Guide to playing Chimera

Guide to playing Chimera

Chimera in Duel Links has always been a strong meta force (though it's cooled down recently), which is not surprising given how well the deck performs in the TCG, and in Duel Links, they've provided all the crucial pieces except for Guardian Chimera.

Today I'll be introducing Chimera, even though it's a bit late.




Skill

 

Chimera Illusions (Skill Card) (100%)

UR Rarity
Chimera Illusions (Skill Card)
UR Rarity
Chimera Illusions (Skill Card)
Chimera Illusions (Skill Card)
Chimera Illusions (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


You can only use this Skill's second and third effects once per Duel. 1: You cannot Normal or Special Summon (excluding Special Summons from the Extra Deck) any monsters, except Beast, Fiend, Illusion, and Spellcaster monsters. 2: Reveal 1 monster that mentions "Chimera Fusion" in your hand and shuffle 1 card from your hand into the Deck, then add 1 "Chimera Fusion" from your Deck to your hand. Then, you can send 1 Level 7 DARK Illusion or Spellcaster monster with 2500 ATK from your hand or Deck to the Graveyard. 3: If only your opponent controls a monster, play 1 "Chimera the Flying Mythical Beast" from outside of your Deck in face-down Defense Position. (Its battle position can be changed.)


This skill transforms Chimera from a typical Fusion deck into an efficient resource management machine. It addresses the two biggest problems of Fusion decks: lack of Fusion Spells and lack of high-level (Boss) materials in the graveyard . While not "game-breaking," this is precisely the solid foundation for Chimera to become powerful.

Thanks to the ability to directly obtain Chimera Fusion , players have much more freedom in building decks and executing combos. You don't need to rely entirely on drawing this spell, which significantly reduces the risk of "bricking" your card.

Sending Nightmare Magician down to the grave right from the start was the most important preparatory step.

  • The Chimera deck has a very powerful revival ability. By sending Nightmare Magician to the graveyard early, you can easily revive it later using the effects of Chimera Fusion or other Fusion monsters. .

  • Nightmare Magician is a powerful board control tool that can steal opponent monsters and destroy cards on the field, so having it readily available in the graveyard is a prerequisite for applying pressure.

Finally, the "spawn" capability   Chimera the Flying Mythical Beast The card from outside the deck is a tool for turning the tide when going second.

  • If your opponent has a monster and you don't, you can summon the original Chimera , then flip it over on the same turn. .

  • This Chimera serves as a free fusion material, allowing you to easily summon Chimera the Illusion Beast – a main monster used for OTK (One-Kill) attacks with the ability to attack multiple times and reduce the opponent's stats to zero . .




The Beasts

Chimera's greatest strength lies in its stable "One-card combo" ability. Regardless of which of these four cards you start with: Mirror Swordknight, Cornfield Coatl , Gazelle the King of Mythical Claws, or Apprentice Illusion Magician.   You can all end up going to the same destination.

Mirror Swordknight (x3)

R Rarity
Mirror Swordknight
R Rarity
Mirror Swordknight
Mirror Swordknight
LIGHT 4
Mirror Swordknight
  • ATK:

  • 1900

  • DEF:

  • 300


If this card battles a monster, neither can be destroyed by that battle. You can only use each of the following effects of "Mirror Swordknight" once per turn. (Quick Effect): You can Tribute this card; Special Summon 1 monster from your Deck that mentions "Chimera Fusion", except "Mirror Swordknight". When a monster your opponent controls activates its effect, while you control "Chimera the Flying Mythical Beast" (Quick Effect): You can banish this card from your field or GY; negate that effect.


Starter is the highest priority.

Field Effect: Sacrifice yourself to Special Summon a monster from your deck (usually Gazelle or Berfomet ).

Graveyard Effect (Important): When in the graveyard and you control Chimera the Flying Mythical Beast , it can banish itself to negate the effects of your opponent's monsters on the field. .

Cornfield Coatl (x3)

R Rarity
Cornfield Coatl
R Rarity
Cornfield Coatl
Cornfield Coatl
WIND 4
Cornfield Coatl
  • ATK:

  • 500

  • DEF:

  • 1700


If this card battles a monster, neither can be destroyed by that battle. You can only use each of the following effects of "Cornfield Coatl" once per turn. You can discard this card; add 1 monster that mentions "Chimera Fusion" from your Deck to your hand, except "Cornfield Coatl". When your opponent activates a card or effect that targets a card(s) you control, while you control "Chimera the Flying Mythical Beast" (Quick Effect): You can banish this card from your field or GY; negate that effect, and if you do, destroy that card.


