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
Chaos Space
SR Rarity
Chaos Space
Chaos Space
Spell Normal
Chaos Space

    Send 1 LIGHT or DARK monster from your hand to the GY; add 1 LIGHT or DARK monster that cannot be Normal Summoned/Set from your Deck to your hand, with a Level from 4 to 8, and with a different Attribute than that monster. You can banish this card from your GY, then target 1 of your banished LIGHT or DARK monsters that cannot be Normal Summoned/Set; place that monster on the bottom of the Deck, then draw 1 card. You can only use each effect of "Chaos Space" once per turn.


    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
    Core of Chaos
    LIGHT 2
    Core of Chaos
    • ATK:

    • 0

    • DEF:

    • 1600


    Cannot be Normal Summoned/Set. Must be Special Summoned by card effect. If this face-up card would leave the field, banish it instead. You can only use each of the following effects of "Core of Chaos" once per turn. You can banish 1 DARK monster from your hand or GY; Special Summon this card from your hand, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except LIGHT or DARK Synchro Monsters. If this card is Special Summoned: You can target 1 of your banished "Shell of Chaos"; Special Summon it.


    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
    Shell of Chaos
    DARK 4
    Shell of Chaos
    • ATK:

    • 1600

    • DEF:

    • 0


    Cannot be Normal Summoned/Set. Must be Special Summoned by card effect. If this face-up card would leave the field, banish it instead. You can only use each of the following effects of "Shell of Chaos" once per turn. You can banish 1 LIGHT monster from your hand or GY; Special Summon this card from your hand, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except LIGHT or DARK Synchro Monsters. If this card is Special Summoned: You can target 1 of your banished "Core of Chaos"; Special Summon it.


    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
    Chaos Beast
    DARK 6
    Chaos Beast
    • ATK:

    • 2000

    • DEF:

    • 1800


    1 LIGHT Tuner + 1+ non-Tuner DARK monsters If any card(s) have been banished this turn, this card gains 1000 ATK. You can only use each of the following effects of "Chaos Beast" once per turn. You can target 1 of your banished LIGHT or DARK monsters; add it to your hand. During your Main Phase, except the turn this card was sent to the GY: You can banish 1 LIGHT and 1 DARK monster from your hand and/or GY, except this card; Special Summon this card from your GY.


    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
    The Chaos Creator
    DARK 8
    The Chaos Creator
    • ATK:

    • 2300

    • DEF:

    • 3000


    Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 LIGHT and 1 DARK monster from your GY. If you control this card that was Special Summoned from the hand: You can target 3 banished monsters with different names; Special Summon 1 of them, then place the rest on the bottom of the Deck in any order. You can only use this effect of "The Chaos Creator" once per turn.


    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
    Chaos Ruler, the Chaotic Magical Dragon
    UR Rarity
    Chaos Ruler, the Chaotic Magical Dragon
    Chaos Ruler, the Chaotic Magical Dragon
    DARK 8
    Chaos Ruler, the Chaotic Magical Dragon
    • ATK:

    • 3000

    • DEF:

    • 2500


    1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can excavate the top 5 cards of your Deck, and if you do, you can add 1 excavated LIGHT or DARK monster to your hand, also send the remaining cards to the GY. You can banish 1 LIGHT and 1 DARK monster from your hand and/or GY, except this card; Special Summon this card from your GY, but banish it when it leaves the field. You can only use each effect of "Chaos Ruler, the Chaotic Magical Dragon" once per turn.


    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
    Tearlaments Reinoheart
    WATER 4
    Tearlaments Reinoheart
    • ATK:

    • 1500

    • DEF:

    • 2100


    If this card is Normal or Special Summoned: You can send 1 "Tearlaments" monster from your Deck to the GY, except "Tearlaments Reinoheart". If this card is sent to the GY by card effect: You can Special Summon this card (but banish it when it leaves the field), and if you do, send 1 "Tearlaments" card from your hand to the GY. You can only use each effect of "Tearlaments Reinoheart" once per turn.


