost civilization within Dark Zone. Gear Chronicle are comprised of the Gear Dragons and their allies, and harass temporal energies by using "Time Engines" to power their abilities. They seem to be working to counteract the effects of the "Space-Time Overlap Phenomenon" and "Stride" upon the Planet Cray.

They use cheap skills that send Rearguards to the Deck instead of retiring them, and rely upon Stride (and Generation Break) for a powerful endgame. From G-Booster Set 5 onwards, Gear Chronicle Units with the "Time Leap" ability can temporarily replace themselves with a Unit of one Grade higher from the Deck. Even later on, they gain the Ideal-drone and Deus Ex sub-group with the ability to permanently bind their own cards to power their abilities, as well as manipulate the Bind zone.

In the V-Series, they try to replicate the Stride mechanic by pulling out a Grade 4 unit from the deck, which also thins it out for the sake of triggers, and then recycling them for future use. They also bind themselves to allow for strong plays depending on the grades of the bound units. Their Imaginary Gift is Force.

Clan-wide Tropes:

  • The Atoner: Originally, Gear Chronicle was created by the inhabitants of a world who had mastered space-time technology. This world's inhabitants, Drunk with Power, had created a monstrous being to dominate all of existence, until a group among them rebelled and cast the being into a gap in space-time from which it could not escape, but only after it had already destroyed a countless number of worlds. In horror and shame at what their civilisation had tried to do, they founded an organisation that would work to harmonise space-time, this organisation being Gear Chronicle.
  • Clockwork Creature: The gear beasts are mechanical creatures that resembles animals.
  • Clock Punk: Clocks and gears are visible in many of their cards' artwork.
  • Eastern Zodiac: They have a group of Grade 3's theme around this, Including Chrono Dran.
  • My God, What Have I Done?: The founders of Gear Chronicle, upon seeing Demiurge wipe out countless worlds, had this reaction, sealing Demiurge away and creating Gear Chronicle as time's guardians in shame.
  • Nice Job Breaking It, Hero!: Gear Chronicle underestimated how damaged the spacetime of Cray was, and their arrival caused the outbreak of stride to occur.
  • Steam Punk: Several of their units evoke this style, specifically those with "Steam" in their name.
  • Time Master: Their powers allow them to control time itself.
  • Time Travel: Due to their powers, they can travel through time. This is represented in-game by their ability to return units to the deck as well as the Time Leap mechanic.

Chronojet Dragon/Chronodragon Nextage/Chronodragon Gear Groovy/Chronojet Dragon G/Chronodragon Gearnext/Chronojet Dragon Z/Chronovisor Heritage

The new future begins now.
Let's go...... to greater heights.
The accrued thoughts, now become wings that head towards the future.
The connected bonds pass through time and space, and point towards a new tomorrow.
That one step of determination marks forever victory.
No matter when, a new future starts here.
Show me, the world that we truly desire—-!

Tropes:

  • Book-Ends: The very first Stride that Gear Chronicle was given, Mystery-flare Dragon, had an Extra Turn-granting skill, and Chronovisor Heritage, the last Stride they receive during the G era, also has one.
  • Cool Sword: Wields a golden sword with gear motifs as Chronovisor Heritage
  • Extra Turn: Chronovisor Heritage can turn four of your face-up Zodiac Time Beast G-Units face-down to grant you an additional turn and automatically Stride itself during that additional turn.
  • Foil: Chronovisor Heritage is one to the Zeroth Dragons: the latter seal away their player's future by excluding their G-Zone as a cost for their overwhelming power, while Heritage opens the future up again by turning previously used G-Units face-down, allowing them to be used once more.
  • Godzilla Threshold: Claret Sword Dragon's actions causes Chronojet Dragon to release its power and become Chronodragon Nextage, even though it could interfere with the restoration of Cray.
  • Gold and White Are Divine: After gaining increased power to become Chronojet Dragon Z, his previously blue, red and gold color scheme becomes gold and white for Z and Chronovisor Heritage.
  • Heroic Sacrifice: In the final battle, Gyze pulls a Taking You with Me, intent on self-destructing and destroying Cray. Chronojet is then forced to move himself and Gyze to a pocket in spacetime to contain the explosion, destroying them both.
  • I Am Not Left-Handed: Done uniquely by Nextage, who can revert back to Chronojet after his attack ends for a second attack.
  • The Leader: Leads the force sent to restore Cray's spacetime
  • Our Dragons Are Different: A high-ranking Gear Dragon.
  • Shoulder Cannon: Chronodragon Nextage has cannons hidden in the armor covering its shoulders.
  • Super Mode: Chronodragon Nextage
  • Time Stands Still: Its ability to prevent Grade 1 or higher units from guarding its attack is it freezing time to stop the guardians from blocking it.
  • Time Travel:
    • One of his powers sends enemy units back in time, represented by his ability to send a rear-guard to the bottom of the deck.
    • Nextage's skill could also be interpreted as this, going back in time to when he was Chronojet Dragon for a second attack.

Interdimensional Dragon, Mystery-flare Dragon

Now is the time to show it, the world that I truly wish for—!

Tropes:

  • Ascended Extra: In its original incarnation, Mystery-flare was an extremely Awesome, but Impractical Trial Deck boss for Gear Chronicle that never saw any serious play, and even when retrained into Metapulsar, Mystery-freeze Dragon it was still underused. In the V series however, it is the only G era Gear Chronicle unit to be carried over and as the V Rare poster card for the Clan's initial introduction to the reboot to boot.
  • Awesome, but Impractical: Its skill might be powerful but it requires Mystery Flare Dragon's attack hitting a Vanguard, the top four cards of your deck having different grades, and a counterblast of 4. Even Mystery-flare's V series incarnation, made much more usable, still requires a staggering combined 19 grades of cards in your bind zone to achieve its Extra Turn skill at the cost of discarding your entire hand.
  • Call-Back: The Flavor Text for Mystery-flare's V series incarnation references that of its original incarnation:
    The world I truly desire is still far off. It will come eventually—
  • Extra Turn: The first Vanguard unit to have the ability to grant one.
  • Our Dragons Are Different: A Gear Dragon, just like the other dragons in Gear Chronicle.
  • Time Master: Its ability is described as accelerating time.

Steam Maiden, Uluru/Retroactive Time Maiden, Uluru

Even hourglasses have times that they want to turn back the clock, you know?

