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Characters / Yu Gi Oh Card Game S Part 2

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Characters from the Yu-Gi-Oh! card game, sorted alphabetically and starting from the letter S.


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    SPYRAL 
https://static.tvtropes.org/pmwiki/pub/images/spyralmissionrecapture_lod2_jp_vg_artwork.png
The SPYRAL team after a successful mission.

SPYRAL is a TCG-original archetype based on spies, and a Shout-Out to James Bond. The deck revolves around summoning SPYRAL Super Agent, maintaining a lot of hand and field advantage, and destroying your own cards with effects to activate their abilities. Assisting the Super Agent is the SPYRAL GEAR sub-archetype, tools used by the spy in order to help him on his missions.

The archetype has a small gimmick where some of its monsters require guessing the card type of the top card of the opponent's deck to activate, but most players use the effect of SPYRAL GEAR - Drone to guarantee their guesses. Though the archetype sounds conceptually like a control archetype, it is usually played as a supercharged combo deck instead, since many SPYRAL cards lack hard once-per-turn clauses and can be endlessly reused to generate resources.


  • Anime Hair: The spies have spiky, spiraly hair.
  • Back-to-Back Badasses: Double Helix, SPYRAL's first Link Monster, is composed of a younger Super Agent and Sleeper standing back-to-back—presumably before the latter became Sleeper in the first place. This is likely an homage to the opening of GoldenEye, which showcased the teamwork between 007 and 006 in their final mission together.
  • Bash Brothers: SPYRAL Super Agent and SPYRAL Tough seem to be this as both have very similar stats and combo extremely well together. Since Tough's special effect allows him to copy Super Agent's name while on the field he can also make use of the same gear and support cards. They can even be seen working together in the art of SPYRAL MISSION Rescue to save Quik-Fix.
  • Big Good: SPYRAL Master Plan is the leader of SPYRAL. She commands Super Agent, Quik-Fix, Tough, Sleeper before his betrayal, Misty and the other SPYRAL Agents.
  • Collective Identity: The SPYRALs Tough and Double Helix both have their names treated as SPYRAL Super Agent while they're on the field or in the graveyard, allowing them to work with cards that specifically require Super Agent.
  • Double Agent: SPYRAL Sleeper seems to be this as he can only be summoned by removing SPYRAL cards from the graveyard and his effects mostly revolve around destroying other SPYRAL cards on the field. This can easily be viewed as him pretending to support them while secretly destroying them from the inside. He's also shown trying to capture Quik-Fix in the artwork of SPYRAL MISSION - Rescue. His younger self was even called SPYRAL Double Agent.
  • Gadgeteer Genius: SPYRAL Quik-Fix seems to be in charge of making and maintaining all of the SPYRAL agent's various gadgets since he lets his controller nab a free SPYRAL GEAR card whenever he hits the field. Unfortunately, he may have done his job a little too well as he quickly ended up getting limited soon after he was released due to the potent power of his effects.
  • The Hero: SPYRAL Super Agent, the crux of the deck.
  • Heroic Sacrifice: If Super Agent is attacked, Charming Resort Staff's first effect allows you to switch the attack to her. Considering she's much weaker than him in terms of stats, she'll inevitably go down, thus activating her second effect and letting you summon another Super Agent from your deck.
  • Implied Love Interest: Charming Resort Staff's effects revolve around helping out Super Agent. Likewise, the spy can be seen in her card's art, gazing at her lovingly while she serves food to Master Plan.
  • Luck Manipulation Mechanic: Super Agent can special summon himself if you correctly guess what type of card is on top of your opponent's deck - Monster, Spell or Trap. SPYRAL GEAR - Drone, however, lets you not only see the cards ahead of time, but allows you to arrange them in any order. This also gives you the opportunity to ensure your opponent draws an unhelpful card next turn.
  • One-Man Army: Both SPYRAL Super Agent and SPYRAL Tough can quickly become this with the right support cards. Both start out with a pretty decent ATK score of 1900 which can quickly be boosted by several thousands through the use of SPYRAL GEAR cards like SPYRAL GEAR - Drone and SPYRAL GEAR - Fully Armed to become massive beatsticks with 10000+ ATK points in extreme cases. Slap on a SPYRAL GEAR - Last Resort and activate SPYRAL MISSION - Assault to complete the package and they'll even be immune to battle destruction and destroying card effects while leting their controller draw many extra cards... including additional SPYRAL GEAR.
  • Sharp-Dressed Man: Super Agent just wouldn't be a proper Bond Expy without a snazzy suit.

    Stardust 
https://static.tvtropes.org/pmwiki/pub/images/stardustdragon_tf04_jp_vg_7.jpg
Converging wishes will become a new shining star!

Stardust is an archetype of cards consisting of Dragon- or Warrior-type Synchro monsters that were used by Yusei Fudo in the 5D's anime and manga and that include his ace card Stardust Dragon.

Stardust cards tend to have effects related to special summoning, negation of effects and attacks as well as protection from destruction.


  • Animal Mecha: Stardust Synchron is a robot built to resemble Stardust Dragon.
  • Armor-Piercing Attack: Stardust Assault Warrior has the ability to inflict piercing damage.
  • Back from the Dead: Many Stardust cards have the ability to summon themselves or another monster from the graveyard.
  • Draconic Humanoid: Stardust Trail is a woman with Dragon wings and horn and dressed in Stardust-esque attire. Her purpose is to be used as Synchro material to Stardust monsters.
  • Everything's Better with Sparkles: True to their name, the Stardust monsters are surrounded by stardust in their card art.
  • Herd-Hitting Attack:
    • Stardust Charge Warrior can attack all of your opponent's Special Summoned monsters in one turn. Combining his effect with Cosmic Flare turns him into a One-Man Army.
    • Shooting Star Dragon can excavate the top five cards of your deck, and for each Tuner you find, it gets one attack during each Battle Phase this turn (although, if you don't find any, it won't be able to attack).
    • Shooting Majestic Star Dragon has an upgraded version of the regular Shooting Star's effect, giving a bonus attack for free for every copy of Stardust Dragon or its Synchro upgrades in your Graveyard.
  • Light Is Good: They're mostly LIGHT-themed, and are used by the heroic Yusei Fudo.
  • Mythology Gag:
    • Majestic Absorption is based on Yusei's defeat of Meklord Emperor Wisel in episode 66, where he uses Majestic Star Dragon to negate one of its parts' effects and then destroy it. Effect-wise, it lets Stardust Dragon or its upgrades absorb other monsters as Equip cards, letting it turn the Meklords' main schtick against them. The second and third effects are shared with Earthbound Immortal Ccapac Apu, which was used by Yusei's most personal opponent in the Dark Signer arc.
    • Stardust Trail is the woman featured in Converging Wish, the trap card Yusei uses to defeat Z-One. Her hairstyle resembles that of Yusei's love interest Akiza Izinski. She also continues the tradition of a "Maiden" counterpart to the game's most famous dragons.
  • No-Sell: By banishing a Synchro monster from the graveyard, Stardust Chronicle Spark Dragon can render itself immune to any other card effect for the rest of the turn.
  • Red Oni, Blue Oni: The blue to Red Dragon's red. On the whole the Stardust line focuses on supporting and protecting fellow monsters instead of destroying opponent's monsters, with the exception of Stardust Charge Warrior, who focuses on battling instead of protection. This is reflected in their color scheme: the Stardust monsters are covered in calm blue and white.
  • Uncatty Resemblance: Underneath the Stardust Dragon-esque armor, the Warrior monsters wear black undersuits with red patterns similar to Yusei's shirt.

    Starry Knight 
https://static.tvtropes.org/pmwiki/pub/images/starryknightceremony_madu_en_vg_artwork.png
Starry Knights, known as Holy Nights in the OCG, is an archetype of Level 4 LIGHT Fairy monsters that support Level 7 LIGHT Dragon monsters.

While the archetype can support any Level 7 LIGHT Dragon monster, it is intended to support Starry Night, Starry Dragon, which was revealed along with the archetype. While not a member of the archetype, Starry Night, Starry Dragon's ability to destroy a card on the field when Normal or Special Summoned from the hand synergizes quite well with the archetype, as the archetype can both Special Summon it from the hand and return it to the hand, thus allowing its effect to activate multiple times within the same turn.

  • An Ass-Kicking Christmas: The archetype is inspired by Christmas tradition. Notably, after the initial reveal of the archetype, the next archetypal card revealed was revealed on Christmas of that year (2020).
  • Back from the Dead: When in the graveyard, Rayel can banish itself to re-summon a Starry Knight monster.
  • Early-Installment Weirdness: Seiyaryu was merely a weird looking normal monster that occasionally appeared in Yu-Gi-Oh!, though it was used by Tea Gardner in Yu-Gi-Oh!: Capsule Monsters, with absolutely no support to show for it.
  • Mythology Gag: Starry Night, Starry Dragon protecting itself from DARK monsters and Balefire punishing the opponent for controlling a DARK monster are likely inspired by the original Seiyaryu being a rival of Serpent Night Dragon.
  • No-Sell: DARK monsters can't destroy Starry Night, Starry Dragon through battle or card effects.
  • Punny Name: The archetype's OCG name suddenly becomes a lot better/worse if you realize Seiyaryu translates out as "Holy Knight Dragon".
  • Theme Naming: All around traditional aspects of Christmas (more so in the OCG): The spell/trap support is named after nativities, the advent, and of course, the song "Silent Night".

    Star Seraph 
https://static.tvtropes.org/pmwiki/pub/images/number102starseraphsentry_madu_en_vg_artwork.png
Star Seraph, Holy Lightning in the OCG, is a small archetype consisting of LIGHT Fairy-type monsters that swarm the field to perform Xyz Summonings and gain benefit from doing so if three or more monsters were used. They are used by Durbe/Dumon in ZEXAL.

