Yu-Gi-Oh! (Tabletop Game)/Characters/Duel Terminal

This page is for characters that appear in the self-contained Duel Terminal Metaplot of the Yu-Gi-Oh! card game, sorted according to the part they debuted in, and then alphabetically.

Ally of Justice
After many harsh battles, the tribes of the planet realized that they wouldn't last against the invading Worms individually. Thus, an alliance was formed to unite against a common foe, led by the Flamvells, the Ice Barriers, the Mist Valleys and the X-Sabers. Both the alliance and the machineries created by them are called the Ally of Justice.

Gameplay-wise, the Ally of Justice are all DARK Machine monsters that focus solely on neutralizing the opponent's LIGHT and/or face-down monsters, mirroring their purpose in-story to help fend off the Worms.


 * Big Badass Bird of Prey: Since the Ally of Justice monsters are direct adversaries of the Worms, Ally of Justice Clausolas' whole appearance seems to invoke the "birds eat worms" stereotype.
 * Casting a Shadow: They're all DARK monsters.
 * Crippling Overspecialization: Their effects almost exclusively revolve around taking care of the opponent's LIGHT and/or face-down monster. If they're not facing something with those specific criteria, they can barely do anything.
 * Dark Is Not Evil: Despite being DARK monsters, they're created by the good guys and are firmly on their side. Especially since the LIGHT Worms and Fabled are their primary enemies in the storyline they debuted in.
 * Expy:
 * Ally of Justice Thousand Arms shares many similarities with Asura Priest. Both monsters possess multiple arms; both have 1700 ATK and can attack multiple times during the Battle Phase; both have a downside ("Asura Priest" must return to the hand during the End Phase, "Thousand Arms" is destroyed if it battles a non-LIGHT monster); both are Level 4.
 * Ally of Justice Unknown Crusher has the same Level, ATK, DEF and a similar appearance to Mammoth Graveyard.
 * Ally of Justice Cyclone Creator shares the same Type, ATK, DEF and concept as Cyber Falcon.
 * Ally of Justice Light Gazer is similar to Thermal Genex. They both have 2400 ATK, are Level 8 Synchro Monsters, and they have an effect to increase their ATK based on monsters in the Graveyard.
 * Evil Counterpart: Inverted with Searcher, which seems to be made to specifically counter Worm Barses. Barses flips monsters face-down, while Searcher"flips monsters face-up without triggering their Flip Effects. Besides, they have similar stretching-arms posture, same ATK and Level, with opposite Attributes (LIGHT vs DARK).
 * Flawed Prototype:
 * Field Marshal was the first Humongous Mecha created by the Alliance, and it shows. While its damage output is outstanding, it lacks a control system and can barely move. After its debut battle, the Alliance decided to just keep the useful combat data and left the bot to rot.
 * Cosmic Gateway was the Alliance's first dip into trying to make an interdimensional weapon. It barely works, and no other similar projects have been attempted since.
 * For Science!: As the war wages on, the Alliance shifted their focus from exterminating the Worms to capturing and researching them, even trying to harness their power. This, combined with the Alliance's general treatment toward the Genex, disgusted the Mist Valley tribe, which promptly left the Alliance and returned to waging war against the invaders on their own.
 * Gameplay and Story Segregation:
 * Generally inverted. The Allies of Justice were specifically created to attack the invading Worms, which are perfectly showcased (maybe even way too perfectly) through their monsters' effects.
 * Played with in one case. In the artwork for Mist Valley Thunder Lord, it is seen carrying the head of Ally of Justice Catastor, implying that it defeated it. In the context of the actual card game, this would be impossible as due to the effect of Catastor, Thunder Lord would automatically get destroyed when attempting to battle it. However, as per the artwork to Mind Pollutant, there might be something else going on in the background...
 * Giant Squid: Ally of Justice Enemy Catcher, which specializes in capturing the Worms for research purposes.
 * Humongous Mecha: Both Field Marshal and Decisive Armor are huge.
 * Meaningful Name:
 * The name of Field Marshal has a dual meaning. A "Field Marshal" (with one l) is a military rank, which the monster pictured on the card presumably holds. A "Field Marshall" (with two l's) was a British farm tractor used in the early twentieth century. The monster is thus given the name because it is a Machine, like a Field Marshall, and holds the rank of Field Marshal.
 * Ally of Justice Reverse Break has an effect that destroys "reverse" (face-down) monsters.
 * Ally of Justice Cycle Reader's name is a reflection of its effect. It reads the cycle of cards being sent to the GY and then reused, and disrupts it by banishing them.
 * Ally of Justice Decisive Armor might've been called that due to its purpose as the Alliance's last-ditch effort against the Worms.
 * "Catastor" could be a play on the word "catastrophe" considering its powerful destruction effect.
 * Ally of Justice Unlimiter might be a reference to the iconic Machine Spell Limiter Removal due to its effect, and their names meaning basically the same thing.
 * Multi-Armed and Dangerous:
 * Omni-Weapon has eight arms equipped with various weapons, including but not limited to a hammer, a drill and an oversized scissor.
 * Thousand Arms wields a giant sword, a cutlass, an axe, a halberd and a mace.
 * Power Nullifier: Any LIGHT monster that battled Ally of Justice Nullfier has its effects negated, starting after damage calculation.
 * Sigil Spam: The initials "AOJ" is emblazoned on the bodies of most units.
 * So Last Season: It's said that the machines were starting to show their age by the time the Fabled had intensified their assault, and thus the alliance had to move toward Genex-based technology. This includes upgrading some capable AOJ machines to become compatible with the Genex.
 * Super Prototype: Catastor was among the first weapons created by the Alliance, yet it's also one of the most effective.

Dragunity
A mysterious tribe of dragon riders that hailed from the Dragon Ravine, they came to the rescue of the now-independent Mist Valley tribe against the Worms and the Fabled.

