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Characters / Yu-Gi-Oh! Card Game A To C

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

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    Abyss Actors
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.
  • Casting a Shadow: The Abyss Actors are DARK monsters.
  • 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.
  • 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.
  • My Death Is Only The Beginning: As with the Abyss Scripts, destroying Sassy Rookie, Leading Lady, or Wild Hope causes their effects to activate.
  • 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.
  • Taking the Bullet: Sassy Rookie's Pendulum Effect lets him sacrifice himself to prevent the destruction of an Abyss Actor monster.

    The Agents
Master Hyperion
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 you can start banishing more monsters.

The archetype is featured in the Structure Deck: Lost Sanctuary.

Tropes associated with the Agents of Heaven:

  • Amazing Technicolor Population: Mercury has green skin, Earth, purple, Mars, red, Saturn, purple, and Uranus, grayish-black.
  • Badass Beard: The Agent of Miracles - Jupiter.
  • Badass Bookworm: The Agent of Wisdom - Mercury.
  • Big Good: Master Hyperion.
  • Fiery Redhead: The Agent of Force - Mars.
  • 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.
  • Light The Way: They're all LIGHT monsters.
  • Love Goddess: The Agent of Creation - Venus.
  • Meaningful Name: Hyperion is the name of the sun titan, fitting to the fact that the agents are named after planets.
  • Mook Maker: The Agent of Creation - Venus's effect.
  • Mother Nature: The Agent of Mystery - Earth.
  • Our Angels Are Different: They're Angel/Fairy type monsters.
  • Power of the Sun: Master Hyperion.
  • 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>.
  • Uranus Is Showing: The Agent of Entropy - Uranus.
  • Walking Shirtless Scene: The Agent of Force - Mars.
  • War God: The Agent of Force - Mars.
  • Winged Humanoid: As angels/fairies, all the Agents possess wings.

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:

  • Alien Animals: Alien Dog, natch.
  • Aliens are Bastards: They're depicted as powerful warriors or intelligent scientists aiming to spread The Virus.
  • Alien Invasion: Their whole theme.
  • 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.
  • Blow You Away: Alien Skull.
  • Brainwashed: Part of their gimmick is taking control of enemy monsters with A-Counters on them.
  • Casting a Shadow: Alien Psychic, Alien Overlord and Alien Mother.
  • 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.
  • Dishing Out Dirt: Alien Warrior, Alien Infiltrator and Alien Shocktrooper are, ironically, EARTH monsters.
  • 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.
  • Everything's Squishier with Cephalopods: Alien Ammonite, natch.
  • 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.
  • Flying Saucer: Flying Saucer Muusik'i, natch.
  • 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, natch. 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 'em Up: Most of the members.
  • 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.
  • Making a Splash: Alien Hunter and Alien Hypno.
  • 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.
  • Multi-Armed and Dangerous: Alien Overlord & Mother.
  • 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.
  • Playing with Fire: Alien Mars and Alien Telepath are FIRE monsters.
  • Red and Black and Evil All Over: Alien Overlord has this color scheme.
  • Reptiles Are Abhorrent: The Aliens are Reptile-Type monsters.
  • The Reptilians: While some are more recognizably reptilian than others, all Aliens are Reptile-type.
  • 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.
  • Skull for a Head: Alien Skull, natch.
  • 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.
  • Too Awesome to Use: You can only control one Alien Overlord at a time.
  • Took a Level in Badass: Alien Shocktrooper is one of several monsters to receive a Link Monster retrain, known as Alien Shocktrooper Mighty/Frame.
  • The Virus: The A-Counters.
  • Wolverine Claws: Several of the Aliens don these, the most notable ones belonging to Alien Warrior & Overlord.

    Allies of Justice
The Allies Of Justice are a series of DARK Machine-Type monsters that arrived to stop the invasion of the LIGHT Worms. As such their effects center on crippling enemy LIGHT monsters. They're lead by Ally of Justice Decisive Armor. In 5D's, they are used by the Diablo, an army of Ghosts (which are Riding Roids).

Tropes associated with the Allies of Justice:

  • Casting a Shadow: They are all DARK monsters.
  • Crippling Overspecialization: The Allies of Justice appear to be an entire archetype based around overspecialization. Their effects almost exclusively revolve around the opponent's monsters being LIGHT monsters or face-down. If they're not facing something with those criteria, they're in a lot of trouble. Note that the Worms are all LIGHT monsters with a lot of flip effects, meaning the Allies of Justice were designed to just fight this one enemy and nothing else!
  • Dark Is Not Evil: An interesting thing to note about this archetype's name is that "Ally of Justice" usually would make people think that they are LIGHT monsters since "Justice" is usually associated with "goodness/good side" which is, in turn, usually associated with LIGHT, therefore an "Ally" (friend/team mate) of "Justice" would be on the good/LIGHT side as well. But in reality, they are DARK and have effects that destroy LIGHT monsters instead. However, their abilities might be a reference to The Light of Destruction. Also, since the "Worm" archetype is primarily LIGHT, "Ally of Justice" monsters were invented to defeat them, thus another reason to reference Justice if they are invaders. This is also reinforced by the card "Ally Mind" which mentions the Worm Nebula as well.
    • Subverted in the anime, where the Allies of Justice are used by the Diablo, a Mecha-Mook army of Yliaster.
  • Evil Counterpart: Inverted: Searcher seems to be made to specifically counter "Worm Barses". "Worm Barses" flips monsters face-down, while "A.O.J. Searcher" flips monsters face-up without triggering their Flip Effects. Besides, they have similiar stretching-arms posture, same ATK and Level, with opposite Attributes (LIGHT vs DARK).
  • Gameplay and Story Segregation: In the artwork for "Mist Valley Thunder Lord", it is carrying the head of "Catastor", implying that it defeated "Catastor". In the context of the actual card game, this would be impossible as "Mist Valley Thunder Lord" cannot beat "Catastor" due to the effect of "Catastor" that automatically destroys any non-DARK monster. However, the artwork of Mind Pollutant, which depicts "Fabled Raven" taking control of "Mist Valley Thunder Lord", forcing it to destroy "Ally of Justice Catastor".
  • Giant Squid: Ally of Justice Enemy Catcher. The tentacles it uses when it is summoned indicates that this particular Ally of Justice specializes in capturing and temporarily enslaving the Worm menace.
  • Meaningful Name:
    • Ally of Justice Reverse Break is an "Ally of Justice" monster which gains a negative effect from a LIGHT monster on the field, likely referring to the "reverse" part of its name.
    • Ally of Justice Cycle Reader's name is a reflection of its effect. It reads the cycle (cards being sent to the graveyard and then reused) and disrupts it by banishing them.
    • "Catastor" could be a play on the word "catastrophe" considering its powerful destruction effect.
    • It is implied that Ally of Justice Unlimiter is the "Limiter Removal" for "Allies of Justice" due to this card's name (Unlimiter has basically the same meaning as "Limiter Removal").
  • Multi-Armed and Dangerous:
    • "Omni-Weapon" has eight arms equipped with weapons, only four of them can be determined from the artwork: hammer, drill, giant scissor/cutter and giant punch. These eight weaponized arms thus make "Omni-Weapon"'s name fitting.
    • "Thousand Arms" has a BFS, an axe, a cutlass a halberd and a mace. The effect of attacking multiple times during the Battle Phase is a reference to its multiple weapons.
  • Noble Bird of Prey: Since it's implied that the Ally of Justice monsters are adversaries of the LIGHT Worm archetype, Ally of Justice Clausolas's bird-like appearance makes sense because of the "stereotypical" (or part of) every bird's diet - they eat worms.
  • Power Nullifier: Any LIGHT monster that has battled Ally of Justice Nullfier has its effects negated (starting after damage calculation).
  • Scissors Cuts Rock: Ironically, despite being designed to face Worms, the Allies of Justice as a whole have extremely poor synergy and consistency, and most of their effects are lackluster (bar some of their Synchros, which they lack the capabilities to easily summon). Worms, on the other hand, while far from spectacular, have access to easy setup with Future Fusion, searchers such as Cartaros and King of the Feral Imps, swarming through Xex and Yagan, and the raw power of W Nebula Meteorite and Worm King, which can blow through the majority of Allies of Justice. Unless the Ally player gets lucky with Quarantine (who isn't usually main-decked, as it doesn't work with DNA Transplant), an Ally-Worm Duel will usually end in the latter's victory.
  • Sigil Spam: The initials "AOJ" and Ally Mind.
  • This Looks Like a Job for Aquaman: While the entire archetype is gimmicky and suffers massively from Crippling Overspecialization, certain cards of the archetype can be pretty useful depending on the format. For example, following the banlist that nuked the Monarch-Dracopal format in the OCG, Ally of Justice Quarantine saw a boost in play to combat the Blue-Eyes decks that soon took over the meta.

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:

  • Amazon Brigade: It's not evident on first glance, but each of the Altergeists are named after a female ghost or mythological figure, implying they are also all-female as well.
  • Back from the Dead: Manifestation can be considered an archetype-exclusive Call of the Haunted.
  • Blow You Away: Silquitous and Pixiel are WIND monsters.
  • 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).
  • Casting a Shadow: Primebanshee, Kidolga and Multifaker are all DARK monsters.
  • Dishing Out Dirt: Kunquery is an EARTH monster.
  • Elemental Powers: Together, the Altergeists encompass all six Attributes.
  • Light 'em Up: Marionetter and Emulelf (when Summoned as a Trap Monster) are both LIGHT monsters.
  • Making a Splash: Meluseek is a WATER monster.
  • 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, meanwhile, 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.
  • 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.
  • Playing with Fire: Hexstia is a FIRE monster.

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: Amazoness Paladin basically resembles Mai Kujaku/Valentine.
  • Cute Kitten: Amazoness Baby Tiger is a young version of the older one, but while cute, it can potentially be a Pint-Sized Powerhouse.
  • Eyepatch of Power: Amazoness Queen.
  • Fiery Redhead: Amazoness Swords Woman and one of the Amazoness Scouts.
  • Fusion Dance: Amazoness Queen and any Amazoness becomes Amazoness Empress.
  • 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.

The Amorphage are a group of EARTH Dragon-Type Pendulum Monsters. 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.
  • Dishing Out Dirt: They are all EARTH monsters.
  • 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.
  • Everything's Squishier with Cephalopods: Amorphage Envy is a squid undergoing the Amorphage transformation.
  • 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 Equals Evil: Amorphage Gluttony is a mutated fly and has one of the more devastating effects of the Amorphages, as it nullifies monster effects.
  • 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.
  • I Work Alone: Very xenophobic, with their Archetype hindering cards that aren't part of them, including the player's.
  • 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.
  • 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.

    Ancient Gear
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.

The archetype is featured in two Structure Decks: Machine Revolt and Machine Reactor.

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.
  • Casting a Shadow: Chaos Ancient Gear Giant is a DARK monster, being the only non-EARTH monster of this archetype.
  • 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.
  • Dishing Out Dirt: With the exception of Chaos Ancient Gear Giant, they are all EARTH monsters.
  • 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.
  • The Last of These Is Not Like the Others: Each evolved form of Hunting Hound is 2 Levels higher than the previous form. But the combined form of all its evolutions is a Level 10 DARK monster, rather than a Level 11 EARTH monster.
  • Loophole Abuse:
    • Ancient Gear Golem and Ancient Gear Beast specify they cannot be Special Summoned. This is why the earlier Ancient Gear support cards instead lower the number of Tributes needed to Normal Summon them, and later ones allow their Special Summon with the note "ignore the Summoning conditions".
    • At first glance, Ancient Gear Gadjiltron Dragon looks like a parallel to Ancient Gear Golem that needs to you to run the Gadgets. But that's only for unlocking its effects. Unlike the other Ancient Gear beaters of its time, it is not held back by the "cannot be Special Summoned" clause, and still retains a respectable 3000 ATK and the archetype's signature Anti-Magic effect even if no Gadgets were Tributed. This made it a prime ace monster for the Deck and popular card to summon with Geartown.
    • 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.
    • In an attempt of giving back the focus to Ancient Gear Golem, the latest support for the archetype has been almost exclusively only for this card. Ancient Gearframe can search Golem and even summon it if destroyed by an opponent effect. Ancient Gear Fusion lets using fusion materials from the deck if you have Ancient Gear Golem in the field. Megaton Ancient Gear Golem can do multiple attacks for each Golem you used to Fusion Summon it.
  • 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.
  • Mix-and-Match Critters: Ancient Gear Gadjiltron Chimera.
  • Multiple Head Case: Ancient Gear Gadjiltron Chimera and Ancient Gear Hydra.
  • 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 Centaurs Are Different: Ultimate Ancient Gear Golem.
  • 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 Fist: Ancient Gear Golem, Megaton Ancient Gear Golem, and Ultimate Ancient Gear Golem.
  • 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.

Aquaactress is an archetype of Aqua-Type monsters, 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.
  • Making a Splash: All Aquaactress monsters are WATER Aqua-Type monsters, despite they look like Fish-Type monsters.
  • 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
Aqua Madoor cards are a series of masked Spellcasters known for their high DEF.

