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Chaos Origins (CORI-EN) Card Reviews
| 1. Card gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Chaos_Origins |
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Chaos
Origins
(CORI-EN100) The Three Champions of Swordsoul LIGHT / Synchro Monster / Level 8 / ATK 2500 / DEF 2500 (Spellcaster / Synchro / Effect) 1 Level 4 Tuner + 1+ non-Tuners If this card is Synchro Summoned: You can add 1 Level 4 or 8 Spellcaster monster whose ATK equals its own DEF from your Deck or GY to your hand. You can target 1 face-up card on the field; negate its effects, then if an "Ecclesia" monster or "Fallen of Albaz" is in your GY, you can destroy that card. You can only use each effect of "The Three Champions of Swordsoul" once per turn. ~Rarities Super Rare |
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Pros: Somewhat easy to play,
supports Spellcasters, Ecclesia and
Albaz Cons: Low stats for Level, can't get monsters with different stats, otherwise minimal effects |
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Chaos
Origins
(CORI-EN099) Possessed Destiny - Wynn WIND / Fusion Monster / Level 5 / ATK 1850 / DEF 1500 (Spellcaster / Fusion / Effect) 1 Spellcaster monster + 1 WIND monster (This card is always treated as a "Familiar-Possessed" card.) If this card is Fusion Summoned: You can place 1 WIND monster from your GY on the bottom of the Deck, then target 1 monster your opponent controls; take control of that monster. During your opponent's turn (Quick Effect): You can target 2 cards on the field, including a WIND monster you control; place them on the bottom of the Deck in any order. You can only use 1 "Possessed Destiny - Wynn" effect per turn, and only once that turn. ~Rarities Super Rare |
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Pros: Easy to play, supports WIND
and Familiar-Possesed, somewhat useful effects Cons: Low stats for Level, must shuffle WIND on your field or Grave for effects, can't use both effects in same turn |
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Chaos
Origins
(CORI-EN098) Stealth Angecradle DARK / Normal Monster / Level 8 / ATK 2700 / DEF 2700 (Fairy / Normal) A mysterious entity said to be an angel who brings salvation to heretical souls. After "it" passes through, only eternal silence remains - Ange Passe. ~Rarities Common |
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Pros: Easy to play Cons: Low stats for Level, Normal Monster |
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Chaos
Origins
(CORI-EN097) Ignihorse Dragonis FIRE / Normal Monster / Level 7 / ATK 2400 / DEF 1000 (Sea Serpent / Normal) This draco-horse races across the sea, boiling the water's surface while keeping its own flames from going out. Its dream is to set foot one day upon its homeland. ~Rarities Common |
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Pros: Easy to play Cons: Low stats for Level, Normal Monster |
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Chaos
Origins
(CORI-EN096) Angelechy Opening to e4 TRAP / Normal Trap If your opponent goes first, you can also activate this card from your hand during the Standby Phase of their first turn. Place 1 "Angelechy" Field Spell from your hand, Deck, or GY, face-up on your field, and if you do, Special Summon 1 Level 2 or 7 "Angelechy" monster from your Extra Deck to the Extra Monster Zone, and if you do that, place 1 "Angelechy" monster from your Extra Deck in your Spell & Trap Zone as a face-up Continuous Spell. Until the end of your next turn after this card resolves, you cannot Special Summon from the Extra Deck, except Synchro Monsters. ~Rarities Ultra Rare |
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Pros: Easy to play, supports
Angelechy Cons: Opponent must go first to activate itself from the hand, not a proper Summon, minimal effects |
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Chaos
Origins
(CORI-EN095) Angelechy Disturbance TRAP / Normal Trap Give control of 1 "Angelechy" monster you control to your opponent (until the End Phase), then if your opponent controls a face-up card(s) in its adjacent Monster Zones and/or Spell & Trap Zones, their effects are negated. You can banish this card from your GY; add 1 "Angelechy" Spell/Trap from your Deck to your hand, except "Angelechy Disturbance". You can only use each effect of "Angelechy Disturbance" once per turn. ~Rarities Common |
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Pros: Easy to play, supports
Angelechy Cons: Must give opponent 1 Angelechy to negate effects, can't add copies of itself |
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Chaos
Origins
(CORI-EN094) Angelechy Problem SPELL / Field Spell Once per turn: You can discard 1 Spell/Trap; Special Summon 1 Level 2 "Angelechy" monster from your Extra Deck, and if you do, place 1 "Angelechy" monster from your Extra Deck to your Spell & Trap Zone as a face-up Continuous Spell. If a face-up "Angelechy" Monster Card(s) you control is destroyed by battle or card effect: You can return 1 "Angelechy" Monster Card you own from your Spell & Trap Zone to the Extra Deck, then you can Special Summon it. ~Rarities Common |
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Pros: Easy to play, searchable,
supports Angelechy Cons: Minimal effects |
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Chaos
Origins
(CORI-EN093) Angelechy Enlisted LIGHT / Synchro Monster / Level 2 / ATK 1500 / DEF 1500 (Fairy / Synchro / Tuner / Effect) 1 Tuner + 1 non-Tuner You can target 1 opponent's monster in this card's adjacent column; banish it, then change control of this card by moving it to one of your opponent's Main Monster Zones in this card's adjacent columns. If the control of this face-up card changes: Return this card to the Extra Deck, then the owner of this card Special Summons 1 "Angelechy" monster from their Extra Deck. You can only use each effect of "Angelechy Enlisted" once per turn. ~Rarities Common |
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Pros: Easy to play, Tuner monster Cons: Low stats, minimal effects, last effect isn't a proper Summon |
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Chaos
Origins
(CORI-EN092) Angelechy Destrier LIGHT / Synchro Monster / Level 7 / ATK 2500 / DEF 2000 (Fairy / Synchro / Effect) 1 Tuner + 1+ non-Tuners You can target 1 monster in another column; banish it. If this card is placed in the Spell & Trap Zone as a Continuous Spell: You can add 1 "Angelechy" Spell from your Deck to your hand. You can only use each of the preceding effects of "Angelechy Destrier" once per turn. While this card is treated as a Continuous Spell, each time your opponent activates a card or effect, inflict 500 damage to your opponent when it resolves. ~Rarities: Super Rare |
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Pros: Easy to play, supports
Angelechy Cons: Low stats for Level, minimal burn damage, must be Continuous Spell to deal effect damage |
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Chaos
Origins
(CORI-EN091) Angelechy Bastion LIGHT / Synchro Monster / Level 8 / ATK 3000 / DEF 2500 (Fairy / Synchro / Effect) 1 Tuner + 1+ non-Tuners You can target 1 other card in this card's column; banish it. If this card is placed in the Spell & Trap Zone as a Continuous Spell: You can place 1 "Angelechy Shatranga" from your Extra Deck in your Spell & Trap Zone as a face-up Continuous Spell. You can only use each of the preceding effects of "Angelechy Bastion" once per turn. While this card is treated as a Continuous Spell, other "Angelechy" cards on the field cannot be destroyed by your opponent's card effects. ~Rarities: Common |
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Pros: Easy to play, high ATK, useful
last effect Cons: Low DEF for Lervel, must be Continuous Spell to prevent destruction, minimal effects on field |
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Chaos
Origins
(CORI-EN090) Angelechy Shatranga LIGHT / Synchro Monster / Level 10 / ATK 3000 / DEF 0 (Fairy / Synchro / Effect) 1 Tuner + 1+ non-Tuners You can target 1 monster your opponent controls; banish it. If this card is placed in the Spell & Trap Zone as a Continuous Spell: You can add 1 "Angelechy" Trap from your Deck or GY to your hand. You can only use each of the preceding effects of "Angelechy Shatranga" once per turn. While this card is treated as a Continuous Spell, your opponent can only attempt to activate up to 5 monster effects per turn. ~Rarities: Ultra Rare |
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Pros: Easy to play, high ATK,
supports Banished and Angelechy Cons: 0 DEF, must be Continuous Spell to reduce opponent's monster effect uses |
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Chaos
Origins
(CORI-EN089) Mortilux Heruvur LIGHT / Xyz Monster / Rank 8 / ATK 3000 / DEF 2100 (Winged Beast / Xyz / Effect) 2+ Level 8 monsters If a monster(s) is sent to your opponent's GY (except during the Damage Step): You can target 1 of them; attach it to this card. You can only use this effect of "Mortilux Heruvur" once per turn. This card gains effects based on the number of materials attached to it. ● 2+: Cannot be destroyed by battle or card effects. ● 3+: Your opponent cannot target cards in the GYs with card effects. ● 4+: You can detach 3 materials from this card; send 1 monster on the field to the GY. ~Rarities: Ultra Rare |
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Pros: Somewhat easy to play, high
ATK Cons: Low DEF for Rank, effects depend on attached materials, poor effects |
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Chaos
Origins
(CORI-EN088) Imposter Shift SPELL / Continuous Spell When a monster effect that was activated on your opponent's field by targeting a card(s) on the field resolves, if any of those targets are in a different column than that opponent's monster, they can banish 1 card from their GY. If they did not, negate the activated effect. You can banish 1 monster from your GY; Special Summon 1 "Imposter Token" (Psychic/EARTH/ ATK 800/DEF 800) with the same Level as that monster. You can only use this effect of "Imposter Shift" once per turn. ~Rarities: Common |
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Pros: Easy to play Cons: Lets both players negate effect, costs monster to Special Summon Token, Special Summons weak Token |
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Chaos
Origins
(CORI-EN087) Cerynemesia, Mystical Beast of the Forest EARTH / Effect Monster / Level 2 / ATK 0 / DEF 1600 (Beast / Effect) If this card is Normal or Special Summoned: You can banish (face-up) 1 Beast monster from your hand or face-up field until the End Phase; Special Summon 1 EARTH Beast monster from your Deck or GY, with an equal or lower Level than that monster's original Level, then your opponent can Special Summon 1 monster from their hand. You can only use this effect of "Cerynemesia, Mystical Beast of the Forest" once per turn. Your opponent's monsters that can attack must attack the monster you control with the highest ATK (their choice, if tied). ~Rarities: Common |