Gameplay-wise, the archetype primarily consists of the Winged Beast "rider" and the Dragon "mount" monsters. The riders can sync with the mounts to Summon strong Synchro Monsters. Additionally, the mounts can also function as Equip cards under specific circumstances, and certain cards make use of these Equips.


 * Animal Motifs: Birds for the Dragon riders.
 * The Archer: Angusticlavii wields a bow.
 * Armor-Piercing Attack: Angusticlavii gains the ability to inflict piercing damage while equipped with a Dragon Dragunity.
 * Arms and Armor Theme Naming: The Dragon members are named after various polearms.
 * Big Damn Heroes: Came to assist the struggling Mist Valley tribe after the latter split themselves off from the Ally of Justice.
 * Blow You Away: All members are WIND.
 * Dragon Rider: The Dragunity Knights.
 * Equippable Ally: The Dragons can be equipped to the Winged Beasts.
 * Expy: Being a Synchro-centric archetype with Winged Beast non-Tuner members whose Tuner pairings are the more animalistic members, and who enjoyed being competitive during their heyday made them easy comparison to the equally-iconic Blackwings.
 * The Glory That Was Rome: The archetype is wholly based on Roman legions, with two monsters even being named after Romulus and Remus.
 * Hidden Elf Village: Prefers to keep away from any outside drama to sharpen their ways of dragon mastery, but the intensifying battles and the dwindling Mist Valley members caused them to break out of their dome and ride into war.
 * Lady of War: Militum, who not only is a capable swordswoman, but also Dux's counsel and aid.
 * Our Dragons Are Different: The Dragunity Armas are humanoid Dragons that wield swords and have a second, feathered set of wings similar to the Winged Beast members. Also unlike the more animalistic mounts, they are perfectly sapient.
 * Overnight Age-Up: It's said that when the bond between a mount and its rider reaches its peak, the mount immediately matures into a full-sized dragon.
 * Samus Is a Girl: Militum is a woman, although that might not be immediately apparent by just taking a glance at her artwork.
 * Shrouded in Myth: Legends spoke of mysterious dragon riders who live in the deepest ravines of the Mist Valley, far and hidden away from any other civilizations. And here they are.
 * Theme Naming:
 * The mounts are named after various polearm weapons. For example, Partisan and Javelin.
 * The riders are named after Roman military and administration ranks. For example, Legionnaire and Legatus.
 * The Armas and Knights are named after legendary or mythical weapons. For example, Gram and Areadbhair.
 * Two specific monsters are named after the twins Romulus and Remus.
 * True Companions: A rider and their mount are expected to become this as they grow. Once the bond between the dragon and its rider reached its peak, the two would be able to sync together to become a Dragunity Knight.
 * Winged Humanoid: All of the Winged Beasts members of the archetype.

Fabled
An entire race of masked demons that reside in a separate realm. After seeing the chaos that erupted in the Worm invasion, they decided to emerge into the planet and started joining in on the fun. While initially arriving as a wild card in fighting the Worms, they immediately switched sides once the Worm menace abated, becoming a threat even bigger than the Worms before them.

Gameplay-wise, the Fabled monsters make use of discarding effects and being discarded, triggering powerful chain reaction of effects. Unlike the similar Dark World archetype, the Fabled also gain their effects when discarded as a cost, making them more flexible.


 * Adorable Evil Minions:
 * The goofy-looking super-deformed minions that appear in the card arts of many members.
 * Fabled Lurrie and Fabled Topi also count.
 * Some of The Fabled monsters also counts, such as Catsith and Peggulsus.
 * All There in the Manual: The usual lore infodump aside, the Master Guide also contains the names of the minions that float around the Fabled monsters.
 * Arch Enemy: While they oppose everyone equally, their role mostly concern the Jurracs' lonesome defense, as the Fabled kept terrorizing their nest and the Jurracs' territorial nature caused to to lash back in full force.
 * Authority Equals Asskicking: The most powerful of the Fabled monsters, Fabled Leviathan, sits on a throne and acts as the leader of the entire race.
 * Badass Bookworm: Fabled Kushano seems to be one from his artwork.
 * Black Magic: Dark magic seems to make a huge portion of their culture.
 * Chronic Backstabbing Disorder: Distrust is commonplace in their world, including and especially in the higher brackets, where figureheads try to topple each other for a chance to become the next leader. At least one attempt is properly documented.
 * Dub Name Change: From "Magoushin" (Demon Roar God) to "Fabled". Earlier debuts in some 5D's era video games had them dubbed as "Fiend Roar Deity", which was more faithful to the OCG.
 * Enemy Summoner: Fabled Grimro and Fabled Ragin.
 * Evil Versus Evil: The Fabled archetype versus the Worm archetype.
 * Exclusively Evil: Probably the most classically "evil" force in the whole saga.
 * Fallen Angels: Seems to be designed after this.
 * Fetus Terrible: Fabled Oltro, Miztoji's grandson.
 * Foil: To the Worms. Both are LIGHT invaders from someplace not of this world; however, the Worms are abhorrent animals driven by instinct to multiply, and came from outer space, while the Fabled are elegant evil gods who wreak havoc because it's funny, and came from a different realm.
 * For the Evulz: Has a tendency to barge into an ongoing battle just to make everyone else suffer equally, and takes delight in doing it.
 * Light Is Not Good: A race of demonic LIGHT monsters.
 * Lost in Translation: The Fabled realm is separated into three layers, inhabited by the three castes; the Ma (Demon) layer inhabited by the low-powered minions, the Gou (Roar) layer inhabited by the middle classes and the army commanders, and the Shin (God) layer inhabited exclusively by the elites of the elites, including the Two Kings Valkyrus and Ragin, and The Absolute God Who Reigns Over the Fabled, Leviathan. This structure is referenced in the archetype's OCG name, but was lost in the finalized TCG translation.
 * Oh Crap: Every single one of the Fabled who were in Jurrac territory collectively had these as they witness the descent of the "Jurrac Meteor", and fled for their lives. Most of them died, and those who survived were completely annihilated by the arisen Neo Flamvells. And since almost everyone in the tribe were busy in the Jurrac territory when that happened, saying that the Fabled "took a big hit" by that event would be an understatement.
 * One-Man Army: Leviathan is known to descend into an ongoing battle out of nowhere, kills everyone there, and then promptly leaves.
 * Religious and Mythological Theme Naming: The Fiend Fabled are named after fallen angels, while the Beast The Fabled are named after mythological animals.
 * Spell My Name with a "The": "The Fabled", a sub-archetype of "Fabled" cards. This is averted OCG, where the "Fabled" are called "Demon Roar God" and the "The Fabled" are called "Demon Roar God Beasts".
 * The Starscream: As seen in the artwork to "Fabled Treason", Andwraith and Marcosia attempted to betray Leviathan.

