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Characters from the Yu-Gi-Oh! card game, sorted alphabetically from A to B.


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    @Ignister / A.I. 
https://static.tvtropes.org/pmwiki/pub/images/untitled_297.png
The Arrival @Ignister, the penultimate boss
@Ignister is an archetype of Cyberse-Type monsters with various Attributes used by Ai in Yu-Gi-Oh! VRAINS. The archetype is generally oriented towards a control and beatdown strategy, with a focus in either generating more advantage for the controller or using card effects to remove opposing cards. This then creates an opening for the controller to hit the opponent for massive damage. The archetype can also notably make use of a variety of Special Summoning methods to increase its flexibility, with its boss monsters consisting of Ritual, Fusion, Synchro, Xyz, and Link Monsters. The archetype is supported by the A.I. archetype, a series of Spell and Trap Cards whose artworks feature Ai himself.

Tropes associated with the @Ignisters:

  • Achilles' Heel: The archetype is heavily reliant on the Field Spell Card Ignister A.I.Land to initiate most of its plays. Rendering it unreachable to the controller is a quick and easy way to slow down an @Ignister deck.
  • All Your Powers Combined: The Arrival was designed to be this for the six Ignis, being formed by Ai using the six @Ignister boss monsters as Link Materials.
  • BFS: Gussari wields one that is as long as it is tall.
  • Blob Monster: The archetype's Main Deck monsters are all amorphous brightly colored blobs.
  • Brought Down to Normal: If a monster is Special Summoned to a zone that Dark Templar points to, its effect allows its controller to Special Summon as many Level 4 or lower @Ignister monsters to zones it points to. However, those Summoned monsters have their effects negated.
  • Cool Hat: Pikari sports one of these.
  • Crouching Moron, Hidden Badass: The @Ignister Main Deck monsters and the A.I. cards have a silly and unassuming aesthetic, just like their user in the anime. But in the hands of a competent player, these cards can very easily accumulate advantage and bring out several @Ignister boss monsters in a single turn, which can then collectively devastate an established board.
  • Enemy Summoner: Several of the archetype's monsters can bring out other monsters onto the field. Given that the archetype goes through several monsters to place its boss monsters on the field, this was likely a necessity for its strategy.
    • If Bururu is used as a Synchro Material and sent to the Graveyard, its controller can Special Summon one other monster that was used as a Synchro Material in that Synchro Summon from the Graveyard.
    • If a monster is Special Summoned to a zone Dark Templar points to, its controller can Special Summon as many Level 4 or lower @Ignister monsters from their Graveyard to zones Dark Templar points to as possible, but their effects are negated. Additionally, if Dark Templar destroys a monster by battle, the controller can Special Summon a Cyberse-Type monster from their Graveyard.
    • If Earth Golem is destroyed by battle, its controller can Special Summon a different Cyberse-Type monster from their Graveyard.
    • If another Cyberse-Type monster inflicts battle damage to the opponent, Light Dragon's effect allows its controller to Special Summon a Link Monster from their Graveyard.
    • The Arrival has an effect in which its controller can destroy another monster on the field, then Special Summon an @Ignister Token to their zone The Arrival points to.
  • Evil Knockoff: Given that the archetype is used by Ai as an antagonist, Dark Templar and Linguriboh are this to Yusaku's Decode Talker and Linkuriboh by default.
  • Exactly What It Says on the Tin: The names of the archetype's boss monsters are this, simply consisting of the monster's Attribute and what sort of creature it is.
  • Expy:
    • The archetype is this to the Code Talker archetype, as both have boss monsters with 2300 ATK that encompass all six Attributes. This is likely deliberate as its user, Ai, was the Ignis based on Playmaker, the user of the Code Talker monsters.
    • The archetype is also this to the D/D archetype, as they both share a focus on swarming the field with monsters to use as materials for Extra Deck monsters and then reviving them to do so repeatedly in a single turn. Both archetypes also employ multiple Summoning methods.
  • Fusion Dance:
    • Earth Golem is a Fusion Monster that uses a Cyberse-Type monster and a Link Monster as Fusion Materials.
    • The Arrival is thematically meant to be a combination of the six @Ignister boss monsters, and Ai uses all of them as Link Materials to Link Summon it.
  • Golem: As its name and appearance suggests, Earth Golem is this. Bonus points for it also being EARTH Attribute, alluding to its mythological basis being traditionally made from clay.
  • Homage: Each @Ignister boss monster is meant to be one to the Ignis of the corresponding Attribute as it, based on Ai's memories of the Ignis as they were in life.
  • Mythology Gag: Danmari @Ignister's appearance references Ai's "monster form" in Episode 12 of the anime when he eats data.
  • Nerf:
    • Donyoribo's effect that responds to cards or effects that inflict damage was weakened from its anime depiction when the card was released in the OCG. To wit, while the anime version of the effect could be activated in response to any card or effect that could inflict damage to any player, the OCG effect was limited to only @Ignister monster effects and A.I. Spell and Trap effects that damage the controller's opponent. Additionally, while the anime effect could reduce the damage inflicted to 0 or double said damage, the OCG effect could only do the latter.
    • The anime version of The Arrival @Ignister gains 1000 attack points for each card on the field and protects an effect monster once per turn. The real-life version of the card loses both effects, which makes its ability to generate a token less effective.
  • No-Sell:
    • If Earth Golem is Fusion Summoned, its controller takes no damage for the rest of the turn. A player can exploit this by Fusion Summoning it using a card that can be activated on the opponent's turn, such as Super Polymerization, this can easily stop an opponent's attempt to OTK the controller, enabling them to survive for at least another turn.
    • The Arrival Cyberse @Ignister is unaffected by card effects that are not its own.
    • Gatchiri makes all of its controller's Cyberse monsters immune to destruction by the opponent's card effects once each turn. Additionally, if it leaves the field, the controller can target a monster they control, with said target becoming immune to the opponent's card effects that turn.
  • Person of Mass Destruction: Light Dragon has an effect that destroys face-up monsters the opponent controls, up to the number of @Ignister monsters the controller controls, while Wind Pegasus does the same with the opponent's Spell and Trap Cards. If the controller controls enough @Ignister monsters, these effects can very easily devastate the opponent's field.
  • The Phoenix: As its name and appearance suggest, Fire Phoenix is this. Its effect also evokes this, as if it was Link Summoned, then destroyed and sent to the Graveyard, it can Special Summon itself during the controller's next Standby Phase.
  • Shield-Bearing Mook: Gatchiri is one of these, wielding a shield about the same size as its own body. True to its appearance, it has 3000 DEF, protects each of the controller's Cyberse monsters from being destroyed by card effects once per turn, and if it leaves the field, grants one of the controller's monsters immunity to the opponent's card effects during that turn.
  • Sixth Ranger: Linguriboh is not an @Ignister monster itself, but supports the archetype nonetheless. Linguriboh is also this to the Kuriboh archetype, as it is an Evil Knockoff of Linkuriboh, but once again, not actually part of the archetype in question.
  • Taking You with Me: If Fire Phoenix is destroyed by a card effect, its controller can destroy one of the opponent's monsters in turn.
  • There Can Only Be One: A player can only control one The Arrival.
  • Up to Eleven: The Arrival is the first, and to date, only Link-6 monster in the game.
  • Weak, but Skilled: The archetype's boss monsters all have 2300 ATK, which is considered to be below average when compared to other monsters of the same card types in the same Level, Rank, or Link Rating range. However, they all possess potent effects that are designed to significantly augment the controller's field presence, either through Special Summoning more monsters or removing opposing cards. The archetype is thus quite adept at breaking established boards or recurring lost advantage.
  • Written Sound Effect: The names of the archetype's Main Deck monsters are all onomatopoeia for a trait commonly associated with their respective Attributes.

Tropes associated with the A.I. cards:

  • Drop the Hammer: TA.I. Strike's artwork depicts Ai doing this.
  • Egopolis: The archetype's Field Spell, Ignister A.I.Land, is an amusement park named after Ai and shaped like his head.
  • Evil Knockoff: Like the @Ignister archetype, Ai based the A.I cards on the Cynet archetype. Two card names (A.I.'s Ritual and A.I. Love Fusion) even reference card names from the latter (Cynet Ritual and Cynet Fusion).
  • Fusion Dance: The archetype's Fusion Spell Card, A.I. Love Fusion, can Fusion Summon any Cyberse-Type Fusion Monster, using monsters from the controller's hand or field as Fusion Materials. However, if the controller uses an @Ignister monster as a material for that Fusion Summon, they can also use a Link Monster the opponent controls as a material.
  • Heads I Win, Tails You Lose: In most cases, activating TA.I. Strike during a battle would cause a Mutual Kill and both players to take damage equal to their monster's original ATK. However, if the controller's battling monster is an @Ignister monster, they can banish TA.I. Strike to keep their own monster from being destroyed and causing the opponent to solely take damage.
  • Iaijutsu Practitioner: The artwork of the anime-only TA.I.med Technique depicts Ai dressed as one of these, and performing the characteristic sword strike.
  • Literal Cliffhanger: The artwork of A.I.dle Reborn suggests that Ai is in this predicament, as it depicts his hand clinging onto a rocky ledge.
  • Loophole Abuse: A player can only activate one TA.I. Strike per turn. However, its effect that protects the controller's @Ignister monster from being destroyed by battle is worded in such a way that it does not activate and is thus not affected by this restriction. In a single turn, a player could therefore activate TA.I. Strike in response to their @Ignister monster battling, and then banish it to keep said monster from being destroyed and being damaged by T.A.I. Strike's effect.
  • Mutual Kill: TA.I. Strike's first effect is meant to evoke this trope, as it can be activated during damage calculation, if a monster the controller controls battles an opponent's monster, and causes the controller's monster's ATK to become the same as the ATK of the opposing battling monster. Additionally, the controller of a monster that was destroyed by that battle takes damage equal to their destroyed monster's original ATK. On paper, this would typically result in both monsters destroying each other by battle, and both players taking damage. However, if the controller's battling monster is an @Ignister monster, TA.I. Strike's second effect can avert this trope, as it can be banished from the Graveyard to prevent said monster from being destroyed by battle. This means that the controller can activate TA.I. Strike in response to a battle involving their @Ignister monster being initiated, then banish the card to keep their monster from being destroyed. Thus, the opponent is the only player whose monster is destroyed and who takes damage.
  • My Brain Is Big: A.I.Q. depicts Ai this way. Considering the sort of character Ai is though, it's more likely a boast than an actual reflection of his intelligence.
  • Mythology Gag:
    • TA.I. Strike's effect to protect its controller's @Ignister monsters from being destroyed by battle was added to the card when it was released in the OCG and was not present on its anime incarnation. This effect is a reference to the way Ai usually used the card in the anime, as he would activate it in response to Dark Templar battling another monster, and then use this card to change Dark Templar's ATK to that of the opposing battling monster. Because the anime incarnation of Dark Templar had an effect that prevented it from being destroyed by battle if it battled a monster with the same ATK as it, this meant that only the opponent's monster was destroyed, and only the opponent would be damaged by TA.I. Strike's effect. Dark Templar would lose the aforementioned effect when released in the OCG, necessitating it to be transferred, in a sense, to TA.I. Strike to enable players to functionally achieve the same thing as Ai did.
    • The card artwork on RA.I.Te of Battle depicts the final fight between Playmaker and Ai in the anime, but Ai's Ignis form is shown rather than his humanoid appearance. He's also holding Dark Templar's sword, which is the monster he uses to clash against Playmaker's Decode Talker.
    • The artwork in When A.I. First Met You has Ai standing on a duel disk in the same position when he recovers his body in Episode 12 of the anime. The name also references his first meeting with Yusaku with his Ignis body.
  • Nerf: In the anime, A.I. Contact's effect allowed its controller to target a Field Spell Card in their Field Zone, then return a Field Spell Card of the same name from their hand to their Deck, then draw three cards. The card's OCG counterpart only works if the controller has Ignister A.I.Land in their Field Zone, and the controller must return another copy of Ignister A.I.Land from their hand to their Deck.
  • Punny Name: All of them have names that are puns on a phrase with Ai's name spliced in there somewhere. English translations render his name as "A.I.", further adding a pun on the acronym for "artificial intelligence".
  • Taking the Bullet: A.I. Shadow boosts the ATK of a targeted @Ignister monster the controller controls by 800 ATK, and forces all opposing monsters to attack it if they can.

    Abhyss 
https://static.tvtropes.org/pmwiki/pub/images/abhyss_boss.png
From the murky depths they come...

The Abhyss, known as Meikai in the OCG, are an archetype of LIGHT and DARK Reptile monsters, based on primordial forces and deities from Egyptian Mythology. They specialize in Special Summoning from the Graveyard and Tributing monsters to bring out their higher forms, featuring stronger and more disruptive effects on their stronger members, with their boss capable of annihilating all monsters on the field that weren't summoned from the Graveyard.


Tropes associated with the Abhyss:

  • Back from the Dead: Their specialty. No matter how many times you bring them down, Abhyss monsters will just summon themselves from the Graveyard again. As such, Snake Rain is a phenomenal enabler for this deck by letting them dump half their monster lineup to be summoned immediately.
  • Equivalent Exchange: Unusually, many of their monsters feature effects that benefit both your opponent and yourself; Phlogi trades a monster the opponent controls for another, stronger monster from their GY, while Zoha lets your opponent draw a card in exchange for letting you search an Abhyss monster before making both players send a card from their hand to the GY, and Curse and Aleth both let your opponent get monsters back if they Special Summon themselves. Fortunately, this also nicely sets up the abilities of Aron and Amunesia, which trigger when the opponent adds cards to their hand or field.
  • Evolutionary Levels: As their monsters get stronger, their appearance becomes more complex. Null and Nihil, their most basic members, resemble ordinary snakes in body shape, while the stronger monsters become more and more humanoid while Ogdoabyss is a giant serpent with black angel wings.
  • Gold and White Are Divine: The Abhyss monsters are covered in various bits of gold and white armor, and are based on parts of the Egyptian pantheon.
  • Person of Mass Destruction: Ogdoabyss can instantly remove every monster on the field that wasn't Special Summoned from the Graveyard once while it's faceup on the field. Given that you'll be doing nothing but summoning from the Graveyard most of the time, this is obviously much more disruptive to opponents.
  • Snake People: Their stronger members have both reptilian and humanoid traits.
  • Yin-Yang Bomb: The archetype features both LIGHT and DARK monsters, appropriately for a series based on the primordial chaos of Egyptian myth.

    Abyss Actors 
https://static.tvtropes.org/pmwiki/pub/images/abyssactorscurtaincall_lod2_en_vg_artwork.jpg
The Abyss Actors participating in curtain call at the end of a show.

Abyss Actors, known as Demon World Troupe (魔界劇団, Makai Gekidan) in the OCG, are an archetype of DARK Fiend-Type Pendulum Monsters representing a troupe of performing artists. Their playstyle revolves around manipulating the ATK of monsters on the field as well as making use of the Abyss Scripts, Spell Cards that give Abyss Actors or the player controlling them advantage while punishing the opponent for destroying them. They are used by Shingo/Sylvio Sawatari in Yu-Gi-Oh! ARC-V.


Tropes associated with the Abyss Actors:

  • Anti-Magic: Superstar prevents the opponent from activating any Spell/Trap or their effects when normal or Special Summoned.
  • Composite Character: This archetype can be seen as one of the Performapal and D/D archetype. Like both of them, it uses Pendulum Summon and shares with the former an entertainment aesthetic as well as similar effects such as ATK manipulation. On the other hand, the Abyss Actors' type and Attribute is the same as the majority of the D/D monsters and they both have a connection to another archetype, Abyss Scripts and Dark Contract respectively, made up entirely, or partially of Spell Cards.
  • Death Activated Super Power: As with the Abyss Scripts, destroying Sassy Rookie, Leading Lady, or Wild Hope causes their effects to activate.
  • Hoist by Their Own Petard: Usually, destroying the opponent's set Spell/Trap Cards before they can activate them is a good thing... unless said opponent is playing Abyss Actors, in which case those set cards might be Abyss Scripts which all have an effect that activates when destroyed by an opponent's effect. This is also true with Abyss Prop - Wild Wagon, which has similar effects, and especially with their Field Spell, Abyss Playhouse - Fantastic Theater, which can alter your opponent's first activated monster effect and force it to destroy a Set Spell/Trap on the field—like an Abyss Script.
  • Lethal Joke Character: Comic Relief's monster effect gives itself to your opponent during your Standby Phase, potentially earning them a decent 2000 DEF wall—except that any change in control also forces the original owner (you) to destroy 1 of their own Set Abyss Scripts once every turn, thus triggering their aforementioned secondary effects. As if that wasn't enough, its Pendulum Effect can let you switch control of one of your monsters with one belonging to your opponent once every turn—which can include another Comic Relief—before self-destructing, and possibly Pendulum Summoning it right back to your field.
  • Nigh-Invulnerable:
    • Sassy Rookie can protect himself from any type of destruction, but only once each turn.
    • Abyss Prop - Wild Wagon protects all Abyss Actors from destruction by battle, once each turn.
  • No-Sell: Abyss Prop - Wild Wagon can make an Abyss Actor immune to targeting effects.
  • Our Demons Are Different: A troupe of performing fiends.
  • Status Ailment: Evil Heel and Leading Lady both have the ability to decrease the ATK of opposing monsters.
  • Status Buff: Whether he's in a Monster or Pendulum Zone, Funky Comedian has an effect that lets him increase his own ATK and/or that of his fellows Abyss Actors. The monster effects of Wild Hope, Mellow Madonna, and Curtain Raiser allow them to increase their own ATK as well.
  • Take Me Instead: If an Abyss Monster the controller controls would be destroyed, they can use Sassy Rookie's Pendulum Effect to destroy it instead.

    Adamancipator 
https://static.tvtropes.org/pmwiki/pub/images/adamancipatorfriends_ow.png

Adamancipator, known as Adamassiah in the OCG, is an archetype of Rock monsters introduced in Secret Slayers. It focuses on excavating cards from the Deck to activate their effects. They are divided into three distinct groups: their Tuners, all three of which are EARTH-Attribute; the Crystals, which are each Level 4 with 0 ATK and 2200 DEF; and the Risen, the Synchro evolutions of the Crystals.

Used by Des in Chapters 10 & 11 of Yu-Gi-Oh! OCG Structures.


Tropes associated with the Adamancipators:

  • Adventurer Archaeologist: The names of the first three Tuners (Analyzer, Researcher, and Seeker) implies this trope.
  • Anti-Magic: Dragite's Synchro evolution can negate and destroy a Spell or Trap once every turn if a WATER monster is in your Graveyard.
  • Color-Coded for Your Convenience: The Crystals, and the Risen by proxy, are each made of a different color crystal that lines up with their Attribute.
  • Crystal Prison: The Crystals appear to be the Risen sealed in, well, crystals. It is ostensibly the goal of the Tuner monsters to discover and awaken these creatures, and then bond with them, as demonstrated on the artwork of the Synchro Monsters.
  • Dragon Rider: The artwork of Adamancipator Risen - Dragite depicts Analyzer riding a dragon-like creature comprised of blue crystals.
  • Dub Name Change: Adamassiah was translated to Adamancipator, presumably to avoid any direct reference to religion.
  • Early-Bird Cameo: Adamancipator Laputite was the setting for the artworks of Dwimmered Path and Dwimmered Glimmer, both of which were revealed some time before the Adamancipators.
  • Fusion Dance: Although the archetype is not Fusion-based, each of the archetype's Synchro Monsters is visually a combination of one of the Tuner monsters and the Crystals monster with the same Attribute.
  • Gameplay and Story Integration: Each of the Risen has a Level that is the sum of the Levels of the Tuner depicted in its artwork, and the Crystal with the same Attribute. It is thus possible to Synchro Summon them using the depicted Tuner and the corresponding Crystal. In fact, this is encouraged, as each Risen has an effect that can only be used if the controller has a monster with the same Attribute in their Graveyard.
  • Modesty Shorts: It's hard to see in her artwork, but Researcher wears black shorts underneath her dress.
  • Rock Monster: All of them are Rock-Type.
  • Rule of Three: The archetype has three subgroups, each of whom have three members. Two of these subgroups, Crystal and Risen, have members that span three different Attributes.
  • Status Buff: Laputite gives friendly Rock monsters an extra 500 ATK/DEF.
  • Stealth Pun: The theme of Adamancipator involves their Tuners excavating the Deck for any Level 4 or lower Rock Monster, meaning playing this archetype turns the Deck into a mine or a dig site.

