Instructions for Playing Chaos

Instructions for Playing Chaos

Chaos is a deck where you can only play Synchro, but if you like, you can still play Fusion, Xyz, Link,... as long as you can combo and suit your playing style.

The deck consists mostly of LIGHT and DARK monsters. Most of the monsters have the ability to jump on their own, or jump when banned, trigger effects when banned, jump by banishing others. The weakness of this deck is that you don't use many handtraps like spring. Okay, but you will use other cards with quick effects like: Merrli (well, it also uses effects from hand and jump scare), Ishizu Coomers, Bystial Enjoyers,...

The deck can be played with 40 or 60 cards, mixed with Thunder Dragon or whatever, depending on each person's playing style and this deck is usually quite expensive but newbies can still build it (because the gems at first are many, in return it is very difficult to play due to This deck's combo is very diverse and depends on the situation, due to draw, mill,... many)




Chaos

 

Chaos Space (x3)
SR rarity
Limited to 2 copies
Chaos Space
SR rarity
Limited to 2 copies
Chaos Space

Searcher, so playing x3 is obvious to make the deck more stable. This card can search almost your entire deck, as long as the LIGHT or DARK monster has LEVEL from 4 to 8.


Furthermore, there is also the ability to banish from the grave and pick up 1 banished LIGHT or DARK monster card from the bottom of the deck, and draw 1 card, this gives you more combo resources and the card placed at the bottom of the deck is guaranteed to not draw. return it if you only play x1 - the card has used up all its effects this turn and is almost no longer effective, or restore the boss to the Extra Deck

Core of Chaos (x0-3)
R rarity
Core of Chaos
R rarity
Core of Chaos

Cheap, is a Tuner and has the ability to jump on its own and has the ability to pick up items again, however there must be a DARK or Shell of Chaos monster to optimize its effect. In return, in the Chaos deck, DARK accounts for a very large number. but this card cannot be summoned normally or face down


Note that if this card is specially summoned from your hand, this whole turn you will only synchro LIGHT and DARK, so if you mix Tear, Bystial, Thunder Dragon, Link and Xyz like Zombie Vampire, consider these.

Shell of Chaos (x0-3)
R rarity
Shell of Chaos
R rarity
Shell of Chaos

Cheap, similar to Core of Chaos but banishes LIGHT to jump and also does not normal/set, takes locks like Core and also has the pick-up effect

Chaos Beast (x0-2)
R rarity
Chaos Beast
R rarity
Chaos Beast

The ingredients 1 LIGHT Tuner and 1 DARK non-Tuner are a bit difficult, but Core and Shell have done it and are just enough Level.


This card gains 1000 ATK for each card banned!!! This makes it easy to build and have a huge body to punch bosses or negate opps and OTKs

has the ability to restore the stock, pick up the banished LIGHT or DARK monster to your hand, and replace it in the Main Phase (except the turn this card is sent to the grave, because if so, this card is spammed like a hack), you can banish 1 LIGHT or DARK from hand or grave, jump this one back from the grave to the field. Not to mention the fact that LIGHT DARK's effects are activated by banish, picked up in hand and jumped onto the field like hacking, having an easy card to gain, high ATK, cool down and restore yourself is a very annoying card.

The Chaos Creator (x1)
SR rarity
The Chaos Creator
SR rarity
The Chaos Creator

Level 8 should be searchable, jumping is quite easy (if you search, it's not sure if you peel it to your hand), capable of restocking up to 3 cards, of which 2 cards go to the bottom of the deck, 1 card jumps to the field - which will Use ingredients on the boss or click the effect to continue the combo.

Chaos Ruler the Chaotic Magical Dragon (x1)
UR rarity
Forbidden
Chaos Ruler, the Chaotic Magical Dragon
UR rarity
Forbidden
Chaos Ruler, the Chaotic Magical Dragon

So strong that it's banned in TCG, not only is it easy to get, +5 (4 cards fall to the grave, search for 1 LIGHT or DARK card in your hand, but these cards fall to the grave without any effect), after using it, do it. materials on the boss, after going to the grave, banish to jump this card from the grave and use it as a combo material. This card can also be picked up by Chaos Space so that you can have more combos in the future.



