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Characters from the Yu-Gi-Oh! card game, sorted alphabetically from S to T.


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    Sacred Beasts 
https://static.tvtropes.org/pmwiki/pub/images/sacred_beasts.jpg
The Sacred Beasts. Left to right: Uria, Lord of Searing Flames, Hamon, Lord of Striking Thunder, & Raviel, Lord of Phantasms.
The Sacred Beasts, also known as the Sangenma/Three Phantom Devils in Japanese, are extremely powerful monsters, who are the GX equivalent to the Egyptian Gods. They are used by Kagemaru and the Yubel-possessed Martin Kanou/Marcel Bonaparte in the GX anime and Eve in the ARC-V manga.

The three Sacred Beasts are Raviel, Lord of Phantasms, Hamon, Lord of Striking Thunder, and Uria, Lord of Searing Flames. Their fused form is Armityle the Chaos Phantom and their Sixth Ranger from ARC-V is Phantasm Emperor Trilojig.


Tropes associated with the Sacred Beasts:

  • Absurdly Sharp Claws: Raviel's Shimmering Scraper.
  • Awesome, but Impractical: Due to their Summoning conditions and effects, this trope affects all of the Sacred Beasts in various ways, as well as their associated Fusion Monsters. Playing a deck that incorporates all of these cards is difficult, to say the least.
    • The fact that the Sacred Beasts require the controller to send three of a specific type of card from their field to the Graveyard in order to Special Summon them from the hand inherently means that the controller is consuming a great deal of resources to even bring out one of them. Raviel requires three Fiend-Type monsters, while Hamon requires three Continuous Spell Cards, and Uria requires three face-up Trap Cards (which are almost always in practice Continuous ones). The specificity of these cards typically means that dedicated decks often need to be constructed to even be able to Special Summon one of them, which makes putting all three in one Deck to Special Summon Armityle an arduous undertaking. Additionally, the series does not possess much in the way of internal consistency or searching ability, meaning to say that it is tricky to even add a Sacred Beast to the hand in the first place, much less Summon it. Dark Summoning Beast does address both issues, however. Namely, it can be Tributed from the field to Special Summon a Sacred Beast from the hand or Deck by ignoring its Summoning conditions, with the proviso that the controller's monsters cannot attack for the rest of the turn, and it can be banished from the Graveyard to add a Sacred Beast from the controller's Deck to their hand.
    • Armityle compound this trope further, as it can only be Special Summoned via Contact Fusion by banishing all three Sacred Beasts from the controller's field, which means that the controller must Special Summon all of them beforehand. Considering that each one requires three cards of a specific type to be sent from the field to the Graveyard as a Summoning condition to be then Special Summoned from the hand, the controller thus has to amass the requisite cards along with searching out the Sacred Beasts themselves from their Deck. For all that effort, the controller gets a monster with 0 ATK and DEF that cannot be destroyed by battle and can boost its ATK to 10,000, but only during their own turn. It possesses no form of inherent protection from card effects and loses all that ATK during the opponent's turn, turning it into a sitting duck if the controller fails to defeat the opponent on the turn it is Special Summoned. While Dark Summoning Beast can make it easier to Special Summon Armityle by Special Summoning a Sacred Beast from the hand or Deck through ignoring its Summoning conditions, bringing out Armityle itself is still considered to be incredibly difficult. Dark Summoning Beast also prevents the controller from attacking with their monsters during the turn its effect to Summon a Sacred Beast is used, which defeats the purpose of Summoning Armityle in the first place, as you'd want to attack with it as soon as possible.
      • With the release of Ignition Assault however, there is now even less reason to use Armityle at all, as Ten Thousand Dragon, a card in that pack, boasts much less stringent Summoning conditions (requiring the controller to Tribute monsters whose combined ATK/DEF are 10,000 or more to Special Summon it from the hand), and can also become a 10,000 ATK beatstick if Summoned through said conditions. While it doesn't have Armityle's battle destruction protection, it also doesn't lose all of its ATK during the opponent's turn.
    • The Sixth Ranger in the series, Trilojig is a Fusion Monster with 4000 ATK and DEF that can be conventionally Fusion Summoned and is thus significantly easier to Special Summon than Armityle, simply requiring any three Level 10 monsters as Fusion Materials. However, its effect is rather lackluster, to say the least. To wit, said effect inflicts damage to the opponent equal to half the ATK of a monster the opponent controls whenever Trilojig itself is Special Summoned or a monster is Special Summoned from the controller's Graveyard. To say that it is not worth it for the effort and Materials it requires is putting it mildly.
    • Phantasmal Martyrs is designed to give the controller all the resources needed to Special Summon Raviel, by Special Summoning three Fiend-Type Phantasmal Martyr Tokens, which can be Tributed to fulfill its Summoning conditions. However, the controller must Special Summon Uria or Hamon before activating this card, and send their entire hand containing at least two cards to the Graveyard. This means that even after using this card's effect, the controller still needs a way to get Raviel to their now-empty hand in order to Special Summon it.
  • Balance Buff: 20th Anniversary Pack 1st Wave in the OCG and Duelist Saga in the TCG released the previously anime-exclusive Dark Summoning Beast and Fallen Paradise, both of which provide important boons to the series.
    • Dark Summoning Beast allows the controller to Tribute it and straight away Special Summon any Sacred Beast from their hand or Deck by ignoring its Summoning conditions, albeit while also preventing the controller's monsters from attacking for the rest of the turn. If that wasn't enoguh, it also sets the controller up to Summon another Sacred Beast by adding it from their Deck to their hand at the cost of banishing itself from the Graveyard. This card alone simultaneously solves the series' issues of garnering enough resources to meet a Sacred Beast's standard Summoning conditions, and searching out the Sacred Beasts from the Deck to Summon them in the first place.
    • Fallen Paradise notably retained its anime effect of letting the controller draw two cards during their turn if they controlled a Sacred Beast, with that effect augmented in the OCG to also include Armityle. Considering the fact that Summoning a Sacred Beast is incredibly resource intensive, this provides a welcome way for the controller to quickly refresh their hand after pulling off such a costly Summon. In addition to this, Fallen Paradise's OCG incarnation also gained an effect that protects the controller's Sacred Beasts or Armityle from being targeted or destroyed by the opponent's card effects. This provides much needed protection for the Sacred Beasts and Armityle, as they do not inherently have said protection and are very vulnerable to removal by the opponent's card effects.
  • Beast with a Human Face: Atop its head, Armityle has a white face resembling a Noh mask.
  • Big Bad: Armityle, the fusion of all three Sacred Beasts. Trilojig from the ARC-V manga is part of a Big-Bad Ensemble with Number XX: Utopic Dark Infinity and Timelord Progenitor Vulgate, with the three serving as the collective ace monsters of the main villain.
  • Bowdlerise: They went known as the "Three Phantom Devils" in Japan. The English translators chose to refer to them as the "Sacred Beasts", which considering their nature, becomes an Ironic Name.
  • Breath Weapon: Uria's Hyper Blaze is a fire breath.
  • Casting a Shadow: Raviel and Armityle are DARK monsters.
  • CCG Importance Dissonance: All of them received some sort of Nerf from their anime incarnations when they were released in the OCG, partly by changing their summoning conditions to be much more specific and partly by removing some of their effects.
    • The anime incarnation of Uria could be Special Summoned from the controller's hand by sending any three Trap Cards from their field to the Graveyard. It gained 1000 ATK and DEF for each Trap Card in the controller's Graveyard and once per turn, could destroy a Set Spell or Trap Card on the opponent's field of the controller's choice, with Spell and Trap Cards being unable to be activated in response to that effect's activation. If Uria was destroyed, the controller could Special Summon it from the Graveyard on their next Main Phase by discarding a Trap Card, but could not activate any of Uria's other effects that turn or attack with it if they controlled another monster. In the OCG, Uria's Summoning conditions explitcitly mention that face-up Trap Cards need to be used for its Summon and restricted its ATK gaining effect to only counting Continuous Trap Cards towards it, while gaining no DEF from it. While Uria retained its Spell and Trap destruction effect unchanged, it lost its self-revival effect with the associated restrictions.
    • Hamon's Summoning conditions in the anime required that any three Spell Cards be sent from the controller's field to the Graveyard to be Special Summoned from the hand. If it destroyed an opposing monster through battle, it inflicted 1000 damage to the opponent. Additionally, while it was in Defense Position, the opponent could not attack any other monsters on the controller's field. Finally, if Hamon was destroyed in Defense Position, the controller took no further damage that turn. Its OCG incarnation had more restrictive Summoning conditions, explicitly requiring that Continuous Spell Cards be used for its Summon. It also lost its damage preventing effect, but retained all of its other effects with no changes.
    • In the anime, Raviel can be Special Summoned from the hand by the controller Tributing any three monsters. It had an effect that, whenever the opponent Summoned a monster, Special Summoned a (non-attacking) Phantasm Token for each of those Summoned monsters. The controller can also Tribute two monsters to boost Raviel's ATK by their combined ATK until the end of the turn. When released in the OCG, however, Raviel's Summoning conditions were made more specific by requiring Fiend-Type monsters be Tributed. Its effects were all straightly Nerfed. Namely, its effect to Special Summon Tokens was limited to triggering when the opponent Normal Summoned monsters only, and the controller can only Tribute one monster to fuel its ATK gaining effect.
    • Armityle's anime incarnation had to Special Summoned through the effect of the Spell Card Dimension Fusion Destruction, which banished the three Sacred Beasts from the controller's field, then Special Summoned Armityle from their Extra Deck. It could not be destroyed by battle and could inflict 10,000 battle damage to a monster the opponent controlled. Furthermore, during their Main Phase, the controller could give control of Armityle to the opponent until the end of the turn, and if they did, it banished the opponent's other monsters during that turn's End Phase before reverting to the original controller's field. When Armityle was released in the OCG, the effect of Dimension Fusion Destruction was incorporated into its Summoning conditions, and it retained its immunity to battle destruction, while its effect to inflict battle damage was tweaked to have it instead gain 10,000 ATK during the controller's turn only. However, it also lost all other effects possessed by its anime counterpart.
    • In the anime, Dark Summoning Beast could be Tributed to Special Summon all three Sacred Beasts at once from the Graveyard, which Marcel exploits by using the effect of Chaos Core in order to send all of them there. The OCG version of the card, understandably, limits this to Special Summoning only one Sacred Beast of the player's choice from either their hand or Deck. The OCG card did, however, gain an effect that allowed the controller to banish it from the Graveyard and add a Sacred Beast of their choice from their Deck to their hand.
  • Cutting the Knot:
    • Phantasmal Martyrs helps to alleviate the burden of Summoning three Fiend-Type monsters as Tributes to Special Summon Raviel, as it Special Summons three Phantasmal Martyr Tokens that can be used for this purpose. However, the controller must send their entire hand containing at least two cards to the Graveyard to as a cost to do so, and also control either Uria or Hamon beforehand.
    • By Tributing itself, Dark Summoning Beast allows the controller to directly Special Summon any of the Sacred Beasts from their hand or Deck by bypassing their standard Summoning conditions and negating the need to search them out before Summoning them conventionally. However, the Summoned monster, and any other monsters the controller has on their field for that matter, cannot attack for the rest of the turn.
    • Armityle requires the controller to banish its Fusion Materials from their field to Special Summon it from the Extra Deck, but does not say that the banished monsters' original names need to be that of said Materials. This has led players to use the effects of Phantom of Chaos and Elemental HERO Prisma to copy the names of the Sacred Beasts in order to Summon Armityle without going through the effort of Special Summoning the actual Fusion Materials beforehand. Phantom of Chaos' utility in that regard may even be hinted at in its card artwork, which features vague silhouettes of the Sacred Beasts in the background.
  • Death-or-Glory Attack: Armityle, which possesses 10,000 ATK - but only on its controller's turn. It can potentially wipe out an opponent with one attack, but it requires giving up the three Sacred Beasts, and if the opponent survives, Armityle drops to 0 ATK on the next turn. It can't be destroyed by battle, but that just gives the opponent free direct attacks.
  • Difficult, but Awesome: They are not easy to Summon, but most decks based on the Sacred Beast focus only on one of them, which alleviates the difficulty in utilizing it and reducing the chance of getting brick hands. Good decks relying only on one Sacred Beast can be very devastating.
    • The deck has become even more this with the release of Fallen Paradise, which protects Sacred Beasts from targeting and destruction and allows you to draw two cards every turn. If a player manages to Special Summon a Sacred Beast with Fallen Paradise active and keep it on the field, they can easily recoup the resources expended in Summoning it and more. Dark Summoning Beast alleviates this, as it can Special Summon a Sacred Beast, ignoring its Summoning conditions, though they can't attack. Make sure you have some Continuous Traps in the Graveyard if you summon Uria, though, as you might summon a 0 ATK monster for after all that effort.
  • Dub Name Change: From the "Three Phantom Devils" in Japanese, to the "Sacred Beasts" in the TCG languages. As a result of this, they go from having a Meaningful Name to an ironic one.
  • Eldritch Abomination: All of them, but especially Armityle.
  • Elemental Powers: Darkness, thunder and fire.
  • Enemy Summoner:
    • Special Summoning Tokens to fill the field is Raviel's schtick. One of its effects entails Special Summoning a Phantasm Token each time the opponent Normal Summons a monster, for each such monster Summoned this way, providing it with ample fodder to Tribute for its ATK gaining effect. This even extends to before Raviel is even Summoned, as Phantasmal Martyrs Special Summons three Phantasmal Martyr Tokens that the player is intended to Tribute to meet Raviel's Summoning conditions.
    • As its name suggests, this is Dark Summoning Beast's thing as well, as it allows the controller to Tribute it to Special Summon any Sacred Beast from their hand or Deck by ignoring its Summoning conditions.
  • Evil Counterpart: The original trio are this to the Egyptian Gods. Their Japanese naming reflects this, as the Egyptian Gods are referred to as the "Three Phantom Gods" in that language, while the Sacred Beasts are known as the "Three Phantom Devils". Like the Egyptian Gods need three monsters to be Tributed to Summon them, the Sacred Beasts need three cards of certain card types as a tribute. Each of them also resemble one god.
    • Raviel is the counterpart to Obelisk, as both are blue and have 4000 ATK and DEF. Unlike Obelisk, Raviel is the leader of the Sacred Beasts similar like Ra.
    • Hamon is the counterpart of Ra, as both are yellow. However, Hamon is not the leader of the Sacred Beasts and uses thunder instead of fire.
    • Uria is the counterpart to Slifer, who are both red snake-like dragons with two mouths. Their ATK and DEF also depend on the number of (Permanent Trap) cards in the Graveyard/hand. Unlike Slifer, Uria's element is fire, not thunder.
    • Armityle is the counterpart to Horakhty, since both are combinations of the respective trios. They're also both meant to be the Instant-Win Condition of their respective archetypes (Armityle by being able to One-Hit Kill, while Horakhty just straight up wins the duel when it hits the field).
  • Fusion Dance: Armityle has the three Sacred Beasts as Fusion Materials, and visually resembles a horrendous amalgamation of the three. Trilojig can be Fusion Summoned using any three Level 10 monsters (which the Sacred Beasts are) as Fusion Materials.
  • Glass Cannon: Armityle, oddly, despite being indestructible by battle, due to having 0 ATK during the opponent's turn. This turns it into a free path right to your Life Points if you don't finish off the opponent right away with it.
  • Hour of Power: Armityle's effect boosts its ATK from 0 to 10,000, but only during the controller's turn. Failing to defeat the opponent with it means that when their turn comes around, there's a monster on the controller's field with 0 ATK that is indestructible by battle, essentially giving the opponent free direct attacks.
  • Human Sacrifice: This is implied to be Dark Summoning Beast's role, given that it is dressed in ritualistic robes and has an effect that allows the controller to Tribute it as a quick and easy way to Special Summon a Sacred Beast of their choice.
  • An Ice Person: When summoning Hamon, a lightning strikes down and creates massive ice crystals and then Hamon is released. Hamon itself doesn't actually exhibit any ice powers, however.
  • Ironic Name: Their English moniker, the Sacred Beasts, doesn't really jive with the fact that these are evil demonic beings.
  • The Leader: Raviel. As Obelisk's counterpart, Raviel also reflects the Duel Academy's student rank system, where Obelisk Blue is the highest ranking and most prestigious dorm. The effect of Phantasmal Martyrs further seems to imply this, as it Special Summons three Phantasmal Martyr Tokens that the controller is meant to Tribute to Special Summon Raviel. However, they must control either Uria or Hamon to activate it (along with discarding their entire hand while it contains at least two cards), suggesting that Raviel occupies a higher standing than the other two Sacred Beasts.
  • Light 'em Up: Hamon is a LIGHT monster.
  • Loophole Abuse: Uria's Summoning conditions state that face-up Trap Cards be Tributed to Special Summon it, and they don't strictly have to be Continuous Traps either. It is thus a legal move to Tribute Trap Cards that remain face-up on the field, such as those that treat themselves as Equip Cards. However, this does mean that said cards will not contribute towards Uria's ATK gaining effect, which does specify that only Continuous Trap Cards in the controller's Graveyard count.
  • Meaningful Name: In Japan, they are known as the Three Phantom Devils, fitting with their nature as evil demonic creatures. Averted in the TCG, where translators instead called them the Sacred Beasts, an Ironic Name.
  • Mix-and-Match Critters: In terms of physical appearance, Armityle and Dark Summoning Beast are horrific combinations of parts from the three Sacred Beasts.
  • Monster Progenitor: Raviel's effect can Special Summon Phantasm Tokens, which visually look like miniature versions of Raviel itself.
  • Mythology Gag:
    • The effect of Dimension Fusion Destruction, an anime exclusive card used to Special Summon Armityle, have been transferred to its OCG incarnation as its Summoning conditions.
    • Phantom of Chaos' artwork features vague silhouettes of the Sacred Beasts in the background, which is a reference to the fact that Marcel used its effect in the anime to copy their effects and ATK.
  • Odd Name Out: Trilojig ostensibly deviates from the Religious and Mythological Theme Naming of the Sacred Beasts and Armityle, as its name is a portmanteau of "trilogy" and "logic". However, it can also be derived from the Holy Trinity, which may be reinforced by the fact that Eve Fusion Summoned it with monsters named for the Biblical Magi who visited the infant Jesus, a member of the Trinity as God the Son.
  • One-Hit Kill: Armityle is designed for this, since it can have 10,000 ATK.
  • Our Demons Are Different: The Sacred Beasts are devils who look very different from each other. Raviel is the only Fiend-type monster among the three, and Armityle, which is also a Fiend monster, is a horrifying combination of all three beasts.
  • Physical God: Each of them.
  • Playing with Fire: Uria's element. It's also a FIRE and Pyro-type monster.
  • Readings Are Off the Scale: Armityle ostensibly evokes this trope, as its effect allows it to instantly gain 10,000 ATK during its controller's turn, which is the highest defined ATK gain via a card effect in the game. This is well and beyond the starting amount of 8000 LP and thus enough to single-handedly decimate the opponent if it attacks successfully.
  • Religious and Mythological Theme Naming: The Sacred Beasts are named after characters in Judeo-Christianity.
    • Raviel's name is an alternate spelling of the name of Raziel, the angel of mysteries.
    • Hamon's name originates from the Book of Esther. Hamon is considered an alternate spelling of Haman, a villain who tried to depose the King of Persia and kill all the Jews in Persia. Also, the word Hamon means blade pattern, referring to the wave like patterns found on Japan's iconic weapon.
    • Uria's name is an alternate spelling of the name of Uriah, a man who was murdered by King David because David had an affair with Uriah's wifenote . Uria may also be a reference to the archangel, Urial.
    • Armityle, the fusion of all three Sacred Beasts, is named after Amitiel, an angel of truth in Judeo-Christianity, who some consider to be an archangel.
  • Rule of Cool: Raviel's TCG name was decided as such over Genma, as the latter did not sound cool enough. This also allowed it to keep the theme with it's name.
  • Sealed Evil in a Can: In the anime, they are sealed under the Duel Academy.
  • Shock and Awe: Hamon's element is thunder and it's a Thunder-type monster.
  • Sixth Ranger: Introduced in the ARC-V manga, Trilojig is this to the original Sacred Beasts and Armityle.
  • So Last Season: With the introduction of Ten Thousand Dragon in Ignition Assault, Armityle effectvely became this, as Ten Thousand Dragon is a monster that is considerably easier to Special Summon (from the hand by requiring the controller to Tribute monsters with a combined ATK/DEF of 10,000 or more), and like Armityle, can become a 10,000 ATK beatstick with its own effect. Unlike Armityle, however, Ten Thousand Dragon does not lose all of that ATK during the opponent's turn. The only thing it lacks that Armityle has is protection from battle destruction, but that hardly makes up for the fact that Ten Thousand Dragon is flat-out significantly easier to run.
  • Taking the Bullet: Hamon has an effect that prevents the opponent from attacking any other monsters on the controller's field while it is in Defense Position. Considering the fact that it has an original DEF of 4000, it's unlikely to be destroyed by battle, making most applications of this effect the non-lethal version of the trope. This trope is played more directly in the anime for dramatic effect, as attacks declared by the opponent are visibly redirected towards Hamon, even if the opponent chose a different attack target.
  • Terrible Trio: Heavy emphasis on terrible. For the opponent.
  • Uniqueness Decay: When first released, Armityle's gimmick was that it could become a 10,000 ATK beatstick and possessed the highest ATK gain in the game. Come Ignition Assault, however, Ten Thousand Dragon has matched Armityle in that regard, and to add insult to injury, is simply much easier to run.
  • Weaksauce Weakness: Because Uria's current ATK stems from an effect and is dependent on the number of Continuous Trap Cards in the controller's Graveyard, negating its effects or emptying the controller's Graveyard of said Traps is a quick and easy way to make Uria's ATK plummet.
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    Salamangreat 
https://static.tvtropes.org/pmwiki/pub/images/450px_salamangreatheatleo_sdsb_en_c_1e.png
Salamangreats are an archetype of FIRE Cyberse. While they synch fairly well will generic support for their type, they rely more heavily on their own Spells and Traps to initiate "Reincarnation Summoning," an Extra Deck summoning method that grants additional effects to monsters if they've used monsters with their same name as material. They are used by Takeru Homura/Soulburner in Yu-Gi-Oh! VRAINS.

The archetype is featured in the Structure Deck: Soul Burner.


Tropes associated with the Salamangreats:

  • Anti-Magic: Getting rid of the opponent's Spell/Trap cards appear to be small sub-theme for this archetype.
  • Back from the Dead: Several of their regular effect monsters have the ability to revive themselves from the graveyard.
  • Fusion Dance: Salamangreat Violet Chimera is a Fusion monster that can be summoned using a Salamangreat monster and a Link monster. The archetype even has its own fusion spell, Fusion of Fire, which is a costless but less powerful take on Super Polymerization to help summon it.
  • Heal Thyself: Several cards from the archetype, including the field spell Salamangreat Sanctuary, have effects which increase the player's life points.
  • Meaningful Name: Salamanders are animals which in legends is often associated with fire to the point of being considered it corresponding elemental, which explains the FIRE attribute.
  • Mythology Gag: The archetype's reincarnation gimmick is reminiscent of Gemini summoning as both involve summoning a monster twice in order to use all of its effects.
  • Playing with Fire: All Salamangreat monsters have the FIRE attribute and are depicted as emitting flames from their bodies.
  • Reincarnation: The playstyle of the Salamangreat revolves around "reincarnating" their own monsters by summoning them using another copy of the same monsters, unlocking new abilities in the process. This even called "Reincarnation Link Summon" in the anime when done using Link monsters.

    Sangan 
https://static.tvtropes.org/pmwiki/pub/images/sangan_ys17_en_c_1e.png
Post-Erratum Sangan.

Sangan is one of the earliest cards and one of the most famous Effect Monster Cards of the entire game. It's a Level 3 DARK Fiend-type monster with only 1000 ATK and 600 DEF, but when it is sent from the field to the graveyard, the owner can search for any monster with 1500 or less ATK. This effect made Sangan one of the most useful monsters in the entire game and it was part of basically every deck. It was limited because of its effect, but it didn't fear from being banned. Until March 2013...

Due to a mistaken Loophole Abuse, Sangan was very often Special Summoned by the effect of Tour Guide from the Underworld and then it was used as an Xyz-Material. Detaching it guaranteed Sangan's effect and this became broken enough to ban Sangan from the game. Despite the rule that an Xyz-Material is not regarded as a field card was clarified, Sangan was still Put on a Bus. However, he has since been unbanned in the OCG.


Tropes associated with Sangan:

  • Butt-Monkey: Several artworks of other cards portray Sangan as an unlucky monster.
  • Casting a Shadow: It's a DARK monster.
  • Dub Name Change: From "Critter" to "Sangan".
  • Extra Eyes: As its name suggest, it has three yes.
  • Fusion Dance: Sangan + Witch of the Black Forest = Sanwitch.
  • Guilt by Association Gag: Sangan was arrested with a Delinquent Duo imp for the crime of possessing a Pot of Greed even though Sangan was just along for the ride. Unfortunately, so was Graceful Charity, but her fate remains unknown.
  • Meaningful Name: Sangan means literally "three eyes" in Japanese. The number of its eyes also reflect its level.
  • Nerf: Like several other previously-banned cards, Sangan was given an erratum. It can now be used only one per turn and prevents you from using effects of monsters with the same name as the one you added.
  • One Steve Limit: Not to be confused with Sanga of the Thunder.
  • Our Demons Are Different: It's a three-eyed, ball-like Fiend-type monster.
  • Put on a Bus: Visually lampshaded by the Spell Card "Shared Ride", which shows Sangan along side with other forbidden cards. The Tour Bus to Forbidden Realms brings Sangan and the other cards to somewhere. Sangan is comforted by the angel of Graceful Charity and the bus driver is one of the devils of the Delinquent Duo.
  • Sacrificial Lion: How Sangan is used in the game.
  • Spear Counterpart: To the Witch of the Black Forest, who has a similar, but more broken effect that brought her to the ban list.

    Sasuke Samurai 
The Sasuke Samurai are a series of four samurai monsters based on the clockwork warrior Sasuke from Mystical Ninja. The original Sasuke Samurai was used by Katsuya Jonouchi.

Tropes associated with the Sasuke Samurai:

  • Anti-Magic: Sasuke Samurai #2's effect stops all spell and trap cards from being activated until the End Phase, at the cost of 800 LP.
  • Blow You Away: #1, #2 and #4 are WIND monsters.
  • Four Is Death: When Sasuke Samurai #4 battles an enemy, if the player gets a coinflip right, SS4 instantly destroys that enemy without actually battling it.
  • Homage: To Sasuke karikuri ninja from the first Mystical Ninja game for the SNES.
  • Joke Character: While the archetype as a whole is made up of some pretty horrible cards, Sasuke Samurai 3 is a serious contender for the title of worst card in the game. Its effect is that, should it inflict damage to your opponent, they get to draw until they have 7 cards in their hands.
  • Light 'em Up: Sasuke Samurai 3 is the only member of the archetype to be a LIGHT monster.
  • Single-Stroke Battle: Sasuke Samurai's effect is meant to mimic that of a samurai cutting his opponent down in one blow, before the opponent has a chance to defend or even acknowledge the samurai's presence.

