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Characters / Yu Gi Oh Card Game C

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


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    "C" 
https://static.tvtropes.org/pmwiki/pub/images/maxxc_tf06_jp_vg.png
Get the flamethrower.

The "C" series (for "cockroach"), known as G in the OCG (for "gokiburi", meaning "cockroach"), is a series of Insect-type monsters based around interrupting the opponent when they perform Special Summons.


  • Animal Mecha: Super Armored Robot Armed Black Iron "C", a cockroach mecha (which is still Insect-type).
  • Big Creepy-Crawlies: Subverted with most of the series, which are actually about the same size as a regular cockroach (read: tiny). They're still all Insect-type, though, even though Super Armored Robot Armed Black Iron "C" and Shiny Black "C" Squadder don't look particularly insectoid.
  • Creepy Cockroach: The entire series is centered around cockroach and cockroach-themed monsters.
  • Explosive Breeder: Simulated by Maxx "C", which discards itself to let you draw a card each time the opponent Special Summons a monster for the rest of the turn. Its artwork, appropriately, features a horde of cockroaches peeking out from behind several shelves.
  • Glowing Eyes of Doom: The only feature visible on the earlier monsters are a pair of brightly glowing eyes.
  • Nothing Is Scarier: The main "C" series show the monsters as nothing but a pair of glowing eyes obscured in shadow. Subverted by some of the DS video games, which give Shiny Black "C" a defined character model that reveals it to be just a cockroach with really shiny eyes. It wasn't until Shiny Black "C" Squadder that one of their monsters was finally depicted in full. In truth this was also subverted from the get go, as in Japan the word for cockroach is sometimes jokingly censored as if were too horrible to think/speak of, so most OCG players knew what they were right away.
  • Poison Mushroom: Flying "C" prevents its controller from Xyz Summoning, while Contact "C" forces its controller to use it as material if they want to summon a monster from the Extra Deck. Both can be Special Summoned to the opponent's field when they summon a monster, forcing them to put up with their negative effects.
  • Sentai: Shiny Black "C" Squadder and Armed Black Iron "C" were clearly inspired by Power Rangers and the likes. Humorously, Squadder's flavor text frames the events in the "C" cards' artworks as a superhero team of roaches fighting back against giants (ordinary people) with their "hidden flying abilities".
  • Weapon of X-Slaying: With the exception of Shiny Black "C" Squadder and Super Armored Robot Armed Black Iron "C", all of the members of the archetype are cards that are designed to either disrupt, discourage, or punish the opponent's Special Summons.
    • Shiny Black "C" can banish itself from your Graveyard when your opponent Special Summons a Synchro Monster to target and destroy that monster.
    • Maxx "C" allows you to draw a card every time your opponent Special Summons a monster for the rest of the turn.
    • Flying "C" can be Special Summoned to the opponent's field when the opponent Summons a monster and prevents its controller from Xyz Summoning.
    • Confronting the "C" can Special Summon itself from the hand when the opponent Special Summons a monster from the Extra Deck and becomes immune to the opponent's targeted monster effects.
    • Contact "C" can be Special Summoned to the opponent's field when the opponent Summons a monster and prevents its controller from performing a Fusion, Synchro, Xyz, or Link Summon unless they use it as material.
    • Retaliating "C" can be Special Summoned when your opponent activates a Spell Card that would Special Summon a monster and banishes all cards that would be sent to the Graveyard while it is face-up.
    • Sneaky "C" can Set itself from the hand when your opponent Special Summons a monster and destroys all Special Summoned monsters on the field if it survives to the End Phase.

    Centur-Ion 
https://static.tvtropes.org/pmwiki/pub/images/centurionemetvi_ow.png

The Centur-Ions are an archetype of monsters capable of placing each other in the Spell & Trap Zone as Continuous Traps, Special Summoning themselves from there, and quickly performing Synchro Summons.


  • Animal Motif: Rabbits; both Primera, Emeth VI, and Legatia have twin spikes atop their helms that look very much like rabbit ears. Emeth VI even has a decal of a rabbit's head on one shoulder.
  • Badass Armfold: Primera's doing a pose like this in the artwork of the Field Spell Stand-Up Centur-Ion!
  • Came Back Strong: Subverted and played straight with the Trap Card Phalanx. Banishing it from your Graveyard can revive a Centur-Ion Synchro Monster at the cost of it losing 1500 ATK—but this works just fine for Legatia, as this gives it just enough strength left over for its effect to protect it from falling in battle.
  • Humongous Mecha: Legatia, a Level 12 Synchro Monster. According to the concept art, it's even huge compared to Emeth VI.
  • Magitek: The mecha within this archetype run on magic. Trudea even acts as the source of power for Emeht VI.
  • Kid Hero: Primera is 14 years old according to the reference art.
  • No-Sell: Primera's effect keeps any Level 5 or higher Centur-Ion from being destroyed by card effects.
    • Legatia's effect prevents any friendly monster with 2000 or less ATK from being destroyed by battle.
  • Share Phrase: "We're gonna get to the top with this team!" is shared between every member of the Centur-Ion archetype.
  • This Is a Drill: The shoulder parts can be used as magical drill-like lances.
  • Wave-Motion Gun: Legatia's finishing attack is combining its hip parts and firing off a MAGIC BEAM.

    Chaos 
https://static.tvtropes.org/pmwiki/pub/images/chaosemperordragonenvoyoftheend_ow.png

The word "Chaos" is extremely prevalent in Yu-Gi-Oh! card names, and thus the Chaos series, includes everything from Ancient Gears to Numbers. However, in terms of gameplay and thematic relations, there are three distinct but related themes for the Chaos archetype.

The first Chaos series is a group of effect monsters that rely on banishing your own LIGHT and DARK monsters from the Graveyard to summon powerful boss monsters. The three key monsters in this archetype are Black Luster Soldier - Envoy of the Beginning, Chaos Emperor Dragon - Envoy of the End, and Chaos Sorcerer. This archetype is really more of a themed card series rather than a true archetype, and none of this series's support cards specifically designate "Chaos" by name.

The second "Chaos" archetype, released long after the first, is a Ritual archetype, centered on the Ritual spell Chaos Form. This archetype is related to the major ace cards from Duel Monsters, Blue-Eyes White Dragon, Dark Magician, and Black Luster Soldier (in the OCG, "Chaos Soldier") with the former two receiving Chaos and/or Chaos MAX forms. Unlike the first Chaos archetype, Chaos Form does specifically designate "Chaos" by name.

