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Characters / Yu-Gi-Oh! Card Game U to Z

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Characters from the Yu-Gi-Oh! card game, sorted alphabetically from U to Z.

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

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The U.A. (Short for Ultra Athlete) is an archetype of EARTH Warrior-Type monsters debuted in Duelist Alliance. Just like their predecessor the Noble Knights, they are TCG exclusives. They utilize their own "tagging" mechanic similar to the Gladiator Beasts. Their monsters are themed after the positions of team sports players, while their Spell/Trap Cards are themed after sports terminology.

Tropes associated with the U.A.:

  • Achilles' Heel: The have exactly one Level 4 or lower monster, Midfielder. Without him, they all need Tributes or their effects to be summoned from the hand. The wording on U.A. Stadium likewise means the deck is reliant on Normal Summons to set up its plays.
  • Anti-Magic: Perfect Ace's negating effect.
  • Calvinball: It's indicated that the sport they all play is the same sport, despite mixing and matching athletes from many different kinds of sports. One can only wonder how baseball, basketball, and two kinds of football work together.
  • Cyberpunk: Their outfit seems to indicate that they're part of a fantastic futuristic sport.
  • Dishing Out Dirt: All of them are EARTH monsters.
  • Fun with Acronyms: U.A. for Ultra Athletes.
  • The Smart Guy: U.A. Playmaker enhances your other team members by giving them extra 800 ATK during an attack.
  • Status Buff: U.A. Stadium gives your monsters a home field advantage in the form of 500 ATK boost.
  • Stone Wall:
    • U.A. Goalkeeper has 2800 DEF points and a defensive effect, but only 1000 ATK.
    • U.A. Block Backer has 2700 DEF and 1600 ATK, and its ability is meant to help its owner defend by preventing summoned monsters from attacking.
  • Tag Team: Their entire gameplay gimmick; summon the offensive monsters to attack, return them to your hand to summon the defensive monsters to guard on the opponent's turn, then tag them back out for the attackers on your next turn.
  • Theme Naming: The U.A. monsters are named after team sports member positions, with the attackers based on offensive positions (e.g. Midfielder, Slugger) and the defenders based on defensive positions (e.g. Goalkeeper, Perfect Ace), while their Spell/Trap Cards are named after sports terminology (e.g. Stadium, Penalty Box).

    Umbral Horrors 
The Umbral Horror monsters, known simply as Umbral monsters in the OCG, are a series of Fiend-Type monsters that are individually weak, but the abilities that allow them to easily be summoned together, in order to easily Xyz Summon. Their effects also makes use of 0 ATK/DEF stats. They all represent creatures made of shadow, and are used by Vector in ZEXAL.

Tropes associated with the Umbral Horrors:

  • Blob Monster: Umbral Horror Unform.
  • Casting a Shadow: Most of them, including Number C104: Umbral Horror Masquerade, are DARK monsters.
  • Elemental Powers: Mostly dark, with one LIGHT related card.
  • Enemy Summoner:
    • Once per turn: You can make "Umbral Horror Ghoul"'s ATK 0, and if you do, Special Summon 1 Umbral Horror monster with 0 ATK from your hand.
    • When Umbral Horror Unform is destroyed by battle and sent to the Graveyard: You can Special Summon 2 Umbral Horror monsters from your Deck. You can only use the effect of Umbralis Unform once per turn.
  • Light 'em Up: Number 104: Masquerade is a LIGHT monster.
  • Lost in Translation: Corrupted Key's OCG name is a pun on the Japanese word "shinkirou", meaning "mirage." Hence, "Umbral Horror Mirage Tokens".
  • Meaningful Name: "Umbra" means "shadow", and comes from the Latin word of the same spelling.
  • Names to Run Away from Really Fast: What part of "Umbral Horror" does not sound menacing?
  • One-Winged Angel: Unlike Number 104: Masquerade, Number C104: Umbral Horror Masquerade is an Umbral Horror monster instead of a Shining monster. This plays on the fact that Rei Shingetsu was in fact a human form for Vector; by changing into his Number C form, he is essentially showing his "true colors". As such, this is the first Number C monster that has a different Attribute and belongs to a different archetype from his previous form.
  • Sixth Ranger: Number 104: Masquerade is part of the Shining archetype, which is used by Rei Shingetsu, the human form of Vector. His Number C counterpart is an Umbral Horror monster, which is used by Vector himself, referring to how Vector masqueraded as Shingetsu in order to achieve his goals.
  • Will-o'-the-Wisp: In mythology, Will-o'-the-wisps are considered to be ghostly lights that lure travelers to their doom. Umbral Horror Will-o'-the-Wisp's art and effect reference that.

    Umi / Phantasm Spiral
Umi was originally just one of many Field Spell Cards representing various generic terrains; however, because of the uniqueness of the ocean setting, many future sea-based cards would rely on it being on the field. To further support these, other cards were added that would be treated as Umi, allowing players to get the benefit without having to use the original Umi card. In general, cards utilizing Umi are tied to the sea and ancient sunken civilizations.

Among the cards connected to the series are the Phantasm Spiral (幻煌龍 Gen'ōryū) archetype spearheaded by Phantasm Spiral Dragon. Consisting primarily of Equip Spell Cards and Normal Trap Cards, they focus on supporting Normal Monsters such as the aforementioned Spiral.

The original Umi and A Legendary Fisherman are used by Mako Tsunami from the original series.

The A Legendary Ocean version of the series is featured in the Structure Deck: Fury from the Deep.

Tropes associated with Umi and its inhabitants:

  • Abnormal Ammo: Cannonball Spear Shellfish and Torpedo Fish are used as ammo for Orca Mega-Fortress of Darkness's cannons.
  • Anti-Magic:
    • As long as "Umi" is face-up on the field, Deepsea Warrior, Cannonball Spear Shellfish, Torpedo Fish and The Legendary Fisherman unaffected by any Spell Cards.
    • When Aegis of the Ocean Dragon Lord is on the field, all face-up Level 3 or lower WATER monsters you control cannot be destroyed by battle or by card effects.
    • Codarus, Levia-Dragon - Daedalus and Ocean Dragon Lord - Neo-Daedalus can destroy cards on the field if Umi is sacrificed.
  • Armor-Piercing Attack: Any monster equipped with Phantasm Spiral Crash gains the ability to inflict piercing damage.
  • Atlantis: A Legendary Ocean. In fact, it was called Legendary City of Atlantis in the OCG.
  • Fish People: Deepsea Warrior and Warrior of Atlantis.
  • Geo Effects: All of these monsters specialize in getting stronger when Umi is played. Maiden of the Aqua basically turns the field into Umi.
  • Hydra Problem: Ocean Dragon Lord - Neo-Daedalus was based off the Hydra from Greek mythology; considering the origin of its name and the the fact it was two heads.
  • Instant-Win Condition: Phantasm Spiral Assault turns Spiral into one of these: should it destroy three effect monsters while having three "Phantasm Spiral" Equip Spell cards with different names attached to it, its controller will automatically win the Duel.
  • Kill 'Em All: Levia-Dragon - Daedalus can send all monsters on the field to the Graveyard by destroying Umi. Ocean Dragon Lord - Neo Daedalus upgrades this in the form of Chaos Emperor Dragon - Envoy of the End's nuke effect, swapping out the life point payment with the need for Umi to be on the field.
  • Kraken and Leviathan: Levia-Dragon - Daedalus, obviously.
  • Making a Splash: They are all WATER monsters.
  • Meaningful Name: Levia-Dragon - Daedalus is named after Daedalus. In Greek mythology, Daedalus was the father of Icarus and Iapyx, and is said to have designed the labyrinth in which the Minotaur was kept.
  • Nerf: When Ocean Dragon Lord - Neo Daedalus came out, it was erroneously printed as a simple Tribute Summon monster, meaning you could Tribute Summon it with two Tributes (or one if you used something like Unshaven Angler) or Special Summon it by any means, while keeping the Chaos Emperor Dragon - Envoy of the End nuke effect. This was obviously rectified in later printings.
  • Our Dragons Are Different: Codarus, Levia-Dragon - Daedalus, Ocean Dragon Lord - Neo-Daedalus and Phantasm Spiral Dragon
  • Our Mermaids Are Different: Mermaid Knight, who can attack twice as long as Umi is on the field.
  • Prongs of Poseidon: Maiden of the Aqua and Deepsea Warrior
  • The Rival: To both the Atlantean and Fire King archetypes, it would appear, as several cards show Spiral attacking Atlantean and Fire Kingmonsters in their artwork.
  • Spam Attack: Mermaid Knight gets a second attack when the effect of Umi is active on the field.
  • Strong, but Unskilled: Like its original counterpart, Phantasm Spiral Dragon is a level 8 normal monster with 2900 ATK and DEF, the third highest ATK and second highest DEF values among all normal monsters.
  • Sunken City: The Phantasm Spiral archetype's Field Spell, "Pacifis, the Phantasm City". Several other derivatives of Umi qualify as well, such as "A Legendary Ocean" and "Forgotten Temple of the Deep".
  • Took a Level in Badass:
    • Amphibious Bugroth MK-3 is one for Amphibious Bugroth. Amphibious Bugroth is an unremarkable Fusion Monster while Amphibious Bugroth MK-3 can directly attack when Umi is on the field.
    • Phantasm Spiral Dragon is the evolved form of Spiral Serpent but they aren't different from each other as both are normal monsters that share the same Level, ATK, DEF and Attribute. However, unlike the latter, Spiral is part of an archetype and has several cards that makes its summoning easier and one that even gives it the possibility of becoming an instant win condition.
    • Codarus eventually turns into Levia-Dragon - Daedalus, boosting it's power from "popping 2 cards" to "nuking everything else". This is taken further as Ocean Dragon Lord - Neo Daedalus, where it nukes everything else and the hand, while also now being tied with Spiral Serpent for the highest ATK on a Sea Serpent. And this isn't even mentioning Lightray Daedalus and Metaphys Daedalus.

    Utopia / ZW / V / Utopic 
The Utopia cards, known as King of Wishes, Hope ((希望皇ホープ Kibō'ō Hōpu)) in the OCG, are the signature cards of Yuma Tsukumo, the protagonist of Yu-Gi-Oh! ZEXAL. The Utopia cards themselves are all variations on the same being, Utopia, an armored warrior. They are supported by a number of different weapon-based monsters, the ZW ("ZEXAL Weapon") cards. Utopia's number is 39. Number C39: Utopia Ray V has also his own exclusive support, the V archetype, with only V Salamander being released yet.

The Xyz Monsters Number F0: Utopic Future, Number S0: Utopic ZEXAL and Number 99: Utopic Dragon have a strong connection to this archetype with Number F0 resembling the Utopia monsters, yet are not members of the Utopia archetype.

The Yu Gi Oh ARCV manga introduced one more Utopic monster, Number XX: Utopic Dark Infinity, used by Eve.

Tropes associated with Utopia, ZWs, Vs and Utopics:

