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Characters / Yu Gi Oh Card Game I To L

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Characters from the Yu-Gi-Oh! card game, sorted alphabetically from I to L.


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    Ice 
Ice monsters, known as Snow in the OCG, are a series of Aqua-Type Monsters that distribute Ice Counters to enemy monsters, with effects that weaken or destroy them for having such counters on them. Their leader is Ice Master. They're used in the manga by Asuka Tenjouin/Alexis Rhodes, and should not be confused with the White Night monsters she used while in the Society of Light in the anime, which have a similar aesthetic of ice-themed monsters but do not use Ice Counters, and most have not been released in real life.

Tropes associated with the Ice monsters:

  • Anti-Magic: Snowman Creator's effect.
  • Continuity Cameo: Ice Master bears a resemblence to Alexis Rhodes whilst under the control of Sartorius when she was in the Society of Light due to the white clothing and blond hair. Alexis also temporarily used a deck based around ice cards while she was being controlled and her manga deck includes this card.
  • Expy:
    • Ice Master has coincidentally the same ATK as Dark Magician, Elemental HERO Neos, Stardust Dragon, Number 39: Utopia and Odd-Eyes Pendulum Dragon, the signature cards of the main characters of the five Yu-Gi-Oh! anime series (Duel Monsters, GX, 5D's, ZEXAL and ARC-V) respectively. She has also the same DEF as GX, 5D's ZEXAL and ARC-V's hero's signature Monster Cards. Additionally, Dark Magician is a Spellcaster-Type and had a apprentice counterpart, which is Dark Magician Girl. Ice Master's apprentice counterpart can be, imaginatively, Blizzard Princess.
    • Snowdust Giant is similar to Black Ray Lancer, as they're both Beast-Warrior-Type Xyz Monsters that require 2 WATER monsters to be Xyz Summoned.
  • Harmless Freezing: Snowdust Dragon's effect, which indicates that it freezes its foes in blocks of ice.
  • An Ice Person: Obviously.
  • Kill It with Ice: Ice Master's effect, which destroys every monster on the field with Ice Counters at the cost of dying in the process. This means this spell is so powerful, her life force is spent trying to cast it.
  • Lizard Folk: Snowdust Giant appears to be a humanoid/hybrid version of Snowdust Dragon.
  • Making a Splash: The archetype consists of WATER Aqua-Type monsters.
  • Our Dragons Are Different: Snow Dragon and Snowdust Dragon
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    Ice Barrier 
https://static.tvtropes.org/pmwiki/pub/images/magictriangleoftheicebarrier_tf04_jp_vg.png
Grunard (top), Gentala (bottom-left), and Raiho (bottom-right), the generals of the Ice Barrier.
Ice Barrier are WATER monsters rely on freezing the opponent, metaphorically speaking. They have effects that restrict the opponent's actions and protect your cards, but only while multiple Ice Barrier monsters are in place. Their leaders are the Dragons of the Ice Barrier, Brionac, Gungnir, and Trishula.

Tropes associated with the Ice Barriers:

  • Anti-Magic: Spellbreaker of the Ice Barrier, Dance Princess of the Ice Barrier, Medium of the Ice Barrier, Dai-sojo of the Ice Barrier and Warlock of the Ice Barrier
  • Arms and Armor Theme Naming: Brionac, Gungnir and Trishula, the dragons of this archetype, are named after famous mythological spears used by Gods.
  • Bald of Awesome: General Gantala
  • Bare-Fisted Monk: General Gantala
  • Big Creepy-Crawlies: Numbing Grub in the Ice Barrier
  • Cool BFS: Grunard
  • The Corruption: Evilswarm Bahamut, Evilswarm Ophion and Evilswarm Ouroboros are the members of the Ice Barrier archetype infected by the Evilswarm virus.
  • Culture Chop Suey: The Ice Barrier archetype resembles for the most part famous concept, figures, warriors, and mythological beings of different Asian cultures.
  • Fighter, Mage, Thief: Replace Thief with Monk and that's what Grunard, Gantala and Raiho are.
  • Four-Star Badass: Grunard, Gantala and Raiho
  • Fusion Dance: According to the Duel Terminal Storyline in the Duel Terminal Master Guide 2013, "Constellar Rasalhague" used the power of the "Gishki Aquamirror" to fuse itself with the 3 corrupted "Ice Barrier" Dragons to become "Evilswarm Kerykeion" in order to defeat "Sophia, Goddess of Rebirth" together with "Constellar Sombres", which means that it is not a true "Evilswarm" monster, and is also not completely corrupted per se, as compared to the other Duel Terminal monsters infected by the virus of "Evilswarm", and thus explaining the "Constellar" symbol that can be seen on the Aquamirror staff that "Evilswarm Kerykeion" is holding.
  • Godzilla Threshold: the Ice Barrier tribe fought against the invading Worms and Fabled by progressively unlocking seals on a series of powerful Ice Barrier monsters. Eventually, they wound up pushed so far back against the wall that they released Trishula, Dragon of the Ice Barrier. In its berserk rampage, Trishula wiped out nearly everybody, friend and foe alike, including the Ice Barrier tribe themselves.
  • Healing Hands: Gantala can revive another member of the Ice Barrier with his effect. Since his left hand is glowing, it is implied he has these.
  • Hidden Elf Village: The Ice Barrier monsters play this role, choosing to stay back and protect said barrier rather than help fight the Worm invasion.
  • An Ice Person: Obviously.
  • Ninja: Dewdark of the Ice Barrier
  • Our Dragons Are Different: Brionac, Gungnir and Trishula
  • Panthera Awesome: Dewloren, Tiger King of the Ice Barrier
  • Scary Impractical Armor: Grunard
  • Sealed Evil in a Can: Void Trap Hole shows the moment that Prior/Sacred Spirit sealed away the dragons, if you look at the very top of the picture closely you can see him
  • Seppuku: When a Samurai of the Ice Barrier on the field is changed from face-up Attack Position to face-up Defense Position, destroy it and draw 1 card. This particular effect is most likely a reference to Seppuku.
  • Sigil Spam: The Snowflake
  • Sixth Ranger: Blizzard Warrior and Reese the Ice Mistress

    Igknight 
Igknight monsters are an archetype of FIRE Warrior-Type monsters that, for the first time since the Gem-Knights, use an engine revolving around Normal Monsters. This time around, they are also Pendulum Monsters, and they exploit their Extra Deck retreat mechanics by destroying themselves for benefits.

Tropes associated with the Igknights:

  • Anti-Magic: One of Igknight Avenger's effects;
    "Once per turn: You can target 1 other "Igknight" monster you control; return it to the hand, and if you do, place 1 Spell/Trap Card your opponent controls on the bottom of the Deck."
  • Cool Guns: All of the Igknights are modeled after one.
  • Discard and Draw: The Pendulum Igknights all share the same Pendulum Effect, described below. It's hardly a detriment to them, since Pendulum Monsters go to the Extra Deck face-up ready to be Pendulum Summoned again;
    "If you have an "Igknight" card in your other Pendulum Zone: You can destroy all cards in your Pendulum Zones, and if you do, add 1 FIRE Warrior-Type monster from your Deck or Graveyard to your hand."
  • Family-Friendly Firearms: Averted - surprisingly enough for a franchise known for the trope; none of the card artworks were censored in the TCG despite a heavy resemblance to guns in their weapons and armor. This may be because their weapons were made to look and operate more like blades than actual firearms.
  • Gatling Good: Igknight Avenger, as is only fitting for he is named after the GAU-8 Avenger. At least in the OCG.
  • Hot-Blooded: Noted in the flavor texts of Squire, Crusader, and Gallant. Basically all of them are hot-blooded.
  • I Just Shot Marvin in the Face: A huge concern that the Igknights have with some of their comrades;
    Igknight Crusader: "This impulsive Igknight warrior is fanatical about the causes he fights for. Because of this passion, his comrades try to keep him at arm's length."
    Igknight Margrave: "A high-ranking Igknight warrior. When he does enter the fray, his sweeping attacks are feared not just by the enemy but also his own troops."
  • The Leader: Implied with Igknight Gallant.
  • Loophole Abuse: The Discard and Draw mechanic was very effective with Number 66: Master Key Beetle (or any other similar card), since Master Key Beetle protected one of your Pendulum Cards, while you could search a card by destroying only a single Igknight card, resulting to a loop of gathering cards in your hand and your Extra Deck until you're ready to rekt your opponent. However, the rulings stated that the combo does not work anymore because you need both cards in your Pendulum Zones rather than just one to be destroyed to search a card.
  • Mix-and-Match Weapon: The Igknights all wield melee weapons that use guns as bases. Igknight Squire uses a short sword with a revolver grip, Igknight Lancer uses a Gatling gun with a lot of spears, and so on and so forth.
  • Not So Different: Igknight Templar feels this way about himself, as noted in his flavor text;
    "An experienced Igknight warrior who fights for justice and despises the corrupt. He even questions his own weapon these days, due to his absolute quest for righteousness."
  • Not So Stoic: Igknight Paladin;
    "The “Igknight” tactician famous for always been calm, cool, and rational. In reality it just takes a while for the blood to rush to his head, so he is actually always angry on the inside."
  • Playing with Fire: They are all FIRE monsters.
  • Rainbow Motif: The Igknight Pendulum Monsters are each colored in the colors of the rainbow. Margrave is red, Templar is orange, Squire is yellow, Gallant is green, Crusader is blue and Paladin is purple. Champion and Lancer are also colored yellow and orange. Of the Pendulum Monsters, the ones with high scales are the warmed colored ones and the ones with low scales have cool colors.
  • Red Oni, Blue Oni: Played with Cavalier and and Veteran. Cavalier has a blue background, but is described to be reckless and often attacks her own troops. Veteran has a red background, but supervises her and gets annoyed with her recklessness.
  • The Smart Guy: Igknight Paladin.
  • The Smurfette Principle: Invoked with Igknight Cavalier:
    "The vaunted weapons of this pink Igknight have inflicted as much damage to her enemies as to her own troops, but she gets results so very few complain."
  • Summon Magic: "Ignition Phoenix" shows Squire, Crusader, Templar, and Paladin summoning Ignister Prominence, the True Dracoslayer.
  • Thanatos Gambit: Igknights Lancer and Champion can be summoned by destroying "Igknight" cards you control and the Igknights have self-destructive Pendulum effects to search out other Igknights. This is hardly a detriment, since Pendulum Monsters don't go to the Graveyard. Rather, they go to the Extra Deck, and they can be Pendulum Summoned from there. Their self-destruct effects not only accumulate advantage but also set you up for later plays.
  • Theme Naming: In the OCG, the theme was guns (e.g. Derringer, Dragunov, Uzi). Their TCG names are instead derived from medieval military positions and other "knightly" terms (for instance, the aforementioned three become Cavalier, Templar, and Veteran respectively).
  • Tomboyish Ponytail: Igknight Cavalier.
  • Zerg Rush: The Pendulum Igknights aren't too strong for their Levels and they can be Pendulum Summoned to make up for their destruction. They can be easily used for Xyz Summons.

    Inca 
Inca monsters are a series of monsters based on ancient Inca mythology. Their strategy is to summon their synchro monsters Sun Dragon Inti and Moon Dragon Quilla and establish a loop where taking one will cause the other to revive. They were used by Rex Goodwin/Goodwin in the Yu-Gi-Oh! 5D's anime.

Tropes associated with the Inca:

  • Back from the Dead: This series's playstyle relies a lot on the Graveyard with the core combo taking advantage of Inti and Quilla's effects to revive the other when destroyed to set up a loop. Additionally, several other cards from this series have effects which bring back monsters from the Graveyard.
  • Balance Buff:
    • Duelist Pack: Legend Duelist 5 introduced Envoy Oracle of Ascator and Reaper Oracle of Supay, which addressed the deck's issues in searching out the Tuners needed to Synchro Summon Inti and Quilla. To wit, the Oracles are Level 5 monsters that Special Summon themselves from the hand at the cost of the controller discarding a card, then Special Summon their associated Tuner from the hand or Deck, automatically setting the controller up to Synchro Summon one of the dragons.
    • The same pack also introduced the Field Spell Earthbound Geoglyph. While it primarily supports the Earthbound Immortals, it does help to accelerate the Inca series' strategy when used with Envoy Oracle of Ascator and Reaper Oracle of Supay. To wit, it allows the controller to treat a Synchro Monster they control as 2 Tributes for the Tribute Summon of an Earthbound Immortal, which puts one of the dragons in the Graveyard and frees up the Extra Monster Zone for the player to Synchro Summon the other dragon using its respective Oracle. Earthbound Geoglyph also allows the controller to add an Earthbound Immortal Spell or Trap Card from their Deck to their hand when a Synchro Monster is Special Summoned, which the Inca series can easily fulfill through the Inti and Quilla loop.
  • Big Creepy-Crawlies: Fire Ant Ascator.
  • Lunacy: Moon Dragon Quilla, based on the Incan goddess of the Moon.
  • Mayincatec: Averted; the series is more or less based solely on Inca mythology. The one exception is Fire Ant Ascator, which is based on a creature from Aztec mythology.
  • Multiple Head Case: Sun Dragon Inti and Moon Dragon Quilla each have four heads.
  • Mythology Gag: Earthbound Super Priest is one to Rex Goodwin. To wit, it physically resembles his muscular appearance as a Dark Signer, with a golden left hand to represent the fact that Rex grafted his brother Rudger's hand onto himself to gain the powers of a Signer. Furthermore, the card's name alludes to Rex's manga incarnation, who had the title of "Duel Priest". Super Priest posseses a Summoning condition wherein the controller can Special Summon it if they have Synchro Monsters both on their field and in their Graveyard, a condition which the Inca series is adept at fulfilling as it relies on the controller having one dragon on the field with the other in the Graveyard.
  • Not the Intended Use: It is easy to see from the artwork and effects of Envoy Oracle of Ascator and Reaper Oracle of Supay, what the player is intended to do with them, namely Special Summon the associated Tuner and then Synchro Summon Inti or Quilla. However, shortly after those cards were revealed, players have commented that there are much better Level 6 and 8 Synchro Monster options that can be Summoned instead of the dragons, and those cards do nothing to keep players from accessing said monsters instead of the dragons themselves. From a design standpoint, using the effects of those cards and then Synchro Summoning any other Synchro Monster apart from Inti or Quilla is an example of this trope.
  • The Power of the Sun: Sun Dragon Inti, based on the Incan god of the Sun.
  • Rapunzel Hair: Reaper Oracle of Supay has this, with long strands of hair slightly visible in the space between her right arm and cape.
  • Shock and Awe: Apocatequil is based on the Incan god of lightning and true to its inspiration, is a Thunder-Type monster.
  • Solar and Lunar: Sun Dragon Inti and Moon Dragon Quilla, based on Inti and Mama Quilla, the Incan god of the sun and goddess of the moon, respectively.
  • Taking You with Me: If destroyed by battle, Inti will cause the attacking monster to be destroyed along with it while dealing half of its ATK to the opponent.
  • Weaksauce Weakness:
    • In order to perpetuate the cycle of rotating between Inti and Quilla, each dragon needs to be sent to the Graveyard so that its effect can Special Summon the other one from there. As such, any cards that banish monsters or return them to the hand or Deck can very easily disrupt the deck's playstyle simply preventing one of the dragons from going to the Graveyard.
    • The fact that each dragon requires a specifically named Tuner that is tricky to search out poses a hindrance to efficiently Synchro Summoning them, as the deck will not be able to get off the ground if the player either cannot get the Tuners onto the field or is somehow prevented from accessing them by the opponent.

    Infernity 
Infernity monsters are a series of DARK Fiend-Type monsters that rely on something that for most other decks is a sign of impending loss — an empty hand. Infernity monsters activate their effects on the field and in the Graveyard and can swarm the field with powerful monsters, but they can only use their effects if the player has no cards in their hand. Their strongest monster is Infernity Doom Dragon, though Void Ogre Dragon from the manga could be considered a second leader since its effect works perfectly with the archetype. This archetype is used by Kyosuke Kiryu/Kalin Kessler in 5D's who dubs the strategy "Handless Combo".

Tropes associated with the Infernities:

  • Back from the Dead: Infernity General, Infernity Mirage and Infernity Necromancer's effects.
  • Black Knight: Infernity General.
  • Captain Ersatz: Infernity Knight resembles Warsman from the Kinnikuman (Muscleman) series.
  • Casting a Shadow: They are DARK monsters.
  • Cowboys and Indians: The Infernity archetype's artwork owes much to stereotypical depictions of the "wild west," with cards such as Infernity Archfiend, Infernity Necromancer, and Infernity Mirage alluding to the native Americans, while cards like Infernity Avenger, Infernity Randomizer, and Infernity Launcher (whose original Japanese name was Infernity Gun) relate to the cowboys.
  • Difficult, but Awesome: In their heyday, the Infernities were infamous for being able to spam out Synchros like nobody's business with combos starting with as few as two cards. On the other hand, said combos are ulcer-inducing to actually learn and execute, particularly since you have to pull them off with no hand and thus don't have any backup if you screw up.
  • Disability Superpower: Typically not having cards in your hand would be considered a bad thing, as it would require you to constantly draw the cards you need from the top of your deck with no backup plan, but Infernities benefit from this situation.
  • Expy: Infernity Doom Dragon is Kiryu's Infernity parallel to his Dark Signer's Dark Synchro Monster Hundred Eyes Dragon. They are both Level 8 DARK Dragon-Type monsters with 3000 ATK and require a DARK Tuner monster to Synchro Summon themselves. The difference, however, is that the non-Tuner monsters used to Synchro Summon Infernity Doom Dragon does not have to be Fiend-Type monsters.
  • Extra Eyes: Infernity Doom Dragon has a ludicrous number of eyes, but at least they're all on its head.
  • Homage: The handless effect of the Infernity archetype is identical to the "Hellbent" effect of the "Rakdos" related cards from Magic: The Gathering. Additionally, the "Rakdos" cards use Red/Fire and Black/Darkness mana, while Infernity monsters are DARK monsters and their artwork generally depicts them in some fiery location.
  • Magical Native American: Infernity Mirage and and Infernity Necromancer have magical powers.
  • Medieval European Fantasy: Later Infernity monsters like Infernity Knight, Infernity General, and Infernity Archer bear strong medieval overtones.
  • My Hero Zero: The other Infernity monsters can only use their effects if the player has zero cards in their hand.
  • Our Demons Are Different: Infernity Archfiend is one of the few cards that belong to two archetypes.
  • Our Dragons Are Different: Infernity Doom Dragon.
  • Our Dwarves Are All the Same: Infernity Dwarf.
  • Russian Roulette: Infernity Randomizer has a damage effect that emulates this.
    "Once per turn, while you have no cards in your hand, you can draw 1 card and reveal it. For a Monster Card drawn with this effect, inflict damage to your opponent equal to the Level of that monster × 200. For a Spell or Trap Card, you take 500 damage."
  • Shadow Archetype: Infernity Avenger seems to be this to Quickdraw Synchron. (In more ways than one; both are Tuner Monsters that look like cowboys, and Kiryu uses one, while Yusei uses the other.)
  • Sixth Ranger: Void Ogre Dragon, Kiryu's Duel Dragon from the 5D's manga, is not a member of this archetype, but it works perfectly fine with Infernities.
  • The Straight and Arrow Path: Infernity Archer's special effect enables him to attack the opponent directly, which indicates that he's quite precise when it comes to aiming.
  • Zerg Rush: This is the main strategy of an Infernity Deck. It's more of an example of the scale from this into a Boss Rush, which is a Zerg Rush consisting of the biggest monsters you could ever summon in one turn. To point, Infernity Beetle (a Level 2 monster) and Infernity Daemon/Archfiend (a Level 4 monster) together in the right combination can result in 5 and more Synchro Monsters, especially Trishula. This was such a devastating strategy that the succeeding banlist had to target the already expensive cards, making the key monsters R1.