    Scrap 
Scraps are an archtype of EARTH monsters that are variably typed. Their gimmick is that they either destroy your own cards, or have effects that activate upon their destruction, allowing creative and unforeseen plays because of the ways their effects play off of each other. Their strongest member is Scrap Dragon, who can grow stronger into Scrap Twin Dragon and Atomic Scrap Dragon. The three each allow you to destroy any card you control to drain the opponent's resources in different manners.

Tropes associated with the Scraps:

  • Ascended Extra: Received the honor to be used by one of the main characters in Yu-Gi-Oh! 5D's World Championship 2011: Over the Nexus.
  • Boring, but Practical: Though it's not as powerful as the other two in terms of attack points, the garden-variety Scrap Dragon is definitely the one you'll see most often thanks to its lack of requirements and powerful effect, to the point of often finding itself in non-Scrap Extra Decks.
  • Discard and Draw: The main gimmick of the Scrap monsters is that they tend to destroy their own monsters have effects that activate when destroyed by Scrap cards, often including themselves; naturally, many of their support cards (including the Scrap Dragons) have effects that destroy your own monsters. The Scrap Dragon monsters are also able to Special Summon a non-Synchro Scrap monster from the Graveyard if they themselves are destroyed.
  • Dishing Out Dirt: They are EARTH monsters.
  • Homage: The thumbs up in Scrap Factory's artwork is a reference to the ending scene of Terminator 2: Judgment Day, where the Terminator gives a thumbs-up as he is lowered into a vat of molten steel.
  • Mechanical Lifeforms: Scraps are so mechanical in appearance yet only four members are Machine-type.
  • Made of Explodium: This is their main gimmick; many of their effects will activate upon their self-destruction.
  • Our Dragons Are Different: Scrap Dragon, Scrap Twin Dragon, Atomic Scrap Dragon and Scrap Wyvern.
  • Theme Naming: Scrapyards, no less.

    Shaddoll 
Shaddoll is an archetype from the Series 9 OCG storyline, continued from the Duel Terminal series. They consist of dark puppet versions of previous monsters, with their boss monster being the puppet master herself, El Shaddoll Construct. The playstyle of Shaddoll revolves around fusing with other monsters to form the stronger El Shaddoll monsters. They also have the supports such as Shaddoll Fusion and Shadoll Core to make Fusion Summoning El Shaddolls much more easier. Their El Shaddoll monsters specialized in crippling, restricting, or punishing Special Summon and Special Summoned monsters.

Tropes associated with the Shaddolls:

  • All Your Colors Combined: A darker example than the usual use of this Trope. According to the lore from V-Jump, the Shaddolls are malevolent shadows that absorb all light. This might explain why they are so dark— All colors mixed together would result in black.
  • Animated Armor: Shaddoll Hound and Shaddoll Lizard are the armors of the Satellaknights Sirius and Unukhalai, respectively. El Shaddoll Grysta can also be considered this as well.
  • Back from the Dead: Most of the Shaddols are the puppetized version of other monsters, brought back from the dead. Some examples include:
  • Body Horror: The artwork of Curse of the Shadow Prison implies that some Shaddolls might have been converted straight from a living being instead of just Back from the Dead.
  • Came Back Wrong: The Shaddolls were beings removed from the cycle of reincarnation by the imprisoned Tierra and tainted by Tierra's power, causing them to be revived as zombie-like entities who obsessively try to return to the Naturia Sacred Tree in order to be reborn properly.
  • Cannibalism Superpower: To become the Shaddoll Core, Cairngorgon devoured Evilswarm Kerykeion.
  • Cool Chair: El Shaddoll Shekhinaga is Construct using Apoqliphort Towers as a throne.
  • The Corruption:
    • The primary force of the Shaddolls is the corruption of Gem-Knight Crystal's fusion core, which absorbs dozens of light after the latter's death in the battle against The Planetforger. According to an issue of V-Jump, the force behind the Shaddolls are called "Shadow Strings", and Shaddoll Core is the root that induces the Shadow-Possession.
    • The artwork for Shaddoll Construct shows Gem-Knight Lapis getting converted by Infernoid Sjette into El Shadoll Construct.
  • Creepy Doll: The entire archetype.
  • Dark Is Evil: They are mainly DARK monsters, and they are generally evil monsters.
  • Disc-One Final Boss: Construct is the puppetmaster of the Shaddolls. The two El Shaddolls who have higher Levels than her are actually herself emerged with other monsters. Furthermore, those two El Shaddolls have less ATK than the original Construct.
  • Ditto Fighter: An interpretation of the Shaddolls' modus operandi is that they are merely creating copies of their enemies using their shadows. Compare Fighting a Shadow below.
  • The Dragon: Of the OCG storyline Duelist Advent onward, which is a continuation of the Duel Terminal story-line. They are portrayed as this to the Infernoids.
  • Dub Name Change:
    • Nephilim —> Construct.
    • Midrash —> Winda.
    • Egrystal —> Grysta.
    • Anomalilith —> Anoyatyllis.
  • Elemental Powers: Each Fusion Monster represents the six most common Attributes in the game.
  • Evil Counterpart: Just like the Evilswarms in the second season. Tellarknight Vatlamyus is one to Ptolemaeus.
  • Expy: Of the Evilswarm. They were even born when Cairngorgon consumed Evilswarm Kerykeion.
  • Fallen Hero: El Shaddoll Construct was a corrupted version of Gem-Knight Lapis and Shaddoll Core/El Shadoll Grysta is a fallen version of Gem-Knight Crystal/Master Diamond.
  • Fighting a Shadow: The artwork of Sinister Shadow Games implies that the monsters that are turned into Shaddolls might have been sucked into the Shadow Prison to fight their shadow, and then got overtaken by them if they happen to lose. Considering Pulao and Suanni appear in this card's artwork, it doesn't end well for them. Compare with Ditto Fighter above.
  • Fusion Dance: Their method of playing around. Construct has the most fusion forms of this archetype: Shekhinaga (with Apoqliphort Towers) and Anoyatyllis (with Infernoid Devyaty). When Construct became Tellarknight Vatlamyus, she fused with Infernoid Tierra and the Qliphort to become Tierra, Source of Destruction.
  • Gameplay and Story Segregation: Fusion Summoning Shekhinaga with Construct and Apoqliphort Towers isn't as easy as the artwork suggests, as Towers' effect makes it immune to Spell/Trap effects while it is on the field.
  • Heel–Face Turn:
    • The Shaddolls joined forces with the other archetypes against Qliphorts and Infernoids. They even have two monsters that belong in the Zefra archetype: Shaddoll Zefranaga and Shaddoll Zefracore.
    • After Tierra's destruction, Winda and Falco are purified and joins the Ritual Beast archetype because they're the successors to the Gusto archetype.
  • Hero Killer: Might have dispatched Satellarknight Unukhalai and Sirius before reanimating their armors into Shaddoll minions.
  • Light Is Not Good: Their puppet master Construct, is LIGHT.
  • Loophole Abuse: Winda's Power Limiter effect only said the amount of Special Summon not how many to Special Summon, so a player can still abuse multiple-Summon engine like Rekindling and Pendulum Summon.
  • Marionette Master:
    • Construct, naturally, and Shekhinaga and Anoyatyllis by extension.
    • Grysta has similar set of strings spawning from his back. Makes sense, as the Shaddoll Roots grows from his head.
  • Meaningful Name: The Archetype's name itself is a portmanteau of "Shadow" and "Doll", while the El Shaddoll sub-archetype's name might also came from the pun of "El-Shaddai", which roughly means God Almighty. See also Theme Naming below.
    • The name of El Shaddoll Nephilim (Construct) came from the giant/half-angel/half-demon creatures in Jewish Mythology. Construct is the leader and the largest of the Shaddolls, thus the giant.
    • The name of El Shaddoll Midrash (Winda) came from the body of homiletic Jewish stories in the same canon of the Hebrew Bible. The term Midrash itself came from the word darash, which means to seek or to study. In the artwork of El Shaddoll Fusion, Winda was seen seeking for the power of the Sacred Tree when Leo, the Keeper of the Sacred Tree and Pilica confronts her.
    • The name of El Shaddoll Grysta came from the rough term of "Guardian/Watcher Angel" in Jewish Mythology, referenced by his pose in his card artwork, which is similar to an angel spreading its wings and by its strings. It is also from the wordplay of Gem-Knight Garnet and Gem-Knight Crystal.
    • The name of El Shaddoll Shekhinaga came from Shekhinah, the Judaism term used to denote God's presence when God settles or dwells on something, or as a feminine Hebrew name of God. This also denotes Construct sitting on Apoqliphort Towers, emphasizing her domination over it.
    • The name El-Shaddoll Wendigo is based on North American flesh eating monsters. One of the two monsters that were transformed into this card, Wen, the Ritual Beast Tamer is a case of this trope used as Foreshadowing as her name means "Evil" in the Ainu languages and is the first syllable for Wendigo.
    • The name of El-Shaddoll Anomalilith is a combination of the words "Anomaly" and "Lilith", a female demon or spirit from Jewish Mythology.
    • And Shaddoll Squamata's name comes from Squamata, a taxonomic order of lizards. Squamata itself seems to fit into the classifications.
  • My Death Is Only The Beginning: Almost every card in the archetype has beneficial effect when sent to the Graveyard (Such as recovering Shaddoll Spell/Trap from the Graveyard or recruiting Shaddoll monster from the Deck), setting up further plays. Construct's first effect is designed just for that cause.
  • Nerf:
    • A meta example. El Shaddoll Construct got banned in the April 1 2015 banlist, severely hampering their power. This turned into a Brick Joke later when the designers used this as a chance to turn her into an Evil Counterpart of Ptolemaeus, a Tellarknight monster with the same fate, as Tellarknight Vatlamyus.
    • To rub salt on her banlist wounds, El Shaddoll Construct even got a Link-era counterpart in the form of Shadoll Construct.
  • No-Sell: El Shaddoll Winda cannot be destroyed by card effects.
  • Perverse Puppet: All of them.
  • Power Armor: El Shaddol Anoyatyllis is Construct wearing the Infernoid Lilith with the stats of Nekroz of Trishula.
  • Power Limiter:
    • Winda's effect limits the amount of Special Summon a player can perform to only once per turn. (Not that it bother the Shaddolls themselves so much, since their Fusion cards can only be activated once per turn, anyway …)
    • Anoyatyllis’ effect prevents either player from Special Summoning monsters from hand or Graveyard with Spell/Trap effects.
  • Purple Is Powerful:
    • The El Shaddolls are Fusion Monsters, which are purple/violet colored cards.
    • Winda and Construct in particular are purple-themed.
  • Scaled Up: By merging with Zefraniu and Zefraxi, Shadoll Zefracore turns into a massive dragon with 3450 ATK and 2950 DEF.
  • Sixth Ranger: Shaddoll Zefracore is a purified version of Shaddoll Core while Shaddoll Zefranaga is a version of Evilswarm Kerykeion.
  • The Starscream: They later betrayed the Infernoids and sided with the Zefra alongside other archetypes.
  • Theme Naming:
    • The lower Shaddoll monsters are named after their previous incarnations.
    • The higher El Shaddoll monsters are named after the Jewish Mythology.
  • Turned Against Their Masters: Seems to be their case later on with the Infernoids.
  • Unwitting Pawn: Implied in the lore, they are this to the Infernoids and Qliphorts, as seen in the artwork of Nephe Shaddoll Fusion, which shows the rider of El Shaddoll Winda bounded to the canisters seen on the body of Infernoid Belphegor.
  • Weaksauce Weakness: The ancient and barely-used Royal Command completely shuts down all the non-Fusion Shaddolls.
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    Shinobird 
The Shinobirds, or Esprit in the OCG, are an archetype of WIND Winged Beast-Type Spirit Monsters. Their ace monsters, the barons—known in the OCG as the Esprit Lords—are Ritual Monsters that are also Spirit Monsters, the first such monsters ever seen in the franchise. They have a Tanabata motif, with Shinobaroness and Shinobaron as Orihime and Hikoboshi.


Tropes associated with the Shinobirds:

  • Blow You Away: All Shinobird monsters are WIND monsters. The Shinobaron are also the first WIND Ritual Monsters.
  • Hour of Power: The Shinobaron Ritual monsters can each bounce three cards from the opponent's field and then summon another Spirit Monster, meaning that summoning both of them in the same turn generally results in an empty field and massive damage to the opponent. However, being Spirit Monsters, they will return to the hand during the End Phase if the opponent survives, giving them some breathing room.
  • Meaningful Name: The name of the archetype means "spirit" in French.
  • Miko: Crane is modeled off one.
  • Ninja: Crow's basis.
  • Noble Bird of Prey: The archetype consists of Winged-Beast-Type monsters, with the Shinobaron being the first Ritual Winged-Beast-Type Monsters.

    Shiranui 
The Shiranui are an archetype of FIRE Zombie-Type monsters. Their gimmick revolves around banishing their own monsters to triggers their effects and recycling those banished cards by returning them to the Graveyard or the deck. They also make use of Synchro Monsters.


Tropes associated with the Shiranui:

  • Alliterative Name: In the TCG, the Shiranui cards all have names beginning with the letter "S".
  • Back from the Dead: Ironically enough, despite Zombie decks being known for their ability to summon monsters from the Graveyard, the only card with such an effect in the Shiranui is their Field Spell card, Shiranui Style - Synthesis.
    • Shiranui Shogunsaga appears to be Shiranui Spectralsword reborn.
  • The Blacksmith: As the name and artwork suggest, Shiranui Smith is one.
  • Dual Wielding: Shianui Shogunsaga dual wields Shiranui Spectralsword and the sword seen in the artwork of Spiritmaster.
  • Meaningful Name: The archetype is named after a phenomenon from Japanese folklore.
  • Nigh Invulnerable: Shiranui Smith prevents all Zombie-Type monsters from being destroyed by battle during the turn it was banished.
  • Our Zombies Are Different: Despite being Zombie-Type monsters, the Shiranui monsters don't look like they are undead.
  • Playing with Fire: They are all FIRE monsters, as the archetype's name already indicates.
  • Status Buff:
    • Shiranui Samurai can increase his own ATK by 600 by banishing a Zombie-Type monster from the Graveyard.
    • Shiranui Shogunsaga has a stronger version of Samurai's effect that increases his ATK by the original ATK of the banished monster. However, it can only be done when he's Special Summoned.
  • Took a Level in Badass: Shiranui Samurai became the Synchro Monster Shiranui Samuraisaga.

    Silent Magician / Silent Swordsman 
The Silent series consists of Silent Magicians and Silent Swordsmen, and are used by Yugi Muto in the anime. The original Silent Magician and Silent Swordsman are LV monsters that summon stronger, higher-level forms of themselves as they stay on the field, but later support for them makes "Silent Magician" and "Silent Swordsman" monsters without the LV suffix, and they support the two archetypes as a whole. The two series have various effects to restrict the usage of Spell cards.

Tropes associated with the Silent Monsters:

  • Anti-Magic: Their shared effect is to negate Spell cards in various manners.
  • BFS: Silent Swordsman's sword grows to be bigger than he is at higher levels.
  • Foil: Silent Swordsman and Silent Magician can be seen as counterparts to Buster Blader and Dark Magician. The former two start out small and weak but get stronger over time, while the latter are strong to begin with. The Silent monsters have a brighter theme, while Buster Blader and Dark Magician take the Darker and Edgier approach. They also have a related "Paladin" card, but whereas Silent Paladin is a relatively weak support card for the main monsters, Dark Paladin is a stronger Fusion of its related monsters. Finally, Silent Swordsman and Silent Magician are the trademark monsters of regular Yugi, while Buster Blader and Dark Magician are iconic monsters played by Yami Yugi.
  • From Bad to Worse: The normal Silent Magician and Silent Swordsman share the effect that, when destroyed by battle or an opponent's card effect, you can summon any monster of their archetype (except another copy of themselves) from the hand or deck. An opponent that gets rid of them prematurely is now going to have to deal with an even stronger version of them taking the original's place.
  • Guys Smash, Girls Shoot: The male Silent Swordsman wields a sword for melee, while the female Silent Magician uses magic to strike from afar.
  • Hotter and Sexier: Silent Magician strikes a more provocative pose than her LV counterparts, has larger breasts, and a more revealing outfit that shows off her breasts and has a slit in the robe to show her thighs.
  • Ironic Name: The anime incarnations of these monsters let out Kiais just like any other card.
  • Light 'em Up: Silent Magician's attack in the anime is portrayed as a Holy Hand Grenade. Averted with Silent Swordsman, who attacks with basic sword slashes.
  • Light Is Good: They are LIGHT monsters, wear silver, white, and blue clothing, and are the signature cards of the hero.
  • Loophole Abuse: Silent Swordman LV 7 and Silent Magician LV 8 state in their card text they cannot be summoned except by the effects of their lower-leveled forms. Support cards for them thus specify you can summon a "Silent Swordsman" or "Silent Magician" monster while ignoring its summoning conditions.
  • Magikarp Power:
    • Typical for LV monsters, they start out fairly weak in their base forms but become quite formidable when they reach their final levels.
    • The non-LV cards start out with just 1000 ATK, but grow stronger every turn thanks to their effects. Silent Swordsman gains an extra 500 ATK every Standby Phase, while Silent Magician gets the same boost for every card the player has on his/her hand.
  • Meaningful Name: "Silence" is often a status effect in RPGs that prevents the character afflicted from using magic. The Silent monsters variably have the power to negate Spell cards.
  • Ms. Fanservice: The non-LV Silent Magician has a much more feminine appearance than her LV counterparts, and her artwork takes full advantage of it. Impressively, her artwork was somehow not censored in the TCG, considering that other, far less risqué artworks were changed.
  • Support Party Member: Silent Paladin. Her name and type (Fairy) means she doesn't synergize well with the Magician or Swordsman, but she has support effects to add the cards to the player's hand.
  • Sword and Sorcerer: Silent Swordsman and Silent Magician form this dynamic.
  • You Don't Look Like You: In the anime, Silent Magician wore a red and black outfit and looked more androgynous, while the real life card is white ands blue and is distinctly female.

    Simorgh 
https://static.tvtropes.org/pmwiki/pub/images/simorgh.png
The original Lord of the Storm; Simorgh, Bird of Divinity
Simorgh is an archetype of WIND and DARK Winged-Beasts, initially being a series of Level 7 and 8 boss monsters, that suddenly got a glut of support in 2019, upgrading them to full blown archetype. The archetype's main focus is on helping the Tribute Summons of their boss monsters and emptying the opponent's Spell/Trap zones.

The original Simorgh, Bird of Divinity made an appearance in Yu-Gi-Oh! GX where it was used by the Duel Monster spirit Sky Scout and had a brief cameo in the first episode of Yu-Gi-Oh! ZEXAL. The archetype was used by Strong Jukyu in the Yu-Gi-Oh! OCG Structures manga.


Tropes associated with the Simorgh:

  • Anti-Magic: The Simorgh cards have several ways of dealing with the opponent's Spell and Trap cards. This became part of their playstyle as their Level 4 and lower monsters require the opponent to have no cards in their Spell/Trap zone to be summoned from the Graveyard.
    • Dark Simorgh outright prevents from the opponent from setting cards on the field.
    • Bird of Protection can return a card in the opponent's Spell/Trap zone to the hand when Normal summoned.
    • Lord of the Storm cannot be targeted by the oppoent's Spell/Trap cards and effects so long as it was tribute summoned.
    • Darkness Simorgh can negate the activation of a Spell/Trap card and estroy it at the cost of tributing 1 WIND monster.
    • The spell Simorgh Rejection can return all cards the opponent have in their Spell/Trap zone to the hand at the cost of discarding 1 Winged-Beast monster.
  • Back from the Dead: Many of the Simorgh monsters have the ability to summon themselves from the graveyard.
    • The Level 4 and lower Simorghs all share an effect that allows them to special summon themselves from the Graveyard if the opponent has an empty Spell/Trap Zone.
    • Dark Simogh can be special summoned from the graveyard by banishing 1 DARK monster and 1 WIND monster from the hand.
    • Darkness Simorgh can special summon itself from the Graveyard if a DARK or WIND monster was tribute summoned.
  • Blow You Away: All of the Simorgh monsters are of the WIND attribute or, in the case of Dark and Darkness, can gain it through their effects. Also pertains to their effects, as many of them involve spinning cards back into the hand or deck, rather than outright destroying them.
  • Casting a Shadow: Dark Simorgh and Darkness Simorgh both have DARK as their original attribute.
  • Divine Birds: The original Simorgh was called Simorgh, Bird of Divinity and the OCG names of the archetype's WIND monsters usually contains "Divine Bird".
  • Evil Counterpart: Dark Simorgh is the DARK counterpart to the original Simorgh, Bird of Divinity. Similarly, Darkness Simorgh is one to Simorgh, Lord of the Storms.
  • Giant Flyer: The higher-leveled Simorghs are depicted as being huge in card artworks.
  • Meaningful Name: Simorgh is one spelling of the name of a mythical bird from Persian mythology.

    Six Samurai 
https://static.tvtropes.org/pmwiki/pub/images/legendarysixsamuraishien_stor_en_ur_ue.png
The Six Samurai, or the Six Warmen (六武衆 Roku Bushū) in the OCG, is a complex series of cards in story. The group consists of six samurai warriors lead by the Great Shogun Shien, and their support cards are older versions of the original group, known as the Legendary Six Samurai. Their effects activate based on having other Six Samurai cards in play, and to this end they can easily swarm the field. Their leader is Shien, who takes on various forms and names, but all are the strongest cards of the group in power and effect.

The archetype is featured in the Structure Deck: Samurai Warlords.


Tropes associated with the Six Samurai:

  • Ambiguously Evil: Some cards suggest that Shien may not be as benevolent as he seems. Shien's Scheme was the first to suggest something sinister, while Standoff suggests that he may have been responsible for Shinai's death in some way. (The Master Guide 3 confirmed that Mizuho was Shinai's wife, and also that Shinai is dead; the card art does suggest that Mizuhu and Shadow of the Six Samurai, who has a necklace similar to Shinai's, are working against Shien for some reason.)
  • Animal Motifs: Shien's Footsoldier was based on Toyotomi Hideyoshi, a samurai lord who helped unite Japan, serving under Oda Nobunaga (the model of Shien) as a footsoldier. He had the nickname Saru, meaning "monkey", because he looked like one. Kizaru continues this motif by having both Shien foot-soldiers in his artwork.
  • Animated Armor:
    • Shinai was most trusted by Shi En as a heroic warrior who could escape from the jaws of death, no matter what. However, after sadly dying in the later years of the great war, his soul ended up dwelling inside the armor he died in, and now protects the current generation of the Six Samurai.
    • In a twist of fate, Shien becomes a ghost and turns into the Legendary Shadow of the Six Samurai. He can copy the abilities of a Level 4 or lower Six Samurai monster.
  • Artifact Title: There are six who have the Legendary Six Samurai title, and six bearing the Six Samurai title. However, there are also six cards that represent older versions of the Legendary Six Samurai, and handful of other support monsters.
  • Badass Decay: invoked The members of the Legendary Six Samurai sub-type, who are generally more powerful than the original Six Samurai, are younger versions of support cards to the originals.
    • Took a Level in Badass: Yes, they fulfill both tropes. While in the story the Legendary Six Samurai obviously grew older and lost power to act as supporters to the second generation, the Legendary Six Samurai cards came out many years after their older counterparts.
  • Battle Butler: The Chamberlain of the Six Samurai.
  • Blind Weaponmaster: Irou appears to be blind or have got his eyes damaged, as he wears a visor over his eyes and his longsword resembles a blind man's cane.
  • Combination Attack:
    • In the artwork of Double-Edged Sword Technique, Kamon and Yariza are attempting a risky maneuver to defeat their opponent. With Yariza dashing in for a direct attack and Kamon covering him with dynamite.
    • "Breakthrough!"'s artwork somewhat resembles that of the card "Double Tag Team", since there is a figure leaping forward, while the other in the image is standing.
    • "Six Strike-Triple Impact" depicts Shien, Enishi and Kizan charging at an enemy. Given that this card depicts "Legendary Six Samurai", this card can be considered a foreshadowing of some of the effects the next generation would come to use. One can consider that the powers of the "Triple Impact" were implemented into the weapons of the later "Samurai", to be easier to use.
      Effect 1: Zanji, as he destroys any monster he attacks. Though this might also reference "Enishi, Shien's Chancellor", as he can destroy 1 face-up monster per turn.
      Effect 2: Kamon, as he destroys 1 face-up Spell/Trap per turn.
      Effect 3: Yaichi, as he destroys 1 face-down Spell/Trap per turn.
  • Continuity Cameo:
    • Grandmaster of the Six Samurai looks similar to the priest Aknadin except that the missing eye of Aknadin is the left one, whereas Grandmaster lost his right one.
    • Shien's Daredevil slightly resembles Officer Trudge/Tetsu Ushio.
  • Cool vs. Awesome: The art of several cards suggests the Six Samurai are rivals of the Ninja archetype.
  • Eye Scream/Eye Beam: Kizan lost an eye sometime before becoming the Grandmaster of the Six Samurai. He had it replaced with a bionic eye that fires lasers, as seen in Cunning of the Six Samurai (where ironically he is using it to write down in a scroll).
  • Fictional Counterpart:
    • Shien is based on Oda Nobunaga.
    • Irou is based on Sasaki Kojiro. In fact, Irou appears in Swallow flip, which refers to a mythical sword technique from Japanese legend, the Tsubame Gaeshi (or the Turning Swallow Cut). The technique was created by Sasaki Kojiro, legendary rival of Miyamoto Musashi.
    • Nisashi might be a reference to Miyamoto Musashi; a master swordsman well known for his Niten Style (2 sword combat style). Both the name and two swords are reminiscent of Musashi, and his appearance in Six Style - Dual Wield reinforces this reference.
    • Yariza is based on Maeda Toshiie.
  • Fusion Dance: Secret Six Samurai - Rihan is a fusion between 3 "Six Samurai" monsters with different Attributes.
  • Friendly Rival: There is rivalry for merit even within the Legendary Six Samurai, Kizan constantly spars with his friendly rival, Enishi. Kizan, showing off his power before Shien, becomes the Grandmaster of the Six Samurai.
  • Gadgeteer Genius: The Elder of the Six Samurai. He even travels in a walking stall.
  • Game-Breaking Injury: With mechanical arms installed in the back for support, Kageki was feared as the "Four-Armed Oni-Gami". But when he lost both arms in the midst of battle, he had two artifical arms installed, and was given the job to protect Shien as a chamberlain after leaving the frontlines.
  • Laser Blade: Several of the members wield them.
  • Leeroy Jenkins: Enishi is often mocked for his recklessness. As a result, Enishi is known as "The Daredevil". Since he knew Shi En when they were part of the Legendary Six Samurai, he ended becoming Shien's Chancellor because Enishi is not intimidated by him.
  • Love Triangle: Seems to be one between Shinai, Mizuho and Shien. Shinai and Mizuho are wearing necklaces with bands the color of the other's armor, while Shinai and Shien are the only members of the Legendary Six Samurai to wear the clan crest on their helmets. Shinai died, leaving Shien to become the shogun.
  • Magitek: Carries a vibe — it's hard to tell if their Laser Blades and Tron Lines are due to technology, magic, or both.
  • The Magnificent Seven Samurai: The base six with Great Shogun Shien.
  • Meditating Under a Waterfall: Mizuho in the artwork of "Asceticism of the Six Samurai". She's training to become the Hand of the Six Samurai after mourning for Shinai's death.
  • Mysterious Past: It's stated that the current Six Samurai ignore the Chamberlain's past as the samurai Kageki.
  • Mr. Fanservice: The Kagemusha of the Blue Flame appears to prefer going lightly clothed, as his card art has him barechested and barefoot.
  • Multi-Armed and Dangerous: Kageki.
  • Ninja: The Secret Six Samurai sub-archetype.
  • Old Master: Grandmaster of the Six Samurai.
    • Interestingly, the Grandmaster's hair and beard made him look like another Old Master of the game, the Master Monk.
  • Retired Badass: As mentioned, it turns out from the Legendary Six Samurai series that the support cards to the original clan were once Six Samurai themselves. You can see their old armor hung up in their card art.
  • The Rival: Kizan and Enishi, who are seen fighting in Gozen Match and Shien's Dojo. Enishi presumably prevailed, being appointed Shien's chancellor when he became shogun.
  • Samurai: Duh.
  • The Seventh Ranger: Kagemusha of the Six Samurai and Shien's Daredevil. Kagemusha (who appears to be an armored version of Kagemusha of the Blue Flame, (a card so old it was played in the very first episode of the anime)) is implied to be a body double for Yariza and not actually a member of the group. When he got older, he became Shadow of the Six Samurai - Shien.
  • Sigil Spam: The glyph of the Six Samurai clan is all over their support cards.
  • Taking the Bullet: The original Six Samurai share an effect that let you destroy a different Six Samurai than the one that is about to be. This indicates their loyalty and friendship to one another.
  • Tron Lines: Most Six Samurai monsters have glowing lines all over their armor.
  • Two Girls to a Team: Mizuho and Hatsume are the only female Six Samurai.
  • Weapon of Choice: Obviously katanas are the predominant ones, but other weapons such as scythes, bows or clubs pop up.
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    Skull Servant / Wight 
https://static.tvtropes.org/pmwiki/pub/images/120px_panicburial_ow.png
The Skull Servant, or Wight in the OCG, is the Lethal Joke Character of the card game. A weak Dark Zombie with 300 ATK and 200 DEF, it somehow became a Breakout Character and has gotten support and appeared in a lot of card art. The strongest form of the Skull Servant is the King of the Skull Servants, who has 1000 ATK for each Skull Servant card in the Graveyard, and thanks to some Loophole Abuse, there's more than just the base Skull Servant to count towards that.