Flamvell
One of the tribes that reside in the planet and later formed the Ally of Justice. They are a proud race of warriors, mechanics and mystics that charge into battle utilizing the crimson arts.

Gameplay-wise, Flamvell started the trend of FIRE monsters supporting monsters with 200 DEF. They relied on a combination swarm and burn damage to overpower their enemies.


 * The Archer: Flamvell Archer.
 * Army of the Dead: Their key card is Rekindling, which brings back all of them at once for a turn, before they are banished.
 * Authority Equals Asskicking: Flamvell Uruquizas is their highest commander.
 * Glass Cannon: Their primary marking factor is that most of them have 200 DEF. Their more powerful members tend to have 400 DEF.
 * Forgotten Fallen Friend: Inverted. When the Neo Flamvells came into being, the narrative specifically stated that they were named in honor of the fallen Flamvell tribe, informing the audience of the fact that the Flamvells had died out.
 * Hell Hound: Flamvell Firedog is meant to give off this vibe; he even has two fins on his shoulders evocative of the two other heads Cerberus has.
 * Kill'Em All: One of the very few instances where a friendly tribe was confirmed to actually have gone extinct, when it's written that the Neo Flamvells were named such in honor of the fallen Flamvell tribe.
 * Playing with Fire: Naturally, all Flamvell monsters are FIRE Attribute.
 * Proud Warrior Race: A militaristic tribe of powerful warriors, and a founding member of the Ally of Justice.
 * Token Evil Teammate: Flamvell Fiend uses the souls of his fallen brethren as expendable ammunitions, and is described as a "treacherous" person. Needless to say, nobody in the tribe really likes him.

Genex
A peculiar race of Mechanical Lifeforms that the Alliance encountered fighting against the Worms. Appears to have originated from long ages long past, they have reactivated themselves in reaction to the Worm invasion. Seeing the potential to use these advanced machines, the Alliance immediately added them into their ranks and modify them to suit their needs.

Gameplay-wise, the Genex is a huge archetype full of general-purpose monsters that mostly support monsters based on their Attributes, and were specifically tailor-made to indirectly support archetypes that comprise Duel Terminal Part 1.


 * Blow You Away: Several, for example Genex Blastfan and Windmill Genex.
 * Casting a Shadow: The Genex Allies and several members of the R-Genex.
 * Cool Train: Locomotion R-Genex.
 * Dark Is Not Evil: The Genex Ally sub-archetype
 * Dishing Out Dirt: Several, for example Genex Gaia and Geo Genex.
 * Elemental Powers: The archetype focuses on supporting Attribute-based strategies.
 * Homage: The Genex Allies seem to be made as visual homage to the Megaman series.
 * Light'Em Up: A couple, for example Genex Neutron and Genex Solar.
 * Magma Man: Genex Ally Volcannon.
 * Making a Splash: Genex Undine and Hydro Genex.
 * Meaningful Name: The "Ally" part of "Genex Ally" refers to the fact that they were made by the Ally of Justice to assist the tribes in their fight against the Worms and the Fabled.
 * Mechanical Lifeforms: A mysterious group of machines that had recently reactivated themselves in light of the Worm invasion.
 * Playing with Fire: Several, for example Genex Furnace and Thermal Genex.
 * Support Party Member: Designed primarily as this, with most of their members having effects that support the game's Attributes.
 * Theme Naming: Generally named after terms related to energy resources.
 * Took a Level in Badass: The Alliance found out that Genex Controller can upgrade the efficiency of the other basic units, making them better as both utility machines and battlefield combatants.
 * Genex Furnace becomes Thermal Genex
 * Genex Undine becomes Hydro Genex
 * Genex Blastfan becomes Windmill Genex
 * Genex Gaia becomes Geo Genex
 * What Measure Is a Non-Human?: Due to their nature as automata, most of the organic tribes that comprise the Ally of Justice tend to look down on them as simple machines, often not letting them make their own decisions or have their own voices during discussions. This, combined with the Alliance's newfound interest in harnessing the power of the Worms, caused the Mist Valley to leave the Alliance in disgust.
 * Zerg Rush: The R-Genex sub-archetype focuses heavily upon swarming to better enable Synchro Summons for the archetype they're supporting.

Ice Barrier
One of the tribes that reside in the planet and later formed the Ally of Justice. They are a spiritual tribe known for their ice-based sorcery, especially their seals. Three dragons that once almost caused the end of the world in times immemorial were imprisoned in their domain, and revered as both monsters and divinities. As the war progressed and people became more desperate however, these dragons were unsealed one by one...

Gameplay-wise, the Ice Barriers are best known for their four incredibly powerful and aggressive Synchro Monsters, in which all but one of them had tasted being imprisoned in the real-life banlist at least once. The main deck monsters are often slower in nature, mostly focusing on stun and stall strategies that exemplify their role in the plot as Barrier Warriors.


