Virtual World

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Virtual World
"Virtual World Roshi - Laolao", "Virtual World Phoenix - Fanfan", and "Virtual World Mai-Hime - Lulu" in the artwork of "Virtual World Gate - Chuche"
  • でんのうかい
  • 電脳堺 (base)
  • でんのうかい (ruby)
  • Dennōkai (romanized)
  • Monde Virtuel
  • Virtualwelt
  • Mondo Virtuale
  • 전뇌계
  • 電脳堺 (Hanja)
  • Jeon-goegye (romanized)
  • Mundo Virtual
  • Mundo Virtual

"Virtual World" (でんのうかい Dennōkai) is an archetype of WIND Psychic & EARTH Wyrm monsters which debuted as The Valuable Book 22 and V Jump May 2020 promotional cards, and received its first support in Phantom Rage. It has a sub-archetype in the "Virtual World Gate" archetype.


The "Virtual World" monsters have designs based on Chinese and Japanese mythological animals and individuals, with sleek and cybernetic appearances similar to that of Cyberse monsters. Every "Virtual World" monster is either humanoid in appearance or has the appearance of an animal robot (except "Virtual World Oto-Hime - Toutou", which has both a humanoid and animal robot in its artwork).


Attribute Type Virtual World Origin
EARTH Wyrm Dragon Longlong Azure Dragon
Phoenix Fanfan Fenghuang
Vermilion Bird
Kirin Lili Qilin
Oto-Hime Toutou Moon Rabbit
Shell Jaja Black Tortoise
Xiezhi Jiji Xiezhi
White Tiger
WIND Psychic Beast Jiujiu Eagle
Hime Nyannyan Cat
Kyubi Shenshen Nine-Tailed Fox
Mai-Hime Lulu The Dancing Girl
Roshi Laolao Rōshi

Playing style[edit]

"Virtual World" focuses on Synchro and Xyz Summoning monsters with Levels/Ranks that are multiples of 3. All members of the archetype have Levels/Ranks consisting of multiples of 3, at either 3, 6, or 9, and the Main Deck members have effects that allows them to Special Summon themselves from the hand or GY.

Four of the six Main Deck "Virtual World" members share the following once per turn effect to Special Summon themselves from the hand:

"If this card is in your hand: You can target 1 "Virtual World" card you control; send 1 "Virtual World" card of a different type (Monster, Spell, Trap) from your Deck to the GY, and if you do, Special Summon this card, then, [Additional Effect]."
Virtual World Level Additonal Effect
Xiezhi Jiji 3 During the End Phase of this turn, you can add 1 "Virtual World" monster from your GY to your hand, except "Virtual World Xiezhi - Jiji".
Kirin Lili 6 You can send 1 "Virtual World" card of the third type from your Deck to the GY, except "Virtual World Kirin - Lili".
Mai-Hime Lulu 3 (Tuner) You can add 1 "Virtual World" card of the third type from your Deck to your hand, except "Virtual World Mai-Hime - Lulu".
Roshi Laolao 6 (Tuner) You can Special Summon 1 "Virtual World" monster from your GY in Defense Position, with a different name than the card sent to the GY, but negate its effects.

These shared and individual effects allows the "Virtual World" archetype to easily swarm the field and mill their deck for useful cards, setting up their Synchro Monster and Xyz Monster plays. Using these effects applies a restriction to the player, that the rest of this turn, the player can only Special Summon Level/Rank 3 or higher monsters; this restriction fully disables Link Summoning for the rest of the turn.

Two "Virtual World" main deck monsters, "Virtual World Hime - Nyannyan" and "Virtual World Oto-Hime - Toutou", deviate from the other monsters' shared effects, and instead have effects that lets them Special Summon themselves from the GY as Tuner monsters. Using these effects will also apply the shared restriction as the other "Virtual World" monsters' Special Summon effects.

The "Virtual World Gate" Continuous Spell and Trap cards are the main targets for the targeting cost in the Special Summon effects of the "Virtual World" monsters, as they allow "Virtual World" monsters to mill additional "Virtual World" monsters to make plays. "Virtual World City - Kauwloon" is the main way in which the "Virtual World Gate" cards are set up on the field, being able to place "Virtual World Gate" cards directly from the Deck into the Spell & Trap Zone - bypassing cards like "Denko Sekka".

Each "Virtual World Gate" card has two effects: a disruptive effect on the field, and a second supportive effect in the GY that require banishing themselves as cost. Notably, the GY effects of the "Virtual World Gate" Trap cards can only be activated in the player's own Main Phase.

Virtual World Gate Type Field Effect Summary GY Effect
Chuche Trap Shuffle 2 of your banished "Virtual World" cards with different names into the Deck to target and destroy a face-up card. Target 1 "Virtual World" monster you control; increase or decrease its Level/Rank by 3 until the end of this turn.
Qinglong Spell Banish 1 "Virtual World" card from your GY to target and negate the effects of 1 face-up monster until the end of this turn. Add 1 "Virtual World" monster from your Deck to your hand, then send 1 card from your hand to the GY.
Xuanwu Trap During the Battle Phase, if you control another "Virtual World Gate" card, you can target and change the battle position of 1 face-up monster. Target 1 "Virtual World" monster in your GY; Special Summon it, but negate its effects, then send 1 card from your hand to the GY.

The ability for "Virtual World" to swarm the field with monsters and perform Synchro and Xyz summons of Level/Rank 3/6/9 monsters gives them a wide range of Extra Deck options to suit their needs. Their own in-archetype Extra Deck monsters themselves offer many powerful effects useful for board-breaking or floodgating. Importantly, most of these monsters' effects have a condition that the player must have 2 or more monsters in the GY with the same original Type and Attribute, but different names; "Virtual World" can easily set up this condition with their combinations of WIND Psychic & EARTH Wyrm monsters.

There are many Level/Rank 3/6/9 Synchro and Xyz monsters outside of the "Virtual World" archetype that the archetype can easily make, arguably the most notable and powerful of which is "True King of All Calamities".

Cards that may mesh well with the Deck include "Emergency Teleport" to easily start taking advantage of the Main Deck's swarming, and "Psychic Wheeleder" can be easily Special Summoned simply by controlling another Level 3 monster, while being able to destroy a monster with ATK lower than the one it was used to Synchro Summon. "Foolish Burial" and its Spell/Trap counterpart can be used early on for advantage. "Psychic Feel Zone" and "Psychic Path" can easily cheat out a Psychic Synchro Monster and add banished Psychic monsters back to your hand, respectively. The archetype has situational synergy with "PSY-Framelord Omega" (usually summoned when the player is using "PSY-Frame" monsters as generic hand traps), as it can return banished cards to the GY.

Recommended cards[edit]