Chaos is a deck where you can only play Synchro, but if you like, you can still play Fusion, Xyz, Link,... as long as you can combo and suit your playing style.
Instructions for Playing Chaos
Sections covered in this guide:
Chaos
Chaos Space (x3)
Chaos Space
Send 1 LIGHT or DARK monster from your hand to the GY; add 1 LIGHT or DARK monster that cannot be Normal Summoned/Set from your Deck to your hand, with a Level from 4 to 8, and with a different Attribute than that monster. You can banish this card from your GY, then target 1 of your banished LIGHT or DARK monsters that cannot be Normal Summoned/Set; place that monster on the bottom of the Deck, then draw 1 card. You can only use each effect of "Chaos Space" once per turn.
Searcher, so playing x3 is obvious to make the deck more stable. This card can search almost your entire deck, as long as the LIGHT or DARK monster has LEVEL from 4 to 8.
Core of Chaos (x0-3)
Core of Chaos
ATK:
0
DEF:
1600
Cannot be Normal Summoned/Set. Must be Special Summoned by card effect. If this face-up card would leave the field, banish it instead. You can only use each of the following effects of "Core of Chaos" once per turn. You can banish 1 DARK monster from your hand or GY; Special Summon this card from your hand, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except LIGHT or DARK Synchro Monsters. If this card is Special Summoned: You can target 1 of your banished "Shell of Chaos"; Special Summon it.
Cheap, is a Tuner and has the ability to jump on its own and has the ability to pick up items again, however there must be a DARK or Shell of Chaos monster to optimize its effect. In return, in the Chaos deck, DARK accounts for a very large number. but this card cannot be summoned normally or face down
Shell of Chaos (x0-3)
Shell of Chaos
ATK:
1600
DEF:
0
Cannot be Normal Summoned/Set. Must be Special Summoned by card effect. If this face-up card would leave the field, banish it instead. You can only use each of the following effects of "Shell of Chaos" once per turn. You can banish 1 LIGHT monster from your hand or GY; Special Summon this card from your hand, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except LIGHT or DARK Synchro Monsters. If this card is Special Summoned: You can target 1 of your banished "Core of Chaos"; Special Summon it.
Cheap, similar to Core of Chaos but banishes LIGHT to jump and also does not normal/set, takes locks like Core and also has the pick-up effect
Chaos Beast (x0-2)
Chaos Beast
ATK:
2000
DEF:
1800
1 LIGHT Tuner + 1+ non-Tuner DARK monsters If any card(s) have been banished this turn, this card gains 1000 ATK. You can only use each of the following effects of "Chaos Beast" once per turn. You can target 1 of your banished LIGHT or DARK monsters; add it to your hand. During your Main Phase, except the turn this card was sent to the GY: You can banish 1 LIGHT and 1 DARK monster from your hand and/or GY, except this card; Special Summon this card from your GY.
The ingredients 1 LIGHT Tuner and 1 DARK non-Tuner are a bit difficult, but Core and Shell have done it and are just enough Level.
The Chaos Creator (x1)
The Chaos Creator
ATK:
2300
DEF:
3000
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 LIGHT and 1 DARK monster from your GY. If you control this card that was Special Summoned from the hand: You can target 3 banished monsters with different names; Special Summon 1 of them, then place the rest on the bottom of the Deck in any order. You can only use this effect of "The Chaos Creator" once per turn.
Level 8 should be searchable, jumping is quite easy (if you search, it's not sure if you peel it to your hand), capable of restocking up to 3 cards, of which 2 cards go to the bottom of the deck, 1 card jumps to the field - which will Use ingredients on the boss or click the effect to continue the combo.
Chaos Ruler the Chaotic Magical Dragon (x1)
Chaos Ruler, the Chaotic Magical Dragon
ATK:
3000
DEF:
2500
1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can excavate the top 5 cards of your Deck, and if you do, you can add 1 excavated LIGHT or DARK monster to your hand, also send the remaining cards to the GY. You can banish 1 LIGHT and 1 DARK monster from your hand and/or GY, except this card; Special Summon this card from your GY, but banish it when it leaves the field. You can only use each effect of "Chaos Ruler, the Chaotic Magical Dragon" once per turn.
