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Characters / Yu-Gi-Oh! Card Game K To N

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Characters from the Yu-Gi-Oh! card game, sorted alphabetically from K to N.

For the other characters, see here: Main Index | A to C | D to E | F to J | O to R | S to T | U to Z

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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 of the 50-Foot Whatever: So far, we have a giant spider, a giant turtle, a giant shadowy-ninja-bat-robot thing,a giant dragon-dinosaur thing, a giant moth, a giant robot, a giant three-headed dragon, and a giant mechanical-dragon-dinosaur thing.
  • 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.
  • Black Sheep: Super Anti-Kaiju War Machine Mecha-Dogoran is the only member of the archetype that cannot use its own effect to summon itself to the opposing field.
  • 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, and Mecha-Dogoran is MechaGodzilla.
  • 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.
  • 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.
  • Kaiju: It's a bit of a stretch but one can see resemblances between this archetype and the Kaiju genre if they push themselves.
  • 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.
  • 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.
  • 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, the Star Destroying Kaiju and Super Anti-Kaiju War Machine Mecha-Dogoran.
  • 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.

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.

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.
  • Brought Down to Normal: Gryphon's effect prevents any Special Summoned monsters from activating their effects, unless they are linked.
  • Dark Action Girl: Knightmare Corrputor Iblee.
  • Discard and Draw: The shared ability of their Link Monsters.
  • Elemental Powers: Every Knightmare Link Monster belongs to a different Attribute:
  • 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 is the archetype's only Main Deck monster.
  • 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.

    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.
  • 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.
  • Petting Zoo People: Some of them, especially Koa'ki Meiru War Arms.
  • 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 
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:

  • 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.
  • 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.
  • 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), the Koa'ki Meiru, 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 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 Equals 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 from the latter (her lightsword is green like Qui-Gon's, and her robes take some inspiration from his).
    • 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.
  • 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.

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; their Main Deck monsters 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.
  • 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.
  • 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.

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, and 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 if you have Kuriboh tokens on the field.
    • 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.
  • Back from the Dead: Both of Kuribohrn's effects can revive monsters from the graveyard.
  • Dishing Out Dirt: Junkuriboh is an EARTH monster.
  • Explosive Breeder: Multiply has this effect on Kuriboh.
  • Fusion Dance:
    • As demonstrated in a duel against Rafael, Kuriboh fused with Kuriba, Kuribe, Kuribi, Kuribu to become Kuribabylon and Kuribandit.
    • 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. It's also the Japanese name for Goomba.
  • Holy Hand Grenade: Winged Kuriboh LV10's effect.
  • Light The Way: Winged Kuriboh, Rainbow Kuriboh, Clear Kuriboh, and Kuribohrn as well as Kuriphoton 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.
  • Our Angels Are Different: Winged Kuriboh.
  • Palette Swap: Wretched Ghost of the Attic.
  • 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.
  • 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.
  • 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.

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: To 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.
  • 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.
  • 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.
  • 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 
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.

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.

Tropes associated with the Lightsworns:

  • Action Girl:
  • Ambiguously Brown: Ehren, Lumina and Raiden.
  • Archangel Michael: Michael the Arch-Lightsworn gets his name from the Archangel Michael, as he looks like an angel.
  • Archer Archetype: Felis, Lightsworn Archer.
  • 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.
  • An Axe to Grind: Garoth.
  • Back from the Dead: Lumina's effect.
  • Bare Your Midriff: Lumina.
  • Big Good: Michael.
  • Blonde, Brunette, Redhead:
    • Lumina, Ehren and Jenis.
    • Alternately, Shire, Lyla and Minerva.
  • Brainwashed and Crazy: Judging by the artwork of Dark World Brainwashing, this is what creates the Twilightsworn.
  • Casting a Shadow: Jain, Twilightsworn Captain; Lumina, Twilightsworn Shaman; Lyla, Twilightsworn Magus; and Punishment Dragon are DARK monsters.
  • Cat Girl: Felis, Lightsworn Archer.
  • Cool Sword: Lightsworn Sabre.
  • 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.
  • Druid: Aurkus.
  • Dub Name Change: Lightlord -> Lightsworn.
  • Evil Counterpart: The Twilightsworn Monsters are shaping up to be 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 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.
  • Gold and White Are Divine
  • Goggles Do Nothing: Ehren.
  • 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 in Shining Armor: Jain.
  • 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).
  • Laser Blade: Lightsworn Sabre.
  • Life Drain: Jenis's effect.
  • 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.
  • Mystical White Hair: Jain.
  • Our Angels Are Different: Celestia, Michael and Minerva.
  • Our Dragons Are Different: Gragonith and Judgment Dragon.
  • 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.
  • 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.
  • Scarf Of Asskicking: Raiden, Lightsworn Assailant.
  • 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, 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 definitvely this.
  • Amazing Technicolor Population: Panther Dancer is about the only one whose skin tone is anywhere near realistic.
  • Amazon Brigade: So far, 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, there are the three Fusion Monsters: Cat Dancer, Panther Dancer, and Leo Dancer.
  • Casting a Shadow: Except for the Pendulum Monsters, all of the Lunalight 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".
  • 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.
    • 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 destroys 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 harder to destroy.
    • Cat Dancer cannot be destroyed by battle.
    • Panther Dancer cannot be destroyed by the effects of the opponent's cards.
    • Leo Dancer has the same ability as Panther Dancer, as well as the immunity from being targeted from the opponent's card effects.
  • 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.
  • 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 Lunalight monster except Blue Cat and the ATK of the target becomes 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.
  • 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.

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. See also Meaningful Name.
  • 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.

Machina, called '''Machiners' in the OCG, is an archetype of EARTH Machine-Type monsters. Their playstyle revolves around using the low-leveled monsters of the archetype to gather cards that can be used to summon stronger monsters, or to protect them.

They were used by Kirk Dixon in the Yu Gi Oh R manga and by Saiga and Jin Himuro in the Yu Gi Oh 5 Ds anime and manga respectively.

Tropes associated with the Machina:

  • Awesome, but Impractical: Machina Force is a level 10 monster with 4600 ATK and 4100 DEF. However, it requires four different monsters to be on the field before it can be summoned and requires its controller to pay 1000 life points if they want it to attack. As a result, despite its extraordinary ATK Machina Force is often relegated to the role of discard fodder for the much more practical Machina Fortress.
  • Back from the Dead:
    • Fortress' effect can be used to special summon from the graveyard as well as the hand.
    • If Machina Fortress is sent from the field to the graveyard, Machina Megaform will be able to take its place by summoning itself from the graveyard.
  • Equippable Ally: Gearframe and Peacekeeper, by virtue of being Union monsters, have the ability to equip themselves to any Machine-Type monster.
  • Fusion Dance:
    • In terms of appearance, Machina Force is the combination of Sniper, Soldier, and Defender. In spite of this, it's not a Fusion Monster.
    • Machina Megaform is a combination of Fortress, Gearframe, and Peacekeeper.

Madolche monsters are an archetype of monsters based on French and Italian desserts. They rely on shuffling cards into the deck, and have the common effect to shuffle themselves into the Deck when destroyed. However their Field Spell "Madolche Chateau" allows them to add themselves to the hand instead. Combined with cards that allow them to search out from the Deck and Special Summon others from the hand, and they can swarm the field while maintaining advantage and depleting the opponent's. Their leader is Madolche Queen Tiaramesu, who can shuffle Madolches in the Graveyard back into the Deck in order to shuffle the opponent's cards into their own Deck.

Tropes associated with the Madolche:

  • Alternate Character Reading: The Kanji in the OCG for Madolche Nights, 魔導人形 madō ningyō (read as "Madolche" in kana), can be translated as "Magical Dolls".
  • Authority Equals Asskicking: Madolche Queen Tiaramisu and Puddingcess.
  • Awesome, but Impractical: Puddingcess has quite a decent effect. But it's a Level 5 monster that requires a Tribute, which automatically interferes with its ATK boost requiring no Monsters in the Graveyard. The only ways to really use her effectively is to Special Summon her with Mewfeuille, having "Madolche Ticket" and Tiaramisu on the field, or by utilizing the combo with Hootcake.
  • Battle Butler: Madolche Butlerusk. He may seem weak, but he can search for Madolche Chateau. This shows that he is so devoted to the Madolche cause, he can summon the manor and give them a home field advantage.
  • Back from the Dead: Whenever they die, they are shuffled back into the Deck instead. The Madolche Chateau Field Spell improves this ability, returning their cards to the player's hand instead. These indicate their Sugar Bowl nature.
  • Bilingual Bonus:
    • Madolche Puddingcess's name is the combination of the words Pudding and Princess. If you imitate the Japanese pronunciation of "Princess" (purincessu), it sounds similar to the name of this card.
    • Madolche Magileine's Japanese name is the combination of the Japanese word for witch "Majo" and the name of a dessert, Madeleine. "Majo" + "Madeleine" = "Majoleine". The English name use "Magi" instead, from the word "Magician".
    • Madolche Cruffssant's Japanese name is the combination of the word "Wan", the dog's barking sound in Japanese, and Croissant. The English name uses the English "Cruff" instead.
  • Curtains Match The Windows: Madolche Marmamaide (red) and Messengelato (turquoise).
  • Cuteness Proximity: Madolche Bapple. It can change an opponent's monster into Defense Position, which indicates that it uses this as a way to defend itself.
  • Cuteness Overload: Madolche Chickolate. It change an opponent's monster into Defense Position. It can't change its position while Chick is on the field, can't attack another Madolche and its effects are negated. This basically shows how cute Chickolate is, it can completely freeze you.
  • Cute Kitten: Madolche Mewfeuille.
  • Cute Witch: Madolche Magileine.
  • Death Is a Slap on the Wrist: The Madolches' main ability is to return to your Deck when destroyed by the opponent. Also, certain cards can take advantage on the "death" of the monsters.
    • Hootcake: Banish a monster from the Graveyard, special summon a Madolche (other than Hoot) from the Deck.
    • Madolche Lesson: Get a Madolche from the Graveyard, all Madolches you control gain a 800 ATK and DEF boost.
    • Madolche Ticket: When a Madolche returns to Deck or hand, get a Madolche from the Deck to your hand and if you control a Fairy-Type Madolche, you can Special Summon it.
    • Fresh Madolche Sistart: If anything would destroy it—whether a card effect or a battle—you can shuffle a Madolche from your Graveyard into your Deck instead.
  • Early-Bird Cameo: Madolche Marmamaid can be seen rather offscreen in the artwork of "Madolche Lesson", with only her hands and the "Madolche Lesson" book she holds being shown.
  • Everything's Better with Princesses: Madolche Puddingcess. She has the ability to destroy a card her opponent controls. She also gains 800 ATK when there's no monsters in the Graveyard.
  • Funny Animal: Madolche Mewfeuille and Cruffssant.
  • Gingerbread House: Madolche Chateau. It gives them a home field advantage and revives the Madolche in the Graveyard, giving them a second chance at beating their opponents.
  • Guardian Angel: Madolche Anjelly. By tributing her, you can Special Summon another Madolche and it can't be destroyed in battle. Her self-sacrifice protects the new monster from damage.
  • Hair of Gold: Madolche Puddingcess and Chouxvalier.
  • High-Class Glass: Butlerusk.
  • The High Queen: Madolche Queen Tiaramisu.
  • Its Pronounced Tro Pay: The Archetype name is pronounced "Ma-dol-chay".
  • Let's Get Dangerous!: Puddingcess. At first, she just looks like a princess that, albeit having a decent destroying effect, is stuck with low ATK for her Level... And then she gets the 800 ATK boost that makes her actually dangerous.
  • Living Toy: Close inspection on the limbs of the Madolche artworks (particularly the Beasts, including the horse that Madolche Chouxvalier rides) shows what appear to be sewing seams, implying they are all plushies or dolls. This is further evidenced by Mewfeuille and Tiaramisu's artwork, which have much smaller animals in them that look relatively normal, if a bit oddly-colored. This is lonfirmed in the artwork of Madolche Nights.
  • Loophole Abuse: Madolche Queen Tiaramisu's effect targets 1 or 2 Madolche cards in your Graveyard. Also, the effect that returns cards on the field to the owner's Deck doesn't target. This is ideal against cards that cannot be targeted. Also, the opponent might miss the timing.
  • Meaningful Name: Madolche is possibly based on "ma" and "dolce", the Italian words for "but/though" and "sweet". It also could be seen as combination of "madou," which is Japanese for "magic/magical," and "dolce," Italian for "sweet."
  • Meido: Madolche Marmamaid. She's very weak in battle but has high DEF. Also, she can get back to your hand a Madolche Spell/Trap from the Graveyard when flipped.
  • Nuns Are Mikos: Fresh Madolche Sistart, the archetype's resident Link Monster, looks and carries herself rather like a nun.
  • The Owl-Knowing One: Madolche Hootcake. It can summon another Madolche monster to the field after removing one monster from the Graveyard.
  • Our Angels Are Different: Anjelly, which is also a portmanceau of Angel and Jelly.
  • Paint It Black: Puddincess gets a new black dress after becoming "Choco A La Mode".
  • Precious Puppy: Madolche Cruffssant.
  • Princess Classic: Madolche Puddingcess.
  • Puppy Love: Puddingcess and Chouxvelier. Seen in the artwork of Madolche Waltz.
  • Purple Eyes: The Madolche royalty spots these.
  • Requisite Royal Regalia: Puddingcess and Tiaramisu manage to be badass wearing Pimped Out Dresses and Cool Crowns.
  • Royals Who Actually Do Something: Puddingcess and Tiaramisu.
  • Sugar Bowl: Most of the Madolche deck is sugary sweets and desserts.
  • Taking the Bullet: Madolche Chouxvalier's effect. This indicates Chouxvalier's loyalty to the other Madolche. Chouxvalier's willing to give up his life, so that the other Madolche can defeat their opponents in his place.
  • Theme Naming: The archetype members' names appear to be a mix of royalty and French (or in the case of Tiaramisu, Italian) desserts and wines. The royalty is used to show that Madolches are nobility, while the desserts indicate that they are cutesy.
  • Took a Level in Badass: When Crossed Souls got released, Puddingcess got an Xyz mode called Choco a la Mode. She can shuffle Madolche monsters back into the deck and can Special Summon another Madolche to the field.

    Magical Musketeer 
The Magical Musketeers, or Magibullets in the OCG, are an archetype of monsters whose effects allow the player to activate the archetype's Spells and Traps from their hand, regardless of whose turn it is, and which can grant additional effects if any Spell/Trap is activated in the same column as that which they currently occupy.

Tropes associated with the Magibullets:

  • Badass Longcoat: A fair amount of the monsters have these. Zakiel's is by far the most prominent.
  • Demonic Possession: Every monster that isn't Zakiel appears to be undergoing this in their artwork; they are depicted with at least one of his fiery wings sprouting out of their bodies, and the arm holding their respective gun into the same shade of blue as Zakiel's own. Even the guns look possessed: each one has multiple red eyes sprouting from various places.
  • Discard and Draw: Kidbrave's unique effect lets the player draw two cards for the low, low price of discarding a Magical Musketeer card.
  • Guns Akimbo: The ace of the archetype, Mastermind Zakiel, is depicted with two guns.
  • Gun Fu: Star is depicted as doing this in the artwork of Dancing Needle.
  • Light Is Not Good: While they are LIGHT monsters, they are Fiend-Type as well. Zakiel, as an Expy of the "black huntsman"—and thus, the devil—takes this one step further.
  • More Dakka: Here's a short rundown of the different types of weapons Wild has on his person: an RPG fitted on his right shoulder, MANPADS on his left, and a chaingun on each arm. Said chainguns also have a grenade launcher, a shotgun, and at least two other types of weapons mounted on them, giving Wild a total of twelve guns. Phew. Starfire also does this, albeit to a lesser extent: while her artwork and that of Dancing Needle both show her with about as many guns—if not more—as Wild, her guns are all short-range derringers that are strapped to her person and under her dress, rather than the miniature armory Wild carries around in full view.
  • Theme Naming: The OCG has a threefold example: the theme as a whole comes from the German folktale of the "Freikugeln", or "free bullets"—a series of seven magic bullets that will kill anything their shooter wishes; the seventh and final bullet, however, is at the mercy of the devil himself. The Magibullet monsters themselves fill the roles of several characters in the German opera Der Freischütz—perhaps the most well-known retelling of the legend—and, to top it all off, those that don't directly reference the characters themselves are named after various historical figures of the American West.
  • Throwaway Guns: Dancing Needle seems to imply this with Starfire and her many, many pistols.

    Magnet Warriors / Magna Warriors 
The Magnet Warriors are an archetype of Rock-Type monster consisting in groups of three monsters with the ability to combine and become the powerful Magna Warriors. The original group of Alpha, Beta, and were used by Yugi Muto in the original manga and anime with Daichi/Bastion Misawa from Yu-Gi-Oh! GX using additional Magnet Warriors.

Tropes associated with the Magnet Warriors and Magna Warriors:

  • Anti-Magic: Imperion Magnum can negate the activation of any card effect once per turn.
  • Back from the Dead: Magnet Field allows the player to summon a Magnet Warrior from the Graveyard if there is already a level 4 or lower EARTH Rock-Type monster on the field.
  • Dishing Out Dirt: They are all EARTH monsters.
  • Enemy Summoner: The Electromagnet Warriors share the ability to tribute themselves in order to summon another Magnet Warior from the deck. In addition, Electromagnet Warrior Gamma can also summon a Magnet Warrior from the hand when it's normal or special summoned.
  • Foil: The ABC trio and the Electromagnet Warriors. Both are modern counterpart to an old trio of cards that could combine together to become a more powerful monster. However, the ABC are LIGHT Machine-Type monsters whose combined form are Fusion monsters while the Magnet Warriors are EARTH Rock-Type monster with the Magna Warriors being effect monsters. This is made more evident by ABC-Dragon Buster and Berserkion, the Electromagna Warrior having the same level, ATK, DEF, similar summoning requirements and effects as well as having a combined form with their predecessor.
  • Fusion Dance: The Magna Warriors are the result of three Magnet Warriors combining but neither of them are Fusion Monsters.
    • The first three Magnet Warriors can become Valkyrion the Magna Warrior.
    • The Electromagnet Warriors can combine to become Berserkion, the Electromagna Warrior.
    • The archetype finally got a Fusion Monster in the form of Super Conduction Machine Imperion Magnum, the combined form of Valkyrion and Berserkion
  • Our Centaurs Are Different: Imperion Magnum has a centaur-like appearance.
  • Theme Naming: The Magnet Warriors are named after letters from the Greek alphabet.
  • World's Strongest Man:
    • Super Conduction Machine Imperion Magnum is the strongest Rock-Type monster in the game with 4000 ATK.
    • Valkyrion used to be the previous record holder before Imperion Magnum. However, it's still the strongest level 8 monster in the game.