Tropes:

Interdimensional Dragon, Chronoscommand Dragon/Interdimensional Dragon, Chronoscommand Revolution

Ah, yes. Let us return everything to nothingness.
Revolution. That is, the opening act of a new era.

Tropes:

  • Gone to the Future: Chronoscommand was sent to a future in a different time axis due to a teleportation accident which caused his disappearance in the present time.
  • Mass Teleportation: Chronoscommand has the ability to return all of the opponent's rearguards to the deck if it hits and Chronoscommand Revolution can returns every rearguards on the field, except two of yours if you have its previous form face-up in the generation zone, to the deck if it strides.
  • Meaningful Name: Named after Cronos, a god associated with time.
  • Our Dragons Are Different: A time-traveling dragon.
  • Super Mode: Chronoscommand Revolution.

Chronofang Tiger/Chronotiger Rebellion/Chronofang Tiger G/Chronotiger Gear Glare

The likes of you, are not capable of bearing the fate of the world.
Those sharp fangs, are for walking together with the future.
Keeping history close to heart.

Tropes:

Interdimensional Dragon, Bind Time Dragon

Time is stopped. And the finale starts to move.

Tropes:

Deus Ex Machina, Demiurge

The deity removes pain. Through a future of happiness without freedom.

Tropes:

  • Awesome, but Impractical: Demiurge's skill is almost certainly game-winning, but requires you to build your deck in a very precise manner to incorporate both twelve Zodiac Time Beasts and the support cards required to get them into the Bind Zone, leading to an inconsistent deck with a lot of elements involved.
  • Deus ex Machina: In more than name. Demiurge's skill allows you to turn a desperate situation into certain victory, akin to a god suddenly appearing to give the story a good ending.
  • Eastern Zodiac: To use Demiurge's skill, you have to have gathered all twelve Zodiac Time Beasts in your bind zone.
  • Expy: Of Star-vader, Omega Glendios. Both are colossal artificial beings who require you to build your deck around a specific series of cards to unlock a game-winning effect once a certain condition is met. Meta-wise, they're also the final ace cards of the antagonists of the third series of each anime. Its lore cements it even more, with Demiurge being created to destroy worlds throughout space and time like how Glendios was Link Joker's ultimate world-destroying weapon. Lastly, both are illustrated by Masami Obari.
  • Instant-Win Condition: Subverted in spite of its obvious status as a Glendios Expy. Demiurge's effect, while almost certainly game-ending, isn't actually an instant victory.
  • Multiversal Conqueror: Demiurge was created with the intention of dominating all existing worlds throughout space and time.
  • Sealed Evil in a Can: The ones who would eventually found Gear Chronicle sealed Demiurge in a gap in space and time from which it couldn't escape alone.
  • Winds of Destiny, Change: Its skill allows you to stack any twelve cards from your drop zone on top of your deck, effectively changing your future.
  • World of Silence: His flavor text implies that this is what Demiurge would create, a world where everyone is happy because they have no free will and are forced to be happy.
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Magallanica

    Granblue 
A clan of undead pirates who haunt the high seas.

They dump units into the Drop Zone so that they can be "resurrected" back into play, bolstered by their ability to use skills from the Drop Zone.

Granblue's keyword is Hollow: when units are called from the Drop Zone, you may have them become hollowed until end of turn. While this unlocks additional skills, it also forcibly retires the hollowed unit at the end of the turn.

In the V-Series, they are very much unchanged from before with additional effects when the drop zone is piled up. Their Imaginary Gift is Protect.

Clan-wide Tropes:

King of Demonic Seas, Basskirk

This is the door to the Demonic Seas. Open, Bermuda Gate!

Tropes:

  • Authority Equals Asskicking: He's pretty much the strongest of the Grand Blue Clan.
  • Awesome, but Impractical: You're more likely to use your Counterblasts on Captain Nightmist and other units. Prior to Booster Set 6 they had no method of unflipping damage outside of healing it off, making it very unlikely to pull this off all too much. And even after Booster Set 6 you’re still more likely to use your Counterblasts and Soulblasts on other units than on his Megablast.
  • Epic Hail: He has a powerful Megablast which allows him to fill the field with reinforcements from the Drop Zone.
  • Shout-Out: He resembles Davy Jones from Pirates of the Caribbean.

Captain Nightmist/Lord of the Seven Seas, Nightmist/Loved by the Seven Seas, Nightmist.

Pirates can be resurrected any number of times!
You scallywags, raise the sails! Don't you dare look down on pirates!

Tropes:

  • Back from the Dead: Each one of the Nightmist unit has an ability that either brings itself or other units from the drop zone back to the field.
    • With a Counterblast and sacrificing a Grade 1 or higher Granblue, Nightmist can return himself to the field.
    • His Break Ride form can resurrect two of his fellow Granblue units with an added 5000 power but will cause them to leave the field at the end of the turn.
    • His Stride form can, once per turn, bring back two Seven Seas units but like his Break Ride form, they will leave once the turn ends.
    • The retrained version of Captain Nightmist in the V-series can call a Grade 1 from the drop zone, unless the player already has ten or more cards in the drop in which case, he can call any unit instead.
  • Badass Longcoat: Lord of the Seven Seas.
  • Bishōnen: He is good-looking.
  • The Leader: While each of the pirate crews that comprise Granblue have their own captain, Nightmist
  • Our Vampires Are Different: A vampire pirate captain.
  • Took a Level in Badass: Went from a grade 2 to a grade 3 unit and even got its own stride form.

Ice Prison Necromancer, Cocytus/Ice Prison Demonic Lord, Cocytus Я/Ice Prison Underworld God, Cocytus Negative

Awake, prisoners of Hades! Cocytus Servant!
You sinners of the Ice Prison, Lock... This is the name of the renewed Jail.

Tropes:

     Bermuda Δ 
Pop idol mermaids with a bit of Moe mixed in.

Their main gimmick is returning their own units to the hand and calling them back to the field, allowing them to re-use their skills and gain additional attacks. Later units have the Harmony key word that allows them to use abilities when called on the same column going well with their gimmick.

PRISM units, when returning to the hand, often give power to another unit ultimately bringing them back for a stronger attack.

Duo units are units that dress in both Black and White outfits though their name stays the same (except for Legion units). Their main goal is to return a unit back into the hand and then get another copy of the same card from the deck to build on hand advantage.

Bermuda Δ's keyword is Harmony: when you call a unit in the same column as a unit with Harmony, both of those units enter Harmony state until end of turn, usually unlocking extra skills.

