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How about an Anti-Meta Lockdown deck? Perfect for all of you sado-masochists out there.

Main Deck; Monsters

Chaotic Tetramorph

DARK/Fiend/Effect

Level: 1

When this card is sent to the GY, you can banish this card, and 5 "Chaotic" monsters on your field with different names, special summon 1 "Ultimate Chaotic Plasma Demon Incarnate" From your hand, deck, or GY. You can only activate each effect of "Chaotic Tetramorph" once per duel. 

ATK: 0

DEF: 0

(ooh, scary, a monster that can summon a boss monster.)

Chaotic Dasher

DARK/Fiend/Effect

Level: 4

If there are no cards on your side of the field, you can special summon this monster, (from your hand) This monster cannot attack the turn this effect was activated. You can only use this effect of "Chaotic Dasher" once per turn. 

ATK: 1600

DEF: 1200

(Ok, you aren't seeing too much yet, but just wait a bit, you'll see. ; ))

Chaotic Golem

DARK/Fiend/Effect

Level: 4

While this face-up card is on the field, level 4 or lower "Chaotic" monsters you control cannot be destroyed by battle. Once per turn, you can shuffle 1 "Chaotic" card in your hand into your deck, add 1 "Chaotic" equip spell from your deck to your hand. This card cannot attack the turn this effect was activated. 

ATK: 800

DEF: 1800

(Equip spells, EVERYWHERE!) (eventually. . .)

Chaotic Samurai

DARK/Fiend/Effect

Level: 4

Once per turn, if this card has a "Chaotic" equip spell equipped to it, you can inflict 500 damage to your opponent. If this card is destroyed while it has a "Chaotic" equip spell equipped to it, inflict 500 damage to all players. 

ATK: 1400

DEF; 1200

(OK, so a little bit of burn damage, but nothing too spectacular here.)

Chaotic Brute

DARK/Fiend/Effect

Level: 4

If there are 2 or more level 4 or lower "Chaotic" monsters on your field, you can special summon this card, (from your hand) When this card is special summoned by its own effect, while there are at least 2 monsters on the opponents field, you can discard 1 level 4 or lower "Chaotic" monster from your hand, reveal 2 "Chaotic" equip spells to your opponent. Your opponent must choose 1 to add to your hand, and 1 to shuffle into your deck. You can only use each effect of "Chaotic Brute" once per turn. 

ATK: 1400

DEF: 1500

(Now we're getting somewhere.)

Chaotic Reverser

DARK/Fiend/Effect

Level: 4

When this card is sent to your GY, add 1 "Chaotic" Spell/Trap card from your deck to your hand. You can only use this effect of "Chaotic Reverser" once per turn. Once per turn, when a level 4 or lower ''Chaotic" monster, other than "Chaotic Reverser" was sent to your GY, you can pay 500 LP, return that monster to your hand. 

ATK: 0

DEF: 0

(Yay for combo extenders.)

Chaotic Lancer

DARK/Fiend/Effect

Level: 4

When this card is sent to your GY, inflict 300 damage to your opponent for each "Chaotic" equip spell face up on the field, with a different name. When this card is added to your hand outside of your draw phase, you can reveal it to your opponent, then inflict 800 damage to your opponent. 

ATK: 1500

DEF: 500

(Alright, a bit more burn.)

Chaotic Tank

DARK/Fiend/Effect

Level: 4

Face-up equip spells you control cannot be destroyed by your opponents card effects. Once per turn, you can discard 1 "Chaotic" monster, inflict 500 damage to your opponent. 

ATK: 1000

DEF: 1200

(Alright, protection + burn, next) (also, ONLY 2 MORE MONSTERS!)

Chaotic Trooper

DARK/Fiend/Effect

Level: 4

When this card is summoned, you can add 1 "Chaotic Dimension" from your deck or GY to your hand. While this card is face-up on the field, any face-up "Chaotic Dimension"(s) you control cannot be destroyed. 

ATK: 1200

DEF: 1000

(All right, we got the field searcher, next is the last monster in the deck, the boss. )

Ultimate Chaotic Plasma Demon Incarnate

DARK/Fiend/Effect

Level: 12

This card cannot be normal summoned/set. This card cannot be special summoned except by the effect of "Chaotic Tetramorph". This card's summon cannot be negated. This card is unaffected by the effects of all cards equipped to it. This card cannot be destroyed by battle. This card cannot be destroyed by effects. Once per turn, you can pay 1000 LP. Target as many equip spells in either players GY as possible, equip them onto this card. This card gains 500 ATK for each card equipped to it. If this card were to leave the field, you can remove 1 equip spell from it instead. 

