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Characters / Yu-Gi-Oh! Card Game D To E

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Characters from the Yu-Gi-Oh! card game, sorted alphabetically from D to E.

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    D/D / D/D/D / Dark Contract
History come to bring you to death.
D/D (DD in the OCG) are a group of Fiend-Type monsters used by Reiji Akaba in Yu-Gi-Oh! ARC-V. They focus on swarming the field and searching cards in order to facilitate the summoning of their "boss" monsters, the D/D/D (DDD in the OCG), all of them being either Fusion, Synchro, Xyz or Pendulum Monsters. They also make use of the Dark Contract cards, Spell and Trap Cards with powerful effects that cause their controller to lose life points as long as they are on the field.

The archetype is featured in the Structure Deck: Pendulum Domination.

Tropes associated with the D/D and D/D/D:

  • Absurdly Sharp Claws: D/D/D Dragonbane King Beowulf attacks with his claws.
  • Anti-Magic:
    • D/D/D Duo-Dawn King Kali Yuga can destroy all Spell and Trap Cards on the field during either player's turn.
    • D/D/D Dragonbane King Beowulf can destroy all Spell and Trap Cards in each player's Spell & Trap Zones during your Standby Phase.
    • D/D/D Cursed King Siegfried can negate 1 face-up Spell/Trap Card's effects until the next Standby Phase. His effect can be activated during either player's turn.
  • Armor-Piercing Attack: Beowulf's Continuous Effect allows every D/D monster you control to inflict Piercing Damage.
  • Automatic Crossbow: D/D/D Markman King Tell has one.
  • An Axe to Grind: D/D Proud Ogre wields a battle axe.
  • Badass Cape: Abyss Ragnarok, Caesar Ragnarok, Alexander, Kaiser and Leonidas wear those.
  • Battle Aura: Most of the D/D/D monsters are covered by auras.
  • BFS: Wielded by Genghis, Alexander, Caesar, Kaiser, Siegfried and Leonidas.
  • Blow You Away: D/D/D Gale King Alexander and D/D/D Gale High King Executive Alexander are WIND monsters.
  • Call-Back: The artworks of the Dark Contracts feature older cards.
  • Cast from Hit Points: The Dark Contracts as well as some of the D/D monsters have an effect that damage their controller while they are on the field.
  • Casting a Shadow: The majority of the D/D and D/D/D monsters are DARK monsters.
  • Combat Medic: Oracle King d'Arc has 2800 ATK and instead of taking effect damage, you gain Life Points instead.
  • Cool Chair: Abyss Ragnarok and Kali Yuga sit on thrones, and they even attack while sitting on their thrones. The anime features Caesar Ragnarok sitting on a throne when he is summoned, but it breaks when the summon is complete.
  • Corrupt Corporate Executive: Between them being Fiend-Types, their support cards being called Dark Contracts, and the corporate-based puns in their original names, the entire archetype comes off as one big "evil corporation" joke.
  • Cutting the Knot: Contract Laundering, which simply has you destroy the contracts before you have to pay, and reaping all of the benefits for it.
  • Dark Is Not Evil: Despite the archetype being very sinister, they are this trope, thanks to Supporting Leader Reiji.
  • Deal with the Devil: The Dark Contract cards seem to invoke this trope.
  • Did You Just Scam Cthulhu?: The archetype contains a few ways to get around effect damage, including the damage that Dark Contract cards inflict on the controller. In essence, this enables the controller to reap the benefits of a Deal with the Devil without having to pay the associated cost.
  • Difficult, but Awesome: D/D/D decks are very powerful and can easily generate massive advantages and such, but a common comment about them by most players is that they're incredibly difficult to get a hold of because of just how many options the deck has, and as such, is really hard to keep track of everything. Indeed, D/D/D decks can be played in many ways, from pure beatdown to control to everywhere in between. It has a very high learning curve because of it, but once you master it, it's truly a powerhouse to behold.
  • Dishing Out Dirt: D/D/D Boulder King Darius is the only EARTH monster. Him being an Xyz Monster breaks the elemental pattern that was established by the elemental trio.
  • Dub Name Change: From DD to D/D, and DDD to D/D/D. In the dub, instead of saying "DD" or "DDD", they say "Double D" and "Triple D".
    • Temujin —> Genghis.
    • Ceasar —> Caesar.
    • Hell Armageddon —> Armageddon.
  • Evil Laugh: Some of them have a menacing laugh in the anime, most notably Kali Yuga.
  • Evil Overlord: The D/D/D monsters are all this, but rather than evil, they are sinister at worst.
  • Expy: D/D/D Doom King Armageddon is ARC-Vs stand-in for Blue-Eyes White Dragon, being a monster with 3000 ATK that serves as the rival's ace card.
    • The Last of These Is Not Like the Others: Unlike Blue-Eyes' other expies, Armageddon is a Fiend-Type, not a Dragon-Type and it does not resemble a dragon in the slightest. It also seemingly loses its role as a signature card until it the final duel, where it comes back as a signature card for real.
  • Fashionable Asymmetry: Under Kali Yuga's left eye, there is a lightning mark on his mask. And his right leg is not covered by his black cloth.
  • Fun with Acronyms: D/D(/D) stands for Different Dimension (Demon). However, this doesn't apply to the actual card game.
  • Fusion Dance: Genghis, d'Arc, Beowulf and Caesar Ragnarok are all Fusion Monsters, but the latter is also a literal fusion of Wave King Caesar and Oblivion King Abyss Ragnarok, as evidenced by the name. The Fusion Materials are not very specific. Genghis and d'Arc require only two D/D monsters, Beowulf requires one D/D/D monster and one D/D monster, and Caesar Ragnarok requires two D/D/D monsters.
  • Hell Hound: D/D Cerberus and D/D Orthros, if their names aren't obvious enough.
  • High Collar of Doom: D/D/D Duo-Dawn King Kali Yuga has one.
  • Horned Humanoid: Abyss Ragnarok and his evolutions: Caesar Ragnarok and Kali Yuga.
  • Loophole Abuse: Some of the monsters have effects that either find loopholes to benefit themselves (d'Arc, for example, turns the 1000 LP requirement into giving you LP) or making them one-sided.
  • Luckily, My Shield Will Protect Me: Flame King Genghis and Rebel King Leonidas are equipped with sword and shield.
  • Making a Splash: D/D/D Wave King Caesar and D/D/D Wave High King Executive Caesar are WATER monsters.
  • Mechanical Monster: Hell Armageddon, its evolutions and Chaos Apocalypse look mechanical. The D/D Savants count as well.
  • Multi-Armed and Dangerous: Flame High King Executive Genghis is this, gaining an additional pair of arms over his base form and wielding a pair of swords, in addition to the sword and shield his previous form already had.
  • Mythology Gag:
    • Dragonbane King Beowulf may be a mockery of the franchise's trend to give rival characters Dragon-Type ace cards with 3000 ATK, which was broken by Reiji Akaba. Beowulf is called a "Dragonbane King" but is not a Dragon-Type monster (and does not even look like one), has 3000 ATK but is not Reiji's ace monster, and is named after someone who mutually killed a dragon (and was killed by one).
    • In the anime, Wave High King Caesar had an effect that negated the activation of an effect that would Special Summon a monster, and then raised its ATK by the ATK of the monster that would have beem Summoned. Another effect allowed it to graint this ATK boost to a "D/D" monster on the controller's field. The OCG card combines both of these effects into a single effect that negated the activation of an effect that would Special Summon a monster, and then raised the ATK of both Caesar and another D/D monster on the controller's field by 1800. That amount may sound arbitrary, but it is a reference to how the effect was used in the anime, where Reiji negated Zarc's attempt to Special Summon Supreme King Dragon Darkwurm, which had 1800 ATK.
    • Purplish, Whitest and Darkness are based on the final villains from previous eras. Purplish's appearance is inspired by both, Duel Monster's Zorc Necrophades and GX's Darkness. Whitest is a reference to Z-One from 5D's, and Darkness is a reference to Don Thousand from ZEXAL and has Darkness's name in his own.
  • Necromancer: Genghis, Alexander, Abyss Ragnarok and D/D Night Howling can all revive D/D monsters.
  • Nerf:
    • In his first appearance in the anime, Alexander's revival effect is less restricted and he can destroy an enemy monster after destroying one in battle. In subsequent anime appearances, Alexander's effects are changed to match the OCG card.
    • Kali Yuga has more broken effects in the anime and his effects cannot be negated.
  • Names to Run Away from Really Fast: A sizable chunk of D/D/D monsters are named after the end of the world (Oblivion King Abyss Ragnarok, Chaos King Apocalypse, etc). Taken to the extreme (or parodied) with D/D/D Superdoom King Darkness Armageddon.
  • Next Tier Power-Up: Abyss Ragnarok has two evolutions so far: Caesar Ragnarok (shared with Caesar) and Kali Yuga. Genghis, Alexander, and Caesar receive this in the form of the High King Executive monsters. Armageddon has three: Purplish, Whitest and Darkness. None of these monsters require their original forms to summon them, though.
  • One Steve Limit: The archetype's name is similar to the D.D. series of cards. This is even referenced on the artwork of D/D Recruit.
  • Our Demons Are Different: They are all Fiend-Type monsters with very different looks.
  • Our Dragons Are Different: D/D/D Dragon King Pendragon might look like a dragon, but it's a Fiend-Type monster.
  • Overly Long Name: The most prominent example was D/D/D (Different Dimension Demon) Wave [Oblivion] King Caesar Ragnarok until Different Dimension Demon Superdoom King Purplish [Hell] Armageddon, Different Dimension Demon Superdoom King Whitest [Hell] Armageddon and Different Dimension Demon Superdoom King Darkness [Hell] Armageddon made their appearance.
  • Peek-a-Bangs: Marksman King Tell's left eye is covered by his hair.
  • Playing with Fire: D/D/D Flame King Genghis and D/D/D Flame High King Genghis are FIRE monsters.
  • Power Nullifier: D/D/D Duo-Dawn King Kali Yuga; when he is Xyz Summoned, the effects of every other card on the field are negated until the End Phase, and neither cards nor effects can be activated on the field for the rest of the turn.
  • Power Trio: Genghis, Alexander, and Caesar, as shown in the anime. In the real life card game, it's still completely possible to summon all three of them in one turn due to the effects of the former two.
  • Scarf Of Asskicking: Cursed King Siegfried wears a long red scarf that looks similar to Reiji's.
  • Shadow Archetype: The D/D/D archetype is the Fiend-Type counterpart to the Odd-Eyes archetype, both of their anime users being rivals. Both archetypes are focused on different Special Summon mechanics and have several boss monsters.
    • Dragon King Pendragon is the counterpart to Odd-Eyes Saber Dragon, both of them being a reference to King Arthur and both of them being featured in the 2015 Starter Deck.
    • [Hell] Armageddon becomes this to Odd-Eyes Pendulum Dragon at the end of the era, as it receives Fusion/Synchro/Xyz-Pendulum hybrids as its upgrades, just like Odd-Eyes Pendulum Dragon.
  • She Is the King: D/D/D Oracle King d'Arc, despite being female.
  • Sixth Ranger: D/D/D Supreme King Kaiser is a member of the Supreme King archetype, but since it's divided into two sub-archetypes, Kaiser doesn't get support from either of them nor does he support the archetype at all.
  • Smurfette Principle: d'Arc is the only female D/D/D monster so far.
  • The Southpaw: Cursed King Siegfried is wielding his sword with his left hand, as shown on the artwork and in the anime.
  • Theme Naming: Aside from the name inspirations, the D/D/D monsters have all the title "King" in their names.
    • Named After Somebody Famous: The D/D/D monsters are named after famous conquerors, rulers, and other military figures, such as Alexander the Great, Genghis Khan, and Joan of Arc. The D/D Savants are named after historical scientists.
    • Religious and Mythological Theme Naming: Most of the D/D monsters and some D/D/D monsters, on the other hand, derive their names from mythological and religious figures like Lilith or Cerberus.
  • Too Many Belts: D/D/D Oblivion King Abyss Ragnarok has many of them and uses them as Combat Tentacles.
  • Winged Humanoid: Oracle King d'Arc has devil wings.
  • Wolf Man: Dragonbane King Beowulf is one.

Pick a card. Any card.
Danger! is an archetype of DARK monsters based on various cryptids from around the world. Their monsters all share a common effect: by revealing it from your hand, you can make your opponent pick a random card in your hand to discard. If you didn't discard the one you revealed, it gets summoned from your hand and you can draw a new card. Of course, they all also have effects that activate when discarded, so ideally you win either way.

Tropes associated with Danger!:

  • Bigfoot, Sasquatch and Yeti: Bigfoot! was one of the first cards of the archetype to be revealed.
  • Casting a Shadow: All of the Danger! monsters have the DARK attribute.
  • Chupacabra: Chupacabra! is depicted as a green demon with a Lamprey Mouth for a tongue.
  • Cool vs. Awesome: "Danger! Zone" shows Bigfoot! fighting Nessie!
  • Fearsome Critters of American Folklore: Jackalope, a jackrabbit with antelope antlers. Much like in the legends, it's an elusive and shy animal that is being hunted in its card artwork.
  • The Last of These Is Not Like the Others: Most of the Danger! monsters are horrifying beasts chasing down the hapless explorers that stumble across them... then there's "Jackalope?" and "Tsuchinoko?", which are a cuddly little bunny thing and a defenseless baby snake that are shown getting chased by people. Even the cards' names seems to do a Double Take.
  • Morton's Fork: The archetype's gimmick is this in a nutshell. If your opponent doesn't make you discard the monster you revealed, then you'll get to summon it while, on the other hand, if they do pick the right card, this will only cause the discarded monster's effect to activate.
  • The Mothman: Mothman! makes an appearance, and is depicted as a Winged Humanoid with glowing eyes much like its most popular interpretation.
  • Our Cryptids Are More Mysterious: The archetype's theme. All the monsters are based on creatures whose existence is based entirely on anecdotal evidence and local folklore.
  • Our Werewolves Are Different: Dogman! is based on the Michigan Dogman, a humanoid wolf whose sight is usually regarded as a bad omen. Unlike traditional werewolves, the dogman is incapable of shapeshifting and is more commonly considered just a dangerous animal.
  • Painting the Medium: Two Danger! monsters (Jackalope? and Tsuchinoko?) feature an additional question mark after the archetype name string, turning the standard exclamation mark into an interrobang, as if the one making the exclamation was confused by what they are seeing. To drive the point further, the monsters' names are not punctuated with an exclamation mark, but a question mark instead. Sure enough, those monsters are not the large and threatening beasts that comprise the rest of the archetype, but Ridiculously Cute Critters instead.
  • Punctuated! For! Emphasis!: The archetype's name string ends with an exclamation mark, and most of its cards do this with their names as well.
  • Sinister Silhouettes: Not much can be seen in Mothman!'s artwork, only its glowing eyes and the part of its body where the flashlight is shining on.
  • Stock Ness Monster: Nessie! is based on the Trope Namer itself, while Ogopogo! is a reference to the Canadian monster thought to inhabit Okanagan Lake.
  • Spell My Name with an "S": Yes, the exclamation point is part of the archetype name.
  • Youkai: Tsuchinoko, a snake whose central girth is wider than its head and tail. Ironically, while in the legends it's a nimble, intelligent and highly venomous reptile, in the card artwork it's an adorable and harmless little snake.

    Dark King of the Abyss
I'll get you next time, Ha Des!
Dark King of the Abyss is a DARK Fiend-type normal monster. He was once a powerful ruler of darkness, before being usurped by his rival, Dark Ruler Ha Des.

Tropes associated with Dark King of the Abyss:

  • Back from the Dead: Can be seen returning to life after being killed by Revived Ruler Ha Des in Powerful Rebirth and Reject Reborn.
  • Evil Overlord: As his name and description implies, he used to rule over darkness until Ha Des forced him out.
  • Evil vs. Evil: There is a war between Dark Ruler Ha Des and Dark King of the Abyss. Ha Des tricked Dark King out of his throne with Demotion. Dark King got his revenge, but was killed by the Revived Ruler Ha Des.
  • Incredibly Obvious Bomb: Gives one of these to Dark Ruler Ha Des in Hate Buster, lit fuse and all.
  • The Rival: To Dark Ruler Ha Des.
  • Your Soul Is Mine: Can be seen draining Dark Ruler Ha Des' soul in Mind Drain and Soul Drain.

Better to reign in hell, than serve in the Sanctuary.
The Darklords, known as Fallen Angel (堕だ天てん使し Datenshi) in the OCG, are an archetype of DARK Fairy-Type monsters representing fallen angels. They are almost universally high-level and thus hard to summon, but have generally high power and potent effects. Later members of the group have effects that lets discard themselves and/or other Darklords card as well as the ability to copy the effect of their Spelland Trap Cards in the Graveyard. They are used by Midori Hibiki in the GX manga.

Tropes associated with the Darklords:

  • Anti-Regeneration: Nurse Reficule's effect reverses your opponent's life point gains into life point losses.
  • Armor-Piercing Attack: Edeh Arae's gains this effect if he is Special Summoned from the Graveyard.
  • Ascended Demon: Nasten is featured on the artwork of Darklord Contact standing at an altar, and then in the artwork of The Sanctified Darklord kneeling before a figure resembling the man in the Solemn cards (implied to be God) inside a church-like building. This suggests that Nasten was trying to contact God in the former card's artwork and and is seeking redemption from him in the artwork of the latter card.
  • Bilingual Bonus: Superbia's name is the latin word for "pride". While this emotion is commonly viewed as a sin, it can also be interpreted as the positive feeling of fulfillment one has towards their own beliefs, as a result of being praised by those whom they are attached to. This ties in with Superbia's effect, as it Special Summons a fellow Fairy monster from the GY, symbolizing him recruiting a friend to the Darklords' cause.
  • Bowdlerise:
    • The archetype is known as "Fallen Angel" in the OCG. The TCG initially translated this as "Fallen One", and later "Darklord", which became the name of the series, and later archetype as a whole.
    • Given that the OCG name of "Fallen Angel Lucifer" would be likely deemed inappropriate for a card marketed to western children, the TCG changed his name to "Darklord Morningstar", which makes sense, as "Lucifer" was the Latin name for Venus as the morning star in the ancient Roman era.
  • Came Back Strong: Superbia and Edeh Arae gain their effects when they are Special Summoned from the Graveyard.
  • Casting a Shadow: They are all DARK monsters.
  • Dark Is Not Evil: The Darklords are fallen angels planning a rebellion against God, yet they are the signature cards of Midori Hibiki, the Big Good of the GX manga. They also have a Foil dynamic with the Archlord cards.
  • Difficult, but Awesome: Winning with a deck of fallen angels with awesome artwork is always a treat, but making a consistent deck with them is tough; mainly because despite all the improvements made to the archetype over the years, they still have the same Fatal Flaw: If you cannot get your play-makers going, your deck is going to brick and brick hard.
  • Discard and Draw: The Darklords introduced in Destiny Soldiers, bar Morningstar, all have an effect where they can discard themselves and/or other Darklord cards from the hand to gain various effects. In Darklord Ixtab's case, it's literal as her effect lets the player draw two cards.
  • Early Installment Weirdness: Marie, the first member of the archetype, is a Fiend-Type monster rather than Fairy-Type like the others. Possibly justified in that she was released much earlier than any subsequent members, and it would be several years before Darklord became a series with consistent traits across its members, let alone an archetype.
  • Enemy Summoner:
    • If Superbia is Special Summoned from the Graveyard, it then Special Summons another Fairy-Type monster from there as well.
    • Asmodeus Special Summons two Token Monsters if it is destroyed.
    • If Morningstar is Tribute Summoned, he Special Summons "Darklord" monsters from the hand or Deck, equal to the number of Effect Monsters the opponent controls.
  • Evil Costume Switch: Darklord Zerato being an evil version of Archlord Zerato can be inferred by the artwork on Darklord Zerato; what appears to be the ruins of The Sanctuary in the Sky appears in the background of this card. It is possible that he may have been responsible for the destruction of the sanctuary.
  • Fallen Angel: It's all in the name.
  • Fusion Dance: Darklord Marie is the fallen version of St. Joan. Her fusion with The Forgiving Maiden is symbolic; her sins are forgiven and she becomes a saint. Later, she becomes Guardian Angel Joan. Reflecting that she was accused of witchcraft and when she was proven right, she became a Saint.
  • Hellish Horse: Amdusc is a Winged Unicorn. He is based on Amdusias, a demon that is usualy depicted as a Humanoid Abomination with claws and a horse's face.
  • Holy Halo: Defied. Several of the newer members feature a halo above their heads, symbolizing their former holy nature, which was curiously not edited out in their TCG releases. However, rather than the traditional iteration of this trope, the Darklords' halos are red-colored and feature spikes radiating outwards from them, highlighting their "fallen" status.
  • Irony: All the Darklord monsters are implied to be Archlords who fell from grace and revolted against the others. However, Archlord Kristya has spectacular synergy with the archetype, as it can be easily Summoned via Superbia (either by Special Summoning Kristya from the Graveyard with its effect or by Tributing Superbia and the monster it Special Summoned for a Tribute Summon) and can recycle Ixchel from the Graveyard.
  • The Leader: An article by Konami names Morningstar as this to the other Darklords.
  • Literal Split Personality: Asmodeus's effect. When destroyed, it Special Summons to two Token Monsters called Asmo and Deus.
  • Loophole Abuse:
    • The Darklords introduced in Destiny Soldiers, except Morningstar, all have a common effect where the controller can pay 1000 LP, target a Darklord Spell or Trap Card in their Graveyard, apply its effect, and finally shuffle the target into the Deck. As such, the controller can use the effects of Darklord Spell and Trap Cards without paying their usual costs. This is particularly useful, as some of those costs, such as the one on Darklord Descent (which requires the controller to pay half their LP), can be quite hefty.
    • Amdusc's effect allows the controller to discard it and another Darklord card, then add a Darklord card from their Graveyard to their hand. However, this effect does not prevent the controller from adding back Amdusc itself to the hand. Thus, a common usage of this effect is to discard Amdusc and copies of Superbia, Zerato, or the Darklord Trap Cards for later recursion or recovery, then retrieve Amdusc with its own effect to repeat the process again next turn.
  • Meaningful Rename: The first two members of the archetype were named "Marie the Fallen One" and "Nurse Reficule the Fallen One" when they were released in the TCG, and thus, their names did not include the archetype's name string. This was understandable, given that their introduction long predated "Darklord" becoming a series with consistent traits across its members, and it would be several more years after that before the group even became an archetype. This only became an issue in gameplay once the Destiny Soldiers pack introduced the first archetype support, necessitating that the TCG rename the cards to "Darklord Marie" and "Darklord Nurse Reficule". Averted for the French translations, as they consistently translated "Darklord" as "Ange Déchue" for all the members from the start, including Marie and Reficule, thus a rename was not necessary.
  • Overshadowed by Awesome: With the exception of Superbia and Zerato, the older Darklords fell out of use in a dedicated archetype deck upon the release of the Destiny Soldiers pack, and "Darklord" becoming an archetype. This was due to them either being underpowered as a result of Power Creep, or lacking synergy with the playstyle introduced by the new members in that pack.
  • Person of Mass Destruction: Zerato's effect destroys all of the opponent's monsters, as well as himself at the end of the turn.
  • Power Copying: The Darklords introduced in Destiny Soldiers, except Morningstar, all have a common effect where at the cost of 1000 LP, the controller can apply the effect of a Darklord Spell or Trap Card in their Graveyard as the monster's own effect (effectively copying it), and then return that card to their Deck.
  • Religious and Mythological Theme Naming: They are named after various mythological demons, fallen angels, deities, or spirits. Quite fitting for a group of Fallen Angels.
  • Reviving Enemy: Superbia's effect Special Summons a Fairy-Type monster from the Graveyard.
  • Satan: One of them is literally Lucifer.
  • Sdrawkcab Alias: "Reficule" is a romanization of "Lucifer" written backwards, with an extra e. Lucifer is a name for the morningstar and the fallen angel. In later times, his name became another alias for the Devil.
  • Sixth Ranger:
    • St. Joan. Not part of this archetype, but one of her materials is.
    • The Condemned Maiden joins this archetype as their Link Monster. She's known as Condemned Darklord.

