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"Gyroid", "Submarineroid", "Ambulance Rescueroid", "Patroid", "Ambulanceroid", "Rescueroid", "Jetroid", and "Megaroid City" in the artwork of "Emergeroid Call"
  • ロイド
  • roido (romanized)

  • 機人
  • Jīrén (pinyin)
  • Gei1 jan4 (jyutping)
  • Robot (translated)

  • roid

  • roid

  • roid

  • 로이드
  • roideu (romanized)

  • roide

  • roid


TCG Sets

OCG Sets


Anime appearances

Manga appearances

"roid" (ロイド roido) is an archetype of cards originally released in Cybernetic Revolution and further supported in Power of the Duelist and Gladiator's Assault. Informally, the "roid" cards are sometimes referred to as "Vehicroids", which is technically a sub-archetype of this one. The archetype also contains another sub-archetype, the "Speedroids". All intended "roid" cards are cartoon versions of some form of vehicle. They are used by Syrus Truesdale in the Yu-Gi-Oh! GX anime and manga, and the "Speedroid" archetype is used by Yugo in the Yu-Gi-Oh! ARC-V anime and manga.

"Elemental HERO Necroid Shaman", "Dark Jeroid", "Magical Android" and "Salamangreat Zebroid X" are also "roid" monsters due to having "roid" in their respective names. However, some "roid" support cards specify Machine "roid" monsters.

Some members of this archetype appears as characters in video-games: Both "Submarineroid" and "UFOroid" appears in World Championship 2008; "Drillroid" appears in World Championship 2009; both "Barbaroid" and "Steamroid" appears in World Championship 2011; and "Super Vehicroid Jumbo Drill" appears in Yu-Gi-Oh! Duel Arena.


Main Deck monsters Vehicle
Ambulanceroid Ambulance
Armoroid Space Shuttle
Carrieroid Boat
Cycroid Bicycle
Decoyroid Kiddie Ride
Drillroid Drilling Rig
Expressroid Shinkansen
Gyroid Helicopter
Jetroid Fighter Aircraft
Mixeroid Concrete Mixer
Patroid Police Car
Rescueroid Fire Engine
Stealthroid Stealth Aircraft
Steamroid Steam Locomotive
Submarineroid Submarine
Truckroid Truck

Playing style[edit]

Linework of several of the "Vehicroids" in various poses

The "roid" archetype came into being during a time, in which archetypes were not really a set of cards that followed a certain strategy and supported each other, but more of a loose group with various effects. Therefore, anyone who is unfamiliar with "roids" could be confused since they do a lot of things but some of them not even that effectively or consistently. However, their quirky playstyle makes them a quite unique casual deck. In addition to that, they are relatively adaptive with their strategy, allowing for multiple ways to build a deck.

First off, the "roid" archetype has the necessary cards to build a beatdown focussed deck. Cards like "Armoroid", "Drillroid", "Steamroid" and "Truckroid" allow for a deck that packes quite a punch. Add some Equip Spells like "United We Stand" for more damage and a way to get "Truckroid" the necessary power to apply its effect. Add "Limiter Removal" to the mix to increase the ATK of your board even further, and "Power Bond" which produces a nasty direct attacker in form of "Pair Cycroid". Such beatdown styles often include "Cyber Dragon" and often use it to summon "Chimeratech Overdragon". Certain "B.E.S." monsters can also be summoned easily and provide even more attack power.

However, the main combo in the archetype has to be "Ambulanceroid" and "Expressroid", which is used in the more popular control-oriented variants. Both cards together allow for a double revival effect and for once the overall age of the cards is a blessing instead of a curse, since "Ambulanceroid" doesn't have a "Once per turn"-clause while "Expressroid" simply needs to be summoned in any way instead of limiting the effect to, for example, a Normal Summon. This combo is further supported by the newer support cards: "Megaroid City" can help filling the GY with useful targets, while making use of the fact that most of the "roids" in this variant have abysmal ATK, but solid DEF stats. The Counter Trap "Emergeroid Call" features a GY-effect, that allows you to choose a monster from the GY and put it in your hand which also triggers the effect of "Ambulanceroid" and therefore summons the target. "Mixeroid" can fetch both parts of the combo, as well as other members of the archetype like "Armoroid".

