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Yu-Gi-Oh! Monster Types

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Now that YCMaker a while ago has added some thing to the YCM (Yugioh Card Maker)

And can't under stand it and other people can't as well so I am helping the people of YCM of the cards.

[spoiler= Types]

[spoiler= Gemini]

Gemini Monsters (known as Dual Monsters in the OCG) are a type of Effect Monster. They have effects, but these effects must be "unlocked" by performing an additional Normal Summon on them while they are face-up on the field (known in the OCG as a Second Summon). Until then, they are treated as Normal Monsters.


All Gemini Monsters to date are treated as Normal Monsters while they are face-up on the field before being Gemini Summoned, or while they are in the Graveyard. If they exist anywhere else, they are treated as Effect Monsters.


The process of Gemini Summoning a Gemini Monster (that is being treated as a Normal Monster by its effect) is just the same as performing any other Normal Summon, except that the monster is already on the field and you don't have to Tribute monsters for Gemini Monsters of Level 5 or above. You cannot Gemini Summon a Gemini Monster that has already been Gemini Summoned (and is still considered to have been Gemini Summoned).


Once a Gemini Monster has been Gemini Summoned, it is then treated as an Effect Monster and it gains the effect(s) written on it.


The Gemini Monsters were initially released in Tactical Evolution, with more released in Gladiator's Assault, Phantom Darkness and Light of Destruction.

[spoiler= Play style]

None listed.





[spoiler= Spirit]

Spirit Monsters, originally as a rule, could not be Special Summoned, and are sent back to the owner's hand during the End Phase of the turn they are Normal Summoned, Flip Summoned, or flipped face-up. This also happens if they wound up in the opponent's hand via effects like Exchange. However, new Spirits have been released in The Duelist Genesis, one of which can be Special Summoned for a cost.


Spirit Monster Cards are designated by having "Spirit" in the place where "Effect" would be.


Many of the Spirit Monsters' designs were based on icons from Japanese mythology and they all have very similar backgrounds, supposedly of the spirit world.

[spoiler= Play Style]

Spirit monsters can only remain on the field temporarily (unless Set face-down), and thus their controllers run into a major problem of maintaining field presence, but many Spirit monsters have devastating special effects to make up for this deficiency. Mirror of Yata and Izanagi keep the spirits on the field permanently or until they are removed, making these cards a must for any spirit deck. There is a loophole with spirit monsters that let's them stay on the field regardless of their effect. Their effect states that they must return to the hand the turn that they're summoned. If they stay on the field for more than one turn (say Hino-Kagu-Tsuchi is equipped with Mirror of Yata, you end your turn, your opponent plays Heavy Storm and destroys Mirror of Yata, Hino-Kagu-Tsuchi stays on the field because it's effect saysThis card returns to the owner's hand the turn it is normal summoned or flipped face-up. so you don't have to worry about him returning. Two of the strongest Spirit monsters focus on maintaining a significant hand advantage over the opponent, and when combined with Spiritual Energy Settle Machine or other effects like Dimensionhole that allow them to remain on the field, they can easily turn the tide of any duel in their favor. Though it wasn't an option in the past, there is currently enough Spirit support for decks entirely themed around them to be viable. Because Spirit monsters return to the player's hand, the play runs the risk of having to many cards during the end phase, forcing a discard, so Infinite Cards is an effective way to counter this problem. Cards like Exchange, Creature Swap, and Mystic Box are staples.


A commonly used card with Spirits is Mausoleum of the Emperor, which allows users to pay a life point cost to get high-level Spirit monsters out without tribute. Trap Monsters are also often used either as tributes or as a method of maintaining a field defense when the Spirits leave the field.


Their effects range from Beatdown, direct attack, hand control, and even field control, making a dedicated spirit deck very flexible regardless of what the opponent has. However, due to their habit of returning to the hand, cards that make you discard will be a serious hamper, as spirit monsters in general are rather useless in the graveyard.



[spoiler= Toon]

Toon Monsters are a special breed of Monsters that debuted in Spell Ruler. They are effective at attacking the enemy for massive damage. In the manga and anime, they were the trademark Monsters of Maximillion Pegasus. There are three classes of Toon monsters.


[spoiler= Tuner]

Tuner Monsters are required for the Synchro Summon of a Synchro Monster. When the total Level of the Tuner monster and the other monsters on your side of the field matches the Synchro monster's Level, by sending them to the Graveyard, you can Summon the Synchro Monster.


Tuner Monsters are the first secondary Type of Normal Monsters, and the fifth secondary Type of Effect Monsters, like Union and Spirit Monsters. Subsequently, there are some Tuner Monsters which are Effect Monsters (e.g. Krebons or Junk Synchron) and some that are Normal Monsters (e.g. Water Spirit and Tune Warrior). As such, Tuning is NOT considered an effect, and cannot be negated with cards such as Skill Drain and Junk Synchron.


Most Tuner Monsters are low in Level, usually ranging from Level 1 to Level 3, but they often have effects that allow them to facilitate the summoning of a Synchro Monster, often by Summoning other monsters, or altering their own Level. There are rarer Tuner Monsters that are Level 4, and currently only one level 5 and one level 7.


There are a few support cards that specifically deal with Tuner Monsters, including "Revival Gift" and "Quillbolt Hedgehog", which further aid in setting up a Synchro Summon.


Tuner monsters, like their name, have ties to sound. As such, most support cards have references to music and wavelengths (such as Frequency Magician). A few Synchro Monsters and Tuners also have mechanical appearance, despite not being classified as either machine or psychic, furthering this connection to sound waves.



[spoiler= Union]

Union Monsters can be recognized by the fact that, where on an ordinary Effect Monster it would read 'Effect', Union Monsters have 'Union'. Cards such as Dark Necrofear, Kiseitai or Armory Arm act as Equip Spell Cards but do not have the text designating them Union Monsters; the latter of the three can even become a monster again.


Union monsters are a special type of Effect Monster with (Type)/Union in their card text. They can function like an Equip Spell Card, and thus become vulnerable to cards that destroy Spell Cards, such as Mystical Space Typhoon. They equip to the host Monster their text designates and generally grant it additional strength, such as an increase in ATK/DEF. All Union Monsters Destroy themselves to protect the host Monster if it would be destroyed by battle while equipped. The only exceptions are Heavy Mech Support Platform, Spirit of the Six Samurai and Armored Cybern, all of which protect the equiped monster from destruction by both battle, and Card Effects


Union Monsters can either Equip or Unequip to the host once per turn with their own Effect, given they are on the field. Additional cards, such as Formation Union and Combination Attack allow them to Equip and Unequip alternatively.


The Union Monsters introduced the XYZ Archetype (which would later become the VWXYZ Archetype), which had a new way of using their Fusion Monsters. This unorthodox method involves removing the Fusion Material Monsters from play to Special Summon the Fusion Monster from the Extra Deck (This is not considered a Fusion Summon). Polymerization cannot be used to Fusion Summon these monsters.



There you have it!

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