The third "Chaos" archetype is a Synchro theme deeply interconnected with the original series, with effects that support LIGHT and DARK monsters alongside a banishing component that supports and encourages the addition of these monsters to the deck. Originally, only "Chaos Goddess" was a part of it, but Photon Hypernova introduced a wave of cards that gave the Synchro theme a playstyle of its own.

Note that, due to the prevalence of the word "Chaos", a lot of monsters that are technically Chaos monsters, like CXyz and "Number" C monsters, don't support either Chaos playstyle. As noted, "Black Luster Soldier" is part of the series/archetype (thanks to its original name), and it also has its own folder on the B subpage.


  • 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.
  • 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.
  • Taking You with Me: 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.
  • 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.
  • 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.

    Charmers 
https://static.tvtropes.org/pmwiki/pub/images/sleeve_monster_charmer_jp.png
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.

  • Ambiguously Related: Whether or not Eria is part of Gishki tribe in the same way Wynn hails from the Gusto tribe. She does possess a similar affinity for water and bares a notably striking resemblance to Gishki Ariel. Despite this however, no connection has ever been confirmed.
  • Ambiguous Situation: Whether or not the Charmers are part of the Duel Terminal setting. They are clearly connected, most notably via Wynn being a former member of the Gusto tribe as well as other unconfirmed connections like Lyna having Happy Lover as her familiar and Eria baring a striking resemblance to Gishki Aerial. However, no actual crossover between the two has ever happened, with the present storylines of the Charmers seeming entirely seperated from anything going on in Duel Terminal.
    • Whether or not Eria's Gigobyte familiar is the same one from the 'Gagagigo' storyline. This was assumed to be the case for a long time, with the unsettling implications of Eria's "Familiar-Possessed" form being seen as a potential Start of Darkness for Gagagigo. However, subsequent support and development for the Charmers, such as Eria's familiar being referred to as "Jigabyte" and "Gagigobyte", and the inverted Cerebus Retcon (see below) presenting the Familiar-Possessed as much more benign has made it more abiguous as to whether Eria's familiar really is a younger Gagagigo, or simply a different Gigobyte altogether.
  • Armor-Piercing Attack: The first four Familiar-Possessed monsters had this effect if Special Summoned through their own effect.
  • Ascended Extra: The Familiar-Possessed versions of their familiars initially didn't exist as separate cards, but were later printed as such long after their release.
  • Back from the Dead: Aussa's support is generally themed around Special Summoning Level 4 or lower monsters from your Graveyard.
  • Black Magic: All of them use charm magic to take control of enemy monsters. Despite being a type of black magic, they don't possess evil qualities, and merely use charm magic and no other type of magic to defend themselves.
  • Blown Across the Room: Wynn's support generally revolves around bouncing your opponent's cards or stacking them on top of their Deck.
  • Brainwashed: The original/base form of the Charmers lived up to their names by taking control of monsters with the same Attribute as them.
  • Brainy Brunette: Aussa appears to be of the sort, and as the Earth Charmer has brown hair.
  • Breakout Character: The whole archetype is this, originally just a set of 4 monsters that consistently received some of the most art and attention of any archetype (even more than some of the iconic ones like Red-Eyes) and consistent support through the years, shown at its finest when they ranked third in the first Structure Deck poll, only beaten out by the just as popular Shaddolls and Sacred Beasts.
    • While Eria is the most popular individually in the fanbase, Wynn receives the most depth thanks to her additional backstory and general cuteness. Her receiving her own exclusive retrain as Wynn the Wind Channeler is a good designator for this. It's likely not a coincidence that Ariel and Winda were at least modeled off of them somewhat.
  • Brooding Boy, Gentle Girl: Dharc and Lyna play these roles, helped by their elemental contrasts and being introduced alongside each other.
  • 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.
  • Cerebus Retcon: Inverted. The original arts for their "Familiar-Possessed" forms had the Charmers looking angry or haunted while their familiar ominously hovered around them, implying their familiars were controlling them in a case of Demonic Possession. The new arts of the "Familiar-Possessed" forms in their structure deck instead shows them fighting bravely with their familiars wrapped around them protectively or coming from their staffs. In tandem with support cards that show the familiars leaving them without issue, it is now implied their "Familiar-Possessed" forms are actually Symbiotic Possession.
    • A more straight, if downplayed example came when Wynn was confirmed to come from the Gusto tribe, specifically that she is the younger sister of Winda, Priestess of Gusto. While this doesn't have an effect on the present story of the Charmers, as they seem to be entirely removed from the events of Duel Terminal, it does have the knock-on effect of giving Wynn a Doomed Hometown.
  • 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.
  • Damage Over Time: In keeping with her being the Fire Charmer, Hiita's support features quite a bit of burn damage.
  • Dark and Troubled Past: Implicated with Lyna and Dharc, whom both have cuffs on their wrists. Dharc more overtly is all but stated to be missing an arm, and his Spiritual Art is named "Greed," with the art being jarringly different from the others; A magic circle in a small room barely lit by blue candles, with the Pot of Greed in the corner of the room.
  • Divergent Character Evolution: Wynn represents one towards the Gusto tribe she originally hails from. While she still has a powerful affinity towards wind and a close bond to a flying creature, she now channels her elemental affinity through her magic, can bond with multiple creatures and can even command wind-aligned creatures to do her bidding. This comes up in her stats as well with Wynn being a spellcaster while the members of her former tribe are all psychics.
  • 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.
  • Fusion Dance: The trap card "Possessed Partnerships" and new artwork for the "Familiar-Possessed" series that came with Spirit Charmer structure deck shows the Charmers' possessed forms to be more of a combination of the powers of the Charmers and their familiars with aspects of their familiars manifesting on their respective Charmers. This is most notable with Hiita, who has Inari Fire draped over her like a fiery fur cape, and Wynn, who gains Ranryu's wings.
  • Girls Love Stuffed Animals: Wynn has a plush of a rabbit in her pocket instead of one of the vials her friends have.
  • Handicapped Badass: Dharc appears to have lost his right arm.
  • Hot Witch: While their original "Charmer" forms are implied to be in their pre-teens, their variants, particularly the "Familiar-Possessed" forms, appear to be older teens or young adults, and qualify as more conventionally attractive.
  • Iconic Item: In several forms. Between all the Charmers, it's their staffs. Aussa, Eria, Hiita and Wynn all have a pair of vials in the pockets of their coats, while Dharc and Lyna have cuffs on their wrists. In place of one of Wynn's vials, however, is actually a plush doll of a rabbit.
  • 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.
  • Mystical White Hair: Lyna has white hair, and is a witch.
  • Older and Wiser: Their 'Channeler' forms seem to represent the girls having grown older and more powerful and experienced. They are notably still considered 'Charmers', yet they also have the ATK stat of their 'Familiar Possessed' forms without merging with their familiars, as well as gaining an additional stat level and a second familiar.
  • The One Guy: Dharc is the only male Charmer.
  • One-Steve Limit: Milla, a presumed older version of Lyna, shares her OCG name 'Mira' with Mira the Star-Bearer, but that's all they shared, as Mira the Star-Bearer looks completely different than her.
  • The Power of Friendship: Much of their support focuses on a teamwork aspect between either themselves or their familiars.
  • Personality Powers: Some less obvious than others.
    • In case you missed it, Fiery Redhead Hiita is the Fire Charmer.
    • Sweet and gentle Eria is the Water Charmer.
    • Spacy and petit Wynn is the Wind Charmer.
    • 'Down to earth' but stalwart Aussa is the Earth Charmer.
    • Bright and cheery Lyna is the Light Charmer.
    • Gloomy and flawed Dharc is the Dark Charmer.
  • Progressively Prettier: Hand-in-hand with their growing popularity as time went on and getting an increasing amount of support that depicts them growing up, over time their artworks shifted from aetherial to a bit more sensuous. This is most obvious with their "Familiar-Possessed" forms that got new alternate art for their structure deck; the original art of the four depicted them looking distant or angry, but the new arts show them closer-up striking more dynamic and emotive poses. Their later variant artworks and powered-up forms, while not substantially changing their outfits, portray them as a bit more revealing and provocative, particularly showing off their thighs and the curves of their breasts and hips. For example, compare Hiita's original "Familiar-Possessed" artwork to its alternate art and then to Hiita's Link monster form.
  • The Runaway: Wynn was originally born into the Gusto tribe, specifically she is the younger sister of Winda, Priestess of Gusto but left the tribe sometime in the past to follow her own path.
  • Serendipitous Survival: Wynn leaving her family, the Gusto tribe some time in the past at a young age was likely a smart move, everything that would end up befalling the Gusto tribe.
  • Signature Move: The Spiritual Arts, each one applying an effect by tributing a monster with a matching Attribute. Ichirin appears to be what happens when they work together in casting their spells, usually in theme with said Attribute. Notably, in future support with the Awakening of the Possessed monsters, they more or less replicate the effects of the respective Spiritual Art Traps on top of searching them out if destroyed.
  • The Sixth Ranger: Dharc and Lyna were released long after the original Charmer cards had run their course and have fewer variants of them.
  • Tanktop Tomboy: Hiita's outfit gives the impression, with a strip of cloth that covers up her breasts and an undergarment that leaves her midriff bare in the front, and she's the most lively of the group.
  • Telepathy: Sort of. Eria's support revolves around controlling your opponent's hand, not unlike some Psychic and WATER cards.
  • Tomboy and Girly Girl: Two-fold: Eria and Wynn are the girly girls to Hiita and Aussa's tomboys.
  • Water Is Blue: Eria has blue hair and uses blue water.
  • Wind Is Green: Wynn has green hair and uses green wind.

