Yu-Gi-Oh! Rush Duel/Characters

This is a page describing the monsters from , the card game. For characters who appeared in Yu-Gi-Oh! SEVENS, please consult its respective character page instead.

The Accel Wonders
A duo of Spellcasters who originally appeared in the artwork of High Magic - Double Accel, which comprises of Accel Wonder Supra and Accel Wonder Flare.


 * Cherry Tapping: The first part of Flare's effect inflicts 400 damage to the opponent.
 * Color-Coded for Your Convenience: Their appearances are very similar; the easiest way to distinguish who is who is by looking at their respective color schemes.
 * Detached Sleeves: Subverted with both of them. Despite having the appearance at first glance, closer look to their outfits reveal that the sleeves are actually attached to the body.
 * Early-Bird Cameo: Both initially appeared in the artwork of Double Accel roughly a year before arriving in the card game proper.
 * Fiery Redhead: Subverted with Flare. Despite having a red hair and using a fitting element to go with it, all her artworks suggested that she's actually as calm and collected as her water counterpart.
 * Making a Splash: Supra.
 * Playing with Fire: Flare.
 * Status Buff: Supra's effect increases the ATK of a target Spellcaster you control by 200, as well as increasing its Level by 2.
 * You Gotta Have Blue Hair: Supra, to go along with her element of choice.

Elemental Sorcerers
A trio of Level 4 Spellcaster Normal Monsters, each of them specializing in a specific Attribute. Dark Sorcerer appeared first as part of Yuga's starter deck, and thus among the first monsters released for Rush Duel; Light Sorcerer appeared a short while later in the second booster pack of the game; Aqua Sorcerer made its debut in the anime, and would later join the others months later as part of Yuga's structure deck.


 * Badass Normal: All of them are Normal Monsters. Each of them also has 1500 ATK, the highest possible for monsters that can be Normal Summoned without Tribute in the game.
 * Casting a Shadow: Dark Sorcerer.
 * Color-Coded for Your Convenience: Each of them has a color scheme of their respective Attribute. Otherwise, they look (almost) indistinguishable from each other.
 * Light'Em Up: Light Sorcerer.
 * Making a Splash: Aqua Sorcerer.
 * Squishy Wizard: They all have excellent ATK for their Level, but literally 0 DEF.

Fiendish Commanders
A group of Warriors used by Gakuto Sogetsu in ''Yu-Gi-Oh! SEVENS''. The four main members of the series have names in the form of portmanteau between a Japanese verb and the Gratuitous English "Ruler" (except Kimeluna, which twists the wordplay even further). Other members of the series comprise of the "Fiendish Commander Squad" monsters, which support the commanders with their effects. The commanders themselves have effects that form the backbone of Gakuto's three main strategies (Battle Position manipulation, returning his own monsters to the hand and utilizing monsters with 0 ATK).


 * Cool Horse: Fiendish Commander Kimeruler rides a decorated white steed.
 * Crazy Prepared: Matsugumi of the Fiendish Commander Squad can Set any 1 of the 3 Fiendish Commander's Spells/Traps from your GY, so you can reuse the most important one for the situation.
 * Odd Friendship:
 * Most notably, the "0 ATK" portion of the theme found a nifty home alongside the same deck as the "Chair" series due to both focusing on 0 ATK monsters.
 * Yameruler is a generic Warrior monster, and can often be found in other strategies that use Warriors, such as Music Maiden or One-Breath Dragias.
 * Pun: Just like all of Gakuto's cards, they all contain various amounts of Japanese wordplay in their names that also reference their effects in one way or another.
 * Sixth Ranger: Kesshin the Decided Death Fiendish Commander is not part of any Fiendish Commander Squad, has an uncharacteristically self-isolated effect, and its naming scheme implies that it's directly tied to the high-Level commanders in some way.
 * The Smurfette Principle: Moon Fiendish Commander Kimeluna is the only female member of the main quartet.
 * Status Buff:
 * Takegumi of the Fiendish Commander Squad can increase the ATK of a monster you control by 200 for each monster with 0 ATK in your GY.
 * Inverted with Umekumi of the Fiendish Commander Squad, which can decrease the ATK and DEF of an opponent's monster by 500 when there's a face-up Defense Position monster on the field.
 * Fiendish Commander Semeruler can Special Summon a monster with 0 ATK from your hand, which would gain ATK equal to its DEF.

Music Maidens
A group of WIND Warrior monsters used by Luke's older sister, Haruka "Tiger" Kamijo. A band of instrument-wielding fighters based on Chinese martial arts, they employ an aggressive playstyle that punishes turtling opponents.