    The Agents 

https://static.tvtropes.org/pmwiki/pub/images/theagentofcreationvenus_tf04_jp_vg.png
The Agent of Creation - Venus

The Agents are a series of angels (Fairy-Type Monsters) that hail from the Sanctuary in the Sky. They are named after planetary bodies, their leader is Master Hyperion.

Both versions of their strategy requires the Sanctuary in the Sky field spell. Initially their strategy revolved around life points and the manipulation thereof, with Mars and Jupiter being the big damage dealers. A host of new support came through during Lost Sanctuary, and now the archetype is based primarily on banishing and un-banishing FAIRY monsters to remove opponents' cards and get Master Hyperion out on the field as quickly as possible...so you can start banishing more monsters.


Tropes associated with the Agents of Heaven:

  • Amazing Technicolor Population: Mercury has green skin, Earth, purple, Mars, red, Saturn, purple, and Uranus, grayish-black.
  • The Grim Reaper: The Agent of Entropy - Uranus is the first "The Agent" monster whose name does not accurately depict what it is named after (in this case, the Greek god of the sky has no correlation with "Death").
  • Holy Hand Grenade: The Agent of Judgment - Saturn's effect to inflict damage to your opponent.
  • Homage: The Agents (and Hyperion) are based on their respective spheres from Paradiso (e.g. Mars is the Agent of Fortitude). However, there is no "Moon" agent note  and Hyperion (representing the sphere of the Sun) seems to indicate a heliocentric solar system, which the Divine Comedy does not feature.
  • Meaningful Name: Hyperion is the name of the sun titan, fitting to the fact that the agents are named after planets.
  • Sadly Mythtaken: Ironically, Mercury is not the Roman God of Wisdom; rather, Mercury is the messenger of the gods. Minerva is the actual Roman goddess of wisdom. However, the Romans associated Mercury with Thoth, the Egyptian god of wisdom, whom this card is most likely based on.
  • Status Buff:
  • Theme Naming: The Agent of - <Classical Mythology God name>.
  • Winged Humanoid: As angels/fairies, all the Agents possess wings.
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    Aliens 
https://static.tvtropes.org/pmwiki/pub/images/rsz_alienoverlord.png
Resistance is futile.

Aliens are a series of Reptile-Type Monsters that rely on distributing "A-Counters" on monsters to activate their effects, many of which allow them to seize control of enemy monsters or lower their stats. Their ace monsters are Cosmic Horror Gangi'el and Cosmic Fortress Gol'gar.


Tropes associated with the Aliens:

  • Aliens Are Bastards: They're depicted as powerful warriors or intelligent scientists aiming to spread The Virus.
  • Amazing Technicolor Battlefield: Otherworld - The "A" Zone is a swirling vortex of several bright colors.
  • Attack of the 50-Foot Whatever: The perspective makes Interplanetary Invader "A" out to be this.
  • BFS: Alien Shocktrooper's hand-blade.
  • Bishōnen Line: A variation. They gradually get a little more humanoid the more powerful they are, comparing between, say, the blobby A-Counters to things like the relatively humanoid if still monstrous Alien Warrior. This is thrown completely out of the window with Cosmic Horror Gangi'el & Cosmic Fortress Gol'gar.
  • Bizarre Sexual Dimorphism: Alien Mother has a curved, more muscular appearance with a white and pink color scheme, and can take control of a monster it destroys if it has an A-Counter on it. Alien Overlord has a more jagged, thin design with armor, with a red and black color scheme. It also, rather than taking control of an enemy, spreads A-Counters absolutely everywhere.
  • Blob Monster: The A-Counters are small versions of this, with Interplanetary Invader "A" being a possibly more immense version with insect-like legs.
  • Brainwashed: Part of their gimmick is taking control of enemy monsters with A-Counters on them.
  • Combat Tentacles: If they don't have Wolverine Claws, they will have these instead.
  • The Corruption: A-Counters, distributed to enemy monsters as a means of weakening and eventually controlling them.
  • Crop Circles: One of their Trap Cards is exactly this, name and all.
  • Dark Is Evil: The few that are DARK are just as dangerous as the rest of the species, especially Alien Overlord.
  • Deadly Gas: Planet Pollutant Virus implies that A-Counters can spread in this variation. As a card effect, it also destroys all monsters your opponent controls without A-Counters.
  • Descriptively-Named Species: Several of them.
  • Designer Babies: The A-Counters are these, according to several of the card artworks.
  • Eldritch Abomination: Their strongest Level cards are "Cosmic Fortress Gol'gar" and "Cosmic Horror Gangi'el", obviously based on Lovecraftian monsters.
  • Eldritch Location: Otherworld - The "A" Zone, if the presence of a young Gangi'el and the unnatural colors are anything to go by.
  • Evolutionary Levels: Alien Warrior -> Alien Overlord/Mother.
    • Alien Warrior is also implied to be a grown up Alien Grey.
  • Exposed Extraterrestrials: Given that they've shown they can atleast wear lab coats, the Aliens all fall under this.
  • Fish People: Alien Telepath more closely resembles a toothy catfish monster than a reptile.
  • Gameplay and Story Segregation: Flying Saucer Muusik'i is depicted as being capable of firing a ridiculously large at a planet, outright named Orbital Bombardment. It's actual ATK? 1000.
  • Genetic Engineering Is the New Nuke: Various Spell & Trap Cards imply the A-Counters are genetically engineered by the Aliens themselves.
  • The Greys: Alien Grey, though Alien Mars is visually close to one as well.
  • It Can Think: "A" Cell Recombination Device depicts four Alien Greys in lab coats, working in a laboratory-like environment. Looking closer, you can also see the "A" Cell Incubator and four "A" Cell Breeding Devices, confirming that they invented their own technology for purpose of spreading A-Counters.
  • Light Is Not Good: About half of these guys are LIGHT. They are invaders.
  • Living Ship: Flying Saucer Muusik'i appears to be one of these, and most certainly a powerful one.
  • Loophole Abuse: The ATK and DEF-decreasing effect of A-Counters is not a ruling of the game, but a normal card effect some Aliens have and some don't. This means if there is no monster on the field with the power draining effect mentioned in its card text, there is no ATK drain. On the other hand, with multiple such monsters in play, all of their draining effects trigger, so the opponent's monsters grow weaker and weaker the more Aliens there are with that effect.
  • Masculine Lines, Feminine Curves: Alien Overlord has a much more jagged appearance than the smooth Alien Mother.
  • Mass Hypnosis: The trope name is used for one of their support cards. Appropriately enough, it allows you to steal multiple monsters infected with A-Counters, but only for one turn.
  • Not Using The "A" Word: Curiously, all the Spell & Trap Cards relating to the Aliens use "A" in place of the actual name of the archetype, minus Alien Brain. This also applies for their counters as well.
  • Orbital Bombardment: One of the theme Trap Cards bears this trope's name. (Actual effect: send an Alien on the field to the graveyard to destroy a Spell or Trap on the field).
  • Planetary Parasite: Planet Pollutant Virus implies that this is the aftermath of an A-Counter infestation.
  • Red and Black and Evil All Over: Alien Overlord has this color scheme.
  • Shout-Out: According to the wiki, Alien Mars might be a subtle reference to the Tripods, due to having only three limbs and with Mars being the home planet of the aliens.
  • Suspiciously Similar Substitute: Cell Explosion Virus's artwork and effect are quite obviously based on Mirror Force. Ditto for Detonator Circle "A" and Ring of Destruction.
  • Telepathic Spacemen: If Alien Hypno and Alien Psychic are any indication, at least some Aliens possess Psychic Powers, allowing them to manipulate and control enemies. And this is before the Psychic type was introduced, by the way.
  • Tentacled Terror: Several of the Aliens, Cosmic Fortress Gol'gar and especially Cosmic Horror Gangi'el are absolutely coated in tentacles.
  • There Is Another: Mysterious Triangle shows that Gangi'el is actually one of several among his kind, possibly being the one separate from the pack.
  • Took a Level in Badass: Alien Shocktrooper is one of several monsters to receive a Link Monster retrain, known as Alien Shocktrooper Mighty/Frame.
  • Wolverine Claws: Several of the Aliens don these, the most notable ones belonging to Alien Warrior & Overlord.

    Altergeist 
https://static.tvtropes.org/pmwiki/pub/images/altergeistprimebanshee_lod2_jp_vg_artwork.png
Primebanshee, one of the ace monsters.

Altergeists are an archetype of Spellcaster-Type monsters that are meant to allow control of the game via Special Summoning its member monsters on both offense and defense as needed, and quick and easy access to its numerous Traps for much the same. They are used by Ema Bessho in Yu-Gi-Oh! VRAINS.


Tropes associated with the Altergeists:

  • Achilles' Heel: Since the deck relies on activating trap cards in order to activate some of their effects, cards that can negate trap cards can cripple an Altergeist deck.
  • Amazon Brigade: It's not evident at first glance, but each of the Altergeists are named after a female ghost or mythological figure, implying they are also all-female as well.
  • Anti-Magic:
    • Hexstia can tribute a monster linked to it in order to negate the activation of an opponent's Spell/Trap card or card effect and destroy said card.
    • Protocol can negate the activation of a monster effect and destroy said monster by sending another face-up Altergeist card from the field to the graveyard.
    • Haunted Rock allows the player to send an Altergeist monster from their hand to the graveyard to negate the activation of an opponent's trap card and destroy it.
  • Back from the Dead:
    • Manifestation can be considered an archetype-exclusive Call of the Haunted.
    • Marionetter can special summon one Altergeist monster from the graveyard after sending one Altergeist card from the field.
    • If tributed and sent to the graveyard, Dragvirion can special summon itself back to the field once per turn.
    • Pookuery can return itself back to the hand after link summoning and Altergeist Link monster once per duel. This effect can be used after it's used as link material, so it can be used to link summon again.
  • Brought Down to Normal: Kunquery's effect allows its controller to target any card your opponent controls and negate its effects if it is Special Summoned by its own procedure (see below).
  • Enemy Summoner:
    • If Multifaker is special summoned to the field, it can also special summon one Altergeist monster from the deck in defense position.
    • Primbanshee can tribute one Altergeist monster to special summon an Altergeist monster from the deck to one of its link arrows.
    • If an Altergeist monster was able to deal battle damage, Kidolga can special summon one monster from the opponent's graveyard but it can't attack unless Kidolga attacks first.
    • Failover can special summon one Altergeist monster to the field if a card the player controls is destroyed by an opponent's card effect.
    • Fijialert can special summon itself from the hand to a link arrow once an Altergeist Link monster is special summoned on the field.
  • No-Sell:
    • Altergeist Camouflage and Altergeist Protocol. The former is a Normal Trap able to equip itself to one of your monsters and prevent it from being targeted for attacks (with the only downside being that it does not stop your opponent from attacking directly), as well as negating the effect of any monster that targets that equipped monster. The latter, meanwhile, is a Continuous Trap that can render any and all Altergeist cards immune to negation.
    • Kunquery can Special Summon itself from the hand when your opponent attacks and you control an Altergeist card; if you do so, it then negates the attack.
    • Fifinellag prevents the opponent from targeting other Altergeist monsters from attacks or card effects.
    • If it's special summoned to the field by its effect, Emulatelf protect other Altergeist cards from being targeted and or destroyed by card effects.
  • Our Ghosts Are Different: Each Altergeist is named after a mythological, female ghost.
  • Perpetual Smiler: Their faces are completely blank but for a smiling mouth—with the exception of the frowning Hexstia.
  • Person of Mass Destruction: If it destroys a monster by battle, Memorygant can destroy one card on the field and attack once again once per turn.
  • Sixth Ranger: The trap card Personal Spoofing is not an Altergeist card by name, but it allows the player to search for Altergeist cards from the deck. This also makes it unsearchable with Altergeists card effects.
  • Status Buff:
    • Hextia gains the attack power of an Altergeist monster it points to.
    • Memorygant can tribute one monster and gain the tributed monster's attack points.
  • Theme Naming: The names of the Altergeist monsters are derived from computer terminology associated with the name of a mythological being.
  • Trap Master: The Altergeists focus on the use of Trap cards as part of their control strategy with several of their cards having effects meant to support their use.

    Amazement / Ɐttraction 
https://static.tvtropes.org/pmwiki/pub/images/amazementadministratorrlechino_ow.png
Come one, come all!

Amazement monsters are an archetype of monsters which are themed around amusement park. They are supported by the Ɐttraction archetype, which is comprised of Trap Cards based on amusement park rides. The Ɐttraction Trap Cards equip themselves to either Amazement monsters the controller controls or face-up monsters the opponent controls, and apply different effects depending on which player controls the monster they are currently equipped to.

They both appeared in person and as the deck that Light Tsukiko used in her match against Ageha Yusa in OCG Structures.


Tropes associated with the Amazement/Ɐttraction:

  • Added Alliterative Appeal: All the Ɐttraction Traps have alliterative names, as do the monsters and Spells that support them, if to a lesser extent.
  • Alphabetical Theme Naming: rlechino starts with A, then Bufo, Comica, and so on. In addition, their names seem to be based on Italian words relating to comedy.
  • Anti-Magic: If Cyclone Coaster is equipped to its controller's monster, they can target a Spell or Trap Card the opponent controls and send both it and Cyclone Coaster to the Graveyard.
  • The Cameo: Both archetypes have references to the other Archetypes in the card game.
    • Ɐrlechino: Dark Magician Girl's staff, Magic Cylinder, Kuriboh and Scapegoat.
    • Cyclone Coaster: Sacred Phoenix of Nephthys
    • Horror House: Ghostrick Archetype monsters. Ɐrlechino is dressed up as Ghostrick Alucard
    • Majestic Manège: Six Samurai.
    • Rapid Racing: F.A. Sonic Meister & F.A. Shining Star GT
    • Special Show: Kuriboh and Scapegoat
    • Vanquish Viking: Plunder Patroll
    • Wonder Wheel: Ojama Trio
  • Cast from Hit Points: Activating either of Time Ticket's effects requires paying 800 Life Points.
  • Discard and Draw: If Wonder Wheel is equipped to its controller's monster, they can place a card from their hand on the bottom of their Deck, then draw a card.
  • Mascot: As Bufo is a mascot of the Amazement Attraction theme park, he is classified as Beast-Type because he's a fluffy teddy bear. This typing for cute animals has precedence with the Rescue series and the Melffy archetype.
  • Mismatched Eyes: Comica and Delia each have one purple and one blue eye—and in different locations to better tell them apart.
  • No-Sell: If Vanquish Viking is equipped to its controller's monster, they can negate an incoming attack once every turn—with the tradeoff that they must give control of the equipped monster to their opponent for the rest of that Battle Phase.
  • Power Nullifier: If Horror House is equipped to its controller's monster, they can target an opposing Effect Monster and negate its effects until the end of the turn.
  • Status Ailment / Status Buff: Majestic Manège, depending on who it's equipped to. An enemy monster loses 500 ATK for every equipped Ɐttraction Trap on the field, while its controller's monster gains 500 ATK and a one-time-only chance to avoid being destroyed by battle or card effect by sending Majestic Manège instead.
  • Robot Girl: Comica and Delia are both Machine-Type despite looking 100% human. The only thing off about them are their mismatched eyes.
  • Trap Master: The Amazement archetype focuses on the manipulation of the Ɐttraction Trap Cards, utilizing effects that equip them to monsters. In turn, the Ɐttraction Trap Cards apply differing effects based on which player is controlling the monster they are equipped to.

    Amazoness 
https://static.tvtropes.org/pmwiki/pub/images/amazonessvillage_dg_en_vg_field.png

Amazoness monsters are a tribe of female Warrior-Types that rely on strength through battle, with high ATK and effects that determine the outcome of attacks in various ways. Their leader, Amazoness Queen, prevents all Amazoness from being destroyed in battle. Mai Kujaku/Valentine combined them with her Harpie Deck in Duel Monsters, and the Seven Star Assassin Tania used an Amazoness deck in GX. The Tyler Sisters use Amazoness decks based around Fusion Summons in ARC-V.


Tropes associated with the Amazoness:

  • Amazon Brigade: Naturally. You were expecting something else from an archtype named "Amazoness"?
    • Amazoness Paladin. She gains more power when there are Amazonesses in the Field. This effect shows how her loyality to her fellow Amazonesses affects the way she fights.
    • Amazoness Swords Woman. The Player's opponent takes all Battle Damage that he/she would have taken from a battle involving this card. This effect is basically Amazoness Swords Woman being determined to beat her opponent, even as she's dying.
    • Amazoness Fighter. This card's controller takes no battle damage from a battle involving her. This effect shows how much willpower and loyalty has Amazoness Fighter to not allow downs to her fellow Amazonesses in her death.
  • Amazonian Beauty: A lot of them are scantily clad; and range from toned to having noticeable musculature.
  • Amplifier Artifact: Amazoness Heirloom. It protects an Amazoness from being destroyed. It represents how their ancestors are protecting them through this artifact
  • Annoying Arrows: Amazoness Archers. Their effect is basically the arrows burdening their opponents' bodies and blinding their foes with rage.
  • Authority Equals Asskicking: Amazoness Queen. Her effect lets her fellow Amazonesses survive a battle that they would have lost. This effect is basically her giving her troops strong willpower by being on the battlefield. She can upgrade into Amazoness Empress.
  • Archer Archetype: Amazoness Archer. Tributing 2 monsters, she can inflict 1200 points of direct damage.
  • Battle Aura: Amazoness Fighting Spirit. It lets an Amazoness to gain 1000 ATK points if she faces a strong opponent. Basically, she unleashes her full potential when this card is activated.
  • Black Magic: Amazoness Spellcaster. Its effect switches the ATK of one Amazoness with an opponent's.
  • The Cavalry: Queen's Pawn. When an Amazoness destroys a monster, its effect allows you to special summon another Amazoness from the deck.
  • Continuity Cameo: The Amazoness Paladin is Mai Kujaku (Mai Valentine) as a member of the Theme Deck she introduced to the franchise.
  • Cute Kitten: Amazoness Baby Tiger is a young version of the older one, but while cute, it can potentially be a Pint-Sized Powerhouse.
  • Heroic Sacrifice: Amazoness Scouts. By tributing them, her fellows Amazonesses are protected of monsters's attacks and spell and trap's effects for one turn. This effect shows that, even though they are weak, they provide a vital help for the rest of her group via their sacrifice inspectionating the field.
  • Heroic Willpower: Amazoness Willpower. It brings Back from the Dead one Amazoness, and it must attack if able. This effect is basically how the Amazonesses are not willing to get defeated so easily..
  • Lady of Black Magic: Amazoness Sage. If she attacks, she can destroy 1 Spell or Trap Card your opponent controls at the end of the Damage Step.
  • Little Miss Badass:
    • Amazoness Trainee. She gains 200 attack points every time she destroys a monster. This effect shows how she improves her strength and skill with every battle she wins.
    • Amazoness Princess too, whose effect can search out the archetype's Spell Cards when summoned, and Special Summon other Amazoness monsters.
  • Nerf: Inverted for the most part. Most of the ones Mai used in the anime were normal Monster versions of the real ones. Played straight, however, with Chain Master, whose real effect is similar, but weaker, than Mai's.
  • Nubile Savage: The Amazoness are an all-woman tribe from a primitive village in a place resembling a rainforest; they all fit.
  • Royals Who Actually Do Something: The Queen is the highest Level member of the group has the highest ATK, and has a Cool Sword. Princess is clearly a fighter herself.
  • Panthera Awesome: Amazoness Tiger. It gains more power when there are Amazonesses in the Field. This effect shows how loyal the creature is to the Amazonesses.
  • Plucky Girl: Princess and Scouts show that the tribe warriors start rather young.
  • Poisoned Weapons: Amazoness Blowpiper causes one of the opponents' monster to lose 500 ATK until the end of the turn. In said artwork, she holds a blowpipe. The effect is her using the poisoned darts to weaken the targeted monster in an attempt to make the monster easier to kill.
  • Skeletons in the Coat Closet: Empress wears a helmet made from a skull, Blowpiper has skull-adorned knee-guards and a small skull on her blowpipe, and Spy has skull shoulder-guards,
  • Variable-Length Chain: Amazoness Chain Master. Her effect lets the player obtain a Monster Card from the opponent's hand if she is destroyed by battle. This effect is basically Amazoness Chain Master stating that she is willing to die if it means that the rest of her team can get a hold of enemy information.
  • Warrior Princess: Amazoness Princess, of course. Not quite as badass as the others, but her effect can be used to search them out.
  • You Gotta Have Blue Hair: Amazoness Queen, Amazoness Blowpiper and one of the Amazoness Scouts. Amazoness Trainee has purple hair.