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Pros: Easy to play, searchable,
supports EARTH Beasts, somewhat useful effects Cons: Costs 2 monsters to Special Summon, including itself, lets opponent Special Summon too |
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Chaos
Origins
(CORI-EN086) Shamanite Shamanknight DARK / Xyz Monster / Rank 3 / ATK 1700 / DEF 2400 (Warrior / Xyz / Effect) 2+ Level 3 monsters If this card is Xyz Summoned, or if a Trap you own is banished: You can target 1 of your banished Traps; attach it to this card. You can detach any number of materials from this card, then target 1 DARK monster in your GY or banishment with a Level equal to the number detached; Special Summon it. You can only use each effect of "Shamanite Shamanknight" once per turn. ~Rarities: Common |
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Pros: Easy to play, supports Traps
and DARK Cons: Low stats for Rank, costs material(s) to revive or Special Summon DARKs |
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Chaos
Origins
(CORI-EN085) Mixousia the Confounder DARK / Fusion Monster / Level 8 / ATK 2700 / DEF 1500 (Spellcaster / Fusion / Effect) 1 Spellcaster monster + 1 non-Spellcaster monster You can target 1 face-up monster on the field and declare 1 Attribute; it becomes that Attribute. During your opponent's Main Phase (Quick Effect): You can Fusion Summon 1 Fusion Monster from your Extra Deck, by banishing this card you control and monsters from your field or GY as material. If this card is in your GY: You can declare 1 Attribute; this card in the GY becomes that Attribute until the end of this turn. You can only use each effect of "Mixousia the Confounder" once per turn. ~Rarities: Common |
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Pros: Easy to play Cons: Low stats for Level, largely just Fusion Summons |
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Chaos
Origins
(CORI-EN084) Thundercrash Snarecrow LIGHT / Effect Monster / Level 8 / ATK 1600 / DEF 2800 (Thunder / Effect) Each time a non-Thunder monster(s) is Special Summoned face-up, while this card is in the Monster Zone: That monster(s) cannot attack this turn, also destroy it during the End Phase. If this card is in your GY: You can target 1 face-up card you control; destroy it, and if you do, add this card to your hand. You can only use this effect of "Thundercrash Snarecrow" once per turn. ~Rarities: Common |
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Pros: Easy to play, counters
non-Thunder, high DEF Cons: Low ATk for Level, slow to destroy monsters, costs a face-up card to retrieve itself, doesn't Special Summon |
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Chaos
Origins
(CORI-EN083) Yomagna the Fire Phantom DARK / Effect Monster / Level 10 / ATK 3300 / DEF 0 (Pyro / Effect) Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by shuffling 3 cards of the same type (Monster, Spell, or Trap) from your GY into the Deck/Extra Deck. If this card is Special Summoned: You can declare 1 Monster Type; this card becomes that Type until the end of this turn. During your Main Phase: You can Fusion Summon 1 Fusion Monster from your Extra Deck using monsters on either field, including this card. You can only use each effect of "Yomagna the Fire Phantom" once per turn. ~Rarities: Common |
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Pros: Easy to play, high ATK Cons: 0 DEF, Summon requirement, largely just Fusion Summons using itself |
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Chaos
Origins
(CORI-EN082) Distrust Paranoia TRAP / Normal Trap Take control of all your opponent's monsters in this card's column. If this Set card in its owner's control has left the field by an opponent's effect, and is now in the GY or banished: You can Special Summon this card as an Effect Monster (Fiend/DARK/Level 10/ATK 4000/ DEF 4000) with the following effect (this card is NOT treated as a Trap). ● Unaffected by your opponent's card effects activated in the same column. You can only activate 1 "Distrust Paranoia" per turn. ~Rarities: Common |
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Pros: Easy to play, pretty decent
effects, high stats when Summoned Cons: Only steals monsters in its column, must leave field whle Set to Special Summon itself, only unaffected by opponent's effects in its column |
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Chaos
Origins
(CORI-EN081) Witness of the Ancient LIGHT / Effect Monster / Level 8 / ATK 0 / DEF 3000 (Machine / Tuner / Effect) If you have a Synchro Monster in your field or GY: You can Special Summon this card from your hand. If this card is Special Summoned: You can place up to 3 Synchro Monsters with different names from your Extra Deck and/or GY in your Spell & Trap Zone as face-up Continuous Spells, and Special Summon 1 "Arc Token" (Machine/LIGHT/ATK 0/DEF 0) with a Level equal to the number placed, also for the rest of this turn, you cannot Special Summon from the Extra Deck, except Synchro Monsters. You can only use each effect of "Witness of the Ancient" once per turn. ~Rarities: Ultra Rare and Starlight Rare |
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Pros: Easy to play, searchable, high
DEF, Tuner monster, supports Synchros Cons: Special Summons weak Token, largely does nothing on field |
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Chaos
Origins
(CORI-EN080) Garden of Talistones TRAP / Continuous Trap While you control 5 cards in your Spell & Trap Zone, any battle damage a player takes is halved, also once per turn, you can activate 1 Continuous Trap Card the turn it was Set. During the Standby Phase: You can reveal 5 Continuous Traps from your Deck with different names, your opponent randomly picks 1 for you to Set, and shuffle the rest into the Deck. You can only use this effect of "Garden of Talistones" once per turn. ~Rarities: Common |
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Pros: Easy to play, supports
Continuous Traps Cons: Must have 5 cards in Spell & Trap Zones, only halves battle damage, applies to both players, can't get other cards, otherwise a gamble |
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Chaos
Origins
(CORI-EN079) Annihilate Retroglight TRAP / Counter Trap When your opponent activates a monster effect on the field, except monsters that were Summoned this turn: Negate that activation, then you can banish (face-down) all face-up monsters your opponent controls, except monsters Summoned this turn. If this Set card in its owner's control is destroyed by an opponent's card effect: You can Set 1 Trap from your Deck. ~Rarities: Ultra Rare |
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Pros: Easy to play, counters face-up
monsters, supports Traps Cons: Doesn't negate Summoned monster's effects, must be destroyed while Set to get Trap |
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Chaos
Origins
(CORI-EN078) Lane Restriction TRAP / Continuous Trap When this card is activated: You can Special Summon 1 of your banished monsters to your rightmost Main Monster Zone. If your opponent would Normal or Special Summon a monster(s) in their Main Monster Zone, they must use their leftmost zone(s) that can be used. ~Rarities: Common |
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Pros: Easy to play, somewhat
counters Summons, supports
Banished Cons: Can't revive monsters, doesn't negate opponent's Summoned monsters |
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Chaos
Origins
(CORI-EN077) Foolish Trap Hole TRAP / Normal Trap When a monster effect is activated on your opponent's field, during a turn your opponent has Special Summoned: Destroy the monster that activated its effect, then if your opponent controls a card(s) in its adjacent Monster Zones and/or Spell & Trap Zones, destroy them. ~Rarities: Common |
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Pros: Easy to play, counters Effect
Monsters, somewhat useful effect Cons: Doesn't negate Effect Monster's effects, can't be used unless opponent Special Summoned that turn |
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Chaos
Origins
(CORI-EN076) Clown Crew Finale TRAP / Normal Trap If you control a Tribute Summoned monster: Discard any number of cards, then target that many face-up cards on the field; destroy them. You can banish this card from your GY, and Tribute 1 Ritual, Fusion, Synchro, Xyz, Pendulum, or Link Monster from your hand or field; add 1 "Clown Crew" monster with a different original Level/Rank/Link Rating from your Deck or GY to your hand. You can only use each effect of "Clown Crew Finale" once per turn. ~Rarities: Common |
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Pros: Easy to play, supports Clown
Crew and Tribute Summoned monsters Cons: Costs 1 of multiple monsters to add monster, can't add monster with matching Level, must be in Grave to add monster |
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Chaos
Origins
(CORI-EN075) Melffy Playtime Surprise TRAP / Normal Trap Target 1 "Melffy" monster in your field or GY; return it to the hand, then you can Fusion Summon 1 Beast Fusion Monster from your Extra Deck, using monsters from your hand or field. If you control a "Melffy" Xyz Monster: You can banish this card from your GY; for the rest of this turn, "Melffy" monsters you control that are Special Summoned from the Extra Deck are unaffected by your opponent's activated effects. You can only use each effect of "Melffy Playtime Surprise" once per turn. ~Rarities: Common |
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Pros: Easy to play, supports Melffys
and Beasts Cons: Must return Melffy to Fusion Summon, must control Melffy Xyz for other effect, only protects Extra Deck Summoned monsters |
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Chaos
Origins
(CORI-EN074) S-Force World Sorting TRAP / Continuous Trap If an "S-Force" monster you control would banish a card(s) from your hand to activate its effect, you can send 1 "S-Force" card from your Deck to the GY instead, except "S-Force World Sorting". If another card(s) is banished (except during the Damage Step): You can target 1 card in your opponent's field or GY; banish it, then you can move 1 "S-Force" monster you control to another of your Main Monster Zones. You can only use each effect of "S-Force World Sorting" once per turn. ~Rarities: Common |
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Pros: Easy to play, supports S-Force Cons: Poor effects |