Tropes associated with the Skull Servant:

  • Asskicking Equals Authority: In the artwork for King of Skull Servants, he is shown on top of a pile of Skull Servants, which indicates that he beaten them in combat for the title. Also, he gains more power when there are Skull Servants in the graveyard. The King of Skull Servants in question seems to be saying "That's what I'll be one of these days... ... ... no?", as he gives a glance.
  • Atop a Mountain of Corpses: King of Skull Servants after beating the other Skull Servants for the title. It indicates that King of Skull Servants deserves the title.
  • Back from the Dead: Tri-Wight, which shows three Skull Servants crawling out of the grave to fight again. It is supposed to show that death is not a permanent thing for them.
  • The Cameo
    • Spirit Caller: The one is an easy question. It's pretty obvious where Skull Servant is. By the ways, the words Skull Servant said, here, were... "Sorry, I'm filling up the joint."
    • Pride of the Weak: This is also easy. Though, for some, the strange expression seems quite contrary to Skull Servant's normal appearance, so one might be inclined to think "Maybe this isn't Skull Servant."? However, the suspicion leaves once they double check the picture.
    • Chthonian Blast: If one pays attention, they should be able to tell the one who exploded was Skull Servant. Incidentally, if Skull Servant is destroyed by this effect, the damage is 150.
    • Dark Eruption: Glancing, one thinks, "Is Skull Servant on this card". If you would, look at the illustration and think a bit. Sent flying in the upper left corner, across the moon, is our favorite guy. Skull Servant, however, wishes he wasn't recovered by this effect.
    • Zombie Master: Zombie Master is a key component in any Zombie-Type. Focusing your eyes on the center of the card, where the action is going on, one would be sure to say "Skull Servant isn't there". Well of course not. Look to the bottom left. He has an adorable, if anxious look that seems to ask "Will I be next".
  • Dem Bones: They are all skeletons.
  • Dub Name Change: Wight->Skull Servant
  • Fusion Dance: Skull Servant with Dissolverock becomes Flame Ghost and Skull Servant with Battle Warrior becomes Zombie Warrior.
  • Identical Stranger: It is said the Lady in Wight is "quite displeased" with being confused with Skull Servant while sleeping in the Grave
  • Joke Character: Skull Servant is a Level 1 Normal Monster with 300 ATK and 200 DEF.
  • Lethal Joke Character: King of the Skull Servants's original attack can reach up to 17000 by using 2 copies of King of the Skull Servants, 3 copies of Skull Servant, 3 copies of The Lady in Wight, 3 copies of Wightmare, 3 copies of Wightprince and 3 copies of Wightprincess.
  • Loophole Abuse: King of the Skull Servants powers up based on how many copies of itself and the normal "Skull Servant" are in the Graveyard, but that means you need to dump at least two cards, otherwise useless, to power it up to something usable. Enter The Lady in Wight and Wightmare who have supportive effects and a handy effect that says while in the Graveyard, treat their names as Skull Servant, thus allowing them to power up the King despite having the wrong name.
    • The Wights also have another instance of this with the spell card "Inferno Reckless Summon". When you special summon a monster with 1500 or less attack and your opponent has a face up monster, you can special summon as many monsters possible with the same name from your hand, deck or graveyard. Since all of the Wights count as "Skull Servant" in the graveyard and if you have more than a few Wights in the graveyard when you play the card, if you special summon a Skull Servant you could special summon any number of the other Wights within your grave as well, which could easily lead to useful Rank 1 (in Skull Servant, Wightprince and Wightmare's case) or 3 (in Lady in Wight and Wightprincess's case) Xyz plays, fusions into Starve Venom Fusion Dragon or Dragonecro Nethersoul Dragon, or even Synchros and Links depending on how you play it.
  • Our Wights Are Different: These ones look like skeletons.
  • Palette Swap: Skull Servant has three stronger counterparts: Fire Reaper, The Wandering Doomed, and The 13th Grave. All of these monsters are Level 3 or lower Zombie-Type monsters and thus are protected by the effect of The Lady in Wight.
    • The ATK and DEF of Fire Reaper are equal to those of "Skull Servant" doubled +100.
    • The ATK and DEF of The Wandering Doomed are equal to those of "Skull Servant" doubled +200. The two of them being peas in a pod has become a topic of discussion in the "Wight" community.
    • The ATK and DEF of The 13th Grave are equal to those of Skull Servant tripled +300.
  • Playing with Fire: Flame Ghost
  • Spot of Tea: Wightmare is shown drinking it in his art, but he seems to always look so sad because it leaks out right after drinking it.
  • Pun
    • Wightmare —> Nightmare.
    • Lady in Wight —> Lady in White.
    • Tri-Wight Zone —> Twilight Zone.
  • Weaksauce Weakness: The Deck is especially vulnerable to cards such as Karma Cut or Caius the Mega Monarch with effects that banish one targeted card on the field, and then banishes all cards with the same name from the Graveyard. Should such cards banish a player's Skull Servant, they can then empty that player's Graveyard of any other such monsters, including those whose names are treated as "Skull Servant" at the time, thus sapping King of the Skull Servants of its ATK boost and completely destroying their resources.

    Sky Scourge 
The Sky Scourge, or Sky Demon God in the OCG, is a series of three monsters that are part of the Chaos series of cards, and thus focus on using LIGHT Fairy-Type and DARK Fiend-Type monsters as a means to Summon themselves. Sky Scourge Enrise and Sky Scourge Norleras pay homage to Black Luster Soldier, Envoy of the Beginning and Chaos Emperor Dragon, Envoy of the End, respectively, through their effects and Summoning conditions, and were intended to be "playable" versions of those cards, which were Forbidden when the series was first introduced. Sky Scourge Invicil, the third member of the series, instead applies a different effect based on what monster is Tributed to Tribute Summon it.

Tropes associated with the Sky Scourges:

  • Anti-Magic: If a LIGHT Fairy-Type monster is Tributed to Tribute Summon Invicil, she gains an effect that negates all Spell Cards on the field. If a DARK Fiend-Type monster is Tributed, Invicil instead negates all Trap Cards.
  • Awesome, but Impractical: To meet their Summoning conditions, the controller has to run a dedicated deck of LIGHT Fairy-Type monsters and DARK Fiend-Type monsters, along with a way to send several of those monsters to the Graveyard en masse. However, both groups of cards do not generally possess good synergy with each other, making it very likely that such a deck will be inconsistent and brick rather easily. Furthermore, Enrise and Norleras each require that four monsters be banished to Special Summon them from the hand (three with the same Type and Attribute as them and one with the other Sky Scourge's Type and Attribute), which ensures that it would take a steep undertaking in resources to even bring out one of them.
  • Casting a Shadow: Norleras is a DARK monster.
  • Discard and Draw: Norleras sends all cards on the field and in both players' hands to the Graveyard, then has the controller draw a card.
  • Dishing Out Dirt: Invicil is an EARTH monster.
  • Dub Name Change: From Sky Demon God in the OCG to Sky Scourge in the TCG.
  • Expy: They all have effects that are homages to previously released monsters. Enrise and Norleras also further reference the monsters they homage in their Summoning conditions.
    • Enrise is this to Black Luster Soldier, Envoy of the Beginning. Like the latter, Enrise is a LIGHT monster and requires that LIGHT and DARK monsters be banished from the Graveyard to Special Summon him from the hand, though in Enrise's case, three LIGHT Fairy-Type monsters and one DARK Fiend-Type monster must be banished. Enrise also has the same effect of banishing a monster on the field (and not being able to attack that turn) as the latter. As Chaos Sorcerer, himself a weakened version of the latter, also possesses this same effect, as well as the latter's Summoning conditions, Enrise may also be seen as an Expy to him as well.
    • Norleras is this to Chaos Emperor Dragon, Envoy of the End. Like the latter, Norleras is a DARK monster and requires that LIGHT and DARK monsters be banished from the Graveyard to Special Summon him from the hand, though in Norleras' case, three DARK Fiend-Type monsters and one LIGHT Fairy-Type monster must be banished. The latter's effect of paying 1000 LP to send all cards on the field and in both player's hands to the Graveyard is also replicated on Norleras, though Norleras lacks the latter's ability to inflict 300 damage to the opponent for each sent card afterwards. Instead, Norleras permits the controller to draw a card.
    • Invicil gains an effect depending on whether a LIGHT Fairy-Type monster or a DARK Fiend-Type monster was Tributed to Tribute Summon her. If the former, she negates all Spell Cards on the field, and if the latter, she negates all Trap Cards on the field. The two effects homage Spell Canceller and Jinzo, respectively, who have those exact effects. Those monsters also have the additional ability to prevent any activations of cards (and their effects) belonging to the card type they were designed to counteract as well, which Invicil lacks.
  • Horns of Villainy: Norleras has one in the middle of his forehead, which curiously, was not edited out of his TCG card artwork.
  • The Last of These Is Not Like the Others: Invicil possesses some stark differences from Enrise and Norleras. She is the only member of the series to not be Level 8 (being Level 6 instead), or have 2400 ATK and 1500 DEF (Invicil's ATK adn DEF are 2200 and 1600, respectively). While Enrise and Norleras cannot be Normal Summoned or Set, and must be Special Summoned, the opposite is true for Invicil. While Enrise and Norleras banish monsters from the Graveyard to Special Summon themselves from the hand, Invicil requires the controller to Tribute a monster on the field to gain an effect. Unlike the others, Invicil's effects are not Expies of the "Envoy" monsters, and instead reference Spell Canceller and Jinzo.
  • Light 'em Up: Enrise is a LIGHT monster.
  • Nerf: Enrise and Norleras are meant to be this to the at the time Forbidden Black Luster Soldier, Envoy of the Beginning and Chaos Emperor Dragon, Envoy of the End, respectively, and were intended to be "playable" and less overpowered versions of those cards. To wit, they feature steeper Summoning conditions than those cards and weakened versions of their effects.
  • Skull for a Head: Norleras has this, along with a Horn of Villany jutting out of his forehead.
  • So Last Season: These cards were created as "playable" alternatives for the then Forbidden Black Luster Soldier, Envoy of the Beginning, and Chaos Emperor Dragon, Envoy of the End, and as such, had their Summoning conditions made stricter and their effects weaker than those cards. However, their steep Summoning conditions and the inherent difficulty in creating a Deck to meet said conditions meant that these cards never saw any widespread use. On top of that, the Forbidden cards they were created to replace are now no longer Forbidden, meaning that there is even less reason to use these cards at all.
  • Winged Humanoid: All of them.
  • Yin-Yang Bomb: Enrise (a LIGHT Fairy-Type monster) and Norleras (a DARK Fiend-Type monster) each require the controller to banish four monsters from their Graveyard to Special Summon them from the hand. Three of them must be of the same Attribute and Type as the Sky Scourge the controller wants to Summon, while the last one must be of the Attribute and Type of the other Sky Scourge. Invicil applies an effect if a monster with the same Attribute and Type as one of the other two Sky Scourges is Tributed to Tribute Summon her. What effect she applies is based on what monster was Tributed.

    Sky Striker 
https://static.tvtropes.org/pmwiki/pub/images/614px_skystrikeraceraye_dasa_en_sr_1e.png
Raye in her unarmored form.
Sky Striker, translated as Sentō—either Flash Sword or Brandish—in the OCG, is an archetype that revolves around its Acesnote , each of whom have 1500 ATK. Of these, one is a Main Deck Warrior monster (Raye), and another is a Token that gains its ATK under the right conditions—while the other four (Kagari, Shizuku, Hayate, and Kaina) are Machine Link Monsters with a Rating of 1, and a different diagonal Link Arrow.

The archetype possesses a large number of Spell Cards, most of which have the shared requirement of controlling no monsters in the Main Monster Zones in order to be activated, along with an additional ability that can be triggered if there are three or more different Spells in the Graveyard.


Tropes associated with the Sky Strikers:

  • Achilles' Heel: Anything that shuts down Spell cards, such as Anti-Spell Fragrance, Imperial Order, or Naturia Beast, will shut down or at least slow down this Archetype hard.
    • Sky Strikers rely heavily on the Graveyard for a multitude of effects (Raye's floating effect, recursion with Kagari and Multirole, Kagari and Shizuku's stat modifying, triggering their Spells' secondary effects), so preventing them from accessing it or causing cards to be banished rather than going to the GY can gimp them.
  • Action Girl: Oh yeah. While most decks need a variety of monsters to function, the Sky Striker archetype is little more than Raye using a variety of gadgets and Powered Armor to single-handedly destroy anything that comes her way.
  • Anti-Magic: Two Spells, Afterburners! and Jamming Waves!, both have the ability to destroy 1 Spell or Trap on the field, but while Jamming Waves! can do this as its first effect, Afterburners! can only do it for its second, i.e. when there are 3+ different Spells in the Graveyard. There is a plus side, however, as Afterburners!' second effect does not target.
  • Blocking Stops All Damage: Kaina's first effect can prevent an opponent's monster from attacking for a turn the moment it's Special Summoned. The enormous claws that constitute her Powered Armor may have something to do with that.
  • Brought Down to Normal: Widow Anchor's first effect can negate the effects of any monster on the field for a turn.
  • BFG: Hayate wields one as her default weapon; her associated Spell, Vectoring Blast!, shows it transforming into a Wave Motion Gun.
  • Combat Medic: Kaina's second effect heals you for 100 LP every time an archetypal Spell's effect is resolved.
  • Dark Action Girl: Roze, if her outfit in Scissors Cross is anything to go by.
  • Dark Is Not Evil / Light Is Not Good: Raye and Roze are DARK and LIGHT monsters, but Raye is the hero in the lore, while Roze is almost certainly part of the enemy it mentions.
  • Death-or-Glory Attack: Lore depicts each of Raye's armors as possessing their own "Sky Striker Maneuver", used as an "ultimate attack … unleashed without regard for her own safety."
  • Elemental Powers: The Aces each have different Attributes:
  • Gameplay and Story Integration: In lore, Raye is a One-Woman Army deployed into enemy territory with an armory of support weapons and Powered Armor. In game, all of the Sky Striker Spells require the controller to control no monsters in the Main Monster Zone, typically meaning that their only monster will be one of the Sky Striker Links.
  • Human Shield: Normally, Shark Cannon can simply banish a monster from the Graveyard. However, its second effect can let you Special Summon that monster instead, with the downside of preventing it from attacking.
    • The aforementioned Widow Anchor's second effect gives you control of the monster whose effects it had already negated (assuming it wasn't already under your control by that point).
  • I Work Alone: The Link Monsters' arrows are terrible for setting up further Extra Deck summons and most of the archetype's support cards require no monsters in your Main Monster Zones. As such, you'll be relying pretty much exclusively on a single monster at any given time—though this was averted with the reveal of Roze, who can Special Summon herself whenever another Sky Striker is Special Summoned.
  • Meaningful Name: Each Link Ace has one that references its Attribute, but none are more so than Raye and Roze. Both names are derived from "zero"—referencing their basic, armor-less forms—with Raye being a corruption of the Japanese direct translation "rei", while Roze is a simple swap of the syllables that make up the word.
  • Multi-Armed and Dangerous: Kaina's armor consists of four heavy, mechanical claws sprouting from Raye's back.
  • Nigh-Invulnerability: Not only can Eagle Booster render any face-up monster on the field immune to any card effects save its own for a turn, but its additional ability can prevent that monster from being destroyed by battle as well.
  • Powered Armor: The Link Monsters take the form of different suits of armor worn by Raye.
  • Red Oni, Blue Oni: Kagari and Shizuku can come off as this; their armors are red and blue, respectively, and have opposing Attributes as well (FIRE and WATER) that correspond to their color schemes. They also possess opposing effects: Kagari boosts her own ATK and is meant as an attacker, while Shizuku reduces enemies' ATK and is more of a defensive monster.
    • Raye and Roze might qualify as well; their backgrounds are mostly blue and red, respectively, along with their eye colors. Both are the archetype's sole Main Deck monsters, and can Special Summon themselves from the Graveyard. Raye's effect, however, is able to give the player access to the Link Aces during the opponent's turn, while Roze can negate the effects of an enemy monster for the rest of the turn when it's Special Summoned thus.
  • She's Got Legs: The Link Monsters' legs are rather disproportionate for their size, though this may simply be a matter of being Powered Armor.
  • Sixth Ranger / Sixth Ranger Traitor: Roze, possibly both in-universe and out; its effect serves it well in a Sky Striker mirror matchup, when they are most likely controlling only one monster.
  • Status Ailment: Shizuku can drain the opponent's monsters ATK/DEF by 100 for each Spell in its controller's Graveyard.
  • Status Buff: On the flip side, Kagari can gain 100 ATK for each Spell in your Graveyard.
  • Swiss Army Hero: As the Link Monsters only need 1 Sky Striker of a different attribute as Link Material, effectively representing Raye swapping between armor suits at will. The Spells of the archetype also give her quite the extensive arsenal, letting her take on just about anything.
  • Zettai Ryouiki: Raye's artwork has her sporting type A. The artworks of some other cards give her a bodysuit instead.

    Solemn / Forbidden 
The Solemn series is a series of Trap cards focusing on the negation and destruction of cards through the payment of Life Points. They are related to the Forbidden series via story. One of the followers of the man depicted in the Solemn cards (implied to be God by the Japanese naming of the cards) began to make use of objects forbidden to them, like the Forbidden Chalice and Forbidden Lance. As punishment the man cast her out and disfigured her, turning her into the Condemned Maiden


Tropes associated with Solemn and Forbidden cards:

  • Anti-Magic: All the Solemn cards negate other cards in some manner, while the Forbidden cards grant monsters variable immunity to effects.
  • Blade on a Stick: The Forbidden Lance.
  • Cast from Hit Points: The Solemn cards all have a hefty Life Point cost attached to them.
  • Expy: The Forbidden cards are based on the four major holy relics in Christianity: Chalice is the Holy Grail, Lance is the Spear of Longinus, Dress is the Seamless Robe of Jesus, and Scripture is The Bible.
  • God: It is implied the robed figure in the cards is God.
  • The Last of These Is Not Like the Others: Despite being a Trap Card with "Solemn" in the name and depicting the same robed man as the others, Solemn Authority has nothing in common with the others, being a support card for the Aesir archetype instead.
  • Power at a Price: All of the Forbidden cards provide both a benefit and a drawback, allowing them to be used variably to help your monsters or hinder those of your opponent.
    • Chalice increases a monster's ATK but negates its effect.
    • Lance decreases a monster's ATK but makes it immune to other effects.
    • Dress reduces a monster's ATK but prevents it from being targeted or destroyed by other effects.
    • Scripture forces two monsters to battle using their original ATK and DEF and negates all other effects on the field.
  • Sixth Ranger: Condemned Maiden would later join the Darklord archtype as Condemned Darklord.

    Sparrow Family 
The Sparrow Family, or Robin Family in the OCG, are a series of high-level cards themed on superheroes. Centered on D.D. Esper Star Sparrow, the archetype swarms the field and rely on each other to use their effects. Used by Fuya Okudaira/Nelson Andrews, the guy who also acts as the Robin/Sparrow in a in-series TV show, in the ZeXal anime series.

Tropes associated with the Sparrow Family:

  • Badass Family: Of the non-blood-related kind.
  • Cool, but Inefficient: Jet Iron is a powerful 4000 ATK monster, but to summon it, you need to Tribute Ironhammer, Garuda, Puma, and Star Sparrow from either your hand or the field. Given that the series has no real support cards and that none of the above monsters are particularly searchable, you'll rarely ever see it hit the field. Additionally, because the Sparrow Family are all different Types and Attributes, actually building a feasible deck around all of them is nigh-impossible in the first place, and each member on its own is mediocre at best.
  • Cool Plane: D.D. Jet Iron.
  • Fusion Dance: Mira the Star Bearer appears to be a "grown-up" version of "Triple-Star Trion". It possibly meant to be Xyz Summoned with three copies of "Triple-Star Trion", as "Trion" is Level 1 and this card needs three Level 1 monsters.
  • Homage:
    • These monsters and Nelson's television show "The Sparrow" seem to reference a 1971 manga series named Babel II. Both feature a junior high schooler turned alien hero and three servants, a black cat servant, a flying servant and a loyal humanoid robot. It also features an evil monarch relative conspiring to take over the world, similar to "Galaxy Queen".
    • Ironhammer the Giant appears to be similar to Old mecha anime such as Tetsujin #28 (known as Gigantor in America).
    • The Triple-Star Trion trio bears a rather significant resemblance to Alvin & the Chipmunks in the following manners: There are three chipmunks (excluding the trio female chipmunk singing group in the franchise known as The Chipettes) and three of this monster. Both the chipmunks and this monster are of small stature. Both the three chipmunks and these three monsters wear red, blue and green attire respectively. Additionally, these monsters wear hats. Alvin of the Chipmunks often wears one too (it resembling a baseball cap.) To add to that, this monster has yellow stars on their shirts. Alvin of the Chipmunks has a big "A" on his shirt (also colored yellow.) What's on their shirts also alludes to something. The stars reference the three monsters on the artwork whereas the "A" is the first letter in Alvin's name.
  • Human Alien: D.D. Esper Star Sparrow and Galaxy Queen look human, in comparison to the rest of the series which has mechanical and animal-themed members.
  • Humongous Mecha: Super Dimensional Robot Galaxy Destroyer is a giant robot.
  • Noble Bird of Prey: Phoenix Beast Gairuda is based on a phoenix and named for the mythical being Garuda.
  • Panthera Awesome: Beast Warrior Puma is a black panther humanoid.
  • The Phoenix: Phoenix Beast Gairuda's name is based off of "Garuda" and "Phoenix", but according to legends these two creatures are the same in different cultures or related species.
  • Robot Buddy: Ironhammer the Giant is a humandoid robot and one of the core five of the Family.
  • Status Buff: Galaxy Queen, Ironhammer the Giant and Mira the Star Bearer can all grant beneficial effects to their allies.
  • Stone Wall: Ironhammer the Giant has only 900 ATK, but a massive 3500 DEF.

    Spell Counter Spellcasters / Mythical Beasts / Endymion 
The Spell Counter Spellcasters are a series of Spellcasters with similar outfits. They are themed on the use of Spell Counters, which they gain each time a Spell Card is played, as a means to gain power and control the field. Their leader is Arcanite Magician, who powers up into Supreme Arcanite Magician and Arcanite Magician/Assault Mode.

Two of these monsters later received entire archetypes of monsters based upon them. The first was Mythical Beast Cerberus, who would spawn the Mythical Beasts, or Magic Beasts in the OCG. Save for Cerberus himself, they are all Pendulum Monsters with a Scale of 4, and they are likewise themed around gaining Spell Counters, with which they can activate various effects, as well as destroying themselves while inside a Pendulum Zone—and with no other cards in your Pendulum Zone—for much the same.

The second is Endymion, the Master Magician, who became the first monster of the Endymion archetype debuting in Structure Deck: Order of the Spellcasters. Most of these monsters are Pendulum Monsters that are able to Special Summon themselves from the Pendulum Zones.