    Amorphage 
https://static.tvtropes.org/pmwiki/pub/images/amorphagelysis_lod2_jp_vg_artwork.png

The Amorphage are a group of EARTH Dragon-Type Pendulum Monsters. Appearance-wise, the Amorphage monsters are animals being gruesomely transformed into dragons; they're lore-wise related to the Dracoslayer archetype. They focus on limiting the actions both players are able to make, but require a monster to be tributed while they are inside a Pendulum Zone.


Tropes associated with the Amorphage:

  • Bears Are Bad News: Amorphage Sloth is a mutated bear reaching the final stages of its transformation. As a result, it has higher attack, lower defense and a more powerful effect than the other Amorphages named after a sin.
  • Body Horror: The process of becoming an Amorphage involves dragonic body parts sprouting from your body. In almost every case, the victim retains characteristics of its previous self such as Wrath having its original head on top of its new one.
  • Dub Name Change: From the components of Eight Evil Thoughts to the Seven Deadly Sins and Goliath.
    • Gastr to Gluttony.
    • Lux to Lechery.
    • Plest to Greed.
    • Cavum to Envy.
    • Olga to Wrath
    • Hyper to Pride.
    • Nortes to Sloth.
    • Irritum to Goliath.
  • Eyes Do Not Belong There: The monsters have a number of red eyes with slits for pupils throughout the mutated parts of their body.
  • Flies = Evil: Amorphage Gluttony is a mutated fly and has one of the more devastating effects of the Amorphages, as it nullifies monster effects.
  • Fusion Dance: Amorphactor Pain, the Imagination Dracoverlord, is Lector Pendulum merged with Amorphage Goliath.
  • Glass Cannon: Lechery, Wrath, Pride, Sloth, and Goliath, which have decent ATK for their Level but 0 DEF.
  • Instant Awesome: Just Add Dragons!: Although they are a little bit... off. Amorphage Goliath, the boss of the archetype, is a straighter example, having the most resemblance to traditional dragons.
  • Irony: The deck's playstyle basically revolves around restricting both players from using any cards other than those belonging to the archetype. However, the Amorphages barely have any synergy amongst themselves, as the two best pendulum effects are tied to monsters who have the same scale (Gluttony and Lechery) and the two boss monsters can't even be pendulum summoned due to their levels being too high.
  • Meaningful Name: The name of the archetype is comprised of the words "amorphous" and "phage". The first is derived from a Greek word meaning formless or deformed with the latter fitting the appearance of the monsters. And while "phage" is derived from the Greek, it is also used as a name for virus that parasites bacteria. Not only does this refers to how the monsters are created, but the rod-like objects seen on the monsters resemble the structure of a phage (specifically, a T4 bacteriophage).
  • Mystical Plague: The virus that originated the Amorphages was created through Dragon Alchemy, which is implied to combine both biotechnological and magical techniques.
  • Mythology Gag: This archetype shares a few similarities with the Evilswarm, as both of their monsters are the result of creatures being changed by a virus and those monsters have an ATK or DEF score that ends with 50. Also, all Amorphage monsters possess either 0 ATK or 0 DEF and have boss monsters intended to be Tribute Summoned, similar to the Steelswarm.
  • Our Dragons Are Different: They were all once ordinary animals until being infected.
  • Prickly Hedgehog: Amorphage Greed used to be a simple hedgehog. It can be seen being infected in the artwork of "Amorphage Infection".
  • Savage Wolves: Amorphage Wrath is a mutated wolf and one of the main offensive monsters in the archetype.
  • Scary Scorpions: Amorphage Lechery is a mutated scorpion. Its effect nullifies all magic cards except those related to the Amorphage archetype.
  • Seven Deadly Sins: Their Japanese names are derived from the eight evil thoughts, precursors to the Seven Deadly Sins. Their English names, however, play this straight and are actually named after the Seven Deadly Sins, with Irritum's English name being derived from Goliath.
  • Status Ailment: Amorphage Lysis causes any non-Amorphage monster to lose 100 ATK and DEF for every Amorphage card on the field.
  • Status Buff: Amorphage Infection lets all Amorphages gain 100 ATK and DEF for every Amorphage card on the field.
  • Stone Wall: Gluttony, Greed and Envy, which have great DEF stats, but 0 ATK.
  • Theme Deck: Invoked. The Amorphage archetype strongly discourages using non-Amorphage monsters, since their effects that hinder non-Amorphage cards affects their controller's cards. That said, it is viable to put a few Amorphage monsters in non-Amorphage decks as lockdown tools.
  • Tragic Monster: They are all innocent animals transformed into draconic abominations to be used as bioweapons.
  • Viral Transformation: How the Amorphage are made in the lore, courtesy of Vector Pendulum's Dragon Alchemy.
  • Weak, but Skilled: Stat-wise, they're relatively weak, and they require constant Tributes to stay inside the Pendulum Zones—but they come with devastating effects and support cards to make up for it.
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    Ancient Gear 
https://static.tvtropes.org/pmwiki/pub/images/ancientgeargolem_tf04_jp_vg.jpg
What's old is not always bad.

The Ancient Gears (known as Antique Gear in the OCG) are an archetype of EARTH Machine monsters. The Ancient Gears have effects that prevent the opponent from using Spell and Trap Cards when they attack, stopping the likes of Mirror Force and Magic Cylinder, and otherwise restrict the opponent's ability to defend from attacks. The Ancient Gears are led by Ultimate Ancient Gear Golem. They are also connected to the Gadget archetype which is represented by Ancient Gear Gadjiltron Dragon and Ancient Gear Gadjiltron Chimera, along with the later Ancient Gear Reactor Dragon and Ancient Gear Hydra, who gain effects when Gadgets are their Tribute fodder.

Chronos/Crowler used an Ancient Gear deck in GX. Obelisk Force and other Academia characters (Roget, Dennis and Yuri) in ARC-V also use Ancient Gear cards.

For information specifically pertaining to the anime's depiction of the cards, see Yu-Gi-Oh! Anime And Manga Cards.


Tropes associated with the Ancient Gears:

  • Ancient Grome: They're variably based on Greek or Roman aesthetics.
  • Anti-Magic: Most of the Ancient Gear monsters have effects that stop the opponent from using Spell and Trap Cards when they attack.
  • Arm Cannon: Ancient Gear Soldier has a gatling gun on its right arm, and Chaos Ancient Gear Giant's arm has a Wave-Motion Gun built in; in fact, its card artwork shows Chaos Ancient Gear Giant about to blast you with it.
  • Armor-Piercing Attack: Ancient Gear Golem and Ultimate Ancient Gear Golem both have piercing damage and with 3000 and 4400 ATK respectively. So does Chaos Ancient Gear Giant with its 4500 ATK.
  • Bread, Eggs, Breaded Eggs: We have Gadgets and we have Ancient Gears. Then came Ancient Gear Gadget.
  • Clock Punk: Their main theme is Ancient Greece's Antikythera mechanism. Studies of the Antikythera mechanism put its complexity and craft as comparable to 18th century Europe.
  • Clockwork Creature: An entire archetype of them.
  • Difficult, but Awesome: Chaos Ancient Gear Giant requires four generic Fusion Materials, but due to being a DARK Machine-Type Monster, it is easibly summonable with Overload Fusion. Once it hits the field, it's unlikely that your opponent would survive long enough to take it down.
  • Eternal Engine: Ancient Gear Castle and Geartown are depicted as towering fortresses with gears and chains eternally working across their exteriors.
  • Evolutionary Levels:
    • Ancient Gear Hunting Hound (Level 3) —> Double Ancient Gear Hunting Hound (Level 5) —> Triple Ancient Gear Hunting Hound (Level 7) —> Ultimate Ancient Gear Hunting Hound (Level 9). Their combined form as Chaos Giant (Level 10) may or may not count.
    • Ancient Gear Golem (Level 8) —> Megaton Ancient Gear Golem (Level 9) —> Ultimate Ancient Gear Golem (Level 10)
    • In terms of Fusion monsters: Ancient Gear Howitzer (Level 8, needs 2 Ancient Gear monsters) —> Megaton Ancient Gear Golem (Level 9, needs 3 Ancient Gear monsters) —> Chaos Ancient Gear Giant (Level 10, needs 4 Ancient Gear monsters).
  • Fusion Dance:
    • Ultimate Ancient Gear Golem is a combined form of Ancient Gear Golem with two other Ancient Gear monsters.
    • Chaos Ancient Gear Giant requires four Ancient Gear monsters as Fusion Materials. In the anime, it's the Fusion of Hunting Hound, Double Huntin Hound, Triple Hunting Hound and Ultimate Hunting Hound.
    • Now Ancient Gears got their own fusion card in Ancient Gear Fusion.
  • Immunity Disability: Chaos Ancient Gear Giant's immunity to Spell and Trap effects also extends to those of its controller. While Ultimate Ancient Gear Golem can be turned into an 8800 ATK monstrosity with Limiter Removal, Chaos Ancient Gear Giant cannot. Power Bond, on the other hand...
  • The Juggernaut: The larger monsters prevent the opponent from activating card effects while they attack, and they all have very high attack. Chaos Ancient Gear Giant exaggerates this by being immune to almost everything and practically ends the duel once it starts swinging.
  • Loophole Abuse: To get all the effects of Ancient Gear Reactor Dragon and Ancient Gear Hydra, you could Tribute Summon them using a Gadget monster and an Ancient Gear monster... or just Ancient Gear Gadget.
  • Mechanical Lifeforms: They're all sentient robots and Machine-Type monsters.
  • More Dakka: Ancient Gear Soldier attacks with a gatling cannon.
  • Mighty Glacier: Getting the bigger monsters on the field requires a fair amount of set up and oftentimes you can only bring out a few at a time, but once you do they're practically unstoppable.
  • Nerf:
    • Zigzagged with Ancient Gear Howitzer, which is a Stone Wall that Jean Michel Roget uses that could become immune to card effects as long as it was equipped and also had the ability to inflict 1000 damage to the opponent for each face-up spell card its controller had. While the real life version can only inflict 1000 damage, it doesn't require to be equipped to become unaffected by other card effects and gained a third effect that lets its controller summon an Ancient Gear monster from the deck (ignoring the summoning conditions, of course) if it's destroyed by battle.
    • Heavily inverted with Chaos Ancient Gear Giant. In the anime, it has four and very specific Fusion Materials, which includes three Fusion Monsters that already include each other as their Fusion Materials. The only way to summon it in the anime is playing in a team or activating Ancient Gear Chaos Fusion. In the OCG/TCG, it only requires four generic Ancient Gear monsters, it is still unaffected by the opponent's Spell/Trap Card effects, it can still attack all monsters the opponent controls, each once, and its effect that allows it to negate the effects of all face-up monsters the opponent controls until the end of Damage Step if it attacks has been buffed, preventing the opponent from activating Monster Effects during the Battle Phase at all. And to make this monster even stronger, Chaos Ancient Gear Giant has also gained Piercing Damage.
  • No-Sell: Chaos Ancient Gear Giant is unaffected by Spell/Trap cards and their effects. Howitzer completely ignores other cards' effects.
  • Non-Standard Character Design: Chaos Ancient Gear Giant lacks the rusty, archaic design seen on the rest of the archetype, and is a DARK monster in an archetype full of EARTH-Attributes.
  • One-Hit KO:
    • Chaos Ancient Gear Giant seems to be designed to be the ultimate boss monster that ends the duel during the turn it is summoned. It can attack all monsters the opponent controls, each once, and it can inflict Piercing Damage. Between its 4500 ATK, ability to No-Sell Spell/Trap Cards, and its Power Nullifier ability, it is hard to stop it from winning the duel.
    • If you used 3 Ancient Gear Golems to fusion summon it, Megaton Ancient Gear Golem can perform 3 attacks. Unlike Chaos Ancient Gear Giant, it doesn't do any piercing damage, but while the latter is limited by the number of your opponent's monsters, you can do 3 direct attacks with Megaton.
  • Our Dragons Are Different: Ancient Gear Gadjiltron Dragon, Ancient Gear Wyvern, and Ancient Gear Reactor Dragon have the appearance of dragons. Clockwork dragons, at that.
  • Overclocking Attack: Limiter Removal synergizes very well with this archetype, doubling the ATK of every Machine-Type monster on the user's side of the field (but destroying them at the end of the turn). Ultimate Ancient Gear Golem also gets to reap the benefits of Power Bond, turning it into an 8800 ATK juggernaut if you can stomach the 4400 Life Point penalty at the end of the turn it's activated (or, more likely, end the duel before that happens thanks to Ultimate Golem's Armor-Piercing Attack). Fun fact: these stack.
    • While it doesn't get the benefits from Limiter Removal, Chaos Ancient Gear Giant can have its ATK doubled by Power Bond. End result: a 9000 ATK monstrosity that deals piercing damage, ignores just about everything, and can attack all of the opponent's monsters once each. Overkill at its finest.
  • Power Nullifier: Chaos Ancient Gear Giant prevents the opponent from activating Monster Effects during the Battle Phase.
  • The Right Hand of Doom:
    • Ultimate Ancient Gear Golem has a massive claw for a left arm.
    • To a lesser extent, Ancient Gear Engineer has a very large drill in place of a right hand.
  • Rocket Punch: Ancient Gear Fist is depicted as this trope in the anime.
  • Tank Goodness: Ancient Gear Tank is a tank and Ancient Gear monster can ride for a power boost.
  • This Is a Drill: Ancient Gear Engineer attacks with a drill-arm.
  • Trojan Horse: Ultimate Ancient Gear Golem's appearance may be based off of the Trojan Horse in Roman Mythology. It wears what appears to be a Roman helmet on its head.
  • Unskilled, but Strong: Throughout their lifespan, Ancient Gears have had exactly one strategy: summon big monsters that ignore battle protection cards and beat the living bejesus out of the opponent with them. While most archetypes get new boss monsters with various effects or more efficient ways to fill the board, Ancient Gears simply got bigger monsters and new ways to summon them, and that's all they really need to stay threatening.

    Ancient Warriors 
https://static.tvtropes.org/pmwiki/pub/images/ancientwarriorsrebelliouslufeng_ow.png

The Ancient Warriors, known as the Warring Flowers in the OCG, are an archetype of Beast-Warrior monsters based on the Romance of the Three Kingdoms. They are divised into three sub-groups based on their attributes, which reflect their national allegiances, and each of them also have their own tactics:

  • WATER (Eastern Wu): They focus on using their effects to control the field.
  • WIND (Shu Han): They reward the player for controlling less monsters than the opponent and can easily swarm the field.
  • FIRE (Cao Wei): They reward the player for destroying their opponent's cards.

In addition, the archetype relies on Continuous Spell and Trap cards, some of which reward the player for controlling Ancient Warriors with different Attributes.


Tropes associated with the Ancient Warriors:

  • Animal Motifs: The armor or outfit of each the Ancient Warriors monsters is themed after an animal.
  • Anti-Magic:
    • If the effect of another Ancient Warriors monster is activated, Zhou Gong can negate the effect of any monster on the field.
    • Like the above, if the effect of another Ancient warriors is activated, Lu Jing can destroy one of the opponent's Spell/Trap card.
    • Zhuge Kong can negate the activation of Spell/Trap card at the cost of sending one of the player's own Ancient Warriors continous Spell/Trap card to the graveyard. Should Liu Xuan be present on the field, he can use another effect to negate the activation of monster effects as well.
    • Defense of Changban prevents the opponent from activating Spell/Trap cards whenever any Ancient Warriors battle.
  • Defeat Equals Friendship: Any monster destroyed in battle by Cao De can be summoned to his controller's side of the field in defense position.
  • Foil: Of the Fire Fist archetype. Both are archetypes of Beast-Warrior monsters based on one of the Four Great Classical Novels of Chinese Literature, have playstyles that involve the use of Continuous Spell/Trap cards and sending those to the Graveyard to activate their monsters's effects. The key difference is that the Ancient Warriors do not rely on the Extra Deck for their strategies while the Fire Fist rely heavily on the Extra Deck for their plays.
  • No-Sell:
    • Guan Yun's presence prevents all other Ancient Warriors from being targeted by the opponent's card effects.
    • If another Ancient Warriors monster is present on the field besides Cao De, the latter will be unable to be targeted by the opponent's card effects.
    • While Zhang Yuan is on the field, he makes all other Ancient Warriors unable to be destroyed by battle.
  • Status Ailment:
    • If an Ancient Warrior battles an opponent's monster, Zhang Yuan can special summon itself from the hand and reduce that opposing monster's ATK by 1000.
    • Jia Wen can halve the ATK of up to two opposing monsters for the turn in exchange for sending any Continuous Spell/Trap card from the field to the graveyard.
    • Ancient Warriors Saga - One Hundred Thousand Arrows has a similar effect to the above but can only affect one monster. However, the lost ATK will then be added to an Ancient Warriors the player controls.

    Appliancer 
https://static.tvtropes.org/pmwiki/pub/images/appliancerlaundrydragon_blar_en_ur_1e.png

The Appliancers are an archetype of low-leveled Machines based on household appliances and various animals and mythological creatures. Their Link monsters have different effects they can use based on if they are co-linked or not. They were used by Roboppi in VRAINS.