    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
    Tearlaments Havnis
    N Rarity
    Tearlaments Havnis
    Tearlaments Havnis
    DARK 3
    Tearlaments Havnis
    • ATK:

    • 1600

    • DEF:

    • 1000


    When your opponent activates a monster effect on the field (Quick Effect): You can Special Summon this card from your hand, and if you do, send the top 3 cards of your Deck to the GY. If this card is sent to the GY by card effect (except during the Damage Step): You can Fusion Summon 1 Fusion Monster from your Extra Deck, by placing Fusion Materials mentioned on it from your hand, field, and/or GY, including this card from your GY, on the bottom of the Deck in any order. You can only use each effect of "Tearlaments Havnis" once per turn.


    UR Rarity
    Tearlaments Scheiren
    UR Rarity
    Tearlaments Scheiren
    Tearlaments Scheiren
    DARK 4
    Tearlaments Scheiren
    • ATK:

    • 1800

    • DEF:

    • 1300


    During your Main Phase: You can Special Summon this card from your hand, and if you do, send 1 monster from your hand to the GY, then, send the top 3 cards of your Deck to the GY. If this card is sent to the GY by card effect (except during the Damage Step): You can Fusion Summon 1 Fusion Monster from your Extra Deck, by placing Fusion Materials mentioned on it from your hand, field, and/or GY, including this card from your GY, on the bottom of the Deck in any order. You can only use each effect of "Tearlaments Scheiren" once per turn.


    N Rarity
    Tearlaments Merrli
    N Rarity
    Tearlaments Merrli
    Tearlaments Merrli
    DARK 2
    Tearlaments Merrli
    • ATK:

    • 800

    • DEF:

    • 2000


    If this card is Normal or Special Summoned: You can send the top 3 cards of your Deck to the GY. If this card is sent to the GY by card effect (except during the Damage Step): You can Fusion Summon 1 Fusion Monster from your Extra Deck, by placing Fusion Materials mentioned on it from your hand, field, and/or GY, including this card from your GY, on the bottom of the Deck in any order. You can only use each effect of "Tearlaments Merrli" once per turn.


    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
    Tearlaments Kitkallos
    SR Rarity
    Tearlaments Kitkallos
    Tearlaments Kitkallos
    DARK 5
    Tearlaments Kitkallos
    • ATK:

    • 2300

    • DEF:

    • 1200


    1 "Tearlaments" monster + 1 Aqua monster If this card is Special Summoned: You can take 1 "Tearlaments" card from your Deck, and either add it to your hand or send it to the GY. You can target 1 monster you control; Special Summon 1 "Tearlaments" monster from your hand or GY, and if you do, send the targeted monster to the GY. If this card is sent to the GY by card effect: You can send the top 5 cards of your Deck to the GY. You can only use each effect of "Tearlaments Kitkallos" once per turn.


    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
    Tearlaments Rulkallos
    WATER 8
    Tearlaments Rulkallos
    • ATK:

    • 3000

    • DEF:

    • 2500


    "Tearlaments Kitkallos" + 1 "Tearlaments" monster Other Aqua monsters you control cannot be destroyed by battle. You can only use each of the following effects of "Tearlaments Rulkallos" once per turn. When your opponent activates a card or effect that includes an effect that Special Summons a monster(s) (Quick Effect): You can negate the activation, and if you do, destroy it, then, send 1 "Tearlaments" card from your hand or face-up field to the GY. If this Fusion Summoned card is sent to the GY by a card effect: You can Special Summon this card.


    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
    Tearlaments Kaleido-Heart
    DARK 9
    Tearlaments Kaleido-Heart
    • ATK:

    • 3000

    • DEF:

    • 3000


    "Tearlaments Reinoheart" + 2 Aqua monsters Cannot be used as Fusion Material. If this card is Special Summoned, or if an Aqua monster is sent to your GY by card effect while this card is on the field: You can target 1 card your opponent controls; shuffle it into the Deck. If this card is sent to the GY by card effect: You can Special Summon this card, and if you do, send 1 "Tearlaments" card from your Deck to the GY. You can only use each effect of "Tearlaments Kaleido-Heart" once per turn.


    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
    Tearlaments Cryme
    Trap Counter
    Tearlaments Cryme

      When a Spell/Trap Card, or monster effect, is activated, while you control a "Tearlaments" monster or "Visas Starfrost": Negate the activation, and if you do, shuffle that card into the Deck, then send 1 monster from your hand to the GY. If this card is sent to the GY by card effect: You can target 1 of your banished "Tearlaments" monsters; add it to your hand. You can only use 1 "Tearlaments Cryme" effect per turn, and only once that turn.