ATK: 4500

DEF: 4500

(All right, well, it's not the most broken boss in existence, but it's certainly powerful. Immune to effect and battle destruction, can't be summon negated, can't be affected by equipped cards, can equip itself with any number of equip spells by paying 1000 LP, has a Maha Vailo clause, and if you were to attempt you remove it from the field in any other way, it can just de equip one equip spell, and stay alive. )

(Alright, next come the Spells/Traps. )

(Non-Equip Spells first)

Chaotic Dimension

Field Spell

When this card is activated, you can add 1 "Chaotic" card from your deck to your hand. While this card is on the field, all Spell and Trap zones on your side of the field are treated as 2. All monsters your opponent controls lose 500 ATK and DEF for each "Chaotic" monster you control with a different name. When this card leaves the field, all cards on the field are banished, and both players LP are halved. You can only use each effect of "Chaotic Dimension" once per turn. 

 

Chaotic Cards of Self-Masochism

Quick-Play Spell

Activate only when you take 1000 or more damage while you control a "Chaotic" monster. Take 1000 damage, draw 2 cards. You can only activate 1 "Chaotic Cards of Self-Masochism" per turn. 

 

Chaotic Contract

Quick-Play Spell

Activate only when you take 1000 or more damage while you control a "Chaotic" monster. your opponent takes the same damage you do, and both players draw 1 card. 

 

Chaotic Portal

Continuous Spell

Once per turn, you can shuffle 1 "Chaotic" card in your GY into your deck, add 1 "Chaotic" card from your deck to your hand with a different name than the card returned to deck by this effect.

 

Chaotic Matrix

Continuous Trap

"Chaotic" monsters you control cannot be destroyed by card effects. During each player's End Phase, gain 500 LP for each face-up "Chaotic" monster on the field with a different name. During your Standby Phase, take 1000 damage or destroy this card. 

(Now the equip spells, oh goody!)

 

Chaotic Equip Strain

Equip Spell

Equip only to a "Chaotic" monster. The equipped monster's ATK and DEF become 0. The equipped monster is switched into Defense position, and cannot change positions. During each of your Standby Phases, take 500 damage or destroy this card. If this card is destroyed, destroy the equipped monster, and inflict 500 damage to both players. If there is an equip spell already equipped to the equipped monster, destroy this card. The opponent cannot normal summon/set, or special summon monsters with the same level as the equipped monster. 

(equip spell #1, it basically restricts the opponent from summoning level 4 monsters)

 

Chaotic Equip Freeze

Equip Spell

Equip only to a "Chaotic" monster. The equipped monster's ATK and DEF become 0. The equipped monster is switched into Defense position, and cannot change positions. During each of your Standby Phases, take 500 damage or destroy this card. If this card is destroyed, destroy the equipped monster, and inflict 500 damage to both players. If there is an equip spell already equipped to the equipped monster, destroy this card. The opponent cannot activate card effects in their hand. 

(equip spell #2, it basically eliminates all of your opponents hand traps, and forces them to set spells before activating them. )

 

Chaotic Equip Oversoul

Equip Spell

Equip only to a "Chaotic" monster. The equipped monster's ATK and DEF become 0. The equipped monster is switched into Defense position, and cannot change positions. During each of your Standby Phases, take 500 damage or destroy this card. If this card is destroyed, destroy the equipped monster, and inflict 500 damage to both players. If there is an equip spell already equipped to the equipped monster, destroy this card. The opponent cannot activate card effects in their GY. The effects of all cards in the opponents GY are negated. 

(equip spell #3, basically, it's just the effect of "Necrovalley" but it only applies to your opponent.)

 

Chaotic Equip Destruction

Equip Spell

Equip only to a "Chaotic" monster. The equipped monster's ATK and DEF become 0. The equipped monster is switched into Defense position, and cannot change positions. During each of your Standby Phases, take 500 damage or destroy this card. If this card is destroyed, destroy the equipped monster, and inflict 500 damage to both players. If there is an equip spell already equipped to the equipped monster, destroy this card. During each of your End Phases, you can discard 1 "Chaotic" monster from your hand, then send 1 card from the top of your opponents deck to their GY x the level of the discarded "Chaotic" monster. 

(equip spell #4 basically, it's just some deck destruction, and this card combo's nicely with "Chaotic Equip Oversoul" as it negates effects in the GY.)