The Maju is a series of Fiend-Type monsters whose ATK is equal or partially equal to the monsters used to tribute summon them. Received a cameo in the movie, via an unknown duelist tribute summoning Maju Garzett during a duel against Jonouchi/Joey.

Tropes associated with the Maju:

  • Bilingual Bonus: The name of the series loosely translates from Japanese to "devil beast".
  • Cannibalism Superpower: Their effect increases their ATK depending on how many monsters you've removed from play, or what monsters you tributed to summon them. They also greatly resemble wendigos, which in European folklore are men who are permanently transformed into bipedal, decaying beasts after eating human flesh.
  • Eldritch Abomination: Part man, part beast, part rotting corpse, and all butt-ugly.
  • Fusion Dance: Their ATK is determined by the original ATK of the monsters tributed to summon them. However, they each have a diffent way of gaining ATK.
    • Great Maju Garzett only requires one tribute, and its original ATK is twice as high as the tributed monster's original ATK.
    • Maju Garzett requires two tributes, and its original ATK becomes equal to their combined original ATK.
    • Legendary Maju Garzett requires you to tribute all monsters you control, and its original ATK becomes equal to the combined ATK of those monsters.
    • Gren Maju Da Eiza gains 400 ATK and DEF for each card you've removed from play.
  • Glass Cannon: With the exception being Gren Maju Da Eiza, all Maju monsters have 0 DEF, even after being powered up by their effects.
  • There Can Only Be One: Summoning Legendary Maju Garzett requires you to tribute all other monsters you control. Thankfully you can still summon other monsters afterwards.
  • Weak, but Skilled: The series as a whole is this since all of them have an original ATK that is either ? or 0 but can gain high ATK thanks to their effects.

Majespecters are an archetype of WIND Spellcaster-Type Pendulum Monsters. They combine their ability to come back from the Extra Deck with effects that adds other cards to the hand when normal or Special Summoned. This also works win conjunction with the archetype's Spell and Trap Cards which have the ability to get rid of opposing monsters but require your own monsters to be tributed.

Tropes associated with the Majespecters:

  • Blow You Away: Not only are they WIND monsters, but tornadoes are featured in their artwork.
  • Horse of a Different Color: Majispecter Unicorn serves as the mount for Majester Paladin the Rising Dracoslayer, gaining wings in the process.
  • No-Sell: The Majespecters cannot be targeted or destroyed by the opponent's card effects.
  • Weak, but Skilled: High ATK isn't the Majespecters' strong point with their strongest monster having only 2000 ATK, but between their immunity to targeting and the deck's abilities to add more cards to the hand and get rid of opposing monsters with Spell and Trap Cards, they shouldn't be underestimated.

Malefics (known as Sin in the OCG) are a series of DARK monsters, with the majority of them being Dragon-Type monsters. They are introduced in the 10th Anniversary movie, where five of their original counterpartsnote  are stolen by the main villain Paradox, who then enslaves and corrupt them to create the Malefic monsters. Despite their enormous raw power, they need a Field Spell Card to maintain on the field.

Since Paradox uses them in a single duel, only eight Malefic monsters are known. The five enslaved monsters: Malefic Cyber End Dragon, Malefic Rainbow Dragon, Malefic Stardust Dragon, Malefic Blue-Eyes White Dragon and Malefic Red-Eyes Black Dragon; and the three original Malefic monsters are Malefic Parallel Gear, Malefic Paradox Dragon and Malefic Truth Dragon, which is the strongest of them.

Tropes associated with the Malefics:

  • Achilles' Heel: If there is no Field Spell Card on the field, they are destroyed. This problem can be handled with Skill Drain that negates their effects or Field Barrier.
  • Brainwashed and Crazy:
    • The five dragons listed above that are stolen and enslaved by Paradox.
    • When it's Synchro Summoned, Malefic Paradox Dragon can revive a Synchro monster from either player's Graveyard.
  • Cast from Hit Points: When a Malefic monster you control is destroyed, you can Special Summon Malefic Truth Dragon from your hand or Graveyard when you pay half of your Life Points. This only happens in the anime, though.
  • Casting a Shadow: They are all DARK monsters.
  • Dark Is Evil: All of them are DARK monsters and very much evil.
  • Evil Counterpart: The five dragons listed above are corrupted counterparts of their original counterparts.
  • Flechette Storm: Malefic Truth Dragon's Kill 'em All effect appears this way in the anime.
  • I Work Alone: In real life, only one Malefic monster can exist on the field. Even with Skill Drain, you cannot summon a second Malefic monster since the Trap Card does not negate effects in your hand.
  • Kill 'em All: When Malefic Truth Dragon destroys a monster in battle, its effect will destroy all face-up monsters of the opponent.
  • Mechanical Monster:
    • Malefic Cyber End Dragon is a Machine-Type monster.
    • Malefic Parallel Gear does not look monstrously, but mechanical.
  • Nerf: The Malefic monsters in real life are much less broken than in the anime. You can only have a single Malefic monster on the field, while Paradox had two of them for two turns and he even had four of them during his last turn. Also, the Malefic Cyber End Dragon still has its original counterpart's Piercing Damage effect in the anime. The effects of Malefic Paradox Dragon and Malefic Truth Dragon are also nerfed.
  • No-Sell: Malefic Stardust Dragon prevents your Field Spell Card from being destroyed.
  • Our Dragons Are Different: All of them are either Dragon-Type or have "Dragon" in their name. In truth, the only non-Dragon-Types are Malefic Cyber End Dragon and Malefic Parallel Gear.
  • The Unfought: During the movie, Malefic Blue-Eyes White Dragon and Malefic Red-Eyes Black Dragon were not destroyed by the protagonists. However, those two dragon did fight the heroes, with only Blue-Eyes being successful.
  • Unskilled, but Strong: Most of them have no useful effects, but all of them are very powerful. The only exceptions are Parallel Gear which is Weak, but Skilled, alongside Paradox Dragon and Truth Dragon which are both strong and have devastating effects.
  • World's Strongest Man: Malefic Truth Dragon has 5000 ATK and has the highest base-ATK points alongside a few other monsters. Along with Five-Headed Dragon, it's the strongest DARK monster. And along with Rocket Arrow Express, it's the strongest pure Effect Monster Card.

    Marauding Captain 
Marauding Captain is a low-Level Warrior monster that summons another monster from the hand when summoned. He is pivotal to the story of Gagagigo, being his friend that fought alongside him for a long time. He served Freed as a combatant in the war against the forces of Demon World.

Tropes associated with the Marauding Captain:

  • Bash Brothers: With Gagagigo. In fact, there are plenty of card artworks that suggest this.
  • Camp Cook: He also works as a cook for the army, shown to be cooking what appears to be curry in the artwork of Marmiting Captain with several other Warrior-Type monsters including Field Commander Rahz and General Freed waiting for the dish. Seeing as the effect of this card summons another monster, he's likely better than most examples of the Trope.
  • The Cavalry: Seen in the artwork for Reinforcement of the Army. Marauding Captain is leading a group of soldiers.
  • David vs. Goliath: Most of the monsters he is seen fighting on cards are bigger than he is, but he seems to have won several times.
  • Determinator: Marauding Captain has fought monsters such as Despair from the Dark (Staunch Defender), Terrorking Archfiend (Battle-Scarred), Inpachi (Double Attack), Blazing Inpachi (Two-Man Cell Battle), and Goblin Attack Force (Assault on GHQ). Notably while all those monsters would defeat him in-game (as they have superior statistics; the only exception is a Defense Position Goblin Attack Force), he returns alive from all of those confrontations, possibly in reference to the lockdown one can perform by summoning two Marauding captains stopping your opponent from attacking you or The Warrior Returning Alive card.
  • Dual Wielding: At one point, Marauding Captain wielded two swords, but one shattered during the battle with Terrorking Archfiend.
  • Homage: In the artwork of Marmiting Captain, Marauding Captain is shown wearing an apron with the sword crest, which is used as the Warrior-Type indicator in several video games, such as the Tag Force series.
  • "I Know You're in There Somewhere" Fight: "Marauding Captain", recalling his and the past cooperation of Gogiga Gagagigo, appears to be trying to reason with "Gogiga Gagagigo" in Memory of an Adversary. The circumstances could have been the cause of the transformation of "Gogiga Gagagigo" into "Gagagigo the Risen", through the purification of his soul.
  • Irritation Is the Sincerest Form of Flattery: One of the Goblins in the artwork for Goblin Marauding Force strikes the same position as "Marauding Captain"; a similarity noted in the card's name. Due to the fact that the Goblins are putting on blonde wigs and similar armor as Marauding Captain, they may now idolize his skills after he has managed to defeat them at their own headquarters. This is further referenced in this card's effect. Marauding Captain seems to have the uncanny ability to go up against much stronger monsters and come out alive. As such, Goblin Marauding Force is weaker than the regular Goblin Attack Force, but they are immune against cards that would normally stop the Goblin Attack Force.
  • Mystical Plague: In the artwork for Pestilance, Marauding Captain is infected with some disease, which is glowing in an unearthly purple color.
  • Scars Are Forever: Marauding Captain and Terrorking Archfiend are featured in Battle-Scarred's artwork, which is the most likely explanation for the scar on the face of Marauding Captain.

Mask is a series of cards, primarily Spell and Trap cards, oriented toward limiting an opponent's actions and damaging their Life Points. If that doesn't float a Mask user's boat, they can also opt to summon "The Masked Beast" or "Masked Beast Des Guardius".

Tropes associated with the Mask cards:

    Masked HERO 
The Masked HERO archetype is a sub-archetype of the HERO archetype, with every member being Fusion Monsters. The Masked HERO monsters are used by Judai/Jaden Yuki in the GX manga and they are unique among the Fusion Monsters as they do not need any Fusion Materials; they can be Special Summoned by "transforming" a HERO monster with a Mask Change card, which is called Transformation Summoning unofficially. The only exception so far is Contrast HERO Chaos, which can be Fusion Summoned using 2 Masked HERO monsters.

Tropes associated with the Masked HERO monsters:

  • Anti-Magic: When Special Summoned, Acid destroys all Spell and Trap Cards of the opponent. A very popular combo is Elemental HERO Absolute Zero + Mask/Form Change, which clears the entire field.
  • Blow You Away: Divine Wind is a WIND monster.
  • Bowdlerise: Kamikaze's name is translated to Divine Wind, which is correct, but you know what Kamikaze stands for in another context.
  • Casting a Shadow: Dark Law, Anki and Contrast HERO Chaos are DARK monsters.
  • Confusion Fu: Since Mask Change, Mask Change II and Form Change are Quick-Play Spell Cards, you can get off-guard very easily by them. It's hard to tell when the opponent will use one of them.
  • Conservation of Ninjutsu: Basically how Kouga works. He gets stronger for every monster your opponent controls.
  • Deader Than Dead: Dark Law's effect banishes villainy.
  • Dishing Out Dirt: Dian is an EARTH monster.
  • Elemental Powers: There are Masked HERO monsters for every Attribute. A Masked HERO can be summoned by using a Mask Change card on a HERO monster with the corresponding Attribute. Mask Change II works on non-HERO monsters, too.
  • Fusion Dance:
    • Subverted. Despite being Fusion Monsters, they don't need Fusion Materials and cannot be Fusion Summoned. They just need a HERO and a Mask Change card. Mask Change II works on non-HERO monsters, too.
    • Played straight in one case; fuse two Masked HERO monsters, and you get Contrast HERO Chaos.
  • Knight Templar: Dark Law's name and effect implies this.
  • Light 'em Up:
    • Kouga is a LIGHT monster.
    • Contrast HERO Chaos can be counted as a LIGHT monster.
  • Making a Splash: Acid and Vapor are WATER monsters.
  • Mask of Power: Mask Change cards transform a HERO to a Masked HERO, each of them being powerful monsters. Mask Change II works on non-HERO monsters, too, as long as the Masked HERO has a higher Level than the monster you want to transform.
  • Name's the Same: Two examples: The manga-only Masked HERO Inferno is not to be confused with the fusion monster Elemental HERO Inferno. And Masked HERO Goka shares his name with the (also introduced in the manga) Goka the Pyre of Malice who, coincidentally was revealed in the same manga, and shares the ATK, Level, and Attribute of the Masked HERO.
  • Nigh-Invulnerability: Divine Wind cannot be destroyed in battle. Furthermore, the opponent can only attack once per Battle Phase as long as Divine Wind is face-up on the field.
  • Playing with Fire: Goka is a FIRE monster.
  • Shout-Out: The Masked HERO archetype is a salute to Japanese Kamen Rider heroes. In addition to "Kamen" meaning "Masked", there are several similarities between the two, such the recurring "form changing" and transformations of Kamen Riders. The Double Attacks are also similar to the original Kamen Riders' (1 and 2) "Rider Double" techniques.
  • Yin-Yang Bomb: As his name suggests, Contrast HERO Chaos invokes this. He's a DARK monster, but he also counts as a LIGHT monster on the field.

The Mekk-Knights, or Jack Knights in the OCG, are an archetype of high-Level LIGHT monsters whose effects revolve around Special Summoning themselves to their controller's card zone, if said zone occupies a column that already has 2 or more cards occupying it. Their Spell/Trap support can negate the opponent's Spells, Traps, or monster effects — depending on the card — if a Mekk-Knight occupies its column.

The Mekk-Knights have access, and are related, to the World Legacy archetype.

Tropes associated with the Mekk-Knights:

  • All Your Powers Combined: The archetype's ace, Spectrum Supreme, seems to be a combination of the Mekk-Knights' weapons and appearances. Strangely enough, this may also be an inversion, as one of its effects relies on all three of its Link Arrows not pointing to any monster.
    • The archetype's Field Spell, World Legacy Scars, uses this as one of its effects; by banishing 8 Mekk-Knights with different names from your field or Graveyard, you can send your opponent's entire hand and Extra Deck to the Graveyard.
  • Colourful Theme Naming: The name of each Main Deck Effect Monster is evocative of the color of the rainbow with which the monster's armor and weapons glow.
  • Discard and Draw: Scars has this as another of its effects.
  • Dub Name Change: From "Jack Knight" to "Mekk-Knight" to avoid them being confused with Jack's Knight.
  • Light Is Good: The Mekk-Knights are LIGHT monsters and, according to Mekk-Knight Avram's flavor text, Blue Sky is "The hero who defends the light of the stars". However, that doesn't mean they are necessarily nice.
  • The Last of These Is Not Like the Others: Mekk-Knight Avram, which was released after all of the other Mekk-Knights, is a Level 4 normal monster when all of the other Mekk-Knights are Level 5 or higher effect monsters.
  • No-Sell: Their own World Legacy, "World Shield", is unaffected by any Extra Deck monster's activated effects, and any World Legacy cards in their column cannot be targeted or destroyed by an opponent's card effects. And even if its protective effects — or its 3000 DEF — aren't enough to keep it from being destroyed, "World Shield" can simply revive itself from your Graveyard simply by paying 1000 Life Points.
  • Rainbow Motif: The armor of each main Deck Mekk-Knight's Effect Monster glows in a different color of the rainbow, with Spectrum Supreme representing the entire visible spectrum of light.
    • Red: Red Sky
    • Orange: Orange Sunset
    • Yellow: Yellow Star
    • Green: Green Horizon
    • Blue: Blue Sky
    • Indigo: Indigo Eclipse
    • Violet: Purple Nightfall
  • Take Up My Sword: Mekk-Knight Blue Sky is shown passing on his power to Avram in the artwork of World Legacy Inheritor, which leads to the latter becoming Mekk-Knight Avram. Bonus points for Avram literally taking up Blue Sky's swords.

Meklords, called Machine Imperials (機皇 Kikō) in the OCG, are an archetype of Machine-Type monsters that are designed as Anti-Synchro cards, absorbing them to increase their power. They're pivotal in the 5D's anime, where they're represented as five individual parts that combine as one and can upgrade and interchange parts to gain new abilities. In the real card game they're stand-alone cards, and have considerably less impressive versatility.