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Chaos
Origins
(CORI-EN073) The Phantom Knights of Umbrage Veil TRAP / Normal Trap If you have a "The Phantom Knights" monster in your field or GY, you can activate this card the turn it was Set. Special Summon this card in Defense Position as a Normal Monster (Warrior/ DARK/Level 3/ATK 0/DEF 300) (this card is NOT treated as a Trap), then you can change 1 Attack Position monster your opponent controls to Defense Position. You can banish this card from your GY; immediately after this effect resolves, Xyz Summon 1 DARK Xyz Monster. You can only use each effect of "The Phantom Knights of Umbrage Veil" once per turn. ~Rarities: Common |
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Pros: Easy to play, supports Xyz
Summons and DARK Xyz Cons: Very poor stats when Summoned, must have Phantom Knights monster in one of 2 places to play the turn it's Set |
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Chaos
Origins
(CORI-EN072) Elfnotes: Quatrain of Succession TRAP / Continuous Trap The monster in your center Main Monster Zone cannot be banished by your opponent's card effects. You can send 1 other Spell/Trap from your hand or field to the GY, then declare a Level from 1 to 4; Special Summon 1 "Elfnote Seraphim Token" (Plant/Tuner/FIRE/ATK 0/DEF 0) with the declared Level. While that Token is in the Monster Zone, the player who Summoned it cannot Special Summon from the Extra Deck, except "Elfnote" monsters. You can only use this effect of "Elfnotes: Quatrain of Succession" once per turn. ~Rarities: Common |
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Pros: Easy to play, supports
Elfnotes Cons: Only protects center Main Monster Zone monster, costs a card for Token, Token's controller can't Special Summon non-Elfnotes from Extra Deck |
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Chaos
Origins
(CORI-EN071) Power Patron Shade of the Final Hour TRAP / Normal Trap Special Summon 1 "Power Patron" monster from your hand, face-up Extra Deck, or GY, then you can apply these effects in sequence, based on the number of different card types (Fusion, Synchro, or Xyz) you control. ● 1+: Banish (face-down) 3 cards from the top of your opponent's Deck. ● 2+: Banish (face-down) 1 card your opponent controls. ● 3: Banish (face-down) 1 random card from your opponent's hand. You can only activate 1 "Power Patron Shade of the Final Hour" per turn. ~Rarities: Common |
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Pros: Easy to play, supports Power
Patron Cons: Extra Deck Summon isn't proper, effects rely on what you control, minimal effects overall |
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Chaos
Origins
(CORI-EN070) Gamma Summon TRAP / Normal Trap Banish 1 "Aleister" monster or 1 Fusion Monster from your GY; Special Summon 1 "Invoked" monster from your Extra Deck, ignoring its Summoning conditions, but banish it during the End Phase. If a monster is banished face-up, while this card is in your GY (except during the Damage Step): You can banish this card, then target 1 of your banished "Invoked" monsters; Special Summon it. You can only use each effect of "Gamma Summon" once per turn. ~Rarities: Common |
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Pros: Easy to play, supports
Aleister and Invoked Cons: 1st effect costs Aleister monster or Fusion, must be in Grave otherwise, can't revive, 1st Summon isn't proper |
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Chaos
Origins
(CORI-EN069) Blitzclique Alternator TRAP / Continuous Trap Monsters your opponent controls lose 300 ATK/DEF for each Thunder monster you control. You can only use each of the following effects of "Blitzclique Alternator" once per turn. You can shuffle 1 other "Blitzclique" card from your hand or face-up field into the Deck; add 1 Thunder monster with a different name from your Deck to your hand. You can banish this card from your GY; add 1 "Blitzclique" Spell or "Hideout in the Sky, Coulomb" from your Deck to your hand. ~Rarities: Common |
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Pros: Easy to play, supports
Blitzclique and Thunder Cons: Very low stat loss, costs a Blitzclique card to add a Thunder monster, costs itself to get a Spell Card |
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Chaos
Origins
(CORI-EN068) Blitzclique Return Stroke TRAP / Continuous Trap "Blitzclique" monsters you control cannot be destroyed by your opponent's card effects. You can only use each of the following effects of "Blitzclique Return Stroke" once per turn. When your opponent activates a Spell Card or effect: You can return 1 "Blitzclique" monster you control to the hand; negate that effect, and if you do, destroy that card. You can banish this card from your GY, then target 1 "Blitzclique" monster in your field or GY; return it to the hand. ~Rarities: Common |
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Pros: Easy to play, supports
Blitzcliques Cons: Costs a Blitzclique to negate a Spell Card or effect, poor otherwise |
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Chaos
Origins
(CORI-EN067) Abyss of the Sacred Beasts TRAP / Continuous Trap You can send 3 face-up "Abyss of the Sacred Beasts" you control to the GY, including this card, then target 1 face-up monster your opponent controls; change it to face-down Defense Position. You can only use each of the following effects of "Abyss of the Sacred Beasts" once per turn. During the Main Phase: You can place 2 "Abyss of the Sacred Beasts" from your hand, Deck, and/or GY, face-up on your field. During your opponent's End Phase, if this card is in your GY: You can place this card on the bottom of the Deck. ~Rarities: Common |
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Pros: Easy to play, supports copies
of itself Cons: Poor effects |
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Chaos
Origins
(CORI-EN066) Sacred Beasts Combined Assault TRAP / Normal Trap Special Summon 1 "Sacred Beast" monster from your hand or GY in Defense Position, then if you control 2 or more "Sacred Beast" monsters whose original Levels are 10, you can negate the effects of 1 face-up card your opponent controls, and if you do, destroy it. You can banish this card from your GY; Fusion Summon 1 "Phantasm" Fusion Monster from your Extra Deck, using monsters from your hand or field. You can only use each effect of "Sacred Beasts Combined Assault" once per turn. ~Rarities: Common |
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Pros: Easy to play, supports Sacred
Beasts and Phantasm Fusions Cons: Can't alter Level to 10, can't Summon in Attack Position or original Sacred Beasts |
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Chaos
Origins
(CORI-EN065) Mind Shuffle TRAP / Continuous Trap During either player's turn: You can add 1 monster that mentions "Light and Darkness Ritual" from your Deck to your hand, then discard 1 card. You can only use this effect of "Mind Shuffle" once per turn. When your opponent activates a card or effect: You can return 1 Level 7 or higher monster you control to the hand; Special Summon 1 monster that mentions "Light and Darkness Ritual" from your hand, with a different name than the returned monster, ignoring its Summoning conditions. You cannot activate these effects of "Mind Shuffle" in the same Chain. ~Rarities: Super Rare |
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Pros: Easy to play, supports cards
listing Light and Darkness Ritual Cons: Costs Level 7+ monster to Special Summon, can't Special Summon copy of returned monster, can't use effects in same Chain |
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Chaos
Origins
(CORI-EN064) Summer SPELL / Field Spell Once per turn: You can place Season Counters on this card equal to the number of your opponent's unused Main Monster Zones. Once per turn, when your monster declares an attack: You can inflict damage to your opponent equal to the total number of Season Counters on this card and "Spring" in your GY x 400. Once per turn, during your opponent's End Phase: You can take 1 Field Spell from your hand or Deck that you can place a Season Counter on, and place it face-up on your field (but neither player can activate its effects this turn), and if you do, place all Season Counters on this card on that card. ~Rarities: Common |
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Pros: Easy to play, searchable Cons: Low burn damage, can't use new Field Spell's effects that turn |
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Chaos
Origins
(CORI-EN063) Superconductive Plasma Blast SPELL / Quick-Play Spell Activate the following effect depending on whose turn it is; ● Yours: Place 1 Thunder or Rock monster from your Deck on top of your Deck, then if you have a Thunder or Rock monster in your field or GY, you can destroy 1 card on the field. ● Opponent's: Add 1 Thunder or Rock monster from your field, GY or banishment to your hand, or if a monster(s) was destroyed by battle or card effect this turn, you can add 1 such monster from your Deck instead. You can only activate 1 "Superconductive Plasma Blast" per turn. ~Rarities: Common |
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Pros: Easy to play, supports Thunder
and Rocks Cons: Must be used during opponent's turn to get monster, can't do so from Deck unless monster is destroyed |
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Chaos
Origins
(CORI-EN062) Ragged Records of Rites SPELL / Normal Spell Reveal 1 Ritual Spell from your hand or Deck, and if you do, add 1 monster from your Deck to your hand that mentions that Spell's name. If a face-up Ritual Monster(s) you control leaves the field by card effect while this card is in your GY, and you do not control any face-up monsters, other than Ritual Monsters (except during the Damage Step): You can add this card from your GY to your hand. You can only use each effect of "Ragged Records of Rites" once per turn. ~Rarities: Super Rare |
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Pros: Easy to play, supports Rituals
and Ritual Summons, recycles itself Cons: Can't add any Ritual, must control Ritual or no monsters to recycle itself |
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Chaos
Origins
(CORI-EN061) Pot of Sloth SPELL / Normal Spell Draw cards equal to the number of cards your opponent controls, then if you drew 2 or more cards, place cards from your hand on the bottom of the Deck in any order, equal to the number you drew -1. For the rest of this turn after this card resolves, you cannot activate "Pot of Sloth". ~Rarities: Secret Rare and Starlight Rare |
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Pros: Easy to play, somewhat useful