Tropes associated with Aqua Madoor:

  • An Ice Person: Neo Aqua Madoor.
  • Anime Hair: Long and flowing bangs, most of which point upwards. They go from blue as Aqua Madoor to white as Neo Aqua Madoor & Lightray Madoor.
  • Badass Cape: As Neo Aqua & Lightray Madoor. Aqua Madoor itself has a poncho instead.
  • Badass Normal: Aqua & Neo Aqua Madoor are Normal Monsters, but their ridiculous DEF makes them pretty useful.
  • Bilingual Bonus: This card's name is Latin for "moist water."
  • Elemental Powers: Water, Ice and Light.
  • Femme Fatalons: All versions of Aqua Madoor have long, red fingernails.
  • Fingerless Gloves: Neo Aqua & Lightray Madoor have these, which match their shirt colors.
  • Form-Fitting Wardrobe: Neo Aqua & Lightray Madoor's shirts are incredibly skin-tight, showing off just how muscular they are.
  • The Last of These Is Not Like the Others: Lightray Madoor, in several ways. It's a LIGHT attribute Effect Monster, for one. Two, it's one of few monsters (at least 2, with Superheavy Samurai Big Benkei) to actually defy the unwritten "rule of 3000", it that it has over 3000 DEF, may be Normal Summoned without Special conditions, and has no negative effects. Third, it, along with Lightray Grepher, are the only two Lightray monsters based on Normal Monsters rather than Effect Monsters.
  • Light 'em Up: Lightray Madoor.
  • Making a Splash: The basic Aqua Madoor and Neo Aqua Madoor are WATER attribute, and are said to specialize in this field of magic.
  • Muscles Are Meaningful: Neo & Lightray Madoor are ripped, as well as being Aqua Madoor with its power fully unleashed, but their ATK is pretty poor; rather, their DEF is absolutely monstrous.
  • Mystical White Hair: Neo & Lightray Madoor have this, and are both more powerful than the original Aqua Madoor.
  • Overshadowed by Awesome: Unfortunately, Lightray Madoor was hit with this. In a Lightray focused deck, it's usually the one member that's exempt, due to not really doing much for the deck and the other Lightray monsters.
  • Power Dyes Your Hair: From blue to white, going between Aqua Madoor to Neo Aqua Madoor, which stays with Lightray Madoor.
  • Power Glows: Lightray Madoor's shirt is glowing an incredibly bright blue.
  • Red Eyes, Take Warning: All of the Madoors have this, with Aqua Madoor's card art depicting it without pupils.
  • Squishy Wizard: Played with. Absolutely cannot take a hit while in Attack Position, but good luck taking him down while he's in Defense Position.
  • Stone Wall: They have very high DEF for their level, but unremarkable ATK. Taken further with Lightray Madoor, who cannot be destroyed by battle once per turn.
  • Took a Level in Badass: Aqua Madoor->Neo Aqua Madoor->Lightray Madoor
    Aqua Madoor card text: A wizard of the waters that conjures a liquid wall to crush any enemies that oppose him.
    Neo Aqua Madoor card text: The true nature of this wizard, who rules all water. It defends itself with a vast, impenetrable wall of ice.
  • White Mask of Doom: All versions of Aqua Madoor wear this.
  • Willfully Weak: Neo Aqua Madoor's card text implies that the original Aqua Madoor is this.
  • You Gotta Have Blue Hair: Aqua Madoor, fittingly enough, has blue hair.

    Arcana Force 
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.
  • Cthulhu Mythos: They seem based on this, at least in part.
  • 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 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 'em Up: They are all LIGHT monsters. Even The Dark Ruler.
  • 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.
  • Mook Maker: Arcana Force XVIII - The Moon's "Heads" effect.
  • The Necromancer: Arcana Force VII - The Chariot's Heads effect, which reflects the Tarot archetype of the same name.
  • 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.
  • Our Angels Are Different / Our Fairies Are Different: They are Angel-Type/Fairy-Type monsters in the OCG/TCG.
  • 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, 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.
  • Brainwashed: Shadow Tamer's effect.
    • "Falling Down" also has this effect, but causes you to take damage during each of your opponent's standby phases, and is destroyed if you don't control an Archfiend card.
  • 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.
  • Cephalothorax: Desrook Archfiend
  • 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.
  • Combat Tentacles: Desrook Archfiend
  • 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
  • The Emperor: Emperor Archfiend.
  • Evil Overlord: Terrorking Archfiend and Archfiend Emperor, the First Lord of Horror
  • Evil Tower of Ominousness: Archfiend Palace - The Labyrinth of Fiends.
  • 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".
  • God Save Us from the Queen!: Infernalqueen Archfiend, Archfiend Empress and Imprisoned Queen Archfiend
  • 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 Demons Are Different: Most of them are Fiend-Type Monsters.
  • 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".
  • Psychic Powers: Thought Ruler Archfiend, Ultimate Axon Kicker and Overmind Archfiend.
  • Shock and Awe: Summoned Skull and Skull Archfiend of Lightning
  • Sinister Minister: Darkbishop Archfiend.
  • 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.
  • Whip It Good: Shadow Tamer.

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 itself is divided into three categories; Aromages are the main members of the Archetype, consisting of mages based on plants; then there's Aroma Jar, and finally their Tuner and Synchro Monsters from the Aromaseraphy line. 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.
  • 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.
  • Elemental Powers: As of Chaos Impact, the Aromages now have representatives in all six Attributes:
    • Blow You Away: Laurier is a WIND monster, as is Aroma Jar. In addition, the archetype's support Traps show them using wind-themed spells, and one of their motifs is essential oils, which are associated with scents.
    • Casting a Shadow: Marjoram is a DARK monster.
    • Dishing Out Dirt: Cananga is an EARTH monster.
    • Playing with Fire: Bergamot is a FIRE monster.
    • Light 'em Up: Jasmine and the Aromaseraphys—the Tuner monster Angelica, Rosemary's and Marjoram's Synchro evolutions, and Jasmine's Link evolution—are all LIGHT monsters.
    • Making a Splash: Rosemary is a WATER monster.
  • 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 hair and is a Bishounen.
  • 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.
  • Our Angels Are Different / Our Fairies Are Different: The Aromaseraphy line is inspired by seraph, but they appear more like fairies. Despite this, they are not Angel/Fairy-Type, but Plant-Type monsters like the others.
  • Plant Person: Everyone but the Rock-Type Aroma Jar is a Plant-Type monster.
  • 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.

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:

  • An Axe to Grind: Artifact Labrys.
  • Back from the Dead: Artifact Failnaught can bring back another Artifact as a Spell Card when it is summoned to the field.
  • BFS: Artifact Beagalltach and Artifact Moralltach, and their Xyz Monster form, Artifact Durandal.
  • 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.
  • Drop the Hammer: Artifact Mjollnir.
  • 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.
  • Our Fairies Are Different: Well, they're Living Weapons that are powered by memories that can manifest a spirit to wield them based on those memories.
  • 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.
  • Schmuck Bait: Go ahead, use Mystical Space Typhoon on that face-down. We dare you.
  • 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.
  • Simple Staff: Artifact Caduceus.
  • 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."
  • Weapon of Choice: Each of them embodies one.

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.

The archetype is featured in the Structure Deck: Roar of the Sea Emperor

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.

    Attribute Booster
The Link monsters. 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 bottom-left and bottom-right Link Arrows.

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 Powers: Each monster and their evolution represent an Attribute.
    • DARK: Witch's Apprentice and Wee Witch's Apprentice.
    • LIGHT: Hoshiningen and Hip Hoshiningen.
    • WATER: Star Boy and Mistar Boy.
    • FIRE: Little Chimera and Duelittle Chimera.
    • EARTH: Milus Radiant and Missus Radiant.
    • WIND: Bladefly and Greatfly.
  • 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
Bamboo Sword is a series of Spell Cards based on, well, bamboo swords, whose effects focus around limiting your opponent's actions while helping you.

Tropes associated with the Bamboo Swords:

  • Flaming Sword: Burning Bamboo Sword.
  • 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: Following Broken Bamboo Sword's initial release, several booster packs added the other Bamboo Sword cards, with more useful effects that required 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.

The Battlewasps, known as Bee Force in the OCG, is an archetype of WIND Insect 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.
  • Blow You Away: All of the Battlewasps monsters have the WIND attribute.
  • 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 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 monsters from they GY to have all the monsters the opponent controls lose 500 ATK/DEF for each monster banished this way.

    Battlin' Boxer 
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:

  • Boxing Battler: Exactly What It Says on the Tin, the archetype is full of these.
  • 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.)
  • Good Old Fisticuffs: As indicated in the name of this Archetype
  • Hot-Blooded/Playing with Fire: They are all FIRE monsters, which reflects Alito, their user, in ZEXAL.
  • 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.

The Batterymen are a series of LIGHT Thunder-Type monsters based on batteries. They swarm the field to power each other up. The strongest Batteryman is Batteryman Industrial Strength.

Tropes associated with the Batterymen:

  • Back from the Dead: Battery Charger and Recycling Batteries.
  • Cute Bruiser: Batteryman AA. With 3 of him in a deck, the player can make an OTK.
  • Cute Machines: Batterymen are just adorable.
  • 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.
  • Shock and Awe: They're all Thunder-Types, naturally.
  • 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.

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.
  • Ambition Is Evil: Ambitious Gofer.
  • 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.
  • Beam Spam: B.E.S. Big Core MK2.
  • Big Bad: Ambitious Gofer. But in the games Gofer has a superior, Bacterion, so it's possible we haven't actually seen the Big Bad of this series yet.
  • 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.
  • Combat Tentacles: B.E.S. Tetran and B.E.S. Crystal Core.
  • 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.
  • Elemental Powers: There's one of them for each Attribute.
  • 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.
  • Macross Missile Massacre: B.E.S. Covered Core.
  • 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 
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.
  • Black Knight: Black Luster Soldier, as his name implies.
  • Dishing Out Dirt: The original Black Luster Soldier and Gaia, The Fierce Knight, are EARTH monsters. Subsequent support relies more on their LIGHT and DARK themes.
  • 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."
  • Knight in Shining Armor: Black Luster Soldier - Envoy of the Evening Twilight.
  • 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.

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.
  • Blow You Away: Black Whirlwhind is a Permanent Spell Card that allows the player to add a Blackwing monster from their deck to the hand when Normal Summoning a Blackwing monster. The added monster must have the same or lower ATK than the Normal Summoned Blackwing monster.
  • 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.
  • Casting a Shadow: Blackwing is an archetype which mostly consist of DARK Winged Beast-Type (except "Blackwing - Aurora the Northern Lights" which is a LIGHT monster) monsters.
  • 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.
  • Gun Blade: Armed Wing's gun.
  • 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.

The favorite card of Seto Kaiba, and the main focal point of the archetype.
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.

The archetype is featured in the Structure Deck: Saga of Blue-Eyes White Dragon

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

Tropes associated with Blue-Eyes:

  • The Ace: 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.
  • 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.
  • 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 targetting 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.
  • 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 
  • 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 'em Up: The Blue-Eyes monsters all attack by unleashing a light-based energy wave from their mouths. The attack's official name is Burst Stream of Destruction (changed to White Lightning in the dubbed anime).
  • 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:
    • 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: Or in this case, just plain badass.
  • 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.
  • 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-Powered 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.
  • 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.

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: 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.
  • 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: The 5 Bujin Beast-Warriors resemble the heroes and an antagonist 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. This can be supported further by the colour scheme of each of these Bujins in respect to the initial dormitory each GX hero 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. Finally, Hiruko is based on Takuma Saiou, since he brainwashed Hirume like Asuka in season 2.
  • 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.
  • Playing with Fire: Bujintei Kagutsuchi is based on Kagutsuchi, the Shinto god of fire.
  • 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
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.
  • Casting a Shadow: The main deck monsters are DARK.
  • 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.
  • I Work Alone: The main deck monsters selfdestruct when you control a non-Burning Abyss.
  • Light 'em Up: The Extra Deck monsters are LIGHT.
  • My Death Is Only The Beginning: Gain their effects when sent to the graveyard.
  • Mystical White Hair: Beatrice, Lady of the Eternal.
  • 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.
  • Shout-Out: To The Divine Comedy.
  • 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.
  • The Power of Rock: Virgil, Rockstar of the Burning Abyss.
  • Took a Level in Badass: Dante, after he becomes the Pilgrim of the Burning Abyss.

    Buster Blader / Destruction Sword
The Destruction Swordsman.
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.
  • Cool Pet: Buster Whelp of the Destruction Swordsman.
  • 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.
  • Shoot the Dog: Implied to be the eventual fate of Buster Whelp.
  • Superpowered Evil Side: Buster Dragon, to Buster Whelp.
  • 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.

    Celtic Guard

Celtic Guard, known as Elf Swordsman in the OCG is an archetype of cards comprised of Celtic Guardian and its alternate forms. They were frequently used by Yugi Mutou in the anime/manga.

Tropes associated with the Celtic Guard series:

  • Barbarian Hero: His whole motif is that of an Elven Celtic Barbarian.
  • Dual Wielding: Celtic Guard of Noble Arms packs two swords compared to Celtic Guardian's one.
  • Enemy Summoner: Celtic Guard of Noble Arms' effect allows you to Special Summon another Celtic Guard monster once per turn.
  • Fighting Irish or Brave Scot: He is a Warrior.
  • Knight in Shining Armor: Celtic Guard of Noble Arms, per his name.
  • No-Sell: Obnoxious Celtic Guard cannot be destroyed by battle with a monster with 1900 or more ATK.
  • Our Elves Are Better: Celtic Guardian is an Elven warrior, and was even referred to as "Elf Swordsman" in his first anime appearance (and its Japanese name).
  • Took a Level in Badass: Obnoxious Celtic Guard is a retrained variant of Celtic Guardian who is an effect monster that cannot be destroyed by battle with a monster that has 1900 or more ATK. Celtic Guard of Noble Arms is another upgraded variant, with higher ATK and different effects.
  • Weak, but Skilled: Obnoxious Celtic Guard is a mid-tier card with 1400 ATK, whose effect can still make him effective in some duels.

Originally more of a series of cards with a similar theme, the Chaos archetype rely on combining the powers of LIGHT and DARK, or in a couple cases, Fairy and Fiend, and banishing cards from play. Their "leaders" are Black Luster Soldier - Envoy of the Beginning and Chaos Emperor Dragon - Envoy of the End, but the anime has an even stronger leader, Chaos End Ruler - Ruler of the Beginning and the End. It has three sub-archetypes: Black Luster Soldier (Chaos Soldier in the OCG), CXyz, and Number C, all of which have their own folders.

Quite infamously, it was Chaos Emperor Dragon's brutal effect to wipe out everything in the hand and on the field for a measly 1000 Life Points that earned it recognition for being too strong, making it among the eleven cards that made up the very first ban list, and it has been on there for a decade until its January 2015 errata, which heavily nerfs its potency.