 

Chaotic Equip Share Gain

Equip Spell

Equip only to a "Chaotic" monster. The equipped monster's ATK and DEF become 0. The equipped monster is switched into Defense position, and cannot change positions. During each of your Standby Phases, take 500 damage or destroy this card. If this card is destroyed, destroy the equipped monster, and inflict 500 damage to both players. If there is an equip spell already equipped to the equipped monster, destroy this card. When your opponent gains LP, gain LP equal to the amount they gained. 

(equip spell #5 basically, if your opponent gains LP in a desperate attempt to not lose, you gain the same amount.)

(well, that's all, please tell me your opinion. )

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Chaotic Tetramorph

DARK/Fiend/Effect

Level: 1

When this card is sent to the GY, you can banish this card, and 5 "Chaotic" monsters on your field with different names, special summon 1 "Ultimate Chaotic Plasma Demon Incarnate" From your hand, deck, or GY. You can only activate each effect of "Chaotic Tetramorph" once per duel. 

ATK: 0

DEF: 0

(ooh, scary, a monster that can summon a boss monster.)

 

While there are a million ways to put this in the grave, you have the issue of timing and chains.

Example: This card is sent to grave via Vampire Lord's effect and your opponent immediately moves it with another effect. This effect doesn't happen.

Chaotic Dasher

DARK/Fiend/Effect

Level: 4

If there are no cards on your side of the field, you can special summon this monster, (from your hand) This monster cannot attack the turn this effect was activated. You can only use this effect of "Chaotic Dasher" once per turn. 

ATK: 1600

DEF: 1200

(Ok, you aren't seeing too much yet, but just wait a bit, you'll see. ; ))

This isn't a bad thing since you can drop 2 monsters on an empty field. Well done.

 

Chaotic Golem

DARK/Fiend/Effect

Level: 4

While this face-up card is on the field, level 4 or lower "Chaotic" monsters you control cannot be destroyed by battle. Once per turn, you can shuffle 1 "Chaotic" card in your hand into your deck, add 1 "Chaotic" equip spell from your deck to your hand. This card cannot attack the turn this effect was activated. 

ATK: 800

DEF: 1800

(Equip spells, EVERYWHERE!) (eventually. . .)

Card swapping. Nothing to bad going on here.

 

Chaotic Samurai

DARK/Fiend/Effect

Level: 4

Once per turn, if this card has a "Chaotic" equip spell equipped to it, you can inflict 500 damage to your opponent. If this card is destroyed while it has a "Chaotic" equip spell equipped to it, inflict 500 damage to all players. 

ATK: 1400

DEF; 1200

(OK, so a little bit of burn damage, but nothing too spectacular here.)

So this card essentially becomes a bulked up Ebon Magician Curran when it has an equip card.

 

Chaotic Brute

DARK/Fiend/Effect

Level: 4

If there are 2 or more level 4 or lower "Chaotic" monsters on your field, you can special summon this card, (from your hand) When this card is special summoned by its own effect, while there are at least 2 monsters on the opponents field, you can discard 1 level 4 or lower "Chaotic" monster from your hand, reveal 2 "Chaotic" equip spells to your opponent. Your opponent must choose 1 to add to your hand, and 1 to shuffle into your deck. You can only use each effect of "Chaotic Brute" once per turn. 

ATK: 1400

DEF: 1500

(Now we're getting somewhere.)

This is generally a smaller version of Painful Choice with legs.

 

Chaotic Reverser

DARK/Fiend/Effect

Level: 4

When this card is sent to your GY, add 1 "Chaotic" Spell/Trap card from your deck to your hand. You can only use this effect of "Chaotic Reverser" once per turn. Once per turn, when a level 4 or lower ''Chaotic" monster, other than "Chaotic Reverser" was sent to your GY, you can pay 500 LP, return that monster to your hand. 

ATK: 0

DEF: 0

(Yay for combo extenders.)

Again.... Timing becomes an issue.

 

Chaotic Lancer

DARK/Fiend/Effect

Level: 4

When this card is sent to your GY, inflict 300 damage to your opponent for each "Chaotic" equip spell face up on the field, with a different name. When this card is added to your hand outside of your draw phase, you can reveal it to your opponent, then inflict 800 damage to your opponent. 

ATK: 1500

DEF: 500

(Alright, a bit more burn.)

Timing again.

 

Chaotic Tank

DARK/Fiend/Effect

Level: 4

Face-up equip spells you control cannot be destroyed by your opponents card effects. Once per turn, you can discard 1 "Chaotic" monster, inflict 500 damage to your opponent. 