  • Added Alliterative Appeal: All of their TCG names start with S for every word.
  • Alternate Character Reading: The kanji in their OCG names literally translate to "Light Angel", fitting to both their Type and Attribute.
  • Anti-Villain: Archfiend Seraph might be a reference to the fact that the archetype's user, Durbe, is one of these, as he is a member of the villanous Seven Barian Emperors, but is a noble person that is ultimately fighting for the survival of his world. The monster itself evokes this feel, as it is a LIGHT Attribute Fairy-Type monster and the ace monster of the angelic-looking Star Seraph archetype, yet sports dark colors and is a member of the Archfiend archetype, a group of monsters that are mainly DARK Fiend-Type with a sinister appearance.
  • Cool Chair: Star Seraph Sovereign takes the form of a throne.
  • Dub Name Change: From Holy Lightning to Star Seraph.
  • Fallen Angel: Despite being an Archfiend, Number C102 keeps the Fairy typing instead of becoming a Fiend and its TCG name retaining the Seraph part which
  • Mythology Gag: Star Seraph Sentry's ATK is the same as Dark Magician's, while its DEF is 100 less. Its evolved form Archfiend Seraph has the same ATK and DEF as Dark Paladin, one of Dark Magician's own evolutions.
  • No-Sell: Star Seraph Sentry can prevent its own destruction by detaching all materials currently attached to it with the added benefit of halving all battle damage for the rest of the turn. Its evolved form, Archfiend Seraph, has a similar effect which works by detaching two materials.
  • Our Angels Are Different: As evidenced by their name and the Fairy type being called the Angel type in the OCG, the Star Seraphs are supposed to be angels. However, none of them resemble the traditional depiction of an angel, instead resembling various inanimate objects they are named after. Even the two Winged Humanoid monsters of the group count as this, as they look human in shape only and their wings resemble two giant spikes coming from the back of their heads.
  • Power Nullifier: Sentry can detach one of its own Xyz Material to negate a monster's effect and halve its ATK. Archfiend Seraph can do the same, except it reduces the ATK of the affected monster to 0 instead.
  • Rule of Three: Scepter and Scale both reward the player for Xyz summoning using at least three monsters as materials by granting an Xyz monster summoned this way additional effects. This is likely based on their ace monster, Number 102: Star Seraph Sentry, requiring three monsters to be summoned. In addition, the archetype's non-Xyz monsters were released in two sets of three.
  • Spikes of Villainy: All over Star Seraph Scepter.
  • Status Buff: Star Seraph Sword's effect. Discards a Star Seraph to gain equivalent attack to the discarded monster.
  • Winged Humanoid: Star Seraph Sentry and Archfiend Seraph both have wings but coming from the back of their heads instead of their backs.

    Subterror 
https://static.tvtropes.org/pmwiki/pub/images/subterrorfinalbattle_lod2_jp_vg_artwork.png

Subterror is a TCG-original archetype, based around Flip Effect monsters that can flip themselves face-down to continuously use their effects. It is divided into two sub-archetypes: the Subterror Behemoths, which are giant monstrosities that form the muscle of the archetype, and the Subterror Nemesis, humans confronting the Behemoths that provide support.


  • Beneath the Earth: Why do you think they're called Subterrors? This trope is also emulated with their effects: The Behemoths flip themselves face-down and then get their effects when they are flipped face-up.
  • Big Bad: Subterror Behemoth Speleogeist is a legendary dragon that rules over the other Subterror Behemoths. It prevents the other Subterror Behemoths from expanding their territory and encourages them spreading calamity to show their might from time to time.
  • David vs. Goliath: The Subterror Behemoths' artwork all show Subterror Nemesis Warrior staring the Behemoth down.
  • Dig Attack: The Subterror Behemoths can flip themselves face-down to later trigger their Flip Effects, simulating them burrowing underground and then popping up to attack.
  • Dracolich: Subterror Behemoth Dragossuary is a Zombie-type monster that resembles a skeletal dragon. According to Master Duel lore, it eats the souls of the dead. It notes that Dragossuary's red glow comes from the souls that it eats.
  • Elemental Embodiment: Stalagmos, Ultramafus, and Phosphoroglacier physically represent Earth, Fire, and Ice respectively.
  • Fun with Homophones: The Hidden City's OCG name, 地中界シャンバラ (Chichūkai Shanbara), literally means "Shambhala the Underground World"note . However, the first half of the name, Chichūkai, is a homophone with the Japanese word for Mediterranean (differing by only one kanji characternote ), which explains the Mediterranean Theme Naming in OCG.
  • Magma Man: Subterror Behemoth Ultramaphus is a vaguely turtle-like monster made largely from molten rock. Fittingly, it's Pyro-type. The Master Duel lore describes it as "a walking volcano that envelops hot magma".
  • Mythology Gag: Early on in YGO's history, there were a series of monsters that could flip themselves face-down, and then activate an effect when Flip Summoned. The Subterrors pretty much bring that idea back, except with proper Flip Effects.
  • Out-of-Turn Interaction: Subterror Guru can flip another monster and itself face-down, and can do this in the opponent's turn if he has another Subterror card on his side. This makes Guru incredibly tricky to beat, as he can disrupt the opponent's monster effects and attacks by just flipping them face down on the opponent's turn.
  • Rock Monster: The Subterror Behemoths are giant rock creatures with vaguely animalistic forms. Subterror Behemoth Stalagmo is a good example of this, as Master Duel explicitly mentions how it's made of stone. Its black mucus can paralyze a foe and it can move extremely quickly.
  • Shock and Awe: According to Master Duel lore, Subterror Behemoth Voltelluric can create thunder clouds underground and its body is constantly enveloped in electricity.
  • Shout-Out: The theme of the archetype is one to Shadow of the Colossus, with Nemesis Warrior in particular being a dead ringer for Wander. The Master Duel lore mentions the future Nemesis Warrior as "someone [who] will stand up and defeat the calamities" like Wander himself.
  • Shrouded In Mystery: The Master Duel lore for Subterror Behemoth Speleogeist mentions many rumors for this monster and notes that it's shrouded in mystery.
  • Stone Wall: While they're not necessarily very powerful in terms of DEF, they can be very difficult to break through, due to being able to summon multiple monsters with various nasty Flip Effects in face-down Defence Position. Their Field Spell, The Hidden City, also allows them to flip one Subterror monster face-up every turn in order to negate an attack (although they can also choose not to negate the attack and simply let the attacking monster kill itself on Stalagmo or Ultramaphus). Hidden City combined with Ultramaphus, in particular, amounts to a reusable Quaking Mirror Force that also has 3000 ATK to hit with, while Subterror Behemoth Burrowing offers protection against card effects.
  • Theme Naming: In the TCG, the Subterror Behemoths (except Fiendess) are named after underground formations and phenomena. In the OCG, they're instead named after various regions of the Mediterranean Sea.
  • This Is a Drill: Umastryx appears to have a natural drill on its face.

    Summoned Skull 
https://static.tvtropes.org/pmwiki/pub/images/rsz_summonedskull_ow.png
A fiend with dark powers for confusing the enemy. Among the Fiend-Type monsters, this monster boasts considerable force.
Summoned Skull, known as Daemon's Summoning in the OCG, is an Archfiend card with 2500 ATK and 1200 DEF. A rather unnotable Level 6 Normal Monster, it does have one thing going for it - it's one of Yugi Muto's signature cards. For this the Summoned Skull has received plenty of variants of different card types over the years. It has a relation with the Red-Eyes archetype due to Summoned Skull being the other monster needed to Fusion Summon Black Skull Dragon — a variant of the Skull named "Red-Eyes Archfiend of Lightning" cements their connection by actually being part of the Red-Eyes family. Summoned Skull later became an archetype in its own right via a Ritual Monster and three Extra Deck monsters that all support "Summoned Skull" monsters.