In the V-series, their Imaginary Gift is Force and the clan appears to have shifted focus toward a more beatdown-oriented strategy that requires the player to have a full field. They also have gained a new keyword called Melody which denotes abilities that can be shared with other units with Melody.

Clan-wide Tropes:

Top Idol, Flores

Let me give to you my voice! If you keep singing, surely you'll reach them!

Tropes:

Top Idol, Pacifica/Eternal Idol, Pacifica/Planet Idol, Pacifica/Twinkle Happiness, Pacifica

Everyone, let's sing together! You will surely feel the greatest happiness!
That is an everlasting dream, an admiration that lasts forever.
She will continue to evolve as usual. That is why she is the eternal idol.

Tropes:

Angelic Star, Coral/Fresh Star, Coral/Shiny Star, Coral/Aurora Star, Coral/Shangri-La Star, Coral

I'm not perfect. But I can aspire to be.
It was said that one of the judges was replaced by a stuffed animal.
That performance went live all over the world, and became a legend.
Her new song will certainly hit more than 2 million copies.
Her albums, are all valued as best-sellers.

Tropes:

Costume Change, Alk/Costume Idol, Alk

The path to a top idol is to start laying the right foundations.
That's right, she is, indeed the famous star who can stylishly wear a thousand different costumes.

Tropes:

     Aqua Force 

A legendary naval power that once ruled the world of Cray For Great Justice, though at times to extremes.

Their units gain additional power and skills depending on the order and number of their attacks. To support this tactic, they have skills that let them reposition or Stand their own units to gain additional attacks. Later support would give this ability a keyword named Wave.

In the V-Series, they are still all about coordinated attacks with restands or repositions to unlock skills supplemented with their Imaginary Gifts. Their Imaginary Gift is Accel.

Clan-wide Tropes:

  • Attack! Attack! Attack!: Many of their units have the ability to enable additional attacks through various means.
  • Awesome, but Impractical: The general consensus amongst the professional scene is that Aqua Force is incredibly powerful but very hard to use in high-level play, requiring precise timing and a very keen ability to read the board.
  • Knight Templar: The admiral believes the only way to bring eternal peace to Cray is by conquering it.
  • Making a Splash: As you'd expect from a clan named Aqua Force.
  • Shout-Out: In terms of the appearance of their humanoid units and their obession with justice, they appear to be based on the Marines from One Piece.
  • Theme Naming: After ships and vessels in the US Navy.

Navalgazer Dragon

Listen to the lament of the blue dragon, which even makes the oceans boil!

Tropes:

  • Attack! Attack! Attack!: His Limit Break allows him to stand your Aqua Force Rearguards when his attack hits.
  • Blade on a Stick: Wields some kind of harpoon.
  • Heroic Second Wind: With his Limit Break, if his attack hits, he can stand up two Aqua Force rear-guards. His retrained version in the V series can only stand one unit but doesn't need to hit and is not tied to Limit Break.
  • Making a Splash
  • Our Dragons Are Different: This one featuring a narwhal-like form, a massive finned tail, shoulder spikes, and massive fangs.
  • Pun: His name with regards to Japanese phonetics. It can also be translated as Naval Geyser, emphasizing the water theme, or Navel Gazer.
  • Spikes of Villainy: Perhaps the first indication of Aqua Force's true nature was Naval Gazer having massive spikes on his shoulders.
  • Took a Level in Badass: The original Navalgazer was Awesome, but Impractical due to its Limit Break skill needing to have both the cost paid in advance and the attack hitting a vanguard. The retrained version from the V series, on the other hand, was seen as being just as good, if not better, than the retrained Maelstrom.

Blue Storm Dragon, Maelstrom/Blue Storm Supreme Dragon, Glory Maelstrom/Blue Storm Karma Dragon, Maelstrom Я/Blue Storm Marshal Dragon, Admiral Maelstrom

Drain the chaos! Judgement Maelstrom!
This is the final judgment. Terminal Maelstrom!
Sink into the surging void! Reverse Maelstrom!
To ensure a peaceful voyage, we sail for the stormy seas.

Tropes:

  • Authority Equals Asskicking: He's a Vice Admiral of Aqua Force. Later promoted to Admiral.
  • Awesome Personnel Carrier: He can carry 'countless' numbers of troops into battle via the pods on his back.
  • Breath Weapon: Dark purple flames for Glory Maelstrom.
  • The Corruption:
  • Darker and Edgier: Compared to Maelstrom's relatively light coloration, Glory Maelstrom has darker scales, a dark violet face, and a much more horrific and monstrous appearance.
  • Dark Is Evil: Glory Maelstrom with his really dark purple scales.
  • For Great Justice
  • Four-Star Badass: The fact he's a dragon larger than a battleship might have something to do with it. But he's still a Vice Admiral.
  • Identical Stranger:
    • Played for laughs where players noticed how similar Glory Maelstrom's appearance is to of all things, Whiscash. Perhaps it's the whiskers/feelers...
    • Maelstrom Я to Arcade Hecarim. Here's a pic of it.
  • Knight Templar
  • Limit Break: Taken Up to Eleven by Glory Maelstrom, which is one of three Units to possess the Limit Break 5 skill, Ultimate Break.
  • Macross Missile Massacre: The original Maelstrom's attack as depicted in the anime.
  • Making a Splash
  • Morton's Fork: Maelstrom Я's Limit Break is pretty much this, your opponent either don't guard its attack and take 2 damage, or guard it and have 1 of their rear guards retired and lets the player draw a card.
  • Ninja Pirate Zombie Robot: Maelstrom Я is a Winged Centaur Robot Dragon.
  • Our Dragons Are Different
  • Super Mode: Glory Maelstrom
  • Took a Level in Badass:
    • Maelstrom was prone to being stonewalled by Perfect Guard Sentinel Units. And then he became Glory Maelstrom, whose Ultimate Break prevents such Units from even being called to protect against his attack.
    • Maelstrom Я takes it to another level, it still allows Perfect Guard Sentinel Units to be called but its Limit Break will go off if it is stonewalled.
  • Unblockable Attack: Glory Maelstrom was the first unit to feature a skill that prevents perfect guards from being used. Later, it gains support in the form of a critical trigger that prevents the opponent from calling Grade 0s to the guardian circle from the hand when boosting Maelstrom, literally creating an unblockable attack.
    • Now, combining the break ride incarnation of the original Maelstrom with Glory Maelstrom can produce the same result (The Breakride Skill stops Grade 0s, and Glory Maelstrom blocks all other grades).
  • Wave Motion Gun: Maelstrom Я uses one to attack.