effect Cons: Must discard 1 less card than number drawn if 2+were drawn, can't use other copies that turn, no other effects |
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Chaos
Origins
(CORI-EN060) Spiritual Power Recovery Potion SPELL / Quick-Play Spell (This card is always treated as a "Possessed" card.) Banish any number of Spellcaster monsters and/or Spells from your GY; monsters you control gain 200 ATK x the number banished, and if they do, you gain 400 LP x the number banished. During your Main Phase: You can banish this card from your GY; Special Summon any number of Spellcaster monsters with different Attributes from your hand. You can only use 1 "Spiritual Power Recovery Potion" effect per turn, and only once that turn. ~Rarities: Common |
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Pros: Easy to play, supports
Possessed, Spellcasters and LP Gain, decent other effect Cons: Low boosts, costs itself to Special Summon, can't choose Spellcasters with same Attributes |
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Chaos
Origins
(CORI-EN059) Melffy Footsteps SPELL / Normal Spell Add up to 4 "Melffy" monsters with different names from your Deck to your hand, then it becomes the End Phase of this turn. You can banish this card from your GY, then target 2 "Melffy" cards in your GY, except "Melffy Footsteps"; add 1 of them to your hand, and if you do, place the other on the bottom of your Deck. You can only use this effect of "Melffy Footsteps" once per turn. You cannot Special Summon the turn you activate this card, except "Melffy" monsters. ~Rarities: Common |
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Pros: Easy to play, supports Melffy Cons: Doesn't Special Summon, can't add Melffys with same name, switches to End Phase afterwards, poor other effect |
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Chaos
Origins
(CORI-EN058) S-Force Origin SPELL / Normal Spell Special Summon 1 "S-Force" monster from your hand, GY, or banishment, but banish it when it leaves the field. If another card is banished, while this card is in your GY (except during the Damage Step): You can banish this card; take 2 "S-Force" cards from your Deck, except "S-Force Origin", banish 1 of them, and send the other to the GY. You can only use each effect of "S-Force Origin" once per turn. ~Rarities: Common |
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Pros: Easy to play, supports S-Force Cons: Poor other effect |
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Chaos
Origins
(CORI-EN057) The Phantom Knights' Rank-Up-Magic Requiem SPELL / Normal Spell Target 1 "The Phantom Knights" or "Xyz Dragon" monster in your GY or banishment; Special Summon it, but negate its effects, then apply the following effect. ● Choose 1 DARK Xyz Monster you control, and Special Summon from your Extra Deck, 1 "The Phantom Knights" or "Xyz Dragon" Xyz Monster that is 1 Rank higher than that monster, by using it as material (this is treated as an Xyz Summon, transfer its materials). You can only activate 1 "The Phantom Knights' Rank-Up-Magic Requiem" per turn. ~Rarities: Common |
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Pros: Easy to play, supports The
Phantom Knights, DARK Xyz and Xyz Dragon Cons: Can't Rank-Up to other DARK Xyz or use other Xyz to Rank-Up |
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Chaos
Origins
(CORI-EN056) Theorealize Past Lull SPELL / Normal Spell If you control an "Artmage", "DoomZ", or "Elfnote" card: You can Special Summon 1 "Medius the Pure" from your hand or Deck. Your opponent cannot activate cards or effects when that monster is Special Summoned. You can banish this card from your GY, then target 1 Fusion, Synchro, or Xyz Monster in your GY; Special Summon it to your zone a Link Monster points to. You can only use 1 "Theorealize Past Lull" effect per turn, and only once that turn. ~Rarities: Ultra Rare |
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Pros: Easy to play, supports various
Archetypes and monsters Cons: Requires a Link pointing to a zone to revive |
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Chaos
Origins
(CORI-EN055) Prohibitive Power Patron Purview - Vilaea SPELL / Quick-Play Spell Show 1 "Nerva the Power Patron of Creation", 1 "Jupiter the Power Patron of Destruction", and 1 "Junora the Power Patron of Tuning" from your Extra Deck, face-up Monster Zone, and/or GY, and if you do, your opponent cannot activate cards or effects in response to the activation of your "Power Patron" monster effects this turn. If you would banish the top card(s) of your Deck to activate the effect of a "Power Patron" monster you control, you can banish this card from your GY instead. You can only use each effect of "Prohibitive Power Patron Purview - Vilaea" once per turn. ~Rarities: Common |
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Pros: Easy to play, supports Power
Patron Cons: Only blocks effects for 1 turn |
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Chaos
Origins
(CORI-EN054) Sacred Spirit Sword Aiwass SPELL / Normal Spell Activate 1 of these effects, but you cannot declare attacks for the rest of this turn, except with Fusion Monsters; ● Special Summon 1 "Aiwass, Divine Spirit of the Law" from your Deck or GY. ● Take 1 "Aleister" monster from your Deck, and either send it to the GY or banish it. ● Look at 3 random face-down cards in your opponent's Extra Deck, and if you do, banish 1 of them. You can only activate 1 "Sacred Spirit Sword Aiwass" per turn. ~Rarities: Common |
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Pros: Easy to play, supports Aiwass,
Divine Spirit of the Law and Aleister Cons: Can't attack with non-Fusions that turn, other bullet is a gamble, doesn't Special Summon |
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Chaos
Origins
(CORI-EN053) Invocation - "Sword" SPELL / Quick-Play Spell Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters you control. If Summoning an "Invoked" Fusion Monster this way, you can also return monsters from any banishment to the GY as material. During your Main Phase, if this card is in your GY: You can target 1 "Aleister" monster or "Invocation" in your GY; shuffle this card into the Deck, and if you do, add that target to your hand. You can only use each effect of "Invocation - "Sword"" once per turn. ~Rarities: Ultra Rare and Starlight Rare |
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Pros: Easy to play, supports Invoked
and Aleister Cons: Largely just a Fusion Summon card |
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Chaos
Origins
(CORI-EN052) Blitzclique - Steppleader SPELL / Continuous Spell If a card(s) is destroyed by your "Blitzclique" card's effect (except during the Damage Step): You can target 1 Thunder monster in your GY; add it to your hand. During your Main Phase: You can Special Summon 1 Thunder monster from your hand, then destroy this card. If a card(s) is destroyed by your "Blitzclique" card's effect, while this card is in your GY (except during the Damage Step): You can add this card to your hand. You can only use each effect of "Blitzclique - Steppleader" once per turn. ~Rarities: Common |
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Pros: Easy to play, supports
Blitzclique and Thunder, recycles itself Cons: Destroys itself to Special Summon |
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Chaos
Origins
(CORI-EN051) Blitzclique - Breakaway SPELL / Quick-Play Spell Activate 1 of these effects; ● Place 1 "Blitzclique" Continuous Trap from your Deck, face-up on your field. ● Return 1 Thunder monster you control to the hand, then target 1 card on the field; destroy it. If a card(s) is destroyed by your "Blitzclique" card's effect, while this card is in your GY (except during the Damage Step): You can add this card to your hand. You can only use each effect of "Blitzclique - Breakaway" once per turn. ~Rarities: Super Rare |
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Pros: Easy to play, supports
Blitzclique and Thunder, recycles itself Cons: Can't place other cards face-up, poor effects overall |
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Chaos
Origins
(CORI-EN050) Hideout in the Sky, Coulomb SPELL / Field Spell Monsters you control that were Normal or Special Summoned from the hand gain 500 ATK/ DEF. You can only use each of the following effects of "Hideout in the Sky, Coulomb" once per turn. During your Main Phase: You can Special Summon 1 "Mech Beast Token"(Machine/ EARTH/Level 6/ATK 2000/DEF 2000) to your opponent's field, and if you do, add 1 "Blitzclique" monster from your Deck to your hand. If a card(s) is destroyed by your "Blitzclique" card's effect, while this card is in your GY (except during the Damage Step): You can add this card to your hand. ~Rarities: Ultra Rare and Starlight Rare |
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Pros: Easy to play, searchable,
supports Blitzclique and most Summoned monsters Cons: Special Summons Token to opponent's field, doesn't Special Summon added monster |
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Chaos
Origins
(CORI-EN049) Sacred Beasts Thunderclap SPELL / Continuous Spell During your Main Phase: You can place 2 "Sacred Beasts Thunderclap" from your hand, Deck, and/or GY, face-up on your field, then you can reveal 1 Level 10 "Sacred Beast" monster in your hand, then place 1 "Fallen Paradise of the Sacred Beasts" from your Deck, face-up in your Field Zone. During your opponent's End Phase, if this card is in your GY: You can add this card to your hand. You can only use each effect of "Sacred Beasts Thunderclap" once per turn. ~Rarities: Common |
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Pros: Easy to play, supports Sacred
Beasts and itself Cons: Slow to retrieve itself, largely only useful for Hamon |
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Chaos
Origins
(CORI-EN048) Fallen Paradise of the Sacred Beasts SPELL / Field Spell Up to thrice per turn, during your Main Phase: You can send 3 other cards of the same type (Monster, Spell, or Trap) from your hand and/or face-up field to the GY, then you can Special Summon 1 "Sacred Beast" monster from your hand, Deck, GY, or banishment, and if you do, it is unaffected by your opponent's activated Spell/Trap effects. If you control a "Sacred Beast" monster whose original Level is 10: You can draw 2 cards. You can only use this effect of "Fallen Paradise of the Sacred Beasts" once per turn. ~Rarities: Common |
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Pros: Easy to play, searchable,
supports Sacred Beasts, somewhat useful effects Cons: Can't alter Sacred Beast's Level to 10 to draw cards, can't use last effect more than once per turn |
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Chaos
Origins
