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Characters from the Yu-Gi-Oh! card game, sorted alphabetically from F to H.


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    F.A. 
F.A. (short for Formula Athlete) is an archetype of Machine monsters with 0 ATK. Most of their monsters' effects allow them to increase their own Levels by 1 each time an F.A. Spell/Trap or effect is activated, to gain 300 ATK x their Level, and finally to gain additional effects if they reach Level 7.

Due to their Level-manpulation mechanics, F.A.s are based on Synchro Summoning, with Dawn Dragster and Motorhome Transport being among the strongest Synchro Monsters in-archetype.


Tropes associated with the F.A.:

  • All Your Powers Combined: As a Link monster, Shining Star GT doesn't really have levels and bases its attack points on the combined levels of F.A. monsters it points to multiplied by 300.
  • Benevolent A.I.: Its resident Tuner monster, Auto Navigator, resembles one of these in form and function; its effect drops the Level of another F.A. monster to its original Level—"slowing it down", so to speak—while making its own Level equal to the difference.
  • Blow You Away: The archetype is mostly composed of WIND monsters.
  • Cast From LP: Whip Crosser requires the opponent to pay 300 LP if they're activating the effect of a monster with inferior Level/Rank.
    • Pit Stop works this way as well, in a sense, as it decreases an F.A.'s Level by 2 in order to draw cards.
  • Down to the Last Play: Dead Heat's effect works this way. While an F.A. monster is battling another monster, it gives you an option to allow each battling player to roll a die; rolling higher increases the F.A.'s Level by 4 until the end of the turn (ergo, it gains 1200 ATK), rolling lower destroys it instead, and rolling the same result forces a re-roll.
  • Expy: Dark Dragster is one to Racer-X from Speed Racer as while the identities of most of the F.A. drivers is fairly obvious (U.A. Midfielder for Sonic Meister/Dawn Dragster, U.A. Dreadnought Dunker for Whip Crosser, U.A. Perfect Ace for Hang On Mach, U.A. Blockbacker for Turbo Charger), it's unknown just who is behind its wheel due to its totally opaque windshield.
  • Foil: To the U.A. series. Both initially debuted as TCG-exclusive archetypes and utilize an identical naming scheme. U.A., however, are composed of EARTH Warrior monsters themed on futuristic sports players, while the F.A. series are WIND Machines based on futuristic racing machines.
    • Dawn Dragster and Dark Dragster can also qualify. Both are Level 7 monsters with 2000 DEF and effects that allow them to destroy a card once every turn by reducing their own Levels. However, Dawn Dragster is a LIGHT Synchro monster that can inflict piercing damage, but only destroys Spells or Traps by negating them first; Dark Dragster, meanwhile, is a DARK Semi-Nomi monster that can target and destroy any 1 card on the field.
  • Gathering Steam: None of them start out exceptionally strong (if nothing happens to thwart its effect, the base attack of the archetype's biggest monster is a mere 2700), but the more F.A. spells and traps are paid, the more powerful they become in terms of raw stats and devastating effects.
  • Go Through Me: Turbo Charger's effect prevents any monster of inferior Level/Rank from targeting any other monster for attacks or with effects.
  • Instant-Win Condition: Courtesy of Winners, whose effect allows its controller to banish a card from their hand, field, or Graveyard each time an F.A. monster inflicts battle damage to the opponent. If three of those cards are each a different F.A. Field Spell—to wit, winning on three different racetracks—Winners' controller wins the championship … er, Duel.
  • Loophole Abuse: Dead Heat either temporarily boosts an F.A. monster's Level by 4 if it wins the dice roll or destroys them if they lose. However, a Level 11+ Motorhome Transport is immune to being destroyed by battle or card effects. Adding to that, the thwarted destruction effect still counts as Dead Heat being "activated" so even if the dice roll fails, Motorhome Transport can still gain at least 1 Level instead of the potential 5 (as the dice roll succeeding also counts as Dead Heat being "activated"). Also counts as an example of Heads I Win, Tails You Lose.
  • No-Sell: Sonic Meister and Hang On Mach; Sonic Meister is unable to be destroyed by battle against any monster of inferior Level/Rank, while Hang On Mach is immune to any monsters' activated effects if their Level/Rank is inferior to its own.
  • Power Nullifier: Turbo Charger and Whip Crosser can become this when their Levels become 7 or higher. Turbo Charger's effect prevents the opponent from activating their monsters' effects while an F.A. monster battles; Whip Crosser prevents the opponent from discarding cards to activate effects.
    • Although it lacks levels, the archetype's Link monster, Shining Star GT, can instead gain "Athlete Counters" when an F.A. Spell or Trap is activated, which it can then use to negate monster effects.
  • The Rival: Dark Dragster to Sonic Meister as they are often seen racing against one another in several F.A. spells and traps.
  • Rule of Seven: With the exception of Auto Navigator and Motorhome Transport, most of the monsters of this archetype either gain effects upon reaching Level 7 or are Level 7 themselves like Dark Dragster and Dawn Dragster.
  • Shout-Out: To Speed Racer, presumably.
  • Spikes of Villainy: Two as of yet unreleased racers featured in a number of the archetype's support cards differentiate their black and purple vehicles from Dark Dragster by having them decorated with far more sinister protrusions.
  • Status Buff: Both their Levels and their ATK can be increased when certain conditions are met.
    • Additionally, their Field Spells can increase the Levels of all F.A. monsters by 2 during the Main Phase, Battle Phase, or both.
  • There Can Only Be One: You can't special summon a Dark Dragster from your hand if you all ready have one out on your field. However, you can special summon a Dark Dragster that was special summoned from the hand previously out of your GY even if the second (or even third) Dark Dragster is on the field.
  • Up to Eleven: Another Synchro Monster, Motorhome Transport, has this effect—both literally and figuratively. It can't be destroyed by battle while its Level is 11 or higher, and it can revive another F.A. from your Graveyard if its Level is 13 or higher (making it the first-ever official card to reference a Level higher than 12).
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    Fabled 
Fabled cards, known as Demon Roar Gods (魔轟神 Magōshin) in the OCG, are a series of LIGHT Fiend- and Beast-Type monsters. They are ancient sealed entities released during the Worm invasion. They rely on discarding themselves from the hand to use their effects, which including swarming the field and retrieving other Fabled cards from the deck or hand. There is a sub-group called The Fabled. Their leader is Fabled Leviathan.

Tropes associated with the Fableds:

  • Adorable Evil Minions:
    • A number of Fabled monsters have goofy-looking super-deformed minions on their card art.
    • Fabled Lurrie and Fabled Topi, some of the least powerful of the basic Fabled monsters.
    • The monsters from the "The Fabled" archetype.
  • All There in the Manual: Most of the story behind the Fabled monsters is referenced in the Duel Terminal manuals such as the Master Guide, like many other DT-related archetypes.
  • Authority Equals Asskicking: The most powerful of the Fabled monsters, Fabled Leviathan, sits on a throne.
  • Badass Bookworm: Fabled Kushano.
  • Bowdlerize: Originally called the Magoshin (Demonic Roar Gods) and Magoshinju (Demonic Roar God Beasts), the archetypes are translated as "Fabled" and "The Fabled" respectively.
  • Black Magic: Implied through their card effects note , Fabled monsters command powerful sorcery. At least one type of sorcery lets them summon their "The Fabled" monsters.
  • Cool Mask: Many of them wear a masque.
  • Cute Is Evil: The Beast-Type Tuners, The Fabled Catsith, The Fabled Cerburrel, and The Fabled Chawa are downright adorable.
  • Dog Stereotype: Due to the look of The Fabled Chawa, it was most likely based on a Chihuahua. It is much weaker than most monsters in the game, which fits into the Chihuahua's reputation for taking on more than they can handle.
  • Enemy Summoner: Fabled Grimro and Fabled Ragin.
  • Evil vs. Evil: The Fabled archetype versus the Worm archetype.
  • Fallen Angels:
    • It should be noted that, although these creatures are "demonic", they are all LIGHT monsters believed to resemble the archetypal Fallen Angels from the Bible. However, they all have masks, which makes them more like the monsters of the Spanish legend that the Hollows of the Bleach series were created from.
    • Fabled Leviathan shares its name with Leviathan, a demon and legendary creature of Hebrew folklore. Leviathan is also a fallen angel of the Seraphic Celestial class in Christian Theology of certain sects.
  • Fetus Terrible: Fabled Oltro.
  • For the Evulz: They are this according to the Duel Terminal story, as they would randomly attack warring factions already in battle just for the hell of it. Fabled Leviathan takes it to the extreme as he would randomly appear during great battles and kill everyone there before disappearing again.
  • Foil: In terms of gameplay, to the Dark World family, as they're also Fiends that rely on discarding to swarm the field, but Fabled monsters are LIGHT and rely on smaller monsters to perform Synchro Summons, while Dark Worlds are DARK and rely on field control and their own power. There's also a couple ruling differences in how to use their discard effects, but none that inhibit a player who wants to run a mixed deck from doing so effectively as long as they're aware of those differences. Also, from lore perspective, the Fabled are LIGHT Bitch in Sheep's Clothing who fooled the DT factions For the Evulz, while Dark Worlds are actually decent Dark Is Not Evil guys with Face of a Thug.
  • Gender-Blender Name: Fabled Dianaira might be named after Deianira in Greek mythology. The original Deianira is female while this card is obviously male.
  • The Grim Reaper: Fabled Urustos seems to represent the angel of death or death itself.
  • Hellhound: The Fabled Cerburrel's name and appearance derive from Cerberus; the three-headed dog of the Underworld in Greek myth.
  • Killed Off for Real: According to the storyline as of Hidden Arsenal 4, the Ice Barrier archetype got sick and tired of the Fableds and Worms wreaking havoc everywhere, so they unleashed Trishula... who proceeded to plunge the entire planet into a new ice age. No Fabled has been printed since Hidden Arsenal 4.
  • Light 'em Up: They are all LIGHT monsters.
  • Light Is Not Good: They are not only LIGHT Fiend-Type monsters; they are evil to their cores.
  • Lost in Translation: Due to the name change, people outside of the OCG Regions are less likely to see the meaning behind their original name. See Meaningful Name below.
  • Martyrdom Culture: One of the most obvious gimmicks of the Fabled archetype is to activate their effects upon being discarded from the hand, usually to summon themselves or one another.note  This leads to many Fabled players using cards that discard cards from their hand for their costs, including other Fableds.
  • Meaningful Name: The world of the Fableds are divided into three realms: Makai, where the lowly minions reside near the gate but cannot open it due to lack of power; Goukai, where the generals and high-ranked Fableds reside; and finally the Shinkai, where Leviathan and the other Fableds with highest rank reside. When the three realms' names are combined, it turns into MaGouShinkai.
  • One-Winged Angel: The Fabled Fiend-Type monsters are this in their most basic forms.
  • Sealed Evil in a Can: The Fabled monsters rise up from a hidden realm within the Earth.
  • Slouch of Villainy: Leviathan is depicted like this on his card.
  • Spell My Name with a "The": "The Fabled" is considered to be a sub-archetype of Fabled cards (The difference is, they are Beast-Type monsters, while ones without a "The" are Fiend-Type monsters.)
  • Unicorn: The Fabled Unicore is based on the mythical unicorn.
  • Youkai:
    • The Fabled Nozoochee's name is based off of the Nozuchi, which is another name for the tsuchinoko serpent.
    • Also, The Fabled Kuddabi is based on the Kudan, a Youkai that has a human face with a calf's body. The Kudan is said to predict calamities, and dies within 3 days of being born. (The monster on the card resembles a fiendish horse with a shawl over its face.)

    Fairy Tail 
Fairy Tail is a series of Level 4 LIGHT Spellcaster-Type monsters that each possess 1850 ATK and 1000 DEF. They resemble anthropomorphic animals based on princesses from various fairy tales and their effects references events from the corresponding story.


Tropes associated with the Fairy Tail monsters:

  • Back from the Dead: Snow can revive heself during either player's turn at the cost of banishing seven cards from the graveyard.
  • Gameplay and Story Integration: The effects of each Fairy Tail monsters allude to events from the tale the card is based on.
    • Snow's effect is a reference to how Snow White was brought back to life while said effect's cost of banishing seven cards is a reference to the Seven Dwarfs.
    • Sleeper's effect to change flip herself face-down is a reference to how Sleeping Beauty was put into a deep sleep due to a curse.
    • Cinderella can, at the cost of discarding a spell card, be equipped with an Equip Spell card from the hand, deck or graveyard alluding to the Fairy Godmother's gifts. And just like how the spell ended at midnight in the story, the equip card will return to the hand at the end of the turn.
    • Kaguya's second effect is a reference to the impossible requests she gave to her would-be suitors.
  • Hour of Power: Cinderella's effect lets her equip an equip spell card from anywhere but the banished zone but said card will return to the hand at the end of the turn.
  • The Last of These Is Not Like the Others: Kaguya is the only monster in this series to not be based on a fairy tale from the Brother Grimms.
  • Light 'em Up: Every monster shown thus far are LIGHT monsters.
  • Punny Name: The group's name is a pun of "Fairy Tale" and "Tail".
  • Weak, but Skilled: While 1850 ATK is quite strong for a level 4 monster, it isn't enough to compete with higher-leveled monsters. Fortunately, their effects are useful.

    Fairy Tale 
The Fairy Tale series is composed of monsters whose design takes inspiration from stories written by the Brothers Grimm. While their effects lacked a clear focus in the anime, the TCG versions revolve around the Field Spell Golden Castle of Stromberg. They are used by Leon von Schroeder in DM.

Tropes associated with the Fairy Tales:

  • Blow You Away: Glife the Phantom Bird is a WIND monster.
  • Casting a Shadow: Hexe Trude is a DARK monster.
  • Dishing Out Dirt: Pumpkin Carriage, Iron Hans, and Iron Knight are EARTH monsters.
  • Light 'em Up: Prinzessin is a LIGHT monster.
  • Power at a Price: Golden Castle of Stromberg can quickly generate advantage for its controller by summoning Fairy Tale monsters right from the deck while providing protection from attacks. However, this comes with a hefty maintenance cost of 10 cards from your deck during each of your Standby Phases.
  • Status Ailment: A number of cards in the series rely on manipulating ATK, particularly while Golden Castle of Stromberg exists on the field. For instance, Iron Knight loses 1000 ATK while Iron Hans is on the field, and Glass Slippers can cause any equipped monster that isn't a Fairy-Type to lose both 1000 ATK and its ability to attack.
  • Status Buff: On the flip side, Hexe Trude can make a monster gain 400 ATK after she destroys a monster by battle, Glass Slippers can grant Prinzessin 1000 ATK, and Iron Hans gains 1000 ATK for each Iron Knight on the field.
  • Writing Around Trademarks: The reason for the name change from Cinderella to Prinzessin in the TCG in order to avoid possible lawsuits from Disney, due to how the card resembles the character from the movies.

    Felgrand / Darkblaze Dragon 
https://static.tvtropes.org/pmwiki/pub/images/felgranddragon_sr02_en_c_1e.png
Felgrand is a series of LIGHT monsters who focus on summoning Dragon-Type monsters from the Graveyard to trigger their effects.

Darkblaze Dragon is a Dragon-Type monster that is usually paired or associated with Felgrand due to being released together in their original Deck, and gaining benefit from Felgrand's playstyle.


Tropes associated with the Felgrand monsters:

  • Anti-Magic: Arkbrave Dragon's effect.
  • Back from the Dead: Their playstyle revolves around summoning Dragon-Type monsters from the Graveyard.
  • Combos: Step one, summon Paladin or Guardian and equip one of the dragons to it. Step two, use Ruins of the Great Divine Dragon to send the equipped dragon to the Graveyard and summon a token. Step three, Tribute both Paladin/Guardian and the token to summon the dragon you just sent to the Graveyard.
  • Dragons Are Divine: Felgrand Dragon is a case of this, if it's retrain's name, Divine Dragon Lord Felgrand, didn't tip you off.
  • Equippable Ally: Paladin of Felgrand and Guardian of Felgrand both have the ability to equip themselves with Dragon-Type monsters.
  • Light 'em Up: They are LIGHT monsters.
  • Loophole Abuse: Felgrand Dragon can't be Special Summoned unless it was sent from the field to the Graveyard. However, nowhere does it say that it had to be sent there from a Monster Zone. Meaning that you could, say, use it as an equip card for Paladin of Felgrand and then Special Summon it later.
  • Mythology Gag: Divine Dragon Knight Felgrand is a reference to the Legendary Knights from the anime. Not only does it have the same ATK and DEF as them but its rank is equal to their levels. All of them are also tied to dragons.
  • Playing with Fire: Darkblaze Dragon is a FIRE monster.
  • Power Nullifier: Divine Dragon Knight Felgrand can do this to any monster on the field but in exchange said monster would be unaffected by the effects of other cards.
  • Sixth Ranger:
    • The deck by itself? Not all that powerful, and rather slow. Hybrid with other dragon decks like Chaos Dragons, Red-Eyes, and Blue-Eyes? A surprising force to be reckoned with.
    • Darkblaze Dragon and its retrained form, Arkbrave Dragon are not Felgrand cards, but synchronizes well with the Deck that they might as well be part of them.
  • Took a Level in Badass: The original Felgrand Dragon could only use its effect if it was special summoned, but that could only be done from the graveyard and only if it was sent there from the field. Its retrained version not only lacks the restriction, but also has a more powerful version of its effect as well as an additional one.

    Fire Fist 
Fire Fists, called Flaming Star (炎星 Ensei) in the OCG, are a series of FIRE Beast-Warrior-Type monsters that rely on synergy with their Continuous Spell and Continuous Trap support cards, Fire Formation, which have various effects. Most of the Fire Fists have effects that let you Set Fire Formation cards directly from the deck or Graveyard, and in tandem with Fire Formation cards, the Fire Fists can control the field. Their leaders are the Brotherhood of the Fire Fist cards, Synchro and Xyz monsters, with Brotherhood of the Fire Fist - Kirin being the strongest.

Tropes associated with the Fire Fists:

  • The Atoner: In ancient times, a legion of evil souls were banished to the heavens, to endure centuries of imprisonment. Now they have seen the error of their ways, and the strongest of these souls have returned to Earth, to make things right and do penance for their crimes. Returning to their original forms, each has also gained the power of a mighty animal spirit, which they can manifest through their legendary weapons. No longer merely men, these immortals now walk the earth as Beast-Warrior-Type monsters from the very heavens.
  • Authority Equals Asskicking: Charging Flaming Star King - Soko and Flaming Star Emperor - Choraio
  • Battle Aura: As seen in the artworks, every "Flaming Star" monster has a flame which represents a monster/animal form, except "Choten" who its a flame and doesn't have any monster/animal from.
  • Bears Are Bad News: Yushi's Battle Aura looks like a bear; fitting for a warrior based on the "Blue Faced Beast".
  • Blade on a Stick: Majestic Flaming Star - Snarin and Steadfast Flaming Star - Tukei. Tukei is based on the "General of Double Spears".
  • Carry a Big Stick: Mighty Flaming Star - Hienshaku and Minute Flaming Star - Ryushishin. Hienshaku is based on Huyan Zhuo, one of the 36 Heavenly Spirits of the 108 Liangshan heroes; he is nicknamed "Double Clubs".
  • Combination Attack: The Flaming Dance attacks.
  • Cool Horse: Flaming Star Marquis - Hoshin rides on a horse, which is on fire.
  • Cool Sword: Brave Flaming Star - Ensho
  • Dual Wielding: Flaming Star Emperor - Chorai, Steadfast Flaming Star - Tuukei and Mighty Flaming Star - Hienshaku
  • Dub Name Change/Theme Naming: The Flame Fist monsters' naming in the TCG are based on animals.
  • Flaming Sword: Hienshaku's weapons.
  • Our Ghosts Are Different:
    • Choraio based on Chao Gai. After his death, Chao essentially serves as spiritual guardian of the outlaws and ceremonial sacrifices are made to him.
    • Chotenn is based on Zhang Daoling. Zhang died on Mount Qingcheng in 156 during the reign of Emperor Huan of Han at the age of 123. However, it is also said that Zhang did not die but learned the arcana of Taoism to ascend in broad daylight (Xiandao). Instead, his body became like luminous ether, disappearing from eyesight and became an immortal.
    • Hoshin was based on Hong Xin. Hong Xin was a marshal (太尉) sent by Emperor Renzong to seek Celestial Master Zhang to help them in combating a plague. After completing his mission and before returning to the capital, he visits the temple near where the Master resides and unsuspecting releases 108 demons trapped in a secret chamber for centuries. The demons spread out throughout the land after their release and are incarnated as the 108 Liangshan heroes in Emperor Huizong's time. As if Hong Xin's actions are predestined, a stone tablet that stands on the location where the demons are imprisoned has the words "Opens when Hong arrives" (遇洪而開) carved on it.
  • Playing with Fire: As the name suggests, they are all FIRE monsters.
  • Recurring Element:
    • This archetype is similar to the "Prophecy" archetype due to their reliance on an archetype of Spell and Trap cards. The Prophecy archetype relies on the "Spellbook"" archetype, while the "Flaming Star" archetype relies on the "Flaming Dance" archetype of Spell and Trap Cards.
    • The way Hienshaku Special Summons itself from your hand is similar to "High Priestess of Prophecy".
  • Suffer the Slings: Agile Flaming Star - Seiven
  • Theme Naming: In Japanese, the "Flaming Star" monsters are named after the 108 heroes of Water Margin, mixed with names of animals. The international names (barring the Chinese) just focuses on the animals because it is quite difficult to translate the name mix into other languages. The "Flaming Dance" Spell/Trap Cards are named after celestials.
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    Fire King 
Fire Kings an an archetype of FIRE monsters with effects that rely on destroying themselves or each other, as they have effects that trigger when destroyed. The leader is Fire King High Avatar Garnix.

The archetype is featured in the Structure Deck: Onslaught of the Fire Kings.


Tropes associated with the Fire Kings:

  • Arch-Enemy: With the Atlanteans. This is very prominent in the artwork for Ocean Ablaze. Both of this card's applicable effects are designed to be useful for both "Atlanteans" and "Fire Kings". The effect which Special Summons WATER monsters also destroys a monster you control, triggering the "Fire King" monsters' effects; the second effect destroys any monster on the field, which may benefit the "Fire Kings", while it also discards 1 of your cards, triggering some of the "Atlantean" monsters' effects.
  • Composite Character: Garunix is based on an entire family of mythological creatures:
    • Garunix bears a strong resemblance to the Phoenix from Greek mythology and the Firebird.
    • The feathers of Garunix are based on the Fenghuang, the Chinese version of the Phoenix. Understandably, this card is similar to the monster "Fenghuang".
    • Garunix has teeth in its beak, akin to the Simurgh.
    • It also has a part of Garuda of it, with its avian appearance, godly power, and being enemies with serpents (Well, Sea Serpents, as in the Atlanteans).
  • Cycle of Hurting: The infamous Garunix loop: Have a recently-destroyed Garunix in the grave, and a second one on the field. During your Standby Phase, the first Garunix summons itself from the Graveyard, destroying all monsters on the field including the second Garunix. Then, during your next Standby Phase, the second Garunix summons itself from the Graveyard, destroying all monsters on the field including the first. Unless your opponent has something to stop the loop, you're looking at a free Dark Hole every single turn, with the opportunity to slam the opponent with at least 2700 points of damage per turn on top of that.
  • Mix-and-Match Critters: Fire King Avatar Kirin looks like a Unicorn (the front body), the Greek/European version of Qilin according to Western myths, and a Qilin(the rear body), which looks like a Chimera or a Dragon(this card is a chimeric hybrid of a unicorn and a dragon/qilin).
  • Noble Bird of Prey: Garunix, simply because it leads the Fire Kings.
  • Portmanteau: Garunix is a portmanteau of the mythical creatures, Garuda and Phoenix. Garunix's only connection to the Garuda, the Hindu and Buddhist version of the Phoenix, is its name, as the Garuda is often depicted with a birdman-like body, while Garunix has a more bird-like body.
  • Thanatos Gambit: Fire King monsters have their effects triggered when they're destroyed and sent to the Graveyard.
  • Theme Naming: The "Fire King" seem to be based off of different creatures in different Asian mythologies and Buddhism.
  • Recurring Element: Fire King High Avatar Garunix is a Level 8 Fire Winged Beast that, when destroyed by a card effect, revives itself on the next turn and destroys all other monsters on the field when it does. Change "monsters" to "Spell and Trap cards", and you have the classic Sacred Phoenix of Nephthys.