So strong that it's banned in TCG, not only is it easy to get, +5 (4 cards fall to the grave, search for 1 LIGHT or DARK card in your hand, but these cards fall to the grave without any effect), after using it, do it. materials on the boss, after going to the grave, banish to jump this card from the grave and use it as a combo material. This card can also be picked up by Chaos Space so that you can have more combos in the future.
Tears
Tearlaments Reinoheart (x1)
Tearlaments Reinoheart
ATK:
1500
DEF:
2100
If this card is Normal or Special Summoned: You can send 1 "Tearlaments" monster from your Deck to the GY, except "Tearlaments Reinoheart". If this card is sent to the GY by card effect: You can Special Summon this card (but banish it when it leaves the field), and if you do, send 1 "Tearlaments" card from your hand to the GY. You can only use each effect of "Tearlaments Reinoheart" once per turn.
It is a level 4 card so you can easily Synchro in this deck. This card's ability to automatically jump when sent to the grave also helps you play during the enemy's turn (if you mix cards that can send this card to the grave by the effect). response in turn opp, like Redoer for example)
Tearlaments Havnis, Tearlaments Scheiren and Tearlaments Merrli (x2)
Tearlaments Havnis
ATK:
1600
DEF:
1000
When your opponent activates a monster effect on the field (Quick Effect): You can Special Summon this card from your hand, and if you do, send the top 3 cards of your Deck to the GY. If this card is sent to the GY by card effect (except during the Damage Step): You can Fusion Summon 1 Fusion Monster from your Extra Deck, by placing Fusion Materials mentioned on it from your hand, field, and/or GY, including this card from your GY, on the bottom of the Deck in any order. You can only use each effect of "Tearlaments Havnis" once per turn.
Tearlaments Scheiren
ATK:
1800
DEF:
1300
During your Main Phase: You can Special Summon this card from your hand, and if you do, send 1 monster from your hand to the GY, then, send the top 3 cards of your Deck to the GY. If this card is sent to the GY by card effect (except during the Damage Step): You can Fusion Summon 1 Fusion Monster from your Extra Deck, by placing Fusion Materials mentioned on it from your hand, field, and/or GY, including this card from your GY, on the bottom of the Deck in any order. You can only use each effect of "Tearlaments Scheiren" once per turn.
Tearlaments Merrli
ATK:
800
DEF:
2000
If this card is Normal or Special Summoned: You can send the top 3 cards of your Deck to the GY. If this card is sent to the GY by card effect (except during the Damage Step): You can Fusion Summon 1 Fusion Monster from your Extra Deck, by placing Fusion Materials mentioned on it from your hand, field, and/or GY, including this card from your GY, on the bottom of the Deck in any order. You can only use each effect of "Tearlaments Merrli" once per turn.
These have the same effect of being sent to the grave by the fusion effect by using materials from the grave, hand, and field back to the deck, however, it must include a card that triggers that fusion effect from the grave, that card. If banned by cards like DD Crow or pushed back by Ishizu Coomers, the effect will not work
Tearlaments Kitkallos (x3 if possible :))
Tearlaments Kitkallos
ATK:
2300
DEF:
1200
1 "Tearlaments" monster + 1 Aqua monster If this card is Special Summoned: You can take 1 "Tearlaments" card from your Deck, and either add it to your hand or send it to the GY. You can target 1 monster you control; Special Summon 1 "Tearlaments" monster from your hand or GY, and if you do, send the targeted monster to the GY. If this card is sent to the GY by card effect: You can send the top 5 cards of your Deck to the GY. You can only use each effect of "Tearlaments Kitkallos" once per turn.
Banned in both TCG and OCG, simply because it's too popular, easy to level, search or mill cards, jump monsters from hand or grave, sent to grave by effect then mill card to + continue resources, this being sent to grave Makes the negate and destroy enemies very annoying. Besides, you can still replenish them by asking other Tear to summon them to get the boss.