Tears

 

Tearlaments Reinoheart (x1)
UR rarity
Tearlaments Reinoheart
UR rarity
Tearlaments Reinoheart

It is a level 4 card so you can easily Synchro in this deck. This card's ability to automatically jump when sent to the grave also helps you play during the enemy's turn (if you mix cards that can send this card to the grave by the effect). response in turn opp, like Redoer for example)

Tearlaments Havnis, Tearlaments Scheiren and Tearlaments Merrli (x2)
N rarity
Limited to 1 copy
Tearlaments Havnis
N rarity
Limited to 1 copy
Tearlaments Havnis
UR rarity
Limited to 2 copies
Tearlaments Scheiren
UR rarity
Limited to 2 copies
Tearlaments Scheiren
N rarity
Forbidden
Tearlaments Merrli
N rarity
Forbidden
Tearlaments Merrli

These have the same effect of being sent to the grave by the fusion effect by using materials from the grave, hand, and field back to the deck, however, it must include a card that triggers that fusion effect from the grave, that card. If banned by cards like DD Crow or pushed back by Ishizu Coomers, the effect will not work



Scheiren: has a self-jump and mill effect, very easy to use
Havnis: creator of the concept of "Havnis jumpscare", opp breathes, dances with you, mills cards and then dances like a cool guy in turn opp
Merrli: Level 2, so you can hire Sprights, and get pulled up by Elf. When this card is summoned to the field, it will mill the card. You can pull this card up in the opp turn so you can play it in the opp turn, for example Spright Elf

Tearlaments Kitkallos (x3 if possible :))
SR rarity
Limited to 1 copy
Tearlaments Kitkallos
SR rarity
Limited to 1 copy
Tearlaments Kitkallos

Banned in both TCG and OCG, simply because it's too popular, easy to level, search or mill cards, jump monsters from hand or grave, sent to grave by effect then mill card to + continue resources, this being sent to grave Makes the negate and destroy enemies very annoying. Besides, you can still replenish them by asking other Tear to summon them to get the boss.

Tearlaments Rulkallos (x1)
UR rarity
Tearlaments Rulkallos
UR rarity
Tearlaments Rulkallos

The ability to protect other Aqua monsters from being destroyed by combat is very difficult, especially when you are played by the enemy during your turn and the last thing you can do is punch the opp monster but it doesn't die, this card is easy to play. , Kitkallos or another card like King of The Swamp can have its name replaced, has a negate special summon effect and if this card is fusion summoned to the grave by a card effect, this card will jump up from the grave

Tearlaments Kaleido-Heart (x1)
UR rarity
Tearlaments Kaleido-Heart
UR rarity
Tearlaments Kaleido-Heart

This card cannot be used as a fusion material, luckily there is this line, otherwise no one can stand this monster jumping continuously, summoning it will restore up to 3 monsters.


If this card is special summoned or an Aqua monster is sent to the grave by an effect (Tears do this very easily), then you shoot 1 card back to the deck, you shoot the Choke point or normal summon cards of the one card combo decks. It's very easy to destroy, and if this guy is sent to the grave, jump back from the grave, then send 1 Tear card from the deck to the grave (to continue the effect and turn).

Tearlaments Cryme and Tearlaments Sulliek (x1)
N rarity
Tearlaments Cryme
N rarity
Tearlaments Cryme
R rarity
Limited to 1 copy
Tearlaments Sulliek
R rarity
Limited to 1 copy
Tearlaments Sulliek

Suliek: If you have it in your hand, you can negate it, but you can also be sent to the grave by the effect when you are invisible and mistakenly mill or opp destroys +1 Tear monster in your hand from the deck, negate, searcher, and searchable (or pick it up again).


Cryme: counter trap, all beings are equal, can negate both spells/traps and monsters, after negating instead of destroying, shoot back to the deck (destroyed enemies are sent to the grave, activating effects from the grave cannot be used), possible ability to pick up a banned Tear if sent to the grave by an effect (the banish effect is gradually returning so this effect restores very well, or you can banish the card yourself that you couldn't pick up, then use this card to pick up the new one again). banned)



Thunder Dragons

 

Thunder Dragondark (x2)
SR rarity
Thunder Dragondark
SR rarity
Thunder Dragondark

is a searcher, has the ability to thin the deck very well, in Chaos decks, it disarms itself to search for itself and has +1 material to use on Chaos, in addition, this one can also search for monsters/spells/traps from the deck, as long as has the word "Thunder Dragon"

Thunder Dragonhawk (x1)
SR rarity
Thunder Dragonhawk
SR rarity
Thunder Dragonhawk

has the ability to "pick up" a banned or graved Thunder Dragon monster on the field, except for itself. This is a card that is played a lot in the Thunder Dragon deck, but because this deck has 60 cards, the chance of removing Thunder Dragon is low, so Bringing x1 and having it searched will be better than holding it in your hand


One of the quite powerful abilities of this card is to put the cards in your hand into the deck and draw them back equal to the number of cards you put into the deck, meaning if you brick, you will have another better hand, or you pick up a few cards. If a card is banned or from the grave but has no effects or cannot be summoned, you can use this effect to draw other cards that can be used.