Tropes associated with the Spell Counter Spellcasters:

  • Anti-Magic: Breaker the Magical Warrior, Arcanite Magician and Explosive Magician.
  • Black Magic: Many of them are DARK monsters.
  • Boring Yet Practical: Breaker the Magical Warrior. Hits the field with a functional 1900 ATK on a Normal Summon, can destroy a Spell or Trap card at the cost of 300 ATK, is compatible with cards to regenerate its Spell Counter to get back to 1900 ATK or destroy another card, and is a DARK Spellcaster making it compatible with many other cards including Chaos. It was once a staple card in many decksnote  and even Limited for a bit.
  • Breakout Character: Mythical Beast Cerberus, while otherwise unremarkable, later got an archetype based upon it.
  • Casting a Shadow: Night End's Sorcerer and Tempest Magician.
  • Colour-Coded for Your Convenience: Arcanite Magician and each of its advanced forms, Supreme Arcanite Magician and Arcanite Magician/Assault Mode, have robe colors that correspond to their classification's color bordering (AM's robes are Synchro white, SAM's robes are Fusion purple, and AM/AM's robes are Effect red).
  • Composite Character: Arcanite Magician shares several artistic similarities with the artwork of other cards: The background of this card is similar to the one of Dark Magician of Chaos. This card's outfit is reminiscent of Silent Magician =LV4= and Mighty Mage from Dungeon Dice Monsters. Arcanite Magician's staff is similar to the one of Dark Magician.
  • Dude Looks Like a Lady: Arcanite Magician, especially his Assault Mode. Taken to an extreme in Assault Overload due to the placement of the breastplate on the card art.
  • Equippable Ally: Tempest Magician is a fusion between Night End's Sorcerer and Magical Exemplar, which is similar to the Soul Resonance between Soul and Maka in Soul Eater. It happens because Night End's Sorcerer and Magical Exemplar combined levels are 6 and Tempest Magician is Level 6.
  • Expy: Explosive Magician's effect is similar to Breaker the Magical Warrior's effect. Its cost is higher, but doesn't compromise his ATK and lets you use Spell Counters from any card you own that holds them.
  • Fusion Dance: Arcanite Magician has an upgraded Fusion version, Supreme Arcanite Magician.
  • Homage: Night End's Sorcerer bears a strong resemblance to 2 characters from the Nippon Nichi game series. Laharl from Disgaea: Hour of Darkness and Gig from Soul Nomad & the World Eaters. He also bares a slight resemblance to the character Maka Albarn from the anime Soul Eater.
  • Little Bit Beastly: Night End's Sorcerer is partially rabbit-like in appearance.
  • Light 'em Up: Explosive Magician
  • Person as Verb: Breaker the Magical Warrior has acquired his own term. To "break" a Spell or Trap Card is to destroy a card with this card's effect.
  • Powerup Letdown: Arcanite Magician's key advantages are that his destruction effect is only limited by the amount of Spell Counters present on the field and they can come from anywhere on the field. Each of his upgraded forms loses one of these advantages: his Assault Mode counterpart can only use his own Spell counters (and in a Spell Counter focused deck, the original can already destroy your opponent's entire field in one turn) and Supreme Arcanite Magician can only destroy one card per turn.
  • Red Oni, Blue Oni: Defender, the Magical Knight is the defensive counterpart to Breaker the Magical Warrior. Breaker's emphasis is on his ATK and sword; Defender's is on his DEF and shield. Breaker is a DARK monster while Defender is a LIGHT monster. Their color schemes are also the opposite of each other, Breaker's armor is red while Defender's armor is blue. Their effects are also opposites of each other since Breaker's effect destroys Spell or Trap Cards, while "Defender's" effect protects Spellcasters (hence the names).
  • Sinister Scythe: Wielded by Night End's Sorcerer and Tempest Magician.
  • Stuff Blowing Up: Explosive Magician.
  • Super Mode: Arcanite Magician/Assault Mode.
  • Took a Level in Badass: Arcanite Magician appears to be a powered-up version of Breaker the Magical Warrior. He has an Assault Mode version, Arcanite Magician/Assault Mode. Also, Arcanite Magician is already wearing a set of Assault Mode armor underneath his cloak.
  • You Require More Vespene Gas: Spell Counters are needed for their effects.

    Sphinx 
Sphinxes are a series of Rock-type Monsters based on the Egyptian Sphinx but In Name Only, in general they are centaur-like beings that take cues from several animals. One series of Sphinxes supports flip summoning and is lead by Exxod, Master of the Guard. The other series is centered on the summoning of Theinen the Great Sphinx, and are used by Anubis in the Yu-Gi-Oh! Movie.

Tropes associated with the Sphinxes:

  • Bilingual Bonus:
    • Hieraco comes from the Name "Heiera". It is Greek and translates into hawk.
    • The first part of Criosphinx's name, "Crios", is Greek, and roughly translates to "male goat".
    • "Andro-" is the Greek root for man or masculine, showing that Andro Sphinx is the masculine form of the two sphinxes.
  • Chained by Fashion: Sphinx Teleia
  • Dishing Out Dirt: Criosphinx, Exxod, Guardian Sphinx and Hieracosphinx.
  • Fusion Dance: Theinen the Great Sphinx is a fusion of Sphinx Teleia and Andro Sphinx.
  • Light The Way: "Andro Sphinx", "Sphinx Teleia" and "Theinen the Great Sphinx"
  • Mix-and-Match Critters:
    • Criosphinx is Half Goat and Half Lion.
    • Hieracosphinx is Half-Bird and Half-Lion.
    • Andro Sphinx and Sphinx Teleia are part Human and part Lion.
  • Our Centaurs Are Different: Theinen the Great Sphinx and Criossphinx have the bodies of cats and the torsos of other animals on their necks.
  • Panthera Awesome: Being based on the sphinx of myth, they mostly have aspects of cats and felines in their design.
  • Riddle of the Sphinx: "Ordeal of a Traveller" is based on this; if the opponent can't solve the card's riddle (what type of card is in your hand), their monster is returned to their hand.
  • Living Statue: Guardian Sphinx is a giant sphinx statue come to life.
  • Stone Wall: Exxod, Master of The Guard has a huge 4000 DEF, but 0 ATK.

    Spider 
The Spider series contains primarily Insect-type monster that are, or in some cases resembles, Spiders. Their effects revolve around taking advantage of the opponent's defense position monsters, a strategy that is supported by effects that lets them change the battle position of monsters. Rudger Goodwin/Roman Goodwin and Kyoji Yagumo have both used Spider decks in the 5D's anime and Zexal manga respectively.

Tropes associated with the Spiders:

  • Casting a Shadow: Mother Spider and Relinquished Spider are both DARK monsters.
  • Dishing Out Dirt: Most of the Spiders are EARTH Monsters.
  • Giant Spider: All of them are bigger than most Spiders would be.
  • Sixth Ranger: Although not part of the series, Underground Arachnid, Earthbound Immortal Uru, Number 35: Ravenous Tarentula, Number 84: Pain Gainer, and Number 77: The Seven Sins were used alongside a Spider deck in their respective continuities and are all spiders.
  • Weak, but Skilled: Most Spider monsters have low ATK and thus have to rely on their effects.

    Spirit Monsters 
Spirit Monsters are based on Japanese folklore. They have high stats and often powerful effects, but a very large drawback - at the end of the turn they're summoned they return to the hand, making it difficult to maintain field presence or defend yourself from reprisals on the opponent's turn. Their strongest members are Hino-Kagu-Tsuchi, Yamata Dragon, and Amaterasu.

Noah Kaiba utilized a Spirit deck in the anime.


Tropes associated with the Spirit Monsters:

  • Anti-Magic: Fenghuang's effect.
  • Cats Are Mean: Kinka-byo is based on the Bakeneko of Japanese folklore. A bakeneko will haunt any household it is kept in, creating ghostly fireballs, menacing sleepers, walking on its hind legs, changing its shape into that of a human, and even devouring its own mistress in order to shapeshift and take her place. When it is finally killed, its body may be as much as five feet in length. It also poses a danger if allowed into a room with a fresh corpse; a cat is believed to be capable of reanimating a body by jumping over it.
  • Death of a Thousand Cuts:
    • The Yata-Lock works like this. Your opponent has no cards in his hand or on the field, attack with Yata-Garasu, deal 200 damage and your opponent can't draw, meaning they can't do anything, repeat. This continues for about 10 turns or until your opponent surrenders. It's very effective, to the point that the card was banned solely for this.
    • Inaba White Rabbit's effect allows it to attack directly, regardless of opposing monsters. An easy 700 damage per turn if you have nothing better to throw out.
  • Difficult, but Awesome:
    • Their effects range from Beatdown, Direct Attack, hand control, and even field control, making a dedicated spirit deck very flexible regardless of what the opponent has. However, due to their habit of returning to the hand, cards that make you discard will be a serious hamper, as Spirit monsters in general are rather useless in the Graveyard. Cards that recover discarded cards are thus suggested, but not recommended as Spirit monsters do not have much in the way of deck thinning. Once the problem of field presence is resolved, spirit monsters can be quite annoying as well as devastating, since it is hard for the opponent to destroy them, and even with cards that forces discards, it is hard to target a particular spirit monster (unless something like "Card Destruction" is used). This is particularly true for "Inaba White Rabbit", as it can attack directly while avoiding opponents' counter-attacks.
    • As of The Duelist Genesis however, Spirit Monsters received some much needed support and are much more playable now. While most still cannot be special summoned, they received huge support in the form of "Mirror of Yata" (which allows them not to be sent to the hand, as well as serving as a shield- if the spirit monster were to be destroyed by battle the Mirror is destroyed instead) and Izanagi- a non-Spirit Monster who allows you to chose whether or not you want the monsters to return to the hand at all.
    • With the addition of Pendulum monsters to the game, there's the Yamata Dragon Pendulum build. Normally, Yamata Dragon is the very definition of Awesome, but Impractical. It lets you draw until you have five cards in your hand, but requires two tributes to summon and cannot be special summoned. However, with Pendulum summoning giving the access to easy tribute fodder, when played well, a Yamata Dragon Pendulum build can easily turbo through the deck at insane speeds, giving you access to a lot of monsters, magic cards, and traps quickly, as well as giving you far more options to go for than in a pure Pendulum build alone. One has to take care though about working around Yamata Dragon's bouncing effect though as, if handled poorly, it can easily leave your field with nothing but weak or no monster cards at all. It's a very high risk, high reward build that is pretty awesome when pulled off correctly.
  • Extra Turn: One of the most infamous combos is the "Yata Lock". This clears all cards on the field and both players' hands, but with additional cards, you can force the draw of Yata-Garasu, and attack with that. When Yata-Garasu successfully attacks, the opponent cannot draw on their next turn, and as they have no cards in their hand, this effectively skips their turn. Repeat ad infinitum for complete victory. As such, this combo and all key cards have been banned from tournaments for five years.
  • Fiery Redhead: Hino-Kagu-Tsuchi, named after the Shinto god of fire.
  • God of Good: Izanagi's name comes from Izanagi-no-mikoto or "male who invites". He along with his spouse and sister Izanami gave birth to many islands, deities, and forefathers of Japan. When she died he gave birth to three more Gods; Amaterasu the Sun Goddess, Tsukuyomi the Moon God and Susano'o the torm God.
  • Healing Factor: Fushi No Tori has a Life Drain effect depending on how much battle damage it inflicts, and Orb of Yasaka can equip to any Spirit monster to give them the same effect. Any Spirit deck worth its salt will also have Spring of Rebirth, which increases the player's Life Points by 500 every time a monster returns from the owner's field to their hand.
  • Inverse Law of Utility and Lethality: Spirit monsters often had effects that would be used when they were played, or had combat-based effects but would be vulnerable due to low attack, making the returning to hand ability a boon. Examples of the former include "Tsukuyomi" and "Maharaghi", and examples of the latter include "Yata-Garasu" and "Inaba White Rabbit".
  • Lethal Joke Character: Monsters that return to the owner's hand after the end of their turn might sound terrible on paper, but there are quite a few Magic/Trap cards and Monster Effects that activate when a monster returns to the owner's hand, and Spirit monsters make them ridiculously easy to activate, as opposed to trying to draw the right Magic or Trap card to proc them or hoping your opponent does it.
  • Loophole Abuse: There is a loophole with Spirit monsters that lets them stay on the field regardless of their self-bounce effect. The exact text on Spirit monster cards states they must return to their owner's hand "during the End Phase of the turn [they are] Normal Summoned or flipped face-up" - as in that specific turn. If something keeps them on the field for more than one turn, they will no longer return to the hand on their own.
  • Multi-Armed and Dangerous: Asura Priest. As a result, he can attack all monsters your opponent controls once each.
  • Nature Spirit: Yaksha is the name of a mythological broad class of nature-spirits who are caretakes of natural treasures hidden in the earth and tree roots.
  • Our Ghosts Are Different: Spirit monsters are characterized by having effects that return them to their owner's hand during the End Phase of turns they are Normal Summoned or flipped face-up (whether by Flip Summon, surviving battle or any other method). This would seem to symbolize the monster "being spiritual" in that its physical body is temporary (barring player interventions). The returning effect also triggers if the Spirit monster in general becomes under the control of the opponent during the turn it would return or is summoned by your opponent after winding up in the opponent's hand via effects like "Exchange". This makes them appropriate fodder for getting rid of monsters like "Brain Jacker" or for using "Creature Swap".
  • The Phoenix: Fenghuang and Fushi-no-tori
  • Orochi: Yamata Dragon. This monster is based after the Yamata-no-Orochi (literally: big snake of eight branches; often called Orochi or the Eight-Forked Serpent in English), a dragon- or serpent-like creature in Japanese mythology. In the ancient Japanese scripture, the Kojiki, after Susa-no-Ō is expelled from Heaven, he encounters two Kuni-tsu-Kami ("earthly deities") near the head of the Hi-i-gawa ("Hi'i river") in Izumo Province. They are weeping because they have had to give the Orochi one of their daughters once every year, and now they must sacrifice their eighth and last, whose name is Kushi-inada-hime.
    The monster is described as having eight heads and eight tails and eyes as red as winter-cherries. It is so long its body extends over eight valleys and eight hills, its belly is always bloody and inflamed, and its back is covered with hikage (clubmoss), hinoki (Japanese cypress), and sugi (Japanese cedar).
    Susa-no-Ō asks for Kushi-inada-hime's hand in marriage, and then transforms her into a comb (kushi) which he places in his hair. He then asks her parents to brew some sake that has been refined eight times, and then build a round enclosure with eight gates, each with a platform and a sake vat. They fill the sake vats and wait, and sure enough the Orochi appears. It dips a head into each vat, and is soon intoxicated, allowing Susa-no-Ō to cut it into pieces. When he cuts the middle tail, his sword is chipped, and there he finds the legendary sword, Kusanagi-no-Tsurugi.
  • Red Oni, Blue Oni: Nikitama and Aratama are references to the duality of god in the Shinto religion, namely Aratama & Nigitama, this card being a "evil" god, while "Nikitama" is a "kind" god, therefore they are counterparts of each other. Aratama supports destruction and anger (this may be represented by its effect that allows the player to search for a strong monster). Nigitama supports birth, growth and regeneration (this may be represented by its swarming effect and the one that allows the player to draw 1 card).
  • Shinigami: Dark Dust Spirit is based on Japanese Mythology death representation "shinigami" which means death god. Its appearance, however, does seem to match that of an oni, or mythical Japanese ogre-demon. It may also be the skin removing demonness Datsue-ba.
  • Tengu: Great Long Nose is based on the Tengu of Japanese folklore; its Japanese name translates to "Great Tengu."
  • The Last of These Is Not Like the Others: Due to Spirit monsters usually returning to the player's hand at the end of their turn, most dedicated Spirit decks will need at least a handful of non-Spirit monsters to maintain a field presence.
  • Weapon of Choice
    • Blade on a Stick: The object in Izanagi's right hand most likely is the Ame-no-nuhoko or "heavenly jewelled spear". A spear given to Izanagi and Izanami to raise the primordial land-mass, Onōgoro-shima, from the sea.
    • Cool Sword: Sword of Kusanagi. It was pulled out of Orochi's tails. He named it Ame-no-Murakumo-no-Tsurugi ("Heaven's Cloud-Gathering Sword"), later known as the Kusanagi-no-Tsurugi. The sword was presented to Amaterasu as a reconciliation gift and was later given to her descendant Ninigi along with the Yata-no-Kagami (a mirror) and magatama (sacred jewels) as proof of his divine right to rule. The Kusanagi-no-Tsurugi is a legendary Japanese sword as important to Japan's history as Excalibur is to Britain's, and is one of three Imperial Regalia of Japan. Ironically, Yamata Dragon is a perfect choice to equip it to because of his effect.
    • Dual Wielding: Yaksa

    SPYRAL 
https://static.tvtropes.org/pmwiki/pub/images/mission_espirale_recapture.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.


Tropes associated with the SPYRAL archetype:

  • Anime Hair: The spies have spiky, swirly hair.
  • Awesome, but Impractical: Misty. Her first effect provides some draw power, while the second one is an easy removal of an opponent monster (if it can be targeted). She is also a level 4, so there is potential for Xyz plays. Too bad she is a Spygal monster, not a Spyral, so her synergy with the rest of the archetype is greatly hindered.
  • 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.
  • Big Good: SPYRAL Master Plan is the leader of SPYRAL.
  • Foil: Master Plan and Sleeper are this to each other. Both are the highest-Level monsters in the SPYRAL archetype, and each monster's ATK/DEF are the inverse of one another. Furthermore, Master Plan is a DARK-Attribute Spellcaster whose effect relies on adding SPYRAL MISSION cards to your hand—"assigning" them to the player, as it were—and when she's destroyed, she can search a SPYRAL Resort and one other SPYRAL card for setup purposes. Sleeper, however, is a LIGHT-Attribute Fiend that can destroy an opponent's cards by destroying a SPYRAL card—which can be inferred as deliberately destroying SPYRAL gear, or abandoning missions—and when he's destroyed, he clears your entire board before bringing out a Super Agent.
  • 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.
  • Loophole Abuse: 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.
  • 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.
  • Sharp-Dressed Man: Super Agent just wouldn't be a proper Bond Expy without a snazzy suit.
  • Sixth Ranger: Charming Resort Staff is not a SPYRAL by name, and is thus not supported by the archetype. However, her effects revolve around helping out Super Agent. SPYGAL Misty is also one as her effects work in conjunction with those of Super Agent.
    • One of the key strategies of the deck is to mass-summon its Level 1 Monsters, allowing one to Xyz Summon Rank 1 Monsters. Number 78: Number Archive was specifically highlighted in promotional material for the deck because of this, and was released in the TCG around the time the SPYRALs debuted.
  • Weak, but Skilled: Their ace card, SPYRAL Super Agent, is a fairly unremarkable Level 4 Monster on his own. The rest of the archetype revolves around supporting him and powering him up.
    • The entire archetype really counts as this. Aside from Sleeper, the highest ATK of SPYRALs is only 1900. However, the deck has numerous ways of removing threats from the field or empowering it's monsters along with a lot of accessibility to said cards, making it a rather versatile deck.

    Star 
Star is a series of Level 5 and higher Warrior monsters used by Ken Umesugi/Nagi, Makoto Takeda/Taka, and Isao Kachidoki/Iggy Arlo in Yu-Gi-Oh! ARC-V. Of them, only the latter's cards have been confirmed for release in the actual game. Their playstyle involve Fusion summoning strong monsters to use as part of a beatdown strategy alongside effects that manipulate the ATK of monsters on the field, often in relation to those monsters's levels.

Tropes associated with the Stars:

  • Belly Mouth: Kaiki's armor has an unsettling Oni-like mouth over the torso.
  • Casting a Shadow: Shura the Combat Star is DARK attributed.
  • Cast From Hitpoints: Kaiki requires you to give up 500 Lifepoints to Fusion Summon. The anime version pushes it further, with said effect taking its toll on the player during each of their turns (manifesting as a painful Power Tattoo).
  • Dishing Out Dirt: Hayate the Earth Star is an EARTH monster, which works as support for Tenma the Sky Star.
  • Fusion Dance: Idaten and Shura. In addition, Kaiki the Unity Star's enables you to Fusion Summon without Polymerization.
  • Light 'em Up: Tenma, Kaiki and Idaten the Conqueror Star are all LIGHT monsters. Also, Hayate benefits from such monsters being on the field.
  • Logical Weakness: Idaten can reduce the ATK of a monster it battles to 0 but only if said monster's level is equal to or less than Shura's own, meaning the effect is useless against Xyz and Link monsters which have Ranks and Link Ratings instead.
  • Multi-Armed and Dangerous / Multiple Head Case: Shura, the ultimate boss of this series, has four arms, two heads and no ATK points.
  • Power Nullifier: Each Fusion Star has an effect that reduces the ATK of monsters it battles to 0. While Idaten does nothing to monsters without levels (Like Xyz and Links), Shura doesn't discriminate between its victims.
  • Weak, but Skilled: Shura makes up for having 0 ATK and DEF pts with effects that cripple your opponent's monsters and boost everyone's ATK while still giving Shura the necessary edge to win.

    Stardust 
https://static.tvtropes.org/pmwiki/pub/images/stardustdragon_lc5d_en_ur_1e.png
Stardust Dragon, Yusei Fudo's ace monster in the anime.
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.


Tropes associated with the Stardust archetype:

  • 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.
  • Big Damn Heroes: The opponent is planning to destroy your entire field? Just activate Starlight Road and all your cards will be safe and sound, and Stardust Dragon will also swoop into your field. However, that Stardust Dragon will not be able to negate its own sacrifice.
  • Blow You Away: Stardust Dragon and its evolutions from the anime are all WIND monsters, as are Stardust Warrior and Stardust Assault Warrior.
  • Casting a Shadow: Malefic Stardust Dragon and Starduston are both DARK 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 opponents in one turn. Combining his effect with Cosmic Flare turns him into a One-Man Army.
  • Light 'em Up: On the other hand, Stardust Spark Dragon and its evolutions from the manga are LIGHT monsters as do Stardust Xialong, Stardust Phantom, and Shooting Quasar Dragon.
  • Light Is Good: They're mostly LIGHT-themed, and are used by the heroic Yusei Fudo.
  • Necromancer: When Stardust Assault Warrior is Synchro Summoned and you control no other monster, he can Special Summon a "Junk" monster from the Graveyard.
  • Negate Your Own Sacrifice: Stardust Dragon, Stardust Warrior, Shooting Star Dragon, and Cosmic Blazar Dragon can sacrifice themselves to disrupt your opponent, and they return to the field at the End Phase.
  • 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.
  • One Of These Is Not Like The Others: Starduston is a Stardust monster purely by coincidence. Its design and effect has nothing to do with Stardust's playstyle. Starduston is a Duston card first and foremost.
  • 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.
  • Take Up My Sword: When Shooting Quasar Dragon is eliminated from the field, it can summon Shooting Star Dragon from the Extra Deck. Likewise, Stardust Warrior can summon any "Warrior" monster from the Extra Deck, including Stardust Spark Warrior and Stardust Charge Warrior.

    Star Seraph 
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.

Tropes associated with the Star Seraphs:

  • 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 Sixth Ranger 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.
  • Dub Name Change: From Holy Lightning to Star Seraph
  • Enemy Summoner: Most of their effects revolve around quickly Summoning each other from the hand, for Xyz Summoning their own ace and other Rank 4 Xyz Monsters.
  • Light 'em Up: They are LIGHT monsters.
  • Mythology Gag: Star Seraph Sentry's ATK is the same asDark Magician's while its DEF is 100 less while its evolved form Archfiend Seraph share its ATK and DEF with Dark Paladin, one of Dark Magician's own evolutions.
  • 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.
  • Sixth Ranger: Number C102: Archfiend Seraph is this for the archetype, as it is the upgraded form of their boss monster, Number 102: Star Seraph Sentry, but is not a part of the archetype proper and is instead a member of the Archfiend archetype.
  • 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

    Steelswarm 
Steelswarm cards, called Inverz in the OCG, are a series of DARK Fiends based on insects. They revive the idea of Tribute Summoning, activating powerful destruction effects when their stronger members are Tribute summoned as their lower-level members provide support. As a downside most of them have 0 DEF. Their leader is Steelswarm Hercules.

Tropes associated with the Steelswarms:

  • Attack Its Weak Point: The higher level Steelswarm monsters Hercules, Caucastag, Girastag and Longhorn have some sort of sphered organ in their chests, seeing how Hercules has its second pair of arms covering it, it could be assumed that is their weak point, taking into account most Steelswarm have 0 DEF.
  • Ax-Crazy: As expected from a species corrupted by the Evilswarm, but the storyline implies that even before coming in contact with the virus, the predators that make up the higher-ups of the Steelswarm were pretty destructive, since their evil thoughts were what made them susceptible to the Evilswarm in the first place.
  • Back from the Dead: Steelswarm Hercules was brought back as Evigishki Zealgigas. It was supposed to show how Noelia is dedicated to the Evilswarm cause.
  • Big Creepy-Crawlies: They are so creepy, they are not categorized under Insects and are categorized under Fiends instead.
  • Casting a Shadow: They are DARK monsters.
  • Dark Is Evil: They were the Big Bad towards the end of Duel Terminal.
  • Dub Name Change: Inverz in OCG.
  • Evolutionary Levels: Card artwork of Steelswarm monsters looks like development stages of a beetle according to level from low to high, but don't know the location of where Steelswarm Gatekeeper is: Steelswarm Cell -> Steelswarm Scout -> Steelswarm Genesoid -> Steelswarm Sentinel -> Steelswarm Caller -> Steelswarm Mantis -> Steelswarm Moth -> Steelswarm Girastag -> Steelswarm Caucastag -> Steelswarm Longhorn -> Steelswarm Hercules
  • Heel–Face Turn: In the artwork of "Advance Zone", it is suggested that "Steelswarm Roach" was purified by the Vylons. This can be further proven by his idle and laid-back appearance in "Breath of the Valient"'s artwork as the "Divine Serpent" passes by. Later on, "Steelswarm Roach" becomes "Evilswarm Exciton Knight". Afterwards, he joins the Zefra archetype and becomes "Astellarknight Zefrabuth"
  • Homage
    • The Steelswarm's appearance in of itself is a homage to the Worms of Kamen Rider Kabuto (except for "Steelswarm Cell" which is a Zecter from the same series).
    • Some of the "Steelswarm" look similar to Cell from the Dragon Ball series.
  • Light Is Not Good: Steelswarm Origin is a LIGHT monster and the source of the Evilswarm infection.
  • Meaningful Name: "Evilswarm Exciton Knight"'s name references the "Exciton", the electrically neutral state of an electron found in insulators and superconductors. These particles are formed by the absorption of photons by superconductive substances, and can transmit energy without also transporting an electrical charge. Fittingly, this monster represents a "neutral" character formed by a DARK monster absorbing "photon energy" to transform.
  • Our Demons Are Different: They are insect-like Fiend-type monsters.
  • Power Gives You Wings: Evilswarm Exciton Knight receives another helping of power and turns into a chosen warrior of Zefra.
  • Power Nullifier: Steelswarm Sentinel prevents all special summoned level 5 monsters from activating their effects.
  • The Last of These Is Not Like the Others: Replace "the last" with "one" and you have Steelswarm Gatekeeper, the only member of the tribe with a non zero defense value. A solid 1900, in fact.
  • The Virus: Turns out the Steelswarm were infected by the Evilswarm Virus and one of the carriers is the Steelswarm Cell. The virus itself is known as Stweelswarm Origin.

    Subterror 
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.

