Follow TV Tropes

Following

Characters / Yu Gi Oh Card Game T To U

Go To

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


    open/close all folders 

    T.G. 
https://static.tvtropes.org/pmwiki/pub/images/tech_genus.png
T.G., short for Tech Genus, is an archetype focusing on Accel Synchro. The T.G. monsters have a technological and futuristic aesthetic. A common effect among the Main Deck monsters is their ability to search for other T.G. monsters when they are destroyed, allowing the player to maintain card advantage. Their weaker Synchro monsters are mostly Level 5 monsters used as a stepping stone to bring out more powerful monsters. Their strongest monster is T.G. Halberd Cannon, a Delta Accel Synchro monster that requires 1 Synchro Tuner monster and 2 Synchro non-Tuner monsters. The archetype is used by Bruno/Antimony from Yu-Gi-Oh! 5Ds.

  • Anti-Magic: T.G. Wonder Magician can destroy 1 Spell or Trap card when she is Synchro Summoned.
  • Armor-Piercing Attack: T.G. Power Gladiator can deal piercing damage.
  • Back from the Dead:
    • Shooting Star Dragon T.G. - Expansion can Special Summon itself from the graveyard by Tributing two Synchro Monsters.
    • T.G. Halberd Cannon, when sent from the field to the graveyard, can Special Summon a T.G. monster from the graveyard.
    • T.G. Recipro Dragonfly can send another T.G. Synchro Monster to the graveyard to Special Summon the Synchro Monsters used for its Synchro Summon from the graveyard.
  • Dem Bones: T.G. Metal Skeleton, which appears to be a skeleton encased in a transparent substance.
  • Feathered Fiend: T.G. Booster Raptor, despite being a Dinosaur, has prominent feathers.
  • Hollywood Cyborg: Several of the T.G. monsters have mechanical components incorporated into their bodies.
  • Mecha Expansion Pack: While Shooting Star Dragon isn't a mech, its T.G. form, Shooting Star Dragon T.G. - Expansion, is essentially this, as it is aesthetically Shooting Star Dragon equipped with T.G. gear, most obviously the blaster of T.G. Blade Blaster. While the T.G. "expansion" doesn't make Shooting Star Dragon any stronger, as both forms have identical ATK and DEF, it does give Shooting Star Dragon new abilities.
  • Mirror Character: The archetype is this to the Synchron/Warrior and Stardust archetypes. Many of the Synchro monsters of both archetypes share similar level, stats, and summoning conditions. In story, Yusei Fudo learns Accel Synchro after dueling against Antimony.
    • T.G. Wonder Magician and T.G. Star Guardian are Synchro Tuners that can Synchro Summon during the opponent’s turn, similar to Formula Synchron and Accel Synchron. Accel Synchron is also a Level 5 monster like them.
    • T.G. Blade Blaster has similar stats and protection effects like Shooting Star Dragon. His summoning condition is similar to Stardust Warrior and Stardust Chronicle Spark Dragon.
    • T.G. Halberd Cannon has similar stats and summoning condition with Shooting Quasar Dragon and its variants. His effects are similar to Stardust Warrior.
    • Shooting Star Dragon T.G. - Expansion and Shooting Star Dragon have identical Attribute, Level, ATK, and DEF. Their summoning conditions are similar in that they both require Synchro Monsters, Tuner and non-Tuner, in order to be Synchro Summoned, though Shooting Star Dragon requires the non-Tuner to be Stardust Dragon while T.G. - Expansion can use one or more generic non-Tuner Synchro Monsters. They both benefit from playing many Tuners, and can negate effects (plus destroy the source) as well as attacks. Fitting, as T.G. - Expansion is a Mecha Expansion Pack of Shooting Star Dragon.
  • More Dakka: Possibly the use of the blaster equipped to Shooting Star Dragon T.G. - Expansion, since its effect to destroy monsters after negating their effects isn't once per turn. Read this way, T.G. - Expansion can gun down monsters that target its allies so long as it has enough ammunition (Tuners in the graveyard).
  • Mythology Gag: The Continuous Spell T.G. All Clear turns all T.G. monsters into Machine monsters, in reference to the archetype's anime effect that treated them as Machine monsters alongside their original typings.
  • Out-of-Turn Interaction: The archetype is capable of Synchro Summoning during the opponent's turn, which might throw a wrench into their strategy, especially if they target the T.G. monsters with card effects.
  • Uncatty Resemblance: T.G. Star Guardian resembles Antimony and his D-Wheel.

    Tenpai Dragon / Sangen 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_201_6.png

The Tenpai Dragon and Sangen archetypes are a pair of archetypes comprised of FIRE Dragon monsters that have the ability to Synchro Summon during the Battle Phase and have various effects related to the Battle Phase. Thematically they are inspired by mahjong, specifically the sanyuanpai, or the Three Fundamental Tiles, with each of the Tenpai Dragons representing the red, green and white dragon tiles and the Sangen Synchros representing their combinations. The "Sangen" Synchro Monsters are also inspired by the monster "Trident Dragion", a Level 10 FIRE Dragon Synchro Monster that has the same material requirements and Battle Phase-oriented effects.


  • Attack! Attack! Attack!: Transcend Dragion not only forces enemy monsters to attack, but forces those monsters into Attack Position the moment it's Synchro Summoned.
    • The archetype itself focuses on making making multiple attacks in order to OTK the opponent. The main deck Tenpai dragons can summon out more dragons either on attack or summon, two of them give blanket protection from battle damage and destruction by battle in order to get the combo rolling against stronger defenses, and all three can initiate a Synchro Summon during the battle phase, which leads to more attacks. Meanwhile, the Sangen Dragons can Special Summon themselves from the grave as a quick effect (and destroy a card) in order to attack again, and Trident Dragon can attack up to 3 times to close out the game.
  • Back from the Dead: Each Synchro Monster has the ability to revive itself once per Duel if at least three attacks have been declared in a single turn.
  • Multiple Head Case: The Synchro Monsters each have more than one head. Visually, these heads are the component forms of the Tenpai Dragons that make them up.
  • No Kill like Overkill: In a best-case scenario where the player has the means to direct attack with every single one of their monsters, a single combo can deal at least 30,000 in battle damage. And since most of that damage comes later in the combo, having monsters to block the dragons is no guarantee that they won't just run them over and OTK anyway.
  • No-Sell: The Field Spell, Sangen Summoning, gives your FIRE Dragons immunity to your opponent's activated effects during your Main Phase 1, giving you the ability to combo off and mount an offense without worry of interruption.

    Tenyi 
https://static.tvtropes.org/pmwiki/pub/images/dracomastersofthetenyi_madu_en_vg_artwork.png
The Tenyi is an archetype of Wyrm monsters themed after martial arts and the seven chakras. They focus on comboing with non-effect monsters: their main deck monsters can special summon themselves if the player controls no effect monsters, and can activate additional advantageous effects by banishing themselves from the hand/graveyard if the player controls a non-effect monster. They have two archetypal non-effect Link monsters, facilitating the activation conditions of the main deck monsters.

This archetype is used by Shoma Yusa in the Yu-Gi-Oh! OCG Structures manga against Strong Jukyu and Dark Kuroda.

  • Adaptational Heroism: Berserker fights alongside Monk and Shaman in the Yu-Gi-Oh! OCG Structures manga, despite being enemies in the card lore.
  • Arrogant Kung-Fu Guy: Berserker founded the path of the "Unrivaled Tenyi," which disregards harmony with Chi in favor of absorbing Chi to achieve more power. He seeks to defeat the practitioners of the "Flawless Perfection" path to prove that his path is superior.
  • Bare-Fisted Monk: Monk and Berserker are shown to be fighting using only their fists. The former is also a literal exemple due to his name.
  • The Corruption: Vishudda's dark chi corrupted the master of the Tenyi style and turned him into the Berserker of the Tenyi.
  • Dark Is Evil: Vishudda is a DARK monster and the one responsible for the master of the Tenyi style becoming Berserker and later Draco Berserker. The latter counts as well thanks to the aforementioned corruption making him more violent.
  • Draconic Humanoid: Berserker is humanoid, but has very visible draconic features on his arms, shoulders, and head. His advanced form, Draco Berserker, takes it even further, gaining a tail and having much of his body covered in scales.
  • Our Dragons Are Different: Aside from being Wyrm-type, rather than Dragon-type, the Tenyi Spirits are the manifested forms of the chi present in the dragon veins, while all but one the archetype's Link monsters are not dragons themselves, but instead practitioners of a martial art which involves borrowing the power of the dragons.
  • Strong, but Unskilled: Berserker is a Link-3 monster with 3000 ATK but has no effect.
  • Supernatural Martial Arts: The theme of this archetype with the Tenyi being stated lore-wise to be a martial art empowered by the chi of the Tenyi Spirits.
  • Theme Naming: The names of the main deck Tenyi monsters are derived from six of the seven chakras, with the Link Monster Sahasrara representing the seventh.

    Three Musketeers of Face Cards 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_189_9.png
From left to right: King's Knight, Jack's Knight, and Queen's Knight, as shown in Court of Cards.

The Three Musketeers of Face Cards, also known as The Three Royal Knights, are comprised of a trio of LIGHT Warrior-Type monsters known as Queen’s Knight, King’s Knight, and Jack’s Knight. Their playstyle involves using the effect of King’s Knight to Special Summon Jack’s Knight while Queen's Knight is on the field. They are used by Yugi Muto in the original Yu-Gi-Oh! series and Rokujuro/Roku in Yu-Gi-Oh! ZEXAL.

The Knights eventually received a ton of new members and support in King's Court, with a new playstyle that focuses on Special Summoning and retrieving King's, Queen's, and Jack's Knight from the hand, deck, and/or graveyard for repeated use.


  • Back from the Dead:
    • During the end phase, if Joker's Knight is in your graveyard, you can add one other LIGHT Warrior-Type monster in your graveyard and shuffle it into your deck. Doing so also allows you to add Joker's Knight to your hand.
    • During the end phase, if Joker's Straight is in your graveyard, you target 1 LIGHT Warrior-Type monster in your graveyard, and shuffle it into the Deck. If you do, you can add Joker's Straight to your hand.
  • Fusion Dance:
    • Queen's, King's, and Jack's Knight can be fused to create Arcana Knight Joker.
    • Queen's Knight was used in the anime as a Fusion Material to create Goddess Bow using the Claw of Hermos
  • Herd-Hitting Attack:
    • By discarding one card, Arcana Triumph Joker can destroy all face-up cards your opponent controls with the same type as the discarded card.
    • Royal Straight Slasher can destroy all cards your opponent controls by sending five different monsters of Levels 1 through 5 from hand or Deck to the GY.
  • Power Copying: By sending one Spell Card from your deck to the graveyard that specifically lists all of Queen's, King's, and Jack's Knight, the effect of Joker's Wild becomes that Spell Card's effect when activated.
  • Status Buff: Arcana Triumph Joker gains 500 ATK for every card in each players' hands.
  • Theme Naming: The three Knights are named after face cards in poker, and the theme is maintained with Joker's Knight and Royal Straight Slasher.

    Thunder Dragon 
https://static.tvtropes.org/pmwiki/pub/images/thunderdragontitan_madu_en_vg_artwork.png

Thunder Dragon is a card that has been around for almost as long as the game itself. Despite its mediocre stats, its effect to discard itself to search out up to two more Thunder Dragons is quite unique and versatile. At different points in the metagame, Thunder Dragon was used to easily set up the Fusion Summon for the more powerful Twin-Headed Thunder Dragon, used as a draw-2 deck thinner in gimmick decks, and put in Chaos decks as a LIGHT target.

Many years later, Thunder Dragon was massively expanded in Soul Fusion, becoming a fully-fledged archetype of LIGHT and DARK Thunder monsters. Like the original Thunder Dragon, the new Thunder Dragons have discard effects that fetches more monsters, but they also have effects that trigger when they're banished or sent from the field to the grave.

The archetype's main boss monsters are their new Fusion Monsters, who have unique alternate summoning conditions involving tributing/banishing Thunder monsters from the hand/field. They also have some "secondary" boss monsters, which are main deck Special-Summon-only monsters that require banishing monsters to be summoned. Many of these boss monsters have effects that are triggered in response to monsters activating their effects in the hand, which the Thunder Dragons' discard effects are able to trigger.