Tearlaments Rulkallos (x1)
Tearlaments Rulkallos
ATK:
3000
DEF:
2500
"Tearlaments Kitkallos" + 1 "Tearlaments" monster Other Aqua monsters you control cannot be destroyed by battle. You can only use each of the following effects of "Tearlaments Rulkallos" once per turn. When your opponent activates a card or effect that includes an effect that Special Summons a monster(s) (Quick Effect): You can negate the activation, and if you do, destroy it, then, send 1 "Tearlaments" card from your hand or face-up field to the GY. If this Fusion Summoned card is sent to the GY by a card effect: You can Special Summon this card.
The ability to protect other Aqua monsters from being destroyed by combat is very difficult, especially when you are played by the enemy during your turn and the last thing you can do is punch the opp monster but it doesn't die, this card is easy to play. , Kitkallos or another card like King of The Swamp can have its name replaced, has a negate special summon effect and if this card is fusion summoned to the grave by a card effect, this card will jump up from the grave
Tearlaments Kaleido-Heart (x1)
Tearlaments Kaleido-Heart
ATK:
3000
DEF:
3000
"Tearlaments Reinoheart" + 2 Aqua monsters Cannot be used as Fusion Material. If this card is Special Summoned, or if an Aqua monster is sent to your GY by card effect while this card is on the field: You can target 1 card your opponent controls; shuffle it into the Deck. If this card is sent to the GY by card effect: You can Special Summon this card, and if you do, send 1 "Tearlaments" card from your Deck to the GY. You can only use each effect of "Tearlaments Kaleido-Heart" once per turn.
This card cannot be used as a fusion material, luckily there is this line, otherwise no one can stand this monster jumping continuously, summoning it will restore up to 3 monsters.
Tearlaments Cryme and Tearlaments Sulliek (x1)
Tearlaments Cryme
When a Spell/Trap Card, or monster effect, is activated, while you control a "Tearlaments" monster or "Visas Starfrost": Negate the activation, and if you do, shuffle that card into the Deck, then send 1 monster from your hand to the GY. If this card is sent to the GY by card effect: You can target 1 of your banished "Tearlaments" monsters; add it to your hand. You can only use 1 "Tearlaments Cryme" effect per turn, and only once that turn.
Tearlaments Sulliek
If you control a "Tearlaments" monster or "Visas Starfrost": You can target 1 Effect Monster your opponent controls; negate its effects, then send 1 monster you control to the GY. If this card is sent to the GY by card effect: You can add 1 "Tearlaments" monster from your Deck to your hand. You can only use each effect of "Tearlaments Sulliek" once per turn.
Suliek: If you have it in your hand, you can negate it, but you can also be sent to the grave by the effect when you are invisible and mistakenly mill or opp destroys +1 Tear monster in your hand from the deck, negate, searcher, and searchable (or pick it up again).
Thunder Dragons
Thunder Dragondark (x2)
Thunder Dragondark
ATK:
1600
DEF:
1500
(Quick Effect): You can discard this card; add 1 "Thunder Dragondark" from your Deck to your hand. If this card is banished, or sent from the field to the GY: You can add 1 "Thunder Dragon" card from your Deck to your hand, except "Thunder Dragondark". You can only use 1 "Thunder Dragondark" effect per turn, and only once that turn.
is a searcher, has the ability to thin the deck very well, in Chaos decks, it disarms itself to search for itself and has +1 material to use on Chaos, in addition, this one can also search for monsters/spells/traps from the deck, as long as has the word "Thunder Dragon"
Thunder Dragonhawk (x1)
Thunder Dragonhawk
ATK:
1800
DEF:
2200
You can discard this card; Special Summon 1 of your "Thunder Dragon" monsters that is banished or in your GY, except "Thunder Dragonhawk". If this card is banished, or sent from the field to the GY: You can shuffle any number of cards from your hand into the Deck, then draw the same number of cards. You can only use 1 "Thunder Dragonhawk" effect per turn, and only once that turn.