 * An Ice Person: Their magic usually takes form as ice crystals or snow, and themes of ice in general are the main components of their overall design aesthetics.
 * Anti-Magic: Spellbreaker of the Ice Barrier, Dance Princess of the Ice Barrier, Medium of the Ice Barrier, Dai-sojo of the Ice Barrier and Warlock of the Ice Barrier.
 * Arms and Armor Theme Naming: Brionac, Gungnir and Trishula are named after famous mythological spears.
 * Awesome Yet Practical:
 * Both Brionac and Dewlored were infamous for being easy to bring out while having unlimited bouncing effects that can lead to all sorts of degenerate loops, as well as being powerful card removal in general. This caused them to got hit by the banlist, and later received errata that gave a hard cap on how often their effects can be used each turn.
 * Trishula is also famous for this. It requires non-specific materials, and has a powerful on-Summon removal effect that doesn't even cost anything to activate. While the power level of the game had escalated since, Trishula remains one of the better Level 9 Synchro Monsters.
 * Bald of Awesome: General Gantala.
 * Bare-Fisted Monk: General Gantala.
 * Barrier Warrior: It's in the name. Generally, their main deck monsters possess stunning and/or stalling effects.
 * Big Creepy-Crawlies: Numbing Grub in the Ice Barrier.
 * Big Freaking Sword: General Grunard.
 * Cool Sword: General Grunard and General Wayne.
 * The Corruption: Evilswarm Bahamut, Evilswarm Ophion and Evilswarm Ouroboros are the members of the archetype infected by the lswarm virus.
 * Culture Chop Suey: They seem to resemble for the most part famous concept, figures, warriors, and mythological beings of different Asian cultures.
 * Four-Star Badass: Grunard, Gantala, Raiho and Wayne, Generals of the Ice Barrier.
 * Godzilla Threshold: As the Fabled invasion intensified, the cornered Ice Barrier unsealed the most powerful of their imprisoned dragons, Trishula, which then proceeded to unite with the two other dragons (who were previously obedient to the tribe), and wreak havoc upon the world, attacking friends and foes alike. This plunged the world into a brief ice age before the Sarced Spirit resealed them again.
 * Hidden Elf Village: The Ice Barrier monsters play this role, choosing to stay back and protect said barrier rather than help fight the Worm invasion.
 * Ninja: Dewdark of the Ice Barrier.
 * Our Dragons Are Different: Brionac, Gungnir and Trishula
 * Panthera Awesome: Dewloren, Tiger King of the Ice Barrier
 * Scary Impractical Armor: Grunard
 * Sigil Spam: The Snowflake
 * Sixth Ranger: Blizzard Warrior and Reese the Ice Mistress

Jurrac
A horde of fire-cloaked dinosaurs whose nest was invaded by the Fabled. Using a combination of bestial ferocity and their flaming breaths, fangs and claws, they mounted a strong defense against the Fabled. However, despite their efforts, they were cornered in the end, and in desperation, combined into one fiery being from the sky and crashed down upon their own nest in a suicide attack, killing most of the Fabled in the area in one fell swoop. The Neo Flamvell tribe rose from their ashes.

Gameplay-wise, the Jurrac focuses on executing powerful effects during the Battle Phase, as well as boosting their own ATK, either by using other members or having members in the GY.


 * Dinosaurs Are Dragons: Not mechanically, but their design caused them to breathe fire, just like classical dragons.
 * Everything's Better with Dinosaurs: And these ones are on fire!
 * Fusion Dance: After being cornered by the Fabled, a majority of the Jurracs plunged themselves into the volcano at the center of their nest. Their combined fire essence gave birth to the gigantic Jurrac Titano, who emerged from the volcano's crater blazing. Shortly after, Titano launched itself into the skies, morphed into Jurrac Meteor, and crashed itself into the nest. From the fires of its remain, the Neo Flamvells were born.
 * Irony: The fact that Jurrac Meteor is a dinosaur based off a meteor is likely intended for irony. The idea given by the form and effect suggests that a dinosaur may have killed the dinosaurs.
 * Odd Name Out: Jurrac Meteor's name doesn't come from a dinosaur, and it is the only "Jurrac", besides Jurrac Ptera (who is a pterosaur), that is not based off a dinosaur. Instead, it's based off the infamous hypothetical meteorite that crashed into the Earth, and indirectly caused the Cretaceous extinction, which claimed the lives of all non-avian dinosaurs.
 * Playing with Fire: They're dinosaurs covered in flames.
 * Stock Dinosaurs: There are members based on mainstays such as Brachiosaurus, Velociraptor and of course the Tyrannosaurus. Refreshingly, members based on less mainstream members also exist, such as Guaibasaurus, Monolophosaurus and Protoceratops.
 * Tyrannosaurus Rex: Downplayed as surprisingly, there are no members explicitly based on the Big T-Rex itself. Jurrac Tyrannus is based on Tyrannosaurs in general, while Jurrac Titano is based on the Tyrannotitan, a distinct genus.

Mist Valley
One of the tribes that reside in the planet and later formed the Ally of Justice. They are a small tribe of Winged Humanoid who dwell in the Mist Valley. A group of warriors and shamans, they live in-tune with the nature around them, using the mist secreted by the Mist Wurm to protect their homes and ward invaders, and uniting with the exotic birds that inhabited the valley. Due to certain complications in working with the rest of the group, they left the Alliance and fought on their own. This predictably doesn't work well, and they were cornered badly when the Dragunities swept in and saved them. The other tribes later persuaded them to rejoin the Alliance near the end of the war.

Gameplay-wise, the Mist Valley is an archetype of WIND Winged Beasts that focuses on control and Synchro Summon, often returning cards from the field to the hand for various effects.