ATK: 1000

DEF: 1200

(Alright, protection + burn, next) (also, ONLY 2 MORE MONSTERS!)

Protection and a 500 point burn at the cost of my monsters. Can't wait to see how this holds up against something like Red-Eyes.

 

Chaotic Trooper

DARK/Fiend/Effect

Level: 4

When this card is summoned, you can add 1 "Chaotic Dimension" from your deck or GY to your hand. While this card is face-up on the field, any face-up "Chaotic Dimension"(s) you control cannot be destroyed. 

ATK: 1200

DEF: 1000

(All right, we got the field searcher, next is the last monster in the deck, the boss. )

Hello Trap Hole.

 

Ultimate Chaotic Plasma Demon Incarnate

DARK/Fiend/Effect

Level: 12

This card cannot be normal summoned/set. This card cannot be special summoned except by the effect of "Chaotic Tetramorph". This card's summon cannot be negated. This card is unaffected by the effects of all cards equipped to it. This card cannot be destroyed by battle. This card cannot be destroyed by effects. Once per turn, you can pay 1000 LP. Target as many equip spells in either players GY as possible, equip them onto this card. This card gains 500 ATK for each card equipped to it. If this card were to leave the field, you can remove 1 equip spell from it instead. 

ATK: 4500

DEF: 4500

(All right, well, it's not the most broken boss in existence, but it's certainly powerful. Immune to effect and battle destruction, can't be summon negated, can't be affected by equipped cards, can equip itself with any number of equip spells by paying 1000 LP, has a Maha Vailo clause, and if you were to attempt you remove it from the field in any other way, it can just de equip one equip spell, and stay alive. )

(Alright, next come the Spells/Traps. )

Hello Bottomless Trap Hole or D.D. Warrior Lady.

 

(Non-Equip Spells first)

Chaotic Dimension

Field Spell

When this card is activated, you can add 1 "Chaotic" card from your deck to your hand. While this card is on the field, all Spell and Trap zones on your side of the field are treated as 2. All monsters your opponent controls lose 500 ATK and DEF for each "Chaotic" monster you control with a different name. When this card leaves the field, all cards on the field are banished, and both players LP are halved. You can only use each effect of "Chaotic Dimension" once per turn.

Magic Jammer, Dark Bribe, etc....

 

 

Chaotic Cards of Self-Masochism

Quick-Play Spell

Activate only when you take 1000 or more damage while you control a "Chaotic" monster. Take 1000 damage, draw 2 cards. You can only activate 1 "Chaotic Cards of Self-Masochism" per turn. 

So let's get hit by Inferno Fire Blast (which can now deal 3000+ damage) and take another 1000 damage for a Pot of Greed effect? I hope those 2 cards can save my ass from another 2 Inferno Fire Blasts.

 

Chaotic Contract

Quick-Play Spell

Activate only when you take 1000 or more damage while you control a "Chaotic" monster. your opponent takes the same damage you do, and both players draw 1 card.

So this has no value against Dark Magician or Blue-Eyes since I either won't have a Chaotic monster to activate it or this gets hit by Dark Magic Attack.

 

Chaotic Portal

Continuous Spell

Once per turn, you can shuffle 1 "Chaotic" card in your GY into your deck, add 1 "Chaotic" card from your deck to your hand with a different name than the card returned to deck by this effect.

Card swapping without legs!

 

Chaotic Matrix

Continuous Trap

"Chaotic" monsters you control cannot be destroyed by card effects. During each player's End Phase, gain 500 LP for each face-up "Chaotic" monster on the field with a different name. During your Standby Phase, take 1000 damage or destroy this card. 

Well, this can go very badly against a Blue-Eyes deck.

(Now the equip spells, oh goody!)

 

Chaotic Equip Strain

Equip Spell

Equip only to a "Chaotic" monster. The equipped monster's ATK and DEF become 0. The equipped monster is switched into Defense position, and cannot change positions. During each of your Standby Phases, take 500 damage or destroy this card. If this card is destroyed, destroy the equipped monster, and inflict 500 damage to both players. If there is an equip spell already equipped to the equipped monster, destroy this card. The opponent cannot normal summon/set, or special summon monsters with the same level as the equipped monster. 