  • The Big Guy: Fills this role in Yugi's deck. At 2500 ATK, it has raw power comparable to the Dark Magician. The Skull hitting the field in the anime is a good indicator that an opponent's monster is going to be destroyed in short order.
  • Boring, but Practical: The original Summoned Skull is notoriously strong in the very early forms of the game, as having the same ATK stat as Dark Magician but requiring one less Tribute to bring out makes it much more efficient and useful as a big beater. This is especially pronounced in Rush Duel, a game where beaters that are easy to bring out and have high stats are so highly valued that Excutie Lilius, another Level 6 with 2500 ATK, had to be Limited to 1.
  • Captain Ersatz: Being from the days when the game was a Bland-Name Product of Magic: The Gathering, Summoned Skull originally looked quite a lot like Lord of the Pit. Summoned Skull also had seven stars, just like Lord of the Pit's seven-mana cost, and its Japanese name is Lord of the Pit's typing (Summon, Demon). Its Takahashi-drawn alternate artwork changes its color scheme to dark red, making the similarity even closer.
  • Dark Is Not Evil: A DARK- Fiend-type that takes the form of a towering horned demon... and it's one of the signature cards of the anime's central protagonist.
  • Dem Bones: As the TCG name should imply, it's a giant skeletal demon. Few of the later variants would also add the word "Skull" in their names, including in the OCG.
  • Dub-Induced Plot Hole:
    • Its Japanese name translates as "Daemon's Summoning", which like most early "Daemon" cards, became a headache when the Daemon/Archfiend series became a proper archetype. English reprints now include erratum text that Summoned Skull is always considered an Archfiend, and its variants just name it "Archfiend" outright.
  • Dub Name Change:
    • Daemon no Shoukan ("Daemon's Summoning") which became Summoned Skull. If properly localized, would be called "Archfiend's Summoning".
    • Toon Daemon was changed to Toon Summoned Skull.
    • Jinrai no Maou — Skull Daemon ("Thunderclap Demon King — Skull Daemon") became Skull Archfiend of Lightning.
    • Daemon no Shousei ("Daemon Commander") became Archfiend Commander.
    • Daemon no Kengen ("Daemon's Manifestation") became Archfiend's Manifestation.
    • Daemon no Kourin ("Daemon's Advent") became Archfiend Awakening.
    • Daemon no Shourai ("Daemon's Invitation") became Archfiend's Call.
    • Undead Skull Daemon was changed to Archfiend Zombie-Skull.
    • Daemon no Chouetsu ("Daemon's Transcendence") became Archfiend's Ascent.
    • Red-Eyes Lightning Lord — Evil Daemon became Red-Eyes Archfiend of Lightning.
    • Black Daemon's Dragon was changed to Black Skull Dragon. Reprints of this card will also have text written on it being an Archfiend monster.
    • Akumaryuu — Black Daemon's Dragon ("Devil Dragon — Black Daemon's Dragon") was changed to Archfiend Black Skull Dragon.
    • Link Mail Daemon to Linkmail Archfiend.
  • Fusion Dance:
    • With Red-Eyes Black Dragon to create Black Skull Dragon. They can also fuse into a stronger form, Archfiend Black Skull Dragon.
    • Summoned Skull itself can combine with any DARK monster to form Archfiend's Manifestation.
    • Linkmail Archfiend is visually the combined form of Archfiend's Manifestation, Archfiend's Awakening, Archfiend's Call and Archfiend's Ascent. Its Link Materials even require 1 Fusion, 1 Synchro, 1 Ritual and 1 Xyz Monster.
  • Glass Cannon: 2500 ATK, but only 1200 DEF. This is actually an advantage in the early card game, as it meant Summoned Skull was searchable by Witch of the Black Forest.
  • Mythology Gag:
    • Red-Eyes Archfiend of Lightning's effect is essentially the same effect of the Spell Card Makiu, the Mystical Mist. In the anime, Makiu was used twice in combos with Summoned Skull.
    • The OCG name of Archfiend Black Skull Dragon translates to "Devil Dragon — Black Daemon's Dragon", which is how Black Skull Dragon was called in the Japanese dub when it debuted in the anime, even though "Devil Dragon" was officially part of its name.
  • No-Sell:
    • Archfiend Zombie-Skull prevents your Zombie-type monsters from being destroyed by card effects, which it itself is one.
    • Skull Archfiend of Lightning can roll a six-sided die whenever the opponent targets it with a card effect — on a 1, 3, or 6, the targeting card is negated and destroyed.
    • Archfiend's Awakening cannot be destroyed in battle or by card effects of non-Ritual Monsters.
  • Purple Is Powerful: Aside from the white-grey bones covering it, its body is depicted as a dark purple.
  • Shock and Awe: It attacks with giant bolts of lightning conducted from its hands and horns. This is such an iconic trait that the Spell card "Makiu the Magical Mist" only works on Thunder-type monsters, or with Summoned Skull, and in the anime was only ever used with the latter by Yugi. Red-Eyes Archfiend of Lightning copies the effects of Makiu as its own innate effect in reference to this.
  • Super-Deformed: Toon Summoned Skull is a cartoon version of Summoned Skull.
  • Theme Naming: The three Extra Deck variants of it use synonyms for "Summoned" as their subfixes.

    Summoner Siblings / Hypnosister 
https://static.tvtropes.org/pmwiki/pub/images/risebellthesummoner.png
Less an archetype than a tale shared across multiple cards, this is the story of Risebell the Summoner, who was spending time with his little sister Saambell the Summoner, when the Creepy Child Hypnosister abducted him and subjected him to The Corruption.

Following his fall, Risebell the Summoner became Risebell the Star Adjuster, and while he tries to use his bond with Saambell to break free, he sadly fails and ends up succumbing to even further corruption against Hypnosister's desires, turning into Risebell The Star Psycher. His sister, meanwhile, has since been seen following in his footsteps down a more noble path as Saambell the Star Bonder.

Risebell and Hypnosister are WIND-attribute Psychic-type monsters involved with Pendulum summoning; as a Pendulum, Risebell the Summoner can increase the level of any monster on the field by one once per turn, while Hypnosister gains power for every card in one of the four Pendulum zones. As the Star Adjuster, Risebell can give a monster a big boost of three levels, but only when Special Summoned, while as the Star Psycher, he regains his pendulum effect as an effect monster.

Saambell, on the other hand, is a WIND-attribute Spellcaster-type who has effects allowing her to summon monsters of the same level, which caters to Xyz-summoning strategies (especially in Combos with her level-increasing big brother).