As previously mentioned, control "roids" suffer from low ATK stats. However, as a sort of gimmick, "Megaroid City" switches not just ATK and DEF, but Base-ATK with Base-DEF, which would normally not be of any use, but allows you to hit the opponent for 1800 ATK directly with "Submarineroid". The aforementioned combo with "Ambulanceroid" and "Expressroid" gives you the necessary ressources to go into "Pair Cycroid", which is also the main tool to go even further into "Super Vehicroid - Mobile Base". "Mobile Base" summons more "roids" and is a stat-wall of 5000 DEF, which can receive further protection if summoned by "Vehicroid Connection Zone"; it can also be transformed into a 5000 ATK beater with the help of "Megaroid City". The normal play for the deck therefore depends on what cards were drawn: With "Megaroid City", "Instant Fusion" and a "Gold Gadget"/"Silver Gadget", you can go for a "Mobile Base" that is immune to effect destruction. With "Ambulanceroid", "Expressroid", "Megaroid City" and one of the Gadgets, you can instead attempt to slow play into your combo. Regardless of which route you take, your board will quickly fill with machines if the opponent has no answer.

"roids" even have their own OTK available: "Ambulanceroid", "Rescueroid", "Decoyroid", "Cyber Summon Blaster" and any card that stops you from taking battle damage for one turn while still allowing your opponent to take effect damage like "Spirit Barrier" will lead to an OTK in the battle phase. Ram "Decoyroid" into the opponent's monster, "Decoyroid" is destroyed, "Rescueroids" effect is triggered, giving "Decoyroid" back to the hand, which results in "Ambulanceroids" effect summoning "Decoyroid" directly to the board and "Cyber Summon Blaster" dealing 300 damage to your opponent and starting the cycle again. However, while this combo certainly works, it uses five specific cards to function and none of the parts of the combo have any meaningful impact on the game on their own, making this strategy even more risky in a deck that already suffers from consistency issues.

As a Fusion deck, "roids" profit from a number of Fusion support cards. One highly useful combo is "Chain Material" and "Vehicroid Connection Zone": The summoned monster will survive the effect of Chain Material (thanks to the effect of "Vehicroid Connection Zone") and you will have a very powerful monster on the field. The only drawback is that you cannot attack the turn you use this combo, though it is negligible, as the monster summoned is impervious to effect destruction, and its effect cannot be negated. Another helpful option is "Future Fusion": Choose a "Barbaroid, the Ultimate Battle Machine" in your Extra Deck and ditch five "roids" from your Deck to the GY, creating setup for other cards in the deck. "Fusion Substitute" actually is a better choice in a "roid" deck than the normal "Polymerization", since all the material necessary for "Mobile Base" is probably on the board anyway (due to "Pair Cycroid" being the hard part to summon and which obviously cannot exist in the hand), while the used "Pair Cycroid" can be shuffled back into the Extra Deck for card draw.

An honorable mention has to go to "Mixerroid" due to its second effect. By banishing Machine monsters from the Graveyard, it can Special Summon any "roid" Extra Deck monster, regardless of Summoning conditions. This allows for a number of options if the GY is filled enough: For five monsters, "Pair Cycroid" is allowed to perform a direct attack, use eight to get "Super Vehicroid Jumbo Drill" for the last required bit of piercing damage, for nine you can summon "Super Vehicroid - Stealth Union" which, while riddled with unnecessary drawbacks, can snatch a monster of the opponent's field and clear the board of a row of small monsters like "Scapegoat"-tokens. Even the weird option of summoning "Elemental HERO Necroid Shaman" for six machines can have merit by destroying a monster on the opponents side of the field and replacing it with a low-stat combo starter in ATK mode instead.

To even get "Mixeroid" to use its second effect, you need quite a lot of GY-setup. "That Grass Looks Greener" was a perfectly solid strategy to go with in 60-card "roids", but at the point of writing this paragraph, it lingered on the banlist. There are other options to consider like "Card Destruction", which while going -1 in card economy will allow you more monsters for "Expressroid" and eventually even ditches "Emergeroid Call" for its GY-effect. "Foolish Burial" can be considered, just keep in mind that there is no specific monster that needs to be in the GY early on and there are better options to mill yourself if it doesn't matter what hits the GY. A very small "Lightsworn" engine can be opted for, consisting of nothing more than "Charge of the Light Brigade" and "Raiden, Hand of the Lightsworn", just keep in mind that "Raiden" will eat up your Normal Summon and will not contribute to any further plays in the GY since he is a Warrior.