Tropes associated with the Meklords:

  • The Assimilator: All of the three Meklord Emperors and Mekanikle can absorb Synchro monsters.
  • Boss in Mook Clothing: The Meklord Emperors.
  • Cognizant Limbs: The Meklord Emperors' anime-only gimmick.
  • Combining Mecha: In the anime, each one of the Meklord Emperors is made up of five separate components with effects that support one another, and can be replaced or upgraded to make the Meklord Emperor more powerful. Only Placido used parts from another Emperor on his own.
  • Crippling Overspecialization: Other special effects aside, they are reduced to little more than beatsticks in the face of anything other than a Synchro monster.
  • E = MC Hammer: Mekanikle's Japanese name "Machinicle Infinity Cubic". How one cube is infinity is anyone's guess.
  • Everything's Better with Sparkles: Wisel has a pair of boosters on its upper legs that emit a trail of sparkles in the anime.
  • Gaia's Vengeance: In the anime they were created by the Momentum to eliminate the cause of the system's instability, which was due to the human race becoming greedy, apathetic, and conceited with progress.
  • Hellish Pupils: Granel.
  • Humongous Mecha: While Meklord Emperors Wisel and Skiel aren't that humongous, Granel certainly is. And then there's the gigantic monstrosity that is Meklord Astro Mekanikle.
  • Killer Robot: They effectively wiped out humanity in the Bad Future of 5D's.
  • Mechanical Monster: Meklord Astro Dragon Asterisk resembles a worm-like dragon.
  • Man of Kryptonite: They are this against Synchro Monsters.
  • Mecha-Mooks: The Meklord Armies.
  • Nice Job Breaking It, Hero!: Destroy a monster by a card effect, and you just facilitate the summon of a Meklord Emperor.
  • No-Sell: They can't be affected by Synchro Summons.
  • Numerological Motif: With the exception of the Meklord Armies, they all have an infinity sign on their chest.
  • Our Dragons Are Different: Astro Dragon is a... mechanical, wormy, thingy. With an asterisk-resembling head.
  • Plot-Based Photograph Obfuscation: All of the Meklord Emperors as well as Mekanikle itself appear in the opening credits, but until they have actually appeared in the show, they are mostly hidden by shadow.
  • Red Eyes, Take Warning: Every unit except Meklord Emperor Skiel.
  • Robot War: What they caused in the dark future of 5D's.
  • Shout-Out: In the anime, the tablets that they arrive in are similar to the monolith from 2001: A Space Odyssey. And the Ka Tablets from the Duel Monsters.
  • Synchro Killer/Anti-Synchro: Their deck style is against the use of Synchro monsters, culminating in their signature emperors. Although it's less "killer" and more like "absorb them into their monsters".
  • You Will Not Evade Me: Anime-only. Unlike Wisel and Skiel, Granel has the ability to prevent Synchros that it attacks from removing themselves from the field. Adding more is that it can drag out the Synchro from the Graveyard into its body.

Melodious, also known as Fantasia (幻奏 Gensō) in the OCG, is an archetype comprised of music-themed LIGHT Fairy-Type girls debuting in Duelist Alliance. The weaker Melodious monsters are the Melodious Diva monsters, while the stronger ones are the Melodious Maestra monsters. They are used by Yuzu Hiiragi/Zuzu Boyle in the ARC-V anime.

Tropes associated with the Melodious:

  • Amazing Technicolor Population: Almost all of them have unnatural skin colors.
  • Amazon Brigade: So far, none of them are males.
  • Cool Mask: The Melodious Divas wear half masks that are on one of their eyes (in Canon's case, both). The masks resemble music notes or other symbols (e.g. in Serenade's case it's a heart). Strangely, despite the masks are colored, you can see the eyes and eyebrows through the masks, but in their original color. And the masks don't have holes, which is obvious when they close their eyes.
  • Dub Name Change:
    • From Fantasia ("Gensō") to Melodious.
    • The names of some Melodious monsters are altered and monsters with obvious male names are feminized.
    • Prodigy Mozart -> Mozarta.
    • Laureate François -> Shopina.
    • Serena -> Serenade.
  • Flower Motif: The Melodious Choir monsters are themed after flowers. Along with the Lyrical Lusciniae, the Wind Witches and Lunalights, they all represent the four kanji of the Kachou Fuugetsu principle. The Melodious archetype is partially based on the flower kanji "ka".
  • Foil: To the Lunalight 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: Soprano's effect allows her to fuse monsters from the field to summon Melodious Fusion Monsters such as Schuberta, or Bloom Diva.
  • Light 'em Up: They are LIGHT monsters.
  • Light Is Good: They are used by a YGO heroine — Yuzu.
  • Lovely Angels: One of the main strategies is Special Summoning both, Aria and Elegy, on the field.
  • Meaningful Name: The Melodious Diva monsters are named after famous styles and themes of music, Melodious Maestra monsters are named after composers of classical music and Melodious Songstress monsters are named after vocal ranges.
    • Aria's name came from the term "Aria", a long musical piece sung by a solo singer, mostly without orchestra.
    • Canon's name came from the term "Canon", a musical style that repeats the same tone, one following the others.
    • Sonata's name came from the term "Sonata", musical piece played by orchestra without a singer.
    • Elegy's name came from the term "Elegy", a kind of musical piece or poem typically used to lament the dead.
    • Shopina's Japanese name came from the composer François Baschet while her English name comes from Fryderyk Chopin.
    • Mozarta's name came from the composer Wolfgang Amadeus Mozart.
  • Musical Assassin: All of them attack with music, as visually shown in the anime.
  • Musical Theme Naming: The Melodious Diva and Melodious Songstress monsters are named after musical terms, while the Melodious Maestra monsters are named after famous music composers.
  • Monochromatic Eyes: The Melodious Maestra's have no pupils and irises.
  • Nerf: Inverted. In the anime, Aria's effect inflicts 800 damage to the opponent if she doesn't destroy the monster she battles and doesn't deal battle damage. Her real life effect is much more useful and she's a key card of this archetype because of it.
  • Nigh-Invulnerability:
    • Elegy can protect all Special Summoned Melodious from getting destroyed by card effects, including herself if she is Special Summoned. If Aria is Special Summoned, all Melodious monsters can't be destroyed by battle or be targeted by card effects. Having both of them Special Summoned on the field creates a powerful layer of protection with limited ways to get rid of. With The Sanctuary in the Sky, the player won't even take battle damage.
    • Bloom Diva cannot be destroyed at all and she even prevents the player from taking battle damage. She can still be targeted though.
  • No-Sell: The aforementioned Aria-Elegy lock.
  • Our Fairies Are Different: They are Fairy-Type monster. While in the OCG, they are Angel-Types, the Melodious monsters really do look like fairies.
  • Plant Person: Like the Plant Princesses, Bloom Diva the Floral Melodious Saint's upper body is sprouting out of a flower. Despite this, she's not a Plant-Type monster.
  • Punny Name: The Japanese OCG name Gensō (幻奏) is a word play; it is "illusion" (幻想) written with the Kanji of "playing music" (奏). It is also a pun on the Japanese word "ensou" (演奏), which means "musical performance".
  • Status Buff:
    • If Special Summoned, Sonata increases the ATK and DEF of all Fairy-Type monsters you control by 500.
    • If Special Summoned, Elegy increases the ATK of all Fairy-Type monsters you control by 300.
  • Super Toughness: Having both Aria and Elegy being Special Summoned on the field gives you a nigh-invincible protection, as they prevent Melodious monsters from being destroyed under most circumstances.
  • Tomboyish Name: Played with. The Melodious Maestra are named after famous musicians from the past. In the OCG, they keep the exact same name, e.g. Mozart. However, keep in mind that these names are actually the surnames of the musicians. On the other hand, it's played straight with Shopina, who is named Francois in the OCG.
  • Unskilled, but Strong: Opera is a Level 4 monster with 2300 ATK, but she cannot attack during the turn she is Normal or Flip Summoned.
  • Weak, but Skilled: They are not impressively strong at first, but when some them are Special Summoned, their can increase their ATK thanks to Sonata and Elegy, and Aria and Elegy can protect all Melodious monsters, making it difficult for the opponent to get rid of them.
    • Although, she only has 1000 ATK, Bloom Diva's immunity to destruction and her ability to destroy Special Summoned monsters and inflict damage equal to the difference between their original ATK makes her dangerous.
  • Weaksauce Weakness: Cards that prevent you from Special Summoning them or cards that negates their effects are very effect against the Melodious archetype. Without Elegy and/or Aria, they are also vulnerable of cards that destroy Special Summoned cards.
    • Aside from the above, Stellarknight Trihiver is one of the few cards to defeat the aforementioned Aria-Elegy lock, since Trihiver bounces all your cards back to the hand without targeting them.
    • Madolche Queen Tiaramisu's targets two Madolche cards in the graveyard and returns them back to the deck and then cards of the opponent will be shuffled into the deck, up to number of the returned cards. The second part doesn't target, so Aria and Elegy can easily be shuffled into the deck.
    • Number C9: Chaos Dyson Sphere. When it battles an opponent's monster, it can be attached as an Xyz Material to Chaos Dyson Sphere. That effect doesn't target.
    • The Monarchs Stormforth, which allows the opponent to tribute one of them without targeting.
  • Winged Humanoid: Almost everyone of the Melodious Diva monsters have a single wing that resembles a sharp on their back. The Melodious Maestra monsters have two wings that resemble butterfly wings with piano-key designs.
  • You Gotta Have Blue Hair: All of them have unnatural hair color, with Canon having blue hair.
  • Zerg Rush: Most of them have the effect that Special Summons one another or they can Special Summon themselves as long as another Melodious is on the field, setting up the game to summon the bigger Melodious monsters or create locks. Some of their effects can only be activated when they are Special Summoned, which further supported this gimmick.

Mermails are a series of WATER monsters, many of which are of course mermaids. They either discard other WATER monsters to use their effects or have effects that trigger when discarded. They rely on swarming the field in this manner to perform Xyz summons. Their leader is Mermail Abyssgaios, who can negate the effects of all monsters with less ATK than him, and he has 2800 ATK so that covers a lot.

Tropes associated with the Mermails:

  • Amazon Brigade: The level 3 monsters of this archetype are all females. The original three female "Mermail" monsters released in Abyss Rising, Mermail Abysslinde, Mermail Abyssgunde and Mermail Abysshilde, have names coming from the Rhinemaidens (Woglinde, Wellgunde, Flosshilde) in the German opera Der Ring des Nibelungen (The Ring of the Nibelung) by Richard Wagner.
  • Atlantis: Lemuria, the forgotten city.
  • Badass Beard: Mermail Abyssgaios.
  • Bare-Fisted Monk: Unlike the fish Abysspike based is on, Abysspike uses its fists in combat.
  • Bare Your Midriff: Shows up on several members, but edited out of practically all the females.
  • Distaff Counterpart: Mermail - Abysstrite is a female counterpart of "Mermail Abyssgaios". Those cards share the inverted ATK and DEF values to one another. Abysstrite is based off of the Greek goddess Amphitrite who is the wife of Poseidon.
  • Drop the Hammer: Mermail Abyssbalaen can be seen holding a hammer in its artwork, which is a hint at its anti-defense effect.
  • Elite Mooks: The level 7 monsters are sea monsters based on prehistoric fishes.
    • Mermail Abyssmegalo is derived from the ancient creature "Megalodon", which is an extinct species of shark that lived roughly from 28 to 1.5 million years ago during the Cenozoic Era that lasted from the late Oligocene to early Pleistocene. Megalodon is regarded as one of the largest and most powerful predators in vertebrate history. Fossil remains indicate that this giant shark reached a total length of more than 16 m (52 ft).
    • Mermail Abyssleed is named after the Leedsichthys, a Jurassic-era fish. Leedsichthys was a giant pachycormid that lived in the oceans of the Middle Jurassic period. The closest living relative of the pachycormids is the bowfin, Amia calva, but this is only very distantly related. Along with its close relatives Bonnerichthys and Rhinconichthys, Leedsichthys is part of a lineage of giant sized filter-feeders who swam the Mesozoic seas for over 100 million years, from mid-Jurassic until the end of Cretaceous.
    • Mermail Abyssteus is based off the Dunkleosteus, an enormous Devonian-era fish. Dunkleosteus was named in 1956 to honour David Dunkle, then curator of Vertebrate Paleontology at the Cleveland Museum of Natural History.
  • Fish People: The Level 7s are humanoid fishes.
  • Humanity Ensues: The Link Monster, Abyssalacia, is a humanized version of Abysstrite.
  • Knight in Shining Armor: The Level 4 ones within this archetype are males wearing armor.
  • Meaningful Name: They are based on mermaids, outfitted with armor, hence "mail".
  • Nightmare Face: Abysscorn's picture shows Mermail - Abyssdine turning her hair into rods and displaying this kind of face.
  • Odd Name Out: Mermail Abyssmander is based on a salamander.
  • Our Mermaids Are Different: The Level 3 monsters are all based on mermaids.
  • Prongs of Poseidon: Mermail Abyssgaios and Mermail - Abysstrite.
  • Shock and Awe: An interesting feature of the Elephantnose that has been expanded upon with the Mermail, is its use of a weak electric field. Since the Elephantnose has poor eyesight, it instead uses a weak electric field to find food and navigate. Abyssnose on the other hand uses his electric field as a weapon, shocking other fish like you see in the bottom right hand corner.
  • Shout-Out: To The Ring of the Nibelung, as the monsters depicted with the ring are based on the Rhinemadens (See Amazon Brigade) and of course there's the "ring" part.
  • Technical Pacifist: The Mermail have fearsome powers, but they do not like fighting. So aside from some members of the Imperial Guards, they take on appearances similar to that of humans. However, once they have made a determination to fight, they will don mana-infused armor to defeat their enemies with unmatched power.
  • Thanatos Gambit: When Abysslinde is destroyed while on the field, she summons another Mermail from the deck to take up her torch. Including the Lv.7 ones.
  • Theme Naming:
  • Transformation of the Possessed: However, getting too full of himself, "Poseidra" put on the bracelet, and instantly his body began to change, and the "Mermail" King spoken of in legends appeared.
  • Unscaled Merfolk: Abyssdine (sea slug), Abysshilde (Eel), and maybe Abyssmander (Salamander).
  • Weather-Control Machine: "Abyss-squall" depicts a golden ring that contains the power to control the entire planet and manipulate the weather. It can create a heavy downpour that can calm even the most intense fire! "Poseidra" seized this ring and reigned over them as their new king with the treasure's power, and ordered them to start a torrential assault on the "Fire Kings"!
  • White Mage: Potentially Abyssdine. She has low ATK, and if her friends call her to the field, she can summon a Lv.3 Mermail from the grave.
  • You Can't Go Home Again: The "Mermails" lost Lemuria when the city rose to the surface due to sudden shifts in the earth's crust deep in the ocean,.
  • You Gotta Have Blue Hair: Abysslinde (blue), Abyssdine (pink) and Abysstrite (purple)
  • Zerg Rush: Level 3 "Mermail" monsters all share the same effect: when are sent to the Graveyard, they Special Summon another "Mermail", letting them swarm the field. The Level 4 "Mermail" monsters can activate their effects when they are Normal or Special Summoned, by discarding a Water monster from your Hand, which will trigger the effect of the previous monsters effects. The higher-level Mermails can Special Summon themselves with relative-ease by sending other "Mermails" to the Graveyard, which will also trigger their effects.

    Metal Counterpart 

Metal Counterpart[1] is a set of two level 8 dark attribute machine-type monsters that can only be summoned by sacrificing the appropriate monster (Zoa for Metalzoa, or Red Eyes Black Dragon for Red-Eyes Black Metal Dragon) after equipping it with the trap card "Metalmorph". In the anime and manga, this archetype is used by Keith Howard/Bandit Keith, and Jounouchi Katsuya/Joey Wheeler.

  • Anti-Magic: In the anime and manga, they are immune to spell cards. The closest the TCG versions get to this is the trap card "Rare Metalmorph", which protects the equipped monster from one spell card.
  • Cybernetics Eat Your Soul: Apparently, considering that they're both dark-attribute monsters
  • Cyborg: They're made by replacing the organic components of powerful monsters with machinery.
  • Difficult, but Awesome: Summoning them requires tributing monsters equipped with a specific trap card, and summoning the needed monsters requires two tributes under normal circumstances. However, once you summon them, you can power them up with "Limiter Removal" and "Fairy Meteor Crush" for a One Turn Kill, making it well worth the effort.
  • Instant Awesome: Just Add Dragons!: Robotic dragons, to be precise.
  • Ninja Pirate Zombie Robot: The Name "Red-Eyes Black Metal Dragon" gives off this vibe.
  • Overclocking Attack: Powering them up with "Limiter Removal" has this effect. Made even deadlier by also using "Fairy Meteor Crush".
  • Wolverine Claws: Both their organic and synthetic forms have them. Metalzoa's look just like those of the Trope Namer himself.

Metalfoes, (メタルフォーゼ, Metarufōze), known as Metalphosis in the OCG, are an archetype of FIRE Psychic-Type monsters based on various crafting metals. They use their Pendulum Effects to destroy their own cards to set Spell and Trap Cards directly from the deck and also have access to Fusion Summoning.

Tropes associated with the Metalfoe monsters:

  • Armor-Piercing Attack: Metalfoe Orihulk has the ability to inflict doubled piercing damage.
  • The Big Guy: Wolflame; his Fusion form Cardinal has the highest ATK, but no effect.
  • Bishounen: Bismagia, big time. His full face can be seen in Fullmetalfoes Fusion.
  • The Chick: Silvird; her Fusion form Mythriel also has a defensive effect.
  • Expy:
    • Like the Igknights before them, the Metalfoes are a group of Normal Pendulum Monsters whose Pendulum Effects let them destroy their own cards to add new ones from the deck.
    • To a lesser extent, the Gem-Knights, as both archetypes feature non-Effect Monsters and make use of constant Fusion Summoning.
    • Fullmetalfoe Alkahest can be seen as one of Thousand-Eyes Restrict. Both are level 1 Fusion monsters with 0 ATK/DEF as well as the ability to equip other monsters to themselves to increase their stats.
  • Fantasy Metals: The Fusion Monsters derive their names from these.
  • Fragile Speedster: Silvird. Subverted with Steeleren, which looks like it at first but is actually a Stone Wall.
  • Fusion Dance: Adamante, Orihulk, Cardinal and are all Fusion Monsters.
  • Hihi'irokane: Cardinal's name makes reference to this.
  • The Lancer: Steeleren; he is a high-DEF two-wheeler based off Steel, which symbolizes "stoic" (thus the term "cold iron" and "cold steel") and is mostly a construction metal; his Fusion form Adamante has balanced stats, and no effect.
  • The Leader: Goldriver; he is an high-ATK four-wheeler based off Gold, which symbolizes "champion" and is mostly a decorative metal; his Fusion form Orihuk also has the second highest stats among the Metalfoes Fusions, only below The Big Guy Cardinal and has an effect.
  • Playing with Fire: All of the Metalfoe are FIRE monsters, making them the first Psychic-Type monsters to have that Attribute.
  • Powered Armor: The archetype's Fusion Monsters are actually its Pendulum Monsters wearing armor made from their vehicles.
  • Psychic Powers: They're all Psychic-Type monsters.
  • Shout-Out:
  • Sixth Ranger: Heavymetalfoes Electrum is the first Link Monster in the archetype, its sixth Extra Deck monster overall, and the latest Metalfoes monster to be revealed.
  • The Smart Guy: Bismagia; his base form is the archetype's only Pendulum Effect Monster, and his Fusion form Alkahest is a Squishy Wizard alchemist.
  • The Smurfette Principle: Silvird, and by extension Mythriel and Electrum, are the only female monsters in the archetype.
  • Spell My Name with an "S": The katakana [メタルフォーゼ] can be read in various ways, with literal translation being "Metalphoze" or "Metalphose"; "Metalphosis" is the popular translation for information usage. The TCG finally went with Metalfoes.
  • Stone Wall: Steeleren's appearance suggests a Fragile Speedster, but his stats suggest otherwise.
  • Strong, but Unskilled: The ATK and DEF of Adamante and Cardinal are both 2500 and 3000, respectively, but neither monster has an effect.
  • Squishy Wizard: Alkahest has 0 ATK/DEF.
  • Theme Naming: Metalfoe monsters are all named after various metals. The main deck monsters are named after real-life metals while the Extra Deck Monsters are named after mythical alloys.
  • Weak, but Skilled: Alkahest has 0 stats, but his effect is quite useful.