(CORI-EN047) Sacred Beasts Released SPELL / Normal Spell Add 3 "Sacred Beast" monsters with different names from your Deck to your hand, then discard 2 cards. If this card is in your GY, except the turn it was sent there: You can banish it; add 1 Level 10 Pyro, Thunder, or Fiend monster that cannot be Normal Summoned/Set, from your Deck to your hand. You can only use each effect of "Sacred Beasts Released" once per turn. ~Rarities: Super Rare |
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Pros: Easy to play, supports
Sacred Beasts
and Level 10s Cons: Doesn't Special Summon, can't add Level 10s that can be Normal Summoned/Set |
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Chaos
Origins
(CORI-EN046) Chaos Magical Hats SPELL / Quick-Play Spell When your opponent activates a monster effect, or a Normal Spell/Trap Card: Choose 3 Spells/Traps with different names from your Deck and 1 monster in your Main Monster Zone that mentions "Light and Darkness Ritual". Special Summon the Spells/Traps as Normal Monsters (Spellcaster/DARK/Level 8/ATK 0/DEF 0) in face-down Defense Position (their names become "Chaos Magical Hats" even while face-down), Set the chosen monster if it is face-up, and shuffle them on the field. Then your opponent's activated effect becomes "Destroy 1 monster your opponent controls in face-down Defense Position". ~Rarities: Super Rare and Starlight Rare |
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Pros: Easy to play, supports cards
mentioning Light and Darkness Ritual Cons: Poor effects |
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Chaos
Origins
(CORI-EN045) Chaos Mystic Box SPELL / Quick-Play Spell When your opponent activates a card or effect that targets another card(s) you control: Return 1 of your targeted cards to the hand (if face-down, reveal it), and if you do, destroy 1 card on the field, then you can Special Summon 1 monster from your hand that mentions "Light and Darkness Ritual" with a different name than the card returned to the hand, ignoring its Summoning conditions. If this card in its owner's possession is destroyed by an opponent's card: You can Special Summon 1 Ritual Monster that mentions "Light and Darkness Ritual" from your hand or Deck. ~Rarities: Common |
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Pros: Easy to play, supports cards
mentioning Light and Darkness Ritual Cons: Doesn't negate effect targeting your card(s), last effect doesn't Ritual Summon, must be destroyed to Special Summon from Deck |
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Chaos
Origins
(CORI-EN044) Light and Darkness Ritual SPELL / Ritual Spell This card can be used to Ritual Summon "Magician of Dark Chaos - Black Chaos" or "Black Luster Soldier - Soldier of Light and Darkness". You must also Tribute monsters from your hand or field, and/or banish monsters from your GY, whose total Levels equal or exceed its Level. If this card is in your GY: You can add this card and 1 card that mentions "Light and Darkness Ritual" from your GY to your hand. You can only use this effect of "Light and Darkness Ritual" once per turn. ~Rarities: Common |
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Pros: Easy to play, supports cards
mentioning it Cons: Limited to 2 Rituals, largely just a Ritual Spell |
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Chaos
Origins
(CORI-EN043) Zenna's Decieving Doll Maidens DARK / Link Monster / ATK 0 / Link-5 Links: Left, Right, Bottom and both Bottom Corners (Machine / Link / Effect) 2+ Effect Monsters You can also use 1 monster in your hand as material to Link Summon this card. You can only use each of the following effects of "Zenna's Deceiving Doll Maidens" once per turn. If this card is Link Summoned: You can send 1 monster from your Deck to the GY, or if all materials used for its Link Summon were monsters you controlled, you can send 1 monster from your Extra Deck instead. During your next Standby Phase after this card was sent from the field to the GY: You can add 1 monster from your GY to your hand. ~Rarities: Ultra Rare and Starlight Rare |
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Pros: Easy to play Cons: 0 ATK, Link-5, slow to retrieve a monster, largely poor effects |
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Chaos
Origins
(CORI-EN042) Clown Crew Dristy LIGHT / Link Monster / ATK 1000 / Link-2 Links: Left and Bottom (Cyberse / Link / Effect) 2 Ritual, Fusion, Synchro, Xyz, and/or Pendulum Monsters Your Tribute Summoned monsters can make a second attack during each Battle Phase. If this card is Tributed: You can activate 1 of these effects (but you can only use each effect of "Clown Crew Dristy" once per turn); ● Return all Link Monsters from the field and the GYs to the Extra Deck. ● Each player with a hand shuffles their entire hand into the Deck, then draws the same number of cards they shuffled into the Deck. ~Rarities: Super Rare |
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Pros: Supports Tribute Summoned
monsters, counters Links Cons: Low ATK, strict Link Materials, 1st bullet returns itself |
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Chaos
Origins
(CORI-EN041) S-Force Mystify LIGHT / Link Monster / ATK 2700 / Link-3 Links: Left, Right and Bottom (Cyberse / Link / Effect) 2+ monsters, including an "S-Force" monster While your opponent controls a monster in this card's column, they cannot target this card with card effects, nor Special Summon by an activated monster effect. (Quick Effect): You can target 1 monster on the field; move it to another Main Monster Zone on its controller's field. You can only use this effect of "S-Force Mystify" once per turn. ~Rarities: Super Rare |
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Pros: Easy to play, supports cards
involving columns Cons: Link-3, low ATK for Link Rating, doens't protect itself unless opponent has cards in its column, minimal overall |
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Chaos
Origins
(CORI-EN040) S-Force Nightcatcher DARK / Link Monster / ATK 1700 / Link-2 Links: Left and Right (Cyberse / Link / Effect) 2 monsters, including an "S-Force" monster If this card is Special Summoned: You can add 1 "S-Force" Spell/Trap from your Deck to your hand. (Quick Effect): You can banish this card you control and 1 "S-Force" card in your hand; Special Summon 1 "S-Force" monster from your Deck/Extra Deck, except "S-Force Nightcatcher". You can only use each effect of "S-Force Nightcatcher" once per turn. ~Rarities: Super Rare |
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Pros: Easy to play, supports S-Force Cons: Low ATK, costs 2 S-Force cards to Special Summon, otherwise can only get support |
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Chaos
Origins
(CORI-EN039) Purification Power Patron DARK / Link Monster / ATK 300 / Link-2 Links: Top and Bottom (Fairy / Link / Effect) 2 non-Link Monsters If this card is Link Summoned, and you have a "Power Patron" monster in your GY: You can add 1 "Theorealize" card from your Deck to your hand. During the Main Phase, if you control another DARK Fairy monster, 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 each effect of "Purification Power Patron" once per turn. ~Rarities: Super Rare |
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Pros: Easy to play, supports Power
Patron, Theorealize and DARK Fairy Cons: Very low ATK, must have Power Patron in Grave to add Theorealize card, largely otherwise just Link Material |
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Chaos
Origins
(CORI-EN038) Melffy Godmommy EARTH / Xyz Monster / Rank 2 / ATK 0 / DEF 2000 (Beast / Xyz / Effect) 3+ Level 2 Beast monsters Once per turn, you can also Xyz Summon "Melffy Godmommy" by using "Melffy Mommy" you control (transfer its materials). If this card is Special Summoned: You can add 1 "Melffy" Spell/Trap from your Deck or GY to your hand. Gains ATK equal to the combined ATK and DEF of "Melffy" monsters attached to it. You can detach 5 materials from this card; return all cards your opponent controls to the hand. ~Rarities: Common |
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Pros: Easy to play, supports Melffy,
high DEF for Rank Cons: 0 ATK, can't add Melffy monsters, boost relies on stats of materials, costs 5 materials for last effect |
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Chaos
Origins
(CORI-EN037) The Phantom Knights of Malevolent Scythe DARK / Xyz Monster / Rank 3 / ATK 1900 / DEF 0 (Warrior / Xyz / Effect) 2 Level 3 DARK monsters You can detach 1 material from this card; Special Summon 1 "The Phantom Knights" monster from your Deck. If you Xyz Summon an "Xyz Dragon" monster, while this card is in your Monster Zone (except during the Damage Step): You can add 1 "Rank-Up-Magic" Spell from your Deck to your hand. If this card is destroyed: You can add 1 of your banished "The Phantom Knights" cards to your hand, except Xyz Monsters. You can only use each effect of "The Phantom Knights of Malevolent Scythe" once per turn. ~Rarities: Super Rare |
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Pros: Easy to play, supports Phantom
Knights and Rank-Up-Magic, high ATK for Rank Cons: 0 DEF, must Xyz Summon Xyz Dragon to get Rank-Up-Magic, can't retrieve Xyz Monsters |
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Chaos
Origins
(CORI-EN036) Glitch Clutch Nullgainer DARK / Synchro Monster / Level 8 / ATK 0 / DEF 2000 (Psychic / Synchro / Effect) 1 Tuner + 1+ non-Tuners If this card is Synchro Summoned: You can add 1 Level 8 or higher monster with 0 ATK from your Deck to your hand. You can target 1 monster with 0 ATK in your GY; Special Summon it, but negate its effects, also it cannot be used as material for a Fusion, Synchro, Xyz, or Link Summon. You can only use each effect of "Glitch Clutch Nullgainer" once per turn. ~Rarities: Common |
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Pros: Easy to play, supports 0 ATK Cons: Poor stats for Level, negates revived monster's effects, can't use revived monster for Extra Deck Summon |
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Chaos
Origins
(CORI-EN035) Elfnote June Pride LIGHT / Synchro Monster / Level 10 / ATK 3100 / DEF 1800 (Spellcaster / Synchro / Effect) 1 Tuner + 1 non-Tuner Spellcaster monster While this card is in the center Main Monster Zone, neither player can declare attacks, except with monsters in their center Main Monster Zones. During the Main Phase, if this card is in the center Main Monster Zone (Quick Effect): You can return this card to the Extra Deck, and if you do, Special Summon up to 1 "Elfnote" monster each from your hand, Deck, and GY. You can only use this effect of "Elfnote June Pride" once per turn. ~Rarities: Ultra Rare and Starlight Rare |