    Chemicritter 
https://static.tvtropes.org/pmwiki/pub/images/catalystfield_madu_en_vg_artwork.png
"Catalyst Field" depicting the combination of "Carbo Crab", "Hydron Hawk" and "Oxy Ox" into "Methydraco"

Chemicritter, known as Chemical Beast in the OCG, 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.


  • 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.
  • Portmanteau: Of "Chemical" and "Critter".
  • 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.

    Chimera 
https://static.tvtropes.org/pmwiki/pub/images/chimera_the_illusion_magical_beast_by_thehungtd_dfuzzoj_pre_5.jpg
Chimera is a series of Beast, Fiend and Illusion-Type monsters revolving around the Quick-Play Spell Card Chimera Fusion, with their members' effects focusing on searching for the aforementioned card and/or monsters whose texts mention it or be used as materials for the Fusion Summoning of their boss monsters.

Their progenitor is Chimera the Flying Mythical Beast, a Level 6 WIND Beast-Type Fusion Monster used by Yugi Moto in the original Yu-Gi-Oh! series whose materials are Gazelle the King of Mythical Beasts and Berfomet. It (as well as the aforementioned Gazelle) is technically a member of the Phantom Beast archetype via its Japanese name.

For details on the Phantom Beasts, see them on their respective page.
  • Attack! Attack! Attack!: Up to the number of materials used for its summon, Chimera the Illusion Magical Beast allows all monsters you control to gain additional attacks during each Battle Phase.
  • Back from the Dead:
    • When Chimera the Flying Mythical Beast is destroyed, you can Special Summon either Berformet or Gazelle the King of Mythical Beasts from your graveyard.
    • During your opponent’s turn, you can banish Chimera the Phantom Beast King from your graveyard to target and Special Summon a Beast, Fiend, or Illusion monster from your graveyard.
    • If Chimera the Flying Mythical Beast is on your field or in your graveyard, you can banish Chimera Fusion to Special Summon Gazelle the King of Mythical Beasts and Berfomet from your Deck and/or GY.
  • Canon Immigrant: Two of the series' support cards, Cornfield Koator and Mirror Swordsman, are based on monsters that were previously exclusive to Yu-Gi-Oh! Dark Duel Stories for the Game Boy Color.
  • Collective Identity:
    • The original Gazelle and Chimera the Flying Mythical Beast have name clauses that lets them always be treated as Phantom Beast monsters.
    • Chimera the Phantom Beast King and Chimera the Illusion Magical Beast have a similar clause that lets them be treated as both Chimera the Flying Mythical Beast and Phantom Beast monsters, but only while they are on the field or in the graveyard.
  • Fusion Dance:
    • Chimera the Flying Mythical Beast is made by fusing Berfomet with Gazelle the King of Mythical Beasts.
    • Chimera Fusion is designed for the purpose of summoning Chimera the Flying Mythical Beast and other Fusion Monsters with name clauses allowing them to be treated as the former.
  • No-Sell: If Chimera the Illusion Magical Beast attacks a monster, neither can be destroyed by that battle. Additionally, said opposing monster has its effects negated at the end of the Damage Step.
  • Status Effects: Monsters that battle with Chimera the Illusion Magical Beast have their ATK reduced to 0 at the end of the Damage Step.