 * Bare Your Midriff: Mist Valley Falcon is a rare male example.
 * Big Badass Bird of Prey: The birds, most notably Mist Valley Apex Avian.
 * Big Creepy-Crawlies: Mist Wurm. All those thick fog and mist you see in the Valley? Secreted by these guys.
 * Blow You Away: They're all WIND monsters.
 * Bowdlerize: The international version of Mist Valley Shaman has her bust size reduced and covered along with other areas of her body, to make the card less revealing. Her clothing is altered to remove any sexual references (e.g. removing her blindfold), and her expression is changed to look more like she's meditating rather than possessed.
 * Homage: Mist Valley Falcon's appearance resembles that of Haseo, the main protagonist from the .hack GU Games.
 * Screw This, I'm Outta Here: Withdrew from the Ally of Justice out of sheer disgust of their methods, as well as feeling of distrust that was amplified by the Fabled. They got better, and rejoined the Alliance near the end to help develop the Genex Allies.
 * Shock and Awe: Mist Valley Executor, Mist Valley Thunder Lord and Mist Valley Thunderbird.
 * Sixth Ranger:
 * Mist Wurm, Roc from the Valley of Haze and Mist Bird Clausolas (later Ally of Justice Clausolas) aren't technically part of the Archetype, but are thematically related.
 * Genex Ally Birdman is a deliberate one, being created specifically to assist the Mist Valley tribe.
 * White-Haired Pretty Boy: Mist Valley Falcon.
 * Winged Humanoid: Most of them.
 * You Shall Not Pass: Their effects to return cards to the hand references them repelling outside forces from invading the Mist Valley. Inversely, them returning to the hand for certain effects reflects them retreating deeper into the Valley.

Naturia
A peaceful tribe of plants, bugs, beasts and rocks that live in harmony in the Naturia Forest, which surrounds a massive tree that gives life to the planet. However, their idyllic life was disrupted when the Worms reached their homeland. One of their members, Leodrake, would later known to be one of the war heroes, and received a blessing from the Sacred Tree.

Gameplay-wise, Naturias employ swarm strategies that support their varied members to Synchro Summon their aces, who can be strengthened further through Fusion Summon.


 * Animate Inanimate Object: Naturia Rock and Naturia Cliff.
 * Anti-Magic: Landoise and Barkion can nullify Spells and Traps, respectively.
 * Crazy Prepared: A well-constructed "Naturia" Deck can completely lock down an opponent, as there are "Naturia" monsters able to negate the effects of Spell Cards, Trap Cards, Normal Summons and Special Summons.
 * Big Creepy-Crawlies: They make up about half of this archetype. However, their features are very plant-like in nature.
 * The Four Gods: Three of their Synchro Monsters are based of this motif. Barkion is Seiryuu, Beast is Byakko, and Landoise is Genbu.
 * Fundamentally Funny Fruit: The Plant members. Their prominent feature are the really cute eyes.
 * Fusion Dance: Naturia Exterio and Naturia Gaiastrio.
 * Our Dragons Are Different: Naturia Barkion, a woody plant dragon.
 * Panthera Awesome: Naturia Beast, Naturia Exterio and Naturia Leodrake.
 * Pretty Butterflies: Naturia Butterfly.
 * Ridiculously Cute Critter: Filled this role for the Duel Terminal themes in general.
 * Sugar Bowl: Their homeland, the Naturia Forest.
 * Tiger Versus Dragon: Beast is the Tiger and Barkion is the Dragon. However, they can get along and fuse into Naturia Exterio.
 * Took a Level In Badass:
 * Beast and Barkion fused to become the stronger Exterio.
 * Leodrake was granted power by Sacred Tree at the end of Part 2, turning into Leo, the Keeper of the Sacred Tree. Later, Leo would fuse with Landoise to become Naturia Gaiastrio, and then later becomes even stronger still by combining powers with Ritual Beast Tamer Lara to become Ritual Beast Ulti-Gaiapelio.
 * Turtle Power: Naturia Landoise.
 * World Tree: The Naturia Sacred Tree, which would late become a pivotal plot device in Part 3 of the saga.

Neo Flamvell
(Under reconstruction)
 * Clap Your Hands If You Believe: Shortly after manifesting, the tribe collectively started believing in an ancient god. This deity would later materialize as the Ancient Flamvell Deity. It's implied that the Deity had existed for a long time now, and simply spawned the Neo Flamvells from the ashes of the Jurracs so he can have believers to materialize himself in the real world.
 * Dead Guy, Junior: In memorial of the fallen Flamvell tribe, they were named the Neo Flamvell.
 * Fusion Dance: All their souls merge to become the Ancient Flamvell Deity.
 * God Need Prayers Badly: An interesting variation. It's implied that the Ancient Flamvell Deity had existed and is doing just fine actually, but it needs believers to materialize in our world, so it spawned the Neo Flamvells from the remains of the Jurracs, and whispered dogmas about him in their head, so he could materialize later.
 * God Is Good: The Ancient Flamvell Deity helped the Alliance fight against the Fabled, and later the rampaging Ice Barrier Dragon. In the former, he succeeded; in the latter, not so much.
 * Killed Off For Real: The Ancient Flamvell Deity, and to an extension the entire tribe, fell bravely in combat against Trishula; his gigantic remains can be seen in After the Storm.
 * Physical God: Ancient Flamvell Deity.
 * Playing with Fire: Just like their spiritual predecessor the Flamvell, as well as their actual predecessor the Jurrac.

Worm
(Under reconstruction)


 * Alphabetical Theme Naming: There are 26 Worms in total, each beginning with a different English letter.
 * Authority Equals Asskicking: Worm King, Queen, Prince and Noble are all amongst the strongest monsters of the archetype.
 * Combat Tentacles: Worm Apocalypse and Worm Yagan.
 * Eldritch Abomination: Worm Zero, oh so very much. A huge mass of combined Worms that warped time and space just by existing and devoured absolutely everything on its path to grow, including its own ranks.
 * Hidden Villain: Their play style seems to try to invoke this - they focus a lot on using Flip Effects, meaning their monsters will remain hidden most of the time.
 * Humanoid Abomination: Worm Hope.
 * It Can Think: The higher-class Worms have human, or at least humanlike, intelligence.
 * Light Is Not Good: If anything, their Attribute probably referenced their interstellar origins.
 * More Teeth Than the Osmond Family: Despite their varied shapes, there's one trait shared by almost all members...
 * Reptiles Are Abhorrent: Despite not looking anything like Reptiles, they fell into this category probably because of this trope.
 * Starfish Aliens: They sure came in... Unique shapes.
 * That's No Moon: That's Worm Zero!
 * Those Two Bad Guys: Worm Xex and Worm Yagan. Their effects reference each other, and one appears in the artwork of the other, just standing in the background.