  • Alchemic Elementals: V Salamander is based on the elemental spirit of fire from the works of Paracelsus, a 16th century alchemist. The anime has 3 others based on the rest of those elementals.
  • Animal Motifs: The ZW support archetype.
  • Animated Armor: Lion Arms can transform into an armor for Utopia Ray. When it is equipped, Lion Arms gives the most amount of ATK among the ZW monsters. It also has the 3rd highest ATK among Rank 5 Xyz Monsters; the first being Number C69: Heraldry Crest of Horror with its 4000 ATK and the second being Digvorzhak, King of Heavy Industry with 3200 ATK.
  • Attack! Attack... Retreat! Retreat!: Yuma often used his regular Utopia's attack negation powers on himself to prevent him from being destroyed by Trap Cards he blundered into.
  • Beware the Nice Ones: Despite being Yuma's signature, Utopia would still control duelists who aren't Yuma, as demonstrated in episode 6.
  • BFS:
    • All Utopia monsters except Utopia Ray Victory have at least one of them.
      • In the case of Utopia Beyond, he combines his short blades into a light BFS.
    • SZW - Fenrir Sword.
  • Blade on a Stick: ZW - Unicorn Spear.
  • Canon Foreigner: Number XX: Utopic Dark Infinity is this with it being a Utopia monster not used by Yuma and debuting in the ARC-V manga, not connected to the main Number series, and exclusive to the manga has its rank moved to the right side instead of the usual left.
  • Cool Guns: Utopia Buster. The effects seem to be an upgraded version of Fissure; Fissure only destroys the opponent's weakest monster, while Utopia Buster destroys the opponent's weakest monster and inflicts damage to the opponent. Although, Utopia Buster isn't considered a Utopia card due to the Japanese naming.
  • Cool Sword: ZW - Lightning Blade and ZW - Tornado Bringer.
  • Call a Pegasus a "Hippogriff": Despite ZW - Unicorn Spear being called a Unicorn, it looks more like an Alicorn since in addition to having a horn on its head, it also has wings on its back.
  • Crazy-Prepared: Each ZW card is created for a specific challenge Yuma must overcome in the ZEXAL series:
    • ZW - Unicorn Spear was created in order to counter the banishing effect of Galaxy-Eyes Photon Dragon.
    • ZW - Phoenix Bow was created to overcome the invincible Number 6: Chronomaly Atlandis.
    • ZW - Lightning Blade, ZW - Tornado Bringer, and ZW - Lion Arms were created to defeat Tron's unbeatable Number 69: Heraldry Coat of Arms.
    • Finally, ZW - Ultimate Shield was created to take down Vector's destruction-defying Number 92: Heart-eartH Dragon.
  • Critical Existence Failure: If a normal Utopia is attacked while it has no Xyz materials, its effects will automatically cause it to destroy itself and give the opponent's monster another chance to attack.
  • Cruel Mercy: At the end of the Damage Step, if the monster equipped with DZW - Chimera Cloth attacked a monster but did not destroy it by battle, the ATK of the attacked monster becomes 0, and if it does, the equipped monster can attack that monster once again.
  • Cyborg:
    • Utopic Dragon appears to be one.
    • The ZWs may qualify.
  • Dark Is Evil: Number XX: Utopic Dark Infinity is a DARK monster, and one of the flagship monsters of the ARC-V manga's Big Bad.
  • Dark Is Not Evil:
    • Number C39: Utopia Ray has a dark grey and black armor. However, he turns white when he uses his effect, Overlay Charge.
    • Up to Eleven with Number C39: Utopia Ray V, who looks downright demonic, but is a LIGHT monster. Even though he is the Barian form of Utopia, Utopia Ray V is not evil.
  • Desperation Attack:
    • You can detach 1 Xyz Material from Utopia Ray; it gains 500 ATK and 1 monster your opponent controls loses 1000 ATK, until the End Phase. You must have 1000 Life Points or less to activate and to resolve this effect. However, you can use this effect as much as you want.
    • Number S39: Utopia Prime can only use its effect when your opponent has 3000 more LP than you. You have to detach 3 Xyz Materials and give up most of your LP, but it destroys all of your opponent's Special Summoned Monsters and deals up to a maximum damage of 1500 LP.
  • Determinator:
    • Numbers take the form of their original owner desires. In this case for Utopia, it is to remain strong, never give up, and protect. The result is a Warrior-Type monster who can negate attacks by detaching an Xyz Material from it, preventing monsters from being destroyed, and protecting a player from direct attacks.
    • Utopia's effect may represent Yuma himself, as by detaching one Over Ray Unit, it protects a monster or person being attacked, like how Yuma would go out of his way to protect anyone else; as well as his refusal to give up even when a situation is at its grimmest for him. Ironically, the real life version of the base Utopia contradicts this as it self-destructs when attacked while having no Xyz Material.
  • Deus ex Machina: The ZW cards have effects tailored to defeat seemingly insurmountable opponents faced by Yuma and are never seen before their respective duels.
  • Dual Wielding: The vast majority of Utopia's forms, including its base form, wield at least two swords.
  • Dub Name Change:
    • Generally, every "Kibou'Ou Hope" is replaced by "Utopia".
    • Beyond the Hope —> Utopia Beyond.
    • Kibou'Ouryuu Hope Dragun —> Utopic Dragon.
    • Mirai'ou Hope —> Utopic Future.
    • Hope ZEXAL —> Utopic ZEXAL.
    • Zetsubou'Ou Hopeless —> Antitopian.
    • Infinity Dark Hope —> Utopic Dark Infinity.
  • Elemental Powers: The four V monsters cover of the six main Attributes other than LIGHT and DARK.
  • Expy:
    • Utopia shares the same ATK and DEF as Stardust Dragon and Elemental HERO Neos as well as the same ATK as Dark Magician, which are the signature cards of Yusei Fudo, Judai Yuki, and Yugi Muto, respectively, who are the previous protagonists from the anime. Utopia is Yuma Tsukumo's signature card.
    • Utopia Ray is the first alternate form of Utopia like many of the protagonists' ace monsters, such as Yugi's Dark Paladin, Judai's Elemental HERO Shining Flare Wingman or any of his Neos Fusions, and Yusei's Majestic Star Dragon and Shooting Star Dragon. Utopia Ray is summoned via an alternate way of Xyz Summon, Chaos Xyz Change (or Chaos Xyz Evolution), similar to Judai Yuki's use of Contact Fusion as an alternate way to Fusion Summon and Yusei Fudo's use of Accel Synchro Summon as an alternate way to Synchro Summon.
    • One of Utopia Ray V's effects is similar to that of Number 61: Volcasaurus and Number C105: Battlin' Boxer Comet Cestus. All three are also Rank 5 monsters.
  • Evil Counterpart:
    • It's debatable how "evil" it is as it never appeared in ZEXAL series, but Number 98: Antitopian certainly fits the bill for Number 39: Utopia.
    • Number XX: Utopic Dark Infinity is a much straighter example, representing darkness and despair and being used by a villain. Its effect also resembles a corrupted version of Utopic Future, as it steals monsters by destroying them rather than simply battling them and leaving them unscathed.
  • The Four Gods: Tornado Bringer (Seiryu), Lightning Blade (Byakko), Phoenix Bow (Suzaku), and Ultimate Shield (Genbu).
  • Fusion Dance: Number 39: Utopia Beyond's appearance looks like a combined form of Number 39: Utopia, Number 39: Utopia Roots, Number C39: Utopia Ray, Number C39: Utopia Ray V and Number C39: Utopia Ray Victory. In the anime, its Summoning animation depicts the four d/evolved forms of Utopia combining with the original to create this monster.
  • Glass Cannon: A base Utopia with no Xyz materials can still be used offensively with its 2500 attack power, but it will automatically destroy itself if the opponent targets it for an attack no matter how weak the assaulting monster is.
  • Good Counterpart: As No. 96 can be seen as the dark counterpart to Astral, Utopia can be seen as the light counterpart to Number 96: Dark Mist. Another opposite for these two cards can be seen with where the number 9 is on their number. Utopia has the number 9 in the ones column while Dark Mist has the number 9 in the tens column.
  • Homage: Number S0: Utopic ZEXAL resembles Yuma's ZEXAL II form.
  • Instant Awesome: Just Add Dragons!: Tornado Bringer is based on Seiryu, albeit red as opposed to blue.
  • King of Beasts: Leo Arms is a ZW Xyz Monster and the one with the highest ATK gain.
  • Knight in Shining Armor: Utopia himself.
  • Light Is Not Good: Despite a certain revelation in the anime and Utopia Ray V's appearance, it's still the same Attribute as Utopia's other forms. However, Dark Is Not Evil kicks in as Utopia Ray V is actually not evil by himself.
  • Light Is Good: Utopia. And undeniably, Utopia Ray Victory, and Utopia Prime.
  • Lightning Bruiser: Utopia The Lightning, while his ATK isn't that high, when it battles a monster, you can detach two Xyz materials to increase it to 5000 making it capable of destroying almost any boss monster, also once it attacks your opponent is unable to activate any effects in response.
  • Luckily, My Shield Will Protect Me: ZW - Ultimate Shield.
  • Meaningful Name:
    • Referencing to Utopia's Japanese name (King of Wishes, Hope), Utopia seems related to the story of Pandora's Box. The god, Zeus, told Pandora to not open the forbidden box, but she got curious and opened it. As a result, it releases all the evil into the world. Quickly, she closed the box leaving only "Hope" behind inside.
    • "Utopia", is a literary term used for a perfect society or community. The word originated with Sir Thomas More, in his 1516 novel of the same name. Utopia is also derived from the Greek word for "good place" and "no place". Utopia's TCG name and meaning (the former one, "good place") could also allude to the Heartland, the main setting of Yu-Gi-Oh! ZEXAL. By that, the Heartland (in appearance) seems to be a paradisaical locale.
    • The V in Utopia Ray V could have any number of meanings. It can be taken as 'Victory', extending Utopia Ray's name into a 'ray of hope for victory', and given that B and V are somewhat interchangeable with Japanese phonetics, it could also be seem as Utopia Ray Varian/Barian, fitting its origin as an evolution brought on via a Barian card. It could also be V as the Roman numeral for five, reflecting the fact that Utopia Ray V is Rank 5. This is also shared with Utopia Ray Victory. V could also stand for Vector, since Yuma receives Utopia Ray V by Shingetsu's help, who turns out to be Vector.
    • Number 39: Utopia Roots may come from the expression "roots of evolution," which states that a beginning or primordial stage of evolution is unbalanced, weak or strong, and as it evolves, it compensates by counterbalancing some traits it loses.
  • Mechanical Lifeforms: The Utopia monsters look more like mechas rather than living beings.
  • Mix-and-Match Critters: DZW - Chimera Cloth.
  • Mythology Gag: Utopia Beyond's OCG card has an effect that allows the player to Special Summon any Utopia monster from the Graveyard and gain 1250 LP. While this amount may seem arbitrary, it should be noted that the same effect in the anime only allowed the controller to Special Summon the original "Number 39: Utopia" and gain LP equal to half its ATK, which is 1250, making the OCG effect a refernce to this.
  • Our Dragons Are Different: Number 99: Utopic Dragon is the Dragon-Type version and the ultimate form of Number 39: Utopia.
  • Panthera Awesome: Lightning Blade and Leo Arms.
  • The Phoenix: Phoenix Bow being a phoenix is in direct relation to the episode it debuted in; Astral is revived from seemingly dying, just as a phoenix rises from its ashes after death.
  • Pokémon Speak: "HOOOOOOOOOPE!"
  • Powered Armor: ZW - Leo Arms. In the background of the artwork, you can see Utopia Ray wearing it.
  • Power Nullifier: Unicorn Spear's effect may reflect to a unicorn's powers in myths. In legends, it is claimed that a unicorn's horn can neutralize poisons. This may reference to this card's ability to neutralize monster effects during the Battle Phase.
  • Power of Friendship: Number S39: Utopia Prime's head design slightly resembles Kaito's hairstyle, possibly alluding to how this monster was born through the bonds between Yuma, Astral and Kaito. Likewise, but not necessarily, the lower portion of his torso slightly resembles a shark's glare, which includes Shark into the bond of friends that gave birth to him.
  • Red Eyes, Take Warning: Subverted. While the Utopia archetype is not to taken lightly, the Utopia monsters are not evil despite their red eyes (though, they would control a duelist who doesn't wear the Emperor's Key). Ironically, Utopia Ray V, who has the most evil design, has orange eyes.
  • Red Oni, Blue Oni: Utopia Ray's effect is the opposite of his original counterpart; the effect of Utopia is used to defend, while the effect of Utopia Ray is used for offensive purposes.
  • Replacement Gold Fish: Number F0: Utopic Future is this to Yuma in the final duel against Astral. Since Yuma has given all Numbers to Astral, Utopic Future is a replacement for Utopia and represents Yuma's character.
  • Shadow Archetype:
    • Number 98: Antitopian is the DARK counterpart to Utopia. His stats are the reversed stats of Utopia.
    • DZW - Chimera Cloth looks like a DARK counterpart of ZW - Unicorn Spear. Unicorn Spear is the first ZW to appear in the series, while this card is the first DZW to appear in the series. Their Attributes also mirror each other. Unicorn Spear is a LIGHT monster, while Chimera Cloth is a DARK monster.
  • Shoulder Cannon: Utopia Ray V gets four when equipped with V Salamander.
  • Sinister Scythe: Chimera Cloth.
  • Sixth Ranger:
    • While Number 99: Utopic Dragon is not a Utopia card, it's supported by the archetype, since it can be Xyz Summoned with a Utopia monster. It's Astral's ultimate evolution of Utopia.
    • Number F0: Utopic Future is not a Utopia card. The Utopia archetype has a different kanji ("King of Wishes") than Utopic Futures's kanji ("King of Future"). Also, the Utopia cards alone shouldn't be able to Xyz Summon Number F0 since he requires two non-Number Xyz Monsters with the same Rank.
    • Number S0: Utopic ZEXAL is also not a Utopia card. Instead, it's based on the form of ZEXAL II and is the form Yuma takes at the finale of the manga.
    • Number 98: Antitopian, which did not appear in either the anime or the manga, is designed as a dark counterpart and is supported by the Utopia archetype by his own effect.
    • Number XX: Utopic Dark Infinity isn't even part of the original set of Numbers, being introduced much later in the ARC-V manga. While it qualifies for some of their support, it doesn't do much for the archetype itself.
  • The Straight and Arrow Path: ZW - Phoenix Bow.
  • Swiss Army Hero: Not to the same degree as Neos, but Utopia still has quite an array of alternate forms.
  • Turtle Power: Ultimate Shield.
  • Tiger Vs Dragon: Both Lightning Blade and Tornado Bringer.
  • Weapon of Choice: The various ZWs.
  • Weak, but Skilled: Number 39: Utopia Roots's effect is an improved version of the effect of Number 39: Utopia.
  • Winged Humanoid: All Utopia monsters. And Utopic Future.
  • Winged Unicorn: Unicorn Spear has wings.
  • Wolverine Claws: Eagle Claw.
  • You Are Number 6: 39 for Utopia, 93 for Utopia Kaiser, 98 for Antitopian, 99 for Utopic Dragon, and 0 for the Utopic warriors. Averted with Utopic Dark Infinity, which is the first and only Number to not have a numerical designation.

The Valkyrie cards, Walkure in the OCG, are a Fairy-type archetype that draws inspiration from The Ring of the Nibelung. The crux of the archetype is the Spell Card Ride of the Valkyries, which allows them to flood the board with monsters in order to OTK the opponent; should this fail, they also have a small number of monster control effects to slow the opponent's recovery. They were used by Zigfried von Schroeder in the original series, but made their TCG debut much later.

Tropes associated with the Valkyries:

  • Amazon Brigade: As expected, all of the Valkyries are female.
  • Chainmail Bikini: Their armor doesn't cover a whole lot.
  • Combos:
    • The three basic Valkyries' effects combo into each other: Zweite destroys a monster, Erste banishes it to copy its ATK, and Dritte then gains ATK.
    • Zigfried's three Goddess combo is also present in full force, thanks to them gaining the ability to search each other. Once they're on the field, Skuld lets you reorganize the opponent's deck, Verdande forces them to set their top card, and Urd banishes it.
  • Gratuitous German: The Valkyrie all have german names. This also applies to the name of the archetype in the OCG.
  • Luckily, My Shield Will Protect Me: Brunhilde can protect your Valkyries from destruction in battle by sacrificing 1000 DEF. In the anime, this was represented by Brunhilde blocking an attack with her shield, which then breaks.
  • Loophole Abuse: The spell Ride of the Valkyries will force the player to return all monsters they control during the End Phase but if the player uses Mischief of the Time Goddess, said end phase will be skipped, allowing them to keep their monsters on the field and evcen re-use effects that can be activated once per turn.
    • Final Light lets the player revive Valkyries from their graveyard for each 1000 LP paid but then allows their opponent to summon monsters from their graveyard with 2000 ATK up to the number of Valkyrie revived... that is, only if they have monster cards in the graveyard that meets said criteria.
  • No-Sell: Goddess Urd's Verdict protects the Valkyries from being destroyed or targeted by the opponent's card effect.
  • Numerical Theme Naming: With the exception of Brunhilde and Erda, all of the Valkyrie's names are derived from the names of numbers in german.
  • One-Hit Kill: Their specialty. Summon multiple Valkyries with Ride of the Valkyries, hit the opponent for massive damage, then if they're still alive, use Mischief of the Time Goddess to seal the deal.
  • Weak, but Skilled: The Valkyries have low ATK for monsters of their level with their strongest member, the level 8 Erda, having a mediocre 2000 ATK. However, their effects allow them to clear the gap by increasing their own ATK or outright removing the opponent's monsters before theyhave a chance to battle.
  • You Gotta Have Blue Hair: Blue for Brunhilde, Erste has teal, Zweite's is pink, and Vierte's is green.
  • Zerg Rush: Each individual Valkyrie is fairly weak. But when Ride of the Valkyries dumps three or four of them on the board at once, watch out.

Vampire, naturally, represent vampires. They're all Zombie-Type, except for Vampire Killer which is a Warrior-Type and is meant to oppose them. Many of them have effects that send cards from your opponent's deck to their Graveyard, "sucking the blood" from their deck. In the R manga and the GX anime, they are used by Tilla Mook and the Seven Star Assassin Camula, respectively. Seto Kaiba also had a Vampire Lord in his deck.

Vampires later made a return to the game, this time revolving around manipulating the controller's Life Points.

Tropes associated with the Vampires:

  • Ascended Extra: Vampires were once used by minor adversaries in the GX anime and the R manga (Camula in GX anime and Tilla Mook in the R manga) and otherwise were a very poor archetype with a handful of cards. In the era of ZeXal almost ten years later, they've gotten enough members and support Spell/Trap Cards, including a Field, to be a viable deck.
  • Awesome, but Impractical: Vampire Genesis, while having outstanding ATK at 3000 and an effect that can bring powerful Monsters out of the Graveyard, is difficult to get out on the field, requiring the banishing of a Monster that usually calls for a Tribute. Also, Genesis can just as easily be taken out by a Spell or Trap upon Summoning, which risks leaving you wide open for a direct attack. Overall, he's usually more trouble than he's worth.
  • Back from the Dead:
    • Lord, Curse, Grace and Bram, each in a different way.
    • Genesis, Bram, and Sheridan can revive cards from either Graveyard to your side of the field.
  • Cast From LP: The Vampires introduced in the OCG pack Dark Savers revolve around this.
  • Defeat Means Friendship: Even though it is more like Defeat Means Assimilation.
    • Vampire Baby was the first member of its archetype to have this effect.
    • Fräulein, Grimson, Scargelet, Red Baron all share this effect: 'At the end of a Battle Phase in which this card destroyed a monster(s) by battle: You can Special Summon as many of those destroyed monster as possible from the GY(s) to your field'.
  • Discard and Draw: Zig-Zagged. The new cards from the OCG pack Dark Savers stray from the 'bleed' effect, but do not actually bring a brand new play style altogether, as much as revisiting some older oddball tactics such as summoning monsters destroyed by battle to your side of the field, as well as LP payment.
  • The Empire: Vampire Empire. The same castle as in the artwork of "Infernalvania" appears in its artwork.
  • Glass Cannon: Besides Lady, Vamp, and Sorcerer (at 1550, 2000, and 1500 ATK/DEF, respectively) all the Vampires have much lower defense than attack stats. Dragon, Duke, Bram, and Shadow Vampire are the most notable, with all four having at least 2000 ATK, but 0 DEF.
  • Good Wings, Evil Wings: Curse has a pair of devil wings rather than a cape.
  • Half-Human Hybrid: Al Dhampir - Vampire Sheridan, as its name suggests.
  • Hoist by His Own Petard: Vampire players run the risk of this with the archetype's "bleeding" abilities, should they choose to send a Monster from the opponent's Deck to their Graveyard. Some monsters, like the Elemental Dragon Lords, can be summoned straight from the Graveyard to the field, while players can banish Monsters from the Graveyard for almost anything, such as a Special Summoning cost or activating an effect. Plus, effects that summon Monsters from the Graveyard are common in the metagame. It's usually safer to bleed out a Spell or Trap.
  • Homage: Vampire Hunter's OCG name, Killer, is a reference to the Belmont family of vampire killers from Konami's game series "Castlevania", and to the whip they use to kill vampires (also named Vampire Killer).
    Castlevania - the castle of Dracula - is featured in this card's artwork. It was also referenced in the card "Infernalvania".
  • Man Of Wealthand Taste: Vampire Lord and Vampire Duke.
  • Meaningful Name: Crimson Knight Vampire Bram is named after Bram Stoker, the author of Dracula.
    • Al Dhampir - Vampire Sheridan takes its name from Joseph Sheridan le Fanu, the author of Carmilla.
  • Mighty Glacier: Not the Vampires individually, but decks built on them tend to skew towards this. The majority of Vampire monsters are level 5 or higher, and this archetype has little to no swarming capabilities without support, so their presence early-game is comparatively weak.
  • One-Winged Angel: Vampire Genesis from Vampire Lord.
  • Our Vampires Are Different: Subverted aesthetically, as they tend to appear as if they stepped straight out of a classical horror novel.
  • Power Up Letdown: Vampire Genesis is difficult to Summon, yet Vampire Lord is generally more useful and easier to use.
  • She's Got Legs: Both artworks of Fraülein give her such absurdly long and spindly legs that it's a wonder how she can stand.
  • Shout-Out: Vampire Vamp bears a strong resemblance to Inner Moka from Rosario + Vampire, a manga series whose plotlines resemble Yu-Gi-Oh's before the card game took over. Both series are published by Shueisha.
  • Team Pet: Familiar and Brood. Maybe Dragon too.
  • Weak, but Skilled: Like most Zombie-types, the Vampires are largely monsters that have subpar stats for their levels, but can easily win a duel through their effects. Vampire Vamp is the best example of this. Even in the early days of the game, a Level 7 Monster with only 2000 ATK and DEF was nothing special. Her effect is what wins duels. Either when she's Normal Summoned or another Vampire is Normal Summoned with her on the field, she can select an opponent's monster with higher attack than her and equip it to her, gaining ATK equal to that Monster's original ATK.
  • Whip It Good: Vampire Killer.
  • Wolverine Claws: All of them, being vampires and all...
  • The Vamp: Vampire Vamp.
  • You Gotta Have Blue-Green Hair: Lord, Lady, and Curse.