    Infernoid 
Infernoids are an archetype of FIRE Fiend-Type monsters based on the demons associated with the Qliphorts. They can only be summoned by banishing other Infernoids monsters from the hand or graveyard while the combined Levels and Ranks of Effect Monsters the player controls is 8 or less.

Tropes associated with the Infernoids:

  • Anti-Magic: Infernoid Patrulea can destroy a Spell or Trap Card, while Lilith destroys all non-Void Spell and Trap Cards when it's summoned and has the ability to negate monster effects. Infernoid Nehemoth can negate the activations of Spell and Trap Cards.
  • Better to Die than Be Killed: Every single Infernoid share an effect that allows you to Tribute an Infernoid during either player's turn to some effect, mainly disrupting the Graveyard. This includes the effect's user himself, which means they can suicide at any time, dodging many nasty effects from your opponent.
  • Bilingual Bonus/Numerical Theme Naming: Instead of naming them directly after demons in the TCG, they gave them names based on the numbers in differing languages.
  • Color-Coded for Your Convenience: They seem to share the same colors as the spheres of the corresponding Qliphort monster. Which make scene because the archtype is based on the demons associated with the Qliphoth and because there is a connection between the two archtypes (see Continuity Nod)
  • Continuity Nod: The Naturia Sacred Tree (And the Sephirot structure beneath) and Qliphort Carrier appear in the artwork for the archetype's support Spell and Trap cards.
  • Dub Name Change: The archetype's name was left unchanged but the name of the monsters were.
  • Early-Bird Cameo: Tierra is first mentioned in the flavor text of "Qliphort Scout", a year before being released.
  • Evil Counterpart: Tierra's ATK and DEF are the inverse of "Sophia, Goddess of Rebirth" and "Nekroz of Sophia", and like them is Level 11. This monster also possesses wings of two different colors, another trait shared with Sophia, and just like with the ATK and DEF stats, the color of the wings are also inverted. And then Tierra turns into a Goddess of Rebirth like Sophia.
  • Evil Is Burning Hot: Another in the extensive list of villainous factions in the Duel Terminal storyline, and they're all FIRE monsters.
  • Fusion Dance: Tierra is the merger between Onuncu, Lilith, and the other Infernoids. Infernoid Lilith combined with a frozen El Shaddoll Construct to form El Shaddoll Anomalilith. Tierra later merges with the Qliphort and Valtamyus to become another goddess of rebirth.
  • Light Is Not Good: Tierra gains the Light Element when she becomes a Goddess of Rebirth. Like the other Infernoids, she intends on cleansing the Earth by burning it to death.
  • Loophole Abuse: Their summoning restrictions only takes in account the level and ranks of Effects monsters, which means that you can include normal and other non-effect monsters like Gem-Knight Pearl in an Infernoid deck without any problems.
  • Losing Your Head: Infernoid Dekatron is the still functioning and decapitated head of Infernoid Devyaty.
  • Meaningful Name:
    • The first ten Infernoid monsters are named after one of the ten demons associated with the Qliphoth. Their TCG names are instead foreign numbers, each of which correlate with their Levels.
    • Infernoid Dekatron derives its name from the dekatron, a decade counting tube that was used in computers and calculators. The canisters that can be seen in its and the other Infernoid's artworks resemble dekatrons.
    • Infernoid Tierra is named after a computer simulation designed to simulate artificial life.
  • Numerical Theme Naming: The main ten have their OCG names changed into this in different languages for the TCG, which correlates with their Levels.
    • Shaitan = Pirmais (First, Latvian)
    • Beelzebul = Antra (Second, Lithuanian)
    • Lucifugus = Harmadik (Third, Hungarian)
    • Astaroth = Patrulea (Fourth, Romanian)
    • Asmodai = Piaty (Fifth, Polish)
    • Belphegor = Sjette (Sixth, Norwegian & Danish)
    • Ba'al = Seitsemas (Seventh, Finnish)
    • Adramelech = Attondel (Eighth, Swedish)
    • Lilith = Devyaty (Ninth, Russian)
    • Nehemoth = Onuncu (Tenth, Turkish & Azerbaijani)
  • Physical God: Infernoid Tierra turns into a Goddess of Rebirth by merging with the remains of Qliphort Skybase and Qliphort Towers.
  • Playing with Fire: All of them are FIRE monsters.
  • Our Demons Are Different: These ones are partially mechanical.
  • Our Dragons Are Different: Infernoid Tierra resembles a giant demonic dragon.
  • Satan: Infernoid Pirmais (Shaitan in the OCG) is based on Satan. In fact, its effects could be a reflection of his actions in the Book of Job. Contrary to Satan's usual depictions, though, Pirmais is actually the weakest Infernoid monster in terms of stats.
  • Sealed Evil in a Can: They were sealed inside the Naturia Sacred Tree, until El-Shaddoll Winda opened it.
  • Weaksauce Weakness/Luck-Based Mission: None of the Infernoids, except Dekatron, can be Normal Summoned or Set, meaning that the player is left with essentially dead draws unless they can send Infernoids to the Graveyard for their Summoning conditions. Cards that block banishing or Special Summoning also cripple them.
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    Infinitrack 
The Infinitrack archetype, known as "Infinite Ignition" in the OCG, is comprised of EARTH Machine monsters and combine Xyz and Link summoning. Their overall playstyle is to replenish their Xyz monsters' materials in order to keep using their effects.

Tropes associated with the Infinitracks:

  • Back from the Dead: The Xyz monsters all have the ability to revive themselves by tributing a Link monster. One of their Link monsters, Megaclops, also has the ability to revive an Xyz monster from the graveyard with the added bonus of attaching one of the opponent's card to it as Xyz Material. Trencher can also do this with any other Infinitrack monster by banishing itself from the graveyard.
  • Dishing Out Dirt: The archetype is entirely comprised of EARTH monsters.
  • Making a Splash: River Stormer, even though it's an EARTH monster.
  • Meaningful Name: The Xyz monsters all have effects classified as Ignition ones which can be activated by detaching at least one of their materials with the goal of the archetype being to keep them supplied with materials so they can use those effects over and over.
  • No-Sell: Infinitrack Fortress Megaclops can only be affected by the effects of Xyz monsters and can only be destroyed by them as well.
  • Perpetual Motion Machine: Given the original name "Infinite Ignition", this may be the inspiration behind this archetype.
  • Status Buff: By detaching one material, Mountain Smasher can permanently increase its ATK by 1000.
  • Tron Lines: Infinitrack monsters have glowing blue lines on them.
  • World's Strongest Man: With 4000 ATK, Megaclops is not only the strongest Link 3 Link monster in the game in terms of ATK but also the strongest Link monster.

    Inpachi 
Inpachi is an archetype of monsters based around the normal monster card Inpachi. His story is told within his card series and other cards, where he fights numerous other monsters and changes forms.

Tropes associated with Inpachi:

  • Butt-Monkey: Despite becoming more powerful, he gets destroyed each time he upgrades; once by Marauding Captain (Double Attack), a second time by Chopman the Desperate Outlaw (Backfire), and a third time by Kick Man (Kickfire). Both Marauding Captain and Chopman have lower attack than Inpachi. He also gets destroyed by Gogiga Gagagigo at some point, as the latter can be seen carrying his head as a trophy in Memory of an Adversary. Guy can't catch a break.
  • Came Back Strong: Each different form he takes upgrades something from the previous form (Inpachi -> Blazing Inpachi (ATK), Blazing Inpachi -> Charcoal Inpachi (DEF), Charcoal Inpachi -> Woodborg Inpachi (ATK and DEF).
  • Determinator: As much as he gets destroyed, he keeps returning in different forms.
  • Dishing Out Dirt: The original Inpachi is an EARTH monster, the only member to not be a FIRE type.
  • Humongous Mecha: Woodborg Inpachi.
  • Incendiary Exponent: Blazing Inpachi is Inpachi on fire.
  • Mechanical Lifeform: Despite being made of wood (except maybe Woodborg Inpachi), the original Inpachi is a Machine-type monster.
  • Playing with Fire: All Inpachi monsters except the original Inpachi are FIRE monsters.
  • The Rival: He's most commonly seen fighting Marauding Captain.
  • Stone Wall: Charcoal and Woodborg Inpachi have high DEF (2100 and 2500, respectively), but very little attack (100 and 500, respectively).
  • We Can Rebuild Him: Gets rebuilt by Kozaky into Woodborg Inpachi.
  • When Trees Attack: He's a tree possessed by an evil spirit.

    Invader of Darkness 
https://static.tvtropes.org/pmwiki/pub/images/invaderofdarkness_bpw2_na_c_1e_1.png
Invader of Darkness is an antagonist in the Gagagigo card story. Invader's card effect involves negating quick play spell cards, has 2900 ATK and 2500 DEF. He would be defeated in the card "Memory of an Adversary" (Under Construction)

Tropes associated with Invader Of Darkness:

  • Anti-Magic: While he's present, your opponent cannot activate Quick-Play Spells. The second effect of "Penalty Game!" prevents the opponent from using Traps or Spells during that turn if they have four or more cards in their hand.
  • Arch-Enemy: Serves as this for Gagagigo.
  • Big Bad: More or less the main villain in Gagagigo's story.
  • Black Cloak: He is mostly covered in a black cloak which makes him look sinister.
  • Blood Knight: In all his appearances, except his own card and Memory of an Adversary, he is either shown attacking someone or getting ready to.
  • Casting a Shadow: He's a DARK Attribute monster named Invader of Darkness.
  • Dark Is Evil: The Invader of Darkness is a DARK monster that is the Big Bad for Gagagigo's story.
  • Our Demons Are Different: In this case, a malevolent, gold skinned humanoid with magic based around no-selling things.
  • Hand Blast: Invader uses this in the cards Absolute End and Spirit Barrier.
  • In the Hood: Courtesy of his Black Cloak.
  • No-Sell: "Spirit Barrier" prevents you from taking damage while you control a monster. This was likely intended to be used with "Absolute End" to make it a direct attack, saving your monster from destruction.
  • Red Eyes, Take Warning: The only color on him as well, beyond his golden skin and black cloak.
  • Spikes of Villainy: One of the prominent features on the Invader of Darkness's outfit is the shoulder spikes.

    Invoked 
The Invoked, known as Invoked Beast (召喚獣 Shōkanjū) in the OCG, are an archetype of Fusion Monsters. All of them have similar requirements for their summoning, necessitating the use of Aleister the Invoker and any one monster of their respective Attribute. The sole exception is their ace, Elysium, which requires another Invoked as well as any monster that was Special Summoned from the Extra Deck.

Due to those requirements, the interactions between Aleister and Invocation as well as the latter being able to use monsters from the player's hand, field and either player's graveyard, the Invoked can easily be included in other decks.


Tropes associated with the Invoked:

  • Anti-Magic: Mechaba's effect is a stronger version of the card Ultimate Providence, allowing it to negate the activation of a monster's effect, spell card or trap card and banish them at the cost of discarding a card of the same type from the hand.
  • Continuity Nod: Crowley the Origin of Prophecy is an older version of Aleister the Invoker belonging to the Prophecy archetype, connecting the Prophecy and Invoked archetypes together.
  • Demon of Human Origin: The fact that Caliga shares the same ATK, DEF, Attribute, and Level as Aleister-plus the similar clothing—implies it is a mutated Aleister. Later confirmed by Aleister the Invoker of Madness's card art, which shows him turning into Caliga.
  • Eldritch Abomination: Elysium can best be described as a mechanical brain the size of a city with a spinal cord to match. Given that its card art shows the curvature of the planet, it's easily scores of kilometers high—if not hundreds.
  • Elemental Powers: Each Fusion Monster belongs to a different Attribute:
  • Fusion Dance: The Invoked specialize in Fusion Summoning.
  • Mythology Gag:
    • Invocation's ability to Fusion Summon using monsters in any player's graveyard is reminiscent of Jim Crocodile Cook's Fossil Fusion from Yu-Gi-Oh! GX.
    • The Invoked as a whole have some similarity to the Shaddoll archetype, in that they have one Fusion Monster for every Attribute (whose names are also derived from religious themes) as well; these can also be Fusion Summoned by using an opponent's monster as Material.
    • During the LINK era, Aleister would join the Prophecy archetype as Crowley, the First Propheseer. It's a nod to the Prophecy/Invoked hybrid decks.
  • Named After Somebody Famous: Caliga's OCG name, Caligula, references the Roman emperor of the same name. Aleister is named after the famous occultist Aleister Crowley.
  • Odd Friendship: As the archetype's monsters are all Fusion Monsters and they only have Aleister the Invoker as a Main Deck support card, they cannot be run in a deck purely on their own and must be splashed into decks that run other archetypes (preferably those covering a wide spectrum of Attributes) to provide Fusion Materials to Fusion Summon them. This has led to players coming up with a wide variety of decks that feature Invoked monsters with wildly different playstyles and Main Deck monsters from each other.
  • Power Limiter: Not only does Caliga's effect prevent each player from activating more than one monster effect per turn, but it also prevents each player from attacking with more than one monster per turn.
  • Religious and Mythological Theme Naming: The names of most of the Invoked are derived from mythologies or religions.
  • Shout-Out: The support cards for the archetype are based on the works of Aleister Crowley, with Aleister the Invoker being named after Crowley himself.
  • Status Buff: Aleister can be discarded to give a Fusion Monster 1000 ATK and DEF for a turn.
  • Stone Wall: Cocytus has 2900 DEF—quite high for a Level 6 monster—and can neither be targeted nor destroyed by an opponent's card effects. It also has the ability to attack while in Defense Position. It stops short of being a Mighty Glacier, however, as its 1800 ATK does little damage on its own.
  • Summon Magic: Thematically, the Invoked are creatures summoned by Aleister.
  • Unskilled, but Strong: Magellanica has 3000 ATK and 3300 DEF—very strong for a Level 8 monster—but it has no effect.
  • Weak, but Skilled: Caliga, the lowest-leveled Fusion Monster, has one of the most disruptive effects in the archetype, and perhaps even the whole game.

    Inzektor 
Inzektor is an archetype of DARK Insect-Type monsters that equip other Inzektors to themselves to increase their level, allowing Loophole Abuse with Xyz Summons, or to de-equip themselves to use other effects. Their strongest members are Inzektor Giga-Weevil and Inzektor Giga-Mantis, and the Xyz Monsters Exa-Beetle and Exa-Stag.

Tropes associated with the Inzektors:

  • Sentai: What they are based on.
  • Shout-Out:
  • Sixth Ranger: Inzektor Picofalena is the Link monster of the Inzektors. She's based on the butterfly.
  • The Smart Guy: Inzektor Firefly is operating the weapon in the artwork of Final Inzektion, while the other Inzektors are carrying it. This may be a reference to the low total ATK and DEF of Inzektor Firefly, suggesting that he does not have the strength to support the weapon, but instead has the technical knowledge to operate it. This is also insinuated by the artwork of Inzektor Firefly.
  • The Smurfette Principle: Picofalena is the archetype's first and only female monster.
  • Stone Wall: Giga-Weevil has an astounding 2600 DEF, but 0 ATK, and its effect allows you to turn another Inzektor into one.
  • Weak, but Skilled: The Inzektors have pretty low stats but they have combos that can destroy your opponent's field and swarm at the same time and those combos can be done using only their monster effects.
  • Wolverine Claws: Giga-Grioll.
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    Jar 
The Jars are a series of weak, low-Level monsters, usually Rock-Type. They are to be feared though, because when they're flipped up, they activate powerful effects that can clear the field, hand or Graveyard, potentially shifting the course of the duel with one move. As of April 1st, 2014, the four that see any kind of play at all (Morphing Jars #1 and #2, Cyber Jar and Fiber Jar) are now all Forbidden, which gives an idea of how powerful they can be.