  • Ambiguously Related: Hypnosister and Risebell, the object of her fascination; Hypnosister already looks like an Evil Twin of Saambell, and the first effect she gains from the presence of a card in a Pendulum Zone is to get a boost in attack and defense points equivalent to Risebell's own stats (800 attack and defense each).
  • Animalistic Abomination: Nightmell the Dark Bonder at first glance just looks like a three-headed bulky jackal, but a closer look shows it's sprouting curved spikes all over, has its fur covered in eyes, and has six demonic arms sprouting from its back.
  • Animal Motifs: Risebell and Saambell have an association with dogs (jackals, specifically), while Hypnosister is accompanied by a cat. Once Hypnosister corrupts him, Risebell starts wearing a fanged jackal-hood, then once he transforms into Star Psycher he becomes surrounded by miniature jackals. Then there's Nightmell the Dark Bonder, a three-headed jackal monster strongly implied through it's OCG name to be Risebell corrupted so heavily he went from just jackal-themed to being a jackal.
  • Arc Symbol: The proliferation of Magical Eyes and the transformations of the Haniwa and Jackal summons can be used to chart Risebell's and Saambell's growth over the course of their story.
  • Be Careful What You Wish For: In both gameplay and story terms, no less.
    • Once Hypnosister abducts and corrupts Risebell, he stops being a Pendulum monster, which means he can no longer trigger her Status Buffs, which means they can't be a Brother–Sister Team any more. Ironically, he keeps his level-adjustment abilities, which means he can still and only form such a team with Saambell.
    • "Unending Nightmare" shows that The Corruption Risebell is causing him to mutate into a monster, and Hypnosister's anguish clearly indicates she had no idea of or desire for this development.
  • Big Brother Mentor: Back when he was the Summoner, Risebell would take care of his sister and read to her every day.
  • Brother–Sister Team: Risebell the Summoner can do this with both Saambell and Hypnosister.
    • Saambell's ability to special summon a monster of the same level allows her to set up instant Xyz summons, and Risebell's level-increasing effect allows him to increase the range of monsters whose summons she can set up.
    • As a pendulum, Risebell automatically triggers one of Hypnosister's Status Buffs. (Indeed, Hypnosister's first effect is basically to add Risebell's power to her own).
  • The Corrupter: Hypnosister kidnaps Risebell for her own and drives him mad in the process, but it turns out her efforts worked too well, and instead of a brother for her he turns into a monster.
  • The Corruption: It's not until one of the Magical Eyes surrounding Hypnosister gets stuffed into Risebell's head that he takes a turn on the wild side. Unfortunately for Hypnosister, the corruption extends beyond her control, and when he starts turning into a real monster she tries to break her spell, to no avail. To make matters worse, the later-released Nightmell the Dark Bonder's OCG name strongly implies that Risebell became corrupted so badly he transformed into a jackal-like Animalistic Abomination.
  • Creepy Child: Hypnosister, a little girl with a Third Eye and an unnerving desire to possess Risebell. She later turns out to not be too bad, however, as when Risebell starts succumbing to corruption into the truly monstrous Star Psycher, she desperately tries to use his dreamcatcher to ward off the darkness consuming him, making it clear she only wanted a brother, not to turn him into a monster.
  • Curtains Match the Window: Saambell and Risebell have both black ears and hair. Averted with Hypnosister who has pink eyes and white hair and by Risebell after their encounter.
  • Dark Is Not Evil: Saambell the Star Bonder's concept art mentions that she is "entrusted with the righteous powers of darkness"
  • The Dog Was the Mastermind: Hypnosister's cat, with its ugly expression from Unending Nightmare and the wicked glee it shows in Risebell the Summoner's card, clearly has ulterior motives of its own related to Risebell's corruption. Given that Hypnosister appears to be an innocent being egged on, that would make her familiar the Dragon-in-Chief.
  • Evil Duo: Hypnosister is the possessive villain working towards making Risebell her brother, while her cat Trancefamiliar is The Dragon egging her on and providing support. At least, that's how it seems at first, but "Unending Nightmare" completely flips that on its head, as Hypnosister is seen trying to cure the now super-corrupted Risebell while Trancefamiliar angrily expresses disapproval over her attempt, strongly hinting that it was instead an easily influenced young girl having her jealusy be preyed upon by a manipulative monster.
  • Evil Counterpart: Trancefamiliar is a wicked cat, next to Risebell's and Saambell's generally good jackals.
  • Evil Makes You Monstrous: As Risebell is influenced by The Corruption, he gains a more monstrous appearance. Eventually, Risebell the Star Psycher is overwhelmed and enters an Unending Nightmare, in which he mutates into Nightmell the Dark Bonder.
  • Eye Motifs: Eyeballs, eyeballs everywhere, starting with Hypnosister's huge Third Eye and the Magical Eyes that appear when she first abducts Risebell (in "Wavering Eyes"). It gets worse as The Corruption grows, with his right eye in Unending Nightmare turning big and red, soon after which his clothes develop a bad case of Eyes Do Not Belong There. Saambell's clothes are also marked with eyes, but not as prominently as the others.
  • Familiar:
    • Hypnosister is accompanied by a strange black cat in many of her appearances in card art, which almost always sports a Cheshire Cat Grin. This cat can take an enhanced form known as Trancefamiliar, has enhancements that are similar to the more developed forms of Risebell's and Saambell's jackals, which comes to fruition in Unending Nightmare when it angrily frowns at Hypnosister trying to cure the corruption she caused, making it clear she was just an Unwitting Pawn for the creature
    • Risebell is always accompanied by two jackal-like critters, who mutate to reflect his corrupted state as the Star Adjuster and Star Psycher, which culminates in the implied further corruption Nightmell outright fusing with them to become a three-headed jackal monster. His sister, Saambell, is originally shown with two tiny little jackal-things of her own, but by the time she becomes Saambell the Star Bonder, they've become dignified full jackals.
    • Both Risebell and Saambell summon dancing Haniwa that also take forms reflecting their current power and emotional state. According to Saambell the Star Bonder's concept art, she calls the Haniwa in her art "Haniwa-Kun".
  • Fighting from the Inside: In "Unwavering Bond", Risebell uses his bond with his sister Saambell to try fighting off Hypnosister's brainwashing, but unfortunately as shown by "Unending Nightmare" he not only fails but succumbs to further corruption.
  • Fusion Dance: Nightmell the Dark Bonder is a three-headed monstrosity created when a terminally-corrupted Risebell fused with his two jackal familiars. Judging from their panicked expressions in "Unending Nightmare", the jackals have been caught in The Corruption and are trying to escape, but can't.
  • Good Counterpart: Saambell is naturally the Good Counterpart to the Creepy Child Hypnosister, and once she becomes Saambell the Star Bonder, she becomes one to Risebell's corrupted forms.
  • Hypno Pendulum: Hypnosister carries one, and her entire character is likely an artistic play on the entire concept of pendulum summoning, since she gets new beneficial effects for each pendulum zone with a card in it.
  • Hypnotic Eyes: The central motif of the set, from Hypnosister's Third Eye to the myriad Magical Eyes that appear around her and the corrupted Risebell.
  • Iconic Item:
    • A notable part of Risebell's outfit is a dark red scarf, while Saambell has a red hooded cloak. No matter what form either of them takes, these items are always visible on them, which acts as a tragic reminder for Risebell, as no matter how far he falls into The Corruption, he still retains the scarf that connects him to his sister. It also acts as the depressingly strongest source of implication that Nightmell, a jackal-like Animalistic Abomination that neither looks like him nor has his name, is indeed him, because while the color is somewhat faded the beast is unmistakably wearing the same red scarf.
    • Although Risebell has fallen into corruption, Saambell has deliberately chosen to wear a similar coat as pre-corruption Saambell, according to Saambell the Star Bonder's concept art.
  • Important Hair Accessory: Hypnosister wears her hair with pigtails and bows in the exact same way that Saambell the Summoner does, presumably to better ingratiate herself with Risebell—but where Saambell fixes her pigtails with big green ties, Hypnosister has green horns that appear in miniscule form in her card and when spying on Risebell. When she moves to take Risebell for herself, Hypnosister's horns grow and become more obvious, presumably because she's using her power—interestingly, Hypnosister's horns are at their biggest when she's trying to save Risebell from The Corruption she herself inflicted on him.
  • "Instant Death" Radius: Hypnosister's second buff allows her to kill any pendulum-summoned enemy immediately at the start of the damage step rather than actually having to compare attack or defense stats.
  • Irony: When The Corruption starts overwhelming Risebell and causing him to mutate into Nightmell, Hypnosister,, the one who subjected him to it in the first place, tries to save him by using his own starcatcher.
  • The Kindnapper: Hypnosister appears to have jealously wanted Risebell for her own (probably to be her big brother, given her Meaningful Name), which is why she kidnapped him in the first place, but once Risebell starts turning into a true monster (in "Unending Nightmare") she can only look on helplessly distraught, desperately trying to cure him with his old dreamcatcher, making it clear she never wanted harm to come to him.
  • Magical Accessory: The dreamcatcher-like pendant Risebell wears around his neck. In "Unending Nightmare" Hypnosister can be seen trying to use it herself to ward off the nightmarish darkness engulfing him, to no avail as he turns into Nightmell the Dark Bonder. His sister Saambell has a pendant of her own, which probably also has some magic use; when she becomes Saambell the Summoner, she also gains more accessories, like a necklace of shamanistic magatama beads.
  • Meaningful Appearance: The bodies of Risebell's and Saambell's jackals gain attributes and decorations depending on the current state of Risebell and Saambell. Hypnosister's cat can likewise show similar attributes and decorations, but it spends a lot of time with these features hidden.
  • The Man in Front of the Man: Throughout the card series, Trancefamiliar shows itself to be much more enthusiastic about Risebell's corruption than Hypnosister despite supposedly being her loyal Familiar, which culminates in "Unending Nightmare" where it's seen angrily disapproving of her attempts to cure him once he goes from her brainwashed brother to an evil monster, making it quite clear that Trancefamiliar was the true mastermind behind her actions.
  • Motifs: This series is dominated by a handful of motifs.
  • Mystical White Hair: Hypnosister has this. The corrupted Risebell's befanged hood gives a similar impression from a distance, but his normal hair can be seen beneath.
  • No Kill like Overkill: Hypnosister's full strength and "Instant Death" Radius buffs can be triggered by having only two pendulum zones filled. Her third and fourth buffs, however, are icing on the cake, forcing every enemy to attack her and drawing a card for each one she kills.
  • O.O.C. Is Serious Business: When Risebell the Star Adjuster succumbs to corruption in "Unending Nightmare" and mutates into Nightmell the Dark Bonder, Hypnosister is distraught, but her Perpetual Smiler cat Trancefamiliar shows a strangely bitter and angry expression that heavily implies ulterior motives. Things get a bit more concerning when looking at Trancefamiliar's personal cards, in which it shows decorations similar to Risebell's corrupted jackals.
  • Palette Swap: Hypnosister is nearly identical to Saambell, sharing the same hairstyle, Eye Motifs, Pointed Ears, collar, and White Boots. The only things different about her appearance is her dress, the Third Eye, the way Hypnosister wears her hood down, and the pendulum.
  • Pointed Ears: Saambell, Risebell and Hypnosister. Saambell's is obscured by her hood in her cameos in Risebell the Summoner's art and Swaying Gaze's art but her own art shows that she has them as well.
  • Psychic Powers: Hypnosister is capable of some form of Mind Manipulation (shown in Swaying Gaze's art). This is additionally reinforced by the monsters' Psychic typing.
  • Punny Name:
    • Saambell's name is derived from "Same Level" (via the Engrish "Seemu reberu") which reflects her ability to summon a monster of her own level.
    • Risebell shares the level pun with his sister but the word "Rise" alludes instead to his ability to increase a monster's level.
    • Hypnosister's is a portmanteau of "Hypnosis" and "Sister", which reflects what she did to Risebell and her resemblance to Saambell.
  • Sigil Spam:
    • Risebell and Hypnosister are drenched in Eye Motifs. Hypnosister has a huge Third Eye with a big red pupil. When her pet cat takes the full form of Trancefamiliar, the bell on its neck grows a similar red eye and the bell's clapper becomes another blue eye. Wavering Eyes depicts Hypnosister using such eyes to make Risebell her own. When Risebell succumbs to The Corruption, his eyes turn red, as do the eyes of his jackal familiars. Risebell, as the Star Adjuster, has an extra blue eye growing in the hood of his coat, and, as the Star Psycher, has Red Right Hands that grow eyeballs of their own in unusual places.
    • Both Hypnosister's and Trancefamiliar's cards feature a magic-circle that show many grasping hands emerging from the center. Nightmell the Dark Bonder has similar phantasmagoric hands growing out of its back.
  • Used to Be a Sweet Kid: Risebell, back in his summoner days.
  • Weak, but Skilled: Neither Risebell, Saambell, nor Hypnosister have even decent ATK or DEF. Their utility lies mostly in their effects.
    • Risebell's ability to manipulate the level of any monster on the field can both support and disrupt strategies that rely on Ritual, Synchro and Xyz summoning and archetypes or individual cards that rely on level for their effects.
    • Saambell can Special Summon a monster of her own level, which also sets up Xyz Summons.
    • Hypnosister takes the cake, though, as she gets a new Status Buff for each Pendulum Zone occupied, from going to 2100 ATK, to instantly destroying pendulum summoned monsters in combat, to forcing her opponent to ram them into her, to allowing a draw when she destroys a monster.

    Sunavalon / Sunvine / Sunseed 

https://static.tvtropes.org/pmwiki/pub/images/al0kguh73dy41_6.jpg
Beware the Mother Tree note 

Sunavalon, known as San Avalon (サンアバロン San Abaron) in the OCG, is an archetype of EARTH Link plant monsters with 0 attack points. Their playstyle is mostly defensive, focusing on Link climbing the "Mother Tree" then swarming the field with "sprouts" to protect, deal damage, or heal. Their boss monster is Sunavalon Dryantrentiay, a Link-4 plant monster also with 0 attack points.

This archetype is supported by the Sunseed archetype, weak plant monsters that can link summon into the Sunvine monsters. Their effects can help control the field or opens up more offensive/defensive tactics depending on the situation.

This archetype is used by Spectre in Yu-Gi-Oh! VRAINS.