Effect Veiler and Extra Veiler are two hand trap monsters used by Yusei Fudo and Jack Atlas respectively. They are both low-level Spellcaster-type LIGHT monsters.

  • Attack Reflector: Extra Veiler can deflect burn damage. Fittingly, he is a matador.
  • Crippling Overspecialization: Extra Veiler's usefulness is dependent on whether the opponent is playing a burn deck, and even then, his low stats means burn decks like Trickstar can run over him easily.
  • Light Is Good: They are both LIGHT monsters and are used by heroic characters.
  • Our Angels Are Different: Effect Veiler resembles an angel with her white robe and wing-like scarves. She is not a Fairy-type monster, however.
  • Rapunzel Hair: They both have hair that reaches their legs.
  • Red Oni, Blue Oni: Effect Veiler focuses on negation, while Extra Veiler focuses on damage. This is reflected in their art background. Blue for Effect Veiler; red for Extra Veiler.
  • Weak, but Skilled: Effect Veiler has no stat to speak of, but she can shut down many decks that rely on monster effects, especially when their playmakers rely on normal summon like Deep Sea Diva and Junk Synchron. Additionally, she has the perks of being a low-level Tuner, so she can help summon low-level Synchro monsters like Formula Synchron in a pinch.
  • You Gotta Have Blue Hair: Effect Veiler has cyan hair; Extra Veiler has navy blue hair.

The Vendread are an archetype of DARK Zombie monsters that debuted in the TCG release of Code of the Duelist. They focus on Ritual Summoning their stronger monsters and giving them additional effects to make them even more powerful.

Tropes associated with the Vendread:

  • Attack Its Weakpoint: Slayer eventually overcomes Battlelord by ripping out his Vendread Core after the latter tried to absorb him into it.
  • Attack of the 50-Foot Whatever: Vendread Anima, an army of gigantic zombie angels with varying degrees of enormousness.
  • Back from the Dead: Not only because they're Zombies to a one, but also because the Ritual Spell "Revendread Origin" is one of only a handful of such cards that can Ritual Summon from the Graveyard. The Effect Monsters can also be Special Summoned from the Graveyard under the right conditions, though from there on out they're banished if they leave the field.
    • Taken Up to Eleven with Vendread Reunion which lets you resurrect Vendread monsters who are banished so you can use them to Ritual Summon a Vendread monster from your hand.
  • Badass Cape: In contrast to the scarves of the various Slayers, Vendread Battlelord has a raggedy black cape.
  • Body Horror: Even for Zombies.
  • Body of Bodies: Vendread Chimera is a tumorous mass of bio matter consisting of, but not limited to, an elephant, a centipede, a lion, a wolf, a bat, and several birds...covered with teeth.
  • Cannibalism Superpower: Expressed in this archetype through various cards banishing Vendread monsters from the Graveyard for a wide variety of effects such as card negation, attack boosts, extra attacks on monsters, and destruction protection. Vendread Nightmare rewards Vendread ritual monsters with 1000 additional attack points once a turn if they successfully attack and destroy an opponent's monster.
  • Degraded Boss: After its defeat and his own emergence, Vendread Battlelord leads an army of zombies in Vendread Charge against the living which includes copies of the formerly unique Vendread Chimera.
  • Disc-One Final Boss: Battlelord and Chimera seem like Revendread Slayer's biggest threats at first. But even after defeating them, he still has to contend with the vast remnants of the outbreak including Vendread Anima as depicted on Vendread Nightmare.
  • Evil Counterpart: Vendread Chimera has a similar destruction prevention effect to Revendread Origin's, but instead of banishing itself, it banishes one zombie monster from the Graveyard to use it.
    • Vendread Revolution to Revendread Evolution
    • Vendread Nights to Vendread Nightmare and Vendread Daybreak
    • Vendread Reorigin to Revendread Origin
  • Evil Is Bigger: Revendread Slayer is ever dwarfed by the main bosses of the Vendreads.
  • Face–Monster Turn: One of the Vendread Anima creatures is wearing a locket resembling the one Revendread Slayer possesses, suggesting that it's actually his old lover from the photo transformed into a monstrous angel.
  • Foil: Vendread Core banishes other Zombie monsters from the Graveyard to resurrect itself while Vendread Anima banishes itself from the Graveyard to resurrect banished Vendread monsters. Neither of them are on the side of good though.
  • Gameplay and Story Integration: Vendread Battlelord's ability to negate spells, traps, or monster effects for a turn gives him an edge against Revendread Slayer as it can either prevent his rival from banishing a monster from the graveyard to boost his attack power or Revendread Origin from saving Slayer from destruction.
  • General Ripper: Vendread Battlelord activates its personal effect by banishing his "troops" from the Graveyard.
  • Glass Cannon: The Ritual Monsters of the archetype have substantial attack and potentially devastating effects, but lack any defence points.
  • The Hero Dies: In Vendread Daybreak.
  • Loophole Abuse: Revendread Executor's unique ability while it's on the field is to Draw Aggro by making it the only card your opponent can specifically target with effects. Ritual Summoning it with Vendread Core, however, makes it immune to being targeted at all, leaving your opponent unable to target any card on your field.
  • Me's a Crowd: It takes some doing, but you can potentially have all three versions of Revendread Slayer (Slayer, Saviour, and Executor) on the field at the same time.
  • My Death Is Just the Beginning: Being used to Tribute another Ritual monster by being sent to or banished from the Graveyard causes Vendread Chimera to decrease both the Attack and Defence of all your opponents monsters by 500. Likewise, so long as certain conditions are met, other monsters in the archetype can either resurrect themselves or search out cards from the deck after they've been sent to the Graveyard.
  • Our Zombies Are Different: While they have some roots in science, there a number of hints that suggest that there's something outright mystical about this particular Zombie Apocalypse.
  • Phlebotinum Rebel: Originally just another Revenant, Revendread Slayer became one of these after remembering his old life.
  • The Power of Love: Revendread Origin can protect a Revendread Slayer from being destroyed by banishing itself from the GY. It does not afford the same protection to either Chimera or Battlelord.
  • Red Is Heroic: Revendread Slayer once had a rotted blue aura like the other Vendread creatures, but manifested blazing red eyes after remembering who he was and deciding to fight back against his fellow zombies.
  • Roaring Rampage of Revenge: Revendread Slayer after succumbing to The Virus.
  • Scarf Of Asskicking: Revendread Slayer starts out with a yellow one, then gets a red one, before settling on a blue one in his final form.
  • Shout-Out: Mostly to Resident Evil, but other franchises receive nods as well, like Spawn and The Thing.
  • Status Buff: The archetype's Effect Monsters grant an additional effect to any Vendread Ritual Monster summoned with them (though only from the field for the sake of balance).
  • Stone Wall: Houndhorde and Striges.
  • Stripperiffic: Only the yellow parts (and the belts) of Revendread Slayer's "costume" are actual bits of clothing with the rest being his exposed flesh. Ditto for the light blue segments of Advendread Savior's.
  • Victor Gains Loser's Powers: Battlelord tries to do this against Revendread Slayer in Vendread Revolution only for his foe to get a Heroic Second Wind and do it to him in Revendread Evolution. When we see Slayer again as Revendread Executor, he's wearing Battlelord's torso.

Venom cards are all themed around snakes that have the ability to poison opposing monsters and reduce their ATK with Venom Swamp. This archetype is used by Professor Cobra (Professor Thelonious Viper) in GX. Other members of this archetype are used by three characters from ARC-V, Starving Venom Fusion Dragon and its evolution Greedy Venom Fusion Dragon, by Yuri, Supreme King Servant Dragon Starving Venom by Zarc, and Odd-Eyes Venom Dragon (along with the original Starving Venom) by Yuya.

Tropes associated with the Venoms:

  • Armor-Piercing Attack: Supreme King Servant Dragon Starving Venom allows one of your monsters to inflict Piercing Damage on your opponent.
  • Beauty Equals Goodness: Upon Starving Venom Fusion Dragon's purification by its Fusion with Odd-Eyes Pendulum Dragon, it became beautiful and is compared to a flower.
  • Bowdlerise: Vennominaga's chest is made darker to match her scales and to make her seem less revealing, while also bumping down her chest size in every card featuring her in the TCG.
  • Casting a Shadow: Venom Serpant, Starving Venom Fusion Dragon and its evolutions as well as Vennominon and Vennominaga are DARK monsters.
  • Cherry Blossoms: Odd-Eyes Venom Dragon has a cherry blossom motif that symbolizes its purification and beauty.
  • Dark Is Evil: Almost every DARK monster of this archetype is evil.
  • Dark Is Not Evil: The definite example for this trope is Odd-Eyes Venom Dragon, a Fusion that purified Starving Venom Fusion Dragon.
  • Death World: Venom Swamp, which slowly kills all non-Venom monsters.
  • Difficult, but Awesome:
    • It's not an easy deck to play; the monsters are fairly weak, and you're pretty much screwed if you lose Venom Swamp. However, a properly-built Venom deck excels at stalling, weakening, and then destroying the opponent's monsters while you either dish out indirect damage, boost your own monsters, or summon something big and nasty.
    • Vennominaga requires a good deal of dead Reptile-Type monsters, a lengthy summoning process, and a bit of luck to get on your field. Once she's there, though, she is very hard to get off.
  • Dishing Out Dirt: Venom Snake, Venom Cobra and Venom Boa are EARTH monsters.
  • Dub Name Change: From Starve Venom to Starving Venom.
  • Eaten Alive: Starving Venom attacks monsters with its extra mouths and devours them whole with it.
  • Evil Counterpart: Starving Venom Fusion Dragon is one to Odd-Eyes Pendulum Dragon, Dark Rebellion Xyz Dragon and Clear Wing Synchro Dragon.
    • Supreme King Servant Dragon Starving Venom is the corrupted and even more evil version of Starving Venom Fusion Dragon.
  • Fusion Dance:
    • Two non-Token DARK monsters on the field = Starving Venom Fusion Dragon.
    • A Predaplant monster + a DARK monster with an original level of 8 or higher = Greedy Venom Fusion Dragon.
    • A Starving Venom monster + an Odd-Eyes monster = Odd-Eyes Venom Dragon. It is specifically the Fusion between Starving Venom Fusion Dragon and Odd-Eyes Pendulum Dragon.
    • 2x DARK Pendulum Monsters = Supreme King Servant Dragon Starving Venom.
  • Gods Need Prayer Badly: Since Vennominion and Venominnaga are pitifully weak without any reptiles in the Graveyard, it's fairly reasonable to assume this. The Spell Card Snake Rain is a big help with this, letting you send four Reptiles from your deck to the graveyard, plus one more if you discarded a Reptile-Type monster from your hand to pay the cost.
  • Heel–Face Turn: As if Yuya obtaining Starvin Venom Fusion Dragon is not enough, it gains a purified form known as Odd-Eyes Venom Dragon.
  • Human Sacrifice: Or Reptile Sacrifice as the case may be; Offerings to the Snake Deity. While it can be used on any Reptile-Type monster, it was specifically designed to bring out Vennominaga, since Rise of the Snake Deity can't be used when Vennominion is destroyed in battle.
  • Instant Awesome: Just Add Dragons!: Ironically, Starving Venom Fusion Dragon is only a Sixth Ranger for the Venom archetype, but it fits very well in other decks that specialize in swarming DARK monsters, thanks to its very generic Fusion Materials. Most notably, it fits very well in a Lunalight deck, a Fusion-based archetype with almost all members being DARK monsters. It may be Ship Tease for their anime users or not.
  • Instant-Win Condition: You win if Vennominaga gets 3 Hyper-Venom counters on her, which she gets by doing battle damage. This card can be seen as an homage to the "Poisonous" ability or the "Infect" ability in Magic: The Gathering, which operates in a similar manner.
  • Irony: A pure Venom deck has high difficulty to Fusion Summon Starving Venom Fusion Dragon, since its Fusion Materials have to be two non-Token Fusion monsters on the field. There is only one DARK Venom member in the Main Deck, and Vennominon and Vennominaga are both difficult to summon and you usually do not use either of them as Fusion Materials, since they are your boss monsters. Its first effect also conflicts with the overall Venom strategy, since it gains the ATK of an opposing monsters whereas Venom Swamp reduces the ATK of monsters with Venom Counters on them.
    • As mentioned above, Starving Venom ironically works well with Lunalight monsters, owned by Serena. She and Yuri share no close relationship, and their interactions are antagonistic, unlike their other counterparts who are all in romantic pairings.
  • Nerf: Played with Starving Venom Fusion Dragon. It is easier to summon in the anime, but that's it. The anime then buffed all of its anime effects just after a week when the OCG revealed the OCG/TCG effects.
  • The Last of These Is Not Like the Others: Starving Venom Fusion Dragon has 2800 ATK rather than 2500 ATK like Odd-Eyes Pendulum Dragon, Dark Rebellion Xyz Dragon and Clear Wing Synchro Dragon. Its Level is also different from Odd-Eyes Pendulum and Clear Wing's Level (8 rather than 7).
    • This trope applies to its upgraded form Greedy Venom Fusion Dragon. Unlike Crystal Wing and Dark Requiem, it has 3300 ATK and is two Levels higher than its base form unlike the other two who have 3000 ATK and are 1 Level/Rank higher than Clear Wing and Dark Rebellion.
  • Light Is Good: While still being a DARK monster like its supposed Fusion Materials, Odd-Eyes Venom Dragon has prominent white body parts that make it look more beautiful and good. It is the purified form of Starving Venom Fusion Dragon.
  • More Teeth than the Osmond Family: As expected from an archetype based on snakes, they all have very sharp teeth.
    • Starving Venom takes the cake, since its many mouths can grow giant fangs.
  • Nigh-Invulnerability: Vennominaga is immune to all Monster Effects, Spell Effects and Trap Effects! And even if you destroy her in battle, she can use her ability to revive herself. Keeping in Hindu and Buddhist traditions, this card's resurrection effect seems to be reminiscent of Reincarnation: being reborn in another life after death.
  • Our Dragons Are Different: Starving Venom Fusion Dragon is a Dragon-Type monster. It's a kind of humanoid dragon that has a snake-like appearance and plant-like characteristics.
  • Physical God: Vennominaga, the Deity of Poisonous Snakes.
  • Poison Is Evil: All their anime users are evil and so are they.
  • Power Copying: Starving Venom can copy the name and effects of a Level 5 or higher monster the opponent controls. Odd-Eyes Venom does the same, but without the Level restriction and it also gains the target's ATK. Supreme King Servant Dragon Starving Venom copies the name and the effects from targets that are in either player's Graveyard.
  • Reptiles Are Abhorrent: With the exception of Yuri's Starving Venom and its different forms, they are all Reptile-Type monsters. Very, very abhorrent; they're used by an Arc Villain from the anime and slowly drain their enemies of life by a vicious poison.
  • Sinister Scythe: Starving Venom's tail looks like a scythe.
  • Sixth Ranger: Starving Venom Fusion Dragon is a Venom monster, and comes three eras after the original. It has also barely anything to do with this archetype, unless DNA Transplant is added in a pure Venom decknote . Its two evolutions take it further, as they need Fusion Materials from different archetypes to be Fusion Summoned.
  • Stone Wall: Venom Cobra has 100 ATK, but 2000 DEF.
  • Snake People: Vennominaga and Vennominion take the form of humanoid torsos on top of snake bodies.
  • Swamps Are Evil: Venom Swamp is their key card, adding Venom Counters to monsters every turn and then destroying them when the venom weakens them enough. Greedy Venom also invokes this, as it can summon poisonous swamps to take down its enemies.
  • Tail Slap: Starving Venom whips with its tail when attacking directly.
  • Taking You with Me: If Starving Venom is destroyed, its third effect can destroy all Special Summoned monsters the opponent controls.
  • Too Many Mouths: Starving Venom has a couple of mouths on some body parts and they can grow to extreme sizes to devour big monsters whole.
  • Unblockable Attack: "Attack Pheromones" gives any Reptile monster you control this effect by changing a defense position target into attack position, as Dai Grepher found out for himself.
  • Weak, but Skilled: All of them have low ATK, but either make up for it with a special Effect that makes them stronger, or by being able to place Venom Counters on the opponents' monsters. Starving Venom and its different forms are the exception, but they are not Unskilled, but Strong either.
  • Weaksauce Weakness: Most versions of the deck hinge on Venom Swamp; get rid of that, and you're pretty much guaranteed to winnote .