    Chronomaly 
https://static.tvtropes.org/pmwiki/pub/images/chronomalypyramideyetablet_madu_en_vg_artwork.png
Golden Jet, Crystal Chrononaut and Colossal Head on the artwork of "Chronomaly Pyramid Eye Tablet"

Chronomaly, known as OOPArts in the OCG, is an archetype of EARTH and LIGHT monsters that are mostly Machine and Rock-Types, used by III/Trey in the ZEXAL anime. As its name suggests, the archetype is based on out-of-place artifacts.

Gameplay-wise, the archetype is a stun and control based deck that focuses on debilitating opposing monsters by reducing their ATK, all the while amassing monsters to use as Xyz Materials for easy Xyz Summons of Rank 3-5 Xyz Monsters. The archetype is also closely connected to the Number archetype, as all of its Xyz Monsters bar Chronomaly Crystal Chrononaut are also Number monsters.


  • Ambiguous Robot: Number 6: Chronomaly Atlandis is a Machine-Type monster. However, it has no apparent mechanical parts, save for the ring around its chest.
  • Anachronism Stew: The archetype is thematically based on the concept of the "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 (being ostensibly "too advanced" for the time period and/or place they are alleged to have originated), or which suggest human presence or habitation in an area that is incongruous with the known migratory movements of early humans.
  • Ancient Astronauts:
    • Chronomaly Crystal Chrononaut, a humanoid (and presumably alien) being with a body stylized after ancient relics, appears to be based on the ancient astronaut concept.
    • Chronomaly Tuspa Rocket is based on the "Istanbul rocket", a rocket-shaped sculpture that was alleged to be a space module made 3000 years ago. In 2003, the artifact was determined to be a forgery made from plaster that was created roughly 25 years prior.
  • The Assimilator: The controller can target an opposing monster and activate Number C6: Chronomaly Chaos Atlandis' effect to equip the target to it as an Equip Spell Card, with Chaos Atlandis gaining 1000 ATK for each monster that was equipped to it this way. If Chaos Atlandis has a Number monster equipped to it via its own effect and Number 6: Chronomaly Atlandis attached to it as an Xyz Material, the controller can detach three Xyz Materials from Chaos Atlandis as a cost to change their opponent's LP to 100. However, if the controller activates any of Chaos Atlandis' effects, the opponent takes no further damage that turn.
  • Atlantis: The mythical sunken city is the namesake for Number 6: Chronomaly Atlandis, and its Number C form, Chronomaly Chaos Atlandis.
  • Attack Reflector: If Chronomaly Crystal Chrononaut is targeted for an attack, the controller can use its detach effect to cause the opponent to take any battle damage that the controller would otherwise have taken from battles involving Crystal Chrononaut that turn.
  • Beam Spam: In the anime, when Number 33: Chronomaly Machu Mech uses its detach effect to inflict damage to the opponent, cannons appear all around its perimeter that fire yellow beams at the opponent.
  • The Blank: Chronomaly Mud Golem has no features on its head. Instead, its eyes are located on its chest.
  • Circle of Standing Stones: As its name suggests, the artwork of Stonehenge Methods features Stonehenge, the most famous example of this trope.
  • 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 1000 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.
  • Crystal Skull: Unsurprisingly for its name, Chronomaly Crystal Skull is one of these, following the fictional tendency to depict them with supernatural powers.
  • Dem Bones: Chronomaly Crystal Bones and Chronomaly Crystal Skull are, as their names suggest, bones comprised of crystal. They are also both Level 3 monsters, and in the anime, had effects that specifically Special Summoned each other to set up for the Xyz Summon of a Rank 3 Xyz Monster, suggesting that they are parts of the same skeleton.
    • Chronomaly Crystal Bones is based on "The Crystal Maiden", the skeleton of a teenage girl found in the Belize cave system called Actun Tunichil Muknal. She was believed to be a victim of human sacrifice whose bones have been calcified, giving it a sparkling, crystallized appearance (although after closer examination the skeleton is now believed to be male).
    • Chronomaly Crystal Skull is based on the crystal skulls, hardstone carvings made of clear or milky white quartz that were claimed to be of pre-Columbian Mesoamerican origin by their alleged finders. However, these claims have been refuted for all of the specimens made available for scientific studies.
  • Dual Wielding: Chronomaly Mud Golem wields a sword in each hand.
  • Enormous Engine: Number 36: Chronomaly Chateau Huyuk appears in the artwork of Number 33: Chronomaly Machu Mech as the blue sphere encased within the latter monster. Its Japanese OCG name "OOPArts - Super Engine Fork Hyuk" flat-out states that it is this to Machu Mech, considering the fact that the latter's Japanese OCG name is "OOPArts - Super Weapon Machu Mach". In terms of scale, Chateau Huyuk is the size of a small city, while Machu Mech is a Floating Continent.
  • Equippable Ally: When Number 6: Chronomaly Atlandis is Xyz Summoned, the controller can equip a Number monster from their Graveyard to it, with Atlandis gaining ATK equal to half the ATK of the equipped monster. By detaching an Xyz Material from Atlandis and sending the equipped monster to the Graveyard as a cost, the controller can halve the opponent's LP, but they cannot conduct their Battle Phase that turn.
  • Eyes Do Not Belong There: Chronomaly Mud Golem's eyes are located on its chest, rather than its head, which is featureless.
  • Floating Continent: Number 33: Chronomaly Machu Mech is a massive floating city, which is a reference to its basis, Machu Pichu, which 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.
  • Grievous Harm with a Body: Chronomaly Cabrera Trebuchet's effect allows the controller to Tribute another Chronomaly monster they control to target an opposing monster and change its ATK to 0 until the End Phase. In the anime, when this effect is used, Cabrera Trebuchet grabs hold of the Tributed monster and crumples it up into a ball-like projectile that it then hurls at the targeted monster.
  • HP to One: In the anime, the detach effect of Number C6: Chronomaly Chaos Atlandis can change the opponent's LP to 1. The OCG version of the card changes the opponent's LP to 100 instead, but since it is very rare for a player's LP to go below 100 without hitting 0, this trope is functionally still in effect.
  • Landmark of Lore: Several of the archetype's cards are named for, or based on, various famous historical locations of archeological significance.
    • 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.
    • As Stonehenge Methods' name suggests, Stonehenge is featured in its artwork.