(equip spell #1, it basically restricts the opponent from summoning level 4 monsters)

Hello Red-Eyes Darkness Metal Dragon

 

Chaotic Equip Freeze

Equip Spell

Equip only to a "Chaotic" monster. The equipped monster's ATK and DEF become 0. The equipped monster is switched into Defense position, and cannot change positions. During each of your Standby Phases, take 500 damage or destroy this card. If this card is destroyed, destroy the equipped monster, and inflict 500 damage to both players. If there is an equip spell already equipped to the equipped monster, destroy this card. The opponent cannot activate card effects in their hand. 

(equip spell #2, it basically eliminates all of your opponents hand traps, and forces them to set spells before activating them. )

Hello Spell Canceller.

 

Chaotic Equip Oversoul

Equip Spell

Equip only to a "Chaotic" monster. The equipped monster's ATK and DEF become 0. The equipped monster is switched into Defense position, and cannot change positions. During each of your Standby Phases, take 500 damage or destroy this card. If this card is destroyed, destroy the equipped monster, and inflict 500 damage to both players. If there is an equip spell already equipped to the equipped monster, destroy this card. The opponent cannot activate card effects in their GY. The effects of all cards in the opponents GY are negated. 

(equip spell #3, basically, it's just the effect of "Necrovalley" but it only applies to your opponent.)

That's cute. Hello Gravekeepers.

 

Chaotic Equip Destruction

Equip Spell

Equip only to a "Chaotic" monster. The equipped monster's ATK and DEF become 0. The equipped monster is switched into Defense position, and cannot change positions. During each of your Standby Phases, take 500 damage or destroy this card. If this card is destroyed, destroy the equipped monster, and inflict 500 damage to both players. If there is an equip spell already equipped to the equipped monster, destroy this card. During each of your End Phases, you can discard 1 "Chaotic" monster from your hand, then send 1 card from the top of your opponents deck to their GY x the level of the discarded "Chaotic" monster. 

(equip spell #4 basically, it's just some deck destruction, and this card combo's nicely with "Chaotic Equip Oversoul" as it negates effects in the GY.)

I'm pretty sure I wouldn't need a grave to get over this touches anyway. And 500 damage is virtually nothing.

 

Chaotic Equip Share Gain

Equip Spell

Equip only to a "Chaotic" monster. The equipped monster's ATK and DEF become 0. The equipped monster is switched into Defense position, and cannot change positions. During each of your Standby Phases, take 500 damage or destroy this card. If this card is destroyed, destroy the equipped monster, and inflict 500 damage to both players. If there is an equip spell already equipped to the equipped monster, destroy this card. When your opponent gains LP, gain LP equal to the amount they gained. 

(equip spell #5 basically, if your opponent gains LP in a desperate attempt to not lose, you gain the same amount.)

Not like I'd be tributing Ra for Mystik Wok or anything. Although, Mass Driver and Ceasefire seem like fun options.

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Thank you for your criticisms! Are there any particularly weak and/or strong cards? Which one is your favorite? Which one is your least favorite? Are there generally any ways to improve this deck? Please let me know!

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Also. 

7 hours ago, Horu Ishayuki said:

Chaotic Cards of Self-Masochism

Quick-Play Spell

Activate only when you take 1000 or more damage while you control a "Chaotic" monster. Take 1000 damage, draw 2 cards. You can only activate 1 "Chaotic Cards of Self-Masochism" per turn. 

So let's get hit by Inferno Fire Blast (which can now deal 3000+ damage) and take another 1000 damage for a Pot of Greed effect? I hope those 2 cards can save my ass from another 2 Inferno Fire Blasts.

The Idea behind this was for you to take the standby phase damage from the equip spells, activate Contract, chain this onto Contract, and draw watch as both you and your opponent take obscene amounts of damage while you draw 3 cards and they draw 1. 

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The intention behind it isn't always the way it's gonna work out. I was pointing out that the card would cost you the game against a Red-Eyes Deck. Or even against any of the old school decks for that matter. Dark Magician running Diffusion Wave Motion, Blue-Eyes with Burst Stream renders this a dead slot on the board, etc. I'm not saying the cards are bad. I'm saying they have timing issues and so many loopholes that they can be rendered useless.

 

I like that cards are locked to the archetype but they are so specifically locked to the archetype that they can't function without it. Look at Archfiends, LS, Stardust, Dark Magician, Red-Eyes, Buster Blader, etc. Yes, there are decks for the archetype but the Spells/Traps and some of the monsters are able to function as stand alone cards. Maybe not to the potential that the archetype allows but they aren't dead cards without the archetype either.

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On 3/26/2020 at 8:09 PM, Bluvista said:

Thank you for your criticisms! Are there any particularly weak and/or strong cards? Which one is your favorite? Which one is your least favorite? Are there generally any ways to improve this deck? Please let me know!