The Volcanic monsters are a group of monsters that resemble reptiles or dinosaurs, with some mechanical elements. They are supported by Blaze Accelerator (known as Blaze Cannon in the OCG) cards. In GX, Austin O'Brien(Axel Brodie) uses a Volcanic Burner deck.

Tropes associated with the Volcanics:

  • Abnormal Ammo:
    • "Volcanic Shell" looks like a mortar shell or a bullet shell. Its Japanese name, "Volcanic Bullet", is even more fitting. Two "Volcanic Shell"s are featured in the artwork of "Blaze Accelerator" as ammo, hence the name. By using its effect in the Graveyard, a player is said to be "loading a shell."
    • Volcanic Scattershot refers to the term used to describe a type of shotgun, which is also used to refer to its extremely destructive ability. This card's Japanese name, "Volcanic Buckshot", is a type of ammunition used for shotguns.
  • Ambiguous Robots: Most of the monsters are reptilian, combined with military hardware.
  • Attack Reflector: When you take Battle Damage while "Volcanic Counter" is in your Graveyard, banish it. Then, if there is a FIRE monster other than "Volcanic Counter" in your Graveyard, inflict damage to your opponent equal to the amount of Battle Damage you took.
  • Boring Yet Practical: Volcanic Shell sees some usage as deck filler in decks that have that many open spaces, because it's efficient for maintaining card advantage. Need a monster to discard, a Fire-type for a Fusion, a Level 1 for whatever purpose? Use Shell for it, and then it replaces itself for 500 Life Points. And on the next turn you can do it again.
  • Elite Mook: Volcanic Hammerer.
  • Gradual Grinder: While some individuals in the archetype do have decent stats, their linchpin cards Blaze Accelerator and Tri-Blaze Accelerator prevent the user from attacking in the same turn that their effects are activated, putting an emphasis on gradually burning away the opponent's Life Points and destroying their monsters rather than taking them down in battle.
  • Magma Man: Volcanic Hammerer, Volcanic Slicer and Volcanic Doomfire.
  • Poison Mushroom: "Volcanic Queen" is a very powerful monster with high ATK — but you summon her to the opponent's side of the field. The trick is that she burns her controller each turn (and you get to tribute opposing monsters to summon them, getting rid of some of their cards), so if you're playing a stalling-based deck with indestructible monsters, they're stuck with something they can't easily get rid of that damages them each turn.
  • Sentry Gun: Blaze Accelerator, Tri-Blaze Accelerator, Blaze Accelerator Reload and Volcanic Blaster. Blaze Accelerator and Tri-Blaze Accelerator destroy opposing monsters by using Pyro-Type monsters as "ammunition" by sending them from your hand to the Graveyard.
  • Volcanic Veins: Volcanic Hammerer and Volcanic Doomfire

    VWXYZ / ABC 
The VWXYZ series is a series of LIGHT Machine-type monsters. These cards are designed to fuse without Polymerization via Contact Fusion by banishing the Fusion Material Monsters from the field. They can also be powered up without fusing due to the fact that that most of them are Union Monsters. These cards have been used by Seto Kaiba and Jun Manjoume/Chazz Princeton.

The archetype is featured in the Structure Deck: Seto Kaiba.

Tropes associated with the VWXYZ machines:

  • Anti-Magic: A-Assault Core protects the equipped monster from monster effects, B-Buster Drake protects against Spell effects, and C-Crush Wyvern does the same for Trap Cards. And they can all be equipped to the same monster.
  • Awesome, but Impractical: VWXYZ-Dragon Catapult Cannon is a 3000 attack beatstick that can banish an opponent's card one per turn, and can set the position of an opponent's monster when it attacks. However it requires two Contact Fusion Monsters to summon and has no protection by itself. It doesn't help that the series later received a new boss monster in ABC-Dragon Buster, which has a comparable effect and is much easier to summon.
    • The ace of the archetype, A-to-Z-Dragon Buster Cannon, is even more so. At 4000 ATK and DEF, it can steamroll just about anything. On the off chance it can't, it can negate and destroy just about any card or effect in the game for the low, low price of discarding a card. All you have to do to bring it out is banish the aforementioned Dragon Buster and an XYZ-Dragon Cannon from your field. Ouch.
    • The crowner, though, would have to be Armed Dragon Catapult Cannon, who clocks in as only slightly weaker than a Dragon Buster Cannon—but can banish every card from your opponent's field and Graveyard once per turn, in exchange for you banishing a card from your Deck or Extra Deck, and can also prevent your opponent from activating any cards or effects if they share the same name as a banished card; depending on what you banished, this can make them unable to even play the game. But this absolute nuke of a monster can only be Summoned by banishing a Dragon Catapult Cannon and an Armed Dragon LV 7 from your field or Graveyard—while both cards were Special Summoned in the same Duel. Oof.
  • Badass Normal:
    • X-Head Cannon is a Level 4 Normal Monster with solid 1800 ATK, making it the strongest individual until A-Assault Core came along.
    • Subverted with V-Tiger Jet, a Level 4 Normal Monster with only 1600 ATK and mediocre 1800 DEF.
  • Bowdlerise: The artworks X-Head Cannon and Z-Metal Tank and any Fusion involving them have edited guns in the TCG to make them less realistic.
  • Combining Mecha: The theme of the deck.
  • Composite Character: While ABC-Dragon Buster is meant to be a modern counterpart to the original XYZ-Dragon Cannon, down to requiring three materials and having the same level, its ATK and DEF are the same as VWXYZ-Dragon Catapult Cannon. Furthermore, its effect requires the player to discard a card like XYZ but banishes a card on the field like VWXYZ.
  • Divergent Character Evolution: An interesting real life example case. The XYZ cards were both used by Kaiba and Manjoume. However the way the cards got new support in real life and how they are centered around them is different.
    • For Kaiba his XYZ-Dragon Cannon gained a modern counterpart ABC-Dragon Buster which in turn can combine together further into A-to-Z Dragon Buster Cannon.
    • For Manjoume his XYZ-Dragon Cannon already could combine further with VW-Tiger Catapult into VWXYZ-Dragon Catapult Cannon, but with new support can now fuse together with Armed Dragon LV 7 into Armed Dragon Catapult Cannon with help from his Ojama archetype.
  • Equippable Ally: The majority of these are Union Monsters (W-Wing Catapult, Y-Dragon Head, Z-Metal Tank and the ABC trio), allowing them to equip to each other for a power-up without necessarily having to fuse.
  • Foil: The ABC trio and the Electromagnet Warriors. Both are modern counterpart to an old trio of cards that could combine together to become a more powerful monster. However, the ABC are LIGHT Machine-Type monsters whose combined form are Fusion monsters while the Magnet Warriors are EARTH Rock-Type monster with the Magna Warriors being effect monsters. This is made more evident by ABC-Dragon Buster and Berserkion, the Electromagna Warrior having the same level, ATK, DEF, similar summoning requirements and effects.
  • Fusion Dance: Through Contact Fusion:
    • V-Tiger Jet + W-Wing Catapult = VW-Tiger Catapult.
    • X-Head Cannon + Y-Dragon Head = XY-Dragon Cannon.
    • X-Head Cannon + Z-Metal Tank = XZ-Tank Cannon.
    • Y-Dragon Head + Z-Metal Tank = YZ-Tank Dragon.
    • X-Head Cannon + Y-Dragon Head + Z-Metal Tank = XYZ-Dragon Cannon.
    • VW-Tiger Catapult + XYZ-Dragon Cannon = VWXYZ-Dragon Catapult Cannon.
    • A-Assault Core + B-Buster Drake + C-Crush Wyvern = ABC-Dragon Buster
    • ABC-Dragon Buster + XYZ-Dragon Cannon = A-to-Z Dragon Buster Cannon.
  • Gag Penis: The Y-Dragon Head is between the crotch of XY-Dragon Cannon, XYZ-Dragon Cannon and VWXYZ-Dragon Catapult Cannon. It gets worse with each addition.
  • Light 'em Up: All of them are LIGHT monsters.
  • Light Is Good: Manjoume also uses these post-Heel–Face Turn.
  • Light Is Not Good: They were used by Manjoume and Kaiba in antagonistic roles, later rival roles.
  • Mechanical Lifeforms: All of them are Machine-Type monsters.
  • Mutually Exclusive Powerups: W-Wing Catapult, Y-Dragon Head, and Z-Metal Tank all have the caveat that a monster can only be equipped with one of them at a time. Averted with the ABC trio, which do not have this restriction. Later also averted with the latter two, which received errata removing the "one Union per monster" restriction.
  • Mythology Gag: The ABC series shares the color palettes of Ojama Green, Black, and Yellow.
  • One Steve Limit: The XYZ ("Ex-Why-Zee") trio/union should not be confused with Xyz ("Ex-iez") Monsters. And Xyz should not be spelled as XYZ.
  • Panthera Awesome: V-Tiger Jet adds any Fusion with the letter V the awesomeness of tigers.
  • Serial Escalation: First, the addition of V and W create VWXYZ, with the reshuffling of parts to make the result more humanoid. A, B, and C were initially a separate series, but the Structure Deck featuring the archetype then introduces A-to-Z, a combination of two Combining Mecha: ABC and XYZ. The resulting monster looks about as convoluted as the name and components imply. Unlike VWXYZ, this Fusion averts Awesome, but Impractical with the ability to negate nearly anything and even split up into its base components should it come under threat, making the payoff usually worth the investment.
  • Shout-Out: To the mechas used in Sentai shows.
  • Sixth Ranger: The ABC machines were added long after the VWXYZ series were introduced.
  • Super Prototype: The XYZ series was the first series of monsters to introduced Contact Fusion (and Union Monsters). While the Neos archetype dubbed the name of the method after the VWXYZ machines were already introduced, the VWXYZ series had much less flaws than the Neos archetype. The only flaw the VWXYZ machines have that nowadays Contact Fusion Monsters lack are the specific Fusion Materials.

The Vylon monsters are a group of LIGHT Fairy monsters, that work together with and as Equip cards. They seem to be some type of mechanical angels, with the Tuners being based on various shapes. Their "leader" is Vylon Omega.

Tropes associated with the Vylons:

  • Ambiguous Robot: They're artificial and look incredibly mechanical, but are all Fairy type monsters, and aren't treated as Machine type monsters either.
  • Big Good: In a story from the Duel Terminals, the Vylon, who had merely observed the confrontations on the planet below, descend from the heavens to intervene in a war between the Laval and Gem-Knight tribes. At the same time, the Steelswarm awaken from underground near a battle between the Gusto and Gishki tribes due to the battle's ensuing chaos, seeking their revenge on the surface world and the Vylon that sealed them away in the first place. To fight against them, the four other tribes create an alliance under the direction of the Vylon.
  • Cannibalism Superpower: Vylon Disigma's effect
    Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up Attack Position Effect Monster your opponent controls; equip that target to this card. When this card battles a monster with the same Attribute as the monster(s) equipped to this card by this effect: Destroy that monster at the start of the Damage Step (without applying damage calculation).
  • Captain Ersatz: Vylon Disigma shares some similarities with Maverick Commander Sigma of Megaman X:
    • Both were once the Leader of an organization which sought good, Maverick Hunters and Vylon.
    • During the final battle, when Vylon Tetra was used in a ritual by Noellia to merge into Tetrogre, the evil of the Evilswarm possessing Noellia touched the hive-mind of the Vylon. The resulting madness quickly spread through the Vylon ranks, warping them in a way that the swarm never could physically. The Vylon resolve to exterminate the other tribes to end their on-going feuds for good and create the perfect utopia. Sigma became corrupt after fighting Zero.
    • After witnessing the endless conflict of the tribes in the planet and disheartened after losing the former Vylon commander, Vylon Omega, Disigma grew even more disillusioned with life on the planet and decidided only Vylon were fit to survive and only they could create a Utopia. Sigma grew disillusioned with humans; deciding Reploids had infinite potential, he tried to create a Reploid Utopia.
    • Their name is similar to Sigma, Vylon Di-Sigma.
  • The Corruption: Their Hive Mind was corrupted by an Evilswarm infected Noelia/Tetrogre.
  • Equippable Ally: Quite a few of the Tuners, and two of the monsters (Tesseract & Pentachloro) are also Union monsters.
  • Fusion Dance: Vylon Sigma + Vylon Pentacro + Vylon Tesseract = Vylon Disigma
  • Gold and White Are Divine: They're white and golden Fairy monsters that are more or less actual angels within the Duel Terminal storyline..
  • Hero Killer: Disigma's rampage killed Evigishki Merrowgeist, Lavalval Ignis, Daigusto Phoenix, Evgishki Gustkrake, Lavalval Dragoon, and Daigusto Falcos.
  • Light 'em Up
  • Light Was Good: Before their corruption, anyways.
  • Living Weapon: Were an arsenal of mechanical weapons created by the Constellars to keep watch over the duel terminal world.
  • Mutual Kill: Vylon Omega & Evilswarm Hercules kill off eachother at the same time.
  • Our Angels Are Different/Mechanical Lifeforms: The majority of Synchro and Xyz Monsters are Fairy-Type, while Tuners are mostly Machine-Type, except Vylon Prism and Vylon Stella.
  • Powered Armor: In their time of need, the Vylon send each of the tribes new power via Vylon Element.
    • Vylon Sphere + Reeze, Whirlwind of Gusto = Daigusto Sphreez
    • Vylon Tetra + Gishki Noellia = Evigishki Tetrogre
    • Vylon Stella + Laval Cannon = Laval Stennon
    • Vylon Prism + Gem-Knight Crystal = Gem-Knight Prismaura
  • Theme Naming: The Tuner monsters of this group are shaped and named after three-dimensional geometric figures ("Prism", "Cube", "Sphere", "Tetra[hedron]", "Stella [Octangula]", and the Union monsters are based on four-dimensional figures. The Synchro Monsters in this group are named with the phonetic pronunciation of a Greek letter and have bodies resembling that letter ("Vylon Epsilon", "Vylon Sigma", "Vylon Omega"), or something in their bodies that resembles that letter ("Vylon Alpha" and "Vylon Delta"). The Xyz Monster of this group is named after an archaic Greek letter ("Vylon Disigma").
  • Sigil Spam: Their team symbol is a golden orange orb, often with gold metal trim.