has the ability to "pick up" a banned or graved Thunder Dragon monster on the field, except for itself. This is a card that is played a lot in the Thunder Dragon deck, but because this deck has 60 cards, the chance of removing Thunder Dragon is low, so Bringing x1 and having it searched will be better than holding it in your hand
Thunder Dragonroar (x2)
Thunder Dragonroar
ATK:
2400
DEF:
0
You can discard this card; add to your hand, 1 of your "Thunder Dragon" cards that is banished or in your GY, except "Thunder Dragonroar". If this card is banished, or sent from the field to the GY: You can Special Summon 1 "Thunder Dragon" monster from your Deck in Defense Position, but return it to the hand during the End Phase. You can only use 1 "Thunder Dragonroar" effect per turn, and only once that turn.
The ability to pick up Thunder Dragon back into your hand from the grave or banish is very strong in a deck you like, the banish and resources in the grave are just as much as Chaos, not only that, jumping straight from the deck to the field is very strong. , when that card returns in the End Phase, you can take advantage of this turn to advance to the boss, or you can wait until the End Phase to pick it up and use it as a backup for the next turn.
Thunder Dragon Colossus (x1)
Thunder Dragon Colossus
ATK:
2600
DEF:
2400
"Thunder Dragon" + 1 Thunder monster Must be either Fusion Summoned, or Special Summoned during the turn a Thunder monster's effect was activated in the hand, by Tributing 1 Thunder Effect non-Fusion Monster (in which case you do not use "Polymerization"). Cards cannot be added from the Main Deck to your opponent's hand except by drawing them. If this card would be destroyed by battle or card effect, you can banish 1 Thunder monster from your GY instead.
Gigachad is banned in TCG
P.U.N.K
Noh-P.U.N.K. Ze Amin (x3)
Noh-P.U.N.K. Ze Amin
ATK:
600
DEF:
600
You can pay 600 LP; add 1 "P.U.N.K." monster from your Deck to your hand, except "Noh-P.U.N.K. Ze Amin". If this card is sent to the GY: You can target 1 "P.U.N.K." monster you control; it gains 600 ATK. You can only use each effect of "Noh-P.U.N.K. Ze Amin" once per turn.
searcher, can be summoned normally, has a chain link when sent to the grave to protect against untargetable handtrap or negate cards, can be jumped by cards like Emergency Teleport
Ukiyoe-P.U.N.K. Sharakusai (x1)
Ukiyoe-P.U.N.K. Sharakusai
ATK:
1200
DEF:
600
You can pay 600 LP; Fusion Summon 1 "P.U.N.K." Fusion Monster from your Extra Deck, using monsters from your hand or field as material. During your opponent's turn (Quick Effect): You can pay 600 LP; immediately after this effect resolves, Synchro Summon 1 "P.U.N.K." Synchro Monster using monsters you control as material. You can only use each effect of "Ukiyoe-P.U.N.K. Sharakusai" once per turn.
Both fusion and synchro, this is a very important card because Rising Carp is a card that helps you combo very well. Because rising Carp requires 2 PUNK monsters, if you pick up this card alone, it will be very brick. , in return this is the Tuner
Noh-P.U.N.K. Deer Note (x1)
Noh-P.U.N.K. Deer Note
ATK:
2100
DEF:
1800
You can reveal 1 other "P.U.N.K." monster in your hand; Special Summon either the revealed monster or this card, and send the other to the GY. If this card is sent from the field to your GY: You can target 1 "P.U.N.K." monster in your GY, except a Level 5 monster; Special Summon it, but you cannot Special Summon "Noh-P.U.N.K. Deer Note" for the rest of this turn. You can only use each effect of "Noh-P.U.N.K. Deer Note" once per turn.
