Rubic
An archetype of DARK Cyberse Monsters, harnessing Synchro, Xyz, Link Summoning and revolving around moving cards on the field, inspired by trigonometry↗ and Rubik’s cubes↗.
Cards
type | count |
---|---|
Tuner | x3 |
Ritual | x1 |
Synchro | x4 |
Xyz | x3 |
Link | x6 |
Spell | x8 |
Trap | x9 |
Monsters
Main Deck
card | Level | ATK/DEF | Type |
---|---|---|---|
Rubic Angular | 3 ★★★ | 900 / 0 | |
Rubic Axis | 3 ★★★ | 0 / 900 | |
Rubic Sine | 3 ★★★ | 600 / 300 | Tuner |
Rubic Cosine | 3 ★★★ | 300 / 600 | Tuner |
Rubic Secant | 6 ★★★★★★ | 900 / 1800 | |
Rubic Cosecant | 6 ★★★★★★ | 1800 / 900 | |
Rubic Driangle | 9 ★★★★★★★★★ | 3000 / 1800 | Ritual |
Rubic Token | 3 ★★★ | 300 / 0 | Token |
Extra Deck
card | Level/Rank/Link | ATK/DEF | Type | Material |
---|---|---|---|---|
Rubic Versine | 6 ★★★★★★ | 2400 / 1800 | Synchro | 1 ‘Rubic’ Tuner + 1 ‘Rubic’ non-Tuner Monster |
Rubic Vercosine | 6 ★★★★★★ | 1800 / 2400 | Synchro Tuner | 1 ‘Rubic’ Tuner + 1 ‘Rubic’ non-Tuner Monster |
Rubic Haversine | 9 ★★★★★★★★★ | 3000 / 2400 | Synchro | 1+ ‘Rubic’ Tuners + 1+ ‘Rubic’ non-Tuner Monsters |
Rubic Arcsine | 12 ★★★★★★★★★★★★ | 3600 / 2700 | Synchro | 1+ ‘Rubic’ Tuners + 1+ ‘Rubic’ non-Tuner Monsters |
Rubic Exsecant | 3 ★★★ | 2100 / 1500 | Xyz | 2+ Level 3 ‘Rubic’ Monsters |
Rubic Excosecant | 6 ★★★★★★ | 2700 / 2100 | Xyz | 2+ Level 6 ‘Rubic’ Monsters |
Rubic Arcsecant | 9 ★★★★★★★★★ | 3300 / 2700 | Xyz | 2+ Level 9 ‘Rubic’ Monsters |
Rubic Radian | Link-1 | 1000 | Link | 1 ‘Rubic’ Monster |
Rubic Diagonal | Link-2 | 2000 | Link | 2 ‘Rubic’ Monsters |
Rubic Perpendicular | Link-2 | 2000 | Link | 2 ‘Rubic’ Monsters |
Rubic Vertex | Link-3 | 3000 | Link | 2 ‘Rubic’ Monsters |
Rubic Quadrangle | Link-4 | 4000 | Link | 2 ‘Rubic’ Monsters |
Rubic Hexangle | Link-6 | 600 | Link | 3 ‘Rubic’ Monsters |
Spells
display
card | property |
---|---|
Rubic Plane | ✦ Field |
Rubic Algorithm | |
Rubic Permutation | |
Rubic Solution | |
Rubic Function | ⚡︎ Quick |
Rubic Construction | ∞ Continuous |
Rubic Slice | + Equip |
Rubic Dragonometry | ⟡ Ritual |
Traps
display
card | property |
---|---|
Rubic Scramble | |
Rubic Execution | |
Rubic Rotation | |
Rubic Megaminx | |
Rubic Reset | |
Rubic Revenge | |
Rubic Destruction | ∞ Continuous |
Rubic Inverse | ↵ Counter |
Rubic Transverse | ↵ Counter |
Overview
The different classes of Monsters within the archetype each serve different purposes. This is especially apparent in the Extra Deck Monsters, where each type has a speciality – Synchro Monsters break the board and attack for kill, Xyz Monsters control the board and move cards, Link Monsters search cards and spawn Tokens.
Level 3 non-Tuners
These are the best Normal Summon choices, sharing the following effects:
If this card is Normal or Special Summoned: You can Special Summon {…}.
You can banish this card from your field or Graveyard; {…}.
On Summon, Angular Summons any Lv3 Rubic Monster (ideally Axis), while Axis spawns a Rubic Token to each field, both quickly swarming Material. They can be tuned with Lv3 Tuners for Lv6 Synchros, or overlayed for Rank 3 Xyzs. Once in the Grave, they can banish themselves for extra advantage – Angular can bury any Rubic Monster straight from the Deck, giving a free search, and Axis can recover any banished Rubic Monster (including itself if helpful).
Monster | Angular | Axis |
---|---|---|
card | ||
summon | Summon a Lv3 Rubic Monster from hand or Grave | Summon a Rubic Token to each field |
banish | bury a Rubic Monster from deck | add a banished Rubic Monster to hand |
Level 3 Tuners
These are central to the archetype, sharing the following effects:
You can target 1 card on the field; move it to an appropriate adjacent zone, and if you do, Special Summon this card from your hand or Graveyard.
If this card is banished: You can add 1 {…} from your Deck to your hand.
Instead of generating advantage when Summoned, they must be banished to do so – and this can be achieved through the Level 6 non-Tuners.
Monster | Sine | Cosine |
---|---|---|
card | ||
search | non-Tuner Monster | non-Normal Spell/Trap |
Level 6 non-Tuners
These are very helpful in accessing the higher Level Synchro Monsters and higher Rank Xyz Monsters, while providing some offensive and consistency.
They can Summon themselves by banishing any other available card, which while costly early game, quickly becomes easily accessible as more cards enter circulation. Banishing a Rubic card gives them a bonus effect on resolution, which can help to neutralise problematic threats.
You can banish 1 other card from your hand, field or Graveyard; Special Summon this card from your hand or Graveyard, then if you banished a ‘Rubic’ card, you can {…} 1 card on the field {…}.
Moving them triggers their effect to bury a Rubic card. Secant searches another Monster, while Cosecant buries a Trap, which can be recovered or banished for its effect.
If this card moves to another zone: You can send 1 ‘Rubic’ {…} from your Deck to the Graveyard.
Monster | Secant | Cosecant |
---|---|---|
card | ||
summon | negate the effects of a card on the field for a turn | flip a card on the field facedown |
move | bury a Monster from deck | bury a Trap from deck |
Ritual
The Ritual aspect of the archetype is really an afterthought, but provides surprising value.
The Ritual Spell Dragonometry can easily be searched by Rubic Diagonal if needed, and can Summon the Ritual Monster Driangle from anywhere, with requirements that are relatively easy to fulfill. Usually your field and Grave are a given, but the hand is often depleted, in which case the opponent’s field provides the third location (with a Rubic Token Summoned there).
Rubic Driangle is a highly threatening addition to any endboard, with a non-targeting banish and dangerous floating effect. Notably, it can move the Summoned Monster to any adjacent zone, making protecting it through occupying adjacent zones much harder. Its floating effect is also difficult to avoid (especially since Rituals can be returned to the hand), and dropping a surprise Angle Link Monster can be devastating for the opponent.
card | Driangle | Dragonometry |
---|---|---|
card |
Synchro Monsters
The primary aces of the archetype, able to use multiple Tuners and/or non-Tuners as Material.
Several pairs of Monsters have similarities:
- Versine and Vercosine generate advantage upon being Summoned.
- Versine and Haversine have a once-per-chain non-targeting removal effect. As such, they usually make strong endboard constituents.
- Haversine and Arcsine gain immunity if Accel Synchro Summoned, and can triple the battle damage they inflict.
Monster | Versine | Vercosine | Haversine | Arcsine |
---|---|---|---|---|
card |
Xyz Monsters
The Xyzs feature a diverse set of powerful effects, including negates and removal.
Exsecant is superb support, easily generating huge advantage. Its effect can be used to trigger the effects of other cards during the opponent’s turn, or move itself to search a Monster. It is only that useful in certain situations though, since Summoning it will often remove Tuners that could be used for Synchro Summons.
If its Material is depleted, it can turn into a strong form of interruption through Excosecant, which can either inherently rank up on top of Exsecant or overlay Level 6 Monsters (Lv6 non-Tuners or Lv6 Synchros). This is the only Monster in the archetype with quick effect speed negation. With 2 Materials, it can negate and banish a card just by itself.
Arcsecant is the final Xyz evolution, and an incredibly versatile boss Monster. It protects all Rubic cards from destruction, can replenish its Material through non-targeting non-destructive removal, and has a negate that bypasses negate protections (by replacing the effect instead of negating it at all).
Monster | Exsecant | Excosecant | Arcsecant |
---|---|---|---|
card |
All of the Xyz Monsters can be normally Xyz Summoned, though this is difficult (and unviable) with Arcsecant (since Lv9 Monsters are powerful enough already). Excosecant can inherently rank up over Exsecant, but does not transfer Materials, unlike usual rank-ups. The best way to bring out the higher Rank Xyzs is through Function, which functions (hah) as both a quick rank-up and link-up spell. It can rank up any Cyberse Xyz Monster into a Rubic Xyz Monster up to 3 Ranks higher, or a Rubic Link Monster into one up to 2 Link Ratings higher. While it lacks recursability, it is easily searchable with Algorithm or Cosine, and even gives the ranked up Xyz Monster an extra Material.
Link Monsters
The archetype very much requires link climbing – almost all of the Link Monsters require exactly 2 Rubic Monsters as Material. Those with lower Link Ratings act as excellent support, especially in spawning Rubic Tokens. Most share a trigger effect when Link Summoned to generate advantage, and a trigger effect to spawn Tokens when a card is placed in a zone they link to.
Monster | Radian | Perpendicular | Diagonal | Vertex |
---|---|---|---|---|
card | ||||
summon / continuous | bury Algorithm or Scramble | Set 1 Spell/Trap from Grave | searched Dragonometry + recover banished ‘Angle’ Monster | targeting protection to self and Monsters it links to |
trigger / ignition | attach as Xyz Material | move 1 of each player’s Monsters and boost your Monster’s ATK by half of the opponent’s | spawns 2 Tokens | spawns 3 Tokens |
The higher Link Rating Monsters are quite unique, acting as terrifying lone aces. Quadrangle is a prime option for the first turn if little is accessible – either through link climbing or Function – with stellar protection against Monsters and a slew of powerful effects. Hexangle takes this even further, with immunity from xenotive activated effects, and an ability to steal opponent’s Monsters which can quickly snowball if undealt with. However, its immunity and ATK are volatile, and so it requires careful planning and execution to keep protected.
Monster | Quadrangle | Hexangle |
---|---|---|
card |
Algorithm & Scramble
The drivers of the archetype, both of which can be searched by Radian, and can recover themselves if a card on the field moves. They lock the player into activating only the effects of Rubic Monsters that turn.
Algorithm is the core of the archetype, comparable to Sky Striker Mobilize - Engage!↗ or Meteonis Drytron, and once in circulation reliably provides a search and move each turn, not to mention recovering a banished Rubic card – though if there is a lack of them, looping it back each turn may prove difficult. This card gives the archetype its consistency (in searching exactly the card needed), versatility (in searching any card needed), and most importantly, longevity, continually searching and recovering cards no matter what the opponent does to them.
Scramble, while inconspicuous at first, can become immensely powerful in conjunction with other cards. Moving Rubic Monsters triggers many of their effects, both beneficial and disruptive. Moving the opponent’s cards can disrupt Link swarm strategies, and trigger the disruptive effects of the Rubic Xyz Monsters. If Plane is active, Scramble can even provide protection to Rubic cards. And unlike Algorithm, Scramble can be used during both player’s turns, giving fast effect movement every turn.
Algorithm | Scramble | |
card | ||
activated | move a card to search a Rubic card | move up to 3 cards |
trigger | return a banished Rubic card to recover itself | reset itself |
Spell Support
All of the Spells provide consistency and support. The archetypal Field Spell Plane helps in small ways that make constructing boards easier and facilitate disruption. Permutation is almost as powerful a consistency tool as Algorithm. Solution is the archetypal revival Spell, although requires Link Monsters to work. Slice is a welcome addition for SAKs, and even has recursability.
Spell | Plane | Permutation | Solution | Slice |
---|---|---|---|---|
card |
Trap Interruption
With such an efficient and consistent but xenophobic engine, the archetype has plenty of powerful Traps (although none that activate from the hand) to provide disruption.
Execution is likely the most devastating, able to banish several Monsters with a developed board, although often cannot find its targets due to them being blocked from moving. Rotation is a unique removal option, ideally swapping a spare Rubic Token on our field. Reset can work wonders if dropped correctly, resetting the board exactly how we like, while ripping Materials from the opponent’s Xyz Monsters – we can protect our own Xyz Monster by setting that as the one target that isn’t banished. There are even 2 Counter Traps, Inverse being a generic negate and Transverse being a poly-negate, although the latter requires more specific setup. Transverse’s extra effect in the Grave is not to be underestimated either, often surprising the opponent if they have placed their Monsters uncarefully.
Trap | Execution | Rotation | Megaminx |
---|---|---|---|
card |
Trap | Reset | Revenge | Inverse | Transverse |
---|---|---|---|---|
card |
Tokens
Many cards Summon Rubic Tokens, and to either player’s field too. Just like construction lines in geometry, these Tokens are pivotal to the archetype’s strategy.
Since all of the Extra Deck Monsters only require archetypal Material, Rubic Tokens are perfectly fine to use as Material for their Special Summons. They can be tuned with Lv3 Tuners for Lv6 Synchro Monsters, or more oftenly, used as Link Material for link climbing.
Those Summoned to the opponent’s field are indeed free Tributes or Material (and as DARK Cyberse Monsters, they are highly synchronous with generic Extra Deck staples) but only if the opponent can make use of them – otherwise, an overflow of Tokens can clog their board and slow down combos. With only 300 ATK, they’re unexpected holes in the fortress, perfectly awaiting an attack from Haversine or Arcsine for critical damage.
Strategy
The archetype is highly versative and consistent, able to create a powerful endboard with even the sparsest of hands, or play through disruption and SAK (Single-Attack-Kill) with relative ease. It has strong interactions with the Grave; most of the Main Deck Monsters can Summon themselves from both the hand or Grave, and several Spells and Traps have Grave effects, by either resetting or banishing themselves, giving the archetype significant comeback potency.
Main Deck
The 6 Main Deck Monsters (excluding Driangle) synergise really well together. The Level 6 non-Tuners can banish the Level 3 Tuners, while the Level 3 Tuners can move the Level 6 Tuners, each triggering the other’s effects to gain advantage. The banished Tuners can then be retrieved with Algorithm or Axis. Angular and Secant grant even more consistency, by searching other Monsters.
Formations
The ideal turn one endboard consists of 1 Monster of each Summoning technique, and as many Traps as can possibly be obtained.
card | evolution | notes |
---|---|---|
Arcsecant / Excosecant | (Exsecant ›) Excosecant › Arcsecant overlay Lv6 non-Tuners (› Function) | dynamic negate and removal |
Driangle | Diagonal › Dragonometry | problematic removal and floating effects |
Haversine / Versine | Vercosine + Token or Lv3 non-Tuner Versine + Lv3 Tuner | interruptive removal triggered by Traps |
Vertex | link climb | targeting protection |
Execution | Set by Versine | insane removal |
Scramble | searched by Radian / Versine | triggers effects |
If going second, a Single-Attack-Kill (SAK) can easily be achieved through attacking with Haversine or Arcsine into a Rubic Token.
Tech Picks
- Foolish Exile can banish a Lv3 Tuner to trigger their effect and easily search a card, while also sending them into circulation.
- Foolish Burial Trade works nicely too, recovering banished Extra Deck Monsters and recycling Spell/Traps.
- Final Vanquish works well, since the archetype utilises every Summoning technique except Fusion.
- The banished Monster can then be retrieved by Axis if needed.
- Awakening the Drakon can be highly effective at dropping a surprise Angle Link Monster on the opponent.
Weaknesses
Since several of the archetype’s effects involve moving cards to appropriate adjacent zones, with clever planning and management this can be overcome by the opponent, by placing valuable cards where they cannot be moved – alternatively, spamming cards and blocking every zone entirely works too. As such, the deck also suffers from overextending itself, since having too many cards on the field restricts movement.
Deck
Last updated: June 2023
Tips
- View the deck on DuelingBook!
- Hover over a card to view its card text.
Notes
- The cards are ordered in a logical order rather than by properties.
- The number of copies are not exact – they only indicate a card’s place within the deck.
- The staples provided are not exhaustive – they are only those that synergise especially well with the deck.
Trivia
- The archetype features every type of Spell and Trap.
- The archetype is fairly xenophobic.
- Most effects support only Rubic cards.
- Algorithm and Rubic both lock the player from activating any Monster effects other than those of Rubic Monsters.
- The Lv6 non-Tuners benefit from banishing Rubic cards to Summon themselves.
- Function is the only card to function with any Cyberse Monster.
- The gimmicks of the archetype draw parallels to Rubik’s cubes and geometry.
- Moving cards on the field corresponds to turning a Rubik’s cube.
- Spawning Rubic Tokens corresponds to drawing construction lines in geometry.
- Axis Summons Tokens to the same column, creating a vertical ‘axis’ between each player’s field.
- The Link Arrows of the Link Monsters all point in ordinal directions.
- As such, the archetype can create a tri-Monster Extra Link.
- This doesn’t achieve much since the upwards arrows will unlock plenty of zones for the opponent anyway.
- Although, these can be blocked off with Rubic Tokens.
- The arrows of Radian and Perpendicular combine to form the arrows of Vertex.
- As such, the archetype can create a tri-Monster Extra Link.
- Hexangle, being the ultimate ace of the archetype, is an exception to several of its trends.
- It is the only card that inherently moves itself (and no other cards).
- Instead of synergising with other cards, it only relies on them being present to boost its own ATK.
- It requires exactly 3 Materials, while the rest of the Link Monsters higher than Link-1 require exactly 2 Materials.
- It is the only Link Monster with Link Arrows in the cardinal directions.
- Field Spells cannot be moved to other zones, which makes them immune to many of the archetype’s effects.
- A high proportion of the card art is, in fact, shamelessly stolen from existing Yu-Gi-Oh! cards.
- Those archetypes include primarily Mathmech↗ and Topologic↗, as well as Deskbot↗, Cubic↗ (the irony, I know), Tindangle↗, and various Cyberse↗ support.
Nomenclature
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- The name of the archetype is a portmanteau of Rubik (from Ernő Rubik↗, the inventor of the Rubik’s cube) and cubic (from ‘cube’).
- All of the names within the archetype derive from trigonometric or speedcubing terms.
- Both Counter Traps (Inverse, Transverse) contain ‘verse’ in their name (for no particular reason).
cards | derivation | card | derivend |
---|---|---|---|
Lv3 non-Tuners | geometric terminology | Angular | angle |
Axis | axis (graph) axis of rotation | ||
Ritual | Driangle | dragon + triangle | |
Lv3 Tuners | trigonometric functions | Sine | sine |
Cosine | cosine | ||
Lv6 non-Tuners | Secant | secant | |
Cosecant | cosecant | ||
Synchro Monsters | Versine | versine | |
Vercosine | vercosine (coversine) | ||
Haversine | haversine | ||
Arcsine | arcsine (inverse sine) | ||
Xyz Monsters | Exsecant | exsecant | |
Excosecant | excosecant | ||
Arcsecant | arcsecant (inverse secant) | ||
Link Monsters | geometric terminology | Radian | radian (angle unit) |
Diagonal | diagonal | ||
Perpendicular | perpendicular | ||
Vertex | vertex | ||
Quadrangle | quadr- in quadrilateral + -angle | ||
Hexangle | hex- in hexagon + -angle | ||
Spells | geometric terminology | Plane | plane |
Function | mathematical function | ||
Construction | construction lines | ||
Dragonometry | dragon + -ometry in trigonometry | ||
cubing terminology | Algorithm | algorithm | |
Permutation | permutation (as in ‘permutation of the last layer’) | ||
Solution | solution (as in solving a Rubik’s cube) | ||
Slice | slice (movement in cubing) | ||
Traps | Scramble | scrambling a Rubik’s cube | |
Execution | executing an algorithm | ||
Rotation | rotating a face | ||
Megaminx | Megaminx (dodecahedron) | ||
Revenge | Rubik’s Revenge (4x4x4 cube) | ||
Inverse | inverse movement (rotating a face counter-clockwise instead of clockwise) | ||
geometric terminology | Transverse | transversal |
Numbers
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Numbers relating to trigonometry and Rubik’s Cubes feature prominently throughout the archetype.
- In particular, everything revolves around the number 3 (since triangles have 3 sides), as well as 6 (since Rubik’s cubes have 6 faces).
- Excluding Driangle, there are 3 classes within the Main Deck (Lv3 non-Tuners, Lv3 Tuners, Lv6 non-Tuners), with 6 Monsters in total.
- The archetype utilises 3 Extra Deck types.
- There are 3 Xyz Monsters and 6 Link Monsters.
- The Levels and Ranks of the Synchro and Xyz Monsters are all multiples of 3.
- The ATK/DEF of every Monster is a multiple of 300.
- Rubic Tokens have 300 ATK.
- The Ritual Spell Dragonometry requires banishing exactly 3 Monsters from 3 different locations, whose total Levels equal a multiple of 3.
- Execution and Transverse both must be activated as Chain Link 3 or higher.
- There are exactly 3 ways of obtaining Level 9 Monsters to overlay into Arcsecant (instead of through Rank-Up Xyz Evolution, those being Haversine, Driangle, Megaminx.
- The ATK/DEF of the Level 3 Monsters total 900 (90° being a right angle).
- The ATK/DEF of the Level 6 non-Tuners total 2700 (270° being the reflex of a right angle).
- Every Link Monster’s ATK equals its Link Rating x 1000, except Hexangle, who alters its own ATK to reach multiples of 600.
- The highest practical ATK it can reach is 6600, when it links to 5 cards while in the central Main Monster Zone.