The Metaphys are an archetype comprised of LIGHT Wyrm-type counterparts to older monsters. Their effect revolves around banishing their own monsters.

Tropes associated with the Metaphys:

  • Anti-Magic: Metaphys Nephtys can banish all set Spell/Trap cards on the field.
  • Early Installment Weirdness: The first two Metaphys monsters, released before the archetype received any support, lack any effect related to banishing like the latter ones do.
  • The Last of These Is Not Like the Others: Executor, the strongest monster in the archetype—and the last one to be revealed—is the only Metaphys that is not based on an already existing monster. It also cannot be banished while face-up on the field—most Metaphys monsters' effects require them to be banished beforehand—and is also the archetype's only "Nomi" monster (it cannot be Normal Summoned/Set, or Special Summoned except by its own procedure).
  • Light 'em Up: All Metaphys monsters have the LIGHT attribute.
  • No-Sell: So long as it was special summoned by the effect of a Metaphys monster, Metaphys Tyrant Dragon is unaffected by trap cards.
  • Took a Level in Badass: The original Divine Dragon Ragnarok was a normal monster that was one of the two materials required for the Fusion summon of King Dragun but wasn't powerful on its own. Its Metaphys counterpart possesses effects that increase its own ATK and can summon stronger Metaphys monsters and is a Tuner on top of that.
  • Unskilled, but Strong: Being a Normal monster, Metaphys Armed Dragon doesn't have any effect but possess 2800 ATK which makes it the strongest level 7 Normal monster in the game.

    Mist Valley 
Mist Valley are a series of WIND monsters themed after birds and winged humanoids. They rely on bouncing themselves to the hand or bouncing other cards to the hand. Their leader is Mist Valley Apex Avian, who can negate card effects by bouncing other Mist Valley cards.In the storyline, the Mist Valleys were among the tribes threatened by the Worm invasion, but when the Allies of Justice began to capture the Worms for study rather than fight them, they went off on their own and allied with the Dragunity tribe to defend themselves. After Trishula almost destroyed the world, the descendants of the Mist Valley and Dragunity tribes came to power in their territory as the Gusto tribe. Due to this, it can be said that they're indirect ancestors of the Ritual Beast Tamers.

Tropes associated with the Mist Valley:

  • Anti-Magic: When Mist Valley Executor is Normal Summoned, all face-up Spell and Trap Cards on the field are returned to their owners' hands.
  • Big Creepy-Crawlies: Mist Wurm. Several of them are summoned in the ensuing fight against Trishula.
  • Bifauxnen: Mist Valley Falcon.
  • Blow You Away: They are WIND monsters.
  • Bowdlerize: The international version of Mist Valley Shaman has her bust size reduced and covered along with other areas of her body, to make the card less revealing. Her clothing is altered to remove any sexual references, and her expression to look more she's meditating rather than possessed.
  • Demonic Possession: Mist Valley Shaman, further implied with her ATK-gaining effect.
  • Expy: Averted with Mist Bird Clausolas, which looks like the "Mist Valley" version of Ally of Justice Clausolas, with the artworks of both show each monster in the exact same position. It is later revealed that it is the same bird.
  • Gameplay and Story Segregation: In the artwork for Mist Valley Thunder Lord, it is carrying the head of Catastor, implying that it defeated Catastor. In the context of the actual card game, this would be impossible as Mist Valley Thunder Lord cannot beat Catastor due to the effect of Catastor that automatically destroys any non-DARK monster. However, the artwork of Mind Pollutant, which depicts Fabled Raven taking control of Mist Valley Thunder Lord, forcing it to destroy Ally of Justice Catastor.
  • Goggles Do Nothing: Mist Valley Watcher, despite any VideoGame.Persona 4 reference of wearing googles in misty area.
  • Harping on About Harpies: The Winged Humanoid members allude this appearance.
  • Homage: Mist Valley Falcon's appearance resembles that of Haseo, the main protagonist from the .hack//G.U. Games.
  • Lady Looks Like a Dude: Don't be fooled by the Boyish Short Hair and muscles, Mist Valley Falcon is indeed a female.
  • Ninja: Mist Valley Soldier.
  • Noble Bird of Prey: Mist Valley Apex Avian, Mist Condor, Mist Valley Thunderbird and Roc from the Valley of Haze.
  • Not the Intended Use: Apex Avian is supposed to be Awesome, but Impractical, as it would need to be summoned with Tributed monsters. But with the advent of Pendulum Summoning, it sees more use in "Magician" Pendulum decks, as it can always just be bounced and Pendulum Summoned over and over again. It's also a Level 7, which helps you bring out the deck's many Rank 7 Xyz monsters.
  • Power Nullifier: Mist Bird Clausolas can turn an opposing monster's ATK to 0 while negating their effect.
  • Shock and Awe: Mist Valley Executor, Mist Valley Thunder Lord and Mist Valley Thunderbird.
  • Sixth Ranger:
    • Mist Wurm, Roc from the Valley of Haze, Ally of Justice Clausolas, Genex Ally Birdman and Mist Bird Clausolas.
    • Genex Ally Birdman was practically made to work with Mist Valley. It's easy to summon, and triggers the effects of Thunderbird and Divine Wind, with the cost of being a one-use card.
  • Took a Level in Badass: Mist Valley Apex Avian appears to be an upgraded version of Mist Valley Thunderbird. Mist Valley Apex Avian has the highest ATK of all Duel Terminal WIND monsters, second to Mist Valley Thunder Lord and Daigusto Eguls, both of 2600 ATK.
  • Unwilling Roboticization: Mist Bird Clausolas is, in fact, the same monster as Ally of Justice Clausolas, before being turned into a Machine. This is especially evident by the flavor text of Ally of Justice Clausolas, which mentions that it is "the ultimate weapon designed from Claiomh Solais." and considering it's very likely that Clausolas is a wild creature, this is very likely the case.
  • Winged Humanoid: Most of them.

Moja is a Beast-Type monster who has two other Beast-Type cards that benefit from its usage: King of the Beasts and Beast Striker. All three cards revolve around Special Summoning from the graveyard.

Tropes associated with Moja:

Monarchs, called Emperors (帝, Tei) in the OCG, are a series of Level 6 (with one Level 5) monsters. They activate their effects when they're Tribute Summoned, destroying cards on the field, with restrictions that vary from Monarch to Monarch. Several Monarchs also have Mega forms, who are Level 8. In GX, four of the Monarchs are used by the four members of Mizuchi Saiou's/Sarina's Four Monarchs/Light Brigade: Ikazuchimaru/Thunder, Kourimaru/Frost, Honoomaru/Blaze and Iwamaru/T-Bone. In ARC-V, Moebius and Mega Mobius are used by Shingo Sawatari/Silvio in episode 7.

Tropes associated with the Monarchs:

  • Animal Motifs: Raiza the Storm Monarch could be derived from Romulus when a circle of birds flew over him, signifying that he would be king probably explaining why "Raiza" has a bird like crest on his head, or when later on in Romulus's rule when a storm came and everyone left except Romulus, when the storm was over Romulus was gone without any explanation.
  • Authority Equals Asskicking: As referenced in the artwork of "By Order of the Emperor", "Caius" may be a leader over all the other Monarchs. As further evidence of this, Caius's effect is arguably the strongest, being able to target any card on the field, while most other Monarchs have restrictions on what their effects can target, and they only destroy their targets while Caius banishes his. Also, Caius shares his name with Useful Notes/Augustus, the first Roman Emperor, and his uncle Julius Caesar. The artwork of "The Dominion of the Legendary Monarch" appears to establish Erebus as the leader, as the original six Monarchs are shown kneeling to him. Caius may therefore be his second-in-command.
  • Back from the Dead: While he's in the Graveyard, Erebus can send one monster in it with 2400 (or more) ATK and 1000 DEF back into the player's hand if they discard a Monarch Spell or Trap card. He can even bounce back himself with this effect.
  • Badass Cape: All of the monarchs wear a cape.
  • Big Good: Ehther the Heaven Monarch.
  • Blow You Away: Raiza's wind storm can blow enemies away.
  • Boring, but Practical: A major reason for why the Monarchs were such a domineering archetype was that they were very low-cost, methodical, and reliable. They were simple to Summon, their effects were immediate and destructive, and their ATK scores, though not overwhelming, were more than enough to handle most Decks of their day. Even their archetype support cards still focus on supporting their Tribute Summons, just making it easier for the player to do.
  • Brought Down to Normal: So long as you control a Tribute Summoned monster, The Monarchs Erupt negates the effects of all non-Tribute Summoned monsters on the field. This is usually very useful unless you're up against monsters (ex. Qliphorts or Expresses) whose ATK or ability to attack is usually hindered by their effects.
  • Butt-Monkey: Raiza is occasionally depicted as this in other card art.
  • Casting a Shadow:
    • Delg's dark power can drain the opponent's life away.
    • Caius is a DARK monster, although he specializes in Power of the Void.
    • Erebus, the third DARK Monarch, returns opponents cards to the field, but also has the power to raise monarchs from the dead, including himself.
  • Crystal Dragon Jesus: "Kuraisu", Kuraz's name in the OCG, is an abbreviation of "Kuraisuto", an affected phonetic translation for Jesus Christ. This can also be supported by this monster having a similar position to Christ nailed to the True Cross, as well as the circular piece on Kuraz's back resembling a halo.
  • Dishing Out Dirt: Granmarg's rock smash can destroy hidden enemies.
  • Dub Name Change: Emperor —> Monarch.
  • Early Installment Weirdness: Zaborg, the first Monarch to be released, is Level 5, as opposed to the others, who are Level 6.
  • Elemental Powers: Each Monarch represents an element and each Attribute (save for DIVINE) has at least one (there are three each for LIGHT and DARK).
  • The Emperor: More in the OCG, where their titles are translated as "Emperor" ("帝"/"Tei").
  • Evil Minions: The "Vassal" subseries are all designed to support the summoning of the Monarchs in various ways. Samsara Kaiser counts as one as well, due to him being primarily tribute fodder.
  • Evil Counterpart: Inverted with Ehther and Kuraz, as the other Monarchs appear to be evil while neither the afformentioned two appear kneeling to Erebus or among the fire-laden support cards. Ehther (the Heavenly Monarch) is the counterpart to Erebus, (the Underworld Monarch); Kuraz (the Light Monarch) is the counterpart to either Delg (the Dark Monarch) or Caius (the Shadow Monarch). The former is more likely; Kuraz may serve the same role to Ehther that Caius serves to Erebus.
  • Female Angel, Male Demon: Ehther is the female emperor of heaven and Erebus is the male emperor of the underworld. This comparison even gets highlighted in the artwork for Pantheism of the Monarchs.
  • Gender Flip: Aither, in the original Greek mythology, is male. Here, Ehther is female. This makes sense, if they want a contrast between the ruler of Heaven and the ruler of the Underworld.
  • Horny Devils: The fiendish Caius in his regular and Mega forms. Erebus has horns as well, but he's actually a zombie.
  • An Ice Person: Mobius' Frost Blizzard can destroy up to 2 face-down Spell/Trap Cards the opponent controls.
  • Irony: Zaborg the Thunder Monarch could be derived from Tullus Hostilius, who was struck down by lightning due to his pride.
  • Large and in Charge: "The Dominion of the Legendary Monarch" shows the original six Monarchs kneeling to Erebus, and he is gargantuan, with the second-biggest, Granmarg, only reaching to his knee.
  • Light 'em Up: Kuraz' light can destroy enemies.
  • Lightis Good: Kuraz' effect also benefits both players though, and Ehther's full title is "Ehther the Heavenly Monarch" and is a Fairy.
  • Light Is Not Good: Zaborg can be seen bowing to Erebus.
  • Lost in Translation: The Monarch support cards ironically do not actually reference the monarchs themselves in the card text. This is due to the fact that the term "Monarch" belongs to an entirely different archetype in the OCG, and the Monarchs in this folder are really Emperor's according to the original kanji. They still benefit from the cards regardless, though, as the support cards reference their attack and defense, and not their names.
  • Man of Kryptonite: Since ARC-V and the Mega Monarchs, the Monarchs have developed an increasing focus on anti-Extra Deck strategies; many of their cards target Extra Deck-related cards, and their strongest support locks the user out of playing cards from their own Extra Deck.
  • Meaningful Name: 'Samsara Kaiser' can be roughly translated into 'Emperor/Monarch Sacrifice'; both its armor and its use suggest that it was designed as a card to directly support the Monarchs because it is returned to the hand when sacrificed, allowing you to activate the Monarchs' effects, summon Samsara Kaiser again and summon another Monarch to use his effect.
  • Mighty Glacier: The Monarchs have quite powerful effects and solid ATK, but since most of them require to be Tribute Summoned, it's hard-to-impossible to splash the field with Monarchs in a few turns. Even with recent support, the deck is rather slow, but once they are on the field, the opponent probably is already in trouble.
  • No-Sell: While it doesn't make them invincible by any means, March of the Monarchs makes it so that Tribute Summoned monsters you control can't be targeted or destroyed by card effects so long as it's on the field. The Monarchs Awaken is an arguably stronger normal Trap card that makes a Monarch completely immune to all card effects during the turn it was activated provided that the Extra Deck is empty.
  • Overshadowed by Awesome: Despite Granmarg the Rock Monarch having one of the most versatile effects of the Monarchs in its day, it has been considered to be the least useful Monarch as it has limited destruction power and for the most part has been overshadowed by "Caius the Shadow Monarch".
    • Granmarg's Mega Monarch card expands on his ability by allowing him to do this twice and giving the player a free draw (which could be situationally helpful). Ironically, this is still overshadowed by Caius's Mega Monarch card which can allow the player to banish 2 cards on the opponents side of the field, deal up to 2000 damage, and banish every copy of the banished cards the opponent has, possibly milling their deck by four cards.
  • Playing with Fire: Thestalos could be derived from Servius Tullius, who was said to have a ring of fire around his head at young age, a sign that he would become king.
  • Power Walk: March of the Monarchs is a particularly badass one. Doubles as Unflinching Walk if the fire behind them is caused by an explosion.
  • Shoo Out the New Guy: Kuraz and Delg were given a good amount of fanfare, and often got treated as the real rulers of the archetype in games rather than Caius. They also broke the theme by having straightforward naming schemes (Light and Dark as opposed to Frost, Firestorm, or Shadow) and not needing to be Tribute Summoned. However, fans found the pair to be too slow and indirect, stuck with the original six, and by the time of ARC-V, with the release of new Monarch support, Kuraz and Delg are nowhere to be seen on card art.
  • Shock and Awe: Zaborg.
  • Sixth Ranger: These cards may be a reference to the seven kings of Ancient Rome, but with the addition of "Delg the Dark Monarch", this is somewhat doubted, though "Delg the Dark Monarch" may be a reference to the eighth king of Rome in the book of Revelation. (Rev 17,9-11: "Here is a clue for one who has wisdom. The seven heads represent seven hills upon which the woman sits. They also represent seven kings: five have already fallen, one still lives, and the last has not yet come, and when he comes he must remain only for a short while. The beast that existed once but exists no longer is an eighth king, but really belongs to the seven and is headed for destruction.")
    • Tenmataitei has 2400 ATK and 2000 DEF, just like the original Monarchs, and thus can be used with Monarch support cards. However, in contrast to the original Monarchs, the words in its name in the Japanese OCG are reversed compared to the conventional naming pattern of the Monarchs. Additionally, it is Level 5, in contrast to the original Monarchs being Level 6 (except for Zaborg), and does not possess an effect that activates when it is Tribute Summoned. Rather, its effect prevents the opponent from responding to such effects and thus, enables the effects of the Monarchs to activate and resolve without interference.
  • Slouch of Villainy: Erebus on his card art, though he actually stands when he's summoned in the ARC-V manga.
  • Took a Level in Badass: Mega-Monarchs are higher level versions of the Monarchs, both trope-wise and in-universe. "Emperor of Lightning" is the ultimate form of Zaborg; "Emperor of Lightning" is another name for "Zaborg the Thunder Monarch", as Monarchs are called Emperors in the OCG.
  • Your Size May Vary: In the artwork of Prideful Roar, Mobius is only about about a head taller than Breaker, but on Inverse Universe, Mid Shield Gardna barely comes up to his knee.

Morphtronics, called Deformers in the OCG, are a series of low-level Machine monsters. Their effects change depending on which battle position they're in, represented in the anime by the Morphtronic transforming into a humanoid form in Attack Position and changing to some sort of appliance in Defense Position. Their leader is the Synchro monster Power Tool Dragon. In the anime, they're the signature cards of Lua/Leo in 5D's.