has the ability to jump on its own, but it is quite difficult in a 60 card deck like Chaos, mainly it is jumped by Rising Carp and sent to the grave to help you jump 1 PUNK from the grave, except for Level 5 monsters, this also helps increase your talent. whole combo, just helps you chain
Noh-P.U.N.K. Ogre Dance (x1)
Noh-P.U.N.K. Ogre Dance
ATK:
2500
DEF:
2000
Once per turn, when your opponent activates a monster effect (Quick Effect): You can make this card gain ATK equal to that opponent's monster's original ATK until the end of this turn. You can only use each of the following effects of "Noh-P.U.N.K. Ogre Dance" once per turn. You can Tribute 1 "P.U.N.K." monster; Special Summon this card from your hand. You can send this card from your hand or field to the GY; add 1 "P.U.N.K." monster from your Deck to your hand, except a Level 8 monster.
is a searcher, and has the ability to sacrifice to jump and also 2 card combos
Noh-P.U.N.K. Foxy Tune (x3)
Noh-P.U.N.K. Foxy Tune
ATK:
2300
DEF:
2600
Once per turn, when this card destroys an opponent's monster by battle: You can gain LP equal to that monster's original ATK. You can only use each of the following effects of "Noh-P.U.N.K. Foxy Tune" once per turn. You can Tribute 1 "P.U.N.K." monster; Special Summon this card from your hand. You can send this card from your hand or field to the GY; send 1 card from your hand to the GY, and if you do, Special Summon 1 "P.U.N.K." monster from your Deck, except a Level 8 monster.
is a card that helps you jump straight into PUNK from the deck, without consuming your normal summon. Sending a card from your hand to the grave is not necessarily a PUNK, making it easier for you to play even if you have many copies of this card in your hand. ability to jump by sacrificing PUNK monsters
Ukiyoe-P.U.N.K. Rising Carp (x1)
Ukiyoe-P.U.N.K. Rising Carp
ATK:
1000
DEF:
2600
2 "P.U.N.K." monsters You can Tribute this Fusion Summoned card; Special Summon up to 2 "P.U.N.K." monsters with different names from each other from your hand and/or Deck, except Level 8 monsters, in Defense Position. If you Synchro Summoned using this card as material: You can target 1 "P.U.N.K." monster you control; it can make a second attack during each Battle Phase this turn. You can only use each effect of "Ukiyoe-P.U.N.K. Rising Carp" once per turn.
Mainly get the effect of jumping 2 PUNK monsters with different names from your hand or Deck, except for Level 8 monsters, usually you will jump Deer Note and Ze Amin, 1 is the searcher to go to the grave to chain, 1 is to go to the grave to pull 1 more body to combo , and Ze Amin is enough Tuner to get you Synchro Level 8
Bystial
Bystials
Bystial Baldrake
ATK:
2500
DEF:
2000
You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If your opponent Special Summons a Ritual, Fusion, Synchro, Xyz, and/or Link Monster(s) (except during the Damage Step): You can Tribute 1 other LIGHT or DARK monster, then target 1 of those Special Summoned monsters; banish it. You can only use each effect of "Bystial Baldrake" once per turn.
Branded Regained
If a LIGHT or DARK monster(s) is banished (except during the Damage Step): You can target 1 of those monsters; place that monster on the bottom of the Deck, and if you do, draw 1 card. You can only use this effect of "Branded Regained" once per turn. Once per turn, if your opponent Normal or Special Summons a monster (except during the Damage Step): You can target 1 "Bystial" monster in your GY; Special Summon it. You can only activate this effect of "Branded Regained" once per Chain.
The Bystial Lubellion
ATK:
2500
DEF:
3000
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or GY) by Tributing 1 Level 6 or higher DARK Dragon monster. You can only Special Summon "The Bystial Lubellion" once per turn this way. You can send this card from your hand to the GY; add 1 "Bystial" monster from your Deck to your hand, except "The Bystial Lubellion". During your Main Phase: You can place 1 "Branded" Continuous Spell/Trap from your Deck face-up on your field. You can only use each effect of "The Bystial Lubellion" once per turn.
Branded Beast
Once per turn, during the Main Phase, if you control a "Bystial" monster: You can Tribute 1 Dragon monster, then target 1 card your opponent controls; destroy it. During the End Phase: You can target 1 "Branded" Continuous Spell/Trap in your GY; place it face-up on your field. You can only use this effect of "Branded Beast" once per turn.