Tropes associated with the Subterror archetype:

  • 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.
  • 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 ressembles a skeletal dragon.
  • Magma Man: Subterror Behemoth Ultramaphus is a vaguely turtle-like monster made largely from molten rock. Fittingly, it's Pyro-type.
  • Mythology Gag: Early on, 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.
  • Rock Monster: The Subterror Behemoths are giant rock creatures with vaguely animalistic forms, although only Stalagmo is Rock-type.
  • Shock and Awe: Voltelluric is a Thunder-type monster.
  • 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.
  • 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.
  • Summon Bigger Fish: Subterror Nemesis Warrior can Tribute himself and another monster to summon a bigger Subterror Behemoth from the deck during either player's turn. Subterror Nemesis Archer can Special Summon a Behemoth when she's destroyed. Fiendess can change any monster to face-down position in order to summon a Subterror monster from the hand or graveyard.
  • 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.

    Summoned Skull 
https://static.tvtropes.org/pmwiki/pub/images/summonedskull_lcjw_en_r_1e.png
Post-Erratum Summon Skull, finally an Archfiend.
Summoned Skull 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 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.


Tropes associated with Summoned Skull and its variants

  • Badass Normal: Summoned Skull was one back in early days of the game, along with Blue-Eyes White Dragon who is still the strongest Normal Monster. Summoned Skull has the same ATK as Dark Magician, but due to being a Level 6 Monster, Summoned Skull was way more practical than any other Level 7 or higher Normal Monster that could be Tribute Summoned, and Blue-Eyes was the only card worth for two Tributes. With his low 1200 DEF, he also had benefits from the Witch of the Black Forest's effect, which made him easily searchable and a very reliable beatstick.
  • The Big Guy: Fills thise 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.
  • 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-attribute 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 name should imply, it's a giant skeletal demon.
  • Dub-Induced Plot Hole: Its Japanese name is "Summoned Demon", which like most early "demon" cards, became a headache when the Demon/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.
  • 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 Manifested Skull.
  • 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.
  • No-Sell
    • Archfiend Zombie-Skull prevents your Zombie-type monsters from being destroyed by card effects, and it itself is a Zombie too.
    • 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.
    • Advent Skull Archfiend cannot be destroyed in battle or by card effects of non-Ritual Monsters.
  • Our Zombies Are Different: Archfiend Zombie-Skull.
  • 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 prefixes.
  • Took a Level in Badass: It has the "Chess Archfiend" counterpart Skull Archfiend of Lightning, the Zombie counterpart Archfiend Zombie-Skull, and its Red-Eyes variant the Red-Eyes Archfiend of Lightning. Then came Advent Skull Archfiend, Manifested Skull, Beckeoned Skull, and Transcended Skull, which are Ritual/Fusion/Synchro/Xyz counterparts of the Summoned Skull with support abilities for each other.

    Summoner Siblings / Hypnosister 
The Summoner Siblings are a group of related cards. One brother and one sister. The brother, Risebell had been changed as a result of an encounter they had with someone who resembled his sister, Saambell. As a result he became Risebell the Star Adjuster and later, Risebell The Star Psycher.

Tropes associated with Saambell, Risebell's counterparts and Hypnosister:

  • Arc Symbol: Hypnosister aside, all the cards have the same Hainwa-esque token and at least one Jackal creature. They take on more monstrous forms in Risebell the Star Psycher's art.
  • Blow You Away: All five monsters are WIND monsters.
  • 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.
  • Eye Motifs: Saambell has an hood with a pair of eyes. Hypnosister has a Third Eye and hypnotic abilities.
  • Familiar: Hypnosister has a black cat in both her art and her cameo in Risebell the Summoner's art (where she is mostly obscured by it). Risebell and Saambell have a jackal each, though Risebell has the two even in his upgraded forms.
  • Fighting from the Inside: Risebell appears to be attempting to do this in Unwavering Bond.
  • Hair Decorations: Both Saambell and Hypnosister have hair-clips and some sort of ribbon.
  • Hypnotic Eyes: Hypnosister causes these to surround the siblings in Swaying Gaze. She also has a prominent third eye hair accessory.
  • Mystical White Hair: Risebell after becoming the Star Psycher and Hypnosister.
  • 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 lack of hood 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 psychic type and is capable of some form of Mind Manipulation (shown in Swaying Gaze's art) Risebell gains this typing as the result of the same spell card.
  • Punny Name: Saambell's name is derived from "Same Level" 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.
  • Weak, but Skilled: None of them, even Risebell's current form, have good ATK or DEF, but Risebell can increase the levels of a monster setting up summons for Ritual, Synchro and Xyz Monsters. Saambell can Special Summon a monster of her own level also setting up Xyz Summons. Hypnosister takes the cake though, as she can gain powers based on how many Pendulum Zones are occupied from going to 2100 ATK, to destroying pendulum summoned monsters a la Catastor, to forcing your opponent to ram them into her to allowing a draw when she destroys a monster.

    Super Quant 
Super Quant is an archetype of cards based on the Super Sentai series. It is comprised of two sub-archetypes, the three "Super Quantum" monsters, based upon mecha pilots, who swarm the field to be used as Xyz Materials, and the three "Super Quantal Mech Beast" Xyz Monsters, one for each pilot, which are based upon the animal-derived mechas prominently featured in Super Sentai. Their field spell, "Super Quantal Mech Ship Magnacarrier," allows the player to Xyz Summon the Super Quantals using a Super Quantum monster with the same Attribute as the lone Xyz Material; effectively allowing the pilots to call their robots out and pilot them. The ace monster of the series is the combined form of the Mech Beasts, "Super Quantal Mech King Great Magnus."


Tropes associated with the Super Quant archetype:

  • Animal Mecha: As one would expect from the name, the four Mech Beasts are this.
  • Awesome, but Impractical: Summoning Great Magnus without Magnacarrier. It's an impressive feat and you'll be able to Special Summon it from the Graveyard as it was brought out with a regular Xyz Summon, but it won't have access to two of its most useful abilities and whatever Level 12 monsters you used for it (of which there are barely more than a dozen) were probably more valuable by themselves. Also, because the Mech Beasts were not used to Summon Great Magnus, they probably won't be in the Graveyard to be brought back should Great Magnus be sent to the Graveyard.
    • Including Number 27: Dreadnought Dreadnoid in the deck greatly averts this trope, as it can be Xyz Summoned using up to 5 Materials, and has an effect that allows it and its attached Materials to be used to Xyz Summon Great Magnus after it destroys an opponent's monster by battle. This allows Great Magnus to be brought out with 6 Materials to access all of its effects. Also, because Summoning it this way is treated as a proper Xyz Summon, Great Magnus can be Special Summoned from the Graveyard should the opponent still manage to destroy it. However, like with the above point, because the Mech Beasts were not used to Summon Great Magnus, it's unlikely they would be in the Graveyard to be brought back by Great Magnus' effect. Also, Dreadnoid has a rather paltry original ATK of 2200, which would likely complicate efforts to have it destroy a monster by battle.
    • Blaster Magna is thematically formed by merging Great Magnus and Lusterrex. While both monsters can be used together as Link Materials to Link Summon it, doing so would be an example of this trope, as both monsters have higher ATK than Blaster Magna and potent effects in their own right. In fact, Great Magnus is vastly more powerful than Blaster Magna. Furthermore, with Blaster Magna being a LINK-3 monster and neither of the two monsters being Link Monsters, one additional monster would still be required as a Link Material.
  • Back from the Dead: Red Layer can revive any other Super Quantum monster in the graveyard except itself.
  • BFS: The Super Quantal Megasword Magnaslayer
  • Blow You Away: Green Layer and Aeroboros.
  • Combining Mecha: Super Quantum Mecha Lord Great Magnus is the combined form of the three Mecha Beasts with Granpulse forming the legs, Aeroboros becoming the arms and wings, and Magnaliger being the main body. True 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.
  • Cutting the Knot: The archetype excels at this when it comes to Special Summoning its Xyz Monsters. It typicallya accomplished this through Magnacarrier, its Field Spell Card, which has two effects that are designed to Special Summon Xyz Monsters via this trope.
    • Magnacarrier's first effect allows the controller to Xyz Summon any Mech Beast using just the Super Quantum monster with the same Attribute as a Material, simply by discarding a card as a cost, bypassing the need to Xyz Summon them conventionally. If the Super Quantum monsters are discarded for this purpose, then their Graveyard effects also make up for this loss in hand advantage as well.
    • As a Rank 12 Xyz Monster that requires 3 Xyz Materials, Xyz Summoning Great Magnus conventionally would present a struggle to nearly any deck, including this archetype, which possesses no Level 12 monsters, nor any practical way to make its monsters that Level. Therefore, any method of Special Summoning Great Magnus invariably involves this trope in some form.
      • The most common way to Special Summon Great Magnus would be through Magnacarrier's second effect, which possesses an effect that allows the controller to Special Summon it from the Extra Deck merely by sending Magnacarrier itself to the Graveyard and having 3 Mech Beasts on the field or in the Graveyard. On top of that, Magnacarrier also attaches said Mech Beasts (and their Xyz Materials) to Great Magnus, enabling his effects to go live.
      • The reveal of Number 27: Dreadnought Dreadnoid brings this trope Up to Eleven for the archetype, as once it destroys an opposing monster by battle, its controller can simply use it and its attached Materials to Xyz Summon Great Magnus, bypassing the need to even use Magnacarrier. The fact that Dreadnoid can use between 2 to 5 Level 4 monsters as Materials for its Xyz Summon also benefits the archetype greatly, as the Super Quantum monsters can very easily swarm the field and use Alphan's effect to make themselves Level 4 to Summon Dreadnoid. Summoning Dreadnoid with 5 Materials, which is not difficult in this deck, can potentially result in a Great Magnus with the 6 Materials necessary to switch on all of its effects. And if that wasn't enough, Dreadnoid can protect itself from being destroyed by detaching one of its Materials, which is an easy way to trigger the Graveyard effect of a Super Quantum monster.
      • If the controller can splash in Lusterrex and a couple of Rank-Up-Magic Spell Cards, they can Special Summon Great Magnus with potentially even more ease than the previous methods. After Xyz Summoning Lusterrex, the controller can then use Rank-Up-Magic Astral Force to Xyz Summon Number 9: Dyson Sphere by using Lusterrex as the Xyz Material. They would then use a Rank-Up-Magic card that supports Number C monsters to Xyz Summon Number C9: Chaos Dyson Sphere using Dyson Sphere as the Xyz Material. Finally, the controller would use another copy of Astral Force (or even the same copy recycled through its effect) to Xyz Summon Great Magnus using Chaos Dyson Sphere as the Xyz Material. Great Magnus would hit the field with 4 (if Lusterrex was Xyz Summoned with Magnacarrier's effect) or 5 (if Lusterrex was Xyz Summoned conventionally) Xyz Materials. However, the controller can Xyz Summon Great Magnus with 6 Materials through Lusterrex's effect to attach a Super Quantum monster to itself, and/or Chaos Dyson Sphere's effect to attach the monsters it battles to itself.
  • 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."
  • Discard and Draw: Blaster Magna has an effect which allows the controller to draw a card when they Special Summon a Super Quant Xyz Monster with a different name from the monsters they already control. This effect is intended to be used alongside Magnacarrier's effect, which at the cost of discarding a card from the hand, lets the controller Xyz Summon a Super Quantal Mech Beast solely using the Super Quantum monster with the same Attribute as an Xyz Material.
  • Enemy Summoner: Green Layer's effect lets his controller Special Summon an additional Super Quant monster from the hand when he is Normal or Special Summoned.
  • Fairy Companion: If it wasn't obvious, Super Quantal Fairy Alphan.
  • 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.
  • Hoist by His Own Petard: Because Great Magnus' 4+ Material ability still does not protect him from the effects of other Super Quant cards (regardless of who controls them), one easy way to stop him is to run Aeroboros or Magnaliger to flip an opponent's Great Magnus face down or destroy it, respectively. From a thematic standpoint, this trope also applies, as the aforementioned Xyz Monsters are components of Great Magnus himself.
  • Humongous Mecha: Their ace, the aforementioned Great Magnus.
  • Magikarp Power: The aforementioned Magnaslayer can be used by any Super Quantum Xyz monster, giving it 100 extra attack points for each of its ranks as well as the ability to inflict piercing damage. It's not very useful on Granpulse or Aeroboros, slightly more appropriate for Magnaliger, and absolutely devastating when equipped to Great Magnus.
  • Make My Monster Grow: The effect of Super Quantal Alphan Spike emulates this; it sends everything on the opponent's field back to the deck, but allows them to summon an Extra Deck monster in its place. Its Graveyard effect then lets you bring out the Magnacarrier, summoning your mechs to counter the giant monster.
  • Making a Splash: Blue Layer and Granpulse.
  • The Mothership: Magnacarrier is this, being a giant spaceship that transports the Mech Beasts into battle.
  • My Death Is Only The Beginning: Each of the Super Quantum monsters and Great Magnus have a secondary effect that activates when they're sent to the Graveyard.
  • My Rules Are Not Your Rules: Great Magnus' 4+ Material ability makes him immune to all non-Super Quantum card effects. Understandable enough. But it gets murky during the Battle Phase. Its attacks can't be negated and it can ignore effects that prevent certain monsters from being targeted by attacks. Relating to that, its 2+ Material ability doesn't target so it's going to shuffle a card on the field no matter what was used.
  • Nigh-Invulnerability: With four or more Xyz Materials attached to it, Great Magnus is unaffected by any card effects that are not Super Quantum effects. He also happens to have 3600 ATK. Good luck getting him off the field if he reaches that level of power. Sure, you might be able to run over him in battle if you can get something stronger. Such a pity that the mentioned Magnaslayer sword which gives him a functional +1200 ATK is a Trap card...
  • Playing with Fire: Red Layer and Magnaliger.
  • 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 Chick), Green Layer (The Smart Guy), and Red Layer (The Big Guy).
  • Sentai: The inspiration behind this archetype.
  • Shout-Out: As stated above, 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 Super Quantum White Layer. He even has a mecha in the form of Lusterrex.
  • The Smurfette Principle: Blue Layer.
  • 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.
  • 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.
  • Weaksauce Weakness: Great Magnus, with 4 or more materials attached, is immune to all card effects except other "Super Quant" cards. Since Aeroboros and Magnaliger have non-specific Xyz Material requirements, they can easily be splashed into any deck able to summon Rank 4 or Rank 5 to stop Great Magnus.

    Superheavy Samurai 
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 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 can be summed up in three basic subsets of monsters.

The first one have defensive effects that change their Battle Position upon being Summoned. They have the appearance of humanoid robot warriors and have high DEF.

The members of the second one, Superheavy Samurai Souls, act like Equip Spell Cards, giving additional protection to the equipped monster, either by protecting it from being destroyed by battle or by raising its DEF. Some of them also act like hand Traps, by either preventing one of its partners from being destroyed during that turn or by reviving a Defense Position monster immediately after it be destroyed by battle. They can also be used to increase the equipped monster's offensiveness. The Soul cards take form of various items.

The third subset has the most distinctive signature effect of the archetype: the requirement of a Graveyard empty of Spell/Trap Cards in order to activate their effects or to allow their Summons. This includes several Main Deck Monsters with supportive effects or the Synchro Monsters. Most of them also look like humanoid robots, but some of the Synchro Monsters, however, often take the appearance of robotic creatures.


Tropes associated with the Superheavy Samurai:

  • 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.
  • Blade on a Stick: Big Benkei wields a sasumata.
  • 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.
  • Dishing Out Dirt; They are EARTH monsters.
  • 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 something like code names, but they are hard to translate, so their names are given different spellings or different names. 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.
  • Expy: This archetype seems to be inspired by Total Defense Shogun.
  • 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.
  • Mechanical Lifeforms: They are all Machine-Type monsters. The fighters of this archetype are humanoid robots while some others are armor parts, and the other supporters are another kind of robots.
  • 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 currently archetype exclusive effect whereby if they attack in Defense Position, the controller applies their DEF for damage calculation.
  • Nigh Invulnerable: 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 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 
The Supreme King (覇王 Haō) series contains mostly members of DARK Dragon-Type monsters, which is led by Supreme King Z-ARC, known as Supreme King Dragon Zarc (覇王龍ズァーク, Haōryū Zarc) in the OCG. While it is a pure archetype in the anime, it is divided into two sub-archetypes in the OCG/TCG: Supreme King Gates (覇王門, Haōmon) and Supreme King Dragon, known as Supreme King Servant Dragon (覇王眷竜, Haōkenryū) in the OCG. The archetype is used by none other than Zarc in ARC-V.

Supreme King Z-ARC is the combined form of the Four Heavenly Dragons (Odd-Eyes (Pendulum) Dragon, Dark Rebellion Xyz Dragon, Clear Wing Synchro Dragon and Starving Venom Fusion Dragon) and Zarc himself, being a monster and duelist at the same time. Though Z-ARC is a powerful dragon by himself, he does rely on the Supreme King Dragons and the Gates to provide offensive power and protection. Four of his loyal servants are the corrupted versions of the Four Heavenly Dragons, often with improved effects. While primarily a Pendulum archetype, it is also capable of Fusion, Synchro and Xyz Summoning.

Additionally, Z-ARC has also other servants other than Supreme King monsters, which are a quartet of four Magician monsters and two Sorcerers. The four Magicians are human forms of the Four Heavenly Dragons and serve as weaker, but easier summonable substitutes of their original forms. The two Sorcerers, Astrograph Sorcerer and Chronograph Sorcerer, are both capable of Special Summoning Supreme King Z-ARC with their own effects by ignoring Z-ARC's Summoning Condition and using the Four Heavenly Dragons, their upgraded forms or their human forms as Tributes.

Notably, the Supreme King series also includes four other members, who all lack their Supreme King titles in the TCG, but they are present in the OCG. They are the hybrid evolutions of Odd-Eyes Pendulum Dragon and each of the other three members of the Four Heavenly Dragons: (Supreme King Black Dragon) Odd-Eyes Rebellion Dragon, (Supreme King White Dragon) Odd-Eyes Wing Dragon, (Supreme King Violet Dragon) Odd-Eyes Venom Dragon, and (Supreme King Violent Dragon) Odd-Eyes Raging Dragon.

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.


Tropes associated with the Supreme King monsters:

  • 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.
  • Blow You Away: White Wing Magician is a WIND monster, a remnant from her original self.
  • Camp: Violet Poison Magician appears to be one, possibly referencing Yuri's Agent Peacock tendencies.
  • Casting a Shadow: All Supreme King monsters, three of the Z-ARC Magicians and the two Sorcerers are DARK monsters. They do have a strong connection with darkness in general.
  • Color Motif: Green is depicted as an evil color, as most of the Supreme King monsters have glowing green lines on their bodies.
  • Cool Sword: Double Iris Magician wields a red and golden sword that strongly resembles Odd-Eyes Pendulum Dragon's head.
  • 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.
  • Decomposite Character: In the anime, Astrograph Sorcerer represents the combination of Stargazer Magician and Timegazer Magician. In the OCG/TCG, he's redesigned as a counterpart of Stargazer Magician only, with Timegazer receiving his own counterpart in Chronograph Sorcerer.
  • Difficult, but Awesome: The easiest way to summon Supreme King Z-ARC is with the effect of the Sorcerers, which requires you to gather the Four Heavenly Dragons in your hand, field, and/or Graveyard. Fortunately, the four easily-searchable dragon Magicians (which can also be used to Pendulum Summon the Sorcerers) can be used in their stead and the Supreme King Gates can summon them from your Extra Deck basically for free, making this more manageable and less impractical, but it'll still be a long, difficult slog. However, once Z-ARC is summoned, his field-nuke-effect and 4000 ATK may just win the duel there and then.
  • 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.
    • 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 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 Heavenly Dragons. The OCG/TCG version can also be Fusion Summoned using 4 Dragon-type monsters: one each of Fusion, Synchro, Xyz, and Pendulum.
    • Supreme King Dragon Starving Venom can be Fusion Summoned or Special Summoned via Contact Fusion by using two DARK monsters as materials.
    • Odd-Eyes Rebellion Dragon and Odd-Eyes Raging Dragon are Xyz-Pendulum-hybrids between Odd-Eyes Pendulum Dragon and Dark Rebellion Xyz Dragon.
    • Odd-Eyes Wing Dragon is the Synchro-Pendulum-hybrid between Odd-Eyes Pendulum Dragon and Clear Wing Synchro Dragon.
    • Odd-Eyes Venom Dragon is the Fusion-Pendulum-hybrid between Odd-Eyes Pendulum Dragon and Starving Venom Fusion Dragon.
  • Green and Mean: Z-ARC's main color motif is green and he's an Evil Overlord.
  • Large and in Charge: Z-ARC is the largest monster in the anime and is the leader of the 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.
  • Nerf:
    • The anime inverts this by buffing Z-ARC from his real-life counterpart. Basically all of his Pendulum Effects are Monster Effects and he gains a Pendulum Effect that allows him Special Summon himself back to the field by ignoring his Summoning conditions. Being a Pendulum/Fusion/Synchro/Xyz-hybrid, he is also protected by the anime effects of his four main Supreme King Servants and he cannot even be destroyed by battle either as long as there or Fusion, Synchro and Xyz Monsters in either players Graveyard or banished. One of his effects was also changed that he and all of his monsters he controls are unaffected by the effects of Fusion, Synchro and Xyz Monsters. However, the anime has stricter Summoning Conditions for him, requiring the effect of Astrograph Sorcerer, but even that's easier to pull off than his OCG/TCG summoning condition as the anime-Astrograph Sorcerer can use monsters from the Deck and Extra Deck.
    • Played straight with each of the four main Supreme King Servants, as they have much stronger effects in the anime and they can be summoned even during the opponent's turn.
    • Played straight with the Gates. In the anime, Zero's Pendulum Effect works even without Z-ARC's presence, and Infinity' Pendulum Effect increases the player's Life Points by the same amount that was reduced by Zero's Pendulum Effect.
    • Zigzagged with Astrograph Sorcerer. The OCG/TCG version is a Pendulum Monster that can destroy himself in the Pendulum Zone to search Stargazer Magician, setting up his own Pendulum Summon in the process, and use the Magician counterparts of the dragons rather than requiring specifically the dragons. On the other hand, he can no longer use cards in the Deck and Extra Deck to summon Z-ARC, and his other Monster Effect is also less effective (replacing a destroyed monster rather than restoring it to its zone).
  • 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.
  • Our Demons Are Different: The two Gates, Zero and Infinity, are Fiend-Type monsters (Demon-Types in the OCG).
  • Our Dragons Are Different: Other than the Gates, the Supreme King monsters are all Dragon-Type monsters.
  • 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.
  • Prongs of Poseidon: Black Fang Magician wields a trident that strongly resembles Dark Rebellion Xyz Dragon's head.
  • 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.
  • Sixth Ranger:
    • The quartet of Magicians and the two Sorcerers support the Supreme King Z-ARC, but are not members of his archetype. In the anime, Astrograph Sorcerer's effect was required to summon Z-ARC.
    • The Odd-Eyes hybrids are this. While they are Supreme King monsters, the OCG has divived the entire archetype into two sub-archetypes, thus the hybrids don't get any supports there.
    • D/D/D Supreme King Kaiser is mainly a member of the D/D/D sub-archetype and he doesn't support the Supreme King archetype in anyway.
    • Like Kaiser above, King of Yamimakai neither supports the archetype nor does he get support from the archetype outside of the anime.
  • Smurfette Principle: White Wing Magician is the only female member of the quartet, which heavily implies that Clear Wing is actually a female dragon.
  • This Looks Like a Job for Aquaman: Supreme King Gate Infinity's Scale of 13 is normally not very helpful since most Level 12 Monsters can't be Pendulum Summoned anyway. Then there's Odd-Eyes Revolution Dragon, a Level 12 Pendulum Monster which has to be Special Summoned from the hand by Tributing a Fusion, Synchro, and Xyz Monster (which borders on Sophia-level difficulty)... or by being Pendulum Summoned. There is, of course, exactly one card that allows the latter.
  • Up to Eleven: The Supreme King Gates have Scales below the minimum and beyond the maximum of normal Scales. Zero's Scale is 0, and Infinity's Scale is 13. Together, they allow the player to Pendulum Summon Level 1 and 12note  Monsters, which would be normally impossible in other circumstances.
  • Useless Useful Spell: Supreme King Gate Infinity has a Scale of 13, thus it's possible to Pendulum Summon Level 12 Monsters with it. The problem is that almost all non-Ritual and non-Extra Deck Level 12 Monsters are nomi monsters — monsters that cannot be Normal Summoned or Set, and they have to be Special Summoned by certain effects. One of the two Level 12 Pendulum Monsters (Z-ARC himself) is also a nomi Monster and has to be Fusion Summoned. Therefore, the only Level 12 Monsters that can be Pendulum Summoned are Subterror Behemoth Ultramafus, Flower Cardian Paulownia, and Odd-Eyes Revolution Dragon. Even worse, Supreme King Gate Infinity prevents you from Pendulum Summoning at all if you control monsters on your field, a restriction that Supreme King Gate Zero lacks.
  • Whip It Good: Violet Poison Magician has a whip that resembles Starving Venom Fusion Dragon's tail.
  • World's Strongest Man: Supreme King Z-ARC is the strongest Pendulum Monster in the game, at 4000 ATK and DEF.

    Sylvan 
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.

Tropes associated with the Sylvans:

  • Difficult, but Awesome: Sylvans do have a learning curve, and odds are good you're going to lose a few times before you learn the deck. It's nasty once you do though.
  • 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.
  • Everything's Better with Princesses: Cherubsprout becomes Princessprout and eventually Princessprite.
  • 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.
  • Not the Intended Use: One of the best aspects of the Sylvan deck is it's outright insane reach of synchro and XYZ plays available to it with intelligent uses of Copy Plant, Spore, Glow up Bulb and not to mention the amazing recovery engine plants always offered. Sylvans are nasty once the engine gets running.
  • 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.

    Synchron / Warrior 
https://static.tvtropes.org/pmwiki/pub/images/quickdrawsynchron_sdse_en_c_1e.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. There is no real leader among the Synchrons, but Quickdraw Synchron has a lot of versatility, being able to be used in place of any Synchron Tuner, but only when the Synchro Monster lists a Synchron as one of its needed materials. As of 2014, a new Structure Deck for this archetype has been announced, which introduces the leader of the Warriors: Stardust Warrior, an Accel Synchro Monster that is also the Warrior version of Yusei's Stardust Dragon.

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.

The archetype is featured in the Structure Deck: Synchron Extreme.

For the related archetype Junk, see its folder here.