 * Amazon Brigade: All of them are female warriors. Even the mechanical-looking bosses still classify as FemBots. The only visual exception so far is Trumpetiger, and even that can still be a female tiger for all we know...
 * Armor-Piercing Attack: Complimenting their strategy of punishing defensive opponents (or forcing them into the defensive) is one of the strongest piercing cards in the game, One-Breath Piercing.
 * Back from the Dead: Breath of the Music Maidens can revive a Level 6 or lower Warrior from your GY if you control 2 WIND Warriors, but the revived monster won't be able to attack directly that turn.
 * Badass Normal: Flutomahawk, Brassax Knuckle and Clubinet are Normal Monsters, with the Flutomahawk being a member of the "Level 4 monsters with 1500 ATK" club.
 * Blow You Away: A band of WIND monsters.
 * Jack of All Stats: Ensemble Fighter has equal ATK and DEF, but not particularly high on each.
 * Musical Assassin: All of them, really.
 * Status Buff:
 * Trumpetonfa can increase the ATK of 1 monster you control by 100 for each Warrior Normal Monster in your GY.
 * Inverted with Nunchuclarinet, which can potentially decrease an opposing monster's ATK and DEF by 500 for each face-up WIND Warrior monster you control.
 * Bassoon Finger can gain 800 ATK for each Defense Position monsters the opponent controls. Combined with Twin Squall and One-Breath Piercing, this can be extremely deadly.
 * Stone Wall: Clubinet has fairly low ATK for her Level, but good DEF.
 * Tiger Versus Dragon: The Tiger to Mythic Sword's Dragon.

Mythic Sword
A group of EARTH Wyrm monsters used by Asana Mutsuba, Tiger's close friend and one of Yuga's rivals in ''Yu-Gi-Oh! SEVENS''. Part of the "Heavy Mequestrian" style, they're themed after construction workers and heavy equipment. Their playstyle revolves around maximizing the effects of Field Spells and utilizing Wyrm-Type Normal Monsters.


 * Back from the Dead:
 * As long as there's a Field Spell on the field (doesn't even have to be yours), Build Dragon can revive any Normal Wyrm monster from your GY for literally free. Yes, this includes the Level 7 Dracrush.
 * As long as there's a Field Spell on the field (doesn't even have to be yours), Gantry Dragon can revive "Build Dragon" from your GY for literally free, which you can use to revive any Normal Wyrm monster from your GY for literally free the same turn.
 * When a Level 7 or higher Wyrm you control is destroyed by an opponent's attack, Mythic Sword Return lets you revive a Level 7 or higher Wyrm from your GY, including the one your opponent literally just destroyed.
 * Badass Normal: Drizard, Shovelong, Bigrollan and Dracrush are Normal Monsters, with Shovelong being a member of the "Level 4 monsters with 1500 ATK" club.
 * Discard and Draw: Pickelong the Mythic Sword Fairy's effect.
 * Dishing Out Dirt: They're a group of EARTH monsters.
 * Geo Effects: Utilizes Field Spells as part of their strategy.
 * Our Dragons Are Different: Ours are muscular construction workers.
 * Tiger Versus Dragon: The Dragon to Music Maiden's Tiger.
 * Unskilled but Strong: Shovelong, Bigrollan and Dracrush have good stats for their Level, but no effects whatsoever. They mostly rely on Field Spells both to buff themselves and enabling Build Dragon to revive them ad infinitum.