Thundering Ripple, Genovious

For absolute justice! Arise, children of the blue dragon!
Stand up for what's right, soldiers! Order of Justice!

Tropes:

Blue Wave Dragon, Tetra Drive Dragon/Blue Storm Wave Dragon, Tetra Burst Dragon/Blue Wave Marshal Dragon, Tetra Boil Dragon

The raging stream of battle spirit right back at you! Go wild, Storm Driver!
Rage forth the twin-headed storm, Dual Storm Driver!
This is...... This is what Storm Driver is!

Tropes:

  • Badass Army: Its entire squadron, the Blue Wave Squadron.
  • BFG: The Dual H-Cannon mounted on its shoulder. Note that it was normally used as a shipboard artillery.
  • Catchphrase: "Adversity is the best occasion for advance"
  • Determinator: Its entire squadron will not back out even if they are forced to fight in a disadvantage situation.
  • Fan Nickname: A water type and 2 shoulder mounted cannons, it just took a minute for fans to nickname it "Blastoise."
    • After the morphology of Tetra Boil Dragon is released, it quickly earned the nickname of "Titanus"
  • Foreshadowing: In episode 94, Kyou stated that Leon's Vanguard, who has the Limit Break, can't stand anymore. Now Aqua Force gets their Vanguard that is able to restand itself.
  • Four-Star Badass: It's a Rear Admiral, only a rank below Maelstrom, who is the Vice Admiral.
  • Limit Break: As Tetra Drive.
  • Long Neck: Tetra Boil.
  • Heroic Second Wind: Its Limit Break allows it to stand again for another attack. Tetra Boil does the same thing, albeit with different costs.
  • Making a Splash: Is a Tear Dragon.
  • Meaningful Name: Its Limit Break allows you to do 4 drive checks, hence the name Tetra Drive.
  • Our Dragons Are Different: Like the other dragons in Aqua Force, he is a Tear Dragon.
  • Shoulder Cannon: Has two of them.
  • The Power of Friendship: Tetra Burst can perform legion with Blue Storm Marine General, Starrus.

One Who Supasses the Storm, Thavas/Storm Dominator, Commander Thavas

The hero, has overcome the raging destiny.
One who rules the storm, that is, the ruler of the naval battle.

Tropes:

  • Four-Star Badass: Thavas is a Rear Admiral like Tetra Drive, and is the first Aquaroid to hold such a rank. He eventually ascends to the position of Admiral.
  • The So-Called Coward: Because he refuses to fight on the frontlines, he has been branded a coward. However, he started gaining more respect after revealing a portion of his true power.
  • Super Prototype: Thavas is an experimental model of the 555th Generation of Aquaroid and his power supasses that of other Aquaroids.

Breaking Ripple, Militiades

The ripple roars out, and then it breaks.

Tropes:

Blue Wave Marshal, Valeos/Torrent of Determination, Valeos Revive

The "Absolute Justice" is none other than destruction by my master, Gyze.
Convert past sins into determination. Absolute justice will be restored.

Before the war between Gyze and Messiah known as "The Cataclysm", it was Valeos who founded the navy of justice, Aqua Force. Gyze demanded the surrender of Aqua Force, and Valeos went to challenge the Dragon Deity of Destruction alone, only to be defeated. As he fell, Valeos was struck by a revelation of the absolute nature of Gyze's existence, a revelation which shook him to the core and led him to swear his allegiance to the cause of the god of destruction. Dragging Aqua Force to Gyze's side with him, Valeos fought as a loyal Apostle until he was defeated by the original wielder of Blazing Sword, Fides. He and Aqua Force were sealed away by Messiah in the aftermath of "The Cataclysm".

While Aqua Force would later be unsealed, Valeos did not escape captivity alongside them. Without him, the navy took a different path from that which he intended, becoming defenders of Cray rather than servants of absolute destruction. However, Gastille eventually was able to free Valeos, who subjugated the special division "Blue Wave" with the aid of those soldiers who remained loyal to his ideal.

Tropes:

  • A Form You Are Comfortable With: Although Valeos' most familiar face is that of an Aquaroid, his true identity is the largest Tear Dragon in the history of Cray. He adopts the Aquaroid body simply because his true form causes massive collateral damage just by moving.
  • The Atoner: Valeos Revive's Flavor Text implies that he is Valeos from an alternate timeline where he came to regret siding with Gyze in the Cataclysm and resolved to put right his mistakes.
  • Exact Words: Valeos being the Admiral of Aqua Force seems like a Continuity Snarl, since Thavas was noted as the first Aquaroid to hold even the rank of Rear Admiral. However, Valeos isn't actually an Aquaroid, he just uses the body of one, and is in truth a Tear Dragon.
  • Face–Heel Turn: Valeos originally fought against Gyze, only to change sides when he realised the absoluteness of Gyze's nature.
  • Fallen Hero: Once the founder and greatest warrior of Aqua Force, Valeos became a villain whose ideal is for Gyze to annihilate everything.
  • Foreshadowing: Valeos' existence was foreshadowed as early as Set 9, as it was his power that Maelstrom tapped into to become Glory Maelstrom.
  • Knight Templar: As his Flavor Text indicates, he believes that the only absolute justice is to have Gyze destroy everything.
  • Our Dragons Are Different: The greatest Tear Dragon on Cray who prefers the form of an Aquaroid.
  • Our Founder: He was the original founder of the Aqua Force Clan.
  • Pretender Diss: Valeos considers the modern incarnation of Aqua Force to be nothing but a pale imitation of the armada he founded, mostly because under Maelstrom's command they no longer serve Gyze and instead protect Cray.

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Zoo

    Megacolony 
The insect mafia.

They forbid the opponent's Units from Standing on your opponent's next Stand Phase, reducing their options and offensive power.

Machining units originally had a similar playstyle to Pale Moon with the ability to call units from there. Later units gave the sub-clan the ability to stun rear-guards it originally lacked while keeping the original focus.

Megacolony's keyword is Dark Device: abilities which are active so long as your opponent has no standing units in the same column as the unit with Dark Device.

In the V-Series, they still have their paralysis mechanic but include power draining the opponent to make theirs easier to hit with. They are able to support their field through utility based calling and searching. Their disruptive abilities later extend to the opponent's deck as well with cards which force the opponent to send the top card of their deck to their drop zone and rewarding the player based on its grade, usually a grade 1 or higher. Their Imaginary Gift is Protect.