    • Number 6: Chronomaly Atlandis's form could come from the Ancient city of Pompeii because it's shaped like a volcano (Mount Vesuvius). This is reinforced by its Number C form in the anime, whose effect seals monsters in its shoulder in a petrified state reminiscent of the famous casts of Vesuvius victims preserved by the volcanic ash.
    • 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.
  • Losing Your Head: Chronomaly Crystal Bones and Chronomaly Crystal Skull are ostensibly both parts of the same skeleton, as their anime effects allow them to specifically Special Summon each other to the controller's field. As such, the former is an example of this trope, as it is a headless skeleton whose head, the latter card, is represented by its own monster. Incidentally, having the two on your field allows you to Xyz Summon Chronomaly Crystal Chrononaut with them, suggesting that Chrononaut is their combined original form.
  • Magic Map: Chronomaly Nebra Disk is based on the Nebra sky disk, a bronze disk believed to have been created circa 1600 BCE during the Braonze Age, that depicts what appears to be the locations of the Sun, Moon, and various stars. If authentic and depicting what it is believed to depict, the disk would be the oldest known concrete depiction of the cosmos.
  • Magma Man: Number 6: Chronomaly Atlandis is this in part, as its torso and legs, as well as parts of its arms and head are comprised of molten lava. Its Number C form, Chronomaly Chaos Atlandis, has arms and legs comprised of molten lava, with a pair of volcanoes forming its shoulders, from which streams of lava constantly flow.
  • Meaningful Name:
    • The archetype's Japanese 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, or which suggest human presence or habitation in an area that is incongruous with the known migratory movements of early humans.
    • The archetype's English 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", as the objects they represent deviate from what would have been possible to create given the resources and technology available at that time.
  • Next Tier Power-Up: Number 6: Chronomaly Atlandis has one of these in the form of a Number C monster, Chronomaly Chaos Atlandis.
  • No-Sell: If Chronomaly Crystal Chrononaut is targeted for an attack, the controller can detach an Xyz Material from it as a cost to prevent it from being destroyed by battle or card effects that turn.
  • Our Sphinxes Are Different: Chronomaly Winged Sphinx is, as its name suggests, a sphinx with wings.
  • Portmanteau: Of "chronology" and "anomaly".
  • Shout-Out: Chronomaly Crystal Bones and Chronomaly Crystal Skull, which can combine to Xyz Summon the alien Chronomaly Crystal Chrononaut, are a likely reference to the climax of Indiana Jones and the Kingdom of the Crystal Skull.
  • Status Buff:
    • The effect of Chronomaly Golden Jet allows the controller to increase the Levels of all Chronomaly monsters they control by 1.
    • If the controller Normal Summons Chronomaly Gordian Knot, they can Special Summon a Chronomaly monster from their hand, then Gordian Knot's Level becomes the Level of the Summoned monster. As Gordian Knot is a Level 3 monster, the lowest original Level among Main Deck Chronomaly monsters, the effect will cause its Level to either increase or stay the same.
    • The effect of Chronomaly Pyramid Eye Tablet increases the ATK of all Chronomaly monsters the controller controls by 800.
    • The effect of Chronomaly Sol Monolith targets a Chronomaly monster the controller controls and changes its Level to 6. Given that all other Chronomaly monsters with Levels are Level 5 or lower, this effect would cause the target's Level to increase.
    • Number 6: Chronomaly Atlandis gains ATK equal to half the ATK of the Number monster equipped to it from the Graveyard via its effect when it is Xyz Summoned.
    • Number C6: Chronomaly Chaos Atlandis can equip an opponent's monster to itself as an Equip Spell Card whose effect causes Chaos Atlandis to gain 1000 ATK.
    • By detaching an Xyz Material from Number 33: Chronomaly Machu Mech as a cost, the controller can inflict damage to the opponent equal to the difference between the original and current ATKs of a monster the latter controls, then Machu Mech gains ATK equal to the damage inflicted.
    • If Chronomaly Tuspa Rocket is used as an Xyz Material to Xyz Summon a Number Xyz Monster, that monster gains an effect where it can make up to two attacks on monsters during each Battle Phase.
  • Status Effects:
    • If the controller Tributes another Chronomaly monster as a cost, they can use the effect of Chronomaly Cabrera Trebuchet to reduce the ATK of a face-up monster the opponent controls to 0 until the End Phase.
    • If Chronomaly Tuspa Rocket is Normal or Special Summoned, the controller can send a Chronomaly monster from their Deck or Extra Deck to the Graveyard to cause a face-up monster on the field to lose ATK equal to the Level or Rank of the sent monster x 200.
    • During either player's turn, the controller can detach an Xyz Material from Number 36: Chronomaly Chateau Huyuk as a cost to change the ATK of a face-up opposing monster to 0 until the end of the turn.
  • You Are Number 6: All of the archetype's Xyz Monsters, save for Chronomaly Crystal Chrononaut, are also Number monsters, and thus have a natural number in their names. They are Number 6: Chronomaly Atlandis, Number C6: Chronomaly Chaos Atlandis, Number 33: Chronomaly Machu Mech, and Number 36: Chronomaly Chateau Huyuk. Bonus points for Atlandis being the actual "Number 6" monster of the Number archetype.

    Cipher 
https://static.tvtropes.org/pmwiki/pub/images/cipher_3.jpg
You look familiar...
Cipher is an archetype of LIGHT monsters first presented by Kite Tenjo from ARC-V, with a strong compatibility with Kite's other archetypes, Photon and Galaxy. Interestingly, its OCG name has the kanji for "Lightwave", but the assigned reading of Cipher. The monsters focus on quickly Xyz Summoning their ace monster, Galaxy-Eyes Cipher Dragon, which can take control of one opponent face-up monster until the end of the turn, and Rank-Up it into more powerful forms.

  • Viral Transformation: Galaxy-Eyes Cipher Dragon and Neo Galaxy-Eyes Cipher Dragon have the ability to take control of an opponent's monster, then change the taken monster's name to "Galaxy-Eyes Cipher Dragon" and "Neo Galaxy-Eyes Cipher Dragon" respectively, and give it their 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. Also, Galaxy-Eyes Cipher X Dragon can be summoned using any "Cipher Dragon" monster as material, including the opponent's monster whose control is taken over and have their name changed. If you take control of a Rank 8 monster, it can also be used as material to summon Galaxy-Eyes Cipher Blade Dragon.
  • 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.