Tropes associated with the Morphtronics:

  • Fragile Speedster: They are seriously lacking in the ATK and DEF departments, but a well put together Morphtronic deck can easily turbo through the deck at insane speeds, giving you a field full of Synchro monsters from none. The Morphtronic archetype is rather (in)famous for their ability to get two Shooting Quasar Dragons out on the field in one turn.
  • Homage: These cards may be based on the entire Transformers toyline that are still very popular. (Transformers have the ability to change from objects/animals/vehicles to humanoid robots and vice-versa.)
  • Mechanical Lifeforms: Despite their appearances, "Morphtronics" are not all Machine-Type monsters and they also represent a wide array of Attributes.
  • Transforming Mecha: They are depicted in how they "morph" when they change their Battle Position, which changes their effect and appearance (humanoid form in Attack Position; item form in Defense Position). They transform into small household items, like magnets and mobile phones.
  • Weak, but Skilled: "Morphtronics" are low in Level and have low ATK and DEF but many have effects that can rapidly boost their collective power. Amassing enough collective power, "Morphtronics" can produce powerful OT Ks and strong defensive locks.

Naturia, known as Naturu in the OCG, is an archetype of EARTH monsters themed after planets, animals and insects. Their specialty is countering the opponent's moves in various ways, highlighted by their Synchro monsters, Naturia Barkion, Naturia Landoise, and Naturia Beast, who can freely negate Trap Cards, Monster Effects, and Spell Cards, respectively. Barkion and Beast fuse into the leader of the archetype Naturia Exterio, who can negate Spell and Trap Cards at will.

Tropes associated with the Naturias:

  • Anthropomorphic Food: They make up one half of this archetype. Their prominent feature are the really cute eyes.
  • Anti-Magic/Crazy-Prepared: A well-constructed "Naturia" Deck can completely lock down an opponent, as there are "Naturia" monsters able to negate the effects of Spell Cards, Trap Cards, Normal Summons and Special Summons.
  • Big Creepy-Crawlies: The other half of them. However, their features are very plant-like in nature.
  • The Four Gods: Three of their Synchro Monsters are based of this motif. Barkion is Seiryu, Beast is Byakko, and Landoise is Genbu.
  • Fusion Dance: Naturia Exterio and Naturia Gaiasteleoh
  • Mythology Gag: Leo's vulnerability during Main Phase 2 is a nod toward the Duel Terminal, in which the Main Phase 2 was omitted from the game. The three kinds of monsters Gao is based on, "Naturia", "Constellar", and "Evilswarm", originated in the Duel Terminal series.
  • Our Dragons Are Different: Naturia Barkion because it is plant-like in nature.
  • Panthera Awesome: Naturia Beast, Naturia Exterio and Naturia Leodrake
  • Sugar Bowl: Their homeland, Naturia Forest
  • Tiger Versus Dragon: Beast is the Tiger and Barkion is the Dragon. However, they can get along and fuse into Naturia Exterio
  • Took a Level in Badass: Leo, Protector Beast of the Sacred Tree, is an advanced version of "Naturia Leodrake", enhanced with the armors worn by the "Constellar" and the "Evilswarm", respectively. Leo fused with Naturia Landoise and turn into Naturia Gaiasteleoh. Later, he would fuse with Ritual Beast Ulti-Apelio and become Ritual Beast Ulti-Gaiapelio, the boss monster of the Ritual Beast archetype.
  • Turtle Power: Naturia Landoise
  • Weak, but Skilled: Although the Naturia Synchro Monsters have high ATK, Naturia Main Deck monsters usually have low ATK, but they have effects that can control the field easily. Inverted with Naturia Leodrake, who has the highest ATK among the Naturia, but has no effects whatsoever.
  • World Tree: Naturia Sacred Tree, which is a gigantic tree that supports the Insects and Plants of the Naturia. It turns out to be a can from sealed evils, in this case the Infernoids.

Nekroz, known as Necloth in the OCG, is a series of cards from the Duel Terminal storyline, who are related to both the Gishki and the Ice Barrier. Like the former, they focus around Ritual Summons, with their Ritual Monsters being warriors clad in armor resembling iconic Duel Terminal monsters like Trishula. They also have a focus around banishing from the Graveyard for certain effects, and their Ritual Monsters all have an effect which discards themselves from the hand.

Tropes associated with the Nekroz:

  • Awesome, but Impractical: Just like the monster she's based on, Nekroz of Sophia has a powerful effect that banishes all other cards on the field and in each player's graveyard, but is hard to summon due to having to be Ritual Summoned from the hand and requiring three monsters you control with different types (which, given that she's level 11, means that she literally cannot be summoned using just Nekroz cards, at least until the release of Ariel). Furthermore, as her effect prevents you from summoning other monters during the turn it is activated, they need to have been on the field previously. And unlike the original Sophia, your opponent can respond to her Ritual Summon or the activation of her effect and are left with their hand intact even if it goes off.
  • Badass Family: With the exception of Exa and Ariel, the entire Archetype is composed of a single family: Avance, the father, Emilia, the mother, and Shurit, their child.
  • Bishōnen: Great Sorcerer of the Nekroz (Avance) regains his youth as Nekroz of Valkyrus and Nekroz of Unicore. Nekroz of Trishula and Nekroz of Brionac appear to be adult and adolescent versions of Shurit, respectively. All four of them happen to be good-looking.
  • Blade on a Stick: Avance wields one as Nekroz of Unicore and Nekroz of Valkryus.
  • Cool Sword: The Nekroz of Trishula wields a sword made from the Nekroz Exomirror, as does The Nekroz of Brionac.
  • Continuity Nod:
    • The Great Sorcerer of the Nekroz is clearly an aged Gishki Avance, with the same stats. Likewise, Dance Princess is an older Gishki Emilia.
    • The Nekroz Ritual Monsters have the same stats as the monsters they're based on.note  Their effects are also similar.
    • Ariel, Priestess of the Nekroz is Gishki Ariel.
  • Difficult, but Awesome: Nekroz Ritual Monsters have the caveat that you cannot Tribute another copy of themselves, or simply another monster of the same level, for their Ritual Summon, meaning that you'll have to find ways to mix-and-match levels to pull it off, especially as their Ritual Spells require an exact level without going over. Then you get into their discard and banishing effects, which offer even more options to take into account, and the number of options can quickly become overwhelming. However, Nekroz were one of the most feared decks in their heyday for a reason: learning how to use one properly can let you consistently make plays and quickly decimate the opponent's field while building up your own, all without making much of a dent in your hand.
  • Draconic Humanoid: Nekroz Warrior Exa is a humanoid dragon. He can wield the Dragunity Spear of Destiny and call upon the powers of Catastor and Decisive Armor.
  • Dub Name Change: From Necloth to Nekroz. Might also be a case of Spell My Name with an "S".
  • Everything's Better with Princesses: Emilia is known as the Dance Princess of the Nekroz. Her special effect prevents the negation of Nekroz Ritual Spell Cards and protects Nekroz Ritual Monsters against card effects that target them. She also can turn into the Nekroz of Gungnir... and the Nekroz of Sophia.
  • Fountain of Youth: Avance becomes younger when donning one of the Nekroz armor. He also does this as Zefrasaber, Swordmaster of the Nekroz.
  • Instant Armor: By using their magical mirrors, the Nekroz can don armor based on past Duel Terminal monsters.
  • The Last of These Is Not Like the Others: Unlike the other Nekroz Ritual monsters, Nekroz of Sophia isn't based on a Synchro monster and is a LIGHT monster instead of a WATER one.
  • Light 'em Up: As mentioned above, the Nekroz of Sophia is a LIGHT monster.
  • Making a Splash: All Nekroz monsters are WATER monsters, except Nekroz of Sophia.
  • Mom Looks Like a Sister: Emilia to Shurit. Made even more glaring by the fact that Avance, who is ostensibly around the same age as Emilia, looks very much like an old man.
  • Patchwork Kids: Shurit is the child of Avance and Emilia. Shurit's hair is a layered combination of Avance and Emilia (white and red, respectively), and has one blue eye– like Avance– and one red eye– like Emilia. He also has the ability to use Rituals like his parents. This makes sense, as Avance and Emilia were last seen in the conclusion of the Duel Terminal storyline (seen in "Sacred Serpent's Wake"), looking off into the distance together as the last survivors of the war. The duo are also featured on several other Nekroz cards, implying that the Nekroz archetype represents the pair's new family after some time has passed.
  • Playing with Fire: Exa gets the ability to manipulate fire when he becomes the Flame Beast.
  • Shout-Out: As soon as Nekroz of Trishula was revealed, Saint Seiya comparisons were made.
  • Three Plus Two: The Nekroz have the family of Avance, Emilia, and Shurit as their core, with Exa and Ariel joining in.
  • Took a Level in Badass: The last time we saw Avance and Emilia, they had only barely survived the rampage of the Evilswarm, but now they've become incredible powerful mages who wield the power of such legendary beings as Trishula and Decisive Armor. Emilia takes another level by becoming the Nekroz of Sophia.
  • Xtreme Kool Letterz: The Dub Name Change from "Necloth" to "Nekroz" makes pretty liberal use of these.

    Neos / Neo-Spacian / Chrysalis 
Neos is an archetype highlighted by Elemental HERO Neos. He performs Contact Fusion with Neo-Spacian monsters to summon powerful Fusion Monster Cards that return to the Extra Deck after one turn. The Neo-Spacians have also pre-evolutions called Chrysalis (Cocoon in the OCG). In the anime they are the signature cards of Judai/Jaden Yuki who created them.

Tropes associated with Neos and the Neo-Spacians:

  • All Your Powers Combined: Elemental HERO Neos is often described as having his true power unlocked by fusion. This could mean that Elemental HERO Divine Neos is the true power dwelling within Neos. This is further reinforced in the anime by the fact that this card is created by the Contact Fusion of Elemental HERO Neos and all other six Neo-Spacians.
  • Anti-Magic: The effect of Storm Neos is essentially Heavy Storm.
  • Badass Cape: Dark Panther wears one, which is even more impressive, since he goes on all four legs.
  • Badass Normal: Elemental HERO Neos is a Level 7 Normal Monster 2500 ATK and 2000 DEF. Ironically, the card itself is actually outdated during the era it is introduced because of being a Level 7 Normal Monster, just like Dark Magician who already was being overshadowed by Summoned Skull and Blue-Eyes White Dragon when the game began. If it wasn't for the Neo-Spacians and Elemental HERO archetypes, this card would be completely terrible during the GX era.
  • Bat Signal: N-Signal; when one of your monsters you control is destroyed and sent to the Graveyard, N-Signal can Special Summon a Level 4 or lower Neo-Spacian monster from your deck or hand. Even though the Level of the Main Deck Neo-Spacians is 3.
  • Big Creepy-Crawlies: Larva and Flare Scarab are Insect-Type monsters.
  • Blow You Away: Chicky, Air Hummingbird, Air Neos and Storm Neos are WIND monsters.
  • Can't Catch Up: The one and only example among the protagonists' ace monsters who still suffers from this trope to this day.
    • By the time of this edit, despite being the most prominent archetype that Judai uses from season 2 onwards, Neos and his pals haven't got any support since the end of GX, only getting Neos Knight during the 5D's era who isn't even that useful. In comparison, the other protagonists' ace monsters have been getting support over the years even after their respective series ended, most notably during the ARC-V era. Aside that Odd-Eyes gets constant support in its own era, Utopia has gotten plenty of support, most notably his Utopia the Lightning form from the manga, becoming a stable in most meta decks. Stardust Dragon's final evolution, Shooting Quasar Dragon, finally got its international release in October 2014, and Stardust continues to get a few support cards later on, most notably Stardust Warrior. And Dark Magician got tons of new support cards in several sets throughout the ARC-V era to the point he has way too many cards based around him that are actually useful.
    • To add more salt to the injury, the HERO archetype definitively wasn't ignored by Konami. Due to the fact that Neos doesn't exist in the manga and Konami still manages to release more and more anime/manga cards that had't been made into the OCG at that time, Neos's archetype is made obsolete by the manga Elemental HEROes and especially the Masked HEROes, all of them being used by Judai in the manga.
    • To make things more worse, even rival archetypes got more support and are now more playable in the current days. Cyber Dragon, Destiny HERO, and even the Ojamas and Cyberdarks. The fact that the Cyber Angels finally get a release and that Crystal Beasts, Volcanics, Vehicroids, (Kenzan's) Dinosaurs, Ancient Gears and Amazoness have got support doesn't help Neos either.
    • Another one of Judai's archetypes that got recent support is... Kuriboh!
    • The archetype was also overshadowed by another Contact Fusion archetype that used the same "shuffling into the deck" mechanic — Gladiator Beasts. However, the Gladiator Beasts didn't suffer that much of the Hour of Power flaw and they balanced that out by integrating that mechanic into their playstyle and strengths, giving their members the ability to tag out, which made their monsters not helpless at all and their Contact Fusion Monsters were harder to beat due to their Hour of Power. And the Gladiator Beasts had much better effects than the Neos Fusions and Neo-Spacians to begin with. Even they got more love in the ARC-V era than this archetype.
      • And the Contact Fusion archetype that preceeded the Neos archetype, the VWXYZ monsters, also got support in the ARC-V era.
    • Not soon after the entries above, Neos finally got support in 2016...except not really. Honesty Neos doesn't support the Neos archetype much at all and is better support card for HERO decks, but it doesn't help the Neo/Neo-Spacians mechanic in any way.
  • Casting a Shadow: Pantail, Dark Panther, Dark Neos and Chaos Neos are DARK monsters.
  • Counterpart Comparison: Elemental HERO Terra Firma is the manga's answer for Neos, being Judai's white-colored ace HERO monster with 2500 attack. The difference are both in the cards application (Neos being a vanilla Level 7 main deck monster, Terra Firma being a Level 8 effect Fusion monster), thematic (Neos representing space, and Terra Firma representing the Earth), and even origin, (with anime Judai creating Neos and his fusion materials, while manga Judai was given Terra Firma by his mentor; and, in turn, Terra Firma was created by and for the main villains plan).
  • Dark Is Not Evil: Pantail, Dark Panther, Dark Neos and Chaos Neos aren't evil DARK monsters.
  • Dishing Out Dirt: Mole, Grand Mole and Grand Neos are EARTH monsters. Oddly enough, the former two are also Rock-Type monsters for some reason.
  • Drill Mole: Grand Mole wears an armor with drills.
  • Elemental Powers: One Neo-Spacian for each of the game's six Attributes: Flare Scarab, Grand Mole, Aqua Dolphin, Air Hummingbird, Dark Panther, and Glow Moss.
  • Energy Beings: Pinny, Glow Moss and Twilight Moss are humanoidly-shaped energy slimes.
  • Evolutionary Levels: The Chrysalis, known as Cocoon in the OCG, is a sub-archetype that contains a small group of effect monsters shielded in cocoons. They generally have low ATK and DEF values. The cocooned monsters can be released by a number of methods. Commonly, each chrysalis can be Tributed when the Field Spell Neo Space is on the Field to Special Summon a specified Neo-Spacian from either your hand or your Deck. There are 6 Chrysalis monsters with 6 different Attributes. The appearances of Chrysalis monsters look like small and cuter versions of the Neo-Spacian monsters. Two of the Neo-Spacians can evolve though NEX.
    • Dolphin —> Aqua Dolphin —> Marine Dolphin.
    • Chicky —> Air Hummingbird.
    • Larva —> Flare Scarab.
    • Mole —> Grand Mole.
    • Pantail —> Dark Panther.
    • Pinny —> Glow Moss —> Twinkle Moss.
  • Expy: Elemental HERO Terra Firma is this for Elemental HERO Neos.
  • Fashionable Asymmetry:
    • Two of the Triple Contact Fusion Monsters have asymmetric hands, with each hand representing one of the two Neo-Spacians. Storm Neos is the exception.
    • Grand Neos, who has a drill equipped to his right arm.
  • Flawed Prototype: The Neos archetype seems to be this for the entire Contact Fusion mechanic. Shuffling the Fusion Materials is actually more troublesome than sending them to the Graveyard, since Graveyard manipulation is often more efficient than searching for specific cards from the deck. And the Hour of Power is the biggest weakness of the archetype, something that later Contact Fusion Monsters do not have (except the Gladiator Beasts, who didn't see that as a flaw at all). This is odd, since the Neos archetype is only the second archetype focusing on Contact Fusions. The Super Prototype archetype VWXYZ does not have this problem; their only problem is having their specific Fusion Materials being on the field.
  • Fusion Dance: Contact Fusion, a unique method of fusing not needing a Fusion card to initiate. You get these Contact Fusion Monsters by fusing Elemental HERO Neos and a Neo-Spacian monster. There are a few Neos fusions that need to be Fusion Summoned with Fusion Spell Cards.
    • Elemental HERO Neos + Neo-Spacian Aqua Dolphin = Elemental HERO Aqua Neos.
    • Elemental HERO Neos + Neo-Spacian Air Hummingbird = Elemental HERO Air Neos.
    • Elemental HERO Neos + Neo-Spacian Flare Scarab = Elemental HERO Flare Neos.
    • Elemental HERO Neos + Neo-Spacian Grand Mole = Elemental HERO Grand Neos.
    • Elemental HERO Neos + Neo-Spacian Dark Panther = Elemental HERO Dark Neos.
    • Elemental HERO Neos + Neo-Spacian Glow Moss = Elemental HERO Glow Neos.
    • Elemental HERO Neos + Neo-Spacian Marine Dolphin = Elemental HERO Marine Neos.
    • Elemental HERO Neos + Neo-Spacian Aqua Dolphin + Neo-Spacian Air Hummingbird = Elemental HERO Storm Neos.
    • Elemental HERO Neos + Neo-Spacian Flare Scarab + Neo-Spacian Grand Mole = Elemental HERO Magma Neos.
    • Elemental HERO Neos + Neo-Spacian Dark Panther + Neo-Spacian Glow Moss = Elemental HERO Chaos Neos.
    • Elemental HERO Neos + Rainbow Dragon or Rainbow Dark Dragon = Rainbow Neos.
    • Elemental HERO Neos + a Warrior-Type monster = Elemental HERO Neos Knight.
    • Elemental HERO Divine Neos = Any five Neos, Neo Space, Neo-Spacian, or HERO monsters, including at least one Neos or Neo Space monster, one Neo-Spacian monster, and one HERO monster.
    • You must tribute Elemental HERO Neos and Yubel to Special Summon Neos Wiseman, an Effect Monster. This monster was a Fusion Monster in the anime.
  • Green Thumb: Pinny, Glow Moss and Twinkle Moss are Plant-Type monsters.
  • Heroes Fight Barehanded: Elemental HERO Neos, although he does use his blade on his arm at occassions. But the blade is part of his body.
  • Homage: The anime Elemental HERO designs were mostly based on American Super Heroes. In the case of Neos, Neos Alius, and Neo Space Pathfinder they appear to resemble Superman from the DC comics as they have mighty strength and are from space. They also slightly resembles characters from the Ultra Series. Neos and Neos Alius even sharing their names with one. Elemental HERO Neos looks like a Guyver from the remade anime Guyver: The Bioboosted Armor. The most identical parts are the elbows and head.
  • Hour of Power: Each of Neos's Contact Fusion forms will shuffle themselves into the Extra Deck at the End Phase, leaving your field wide open if you do not have any other monster on the field. This is the biggest weakness of the Neos archetype, that's why cards like Neo Space and Instant Neo Space are needed to avoid this problem.
  • Light 'em Up: Pinny, Glow Moss, Twinkle Moss, Neos, Honesty Neos, Neos Knight, Glow Neos, Neos Wiseman, Rainbow Neos, Divine Neos, Neos Alius and Neo Space Pathfinder are LIGHT monsters.
  • Magma Man: Elemental HERO Magma Neos, the fusion of Neos, Flare Scarab (FIRE) and Grand Mole (EARTH). He throws meteor-like magma balls with his left arm.
  • Making a Splash: Dolphin, Aqua Dolphin, Marine Dolphin, Aqua Neos and Marine Neos are WATER monsters.
  • Mythology Gag: Elemental HERO Honesty Neos is a reference to the time Judai Yuki used Honest's effectNeos during the duel against Trueman and the artwork for Honesty Neos is a reference to the depiction of Neos in the fourth opening of GX as well as the boxart for GX Tag Force 3.
  • Panthera Awesome: Dark Panther is a black panther with a cape that can copy the name (which includes the appearance) and effects of an opposing monster until the End Phase.
  • Power Gives You Wings: Honesty Neos is Elemental HERO Neos powered up by the effect of Honest who is also given wings as a result to that.
  • Petting Zoo People: Flare Scarab, Grand Mole, Aqua Dolphin and Marine Dolphin and Air Hummingbird are humanoid animals.
  • Playing with Fire: Larva, Flare Scarab, Flare Neos and Magma Neos are FIRE monsters.
  • Sapient Cetaceans: Aqua Dolphin and Marine Dolphin.
  • Spotlight-Stealing Squad: The Neos archetype and the Neo-Spacians took a lot of screentime from the Elemental HERO monsters, and Neos effectively took over Elemental HERO Flame Wingman's role as Judai's signature card. Even though Flame Wingman is still Judai's favorite monster, he uses Neos a lot more than Flame Wingman.
  • Swiss Army Hero: Neos has no less than twelve different forms it can fuse into. Thirteen if you count Neos Wiseman as a different form too. Which means he has fourteen different forms if you count his base form.
  • This Is a Drill: Grand Mole and Grand Neos have those.
  • Winged Humanoid: Air Hummingbird, Flare Scarab, Honesty Neos, Air Neos, Flare Neos, Dark Neos, Storm Neos, Magma Neos, Chaos Neos, Rainbow Neos, Divine Neos and Neos Wiseman have wings.
  • Wolverine Claws: Dark Neos and Storm Neos have those.
  • Yin-Yang Bomb: Chaos Neos, the Fusion of Neos, Dark Panther and Glow Moss.