    Dark Magician
The ultimate wizard in terms of attack and defense.
The Dark Magician, called Black Magician in the OCG, is one of the most famous Yu-Gi-Oh! monsters of all time and Yugi's signature monster. He and his related cards are DARK Spellcasters that heavily rely on powerful support cards to make up for their mediocre or non-existent effects. He has numerous retrains, including the Magician of Black Chaos/Dark Magician of Chaos and Ebon Illusion Magician. Originally, he was Palladium Oracle Mahad, one of Atem's six High Priests and the original wielder of the Millennium Ring.

The Dark Magician archetype is supported by the Magician Girl archetype, a group of six young witches led by Dark Magician Girl.

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

Tropes associated with the Dark Magician monsters:

  • Adaptation Dye-Job: Duel Monsters changed Dark Magician's blue/green skin color into a normal looking one, his hair went from blonde to dark purple, his dark purple/dark blue attire became bright purple, and his wand became green (also green in his LOB artwork). Takahashi changed the color of his hair and attire to white and black respectively for his anniversary design. The DSOD design is based on the anniversary one.
  • Amazing Technicolor Population: Dark Magician has blue or green skin on almost every artwork other than the iconic anime artwork from Duel Monsters and the one used by Pandora. This reflects his nature of being a supernatural being who sacrificed his mortal life to become the Pharaoh's eternal servant. Black Chaos also continues this trope.
  • Anti-Magic: Dark Magic Attack destroys every Trap and Spell card the opponent controls, but can only be played when Dark Magician is on the field. This card is based on Dark Magician's Signature Move in the anime.
  • Back from the Dead: If Palladium Oracle Mahad is destroyed by battle or card effects, he comes back as Dark Magician. This is a reference that Mahad became the Pharaoh's Dark Magician in the anime and manga.
  • Badass Normal: Not as badass as Blue-Eyes or Summoned Skull in the old days, but he could still benefit from cards that supported Normal Monsters. After originating an archetype, he got access to much stronger support, being able to be continuously revived, swarm the field, Fusion Summon and wipe the board.
  • Blade on a Stick: Dark Paladin carries one, with the blade part being longer than his arms.
  • Butt-Monkey: Despite repeatedly receiving some great support and most adaptations depicting the Dark Magician as a Badass through and through, the archetype has never been considered a competitively viable deck. To add insult to injury, his Arch-Nemesis Blue-Eyes White Dragon has briefly enjoyed some time as a tier 1 deck.
  • Casting a Shadow: All of the Dark Magician monsters are DARK monsters.
  • Combination Attack: The Spell Card "Dark Burning Magic" destroys all cards on the opponent's side of the field if you have both Dark Magician and Dark Magician Girl. It combines the effects and requirements of "Dark Magic Attack" (Destroys all your opponent's spells and traps if you control Dark Magician) and "Dark Burning Attack" (Destroys all your opponent's face-up monsters if you control Dark Magician Girl) into one spell.
  • Dark Is Not Evil: Much like several of Yugi's other prominent monsters, they are of the DARK attribute, but are consistently portrayed as heroic.
  • Dragon Rider:
    • Dark Magician can fuse with any dragon-type monster to become "Amulet Dragon" or "Dark Magician the Dragon Knight". Both cards' artwork depict him riding the Eye of Timaeus, hinting that this is the card supposed to bring them out.
    • Dark Magician Girl can also fuse with Timaeus to become a Dragon Knight.
  • Dub Name Change:
    • Black Magician —> Dark Magician.
    • Black Magician Girl —> Dark Magician Girl.
  • The Dividual: The fusion monster Dark Magicians - The Ultimate Wizards is Dark Magician and Dark Magician Girl teaming up and sharing a card, rather than a singular monster.
  • Evil Twin: The alternate art version of Dark Magician's card, which resembles the sinister-looking crimson-robed version used by Pandora/Arcana in the anime, is most often perceived this way.
  • Foil: To the Blue-Eyes White Dragon in terms of playstyle. 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 his variants into play, and then protect him while using other support cards to destroy/banish the opponent's cards through their effects. 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 he can combine with to use stronger support Spell and Trap Cards and he has Xyz versions of himself.
  • Fusion Dance:
    • Dark Magician + Flame Swordsman = Dark Flare Knight.
    • Dark Magician + Buster Blader = Dark Paladin.
    • Dark Magician + The Eye of Timaeus = Amulet Dragon or Dark Magician the Dragon Knight.
    • Dark Magician + Gaia the Fierce Knight = Dark Cavalry note 
    • Dark Magician Girl + The Eye of Timaeus = Dark Magician Girl the Dragon Knight.
    • Dark Magician or Dark Magician Girl + Spellcaster-type Monster = Dark Magicians – The Ultimate Wizards
  • Luck-Based Mission: Dark Sage is one of the very few cards in the game that (literally) requires pure luck to summon. In other words, Dark Sage must first be Special Summoned (from your hand or Deck) by Tributing 1 Dark Magician immediately after applying the effect of Time Wizard in which you called the coin toss right. When Special Summoned this way: Add 1 Spell Card from your Deck to your hand.
  • Magic Knight:
    • Dark Magician Knight must be Special Summoned with Knight's Title and cannot be Special Summoned by other ways. When this card is Special Summoned: Target 1 card on the field; destroy that target.
    • Dark Paladin epitomizes this trope, serving as a fusion of a Spellcaster (Dark Magician) & Warrior (Buster Blader). For bonus points, Dark Paladin also has his very own BFS.
    • Dark Flare Knight is also an example for the same reasons, but this time as a fusion of the Dark Magician and Flame Swordsman.
    • Dark Magician Girl the Dragon Knight is Dark Magician in a knight armor riding Timaeus.
  • Merlin and Nimue: The Dark Magician and Dark Magician Girl, both the cards and their Ancient Egyptian counterparts. They are rather closer in age than most, with there being only about a 10 year age difference. Note that the Dark Magician Girl becomes more powerful if a Dark Magician is in either player's graveyard. She became stronger on her own to avenge him.
    • Another link between the two is the Spell Card "The Sage's Stone" which allows the player to summon Dark Magician if he controls Dark Magician Girl. (There's also an anime-only card that does the exact opposite.)
    • This link is also referenced with Dark Magician of Illusions's alternate way of Xyz Summoning with Magi Magi ☆ Magician Gal.
    • The two even get a fusion monster form known as Dark Magicians – The Ultimate Wizards.
  • Mythology Gag: The artwork for Dark Magic Attack is based on the final scene of the battle between the Thief King Bakura and Mahad shortly after he fuses his soul with his spirit Ka (Vol. 31 in Japanese, Millennium World Vol. 2 in the U.S.).
  • Nice Hat: ALL of them. Most of them have hats that are based on the style Dark Magician wears, which a few Spellcasters not of this archetype also adapt. (Like Magician's Valkyria, Gagaga Magician, and Gagaga Girl).
  • Older and Wiser: Dark Sage is the aged version of Dark Magician; due to the magic of Time Wizard, he is now over 1000 years old.
  • The Rival: To Blue-Eyes White Dragon. Unfortunately, Dark Magician is not that much successful competitively.
  • Sixth Ranger:
    • While they support the archetype, Skilled Dark Magician and Dark Magician of Chaos are not Dark Magician monsters, but they are members of the Magician archetype.
    • Inverted with Quintet Magician, who looks suspiciously similar to Dark Magician except any Spellcaster-type monsters can benefit from this card's effect.
    • Apprentice Magician Girl, despite having a monster effect involving Dark Magician and having a very similar outfit to the other Magician Girls, is not part of any "Magician" archetype. She's officially from the "Prophecy" archetype.
  • Sliding Scale of Gameplay and Story Integration: Dark Magician's flavor text states that he's "the ultimate wizard in terms of offense and defense". It initially appears to be Gameplay and Story Segregation, due his stats being just 2500 ATK and 2100 DEF, making him weaker than other Spellcaster-Types like Cosmo Queen (2950 ATK/2450 DEF) or Skull Knight (2650 ATK/2250 DEF) who debuted around the time as Dark Magician did. However, as the years went by, the lore text may actually not refer to his ATK and DEF, but to his high amount of Spell and Trap Cards he has access to. Many of his support cards give Dark Magician high offensive power and defensive power, even if they may or may not alter his stats.
  • Status Ailment: Apple's first effect as well as Lemon and Choco's second effects all halve the ATK of the attacking monster, making it easier for the monster they summoned to survive the attack.
  • Status Buff:
    • Dark Magician Girl gains 300 ATK for each Dark Magician and Magician of Black Chaos in either player's Graveyard.
    • Apprentice Illusion Magician can be send from the field or hand to the Graveyard to increase the ATK and DEF of your battling DARK Spellcaster-Type monster by 2000.
    • Dark Paladin gains 500 ATK for each Dragon-Type monster on the field and in either player's Graveyard.
  • Student and Master Team: Dark Magician and Dark Magician Girl are designed to work together. This is even reflected by their Xyz counterparts — Ebon Illusion Magician needs 2 Level 7 to summon, or you can use a Rank 6 Spellcaster-type Xyz, and it so happens Magi Magi ☆ Magician Gal is such a card.
  • Took a Level in Badass:
    • Dark Eradicator Warlock is an improved version of Dark Magician, and probably the intermedial age between Dark Magician and Dark Sage. His control over the dark arts is so strong, he can harm his foes with any kind of spell.
    • Sorceror of Dark Magic is the strongest variation of Dark Magician. He has 700 more ATK and DEF than Dark Magician. His attire, as with many powerful Spellcaster monsters, is based off of Dark Magician. This effect is a stronger version of Jinzo's effect, but activation is optional.
    • Magi Magi ☆ Magician Gal is an Xyz Monster upgrade of Dark Magician Girl and a possible female counterpart to "Sorcerer of Dark Magic". They can both be summoned with 2 Level 6 Spellcaster-Type monsters. She was made Rank 6 as a reference to Dark Magician Girl being Level 6. This also allows Dark Magician Girl to be used as Xyz Material for this card.
    • Ebon Illusion Magician is an Xyz Monster counterpart of Dark Magician that can special summon him from the deck and banishes a card when the player declares an attack with a Normal Monster.
    • Apprentice Illusion Magician is a better Main Deck version of Dark Magician Girl. While she retains the same stats and Level, Apprentice Illusion Magician is much easier to summon and has much stronger supporting effects.
  • Weak, but Skilled: Only a select few of them are very powerful in battle, while the others are either mediocre or weak. However, most of them have quite useful effects to balance their weakness and their presence alone is often enough for combos.
  • Yin-Yang Bomb: Dedication Through Light and Darkness suggests that in order to become the Dark Magician of Chaos, the Dark Magician must first learn to use LIGHT magic in addition to his regular DARK magic, effectively giving him the power of Chaos.

    Dark Necrofear / Destiny Board / Spirit Message
Mummy will take good care of you...
Dark Necrofear, formerly known as Dark Necrophilia, is a Level 8 DARK Fiend-Type Effect Monster with 2200 ATK and 2800 DEF. She is one of Yami Bakura's signature monsters and she has a direct connection with the Trap Card Destiny Board, the initator of an Instant-Win Condition. According to the Master Guide, she is the Queen of all Fiend-Type Monsters. In Duelist Pack: Legend Duelist 5, she received a retrained counterpart, Curse Necrofear.

Destiny Board itself is supported by the Spirit Message archetype. To wit, if a player activates Destiny Board, and then successfully places the four different Spirit Message cards on their field through its effect in a specific order, they automatically win the Duel.

Tropes associated with Dark Necrofear:

  • An Arm and a Leg: In the manga, it was Dark Necrofear's whole body who writes the message. In the anime, it's only her disembodied hand, which is also the case in Destiny Board's manga card artwork.
  • The Artifact: In the manga, in order for Destiny Board to accumulate letters, Dark Necrofear had to be in the controller's Graveyard. And in the anime, she had to be destroyed and sent to the Graveyard before Dark Sanctuary could be activated. In the OCG, neither Destiny Board nor Dark Sanctuary require her at all. However, some video games do depict her in a cutscene spelling out the message with an ouija board if the player wins via Destiny Board, and Yu-Gi-Oh! Duel Links in particular re-integrates her into the Destiny Board skill by requiring her to be in the Graveyard to activate it. Dark Occultism does make reference to the connection between Dark Necrofear and Destiny Board, however, as it can either add a Level 8 Fiend-Type monster (which Dark Necrofear is) or Destiny Board itself from the Deck or Graveyard to the hand.
  • Bald of Evil: She is completely bald and is very evil.
  • Battle Aura: Her dark aura is also present in the anime.
  • Bowdlerise: Dark Necrofear was originally named Dark Necrophilia when she was introduced in Weekly Shounen Jump, but this was changed the next week.
  • Black Eyes of Evil: Her sclera are black.
  • Brainwashed and Crazy: If Dark Necrofear is destroyed by an opponent's card, either through battle or card effect, and sent to the Graveyard, the controller can equip her to an opposing monster and then take control of it.
    • In the manga, she can possess any opposing monster once per turn as long she is in the Graveyard.
  • The Cameo: In some video games, Dark Necrofear will appear after the last letter is on the field and she will spell the message.
  • Casting a Shadow: She and her retrained counterpart, Curse Necrofear, are DARK monsters.
  • CCG Importance Dissonance: In the manga, Dark Necrofear was the linchpin of the Destiny Board strategy, as Destiny Board could only be activated when she was sent there. Removing her from the Graveyard also caused Destiny Board to stop applying its effect or accumulating any letters to lead to its Instant-Win Condition. This is not the case in the anime, where Destiny Board was not dependent on her to work. Instead, her destruction there allowed the controller to activate Dark Sanctuary, which is similarly destroyed should she be removed from the Graveyard. The OCG incarnation of Dark Necrofear is instead a standalone card tied neither to Destiny Board or Dark Sanctuary, though it does retain the concept of an effect that triggers when she is destroyed, albeit one that lets the controller take control of an opposing monster instead.
  • Creepy Doll/Killer Teddy Bear: Her doll resembles Necroface. In the dub, the dilapidated doll that she holds is removed as it resembled a mutilated child.
    • Dark Necrofear herself resembles a doll, since her limbs look like doll limbs.
  • Dark Action Girl: While better in Defense Position, her ATK is not that bad. Curse Necrofear, her retrained form, fits this trope better, as its ATK and DEF are swapped from the original Dark Necrofear.
  • Dark Is Evil: In the manga, Dark Necrofear tries to kill the opponent with the Destiny Board.
  • Decomposite Character: In the manga, if destroyed and sent to the Graveyard, Dark Necrofear had an effect known as "Marionette's Spirit" wherein once during the opponent's turn, the controller can pick an opposing monster and should the opponent attack with that monster, the attack is negated and the opponent takes half of that monster's ATK as damage while the controller gains an equal amount of LP. In the anime, however, this effect is transferred to Dark Sanctuary, a Field Spell Card created for that medium, and named the "Ghost of Dark Sanctuary", with Dark Necrofear herself instead triggering the activation of Dark Sanctuary when she is destroyed.
  • Eye Beam: How she attacks in the anime.
  • Foil: The original Dark Necrofear is this to her retrained counterpart, Curse Necrofear. While the former is more defensive, with 2200 ATK and 2800 DEF, the latter has those stats reversed and is thus more offensive. While the former is a Special Summon-only monster that must first be Special Summoned by her own Summoning condition, the latter is a Nomi monster that can be Special Summoned through a card effect, but still has a Summoning condition that the controller can use to bring her out. Both have Summoning conditions the Special Summon them from the hand and require three Fiend-Type monsters in some form. The former requires the controller to banish those monsters from their Graveyard, while the latter's returns said monsters from the controller's banished cards to the Deck. Finally, they both have effects that trigger during the End Phase of a turn that they were destroyed by an opponent's card (either through battle or card effect) and sent to the Graveyard. The former equips herself to an opposing monster and lets the controller take control of it, while the latter Special Summons herself and destroys cards on the opponent's field equal to the number of unique Spell and Trap Cards on the controller's field.
  • God Save Us from the Queen!: Considered as the Queen of all Fiend-Type Monsters.
  • Gratuitous English: Regardless in which country, the message will always be in English.
  • My Death Is Only The Beginning:
    • Across the various mediums, Dark Necrofear applied an effect if she is destroyed and sent to the Graveyard. In the manga, this is a prerequisite for activating Destiny Board. In the anime, she had an effect that allowed the controller to activate Dark Sanctuary from the hand, Deck, field, or Graveyard if destroyed this way. In the OCG, during the End Phase of the turn she is destroyed this way, the controller could equip her to an opponent's monster and take control of said monster.
    • Curse Necrofear similarly also has an effect that triggers if destroyed and sent to the Graveyard by an opponent's card. In this case, during the End Phase of the turn that occurs, she can Special Summon herself and then the controller can destroy cards on the opponent's field equal to the number of Spell and Trap Cards the controller has on their field.
  • Mythology Gag: In the manga, if destroyed and sent to the Graveyard, Dark Necrofear applied an effect wherein during each of the opponent's turns, she could "posses" an opposing monster of the controller's choice, and should the opponent attempt to attack with the "possessed" monster, the attack would be negated, and they would take half that monster's ATK as damage while the controller gained an equal amount of LP. Dark Necrofear's OCG incarnation instead has a literal possession effect where she equipped herself to an opponent's monster and gave control of it to her controller. The fact the the OCG card equipped herself to a target monster this way may be a reference to the anime's take on the manga effect, which was transferred to Dark Sanctuary as the "Ghost of Dark Sanctuary". To wit, whenever the ghost "possessed" an opponent's monster, it took the form of an Equip Card equipped to the targeted monster, as Yugi found out when he used Collected Power to forcefully move the ghost to another monster of his choice.
  • Sudden Name Change: Dark Necrofear was first introduced as Dark Necrophilia in the Weekly Shounen Jump. The next issue changed her name.