Tropes associated with the Chaos monsters:

  • An Axe to Grind: Demise, King Of Armageddon.
  • Awesome, but Impractical:
    • Chaos Goddess has a pretty lethal effect, but here's the catch: She's a Synchro that requires three monsters to summon. The Tuner must be a LIGHT monster, and the other two monsters must be DARK. Given the rules of Synchro Summoning, their combined Levels have to be 8. Seeing as her actual effect is kind of hard to use (you have to discard a LIGHT monster to Special Summon a DARK one from your Graveyard that has to be Level 5 or higher) she's not as practical as she appears.
    • Black Luster Soldier - Envoy of the Evening Twilight is also very difficult to Summon (Must be Special Summoned by having an equal number of LIGHT and DARK monsters in your Graveyard and banishing all monsters of 1 of those Attributes from your Graveyard, and cannot be Special Summoned by other ways) and you have to skip the Battle phase if you want to use its effect.
  • Back from the Dead: Chaos Goddess's effect.
  • Black Knight: Black Luster Soldier - Envoy of the Beginning.
  • Continuity Nod: Sphere of Chaos's name and effect is a reference to a trio of monsters often called "The Chaos Trio", consisting of "Black Luster Soldier - Envoy of the Beginning", "Chaos Emperor Dragon - Envoy of the End", and "Chaos Sorcerer", who needed a LIGHT and DARK Monster to summon.
  • Death-or-Glory Attack: Chaos Emperor Dragon's effect post-errata: You may not activate any other card effects on the same turn, meaning no subsequent Graveyard activation shenanigans to fortify yourself, etc. Better make sure you finish the opponent with that damage.
  • Dying Moment of Awesome: Chaos Emperor Dragon's effect allows it to do the equivalent of destroying the universe, taking itself down and damaging the opponent for each card it destroys.
  • Finishing Move: More likely than not, getting either of the two Envoys on the field.
  • Glass Cannon: They can hit the field on your first turn if you build the deck right, come out of nowhere, and will give you a massive lead in the Duel. But they're completely defenseless during an opponent's turn, so you'd better have some cards ready to protect them.
  • God Save Us from the Queen!: Ruin, Queen Of Oblivion.
  • Kill 'Em All: Chaos Emperor Dragon's effect destroys every card on the field and in the hand by paying 1000 Life Points. It also inflicts Burn Damage for each card that is sent to the Graveyard with this effect.
  • Nerf: As of January 2015, Chaos Emperor Dragon has received a serious rewrite that severely limits its potency: First, it has been made a Nomi (cannot be Special Summoned outside its effect). Second, its nuke effect cannot be activated on the same turn as other card effects, and only cards that are sent to the opponents graveyard count towards the total effect damage. However, it's still a rather good card, being a 3000-ATK beater that's very easy to Summon and capable of nuking the field.
  • Obvious Rule Patch:
    • The Chaos Emperor Dragon-Yata Garasu combo is pretty much the reason the ban list was first created, and they've been gone ever since.
    • Also, the change in Priority rules is generally agreed to have been put in place to make Black Luster Soldier less overpowered.
  • Our Dragons Are Different: Darkflare Dragon and Lightpulsar Dragon. Moreover, both monsters depict space phenomena: a pulsar for Lightpulsar Dragon and a sun flare for Darkflare Dragon.
  • Physical Goddess: Chaos Goddess.
  • Power Copying: Phantom of Chaos can copy the name, ATK and effects of any monster in the controller's graveyard until the end phase, in exchange for banishing the target card.
  • Regal Ringlets: Chaos Goddess.
  • Those Two Guys:
    • Sphere of Chaos and Chaos End Master are meant to compliment the other (each card can search out the other).
    • Gaia, Knight in Brightest Night and Gaia, Knight in Blackest Night. They even have effects that support the other's Element.
  • Took a Level in Badass:
    • Black Luster Soldier —> Black Luster Soldier - Envoy of the Beginning.
    • Demise and Ruin get stronger counterparts with better effects in Cybernetic Horizon.
  • Weak, but Skilled: Phantom of Chaos cannot deal battle damage regardless of what it copies and has a base ATK of 0, but makes up for it by copying monster names and effects from anything in the user's graveyard. This allows it to substitute for strategies and tributes/fusions that require the target monster, or to utilize devastating monster effects that would otherwise require something very difficult to summon.
  • Weaksauce Weakness: Cards like Macro Cosmos or Dimensional Fissure are very effective against the Chaos cards, since every monster will be banished instead of sent to the Graveyard.
  • Yin-Yang Bomb: The main theme of the Chaos cards. Most of them can only be Special Summoned by banishing a LIGHT and a DARK monster.

The original four and their familiars. From left to right: Hilta, Aussa, Wynn, and Eria.
The Charmers, known as Spirit Charmer (霊使 Reitsukai) in the OCG, are a series of six Spellcasters that have learned to commune with the six Attributes to take control of them and perform assorted incantations with them. The normal Charmers all have the same effect of being able to take control of enemy monsters of a certain Attribute. They also have three advanced forms: Familiar-Possessed, where their familiar's spirit has taken control of them to increase their offensive power; Cataclysmic Charmers, older versions of them that can sacrifice monsters to summon another one of the same Attribute, and Link Charmers, Link Monsters with the same ATK as their Familiar-Possessed forms and bottom-left and bottom-right arrows that can summon monsters of their attribute from the opponent's Graveyard and search out monsters of their own attribute if destroyed. The Trap Card series Spiritual Art is also part of the Charmers via artwork, but they support Attributes in general without being restricted to Charmers.

Tropes associated with the Charmers:

  • Ascended Extra:
    • "Retrained" versions of Wynn and Eria were incorporated into the Gusto and Gishki archetypes. However, it turns up Subverted as they are separate characters.
    • Played straight in the case of Lyna's ascended form, Milla the Temporal Magician.
    • The Familiar-Possessed versions of their familiars initially didn't exist as separate cards, but were later printed as such long after their release.
  • Bare Your Midriff: Hiita's shirt opens all the way down the middle, showing off most of her stomach. It's not apparent from her base form's artwork, which shows her from behind, but is very apparent in the artwork of Hiita Ablaze.
  • Bishōnen: Dharc is a guy, but has feminine features.
  • Black Magic: All of them use dark powers to take control of enemy monsters.
  • Brainwashed: The original Charmers lived up to their names by taking control of monsters with the same Attribute as them.
  • Chained by Fashion: Lyna and Dharc have cuffs dangling from their wrists.
  • Color-Coded Elements: They each have hair coloring and outfits reflecting their elements.
  • Curtains Match the Window: All of them have eyes and hair of the same color.
  • Cute Witch: Six of them, counting Dharc. They're absolutely adorable.
  • Dangerously Short Skirt: Wynn, Hiita and Eria.
  • Demonic Possession: The "Familiar-Possessed" series where their Familiar takes over them to pump up their offensive power. They finally left the body in Unpossessed, with the effect referencing their return to their Charmer state. Due to the lack of lore regarding this event, it can either be this or Symbiotic Possession.
  • Elemental Powers: Each of the Charmer monsters represent an Attribute.
  • Familiar: Each Charmer has a Level 1 or 2 Normal Monster as such.
  • Fiery Redhead: Hiita appears to be one, as her card art has her looking much more energetic and lively than the others.
  • Four-Element Ensemble: Though there's one for all six Attributes, Dharc and Lyna don't have as much exposure or counterparts as the four elemental Charmers, resulting in this dynamic. The original four were also released years before Dharc and Lyna appeared to round the group out.
  • Handicapped Badass: Dharc appears to have lost his right arm.
  • Hot Witch: The base four have older forms that mature enough to qualify as conventionally attractive.
    • Hiita, Ablaze (go figure) gets artwork that plays up her appeal by giving her a fairly provocative pose and expression, helped by Hiita already having the most revealing outfit among the Charmers.
  • Magic Staff: They all have one or Magic Wand.
  • Meaningful Name:
    • Each of the Charmers have names based on the elements they specialize in. "Wynn", "Dharc", and "Lyna" are fairly obvious, "Eria" likely derives from "aquarium" or "Aquarius", "Hiita" is based on "heat", and "Aussa" comes from "earth", which is more apparent from the Japanese reading "Ausu".
    • "Mira" is Spanish for "look" or "see", probably referring to Milla's effect of looking at your opponent's Set card.
  • Meganekko: Aussa.
  • Mystical White Hair: Lyna has white hair, and is a witch.
  • One Steve Limit: Milla, an older version of Lyna, shares her OCG name 'Mira' with Mira the Star-Bearer.
  • Personality Powers: In case you missed it, Fiery Redhead Hiita is the Fire charmer.
  • Symbiotic Possession: Due to the lack of lore, it can either be this or Demonic Possession. Regardless, the possession gives the Charmers power boost and the ability to deal piercing damage, and the possession was released in the artwork of Unpossessed.
  • The Sixth Ranger: Dharc and Lyna were released long after the original Charmer cards had run their course and have fewer variants of them.
  • Water Is Blue: Eria has blue hair and uses blue water.
  • Wind Is Green: Wynn has green hair and uses green wind.
  • You Gotta Have Blue Hair: Wynn has green, Eria has blue.
  • Zettai Ryouiki: Lyna.

Chemicritter is an archetype of either Level 2 or 8 Gemini monsters of various Types and Attributes, based on chemicals. They rely on easily Summoning Gemini monsters so as to gain quicker access to their effects, as well as manipulating their Levels to Xyz Summon their ace monster, Methydraco.

Tropes associated with the Chemical Beast cards:

  • Alliterative Name: The Level 2 monsters of the archetype are called Carbo Crab, Hydron Hawk, and Oxy Ox.
  • Back from the Dead:
    • Hydron Hawk can revive a Gemini Monster from the Graveyard.
    • Methydraco can also revive a Gemini when it is Xyz Summoned.
  • Blow You Away: Oxy Ox is a WIND monster.
  • Casting a Shadow: Dioxogre is a DARK monster.
  • Instant Awesome: Just Add Dragons!: Hydragon.
  • Making a Splash: Hydron Hawk and Hydragon are WATER monsters.
  • Mighty Glacier: Their playmakers are potent and they have the ability to recycle themselves. However, they're also Gemini monsters, so the usual trappings of Gemini monsters will be the biggest hurdle you'll overcome using them. That being said though, Gemini monsters have access to really potent spells and traps.
  • No-Sell: While it has an Xyz Material, Methydraco protects your Gemini monsters that already gained their effects from targeting.
  • Playing with Fire: Carbo Crab and Methydraco are FIRE monsters.
  • Status Buff: When another Gemini Monster is Normal Summoned, Hydragon can give it 500 ATK and DEF.
  • Theme Naming: Each member of the archetype is named after a basic chemical substance: for the Level 2 monsters, the substances are elemental carbon (Carbo Crab), hydrogen (Hydron Hawk), and oxygen (Oxy Ox). The Level 8 monsters, meanwhile, are named for relatively more complex molecules; Dioxogre and Hydragon take their names from carbon dioxide and dihydrogen monoxide (water), respectively.

Chronomaly, known as OOParts in the OCG, are a series of LIGHT Rock monsters based on artifacts of the ancient world. They rely on manipulating their levels to Xyz Summon their leaders, Chronomaly Atlandis, Chronomaly Crystal Chrononaut, and Chronomaly Machu Mech. They are used by III/Trey in ZEXAL.

Tropes associated with the Chronomaly cards:

  • Alchemy Is Magic: Chronomaly Pyramid Eye Tablet is possibly based on the Emerald Tablet of Hermes. Text purporting to reveal the secret of the primordial substance and its transmutations. It claims to be the work of Hermes Trismegistus ("Hermes the Thrice-Greatest"), a legendary Hellenistic combination of the Greek god Hermes and the Egyptian god Thoth.
  • Ambiguous Robot: Number 6: Chronomaly Atlandis's Type is Machine while it has no mechanical parts with the exception of the ring around its chest.
  • Anachronism Stew: The OCG name, "OOPArts", is an acronym for "Out-of-Place Artifact", a term used to describe artifacts that make no logical sense given the technology available at the time they were created. The TCG name, "Chronomaly", is a portmanteau of the word "chronology" which is the sequential order in which past events occur and "anomaly" as in an irregularity or something odd. Put together these monsters are "chronological anomalies" or "chronomalies" since these objects deviate from what would have been possible to create given the resources and technology available at that time.
  • Ancient Astronauts:
    • Some writers have proposed that intelligent extraterrestrial beings have visited Earth in antiquity or prehistory and made contact with humans. Such visitors are called ancient astronauts or ancient aliens. Proponents suggest that this contact influenced the development of human cultures, technologies and religions. Chronomaly Crystal Chrononaut is based on this concept.
    • Chronomaly Mayan Machine is based on the "Maya Astronaut" of K'inich Janaab' Pakal, a ruler of the Mayan polity of Palenque. The Palenque Astronaut appears to depict a man controlling a spaceship. This ornately decorated five ton stone was discovered in 1952 in Chiapas, Mexico covering the Tomb of the Mayan King Pacal, at the Temple of Palenque ~ the only known Mayan Pyramid to contain a Tomb, as seems the case throughout Egypt.
  • Atlantis: Number 6: Chronomaly Atlandis
  • Cool Plane: Chronomaly Golden Jet is a reference to the various golden airplane like artifacts found in Colombia, which were said to have been carved by the Quimbaya culture between l000 and 1500 AD. Some archaeologists believe that they are simply stylized insects, while some ancient astronaut theorists believe this is a clear depiction of a space craft from extraterrestrial visitors.
  • Dem Bones: Chronomaly Crystal Bones and Chronomaly Crystal Skull
    • Chronomaly Crystal Bone is based on "The Crystal Maiden", the skeleton of a teenage girl found in the Belize cave system called Actun Tunichil Muknal, which was said to possibly been a sacrifice victim, whose bones have been calcified, giving it a sparkling, crystallized appearance, hence the name.
    • Chronomaly Crystal Skull is based on "Crystal skulls" which were carved from quartz and were believed to be of pre-Columbian origin.
  • Eenie, Meenie, Miny Moai: Chronomaly Moai is based on a Moai, monolithic human figures made of rock in the Easter Island. "The Statue of Easter Island" and "Moai Interceptor Cannons" are based on the same figures. Chronomaly Moai Carrier features a different Moai figure and is primarily based on the methods used to transfort the Moai themselves.
  • Enormous Engine: Fork Hyuk appears in the artwork of "Number 33: Chronomaly Machu Mech", serving as the aforementioned Machu Mech's engine. This is also supported by Fork Hyuk's Japanese name, and the fact that the structure of "Number 33" is surrounding the blue sphere in this card's artwork, just as depicted in the artwork of "Number 33". This is fitting, as Fork Hyuk's effect complements the effect of "Number 33".
  • Floating Continent: Number 33: Chronomaly Machu Mech is a floating city, while Machu Pichu was built high up in the mountains above sea level.
  • Golem: Chronomaly Mud Golem is based on the Dogū, a form of statuary common in the Jomon Period.
  • Homage: Chronomaly Golden Jet's appearance and statistics (Level 4, LIGHT Machine, 1300 ATK) seem to tie into the "Gradius" deck and the other fighting ships like "Jade Knight" and "Lord British".
  • Landmark of Lore
    • Number 33: Chronomaly Machu Mech is based on on the ancient city of Machu Pichu. Machu Pichu is in Peru, going along with the South American theme of the Chronomaly archetype. Machu Mech also could also have been based on El Dorado, a fabled city that was said to be made of gold, like how this monster is shown to be a city that is made from gold.
    • Stonehenge Methods. True to this card's name, the Stonehenge is featured in this card's artwork.
    • Number 6: Chronomaly Atlandis's form could come from the Ancient city of Pompeii because it's shaped like a volcano (Mount Vesuvius).
    • Chronomaly City Babylon. The Ancient City of Babylon was an Akkadian city-state (founded in 1867 BC by an Amorite dynasty) of ancient Mesopatamia, the remains of which are found in present-day Al Hillah, Babylon Province, Iraq. The Word "Babylon" is Akkadian "babilani" which means "the Gate of God(s)" and it became the capital of the land of Babylonia.
  • Living Statue: Chronomaly Tula Guardian is a living version of the Telamon Tula statues that were found in Hidalgo, Mexico.
  • Magma Man: If one looks at the artwork of Number 6: Chronomaly Atlandis, the island is not actually floating: Molten formed what appears to be two legs holding it up, as well as two arms, giving it the appearance of a giant. As such, this card may have been based on Atlas, a Titan from Greek mythology that was forced to support the sky on his shoulders for eternity. Oddly this cards Attribute is LIGHT when the Monster is formed out of molten lava and rock.
  • Mythology Gag:Stonehenge Methods's special summoning effect is similar to the Player Character of The Duelists of the Roses being summoned at Stonehenge.
  • One-Hit Kill: Dedicated decks based on Number 33: Chronomaly Machu Mech can pull this off. The crux of the strategy is reducing the ATK of an opponent's monster to 0, then using Number 33's effect on that monster before attacking to deal massive damage.