    Fishborg 
Fishborgs are a small series of WATER monsters that appear as fish controlling robotic suits. Their common theme is to revive themselves from the Graveyard, and with three of them being Tuners, this aids greatly into Synchro decks.

Tropes associated with the Fishborgs:

  • Blade Below the Shoulder: Fishborg Launcher's weapon of choice.
  • Combat Tentacles: Fishborg Planter sports these.
  • Guns Akimbo: Fishborg Blaster.
  • Mini-Mecha: Appearance-wise they are fish (or water-based organisms) controlling robotic suits from inside water-filled bowls.
  • Nonindicative Name: Despite the name "Fishborg," the Fishborg Launcher appears to be powered by a Belostomatidae insect.
  • Not Quite Dead: They can Special Summon themselves from the Graveyard.
  • Suspiciously Similar Substitute: Fishborg Launcher is the counterpart to, and intended replacement for, "Fishborg Blaster". Furthermore, the ATK/DEF of this card are the reversed ATK/DEF of "Fishborg Blaster".
  • Visual Pun: The fish inside the Fishborg Launcher's tank resembles an archer fish, a kind of fish capable of shooting down flying insects with squirts of water. This is a fitting reference to this monster's appearance since the fish is piloting a robotic suit armed with long ranged blasters.

    Five-Headed Dragon (Petit Dragon / Storm Dragon / Darkfire Dragon) 
https://static.tvtropes.org/pmwiki/pub/images/fgd.png
The Five-Headed Dragon, called Five God Dragon in the OCG, is the strongest Fusion Monster, tied with Dragon Master Knight. Formed by a Fusion of any five Dragon-Type monsters, it boasts 5000 ATK and ridiculously simple summoning conditions for a Dragon deck that can find room to use Dragon's Mirror. In the Duel Monsters anime, it is the trump card of the Big Five, but it also appears occasionally in GX.

According to the backstory provided in Japanese materials, the fire head was once Petit Dragon, who served the Charmer Wynn. His form when Wynn is in her Familiar-Possessed State is called Storm Dragon. His desire to become stronger lead to him becoming the Darkfire Dragon, who merged with four other dragons to become the Five-Headed Dragon.


Tropes associated with the Five-Headed Dragon:

  • Achilles' Heel: It is impervious to all elemental attacks and hits hard, but a strong enough LIGHT-elemental attack, most easily accomplished via a boost from Honest, will finish it.
  • Big Bad: In the anime's Legendary Heroes arc, it was said to be the Final Boss before the Big Five summoned it to serve as such.
  • Bigger Stick: 5000 ATK and 5000 DEF — very rarely equalled, never surpassed without effects (outside the anime). Enough to run over any monster and do some serious damage too.
  • Boring Yet Practical: A Fusion of any five Dragon-Type monsters, it can be splashed into any deck running a decent amount of Dragon-Type monsters with a single Dragon's Mirror needed to pull it out in the late game. Once out it's just a beatstick, but it's a 5000 ATK one — your opponent better have an effect to get rid of it or they are in trouble. (This is one of many reasons Future Fusion was outlawed.) Before Dragon's Mirror, it was Awesome, but Impractical.
  • Elemental Rock–Paper–Scissors: Its five heads represent all five normal Attributes except LIGHT, preventing it from destruction with any non-LIGHT and non-DIVINE monster.
  • Fusion Dance: The jury is out on which four other dragons Darkfire Dragon could have fused with. The tanned head vaguely resembles Megarock Dragon and one of the others resembles Serpent Night Dragon, but the other two have no obvious visual counterparts.
  • From Nobody to Nightmare: Petit Dragon is one of the cutest, most harmless creatures you could find in the game. The Five-Headed Dragon is one of the strongest, most fearsome creatures you could find in the game.
  • Gameplay and Story Integration: The backstory states the Five-Headed Dragon was defeated by Dragon Master Knight, just like it was in the anime's Virtual World arc. Furthermore, Dragon Master Knight is a LIGHT monster with 5000 ATK and gains 500 more for each Dragon in play, so yes, it would actually be able to kill the Five-Headed Dragon through battle.
  • Infinity -1 Sword: Albeit it has extremely high ATK which is almost abnormal for a printed value in this game, and is invincible to any attacks except those from LIGHT monsters, Five-Headed Dragon still has a glaring weakness in the form of effects. Make sure your deck is set up to protect it from harmful card effects!
  • Not the Intended Use: Ever wonder why Future Fusion got banned? Well, you're looking at him. Five-Headed Dragon was obviously intended to be a game ending monster, and it ended up being one in more ways than just a high ATK beater. Because of its generic materials, and the sheer number of Dragon-Type monsters that can revive themselves from the Graveyard like Dragon Rulers and Chaos Dragons, Five-Headed Dragon Future Fusion ended up becoming the single best searcher in the entire game, able to pull out five Dragon-Type monsters from your deck whenever played and swarm the field with them even if Five-Headed Dragon couldn't be summoned. This resulted in a deck so powerful that it could throw out OTKs and easily turn any situation around no matter how bad, and as a result, Future Fusion wound up on the banlist and stayed there until it was given an errata that heavily neutered this potential for abuse. The new version of the text did not dump the monsters until the player's first Standby Phase after it was activated, giving the opponent some time to get rid of it until then.
  • Sealed Evil in a Can:
    • The virtual game in the anime has stopping the ritual to unseal it as the main quest. Yugi and his friends succeed in stopping it, but the Big Five rewrite the game code and summon it anyway, making it a very meta case of The Computer Is a Cheating Bastard.
    • In the backstory, once it was defeated by Dragon Master Knight, the Black Luster Soldier sealed the Darkfire Dragon in the Salamandra sword. Now it's the sword of Flame Swordsman.
    • The Big Five summon the dragon again in cyberspace using each of their Deckmasters. As a Ritual Monster no less.
  • Shout-Out: A five-headed evil dragon, with each head representing a different Attribute, is very similar to Dungeons & Dragons depictions of Tiamat. Fittingly, the Five-Headed Dragon is used by the Big Five, who try to use it to usurp Seto — the Blue-Eyes White Dragon is based on Bahamut.
  • Used to Be a Sweet Kid: Petit Dragon was once a loyal friend to the Charmers.
  • Useless Useful Spell: Its effect prevents it from being destroyed in battle with any non-LIGHT monster. It has 5000 ATK — unless your opponent is running Shrink or a similar card, what could kill it in battle anyway? Ironically, every time it had been destroyed in the anime has been by battle: First by Dragon Master Knight, then by Mirage Knight, and then by Elemental HERO Neos (boosted by Honest).
  • The Worf Effect: Despite having an ATK that rivals even Obelisk the Tormentor, its record in the anime is pretty bad. Out of five appearances in the franchises (not counting flashbacks), there is only one case where the duelist using it has won. (And that time, the opponent was just an unnamed patron at KaibaLand.)

    Flamvell 
Flamvell monsters are a series of FIRE monsters that rely on burn damage and power through battle. In the backstory of the cards, they were one of four elemental tribes that formed the Ally of Justice to fight the Worm invasion. There is a sub-archetype called Neo Flamvell, born when the Jurracs destroyed the land of the Fabled with a flaming meteor.

Tropes associated with the Flamevells:

  • Cavalry of the Dead: Their key card is Rekindling, which brings back all of them at once for a turn, before they are banished.
  • Crystal Dragon Jesus: Ancient Flamvell Deity.
  • Demoted to Extra: They are supposed to be one of the four main tribes that formed the Ally of Justice (with one member blatantly supports "Ally of Justice" cards by name), alongside the Ice Barrier, Mist Valley and X-Sabers. However, compared to Ice Barrier's and Mist Valley's very crucial involvement to the plot that transcends the seasons and the X-Sabers' many mentions and sub-plot regarding their missing leader Souza, the Flamvells barely got any further mention. It gets worse as they get a Suspiciously Similar Substitute near the end of season one, in the form of the Neo Flamvells.
  • Hell Hound: Flamvell Firedog is meant to give off this vibe; he even has two fins on his shoulders evocative of the two other heads Cerberus has.
  • Physical God: Ancient Flamvell Deity, their strongest boss monster.
  • Playing with Fire: Naturally, all Flamvell monsters are FIRE monsters, and all Neo Flamvell are also Pyro-Type monsters.
  • Proud Warrior Race: Although they seem to be more level-headed and civilized than their season 2 successor, the Lavals.
  • Weaksauce Weakness: They don't like having their battle positions messed with. Keep them off the offensive and they won't do much.
  • What Happened to the Mouse?: They get no clear mention at the end of season one. Although, it is highly implied that both went extinct when Trishula froze the world.

    Fleur 
Fleur is a small archetype of four cards that were used by Sherry LeBlanc in 5D's. The group consist of two low-Level monsters and two high-Level ones with the formers being able or necessary to summon the latters.

Tropes associated with Fleur:

  • Action Girl: Chevalier de Fleur is a Level 8 Warrior-Type Synchro Monster with 2700 ATK and Sherry's ace monster.
  • Anti-Magic: Chevalier de Fleur can negate the activation of a Spell or Trap Card once per turn, but only in your turns.
  • Blow You Away: Chevalier de Fleur is a WIND monster.
  • Casting a Shadow: Necro Fleur and Sorciere de Fleur are DARK monsters.
  • Dark Action Girl: Sorciere de Fleur is a Level 8 Spellcaster-Type Effect Monster with 2900 ATK and is Sherry's ace monster during her Face–Heel Turn.
  • Dark Is Evil: The DARK monsters symbolize Sherry's temporary Face–Heel Turn.
  • Gratuitous French: Chevalier de Fleur and Sorcière de Fleur mean, respectively, Flower Knight and Flower Sorceress in French. Justified, seeing as the character who used those cards in the anime was French. The Japanese names of Chevalier de Fleur and Sorciere de Fleur are incorrect in French.
  • Green Thumb: As their names indicate, they are related to flowers. Necro Fleur, however, is the only Plant-Type monster.
  • Jeanne d'Archétype: As Sherry's deck generally references Jeanne d'Arc, Sorciere de Fleur references the accusation of Jeanne being a witch, symbolizing Sherry's temporary Face–Heel Turn.
  • Knight in Shining Armor: Chevalier de Fleur is a Warrior-Type monster covered in knight armor, just like Jeanne d'Arc.
  • Light 'em Up: Fleur Synchron is a LIGHT monster.
  • Meaningful Name: "Fleur" is the French word for "flower", refering to the flower-themed appearance of the monsters.
  • Mechanical Lifeforms: Oddly enough, Fleur Synchron is a Machine-Type monster, despite it looks anything but like a machine.
  • My Death Is Only The Beginning: If Necro Fleur is destroyed by a card effect, its effect lets the player call Sorciere de Fleur to the field to replace it.
  • Necromancer: This is Sorciere de Fleur's ability. When she is Normal or Special Summoned, she can bring back any monster from the opponent's Graveyard, but only for one turn and it cannot attack directly.
  • Sixth Ranger: Chevalier de Fleur is this for the Synchron/Warrior archetype. She is the only Synchro Monster other than the Junk Synchro Monsters that requires a specific Synchron Tuner Monster as one of her Synchro Materials, but she has no "Warrior" in her name, thus she cannot be Special Summoned by Stardust Warrior's effect.
  • Wicked Witch: Sorciere de Fleur, a Spellcaster-Type monster. See Jeanne d'Archétype above for more details.
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    Flower Cardian 
Flower Cardian, known as Cardian in the OCG, is an archetype debuting in the ARC-V anime, used by Tokumatsu. They are based on the traditional Japanese card game named Hanafuda, infamous for the Koi-koi game. Their playstyle revolves around consistently drawing Cardian monsters to make combinations (Yaku) to Synchro Summon their Boss Monsters, emulating the playstyle of traditional Koi-koi game. To help with this strategy, the Spell supports makes it easier to setup the Summon, such as stacking Cardian monsters to be drawn by other Cardian effects or assembling Cardian monsters on the board.

Tropes associated with the Cardians:

  • Anti-Magic: Lightflare can negate Spell effects.
  • Art Shift: In the anime. Whenever a Flower Cardian Synchro Monster is Summoned, the background turns into traditional Japanese painting that references the Yaku formed to Summon it, in contrast to the monster's more animesque appearance.
  • Bishounen: Lightshower and Lightflare, two of the boss monsters.
  • The Cameo: All over the place, due to each Cardian non-Synchro monster (barring Matsu) depicting the artwork of their corresponding hanafuda card with something in it replaced by a Yu-Gi-Oh! card. Some examples:
    • Matsu ni Tsuru (January Pine Crane): Crane Crane
    • Sususki ni Tsuki (August Pampas Moon): The Wicked Avatar
    • Yanagi (November Willow Storm): Giant Trunade
    • Yanagi ni Ono no Michikaze (November Willow Poet): Flower Cardian Lightshower and Poison Draw Frog
  • Casting a Shadow: They're all DARK monsters.
  • Cards of Power: And apparently they're also sentient.
  • Cool Helmet: Lightflare's bird helmet, a reference to the December Phoenix (Kiri ni Houou) card.
  • Crippling Overspecialization: They really don't like being teamed up with other archetypes, locking down summons of non-Flower Cardians and discarding drawn cards if they aren't Flower Cardians, meaning they essentially have to be played pure. They also have only a very small handful of cards that can summon monsters without controlling other cards, and without those cards, they brick hard.
  • Dark Is Not Evil: After Tokumatsu returns to his Enjoy Choujiro persona.
  • Difficult, but Awesome: The archetype as a whole. The requirement to Summon the bosses are expensive, and the Deck can be awkward to handle. However, once the bosses set foot on the field, there's little the opponent can do.
  • Dub Name Change: From "Cardian" to "Flower Cardian". The individual cards receive direct translations: for instance, "Ameshikou" becomes "Lightshower", "Matsu ni Tsuru" becomes "Pine with Crane", and "Gokou" becomes "Lightflare".
  • Irony: Yanagi ni Ono no Michikaze depicts Lightshower and Poison Draw Frog as a reference to the rain man/poet and frog. The former locks you out of your Draw Phase, while the latter lets you draw a card.
  • Large and in Charge: Boardefly. Ironically, he is the weakest among the three boss monsters in terms of stats.
  • Luck-Based Mission: Ultimately, the success of a Flower Cardian deck depends on the player's ability to draw into the right cards at the right time. They do have a few Luck Manipulation Mechanics to work with, but if you end up revealing three Spell/Trap cards with Chokoikoi... Well, enjoy.
  • Mechanically Unusual Fighter: Unlike your average Synchro deck, the Flower Cardians don't have to worry about adding up levels as their Tuners automatically make the Synchro Materials level 2, which is very necessary given that some of their monsters have absurdly high levels (including a level 11 Tuner) to fit their Hanafuda motif. They're more focused on using Main Deck monsters of matching levels to draw and summon enough Synchro Materials to bring out their bosses.
  • Nice Hat: Lightshower's poet/priest hat.
  • No-Sell: Lightshower makes all Flower Cardian monsters unable to be destroyed by card effects, or be targeted by the opponent's card effects.
  • Numerological Motif:
    • The Level of each non-Synchro Flower Cardian represents the Month of their original Hanafuda card.
    • The ATK and DEF of each non-Synchro Flower Cardian is equal to its point value in Hanafuda x100.
  • Shock and Awe: Lightshower's "electric-rim" umbrella, a reference to the November Storm (Yanagi) card.
  • Weak, but Skilled: The non-Synchro monsters are exceptionally weak stat-wise, but are needed to Summon their boss monsters.
  • Weaksauce Weakness: Bricking. Given that Flower Cardians don't work well with other archetypes, they pretty much have to be played on their own... and they only have maybe two or three different cards that let them put monsters on an empty field. If you didn't draw any of those, have fun playing the game at all.
  • World's Strongest Man: Lightflare has the highest ATK among Synchro Monsters to date, with pure 5000 ATK.

    Fluffal / Edge Imp / Frightfurs 
The Fluffal archetype, known as Furnimal in the OCG, is a series of adorable EARTH Fairy-Type monsters based on animal plushies, all of them with wings. They focus on Fusion Summoning with the Edge Imps, necessary to bring out their uh..."evolved" forms: the Frightfurs, known as Des-Toy in the OCG. They are used by Sora Shiun'in in ARC-V.

Tropes associated with the Fluffals, Edge Imp and Frightfurs:

  • Anti-Magic: Frightfur Sheep and Chimera prevent the opponent from using cards or effects whenever they attack or are attacked. Frightfur March can negate the activation of a monster effect or that of a spell/Trap card that targets a Frightfur.
  • Ax-Crazy: Frightfur Leo is depicted as this in the anime, which also reflects Sora's true nature. Frightfur Leo laughs like a maniac and makes all those crazy noises. It also goes nuts when it is introduced, destroying the facility around its surrounding.
    • It is put to shame by Tiger in the anime, giggling like a deranged psychopath when attacking.
  • Back from the Dead:
    • Edge Imp Sabres's effect allows it to come back from the graveyard once per turn when you place a card from your hand on top of your deck.
    • Frightfur Sheep can return from the graveyard when it's destroyed.
    • Frightfur Saber-Tooth can summon a Frightfur monster from the graveyard when it is fusion summoned. Since it needs a Frightfur monster for material, you can special summon the Frightfur used in its summon.
  • Bowdlerise: From Des-Toy to Frightfurs. Also, the scissors, of all things, were inexplicably censored.
  • Call-Back: Frightfur Chimera seems to be based of Goyo Guardian. Both have 2800 ATK and can Special Summon enemy monsters they have destroyed. The difference between them is that Goyo Guardian Special Summons them in Defense Position while Chimera can Special Summon them in either position, though the Summoned monster's ATK is halved, and Chimera gets 300 ATK for each monster the player controls this way.
  • Came Back Strong: When Frightfur Sheep is destroyed, its effect allows it to return to the field with an additional 800 ATK.
  • Cannibalism Superpower: Frightfur Bear's effect. In the anime, it is visualized by Bear eating the monster it destroyed, in one gulp.
  • Casting a Shadow: The Edge Imps and Frighfurs are DARK monsters.
  • Chain Pain: Edge Imp Chain and Frightfur Sheep. In the anime, Frightfur Sheep even chokes a person with its chain.
  • Chainsaw Good: Edge Imp Saw and Frightfur Leo.
  • Creepy Monotone: Fluffal Bear and Fluffal Leo in the anime.
  • Dark Is Evil/Dark Is Not Evil: The Edge Imps and Frightfurs fall into either category, due to Sora being Evil All Along, but he eventually undergoes a Heel–Face Turn.
  • Demonic Possession: The Frightfurs are corrupted versions of the Fluffals. The corresponding Edge Imp monsters have their eyes and metal parts showing from the Fluffal bodies.
  • Dishing Out Dirt: The Fluffals are EARTH monsters.
  • Dub Name Change: From Furnimal to Fluffal, and from Des-Toy to Frightfur. The names of the Des-Toys were also shortened.
    • Des-Toy Scissor Bear —> Frightfur Bear.
    • Des-Toy Scissor Wolf —> Frightfur Wolf.
    • Des-Toy Scissor Tiger —> Frightfur Tiger.
    • Des-Toy Wheel Saw Lion —> Frightfur Leo.
    • Des-Toy Chain Sheep —> Frighfur Sheep.
    • Des-Toy Sabre Tiger —> Frightfur Sabre-Tooth.
    • Des-Toy Mad Chimaera —> Frightfur Chimera.
    • Edge Imp Scissor —> Edge Imp Sambres.
    • Edge Imp DT Modoki —> Edge Imp Frightfuloid.
    • Furnimal Lion —> Fluffal Leo.
  • Evil Laugh: In the anime, Frightfur Bear, Frightfur Chimera and especially Frightfur Leo and Frightfur Tiger.
  • Fusion Dance: The Fluffals combined with the Edge Imps become the Frightfurs.
    • Frightfur Chimera is the Fusion of three Frightfurs.
    • Frightfur Sabre-Tooth is the Fusion of a Frightfur and one or more Fluffal or Edge Imp monster.
  • Glass Cannon: They can put really high damage on board in one turn (read: OTK) and have very good searching power, meaning they can quickly kill the opponent. Unfortunately, their monsters don't have the best protection and they struggle with grind games. You'll almost always want to go second with them because of this. But tragically, this is a shortsell of the deck. With Frightfurs, you either overwhelm or you lose. No middleman.
  • Killer Teddy Bear: Once the Edge Imps have their way with them, the Fluffals are transformed into mutilated plushies.
  • Living Toy: All of them. The Edge Imps might not count as toys, though.
  • Nerf:
    • Depends on the situation with Frightfur Bear. In the anime, after it equips a monster it destroyed by battle to itself, it gains ATK equal to the ATK of the destroyed monster. In the game, it gains 1000 ATK no matter what the ATK of the monster is. So if the monster it destroys has less than 1000 ATK, the ability it has in the game is an improvement.
    • In the game, Frightfur Leo can only target face-up monsters for its effect, cannot attack directly after using it and also cannot be summoned, except by Fusion Summon. None of those restrictions were present in the anime. However, the real life version is much easier to summon, since any Fluffal can be used for its Fusion Summon instead of requiring Fluffal Leo.
    • Inverted example with Frightfur Sheep. In the anime, its effect was that the opponent couldn't activate Spell or Trap Cards when it attacks until the end of the damage step. In the game, not only does it have a better version of this effect, but it can be summoned with any Fluffal instead of Fluffal Sheep and also has the above Came Back Strong effect as well.
    • Played straight with Frightfur Sabre-Tooth. In the anime, it causes all Frightfur monsters to gain 400 ATK for each Fluffal and/or Frightfur monster on the field. In the game, it simply raises all Frightfur monsters ATK by 400.
    • Played straight with Frightfur Chimera. It has a restriction of only being able to be summoned by fusion summon, and when it special summons a monster it destroys, the Special Summoned monster's ATK is halved which wasn't in the anime.
  • Never Say "Die": Like Des Koala or Des Frog, this is the case of the Des-Toys.
  • Panthera Awesome: Frightfur Leo, Frightfur Tiger and Frightfur Sabre-Tooth.
  • Punny Name: Des-Toy is a pun to "death toy" and "destroy".
  • Red Eyes, Take Warning: All of the Edge Imps have these. Similar pink-red eyes appear peeking out of the mouths of the Frightfurs summoned using Sabres as Fusion Material. Finally, Frightfur Chimera's middle head and Frightfur Leo both have red eyes.
  • Slasher Smile: Frightfur Leo possesses one of these.
  • Shear Menace: The Edge Imps and the Frightfurs have blades sticking out of them, mainly Edge Imp Sabres and its Fusions.

    Fortune Ladies / Fortune Fairies 
https://static.tvtropes.org/pmwiki/pub/images/inheritedfortune_tf04_jp_vg.png
Fortune Lady Earth (left), Fortune Lady Light (top), and Fortune Lady Wind (right).
Fortune Ladies are a series of elementally-attuned Spellcaster-Type monsters with the similar gimmick of gaining one Level each of your Standby Phases, and having ATK and DEF equal to their Level multiplied by a variable value. They rely on swarming the field and increasing their Levels to use effects, and also have some cards to banish and retrieve their members, particularly with the Field Spell Future Visions, which banishes all Normal Summoned monsters until the next turn.

They have younger and weaker counterparts, called the Fortune Fairies, who in the anime are Normal monsters with 0 ATK and DEF and having Levels from 1 to 6. In the real-life card game, they were made into effect monsters which support Spellcaster monsters in genral.

Both archetypes are used by Carly in 5D's, the Fortune Fairies before her time as a Dark Signer, and the Fortune Ladies when she becomes a Dark Signer.


Tropes associated with the Fortune Ladies:

  • Back from the Dead: Fortune Lady Ever has the ability to revive herself if she is in the graveyard during the opponent's End Phase by banishing another Spellcaster from the Graveyard.
  • Balance Buff: The Fortune Fairies got a badly needed one in the real-life game, going from crappy vanilla monsters to Effect Monsters with decently powerful abilities that can be Special Summoned for free when drawn.
  • Color-Coded Elements: Each of the initial six Fortune Ladies, as well as the Fortune Fairies, is dressed in the color of their Attribute, each in a color of the rainbow.
  • Cute Witch: The Fortune Ladies are this.
  • Elemental Powers: All of them are named after their respective Attributes.
  • Fire Is Red: Fortune Lady Fire. A Fiery Redhead FIRE monster and an effect that can deal burn damage.
  • Lady of Black Magic: Fortune Lady Dark. Whenever a Fortune Lady monster destroys an opponent's monster by battle and sends it to the Graveyard she can special summon 1 Fortune Lady from the Graveyard.
  • Magic Wand: Each of them has one, combined with a Sinister Scythe.
  • Magikarp Power: The longer they stay on the field, the higher their Level grows and the more power they gain.
  • Mythology Gag: Fortune Lady Past's appearance resembles that of Dark Signer Carly who used the archetype in the anime.
  • Scary Shiny Glasses: Fortune Fairy Chee has glasses that obscure her eyes, however her cute appearance doesn't make her look particularly dangerous. Her Fortune Lady version Fortune Lady Earth however looks very intimidating in comparison.
  • She Is All Grown Up: The Fortune Fairies were cute, small fairies, but they evolved to Fortune Ladies and are full grown women.
    • Similarly, Fortune Lady Ever is an older version of Solitaire Magician.
  • Sixth Ranger: Solitaire Magician shares a similar design with the Fortune Ladies and her efefct directly supports them. Catoblepas and the Witch of Fate was released in the same booster as most of the Fortune Ladies and while it does not directly support them, its effect looks tailor-made for the archetype.
    • Past and Ever were released years after the rest of the archetype. The latter also happens to be a grown-up version of the above-mentioned Solitaire Magician.
  • Took a Level in Badass: From the Fortune Fairies to Fortune Ladies.
  • Water Is Blue: Fortune Lady Water. Blue hair, blue skin and a WATER monster.
  • Wind Is Green: Fortune Lady Wind. Green hair, green skin and a WIND monster, her effect is also bouncing Spell and Trap Cards, a common effect of WIND-themed cards.

    Freed 
Freed has only three cards to his name, but he appears in a lot of card art and is central to the larger Gagagigo story. Once a wandering warrior named Freed the Brave Wanderer, he would go one to become a powerful general among the Warriors, Freed The Matchless General.

Tropes associated with Freed:

  • Badass Mustache: Freed the Matchless General
  • Determinator: As seen in the artwork of Chivalry
  • Evil Counterpart: Dark General Fleed
  • Four-Star Badass: Freed the Matchless General
  • Heroic Sacrifice: In the Yu-Gi-Oh! GX anime series, Freed arrives at the prison camp, and sacrifices the last of his energy to place his card on top of Jaden's Deck. Jaden is able to win the duel and defeat Zure with Freed's help. However, the card fades from existence as the duel ends, and Freed dies. Jaden vows to save Freed's comrades as well as Jesse.

    Frog 
Frogs are a series of low-level WATER Aqua types that rely on swarming the field and using various effects to search out other Frogs. They lack power but have various handy effects. Their leader is D.3.S. Frog, fused from three Des Frogs. This archetype is used by Princess Rose in GX.

Tropes associated with the Frogs:

  • Anti-Magic: Unitoad's effect lets it destroy a Spell or Trap Card if another Frog or Toad is on the field.
  • Battle Aura: Des Frog.
  • Bubblegloop Swamp: Their homeland, Wetlands.
  • Brown Note: Des Croaking, which destroys all of your opponent's monsters. The art of Des Croaking shows three Des Frogs croaking in unison.
  • Deflector Shields: Froggy Forcefield.
  • Early Installment Weirdness: In its early stages, the Frogs were based around Des Frog, with most of their support cards supporting Des Frog specifically. However, they shifted gears into a low-level spam archetype in the 5D's era, and even though they had a few cards that treated themselves as Des Frog to try and get use out of the old support, Des Frog quickly fell out of relevance.
  • Fusion Dance: 3 Des Frog become D.3.S Frog.
  • Lost in Translation: All the original Japanese names for Frogs included puns based on their effects and artworks. Very few Frogs recieved this treatment at the international releases.
  • Making a Splash: They are WATER monsters.
  • Mix-and-Match Critters: Treeborn Frog, Unifrog, Beelze Frog, Substitoad, Tradetoad.
  • Nerf: One card that kept "Frogs" versatile and powerful was "Substitoad", but after Frog FTK won the 2010 World Championships, it was Forbidden, and so many "Frog" Decks lost their supreme speed.
  • Never Say "Die": Death Frog —> Des Frog.
  • Overly Long Tongue: Poison Draw Frog and Flip-Flop Frog.
  • Samurai: Ronintoadin.
  • Stone Wall: Dupe Frog has 2000 DEF, and acts as a tank with an effect that forces the opponent to target it only, but only has 100 ATK to fight back with.
  • Suspiciously Similar Substitute: Tradetoad after Substitoad got banned.
  • Visual Pun: Submarine Frog's appearance is likely based on the term "frogman," which is a person equipped to work underwater. The term is quite often used to refer to combat divers, which Submarine Frog certainly is.
  • Weak, but Skilled: Though weak, "Frog" cards can unleash devastating effects that include rapid summoning, the option to increase their ATK or protect themselves from destruction, and wiping out all cards the opponent controls.

    Fur Hire 
Fur Hire, known as the Skyfang Brigade (空牙団, Kūgadan) in the OCG, is a band of anthropomorphic animals possessing various Types, Attributes, Levels, and a shared focus on swarming the field. The Level 4 or lower monsters have effects that Special Summon another monster Fur Hire from the hand, which in turn activates their own unique effect when a monster Fur Hire is Special Summoned. The Level 5+ monsters have their own unique effects that activate when they are Special Summoned and provide protective effects for the rest of the squad.


Tropes associated with Fur Hire:

  • Cool Airship: Their associated Field Spell, Fandora, the Flying Furtress, is definitely this. In-game, it can search for a Fur Hire monster in exchange for giving up your normal draw for the turn, and can destroy the opponent's field if five or more different members of the group are on the field.
  • Dub Name Change: A point of some contention among fans and players of the game.
  • Discard and Draw: The unique effect of Helmer.
  • Hired Guns: The archetype's English TCG name implies that they are this.
  • No-Sell: The higher-Level monsters of the archetype can provide a defense against the opponent's cards: Wiz and Rafale, respectively, can negate the activation of 1 monster or Spell/Trap effect once every turn, while Dyna and Sagitta keep them from targeting any other Skyfang Brigade monsters for attacks or with card effects.
  • Non-Standard Character Design: A variant, as the card texts for their support cards in the English TCG words said support as "monster "Fur Hire"", as opposed to ""archetype" monster", as is the case for the support cards for other archetypes.
  • Painting the Medium: The card text for the archetype's support cards in the TCG, which take advantage of the archetype's Punny Name to tell you that they are "monsters "Fur Hire"".
  • Pun-Based Title: Every single monster in the archetype has this in their English TCG names.
  • Punny Name: Look no further than the archetype's English TCG name.
  • Sky Pirate: Well, more like an actual brigade of soldiers than actual pirates, but there's enough of the trope in place that it can be easy to get confused. They even have their own flying ship.
  • Status Buff: Blavo's unique effect grants an extra 500 ATK/DEF to any Fur Hire already on the field.
  • World of Pun: The archetype is full of this in the English TCG, from the archetype's Punny Name, to every monster having a Pun-Based Title in its name, to their support cards wording said support as supporting a "monster "Fur Hire"" as opposed to an ""archetype" monster", which is the case for other archetypes. Their Field Spell Card is even called "Fandora, the Flying Furtress".
  • Zerg Rush: All Level 4 or lower monsters have Special Summoning effects, which can quickly fill up the board.

    Gadget 
https://static.tvtropes.org/pmwiki/pub/images/alloutattacks_tf04_jp_vg.jpg
The original trio.
The Gadgets are an archetype of Machine monsters. They can be divide into two groups, with the exception of Gadget Soldier. The first group consist originally consisted of trio of EARTH monsters that search out a copy of one of the other two from the deck when summoned. Two more members were later added. Lacking in power, those gadgets rely on cards like Stronghold the Moving Fortress for offense. They share a connection with the Ancient Gear archetype represented by Ancient Gear Gadjiltron Chimera and Ancient Gear Gadjiltron Dragon. The second group of Gadget monsters are meant to act as support for the Morphtronic archetype

Yugi Muto used Gadgets cards from the first group against his alter ego in the original series while Kaiba used Gadget Soldier during the Battle City arc. Lua/Leo used the second group in Yu-Gi-Oh! 5D's.


Tropes associated with the Gadgets:

  • All Your Powers Combined: Metalhold the Mobile Fortified Fortress gain the ATK of all monsters equipped to it.
  • Bread, Eggs, Breaded Eggs: The first group of Gadgets are associated with the Ancient Gear archetype, through Gadjiltron Chimera and Gadjiltron Dragon, but aren't part of it. Ancient Gear Gadget, however, is a member of both archetypes.
  • Combat and Support: The Gadgets work as support for other cards, such as cards like Stronghold, the Ancient Gears, the Morphtronic or even other decks. Inverted with Gadget Hauler whose effect is more geared toward combat and requires Morphtronic cards to be discarded.
  • Combination Attack: Several cards are depicted as incorporating the Gadgets into their mechanics to power themselves up.
  • Cute Machines: The first group of Gadget monsters are a series of adorable gear-themed monsters.
  • Dishing Out Dirt: The majority of the Gadget are EARTH monsters.
  • Enemy Summoner: Gold and Silver Gadget can summon a level 4 or lower Machine monster when summoned.
  • Light 'em Up: Gold and Silver Gadgets are LIGHT monsters.
  • Making a Splash: Gadget Arms is a WATER monster which makes sense since it appears to be partially based on a water gun.
  • Mini-Mecha: Stronghold the Moving Fortress, Metal Hold, and Bootup Soldier-Dread Dynamo, which are piloted by the Gadgets.
  • Playing with Fire: Gadget Soldier.
  • Transforming Mecha: Like the Morphtronics, Gadget Driver can switch between a robot and a screwdriver form.
  • We Have Reserves: What made the initial trio of Gadgets so renowned was their ability to search each other out when Summoned. It doesn't sound like much, given their low stats, but when paired with all forms of removal spells to eliminate anything they can't beat in a fight, the Gadgets could wear down the opponent's resources while constantly having a good supply of monsters to tank and deliver hits. This highlighted the importance of card advantage in the game, and are perhaps the first few cards termed "floaters".

    Gagaga 
The Gagaga monsters are an archetype of DARK Spellcaster-Type monsters and EARTH Warrior-Type monsters used by Yuma in ZEXAL. Their effects rely on swarming the field to facilitate the free summoning of almost any Xyz Monster, since many of them can change their Levels.

Tropes associated with the Gagagas:

  • Badass Cape: Gagaga Cowboy.
  • Bilingual Bonus: All Gagaga monsters bear a crest of the Chinese character for "I, me" which can be pronounced as "wa" or "ga" in Japanese.
  • Captain Ersatz: The Spellcaster-Type monsters bear a striking similarity in appearance to Dark Magician and Dark Magician Girl respectively, monsters used by Yugi Muto; the two have 3 Levels and 1000 ATK less than their counterparts. Gagaga Child and Gagaga Sister are likewise similar to Miracle Flipper and Card Ejector, respectably, as the younger counterparts of their respective Magician and Girl. Gagaga Child and Miracle Flipper share the same Level and each pair share the same Type.
  • Casting a Shadow: The Spellcaster-Type monsters; Magician, Girl, Head, Mancer, Child and Sister are all DARK monsters.
  • Chained by Fashion: With the exception of Gagaga Sister, all the Spellcasters have some sort of chain on them.
  • Clerk: Keeping the trope description in mind, Gagaga Clerk supports the Gagaga Archetype.
  • Confusion Fu: The Gagaga monsters' effects to change their Levels allow them to Xyz Summon monsters with a wide range of Ranks, making it difficult to predict what they might pull from the Extra Deck.
  • Cute Witch: Gagaga Girl and Gagaga Sister.
  • Dishing Out Dirt: Gardna, Clerk, Cowboy, Samurai, and Caeser are all EARTH monsters.
  • Good Old Fisticuffs: Gagaga Cowboy doesn't only use his guns to attack, he uses his fists as well. The Spellcaster-Type Gagaga monsters, especially Magician, use physical attacks instead of magic to attack.
  • The Gunslinger: Gagaga Cowboy: with his duel wielding Guns and his effects to either attack or burn the opponent, he is a Type C.
  • Homage: Gagaga Cowboy looks similar to Jude the Dude from the MadWorld video game. Gagaga Magician and Gagaga Girl are this to Yugi Mutou's Dark Magician and Dark Magician Girl.
  • Improbable Weapon User: Gagaga Girl uses a cellphone as her weapon.
  • Japanese Delinquents: Most of the monsters are themed around this trope.
  • Katanas Are Just Better: Gagaga Samurai's weapon of choice.
  • Ms. Fanservice: Gagaga Girl is an Expy of the Dark Magician Girl, the Ms. Fanservice of the franchise, and looks just like her in a darker colored outfit. The fans have certainly taken notice.
  • Luckily, My Shield Will Protect Me: Gagaga Gardna, befitting his defensive effect.
  • Recurring Element: Gagaga Cowboy's effect is similar to the Morphtronic archetype, in that his effect depends on his battle position.
  • Senpai Kohai: Gagaga Girl calls Gagaga Magician "(Gagaga) Senpai" in the original Japanese dub.
  • The Trope Kid:
    • Gagaga Child. He appears to be the younger version of Gagaga Magician, as hinted by the orange visor and the same hat.
    • Gagaga Sister appears to be the younger version of Gagaga Girl, hinted by the blonde hair.
  • Weak, but Skilled: Despite being weak in terms of ATK and DEF, their effects allow them to change their Level very easily so as to very rapidly Xyz Summon Xyz Monsters of any Rank.
  • Written Sound Effect: Their name, "Gagaga" is from either the pronunciation for the Chinese character they use as a crest, which can be pronounced "ga" in Japanese, or the Japanese manga sound effect "ga" which is used for physical impacts, similar to the English "pow" used in comics. This could be because the "Gagaga" monsters use physical attacks in the anime and manga.

    Gagagigo 
The story of Gagagigo, or short Gigo, is one of the longest and most complex told in the card game, told through card art and their effects with little flavor text. Once a young "Gigobyte" in service to the Charmers, he went on a long journey after meeting the hero Marauding Captain, wishing to aid in the fight against the Invader of Darkness. But the power he gained on his quest corrupted his mind and turned him evil, until he almost struck down his old friend, when he realized what he had become and redeemed himself.

Tropes associated with Gagagigo:

  • Alliterative Name: Giga Gagagigo and Gogiga Gagagigo. Try saying that five times fast.
  • Always Second Best: Meta-example. Gogiga Gagagigo and Rabidragon are the second strongest Normal Monsters after Blue-Eyes White Dragon. And Gagagigo the Risen fell down to second place after a stronger Rank 4 Xyz Monster was released, Number 85: Crazy Boxnote . Also, even though Gogiga Gagagigo and Rabidragon are tied in terms of ATK, Rabidragon would be listed above him, since Gogiga Gagagigo has only 2800 DEF while Rabidragon has 2900 DEF. So, Gogiga Gagagigo has only the second highest combined sum of ATK and DEF of all Normal Monsters. To give him credit, Gogiga Gagagigo is the strongest Normal Reptile-Type Monster in the game.
  • The Atoner: Gagagigo the Risen is the redeemed Gagagigo, with all the power he had as Gogiga Gagagigo, but his mind and nobility restored.
  • Arch-Enemy: Invader of Darkness is this to him.
  • Badass Normal: Gagagigo is a decent Level 4 Normal Monster with 1850 ATK. Giga Gagagigo is a strong Level 5 Normal Monster with 2450 ATK. Gogiga Gagagigo is a Level 8 Normal Monster with 2950 ATK, being the second strongest Normal Monster tied with Rabidragon. Gagagigo the Risen is also the strongest non-Effect Xyz Monster. Furthermore, Gogiga Gagagigo and Gagagigo the Risen are strongest Reptile-Type Monsters in the game.
  • Bash Brothers: With Marauding Captain.
  • Bowdlerise: While Gagagigo himself is unedited, cards such as Stumbling and Absolute End have been edited to give him shorts.
  • Dub Name Change:
    • From Jigobyte to Jigabyte.
    • In the Japanese name "Kakusei no Yūshi Gagagigo" can be translated into "Awakened Hero Gagagigo". It's changed to "Gagagigo the Risen".
  • Cybernetics Eat Your Soul: As Giga Gagagigo and Gogiga Gagagigo, which was done to him by Kozaky.
  • Cyborg: Giga Gagagigo, and the near fully robotic Gogiga Gagagigo.
  • Expy: Of Greymon from Digimon:
    • Gigobyte is Agumon (Child Form).
    • Giga Gagagigo is MetalGreymon (Cyborg Form).
    • Gogiga Gagagigo is BlackWarGreymon (Corrupted Final Form).
    • Gagagigo the Risen is WarGreymon (Pure Final Form).
  • Heel–Face Turn: When he was about to give Freed a finishing blow, the Marauding Captain appears to protect Freed. Instead of following his corrupted instincts, Gogiga Gagagigo understands Marauding Captain's actions, and gives up on his quest for power, thus finally becoming the strong warrior of justice he once seeked out to be, Gagagigo the Risen.
  • Horrible Judge of Character: Gagagigo trusted Kozaky, not knowing he works for the Dark World Kingdom.
  • Lizard Folk: All versions of himself are humanoid lizard creatures.
  • Making a Splash: The Gigo series cards are WATER monsters.
  • My God, What Have I Done?: In the game Yu-Gi-Oh! World Championship 2008, this monster realized that he had lost everything because of his lust for power, and after finding this out it redeemed himself by stopping his quest for more power.
  • Reptiles Are Abhorrent: Only Giga Gagagigo and Gogiga Gagagigo are vicious.
  • Retcon: Since August/November 2005, it was believed that Gagagigo was the familiar depicted in Familiar-Possessed — Eria's artwork. As of November 2014, it's revealed that it was actually Jigabyte.
  • Ridiculously Cute Critter: As Gigobyte.
  • The Soulless: Gogiga Gagagigo's soul is described as having long since collapsed.
  • Spikes of Villainy: As Giga Gagagigo and Gogiga Gagagigo.
  • Took a Level in Badass: Cute but weak Gigobyte becomes Jigabyte, and then Gagagigo, who is quite badass, but it's not enough for him - with help of cybernetics he turns into much more dangerous forms.
  • World's Strongest Man: Gogiga Gagagigo and Gagagigo the Risen are the strongest Reptile-Type Monsters in the game.
  • Worthy Opponent: To Freed the Brave Wanderer.

    Gaia Knight / Gaia The Fierce Knight 
Gaia the Fierce Knight is a series of cards, started by Gaia The Fierce Knight. All members of the archetype have 2300 ATK and 2100 DEF, each with differing effects.

The Gaia Knights are a subseries revolving around Gaia shifting steeds and weaponry through various advanced forms of summoning.


Tropes associated with the Gaia Knights:

  • Badass Normal: Gaia Knight, the Force of Earth is not only one of the strongest Level 6 Synchro Monsters, but one of the strongest non-Effect Synchro Monsters as well.
  • Black Knight: Gaia the Fierce Knight, Gaia, the Polar Knight.
  • Blade on a Stick: Gaia's weapon changes appearances and sometimes he wields one or two, but he's always charging into battle with a lance.
  • Cool Horse: Which is colored violet.
  • Cyborg: Gaia Knight, the Force of Earth and his horse are mechanical. His torso is attached to the top of the horse.
  • Divergent Character Evolution: After a series of Gaia Knights that focus on granting him cybernetics and new steeds, the latest additions to the series function as supporters to Black Luster Soldier.
  • Dragon Rider: Several of the cards have Gaia riding dragons.
  • Dual Wielding: With lances. Averted by Gaia, Knight in Blackest Night, and Gaia, Knight in Brightest Night.
  • Fusion Dance: With Curse of Dragon to Form Gaia the Dragon Champion. Later, Gaia Knight, the Force of Earth with any other non-Effect Synchro Monster becomes Gaia Drake, the Universal Force. Especially considering Gaia Drake is something of a portmanteau of Gaia and Naturia Leodrake, one of the potential Fusion Materials, and the latter is a Beast, which completes Gaia's fusion into a Beast-Warrior-Type monster.
  • Horse of a Different Color: Curse of Dragon for Gaia when he is Gaia the Dragon Champion.
  • Jousting Lance: Gaia's primary weapons in most of his forms.
  • Knight in Shining Armor: Gaia Drake, the Universal Force, and Gaia, the Mid-Knight Sun.
  • Mechanical Horse: Gaia Knight, the Force of Earth and Gaia Drake, the Universal Force.
  • Recurring Extra: Whenever there's a new summoning mechanic introduced, there's going to be a Gaia monster for it.
  • Took a Level in Badass:
    • In his earliest form, Gaia was a monster with 2300 attack points that required two tributes to summon, making it an extremely inefficient card to play. Even in that state though, by fusing Gaia with the Curse of Dragon, you could get Gaia the Dragon Champion. Pretty much every copy of the card released since (Swift Gaia the Fierce Knight, Gaia Knight, the Force of Earth, Gaia Drake, the Universal Force, etc.) has had him take more levels each time and either made it easier for him to be summoned or granted additional abilities to compensate for his attack values, with some even doing both. He also took another level as Gaia Dragon, the Thunder Charger, who is the third Xyz Monster able to use Chaos Xyz Change.
  • Those Two Guys: Gaia, the Mid-Knight Sun and Gaia, the Polar Knight. They even have effects that support the other's Attribute.

    Gearfried 
Gearfried is an armored knight with effects relying on Equip cards. In the anime they're used by Katsuya Jonouchi/Joey Wheeler, who also dictates the story of how Gearfried became too powerful to control himself and sealed himself in iron armor to contain his strength.

Tropes associated with Gearfried:

  • Anti-Magic: Phoenix Gearfried and Lightray Gearfried's effect.
  • Barbarian Hero: Gearfried the Swordmaster.
  • Black Knight: Gearfried the Iron Knight.
  • Casting a Shadow: Red-Eyes Metal Knight Gearfried, doubling as a Red-Eyes of course.
  • Characterization Marches On: In the anime, Jonouchi initially says that Gearfried is basically a robot or a golem, made of armor, which is why a parasite can't infect him. Later on, that's proven to very much not be the case.
  • Knight in Shining Armor: Phoenix Gearfried and Lightray Gearfried.
  • Light 'em Up: Lightray Gearfried.
  • The Phoenix: Phoenix Gearfried.
  • Playing with Fire: Phoenix Gearfried.
  • Power Limiter: Jonouchi tells the story of "Gearfried the Swordmaster", in one of his duels. According to his story, the power of "Gearfried" was so great, that merely holding a weapon resulted in the widescale devastation of entire battlefield. Fearful of his own might, he sealed himself in a suit of iron armor to limit his power. This "devastation" effect can been seen in the ability of "Gearfried the Swordmaster" to instantly destroy a monster when equipped, and "limiting his power" can be seen as "Gearfried the Iron Knight" cannot be equipped with any Equip Card.
  • Single-Stroke Battle: Gearfried the Swordsmaster's effect.
  • Walking Shirtless Scene: Gearfried the Swordsmaster.

    Geargia 
Geargias are an archetype of super-deformed EARTH Machines. They rely on swarming the field and searching out each other from the deck, highlighted by their leaders Gear Gigant X and Geargiagear XG, who do both.

The archetype is featured in the Structure Deck: Geargia Rampage.


Tropes associated with the Geargias:

  • Combining Mecha: The Gigant Carrier and Gear Gigant X can combine their gears to form the mighty Geargiagear XG.
  • Cool Car: Geargiaccel
  • Homage:
    • Geargiganto X resembles the namesake of the series Gurren Lagann. Its chest resembles the "Kamina shades" on Gurren Lagann's chest and its chest and hip areas form a mouth-like shape together, reflecting how the Gunmen such as Gurren Lagann have a face on their front with a mouth. The head on top also looks similarly to a smaller version of the body, like the mini-mecha Lagann is to Gurren.
    • Given the fact the "X" in it's name is pronounced as "cross", this card also pays homage to the Digimon franchise, most notably the "Xros Wars" era, where the letter X in the name is constantly pronounced as "cross" instead of "eks"; further reference to that note is the fact that this card slightly resembles the Digimon Shoutmon X3, has a similar name and pose, not to mention it's a powerful fighter made out of seemingly harmless components (in this case, a bunch of gears with Geargia monsters).
  • Powered Armor: Their card arts show a series of machines seemingly piloted by Geargiano and Geargiano Mk-II, so it may be that all the "Geargia" monsters are just those two commanding different machines into battle. Naturally, the Xyz monster Gear Gigant X, needing two Machine monsters to summon, shows both of them in the cockpit.
  • The Professor: In order to stop Dr. Gearck�s conquest of the entire world with the power of the evil gears called the �Warugiano”, Professor Kross created the Gear Heroes known as the �Geargias�!!!
  • Recurring Element: "Geargia" monsters resemble "Gadget" and "Wind-Up" monsters in appearance.
  • Repetitive Name: Only on this archetype's Japanese pronounciation.
  • Signature Team Transport: The Gigant Carrier is a transport vehicle that carries the Gearunits (Geargiaccelerator, Geargiattacker, Geargiarmor, and Geargiarsenal).
  • Stone Wall: Geargiarmor has a hefty 1900 DEF, but only 1100 ATK.
  • Zerg Rush: "Geargia" monsters focus heavily on searching out each other, swarming the field in the process and summoning their ace card, "Geargiganto X" and other Rank 3 and 4 Xyz Monsters. Each monster has a different effect to search out cards: "Geargiano" Special Summons any Level 4 or lower Machine-Type monster from the Graveyard by tributing itself, meaning that the card can be good to support other archetypes; "Geargiano MK-II" can do the same as "Geargiano", but only with Geargia monsters, however it can also Special Summon the monster from the Hand; "Geargiarmor" search any Geargia from the Deck each time time it is flipped face-up and is a solid wall with 1900 DEF; "Geargiaccel" helps to swarm the field, as it can Special Summon itself from your Hand and has the bonus effect of adding another Geargia from your Graveyard to your Hand when it goes to the Graveyard; "Geargiarsenal" can tribute itself to Special Summon any Geargia from your Deck and also gains 200 ATK for each Geargia you control, even itself.

    Gem-Knight 
Gem-Knights are an archetype of gemstone-themed Warriors that rely on Fusion Summoning via Gem-Knight Fusion to quickly swarm the field with powerful Fusion cards, their cards also recycling other Gem-Knights from the Graveyard. Their leader is Gem-Knight Master Diamond. They are used by Masumi Kotsu/Julia Krystal in the Yu-Gi-Oh! ARC-V Anime.

Tropes associated with the Gem-Knights:

  • All Your Colors Combined: The background and sword of Master Diamond's give off this vibe.
  • All Your Powers Combined: Master Diamond has numerous gemstones embedded on his sword, can be summoned with any three Gem-Knights as Fusion materials, and can take on the powers of other Gem-Knight Fusion monsters in the Graveyard.
  • The Atoner: Gem-Knight Master Diamond atoned for his crimes as a Shaddoll by helping out the good guys.
  • Back from the Dead: During the third Duel Terminal storyline, Emilia brought Gem-Knight Master Diamond back from the dead by using the magic of the Gishki Aquamirror and the Nekroz Mirror on the corpse of El Shaddoll Grysta.
  • Badass Normal: Zirconia is the only Gem-Knight Fusion monster to have no effect, but it packs 2900 ATK, only behind Lady Diamond in ATK, and tied with the leader Master Diamond (but with Master Diamond's effect, odds are Zirconia will have less ATK than him as well) .
  • Big Damn Heroes: Following the above, the Gem-Knights show up and save the last few Gusto from death.
  • Big Good: Master Diamond.
  • Color-Coded Stones: With the exception of Lazuli, each of the knights are colored after their namesake gems. Even then the jewel on Lazuli's chest is as blue as you'd expect.
  • The Corruption: Cairngorgon the Anti-luminescent Knight may be intended to represent the state of Crystal after the final battle against Gishki Zielgigas and Evilswarm Ouroboros at the conclusion of the duel terminal storyline. With Sophia being defeated, the united Gem-Knights' transformation into Gem-Knight Master Diamond is beginning to fall apart. In the midst of this, Crystal appears to have been corrupted by the remnants of the Evilswarm virus and has either taken control of Master Diamond's crumbling body or reassembled his damaged body using the remains of his fallen comrades.
  • Dishing Out Dirt: By default, since they're all EARTH monsters. In addition, Master Diamond, Emerald, Crystal, Zirconia, Alexandrite, Lazuli, Pearl, and Obsidian are all Rock-Type monsters.
  • Fallen Hero: El Shaddoll Construct is a corrupted version of Gem-Knight Lapis and Cairngorgon/Shaddoll Core/El Shadoll Grysta is a fallen version of Gem-Knight Crystal/Master Diamond.
  • Fusion Dance: This is their main gimmick. Gem Knights not only unleash their true power upon fusion, but they have many trap cards and alternative spell cards to enable fusion or, in the case of trap cards, keep up the assault with a brand new monster.
    • Gem-Knight Lazuli fused herself with the 12 Constellar monsters to become Constellar Sombres in order to defeat Sophia, Goddess of Rebirth together with Evilswarm Kerykeion.
    • Gem-Knight Master Diamond fused with the Stellarknights Sirius, Procyon, Capella and Rigel and the 2 Tellarings housing the souls of Constellar Aldebaran and Constellar Pollux to become Stellarknight Constellar Diamond. Then Stellarknight Constellar Diamond fused with Sombre and the remaining Stellarknights to become Tellarknight Ptolemaeus.
  • Gemstone Assault: Mostly prominent with Gem-Knight Crystal and Master Diamond.
  • Heroic Sacrifice: During the final showdown with Ouroboros, Gem-Knight Pearl sacrificed himself to protect Constellar Ptolemy M7 in Xyz Soul.
  • Knight in Shining Armor: All of them.
  • The Lancer: Gem-Knight Zirconia is second-in-command of the Gem-Knights after Master Diamond.
  • Let's Fight Like Gentlemen: They value honor above everything else, and only got into fighting after being attacked repeatedly by the Lavals. This is probably why they got so angry at the Evilswarm and Gishki as described above.
  • Light 'em Up: Seraphinite needs a LIGHT monster to be Fusion Summoned.
  • Making a Splash: Sapphire, Iolite, Amethyst, and Aquamarine are all Aqua-Type monsters.
  • Man of Kryptonite: According to the artwork of Xyz Reversal, Gem-Knight Pearl was this to Vylon Disigma - it has 100 more ATK, it was EARTH when Disigma had absorbed FIRE, WATER, and WIND monsters, and it has no effect, meaning Disigma can't absorb it.
  • Playing with Fire: Ruby, Citrine, Garnet, and Sardonyx are all Pyro-Type monsters.
  • Power Gives You Wings: Phantom Core is a Link counterpart of Crystal containing the power of the Zefra as seen by his wings in his card art.
  • Rainbow Motif: As the archtype is partly a homage to the Crystal Beasts this is a given. Specifically in Master Diamond's sword and artwork.
  • Roaring Rampage of Revenge: When the Gishki attempt to wipe out the Gusto with chemical weapons of some sort, the Gem-Knights get very, very angry.
  • Rock Theme Naming: Most of them are named after gemstones.
  • Shock and Awe: Topaz, Toumaline, Amber, and Prismaura are all Thunder-Type monsters.
  • Shout-Out:
  • The Smurfette Principle: Gem-Knight Lazuli was the only female among the Main Deck monster group. However, in ARC-V, they introduced a new female member, Gem-Knight Lapis, who is said to be a great friend with Lazuli, and they can even form a Fusion Monster, Gem-Knight Lady Lapis Lazuli. Gem-Knight Seraphinite was the only female Fusion Monster of the group (until ARC-V came with two new female Fusions).

    Generaid 
Generaids are an archetype of Level 9 monsters with various Types and Attributes. Their Main Deck monsters rely on field control while simultaneously Summoning more Generaids, while their Spell/Trap support forces each player to draw cards.

Tropes associated with the Generaids:

  • Attack of the 50-Foot Whatever: If Generaid Bite's artwork is anything to go by, Jormungandr is huge. Which, considering its namesake, is to be expected.
  • Boss Battle: The entire theme of the Deck is structured around the idea of an RPG "raid", with the Main Deck Generaids being the player characters, and the Extra Deck monster—Jormungandr—being the boss in question to be battled. The Deck's Spell/Trap support is even named after staple terms of raiding, like Quest, Territory, and Reward.
  • Elemental Powers: The Main Deck Generaids encompass all six Attributes:
  • Hoist by His Own Petard: The main drawback of this archetype. While it can force the opponent to mill cards per the game's limit to hand size—which can be altered via certain cards, but very few such cards exist—it also runs the risk of not only subjecting you to the same treatment, but also giving the opponent exactly the card they need to turn the game around.
  • Mook Maker: Their Field Spell, Generaid Stage, lets you fill as much of your field as possible with Generaid Tokens.
  • No-Sell: Generaid Reward prevents the opponent from targeting Generaid Effect Monsters for attacks.
  • Reality Warper: At the cost of discarding a card, Generaid Territory can rewrite any card effect that responds to a Generaid effect, and make each player draw a card instead.
  • Snakes Are Sinister: Jormungandr, natch.
  • Status Buff: The archetype's ace monster—Jormungandr, Generaid of Eternity—always has ATK/DEF that is 1000 times the number of materials attached to it. Its second effect can, once every turn, force each player to not only draw 1 card, but to attach 1 card from their hand or field to it as yet more material. And because it's a Quick Effect, it can be done during anyone's turn.
  • Theme Naming: Each Generaid, being Level 9, is meant to represent one of the Nine Worlds of Norse mythology.

    Genex 
https://static.tvtropes.org/pmwiki/pub/images/genexcontroller_tshd_en_c_ue.png
Genex is an archetype of Machine-Type monsterss with various effects. It is difficult to explain their theme without knowing their backstory. The Genex monsters were made to support the Allies of Justice in fighting the Worm invasion, and were eventually adapted to aid the four elemental tribes in defending themselves. Thus, the Genexes rely on supporting other Attribute-themed archetypes, and combining with them to power them up. Their strongest cards include Genex Ally Triarm and Genex Ally Triforce, Synchro Monsters that gain different effects depending on the Attributes of the Synchro Materials used to summon them.

Tropes associated with the Genex:

  • Crippling Overspecialization: The Genex Ally cards are almost entirely based on supporting other Duel Terminal archetypes, including Bellflame to Neo Flamvell, Solid to Ice Barriers, Duradark to Allies of Justice, or Reliever to Naturia. Some of them can do it serviceably, but it makes playing Genex Allies on their own borderline impossible.
  • Dark Is Not Evil: The Genex Ally sub-archetype.
  • Elemental Powers: Coincindentally, four of those Synchros that require Genex Controlle as the Tuner have the 4 basic Elements - Hydro is WATER, Thermal is FIRE, Geo is EARTH, and Windmill is WIND.
    • Blow You Away: Genex Blastfan, Genex Ally Birdman, R-Genex Accelerator, R-Genex Turbo, Vindikite R-Genex, and Windmill Genex.
    • Casting a Shadow: The Genex Ally sub-archetype, Locomotion R-Genex, R-Genex Oracle and R-Genex Overseer.
    • Light 'em Up: Genex Neutron, Genex Power Planner and Genex Solar.
    • Dishing Out Dirt: Genex Gaia, R-Genex Crusher, R-Genex Ultimum, R-Genex Magma and Geo Genex.
    • Magma Man: Genex Ally Volcannon.
    • Making a Splash: Genex Undine and Hydro Genex.
    • Playing with Fire: Genex Furnace, R-Genex Magma, Genex Ally Bellflame, and Thermal Genex are FIRE monsters.
  • Homage: Many of the "Genex Ally" monsters have resemblance to characters from the Megaman series. Also, they all have similar poses to the Robot Masters. "Genex Ally Duradark" has resemblance to Megaman, while "Genex Ally Remote" has resemblance to Galaxy Man, etc.
  • Meaningful Name:
    • The "Ally" part of "Genex Ally" may refer to the fact that some of them can be used in conjunction with other archetypes (like Bellflame with Neo Flamvell, Reliever with Naturia and "Triforce" with Worm). The compatibility of some depends on the Attribute of the Synchro Material Monsters used to Summon them.
    • Genex Ally Triforce and Genex Ally Triarm have 3 special effects and they gain one, depending on which monsters you used for their Synchro Summons.
    • Thermal Genex's effect reflects on its name. Thermal energy heats things up but can give off harmful radition which explains its burn damage effect.
    • Hydro Genex's reflects on its name. Hydro meaning water is used to rehydrate the body which explains its healing effect.
    • In the OCG, the Flamvell archetype is called Frembell. Genex Ally Bellflame's name is a play on the Frembell archetype.
  • Mechanical Lifeforms: All Genex monsters are machines, although only a small number of them are Machine-type.
  • Not the Intended Use: Since Undine's effect require you to dump a WATER monster to the Graveyard as a cost, she works wonderfully with the Atlanteans, who love being sent to the Graveyard as a cost. If you play the Sekka Mermail Atlantean variant, you can use Sekka's Light's effect to shuffle Controller back to the deck to use Undine's effect again.
  • Punny Name: Vindikite R-Genex is a play on the words "Vindicate" and "Kite". Kite makes sense as it is a WIND monster and its body shape resembles that of a kite.
  • Theme Naming: Genex monster names resemble several forms of energy development (hydroelectric, geothermal, solar, etc).
  • Zerg Rush: The "R-Genex" focus heavily upon swarming to better enable Synchro Summons.

    Ghost Girls 
https://static.tvtropes.org/pmwiki/pub/images/ghostogresnowrabbit_lckc_en_ur_1e.png
The Ghost Girls are a small series of Level 3 Tuner monsters with 0 ATK and 1800 DEF. Each of them is capable of disrupting the opponent's plays, by way of sending or discarding themselves from the hand to the Graveyard.

Tropes associated with the Ghost Girls:

  • Cute Ghost Girl: It's there in the name.
  • Early Installment Weirdness: Ghost Ogre & Snow Rabbit, the first of the series to be released, has two main differences from the others: it is Psychic-type rather than Zombie-type, and its effect can be used from either the hand or field while the others must be discarded from the hand.
  • Elegant Gothic Lolita: Ghost Belle & Haunted Mansion sports the look to fit the "classic haunted house" motif.
  • Elemental Powers: Each one has a different Attribute.
  • The Last of These Is Not Like the Others: Ghost Sister & Spooky Dogwood's effect concerns Life Points, in contrast to the members of the series introduced before her, whose effects all deal with areas in which cards are located or played.
  • Man of Kryptonite: Each of their effects is used to shut down a different area.
    • Ghost Ogre destroys cards that activate on the field.
    • Ghost Reaper banishes cards from the opponent's Extra Deck.
    • Ash Blossom negates effects that search cards from the deck.
    • Ghost Belle negates effects that move cards out of the Graveyard.
  • Name and Name: How the TCG names are structured, e.g. "Ghost Ogre & Snow Rabbit".
  • Odd Name Out: Ash Blossom & Joyous Spring is the only one whose TCG name does not incorporate the word "Ghost".
  • Pun: Each of their OCG names has a double meaning. As they don't translate very well, their TCG names incorporate both meanings instead.

    Ghostrick 
Ghostricks is an archetype of DARK monsters based on deformed Halloween monsters. They rely on flipping themselves and other cards face down and searching out other members from the deck. Their leader is the Xyz monster Ghostrick Angel of Mischief.

Tropes associated with the Ghostricks:

  • Achilles' Heel: Most of their defensive cards rely on flipping enemy monsters face-down. This was well and good until the introduction of Link Monsters, which cannot be flipped face-down.
  • All Love Is Unrequited: The artwork for Ghostrick Break shows that Ghostrick Yeti has a crush on Ghostrick Yuki-onna, who in turn seems to have a crush on Ghostrick Stein. Unfortunately, Yeti is shown being heartbroken by Yuki-onna showing her affections for Stein (she's seen blowing icy hearts on his back), and Stein seems to be either too dim or oblivious to notice Yuki-onna.
  • All Your Powers Combined: Ghostrick Ghoul's effect lets you grant one Ghostrick monster the combined ATK of all face-up "Ghostrick" monsters, but only that monster can attack.
  • Alucard: Ghostrick Alucard is based on Dracula. This is further supported as this monster's name is "Dracula" spelled backwards.
  • Bandage Mummy: Ghostrick Mummy.
  • Bedsheet Ghost: Ghostrick Specter.
  • The Big Guy: Stein and Mummy. Some of the highest ATK, and physically the largest out of the Ghostricks.
  • Bigfoot, Sasquatch and Yeti: Ghostrick Yeti.
  • Bowdlerize: Ghostrick Succubus' name was changed to "Socuteboss" in the English TCG. Ditto for Ghostrick Datenshi/Spoiled Angel, whose name was going to become the equally cringe-worthy "Dorklord". Fortunately, it seems that Konami has caught on to how terrible the proposed name was going to be, and renamed her to "Ghostrick Angel of Mischief" instead.
  • Cat Girl: Ghostrick Nekomusume.
  • Creepy Doll: Ghostrick Doll is based on a Bisque Doll, a doll made mostly or entirely of bisque porcelain and characterized by their highly realistic features and skin-like texture. These dolls were at their most popular in the late 1800's, and are now considered highly valuable among collectors. In addition, due to their eerie wide-eyed stares and historical nature these dolls have recently become pop culture fixtures in horror movies– often related to the ghosts of young girls.
  • Cute Ghost Girl: Yuki-onna and Mary.
  • Cute Monster Girl: All the female Ghostricks: Angel of Mischief, Socuteboss, Mary, Yuki-onna, Doll, Witch and Nekomusume.
  • Cute Witch: Witch of the Ghostrick.
  • Dark Is Not Evil: The reason they entered the Yu-Gi-Oh! fray was because fewer people believed in them and they were lonely, and they seem to be more interested in scaring people than fighting. Their tactics of bypassing their opponent's monsters using their Field Spell supports this.
  • Deader Than Dead: Skeleton banishes monsters from your opponent's deck face-down for every Ghostrick monster you control.
  • Distaff Counterpart: Ghostrick Yeti might be considered as Ghostrick Yuki-onna's male counterpart as a Yeti is called Yuki-otoko in Japan.
  • Expy: Angel of Mischief looks like a chibi Ultimate Madoka in black.
  • Fallen Angel: Ghostrick Angel of Mischief. She's the strongest of the Ghostrick, and she comes with an alternate win condition. Her Japanese name Datenshi (駄天使) is a pun to Datenshi (堕天使), which is the Japanese name for the Darklord archtype. Both of these names are pronounced identically. The former means Spoiled Angel, the latter means Fallen Angel.
  • Frankenstein's Monster: Ghostrick Stein.
  • Grim Reaper: Ghostrick Skeleton.
  • Hair-Trigger Temper: According to Alucard, Witch is a strong-minded girl, and can't be stopped when she gets angry.
  • Hand-Hiding Sleeves: Yuki-onna has the "cutesy" variety.
  • Hidden in Plain Sight: Ghostrick Skeleton's not an exhibit in the museum himself, but he nonchalantly slips around the other exhibits. Although it seems nobody really notices, since he looks like an ordinary skeleton anyway.
  • Haunted House: The archetype's Field Spell.
  • Headless Horseman: Ghostrick Dullahan.
  • Horny Devils: Socuteboss is a succubus.
  • An Ice Person: Yuki-onna and Frost.
  • Instant-Win Condition: Ghostrick Angel of Mischief, who wins you the duel if she's got ten Xyz Materials on her (once per turn you can add one Ghostrick card from your hand to her as an Xyz Material).
  • The Klutz: According to Alucard, Kyonshee is in charge of setting up traps, but breaks the furniture at times which results in him getting scolded by Witch.
  • Knight in Shining Armor: By day Ghostrick Dullahan masquerades as a suit of antique armor, but at night he shows his true colors as a veteran knight, acting as a leader figure for the other residents of the museum.
  • Living Toys: Ghostrick Doll.
  • Long Game: Ghostrick psychology in a nutshell. They're evasive, defensive, and tricky, often referred to as a bit of a trolling deck to the unprepared. However, it takes time to build up those moves and time to execute some of their more complicated plots. It's not a deck that wins duels quickly.
  • Mirror Monster: Ghostrick Mary, who's based on the Bloody Mary urban legend.
  • Not a Morning Person: According to Alucard, he would rather sleep all day than keep an eye on his fellow Ghostrick.
  • Our Ghosts Are Different: Ghostrick Specter and Lantern. According to Alucard, "these two love to surprise people who wander into the mansion by suddenly jumping out from the shadows."
  • Our Werewolves Are Different: Ghostrick Warwolf is a peculiar Ghostrick who usually lives as an ordinary human and only plays pranks on the nights he transforms into a werewolf. He’s always looking forward to the next night with a full moon.
  • Our Zombies Are Different: Alucard, Ghoul, Jiangshi, and Stein are all Zombie-Type monsters, and look far less gruesome than some of the zombies of the game's past.
  • Peek-a-Bangs: Mary's right eye is covered by her hair.
  • Punny Name: Datenshi/Spoiled Angel (Datenshi/Fallen Angel), Warwolf (Werewolf) and Socuteboss (succubus).
  • Regional Bonus: While this is usually the case for most TCG or OCG exclusive cards, Ghostricks were the only archtype to have support in TCG territories (Yeti and Ghoul) Korea (Break) and Japan (Angel of Mischief) that didn't appear in the other territories until the Extra Packs in the OCG (Specifically, Knights of Order) and their TCG counterpart, World Superstars were released.
  • Sdrawkcab Name: Ghostrick Alucard. Alucard is an ananym of Dracula.
  • Shout-Out: The Ghostricks are various famous monsters and demons.
  • Stone Wall: Their strongest attacker has 2000 ATK, and most of them are a lot lower. Because of this, the majority of their cards are focused on defense, blocking attacks and slowing the opponent down while their other cards build towards an alternate win condition.
  • That Was Not a Dream: When it seems like Doll or Warwolf have been found out by someone, Socuteboss acts as backup by making them think the encounter was only a dream.
  • The Trickster: Their effects revolve around flipping monsters face-down and protecting themselves as long as they are face-down. In effect, they act like pranksters or mischievous spirits: popping out and scaring people, then running away and hiding.
  • Weak, but Skilled: None of them are particularly strong. Even their "boss monster" only has 2000 ATK. They make up for it with amazing effects, ranging from searching for other Ghostrick monsters and supports, flipping monsters faceup or facedown, and even banishing cards from the opponent's deck.

    Gimmick Puppets 
Gimmick Puppet is an archetype of mechanical toy-like monsters that are used by IV/Quattro in the Yu-Gi-Oh! ZEXAL anime. The monsters and associated cards are geared towards Summoning Level 8 monsters to Xyz Summon their ace monsters, Number 15: Gimmick Puppet Giant Grinder, Number 40: Gimmick Puppet of Strings, and Number 88: Gimmick Puppet of Leo.

Tropes associated with the Gimmick Puppets:

  • Blade Below the Shoulder: Gimmick Puppet Scissor Arms.
  • Cephalothorax: The appearance of Gimmick Puppet Egg Head has a similar look to the character Humpty Dumpty, a character from the popular English nursery rhyme.
  • Chest Blaster: When Number 15: Gimmick Puppet Giant Grinder uses its effect in ZeXal, it lifts up its arms and then shoots numerous puppet strings from its two palms at an opponent's monster. The monster is then dragged forward to this monster's chest, which opens up and places them into a grinder, before a cannon-like object protrudes from its chest to fire a red-colored energy blast at the opponent.
  • Creepy Doll: Princess and Dreary Doll
  • Crippling Overspecialization: They're pretty good at churning out Rank 8 Xyz Monsters... and that's about it. Their Main Deck monsters are universally garbage on their own, they lack good ways to make other Ranks (barring a handful of Level 4 monsters), and they have no cards to facilitate other types of Summons, so if you can lock down their Xyz Summoning they're pretty much screwed.
  • Demonic Dummy: Number 15 turns it's victims into headstones.
  • Good Counterpart: "Number 88: Gimmick Puppet of Leo"'s ability and appearance are also the opposite of "Gimmick Puppet: Giant Grinder" and "Heaven's String". While most "Gimmick Puppets" have somewhat disturbing and grotesque appearances, this card looks more righteous and benevolent. Also, unlike "Giant Grinder" and "Gimmick Puppet of Strings", this card does not involve destroying monsters or inflicts damage at the opponent. Instead this card involves winning through a peaceful method.
  • Homage: Gimmick Puppet Nightmare resembles a low corpse count Legion, from the Konami series Castlevania.
  • Hoist by His Own Petard: It's possible to do just this against Gimmick Puppet of Leo; since you can activate cards in response to his effect, it's quite possible to play, say, Enemy Controller in response and gain control of it as its effect activates... winning the Duel for you.
  • Irony: Note that in its sealed form, Number 15: Gimmick Puppet Giant Grinder represents the only thing it lacks while in its unsealed form: a heart. In fact, its chest is hollow, and it fills it with the monsters destroyed by its effect, as if it was trying to fill that void.
  • King of Beasts: Number 88: Gimmick Puppet of Leo being a lion sitting on a throne could mean it is the "king" of the "Gimmick Puppets", just like the lion is said to be the king of the jungle.
  • Mind Control: Gigantes Doll's effect can be used by the controller to take control of up to two of the opponent's monsters.
  • Mix-and-Match Critters: Gigantes Doll is comprised of parts from other Gimmick Puppet monsters.
  • Perverse Puppet: The entire archetype appears to be this.
  • Punny Name: Gimmick Puppet Des Troy's name itself appears to be a pun for the word "destroy", which is reflected by its effect.
  • Selective Magnetism: Gimmick Puppet Magnet Doll's effect, which implies it uses its magnetism to special summon itself to the field.
  • Sinister Scythe: Gimmick Puppet Twilight Joker
  • Trojan Horse: Gimmick Puppet Des Troy is based on the Trojan Horse. Its effect easily reflects this fact as it brings out other "Gimmick Puppets" to the field, much like how the actual Trojan Horse brought the Greeks behind Troy's walls.
  • Weak, but Skilled: "Gimmick Puppet" monsters don't have high ATK (the strongest being the level four "Gimmick Puppet Egg Head"), but have effects ranging from stalling, swarming and even Summoning monsters to the opponent's side of the field for effect manipulation. Their main strategy seems to be taking advantage of the opponent's monsters with high ATK to deal Effect Damage with their ace monsters, "Number 40: Gimmick Puppet of Strings" and "Number 15: Gimmick Puppet Giant Grinder". "Number 88: Gimmick Puppet of Leo" offers an alternate victory strategy with its effect.
    • Having said that, if you can prevent them from XYZ summoning, there's not a lot else they can do unless the player's trap/spell lineup has an answer for it.
  • Why Am I Ticking?: Number 40: Gimmick Puppet of Strings's effect, which places string counters on everyone on the field, even his allies, and causes them to blow up.

    Gishki 
https://static.tvtropes.org/pmwiki/pub/images/gishkinoellia_ha06_en_sr_1e.png
Noellia, leader of the Gishki.
Gishki, called Ritua in the OCG, are a series of WATER monsters and a revival of the once-dead Ritual Monster idea. They search out their Ritual monsters and the universal Ritual card Gishki Aquamirror from the deck to quickly Ritual Summon them, and can recycle the Mirror and Ritual Monsters from the Graveyard. The strongest of them is Gishki Zielgigas.

Tropes associated with the Gishki:

  • Babies Ever After: Avance and Emilia go on to start their own family.
  • Back from the Dead: Evigishki Zealgigas is Steelswarm Hercules brought back with a Gishki ritual.
  • The Corruption: Gishki Psychelone is an Verz/Evilswarm-infected Gishki Noelia.
  • Came Back Wrong: Disigma absorbed a ton of people, and among them was both Emilia's spirit and her body, Avance tried to revive her, and discovered the Photomirror. He tried to use this to revive Emilia, but it failed. The failure rebounded in him turning into an unstable monster that fused with the incomplete spirit of Emilia that was called back, turning into Levianima. The Photomirror on the monster's chest shows Emilia's form.
  • Curtains Match the Window: Gishki Ariel, Gishki Noelia and Gishki Emilia
  • Cute Ghost Girl: Gishki Emilia and Gishki Natalia
  • Cute Witch: Gishki Ariel, Gishki Emilia and Gishki Natalia
  • Defector from Decadence: Noellia walked out on the Ice Barrier when they decided to release Trishula. However the Gishki, and Noellia in particular, go on to be far, far worse than the Ice Barrier tribe ever were.
  • Deflector Shields: In the artwork for Spell Wall, "Gishki Noellia" is seen using her magic to protect "Gishki Emilia" and "Gishki Avance" (Those 3 are spellcasters) from "Gishki Zeilgigas". Said magic shield that "Noellia" is using is similar to the symbol of "Ice Barrier".
  • Dub Text: Interestingly when you compare the original OCG artwork to the censored TCG artwork of Aquamirror Cycle, the OCG artwork shows Gishki Emilia in pain but having survived the forced ritual summoning events of "Aquamirror Illusion", while the TCG artwork seems to show that she's dead from the neutral expression on her face.
  • Enemy Mine: In an attempt to fight the Steelswarm and Vylon; then a villainous variant when they join forces with the Verz/Evilswarm.
  • Evil Redhead Matriarch: Noellia used Emilia, her own daughter, in a ritual and forced her to become Evigishki Gustkrake because she felt that her daughter wasn't productive enough for the Gishki cause. She also betrayed the other tribes and joined the Evilswarm. As in, she sacrificed the Lavals to revive Steelswarm Hercules as Evigishki Zealgigas, went on a genocidal purge of the Gusto which only got stopped by the Gem-Knights saving the last few Gusto, and in general joined the genocidal zombie virus bent on killing/corrupting all life on the planet. Eventually, she was purified of her corruption, leading her to sacrifice herself to revive her daughter.
  • Fish People: Most of them.
  • Furry Female Mane: Evigishki Levianima and Evigishki Tetrogre. It's supposed to indicate how the Gishki rituals has changed them into more powerful forms.
  • Fusion Dance: Lavalval Chain is a fusion of Gishki Chain and a Lvl. 4 Lavalval monster, Evigishki Levianima is a fusion between Gishki Avance and Gishki Beast, Evigishki Tetrogre is a fusion between Vylon Tetrah and Gishki Noelia, Gem-Knight Pearl is a fusion of Gishki Shellfish and Gem-Knight Amber and Evigishki Merrowgeist is a fusion between Gishki Emilia and Musto, Priest of Gusto.
  • Gone Horribly Wrong: Natalia and Noellia summoned the Steelswarm to fight the Fabled, but that backfired as Natalia lost her life.
    • Happened again when Avance tried to revive Emilia using the power of Photomirror/Soulmirror.
  • Humanoid Abomination: Evigishki Gustkrake and Evigishki Mind Augus
  • Identical Stranger: Erial was an orphan from the rampage of Trish during the Fabled war. She doesn't seem to be related to Eria the Water Charmer.
  • Keep It Foreign: Ritua (OCG) —> Gishki (TCG). The OCG name is a corruption of the English word Ritual, while the TCG name is a corruption of the Japanese word Gishiki, which means "Ritual". This was probably necessary so cards with 'Ritual' in their names wouldn't accidentally become part of the archetype.
  • Literal Split Personality: Aquamirror Illusion is Emilia using its power to separate her spirit from her physical body. Her spirit eventually turned into Merrow-Geist while her physical body became Gustkrake
  • Lost in Translation: Going by Gustkraken's Japanese name, gastkraken is made of Ghast (an old english for Ghost) and Kraken. But when the english name came in, ghast become gust referring to wind instead of referring to soul or spirit like other Ritual monsters is the group.
  • Making a Splash: Everyone except Lavalaval Chain.
  • Meaningful Name: Gishki Reliever's effect is somewhat analogous to its name. In baseball, you call relief pitchers to the field (Normal Summon this card), and then return the existing starter to the dugout (Return one monster you control back to your hand).
  • Multiarmed And Dangerous: Evigishki Zealgigas.
  • The Quisling: In the Duel Terminal storyline when the Verz/Evilswarm invaded, the Gishkis allied themselves with them.
  • Orange And Blue Morality: Gishki Noellia was shown acting cruel and evil on some cards, but good and benign in others. The art of "Aquamirror Illusion" and "Aquamirror Cycle" suggests she forced Gishki Emilia to transform into "Evigishki Gustkraken" against her will, and she seems to have had orchestrated the alliance with the Evilswarms due to cards like "Trial and Tribulation" and "Creeping Darkness" which resulted in her being turned into Gishki Psychelone. On the other hand, she is seen comforting crying children on "After the Storm" and protecting them in "Spell Wall". (Possibly, she was committing evil in order to accomplish what she believes will bring about greater good, in which this Trope may apply. See Redemption Equals Death below.)
  • Our Mermaids Are Different: Evigishki Merrowgeist.
  • Redemption Equals Death: Breaking free from the control of the Evilswarm, Noellia regretted all the she had done, and broke the Photomirror's spell, freeing Avance. She then sacrificed herself to use the Aquamirror Cycle and revive Emilia. As she was doing this Zielgigas got attracted by the power of the Ritual and tried to attack them. Using the last of her power in Spell Wall, Noellia defeated him. Before finally passing on, she passed on the Aquamirror to Avance and Emilia.
  • Religion of Evil: Their evilness comes and goes throughout the Duel Terminal storyline, but thematically, they're an evil cult that summons Eldritch Abominations.
  • Start of Darkness: The incident that made Natalia die happened when Natalia and Noellia were researching for a way to defeat the Fabled without using Trishula. Natalia accidentally called out the Steelswarm, couldn't control them, and died. During Noellia's grief, she was consumed by the Steelswarm

    Gladiator Beasts 
Gladiator Beasts, known as Gladial Beast in the OCG, are an archetype of Beast-Warrior-Type monsters based on, of course, Roman gladiators. Their unified gimmick is that once they've battled, they can return to the deck to summon out another Gladiator Beast in their place, keeping the field changing and usually triggering some effect that activates when a Gladiator Beast is summoned by the effect of another Gladiator Beast. The strongest of them is Gladiator Beast Domitianus. Despite the archetype is introduced in the GX era, they didn't get their anime debut until 2016, where they are played by BB and Sanders in ARC-V.

Tropes associated with the Gladiator Beasts:

  • Anti-Magic: Many of their support trap cards negate spells, traps and/or Monster effects. Alexander is immune to Spell cards, Beastarti can destroy a spell or trap card, and Heraklinos lets you discard cards to negate spell and trap cards.
  • Attack! Attack! Attack!: Gladiator Beasts need to attack something for a tag out. Now, this can work in one of two ways, you either destroy the enemy monster, or you can attack their defensive monsters, usually losing some LP in the way, but can get a tag out to something stronger, or something with an effect to destroy like Murmillo or Bestiari. Having said that, it's also one of their weaknesses. Like Jurrac, a Gladiator Beast deck that can't attack is effectively crippled. Unlike Jurrac, however, Gladiator Beasts have many ways around that problem.
    • Chaos Impact's latest support makes this trope extend to the opponent as well. Gladiator Naumachia's first effect forces every enemy monster to attack if able while you control a Gladiator Beast, and its second effect buffs a Beast's ATK by its own DEF. Then, Gladiator Beast Domitianus lets you choose which of your monsters the opponent attacks—which, given that Domitianus already has 3500 ATK, tends to be a quick decision if both cards are in your control.
  • Badass Armfold: Nerokius.
  • Bat Out of Hell: Nerokius again.
  • Fish People: Murmillo.
  • Fusion Dance: The archetype's boss monsters are brought out via Contact Fusion.
    • 2 Gladiator Beasts = Essedarii
    • Bestiari + 1 other Gladiator Beast = Gyzarus
    • Laquari + 2 other Gladiator Beasts = Heraklinos
    • Spartacus + 1 other Gladiator Beast = Gaiodiaz
    • 3 Gladiator Beasts = Nerokius
  • Gladiator Games: Their main theme. In fact, their home field is called Colosseum - Cage of the Gladiator Beasts
  • Hercules: Heraklinos, who is also the strongest Gladiator Beast.
  • Lizard Folk: Retiari and Secutor.
  • Luckily, My Shield Will Protect Me: If a monster equipped with Gladiator Beast's Archfiend Shield would be destroyed, it is destroyed instead.
  • Noble Bird of Prey: Besiari, Gyzarus, Lanista and Octavius.
  • No-Sell: Nerokius prevents the opponent from activating cards or effects while it's battling, and can't be destroyed by battle either. Chaos Impact later added Gladiator Rejection, which prevents the enemy's card effects from targeting any friendly Gladiator Beasts, except during the Battle Phase.
  • Our Centaurs Are Different: Equeste and Sagittari.
  • Panthera Awesome: Alexander, Laquari, Heraclinos, Samnite, Tygerius.
  • Tag Team: They have the ability to tag-out by returning to the deck in exchange for a different Gladiator Beast. The second one that comes in ends up with a special ability it wouldn't have otherwise.
  • Theme Naming: Their names are largely based on types of gladiators in the Roman Colosseum (such as Dimacari, Hoplomus, and Secutor), along with names of famous Roman warriors (such as Octavius, Spartacus, and Tiberius).
  • Tyrannosaurus rex: Gaiodiaz and Spartacus.

    Goblin Attack Force 
The Goblin Attack Force is a series of monsters that usually, but not always, are Warriors and Fiends. Appearing in many forms and outfits such as ninjas, knights, and bandits, the Goblin Attack Force usually boasts high power or a handy special effect to help them in battle. The problem is what comes after, because they universally switch to Defense Position after attacking, and most of them have 0 DEF.

Tropes associated with the Goblin Attack Force:

  • Actually Four Mooks: They are five monsters in one card.
  • Butt-Monkey: Interestingly, on some card artwork, Goblin Attack Force is used as the butt of jokes, usually receiving detrimental effects or being attacked. They are also often drawn in a more cartoonish style. This is likely a reference to Goblin Attack Force's vulnerability after attacking.
  • Cacophony Cover Up: Goblin Decoy Force
  • Crippling Overspecialization: Goblin Pothole Squad exists only to negate "Trap Hole" cards, if the opponent does not use them, this makes Goblin Pothole Squad a useless 1500 ATK monster.
  • Drop the Hammer: On the receiving end of a huge mallet in the artwork of Hammer Shot.
  • Elite Mooks: Elite Goblin Attack Force. While they're actually 100 ATK weaker than the regular Goblin Attack Force, they make up for it by being slightly more resilient after attacking.
  • Glass Cannon: The original Goblin Attack Force boasts a massive 2300 ATK, one of the highest among level 4 or lower monsters. However, they switch into Defense Position after attacking, and likely won't survive long enough to attack again with 0 DEF. Goblin Elite Attack Force downplays this with 1500 DEF; while it certainly makes them more survivable than the regular Goblin Attack Force, they're still not very hard to kill.
  • Hero-Worshipper/Irritation Is the Sincerest Form of Flattery: In artwork for Goblin Marauding Force, one of the Goblins strikes the same position as "Marauding Captain"; a similarity noted in the card's name.
    Due to the fact that the Goblins are putting on blonde wigs and similar armor as Marauding Captain, they may now idolize his skills after he has managed to defeat them at their own headquarters.
    This is further referenced in this card's effect. Marauding Captain seems to have the uncanny ability to go up against much stronger monsters and come out alive. As such, Goblin Marauding Force is weaker than the regular Goblin Attack Force, but they are immune against cards that would normally stop the Goblin Attack Force.
  • Knight in Shining Armor: Elite Goblin Attack Force.
  • Ninja Zombie Pirate Robot: Goblin Black Ops are goblin ninjas.
  • Oh, Crap!: Their reaction to Marauding Captain invading their base, as seen in Prepare to Strike Back and Attack on GHQ.
  • Puppeteer Parasite: Shown in Mass Hypnosis which was done to them by A-Counters.
  • Our Goblins Are Different
  • Schizo Tech: In the artwork of Goblin Recon Force, they are shown using headsets and night goggles. The setting is usually believed to take place in the medieval times, as the other Goblin Attack Force variants use medieval weaponry.
  • Shrink Ray: Victims of one in the artwork of Micro Ray.
  • Super-Deformed: Toon Goblin Attack Force.
  • Taken for Granite: Done to them in the artwork of Medusa Worm.
  • This Looks Like a Job for Aquaman: A single "Goblin Pothole Squad" can devastate the entire "Fascinating Fiend" strategy since they prevent the activation of "Trap Hole" cards without negating anything.

    Goddesses of Rebirth 
Sophia is one of the most Awesome, but Impractical cards there is. What would have been the final result of the Duel Terminal storylines bearing summoning conditions and adornments that imply the tribes unite their powers to call it, it banishes all other cards in the hand, field and Graveyard when summoned, leaving only Sophia's 3600 ATK and whatever the players can draw left to continue the duel. In the story its summoning was halted when the destruction caused the Costellars and Evilswarms to work together to banish her again.

Later it would be revealed that Sophia has a counterpart in the form of Tierra who is just as powerful and as impractical as her, and who served as a conclusion to the Duel Terminal storyline in general. Later still, a Cyberse-Type counterpart called A-vida was revealed at the climax of the World Legacy storyline, though whether or not as a conclusion remains to be seen.


Tropes associated with Sophia:

  • All Your Powers Combined:
    • The Special Summoning Conditions of Sophia might be refering to the powers of the "Gishki" (Ritual Monster), "Gem-Knight" (Fusion Monster), "Gusto", "Vylon", and "Laval" (Synchro Monster), "lswarm", and "Constellar" (Xyz Monster).
      On close inspection, this card seems to have a representation of each of the elemental Duel Terminal archetypes in its artwork. Sophia has two "Gishki Aquamirrors" for a bra (Gishki), two armbands with differently colored gems (Gem-Knight), a pair of green wings sprouting from her head (Gusto), flaming hair (Laval), and balls of Light and Darkness held in either hand (Vylon and Constellar and Steelswarm and "lswarm", respectively).
    • Tierra's body is made of parts from Qli and Infernoid monsters.
  • Awesome, but Impractical: All three monsters have extremely difficult conditions to fulfill just to get them onto the field. But if those conditions are fulfilled, then their Summons can't be negated—and their effects once they do hit the field can't be responded to with cards or effects:
    • Sophia's Summon requires a Ritual, Fusion, Synchro, and Xyz monster to be banished while face-up on the field. However, they can be on either side of the field, and so can be banished against the opponent's will a la Lava Golem. Once it's summoned, its effect activates which banishes everything from both players' fields, hands, and Graveyards—meaning that if you pull her off, you'll get an instant 3600 shot at your opponent's life points, if not a game win due to their loss of resources (unless they pull a card like Dark Hole or Mirror Force out of their ass). Difficult to summon, by no means splashable, but in the right deck (and when you know your opponent enough to use his monster selection strengths against him), it can make quite a punch. However, Instant fusion can get out any five or lower fusion monster, whereas Xyz and Synchro monsters are commonly played. Solve the ritual problem, and you can try to get her out easily.
    • Tierra requires 10+ different cards to be shuffled from the hand or field of the player back into the deck in order for her to be summoned. Furthermore, unlike Sophia, her effect of returning everything besides herself to the deck affects Pendulum monsters that are face-up in the Extra Deck.
    • A-vida can only be Summoned if there are 8+ Link Monsters on the field or in the Graveyards, and even if it's Summoned, you can't Special Summon any other monsters that turn. Its Summon, however, can shuffle every other banished, destroyed, or Summoned monster into the Deck.
  • Bilingual Bonus: Sophia (Σοφία) is the Greek word for wisdom while Tierra means earth in spanish.
  • Did You Just Punch Out Cthulhu?: Sophia was on the receiving end of this trope, courtesy of Sombre and Kerykeion.
  • Foil: The two goddess are opposites in many ways. Sophia is a DARK Fairy-type monster and has an organic-looking appearance while Tierra is a LIGHT Fiend-type and mechanical in terms of appearence. Both have the same level as well as a mass removal effect but while Sophia's banishes cards, Tierra's returns them to the deck instead. Also, their ATK/DEF values are the opposite of each other.
  • Fusion Dance:
    • Infernoid Onuncu + Infernoid Devyaty + 1 or more "Infernoid" monster(s) = Infernoid Tierra
    • Even though she is no longer a Fusion monster, Tierra, Goddess of Rebirth is Infernoid Tierra combined with the Apoqliphort monsters and Batlamyus.
  • God Is Evil: Sophia was eventually revealed to have created the Vicious Cycle below while Tierra is the one responsible for the Qli and the Infernoids.
  • Kill the God: The ultimate fate of Sophia at the hands of Sombres and Kerykeion.
  • Meaningful Name: Sophia is named for the Aeon Sophia in Gnostic Mythology and Tierra after the eponymous computer simulation.
  • Numerological Motif: Tierra is associated with the number 10. Her Infernoid form can uses all of its effects when summoned using at least 10 materials while her Goddess of Rebirth form requires 10 or more cards to be shuffled into the deck for her to be summoned. Fittingly, she's connected to the Qli and Infernoid archetypes which are also connected to that number.
  • Physical God: Sophia and Tierra are the gods of the Duel Terminal World.
  • Recurring Element:
    • This card is like a counterpart of The Creator God of Light, Horakhty since this card requires several different card types, which most Decks don't have, and that this card's Summon and effect cannot be negated.
    • This card's effect is similar to that of the Chaos Emperor Dragon - Envoy of the End, Ocean Dragon Lord - Neo-Daedalus and Gandora the Dragon of Destruction, as well as the anime-exclusive Chaos End Ruler -Ruler of the Beginning and the End-.
  • Reset Button: Attempted by Sophia, but failed. See below.
  • Vicious Cycle: Sophia created a never ending cycle of reincarnation of creation and destruction. To escape from this cycle, Sombres and Kerykeion were born.
  • Yin-Yang Bomb: Sophia can be seen holding a light orb and a dark orb in her hands, representing the Constellar and Evilswarm respectively.

    Gorgonic 
The Gorgonic archetype consists of DARK Rock-Type monsters that focus mostly on Rank 3 Xyz Summoning. They're themed after gargoyles and other monstrous statues, their main form of offense being reducing enemy monsters' ATK to 0. They share similarities theme-wise an playability wise with the Reptillianne archetype. In ZEXAL, this archetype was used by Vector in his human past life.

    Gouki 
The Gouki are a group of EARTH Warrior-Type monsters with 0 DEF focusing on swarm and beatdown tactics. Their Main Deck monsters are named after animals and various wrestling maneuvers, while their Link Monsters are all named after ogres. They are used by Go Onizuka in Yu-Gi-Oh! VRAINS.

Tropes associated with the Gouki:

  • Animal-Themed Superbeing: The main deck Gouki monsters are each themed after an animal.
  • Dishing Out Dirt: On account of being EARTH monsters.
  • Glass Cannon: The Main Deck monsters, as previously stated, have 0 DEF.
  • Go Through Me: Octostretch can discard itself to cut any one instance of battle or effect damage in half.
  • Let's You and Him Fight: Destroy Ogre's effect allows the opponent to Special Summon up to 2 monsters from their Graveyard, and then for you to Special Summon the same number of non-Link Goukis from your Graveyard to any of your zones Destroy Ogre points to.
  • Power Nullifier: The Master Ogre can return any Gouki monsters it points to back to the hand, and negate the effects of an equal number of the opponent's monsters.
  • Status Ailment: The Great Ogre causes all monsters on the field to lose ATK equal to their original DEF. As each Gouki has 0 DEF (The Great Ogre, being a Link Monster, is automatically assumed to have no DEF at all) this almost always plays out in their favor—almost, as other Link Monsters on the field will not be affected by this effect for the same reasons.
    • Hugbear can cut an opposing monster's ATK in half if it's either Normal Summoned or Special Summoned by a Gouki card's effect.
  • Status Buff: Thunder Ogre can gain 400 ATK if a monster that any of its three Link Markers point to is destroyed.
    • Jet Ogre can power up every Gouki monster on the field by 500 ATK for one turn if it's sent from there to the Graveyard. Being a LINK–2 monster, this can help with setting up for Summoning the archetype's bigger Link Monsters.
    • Twistcobra and Headbatt can each use their effects to strengthen a Gouki monster's ATK; Twistcobra allows the player to tribute a Gouki monster to have another one gain its ATK for the turn, while Headbatt can discard another Gouki monster to Special Summon itself from the hand and then to have a Gouki on the field gain 800 ATK.
  • Theme Naming: The main deck Gouki monsters are named after wrestling moves.
  • We Have Reserves: Sort of. The Main Deck Goukis can each add a different Gouki from your Deck to your hand if they're sent from the field to the GY. This allows the player to maintain hand advantage even while Summoning the archetype's otherwise resource-intensive Link Monsters.

    Goyo 
https://static.tvtropes.org/pmwiki/pub/images/goyoking_bosh_en_r_1e.png
The Goyo are a group of EARTH Warrior-Type monsters with the ability to take control of the monsters they destroy. They are used by Tetsu Ushio in 5D's and by members of the Security in ARC-V.

Tropes associated with the Goyos:

  • Breath Weapon:: Goyo Emperor attacks with a fire breath since he doesn't use any weapons like the others.
  • Defeat Means Friendship: As stated above, the Goyo monsters have an effect that allows their player to take control of monsters they defeat. However, this ability is depicted in the anime as holding the defeated monster captive.
  • Dishing Out Dirt: All of the Goyo monsters are EARTH monsters.
  • Fusion Dance: Goyo Emperor is a Fusion Monster that can be summoned by fusing two EARTH Warrior-Type Synchro Monsters.
  • King Mook: Goyo King.
  • Nerf:
    • Any battle damage inflicted by the monster Special Summoned with Goyo Predator's effect is halved during the turn it was summoned. This restriction wasn't present in the anime.
    • The first effect of Goyo Emperor do not work on Pendulum Monsters since they are not sent to the graveyard when destroyed. This was not the case in the anime, due to the effect being slightly different.
  • Status Buff:
    • For each other EARTH Warrior-Type Synchro monster, Chaser's ATK is increased by 300.
    • If he's targeted for an attack, Goyo Defender gains 1000 ATK for each other EARTH Warrior-Type.
    • Goyo King gains 400 ATK for each EARTH Warrior-Type when he declares an attack on a monster.
  • Weak, but Skilled: Goyo Defender may only be a Level 3 Synchro Monster with 1000 ATK and DEF, but his effects are quite useful since he can summon other copies of himself from the Extra Deck and increase his ATK in case he is attacked.

    Greed 
https://static.tvtropes.org/pmwiki/pub/images/but_what_does_it_do.png
The one and only Pot of Greed.
The Greed series tells the story of the Goblin of Greed, once a wealthy goblin who lost his fortune and is trying to work his way back up in the world. Hard work is out of the question though, he's out to steal the Pot of Greed archetype of cards (Jar of Greed, Pot of Duality, etc.) and use them to get his fortune back.

Tropes associated with Greed:

  • Boring, but Practical: Most of the Greed cards are simple in effect: draw one or more cards. And because Yu-Gi-Oh! does not require juggling any sort of resources to play cards, your ability to make plays is limited solely by the number of cards you can draw. Suffice it to say, there's a very good reason why Pot of Greed has been banned since forever, with many more Spell Cards in the series becoming staples at various points.
  • Butt-Monkey: Although Goblin of Greed deserves it.
  • Failure Is the Only Option: No matter how hard Goblin of Greed tries to get rich, something bad happens to him and he loses his money.
  • Fat Bastard: Goblin of Greed
  • Foreshadow: Both "Pot of Greed" and "Pot of Generosity" are featured on "Asleep at the Switch", where they are seen about to be destroyed by "Dream Clown" and "Swarm of Scarabs" foreshadowing Pot of Greed's destruction. "Shard of Greed" could be what leads to "Generosity" and "Greed" being repaired into "Pot of Duality".
  • Good Counterpart: Pot of Generosity is considered to be the opposite counterpart of "Pot of Greed" as Greed is to take(draw cards) and Generosity is to give(return cards). Their status is also opposite as Pot of Greed is Forbidden but this card is Unlimited.
  • Greed: Well, duh. Pot of Greed, Goblin of Greed, Jar of Greed... need we go on?
  • Here We Go Again!: At the Dark Factory of Mass Production, he tries to steal the Pots of Greed lurking within it.
  • Honest John's Dealership: As Upstart Goblin
  • Lost in Translation/Pun
    • The word "Kame" in Japanese means both "Turtle" and "Jar", so Jar Turtle's Japanese name is a pun.
    • Moray of Greed's Japanese name is a pun on the words utsubo ("eel") and tsubo ("pot").
    • Pot of Duality contains the combined names of "Pot of Greed" and "Pot of Generosity" as it can be seen on this card's Japanese name as "Pot of Greederosity".
  • Made a Slave: Goblin of Greed angered an important aristocrat presumably by either being caught stealing the pot or offering him the stolen Pot of Greed and was placed into slavery.
  • Robotic Assembly Lines: Works at the Dark Factory of Mass Production to get his money back.
  • Self-Parody: Greed Grado's artwork looks a lot like "Synchro Change", just with "Pot of Greed" replacing "Colossal Fighter".
  • Stone Wall: Jar Turtle has 2100 DEF, but only 200 ATK.
  • Took a Level in Badass: According to Master Guide 2, the "Avatar of the Pot" is not a man wearing a pot on his head, and is actually the perfect evolution of the "Pot of Greed".

    Gravekeeper's 
The Gravekeeper's are a series of DARK Spellcasters themed after Egyptian guards and priests. They have various effects that allow them to search out other members and swarm the field, and limit the opponent's field. Central to them is their Field Spell Necrovalley, which locks down all cards that would try to banish, revive or recycle cards in the Graveyard. Their leader was once the Gravekeeper's Chief, but later support brought in the stronger Gravekeeper's Visionary and Gravekeeper's Oracle.

The archetype is featured in the Structure Deck: Marik Ishtar.


Tropes associated with the Gravekeeper's cards:

  • All Your Powers Combined: All three Egyptian Gods appear in Oracle's artwork, inscribed on the tablet behind this monster in this card's artwork, as well as glowing in their respective colors. Oracle's effects are variations of the signature effects of the Egyptian Gods. Saniwa is also the same Level as the Egyptian Gods.
  • Ancient Egypt: Their main theme and homeland, Necrovalley, is based off this.
  • Antidote Effect: Gravekeeper's Spy is not just used in Gravekeeper's decks. In fact, it is used moreso outside of Gravekeeper's decks. Most people will put two "Gravekeeper's Spy" into their deck simply to search one out with the other, creating a wall of 1 or 2 2000 DEF monsters.
  • Authority Equals Asskicking: Gravekeeper's Visionary. He even powers up when his fellow Gravekeepers are in the Graveyard.
    • Also, Gravekeeper's Oracle, who even taps into the power of the Egyptian God Cards, as indicated by his artwork and effects.
  • Back from the Dead: Gravekeeper's Chief's effect revives another Gravekeeper's monster from your Graveyard.
    • After being used as a Human Sacrifice, Gravekeeper's Assailant comes back in ghostly form as Night Assailant.
    • Gravekeeper's Headman can bring back a level 4 or lower Gravekeeper with his effect. It's also unaffected by Necrovalley.
  • Bald of Awesome: Gravekeeper's Recruiter and Gravekeeper's Guard
  • Badass Beard: Gravekeeper's Chief and Gravekeeper's Visionary
  • Black Magic: They're all Spellcasters. Even cards like Cannonholder and Spear Soldier, who look like they could be Warriors.
  • Cats Are Mean: Cat of Ill Omen
  • Casting a Shadow: All but Gravekeeper's Commandant are Dark type monsters.
  • Chuck Cunningham Syndrome: Despite being featured in a couple of cards when the Gravekeeper theme first kicked off, Cobraman Sakuzy and any references to him completely vanished from the card game in later expansions, most likely due to not being useful at all in any deck and being an ill-fit for the theme.
  • Continuity Cameo: Gravekeeper's Descendant is Marik Ishtar (with blonde hair), Gravekeeper's Priestess is Ishizu Ishtar (with the hood and mask covering up her features), Gravekeeper's Recruiter is Odion Ishtar (without the ponytail) and Gravekeeper's Visionary is Mr. Ishtar (wearing an Anubis mask).
    • A later set introduced Gravekeeper's Heretic, who resembles Thief King Bakura, the Predecessor Villain from the Dawn of the Duel arc.
    • Gravekeeper's Headman, released in Soul Fusion, resembles Shadi, the wielder of the Millennium Scales.
  • Dark Is Not Evil: They may use the dark arts. However, they use them to protect the Pharaoh and his resting place.
  • Dark-Skinned Blond: Gravekeeper's Descendant
  • Demoted to Dragon: Originally, Gravekeeper's Chief was the strongest card of the archetype. He was later surpassed by Gravekeeper's Visionary, who himself is later surpassed by Gravekeeper's Oracle.
  • Dude Looks Like a Lady: Gravekeeper's Nobleman. Had it not been for his English TCG name, you'd be confused as to what his true gender is.
  • Due to the Dead: They protect tombs. Naturally.
  • Fusion Dance: Gravekeeper's Supernaturalist is a fusion monster created with two Gravekeepers. He gains attack based on the levels of the Gravekeepers used to summon him.
  • High Priest: Gravekeeper's Visionary
  • Human Sacrifice: Gravekeeper's Assailant is shown being used as one in the artwork of Royal Tribute.
  • In the Hood: Gravekeeper's Assailant, and Gravekeeper's Ambusher.
  • Loophole Abuse: Since Necrovalley stops cards that target cards in the Graveyard, their support cards that do that specify in the text that the card is not affected by Necrovalley.
  • The Owl-Knowing One: An Owl of Luck, which can search for Necrovalley.
  • Recurring Element:
    • Gravekeeper's Priestess and the "Maiden of the Aqua" have a similar, yet different pseudo-field spell card effect. They also both have "priestess" in their Japanese names.
    • Gravekeeper's Recruiter is the Gravekeeper's counterpart of Witch of the Black Forest, Goblin Zombie, XX-Saber Darksoul, Botanical Girl, and Sangan.
  • Samus Is a Girl: The artwork of Gravekeeper's Assailant gives no indications of gender, due to her figure-concealing cloak. However, the Assailant is revealed to be female in the anime. Furthermore, Assailant is shown being sacrificed in the artwork of Royal Tribute, which very distinctly depicts her as female; however, it took a while for the figure in Royal Tribute to be confirmed as Gravekeeper's Assailant.
  • Shout-Out: The three Egyptian God Cards can be seen the artwork for Gravekeeper's Oracle's card, inscribed on the tablet behind him.
  • Spell My Name with an "S": The archetype is officially referred to as "Gravekeeper's" rather than simply "Gravekeeper," though most players usually just stick to the latter.
  • Super Toughness: Gravekeeper's Shaman, whose DEF increases based on the Gravekeepers in the graveyard.
  • Summoning Ritual: Which is used to summon Cobraman Sakuzy
  • Token Evil Teammate: Gravekeeper's Heretic, probably, assuming he's even an ally of the others at all, seeing as he's a heretic, and he resembles Thief King Bakura from the anime.
  • Took a Level in Badass:
    • "Gravekeeper's Oracle" is most likely "Gravekeeper's Descendant" once he has taken over for "Gravekeeper's Visionary", since "Saniwa" and "Visionary" have the same ATK. "Oracle" is also sitting in the same chair as Visionary and is wearing similar clothing.
    • "Gravekeeper's Shaman" is the older version of "Gravekeeper's Priestess".
    • "Gravekeeper's Supernaturalist" is a fusion monster version of "Gravekeeper's Heretic"
  • Weapon of Choice
    • BFG: Gravekeeper's Cannonholder
    • Cool Sword: Gravekeeper's Assailant, which is unique because swords aren't typically used by stealthy assassins.
    • Blade on a Stick: Gravekeeper's Spear Soldier
    • Magic Staff: Gravekeeper's Chief, Gravekeeper's Commandant, Gravekeeper's Descendant, Gravekeeper's Visionary and Gravekeeper's Priestess

    Graydle 
Graydles are an archetype of WATER Aqua-Type monsters whose effects revolve around destroying themselves to activate their effects and taking control of the opponent's monsters.

Tropes associated with the Graydles:

  • Color-Coded for Your Convenience: The color of the three non-Tuner Graydles is the same as the type of card they need to be destroyed by in order to use their effect.
  • Death-Activated Superpower:With the exception of Slime, all Graydles have an effect that activates when they are destroyed.
  • Dub Name Change: The Italian name for Graydle is Reticulliano, which is based on the star Zeta Reticuli. Zeta Reticuli is known among ufologists because of the Barney and Betty Hill case.
  • Fusion Dance: As shown by its artwork, Graydle Dragon is the combination of all four Graydles: Its head is that of Alligator, it has the arms and wings of Slime and Eagle respectively and Cobra serves as its tail. Despite this, it's a Synchro Monster instead of a Fusion Monster.
  • The Greys: The Graydles' natural form. Graydle Slime is a slime-like Grey alien. They are also depicted like this in the artwork for Graydle Impact.
  • Homage: The cards in this archetype follow the plot of The Thing (1982) event by event: In "Graydle Impact", an alien spaceship crash lands on a foreign planet. Its sole survivor is a blob-like monster that starts parasiting local creatures, assimilating them and assuming their form ("Graydle Parasite"). It gets discovered and is attacked ("Graydle Combat"), but parts of its body detach and morph into clones ("Graydle Split"). Finally, one of said clones mutates into a monstrous amalgamation of every previous host ("Graydle Dragon").
  • Making a Splash: They are all WATER Aqua-Type monsters.
  • Puppeteer Parasite: Fitting the archetype's "parasite" theme, the "possessed" Graydle monsters consist of equipping themselves to opponent monsters when destroyed by specific means and taking control of them.
  • Transformation of the Possessed: Krocodilus is forcibly transformed into Graydle Crocodile in the artwork for Graydle Parasite.
  • Two Beings, One Body: Graydle Dragon appears to be a physical amalgamation of body parts from other Graydle monsters, including the head of Graydle Alligator, the wings of Graydle Eagle and the arms and torso of Graydle Slime. It also has Graydle Cobra as a tail.

    Guardians 
Guardians are just this side of Archfiend for being more of a recurring theme than an archetype, and even then, many Guardian monsters are just monsters that happen to have the word in their name. The original archetype was a series of five monsters bound to an Equip Card bearing their name and could not be called unless that Equip Card was on the field. However, they had potent effects. The strongest Guardian monster is Gate Guardian, used by the Meikyuu Brothers in Duel Monsters, while the strongest Guardian of the Equip-themed Guardians are Guardian Eatos and Guardian Dreadscythe, used with the other Equip-themed Guardians by Rafael in the anime.

Tropes associated with the Guardians:

  • Achilles' Heel: Got hit with this hard with Butterfly Dagger-Elma's banning. Because that card was banned, Elma was technically unplayable, which would have helped the deck recycle effects and then special summon necessary guardians when apporpriate. Alas, without her, the deck lost a hell of way to recycle their resources efficiently.
  • Anti-Magic: Kay'est's effect, which shows that she is a master of the arcane arts.
  • Awesome, but Impractical: Back in the old days of the game, there was Gate Guardian, a 3750 ATK monster who can only be summoned by tributing his three components, each of which require two tributes themselves. The best bit? Gate Guardian's three pieces combined have twice as much ATK as Gate Guardian, and 3 monsters are harder to get rid of than a single target, so Gate Guardian is impractical even in a deck based around him. The only real practical use of Gate Guardian is to fuse him into UFOroid Fighter, a fusion of the nearly useless UFOroid and any Warrior-Type monster. UFOroid Fighter's ATK is the sum of the monsters used to summon it, but if you use Power Bond to summon him, you'll double that ATK. Using Gate Guardian, the strongest Main Deck Warrior-Type monster that can be fused, to make this card, you'll end up with a monster whose ATK exceeds 8000.
  • Back from the Dead:
    • Tryce's effect, which is basically him sacrificing his life to bring back a fellow Guardian.
    • Elma's effect, because a Guardian's life is connected to their weapons.
    • Goyo Guardian's effect.
  • Bilingual Bonus: The characters behind "Goyo Guardian", 御用, means "imperial use" or "patronage".
  • Demonic Possession: Baou did this to Dai Grepher and turned him into Dark Lucius. This possession happened because Dai Grepher didn't realize that the weapon contained the true spirit of Baou.
  • Elemental Powers:
  • Enemy Summoner: Arsenal Summoner. His effect is basically him channeling the power of the Guardians, which indicates that he owns all of the Guardian weapons.
  • Fusion Dance: Gate Guardian is a fusion of "Sanga of the Thunder", "Suijin", and "Kazejin". This fusion is special in that is a combination of monsters that aren't Fusion Monsters nor require their parts to be removed from play to summon it.
  • Good Wings, Evil Wings: Guardian Eatos has a pair of white angel wings, but when affected by The Seal of Orichalcos, they turn black. Guardian Dreadscythe gets evil-looking black wings by default.
  • Guardian Entity: Guardian Eatos, as well as the other Guardian cards, were this for Rafael, at least after the storm that killed his family.
  • Implacable Man: Dreadscythe is literally implacable, it cannot leave the field if you draw enough cards. It will just keep hacking and slashing.
  • Irony: The anime version of Guardian Eatos could only use Celestial Sword - Eatos for its effect, and the real-life version of the Celestial Sword has an added ATK-boosting effect for Guardian Eatos if it is sent to the Graveyard. The problem: this effect misses the timing if it is used for Guardian Eatos's effect, meaning that doing so is relatively ineffective.
  • Lizard Folk: Grarl.
  • Meaningful Name: Guardian of Order's effect is a reference to its name; having two monsters on your field is "Order", rather than having "chaos" - only opponent's monsters present. The "Guardian" stems from the fact that, once "Order" is established, this card attempts to protect order by Summoning itself.
  • Monster from Beyond the Veil: Guardian Dreadscythe can be Special Summoned if Guardian Eatos is destroyed, symbolizing her "resurrection" as a relentless, demonic killing machine.
  • Multi-Melee Master/Walking Armory: Elma and Arsenal Summoner.
  • Our Dragons Are Different: Ceal.
  • Our Mermaids Are Different: Kay'est.
  • Our Zombies Are Different: Guardian Dreadscythe, a darker zombified version of Guardian Eatos wearing a mask. It's big, intimidating, almost impossible to defeat, and it by the look in its eye it likely takes pleasure in destroying its enemies...
  • Power at a Price:
    • To Summon Dark Guardian, one has to pay half of his Life Points and has Gate Guardian in the Graveyard. The exchange is a monster with 3800 ATK and DEF that can't be destroyed by battle.
    • The arrows of Ceal's Shooting Star Bow can pierce through the enemies' line of defense and attack your opponent directly, but it reduces the user's ATK.
    • Tryce's set of Twin Swords of Flashing Light promotes the wielder's agility, at the expense of a bit of attacking strength.
  • Sixth Ranger: Arsenal Summoner.
  • Sixth Ranger Traitor: Baou. He showed much later than his fellow Guardians. He sided with the Supreme King in the Yu-Gi-Oh! GX cartoon series and possessed Dai Grepher.
  • Sword Sparks: In case of literal spark, seen in the artwork of Tryce.
  • Weapon of Choice: In fact, most of them cannot be summoned properly without their weapons on the field.
    • An Axe to Grind: Grarl's Gravity Axe. It has the power to control gravity, stunning the enemies to avoid them from changing their battle position.
    • Annoying Arrows: Ceal's Shooting Star Bow. The arrows are able to break through the enemies' defensive line to attack the leader directly.
    • BFS: Baou's Wicked-Breaking Flamberge. It disabled the victim's ability that activates upon death, disabling it to use abilities such as suicide explosions and stuff.
    • Boom Stick: Kay'est's Rod of Silence. It disables the enemies' magical powers that targets the wielder.
    • Dual Wielding: Tryce's Twin Swords of Flashing Light. It promotes agility, enabling the wielder to make additional attacks toward the enemies.
    • Knife Nut/Butterfly Knife: Elma's (literally named) Butterfly Dagger. It is virtually invincible; no matter how many times it gets broken, it could came back.
    • Sinister Scythe: Dreadscythe's Reaper Scythe. It gains more strength the more the wielder slays enemies in the battle, and can only be held by Dreadscythe herself.
    • Sword Almighty: Eatos' Celestial Sword. If the English name isn't enough, in Japan it is called Holy Sword of the Goddess.
  • Winged Humanoid: Guardian Eatos.

    Guardragon 
Guardragons are a series of Dragon monsters who revolve around the ability to support and summon Dragon-Type monsters via the effects of their Link monsters. They are connected to the World Legacy archetype.

Tropes associated with the Guardragons:

  • Early-Bird Cameo: While the series as a whole is the last group associated with the World Legacy archetype to be properly introduced, World Chalice Guardragon was introduced much earlier in Code of the Duelist (the first pack to feature monsters connected to the World Legacy storyline) as part of the World Chalice archetype.
  • Evil Knockoff: Of Imduk, whose corrupted self is among their ranks. Although it's also implied that he might have been a Token Heroic Orc the whole time.
  • Fusion Dance: Lee/Iblee/Orcust Knightmare fuses with all of the major Guardragons besides Melodark to become Astro Knightmare Idlee. However, while she can compliment their tactics, she isn't technically part of the archetype.
    • Ib fuses with Justicia the Guardragon to achieve a new Synchro evolution.
    • On the more literal side of things, there is Almarduk the World Chalice Guardragon, a Fusion monster that can be summoned using 3 Link Monsters.
  • Guardian Entity: Their collective name and color schemes imply that they are the protectors of the World Legacies. While this may have been the case for Imduk, the lore given for this archetype revealed they are the World Legacy themselves transformed into dragons by the power of the World Ark.
  • The Last of These Is Not Like the Others: They are the seventh and final group of monsters connected to the World Legacy archetype to be introduced, but unlike the previous groups, they are not an archetype and instead serve as support for Dragon-Type monsters in general.
  • One-Winged Angel: Andrake eventually purges himself of his darkness, giving birth to Melodark.
  • Sealed Evil in a Can: Justicia's flavor text suggests that the World Legacies and the Guardragons were serving to keep something sealed away:
    The World Key sheds tears that do not flow, as destiny is fulfilled.
    The Gates of the Divine bray and crumble, as the serpent devours the dream of the protector(s).
    One soul lies in the place where all began, the other lies where all shall end.
    — Here, this star, this world, this divine prison, shall be unlocked.
  • Rainbow Motif: Like the Mekk-Knights, the Guardragons have this motif in the form of a gem on their body:
    • Red: Pisty
    • Orange: Elpy
    • Yellow: Promineses
    • Green: Andrake (and Melodark)
    • Blue: Justicia
    • Indigo: Garmides
    • Violet: Agarpain
  • Shout-Out: Melodark can special summon itself from the hand in a fashion similar to that of the True Kings, but by banishing certain monsters instead of destroying them.
  • Theme Naming: Each Guardragon, except Imduk, is named after a Christian virtue, with the main deck monsters being named after the four cardinal virtues (Justicia after iustitia/Justice, Garmides after Charmides, a Plato dialogue on the subject of Temperance, Promineses after a combination of prominence and phronesis/Prudence, and Andrake after a combination of andreia/Courage, and drake), and the Link monsters after the three theological virtues (Elpi after elpis/Hope, Pisti after pistis/Faith, and Agarpain after a combination of agape/Love, and pain).
  • Token Heroic Orc: Imduk accompanied the World Chalice group for some time, allowing him to serve as one of the protagonists in the World Legacy Saga. Compared to his fellow Guardragons, who are neutral in nature before being controlled by Iblee, Imduk is the only unambiguously good Guardragon. Even after being corrupted into Andrake, he purges himself of his darkness to become Almarduk, the Sixth Ranger to the World Chalice and Crusadia groups. Tellingly, doing so causes him to lose the gem that would be on his chest.
    • Justicia appears to be a second example seeing as unlike the others, minus Andrake, it never fused with Lee and instead merged with Ib, bringing her back to life.

    Gun Dragon 
https://static.tvtropes.org/pmwiki/pub/images/barrel_dragon.png
Gun Dragons are a series of DARK Machine monsters with appearances based on dragons. Their gimmick is that they can flip coins, and if you get enough heads, you can destroy cards on the field. The strongest of them is the Fusion monster Gatling Dragon.

Tropes associated with the Gun Dragons:

  • Arms and Armor Theme Naming: "Blowback Dragon", "Fusilier Dragon, the Dual-Mode Beast", "Twin-Barrel Dragon", "Barrel Dragon", and "Gatling Dragon" are a family of DARK/Machine monsters, who share a names that consist of firearm-related terms and the word "dragon".
  • Casting a Shadow: All of them are DARK monsters.
  • Combining Mecha: Gatling Dragon.
  • Family-Friendly Firearms: "Barrel Dragon's" artwork is one of the more extreme edits that isn't just a complete redrawing. His three revolvers have been edited to look more like laser guns, effectively equipping him with a "laser discharge system". Special effects have been added to emphasize this point, resulting in the edit looking much brighter than the original. In the anime, the edit has probably been done to make it more suitable for children and this is the reason why the "russian roulette" process is completely omitted in episode 32.
  • Luck-Based Mission: All of them bar Fusilier Dragon require multiple coin flips to use their effects: Twin-Barrel Dragon requires two heads to destroy a card, while Gatling Dragon and Desperado Barrel Dragon can destroy up to three monsters depending on the number of heads you get. While Blowback Dragon and Barrel Dragon require three flips to determine whether they destroy a card, it's functionally the same as tossing only one coin, as getting two heads on three coin tosses is still just a 50% chance.
  • More Dakka: Gatling Dragon
  • Ninja Pirate Zombie Robot: They're robot dragons with gun heads.
  • Russian Roulette: Barrel Dragon's effect and appearance, in the original Japanese artwork, are meant to reference the game Russian roulette. In the Yu-Gi-Oh! manga, Katsuya Jonouchi explicitly makes the connection (fittingly, the one that played the card, Keith Howard, claims to have played "real" Russian roulette at least once, during his slump after losing to Pegasus J. Crawford.
  • Revolvers Are Just Better: The Barrel Dragon is a giant mechanical dragon made from three enormous revolvers\that are loaded with three bullets each, and play Russian Roulette pointed at the enemy monsters.

    Gusto 
https://static.tvtropes.org/pmwiki/pub/images/daigustoeguls_ha05_en_scr_1e.jpg
Gusto, known as Gusta in the OCG, are a series of WIND monsters that rely on unions between tamer and beast. They lack power but can swarm the field to perform Synchro Summons. In the backstory the Gustos are a tribe that lives in the swamplands and fights alongside monsters to repel foreign enemies, and they aided the Vylons in fighting the Evilswarm. Their strongest card is Daigusto Eguls.

Tropes associated with the Gustos:

  • Anti-Magic: Gusto's Dust
  • Babies Ever After: According to Master Guide 4, Pirika is the daughter of Reeze and Windaar.
  • Back from the Dead:
    • Windaar, Daigusto Sphreez and Daigusto Emeral's effects
    • Falco and Winda came back as Shaddolls and then were purified after the defeat of Tierra.
    • Many of their effects, spell and trap cards brings them back from the graveyard.
  • Blow You Away: The Gusto are a tribe of wind spellcasters.
  • Cosmic Plaything: They are among the only inhabitants of the DT world who wish to live in peace, but are the worst victims of the ongoing wars, and especially the Gishki's plots. However, a few of the Gusto do survive the final battle in the DT world.
  • Crystal Dragon Jesus: Worships Sophia, Goddess of Rebirth
  • Cute Witch: Reeze, Caam, Pilica, Winda and Kamui.
  • Curtains Match the Window: Green hair and eyes
  • Determinator: When the chips were down, they proceeded with the ritual to summon the god of the DT world, Sophia. Too bad the best they got was a Pyrrhic Victory.
  • Earn Your Happy Ending: Twice for Windaar. He survived the death of the Gusto Clan with Reeze after the end of the Steelswarm/Gishki War and had Pilica. After the war with the Shaddoll and Infernoid, it turned out Winda and Falco were purified of the Shaddoll corruption, and they all had a happy reunion. As a result, Winda joined the Ritual Beast Tamers and Falco became Ulti-Kimunfalcos.
  • Exotic Eye Designs: Their pupils are in the shape of their clan symbol. It's supposed to indicate their dedication to the Gusto cause.
  • Friend to All Living Things: Since their Tuner monsters are animals, they can unite with them and perform a Synchro Summon with ease.
  • Fusion Dance: Daigusto Emeral and Daigusto Phoenix. The fusions are supposed to indicate the aliance with the other tribes.
  • Generation Xerox:
    • Daigusto Synchro Monsters is similar to that of Dragunity Knights in terms of appearance, consisting of rider and its mounts (Winged Beast and Dragons for "Dragunity" and Psychic and Winged Beasts for "Gusto", respectively). "Daigusto Sphreez" is the only exception, since she does not have a mount. This is probably referencing to the partnership between "Mist Valley" and "Dragunity" in the past. According to the Duel Terminal story, Gusto tribe are the Mist Valley tribe's descendants who inhabited the region after Trishula's rampage. This relationship is later adopted by Lavals in the form of Lavalval Dragun.
    • Pilica, Hope of Gusto appears to be related to "Reeze, Whirlwind of Gusto", based on her hair color. She's also have odd-numbered Level among the non-Synchro Psychic-Type Gusto monsters (being Level 3), while Reeze is Level 5. This is fitting, since Reeze is canonically her mother.
  • Girlish Pigtails: Reeze
  • Godzilla Threshold: The Evilswarm were threatening to defeat the Gem-Knights and Constellar, so what did the last few Gusto do? Summoned God to try and resolve things, of course! Unfortunately for them, Sophia wanted to destroy the world, although she did ultimately fail.
  • Horse of a Different Color: Daigusto Eguls, Daigusto Falcos and Daigusto Gulldos are ridden by Windaar, Kamui and Winda respectively. It's to show how strong their bonds are with their animals.
  • In the Hood: Windaar and Musto
  • Noble Bird of Prey: Egul, Falco and Gulldo become this when ridden upon. It's to show how strong their bonds are with their masters.
  • Our Gryphons Are Different: Gusto Griffin
  • Powered Armor: Daigusto Sphreez is just Reeze wearing Vylon Sphere as a suit of armor.
  • Psychic Powers: A good portion of the archetype is comprised of Psychic monsters.
  • Slipknot Ponytail: When Reeze becomes Daigusto Sphreez
  • Sigil Spam: Silver whirlwinds
  • Story And Gameplay Integration: According to the artwork, Daigusto Sphreez is Reeze wearing Vylon Sphere. With Vylon Sphere being a Lv.1 Tuner, and Reeze being a Lv.5 non-Tuner "Gusto", they can be used to summon Sphreez.
  • Technicolor Eyes: Most of them have green eyes.
  • Took a Level in Badass: Eventually, Pilica becomes a part of the Sephira archetype and calls herself "Sephiram Pilica, the Bold Ritual Beast Tamer"
  • We Have Reserves: The main quirk of the Gusto monsters is that many of their Main Deck monsters are low-level floaters, meaning that they summon other monsters when destroyed. The big three are Windda, Gulldo, and Egul, all of which summon each other. They rely on this to make plays, as while their swarming abilities are mediocre, it's very hard to completely get them off the field, and in most cases at least one of them will survive long enough to make Extra Deck plays.
  • You Gotta Have Blue Hair: And most of them have green hair to go with the eyes.

    Hakai 
Hakai is an archetype of Fiend-Type monsters, mostly of the DARK Attribute. The archetype has an aggressive playstyle that focuses on destroying its own cards in order to generate advantage. Additionally, monsters in the Hakaishin sub-archetype are able to use themselves and the opponent's monsters as Link Materials to Link Summon DARK Link Monsters, building up the controller's field advantage at the expense of the opponent.

Lore-wise, the archetye is centered around a priest who mastered all the arts of the Taoist immortals and garnered immense power. However, the power he gained frightened those around him, and so they sealed him using layer upon layer of magical entrapments. As the years passed, his soul became tainted with evil over his anger and resentment at his imprisonment, and so he created the Douji, two avatars of his soul crafted from the spiritual energy that leaked out his prison. The Douji then called forth a humongous Shikigami that once served the priest. Reacting to the evil in its master's soul, the Shikigami was twisted into a beast of pure evil, and proceeded to consume the two Douji, growing to a beast of immense size. With its newly empowered form, the Shikigami marched to its master's prison, breaking the seals that contained him one by one. Upon his release, the world will surely be destroyed and covered in endless darkness.


Tropes associated with the Hakais:

  • Casting a Shadow: The Hakaishin monsters are all of the DARK Attribute.
  • Cutting the Knot: Their specialty is removing cards from the field, both their own and the opponent's, typically through their destruction effects. However, should the opponent control a monster that cannot be destroyed by card effects, the Hakaishin monsters can also get rid of it by simply using it as a Link Material for a Link Summon instead. Because few monsters possess an effect that prohibits them from being used as Link Materials, this form of removal is very difficult to defend against.
  • Energy Beings: The Douji monsters are created from spiritual energy that leaked out of the Taoist priest's prison.
  • Familiar: The Hakaishin monsters were a familiar that once served the Taoist priest, and was twisted to its current form by the evil in his soul.
  • Fire/Water Juxtaposition: The Douji form this dynamic as they are FIRE and WATER Attribute and both are avatars of the Taoist priest's soul.
  • Fusion Dance: According to the archetype's lore, Hakai Souohshin Raigou was created after the Taoist priest's Familiar absorbed the Douji monsters.
  • Gameplay and Story Integration: In keeping with the archetype's lore, it is possible to Link Summon Hakai Souohshin Raigou by using a Hakaishin Link Monster (fulfilling the requirement that a Link Monster be used as a Link Material) and the Douji monsters.
  • Hellhound: The Hakashin monsters and Hakai Souohshin Raigou take the form of giant demonic dogs, twisted into this by the evil in their master's soul.
  • Leaking Can of Evil: The Douji monsters were created from spiritual energy leaking from the Taoist priest's prison, and have the goal of releasing their master from his jail.
  • Making a Splash: Hakai Douji Rakia is a WATER monster.
  • Meaningful Name: The archetype's OCG name (破械) contains complex, multi-layered wordplay. In Japanese, it is a homophone to both "破壊", which means "to destroy" (befitting their playstyle) and "破戒", which means to "break a religious commandment" (tying into the backstory of these monsters being the corrupted avatars and familiars of a Taoist priest). In addition, the "械" kanji in the archetype's name string is part of the phrase "機械", which means "machine", but if written separately, can instead mean "fetter", alluding to the many restraining devices on the monsters' bodies.
  • Morton's Fork: The archetype's Spell and Trap Cards function on this principle, as the opponent can either let their controller activate and resolve their effects, or destroy them while they are Set and enable the controller to Special Summon a Hakai monster from their Deck.
    • This especially applies to Hakai Dual Dirge, as no matter whether it is activated or destroyed while Set, the controller will get to Special Summon a Hakai monster from somewhere, the hand or the Graveyard in the case of the former, or the Deck in the case of the latter.
  • My Death Is Only The Beginning: Most Hakai cards have an effect that triggers if they are destroyed. The Douji Special Summon Hakai monsters, except copies of themselves, from the hand or Deck, the Hakaishin add a Fiend-Type monster from the controller's Graveyard to their hand, and the Spell and Trap Cards, if destroyed while Set, Special Summon a Hakai monster from the Deck.
  • Omnicidal Maniac: It is said that should the Taoist priest be released from his prison, the world will be destroyed and covered in endlass darkness.
  • Person of Mass Destruction: Hakai Souohshin Raigou has three effects that destroy a card on the field. The only difference between them are the conditions required to trigger them. The first activates if a card on the field is destroyed by a card effect, except its own, a very routine occurence for the archetype. The second activates if another monster is destroyed by battle, which is not hard for the cotnroller to trigger, considering that it has 3000 ATK. The third activates automatically during the End Phase. It's not surprising then, that when it was first revealed, many players commented that something will blow up if the opponent so much as breathes.
  • Playing with Fire: Hakai Douji Arha is a FIRE monster.
  • Sealed Evil in a Can: The Douji monsters are avatars of the Taoist priest's soul, emerging after their master was sealed away. This trope is zigzagged in the sense that the priest was not evil when he was sealed away, but his resentment and anger at being imprisoned gave rise to beings that were evil.
  • Sinister Minister: The Taoist priest was twisted into this after being sealed away, and now feels nothing but the desire to destroy the world in retaliation for his imprisonment. The archetype's OCG name even alludes to this, as it is a homophone for "breaking a religious commandment".
  • Taking You with Me: The Hakaishin monsters can send themselves and an opposing monster to the Graveyard as Link Materials to Link Summon DARK Link Monsters.
  • Then Let Me Be Evil: The Taoist priest, resentful and angry that he was sealed away by those around him simply because of his power, decided to be this.
  • Unskilled, but Strong: The archetype's effects tend to be very simplistic in nature, mainly focusing on destroying cards, triggering whenever they themselves are destroyed, or using the opponent's monsters as Link Materials for DARK Link Monsters. However, using these effects competently can enable the controller to snowball advantage very quickly and utterly devastate the opponent's field. It also helps that their Link Monsters possess rather high ATK as well.

    Hand 
The Hand archetype is a small series of monsters that look like severed arms. They are mostly used defensively due to their effects and their rather low ATK. Despite this, their two core members, Fire Hand and Ice Hand, are a feared duo that can destroy Monster Cards or Spell/Trap Cards when they are destroyed and they can summon each other as a replacement afterwards. Their boss monsters are Number 106: Giant Hand and Number C106: Giant Red Hand, both of them having a Quick Effect that negates effects. The Hands are used by Girag in ZEXAL.

Aside from the four Effect Monstersnote  and two Xyz Monstersnote , there is a Normal Monster cards that is also a member of this archetype: The Judgement Hand.—-

Tropes associated with the Hands:

  • Anti-Magic:
    • When Ice Hand is destroyed by the opponent, it can destroy a Spell or Trap Card the opponent controls, and then it summons Fire Hand from the deck, which can destroy monsters.
    • Number 106: Giant Hand can negate a Monster Effect in any turn and the monster cannot change its battle position.
    • Number C106: Giant Red Hand can negate the effects of all other face-up cards on the field until the end of the turn when a card or an effect is activated.
  • An Arm and a Leg: The Hands are severed arms/hands.
  • Artificial Limbs: In the anime, the four Hand Effect Monsters can attach themselves to their owners shoulders and invokes this trope and Multi-Armed and Dangerous, while they cause extreme pain to the controller.
  • Casting a Shadow: Magic Hand is a DARK monster.
  • The Dreaded: The Fire/Ice Hand duo are a very strong wall that protects the player while giving the opponent the fear of losing their cards. Attacking them recklessly is not an option.
  • Dishing Out Dirt: Number 106: Giant Hand, Number C106: Giant Red Hand and The Judgement Hand are EARTH monsters. The former two are also Rock-Type monsters.
  • Elemental Powers: The Hands cover four of the six Attributes; the missing Attributes are LIGHT and WIND.
  • Eyes Do Not Belong There: Number 106: Giant Hand has eyes on its palm and fingertips.
  • Fire/Ice Duo: Their principle playmakers, Fire Hand and Ice Hand, form this dynamic.
  • Giant Hands of Doom: Heavy emphasis on "giant" with Number 106: Giant Hand and Number C106: Giant Red Hand.
  • An Ice Person: Ice Hand.
  • Making a Splash: Ice Hand is a WATER Aqua-Type monster.
  • Playing with Fire: Fire Hand and Prominence Hand are FIRE Pyro-Type monsters.
  • The Southpaw: Ice Hand, Prominence Hand, Magic Hand, Number C106: Giant Red Hand, and The Judgement Hand are all left hands/arms.
  • Taking You with Me: Fire Hand and Ice Hand destroy cards when they are destroyed and sent to the graveyard by the opponent. Fire Hand is also known for its suicide attacks that invokes this trope.
  • Weaksauce Weakness: The playing style of the Hands mostly focuses on Fire Hand and Ice Hand. So destroying one of them without them destroying a card prevents them from summoning the other Hand. Negating their destruction effect also easily shuts down their combo. Since their effects can only be activated when they are sent to the graveyard by the opponent, banishing them also shuts them down.

    Harpie 
https://static.tvtropes.org/pmwiki/pub/images/hystericparty_tf04_jp_vg.jpg
The Harpies are a clan of WIND Winged-Beast monsters taking the form of winged bird-women. They rely on overwhelming enemies with a combination of field control and swarm power. Their leader is Harpie Queen, but their strongest member is Harpie's Pet Dragon, who comes in three forms. In the anime they are used by Mai Kujaku/Valentine, though the support that made them a viable deck theme would not come until years after the original anime ended.

Tropes associated with the Harpies:

  • Absolute Cleavage: Shows up quite often in the Japanese artwork.
  • Action Girl: All of them.
  • Amazon Brigade: The Harpy Lady Sisters become this after Mai uses the Spell Card Elegant Egotist.
  • The Artifact: All the Harpie Ladies are treated as "Harpie Lady" while on the field of in the Graveyard, so as to get support from cards that work with "Harpie Lady" and get over the rule that you can only have up to three copies of a card in a deck. This was one of the game's first attempts at making an archetype and wasn't too practical. Nevertheless, they retained this effect rather than simply getting their cards errata'd to support "Harpie" Winged-Beasts (although they did eventually get those as well).
  • Badass Decay: invoked Harpie's Pet Baby Dragon is a lot stronger than the adult form due to a variety of effects its possesses.
  • Black Bra and Panties: Harpie Dancer's outfit in her original artwork is basically this with a pair of matching leggings and not much else.
  • Blow You Away: They are WIND monsters.
  • Bowdlerise: The Japanese artwork for all the Harpies has straps over their breasts, which are rather large, and nothing else covering their torsos. The English art covers them up entirely. Oddly enough, the initial releases of the original Harpie Lady and Harpie Girl cards didn't cover them up at all; the edits were only introduced in later releases.
  • Breast Plate: Cyber Shield.
  • Combination Attack: Triangle Ecstasy Spark. In the anime they get Phoenix Formation and Sparrow Formation
  • Cute Monster Girl: An entire archetype of Winged Humanoids with talons, claws, wings, and extremely shapely bodies with little covering them up.
  • Early Installment Weirdness: Harpies were an archetype since before the concept of archetypes existed, with a number of cards focused specifically on supporting Harpie Lady. As such, they're one of the few archetypes whose members usually have a clause stating that their names are treated as one specific card, in order to let them benefit from that support.
  • Enemy Summoner:
    • Harpie Channeler can call out her fellow Harpies, making her more useful than Birdface. She can special Summon "Harpie's Pet Dragon" with her effect, and you can instantly Xyz Summon a Rank 7 Xyz Monster, like "Gaia Dragon, the Thunder Charger".
    • Harpie Dancer can Normal Summon a WIND monster once per turn, but you have return a WIND monster to your hand.
  • Harping on About Harpies: Of course!
  • Homage: "Harpie's Pet Dragon" may be "The Dragon who never sleeps", that Medea summoned to protect the "Golden Fleece" in Greek Mythology. In the Myth of Jason and the Argonauts, Jason had to fight against the Harpies and this Dragon to obtain the Golden Fleece.
  • Magikarp Power: A meta example, in the early days of the game, Harpie decks were non-existent due to so few cards and none of them being very good. Over the years they've gotten ever more support, including cards that rely on Loophole Abuse to still count as "Harpie Lady" during gameplay without defying the three-card-limit rule. These days a Harpie deck can quickly swarm the field and smash apart the opponent's back row, and a fairly simple two-card combo allows the summon of any Rank 7 Xyz monster. They're still not top-tier, but a Harpie deck is no longer to be laughed at like it once was.
  • Ms. Fanservice: Much like their owner in the anime. Once again — shapely bodies, little covering them up.
  • Off-Model: The original art for the Harpie Lady card had her wings coming from behind her hair, implying that they were placed on her back, while all other depictions of the monster show them being part of her arms.
  • The One Guy: Sort of. Sky Scout was once called "Harpie's Brother", making him the only male of the group, and he looks like a Harpie too. However his Japanese name has always been "Birdman", so he isn't an official part of the series. This is why until his named was errata'd that English cards of the theme specified they effect "Harpie" monsters except Harpie's Brother. Closer examples would be Swift Birdman Joe, Storm Shooter, and Sonic Shooter, which more closely resemble male versions of the Harpies (with wings on their arms rather than their backs).
  • Our Dragons Are Different: Harpie's Pet Dragon and its other forms.
  • Power Trio: Harpie Lady Sisters.
  • Sensual Spandex: In the TCG, their very revealing outfits were bowdlerised into skin-tight bodysuits. Not that the new look leaves much more to the imagination.
  • The Sixth Ranger: Birdface supports the Harpie theme but isn't compatible with their other cards. There's also Harpie's Brother as explained under The One Guy, now known as Sky Scout.
  • Spear Counterpart: Sky Scout and Swift Birdman Joe.
  • Stone Wall: When Harpie's Pet Phantasmal Dragon is on the field, your opponent cannot target other Harpie monsters you control with an attack or card effect.
  • Stripperiffic: In the OCG, where they are half naked.
  • Team Pet: The name "Harpie's Pet Dragon" should be a clue.
  • Took a Level in Badass:
    • The original Harpie Lady was a fairly remarkable normal monster. Three "retrained" versions give her handy effects, and Cyber Harpie boosts her ATK.
    • Even though Harpie's Pet Phantasmal Dragon loses the powerup effect of the original, it gains the ability to protect Harpies on the player's side of the field and directly attack the opponent.
  • Whip It Good: With either Rose Whip or Electro Whip.
  • Winged Humanoid: All Harpies, obviously.
  • You Gotta Have Blue Hair: Blue, pink, and purple. Harpie Queen has green.
  • Zerg Rush: They can swarm the field surprisingly fast, but aside from Harpie Queen and the boosts from Harpie Lady 1, they aren't very strong. One of their Trap Cards, Hysteric Party, allows the summoning of five of them at once from the Graveyard.
  • Zettai Ryouiki: Most of them have leggings coming up to their thighs as part of their outfits.

    Hazy Flame 
Hazy Flame, called Haze Beast in the OCG, are a series of FIRE monsters based on mythical creatures. They're all Level 6 and rely on swarming the field, fortunately having two support cards that allow them to be summoned from the hand without tribute. They combine to Xyz summon their strongest member, Hazy Flame Basiltrice, who grows stronger the more of them combine to summon it.

Tropes associated with the Hazy Flames:

  • Anti-Magic: Of a sort. Most Hazy Flames share the effect that your opponent cannot target them with card effects, rendering a lot of cards unable to affect them.
  • Awesome, but Impractical: A Basiltrice with five materials cannot be destroyed by card effects, your opponent cannot target it with effects, and it has 3500 ATK. Additionally you can sacrifice 200 ATK and its immunity to destruction to use its second effect to banish any card on the field, and there's a Hazy Flame support card that will let you re-attach a fifth monster to it to power it back up to full. In short, it can switch the tide of the duel. The problem is the huge investment of resources needed to get it out, and it's protection isn't foolproof; cards like Solemn Warning or Bottomless Trap Hole can destroy it on arrival, and it can't stop cards that banish it, return it to the hand, or don't directly target it. It can also just be run over by something with higher ATK.
  • Big Damn Heroes: If your opponent controls a monster and you have no non-FIRE monsters on your side of the field or in your Graveyard, you can Special Summon Haze Beast Griffin (from your hand).
  • Our Gryphons Are Different:
    • Hazy Flame Griffin named after the legendary creature Griffin.
    • Hazy Flame Hyppogrif is based on the hippogriff.
  • Hellhound: Hazy Flame Cerbereus. You can Normal Summon this card without Tributing, but its original ATK becomes 1000. This face-up card cannot be targeted by your opponent's card effects. When this card is destroyed and sent to the Graveyard: You can add 1 "Haze" card from your Deck to your hand.
  • Mix-and-Match Critters: Hazy Flame Mantikor, which was inspired by the Manticore.
  • Multiple Head Case: Hazy Flame Hydra, being a Hydra and all.
  • Mythical Motifs: Basilitrice is a combintion of the words Basilisk and Cockatrice, and resembles a bit of both.
  • Noble Bird of Prey: Hazy Flame Basilitrice. If you can manage to bust it out with 5 materials, you have a 3500-ATK monster that cannot be destroyed by card effects, cannot be targeted by your opponent, and can sacrifice its immunity to destruction to banish an opponent's monster. As described above there are loopholes to bring it down, but if your opponent isn't able to exploit one of them soon, it is going to create a lot of trouble.
  • No-Sell: All of the members so far share the common effect of being unable to be targeted by the opponent's card effects, though its most powerful monster, "Haze Beast Basilicock", requires 4 Xyz Materials to gain this effect.
  • Recurring Element: Hazy Flame Griffins's effect is a FIRE counterpart to Cyber Dragon's effect.
  • Riddling Sphinx: Hazy Flame Spinx. In fact, her effect is reminiscent of the effect of "Ordeal of a Traveler".
  • Status Buff: Once per turn: You can Tribute 1 FIRE monster you control; Haze Beast Hipogrifo gains 300 ATK.
  • Theme Naming: The "Hazy Flame" monsters are named after mythological creatures.
  • Vertebrate with Extra Limbs: Hazy Flame Peryton. The peryton is a fictional animal combining the physical features of a stag and a bird, presumably originating in Jorge Luis Borges' Book of Imaginary Beings, although he refers to a lost medieval manuscript as a source.
  • Zerg Rush: The archetype focuses around rapid and easy Summoning of Level 6 monsters to bring out any Rank 6 Xyz Monster, especially "Hazy Flame Basilicock", who can be Xyz Summoned with up to 5 Level 6 FIRE monsters, with different effects based on the number of attached Xyz Materials. Their "Haze" support cards, have the common ability to Normal Summon "Hazy Flame" monsters with one less Tribute, and in their case, without any Tributes, thus creating even more consistence.

    Herald 
The Herald cards, also known as Declarer in the OCG, are an archetype of LIGHT Fairy-Type monsters, mostly focusing on Ritual Monsters, but they also include a Synchro Monster (Herald of Arc Light) and an Xyz Monster (Herald of Pure Light). The colored Heralds are Level 2 and have 300 ATK and 500 DEF and they can negate card effects fitting to their corresponding colors. Their leader is Herald of Ultimateness, the upgraded form of Herald of Perfection.

Tropes associated with the Heralds:

  • Anti-Magic: They are focused on negating card effects.
  • Colour-Coded for Your Convenience:
    • The Herald of Orange Light can negate effects of Effect Monsters.
    • The Herald of Green Light can negate effects of Spell Cards.
    • The Herald of Purple Light can negate effects of Trap Cards.
  • Fusion Dance: Even though they are Ritual Monsters, the Ritual Heralds look like a combination of other Heralds.
    • Herald of Perfection is made of Herald of Green Light, Herald of Purple Light, and Herald of Orange Light.
    • Herald of Ultimateness is made of Herald of Pure Light (head and arms), Herald of Perfection (body), Herald of the Arc Light (waist and legs).
  • Light 'em Up: The Heralds are LIGHT monsters. Five of the Herald monsters have "Light" in their names.
  • Our Fairies Are Different/Our Angels Are Different: They are Fairy-Type monsters in the TCG, and Angel-Type monsters in the OCG.
  • Power Nullifier: All Heralds (except Herald of the Pure Light) have effects focusing on negating other effects.
  • Stone Wall: Herald of Perfection and Herald of Ultimateness, which have high DEF and low ATK for Ritual Monsters of their level.
  • Ultimate Life Form: Invoked with Herald of Perfection and Herald of Ultimateness.

    Heraldic 
https://static.tvtropes.org/pmwiki/pub/images/heraldic.png
Heraldics are a series of Beast and Winged-Beast monsters that activate effects in the Graveyard to swarm the field and summon their leader, Number 8: Heraldic King Genom-Heritage, who can drain the powers of enemy Xyz monsters. They are used by Tron/Vetrix in ZEXAL.

Tropes associated with the Heraldics:

  • Back from the Dead: Reborn Medallion and High Medallion Arts' effects.
  • Our Dragons Are Different: Heraldic Beast Aberconway appears to be based off of the "Heraldic Dragon", a creature with the body of a reptile covered in metal mail. It also has a sharp spike on the end of it's nose, a forked tongue, feet of an eagle and the wings of a bat. Within Heraldry, this creature represents power, wisdom and astuteness.
  • Grand Theft Me: "Number 8: Heraldic King Genome Heriter"'s ability to steal everything about the monster and leave them with nothing is similar to Vetrix's ability to steal memories from people.
  • Horn Attack: Heraldic Beast Eale. The Yale is a mythological creature in European Mythology. The yale (also "centicore", Latin "eale") is a mythical beast found in European mythology and heraldry. Most descriptions make it an antelope- or goat-like four-legged creature with large horns that it can swivel in any direction. The name might be derived from Hebrew "yael", meaning "mountain goat".
  • King of Beasts: Heraldic Beast Leo is based off the Heraldic Lion which is a common charge in heraldry. It traditionally symbolises bravery, valour, strength, and royalty, since traditionally, it is regarded as the king of beasts.
  • Meaningful Name: Number 8: Heraldic King Genome Heriter's name, Number and appearance has many references to DNA:
    • A genome is the DNA or RNA information encoded in every organism, referencing this card's ability to "inherit" another monster's name.
    • This card number could be a reference to the DNA itself as this molecule is formed by pairs (hence the 2) of 4 types of nucleotides. 2x4=8
    • This card's number may be a reference to the shape of DNA. The number 8 looks similar to the double helix shape DNA often takes.
    • Also its "hair" on its card artwork somewhat resembles a chromosome, which is the organized structure of the DNA.
  • Multiple Head Case: Heraldic Beast Twin-Head Eagle is based on the Double-headed eagle, which is a common symbol in heraldry and vexillology. It is most commonly associated with the Byzantine Empire, the Holy Roman Empire and Russia. In Byzantine heraldry, the heads represent the dual sovereignty of the Emperor (secular and religious) and/or dominance of the Byzantine Emperors over both East and West. In the Holy Roman Empire's heraldry, it represented the Church and the State. Several Eastern European nations adopted it from the Byzantines and continue to use it as their national symbol to this day, the most prominent being Albania, Serbia and Russia.
  • My Death Is Only The Beginning: Number 18's effect allows you to mill from your deck any 2 Heraldic beasts whenever it is sent to the graveyard (even if it is by having it summon negated). Considering most Heraldic Beasts work the best in the graveyard, your opponent should think twice before attempting to get rid of your Number.
  • Noble Bird of Prey: Heraldic Beast Bernard's Falcon is based on the heraldic Falcon. In Heraldry, the falcon signifies someone who is hot or eager in the pursuit of an object much desired. It is frequently found in the coats of arms of nobility from the time when the falcon played an important social role in the sport of kings and nobles. It is found as a heraldic bearing as early as the reign of King Edward II of England. The falcon was also the badge of one of King Henry VIII's wives, Anne Boleyn, and was later adopted by her daughter Queen Elizabeth I.
  • One-Winged Angel: Number C69: Heraldry Chaos Crest, brought on by the power of a Rank-up Magic.
  • Taken for Granite: Heraldic Beast Basilisk appears to be based off of the "Basilisk", a serpent which was hatched by a cockerel from the egg of a toad or serpent. It was depicted as having features of a cockerel during the times of Medieval Europe. It is also similar in appearance to the "Cockatrice" a two-legged dragon with the head of a rooster. Both the Basilisk and the Cockatrice were said to be able to kill or turn to stone whomever they looked at, which this monster's effect mimics.
  • There Can Only Be One: Number 18 Heraldic Progenitor Plain Coat's effect in a nutshell: should there be on the field more than one monster with the same name, Number 18 eliminates all the copies of that monster, leaving only 1 of them standing, also preventing other copycats from hitting the field while it still stands.
  • Unicorn: Heraldic Beast Unicorn based of the Unicorn. In heraldry, it is often depicted as a horse with a goat's cloven hooves and beard, a lion's tail, and a slender, spiral horn on its forehead. Whether because it was an emblem of the Incarnation or of the fearsome animal passions of raw nature, the unicorn was not widely used in early heraldry, but became popular from the 15th century.
  • Yin-Yang Clash: The number color of Number 69: God Medallion Coat of Arms may be also based off Taoism, the Yin and Yang
    • Number 69: God Medallion Coat of Arms is a LIGHT monster but is black-colored.
    • Also, there seems to be some sort of balance involved with Number 69: God Medallion Coat of Arms, as this card can negate effects but gain them too.
    • The card's number is also similar in shape to the Yin and Yang symbol, which represents the balance between Light and Darkness.
    • The card's number, 69, also hints to a sort of balance. The number 6 looks like the number 9 (and vice versa) when inverted.
    • Further supporting this could be a possible significance to this card's numeric value, it signifies the fact that the number 69 is the number 96 backwards, with the number corresponding to it "Number 96: Dark Mist". "Dark Mist" is a DARK monster whereas this card is a LIGHT monster.

    Hieratic 
Hieratics, called Hieroglyphic (聖刻 Seikoku) in the OCG, is an archetype of LIGHT Dragon-Type monsters. They rely on swarming the field with Dragon-Type Normal Monsters at the cost of the Summoned monster losing all of its ATK and DEF, and tributing their own monsters to use their effects. Their two key cards are the Hieratic Seals, Normal Monsters with 0 ATK and DEF meant to be the main targets of Hieratics to be called to the field for Xyz Summons, as their Xyz Monsters representing the Seals being released to realize their full power. Their leader is Hieratic Sun Dragon Overlord of Heliopolis.

Tropes associated with the Hieratics:

  • All Your Powers Combined: According to the English product page for Galactic Overlord, Hieratic Sun Dragon Overlord of Heliopolis represented the collective power of the Hieratic Dragons, which makes sense, considering that it is based on the Ennead, the group of deities that were the individual basis for the Hieratic Dragons.
  • Awesome, but Impractical: Asar and Sutekh are beatsticks with high ATK, but running them in a Hieratic deck is more likely to be a hindrance to the archetype as a whole. To wit, both monsters require the controller to banish Dragon-Type monsters from the Graveyard to Special Summon them from the hand (the former requires 1 LIGHT and 1 Normal Monster while the latter requires 3 Normal Monsters). Additionally, to use his effect to destroy a card on the field, Sutekh also requires the controller to banish a Dragon-Type Normal Monster from their Graveyard as a cost. As the archetype is largely dependent on Special Summoning Dragon-Type Normal Monsters, doing any of these would take a huge toll on the controller's resources, and puts them out of reach to be Special Summoned via the effects of the other Hieratic monsters. Unlike the rest of the archetype's Effect Monsters (except Hieratic Sun Dragon Overlord of Heliopolis), Asar and Suketh also do not have any effects that Special Summon such monsters and thus do little to further the archetype's strategy.
  • Brought Down to Normal: They can summon out other monsters at the cost of sapping that monster's ATK and DEF to 0.
  • Dishing Out Dirt: Gebeb's card artwork depicts him standing astride a fissure in the ground, with rocks floating around him. This is a reference to the fact that he is named after Geb, the Egyptian god of the earth.
  • Dub Name Change:
    • The archetype went from Hieroglyphic in the OCG to Hieratic in the TCG. This change may be due to the fact that hieratic script was used for priestly and ceremonial purposes, befitting an archetype named after Egyptian deities.
    • Hieratic Sun Dragon Overlord of Heliopolis was named "Hieroglyphic Divine Dragon - Ennead" in the OCG, directly referencing the Ennead. The TCG instead opted to name the monster after the city in which the Ennead were principally worshipped, turning this into a case of Lord Country as well.
  • Egg MacGuffin: The Hieratic Seal monsters appear to either be the eggs or sealed forms of the Hieratic Dragon Xyz Monsters whose Ranks are equal to their Levels. The goal of the archetype, at least from a design and thematic standpoint, is to Special Summon them and then use them as Xyz Materials to Xyz Summon their respective dragons, thus hatching the eggs or unsealing the dragons themselves.
  • Enemy Summoner: The modus operandi of the archetype is to Special Summon Dragon-Type Normal Monsters to the controller's field, typically via Tributing the archetype's own monsters (either as Tributes for a Tribute Summon or as a cost to use the archetype's effects), to augment their field presence and cheaply accumulate Xyz Materials for an Xyz Summon.
    • The archetype's Level 5 and 6 monsters all have an effect that Special Summons a Dragon-Type Normal Monster from the controller's hand, Deck, or Graveyard if they are Tributed. However, there is the restriction that the ATK and DEF of the Summoned monster are reduced to 0. Gebeb and Hieratic Seal of the Heavenly Spheres have similar effects. However, Gebeb's effect is limited to Hieratic Normal Monsters. The only monster that counts is Hieratic Seal of the Sun Dragon Overlord, which has 0 ATK and DEF anyway. Hieratic Seal of the Heavenly Spheres can also Summon Effect Monsters, but cannot Special Summon from the Graveyard.
    • Gebeb and Nuit can also Special Summon Dragon-Type Normal Monsters from the hand, Deck, or Graveyard in a manner that does not require Tributing. In the former's case, he needs to destroy an opposing monster by battle first, in the latter's case, it triggers if she is targeted by a card effect.
    • Hieratic Seal of the Dragon King is a Gemini monster whose effect lets the controller Tribute it to Special Summon a Hieratic monster from the hand, Deck, or Graveyard in face-up Defense Position.
    • By detaching an Xyz Material, Atum lets the controller Special Summon a Dragon-Type monster from their Deck, but the Summoned monster's ATK and DEF are reduced to 0. Additionally, Atum himself cannot attack that turn.
  • Expy:
    • Tefnuit is one to Cyber Dragon, as like the latter, she is a LIGHT monster that otherwise requires one Tribute to be Normal Summoned and has a similar effect to Special Summon herself from the hand if only the opponent controls monsters. She also has the same ATK as the latter (2100) and similar DEF (1400 to Cyber Dragon's 1600). However, unlike Cyber Dragon, Tefnuit cannot attack during the turn she is Special Summoned with her own effect.
    • The archetype as a whole is likely this to the Winged Dragon of Ra. Similarly to Ra, they are dragons based on Egyptian deities, with a slightly mechanical appearance, spherical sealed forms, and an association with the sun.
  • Eye of Horus Means Egypt: The archetype uses a stylized version of this as a symbol, and its members have it on their armor.
  • Glass Cannon: The archetype can hit hard and fast to swarm the field with high-level dragons, but they burn through the hand fast and are prone to dead draws of high-level cards you can't use.
  • Lethal Joke Character: The archetype is based around Hieratic Seal of the Sun Dragon Overlord, a Level 8 Normal Monster with 0 ATK and DEF. However, this is a case of Cursed with Awesome, as it can be recycled using Normal support cards as well as the other Hieratics, can be used as Tribute fodder to activate the effects of the other Hieratics, and once you have two or more of them, out come the Rank 8 Hieratic Sun Dragon Overlord of Heliopolis. On the other hand, Hieratic cards work with any Dragon-type Normal Monster, meaning there's still very little reason to include the Seal over cards like Wattaildragon and Blue-Eyes White Dragon, which can also be used as beatsticks in a pinch while the Seal cannot.
  • Light 'em Up: The entire archetype is LIGHT Attribute.
  • Loophole Abuse: Atum and Tefnuit both have effects that prevent them from attacking if used. In Atum's case, it's if the controller detaches an Xyz Material from him to Special Summon a Dragon-Type monster from their Deck. In Tefnuit's case, it's if she is Special Summoned from the hand via her own Summoning condition, when only the opponent controls monsters. Players have found ways to make these restrictions non-issues.
    • For Atum, a common tactic to get around this restriction and get an attack in anyway, is to use said effect, then use Atum himself as an Xyz Material to Xyz Summon Gaia Dragon, the Thunder Charger, a beatstick that can inflict Piercing battle damage and has 2600 ATK, compared to Atum's 2400.
    • For Tefnuit, she is typically used to initiate combos and is very often quickly Tributed right after she is Special Summoned, either to Special Summon Nebthet or Su via their own Summoning conditions, or as a cost for a Hieratic effect, which then triggers her effect to Special Summon a Dragon-Type Normal Monster. Her rather comparatively low ATK usually means that players won't want to attack with her anyway.
  • Lord Country: By its name, Hieratic Sun Dragon Overlord of Heliopolis invokes this trope for the city of Heliopolis, and is described as its defender. Furthermore, it was based on the Ennead, the collective group of nine deities worshipped there.
  • Mythology Gag: Being based upon the Ancient Egyptian deities comprising the Ennead, the dragons themselves have imagery that reference said deities.
    • Gebeb's card artwork depicts him standing astride a fissure in the ground, with rocks floating around him, referencing the fact that he is named for Geb, the god of the earth.
    • Eset and Nebthet wear crowns shaped like the hieroglyphs typically depicted atop the heads of the goddesses they are named after, namely, a throne for Isis and a basket roofing a house or temple for Nephthys, respectively. Their near-identical appearances may reference the myth where Nephthys disguised herself as Isis to seduce Osiris, Isis' husband, prompting her husband Set to murder Osiris.
    • Asar wears a feathered crown like the one Osiris, the god he is named for, is typically depicted with. He is also green colored, and similarly, Osiris has green skin.
    • Sutekh's crown features square protrusions, which are shaped similarly to the squared-off jackal ears of his basis, the god Set.
    • The card artwork of Hieratic Seal of Convocation depicts what appears to be the egg or sealed form of Asar, along with Eset and Nebthet seemingly using their powers to awaken him. This is a reference to how Isis and Nephthys gathered up the remains of Osiris after his murder and dismemberment at the hands of Set, and used their powers to resurrect him.
  • Our Dragons Are Different: They have an Egyptian motif and are named after the Ennead. In other words, they are also deities. Also happens to Hieratic Dragon King of Atum - Atum comes from the Egyptian God Atem, just like the real name of the Pharaoh.
  • Overly Long Name: Hieratic Sun Dragon Overlord of Heliopolis, as well as its egg or sealed form, Hieratic Seal of the Sun Dragon Overlord.
  • Overly Narrow Superlative: If Gebeb is Tributed, his effect Special Summons a Hieratic Normal Monster from the hand, Deck, or Graveyard. Hieratic Seal of the Sun Dragon Overlord is the only monster that can be Special Summon with said effect. However, as a Gemini monster, Hieratic Seal of the Dragon King also counts as a Normal Monster in the Graveyard.
  • Palette Swap: Eset and Nebthet are mirror images of each other, with the only differences being their card art backgrounds, the shapes of their crowns, and their color schemes (which are different shades of purple). This references the fact that the goddesses they are based on, Isis and Nephthys, respectively, were sisters.
  • Power of the Sun: The English product page for Galactic Overlord describes Hieratic Sun Dragon Overlord of Heliopolis as the "ultimate power of the sun itself".
  • Religious and Mythological Theme Naming: They are named for the Ennead, a group of nine deities in Egyptian mythology worshiped at Heliopolis. However, they go by the names that the Ancient Egyptians used to refer to the respective gods they are based on, rather than the more commonly known Greek derived names.
  • Sealed Good in a Can: The "Hieratic Seal" monsters.
  • Status Ailment: Most of the Hieratic monsters effects to Special Summon Dragon-Type monsters also reduce the ATK and DEF of the Summoned monster to 0.
  • Zerg Rush: They can quickly bring out multiple high-level Dragons, at the cost of those Dragons having no points to work with. Of course, that's why the Extra Deck is there.

    Heroic 
The Heroic monsters are a series of EARTH Warriors with effects to grand them superiority in battle. Their leader is Heroic Champion - Excalibur. They are used by Gauche/Nistro in ZEXAL.

Tropes associated with the Heroics:

  • Arms and Armor Theme Naming: The Heroic Champions, like the Ice Barrier Dragons, are named after certain named weapons. Excalibur, Rhongomyniad, Kusanagi and Gandiva. Ther Heroic Challengers are also named after more generic weapons, but with another word that explains the monster's purpose.
  • Dishing Out Dirt: All Heroic monsters are EARTH Effect Monsters, except for Heroic Champion - Excalibur who is a LIGHT monster and Number 86: Heroic Champion Rhongomyniad who is a DARK monster.
  • Knight in Shining Armor: All of them, to the point where the Champion are named after the Weapons associated with Knights (albeit specific Named Weapons).
  • Sigil Spam/Determinator: Their team symbol is a crimson Phoenix, which also symbolizes the never-dying fighting spirit within this archetype's user Gauche.

    hunder 
-hunder, Thunder in the OCG, are a family of LIGHT Thunder-Type monsters that allow the player to Normal Summon more Thunder-Type monsters each turn, swarming the field. They are used by Thunder Spark in the ZEXAL manga.

Tropes associated with the -hunders:

  • Jack-of-All-Stats: There are two common playing styles to this archetype — Control and Swarm. Because this archetype has such flexibility, you can take portions of both strategies and implement them into a single deck. You can use control cards in a swarm strategy to keep your opponent from countering you; you can Summon multiple monsters at once in a control strategy to inflict the final blow to your opponent after you've countered all of their other options.

    In addition, because of the numerous Level 4 LIGHT Thunder-Type monsters that currently exist, you can take this deck and create multiple hybrids — Batteryman -hunders (Batteryman AAA), Watt -hunders (Wattcobra, Wattgiraffe, and Wattpheasant), or even Elemental HERO -hunders (Elemental HERO Voltic).
  • Lost in Translation: The names in Japan were originally based on a pun involving their phonetic spelling. This pun used the first three letters of their names in relation to the Japanese honorifics: Oto-san, Oka-san, One-san, and Onii-san. Their English equivalents are Father, Mother, Sister and Brother respectively.
  • Our Dragons Are Different: Number 91: Thunder Spark Dragon is a Dragon-Type monster and looks more like an eel.
  • Shock and Awe: They're not only Thunder-Type, they're made of lightning.
  • Theme Naming: This archetype is composed of Level 4 Thunder-Type monsters whose names are puns that indicate members of a family.
  • Zerg Rush: This archetype's focus is to Normal Summon multiple Level 4 LIGHT Thunder-Type monsters in one turn to Xyz Summon Rank 4 monsters such as Number 91: Thunder Spark Dragon. Then, you can continue using their effects by replenishing Xyz Materials using Spirit Converter, which allows you to attach one Level 4 LIGHT monster as an Xyz Material to an Xyz Monster on the field. This means that you can reuse monster effects like the attack negation of Number 39: Utopia, or the second effect of Number 91: Thunder Spark Dragon.

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