Triamid " Triamid " , known as " Tramid " ( トラミッド " Toramiddo " ) in the OCG is an archetype of EARTH Rock monsters that debuted in " The Dark Illusion " . Design . Appearance . Visually , the archetype seems to be patterned after common elements of Egyptian culture with a futuristic twist . The revealed Field Spell Cards appear to be a transformed , mechanized pyramid that resembles a " city - bot " from the Transformers franchise in various phases of transformation , starting off with a sealed look and defensive effect , resulting in a heavily - armed appearance and an offensive effect . The " Triamid " monsters are based on figures in Ancient Egyptian mythology . Etymology . The TCG name " Triamid " is the portmanteau of " Triangle " and " Pyramid " , while in the OCG , it is the portmanteau of " Transformation " and " Pyramid " . Playing style . The " Triamid " archetype ostensibly focuses on using the effects of its Field Spell Card s to gain a foothold over the opponent by amassing advantage . Each of the archetype ' s Field Spell Cards has three distinct effects with the following common characteristics . The first effect acts as support for Rock monsters in general , the second effect supports " Triamid " monsters on the field , and the third effect can be used only once per turn , triggering when the card is sent to the Graveyard from the Field Zone . The archetype ' s Level 3 and 4 monsters all have two effects , the first of which is unique to the monster , while the second is a common effect that helps to maintain field advantage , by targeting and sending the controller ' s face - up " Triamid " Field Spell Card to the Graveyard , and replacing it with another one from the controller ' s Deck during the opponent ' s turn . This allows the controller to easily access the Graveyard trigger effects of the " Triamid " Field Spell Cards . During their own turn , the controller can also achieve both this , and avoid having excess Field Spell Cards accumulating in their hand , by simply activating " Triamid " Field Spell Cards in their hand , over the one in their Field Zone . " Triamid Master " plays a vital role in the deck , as either of its two effects enable the archetype to quickly send its Field Spell Cards to the Graveyard . The unique effect of " Triamid Hunter " also contributes to the archetype ' s speed and ability to press advantage , allowing the controller to Normal Summon a Rock monster per turn , in addition to the Normal Summon / Set , while there is a face - up Field Spell Card on the field . In order to ensure that the archetype can continue to generate advantage and cycle through their Field Spell Cards , the unique effect of " Triamid Dancer " returns " Triamid " cards from the controller ' s Graveyard to their Deck , allowing re - use of their Field Spell Cards , whilst also giving all Rock monsters on the controller ' s field a permanent 500 ATK and DEF boost . Additionally , " Triamid Pulse " takes advantage of the archetype ' s tendency to amass their cards in the Graveyard by turning said cards into a utilizable resource , with one of three effects that can be applied per turn at the cost of banishing two Rock monsters and / or " Triamid " Field Spell Cards from the Graveyard . Given its varied effects , " Pulse " is adaptable for several situations the controller may face , either destroying another face - up card , Special Summoning a Rock monster from the controller ' s Graveyard , or returning three " Triamid " Field Spell Cards to the controller ' s Deck and allowing them to draw a card . It can also be used to banish non - EARTH monsters if the player uses " Block Golem " . The unique effect of " Master " also lets the controller amass " Triamid " Field Spell Cards in the Graveyard as a means to bolster the ATK of " Triamid Sphinx " , which can be easily Special Summoned through its own Summoning condition or the Graveyard trigger effect of " Triamid Kingolem " . In addition to boosting its own ATK , the effects of " Sphinx " also prevents the opponent from attacking the controller ' s other monsters while they control another " Triamid " card , a feat easily achievable given the archetype ' s propensity to maintain an active Field Spell Card . " Sphinx " can thus easily lock down the opponent by serving as both a formidable attacker and defensive wall . Weaknesses . As the archetype relies heavily on rapidly sending its Field Spell Cards from the Field Zone to the Graveyard and then activating new ones to maintain advantage , it is especially vulnerable to any cards that prevent the controller from activating Field Spell Cards . Such cards include " Closed Forest " , " Field Barrier " , and " Gravekeeper ' s Shaman " , which cripple the archetype by slowing it to a crawl and rendering the second effects of Level 3 or 4 " Triamid " monsters useless , until these obstructing effects can be cleared away .