Attribute

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Attributes, are essentially the "Elemental" groups for each Monster Card. There are different cards made to support each "element", and there are popular monsters of each kind. It is possible for a monster to be considered part of multiple attributes via a card effect, such as with cards like "Light and Darkness Dragon".

The Attributes are:

In Yu-Gi-Oh! The Sacred Cards and Yu-Gi-Oh! Reshef of Destruction, there are four additional attributes, Thunder, Shadow, Dreams, and Forest. Dark is also renamed to Fiend.

Dark File:Dark.png

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Earth File:Earth.png

Earth monsters are powerful cards focused both on brute strength and rock-solid defense. The Field Spell Card Gaia Power is targeted toward Earth monsters, increasing their ATK by 500. Another Field Spell Card, Canyon, while it uses Rock-Type monsters, is also good to use, since Rock-Types are nearly all Earth. Structure Deck 7: Invincible Fortress takes advantage of this by strengthening Earth cards and striking opponents hard with high ATK. Warrior, Rock, Beast, Beast-Warrior, and Plant-Types are the most common Earth monsters, though there are others of many different Types. Some of the most powerful earth monsters include: Earth elemant SUX!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Earth monsters are not greatly supported by other cards, though they have a few. Those include: Giant Rat, Milus Radiant, The Rock Spirit Gigantes and Warrior Lady of the Wasteland for Earth Warriors.

Amazoness cards are all EARTH-Warrior monsters, and so can use many of the cards that support Earth types, as well as those designed specifically for Warriors, and specifically for themselves.

=t Damage]]-dealing Trap Card that deals damage to an opponent equal to the original ATK of a Tributed Fire monster.

Weaknesses

Though Fire Monsters can be extremely powerful, they tend to lack support for one another. Instead of focusing on combining and drawing on their strengths as a whole, couple with the fact that there are few good Spell and Trap cards to suit them than some of the other Attributes (most notably Water), Fire Monsters can be seen as having a negative impact on the opponent. They take out Life Points slowly, and dealing some mighty damage with their high ATK, rather than helping the player directly via drawing, increasing Life Points, etc. d]] easily because of no other monsters to support it. Ultimate Baseball Kid needs other fire monsters to survive, for example.

Also, "Water Dragon" decreases the ATK of all Pyro and FIRE-Attribute monsters to 0.

Light File:Light.png

Light Monsters are the historic opposites of Dark Monsters. Blue-Eyes White Dragon, the Components of XYZ-Dragon Cannon, and monsters such as D.D. Warrior Lady, and Watapon, are all Light monsters. Light monsters are represented often by Fairy, Spellcaster, Thunder, and at times Warrior-Types, but in general, they encompass a wide array of monsters.

Lights served as Tribute fodder for the two Envoys (Black Luster Soldier - Envoy of the Beginning and Chaos Emperor Dragon - Envoy of the End). They used to serve the same capacity in Chaos Decks, for Chaos Sorcerer, until its September 2006 ban.

Many light types focus on positively reinforcing the player instead of directly damaging the opponent, such as by increasing their Life Points or allowing the player to draw extra cards from their Deck.

Archetypes include Batterymen and Lightsworns.

Supporting Cards

Water File:Water.png

Water is a very versatile Attribute, and even has it's own deck based around such monsters, the Water Deck. The Monster Types typically associated with Water are Aqua, Fish, and Sea Serpent, though Plants and Reptiles are not uncommon Water types. Water is usually thought of as the opposite to Fire, though there is no real advantage for either Attribute over each other.

Because of their versatility, Water monsters can be used in a number of strategic ways, possessing many different abilities. Some of the most powerful Water monsters include: Gogiga Gagagigo, Fairy King Truesdale, and Levia-Dragon - Daedalus. The popular Water Deck typically tries to boost the ATK of Water Monsters with Field and Equip Spell Cards as well as monster effects, while simultaneously lowering their Levels with A Legendary Ocean to summon them faster, very effective strategy when played right.

Supporting Cards

Water monsters enjoy great support, especially from Spell and Trap Cards such as Tornado Wall, Big Wave Small Wave, and Salvage. They also have 3 Field Spell Cards specifically targeted towards them, more than any other Attribute:

Also, there is another Field Spell, Wetlands, but only works on Level 2 Aqua-type Water monsters.

Monster cards that aid Water Decks are great in number as well:

Weaknesses

One weakness of Water Decks and Water monsters in general, is that they rely on Umi or A Legendary Ocean to work to their potential. Some of their effects are also rather passive compared to other Attributes, such as Fire's aggression and Earth's reliable defensive tactics. All in all, though, a well-prepared Water deck can be an extremely difficult obstacle to overcome.

Wind File:Wind.png

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Divine File:Divine.png

Only 7 monsters, the Egyptian Gods and the Wicked Gods, belong to the Divine Attribute:

The Wicked Gods were only Divine-Attribute in the Manga, in the OCG/TCG, they were made DARK Attribute by Konami, to avoid a repeat of the unplayability of the Egyptian God Cards.

Divine has no external support, since no additional cards were made to supplement it.