Psychic Musicians
A group of Psychics used by Romin Kirishima, the heroine of ''Yu-Gi-Oh! SEVENS''. They're all based on rock music, with particular focus on J-rock culture. Their strategy involves keeping their LP lower than their opponent's to activate powerful effects and mount a counterattack using high-Level Psychic monsters. After undergoing Character Development and obtaining Princess G's CAN:D, Romin added an additional strategy to the theme she called "JAM", which focuses on using CAN:D, her evolved form CAN-Re:D and their support cards.
 * Amazon Brigade: A band of all-female Musical Assassins with Psychic Powers.
 * Back from the Dead:
 * One of the deck's most powerful assets is Romance Pick, which can potentially retrieve any Psychic monster from your GY if you managed to hit her mill effect. Her effect is a double-edged sword however, as while the mill can potentially net you a Psychic from your Deck indirectly, the effect only fires off if you milled a Psychic monster at all, so you can potentially waste 500 LP and good Spell/Trap cards for literally nothing.
 * Maginical Miracle can revive any Level 7 Psychic from your GY by sending herself from the field to the GY while you control a Normal Monster with 100 ATK and DEF (so far, only CAN:D is legible for this effect).
 * Foil: Prima Guitarna of the Colorful Light and Esperaid of the Smashing Light, and later Giftarist.
 * Prima Guitarna has a boosting effect that strengthens her and her bandmates, while Esperaid deals with the opponent's monster directly by destroying them with her effect. Additionally, Prima Guitarna usually represents Romin in her normal state, while Esperaid represents Romin's "Awakened" (read: extremely hungry) state.
 * Prima Guitarna wears a bright outfit and a pair of Cool Shades while Giftarist wears a dark outfit and an Eyepatch of Power. Their effects are also opposites of each other, with Prima Guitarna boosting your monsters for each monster your opponent controls, and Giftarist boosting herself for each Psychic monsters you control.
 * Fusion Dance: Amusi Performer + Howling Bird = Amusi Howling Performer.
 * Glass Cannon: Most of their high-Level monsters have 0 DEF.
 * Hollywood Tone Deaf: Amusi Performer.
 * Musical Assassin: They attack with their music, presumably imbued with Psychic Powers.
 * Musical Theme Naming: They're generally named after terms related to rock music.
 * The Power of Rock: Their main theme.
 * Psychic Powers: They're Psychic monsters.
 * She's All Grown Up: CAN-Re:D is the older version of CAN:D.

Royal Demon's/King's
A group of LIGHT Fiends used by Roa Kirishima, one of Yuga's rivals in ''Yu-Gi-Oh! SEVENS''. They're all based on rock n' roll music, its culture and derivatives. Their strategy involves "Tribute-laddering", in which Tribute Summoned monsters are used to Tribute Summon stronger monsters. They are supported by the King's series of Spell & Trap cards.
 * Back from the Dead:
 * Royal Demon's Punk lets you recover a Level 6 or higher LIGHT Fiend from your GY for free during the turn it's Normal Summoned, at the cost of not letting you attack directly that turn.
 * King's Right lets you recover 2 or 3 Fiend Normal Monsters with different Levels from your GY when your opponent takes their normal Draw.
 * Bound and Gagged: Royal Demon's Avant-garde.
 * Fangirl: Royal Demon's Groupie.
 * Glass Cannon: Most of them have good ATK for their Levels, but 0 DEF.
 * Light'Em Up: They're all LIGHT monsters.
 * Make Me Wanna Shout: Royal Demon's Shout and Death Voice.
 * Musical Theme Naming: They're generally named after terms related to rock n' roll music.
 * Not Completely Useless: King's Right might seem useless in Rush Duel due to hand advantage gained during the opponent's turn having little to no significance in general, but with Traps that discards (such as Epic Demon's Rock), it suddenly becomes much more useful.
 * Nuke'Em: Epic Demon's Rock can destroy all Level 8 or lower monsters on the field by sending 2 Fiends from your hand to the GY.
 * Our Demons Are Different: Ours Light'Em Up with The Power of Rock.
 * The Power of Rock: Their main theme.
 * Sixth Ranger: Both Gargoyle of the Palace and its high-Level upgrade Gatekeeping Gargoyle aren't part of the theme, but work very well with it.
 * Stone Wall: Royal Demon's No Wave has an excellent 2600 DEF, but 0 ATK.
 * You Shall Not Pass: King's Dignity lets you negate an attack by shuffling a Level 1 Fiend monster from your GY into the deck.