      R Rarity
      Tearlaments Sulliek
      R Rarity
      Tearlaments Sulliek
      Tearlaments Sulliek
      Trap Continuous
      Tearlaments Sulliek

        If you control a "Tearlaments" monster or "Visas Starfrost": You can target 1 Effect Monster your opponent controls; negate its effects, then send 1 monster you control to the GY. If this card is sent to the GY by card effect: You can add 1 "Tearlaments" monster from your Deck to your hand. You can only use each effect of "Tearlaments Sulliek" once per turn.


        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
        Thunder Dragondark
        DARK 5
        Thunder Dragondark
        • ATK:

        • 1600

        • DEF:

        • 1500


        (Quick Effect): You can discard this card; add 1 "Thunder Dragondark" from your Deck to your hand. If this card is banished, or sent from the field to the GY: You can add 1 "Thunder Dragon" card from your Deck to your hand, except "Thunder Dragondark". You can only use 1 "Thunder Dragondark" effect per turn, and only once that turn.


        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
        Thunder Dragonhawk
        LIGHT 6
        Thunder Dragonhawk
        • ATK:

        • 1800

        • DEF:

        • 2200


        You can discard this card; Special Summon 1 of your "Thunder Dragon" monsters that is banished or in your GY, except "Thunder Dragonhawk". If this card is banished, or sent from the field to the GY: You can shuffle any number of cards from your hand into the Deck, then draw the same number of cards. You can only use 1 "Thunder Dragonhawk" effect per turn, and only once that turn.


        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
        Thunder Dragonroar
        DARK 6
        Thunder Dragonroar
        • ATK:

        • 2400

        • DEF:

        • 0


        You can discard this card; add to your hand, 1 of your "Thunder Dragon" cards that is banished or in your GY, except "Thunder Dragonroar". If this card is banished, or sent from the field to the GY: You can Special Summon 1 "Thunder Dragon" monster from your Deck in Defense Position, but return it to the hand during the End Phase. You can only use 1 "Thunder Dragonroar" effect per turn, and only once that turn.


        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
        Thunder Dragon Colossus
        UR Rarity
        Thunder Dragon Colossus
        Thunder Dragon Colossus
        DARK 8
        Thunder Dragon Colossus
        • ATK:

        • 2600

        • DEF:

        • 2400


        "Thunder Dragon" + 1 Thunder monster Must be either Fusion Summoned, or Special Summoned during the turn a Thunder monster's effect was activated in the hand, by Tributing 1 Thunder Effect non-Fusion Monster (in which case you do not use "Polymerization"). Cards cannot be added from the Main Deck to your opponent's hand except by drawing them. If this card would be destroyed by battle or card effect, you can banish 1 Thunder monster from your GY instead.


        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
        Noh-P.U.N.K. Ze Amin
        EARTH 3
        Noh-P.U.N.K. Ze Amin
        • ATK:

        • 600

        • DEF:

        • 600


        You can pay 600 LP; add 1 "P.U.N.K." monster from your Deck to your hand, except "Noh-P.U.N.K. Ze Amin". If this card is sent to the GY: You can target 1 "P.U.N.K." monster you control; it gains 600 ATK. You can only use each effect of "Noh-P.U.N.K. Ze Amin" once per turn.


        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
        Ukiyoe-P.U.N.K. Sharakusai
        EARTH 3
        Ukiyoe-P.U.N.K. Sharakusai
        • ATK:

        • 1200

        • DEF:

        • 600


        You can pay 600 LP; Fusion Summon 1 "P.U.N.K." Fusion Monster from your Extra Deck, using monsters from your hand or field as material. During your opponent's turn (Quick Effect): You can pay 600 LP; immediately after this effect resolves, Synchro Summon 1 "P.U.N.K." Synchro Monster using monsters you control as material. You can only use each effect of "Ukiyoe-P.U.N.K. Sharakusai" once per turn.