Clan-wide Tropes:

  • Big Creepy-Crawlies: Megacolony units are all insects and they are all bigger than a normal insect.
  • Demoted to Extra: Megacolony was already one of the lesser clans before the introduction of the Link Joker clan, whose "Lock" ability basically does the exact same thing as Megacolony but better. Word of God has stated that Megacolony will receive additional support in future expansions to compensate for this.
  • Took a Level in Badass: And they certainly did get support with the Infinite Rebirth expansion. Their Break Ride unit switches all of the opponent's Units (including the Vanguard) to Rest and prevents them from standing. This makes them the only clan that can lock down a Vanguard, at least if the opponent can't (or won't) Ride a new one during their next Ride Phase.
    • Newer cards even prevent the opponent from Riding a new Vanguard on their next Ride Phase. This locks out Stride as well, as Stride Units inherit the position (Stand or Rest) of the Heart.

Martial Arts Mutant, Master Beetle

Bow before my might! Gravity Aura!
I'll only fight those that can get back up, Gravity Aura!

Tropes:

  • BFS: His swords are huge.
  • Gravity Master: Possess an ability called Gravity Aura that increases gravity around those with weak hearts. It's apparently generated by his own fighting spirit.
  • Dual Wielding: His weapons are two swords attached to his forearms.

Unrivaled Blade Rogue, Cyclomatooth

Become the rust of my blade. With you as a stepping stone, I shall rise even higher.
You think you are special because you are a hero? You stink of mud too.

Tropes:

  • An Arm and a Leg: Lost both arms during his fight against the Link Joker squad. However, the mutations done to him by the syndicate seems to have given him new ones.
  • Badass: Took on a squad of Link Joker alone and manged to defeat them.
  • Dual Wielding: Uses two swords in combat.
  • Limit Break: The Megacolony's breakride unit.
  • Status Buff:
    • His original incarnation, as with every Breakride units, gives an additional 10000 power to the unit riding it.
    • His version in the reboot can increase his own power by 10000 with its first skill as wella s its own critical by 1 if a grade 1 or higher was sent to the drop zone with his ability. His second skill can increase the power of the unit that was rode over him if the opponent discards a grade 1 or higher unit.
  • Was Once a Man: He used to be a human but has been transformed by the Megacolony syndicate into an insectoid mutant.

Raging Spear Mutant Deity, Stun Beetle

Crawl. Such an unsightly form is perfect for you.

Tropes:

  • Badass: Single-handedly defeated Neo Nectar's defence line and managed to stand up against the combined forces of the Dimension Police and the knights of the Sanctuary.
  • Died Standing Up: His body remained standing on the ground even after his death.
  • Hoist by His Own Petard: Was killed by his own laser weapon exploding.
  • Mix-and-Match Critters: Stun Beetle is a mutant that was modified with genes from multiple species.

Evil Governor, Darkface Gredora/Guilty Empress, Darkface Gredora

For the prosperity of my precious children, I would even destroy the world.
I take care of my resplendent children. This is their favorite place too.
A troublesome child. Though that may be what's endearing.

Tropes:

  • The Atoner: As with Valeos Revive, the name and Flavor Text of Guilty Empress implies that she comes from a timeline where Gredora ultimately came to turn against Gyze for the sake of her children.
  • Epic Hail: Guilty Empress's second skill allows the player to call a Grade 3 unit from the deck.
  • 100% Adoration Rating: The only thing the lawless and egotistical Megacolony mutants can agree on is that the Queen is supreme: without her, they'd have destroyed each other ages ago.
  • God Save Us from the Queen!: Averted in regard to her subjects. Otherwise, played straight when it comes to her enemies.
  • Mana Drain: Her main ability turns cards in the opponent's damage zone face-down, restricting Counterblast, while Countercharging her own.
  • Spider People: Gredora has an humanoid upper body while her lower half is that of a spider.
  • Sole Survivor: With both Valeos and Gastille defeated for good, Gredora is the sole remaining member of the original three Apostles of Gyze.
  • Time Abyss: As one of the original Apostles of Gyze, she was present during the battle between Messiah and the latter which took place eons ago.

     Great Nature 
A university of highly intelligent animals.

They specialise in Explosive Overclocking of their own Units, granting incredible power boosts at the cost of being forced to retire those Units after battle.

Great Nature's keyword is Success: When your rear-guard reaches or exceeds a stated amount of Power, the unit with Success becomes successful until end of turn, which unlocks additional skills.

In the V-Series, the skills they utilize are based on what they drop from the top of the deck acquiring effects based on if said card was a Normal or Trigger unit, Trigger effects are obviously stronger to compensate the loss of the trigger. Their Imaginary Gift is Accel.

Clan-wide Tropes:

  • Civilized Animal: They have a university and some can be seen wearing clothes.
  • Explosive Overclocking: The clan's mechanic in a nutshell. They increase the power of their own units, but they are retired when the turn ends.
  • Intellectual Animal: Many of them are teachers or scientists.
  • Our Dragons Are Different: Great Nature features Wild Dragon which resemble other animals, such as wolves or felines, but with draconic traits.

Scientist Monkey, Rue

Filled with genius, filled with power! Mad medicine!

Tropes:

School Hunter, Leo-Pald/School Punisher, Leo-pald Я

Researchers run through the plains of knowledge hunting for the truth.
Yes, that "was" the ultimate truth. From now on, this is the truth!

Tropes:

  • Back from the Dead: His Limit Break can return one of your rear-guard to the field but only if it was sent to the Drop Zone during the end phase.
    • Leo-pald Я can do the same for two rear-guards.
  • The Corruption: Leo-Pald Я has been corrupted by Link Joker.
  • Limit Break: Leo-Pald and Leo-Pald &#1071 both have the ability.
  • Panthera Awesome: A leopard, to be exact.
  • Super Mode: School Punisher, Leo-Pald Я

Pencil Squire, Hammsuke/Pencil Knight, Hammsuke/Pencil Hero, Hammsuke

Battler of the Twin Brush, Polaris

Second Wind, let's show them the power that lies beyond the limits!

Tropes:

Omniscience Dragon, Managarmr

Omniscience, is to know the ignorance of eternity.

Tropes:

    Neo Nectar 
A clan of sentient plants. They are responsible for managing almost all of the planet Cray's food supply.