Tropes associated with the Jars:

  • Cyclops: All of them have only a big eye.
  • Expy: Absorbing Jar is similar to Cyber Jar - they are both positioned in a similar manner, both are in space, and both have similar faces. It also has a similar effect - while "Cyber Jar" destroys monsters, Absorbing Jar destroys Spell and Trap Cards.
  • Homage:
    • Fiber Jar bears an uncanny resemblance to the heavily vegetated ancient ruins of 'Laputa' from the Studio Ghibli movie Castle in the Sky. In the movie, Laputa had the general appearance of a giant floating tree, especially at the end of the movie. At the bottom of the ruins was a large, round laser cannon similar to the one that is visible at the bottom of this monster. (And in fact, some of the Yu-Gi-Oh! video games for the Nintendo DS even actually show Fiber Jar to fire a laser when it attacks.)
    • The artwork of Cyber Jar is reminiscent of the famous Death Star from Star Wars.
  • Loophole Abuse: Called Empty Jar, it's a deck that forces your opponent to throw away his entire deck in one turn. A major complaint about this deck is that it kills you and you won't even have a chance to play a single card or even take your turn. With that said, pray that the player running this deck doesn't go first, because all he has to show you in his hand is a Morphing Jar and a Book of Taiyou, and he wins. Full stop. (Fortunately, it's a little harder to pull off with Sangan now outlawed, making the most important card - which is Limited to one per deck - harder to search for, and the combo harder to use on your first turn.)
    • As bad as that is, the version that used Cyber Jar was even easier to pull off, and probably the biggest reason Cyber Jar was outlawed in the first place.
  • Nerf: Many of the Flip Effect Jars have been banned or Limited because of their effects.
    • It's safe to say that as of April 1st 2014, the Empty Ja and "Jackpot 7 decks are truly dead now, with the banning of Morphing Jars #1 and #2.
  • Random Number God: Is a major part of Dice Jar's effect.
    Both players roll a six-sided die once. The player with the lowest result takes damage equal to their opponent's result x 500 Life Points. However, if a winner's result is 6, the loser takes 6000 points of damage. If the results are the same, both players roll again.
  • Reset Button: The now long-banned card Fiber Jar resets pretty much everything in the duel except for Life Points and cards that were banished. Its only purpose is to draw out duels and make them even longer, so it was banned to prevent this.
  • Taking You with Me: Flipping a Morphing Jar when both players have less than 5 cards in their deck? Indeed.
  • Trickster Archetype: The Jars. The majority of them have game-breaking effects that can turn entire strategies upside-down...and the artwork indicates that they do it all with a huge, goofy smile on their face.
  • Weak, but Skilled: Stat-wise, they're universally terrible. Effect-wise... let's just say there's a reason three of them are doing time on the banlist.
  • When Trees Attack: Fiber Jar looks like a tree.

    Jinzo 
https://static.tvtropes.org/pmwiki/pub/images/jinzo_gx.jpg
Jinzo, also known as Jinzoningen ("Cyborg") in the OCG, is a powerful series of DARK Machine-Type monsters. Half of them have high power, and are very dangerous when their effects are added in — Jinzo cards are the bane of Trap Cards, preventing them from being used. Jinzo is used in the anime by Esper/Espa Roba, Katsuya Jonouchi/Joey Wheeler, Kogoro Daimon/Leichter of the Big Five, and later less notably by Jinzo himself and Makoto Inotsume in GX.

Tropes associated with Jinzo:

  • Anti-Magic: Trap Cards cannot be activated when Jinzo is on the field and the effects of face-up Trap Cards are also negated.
  • Back from the Dead: When Jinzo - Returner is send to the graveyard, the player can Special Summon a Jinzo from the graveyard, but then it is destroyed in the End Phase. Also, Jinzo - Jector can be revived by this effects, since he counts as "Jinzo" in the graveyard.
  • Badass Armfold:
    • Assumes one as Jinzo - Lord.
    • Jinzo himself in many anime series and artworks.
  • Bald of Evil: All Jinzo monsters don't have hair on their heads. Averted with Jinzo - Jector, who has cables on his head that give him a dreadlock look.
  • Casting a Shadow: They are DARK monsters.
  • Cyborg: Unlike most other Machine-monsters, Jinzo seems to be part machine and part biological.
  • Dark Is Evil: Any Jinzo that is not used by Jonouchi. Including the Duel Spirit.
  • Dark Is Not Evil: A hideous cyborg abomination... that also happens to be one of Jonouchi's most powerful and useful cards.
  • The Dreaded: In the anime, Jinzo's high ATK is very intimidating, and its effect destroys Trap Cards, including face-down ones. The universal response to a Jinzo hitting the field in the anime is for the opponent to go Oh, Crap!.
  • Dub Name Change: From Cyborg - Psycho Shocker. (To be more precise, it's a shortening of 'Jinzōningen - Saiko Shokkā''.)
  • Evil Sounds Deep: In both dubs of the GX anime as a Duel Spirit, he was given a menacing, reverberating voice.
  • Evolutionary Levels: Jinzo - Returner —> Jinzo - Jector —> Jinzo (- Shocker) —> Jinzo - Lord.
  • Expy: Jinzo got one in Spell Canceller, who has Jinzo's effect but working for Spell Cards instead. However, it's much less impressive due to only 1800 ATK (meaning even Level 4 monsters are able to run over it in battle), and not being able to use Spell Cards is probably just as problematic for you as the opponent.
  • Eye Beam: In the anime, Jinzo destroys Trap Cards with eye beams.
  • Foil: To the Crush Card Virus. While Crush Card Virus is a Trap Card that targets strong monsters, Jinzo is a strong monster who can target Trap Cards. Neither one is better than the other and it ultimately comes down to which card gets played first. This is also reflected in their aesthetic: Jinzo is a cyborg and Crush Card Virus is a bioweapon.
  • Goggles Do Nothing: Wears a fashionable gas mask that does nothing.
  • Ki Attack: In the anime, Jinzo's Cyper Energy Shock is a black energy ball.
  • Long Neck: Jinzo and Jinzo - Lord have long necks.
  • Man of Kryptonite: To any deck revolving around Trap cards.
  • Nerf:
    • In the anime and manga, Jinzo's effect destroyed Trap Cards.
    • The Amplifier used by Roba could increase Jinzo's ATK in each turn.
  • No-Sell: Jinzo can't be affected by Trap Cards. The only trap cards that can easily discard him are Horn of Heaven and Solemn Judgement.
  • Nice Hat: Amplifier, which lets Jinzo control his Anti-Magic to a finer degree.
  • Our Demons Are Different: When it appeared as a Duel Spirit in Yu-Gi-Oh! GX it more suggested an occult-like demonic entity than a Machine.
  • Power Creep: In his heyday, Jinzo was limited to one per deck, since its high ATK and Trap-negation made him very difficult to stop once he hit the field. But as the game has evolved and play speed has sped up, it's very easy to get rid of Jinzo with Monster Card and Spell Cards, either by destruction effect or summoning something stronger to run over it in battle. Also, a lot of decks don't even run that many Trap Cards anymore. Finally, factor in that Royal Decree, which does the same thing as Jinzo and is more usable, also exists, and Jinzo is pretty much forgotten in the competitive meta-game.
  • Power Up Letdown: Jinzo - Lord isn't all that much more effective than the original. It only has 200 more ATK, so most monsters that can defeat one in battle can defeat the other too, and it has the effect to destroy face-up Trap cards and inflict Burn damage, except that Jinzo and Jinzo - Lord prevent Trap cards from being activated so there likely aren't going to be any face-up Trap cards when it comes out. He ultimately isn't all that more effective than the normal Jinzo, and probably not worth the deck slot that could be used to get Jinzo out easier.
  • Red Eyes, Take Warning: The glasses are red.
  • Shoulders of Doom: As Jinzo - Lord.
  • Stone Wall: Jinzo - Jector has only 800 ATK, but 2000 DEF.
  • Tainted Veins: The heads of the Jinzos have veins all over.
  • Theme Naming: In the OCG, the theme is "Jinzoningen - Psycho [X]". "Jinzoningen" is Japanese for Cyborg and the hypen and the [X] retains in the TCG, with the only exception of Psycho Shocker the original Jinzo.
  • Too Many Belts: Jinzo has a normal and a spiked-steel belt on his body and two belts for each arm. Jinzo - Lord has even more belts, having six ridiculously long belts no reason.
  • Weaksauce Weakness: Jinzo is the weakness of all Trap Cards, the reason why it was limited back in its heyday. Cards like Torrental Tribute or Bottomless Trap Hole do not work on him. The Trap Cards that can stop him are either cards that negate his summoning (e.g. Solemn Warning) or Skill Drain (which has to be face-up on the field beforehand).
  • The Worf Effect: In the anime, this card practically exists for this Trope. Despite its notoriety, duelists using it tend to be beaten rather often (as was Jinzo himself, when he appeared as a Duel Spirit), the only one having any real success with it on-screen being Jonouchi, but anytime he uses it, it ends up in the graveyard anyway (though it managed to turn the tide whenever it hit the field).

    Joan 
The Joan series, known as Jeanne in the OCG, is a small series of female monsters that reference Joan of Arc. There are three to four forms/versions of her and all of them have appeared in several Yu-Gi-Oh! anime series. St. Joan was used by Shizuka Kawai/Serenity Wheeler in Duel Monsters, Guardian Angel Joan by Rebecca Hopkins/Hawkins in Duel Monsters, and Noble Knight Joan by Sherry LeBlanc in 5D's.

A demonic version of Joan, D/D/D Oracle King d'Arc, is used by Reiji/Declan Akaba in ARC-V.


Tropes associated with Joan:

  • Action Girl: All Joan cards have high ATK for their Levels. St. Joan and Guardian Angel Joan have both 2800 ATK, while Noble Knight Joan has 1900 ATK.
  • Amazing Technicolor Population: D/D/D Oracle King d'Arc has literally black skin, showcasing how demonic she is.
  • Badass Normal: St. Joan is a non-Effect Fusion Monster with 2800 ATK.
  • Bowdlerise: Guardian Angel Joan's halo is removed on the international artwork.
  • Boyish Short Hair: All four of them have a short haircut.
  • Casting a Shadow: D/D/D Oracle King d'Arc is a DARK monster.
  • Combat Medic:
    • When Guardian Angel Joan destroys a monster by battle and sends it to the Graveyard, you gain Life Points equal of the destroyed monster's original ATK.
    • With D/D/D Oracle King d'Arc's Continuous Effect, you gain Life Points instead of taking effect damage.
  • Cool Mask: D/D/D Oracle King d'Arc wears a half mask that covers the upper half of her face.
  • Cool Sword: St. Joan and D/D/D Oracle King d'Arc have swords.
  • Dark Action Girl: D/D/D Oracle King d'Arc is a DARK Fiend-Type version of Joan.
  • Dark Is Not Evil: D/D/D Oracle King d'Arc is Ambiguously Evil at worst and she is used by the Tritagonist Reiji from ARC-V.
  • Dub Name Change: Jeanne d'Arc has different names in different countries. As such, "Jeanne" was changed into "Joan" in the English speaking world, while she is called "Johanna" in the German speaking world.
  • Fusion Dance:
    • The Forgiving Maiden + Darklord Marie = St. Joan.
    • 2 D/D monster = D/D/D Oracle King d'Arc.
  • Good Wings, Evil Wings: Guardian Angel Joan has angel wings, while D/D/D Oracle King d'Arc has devil wings. In the anime, St. Joan gains angel wings when she attacks.
  • Innocent Blue Eyes: Joan has blue eyes and she is a saint/angel.
  • Jeanne d'Archétype: The series is based on Joan of Arc.
    • Darklord Marie is the fallen version of St. Joan. Her fusion with The Forgiving Maiden is symbolic; her sins are forgiven and she becomes a saint. Later, she becomes Guardian Angel Joan. Reflecting that she was accused of witchcraft and when she was proven right, she became a saint.
    • Knight Noble Joan's 1900 ATK is a reference that she died at the age of 19.
    • D/D/D Oracle King d'Arc references Joan's accusation of being a witch and a satanist.
  • Knight in Shining Armor: St. Joan, D/D/D Oracle King d'Arc and Noble Knight Joan are covered in knight armor. The latter is also a Warrior-Type monster.
  • Light 'em Up: All three Joan cards are LIGHT monsters.
  • Light Is Good: The three Joan cards are LIGHT monsters, angelic and are heroic.
  • Our Angels Are Different/Our Fairies Are Different: St. Joan and Guardian Angel Joan are Angel-Type/Fairy-Type monsters in the OCG/TCG, respectively.
  • Our Demons Are Different: D/D/D Oracle King d'Arc is a Devil-Type/Fiend-Type monster in the OCG/TCG, respectively.
  • Power Gives You Wings: In the anime, St. Joan gains angel wings when she attacks.
  • Red Eyes, Take Warning: D/D/D Oracle King d'Arc has red eyes and is demonic.
  • Shadow Archetype: D/D/D Oracle King d'Arc is a demonic version of Joan, probably referencing Jeanne's accusation of being a witch. Her appearance is very similar to St. Joan and she has a similar effect like Guardian Angel Joan. All three of them have 2800 ATK and 2000 DEF. In the OCG, she is a Devil-Type monster in contrast to St. Joan and Guardian Angel Joan's Angel-Type.
  • She Is the King: Following the Theme Naming of the D/D/D monsters, d'Arc has "King" in her title, despite being female.
  • Status Ailment: If Noble Knight Joan attacks, she loses 300 ATK during the Damage Step only.
  • Winged Humanoid: Guardian Angel Joan and D/D/D Oracle King d'Arc have wings by default.
  • Woman in White: Guardian Angel Joan wears a white dress, symbolizing her ascent to heaven.

    Junk 
https://static.tvtropes.org/pmwiki/pub/images/junksynchron_5ds1_en_c_1e.png
Junk Synchron, the centerpiece of the archetype and Yusei's favorite Tuner.
Junk is an archetype of Warrior-Types that are primarily used by Yusei Fudo and Tetsuzo Kuzuyama/Bashford in 5D's. It is also connected to the Synchron archetype. The strategy is to swarm the field with low-Level Monsters with their effects and then going for a Synchro Summon. The Junk Synchro Monsters require a Junk Synchron as a Tuner for their Synchro Summon, and they are also of ascending Level: with Junk Warrior and Junk Speeder being 5, Junk Gardna 6, Junk Archer and Junk Berserker 7, and Junk Destroyer 8, showcasing this archetype's adaptability in that it can use either a Level 2, 3, 4, or 5 monster along with Junk Synchron as its Synchro Materials. The archetype is closely related to the Synchron archetype.

As in case of irony, most of the non-Synchro Junk monsters appear only in the manga, but manga!Yusei doesn't have any Junk Synchro Monsters in his Extra Deck, only Warriors, Stardust Spark Dragon and its evolutions. The Junk Synchro Monsters appear only in the anime, where Yusei uses a Synchron deck.


Tropes associated with Junk:

  • All Your Powers Combined: When Synchro Summoned, Junk Warrior gains the same amount of ATK of all Level 2 or lower monsters the player controls.
  • Archer Archetype: Junk Archer has a blue bow and blue arrow. In the anime, he uses it to banish monsters and to attack.
  • Armor-Piercing Attack:
    • When Junk Berserker attacks a monster in Defense Position, he destroys it at the beginning of the Damage Step.
    • Junk Warrior's Scrap Fist not only inflicts Piercing Damage, it also doubles Battle Damage.
  • An Axe to Grind: Junk Berserker has a Big Freaking Axe.
  • The Berserker: Junk Berserker has it in his name. No defending monster is safed for him and he weakens an opponent's monster by banishing Junk monsters from the graveyard. He is also the strongest Junk monster, despite having a lower level than Junk Destroyer.
  • BFS: Junk Blader has a red one. Junk Berserker's axe counts, too.
  • Big Creepy-Crawlies: Junk Destroyer is a Warrior-Type, but his appearance strongly resembles an insect.
  • Blow You Away: Junk Berserker is a WIND monster.
  • Casting a Shadow: Junk Synchron and Junk Warrior are DARK monsters.
  • Cyclops: Subverted; it looks like Junk Archer has only one eye, but the third opening reveals that he has indeed two eyes. The left one is just covered to increase his accuracy.
  • Dark Is Not Evil: Junk Synchron and Junk Warrior are two of Yusei's most prominent monsters after Stardust Dragon. And the black-colored Junk Destroyer counts, too.
  • Dishing Out Dirt: The non-Synchro Monsters are EARTH monsters, except Junk Synchron and Junk Collector. Among the Synchro Monsters, it's Junk Gardna, Junk Archer and Junk Destroyer.
  • Irony: Despite the manga version of Yusei uses a Junk deck, he doesn't have Junk Synchron and the Junk Synchro Monsters in his Main Deck and Extra Deck, which are the key cards of the archetype — the anime version of Yusei uses a Synchron deck, which is not explicitely specialized in summoning only Junk Synchro Monsters, but Yusei uses all of them in the anime.
  • Light 'em Up: Junk Collector is a LIGHT monster.
  • Luckily, My Shield Will Protect Me: Junk Gardna has two large shields on his arms.
  • Making a Splash: Despite being an EARTH monster, Junk Destroyer's effect appears to be a flood of shining water in the anime.
  • Mechanical Lifeform: They all look like machines, though, they are Warrior-Type Monsters, except for Junkuriboh.
  • Megaton Punch: Junk Warrior's Scrap Fist. The opponent cannot chain cards or effects when this card is activated. Junk Warrior inflicts Piercing Damage, Battle Damage involving this card is doubled, he cannot be destroyed by battle and the opponent's monster will be destroyed after the Damage Step.
  • Multi-Armed and Dangerous: Junk Destroyer has four arms, which represents the maximum number of cards he can destroy.
  • Mythology Gag: Junk Speeder's attack-boosting effect is based on Speed Warrior's effect, who is often used by Yusei alongside Junk Synchron to Synchro Summon Junk Warrior. You can certainly use Junk Synchron and Speed Warrior to Synchro Summon Junk Speeder. If Speed Warrior activates his effect, he will reach Junk Speeder's original Attack.
  • Necromancer: When Normal Summoned, Junk Synchron can revive a Level 2 or lower monster from the graveyard and negates its effect, which makes it ideal for a Synchro Summon.
  • Nerf:
    • In the early part of the anime, Junk Warrior's effect was a bit different. He got the ATK of all Level 2 or lower monsters the players controls, but it was a Continuous Effect. In the real life game, Junk Warrior gets only the ATK when he is Synchro Summoned. The anime change it later to its real life counterpart.
    • Inverted with Junk Berserker. In the anime, he had only 2500 ATK. In the real game, he has 2700 ATK.
  • One Of These Is Not Like The Others: Junk Speeder is the only Junk Synchro monster that doesn't require Junk Synchron as a material, only requiring any Synchron Tuner. However, Junk Synchron is still the ideal Tuner since he can revive a Level 2 monster for a quick Level 5 Synchro.
  • Opaque Lenses: Junk Warrior's red lenses never reveal his eyes.
  • Person of Mass Destruction: When Synchro Summoned, Junk Destroyer can destroy cards up to the number of non-Tuner Synchro Materials used for his Synchro Summon.
  • Power Fist: On Junk Warrior's right fist. Also, on Junk Destroyer's first two hands.
  • Purple Is Powerful:
    • Junk Warrior's armor is colored in purple. It first looks like a subversion, since he's the second weakest of the Junk Synchro Monsters, but with his effect, he can surpass any of them in terms of ATK.
    • Junk Blader is the strongest non-Synchro Junk monster and he gains 400 ATK by banishing a Junk monster from the graveyard until the End Phase.
  • Red and Black and Evil All Over: Averted with Junk Berserker who is primarily red and secondarily black, and Junk Destroyer who is primarily black and secondarily red.
  • Scarf Of Asskicking: Junk Warrior has a long, white scarf. Subverted with Junk Synchron, who lacks the asskicking part.
  • The Southpaw: The artwork and Japanese commercial for Extreme Victory indicates that Junk Berserker is left-handed. In the anime, he appears to be ambidextrous.
  • Status Ailment: Junk Berserker can decrease the ATK of an opponent's monster by banishing a Junk monster from the graveyard.
  • Stone Wall:
    • Junk Gardna is a Level 6 Synchro Monster with 1400 ATK and 2600 DEF. Once per turn and in either player's turn, Junk Gardna can switch the position of an opponent's monster. Also, when Junk Gardna is destroyed, it can switch the position of any monster on the field.
    • Junk Defender is a Level 3 Monster with 500 ATK and 1800 DEF. It can be Special Summoned from the hand when the opponent declares a direct attack. Also, once per turn and in either player's turn, it can gain 300 DEF.
  • Weak, but Skilled:
    • The non-Synchro Monsters are rather weak, but they can swarm the field quickly, which makes it easy to Synchro Summon.
    • The Junk Synchro Monster also count more or less, since the strongest of them has only 2700 ATK. They have to rely on their effects to get rid of stronger monsters.
      • Junk Warrior is initially weaker than Junk Destroyer and Junk Berserker, but with his effect, he can surpass them.
      • Junk Archer can banish an opponent's monster until the end of the turn, and he still can attack.
      • Junk Destroyer can destroy cards when Synchro Summoned.
      • Despite Junk Berserker is the strongest of them, his first effect allows him to weaken any enemy monster that is stronger than him. And since he can destroy any monster in Defense Position, combining him with Junk Gardna is quite effective.
      • Junk Speeder is very weak compared to other Level 5 Synchro monsters, but he can temporarily boost himself to 3600 ATK. More importantly, he allows you to swarm the field with Synchrons. Combining Junk Speeder's effect with Doppelwarrior's allows you to pull off insane combos to bring out extremely powerful monsters such as Shooting Quasar Dragon or Tyrant Red Dragon Archfiend.
  • Weaksauce Weakness: Cards that prevent them from Special Summoning heavily cripples a Junk deck. The Junk archetype is very reliant on using their effects to their fullest potential to gain an advantage. As such, cards that negate effects are a serious problem for a Junk deck, as they're forced to rely on their sub-par ATK. This is even more prevalent for the non-Synchro members of the archetype, all of which are almost purely based on getting monsters out on the field for fast Synchro Summons.
  • What a Piece of Junk: The archetype is literally named "Junk." Most of the Main Deck monsters are individually weak and resemble discarded pieces of machinery, and anime characters often dismiss them as garbage scooped up by Yusei. When they tune together, however, they become powerful mechanical warriors. They represent Yusei's upbringings in Satellite.
  • Zerg Rush: The Junk monsters can swarm the field quickly for Synchro Summonings. With support cards like Doppelwarrior or Quillbolt Hedgehog, it's even easier.

    Jurrac 
Jurrac is a series of FIRE Dinosaur cards. They rely on activating effects when they battle, and their effects mostly rely on field control and swarming. Their strongest monster, Jurrac Meteor, can destroy all cards on the field when it hits.

Tropes associated with the Jurracs:

  • Attack! Attack! Attack!: Like Gladiator Beasts, a good amount of their more important playmakers need to win battles to be able to get their effects going or else they aren't doing much. Unlike Gladiator Beasts, they don't have many ways around having or being restricted to attacking. Also, unlike Gladiator Beasts who just need to attack so they can tag out, Jurracs have to win their battles. That said however, they are dinosaurs, a type known for brute force and clever tactics if you can get out the higher leveled dinosaurs, an immensely powerful searcher in Fossil Dig, and a good amount of dinosaur support was released for them recently and can be paired in a true king dino deck (though many won't run Jurrac as their main engine of choice, the possibility is still there).
  • Dinosaurs Are Dragons: Being dinosaurs prominently themed around fire, though only Titano and Meteor are draconian.
  • Death from Above: Jurrac Impact's effect is similar to "Jurrac Meteor", as "Jurrac Meteor" appears in this artwork. Jurrac Meteor itself counts, as it enters the field by destroying everything (including itself).
  • Everything's Better with Dinosaurs: They are all Dinosaur-Type.
  • Fusion Dance: Jurrac Giganto, Jurrac Meteor and Jurrac Velephito are all Synchro Monsters.
  • Irony: The fact that Jurrac Meteor is a dinosaur based off a meteor is likely intended for irony. The idea given by the form and effect suggests that a dinosaur may have killed the dinosaurs.
  • Odd Name Out: Jurrac Meteor's name doesn't come from a dinosaur, and it is the only "Jurrac", besides Jurrac Ptera, that is not based off a dinosaur (though it may be based off of the meteor that was believed to have caused the dinosaurs' extinction, which explains the first part of its effect).
  • Playing with Fire: All of them are FIRE Attribute.
  • Stock Dinosaurs: Largely, with the most obscure ones being Tyrannotitan, Herrerasaurus, Staurikosaurus, Monolophosaurus, and Guaibasaurus.

    Kaiju 
https://static.tvtropes.org/pmwiki/pub/images/kaiju.png
Radian (left) fighting Gameciel (right)
Kaiju, like the Kozmo archetype, debuted in the TCG release of Clash of Rebellions. Their focus is on summoning a Kaiju monster to both sides of the field and setting them up for an awesome fight. Their support Spell and Trap Cards generate "Kaiju Counters" that they need to use their effects, which cover more strategic options

Tropes associated with the Kaiju:

  • Anti-Magic: Gameciel, the Sea Turtle Kaiju can negate a card or effect at the cost of 2 Kaiju Counters. Thunder King can prevent the opponent from activating cards or effects for a turn by spending 3 Kaiju Counters.
  • Attack Reflector: Jizukiru can remove three Kaiju Counters from anywhere in the field to negate any effect that targets ONE card in the field and then destroy another card in its place.
  • Behemoth Battle: The whole archetype revolves around this (unless you're using Remove Brainwashing to immediately take back the Kaiju you summoned to the opponent's field). The Interrupted Kaiju Slumber spell allows the Kaiju player to force this on its opponent.
  • Big Creepy-Crawlies: Kumongous, the Sticky Thread Kaiju and Gandarla, the Mystery Dust Kaiju, are a giant spider and moth, respectively.
  • Black Sheep: The Super Anti-Kaiju War Machines, Mecha-Dogoran and Mecha-Thunder-King are the only members of the archetype that cannot be Special Summoned to the opposing field via their effects. This is justified by the fact that these monsters were thematically designed to counteract the rest of the archetype and so would not be something that a Kaiju player would put on the opponent's field to then fight.
  • Butt-Monkey: Since his effect and stats are the weakest among the Kaiju, Gamaciel is often the one summoned on the opponent's side of the field and is consequently the Kaiju most slaughtered by his fellows.
  • Captain Ersatz: Dogoran is Godzilla, Gadarla is Mothra, Gameciel is Gamera, Jizukiru is Gigan, Kumongous is Kumonga, Radian is Dark Lugiel, Thunder King is Ghidorah, Mecha-Dogoran is MechaGodzilla, and Mecha-Thunder-King is Mecha-King Ghidorah.
  • Crippling Overspecialization: Mecha-Thunder-King was created to be used specifically against opponents that run Kaiju monsters in their Deck, and has no utility otherwise.
  • Cutting the Knot: As they can be summoned to the opponent's field by Tributing one of their monsters, Kaiju monsters are most commonly seen splashed into other decks as an easy counter to monsters that are otherwise hard to get rid of. Given that Kaiju lack protection effects themselves (as long as there are no Kaiju Counters on the field), they will generally be easier to deal with than the monster you Tributed to summon them. Interrupted Kaiju Slumber helps in this regard, as it can be used as both a field nuke and a search card for Kaiju monsters, helping you keep the opponent's monsters under control.
  • Dinosaurs Are Dragons: Dogoran, the Mad Flame Kaiju. A Dinosaur-Type monster has never looked so much like a dragon.
  • Elemental Powers: Each Kaiju seems to be representing all the six main Attributes of the game.
  • Evil Counterpart: It is a matter of perspective as to whether they are actually evil, but Mecha-Dogoran and Mecha-Thunder-King are mechanical versions of Dogoran and Thunder King respectively, and were designed to be used against the flesh-and-blood Kaijus.
  • Hoist by His Own Petard: As long as there's enough counters, an opponent can easily use a Kaiju Special Summoned to their field against the original owner.
  • Hunter of His Own Kind: As their names suggest, the Super Anti-Kaiju War Machines are this, by virtue of being designed to counteract Kaiju monsters and being members of the archetype themselves due to their names.
    • Mecha-Dogoran can, at the cost of two Kaiju Counters from anywhere on the field, equip a Kaiju monster from the controller's hand or Graveyard to itself to gain ATK equal to the equipped monsters' ATK.
    • Mecha-Thunder-King is a more direct example, as it can discard itself from the hand and banish a Kaiju monster on its controller's field that is owned by the opponent, then Special Summon 1 monster from the controller's Graveyard. It appears to have been created in response to Kaiju monsters being used by players as nothing more than spot removal, as it doesn't even have an effect concerning Kaiju Counters, unlike the other monsters in the archetype. Its other effects simply focus on No Selling the main strategy of the archetype.
  • Kaiju: It's a bit of a stretch but one can see resemblances between this archetype and the Kaiju genre if they push themselves.
  • Loophole Abuse: Mecha-Thunder-King is a strange example of this as due to its status as Hunter of His Own Kind, it exploits this trope against any player who uses Kaiju monsters as spot removal. To wit, because a player can only control one Kaiju monster at a time, the opponent is prevented from Special Summoning any other Kaijus to Mecha-Thunder-King's controller's field, including not being able to Tribute Mecha-Thunder-King itself to do just that. Mecha-Thunder-King's method of bypassing this restriction also counts as this, as it first discards itself from the hand to banish an opposing Kaiju Summoned to its controller's field. It then Special Summon itself during the End Phase, thus dodging the issue of being unable to be Summoned because a Kaiju was on its controller's field, and keeping any further Kaiju monsters from being Summoned there.
  • Monumental Damage: The Field Spell known as Kyoutou Waterfront is, if nothing else, an Expy of the Tokyo Tower so this is to be expected, which is why it's surprising that it doesn't happen. Kyoutou Waterfront can resist being destroyed by removing a single Kaiju Counter, which it can accumulate each time any card is sent from the field to the graveyard.
  • Mythology Gag: Mecha-Dogoran's effect to equip a Kaiju monster from the controller's hand or Graveyard to itself and then gain ATK equal to that monster's ATK is likely a reference to how its basis, MechaGodzilla, was created using DNA extracted from the bones of Godzilla.
  • No-Sell: Mecha-Thunder-King's effects are pretty much designed to do this to the rest of the archetype. To wit, if the opponent Tributes the controller's monster and Special Summons a Kaiju to their field, the controller can simply discard Mecha-Thunder-King and banish that Kaiju, then Special Summon a monster from their Graveyard, including the monster that was initially Tributed by the opponent, essentially getting around Kaiju monsters being used for spot removal. On top of that, Mecha-Thunder-King is unaffected by the effects of other Kaiju monsters and cannot be destroyed in a battle against another Kaiju. Once per Duel, during the controller's End Phase, Mecha-Thunder-King can also Special Summon itself from the controller's Graveyard. Because a player can only control one Kaiju at a time, this prevents the opponent from getting rid of Mecha-Thunder-King, or any other monster on the controller's field, by simply Tributing them to Special Summon another Kaiju.
  • Non-Indicative Name: Radian, the Multidimensional Kaiju... is a DARK monster. Also, it suggests Rodan's, but it looks more like Dark Lugiel.
  • Not the Intended Use: The point of the archetype is to summon a giant monster on either side of the field and then have a colossal clash like those seen in classic monster fight movies. In practice, this is almost never the case, as they are rarely ever played in a dedicated deck and the weaker Kaiju monsters, especially Gameciel, are typically splashed into other decks only to serve as cheap spot removal for an opponent's boss monster, and then easily mowed over by the owner, giving the opponent zero opportunity to even use the Kaiju monster given to them.
  • Nuke 'em: Dogoran, at the cost of three Kaiju Counters from anywhere on the field, can destroy all monsters the opponent controls. However, Dogoran can't attack that turn.
  • Odd Friendship: One of the most useful archetypes of monsters to use with Kaiju is Ninjas, as they can be used to summon many of the Kaiju from the deck with Ninjitsu Art of Transformation and the upgraded Ninjitsu Art of Super Transformation.
    • The Eyes-Restrict archetype is another excellent type for them. Get rid of their boss monsters with any Kaiju and sweep them up for your own relinquished/eyes-restrict monster.
  • Our Demons Are Different: Radian is a Fiend-Type monster that looks like a huge bat-demon hybrid made of darkness.
  • Power Nullifier: Kumongous, at the cost of two Kaiju Counters from anywhere on the field, can negate the effects of a monster that is summoned. Furthermore, that monster cannot attack that turn.
  • Ro Beast: Jizukiru, Mecha-Dogoran, and Mecha-Thunder-King, all of whom are Machine-Type to boot.
  • Self-Duplication: Radian, at the cost of two Kaiju Counters from anywhere on the field, can create a clone of itself with the same ATK.
  • Status Ailment: By using three Kaiju Counters Gandarla can halve the ATK and DEF of every other monster in the field.
  • Summon Bigger Fish: A common way to get rid of a problematic monster that's immune to card effects is to have a Kaiju eat it.
  • There Can Only Be One: Only one Kaiju monster can be controlled by a player.
  • Turtle Power: Gameciel, the Sea Turtle kaiju, is by far the most popular of them all, thanks to its low attack making it the premier candidate to be summoned on the opponent's side of the field.

    Karakuri 
https://static.tvtropes.org/pmwiki/pub/images/karakuristeelshogunmdl00xbureido_gld5_en_gur_le.png
Karakuri monsters are an archetype of EARTH Machine-Type monsters based on mechanized Japanese puppets. The rely on swarming the field and manipulating battle positions — a recurring effect is that Karakuri monsters must attack if able, and when attacked switch to Defense Position. Their leaders are the Synchro Monsters Karakuri Shogun mdl 00 "Burei" and Karakuri Steel Shogun mdl 00X "Bureido".

Tropes associated with the Karakuri:

  • Angry Guard Dog: Karakuri Watchdog mdl 313 "Saizan". It also has the ability to give the other Karakuri more power when its controller takes Battle Damage from a battle involving this card.
  • Artificial Stupidity: The gimmick of the Karakuri archetype is that they must attack if able, even if it would get them killed and always shift into Defense Position when attacked, even when their DEF is lower and would've survived if they counterattacked.
  • As Long as It Sounds Foreign: Japanese-print Karakuri are named after numbers. TCG-print Karakuri are named after the corruption of Japanese numerals, like "Karakuri Ninja mdl 7749" which is called "Nanashick", a corruption of "nana nana shi ku" or "7 7 4 9".
  • Attack! Attack! Attack!: All non-Synchro "Karakuri" monsters must attack if able.
  • Authority Equals Asskicking: Karakuri Shogun mdl 00 "Burei" and Karakuri Steel Shogun mdl 00X "Bureido".
  • Bilingual Bonus: Karakuri is a "mechanical device to tease, trick, or take a person by surprise".
  • Blade Below the Shoulder: Karakuri Ninja mdl 7749 "Nanashick".
  • Blade on a Stick: Karakuri Muso mdl 818 "Haipa".
  • Blow You Away: Karakuri Shogun mdl 00 "Burei" has a fan as his weapon.
  • Chest Monster: Karakuri Barrel mdl 96 "Shinkuro".
  • Clockwork Creature: All of them qualify.
  • Dishing Out Dirt: They are all EARTH monsters.
  • Dual Wielding: Karakuri Steel Shogun mdl 00X "Bureido".
  • Eternal Engine: Karakuri Showdown Castle.
  • Improbable Weapon User: Karakuri Shogun mdl 00 "Burei"'s weapon resembles the Bansho Fan, an artifact from Journey to the West and Dragon Ball. It had the power to create massive gusts with each wave of the fan, which could also symbolize its ability to change battle monster positions on the field.
  • Intrepid Merchant: Karakuri Merchant mdl 177 "Inashichi". He helps out by retrieving a Karakuri monster from your Deck when it's Normal Summoned.
  • Keep It Foreign: To make sure the Karakuri archetype stood out in the TCG, Konami kept the name untranslated. The naming however, is another story...
  • Knife Nut: Karakuri Ninja mdl 339 "Sazank".
  • Mechanical Lifeforms: They are all Machine-Type monsters.
  • Ninja Pirate Zombie Robot: Of the "Robot Ninja" variant; Karakuri Ninja mdl 339 "Sazank", Karakuri Ninja mdl 7749 "Nanashick" and Karakuri Ninja mdl 919 "Kuick".
  • Shoulder Cannon: Karakuri Watchdog mdl 313 "Saizan".
  • Theme Naming: Most Karakuri have names that are made up of Japanese numerals, often the Japanese daiji, are used. The first 2 numbers in their names when multiplied together get the last number.
  • Weaksauce Weakness: The issue Karakuri have is that they get shifted to defense mode and their defensive stats are pitiful in comparison to the offensive ones. However, that either baits your opponent into walking into your traps or you can use cards like Spike Shield with Chain to give that offense to their defense, improving their chances.