Tropes associated with Destiny Board and the Spirit Message cards:

  • Achilles' Heel: Dark Sanctuary Special Summons any Spirit Message cards placed on the field through Destiny Board as Normal Monsters, while making them invulnerable to attack and unaffected by card effects, save for Destiny Board itself. It does not, however, protect Destiny Board in any way, making it highly likely that the opponent will target Destiny Board for any attempts to disrupt the Instant-Win Condition.
  • Awesome, but Impractical: If the controller amasses Destiny Board and the four different Spirit Message cards on their field, they automatically win the Duel. During each of the opponent's End Phases, the effect of Destiny Board will place a Spirit Message card on the controller's field in the sequence that spells out the message. However, the controller cannot proactively activate Spirit Message cards on their own, they have to be placed on the field from the Deck by Destiny Board's effect, which means that drawing these cards will usually brick the hand, as they have no effects on their own. Also, if Destiny Board or any of the Spirit Message cards are removed from the field, then all other such cards currently on the field will be sent to the Graveyard.
  • Balance Buff: In the years following the introduction of these cards, they received new support which helped to cover for their weaknesses and greatly alleviated the Awesome, but Impractical aspect of trying to win Duels with them.
    • Dark Sanctuary Special Summoned any Spirit Message cards placed on the field by Destiny Board as Normal Monsters that could not be affected by card effects, except those of Destiny Board itself, and could not be attacked by the opponent. This gave the Spirit Message cards much needed protection against any removal from the opponent, and also freed up the controller's Spell & Trap Zones for other cards. However, Dark Sanctuary's protection does not extend to Destiny Board itself, which still it (and the Spirit Message cards by extension) vulnerable to removal by the opponent.
    • Dark Occultism could add Destiny Board (or a Level 8 Fiend-Type monster) from the controller's Deck or Graveyard to the hand at the cost of discarding a card, giving the archetype's linchpin card much greater accessibility, as it was previously difficult to search from the Deck or recycle if sent to the Graveyard. It could also banish itself from the Graveyard to let the controller place any number of Destiny Board and/or Spirit Message cards with different names from the hand or Graveyard on the bottom of the Deck in any order and then let the controller draw an equal number of cards. In addition to the clear benefit of recycling any archetype cards that wound up in the Graveyard, this also alleviated the issue of the Spirit Message cards becoming dead draws, by placing them somewhere that made it unlikely to draw them again.
    • Death Sentence allowed the controller to add Fiend-Type monsters from their Graveyard or banished cards to their hand, up to the number of Destiny Board or Spirit Message cards they control. However, its true worth to the archetype comes in the form of its other effect, wherein the controller could send it to the Graveyard and place a Spirit Message card from their hand, Deck, or Graveyard in their Spell & Trap Zone, with said card being treated as if it was placed via Destiny Board's effect. This greatly solves the issue of dead drawing a Spirit Message card, as well as those cards being previously difficult to search out or recycle. It also allowed the controller to speed up the Destiny Board strategy by one turn, which is invaluable for an archetype whose win condition normally takes at least four turns to see fruition.
  • Bowdlerise:
    • The OCG artworks of these cards featured an ouija board, which was removed for their TCG releases due to its occult nature. Curiously though, despite the translators removing any ouija references from the cards, they still opted to give "Ouija Board" the TCG name of "Destiny Board" anyway.
    • The message spelled out by these cards was changed from "DEATH" in the OCG to "FINAL" in the TCG. The names of the Spirit Message cards were also changed accordingly to match the different letters each card featured between the OCG and TCG.
  • Decomposite Character: The Spirit Message cards do not exist in the manga, where Destiny Board simply accumulated and kept track of the letters to spell out the message for its Instant-Win Condition by itself. This is similar to how counters are used to keep track of how many times an effect is applied in the anime and OCG. As this concept would be difficult to translate faithfully to other mediums, the Spirit Message cards were created for the anime and OCG to keep track of the progress made towards the Instant-Win Condition.
  • Demonic Possession: In the anime, Dark Sanctuary generated a ghost that could "possess" an opposing monster of the controller's choice during the opponent's turn. Unlike most cases of this trope, this did not actually switch control of the "possessed" monster to the controller, but instead negated any attacks the opponent declared using the "possesses" monster and then inflicted damage to the opponent equal to half that monster's ATK, with the controller gaining an equal amount of LP. In the manga, however, Dark Sanctuary did not exist as a card and this effect belonged to Dark Necrofear instead.
  • Eyes Do Not Belong There: Dark Sanctuary contains a dark haze with floating disembodied eyes scattered throughout.
  • Exactly What It Says on the Tin: Destiny Board's original Japanese name literally translates to "Ouija Board".
  • Expy: These cards share similarities with the earlier Exodia the Forbidden One and his limbs as the associated Forbidden One cards. Both groups comprise a series of five cards that must be all accumulated in a single location (the field in the case of Destiny Board and the hand for Exodia) and instantly win the Duel for the player that does so. Both groups also have a linchpin card (Destiny Board and Exodia the Forbidden One) that applies the Instant-Win Condition, while the other four cards (the Spirit Message and Forbidden One cards) must be used in combination with the linchpin card and are practically useless otherwise.
  • Instant-Win Condition: If a player activates Destiny Board and then through its effect, places the four Spirit Message cards on their field in order without being interrupted, they automatically win the Duel.
  • Keystone Army: Dark Sanctuary converts the Spirit Message cards into monsters that cannot be attacked and are unaffected by card effects, except Destiny Board's, rendering them almost invulnerable. However, it does not protect Destiny Board at all, which remains in the Spell & Trap Zones. If an opponent removes Destiny Board, its effect will functionally cause this trope, as the controller will then lose all of their Spirit Message monsters.
  • Loophole Abuse: Death Sentence can place a Spirit Message card on the field from the controller's hand, Deck, or Graveyard, and treat it as having been placed through Destiny Board's effect. In addition to providing a viable alternative way to place Spirit Message cards, this also speeds up the archetype's Instant-Win Condition by one turn.
  • Mythology Gag:
    • In the anime, Dark Sanctuary generated a ghostly entity known as the "Ghost of Dark Sanctuary" that could "possess" an opposing monster of the controller's choice on the opponent's turn, and should the opponent attack with the possessed monster, the attack would be negated and the opponent would receive damage equal to half that monster's ATK, with the controller gaining an equal amount of LP. This references the fact that the effect originally belonged to Dark Necrofear in the manga and was triggered when she was sent to the Graveyard. The anime incarnation of Dark Necrofear instead activated Dark Sanctuary itself from the hand, Deck, field, or Graveyard. The OCG version of Dark Sanctuary references this through a functionally similar effect, whereby if an opponent's monster declares an attack, the controller can toss a coin, and if the result is heads, the attack is negated and the opponent takes damage equal to half the ATK of their attacking monster.
    • The OCG Dark Sanctuary supporting the Spirit Message cards references the fact that Yami Bakura used them alongside it in the anime. The OCG card Special Summoning Spirit Message cards as monsters and making them unable to be attacked or affected by card effects (apart from Destiny Board) may be a reference to the anime card's ability to generate the "Ghost of Dark Sanctuary", which had similar protections.
    • Dark Occultism's effect to add either Destiny Board or a Level 8 Fiend-Type monster (of which Dark Necrofear is one such monster) from the Deck or Graveyard to the hand is a reference to the connection between Destiny Board and Dark Necrofear in the manga. To wit, the former could only be activated when the latter was sent to the Graveyard.
  • Name's the Same: Due to the fact that the message spelled out by these cards was changed from "DEATH" in the OCG to "FINAL" in the TCG, Spirit Message "A" in the TCG, the fourth card in the sequence, represents the same letter as (and shares its corresponding name with) the third sequential card in OCG, which became Spirit Message "N" in the TCG. The fourth sequential card in the OCG (the Japanese counterpart of the TCG's Spirit Message "A") instead represented the letter T.
  • Nerf:
    • In the manga, nevermind winning the Duel, Destiny Board's effect flat-out kills the opponent.
    • Zigzagged where Destiny Board's actual effects are concerned. In the manga, the Spirit Message cards do not exist, and Destiny Board accumulates and keeps track of the letters to spell the message all on its own, allowing the contorller to use their other Spell & Trap Zones for other cards and making it much less susceptible to disruption. However, it can only be activated if Dark Necrofear is sent to the Graveyard and is reliant on her being there to apply its effects. However, unlike it the anime and OCG, where removing Destiny Board or any Spirit Message card results in all of them being sent to the Graveyard, the manga version of Destiny Board is not destroyed if Dark Necrofear is removed from the Graveyard, but merely ceases to accumulate letters or apply its effects until Dark Necrofear is returned to the Graveyard, at which point it continues to do so.
  • Nigh-Invulnerability: While under the effect of Dark Sanctuary, the Spirit Message cards become monsters that cannot be attacked and are unaffected by other card effects, except Destiny Board's, making them virtually invincible. However, Destiny Board itself becomes an Achilles' Heel, as it remains in the Spell & Trap Zone and unprotected. Removing it will still cause the Spirit Message cards to be sent to the Graveyard.
  • Too Many Mouths: Dark Sanctuary contains a dark haze with floating disembodied mouths scattered throughout.
  • Weaksauce Weakness:
    • In the manga, Destiny Board only accumulates letters and applies its Instant-Win Condition as long as Dark Necrofear is in the controller's Graveyard. Should Dark Necrofear be removed from the Graveyard, Destiny Board will stop applying any of its effects, though it will still remain on the field. However, it will continue to accumulate letters once again should Dark Necrofear be returned to the controller's Graveyard.
    • If Destiny Board or any of the Spirit Message cards are removed from the controller's field, then all such remaining cards currently on their field will be sent to the Graveyard. It should be noted that these cards take up their controller's Spell & Trap Zones (which severely limits their ability to play other such cards), and that it takes four of the opponent's End Phases from when Destiny Board is activated to win the Duel with its condition. These factors conspire to ensure that the controller faces an uphill battle to protect these cards and keep the opponent from ruining the strategy.
    • The Spirit Message cards cannot be activated proactively by the controller at all, they must be placed onto their field from their Deck through the effect of Destiny Board. As such, these are cards that you really do not want to draw as they are almost certainly dead draws and will brick your hand.

    Dark Ruler Ha Des
Imagine your own evil laughter here.
Dark Ruler Ha Des was, when he was originally released, true to his name as one of the most formidable Fiend monsters in the game. He has appeared in card art as a shadow figure manipulating things from behind the scenes and using dark magic against his enemies. In the story of the cards, the Dark King killed Ha Des, but he returned as the Zombie-Type Revived Ruler Ha Des.

Tropes associated with Dark Ruler Ha Des:

  • Back from the Dead: Killed by Dark King of the Abyss with a Hate Buster but came back as Revived King Ha Des and killed Dark King of the Abyss
  • Beard of Evil: It tends to blend in with his outfit, though.
  • Bowdlerise: His horns are removed in the International artwork. He's also one of several monsters whose name formerly had "death" in it, only to be replaced with "des." It does, however, make for a pun on Hades.
  • Brainwashing: Shown in The Puppet Magic of Dark Ruler.
  • Deal with the Devil: Shown in A Deal with Dark Ruler.
  • Dragon-in-Chief: Literally, A Deal with Dark Ruler brings out Berserk Dragon, a dragon monster that outstrips Ha Des in ATK by a little over 1000 points.
  • Evil Overlord: It's all in the name.
  • Evil vs. Evil: There is a war between Dark Ruler Ha Des and Dark King of the Abyss. Ha Des tricked Dark King out of his throne with Demotion. Dark King got his revenge, but was killed by the Revived Ruler Ha Des.
  • Power Nullifier: As Dark Ruler Ha Des, he can negate the effects of all Effect Monsters destroyed by battle with your Fiend-type monsters. Revived King Ha Des does the same for your Zombie-type monsters.
  • Shock and Awe: Shown in Raigeki Break.
  • Sorcerous Overlord: He's consistently depicted as wielding all sorts of magical powers.
  • Our Zombies Are Different: Revived King Ha Des is a demonic zombie.
  • Vampiric Draining: Done to Dark King in Destruct Potion.

    Dark Scorpions
The gang's all here.
The Dark Scorpions, called as Black Scorpions in the OCG, are five (with a sixth card representing all of them) DARK Warrior monsters. They're a gang of thieves that allow the player to use one of two effects when they damage the opponent. Though they lack offensive monster, their effects are very potent. They are used by the Seven Star Assassin Don Zaloog in GX.

Tropes associated with the Dark Scorpions:

  • Awesome, but Impractical: The Trap Card "Dark Scorpion Combination" lets each Dark Scorpion make a direct attack; while it reduces the damage each one does to only 400, all five of their effects are activated at once, one of them - Meanae's - letting you recover the Trap itself to use again. The problem is, you must have each of them on the field at once, and seeing as their scores are mediocre at best, pulling this off is very hard to do (unless you summon them all at once using "Mustering of the Dark Scorpions" which is itself no easy feat.)
  • Bald of Awesome: Gorg, as he's quite strong.
  • The Big Guy: Gorg, because he is the largest of the Five Dark Scorpions.
  • Can't Spit It Out: According to the "Master Guide", Gorg seems to have a crush on Meanae but can't express his feelings due to his stone-face nature and lack of emotions.
  • Carry a Big Stick: Gorg's Weapon of Choice, because he's quite strong.
  • The Chick: Meanae, the team's girl.
  • Drop the Hammer: Chick, because it's funny to see a small thief like him use an unwieldy weapon.
  • Eye Patch Of Power: Don Zaloog.
  • Eyes Always Shut: Gorg.
  • Femme Fatale: Meanae.
  • Guns Akimbo: Don Zaloog in the Japanese artwork.
  • The Hero: Don Zaloog, as he leads the Dark Scorpions.
  • Hospital Hottie: Meanae's disguise in Yu-Gi-Oh! GX. It works because she's the Team Mom.
  • Knife Nut: Cliff, to go along with his job. Also Don Zaloog in the international artwork.
  • The Lancer: Cliff. His title is "Trap Remover".
  • Loveable Rogue: A group of them.
  • My Friends... and Zoidberg: For the longest time, Cliff the Trap Remover did not have "Dark Scorpion" in his card name, and as such their support cards had to specify that they worked for Dark Scorpion monsters and Cliff the Trap Remover. Konami eventually did the sensible thing and gave Cliff an erratum that added him to the archetype.
  • No Celebrities Were Harmed: In the English Dub of the anime, Don Zaloog's voice actor pulls off his best Christopher Walken impression.
  • Official Couple: A card that only appears in the anime and a few video games (in which it's playable) implies Zaloog and Meanae are this. It's called "Dark Scorpion Tragedy of Love" and allows Meanae to take the bullet for Zaloog.
  • Scars Are Forever: Gorg.
  • The Smart Guy: Chick, who seems to be smart enough to rob places at a young age.
  • Spiky Hair: Chick the Yellow, used to indicate his immaturity.
  • "Super Sentai" Stance: As seen in "Mustering of the Dark Scorpions".
  • Weak, but Skilled: Dark Scorpion monsters have low attack score values and they can't win battles often; but they're going to have to (or direct attack) in order to pop off their debilitating effects. This also marks one of the problems with making a dark scorpion deck; the balance is quite difficult to maintain, with excessive trap and spell protection being a must for a deck like this.
  • Whip It Good: Meanae, because she's a Femme Fatale.
  • Zerg Rush: As the anime demonstrates, if you manage to get off "Dark Scorpion Combination" to use all their effects, the opponent will not be in very good condition to fight back next turn.

    Dark Synchro Monsters
Hundred-Eyes Dragon, the Dark Synchro boss, if only by way of it's absurd effect
The Dark Synchro Monsters were a sub-type of Synchro Monsters introduced in the 5D's anime. In opposition to normal Synchro monsters, they had a dark grey card frame as well as negative (or 0) Levels aligned on the left of the card and could be summoned by substracting the levels of non-Tuner monsters from the Level of the Dark Tuner monster. With the anime and manga being over, there were only nine Dark Synchro Monsters.

In the anime, following Dark Synchro Monsters were used by following Duelists: Frozen Fitzgerald by Dick Pitt/Grady, Dark Diviner by Tetsu Ushio/Trudge, Hundred Eyes Dragon by Kyosuke Kiryu/Kallin Kessler, Zeman the Ape King by Demack/Devack, Dark Flattop by Bommer/Greiger, Underground Arachnid by Rudger/Roman Goodwin, and Moon Dragon Quilla by Rex Goodwin.

In the manga, Ultimaya Tzolkin and Phantasmal Lord Ultimitl Bishbaalkin are used by Rex Goodwin.

They were released in the card game as normal Synchro Monsters, with most of them requiring specific materials that referenced the monsters used to summon them in the anime.

Tropes associated with the Dark Synchro Monsters:

  • All Your Powers Combined: Hundred Eyes Dragon is famous for how theoretically broken it's anime effect was (gaining the effects of all DARK monsters in your graveyard).
  • Anti-Magic: Underground Arachnid, Zeman the Ape King and Frozen Fitzgerald all have the same effect preventing the activation of Spell and Trap Cards when they attack, like monsters from the Ancient Gear archetype.
  • Awesome, but Impractical: They generally have good effects, but their Synchro Materials are too specific and too weird to Synchro Summon them easily.
  • Back from the Dead: Frozen Fitzgerald can Special Summon itself back to the field at the cost of discarding one card if it was destroyed by battle.
  • Captain Ersatz: Ultimaya Tzolkin is literally an evil version of the Crimson Dragon with identical appearance.
  • Casting a Shadow: The majority of them are DARK monsters. All of those introduced in the anime require DARK Tuner monsters.
  • Dark Is Evil: They are entirely based of this trope.
  • Dishing Out Dirt: Underground Arachnid and Zeman the Ape King are EARTH monsters.
  • Everything's Better with Monkeys: Zeman the Ape King is a monkey and a Beast-Type monster.
  • Evil Counterpart:
    • As a whole, they are this to regular Synchro Monsters. It doesn't help that they were used by antagonists.
    • Ultimaya Tzolkin is this to the Crimson Dragon, even though they don't exist in the same continuity.
  • God of Evil: Ultimaya Tzolkin and its evolution: Phantasmal Lord Ultimitl Bishbaalkin.
  • An Ice Person: Frozen Fitzgerald is almost entirely made of ice.
  • Making a Splash: Frozen Fitzgerald is a WATER monster.
  • Mechanical Lifeforms: Dark Flattop is a Machine-Type monster.
  • My Death Is Just the Beginning: Some of the Dark Synchro Monsters have an effect that triggers when they are destroyed.
    • Hundred Eyes Dragon lets you add an Earthbound Immortal monster from your deck to your hand.
    • Dark Flattop lets you summon a Machine-Type monster from your hand.
    • Moon Dragon Quilla summons the Sun Dragon Inti from the Graveyard.
  • One-Winged Angel: While Ultimaya Tzokin already is this to the Ultimate God's initial form, Phantasmal Lord Ultimitl Bishbaalkin is the evolution to the true form itself.
  • Our Demons Are Different: Frozen Fitzgerald and Dark Diviner are Fiend-Type monsters.
  • Our Dragons Are Different: Hundred Eyes Dragon, Moon Dragon Quilla, Ultimaya Tzolkin and Phantasmal Lord Ultimitl Bishbaalkin are Dragon-Type monsters.
  • Overly Long Name: Phantasmal Lord Ultimitl Bishbaalkin is anyting but short.
  • Physical God: Ultimaya Tzolkin and its evolution: Phantasmal Lord Ultimitl Bishbaalkin.
  • Nigh Invulnerable: Dark Diviner cannot be destroyed by battle and Ultimitl Bishbaalkin is immuned to destruction by card effects.
  • Sealed Evil in a Can: In a humanoid form, Ultimaya Tzolkin was sealed and put into a deep sleep until it awakens and is then summoned by Goodwin, turning into its true form that looks exactly like the Crimson Dragon.
  • Stone Wall: Dark Flattop. It has 3000 DEF, but 0 ATK.

    Dark World
The Dragon Lord himself, Grapha
The Dark World monsters are a series of DARK Fiends that rule the Dark World alluded to in a lot of flavor text. Ruled by Grapha, Dragon Lord of Dark World, they activate powerful effects when discarded from the hand, letting them manipulate the field and hand without warning. In the GX anime, a Dark World deck is used by Brron, Mad King of Dark World.

The archetype is featured in the Structure Deck: Gates of the Underworld.