Nephthys is an archetype of Level 2 WIND Spellcaster monsters and FIRE Winged Beasts. It began with Sacred Phoenix of Nephthys, a monster from the earlier days of the game that can revive itself after destruction, clearing all Spell and Trap cards from the field when it did, and its dedicated support card Hand of Nephthys. Much later, an archetype with Ritual and Link support was built around it, expanding on the concept of destroying your own cards to summon large monsters and maintain field advantage.

Tropes associated with Nephthys:

  • Amazon Brigade: All of the Nephthys monsters are female.
  • Blow You Away: The lower-level monsters are WIND.
  • Distaff Counterpart: Sacred Phoenix of Nephthys is one to Horus the Black Flame Dragon. Both share similar aesthetics, heavily reminiscent of the Winged Dragon of Ra, and also share the Egyptian God theme naming. They were also introduced alongside similar support cards (Hand of Nephthys and Horus's Servant respectively), and both have Metaphys and DARK counterparts.
  • God in Human Form: Avatar of Nephthys. But thanks to her effect, she probably won't be in human form for long.
  • The Juggernaut: Nephthys the Blazing Sacred Phoenix starts out with a mediocre 2400 ATK, but by using multiple Ritual Monsters as Link Material, it can potentially grow into a 4800 ATK beatstick that can't be destroyed by anything and also protects your other Nephthys monsters for attacks.
  • Meaningful Name: Nephthys was a goddess associated with funerary rites in Egyptian Mythology, helping guide the souls of the dead to the afterlife. Appropriately, the archetype needs to destroy their own monsters to use their effects.
  • The Phoenix: The Sacred Phoenix and its advanced forms make up the archetype's heavy hitters. Sacred Phoenix and Sacred Blue Phoenix can also revive themselves with their effects.
  • Physical God: Nephthys takes on the form of a phoenix wielding divine power, and has her own cult of loyal worshipers. She's not necessarily the most powerful monster in the game, but still, this is an Egyptian goddess we're talking about.
  • Playing with Fire: Sacred Phoenix and its evolutions are FIRE monsters.

Ninja is an diverse archetype. Their early cards relied on manipulating battle and using Flip effects to destroy cards. The ZEXAL era introduced Armor Ninjas as a subtype, who can manipulate levels to allow flexible Xyz summons. ARC-V introduced the Twilight Ninja archetype, which focuses on Tribute Summons and swarming tactics. They rely on the Ninjitsu Art Trap Cards, Continuous Trap Cards that tribute Ninjas to use various effects. The strongest Ninja is White Dragon Ninja, who protects Ninjitsu Art cards from destruction. Jean-Claude Magnum used a Ninja deck in the Duel Monsters series, but all of his monsters don't exist in the real game yet. In ZEXAL, Yamikawa/Kaze uses an Armor Ninja deck. In ARC-V, Tsukikage uses a Twilight Ninja deck.

Tropes associated with the Ninjas:

    Noble Knight 
Noble Knights, known as Holy Knights (聖騎士 Seikishi) in the OCG, are a series of LIGHT (with one exception) Warrior monsters. They rely on the Noble Arms Equip Spell Cards, which have various effects and can re-equip themselves to other Noble Knights when destroyed. Their leader is Artorigus, King of the Noble Knights, and his evolved form, Sacred Noble Knight of King Artorigus.

Tropes associated with the Noble Knights:

  • The Atoner: Gwenhwyfar goes on a quest to find Excaliburn in order to save Artorigus in atonement for her affair with Laundsallyn.
  • Back from the Dead: Noble Knight Gwalchavad can bring a Noble Knight back from the Graveyard to your hand, and Noble Knights of the Round Table can do the same. Sacred Noble Knight of King Artorigus can revive one of his Knights when he goes from the field to the Graveyard.
    • Laundsallyn, Eachtar and Lady of the Lake can summon themselves from the Graveyard with their effects.
  • Bishōnen: Most of the Noble Knights, but in particular Peredur.
  • Badass Cape: Artorigus in his Sacred Noble Knight form.
    • Custennin gets one as Sacred Noble Knight of King Custennin.
  • Barrier Warrior: Drystan can protect from battle and effects any other Noble Knight with less than 1800 ATK.
  • Big Bad: In a stunning divergence from Arthurian myth, it's Laundsallyn, not Medraut.
    • However, is later revealed that Medraut is the reason everything goes to hell.
  • Black Knight: Laundsallyn in both forms.
    • Medraut, Borz and Peredur when their effects are active.
  • Cool Sword: The Noble Arms, especially Excaliburn since, well, it's Excalibur.
  • Cool vs. Awesome: A TCG tagline for Shadow Specters pits the Noble Knights against Vampires.
    • The second wave of Noble Knigth support plays with the trope by pairing Noble Knights and the Danger! note  archetype.
  • The Corruption: The final lore article implies that Laundsallyn was corrupted and turned to evil by Medraut's blood.
    • After being defeated by Artorigus, Laundsallyn's ghost goes to corrupt his half-brother Eachtar.
  • Dark Is Evil: Cemented by High Laundsallyn
    • Averted with Peredur.
  • Dual Wielding: Ignoble Knight of High Laundsallyn, and Sacred Noble Knight of King Artorigus. Both of them are wielding Excaliburn alongside their previous signature sword... somehow.
  • Elemental Powers:
    • Light 'em Up: Artorigus, Gawayn, Medraut, Gwalchavad, Drystan, Borz, Peredur, Brothers, Isolde, Custennin, Pellinore and Bedwyr.
    • Casting a Shadow: Laundsallyn, Eachtar, Medraut, Borz and Peredur (the latter three only with their effects active).
  • Enigmatic Empowering Entity: The Lady of the Lake, the tuner of the group.
  • Epic Hail: Medraut can call a Noble Knight into battle from the deck, at the cost of one of your Equip Spell Cards. Ignoble Knight of High Laundsallyn can equip a Noble Arms from the deck when Synchro Summoned, and can search out a Knight or Arms after defeating a monster in battle.
    • Merlin can tribute himself to summon a Noble Knight from the deck
    • Noble Knight Brothers can summon up to two additional knights from the hand when he's normal summoned.
    • Isolde can summon a warrior from the deck by sending equips from the deck to the Graveyard equal to that warrior's level.
  • Equippable Ally: Gwenhwyfar can be equipped to a Noble Knight, and her effect depends on the Attribute of the Noble Knight she's equipped to.
  • Excalibur in the Stone: Averted with a vengeance, Caliburn and Excaliburn are clearly shown to be different swords. Specifically by Sacred Noble Knight of King Artorigus Dual Wielding them both at once.
  • Everything Is Better With Princesses: Isolde, Two Tales of the Noble Knights -One of them at least-
  • Fallen Hero: Laundsallyn, in line with Lancelot, his counterpart in the Arthurian myths.
  • Give Me a Sword: Bedwyr's effect allows the player to exchange equips on the fly between the knights on the field.
  • Iconic Item: Several of the knights have a Noble Arms clearly associated with them:
    • Artorigus has Caliburn
    • Laundsallyn has Arfeudutyr
    • Gawayn has Gallatin
    • Gwalchavad has Destiny
    • Medraut has Clarent
    • Surprisingly not Excaliburn, however, as it appears to be used by both Artorigus and Laundsallyn in their respective upgraded forms.
  • Flawed Prototype: Of the TCG-exclusive archetype as concept. Being the first ever TCG archetype designed, it suffered from having a ridiculously long release schedule (ten sets instead of the usual four) and having some restrictions not present on later archetypes.
  • I Work Alone: Most of the archetype's effects either lock the player to only using Noble Knight monsters or require Noble Knight/Noble Arms cards to work.
  • The Juggernaut: Artorigus's Xyz forms can equip up to 3 Noble Arms cards to itself from the Graveyard when summoned. With the right ones (plus one or two more from the hand), you can easily end up with a monster that hits like a truck while being nigh-unkillable.
  • Knight in Shining Armor: Well, duh.
  • Luckily, My Shield Will Protect Me: Noble Arms of Destiny. While not a shield, Noble Arms - Excaliburn protects the equipped monster from targeting effects.
    • One of Gwenhwyfar's effects turns her into a literal shield for LIGHT Noble Knights.
  • Kill 'em All: Avalon's effect allows its controller to destroy all the cards in the field by vanishing five Knights (with at least one Laundsallyn and one Artorigus monster) from the Graveyard
  • Love Triangle: Between Artorigus, Gwenhwyfar and Laundsallyn and Drystan and the two Isoldes.
  • Mid-Season Upgrade: Both Artorigus and Laundsallyn got improved forms in Sacred Noble Knight of King Artorigus and Ignoble Knight of High Laundsallyn
    • Fitting his role as Artorigus' successor, Custennin becomes Sacred Noble Knight of King Custennin.
  • My Death Is Just the Beginning: Both Sacred Noble Knights summon another Noble Knight to the field when they leave the field (any way for Artorigus, destruction for Custennin).
    • In the lore, Medraut's death kickstarted the fall of Artorigus.
  • Mythology Gag: Looking closely at the art of the Knights and Arms yields many nods to the original legends:
    • Noble Arms of Destiny has the sword and shield in a stone by a river. One test of Galahad's worth was pulling a sword from a stone by a river.
    • The lake in Laundsallyn's art is likely a nod to Lancelot's association with the Lady of the Lake. There's a woman-shaped shadow behind him in his High Laundsallyn art, possibly a reference to Guinevere, since Lancelot's love for her was what drove him to turn against Arthur.
    • The shadow in Medraut's art, as well as his effect making him DARK, are obviously allusions to Mordred's status as the final enemy of the Arthurian mythos.
    • Gawayn is wearing a green scarf, a clear reference to Sir Gawain and the Green Knight. Both his art and that of Gallatin prominently feature the sun, in early versions of the myths, Gawain becomes more powerful as the sun rises.
    • Artorigus, King of the Noble Knight's sword is slightly different in design to Noble Arms - Caliburn, the sword wielded by Noble Knight Artorigus. Similarly, Arthur originally had the Sword in the Stone (often named Caliburn), which is replaced with Excalibur by the Lady of the Lake after it breaks.
    • Borz is holding the Holy Grail, in the myths Bors was one of the three knights who came closest to the Grail. His effect searches three Noble Arms from the deck, adds one to your hand and discards the other two, this is probably an allusion to how Bors was the only one of those three knights to return to Camelot. And while his ability making him DARK seems odd, it's likely a reference to how Bors sided with Lancelot after the latter broke away from Arthur's side, as all the DARK Noble Knights are ones who betrayed Arthur in some way in the mythology.
    • Gwalchavad and Borz appear in the background of Peredur's art, in an obvious allusion to Galahad, Bors and Percival being the three knights who discover the Holy Grail. The allusion was so obvious that Peredur was quickly identified as Percival as soon as his art was revealed.
    • Isolde, Two Tales of the Noble Knights depicts two women on its art, a gloomy black haired one and a beautiful blonde one standing in the middle of a ship with black and white sails behind them. This is a reference to the story of Tristan's death and the women depicted are Isault White Hands, legitimate wife of Tristan and Isault the Beautiful, Princess of Ireland and former lover of Tristan.
    • Clarent's art depicts the exact moment where Medraut steals the sword from Artorigus' armory.
    • Peredur looks a lot like Pellinore since he is his son.
    • Avalon's effect is a pretty faithful translation of the Battle of Cammlann's events in card form.
    • Custennin becoming Sacred King Custennin is a reference to his role as Arthur's succesor.
    • Both of Bedwyr's effects are allusions, and even the way they're formatted is one. His mill a Noble Arms effect is a reference to Bedivere returning Excalibur to the Lady of the Lake, while his effect to change the wielder of an Arms is an allusion to him being given Excalibur by the dying Arthur to do so. And the fact that the effects are placed in that order is an allusion to Merlin, who saw time backwards, something cemented by Bedwyr's lore article being written from Merlin's perspective.
    • Last Chapter of the Noble Knights is similarly an allusion, as its art depicts Bedwyr returning Excaliburn to the Lady of the Lake. Its effect relies on a similar reversal Mythology Gag, as its art depicts a sword and a man being lost, but the effect brings back a Noble Knight and Noble Arms, because its events are seen in reverse by Merlin.
    • Pellinore's effect of destroying a Noble Arm to destroy an opponent monster is an allusion to his battle with Arthur, where not only he emerged triumphant, he also broke Caliburn in the process.
  • Necromancer: Lady of the Lake can summon Noble Knight Artorigus from the Graveyard when she's normal summoned.
  • Nice Job Breaking It, Hero!: Laundsallyn killing Medraut is what lead to the fall of Camelot.
  • No Celebrities Were Harmed: Gwalchavad bears a stunning resemblance to Chris Hemsworth.
  • Not the Intended Use: Isolde not requiring NK monsters as materials nor to use its effects and being able to use any equip spell card has made it a popular choice for link spamming on any deck that can fit at least three warriors and one equip.
    • Lady of the Lake has become an in-theme Level Eater during the Link era thanks to her restrictions only applying to Synchro Summoning.
  • Power Walk: King Artorigus on the art of Glory of The Noble Knights
  • Public Domain Artifact: The Noble Arms are mostly named after swords from Arthurian legend, Gallatin from Gawain's sword, Arfeudutyr from Arondight, Lancelot's sword, Caliburn from one of Arthur's swords, and Excaliburn from Excalibur.
    • The Holy Grail can be seen in the art of Borz and Sacred Noble Knight of King Custennin.
  • Public-Domain Character: They are based on King Arthur, with the exception of Joan. To wit, Artorigus is Arthur, Laundsallyn is Lancelot, Gawayn is Gawain, Medraut is Mordred, Gwalchavad is Galahad, Drystan is Tristan, Isolde is Isault, Borz is Bors, Peredur is Percival, Brothers is Agravain, Gareth and Gaheris, Eachtar is Hector,Custennin is Constantine, Bedwyr is Bedivere and Pellinore.
  • Red and Black and Evil All Over: Ignoble Knight of High Laundsallyn
  • Red Eyes, Take Warning: Laundsallyn in both forms.
  • Royals Who Actually Do Something: Artorigus, King of the Noble Knights. Justified since he's King Arthur.
    • Custennin is based on Constantine of Briton, successor of Arthur as King of Camelot.
  • Sadly Mythtaken: The Archetype portrays Laundsallyn as Artorigus' ultimate enemy. While Lancelot and Arthur did fight one another, Mordred is the one who kills Arthur in practically all versions of the myth and Lancelot is usually coming to Arthur's aid when this happens. Interestingly, it was later revealed that Laundsallyn was being corrupted by Medraut's influence.
    • Last Chapter of the Noble Knights features Bedwyr being killed by a man who is implied to be a Laundsallyn-possessed Eachtar after returning Excaliburn to the Lady of the Lake, despite Bedivere being the only Knight to survive on most accounts of the myth.
  • Shoulders of Doom: High Laundsallyn
  • Shout-Out:
    • Aside from the obvious references to King Arthur, the Archetype's name may come from John Steinbeck's adaptation of the myths, 'The Acts of King Arthur and his Noble Knights'.
    • Custennin being Arthur's successor is taken from Geoffrey of Monmouth's Historia Regum Britanniae
    • Ignoble Knight of High Laundsallyn definitely seems like one to Berserker. Black armor, red Tron Lines, Dual Wielding, distortion and corruption on their weapon, oh, and they're based on the same guy.
  • Sixth Ranger: A good four years after the release of Last Chapter of the Noble Knights new support was announced for the archetype, including a link monster in the form of Isolde and Custennin, Arthur's successor to the throne.
    • Since Celestial Sword - Eatos is considered a Noble Arms, Guardian Eatos is an unofficial member of the Noble Knight archetype.
    • Thanks to its name, Celtic Guard of the Noble Arms is also considered part of the archetype.
  • The Bad Guy Wins: Despite dying, Medraut ultimately achieves his goal of destroying Artorigus and bring ruin to Camelot through Laundsallyn's actions.
    • Possibly subverted with the arrival of Custennin.
  • Theme Naming: With the exception of Merlin, Pellinore and Lady of the Lake, all the monsters in the archetype get their names from the Old English names of the Knights of the Round Table.
    • This extends to the Noble Arms as well, besides Clarent that is.
  • Took a Level in Badass: Artorigus, twice. First by becoming King of the Noble Knights, and then by acquiring Excaliburn to become Sacred Noble Knight of King Artorigus.
    • Laundsallyn does this as well by becoming Ignoble Knight of High Laundsallyn.
    • Custennin follows the tradition set by Artorigus by becoming Sacred Noble Knight of King Custennin.
  • Tron Lines: Artorigus, King of the Noble Knights, Ignoble Knight of High Laundsallyn, and Sacred Noble Knight of High Artorigus and Sacred Noble Knight of King Custennin.
  • Unholy Holy Sword: Noble Arms - Arfeudutyr and Noble Arms - Clarent.
    • Excaliburn when wielded by Laundsallyn, featuring a black blade with red Tron Lines.
  • You Have Outlived Your Usefulness: Laundsallyn can sacrifice a Noble Knight to bring out a Noble Arms, Medraut can destroy an Equip Spell to summon a Noble Knight, Gwalchavad can destroy an Equip Spell to get a Noble Knight back from the Graveyard and Pellinore can destroy a Noble Arm to destroy an opponent's monster.