They focus on consistent field advantage, "planting" their own units back into the Deck in order to Superior Call more powerful ones. They also focus on calling copies of their own units and gain benefits from having multiple copies on the field.

The Musketeers sub-clan uses a different approach, retiring their own units and replacing them to fill before returning cards from the drop zone to the deck as a cost for their vanguard's skills.

Neo Nectar's keyword is Bloom: When you call a unit with the same name as a unit with Bloom, the Bloom ability activates.

In the V-Series, Neo Nectar units are supported by Plant Tokens (Grade 0, 5000 Power, 0 Shield, 1 Critical) that allows players to build their board without committing their hand mostly. Supporting cards not only strengthen these tokens, but can also use them as resources and as they are simply tokens, they are not put into any piled zone upon being removed from rear-guard. Their Imaginary Gift is Force.

Clan-wide Tropes:

  • Difficult, but Awesome: The deck in the G-Era, requires a lot of setup and awareness of the situation. In addition, the deck has a lot of difficulty dealing with decks who have hard control like Narukami and Link Joker. But with proper setup, control and foresight, your rear-guard units can reach astronomical levels.
  • Green Thumb: Neo Nectar units have control over the flora.
  • Me's a Crowd: One of their main mechanic is to copy their units.
  • Nature Spirit: The dryads are spirits born from plants with mana stored inside them.
  • Our Dragons Are Different: Neo Nectar's dragons are called forest dragons and comes into two types: the fairy dragons with insect-like wings, and the grass dragons with plant-like bodies.
  • Planimal: Some of Neo Nectar's fauna is part vegetal.
  • Plant Person: The bioroids, humanoid plants who were created through technology. Some of the dryads are also humanoid in appearance.

Knight of Harvest, Gene

Tropes:

  • Epic Hail: Can call two younger versions of himself from the Deck by returning himself to the deck.

Aroros Dragon, Ratoon/Arboros Dragon, Branch/Arboso Dragon, Timber/Arboros Dragon, Sephirot/Arboros Dragon, Ain Soph Ohr

Small as it may be, it's still a magic wand.
Dragons are the closest clan to the source of all magic.
A dragon of the forest will raise magic, nurture it, and spread it all over the world.
Descend, Flower Drift! Blessings on all living creatures!
Where there are lives, I am. Where I am, there are praises!

Tropes:

  • All-Loving Hero: He never hesitates to protect others, even being willing to sacrifice himself to save another.
  • Big Good: He is the guardian dragon for the whole nation of Zoo.
  • Genius Loci: He is practically an embodiment of Neo Nectar.
  • Green Thumb: His version in the reboot can create Plant tokens.
  • Guardian Entity: The guardian dragon which protects the sacred tree that lies at the center of Neo Nectar's territory.
  • Limit Break: The original version of Sephirot has the ability.
  • Meaningful Name: The Sephirot is a concept from Judaism, also commonly known as the Tree of Life. Ain Soph Ohr is also a Judaic concept referring to the pure light of God.
  • Our Dragons Are Different: A flower-dragon merged with a colossal tree, with a magical staff.
  • The Power of Friendship: Sephirot's Limit Break allows him to power up his allies, so long as there are two or more copies of each in play.

White Lily Musketeer, Cecilia/White Lily Musketeer Captain, Cecilia

Now, for the prayer of life! Blessed Reincarnation!
I present to you a bouquet…… of pure white lilies.
Dignity, Chastity, Purity, and Sweetness.

Tropes:

  • The Captain: Become the captain of the Musketeer in a possible future.
  • Dual Wielding: As the White lily Musketeer Captain, she dual wields rapiers.
  • Epic Hail: Has the ability to call oter units with her skills.
  • Foolish Sibling, Responsible Sibling: With her brother Hermann. Out of the two, she's the responsible one.
  • Future Badass: White Lily Musketeer Captain, Cecilia comes from the future.
  • Limit Break: Her original incarnation has the ability.
  • Magic Knight: In addition to her skill with swords and firearms, she is profficient in the use of magic.
  • Me's a Crowd: Her Limit Break can call up to two copy of herself from the deck.
  • The Musketeer: A Master swordswoman who is also skilled in the use of guns.
  • Really 700 Years Old: White Lily Musketeer Captain, Cecilia is over a millenia old.
  • Who Wants to Live Forever?: In the future where she became the captain of the Musketeer, she has been alive for over a Millenia and has lost many of her friends.

Ranunculus Flower Maiden, Ahsha/Dream-spinning Ranunculus, Ahsha/Ranunculus in Glorious Bloom, Ahsha/Ranunculus of Searing Heart, Ahsha/Ranunculus of Phantasmic Blue, Ahsha

And now, the future blooms.
If you continue spinning, the dream will never end.
The dream is now, in glorious bloom.
Turn your wistful emotions into the strength for tomorrow.
You gave me the assuring strength to pursue my dreams.

Tropes:

  • Blue Blood: Ahsha is descended from the first Bioroid, making her akin to nobility in Neo Nectar.
  • Epic Hail: Both of her cards have skills with the ability to call units.
  • The Power of Friendship:
    • Ahsha's skill grants all unit on the field 5000 Power for each other unit on the field that has the same name.
    • Dream-spinning Ranunculus, Ahsha increases the power of units in the front row by 5000 if there are three or more unit with the same name on the field.
  • Sinister Scythe: Ahsha's weapon is a scythe. Justified since Neo Nectar is a clan dedicated to algriculture.
  • Super Mode: In order to help Gavrail, Ahsha summoned and hosted her own future within herself though Stride Fusion, becoming Dream-spinning Ranunculus, Ahsha.

Other

     Touken Ranbu 
A special crossover clan featuring characters from Touken Ranbu, a game where you raise and train the handsome Anthropomorphic Personifications of historical Japanese swords.

They have two unique abilities: Shinken Hissatsu ("True Sword Finisher") gives their Vanguards and Rearguards additional skills when the player has three or more damage. Homare ("Glory") skills are incredibly powerful, but you can only activate one Homare skill per turn. They later gained a third ability called Nitou Kaigan ("Two-Sword Enlightenment"), which activates when a Touken Danshi - Uchigatana unit is or was boosted by a Touken Danshi - Wakizashi unit.

     Cray Elementals 
The Cray Elementals are primordial spirits that have existed on Planet Cray since the dawn of time, originally manifesting as formless concepts like "Energy" or "Magic". They have recently gained the ability to take on temporary physical forms by tapping into a mysterious power deep within the planet, responding to the wishes of those dwelling upon Planet Cray.