Tropes associated with the Dark World:

  • Adaptational Villainy: In the card games, they're a group of be Affably Evil Noble Demons who NEVER oppress commoners for no legitimate reason. In the GX anime, they're a group of Always Chaotic Evil dictators.
  • Affably Evil: Despite being scary, demonic, and villainous in appearance, they're often pleasant to hang around with.
  • Anti-Villain: They may be evil, but they're Noble Demons at worst.
  • Appendage Assimilation: Implied with Broww, since his right forearm doesn't match the rest of his body.
  • Authority in Name Only: Brron is supposed to be their king (as in "Mad King of Dark World") and he is portrayed as such in the anime. However, as the Master Guide 2 claims, Brron is actually subordinate to Goldd, Wu-Lord of Dark World and Sillva, Warlord of Dark World, who in turn report to Reign-Beaux, Overlord of Dark World, and they worship Grapha, who in the Japanese version was called "Dragon God of Dark World." To make this even more complicated, the anime version of Brron suggested that the ultimate ruler of Dark World was someone called "Colorless, Chaos King of Dark World". Basically, Dark World's government is confusing.
  • An Ax To Grind: Goldd has an axe as his weapon.
  • Axe-Crazy: Whether they are evil, or at best, neutral, Brron more than likely is mad, seeing as his chains are supposedly meant to be a straightjacket.
  • Back from the Dead: Many of them revive when discarded to the Graveyard. The most famous one is Grapha, who can be revived from the Graveyard by returning a Dark World monster back to the hand, so Grapha can be revived many times.
  • Big Bad: Grapha, Dragon Lord/God of Dark World. Before Grapha was revealed, Reign-Beaux (according to Master Guide 2) is the political and religious head of the Dark World, with Goldd and Sillva below him as commanders of the military. However, according to the Master Guides mentioning that some of them, such as Zure, are decent people, he might be an Anti-Villain instead.
  • Bigger Bad:
    • Colorless, Chaos King of Dark World, said to be the ultimate card of the theme... it was only mentioned in the anime, was never summoned or even shown, and years after its mention it appears it's going to stay that way.
    • Grapha is this to every other Dark World monster.
  • Canon Immigrant: Ceruli was intially an anime-exclusive monster card who was ultimately created as an official one.
  • Casting a Shadow: They are all DARK monsters.
  • Chained by Fashion: Brron.
  • Color-Coded Characters: A specific part of their bodies are colored. Heck, even they are named after colors.
    • Beiige is named after Beige. His head, thong, chest, shoulders, and knees are colored beige.
    • Broww is named after Brown. His right forearm is colored brown.
    • Brron is named after Bronze. His fingers, thong and hair are colored greenish bronze.
    • Ceruli is named after Cerulian. His huge shoulder pads and chest are colored cerulean.
    • Cobal is named after Cobalt. His shoulders, back, shorts, right hand, and left forearm are colored cobalt blue.
    • Goldd is named after Gold.
    • Grapha is named after Graphite.
    • Gren is named after Gren. His cloak and eyes are colored green.
    • Kahkki is named after Khaki. His scalp is colored khaki.
    • Latinum is named after Platium.
    • Lucent is named after Translucent. His Japanese name is Kelto, derived from the terms "Skeleton" and "sukeru," the Japanese term for "translucent."
    • Reign-Beaux is named after Rainbow.
    • Renge is named after Orange. His palms are colored orange.
    • Scarr is named after Scarlet. Nearly all of his entire body is colored scarlet.
    • Sillva is named after Silver.
    • Snoww is named after Snow White. Her skirt, cloak, and hair are colored white.
    • Zure is named after Azure. His mohawk and cloak are colored azure.
  • Dark Is Not Evil: According to the Master Guides, some of them are actually pretty decent guys. This also means they were hit with Adaptational Villainy in the anime. Let Zure, Knight of the Dark World's Flavor Text speak for itself:
    The name of this illustrious knight is known by all residents of Dark World. He never oppresses the commoners.
  • Dem Bones: Every single one of them are modeled after skeletons. However, their appearances seem to mix machinery into their bodies.
  • The Dragon: Latinum, Exarch of Dark World. Sillva and Goldd to a degree as well.
  • Dual Wielding: Sillva has two swords.
  • Evil Overlord: Reign-Beaux, whio even has "Overlord" as his title.
  • Enemy Summoner: Lucent's second effect can Special Summon any Fiend-Type monster from the deck to either side on the field.
  • Exact Words: Dark World monsters get their effects when they are discarded. Due to the ruling distinguishing between discard by effect and discard for a cost, their effects had to be written very carefully in order to work.
  • Face of a Thug: As mentioned above, they may look scary, they're not Always Chaotic Evil.
  • Hoist by His Own Petard: The Dark World cards were specifically anti-meta when released; since hand control was all the rage at the time, a Dark World deck is designed to turn discard-based decks against themselves.
  • Knight in Shining Armor: Zure is a really weird version of this, as his Flavor Text mentioned above reveals that, despite looking downright evil and monstrous, he's pretty heroic.
  • Lightning Bruiser: A well-built Dark World deck can swarm the field with powerful monsters while depleting the opponent's field and hand with their effects, and still maintain a good sized hand and back row for ensurance.
  • Loophole Abuse: Dark World cards only get their effects when discarded by a card effect, not if discarded for a cost. Everyone quickly learned the difference once they came out. It's this rule that makes Card Destruction and Morphing Jar game-ending movies, allowing a Dark World deck to dump their hand full of Dark World cards to trigger their effects, then draw a new hand.
  • Nebulous Evil Organisation: As seen in Dark Deal, Dark Scheme and Dark World Dealings, they engage in a lot of shady practices to further their power.
  • Noble Demon: Most prominently Zure, but Word of God says all of them are Anti-Villains.
  • Our Demons Are Different: They are all Fiend-Type monsters. And apparently good guys within the Dark World.
  • Our Dragons Are Different: Grapha, a Fiend-Type monster resembling a dragon.
  • Overshadowed by Awesome: With the release of Grapha, Dragon Lord of Dark World, the Deck no longer needs to rely on Goldd, Wu-Lord of Dark World and Sillva, Warlord of Dark World for power. Their high Level means that they will often sit unused in the hand.
  • Physical God:
    • Grapha appears to be the deity of Dark World based on its title of "Dragon God of the Dark World".
    • Latinum, Exarch of Dark World alludes to a Dark World religion since Exarch is a religious position of authority and its abilities can be seen as blessings from Grapha itself.
    • Sillva and Goldd's Japanese titles are refer to them respectively as "Army God of Dark World" and "War God of Dark World", but they rank bellow Reign-Beaux, whose Japanese title is "Devil of Dark World", so it's unclear if that title means anything.
  • Religion of Evil: Has shades, particularly in the anime where Brron tries to use a tome and rune cards to summon Colorless.
  • Slasher Smile: Brron's grin is nightmarish.
  • Sorting Algorithm of Evil: The Master Guides provide a hierarchy for the upper ranks: Brron is subordinate to Sillva and Goldd, who run the military (and it's in fact Sillva who is more senior of the two), and they in turn report to Reign-Beaux, who is head of state and religion. Grapha appears to be the deity of said religion.
  • Spikes of Villainy: All of them are really spiky.
  • The Smurfette Principle: Snoww is the first, and by far the only, female inhabitant of the Dark World.
  • Those Two Bad Guys: Goldd and Sillva, who have the same stats, similar effects and have basically the same status.
  • Token Evil Teammate: Brron is the most evil among the Dark World monsters. Zure on the other hand...
  • Top-Heavy Guy: Renge.
  • Toyless Toyline Character: Cobal is the only Dark World member who does not yet have an offical monster card of his own.

    Demise and Ruin
Not even god can save you from this royal family.
The Demise and Ruin series are a group of DARK Fiend-type and LIGHT Fairy-type Ritual Monsters. The progenitors of the series, Demise, King of Armageddon and Ruin, Queen of Oblivion are notable for being the first two Ritual Monsters to share a Ritual Spell Card that names them both - End of the World. Ruin and her counterparts focus on dominance through battle, while Demise's forms have effects based around mass effect destruction.

Tropes associated with Demise and Ruin:

  • Battle Couple: Ruin, Supreme Queen of Oblivion and Demise, Supreme King of Armageddon seem to have this dynamic if the controller Ritual Summons and controls both of them at the same time. The former's effect can protect her from being destroyed by the latter's effect, while the latter can prevent the former from being destroyed by battle.
  • Brought Down to Normal: On a meta level, Demise and Ruin are effectively watered-down versions of Chaos Emperor Dragon, Envoy of the End and Black Luster Soldier, Envoy of the Beginning respectively.
  • Cast from Hit Points: The original Demise and Demise, Supreme King of Armageddon can destroy all other cards on the field at the cost of 2000 LP. However, a Supreme King that was Ritual Summoned using only Ritual Monsters as Tribute can use his effect without paying LP.
  • Destroyer Deity: You don't get titles like "King of Armageddon" and "Queen of Oblivion" without something to back it up. Heck, their Ritual Spell is titled End of the World.
  • Eternal Recurrence: Their role in the cosmic order is to bring about an endless cycle of destruction and rebuilding. While Demise breaks down the old world, Ruin brings about "gentle destruction" to allow rebirth.
  • Expy: Ruin and Demise are this to Black Luster Soldier, Envoy of the Beginning and Chaos Emperor Dragon, Envoy of the End, respectively. Like Black Luster Soldier, Ruin is a LIGHT monster, and has an effect in common with him, in that she can attack again if she destroys a monster by battle. Her younger and upgraded forms gurantee her the ability to attack twice as well, if certain conditions are met. Like Chaos Emperor Dragon, Demise is a DARK monster, and features a Nerfed version of the former's effect, requiring a cost of 2000 LP to activate (in contrast to Chaos Emperor Dragon rquiring 1000 LP) and destroying all other cards on the field, regardless of controller (in contrast to Chaos Emperor Dragon only sending all of the opponent's cards in the hand and on the field to the Graveyard). His upgraded form furthers this connection, as it inflict 200 damage to the opponent for each destroyed card (compared to Chaos Emperor Dragon inflicting 300 damage for each card it sends).
  • Female Angel, Male Demon: The LIGHT Fairy-type Ruin is the former, the DARK Fiend-type Demise is the latter.
  • Guys Smash, Girls Shoot: Ruin wields a Magic Staff, while Demise hefts around a giant battleaxe. Interestingly, their effects suggest the inverse: Ruin has to get up close and personal with enemy monsters, while Demise simply obliterates everything without needing to attack.
  • Hoist by His Own Petard: Demise, Agent of Armageddon destroys a face-up monster on the field if he is Ritual Summoned. This effect is mandatory and triggers if there is an avaliable monster to destoy. If the opponent controls no monsters at the time, the controller would then be forced to destroy one of their own monsters, including, but not limited to Agent himself.
  • Hot Goddess: In contrast to the monstrous Demise, Ruin is quite conventionally attractive. In fact, Supreme Queen of Oblivion's name in the OCG was "Beautiful God of Destruction".
  • The Juggernaut: While you control a Ritual Summoned Ruin, Supreme Queen of Oblivion, none of your Ritual Monsters can be destroyed by card effects; Demise, Supreme King of Armageddon similarly confers immunity to destruction by battle. Just getting one of them onto the field can give your opponent a serious uphill battle; putting them both into play means trouble.
  • Loophole Abuse: While many of their support cards specifically list "Demise, King of Armageddon" and "Ruin, Queen of Oblivion" by name, their other forms have text that treats their names as the above to make them compatible as well. However, this only works in the hand and on the field; if you're planning to run something like Pre-Preparation of Rites, you have to use the originals, since the condition doesn't apply when they're in your deck.
  • Nerf: The original Ruin and Demise were this to the at the time Forbidden Black Luster Soldier, Envoy of the Beginning and Chaos Emperor Dragon, Envoy of the End, respectively, as they featured weakened versions of their effects.
  • Skull for a Head: All of Demise's forms have skull-like faces.
  • Took a Level in Badass: Both of them got more powerful forms in Cybernetic Horizon. Also inverted in the same set, which also introduced weaker versions of them.

Back to school never looked so good...or so hard to get rid of.
The Deskbot, called Bunborg in the OCG, are a group of (primarily) low-levelled EARTH Machine-Type monsters whose effects allow them to swarm the field and increase their ATK and DEF. They are used by Tatsuya/Tate in the ARC-V anime.

Tropes associated with the Deskbots:

  • Art Attacker: The archetype's monsters are constructed from stationery and art supplies, which they also use as a means of attack.
  • Back from the Dead: If two or more Machine-Type monsters are special summoned at the same time, Deskbot 001 can return from the graveyard to the field.
  • Enemy Summoner: Deskbot 003 can summon another Deskbot from the deck while 004 can summon two Deskbots from the hand and/or graveyard if it destroys a monster by battle.
  • Meaningful Name: They are robots who use desktop items as weapons.
  • Status Buff: All ten of them have an effect that either increases their own ATK and DEF or that other monsters.
  • Weak, but Skilled: The Deskbots only have 500 ATK and DEF but their effects make up for it.
  • You Are Number 6: Each one of them, barring Jet, has a number in its name that corresponds to its level.
  • Zerg Rush: They are good at swarming the field.

    Destiny HERO
Your destiny is in their hands.
The Destiny HERO archetype is a HERO sub-archetype of mostly DARK Warrior-Type monsters. Unlike the other HERO archetypes, the Destiny HERO monsters do not rely on Fusions, but they revolve around taking defensive action and stalling while increasing the user's card advantage and field presence. This is necessary to summon Destiny HERO - Dogma and Destiny HERO - Plasma, both of which are extremely powerful monsters that require three Tributes to be Special Summoned from the hand.

This archetype is famous for being Edo/Aster Phoenix's main archetype, who later focuses entirely on the Destiny HERO monsters and phases of his few Elemental HERO monsters entirely. The archetype is also used by Edo's alternate universe counterpart in the ARC-V anime. These new Destiny HERO monsters focus on burn damage and aggression, with more support on Fusion Summoning.

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

Tropes associated with the Destiny HERO monsters:

  • The Ace:
    • Plasma and Dogma are the most powerful Destiny HERO monsters.
    • Dystopia is Edo's ace card in ARC-V.
  • Anti-Hero: The Destiny HERO monsters are much darker than the Elemental HERO monsters and reflect Edo's anti-hero character. They also resemble British anti-heroes.
  • The Assimilator: Plasma can absorb an enemy monster and equip himself with it.
  • Back from the Dead:
    • Decider can revive himself once per Duel.
    • Captain Tenacious can resurrect a Destiny HERO that was destroyed by battle during your next Standby Phase.
  • Bowdlerise: Bloo-D, Devil Guy, Diabolic Guy and Divine Guy, as you can see below.
  • Casting a Shadow: The majority of them are DARK monsters.
  • Chained by Fashion: Dreadmaster wears chain shackles on his limbs.
  • Dark Is Not Evil: The Destiny HERO monsters are still heroes, even if they look like villains.
  • Dub Name Change: Most names are changed from the OCG to TCG. Some examples:
    • Bloo-D —> Plasma.
    • Dash Guy —> Dasher.
    • Doom Guy —> Fear Monger.
    • Dagger Guy —> Blade Master.
    • Disk Guy —> Disk Commander.
    • Die Hard Guy —> Captain Tenacious.
    • Devil Guy —> Doom Lord.
    • Diabolic Guy —> Malicious.
    • Divine Guy —> Celestial.
  • Fusion Dance:
    • Plasma + Dogma = Destiny End Dragoon.
    • 2 Destiny HERO monsters = Destiny HERO - Dystopia.
    • A Destiny HERO Fusion monster + any Destiny HERO monster = Destiny HERO Dusktopia.
    • 3 Destiny HERO monsters = Destiny HERO - Dominance
    • They even have two support spell/trap cards for their Fusion Summons: D-Fusion and Fusion Destiny.
  • Homage: The Destiny HERO archetype has several references to British culture.
  • Letter Motif: D for "destiny". In the OCG, all of their names start with that letter, except Bloo-D, whose name ends with it.
  • Not the Intended Use: Destiny HERO monsters were originally designed with the mindset to stall and buy time with great drawing power and rapid revival. However, they've found great use primarily as an Exodia deck engine. In fact, in the early days of the game, if an engine wasn't Lightsworn, it was Destiny HERO. Diamond Dude on his own spawned a popular deck known as Diamond Dude Turbo", as his ability actually removes the cost of any Spell Card activated with his effect. Destiny HERO Malicious was also a very popular card during the Synchro era, as his effect allowed for easy Level 8 Synchro Summons (meaning things like Stardust Dragon and Red Dragon Archfiend) alongside the dirt-common Tuner Krebons. In the ARC-V era, they've gained more fusion monsters to allow them to fight better directly.
  • Odd Name Out: The only Destiny HERO monsters who don't have "Guy" in their OCG names are Bloo-D/Plasma, Dark Angel and Dread Servant.
  • Our Angels Are Different: Destiny HERO - Dark Angel is a Warrior-Type monster who looks like a sinister angel with white wings.
  • Power Nullifier: Plasma's Continuous Effect negates the effects of all enemy monsters on the field.
  • Sixth Ranger: Xtra HERO Cross Crusader, whose effects mostly support the Destiny HERO archetype, but can be included in any HERO deck that runs at least one of them.
  • Stone Wall: Defender is a Level 4 monster with 2700 DEF, one of the highest among non-Tribute monsters, but a measly 100 ATK.
  • Taking You with Me: Dynatag can negate the damage from one attack and instead inflict 1000 damage to both players. If both are at low LP, this can force a Draw, as Edo demonstrated in the anime.
  • Theme Naming: In the OCG, almost every Destiny HERO has "guy" in his name and starts with the letter D.
  • This Is a Drill: Destiny HERO - Drilldark has a big drill in place of his right hand, his fingers on his left finger are drills, and he has drills on his hips, knees and hair.
  • Weak, but Skilled: The majority of the Destiny HERO monsters have low ATK and are poor offensively, but often have great utility for maintaining field presence and forms of card advantage over the opponent.

    Digital Bug
It'll turn your deck on and off!
The Digital Bug series is comprised of LIGHT Insect-Type monsters with a focus on Xyz Summoning. The Main Deck monsters can grant effects when used as Xyz Materials, and some of their Xyz Monsters are able to summon themselves using one of the lower-Rank monsters as Xyz Material. Most of them have effects that involve changing monsters, be it themselves or the opponent's, to Defense Position or benefit from doing so.

Tropes associated with the Digital Bugs:

  • Anti-Magic: If any Xyz Monster summoned with Cocoondenser attacks a Defense Position monster, the opponent will be unable to activate Spell Cards, Trap Cards or Monster Effects.
  • Armor-Piercing Attack: Rhinocebus can inflict piercing damage.
  • The Assimilator: Scaradiator can turn the monster it destroys into an Xyz Material for it to use.
  • Big Creepy-Crawlies: They are all Insect-Type monsters.
  • Light 'em Up: They are all LIGHT monsters.
  • One-Man Army: Any Xyz Monster Summoned with Centibit can attack every Defense Position monster the opponent controls.
  • Power Nullifier: Scaradiator can negate the effect of a monster that had its battle position changed with its effect.
  • Punny Name: The Digital Bugs are insects that live inside computers, if the artwork of Matrix and Emergency is any indication, a reference to how computer errors are often called "bugs".
  • Status Ailment: The moment that any Xyz Monster Summoned with Websolder hits the field, it instantly switches the opponent's monsters to Defense Position, and reduces their DEF to zero.
  • Status Buff: Their Field Spell, Bug Matrix, grants an extra 300 ATK/DEF to any Insect monster on the controller's field.

When Dinomists's ruled the earth
Dinomist is an archetype of dinosaur-looking WATER Machine-Type Pendulum Monsters. They focus on various battle-related effects while relying on their Pendulum Effects protect the monsters from being targeted or destroyed.

Tropes associated with the Dinomist:

  • Anti-Magic: The Field Spell Card Dynamic Powerload prevents the opponent from using cards or effects whenever a Dinomist attacks or is attacked.
  • Armor-Piercing Attack: Rex can gain the ability to inflict Piercing Damage if it attacks again using its effect.
  • Everything's Better with Dinosaurs: The Dinomists are Machine-Type monsters that resemble various dinosaurs.
  • Fusion Dance: Although they can be summoned using other monsters, Dinostor Powerful appears to be a fusion of Luster Pendulum and Dinomist Plesios, as shown on the art of Dynamic Powerload.
  • Making a Splash: The Dinomist are all WATER monsters.
  • Meaningful Name: The name Dinomist refer to both the appearance and the Attribute of the monsters. The name can also refer to "dynamis", the Greek word for "power".
  • Mechanical Lifeforms: They are all Machine-Type monsters.
  • Status Ailment: Plesios' effect is to reduce the ATK and DEF of opposing monsters by 100 for each Dinomist card on your side of the field.
  • Status Buff:
    • Dynamic Powerload gives each Dinomist monster an additional 300 ATK and DEF.
    • One of Rex's effect can permanently increase its ATK by 100.
  • Stock Dinosaurs: All the Dinomist monsters represented here includes all the generic prehistoric animals you would see in any other medium: a T-Rex, Triceratops, Brachiosaurus, Plesiosaurus, Stegosaurus and Pteranodon.

The Dinowrestlers are an archetype of Dinosaur monsters, most of which have the EARTH attribute. Their playstyle involve controlling what happens during the battle phase and several of theirs cards reward the player for controlling less monsters than the opponent. They are used by Go Onizuka in Yu-Gi-Oh! VRAINS.

Tropes associated with the Dinowrestlers:

  • Anti-Magic: King T Wrextle, Chimera T Wrextle and Giga Spinosavate have the same ability as the Ancient Gear monsters, namely that preventing the opponent from activating spell/trap cards until the end of the damage step whenever they battle.
  • Armor-Piercing Attack: Chimera T Wrextle has the ability to inflict piercing damage.
  • Blow You Away: Capaptera is a WIND Monster and the only Dinowrestler to have that attribute.
  • Dishing Out Dirt: The majority of the Dinowrestlers are EARTH monsters.
  • Foil: To the Gouki. Both are wrestler-themed archetypes that are used by the same character and their monsters both have 0 DEF. However, the Gouki focus on a straightforward Beatdown strategy while using the effects of their monsters to ensure they don't run out of steam while the Dinowrestlers add some defensive and control elements to ensure the Battle Phase goes as they want it to.
  • Fusion Dance: Chimera T Wrextle is a fusion monster and while it is meant yo be an evolution of King T Wrextle, the latter is not necessary to summon the former as Chimera's required materials are 1 Dinowrestler Link monster and 1 Dinowrestler monster. The archetype also has its own fusion spell, Tyrant Dino Fusion.
  • Glass Cannon: Like the Gouki, the Dinowrestlers all have 0 DEF.
  • No-Sell: While in attack position, Capoeiraptor can avoid being destroyed by battle.
    • A Dinowrestler Fusion monster summoned with Tyrant Dino Fusion will be able to escape from destruction by battle or card effect the first time said destruction would occur.
    • Martial Anga can discard itself to protect a Dinowrestler from being destroyed by battle and then end the battle phase.
  • Status Buff: Their field spell, World Dino Wrestling, has the ability to increase the ATK of attacking Dinowrestlers by 200.
    • Capaptera can also increase the ATK of a Dinowrestler Link monster it was used to summon by 1000 until the end phase.
    • Chimera T Wrextle gains 500 ATK each time it destroys a monster by battle.
  • Stock Dinosaurs: All of the Dinowrestlers released thus far in the OCG and TCG are based on the more well-known species of dinosaurs. However, some of the the ones featured in the anime are based on lesser known species.
  • Taking You with Me: Chimera T Wrextle, if destroyed by a card effect, will take all of the opponent's attack position monsters down with it.
  • Theme Naming: Each Dinowrestler are named after a fighting style and a species of dinosaur.

    Divine Dragon
Really improves the Force of your Dragons
The Divine Dragon series consists of Dragon-Type monsters and two human commands, Lord of D. and Lady of D. They have no connecting effect, but provide general Dragon-Type support. Lord of D. and Lady of D. can fuse with their members to form King Dragun and Queen Dragun Djinn.