        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
        Noh-P.U.N.K. Deer Note
        EARTH 5
        Noh-P.U.N.K. Deer Note
        • ATK:

        • 2100

        • DEF:

        • 1800


        You can reveal 1 other "P.U.N.K." monster in your hand; Special Summon either the revealed monster or this card, and send the other to the GY. If this card is sent from the field to your GY: You can target 1 "P.U.N.K." monster in your GY, except a Level 5 monster; Special Summon it, but you cannot Special Summon "Noh-P.U.N.K. Deer Note" for the rest of this turn. You can only use each effect of "Noh-P.U.N.K. Deer Note" once per turn.


        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
        Noh-P.U.N.K. Ogre Dance
        DARK 8
        Noh-P.U.N.K. Ogre Dance
        • ATK:

        • 2500

        • DEF:

        • 2000


        Once per turn, when your opponent activates a monster effect (Quick Effect): You can make this card gain ATK equal to that opponent's monster's original ATK until the end of this turn. You can only use each of the following effects of "Noh-P.U.N.K. Ogre Dance" once per turn. You can Tribute 1 "P.U.N.K." monster; Special Summon this card from your hand. You can send this card from your hand or field to the GY; add 1 "P.U.N.K." monster from your Deck to your hand, except a Level 8 monster.


        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
        Noh-P.U.N.K. Foxy Tune
        LIGHT 8
        Noh-P.U.N.K. Foxy Tune
        • ATK:

        • 2300

        • DEF:

        • 2600


        Once per turn, when this card destroys an opponent's monster by battle: You can gain LP equal to that monster's original ATK. You can only use each of the following effects of "Noh-P.U.N.K. Foxy Tune" once per turn. You can Tribute 1 "P.U.N.K." monster; Special Summon this card from your hand. You can send this card from your hand or field to the GY; send 1 card from your hand to the GY, and if you do, Special Summon 1 "P.U.N.K." monster from your Deck, except a Level 8 monster.


        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
        Ukiyoe-P.U.N.K. Rising Carp
        WATER 8
        Ukiyoe-P.U.N.K. Rising Carp
        • ATK:

        • 1000

        • DEF:

        • 2600


        2 "P.U.N.K." monsters You can Tribute this Fusion Summoned card; Special Summon up to 2 "P.U.N.K." monsters with different names from each other from your hand and/or Deck, except Level 8 monsters, in Defense Position. If you Synchro Summoned using this card as material: You can target 1 "P.U.N.K." monster you control; it can make a second attack during each Battle Phase this turn. You can only use each effect of "Ukiyoe-P.U.N.K. Rising Carp" once per turn.


        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
        Bystial Baldrake
        DARK 6
        Bystial Baldrake
        • ATK:

        • 2500

        • DEF:

        • 2000


        You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If your opponent Special Summons a Ritual, Fusion, Synchro, Xyz, and/or Link Monster(s) (except during the Damage Step): You can Tribute 1 other LIGHT or DARK monster, then target 1 of those Special Summoned monsters; banish it. You can only use each effect of "Bystial Baldrake" once per turn.


        SR Rarity
        Branded Regained
        SR Rarity
        Branded Regained
        Branded Regained
        Spell Continuous
        Branded Regained

          If a LIGHT or DARK monster(s) is banished (except during the Damage Step): You can target 1 of those monsters; place that monster on the bottom of the Deck, and if you do, draw 1 card. You can only use this effect of "Branded Regained" once per turn. Once per turn, if your opponent Normal or Special Summons a monster (except during the Damage Step): You can target 1 "Bystial" monster in your GY; Special Summon it. You can only activate this effect of "Branded Regained" once per Chain.


          UR Rarity
          The Bystial Lubellion
          UR Rarity
          The Bystial Lubellion
          The Bystial Lubellion
          LIGHT 8
          The Bystial Lubellion
          • ATK:

          • 2500

          • DEF:

          • 3000


          Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or GY) by Tributing 1 Level 6 or higher DARK Dragon monster. You can only Special Summon "The Bystial Lubellion" once per turn this way. You can send this card from your hand to the GY; add 1 "Bystial" monster from your Deck to your hand, except "The Bystial Lubellion". During your Main Phase: You can place 1 "Branded" Continuous Spell/Trap from your Deck face-up on your field. You can only use each effect of "The Bystial Lubellion" once per turn.


