Hybrid Monsters are colored dark green, not to be confused with Spell Cards. But like Fusion Monsters and Synchro Monsters, they may only be included in the Extra Deck, and cannot exist in the hand or Main Deck. If a Hybrid Monster is returned to its owner's hand or Deck, it is instead sent back to the Extra Deck.
A Hybrid Monster is a card that consists of 1 Monster Card and 1 or more Spell or Trap Cards. A Hybrid can only be Summoned by having the required Hybrid Material Monsters in your hand or field, and then activating "Molecular Fusion." Hybrids will always have an effect, usually a combination of the monsters and other Hybrid Material cards' effects. Hybrids are immune to the Spell/Trap Card that is the other Hybrid Material card. Hybrids were first introduced in the FTCG Booster Pack, DNA Experimentation.
A Few Examples of Hybrids Are:
Monster Cards - Spell Cards - Trap Cards Types of Monster Cards Effect - Fusion - Normal - Ritual - Synchro - Dark Synchro - Hybrid(FCG Only) Types of Spell Cards Continuous - Field - Equip Types of Trap Cards Continuous - Counter - Normal Other Types of Card Turn Phases Draw Phase - Standby Phase - Main Phase 1 |
ATK - DEF - Level - Attribute - Type Playing Field Zones Monster Zones - Spell/Trap Zones Types of Summon Flip - Normal - Tribute |
Activate - Chain - Cost - Counters - Destroy Types of Monster Effects Continuous - Flip - Ignition - Quick Compulsory - Optional - Lingering Types of Effect Monsters Flip - Gemini - Spirit - Toon - Tuner - Union - Dark Tuner Types of Spell Speed Spell Speed 1 |
Tournament Guidelines Duel - Infinite Loop - Maintenance Costs Double Tributer - Victory Conditions Attributes DARK - EARTH - FIRE - LIGHT - WATER - WIND Types Aqua - Beast - Beast-Warrior - Dinosaur - Dragon |
|