Tropes associated with the Synchrons and the Synchro Warriors:

  • 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.
  • Blow You Away: WIND Monsters are Turbo Synchron and Quickdraw Synchron. Also, Turbo Warrior and Stardust Warrior.
  • 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.
  • Casting a Shadow: DARK Monsters are Junk Synchron, Change Synchron, Unknown Synchron, Mono Synchron and Accel Synchron. Also, Junk Warrior.
  • The Chick: 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.
  • Crippling Overspecialization:
    • The fact that the anime Warriors require specific Tuners is a hard condition. This can be bypassed with Quickdraw Synchron, but Quickdraw Synchron itself can only be used for Synchro Monsters that require Synchron Tuners.
    • Turbo Warrior's weakening effect would be very great if it wouldn't be limited only to Level 6 or higher Synchro Monsters. At least, if it would work for any Level 6 or higher monster, then he would be much more useful.
  • 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.
  • Dishing Out Dirt: EARTH Monsters are Drill Synchron, Bri Synchron and Synchron Explorer. Also, Drill Warrior, Seven Swords Warrior, Mighty Warrior, Gravity Warrior, Scarred Warrior and Catapult Warrior.
  • Dual Wielding: Seven Swords Warrior wields at least two swords.
  • Dub Name Change: Quick Synchron —> Quickdraw Synchron.
  • Elemental Powers: The Synchrons cover the six main Attributes. The Warriors only cover five of them (there is no WATER Warrior).
  • Expy:
    • Unknown Synchron resembles an once Fobidden card called Glow-Up Bulb in both appearance, level, and effect.
    • Seven Swords Warrior is one to 00 Gundam.
    • Catapult Warrior is based of Catapult Turtle, having a the same ATK, the same Level and a similar effect.
    • Jet Warrior looks similar to Jetfire from Transformers. He is black colored and is even a FIRE monster.
  • Five-Man Band: The four main Warriors from the anime and the Warrior version of Stardust Dragon. Stardust Warrior is The Leader, Junk Warrior is The Lancer, Nitro Warrior is The Big Guy, Road Warrior is The Smart Guy and Turbo Warrior is The Chick.
  • Green Thumb: Fleur Synchron is based of a plant, but it's a Machine-type monster like the others.
  • The Lancer: Junk Warrior. Despite he is the weakest of the Five-Man Band, his effect can make him the strongest of them. He is also a key card for Synchron, Junk and general Synchro decks, since he is a Level 5 Monster and Junk Synchron is a key card of such decks. Junk Warrior's Level makes it easier to summon Stardust Warrior or Shooting Quasar Dragon. In the anime, Junk Warrior is the most prominent of the Warriors.
  • The Last of These Is Not Like the Others: Synchron Explorer is the first and the only non-Tuner Synchron monster.
  • The Leader: Stardust Warrior definitely fits the trope. It is a Level 10 Accel Synchro Monster with the same ATK as Road Warrior, but with higher DEF. Stardust Warrior has also a very powerful effect that is also a Homage to Stardust Dragon's effect, which is Yusei's ace monster. Even if the opponent gets rid of Stardust Warrior, the owner can Special Summon a Level 8 or lower Synchro Monster with Warrior in its name from the Extra Deck and that summon is treated as a Synchro Summon.
  • Light 'em Up: LIGHT Monsters are Road Synchron, Hyper Synchron and Formula Synchron. Also, Road Warrior and Lightning Warrior.
  • Light Is Good: Any LIGHT Monster of this archetype. Also, the white Stardust Warrior definitely counts.
  • The Magnificent Seven Samurai: There are seven Synchro Warriors who require Synchron Tuners (or a Synchro Tuner): Stardust Warrior, Junk Warrior, Road Warrior, Nitro Warrior, Turbo Warrior, Drill Warrior and Jet Warrior.
  • Making a Splash: Steam Synchron is a WATER Monster.
  • Meaningful Name: Like their name suggests, this archetype focuses on Synchro Summons.
  • Mechanical Lifeforms: Most of them, whether Synchrons are 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.
  • Necromancer:
    • Junk Synchron can revived any Level 2 or lower monster from the graveyard when Normal Summoned. The effect of the revived monster is negated.
    • Synchron Explorer can revive any Synchron from the graveyard when Normal Summoned. The effect of the revived monster is negated.
  • Negate Your Own Sacrifice: Stardust Warrior comes back from the graveyard after sacrificing himself to negate an opponent's Special Summon, as long as Stardust Warrior's activated effect wasn't negated.
  • 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.
  • Out of Focus: The anime gives most of the screentime to Junk Warrior (who also shares his screentime with Stardust Dragon), but the other Warriors only appear in less then ten duels. Nitro Warrior appears in eight, Turbo Warrior in four, and both Road Warrior and Drill Warrior only appear in two. It doesn't help that Stardust Dragon and its evolution steals their screentime during the series. Road Warrior doesn't even get an appearance in the last duel like the other three main Warriors.
    • This is also justified, since they are a bit harder to summon than Junk Warrior, as Junk Warrior has the advantage that Junk Synchron can revive a Level 2 or lower monster from the graveyard. Also, Road Warrior needs at least two non-Tuner Monsters for his Synchro Summon.
    • Even Junk Warrior suffers from this. Most notably between his second-to-last and last appearances. His second-to-last appearance is against Team Unicorn in episode 102, and his last appearance is against Jack in episode 154. Junk Warrior does not appear in 52 consecutive episodes, yet the other Warriors have it much worse than him.
    • Nitro Warrior's last two appearances are episode 93 and 153 (60 episodes). Turbo Warrior's are episode 79 and 153 (74 episodes), and Road Warrior's only two appearances are episode 45 and 106 (61 episodes). And 5D's has 154 episodes.
  • Playing with Fire: FIRE monsters are Nitro Synchron and Jet Synchron. Also, Nitro Warrior and Jet Warrior.
  • 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.
  • The Sixth Ranger:
    • Fleur Synchron isn't based on a machine but a plant, and is used by Sherry in the anime, not Yusei. Tellingly, its corresponding Synchro Monster is "Chevalier de Fleur" — that is not a "Warrior" like Yusei's Synchron Synchros.
    • Drill Synchron and Drill Warrior are this in the anime. They are monsters created by a child in a drawing contest, then the animators created an episode where Yusei used them in a duel. Afterwards, Drill Warrior appears only once again, but he is not present in any of the openings in contrast to the other four Warriors.
    • Jet Warrior, who is introduced along with Stardust Warrior in Synchron Extreme, is another Canon Foreigner.
    • Yu-Gi-Oh! ARC-V adds the Pendulum Tuner Monster Performapal Odd-Eyes Synchron, used by Yuya Sakaki, and it is also a spellcaster like Yuya's magicians.
    • Yu Gi Oh Vrains adds Rokket Synchron used by Revolver, a dragon synchron.
  • The Smart Guy: Road Warrior. Despite having 3000 ATK, the three weaker ones of the main Warriors can easily overpower him, and Road Warrior's effect is not meant for combat, but for combos. In some combos, Road Warrior is a main component to summon Shooting Quasar Dragon or Stardust Warrior.
  • Spotlight-Stealing Squad: Junk Warrior in the anime, who appears in more than 20 duels, and he also appears briefly in the 10th Anniversary movie. Lightning Warrior in the manga.
  • Status Ailment: Turbo Warrior can halve the ATK of a Level 6 or higher Synchro Monster he battles.
  • Status Buff: When you activate a Spell Card, Nitro Warrior gets 1000 ATK for the next damage calculation during that turn.
  • Steam Never Dies: Steam Synchron.
  • Take Up My Sword: Stardust Warrior's second effect is this. If the opponents gets rid of him from the field, a Level 8 or lower Warrior (not the type) Synchro Monster can replace him.
  • 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.
  • Weak, but Skilled: Synchrons may have low stats in general, but their effects and low level make them ideal for Synchro Summons.
  • Weaksauce Weakness: Cards that prevent the player to Special Summon are a big counter to this archetype, since the Main Deck monsters are weak and have no strong effect and rely on the Synchro Warriors to fight back.
  • The Worf Effect: In the anime, it's Road Warrior and Nitro Warrior.
    • Despite he has the highest ATK of all of Yusei's Synchro Warriors, Road Warrior never brings Yusei the victory, unlike the other Warriors (even Drill Warrior). In fact, Road Warriors always end up being in the graveyard and suffers from Out of Focus really hard — he appears only in two episodes in the anime.
    • 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.

    Tellarknight 
The -tellarknight is an archetype consisting of LIGHT monsters focusing on Xyz Summoning as quickly as possible and swarming the field. They are themed and named after stars and constellations. Some card artworks suggested that they are fighting against the Shaddolls in the Post-Sophia saga.

Tropes associated with the tellarknights:

  • Back from the Dead: Satellarknight Altair's effect.
  • Casting a Shadow: Darktellarknight Batlamyus is a Dark monster and her first effect lets her turn other face-up monsters' elements into the dark element.
  • Devour the Dragon: Darktellarknight Batlamyus was revived by Tierra, who soon absorbs her to gain her powers and become Tierra, Source of Destruction.
  • Doomed by Canon: Satellarknight Unukhalai was revealed in the very same day as the Spell Card that depicts him pre-Shaddoll transfiguration.
  • Expy:
    • Their play style, artwork, appearance, and naming terminology are very similar to the that of Constellars. Their role in the storyline might be the same, too. This is lampshaded with Diamond, who counts for Constellar support as well as -tellaknight support.
    • Diamond is one of Constellar Ptolemy M7. They are both Xyz monsters that are draconic in appearence, have the same ATK and DEF, and they can both be summoned by using an Xyz monster of their respective archetype as a material. Ironically, this card can be used to summon M7.
    • The core cards of the archetype - Deneb, Vega, and Altair - are essentially cards from other archetypes repurposed as Satellarknights - namely, Elemental HERO Stratos, Tin Goldfish, and Coach Soldier Wolfbark. This isn't necessarily a bad thing; it's actually a lot of what makes the Deck effective, since those three effects work very well in tandem.
  • Four Is Death: They are all Level 4 monsters. Their swarming strategy allows them to summon Rank 4 monsters.
  • Gold and White Are Divine: Their color-scheme, which is inherited from the Constellars.
  • I Work Alone: Many cards have restrictions that apply to your non-"Tellarknight" monsters (like not attacking or no Special Summons) and, in one case, the card actually destroys itself if you happen to control any non-"Tellarknight" monster.
  • Keep It Foreign: Interestingly, Triverr's official French name is a combination of the prefix tri- and winter.
  • Knight in Shining Armor: Seems to be literally.
  • The Last of These Is Not Like the Others:
    • Stellarknight Constellar Diamond, the third tellarknight Xyz monster is a Wyrm-Type and Rank 5 unlike the others who were Rank 4 and Warrior-Type. It's also able to be supported by the Constellars.
    • Zefraxciton is a Fiend-Type unlike the other Main Deck -tellarknight who are Warriors; in fact, it's a Stellaknight who are usually Xyz Monsters. It's also a Pendulum Monster.
    • Planetellarknight Ptolemaios is not a Stellarknight at all. It's is the only one in the archetype that has an Xyz Material absorption effect and an effect that triggers what can be described an Accel Chaos Xyz Evolution.
    • Darktellarknight Batlamyus is the only Dark monster in the Tellarknight archetype, and she is Elshadoll Construct after she was defeated as Elshadoll Anotyllis.
  • Legacy Character: They're the successors to the Constellar, having been created by Constellar Sombres after the defeat of Sophia.
  • Light 'em Up: Pretty much everyone in the archetype.
  • Light Is Good: Their appearance and implied role in the new OCG saga shows that they might be benevolent, or even heroic.
  • Man of Kryptonite: Diamond's effects seems to have been designed in order to counter the Shaddoll.
  • Meaningful Name: Tellarknight is a portmanteau of "Stellar"/"Constellation" and "Knight", considering they are the knight of the stars. For Darktellarknight Batlamyus, Tellar sounds a lot like Terror.
  • Our Centaurs Are Different: Darktellarknight Batlamyus looks like a demonic centaur.
  • Our Dragons Are Different: Stellarknight Constellar Diamond, unlike the other tellarknight, is a Wyrm-Type monster.
  • Sixth Ranger: Evilswarm Exciton Knight joins the Stellarknight group and calls himself Stellarknight Zefraxciton.
  • Stellar Name: They are named after stars. The first three to be revealed are named after the points of the Summer Triangle. The trio in the pack after their debut are named after the Winter Triangle and Capellia and Rigel are named after the stars in the Winter hexagon that wasn't already covered by their archetype or the Constellars.
  • Switch-Out Move: Skybridge functions as this, by swapping an on-field Satellarknight for another one from the Deck, at the cost of restricting your Summon to only "tellarknight" monsters. The artwork features a reference to Tanabata.
  • Zerg Rush: Their play style consists mostly of swarming the field with other of their members as quickly as possible.

    T.G. 

https://static.tvtropes.org/pmwiki/pub/images/tech_genus.png

T.G., short for Tech Genus, is an archetype focusing on Accel Synchro. The T.G. monsters have a technological and futuristic aesthetic. A common effect among the Main Deck monsters is their ability to search for other T.G. monsters when they are destroyed, allowing the player to maintain card advantage. Their weaker Synchro monsters are mostly LV.5 monsters used as a stepping stone to bring out more powerful monsters. Their strongest monster is T.G. Halberd Cannon, a Delta Accel Synchro monster that requires 1 Synchro Tuner monster and 2 Synchro non-Tuner monsters. The archetype is used by Bruno/Antimony from Yu-Gi-Oh! 5D's.

Tropes associated with the T.G. monsters:

  • Anti-Magic: T.G. Wonder Magician can destroy 1 spell or trap card when she is Synchro Summoned.
  • Boring Yet Practical: T.G. Hyper Librarian’s effect is to draw 1 card every time you perform a Synchro Summon. This makes him a staple in any deck focusing on spamming Synchro.
  • Confusion Fu: The archetype is capable of Synchro Summoning during the opponent’s turn, which might throw a wrench into their strategy, especially if they target the T.G. monsters with card effects.
  • Nerf: The anime version of T.G. Halberd can negate Special Summons up to the amount of Synchro non-Tuner monsters used to summon it (in short, it can do it at least twice, unless it was summoned by Limit Overdrive). The real game version can only do it once per turn. The anime version also has a handy protection effect.
  • Overshadowed by Awesome: T.G. Halberd Cannon has excellent stats alongside useful effects such as summoning a replacement monster when he is destroyed and negate a special summon once per turn. However, with his summoning condition, you can summon Shooting Quasar Dragon, who has identical stats and floating effect, with a much more useful and versatile negation effect and the ability to attack multiple times. If his effects are too good to pass up, Stardust Warrior can do roughly the same thing (he floats into a Warrior monster instead) and is much easier to summon, at the cost of 1000 ATK and 1500 DEF.
  • Shadow Archetype: The archetype is this to Synchron/Warrior and the Stardust Archetypes. Many of the Synchro monsters of both archetypes share similar level, stats, and summoning conditions. In story, Yusei Fudo learns Accel Synchro after dueling against Antimony.
    • T.G. Wonder Magician and T.G. Star Guardian are Synchro Tuners that can Synchro Summon during your opponent’s turn, similar to Formula Synchron and Accel Synchron. Accel Synchron is also a LV.5 monster like them.
    • T.G. Blade Blaster has similar stats and protection effects like Shooting Star Dragon. His summoning condition is similar to Stardust Warrior and Stardust Chronicle Spark Dragon.
    • T.G. Halberd Cannon has similar stats and summoning condition with Shooting Quasar Dragon and its variants. His effects are similar to Stardust Warrior.
  • Uncatty Resemblance: T.G. Star Guardian resembles Antimony and his D-Wheel.

    Tenyi 
The Tenyi is an archetype of Wyrm monsters themed after martial arts and the seven chakras. Their focus is on non-effect monsters with two of their Link monsters being ones and their main deck monsters being able to summon themselves if there are no effect monsters present on the field as well as banishing themselves from the field or graveyard to protect non-effect monsters. This archetype is used by Shoma in the Yu-Gi-Oh! OCG Structures manga against Strong Jukyu.


Tropes associated with the Tenyi:

  • Adaptational Heroism: Fierce Ogre fights alongside Warrior Monk and Shaman in the Yu-Gi-Oh! OCG Structures manga, despite being enemies in the card lore.
  • Bare-Fisted Monk: Warrior Monk and Fierce Ogre are shown to be fighting using only their fists. The former is also a literal exemple due to his name.
  • The Corruption: Tenyi Dragon Vishudda's dark chi corrupted the master of the Tenyi style and turned him into the Fierce Ogre of Tenyi.
  • Dark Is Evil: Vishudda is a DARK monster and the one responsible for the master of the Tenyi style becoming Fierce Ogre. The latter counts as well thanks to the aforementioned corruption making him more violent.
  • Elemental Powers: All the six attributes are represented in this archetype.
  • Our Dragons Are Different: Aside from being Wyrm-type, rather than Dragon-type, the Tenyi Dragons are the manifested forms of the chi present in the dragon veins while the archetype's Link monsters are not dragons themselves but practitioners of a martial art which involves borrowing the power of the dragons.
  • Strong, but Unskilled: Fierce Ogre of Tenyi is a Link 3 monster with 3000 ATK but has no effect.
  • Supernatural Martial Arts: The theme of this archetype with the Tenyi being stated lore-wise to be a martial art empowered by the chi of the Tenyi Dragons.
  • Theme Naming: The names of the main deck Tenyi monsters are derived from those of the seven chakras.

    Thunder Dragon 
Thunder Dragon is a card that has been around for almost as long as the game itself. Despite having mediocre stats, it was noteworthy for its effect to discard itself to search out two more Thunder Dragons, easily setting up for the Fusion Summon of the more powerful Twin-Headed Thunder Dragon. Many years later, the cards were revived as an archetype of LIGHT and DARK Thunder monsters. Like the original Thunder Dragon, the archetype focuses on discarding monsters with their own effects to fetch more monsters, with Fusion Monsters serving as their heavy hitters.

Tropes associated with the Thunder Dragons:

  • Belly Mouth: Twin-Headed Thunder Dragon sports one on its back in its card artwork.
  • Boring, but Practical: Back in its heyday, Twin-Headed Thunder Dragon was probably the most played Fusion monster in the game, due to Thunder Dragon's effect making it trivial to gather the required Fusion material. It's nothing but a 2800 ATK beatstick, but in the days where Tribute Summoning was the norm rather than the exception and monster removal was at a premium, a two-card combo that lets you go from an empty field to a 2800-point attacker was a pretty big deal.
  • Cutting the Knot: In addition to being able to be conventionally Fusion Summoned, Thunder Dragon Colossus and Thunder Dragon Titan have a Summoning condition whereby they can be brought out via Contact Fusion by using fewer monsters than would ordinarily be required. In Colossus' case, it's through Tributing a Thunder-Type non-Fusion Effect Monster during the turn a Thunder-Type monster's effect was activated in the hand, while Titan requires the controller to banish a Thunder-Type monster from the hand and a Thunder-Type Fusion Monster from their field, except Titan. Said Summoning conditions have nothing to do with the listed Fusion Materials on those monsters, which is unlike most other Fusion Monsters that are (or can be) Special Summoned via Contact Fusion, which do require the use of their Fusion Materials in some form.
  • Depending on the Artist: Twin-Headed Thunder Dragon's physical appearance has been seen to differ by medium.
    • In its card artwork, it is depicted as a wingless single headed quadrupedal dragon with an additional Belly Mouth on its back.
    • In the anime, it is depicted as a two-headed bipedal winged dragon.
    • In the Duelists of the Roses video game, it has much more detail added that is nowhere on the original card artwork, such as a strange pair of arms attached to its legs.
    • In Duel Links, its horn is much longer than in its cards artwork and anime appearances.
  • Discard and Draw: The original Thunder Dragon could be discarded to fetch up to two of itself from the deck. When the archetype was created, discarding monsters to fetch monsters from the deck and Graveyard, or even banished monsters, became the order of the day.
  • Early Installment Weirdness: The archetype's first Fusion Monster, Twin-Headed Thunder Dragon, bears no resemblance in design to any of its other monsters, instead being a Palette Swap of Two-Mouth Drakruler. It is also the only monster in the archetype to not possess an effect.
  • Fusion Dance:
    • 2 Thunder Dragons fuse into Twin-Headed Thunder Dragon. Given Thunder Dragon's effect, it's not at all difficult to pull off.
    • Thunder Dragon combines with any Thunder-type monster into Thunder Dragon Colossus, and any three "Thunder Dragon" monsters can fuse into Thunder Dragon Titan. That being said, these two have alternate summoning conditions that let you forgo fusing monsters.
  • Multiple Head Case: Thunder Dragon Titan has three heads. Despite its name, Twin-Headed Thunder Dragon is not an example of this trope in its card artwork, where it only has one head and a Belly Mouth on its back. However, the anime does depict it with two heads instead.
  • No-Sell: Colossus and Titan can both protect themselves from destruction by banishing cards from your Graveyard. And considering that the archetype does a lot of discarding...
  • Non-Indicative Name: Despite its name, Twin-Headed Thunder Dragon is depicted on its card artwork as a single headed dragon with a Belly Mouth on its back. Averted in the anime, where it is actually depicted with two heads.
  • Our Dragons Are Different: For one, they're not actually Dragon-type. Overall, they draw heavily from the Eastern depiction.
  • Overshadowed by Awesome: Back in its heyday, Twin-Headed Thunder Dragon was an easy monster to Fusion Summon, and it was a quick way to get a high ATK beatstick on the field. However, the introduction of new Extra Deck monsters for the archetype has since rendered it obsolete, as they possessed effects that can more easily oppress the opponent.
  • Palette Swap: Twin-Headed Thunder Dragon is a recolored version of another monster, Two-Mouth Darkruler.
  • Shadow Archetype: As its name suggests, Thunder Dragondark appears to be this to the original Thunder Dragon. To wit, the two monsters have the same Level, Type, ATK, and DEF, as well as similar body shapes. However, Thunder Dragondark is DARK Attribute while the original Thunder Dragon is LIGHT. Additionally, the two monsters have opposing poses and color schemes in their artworks. Similarly to the original Thunder Dragon, Thunder Dragondark also has an effect to discard itself and allow the controller to add another copy of itself from the Deck to the hand. However, while Thunder Dragon's effect is an Ignition Effect and allows the controller to add two cards, Thunder Dragondark's effect is a Quick Effect and only allows the controller to add a single card. Thunder Dragondark does have an additional effect wherein it can add a Thunder Dragon monster from the Deck to the hand if it is sent to the Graveyard from the field or banished.
  • Shock and Awe: The archetype emphasizes the "Thunder" part of the name, as they're all Thunder-type.
  • So Last Season: Prior to the release of their archetype support, the aim of these cards was to discard a Thunder Dragon, add two more from the Deck to the hand, and then use them as Fusion Materials to Fusion Summon Twin-Headed Thunder Dragon. However, due to Power Creep and the fact that Twin-Headed Thunder Dragon is simply a beatstick with no effect, this strategy has long fallen by the wayside.
  • Yin-Yang Bomb: Both LIGHT and DARK monsters are present in the archetype. In particular, Thunder Dragonduo is summoned by banishing one of each.

    Timelord 
The Timelords, or Time Machine God (時械神, Jikaishin) in the OCG, is an archetype of Fairy-Type monsters, most of whom are Level 10 and have 0 ATK and DEF. They are used by Z-one, the final antagonist of Yu-Gi-Oh! 5D's. At first, only Metaion and Sephylon were released in the OCG as promos. Years later, Lazion, Zaphion, Sadion, and Kamion followed, along with their searcher Time Maiden. Raphion, Hailon, Michion, Gabrion, and Sandaion were released a year after that, along with their Trap Card support.