          R Rarity
          Branded Beast
          R Rarity
          Branded Beast
          Branded Beast
          Trap Continuous
          Branded Beast

            Once per turn, during the Main Phase, if you control a "Bystial" monster: You can Tribute 1 Dragon monster, then target 1 card your opponent controls; destroy it. During the End Phase: You can target 1 "Branded" Continuous Spell/Trap in your GY; place it face-up on your field. You can only use this effect of "Branded Beast" once per turn.


            SR Rarity
            Bystial Druiswurm
            SR Rarity
            Bystial Druiswurm
            Bystial Druiswurm
            DARK 6
            Bystial Druiswurm
            • ATK:

            • 2500

            • DEF:

            • 2000


            You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If this card is sent from the field to the GY: You can target 1 Special Summoned monster your opponent controls; send it to the GY. You can only use each effect of "Bystial Druiswurm" once per turn.


            SR Rarity
            Bystial Saronir
            SR Rarity
            Bystial Saronir
            Bystial Saronir
            DARK 6
            Bystial Saronir
            • ATK:

            • 2500

            • DEF:

            • 2000


            You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If this card is sent to the GY: You can send 1 "Bystial" monster or 1 "Branded" Spell/Trap from your Deck to the GY, except "Bystial Saronir". You can only use each effect of "Bystial Saronir" once per turn.


            UR Rarity
            Bystial Magnamhut
            UR Rarity
            Bystial Magnamhut
            Bystial Magnamhut
            DARK 6
            Bystial Magnamhut
            • ATK:

            • 2500

            • DEF:

            • 2000


            You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If this card is Special Summoned: You can activate this effect; during the End Phase of this turn, add 1 Dragon monster from your Deck or GY to your hand, except "Bystial Magnamhut". You can only use each effect of "Bystial Magnamhut" once per turn.


            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
            Ash Blossom & Joyous Spring
            FIRE 3
            Ash Blossom & Joyous Spring
            • ATK:

            • 0

            • DEF:

            • 1800


            When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.


            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
            That Grass Looks Greener
            UR Rarity
            That Grass Looks Greener
            That Grass Looks Greener
            Spell Normal
            That Grass Looks Greener

              If you have more cards in your Deck than your opponent does: Send cards from the top of your Deck to the Graveyard so you have the same number of cards in the Deck as your opponent.


              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
              Allure of Darkness
              Spell Normal
              Allure of Darkness

                Draw 2 cards, then banish 1 DARK monster from your hand, or, if you do not have any in your hand, send your entire hand to the GY.


                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
                Emergency Teleport
                SR Rarity
                Emergency Teleport
                Emergency Teleport
                Spell Quick
                Emergency Teleport

                  Special Summon 1 Level 3 or lower Psychic-Type monster from your hand or Deck, but banish it during the End Phase of this turn.




                  Tag(s):

                  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
                  Gold Sarcophagus
                  UR Rarity
                  Gold Sarcophagus
                  Gold Sarcophagus
                  Spell Normal
                  Gold Sarcophagus

                    Banish 1 card from your Deck, face-up. During your second Standby Phase after this card's activation, add that card to the hand.


                    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
                    Assault Synchron
                    DARK 2
                    Assault Synchron
                    • ATK:

                    • 700

                    • DEF:

                    • 0


                    During your Main Phase: You can Special Summon this card from your hand, then take 700 damage, also you cannot Special Summon monsters from the Extra Deck, except Synchro Monsters, while this card is face-up in the Monster Zone. If a face-up Dragon Synchro Monster(s) you control is Tributed or banished (except during the Damage Step): You can banish this card from your GY, then target 1 of those monsters; Special Summon it. You can only use each effect of "Assault Synchron" once per turn.


                    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
                    Diviner of the Herald
                    LIGHT 2
                    Diviner of the Herald
                    • ATK:

                    • 500

                    • DEF:

                    • 300


                    If this card is Normal or Special Summoned: You can send 1 Fairy monster from your Deck or Extra Deck to the GY, and if you do, increase this card's Level by that monster's Level, until the end of this turn. If this card is Tributed: You can Special Summon 1 Level 2 or lower Fairy monster from your hand or Deck, except "Diviner of the Herald". You can only use each effect of "Diviner of the Herald" once per turn.