All the cards are weak in that they don't function individually. They are strong when they are able to function as a whole. Your boss is generally exodia without a win condition. The cards need to be able to function alone. The equip spells drop your monsters to 0/0 and lock them in defense. The problem with this is your boss is 100% dependant on Tetramorph's effect. So generally, if your opponent hits you with Necrovalley, your boss is a brick. From that point, your depending on the effects of 5 equip spells and 5 0 DEF monsters. Honestly, the old Dragon's Roar structure deck could actually OTK this deck. Think about it like this: you assemble your 5 monsters with the equip spells, I summon both Armed Dragon LV5s and Red-Eyes Darkness Dragon then activate Dragon's Rage.

Armed Dragon Lv5 deals 2400 damage

The second one makes that 4800 damage

A Red-Eyes Darkness Dragon brings that total to 8400 damage.

This is assuming my GY contains 2 Armed Dragon Lv3s, Black Dragon's Chick and Red-Eyes B. Dragon.

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Alright. So,

- Equip Spells don't reduce ATK/DEF to 0, and can be equipped onto other monsters. (I'm just going to remove the reduce to 0, and the can only be equipped onto "Chaotic" monster effects. )

- Make the boss easier to summon (I might make it be able to be Special summoned by tributing 3 monsters as well as keeping Tetramorphs summon condition*. ) 

- Maybe don't lock in Defense position (I'm actually not sure if I should remove this clause, considering how much burn damage this archetype can do, I'm pretty sure that this deck does not consistently need a battle phase.)

- Maybe add "Chaotic Gardna"? (More protection + some draw and burn potential.)

Chaotic Gardna

DARK/Fiend/Effect

Level: 4

Once per turn, during either player's turn, you can target 1 "Chaotic" Monster you control, all your opponents monsters must attack that monster, if able. The targeted "Chaotic" monster cannot be destroyed by battle this turn. When this card is destroyed, draw 1 card, and if it's a "Chaotic" equip spell, you can reveal it and inflict 600 damage to your opponent. If not, discard it. 

ATK: 600

DEF: 2200

(nice defensive effect, and the ability to potentially draw and burn. )

*I might change Tetramorph's banish 5 "Chaotic" monsters into banish 3 "Chaotic" monsters. 

Would these changes be acceptable?

Also, you neglected to answer my other questions.

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How about an Anti-Meta Lockdown deck? Perfect for all of you sado-masochists out there. (THIS IS THE NEWER, MUCH BETTER EDITION THAT HAS BEEN REMADE)

Main Deck; Monsters

Chaotic Tetramorph

DARK/Fiend/Effect

Level: 4

When this card is sent to the GY, you can target 1 card in the opponents GY, add it to your hand. If this card left the GY by the opponents card effect, return it to your deck and draw 1 card. Once per turn, this card cannot leave the field. You can only use each effect of "Chaotic Tetramorph" once per turn. 

ATK: 1600

DEF: 800

 

Chaotic Dasher

DARK/Fiend/Effect

Level: 4

If there are no cards on your side of the field, you can special summon this monster, (from your hand) This monster cannot attack the turn this effect was activated. You can only use this effect of "Chaotic Dasher" once per turn. 

ATK: 1300

DEF: 1900

 

Chaotic Golem

DARK/Fiend/Effect

Level: 4

While this face-up card is on the field, level 4 or lower "Chaotic" monsters you control cannot be destroyed by battle. Once per turn, you can shuffle 1 "Chaotic" card in your hand into your deck, add 1 "Chaotic" equip spell from your deck to your hand. This card cannot attack the turn this effect was activated. 

ATK: 600

DEF: 2100

 

Chaotic Samurai

DARK/Fiend/Effect

Level: 4

Once per turn, if this card has a "Chaotic" equip spell equipped to it, you can inflict 500 damage to your opponent. If this card is destroyed while it has a "Chaotic" equip spell equipped to it, inflict 500 damage to all players. While this card is face-up on the field, you take no battle damage from battles involving "Chaotic" monsters.  

ATK: 1900

DEF; 0

 

Chaotic Brute

DARK/Fiend/Effect

Level: 4

If there are 2 or more level 4 or lower "Chaotic" monsters on your field, you can special summon this card, (from your hand) When this card is special summoned by its own effect, while there is a monster on the opponents field, you can discard 1 level 4 or lower "Chaotic" monster from your hand, reveal 2 "Chaotic" equip spells to your opponent. Your opponent must choose 1 to add to your hand, and 1 to shuffle into your deck. You can only use each effect of "Chaotic Brute" once per turn. 