Bystial Druiswurm
ATK:
2500
DEF:
2000
You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If this card is sent from the field to the GY: You can target 1 Special Summoned monster your opponent controls; send it to the GY. You can only use each effect of "Bystial Druiswurm" once per turn.
Bystial Saronir
ATK:
2500
DEF:
2000
You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If this card is sent to the GY: You can send 1 "Bystial" monster or 1 "Branded" Spell/Trap from your Deck to the GY, except "Bystial Saronir". You can only use each effect of "Bystial Saronir" once per turn.
Bystial Magnamhut
ATK:
2500
DEF:
2000
You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If this card is Special Summoned: You can activate this effect; during the End Phase of this turn, add 1 Dragon monster from your Deck or GY to your hand, except "Bystial Magnamhut". You can only use each effect of "Bystial Magnamhut" once per turn.
are monsters that have the same banish effect on LIGHT or DARK monsters from both players' graves to jump, and this effect can be used on turn opp (quick effect) if opp controls the monster.
Hit for Hire
Ash Blossom & Joyous Spring (handtrap & staple)
Ash Blossom & Joyous Spring
ATK:
0
DEF:
1800
When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.
Normally, you don't play these cards in Combo, but for control, you can put whatever you want, as long as it's not too bricked, it's ok
That Grass Looks Greener (x2)
throw 15 cards from the deck to the grave not once per turn, no cost go brrrrrrrrrrrrrrr
Allure of Darkness (x3)
Draw 2, banish 1 DARK doesn't matter, sometimes it's good to immediately ban those whose trigger effect is banned, the possibility of being sent to the grave with your whole hand is still possible (because I've had it), in general just use it, game Are you afraid of gambling if you win 1 or lose 2?
Emergency Teleport (x2)
Jumping Ze Amin from the deck + with 1 card in hand to discard is *boom, mill 19 sweet cards from the deck. I have put the video in the combo section
Gold Sarcophagus (x1)
Banish has no cost, not once per turn, usually banish takes the effect of the card when it is banned, but if you can wait 2 turns to pick it up and return it to your empty hand, I don't know.
Assault Synchron (x3)
Assault Synchron
ATK:
700
DEF:
0
During your Main Phase: You can Special Summon this card from your hand, then take 700 damage, also you cannot Special Summon monsters from the Extra Deck, except Synchro Monsters, while this card is face-up in the Monster Zone. If a face-up Dragon Synchro Monster(s) you control is Tributed or banished (except during the Damage Step): You can banish this card from your GY, then target 1 of those monsters; Special Summon it. You can only use each effect of "Assault Synchron" once per turn.
Jump yourself, cost 700 LP is too cheap, it's Level 2, Tuner so Synchro Level 8 or 10 is very easy. If your Synchro Dragon monster is sacrificed or banned, you can banish this card from the grave to jump back to that monster.
Diviner of the Herald (x1)
Diviner of the Herald
ATK:
500
DEF:
300
If this card is Normal or Special Summoned: You can send 1 Fairy monster from your Deck or Extra Deck to the GY, and if you do, increase this card's Level by that monster's Level, until the end of this turn. If this card is Tributed: You can Special Summon 1 Level 2 or lower Fairy monster from your hand or Deck, except "Diviner of the Herald". You can only use each effect of "Diviner of the Herald" once per turn.
has the effect of throwing 1 Fairy straight from the Deck or Extra Deck to the grave, throwing earth fairies will mill 5, then this child's level will increase = Child level is milled, if the earth fairy is milled the level will be 2 + 4 = 6, yes Add a level 2 or 4 and you can synchro well
Shinobi Necro (x1)
Shinobi Necro
ATK:
800
DEF:
0
If another Zombie monster is Special Summoned from your GY while you control this monster (except during the Damage Step): You can draw 1 card, then discard 1 card. If this card in the GY is banished face-up to activate an effect, or by an effect: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Shinobi Necro" once per turn.