                    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
                    Shinobi Necro
                    DARK 2
                    Shinobi Necro
                    • ATK:

                    • 800

                    • DEF:

                    • 0


                    If another Zombie monster is Special Summoned from your GY while you control this monster (except during the Damage Step): You can draw 1 card, then discard 1 card. If this card in the GY is banished face-up to activate an effect, or by an effect: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Shinobi Necro" once per turn.


                    "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
                    Fairy Tail - Snow
                    LIGHT 4
                    Fairy Tail - Snow
                    • ATK:

                    • 1850

                    • DEF:

                    • 1000


                    If this card is Normal or Special Summoned: You can target 1 face-up monster your opponent controls; change it to face-down Defense Position. If this card is in your GY (Quick Effect): You can banish 7 other cards from your hand, field, and/or GY; Special Summon this card.


                    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
                    The Zombie Vampire
                    DARK
                    The Zombie Vampire
                    • ATK:

                    • 3000

                    • DEF:

                    • 2800


                    2+ Level 8 monsters If you use a monster(s) with a Level that is owned by your opponent for the Xyz Summon of this card, treat it as Level 8. Neither player can target this card with effects of Special Summoned monsters, except those Special Summoned from the GY. You can detach 1 material from this card; each player sends the top 4 cards from their Deck to the GY, then if any monsters were sent to either GY by this effect, you can Special Summon 1 of those monsters to your field. You can only use this effect of "The Zombie Vampire" once per turn.


                    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
                    PSY-Framelord Omega
                    UR Rarity
                    PSY-Framelord Omega
                    PSY-Framelord Omega
                    LIGHT 8
                    PSY-Framelord Omega
                    • ATK:

                    • 2800

                    • DEF:

                    • 2200


                    1 Tuner + 1+ non-Tuner monsters Once per turn, during the Main Phase (Quick Effect): You can banish both this face-up card from the field and 1 random card from your opponent's hand, face-up, until your next Standby Phase. Once per turn, during your opponent's Standby Phase: You can target 1 banished card; return it to the GY. If this card is in your GY: You can target 1 other card in the GY; shuffle both that card and this card from the GY into the Deck.


                    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
                    Baronne de Fleur
                    WIND 10
                    Baronne de Fleur
                    • ATK:

                    • 3000

                    • DEF:

                    • 2400


                    1 Tuner + 1+ non-Tuner monsters Once per turn: You can target 1 card on the field; destroy it. Once while face-up on the field, when a card or effect is activated (Quick Effect): You can negate the activation, and if you do, destroy that card. You can only use the previous effect of "Baronne de Fleur" once per turn. Once per turn, during the Standby Phase: You can target 1 Level 9 or lower monster in your GY; return this card to the Extra Deck, and if you do, Special Summon that monster.


                    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
                    Swordsoul Supreme Sovereign - Chengying
                    WATER 10
                    Swordsoul Supreme Sovereign - Chengying
                    • ATK:

                    • 3000

                    • DEF:

                    • 3000


                    1 Tuner + 1+ non-Tuner monsters For each banished card, this card gains 100 ATK/DEF and monsters your opponent controls lose 100 ATK/DEF. If this card would be destroyed by card effect, you can banish 1 card from your GY instead. If a card(s) is banished (except during the Damage Step): You can banish 1 card each from both your opponent's field and GY. You can only use this effect of "Swordsoul Supreme Sovereign - Chengying" once per turn.


                    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
                    Chaos Angel
                    DARK 10
                    Chaos Angel
                    • ATK:

                    • 3500

                    • DEF:

                    • 2800


                    1 Tuner + 1+ non-Tuner LIGHT or DARK monsters For this card's Synchro Summon, you can treat 1 LIGHT or DARK monster you control as a Tuner. If this card is Special Summoned: You can target 1 card on the field; banish it. This card gains these effects based on the original Attributes of materials used for its Synchro Summon. ● LIGHT: Synchro Monsters you control are unaffected by monster effects activated by your opponent. ● DARK: Monsters you control cannot be destroyed by battle.