Tropes associated with the Divine Dragons:

  • Casting a Shadow: Apocralyph, Lord of D., Lady of D., King Dragun, and Queen Dragun Djinn are DARK monsters.
  • Distaff Counterpart: Lady of D. is the female counterpart of Lord of D.. They share the same DEF, Attribute, Type, and Level. She protects Dragons from battle while he protects them from targeting effects. Each are seen in the artworks of different Dragon-Type monsters that are stored in the Extra Deck, have upgraded versions of their respective effects, and depict them as having merged with a Divine Dragon and holding an instrument of summoning dragons.
  • Elemental Powers: They cover the Attributes DARK, LIGHT and WATER.
  • Enemy Summoner: Flute of Summoning Dragon. It's more effective when Lord of D. is on the field because he's the owner of the flute.
  • Expy: Divine Dragon Apocralyph is likely a more obvious counterpart to Divine Dragon Ragnarok. Both it and Apocalypse refer to the end of the world. They are both Level 4 Monster Cards, have inverted ATK and DEF to one another, and their Attributes are opposite, LIGHT and DARK respectively.
    • Also, both cards offer Dragon-Type support: Ragnarok fuses with Lord of D. into King Dragun, a monster that protects Dragons from being targeted by your opponent's card effects and Special Summons them from the hand, and Apocralyph returns Dragon-Type monsters from the Graveyard to the hand.
    • Another similarity is that Apocralyph appears in the artwork of Queen Dragun Djinn, an Extra Deck Dragon-Type monster and female counterpart to King Dragun. Like Ragnarok, Apocralyph appears to have become the lower body of a Spellcaster-Type monster with a downgraded version of the Extra Deck monster's effect. Like King Dragun, Queen Dragun Djinn protects Dragon-Type monsters (from battle) and summons them (from the Graveyard if they are Level 5 or higher). The difference is that King Dragun is a Fusion Monster that requires the 2 specific monsters as materials whereas Queen Dragun Djinn is an Xyz Monster that accepts any 2 Level 4 monsters.
  • Fusion Dance: King Dragun (Ragnarok and Lord of D.) and Queen Dragun Djinn (Apocralyph and Lady of D.)
  • Lady of Black Magic: Lady of D. and Queen Dragun Djinn.
  • Light 'em Up: Ragnarok and Excelion are LIGHT monsters.
  • Making a Splash: Divine Dragon Aquabizarre is a WATER Sea-Serpent-Type monster.
  • Names to Run Away from Really Fast: Divine Dragon Ragnarok and Divine Dragon Apocralyph. Both are named religious events, the end of the world.
  • Our Dragons Are Different; Since they can fuse with humans and create draconic centuars.
  • Playing with Fire: Apppearance-wise: Apocralyph and Queen Dragun Djinn look like FIRE monsters.
  • Wreathed in Flames: Divine Dragon Apocralyph is a dragon covered in fire or is made of fire.

    Divine Serpent Geh
UNLIMITED POWER! (in the anime)
Divine Serpent Geh is a lone monster notable for being the highest-Leveled Reptile-Type Monster in the entire game and its (literally) infinite ATK in the anime. It was notably the ultimate monster used by Dartz during the climax of the Waking The Dragons Filler Arc, and required what was probably the single loosest interpretation of the rules on Yugi's part to defeat. Despite being the ace of the Big Bad, it was not adapted into the game proper until over a decade later.

Tropes associated with Divine Serpent Geh:

  • Awesome, but Impractical: Zig-Zagged. Summoning Geh and using its powerful effects is surprisingly simple, but on the other hand, doing so requires you to pay half your Life Points. And although Geh has many strong points, it nonetheless does have a few exploitable weaknesses, as pointed out below.
  • Final Boss: Dartz's final ace-in-the-hole, and the last hurdle Yugi needed to overcome in the Waking the Dragons arc.
  • Kryptonite Factor: Despite being immune to card effects that target it, Divine Serpent Geh can be affected by card effects that affect larger numbers of monsters, which are relatively common in most modern decks. Also, while Geh's unique way of gaining ATK makes it too strong for any offensive monster to face head-on, it is stopped dead in its tracks if the opponent has a Stone Wall with a DEF stronger than the highest present ATK. Finally, Geh's ATK-halving effect only applies if it is attacking; an opponent's attacking monster can take it down in a Mutual Kill.
    • The anime version may have infinite ATK, but it doesn't have any self-protection effect.
  • Moving the Goalposts: In the anime, summoning Divine Serpent Geh required Dartz to pay ALL of his Life Points and pay 10 cards from his deck every time it attacks, but it also made him unable to lose the Duel while it was on the field. At that point, the win condition changed from "deplete the opponent's LP" (because Dartz had none) to "destroy Geh".
  • Nerf: The real-life version of the card very obviously does not have infinite ATK.note  On the other hand, it's also quite a bit easier to summon, lacks its high maintenance cost, and also has some protection that the anime version didn't have (to targetting).
  • Physical God: The "Divine" in its title and it being Level 12 aren't just for show. It has ATK equal to the strongest monster on the field and halves the ATK of whatever it attacks, referencing how in the original anime it literally had infinite ATK. Also, it is immune to any card effect that targets it, meaning it can attack pretty freely.

A member of the Ritual Djinns
The Musical Djinns
Djinn monsters, called Majin/Devil in the OCG, are, like Archfiends, more a series of monsters with a connecting naming theme rather than an archetype. They are two definite sets, one that rely on supporting Ritual Monsters with assorted effects if the Djinn monster was the Ritual tribute, and a series of Xyz Monsters that play oversized musical instruments. The musical Djinns are used by Yuma in ZEXAL.

Tropes associated with the Djinns:

  • Back from the Dead: If Humhumming is summoned, she can revive another Djinn Xyz and attach two cards from your hand as Xyz Materials.
  • Blow You Away: Muzurhythm the String Djinn is a WIND monster.
  • Casting a Shadow: Maestroke the Symphony Djinn, Dark Balter, the Ritual Djinn series, King Dragun and Queen Dragun Djinn are DARK monsters.
  • Cool Sword: Maestroke the Symphony Djinn. It doubles as a Conductor's baton.
  • My Death Is Just the Beginning: Djinn of Rituals each share the effect text "When you Ritual Summon a Ritual Monster, you can remove from play this card from your Graveyard as one of the monsters required for the Ritual Summon.", followed by their individual effects, which are given to the Ritual Monster they were used to Summon.
  • Dishing Out Dirt: Temtempo the Percussion Djinn is an EARTH monster.
  • Our Demons Are Different: Well for starters, 2 are more dragon-centaurs than demons, the Ritual Djinns look more like obese men and the Xyz Djinn are an orchestra with 3 of the 5 members (Meloemelody, Temtempo and Humhumming) looking like little kids (the other 2, Muzurhythm and Maestroke are hairier and older looking respectively) and Dark Balter is more of a Vampire than a traditional demon. Queen Dragon Djinn is part of the first group but can be supported by the third group.
  • Epic Flail: Djinn Prognosticator of Rituals.
  • Fusion Dance: King Dragun, Queen Dragun Djinn and Dark Balter.
  • Gladiator Games: Djinn Presider of Rituals.
  • Homage: Vlad the Impaler, also commonly known as Count Dracula; the Summoning of Dark Balter refers to that in Bram Stoker's novel, "Dracula". Dracula was a king faithful to God, though he was filled with darkness at the loss of his true love and became the Devil's Son, or in other terms, the Anti-Christ, and thus the two Monster Cards used to Fusion Summon this card being a descent of (The King) "Frontier Wiseman" (transformed into) the "Possessed Dark Soul" by the darkness. He/it eventually became "Count Dracula" AKA "Dark Balter the Terrible".
  • Hot Witch: Queen Dragun Djinn, as her top half is the good-looking Lady of D.
  • Light 'em Up: Melomelody the Brass Djinn is a LIGHT monster.
  • Magic Staff: Djinn Releaser of Rituals.
  • Making a Splash: Humhumming the Key Djinn is a WATER monster.
  • Musical Assassin: The Rank 3 Xyz Djinns' "weapons" are a brass instrument, a piano, a guitar and drums. This also applies to Queen Dragun Djinn (A lyre) and King Dragun (The Flute of Summoning Dragon)
  • Nice Hat: Three Djinns have Nice Hats: Muzurhythm, Temtempo, and Maestroke.
  • Playing with Fire: Infernal Incinerator is a FIRE monster.
  • Portmanteau:
    • Djinn Cursenchanter of Rituals's name is a portmanteau of the words "curse" and "enchanter".
    • Maestroke the Symphony Djinn's name is a portmanteau of "Maestro" (a musical conductor) and "stroke".
    • Muzurhythm the String Djinn's name is a portmanteau of "Music" and "rhythm"
  • Satanic Archetype: Witty Phantom. the OCG name is "Devil Death-Satan" and the monster himself looks like a Man of Wealth and Taste, a common depiction of Satan that isn't a Big Red Devil or a Fallen Angel
  • Status Buff:
    • Melomelody: Once per turn: You can detach 1 Xyz Material from Melomellody to target 1 "Djinn" Xyz Monster you control; this turn, that monster can attack twice during each Battle Phase.
    • Muzurhythm: During the Damage Step, when a "Djinn" Xyz Monster you control is attacking an opponent's monster: You can detach 1 Xyz Material from Muzurhythm; the attacking monster's ATK is doubled until the End Phase. The effect of "Muzurhythm the String Djinn" can only be used once per turn.
    • Temtempo: Once per turn, during either player's turn: You can detach 1 Xyz Material from Temtempo to target 1 Xyz Monster your opponent controls; detach 1 Xyz Material from that monster, and all face-up "Djinn" Xyz Monsters you currently control gain 500 ATK.
    • Humhumming: Once per turn: You can detach 1 Xyz Material from this card, then target 1 "Djinn" Xyz Monster you control; this turn, it can attack your opponent directly.
    • Outside of the Xyz group, the Djinns of Ritual's theme is adding effects to the monsters they are used to summon.
  • Sigil Spam
    • Every Djinn of Rituals has a skull somewhere on their weapon.
    • The team symbol of the Xyz cards is a musical eighth note featuring a fiendish-looking face.
  • Sixth Ranger: Queen Dragon Djinn to the Musical group (by coincidence as she can be affected by the effects of the other Xyz monsters, still she does have an instrument of her own).
    • Another example is Humhumming, who is closer of the theme then Queen Dragon Djinn and was released later then the rest of the group.
  • Something About a Rose: Muzurhythm the String Djinn.
  • Theme Naming: The five Xyz monsters have one based on musical terms.
  • Unskilled, but Strong: Infernal Incinerator. This card can only be Normal Summoned or Set by discarding all cards in your hand to the Graveyard except this card, and by Tributing 1 monster with 2000 or more ATK you control. This card gains 200 ATK for each monster your opponent controls. This card loses 500 ATK for each other monster you control.
  • Weak, but Skilled: the musical themed Djinns have rather low ATK (Maestroke has the highest at 1800) but their effects can defend themselves from destruction, allow one of them to attack directly, allow one of them to attack twice, or boost their ATK in different situations (either a flat 500 boost to all the Djinns on the field or doubling one of their own's ATK if they battle an enemy)
  • Wicked Cultured: Witty Phantom, as he's a demon wearing a sharp outfit.

    Dracoslayer / Dracoverlord
Master Peace, part of a group of good and righteous Knights...
...and their eternal foe; Lector Pendulum, The Dracoverlord
Dracoslayers are a small archetype of Dragon-Type monsters. They are currently comprised of two Pendulum monsters and three Extra Deck monsters that related are to the Igknight, Majespecter and Dinomist archetypes in terms of appearances and effects.

They are also connected to the Dracoverlord archetype comprised of two Pendulum Monsters and a Ritual Monster. They have a connection to the Amorphage archetype.

Tropes associated with the Dracoslayers and Dracoruler monsters:

  • Amnesiac Hero: Luster/Master Pendulum has no memories of who he was before becoming the Dracoslayer.
  • Arch-Enemy: The two archetypes are this to each other, reinforced by the artwork and effect of Draco Face-Off.
  • Blow You Away: Majester Paladin is a WIND monster.
  • Casting a Shadow: Vector Pendulum as well as Lector Pendulum are DARK monsters.
  • Dishing Out Dirt: Amorphactor Pain is an EARTH monster.
  • Elemental Powers: Together, the Dracoslayers and Dracorulers cover all six of the Attributes.
  • Expy: The Dracoslayers can be seen as one to the D/D and Odd-Eyes due to being an archetype of Pendulum Monsters that supports other summoning methods and have access to all three types of Extra Deck monsters. In addition, those Extra Deck monsters are FIRE, WATER, and WIND monsters.
  • Fusion Dance: Dinoster Powerful appears to be a fusion of Luster Pendulum and Dinomist Plesios, although you can use different monsters as material.
    • While not a fusion monster, Amorphactor Psycho appears to be the result of Lector merging with Amorphage Goliath.
  • Horse of a Different Color: Majester Paladin uses a winged Majespecter Unicorn as a mount.
  • Hunter of Their Own Kind: Master, Vector, and Lector are all Pendulum monsters, yet they have Pendulum Effects that nullify or destroy the opponent's Pendulum Cards.
  • Light 'em Up: Luster Pendulum and its evolved form, Master Pendulum, are LIGHT monsters.
  • Making a Splash: Dinoster Powerful is a WATER monster.
  • Nigh Invulnerable: Dinosaur Powerful prevents all Pendulum cards from being destroyed by battle or card effects.
  • Our Dragons Are Different: Luster/Master Pendulum looks more like a human with dragon wings and tail than an actual dragon.
  • Power Nullifier: All three Dracoverlord monsters have the ability the negate the effects of cards.
    • Vector's Pendulum Effect nullifies the effects of the opponent's own Pendulum Cards if they are in the Pendulum Zones.
    • Lector nullifies the effects of face-up Pendulum Monsters.
    • Amorphactor Psycho negates the effects of all Fusion, Synchro, and Xyz Monsters.
  • Playing with Fire: Ignister Prominence is a FIRE monster.
  • Scaled Up: Vector Pendulum is able to use Dragon Alchemy to turn other beings into dragons.
  • Was Once a Man: Considering the similarities in stats between Luster/Master and the Amorphage monsters, it's heavily implied that he was one of Vector's experiments.

From Left to Right: Parla, Tillroo, Nasary, Laudry and Hauskee
The Dragonmaids are an archetype of Dragon monsters that can be divided into two categories. The first half, the "maids", are formed of Level 2/3 monsters with 500 ATK, who can build up resources when they're Summoned. The second half are the maids' draconic counterparts, Level 7/8 monsters that cannot be destroyed by card effects while their controller has a Fusion Monster, and can discard themselves to activate various effects. Each monster can "switch" from one form to the other at the start of the Battle Phase, and back again when it ends. They are led by Dragonmaid Hauskee.

Tropes associated with the Dragonmaids:

  • All Your Powers Combined: What Dragonmaid Reception shows all the maids doing.
  • Big Eater: Parla seems to fit the type since she's seen sneaking a bite out of the desserts in the background of Dragonmaid Hospitality
  • Dojikko: Laudry fits the trope to a T, with her own card art depicting her dropping the sheets she's tasked to wash and Dragonmaid Relaxation showing her completely beat after a long day of work.
  • Elemental Powers: Save for the LIGHT-Attribute Hauskee, each Dragonmaid has an Attribute corresponding to one of the four natural elements:
  • Foreshadowing: Dragonmaid Changing shows Hauskee turning into her yet to be released dragon form.
  • Fusion Dance: Hauskee is a Fusion Monster that uses a Dragonmaid monster and a Dragon-Type monster as Fusion Materials.
  • Gratuitous German: The high Level monsters have names derived from German words for their respective Attributes.
  • Little Bit Beastly: The low Level monsters and Hauskee are humanoid women who have visible dragon ears, horns, and tails under their maid dresses. Some of them also have dragon arms as well.
  • Meido / Ninja Maid: Natch.
  • Meganekko: The most distinctive feature of Hauskee is her round glasses.
  • No-Sell: If Reception is sent to the Graveyard, Dragonmaids can't be targeted by any enemy card effects for the rest of that turn.
  • Our Dragons Are Different: They are all Dragon-Type, and while the high Level monsters resemble conventional dragons, the low Level ones are huamnoid women with draconic traits.
  • Shout-Out: The archetype is loosely inspired by Miss Kobayashi's Dragon Maid. Cool-Kyou Shinsha, creator of the series, tweeted his excitement and interest in building the deck soon after the archetype being revealed by the OCG official account.
  • Status Buff: Reception's other effect grants your monsters 100 ATK/DEF for every Dragonmaid among them.
  • Theme Naming: The lower-level Dragonmaids have names corresponding to different parts of a house (e.g. Nasary = "nursery"), while their higher-level counterparts are German words that correspond to their Attributes (e.g. Erde = "earth").
  • Voluntary Shapeshifter: Part and parcel of their Bait-and-Switch gimmick.

    Dragon Ruler
The dragon rulers (from top left): Tempest, Redox, Blaster, and Tidal.
The Dragon Rulers, known as Holy Dragons (征せい竜りゅう Seiryū) in the OCG, are an archetype of Dragon-Type monsters representing the four Attributes other than LIGHT and DARK; they can discard themselves or other Dragon-Type monsters from the hand to summon themselves and activate powerful effects.

Tropes associated with the Dragon Rulers:

  • Balance of Power: The power unleashed by the Dragon Rulers when they die spreads evenly across the world, giving power to desolated lands. And as the Dragon Rulers grow to adulthood, taking over the energy of the other Attributes again, conquering and absorbing the other Attributes of the land into their bodies, the circulation caused by the Dragon Rulers keeps a balance of power between the Attributes of nature.
  • Banned in China: Inverted. The Dragon Rulers were taken off the March 2016 OCG banlist for China due to marketing reasons, as the cards were only just released in that country.
  • Blow You Away: Tempest and Lightning are WIND monsters.
  • Dishing Out Dirt: Redox and Reactan are EARTH monsters.
  • Elemental Embodiment: By absorbing the forces of nature into their bodies, the Dragon Rulers continue to grow into huge dragons as those forces are condensed and stored into their bodies.
  • Elemental Powers: They cover the Attributes FIRE, WATER, WIND and EARTH.
  • Making a Splash: Tidal and Stream are WATER monsters.
  • Nerf: The Level 4 Dragon Rulers got banned in the September 2013 TCG banlist, and the Level 7 Dragon Rulers are limited. And the series was still a strong contender until the Level 7 Dragon Rulers got forbidden, causing the Level 4 Dragon Rulers to be unbanned.
  • Our Dragons Are Different: They are all Dragon-Type monsters.
  • Playing with Fire: Blaster and Burner are FIRE monsters.
  • Power Creep: One of the most infamous examples in this game's history. Prior to their release, Mermails had largely been dominating the TCG and were easily the best deck of the format. Then Lord of the Tachyon Galaxy was released and Mermails were basically wiped off the competitive scene. You can blame the Dragon Rulers and Spellbook of Judgment for that.
  • Reincarnation: The Dragon Rulers grow to a certain size, expanding their regions of power against the power of the other Attributes. They perform a cycle of condensing and purifying their energy inside their bodies. And, when each of them reaches their limit, the Dragon Rulers unleash their power, and their body, which carried that power, reincarnates into the form of a younger Dragon Ruler.
  • Stone Wall: Redox is with 1600 ATK the weakest of the adult Dragon Rulers, but it has 3000 DEF.

With the heart of a dragon we ride!
Dragunity is an archetype of WIND Dragon-Type and Winged-Beast-Type monsters that rely on equipping other members of their series in the Graveyard to themselves to power up.

The archetype is featured in the Structure Deck: Dragunity Legion.

Tropes associated with the Dragunities:

  • Animal Motifs: Birds for the Dragon riders.
  • Armor-Piercing Attack: Pilum can turn any monster it's equipped to into a direct attacker, although any battle damage it inflicts as a result is halved.
  • Big Damn Heroes: The Dragunity for the Mist Valley Archetype
  • Blow You Away: They all share the WIND Attribute.
  • Dragon Rider: Their Synchro Monsters, the Dragunity Knights.
  • Equippable Ally: Part and parcel of the archetype.
  • Expy: Because of their heavy focus on sending monsters to the Spell & Trap Card Zones, the Dragunity archetype is often compared to the Crystal Beast and "Cyberdark" archetypes. Like Blackwings, there is a heavy distinction between the Tuner monsters and the non-Tuner monsters in terms of appearance. Similar to Blackwings, the non-Tuner monsters are all humanoids in bird costumes while the Tuner monsters are all small dragons (whereas the "Blackwing" Tuner monsters are all small birds).
  • Our Dragons Are Different: Averted with the Dragunity Knights, which are humanoids riding on dragons, but the Armas are Dragons that wield swords and have a second, feathered set of wings and the rest are used as weapons.
  • Theme Naming: The Dragon-Type monsters in this Archetype so far all have armor which either covers most of their body ("Dragunity Phalanx"), or they have a piece of armor that resembles, and is named after, a weapon (i.e. "Dragunity Darkspear"). By contrast, the Winged Beast-Type monsters seem to be named after historical warriors (Ex. - "Dragunity Legionnaire" is named after the common soldier in the Roman army). The Dragunity Knights are named after weapons, often legendary ones (e.g. Dragunity Knight Ascalon is named after the lance used by St. George).
  • Winged Humanoid: All of the Winged Beasts in the archetype are humanoids in roman soldier themed bird costumes.

They'll be sticking around, whether you like it or not.
Duston is an archetype of Level 1 Fiend-Type monsters with 0 ATK and 1000 DEF (except "Starduston", which has ? ATK and DEF) with the appearance of dust particles. Their play style revolves around using House Duston to Special Summon members of the archetype to either side of the field, ideally Special Summoning ones with negative effects to your opponent's side of the field and ones with positive and/or no effects to your side of the field. This reflects how dust can spread in real life. With the release of Starduston, the Dustons utilize their swarming to set up a powerful monster while avoiding any negative effects, as Starduston does not destroy or Tribute monsters when it is Summoned.

Tropes associated with the Dustons:

  • Animate Inanimate Object: The Duston are living dust particles.
  • Expy: The Duston archetype has a lot in common with the "Ojama" archetype.
    • A majority of these monsters have 0 ATK and 1000 DEF.
    • Both share similar art styles and designs (mono-chromatic, cartoonish, etc).
    • Both their play styles revolve around attempting to clog up the opponents' side of the field or rendering their Monster Zones unusable.
  • Poison Mushroom: The Duston playstyle revolves around using "House Duston" to Special Summon members of the archetype to either side of the field, ideally Special Summoning ones with negative effects to your opponent's side of the field and ones with positive effects to your side of the field. This reflects how dust can spread in real life.
  • Punny Name: "Starduston"'s name is a multi-layered pun:
    • The name "Starduston" describes this monster as a "Duston" monster who is star-shaped and whose body is patterned with a star-filled night sky design.
    • The same name also reflects this monster's status as the boss monster of the "Duston" archetype– the "star" of the group (reinforced by the presence of the other 5 "Dustons" in its artwork, seemingly admiring "Starduston", as well as the star-shaped emblem on its forehead).
    • The name "Starduston" references star dust, a type of cosmic dust made up of particleized organic matter produced by stars. A spiral formation of stardust can be seen in the center of this monster's body, below its grin.