Thunder Dragonroar (x2)
SR rarity
Thunder Dragonroar
SR rarity
Thunder Dragonroar

The ability to pick up Thunder Dragon back into your hand from the grave or banish is very strong in a deck you like, the banish and resources in the grave are just as much as Chaos, not only that, jumping straight from the deck to the field is very strong. , when that card returns in the End Phase, you can take advantage of this turn to advance to the boss, or you can wait until the End Phase to pick it up and use it as a backup for the next turn.

Thunder Dragon Colossus (x1)
UR rarity
Limited to 1 copy
Thunder Dragon Colossus
UR rarity
Limited to 1 copy
Thunder Dragon Colossus

Gigachad is banned in TCG


This one is very easy to pick up, if you like it then fusion, if not then sacrifice a monster that isn't compatible with the Thunder type, because it's a sacrifice so if you put it in a defensive position, it's almost like opp with face-up target cards can't do anything and then , Chad took the field

Searching is what makes the deck more stable, helps with one card combos and more, and Chad only allows opp to draw cards into his hand, not search, I don't know how to explain it, but if you've played against Colos su then you will know how powerful it is

And when Chad is destroyed by battle or effect, banish a Thunder monster from the grave instead, meaning you have activated the Thunder Dragon's effect and also have an easy sandbag that makes it impossible for opp to search for cards.



P.U.N.K

 

Noh-P.U.N.K. Ze Amin (x3)
SR rarity
Noh-P.U.N.K. Ze Amin
SR rarity
Noh-P.U.N.K. Ze Amin

searcher, can be summoned normally, has a chain link when sent to the grave to protect against untargetable handtrap or negate cards, can be jumped by cards like Emergency Teleport

Ukiyoe-P.U.N.K. Sharakusai (x1)
R rarity
Ukiyoe-P.U.N.K. Sharakusai
R rarity
Ukiyoe-P.U.N.K. Sharakusai

Both fusion and synchro, this is a very important card because Rising Carp is a card that helps you combo very well. Because rising Carp requires 2 PUNK monsters, if you pick up this card alone, it will be very brick. , in return this is the Tuner

Noh-P.U.N.K. Deer Note (x1)
UR rarity
Noh-P.U.N.K. Deer Note
UR rarity
Noh-P.U.N.K. Deer Note

has the ability to jump on its own, but it is quite difficult in a 60 card deck like Chaos, mainly it is jumped by Rising Carp and sent to the grave to help you jump 1 PUNK from the grave, except for Level 5 monsters, this also helps increase your talent. whole combo, just helps you chain

Noh-P.U.N.K. Ogre Dance (x1)
SR rarity
Noh-P.U.N.K. Ogre Dance
SR rarity
Noh-P.U.N.K. Ogre Dance

is a searcher, and has the ability to sacrifice to jump and also 2 card combos

Noh-P.U.N.K. Foxy Tune (x3)
SR rarity
Noh-P.U.N.K. Foxy Tune
SR rarity
Noh-P.U.N.K. Foxy Tune

is a card that helps you jump straight into PUNK from the deck, without consuming your normal summon. Sending a card from your hand to the grave is not necessarily a PUNK, making it easier for you to play even if you have many copies of this card in your hand. ability to jump by sacrificing PUNK monsters

Ukiyoe-P.U.N.K. Rising Carp (x1)
UR rarity
Ukiyoe-P.U.N.K. Rising Carp
UR rarity
Ukiyoe-P.U.N.K. Rising Carp

Mainly get the effect of jumping 2 PUNK monsters with different names from your hand or Deck, except for Level 8 monsters, usually you will jump Deer Note and Ze Amin, 1 is the searcher to go to the grave to chain, 1 is to go to the grave to pull 1 more body to combo , and Ze Amin is enough Tuner to get you Synchro Level 8