    Cloudian 
https://static.tvtropes.org/pmwiki/pub/images/cloudianturbulence_tf04_jp_vg.jpg
Cloudian - Turbulence and Cloudian - Smoke Ball
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.

  • Cumulonemesis: They are an archetype of monsters based on types of clouds.
  • 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 this Cloudian only has one eye. In other words, it's the eye of the storm.
  • Mook Maker: Cloudian - Turbulence can consume Fog Counters to spit out Cloudian - Smoke Balls. Smoke Balls are weak level 1 Normal Monsters, but they can still be used as fodder to summon monsters and make plays.
  • Poisonous Person: Cloudian - Poison Cloud may be partially based on London's Great Smog, which was a deadly fog caused by overpollution.
  • Weak, but Skilled: Cloudians as a whole are pathetically weak, but come with potentially disruptive effects and can't be destroyed by battle.

    Code Talker 
https://static.tvtropes.org/pmwiki/pub/images/codetalkers.jpg
The Code Talkers, ready to compile a winning strategy!note 
Code Talker is an archetype of Cyberse Link Monsters, most of which are Link-3 and have 2300 ATK. Their effects emphasize pointing to monsters with their Link Arrows. These effects range from becoming more powerful by pointing to more monsters, buffing those monsters, or tributing them for a cost. Their boss monster is Accesscode Talker, a Link-4, also with 2300 ATK.

The archetype is supported by a number of other cards, including the Cynet archetype of Spell and Trap cards.

The Code Talker and Cynet archetypes were both used by Fujiki Yusaku in Yu-Gi-Oh! VRAINS.

  • All Your Powers Combined: The archetype as a whole also supports the co-linking mechanic as the deck can easily create an Extra Link with just a card or two. This is actually encouraged with the use of Code Talker Inverted and Cynet cards, specifically Cynet Codec and Cynet Optimization.
  • Back from the Dead:
    • Transcode Talker can resurrect one Link-3 or lower monster on its link arrows once per turn.
    • Code Exporter can special summon 1 Level 4 or lower Cyberse monster with its effects negated if it is used as material for a Code Talker on the field.
  • Color-Coded for Your Convenience: The Code Talkers and their pre-evolutions have different colors alluding to what attributes they're representing.
  • Composite Character: Decode Talker Heatsoul is the combination of Salamangreat Heatleo and Decode Talker, the ace cards of Yusaku Fujiki and Takeru Homura.
  • Mythology Gag: Decode Talker Heatsoul's abilities are a reference to Playmaker and Soulburner's skills in speed duels. Its quick effect is paying 1000 life points to draw a card, referencing Soulburner's Burning Draw skill and its other effect is banishing itself from the field if the controller's life points are below 2000 to special summon a Cyberse Link Monster, referencing Playmaker's Storm Access skill.
  • Next Tier Power-Up: The Code Talker monsters have a main deck counterpart, and the artworks and attributes suggest its evolution:
    • Micro Coder becomes Code Talker, which is the basis of all other Code Talker monsters.
    • Code Exporter becomes Excode Talker.
    • Code Generator becomes Transcode Talker.
    • Code Radiator becomes Shootingcode Talker.
    • Code of Soul becomes Decode Talker Heatsoul.
  • Non-Standard Character Design: Code Exporter is the only Main Deck "Code" monster that is bestial in design (being akin to a griffin). The rest are humanoids.
  • No-Sell: A common theme with their effects.
    • Encode Talker can protect a monster from being destroyed in battle and reduce damage to zero.
    • Excode Talker can prevent monsters it points to from being destroyed by effects.
  • Person of Mass Destruction:
    • Accesscode Talker can banish one Link monster of different elements in order to destroy one card on the field. It can destroy up to 6 cards per turn if set up correctly.
    • Shootingcode Talker can attack up to the number of monsters it points to, but if the opponent has one monster left, its attacks decrease by 400 attack points.
  • Power Nullifier: Powercode can negate the effect of one monster once per turn.
  • The Power of Friendship: Code Talkers gain more attack points or activate additional effects if they are linked or co-linked to other link monsters.
  • Status Buff: Most of them gains attack points if they're linked to other monsters, not necessarily the Code Talker monsters themselves.
  • Status Effects: Code Radiator can reduce one opponent's monsters attack to 0 if it is used to link summon a Code Talker, two if it is placed on the field.
  • Taking the Bullet: Decode Talker can tribute a monster in order to negate a monster's effect and destroy the card if a card a player controls is targeted.
  • Theme Naming: The Code Talker monsters are named after computer software terms or applications such as Powerpoint and Encoding. Also, the main 6 Code Talkers all have attack name that consist of their name + "End" (for Decode) or a variation of that word with similar meaning such as "Termination" or "Close" (for other Code Talkers).
  • Weak, but Skilled: The Link-3 and higher Code Talkers only have 2300 ATK, lower than most other monsters with the same Link values. However, they make up for it with their ability to swarm the field and effects to power up and protect each other once linked or co-linked.

    Counter Fairies 
https://static.tvtropes.org/pmwiki/pub/images/bountifulartemis_madu_en_vg_artwork.png
Objection!
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 ace monster is Sacred Arch-Airknight Parshath


  • 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.
  • Our Angels Are Different: They are Fairy-type, but look mechanical in design and resemble Greek and Roman architectures.
  • 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

    Crashbug 
https://static.tvtropes.org/pmwiki/pub/images/crashbug.png
Might have to check your virus definitions.
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 ace monster 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.

  • 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 the opponent's 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.

    Crystal Beasts / Advanced Crystal Beasts / Ultimate Crystal 
https://static.tvtropes.org/pmwiki/pub/images/crystalconclave_madu_en_vg_artwork.png
The 7 Crystal Beasts in the artwork of "Crystal Conclave"...
https://static.tvtropes.org/pmwiki/pub/images/crystalbeast.png
... and their boss monster, Rainbow Dragon

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 ace monster, Rainbow Dragon.

The Advanced Crystal Beast archetype, released in 2022, is an off-shot composed of feral, armored versions of the original "Crystal Beast" monsters, that have upgraded, powerful effects, but rely on the presence of "Advanced Dark" on the field. They have their own boss monster in the form of "Rainbow Dark Dragon".