    Knightmare 
Knightmare, or Troymare in the OCG, is an archetype of monsters whose Link Monsters are Fiend-Type. These Link Monsters have the shared ability of activating various effects by discarding a card when Link Summoned, as well as drawing another card if that effect was activated while they were co-linked (i.e. pointing to a Link Monster that was pointing to it).

Like the World Chalice monsters, Mekk-Knights, and Krawlers, Knightmares have access to the World Legacy archetype.


Tropes associated with the Knightmares:

  • All Your Powers Combined: The archetype as a whole supports the co-linking mechanic; the Link Monsters in particular further appear geared towards creating an Extra Link scenario.
  • Bishounen Line: Subverted. Knightmare Incarnation Idlee is much more humanoid than either Lee or Orcust Knightmare, but its predecessor, Iblee, is undeniably less monstrous.
  • Call-Back: Idlee resembles Sophia. She even has Sophia's horns and Sophia's forehead gem.
  • Brought Down to Normal: Gryphon's effect prevents any Special Summoned monsters from activating their effects, unless they are linked.
  • Dark Action Girl: Knightmare Corruptor Iblee.
  • Discard and Draw: The shared ability of their Link Monsters.
  • Elemental Powers: Every Knightmare Link Monster belongs to a different Attribute:
  • Hunter of His Own Kind: Knightmare Incarnation Idlee is meant to counter co-linking and Extra Link strategies by sending all its opponents Link Monsters to the GY provided they outnumber the ones (if any) fighting alongside it.
  • No-Sell: Several Link Monsters provide blanket protection to the controller's co-linked monsters: Phoenix prevents them from being destroyed by battle, while Goblin and Cerberus, respectively, keep them from being targeted or destroyed by card effects.
  • Sixth Ranger: Iblee, Orcust Knightmare, and Idlee are the archetype's only Main Deck monsters.
  • Status Ailment: Mermaid's effect causes any monsters that aren't co-linked to lose 1000 ATK/DEF.
    • Their associated World Legacy, "World Lance", can discard itself to drain the ATK of an opponent's battling monster by 3000, if that battle involves a Link Monster.
  • Was Once a Man: Lee's true form can be seen in "World Legacy's Memory" and "World Legacy Choice". She is the blue-haired elf with the headgear.

    Koa'ki Meiru 
The Koa'ki Meirus are a varied Archetype; specifically designed at the time to be anti-meta, which at the time meant anti-LIGHT and DARK. Their effects range from effect negation to destroying cards to stopping the playing of cards. They also have high ATK for their Level, so they can counter almost anything. Their major weakness is their reliance on their power source, the Iron Core of Koa'ki Meiru. Unless the player discards one at the end of their turn, or reveals a monster in their hand that's the same Type as their Koa'ki Meiru monster, Koa'ki Meiru monsters self-destruct at the end of the turn. Their strongest cards in term of stats are Koa'ki Meiru Maximus, Koa'ki Meiru Rooklord, and Koa'ki Meiru Valafar.

Tropes associated with the Koa'ki Meiru:

  • Achilles' Heel: They need the Iron Core of Koa'ki Meiru or another monster of the same Type to stay in the field, otherwise they'll self-destruct at the end of the turn. Diamond Core provides a layer of protection, though only for a single turn.
  • BFG: The Core Blaster will destroy any LIGHT or DARK monster that battles the Koa'ki Meiru monster wielding it.
  • The Berserker: Koa'ki Meiru Bergzak.
  • Brainwashed and Crazy: According to Master Guide 3, Kozaky implanted the Iron Core into verious living beings, transfiguring and mind-controlling them in the process.
    "Unable to make artificial beasts on our own, we used this core to create them by using it on living creatures."
  • Creating Life: According to the Master Guide 3, Kozaky created "Koa'ki Meiru Powerhand" and "Koa'ki Meiru Sandman" as his first experiments with the Iron Core.
    "We're finally ready, and for our first step, we've decided to amuse ourselves by implanting it into a pile of scraps and a doll made of sand. The experiment was a success, and next we shall use it on living things with a will of their own."
  • Crazy-Prepared: Koa'ki Meirus can use some cards to get any monster they want, including a quartet that literally can stop anything.
  • Depleted Phlebotinum Shells: Core Blaster uses the power of Iron Cores.
  • Difficult, but Awesome: The Archetype may have hard times in maintaining field presence and a rather annoying maintenance cost, but a well-built Koa'ki Meiru deck can punish the opponent badly and side many anti-meta cards.
  • Divided We Fall: An interesting example. Koa'ki Meiru that are not in close proximity with their own kind will self-destruct, and need to be maintained with the Iron Core.
  • Explosive Overclocking: The premise of Core Overclock.
  • Flawed Prototype: Implied with Koa'ki Meiru Overdose. Its
appearance and name suggest that it may be, in fact, unstable.
  • Averted with prototype who despite its name destroy's itself to save a koa'ky or replace one with a token.
  • Golem: Koa'ki Meiru Boulder, Guardian, Sandman, and many others.
  • Human Popsicle: Koa'ki Meiru Valafar had this for a while.
    "While the implant into the red demon was successful, the event seems to have caused the 'Iron Core' to deteriorate. The demon was cryogenically frozen, while the core had to undergo reinforcement procedures."
  • An Ice Person: Koa'ki Meiru Ice.
  • Luckily, My Shield Will Protect Me: Koa'ki Meiru Shield has a similar artwork and effect to Mirror Force. When "Kozaky" and "Magical Scientist" were making the Koa'ki Meiru, they probably made equipment to protect their new species (possibly based off existing skills and technology). If this was true, then it would explain the similarity of "Koa'ki Meiru Shield" and "Mirror Force".
  • Man of Kryptonite: Many of their monsters are this to LIGHT and DARK monsters.
  • Our Centaurs Are Different: Koa'ki Meiru Urnight.
  • Our Demons Are Different: Koa'ki Meiru Doom and Valafar.
  • Our Dragons Are Different: Koa'ki Meiru Drago and Maximus. Maximus especially - The best way to describe it is as a weird mix between a dragon, a spider and a Xenomorph. Konami was known for sneaking Alien cameos in their games and Maximus might be one of them.
  • Our Zombies Are Different: Koa'ki Meiru Ghoulungulate is Zombie-Type.
  • Powered Armor: The Iron Core Armor.
  • Punny Name: "Koa'ki Meiru" is a stylized translation of "Core Chimail" and "Koa'ki" is a pun on "Kozaky", who's one of their creators.
  • Raising the Steaks: Ghoulungulate is an animated corpse of a certain animal.
  • Sigil Spam: They all have their team logo somewhere in their bodies. Taken Up to Eleven by Koa'ki Meiru Rooklord.
  • Super Prototype: Koa'ki Meiru Prototype
  • Something About a Rose: Koa'ki Meiru Gravirose.
  • Transhuman: Koa'ki Meiru Bergzak.
    "After implanting the core, tests show an increase in the subject's muscular strength and cardio-pulmonary functions. Oh, with these enhancements, he might be quite useful as a sentry."
  • This Is a Drill: Koa'ki Meiru Powerhand.
  • Visual Pun: Koa'ki Meiru War Arms' name and effect are a play on the fact that it is a bear that can equip itself; it has the ability to "bear arms".

    Konami Arcade Games 
The Konami Arcade Game cards are a recurring series of cards based on Konami's shoot'em up video games, most notably Gradius. They aren't particularly strong on their own, but come with a variety of support cards, and have effects that usually activate when they successfully destroy an opponent's monster.

The B.E.S. archetype, coming from the Gradius series, also fall under this series.


Tropes associated with the Konami Arcade Game cards:

  • Armor-Piercing Attack: Cyclon Laser allows Gradius to inflict Piercing damage if it attacks a Defense-position monster with lower DEF.
  • Attack Drone: Gradius' Option can only be special summoned if a Gradius is on the field, where it takes on Gradius' attack and defense. Several other Gradius-based cards can also summon Option tokens if they successfully destroy a monster.
  • Brain Monster: Brain Golem.
  • Cool Starship: All of the ones based on Gradius ships.
  • Chicken Walker: The DUCKER Mobile Cannon.
  • Eenie, Meenie, Miny Moai: The Statue of Easter Island and Moai Interceptor Cannons.
  • Enemy Summoner: Victory Viper XX03, Lord British Space Fighter, and Blue Thunder T-45 can all summon tokens if they successfully destroy an opponent's monster.
  • Light 'em Up: Most of them are LIGHT monsters.
  • Power Nullifier: Brain Golem negates the effects of all face-up LIGHT monsters.
  • Weak, but Skilled: Their attack points aren't impressive, but they have a lot of supporting effects and cards.
  • Zerg Rush: Since most of them are low-level LIGHT monsters, they're pretty easy to support and summon, and some of them can summon additional tokens to support you if they successfully destroy your opponent's monsters.

    Kozaky & Magical Scientist 
https://static.tvtropes.org/pmwiki/pub/images/fruitsofkozakysstudies_tf04_jp_vg.jpg
Kozaky at work.
Kozaky is a scientist working for the forces of Demon World. Among other deeds, he's the mastermind behind the Koa'ki Meiru monsters and one of their creators, he's the one that turned Gagagigo into Giga Gagagigo and corrupted his mind in the process, and rebuilt the Impachi after it was burned to charcoal. Kozaky rides into battle with his mecha "Giant Kozaki", a Level 4 monster with massive 2500 ATK, but it self-destructs and damages the player for the same amount if Kozaky isn't on the field. On the other hand, Magical Scientist is Kozaky's friend and rival in science, and he seemed to help Kozaky in the Iron Core of Koa'ki Meiru research and development.

Tropes associated with Kozaky and the Magical Scientist:

  • Arch-Enemy: They both appear to be this to Dr. Frankenderp.
  • Badass Longcoat: Kozaky's over-sized lab coat.
  • Bowdlerise: Kozaky's horns are removed in the international artwork.
  • Big Red Button: Kozaky is shown pressing it in the artwork of Kozaky's Self-Destruct Button.
  • Brilliant, but Lazy: He often uses labor-saving devices like the Lethal Abacus and Spell Economics.
  • Butt-Monkey: Several cards depicts him this way, some may cross into the border of Black Comedy.
  • Creating Life: Kozaky created the Koa'ki Meiru monsters with the help of the Magical Scientist. Unfortunately, they blow up if they are not near an Iron Core of Koa'ki Meiru or their own kind.
  • The Corruptor: Kozaky's responsible for turning Gagagigo into Giga Gagagigo.
  • Foreshadowing: Subverted. Kozaky's TCG card lore hints at the existence of the Dark World 6 sets before the Archetype was released, although it was just a translation of "Demon World" and used different kanji than the Dark World.
  • Friendly Rivalry: According to Master Guide 2, "Magical Scientist" is both a friend of Kozaky and a rival of science.
  • Fusion Dance: Subverted with Magical Scientist. His specialization is that he can bring out a Fusion Monster directly from the Extra Deck that blows up at the end of the turn, but no actual Fusion Summoning is involved.
  • Humongous Mecha: Pilots Giant Kozaky, which blows up if he's not around to maintain it or if he presses the button on the Giant Kozaky.
  • Mad Scientist: Kozaky created the Koa'ki Meiru monsters with the Magical Scientist, turned Gagagigo into Giga Gagagigo and designed Woordborg Inpachi, among other things.
  • Mad Scientist Laboratory: The Level Conversion Lab.
  • Magitek: Magical Scientist's name, Type and effect imply that he used a mixture of science and magic in his researches.
  • The Man Behind the Monsters: Kozaky is the responsible for Giga Gagagigo (and Gogiga Gagagigo, albeit indirectly), Woodborg Inpachi, the Koa'ki Meiru (with help of the Magical Scientist), and Giant Kozaky.
  • Married to the Job: Poor, poor Kozaky...
  • Noodle Incident: Whatever happened in Compulsory Escape Device.
  • Scary Shiny Glasses: Kozaky's default expression.

    Kozmo 
https://static.tvtropes.org/pmwiki/pub/images/606px_kozmolightsword_docs_en_c_1e.png
Farmgirl (left) and Goodwitch (right) dueling Wicked Witch
Kozmo are an archetype based on both The Wonderful Wizard of Oz and Star Wars and made their début in the TCG version of Clash of Rebellions. The Level 4 and lower monsters are based on characters from the two franchises, and banish themselves from the field to summon other Kozmo monsters from the hand; while the Level 5 and higher monsters are based on Star Wars ships with design elements from Wizard of Oz objects, and can banish themselves from the Graveyard upon destruction to summon another Kozmo monster from the deck. Together this allows the archetype to maintain field advantage and allow tag-outs of monsters to react to the opponent's moves.

Trops associated with Kozmo:

  • Action Girl: Farmgirl (Dorothy) is depicted as this.
  • Alas, Poor Villain: Farmgirl and Goodwitch mourn Dark Lady's passing in the artwork for Kozmourning. The scene resembles both a sorrowful Dorothy regretting having to kill the Witch and Luke Skywalker mourning his father's death.
  • Amazon Brigade: The entire archetype consists of women, robots, a lion and spaceships. Although, the gender of the Soartrooopers is unknown.
  • Attack! Attack! Attack!: The archetype's bread and butter revolved around summoning high-powered monsters in quick succession during the battle phase to potentially wipe out the opponent's defences and life points in the first few turns.
  • Beauty = Goodness: As a carryover from the original Wizard of Oz, Goodwitch in her card artwork is depicted as a beautiful witch wielding a lightsaber, and Farmgirl is also quite cute. Contrasted against them is Wickedwitch who is partly cybernetic and more sinister in appearance. Dark Lady, however, while wearing a mask, is not scarred and deformed underneath as Darth Vader was; as shown in Kozmourning, her face is still beautiful.
  • Composite Character: Each card is a combination of a character/place/object from The Wonderful Wizard of Oz and one from Star Wars.
    • Goodwitch is a composite of the good witches from Oz and Obi-Wan from Star Wars, with elements of Qui-Gon Jinn and Yoda from the latter (her lightsword is green like Qui-Gon's, and her robes take some inspiration from his, also she shares Yoda's pointy ears and green complexion).
    • Similarly, Wickedwitch combines elements of the wicked witches with Darth Maul (using his distinctive dual-bladed lightsaber) and Darth Vader (she appears at least partially cybernetic).
    • Farmgirl is a more straightforward fusion of Dorothy and Luke Skywalker. Amusingly, her appearance is closer to that of Luke's wife Mara Jade.
    • Strawman is a combination of the Scarecrow and C-3PO.
    • Tincan is a combination of the Tin Man and R2-D2
    • Soartroopers are based on the Winged Monkeys and Imperial Stormtroopers.
    • Scaredy Lion is a combination of the Cowardly Lion and Chewbacca.
    • Dark Lady is a combination of the Wicked Witch of the West and Darth Vader.
    • Dark Planet combines the Death Star with the Wicked Witch's castle.
    • Kozmotown combines the Emerald City with Coruscant.
  • Cool Spaceship: The good guys have Kozmo Forerunner and Kozmo Sliprider; the bad guys have Kozmo DOG Fighter, Kozmo Dark Destroyer, Kozmo Dark Eclipser, and Kozmo Delta Shuttle.
  • Cowardly Lion: The Trope Namer appears as Scaredy Lion.
  • Dark Is Evil: The villains and their ships are all DARK monsters.
  • Evil Makes You Ugly: Curiously enough, while the trope hold true for both the characters Dark Lady is composed of, Dark Lady herself subverts the trope; as Kozmourning shows, she's still beautiful under her mask.
  • Faceless Goons: Kozmo Soartroopers is one card depicting three soldiers in black armor with metal wings, combining the Stormtroopers and Flying Monkeys.
  • Gadgeteer Genius: Dorothy/ Farmgirl is also this, having restored the derelict Kozmo Sliprider for her own use and building her personal mechanical companionnote  in her artwork.
  • Glass Cannon: When they hit, they hit fast and mercilessly. Slow them down or neutralize their effects, and they're not nearly as threatening. In addition, despite having high ATK, most of their more powerful members have relatively poor DEF.
  • Green-Skinned Space Babe: Goodwitch has green skin and pointy ears like Master Yoda.
  • Kill Sat: Dark Planet, the "boss" of the archetype, is a space station much like the Death Star, but cylindrical rather than spherical.
  • Laser Blade: As befitting an Archetype referencing Star Wars, Farmgirl, Goodwitch and Wickedwitch use 'lightswords', which are lightsabers in all but name.
  • Light Is Good: The hero characters and their vehicles are all LIGHT monsters.
  • Malevolent Masked Men: Kozmo Dark Lady since she is a combination of the Wicked Witch and Darth Vader.
  • Psychic Powers: Except for the vehicle-like monsters, all of them are the Psychic Type.
  • Public Domain Stories: Oz is one of these.
  • Red and Black and Evil All Over: As befitting an Expy of Darth Maul, Kozmoll Wickedwitch wears a black cloak and wields a dual-bladed red lightsword.
  • Robot Buddy: The hero characters have Strawman and Tincan as such.
  • Robot Dog: Farmgirl has one big enough for her to ride like a pony, a reference to Dorothy's pet Toto.
  • Shout-Out: The artwork of Kozmo Lightsword is an obvious recreation of Obi-Wan Kenobi and Qui-Gon Jinn's duel against Darth Maul in The Phantom Menace.
  • Transplanted Character Fic: The Oz characters in a Star Wars setting, naturally.
  • Wicked Witch: Kozmoll Wickedwitch, who's also the counterpart of Darth Maul for the Kozmo Archetype; also, Kozmo Dark Lady, who combines the Wicked Witch of the West with Darth Vader.