Psychic Tendo uses a Thunder Dragon Deck as his first deck in the Yu-Gi-Oh! OCG Structure manga.


  • Ascended Extra: Thunder Dragon was in all respects a minor monster with barely any anime appearances, but the Soul Fusion pack expanded the single monster into a full archetype with enough power to outright become a meta deck and getting its key cards restricted due to their power.
  • Belly Mouth: Twin-Headed Thunder Dragon sports one on its back in its card artwork.
  • Depending on the Artist: Twin-Headed Thunder Dragon's physical appearance has been seen to differ by medium.
    • In its card artwork, it is depicted as a wingless single headed quadrupedal dragon with an additional Belly Mouth on its back.
    • In the anime, it is depicted as a two-headed bipedal winged dragon.
    • In the Duelists of the Roses video game, it has much more detail added that is nowhere on the original card artwork, such as a strange pair of arms attached to its legs.
    • In Duel Links, its horn is much longer than in its cards artwork and anime appearances.
  • Early-Installment Weirdness: The archetype's first Fusion Monster, Twin-Headed Thunder Dragon, bears no resemblance in design to any of its other monsters, instead being a Palette Swap of Two-Mouth Darkruler. It is also the only monster in the archetype to not possess an effect due to like many other monsters, being released before archetypes were a thing.
  • Foil: Thunder Dragon Colossus is this to Thunder Dragon Titan. Both of them are the premier Fusion boss monsters of the archetype, but the DARK-attribute Colossus seems to be derived from Dragondark and the LIGHT-attribute Titan seems to be based on the original Thunder Dragon. They both have similar but contrasting Summoning conditions and protection effects. Colossus is slightly weaker and focuses more on locking down the opponent by preventing them from searching cards, while Titan has more raw power and can destroy cards on the field each time a Thunder monster's effect activates in the hand. Design-wise, while Colossus seems to be a one-headed Super Mode for Thunder Dragondark, Titan seems to be three regular Thunder Dragons fused into one three-headed body.
  • Fusion Dance:
    • 2 Thunder Dragons fuse into Twin-Headed Thunder Dragon.
    • Thunder Dragon combines with any Thunder monster into Thunder Dragon Colossus, which in turn can transform into "Thunder Dragon Titan" with the power of another Thunder monster. Both of the Fusions are of the Power Booster type.
  • Mirror Character: As its name suggests, Thunder Dragondark appears to be this to the original Thunder Dragon. To wit, the two monsters have the same Level, Type, ATK, and DEF, as well as similar body shapes. However, Thunder Dragondark is DARK Attribute while the original Thunder Dragon is LIGHT. Additionally, the two monsters have opposing poses and color schemes in their artworks. Similarly to the original Thunder Dragon, Thunder Dragondark also has an effect to discard itself and allow the controller to add another copy of itself from the Deck to the hand. However, while Thunder Dragon's effect is an Ignition Effect and allows the controller to add two cards, Thunder Dragondark's effect is a Quick Effect and only allows the controller to add a single card. Thunder Dragondark does have an additional effect wherein it can add a Thunder Dragon monster from the Deck to the hand if it is sent to the Graveyard from the field or banished.
  • Multiple Head Case: Thunder Dragon Titan has three heads. Despite its name, Twin-Headed Thunder Dragon is not an example of this trope in its card artwork, where it only has one head and a Belly Mouth on its back. However, the anime does depict it with two heads instead, and its possible retrain Thunder Dragonduo properly has two heads.
  • No-Sell: Colossus and Titan can both protect themselves from destruction by banishing cards from their controller's Graveyard. Considering that the archetype does a lot of discarding, this provides ample fuel for those effects.
    • Thunder Dragon Skyrumble can give targeting immunity to its controller's Thunder-Type monster.
  • Non-Indicative Name: Despite its name, Twin-Headed Thunder Dragon is depicted on its card artwork as a single headed dragon with a Belly Mouth on its back. Averted in the anime, where it is actually depicted with two heads.
  • Our Dragons Are Different: For one, they're not actually Dragon-type. Overall, they draw heavily from the Eastern depiction.
  • Palette Swap: Twin-Headed Thunder Dragon is a recolored version of another monster, Two-Mouth Darkruler.
  • Shock and Awe: The archetype emphasizes the "Thunder" part of the name, as they're all Thunder-type.
  • Spam Attack: Thunder Dragon Titan has a non-targeting non-once-per-turn destruction effect that can be activated when a Thunder-type monster activates its effects in the hand. Since the original Thunder Dragon's hand effect is not once per turn, a single Thunder Dragon in hand can thus repeatedly search out another Thunder Dragon and repeatedly trigger Titan's effect. By recycling Thunder Dragons with Thunder Dragon Fusion and using other Thunder Dragons' hand effects, Titan can obliterate the opponent's board.
  • Yin-Yang Bomb: Both LIGHT and DARK monsters are present in the archetype. In particular, Thunder Dragonduo is summoned by banishing one of each.

    Time Wizard 
https://static.tvtropes.org/pmwiki/pub/images/time_wizard.jpg
Time Wizard is a Level 2 LIGHT Spellcaster-Type Effect Monster with 500 ATK and 400 DEF, used by Katsuya Jonouchi/Joey Wheeler in the original Yu-Gi-Oh! series and Leo/Lyndon in Yu-Gi-Oh! 5Ds. It's a vital component to summoning a select few monsters (Thousand Dragon, Dark Sage), but mainly known for having a 50-50 shot at destroying every monster on your opponent's field... or your own.

Many years after its debut, it got upgrades in the form of Time Magic Hammer and Time Wizard of Tomorrow, with effects tuned closer to the anime's ever-changing ruleset.


  • Death or Glory Attack: Call the coin toss on Time Wizard right, and you blow up your opponent's field. Call it wrong, and it'll destroy not only your own field but also a good chunk of your LP. Time Wizard of Tomorrow at the very least is guaranteed to clear the field of every destructible monster, but there the risk is burning yourself to death.
  • Equippable Ally: Time Magic Hammer is a Fusion Monster that can be equipped to another face-up monster on the field.
  • Faceless Eye: It's changed (possibly deliberately Bowdlerized) in the second-series anime and Konami card, but in the original manga (and Bandai's version), its "face" is clearly just a pair of disembodied eyes and clock-hands floating inside a ring.
  • Fusion Dance:
    • Time Wizard + Baby Dragon = Thousand Dragon.
    • Time Wizard + one Spellcaster-Type monster = Time Wizard of Tomorrow.
    • Time Wizard was used in the anime as a Fusion Material to create Time Magic Hammer using The Claw of Hermos. The TCG changes it so that any Spellcaster-Type monster can be used, but the design stays the same.
  • Herd-Hitting Attack:
    • Time Wizard's effect destroys all monsters on either your or your opponent's side of the field depending on if you call its coin toss right.
    • Time Wizard of Tomorrow's effect destroys as many monsters on the field as possible and then inflicts damage to either yourself or your opponent equal to half the total original ATK of the destroyed face-up monsters depending on if you call its coin toss right.
  • Hoist by His Own Petard: Time Wizard’s and Time Wizard of Tomorrow's effects can target you instead of your opponent if you call their coin tosses wrong, leaving you in potentially very bad positions.
  • Luck-Based Mission: Time Wizard and Time Wizard of Tomorrow's effects require you to flip a coin and call it. Calling it right directs their effect towards the opponent, but calling it wrong directs them at you instead.
  • New Powers as the Plot Demands: The original anime almost never kept Time Wizard's effects consistent between duels, as its "Time Roulette" could either weaken an opponent's monsters (Mai's Harpies, Keith's Barrel Dragon), destroy them outright with direct damage (Rex's Red-Eyes), or even strengthen them (Yugi's Dark Magician/Sage), and sometimes just doing nothing at all (Espa Roba's Jinzo). The one common thread was always upgrading Baby Dragon into Thousand Dragon, but even then, its first use had it doing this instantly, without the roulette.
  • Weak, but Skilled:
    • Time Wizard won't be dealing or taking much damage at 500 ATK and 400 DEF, but its effect can have a huge payout if you can call its coin toss right. Using cards to perform multiple flips or increase your chances of calling it right also helps a lot.
    • Time Magic Hammer has the same stats as Time Wizard, but its effect can banish an opposing monster for up to six turns after its activation depending on the number of your dice roll, allowing you to get rid of a huge threat and potentially end the duel before it has a chance to come back.

    Timelord 
https://static.tvtropes.org/pmwiki/pub/images/rsz_sephylontheultimatetimelord_tf06_jp_vg.png
TARDIS sold separately.

The Timelords, or Time Machine God (時械神, Jikaishin) in the OCG, is an archetype of Fairy-Type monsters, most of whom are Level 10 with 0 ATK/DEF. They can be Normal Summoned without Tributes if the player controls no monsters, cannot be destroyed, nullifies the battle damage in their battles, and return to the Deck during the player's next Standby Phase. However, at the end of the Battle Phase where they battled, each Timelord will trigger an incredibly damaging effect. They are used by Z-one, the final antagonist of Yu-Gi-Oh! 5Ds.

At first, only Metaion and Sephylon were released in the OCG as promos. Years later, Lazion, Zaphion, Sadion, and Kamion followed, along with their searcher Time Maiden. Raphion, Hailon, Michion, Gabrion, and Sandaion were released a year after that, along with their Trap Card support.


