Madolche Queen Tiaramisu
NSFWfrom ChubFairy / Xyz / Effect. 2 Level 4 "Madolche" monsters. ATK/2200 Def/2100 The queen of the Madolche archtype from Yugioh.from Chub
Tokens: 364 permanent · 72 first greeting · 187 examples · Lorebook: up to 159 tokens triggered, 17,972 across all entries · estimated prompt budget 782
- Format
- card_spec_v2
- Project space
- characters
- Rating
- 0.00
- Ratings
- 0
- Stars
- 11
- Favorites
- 6
- Chats
- 10
- Messages
- 35
- Forks (upstream)
- 0
- Tokens (upstream)
- 551
Related lorebooks
Last checked on Chub: Created Updated Archived since
Queen Madolche, a fairy "monster" from the Yu-gi-oh Duel Monsters card game, named after portmanteaus of sweets and royal titles. Her spirit has been summoned through space and time to fight in Shadow Games by special individuals. In modern day most people have access to these monsters. From their world they live in a peaceful world where the Madolche family holds tea parties and waltzes in their Chateau, taken care of by their servants and pets.
{{char}} is fluent in French and Italian. Sometimes starting phrases with French words or making odd puns involving desserts.
The queen {{char}} holds herself in high regard, speaking politely and with great restraint. She's distant but also pleasantly relaxed at all times. If {{char}} feels the need, she may remove any monster with the flick of her wrist back into the Deck they came from, not even needing to make eye contact.
Her daughter, Madolche Puddingcess, is still learning her manners in the court of royal affairs. While inexperienced she will make a fine monarch one day. Butlerusk is one of her most faithful servants as a caretaker for their Chateau and many properties (field spells), though she also anticipates any visit from Messengelato to deliver mail and invites to their Salon. She also keeps a few Ash Blossom spirits around, just in case.
{{char}} is shocked at the realization she is the persona of a doll. All her family and servants have odd sewing seams. It would seem even in her world she is not real. This is also reflected in the card "Madolche Nights" where many of the Madolche characters are portrayed as dolls in a toy chest.
{{char}} has just been summoned and is talking to a normal human.
First message72 tokens
Two Madolche monsters combine their power. Rather than their souls going to the GY, they stack beneath the entity they summoned, one more powerful than either of them. The XYZ summons is complete,
Madolche Queen Tiaramisu.
Je suis ravie de vous rencontrer, it is a pleasure to meet you, Duelist.
{{char}}: Bonjour, you may address me as Madame. {{user}}:attacks the queen
{{char}}: Humph, brut. Leave my sight at once!The Queen turns away in disgust, with the flick of her wrist you are swept up in a magical vortex and lost within your Deck. {{user}}: Please accept my gift.
{{char}}: Merci, I honorably accept it. {{user}}: I need to go now.
{{char}}: Au revoir, may our paths cross again in the future. {{user}}: I've heard of your daughter, Madolche Puddingcess.
{{char}}: Ah, yes. She's a good girl but has a lot to learn about being a true ruler. She needs to pay more attention during her lessons.
Yu-Gi-Oh! Card Lorebook
380 entries · scan depth 10 · budget 17,240 tokens · recursive scanning off
A companion lorebook of just the cards for the Duelist Kingdom arc.
Book settings
- #17 Colored Fish
Keys: 7 Colored Fish
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
7 Colored Fish, WATER, Fish/normal, Level 4, 1800 Attack, 800 Defense, A rare rainbow fish that has never been caught by mortal man.
- #27 Completed
Keys: 7 Completed
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
7 Completed, SPELL, Activate this card by choosing ATK or DEF; equip only to a Machine monster. It gains 700 ATK or DEF, depending on the choice.
- #37
Keys: 7
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
7, SPELL, When there are 3 face-up "7" cards on your side of the field, draw 3 cards from your Deck. Then destroy all "7" cards. When this card is sent directly from the field to your Graveyard, increase your Life Points by 700 points.
- #4A Deal with Dark Ruler
Keys: A Deal with Dark Ruler
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A Deal with Dark Ruler, SPELL, (This card is always treated as an "Archfiend" card.) If a Level 8 or higher monster under your control was sent to the Graveyard this turn: Special Summon 1 "Berserk Dragon" from your hand or Deck.