  • Achilles' Heel: Functionally, the "Mother Tree" monsters, as getting rid of them will make all the "sprout" monsters blow-up instantly, leaving the user defenseless.
  • All Your Powers Combined: Sunavalon Bloom allows a Link-4 Plant Link monster to gain the current attack of all the monsters it points to during damage calculation.
  • Back from the Dead: The deck's specialty.
    • Sunavalon Cursed Reborn allows one Sunavalon link monster to be revived from the graveyard. It even depicts Dryatrentiay sucking the life out off the ground to revive.
    • Sunavalon Melias and Sunseed Twin can resurrect one normal plant monster from the graveyard once summoned. Sunseed Twin can banish itself in the graveyard and one link monster to target 2 link monsters with the same name and resurrect one copy.
    • Sunavalon Shrine can also special summon one normal plant monster from the graveyard once per turn.
    • Sunavalon Crossbreed sends one plant link monster to the graveyard and resurrects another plant monster and negates its effect.
  • Cherry Blossom: Dryatrentiay resembles a cherry blossom tree and the trap card "Sunavalon Bloom" shows the branches blooming cherry blossom flowers.
  • Combat Tentacles: The anime depicts Dryanome and Dryatrentiay attacking and even fixing a bridge with their roots.
  • Defeat Means Friendship: Sunvine Thrasher's effect has a Goyo-like effect that allows their player to take control of monsters it defeats. The anime depicts this as the monster being Brainwashed and Crazy instead.
  • Evil Twin: Sunseed Shadow's name evokes this, as it's a germinating version of Sunseed Genius Loci and can special summon itself whenever Genius Loci is on the field.
  • Floral Theme Naming: The Sunavalon monster names are derived from ancient Greek mythology, more specifically the Tree Nymphs.
  • Genius Loci: Sunseed Genius Loci's name is derived from this. Fittingly, it is the seed that other Sunavalon link monsters (especially Sunavalon Dryas) "germinates".
  • Half-Identical Twins: The Sunseed Twins are identical except one twin is pink and the other is blue.
  • Heal Thyself: The deck's other specialty, likely referencing the association of herbs and forest spirits with healing.
    • Sunvine Healer allows the controller to gain 300 times a Sunavalon's Link Rating once special summoned.
    • The first three Sunavalon monsters can heal back the damage inflicted to the player up to its link rating.
    • Sunavalon Glorious Growth can also heal back the damage taken after special summoning a token and immediately Link Summoning a Sunavalon monster.
    • Sunavalon Doom has a similar effect to Glorious Growth, but it can target one Link monster and the controller gains Life Points equal to the attack points of all monsters with the same type.
  • Nature Spirit: All the Sunvine female monsters fit as they are more humanoid looking compared to the Sunavalons.
  • Odd Name Out: All the Sunavalon monsters usually starts with the letter D, except for Sunavalon Melias.
  • Our Nymphs Are Different: Unlike the Sunvine monsters who are depicted as the usual humanoid nymphs in media, the Sunavalons are a cross of Botanical Abomination and a Plant Person.
  • Parental Substitute: In the anime, Spectre considers the Sunavalons, specifically Dryanome, to be his mother as a replacement for the tree that protected him as an infant. Destroying her is a surefire way to push his Berserk Button as Playmaker and Lightning found out.
  • Plant Person: All monsters of the archetype are humanoid plants based on Dryads, a type of tree spirit from Greek Mythology.
  • Status Buff:
    • Thrasher's special ability allows it to select one link monster and gains 800 attack points per link arrows once Link summoned, allowing one to power it up to 4000 attack points if a link 4 monster is chosen.
    • Sunavalon Bloom allows a Link 4 or higher plant link monster to gain attack equal to the attack of all the monsters it points to during damage calculation.
  • Stone Wall: A variant. The Sunavalons cannot be attacked but don't prevent direct attacks. Instead, they can heal the damage and even summon a Sunvine monster up to three times per turn, negating the damage done to the player.
  • When Trees Attack: Their playstyle depends on them being damaged via battle or effect and can retaliate with effects to either heal the controller or damage the opponent.
  • Weak, but Skilled: All Sunavalons have 0 original attack points and the Sunvine and Sunseed monsters have less than 1000 attack points. They make up for this by playing defensively and rely on their monster effects to special summon, protect, and power up their attackers. Once set up, Sunavalon monsters can become Nigh Invulnerable and able to deal high damage to the enemy.

    Super Defense Robot / Googly-Eyes Drum Dragon 
https://static.tvtropes.org/pmwiki/pub/images/googly_eyes_drum_dragon.jpg
Googly-Eyes Drum Dragon

Super Defense Robots are EARTH Machine-Type monsters who specialize in adding cards from the graveyard to your hand and quickly Xyz Summoning Rank 8 Xyz Monsters, with their ace monster being Googly-Eyes Drum Dragon. They have a connection with the Photon and Galaxy archetypes through the card versions of Orbital 7 and Lillybot. They are used by Orbital 7 in Yu-Gi-Oh! ZEXAL.


  • Affectionate Parody: Googly-Eyes Drum Dragon is a parody of Galaxy-Eyes Photon Dragon. This is referenced through the kana form of Googly-Eyes's Japanese name.
  • Animal Mecha: Elephan, Lio, and Monki have fixtures resembling elephant, lion, and monkey heads attached to their shoulders respectively.
  • Back from the Dead: If it is destroyed while it still has at least one Xyz material, by banishing one Super Defense Robot from your graveyard, Googly-Eyes Drum Dragon can revive itself from the graveyard and attach another Super Defense Robot to itself as an Xyz material.
  • Status Buff: By detaching one Xyz material, Googly-Eyes Drum Dragon gains 1000 ATK until the end of your opponent’s next turn.
  • Stone Wall:
    • Super Defense Robot Elephan has 2400 DEF, but only 1400 ATK.
    • Googly-Eyes Drum Dragon has an ATK of 3000 and a DEF of 2500, making it capable of tanking strong hits in either attack or defense position.

    Super Quant 
https://static.tvtropes.org/pmwiki/pub/images/superquantalmechkinggreatmagnus_madu_en_vg_artwork.png

Super Quant is an archetype of cards based on the Super Sentai series. It is comprised of the Super Quantum "pilots", the Super Quantal Mech Beast "mechas", and Super Quantal Mech King Great Magnus, the combined form of the Mech Beasts who serves as the boss monster of the archetype.

The archetype's playstyle focuses on quickly summoning Super Quantum pilots, then using their field spell, Super Quantal Mech Ship Magnacarrier, to Xyz summon their Mech Beasts, and finally Great Magnus.


  • Animal Mecha: As one would expect from the name, the four Mech Beasts are this.
    • Magnaliger is in the shape of a lion.
    • Grampulse is two mechanical dolphins attached together.
    • Aeroboros resembles a wyvern.
    • Lusterrex is based on a tyrannosaurus rex.
  • Armor-Piercing Attack: Magnaslayer allows the Super Quant Xyz Monster it is equipped to, to inflict piercing battle damage.
  • Back from the Dead: Red Layer's effect can be used to Special Summon a Super Quant monster from the Graveyard, except copies of itself, but the Summoned monster cannot activate its effects.
  • BFS: Super Quantal Mech Sword - Magnaslayer is a gigantic sword that is sized to be wielded by Great Magnus.
  • Big Damn Heroes: The artwork of Alphancall Appeal depicts White Layer arriving with Lusterrex to bail out the original three Super Quantum monsters from a difficult situation. From a mechanical standpoint, this trope also applies, as the card can be activated when a Super Quant monster is destroyed by battle. It then replenishes the controller's field presence by Special Summoning a Mech Beast from the Extra Deck, as well as its corresponding Super Quantum monster from the hand, Deck, or Graveyard with its effects negated.
  • Combining Mecha: Great Magnus is the combined form of the three Mecha Beasts with Grampulse forming the legs, Aeroboros becoming the arms and wings, and Magnaliger being the main body. Neo Super Quantal Mech King Blaster Magna is thematically a combination of Great Magnus and Lusterrex, which by extension, makes it the combined form of all four Mecha Beasts.
  • Department of Redundancy Department: Magnus means "great" in Latin (along with synonyms for such an adjective), so the archetype's ace monster is basically named "Great Great.".
  • Fairy Companion: If it wasn't obvious, Alphan fulfills this role for the Super Quantum monsters.
  • Fire, Water, Wind: The main three Super Quantum monsters (Red Layer, Blue Layer and Green Layer) have the respective attributes of fire, water and wind.
  • Gameplay and Story Segregation: The reveal of Lusterrex and Blaster Magna create this situation for the archetype. Lusterrex, being a Mech Beast monster, can be used via Magnacarrier to Special Summon Great Magnus and be attached to it, despite not thematically being a part of it. Blaster Magna is thematically a combination of Great Magnus and Lusterrex, and as a Link Monster, can be summoned using both of them together as Link Materials. However, doing so is highly impractical as both monsters are strong in their own right. Blaster Magna, despite thematically being an upgraded form of Great Magnus, is weaker than the latter and it is far more likely that players would Link Summon the former first in order to facilitate the latter's Special Summon.
  • Humongous Mecha: The archetype's boss monster, Great Magnus, is the combination of the original three Mech Beasts. The archetype's Link Monster, Blaster Magna, is Great Magnus with the addition of parts from Lusterrex.
  • Land, Sea, Sky: The three original Mech Beasts have this dynamic in terms of the animals they are based on, and the backgrounds in their card artworks also emphasize it. Magnaliger takes the form of a lion, and is depicted running across a volcanic landscape. Grampulse takes the form of two dolphins merged together and can be seen in the depths of the ocean. Aeroboros takes the form of a wyvern, and its card artwork shows it flying through a cloudy sky with bolts of lightning.
  • Magikarp Power: Magnaslayer can be equipped to any Super Quant Xyz Monster, granting it 100 ATK x its Rank and the ability to inflict piercing battle damage. It's not very useful when equipped to Grampulse or Aeroboros, slightly more appropriate for Magnaliger, and absolutely devastating when equipped to Great Magnus.
  • Make My Monster Grow: The effect of Alphan Spike emulates this, as it shuffles all of the cards on the opponent's field into the Deck, then allows them to Special Summon a monster from their Extra Deck, ignoring its Summoning conditions. Banishing it from the Graveyard then enables the controller to activate Magnacarrier from their Deck, thus enabling the controller to Special Summon Super Quant Xyz Monsters to counteract the (likely huge) monster that the opponent Summoned.
  • Meaningful Name: The archetype's name in Japanese is 超量, which does not form a coherent term in that language. Individually, the kanji 超 means "super" or "over", while 量 means "amount". However, in Chinese, the characters mean "excess", and the term is the Chinese name for Xyz Monsters as a whole. As the Super Quantum monsters all have the word "layer" in their names, the designers might be using this to make a pun on "overlay" (as in the action of overlaying Xyz Materials for an Xyz Summon or the Overlay Network that facilitates Xyz Summons in the anime and manga) with the archetype's name.
  • Mechanically Unusual Fighter: Unlike most other Xyz based archetypes, the Super Quant archetype has less of a focus on Xyz Summoning their Xyz Monsters conventionally, and instead rely on the first effect of Magnacarrier to Xyz Summon them with only a Super Quantum monster as the single Xyz Material. The archetype also does not Xyz Summon its boss monster, Great Magnus, and does not have any way to do so. Instead, it focuses on amassing multiple Mech Beasts on the field and in the Graveyard, and then using Magnacarrier's second effect to Special Summon Great Magnus directly from the Extra Deck, while attaching said Mech Beasts to it as Xyz Materials.
  • The Mothership: Magnacarrier is this, being a giant spaceship that transports the Mech Beasts into battle.
  • Nigh-Invulnerability: With four or more Xyz Materials attached to it, Great Magnus is unaffected by any card effects that are not Super Quant effects. Additionally, it happens to have a hefty 3600 ATK, making it difficult to destroy by battle. If that wasn't enough, Magnaslayer can be activated and equipped to Great Magnus to give it an additional 1200 ATK, for a total of 4800. Magnaslayer is also a Trap Card, meaning that even if the opponent can muster up a monster with more than 3600 ATK, it can be activated in response to an attack being declared involving Great Magnus, giving the opponent a nasty shock if they choose to attack it.
  • No-Sell:
    • If Great Magnus has at least four Xyz Materials attached to it, it is unaffected by card effects, except those of Super Quant cards.
    • A Link Summoned Blaster Magna cannot be destroyed by the opponent's card effects.
  • Overly Long Name: The archetype is peppered with several cards whose names are a mouthful to say, but its boss monster, Super Quantal Mech King Great Magnus, takes the cake. The archetype's Link Monster, Neo Super Quantal Mech King Blaster Magna, has a name that's even longer than that of Great Magnus.
  • Power Nullifier: Lusterrex's effect allows it to negate the effects of other Effect Monsters.
  • Power Trio: Of the Beauty, Brains, and Brawn variety with Blue Layer (The Heart), Green Layer (The Smart Guy), and Red Layer (The Big Guy).
  • Sentai: The inspiration behind this archetype.
  • Shout-Out: The archetype as a whole is this to the Super Sentai franchise with the exception of Alphan, whose name references the Power Rangers series.
  • Sixth Ranger: As is the case in many a Super Sentai series, the archetype gains one of these in the form of White Layer. He even has his own Mech Beast, Lusterrex. Additionally, Lusterrex can merge with Great Magnus to form Blaster Magna, at least from a thematic standpoint.
  • The Smurfette Principle: Blue Layer is the only female Super Quantum monster.
  • Stationary Boss: The Mech Beasts cannot attack if they don't have any Xyz Materials, typically their Super Quantum pilots, attached to them. Justified because piloted mechas are immobile without anyone to pilot them. Curiously averted with Great Magnus, however.
  • Status Buff: Magnaslayer boosts the ATK of the Super Quant Xyz Monster it is equipped to by 100 x that monster's Rank.
  • Super Mode: Blaster Magna is thematically this to Great Magnus, essentially being the latter with parts from Lusterrex grafted on. Where gameplay is concerned, however, this trope is averted. See Gameplay and Story Segregation in this section for more details.
  • Swiss-Army Hero: White Layer has an effect that allows the player to send a Super Quantum monster from the Deck to the Graveyard as a cost to change his Attribute to match that of the sent monster, while also enabling the sent monster's Graveyard trigger effect. This allows White Layer to be used as an Xyz Material via the effect of Magnacarrier to Xyz Summon any of the Mech Beasts, implying that he is capable of piloting all of them.
  • Transformation Sequence: Magnaformation depicts Aeroboros, Grampulse, and Magnaliger combining to form Great Magnus, and is likely a reference to similar sequences in Super Sentai series.