Sevens Road
A group of Spellcasters used by The Hero of ''Yu-Gi-Oh! SEVENS'', Yuga Ohdo. Initially, Sevens Road Magician was the only shown member, who served as Yuga's primary ace monster. Later, more members of the theme are gradually introduced to complement Magician as part of Yuga's array of monsters.
 * All Your Powers Combined: Magician can gain 300 ATK for each monster with different Attributes in your GY. Ironically, you can't use the other Sevens Road monsters to fuel this effect further than 300, since all of them are DARK.
 * Arc Number: 7 members of the Sevens Road series, each of them representing one of the seven colors of the rainbow and having 7 different Levels.
 * Back from the Dead: Warlock can recover a Level 7 or higher DARK Spellcaster from the GY, and if you chose Magician for this effect, you can recover an additional Level 6 or higher Spellcaster.
 * Black Magician Girl: Sevens Road Witch.
 * Color-Coded for Your Convenience: Each of them has a color of the rainbow assigned to them in their card art.
 * Casting a Shadow: All of them are DARK monsters.
 * Dark Is Not Evil: They're all DARK, but are also used by Yuga, the hero of SEVENS.
 * Defictionalization: An in-universe example; the Sevens Road cards were actually designed by Otes based on the characters of the storybook "SEVENS", in particular the young Magician and his fellows.
 * Fusion Dance: Sevens Road Magician + Roadstar Swordsman = Sevens Paladin the Magical Knight.
 * Homage:
 * Sevens Road Magician seems to be one to Dark Magician, being a DARK Dragon monster used by the hero, while the rival uses a LIGHT Dragon.
 * Sevens Road Magician and Sevens Road Witch's relationship seems to be one to the original Dark Magician and Dark Magician Girl's, with them both being a Spellcaster duo used by The Hero of their series, and Sevens Road Witch's effect to gain ATK if she Special Summoned Sevens Road Magician with her effect being a throwback to Dark Magician Girl's ATK boost effect; however, while Dark Magician Girl requires Dark Magician to be in the GY, Sevens Road Witch applies when Sevens Road Magician is Summoned with her effect, and while Dark Magician Girl's effect is continuous, Sevens Road Witch's effect is an Ignition that only lasts for a turn.
 * Red Right Hand: Sevens Road Enchanter's mechanized left arm.
 * Status Buff:
 * Witch gains 400 ATK if she Special Summoned Sevens Road Magician with her effect.
 * Inverted with Sevens Road Mage and Wiz, which both debuffs the opponent's monsters.
 * Stone Wall: Sevens Road Warlock has 1700 DEF (pretty good for a Level 5) and a defensive effect.
 * Squishy Wizard: Sevens Road Wiz has 0 DEF.

Strike Dragons
A group of Dragons used by The Rival of ''Yu-Gi-Oh! SEVENS'', Tatsuhisa "Luke" Kamijo. Initially, Dragias the Striking Dragon was the only shown member, who served as Luke's primary ace monster. Later, more members of the theme are gradually introduced as alternatives to Dragias as part of Luke's array of monsters.
 * Arc Number: All members of the series so far are Level 7 monsters, and generally require Level 7 monsters as part of their effects in one way or another.
 * Attack! Attack! Attack!: The main gimmick of the series, which all have effects that encourage attacking constantly regardless of the opponent's monsters or potential Traps. Some of the members even have effects that grant them additional attacks, most notably the original Dragias.
 * Casting a Shadow: Miragias, Zerogias, Stock Buster and Metagias are all DARK monsters.
 * Dark Is Not Evil: A number of them are DARK but are also used by Luke, the Friendly Rival of SEVENS... However, the existence of "Phantom Luke" and the events that lead to Luke obtaining it questions whether Miragias is part of this or not.
 * Dishing Out Dirt: Bunker Strike is an EARTH monster.
 * Fusion Dance:Multistrike Dragon Dragias + The☆Dragon = Superstrike Dragon Dragiastar F.
 * Homage: Multistrike Dragon Dragias seems to be one to Blue-Eyes White Dragon, being a LIGHT Dragon monster used by the rival, while the hero uses a DARK Spellcaster.
 * Humanoid Abomination: Suprsingly managed to pull this off in a group of dragons with Zerogias, which looks fine (if a bit ghastly) from the heads up, but immediately enters this trope's territory with its slender and pale uncannily-humanoid body.
 * Light'Em Up: Dragias is a LIGHT monster. Its Fusion Upgrade Dragiastar F retains it.
 * Our Dragons are Different:
 * Bunker Strike looks very bulky and mechanical.
 * Stock Buster looks more like a dinosaur than a dragon.
 * Zerogias looks like a cross between a dragon and an unarmored Eva.
 * Status Buff: The general playstyle of the theme inverts this, by debuffing the opponent's monsters to make them safer to attack.
 * Fantastrike Dragon Miragias can decrease the ATK of up to 2 Level 7 or lower monsters the opponent controls by 1500 by sending a Level 7 or higher Dragon from your hand to the GY.
 * Nullstrike Dragon Zerogias can make the ATK of an opponent's Level 8 or lower monster 0 by sending a Level 7 or higher Dragon from your hand to the GY.
 * Stock Buster the Terrorstriking Dragon can decrease the ATK of all Level 7 or lower monsters your opponent controls by 1500 by sending 1 card from your hand to the GY, but only when the opponent controls 5 or more cards.
 * Superstrike Dragon Dragiastar F plays this straight with one of its Muti-Choice Effect options, which buffs its ATK by 900 and giving it double attack against monsters.