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Pros: Easy to play, high ATK,
supports Spellcaster and Elfnotes Cons: Low DEF for Level, must be in center Main Monster Zone for effects, costs itself to Special Summon |
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Chaos
Origins
(CORI-EN034) Melffys' Joyful Surprise EARTH / Fusion Monster / Level 4 / ATK 0 / DEF 2500 (Beast / Fusion / Effect) 1 "Melffy" monster + 1 Beast monster If this card is Fusion Summoned: You can target an equal number of "Melffy" cards you control and cards your opponent controls; return them to the hand. If your opponent Normal or Special Summons a monster(s) (except during the Damage Step), or if an opponent's monster targets this card for an attack: You can target 1 Beast monster in your GY; reduce this card's Level by exactly 2, and if you do, Special Summon that target. You can only use each effect of "Melffys' Joyful Surprise" once per turn. ~Rarities: Common |
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Pros: Easy to play, high DEF for
Level, supports Melffy and Beasts Cons: 0 ATK, must return Melffys to return cards, can't Special Summon from other places |
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Chaos
Origins
(CORI-EN033) Hyperinvoked Aeon DARK / Fusion Monster / Level 10 / ATK 3800 / DEF 3200 (Fiend / Fusion / Effect) 2+ Fusion Monsters with different Attributes If this card is Fusion Summoned: You can banish cards from the field and/or GYs, up to the number of monsters used as material, then if you used 3 or more materials, you can look at your opponent's Extra Deck and banish up to 3 cards from it. (Quick Effect): You can declare 1 Attribute; all other monsters on the field become that Attribute until the end of this turn. You can only use 1 "Hyperinvoked Aeon" effect per turn, and only once that turn. ~Rarities: Secret Rare and Starlight Rare |
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Pros: High stats Cons: Strict materials, pretty poor effects |
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Chaos
Origins
(CORI-EN032) Invoked Oceanus EARTH / Fusion Monster / Level 9 / ATK 3000 / DEF 3000 (Sea Serpent / Fusion / Effect) 1 "Aleister" monster + 1 DARK or WATER monster While this card is in the Main Monster Zone, your opponent's monsters cannot target monsters for attacks, except this one. While this card is in the Extra Monster Zone, any monster sent to your opponent's GY is banished instead. You can banish this card from your GY, then target 1 Fusion Monster you control; it can attack directly this turn. You can only use this effect of "Invoked Oceanus" once per turn. ~Rarities: Common |
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Pros: Easy to play, high stats,
supports
Banished
and Fusions Cons: Costs itself to let Fusion attack directly, doesn't work on other Extra Deck monsters |
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Chaos
Origins
(CORI-EN031) Invoked Baybarron FIRE / Fusion Monster / Level 7 / ATK 2450 / DEF 2450 (Illusion / Fusion / Effect) 1 "Aleister" monster + 1 LIGHT or EARTH monster If this card is Special Summoned: You can add 1 "Virakam, the Divine Spirit of Artifice" or 1 "Gamma Summon" from your Deck to your hand, then you can banish 1 monster from either GY. You can banish this card from your GY, then target 1 Fusion Monster you control; monsters your opponent currently controls lose ATK equal to the targeted monster's ATK, until the end of this turn. You can only use each effect of "Invoked Baybarron" once per turn. ~Rarities: Common |
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Pros: Easy to play, supports
Fusions, somewhat decent effects Cons: Low stats for Level, doesn't Special Summon, ATK loss lasts only 1 turn |
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Chaos
Origins
(CORI-EN030) Invoked Sorath LIGHT / Fusion Monster / Level 6 / ATK 1600 / DEF 2600 (Pyro / Fusion / Effect) 1 "Aleister" monster + 1 FIRE or WIND monster During the Main Phase (Quick Effect): You can target 1 Level 6 or lower monster in either GY; Special Summon it to your field in Defense Position, but negate its effects. If this card is in your GY: You can Fusion Summon 1 "Invoked" Fusion Monster from your Extra Deck, by banishing this card from your GY and monsters from your field or GY as material. You can only use each effect of "Invoked Sorath" once per turn. ~Rarities: Super Rare |
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Pros: Easy to play, supports Level 6
or lower and Invoked Cons: Low stats for Level, largely must be Fusion Material |
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Chaos
Origins
(CORI-EN029) The Chaotic Phantasmal Sacred Beasts DARK / Fusion Monster / Level 10 / ATK 5000 / DEF 5000 (Fiend / Fusion / Effect) 3 Level 10 monsters that cannot be Normal Summoned/Set Must be either Fusion Summoned, or Special Summoned (from your Extra Deck) by sending the above cards you control to the GY. You can only Special Summon "The Chaotic Phantasmal Sacred Beasts" once per turn this way, no matter which method you use. The first two times this card on the field would be destroyed by card effect each turn, it is not destroyed. Once per Chain, up to thrice per turn (Quick Effect): You can target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then you can gain LP equal to half that monster's ATK. ~Rarities: Ultra Rare (+/- extended art), Secret Rare and Starlight Rare |
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Pros: Easy to play, very high stats,
supports LP Gain Cons: Only negates for 1 turn, can't bring out multiple copies per turn, only prevents destruction twice per turn, LP boost isn't full ATK |
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Chaos
Origins
(CORI-EN028) Black Luster Soldier - Soldier of Light and Darkness EARTH / Ritual Monster / Level 8 / ATK 3000 / DEF 2500 (Warrior / Ritual / Effect) You can Ritual Summon this card with "Light and Darkness Ritual". Unaffected by your opponent's activated effects, unless they target this card, also cannot be destroyed by battle. You can only use each of the following effects of "Black Luster Soldier - Soldier of Light and Darkness" once per turn. If this card is Special Summoned: You can target 1 card your opponent controls; banish it. When this card destroys an opponent's monster by battle: You can make this card gain 1500 ATK, and if you do, it can make a second attack in a row. ~Rarities: Ultra Rare (+/- extended art), Secret Rare and Starlight Rare |
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Pros: Easy to play, high ATK, pretty
potent effects Cons: Low DEF for Level, must win battle to gain ATK and 2nd attack |
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Chaos
Origins
(CORI-EN027) Magician of Dark Chaos - Black Chaos DARK / Ritual Monster / Level 8 / ATK 2800 / DEF 2600 (Spellcaster / Ritual / Effect) You can Ritual Summon this card with "Light and Darkness Ritual". Unaffected by your opponent's activated effects, unless they target this card, also Spells/Traps you control cannot be destroyed, or banished, by your opponent's card effects. You can only use each of the following effects of "Magician of Dark Chaos - Black Chaos" once per turn. If this card is Special Summoned: You can add 1 Spell from your GY to your hand. You can target 1 card your opponent controls; banish it face-down. ~Rarities: Ultra Rare (+/- extended art), Secret Rare and Starlight Rare |
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Pros: Easy to play, high ATK, pretty
potent effects Cons: Low DEF for Level, doesn't negate effects targeting it |
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Chaos
Origins
(CORI-EN026) Gray Layer LIGHT / Effect Monster / Level 4 / ATK 1200 / DEF 1000 (Machine / Effect) You can Tribute this card, then reveal 1 Machine monster in your hand; add 1 Machine monster with a different Attribute from your Deck to your hand, then if you added a monster with 1200 or less ATK, you can Special Summon 1 Machine monster from your hand. If a monster(s) in your possession is destroyed by card effect, while this card is in your GY (except during the Damage Step): You can banish this card; destroy 1 card on the field. You can only use each effect of "Gray Layer" once per turn. ~Rarities: Common |
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Pros: Easy to play, searchable,
supports Machines Cons: Low DEF, must add 1200 or less ATK Machine to Special Summon, poor other effect |
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Chaos
Origins
(CORI-EN025) Twilight Specter Rayrage LIGHT / Pendulum Monster / Level 3 / ATK 1000 / DEF 1500 Pendulum Effect(s) / Penduluim Scale 1 If a Pendulum Monster(s) you control would be destroyed by an opponent's card effect, you can destroy this card instead of 1 of those Pendulum Monsters. You can only use this effect of "Twilight Specter Rayrage" once per turn. (Dragon / Pendulum / Effect) If this card is in your hand: You can target 1 Pendulum Monster you control; place that Pendulum Monster in your Pendulum Zone (neither player can activate its Pendulum Effects this turn), and if you do, Special Summon this card. (Quick Effect): You can Tribute this card, then target 1 card in your Pendulum Zone; it cannot be destroyed by your opponent's card effects this turn. You can only use each effect of "Twilight Specter Rayrage" once per turn. ~Rarities: Common |
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Pros: Easy to play, searchable,
supports Pendulums Cons: Low DEF, can't use monster's Pendulum Effects if moved to Pendulum Zone, minimal effects otherwise |
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Chaos
Origins
(CORI-EN024) Sorcerer of the Swamp WATER / Effect Monster / Level 3 / ATK 500 / DEF 1100 (Spellcaster / Effect) If this card is in your hand: You can reveal 1 Fusion Monster in your Extra Deck and banish 1 material whose name is mentioned on it from your Deck, then Special Summon this card, and if you do, this card's name can be treated as the banished monster's, if used as Fusion Material this turn. You can only use this effect of "Sorcerer of the Swamp" once per turn. ~Rarities: Common |
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Pros: Easy to play, searchable,
supports Fusion Summons Cons: Low DEF, must be in hand, costs monster to be its Fusion Material, must be Fusion Material that turn |
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Chaos
Origins
(CORI-EN023) Astrazma Urania LIGHT / Effect Monster / Level 7 / ATK 2400 / DEF 1000 (Thunder / Effect) You can Special Summon this card (from your hand) by returning 1 or 2 monsters you control to the hand. You can only Special Summon "Astrazma Urania" once per turn this way. You can only use each of the following effects of "Astrazma Urania" once per turn. If this card is Special Summoned: You can reveal any number of monsters in your hand with different Levels, then target that many face-up cards your opponent controls; negate their effects. If this card on the field is destroyed by card effect and sent to the GY: You can add this card to your hand. ~Rarities: Ultra Rare and Starlight Rare |