  • Adaptation Deviation: Since Sephylon was released far before other Timelords, Sephylon and its key support card Infinite Light had their effects significantly changed between the anime and the card game.
    • In the anime, Sephylon can only be summoned by Infinite Light's effect, which required summoning 10 or more different Timelords in the current duel then sending Infinite Light from the field to the Graveyard. In the card game, Sephylon's summoning conditions are instead to simply have 10 or more monsters in the Graveyard, a mild Mythology Gag to the anime.
    • In the anime, Sephylon can once per turn summon as many Timelords as possible from the hand, Deck, or Graveyard, and make their ATK 4000. This effect is Nerfed in the card game, where Sephylon can once per turn summon a Lv.8 or higher Fairy monster from the hand/GY, and give it 4000 ATK but negate its effects. However, the card game version of Infinite Light instead gained a counterpart to the anime Sephylon’s effect (in place of the anime Infinite Light's own special summon effect), which can once per turn summon up to one Timelord each from the hand, Deck, and Graveyard, if the controller had no monsters. Combining both cards allows one to fill their field with Sephylon and four other Timelords, just like Z-one in the anime, by summoning 3 of them with Infinite Light, then summon Sephylon and use it to summon the last one.
  • All Your Powers Combined: Sephylon had an effect in the anime wherein he could gain ATK equal to the ATK of all other Timelords the controller had on their field, pooling their strength within him. From a thematic standpoint, this counts, as Sephylon is based on Da'at, the location on the Tree of Life where all ten Sephirot attributes, the basis for the other Timelords, are united as one.
  • Anti-Magic:
    • Zaphion's unique effect can shuffle the opponent's Spell and Trap Cards into the Deck if it battles.
    • Zigzagged with Kamion; its unique effect only shuffles one card into the Deck if it battles, but neither player can respond to this with their other cards or effects.
  • Bilingual Bonus: Sandaion's attacks resembling lightning bolts in the anime makes sense when you realize that the Japanese word for "thunder" is "sanda".
  • Bolt of Divine Retribution: Sandaion's effect seems to evoke this, as when it is activated, he creates a bolt of lightning in his hands, which he then hurls at the opponent to inflict damage to them.
  • Blow You Away: Sadion and Raphion are WIND Attribute. The former attacks by creating a tornado between his arms that blows towards the target, while the latter's attack has him blowing a blizzard from his mouth at the target.
  • Bowdlerise: Some of the archetype's names were subjected to this in the TCG languages, which is unsurprising, as the archetype contains heavy religious references.
    • The archetype was known as the "Time Machine God" in the OCG, which the translators of the TCG opted to change to "Timelord".
    • Vulgate had its name changed to Vorpgate in the TCG, as its Japanese OCG name is derived from a Latin translation of the Bible. Its TCG name is instead a Portmanteau of Vulgate, its OCG name, and warpgate, in reference to its banishing effect "warping" monsters away from the field.
  • Breath Weapon: Raphion attacks by blowing a blizzard at the target that is capable of freezing it solid.
  • Color-Coded Elements: With the exception of Vorpgate, they all feature color schemes that are evocative of their respective Attributes.
  • Disc-One Final Boss: Metaion is portrayed as this in the anime. Aporia believed he was Z-one's ace monster and built a deck specifically to bypass his effects. However, Z-one blindsided his opponent with the revelation that Metaion was but one of several Timelord monsters, and proceeded to thoroughly trounce Aporia by Normal Summoning Lazion and using his effect to both ruin Aporia's strategy and deliver the coup de grâce.
  • Early-Installment Weirdness: Metaion, based on the Keter attribute of the Sephirot, is the first Sephirot-based Timelord to be Summoned in the anime and the first to be released into the OCG (being printed six years before the others). That said, he has a distinct difference in his effect that prevents battle damage, compared to his later released brethren. Namely, said effect only works if Metaion battles while in Attack Position, meaning to say that he won't protect his controller from sustaining Piercing battle damage if he is attacked while in Defense Position. In contrast, the same effect on the other Sephirot-based Timelords works regardless of what battle position the monster was in when it battled. It should be noted, however, that in the anime, this effect on all of the Sephirot-based Timelords prevented battle damage only when the Timelord was in Attack Position. Therefore, on Metaion's OCG card, the effect is completely faithful to the anime, but subsequently buffed for the other Timelords.
  • Feather Flechettes: Michion attacks in this manner, flinging feathers from his wings at the opponent, which then ignite into flames when they get close to their target.
  • Flunky Boss: Sephylon is the archetype's boss monster, and his effect can Special Summon a Level 8 or higher Fairy-Type monster from the hand or Graveyard, while negating its effects and changing its ATK to 4000. In the anime, said effect could instead Special Summon as many Timelord monsters from the hand, Deck, or Graveyard as possible, and Z-one used it to fill his field with Sephirot-based Timelords that Yusei had to destroy first before being able to battle Sephylon himself.
  • Gender Flip: Zaphion is a female monster, but is based on Zaphkiel, a male archangel. This is because her corresponding Sephirot attribute, Binah, is female.
  • God: Sephylon is based on the one from Judaism (and the other Abrahamic religions), though the card itself is named after the Sephirot as a whole. Vorpgate might be based on Jesus of Nazareth, as his Japanese OCG name, Vulgate, comes from a Latin Biblical translation used by the Roman Catholic Church and he was Synchro Summoned in the manga using monsters based on the Biblical Magi.
  • Healer God: Befitting his representation of the Angel of Mercy, Sadion's unique effect can restore its controller's LP back to 4000 if they are less than that every time it battles.
  • An Ice Person: Raphion's attack consists of a blast of wind emitted from his mouth that is capable of freezing the attack target solid.
  • Irony: The archetype's user, Z-one, despised Synchro Monsters for causing the evolution and degradation of humanity, and thus, he never uses them. Eve, the antagonist of the ARC-V manga, would introduce Timelord Progenitor Vorpgate, a Synchro Timelord Monster.
  • Making a Splash: Zaphion and Gabrion are WATER Attribute. The former attacks by generating a waterspout from the palm of her hand to strike the target. The latter's has him releasing a drop of water from his hand, from which a tsunami emerges and washes over the opponent's field.
  • Mechanical Lifeforms: Despite being Fairy-Type, they resemble mechanical suits of armor, each with a screen on their chests depicting the faces of the angels each member represents. Their Japanese OCG name, the Time Machine Gods, likely alludes to their apparent mechanical nature.
  • Mechanically Unusual Fighter: The archetype's strategy is focused on the controller using its monsters to engage in battle. However, unlike most other battle-oriented archetypes, they do not Summon high ATK beatsticks nor focus on raising the ATK of their monsters (or reducing the ATK of opposing monsters) to deal large amounts of battle damage to the opponent (except Sephylon). In fact, being largely comprised of monsters with 0 ATK, they typically cannot inflict battle damage at all (and in the case of Sandaion, has an effect that prevents such damage to the opponent). Instead, the archetype relies on the controller triggering the unique effects of their monsters, which typically focus on disrupting the opponent's field presence and inflicting effect damage to the opponent, which can only happen at the end of the Battle Phase if said monsters battle.
  • Multi-Armed and Dangerous: Unlike the other Timelords, who each have one pair of arms, Hailon has two.
  • Mythology Gag:
    • In his duel against Yusei, Z-one Summoned the Sephirot-based Timelords in the same order that their corresponding attributes are arranged on the Tree of Life. Namely, the order was Metaion (Keter), Lazion (Chokhmah), Zaphion (Binah), Sadion (Chesed), Kamion (Gevurah), Michion (Tiferet), Hailon (Netzach), Raphion (Hod), Gabrion (Yesod), and Sandaion (Malkuth). While he controls multiple Timelords, he also has them attack in sequence according to this order as well. The Timelords were subsequently released in the OCG in the same order as well, with Metaion being released first as a magazine promo. When the other nine Timelords were eventually released across two packs, they were arranged together sequentially in each pack's card numbering in their Sephirot attribute-based order.
    • In the anime, Sephylon could only be Special Summoned from the hand, Deck, or Graveyard by sending Infinite Light from the field to the Graveyard after 10 or more Timelords with different names have been Normal or Special Summoned in the current duel. Sephylon's OCG Summoning conditions contain a nod to this, as it can only be Special Summoned from the hand if the controller has 10 or more monsters in the Graveyard, referencing those previously Summoned Timelords, but not mentioning them directly, likely because except for Metaion, they were not released in the OCG at the time.
  • No-Sell:
    • Except for Sephylon, all of the Timelords have effects that prevent them being destroyed, be it by battle or by card effects. They can also prevent their controller from taking damage from any attacks they're involved in.
    • The first time that Empty Machine would be destroyed by an opponent's card effect, it is not destroyed.
    • Infinite Machine can protect itself from destruction by an opponent's card effect once per turn.
    • Infinite Light cannot be destroyed by card effects, and also prevents both players from targeting Timelords with card effects or shuffling them into the Deck, even by their own card effects.
  • Obvious Rule Patch: Infinite Light ignores the Summoning conditions of any Timelord monster Special Summoned via its effect. While this lets players bypass the fact that the Sephirot-based Timelords cannot be Special Summoned from the Deck, it also lets them bring out Sephylon, which cannot be Special Summoned, except through his own unique conditions. This makes sense from a story perspective, as Infinite Light was used to Special Summon Sephylon in the anime, and was the only way to Special Summon him.
  • One-Steve Limit: Averted, as Sadion and Sandaion have very similar names, with the latter only adding two letters to the former's name.
  • Our Angels Are Different: Yes, they allude to the Sephirot, and are named after several angelic figures within Judaism and Christianity. However, the best way to describe them appearance-wise would probably be "mechanical suits of armor with TV screens on their chest that show the angel they represent".
  • Our Fairies Are Different: They are Fairy-type monsters in the TCG, but they look less like classical fairies or even fey and more like vaguely-humanoid machines with screens depicting the face of an angelic being.
  • Playing with Fire: Metaion, Lazion, and Michion are FIRE Attribute. When Metaion attacks, he conjures an orb of fire from which a stream of flames shoots out at the target. Lazion points his shoulders at the target and launches twin jets of flame from them to both attack and deal damage through his effect. Michion's attack has him firing Feather Flechettes from his wings to surround the target, which then ignite into flames when they are in place.
  • Power Nullifier: Sephylon's anime incarnation had an effect that negated the effects of any monster he battles. His OCG card instead negates the effects of any monster Special Summoned via his effect.
  • Punny Name: Vorpgate's name is a Portmanteau of Vulgate, its Japanese OCG name and a Latin translation of the Bible, and warpgate, likely referencing the fact that it can banish all of the opponent's monsters or "warp" them away.
  • Quality over Quantity: In the anime, the first ten Timelords have a common effect that prevents their controller from Summoning any other monsters while they on the field, effectively meaning that the controller can only have one Timelord at a time on their field. When the archetype's cards were released in the OCG, this effect was replaced with one that allowed the controller to Normal Summon the Timelord monster without Tributing if they controlled no monsters. Sandaion's OCG card, however, directly enforces this trope, as the controller can only control one copy of him at a time.
  • Religious and Mythological Theme Naming: In addition to their basis in the Sephirot and its attributes, each of the Sephirot-based Timelords are also named for and based on an angel in Judaism and Christianity, with Sephylon being named for the Sephirot and based on the God in Judaism (and the other Abrahamic religions). The archetype's Sixth Ranger, Vorpgate, whose Japanese OCG name is Vulgate, deviates from this theme, being instead named for the Vulgate, an early Latin translation of the Bible used by the Roman Catholic church. Due to the monster's name, which can mean "originating from the Christian Bible", and the fact that it was Synchro Summoned in the manga using monsters based on the Biblical Magi, it is likely that it was intended to represent Jesus of Nazareth.
  • Reset Button: Being called Time Machine Gods in the OCG, the archetype's central theme is resetting the board to the way it was at the beginning of the duel. Various members of the archetype achieve this in different ways via their effects. In addition, the Timelord monsters return themselves from the field to the Deck in their controller's next Standby Phase.
    • Metaion returns all monsters on the field back to the hand after it battles.
    • Lazion's effect invokes a downplayed version of this. When it attacks, it returns all cards in the opponent's Graveyard to their Deck, resetting them to a point when the duel started.
    • Zaphion shuffles all of the opponent's Spell and Trap Cards back into the Deck.
    • Sadion's effect restores the controller's LP to 4000, which is the amount that players start with in the anime.
    • Kamion returns one card of the controller's choice from the opponent's field to the Deck.
    • Gabrion's effect can shuffle the opponent's entire field into the Deck, although it allows them to draw cards up to the number of cards affected.
  • Shaped Like Itself: Empty Machine takes the form of a single ring, which resembls the number 0. Infinite Machine is depicted as two rings attached to each other side by side, looking exactly like the infinity symbol (∞).
  • Shock and Awe: Sandaion's attack and effect involves the use of electricity. For the former, he charges up electricity with the pylons on his shoulders, then turns them forwards and fires a ball of electricity from between them at the target. For the latter, he creates a bolt of lightning in his hands, and then hurls it at the opponent.
  • Sixth Ranger: Vorpgate was introduced much later compared to the other members of the archetype, coming from the ARC-V manga rather than the 5D's anime. Unlike the other Timelords, Vorpgate is a Synchro Monster and starts the duel in the Extra Deck instead of the Main Deck. It is also distinct from the other Timelords in that it is not based on the Sephirot, or an attribute thereof. Its Japanese OCG name, Vulgate, instead derives from the Vulgate, an early Latin translation of the Bible.
  • The Smurfette Principle: Zaphion is the only female Timelord monster. Time Maiden is also implied to be female as well due to its name.
  • Status Buff: Per the effect of Sephylon, the big boss of the archetype. Any Level 8 or higher Fairy-Type monster he Special Summons from the hand or Graveyard has its ATK become 4000, although this comes at the cost of negating its effects. Given that the vast majority of monsters don't have anywhere close to that amount of ATK, this effect is very much this trope.
  • Status Effects: The anime versions of Empty Machine and Infinite Machine have effects that reduce the ATK of all monsters on the controller's field to 0. This has a negligible effect on the Timelord monsters themselves, however, as, with the exception of Sephylon and Sandaion, they all have an original ATK of 0 anyway.
  • Time Master: Given that they are known as the Timelords, this is a given. Their effects, however, lean more towards hitting the Reset Button, returning cards to the Deck and thus placing them where they were when the Duel began.
  • Total Party Kill: While the other Timelords merely "reset time" by returning the opponent's cards to where they came from or resort to inflicting burn damage, Vorpgate outright banishes all of the opponent's monsters.
  • Uniformity Exception: A few members of the archetype qualify for this trope in various ways.
    • Sandaion represents the Sephirot attribute, Malkuth. However, his OCG card possesses several distinct differences from the other Sephirot-based Timelords that extend beyond the unique effect he possesses. For one, unlike the others, who have 0 original ATK and DEF, Sandaion's original ATK and DEF are both 4000. While all of them have an effect that lets the controller Normal Summon them without Tributing if they control no monsters, Sandaion tacks on the additional requirement that the opponent must control monsters as well. Sandaion also has the restriction that the controller can only have one copy of him on their field, which the others lack. While all of them have an effect that prevents their controller from taking battle damage in battles involving them, Sandaion also extends this protection to the opponent as well, due to its high stats as well as being relatively easy to Summon. This is justified because Malkuth itself is the odd one out of the Sephirot, representing the material world (hence Sandaion having actual ATK and DEF stats) while the others represent the divine.
    • Unlike the other Timelords used by Z-one in the anime, Sephylon does not represent any attribute of the Sephirot. Instead, he represents Da'at, the location on the Tree of Life wherein all attributes of the Sephirot are unified. He is also not based on an angel in Judaism and Christianity and is not named for one, unlike the Sephirot-based Timelords. Instead, Sephylon is based on the Judeo-Christian God and is named for the Sephirot itself. He also lacks the protection from battle and effect destruction that is characteristic of all the other Timelords, and unlike the other Timelords, does not prevent the controller from taking battle damage from attacks involving him.
    • Vorpgate originated from the ARC-V manga rather than the 5D's anime, and unlike the other members of the archetype, is not based on the Sephirot at all, but instead the Vulgate, an early Latin translation of the Bible. Unlike the other members of the archetype, it is not an Effect Monster that starts the Duel in the Main Deck, but rather, a Synchro Monster. As a result, it is the archetype's first Extra Deck monster. It is also the only monster that underwent a Dub Name Change, going from Vulgate in the Japanese OCG to Vorpgate in the TCG languages. Its name is also structured differently from other members in the archetype, whose names are structured as ""name", the Timelord". Rather, its name is written as "Timelord Progenitor Vorpgate".
  • Your Size May Vary: When Summoned for the first time by Z-one, Sandaion was depicted as being much larger than the previous nine Timelords, easily towering over them. However, when Z-one Summons him again later in the same duel via Sephylon's effect, Sandaion is the same size as the other three Timelords Summoned alongside him. Justified because the monsters' sizes in that duel were tied to their attack stat, with Sandaion's 4000 being vastly higher than his brethren's original 0 ATK. When the other Timelords were Summoned by Sephylon's effect, their ATK were also boosted to 4000, making them grow in size to match Sandaion. Sephylon also grows massive when Z-one raises his ATK to astronomical levels, though still gets dwarfed by Stardust Dragon when Yusei does the same.