Cipheris an archetype of LIGHT monsters first presented by Kite Tenjo from ARC-V. Cipher come from cipher in cryptography which is an algorithm for performing encryption or decryption. There is also an interesting note of how the kanji for Cipher translate into "Lightwave". The monsters focus on quickly XYZ summoning which is useful for the ace of the archetype, Galaxy-Eyes Cipher Dragon. The effect of the Galaxy-Eyes it can take control of one face-up monster and treats its name and original ATK as "Cipher Dragon". This would not only decrease the number of the opponents but also a means of Tributing, Fusion, Synchro, or Xyz Material. This archetype also has compatibility with the Photon and Galaxy archetypes.

Tropes associated with Ciphers:

  • Light 'em Up: Cipher monsters are all LIGHT. Interestingly, the kanji for the archetype's Japanese name translates into "Lightwave", in keeping with the light theme.
  • Sixth Ranger: While the Cipher archetype itself is too anemic to build a proper deck around, some of their cards do make decent additions to a Photon/Galaxy build.
  • Viral Transformation: Galaxy-Eyes Cipher Dragon has the ability to take control of an opponent's monster, then change its name to "Galaxy-Eyes Cipher Dragon" and give it its stats. The Continuous Spell "Double Exposure" can also change one monster's name into the name of another monster on the field once per turn during either player's turn.
  • The Virus:
    • Galaxy-Eyes Cipher Dragon can seize control of an enemy monster and turn it into itself, albeit only until the end of the turn.
    • Neo Galaxy-Eyes Cipher Dragon can permanently take control of all enemy monsters and turn them into itself. However, the copies cannot attack on the turn this happens and will return to their original forms and go back to their original owner if Neo Galaxy-Eyes is destroyed.

Cloudians are a series of WATER Fairy-Type monsters based on types of clouds. Being clouds they lack power but are immune to being destroyed in battle, and distribute Fog Counters to monsters to use effects. In GX, Amon Garam/Adrian Gecko uses a Cloudian deck as his first deck, before replacing it with an Exodia deck.

Tropes associated with my Cloudians:

  • Achilles' Heel: While "Cloudians" cannot be destroyed by battle while in Attack Position, "Zero Gravity", "Stumbling, "No Entry" and "Spider Web" would cripple this Deck as the these cards forces all monsters to Defense Position making the "Cloudians" destroy themselves. An opponent using a well-timed Windstorm of Etaqua can effectively destroy all Cloudian monsters. "Spiders" are also a threat, because they change the Battle position of a monster to Defense Position. Cards such as "Savage Colosseum" and "Final Attack Orders" can have the same effect. The best way to counter is by using "Raging Cloudian".
  • Cute Kitten: Cloudian - Cirrostratus.
  • Cyclops: Cloudian - Eye of the Typhoon is based on "The Eye of the Hurricane", ironically, the most inoffensive part of a Hurricane. The name is also a pun on the card itself, as my Cloudian only has one Eye.
  • Difficult, but Awesome: "Cloudians" require an advanced degree of skill to use properly, because their usefulness depends on how many Fog Counters there are on the field. Most "Cloudians" cannot be destroyed by battle, but their low ATK leaves their controller open to taking damage unless "Spirit Barrier" or "The Sanctuary in the Sky" are used. Otherwise, you could just use Equip Cards to boost their ATK so that the damage is lessened. Once your support cards are in play, the opponent will find it frustratingly difficult to get past a "Cloudian" Deck's defenses. While the opponent is being stalled, the "Cloudian" user can then generate enough Fog Counters to whittle down the opponent's defenses, eventually leaving them with nothing to protect themselves from the otherwise "weak" monsters.
  • Hollywood Acid: Cloudian - Acid Cloud.
  • Our Angels Are Different: With a few exceptions, these guys are classified as Angels in the OCG.
  • Our Dragons Are Different: Cloudian - Storm Dragon.
  • Our Ghosts Are Different: Cloudian - Ghost Fog, which is based on the Mist Fog.
  • Poisonous Person: Cloudian - Poison Cloud may be partially based on London's Great Smog, which was a deadly fog caused by overpollution.

Constellar monsters, called Sacred in the OCG, are a series of LIGHT monsters that are variably Beast, Beast-Warrior, Warrior, or Machine. Based on the constellations, they swarm the field to perform Xyz summons of their stronger members, the strongest of which is Constellar Ptolemy M7. They are used by Hokuto Shijima in the Yu-Gi-Oh! ARC-V Anime.

Tropes associated with the Constellars:

  • Ascend to a Higher Plane of Existence: Constellar Sombre and Evilswarm Kerykeion successfully defeated Sophia, Goddess of Rebirth and ascended to a higher plane of existence (as mentioned in the DT Story Guide), becoming the twin serpents pictured in Breath of the Divine Serpent
  • Big Damn Heroes: They appeared to help the tribes fight against the Evilswarm horde.
  • Cain and Abel: Sacred Pollux and his corrupted brother, Evilswarm Castor.
  • Dub Name Change/Punny Name: This archetype is known as Constellars in the TCG.
  • Fusion Dance:
    • 2 Constellar Xyz monsters (judging by the orbs around the 2 monsters), the two parts of Constellar Ptolemy M7's body and "Shrine of Mist Valley" appear in "XYZ Universe"'s artwork. It is possible that those Xyz Monsters are fusing together to form Ptolemy, prior to the fight above the Shrine, betwenn Ptolemy and Evilswarm Ouroboros, as shown in Infestation Terminus.
    • According to the Duel Terminal Storyline in the Duel Terminal Master Guide 2013, Gem-Knight Lazuli fused itself with the 12 "Constellar" monsters to become Constellar Sombres in order to defeat Sophia, Goddess of Rebirth together with Evilswarm Kerykeion.
  • Homage/Shout-Out: Holy armored knights named after the Zodiac determined to fight evil? This seems familiar...
  • Knight in Shining Armor: Most of them look like knights.
  • Light Is Good: Definitely.
  • Our Dragons Are Different: Sacred Ptolemys Messier 7, a large mechanical dragon formed by Fusion Dance.
  • Reincarnation: Sombres seems to be the reincarnation of Constellar Ptolemys Messier 7 because of its wings that are Ptolemys Messier 7's ones. This monster has Constellar Virgo's legs and Gem-Knight Seraphinite's face and body.
  • Screw Destiny: The artwork for "Break the Cycle" reflects the fact that Sombres and Kerykeion were born using the banished bodies of their members (Constellar and Evilswarm) and they are working together to end Sophia's cycles of destruction and creation by destroying her.
  • Sixth Ranger: Implied with Awakened Brave Warrior - Gagagigo, as his armor and background seems to resemble that of the Constellar's. Considering that the Duel Terminal universe seems to be merged with the main universe by season 2 and what happened to Souza, that might be the case.
  • Theme Naming: The main deck monsters are named after stars in the Zodiac constellations and the Xyz monsters are named after various clusters of stars.
  • Western Zodiac: With the exception of Sombre, all of the main deck Constellar monsters are named after stars located in the constellations associated with the Zodiac. Additionally the corresponding sign feature in the background of their artworks.

    Counter Fairies
Bountiful Artemis, the first Counter Fairy released.

Counter Fairies are a series of LIGHT Attribute Fairy-type monsters. They all have effects related to Counter Traps, either eliminating the activating costs or granting benefits when Counter Traps are resolved. Their leader is Sacred Arch-Airknight Parshath. For information about Parshath, please check out the Parshath folder.

The series is featured in the Structure Deck: Wave of Light.

Tropes associated with the Counter Fairies:

  • Boring Yet Practical: Bountiful Artemis is the oldest Counter Fairy and has the most simple drawing effect. However, her effect is so useful that she is always run at three in modern Counter Fairy decks.
  • Crazy-Prepared: The main tactic of the deck is to negate everything the opponent does while maintaining card advantage.
  • Gold and White Are Divine: They are all primarily white with gold decorations.
  • Home Field Advantage: The Sanctum of Parshath not only protects your face-down Counter Traps, but it also counts as Sanctuary in the Sky, so you can activate cards like Divine Punishment and Minerva’s and Meltiel’s secondary effects. The 300 ATK boost is the cherry on top.
  • Light Is Good: They are all LIGHT monsters and are implied to be servants of God, seeing how they synergize with the Solemn Counter Traps.
  • The Medic: Meltiel's first effect gains 1000 LP after a counter trap is resolved. This can be useful if your LP is too low for some Solemn cards and you don't have Ariadne.
  • Our Angels Are Different: They are Fairy-type, but look mechanical in design and resemble Greek and Roman architectures.
  • Sixth Ranger: Power Angel Valkyria does not activate effects after Counter Trap resolves, looks humanoid instead of mechanical, and is named after a Norse mythological figure, but she is a LIGHT Fairy-type monster, wears gold and white armor, and her effects activate after you negate card effects, which most of the popular Counter Traps do. She is even featured alongside Parshath and Minerva in the Wave of Light Structure Deck.
  • Status Buff: Minerva gains 500 ATK after a Counter Trap resolves.
  • Theme Naming: The Counter Fairies are named after Greco-Roman mythological figures.
    • Minerva: Scholar of the Sky: Minerva
    • Bountiful Artemis: Artemis
    • Sacred Arch-Airknight Parshath: Perseus
    • Meltiel, Sage of the Sky: Metis
    • Harvest Angel of Wisdom: Hermes
    • Voltanis the Adjucator: Zeus
    • Layard the Liberator: Saturn
    • Guiding Ariadne: Ariadne

Crashbugs, called Bugman in the OCG, are a trio of Level 3 monsters that rely on summoning each other. Once all three are on the field, their leader Super Crashbug can be summoned, creating havoc as ATK and DEF values are swapped. They are used by Ukyo Kitano/Mr. Kay and Takashi Todoroki/Caswell Francis in ZEXAL, the former being the original owner of Number 34: Terror-Byte.

Tropes associated with the Crashbugs:

  • Anthropomorphic Personification : When combined with Terror-Byte, this archetype makes a reference to a computer virus. When the virus first appears (Summoning one of them), it infects the system (special summoning the rest of them), then it steals data (taking control of opponent monsters with Terror-Byte), and finally sabotages the system (Super Crashbug switching ATK and DEF of monsters).
  • Chained by Fashion: Crashbugs "X", "Y", and "Z" appear to be dressed in prisoner-like accessories.
    • X - A ball and chain on its neck.
    • Y - Hand cuffs on its right hand.
    • Z - A striped prison uniform, along with a ball connected to a chain locked to both its ankles.
  • Fusion Dance: Super Crashbug and Number 34: Terror-Byte
  • Inconsistent Dub: The Crashbugs' fuses are removed in the English card artwork due to the fact that it is a reference to violence, but strangely in the dub, the fuses remain in place.
  • Lost in Translation: In Japanese, "Bugman" could be a pun to Bomb (爆弾, Bakudan) as they have bombs on their heads and a reference to how when a computer has technical difficulties, it normally means it "has a bug".
  • Punny Name: Number 34: Terror-Byte is a pun on Terabyte, which is equal to 1024 Gigabytes. This may be why it's "No. 34", with "1 + 0 + 2" = "3", then leaving the "4" to make "34", or just "10 + 24" = "34".
  • Stone Wall: Number 34: Terror-Byte and Super Crashbug have massive DEF, but 0 ATK. However, Super Crashbug has the ability to switch ATK and DEF of all face-up Attack Position monsters on the field, letting it weaponize its DEF as ATK.
  • Visual Pun: Number 34: Terror-Byte slightly resembles an insect. This may reference how computer errors are usually referred to as "bugs" and this card's connection to the "Crashbug" series.

Crusadia or Palladion (パラディオン, Paradion) in the OCG, is an archetype of monsters with various Types and Attributes, though whose Link Monsters all share the LIGHT Attribute. Their Main Deck monsters have the shared ability to Special Summon themselves, once every turn, in Defense Position to wherever a Link Monster on the field points to, while their Link Monsters are able to gain ATK equal to the original ATK of any monsters they point to, as well as preventing them from attacking.

Crusadias have access to the World Legacy archetype.