Tropes associated with the Timelords:

  • All Your Powers Combined: Sephylon had an effect in the anime wherein he could gain ATK equal to the ATK of all other Timelords the controller had on their field, pooling their strength within him. From a thematic standpoint, this counts, as Sephylon is based on Da'at, the location on the Tree of Life where all ten Sephirot attributes, the basis for the other Timelords, are united as one.
  • Anti-Magic:
    • Zaphion's unique effect can shuffle the opponent's Spell/Trap Cards into the Deck if it battles.
    • Zigzagged with Kamion; its unique effect only shuffles one card into the Deck if it battles, but neither player can respond to this with their other cards or effects.
  • Assist Character: In a competitive setting, this is basically what the Timelord cards amount to. Normal Summon Zaphion/Metaion, let them wreck the opponent's board with their effects, then they go away and you can make your other plays without being worried about any disruptive effects.
  • Awesome, but Impractical: Sephylon is a beater with 4000 ATK and can easily set the board for an OTK, but is not searchable by Time Maiden (which can only search 0 ATK Timelords), requires at least 10 monsters in the controller's Graveyard to be Special Summoned, and is the only Timelord to lack the archetype's characteristic protection from destruction by battle and card effects. Infinite Light can be used to Special Summon Sephylon by ignoring his Summoning conditions, but to do so, the controller must get through Empty Machine and Infinite Machine first. Ultimately, while including him in a deck is not necessarily a bad thing, the other Timelords are simply far more effective on their own.
  • Bilingual Bonus: Sandaion's attacks resembling lightning bolts in the anime makes sense when you realize that the Japanese word for "thunder" is "sanda".
  • Bolt of Divine Retribution: Sandaion's effect seems to evoke this, as when it is activated, he creates a bolt of lightning in his hands, which he then hurls at the opponent to inflict damage to them.
  • Blow You Away: Sadion and Raphion are WIND Attribute. The former attacks by creating a tornado between his arms that blows towards the target, while the latter's attack has him blowing a blizzard from his mouth at the target.
  • Breath Weapon: Raphion attacks by blowing a blizzard at the target that is capable of freezing it solid.
  • Brought Down to Normal: Sephylon's anime card had an effect that negated the effects of any monster he battles. His OCG card instead negates the effects of any monster Special Summoned via his effect.
  • Casting a Shadow: Initially averted, as there were Timelord monsters of all Attributes save DARK. This all changed when the ARC-V manga introduced Vulgate, a DARK Synchro Timelord monster.
  • CCG Importance Dissonance: Sephylon was portrayed as the strongest Timelord monster in the anime, and had the effects to show for it as well. He could Special Summon as many Timelords from the hand, Deck, and Graveyard as possible and boost all of their ATKs to 4000, while also gaining ATK equal to the combined current ATK of all other Timelords on the controller's field. He also negated the effects of any monster that battled him, allowed the controller to banish another Timelord they controlled to protect him from destruction, and prevented any battle damage to the controller if he would be destroyed by battle. The OCG version of the card however, had its Special Summoning effect Nerfed and altered to Summon only one Level 8 or higher Fairy-Type monster from the hand or Graveyard instead, and while he retained the ability to boost the Summoned monster's ATK to 4000, it came at the cost of negating said monster's effects. Additionally, he lost all other effects possessed by his anime incarnation. In all, the OCG card posseses very little direct synergy with the archetype as a whole, and while it can be used with the other Timelords, including him in the deck is hardly advised. It should be noted that these changes were likely because, when the OCG card was released, none of the other Timelords save for Metaion had been printed, with it being uncertain when they actually would be. Thus, the changes were done to make the OCG card more generically usable. However, when Infinite Light (the Trap Card used to Special Summon Sephylon in the anime) was released, it gained a variant of Sephylon's anime effect, allowing players to perform moves that somewhat resembled what Z-one did in the anime.
  • Color-Coded Elements: With the exception of Vulgate, they all feature color schemes that are evocative of their respective Attributes.
  • Disc-One Final Boss: Metaion is portrayed as this in the anime. Aporia believed he was Z-one's ace monster and built a deck specifically to bypass his effects. However, Z-one blindsided his opponent with the revelation that Metaion was but one of several Timelord monsters, and proceeded to thoroughly trounce Aporia by Normal Summoning Lazion and using his effect to both ruin Aporia's strategy and deliver the coup de grâce.
  • Discard and Draw:
    • One of Empty Machine's effects allows the controller to discard a Level 10 monster (which the Timelords all are) from their hand to draw a card. In an expanded sense, the series of Continuous Trap Cards that support the archetype (Empty Machine, Infinite Machine, and Infinite Light) have a strategy where the first two cards prompt the controller to Set the next card in the sequence from the hand or Deck by returning a Timelord monster from the Graveyard to the Deck, while the last two cards can only be activated if the controller sends the previous card in the sequence face-up from their field to the Graveyard.
    • Sephylon's can Special Summon Level 8 or higher Fairy-type monsters from the controller's hand or Graveyard. However, it also negates the Summoned monster's effects while also making their ATK become 4000.
  • Dishing Out Dirt: Kamion and Hailon are EARTH Attribute. The former's attack manifests as him summoning a storm of rocks that he then launches at the target, while the latter attacks by creating a large crystal between his hands that he hurls at the target.
  • Early Installment Weirdness: Metaion, based on the Keter attribute of the Sephirot, is the first Sephirot-based Timelord to be Summoned in the anime and the first to be released into the OCG (being printed six years before the others). That said, he has a distinct difference in his effect that prevents battle damage, compared to his later released brethren. Namely, said effect only works if Metaion battles while in Attack Position, meaning to say that he won't protect his controller from sustaining Piercing battle damage if he is attacked while in Defense Position. In contrast, the same effect on the other Sephirot-based Timelords works regardless of what battle position the monster was in when it battled. It should be noted, however, that in the anime, this effect on all of the Sephirot-based Timelords prevented battle damage only when the Timelord was in Attack Position. Therefore, on Metaion's OCG card, the effect is completely faithful to the anime, but subsequently buffed for the other Timelords.
  • Elemental Powers:
    • Save for DARK and DIVINE, the Timelords used by Z-one represent every Attribute in the game, and they have attacks and animations that are very much in line with the elements.
    • The archetype would later gain a DARK monster in the form of a Synchro Monster, Timelord Progenitor Vulgate.
  • Expy: Empty Machine, Infinite Machine, and Infinite Light work much like The Seal of Orichalcos, Orichalcos Deuteros, and Orichalcos Tritos. Both sets include successively stronger Trap and Spell cards (respectively) that remain on the field after activation, with the second and third cards only being able to be activated if the previous one in the sequence is sent to the Graveyard. Both series were also used by the final villains of an anime arc (Z-one and Dartz, respectively).
  • Feather Flechettes: Michion attacks in this manner, flinging feathers from his wings at the opponent, which then ignite into flames when they get close to their target.
  • Gameplay and Story Integration: This trope is zigzagged with the way Sephylon and Infinite Light interact between the anime and the OCG.
    • In the anime, Sephylon can only be Special Summoned from the hand, Deck, or Graveyard by sending Infinite Light from the field to the Graveyard after 10 or more Timelords with different names have been Special Summoned during the current duel. In the OCG, Sephylon can only be Special Summoned from the hand, and only if the controller has 10 or more monsters in their Graveyard, a Mythology Gag to its anime Summoning conditions. This change was likely due to the fact that Infinite Light and its prior forms (as well as most of the other Timelords) had not yet been printed. Once Infinite Light was released, it had an effect to Special Summon Timelord monsters by ignoring their Summoning conditions, allowing players to use it to Special Summon Sephylon much like in the anime.
    • In the anime, Sephylon allowed the controller to Special Summon as many Timelords as possible from their hand, Deck, or Graveyard and make the Summoned monster(s)' ATK become 4000. In the OCG, this effect was heavily Nerfed and made less archetype-specific, likely because the other Timelords except Metaion were not yet released. The OCG version of Sephylon could only Special Summon 1 Level 8 or higher Fairy-Type monster from the hand or Graveyard, giving it 4000 ATK in exchange of negating its effects. In a corresponding twist, the anime version of Infinite Light possessed an effect that allowed the controller to Special Summon Level 10 or higher monsters from the hand. This effect is made archetype-specific in the OCG, while also being augmented by combining it with a variant of Sephylon's anime effect, allowing the player to Special Summon Timelord monsters from the hand, Deck, and Graveyard, but only up to one from each location while they controlled no monsters. A player could thus use both effects in combination to bring out Sephylon and four additional Timelords to fill their field, just like how Z-one did in the anime. To wit, this involves first Special Summoning three Timelords with Infinite Light's effect, then Special Summoning Sephylon through his Summoning conditions, and finally using his effect to Special Summon one last Timelord.
  • God: Sephylon is based on the one from Judaism (and the other Abrahamic religions), though the card itself is named after the Sephirot as a whole. Vulgate might be based on Jesus of Nazareth, as his name comes from a Latin Biblical translation used by the Roman Catholic Church and he was Synchro Summoned in the manga using monsters based on the Biblical Magi.
  • An Ice Person: Raphion's attack consists of a blast of wind emitted from his mouth that is capable of freezing the attack target solid.
  • Irony: The archetype's user, Z-one, despised Synchro Monsters for causing the evolution and degradation of humanity, and thus, he never uses them. Eve, the antagonist of the ARC-V manga, would introduce Timelord Progenitor Vulgate, a Synchro Timelord Monster.
  • I Work Alone: In the anime, the first ten Timelords have a common effect that prevents their controller from Summoning any other monsters while they on the field, effectively meaning that the controller can only have one Timelord at a time on their field. When the archetype's cards were released in the OCG, this effect was replaced with one that allowed the controller to Normal Summon the Timelord monster without Tributing if they controlled no monsters. Sandaion's OCG card, however, directly enforces this trope, as the controller can only control one copy of him at a time.
  • The Last of These Is Not Like the Others: A few members of the archetype qualify for this trope, depending on how "last" is defined.
    • Sandaion represents the last Sephirot attribute, Malkuth, and is the last of the Sephirot attribute based Timelords to be Summoned in the anime. That said, his OCG card possesses several distinct differences from the others that extend beyond the unique effect he possesses. For one, unlike the others, who have 0 original ATK and DEF, Sandaion's original ATK and DEF are both 4000. While all of them have an effect that lets the controller Normal Summon them without Tributing if they control no monsters, Sandaion tacks on the additional requirement that the opponent must control monsters as well. Sandaion also has the restriction that the controller can only have one copy of him on their field, which the others lack. While all of them have an effect that prevents their controller from taking battle damage in battles involving them, Sandaion also extends this protection to the opponent as well.
    • Sephylon is the last Timelord to be Summoned by Z-one in the anime, and represents Da'at, the location on the Tree of Life wherein all attributes of the Sephirot are unified, but is not based on an angel in Judaism and Christianity and is not named for one, unlike the other Sephirot-based Timelords. Instead, Sephylon is based on the Judeo-Christian God and is named for the Sephirot itself.
    • Vulgate, the latest Timelord to be introduced, originated from the ARC-V manga rather than the 5D's anime, and unlike the others, is not based on the Sephirot at all, but instead the Vulgate, an early Latin translation of the Bible. Unlike the other members of the archetype, it is not an Effect Monster that starts the Duel in the Main Deck, but rather, a Synchro Monster. As a result, it is the archetype's first Extra Deck monster.
  • Light 'em Up: Sandaion and Sephylon are LIGHT Attribute. The former attacks by charging the pylons on his shoulders with electricity, which then turn to point at the target. A ball of electricity is generated between them, which is then launched at the target. When he uses his effect, he creates a bolt of lightning in his hand, which he then hurls at the opponent. The latter's attack takes the form of a beam of light fired from his face with a purple demonic face on the front.
  • Loophole Abuse:
    • Vulgate banishes all your opponent's monsters during the Battle Phase, but all of them are returned during the End Phase. However, if you can figure out a way to remove Vulgate from the field during your Main Phase 2 (the easiest way is by using him to Link Summon), you can prevent the activation of the second part of his effect, leaving your opponent with an empty field.
    • The anime versions of the Timelord monsters (bar Sephylon) all have a common effect that, while any of them are on the field, prevents their controller from Summoning any other monsters. To get around this, Z-one uses the anime versions of Infinite Machine and Infinite Light, which allow him to both ignore this effect and Special Summon as many Timelords from his hand as he wants.
    • Infinite Light has an effect that prevents Timelord monsters from returning themselves to the Deck via their own effects (and also preventing the opponent from doing so with card effects), which effectively covers up one of the archetype's biggest shortcomings. The OCG version of the card also allows the controller to get around the OCG exclusive restriction the Timelords have on not being able to be Special Summoned from the Deck, by allowing such Summons and ignoring their Summoning conditions. This also lets the controller use it to bring out Sephylon, a Nomi monster.
    • Gabrion has a powerful effect that shuffles all cards on the opponent's field into their Deck, but makes the opponent draw cards equal to the number of cards that were returned to the Main Deck. The italicized part is key here, as if any Extra Deck monsters were returned via Gabrion's effect, they do not count towards the number of cards the opponent gets to draw. This makes Gabrion especially potent as a cost-free option against fields full of Extra Deck monsters.
    • The Timelord monsters can exploit the card Clashing Souls to reach a win-win scenario. Basically, this spell can be activated when any two monsters are battling and grants both players the option to pay 500 LP to boost their monster's ATK by the same amount, and keep doing so until their monster is the stronger one. The monster who loses the battle at the end is sent to the GY along with every other card its controller owns. Did your Timelord defeat the opposing monster? Congratulations, you've just wiped out your opponent's field. Did it lose because your opponent powered up their monster? Perfect, the Timelords can't be destroyed by battle, so your field is safe and your opponent just put a massive dent on their LP. For extra fun, combo this card either with Sadion (to replenish your lost LP) or Lazion (for additional burn damage).
  • Making a Splash: Zaphion and Gabrion are WATER Attribute. The former attacks by generating a waterspout from the palm of her hand to strike the target. The latter's has him releasing a drop of water from his hand, from which a tsunami emerges and washes over the opponent's field.
  • Mechanically Unusual Fighter: The archetype's strategy is focused on the player using its monsters to engage in battle. However, unlike most other battle-oriented archetypes, they do not Summon high ATK beatsticks nor focus on raising the ATK of their monsters (or reducing the ATK of opposing monsters) to deal large amounts of battle damage to the opponent (except Sephylon). In fact, being largely comprised of monsters with 0 ATK, they typically cannot inflict battle damage at all (and in the case of Sandaion, has an effect that prevents such damage to the opponent). Instead, the archetype relies on the player triggering the unique effects of their monsters, which typically focus on disrupting the opponent's field presence and inflicting effect damage to the opponent, which can only happen at the end of the Battle Phase if said monsters battle.
  • The Medic: Befitting his representation of the Angel of Mercy, Sadion's unique effect can restore its controller's LP back to 4000 if they are less than that every time it battles.
  • Mythology Gag:
    • In his duel against Yusei, Z-one Summoned the Sephirot-based Timelords in the same order that their corresponding attributes are arranged on the Tree of Life. Namely, the order was Metaion (Keter), Lazion (Chokhmah), Zaphion (Binah), Sadion (Chesed), Kamion (Gevurah), Michion (Tiferet), Hailon (Netzach), Raphion (Hod), Gabrion (Yesod), and Sandaion (Malkuth). While he controls multiple Timelords, he also has them attack in sequence according to this order as well. The Timelords were subsequently released in the OCG in the same order as well, with Metaion being released first as a magazine promo. When the other nine Timelords were eventually released across two packs, they were arranged together sequentially in each pack's card numbering in their Sephirot attribute-based order.
    • In the anime, Sephylon could only be Special Summoned from the hand, Deck, or Graveyard by sending Infinite Light from the field to the Graveyard after 10 or more Timelords with different names have been Summoned in the current duel. Sephylon's OCG Summoning conditions contain a nod to this, as it can only be Special Summoned from the hand if the controller has 10 or more monsters in the Graveyard, referencing those previously Summoned Timelords, but not mentioning them directly, likely because except for Metaion, they were not released in the OCG at the time.
  • Nerf: Several of them had their unique anime effects weakened when released into the OCG.
    • The anime versions of the Timelords' unique effects all simply trigger if and when they battle, which meant that their controller could use said effects as many times in a turn as the number of times the Timelords attack or were attacked. The OCG changes this to the effects only triggering at the end of the Battle Phase if the monster battles, which limits the controller to using the effects only once during the turn instead. Furthermore, because of this change, should a Timelord be removed from the field after it battles but before the end of the Battle Phase, the controller will not be able to use its unique effect.
    • Lazion's anime effect could return all monsters the opponent controlled and all cards in their Graveyard to the Deck. The OCG effect could only affect the latter.
    • In the anime, Zaphion's card drawing effect activated whenever she left the field, which meant that it could be easily triggered by the common effect of the Timelords to return themselves to the Deck. On top of that, it permitted the controller to draw cards until they had five cards in their hand. The OCG version neuters this significantly, triggering only when Zaphion is sent from the field to the Graveyard, and allowing the controller to draw only one card.
    • The anime version of Hailon's effect inflicted damage to the opponent equal to the different between both players' LP, and makes no distinction as to whose LP is higher or lower. In the OCG, however, the controller's LP must be lower than the opponent's in order to activate this effect.
    • Raphion's anime effect returned any opposing monster he battles to the hand and inflicted damage to the opponent equal to that monster's ATK. The OCG effect only inflicts damage equal to the ATK of one monster Raphion battled that turn, and loses the ability to return monsters to the hand.
    • In the anime, Gabrion's effect returned all cards the opponent controlled to the Deck. In the OCG, that effect adds a further proviso that the opponent gets to draw cards from their Deck equal to the number of cards returned to the Main Deck.
    • The anime version of the Timelords' common effect to prevent any battle damage from battles involving them was optional and applied to both players. This meant that in effect, the player who controls the 4000 ATK Sandaion could use him as a beatstick and voluntarily choose not to protect the opponent from any ensuing battle damage. On top of that, Sandaion's unique anime effect inflicted 4000 damage to the opponent. In the OCG, the battle damage prevention effect for Sandaion still applies to both players and is no longer optional on the controller's part, precluding him from being used in the aforementioned manner. The damage his unique effect inflicts is also reduced to 2000.
  • No-Sell:
    • Not only do most of the Timelords have effects that can prevent them being destroyed, be it by battle or by card effect, but they can also prevent their controller from taking damage from any battle they're involved in.
    • Infinite Light cannot be destroyed by card effects, and also prevents any player from targeting Timelords with card effects or shuffling them into the Deck—even by their own card effects.
  • Obvious Rule Patch: Infinite Light ignores the Summoning conditions of any Timelord monster Special Summoned via its effect. While this lets players bypass the fact that the Sephirot-based Timelords cannot be Special Summoned from the Deck, it also lets them bring out Sephylon, which cannot be Special Summoned, except through his own unique conditions. This makes sense from a story perspective, as Infinite Light was used to Special Summon Sephylon in the anime, and was the only way to Special Summon him.
  • Odd Friendship: The archetype possesses good synergy with the PSY-Frame archetype, as monsters from both archetypes rely upon the player controlling no monsters to Summon themselves. The fact that the Timelords frequently return themselves to the Deck creates the empty field necessary for the player to trigger the effects of the PSY-Frame Tuners and respond to any attempt by the opponent to capitalize on player having no monsters. Because PSY-Frame monsters do not typically rely on the Normal Summon, that frees it up for the player to use to bring out the Timelords. This archetype also covers for a key shortcoming of the PSY-Frame monsters, which is that they are almost completely reactionary to the opponent's moves and lack any significant offensive power. Should the opponent not do anything to trigger a PSY-Frame Tuner's effect, the player can instead proactively Summon a Timelord and hit the opponent with it. The PSY-Frame Synchro Monsters can also banish themselves (and an opponent's card) as a Quick Effect, which immediately frees up the field for the Normal Summon of a Timelord. If banished via their own effects, PSY-Frame Synchro Monsters also return to the player's field during their Standby Phase, which is exactly when the Timelords return themselves to the Deck, allowing the player to still maintain field presence.
  • Our Angels Are Different: Yes, they allude to the Sephirot, and are named after several angelic figures within Judaism and Christianity. However, the best way to describe them appearance-wise would probably be "mechanical suits of armor with TV screens on their chest that show the angel they represent".
  • Our Fairies Are Different: They are Fairy-type monsters in the TCG, but they look less like classical fairies or even fey and more like vaguely-humanoid machines with screens depicting the face of an angelic being.
  • Playing with Fire: Metaion, Lazion, and Michion are FIRE Attribute. When Metaion attacks, he conjures an orb of fire from which a stream of flames shoots out at the target. Lazion points his shoulders at the target and launches twin jets of flame from them to both attack and deal damage through his effect. Michion's attack has him firing Feather Flechettes from his wings to surround the target, which then ignite into flames when they are in place.
  • Power Creep, Power Seep: Kamion's unique effect in the anime outclasses Metaion's in every way, as it returns all monsters the opponent controls to the Deck and inflicts 500 damage to the opponent for each one, compared to Metaion returning all of the opponent's monsters to the hand and inflicting 300 damage for each. When both cards were released in the OCG, they received tweaks to their unique effects to eliminate this situation and keep one from being clearly superior to the other. Kamion's effect was changed to returning only one card the opponent controls to the Deck, which does not have to be a monster, while Metaion's effect returned every other monster on the field to the hand regardless of which player controlled them.
  • Religious and Mythological Theme Naming: In addition to their basis in the Sephirot and its attributes, each of the Sephirot-based Timelords are also named for and based on an angel in Judaism and Christianity, with Sephylon being named for the Sephirot and based on the God in Judaism (and the other Abrahamic religions). Timelord Progenitor Vulgate, the archetype's Sixth Ranger, deviates from this theme, being instead named for the Vulgate, an early Latin translation of the Bible used by the Roman Catholic church. Due to the monster's name, which can mean "originating from the Christian Bible", and the fact that it was Synchro Summoned in the manga using monsters based on the Biblical Magi, it is likely that it was intended to represent Jesus of Nazareth.
  • Reset Button:
    • Being called Time Machine Gods in the OCG, the archetype's central theme is resetting the board to the way it was at the beginning of the duel. Metaion returns all monsters on the field back to the hand after it battles, while Zaphion shuffles all Spell and Trap cards back into the deck. In addition, the Timelord monsters themselves leave the field in their controller's next Standby Phase.
    • Lazion's effect invokes a downplayed version of this. When it attacks, it returns all cards in the opponent's Graveyard to their Deck, resetting them to a point when the duel started.
    • Sadion's effect restores the controller's LP to 4000, which is the amount that players start with in the anime.
    • Gabrion's effect can shuffle the opponent's entire field into the Deck, although it allows them to draw cards up to the number of cards affected.
  • Shock and Awe: Sandaion's attack and effect involves the use of electricity. For the former, he charges up electricity with the pylons on his shoulders, then turns them forwards and fires a ball of electricity from between them at the target. For the latter, he creates a bolt of lightning in his hands, and then hurls it at the opponent.
  • Sixth Ranger: Timelord Progenitor Vulgate was introduced much later compared to the other members of the archetype, coming from the ARC-V manga rather than the 5D's anime. Unlike the other Timelords, Vulgate is a Synchro Monster and starts the duel in the Extra Deck instead of the Main Deck. It is also distinct from the other Timelords in that it is not based on an attribute of the Sephirot, instead deriving its name from the Vulgate, an early Latin translation of the Bible.
  • Status Ailment: The anime versions of Empty Machine and Infinite Machine have effects that reduce the ATK of all monsters on the controller's field to 0. This has a negligible effect on the Timelord monsters themselves, however, as, with the exception of Sephylon and Sandaion, they all have an original ATK of 0 anyway.
  • Status Buff: Per the effect of Sephylon, the big boss of the archetype. Any Fairy-Type it Special Summons from the hand or Graveyard has its ATK become 4000, although this comes at the cost of negating its effects.
  • Total Party Kill: While the other Timelords merely "reset time" by returning the opponent's cards to where they came from or resort to inflicting burn damage, Vulgate outright banishes all your opponent's monsters.
  • Your Size May Vary: When Summoned for the first time by Z-one, Sandaion was depicted as being much larger than the previous nine Timelords, easily towering over them. However, when Z-one Summons it again later via Sephylon's effect, Sandaion is the same size as the other three Timelords Summoned alongside it. Justified because the monsters' sizes in that duel were tied to their attack stat, with Sandaion's 4000 being vastly higher than his brethren's original 0 ATK. When the other Timelords were Summoned by Sephylon's effect, their ATK were also boosted to 4000, making them grow in size to match Sandaion. Sephylon also grows massive when Z-one raises his ATK to astronomical levels, though still gets dwarfed by Stardust Dragon when Yusei does the same.

    Time Thief 
Time Thief is an archetype of DARK Psychic and Machine monsters that relies on keeping their Xyz Monster alive by stealing cards from the opponent to attach as materials.

Tropes associated with the Time Thiefs:

  • Back from the Dead: Bezel Ship and Regulator both have effects that allow them to revive from the GY but at the cost of being banished if they leave the field.
  • Big Damn Heroes: If the artworks of Hack, where Winder is saving a young girl from being shot at, and Flyback, which has Redoer save a woman from falling to her death, are any indication, this seems to be their "job", travelling through time and preventing individuals from dying, effectively stealing their time of death.
  • Cool Ship: Time Thief Bezel Ship
  • Dark Is Not Evil: They're DARK Psychic monsters but they seem to use their time travel abilities for good.
  • Motif: The monsters have gears in the background, representing gears of a clock.
  • Mystical White Hair: Time Thief Redoer
  • Robot Dog: Time Thief Regulator
  • Scarf Of Asskicking: Time Thief Winder has a long cyan scarf.
  • Shout-Out: The archetype is based off of Doctor Who and Time Hollow.
  • Time Master: As you'd expect from an archetype called "Time Thief". Two of Redoer's effects seem to invoke this with his ability to banish itself until the end phase (time travelling to the end of the turn) and returning a card the opponent control to the top of the deck (sending it to the future).
  • You Gotta Have Blue Hair: Time Thief Winder has short blue hair.

    Tindangle 
Tindangle is an archetype of DARK Fiend monsters that rely on manipulating their Flip monsters to control the field, limit their opponent's ability to attack and punish them for having linked monsters. They are used by Akira Zaizen in Yu-Gi-Oh! VRAINS.

Tropes associated with the Tindangles:

  • Casting a Shadow: They're all DARK monsters.
  • Hell Hound: Tindangle Hound and Tindangle Acute Cerberus.
  • Living Polyhedron: Base Gardna is one.
  • Meaningful Name: Ther name of the archetype comes from The Hounds of Tindalos, creatures that in the story were said to exist in the "angles" of time. Fittingly, the Tindangle monsters have angular elements as part of their design and two of them are based on hounds.
  • No-Sell: Any monster that is equipped with Gergonne's End will be unable to be destroyed by battle or effects and the opponent cannot target them with the effects of their own cards.
  • Rule of Three: Several cards tied to this archetype require there to be at least 3 Tindangle monsters on the field or in the graveyard for their effects to be used. Furthermore, their Link monster has a Link rating of 3 and is named after Cerberus, the three-headed hound from Greek mythology.
  • Sinister Geometry: Given that the archetype references the Hounds of Tindalos on top of having a geometrical theme, this shouldn't be surprising.
  • Sixth Ranger: Base Gardna is the only Main Deck Tindangle that isn't a Flip monster.
  • Status Ailment: Tindangle Hound punishes the opponent for having monsters linked to their Link monster(s) by reducing the ATK of each monster by 1000 for each monster linked to it.
  • Status Buff: Their ace monster, Acute Cerberus, starts out as a LINK–3 with 0 ATK that can gain ATK with each Tindangle it points to. But if there are enough Tindangles in the Graveyard—including a Base Gardna—then suddenly this harmless pooch turns into a 3000 ATK berserker.
  • Theme Naming: The archetype's support cards feature a hefty amount of references to geometry and mathematical theory, particularly where triangles are concerned.

    Toons 
https://static.tvtropes.org/pmwiki/pub/images/450px_toonworld_gx02_jp_vg.png
Toons are a series of monsters based on existing monsters that ungo a transformation into American-style animation counterparts, with exaggerated features and colors. They can often attack the opponent directly and use Loophole Abuse to swarm the field as their summons count as Special Summons. However, without their Toon World on the field, they cannot be summoned, and if it gets destroyed, all Toons on the field go with it. They're famously used in the anime by Pegasus J. Crawford/Maximillion Pegasus.