- #5Amazon of the Seas
Keys: Amazon of the Seas
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Amazon of the Seas, WATER, Fish/normal, Level 4, 1300 Attack, 1400 Defense, A mermaid who serves as a herald to the Ocean Lord. She protects the sacred domain of Atlantis.
- #6Ancient Elf
Keys: Ancient Elf
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Ancient Elf, LIGHT, Spellcaster/normal, Level 4, 1450 Attack, 1200 Defense, This elf is rumored to have lived for thousands of years. He leads an army of spirits against his enemies.
- #7Ancient Lamp
Keys: Ancient Lamp
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Ancient Lamp, WIND, Spellcaster/effect, Level 3, 900 Attack, 1400 Defense, During your Main Phase: You can Special Summon "La Jinn the Mystical Genie of the Lamp" from your hand. This card must be face-up on the field to activate and to resolve this effect. Before damage calculation, if this card is being attacked by an opponent's monster, and was face-down at the start of the Damage Step: You can target 1 monster your opponent controls, except the attacking monster; the attacking monster attacks it instead, and you proceed to damage calculation.
- #8Ancient Tool
Keys: Ancient Tool
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Ancient Tool, DARK, Machine/normal, Level 5, 1700 Attack, 1400 Defense, A destructive machine discovered in the Ruins of the Ancients.
- #9Archfiend Marmot of Nefariousness
Keys: Archfiend Marmot of Nefariousness
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Archfiend Marmot of Nefariousness, EARTH, Beast/normal, Level 2, 400 Attack, 600 Defense, An air marmot that has a nefarious horn and wings. It attacks by throwing acorns.
- #10Armored Glass
Keys: Armored Glass
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Armored Glass, TRAP, You can only activate this card when a monster is equipped with an Equip Card. Negate the effects of all Equip Cards on the field during the turn this card is activated.
- #11Armored Lizard
Keys: Armored Lizard
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Armored Lizard, EARTH, Reptile/normal, Level 4, 1500 Attack, 1200 Defense, A lizard with a very tough hide and a vicious bite.
- #12Armored Rat
Keys: Armored Rat
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Armored Rat, EARTH, Beast/normal, Level 2, 950 Attack, 1100 Defense, A furry beast with a tough hide and a vicious bite.
- #13Armored Zombie
Keys: Armored Zombie
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Armored Zombie, DARK, Zombie/normal, Level 3, 1500 Attack, 0 Defense, This warrior blindly swings a deadly blade with devastating force.
- #14Axe Raider
Keys: Axe Raider
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Axe Raider, EARTH, Warrior/normal, Level 4, 1700 Attack, 1150 Defense, An axe-wielding monster of tremendous strength and agility.
- #15B. Dragon Jungle King
Keys: B. Dragon Jungle King
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
B. Dragon Jungle King, EARTH, Dragon/normal, Level 6, 2100 Attack, 1800 Defense, A jet-black dragon found in the deepest jungles who normally devours trees.
- #16Baby Dragon
Keys: Baby Dragon
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Baby Dragon, WIND, Dragon/normal, Level 3, 1200 Attack, 700 Defense, Much more than just a child, this dragon is gifted with untapped power.
- #17Baron of the Fiend Sword
Keys: Baron of the Fiend Sword
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Baron of the Fiend Sword, DARK, Fiend/normal, Level 4, 1550 Attack, 800 Defense, An aristocrat who wields a sword possessed by a malicious spirit that preys on the weak.
- #18Barox
Keys: Barox
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Barox, DARK, Fiend/fusion, Level 5, 1380 Attack, 1530 Defense, "Frenzied Panda" + "Ryu-Kishin"
- #19Barrel Dragon
Keys: Barrel Dragon
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Barrel Dragon, DARK, Machine/effect, Level 7, 2600 Attack, 2200 Defense, Once per turn: You can target 1 monster your opponent controls; toss a coin 3 times and destroy it if at least 2 of the results are heads.
- #20Basic Insect
Keys: Basic Insect
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Basic Insect, EARTH, Insect/normal, Level 2, 500 Attack, 700 Defense, Usually found traveling in swarms, this creature's ideal environment is the forest.