X-Saber
(Under reconstruction)

""A female X-Saber Warrior, known for her graceful attacks and calm decision making in battle. Her ambition is merciless, and strikes fear in the hearts of her enemies.""
 * Badass Cape: All of the XX-Saber monsters sport some variant of a red cape.
 * Badass Beard: X-Saber Souza
 * Dishing Out Dirt: Every X-Saber is of the Earth Attribute.
 * In the Hood: XX-Saber Darksoul.
 * Jeanne D'Archetype: X-Saber Anu Pirahna


 * Mix-and-Match Weapon: X-Saber Axel and X-Saber Wayne
 * Nice Hat: X-Saber Wayne's stylish cowboy hat.
 * Petting Zoo People: Some of them.
 * Theme Naming: Arthurian myth and legend.
 * Took a Level in Badass: Commander Gottoms: Swordmaster --> XX-Saber Gottoms.
 * Whip Sword: XX-Saber Fulhelmknight and X-Saber Anu Pirahna
 * Wolverine Claws: X-Saber Airbellum.

Constellar



 * Big Damn Heroes: They appeared to help the tribes fight against the Verz horde.
 * Cain and Abel: Sacred Pollux and his corrupted brother, Verz Castor.
 * Dub Name Change/Punny Name: This archetype is known as Constellars in the TCG.
 * Fusion Dance: Inspired by the Gem-Knights, seven of them combine to form Sacred Ptolemys Messier 7.
 * Homage/ShoutOut: Holy armored knights named after the Zodiac determined to fight evil? This seems familiar...
 * Knight in Shining Armor
 * Light Is Good: Definitely.
 * Our Dragons Are Different: Sacred Ptolemys Messier 7, a large mechanical dragon formed by Fusion Dance.
 * Theme Naming: All of them are named after stars in the Zodiac constellations.

Evilswarm



 * Big Badass Bird of Prey: Verz Frais and and Verz Thunderbird
 * Biological Mashup: Verz Azazaoth. "Worm Apocalypse", "Worm Dimikles", "Worm Falco", "Worm King", "Worm Rakuyeh", "Worm Tentacles", "Worm Warlord" and "Worm Victory" can be identified as being parts of the whole monster.
 * Black Knight: Verz Nightmare
 * Casting a Shadow
 * Combat Tentacles: Many Verz gain these as a result of their corruption, best seen on Verz Ouroboros and Verz Thunderbird.
 * Cool Train: Verz Coppelial
 * The Corruption: The Verz virus corrupts those it comes into contact with, infecting them and transforming them into a mindless member of the horde.
 * Cute Is Evil: Verz Mandrago because it's an infected Naturia Cosmobeet.
 * Dark Is Evil: And how.
 * Dub Name Change: Evilswarm in the TCG.
 * Evil Counterpart: The Archetype's theme is making these of former Duel Terminal Archetypes.
 * Expy: Aside from their Evil Counterpart theme being similar to the existing Dark Counterparts, the Verz have quite a bit in common with the Phyrexians in Magic: The Gathering.
 * Sealed Evil in a Can: The Verz somehow infected the three sealed Ice Barrier dragons, so when the Gishki tried to revive them to stop the Verz... it didn't end well.
 * Sorting Algorithm of Evil: The Steelswarm managed to put some pressure on the tribes before being killed by Vylon Omega. The Verz killed off two tribes, corrupted a third and were literally on the brink of destroying the last resistance to their conquest before God itself was summoned to push the Reset Button. Isn't it sad, Steelswarms?
 * Theme Naming: The Verz are named after various monsters and deities from a variety of mythologies. This indicates that they are highly destructive and should not be treated lightly.
 * Tyrannosaurus Rex: Verz Salamandra
 * Eucatastrophe: To the point the only reason the Verz were stopped was the last members of the Gusto performing a ritual which summoned the God of the Duel Terminal world. And even then the best the good guys got was a Pyrrhic Victory when Sophia pressed the Reset Button.
 * Obviously Evil: The TCG name of this group of monsters is Evilswarm
 * Our Dragons Are Different: Three of the Verz Xyzs are the corrupted Ice Barrier Dragons, with Brionac becoming Verz Bahamut, Gungnir becoming Verz Ophion, and finally Trishula becoming Verz Ouroboros.
 * Zombie Apocalypse: The result of the Verz virus once Noelia betrays the other tribes and joins the Verz.

Gem-Knight



 * Berserk Button: When the Gishki attempt to wipe out the Gusto with chemical weapons of some sort, the Gem-Knights get very, very angry.
 * Big Damn Heroes: Following the above, the Gem-Knights show up and save the last few Gusto from death.
 * Dishing Out Dirt: They're all Earth-attribute monsters.
 * Fusion Dance: This is their main gimmick.
 * Knight in Shining Armor
 * Let's Fight Like Gentlemen: They value honor above everything else, and only got into fighting after being attacked repeatedly by the Lavals. This is probably why they got so angry at the Verz and Gishki as described above.
 * Shout-Out/Homage: To the Elemental Heroes, Crystal Beasts, and to the Power Rangers/Super Sentai series.
 * The Smurfette Principle: Gem-Knight Lazuli is the only female among the group.
 * Theme Naming: Most of them are named after gemstones.

