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Poor

Alright

Decent

Outstanding!

Epic!!!

1/5

2/5

3/5

4/5

5/5

Text Card Ratings Rarity Changes Visual Spoiler Card Spoiler Improved Effects

Chaos Impact (Page 4)

For info on how these ratings are determined, click here.
CHIM-EN079
Soul Levy
Continuous Trap
You can only control 1 "Soul Levy". Each time your opponent Special Summons a monster(s), send the top 3 cards of your opponent's Deck to the GY.
COMMON
Rating: 2
Comments: Even against Lightsworn Decks, this'd have uses since they'll be more at risk running out of cards in their Deck. Still, it only works when your opponent Special Summons at least 1 monster.
CHIM-EN078
Jelly Cannon
Normal Trap
When a monster declares an attack: Target 1 monster on the field; shuffle it into the Deck.
RARE
Rating: 2
Comments: It's a temporary delay but it can get around cards that benefit from being destroyed.
CHIM-EN077
Peaceful Burial
Normal Trap
Send 1 monster from your Deck to the GY, but for the rest of this turn, you cannot activate cards, or the effects of cards, with the same name the sent monster had in the GY. You can only activate 1 "Peaceful Burial" per turn.
SUPER RARE
Rating: 1
Comments: A much worse version of Foolish Burial and at a higher rarity. What's to like about it? Nothing.
CHIM-EN076
Crusher Run
Continuous Trap
If a face-up EARTH Machine monster(s) you control is destroyed by battle or card effect: You can target 1 card on the field; destroy it. You can banish this card from your GY; Set 1 "Outrigger Extension" or "Spin Turn" from your Deck or GY. You can only use each effect of "Crusher Run" once per turn.
COMMON
Rating: 1
Comments: That looks like a pretty potent tank in the artwork but the effect doesn't have the same merit. It's far far less potent.
CHIM-EN075
World Reassembly
Normal Trap
Special Summon 1 "World Legacy" monster from your hand or Deck, but destroy it during the End Phase of the next turn. You can only activate 1 "World Reassembly" per turn.
COMMON
Rating: 1
Comments: The legacy of World Legacy cards is they're garbage and are only successful due to lack of better compeition.
CHIM-EN074
Blessed Winds
Continuous Trap
You can activate 1 of the following effects.
● Send 1 Plant monster from your hand or face-up field to the GY; gain 500 LP.
● Target 1 Plant monster in your GY; shuffle it into the Deck, then gain 500 LP.
● Pay 1000 LP; Special Summon 1 "Aroma" monster from your GY.
You can only use this effect of "Blessed Winds" once per turn.
RARE
Rating: 1
Comments: More like Cursed Winds because you get nothing beneficial out of it that you can't get with other cards.
CHIM-EN073
Tachyon Spiral Galaxy
Normal Trap
Target 1 Dragon "Galaxy" monster you control; until the end of this turn, it cannot be destroyed by battle, also it is unaffected by other card effects, except its own. You can only activate 1 "Tachyon Spiral Galaxy" per turn. If you control a "Galaxy-Eyes Tachyon Dragon" monster, you can activate this card from your hand.
COMMON
Rating: 1
Comments: There really aren't any good monsters that work well with this and it also prevents you from raising its ATK or protecting it further. The 2nd effect is pretty specific as well.
CHIM-EN072
Gladiator Naumchia
Continuous Trap
While you control a "Gladiator Beast" monster, all monsters your opponent controls must attack, if able. Once per turn: You can shuffle 1 "Gladiator Beast" monster from your hand or GY into the Main Deck, then target 1 "Gladiator Beast" monster you control; it gains ATK equal to its original DEF until the end of this turn (even if this card leaves the field). If this card in the Spell & Trap Zone is destroyed by card effect: You can activate this effect; this turn, "Gladiator Beast" monsters you control cannot be destroyed by battle.
COMMON
Rating: 2
Comments: Unlike Battle Mania, this is a Continuous Trap and has additional affects outside of that. Still, Battle Mania is also generic and isn't vulnerable to card effects.
CHIM-EN071
Gladiator Beast Charge
Normal Trap
Target face-up cards on the field, up to the number of "Gladiator Beast" monsters you control with different names; destroy them.
RARE
Rating: 2
Comments: You don't lose any Gladiator Beasts but at the same time, this is a Trap Card so it's slower than R - Righteous Justice.
CHIM-EN070
Abomitable Chamber of the Unchained
Normal Trap
Special Summon 1 "Unchained" monster from your hand or GY. If this Set card is destroyed by card effect: You can Special Summon 1 "Unchained" monster from your Deck. You can only use each effect of "Abominable Chamber of the Unchained" once per turn.
COMMON
Rating: 2
Comments: At least Unchained proved it's not entirely just some really bad Deck strategy but it's still not a good strategy either.
CHIM-EN069
Escape of the Unchained
Normal Trap
Target 1 "Unchained" monster you control and 1 card on the field; destroy both. If this Set card is destroyed by card effect: You can Special Summon 1 "Unchained" monster from your Deck. You can only use each effect of "Escape of the Unchained" once per turn.