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


Tropes associated with the Toons:

  • Achilles' Heel:
    • Toon World. Necessary for Toons to do what they have to do, but the fact that they die when this does makes it seem like a big bullseye on your side of the field. However, in the case of some Toons like Toon Cyber Dragon, they will stick around despite their star card being nuked.
    • If Toon World/Kingdom is removed from the field in any way (destroyed, banished, returned to the deck/hand), Comic Hand will self-destruct, returning the stolen monster back to its original owner.
  • Actually Four Mooks: Toon Goblin Attack Force represents four different entities, but counts as a single monster card.
  • Anti-Magic: Toon Ancient Gear Golem combines the regular Ancient Gear ability of stopping the opponent from activating Spells and Traps when it attacks with the nasty Toon ability of being able to attack the opponent directly. Using a Toon Rollback with him after the turn he's summoned while your opponent has no Toons of their own and could very well win the game right then and there.
  • Awesome, but Impractical: They can attack a player's life points directly and many count as Special Summons so the player can call out more than one each turn. AWESOME! Save for one, they have to wait an entire turn to attack and many of them require Toon World to be in play to do it, and die when it's destroyed. Impractical.
  • Balance Buff:
    • The original Toon monsters were nearly unplayable; they can't attack the first turn they're summoned, they need a Life Point payment to attack, they can only be play if Toon World is in play, and are destroyed when Toon World is destroyed. In exchange all you got was a giant beatstick that could do direct attacks and forced the opponent's own Toons (if any) to attack it. Later support for the series gave them more tricks to use with Toon World like Comic Hand and Mimicat, removed the Life Point payment from the monsters, let them be summoned without Toon World in play (they just need Toon World to do direct attacks), and gave the monsters support effects. Toons are still impractical, but they're far more effective now than when introduced.
    • The original series of Toons, meanwhile, had their effects revised so they count as Special Summons. This not only lets you swarm the field with them if you have several of them, but Token-monsters that normally can't be tributed for Tribute Summons, like Scapegoat, can be Tributed to summon these Toons, because they count as a Special Summon and not a Tribute Summon.
  • Cast from Hit Points: The Class 'A' Toons require the player to pay 500 life points to attack.
  • Casting a Shadow: Toon Summoned Skull, Toon Dark Magician, Red Eyes Toon Dragon, Toon Dark Magician Girl, Toon Masked Sorceror and Toon Cannon Soldier are all DARK monsters. This is notable as it represents the majority of the archetype.
    • Playing the card "Shadow Toon" is playing this trope quite literally.
  • Cloud Cuckoo Lander: All the Toon Monsters are goofy versions of far more serious monsters. In the anime, they all behaved like typical idiots from classic slapstick cartoons.
  • Cutting the Knot: The playstyle of Toons is to avoid any complications caused by opposing monsters and their ATK/DEF/effects, and card effects that protect monsters by extension, and just bumrush the opponent's LP.
  • Divergent Character Evolution: The mentioned Balance Buff to Toons via revised text and better support cards basically split the archetype into the Type A Toons, who are good for swarming the field but lack consistency due to their Summon mechanics, and Type B Toons, who are slower but more practical thanks to their support effects.
  • Exact Words:
    • Toon cards are any card that has "Toon" in the card name; Toon monsters are any monster that has the "Toon" type. Know the difference because many of their support cards actually differentiate between the two.
    • Some Toons have a summoning restriction which states, "Must first be Special Summoned by Tributing (number of) monster(s)." After the summoning goes off, you can retrieve/revive them through other means so long as they aren't sent back to the Deck.
  • Femme Fatale: Toon Gemini Elf looks like two vamps and have one of the more useful effects among the Toon monsters.
  • Lethal Joke Character:
    • In a proper Toon deck, they can be effective, since Toon monsters can attack the opponent directly if your Toon World is on the field and the opponent doesn't control any Toon monster.
    • As of July 2015, this has become even more the case with the Field Spell "Toon Kingdom", which renders Toons indestructible and immune to being targeted by your opponent. Needless to say, if you can't find a way to neuter Toon Kingdom, you're pretty much screwed.
    • 3 copies of "Toon Table of Contents" plus 1 "Toon Cyber Dragon" is a pretty splashable engine that can both thin out the deck and get rid of any monster in the Extra Monster Zone by summoning Chimeratech Megafleet Dragon.
  • Loophole Abuse:
    • Toons are only destroyed when Toon World leaves the field if Toon World is destroyed. This can be avoided by cards that send it from the field to the Graveyard without destroying it, or cards that can return it to the hand or Deck. The card "Metaverse" takes this one step further with Toon Kingdom - if your opponent targets it for destruction, simply use Metaverse to replace the original with another copy, thus saving it.
    • Monsters that are taken over with Comic Hand don't have the usual Toon weakness of not being able to attack right away.
    • Toon Kingdom protects Toon from being destroyed by battle and card effects, including yours. So Dark Hole, Limiter Removal, or a flubbed Premature Burial are all perfectly survivable provided you keep banishing cards from the top of your deck.
    • Contrary to what you might think, Toon Ancient Gear Golem does not have the inability to be Special Summoned like most regular Ancient Gear monsters. Ergo it's rather easy to summon him from your deck with Toon Mask or from the Graveyard with cards like Call of the Haunted.
    • It's always a terrible idea to have multiple copies of Toon World active because of this trope. Most Toon Monsters will automatically self-destruct if a Toon World is destroyed, even if there's still one on the field afterwards.
    • Toon World itself has no actual effect outside of needing 1000 LP to activate, whereas the Toons that utilize it all do so with monster effects. Because of this, cards that try to negate Toon World's "effect" without removing it from the field do jack-squat to hinder Toons. Negating Toon Kingdom's effect is a different story since it removes the Toons' protection, but they can still be summoned and attack directly.
  • Magical Girl: Toon Dark Magician Girl is an exaggerated parody of the entire genre.
  • My Friends... and Zoidberg: Manga Ryu-Ran was just "Toon Dragon Egger" in the Japanese, but had a Dub Name Change for some reason. The result is that cards that target "Toon" cards now have to use wording like "Select one "Toon" card or one "Manga Ryu-Ran" to specifically keep him included with the archetype.
  • Mythology Gag: The artwork for Toon Barrel Dragon is based on a cartoonish reimagining of the OCG version of Barrel Dragon with the TCG version's color scheme.
  • Russian Roulette: Toon Barrel Dragon's effect, but it can destroy traps and spells unlike its normal form.
  • Shock and Awe: Toon Summoned Skull, much like its normal counterpart, attacks with lightning in the anime.
  • Stealing the Credit: The primary effect of "Comic Hand" in a nutshell. It takes control of an opponent's monster (likely one that your opponent worked hard to get out on the field, mind you) and gives it Toon properties.
  • Super-Deformed: With the exception of Toon Alligator, all Toon monsters are deformed counterparts of pre-existing Yu-Gi-Oh monsters.
  • The Only One Allowed to Defeat You: This is literally the case if both players control a Toon monster and a player attacks with one. Your attacks must target the opposing Toon.
  • Toon Transformation:
    • All of the Toons are transformed versions of pre-existing monsters.
    • The effect of Comic Hand. It takes control of an opponent's monster, turns it into a Toon, and gives it their ability to attack directly and dodge if Toon Kingdom is out.
  • Why Won't You Die?: Toon Kingdom's effect invokes this to the Nth degree. Try to destroy a Toon in any form or fashion and all you'll get for your troubles is the Toon player banishing a card and gleefully keeping their Toons alive.
  • Zerg Rush: Since Toons are all Special Summons, it's possible to summon as many of them as you have in your hand plus whatever ones meet the requirements (see Exact Words above) to be re-summoned through other means. Combined with Toon Kingdom to keep them alive to the next turn, this can end in up to five monsters bashing into the opponent's LP at once.

    Tour Guide 
https://static.tvtropes.org/pmwiki/pub/images/tourguidefromtheunderworld_sr06_en_c_1e.png
Tour Guide From the Underworld, with Tour Bus From the Underworld in the background.
The Tour Guide From the Underworld is a Level 3 DARK Fiend-type monster, and a bit of an infamous card, in the early days of Xyz monsters commanding a price tag in the triple digits. When summoned she allows the player to summon any Level 3 Fiend from their deck, allowing an instant Xyz summon since she herself is also Level 3. She has a considerably less useful counterpart, Tour Bus From the Underworld. The Tour Guide and the Tour Bus appear in each other's artwork.

Tropes associated with the Tour Guide From The Underworld:

  • Afterlife Express: Tour Bus From the Underworld.
  • Curtains Match the Window: She has red hair and red eyes.
  • Cute Little Fangs: She's a Fiend-type after all.
  • Cute Monster Girl: The Tour Guide From the Underworld is a Moe demon.
  • Evil Redhead: It is unknown whether she is evil or not. But the red hair makes her definitively looking devilish.
  • Expressive Hat: The skull on her hat seems to be this.
  • Girlish Pigtails: Part of her cute design.
  • Mini Dress Of Power: She wears a stewardess uniform.
  • Nerf: An indirect one, of sorts. Because of a previous ruling that Xyz materials sent to the Graveyard are considered to have gone from field to Graveyard, this made Tour Guide's effect horrifically broken, as it guaranteed Sangan's effect. Now that that ruling's been changed, this card is no longer broken (but still good).
    • With the release of the Burning Abyss archetype, her utility increased again, since the Burning Abyss monsters don't need to be on the field for their effect conditions.
  • Non-Human Sidekick: Sangan is seen as this by players of the game before the nerf. Lampshaded with Sangan actually appearing on the Tour Bus From the Underworld card. Also, both of them have the same stats, same Level, same Type and Attribute.
  • Proper Tights with a Skirt: Part of her uniform.
  • Red Eyes, Take Warning: She is a Tour Guide From the Underworld, after all.
  • Skeletons in the Coat Closet: Her hat, dress and purse are adorned with skull brooches.

    Tragoedia 
https://static.tvtropes.org/pmwiki/pub/images/tragoedia_sdcl_en_c_1e.png
Tragoedia is a complex card. Summoned from the hand when you take damage, it can seize control of enemy monsters, adjust its own level to aid in Synchro and Xyz Summoning or act as a beatstick. In the Yu-Gi-Oh! GX manga, it serves as the main antagonist and is responsible for the creation of the Legendary Planets. This card also appears in an episode of 5D's, specifically in a Duel Puzzle.

Tropes associated with Tragoedia:

  • Big Bad: Tragoedia is responsible for all the bad events in the GX manga, including creating the Legendary Planet series.
  • Casting a Shadow: It's a DARK monster.
  • Dark Is Evil: It's the Big Bad of the GX manga.
  • Demonic Possession: Tragoedia's second effect of gaining control of opposing monsters could be a reference to his manga counterpart's ability of possessing other people.
  • Expy:
    • Tragoedia has a lot in common with Yubel. It is a Level 10 DARK Fiend with no ATK and DEF. Just as Yubel hospitalized Judai's friend Osamu in the anime, Tragoedia leaves Koyo Hibiki almost permanently comatose as a form of Penalty Game. Both Osamu and Hibiki have influenced Judai's passion for Dueling. Yubel and Tragoedia's bodies are both destroyed prior to the start of each canon, forcing both to (parasitically) depend on humans to do their bidding and recover their true forms. Furthermore, the identities of both are kept shrouded in shadows for much of their story arcs.
    • Tragoedia's backstory is very similar to Diabound and Zorc Necrophades. Like Diabound was created by the rage of the village Kul Elna's slaughtered victims, Tragoedia was created by the hatred of a survivor from Kul Elna. Zorc was sealed by Atem with the Millennium Puzzle, while Tragoedia was sealed by three of the Pharaoh's six priests with their Millennium Items. Both, Tragoedia and Zorc try to resurrect themselves by gathering multiple special items (Tragoedia with the Legendary Planets and Winged Kuriboh, and Zorc with the seven Millennium Items), but they are defeated by a goddesss-like monster of light (Ma'at and Horakthy, respectively).
    • Tragoedia's effect is an upgrade of Muka Muka and Enraged Muka Muka, but a watered-down version of the effect of Slifer the Sky Dragon to gain 1000 ATK per card in the controller's hand.
  • Meaningful Name: Tragoedia's name is derived from the Latin word tragoedia, literally "a tragedy." The Greek word tragoedia (literally: "goat song") is indeed spelled the same as the Latin word and refers to the dramatic plays characterizing seriousness, sadness, and tragic heroes.
  • Our Demons Are Different: It's a horrific looking Fiend-type monster.
  • Power Pincers: His right hand is a pincer.

    Traptrix / Trap Holes 
https://static.tvtropes.org/pmwiki/pub/images/traptrixarchetype.png
Traptrixes, Mesmerizing Maneaters (蟲惑魔 Kowakuma) in the OCG, are an archetype of EARTH Plant- and Insect-Type monsters that act as support for the Trap Hole series: Trap Cards that usually activate when the opponent summons a monster, and depending on circumstances such as its stats or how it was summoned, it is either weakened, destroyed or banished.

Tropes associated with the Traptrixes and the Trap Holes:

  • Acid Pool: Acid Trap Hole. The artwork depicts a knight plummeting to his death in a green bubbling liquid.
  • Age-Inappropriate Dress: All of them have revealing clothing in the OCG even though they look prepubescent. They got their artworks modified in the TCG.
  • Alternate Character Reading: The name of the archetype in Japan suggests that they aren't as sweet as one might initially think: Kowakuma in Japanese is written using the character "蟲" (ko), which in today's Japanese is only used in the word 蟲惑 (kowaku), which can be translated as "Mesmerizing". The character features however the the part "虫", meaning "insect": this may explain why two of the three members revealed are Insect-type monsters. On a final note, the Japanese word "小悪魔" (koakuma), which is pronounced similarly, translates to "imp" (the characters' literal meaning makes "Little Evil Demon") and may have been an inspiration for the archetype's name as well.
  • Alliterative Name: Mesmerizing Maneaters
  • Antlion Monster: Myrmeleo is based on the antlion, which sets traps to get its prey.
  • Butt-Monkey: A knight, orange goblin, and/or green goblin appear in most of the artworks of "Trap Hole" cards, except "Deep Dark Trap Hole" (Goyo Guardian) and "Void Trap Hole" (the three Dragons of the Ice Barrier).
  • Cute Monster Girl: Although they kinda want to eat you, or feed you to their pets.
  • Dub Name Change:
    • Atora —> Atrax
    • T'lion —> Myrmeleo
    • Kazura —> Nepenthes
    • Tio —> Dionaea
    • Fascinating Trap Hole —> Traptrix Trap Hole Nightmare
  • Flower in Her Hair: Nepenthes. Whether or not it is part of her or an accessory is yet to be seen.
  • Giant Spider: Atrax is based on the Trapdoor Spider, which is fitting because she specializes in quick usage of Trap Holes.
  • I'm a Humanitarian: According to the biologist who observed them in Master Guide 4:
    "Here the carnivorous banquet begins. These are giant, carnivorous organisms who trick men who wander into the forest with their innocent looks, then reveal their true motive to trap and devour their prey. As a result, I have decided to name these organisms 'Traptrix.'"
  • The Leader: Rafflesia, since the other Traptrix are depicted surrounding her in her card artwork.
  • Man-Eating Plant: Dionaea is based off the Venus Fly Trap.
  • Names to Run Away from Really Fast: Mesmerizing Maneaters can be seen as this, as they lure men to their doom and eat them.
  • Odd Name Out: Inverted with "Darkfall", which was named "Dark Trap Hole" before getting an erratum due to the Traptrix archetype.
  • Plant Person:
    • Nepenthes is based on the pitcher plant. However, she may be the plant in disguise or the owner of the plant itself.
    • Rafflesia is based on the Rafflesia flower.
    • Sera, their Link monster, is based on the Sundew plant.
  • Red Eyes, Take Warning: Atrax. Looks like a relatively innocent, if impish, little girl with pointy ears, but she is in fact trying to lure you to your doom.
  • Ret Gone: Time-Space Trap Hole shuffles Special Summoned monster(s) into the Deck, implying the trap hole's victims are being hurled into the void between spacetime, wiping their existence.
  • Sealed Evil in a Can: "Prior"/"Ancient Spirit" is sealing away the 3 "Ice Barrier" dragons in the Artwork for "Void Trap Hole".
  • Self-Deprecation: Three X-Saber Airbellums and three Sea Koalas are featured on Darkfall's artwork. These monsters were possibly Summoned by the effect of Rescue Cat, while the copies were sent by Darkfall's second effect. Darkfall was possibly made in order to stop the excessive use of the Synchro Cat Combo while mocking it with the artwork.
  • Steven Ulysses Perhero: anT'lion, as she's an antlion in disguise or the owner of an antlion.
  • This Was His True Form: They visually resemble young girls in their own artworks, but based on the artwork of Traptrix Trap Hole Nightmare, they are either vicious creatures in disguise, or they play bait to trap prey for their "pets"...
  • Trap Master: Each member of the Traptrix archetype is immune to Trap Hole cards themselves, while also adding support by tutoring Trap Holes or each other. Rafflesia has an effect that lets her take on a effect of a Trap Hole if a player detaches an Xyz material and sends a Trap Hole to the Graveyard. This usually results in a playstyle similar to the Gadgets, with the Mesmerizing Maneaters supporting the Trap Holes as they remove monsters that the opponent Summons.
  • Uncatty Resemblance: Atrax and Myrmeleo/T'lion both resemble their pets/host bodies. Arora's braids, hair and limbs could be seen as the spider's limbs. Myrmeleo could be seen as an ant lion because her hair decorations resemble an antlion's jaws.
  • Weaksauce Weakness:
    • Goblin Pothole Squad, Jinzo, Jinzo - Lord, Forced Ceasefire and any other cards that bar the activation of Trap Cards can single-handedly cripple these Decks.
    • Also more indirectly, the fact that they don't have much potential Beatdown-wise or DEF-wise can be further aggregated through cards like Bladefly and Acidic Downpour.

    Triamid 
Triamids, known as Tramid in the OCG, are a small archetype of Egyptian-themed cards. Their playstyle revolves around the use of multiple field cards they can exchange for another with the effects of their monsters. In addition, they also be used as support for other Rock-Type monsters.

Tropes associated with the Triamids:

  • Anti-Magic: Kingolem prevents the opponent from activating cards and/or effects whenever a Triamid monster battles.
  • Back from the Dead: One of the effects of Triamid Pulse allows for the special summon of a Rock-type monster from the graveyard.
  • Discard and Draw: How the second effect of Triamid monsters, with the exception of Sphinx, works: You send the field card that's currently on the field to the graveyard and replace it by another from your deck. This is especially useful if your opponent tries targets the field spell card with a destruction effect.
  • Dishing Out Dirt: The Triamids are EARTH Rock-Type monsters.
  • Dub Name Change: From Tramid to Triamid.
  • Field Power Effect: As stated above, Field Spell cards are a major part of the Triamid's playstyle and to reflect this, they have three when most other archetypes either don't get one, or only have one at most.
  • Futuristic Pyramid: A transforming one at that.
  • Geo Effects: Triamids monsters can exchange a Field Spell card for another that's better suited for the situation with their effects.
  • Meaningful Name: Triamid apeears to come from the words "Transformation" and "Pyramid". Fittingly, their field cards are pyramid that can transform into a robot.
  • Mechanical Lifeforms: Triamid Sphinx has a robotic apperance.
  • No-Sell: As long as Triamid Fortress is on the field, Triamid monsters are unable to be detroyed by card effects.
  • Status Buff:
    • Triamid Dancer can return a Tramid card to the deck to give all of her controller's rock-type monsters a permanent boost of 500 ATK and DEF.
    • Triamid Sphinx does this to himself, gaining 500 ATK and DEF for each different field card in your graveyard.
    • Two of the archetype's field spells, Triamid Fortress and Triamid King Golem, have effects that increase the DEF and ATK of Rock-type monsters by 500 respectively.

    Trickstar 
https://static.tvtropes.org/pmwiki/pub/images/trickstar.png
The Trickstars on their lightstage. note 
Trickstars are an archetype of LIGHT Fairy-Type monsters whose effects revolve around inflicting effect damage and disrupting the opponent's plays. They are used by Aoi Zaizen in Yu-Gi-Oh! VRAINS.

Tropes associated with the Trickstars:

  • Anti-Magic: The archetype's Field Spells, Light Stage and Light Arena, can prevent the activation of a set Spell/Trap Card until the End Phase, at which point the opponent has the choice of activating it, sending it to the Graveyard per Light Stage, or returning it to the hand via Light Arena.
    • Trickstar Candina, to a lesser extent; she inflicts 200 damage for every Spell/Trap the opponent activates—albeit only after that card's effect resolves.
  • A Sinister Clue: In the anime, Dark Angel is given to Aoi by one of the villainous Knights of Hanoi. The background on the card's artwork is the reverse of all other Trickstars' card backgrounds, further alluding to this trope.
  • Cat Girl: Sweet Devil's design makes her resemble one—right down to having two cat tails. Taken Up to Eleven with her English name: Black Catbat.
  • Combat Medic: Bloody Mary is unique among all other Trickstars in that her effect heals the player instead of damaging the opponent.
  • Death by a Thousand Cuts: Most of the cards in the archetype focus on dealing small bits of damage to the opponent for various reasons—mostly in response to certain actions the opponent takes (usually 200 a pop).
    • Light Stage's other effect deals 200 damage for every instance of damage inflicted by a Trickstar—whether from battle or their own effects—ensuring that those small amounts of damage add up very quickly.
    • On the subject of battle damage, Trickstar Lilybell—physically one of the weaker monsters in the group—can attack directly.
  • Discard and Draw: The Trap Card Trickstar Reincarnation forces the opponent to banish all cards from their hand and replace it by the same number of cards banished by Reincarnation's effect.
    • Bloody Mary's second effect lets the player discard a Trickstar card so that both players can draw a card—or two for her controller, depending on the difference in LP between them. Both cards are designed to trigger the effect of Trickstar Lycoris, who can inflict 200 damage for each card the opponent draws.
  • Expy: Can be seen as one to Melodious. Both archetypes are comprised of LIGHT Fairy monsters with a musical theme, an association with flowers, and are used by the heroine of their respective series. However, their respective playstyles are different with Melodious focusing swarming the field their monsters or fusion summoning their boss monsters while Trickstar is a Burn deck.
  • Floral Theme Naming: All of the Trickstars are named after various species of poisonous flowering plants.
  • Foil: Holly Angel and Sweet Devil. Stats-wise, they're identical—both are LINK–2 LIGHT Fairy monsters with 2000 ATK—but their appearances and effects are almost exact opposites of one another. Holly Angel wears a blue-and-white outfit, and her effect protects the monsters she points to, while also inflicting damage anytime a Trickstar monster is summoned to a zone she points to—and on top of that, she gains ATK for each instance of damage a fellow Trickstar inflicts. Sweet Devil, on the other hand, wears red-and-black, and she inflicts damage whenever a monster she points to is destroyed—as well as being able to drain opposing monsters' ATK by 200 for each monster she points to.
  • Light Is Good: By virtue of being not only LIGHT monsters, but Fairy monsters as well.
  • Magic Idol Singer: Each Trickstar resembles one of these.
  • No-Sell: Bella Madonna's effect renders it immune to all other card effects if it doesn't point to any monsters.
  • Status Ailment: Sweet Devil's effect can weaken any opposing monsters' ATK by 200 for each monster its Link Markers (left- and right-facing) point to.
  • Status Buff: Holly Angel's effect, meanwhile, translates any effect damage its fellow Trickstars can inflict to their opponent into an equal amount of ATK.
    • Carobein and Dark Angel can each discard themselves under the right circumstances to have a Trickstar gain even more ATK.
  • The Last of These Is Not Like the Others: Dark Angel, while it is a Fairy monster, isn't a Trickstar monster, either—even though its artwork has the same type of border all Trickstar monsters share, as well as a Flower Motif, in this case a Belladonna.
  • Whip It Good: Holly Angel's weapon of choice is a combination of a whip and a flail

    True Draco / True King 
The True Dracos, or True Dragons in the OCG, are an archetype of Wyrm-Type monsters. Among the first members were the True Kings, Level 9 monsters with the ability to Special Summon themselves by destroying two other monsters from the hand or field including at least who share their Attribute and can banish cards if both of the destroyed monsters had their Attribute. They all share another effect which is to summon a Wyrm-type monster from the deck with a different Attribute should they be destroyed by card effect. Lore-wise, they are connected to the Metalfoes, Crystron, and Zoodiac archetypes, with the True Kings acting as their opponents. Later members of the archetype instead focus on Tribute Summoning but can do by tributing continuous spells and traps cards in addition to monsters.

Tropes associated with the True Kings:

  • Anti-Magic:
    • Bahrastos' effect lets him banish up to two Spell/Traps from the field or Graveyard.
    • When either one of the True Draco Continuous Spell cards is sent to the graveyard from the Spell/Trap Zone, their player will be able to destroy a Spell/Trap on the field.
  • All Your Powers Combined: Da'at Metatron is Crystron Glyongandr equipped with the Metalfoes' armor and the Zoodiacs' weapons.
  • Bowdlerise:
    • Bahrastos's epithet was changed from the Führer to the Fathomer.
    • True King V.F.D, The Beast had his name changed to True King of All Calamities.
  • Call-Back: Ignis Heat, Majesty Maiden, Dinomight Knight and Dreiath III's names and appearances are ones to the Igknight, Majespecter, Dinomist and Amorphage archetypes, respectively.
  • Cute Monster Girl: Majesty Maiden looks like a young woman with wings and a tail.
  • Dub Name Change:
    • "Dinomight Knuckle, the True Dragon Fist Fighter" to "Dinomight Knight, the True Dracofighter".
    • Majesty Maiden's title was changed from "True Dragon Mage" to "True Dracocaster".
    • Draius is translated as Dreiath in English.
    • "Dozen Metatron, the True Dragon Machine Combatant" is changed to "Metaltron XII, the True Dracombatant".
  • Elemental Powers: Every True Draco revealed thus far belongs to a particular Attribute:
  • Expy:
    • The True Kings are Wyrm counterparts to the Dragon Rulers, being a group of high-level draconic monsters associated with elements with the ability to summon themselves in exchange for two cards. The value of their ATK and DEF also parallels those of the Dragon Rulers.
    • The True Draco are similar to the Zefra in that they are an archetype tied to a specific storyline which features cards based after other archetypes from the same storyline and oppose a world-ending threat.
  • Foil: True King V.F.D., The Beast and Metaltron XII, the True Dracombatant. Both have 3000 ATK and DEF and a Level/Rank of 9 but while the former is an organic-looking DARK Xyz Monster that serves as the Boss monster of the level 9 True Kings, the later is LIGHT, mechanical in apperance and works with Tribute summoning like the other True Dracos. Even their names are opposites of each other with V.F.D. being named after the Beast of Revelation when Metaltron's Japanese name (Da'at Metatron) referencing one of the Sephira as well as an angel.
  • The Last of These Is Not Like the Others:
    • Mariamne follows the pattern set by the first three True Kings by being a Level 9 monster with a combined ATK and DEF of 4800 and similar effects. However, it's not a True King monster, and so far has no corresponding WIND archetype.
    • On the other hand, V.F.D. is a True King monster but, in addition to being an Xyz Monster, its ATK, DEF, and effects don't follow the same pattern as the other three.
  • Meaningful Name:
    • Agnimazud is named after Agni, the Rigvedic god of fire.
    • Bahrastos' name is derived from Bahr, the Arabic word for body of water or sea.
    • Lithosagym's name is derived from Lithos, the Greek word for stone.
    • V.F.D. is derived from the expression Vicarius Filii Dei which is sometimes associated with the number 666 and by extension, the Beast of Revelation. V.F.D. could also refer to the epithets of Agnimazud, Bahrastos, and Lithosagym respectively.
    • Da'at Metatron is the named after both the Da'at sephirah and Metatron, the angel associated with the first sephira.
  • Names to Run Away from Really Fast: With names like Vanisher and Disaster, those are dragons you don't want to mess with. V.F.D, The Beast takes it even further by being named after the Beast of Revelation itself.
  • No-Sell:
    • Dreiath III's effect protects other True Draco and True King monsters from being targeted or destroyed by card effects while he's on the field.
    • Master Peace, the True Dracoslaying King and Metaltron XII both have an effect that make them unaffected by the effects of cards that share the same type as a card used for its Tribute Summon (Monster, Spell or Trap). And since the latter requires three Tributes to Normal Summon or Set, this means Tributing one of each type can make it all but invincible.
  • Our Dragons Are Different: Strictly speaking, all of them are Wyrm-type. More specifically, Mariamne is more birdlike than the rest of the Level 9 Monsters, and Metaltron XII, Majesty Maiden, Ignis Heat, Dinomight Knight, Dreiath III and Master Peace are more humanoid than the True Kings. Metaltron is also more mechanical compared to most of the other members.
  • Status Buff: Dragonic Diagram gives both the True Dragons and the True Kings an extra 300 ATK and DEF.
  • Stone Wall: Bahrastos has 1800 ATK, which is low for a level 9 monster, but a respectable 3000 DEF.
  • Token Good Teammate: Mariamne seems to be this for the other Level 9 monsters as, not only it is not a True King like them, but the other True Dracos are its disciples and opposes the True Kings.
  • World's Strongest Man: Metaltron XII and V.F.D., The Beast are tied for the highest ATK among all Wyrm-type monsters, as well as the highest DEF alongside Bahrastos.

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