    Tindangle 
https://static.tvtropes.org/pmwiki/pub/images/dbo4obq_a3ab1bb7_7501_4186_9345_24aa4370f734_1.png
Lurking within the angles of time...
Tindangle is an archetype of DARK Fiend monsters that rely on manipulating their Flip monsters to control the field, limit their opponent's ability to attack and punish them for having linked monsters. They are used by Akira Zaizen in Yu-Gi-Oh! VRAINS.

  • Back from the Dead: Many of its monsters can special summon other monsters from the graveyard when flipped. Delaunay can special summon up to three monsters in the right condition.
  • Hell Hound: Tindangle Hound and Tindangle Acute Cerberus.
  • Living Polyhedron: Base Gardna is one.
  • Meaningful Name: Ther name of the archetype comes from The Hounds of Tindalos, creatures that in the story were said to exist in the "angles" of time. Fittingly, the Tindangle monsters have angular elements as part of their design and two of them are based on hounds.
  • No-Sell: Any monster that is equipped with Gergonne's End will be unable to be destroyed by battle or effects and the opponent cannot target them with the effects of their own cards.
  • Rule of Three: Several cards tied to this archetype require there to be at least 3 Tindangle monsters on the field or in the graveyard for their effects to be used. Furthermore, their Link monster has a Link rating of 3 and is named after Cerberus, the three-headed hound from Greek mythology.
  • Sinister Geometry: Given that the archetype references the Hounds of Tindalos on top of having a geometrical theme, this shouldn't be surprising.
  • Status Buff: Their ace monster, Acute Cerberus, has two discrete ways to boost ATK. On the one hand, it gets 500 ATK for each Tindangle it points to on the field; on the other, if there are at least three Tindangles in the graveyard, it gets a whopping 3000 ATK. It's enough to make this harmless pooch turn into a 4500 ATK berserker.
  • Status Effects: Tindangle Hound punishes the opponent for having monsters linked to their Link monster(s) by reducing the ATK of each monster by 1000 for each monster linked to it.
  • Theme Naming: The archetype's support cards feature a hefty amount of references to geometry and mathematical theory, particularly where triangles are concerned.

    Tistina 
https://static.tvtropes.org/pmwiki/pub/images/crystalgodtistina.png
Tistina is a TCG World Premiere archetype of Aqua monsters released in Duelist Nexus. They are a race of crystal lifeforms that came about as the result of a virulent crystalizing curse spreading across the world, ruled over by the mysterious Crystal God Tistina. In gameplay, the archetype revolves around getting their LIGHT Tistina monsters ("Demigod of the Tistina" and "Crystal God Tistina") onto the field and disrupting the opponent's monsters by changing them to face-down Defense Position.


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


  • Achilles' Heel:
    • Toon World. Necessary for Toons to do what they have to do, but the fact that they die when this does makes it seem like a big bullseye on your side of the field. However, in the case of some Toons like Toon Cyber Dragon, they will stick around despite their star card being nuked.
    • If Toon World/Kingdom is removed from the field in any way (destroyed, banished, returned to the deck/hand), Comic Hand will self-destruct, returning the stolen monster back to its original owner.
  • Actually Four Mooks: Toon Goblin Attack Force represents four different entities, but counts as a single monster card.
    • Ditto Toon Gemini Elf, which is a pair of elf women.
  • Anti-Magic: Toon Ancient Gear Golem combines the regular Ancient Gear ability of stopping the opponent from activating Spells and Traps when it attacks with the nasty Toon ability of being able to attack the opponent directly. Using a Toon Rollback with him after the turn he's summoned while your opponent has no Toons of their own and could very well win the game right then and there.
  • Beware the Silly Ones: Just because they look incredibly goofy doesn't mean the Toons can't bring the hurt. Not only do they retain abilities they had as regular monsters many of them also get powerful new abilities that the originals didn't have in addition to the group ability to attack the opponent directly that all toons share. Toon Dark Magician and Toon Black Luster Soldier both stand out in this regard since they're two of the archetypes main boss monsters with very deadly effects.
  • Cast from Hit Points: The Class 'A' Toons require the player to pay 500 life points to attack.
  • The Comically Serious: Toon Dark Magician comes off as this, retaining his more serious counterpart's stoic expression whilst also sporting the Super-Deformed artstyle inherent to all Toon monsters. He's one of the only Toon monsters who isn't shown looking mischievous or grinning.
  • Composite Character: Toon Black Luster Soldier combines aspects of two versions of Black Luster Soldier: the original Ritual monster, and Envoy of the Beginning. He must first be special summoned by tributing Toons on the field or in the hand whose levels equal at least 8. This is similar to summoning a Ritual monster, like the original BLS. Once per turn, he can banish any card on the field at the cost of not being able to attack that turn. This is one of Envoy of the Beginning’s effects.
  • Divergent Character Evolution: The later released Toons, with their revised text and better support cards basically split the archetype into the Type A Toons, who are good for swarming the field but lack consistency due to their Summon mechanics, and Type B Toons, who are slower but more practical thanks to their support effects.
  • Exact Words:
    • Toon cards are any card that has "Toon" in the card name; Toon monsters are any monster that has the "Toon" type. Know the difference because many of their support cards actually differentiate between the two.
    • Some Toons have a summoning restriction which states, "Must first be Special Summoned by Tributing (number of) monster(s)." After the summoning goes off, you can retrieve/revive them through other means so long as they aren't sent back to the Deck.
  • Femme Fatale: Toon Gemini Elf looks like two vamps and have one of the more useful effects among the Toon monsters. Toon Harpie Lady is as mischievous-looking as the original Harpie Lady, and can destroy the enemy’s spells.
  • Lethal Joke Character: Toon monsters have absolutely ridiculous appearances, but are a functional Deck and have a couple of powerful tricks at their disposal, such as direct attacks or an in-archetype control-switching equip card.
  • Magical Girl: Toon Dark Magician Girl is an exaggerated parody of the entire genre.
  • My Friends... and Zoidberg: Manga Ryu-Ran was just "Toon Dragon Egger" in the Japanese, but had a Dub Name Change for some reason. The result is that cards that target "Toon" cards now have to use wording like "Select one "Toon" card or one "Manga Ryu-Ran" to specifically keep him included with the archetype, up until he was given a "this is always treated as a 'Toon' card" clause.
  • Mythology Gag: The artwork for Toon Barrel Dragon is based on a cartoonish reimagining of the OCG version of Barrel Dragon with the TCG version's color scheme.
  • Power Parasite: The Mimicat spell card basically serves as a free copy of any card the opponent has in their GY so long as its owner controls both Toon World and at least 1 Toon monster when it hits the field. The one time Mimicat is used in the manga and anime (called "Doppleganger" in the dub) is to copy the form of Yugi's Summoned Skull and turn into Toon Summoned Skull, which explains its long cylindrical body compared to the other Toon monsters.
  • Russian Roulette: Toon Barrel Dragon's effect, but it can destroy traps and spells unlike its normal form.
  • Shock and Awe: Toon Summoned Skull, much like its normal counterpart, attacks with lightning in the anime.
  • Super-Deformed: With the exception of Toon Alligator, all Toon monsters are deformed counterparts of pre-existing Yu-Gi-Oh monsters.
  • Toon Physics: The Toons naturally have this. It allows them to stretch out of the way to avoid attacks.
  • Toon Transformation:
    • All of the Toons are transformed versions of pre-existing monsters.
    • The effect of Comic Hand. It takes control of an opponent's monster, turns it into a Toon, and gives it their ability to attack directly and dodge if Toon Kingdom is out.
  • Zerg Rush: Since Toons are all Special Summons, it's possible to summon as many of them as you have in your hand plus whatever ones meet the requirements (see Exact Words above) to be re-summoned through other means. Combined with Toon Kingdom to keep them alive to the next turn, this can end in up to five monsters bashing into the opponent's LP at once.

    Topologic 
https://static.tvtropes.org/pmwiki/pub/images/ddz8pmb_9d5ff330_d338_41ea_b2f7_97d5b5c4d88b.jpg
Mapping a network of total destruction.
Topologic is an archetype of DARK Cyberse Link Monsters. Topologic monsters usually involve mass removal of cards whenever a monster is Special Summoned to a Zone a Link Monster points to. In addition, they inflict heavy effect damage or gain attack points after it banishes the cards on the field.

They were used by Ryoken Kogami (Revolver) and Pandor in Yu-Gi-Oh! VRAINS

  • Anti-Magic: Topologic Trisbaena also banishes every spell and trap cards on the field and inflicts 500 damage to your opponent for each of their cards banished by this effect.
  • Armor-Piercing Attack: Topologic Bomber Dragon inflicts damage to the opponent equal to that monster's original ATK, ensuring it always hits 3000 attack points if the monster is in attack position.
  • Cycle of Hurting: Zeroboros banishes every card on the field, included itself, and comes back on the next standby phase. If positioned correctly, it can lock out both players from using the Extra Monster Zone with its link markers, unless intentionally triggering the banishment to wipe out whatever cards the opponent has set while leaving a big beatstick to swing for game.
  • Foil: Topologic Trisbaena mirrors Playmaker's "Decode Talker" as being a DARK Link-3 Link Monster that requires 2+ Effect Monsters to Link Summon.
  • "Instant Death" Radius: They banish or destroy the field except themselves whenever a monster is special summoned on their Link markers. While this does restrict their ability to summon more Link Monsters, the nuke effects are handy for when the player wants to clear the field.
  • Meaningful Name:
    • Topology is the study of the properties of space that are preserved under continuous deformations. Their names also contain the name of a mythical reptilian creature.
    • Network topology refers to the arrangement of elements in a communication network, such as links and nodes. This most likely references how the Topologics are Cyberse Link Monsters whose mass removal effects, which are triggered when a monster is Special Summoned to a zone a Link Monster points to, while the monster is face-up on the field.
    • Zeroboros and Trisbaena's names are a portmanteau of a Knot Theory name and a fictional serpent/dragon. Zeroboros is a portmanteau of "zero" and "ouroboros", a fictional serpent/dragon that is usually depicted eating its own tail while Trisbaena might be a portmanteau of torus and amphisbaena, a mythological ant-eating serpent with a head at each end.
  • No-Sell: Topologic Gumblar Dragon's anime effect is, when it's extra linked, all link monsters connected to it cannot be destroyed by card effects.
  • Our Dragons Are Different: Topologic Gumblar Dragon, Topologic Bomber Dragon, and Topologic Zeroboros are cybernetic dragons.
  • Status Buff: Zeroboros gains 200 attack points for every banished card in both player's field.
  • Sinister Geometry: Their designs are mostly based on the Knot Theory and have devastating effects. In the anime, they join Revolver in opposing Playmaker and to kill the Ignis. Whether their anti-Ignis behavior is influenced by Revolver in any way is unknown.