ATK: 1700

DEF: 1300

 

Chaotic Reverser

DARK/Fiend/Effect

Level: 4

When this card is sent to your GY, add 1 "Chaotic" Spell/Trap card from your deck to your hand. You can only use this effect of "Chaotic Reverser" once per turn. Once per turn, when a level 4 or lower ''Chaotic" monster, other than "Chaotic Reverser" was sent to your GY, you can pay 500 LP, return that monster to your hand. Once per turn, you can remove this card from play, shuffle 5 "Chaotic" cards in your GY into your deck, draw 3 cards and discard 2. 

ATK: 0

DEF: 0

 

Chaotic Lancer

DARK/Fiend/Effect

Level: 4

When this card is sent to your GY, inflict 300 damage to your opponent for each "Chaotic" equip spell face up on the field, with a different name. When this card is added to your hand outside of your draw phase, you can reveal it to your opponent, then inflict 800 damage to your opponent. While this card is face-up on the field, "Chaotic" monsters can inflict piercing damage to defense position monsters. 

ATK: 1700

DEF: 500

 

Chaotic Tank

DARK/Fiend/Effect

Level: 4

Face-up equip spells you control cannot be destroyed by your opponents card effects. Once per turn, you can discard 1 "Chaotic" monster, inflict 500 damage to your opponent. 

ATK: 1600

DEF: 1500

 

Chaotic Trooper

DARK/Fiend/Effect

Level: 4

When this card is summoned, you can add 1 "Chaotic Dimension" from your deck or GY to your hand. While this card is face-up on the field, any face-up "Chaotic Dimension"(s) you control cannot be destroyed. You can reveal 1 "Chaotic" monster in your hand, other than "Chaotic Trooper" if you do, specail summon this card, (from your hand or GY. )

ATK: 1800

DEF: 1200

 

Chaotic Slasher

DARK/Fiend/Effect

Level: 4

When this card is summoned you can return any number of "Chaotic" equip spells in your GY to your deck, this card gains 100 ATK for each card returned by this effect. While this card is on the field, all "Chaotic" monsters gain 400 ATK and DEF. 

ATK; 1900

DEF: 0

 

Chaotic Gardna

DARK/Fiend/Effect

Level: 4

Once per turn, during either player's turn, you can target 1 "Chaotic" Monster you control, all your opponents monsters must attack that monster, if able. The targeted "Chaotic" monster cannot be destroyed by battle this turn. When this card is destroyed, draw 1 card, and if it's a "Chaotic" equip spell, you can reveal it and inflict 600 damage to your opponent. If not, discard it. 

ATK: 600

DEF: 2200

 

Ultimate Chaotic Plasma Demon Incarnate

DARK/Fiend/Effect

Level: 12

This card cannot be normal summoned/set. This card cannot be special summoned except by tributing 3 "Chaotic" monsters, or by removing 3 "Chaotic" monster in your GY from play. This card's summon cannot be negated. This card is unaffected by the effects of all cards equipped to it. This card cannot be destroyed by battle. This card cannot be destroyed by effects. Once per turn, you can pay 1000 LP. Target as many equip spells in either players GY as possible, equip them onto this card. This card gains 500 ATK for each card equipped to it. If this card were to leave the field, you can remove 1 equip spell from it instead. 

ATK: 4000

DEF: 4000

(All right, well, it's not the most broken boss in existence, but it's certainly powerful. Immune to effect and battle destruction, can't be summon negated, can't be affected by equipped cards, can equip itself with any number of equip spells by paying 1000 LP, has a Maha Vailo clause, and if you were to attempt you remove it from the field in any other way, it can just de equip one equip spell, and stay alive. ) *The new version is much easier to summon, while still retaining those quality, wholesome effects, although I did have to tone it down a bit. 

(Alright, next come the Spells/Traps. )

(Non-Equip Spells first)

Chaotic Dimension

Field Spell

When this card is activated, you can add 1 "Chaotic" card from your deck to your hand. While this card is on the field, all Spell and Trap zones on your side of the field are treated as 2. All monsters your opponent controls lose 800 ATK and DEF for each "Chaotic" monster you control with a different name. When this card leaves the field, all cards on the field are banished, and both players LP are halved. You can remove this card from play, add 1 "Chaotic Dimension" from your deck to your hand. You can only use each effect of "Chaotic Dimension" once per turn. 