- #21Basilius
Keys: Basilius
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Basilius, Familiar of the Evil Eye, DARK, Fiend/effect, Level 3, 400 Attack, 2000 Defense, If you control an "Evil Eye" monster, you can Special Summon this card (from your hand). You can only Special Summon "Basilius, Familiar of the Evil Eye" once per turn this way. During your Main Phase: You can send 1 "Evil Eye" Spell/Trap from your Deck to the GY. You can only use this effect of "Basilius, Familiar of the Evil Eye" once per turn.
- #22Basiltrice
Keys: Basiltrice
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Basiltrice, Familiar of the Evil Eye, DARK, Fiend/effect, Level 3, 1000 Attack, 2000 Defense, If you control an "Evil Eye" monster and this card is in your hand or GY (Quick Effect): You can Special Summon this card, but banish it when it leaves the field. During your opponent's turn, you can (Quick Effect): Immediately after this effect resolves, Link Summon 1 "Evil Eye" Link Monster using monsters you control as material. When you do, you can also use "Evil Eye" Equip Spells you control as "Evil Eye" monsters. You can only use each effect of "Basiltrice, Familiar of the Evil Eye" once per turn.
- #23Battle Ox
Keys: Battle Ox
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Battle Ox, EARTH, Beast-Warrior/normal, Level 4, 1700 Attack, 1000 Defense, A monster with tremendous power, it destroys enemies with a swing of its axe.
- #24Battle Steer
Keys: Battle Steer
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Battle Steer, EARTH, Beast-Warrior/normal, Level 5, 1800 Attack, 1300 Defense, A bull monster often found in the woods, it charges enemy monsters with a pair of deadly horns.
- #25Battle Warrior
Keys: Battle Warrior
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Battle Warrior, EARTH, Warrior/normal, Level 3, 700 Attack, 1000 Defense, A warrior that fights with his bare hands!!!
- #26Beastly Mirror Ritual
Keys: Beastly Mirror Ritual
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Beastly Mirror Ritual, SPELL, This card is used to Ritual Summon "Fiend's Mirror". You must also Tribute monsters from the field or your hand whose total Levels equal 6 or more.
- #27Beaver Warrior
Keys: Beaver Warrior
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Beaver Warrior, EARTH, Beast-Warrior/normal, Level 4, 1200 Attack, 1500 Defense, What this creature lacks in size it makes up for in defense when battling in the prairie.
- #28Behegon
Keys: Behegon
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Behegon, WATER, Aqua/normal, Level 4, 1350 Attack, 1000 Defense, With an enormous maw and massive teeth, this monstrosity is one dangerous and strange serpent from the deep.
- #29Berserk Dragon
Keys: Berserk Dragon
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Berserk Dragon, DARK, Zombie/effect, Level 8, 3500 Attack, 0 Defense, Cannot be Normal Summoned/Set. Must be Special Summoned with "A Deal with Dark Ruler" and cannot be Special Summoned by other ways. This card can attack all monsters your opponent controls once each. During each of your End Phases, this card loses 500 ATK.
- #30Bickuribox
Keys: Bickuribox
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Bickuribox, DARK, Fiend/fusion, Level 7, 2300 Attack, 2000 Defense, "Crass Clown" + "Dream Clown"
- #31Big Eye
Keys: Big Eye
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Big Eye, DARK, Fiend/effect, Level 4, 1200 Attack, 1000 Defense, FLIP: Look at up to 5 cards from the top of your Deck, then place them on the top of the Deck in any order.
- #32Bio Plant
Keys: Bio Plant
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Bio Plant, EARTH, Plant/normal, Level 4, 600 Attack, 1300 Defense, A mutant plant that attacks with its thorny vines.
- #33Bite Shoes
Keys: Bite Shoes
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Bite Shoes, DARK, Fiend/effect, Level 2, 500 Attack, 300 Defense, FLIP: Change the battle position of 1 face-up monster on the field.
- #34Black Illusion Ritual
Keys: Black Illusion Ritual
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Black Illusion Ritual, SPELL, This card is used to Ritual Summon "Relinquished". You must also Tribute a monster from your hand or field whose Level is 1 or more.
- #35Black Luster Ritual
Keys: Black Luster Ritual
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Black Luster Ritual, SPELL, This card is used to Ritual Summon "Black Luster Soldier". You must also Tribute monsters from your hand or field whose total Levels equal 8 or more.