    Tour Guide From the Underworld 
https://static.tvtropes.org/pmwiki/pub/images/death_guide_departing_the_demon_world.png
Tour Guide From the Underworld.

The Tour Guide From the Underworld is a Level 3 DARK Fiend-type monster that can Special Summon any Level 3 Fiend from the deck when summoned. She's rather famous for two reasons: one is her cute appearance, the other is that she can instantly allow a Rank 3 Xyz Summon, which made her super-popular after the introduction of Xyz Monsters.

She is related to Sangan's storyline where he boarded the wrong bus and ended up getting imprisoned in the underworld. "From the Underworld" is also technically a series, consisting of herself, her tour bus, a muckraker, and a cop.

She's made an appearance in Yu-Gi-Oh! Duel Links as an NPC. Des, a recurring character in the OCG Structures manga, is based on Tour Guide.

Voiced by: Yo Taichi (JP, Duel Links) / Meg McClain (EN, Duel Links)


  • Afterlife Express: Tour Bus From the Underworld is, as its name suggests, a tour bus that takes tourists through the underworld.
  • Curtains Match the Window: She has red hair and red eyes.
  • Cute Little Fangs: She's a Fiend-type after all.
  • Cute Monster Girl: The Tour Guide From the Underworld is a Moe demon.
  • Evil Redhead: It is unknown whether she is evil or not. But the red hair makes her definitively looking devilish.
  • Expressive Hat: The skull on her hat seems to be this.
  • Girlish Pigtails: Part of her cute design.
  • Hot Cop: Beat Cop from the Underworld is a police officer who patrols the Underworld. You can see her cruiser parked behind her.
  • Intrepid Reporter: Muckraker from the Underworld is a reporter hailing from the Underworld who constantly seeks the hot scoop. She's even got a cameraman following her every movement in her artwork.
  • Mini Dress Of Power: She wears a stewardess uniform.
  • Non-Human Sidekick:
    • From a lore perspective, Tour Bus From the Underwold is this, with it and Tour Guide appearing in each other's artworks. Tour Guide's effect is also capable of Special Summoning Tour Bus from the Deck. The fact that Tour Guide's effect negates Tour Bus' effect does not matter, as the latter's effect only triggers when it is sent to the Graveyard, likely through detaching it as an Xyz Material or using it as a Link Material.
    • Sangan is seen as this by players of the game before the nerf. Lampshaded with Sangan appearing on the card artwork of Tour Bus From the Underworld, as well as an alternate artwork of Tour Guide herself. Also, both of them have the same stats, same Level, same Type and Attribute. Sangan also features prominently in the lore surrounding Tour Guide.
  • Proper Tights with a Skirt: Part of her uniform.
  • Red Eyes, Take Warning: She is a Tour Guide From the Underworld, after all.
  • Rose-Haired Sweetie: Judging by her card artwork, Muckraker has the personality and looks of one. She's clearly excited to interview the viewer as seen by the microphone pointed right at them.
  • Skeletons in the Coat Closet: Her hat, dress and purse are adorned with skull brooches.

    Trains 
https://static.tvtropes.org/pmwiki/pub/images/sdrc_super_dora.png
There are no brakes on the pain train.
Though more a series than a true archetype, Trains, also known as "Railway" or "Rank 10 Trains," has carved out a niche. They're based on trains, varying from industrial, military, to fantastical, and consist of EARTH Machines with high stats, heavy drawbacks, and a focus on Xyz Summoning the series' extremely powerful Rank 10 Xyz monsters. The series is used by Anna Kozuki/Anna Kaboom from ZEXAL, and again in ARC-V by Allen Kozuki.

  • BFG: The Superdreadnought Rail Cannons are absolutely massive pieces of artillery. Gustav Max's platform covers the breadth of three train tracks, Super Dora covers around six, and Juggernaut Liebe covers over seven train tracks.
  • Cool Train: The theme of the series is trains. There are realistic looking trains like Derricrane, fantastical looking trains like Night Express Knight, and sci-fi looking trains like Dora.
  • Cute as a Bouncing Betty: The three Xyz "Superdreadnought Rail Cannons" all have unfittingly cutesy names, Gustav, Dora, and especially Liebe, which means Love.
  • Glass Cannon: Rocket Arrow Express has 5000 ATK and is easy to summon, but has no protection whatsoever and blocks you from using anything else.
  • The Juggernaut:
    • Number 81: Superdreadnought Rail Cannon Superior Dora can make itself, or anything else, immune to basically anything, has 3200 ATK and 4000 DEF, and can use Derricrane for removal on top of that.
    • Juggernaut Liebe sports a colossal 4000 ATK & DEF, can detach a material to permanently gain 2000 more points in each stat, and can attack an additional monster for each material on it. Not even Utopia the Lightning can stand up to this behemoth, let alone any other unfortunate monsters it decides to run down.
  • Mighty Glacier: They focus on summoning a handful of extremely tough and hard-hitting monsters one at a time, compared to decks that spam out weaker ones.
  • No-Sell: Super Dora, the main defensive card of the archetype, has the ability to make any monster straight-up immune to other card effects.
  • One-Hit Kill:
    • Gustav Max was a key card in an OTK, based on looping its effect continually with a combo of Elemental Hero Electrum and Chain Material.
    • Train Connection, the series' attack boosting equip card, doubles the equipped monster's ATK and gives it the ability to deal piercing damage. Add that on top of the series' own attack boosting effects and other generic Machine ATK boosters like Limiter Removal, the Train Xyzs can easily OTK on their own.
    • With the release of Juggernaut Liebe, a single Gustav can end the match on its own if Liebe is allowed to attack directly. Gustav would burn for 2000 and then be used to summon Liebe, which would then boost its attack to 6000 and attack for game. Liebe can also swing at upwards of four monsters (if it doesn't boost it's attack) or three (if it does), a letting it roll it's way through an opponent's life points by bludgeoning all the other monsters infront of it into submission first.
    • The Deck's sheer ability to dump large numbers of high-attack Level 10 trains onto the field in one go by itself can easily cause an OTK if their debilitating on-field effects are cancelled out via Skill Drain.
  • Our Centaurs Are Different: Night Express Knight is basically a giant robot centaur with a humanoid upper body and an express train for a lower body.
  • Sixth Ranger: Number 27: Dreadnought Dreadnoid. Unlike all the other monsters in the series, it's WATER Attribute rather than EARTH, it's a Rank 4 Xyz rather than Rank 10 Xyz, and it's not even a train, but a battleship. However, it does aesthetically fit in with the Extra Deck Train monsters, and its effect supports the series by letting you use it as material for a Rank 10+ monster after it destroys another monster by battle. Since the train series has a lot of Level 4 monsters, Number 27 is reasonably usable for the series.
  • Stupid Jetpack Hitler: The Superdreadnought Rail Cannons are based on the Schwerer Gustav and Dora, a pair of Nazi railway-mounted artillery cannons, while Liebe is based on a land cruiser platform tank for Gustav and Dora. These versions, though, are much bigger, more futuristic, and crazy-looking than their real-life counterparts.
  • Taking the Bullet: Construction Train Signal Red summons itself from the hand when the opponent declares an attack, redirects the attack to it, and cannot be destroyed by that attack.
  • Ragtag Bunch of Misfits: Due to effectively being made an Archetype out of a series of random train cards retroactively, Railway doesn't technically have any specific archetype support. Cards like Revolving Switchyard simply target them on the basis that they're all big attack Level 4/10 EARTH Attribute Machines.

    Transcendosaurus 
https://static.tvtropes.org/pmwiki/pub/images/transcendrake.jpg
Transcendosaurus is a series of Dinosaur monsters, each of whom is based on a Level 6 Dinosaur Normal Monster from an earlier era of the game.
  • Back from the Dead: Each of the Transcendosaurus can Special Summon themselves from the Graveyard by shuffling a Normal Monster in the Graveyard back into the Deck.
  • Came from the Sky: How Xeno Meteorus first shows up; he's plodding out of a smoking crater.
  • No-Sell: Glaciasaurus can't be destroyed by battle. Moreover, if any friendly Dinosaur monsters were Special Summoned from the Graveyard, it can protect those monsters from being targeted or destroyed by enemy card effects.

    Transonic Bird 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_198_4.png

Transonic Bird is a Ritual Monster who's the son of the original Sonic Bird.


  • Bird People: Sonic Bird and Transonic Bird are eagle-themed bird men who constantly seek the thrill of going super-fast.
  • Call-Back: Transonic Bird based parts of his jetpack design off the legends of a divine bird that resides in the Sacred Lands. That bird being the Simorgh, Bird of Sovereignty.
  • Disappeared Dad: Transonic Bird's father is the original Sonic Bird, who disappeared after the experiment. After receiving a letter from his father to go beyond the sound barrier, he accepts the challenge with pure determination.
  • Gadgeteer Genius: Transonic Bird was able to build a jetpack on par with his father's jetpack.
  • Gameplay and Story Integration: Sonic Bird can be used to search out Sonic Tracker, a Ritual Spell card that is also the blueprints he passed on to his son.
  • Generation Xerox: Both Transonic Bird and Sonic Bird have designed equipment that let them go as fast as the speed of sound. Transonic Bird also has an effect that supports Ritual Monsters.
  • Intergenerational Rivalry: Transonic Bird is the son of Sonic Bird, and his father challenges him to go beyond the sound barrier.
  • Jet Pack: Transonic Bird's jetpack is based off his father's old prints and the legend of Simorgh, Bird of Sovereignty, giving it a sense of majesty compared to Sonic Bird's jetpack.
  • Thrill Seeker: Both father and son are addicted to the thrill of going super-fast, to the point of having a rivalry over it.

    Traptrix 
https://static.tvtropes.org/pmwiki/pub/images/traptrixarchetype.png
"I'll let you pet Mr. Whiskers!"note 
Traptrix, or Kowakuma (蟲惑魔 lit. "Insect Alluring Demon") in the OCG, is an archetype of EARTH Plant- and Insect-Type monsters that act as support for the Hole archetype: Trap Cards that usually activate when the opponent summons a monster, and depending on circumstances such as its stats or how it was summoned, it is either weakened, destroyed, or banished. Ageha Yusa from the OCG Structures manga uses a Traptrix deck as her signature deck.