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Pros: Easy to play, Special Summons
itself Cons: Poor stats for Level, negates effects based on number of cards revealed, doesn't revive itself |
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Chaos
Origins
(CORI-EN022) Phara the Primordial Goddess DARK / Effect Monster / Level 8 / ATK 2800 / DEF 2800 (Spellcaster / Effect) You can reveal this card and 1 Spell/Trap in your hand; until the end of the next turn, neither player can activate cards or effects in response to the activation of cards, or effects of cards, with the revealed Spell/Trap's name. If this card is sent from the hand or field to the GY by a Spell/Trap effect: You can Special Summon this card. If this card is Special Summoned from the GY: You can take control of 1 monster your opponent controls with the highest ATK (your choice, if tied). You can only use each effect of "Phara the Primordial Goddess" once per turn. ~Rarities: Ultra Rare (+/- extended art), Secret Rare and Starlight Rare |
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Pros: Easy to play, high stats,
somewhat decent effects Cons: Must be revived to steal a monster, only counters revealed card's effects |
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Chaos
Origins
(CORI-EN021) Melffy Rabbys EARTH / Effect Monster / Level 2 / ATK 300 / DEF 100 (Beast / Tuner / Effect) If your opponent Normal or Special Summons a monster(s) (except during the Damage Step): You can Special Summon this card from your hand, then you can Fusion Summon 1 "Melffy" Fusion Monster from your Extra Deck, using monsters from your hand or field. If this card is Normal or Special Summoned: You can add 1 "Melffy" monster from your Deck to your hand, then if you added a Normal Monster, you can Special Summon any number of Beast monsters from your hand. You can only use 1 "Melffy Rabbys" effect per turn, and only once that turn. ~Rarities: Super Rare |
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Pros: Easy to play, searchable,
supports Melffy and Beast Cons: Very low DEF, must add Normal Monster to Special Summon Beasts, otherwise just a Fusion Summon |
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Chaos
Origins
(CORI-EN020) S-Force Signify LIGHT / Effect Monster / Level 3 / ATK 1600 / DEF 0 (Warrior / Effect) If this card is Normal or Special Summoned: You can add 1 "S-Force" monster from your Deck to your hand, except "S-Force Signify", then if your opponent controls a monster in this card's column, you can draw 1 card. If your opponent activates a monster effect in the same column as a monster you control (except during the Damage Step): You can make all "S-Force" monsters you control gain 1000 ATK. You can only use each effect of "S-Force Signify" once per turn. ~Rarities: Common |
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Pros: Easy to play, supports S-Force Cons: 0 DEF, low ATK boost, minimal other effects |
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Chaos
Origins
(CORI-EN019) The Phantom Knights of Doomed Soleret DARK / Effect Monster / Level 3 / ATK 400 / DEF 1400 (Warrior / Effect) If you control no monsters, you can Special Summon this card (from your hand). You can only Special Summon "The Phantom Knights of Doomed Soleret" once per turn this way. You can only use each of the following effects of "The Phantom Knights of Doomed Soleret" once per turn. If this card is Normal or Special Summoned: You can Set 1 "The Phantom Knights" Spell/Trap from your Deck. You can banish this card from your GY, then target up to 2 Level/Rank 3 DARK monsters you control; increase their Levels/Ranks by 1. ~Rarities: Common |
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Pros: Easy to play, searchable,
supports The Phantom Knights and DARK Cons: Low DEF, must control no monsters to Special Summon itself, largely minimal effects |
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Chaos
Origins
(CORI-EN018) The Phantom Knights of Decayed Cloak DARK / Effect Monster / Level 3 / ATK 1000 / DEF 300 (Warrior / Effect) If this card is in your hand: You can reveal 1 other "The Phantom Knights" card in your hand; Special Summon this card. If this card is Normal or Special Summoned: You can add 1 "The Phantom Knights" monster from your Deck to your hand. You can banish this card from your GY, then target 1 Xyz Monster you control; this turn, you can use that face-up Xyz Monster as material for an Xyz Summon using its Rank as if it were a Level. You can only use each effect of "The Phantom Knights of Decayed Cloak" once per turn. ~Rarities: Ultra Rare and Starlight Rare |
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Pros: Easy to play, searchable,
supports The Phantom Knights and Xyz Summons, Special Summons
itself Cons: Very low DEF, must control Xyz for other effect, largely minimal effects |
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Chaos
Origins
(CORI-EN017) Virakam, the Divine Spirit of Artifice LIGHT / Effect Monster / Level 3 / ATK 1000 / DEF 1000 (Illusion / Effect) If you have an "Aleister" monster in your field or GY: You can Special Summon this card from your hand. If this card is Special Summoned: You can Set 1 "Invocation", or 1 Spell that mentions it, from your Deck. When your opponent activates a card or effect in response to your Fusion Monster's effect activation (Quick Effect): You can banish this card you control, and if you do, negate that opponent's effect, and if you do that, banish it. You can only use each effect of "Virakam, the Divine Spirit of Artifice" once per turn. ~Rarities: Super Rare |
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Pros: Easy to play, searchable,
supports Aleister monsters, Fusions and Spellcasters Cons: Low DEF, must control usion to negate, can't Set other cards when Special Summoned |
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Chaos
Origins
(CORI-EN016) Aiwass, Divine Spirit of the Law WIND / Effect Monster / Level 8 / ATK 2000 / DEF 2800 (Fiend / Effect) You can banish this card from your hand or field; add 1 "Aleister" monster from your Deck to your hand, then if this effect was activated on the field, immediately after this effect resolves, you can Normal Summon 1 Spellcaster monster. If a face-up Fusion Monster(s) you control is sent to the GY, except by battle, while this card is in your GY (except during the Damage Step): You can Special Summon this card, then you can Fusion Summon 1 "Invoked" monster from your Extra Deck, using monsters from your hand or field. You can only use each effect of "Aiwass, Divine Spirit of the Law" once per turn. ~Rarities: Super Rare |
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Pros: Easy to play, high DEF,
supports Aleister monsters Spellcasters and Invoked Cons: Low ATK for Level, largely minimal effects |
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Chaos
Origins
(CORI-EN015) Aleister the Reminiscent DARK / Effect Monster / Level 4 / ATK 1800 / DEF 1000 (Spellcaster / Effect) If this card is in your hand: You can target 1 Spellcaster monster or 1 Fusion Monster on the field; Special Summon this card, and if you do, the targeted monster gains 1000 ATK until the end of this turn. If this card is Normal or Special Summoned, or flipped face-up: You can banish 1 "Invoked" monster from your Extra Deck; add 1 "Invocation", or 1 Spell that mentions it, from your Deck to your hand. You can only use each effect of "Aleister the Reminiscent" once per turn. ~Rarities: Secret Rare and Starlight Rare |
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Pros: Easy to play, high ATK,
supports Spellcasters, Fusions and
Invoked Cons: Low DEF, temporary boost, costs Invoked Extra Deck monster for support |
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Chaos
Origins
(CORI-EN014) Emi Blitzclique EARTH / Effect Monster / Level 1 / ATK 900 / DEF 300 (Thunder / Effect) If this card is added to your hand, except by drawing it: You can reveal this card, then target 1 card on the field; destroy it, and if you do, Special Summon 1 Thunder monster from your hand, also for the rest of this turn, you cannot Special Summon Effect Monsters, except from the hand. If another card(s) is destroyed by card effect, while this card is in the Monster Zone (except during the Damage Step): You can add 1 "Blitzclique" Trap from your Deck to your hand. You can only use each effect of "Emi Blitzclique" once per turn. ~Rarities: Super Rare |
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Pros: Easy to play, searchable Cons: Low DEF, can't add Blitzclique monsters or Special Summon from other places |
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Chaos
Origins (CORI-EN013) Grain Blitzclique EARTH / Effect Monster / Level 2 / ATK 1200 / DEF 600 (Thunder / Effect) You can reveal this card in your hand, then target 1 Spell/Trap on the field; destroy it, and if you do, Special Summon 1 Thunder monster from your hand, also for the rest of this turn, you cannot Special Summon Effect Monsters, except from the hand. If another card(s) is destroyed by card effect, while this card is in the Monster Zone (except during the Damage Step): You can add 1 "Blitzclique" Spell or 1 "Hideout in the Sky, Coulomb" from your Deck to your hand. You can only use each effect of "Grain Blitzclique" once per turn. ~Rarities: Super Rare |
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Pros: Easy to play, searchable,
supports Thunder and Blitzclique Cons: Low DEF, can't add Blitzclique monsters or Special Summon from other places |
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Chaos
Origins
(CORI-EN012) Crackle Blitzclique EARTH / Effect Monster / Level 3 / ATK 1500 / DEF 900 (Thunder / Effect) During your opponent's turn, when your opponent activates a monster effect on the field (Quick Effect): You can reveal this card in your hand; destroy that monster, and if you do, Special Summon 1 Thunder monster from your hand, also for the rest of this turn, you cannot Special Summon Effect Monsters, except from the hand. If another card(s) is destroyed by card effect, while this card is in the Monster Zone (except during the Damage Step): You can send 1 "Blitzclique" Spell/Trap from your Deck to the GY. You can only use each effect of "Crackle Blitzclique" once per turn. ~Rarities: Secret Rare and Starlight Rare |
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Pros: Easy to play, searchable,