Tropes associated with the Appliancers:

  • Back from the Dead: The archetype has multiple cards which let them summon their monsters back from the graveyard or add them back to the hand.
  • Loophole Abuse: Appliancer Test allows the player to summon Link 1 Appliancers from their Graveyard to the zones another Appliancer Link monster points to but they will be banished during the End Phase. However, as those monsters were not Link Summoned, nothing prevents the player from using them as materials to summon other Appliancers or, in the case of Kappa Scale, tribute itself to summon another monster from the graveyard in its stead.
  • No-Sell: Breakerbuncle can be discarded from hand to protect an Appliancer from being destroyed by battle and prevent battle damage to the player. Its second effect allows Breakerbuncle to be banished from the field or graveyard to prevent the destruction of an Appliancer by card effects.
    • Celtopus cannot be targeted for attacks or by the opponent's card effects while it is linked to another monster.
  • Status Buff: Celtopus grants monsters co-linked to it an extra 1000 ATK for each monster it is co-linked to during the damage calculation of a battle against an opponent's monster.
  • Support Party Member: This is Celtopus's role in the archetype. While it may have 0 ATK, its ability to grant increased ATK to Appliancers co-linked to it and to allow the player to draw cards if a Appliancer that was not co-linked is destroyed as well as being the only Link monster with downward-pointing arrows in the archetype makes it a crucial part of their strategy.
    • Dryer Drake also falls into this category. While it can serve as an attacker due to gaining 1000 ATK while linked, its main use lies in its second effect which switches its location on the field with that of another Appliancer, enabling said monster to use its other ability, and allow the latter to attack twice this turn.
  • Weak, but Skilled: Unsurprisingly, given that all but one of their monsters have a Level or Link rating of 1, the Appliancers have low ATK with the strongest being Laundry Dragon with 1500. However, they have access to a variety of effects which let them remove opposing monsters from the field, gain additional ATK or attack directly to make up for it.

    Aquaactress 
https://static.tvtropes.org/pmwiki/pub/images/aquaactressguppy_duli_en_vg_ca.png
Taking center stage! Over and over again!

Aquaactress is an archetype of Aqua-Type monsters with the theme of fishes performing a stage show. They are supported by the Aquarium Continuous Spell Cards. They are used by Ayu in the ARC-V anime.


Tropes associated with the Aquaactress:

  • Back from the Dead: The shared effect of the Aquarium cards summons an Aqua-Type monster from the graveyard, when the Aquarium is destroyed.
  • No-Sell: Aquarium Stage prevents all WATER monsters from being destroyed by battle, and all Aquaactress monsters from being affected by effects of monsters controlled by the opponent.
  • Status Buff: Aquarium Set increases the ATK of WATER and Aquaactress monsters, while Aquarium Lighting double the latters' ATK and DEF when they battle.
  • Theme Naming: The Aquaactress are named after species of fishes.
  • Weak, but Skilled: Aquaactress monsters do not possess high ATK or DEF, but they can search and summon other monsters of the archetype with their effects.
  • Zerg Rush: Guppy facilitates this by enabling the player to Special Summon another Aquaactress monster from the hand, once per turn.

    Aqua Madoor 
https://static.tvtropes.org/pmwiki/pub/images/300px_aquamadoor_yskr_en_c_1e.png
https://static.tvtropes.org/pmwiki/pub/images/300px_neoaquamadoor_dr3_en_c_ue.png
https://static.tvtropes.org/pmwiki/pub/images/300px_lightraymadoor_redu_en_c_ue.png
Aqua Madoor cards are a series of masked Spellcasters known for their high DEF.

Tropes associated with Aqua Madoor:

    Arcana Force 
https://static.tvtropes.org/pmwiki/pub/images/arcana_force_za_warudo.jpg
Test your luck.
Arcana Force monsters are an archetype of monsters that represent the cards in a Tarot deck. Representing how Tarot cards can mean good or ill omen depending on which way they're facing, they flip a coin when summoned and gain a positive or negative effect depending on the result. They have two leaders, Arcana Force EX - The Light Ruler, and Arcana Force EX - The Dark Ruler, neither based on any Tarot card. They are used by Takuma Saiou (Sartorius in the English dub) in GX.

Tropes associated with the Arcana Force:

  • Anti-Magic: Arcana Force 0 - The Fool's effect reflects the naiveté of the Tarot archetype of the same name.
  • Cat Girl: Arcana Force XIV - Temperance's design is based on the Lovecraftian depiction of the Egyptian goddess Bastet, with its catlike claws, cat-shaped eyes, and hair pointed like ears, all the while bearing a female body.
  • Dark Is Not Evil: After his Heel–Face Turn, Saiou replaces The Light Ruler with The Dark Ruler.
  • Enemy Summoner: Arcana Force III - The Empress's reflects the fertility and fecundity of the Tarot archetype of the same name.
  • Genius Bonus: Their attack and defense scores for all members outside of the EX duo are equivalent to their arcana times one hundred plus one thousand. Lovers: 6x100+1000=1600, Temperance: 14x100+1000=2400. All arcana force members aside from the EX duo share similar mathematics.
  • Homage:
    • The cards' appearances are inspired by the works of H. P. Lovecraft and taken from their appearance in Konami's own Silent Hill series.
    • Humorously, Arcana Force XXI - The World's "heads" effect to skip the opponent's turn can be considered a reference to Dio Brando's stand "The World" in the manga and anime series "Jojo's Bizarre Adventure", which has the ability to stop time.note 
    • The name Arcana Force could be a reference to Pandora's dub name "Arkana", the character Takehito Koyasu (Saiou's Seiyuu) played back in Duel Monsters
  • Light Is Not Good: Despite their imposing, alien-like designs, they are all LIGHT Fairy-Type monsters. They are used by Saiou, who is corrupted by the Light of Ruin, both of them serving as the main antagonists of GX's season 2.
  • Luck-Based Mission: The monsters often attribute with coin flips to activate their effects, one positive and one negative. Arcana Force EX - The Light Ruler and Arcana Force EX - The Dark Ruler are the only ones which are not based on tarot cards, and the only ones who have a positive effect for both coin flips. The upside is that the positive effects can be very potent, but of course the detrimental ones can cripple you.
  • Luck Manipulation Mechanic: The Reversal of Fate Trap Card allows you to change the active effect of an Arcana Force monster to make up for a bad coin flip, while their Field Spell Light Barrier lets you forgo the coin toss entirely and just choose the effect you want (but is unreliable as Light Barrier itself will lose its effects if you don't get a good coin toss during the Standby Phase). Finally, while it's not a part of the archetype, Second Coin Toss is almost always thrown in to let you redo a coin toss.
  • Magikarp Power: The Arcana Force cards are poor at swarming the field and have weak low-level monsters, so bringing out their heavy hitters can be a chore. However, their high-level monsters tend to be very powerful and boast strong effects, allowing them to take over once they hit the field.
  • Time Stands Still: Arcana Force XXI - The World's "heads" effect is in reference to the fact that this monster is based on the Lovecraft deity of all time and space, Yog-Sothoth. A World Lock down deck is a lockdown deck revolving around Arcana Force XXI - The World. All you need to complete this Lockdown is a constant source of monsters that Arcana Force XXI can send to your Graveyard to activate its effect. It is important to know that Token Monsters cannot activate The World's effect, since they cannot be used for costs that require monsters to be sent outside the field.
  • Tarot Motifs: The monsters are based on the Major Arcana tarot cards, each possessing a different symbolic meaning, while the Spell and Trap Cards come in the form of the Minor Arcana tarot cards.

    Archfiends 

https://static.tvtropes.org/pmwiki/pub/images/archfiendemperorthefirstlordofhorror_lod2_jp_vg_artwork.png

Archfiends, called Daemons in the OCG, are a diverse group. Many monsters bear Archfiend in their name, but most are not really part of any archetype and the name more denotes a similar appearance between cards. There are two main sets of Archfiends. The Chess Archfiends are based on the pieces on a chess board and have the shared effect of rolling a die when targeted by a card effect, specific results negating the targeting effect and destroying the card, and they are are ruled by Terrorking Archfiend. The second set is a series of Archfiends that rely on destroying each other to activate their effects and summon higher-level monsters, lead by Archfiend Emperor, the First Lord of Horror. An Archfiend deck was used by Titan in the GX anime, focusing on the Chess Archfiends.

Several individual Archfiends appear in prominent anime decks, most notable examples: Yugi has Summoned Skull, he and Jonouchi have Black Skull Dragon; Pegasus has Toon Summoned Skull; Jack has Red Dragon Archfiend and Mad Archfiend; Kiryu has Infernity Archfiend.

Red Dragon Archfiend and Summoned Skull, sub-archetypes of this one, have their own entries here and here.


Tropes associated with the Archfiends:

  • And the Rest: While only a small number of Archfiend/Daemon cards can be considered a cohesive archetype, the OCG is pretty liberal about throwing around the word "Daemon" in all kinds of card names. Bowdlerization in the TCG led to these cards getting new names with no real rhyme or reason, which became kind of a problem when "Archfiend" became an archetype in its own right. This led to a lot of random cards getting reprinted with text clarifying that they are, in fact, Archfiend cards, even if they're cards that no Archfiend deck would be caught dead running like Beast of Talwar or A Deal with Dark Ruler. The localizations began to consistently use the "Archfiend" label after that, but there's still a lot of Archfiend cards that contribute nothing to the core archetype; for instance, no one in their right mind would use Archfiend Marmot of Nefariousness for Archfiend synergy.
  • Attack of the 50-Foot Whatever: Judging from his card art, Archfiend Emperor, the First Lord of Horror, towers over the other Archfiends to the point he could crush their entire bodies in his grip.
  • Authority Equals Asskicking: Terrorking and Archfiend Emperor, the First Lord of Horror, are both very powerful cards. The Emperor has 3000 ATK, the highest within the archetype, not counting the Red Dragon Archfiend variants and Overmind Archfiend, which aren't really part of the series anyway.
  • An Axe to Grind: The Axe of Despair is an Archfiend card.
  • BFS: Wielded by Terrorking Archfiend that's almost as long as he is tall.
  • Cast from Hit Points: Most monsters (notably the Chess Archfiends) and spell cards in the series require you to pay life points to keep them on the field or use their effects. And in a lot of cases, the cost is not optional.
  • Chained by Fashion: Imprisoned Queen Archfiend (This may suggest that Infernalqueen Archfiend was deposed and imprisoned, then replaced by Archfiend Empress.)
  • Chess Motif: The original Archfiends. The newer Royal Archfiends also have the chess motif, using different names: Archfiend Emperor and Empress are the King and Queen, Archfiend Giant is the Rook, Archfiend Commander is the Bishop, Archfiend Cavalry is the Knight, and Archfiend Heiress is the Pawn. Archfiend Eccentrick, a variant of Heiress, draws reference from chess gambits, and their Field Spell Archfiend Palabyrinth references the castling move.
  • Chronic Backstabbing Disorder: The new Archfiends have effects that destroy other Archfiends when summoned. This is usually a good thing since they have effects that activate when they get destroyed, but it still means your monsters will keep killing each other before turning their attention to the opponent.
  • Cute Monster Girl: Empress, Heiress, and Eccentrick lack the skeletal and monstrous features shared by most Archfiends. If it weren't for their purple skin, they could pass for humans in costumes.
  • Dem Bones: Many Archfiends have their bones exposed, but they aren't skeletons, since their muscles are visible.
  • Dub Name Change: Daemon->Archfiend
  • Evolutionary Levels: There are two paths that Thought Ruler Archfiend can choose. Ultimate Axon Kicker is the path of light, caused by Thought Ruler Archfiend undergoing the "Psychic Overload" transformation and Overmind Archfiend is the path of darkness.
  • Fusion Dance:
    • Summoned Skull with Red-Eyes Black Dragon becomes Black Skull Dragon.
    • Ultimate Axon Kicker may be a Fusion of "Thought Ruler Archfiend" and "Armored Axon Kicker".
    • "Cave Dragon" and "Lesser Fiend" make "Fiend Skull Dragon".
  • Homage: Red Dragon Archfiend is based upon the painting The Red Dragon by William Blake.
  • Large and in Charge: Evil Emperor of Terror - Genesis Archfiend. He's so big that the two monsters at his feet on the card art (who appear to be Archfiend Soldier and Archfiend General) are the size of mice to him. The condition of his effect (that you can only use it to summon Fiend-Type monsters) means that Genesis Archfiend will only allow its followers on its side of the field. His other effect (you can Normal Summon him without a Tribute, but his ATK is cut in half, and he's destroyed at the end of the turn) is just Genesis Archfiend showing off its power.
  • Names to Run Away from Really Fast: The Emperor Archfiend in either version. Japanese version he's called "Evil Emperor of Terror - Genesis Demon", English version changed his name to Archfiend Emperor, the First Lord of Horror.
  • No-Sell: Fiend Skull Dragon is unaffected by trap cards, and negates flip effects.
  • Our Zombies Are Different: Apparently Skull Archfiend of Lightning got killed at one point. He got hit by Reanimation Wave, and became Archfiend Zombie-Skull as a result.
  • Painful Transformation: The artwork for "Falling Down" shows "Warrior Dai Grepher" undergoing one of these to become "Dark Lucius LV 4".
  • Slouch of Villainy: The Archfiend Emperor again
  • Spell My Name with an "S": In the OCG, you have to look at the katakana carefully to distinguish Daemon from Demon (the pronunciation of the E is shorter). Demons are not Archfiends.
  • Super-Deformed: Toon Summoned Skull is a Toon version of Summoned Skull.
  • Took a Level in Badass: Summoned Skull —> Skull Archfiend of Lightning. Archfiend Commander is an upgraded version of either Summoned Skull or "Skull Archfiend of Lightning". This is supported because they are all "Archfiend" monsters, they have the same Type, Attribute, Level, ATK and DEF, and this card's last effect can target both of those monsters. It also has the same pose as one of Summoned Skull's alternate artworks.
    • It's also likely that Trick Archfiend evolved into Archfiend Empress.

    Armed Dragon 
https://static.tvtropes.org/pmwiki/pub/images/armeddragonlv10_ow.png
Armed Dragon LV10

Armed Dragons are WIND Dragon-Type LV monsters who focus on an aggressive playstyle using effects that can destroy your opponent's monsters by discarding cards from your hand. They are commonly used in conjunction with the Ojama and the A-to-Z archetypes. They are used by Chazz Princeton in Yu-Gi-Oh! GX.

A fully retrained series of Armed Dragons, known as Armed Dragon Thunder, was released in Blazing Vortex. They feature a new take on the LV mechanic and are much more streamlined to use.


Tropes associated with the Armed Dragons:

  • Achilles' Heel:
    • Like most LV monsters, Armed Dragons can be crippled with effects that stop them from turning into their stronger forms.
    • A lot of their members' DEF is low, so they can't take very strong hits while in defense position.
  • Badass Normal: Metaphys Armed Dragon, a Wyrm-Type Normal variant of Armed Dragon LV7 with 2800 ATK but only 1000 DEF.
  • Canon Welding: Armed Dragons originally had no direct affiliation with the Ojama or the A-to-Z archetypes other than that they were all used by the same duelist in the anime. Years later however, the three archetypes were all connected together through Ojamatch (Ojama + Armed Dragon), Ojamassimilation (Ojama + A-to-Z), and Armed Dragon Catapult Cannon (Armed Dragon + A-to-Z), making them a three-in-one archetype themed after Chazz Princeton.
  • Collective Identity: Armored Dragon is always treated as an Armed Dragon monster.
  • Deader Than Dead: By banishing one card from your deck or Extra Deck, Armed Dragon Catapult Cannon can banish all monsters on your opponent's field and in their graveyard.
  • Dragon Rider: Knight of Armor Dragon rides Armed Dragon LV7.
  • Enemy Summoner: When Armored Dragon destroys an opponent's monster by battle, you can Special Summon one Level 5 or lower WIND Dragon-Type monster from your hand or Deck other than Armored Dragon, but at the cost of the Special Summoned monster not being able to attack directly during the turn you used this effect.
  • Evil Counterpart:
    • Dark Armed Dragon and its evolution Dark Armed, the Dragon of Annihilation to Armed Dragon LV7.
    • Armed Dragon LV10 White can be considered one to Armed Dragon LV10, as its inspiration is a reference to the Society of Light.
  • Expy:
    • They eventually got their own Paladin monster in the form of Knight of Armor Dragon. Unlike most other Paladin monsters however, his effect isn't limited to summoning only Armed Dragons as you are able to Special Summon any Level 5 or higher WIND Dragon-Type monster from your hand or deck by tributing him.
    • In a sense, Armed Dragons could be considered one to the Red-Eyes archetype as they have quite a bit in common. Both have primarily red and black color schemes, are often overshadowed by another Dragon archetype in their respective eras (Blue-Eyes to Red-Eyes, Cyber Dragons to Armed Dragons) but are still very versatile in spite of it, have several variants, and are later supported by cards based off other monsters/archetypes used by their respective duelists in the anime.
  • Fusion Dance: Armed Dragon LV7 can fuse with VWXYZ-Dragon Catapult Cannon through Contact Fusion to form Armed Dragon Catapult Cannon. However, both of its materials have to have been summoned at some point in the duel in order to make it happen.
  • Glass Cannon: They have huge ATK the higher up their levels go. However, they have no effects to protect themselves from Spell, Trap, and/or monster effects that can cripple or destroy them and a lot of their members' DEF stats are rather low, especially in regards to Armed Dragon LV7 and its variants who have 2800 ATK but a DEF of only 1000.
  • Magikarp Power: Armed Dragon starts out at LV3 (1200 ATK, 900 DEF), then during your next Standby Phase it becomes LV5 (2400 ATK, 1700 DEF), then after destroying an opposing monster by battle and ending your turn it becomes LV7 (2800 ATK, 1000 DEF), and finally there exists the option to become LV10 (3000 ATK, 2000 DEF). However, unlike LV5 and LV7 who can be Special Summoned from the deck, Armed Dragon LV10 can only be Special Summoned from your hand. Luckily, Level Up!, the Ojama archetype and Ojamatch exist to help to make it and its predecessors' summoning far easier.
  • Mythology Gag: Armed Dragon LV10 White appears to reference when Chazz was a member of the Society of Light, having equipped Armed Dragon LV10 with White Veil during his duel with Alexis.
  • No-Sell:
    • Armed Dragon LV10 White can render you immune to a card's effect damage once per turn.
    • Armed Dragon Thunderbolt makes you immune to battle damage involving the monster targeted by this card's effect.
  • Our Dragons Are Different: They are western dragons decked out in metallic armor with blades, spikes, and drills all over their bodies and attack with their arms and fists more than they do with fire breath.
  • Painting the Medium: The five effects of Armed Dragon Thunder LV10 are written as effects that are gained when its ATK is over 1, 10, 100, 1000, and 10000. Since it starts with 3000 ATK, the first four effects are basically default for the monster; its effects are written in this atypical way because it references Chazz/Manjoume's anime catchphrase: "One, ten, hundred, thousand, Manjoume ("Man" literally means ten thousand) Thunder!"
  • Shock and Awe: Armed Dragon Thunders are Armed Dragons imbued with the ability to wield lightning. They even have lightning bolts imprinted all over their bodies.
  • Status Buff:
    • If Armed Dragon Thunder LV10 has over 1000 ATK, you can send one card from your hand to the graveyard and then destroy another card on the field to give it an additional 1000 ATK.
    • Pile Armed Dragon can give ATK to a monster equal to the ATK of another monster that you send to the graveyard, at the cost of only one monster being able to attack during the turn the effect is used.
    • One of the effects of Armed Dragon Lightning allows an Armed Dragon you control to gain ATK equal to its Level x 100.
    • Armed Dragon Thunderbolt gives one monster you control 1000 ATK for every Armed Dragon in your graveyard with an equal or lower level than it and with different names from each other.
  • Took a Level in Badass:
    • Armed Dragon -> Armed Dragon Thunder. They come with effects that allow them to be treated as the originals while being able to summon their stronger forms far easier.
    • Dark Armed Dragon -> Dark Armed, the Dragon of Annihilation.

    Aroma 

https://static.tvtropes.org/pmwiki/pub/images/aromaseraphyrosemary_lod2_jp_vg_artwork.png
She'll leave you smelling like roses with Life Points to spare.

Aroma is an archetype made mostly of Plant monsters. Their strategy is to gain Life Points in order to have more than the opponent and trigger their monsters' effects. The archetype consists of mages based on aromatic plants.