  • A Form You Are Comfortable With: If girl and predator are both aspects of the same monster, then the Traptrixes' human forms are these, human avatars through which they cause travelers to let their guard down.
  • Age-Inappropriate Dress: All of them have revealing clothing in the OCG even though they look prepubescent. They got their artworks modified in the TCG.
  • Alliterative Name: Traptrix.
  • Ambiguously Human: It's never specified whether the Traptrix girls are simply humans with pets or whether they serve as extensions of the giant bug/plant in some way. The OCG Structures manga shows the humanoid forms in isolation when summoned, suggesting that they're at least physically separate from their true forms and aren't just modified bug/plant parts made into human-mimicking puppets; given that bait and predator are usually referred to as a single organism, the implication is that the girls are avatars for the Traptrix monsters' true forms that they use to attract and communicate with humans. On the other hand, in Cross Duel and the card Traptrix Trap Hole Nightmare they are portrayed as similar to an anglerfish's lure, being part of the creature itself as a modified limb to trick unsuspecting prey into their jaws similar to the frogfish in The SpongeBob SquarePants Movie or SCP-4310.
  • Antlion Monster: Myrmeleo is based on the antlion, which sets traps to get its prey.
  • Big Creepy-Crawlies: For the Insect-types, the girls' true forms or pets are giant versions of bugs that trap and/or ambush their prey, large enough to eat people. So far, they have members representing the allomerus ant, the fungus gnat larva/glowworm, the funnel web spider, the purseweb spider, the orchid mantis, and the antlion larva.
  • Blinding Bangs: According to Genlisea's concept art, her massive hair covers up part of her skin and eyebrows.
  • Blue-and-Orange Morality: From the Traptrix's perspective, they lure in prey (humans in particular) to survive and that it's unjustified to be scared of them.
  • Body Horror: Genlisea's human avatar has a hidden mouth and eye. Pinguicula's human avatar is missing an eye and drool is oozing out of it. Atypus's human avatar is missing ears.
  • Butt-Monkey: A knight, orange goblin, and/or green goblin appear in most of the artworks of "Trap Hole" cards, except "Deep Dark Trap Hole" (Goyo Guardian) and "Void Trap Hole" (the three Dragons of the Ice Barrier). The knight and goblins are confirmed dead in the artwork of Trap Track, as seen by the bones and discarded helmet.
  • Cute Monster Girl: Although they either want to eat you or feed you to their pets.
  • Decoy Damsel: Unlike her more sultry sisters, Atypus acts as a damsel in distress to lure prey to her.
  • Dub Name Change:
    • Atra —> Atrax
    • Flesia —> Rafflesia
    • Jina —> Vesiculo
    • Kazura —> Nepenthes
    • Kino —> Arachnocampa
    • Lise —> Genlisea
    • Ranka —> Mantis
    • Shitorisu —> Pinguicula
    • Tlion —> Myrmeleo
    • Tio —> Dionaea
  • Giant Spider: Atrax is based on the Trapdoor Spider, which is fitting because she specializes in quick usage of Trap Holes, while Atypus is based on the Purseweb Spider, which fits her use of removing effects from the opponent's face-up cards, as well as strengthening herself and her fellow Traptrix if there is a "Hole" normal Trap in the graveyard.
  • I'm a Humanitarian: According to the biologist who observed them in Master Guide 4:
    "Here the carnivorous banquet begins. These are giant, carnivorous organisms who trick men who wander into the forest with their innocent looks, then reveal their true motive to trap and devour their prey. As a result, I have decided to name these organisms 'Traptrix.'"
  • Inhuman Eye Concealers: The avatars for Genelisea and Pinguicula have hair to conceal their inhuman eyes. In particular, Pinguicula's avatar lacks an eye behind her bang.
  • The Leader: Rafflesia, since the other Traptrix are depicted surrounding her in her card artwork. She uses her fragrance to lure them in.
  • Luring in Prey: While ambiguous, some works show or imply the girls to be simple lures, a result from a modified appendage, to attract prey into the jaws of the true monsters either through apparent sultry or distressed behavior.
  • Man-Eating Plant: With the exception of Rafflesia (which merely lures carrion eaters in to pollinate it), the girls' true forms or pets are giant versions of carnivorous plants.
  • Meaningful Name: The name of the archetype in Japan suggests that they aren't as sweet as one might initially think: Kowakuma in Japanese is written using the character "蟲" (ko), meaning "insect", serving as a pun on the visually-similar character in 蠱惑 (kowaku), which can be translated as "allure". The archetype's name as a whole is also a pun on the word "小悪魔" (koakuma), meaning "imp" (literally "Little Devil"), and may have been an inspiration for the archetype's name as well.
  • Monstrous Mandibles: Since Traptrix have a monstrous side to them, this is to be expected. The human avatar of Genlisea has a mouth in the back of her head. Cularia's rotifers have mouths that open up like the Predator.
  • Names to Run Away from Really Fast: Mesmerizing Maneaters lure men to their doom and eat them.
  • Plant Person:
    • Nepenthes is based on the pitcher plant. However, she may be the plant in disguise or the owner of the plant itself.
    • Rafflesia is based on the Rafflesia flower.
    • Dionaea is based on the Venus flytrap.
    • Sera, their first Link monster, is based on the sundew plant (genus Drosera).
    • Genlisea is based on the corkscrew plant (not to be confused with the corkscrew rush, which is a different species altogether).
    • Cularia, their second Link monster, is based on the bladderwort (genus Utricularia).
    • Vesiculo is based on the waterwheel plant (Aldrovanda vesiculosa).
    • Pinguicula is based on the butterwort plant.
    • Pudica is based on another species of pitcher plant that builds its pitchers underground.
    • Holeutea, a Trap card that summons itself as a Plant monster, is based on the Ibicella lutea.
  • Prehensile Hair: Genlisea uses her hair to capture her foes once they've lowered their guard.
  • Red Eyes, Take Warning: Atrax. Looks like a relatively innocent, if impish, little girl with pointy ears, but she is in fact trying to lure you to your doom.
  • Required Secondary Powers: Arachnocampa and her lure are immune to their own sticky threads. Unfortunately, Atypus is victim to Arachnocampa's threads in her concept art.
  • Steven Ulysses Perhero: The Traptrix are named after the insects or plants they're based on.
  • Stripperific: Most of them show a lot of skin, probably to attract their preys.
  • Strong Ants: Traptrix Allomerus's name is based on a genus of ants, so she could be the owner of a giant ant or she could be a giant ant in disguise.
  • This Was His True Form: They visually resemble young girls in their own artworks, but based on the artwork of Traptrix Trap Hole Nightmare, they are either vicious creatures in disguise, or playing bait to trap prey for their "pets"...
  • Too Many Mouths: In the back of Genlisea's head is her real mouth
  • Trap Master: Each member of the Traptrix archetype is immune to Trap Hole cards themselves note , while also adding support by tutoring Trap Holes or each other. Rafflesia has an effect that lets her take on a effect of a Trap Hole if a player detaches an Xyz Material and sends a Trap Hole to the Graveyard. This usually results in a playstyle similar to the Gadgets, with the Traptrix supporting the Trap Holes as they remove monsters that the opponent Summons.
  • Treacherous Spirit Chase: As shown in the art of Trap Trick, the girls' main function is to entice unsuspecting people into following them so they can be eaten.
  • Uncatty Resemblance: Atrax and Myrmeleo/T'lion both resemble their pets/host bodies. Atrax's braids, hair and limbs could be seen as the spider's limbs. Myrmeleo could be seen as an antlion because her hair decorations resemble an antlion's jaws.
  • The Un-Smile: Atypus's human avatar struggles with smiling, so Atrax's avatar attempts to teach her how to properly smile.

    Triamid 
https://static.tvtropes.org/pmwiki/pub/images/triamidcruiser_lod2_jp_vg_artwork.png

Triamids, known as Tramid in the OCG, are a small archetype of Egyptian-themed cards, made up of monsters based on Ancient Egyptian deities and Field Spells based on mechanized pyramids. Their playstyle revolves around using and swapping its three Field Spell Cards with the effects of their monsters.


  • Anti-Magic: Kingolem prevents the opponent from activating cards and/or effects whenever a Triamid monster battles.
  • Back from the Dead: One of the effects of Triamid Pulse allows for the special summon of a Rock-type monster from the graveyard.
  • Dub Name Change: From Tramid to Triamid.
  • Field Power Effect: As stated above, Field Spell cards are a major part of the Triamid's playstyle and to reflect this, they have three when most other archetypes either don't get one, or only have one at most.
  • Futuristic Pyramid: A transforming one at that.
  • Geo Effects: Triamids monsters can exchange a Field Spell card for another that's better suited for the situation with their effects.
  • Meaningful Name: Triamid apeears to come from the words "Transformation" and "Pyramid". Fittingly, their field cards are pyramid that can transform into a robot.
  • Mechanical Lifeforms: Triamid Sphinx has a robotic apperance.
  • No-Sell: As long as Triamid Fortress is on the field, Triamid monsters are unable to be destroyed by card effects.
  • Status Buff:
    • Triamid Dancer can return a Triamid card to the deck to give all of her controller's Rock-Type monsters a permanent boost of 500 ATK and DEF.
    • Triamid Sphinx does this to himself, gaining 500 ATK and DEF for each different field card in your graveyard.
    • Two of the archetype's field spells, Triamid Fortress and Triamid King Golem, have effects that increase the DEF and ATK of Rock-type monsters by 500 respectively.
  • Transforming Mecha: Their Field Spells depict mechanized pyramids that transformed from their pyramid forms to their mechanical forms.

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

  • Amazon Brigade: All of them are female monsters.
  • Anti-Magic:
    • The archetype's Field Spells, Light Stage and Light Arena, can prevent the activation of a set Spell/Trap Card until the End Phase, at which point the opponent has the choice of activating it, sending it to the Graveyard per Light Stage, or returning it to the hand via Light Arena.
    • Trickstar Candina, to a lesser extent; she inflicts 200 damage for every Spell/Trap the opponent activates—albeit only after that card's effect resolves.
  • A Sinister Clue: In the anime, Dark Angel is given to Aoi by one of the villainous Knights of Hanoi. The background on the card's artwork is the reverse of all other Trickstars' card backgrounds, further alluding to this trope.
  • Back from the Dead:
    • Trickstar Reincarnation can resurrect one Trickstar monster from the graveyard when banished from the graveyard.
    • Magical Laurel also resurrects one Trickstar monster and even special summons from the hand when it deals damage.
    • Lilybell returns one Trickstar monster to the hand when it deals damage to the opponent.
    • Rhodode can discard one Trickstar monster from the hand to revive one Trickstar Link monster from the graveyard.
    • Nightshade can special summon itself if it's used as material for a Trickstar Link monster, but banishes itself once it leaves the field.
    • Trickstar Fusion can return one Trickstar monster from the graveyard back to the hand, but it and other cards with the same name cannot be summoned or set during that turn.
    • Once activated, Live Stage can return one Trickstar monster from the graveyard to the hand.
  • Cat Girl: Sweet Devil's design makes her resemble one—right down to having two cat tails. Exaggerated with her English name: Black Catbat.
  • Combat Medic: Bloody Mary is unique among all other Trickstars in that her effect heals the player instead of damaging the opponent.
  • Death by a Thousand Cuts: Most of the cards in the archetype focus on dealing small bits of damage to the opponent for various reasons—mostly in response to certain actions the opponent takes (usually 200 a pop).
    • Light Stage's other effect deals 200 damage for every instance of damage inflicted by a Trickstar—whether from battle or their own effects—ensuring that those small amounts of damage add up very quickly.
    • On the subject of battle damage, Trickstar Lilybell—physically one of the weaker monsters in the group—can attack directly.
  • Floral Theme Naming: All of the Trickstars are named after various species of poisonous flowering plants.
  • Foil: Holly Angel and Sweet Devil. Stats-wise, they're identical—both are LINK–2 LIGHT Fairy monsters with 2000 ATK—but their appearances and effects are almost exact opposites of one another. Holly Angel wears a blue-and-white outfit, and her effect protects the monsters she points to, while also inflicting damage anytime a Trickstar monster is summoned to a zone she points to—and on top of that, she gains ATK for each instance of damage a fellow Trickstar inflicts. Sweet Devil, on the other hand, wears red-and-black, and she inflicts damage whenever a monster she points to is destroyed—as well as being able to drain opposing monsters' ATK by 200 for each monster she points to.
  • Kicking Ass in All Her Finery: Nearly every monster card, but Bella Madonna is the best example as she resembles a queenly woman.
  • Light Is Good: By virtue of being not only LIGHT monsters, but Fairy monsters as well. The archetype is also used by Aoi Zaizen, the heroine of Yu-Gi-Oh! VRAINS.
  • Little Miss Badass: Lilybell can summon itself when added to the hand other than draw, attack the opponent directly, and add a Trickstar monster back to the hand.
  • Magic Idol Singer: The archetype is themed after a combination of idol singers and fairies.
  • Mix-and-Match Weapon: Holly Angel's weapon of choice is a combination of a whip and a flail.
  • Monochromatic Eyes: All the Trickstars have different colored eyes with no pupils or irises.
  • No-Sell: Bella Madonna's effect renders it immune to all other card effects if it doesn't point to any monsters.
  • Status Buff:
    • Holly Angel's effect translates any effect damage its fellow Trickstars can inflict to their opponent into an equal amount of ATK until the end phase.
    • Band Sweet Guitar also has a similar status buff to Holly Angel, but its attack points only reset after it attacks and it returns a Trickstar monster from the graveyard to the hand.
    • Carobein and Dark Angel can each discard themselves under the right circumstances to have a Trickstar gain even more ATK.
    • Trickstar Bouquet can target one Trickstar monster, return it back to the hand then boost up another Trickstar monster by its attack points.
  • Status Effects: Sweet Devil's effect can weaken any opposing monsters' ATK by 200 for each monster its Link Markers (left- and right-facing) point to.
  • Taking the Bullet: Trictstar Fes can banish itself to protect a Trickstar monster special summoned from the extra deck.
  • Weak, but Skilled: The archetype is composed of low attack monsters, but they can deal small amounts of effect damage, usually 200 damage which can add up while doing combos on the field, or the effect is triggered according to the opponent's actions.