COMMON
Rating: 2
Comments: It's basically a less viable and temporary variant of Scrap Dragon but Scrap Dragon has the ATK and the generic effect and materials to prove it's better.
CHIM-EN068
Marincess Cascade
Normal Trap
Banish any number of "Marincess" Link Monsters you control (until your next Standby Phase), then target 1 face-up monster on the field; it gains ATK equal to the total Link Rating of the monsters banished to activate this card x 300, until the end of this turn. If you control a Link-3 or higher "Marincess" monster, you can activate this card from your hand.
COMMON
Rating: 1
Comments: You're wasting monsters that don't come back until your next Standby Phase and then banking on being successful with your remaining monster. It also doesn't matter that it can be activated from the hand because the requirement to do so is also bad.
CHIM-EN067
Marincess Snow
Normal Trap
If a "Marincess" Link Monster(s) you control is destroyed by battle or card effect: Target 1 of those monsters; Special Summon 1 "Marincess" Link Monster from your Extra Deck with a lower Link Rating than that monster. (This is treated as a Link Summon.) It is unaffected by your opponent's card effects while you control it. You can only activate 1 "Marincess Snow" per turn.
COMMON
Rating: 1
Comments: It's easy to activate but Marincess Link Monsters suck outright so this card does too.
CHIM-EN066
Old Mind
Normal Spell
Look at 1 random card in your opponent's hand, then apply 1 of the following effects.
● Discard both that opponent's card and 1 card from your hand of the same type (Monster, Spell, or Trap), then add this card from the field to your opponent's hand, and if you do, draw 1 card.
● Lose 1000 LP.
You can only activate 1 "Old Mind" per turn.
COMMON
Rating: 1
Comments: They say the mind is the first thing to go and when you're old, you make bad decisions. This is one of those bad decisions.
CHIM-EN065
Spiritual Entanglement
Normal Spell
Target 1 face-up monster your opponent controls; banish it until the End Phase. You can only activate 1 "Spiritual Entanglement" per turn.
RARE
Rating: 1
Comments: This is just a one turn removal of an opponent's monster. I'd rather waste a card in my hand to get rid of the monster for good.
CHIM-EN064
Cauldron of the Old Man
Continuous Spell
When this card is activated: Place 1 counter on it. Once per turn, during your Standby Phase: Place 1 counter on this card. Once per turn: You can activate 1 of these effects;
● Gain 500 LP for each counter on this card.
● Inflict 300 damage to your opponent for each counter on this card.
COMMON
Rating: 1
Comments: The original gives you more than 3 times the LP and deals more damage without having to wait on it and isn't vulnerable to effects.
CHIM-EN063
Bownty
Quick-Play Spell
If your attacking monster destroys an opponent's monster by battle: Target 1 card in your GY; add it to your hand, but for the rest of this turn you cannot activate cards, or the effects of cards, with the same name as the added card had once it was in your hand. You can only activate 1 "Bownty" per turn.
ULTRA RARE
Rating: 1
Comments: No point in retrieving a card if you can't use it right away since your opponent will likely otherwise anticipate it being used and have a counter for it.
CHIM-EN062
Evil Eye of Gorgoneio
Equip Spell
Equip only to an "Evil Eye" monster. You can only activate 1 "Evil Eye of Gorgoneio" per turn. This card's name becomes "Evil Eye of Selene" while in the Spell & Trap Zone. While your LP are lower than your opponent's, the equipped monster gains ATK equal to the difference. You can banish this card from your GY and discard 1 "Evil Eye" card; add 1 "Evil Eye" Spell/Trap from your Deck to your hand, except "Evil Eye of Gorgoneio". You can only use this effect of "Evil Eye of Gorgoneio" once per turn.
SUPER RARE
Rating: 1
Comments: It can only copy the name of a card that isn't really that good and requires you to have less LP than your opponent to do anything else.
CHIM-EN061
The World Legacy
Continuous Spell
You can only control 1 "The World Legacy". Each time a face-up Level 5 or higher monster(s) is sent from the field to the GY, place 1 counter on this card for each sent card (max. 7). You can send this card with 7 counters to the GY; Special Summon 1 Cyberse Link Monster from your Extra Deck.
COMMON
Rating: 1
Comments: Even with the counters, it's much too slow to be effective and bringing out a Cyberse Link Monster only adds to its list of failures.
CHIM-EN060
Wattrain
Normal Spell
Add "Watt" cards with different names from your Deck to your hand, except "Wattrain", up to the number of Thunder monsters you control with different names. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; Special Summon as many "Watt" monsters as possible with different names from your hand. You can only use each effect of "Wattrain" once per turn.
COMMON
Rating: 2
Comments: Watt Decks never really did anything so I don't think this'll bring them back anytime soon but it's not bad support regardless.