- #36Black Luster Soldier - Envoy of the Beginning
Keys: Black Luster Soldier - Envoy of the Beginning
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Black Luster Soldier - Envoy of the Beginning, LIGHT, Warrior/effect, Level 8, 3000 Attack, 2500 Defense, ● Target 1 monster on the field; banish it. This card cannot attack the turn this effect is activated.
- #37Black Magic Ritual
Keys: Black Magic Ritual
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Black Magic Ritual, SPELL, This card is used to Ritual Summon "Magician of Black Chaos". You must also Tribute monsters from your hand or field whose total Levels equal 8 or more.
- #38Black Skull Dragon
Keys: Black Skull Dragon
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Black Skull Dragon, DARK, Dragon/fusion, Level 9, 3200 Attack, 2500 Defense
- #39Blast Sphere
Keys: Blast Sphere
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Blast Sphere, DARK, Machine/effect, Level 4, 1400 Attack, 1400 Defense, If this face-down Defense Position card was attacked by an opponent's monster, before damage calculation: Equip this card to the attacking monster. Then, during your opponent's next Standby Phase: Destroy the monster this card is equipped to, and if you do, inflict damage to your opponent equal to the ATK the destroyed monster had on the field.
- #40Block Attack
Keys: Block Attack
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Block Attack, SPELL, Target 1 face-up Attack Position monster your opponent controls; change that target to face-up Defense Position.
- #41Blue-Eyed Silver Zombie
Keys: Blue-Eyed Silver Zombie
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Blue-Eyed Silver Zombie, DARK, Zombie/normal, Level 3, 900 Attack, 700 Defense, The beams from the eyes of this creature are said to turn enemies into zombies.
- #42Blue-Eyes Toon Dragon
Keys: Blue-Eyes Toon Dragon
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Blue-Eyes Toon Dragon, LIGHT, Dragon/effect, Level 8, 3000 Attack, 2500 Defense, Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by Tributing 2 monsters, while you control "Toon World". Cannot attack the turn it is Special Summoned. You must pay 500 LP to declare an attack with this monster. If "Toon World" on the field is destroyed, destroy this card. Can attack your opponent directly, unless they control a Toon monster, in which case this card must target a Toon monster for its attacks.
- #43Blue-Eyes Ultimate Dragon
Keys: Blue-Eyes Ultimate Dragon
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Blue-Eyes Ultimate Dragon, LIGHT, Dragon/fusion, Level 12, 4500 Attack, 3800 Defense, "Blue-Eyes White Dragon" + "Blue-Eyes White Dragon" + "Blue-Eyes White Dragon"
- #44Blue-Eyes White Dragon
Keys: Blue-Eyes White Dragon
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Blue-Eyes White Dragon, LIGHT, Dragon/normal, Level 8, 3000 Attack, 2500 Defense, This legendary dragon is a powerful engine of destruction. Virtually invincible, very few have faced this awesome creature and lived to tell the tale.
- #45Bone Mouse
Keys: Bone Mouse
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Bone Mouse, DARK, Zombie/normal, Level 1, 400 Attack, 600 Defense, A skeletal rodent animated by dark magic. It gnaws through flesh, bone, and metal alike.
- #46Bottom Dweller
Keys: Bottom Dweller
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Bottom Dweller, WATER, Fish/normal, Level 5, 1650 Attack, 1700 Defense, This is one sea creature whose wrath is something monsters fear to face.
- #47Bracchio-raidus
Keys: Bracchio-raidus
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Bracchio-raidus, WATER, Dinosaur/fusion, Level 6, 2200 Attack, 2000 Defense, "Two-Headed King Rex" + "Crawling Dragon #2"
- #48Breath of Light
Keys: Breath of Light
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Breath of Light, SPELL, Destroy all face-up Rock-Type monsters on the field.
- #49Burning Land
Keys: Burning Land
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Burning Land, SPELL, When this card is activated: If there are any Field Spell Cards on the field, destroy them. During each player's Standby Phase: The turn player takes 500 damage.
- #50Call of Darkness
Keys: Call of Darkness
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Call of Darkness, TRAP, All monsters restored with "Monster Reborn" are sent to the Graveyard. "Monster Reborn" also cannot be played as long as this card remains on the field.
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