Gishki



 * Ascended Extra: Ariel = Eria the Water Charmer
 * Back from the Dead: Evigishki Zealgigas is Steelswarm Hercules brought back with a Gishki ritual.
 * Bifauxnen: Gishki Avance
 * Biological Mashup/Humanoid Abomination: Evigishki Gustkrake and Evigishki Mind Augus
 * The Corruption: Evigishki Psychelone is an Verz-infected Gishki Noelia.
 * Curtains Match the Window: Gishki Ariel, Gishki Noelia and Gishki Emilia
 * Cute Ghost Girl: Gishki Emilia and Gishki Natalia
 * Cute Witch: Gishki Ariel, Gishki Emilia and Gishki Natalia
 * Defector From Decadence: Noelia walked out on the Ice Barrier when they decided to release Trishula. However the Gishki, and Noelia in particular, go on to be far, far worse than the Ice Barrier tribe ever were.
 * Dub Name Change: Ritua (OCG)->Gishki (TCG)
 * Enemy Mine: In an attempt to fight the Steelswarm and Vylon
 * And then a villainous variant when they join forces with the Verz.
 * Evil Redhead Matriarch: Noelia used Emilia, her own daughter, in a ritual and forced her to become Evigishki Gustkrake because she felt that her daughter wasn't productive enough for the Gishki cause. She also betrayed the other tribes and joined the Verz. As in, she sacrificed the Lavals to revive Steelswarm Hercules as Evigishki Zealgigas, went on a genocidal purge of the Gusto which only got stopped by the Gem-Knights saving the last few Gusto, and in general joined the genocidal zombie virus bent on killing/corrupting all life on the planet. Thankfully, if Gem-Knight Master Diamond or The Sacred Ptolemys Messier 7 didn't kill the bitch, she got eradicated by god-induced Reset Button along with everyone else.
 * Fish People: Most of them.
 * Furry Female Mane: Evigishki Levianima and Evigishki Tetrogre. It's supposed to indicate how the Gishiki rituals has changed them into more powerful forms.
 * Fusion Dance: Lavalval Chain is a fusion of Gishki Chain and a Lvl. 4 Lavalval monster, Evigishki Levianima is a fusion between Gishki Avance and Gishki Beast, Evigishki Tetrogre is a fusion between Vylon Tetrah and Gishki Noelia, Gem-Knight Pearl is a fusion of Gishki Shellfish and Gem-Knight Amber and Evigishki Merrowgeist is a fusion between Gishki Emilia and Musto, Priest of Gusto.
 * Making a Splash: Everyone except Lavalaval Chain
 * Multi-Armed and Dangerous: Evigishki Zealgigas
 * The Quisling: In the Duel Terminal storyline when the Verz invaded, the Gishkis allied themselves with them.
 * Our Mermaids Are Different: Evigishki Merrowgeist
 * Religion of Evil

Gusto



 * Anti-Magic: Gusto's Dust
 * Ascended Extra: Winda, Priestess of Gusto = Wynn, the Wind Charmer
 * Back from the Dead: Windar, Daigusto Daigusto Sphreez and Daigusto Emeral's effects
 * Big Badass Bird of Prey: Eguls, Falcos and Gulldos become this when ridden upon. It's to show how strong their bonds are with their masters.
 * Blow You Away
 * Cosmic Plaything: They are among the only inhabitants of the DT world who wish to live in peace, but are the worst victims of the ongoing wars, and especially the Gishki's plots. The best thing that happened to them was the god of DT pulling a Reset Button on the world.
 * Cute Witch: Reeze, Kamui and Winda
 * Determinator: When the chips were down, they proceeded with the ritual to summon the god of the DT world, Sophia. Too bad the best they got was a Pyrrhic Victory.
 * Exotic Eye Designs: Their pupils are in the shape of their clan symbol. It's supposed to indicate their dedication to the Gusto cause.
 * Friend to All Living Things
 * Fusion Dance: Daigusto Emeral and Daigusto Phoenix. The fusions are supposed to indicate the aliance with the other tribes.
 * Girlish Pigtails: Reeze
 * Glass Cannon
 * Godzilla Threshold: The Verz were threatening to defeat the Gem-Knights and Sacreds, so what did the last few Gusto do? Summoned God to try and resolve things, of course! Unfortunately for them, Sophia just pressed the Reset Button.
 * Horse of a Different Color: Daigusto Eguls, Daigusto Falcos and Daigusto Gulldos are ridden by Windar, Kamui and Winda respectively. It's to show how strong their bonds are with their animals.
 * In the Hood: Windar and Musto
 * Nutty Squirrel: Gusto Skwirl
 * Our Gryphons Are Different: Gusto Grif
 * Powered Armor: Daigusto Sphreez is just Reeze wearing Vylon Sphere as a suit of armor.
 * Psychic Powers
 * Slipknot Ponytail: When Reeze becomes Daigusto Sphreez
 * Sigil Spam: Silver whirlwinds
 * Technicolor Eyes: Most of them have green eyes.

Laval

 * Black Magician Girl: Laval Forest Sprite and Tender of the Laval Volcano
 * Blood Knight: The reason they went to war with the Gem-Knights was their hunger for battle.
 * Dragon Rider: Lavalval Dragoon
 * Expy:
 * Laval Burner is very similar to "Cyber Dragon". It shares the same ATK and level, and has the ability to be Special Summoned from the hand. Laval Burner's summoning conditions is similar to "Judgment Dragon" and "Rainbow Dragon" but requires fewer monsters in the Graveyard.
 * Laval Judgment Lord's effect is similar to that of "Super Conductor Tyranno" and he looks like XX-Saber Boggart Knight
 * Lavalval Dragon's effect resembles that of "Brionac, Dragon of the Ice Barrier" and its appearance resembles "Burning Dragon".
 * Laval Dual Slasher bears a resemblance to "Elemental HERO Neos". With 3 "Laval" monsters in the Graveyard, Laval Dual Slasher has the same effects as "Twin-Sword Marauder".
 * Fusion Dance: Daigusto Phoenix, Lavalval Ignis and Lavalval Chain
 * Glass Cannon
 * Golem
 * Homage: Lavalval Ignis looks like a combination of Dormammu and Ghost Rider
 * Lady of Black Magic: Laval Lady of the Burning Lake
 * Meaningful Name:
 * Laval Phlogis's name is based on Phlogiston theory, which was first stated in 1667 by Johann Joachim Becher; it's an obsolete scientific theory that postulated the existence of a fire-like element called "phlogiston", which was contained within combustible bodies and released during combustion.
 * Our Dragons Are Different: Lavalval Dragon
 * Our Fairies Are Different: Laval Forest Sprite
 * Playing with Fire
 * Powered Armor: Laval Stannon
 * Sixth Ranger: Kayenn the Master Magma Blacksmith, Prominence the Molten Swordsman and Soaring Eagle Above the Searing Land
 * Weapon of Choice
 * Arm Cannon: Laval Cannoneer/Stannon and Laval Gunner
 * Blade Below the Shoulder: Laval Dual Slasher
 * Blade on a Stick: Laval Lancelord
 * Shoulder Cannon: Laval Magma Cannoneer
 * Visual Pun: "Laval Miller" is a pun, since it sends cards to the Graveyard, or "mills" them. It is also a reference to the wheel it is pushing, which can be used in a mill to grind wheat.