Bystial

 

Bystials
SR rarity
Bystial Baldrake
SR rarity
Bystial Baldrake
SR rarity
Branded Regained
SR rarity
Branded Regained
UR rarity
The Bystial Lubellion
UR rarity
The Bystial Lubellion
R rarity
Branded Beast
R rarity
Branded Beast
SR rarity
Limited to 1 copy
Bystial Druiswurm
SR rarity
Limited to 1 copy
Bystial Druiswurm
SR rarity
Limited to 1 copy
Bystial Saronir
SR rarity
Limited to 1 copy
Bystial Saronir
UR rarity
Limited to 1 copy
Bystial Magnamhut
UR rarity
Limited to 1 copy
Bystial Magnamhut

are monsters that have the same banish effect on LIGHT or DARK monsters from both players' graves to jump, and this effect can be used on turn opp (quick effect) if opp controls the monster.


Magmamhut x1 (x2-x3 if possible): the ability to search for any Dragon from the Deck or pick up a Dragon from the grave to hand is too strong, especially being able to hire for any Dragon deck, good body, self-jumping and Level 6 (+4 = Baronne)

Druiswurm x1: if sent from the field to the grave by any means, you send 1 of opp's special summon monsters to the grave, with 1 that jumps automatically, has a large body and has the effect of shocking 1 monster or baiting 1 negate like this is a card that is too strong and annoying

Saronir x3: if this card is sent to the grave, you throw 1 Bystial monster or spell/trap from the deck to the grave, except this card, this helps you have stock in the grave, thin the deck or ask another card to pick up the card from the grave for you.

BALDrake x1: dirty, uncomfortable and loose, luckily other monsters are tributed except him, but if he were to tribute himself, he'd probably be playing alone in prison

Lubellion x3: is quite special, summoned by sacrificing Level 6 or higher DARK Dragon monsters, and is also a Level 8 monster. This card both searches for Bystial monsters in the hand and places permanent magic/traps Branded from deck on the field (and this effect goes with 2 other cards to form a mercenary group)

Regained x1: searchable by Lubellion, has the ability to recover the banned row then draw 1, the regained row is placed at the bottom of the deck so if you play 1 copy of that card, you will be able to draw more cards that combo (or handtrap), and If opp summons a monster, you jump 1 Bystial from the grave (all banishes, send when touching the grave, searchers,...)

Branded Beast x1: searchable by Lubellion, ditmesetalbaz this card's ability to shoot cards can shoot face-down cards, and at the end of the turn it can set 1 permanent magic/trap card from the grave to the field (usually Regained - card that helps restore goods, play in turn opp)



Hit for Hire

 

Ash Blossom & Joyous Spring (handtrap & staple)
UR rarity
Ash Blossom & Joyous Spring
UR rarity
Ash Blossom & Joyous Spring

Normally, you don't play these cards in Combo, but for control, you can put whatever you want, as long as it's not too bricked, it's ok

That Grass Looks Greener (x2)
UR rarity
Limited to 1 copy
That Grass Looks Greener
UR rarity
Limited to 1 copy
That Grass Looks Greener

throw 15 cards from the deck to the grave not once per turn, no cost go brrrrrrrrrrrrrrr

Allure of Darkness (x3)
SR rarity
Allure of Darkness
SR rarity
Allure of Darkness

Draw 2, banish 1 DARK doesn't matter, sometimes it's good to immediately ban those whose trigger effect is banned, the possibility of being sent to the grave with your whole hand is still possible (because I've had it), in general just use it, game Are you afraid of gambling if you win 1 or lose 2?

Emergency Teleport (x2)
SR rarity
Limited to 2 copies
Emergency Teleport
SR rarity
Limited to 2 copies
Emergency Teleport

Jumping Ze Amin from the deck + with 1 card in hand to discard is *boom, mill 19 sweet cards from the deck. I have put the video in the combo section

Gold Sarcophagus (x1)
UR rarity
Limited to 1 copy
Gold Sarcophagus
UR rarity
Limited to 1 copy
Gold Sarcophagus

Banish has no cost, not once per turn, usually banish takes the effect of the card when it is banned, but if you can wait 2 turns to pick it up and return it to your empty hand, I don't know.