supports Thunder and Blitzclique Cons: Low DEF, doesn't negate monster's effect, can't Special Summon from other places, poor last effect |
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Chaos
Origins
(CORI-EN011) Surge Blitzclique EARTH / Effect Monster / Level 4 / ATK 1800 / DEF 1200 (Thunder / Effect) You can reveal this card in your hand, then target 1 monster on the field; destroy it, and if you do, Special Summon 1 Thunder monster from your hand, also for the rest of this turn, you cannot Special Summon Effect Monsters, except from the hand. If another card(s) is destroyed by card effect, while this card is in the Monster Zone (except during the Damage Step): You can add 1 "Blitzclique" monster from your Deck to your hand, except "Surge Blitzclique". You can only use each effect of "Surge Blitzclique" once per turn. ~Rarities: Secret Rare and Starlight Rare |
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Pros: Easy to play, high ATK,
supports Thunder and Blitzclique Cons: Low DEF, can't Special Summon from other places |
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Chaos
Origins
(CORI-EN010) Whisker Blitzclique EARTH / Effect Monster / Level 8 / ATK 3000 / DEF 2400 (Thunder / Effect) During the turn a card(s) was destroyed by your "Blitzclique" card effect (Quick Effect): You can reveal this card in your hand; Special Summon up to 3 Thunder monsters from your hand, then you can destroy up to that many cards on the field, also for the rest of this turn, you cannot Special Summon Effect Monsters, except from the hand. When a monster effect is activated, except in the hand (Quick Effect): You can return 1 other Thunder monster you control to the hand; negate the activation, and if you do, destroy that monster. You can only use each effect of "Whisker Blitzclique" once per turn. ~Rarities: Ultra Rare and Starlight Rare |
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Pros: Easy to play, high ATK,
supports Blitzclique and Thunder, counters monster effects,
relatively useful effects Cons: Low DEF for Level, must be in hand to Special Summon |
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Chaos
Origins
(CORI-EN009) Martyr of the Sacred Beasts DARK / Effect Monster / Level 1 / ATK 0 / DEF 0 (Fiend / Effect) If this card is Normal or Special Summoned: You can place 1 "Sacred Beast" Field Spell or 1 "Sacred Beast" Continuous Spell/Trap from your Deck, face-up on your field. If you control another "Sacred Beast" monster: You can Special Summon 2 "Martyr of the Sacred Beasts" from your hand, Deck, and/or GY. During your opponent's End Phase, if you have this card and a Level 10 "Sacred Beast" monster in your GY: You can add this card to your hand. You can only use each effect of "Martyr of the Sacred Beasts" once per turn. ~Rarities: Super Rare |
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Pros: Easy to play, searchable,
supports Sacred Beasts Cons: 0 DEF, slow to retrieve itself |
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Chaos
Origins
(CORI-EN008) Summoner of the Sacred Beasts LIGHT / Effect Monster / Level 8 / ATK 2300 / DEF 3000 (Thunder / Effect) You can reveal this card in your hand; discard 1 card, and if you do, Special Summon 1 "Sacred Beast" monster from your hand in Defense Position, except a Level 8 monster. You can discard 1 card; Special Summon 1 "Sacred Beast" monster from your hand or GY in Defense Position, except a Level 8 monster or the discarded card. You can banish this card from your GY; Special Summon 1 "Sacred Beast" monster from your GY in Defense Position, except a Level 8 monster. You can only use each effect of "Summoner of the Sacred Beasts" once per turn. ~Rarities: Super Rare |
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Pros: Easy to play, high DEF,
supports Sacred Beasts Cons: Low ATK for Level, can't Special Summon discarded monster, costs card for effects |
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Chaos
Origins
(CORI-EN007) Infinity of the Sacred Beasts - Raviel, Lord of Phantasms DARK / Effect Monster / Level 10 / ATK 4000 / DEF 4000 (Fiend / Effect) Cannot be Normal Summoned/Set. Must be Special Summoned with the effect of a "Sacred Beast" card. You can reveal this card in your hand; add 1 "Sacred Beast" monster from your Deck to your hand, except "Infinity of the Sacred Beasts - Raviel, Lord of Phantasms", then discard 1 card. You can only use this effect of "Infinity of the Sacred Beasts - Raviel, Lord of Phantasms" once per turn. Once per turn (Quick Effect): You can Tribute 2 other "Sacred Beast" monsters; destroy as many monsters your opponent controls as possible, and if you do, this card gains 1000 ATK for each card destroyed. ~Rarities: Super Rare and Starlight Rare |
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Pros: Easy to play, high stats,
upgrade from original, supports Sacred Beasts, relatively decent
effects Cons: Can't add Sacred Beast support, doesn't Special Summon, costs 2 monsters to gain ATK and destroy monsters |
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Chaos
Origins
(CORI-EN006) Calamity of the Sacred Beasts - Hamon, Lord of Striking Thunder LIGHT / Effect Monster / Level 10 / ATK 4000 / DEF 4000 (Thunder / Effect) Cannot be Normal Summoned/Set. Must be Special Summoned with the effect of a "Sacred Beast" card. You can reveal this card in your hand; add 1 "Sacred Beast" Spell from your Deck to your hand, then discard 1 card. You can only use this effect of "Calamity of the Sacred Beasts - Hamon, Lord of Striking Thunder" once per turn. Once per turn, if a monster(s) is sent to your opponent's GY: Inflict 1000 damage to your opponent. If this card is destroyed by battle or card effect: You can activate this effect; you take no damage this turn. ~Rarities: Super Rare and Starlight Rare |
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Pros: Easy to play, high stats,
upgrade from original, supports Sacred Beasts, relatively decent
effects Cons: Can't add Sacred Beast Traps or monsters, low burn damage, last effect only applies the turn it's destroyed |
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Chaos
Origins
(CORI-EN005) Inferno of the Sacred Beasts - Uria, Lord of Searing Flames FIRE / Effect Monster / Level 10 / ATK 0 / DEF 0 (Pyro / Effect) Cannot be Normal Summoned/Set. Must be Special Summoned with the effect of a "Sacred Beast" card. You can reveal this card in your hand; add 1 "Sacred Beast" Trap from your Deck to your hand, then discard 1 card. You can only use this effect of "Inferno of the Sacred Beasts - Uria, Lord of Searing Flames" once per turn. Gains 1000 ATK/DEF for each Trap in the GYs. Once per turn (Quick Effect): You can target 1 Spell/Trap on the field; destroy it. Neither player can activate cards or effects in response to this effect's activation. ~Rarities: Super Rare and Starlight Rare |
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Pros: Easy to play, searchable,
upgrade from
original,
supports Sacred Beasts Cons: 0 DEF, can't add Sacred Beast Spells or monsters, boost only applies for Traps, minimal other effects |
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Chaos
Origins
(CORI-EN004
and
Premiere! card) Griffoh DARK / Effect Monster / Level 1 / ATK 300 / DEF 200 (Fiend / Effect) (Quick Effect): You can discard this card, then activate 1 of these effects; ● The next battle or effect damage you take this turn will become 0. ● Set 1 Quick-Play Spell or Trap that mentions "Light and Darkness Ritual" from your Deck. It can be activated this turn. You can only use this effect of "Griffoh" once per turn. If you Ritual Summon exactly 1 Level 8 Ritual Monster with a card effect that requires use of monsters, this card can be used as the entire Tribute. ~Rarities: Ultra Rare and Starlight Rare |
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Pros: Easy to play, searchable,
supports Spells and Traps, and Level 8 Rituals, somewhat useful
effects Cons: Very low DEF, costs itself for bulleted effects, doesn't support Rituals with other Levels |
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Chaos
Origins
(CORI-EN003) Celtic Mystic LIGHT / Effect Monster / Level 4 / ATK 1400 / DEF 2000 (Warrior / Effect) If this card is Normal or Special Summoned: You can reveal your entire hand, and if you revealed a card that mentions "Light and Darkness Ritual", you can draw 3 cards, then discard 2 cards, also for the rest of this turn, you can only Special Summon once from the Extra Deck. You can Tribute this card; Special Summon 1 Ritual Monster that mentions "Light and Darkness Ritual" from your hand. You can only use each effect of "Celtic Mystic" once per turn. ~Rarities: Super Rare and Starlight Rare |
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Pros: Easy to play, searchable, high
DEF, supports Rituals Cons: Not a proper Ritual Summon, costs 2 cards to draw cards, costs itself to Special Summon Ritual |
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Chaos
Origins
(CORI-EN002) Skull Archfiend of Chaos DARK / Effect Monster / Level 6 / ATK 2500 / DEF 1200 (Fiend / Effect) If this card is in your hand or GY: You can target 3 other cards in the GYs and/or face-up banishment, including a card that mentions "Light and Darkness Ritual"; place them on the bottom of the Deck in any order, and if you do, Special Summon this card. If this card is sent to the GY: You can send 1 Ritual Spell from your hand or Deck to the GY; add 1 Ritual Monster whose name is mentioned on that card from your Deck to your hand. You can only use each effect of "Skull Archfiend of Chaos" once per turn. ~Rarities: Super Rare and Starlight Rare |
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Pros: Easy to play, high ATK for
Level, supports Rituals Cons: Low DEF for Level, costs Ritual Spell for Ritual Monster, doesn't Special Summon |
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Chaos
Origins
(CORI-EN001) Black Chaos DARK / Effect Monster / Level 8 / ATK 3000 / DEF 2500 (Spellcaster / Effect) Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by shuffling 1 Spellcaster or Warrior Ritual Monster from your hand or GY into the Deck. You can only Special Summon "Black Chaos" once per turn this way. You can discard this card; place 1 Continuous Trap that mentions "Light and Darkness Ritual" from your Deck or GY, face-up on your field. While you have a Ritual Spell in your GY, this card is unaffected by your opponent's activated effects. Once per turn, during your Main Phase: You can banish 2 cards your opponent controls. ~Rarities: Secret Rare and Starlight Rare |
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Pros: Easy to play, high ATK,
supports Continuous Traps and Ritual Spells Cons: Low DEF for Level, Summon requirement, costs itself to place Continuous Trap, minimal other effects |