Tropes associated with the Crusadia:

  • Armor-Piercing Attack: The primary strategy of the archetype. Crusadia Leonis' effect allows a Crusadia Link Monster to inflict piercing damage. Then, Crusadia Maximus can double any damage that Link Monster can inflict. Finally, on top of its Status Buff effect, Crusadia Revival grants it the ability to attack every single opponent's monster once each. Combined with their Link Monsters' own ATK-increasing effects, this can help set up an OTK.
  • Elemental Powers: Similar to the World Chalice archetype, the Crusadias have at least one representative for every Attribute:
    • Blow You Away: Crusadia Draco is a WIND monster.
    • Casting a Shadow: Their associated World Legacy, "World Crown", is a DARK monster.
    • Dishing Out Dirt: Leonis is an EARTH monster, as is Krawler in its monster form.
    • Light 'em Up: Maximus, along with every Link Monster—Magius, Spatha, Regulex, Equimax, and Astram—are LIGHT monsters.
    • Making a Splash: The resident Tuner monster, Crusadia Arboria, is a WATER monster.
    • Playing with Fire: Crusadia Reclusia is a FIRE monster.
  • Foil: The archetype is this to the Orcust archetype, to which it comes into conflict with in the World Legacy lore.
    • While the Crusadia Main Deck monsters focus on building the controller's field presence by Special Summoning themselves to a zone a Link Monster on the controller's field points to, Orcust Main Deck monsters apply effects by banishing themselves from the Graveyard and encourage the controller to send them there to do this. Additionally, most Crusadia Main Deck monsters possess supportive effects to bolster the archetype's potency while they are on the field, while most Orcust Main Deck monsters are disposable in nature, only having effects to Special Summon more Orcust monsters when they are banished from the Graveyard.
    • Crusadia Link Monsters have Link Arrows that make it easy for the controller to link monsters to them, while Orcust Link Monsters have awkwardly placed diagonally pointed Link Arrows that equally point to the opponent's field. Crusadia Link Monsters focus on The Power of Friendship by gaining ATK equal to that of the monsters linked to them, and encourage the controller to Special Summon monsters to zones they point to by applying effects when that happens. On the other hand, Orcust Link Monsters apply effects that protect themselves from destruction when linked, and return their banished archetype members to the Deck to apply their effects, so the controller can later cheaply send them to the Graveyard again. While Crusadia Link Monsters focus on gaining strength through being linked to the controller's other monsters, Orcust Link Monsters equally take advantage of the opponent monsters being linked to them to do this.
    • The differences between the archetypes also applies to their roles in the World Legacy lore. While Avram leads the Crusadia fellowship, a Ragtag Bunch of Misfits comprised of survivors from the devastation caused by the Mekk-Knights, and they banded together for collective strength, the Orcust army is comprised almost entirely of Robot Soldiers built by Longirsu to fulfill his own individualistic goal. The Crusadia fellowship ostensibly seeks out the World Legacy monsters to counteract a looming threat, while the Orcust army wants them supposedly to bring about said threat.
  • Heel–Face Turn: The Trap Monster Crusadia Krawler, shown in lore to be a Krawler Spine encountered, and then somehow changed, by Maximus.
  • Meaningful Name: Both their Japanese and English names.
    • Their Japanese name translates to Palladion, which bears resemblance to the term "paladin". The group are continuing the quest against the "World Legacy" artifacts that Maximus and Draco started before them when they were Auram/Avram and Imduk.
    • Their English name bears resemblance to the infamous crusades. The group is shown to still be hunting for the "World Legacies" after the events surrounding Lee's betrayal and Ib's sacrifice, even coming to blows with their former ally Ningirsu, now Longirsu, as he unleashes his Orcusts.
  • No-Sell: Crusadia Power can render any Crusadia monster immune to any card effect that isn't its own during the turn it's activated.
  • Old Hero, New Pals: According to the World Legacy lore, the Crusadia fellowship was formed during a Time Skip of several years following Ib's Heroic Sacrifice and Ningirsu severing ties with Avram and Imduk. In that time, Avram and Imduk have grown up and recruited some survivors whose peoples were devastated by the Mekk-Knights to their cause.
  • Power Dyes Your Hair: When he achieves his Second Link evolution, Maximus's hair color changes when he becomes Astram.
  • The Power of Friendship: The archetype bases its strategy around linking monsters in order to provide boons for the controller. To wit, the Main Deck monsters can all Special Summon themselves to the controller's zones that Link Monsters point to, and the Link Monsters all gain ATK equal to the original ATK of monsters they point to, albeit at the cost of preventing those monsters from attacking. The Link Monsters also apply effects when Effect Monsters are Special Summoned to zones that they point to.
  • Ragtag Bunch of Misfits: According to the World Legacy lore, the members of the archetype were the survivors of various tribes whose people were devastated by the Mekk-Knights, and subsequently banded together for both survival and to gather the World Legacies in order to avert a crisis. To wit, apart from Avram and Imduk, they are comprised of a fire mage, a forest elf, a lion, and a reformed or purified Krawler Spine.
  • She Is All Grown Up: The young Auram/Avram and baby dragon Imduk have both grown up, now being the Bishounen Maximus and Armored Dragon Draco respectively.
  • Sixth Ranger: The archetype's associated World Legacy monster, World Crown, is not a part of the archetype proper, but does suppot its playstyle. To wit, World Crown has the same effect as the Crusadia Main Deck monsters to Special Summon itself to the controller's zone a Link Monster points to. However, it should be noted that there are five Crusadia monsters that can exist in the Main Deck, making this a more literal example of the trope than most. Ironically, World Crown was the first monster associated with the archetype to be revealed.
  • Status Buff:
    • The archetype's Field Spell Card, Crusadia Revival, can grant all Crusadia Link Monsters an extra 500 ATK.
    • Crusadia Link Monsters can gain ATK equal to the original ATK of any monsters they point to, but those monsters cannot attack.
  • Took a Level in Badass:
    • Maximus and Draco were originally two of the younger members of the "World Legacy", Auram/Avram and Imduk respectively. After Blue Sky and Ib sacrifices and Ningirsu's departure, the two continued on with their quest and started the group, becoming veteran warriors in the process.
    • Every Main Deck monster sans Draco has a Link Monster evolution: Reclusia is Magius, Arboria is Spatha, Leonis is Regulex, and Maximus is Equimax and Astram.

    Crystal Beasts / Ultimate Crystal 
The Crystal Beasts, known as Gem Beasts in the OCG, are an archetype of seven animal-themed monsters named after precious gems, used by Johan Andersen/Jesse Anderson in the GX anime. They all have a common effect that triggers when they are destroyed as monsters, placing themselves in the Spell/Trap Zone as Continuous Spell Cards, manifested in the anime as them "crystallizing". Although the Crystal Beasts are functionally powerless in the backrow, they enable a lot of synergies with cards requiring the player to control Continuous Spells. The key is to gather all seven to Special Summon their leader, Rainbow Dragon. They later got new support cards, including two Pendulum Monsters: Crystal Keeper and Crystal Master, and much later on, a new boss monster: Rainbow Overdragon. Rainbow Dragon and its variant forms are part of an archetype unto themselves, known as Ultimate Crystal.

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

Tropes associated with the Crystal Beasts:

  • Achilles' Heel:
    • Any opponent with access to repeated S/T destruction can make short work of Crystal Beasts sitting in the backrow. The way the Crystal Beasts occupy S/T Zones also makes it very difficult for them to use many Trap cards.
    • If a lock is established that prevents a player from activating Spells, the Crystal Beast Deck loses access to a majority of its support, and is forced to rely on its weaker monster lineup and nonexistent Traps.
  • Big Good: In the dub, the other Crystal Beasts refer to Pegasus as their leader (probably because this card has the highest original ATK for a Crystal Beast monster in the game). And probably from its effect, which heralds the arrival of another Crystal Beast, even if only in 'Crystal Form'.
  • Call a Pegasus a "Hippogriff": Crystal Beast Sapphire Pegasus is called a Pegasus on the card but is actually an Alacorn (Which is a Unicorn with wings, or a Pegasus with a horn).
  • Call-Back: Crystal Keeper and Crystal Master are both based of Johan/Jesse. Keeper's outfit looks like a variation of Johan's school uniform, while Master's outfit looks similar to Dark Johan's outfit.
  • Color-Coded Stones: Which come in all the colors of the rainbow.
  • Homage: Ruby Carbuncle's name and appearance are similar to that of Carbuncle, a recurring summon in the "Final Fantasy" game series, in where Carbuncle is also known by its Ruby.
  • Noble Bird of Prey: Cobalt Eagle.
  • Not Quite Dead: Crystal Beasts all share the effect of becoming Continuous Spell Cards upon their destruction. Although weak in terms of actual strength, their aforementioned effects allow them to have great staying power.
  • Not the Intended Use: Crystal Beast were originally created as a way to keep pressure on the opponent, and were intended with the ability to summon Rainbow Dragon and Hamon in mind. During the Synchro era, one could summon Brionac (pre-errata) and with three or four Crystal Beasts in their spell/trap zone, could draw their whole deck thanks to some loophole abuse. They later got Pendulum Monsters, and were quickly discovered that they make for a rather viable Rank 4 Xyz engine, even without their Pendulums. It's actually quite a selling point and attractive feature of the Crystal Beast monsters having such a versatile moveset and cardpool that allowed them to endure the test of time by being able to adapt and evolve their strategies.
  • Panthera Awesome: Amethyst Cat and Topaz Tiger.
    • Amethyst Cat can attack your opponent directly, but when it uses this effect, any Battle Damage it inflicts to your opponent is halved.
    • When Topaz Tiger attacks an opponent's monster, it gains 400 ATK during the Damage Step only.
  • Power Crystal: They don't do anything on their own in the Spell and Trap Zones, but they do have support cards that rely on this in order to fuel their effects, essentially making the Crystal Beasts this for said cards.
  • Punny Name: The name "Ruby Carbuncle" is a double pun, since Carbuncle is also a type of gemstone, as well as a mythical creature, alleged to be seen in Latin America. Legends say the Carbuncle has some sort of jewel on its head.
  • Rainbow Motif: Each Crystal Beast represents a color of the rainbow, and they all combine into the aptly-named Rainbow Dragon.
    • Red: Ruby Carbuncle
    • Orange: Amber Mammoth
    • Yellow: Topaz Tiger
    • Green: Emerald Tortoise
    • Blue: Cobalt Eagle
    • Indigo: Sapphire Pegasus
    • Violet: Amethyst Cat
  • Shown Their Work: Cobalt Eagle might have been the reason Gem/Jewel Beasts were changed to Crystal Beasts between the OCG and the TCG. The reason for this is because cobalt is not technically a gemstone, unlike the other "Crystal Beasts" which each feature a gemstone: ruby, amber, topaz, emerald, sapphire, and amethyst. It is plausible that cobalt was confused with the gemstones copal or coral.
  • Sixth Ranger: Crystal Keeper and Crystal Master are a pair of Pendulum Monsters based on Jesse Anderson that support the Crystal Beast and Ultimate Crystal archetypes. As their Pendulum Scales are 2 and 5, respectively, they also allow every Crystal Beast to be Pendulum Summoned for quick field presence.
  • So Last Season: Though many a Pendulum-based Deck got hit hard with the rule update that introduced Link Monsters, the Crystal Beasts' Pendulum Monsters perhaps got affected the most by this rule change. Forcing the Pendulum Zones into the player's own backrow makes Crystal Keeper and Crystal Master a great liability as they will occupy space that the Crystal Beasts need on top of not being able to synergize well with their Spells. While Keeper still retains utility as a stat-boosting hand trap to get out of tough combat situations, Master has since been outclassed by a couple of Normal Spells that can search for a majority of the archetype's contents, essentially performing Master's job without consuming the player's precious Normal Summon.
  • Taking the Bullet: Amber Mammoth can direct attacks from other Crystal Beasts to itself, putting its much weaker members out of the line of fire. With 1700/1600 stats, Mammoth can certainly hold its own against many monsters of its Level.
  • Turtle Power: Emerald Tortoise; it also has the ability to put the Crystal Beasts that have just attacked into the much safer Defense Position.
  • Weak, but Skilled: Crystal Beasts on their own have very poor base stats and situational monster effects barring two to three of them, but they make up for it with their extensive library of supporting Spells.

Tropes associated with the Ultimate Crystal monsters:

  • All Your Colors Combined: Rainbow Dragon is formed by gathering all seven Crystal Beasts on the field or in the Graveyard, and with each one representing a color of the rainbow, Rainbow Dragon is essentially a living manifestation of this trope.
  • All Your Powers Combined: Rainbow Dragon can only be Summoned once you've got all seven Crystal Beasts on the field and/or Graveyard. Rainbow Overdragon can be Summoned by fusing 7 Crystal Bests, or by Tributing a Level 10 Ultimate Crystal monster.
  • Awesome, but Impractical: Although the Ultimate Crystal archetype is portrayed as the boss monsters of the Crystal Beast deck, including any of them in the deck is more likely to be a hindrance.
    • In order to run Rainbow Dragon and meet its Summoning conditions, the player has to run all seven Crystal Beasts, including the comparatively subpar Amethyst Cat and Cobalt Eagle, on top of them being unable to use its effects on the turn it is Special Summoned. Because of this, Hamon, Lord of Striking Thunder, which requires the Tribute of 3 Continuous Spell Cards, is often used in its place. However, Malefic Cyber End Dragon is vastly superior to both, avoiding both the lengthy set-up and the hefty costs of the previous monsters, and boasting the same 4000 ATK.
    • Advanced Dark changes the Attributes of the Crystal Beasts to DARK, allowing the player to run Rainbow Dark Dragon. However, it is very resource-intensive, banishing the player's DARK monsters for its Summon and the cost of its effect. When this all amounts to just a simple high-ATK beatstick, even the original Rainbow Dragon looks better and more lenient.
    • Rainbow Overdragon comes with its own issues that compound the ones faced by the original Rainbow Dragon, which it is a Super Mode to, and similarily inhibit its usefulness. To wit, while Overdragon can be Special Summoned from the Extra Deck by either Fusion Summon or Contact Fusion, both come with their own set of issues. The former method is incredibly resource intensive, as it requires seven Crystal Beasts for Fusion Materials, making pulling it off a daunting challenge. The difficulty in Fusion Summoning this card is partly mitigated with Ultimate Crystal Magic, which can Special Summon this card and treat it as a Fusion Summon, but using it requires the player to run all seven Crystal Beasts. The latter method can only be done if the controller Tributes a Level 10 Ultimate Crystal monster they control, thus not only requiring them to run either Rainbow Dragon or Rainbow Dark Dragon, but also to successfully Special Summon it first.
    • Rainbow Neos is a Fusion Monster that uses Elemental HERO Neos and an Ultimate Crystal monster as Fusion Materials, and must be Fusion Summoned with those exact Fusion Materials. Running him in the Deck would thus require the inclusion of Neos, a high Leveled Normal Monster, on top of one of the aforementioned monsters, and a card that with an effect to conduct the Fusion Summon. This creates a high possibility that the player might dead draw any of those cards, as they need to be used together to Summon Rainbow Newos and have little utility on their own. Including Elemental HERO Prisma can alleviate this issue partly, as it can change its own name to match that of one of the requisite Fusion Materials.
    • Malefic Rainbow Dragon largely averts this trope, as the Crystal Beast archetype being generally dependent on Ancient City - Rainbow Ruins means that it can be splashed into the deck fairly easily. Rainbow Ruins also protects itself from destruction by card effects, which mitigates the shared weakness of Malefic monsters where they destroy themselves if there is no face-up Field Spell Card. As Malefic Rainbow Dragon also prevents the Crystal Beasts from attacking, they can be freely Tributed through the third effect of Rainbow Ruins to protect it from the opponent's Spell and Trap Cards.
  • Brought Down to Normal: Advanced Dark has an effect that negates the effects of any monster attacked by the controller's Ultimate Crystal monsters during that Battle Phase.
  • CCG Importance Dissonance: Given their Awesome, but Impractical nature, Crystal Beast decks in real life tend to forgo running any of these monsters. This is ironic, considering that Jesse Anderson's initial motivation in the anime is to find the tablet that contains the spirit of the Rainbow Dragon so that he can obtain it as a physical card from Pegasus.
  • Cutting the Knot:
    • Rainbow Gravity allows the controller to ignore the strict Summoning conditions of the Ultimate Crystal monsters and Special Summon one from the Deck or Graveyard, provided they have seven different Crystal Beast cards on their field or in their Graveyard.
    • Rainbow Overdragon can be Special Summoned through Fusion Summon with seven Crystal Beast monsters as Fusion Materials, or Contact Fusion by Tributing a Level 10 Ultimate Crystal monster. However, Special Summoning it via the latter method prevents the controller from using its second effect.
    • Ultimate Crystal Magic allows the controller to Special Summon Rainbow Overdragon by avoiding the potentially lengthy and resource intensive set-up by sending the seven Crystal Beasts from the hand, Deck, or field to the Graveyard, and then Special Summoning Overdragon from the Extra Deck. It treats this Special Summon as a Fusion Summon as well, allowing the controller to access Overdragon's second effect. On top of that, it is rather cheap to activate, simply requiring that a Crystal Beast on the controller's field be destroyed by battle, which is easy to accomplish given their relatively low stats.
  • Evil Counterpart: Rainbow Dragon has two of these, Rainbow Dark Dragon and Malefic Rainbow Dragon.
  • Fusion Dance: Rainbow Dragon is portrayed in the anime as the combination of all seven Crytal Beasts. However, a more literal example is Rainbow Overdragon, a Fusion Monster that uses seven Crystal Beasts as Fusion Materials, though it can also be Special Summoned by Tributing a Level 10 Ultimate Crystal monster. Rainbow Neos, which represents the bonds between Jaden and Jesse, is another Fusion Monster that uses Elemental HERO Neos and an Ultimate Crystal monster as Fusion Materials.
  • Gameplay and Story Integration: This trope is in effect where Rainbow Dark Dragon is concerned with its inclusion in a Crystal Beast deck. To wit, in the anime, Rainbow Dark Dragon was supported by a sub-archetype of Crystal Beast, the Advanced Crystal Beasts, requiring seven of them with different names on the field or in the Graveyard to be Special Summoned from the hand. Because the Advanced Crystal Beasts were not released in the OCG, Rainbow Dark Dragon's OCG card was instead modified to be Special Summoned from the hand if the controller banished seven DARK monsters with different names from their Graveyard. The OCG Rainbow Dark Dragon also required the controller to banish DARK monsters from their field and Graveyard to fuel its ATK gaining effect. As none of the Crystal Beasts are DARK Attribute, this meant that including Rainbow Dark Dragon in the deck was a tall order. The OCG release of Advanced Dark, a Field Spell Card used alongside Rainbow Dark Dragon in the anime, fixed the issue by being given an effect that changed the Attribute of all Crystal Beast monsters the controller had on their field and in their Graveyard to DARK, allowing Rainbow Dark Dragon to be run.
  • Nerf: The anime incarnation of Rainbow Dark Dragon possessed the same Summoning conditions (albeit replacing the need for Crystal Beasts with Advanced Crystal Beasts) and ATK gaining effect as the original Rainbow Dragon, but replaces Rainbow Dragon's card returning effect with one that protects itself from destruction if the controller sends a Crystal Beast card from their Spell and Trap Zones to the Graveyard. Because the Advanced Crystal Beasts were not released in the OCG, the OCG Rainbow Dark Dragon had its Summoning conditions changed to stricter requirement wherein the controller had to banish seven different DARK monsters from their Graveyard instead. The OCG card also had the former effect made costlier to use, requiring the controller to banish all other DARK monsters from their field and Graveyard for a 500 ATK gain for each, while the latter effect was lost completely.
  • Obvious Rule Patch: Members of the archetype in the OCG included the name string "究極宝玉神", which translates to "Ultimate Gem God". The TCG omitted this when translating Rainbow Dragon's card, leaving only the unique portion of its name. This began to cause issues upon the relase of Phantom Darkness, which included Rainbow Dark Dragon and the first support cards for the archetype, which in the OCG used that name string. The TCG elected to continue their approach with translating Rainbow Dark Dragon, omitting the name string again and altering the text of any archetype support to list out Rainbow Dragon and Rainbow Dark Dragon by name rather than their archetype, as the OCG did. This would lead to some rulings questions where Rainbow Neos, a Fusion Monster that used Elemental HERO Neos and a monster from the archetype as Fusion Materials, was concerned. Some players questioned if they could use Fusion Substitute monsters in place of the required dragon, as such monsters could only substitute for Fusion Materials specifically listed by name on the Fusion Monster. Due to the idiosyncrasies of the TCG's translation toward the archetype at the time, this was the case on Rainbow Neos' TCG card. Those players did, however, seemingly miss a clause in Rainbow Neos' Summoning conditions which stated that it could only be Fusion Summoned with its exact Fusion Materials, disallowing the use of said substitutes. The OCG had no such issue, as Rainbow Neos identified its draconic material in the form of an archetype member rather than by name, as was the TCG's approach. It was not until the release of Rainbow Overdragon and some new and previously unreleased archetype support (creating the possibility of future archetype members and support) did the TCG finally rectify the issue. While the archetype's members' names remained unchanged, their name string was translated as "Ultimate Crystal" and included as an archetype condition on their cards. Previously released support also received erratas to change their text to identify the supported monsters via their archetype string as well.
  • Physical God: Rainbow Dragon. Not that you would know this by trying to run it, though.
  • Power Crystal: The Ultimate Crystal monsters have jewels embedded in their bodies, one for each Crystal Beast and color of the rainbow. In the anime, when Rainbow Dragon's ATK gaining effect is used, the Crystal Beasts sent to the Graveyard turn into forms of energy that are then absorbed through the corresponding jewels on the dragon, powering it up.
  • Power Up Let Down: Rainbow Overdragon is touted as a Super Mode to the original Rainbow Dragon, and contains variants of the latter's effects, without the downside of the controller needing to wait a turn from its Special Summon to use them. However, the card's effects are still comparatively subpar to the ones featured on Rainbow Dragon. Its first effect banishes a Crystal Beast monster from the Graveyard to gain ATK equal to the banished monster's ATK until the end of the turn. The most ATK that can be gained from the effect is 1800, if the controller banishes Sapphire Pegasus. But given that Sapphire Pegasus is linchpin in the deck, banishing it is likely not worth the temporary ATK gain. In constrast, Rainbow Dragon lets the controller send all Crystal Beast monsters they control to the Graveyard to permanently gain 1000 ATK for each. Overdragon's second effect lets the controller Tribute it to return all cards on the field to the Deck, but only if it was Fusion Summoned, which ironically, might be the easier way to bring it out, compared to its other Summoning condition of Tributing a Level 10 Ultimate Crystal monster, as Ultimate Crystal Magic assists in that regard. In contrast, Rainbow Dragon can do the same thing at the cost of the controller banishing all Crystal Beast monsters from their Graveyard, making it significantly easier to activate if the controller is willing to wait the requisite turn to be able to use Rainbow Dragon's effects.
  • Rainbow Motif: As the objective of the Crystal Beast archetype is Special Summoning one of these monsters and each represents a color of the rainbow, this is a given.
  • Sixth Ranger: Malefic Rainbow Dragon is a corrupted version of the original Rainbow Dragon, but is not actually a part of the Ultimate Crystal archetype. Rainbow Neos is also not a part of the archetype, but uses Elemental HERO Neos and an Ultimate Crystal monster as Fusion Materials.
  • Super Mode: Rainbow Overdragon is this to the original Rainbow Dragon, as it is two Levels higher and can be Special Summoned from the Extra Deck by Tributing the latter monster on the field.

Crystron is an archetype of WATER Machine-Type monsters who focus on Synchro Summoning, especially during the opponent's turn. The non-Tuner monsters can banish themselves from the Graveyards to activate certain effects, while the Tuners are able to bring out Synchro Monsters during any player's turn. They are based on quartz and The Four Gods. They are connected to the Metalfoes, Dracoslayer and Igknight archetypes.

Tropes associated with the Crystron:

  • Animal Mecha: Some of them are based of the Four Gods.
  • Anti-Magic: Phoenix can banish all of your opponent's Spell/Traps in their field and Graveyard when it is Synchro Summoned.
  • Back from the Dead:
    • Quandax and Ametrix can Special Summon a non-Synchro Crystron from the Graveyard when they're destroyed.
    • Phoenix can Special Summon a monster from the Graveyard when it is destroyed, except for itself.
  • Confusion Fu: They focus on Synchro Summoning during the opponent's turn to disrupt their plays.
  • Cutting the Knot: Needlefiber has an effect that enables the controller to banish it during the opponent's Main or Battle Phase, and then Special Summon a Tuner Synchro Monster from their Extra Deck. This Special Summon is treated as a Synchro Summon, thus bypassing the need to Synchro Summon it conventionally. Additionally, the effect can Summon any Tuner Synchro Monster as well, not just Quandax. Several Tuner Synchro Monsters also have effects that trigger when they are Synchro Summoned, which means that this effect is a quick and easy way to access them.
  • Foil: Phoenix and Quariongandrax. Both are level 9 Synchro monsters and serve as the boss monsters of the archetype. However, while Phoenix banishes Spell and Traps and revives a monster from the graveyard when destroyed, Quariongandrax banishes monsters and when destroyed summons a banished monster. Furthermore, both monsters need to be summoned using variant of the normal Synchro Summon: Accel Synchro for Phoenix and Double Tuning for Quariongandrax.
  • The Four Gods: The five non-Tuner monsters are based off these (although Thystvern is purple instead of the usual blue).
  • Fusion Dance: While the archetype focuses on Synchro summons rather than Fusion summoning, the Crystron Extra Deck monsters resemble a combination of the group's monsters and in most cases, can be summoned using those monsters.
  • Girlish Pigtails: Citree sports a pair.
  • Making a Splash: The Crystron are WATER monsters.
  • Mechanical Life Form: All of the Crystron are mechanical in appearance.
  • Orange/Blue Contrast: Both Tuner monsters are humanoid machines; Quan is a blue robot who looks like a knight, while Citree is a yellow-and-orange robot that looks like a girl (complete with Girlish Pigtails and a skirt). Additionally, two of the Synchro Monsters resemble a Fusion Dance between each Tuner and a Main Deck monster (see below).
  • Our Dragons Are Different: Thystvern is a machine that looks like a purple wyvern, hence the name.
  • Panthera Awesome: Smiger is a robot that looks like a white tiger.
  • Status Buff: Crystolic Potential buffs Crystrons' ATK and DEF by 300.
  • The Phoenix:
    • The archetype's ace monster, Phoenix, fits this trope: aside from his name, he also has a reviving effect and a Spell/Trap removal effect that is reminiscent of the Spirit monster Fenghuang—which itself looks like a phoenix as well.
    • To a lesser extent, Rosenix certainly looks like a phoenix; although it is based on the Vermilion Bird of the South, and not a phoenix.
  • Theme Naming: In addition to referencing The Four Gods, the Main Deck Crystron monsters are named after various types of minerals, primarily quartz: Citree (citrine), Quan (milky quartz), Rion (morion), Thystvern (amethyst), Smiger (smoky quartz), Rosenix (rose quartz), Prasiortle (prasiolite) and Sulfefnir (sulfur). The Synchros follow suit with Ametrix (ametrine), Quandax (quantum quattro silica) and Phoenix (red onyx).
  • Tiger Versus Dragon: Quandax's and Ametrix's Levels and names imply that they are the result of Smiger (resembling a tiger) and Thystvern (a dragon) combining with Quan and Citree, respectively.
  • Turtle Power: Prasiortle looks like a turtle with a snake for a tail.

Cubic, also known as Houkai (方界, lit. "Direction World") in the OCG, is an archetype based on the "Guardians of the Directions" in Hinduism, with the Spell/Trap Cards referencing on various terminologies such as "Samsara" and "Karma", relating to the monsters.

They are focused on disruption and light stalling with cards such as Cubic Karma and distributing Cubic Counters, supporting the "two paths" of their monsters, the burn-centric Emperors and the beatdown-centric Beasts. "Vijam, the Cubic Seed" and "Duza, the Meteor Cubic Vessel" are important in setup. All of these culminated into their boss monster, "Crimson Nova, the Dark Cubic Lord" and its combined form "Crimson Nova Trinity, the Dark Cubic Lord".

They are used by Aigami, the main antagonist of the 2016 movie Yu-Gi-Oh! The Dark Side of Dimensions and Aigami's sister Sera in the manga duology prequel TRANSCEND GAME.