    Warrior Dai Grepher / Dark Lucius
Warrior Dai Grepher/Dark Lucius is a recurring character on several cards. Usually a Warrior-Type (except in his appearance as Dark Lucius, in which he becomes a Fiend-Type), he seems to have regular struggles with morality.

Tropes associated with Warrior Dai Grepher:

  • Abhorrent Admirer: Dai Grepher attempts to hit on DD Warrior Lady in the art for "Dai Dance". However, DD Warrior Lady is disgusted and tries looking away from the embarrassing sight.
  • Alternate Self: "The Paths of Destiny" and ""Painful Return" depict Warrior Dai Grepher before two branching paths. Depending on his choices, he could become Knight Day Grepher, Lightray Grepher, Dark Lucius or Dark Grepher.
  • BFS: Has an affinity for these in all of his forms. This unfortunately leads him to pick up the Wicked-Breaking Flamberge - Baou, which corrupts him into Dark Lucius.
  • The Bad Guy Wins:
    • In the Dark Lucius timeline, Baou succeeds in twisting Dai Grepher into a wicked being.
    • If Dark Lucius and Knight Day Grepher fought following their "Different Dimension Encounter", then Dark Lucius definitely won, as he is depicted in his level 4 form in said card artwork, but is known to have gone through an additional two transformations by the end of his timeline.
  • Body Horror: He is in visible pain as he transforms into Dark Lucius in the artwork of "Falling Down".
  • Cool Mask: Spirit Ryu becomes one in order to transform Dai Grepher into Ryu Senshi.
  • The Corruption: Dai Grepher picks the Wicked-Breaking Flamberge without knowing that the weapon held the spirit of the demon Baou. As a result of the fiend's influence, the warrior is slowly twisted into the feral Dark Lucius.
  • Double Weapon: Ryu Senshi wields a BFS with a blade on both ends.
  • Dual Wielding: Wields the the Twin Swords of Tryce as Knight Day Grepher.
  • Enemy Mine: Knight Day Grepher teams up with his dark self in the artwork of "Rivals Unite".
  • Evil Counterpart: Dark Blade. Both are warriors with the power to manipulate dragons, but while Dai Grepher is associated with the benevolent Spirit Ryu, Dark Blade fuses with the menacing Pitch-Dark Dragon.
  • Evil Makes You Monstrous: As Baou corrupts Dai Grepher even further, he becomes increasingly more feral. Dark Lucius Lv 8 is a fiend-type monster and looks downright demonic.
  • Evil Weapon: Wields Wicked-Breaking Flamberge - Baou after his first sword got broken, which corrupted him into Dark Lucius.
  • Evolutionary Levels: The Dark Lucius series is made up entirely of Level monsters.
  • Foe Romance Subtext: "Dai Dance" shows Warrior Dai Grepher hitting on D. D. Warrior Lady, even though all their previous interactions have shown one attempting to kill the other.
  • Fusion Dance: With Spirit Ryu to become Ryu Senshi.
  • Good Wings, Evil Wings: Dark Lucius Lv 8 is a Winged Humanoid with 6 bat-like wings.
  • For Want of a Nail: In the artwork of "The Paths of Destiny", Warrior Dai Grepher has to choose between a DARK and a LIGHT path. On the dark path, he becomes either Dark Grepher or Dark Lucius; on the light he eventually becomes Lightray Grepher or Knight Day Grepher. Lucius and Knight Day meet in Different Dimension Encounter.
  • Instant Awesome: Just Add Dragons!: Can fuse with Spirit Ryu to become Ryu Senshin.
  • The Leader: He is depicted leading an army of monsters in "The A. Forces" and "Cry Havoc!".
  • Mysterious Past: His vanilla card mentions that his past is shrouded in mystery, much like his ability to communicate with dragons.
  • Never the Selves Shall Meet: Averted. Knight Day Grepher meets Dark Lucius in "Different Dimension Encounter" and Dark Grepher in "Rivals Unite".
  • Not So Above It All: His original card implied he was a serious warrior with a Mysterious Past. However, cards like "Dai Dance" and "Premature Return" depict him in situations that show he has a much more comical side.
  • Offscreen Moment of Awesome: Subverted. The card artwork for "Attack Pheromones" makes it out as though he's going toe to toe against Vennominaga.. until you read the card effect, and realize he's about to take an Unblockable Attack.
  • Only the Chosen May Wield: Gravity Axe - Grarl refuses to be held by Dai Grepher, sending the warrior into a pit below with a "Gravity Lash".
  • Punny Name:
    • Knight Day Grepher is a wordplay on "Dai Grepher" and "Night and Day".
    • The Japanese name for "Dai Dance" is "Guy Dance", which is fitting for a card that lets you guide where your opponent should place their monsters.
  • Recurring Extra: Is a fairly unremarkable Normal Monster, but is featured in the artwork of several cards and has one of the most extensive lores of any monster.
  • Red Eyes, Take Warning: Dark Lucius and Dark Grepher both have red eyes and are generally portrayed as merciless adversaries.
  • The Rival: To Warrior Lady of the Wasteland. They are both depicted fighting each other in several card artworks, though the origin of their animosity is still unclear. "Dai Dance" hints it may be because Warrior Lady rejected Dai Grepher's advances.
  • Took a Level in Badass: Has several counterparts to his vanilla form, including a fusion monster, a gemini monster, a Lightray version, Dark Lucius and a dark counterpart. That being said, Dark Grepher is the only version that has seen extensive play in the competitive scene.
  • Rival Turned Evil: He's the rival of Warrior Lady. He gets turned into Dark Grapher or Dark Lucius in two of his potential paths, the latter of which keeps going after her.
  • You Can't Fight Fate: Painful Return shows him choosing between two paths, both of which lead to him becoming evil.

    Warrior Lady of the Wasteland / D.D. Warrior Lady
Warrior Lady of the Wasteland, later (in her story) becoming D.D. Warrior Lady, is a recurring character on several cards, and a rival of Dai Grepher.

Tropes associated with the D.D. Warrior Lady:

  • Cowboy: The Warrior Lady of the Wasteland. She seems to lost her hat when first sucked into the DD, and sheds the attire all together to the futuristic wardrobe all the D.D. residents prefer.
  • Getting Crap Past the Radar: Given that many outfits that are less revealing were Bowdlerized in the TCG, it's a bit puzzling how Warrior Lady of the Wasteland was not.
  • Laser Blade: Gains one in the Different Dimension.
  • Ms. Fanservice: Doesn't look half bad, and sports an outfit that gives a good view of both midriff and legs.
  • Nice Hat: As Warrior Lady, she sports a nice fedora.
  • The Rival: She is depicted fighting Warrior Dai Grepher in several cards, and banishing Dark Lucius in "Different Dimension Ground".
  • Sacrificial Lion: Both forms: Warrior Lady of the Wasteland is used to summon another Warrior when she's destroyed, while D.D. Warrior Lady's effect allows her to take an opponent's monster down with her.
  • Thinking Up Portals: Displays this ability while fighting Dai Grepher in "Dimension Wall".
  • Took a Level in Badass: Warrior Lady of the Wasteland becomes DD Warrior Lady folowing her adventure in the different dimension.
  • Trapped in Another World: Sucked into a portal that led to the Different Dimension during a battle with Warrior Dai Grepher.

    Warrior of Zera 
Warrior of Zera originally appeared on the spell card Zera Ritual, but later cards told his backstory as a warrior who ascended to become an archangel, only to fall into evil. Zera the Mant is summoned by the brainwashed Keith Howard/Bandit Keith in the anime.

Tropes associated with the Warrior of Zera:

  • Badass Cape: As Zera the Mant.
  • Cool Helmet: Except Zera the Mant,
  • Cool Mask: As Archlord Zerato and Darklord Zerato,
  • Early-Bird Cameo: Zera Ritual is the first appearance of "Warrior of Zera", predating the creation of the actual monster by almost five years. This makes "Warrior of Zera" one of the few monsters to make its first appearance on a Spell or Trap Card before it was released.
  • Evil Makes You Monstrous: Zera the Mant is a far cry from Warrior of Zera.
  • Failure Is the Only Option: Warrior's flavor text described him as seeking the power of the Archlords to help put back the temptations of the Fiends. Two cards demonstrate his failure to do so (however, whether Warrior's sword comes from Zera the Mant or whether Zera the Mant was once the warrior was unclear), and the mere existence of his Darklord form spells doom for his Archlord path.
  • Fallen Angel: Darklord Zerato
  • Horrible Judge of Character: Trusts the Archfiends even though they are up to no good.

The Watt archetype, known as Elec in the OCG, is a series of bright, cartoonish electrical creatures with weak but agile attacks. They are LIGHT Thunder-Type monsters. They are used by Misaki from the DS game Yu-Gi-Oh World Championship 2011: Over the Nexus.

Tropes associated with the Watts:

  • Armor-Piercing Attack/One-Hit Kill: Wattmole's effect, which is basically Wattmole seeing the unseen and destroying it in a flash.
  • Awesome, but Impractical: The "Wattlock", Strategy can be seen as this, as while it creates a lock of Watt monsters that cannot be targeted for attacks or with effects, allowing you to chip away at your opponents life points safely, due to how difficult it is to re-establish the lock when it is broken, users of this strategy can find themselves defenceless when this happens.
  • Badass Normal: Wattaildragon is the second Watt Normal Monster (after Wattkid), but it is the strongest Watt monster in terms of ATK.
  • Barrier Warrior: Wattkiwi is annoying because it prevents Watt monsters from being destroyed in battle if they are attacking. This effect is basically Wattkiwi giving the other Watt creatures protection in combat.
  • The Cameo: Wattaildragon appears in the artwork of "Ancient Rules", which is referenced in Wattaildragon's flavor text.
  • Dub Name Change: Elec (OCG) —> Watt (TCG).
  • Everything's Better with Monkeys: Wattlemur. He has the ability to end the Battle Phase when he dies. This effect is basically Wattlemur paralyzing the rest of the opposing side.
  • Feathered Fiend: Wattkiwi and Wattpheasant are annoying because of their effects. Wattpheasant can send an opponent's monster to the Different Dimension until the end of the turn.
  • Flying Seafood Special: Wattberyx and Wattbetta both look like fish (not in type) and both have the effect of discarding cards from your opponent's hand. They are trying to make the opponent waste their resources more quickly.
  • Homage: Wattmole bears a strong appearance to Gurren-Lagann's Boota and its sunglasses are similar to those worn by Kamina from the same show.
  • Kitsune: Wattfox, who was named Elekitsune in the OCG. It has an effect that can lock down an opponent's field when it dies. Basically, it has connected itself into the opponent's resources, so when it goes, the resources go with it.
  • Light 'em Up: All Watt monsters are LIGHT monsters, so Field Spell Cards like Luminous Spark can be useful.
  • Mix-and-Match Critters: Wattchimera. It can send a card from an opponent's hand back into the deck. This effect is basically Wattchimera making the opponent's resources harder to access.
  • Mechanical Lifeforms
  • Never Smile at a Crocodile/Hydra Hybrid: Watthydra. It can directly attack. If it does that, it can help the player retrieve a card from his/her deck. This effect means that Watthydra can retrieve resources at a very slow rate.
  • Ridiculously Cute Critter: Most of them are cute, cartoony animals with bright colors.
  • Shock and Awe: They fit with this trope so well, the cards all have classified them under the Thunder type.
  • Sixth Ranger: Wattaildragon, the only non-Thunder member of the family.
  • Weak, but Skilled: They are not powerful, but they can attack the opponent directly or can attack twice or they have other useful effects.

    The Weather 
The Weather, or simply Weather in the OCG, are an archetype of Fairy monsters. The monsters, called the "Painters", focus on banishing themselves via the effects granted by their support cards, the "Canvases", in order to activate their effects, and can Special Summon themselves back to the field during the player's next Standby Phase.

Tropes Associated with The Weather:

  • All Your Powers Combined: Rainbow, the archetype's ace, seems to imply this.
  • Difficult, but Awesome: Rainbow requires three different Painters on the field just to Summon her, and the archetype as a whole has little in the way of quick and easy field presence. But if she's Summoned, and there are ample monsters for her to point to, then her effect can negate and destroy just about everything the opponent can muster.
  • Elemental Powers: Each Weather Painter has a different Attribute.
  • Our Fairies Are Different: They're artistic-types whose implements apparently allow them to manipulate different forms of weather.
  • Rule of Three: All but one of the Painters is Level 3. Then, the Canvases grant various effects to any Painter that occupies the immediate Monster Zone in its column, as well as the zones adjacent, for a maximum of three affected monsters per card. Finally, Rainbow—a LINK–3 monster that requires three Painters as material—can do much the same to any Weathery monsters its Link Arrows point to. Basically, this happens a lot.
  • Sixth Ranger: Aurora—one of the last Painters to be revealed—is a Level 6 monster, instead of Level 3 like its companion monsters.

The White are a series of Fish monsters that have all-white bodies, used by Ren in the Arc-V manga. They focus on using complex tactics to gather Synchro Materials to Synchro Summon. Furthermore, "White" monsters have the ability to revive themselves as Tuner monsters upon destruction, allowing the user to keep Summoning stronger Synchro Monsters when their monsters are defeated.

Tropes Associated with the White/White Auras:

  • Anti-Magic: White Howling banishes a Spell from the opponent's graveyard and negates the effects of all Spells on the opponent's field for a turn.
  • Back from the Dead: Their playstyle revolves around summoning their own monsters from the Graveyard so that they can be treated as tuners. The Synchro monsters take it one step further by being able to revive themselves with their own effects. White Aura Monokeros also has the ability to summon a Fish monster from the graveyard when it is synchro summoned.
  • Came Back Strong: If revived from the grave, White monsters have the ability to become tuner monsters.
  • Hydra Problem: The effects of White Aura Biphamet are meant to represent it having two heads and the ability to regrow one that has been defeated if the other is still on the field.
  • Making a Splash: They all have the WATER attribute.
  • Moby Schtick: White Aura Whale, what could that be referencing?

    White Nights 
The White Night cards are a set of ice-based cards, all of which share effects that deal with stopping the opponent from activating face-down cards. In GX, they are used by Asuka Tenjoin/Alexis Rhodes when she's a member of the Society of Light.

Tropes associated with the White Nights:

  • Anti-Magic: Both monsters have effects that can be used against the opponent's Spell and Trap Cards with Queen being able to destroy them before they are activated and Dragon having the ability to negate them if they target it.
  • Ermine Cape Effect: White Night Queen.
  • Expy: White Night Dragon is one of Blue-Eyes White Dragon, being a Level 8 Dragon-Type monster with 3000 ATK and 2500 DEF. The card's Japanese name, Blue-Ice White Nights Dragon, makes the connection more obvious.
  • An Ice Person: Technically all members are made of ice and frost.
  • Instant Awesome: Just Add Dragons!: White Night Dragon is this for this archetype and for Asuka, since basically every major character in GX has a Dragon-Type or dragon-like monster.
  • Kill It with Ice: All members.
  • Our Dragons Are Different: White Night Dragon is a Dragon-Type monster.
  • Our Fairies Are Different: White Night Queen is a Fairy-Type monster.
  • Taking the Bullet: White Night Dragon can redirect an attack toward itself at the cost of one of its controller's Spell or Trap cards.

    Wicked Gods 
The Wicked Gods, also known as Jashin/Evil Gods in Japanese, are the Evil Counterparts to the Egyptian Gods in Yu-Gi-Oh! R. In this manga, these cards are revealed to have been designed by Pegasus in secret some time after creating the Egyptian God cards. He made the rudimentary designs for the three cards in an attempt to keep the Egyptian Gods in check, but feared their immense power, and never completed their production. After his death, they are completed by Yako Tenma, who focuses his deck around the Wicked Gods. The three Wicked Gods are The Wicked Avatar, The Wicked Dreadroot and The Wicked Eraser. Yako also gives Gekko and the revived Keith Howard a copy of The Wicked Dreadroot and The Wicked Eraser, respectively.