The Archetype itself is divided into three categories; Aromages, the main deck members of the Archetype; Aromaseraphy, their Tuner and Extra Deck monsters; and Aroma Jar. Most of the monsters' effects are twofold: their first effects apply while they have more LP than the opponent, and their second effects can trigger when their controller gains LP.


Tropes associated with the Aroma:

  • The Ace: Played with. The Level 5 Marjoram is the highest-leveled monster who becomes an Aromaseraphy, but her Aromaseraphy form, at Level 6, is just barely weaker than Bergamot, who is also Level 6.
  • Anti-Magic: Cananga can return a Spell/Trap Card to the hand when you gain Life Points.
  • Armor-Piercing Attack: Bergamot's first effect lets Plant monsters inflict piercing damage.
  • Back from the Dead: Angelica can revive herself when you have higher LP than the opponent and control an Aroma monster—although she's banished if she leaves the field from there.
  • Bishounen: Bergamot, Cananga, and Laurier can be easily mistaken for girls.
  • Cast from Hit Points: Humid Winds, Dried Winds, and Blessed Winds all have options to pay Life Points to activate powerful effects, ranging from adding an Aroma monster to destroying monsters your opponent controls, to even reviving an Aroma monster from the Graveyard.
  • Combat Medic: The archetype's strategy is combining life gain and beatdown tactics by translating LP increases into card advantage, removal, and stat boosts. Bergamot and both forms of Rosemary, in particular, can become very powerful for their respective levels.
  • Does Not Like Shoes: Angelica is barefoot.
  • Enemy Summoner: Jasmine's effect allows the player to Normal Summon a Plant-Type monster in addition to their Normal Summon.
  • Fiery Redhead: Bergamot, in keeping with his FIRE Attribute, has matching red hair.
  • Floral Theme Naming: Each of the Aromages are named after a species of flower that can be used to produce essential oils.
  • Gender-Equal Ensemble: Three guys, three girls, a seraph, and a jar.
  • The Leader: Bergamot is the strongest and oldest member of the Aromages.
  • Little Miss Badass: The 100 ATK Aromage Jasmine eventually becomes Aromaseraphy Jasmine, a LINK–2 Link Monster with 1800 ATK.
  • Long-Haired Pretty Boy: Bergamot has long, red hair and is very handsome.
  • Magical Girl: Rosemary, Jasmine, and Marjoram are Cute Witches who receive Frilly Upgrade with fairy wings in their Aromaseraphy forms. Angelica is essentially the fairy mascot who helps the girls transform when she combines with them.
  • The Medic: The entire archetype is based around gaining Life Points.
  • Megane: Cananga wears glasses and seems to be a reserved and brainy type of character.
  • Non-Indicative Name: Despite being called Aromage, they are not Spellcaster-Type monsters, but Plant-Type monsters.
  • No-Sell: Aroma Jar can't be destroyed by battle when flipped. Meanwhile, Marjoram prevents her wielder from taking battle damage involving fellow Plant monsters while they have higher LP than the opponent—and her Synchro evolution, Sweet Marjoram, prevents any friendly Plants from being targeted by enemy card effects.
  • Power Nullifier: Once per turn, if you gain Life Points, Aromaseraphy Rosemary can negate the effects of one of the opponent's face-up cards until the end of the turn.
  • Took a Level in Badass: Marjoram, Rosemary and Jasmine become Aromaseraphies with Angelica's help, if the wings they gain are any indication.
  • Status Ailment: When you have more Life Points than your opponent, Cananga's first effect makes all of the opponent's face-up monsters lose 500 ATK and DEF.
  • Status Buff:
    • Aroma Garden will grant a boost of 500 ATK and DEF to all of your monsters if you control an Aroma monster.
    • Bergamot can, once per turn, increase his ATK and DEF by 1000 each when you gain Life Points.
    • As long as your Life Points are higher than your opponent's, Aromaseraphy Rosemary increases the ATK and DEF of all Plant-Type monsters you control by 500.
  • Token Mini-Moe: Jasmine is the youngest and cutest of the Aromages.
  • You Gotta Have Blue Hair: Rosemary, befitting her WATER Attribute.

    Artifact 
https://static.tvtropes.org/pmwiki/pub/images/artifactsanctum_lod2_jp_vg_artwork.png
Handle with care. Or they'll handle you.

Artifacts are monsters that can also can act as Spell Cards, but if they are destroyed as Spell cards, they can be Special Summoned and activate their effects.


Tropes associated with the Artifacts:

  • Back from the Dead: Artifact Failnaught can bring back another Artifact as a Spell Card when it is summoned to the field.
  • Big Damn Heroes: Artifact Labrys's effect. Artifact Chakram can be special summoned if a Spell/Trap Card you control is about to be destroyed and swaps places with it.
  • Blade on a Stick: Artifact Longinus, which is based on The Lance of Longinus. It can be Tributed to prevent the Banishing of cards.
  • Came Back Strong: The Artifact Archetype benefit from being destroyed by card effects, and their main deck members can be Set as Spell Cards.
  • Emotion Eater: According to the Booster Pack Guide, they are powered by memories, of all things. Durandal is also known as the "Memory-Severing Sword". They don't seem to be evil, though.
  • Fusion Dance: As pictured in Artifacts Unleashed. In the Guide, Caduceus mentions that Artifacts can combine the power of their units.
  • Light Is Not Good: All over the place with Artifact Scythe. It is quite evil-looking and his effects are shady... But it's a LIGHT Fairy like every other Artifact, and the Artifact monsters themselves are not evil. But then again, Scythe was introduced after the official info dump regarding their lore. Some might guess that he is actually the Token Evil Teammate or just a case of Do Not Fear The Reaper, although more info is still needed.
  • Living Memory: The colored spirits on every Artifact's art are said to be memories of the greatest warriors that once wielded them.
  • Living Weapon: They are somewhat sentinent even without their spiritual wielders.
  • Luckily, My Shield Will Protect Me: Artifact Aegis, who can protect her fellow Artifacts against other card effects with her effect. Artifact Achilleshield protects other Artifacts from attacks.
  • Public Domain Artifact: "Artifacts" are based on different types of ancient weapons (except Beagalltach and Moralltach [which are a set of twin swords based on two related swords in the same myth] and "Durandal" [which is the combined form of the two prior "Artifacts") with names based on mythological and historical weapons of the same design.
  • Punny Name: While Achilleshield is a portmanteau, it can also be read as Achilles' Heel.
  • Rainbow Motif: Each of the Main Deck Artifact monsters are in a color on the Rainbow, except Scythe which instead makes a CYMK sub scheme with Aegis, Lanceia and Chakram.
  • Shout-Out: Yes, there's both an Artifact named Aegis and another one named Labrys. Coincidence? Well... maybe, but then the Booster Pack Guide says that Labrys won't forgive anyone that tries to hurt Aegis and then it becomes pretty obvious.
  • Sigil Spam: Visually, "Artifacts" share the same gold and silver almost steampunkish motif along with a dark black circle along the central vertical axis (two circles for the Xyz) of the weapon and thick black lines engraved along the body and blade. When active, the dark circle is replaced with an emblem shared among all the "Artifacts" with a glowing background, and the black engravings begin to glow as well.
  • Spiritual Successor: These spirits appearing in the Artifact monster artwork bear a strong resemblance to Equip Spell Cards summoned as monsters by Geko Tenma under the influence of "Armament Reincarnation."

    /Assault Mode 
https://static.tvtropes.org/pmwiki/pub/images/stardustdragonassaultmode_tf04_jp_vg.png

/Assault Mode, known as /Buster in the OCG, are an archetype of Effect Monsters that take the form of upgrades to Synchro Monsters, and are summoned through Assault Mode Activate. The initial wave of /Assault Mode cards, released in Crimson Crisis, included six /Assault Mode monsters along with a handful of support cards. Dark Neostorm later expanded the archetype with more support, including more ways to bring out the /Assault Mode monsters.

For details on the /Assault Mode monsters' base forms, see: Red Dragon Archfiend, Stardust, Spell Counter Spellcasters, T.G., and Zombie Counterpart.


  • Balance Buff: Assault Sentinel and Psi-Reflector both greatly boosted the archetype by being one-card setups for nearly any /Assault Mode monster. With their effects, they can easily search each other along with Assault Mode Activate and Synchro Summon most of the /Assault Modes' base forms.
  • Powered Armor: The /Assault Mode monsters take the form of their base Synchro counterpart wearing armor. When destroyed, they will then summon their base form from the Graveyard, representing the armor being destroyed in place of the actual monster.
  • Power Up Letdown:
    • Red Dragon Archfiend/Assault Mode is often a dubious upgrade over the basic Red Dragon Archfiend, since it nukes all of your monsters every time it attacks (and this is not optional) whereas the basic RDA will leave them alone if they also attack.
    • Hyper Psychic Blaster/Assault Mode has a more conditional effect than its base form, most notably losing the ability to deal piercing damage. Instead of attacking a Defense Position monster and then simply damaging and healing based on the difference between its DEF and Hyper Psychic Blaster's ATK, the Assault Mode has to hit high DEF monsters for maximum effect damage and high ATK monsters for maximum LP gain, which makes it far less consistent.
  • Super Mode: They're upgraded versions of regular Synchro Monsters with a stronger effect, higher level, and 500 more ATK/DEF.
  • Support Party Member: In general, the /Assault Modes aren't meant as a deck in their own right, but rather to support the decks that use their base form. It helps that Psi-Reflector and Assault Sentinel give most of these decks a way to not only Synchro Summon the base forms, but also easily pull out a wide variety of Synchro Monsters.

    Atlanteans 
https://static.tvtropes.org/pmwiki/pub/images/atlantean.jpg
Poseidra (center) leading his army
Atlanteans, known as Sea Emperors (海皇 Kaiō) in the OCG, are a series of WATER Sea Serpent monsters that rely on swarming the field and activating effects that change the course of battle. They also activate secondary effects if sent to the Graveyard by the effect of a Water monster. They are lead by Atlantean Dragon Poseidra.

For a related archetype often seen alongside Atlanteans, please check out the Mermail folder.


Tropes associated with the Atlanteans:

  • Ambition Is Evil: Poseidra's desire to rule both land and sea leads him to attack the Fire Kings and enslave the Mermails.
  • Anti-Magic: Atlantean Dragon Poseidra's effect upon using the Special Summon effect. This means Poseidra is trying to soften up its foe before attacking with its full might.
  • Arch-Enemy: With the Fire Kings. This is very prominent in the artwork for Ocean Ablaze. Both of this card's applicable effects are designed to be useful for both "Atlanteans" and "Fire Kings". The effect which Special Summons WATER monsters also destroys a monster you control, triggering the "Fire King" monsters' effects; the second effect destroys any monster on the field, which may benefit the "Fire Kings", while it also discards 1 of your cards, triggering some of the "Atlantean" monsters' effects.
  • Back from the Dead: One of Atlantean Dragon Poseidra's effects. This effect indicates that the Atlantean Fishmen are so dedicated to the Atlantean cause, they are willing to give up their lives just so Poseidra can be summoned to the battlefield.
  • Captain Ersatz: Atlantean Dragon Poseidra resembles the Lagiacrus, from Monster Hunter. Its position, color scheme, and posture is also similar to Lagiacrus (Include the dermal spikes on its back).
  • Dragon Rider: Atlantean Dragoons are a pair of Atlanteans riding on seahorse-like dragons.
  • Dub Name Change: Known as Sea Emperor in the OCG.
  • The Emperor: Atlantean Dragon Poseidra was called Sea Emperor Dragon Poseidra in the OCG. Driven by ambitious desires to reign over both the land and sea of their region, the "Atlantean" army began an invasion on the island of their archenemies, the "Fire Kings". However, the "Fire Kings" were unexpectedly stubborn in their resistence, dragging the war to a standstill. As a way to break the standstill, the "Atlanteans" turned their eyes to the "Mermails", who had lost their home and had nowhere else to go. Seizing the legendary treasure the "Mermails" had sealed deep under the ocean, "Poseidra" reigned over them as their new king with the treasures' power, and ordered them to beginning a torrential assault on the "Fire Kings"
  • Enemy Summoner: Atlantean Heavy Infantry and Atlantean Marksman's effects. Atlantean Infantry's effect is basically Armed Soldier asking for backup to arrive and support them. Atlantean Marksman's effect is basically Atlantean Marksman calling in more troops to finish off their enemies.
  • Fish People: Most Monsters of this archetype, which indicates that they live under the sea and work for Poseidra.
  • Kill It with Water: The power of the bracelet is great, with it the "Atlanateans" summoned a downpour, robbing the "Fire Kings" of their power. As well, those who dared to disobey were reduced to bubbles in the ocean…
  • Meaningful Name:
    • Atlantean Dragon Poseidra's name is a portmanteau of "Poseidon", the Greek god of the sea, and a dragon/hydra. Even the tip of its tail has the image of Poseidon's Trident.
    • Atlantean Tridon may be a younger version of "Poseidra, the Atlantean Dragon" or perhaps the offspring of the latter. This is fitting, as Tridon is named after Triton, the son of the sea god Poseidon.
  • Our Dragons Are Different: Atlantean Dragon Poseidra.
  • Weapon of Choice:
  • Title Drop: Call of the Atlanteans is the First card that shares its OCG name with Structure Deck setname: Kaiō no Hōkō/Roar of the Sea Emperor.
  • Transformation of the Possessed: However, getting too full of himself, "Poseidra" put on the bracelet, and instantly his body began to change, and the "Mermail" King spoken of in legends appeared.
  • Zerg Rush:
    • Atlantean Assault Trooper's effect is based off this.
      If you control another face-up Fish, Sea Serpent, or Aqua-Type monster, this card gains 800 ATK.
    • The shadows of multiple "Atlanteans" can be seen behind "Poseidra, the Atlantean Dragon" in the artwork of "Call of the Atlanteans." The card also helps you swarm the field with Atlanteans.

    A-to-Z 
https://static.tvtropes.org/pmwiki/pub/images/atozdragonbustercannon_lod2_jp_vg_artwork.png

The A-to-Z series is a series of LIGHT Machine-type monsters. The cards are thematically based on robots that combine into giant mechas, and they reflect this trait in gameplay in two ways. Firstly, most of the monsters are Union Monsters, and can equip themselves to each other to boost each others' powers. Secondly, the archetypal Fusion Monsters are summoned via Contact Fusion by banishing the Fusion Material Monsters from the field, representing the robots combining into their mecha forms.

The archetype originated with the X, Y, and Z monsters and their combinations. The archetype was first expanded with the addition of V and W monsters, and then the A, B, and C monsters. The original XYZ cards have been used by Seto Kaiba and Jun Manjoume/Chazz Princeton.


  • Anti-Magic: A-Assault Core protects the equipped monster from monster effects, B-Buster Drake protects against Spell effects, and C-Crush Wyvern does the same for Trap Cards. And they can all be equipped to the same monster.
  • Awesome, but Impractical:
    • VWXYZ-Dragon Catapult Cannon is a 3000 attack beatstick that can banish an opponent's card one per turn, and can set the position of an opponent's monster when it attacks. However it requires two Contact Fusion Monsters to summon and has no protection by itself. It doesn't help that the series later received a new boss monster in ABC-Dragon Buster, which has a comparable effect and is much easier to summon.
    • The ace of the archetype, A-to-Z-Dragon Buster Cannon, is even more so. At 4000 ATK and DEF, it can steamroll just about anything. On the off chance it can't, it can negate and destroy just about any card or effect in the game for the low, low price of discarding a card. All you have to do to bring it out is banish the aforementioned Dragon Buster and an XYZ-Dragon Cannon from your field. Ouch.
    • The crowner, though, would have to be Armed Dragon Catapult Cannon, who clocks in as only slightly weaker than a Dragon Buster Cannon—but can banish every card from your opponent's field and Graveyard once per turn, in exchange for you banishing a card from your Deck or Extra Deck, and can also prevent your opponent from activating any cards or effects if they share the same name as a banished card; depending on what you banished, this can make them unable to even play the game. But this absolute nuke of a monster can only be Summoned by banishing a Dragon Catapult Cannon and an Armed Dragon LV 7 from your field or Graveyard—while both cards were Special Summoned in the same Duel. Oof.
    • Amusingly, Ojamas of all things can help bring out the various fusions more easily, by using Ojamassimilation to bring out the materials.
  • Badass Normal:
    • X-Head Cannon is a Level 4 Normal Monster with solid 1800 ATK, making it the strongest individual until A-Assault Core came along.
    • Subverted with V-Tiger Jet, a Level 4 Normal Monster with only 1600 ATK and mediocre 1800 DEF.
  • Bowdlerise: The artworks X-Head Cannon and Z-Metal Tank and any Fusion involving them have edited guns in the TCG to make them less realistic.
  • Combining Mecha: The theme of the deck. The Fusion Monsters in this deck are all formed by the individual Main Deck monsters combining into bigger forms, mechanically represented as contact fusion.
  • Composite Character: While ABC-Dragon Buster is meant to be a modern counterpart to the original XYZ-Dragon Cannon, down to requiring three materials and having the same level, its ATK and DEF are the same as VWXYZ-Dragon Catapult Cannon. Furthermore, its effect requires the player to discard a card like XYZ but banishes a card on the field like VWXYZ.
  • Divergent Character Evolution: An interesting real life example case. The XYZ cards were both used by Kaiba and Manjoume. However the way the cards got new support in real life and how they are centered around them is different.
    • For Kaiba his XYZ-Dragon Cannon gained a modern counterpart ABC-Dragon Buster which in turn can combine together further into A-to-Z Dragon Buster Cannon.
    • For Manjoume his XYZ-Dragon Cannon already could combine further with VW-Tiger Catapult into VWXYZ-Dragon Catapult Cannon, but with new support can now fuse together with Armed Dragon LV 7 into Armed Dragon Catapult Cannon with help from his Ojama archetype.
  • Equippable Ally: The majority of these are Union Monsters (W-Wing Catapult, Y-Dragon Head, Z-Metal Tank and the ABC trio), allowing them to equip to each other for a power-up without necessarily having to fuse.
  • Foil: The ABC trio and the Electromagnet Warriors. Both are modern counterpart to an old trio of cards that could combine together to become a more powerful monster. However, the ABC are LIGHT Machine-Type monsters whose combined form are Fusion monsters while the Magnet Warriors are EARTH Rock-Type monster with the Magna Warriors being effect monsters. This is made more evident by ABC-Dragon Buster and Berserkion, the Electromagna Warrior having the same level, ATK, DEF, similar summoning requirements and effects.
  • Fusion Dance: Through Contact Fusion:
    • V-Tiger Jet + W-Wing Catapult = VW-Tiger Catapult.
    • X-Head Cannon + Y-Dragon Head = XY-Dragon Cannon.
    • X-Head Cannon + Z-Metal Tank = XZ-Tank Cannon.
    • Y-Dragon Head + Z-Metal Tank = YZ-Tank Dragon.
    • X-Head Cannon + Y-Dragon Head + Z-Metal Tank = XYZ-Dragon Cannon.
    • VW-Tiger Catapult + XYZ-Dragon Cannon = VWXYZ-Dragon Catapult Cannon.
    • A-Assault Core + B-Buster Drake + C-Crush Wyvern = ABC-Dragon Buster.
    • ABC-Dragon Buster + XYZ-Dragon Cannon = A-to-Z Dragon Buster Cannon.
    • VWXYZ-Dragon Catapult Cannon + Armed Dragon LV7 = Armed Dragon Catapult Cannon.
  • Gag Penis: The Y-Dragon Head is between the crotch of XY-Dragon Cannon, XYZ-Dragon Cannon and VWXYZ-Dragon Catapult Cannon. It gets worse with each addition.
  • Light Is Good: Manjoume also uses these post-Heel–Face Turn.
  • Light Is Not Good: They were used by Manjoume and Kaiba in antagonistic roles, later rival roles.
  • Mutually Exclusive Powerups: W-Wing Catapult, Y-Dragon Head, and Z-Metal Tank all have the caveat that a monster can only be equipped with one of them at a time. Averted with the ABC trio, which do not have this restriction. Later also averted with the latter two, which received errata removing the "one Union per monster" restriction.
  • Mythology Gag: The ABC series shares the color palettes of Ojama Green, Black, and Yellow.
  • One Steve Limit: The XYZ ("Ex-Why-Zee") trio/union should not be confused with Xyz ("Ex-iez") Monsters. And Xyz should not be spelled as XYZ.
  • Panthera Awesome: V-Tiger Jet adds any Fusion with the letter V the awesomeness of tigers.
  • Serial Escalation: First, the addition of V and W create VWXYZ, with the reshuffling of parts to make the result more humanoid. A, B, and C were initially a separate series, but the Structure Deck featuring the archetype then introduces A-to-Z, a combination of two Combining Mecha: ABC and XYZ. The resulting monster looks about as convoluted as the name and components imply. Unlike VWXYZ, this Fusion averts Awesome, but Impractical with the ability to negate nearly anything and even split up into its base components should it come under threat, making the payoff usually worth the investment.
  • Sixth Ranger: The ABC machines were added long after the VWXYZ series were introduced.
  • Super Prototype: The XYZ series was the first series of monsters to introduced Contact Fusion (and Union Monsters). While the Neos archetype dubbed the name of the method after the VWXYZ machines were already introduced, the VWXYZ series had much less flaws than the Neos archetype. The only flaw the VWXYZ machines have that nowadays Contact Fusion Monsters lack are the specific Fusion Materials.