The archetype also got two new boss monsters in early 2020s: Rainbow Overdragon, and Rainbow Dragon Overdrive. 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:

  • Biblical Motifs: Fitting its divine-ish nature in the anime, most of their newer support follows this naming convention, with "Crystal Miracle" and "Rainbow Bridge of Salvation" being the most notable.
  • 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 Alicorn (Which is a Unicorn with wings, or a Pegasus with a horn).
  • Call-Back: Crystal Keeper and Crystal Master are both based off 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.
  • Evil Counterpart: The Advanced Crystal Beasts are corrupted versions of the original Crystal Beasts, used by Jesse while under Yubel's control. In the anime, they had the exact same effects as the originals but were tied to their Field Spell Advanced Dark, making the "Advanced" part of the name questionable. When they were adapted to the physical card game, the Advanced Crystal Beasts were fittingly given stronger versions of their counterparts' effects.
  • Fantastic Nuke: Crystal Abundance, arguably one of the strongest field-clearing cards ever made. It sends all cards from the field to the GY without targeting or destroying them (thus bypassing most forms of protection), and as a cherry on top refreshes your field of monsters depending on the amount of cards that it cleared from your opponent's field.
  • 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.
  • Keystone Army: Without the Advanced Dark Field spell, the Advanced Crystal Beasts cannot stay on the field as monsters (but they're content to remain in the backrow), making the field a major weak point for the archetype even if they have the means to search and protect it.
  • Mythology Gag: In his first Duel in the anime, Jesse pretended to summon Rainbow Dragon when Jaden went for a game-winning attack against his Amber Mammoth before revealing that he was just kidding and didn't have the card. Crystal Beast Rainbow Dragon can Special Summon itself from your hand when your Crystal Beast battles, allowing you to pull that move off for real.
  • 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
    • Visible spectrum: Crystal Beast Rainbow Dragon
  • 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. It is plausible that cobalt was confused with the gemstones copal or coral.
  • Weak, but Skilled: Crystal Beasts on their own have very poor base stats and situational monster effects barring two to three of them, and they do not do anything if they're in the Spell/Trap Zone (barring one), but they make up for it with their extensive library of supporting Spells and Traps.

Tropes associated with the Ultimate Crystal monsters:

  • Adaptation Deviation: In the anime, Rainbow Dark Dragon was summoned by banishing 7 different Advanced Crystal Beasts from the field/Graveyard. Because the Advanced Crystal Beasts were not released in the card game, Rainbow Dark Dragon's summoning requirements were changed to require banishing 7 different DARK monsters from the Graveyard instead, completely detaching it from the Crystal Beast playstyle since none of them were DARK. However, the later-released Field Spell Advanced Dark fixed the issue by being given an additional effect that changed all Crystal Beasts on the field/Graveyard to DARK Attribute.
  • 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. Rainbow Overdragon is a Fusion Monster requiring seven different Crystal Beasts, and Rainbow Dragon Overdrive needs seven Crystal Beasts and an Ultimate Crystal monster, gaining a monstrous 7000 ATK if you have seven different banished Crystal Beasts.
  • Crystal Dragon Jesus: The original Rainbow Dragon fills this role to a T in the original anime, with the biblical-themed newer support reinforcing it even further. Bonus points for being an actual crystal dragon.
  • Evil Counterpart: Rainbow Dragon has two of these, Rainbow Dark Dragon and Malefic Rainbow Dragon.
  • Fantastic Nuke: All Ultimate Crystal Monsters, sans Rainbow Dark Dragon, share the effect of being able to shuffle all cards on the field into the deck. This is particularly devastating because cards returned to the deck can't normally activate their floating effects, leaving the opponent wide open for a one-turn-kill (with the most recent of them, Rainbow Dragon Overdrive, immediately facilitates by summoning back your banished Crystal Beasts right after clearing the field).
  • Glass Cannon: 4000 ATK with ways to boost it even further, but not a single point of DEF.
  • Next Tier Power-Up:
    • 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.
    • Rainbow Dragon Overdrive is this to both the original and Overdragon, requiring 7 Crystal Beasts and an Ultimate Crystal to be banished from the field or graveyard to summon,after succesfully summoning an Ultimate Crystal monster.
  • 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 release of latter support, which was eventually rectified by adding an archetype condition to "Rainbow Dragon" and "Rainbow Dark Dragon" and errata'ing all their support to instead name "Ultimate Crystal" monsters, including "Rainbow Neos" - who generated problems of its own regarding cards that supported Fusion monsters with named materials, until the aforementioned errata.
  • 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 Nullifier: Advanced Dark has an effect that negates the effects of any monster attacked by the controller's Ultimate Crystal monsters during that Battle Phase.
  • 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.
  • Status Buff:
    • Rainbow Dragon's effect allows the controller to send all Crystal Beasts on their field to the Graveyard and gain 1000 ATK for each of them.
    • Rainbow Dark Dragon's effect allows the controller to banish all other DARK monsters they control and in their Graveyard, and it gains 500 ATK for each of them.
    • Rainbow Overdragon's effect allows the controller to banish a Crystal Beast from their Graveyard, with it gaining ATK equal to the banished monster's ATK until the end of the turn.
    • Rainbow Dragon Overdrive gains 7000 ATK if there are 7 or more Crystal Beasts with different names banished.

    Cubic 
https://static.tvtropes.org/pmwiki/pub/images/vijamthecubicseed_madu_en_vg_artwork.png
The archetype's lifeblood: Vijam the Cubic Seed
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.


  • Bowdlerise: Indiora Death Volt is translated as Indiora Doom Volt for the TCG. As a Translation Nod, the latter is what appears on the stat screen when Indiora is played in The Dark Side of Dimensions.
  • Death-Activated Superpower: Both Indiora Doom Volt and Buster Gundil have trigger effects to recover advantage when they are finally fallen, which can even recycle themselves.
  • 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).
  • Locked Out of the Fight: Several cards in the archetype distribute Cubic Counters onto the opponent's monsters, preventing them from attacking or using their effects. As depicted in the movie, the counters represent them being phased into a different dimension.
  • 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.
  • No-Sell: Crimson Nova is unaffected by the activated effects of monsters with 3000 ATK or less.
  • 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".
  • 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's monster's ATK.
    • Cubic Karma can raise a Cubic monster's ATK upon activation by sending copies of Vijam to the Graveyard.
    • 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.