Steelswarm

 * Back from the Dead: Steelswarm Hercules was brought back as Evigishki Zealgigas. It was supposed to show how Noelia is dedicated to the Verz cause.
 * Big Creepy-Crawlies: They are so creepy, they are not categorized under Insects and are categorized under Fiends instead.
 * Dark Is Evil
 * Dub Name Change: Inverz in OCG.
 * Evolutionary Levels: Card artwork of Steelswarm monsters looks like development stages of a beetle according to level from low to high, but don't know the location of where Steelswarm Gatekeeper is: Steelswarm Cell -> Steelswarm Scout -> Steelswarm Genesoid -> Steelswarm Sentinel -> Steelswarm Caller -> Steelswarm Mantis -> Steelswarm Moth -> Steelswarm Girastag -> Steelswarm Caucastag -> Steelswarm Longhorn -> Steelswarm Hercules
 * Glass Cannon: Most of them have 0 DEF
 * Homage
 * The Steelswarm's appearance in of itself is a homage to the Worms of Kamen Rider Kabuto (except for "Steelswarm Cell" which is a Zecter from the same series).
 * Some of the "Steelswarm" look similar to Cell from the Dragon Ball series.
 * Our Demons Are Different
 * The Virus: Turns out the Steelswarm were infected with the Verz Virus and one of the carriers is the Steelswarm Cell

Vylon


"Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up Attack Position Effect Monster your opponent controls; equip that target to this card. When this card battles a monster with the same Attribute as the monster(s) equipped to this card by this effect: Destroy that monster at the start of the Damage Step (without applying damage calculation)."
 * Big Good: In a story from the Duel Terminals, the Vylon, who had merely observed the confrontations on the planet below, descend from the heavens to intervene in a war between the Laval and Gem-Knight tribes. At the same time, the Steelswarm awaken from underground near a battle between the Gusto and Gishki tribes due to the battle's ensuing chaos, seeking their revenge on the surface world and the Vylon that sealed them away in the first place. To fight against them, the four other tribes create an alliance under the direction of the Vylon.
 * Cannibalism Superpower: "Vylon Disigma"'s effect


 * Captain Ersatz: Vylon Disigma shares some similarities with Maverick Commander Sigma of Mega Man X:
 * Both were once the Leader of an organization which sought good, Maverick Hunters and "Vylon".
 * It is Implied that the "Vylon" became Corrupt after fighting the "Steelswarm" and decided to eradicate life on the Duel terminal Planet as they wanted a Utopia. "Sigma" became corrupt after fighting Zero.
 * After witnessing the endless conflict of the tribes in the planet and disheartened after losing the former "Vylon" commander, "Vylon Omega" Disigma grew even more disillusioned with Life On the Planet and decidided only "Vylon" Were fit to survive and only they could create a Utopia. Sigma grew disillusioned with Humans; deciding Reploids had infinite Potential, he tried to create a Reploid Utopia.
 * Their name is similar to Sigma, Vylon Di-Sigma.
 * The Corruption: After the defeat of the Steelswarm, the negative energies they gave off showed to have warped the minds of the Vylon, to the point that the Vylon believed that by exterminating the other tribes there would be no more conflict. "Vylon Disigma" absorbs members of the other tribes to have the power to defeat each one, so the tribes are forced to share their powers to combat this friend-turned-foe.
 * Fusion Dance: "Vylon Stigma" + "Vylon Pentacro" + "Vylon Tesseract" = "Vylon Disigma"
 * Light'Em Up
 * Our Angels Are Different/Mechanical Lifeforms: The majority of Synchro and Xyz Monsters are Fairy-Type, while Tuners are mostly Machine-Type, except "Vylon Prism" and "Vylon Stella".
 * Powered Armor: In their time of need, the Vylon send each of the tribes new power via "Vylon Element".
 * "Vylon Sphere" + "Reeze, Whirlwind of Gusto" = "Daigusto Sphreez"
 * "Vylon Tetra" + "Gishki Noellia" = "Evigishki Tetrogre"
 * "Vylon Stella" + "Laval Cannon" = "Laval Stennon"
 * "Vylon Prism" + "Gem-Knight Crystal" = "Gem-Knight Prismaura"
 * Theme Naming: The Tuner monsters of this group are shaped and named after three-dimensional geometric figures ("Prism", "Cube", "Sphere", "Tetrah[edron]", "Stella [Octangula]", and the Union monsters are based on four-dimensional figures. The Synchro Monsters in this group are named with the phonetic pronunciation of a Greek letter and have bodies resembling that letter ("Vylon Epsilon", "Vylon Sigma", "Vylon Omega"), or something in their bodies that resembles that letter ("Vylon Alpha" and "Vylon Delta"). The Xyz Monster of this group is named after an archaic Greek letter.
 * Sigil Spam: Their team symbol is a golden orange orb, often with gold metal trim.