    Attribute Booster 
https://static.tvtropes.org/pmwiki/pub/images/linkparty_lod2_jp_vg_artwork.png
The Link Attribute Boosters. Clockwise from the top: Wee Witch's Apprentice, Hip Hoshiningen, Missus Radiant, Mistar Boy, Duelittle Chimera, Greatfly

Attribute Boosters are a series of low-stat monsters that boost the power of all monsters of their respective attribute while weakening the opposite attribute. They would later upgrade into LINK-2 Link monsters with an extra recovery effect.

Tropes associated with the Attribute Boosters:

  • Big Creepy-Crawlies: Bladefly and Greatfly are human-sized flies.
  • Cute Witch: Wee Witch's Apprentice is a young and cute witch.
  • Elemental Rivalry: Each Attribute Booster support their own attribute while hindering their rival attribute. We have FIRE vs. WATER, EARTH vs. WIND, and LIGHT vs. DARK. Ironically, the Attribute Boosters themselves seem to be amiable towards each other.
  • High-Class Glass: Mistar Boy wears a monocle.
  • Took a Level in Badass: The original six are rather weak monsters that are not worth it to put in your deck despite their handy effect. The Link monsters have much better stats, provide Link utility, and have an effect that allows you to recover cards when they are destroyed. They become a staple for any deck that focuses on a single Attribute.

    Bamboo Sword 
https://static.tvtropes.org/pmwiki/pub/images/brokenbamboosword_tf04_jp_vg.jpg

Bamboo Sword is a series of Spell Cards based on, well, bamboo swords. Their two key cards are the Equip Spells "Broken Bamboo Sword" and "Cursed Bamboo Sword", who grant a whopping 0 ATK when equipped.

...fortunately, that's where the other Bamboo Sword spell cards come in. The other Bamboo Sword Spells have powerful effects that require a Bamboo Sword Equip Card to be activated or triggered, ranging from draw power to skipping your opponent's phases.


Tropes associated with the Bamboo Swords:

  • Joke Character: Broken Bamboo Sword gives the equipped monster 0 ATK, and does nothing else.
  • Lethal Joke Character: By itself, the Bamboo Swords equip cards don't provide any point increases. However...
    • If you use Soul Devouring Bamboo Sword with another Bamboo Sword card, you can force your opponent to skip their next Draw Phase.
    • Cursed Bamboo Sword allows you to return another Bamboo Sword card to your hand to allow the equipped monster to attack directly.
    • Golden Bamboo Sword allows you to draw two cards if you control another Bamboo Sword card.
    • If you activate a Bamboo Sword card while Burning Bamboo Sword is on the field, your opponent must skip their next Main Phase 1.
  • Not Completely Useless: The Broken Bamboo Sword was truly completely useless when it was first released in Tactical Evolution. Support for the Broken Bamboo Sword (in the form of Soul Devouring Bamboo Sword) came in the very next booster pack, Gladiator's Assault, making the Broken Bamboo Sword actually useful. The other Bamboo Sword cards were slowly released in the years after, further increasing the potency of the Broken Bamboo Sword.
  • Wooden Katanas Are Even Better: The archetype focuses around swords made of bamboo.
  • Wrecked Weapon: As its name implies, Broken Bamboo Sword.

    Batteryman 
https://static.tvtropes.org/pmwiki/pub/images/batterymen.png
Their assault and battery will short-circuit your opponent's strategy.
The Batterymen are a series of LIGHT Thunder-Type monsters based on batteries. They swarm the field to power each other up.

Tropes associated with the Batterymen:

  • Glass Cannon: Batterymen can easily win the game with their sheer power and swarming capabilities (and liberal use of Short Circuit), but are quickly halted by mass destruction or floodgates thanks to a noticeable lack of protection. Can easily slide into Lightning Bruisers with their insane amount of recovery, however.
  • Heroic Second Wind: The archetype is famous for the sheer amount of comeback cards available. From a Monster Reborn clone to a Quick-Play resource recovery card to a Trap card that revives 2 monsters. As long as Battery Men survive a board nuke, they can instantly recover their board and nuke you in return.
  • Our Dragons Are Different: Super-Electromagnetic Voltech Dragon, which gains a different effect, depending on which Batteryman the player tributes for it.
  • Improbable Weapon User: Batteryman Industrial Strength uses a pair of jumper cables as weapons.
  • My Friends... and Zoidberg: Voltech Dragon is technically part of the archetype, but not having Batteryman in its name puts it at odds with their many support cards since they don't work on it. The archetype has since evolved to rely on a Zerg Rush strategy and now Voltech Dragon has no place in a proper Batteryman deck.
  • Stealth Pun:
    • They rely on swarming the field — naturally, the more batteries you rely on for power, the more power you get from them.
    • C and AA only get their effects to activate if all copies of them on the field are in the same position, Attack or Defense. Of course, consumer batteries like C and AA only provide power when their terminals are lined up in the same direction.
    • Most of their spell and trap support provide swarming and recovery at a much larger quantity than most other Archtypes. Or in other words, they're easily rechargeable.
  • Stone Wall: Batteryman D has an effect that forces the opponent to not target any Thunder-Type monster except Batteryman D, and at 1900 DEF he can survive a bit. However, he has 0 ATK so he isn't much use for offense.
  • Theme Naming: Batterymen are named after the commonly used battery names. In Japan, where battery types are numerically named, they have the added bonus of getting leveled and marked on the character art based on their battery type.
  • Weak, but Skilled: The line as a whole looks pathetic, but they can be very effective when used right.
    • Their stats are pathetic, but their ability to swarm the field with copies of each other is amazing in the era of Xyz Monsters. For instance, Batteryman AAA has 0 ATK and 0 DEF, but when you summon him, you can Special Summon another AAA from your hand or Graveyard, making him a one-card combo for any Rank 4 Xyz, barring those with specific requirements.
    • Their bigger hitters are just big in comparison to the rest of the line, they're still low. But they can also swarm the field by Special Summoning, and have effects to destroy or bounce cards, allowing them to clear the field with their effects.
    • They have several +1 support cards like Quick Charger, Recycling Batteries, and Portable Battery Pack, which allow them to recycle themselves from the Graveyard and maintain card advantage, and all three of those cards can lead to an Xyz from an empty hand and field depending on what you retrieve.
  • Zerg Rush: Their main gimmick is that they're intended to be used in numbers, as many of them have effects that rely on you having several Batterymen in play or allow you to summon more. As a downside, they have paltry stats alone and their effects usually aren't good for much other than summoning more Batterymen. The best example is Batteryman AA, who gets +1000 Attack for each copy of it in play. If you can get all three on the field, that's three 3000 ATK beasts you have. But with only one, it's stuck at 1000/1000 and is not going to do much.

    Battleguard 
https://static.tvtropes.org/pmwiki/pub/images/4189.jpg
Swamp Battleguard
https://static.tvtropes.org/pmwiki/pub/images/2807.jpg
Lava Battleguard

Battleguards are high-level EARTH Warrior-Type monsters who give each other ATK boosts when they’re on the field at the same time and largely focus on heavy beatdown strategies. They were used by Joey Wheeler in the original Yu-Gi-Oh! series, as well as The Sledgehammer and Grizzlepike Jones in Yu Gi Oh ARCV.


Tropes associated with the Battleguards:

  • Achilles' Heel:
    • Due to them having levels of 5 and above, Battleguards take a bit of work to get onto the field unless you can Special Summon them quickly without needing to tribute or by reducing their levels while in your hand.
    • Because of their reliance on numbers, any effects that clear your Monster Zone is a huge problem for them as well.
    • Their defenses are relatively low, so they will suffer if forced into defense position.
  • Attack! Attack! Attack!: Their main strategy is to deliver huge beatdowns whether through high stats, multiple attacks, or both.
  • Foil: The original ATK and DEF of Swamp and Lava Battleguard are almost opposite to each other (Swamp Battleguard has 1800 ATK and 1500 DEF while Lava Battleguard has 1550 ATK and 1800 DEF).
  • Glass Cannon: Battleguard King possesses a whopping 3000 ATK and the ability to deliver multiple strikes by tributing other Warrior-Type monsters on your side of the field, but has a measly 1100 DEF, meaning it can't take much when in defense position.
  • Palette Swap: Either Swamp Battleguard is one of Lava Battleguard or vice-versa.
  • Status Buff:
    • Swamp Battleguard gains 500 ATK for every Lava Battleguard on your field, while Lava Battleguard gains 500 ATK for every Swamp Battleguard on your field.
    • Battleguard Rage gives one Warrior-Type monster 1000 ATK and any monsters it destroys are returned to the hand instead of going to the graveyard.

    Battle Ox 
https://static.tvtropes.org/pmwiki/pub/images/battleox_tf04_jp_vg.jpg

Battle Ox, known as Minotaurus in the OCG, is a Level 4 EARTH Beast-Warrior-Type Normal monster with 1700 ATK and 1000 DEF that was frequently used by Seto Kaiba in the original Yu-Gi-Oh! series. Over the years, he's seen a few retrains and has had cameos in several cards and anime installments.


Tropes associated with the Battle Ox series:

  • A Load of Bull: Battle Ox is literally called Minotaurus in the OCG.
  • Armor-Piercing Attack: Enraged Battle Ox allows any of your Beast, Beast-Warrior, or Winged Beast monsters to inflict piercing battle damage if they attack a monster in defense position.
  • The Cameo:
    • Battle Ox appears in the artwork for Triggered Summon, The Unchosen One, Pixie Ring, New Recruit, and Excess Lesser Linker.
    • Besides being one of Seto Kaiba’s signature monsters, Battle Ox also appears in many other installments of the anime franchise, most notably Yu-Gi-Oh!: Capsule Monsters where he was one of many monsters the protagonists fought, and Yu-Gi-Oh! ZEXAL where a different-colored version of him was acting as the guardian of Number 65: Djinn Buster until he was defeated by Number 96.
  • Fusion Dance: Battle Ox can fuse with Mystic Horseman to form Rabid Horseman.
  • Our Centaurs Are Different: Rabid Horseman combines the top half of Battle Ox with the bottom half of Mystic Horseman.
  • Palette Swap: Instead of his usual brown hide and red armor with gold trimmings, his appearance in ZEXAL as a Number Guardian depicts him as having a blue hide and wearing gold armor with silver trimmings.
  • Took a Level in Badass: Enraged Battle Ox is a retrained version that allows any of your Beast, Beast-Warrior, or Winged Beast monsters to inflict piercing battle damage if they attack a monster in defense position.

    Battlewasps 
https://static.tvtropes.org/pmwiki/pub/images/battlewasp.jpg
Battlewasp - Ballista the Armageddon
The Battlewasps, known as Bee Force in the OCG, is an archetype of WIND Insect-Type monsters focused on swarming the field in preparation for synchro summons. They use effects that inflict burn damage or manipulate the ATK of monsters on the field to increase

They appear in Yu-Gi-Oh! ARC-V where they are used by Shinji Weber.


Tropes associated with the Battlewasps:

  • Arms and Armor Theme Naming: Several Battlewasps are named after types of polearms and ranged weapons.
  • Back from the Dead: Several cards from this archetype have the ability to revive Battlewasp monster in the graveyard or return to the field with their own effect.
  • Big Creepy-Crawlies: The Battlewaps are much larger than the insects they are based on.
  • Dub Name Change: From Bee Force to Battlewaps. This was likley done in order to match the initials of the Blackwing archetype which itself was called Black Feather in the OCG.
  • Everything's Worse with Bees: The archetype is themed after bees, or wasps in the TCG, and can deal a lot of damage, be it from battle or from effects.
  • Expy: Of the Blackwing archetype. Aside from having the same initials in both the OCG and TCG, both archetypes are animal-themed, focus on a swarm playstyle and employ Synchro monsters and share a similar Theme Naming. Additionally, Shinji Weber, who uses the archetype in ARC-V was friends with said series' take on Crow Hogan who plays a Blackwing deck.
  • Nerf: Overall averted as their cards have had their effects upgraded and sometimes gained new ones but some of them have had their effects altered to be different or less powerful or gained restrictions.
    • Special Summoning Twinbow with its own effect no longer causes the former to have its effects negated but instead the player to only summoning Insect-Type monsters from the Extra Deck for the rest of the turn which is a harsher restriction. Said effect also can only be activated once per turn.
    • Hama's ability to attack twice each battle phase is now only active if Hama was synchro summoned using a Synchro monster and the amount of ATK it can reduce with its effect is fixed at 1000. On the other hand, its materials are now completly generic and the reduction is applied to both ATK and DEF, affect all monsters the opponent controls instead of one and no longer lasts until the end of the Battle Phase.
    • Azuza no longer has the ability to double the effect damage inflicted by other Battlewasps monsters. Instead, said effect was changed to inflicting damage equal to the original ATK of the monster whose effect inflicted damage and can only be activated once per turn. She also gained a second effect which allows for herself to revive from the graveyard if a Battlewasp monster destroys an opponent's monster by battle.
    • Summoning Swarm now restricts the player to only summoning insect monsters from the extra deck during a turn in which they activated this card.
  • Power Nullifier: Sting the Poison has the ability to negate the effect of an opponent's monster at the cost of tributing another insect monster.
  • Status Ailment: Several Battlewasps monsters have the ability to reduce the ATK/DEF of opposing monsters.
    • Halberd the Charge can halve the ATK of a monster it attacked if the latter has higher ATK.
    • Hama the Conquering Bow has the ability to reduce the ATK and DEF of all monsters the opponent controls by 1000 whenever it inflicts battle damage.
    • Ballista the Armageddon, if Special Summoned, allows the player to banish all Insect-Type monsters from they GY to have all the monsters the opponent controls lose 500 ATK/DEF for each monster banished this way.
  • Theme Naming: They follow the pattern "[archetype] — [name] the [X]", just like the Blackwing archetype.

    Battlin' Boxer 
https://static.tvtropes.org/pmwiki/pub/images/battlinboxers.jpg
Number C105: Battlin' Boxer Comet Cestus says Put 'em up.
Battlin' Boxers, known as Burning Knucklers in the OCG, are a series of FIRE Warrior-Type monsters that rely on manipulating battle by powering themselves or each other up. Their leader is Number 105: Battlin' Boxer Star Cestus, who powers up into Number C105: Battlin' Boxer Comet Cestus. This archetype is used by Alito in ZEXAL.

Tropes associated with the Battlin' Boxers:

  • Combat Pragmatist: Battlin' Boxer Rabbit Puncher gains its name from the rabbit punch; a blow to the neck or to the base of the skull which is illegal in professional boxing and other combat sports. This references how Alito was willing to cheat in his tag duel with Gauche against Yuma and Droite.
  • Dub Name Change: From Burning Knuckler to Battlin' Boxer.
  • Evil Counterpart/Expy: Star Cestus can be considered one towards Number 39: Utopia. Both are Number monsters, are the ace monsters of their users in Zexal, their shape and color patterns are similar, their ATK are the same, and have effects that protect monsters from battle. However, Cestus is stronger because he can negate the opposing monster's effect as well as to redirect battle damage taken.
  • Fixing the Game: Cheat Commissioner is based off of the stereotypical sleazy manager who'll do anything to make sure their boxers fight and win.
  • Gladiator Games: Battlin' Boxer Lead Yoke is wearing a Greek soldier or gladiator outfit and that also might be a reference about how the Greeks had ancient boxing games in the Olympics that they held in the past. Which makes sense why Alito had such a card, since he used to be a gladiator when he was a human.
  • Glass Cannon: True to his name, Battlin' Boxer Glassjaw is one. He has 2000 ATK (high, considering he's Level 4) but he's automatically destroyed if he's attacked. (However, you then get to add another Battlin' Boxer from your Graveyard to your hand.)
  • Theme Naming: Each monster is based on boxing gear or special boxing jargon.
    • Stellar Name: The archetype's three numbers cards are named after a nova, a star and a comet.
  • Weak, but Skilled: Their effects help them take advantage during the Battle Phase, such as preventing themselves from being destroyed by battle. However, the archetype as a whole is fairly weak, even their strongest member, Chaos Number 105: Battlin' Boxer Comet Caestus has less than 3000 ATK, and has no defensive effects.

    B.E.S. 
https://static.tvtropes.org/pmwiki/pub/images/b_e_s.png
Insert counters to continue.
The B.E.S. monsters, standing to Bacterion Empire Ship, known as Giant Battleship (巨大戦艦 Kyodai Senkan) in the OCG, are a series of Machine-Type monsters based on the bosses in the Gradius video games. To represent their shield protection in the games, they generate counters when summoned that protect them from being destroyed in battle, but they lose a counter every time they battle and are destroyed when they fight without one. Their leader is Ambitious Gofer. Some of them are used by Ryusei Gin/Lorenzo in GX.

Tropes associated with the B.E.S.:

  • Achilles' Heel: Boss Rush prevents Normal Summoning and only triggers when a B.E.S. monster is destroyed, so getting rid of one without destroying it completely shuts them down.
  • Attack Its Weak Point: The counters they use represent shields protecting their vulnerable cores, so when they battle a monster while they have no counters, they are destroyed immediately as their core is completely exposed.
  • Boss Rush: Referenced in their ace card. Lets the player summon one B.E.S. monster to the field, but they cannot summon other monsters to field. It's a reference to how a Boss Rush typically works in Gradius.
  • Crossover: From the Gradius Series.
  • Degraded Boss: Most B.E.S. monsters only gain counters upon being Normal Summoned, so ones summoned through Boss Rush tend to be destroyed very quickly upon entering the field. Inverted by Big Core MK2, which can be Normal Summoned without Tribute but only gets counters upon being Special Summoned.
  • Difficulty Spike: Simulated by B.E.F. Zelos, which buffs the B.E.S. monsters' ATK and DEF, protects them from card effects, searches Boss Rush upon activation, lets the player Special Summon B.E.S. monsters from the hand, and gives extra shields to every B.E.S. monster that hits the field - everything the archetype needs packaged into one card.
  • Eternal Engine: The archetype's Field Spell B.E.F. Zelos, based on the Bacterian Fortress in the games.
  • Luck-Based Mission: After B.E.S. Covered Core battles, its controller must flip a coin and call it. If they call it correctly, Covered Core does not lose a shield, meaning that it can stick around for quite a while if you get lucky with the coin flips. To compensate, it starts with only 2 shields as opposed to the normal 3.
  • Shielded Core Boss: Yes, they somehow got these into a trading card game. The B.E.S. monsters' main gimmick is that they cannot be destroyed by battle, but each one enters the field with a number of counters representing shields. Each time the monster battles, a counter is removed, and if it battles with no counters, it is automatically destroyed.