    Krawlers 
The Krawlers are an archetype of EARTH Insect monsters that serve as a rival to the World Chalice. All of them are able to Special Summon 2 other Krawlers to the field in face-down Defense Position; most of their Main Deck monsters (those of Level 2) can do so from the Deck, and possess various Flip effects to supplement this, while the X-Krawlers—the archetype's Link Monsters—are able to do so from the Graveyard, and have several effects that increase the offensive power of other Krawlers as well.

Like the World Chalice monsters and Mekk-Knights, Krawlers have access to the World Legacy archetype.


Tropes associated with the Krawlers:

  • All Your Powers Combined: Their ace monster, X-Krawler Qualiark, gains effects depending on how many Krawler monsters you control.
  • Big Creepy-Crawlies: Natch.
  • Deus ex Machina: Or Deus X-Krawler, in this case. At Level 9, 2000 ATK, and 3000 DEF, it is the strongest monster in the Krawler arsenal save for Qualiark. It can negate and destroy any one card that targets it by flipping it face-up, and then it can negate any opposing monsters' effects once it's been flipped face-up.
  • Dub Name Change: From "Crawler" to "Krawler", presumably to avoid confusion with the OCG-exclusive Acid Crawler.
  • Hive Mind: The effects of X-Krawlers Neurogos and Synapses seem to indicate this, as each can grant buffs or effects to any Krawler monsters they point to. Qualiark's effect takes this one step further by powering up every monster you control—not just the monsters it points to.
  • Horde of Alien Locusts: Both in-universe and out. Their card effects revolve around Summoning more and more Krawlers to your field; lore-wise, the artworks for their related cards thus far depict vast numbers of them swarming over the terrain.
  • The Last of These Is Not Like the Others: The Krawler's associated World Legacy, World Armor, is DARK/Machine instead of EARTH/Insect. It also appears directly after the Krawlers introduced in the archetype's debut.
    • Deus X-Krawler is the only monster in the archetype that does not Special Summon more Krawlers when it leaves the field.
  • Mythology Gag: To the Shaddolls, arguably, as both archetypes' Main Deck monsters are predominantly Flip monsters that can also trigger their secondary effects when they are destroyed by a card effect.
  • Status Buff: All three Link Monsters grant a 300 ATK/DEF boost when their respective conditions are met.
  • Theme Naming: They're all named after parts of the human nervous system.

    Kuriboh 
https://static.tvtropes.org/pmwiki/pub/images/kuri.png
Kuribohs are in the running for Series Mascot. An archetype of small monsters that are usually Level 1 with 300 ATK and 200 DEF. They act as supporters, mostly by protecting the player from damage. To date, every series has had a main character use some form of Kuriboh — Yugi Mutou had Kuriboh, Judai/Jaden Yuki had Winged Kuriboh, Luca/Luna has Kuribon, Yuma has Kurivolt and Rainbow Kuriboh while Kaito/Kite has Kuriphoton, and Yusaku has Linkuriboh. The 5D's and ARC-V mangas had Junkuriboh and Performapal Kuriborder used by Yusei and Yuya respectively. The strongest of them is Judai's Winged Kuriboh LV10, which can destroy all enemy monsters and damage the opponent equal to the ATK of those monsters.

Tropes associated with Kuriboh:

  • Action Bomb:
    • Detonate's effect destroys all Kuriboh and Kuriboh tokens on your side of the field, then allows you to destroy the same number of cards your opponents controls.
    • Winged Kuriboh LV10's effect lets it be sacrificed, so that it destroys all of your opponent's monsters and inflicts damage according to the sum of their ATK.
  • Anti-Magic: Winged Kuriboh LV9's effect banishes all spell cards your opponent plays. Paradoxically, its Atk is also determined by the number of spells in their graveyard.
  • Awesome, but Impractical: Winged Kuriboh LV10's effect destroys all opposing monsters and inflicts their ATK as burn damage during your opponent's battle phase, basically preventing any attacks as long as your opponent decides not to trigger it. However, its summoning condition is so ridiculously awful in terms of card advantage that you would be better off not running him at all.
  • Back from the Dead: Both of Kuribohrn's effects can revive monsters from the graveyard.
  • Dark Is Not Evil: Kuriboh and some of its retrains are of DARK attribute, but it and its counterparts are consistently portrayed as benevolent in the anime.
  • Dishing Out Dirt: Junkuriboh is an EARTH monster.
  • Explosive Breeder: Multiply has this effect on Kuriboh. In the card game, it merely fills your monster zones with as many tokens as possible, but in the anime it actually produces a wall of Kuribohs that keeps growing with time.
  • Fusion Dance:
    • As demonstrated in a duel against Rafael, Kuriboh fused with Kuriba, Kuribe, Kuribi and Kuribu can become either Kuribabylon or Kuribandit. The latter was released in the TCG as a simple effect monster.
    • Winged Kuriboh and Light and Darkness Dragon were fused together in the Yu-Gi-Oh! GX manga by Judai to form Ma'at.
  • The Goomba: Kuriboh is one of the weakest monsters. Curiously, Kuriboh is also the Japanese name for the Trope Namer.
  • Holy Hand Grenade: Winged Kuriboh LV10's effect destroys every monster on the opponent's side of the field and inflicts their combined attacks as burn damage.
  • Lethal Joke Character:
    • With the advent of Link Summoning, the classic Kuriboh+Multiply combo actually became a viable strategy, as it quickly fills the board with tokens for powerful Link plays. Obviously, a Kuriboh deck is still far from competitive, but in a casual setting, it's actually playable.
    • Despite the archetype' infamy as one of the weakest in the entire game, three Kuriboh monsters have seen some degree of competitive success: Rainbow Kuriboh, Kuribandit and Linkuriboh.
  • Light The Way: Winged Kuriboh, Rainbow Kuriboh, Clear Kuriboh, Kuribohrn, Kuriphoton and Ankuriboh are all LIGHT monsters.
  • Magic Music: Used in Flute of Summoning Kuriboh to add Kuriboh to the hand or to Special Summon Winged Kuriboh.
  • Mechanical Lifeform: Junkuriboh is a Machine-type monster.
  • Nerf:
    • Zigzagged with Kuribandit. In the anime, it was considerably harder to summon (it required all 5 Kuriboh brothers on the field to be removed from play), but its effect could be activated at any moment during either player's turn, and its controller could add all Spell and Trap cards that were excavated to their hand. In the card game, Kuribandit is just a regular effect monster without any fancy summoning requirements, but its effect can only be triggered during the End Phase of the turn it was summoned and only adds a single Spell/Trap amongst the ones that were excavated to the hand.
    • In the manga, Winged Kuriboh Lv 9 had the Winged Dragon of Ra's effect of gaining the attack of three monsters used on its summon. Unlike Ra though, those monsters simply had to be banished from the Graveyard, meaning with proper setup it was an easily-summonable beatstick that could end the duel in a single attack. The real card has two completely different effects that contradict each other, making it pretty much useless.
  • Our Angels Are Different: Winged Kuriboh and Clear Kuriboh are Angel-type monsters in the official card game.
  • Our Demons Are Different: Most members of the archetype are Fiend-type monsters, yet look like adorable balls of fur.
  • Palette Swap: Wretched Ghost of the Attic is a Kuriboh monster in all but name.
  • Punny Name:
    • Kuribon's name is a pun on Kuriboh and Ribbon. Fittingly, Kuribon has a ribbon attached to its tail.
    • Relinkuriboh's name is a reference to Relinquished. Fittingly, its appearance bears some similarities to Relinquished and the two cards have good synergy with one another.
    • Again with Kuribohrn whose name is a pun on Kuriboh and Reborn.
  • Ridiculously Cute Critter: All of them qualify, barring Kuribabylon under the Seal of Orichalcos.
  • Scary Impractical Armor: Winged Kuriboh LV9 and Winged Kuriboh LV10 wear a ridiculously stylized red armor that somehow makes them look majestic.
  • Series Mascot: Kuriboh or one of its variants has appeared in every anime or manga adaptation so far.
  • Shock and Awe: Kuribolt is a Thunder monster.
  • Taking the Bullet: Rainbow Kuriboh can summon itself from the graveyard to protect the player from a direct attack.
  • Total Party Kill: The main application of the Multiply combo (other than gathering materials for a Link Summon) is to lay waste to your opponent's resources, either with Detonate or The Law of the Normal.
  • Weak, but Skilled: It's one of the weakest monsters in all incarnations of the game, but it can be used in more ways than one. This also applies to the other Kuri monsters as well.

    Lair of Darkness / Diabolos 

https://static.tvtropes.org/pmwiki/pub/images/lair_of_darkness__artwork.jpg
Darkest Diabolos in his Lair.

Lair of Darkness is a series of cards related to the titular Field Spell. Lair of Darkness allows you to tribute one of your opponent’s monsters once per turn as a cost to activate your card effects. The leader of this series is Darkest Diabolos, Lord of the Lair, a monster that can Special Summon itself when a monster you control is tributed, as well as reduce your opponent’s hand at a cost of tributing a monster.

The series is featured in the Structure Deck: Lair of Darkness.

  • Achilles' Heel: Mask of Restrict prevents the deck from tributing, effectively shutting it down.
  • Casting a Shadow: Not only is the series full of DARK monsters, the Field Spell also turns all monsters on both sides of the field into DARK attribute.
  • Dark Is Evil: The monsters associated with the Lair of Darkness are DARK attribute, and they are very malevolent.
  • Hellhound: Ahrima, the Wicked Warden is a dog-like Fiend that can search for Darkest Diabolos and Lair of Darkness. This symbolizes its role as the harbinger of hell.
  • Human Sacrifice: A deck that utilizes Lair of Darkness will constantly tribute monsters on both sides of the field to activate effects. Even Tribute Summon can be viable thanks to the amount of Tokens generated by the Field Spell.
  • Like Cannot Cut Like: Diabolos cannot be tributed by your opponent, which means it is immune to the effect of Lair of Darkness.
  • No-Sell: Darkest Diabolos, Lord of the Lair cannot be targeted or tributed by your opponent.
  • Red and Black and Evil All Over: Darkest Diabolos, Lord of the Lair is primarily black with red Tron Lines.
  • Satanic Archetype: Diabolos’ name means “devil,” and it's a demonic dragon that rules over an evil realm.
  • Sixth Ranger: While technically any card that tributes monsters to activate their effects can benefit from the series, there are a few cards that stand out:
    • Lilith, Lady of Lament’s name and effects do not refer to Lair of Darkness in anyway, but she can tribute monsters to search for the Virus cards that synergize very well with the deck. Her artwork is also featured alongside Darkest Diabolos and Ahrima in the Structure Deck.
    • Although Beat Cop from the Underworld is associated with Tour Guide and Tour Bus from the Underworld, she can tribute a monster to protect a card on the field, which in most cases is Lair of Darkness itself. This makes her the favored Link monster of the deck. Plus, her effect is terrible in every other deck.
  • Took a Level in Badass: Diabolos, King of the Abyss has good stats for its level but is held down by mediocre effects and restrictive summoning conditions. Darkest Diabolos, Lord of the Lair has higher stats and stronger effects and is easier to summon.

    Laval 
Laval monsters are a series of FIRE Pyro and Warrior monsters. They rely on milling cards for various effects, including swarming and card destruction. In the storyline, they live for battle and warred with the Gem-Knights until they were forced to work with them to repel the Steelswarm invasion. Their normally strongest monster is Laval Dragon, but with the aid of Vylon Stella they created the stronger Laval Stennon.

Tropes associated with the Lavals:

  • Arm Cannon: Laval Cannoneer/Stennon and Laval Gunner's Weapon of Choice.
  • Black Magician Girl: Laval Forest Sprite and Tender of the Laval Volcano.
  • Blood Knight: The reason they went to war with the Gem-Knights was their hunger for battle.
  • Blade Below the Shoulder: Laval Dual Slasher.
  • Blade on a Stick: Laval Lancelord.
  • Dragon Rider: Lavalval Dragoon.
  • Expy:
    • Laval Burner is very similar to Cyber Dragon. It shares the same ATK and level, and has the ability to be Special Summoned from the hand. Laval Burner's summoning conditions is similar to Judgment Dragon and Rainbow Dragon, but requires fewer monsters in the Graveyard.
    • Laval Judgment Lord's effect is similar to that of "Super Conductor Tyranno" and he looks like XX-Saber Boggart Knight.
    • Lavalval Dragon's effect resembles that of Brionac, Dragon of the Ice Barrier and its appearance resembles Burning Dragon.
    • Laval Dual Slasher bears a resemblance to Elemental HERO Neos. With 3 Laval monsters in the Graveyard, Laval Dual Slasher has the same effects as Twin-Sword Marauder.
  • Fusion Dance: Daigusto Phoenix, Lavalval Ignis and Lavalval Chain.
  • Golem: Some of them looks this way, such as Laval Burner.
  • Homage: Lavalval Ignis looks like a combination of Dormammu and Ghost Rider.
  • Lady of Black Magic: Laval Lady of the Burning Lake.
  • Meaningful Name:
    • Laval Phlogis's name is based on Phlogiston theory, which was first stated in 1667 by Johann Joachim Becher; it's an obsolete scientific theory that postulated the existence of a fire-like element called "phlogiston", which was contained within combustible bodies and released during combustion.
    • Laval Stennon's name is the combination of Vylon Stella's and Laval Cannoneer's.
    • Laval Coatl looks like a Quetzalcoatlus
  • Nerf: Lavalval Chain got banned in the July 2015 banlist.
  • Our Dragons Are Different: Lavalval Dragon.
  • Our Fairies Are Different: Laval Forest Sprite.
  • Powered Armor: Laval Stannon.
  • Ptero Soarer: Surprisingly averted—despite being cartoonishly stylized, Laval Coatl looks like a fairly well-proportioned azhdarchid pterosaur.
  • Shoulder Cannon: Laval Magma Cannoneer.
  • Sixth Ranger: Kayenn the Master Magma Blacksmith, Prominence the Molten Swordsman and Soaring Eagle Above the Searing Land.
  • Sole Survivor: ALL of the Lavals were sacrificed by the Gishki, but Phlogis who worked as a lumberjack in the in the Laval Flame Volcano region got away.
  • Stock Dinosaurs: A "not actually a dinosaur" variant, Laval Coatl appears to be a miniature Quetzalcoatlus.
  • Weapon of Choice: They are a warrior tribe, this is almost always a staple.
  • Visual Pun: "Laval Miller" is a pun, since it sends cards to the Graveyard, or "mills" them. It is also a reference to the wheel it is pushing, which can be used in a mill to grind wheat.

    Legendary Dragons / Legendary Knights 
Legendary Dragons are a group of Spell Cards that first appeared in the "Waking the Dragons" arc of Duel Monsters and had the ability to combine themselves with other cards. Their true forms are the Legendary Knights which can be summoned through the Spell Card Legend of Heart.

Tropes associated with the Legendary Dragons and Legendary Knights:

  • Anti-Magic: Each of the knights has an effect that allows them to banish a face-up Spell or Trap Card when they are summoned. This is obviously meant as a counter to the Seal of Orichalcos.
  • Arch-Enemy: In the anime, they are the leaders of the monsters who oppose the Orichalcos.
  • Baleful Polymorph: The knights were all turned into dragons to weaken them.
  • Dark Is Not Evil: Doom Virus Dragon, Red-Eyes Dragon Sword, and the two Timaeus Fusions are all DARK monsters, yet are used by the protagonists.
  • Dragon Rider: Timaeus's Fusion forms consist of Dark Magician Girl or Dark Magician using Timaeus as a mount.
  • Equippable Ally: Hermos's Fusion forms are all weapons. In the anime, they're Equip Spells, and in the game, they're Fusion Monsters with an effect that equips themselves to a monster on summon.
  • Fusion Dance: The Legendary Dragons can fuse with other cards. Timaeus can combine with any Dark Magician monster to bring out their evolved Fusion forms. Critias can merge with Trap Cards to form Fusion Monsters. Hermos combines with monsters to create Fusion Monsters that can equip themselves to other monstersnote . The three knights have their own combined form called Timaeus the Knight of Destiny.
  • Knight in Shining Armor: The dragons' true forms, the Legendary Knights, all of them being Warrior-Type monsters.
  • Light Is Good: The Legendary Knights, their combined form, as well as the majority of their fusions are all LIGHT monsters.
  • Living Weapon: The Fusions summoned with the Claw of Hermos take the form of inanimate objets, yet are still considered monsters.
  • Our Dragons Are Different: The Legendary Dragons were knights turned into dragons and became weaker as the result. In the anime, they seem to be their own type of cards, as they can be played like any monster card, yet they have no stats whatsoever and they fuse with other cards instead, with each of the three dragons having his own gimmick. In real life, the Legendary Dragons simply are Spell Cards and substitute as Dragon-Type monsters that are needed as Fusion Materials for their Fusions.
  • Shout-Out: Timaeus and Critias take their names from two of Plato's dialogues.

    Legendary Planets 
Legendary Planets, also known as the Planet Series, are a series of ten cards that appear in Yu-Gi-Oh! GX, based around the celestial bodies in the solar system. While being possessed by Tragoedia, Edo Phoenix's father created them.

Elemental HERO Terra Firma was used by Judai/Jaden Yuki, The Big Saturn by David Rabb, Splendid Venus by Reggie MacKenzie, The Tyrant Neptune by Jim Crocodile Cook, The Despair Uranus by Amon Garam/Adrian Gecko, The Tripper Mercury by Johan Andersen/Jesse Anderson, The Grand Jupiter by Edo/Aster Phoenix, The Suppression Pluto by Fubuki Tenjoin/Atticus Rhodes, and The Supremacy Sun by President MacKenzie. However, most users were possessed by Tragoedia while playing them.