    Cyberdark 
https://static.tvtropes.org/pmwiki/pub/images/cyberdarkdragon_tf04_jp_vg.jpg

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.


  • Armor-Piercing Attack: Cyberdark Horn can inflict piercing damage.
  • Big Creepy-Crawlies: They have a sense of this visually, primarily Edge, Cannon, and Claw.
  • Bread, Eggs, Breaded Eggs: Cyberdarkness Dragon can equip Cyber End Dragon to itself, a combo illustrated in Cyberdark Network. Sacrifice this specific combo and you can bring out Cyberdark End Dragon, a frightening behemoth of a boss monster.
  • Cast from Hit Points: In the anime, if their owner's will is not strong enough, they will drain their health.
  • Combining Mecha:
    • Cyberdark Dragon gets its wings from Cyberdark Edge, its body from Cyberdark Keel, and its head and horns from Cyberdark Horn.
    • Cyberdarkness Dragon is a Cyberdark Dragon that adds Claw as a chest plate and Cannon as the cannon atop its back.
    • Cyberdark Chimera, despite not being a Fusion Monster, seems to be made from a combination of Cyberdark Edge, Keel, and Horn, like Cyberdark Dragon. However, the parts on Chimera are reversed. Keel is the head while Horn is the body, and the wings of Edge are inverted, pointing upwards instead of downwards.
  • 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 specialty. 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. Cyberdark End Dragon takes this to its logical conclusion by letting you equip any monster from either Graveyard.
  • 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.
    • Cyberdark Dragon + Cyber End Dragon = Cyberdark End Dragon (which can also be summoned using Cyberdarkness Dragon if it's equipped with Cyber End).
  • 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 spine and tail of Cyberdark Dragon.
    • Cyberdark Cannon is named after, well, a cannon, and became the one attached to the back of Cyberdarkness.
    • Cyberdark Claw is in the same camp, resembling claw-like ribs and becoming such for Cyberdarkness Dragon.
    • Cyberdark Chimera is a mishmash of Cyberdark Horn, Edge, and Keel that looks like a misassembled Cyberdark Dragon.
  • 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. This would repeat itself with Cybernetic Horizon, which was built to support both Cyberdarks and Cyber Dragons and is named after a booster which introduced support for Cyber Dragons (and itself debuted a few sets after its namesake).
    • Cyberdarkness Dragon's ability to equip Machine-Type monsters to itself may be a reference to the Marufuji brothers using Rebirth Judgment to change Cyber End Dragon in their Graveyard to Dragon-Type so they could equip it to Cyberdark Dragon. Their biggest boss monster (to date), Cyberdark End Dragon, is (stat- and design-wise) literally just those two monsters mashed together.
  • Names to Run Away from Really Fast: Cyberdark. Edge takes this to an almost parody level. Dragon's retrain puts in the extra mile by being Cyberdarkness Dragon.
  • Numerological Motif: The Main Deck trio have each 800 ATK and DEF. The additional duo also have 800 DEF, but 1600 ATK. Chimera breaks the trend with 2100 DEF, which happens to be a number used by Cyber Dragons.
  • 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.
    • Cyberdark Cannon and Cyberdark Claw are Dragon-Type monsters, despite looking like body parts like the original trio. It's pretty obvious they're Dragons only to support the original Cyberdark monsters.
  • 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.

    Cyber Dragon / Chimeratech 
https://static.tvtropes.org/pmwiki/pub/images/cyberdragon_tf04_jp_vg.jpg
When you absolutely, positively need something dead in one hit, accept no substitutes.

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.


  • Animal Mecha: The mecha part is more important for the 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 banishes a Cyber Dragon on their side of the field or hand. 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.
  • Collective Identity: In a similar manner to the Harpies and the Skull Servants, 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 of "Cyber Dragon" 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.
  • Fusion Dance: Cyber Dragon fuses with:
    • Another Cyber Dragon (or anything copying its name) to form Cyber Twin Dragon.
    • Two other Cyber Dragons (or monsters that copy its name) 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, Sieger, means "winner". Nächster means "next".
  • Loophole Abuse: Cyber Dragon Core, Nächster and Herz have all ATK below 500, making them acceptable targets for the Spell Card Machine Duplication, which only targets 1 Machine-type monster with 500 or less ATK. Machine Duplication allows you to Special Summon two monsters that share the same name as the target. Since all three of them change their names to Cyber Dragon when on the field (or GY), you can (and only) Special Summon 1 or 2 Cyber Dragons from your deck, even if their ATK is way higher than 500.
  • 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. Chimeratech Overdragon and Chimeratech Fortress Dragon 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.
  • One-Hit Kill: The playstyle of the Deck is focused on putting together massive ATK beaters with potential multiple attacks to defeat the opponent in one fell swoop, exemplified by the stats and effects of the Fusion monsters. Zane, in the anime, pushes this strategy further with the use of ATK-doubling effects from cards like Power Bond and Limiter Removal.
  • 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.
  • 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—and indeed, may well have been the first sign that the game was about to get a lot faster.

    Cyber Girls / Cyber Angels 
https://static.tvtropes.org/pmwiki/pub/images/incarnatedmachineangel_madu_jp_vg_artwork.png
"Benten" and "Idaten" on the artwork of "Incarnated Machine Angel".
The Cyber Girls are a series of female EARTH and LIGHT Warrior-Types based on sports stars. They lack power but have varied effects. They are used by Asuka Tenjoin/Alexis Rhodes in GX and ARC-V.

A sub-group of the Cyber Girls are the Cyber Angels, a group of Fairy-Type Ritual Monsters that support LIGHT Fairy-Type monsters. The Cyber Angels are based on female deities from Asian mythologies.

  • 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, despite her already wearing a full body leotard even in the original art.
  • 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: Vrash is an odd combination of Dakini (Asuka's ace monster in GX) and Odd-Eyes Rebellion Dragon in terms of both debut and effect. Like Dakini, Vrash is Multi-Armed and Dangerous and Vrash's effect is very similar to Odd-Eyes Rebellion's, both of them also having 3000 ATK to boot. And both debuted in a 1 vs 3 duel against a trio of enemy who use mechanical dog monsters.
  • 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 Vrash, are named after male mythological figures and deities.
  • Man of Kryptonite: Vrash 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 Vrash have four arms and they are the strongest of the Cyber Angels. Natasha also has four arms and while she has the lowest ATK of all Cyber Angels, her third effect makes her dangerous.
  • 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, Natasha 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 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.


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