    Superheavy Samurai 
https://static.tvtropes.org/pmwiki/pub/images/superheavysamuraibigbenkei_ow.png

Superheavy Samurai (超重武者, Chōjūmusha) is an archetype comprised mainly by EARTH Machine-Type monsters used by Noburo Gongenzaka in ARC-V. They are collectively based on Musashibo Benkei and miscellaneous details of his life, but they also include other Japanese folklore. The archetype consists of Main Deck Monsters with high DEF, Superheavy Samurai Soul (超重武者装留, Chōjūmusha Soul) monsters that act like Equip Cards to strengthen the Superheavy Samurais, two Pendulum Monsters in form of Superheavy Samurai Generals (超重輝将, Chōjū Kishō), and a variety of Synchro Monsters.

The archetype's playstyle involves two main gimmicks: the ability to attack while in Defense position and use DEF values for damage calculation, and monster effects that only activate if there are no Spells/Traps in the player's Graveyard. To support these two gimmicks, Superheavy Samurai monsters have lots of effects relating to boosting DEF and changing monsters to Defense position, and the archetype has no archetypal Spell/Trap cards, encouraging its users to build Monster-only decks.

In place of spells, the Superheavy Samurai Souls act as a substitute, most of them acting like Equip Spell Cards that further boost the Superheavy Samurais' defense capabilities, and some also acting like hand Traps. Thematically, they have the appearance of humanoid robot warriors and robot creatures. The Soul cards take form of various equip items.


  • Anti-Magic:
    • When Synchro Summoned while having no Spell/Trap Cards in the graveyard, Shutendoji destroys all Spell and Trap Cards of the opponent.
    • Thief can tribute itself to either destroy a Spell/Trap Card in your opponent's Spell/Trap Card Zone and set in one of your Spell/Trap Card Zones or to destroy a Pendulum Card in your opponent's Pendulum Zone and place it in one of your Pendulum Zones.
    • Zig-zagged with Tetsudo'o. It can banish all Spell/Traps of both players graveyard; allowing you at the same time to use Spell/Trap Cards.
  • Armor-Piercing Attack:
    • A Superheavy Samurai equipped with Soulpiercer inflicts Piercing Damage.
    • If you attack with your Superheavy Samurai in Defense Position against a monster that has higher ATK than your monster's DEF, you take battle damage and your monster is destroyed.
  • Automatic Crossbows: Superheavy Samurai Soulpiercer is a blue crossbow.
  • Back from the Dead: If a monster in Defense Position you control is destroyed, you can revived it by discarding Soulbeads, but the monster is summoned in Attack Position. Though, since a few of the Superheavy Samurai can switch their position when Normal or Special Summoned, it is not much of an issue.
  • Carry a Big Stick: Shutendoji has one, which doubles as an Epic Flail.
  • Combat Pragmatist: Cards like Susanowo or Thief are able to steal the opponent's Spell/Trap Cards.
  • Cool Train: Superheavy Samurai Tetsudo'o, the strongest Superheavy Samurai monster, is a train.
  • Does Not Like Magic: Some of the Superheavy Samurai's effects can only be activated if you don't control any Spell or Trap Cards in your Graveyard, that's why there are no Spell or Trap Cards from this archetype. However, there are enough Superheavy Samurai that are able to protect your monsters. And Susanowo is able to snatch your opponent's Spell/Trap Cards from his/her Graveyard.
  • Dub Name Change: Their OCG names are styled like robot model names, and are filled with Goroawase Number and punny word plays. Due to the difficulty of translating puns, their TCG names are given different spellings or completely replaced. Also, the Pendulum Monsters and most of the Synchro Monsters have other titles than Musha/Samurai in their OCG names, but they are translated as "Superheavy Samurai [Title]" in the TCG.
    • Big Ben-K —> Big Benkei.
    • Waka-O2 (Oni) —> Blue Brawler.
    • Sword-999 (Kyukyukyu) —> Swordsman.
    • Kabu-10 (Kabutō) —> Kabuto.
    • TenB-N (Tenbin) —> Scales.
    • Big Wara-G —> Big Waraji.
    • Guro-V (Glove) —> Gigagloves.
    • Taima-2 (Taimatsu) —> Blowtorch.
    • Nusu-10 (Nusutō) —> Thief.
    • Hikya-Q —> Transporter.
    • Jisha-Q —> Magnet.
    • Kokorogama-A —> Prepped Defense.
    • Kagebo-C —> Flutist.
    • Horaga-E —> Trumpeter.
    • Tama-C —> Battleball.
    • Tsuzu-3 (Tsuzumi) —> Drum.
    • Soul Great Wall —> Soulshield Wall.
    • Soul Fire Armor —> Soulfire Suit.
    • Soul Break Armor —> Soulbreaker Armor.
    • Soul Big Bang —> Soulbang Cannon.
    • Soul Iwato'oshi —> Soulpiercer.
    • Soul Makarugaeshi —> Soulbeads.
    • Soul Buster Gauntlet —> Soulbuster Gauntlet.
    • Soul Shine Claw —> Soulclaw.
    • Soul Double Horn —> Soulhorns.
    • Soul Chūsai —> Soulpeacemaker.
    • Kishō San-5 (Sango) —> General Coral.
    • Kishō Hisu-E —> General Jade.
    • Kōjin Susano-O —> Warlord Susanowo.
    • Shinki Shutendo-G —> Ogre Shutendoji.
    • Majū Kyū-B —> Beast Kyubi.
    • Ninja Saruto-B —> Ninja Sarutobi.
    • Ninja Shinobi-A C —> Stealth Ninja.
    • Katanaka-G —> Swordsmith.
    • Jōki Tetsudō-O —> Steam Fiend Tetsudo'o.
  • Epic Flail: Shutendoji fires his club like a rocket. There is a chain that connects the seperated parts of the club.
  • Luckily, My Shield Will Protect Me:
    • Blue Brawler has two big shield-like gauntles. It cannot be destroyed by battle.
    • Soulshield Wall acts as one. It can be used as an Equip Card, which increases the DEF of the equipped Superheavy Samurai by 1200. If equipped monster is attacked, Soulshield Wall can be tributed to negate the attack, but the Superheavy Samurai loses all its DEF.
  • Mechanically Unusual Fighter: While they are a battle-oriented archetype, their heavy-hitting monsters all have considerably higher DEF than ATK and are capable of attacking the opponent while in Defense Position. These monsters also all share the mostly archetype exclusive effect (so far Scareclaw Kashtira is the only other monster to have the same effect as their archetype shared effect) whereby if they attack in Defense Position, the controller applies their DEF for damage calculation.
  • Nigh-Invulnerability: Some of them have effects that prevent them from being destroyed by battle or effects.
  • Pokémon Speak: A trend that was introduced in ZEXAL, the Superheavy Samurai say their own names when they are summoned in the ARC-V anime.
  • Punny Name: The Japanese names of the Superheavy Samurai monsters tend to follow a similar pattern of those of the Karakuri: they have a "numbered code". These codes are often followed by puns; for example, Superheavy Samurai Swordsman, (Japanese name Superheavy Samurai Sword-999) with "kyu" being the Japanese word for "nine" (kyukyoku) roughly translates to "ultimate") and Superheavy Samurai Blue Brawler, (Superheavy Samurai Waka-O2) "ni" being Japanese for "two", and thus allowing one to read it as "oni" ("oni" roughly translating to "devil"). This has been removed from the TCG names, as the puns are largely untranslatable.
  • Samurai: Unlike other Samurai cards, the Superheavy Samurai are big, massive robots.
  • Stone Wall: This archetype is mostly unique due to turning its defense into offense. One group of Superheavy Samurai have high DEF and have protection effects while the other group Superheavy Samurai strenghthen the defense even further, either by equipping themselves on other Superheavy Samurai or they can be discarded or banished from the Graveyard to activate other protection effects. The star of the Main Deck is Big Benkei, who has 3500 DEF, and with its mere 1000 ATK it can be Special Summoned by Giant Rat and Big Benkei can switch immediately in Defense Position due to his own effect. Also, Big Benkei allows the player to attack with any Superheavy Samurai in Defense Position and the player uses the DEF for battle calculation. Many of the monsters in this archetype are also able to attack in Defense Position with their DEF being used for the battle calculation. Due to the stalling strategy, this deck is not fast like the meta decks, but it is not easy to take this archetype down either.
    • Furthermore, in the anime, they don't move a lot and tend to stand or sit still until its time to attack. They reflect Gongenzaka's dueling philosophy, who doesn't move an inch from wherever he stands during a duel. Big Benkei, Susanowo and Shutendoji are shown to have long range attacks, so they don't have to move from the ground they stand (or sit) on.