    Black Luster Soldier 
https://static.tvtropes.org/pmwiki/pub/images/bls.jpg
The original Black Luster Soldier
The Black Luster Soldiers are an archetype of Warriors-Type monsters. The Black Luster Soldiers are powerful monsters that can use the Gaia Knights as support cards to summon themselves easier.

Tropes associated with Black Luster Soldier:

  • Badass Normal: The original Black Luster Soldier has no effect, but is one of the strongest Ritual Monsters in the game with 3000 ATK.
  • Fusion Dance: With Blue-Eyes Ultimate Dragon to become the Dragon Master Knight (aka the Master of Dragon Soldier).
  • Horse of a Different Color: The same way Gaia jumps on Curse of Dragon for his fusion, Black Luster Soldier rides the enormous three headed Blue-Eyes Ultimate Dragon to become the Dragon Master Knight.
  • Mythology Gag:
    • The relationship between the Black Luster Soldier and Gaia is a reference to the original manga, where Yugi transformed Gaia into the Black Luster Soldier using the Black Luster Ritual. The Super Soldier Ritual needed to summon Black Luster Soldier - Super Soldier depicts Kuriboh and Griffore as the tributes, the same tributes Yugi used in the manga.
    • Knight of the Evening Twilight and Knight of the Beginning add effects to a Black Luster Soldier monster that is Ritual Summoned using them as tributes; Evening Twilight gives the same effects as the Black Luster Soldier variant of the same name, and "Beginning" gives the same effects as "Envoy of the Beginning."
    • As mentioned above, Yugi tributed Kuriboh and Griffore in order to transform Gaia the Fierce Knight into Black Luster Soldier. This is referenced in Black Luster Soldier - Soldier of Chaos's status as a Link-3 monster which requires three monsters with different names to be summoned. Furthermore, the card's first effect requires it to have been summoned using a Level 7 or higher monster as material in order to be active: Gaia the Fierce Knight is a Level 7 monster.
  • No-Sell: Black Luster Soldier - Soldier of Chaos becomes immune to being targeted or destroyed by the opponent's card effects if it was Link summoned using a Level 7 or higher monster as material.
  • Status Buff: 'Envoy of Chaos' does both this and Status-Buff Dispel. By discarding it during the battle phase a Black Luster Soldier monster gains 1500 ATK for the rest of the turn, generally bringing it up to a very impressive 4500, AND causes all monsters it battles to revert to their original ATK, negating any ATK buffs they might have.
  • Superpower Lottery: Under the right circumstances, 'Black Luster Soldier - Super Soldier' can have a fairly insane number of abilities. If you ritual summon it using 'Beginning Knight' and 'Evening Twilight Knight' as sacrifices and have an 'Envoy of Chaos' to discard during your battle phase, you have a 4500 ATK powerhouse that deals effect damage based on the original ATK of the monsters it destroys, can attack twice in a turn if it destroys an opponent's monster, can banish two of your opponent's monsters, can banish a random card from your opponent's hand until the end of the next turn and negates any ATK buffs of any monsters it battles.
  • Super Soldier: Black Luster Soldier - Super Soldier, of course, though the fact that the 'Super Soldier' support cards affect any of the BLS monsters implies that all of the Black Luster Soldiers are this trope.
  • Took a Level in Badass: The Black Luster Soldier went from an unremarkable Ritual Monster with no abilities to a powerful Chaos monster that was one of the best cards in the game at the time of release. The retrained Black Luster Soldier - Super Soldier is back to being a Ritual Monster, but with powerful abilities in its own right, and via Knight of the Evening Twilight and Knight of the Beginning, it has the potential to be the most powerful Black Luster Soldier of all.
  • Yin-Yang Bomb: Black Luster Soldier is said to wield the power of both light and darkness. In gameplay terms, this can trope can be expressed by using both 'Beginning Knight' and 'Evening Twilight Knight' as ritual materials, which gives the resulting 'Black Luster Soldier' or 'Black Luster Soldier - Super Soldier' the abilities of both the LIGHT-attribute 'BLS - Envoy of the Beginning' and the DARK-attribute 'BLS - Envoy of the Evening Twilight'.

    Blackwing 
https://static.tvtropes.org/pmwiki/pub/images/450px_blackwinggalethewhirlwind_dusa_en_ur_1e.png
CAW!
Blackwing monsters, known as Blackfeather in the OCG, are an archetype of DARK Winged-Beast-Type monsters, notably used by Crow Hogan in 5D's and ARC-V. They rely on swarming the field to summon Synchro Monsters. ARC-V introduces a sub-archetype called Assault Blackwing (Assault Blackfeather in the OCG), a group of non-Tuner Blackwing monsters that can be treated as Tuners.

Tropes associated with the Blackwings:

  • All Your Powers Combined: Once per turn, Scirocco the Dawn can transfer the ATK of all Blackwing monsters on the field to any Blackwing monster (e.g. himself), but only the chosen monster can attack that turn.
  • Armor-Piercing Attack: Bora the Spear, Armed Wing and Kusanagi the Gathering Storm can inflict Piercing Damage. Additionally, when Armed Wing attacks a monster in Defense Position, his ATK are increased by 500 points.
  • Back from the Dead: Zephyros the Elite can revive himself from the graveyard by returning a face-up card the player controls to the hand, then the player receives 400 damage. This effect can only be used once per duel.
  • Bowdlerise: Armed Wing's gunblade's color was edited and resembles now a water gun. Also, the crotch/groin area is edited to avoid resemblance to male genitalia.
  • Breakout Character: The Blackwings' popularity is the reason why Crow is promoted as the fifth Signer instead of becoming the Final Boss in the Dark Signer arc.
  • Crazy-Prepared: Blackwings are one of the few top tier Decks that don't require their combo pieces to go off to win. Their toolbox allows them to shift their play-style from being aggressive to passive. The Deck has numerous mind games forcing players to make less than sub-optimal plays to play against it. By setting a card in the Spell & Trap Card Zone with a Blackwing monster, the mind game and the illusion of the Icarus Attack being present is given off. Players will have to slow down their playing style, forcing any aggressive Decks to be crippled and unable to commence their plays recklessly.
  • Dark Is Not Evil: Blackwings are not evil. In the anime, they are not only used by one of the Signers, they also heroic figures for children.
  • Katanas Are Just Better: Silverwind the Ascendence has a katana and is the strongest Blackwing monster. It is also one of three non-Assault Blackwings with a destruction effect, but Silverwind can destroy even two monsters at once.
    • Most of the stronger Assault Blackwings carry them.
  • Necromancer: When Normal Summoned, Blizzard the Far North can Special Summon a level 4 or lower Blackwing monster in Defense Position from the graveyard. Blizzard is also a Tuner Monster.
  • Nerf: The anime effect of Zephyros the Elite was nerfed in real life to only be usable once per Duel, to prevent strong loop combos like with Mass Driver or Black-Winged Dragon.
  • Nigh-Invulnerability: Blackwing Armor Master cannot be destroyed in battle and the player does not receive any damage. Furthermore, it can add a token on the enemy monster, which can be removed to reduce that monster's ATK to 0. This effects make Armor Master probably the best Blackwing monster.
  • Noble Bird of Prey: They are Winged-Beasts, based of crows and ravens. Due to their type, Icarus Attack, which is not directly related with the archetype, is one of the most recommended Trap Cards in Blackwing decks.
  • Odd Name Out: There are two Blackwings whose name has nothing to do with wind, birds or weapons: "Blackwing - Shura the Blue Flame" and "Blackwing - Kalut the Moon Shadow".
    • Armor Master and Armed Wing are also the only Blackwings without hyphens in their names.
  • Sixth Ranger: Crow Theme Decks probably will include Black-Winged Dragon, since it's Crow Signer Dragon card, but it's not a Blackwing monster. That's why many Blackwing decks don't have it in their Extra Decks because it is not really useful.
  • Stone Wall: Mistral the Silver Shield, not only does it have a rather strong DEF (1800), it blocks a second attack launched from the opponent should it be destroyed. Its ATK, meanwhile, sits at a measly 100.
  • Theme Naming:
    • The anime low-level Blackwings are named after winds and wind deities, and the high-level ones are named after other atmospheric phenomena.
    • Manga Blackwings have titles related to times of day.
    • Assault Blackwings are named after types of precipitation.
    • Arms and Armor Theme Naming: Quite a few are also named after weapons.
  • Winged Humanoid: As far as looks, the Blackwing monsters generally have a very birdlike appearance, but seems to be more humanoid in the level 4 and above monsters.
  • Zerg Rush: Blackwing Decks are focused on swarming. Because of that, they have an aggressive playing style. Also, because of their Swarming capabilities, they are good for using Synchro Summon (Note that their trump cards are Synchro Monsters). Their support cards rely on their swarm abilities such as "Delta Crow - Anti Reverse" which can be activated from the hand when you control exactly 3 "Blackwing" monsters. Some of them take an advantage from Blackwings swarming abilities and support it such as Black Whirlwind. With the overwhelming amount of near forced synergy and powerful support cards, Blackwings are one of the easiest archetype to play. This along with its overall power and relatively low cost nature makes Blackwings one of the most powerful archetypes in the meta-game.

    Blue-Eyes 

https://static.tvtropes.org/pmwiki/pub/images/blueeyeswhitedragon_tf04_jp_vg_3.jpg
This legendary dragon is a powerful engine of destruction. Virtually invincible, very few have faced this awesome creature and lived to tell the tale.

The Blue-Eyes archetype is a group of primarily LIGHT Dragon-Type Monsters famous for being Seto Kaiba's signature card. The main monster, the Blue-Eyes White Dragon, is a Normal Monster, but it has 3000 ATK to beat down enemies in battle and has a lot of support cards to help it hit the field.

For information on its role in the anime, see Yu-Gi-Oh! Anime And Manga Cards.


Tropes associated with Blue-Eyes:

  • Ambiguous Gender: Being the Ka and Ba of Kisara (which means it's her literal soul), it's debatable whether Blue-Eyes is female or not.
  • Animal-Themed Superbeing: Kaibaman is basically wearing a Blue-Eyes White dragon outfit.
  • Anti-Magic:
    • Blue-Eyes Shining Dragon can negate any Spell Card that targets it.
    • White Spirit Dragon can banish a Spell or Trap Card on the opponent's field if Summoned.
    • Neo Blue-Eyes Ultimate Dragon can banish itself from the Graveyard to negate any card effect that targets a Blue-Eyes monster.
    • The Ultimate Creature of Destruction support card straight-up allows any Blue-Eyes monster to No-Sell any and all Card Effects for the duration of a single turn.
  • Armor-Piercing Attack:
    • Taken Up to Eleven with Blue-Eyes Chaos MAX Dragon, which deals double Piercing Damage and has 4000 ATK to begin with. If this thing hits a Defense Position monster, it will hurt. If said monster has 0 DEF, game over.
    • Blue-Eyes Chaos Dragon, being a weaker version of Chaos MAX, doesn't double the piercing damage it inflicts. However, if Ritual Summoned using Blue-Eyes White Dragon, it gains the ability to change monsters to defense position and reduce their ATK/DEF to 0 at the same time, ensuring the opponent will take a good amount of damage.
  • Awesome, but Impractical:
    • Blue-Eyes Ultimate Dragon. Laboriously sacrificing 3 monsters with 3000 ATK points to get 1 with just 1500 more and no effect is not the best deal. Three individual Blue-Eyes work far better as beat sticks.
    • Blue-Eyes Shining Dragon. With cards like Dragon Ravine, it's ridiculously simple to set up the Graveyard and power him up to ridiculous levels. The true problem lies on summoning him, as it can only be done by tributing the aforementioned Ultimate Dragon. Oh, and his immunity to targeting also works as a Quick Effect, meaning he can easily fall to one of the Solemn cards.
  • "Awesome McCool" Name: Blue-Eyes Chaos MAX Dragon.
  • Badass Normal: Blue-Eyes White Dragon has no special effects, making it a 3000 attack point beat stick. It is still the strongest Normal Monster in this game.
  • Batman Can Breathe in Space: One of the most climactic victories in the Virtual Nightmare Arc was when Kaiba summoned Blue-eyes and directed its attack against Lector's Satellite Cannon. The Dragon soars into orbit, its powerful White Lightning demolishing the Cannon and causing debris to rain upon the duel field like fiery burning meteors.
  • Brainwashed and Crazy: Malefic Blue-Eyes White Dragon is the corrupted version of Blue-Eyes.
  • Breath Weapon: Burst Stream of Destruction, which is of the Shock and Awe or Holy Hand Grenade variety, depending on which variation you're asking about.
  • Captain Ersatz:
    • Blue-Eyes Ultimate Dragon could have been based off of the Godzilla monster King Ghidorah, as they share many similarities being that they are both three-headed dragons, that they are said to be near indestructible, and their primary attacks are bolts of lightning fired from their mouths.
    • Kaibaman is based on Seto Kaiba. In episode 34 of Yu-Gi-Oh! GX, Kaibaman is wearing a card necklace just like the one Kaiba and Mokuba wore, but there isn't a necklace on Kaibaman's art or it isn't shown due to the position of his right hand. His dub VA is also Eric Stuart, the same as the one for Kaiba.
    • Maiden with Eyes of Blue is likely a reference to Kisara, who carried the spirit of the Blue-Eyes White Dragon in Dawn of the Duel.
    • Like the above-mentioned Maiden, Priestess with Eyes of Blue is very likely a reference to Kisara. In addition, her outfit looks similar to those worn by the female Obelisk Blue students.
  • Cool Mask: Kaibaman, simply because his mask is based on the Blue-Eyes White Dragon.
  • Death-or-Glory Attack: Rage with Eyes of Blue banishes your entire hand, field, and graveyard, in exchange for summoning three Blue-Eyes White Dragon from your Deck; if these three Blue-Eyes don't end the game immediately on that turn, then when the opponent gets their turn, they can easily remove the three normal monsters and attack your own empty field for game.
  • Dragon Rider:
    • Paladin of White Dragon depicts an unknown warrior riding a juvenile Blue-Eyes White Dragon.
    • Dragon Master Knight upgrades Chaos Soldier into one by having him ride the Blue-Eyes Ultimate Dragon.
  • Foil: To both the Dark Magician and the Red-Eyes. Their rivalries in the anime and manga notwithstanding, their playstyles are both very similar, but also very different.
    • Blue-Eyes decks generally consists of monsters that can get the Blue-Eyes and its variants onto the field, at which point their high ATK and cards that let them attack multiple times devastate the opponent's monsters through battle. Dark Magician decks rely on Spell and Trap Cards to get the Dark Magician and its variants into play, and then protect it while using other support cards to destroy or banish the opponent's cards through their effects. The Blue-Eyes has Level 1 Tuners it can combine with to Synchro Summon stronger versions of itself; Dark Magician has the Dark Magician Girl that it can combine with to use stronger support Spell and Trap Cards.
    • Blue-Eyes and Red-Eyes decks both rely on Summoning their main monster to the field quickly, and in multiple copies when possible. However, at that point the Red-Eyes and its cards rely on inflicting large amounts of burn damage, while Blue-Eyes inflicts large amounts of battle damage by making multiple attacks. Also a point of note — Blue-Eyes' stronger forms are Fusion Monsters, Synchro Monsters and a Ritual Monster, while Red-Eyes' stronger forms are Fusion Monsters, a Ritual Monster and an Xyz Monster.note 
  • Fountain of Expies: Blue Eyes set the standard for the Ace Monster of every future "rival" character in the anime, a level 8, 3000-attack beatstick used in a brutally straightforward beatdown deck, which outclassed the hero's level 7, 2500-attack ace, forcing them to make up the difference with supporting cards and effects.
  • Fusion Dance:
    • Blue-Eyes White Dragon + Blue-Eyes White Dragon = Blue-Eyes Twin Burst Dragon.
    • Blue-Eyes White Dragon + Blue-Eyes White Dragon + Blue-Eyes White Dragon = Blue-Eyes Ultimate Dragon, Neo Blue-Eyes Ultimate Dragon or Blue-Eyes Alternative Ultimate Dragon
    • Blue-Eyes Ultimate Dragon + Black Luster Soldier = Dragon Master Knight.
  • Inconsistent Dub: Burst Stream of Destruction is the name of the attack used by Blue-Eyes White Dragon in the Japanese version of the Anime. Even though the attack name was changed to "White Lightning" in the dub, for some reason, this card's name was not changed.
  • Irony:
    • A part of Kaibaman's Japanese name translates to Ally of Justice. However, the actual archetype Ally of Justice is anti-support for LIGHT monsters, whereas Kaibaman is a LIGHT monster. Furthermore, they have different writings despite being read the same.
    • In the anime and manga, it's made a big deal that the Blue-Eyes White Dragon is one of the rarest cards ever made, with only four in existence. In real life, it's one of the most common cards in the game, having been printed in several sets of the OCG and TCG.
  • Light Is Good: Benevolent, but highly aggressive and destructive.
  • Lightning Bruiser: With the support it received from the Shining Victories booster and the Dark side of Dimensions movie promos, a well constructed Blue-Eyes deck can easily be this now. Thanks to the support for searching out and Summoning Blue-Eyes monsters, it's possible to quickly swarm the field with three thousand ATK beatsticks to force your opponent into the ground. A well put together one with the right hand can get no less than four of these kinds of monsters out in one turn, and that's not even counting the number of Rank 8 Xyz Monsters they can go for.
  • Miko: Priestess with Eyes of Blue, as indicated by the card's Japanese name (Aokime no Miko).
  • Meaningful Name: Well, it's actually a more silver-blue color than white, but you get the idea.
  • Multiple Head Case: Multiple Blue-Eyes White Dragons can undergo a Fusion Dance to merge into a single body with their heads intact.
    • Blue-Eyes Ultimate Dragon, Neo-Blue Eyes Ultimate Dragon and Blue-Eyes Alternative Ultimate Dragon all have three heads.
    • Blue-Eyes Twin Burst Dragon has two heads.
  • Mysterious Waif: Maiden with Eyes of Blue. Worthless in combat, but can summon the Blue-Eyes White Dragon to do the fighting for her. Also, she is based on a Mysterious Waif from the original series.
  • Mystical White Hair: All of the "with Eyes of Blue" monsters are white-haired Spellcasters focused on supporting the Blue-Eyes archetype.
  • Our Dragons Are Different: They're Western dragons that attack with light energy bursts, but originated in Egypt in-story. Blue-Eyes is the game's flagship OG draconic monster, just as Charizard is for the Pokémon TCG.
  • Promotional Powerless Piece of Garbage: The Blue-Eyes Shining Dragon can only be Summoned by sacrificing Blue-Eyes Ultimate Dragon. The kicker? At the time it came out in the TCG, you couldn't even Summon it, since BEUD remained OCG-exclusive until almost a year and a half later. After that, it did turn out to be marginally useful but that does not excuse the time when it was useless.
  • The Rival: To Dark Magician and Red-Eyes Black Dragon, especially the former.
  • Rule of Three: Blue-Eyes Ultimate Dragon, D.3.S. Frog, Mokey Mokey King, Cyber End Dragon and Crimson Nova Trinity are the only Fusion Monsters to use three of the same monster as Fusion Material Monsters.
  • Signature Mon: To Kaiba, naturally. This is enforced more than once during Battle City where he starts to use Obelisk as a crutch, and disregards it to finish on his terms with his true ace.
  • Stone Wall: Azure-Eyes Silver Dragon has better DEF than Blue-Eyes White Dragon and it (including all your other dragons you have at the time) is essentially invincible in terms of card effects for the next two turns after you summon it. Its ATK, meanwhile, sits at 2500, the 4th lowest among Level 9 Synchro Monsters.
  • Super Mode: Blue-Eyes Chaos MAX Dragon is this to a single Blue-Eyes White Dragon, and is even Ritual Summoned using a card called "Chaos Form". It boasts a whopping 4000 ATK and deals double piercing damage.
  • Superpowered Evil Side: The Ritual Monster Blue-Eyes Chaos MAX Dragon. The Blue-Eyes forsakes all defense for overwhelming power, and unlike other Blue-Eyes incarnations, this one is a DARK monster.
  • There Can Be Only One: The Rush Duel version of Blue-Eyes White Dragon is a Legend card, and thus, players can only include one copy in their Decks, and if they do, cannot run any other Legend cards.
  • Took a Level in Badass:
    • Azure-Eyes Silver Dragon is a Synchro version of Blue-Eyes White Dragon. This card's ATK and DEF are the inverse of those of Blue-Eyes White Dragon. Azure-Eyes Silver Dragon's Level is the combined Levels of Blue-Eyes White Dragon and The White Stone of Legend or Maiden With Eyes of Blue, which are appropriate Synchro Material Monsters for this card.
    • Blue-Eyes Ultimate Dragon, of all things, takes one in the form of Neo Blue-Eyes Ultimate Dragon. And later gets another one with Blue-Eyes Alternative Ultimate Dragon.
    • When Blue-Eyes itself taps into the power of Chaos, it turns into Blue-Eyes Chaos MAX Dragon.
  • Toon: Blue-Eyes Toon Dragon is a super-deformed caricature of the original monster.
  • Uncatty Resemblance: Two designs of Blue-Eyes White Dragon can be seen in the pattern of the Maiden with Eyes of Blue's dress, located on the hip section.
  • Unskilled, but Strong:
    • Blue-Eyes White Dragon has 3000 ATK but is a normal monster and thus has no ablities.
    • Blue-Eyes Chaos MAX Dragon, Blue-Eyes' Ritual counterpart, is a 4000 ATK beatstick with 0 DEF, which can neither be targeted nor destroyed by card effects and inflicts double Piercing Battle Damage battling Defense Position monsters.
    • The archetype in general focuses on filling the field with beatsticks and overwhelming the opponent with sheer ATK power, rather than hindering them with card effects.
  • World's Strongest Man:
    • Blue-Eyes White Dragon is the only Normal Monster card with 3000 ATK, having the highest ATK of all Normal Monsters in this game since its introduction.
    • Blue-Eyes Chaos MAX Dragon beats Nekroz of Sophia's record of having the highest ATK among Ritual Monsters.
    • Blue-Eyes Ultimate Dragon has the highest ATK among non-Effect Monsters.