    Nordic / Aesir 
Nordic monsters (known as Polar Star (極星, Kyokusei) in the OCG) are monsters themed after Norse mythology and support the Synchro summoning of the three Aesir monsters (known as Polar Gods (極神, Kyokushin) in the OCG) Thor, Odin and Loki, which are very powerful and can revive from the Graveyard when destroyed. In the anime they are the signature theme of Team Ragnarok of 5D's.

Tropes associated with the Nordics and Aesirs:

  • Action Girl:
    • Vanadis of the Nordic Ascendant. "Vanadis" is the alternative name of Freyja, the Norse goddess of love, fertility, battle, gold and death.
    • The Valkyries are minor female Norse gods that serve Odin. Befittingly, Valkyrie of the Nordic Ascendant is a Tuner Monster that can Summon Odin in the game.
  • Casting a Shadow: Loki, Lord of the Aesir is a DARK monster.
  • Combat Clairvoyance: In Norse mythology, Odin gave up his eye in order to drink from the well of Mimir, in order to gain wisdom and memory. This story parallels Odin Eye's effect, in that Odin gives up his eye (the negation of the effects of an Aesir monster you control) to gain wisdom and memory (look at the cards in your opponent's hand or all Set Spell/Trap Card your opponent controls). He also gained the power to see the future.
  • Color Motif: A unique thing to note about Nordic Alfar is that the colors of "Svartalf", "Dverg", and "Ljosalf", are magenta, yellow, and cyan respectively, while "Loki" and "Mara" are black (or shades of it). This may be a reference to the CMYK color system.
  • Cool Horse: Guldfaxe of the Nordic Beasts In Norse Mythology the Gullfaxi was a golden maned horse given to Magni, the son of Thor, by his father. The Gullifaxi or Guldfaxe was once owned by Thor. It was said to be the fastest horse on land second only to Odin's horse. This extreme speed maybe related to its ability to be Special Summoned to the field.
  • Hell Hound: Garmr of the Nordic Beasts. Garm is the most different of all "Nordic Beast" monsters. Garm is the only "Nordic Beast" not based on a hoofed animal. Garm is the only "Nordic Beasts" monster whose effect has nothing to do with Special Summoning.
  • Horse of a Different Color: Tanngrisnir and Tanngnjóstr of the Nordic Beasts. In Norse mythology, Tanngrisnir and Tanngnjóstr were goats that pulled Thor's chariot. "Tanngrisnir" translates to "teeth-barer, snarler" and Tanngnjóstr translates to "teeth grinder" in Old Nordic language. In fact, when Tanngnjóstr was used to Synchro Summon Thor in the anime, you can clearly see it grinding its teeth.
  • Light 'em Up: Odin, Father of the Aesir is a LIGHT monster.
  • Olympus Mons: The Aesirs are DIVINE Divine-Beast-Type monsters in the 5D's anime.
  • Our Elves Are Better: "Ljosalf of the Nordic Alfar" is a combination of the words "light" and "álfr" (elf). These light elves are divine beings who dwell in the heavens in Álfheimr. Japanese name of "Svartalf of the Nordic Alfar", Dökkálfr, is the counterpart of Ljosalf, because it's a combination of the words "dökkr" (dark) and "álfr" (elf). Unlike the light elves who live in the heavens, the dark elves are beings who dwell down in the earth.
  • Our Goblins Are Different: Mara of the Nordic Alfar. "Mara" is the Old Norse word for "goblin" or "nightmare". "Mara" also is the name for a specter or wraith-like creature in Germanic and particularly Scandinavian folklore, thought to cause nightmares.
  • Physical God: The Aesirs. In fact, they are DIVINE monsters in the anime.
  • Public Domain Artifact:
    • Nordic Relic Gungnir. In Norse mythology, Gungnir is Odin's magical spear; it always hits its mark and always kills.
    Banish 1 "Aesir" or "Nordic" monster you control, then target 1 card on the field; destroy it, also during your 2nd End Phase after activation, return the monster you banished to activate [Gungnir] to the field in face-up Attack Position.
    • In Norse mythology, Lævateinn is a weapon mentioned in the Poetic Edda poem Fjölsvinnsmál. The amended name Lævateinn is etymologically considered to be a kenning for a sword (Old Norse "damage twig").
    Target 1 face-up monster on the field that destroyed a monster by battle this turn; destroy it. Cards and effects cannot be activated in response to [Lævateinn].
    • In Norse mythology, Mjöllnir was the name of the weapon used by Thor himself, a hammer crafted out of iron gifted to him by the dwarves. The Norsemen believed that the sound of thunder was made by him hurling it at his foes. However, the card "Divine Relic Mjollnir" does not appear to be the weapon Thor is holding.
    Target 1 "Aesir" monster you control; it can make a second attack during each Battle Phase this turn.
    • In Norse mythology, Draupnir is a gold ring possessed by Odin with the ability to multiply itself. Additionally, the hand of "Odin, Father of the Aesir" is shown producing another armor in this card's artwork. This explains Draupnir's effect of producing another relic from your deck.
    Equip only to an "Aesir" or "Nordic" monster. It gains 800 ATK. If this face-up card on the field is destroyed by a card effect: You can add 1 "Nordic Relic" card from your Deck to your hand.
    • In Norse mythology, Brísingamen (from Old Norse brisinga "flaming, glowing" and men "jewelery, ornament") is the necklace of the goddess Freyja.
    • In Norse mythology, Megingjörð is a belt worn by the god Thor. When worn, the belt is described as doubling Thor's godly strength, hence the first effect of this card. Interestingly enough, Thor's hammer Mjollnir is named "Divine Relic", while Megingjörð is considered a "Nordic Relic", despite both items being used by the same god. Both items are also associated with doubling a monster aspect. Megingjörð doubles strength, while Mjollnir doubles the number of attacks a monster can have.
  • Shock and Awe: In Nordic mythology, Thor was known as the god of thunder. Strangely, "Thor, Lord of the Aesir" is not a Thunder-Type monster.
  • The Trickster: Loki, Lord of the Aesir is based on Loki, the renowned Norse trickster. Loki's effect could be homage to its inspiration, Loki the Trickster, because of its ability to retrieve Trap Cards from the Graveyard.

The Number series, also known as Numbers in the OCG, a big part of the setting and story of Yu-Gi-Oh! ZEXAL. They are the most prominent Xyz Monsters in the game. In the anime and manga, there are three variants of basic Number monsters: the Emperor's Key Numbers, which have numerical values less than or equal to 100; the Legendary Numbersnote , which are part of the original 100 Numbers, and the Over-One Hundred Numbersnote , which are not part of the original 100 Numbers (for each group, see below).

Several Numbers have upgraded forms, most notably the Chaos Number form (Number C) introduced in the anime, but also the Shining Number form (Number S) introduced in the manga. Both forms can be Xyz Summoned by overlaying their base forms through Chaos/Shining Xyz Change (Xyz Evolution). Alternatively, if the Chaos Xyz Change is not possible by that method, then the Number C monsters can be summoned with Rank-Up Magic Spell Cards. There are 25 Number C monstersnote , three Number S monstersnote , as well as two Number F monstersnote , the latter being not an evolution of any card.

Despite there are 100 plus seven base Numbers, less than 90 have been released in the game, and not all Numbers have been revealed yet, despite the anime and the manga have been already finished. Some missing Numbers in the anime were revealed in the manga, despite both of them play not in the same universe. Numbers that do not appear in the anime or manga are introduced in the OCG/TCG instead. Nevertheless, in the end of the anime, all 100 Numbers including their Chaos Number forms are currently owned by Astral.

Not counting evolutions or any Number monster that does not belong to the original 100 Numbers, the anime introduced 46 Numbersnote , the manga introduced 24 Numbersnote , and the OCG has introduced 22 Numbersnote ; 7 Numbersnote  remain unknown, but they will be introduced by the OCG in the future. Fournote  of the 46 anime Numbers have not been released yet.

Some Numbers are members of different archetypes (Chronomaly, Gimmick Puppet, Heraldic, Galaxy, Star Seraph, Umbral Horror, Battlin' Boxer, Hand, Sparrow, Crashbug, Ninja/Armor Ninja, -hunder, Plant Princess) with one of them having its own archetype — Utopia. See for each archetype on their respective folders.

Tropes associated with all Numbers:

  • Achilles' Heel:
    • Galaxy-Eyes Photon Dragon and Neo-Galaxy-Eyes Photon Dragon are designed to counter them.
    • Numeral Hunter is an anti-Number card, designed after Number Hunter Kaito (Kite) Tenjo.
  • Dub Name Change: From Numbers to Number.
  • Elemental Powers: With an archetype of monsters that exceed over 100 members, all six main Attributes are covered.
  • Gotta Catch 'Em All: Collecting every Number in existence was the premise that spurred the plot in ZEXAL. Some duelists in real life also try to do this.
  • Loads and Loads of Characters: 108 different numbers (109 if you include Numerronius), with at least one monster representing each. Then there are the Chaos Numbers and Shining Numbers...
  • Nerf: They are considerably stronger in the anime and manga, where they can only be destroyed in battle by another Number monster. Also, some individual Number monsters have stronger effects in the anime.
  • Next Tier Power-Up: Numbers can be upgraded into Chaos Numbers (Number C) or Shining Number (Number S). Utopia has even an upgrade that is neither of these forms.
  • Nigh-Invulnerability: Number Wall protects Number monsters from destruction by card effects. Additionally, the OCG/TCG added it an effect that prevents Number monsters from being destroyed by battle except by other Number monsters, in homage to their anime and manga effects. However, if a Number monster is destroyed, Number Wall is destroyed as well.
  • Overly Long Name: Most of them have not only Number [X] in their names, the rest of their names are ridiculously long. The evolutions usually increase the length of the names.
  • You Are Number 6: Each Number monster has a corresponding natural number, which is included at the start of its name after "Number". According to Word of God, they are not chosen randomly, but are decided "carefully with attention to details, so that fans can enjoy it in various places", which often results in puns and second meanings for each Number.note 

Emperor's Key Numbersnote 

The Emperor's Key Numbers have have numerical values less than or equal to 100. During Astral's battle with Don Thousand, fragments of Astral's power were scattered across Earth and designated the location of the Numeron Code. They took the form of 50 Numbers, among them the seven Legendary Numbers, and the four "Gate of Numeron" monsters. When Yuma Tsukumo unlocked the door with his Emperor's Key, he opened a portal between the Astral World and his own, which allowed Astral to come into his world. Yuma found himself trapped within a sphere of blank cards, which shortly flew away. Astral's remaining power and memories were scattered into fifty more Number cards. In order to regain his lost memories, Astral cooperates with Yuma. When Astral collects all of the cards, something else will happen besides his memory recovery. It is later revealed that Astral will obtain the Numeron Code, which he was to use to annhilate the Barian World in order to Rank-Up the Astral World, but Yuma changed this mission. However, the Barian World's leaders: the Seven Barian Emperors, are also trying to collect the "Numbers." If they collect all of them, then they will get the Numeron Code and use it to destroy Astral World. During the course of the story, some of them gained Chaos Number forms.

Tropes associated with the Emperor's Key Numbers:

  • Action Girl:
    • Number 21: Frozen Lady Justice and Number 87: Queen of the Night. The former might count as a Dark Action Girl as well.
    • Averted with Number 83: Galaxy Queen, who is pretty much a Non-Action Big Bad for the Sparrow archetype. Unlike the two above, she has both, weak stats and a purely supportive effect.
  • Attack Reflector: When Number 13: Embodiment of Crime and Number 31: Embodiment of Punishment are on the field, they force the opponent's monsters to attack them. The opponent suffers the resulting Battle Damage instead of the controller.
  • Big Creepy-Crawlies: Number 20: Giga-Brilliant, Number 28: Titanic Moth, Number 35: Ravenous Tarantula, Number 66: Master Key Beetle, Number 70: Malevolent Sin and Number 84: Pain Gainer are Insect-Types. Number 77: The Seven Sins is a Fiend-Type monster that looks like a gigantic spider.
  • Blow You Away: Number 42: Starship Galaxy Tomahawk is the only WIND Number monster.
  • Casting a Shadow: Number C5: Chaos Chimera Dragon, Number 11: Big Eye, Number 13: Embodiment of Crime, Number 22: Zombiestein, Number 23: Lancelot, Dark Knight of the Underworld, Number 24: Dragulas the Vampiric Dragon, Number 31: Embodiment of Punishment, Number 34: Terror-Byte, Number 35: Ravenous Tarantula, Number 43: Soul Marionetter, Number C43: Chaos Marionetter, Number 48: Shadow Lich, Number 50: Blackship of Corn, Number 53: Heart-EartH, Number 66: Master Key Beetle, Number 68: Fiendish Skyprison Sandalfon, Number 70: Malevolent Sin, Number 77: The Seven Sins, Number 80: Rhapsody in Berserk, Number C80: Requiem in Berserk, Number 83: Galaxy Queen, Number 84: Pain Gainer, Number 85: Crazy Box, Number 86: Heroic Champion — Rhongomyniad, Number 89: Computerbeast Diablosis, Number 92: Heart-EartH Dragon, Number C92: Chaos Heart-EartH Dragon, Number 95: Galaxy-Eyes Dark Matter Dragon, Number 96: Dark Mist, Number C96: Dark Storm, Number 98: Antitopian and all Gimmick Puppet Numbers (15, C15, 40, C40, 88 and C88) are DARK monsters.
  • Cat Girl: Number 29: Mannequin Cat is one, as she's designed to fit in Cathy's deck.
  • Chef of Iron: Number 59: Crooked Cook is a combat cook.
  • Cool Boat: Number 50: Blackship of Corn. It can destroy an opponent's monster that has equal or less ATK than this card and the opponent gets 1000 damage. However, Blackship of Corn cannot attack during the turn the effect was activated.
  • Cool Starship: Number 42: Galaxy Tomahawk.
  • Cool Train: Number 81: Superdreadnought Rail Cannon Super Dora is cannon monster with four trains as its legs. It is designed to fit in Anna Kozuki's Train deck.
  • Dishing Out Dirt:
    • Rock-Type monsters are Number 30: Acid Golem of Destruction, Number 51: Finisher the Strong Arm, Number 52: Diamond Crab King, Number 55: Gogogo Goliath and Number 68: Fiendish Skyprison Sandalfon. Diamond Crab King and Gogogo Goliath are also EARTH monsters.
    • Other EARTH monsters are Number 12: Crimson Shadow Armor Ninja, Number 41: Baguska, Number 45: Crumble Logos the Prophet of Demolition, Number 72: Shogi Rook, Number 74: Master of Blades, Number 81: Superdreadnought Rail Cannon Super Dora and Number 82: Heartlandraco.
  • Energy Absorption: When Number 96: Dark Mist battles a monster, it will steal half of its ATK. If Dark Mist is attached to Number C96: Dark Storm, it will steal its original ATK.
  • Everything's Better with Dinosaurs: Number 19: Freezerdon and Number 61: Volcasaurus are Dinosaur-Type monsters.
  • Gameplay and Story Segregation: Number 24: Dragulas the Vampiric Dragon is a Wyrm-type monster; however, the Wyrm type did not exist in the ZEXAL era, which marks the Numbers' only appearance in the anime/manga.
  • God Save Us from the Queen!: Number 83: Galaxy Queen for the Sparrow archetype.
  • Golem: Number 30: Acid Golem of Destruction and Number 55: Gogogo Goliath.
  • Green Thumb: Number 50: Blackship of Corn and Number 87: Queen of the Night are Plant-Types.
  • The High Queen: Number 87: Queen of the Night from the Plant Princess archetype.
  • I Work Alone: Number 59: Crooked Cook has an effect that lets him destroy all other cards you control, but in exchange, he gains 300 ATK for each monster destroyed and sent to the Graveyard by his effect until the end of the turn. As long as he's the only card you control, he is unaffected by other cards' effects.
  • An Ice Person: Number 19: Freezerdon and Number 21: Frozen Lady Justice, as their names already indicate, are related to ice.
  • Light 'em Up: Number 7: Lucky Stripe, Number 9: Dyson Sphere, Number C9: Chaos Dyson Sphere, Number 10: Illumiknight, Number 16: Shock Master, Number 20: Giga-Brilliant, Number 25: Force Focus, Number 29: Mannequin Cat, Number 38: Hope Harbinger Dragon Titanic Galaxy, all forms of Number 39: Utopia, Number 49: Fortune Tune, Number 56: Goldrat, Number 62: Galaxy-Eyes Prime Photon Dragon, Number 63: Shamoji Soldier, Number 78: Number Archive, Number 91: Thunder Spark Dragon, Number 93: Utopia Kaiser, Number 99: Utopic Dragon, Number 100: Numeron Dragon, all Chronomaly Numbers (6, C6, 33 and 36) and all Heraldic Numbers (8, 18, 69 and C69) are LIGHT monsters.
  • Making a Splash: Number 17: Leviathan Dragon, Number 19: Freezerdon, Number 21: Frozen Lady Justice, Number 30: Acid Golem of Destruction, Number 32: Shark Drake, Number C32: Shark Drake Veiss, Number 37: Hope Woven Dragon Spider Shark, Number 47: Nightmare Shark, Number 71: Lebarian Shark and Number 87: Queen of the Night are WATER monsters.
  • Mechanical Lifeform: Number 9: Dyson Sphere, Number C9: Chaos Dyson Sphere, Number 25: Force Focus, Number 34: Terror-Byte, Number 42: Galaxy Tomahawk, Number 81: Superdreadnought Rail Cannon Super Dora, all Chronomaly Numbers (6, C6, 33 and 36) and all Gimmick Puppet (15, C15, 40, C40, 88 and C88) Numbers are Machine-Type monsters.
  • Mook Maker: Number 42: Galaxy Tomahawk can create tokens.
  • Necromancer:
    • Number 32: Shark Drake can revive an enemy monster it just destroyed in battle and reduces that monster's ATK by 1000 and Shark Drake can attack a second time (though, Shark Drake doesn't have to battle the revived monster again).
    • Number 71: Lebarian Shark can revive a Number monster from your Graveyard while giving it one of its Xyz Materials.
  • Noble Bird of Prey: Number 49: Fortune Tune is the only Winged Beast-Type monster.
  • Original Generation: The Numbers that don't appear in the anime or manga, but are originally introduced in the OCG are Number 18: Heraldic Patriarch, Number 24: Dragulas the Vampiric Dragon, Number 29: Mannequin Cat, Number 36: Chronomaly Chateau Huyuk, Number 41: Baguska, Number 45: Crumble Logos the Prophet of Demolition, Number 49: Fortune Tune, Number 51: Finisher the Strong Arm, Number 55: Gogogo Goliath, Number 57: Tri-Head Dust Dragon, Number 59: Crooked Cook, 68: Sanaphond the Sky Prison, Number 71: Rebarian Shark, Number 74: Master of Blades, Number 78: Number Archive, Number 79: Battlin' Boxer Nova Kaiser, Number 81: Superdreadnought Rail Cannon Super Dora, Number 85: Crazy Box, Number 86: Heroic Champion — Rhongomyniad, Number 87: Queen of the Night, Number 89: Diablosis the Mind Hacker, Number 90: Galaxy-Eyes Photon Lord, and Number 98: Antitopian. Since the anime and the manga have been finished, the remaining Numbers that have to be created are 26, 27, 60, 67, 75-6, and 97. (7 in total.)
  • Our Centaurs Are Different: Number 45: Crumble Logos the Prophet of Demolition is a centaur. His lower half looks like the body of a mechanical horse, while the upper half looks like an undead man.
  • Our Demons Are Different: Number 13: Embodiment of Crime, Number 31: Embodiment of Punishment, Number 41: Baguska, Number 43: Soul Marionetter, Number C43: Chaos Marionetter, Number 53: Heart-eartH, Number 77: The Seven Sins, Number 80: Rhapsody in Berserk, Number C80: Requiem in Berserk, Number 85: Crazy Box, Number 96: Dark Mist, Number C96: Dark Storm are Fiend-Type monsters.
  • Our Dragons Are Different:
    • Number C5: Chaos Chimera Dragon, Number 17: Leviathan Dragon, Number 38: Hope Harbinger Dragon Titanic Galaxy, Number 57: Tri-Head Dust Dragon, Number 62: Galaxy-Eyes Prime Photon Dragon, Number 71: Lebarian Shark, Number 82: Heartlandraco, Number 91: Thunder Spark Dragon, Number 92: Heart-eartH Dragon, Number C92: Heart-eartH Chaos Dragon, Number 95: Galaxy-Eyes Dark Matter Dragon, Number 99: Utopic Dragon and Number 100: Numeron Dragon are Dragon-Type monsters.
    • Number 24: Dragulas the Vampiric Dragon is a Wyrm-Type monster.
  • Our Fairies Are Different: Number 7: Lucky Stripe, Number 16: Shock Master and Number 63: Shamoji Soldier are Fairy-Type monsters.
  • Our Liches Are Different: Number 48: Shadow Lich.
  • Our Zombies Are Different: Number 22: Zombiestein, Number 23: Lancelot, Dark Knight of the Underworld, Number 45: Crumble Logos the Prophet of Demolition, and Number 48: Shadow Lich are Zombie-Type monsters.
  • Playing with Fire:
    • Number 58: Burner Viser is a FIRE Pyro-Type monster.
    • Other FIRE monsters are Number 28: Titanic Moth, Number 57: Tri-Head Dust Dragon, Number 59: Crooked Cook, Number 61: Volcasaurus, and Number 79: Battlin' Boxer Nova Caesar.
  • Poisonous Person: The artwork of Number 30: Acid Golem of Destruction has the monster release poisonous fumes. And it can damage its controller with its effects.
  • Portmanteau: Number 71: Lebarian Shark's name is a combination of "Levice/Leviathan" and "Barian". It's also a Punny Name, as it sounds like "Le Barian". Its name is a reference to both, Shark's first Number, which is Number 17: Leviathan Dragon (Levice Dragon in the OCG), as well as Shark's true nature as the Barians' leader.
  • Psychic Power: Number 74: Master of Blades, Number 89: Computerbeast Diablosis and the four Heraldic Number monster (8, 18, 69 and C69) are Psychic-Type monsters.
  • Sinister Geometry: Number 11: Big Eye is an upside-down cone with a giant eye that's capable of mind-controlling other monsters.
  • Sixth Ranger: A number of the card game-exclusive Numbers are clearly designed to fit in the decks of ZEXAL characters despite not appearing in the anime or manga. Number 18 is based on Tron, Number 29 on Cathy, Number 36 on III, Numbers 55 and 98 on Yuma, Number 71 on Shark, Number 79 on Alito, Number 81 on Anna, and Number 86 on Gauche.
  • 13 Is Unlucky: Number 13: Embodiment of Crime or Cain's Demon in Japan, is rather demonic in appearance. Paired with Number 31: Embodiment of Punishment, the two can lock down the game by forcing the opponent's monsters to attack them and make them lose Life Points that the controller would've lost.
  • Threatening Shark: Number 32: Shark Drake, Number C32: Shark Drake Veiss, Number 37: Hope Woven Dragon Spider Shark and Number 47: Nightmare Shark; bonus points for all of them being used by Shark in different continuities. They are also the only Sea Serpent-Type monsters among the Numbers. Number 71: Lebarian Shark is more or less a shark In-Name-Only, as it doesn't quite look like one and is classified as a Dragon-type monster.
  • Token Evil Teammate: Despite being an Emperor's Key Number and therefore associated with Astral World, Number 71: Lebarian Shark has a very heavy Barian motif. Its effect is also seemingly made to support the Over One-Hundred Numbers, particularly to facilitate the use of the Barians' ace card Rank-Up-Magic - The Seventh One.
  • Unknown Character: Absolutely nothing is known about Number 5: Doom Chimera Dragon other than its name and Rank. And even then, the only reason that's even known is because it was mentioned in the anime card text of its Chaos Number form.

Legendary Numbers

The Legendary Numbers, also known as Mythyrian Numbers in the dub, are seven cards of the original 100 Numbers and they play a major part in the story of ZEXAL II. They are unique, located in Number ruins across the world, protected by guardians. Each of these Numbers correspond to a legend inscribed on the walls of the ruins, telling the story of the person who occupied that location in a previous era, before they became ruins due to the ravages of time. Rather than taking their form based on their holders Deck, they take a form relative to the legend that is described. The legendary figures are the human past lives of the Seven Barian Emperors, and instead of containing the pieces of Astral's memories, the Legendary Numbers contain the memories of the legendary figures.

The seven Legendary Numbers are Number 44: Sky Pegasus (Durbe), Number 46: Dragluon (Mizael), Number 54: Lion Heart (Alito), Number 64: Ronin Raccoon Sandayu (Girag), Number 65: Djinn Buster (Vector), Number 73: Abyss Splash (Nasch) and Number 94: Crystalzero (Merag). Two of them have also Chaos upgrades — Number C65: King Overfiend and Number C73: Abyss Supra Splash.

Tropes associated with the Legendary Numbers:

Over One-Hundred Numbers

The seven Over One-Hundred Numbers, or Number 10X for short, are the signature cards of the Seven Barian Emperors from ZEXAL. The Over One-Hundred Numbers are malignant versions of the Number cards designed by Don Thousand to corrupt the Seven Barian Emperors, who have been reincarnated due to each being connected to one of the Number ruins. This corrupts their original memories and allows them to serve him in the restoration of his power. When each of the Barian Emperors was about to die Don Thousand would appear to them and attach each of the Numbers to their soul thus filling them with hate. The falsified memories they contain can be countered by the corresponding Legendary Number. Unlike the first 100 Numbers, Astral cannot absorb them since they are not pieces of his memory. Each of the seven Over-One Hundred Numbers has an own Number C version.

Number 101: Silent Honor ARK is owned by Nasch/Nash, Number 102: Star Seraph Sentry by Durbe/Dumon, Number 103: Ragna Zero by Merag/Marin, Number 104: Masquerade by Vector, Number 105: Battlin' Boxer Star Cestus by Alito, Number 106: Giant Hand by Girag, and Number 107: Galaxy-Eyes Tachyon Dragon by Mizael/Mizar.

Tropes associated with the Over One-Hundred Numbers:

  • Archer Archetype: Number 102: Star Seraph Sentry wields a bow.
  • Black Knight: There are two knight-like monsters colored in black: Number C101: Silent Honor DARK and Number C102: Archfiend Seraph.
  • Blade on a Stick:
    • Number C101: Silent Honor DARK wields a lance.
    • Also, Number C102: Archfiend Seraph wields a lance.
  • Casting a Shadow: Number C104: Umbral Horror Masquerade is a DARK monster.
  • Cool Mask: Number 104: Masquerade and Number C104: Umbral Horror Masquerade have those.
  • Cool Ship: Number 101: Silent Honor ARK is a futuristic submarine of war.
  • Dark Action Girl: Number 103: Ragna Zero and Number C103: Ragna Infinity.
  • Dishing Out Dirt: Number 106: Giant Hand and Number C106: Giant Red Hand are EARTH Rock-Type monsters.
  • Evil Counterpart: Number 107: Galaxy-Eyes Tachyon Dragon and Number C107: Neo Galaxy-Eyes Tachyon Dragon are the counterparts of Galaxy-Eyes Photon Dragon and Neo Galaxy-Eyes Photon Dragon.
  • Four Is Death: Six of the seven base Over One-Hundred Numbers are Rank 4 monsters.
  • Elemental Powers: With all of their forms, they cover five of the six main Attributes: WATER, LIGHT, DARK, FIRE and EARTH.
  • Giant Hands of Doom: Number 106: Giant Hand and Number C106: Giant Red Hand.
  • An Ice Person: Number 103: Ragna Zero and Number C103: Ragna Infinity.
  • Light 'em Up: Number 102: Star Seraph Sentry, Number C102: Archfiend Seraph, Number 104: Masquerade, Number 107: Galaxy-Eyes Tachyon Dragon and Number C107: Neo Galaxy-Eyes Tachyon Dragon are LIGHT monsters.
  • Making a Splash:
    • Number 101: Silent Honor ARK and Number C101: Silent Honor DARK are WATER Aqua-Type monsters.
    • Other WATER monsters are Number 103: Ragna Zero and Number C103: Ragna Infinity.
  • Noble Demon: Number C102: Archfiend Seraph, who is even named "Noble Demon" in the OCG.
  • Our Fairies Are Different/Our Angels Are Different: Number 102: Star Seraph Sentry, Number C102: Archfiend Seraph, Number 103: Ragna Zero and Number C103: Ragna Infinity are Fairy/Angel-Type monsters in the TCG/OCG.
  • Our Dragons Are Different: Number 107: Galaxy-Eyes Tachyon Dragon and Number C107: Neo Galaxy-Eyes Tachyon Dragon are Dragon-Type monsters.
  • Playing with Fire: Number 105: Battlin' Boxer Star Cestus and Number C105: Battlin' Boxer Comet Cestus are FIRE monsters.
  • Simple Staff: Number C104: Umbral Horror Masquerade has a staff, fitting as he's a Spellcaster-Type monster.
  • Sinister Scimitar: Number 103: Ragna Zero wields a white scimitar.
  • Sinister Scythe: Number C103: Ragna Infinity has a dark red scythe.
  • Smurfette Principle: Number 103: Ragna Zero with her upgraded form is the only female member of the Over One-Hundred Numbers.

Number 0

There are two Number 0 cards. The last Number that appears in the anime, Number F0: Utopic Future, the only Future Number in the game; and Number S0: Utopic ZEXAL, one of the Shining Numbers from the manga. Both cards are not part of the original 100 Numbers and are in fact creations of Yuma's hope and they are connected with the Utopia archetype. Both stand out as Xyz Monsters, as their Rank is 0 (but they are treated as Rank 1 monsters) and they can be Xyz Summoned by overlaying multiple Xyz Monsters with the same Rank.

Tropes associated with the Number 0:

  • Difficult, but Awesome: You need two non-Number monsters with the same Rank to Xyz Summon Utopic Future, but he is really awesome.
  • Dual Wielding: Utopic Future, similar like the Utopia monsters.
  • Expy: Utopic ZEXAL is just the Shining and manga version of Utopic Future, mixed with Yuma's ZEXAL II mode. It can also be seen as one to Jounouchi's Lord of the Red, being a monster that manifests as Powered Armor worn by the Duelist controlling it.
  • Fire-Forged Friends: When Utopic Future fights a monster, the player gains control of the enemy monster until the end of the Battle Phase.
  • Foil:
    • Utopic Future is this to Number 99: Utopic Dragon. Utopic Dragon is the ultimate evolution of Number 39: Utopia, but it is summoned by Astral, not Yuma. Yuma's Utopic Future is his answer to Utopic Dragon, since Utopic Future is the replacement of Utopia. Utopic Dragon has 4000 ATK and 2000 DEF, is a Rank 10 monster, and has an effect that revives a monster from the graveyard and it has another effect that negates and destroys a card that is targeting him, while Utopic Future is a Rank 0 (then Rank 1) monster with 0 ATK and DEF, and it befriends an enemy by fighting it. Both are also non-Utopia cards. Utopic Dragon can be summoned with a Utopia monster, while Utopic Future cannot be summoned with Utopia.
    • He's also, oddly enough, a foil to Ultimaya Tzolkin of the Dark Synchro Monsters. Ultimaya is a Synchro Monster, Utopic Future is an Xyz Monster. Both have 0 ATK, but counterbalance it with effects that make them hard to get rid of. Both lack a Rank or Level, respectively, and require two monsters of the same Rank/Level, but Ultimaya is always treated as Level 12, while Utopic Future is treated as Rank 1. They also both have effects that rely on other monsters to fight for them. However, Ultimaya is a DARK Dragon-Type monster and the final ace of a main villain, while Utopic Future is a LIGHT Warrior-Type monster and the final ace of a main hero.
  • Light 'em Up: They are LIGHT monsters like Utopia.
  • My Hero Zero: Utopic Future's Number is 0, he has 0 ATK and DEF, the Battle Damage is reduced to 0 when this card battles, and he is even Rank 0. However, when he's played, he is considered as a Rank 1 monster. Utopic ZEXAL is also Number 0 and Rank 0 with 0 ATK and DEF, although he does gain ATK based on the number of Xyz Materials attached to him.
  • Nigh-Invulnerability: Utopic Future card cannot be destroyed by battle and the player doesn't get Battle Damage.
  • No-Sell: Utopic Future can survive being destroyed by a card effect by detaching an Xyz Material.
  • Weak, but Skilled: Despite having 0 ATK and DEF, Utopic Future can be really troublesome for the opponent.
  • Winged Humanoid: Like the Utopia monsters, Utopic Future has wings. Four wings.