                    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
                    Topologic Zeroboros
                    DARK
                    Topologic Zeroboros
                    • ATK:

                    • 3000

                    • LINK-4

                    Link Arrow:

                    Top-Left

                    Bottom-Left

                    Bottom-Right

                    Top-Right


                    2+ Effect Monsters You cannot Summon/Set monsters to any Extra Monster Zone this card points to. Gains 200 ATK for each banished card. If another monster is Special Summoned to a zone a Link Monster points to, while this monster is on the field: Banish all cards on the field. Once per turn, during the Standby Phase of the next turn after this card was banished by its own effect: Special Summon this banished card.


                    R Rarity
                    Cross-Sheep
                    R Rarity
                    Cross-Sheep
                    Cross-Sheep
                    EARTH
                    Cross-Sheep
                    • ATK:

                    • 700

                    • LINK-2

                    Link Arrow:

                    Bottom-Left

                    Bottom-Right


                    2 monsters with different names If a monster is Special Summoned to a zone this card points to: You can apply the following effects, in sequence, based on the card types of the monster(s) this card points to. ● Ritual: Draw 2 cards, then discard 2 cards. ● Fusion: Special Summon 1 Level 4 or lower monster from your GY. ● Synchro: All monsters you control gain 700 ATK. ● Xyz: All monsters your opponent controls lose 700 ATK. You can only use this effect of "Cross-Sheep" once per turn.


                    UR Rarity
                    Spright Elf
                    UR Rarity
                    Spright Elf
                    Spright Elf
                    FIRE
                    Spright Elf
                    • ATK:

                    • 1400

                    • LINK-2

                    Link Arrow:

                    Bottom-Left

                    Bottom-Right


                    2 monsters, including a Level/Rank/Link 2 monster Cannot be used as Link Material the turn it is Link Summoned. Your opponent cannot target monsters this card points to with card effects. During the Main Phase (Quick Effect): You can target 1 Level 2 monster in your GY, or, if your opponent controls a monster, you can target 1 Rank/Link 2 monster instead; Special Summon it. You can only use this effect of "Spright Elf" once per turn.


                    UR Rarity
                    I:P Masquerena
                    UR Rarity
                    I:P Masquerena
                    I:P Masquerena
                    DARK
                    I:P Masquerena
                    • ATK:

                    • 800

                    • LINK-2

                    Link Arrow:

                    Bottom-Left

                    Bottom-Right


                    2 non-Link Monsters During your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Link Summon 1 Link Monster using materials you control, including this card. You can only use this effect of "I:P Masquerena" once per turn. A Link Monster that used this card as material cannot be destroyed by your opponent's card effects.


                    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



                    Combo

                     

                    Chaos Ruler, the Chaotic Magical Dragon and Noh-P.U.N.K. Ze Amin (1,5 card combo)

                    UR Rarity
                    Chaos Ruler, the Chaotic Magical Dragon
                    UR Rarity
                    Chaos Ruler, the Chaotic Magical Dragon
                    Chaos Ruler, the Chaotic Magical Dragon
                    DARK 8
                    Chaos Ruler, the Chaotic Magical Dragon
                    • ATK:

                    • 3000

                    • DEF:

                    • 2500


                    1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can excavate the top 5 cards of your Deck, and if you do, you can add 1 excavated LIGHT or DARK monster to your hand, also send the remaining cards to the GY. You can banish 1 LIGHT and 1 DARK monster from your hand and/or GY, except this card; Special Summon this card from your GY, but banish it when it leaves the field. You can only use each effect of "Chaos Ruler, the Chaotic Magical Dragon" once per turn.


                    SR Rarity
                    Noh-P.U.N.K. Ze Amin
                    SR Rarity
                    Noh-P.U.N.K. Ze Amin
                    Noh-P.U.N.K. Ze Amin
                    EARTH 3
                    Noh-P.U.N.K. Ze Amin
                    • ATK:

                    • 600

                    • DEF:

                    • 600


                    You can pay 600 LP; add 1 "P.U.N.K." monster from your Deck to your hand, except "Noh-P.U.N.K. Ze Amin". If this card is sent to the GY: You can target 1 "P.U.N.K." monster you control; it gains 600 ATK. You can only use each effect of "Noh-P.U.N.K. Ze Amin" once per turn.


                    The Dominance Of PUNK + Ishizu In Deck Chaos, Mill 19 Cards | Yu-Gi-Oh! Master Duel - YouTube




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