*Because 500 ATK and DEF wasn't enough, also, I gave it a nice search effect for more copies of itself. 

Chaotic Cards of Self-Masochism

Quick-Play Spell

Activate only when you take 500 or more damage while you control a "Chaotic" monster. Take 1000 damage, draw 3 cards and discard 2. You can only activate 1 "Chaotic Cards of Self-Masochism" per turn. 

*It's activation requirements are still a bit tricky, but it's well worth the reward, seeing as you get a graceful charity effect out of it now. 

Chaotic Contract

Quick-Play Spell

Activate only when you take 500 or more damage while you control a "Chaotic" monster. your opponent takes the same damage you do, and both players draw 1 card. 

*The only change i'm making to this card is lowering the amount of damage that's needed to activate it. 

Chaotic Portal

Continuous Spell

Once per turn, you can shuffle 1 "Chaotic" card in your GY into your deck, add 1 "Chaotic" card from your deck to your hand with a different name than the card returned to deck by this effect.

*Not changing this, because why would I?

Chaotic Matrix

Continuous Trap

"Chaotic" cards you control cannot be destroyed by card effects. During each player's End Phase, gain 800 LP for each face-up "Chaotic" monster on the field with a different name. During your Standby Phase, take 1000 damage or destroy this card. 

*Changed to gain 800 LP instead of 500, it also protects all "Chaotic" cards, not just monsters. 

(Now the equip spells, oh goody!)

 

Chaotic Equip Strain

Equip Spell

During each of your Standby Phases, take 500 damage or destroy this card. If this card is destroyed, destroy the equipped monster, and inflict 500 damage to both players. If there is an equip spell already equipped to the equipped monster, destroy this card. The opponent cannot normal summon/set, or special summon monsters with the same level as the equipped monster. 

(equip spell #1, it basically restricts the opponent from summoning level 4 monsters)

*I'm getting rid of most of the restrictions on all of these

Chaotic Equip Freeze

Equip Spell

During each of your Standby Phases, take 500 damage or destroy this card. If this card is destroyed, destroy the equipped monster, and inflict 500 damage to both players. If there is an equip spell already equipped to the equipped monster, destroy this card. The opponent cannot activate card effects in their hand or deck. 

(equip spell #2, it basically eliminates all of your opponents hand traps, and forces them to set spells before activating them. )

*On top of removing the restrictions, I also included effects from the deck, because why not?

Chaotic Equip Oversoul

Equip Spell

During each of your Standby Phases, take 500 damage or destroy this card. If this card is destroyed, destroy the equipped monster, and inflict 500 damage to both players. If there is an equip spell already equipped to the equipped monster, destroy this card. The opponent cannot activate card effects in their GY. The effects of all cards in the opponents GY are negated. The opponent cannot remove cards in their GY. 

(equip spell #3, basically, it's just the effect of "Necrovalley" but it only applies to your opponent.)

*Made it more "Necrovalley" like, and removed the restrictions. 

Chaotic Equip Destruction

Equip Spell

 During each of your Standby Phases, take 500 damage or destroy this card. If this card is destroyed, destroy the equipped monster, and inflict 500 damage to both players. If there is an equip spell already equipped to the equipped monster, destroy this card. During each of your End Phases, you can discard 1 "Chaotic" monster from your hand, then send 1 card from the top of your opponents deck to their GY x the level of the discarded "Chaotic" monster. 

(equip spell #4 basically, it's just some deck destruction, and this card combo's nicely with "Chaotic Equip Oversoul" as it negates effects in the GY.)

*Just removed restrictions

Chaotic Equip Share Gain

Equip Spell

During each of your Standby Phases, take 500 damage or destroy this card. If this card is destroyed, destroy the equipped monster, and inflict 500 damage to both players. If there is an equip spell already equipped to the equipped monster, destroy this card. When your opponent gains LP, gain LP equal to the amount they gained. 

(equip spell #5 basically, if your opponent gains LP in a desperate attempt to not lose, you gain the same amount.)

*removed restrictions

Chaotic Equip Summon Jolt

Equip Spell

During each of your Standby Phases, take 500 damage or destroy this card. If this card is destroyed, destroy the equipped monster, and inflict 500 damage to both players. If there is an equip spell already equipped to the equipped monster, destroy this card. Once per turn, when your opponent special summons a monster whose ATK or DEF is higher than the equipped monsters ATK or DEF, you can negate the special summoning of that monster and destroy it. 

*New equip spell, must torture more. 

 

(well, that's all, please tell me your opinion. )

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