    Earthbound Immortals
Dark signs portend darker dangers.
The Earthbound Immortals are a series of Level 10 DARK monsters based on the Nazca lines. They were the primary antagonistic forces of the Dark Signers arc of ''5D's".

In addition to their own unique ability, all of them share two powerful effects that prevents them from being targeted for attacks and lets them attack directly. However, they have the drawback of requiring a face-up Field Spell, otherwise they are destroyed. Furthermore, there can only be one Earthbound Immortal on the field.

ARC-V expanded the Earthbound archtype with Earthbound Servants, who can use both Fusion and Synchro.

Tropes associated with the Earthbound Immortals and Servants:

  • Animal Motifs: All of them are based on animals.
    • Uru is based on a spider.
    • Aslla piscu vaguely resembles a hummingbird.
    • Cusillu possesses the appearance of a monkey.
    • Ccarayhua moderately resembles a reptile.
    • Ccapac Apu barely resembles a giant.
    • Chacu Challhua looks like an orca.
    • Wiraqocha Rasca is modeled after a condor.
  • Awesome, but Impractical:
    • Wiraqocha Rasca. It has 100 ATK and DEF and its effect is that when it's Normal Summoned, you can return up to three cards you control to your deck to have your opponent discard that many random cards from their hand and increase Wiraqocha Rasca's ATK by 1000 for each card discarded this way. Powerful, but it requires the player to have enough cards for both the Tribute Summoning and the effect and only works when Wiraqocha Rasca is Normal Summoned, so you can't use if you Special Summon Wiraqocha Rasca.
    • Cusillu's unique effect is hard to use as well since it requires it to be destroyed by battle and for you to have another monster on the field. And since the Immortals cannot be targeted for an attack, you would have to let Cusillu attack a stronger monster on purpose just to use its effect when you could keep Cusillu on the field and keep attacking directly. Another way for it to happen would be for your opponent to negate Cusillu's effect and then attack it but that would require them letting you keep a monster on the field or using effects to make sure you still have a monster by the time Cusillu is destroyed.
    • Attempting to pull off a win like how Rex tried in the anime borders into this territory as the player who tries it is required to run a very specifically constructed Deck and jump trhough a few hoops. To wit, the player must first have Synchro Monsters on their field and in their Graveyard, which can be met through the use of Sun Dragon Inti and Moon Dragon Quilla, the dragon monsters of the Inca series. If this is done, they can then Special Summon Earthbound Super Priest from their hand and then use its effect to add an Earthbound Immortal monster from their Deck or Graveyard to their hand, preferably Uru or Ccapac Apu. They must then Normal Summon that Earthbound Immortal, which will trigger Super Priest's effect to change the opponent's LP to 3000, low enough to win if the Summoned Earthbound Immortal then successfully attacks directly via its effect.
      • This combo veers more into the trope's territory if the player attempts to be faithful to the anime and uses Wiraqocha Rasca, Rex's own Earthbound Immortal. Namely, getting its ATK high enough to defeat the opponent this way entails having to return three cards from the controller's field to the Deck and then discarding the same number from the opponent's hand.
  • Balance Buff: For an archetype that is so focused on the controller having an active Field Spell Card, it is strange that for several years after their introduction, no such card existed that explicitly supported them and their playstyle. Duelist Pack: Legend Duelist 5 changes this by introducing Earthbound Geoglyph, a Field Spell that cannot be targeted or destroyed by card effects while a Level 10 monster is on the field, which all of the Earthbound Immortals are, covering up their Weaksauce Weakness. It also supports the Earthbound Immortal archetype directly by allowing the controller to treat their Synchro Monsters as 2 Tributes for the Tribute Summon of an Earthbound Immortal. It also allows the controller to add an Earthbound Immortal Spell or Trap Card from their Deck to their hand when a Synchro Monster is Special Summoned. This card also thus indirectly supports the Inca series as well by placing their Synchro dragons in the Graveyard to intiate their Inti and Quilla loop. The fact that the Inca series cycles through Inti and Quilla allows the cotnroller to very easily trigger the card's search effect.
  • Bowdlerise: The archetype's name string in Japanese is 地縛神, which translates to "Earthbound God". The TCG instead changes this to "Earthbound Immortal".
  • Brainwashed: Uru's ability lets his controller gain control of an opponent's monster for one turn in exchange for the sacrifice of one of his own monsters.
  • CCG Importance Dissonance: Wiraqocha Rasca was the last Earthbound Immortal to be faced by the Signers in the anime, and by far the strongest. While it only had 1 ATK and DEF, its unique effect allowed the controller to change the opponent's LP to 1, provided they skip their Battle Phase. Rex's favored tactic was thus to use this effect and then try to win by attacking the opponent directly with the shared Earthbound Immortal effect on his next turn. Wiraqocha Rasca's OCG incarnation instead had its ATK and DEF changed to 100 and this effect was replaced with a less impressive one that let the controller return up to 3 cards from their field to their Deck and force the opponent to discard as many cards as possible, up to the number of returned cards. Wiraqocha Rasca then gained 1000 ATK for each discarded card. However, Earthbound Super Priest does let players replicate Rex's tactic by possessing a variant of Wiraqocha Rasca's anime effect, changing the opponent's LP to 3000 if an Earthbound Immortal is Normal Summoned with it on the field. In combination with Wiraqocha Rasca's unique OCG effect, this is enough to defeat the opponent provided the controller returns 3 cards and successfully attacks directly.
  • Evil Is Bigger: These things are Kaiju-sized in the anime and dwarf all of the Signer Dragons.
  • Gameplay and Story Integration: In the anime, Rex attempted to defeat Yusei by using an anime exclusive effect of Wiraqocha Rasca to skip his Battle Phase and change Yusei's LP to 1, and then attack the latter directly through its effect on his next turn. Players can replicate this tactic in a sense by first Summoning Earthbound Super Priest and then Normal Summoning Wiraqocha Rasca and then using Super Priest's effect to change the opponent's LP to 3000. If the controller can use Wiraqocha Rasca's effect to return 3 of their own cards on the field to the Deck (and discard cards from the opponent's hand), it will then have 3100 ATK, which is enough to defeat the opponent if it successfully attacks directly via its effect. However, given the Awesome, but Impractical aspect of needing to return 3 cards for Wiraqocha Rasca's effect, this tactic can instead be used with Uru or Ccapac Apu, who already hit the field with original ATKs of 3000.
  • God of Evil: They are called Earthbound Gods in the Japanese variation.
  • Hoist by His Own Petard: The Ultimate Earthbound Immortal is a Continuous Trap Card that destroys a face-up monster on the field if a Normal Summoned or Set Earthbound Immortal is on the field. Note that it does not matter who controls the monster targeted for destruction or who controls the Earthbound Immortal in question. It is therefore a legal move to use this card's effect to destroy an opponent's Earthbound Immortal, which makes this card very potent in a Mirror Match, as the controller can use it to clear the field of opposing Earthbound Immortals so they can Summon their own.
  • HP to 1: Wiraqocha Rasca's unique effect in the anime was to change the opponent's LP to 1 if the controller skipped their Battle Phase for the turn.
  • Logical Weakness: Since they are reliant on the presence of a Field Spell, the easiest way to destroy an Immortal is to get rid of the Field Spell.
  • Loophole Abuse: Since their effects destroy them if there is no field spell face-up on the field, it's possible to prevent this from happening by using cards like Hardened Armed Dragon, or March of the Monarchs that make them unable to be destroyed by card effects. Earthbound Linewalker explicitly prevents Earthbound Immortal monsters from being destroyed by their own effects.
  • My Death Is Just the Beginning: Several of the Immortals have effects that activate when the monster disappears from the field.
    • Were Cusillu to be destroyed by battle, it can halve the opponent's life points by having its controller tribute a monster.
    • Ccarayhua destroys all cards on the field if destroyed by a card effect that isn't its own.
    • If Aslla piscu leaves the field, it takes all of the opponent's face-up monsters with it while inflicting 800 damage for each one. Unlike the other two, it doesn't need to be destroyed for this to happen.
  • Mythology Gag:
    • Earthbound Linewalker physically resembles Rudger/Roman Goodwin, the leader of the Dark Signers and Uru's user.
    • Earthbound Super Priest is one to Rex Goodwin. To wit, it physically resembles his muscular appearance as a Dark Signer, with a golden left hand to represent the fact that Rex grafted his brother Rudger's hand onto himself to gain the powers of a Signer. Furthermore, the card's name alludes to Rex's manga incarnation, who had the title of "Duel Priest". Super Priest's effect of making the opponent's LP become 3000 when an Earthbound Immortal is Normal Summoned is a reference to the anime effect of Rex's Earthbound Immortal, Wiraqocha Rasca, who could change the opponent's LP to 1 if the controller skipped their Battle Phase.
    • The Ultimate Earthbound Immortal features Wiraqocha Rasca in its card artwork, and its name is a reference to the fact that Wiraqocha Rasca was touted as the "strongest Earthbound Immortal" in the anime.
  • Nerf:
    • All of the Earthbound Immortals are unaffected by the opponent's Spell and Trap Cards in the anime. They lost this effect in the OCG.
    • In the anime, the absence of a Field Spell negated their effects, and they would then be destroyed during the End Phase of the turn if a new Field Spell isn't played until then. In the OCG, they are instantly destroyed by their own effects if no Field Spell is in play.
  • Our Giants Are Bigger: Ccapac Apu is the based on the Nazca Line of the giant. However, he is not particularly bigger than the other Immortals.
  • Rainbow Motif: Each Earthbound Immortal is covered with marking that glow in a color of the rainbow. In the 5D's anime, this also extends to their respective Dark Signers, who wear robes bearing the same colors.
    • Red: Uru
    • Orange: Aslla piscu
    • Yellow: Cusillu
    • Green: Ccarayhua
    • Blue: Ccapac Apu
    • Indigo: Chacu Challhua
    • Violet: Wiraqocha Rasca
  • There Can Only Be One: Only one Immortal can be on the field, meaning that if one player controls one, the other won't be able to summon another.
  • Weak, but Skilled: Wiraqocha Rasca is the weakest of the Immortals in terms of ATK and DEF. Fortunately, its effect lets him increase its ATK by up to 3000.
  • Weaksauce Weakness: They have beefy stats and nasty effects, but self-destruct if there is no Field Spell in play.

    Egyptian Gods
Slifer, Ra, and Obelisk, the egyptian gods.
The Egyptian Gods are considered as the most powerful cards in the anime and manga universe. They are so powerful that they do not have even card effects written on their flavor texts and cannot be played. However, many years later, legal Effect Monster versions of them were released, but their effects are greatly Nerfed, so playing them wouldn't be a Game-Breaker. They also have their own Attribute: DIVINE. The three Egyptian Gods, also known as the Sangenshin/Three Phantom Gods in Japanese, are The Winged Dragon of Ra, Obelisk the Tormentor and Slifer the Sky Dragon. If they combine their power into a single entity, their ultimate form is The Creator God of Light, Horakthy.

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

Tropes associated with the Egyptian Gods:

  • Awesome, but Impractical:
    • Ra's legal version. It can't be Special Summoned, it doesn't gain the ATK and DEF of the Tributed monsters, and you have to decide which of its effect you want to use. Either you pay almost every LP for its ATK and DEF or you activates its Phoenix Mode effect. The release of its Sphere mode makes it slightly more practical:
      • Tributes can be from either side of the field (but all have to be from the same side). It then moves to the owner's side at the end of the turn. This will most likely clear your opponent's field, meaning at the end of your opponent's next turn, they might have only one level 4 monster left.
      • Your opponent can't target Sphere Mode Ra for attacks or card effects, but ''you' can, which makes a previous double-edged sword into an advantage.
      • It can be Tributed to Special Summon Ra proper while ignoring the "no Special Summoning" part of its effect, and summoning Ra this way gives him 4000 ATK and DEF, putting him into the same beatstick position as Obelisk. This could be considered to move it from Awesome But Impractical to Difficult, but Awesome. However, some consider this only slightly less impractical since it means having another 3 Tribute monster in your deck, Sphere Mode Ra can't attack, and if your opponent has Ra in his/her hand or deck, they can summon it if you use their monster to summon it. Never mind the various ways they can just send it to the Graveyard while it's on their side of the field, since its "no target" rule applies to the opponent of the person controlling it, rather than the card owner's opponent. This means you can't use Mind Control/Change of Heart to take it back immediately, and it's at your opponent's mercy until you get it back. It's also vulnerable to cards that don't Target, like Raigeki.
    • Horakhty gives you an instant win, but summoning her is difficult, since you have to sacrifice all three gods to Special Summon her. Winning with the Egyptian Gods alone would be enough. This means anywhere from three to ten Tributes, unless Obelisk and Slifer can be Special Summoned on the same turn Ra is Summoned. Otherwise, Special Summoning those two just sends them to the Graveyard at the end of the turn, and Ra can only be Special Summoned by the effect of Sphere Mode, which still requires three Tributes.
  • Big Good: Horakhty, who brings an instant win.
  • The Big Guy: Obelisk, who is a 4000 beatstick and has the least weaknesses.
  • Born-Again Immortality: Immortal Phoenix's effect evokes this trope, as it sends itself to the Graveyard during the End Phase and has the controller Special Summon Sphere Mode, which can be thought of as an egg for Ra, in its place, allowing the controller to cycle through Ra's forms once again.
  • Breath Weapon:
    • Ra's God Blaze Cannon. It charges a fireball inside its ring that transfers it to its head and then fires a golden fire blast.
    • Slifer's Thunder Force is a long yellow thunder beam fired from the first mouth. The Summon Lightning Bolt ("Shou Raidan"), fired from the second mouth, is a blue lightning ball that weakens the enemy monster.
  • Cast from Hit Points: Right after Normal Summoning Ra, the player can pay all of his/her Life Points but 100 to increase Ra's ATK and DEF with the same amount.
  • Color-Coded Characters: Ra is gold/yellow. Obelisk is blue. Slifer is red.
  • Decomposite Character: The Winged Dragon of Ra's Sphere and Phoenix Modes were made into separate cards in the card game.
  • Difficult, but Awesome: With a lot of support cards, such as Ra's Disciple or Pendulum Monsters, they can be very practical, but it takes a dedicated deck to get the most out of them.
  • Dub Name Change:
    • Winged-God Dragon of Ra —> The Winged Dragon of Ra.
    • Giant God-Soldier of Obelisk —> Obelisk the Tormentor.
    • Heaven Dragon of Osiris —> Slifer the Sky Dragon.
  • Fusion Dance: In the anime and manga, the three fuse to become Horakthy, but in real life she's an Effect Monster.
  • Instant-Win Condition: Summoning Horakhty brings the player an instant win.
  • Irony: In the manga/anime Ra was mostly brought to the field by Special Summoning it. The real-life version however cannot be Special Summoned at all.
  • Its Pronounced Tro Pay: Hor-ak-ty.
  • Kamehame Hadouken: Obelisk is capable of firing beams with his fist, God Hand Impact.
  • Mechanical Monster: Ra resembles a machine-looking bird dragon.
  • Megaton Punch: Obelisk uses extemely powerful punches, God Hand Crusher.
  • Nerf: The effects of the legal versions are greatly inferior to their anime/manga counterparts. Also, they can be harmed by card effects now (with the exception of Immortal Phoenix), though Obelisk still are immune to effects that target them.
    • Most notably is Ra, who does not get the ATK and DEF of the tributed monsters and cannot be Special Summoned, going from the most powerful Egyptian God to the least. Ra also loses its Instant Attack effect (which it only gets from Special Summon), and De-Fusion cannott affect it to transfer its ATK to the player's Life Points.
    • In the manga, Ra was immune to Obelisk and Slifer's effects because it was on the top of the pyramid ranking system. Furthermore, the effects of Slifer and Obelisk work only for one turn against each other, which was still adapted into the anime.
    • Obelisk's Soul Energy MAX effect that requires two monsters as a tribute will neither decrease 4000 Life Points of the opponent nor it will increase Obelisk's ATK to infinity. However, it now destroys all your opponents monsters in the field, the downside being it can't attack during the turn the effect is activated.
    • Slifer's Summon Lightning Bolt effect. The legal version's effect will only work on monsters that are Normal or Special Summoned in Attack Position, while in the anime and manga it works on monsters in Defense Position as well (and it reduces the DEF points instead).
    • This is overall downplayed in that the effects for many of the cards in the manga and anime were always different to the effects of their real life counter parts,note and how the effects of cards effects between the anime and manga varied from one another.
  • No-Sell: Immortal Phoenix is completely unaffected by the effects of other cards.
  • Not the Intended Use: Because Sphere Mode requires the controller to Tribute three monsters on either field to be Normal Summoned, it had some utility as an easy way to get rid of an opponent's Extra Link (which must contain at least three Link Monsters) and regain the use of the Extra Monster Zones. Considering the net loss in resources to the opponent, giving them Sphere Mode was largely considered to be a beneficial trade-off to the controller. Given that Sphere Mode itself was released two years prior to the first Link Monsters, it's safe to say that the game's designers probably did not intend for the card to be used this way.
  • Odd Name Out: Due to Dub Name Change, Slifer's name is the only one in English, not in Egyptian or Greek.
    • Obelisk is the only God Card whose original name was not derived from an Egyptian deity.
  • Olympus Mons: They are the only DIVINE monsters and the only Divine-Beast-Type monsters.
  • One-Hit Kill: Ra is designed for this. Its second effect is even called One-Turn Kill.
  • Our Dragons Are Different: Ra is a golden mechanical-like bird dragon who can turn itself into a phoenix. Slifer is a red snake-like dragon with giant wings and two mouths that breathe thunder and lightning. Both of them aren't neither Dragon-Types nor Wyrm-Types.
  • The Phoenix: Ra's Phoenix Mode, also known as the Immortal Phoenix. Its OCG incarnation even evokes the phoenix in a literal sense, as it sends itself to the Graveyard during the End Phase and Special Summons Sphere Mode in its place.
  • Physical God: All of them. They also DIVINE monsters. The three Egyptian Gods are Divine Beast-Type Monsters, while Horakhty is a Creator God-Type monster.
  • Playing with Fire: Ra uses fire attacks.
  • Power Trio: Heavy emphasis on power.
  • Purposely Overpowered: The original Egyptian God cards are so powerful that you cannot even play them.
  • Red Eyes, Take Warning: Ra and Obelisk have red eyes. Slifer's yellow eyes also glow red.
  • Rocket Punch: Obelisk can do this if he's not doing his regular Megaton Punch.
  • Shock and Awe: Slifer breathes thunder and lightning.
  • Spell My Name with a "The": The Winged Dragon of Ra, and The Creator God of Light, Horakhty.
  • Winged Humanoid: Obelisk has wings like the other two gods. Horakthy has also wings as well.
  • Yellow Lightning, Blue Lightning: Slifer's first mouth fires the yellow Thunder Force. The second mouth fires the blue Summon Lightning Bolt.

    Elemental HERO
By the elements combined!
The Elemental HERO archetype is a sub-archetype of the HERO archetype. The Elemental HERO monsters are all Warrior-Type monsters and the focus is heavily on Fusion Summoning. Most of the primary Elemental HERO monsters can be fused with one another, allowing for an enormous amount of flexibility in a dedicated Deck. They were designed by Kazuki Takahashi, and are themed after comic-book superheroes in the anime and are based of natural elements in the manga. This archetype is famous for being used by Judai/Jaden Yuki, who uses two different Elemental HERO decks in the anime and manga, respectively - in the anime, he fuses specific monsters to create a Fusion Monster, while in the manga he fuses an Elemental HERO with another monster with a specific Attribute. Elemental HERO decks are also used by Edo/Aster Phoenix and Koyo Hibiki in the anime and manga, respectively.

The Elemental HERO archetype might be just only a sub-archtype, but the Elemental HERO monsters are also a core element of the other sub-archetypes (except Destiny HERO).

For Elemental HERO Neos, see the folder "Neos / Neo-Spacians / Chrysalis". For Elemental HERO Terra Firma's relation with the Legendary Planets, see the folder "Legendary Planets". For information on their role in the anime, see Yu-Gi-Oh! Anime And Manga Cards.