Tropes associated with The Wicked Gods:

  • Anti-Magic: If The Wicked Avatar is successfully summoned, the opponent cannot activate Spell or Trap Cards for their next two turns.
  • Big Bad: The Wicked Avatar is the leader of the Wicked Gods, since it's The Winged Dragon of Ra's counterpart.
  • The Brute: Obelisk's counterpart The Wicked Dreadroot is not only a 4000 ATK beatstick, it halves the ATK and DEF of all other monsters on the field.
  • Casting a Shadow: They are all DARK monsters in the OCG/TCG.
  • Dark Is Evil: It's obvious.
  • Ditto Fighter: In the manga, The Wicked Avatar copies the appearance of the strongest monster on the field, but it still looks like a black shadow.
  • The Dreaded: The Wicked Dreadroot is so terrifying that it halves the ATK of all Monsters on the field.
  • Evil Counterpart: To the Egyptian Gods.
    • The Wicked Avatar to The Winged Dragon of Ra. Both have also similar effects, and The Avatar resembles Ra's Sphere Mode.
    • The Wicked Dreadroot to Obelisk the Tormentor. Both have 4000 ATK and DEF and look similar.
    • The Wicked Eraser to Slifer the Sky Dragon. Eraser's ATK is 1000 times the number of cards the opponent controls, contrasting Slifer having 1000 ATK times the number of cards in the owner's hand. They also look similar.
  • Fighting a Shadow: Invoked with Avatar.
  • God of Evil: All three of them are literally Evil Gods.
  • Infinity +1 Sword: The Wicked Avatar has always more ATK more than the strongest monster out (in the manga, it has 1 ATK; in the card game, 100), enabling it to win by Cherry Tapping.
  • No Name Given: Unlike the Egyptian Gods and the Sacred Beasts, their names are not really given names. They are just called Avatar, Dreadroot and Eraser, but spelled with a "The".
  • Obviously Evil: The Wicked Gods. The Evil Gods. Can it be more obvious.
  • Olympus Mons: They are DIVINE Divine-Beast-Type monsters in the R manga.
  • Our Demons Are Different: They are all Fiend-Type monsters in the OCG/TCG.
  • Physical God: All three of them, since they are designed to be the Egyptian Gods' counterparts.
  • Spell My Name with a "The": The English versions of them have all a "The".
  • Taking You with Me: If The Wicked Eraser is destroyed, all cards on the field are destroyed as well. It can also destroy itself during the Main Phase.
  • Terrible Trio: Heavy emphasis on terrible. For the opponent.
  • Winged Humanoid: The Wicked Dreadroot, like its counterpart Obelisk.

Wind-Up cards, known as Mainspring (ゼンマイ Zenmai) in the OCG, are based on wind-up toys, emulating their function by having effects that can only be used once while the monster is on the field.

Tropes associated with the Wind-Ups:

  • Badass Adorable
  • Our Centaurs Are Different: Wind-Up Hunter is most likely based on a centaur because of its bipedal top half and its quadrupedal bottom half.
  • Cool Ship: Wind-Up Carrier Zenmaity resembles an aircraft carrier and is used to store the flying Wind-Up Mooks such as Wind-Up Bat.
  • Cool Tank: Wind-Up Zenmaines can be seen as a land war vehicle, probably a tank, seeing it's large bulking lower body similar to Granel.
  • Cool Plane: Wind-Up Zenmaister is an aerial war vehicle, seeing as there are jet wings coming off its shoulders.
  • Crazy-Prepared: Wind-Up Factory, Zenmaity, and Honeybee can provide you with single-use monsters to address any situation. You can toolbox Soldier to kill low-Level beatsticks, Juggler to break walls, Kitten to deal with Extra Deck monsters and defuse Flip Effects, Rat to produce Rank 3 Xyz Monsters, Rabbit for reuse and deflection, or Knight for defense.
  • Fusion Dance: Wind-Up Arsenal Zenmaioh, Wind-Up Carrier Zenmaity, Wind-Up Zenmaines and Wind-Up Zenmaister.
  • Meaningful Name/Wind-Up Key: An actual wind-up toy is wound up (Summoning it), doing what the toy was made to do (activating the effect), then is completed (effect can only activate once). Returning to hand or flipping it face-down and back up signifies "winding-up" the monster.
  • Mechanical Lifeforms: They are so lifelike, the only Machine-Type monsters in this archetype are the Xyz Monsters and "Wind-Up Bat".
  • Zerg Rush:
    • Some Wind-Up Decks swarm low-ATK monsters by looping Wind-Up Rat to produce multiple Zenmaity. This can be used alongside Wind-Up Magician to create OTKs.
    • Another way to OTK is by using Zenmairch alongside Zenmailstrom, and utilizing Soldier and Knight. Having both Soldier and Knight on the field, along with activatable Zenmairch and Zenmailstrom on the field is needed, together with either another Knight or Soldier in the hand. The combination lands for at least 9000 damage, but 9400 with an activated Soldier.
    • And even without OTKing, they can loop through multiple Rat, Zenmaity and Hunter to deplete the opponent's entire hand in one turn. Abuse of this loop eventually got Zenmaity banned.

The Windwitches are an archetype of WIND Spellcaster-Type monsters themed after wind, winter and bells. It is focused on Synchro and Fusion Summoning, swarming and Burn Damage. They also generally support WIND monsters. This archetype is used by Rin in ARC-V.

Tropes associated with the Windwitches:

  • Amazon Brigade: All the humanoid members are female.
  • Balance Buff: The original effect of Snow Bell was not only improved by making the condition easier to fulfill, but also gained another one.
  • Blinding Bangs: Half of Ice Bell's face is covered by her hair, yet you can clearly see her eyes through her hair, emulating the same effect as the Melodious Divas with their masks.
  • Blow You Away: Not only are they all WIND monsters, but they also represent the wind aspect of the Kachou Fuugetsu principle—with the Melodious archetype, the Lunalight archetype and the Lyrical Luscinia archetype representing the other three aspects.
  • Cute Witch: Ice Bell is what you imagine of a Magical Girl.
  • Fusion Dance: Windwitch - Winter Bell + any Windwitch monster = Windwitch - Crystal Bell.
  • Lady of Black Magic: Crystal Bell, a Level 8 Spellcaster-Type with a feminine, elegant figure that can copy the effects of any monster in the graveyard once per turn.
  • An Ice Person: The Wind Witches are themed after winter and ice and they use cold wind to attack and to freeze burn the opponent.
  • Multicolored Hair: Ice Bell has three different colors of hair.
  • Nerf:
    • Zigzagged with Ice Bell. On one hand, she gained another effect that lets her special summon herself from the hand as well as another Wind Witch from the deck. On the other hand, her other effect now only activates when she is Normal or Special Summoned instead of during the turn, making it impossible to copy it with Crystal Bell and can also be used only once each turn, no matter how many copies of Ice Bell have been summoned during the turn.
    • Winter Bell is also a Zigzagged exemple of this trope. Her first effect, and only effect in the anime, of copying the effect of a Windwitch in the graveyard was changed to inflict damage equal to the Level of a Windwitch monster in the graveyard x 200. However, she also gained an effect that lets her Special Summon a monster from the hand during either player's Battle Phase whose Level is equal to or less than the level of a Windwitch monster on the field.
    • Played straight however with Crystal Bell, whose first effect was reworked so that it can only activate during the controller's turn instead of during either player's turn while her second one summons a level 4 or lower Windwitch monster, instead of any level 4 or lower monster. Both of these effects can also only be used once each turn.
  • Nigh Invulnerable: Snow Bell prevents any WIND Synchro monster that was Synchro Summoned using it as Synchro Material from being destroyed by card effects.
  • Power Copying: Crystal Bell can copy the effects as well as the name of any monster in a graveyard once every turn.
  • Sculpted Physique: The Extra Deck Windwitch monsters resemble feminine abstract sculptures with a jet-like appearance.
  • Sixth Ranger: Parasite Fusioner is this for the archetype, as it was used by the same character in the anime and provided an easy way to summon Crystal Bell when used alongside Winter Bell's second effect.
  • Ship Tease: This archetype is partially designed to fit well with the Speedroids, the archetype used by Yugo. Rin is Yugo's Love Interest.

Witchcrafter, or simply Witchcraft in the OCG, is an archetype consisting of two parts: Spellcasters that can discard Spells from the hand during either player's turn, Tribute themselves to Special Summon other Witchcrafts, or banish themselves and other Spells from the Graveyard to activate their effects; and Spells that can add themselves from the Graveyard to the hand during the End Phase if their effects were not activated that turn, and a Witchcraft monster is on their field.

The archetype's lore contains some connections to the Spell Counter series and the Spellbook archetype.

Tropes associated with the Witchcraft:

  • All Your Powers Combined: Arles has all six girls' crafts on her body and/or weapons.
  • Amazon Brigade: All of them are female.
  • Black Bra and Panties: Schmitta's wearing a black bra underneath her blouse.
  • The Blacksmith: Schmitta, with a side of Wrench Wench thrown in.
  • Brought Down to Normal: By discarding a Spell, Master Verre can negate any enemy monsters' effects that turn.
  • Cat Smile: Master Verre sports a particularly smug-looking one.
  • Cute Witch / Witch Species: Natch.
  • Discard and Draw: Inverted with Pittore, who can draw a card by banishing itself from your Graveyard and discarding a Spell. The downside is this requires you to discard a Witchcraft card as well—and if you don't have anything to discard, it banishes your entire hand.
  • Elemental Powers:
  • Fiery Redhead: Schmitta, who is also of the Fire archetype.
  • Golem:
    • Poterie's artwork shows a few of them.
    • Arles, their boss monster's title is Golem. She was made in the artwork of Witchcraft Masterpiece.
  • Meaningful Name: "Witchcrafter" can be considered a portmanteau of "witch" and "crafter", both in reference to the monsters' Spellcaster Type and the "craft" (i.e. sewing, metalworking or glassblowing) each one is named after.
    • Their individual names actually relate to the craft they represent.
  • No-Sell: Haine prevents any other friendly Spellcasters from being targeted by card effects.
  • Status Buff: Master Verre lets you reveal as many different Spells in your hand as you want if a fellow Spellcaster battles—including itself—then gives that Spellcaster an extra 1000 ATK/DEF for each revealed Spell that turn.
  • Summon Bigger Fish: The lower-Level members can Tribute themselves and discard a Spell to Special Summon another Witchcraft monster from the Deck.
  • You Gotta Have Blue Hair: Madame Verre has cyan, Edel has violet and Haine has grey.

    World Chalice 
World Chalice (星杯, Seihai) is an archetype debuting in Code of the Duelist as one of the first archetypes in the VRAINS era.

The World Chalice archetype focuses on utilizing its members in conjunction with the World Legacy archetype to Link Summon strong monsters from the Extra Deck that, alongside providing field presence, also open up spaces for further Extra Deck summons.

Lore-wise, the archetype seems to be centered around select individuals chosen by a greater force to maintain peace from a sinister presence.

Tropes associated with the World Chalice:

  • Aerith and Bob: The Link Monsters reveal the basic World Chalice monsters' names. We have Auram (Chosen) alongside Ib (Crowned), her older brother Ningirsu (Beckoned), and her faithful dragon Imduk (Guardragon).
  • Achilles' Heel: Thwart or prevent special summoning in any way, and a good 9/10ths of the deck bricks. A well timed, well played Vanity's Fiend or a Maxx C can easily stop the deck dead.
  • Badass Normal: Half of the archetype are Normal Monsters, which gain further support from their World Legacy.
  • Blade on a Stick: The weapon of choice for Beckoned, as well as his Link evolution.
  • Distressed Damsel: Ib is depicted being captured by the Mekk Knights in the artwork of World Legacy Trap Globe, and is later seen in their custody in the artwork of World Legacy Key.
  • Elemental Powers: Counting its related World Legacy, the archetype so far comprises all six original Attributes:
    • Blow You Away: Guardragon, its Link evolution (Imduk), and its Fusion evolution (Almarduk) are all WIND monsters.
    • Dishing Out Dirt: The Beckoned and his Link evolution, Warrior Ningirsu, are both EARTH monsters.
    • Making a Splash: Crowned, her Link evolution (Priestess Ib), her Synchro evolution (Ib the World Chalice Miko) are all WATER monsters.
    • Light 'em Up: Fairy Lee is a LIGHT monster.
    • Playing with Fire: The Chosen and his Link evolution, Swordsman Auram, are both FIRE monsters.
  • Foreshadowing: The flavor text for the Normal monsters mentioned the existence of the Krawler and Mekk-Knight archetypes before their archetypes appeared.
  • Fusion Dance: Ib fuses with Guardragon Justicia to achieve her Synchro evolution.
  • Heroes Prefer Swords / Luckily, My Shield Will Protect Me: Chosen, along with his Link evolution.
  • Irony: Chosen wears gold armor, and his Link Monster form reveals his name to be Auram, which is Latin for gold … except as Swordsman Auram, he's wearing silver armor.
  • Magic Staff: Crowned wields one, as does her Link evolution.
  • Stripperific: While tamer in comparison to the likes of Harpies or Amazonesses, Crowned's attire of choice was still risqué enough to warrant an artwork change when it came to the TCG.
  • Too Many Belts: Beckoned is a classic crisscrossing leather belts example.
  • Took a Level in Badass: The Link Monsters of the archetype are powered-up versions of the World Chalice Normal Monsters (and in one case, an Effect Monster). Ib also gets a Synchro Monster version known as Ib the World Chalice Miko. Imduk also gets a Fusion monster version called World Chalice Guardragon Almarduk.
  • Unwitting Pawn: If the World Legacy are indeed Artifact of Doom, then the World Chalice are this all along.
  • Was Once a Man: Lee's true form can be seen in "World Legacy's Memory" and "World Legacy Choice". She is the blue-haired elf with the headgear.

    World Legacy 
The World Legacy is an archetype primarily comprised of high-level DARK Machine monsters. They are connected to the World Chalice, Krawler, Mekk-Knight, Knightmare, Crusadia and Orcust archetypes as well as the Guardragon series by a shared lore.

Effect-wise, this archetype is primarily meant to act as support for the above-mentioned themes or for Link monsters rather than a deck of their own but their monsters share a common theme in having effects meant to punish the opponent for summoning from the Extra Deck.

Tropes associated with the World Legacy:

  • Artifact of Doom: It's very heavily implied in the lore that the World Legacies are this. With Fairy Lee acting as their agent for them. Demiurgear, on the other hand, is outright shown to devastate its surroundings on the artwork of World Legacy End Times which makes it clear that it's this trope.
  • Attack of the 50-Foot Whatever: Considering that several of the World Legacies dwarf skyscrapers, anything capable of wielding them would likely qualify for this trope.
  • Blow You Away: Mardark is a WIND monster.
  • Casting a Shadow: The World Legacy monsters, except Mardark, are DARK monsters. This is also true for Demiurgear.
  • Evil Counterpart: Mardark is this for Almarduk. Both are Level 9 WIND Dragon monsters, part of the Guardragon theme and able to be summoned using their own effects than but while Almarduk is also a World Chalice monster and one of the heroes, Mardark is a World Legacy monster and all but outright confirmed to be an antagonist.
  • Final Boss: Demiurgear is implied to be this for the World legacy storyline with the battle between it and Astram are depicted on the artwork called World Legacy Finale.
  • The Last of These Is Not Like the Others: Mardark, unlike the previous World Legacy monsters, is a WIND Dragon rather than a DARK Machine and is not an ancient artifact. Its effects are also meant to work with the other Guardragons or Level 9 monsters.
  • Living MacGuffin: The artifacts that comprise the archetype are in actuality the dormant forms of the Guardragon monsters, which are awakened via the power of the World Ark. In order of their introduction, they are:
    • World Chalice: Justicia
    • World Armor: Pisty
    • World Shield: Elpy
    • World Lance: Agarpain
    • World Crown: Garmides
    • World Wand: Promineses
    • World Ark: Andrake
  • Rainbow Motif: Each of them emit a glow in a color of the rainbow, and they retain this trait upon being awakened as Guardragons.
    • Red: World Armor
    • Orange: World Shield
    • Yellow: World Wand
    • Green: World Ark
    • Blue: World Chalice
    • Indigo: World Crown
    • Violet: World Shield
  • Sixth Ranger:
    • Each member of the archetype is this to the archetype or series that they were introduced alongside, and typically possess effects that broadly support the group in question. In particular, World Chalice and World Wand directly support their respective associated archetypes. The former is also a member of the eponymous archetype. The other World Legacy monsters in order of their introduction, and the groups they are associated with, are:
      • World Armor: Krawler
      • World Shield: Mekk-Knight
      • World Lance: Knightmare
      • World Crown: Crusadia
      • World Wand: Orcust
      • World Ark: Guardragon
    • World Living Source Regalia Demiurgear is this to the archetype, being a DARK monster that happens to be an ancient artifact and shares the anti-Extra Deck theme of the seven World Legacies and can even summon them using one of its effects. It can even be summoned using them, although doing so means it cannot use its destruction ability.
  • Token Good Teammate: World Chalice is possibly this. Its Guardragon form, Justicia, is one of the only two Guardragons not named Imduk/Almarduk to not be a component of Idlee with the other one, Mardark, being implied to be the eviler half of Andrake. It also revives Ib by fusing with her, thus allowing for Crusadia Maximus to become Mekk-Knight Crusadia Astram and fight against Demiurgear.