    Supreme King 
https://static.tvtropes.org/pmwiki/pub/images/supreme_king_z_arc_square.png
Controlling the Four Heavenly Dragons, the ultimate dragon who reigns in the fifth dimension!

The Supreme King (覇王, Haō) is a seriesnote  of monsters used by the final villain of the Yu-Gi-Oh! ARC-V anime, Zarc. The series is primarily made up of DARK Dragon-Type monsters, and is led by the Fusion Pendulum monster Supreme King Z-ARC (覇王龍ズァーク, Haōryū Zarc, "Supreme King Dragon Zarc"), the combined form of the Four Dimension Dragonsnote  and Zarc himself.

The series contains two sub-archetypes: Supreme King Gates (覇王門, Haōmon) and Supreme King Dragon, (覇王眷竜, Haōkenryū, "Supreme King Servant Dragon"), corrupted versions of the Four Dimension Dragons.

Additionally, Z-ARC is supported by four Magicians and two Sorcerers (see M subpage). The four Magicians are human forms of the Four Dimension Dragons, and each one can be used as a substitute for their original forms. The two Sorcerers, Astrograph and Chronograph Sorcerer, can Fusion Summon Supreme King Z-ARC with their own effects by banishing themselves and the Four Dimension Dragons from the hand, field, and/or Graveyard.

Notably, the series also includes several Odd-Eyes monsters that lack "Supreme King" in the TCG but have them in the OCG, who are the hybrid evolutions of Odd-Eyes Pendulum Dragon and the other three Four Dimension Dragons. They are Odd-Eyes Rebellion Dragon (and its "- Overlord" variant), Odd-Eyes Wing Dragon, Odd-Eyes Venom Dragon, and Odd-Eyes Raging Dragon; their OCG names are their TCG names prefixed with a "Supreme King (Adjective) Dragon" moniker, with the adjectives being Black, White, Violet, and Blazing respectively.


  • All Your Powers Combined: This archetype utilizes Pendulum, Fusion, Synchro and Xyz Summoning. The anime takes a step further by making Supreme King Z-ARC a Fusion/Synchro/Xyz/Pendulum-hybrid.
  • Color Motif: Green is depicted as an evil color, as most of the Supreme King monsters have glowing green lines on their bodies.
  • Dark Is Evil: The archetype is created through the fusion of Zarc and his dragons, who were corrupted by their society that turned Zarc into an Evil Overlord of darkness, who is also referred to as the "devil" himself. Said darkness also corrupted the Four Heavenly Dragons and gave birth to their Supreme King Dragon forms. Z-ARC's darkness is also very different from the original Supreme King's Gentle Darkness.
  • The Dividual: Supreme King Z-ARC - Synchro Universe is a Synchro Pendulum version of Z-ARC teamed up with Supreme King Dragon Clear Wing.
  • Dub Name Change:
    • The translation of the Z-ARC's OCG name would be "Supreme King Dragon Zarc". It's changed to just "Supreme King Z-ARC".
    • The Supreme King Servant Dragon archetype has also been changed to simply Supreme King Dragon, which makes things a little bit confusing.
    • The title "Supreme King Black/White/Violet/Violent Dragon" of the Odd-Eyes hybrids are left out in the TCG. Similarly, "Supreme King Celestial Dragon" is left out of Odd-Eyes Arcray Dragon.
    • D/D/D Supreme King Kaiser isn't exactly a literal translation from his OCG name, DDD Seihaou Kaiser. The "Sei" kanji (制) has many different meanings, such as "system", "government", "organization", "control", etc. That part is left out in his TCG name.
    • The OCG name of King of Yamimakai is "Yamimakai no Haou", which translates to "Supreme King of the Dark Demon World".
  • Evil Counterpart: Supreme King Z-ARC can be seen as one to Shooting Quasar Dragon: both are level 12 behemoths with 4000 ATK and DEF that are summoned in the anime by combining the prominent Dragon monsters in their respective series in a unique summoning type, but while Quasar is the final trump card of 5D's main protagonist with effects built around countering the opponent's plays and taking them out through battle, Z-ARC is the ace of ARC-V's Big Bad and is all about locking down the opponent completely and not giving them a chance to fight back, with loads of protection for himself.
  • Evil Overlord: Supreme King Z-ARC is a giant dragon who opposes humanity and leads his own legion of servants to give humanity their desire for violent duels by destroying it.
  • Fusion Dance: Z-ARC himself is the fusion of his human self and his Four Dimensional Dragons.
  • Green and Mean: Z-ARC's main color motif is green and he's an Evil Overlord.
  • Heel–Face Turn: Odd-Eyes Arcray Dragon is a purified version of Z-ARC that's treated as having the same name.
  • Large and in Charge: Z-ARC is the largest monster in the anime and is the leader of the Supreme King cards.
  • Light Is Good: Odd-Eyes Arcray Dragon, Supreme King Gate Magician and Supreme King Dragon Lightwurm are all LIGHT attribute and are strongly implied to be good versions of Z-ARC and his Supreme King cards.
  • Mark of the Beast: The majority of Supreme King monsters have glowing green marks on their bodies.
  • Mooks: Supreme King Dragon Darkwurm. Its main purpose is to provide fodder for the summoning and effects of the other Supreme King Dragons and search out the Supreme King Gates to speed up the summoning of Z-ARC; in the anime, multiple copies of Darkwurm could lock down the opponent's attacks instead, letting them stall for time.
  • My Hero, Zero: Supreme King Gate Zero has 0 ATK and DEF and you take 0 damage of any kind with its Pendulum Effect if you control Z-ARC.
  • Mythology Gag: As the name already implies, the Supreme King series is a reference to the Supreme King from GX, who is the Superpowered Evil Side of the protagonist Judai Yuki.
  • One-Hit Kill: The Supreme Rage Trap Card lets you clear your own Monster zones of any monsters other than Z-ARC if you control the aforementioned monsters and then Special Summon up to 4 different Supreme King Dragons. Given that Z-ARC destroys the opponent's entire field upon being summoned and the dragons summoned by Supreme Rage can hit for over 10000 damage by themselves and Z-ARC comes with a good 4000 ATK on top of that, it's more often than not going to drop the opponent there and then.
  • Power Nullifier: Z-ARC can negate the effects of all other Synchro, Fusion, and Xyz Monsters on the field. The OCG/TCG version has this as a Pendulum Effect (meaning that it only kicks in if Z-ARC goes down) while the anime version has this as a Monster Effect.
  • Purposely Overpowered: In the anime, Z-ARC and all of his monsters have overpowered effects that make it very difficult to defeat him. Unlike other archetypes used by Yu-Gi-Oh! main antagonists, it's justified, as Z-ARC's "invincibility" reflects his character: being a Broken Ace and coward who is afraid of losing.
  • Red Eyes, Take Warning: While the artwork and the Maximum Crisis commercial show Z-ARC having yellow eyes, he has red eyes in the anime.
  • Sickly Green Glow: The Supreme King Dragons are all covered in glowing green Tron Lines as a result of their link to Z-ARC, who himself has a green glow over much of his body.
  • What If?: The Age of Overlord support cards appear to be based on theoretical "good" counterparts of the Z-ARC cards, shown by Miracle of the Supreme King transforming Supreme King Dragon Darkwurm and Supreme King Z-ARC into their new versions. Odd-Eyes Arcray Dragon is a LIGHT version of Supreme King Z-ARC and is always treated as having the name "Supreme King Z-ARC", Supreme King Gate Magician is a "pure" version of Astrograph Sorcerer, and Supreme King Dragon Lightwurm is a LIGHT counterpart to Supreme King Dragon Darkwurm.

    Sylvan 
https://static.tvtropes.org/pmwiki/pub/images/386px_sylvancharity_madu_en_vg_artwork.png
Sylvan (Shinra in the OCG) are a group of Plant-type monsters first introduced in "Legacy of the Valiant". They introduce the "excavation" mechanic in the TCG. Their strongest monsters are based on The Four Gods.