Tropes associated with the Elemental HERO monsters:

  • Action Girl: Burstinatrix, Lady Heat, Knospe, Poison Rose and Shadow Mist are the female non-Fusion females. A female Fusion Elemental HERO is Rampart Blaster.
  • Armor-Piercing Attack: Bladedge can inflict Piercing Damage.
  • Awesome, but Impractical: Unfortunately, nearly all the anime Fusion Monsters are this. Despite the hype they got back in the day, it took Konami practically the entirety of the GX era to figure out what makes a good Fusion Monster. First off, they require specific Fusion Materials to pull off, which can lead to a lot of brick hands. This can be lessened by using Fusion Substitute monsters, but even still, unless you specifically design a deck around bringing them out, don't expect to get too many of the Fusion Monsters out on the field. Secondly, a lot of their effects are incredibly underwhelming, often having effects that regular Effect Monsters would have at the time or gain later on thanks to Power Creep. Thirdly and finally, even if you can get them on to the field, they are just as weak to cards like Mirror Force and such as any other monster. About the only anime HERO Fusion worth running is Shining Flare Wingman, and that forces you to run Sparkman, a Fusion Substitute monster, or Fusion Tag to pull off, the latter of which in turn eats up Extra Deck space by forcing you to have Flame Wingman in it.
  • Badass Normal: Mudballman has no effect, but he has 3000 DEF.
  • Barbie Doll Anatomy: Burstinatrix seems to not have nipples.
  • BFS: Neos Knight.
  • Big Good: Bladedge, who is not a Fusion Monster, but has the highest stats among the non-Fusion monsters.
  • Blades Below The Shoulder: Bladedge and Wildegde. Mariner wields two arm-sized anchor kunais with chains.
  • Blow You Away: Avian, Stratos, Great Tornado, Storm Neos, and Tempest represent the wind element and are WIND monsters. Flame Wingman is also a WIND monster.
  • Casting a Shadow: Necroshade, Necroid Shaman, Shadow Mist and Escuridao are DARK monsters and represent the darkness element. Darkbright and Chaos are also DARK monsters.
  • Dark Is Not Evil: The DARK Elemental HERO monsters are not evil.
  • Dishing Out Dirt: Clayman, Gaia, Terra Firma and Core represent the earth element and are EARTH monsters. Other EARTH monsters are Wildheart, Bladedge, Wildedge, Wild Wingman, Plasma Vice, Mudballman, Rampart Blaster, Woodsman, Knospe and Poison Rose.
  • Dub Name Change: Many names were changed. Some examples:
    • Featherman —> Avian.
    • Burst Lady —> Burstinatrix.
    • Necro Darkman —> Necroshade.
    • Phoenix Guy —> Phoenix Enforcer.
    • The Earth —> Terra Firma.
    • The Heat —> Heat.
    • Lady of Fire —> Lady Heat.
    • Flame Blast —> Inferno.
    • Frost Blade —> Ice Edge.
    • Airman —> Stratos.
  • Elemental Powers: The Elemental HERO monsters cover the six main Attributes. The best examples are the Fusion Monsters from the manga, who require only an Elemental HERO monster and a monster with a specific Attribute. In the East, there are more elements, such as wood, metal or ice.
  • Evolutionary Levels: Knospe —> Poison Rose.
  • Expy: Many of the Elemental Heroes (particularly the non-Fusions) are based loosely on American comic book characters. Avian is Hawkman, Burstinatrix is Firestar, Bubbleman is Batman, Sparkman is Black Lightning, Clayman is The Thing, Necroshade is Spawn, Bladedge is Iron Man, Wildheart is Ka-Zar the Apeman...
  • Extra-ore-dinary: Bladedge and Captain Gold represent the metal element.
  • Fan Nickname: The Omniheroes, who were introduced in the GX Manga. They are Elemental HERO's Absolute Zero, Nova Master, The Shining, Escuridao, Gaia, and Great Tornado. Each of them represent one of the six attributes, and require one Elemental HERO monster (or just any HERO monster in Absolute Zero's case) plus a monster of the relevant attribute.
  • Five-Man Band: The initial five Elemental HERO monsters in the anime: Avian is The Leader, who also has the most fusions; Sparkman is The Lancer, who has less fusions than the others and is clearly stronger than the other four; Clayman is The Big Guy, who has 2000 DEF points; Bubbleman is The Smart Guy, who is mostly used strategically; and Burstinatrix is The Chick, who is the female member.
  • Fusion Dance: Up to Eleven. The archetype is Fusion-oriented to the point where they have more Fusion Monsters than you can fit into a single Extra Deck, so you may want to grab some popcorn:
    • Avian + Burstinatrix = Flame Wingman or Phoenix Enforcer.
    • Clayman + Sparkman = Thunder Giant.
    • Clayman + Burstinatrix = Rampart Blaster.
    • Clayman + Bubbleman = Mudballman.
    • Wildheart + Bladedge = Wildedge.
    • Bubbleman + Burstinatrix = Steam Healer.
    • Wildheart + Necroshade = Necroid Shaman.
    • Wildheart + Avian = Wild Wingman.
    • Avian + Bubbleman = Mariner.
    • Sparkman + Bladedge = Plasma Vice.
    • Sparkman + Necroshade = Darkbright.
    • Avian + Bubbleman + Sparkman = Tempest.
    • Flame Wingman + Sparkman = Shining Flare Wingman.
    • Phoenix Enforcer + Sparkman = Shining Phoenix Enforcer.
    • Avian + Burstinatrix + Clayman + Bubbleman = Electrum.
    • Ocean + Woodsman = Terra Firma.
    • Heat + Lady Heat = Inferno.
    • Any Elemental HERO monster + LIGHT monster = The Shining.
    • Any HERO monster + WATER monster = Absolute Zero.
    • Any Elemental HERO monster + WIND monster = Great Tornado.
    • Any Elemental HERO monster + FIRE monster = Nova Master.
    • Any Elemental HERO monster + EARTH monster = Gaia.
    • Any Elemental HERO monster + DARK monster = Escuridao.
    • 3x Elemental HERO = Core.
    • 2x Masked HERO = Contrast HERO Chaos (treated as an Elemental HERO).
  • Green Thumb: Woodsman, Knospe and Poison Rose represent the wood element. The latter two are also Plant-Type monsters, not Warriors.
  • An Ice Person: Absolute Zero and Ice Edge represent the ice element.
  • I Know Madden Kombat: Clay Guardian is modeled after a football player.
  • Light 'em Up: The Shining, Flash, and Prisma represent the light element and are LIGHT monsters. Other LIGHT monsters are Sparkman, Thunder Giant, Voltic, Shining Wingman, Shining Phoenix Enforcer, Captain Gold and Electrum. Chaos, on the other hand, can be treated as a LIGHT monster.
  • Light Is Good: The LIGHT Elemental HERO monsters, particularly the Neos cards. Captain Gold and Bladgedge also qualify.
  • Luckily, My Shield Will Protect Me: Neos Knight, Rampart Blaster, and Clay Guardian,
  • Making a Splash: Bubbleman, Neo Bubbleman, Steam Healer Mariner and Ocean represent the water Element and are WATER monsters. Absolute Zero and Ice Edge are also WATER monsters.
  • Ms. Fanservice: Burstinatrix, whose choice of clothing is an extremely tight body suit, the original version of which barely covers anything on one side of her body. Yes, she is literally half-naked. The Japanese card art featuring her also tends to depict her with large breasts.
  • Nerf: In the anime, Bubbleman allowed the owner to draw two cards on summon as long as it was the only card on the field. In the game, the owner also has to have no cards in their hand.
    • One of Inferno's abilities in the manga was to add a Spell Card from the grave to the hand when destroyed by battle. An incredibly useful ability that was not carried over.
  • Next Tier Power-Up: The signature Elemental HERO Fusion Monsters of Judai, Edo and Koyo have each an evolution.
    • Judai's Flame Wingman turns into Shining Flare Wingman after fusing with Sparkman.
    • Edo's Phoenix Enforcer turns into Shining Phoenix Enforcer after fusing with Sparkman.
    • After Terra Firma returned to Koyo, he turns into Core after fusing with two other Elemental HERO monsters.note 
    • While not necessarily this, Absolute Zero looks like an upgraded Ice Edge.
  • Nigh-Invulnerability: Phoenix Enforcer and Shining Phoenix Enforcer cannot be destroyed in battle.
  • Not the Intended Use: It's a Fusion-based archetype, but players would often use them as a Rank 4 Xyz engine.
  • Overshadowed by Awesome:
    • The Fusion Elemental HERO monsters from the anime are overshadowed by the Fusion Elemental HERO monsters from the manga and the Masked HERO monsters (who are also from the manga). This is because the manga Elemental HERO monsters generally tend to have far better effects and more lax Fusion Material requirements than their anime counterparts. For example, most anime Elemental HERO Fusion Monsters require specific HERO monsters to fuse with. Meanwhile, most manga Elemental HERO Fusion Monsters just require one Elemental HERO and one monster of a specific Attribute to Fusion Summon them, which makes them far more reliable than their anime counterparts.
    • The very same can be said with the non-Fusion Elemental HERO monsters from the anime. Almost all of them are Normal Monsters with bad or mediocre stats, and the Effect Monsters tend to be not as useful as their manga counterparts, with the exception of Bubbleman who retains his status as the most useful Main Deck Monster from the anime.
  • Playing with Fire: Burstinatrix, Heat, Lady Heat, Inferno, Nova Blaster and Blazeman represent the fire element and are FIRE monsters. Phoenix Enforcer is also a FIRE monster.
  • The Power of Friendship: The Fusions represent the bond and the friendship of the weak Elemental HERO monsters, who become strong heroes when they combine their power. This is also a strong contrast to the Destiny HERO monsters, who do not rely on fusions.
  • Punny Name: Ice Edge is pronounced like Ice Age.
  • Shock and Awe: Sparkman, Thunder Giant, Plasma Vice, Darkbright and Voltic represent the thunder element.
  • Shout-Out: Terra Firma physically resembles Frieza.
  • The Smurfette Principle: Burstinatrix was originally the only female hero, as said on her card. Later on, it would be said that she was the first female Elemental Hero.
  • Something Person: The OCG Heroes were all over this, and a few names still stick around: Clayman, Sparkman, and Flame Wingman, most notably.
  • Stone Wall: Clayman and Mudballman are not strong, but have very high DEF.
  • Theme Naming: Especially in the OCG, most of the Elemental HERO monsters have "man" in their name. Phoenix Guy and Shining Phoenix Guy are notable exceptions, who follow the theme naming of the Destiny HERO monsters.
  • This Is a Drill: Grand Neos
  • Top-Heavy Guy: Mudballman, Thunder Giant, and Inferno.
  • Toyless Toyline Character: Clay Guardian has not recieved an offical card.
  • Unskilled, but Strong: Mudballman virtually has no effect whatsoever among the Fusion Elemental HERO monsters, but has 3000 DEF.
  • Winged Humanoid: Avian, Sparkman, Darkbright, Dark Neos, Chaos Neos, Nebula Neos, Flame Wingman (who literally has one wing), Wild Wingman, Flare Neos, Magma Neos, Phoenix Enforcer, Shining Phoenix Enforcer, Cosmo Neos, Divine Neos, Grandmerge, Shining Flare Wingman, Storm Neos, Air Neos, and Tempest.
  • Wolverine Claws: Avian sports some on one of his hands.
  • Yin-Yang Bomb: Chaos is a DARK monster that can be treated as a LIGHT monster as well. He's also a monster that isn't an Elemental HERO, but has an archetype condition stating he is always treated as one.

    Elemental Lord / Elementsaber
Banlists are more of a suggestion.
The five Elemental Lords, known as Spirit Gods (霊神 Reishin) in the OCG are Level 8 monsters with 2800 ATK and 2200 DEF that are Summoned when exactly 5 monsters of their Attribute are gathered in the Graveyard. They force you to skip your next Battle Phase if they leave the field, but they can activate powerful effects when called. The Elemental Lords are based on well known banned or limited cards in the game's history, usually spells or traps, with the odd monster thrown in.

The Elemental Lords later received support in the form of the Elementsabers, an archetype of Warrior monsters with the ability to change Attributes while in the Graveyard, allowing the Elemental Lords to be Summoned more easily.

Tropes associated with the Elemental Lords and Elementsabers:

  • All Your Powers Combined: Their Field Spell, Temple of the Elemental Lords, grants your monsters 200 ATK/DEF for each monster with a different Attribute in your Graveyard.
    • Elementsaber Lapauila Mana can be Summoned by sending 2 monsters with different Attributes from your hand to the Graveyard, and grants blanket effects to the Elemental Lords and Elementsabers on your field, depending on the original Attributes of any Elementsabers sent to activate that effect.
  • Bilingual Bonus: The names of each Elemental Lord came from their corresponding element in various languages. See also Theme Naming below.
  • Cool, but Inefficient: What they have mostly proven to be. While they have extremely powerful effects, they have seen very little play due to the amount of set up required for them. The Elementsaber archetype was created primarily to address this issue.
    • Notable exception to this is Moulinglacia in Mermails. This is mainly since the deck can easily fill up their Graveyard with WATERS monsters and manipulate it with cards like Salvage (and formerly Tidal). Also, it is searchable with Atlantean Dragoons (which can be utilized from the Deck with Genex Undine/Neptabyss, the Atlantean Prince).
  • Dub Name Change: Reishin/Spirit God -> Elemental Lord; Forceaurage -> Phosphorage; Willard -> Lapauila Mana.
  • Early Installment Weirdness: Grandsoil, the first Elemental Lord to be released, did not possess a hard once per turn clause on its unique effect that became characteristic for the rest of the Elemental Lords. As a result, it wound up being used in degenerate loops designed to spam said effect repeatedly and rapidly amass advantage. It later received an errata that slapped such a clause on the effect and brought it in line with the other Elemental Lords.
  • Elemental Embodiment: It appears that the Elemental Lords are going to represent the elements in the same way as the Monarchs being the same in almost every way except for Attribute, summoning requirements, and the effect that activates upon summoning.
    • The Elementsabers can be seen as this, too, as each one's armor bears resemblance to that of their respective Elemental Lord.
  • Elemental Powers: They have representatives in every Attribute:
  • Everything's Better with Dinosaurs: Pyrorex is a Dinosaur-Type monster.
  • Expy: Their Trigger Effects mirror the effects of powerful cards from the game's past that are currently Forbidden or otherwise restricted or errata'd in the current game.
    • The effect of Grandsoil is an exact replica of Monster Reborn.
    • The effect of Moulinglacia is a more powerful version of Delinquent Duo.
    • The effect of Pyrorex is a weakened version of Ring of Destruction.
    • The effect of Windrose is an exact replica of Harpie's Feather Duster.
    • The effect of Phosphorage is an exact replica of Raigeki.
    • The effect of Oblemirage is an exact replica of pre-erratum Sangan.
    • Additionally, the Elemental Lords are very similar to the Monarchs archetype; both are strong element-oriented monsters with effects that trigger when they are summoned.
    • Their summoning condition (needing exactly 5 monsters of their respective Attributes in the Graveyard) is similar to Dark Armed Dragon.
  • An Ice Person: Moulinglacia represents ice.
  • Noble Bird of Prey: Windrose is a Winged Beast-Type monster.
  • Our Demons Are Different: Oblemirage is a Fiend-Type monster.
  • Our Fairies Are Different / Our Angels Are Different: Phosphorage is a Fairy-Type monster (Angel-Type, in the OCG).
  • Sea Monster: Moulinglacia is a Sea Serpent-Type monster.
  • Shock and Awe: Both Phosphorage and its corresponding Elementsabers have electricity motifs despite none of them being Thunder-Type.
  • The Last of These Is Not Like the Others: Oblemirage is the only Elemental Lord whose unique effect seems to be based on a (previously) banned monster card instead of a Spell or Trap; in this case, it's Sangan (or rather its pre-erratum version).
  • Theme Naming: Each Lord is named in a different language with their respective element: "Grandsoil" (Earth) and "Windrose" (Wind) in English (this one could be German too), "Moulinglacia" (Ice) and "Phosphorage" (Orage = Thunderstorm) in French, and "Pyrorex" (Fire) in Latin.
    • The Elementsabers are all named after a Hawaiian word that pertains to their respective Attribute: "Molehu" (twilight), "Lapauila" (lightning), "Malo'o" (dried), "Nalu" (wave), "Makani" (wind), and "Aina" (land).
  • Took a Level in Badass: Based on Elemental Training's artwork and TCG name, Lapauila Mana appears to be an upgraded form of Lapauila.

    Empowered Warrior / Aether / Summoner
Aether, the Empowering dragon.
The Warrior Empowered Warriors are an archetype of Warrior-Type monsters related to the Summoners series of Spellcaster-Type monster. Their effects are varied, ranging from normal monster support to summoning other monsters to the field, or destroying cards. Their ace cards are the Aether group of Dragon-Type monsters.

Tropes associated with the Empowered Warriors, Summoners, and Aether monsters:

  • Anti-Magic: Hydrotortoise's effect destroys a Spell or Trap Card on the field when flipped face-up.
  • Dark Is Evil: Aether, the Wicked Empowering Dragon has black scales in contrast to his previous gold coloration.
  • Elemental Powers: All six of the Attributes are covered by this archetype.
  • Enemy Summoner: Terriger and the White Tiger Summoner can summon normal monsters from the hand when they are themselves summoned. Arnis and the Red Sparrow Summoner can summon Spellcaster-Type and Warrior-Type monsters respectively when they are destroyed by battle.
  • The Four Gods: The first four Empowered Warriors are based on the four gods, with Aether representing the Yellow Dragon.
  • Gold-Colored Superiority: Aether is the most powerful card in the serie in terms of ATK and is gold-colored. However, its wicked form, who has the same ATK, is more useful.

In their house at your extra deck, The Entities wait dreaming
The Entity series are cards based on the Cthulhu Mythos. There are six monsters, two each Fusion, Synchro, and Xyz, and a couple of support Spells for them. They have effects that rely on synergy between the three card types. The Elder Entities are Fusion Monsters, the Old Entities are Synchro Monsters, and the Outer Entities are Xyz Monsters. The ace card of the archtype is Outer Entity Azathot, who can obliterate the opponent's field under the right circumstances.

Tropes associated with the Entity cards:

  • All Your Powers Combined: Azathot requires one of each monster type (Fusion, Synchro, Xyz) as its Xyz materials to activate its effect, and the way the series works it's meant that you use the other members of the archetype to pull that off.
  • Anti-Magic: When Azathot hits the field, your opponent can't activate monster effects for the rest of the turn.
  • Artifact of Doom: The Unspeakable Trapezohedron, based on the Shining Trapezohedron.
  • Awesome, but Impractical:
    • An archetype based on the Cthulhu mythos? It's as cool as it sounds. Getting the most out of it requires a deck capable of pulling off Fusion, Synchro, and Xyz Summons easily? It's as difficult and impractical as it sounds. However, this became more mitigated once all their support cards were out; the Entities really only need to worry about Synchro Summoning their Level 4s, Instant Fusion and Re-Fusion will take care of Norden and from there he can revive one of those Level 4s to set up for Azathot's summon.
    • Outer Entity Nyarla can increase its Rank on summoning, and can detach its Xyz Materials to attach any monster in your Graveyard as a new Xyz Material, and gain its Type and Attribute. As the Yu-Gi-Oh! wiki goes into detail on, this gives it absurd levels of combo potential, since it can become any Rank, Type, or Attribute you want. This is amazing for all the Rank Up cards that need monsters of specific Ranks and Types to use, and its ability to freely discard cards in the hand and cycle out of the Graveyard and back again via its Xyz Material effect can be useful for many cards. However, given Nyarla is a Stone Wall that can't do much else and isn't very compatible with other cards, its versatility is more a novelty than actually effective.
  • Blow You Away: Old Entity Hastorr is a WIND monster.
  • Boring, but Practical:
    • Elder Entity Norden can be splashed into any deck that has room for it and Instant Fusion in the main deck, because it's effect to instantly revive a Level 4 or lower monster on summoning is easy to get off and very useful for a multitude of combos. It's nothing flashy, but it makes it the most useful card of the archetype.
    • Old Entity Cthugha has the simple effect of letting you draw a card if it's used as a Fusion or Xyz Material. In a deck this tricky to build right, draw power is very welcome and Cthugha's effect is invaluable.
  • Brainwashed and Crazy: When Hastorr is sent to the Graveyard as a monster, it equips itself to an opponent's monster, negating its effects and stopping it from attacking. Get rid of it as an equip card and it gives control of that monster to you.
  • Casting a Shadow: Outer Entity Azathot is a DARK monster.
  • Dishing Out Dirt: Outer Entity Nyarla is an EARTH monster.
  • Eldritch Abomination: Duh, they're blatantly based on the works of HP Lovecraft. Their card artworks are some of the most bizarre and unsettling in the game. Special mention to, appropriately enough, Azathot, who is just a roiling mass of darkness with mouths and arms emerging.
  • Eldritch Location: Their Dreamland Field Spell.
  • Elemental Powers: Each one of them has a different Attribute, with all six being represented.
  • Glass Cannon: Azathot can destroy all cards on the opponent's field if summoned as intended, but it can only do it once under normal circumstances, and 2400 ATK is not hard to run over. It's going to hit hard when it hits, but after that it's likely not going to last long.
  • Humanoid Abomination: The Elder Entities N'tss and Norden are human in appearance, but given the theme of the archetype, it's a safe bet that their true nature is far different.
  • Light 'em Up: Elder Entity N'tss is a LIGHT monster.
  • Making a Splash: Elder Entity Norden is a WATER monster.
  • Mechanically Unusual Fighter: While their significance isn't as prominent once ARC-V hit and other archetypes began doing the same, the Entities were one of the first archetypes to combine Fusion, Synchro, and Xyz. This leads to some very bizarre effects individually that synergize quite well when the cards are put together. Though, given it's a Cthulhu mythos archetype, having cards with unusual effects is very fitting.
    • Elder Entity Norden is a Fusion of any 2 Xyz or Synchro monsters. Elder Entity N'tss meanwhile isn't summoned by a Fusion cards, but by sending its Fusion Materials on the field to the Graveyard; its Fusion Materials are the same as Norden's.
    • Old Entity Cthugha can return all Rank 4 Xyzs on the field to the Extra Deck when summoned, and if used as a Fusion or Xyz Material, the controller can draw a card. Old Entity Hastorr equips itself to an opponent's monster when sent to the Graveyard, negating its effects and not letting it attack, then if it leaves the field while equipped, the equipped monster changes control to you.
    • Outer Entity Nyarla lets you discard cards to change its Rank, and you can detach all its Xyz Materials to attach another monster in your Graveyard to it as an Xyz Material, then Nyarla's Type and Attribute become the Type and Attribute of the chosen monster. The ace of the series, Outer Entity Azathot, can only uses its most potent effect if it has one of each card type (Fusion, Synchro, Xyz) as its Xyz Materials.
  • Not the Intended Use: Elder Entity N'tss can destroy a card on the field if it's sent to the Graveyard, without the specification that it had to be sent from the field. This means that, while you'll rarely see it being summoned due to its summoning conditions, it is occasionally used alongside cards that can send cards straight from the Extra Deck to the Graveyard, such as Infernoid Tierra, Zaborg the Mega Monarch, and Cyberdark Claw.
  • Omnicidal Maniac: If you manage to get Azathot out using a Fusion, Synchro, and Xyz as its three Xyz Materials, it can destroy the opponent's field by detaching an Xyz Material.
  • Playing with Fire: Old Entity Chthugha is a FIRE monster.
  • Stone Wall: Nyarla has a whopping 2600 DEF, but 0 ATK.