Cray Elementals belong to every Clan and Nation simultaneously, and can thus be included in any Deck without restriction. The majority of them are Grade 4 "G Units" (as opposed to "Normal Units"), which can only be brought to the field by using the "Stride" skill to summon them from the "G Zone" for one turn.

Giant Deity of Distant World, Valkerion

They will know. The absolute power of the great Astral Deity!

Tropes:

  • Celestial Body: His body has stars within, which is made more apparent in the anime.
  • Not the Intended Use: Valkerion is meant to be used in a Genesis deck as it's the only clan able to turn a rearguard circle into the Astral Plane which is the only way to call Valkerion. However, thanks to being a Cray Elemental, Valkerion can be used with other clans and has seen play in Gear Chronicle where it is used to increase the total grade count among their bound units required to use the ability of their Grade 4 units.
  • Up to Eleven: Valkerion is not only a Grade 5 unit but also has a printed base power of 70000.

     Messiah 
A powerful god of creation and positive emotions, Messiah is the Big Good of the Vanguard setting, embodying the antithesis of the Void and its master Gyze. In ancient times, Messiah waged war against Gyze in "The Cataclysm", calling countless warriors of light to its cause to fight against its enemy's Zeroth Dragons and Apostles. After a long and arduous struggle, Messiah was victorious, casting Gyze down and imprisoning it.

Messiah resurfaced in the form of Harmonics Messiah, which embraced the Link Joker soldiers who had been slain in the Great Star-vasion War and cleansed them of the influence of Void, taking them as newborn children of Cray as they reincarnated. As part of doing so, Messiah itself took form as Neon Messiah, who grew to become the leader of this new faction of Link Joker.

Tropes:

  • Big Good: Messiah is the representation of all that is good in the world.
  • Can't Live Without You: Due to their duality, Messiah and Gyze are linked in such a way that if one ceases to be, as Gyze does by performing its suicide attack, the other will slowly wither away.
  • CCG Importance Dissonance: Messiah received perhaps the most lackluster representation of any major lore figure in the setting, particularly given its divine nature: its original card, Harmonics Messiah, was a promo vanilla Stride whose only distinction was being the very first Stride card in the game.
  • Light Is Good: It's associated with light and is the purest embodiment of good in the setting.
  • Meaningful Name: The ultimate being of good in the setting is called "Messiah", reflecting its divine and benevolent nature.
  • Messianic Archetype: In more than name, its Harmonics Messiah incarnation was the first card in the game to belong to all Clans and Nations, and it implicitly forged alliances between many different groups during the Cataclysm.
  • Our Dragons Are Different: It possesses a draconic appearance.
  • You Gotta Have Green Hair: Is shown to have long green hair.

    Void 
A mysterious dark force that acts as the Big Bad to Cray, and by extension, the series itself. Void is described as "the power of nothingness": a nihilistic force that spreads across the universe without cause or consciousness, robbing the planets it conquers of life and light. The "Link Joker" clan and their "Lock" ability are said to be physical manifestations of Void.

A being infected with the power of Void is granted incredible strength: unleashing their repressed desires, granting supernatural powers (such as telekinesis) and enhancing their existing abilities. This property of Void would later be refined into a process known as "Reverse", which does not grant additional powers but completely twists a victim's personality into one that unquestioningly follows the will of Void.

Tropes:

    Gyze and the Zeroth Dragons 

Dragon Deity of Destruction, Gyze

The world will be silenced.
The Deity of Destruction who once ruled over Cray until he was defeated by his rival Messiah, the Deity of Creation and sealed away.

Tropes:

  • Awesome, but Impractical: To even play Gyze, you need to have scored 5 triggers throughout the entire fight, and used his skill as Neon Gyze to bind 5 Zeroth Dragons from the G-Zone. His base form as Neon Gyze is also lacking Forerunner and does not increase any of your unit's power with triggers while face-up in the G-Zone, so you'll suffer defensively and offensively until it's time to play Gyze without a deck dedicated entirely to it. But if you get him out, he's a 30k power Vanguard that no normal deck would be able to even SCRATCH, is immune to almost all card effects along with the Zeroth Dragons, protects the rear-guards by making them unable to be attacked, and can give the opponent one turn before they lose.
  • Badass Creed: A recurring line spoken by his Apostles and Gyze himself while Diffriding Kazuma is "The world will be silenced!", a perfect description of Gyze's ultimate end.
  • Bright Is Not Good: In his true form, Gyze is a pure white mecha-dragon, but it's a god of destruction which seeks to annihilate everything.
  • Evil Counterpart: To Messiah, being the god of negative emotion and destruction to its positive emotion and creation. It's taken further by their card incarnations, with both possessing a "Neon" starter Vanguard form.
  • Foreshadowing: The teaser text given for Gyze's card incarnation was "Overturning the common sense of Vanguard". One of Gyze's defining features is that he's a double-sided card that turns over from Neon Gyze to Dragon Deity of Destruction, Gyze.
  • God of Evil: He is the god of negative thoughts and destruction who opposes Messiah.
  • Greater-Scope Villain: His actions, and by extension, his minions are responsible for all the troubles Cray and Earth are going though.
  • Instant-Win Condition: When your turn starts, he automatically deals one damage to the opponent for every Zeroth Dragon rear-guard you have. Not enough to end the game unconditionally but damn well close enough.
  • Omnicidal Maniac: Right there in his name and in the recurring Badass Creed spoken by his Apostles. If released, Gyze would begin to destroy all things in existence, as he did by creating the Zeroth Dragons in ancient times.
  • Taking You with Me: Attempts to pull this on the verge of defeat. It doesn't work.
  • Sealed Evil in a Can: After he was defeated in the Cataclysm, Messiah sealed him away.
  • World of Silence: If left unchecked, Gyze would eradicate all life to leave only a silent world.

Zeroth Dragons

"Devour my future and manifest!"
Six powerful dragons created when Gyze drove the "Dragon Bone of Destruction" into lands abundant with spirits. The spirits coalesced and became the Zeroth Dragons, Gyze's mightiest servants, who defeated and slew countless warriors of light. However, they were in turn defeated by the forces of Messiah, who sealed them away with Gyze.