    Tron 
https://static.tvtropes.org/pmwiki/pub/images/yggdrago_the_heavenly_emperor_dragon_tree.png

Tron is a series of LIGHT Cyberse-Type monsters used by Nail Saionji in the Yu-Gi-Oh! SEVENS anime. The series focuses on the controller gathering the components of its Maximum Monster, Yggdrago the Sky Emperor, in their hand so that it can be Maximum Summoned. To that end, the non-Maximum Monsters in the series are oriented towards amassing themselves in the Graveyard, which allows the controller to use their effects to repeatedly draw from the Deck, while getting rid of undesirable cards in the hand. Once Yggdrago is Maximum Summoned, it hits the field with a Maximum ATK of 4000, giving the controller a potent beatstick that will likely end Duels quickly.


  • Cognizant Limbs: Yggdrago is a Maximum Monster that is comprised of three Monster Cards that can be Maximum Summoned together. However, each of Yggdrago's components is still its own monster that can be Summoned separately from the others.
  • Multiple Head Case: Yggdrago is a three-headed draconic creature with plant-like features, with each of its heads being its own monster.
  • No-Sell: While it is in Maximum Mode, Yggdrago's central component grants the entire Maximum Monster immunity to destruction by the opponent's Trap effects.
  • Numerical Theme Naming: The non-Maximum Monsters in the series have names derived from metric prefixes of base 10, which steadily approach 0 as their Levels get lower. 0 itself is represented by Yggdrago. This is fitting, as the effects of these monsters are designed to allow the controller to continually draw from the Deck and refresh their hand until they manage to gather all of Yggdrago's components to Maximum Summon it.
    • Picock Hightron's name is derived from the "pico-" suffix, which is 10 to the power of -12.
    • Femtron's name is derived from the "femto-" suffix, which is 10 to the power of -15.
    • Attron's name is derived from the "atto-" suffix, which is 10 to the power of -18.
    • Zeptron's name is derived from the "zepto-" suffix, which is 10 to the power of -21.
    • Yoctron's name is derived from the "yocto-" suffix, which is 10 to the power of -24.
  • Our Dragons Are Different: Yggdrago the Sky Emperor is a draconic creature with plant-like traits derived from trees. However, it is a Cyberse-Type monster, rather than Dragon or Wyrm-Type.
  • Planimal: Yggdrago is a draconic creature with vines for necks and wings that resemble tree trunks or flower petals.
  • Shields Are Useless: Yggdrago's right component has an effect wherein it can switch an opposing Defense Position monster to Attack Position while it is in Maximum Mode.

    Tyranno 
https://static.tvtropes.org/pmwiki/pub/images/ultimateconductortyranno_lod2_jp_vg_artwork.png

Tyranno is a series of EARTH and LIGHT Dinosaur-Type monsters with huge stat lines and effects that loosely revolve around attacking over Defense position monsters, mass attacking the opponent's monsters, and dealing burn damage. Members of this series have little synergy between them, though they are the poster child for Dinosaur boss monsters and work well with Dinosaurs more generally. The Tyranno monsters, in order of OCG release, are:

  • Black Tyranno: It can attack the foe directly if the only cards they control are Defense Position monsters.
  • Ultimate Tyranno: It can attack all monsters the opponent controls.
  • Super Conductor Tyranno: It can inflict 1000 burn damage to the opponent by Tributing a monster.
  • Ultimate Conductor Tyranno: The apex monster of the series, Ultimate Conductor Tyranno combines traits from all of its predecessors into a terrifying package. It can be Special Summoned by banishing 2 Dinosaurs from the GY, has a Quick Effect where it can flip all of the opponent's monsters face-down, can attack all of the opponent's monsters, and can send Defense Position monsters to the GY at the start of the Damage Step, and then burn 1000 on top of that.

There is also another related monster called Tyranno Infinity, which has the Tyranno name in TCG but not in OCG, though it too is incredibly powerful, gaining 1000 original ATK for every banished Dinosaur, allowing it to reach absurd ATK levels if enough dinosaurs are banished.

Black Tyranno was used by Dinosaur Ryuzaki in the second Yu-Gi-Oh! anime series. All of the original monsters of the archetype (so all except Ultimate Conductor) were used by Tyranno Hassleberry in Yu-Gi-Oh! GX.


  • All Your Powers Combined: Ultimate Conductor Tyranno can attack all of the opponent's monsters, like Ultimate Tyranno, and can inflict burn damage to the opponent, like Super Conductor Tyranno. Its ability to change all of the opponent's face-up monsters to face-down Defense Position may also be loosely inspired by the original Black Tyranno.
  • Kaiju: Ultimate Conductor Tyranno comes across as a Not Zilla, and is visually very similar to the actual Kaiju archetype.
  • Shock and Awe: The LIGHT-attribute Super and Ultimate Conductor Tyrannos seem to be depicted with electric powers.
  • T. Rexpy: While not the only T. rex monsters in the game (most notably predated by Two-Headed King Rex and the infamous Little D.), they're the most obviously and directly inspired by the dinosaur.

    U.A. 
https://static.tvtropes.org/pmwiki/pub/images/defensezone_madu_en_vg_artwork.png

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.


  • 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.
  • 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 
https://static.tvtropes.org/pmwiki/pub/images/numberc104umbralhorrormasquerade_madu_en_vg_artwork.png
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.

  • Blob Monster: Umbral Horror Unform.
  • 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.
  • Gameplay and Story Integration: 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/The Legendary Fisherman 
https://static.tvtropes.org/pmwiki/pub/images/umi_madu_en_vg_artwork.png
Umi

Umi was originally just one of many Field Spell Cards representing various generic terrains; however, because of the genericness of the ocean setting, many future sea-based cards would be later released that are also named "Umi" for deckbuilding purposes, but include additional effects that supplement a related archetype's playstyle.

Among the archetypes connected to the series are the Atlantean, Mermail, Phantasm Spiral and Deep Sea archetypes, which belong to the same interconnected setting (see the "Atlantean" page for more info); the Daedalus series, and finally, a series of otherwise unconnected monsters — including "The Legendary Fisherman"— which were all used by Mako Tsunami/Ryota Kajiki on the Duel Monsters anime, and later were retrained to gain synergy with "Umi", whose "boss" monster is "Kairyu-Shin". Both "Daedalus" and "Kairyu-Shin" are covered on the "Ocean Dragon Lord" folder - see the "O to P" page for more details.


Tropes for monsters related to "Umi", but not associated with any archetype/series.

  • Abnormal Ammo: Cannonball Spear Shellfish and Torpedo Fish are used as ammo for Orca Mega-Fortress of Darkness's cannons.
  • Fish People: Deepsea Warrior is one, being Warrior-type but also having fish attributes.
  • Geo Effects: All of these monsters specialize in getting stronger when Umi is played. Maiden of the Aqua basically turns the field into Umi.
  • Herd-Hitting Attack: Mermaid Knight gets a second attack while Umi is active on the field.
  • Ms. Fanservice: Maiden of the Aqua has a rather notable bustline and is mildly infamous for being one of the few (and possibly most early) instances of this trope to NOT get censored in the international artwork.
  • No-Sell: As long as "Umi" is face-up on the field, Deepsea Warrior, Cannonball Spear Shellfish, and Torpedo Fish are all unaffected by Spell effects.
  • Prongs of Poseidon: Maiden of the Aqua and Deepsea Warrior.

The Legendary Fisherman

https://static.tvtropes.org/pmwiki/pub/images/the_legendary_fisherman_480x480.jpg

The Legendary Fisherman is a Level 5 WATER Warrior-Type monster commonly associated with cards and archetypes who share reliance on the Field Spell Umi, with his effect involving making him invulnerable to attacks and Spell effects when said Field Spell is active.

Initially a standalone card, he eventually recieved retrains in The Legendary Fisherman II and The Legendary Fisherman III, both giving significant upgrades to his stats and effects. The original is used by Mako Tsunami and Katsuya Jonouchi/Joey Wheeler in the original Yu-Gi-Oh! series, while The Legendary Fisherman III is used by Teppei Tairyobata/Trout in Yu-Gi-Oh! ARC-V.


  • All Your Powers Combined: The Legendary Fisherman III's effects combine the effects of both of his predecessors.
  • Bowdlerize: His spear gets dummied up, which is odd as no other spear-wielding monster has this change.
  • Collective Identity: The Legendary Fisherman II is treated as the original while face-up on the field or in the graveyard.
  • Deader than Dead: When The Legendary Fisherman III is Special Summoned, you can banish all monsters your opponent controls, but at the cost of The Legendary Fisherman III being unable to attack the turn you use this effect. Additionally, once per turn you can also choose to return all banished monsters to your opponent's graveyard to double the first amount of battle or effect damage your opponent will take in the same turn that this effect is used.
  • No-Sell:
    • When Umi is face-up on the field, The Legendary Fisherman becomes invulnerable to Spell Cards and cannot be targeted for attacks. However, this effect does not stop your opponent's monsters from attacking you directly.
    • When Umi is face-up on the field, The Legendary Fisherman II becomes invulnerable to monster effects.
    • The Legendary Fisherman III cannot be destroyed by battle or card effects and isn't affected by the effects of Spell/Trap cards, and unlike his predecessors, he doesn't need Umi for his effects to work.
  • Took a Level in Badass: The Legendary Fisherman -> The Legendary Fisherman II -> The Legendary Fisherman III. Made more notable with their change in weapons, clothing, and mounts.

    Unchained 
https://static.tvtropes.org/pmwiki/pub/images/rsz_unchainedabomination_madu_en_vg_artwork.png
Now we know who let the dogs out.

Unchained (Hakai in the OCG) is an archetype of Fiend-Type monsters, mostly of the DARK Attribute. The archetype has an aggressive playstyle that focuses on destroying its own cards in order to generate advantage, as almost all Unchained cards, including the Spells and Traps, float into Unchained monsters upon destruction. Their boss monsters are the Unchained Soul (Hakaishin, "Unchained God" in the OCG) monsters, who can use themselves and the opponent's monsters as Link Materials to Link Summon DARK Link Monsters, Link climbing to bigger Unchained Souls and culminating in the Link 4 Unchained Abomination, who has three once-per-turn destruction effects.

Lore-wise, the Abominable Unchained Soul is a powerful priest from ancient times who was imprisoned and sealed by the people since they feared his powers. As the years passed, his soul became twisted and vengeful, and his only desire now is to destroy everything. To free himself, he created the Unchained Twins, two avatars made from the energy leaked from his prison. They summoned the priest's Shikigami, the Unchained Soul, which became a beast of pure evil upon reacting to its master's corrupted soul. The Shikigami absorbed the Twins, grew to immense size, and began destroying its master's seals. When the master is finally unchained, nothing but destruction shall remain.