Assault Synchron (x3)
UR rarity
Assault Synchron
UR rarity
Assault Synchron

Jump yourself, cost 700 LP is too cheap, it's Level 2, Tuner so Synchro Level 8 or 10 is very easy. If your Synchro Dragon monster is sacrificed or banned, you can banish this card from the grave to jump back to that monster.

Diviner of the Herald (x1)
UR rarity
Diviner of the Herald
UR rarity
Diviner of the Herald

has the effect of throwing 1 Fairy straight from the Deck or Extra Deck to the grave, throwing earth fairies will mill 5, then this child's level will increase = Child level is milled, if the earth fairy is milled the level will be 2 + 4 = 6, yes Add a level 2 or 4 and you can synchro well

Shinobi Necro (x1)
SR rarity
Shinobi Necro
SR rarity
Shinobi Necro

"If this card in the graveyard is banished face-up to activate a card effect or effect: you can special summon this card." With just 1 line, it's just a body jumping on its own, it's a Level 2 Tuner monster, DARK type, when jumping by asking someone else to banish it will usually synchro right away (especially the Bystials), but asking someone else to banish With hard once per turn, 1 copy is enough

Fairy Tail - Snow (x2)
UR rarity
Fairy Tail - Snow
UR rarity
Fairy Tail - Snow

banned in TCG, jumping not once per turn, costing 7 cards from the grave, hand or field is too easy (especially decks like Chaos, where a few missed clicks pay more than half the deck), Level 4 (Xyz or Synchro both beautiful) or bring it to the link, summon it and put 1 opp monster face down, if opp accepts face down then ok, opp negate and destroy then banish the next 7 cards, jump up face down, if you get bored then stop

The Zombie Vampire (x1)
UR rarity
The Zombie Vampire
UR rarity
The Zombie Vampire

It's very easy to level up, 2 Level 8 monsters - very easy for Chaos guys, usually leveled up with Chaos Ruler + Foxy Tune, body ATK has 3000 DEF and only 2800 dew, the effect protects yourself from being targeted by special summoned monsters. Especially (except for those that jump up from the grave), the effect causes both players to mill 4 and jump one to be sent to the grave by this effect. This is the card in the 19 card (or more) mill combo.

PSY-Framelord Omega (x1)
UR rarity
Limited to 1 copy
PSY-Framelord Omega
UR rarity
Limited to 1 copy
PSY-Framelord Omega

Go up easily, grab opp's hand, and have the ability to return a banished card to the grave (return to stock). If this card is accidentally put in the grave by opp (or you put it in the grave yourself), you choose another card from the grave. , restore both this card and the card you choose to the deck :)


Yes, all effects are soft once per turn, luckily this card is limited to 1 in all formats, it's a bit hard to get 3 hands in 1 turn, or it automatically picks up 1 copy from the banish zone to the grave, then picks up both from the grave deck

Baronne de Fleur (x1)
UR rarity
Baronne de Fleur
UR rarity
Baronne de Fleur

It's so famous that I'll summarize briefly, easy to build, shoot cards, omni-negate, restock, big body

Swordsoul Supreme Sovereign - Chengying (x1)
UR rarity
Swordsoul Supreme Sovereign - Chengying
UR rarity
Swordsoul Supreme Sovereign - Chengying

Super punching bag, easy to pick up, protect yourself from being destroyed by banishing a card from the grave. If you have a card that is banned, choose 1 card on the field and grave (opp must have at least 1 card on the field and grave to use) , banish 2 cards

Chaos Angel (x1)
UR rarity
Chaos Angel
UR rarity
Chaos Angel

Easy to level, don't even need a Tuner, when special summoned (grave or banish zone is fine), you banish 1 card. If you have LIGHT and DARK materials, you will enjoy all 2 protection effects, body ATK up to 3500, enough to punch through negates and some bosses.

Link Monsters
UR rarity
Topologic Zeroboros
UR rarity
Topologic Zeroboros
R rarity
Cross-Sheep
R rarity
Cross-Sheep
UR rarity
Spright Elf
UR rarity
Spright Elf
UR rarity
I:P Masquerena
UR rarity
I:P Masquerena

Elf: easy to get, jump back to Merrli in the opp turn to play in the opp turn, protect the target


Cross-Sheep: usually take Thunder Dragon Colo Su's Fusion, jump 1 monster to get another body combo

I:P + Zeroboros: banish all cards on the field and this card will return the next turn, this card goes with Chengying the later Chengying gets bigger and easier to OTK




master-duel
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