Each Zeroth Dragon embodies a Nation and can be called upon by any Clan within that Nation, counting as belonging to all such Clans. They are summoned by Ultimate Stride, requiring the player to discard a card with the same name as their vanguard while at Generation Break 3 or greater. They possess incredible power but come with an equally incredible drawback: when they return to the G Zone at the end of the turn, they exclude themselves and every card in the player's G Zone from the game, completely sealing Strides, G-Guardians and Generation Break for the remainder of the fight.

Tropes:

  • All Your Powers Combined: The skills of the Zeroth Dragons combine elements of the playstyles from the clans of the respective nations. Apart from Dust: none of its skills use the soul in any way, a trademark tactic of Dark Zone.
    • Megiddo calls units from the hand (Bermuda Triangle) and drop zone (Granblue), and gives them the ability to switch places with another rear-guard after attacking (Aqua Force).
    • Drachma retires all of your opponent's units (Kagero and Narukami), binds the retired cards (Narukami and Nubatama) and forces your opponent to discard cards from their hand (Nubatama).
    • Zoa's ability to set a unit's Power to 99999 is inspired by the high-power rear-guard tactics of Neo Nectar and Great Nature.
    • Stark's ability to attack multiple times without resting combines the restanding style of Nova Grapplers with the high-power Vanguard tactics of Dimension Police.
    • Ultima calls cards from the deck (a combination of all three Paladin clans) and stacks cards on top of the deck (Oracle Think Tank and Genesis).
  • Death-or-Glory Attack:
    • A Generation Break deck that includes its Nation's Zeroth Dragon has this in mind: either the dragon's power will win them the game that turn, or they will lose their Strides, G-Guardians and Generation Break, condemning them to near-certain defeat.
    • In the anime it's even worse, if you actually lose, all of your stride cards burn to ash, literally representing destroying your future.
  • Detonation Moon: Zeroth Dragon of Destroy Star, Stark was powerful enough to destroy one of Cray's satellites when it fully unleashed its firepower.
  • The Dreaded: As Gyze's greatest servants, the Zeroth Dragons are hated and feared for the terrible devastation they caused. Zoa's lore mentions a custom in Zoo where wooden idols of it are burnt in gratitude towards the ancestors.
  • Elemental Embodiment: Each embodies an element befitting the nation they were born of: Distant Sea, Inferno, Death Garden, End of the World, Destroy Star, and Zenith Peak.
  • Evil Counterpart: Like Harmonics Messiah and Cray Elementals, they serve as generic support cards available to multiple clans.
  • Hero Killer: In their time, the Zeroth Dragons slew many brave warriors who opposed them. Ultima in particular was only defeated by the sacrifice of a brave warrior.
  • Light Is Not Good: Zeroth Dragon of Zenith Peak, Ultima embodies the United Sanctuary nation and thus the power of light, but is as much a servant of Gyze as its brethren. Its lore mentions the residents of the Sanctuary mistaking it for a guardian dragon up until it started killing them.
  • One-Hit Kill: Zeroth Dragon of Death Garden, Zoa can call a unit from your hand, set it's power to 99999 and you win if they deal even one damage.
  • Only Known by Their Nickname: Most historical records use the titles of the Zeroth Dragons (Distant Sea, Inferno, etc) rather than their individual names (Megiddo, Drachma, etc), as the former were the names given to them by Messiah's forces who wrote the records.
  • Person of Mass Destruction: Each dragon is effectively a superweapon with a tremendous amount of power. Drachma burnt half of Dragon Empire to the ground single-handedly, and it's rumoured that Megiddo flooded Magallanica by destroying mountain ranges with a sweep of its tail.
  • Power at a Price: The Zeroth Dragons effectively have the power of a Generation Break 8 card at half the requirement, but in turn have a stricter Stride cost (which also prevents the use of free Stride skills like Dragheart, Luard's Ritual) and the far more crippling drawback of removing their player's ability to use Strides, G-Guardians and Generation Break if they don't win that turn.
  • Red Baron: Their individual titles (Inferno, Distant Sea etc) were given to them by Messiah's forces, who didn't know the actual names of the Zeroth Dragons.
  • Sealed Evil in a Can: The six were sealed away by Messiah when Gyze was defeated, with the lore hinting that they were sealed away on Earth due to Cray being so devastated by Gyze that it could not contain them.
  • Shrouded in Myth: Because of the sheer power of the Zeroth Dragons and the ages that passed since the Cataclysm, there are many rumors about them, with Megiddo in particular having no solid record of its defeat and thus theories about what became of it.
  • Sigil Spam: Each Zeroth Dragon has Gyze's six-pointed star mark somewhere on their body.
  • Walking Wasteland: Zeroth Dragon of Death Garden, Zoa absorbed the most spirits of any Zeroth Dragon and continued to do so even after its birth, to the point that it almost left Zoo as a lifeless wasteland by devouring all of its spirits.

    Progenitor Dragons 
Six Dragons G-Units who, like the Zeroth Dragons before them, belong to each nations of cray instead of a specific clans. Unlike normal stride units, they require the player to discard a card with the same name as their vanguard as the cost for stride, similarly to Ultimate Stride. Each of them has a continuous abilty which prevents them from being turned face-up by effects but in exchange allow the player to stride without paying the cost once they're face-up in the G Zone.

Tropes:

  • Foil: To the Zeroth Dragons. The latter are meant to be played as finishers and will lock you out of using your G-Zone for the rest of the game after the turn in which whereas the Progenitors are utility cards which allow the player to stride without paying the cost while they're face-up in the G Zone, encouraging them the player to use them as soon as possible.
    • Megaloma, the Progenitor Dragon of Zoo, has the ability to prevent the player from losing which is the opposite of Zoa's own ability to grant a rearguard the ability to instantly win the game if its attack hits.
  • Loophole Abuse: Averted in that the Progenitor Dragons cannot be turned face-up in the G Zone through effects, so the player has to stride them them first in order to benefit from their skills which makes all further use of Stride free. However, said skill can be applied to other copies of themselves since, in spite of the cost, they have Stride rather than Ultimate Stride.
  • No-Sell: Megaloma is the first unit in Vanguard with the ability to prevent a player from losing the game.
  • Our Dragons Are Different: Each of the Progenitor Dragon is of a different type of dragon and as such have varied appearances, from the whale-like Balanerena to the alien-looking Origorem.
  • Person of Mass Destruction: Gilgal's skill gives it the ability to battle all of the opponent's units at once, allowing him to potentially wipe the opponent's entire field.
  • Status Ailment: Origorem's skill makes the power of all of the opponent's units become zero until the end of the turn.
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