    Bonding / Chemical 
https://static.tvtropes.org/pmwiki/pub/images/bonding_h2o.jpg
Now this is a deck with chemistry.
The Bonding archetype is a series of Spell and Trap Cards intended to support the Chemical series of monsters, consisting largely of Dinosaurs themed after elements and chemical compounds. Their focus is on bringing out their ace monsters, Water Dragon and Water Dragon Cluster. They were used by Bastion Misawa/Daichi Misawa in Yu-Gi-Oh! GX.

Tropes associated with the Bonding and Chemical series:

  • Asteroids Monster: Water Dragon Cluster can split itself into two Water Dragons, each of which can then potentially split into two Hydrogeddons and one Oxygeddon.
  • Awesome, but Impractical: Summoning Water Dragon originally required two Hydrogeddons and one Oxygeddon on the field along with Bonding - H2O in your hand... and all you get is a 2800 ATK beater with a situational effect. The addition of other "Bonding" cards and Duoterion made them somewhat more playable, but the new cards still require material from specific places to summon Water Dragon (Cluster) from specific locations, meaning you still need the right cards in the right place for the deck to come together.
  • Crippling Overspecialization: Oxygeddon's effect to damage both players only triggers if it is destroyed by battle with a Pyro-Type monster, and Water Dragon can only reduce the ATK of FIRE and Pyro-Type monsters to 0.
  • Dinosaurs Are Dragons: An interesting case with Carboneddon, a Dinosaur whose effect banishes itself to summon a Dragon. In its anime appearance, it specifically summons the diamond dragon Hyozanryu, with the implication that Carboneddon became Hyozanryu in the same vein as coal being pressed into diamonds.
  • Elemental Embodiment: Interestingly, these monsters embody chemical elements rather than classical ones.
  • Fusion Dance: While it's not a Fusion monster, Water Dragon is made by combining two Hydrogeddons and one Oxygeddon (or two Duoterions and one Oxygeddon if you're using Bonding - D2O). Depending on how it's summoned, Water Dragon Cluster can use either two Duoterions or one Duoterion and a Hydrogeddon along with Oxygeddon.
  • Infernal Retaliation: Carboneddon gains 1000 ATK if it's battling a FIRE monster, being based on coal and all.
  • Made of Incendium: Oxygeddon, being based on the stuff fire needs to burn, will burn both players' LP if it's destroyed by a Pyro-type monster in battle.
  • Man of Kryptonite: Water Dragon reduces the ATK of FIRE and Pyro-type monsters to 0. Against everything else, it doesn't do much.
  • Not the Intended Use: Water Dragon can Special Summon two Hydrogeddon and an Oxygeddon from the Graveyard if it is destroyed and sent there, but does not specify ''where'' it has to be destroyed to trigger this effect. This has led some players to simply dump the Hydrogeddon and Oxygeddon to the Graveyard and then destroy Water Dragon while it is in their hand through cards such as Fire King Island, Dragonic Diagram, or True King Bahrastos, the Fathomer. This allows them to then Summon the previously dumped monsters to use as Tribute fodder, or Xyz or Link Materials. Bahrastos is an especially notable example, as destroying Water Dragon this way also helps to meet its Summoning conditions. Needless to say, it's unlikely that the game's designers intended for Water Dragon to be used this way.
  • Our Dragons Are Different: The Water Dragons are serpentine and made of water, bringing to mind Eastern depictions. They're also not Dragon-type, but rather Sea Serpents.
  • Power Nullifier: Water Dragon douses FIRE and Pyro monsters and takes away all their ATK. Water Dragon Cluster prevents opposing monsters from using their effects on the turn it's summoned, and likewise reduces their ATK to 0.

    Bujin 
https://static.tvtropes.org/pmwiki/pub/images/bujin.png
One of the Bujintei; Amaterasu
Bujin monsters, which is Japanese for as War/Martial God, focuses on three areas: The Beast-Warrior Bujin are the main field players; they are supported by the Bujingis (Beast and Winged-Beasts), which give their support from the hand or Graveyard. Their leaders are the four Bujintei (or Bujinki, in the case of Amaterasu): Susanowo, Amaterasu, Kagutsuchi, and Tsukuyomi.

Tropes associated with the Bujin:

  • Anti-Magic:
    • If you control a Bujin Beast-Warrior-Type monster: You can banish Bujingi Centipede from your Graveyard, then target 1 Spell/Trap Card your opponent controls; destroy that target. You can only use the effect of Bujingi Centipede once per turn.
    • Bujin Regalia - The Mirror is a Bujin-themed Cold Wave. At the start of your Main Phase 1, if you control a Beast-Warrior-Type Bujin monster and your opponent's monsters on the field outnumber your monsters on the field: Until your opponent's next End Phase, neither player can activate Spell/Trap Cards or Spell/Trap effects.
  • Animal Theme Naming: The Bujingis received this treatment in the TCG.
  • Attack! Attack! Attack!: Bujintei Susanowo can all all of the opponent's monsters once each.
  • Battle Ballgown: Bujinki Amaterasu is wearing Bujingi Peacock as a skirt, and she has the highest attack out of the Bujin.
  • Big Bad: A certain being somehow achieved consciousness by combining miasma of darkness into one, yet it cannot achieve a physical form that would turn into a Kami. This being despises all, and wishes to destroy the entire world, Takamagahara included. In a bold move, it controlled the highest Kami "Amaterasu" secretly and schemed to lead the world to destruction. The being's name was revealed in the Dimensions of Chaos set as Hiruko.
  • Big Good: The goddess ruling over the Bujintei that gave them her own treasures. When the three Bujingi return to her, "Hirume" releases her powers and turns into the highest and most powerful Kami "Amaterasu".
  • Color-Coded for Your Convenience: Each Bujin's relationship to one another can be identified by their most dominant color: red is associated with Yamato and Susanowo; blue is associated with Mikazuchi and Kagutsuchi; yellow with Arasuda and Tsukuyomi, and purple with Hirume/Hiruko and Amaterasu.
  • Continuity Cameo: Bujin Yamato's necklace looks similar to Yuma's Emperor Key.
  • Cool Sword/Stock Weapon Names
    • Bujingi Crane is based on Ame-no-Habakiri, the legendary sword used by the Shinto god Susanoo.
    • Bujingi Quilin is based on legendary sword Kusanagi, which was originally called "Ame-no-Murakumo-no-Tsurugi".
  • Creepy Crows: Bujingi Crow and Bujingi Raven are based on the Yatagarasu, or the three-legged crow, of East Asian mythology. Particularly, Bujingi Crow carries the Yata no Kagami (Mirror of Yata) on its chest, referring to its name.
  • Demonic Possession: Because it has no true form of its own, the shadow managed to consume "Hirume" without "Tsukuyomi" noticing, and plot to eliminate its greatest threat, "Susanowo".
  • Dudley Do-Right Stops to Help: Over the course of his journey, Bujin Yamato witnessed people on the surface suffering from the tyranny of the gods and acted on it, strengthening the suspicions of the Kami dwelling in Takama-ga-hara, including the Supreme Kami.
  • Energy Beings: The Bujin monsters have this type of aesthetic, asides from the bits of armor they wear.
  • Foil: Bujingis Crow to Bujingi Raven as well as Bujingi Wolf and Bujingi Warg, in terms of their effects.
  • Gameplay and Story Segregation: Kagutsuchi cannot be summoned by any combination of Mikazuchi, Ibis, Crow, and Centipede.
  • The Hero's Journey: Having lost most of his power, "Susanowo" began to refer to himself as Bujin Yamato, and set out on a journey to find the five Bujingis and regain his true power.
  • How the Mighty Have Fallen: There was once a Kami, Bujintei Susanowo, who once dwelled in the heavenly realm of Takama-ga-hara, alongside many other Kami. He possessed incredible power, power so great that many began to plot and scheme against him. This cast suspicion on him, causing him to ultimately incur the wrath of the Supreme Kami. He was banished to the surface and his power was sealed inside the five Bujingis.
  • Keep It Foreign: For some reason, Konami didn't translate the archetype's name. It's probably because of the translation of the name.
  • Living Weapon: Bujingis. An example is Bujingi Quilin on the artwork of "Bujin Regalia - The Sword".
  • Luckily, My Shield Will Protect Me: Bujingi Fox and Bujingi Crow utilize this trope; Bujingi Fox prevents the owner from receiving battle damage while Bujingi Crow negates an attack on a Bujin monster and inflicts effect damage to the opponent. Also, Bujingi Crow and Bujingi Fox are portrayed as shields in the artworks of Bujintei Kagutsuchi and Tsukuyomi.
  • Lunacy: Bujin Arasuda and Bujintei Tsukuyomi have this trope as their motif.
  • Mythology Gag: All the Bujin Beast-Warriors resemble the protagonists (and an antagonist, in Bujin Hiruko's case) of Yu-Gi-Oh! GX through their colors and head shapes. Bujin Arasuda resembles Daichi Misawa, while Bujin Yamato resembles Judai Yuki, Bujin Hirume resembles Asuka Tenjouin, and Bujin Mikazuchi resembles Jun Manjoume. Bujinki Ahashima is based on Mizuchi Saiou. Bujin Hiruko is based on Takuma Saiou, since he brainwashed Hirume like Asuka in season 2. Bujin Mahitotsu is based on Pegasus' appearance in GX season, particularly his appearance with his special gears when he created the Rainbow Dragon card, while Bujin Torifune is based on, of all things, Judai's Elemental Hero Honest Neos.
    • This can be supported further by the colour scheme of each of the first three released Bujins (Yamato, Mikazuchi, and Arasuda) in respect to the initial dormitory each GX protagonists was in: Judai was in Osiris Red, same as Yamato is red. Manjoume was in Obelisk Blue, and Mikazuchi is blue. Misawa was in Ra Yellow, while Bujin Arasuda is yellow.
  • One Steve Limit: You can only control 1 face-up Beast-Warrior Bujin monster.
  • Orochi: Bujingi Ophidian is based on the Yamata no Orochi, a multi-headed dragon from Japanese myth.
  • Powered Armor: Every Bujin Xyz Monster is made up of parts of the Bujingis, with Bujin Yamato, Bujin Hirume, Bujin Arasuda and Bujin Mikazuchi serving as a base. These formations are depicted in Bujincarnation and Bujin Regalia - The Mirror.
  • Power of the Sun: Bujinki Amaterasu, as she's based on Amaterasu.
  • Public Domain Artifact: Several of the Bujingis appear to be based on the ten treasures known as the Tokusa no Kandakara ("10 varieties of the god's treasure") which are enshrined at Isonokami Shrine. They were holy items given to Nigihayahi, an ancestor of the Mononobe clan, by Amaterasu and brought to earth when she descended from Heaven. These treasures were essentially magical items that could be used in rituals for the purpose of exorcism or purification.
  • Status Buff: During damage calculation, when a Bujin Beast-Warrior-Type monster you control battles an opponent's monster: You can send Bujingi Crane from your hand to the Graveyard; the original ATK of your battling monster is doubled during damage calculation only.
  • Super Toughness:
    • Bujingi Wolf prevents other face-up Beast, Beast-Warrior, and Winged Beast-Type monsters you control cannot be destroyed by battle.
    • Bujingi Warg in defense position prevents other Bujin monsters you control from being destroyed by card effects.
    • Bujingi Hare grants a Beast-Warrior Bujin monster protection from being destroyed by battle or card effects, although it can only be used once per turn.
  • Theme Naming: Bujins are based on Japanese mythology.
  • War God: The English translation for this archetype.

    Burning Abyss 
https://static.tvtropes.org/pmwiki/pub/images/450px_dantetraveleroftheburningabyss_lehd_en_c_1e.png
Featuring Dante from the Burning Abyss archetype
Burning Abyss is an archetype of LIGHT and DARK Fiend-Type monsters based on characters from The Divine Comedy. All Burning Abyss monsters have an effect that activates when sent to the Graveyard.

A related Archetype is the Dante line, consisting of the protagonist Dante's character growth through his journey and supported by Beatrice, Lady of the Eternal.


Tropes associated with the Burning Abyss monsters:

  • Back from the Dead: Cir can revive other Burning Abyss monsters.
  • Call-Back: The "Burning Abyss + Tour Guide From the Underworld" combo is a Call Back to "Sangan + Tour Guide From the Underworld" combo.
  • Cultural Translation: While Virgil being dubbed 'Rock Star of the Burning Abyss' seems odd for an archetype rooted in the Divine Comedy, it's arguably an attempt to translate the sort of fame and impact bards like Virgil had to an audience who know bards more as an RPG class.
  • Enemy Summoner: Graff and Libic can Special Summon a Burning Abyss monster from the Deck and hand, respectively.
  • Fusion Dance: Dante, Pilgrim of the Burning Abyss can be summoned by fusing three Burning Abyss monsters with different names together.
  • Mutually Exclusive Party Members: The main deck monsters self-destruct when you control a non-Burning Abyss.
  • Numerological Motif: The main deck monsters are Level 3, have 3 effects, and were released three to a set. The archetype also has three Extra Deck monsters. Beatrice is a Rank 6 monster note .
  • Power Nullifier: Alich can temporarily do this to a monster by negating its effects until the End Phase.
  • Sixth Ranger: While not a Burning Abyss monster herself, Beatrice, Lady of the Eternal supports the archetype and can use a Dante monster as a shortcut to summon herself.

    Buster Blader / Destruction Sword 
https://static.tvtropes.org/pmwiki/pub/images/busterbladerthedestructionswordmaster_duli_en_vg_nc.png
The Destruction Swordsman.
https://static.tvtropes.org/pmwiki/pub/images/257px_destructionswordarchetype.png
His pet dragon.
Buster Blader was the name of one of Yugi's monsters that was first used during the Battle City Tournament. An archetype of cards comprised of the eponymous monster and its alternate forms, most of which can be used as a counter to Dragon decks due to their ability to power up for each Dragon monster the opponent has on the field or in the graveyard. They are supported by the Destruction Sword cards.


Tropes associated with Buster Blader and the Destruction Swords:

  • Armor-Piercing Attack: Buster Blader the Dragon Destroyer has the ability to inflict piercing damage.
  • Crazy-Prepared: The Destruction Sword archetype gives Buster Blader options to deal with a lot more than just dragons. The three equippable cards allow Buster Blader, the Destruction Swordsman to instantly wipe out the opponent's Machine-type and Spellcaster-type monsters in addition to Dragon-types, as well as locking down the opponent's face-up Spells and Traps, Graveyard, and Extra Deck. Buster Whelp can search out any of the three, providing options to deal with a wide variety of opposition.
  • The Dragonslayer: Buster Blader is this as evidenced by all of his forms, except Buster Blader, the Destruction Swordsman, becoming stronger if the opponent controls Dragons. And even then, Destruction Swordsman's effect can be used to destroy Dragon-Type monsters if he's been equipped with one.
  • Equippable Ally: The three Buster Destruction Sword cards have the ability to equip themselves to a Buster Blader monster.
  • Fusion Dance:
    • Buster Blader can fuse with Dark Magician to become the latter's evolved form, Dark Paladin.
    • He can also fuse with any Dragon-Type monster to become Buster Blader, the Dragon Destroyer.
  • Irony: Buster Blader, the definitive dragonslayer in the franchise, has a pet dragon. It's implied that he eventually had to kill it, though.
    • Despite being presented as an enemy of Buster Blader in card artworks, Buster Dragon's effects are entirely based on supporting Buster Blader monsters.
  • Man of Kryptonite: Buster Blader, the Dragon Destroyer lives up to his name and acts as one to any deck that focus too much on Dragon-Type monster. Not only does he gain 1000 ATK and DEF for each Dragon-Type monsters the opponent controls, or has in their graveyard, but as long as it remains on the field, all dragons will be changed to defense position and are prevented from activating their effects.
  • Pet Baby, Wild Animal: Buster Whelp is a baby dragon, and a Ridiculously Cute Critter. Then it grows up...
  • Power Nullifier: As the Dragon Destroyer, Buster Blader prevents Dragon-Type monsters from activating their effects while also forcing them into Defense Position. It forms a particularly nasty combination with Buster Dragon, which turns all of the opponent's monsters into Dragon-types, effectively rendering the opponent's monsters completely useless.
  • Ridiculously Cute Critter: Buster Whelp is tiny, fluffy, and positively huggable. Not so much when it grows up.
  • Tragic Keepsake: One way to interpret the card art of "Destruction Swordsman Fusion" and "Buster Blader, the Dragon Destroyer Swordsman", as the former shows him kneeling by a grown Buster Whelp, "Buster Dragon", body aglow, and the latter shows him decked out in its scales as part of his armor and sword.
  • Weapon of X-Slaying: The three equippable Destruction Sword cards are Robot Buster, Wizard Buster, and Dragon Buster. They are Machine-type, Spellcaster-type, and Dragon-type respectively, allowing Destruction Swordmaster to destroy monsters of those types with his effect.

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