Tropes associated with the Legendary Planets:

  • All Your Powers Combined: The Tyrant Neptune gains the total ATK and DEF of all monsters that were tributed to summon it as well as the effect of one of them.
  • Back from the Dead:
    • The Blazing Mars can Special Summon himself from the Graveyard with his effect.
    • Should The Supremacy Sun be destroyed, he can be revived at the start of the next turn by discarding a card.
  • Casting a Shadow: The Big Saturn, The Grand Jupiter, The Suppression Pluto and The Supremacy Sun are DARK monsters.
  • Dishing Out Dirt:
    • Terra Firma is an EARTH monster. Considering he is The Earth, it's only logical.
    • The Despair Uranus is a Rock-Type monster.
  • Dub Name Change: From Planet Series to Legendary Planet. As for individual members of the series, their names weren't altered apart from removing the capitalization of the planet's names, although a few of them did receive some changes.
    • Elemental HERO The Earth —> Elemental HERO Terra Firma.
    • The Splendid Venus —> Splendid Venus.
    • The Tripping Mercury —> The Tripper Mercury.
  • Expy:
    • Elemental HERO Terra Firma is essentially Judai's manga version of Elemental HERO Neos.
    • The Grand Jupiter is very similar to Edo's anime ace card, Destiny HERO Plasma. Both monsters have similar effects, they are obtained after Edo defeated Judai, and they have almost identical backstories.
  • Foil: Elemental HERO Terra Firma and The Grand Jupiter can be seen as one to each other. Both are Level 8 Warrior-Type monsters with 2500 ATK and 2000 DEF with the ability to absorb another monster's ATK. This might be intentional, since their owners are Judai and Edo, respectively.
  • Fusion Dance: Terra Firma is the fused form of Elemental HEROes Ocean and Woodsman.
  • Irony: Despite being based on the sun, The Supremacy Sun is a DARK monster. Actually invoked, as Tragoedia did this intentionally.
  • Jobber: Their jobber is Asuka Tenjoin; whenever she runs into one of them, she loses the duel.
  • The Last of These Is Not Like the Others:
    • Inverted with Elemental HERO Terra Firma in that he's the first of the Legendary Planets to have been revealed and is different from the others by being a Fusion Monster and part of an archetype.
    • The Supremacy Sun plays it straight in that it's the only member of the series not based on a planet, or in Pluto's case, a former planet.
  • Light 'em Up: Splendid Venus, The Despair Uranus and The Supremacy Sun are light-themed Monsters. However, The Supremacy Sun is a DARK monster, while the former two are LIGHT monsters.
  • Light Is Not Good: Splendid Venus is used by an antagonist in the GX manga, and she has an effect that crippling any non-Fairy-Type monster on the field, implying that she is prejudiced against anyone who isn't a Fairy-Type monster.
  • MacGuffin: Along with Winged Kuriboh, Tragoedia tries to use the Legendary Planets to unseal his heart.
  • Making a Splash: Neptune and Mercury are WATER monsters, with the latter also being an Aqua-Type monster.
  • Mechanical Lifeforms: The Big Saturn is a Machine-Type monsters.
  • Nerf:
    • The real life version of The Big Saturn has a restriction preventing him from being summoned from the hand or deck. He had no such restriction in the manga.
    • A downplayed and inverted example with Splendid Venus. In the manga, her second effect only prevented the activation of her controller's Spell and Trap Cards from being negated while her real life counterpart can also prevent the effects of those cards from being negated.
    • The Tyrant Neptune had a restriction added to it that he cannot be Special Summoned but in exchange, can be Tribute Summoned with either two or only one monster.
    • The Supremacy Sun cannot be Special Summoned, except by its own effect. This was not the case in the manga.
    • The Tripper Mercury's ATK reduction effect was changed from reducing the ATK of all other monsters to 0 to making them lose an amount equal to their original ATK but in exchange, it only affects the opponent's monsters.
    • Played straight with The Blazing Mars. His Special Summoning effect had a restriction added to him preventing any other monsters from being Special Summoned during the rest of the turn after activation while his second effect was heavily changed: It can only be activated during the first Main Phase and sends all other monsters the player controls to the field at once instead of one at a time and can only be activated once during the same turn.
    • Inverted with The Despair Uranus who not only had his original effect improved, so that it counts all players' Spell and Trap Cards, but also gained two additional effects.
  • Our Angels Are Different: Splendid Venus is a four-winged angelic monster. Fittingly, she is a Fairy-Type, called Angel-Type in the OCG.
  • Our Demons Are Different: The Suppression Pluto and The Supremacy Sun are Fiend-Type monsters.
  • Playing with Fire: What do you expect from a card named The Blazing Mars? Aside from being a FIRE monster, he is also a Pyro-Type monster.
  • Reptiles Are Abhorrent: The Tyrant Neptune is a Reptile-Type monster and was used by a Brainwashed and Crazy Jim in the manga.
  • Spell My Name with a "The": All of the Legendary Planet cards have a "The" somewhere in their name. Averted with the English names of The Earth and The Splendid Venus, as the former was changed to Terra Firma and in the latter's case, the "The" was removed.
  • Theme Naming: They are named after celestial bodies (primarily planets) from our solar system. In addition, with the exception of Terra Firma, all cards from the series follow the same pattern: The (adjective or noun) Planet.
  • Token Good Teammate: Terra Firma and The Grand Jupiter are the only Legendary Planets not to be used by a villain or a Brainwashed and Crazy character.
  • Two Girls to a Team: Splendid Venus and The Tripper Mercury are the only female Legendary Planet monsters.

    LV Monsters 
LV Monsters are the embodiment of Magikarp Power. They start off as low-Level monsters with poor, if any, effects and low stats. But as they survive and grind through various requirements, they evolve into higher Level forms. The strongest forms have very powerful effects, but keeping their weaker forms alive long enough to Level up is easier said than done. While the strongest LV monster in terms of stats is Silent Magician LV8, the most famous and arguably most dangerous is Horus the Black Flame Dragon LV8, which can negate and destroy any Spell Card at the player's discretion.

Tropes associated with the LV Monsters:

  • Anti-Magic: The Horus, Silent Magician and Silent Swordsman lines have varying degrees of immunity to Spell Cards, and Horus LV8 can negate any Spell at your discretion.
  • Awesome, but Impractical: The higher level monsters all have very strong effects, but they usually cannot be summoned except by the effects of their weaker forms, and may have other restrictions that further hamper your attempts to get them to the field.
  • BFS:
    • Silent Swordsman LV5, gets even bigger at LV7.
    • Dark Lucius LV8 also has his own sinister-looking BFS.
  • Big Creepy-Crawlies: Ultimate Insect.
  • Blow You Away: Ultimate Insect and Armed Dragon.
  • Brought Down to Badass: Metaphized Armed Dragon loses the powerful effect it had as the Dark Armed Dragon, but it has no summoning restriction, Skill Drain can't affect it, and it is also the strongest Level 7 monster with no summoning requirements.
  • Casting a Shadow: Allure Queen and Dark Mimic.
  • Chainsaw Good: While no actual chainsaws are featured on them, the Armed Dragons have rows of spikes down their bellies greatly resembling buzzsaw blades. Higher level forms get more rows with larger spikes.
  • Chest Monster: Dark Mimic.
  • Damage-Increasing Debuff: The Ultimate Insects sap the opponent's ATK, allowing your attacks to do more damage.
  • A Day in the Limelight: The Armed Dragons got prominent roles in the anime as trademark cards of Jun Manjoume/Chazz Princeton, and got a few more support cards for themselves for it including Armed Dragon LV10.
  • Dishing Out Dirt: Dark Lucius, Mystic Swordsman.
  • Double Weapon: Mystic Swordsman LV4.
  • Dual Wielding: Mystic Swordsman LV6, which by extension suggests that it's a Bifurcated Weapon evolved from LV4's Double Weapon.
  • Elemental Powers: They have varied elemental Attributes.
  • Evil Counterpart: Dark Armed Dragon and Dark Horus.
  • Evolutionary Levels: It's all in the name.
  • Expy:
    • Horus the Black Flame Dragon LV8 is very similar to "The Winged Dragon of Ra" in appearance. In later Egyptian dynastic times, Ra was subsumed into the god Horus, as Re-Horakhty (and many variant spellings). He commanded sky, earth, and underworld, which is referenced with the three effects of Metaphized Horus Dragon.
    • Ultimate Insect appears to be a reference to the Great Moth series, with power levels similar to the Great Moth and debuffing effects that the Great Moth has in the anime and some video games.
  • Foil: The Armed Dragon is this to, oddly enough, Levia-Dragon Daedalus. Both of them are monsters with both weaker forms (Codarus & Armed Dragons LV3 & LV5) and stronger forms that can only be Summoned by Tributing the base monsters (Ocean Dragon Lord Neo-Daedalus & Armed Dragon LV10), while also having field nuking effects. Additionally, while Daedalus has a Lightray version, Armed Dragon has a Dark counterpart version, and both of them get Metaphized counterparts as well.
  • Kill 'Em All: Armed Dragon LV7 and LV10 can destroy all monsters on your opponent's field for a discard cost, though only face-ups and LV7 needs a second strong monster to ensure total destructionnote .
  • Light 'em Up:
    • Silent Swordsman and Silent Magician.
    • The Metaphized counterparts.
  • Magic Staff: The Allure Queen line.
  • Magic Wand: Silent Magician, both forms.
  • Magikarp Power: While they do it differently, each Level monster starts out as a weakling Level 2/3/4, then grows into a big and buff Level 7/8 with good stats and excellent effect.
  • Noble Bird of Prey: Horus.
  • Our Dragons Are Different: Horus looks more like a bird than a dragon. The Armed Dragon also looks more dinosaur-like than dragon-like, primarily Armed Dragon LV10.
  • Playing with Fire: Horus the Black Flame Dragon.
  • Royal Rapier: Dark Lucius LV6.
  • The Sixth Ranger:
    • The Masked Knights, a line of LVs featured only in the anime and video games.
    • Allure Queen and Horus also have their specific support cards in the form of Queen's Bodyguard and Horus' Servant.
  • Spikes of Villainy: Armed Dragon, increasingly so as it powers up.
  • This Is a Drill: Again, the Armed Dragons.
  • Took a Level in Badass:
    • The main premise of Leveling-up.
    • Metaphys Horus is this to Horus the Black Flame Dragon LV6, as it has three different effects that triggers depending the kind of monsters used for its Synchro Summon.
  • Weapon of Choice: Most of them has one or several.

    Light and Darkness Dragon & Ma'at 
https://static.tvtropes.org/pmwiki/pub/images/lightanddarknessdragon_ap02_en_c_ue.png
Light and Darkness Dragon is the composite of Light End Dragon and Dark End Dragon, as well as Jun Manjoume's/Chazz Princeton's ace monster and spirit card in the GX manga. Winged Kuriboh transfered the Feather of Ma'at from itself to Light and Darkness, resulting that Light and Darkness became a Man of Kryptonite to Tragoedia.

Ma'at is the fusion between Light and Darkness Dragon and Winged Kuriboh; she wields the power of the seven Millennium Items and is Tragoedia's biggest nemesis. The Millennium Item she is associated with the most is the Millennium Scale.


Tropes associated with Light and Darkness Dragon and Ma'at:

  • Adaptational Badass:
    • Light End Dragon and Dark End Dragon were originally only Effect Monsters in the GX manga, but they are Synchro Monsters in the OCG/TCG.
    • Light and Darkness Dragon is one of the main reasons why Manjoume is much more badass in the manga than in the anime.
  • Anti-Magic: In cost of losing 500 ATK and DEF, Light and Darkness Dragon can negate the activation of Spell and Trap Cards and Monster Effects once per chain during either player's turn.
  • Badass Cape: Ma'at wears a cape that resembles the capes of the Pharaoh's high priests.
  • Belly Mouth: Dark End Dragon has not only a belly mouth, but a belly face.
  • Breath Weapon:
    • Light and Darkness Dragon has two of these: Shining Breath and Dark Baptism.
    • Dark End Dragon attacks with Dark Fog with its regular mouth. Its Belly Mouth has also one: Dark Evaporation, which is the effect that sends a monster to the Graveyard.
  • Call-Back: The Feather of Ma'at was originally used by Shadi in the Yu-Gi-Oh! manga. It comes back in the GX manga and it plays a major role in Tragoedia's backstory and eventual defeat.
  • Cast from Hit Points: All three dragons have effects that make them lose 500 ATK and DEF, but in turn, they can unleash powerful effects silmutaneously.
    • Light End decreases the ATK and DEF of the monster it battles. This effect can be used multple times per turn.
    • Dark End can send a monster the opponent controls to the Graveyard once per turn.
    • Light and Darkness can negate the activation of Spell and Trap Cards or Monster Effects once per chain during either player's turn.
  • Casting a Shadow:
    • Dark End Dragon is a DARK monster.
    • Light and Darkness Dragon has an effect that gives it the DARK Attribute in addition to its LIGHT Attribute.
  • Dark Is Not Evil:
    • Dark End Dragon is not evil and is used by Manjoume, the Deuteragonist of the GX manga.
    • Light and Darkness Dragon is more light than darkness and its dark side is not evil, either.
  • Dragged Off to Hell: In cost of losing 500 ATK and DEF, Dark End Dragon can send a monster the opponent controls to the Graveyard. It doesn't destroy it, it sends it to the Graveyard. Given its devilish characteristics and the fact that its Dark Evaporation effect does drag off the opponent's monster under the ground, it's a perfect analogy.
  • Expy:
    • Light and Darkness Dragon has the same type and ATK as Armed Dragon LV7, Manjoume's ace monster in the anime.
    • Ma'at is one to Horakthy. Both are Egyptian goddesses that defeat an evil entity (Tragoedia and Zorc Necrophades, respectively) and they are the fusion of different monsters (in Horakthy's case, the three Egyptian Gods). Both of them are pale women clad in white, gold and blue and they both have ? ATK and DEF.
    • Ma'at also resembles Neos Wiseman, another fusion created by Judai. Both cards are Fusion Monsters in the manga and anime, respectively, but they are released as Effect Monsters with summoning conditions that reference their Fusion Summon, and they are both LIGHT Level 10 monsters, and both are created during the duel against the Big Bad (Tragoedia and Darkness, respectively).
  • Fusion Dance:
    • Light End Dragon and Dark End Dragon are the composite of Light and Darkness Dragon.
    • Ma'at was a Fusion Monster in the GX manga, the fusion between Light and Darkness Dragon and Winged Kuriboh. In the OCG/TCG, she is only an Effect Monster.
  • Good Wings, Evil Wings: Light End Dragon has angel wings, Dark End Dragon has devil wings, and Light and Darkness Dragon has both of them.
  • Heroic Sacrifice: Light and Darkness Dragon and Winged Kuriboh sacrifice their lives to seal Tragoedia once again.
  • Light 'em Up: Light End Dragon, Light and Darkness Dragon and Ma'at are LIGHT monsters.
  • Light Is Good: All of the LIGHT monsters are good monsters. Light End Dragon has resemblance to angels, Light and Darkness Dragon's dominant side is the light, and Ma'at wields the sacred powers of the Millennium Items, but she does not use their dark powers.
  • Man of Kryptonite: The Feather of Ma'at is very powerful against Tragoedia. With Light and Darkness Dragon possessing its body, it is a weakness of Tragoedia as well. Logically, Ma'at herself is this to Tragoedia.
  • Our Dragons Are Different: The dragons are Dragon-Type monsters themed after light and darkness.
  • Our Fairies Are Different: Ma'at is a Fairy-Type monster, signifying her holiness.
  • Screw the Rules, I Have Supernatural Powers!: In the manga, Judai only manages to pull off Ma'at's effect six time in a row because the Millennium Items wielded by her allow him to see the cards he is going to draw.
  • Simple Staff: Ma'at wields a long staff that connects the Millennium Rod with the Millennium Key with both of its ends.
  • Status Ailment: In cost of losing 500 ATK and DEF, Light End Dragon can decrease the ATK and DEF of the monster it battles by 1500 until the End Phase. This effect is called Light Expansion.
  • Take Up My Sword: When Light and Darkness Dragon is destroyed and sent to the Graveyard, you can target a monster in your Graveyard; destroy all cards you control and Special Summon that target. Since Light and Darkness cannot be Special Summoned at all, it can only Special Summon a replacement.
  • Taking You with Me: Unfortunately, when Light and Darkness is destroyed and sent to the Graveyard, all cards you control are destroyed, but it gives you the opportunity to Special Summon a monster from your Graveyard. Whether you Special Summon or not doesn't matter; your field is gone. However, since it is an effect that requires right timing, this effect will not be triggered if the timing is missed.
  • Yin-Yang Bomb: Light and Darkness Dragon has two halves. The right half represents the light and the left side represents the darkness. Light and Darkness is primarily a LIGHT monster, but it is also a DARK monster as well.

    Lightsworn 
https://static.tvtropes.org/pmwiki/pub/images/800px_lightsworn.png
Lightsworns, called Lightlord in the OCG, are an archetype of LIGHT and DARK monsters. They often have strong effects and good support cards, but can be costly — Lightsworns either mill cards from the deck to use their effects, or mill cards at the end of the turn to stay on the field. Thus the player runs the risk of milling good cards to the Graveyard, or even running out of cards and losing. Their strongest card is Judgment Dragon, who can destroy the field for a cost of 1000 Life Points. Their leader is the Michael the Arch-Lightsworn.

The archetype is featured in the Structure Deck: Realm of Light.


