Jeremy enjoys dueling in between working as a chemical analyst and campus building manager.
What Are Chaos Cards in Yu-Gi-Oh?
One of Yu-Gi-Oh's oldest and strongest archetypes is the Chaos clan, a group of powerful monsters who are often summoned by banishing a light and dark-attributed monster from your graveyard. They wield fierce battle stats as well as potent effects, often banishing opposing cards.
The Chaos set has steadily expanded over the years, but it's not just monsters within their ranks—they also enjoy several powerful spells and traps. Unlike many archetype cards, several offer general effects that can assist any deck, not just the Chaos family. So, which versatile members reign supreme? These are the 10 best Chaos spells and traps in Yu-Gi-Oh!
10. Chaos Infinity
Surprisingly, Chaos Infinity is geared towards the Meklord archetype. When activated, it changes all defense position monsters (including yours) to attack position, then lets you summon any Meklord monster from your hand or deck. However, it's effects are negated and it's destroyed at the end of the turn.
Shifting monsters to attack position is a great way to land battle damage on defenders and prematurely force the activation of flip cards. And summoning a Meklord pulls a high-level monster from your deck without tributing; use it as link or xyz material before the turn ends to avoid losing it.
9. Chaos Greed
Chaos Greed is risky, as you can only play it while your graveyard has no cards in it and you have at least four cards removed from play. However, when these conditions are met, Greed lets you draw two cards, a powerful advantage that mimics the long-banned "Pot of Greed."
Chaos builds focus on exiling cards, giving you a fair chance of meeting the condition, but Greed also works great alongside "Macro Cosmos" due to its banishing prowess.
8. Chaos End
Chaos End requires you to have at least seven cards removed from play; luckily, it doesn't care whether there are any in your graveyard. Once activated, it copies the "Dark Hole" field wipe, destroying all monsters (including your own) on the field.
You might as well run Dark Hole before End, but if you want additional field wipes, it makes a handy supplement for banish-heavy decks. And since it doesn't target, End is great for destroying monsters with hexproof.
7. Chaos Burst
Chaos Burst offers a costlier but stronger version of "Magical Cylinder." When an opponent's monster declares an attack, you have to tribute a monster you control, but then you destroy the attacking monster and inflict 1000 damage to your opponent.
Talk about a one-two punch; you've both eliminated a threat and landed some nice effect damage. Use Burst in decks that can forfeit weak monster tokens made with cards like "Scapegoat."
6. Rank-Up-Magic Quick Chaos
One of the best Rank-Up spells in the game, Quick Chaos functions at quick-play speed, letting you play it at any time on either player's turn. Using a Number xyz monster as material, It summons a Number C xyz monster who is one rank higher, and materials attached to the original unit attach to your new monster.
Thus, you can upgrade into stronger rank five monsters using a rank four while gaining an extra material for your titan. You can also set Quick Chaos to bait a spell/trap removal, then simply activate it in response.
"Rank-Up-Magic Argent Chaos Force" also deserves a mention for its powerful effects, but since it's currently banned, you won't be able to use it in competitive play.
5. Chaos Trap Hole
As Chaos Trap Hole requires you to forfeit 2000 life points, it's admittedly a risk, and it only works on light or dark-attributed monsters. However, these are common elements, and nearly all decks include at least some (in their extra deck if not main), and you can always replace Chaos with a side deck card if your rival avoids these attributes.
When used, Chaos negates the summon of one or more light/dark monsters and banishes them. Not only does this prevent graveyard recoveries, it also stops any on-entrance effects (which would usually resolve even if immediately destroyed) thanks to its negation. Chaos makes a great counter to pendulum swarming, and as a counter trap, your opponent can only respond with other counter traps.
4. Chaos Zone
This field spell gains a Chaos counter whenever a monster is banished from anywhere, including the hands and graveyard. Once per turn, you can remove four or more Chaos counters from your field to special summon a banished monster (even your opponent's) whose level equals the number of counters removed.
Additionally, when sent to the graveyard by your opponent's card effect, Zone lets you add a light or dark monster from your deck to your hand with a level equal to or less than the number of Chaos counters it had. In short, Zone adeptly rewards you for exiling any creatures, whether your own when summoning Chaos monsters, or your opponent's when activating their effects.
3. Tachyon Chaos Hole
This is really a Galaxy support masquerading under the Chaos name, but either way, it's an effective card. When a face-up Galaxy xyz monster you control is destroyed by battle or your opponent's card effect and sent to your graveyard, Tachyon destroys and banishes as many face-up cards your opponent controls as possible.
Face-down units are unaffected, but this offers a rare field-wipe that leaves your own units unscathed. As icing on the cake, instead of drawing during your draw phase, you can banish Tachyon from your graveyard to revive a Galaxy xyz monster from your graveyard. It won't have any xyz units, but since it wasn't summoned from the extra deck, it can occupy a regular monster zone.
2. Gateway to Chaos
Gateway to Chaos first searches either a "Black Luster Soldier" ritual monster or any "Gaia the Fierce Knight" monster from your deck, immediately refilling your hand. Then, it stays fielded as a continuous spell and gains a spell counter (with a maximum of six) whenever a monster is sent from the hand or field to the graveyard. Once per turn, you can remove three spell counters from Gateway to add a ritual spell from your deck to your hand.
Gateway's easily one of the best ritual supports available, first adding a monster to hand, then accumulating counters to pull ritual spells. And remember that ritual summons send monsters to your graveyard, acquiring counters and preparing your next play. I enjoy using ritual monsters because they don't take up the limited extra deck zones, and I owe several victories to Gateway. Luckily, it's surprisingly affordable, costing well under a single dollar!
1. Chaos Form
One of the best ritual spells in the game, Chaos Form excels for several reasons. First, it can summon any Black Luster Soldier or Chaos ritual monster, giving it more versatility than most ritual spells. Additionally, not only can it tribute monsters from your hand and field as normal, you can also banish any "Blue-Eyes White Dragon" or "Dark Magician" cards in your graveyard as tribute, keeping your hand and field stocked.
The only downside is that your tribute's levels have to exactly match the level of your ritual monster; you can't exceed it. Still, most of the monsters you'll cast are level seven or eight, which Dark Magician and Blue-Eyes happen match, so it's a negligible restriction on a powerful spell.
How to Use the Chaos Archetype in Yu-Gi-Oh
Chaos monsters are more independent than most series, so rather than completely devoting to them, you can sprinkle them into other decks, usually ones bearing light and dark-attributed monsters. If you do decide to construct a dedicated Chaos deck, first choose your basic theme, like whether you'll using ritual summons or focus on filling your graveyard to summon their strongest members.
Either way, today's cards will assist both Chaos and other archetypes and have you well on your way to victory. But for now, as we eagerly await Konami's next expansion of Chaos spells and traps, vote for your favorite card and I'll see you at our next Yu-Gi-Oh countdown!
© 2018 Jeremy Gill