While there are some Worm cards based on actual worms, when most people refer to the Worm archetype they're referring to the ones originating from the Duel Terminals. These are a group of alien beings that usually have flip effects.

Tropes associated with the Worms:

  • Alphabetical Theme Naming: There are 26 Worms in total, each beginning with a different English letter. Interestingly, the effects of the monsters increase in length with each respective entry, Worm Apocalypse's effect is only a few words long while Worm Zero's is an entire paragraph that reaches the bottom of the card.
  • Arc Villain: They're the Big Bads for the first Duel Terminal storyline.
  • Authority Equals Asskicking: Worm King, Queen, Prince and Noble are all amongst the strongest monsters of the archetype.
  • Big Creepy-Crawlies: A few of them, like Worm Linx and Worm Millidith.
  • Blob Monster: Almost every single one of them is coated in a transparent slime, with some cases being more apparent than others. Straighter examples are Worm Rakuyeh, Worm Solid. Worm Zero, and Evilking Azzathoth.
  • Body Horror: Worm Warlord. Body structure does NOT work that way.
    • Worm Apocalypse & Worm Noble both look like they're skinless, complete with visible veins and arteries. The latter even has some visibly wrapped around its own head.
  • Body of Bodies: Worm Zero appears to be one, on closer inspection.
    • Worm Solid is implied to be melted worm bodies condensed into a prism.
    • Evilswarm Azzathoth is a conglomeration of several Worms, with Worm King's lower half as the "main face."
  • Bowdlerise: Worm King, and by extension, Evilswarm Azzathoth have the lower mouth removed in the TCG, due to.. rather obvious reasons.
  • Combat Tentacles: Worm Tentacles.
  • Does This Remind You of Anything?: Worm King has a large, vaginal looking opening on his crotch with rows of teeth on either side. Worm Queen on the other hand has a large phallic codpiece.
    • This lead to Worm King's second mouth being up and removed for the TCG.
  • Eldritch Abomination: Worm Zero, oh so very much. A huge mass of combined Worms that warped time and space just by existing and devoured absolutely everything on its path to grow, including its own ranks.
    • Up to Eleven with it's Evilswarm counterpart, Evilswarm Azzathoth.
    • It could be said that all of the Worm monsters are eldritch abominations to varying degrees.
  • Evil Evolves: The continual onslaught against the "Worms" actually served as a catalyst for their evolution, and new forms like "Worm Illidan" that could withstand the continual attacks began to appear.
  • Fusion Dance: Worm Zero.
  • Hidden Villain: Their play style seems to try to invoke this - they focus a lot on using Flip Effects, meaning their monsters will remain hidden most of the time.
  • Homage: Worm Zero appears similar to a recurring boss, 'Legion', in the game series 'Castlevania', which is also produced by Konami.
  • Kubrick Stare: Worm Noble is giving the viewer an intense one.
  • Letter Motif: A variation, in that there's a member for each letter in the alphabet, and have it as the first letter in their names.
  • Light Is Not Good: They're LIGHT, but are the main antagonists of most of the first Duel Terminal series.
  • More Teeth than the Osmond Family: To varying degrees, and often with varying numbers of mouths.
  • Multi-Armed and Dangerous: King, Queen and Victory.
  • Reptiles Are Abhorrent: Despite not looking anything like Reptiles, they fell into this category probably because of this trope.
  • Starfish Aliens: Only a select few of them actually look like worms; most of them are just plain weird.
  • Supernatural Gold Eyes: Virtually all of them, minus Worm Barses and Worm Ugly.
  • That's No Moon!: Worm Zero bears a strong resemblance to the Earth's Moon; this is further supported by the fact that the front face of Zero (shown in this card's artwork) has a look that alludes to the so-called 'Old Man of the Moon face' that can be seen in its full moon phase.
  • Those Two Guys: Worm Yagan and Worm Xex. Their effects compliment each other and they even appear on their respective artworks in the background.
  • Vagina Dentata: A fair amount of them have this. Worm King deserves special mention, as it was removed in the TCG.
  • V-Sign: Worm Victory is giving the "V for Victory" with all six of its hands.

X-Saber is an archetype of EARTH Warrior-Type and Beast-Warrior-Type monsters that come from the Duel Terminal sets. As the name would imply, they usually use swords. They are used by Yaiba Todo in Yu-Gi-Oh! ARC-V.

Tropes associated with the X-Sabers:

    Yang Zing 
Yang Zing, known as Dracomet or Cosmic Dragon (竜星 Ryūsei) in the OCG, are a new archetype of monsters who are part of the continuing Duel Terminal storyline. While they appear to be dragons, they are in fact part of the new Wyrm-Type. Their playstyle revolves around summoning one another when they're destroyed by battle or card effect, and they can Synchro Summon during the opponent's turn. They were created by Constellar Sombre through the combination of the earth's Elemental Powers and the power of the stars, and are inspired by the 9 Sons of the Dragon in Chinese Mythology. Their boss monster is Chaofeng, Phantom of the Yang Zing, whose power is unleashed when the Yang Zings come together, according to the lore.

Tropes associated with the Yang Zings:

  • All Your Powers Combined:
    • Encouraged by Baxia, who can send a number of opposing cards back to the deck up to the number of different Attributes among the monsters used to summon him, and because each of the four non-tuner Yang Zings will bestow a different ability on him.
    • Taken Up to Eleven with Chaofeng, whose first effect acts as a Power Limiter, which prevents the opponent from activating monster effects whose Attribute is the same as of the Yang Zings used to summon Chaofeng.
  • Back from the Dead: Baxia can resurrect monsters from your Graveyard.
  • Blow You Away: Pulao.
  • The Berserker: Yazi, implied in the artwork of Yang Zing Brutality.
  • Call-Back: Their OCG name Ryusei is very similar to Yusei's name, with both having similar meanings ("Dracomet" and "planetary", respectively). Yusei is a specialist in Synchro Summoning. The Archetype's main strategy is also literally "Gathering stars combined to form a new power." The Yang Zings' power to Synchro Summon during the opponent's turn is also very reminiscent of the Accel Synchro ability from Yu-Gi-Oh! 5D's.
  • Casting a Shadow: Jiaotu, Taotie, and Yazi.
  • Confusion Fu: Yang Zing are able to Synchro Summon during the opponent's turn to potentially disrupt their plays.
  • Dark Is Not Evil: Beyond having DARK members, the Archetype actually goes the extra mile in asserting this trope by having different members represent darkness (Jiaotu) and evil (Yazi).
  • Dishing Out Dirt: Bi'an, Zefraxi, and Zefraniu.
  • Dub Name Change: They are called “Cosmic Dragons” or "Dracomet" in the OCG.
  • Dragons Up the Yin Yang: Yang Zings are based heavily on the Nine Sons of the Dragon of Chinese Mythology.
  • Elemental Powers: Each of the Yang Zings represents an element.
  • Fusion Dance: Although Yang Zings focuses on Synchro Summons, their Synchro Monsters aside from Chaofeng resemble a merger of the group's monsters and in most cases, can be summoned using those monsters.
    • Chiwen + Bi'an + Suanni = Baxia
    • Jiaotu + Taotie = Yazi
    • Chiwen + Suanni = Denglong
  • Light 'em Up: Chiwen, Baxia, Denglong, and Chaofeng.
  • Making a Splash: Bixi.
  • Meaningful Name: "Yang" can mean "white", “sun”, or "light". "Zing" came from of "Xing", which means "star" in Chinese." Both words allude to their levels and the frame color of the Synchro Monsters.
  • Mook Maker: Chaofeng's third effect allows the owner to Special Summon Wyrm-Type monsters when the opponent’s monster is destroyed once per turn.
  • My Death Is Just the Beginning: Except for Baxia, Zefraxi, and Zefraniu, Yang Zings replace themselves with another Yang Zing upon destruction.
  • No-Sell: Pulao gives immunity to Spell Cards, while Bixi grants Trap Card immunity to a Synchro Monster if used as a material for the Summon of that monster.
  • Our Dragons Are Different: The Yang Zing are based heavily on Asian dragons, as opposed to the more Western designs of many Dragon-Types. They're classified under the Wrym-Type, as stated above.
  • Playing with Fire: Suanni.
  • Power at a Price: Exemplified with the Yang Zing Creation. This trap allows you to summon a Yang Zing from your deck if a monster you control is destroyed, but in exchange, you cannot Xyz, Fusion, or Pendulum Summon.
  • Power-Up: Suanni gives the Synchro Monster an additional 500 ATK and DEF.
  • Sixth Ranger:
    • Zefraxi and Zefraniu are the purified Zefra versions of Jiaotu and Taotie respectively.
    • Zefratorah Grammaton bears the symbol of the Yang Zing even though it's part of the Zefra archetype. It's probably because Zefraxi and Zefraniu fused with Shadoll Zefracore.
  • Status Buff: Each of the non-Tuner Yang Zings barring Zefraxi and Zefraniu gives extra abilities to the Synchro Monster in which they were used to Summon.
  • Stone Wall: Denglong has the highest original defense of all "Yang Zing" monsters, at a whopping 2800.
  • Super Toughness: Bian prevents a Synchro Monster Summoned using it as a material from being destroyed by battle.
  • Thanatos Gambit: When a non-Synchro Yang Zing is destroyed (while on the field), it summons another one to take its place. Taken one step further with their trap Yang Zing Creation.
  • Undying Loyalty: Taotie prevents a Synchro Monster Summoned using it as a material from being controlled by your opponent.
  • Worf Effect: In the Duel Terminal storyline, they consistently lost to the Shaddolls and got corrupted by them.

Yosenju are an archetype of WIND monsters based on various Yokai as well as other elements of Japanese mythology and folklore. They are focused in Pendulum Summoning, and most of the Yosenju have the effect that they return to the hand in the End Phase after they were Normal Summoned (few others will return after being Special Summoned), which makes it hard for the opponent to defeat them. They are used by Shingo Sawatari in the Yu-Gi-Oh! ARC-V anime.

Tropes associated with the Yosenju:

  • Achilles' Heel: The Yosenju monsters are very similar to Spirit Monsters, with many of them returning to their owners hand. While Sawatari's "Yosen Lost Tornado" combo uses this effect to his advantage, it also leaves the field wide open for an upcoming attack, if they have no Spell or Trap Cards for protection.
  • BFS: Yamamisaki has one. He also destroys any non-WIND monster he battles.
  • Blow You Away: All of the Yosenju monsters are WIND monsters.
  • Dub Name Change: Averted for the archetype who keeps its name. Individual cards such as Mayosenju Daibak, on the other hand...
  • Expy: Mayosenju Daibak can be seen as one of Armed Dragon LV10 as both are Level 10 WIND monsters with 3000 ATK used in the anime by a rival of the protagonist, which is reinforced by Sawatari, who used Daibak, being an expy of Chazz, who played Armed Dragon LV10.
  • Glass Cannon: Yosenjus can mass Normal Summon monsters to deal major damage to the opponent when combined with their bounce effects, and they can also throw in a bit of Pendulum Summoning to bring out heavy hitters like Daibakaze. However, they return to the hand during the End Phase, giving the opponent a clear shot at your Life Points if you don't throw in something to stop them.
  • Hit-and-Run Tactics: Their main schtick: they're summoned on your turn, do a bunch of damage, and then return to the hand before the opponent can retaliate.
  • Katanas Are Just Better: Kama 2 has a katana and he's the strongest of the three brothers. He can also attack directly by halving the damage.
  • Knife Nut: Kama 3 wields a tanto (short sword).
  • Mythology Gag: Saburoukaze's outfit is the same as the one Sawatari wore before his rematch against Yuya. Its second effecteven allows Yosen Whirlwind or Dizzyng Winds of Yosen Village to be directly placed on the field, which are the two cards Sawatari used to counter Yuya's Pendulum monsters in that duel.
  • Nerf: Inverted. In the anime, the Yosenju brothers will return to the hand regardless whether they are Normal or Special Summoned, which can be considered as a buff, since the Yosenju were released in the OCG before the anime introduced them.
  • Numerical Theme Naming: Kamaitachi (one), Kamanitachi (two) and Kamamitachi (three). In the TCG, they are just numbered.
  • Our Dragons Are Different: Mayosenju Hitotsumenomuraji has the appearance of a red eastern dragon. However it's a Beast-type monster.
  • Punny Name: Kamaitachi's name sounds exactly like the yokai Kamaitachi. Both "kama" stand for "sickle", but the difference between their names is the "itachi" part. The Yosenju's "itachi" stands for "one long sword" while the yokai's "itachi" stands for "weasel". Lost in Translation in the TCG.
  • Red Oni, Blue Oni: Urenshinchu (red) and Sarenshinchu (blue). They have even literally red and blue oni faces.
  • Sibling Team: Kama 1-3 are brothers.
  • Sinister Scythe: Kama 1 has a sickle. Guess why?
  • Wicked Weasel: Kamaitachi, Kamanitachi and Kamamitachi are weasel yokai, the Kamaitachi. Mayosenju Daibak is a very monstrous Kamaitachi.
  • Wind Is Green: Mayosenju Daibak is completely green/turquoise.
  • Yokai: What most of their monsters are based on, notably the Kamaitachi. Before the TCG archetype name was revealed, fans translated the OCG name as "Hermit Yokai".
  • You Are Number 6: In the TCG, the Kamaitachi brothers are just numbered.
  • Zerg Rush: The Kama brothers all share the effect of letting you Normal Summon another Yosenju monster after they're successfully Normal Summoned. The general result is, of course, a pack of them all being summoned at the same time.

Yubel is a major character in Yu-Gi-Oh! GX and has her own cards. Judai/Jaden owns currently at least one of them.