"If this card in the graveyard is banished face-up to activate a card effect or effect: you can special summon this card." With just 1 line, it's just a body jumping on its own, it's a Level 2 Tuner monster, DARK type, when jumping by asking someone else to banish it will usually synchro right away (especially the Bystials), but asking someone else to banish With hard once per turn, 1 copy is enough
Fairy Tail - Snow (x2)
Fairy Tail - Snow
ATK:
1850
DEF:
1000
If this card is Normal or Special Summoned: You can target 1 face-up monster your opponent controls; change it to face-down Defense Position. If this card is in your GY (Quick Effect): You can banish 7 other cards from your hand, field, and/or GY; Special Summon this card.
banned in TCG, jumping not once per turn, costing 7 cards from the grave, hand or field is too easy (especially decks like Chaos, where a few missed clicks pay more than half the deck), Level 4 (Xyz or Synchro both beautiful) or bring it to the link, summon it and put 1 opp monster face down, if opp accepts face down then ok, opp negate and destroy then banish the next 7 cards, jump up face down, if you get bored then stop
The Zombie Vampire (x1)
The Zombie Vampire
ATK:
3000
DEF:
2800
2+ Level 8 monsters If you use a monster(s) with a Level that is owned by your opponent for the Xyz Summon of this card, treat it as Level 8. Neither player can target this card with effects of Special Summoned monsters, except those Special Summoned from the GY. You can detach 1 material from this card; each player sends the top 4 cards from their Deck to the GY, then if any monsters were sent to either GY by this effect, you can Special Summon 1 of those monsters to your field. You can only use this effect of "The Zombie Vampire" once per turn.
It's very easy to level up, 2 Level 8 monsters - very easy for Chaos guys, usually leveled up with Chaos Ruler + Foxy Tune, body ATK has 3000 DEF and only 2800 dew, the effect protects yourself from being targeted by special summoned monsters. Especially (except for those that jump up from the grave), the effect causes both players to mill 4 and jump one to be sent to the grave by this effect. This is the card in the 19 card (or more) mill combo.
PSY-Framelord Omega (x1)
PSY-Framelord Omega
ATK:
2800
DEF:
2200
1 Tuner + 1+ non-Tuner monsters Once per turn, during the Main Phase (Quick Effect): You can banish both this face-up card from the field and 1 random card from your opponent's hand, face-up, until your next Standby Phase. Once per turn, during your opponent's Standby Phase: You can target 1 banished card; return it to the GY. If this card is in your GY: You can target 1 other card in the GY; shuffle both that card and this card from the GY into the Deck.
Go up easily, grab opp's hand, and have the ability to return a banished card to the grave (return to stock). If this card is accidentally put in the grave by opp (or you put it in the grave yourself), you choose another card from the grave. , restore both this card and the card you choose to the deck :)
Baronne de Fleur (x1)
Baronne de Fleur
ATK:
3000
DEF:
2400
1 Tuner + 1+ non-Tuner monsters Once per turn: You can target 1 card on the field; destroy it. Once while face-up on the field, when a card or effect is activated (Quick Effect): You can negate the activation, and if you do, destroy that card. You can only use the previous effect of "Baronne de Fleur" once per turn. Once per turn, during the Standby Phase: You can target 1 Level 9 or lower monster in your GY; return this card to the Extra Deck, and if you do, Special Summon that monster.
It's so famous that I'll summarize briefly, easy to build, shoot cards, omni-negate, restock, big body
Swordsoul Supreme Sovereign - Chengying (x1)
Swordsoul Supreme Sovereign - Chengying
ATK:
3000
DEF:
3000
1 Tuner + 1+ non-Tuner monsters For each banished card, this card gains 100 ATK/DEF and monsters your opponent controls lose 100 ATK/DEF. If this card would be destroyed by card effect, you can banish 1 card from your GY instead. If a card(s) is banished (except during the Damage Step): You can banish 1 card each from both your opponent's field and GY. You can only use this effect of "Swordsoul Supreme Sovereign - Chengying" once per turn.