Due to the naming convention of this archetype, "Speedroids" qualify for inclusion into the deck as much as any other Machine "roid" monster. A slight problem arises with certain "roid" cards that cripple your plays if you're not careful: "Mixeroid" cannot search any "Speedroid" monster, since it can only choose non-WIND monsters, disqualifing every "Speedroid" in existence. Weirdly, that also means that certain "roids" like "Jetroid" aren't searchable by this effect, but one can safely assume that Konami couldn't be bothered with that. Another trip wire is found in "Megaroid City", which locks the player into the usage of Fusion monsters, therefore disallowing any Synchros you might have used during that turn.

Anyhow, certain "Speedroids" make for welcome members of the "roid" deck. "Speedroid Menko" is indispensable for the needed stall plays and can easily be brought back to the hand via various "roid" effects. The "Speedroid Terrortop" and "Speedroid Taketomborg" combo works as much in this deck as in any other, plus both can be ditched from the deck via "Megaroid City" if necessary. If you opt for Synchro Summoning, "Speedroid Red-Eyed Dice" is a welcome addition for its level manipulation and being a Tuner.

For more generic support, there is a number of cards worth considering. "Iron Draw" is a stable choice for the deck, since "Gold Gadget" or "Silver Gadget" will trigger the requirements instantly if another monster is in hand; since both those "Gadgets" were mentioned multiple times already, both can be considered solid choices for the deck. "Machine Duplication" has multiple targets in the deck and can help with both building a stable board as well as filling the GY once the monsters were used for Link Summons. "Card Trooper" has multiple uses in the deck: It fills the GY with cards, turns into a respectible beater (for "roid"-standards), is a "Machine Duplication" target and can be destroyed for the effect of "Megaroid City" to draw a card, which obviously fills the GY even further. "Gear Gigant X" is a solid choice for an Xyz monster and acts as a searcher, while "Heavy Armored Train Ironwolf" can turn "Armoroid" or a stat-flipped "Mobile Base" into a massive direct attacker.

Recommended cards[edit]

Official Decklist[edit]


  • A major weakness of "roids" is found in their own archetype:
    • "roid" Decks tend to be very unbalanced and lack a regular easy-to-summon beatstick. The single-tribute cards ("UFOroid" and "Rescueroid") are no stronger than the low-level monsters– never exceeding 1600 ATK. Plus, while most "roid" Monsters feature unique and technical special effects the majority of its monsters (even the bosses of the archetype) have painfully low battle stats which fail to back up their abilities. More modern archetypes tend to operate much faster and produce stronger monsters early in the game and therefore simply outpace "roid" Decks.
    • On top of this, the difficulty in summoning "roid" monsters grows at a much faster rate than other archetypes. While it is typical that the more powerful the monster the more requirements it will have, for "roid" monsters, this factor is much more extreme. The Fusion Monsters which formed the original focus of the archetype tend to have decadent summoning requirements; all require a large number of very specific materials to summon, yet provide only average levels of power.
    • In addition, many "roid" support cards feature very strange and specific Activation Requirements and tend to be fairly inflexible in their use.
    • However, perhaps the most jarring weakness of "roid" decks is their relative predictability. Most "roid" decks take advantage of only a few key "roid" monsters to adjust deck consistency, namely "Expressroid" and "Ambulanceroid." These monsters tend to be extremely vulnerable, so an opposing player should aim to prevent these monsters from having the chance to trigger their effects. Also, since the Main Deck monsters are generally unfit for battle, the player will rely on the Extra Deck to provide the most powerful monsters.
  • Common Anti-Special Summon effects (such as "Vanity's Emptiness" or most "Shaddoll" Fusion cards) can make short work of "roid" decks with little effort.
  • Due to their costly summons, any form of Summon negation can be deadly against a "roid" player, who cannot consistenly recover from the suffered resource loss.


  1. YGOrganization Konami's "roid" Deck