Tropes associated with Yubel:

  • Ambiguous Gender: Due to being hermaphroditic, Yubel is both male and female, but she is usually referred as a "her" (in the dub and by the fans) due to her Woman Scorned nature in season 3. Her Bokukko character does not help at all.
  • Anthropomorphic Personification: Implied and likely not literal, but 'Terror Incarnate' speaks for itself. She has the power, though.
  • Attack Reflector/Combat Sadomasochist: The effect of Yubel ties in perfectly with the character's sadism and masochism: whatever 'pains' (i.e. Battle Damage) this card experiences, it reciprocates to the opponent in Life Point damage. It also reflects her nature as Judai's guardian, being unharmed by the attacks of the enemies that harm only them.
  • Belly Mouth: Ultimate Nightmare has one.
  • Casting a Shadow: She is a DARK monster.
  • Difficult, but Awesome: The archetype is not easy to play, but if done right, they will dominate the field.
  • Eldritch Abomination: Starts out Humanoid and becomes more Eldritch as she progresses through forms.
  • Exact Words: Yubel and Terror Incarnate only activate their Attack Reflector effect if an enemy attacks it - as in the enemy has to attack Yubel, not the other way around like in the GX anime. Naturally no sane opponent will do this on purpose, thus any deck running Yubel will need cards that force the opponent's monsters to attack it to get any use out of its first form. Terror Incarnate makes up for it slightly by wiping everything else off the field every turn, but otherwise has the same issue.
  • Evolutionary Levels/One-Winged Angel: The Yubel series is similar to the LV series such as Armed Dragon or Dark Mimic, with each successive form being stronger. The difference is that Yubel is the only LV-like series that evolves when she is destroyed.
  • Eyes Do Not Belong There: Ultimate Nightmare has a total of 16 eyes, counting the head on her chest, the dragon heads, the faces on the heads and the eyes on its knees.
  • Fusion Dance: With Elemental HERO Neos to form Neos Wiseman. As a result, this card represents Judai after he fused with Yubel because this card is the combination of Neos (which represents Judai) and Yubel, as of the last episode, his two ace cards. In the card game, Neos Wiseman is an Effect Monster that requires both cards as a tribute.
  • Gratuitous German: When the card name is read in the original Japanese, it is actually written in bad German, not Japanese. Das Abscheulich Ritter for Terror Incarnate and Das Extremer Traurig Drachen for The Ultimate Nightmare.
  • Instant Awesome: Just Add Dragons!: Terror Incarnate and Ultimate Nightmare are draconic in appearance, complete with a pair of dragon heads.
  • Meaningful Name: Yubel's name is not Japanese in origin, and because her name is only ever spelled onscreen in katakana, the question isn't the spelling of her name so much as the name itself. "Yubel" could be the Japanese pronunciation of the German "Juwel" (pronounced "you-vehl"), meaning "jewel" or "gem," or a correct pronunciation of the Swedish "jubel," meaning "joyful." Nobody actually knows.
  • Multiple Head Case: As Terror Incarnate and Ultimate Nightmare, which is used to indicate how powerful they are in comparison to Yubel's regular form.
  • Names to Run Away from Really Fast: Yubel - Terror Incarnate and Yubel - The Ultimate Nightmare.
  • Our Demons Are Different: All of her forms are Fiend-Types.
  • Stone Wall: The controller of any of Yubel's forms will not take any battle damage from battles involving them. If it's the only monster on your field and the opponent has no other ways to deal damage or negate Yubel's effects, they literally cannot touch your LP.
  • Thanatos Gambit: Terror Incarnate can only be summoned if Yubel is destroyed, by something other than her own monster effect (failing to tribute a monster for her). Ultimate Nightmare isn't so restrictive, simply needing Terror Incarnate to leave the field in any way but returning directly to the deck.
  • Third Eye: This is justified because Yubel is a (hermaphroditic in Japan only) demon.
  • This Looks Like a Job for Aquaman: Samsara Lotus is a notoriously bad card that can return to the field from the Graveyard during your End Phase, but has 0 ATK and DEF, returns to the field in Attack position, and deals 1000 LP damage to you anyway if it survives to your next turn... but if you have Yubel's first form on the field, it's a godsend as it can resurrect and immediately be tributed to Yubel to keep it alive, eliminating the major headaches of both cards. Yubel herself uses this strategy in GX.
  • Walking Disaster Area: Terror Incarnate destroys every other monster on the field at the end of the user's turn just by staying alive.
  • Weak, but Skilled: All of her forms are have 0 ATK and DEF, but powerful effects.
  • Weaksauce Weakness: None of the forms have any protection from card effects. For Yubel and Terror Incarnate it's not much of a problem since you WANT them to be destroyed so you can bring out the next form, but if the opponent drops a Raigeki or something on Ultimate Nightmare, bad things happen. And since all of them have 0 ATK and DEF, the opponent can simply negate their effects to neuter them completely.
  • Winged Humanoid: Her first form.

The Zefra, known as Sephira in the OCG, is an archetype of Pendulum Monsters. The members of this archetypes are angelic (and some purified) versions of other Archetypes' monsters. This archetype is unique for combining several archetypes together in a single deck. As such, they primarily use boss monsters from different archetypes, but also have their own boss in Zefraath. This archetype has access to the Shaddolls, Yang Zings, -tellarknights, Ritual Beasts and Nekroz Archetypes. In the third Duel Terminal story, the Zefras oppose the Infernoids and Qliphorts.

Tropes associated with the Zefras:

  • All Your Powers Combined: The Zefra monsters, barring Zefraath, are also part of another archetype such as Shaddoll and Yang Zing.
  • Blow You Away: Zeframpilica and Zefrawendi are WIND monsters.
  • Casting a Shadow: Zefra Roots and Zefra Naga are DARK monsters.
  • The Chosen Many: Each of the Zefra was implicitly chosen by the Naturia Sacred Tree to receive their power, as referenced by the card showing all of them together.
  • Color-Coded for Your Convenience: Like the Qliphorts and the Infernoid, the Zefra also have a colored sphere somewhere on their body. Unlike those two, they represent the corresponding Sephirot instead of a Qliphoth.
  • Continuity Nod: The Zefra are all based on monsters from the Duel Terminal storyline.
    • Zefrasaber is Grear Sorcerer of the Nekroz, also known as Gishki Avance, who now wields the weapons of the XX-Saber.
    • Evilswarm Exciton Knight has become Zefraxciton.
    • The Yang Zing monsters, Zefraxi and Zefraniu are the purified forms of Jiaotu and Taotie respectively.
    • Zefrathuban's armor resembles Chiwen.
    • Zeframpilica is Pilica, descendant of Gusto riding on Rampengu in a similar manner to the Ritual Beast Ulti- monsters.
    • Zefrawendi is Ritual Beast Ulti-Pettlephin after being purified from their El Shaddoll Wendigo form.
    • Zefraxa is Exa, enforcer of the Nekroz who has gained fire powers.
    • Zefranaga is Kerykeion but his ATK and DEF are the same as his previous form, Constellar Rasalhague. The golden snake-like objects on its body resembles Rasalhague's staff and appeared in the artwork of El Shaddoll Shekhinaga.
    • Zefracore is Shaddoll Core, only now looking more like Gem-Knight Crystal.
    • Zefra Metaltron is Metaltron XII, the True Dracombatant.
    • Their Field Spell depicts the Naturia Sacred Tree.
  • Dark Is Not Evil: Zefranaga and Zefracore. Both are members of the Shaddoll Archetype. The other four archetypes supported by this one are more heroic, especially notable with Naga who resembles Evilswarm Kerykeyion, one of the two monsters to have killed Sophia. Note that these two are the only Shaddoll monsters without any discernible strings.
  • Dishing Out Dirt: Zefraxi and Zefraniu are EARTH monsters. Zefracore is also a Rock-Type monster. Zefraath is both.
  • Elemental Powers: Being a combined force of various Archetypes, the Zefras has members representing the in-game Attributes.
  • Foil: To the Qliphort. Both archetypes are named after concepts from Judaism and focus on Pendulum Monsters. However, the Qliphort uses Pendulum Summon alongside Tribute Summon while the Zefra uses it with Ritual, Fusion, Synchro, and Xyz Summon.
  • Foreshadowing: The Zefra were first mentioned as part of Qliphort Scout's flavor text.
  • I Work Alone: Their Pendulum effect that prevents the player from Pendulum Summoning monsters that aren't Zefra or part of their respective archetype.
  • Light 'em Up: Zefraxciton and Zefrathuban are LIGHT monsters.
  • Making a Splash: Zefrasaber is a WATER monster.
  • Our Angels Are Different: The archetype consists of a winged giant penguin and dolphin with young girls as riders (Zeframpilica and Zefrawendi), a humanoid Dragon (Zefraxa), a knight with half bright and half dark armor and the wings to match (Zefracore) that can turn into a giant rock dragon (Zefraath), an old man with access to a Fountain of Youth (Zefrasaber), one of the 2 monsters responsible for the death of Sophia (and is now called Zefranaga), a humanoid bug that slightly got more humanoid (Zefraxition), a warrior that might be the human form of Chiwen, Light of the Yang Zing (Zefrathuban), and two dragons created by the amalgamation of the Earth elemental and Stars (Zefrainu and Zefraxi). None of them are even Fairy-Type.
  • Playing with Fire: Zefraxa is a FIRE monster.
  • Power Gives You Wings: Each of them has wings. According to the lore, they received power from the Naturia Sacred Tree in order to fight the Infernoids.
  • Scaled Up: Shadoll Zefracore turns into Zefraath, a massive dragon with 3450 ATK and 2950 DEF.

    Zombie Counterparts 
One common way of putting a new spin on an old monsternote  is to give it a Zombie-Type counterpart representing a zombified version of the monster. These can have various effects, and occasionally different stats. The earliers ones were used by Ghost Kotsuzuka (Bonz) in Duel Monsters. Since three of the zombies are Synchro Monsters that require Plaguespreader Zombie and Pain Painter as Tuners, they are considered supporting cards for the Zombie counterpart series.

Tropes associated with the Zombie counterparts:

Zoodiacs, known as the Zodiac Beasts in the OCG, are an archetype of EARTH Beast-Warrior-Type monsters based on the Eastern Zodiac, focusing on Rank 4 Xyz Summons. They have the unique trait of being able to summon their Xyz Monsters by using a single Zoodiac monster, allowing them to rapidly Xyz Summon and use multiple monster effects in quick succession.

Tropes associated with the Zodiac Beasts:

  • All Your Powers Combined: The Xyz Monsters of the archetype gain ATK and DEF equal to the combined ATK and DEF of the Zoodiac monsters attached to them. Additionally, each of the Main Deck monsters gives an additional effect to any Beast-Warrior-Type Xyz Monster they are attached to, including the Xyz Zoodiacs.
  • An Axe to Grind: Broadbull's weapon of choice.
  • Animal Motifs: They're based on the Eastern Zodiac, so this is a given. In Zodiac order, we have Ratpier, Broadbull, Tigermortar, Bunnyblast, Drident, Whiptail, Thoroughblade, Ramram, Hammerkong, Kataroost, Chakanine, and Boarbow.
  • Back from the Dead: Chakanine can, in exchange for an Xyz Material, summon a Zoodiac from the graveyard. Ramram has a similar effect that activates when it's destroyed.
  • BFG: Bunnyblast's comically oversized blunderbuss.
  • BFS: Thoroughblade and Ratpier. The latter gets bonus points for his sword being a rapier.
  • Blade on a Stick: Drident's halberd.
  • Dishing Out Dirt: They are all EARTH monsters..
  • Drop the Hammer: Hammerkong's weapon is one, as indicated by its name.
  • Eastern Zodiac: The inspiration for this archetype.
  • Equippable Ally: Whiptail can attach herself to a Zoodiac Xyz Monster as an Xyz Material via its effect.
  • Getting Crap Past the Radar: A likely unintentional version with Kataroost, as its original Japanese name translates more closely to "Cuckle"—presumably a portmanteau between "cock"—a rooster—and "knuckle". Due to the resemblance between this and a certain other term, however, most unofficial English translations interpret this as "Cluckle" before the card's early TCG release.
  • Little Bit Beastly: They're portrayed as being largely human, but with traits of their respective animal. They're also all Beast-Warriors.
  • Luckily, My Shield Will Protect Me: Ramram. Fittingly, he also has the highest DEF in the archetype, at 2000.
  • Mechanically Unusual Fighter: The Zoodiac Xyz Monsters can be summoned using a single Zoodiac monster with a different name as Xyz Material, and unlike other Xyz Monsters with similar effects, that one monster does not have to be an Xyz Monster. While most Xyz decks need at least two monsters on the field to start Xyz Summoning, the Zoodiac can get started with just one, and can then go on to swap out their Xyz Nonsters at will while building up a ludicrous amount of Xyz Material.
  • Mythology Gag: Several monsters in Yu Gi Oh Zexal, the series that introduces Xyz Monsters, had an ability that let them count as two materials for an Xyz summon meaning that one could Xyz Summon using only said card, not unlike what this archetype is capable of doing although in this case, it's due to the Xyz Monster's effect rather than the Material's.
  • Punny Name: Broadbull's OCG name, Bullhorn (another name for a megaphone, as well as those thingies growing out of a bull's head), Thoroughblade ("thoroughbred" + "blade"), and Boarbow's original name Wildbow ("wild boar" + "bow").
  • Red Right Hand: Each of them wears an oversized gauntlet on the hand they use to wield their (equally oversized) weapon.
  • Rings of Death: Chakanine's weapon is a giant chakram.
  • The Southpaw: Whiptail, Tigermortar, Ratpier and Hammerkong wield their weapons and gauntlets with their left hands. While Ramram and Boarbow also do this, they don't count due to their weapons being a shield and bow respectively.
  • Whip It Good: Whiptail, naturally. Appropriately, it also resembles a snake.

    Zushin, the Sleeping Giant 
Zushin, the Sleeping Giant is a card that first appeared in the Yu-Gi-Oh! 5D's anime where he was an incredibly Common card that nobody had been able to summon him... until Team Taiyou did it. As can be gathered from that description, Zushin is the embodiment of Awesome, but Impractical: extremely difficult to summon, but equally powerful.

Tropes associated with Zushin:

  • Awesome, but Impractical: The whole point of this card. Zushin is extremely powerful, on par with the Egyptian Gods, but is ridiculously difficult to summon since he requires keeping a Level 1 Normal Monster on the field until it has 10 Zushin Counters on it and in order to place 1 of those counters, you need to reveal Zushin from your hand which can only done once per turn. However, once he hits the field, he's pretty much invincible.
  • Beyond the Impossible: Summoning Zushin is this, especially in the anime, where a Level 1 Normal Monster has to stay on the field for 10 rounds, which are 20 turns! The only reason Team Taiyo even manages to summon him is because they are three people dueling under the W.R.G.P. rules; if one of them loses, the next one carries over his field.
  • Brick Joke: After six years since its anime debut, Zushin gets finally printed in the OCG... as a Common card.
  • Dishing Out Dirt: Zushin is an EARTH monster.
  • Expy: An Awesome, but Impractical card that had never been successfully used before? Sounds like Exodia.
  • Gag Lips: Part of his Gonk design.
  • Gameplay and Story Integration: Depicted as one of the most common cards in existence in the anime, with everyone in the audience at the W.R.G.P. possessing a copy, Zushin is released in the OCG as a Common card.
  • Gameplay and Story Segregation: Depicted as one of the most common cards in existence in the anime, with everyone in the audience at the W.R.G.P. possessing a copy, Zushin is released in the TCG as an Ultra Rare card instead.
  • Gonk: For someone on par with the Egyptian Gods, he is pretty ugly.
  • Infinity +1 Sword: Zushin has always 1000 ATK more than the monster he battles.
  • The Juggernaut: Zushin is almost unstoppable once successfully summoned on the field.
  • Loophole Abuse:
  • Magikarp Power: His summon requirement is basically this trope. A Level 1 Normal Monster that has to stay long enough on the field and has 10 Zushin counters can be tributed to summon this juggernaut.
  • Megaton Punch: "ZUSHIN PUNCH!"
  • Nerf: Zigzagged. One one hand, Zushin lost the ability to negate the effects of monsters he battles, but is now invulnerable to effects while the version in the anime simply couldn't be targeted. His ATK gaining effect was also changed, so that it applies only during the Damage Step, making it even harder to destroy. This also applies to his Summoning Condition: in the anime, he only required tributing a Level 1 Normal Monster that had been on the field for ten of its controller's turns, while the real life version instead requires tributing a Level 1 Normal Monster with 10 Zushin counter on it. Said counters can only be placed by revealing a Zushin in your hand which can only be done once per turn, unless you have multiple copies of the card.
  • No-Sell: Zushin is immune to any kind of effect. The only ways to get rid of him is through battle (which is no easy feat given that he always has 1000 more ATK than the monster he's battling) or by Tributing him for Lava Golem, Volcanic Queen, or a Kaiju monster.
  • Stout Strength: He's got quite the beer belly on him, but that doesn't stop him from being awesome if he hits the field.
  • Walking Shirtless Scene: He generally doesn't wear a lot of clothes.
  • Weaksauce Weakness: Despite being immune to card effects, Zushin's effect would be negated if another card with a Continuous Effect that negate monster effects is already on the field before Zushin hits the board.
    • Because Zushin's ATK is determined by the ATK of the monster he is battling, one could put a Defense position monster with at least 1000 more DEF than ATK in his way and watch as Zushin does a whole lot of absolutely nothing. As such, Superheavy Samurais generally have no problem dealing with Zushin, as they generally have much higher DEF than ATK and their stronger monsters can attack in Defense position, using their DEF for damage calculation to easily defeat Zushin.


Example of: