Rubic

Yu-Gi-Oh! Archetype

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.

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 ›) ExcosecantArcsecant
overlay Lv6 non-Tuners (› Function)
dynamic negate and removal
Driangle DiagonalDragonometry 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.
display

Main Deck

Extra 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.
  • 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.

Nomenclature

display
  • 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

display

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).
  • 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.
Indexed
Yu-Gi-Oh! What Makes a Good Custom Archetype? / Darquess / Rubic / Soul / Programming Style Cipher Text / Problem-Solving Super Simple and Compact Custom Card Text / Thoughts on Archetypes / A Selection of Yu-Gi-Oh’s Finest Card Art / Favourites / Yu-Gi-Oh! / A Selection of Yu-Gi-Oh’s Finest Card Names / Yu-Gi-Oh! Showerthoughts
Yu-Gi-Oh! Archetypes Darquess / Lightning / Neuralliance / Next-Gen Code Talker / Next-Gen / Rubic / Soul / Vapour-Eyes / k-Knight

LAST DEPLOYED 10 December 2024

VIEW ON GITHUB