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The "Vampire" archetype is strongly associated with the Castlevania video game series, one of Konami's best selling franchises. Camula in Yu-Gi-Oh! GX and Tilla Mook in Yu-Gi-Oh! R use "Vampire"-themed Decks.
Some members of this archetype appears as characters in some video-games:
- "Vampire Genesis" appears in World Championship 2006, and in World Championship 2007;
- "Vampire Lord" appears in World Championship 2006, in World Championship 2008, and in Yu-Gi-Oh! Duel Arena;
- Both "Vampire Lady" and "Curse of Vampire" appears in World Championship 2008;
- Both "Vampire Dragon" and "Vampire Sorcerer" appears in Yu-Gi-Oh! ARC-V Tag Force Special.
"Vampire" monsters typically resemble pale-skinned humanoids with irregularly colored hair (white, green, etc.) in mostly aristocratic clothing resembling that of the 18th to 19th century, evocative of the common depiction as the mythological undead creature of Europe, and with them being tied in infamous legend to tyrannical and corrupt nobility. Many Vampire monsters have claw-like appendages on their clothing, best seen in the artworks of "Vampire Sorcerer" and "Vampire Grace"; it is unclear whether it is an adornment or an actual part of their bodies.
The archetype is supported by the Field Spell Card "Vampire Kingdom". The card is designed to augment the effects of "Vampire Lord", "Vampire Lady", "Vampire Duke" and "Vampire Grace", but it also works with other effects that mill your opponent such as "Gravekeeper's Servant" and "Iron Chain Dragon". The Trap Card, "Vampire Takeover", is very handy for getting "Kingdom" onto the field, and as well as a free Special Summon from your Graveyard. The main idea behind this strategy is to eliminate key cards in your opponent's Deck and controlling their field.
"Vampires" make an effective Xyz Monster Deck. Using the effects of "Shadow Vampire" and "Vampire Duke" to Special Summon Level 5 DARK "Vampires" (such as each other or "Vampire Lord") and Overlay for the boss of the Deck: "Crimson Knight Vampire Bram". You can also use "Vampire's Curse" and "Vampire Grace" for Rank 6 plays (such as the unorthodox, yet still thematically fitting Number 24), as well as "Zombie Master" for Rank 4 plays with monsters such as "Vampire Lady" or "Vampire Sorcerer".
"Vampire Sorcerer" is very helpful for both of the Deck's goals. Its first effect allows you to search any DARK "Vampire" monster or any "Vampire" Spell/Trap Card, and its second effect allows you to Normal Summon one "Vampire" monster without Tributing. You can use its first effect to search for "Vampire Kingdom" and its second to Summon "Vampire Lord" or "Vampire Grace" in order to mill your opponent, or you could search for "Shadow Vampire" and use the second effect to Normal Summon it, use the effect "Shadow" to Special Summon "Vampire Lord", and Overlay for a DARK Rank 5.
While "Vampires" are fairly powerful in controlling your opponent's Deck, they can be devastated by their own effects too. In a match, between Duels opponents will likely put cards into their Deck from their Side Deck that can easily counter "Vampire" Decks' strategies. Cards such as "Dimension Fortress Weapon", "Skull Invitation", "Breakthrough Skill", and "Jackpot 7" are some examples, with the last one being most dangerous due to "Vampire Kingdom's" effect being mandatory.
Decks that utilize the Graveyard as resource are also a problem. "Lightsworn" Decks in particular can take huge advantage of a "Vampire" player, while Decks such as Zombies and "Infernities" that can construct huge combos out of the Graveyard pose a similar threat. A lone "Vampire Hunter" can potentially destroy an opposing "Vampire"-centered deck, especially since all "Vampire" monsters are DARK.
"Macro Cosmos" and "Dimensional Fissure", as well as "Banisher of the Light" and "Banisher of the Radiance", can easily prove fatal for the "Vampire" strategy, since it relies almost entirely on "Vampire Sorcerer"—or at least "Plaguespreader Zombie" or "Mezuki"—being in the Graveyard to allow for the Summon of "Vampire Shadow" and "Vampire Duke".
Cards that negate monster effects on the field—most notably "Skill Drain", "Soul Drain", and "Shadow-Imprisoning Mirror"—normally stop this Deck in its tracks due to its huge reliance on monster effects.