Tropes associated with the Cubics:

  • Achilles' Heel: The "Two Paths" set of monsters have an original ATK of 0 each, and only gain buff when properly Special Summoned by their effects. Negating their effects or turning them face-down would nullify the stat buff.
  • Blow You Away: Geira Guile is a WIND monster, based on the wind deity Vayu.
  • Bowdlerise: Indiora Death Volt is translated as Indiora Doom Volt for the TCG.
  • Brought Down to Normal: Monsters latched by Cubic Counters lost their effects. Additionally, they can't attack.
  • Casting a Shadow: Vijam and the Crimson Novas are DARK.
  • Difficult, but Awesome: More often than not, the Deck is very slow and inconsistent. When it works however, it can dish out large amount of damage that a successful Battle Phase is almost always a One-Turn-Kill.
  • Dishing Out Dirt: Dark Ganex is an EARTH monster.
  • Expy: Crimson Nova is another one of Blue-Eyes White Dragon, being a 3000 ATK monster with a 4500 ATK fusion monster that requires 3 copies of it as materials for its fusion summon.
  • Fusion Dance: Crimson Nova Trinity can be Fusion Summoned using 3 Crimson Novas.
  • Life Drain: Cubic Aura can drain an enemy monster's ATK while simultaneously buff a Cubic monster's ATK (barring Vijam).
  • Light 'em Up: Indiora Doom Volt and Buster Gundil are LIGHT monsters.
  • Meaningful Name: The archetype's OCG name can be translated in many ways, each of them corresponds with their theme and the movie theme in general.
  • My Death Is Only The Beginning: Both Indiora Doom Volt and Buster Gundil have trigger effects to recover advantage when they are finally fallen, which can even recycle themselves.
  • Nerf: In the movie, the "Two Paths" monsters' Summon are treated as Spell Speed 2, thus can be spammed and evolved mid-Battle Phase. They are balanced to be regular monster effects in the official release, probably to prevent mid-battle Summon abuse as seen on Kozmos, and to prevent burn damage stacking by the Emperor line.
  • No-Holds-Barred Beatdown: Gundil, if properly Summoned, is a 3000 ATK juggernaut that can attack 3 times. Summoning it on an empty field usually means One-Turn-Kill.
  • No-Sell: Crimson Nova is unaffected by the effect of monsters with less than 3000 ATK.
  • Nonindicative Name: Subverted. While Crimson Nova and Crimson Nova Trinity appear to be the only members of the archetype that have body structures shaped like cubes, according to the anime all Cubic monsters are comprised of billions of minuscule cube-shaped cells, which scatter and reform as they evolve into more powerful forms or are destroyed in battle. The OCG averts this entirely, as their original name is Houkai, which can be roughly translated as "Direction World".
  • Our Angels Are Different: The "Emperor Path" contains Fairy-Type monsters.
  • Playing with Fire: Vulcan Dragni and Blade Garoodia are FIRE monsters.
  • Shock and Awe: Averted with Indiora Doom Volt's attack in the anime, which is a Wave Motion Gun, but played straight for his effect that inflicts burn damage, as it summons heavenly lightning to strike his opponent.
  • Status Buff:
    • When properly Summoned, the "Two Paths" monsters gain a certain amount of ATK.
    • Cubic Aura can buff the ATK of a Cubic monster other that Vijam, alongside draining an opponent monster's ATK.
    • Duza can buff itself proportional to the amount of differently-named monsters in your Graveyard during the turn a monster was sent there.
  • Taking You with Me: Crimson Nova is one of the few non-banned legal cards that can end a Duel in a DRAW, by inflicting flat 3000 damage to both players during each End Phases of its controller's turn.
  • Weak, but Skilled:
    • Downplayed with the "Two Paths"; while originally they have 0 stats, they gain HUGE ATK for their Level upon being Special Summoned, with Gandhail having 3000 ATK as a Level 4 monster. However, it's only because of their effect; negating it would reset their ATK to 0 again.
    • Played straight with Vijam and Duza. The former have 0 stats while the latter only have 1600 (so-so for a Level 4 monster), but they each have excellent effects that are crucial to the theme's plays.
    • Averted with the bosses. Crimson Nova has a raw 3000 ATK and No-Sell ability, while Nova Trinity has 4500 ATK/3000 DEF, making those two the juggernauts of the archetype.

CXyz, an abbreviation of Chaos Xyz, is an archetype of Xyz Monsters that can be Xyz Summoned by Chaos Xyz Change, with the effect of Rank-Up-Magic Barian's Force. In the ZEXAL anime, CXyz monsters are created by the Barians for the sole purpose of subduing the Number monsters. Like monsters that can utilize Chaos Xyz Change, these monsters require an additional Xyz Material but with 1 higher Level in a regular Xyz Summon, since they themselves are 1 Rank higher than their respective original counterparts. This characteristic has been carried over by later Number C monsters introduced in the second season of ZEXAL, cards that can also be summoned with Rank-Up Magic.

CXyz Dark Fairy Cheer Girl was used by Kotori Mizuki/Tori Meadows, CXyz Mechquipped Djinn Angeneral by Fuma/Fender, CXyz Coach Lord Ultimatrainer by Daisuke Katagiri/Devon Knox, CXyz Simon the Great Moral Leader by Mamoru Jinguji/Carlyle Chesterton, CXyz Comics Hero Legend Arthur by Chitaro Ariga/Art Stanley, CXyz Battleship Cherry Blossom by Aika/Lotus Hanazoe, CXyz Skypalace Babylon by Umimi Habara/Brooke Walker, and CXyz Barian Hope by Nasch/Nash. In the manga, CXyz Zubaba Saikyo General is used by Yuma Tsukumo.

Tropes associated with the CXyz monsters:

  • All Your Powers Combined: CXyz Barian Hope, in the anime, can use the effects of any Chaos Over One-Hundred Number attached to it as Xyz Material. Which, given the way Nasch summoned it, is all seven of them.
  • Big Bad/Big Good: Ironically not for the CXyzs, but CXyz Barian Hope is this for the (Chaos) Over One-Hundred Numbers. His Rank represents the number of the members he can be Xyz Summoned by using one of them as an Xyz Material; in the anime, he was Xyz Summoned by using all seven of them as Xyz Materials. As his names suggests, he is the hope of the Seven Barian Emperors and their ultimate trump card.
  • Blow You Away: CXyz Skypalace Babylon is a WIND monster.
  • Brainwashed and Crazy: In the anime, the seven duelists who aren't Nasch are brainwashed by Rank-Up Magic Barian' Force. All of these seven CXyz monsters are summoned with that card.
  • Casting a Shadow: CXyz Dark Fairy Cheer Girl and CXyz Mechquipped Djinn Angeneral are DARK monsters.
  • Cool, but Inefficient: Xyz Summoning them in the most normal way is difficult, since they require a lot of high-Level monsters. Some of them have uncommon Ranks, which makes it even more difficult to summon them. With Rank-Up Magic Spell Cards, it's easier and more practical, since most of them require their previous form attached to them as Xyz Material (i.e. through Rank-Up) to gain their full effects.
  • Dishing Out Dirt: CXyz Zubaba Saikyo General, CXyz Comics Hero Legend Arthur and CXyz Battleship Cherry Blossom are EARTH monsters.
  • Energy Absorption: When Xyz Summoned with Rank-Up Magic Barian's Force, they steal the Xyz Materials (known as Over Ray Units in the anime) of the opponent.
  • Evil Counterpart: The CXyz monsters represent a corruption of Yuma's Chaos Xyz Change.
  • Elemental Powers: They cover the Attributes LIGHT, DARK, FIRE, WIND and EARTH.
  • Green Thumb: CXyz Battleship Cherry Blossom is a Plant-Type monster.
  • Large and in Charge: CXyz Barian Hope is one of the largest monsters, larger than any other CXyz monster, and he's amalgamation of the Chaos Over One-Hundred Numbers.
  • The Last of These Is Not Like the Others: CXyz Barian Hope is the last monster of the archetype to be introduced in the anime, and differs from the rest of them in that it can be summoned by Chaos Xyz Change without a Rank-Up-Magic card, and lacks a base form (though it can be argued that the Number C10X monsters are its base forms).
  • Light 'em Up: CXyz Barian Hope and CXyz Simon the Great Moral Leader are LIGHT monsters.
  • Mechanical Lifeform: Almost everyone of them look mechanical, despite only CXyz Skypalace Babylon being a Machine-Type monster. Since most of their base forms look mechanical, too, it makes sense. The only CXyz monster who doesn't look like a machine is CXyz Dark Fairy Cheer Girl.
  • Our Fairies Are Different: CXyz Dark Fairy Cheer Girl and CXyz Mechquipped Djinn Angeneral are Fairy-Type monsters.
  • Overly Long Name: While CXyz Barian Hope is fine, the others have very long names.
  • Personality Powers: Since their base forms already represent the character of their owners in the anime, the CXyz versions represent the corrupted version of said characters.
  • Playing with Fire: CXyz Coach Lord Ultimatrainer is a FIRE monster.
  • Power Up Letdown: Fairly common, with C92 and Angeneral being particularly dubious upgrades.
  • Super Mode: The entire archetype is pretty much comprised of this for their respective base Xyz Monsters.
  • Took a Level in Badass: With the exception of CXyz Barian Hope, CXyz monsters are more powerful versions of other cards their owners have.
    • Mechquipped Angineer became CXyz Mechquipped Djinn Angeneral.
    • Coach King Giantrainer became CXyz Coach Lord Ultimatrainer.
    • Norito the Moral Leader became CXyz Simon the Great Moral Leader.
    • Comics Hero King Arthur became CXyz Comics Hero Legend Arthur.
    • Battlecruiser Dianthus became CXyz Battleship Cherry Blossom.
    • Fairy Cheer Girl became CXyz Dark Fairy Cheer Girl.
    • Skypalace Gangaridai became CXyz Skypalace Babylon. Interestingly, in the anime, Skypalace Gangaridai is used by Tobio Habara/Mayday Walker, then his wife Umimi/Brooke ranks it up to its CXyz version.
    • Zubaba General became CXyz Zubaba Saikyo General.
    • CXyz Barian Hope itself can be seen as the upgraded form of all the Number C10X monsters.

The Cyberdarks (spelled Cyber Dark in the OCG) are DARK Machine-Type and Dragon-Type monsters that act as the "Yin" to the "Yang" of the Cyber Dragons listed below. They ensnare Dragon-Type monsters in the Graveyard to power themselves up by stealing their power. They fuse into Cyberdark Dragon, who grows more powerful the more cards are in the Graveyard and Cyberdarkness Dragon which can negate effects. They're used by Ryo Marufuji/Kaiser/Zane Truesdale in the anime, though the Cyber Dragons are much more famous as his signature cards. They are later used by his younger brother Sho/Syrus as well.

Tropes associated with the Cyberdarks:

  • Animal Mecha: The Cyberdarks resemble the bones of a dragon, but they are Machine-Type monsters. Except Cannon and Claw.
  • Armor-Piercing Attack: Cyberdark Horn can inflict Piercing Damage.
  • Big Creepy-Crawlies: They had a sense of this visually, primarily Edge, Cannon, and Claw.
  • Cast from Hit Points: In the anime, if their owner's will is not strong enough, they will drain their health.
  • Casting a Shadow: They are all DARK monsters for obvious reasons.
  • Combining Mecha: Cyberdark Dragon gets its wings from Cyberdark Edge, its body from Cyberdark Keel, and its head and horns from Cyberdark Horn. The same applies to Cyberdarkness Dragon which also adds Claw as a chest plate and Cannon as the cannon atop its back.
  • Dark Is Not Evil: Despite being DARK monsters and being potentially dangerous to the owner, the Cyberdarks are not evil by their own nature. They are certainly not the reason why and how Kaiser became Hell Kaiser, and even Hell Kaiser wasn't an evil person, but morally twisted.
  • Dem Bones: All of them resemble the parts of a skeleton for a fuller creature, which winds up being rather true.
  • Dub Name Change: From Cyber Dark to Cyberdark.
  • Equippable Ally: Their speciality. The Main Deck trio can equip themselves with Level 3 or lower Dragon-Type monsters from the Graveyard when Normal Summoned. Cyberdark Dragon can equip itself with any Dragon-Type monster from the Graveyard when Special Summoned. Cannon and Claw are pretty explicitly designed as such, being Level 3 Dragon-Type monsters that can discard themselves to the Graveyard, and definitely look the part. Cyberdarkness Dragon can also equip any Machine-Type monster to itself from the Graveyard as well, leading to even more options to equip itself with.
  • Fusion Dance:
    • Cyberdark Horn + Cyberdark Edge + Cyberdark Keel = Cyberdark Dragon. "Cyberdark Impact!" makes it easier to Fusion Summon it.
    • 5 Cyberdark Effect Monsters = Cyberdarkness Dragon. Visually, it's a combination of Horn, Edge, Keel, Cannon and Claw.
  • Gradual Grinder: Cyberdark Keel inflicts 300 damage to the opponent, if it destroys a monster in battle.
  • Meaningful Name:
    • Cyberdark Horn is named such because it gives Cyberdark Dragon its four horns.
    • The Edge part of Cyberdark Edge probably refers to its wing tips being as sharp as blades.
    • Cyberdark Keel is named after the keel of a ship, as it becomes the body of Cyberdark Dragon.
    • Cyberdark Cannon is named after, well, a cannon, and became the one attached to the back of Cyberdarkness.
  • Mighty Glacier: Because Cyberdarks focus on Normal Summoning and don't get much out of Special Summons, they usually only have a small handful of monsters out at a time. However, their ability to gain ATK by equipping monsters from the Graveyard makes them much more powerful than other comparable monsters.
  • Mythology Gag:
    • Their unique fusion Spell, Cyberdark Impact!, is named after the booster where the archetype debuted. Ironically, the card itself debuted in Tactical Evolution, which began circulation half a year later.
    • Cyberdarkness Dragon's ability to equip Machine-Type monsters to itself may be a reference to the Marufuji brothers using the anime-only card Rebirth Judgment to change Cyber End Dragon in their Graveyard to Dragon-Type so they could equip it to Cyberdark Dragon.
  • Nerf: They were on the receiving end of this coming from the anime, where they could get Level 4 Dragon monsters as well from either player's Graveyard. With some setup, they could theoretically come out with 3200 ATK (3400 ATK with double attacking when equipped with Leng Ling).
  • Not the Intended Use: Cyberdarks were a rather terrible archetype from the get-go, and it took many years for the addition of new members to bring them back up to speed. Midway, though, the game introduced Dragunity monsters, which involved low-Level Dragon Tuners that can be equipped to other members and bestow effects while equipped. The Dragunities functioned without caring about how they got equipped, and thus the Cyberdarks found temporary new life (and access to Synchro Summons) in an unlikely partnership.
    • Cyberdark Claw's ability to dump monsters from the Extra Deck was most likely meant to be setup for Cyberdark(ness) Dragon, who would come out and equip itself with something like Five-Headed Dragon. However, it also opened up a lot of additional strategies, such as sending Elder Entity N'tss to the Graveyard in order to target and destroy a card.
  • Numerological Motif: The Main Deck trio have each 800 ATK and DEF. The additional duo also have 800 DEF, but 1600 ATK.
  • Our Dragons Are Different: Cyberdark Dragon is a Machine-Type monster resembling a skeletal dragon. The same goes to Cyberdarkness Dragon, but with More Dakka. However, Cyberdark Cannon and Cyberdark Claw are indeed Dragon-Type monsters, despite looking like body parts like the original trio.
  • Power Trio: They first three Main Deck Monsters: Cyberdark Horn, Cyberdark Edge and Cyberdark Keel. The three of them formed the original Cyberdark Dragon.
  • Shadow Archetype: To the Cyber Dragons. They are both Cyber sub-archetypes and are related to dragons.
  • Three Plus Two: The original Cyberdark trio was later expanded into a quintet with the inclusion of Cannon and Claw.
  • Took a Level in Badass: With the advent of Cyberdark Cannon & Claw, the archetype can now search everything they need, provide big numbers for their monsters, and provide setup with the Graveyard. Cyberdarkness Dragon is a more direct version of this for Cyberdark Dragon, being the intended fusion of the original three + Cannon & Claw, comes out with double it's original ATK, and a very powerful omni-negation it can make frequent use of.