Super punching bag, easy to pick up, protect yourself from being destroyed by banishing a card from the grave. If you have a card that is banned, choose 1 card on the field and grave (opp must have at least 1 card on the field and grave to use) , banish 2 cards
Chaos Angel (x1)
Chaos Angel
ATK:
3500
DEF:
2800
1 Tuner + 1+ non-Tuner LIGHT or DARK monsters For this card's Synchro Summon, you can treat 1 LIGHT or DARK monster you control as a Tuner. If this card is Special Summoned: You can target 1 card on the field; banish it. This card gains these effects based on the original Attributes of materials used for its Synchro Summon. ● LIGHT: Synchro Monsters you control are unaffected by monster effects activated by your opponent. ● DARK: Monsters you control cannot be destroyed by battle.
Easy to level, don't even need a Tuner, when special summoned (grave or banish zone is fine), you banish 1 card. If you have LIGHT and DARK materials, you will enjoy all 2 protection effects, body ATK up to 3500, enough to punch through negates and some bosses.
Link Monsters
Topologic Zeroboros
ATK:
3000
LINK-4
Link Arrow:
Top-Left
Bottom-Left
Bottom-Right
Top-Right
2+ Effect Monsters You cannot Summon/Set monsters to any Extra Monster Zone this card points to. Gains 200 ATK for each banished card. If another monster is Special Summoned to a zone a Link Monster points to, while this monster is on the field: Banish all cards on the field. Once per turn, during the Standby Phase of the next turn after this card was banished by its own effect: Special Summon this banished card.
Cross-Sheep
ATK:
700
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 monsters with different names If a monster is Special Summoned to a zone this card points to: You can apply the following effects, in sequence, based on the card types of the monster(s) this card points to. ● Ritual: Draw 2 cards, then discard 2 cards. ● Fusion: Special Summon 1 Level 4 or lower monster from your GY. ● Synchro: All monsters you control gain 700 ATK. ● Xyz: All monsters your opponent controls lose 700 ATK. You can only use this effect of "Cross-Sheep" once per turn.
Spright Elf
ATK:
1400
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 monsters, including a Level/Rank/Link 2 monster Cannot be used as Link Material the turn it is Link Summoned. Your opponent cannot target monsters this card points to with card effects. During the Main Phase (Quick Effect): You can target 1 Level 2 monster in your GY, or, if your opponent controls a monster, you can target 1 Rank/Link 2 monster instead; Special Summon it. You can only use this effect of "Spright Elf" once per turn.
I:P Masquerena
ATK:
800
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 non-Link Monsters During your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Link Summon 1 Link Monster using materials you control, including this card. You can only use this effect of "I:P Masquerena" once per turn. A Link Monster that used this card as material cannot be destroyed by your opponent's card effects.
Elf: easy to get, jump back to Merrli in the opp turn to play in the opp turn, protect the target
Combo
Chaos Ruler, the Chaotic Magical Dragon and Noh-P.U.N.K. Ze Amin (1,5 card combo)
Chaos Ruler, the Chaotic Magical Dragon
ATK:
3000
DEF:
2500
1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can excavate the top 5 cards of your Deck, and if you do, you can add 1 excavated LIGHT or DARK monster to your hand, also send the remaining cards to the GY. You can banish 1 LIGHT and 1 DARK monster from your hand and/or GY, except this card; Special Summon this card from your GY, but banish it when it leaves the field. You can only use each effect of "Chaos Ruler, the Chaotic Magical Dragon" once per turn.
Noh-P.U.N.K. Ze Amin
ATK:
600
DEF:
600
You can pay 600 LP; add 1 "P.U.N.K." monster from your Deck to your hand, except "Noh-P.U.N.K. Ze Amin". If this card is sent to the GY: You can target 1 "P.U.N.K." monster you control; it gains 600 ATK. You can only use each effect of "Noh-P.U.N.K. Ze Amin" once per turn.
The Dominance Of PUNK + Ishizu In Deck Chaos, Mill 19 Cards | Yu-Gi-Oh! Master Duel - YouTube