    Evil HERO
They're back in black.
The Evil HERO archetype is a sub-archetype of the HERO archetype. The Evil HEROes are twisted versions of the Elemental HERO monsters and most of them can only be summoned with Dark Fusion, but their effects are stronger than their Elemental HERO counter parts. In GX, they are used by Judai/Jaden Yuki's Super-Powered Evil Side, the Supreme King ("Haou" in Japanese). But since they only appear for a short time in the anime, there are only a few of them.

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

Tropes associated with the Evil HERO monsters:

  • All Your Powers Combined: Evil HERO Dark Gaia's base ATK is the combined base ATK of the Fusion Materials.
  • Anti-Hero: The Evil HERO monsters are not villains, but heroes.
  • Captain Ersatz: Malicious Edge is basically Wolverine.
  • Casting a Shadow: Infernal Prodigy and Malicious Bane are DARK monsters.
  • Dark Action Girl: Inferno Wing and Infernal Sniper are both female.
  • Dark Is Evil/Dark Is Not Evil: A complicated case, since the Evil HERO monsters are both evil and heroes. The former most definitely applies in the anime, where the Evil HEROes are the signature cards of Haou/The Supreme King.
    • The latter can be seen in their card effects if you view Evil HEROes as vigilantes. Elemental HEROes uphold and respect the law, as is seen by having to go through various circumstances and conditions before their effects are met. Evil HEROes don't have to go through laws or restrictions and just pop off their powerful effects.
  • Dishing Out Dirt: Wild Cyclone, Dark Gaia, Malicious Edge and Infernal Gainer are EARTH monsters.
  • Distaff Counterpart: Inferno Wing is an evil female version of Elemental HERO Flame Wingman.
  • Elemental Powers: They cover four different Attributes: EARTH, FIRE, DARK and LIGHT.
  • Evil Counterpart: Several of them are dark versions of the Elemental HERO monsters.
    • Inferno Wing to Flame Wingman.
    • Lightning Golem to Thunder Giant.
    • Infernal Sniper to Rampart Blaster.
    • Wild Cyclone to Wild Wingman.
    • Malicious Edge to Bladedge.
    • Infernal Prodigy is one to Hero Kid who isn't a Elemental HERO monster but is connected to them by a trap card.
    • Aduster Gold to Captain Gold
    • Sinister Necrom to Necroshade
  • Evil Hero: Duh! It's all in the name. They might even be the Trope Namer.
  • Fusion Dance: There are not many Evil HERO monsters, but most of them require the same Fusion Materials as their counterparts.
    • Burstinatrix + Avian = Inferno Wing.
    • Sparkman + Clayman = Lightning Golem.
    • Burstinatrix + Clayman = Infernal Sniper.
    • Avian + Wildheart = Wild Cyclone.
    • Malicious Edge + a Level 6 or higher Fiend-Type Monster = Malicious Fiend.
    • A Fiend-Type Monster + a Rock-Type Monster = Dark Gaia.
    • An Evil HERO Monster + a Level 5 or higher Monster = Malicious Bane. Appearance-wise, it appears to be a fusion between Malicious Edge and Infernal Gainer.
  • Good Is Impotent: Downplayed. The Evil Heroes have decidedly stronger versions of their Good Counterpart effects but unlike them, require specific spell cards to Fusion summon their monsters.
  • Light 'em Up: Lightning Golem and Aduster Gold are LIGHT monsters.
  • Mythology Gag: A few of the more recent cards reference elements of the latter half of GX.
    • The artwork of Aduster Gold features the comet that appeared in season 3 of GX with said comet depicted as having a blue glow just like it did when the Supreme King was present.
    • Supreme King Castle is, as its name suggests, the castle of the Supreme King who played. The card even allows the player to use, among others, Super Polymerization in order to fusion summon the Evil HEROes fusions just like the aforementioned character did.
    • Evil Mind's artwork references a scene from episode 146 of GX with Inferno Wing having the pose in both.
  • One-Way Visor: Inferno Wing has a large visor.
  • Our Demons Are Different: The Evil HERO monsters are all Fiend-Type monsters, but they still look similar to the Warrior-Type Elemental HERO monsters.
  • Playing with Fire: Inferno Wing, Infernal Sniper and Malicious Fiend are FIRE monsters.
  • Superpowered Evil Side: What they embody as the evil counterparts of the Elemental HERO monsters. The Evil HERO monsters in general don't have as many fusion possibilities as the Elemental HERO monsters, in addition to having less flexibility in how to actually summon them, with Dark Fusion and Dark Calling being the only ways to do so. In exchange they have much more powerful effects compared to their Elemental counterparts, such as Inferno Wing dealing damage equal to the destroyed monster's ATK or DEF (whichever is higher) in addition to Piercing Damage, Infernal Sniper being unable to be destroyed by Spell Cards and inflicting 1000 damage just for being in Defense Position, Lightning Golem being able to straight up destroy one monster on the field once per turn without the need to discard a card, and Wild Cyclone being able to prevent the activation of Spell and Trap cards while it attacks and even destroy the ones that are face down whenever he inflicts damage.
  • Shock and Awe: Lightning Golem, of course.
  • Winged Humanoid: Inferno Wing, Wild Cyclone, Malicious Edge, Malicious Fiend, Dark Gaia and Infernal Prodigy.
  • Wolverine Claws: Malicious Edge has really Wolverine-like claws. Malicious Fiend has similar ones.

    Evil Eye
The Evil Eye of Selene, the card's basis.
Evil Eye, or simply Cursed Eye (Jugan) in the OCG, is an archetype of whose members and support revolve around the Equip Spell "Evil Eye of Selene".

Tropes associated with the Evil Eye monsters:

  • Achilles' Heel: Like any Deck whose functionality is dependent on a single card, Prohibition can cripple this Deck, if not bring it to a screeching halt.
  • Bare Your Midriff: Serziel is a Rare Male Example. Ironically, his female counterpart Medusa ends up looking much more modestly clothed in comparison.
  • Cast From HP: The tradeoff for Evil Eye of Selene; each time you activate the effect of the monster it's equipped to, or another Evil Eye Spell or Trap, it buffs the monster by 500 ATK, but it also drains an equal amount of LP. Furthermore, by paying 1000 LP and banishing a fellow Spell/Trap, you can set this card from your Graveyard to your field.
  • Casting a Shadow: Each monster in the archetype is a DARK Fiend.
  • Confusion Fu: Their Spell/Trap lineup covers everything from back row removal to even taking control of your opponent's monsters.
  • Difficult, but Awesome: While their effects shave away your LP very swiftly, they can counter almost anything your opponent tries to do.
  • Expy: The expanded effects of their Spell/Traps cards that are applied while the Equip Spell "Evil Eye of Selene" is in your Spell/Trap Zone bring to mind the Spell Striker Spells.
  • Familiar: The Retainers, Bajilius and Catoblepas, serve as these to Medusa and Serziel, respectively.
  • Foil: Serziel and Medusa are rivals to each other and the contrast are very blatant: their ATK/DEF are the inverse of each other, Serziel searches other "Evil Eye" cards from the Deck unlike Medusa who returns other "Evil Eye" cards from your GY to your hand, not to mention that they're also each other's Spear Counterpart.
  • Long-Haired Pretty Boy: Serziel is somewhat androgynous.
  • Glass Cannon: Their central card is Evil Eye of Selene which, as mentioned above, can drain a lot of LP very quickly.
  • Magical Eye: Natch.
  • No-Sell: Any Evil Eye monster equipped with Evil Eye of Selene can't be destroyed by battle or card effects, and the opponent can't target it with card effects either.
    • Catoblepas can prevent a single instance of an Evil Eye Spell or Trap from being destroyed by an opponent's card effect.
  • One-Winged Angel: Selene's influence turns Serziel and Medusa into their Link Monster forms, Zerrziel and Gorgone.
  • Our Demons Are Different: All of them are Fiend-Type monsters.
  • Status Buff: By activating Evil Eye card effects while you have an Evil Eye equipped with Evil Eye of Selene, that equipped monster can gain 500 ATK a pop.

The swarm consumes all.
The Evilswarm monsters, known as Verz in the OCG, are a series of DARK monsters that embody corrupted versions of other Duel Terminal archetypes. They have varied effects and are lead by several powerful Xyz monsters, the strongest of which is Evilswarm Ouroboros.

Tropes associated with the Evilswarms:

  • Ascend to a Higher Plane of Existence: Constellar Sombre and Evilswarm Kerykeion have 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
  • Body of Bodies: Evilsawrm Azzathoth. "Worm Apocalypse", "Worm Dimikles", "Worm Falco", "Worm King", "Worm Rakuyeh", "Worm Tentacles", "Worm Warlord" and "Worm Victory" can be identified as being parts of the whole monster. While the merge of "Worms" to fuse "Worm Zero" is "clean," the "Worms" merged to make this card are just jumbled up in a large group of mangled biomass.
  • Casting a Shadow: They are all DARK monsters
  • Combat Tentacles: Many Evilswarms gain these as a result of their corruption, best seen on Evilswarm Ouroboros and Evilswarm Thunderbird.
  • Cool Train: Evilswarm Coppelial resembles a demonic steam locomotive.
  • The Corruption: The Evilswarm virus corrupts those it comes into contact with, infecting them and transforming them into a mindless member of the horde.
  • Crippling Overspecialization: To a certain extent. The boss monster of the Deck (Evilswarm Ophion) prevents the Special Summons of Level 5 or higher monsters. It can also search out Infestation Pandemic, a Quick Play Spell that protects all Evilswarm monsters on the field from Spell and Trap effects. Ophion can single handedly shut down a large number of decks. But a problem arises when he is confronted by a deck that mainly runs Level 4 or lower monsters (e.g. Fire Fists). While the deck can still protect itself from Spell and Trap Cards, it has a much harder time protecting itself from Monster effects (e.g. Fire Fist's Bear monster destruction effect).
  • Cute Is Evil: Evilswarm Mandrago because it's an infected Naturia Cosmobeet.
  • Dark Is Not Evil: Evilswarm Kerykeion is not a true Evilswarm monster and also is not completely corrupted per se as compared to the other Duel Terminal monsters infected by the virus of Evilswarm.
  • Drama-Preserving Handicap: In the Duel Terminal storyline, Kerykeion lost against Cairngorgon because he held back. He simply couldn't use his full power against a former friend of his.
  • Dub Name Change: Evilswarm in the TCG.
  • Evil Counterpart: The Archetype's theme is making these of former Duel Terminal Archetypes.
  • Expy: Aside from their Evil Counterpart theme being similar to the existing Dark Counterparts, the Evilswarm have quite a bit in common with the Phyrexians and/or Eldrazi in Magic: The Gathering.
  • Foreshadowing: Gishki Noellia was infected and corrupted by the Evilswarm virus pretty early into the Steelswarm storyline after crossing the Despair Event Horizon, but we aren't made privy to exactly what it is that corrupted her until the Steelswarm are defeated, with the force corrupting her simply referred to as "the thoughts of the Steelswarm."
  • Fusion Dance: According to the Duel Terminal Storyline in the Duel Terminal Master Guide 2013, Constellar Rasalhague used the power of the Gishki Aquamirror to fuse itself with the 3 corrupted Ice Barrier Dragons to become Evilswarm Kerykeion in order to defeat Sophia, Goddess of Rebirth together with Constellar Sombres, which means that it is not a true Evilswarm monster, and is also not completely corrupted per se, as compared to the other Duel Terminal monsters infected by the virus of Evilswarm, and thus explaining the Constellar symbol that can be seen on the Aquamirror staff that Evilswarm Kerykeion is holding.
  • Multiple Head Case: Verz/Evilswarm Zah[h]ak, which is based on Zahhak. Zahhak was commonly depicted as a three-headed dragon in Iranian mythology.
  • Names to Run Away from Really Fast: Because "Evilswarm" is definitely a name that would be used by good guys.
  • Nice Job Breaking It, Hero!: If Kerykeion actually fought back against Cairngorgon, none of the events of the third Duel Terminal storyline would come to pass.
    • Also how the Evilswarm are introduced; sure, the tribes managed to destroy the Steelswarm, but doing so only released the Evilswarm virus from its Steelswarm hosts, causing far, far more destruction than the Steelswarm ever did.
  • Obviously Evil: The TCG name of this group of monsters is Evilswarm.
  • Puppeteer Parasite:
    • Judging from Evilswarm Heliolope, more than just being a virus born from the bodies of fallen Steelswarm monsters (Infestation Infection), it can be said that it is an infection that carries the soul and will of the Steelswarms, thus any monster infected by it, became a slave to their will.
    • For example in Trial and Tribulation, we see Gishki Noellia mourning who seems to be Gishki Natalia before becoming a spirit, all these while the Evilswarm Infection lurks around her, with none other than Steelswarm Grez in the background, later the infection grows (Creeping Darkness) and she becomes half Evigishki half Evilswarm (Evigishki Psychelone).
    • Another example is Constellar Meteor where we see Constellar Castor charging against Evigishki Psychelone while the same Evilswarm Infection (from Trial and Tribulation) seems to approach him. So, more than just being a self-defense mechanism in case of extermination, the Evilswarm Virus is actually an amalgamate of the Steelswarm souls searching for new bodies in order to fulfill their objectives.
  • Sealed Evil in a Can: The Evilswarm somehow infected the three sealed Ice Barrier dragons, so when the Gishki tried to revive them to stop the Evilswarms... it didn't end well.
  • Sorting Algorithm of Evil: The Steelswarm managed to put some pressure on the tribes before being killed by Vylon Omega. The Evilswarm killed off two tribes, corrupted a third and were literally on the brink of destroying the last resistance to their conquest before God itself was summoned to push the Reset Button. And even then Evilswarm Kerykeion played a key role in defeating said God.
  • The Man Behind the Man: The Evilswarm plague is the force behind all of the Steelswarm's destructive actions in the first place.
  • Theme Naming: The Evilswarms are named after various monsters and deities from a variety of mythologies. This indicates that they are highly destructive and should not be treated lightly.
    • However some of them also have names based on the Theme Naming of the archtype they were in per-corruption. Some can overlap (Castor) or be the Odd Name Out (Heliotrope and Copellia. coincidentally the former is the archtype's only Normal Monster).
  • Tyrannosaurus rex: Evilswarms Salamandra
  • Our Dragons Are Different: Three of the Evilswarm Xyzs are the corrupted Ice Barrier Dragons, with Brionac becoming Evilswarm Bahamut, Gungnir becoming Evilswarm Ophion, and finally Trishula becoming Evilswarm Ouroboros.
  • Zombie Apocalypse: The result of the Evilswarm virus once Noelia betrays the other tribes and joins the Evilswarm.

Evolution can be a very scary thing.
The Evol cards are a series of FIRE monsters. They come as Reptiles, Dinosaurs and Dragons, which is the entire point — the Reptilian Evoltiles special summon the stronger Evolsaurs, activating their effects and setting up the field to Xyz summon the powerful Evolzars.

Tropes associated with the Evol monsters.

    Exodia / Forbidden One
The unstoppable Exodia.
Exodia, also known as the Sealed, is a monster that consist of five different pieces, all five of which comprises the Forbidden One archetype. Gathering all five pieces in the player's hand brings him/her an instant win. Exodia is one of the most famous monsters of all time since its appearance in the first Duel Monsters episode. Each piece is limited and in early years it was rather difficult to gather all five pieces, but during the years, the Exodia archetype has gained so much support, that it's one of the strongest archetypes in the game. Besides Exodia the Forbidden One, there are other Exodia and Exodia-related monsters, such as Exodia Necross and Exodius the Ultimate Forbidden Lord that focus on using the five pieces of the Forbidden Ones in different ways, often providing back-up strategies.

Exodia and its versions are used by Yugi Muto (and technically Sugoroku/Solomon), Seeker/Rare Hunter, Gozaburo Kaiba, the Yubel-possessed Martin Kanou/Marcel Bonaparte and Amon Gaman/Adrian Gecko. For information on their role in the anime, see Yu-Gi-Oh! Anime And Manga Cards.

Tropes associated with Exodia:

  • And Then John Was a Zombie: While technically not a Zombie-Type Monster, Exodia Necross invokes this trope for Exodia.
  • Animal Motif: Snakes.
  • An Arm and a Leg: Four of the five pieces are the severed limbs of Exodia.
  • Badass Normal: Zigzagged example with the four limbs. The single limbs are very frail and weak monsters, but together with the head, they form the extremely powerful Exodia. They are also the first and currently only Normal Monsters that are limited in the game.
  • Boring, but Practical: Many Exodia decks are able to draw a lot of cards in one turn by repeating the same combos over and over again. Exodia OTKs can be really boring because they are very long.
  • Casting a Shadow: The pieces of the Forbidden One, the Exodia monsters and Exodius are DARK monsters.
  • CCG Importance Dissonance: Exodius zigzags this, in a somewhat curious way. It lost its protective effects, its battle immunity, and its ability to hit the field with 2000 ATK instead of 0. However, it also got a much easier summoning condition of sending all monsters in your Graveyard back to the Deck, a condition that a lot of decks appreciate for letting them recycle their cards. This turned it from an unstoppable Difficult, but Awesome boss monster to a quirky form of recursion that incidentally happened to be a Level 10 monster.
  • Chained by Fashion: The four limbs are chained, since they are sealed.
  • Dark Is Evil: Exodia Necross is completely black and is something of an evil version of Exodia.
  • Dishing Out Dirt: Exodd, the Master of The Guard is an EARTH Rock-Type Monster.
  • Does Not Like Shoes: Exodius, since its feet look like human feet.
  • Face–Heel Turn: Meta-example: after its famous usage by Yugi, every single user of the five-card combo has been a villain. The big difference is usually thought to be that Yugi/Sugoroku merely included the pieces in his Deck, but the others centered their Decks around him.
  • Foil: Effect-wise, The Legendary Exodia Incarnate is this to both Exodia Necross and Exodius the Ultimate Forbidden Lord.
    • This card's immunity to card effects is a stronger form of the immunity of Exodia Necross to Spell and Trap effects and destruction by battle. While Exodia Necross gains power the longer it remains on the field, this card loses power the longer it remains on the field. Exodia Necross requires all five Forbidden One cards to be in the Graveyard to stay in play; this card returns the pieces from the Graveyard to the hand.
    • Exodius gains 1000 ATK for each Normal Monster in the player's Graveyard, and can send a new monster to the Graveyard each turn; this card gains 1000 ATK for each Forbidden One monster in the player's Graveyard, and returns one of them to the hand each turn. The effect of Exodius allows the player to instantly win the game once it has battled five times to send each Forbidden One card to the Graveyard; this card would need five turns to return all five "Forbidden One" cards from the Graveyard to the hand, which would then trigger the instant win effect of Exodia the Forbidden One. Both cards are also Level 10.
  • Instant-Win Condition: The Exodia archetype is oriented around winning Duels via their effects.
    • Exodia the Forbidden One is the first card to invoke this. Gathering all five Forbidden One cards in your hand automatically wins you the Duel.
    • Exodius the Ultimate Forbidden Lord had an effect that caused the controller to send a monster from their hand or Deck to the Graveyard when it declared an attack. It won its controller the Duel if they sent all five Forbidden One cards to the Graveyard that way.
    • If Exodia, Master of The Guard was Tribute Summoned by Tributing five monsters and destroyed a DARK Fiend-Type monster owned by the opponent by battle, its controller win the Duel.
    • True Exodia allowed its controller's opponent to win the Duel if it and the four Forbidden One Normal Monsters were the only monsters on the field.
  • Joke Character: True Exodia's Instant-Win Condition (detailed above) requires the field to be devoid of monsters except itself and the four Forbidden One limbs. The victory is also handed to its controller's opponent, and it has no stats or upsides to offset this. There are ways to win with it, usually involving switching its control, but it's more trouble than it's worth, though it hasn't stopped players from trying.
  • Kamehame Hadouken: Obliterate!!! is designed to be a card version of this.
  • Kryptonite Is Everywhere: Exodia Necross, even ignoring the "muck with the Graveyard and he dies" weakness, possesses no defenses against monster effects (which he did have in the anime) and has no immunities to any cards that don't destroy him. Pretty much every Deck made in the last decade has at least six ways of taking him off the board.
  • Megaton Punch: Exodia Necross's Exodia Crush.
  • Meaningful Name: Exodia's name is derived after the Book of Exodus.
  • No-Sell: The Legendary Exodia Incarnate is immune to any card effect.
  • Off with His Head!: The head of Exodia is often presented as either an head or a limbless torso.
  • Physical God: Even its effect is god-like, since it gives you automatic win.
    • Emphasized with The Legendary Exodia Incarnate, immune to all card effects and a whopping 5000 ATK if all five pieces are in the graveyard.
  • Sealed Evil in a Can:
    • Exodia is a sealed monster which is so powerful that it's divided into five pieces.
    • Exxod is Exodia sealed in stone.
  • Signature Move: Obliterate!!! for the original Exodia, which was made into a card.
  • Stone Wall: Exxod, Master of The Guard has 0 ATK, but 4000 DEF. That is a nod to the fact that the original five pieces of Exodia do not have offensive feasiblities on their own and, if need be, would otherwise be used to defend the player's Life Points.
  • Weaksauce Weakness: Sending an Exodia piece to the Graveyard without Exodius' effect or banishing a piece can completely rule the entire strategy if the player does not have cards to recycle it back to the hand. Later support like The Legendary Exodia Incarnate or Obliterate!!! have helped with the first weakness, but banishing is still a problem.

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