  • Animalistic Abomination: Unchained Abomination, as the name indicates, is a huge canine creature twisted by the evil of its master into an engine of pure destruction.
  • Breaking the Bonds: The shattering of binds and chains is sort of the central theme of the entire archetype. Almost every card has at least one broken chain in one chape or form as a result of this trope.
  • Dub-Induced Plot Hole: The fact that there are more than two Unchained Twins cards. The OCG name for these cards is simply Unchained Child, which doesn't imply a limit on how many there can be. As there were only two of these cards when the archetype was first released, Aruha and Rakea, the TCG decided to change their names to Unchained Twins. When a third Unchained Child, Sarama, was released in the OCG, the TCG changed its name to Unchained Twins so that it was consistent with the previous two, even though calling the three of them twins was obviously incorrect.
  • Energy Beings: The Unchained Twins monsters are created from spiritual energy that leaked out of the Taoist priest's prison.
  • Familiar: The Unchained Soul monsters were a familiar that once served the Taoist priest, and was twisted to its current form by the evil in his soul.
  • Fire/Water Juxtaposition: The Unchained Twins Aruha and Rakea form this dynamic as they are FIRE and WATER Attribute and both are avatars of the Taoist priest's soul.
  • Fusion Dance: According to the archetype's lore, Unchained Abomination was created after the Taoist priest's Familiar absorbed the Unchained Twins monsters.
  • Gameplay and Story Integration: In keeping with the archetype's lore, it is possible to Link Summon Unchained Abomination by using an Unchained Soul Link Monster (fulfilling the requirement that a Link Monster be used as a Link Material) and the Unchained Twins monsters.
  • Hellhound: The Unchained Soul monsters, except The Abominable Unchained Soul, and Unchained Abomination take the form of giant demonic dogs, twisted into this by the evil in their master's soul.
  • Leaking Can of Evil: The Unchained Twins monsters were created from spiritual energy leaking from the Taoist priest's prison, and have the goal of releasing their master from his jail.
  • Lost in Translation: Because the archetype's OCG Meaningful Name is comprised of complex and multi-layered wordplay that is difficult or impossible to translate into other languages, the TCG simply opted to name the archetype "Unchained", after the fact that the Taoist priest is trying to break the seals on his prison.
  • Meaningful Name: The archetype's OCG name (破械) contains complex, multi-layered wordplay. In Japanese, it is a homophone to both "破壊", which means "to destroy" (befitting their playstyle) and "破戒", which means to "break a religious commandment" (tying into the backstory of these monsters being the corrupted avatars and familiars of a Taoist priest). In addition, the "械" kanji in the archetype's name string is part of the phrase "機械", which means "machine", but if written separately, can instead mean "fetter", alluding to the many restraining devices on the monsters' bodies.
  • Omnicidal Maniac: It is said that should the Taoist priest be released from his prison, the world will be destroyed and covered in endless darkness.
  • Sealed Evil in a Can: The Unchained Twins monsters are avatars of the Taoist priest's soul, emerging after their master was sealed away. This trope is zigzagged in the sense that the priest was not evil when he was sealed away, but his resentment and anger at being imprisoned gave rise to beings that were evil.
  • Sinister Minister: The Taoist priest was twisted into this after being sealed away, and now feels nothing but the desire to destroy the world in retaliation for his imprisonment. The archetype's OCG name even alludes to this, as it is a homophone for "breaking a religious commandment".
  • Taking You with Me: The Unchained Soul monsters can send themselves and an opposing monster to the Graveyard as Link Materials to Link Summon DARK Link Monsters.
  • Then Let Me Be Evil: The Taoist priest, resentful and angry that he was sealed away by those around him simply because of his power, decided to be this.
  • Unskilled, but Strong: The archetype's effects tend to be very simplistic in nature, mainly focusing on destroying cards, triggering whenever they themselves are destroyed, or using the opponent's monsters as Link Materials for DARK Link Monsters. However, using these effects competently can enable the controller to snowball advantage very quickly and utterly devastate the opponent's field. It also helps that their Link Monsters possess rather high ATK as well.

    Unicorn 
https://static.tvtropes.org/pmwiki/pub/images/6014.jpg
Their debut made the game twenty percent cooler.
Unicorns are a series of LIGHT Beast-Type Synchro Monsters used by the members of Team Unicorn in Yu-Gi-Oh! 5Ds. Each of them individually have powerful effects, with Lightning Tricorn being able to resurrect either Thunder Unicorn or Voltic Bicorn when destroyed.

There is also a selection of unicorn-themed Main Deck monsters usually included alongside them who can remove cards for their Special Summon so you can Synchro Summon quickly at the cost of limited reuse.
  • Anti-Magic: When Hypnocorn is Normal Summoned, if your opponent controls a monster and you control no other monsters, you can target one Set Spell/Trap Card on the field and destroy it.
  • Attack! Attack! Attack!: If two or more of your opponent's monsters are destroyed by battle with your monsters during the same Battle Phase, Rhinotaurus can make a second attack during that Battle Phase.
  • Back from the Dead:
    • When Lightning Tricorn is destroyed by your opponent's card (either by battle or by card effect), you can Special Summon either Thunder Unicorn or Voltic Bicorn from your Graveyard.
    • By removing both Unibird from play while face-up and another face-up monster you control, you can select one Synchro Monster in your Graveyard with a Level less than or equal to the combined original Levels of the removed monsters and Special Summon it.
  • Glass Cannon:
    • D.D. Unicorn Knight has 1800 ATK, but only 900 DEF.
    • Rhinotaurus has 1800 ATK, but only 600 DEF.
  • Manipulating the Opponent's Deck:
    • When Voltic Bicorn is destroyed by an opponent’s card (battle or effect), both players must send the top seven cards of their decks to the Graveyard.
    • When Bicorn Re'em is sent to the Graveyard as a Synchro Material Monster for a Synchro Summon, you can send the top two cards from your opponent's deck to the Graveyard.
  • Power Nullifier: Thunder Unicorn’s secondary effect prevents all monsters on the field excluding itself from attacking when its primary effect is activated.
  • Power Trio: The three Unicorn Synchros. First is Thunder Unicorn with 2200 ATK, 1800 DEF, and the ability to reduce the ATK of one monster your opponent controls while simultaneously preventing all monsters on the field excluding itself from attacking. Second is Voltic Bicorn with 2500 ATK, 2000 DEF, and the ability to mill the opponent's deck when destroyed. Finally, there is Lightning Tricorn with 2800 ATK, 2000 DEF, and the ability to revive one of the two aforementioned Unicorns from the Graveyard when destroyed.
  • Status Infliction Attack: Once per turn, during your Main Phase, Thunder Unicorn’s primary effect allows you to select a face-up monster your opponent controls and have it lose 500 ATK for each monster you control, until the End Phase.

    Ursarctic 
https://static.tvtropes.org/pmwiki/pub/images/ursarcticseptentrion_ow.png
Subtracting by the Stars...

The Ursarctic, known in the OCG as Bearcti, are an archetype of WATER monsters whose Main Deck membership is able to Special Summon themselves from the hand by Tributing another Level 7 or higher monster from the hand. They can generally be split into two categories. The first are the "Mic"s: a trio of Level 7 Beasts with 700 ATK who can generate card advantage when they are Special Summoned; the second are the "Mega"s: a trio of Level 8 Beast-Warrior Tuners with 700 DEF that focus on disrupting the opponent's field and Graveyard if they are Special Summoned with a fellow Ursarctic monster on the field.

Unusually for the archetype, their Synchro Monsters are not traditionally Synchro Summoned, but are instead Special Summoned by using the difference between the Tuner's and non-Tuner's Levels, rather than the sum.


  • Arc Number: Seven. The archetype references the seven stars that form the Big Dipper asterism in the constellation of Ursa Major. As a result, everyone either is Level 7, has 700 ATK or 700 DEF, or a little bit of both. One of the support cards, Quint Charge, can even be activated by paying 700 Life Points, and Big Dipper's effect lets you remove 7 counters from it to steal a monster.
  • Animal Mecha: Space mecha bears that somehow still qualify as Beasts and Beast-Warriors.
  • Anti-Magic: Grand Chariot's effect can Tribute another Ursarctic monster to negate any card effect that targets any Ursarctic card on your field.
  • The Battlestar: Ursarctic Big Dipper is a giant spaceship that accumulates a counter with each Ursarctic that has been special-summoned. Once it has seven counters, it can spend them to take control of an enemy monster.
  • Bears Are Bad News: All of them are bear-shaped mecha, no less.
  • Beyond the Impossible: As Synchro Monsters are based on adding monster levels together, there has never been a level 1 Synchro Monster as it would be impossible to Synchro Summon. Enter the Ursarctic's gimmick of subtracting levels between Tuners and non-Tuners, which allows them to make the level 1 Ursarctic Polari.
  • Cool Spaceship: Their Field Spell, Big Dipper, looks like a cross between an aircraft carrier and Space Battleship Yamato.
  • Foil: To the Drytron archetype. Both are archetypes of Animal Mecha based on constellations (dragons and the constellation Draco for Drytron, bears and the constellation Ursa Major for Ursarctic), have a Field Spell depicting a carrier ship for them, and are focused on supporting existing game mechanics in unorthodox ways: Drytrons are low-level monsters that Ritual Summon using their ATK rather than their levels, while Ursarctics are high-level monsters that summon Synchro Monsters using the difference in their levels rather than the sum. They also lock the player out of using certain cards: Ursarctics can't run Xyz or Link monsters, while Drytrons prevent the player from using Special Summoning monsters that can be Normal Summoned.
    • They also have opposite interactions with Xyz and Link monsters. Because of how the Drytron Ritual Spell works, it can tribute Xyz and Link monsters to perform a Ritual Summon, which had previously been impossible due to those monsters lacking Levels. Ursarctic relies on Synchro Summoning, which can't use Xyz or Link monsters as material, and goes out of its way to punish those monsters and prevent their controller from summoning them.
  • Fusion Dance:
    • The archetype relies on an inverse Synchro summoning mechanism and its members all have specific levels to facilitate it. The typical route will be to summon Polari by synchronizing one of the eight-star Ursarctics with one of the seven-star members, and then to again synchronize the one-star Polari with another eight-star Ursarctic to summon the seven-star Septentrion or Grand Chariot.
    • The Ursarctic and Drytron would later get a unique monster that's a fusion of their field spells and Drytron Alpha Thubanin the form of Ursatron, the Celestial Polar Illuminaship.
  • Mechanical Lifeforms: According to the card lore, Ursarctic are sentient autonomous weapons powered by the stars.
  • Mechanically Unusual Fighter: They're the first Synchro archetype that does not perform proper Synchro Summons; instead, they take a page from the anime-exclusive Dark Synchro monsters with their Extra Deck members being summoned by using the level difference of two monsters on the field.
  • Mythology Gag: Their Synchro Monsters are Special Summoned very similarly to the Dark Synchro method, that is, subtracting the level difference of the materials used.
  • Out-of-Turn Interaction: All of their main deck monsters can be summoned in the opponent's turn, and the Tuners additionally have disruptive abilities that lets them interrupt the opponent's plays if they're summoned on the opponent's turn.
  • Rule of Three: Each "Mic" and "Mega" makes reference to a different color or species of bear: the -bilis for the brown-furred grizzly bears, the -polas for the white polar bears, and the -tanus for the Asian black bears.
  • Shoulders of Doom: Septentrion and Grand Chariot sport an enormous bear-head pauldron on one shoulder and what appears to be an even bigger Shoulder Cannon (as depicted in Quint Charge's artwork) on the other. Megapola's gigantic pauldrons, while not as ornate, also deserve a mention.
  • Theme Naming: Many of the cards have names related to the Ursa Minor and Ursa Major constellations.
    • The six main-deck bears have names starting with "Mic" or "Mega"; these are derived from "Micro" and "Mega", the SI prefixes for a millionth or a million. These relate to the constellation names, making each one a little bear or a big bear.
    • The six main-deck bears have names ending with "-bilis", "-tanus", or "-pola". These come from the scientific names for the grizzly bear (Ursus arctos horribilis), asian black bear (Ursus thibetanus), and polar bear (Ursus polaris, from Latin), respectively.
    • The synchros are named for stars. Polari is named for Polaris, the North Star, which is the brightest star in Ursa Minor. Septentrion and Grand Chariot are both derived from different names for the Big Dipper asterism in Ursa Major. Septentrion comes from a Latin term (Septentriones, or Seven Oxen), and Grand Chariot is a variant on a French term (Grande Carro, or Great Wagon). Ursarctic Big Dipper is also named for that asterism.

Top