Tropes associated with the Lightsworns:

  • Archangel Michael: Michael the Arch-Lightsworn gets his name from the Archangel Michael, as he looks like an angel.
  • Atlantis: Realm of Light bears a resemblance to The Lost City of Atlantis, being a port city with a moat, channels, channel locks, and a ring within ring city layout situated in the side of a Mountain. The city is also made out of gold, silver and a reddish material, like Atlantis.
  • Back from the Dead: Lumina's effect resurrects a Lightsworn monster from the Graveyard at the cost of discarding one card from the hand.
  • Big Good: Either their Synchro monster Michael or Judgment Dragon count as this, being the boss monsters of the archetype.
  • Death Is Not Permanent: If the Lightsworn fall in the real world, they return to the Realm of Light. However they have immortal souls, so they can continue to dispense justice with another temporary body.
  • Distaff Counterpart: Felis has the same effect as Wulf; also Felis is a Cat Girl and Wulf is a Wolf Man.
  • Dragon Rider: Michael the Arch-Lightsworn is riding Judgment Dragon in his card art. This indicates that he is the true leader of the Lightsworn, as he has tamed their mightiest beast.
  • Dub Name Change: Lightlord in the OCG, Lightsworn in the TCG.
  • Evil Counterpart: The Twilightsworn Monsters are this to the Lightsworn Monsters. The notable ones so far are Jain, Lyla, Lumina and Ryk. Judgement Dragon also has one with Punishment Dragon.
  • Female Feline, Male Mutt: Felis' and Rinyan's are the feline to Wulf's and Ryko's mutt.
  • Gender-Blender Name: This is the main reason why Lightlord was changed by the translators.
    "Lord" is a male title, the female equivalent is "Lady". "Lightlord" would be a fine title if all of the monsters were male - which they are not. You would have to use "Lightlord" for the male monsters and "Lightlady" for the female ones. But what about Ryko and Gragonith, are they "Lightlord" or "Lightlady"? Perhaps we'd need a 3rd category, called "Lighthing". Or perhaps "Lightit". Also you'd need to change things like Judgment Dragon to work off of "Lightlord and/or Lightlady". Or even "Lightlord / Lightlady / Lightit monsters".
  • Glass Cannon: Lightsworns can quickly call out powerful monsters like Wulf and Judgement Dragon, and have strong draw and search power. The problem is that the deck is milled so quickly you're liable to deck yourself out if you can't beat the opponent fast enough. Special mention also goes out to Lyla, who has a reasonable 1700 ATK and a Spell/Trap Card destruction effect. Trouble is, said effect also shifts her into Defense Position and cannot be changed manually until the end of the next turn, and she has a very paltry 200 DEF.
  • Inconsistent Dub: In Spanish, there is a discrepancy since some monsters are called "Luminoso(s)/sa(s)" while others are called "Lightsworn(s)", making it difficult to determinate that they are monsters of the same Archetype.
  • Knight Templar: "Judgement Dragon" is the greatest weapon of the "Lightsworn" who judges criminals of crimes both large and small, with equal disdain. With incredible power that mows down everything in its path, "Judgment Dragon" is capable of crushing an entire nation by itself. After being tamed by Michael, its power has since been stabilized by him (Thus why Michael only targets one, although he banishes).
  • Martial Pacifist: It might be important to note that Ehren doesn't actually destroy the monster she attacks, thus referencing the fact that she is a monk.
  • Meaningful Name:
    • Rinyan is a very appropriate name for Rinyan. It comes from the Japanese ri, meaning "clever" or, more accurately, "sneaky", and nyan, a term for a cat after their version of the English "meow". In fact, Rinyan is part of a military unit dedicated to sneaking behind enemy lines for the purposes of causing chaos and collecting information. At times, they'll snatch treasures that are thought to be the work of magic.
    • Ryko's Japanese name (Lightlord Hunter Raikou) comes from Raikou, a legendary archer and demon-queller of Japan.
    • Celestia's OCG name is "Lightlord Angel Cherubim". The Cherubim in Jewish, Christian, and Islamic religions are believed to be the second highest ranking caste of angels. They are believed to be guardians of light and the stars and keepers of all knowledge.
    • The name "Jenis" may possibly be derived from 'Janus', the Roman god with two faces. This could be a reference to the two sides of her effect, a damage dealing and healing one.
    • Likewise, Minerva is also the name of a Roman Goddess, presiding over wisdom. This refers to her Spellcaster-typing and later becoming an angel
  • Mystical Waif: Lightsworn Maiden Minerva. She's weak at combat, but she can get from the deck a LIGHT Dragon-Type whose level is lesser or equal to the number of Lightsworn monster in the Graveyard. She can also Tune to call up for Michael.
  • The Owl-Knowing One: Minerva and her owl are references to the Goddess Minerva and the Owl of Minerva.
  • Person of Mass Destruction: Judgement Dragon's effect destroys every other card on the field at the cost of 1000 life points. After it's tamed by Michael, its effect becomes a lot more controlled, but banishes its target instead.
  • Power Gives You Wings: Shire seems to have butterfly wings in her card art, which represent the souls of the other Lightsworn giving her strength. Minerva actually has wings, but they are rather small, the events of Lightsworn Sanctuary and her subsequently becoming Minerva, Lightsworn Saint led to her wings growing to angelic lengths.
  • Reluctant Warrior: Raiden is one of the Lightsworn’s big guns, who’s gone behind enemy lines and taken out plenty of enemy commanders. However, beneath these actions lie his wish for peace, his desire for a swift end to the conflict.
  • Squishy Wizard: Lyla's effect allows you to destroy a Spell or Trap Card at the cost of switching her into Defense Position until your next End Phase. But with only 200 DEF, she likely won't last that long.
  • Took a Level in Badass: When Minerva gets older, she turns into the Lightsworn Saint, the first revealed Xyz monster for the Lightsworn.
  • Walking Shirtless Scene: Raiden, Lightsworn Assailant. The only things he's wearing are his scarf and long pants.
  • You Gotta Have Blue Hair: Garoth and Celestia have purple hair.

    Lunalight 
https://static.tvtropes.org/pmwiki/pub/images/lunalightarchetype.png
Purple Butterfly (top) and White Rabbit (bottom) performing Reincarnation Dance
Lunalight, known as Moonlight in OCG, are an archetype of DARK Beast-Warrior-Type monsters. They employ a Beatdown strategy, using their Fusion Monsters to repeatedly attack the opponent or their monsters while using effects to clear out their opponent's backrow or prevent their Spell or Trap Cards from being effective and increase the amount of damage they'll be able to inflict. They are used by Serena/Celina in ARC-V.

Tropes associated with the Lunalights:

  • Action Girl: Some of the Main Deck monsters are decent, but the Fusion Monsters are definitively this.
  • Amazing Technicolor Population: Panther Dancer is about the only one whose skin tone is anywhere near realistic.
  • Amazon Brigade: All of them are female.
  • Anime Hair: Most of them have crazy hair.
  • Anti-Magic: White Rabbit can return a number of the opponent's Spell and Trap cards to their hand equal to the number of Lunalight monsters besides herself.
  • Armor-Piercing Attack: Wolf's Monster Effect lets all Lunalight monsters gain the ability to inflict Piercing Damage.
  • Back from the Dead: Several cards from the archetype have the ability to summon monsters from the Graveyard.
  • BFS: Leo Dancer wields a Sinister Scimitar almost as big as she is. With one hand.
  • Blinding Bangs: Panther Dancer's eyes are covered by her bangs.
  • Cat Girl: In addition to Blue Cat and Tiger, all four Fusion Monsters (Cat, Panther, Sabre, and Leo Dancer) are themed around cats as well.
  • Casting a Shadow: Except for the Pendulum Monsters, all of them are DARK monsters.
  • Cool Mask: Many of the Lunalights wear half masks based on the crescent moon.
  • Cute Monster Girl: Given their very human-like appearances plus their animal characteristics, they are this trope.
  • Dance Battler: The Fusion Monsters, as evidenced by their name containing the word "Dancer".
  • Death of a Thousand Cuts: Cat Dancer stands out among her fellow Fusions for being able to inflict 100 damage to her opponent each time she declares an attack.
  • Dual Wielding:
    • Cat Dancer wields two daggers.
    • Panther Dancer wields a pair of Wolverine Claws, and she has a two razor-sharp bracelets, one on each arm. The bracelets are throwing weapons.
  • Dub Name Change: Moonlight to Lunalight.
    • Lio Dancer to Leo Dancer.
  • Evolutionary Levels: Present with the Fusion Monsters. The next form require the previous one as a Fusion Material to be summoned.
    • Cat Dancer —> Panther Dancer —> Leo Dancer.
  • Fashionable Asymmetry: Most of them wear crescent moon accessories on one side of their outfits.
  • Foil: To the Melodious archetype, which makes sense, since their anime owners are Identical Strangers to each other. The Melodious archetype is played defensively and gains benefits from swarming the field with their Main Deck monsters, which is the core strategy. The Lunalights on the other hand are a highly offensive archetype that focuses on summoning One-Woman-Armies from the Extra Deck with little swarming capabilities.
  • Fusion Dance: The archetype focuses on using Fusion Monsters.
    • 2 Lunalight monsters = Cat Dancer.
    • Cat Dancer + Lunalight monster = Panther Dancer.
    • 3 Lunalight monsters = Sabre Dancer.
    • Panther Dancer + 2 Lunalight monsters = Leo Dancer.
  • Knife Nut: Cat Dancer wields two daggers.
  • Light 'em Up: Unlike the rest of the Lunalights, Tiger and Wolf, the two Pendulum Monsters are LIGHT monsters.
  • Little Bit Beastly: All of them are humanoid monsters with animalistic features.
  • Lunacy: The archetype is inspired by the moon and its legends. The artworks of the Main Deck monsters have a crescent moon in the background, while the artworks of the Fusion Monsters have a full moon in the background. Thematically, together with the Melodious, the Lyrical Lusciniae and the Wind Witches, they all represent the four kanji of the Kachou Fuugetsu principle. The Lunalights are based on the moon kanji "getsu".
  • Ms. Fanservice: Most notably, Cat Dancer.
  • Necromancer
    • When White Rabbit is Normal Summoned, she can Special Summon a Lunalight monster from the graveyard in Defense Position.
    • Tiger's Pendulum Effect can Special Summon a Lunalight monster from the Graveyard, but the revived monster's effects are negated and she cannot attack, also she is destroyed at the end of the turn.
  • Nerf:
    • Inverted with Cat Dancer and the Main Deck monsters who received additional effects.
    • Played Straight, however, with Leo Dancer. The anime version was unable to be affected by the opponent's card effects and could destroy all of the opponent's monsters while the real life one is simply unable to be destroyed by the opponent's effects and can only destroy Special Summoned monsters. She also gained a restriction that prevents the player from using Fusion substitutions for specific Fusion Monsters as Fusion Material. Panther Dancer also gained a similar restriction.
  • Nigh-Invulnerability: All of the Lunalight Fusions have an effect that makes them progressively harder to destroy. Cat Dancer cannot be destroyed by battle, Panther Dancer cannot be destroyed by the opponent's card effects, Sabre Dancer cannot be targeted by the opponent's card effects, and Leo Dancer combines the latter two.
  • Obvious Rule Patch: To keep people from summoning the higher tier Fusions early on, Fusion substitute monsters can't be used for the Lunalight Fusions that require a Lunalight Fusion Monster. That said, they do still have Kaleido Chick, whose effect lets it gain another Lunalight's name by sending that monster from their Deck or Extra Deck to the Graveyard, as well as an archetypal Fusion card that can use monsters in the Deck or Extra Deck as Fusion material if the opponent controls an Extra Deck monster.
  • One Steve Limit: Presumably the reason for the name change in the TCG, as there exist several cards with "Moonlight" in their names that aren't part of the archetype.
  • One-Woman Army: The Fusion Monsters are designed to obliterate the opponent's entire field by themselves. This is also their weakness, since it is rather hard to swarm the field with Lunalights, even with the help of the Pendulum Monsters. Cat Dancer takes this trope to extreme, since she requires a Lunalight monster as a tribute to activate her effect that allows her to attack every monster twice, making it even harder to swarm the field.
  • Pokémon Speak: In the anime, they either say a noise effect related to the animal they are based on or say something else that is related to the animal they are based on. Panther Dancer outright yells "PAN~THER",
  • Short Hair with Tail: Leo Dancer has a long, thick pigtail. The "short" hair is not that short, since it looks like Son Goku's Super Saiyajin hair.
  • Spam Attack: Cat Dancer and Panther Dancer have both the abilities that let them attack each of the opponent's monsters twice per Battle Phase, while preventing them from being destroyed by the first attack to deal twice the damage. Given enough monsters to attack and Status Buffs from cards like Blue Cat and Purple Butterfly, One-Turn Kills tend to ensue.
  • Status Ailment: If sent to the Graveyard by a card effect (e.g. Polymerization), Crimson Fox lets you target one face-up monster the opponent controls; its ATK becomes 0 until the end of the turn.
  • Status Buff:
    • When Blue Cat is Special Summoned, she can target any other Lunalight monster and make its ATK become double her original ATK until the end of the turn.
    • Purple Butterfly can send herself from the hand or field to the graveyard to grant a Lunalight an additional 1000 ATK until the end of the turn.
    • Panther Dancer gains 200 ATK each time it attacks.
    • Sabre Dancer gains 200 ATK for every Beast-Warrior monster in the Graveyards, or that is banished (e.g. the entire Lunalight archetype). It can also banish itself from the Graveyard to power up another Fusion Monster and give it an extra 3000 ATK.
  • Stripperiffic: Subverted by Cat Dancer and Panther Dancer; while still fanservice-y, their outfits cover a decent amount of skin. Played all the way straight with Lio, whose outfit covers less than it bares.
  • Theme Naming:
    • All of the Main Deck monsters follow the same naming pattern: Lunalight (Color) (Animal), except for the Pendulum Monsters which omit the color part.
    • The Fusion Monsters have their own pattern: Lunalight (Animal) (Dancer).
  • Wolverine Claws: Panther Dancer has very long claws equipped to her. She can even get them out like Wolverine himself.

    Lyrilusc 
The Lyriluscs, known as the Lyrical Lusciniae in the OCG, are an archetype of WIND Winged-Beast-Type monsters. They focus on swarming the field with many Level 1 monsters to perform Xyz Summons of Rank 1 Xyz Monsters. This in turn helps their Xyz Monsters as the latter become more powerful if they have more Xyz Materials attached to them. They are used by Ruri Kurosaki/Lulu Obsidian in ARC-V.

Tropes associated with the Lyrilusc:

  • Action Girl: Assembled Nightingale, Independent Nightingale—and to a lesser extent, Recite Starling—are offensively orientated members of the archetype.
  • Amazing Technicolor Population: The Extra Deck members have odd skin colors.
  • Amazon Brigade: All members are female.
  • Animal Motif: The original archetype's name references Lusciniae, a genus of singing birds. Overall, the archetype represents the bird aspect of Kachou Fuugetsu, along with the Melodious, the Lunalights and Windwitches representing the other three.
  • Blow You Away: They are WIND Monsters to a one.
  • Cute Monster Girl: Played the straightest even among the other three Kachou Fuugetsu archetypes, as all of the members are especially cute, yet they are the most animalistic. The Main Deck monsters have the appearance of adorable, young teenagers, while the Xyz Monsters are beautiful and cute young women. Even Independent Nightingale counts to an extent.
  • Death of a Thousand Cuts: The key point of Asssembled Nightingale's strategy. Rather than confronting an enemy monster directly, she inflicts multiple, weak attacks against the player directly, slowly whittling them down.
  • Fragile Speedster: Assembled Nightingale starts out with 0 ATK and DEF, and she only gets 200 ATK for each Xyz Material. Even if she starts out with six Xyz Materials, she would only have 1200 ATK. However, Assembled Nightingale is capable of attacking directly and she can attack up to the number of Xyz Materials attached to her, thus she is capable of inflicting a big amount of damage. She also has a Quick-Effect to protect herself and other Lyriluscs.
  • Harping on About Harpies: The Lyriluscs resemble small harpies. However, while they share the same Type and Attribute, they aren't the same archetype.
  • Letter Motif: LL, in conjunction with the Raidraptor's RR.
  • Meaningful Name: While the term "luscinia" refers to a genus of singing birds, the term is also feminine.
  • Nerf: Mostly inverted. The Lyriluscs got their effects buffed or gained additional effect, but in turn of their Main Deck members having more balanced effects to prevent the abuse of endless swarming.
  • No-Sell: Assembled Nightingale can detach an Xyz Material to protect Lyriluscs from destruction for the rest of the turn and you don't take Battle Damage from battles involving them. Then there's Independent Nightingale, which—true to her name—is completely unaffected by all other card effects.
  • Not the Intended Use: Since Independent Nightingale is a Level 1 Fusion Monster, she can be easily be Special Summoned with Instant Fusion. Her strong effects make her the perfect Tribute fodder for The Tyrant Neptune to abuse. Neptune with Independent Nightingale's effects is a juggernaut with at least 6000 ATK that is also unaffected by other card effects and can inflict 5000 burn damage once per turn, causing the Legendary Planet to be forbidden across the board as of 31st March 2017.
  • Sixth Ranger: Independent Nightingale is the only Lyrilusc Fusion Monster—and, amusingly enough, was also the sixth and final monster in the archetype to get an OCG release.
  • Spell My Name with an "S": The proper plural of Luscinia is "Lusciniae".
  • Status Buff: Assembly Nightingale's ATK increases by 200 for each Xyz Material attached to her while Recite Starling can increase the ATK and DEF of any other monster on the field by 300 for each Xyz Material attached to her when she is Xyz Summoned. Considering both monsters have 0 ATK and DEF, these effects are helpful.
    • Independent Nightingale gains 1 Level for every Xyz Material on any Lyrical Luscinia monster used to Fusion Summon her, as well as gaining 500 ATK x her Level.
  • Support Party Member: Recite Starling can boost the ATK and DEF of any monster on the field, which is crucial for this archetype, and search out other Lyriluscs from your Main Deck. And if she gets hit, your opponent takes the damage as well as you.
  • Theme Naming: All of the monsters from this archetype are named after passerine birds. Additionally, the Main Deck Monsters are also named after a gemstone.
  • Weak, but Skilled: Lyriluscs have very low ATK and DEF, but make up for it by being able to summon many of themselves to the field. The Xyz Monsters are no exception, both have 0 ATK and DEF but their effects make them dangerous.
    • At a lackluster 1000 ATK, Independent Nightingale is the strongest monster in the archetype. Her effect, however, allows her to (1): gain a Level for every Xyz Material on the Lyrilusc Xyz Monster(s) used to Fusion Summon it; (2): gain 500 ATK x her Level, and (3): inflict 500 damage to your opponent x that Level once every turn.
  • Zerg Rush: The archetype's goal is to get as many monsters on the field in preparation for their Xyz Summon and to provide a high number of Xyz Materials. Thus, their Main Deck monsters have effects that allow them to either swarm the field easily or stack more Xyz Materials on top of their ace monsters.

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