    Cyber Dragon / Chimeratech
Cyber Dragon is a LIGHT Machine-Type monster with allies of the same Type and Attribute based on mechanical dragons. It relies on brute force, Special Summoning itself from the hand for a quick beatstick and fusing into very powerful combined forms are promised to do serious damage if your opponent cannot stop them, highlighted by Cyber End Dragon and its Armor-Piercing Attack that deals damage when it attacks Defense Position monsters. The archetype later received Xyz support, allowing the Cyber Dragons to merge into Cyber Dragon Nova and Cyber Dragon Infinity.

Another evolution line is the Chimeratech archetype: DARK Fusion Monsters with very powerful effects and they can be summoned with a very high number of Fusion Materials, which also includes Cyber Dragon.

In the anime and manga they are Ryo Marufuji/Kaiser/Zane Truesdale's signature cards. They are later used by his younger brother Sho/Syrus as well. For information on their role in the anime, see Yu-Gi-Oh! Anime And Manga Cards.

The archetype is featured in the Structure Deck: Cyber Dragon Revolution.

Tropes associated with the Cyber Dragons:

  • Animal Mecha: The mecha part is more important purposes of rules, they're considered Machine-Types, not Dragon-Types.
  • Armor-Piercing Attack: Cyber End Dragon can inflict Piercing Damage.
  • Back from the Dead: Cyber Dragon Nova can bring back a Cyber Dragon from the Graveyard if an Xyz Material is detached. It can also bring back a Machine-Type Fusion Monster if it dies.
  • Cannibalism Superpower: Cyber Dragon Nova can also get more power if the player sends a Cyber Dragon on their side of the field or hand to the banished pile. As well, its upgraded form, Cyber Dragon Infinity, can absorb other Attack Position monsters as Xyz Materials to increase its ATK and allow it to negate effects.
  • Breath Weapon: Cyber Dragon's attack, Evolution Burst.
  • Casting a Shadow: The Chimeratechs are DARK monsters.
  • Evolutionary Levels: Cyber Larva —> Proto-Cyber Dragon —> Cyber Dragon Zwei —> Cyber Dragon Drei —> Cyber Dragon —> Cyber Twin Dragon —> Cyber End Dragon —> Cyber Eltanin / Chimeratech Overdragon / Chimeratech Fortress Dragon.
  • Fusion Dance: Cyber Dragon fuses with:
    • Another Cyber Dragon/Proto-Cyber Dragon/Cyber Dragon Zwei/Cyber Dragon Drei to form Cyber Twin Dragon.
    • Two other Cyber Dragons/Proto-Cyber Dragons/Cyber Dragon Zweis/Cyber Dragon Dreis to form Cyber End Dragon
    • Any number of Machine-Type monsters to form Chimeratech Overdragon.
    • One or more other Cyber Dragon monsters to form Chimeratech Rampage Dragon.
    • Any number of monsters in the Extra Monster Zones to form Chimeratech Megafleet Dragon.
    • Cyber Dragon also performs a Contact Fusion with Machine-Type monsters to form Chimeratech Fortress Dragon.
  • Gratuitous German: Quite a bit. Cyber Dragons Zwei, Drei, and Vier are taken from the German for "two", "three", and "four", respectively; Herz means "heart", while the Link Monster, Zieger, means "pointer".
  • Hunter of His Own Kind: Interestingly and ironically, Chimeratech Fortress Dragon saw play more often as a tech choice against Cyber Dragon than an addition to Cyber Dragon decks. Because the materials can come from either side of the field with no restrictions, it automatically made summoning Cyber Dragon a liability for the opponent, as you can simply steal that Cyber Dragon along with one other Machine and turn it into a Fortress Dragon for yourself (basically, a Kaiju since way before Kaiju were a thing).
  • Instant Awesome: Just Add Dragons!: Dragon-themed robots are fan favorites. A given, since Kaiser is an Expy of Kaiba.
  • Light 'em Up: They're all LIGHT monsters, except the Chimeratechs.
  • Loophole Abuse: In a similar manner to the Harpies and the Skull Servants, you can only have three copies of Cyber Dragon in your deck, so needing it in play to use its specific support cards is tricky. Thus cards like Cyber Dragon Core, Cyber Dragon Zwei, and Cyber Dragon Drei, specify that their names are treated as Cyber Dragon while in the Graveyard and/or on the field, giving you functionally nearly two dozen copies to run through for effects. An otherwise unrelated support card notes this, "Three of a Kind", a card that demands you have three copies of the same card in play, and the card art shows the duelist doing this via a Cyber Dragon, a Proto-Cyber Dragon, and a Cyber-Dragon Zwei.
  • Meaningful Name:
    • "Chimeratech" originate from the "Chimaera", a mythical beast that had the heads of a lion, goat and snake. More recently, "chimaera" refers to the idea of combining things that occur naturally, much like both monsters are fused from varying Machine-Type monsters.
    • Eltanin, also called Gamma Draconis, is the brightest star in the constellation Draco. The name comes from Arabic (التنين at-tinnīn) meaning The Dragon, which is the name of the constellation. The star itself is called (رأس التنين raʾs at-tinnīn) The Dragon's Head.
  • Multiple Head Case: Its fused forms, which indicates the strength it has within those forms. Up to Eleven with Chimeratech Overdragon and Chimeratech Fortress Dragon, which grow one head for each Fusion Material used in their summoning.
  • Mythology Gag: The Gratuitous German in the series' later cards is more than just a stylistic choice. In the original GX anime, their Ryo Marufuji was given the nickname "Kaiser", the title used by rulers of Imperial Germany.
  • Nerf: In the anime, Chimeratech Overdragon's effect was different than its real life counterpart. In the anime it could attack as many times (including direct attacks) as the amount of monsters used to play it, while its real life counterpart's effect only allows multiple attacks to monsters, but direct attacks aren't allowed.
  • One-Hit Kill: The entire Deck. Let's see:
    • Cyber End Dragon summoned with Power Bond has 8000 ATK, enough to wipe the opponent out with a single direct attack.
    • Cyber Twin Dragon summoned with Power Bond can attack twice with 5600 ATK, for a grand total of 11200 damage.
    • Chimeratech Rampage Dragon summoned with Power Bond gets 4200 ATK and can attack up to three times for up to 12600 damage.
    • Chimeratech Overdragon can have arbitrarily high ATK, with the only limit being the number of Fusion Materials. Dump every monster in your Deck with Future Fusion and then combine them with Overload Fusion, and you get a behemoth with 5-digit ATK that can also attack every monster the opponent controls.
    • Then, Chimeratech Fortress Dragon can be Special Summoned via Contact Fusion using a Cyber Dragon and any Machines on either field, then gaining 1000 ATK for each Machine used to Summon it. If DNA Surgery, which can alter the Type of every monster on the field—into Machines, for instance—is on the field, this can result in a total board clear and a monster with more than enough ATK to punch through for the win.
    • Finally, all of the above can be combined with Limiter Removal to double their ATK, in case you're not killing the opponent hard enough.
  • Ouroboros: Cyber Ouroboros. An Ouroboros is a serpent that bites it own tail, forming a circle. It symbolizes the endless cycle of the end followed by the beginning. This symbol is used in Alchemy. This also represents its effect. A card is banished, another is sent to the Graveyard, and another replaces it in the hand.
  • Situational Sword: Chimeratech Fortress Dragon and Chimeratech Megafleet Dragon can be Summoned using a Cyber Dragon and various monsters from either side of the field without needing Polymerization. The former is great against other Machine-based Decks, while the latter is exceptionally powerful in breaking apart an opponent's Extra Link. Chimeratech Fortress Dragon also has elements of Takes One to Kill One in its Summoning mechanic.
  • Unskilled, but Strong: The basic Cyber Dragon has no effects other than the ability to Special Summon itself from your hand if the opponent has a monster and you don't. That alone made it good enough to run on its own in a multitude of decks, since a 2100 ATK beatstick that can be summoned for free and did not use up your Normal Summon was quite intimidating for its day and age.

    Cyber Girls / Cyber Angels
The Cyber Girls are a series of female EARTH and LIGHT Warrior-Types based on sports stars. They lack power but have varied effects. Their leader is Cyber Blader, who gains various effects as the opponent summons more monsters. They are used by Asuka Tenjoin/Alexis Rhodes in GX and ARC-V.

Also included among the group are the Cyber Angels, a sub-group of Ritual Monsters that supports LIGHT Fairy-Type monsters.

Tropes associated with the Cyber Girls and Cyber Angels:

  • Adaptational Modesty: The art for most of them was altered for American release; cup size for all of them was reduced, Gymnast's cleavage was covered, and Idaten's bikini changed to a leotard. Even Tutu's short skirt was deemed too risqué, and was lengthened.
  • Anti-Magic:
    • Cyber Prima's effect destroys all face-up Spell Cards on the field is she is Tribute Summoned.
    • Cyber Blader's effect causes any of the oppponent's card effects to be negated if they control exactly three monsters.
  • Armor-Piercing Attack: Cyber Angel - Dakini gives the Piercing Damage ability to any Ritual Monster, including herself, while she's on the field.
  • Bilingual Bonus: Étoile is the French word for "star." Etoile Cyber's name is derived from "danseuse étoile," a French phrase meaning "prima ballerina". Additionally, l'étoile is the highest recognized ballet rank in Paris.
  • Blade Below the Shoulder: Blade Skater.
  • Composite Character: Cyber Angel - Vishnu is an odd combination of Cyber Angel - Dakini (Asuka's ace monster in GX) and Odd-Eyes Rebellion Dragon. Like Dakini, Vishnu is Multi-Armed and Dangerous and Vishnu's effect is very similar to Odd-Eyes Rebellion's, both of them also having 3000 ATK to boot.
  • Confusion Fu: Cyber Blader is potentially devastating to the opponent because they will constantly have to readjust their strategy as this monster's effect varies wildly with the number of monsters they control.
  • Dance Battler: All of the Cyber Girls plus Blade Skater.
  • Fusion Dance: Etoile Cyber + Blade Skater = Cyber Blader.
  • Gender Flip: Some of the Cyber Angels, such as Idaten and Vishnu, are named after male mythological figures and deities.
  • Man of Kryptonite: Cyber Angel - Vishnu is designed to destroy Fusion Monsters. In the real life, this is extended to all Extra Deck-Summoned monsters, including Pendulum Monsters Summoned from there.
  • Ms. Fanservice: All of the Cyber Girls; moreso with Etoile Cyber.
  • Multi-Armed and Dangerous: Dakini and Vishnu have four arms and they are the strongest of the Cyber Angels. Nasatya also has four arms and while she has the lowest ATK of all Cyber Angels, her third effect makes her dangerous.
  • Nerf:
    • A minor one. Cyber Blader was a Level 6 monster in the anime, which allowed her to be equipped with the Equip Spell Card Fusion Weapon. However, her counterpart in the card game is Level 7 and as such, cannot use Fusion Weapon.
    • Cyber Angel - Benten and Cyber Angel - Idaten had their effects slightly changed compared to their anime selves: the damage Benten inflicts is now based on the destroyed monster's original DEF, while Idaten can only add Ritual Spell Cards to the hand instead of any Spell Card. On the other hand, they both gained an additional effect.
    • Inverted with Cyber Angel - Dakini who not only gained a new effect like the other two but had both of her original ones buffed: her first effect forces the opponent to send a monster to the graveyard instead of destroying it, meaning it can bypass effects that protects against destruction while her ability to inflict Piercing Damage has been extended to all of her controller's Ritual Monsters.
    • Also inverted with the archetype's Ritual Spell, Machine Angel Ritual. In addition to allowing the total Level of the tributed monsters to exceed the Level of the Ritual Monster, it can now be banished to protect a LIGHT monster from destruction.
    • Inverted again with Vishnu, in which her effect is extended to all Extra Deck monsters instead of just Fusion Monsters.
    • Nasatya follows the trend of the Cyber Angels inverting this trope by having her attack negating effect buffed so that it doesn't require another Cyber monster on the field and being able to activate when any Ritual Monster is attacked, not just Nasatya herself.
  • Odd Name Out: Blade Skater is the only Cyber Girl which doesn't have Cyber in her name.
  • Olympus Mons: Asuka's cards aren't magical, but the Cyber Angels are based on the beings related to Buddhism and Hinduism.
  • Our Centaurs Are Different: In addition to having the lower body of a horse, Cyber Angel Nasatya also has four arms, four eyes and four breasts.
  • Sensual Spandex: Virtually all members of the archetype wear very form-fitting bodysuits.
  • Status Buff:
    • Etoile Cyber increases her ATK by 500 if she attacks directly.
    • Cyber Blader's ATK is doubled as long as the opponent controls a monster.
    • Should Cyber Angel - Idaten be Tributed, all Ritual Monsters on her controller's field will receive an additional 1000 ATK and DEF.
  • Power Nullifier: As long as the opponent controls exactly three monsters, Cyber Blader will negate the effect of all their Spell and Trap Cards as well as those of their effect monsters.
  • Theme Naming:
    • Each Cyber Girl, and Blade Skater, has a name related to sports.
    • The names of the Cyber Angels come from various figures or beings related to Buddhism and Hinduism, in particular The Seven Lucky Gods.

Alternative Title(s): Yu Gi Oh Card Game A To E


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