  • Dub Name Change: "Sylvan" refers to an association with the woodland. Specifically, that which inhabits the wood, is made of tree materials, or comprises the forest itself.
  • The Ferry Man: Sylvan Ferrylotus. In his artwork, he's guiding Marshalleaf to his next destination. In Sylvan Waterfall Ride, Ferrylotus looks scared and steadies himself by holding onto the lotus leaf.
  • The Four Gods: Each "Sylvan" Xyz Monster except Princessprite is based on one of the Four Symbols of the Chinese constellations.
  • Meaningful Name: The word "shinra" is shortened from "shinrabanshō" (森羅万象), which means "all things in nature", hence the plant-life motif.
  • Miko: Sylvan Mikorange, who happens to be an anthropomorphic orange Shinto priestess.
  • Mushroom Man: Sylvan Komushroomo is based on a fly agaric mushroom, as evidenced by the red cap with white spots.
  • Panthera Awesome: Sylvan Morigami Alsei, which is a gigantic plant-like tiger.
  • Plant Person: the entire Sylvan archetype, which includes the humanlike Princesssprite, Bladefender and Flowerknight.
  • Token Heroic Orc: Sylvan Guardioak. Despite his monstrous appearance, he is quite faithful to his fellow Sylvan.
  • Token Human: Bladefender and Flowerknight in the Sylvan archetype, as they look like humans.
  • Wise Tree:
    • Sylvan Hermitree, which makes sense as hermits are sometimes known for their wisdom. It is one of the strongest monsters in the archetype.
    • Sylvan Sagequoia, who is called "Sherman, Wise Tree of Shinra" in the OCG.

    Symphonic Warrior 
https://static.tvtropes.org/pmwiki/pub/images/symphamplifire_madu_en_vg_artwork.png
Symphonic Warriors are WIND Machine-Type monsters whose playstyle involves changing the attributes, levels, types, and even names of other monsters you control to use in Synchro Summoning.

Their later support allows for more Special Summoning from the deck and incorporates Pendulum Summoning to help with field presence and Extra Deck summoning.

  • All Your Powers Combined: Symphonic Warrior Rockks is all of the Symphonic Warrior monsters (except Basses) performing together.
  • Early-Installment Weirdness: The first few Symphonic Warrior monsters were made to be standalone monsters designed to facilitate easier Synchro Summoning. When the time came to flesh out the cards into an actual archetype, they suddenly pivoted into being a Pendulum archetype, gaining the ability to generate considerable card advantage and recursion to churn out monsters to the field via Special Summons and Pendulum Summons to go into Synchro Summons. They also have the notable distinction of getting the first Synchro Pendulum Monster to not be related to the ARC-V anime or manga.
  • Musical Assassin: Their members are all based off musical instruments and/or equipment.
  • Weak, but Skilled: Most of them aren't very strong stat-wise, but make up for it in offering field presence and easier Synchro Summoning with their respective effects.

    Synchron / Warrior 
https://static.tvtropes.org/pmwiki/pub/images/quickdrawsynchron_madu_en_vg_artwork.png
Synchrons are an archetype of Machine-Type monsters famously used by Yusei in the anime. Low-level Tuners, they provide support for Synchro monsters by granting them beneficial boosts when they're used as a synchro material. Mostly, they are support for a Warrior archetype of cards that need specific Synchrons to be summoned, such as Road Synchron for Road Warrior.

The 5D's manga also introduces other Synchro Warriors played by Yusei, but they do not require specific Tuner Monsters for a Synchro Summon. Yusei's two main Synchro Warriors in the anime and manga are Junk Warrior and Lightning Warrior, respectively.

Interestingly, a few Synchron monsters are used by characters other than Yusei. In the recent years, if an anime protagonist should have a signature Tuner, it is likely to be a Synchron monster. Sherry LaBlanc uses Fleur Synchron; Yuya Sakaki uses Odd-Eyes Performapal Synchron. Yusaku Fujiki and Varis use Cyberse Synchron and Rokket Synchron, respectively.

For the related archetype Junk, see its folder here.

  • All Your Powers Combined: When Synchro Summoned, Junk Warrior gains the ATK of all level 2 and lower monsters the player controls at this point.
  • Armor-Piercing Attack: Junk Warrior's Scrap Fist does not only inflict Piercing Damage, it also doubles Battle Damage. And it has even more effects.
  • Back from the Dead: Jet Warrior can revive himself by tributing a Level 2 or lower monster. Jet Synchron can revive itself by discarding a card from the hand. Both of them will be banished when they leave the field after activating these effects.
  • BFS: Road Warrior's big sword is actually a piece of road, and he can Special Summon low-level Warrior-type or Machine-type monsters with it.
  • The Big Guy: Nitro Warrior, even though he has 200 less ATK than Road Warrior. However, Nitro Warrior can easily overpower Road Warrior with his own effect and can attack even a second time when the opponent has a monster in Defense Position, inflicting a lot of damage in such turns. In the anime, Nitro Warrior is used for One-Turn Kills for almost every appearance.
  • Call-Back: Since Accel Synchron is based of Yusei's D-Wheel, its Level and Attribute might be a reference to Junk Warrior. Combining both of them would bring Stardust Warrior on the field.
  • Cowboy: Quickdraw Synchron.
  • Cool Bike: Accel Synchron is based of Yusei's D-Wheel and a reference to Accel Synchro Summoning.
  • Cool Car: Formula Synchron is based on a Formula One racecar.
  • Cute Machines: The Synchrons, with the exception of Junk Synchron, which is a Warrior-type.
  • Cyborg: Nitro Warrior and Scarred Warrior.
  • Cyclops: Unknown Synchro is a ball-like creature with a single eye.
  • Dark Is Not Evil: The DARK Monsters of this archetype aren't evil and are used by Yusei. Junk Synchron and Junk Warrior are even ones of his most important cards.
  • Dual Wielding: Seven Swords Warrior wields at least two swords.
  • Dub Name Change: Quick Synchron —> Quickdraw Synchron.
  • Expy:
    • Seven Swords Warrior is one to 00 Gundam.
    • Jet Warrior looks similar to Jetfire from Transformers. He is black colored and is even a FIRE monster.
  • In Touch with His Feminine Side: Turbo Warrior, who looks a bit flamboyant and has the weakest Tuner of the four main Synchrons. It has the same ATK and Attribute as Stardust Dragon, but is two Levels lower. And unlike Junk Warrior and Nitro Warrior, Turbo Warrior doesn't become stronger, but he weakens the opponent's Synchro Monster he attacks that is either Level 6 or higher.
  • Irony: Unlike the usual Synchron-Warrior relationship, Stardust Synchron cannot be used to summon Stardust Warrior at all. Its true purpose is to summon Stardust Dragon instead.
  • Kill Sat: Satellite Warrior can target and destroy multiple cards when he is summoned depending on how many Synchro monsters you have in your Graveyard.
  • Light Is Good: Any LIGHT Monster of this archetype. Also, the white Stardust Warrior definitely counts.
  • Meaningful Name: Like their name suggests, this archetype focuses on Synchro Summons.
  • Mechanical Lifeforms: Most of them, whether Synchrons or Warriors, are animate machines.
  • Megaton Punch: Junk Warrior's Scrap Fist. The opponent cannot chain cards or effects when this card is activated. Junk Warrior inflicts Piercing Damage, Battle Damage involving this card is doubled, he cannot be destroyed by battle and the opponent's monster will be destroyed after the Damage Step.
  • Mythology Gag:
    • Accel Synchron is based of Yusei's D-Wheel and a reference to Accel Synchro Summoning.
    • Signal Warrior has similar effects with Speed World, the Field Spell used for Turbo Duels.
  • Nigh-Invulnerability:
    • Scarred Warrior cannot be destroyed by battle once per turn.
    • With Scrap Fist, Junk Warrior cannot be destroyed in battle. Instead, the monster he battles will be destroyed.
  • No-Sell: Turbo Warrior is immune to the effects of Level 6 and lower monsters, making it ideal against Meklord Emperors. For some reason, Yusei forgets it.
  • One-Hit Kill: In the anime, where the duelists start with 4000 LP; five out of Nitro Warrior's eight appearances, Yusei wins with an OTK, resulting with Nitro Warrior becoming a Memetic Badass.
  • Opaque Lenses: Junk Warrior's red lenses doesn't reveal his eyes.
  • Power Fist: Junk Warrior has a fist ring on his right fist. Catapult Warrior has them on both.
  • Purple Is Powerful: It first looks like Junk Warrior with his purple armor subverts this trope, since he's the weakest of the Synchron Warriors, but his effects allows him to overpower any other Warrior if the player has the needed requirements.
  • Scarf of Asskicking: Junk Warrior and Drill Warrior. Junk Synchron lacks the asskicking part.
  • Status Buff: When you activate a Spell Card, Nitro Warrior gets 1000 ATK for the next damage calculation during that turn.
  • Status Effects: Turbo Warrior can halve the ATK of a Level 6 or higher Synchro Monster he battles.
  • Steam Never Dies: Steam Synchron.
  • Taking You with Me: Stardust Warrior can sacrifice himself to negate an opponent's Special Summon. And like Stardust Dragon, he comes back during the End Phase.
  • This Is a Drill: Drill Synchron and Drill Warrior.
  • Took a Level in Badass: The similar card art of Synchrons and their corresponding Synchro Warrior (when they have one) makes it appear the Synchron powered up into the Warrior. From a meta perspective, the inception of Master Rule 5 *drastically* improved their viability, as you no longer needed link monsters on the field to special summon additional Synchro monsters and the star combo piece in a Synchron deck was Junk Speeder, a monster whose effect restricts you into only Synchro Summons from the extra deck and cannot be used if you'd summoned other types of monsters previously. An infusion of Synchron tuners that were far and away superior to the original wave of them also helped the archetype improve in viability.
  • Weak, but Skilled: Synchrons may have low stats in general, but their effects and low level make them ideal for Synchro Summons.
  • The Worf Effect: Nitro Warrior was a One-Turn Killer in his first five appearances, but he suffers from this tropes in his last three appearance, where he is destroyed by the opponent — Yusei didn't even try a One-Turn Kill when summoning Nitro Warrior the sixth and seventh time in the anime.

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