Discard yourself from the tea set to search for Mirror Swordknight .


While in the grave, it can banish itself to neutralize any effects targeting your card and destroy that card—counter those lazy wives who don't read.

Gazelle the King of Mythical Claws (x3)

R Rarity
Gazelle the King of Mythical Claws
R Rarity
Gazelle the King of Mythical Claws
Gazelle the King of Mythical Claws
EARTH 4
Gazelle the King of Mythical Claws
  • ATK:

  • 1500

  • DEF:

  • 1200


If this card is Normal or Special Summoned: You can add 1 Level 5 Fiend monster or 1 "Chimera Fusion" from your Deck to your hand. If this card is sent to the GY as material for a Fusion Summon: You can add 1 Illusion monster from your Deck to your hand. You can only use each effect of "Gazelle the King of Mythical Claws" once per turn.


When summoned (usually by Swordknight ), it seeks outBig-Winged Berfomet or Chimera Fusion . This is the bridge to achieving fusion. .

Nightmare Apprentice (x2-3)

UR Rarity
Nightmare Apprentice
UR Rarity
Nightmare Apprentice
Nightmare Apprentice
DARK 6
Nightmare Apprentice
  • ATK:

  • 2000

  • DEF:

  • 1700


You can Special Summon this card (from your hand) by discarding 1 card. You can only Special Summon "Nightmare Apprentice" once per turn this way. If this card battles a monster, neither can be destroyed by that battle. If this card is Normal or Special Summoned: You can add 1 Illusion monster from your Deck to your hand, except "Nightmare Apprentice". You can only use this effect of "Nightmare Apprentice" once per turn.


You can perform a special summon by skipping one song. When summoned, it searches Tao the Great Chanter or other Illusion monsters, allowing you to continue your combo if it's interrupted. .

Nightmare Magician (x1)

UR Rarity
Nightmare Magician
UR Rarity
Nightmare Magician
Nightmare Magician
DARK 7
Nightmare Magician
  • ATK:

  • 2500

  • DEF:

  • 2000


If this card battles a monster, neither can be destroyed by that battle. At the end of the Damage Step, if this card battled an opponent's monster: You can take control of that opponent's monster. Once per turn, at the start of the Damage Step, if another monster attacks: You can destroy 1 card on the field.


Main Deck Boss

It is usually sent to the graveyard by a Skill and revived. It has the ability to steal opponent's monsters after battle and destroy cards on the field if other monsters attack. This is an extremely formidable defensive wall.

Master Tao the Chanter (x1)

R Rarity
Master Tao the Chanter
R Rarity
Master Tao the Chanter
Master Tao the Chanter
EARTH 3
Master Tao the Chanter
  • ATK:

  • 1200

  • DEF:

  • 900


If this card battles a monster, neither can be destroyed by that battle. If this card is sent to the GY: You can target 1 Illusion monster in your GY, except "Master Tao the Chanter"; Special Summon it in Defense Position, also you cannot Special Summon from the GY for the rest of this turn, except Illusion monsters. You can only use this effect of "Master Tao the Chanter" once per turn.


Used as a fusion ingredient to revive the Illusion monster from the graveyard.

Big-Winged Berfomet (x2-3)

R Rarity
Big-Winged Berfomet
R Rarity
Big-Winged Berfomet
Big-Winged Berfomet
DARK 5
Big-Winged Berfomet
  • ATK:

  • 1400

  • DEF:

  • 1800


If this card is Normal or Special Summoned: You can add 1 Level 4 Beast monster and/or 1 "Chimera Fusion" from your Deck to your hand, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Fusion Monsters. If this card is sent to the GY as material for a Fusion Summon: You can target 1 Illusion monster in your GY; Special Summon it. You can only use each effect of "Big-Winged Berfomet" once per turn.


When used as a fusion material, it allows you to revive an Illusion monster from the graveyard and also has the ability to search for Chimera Fusion and level 4 Beasts like Camelump (but nobody does that, bro) .

Performapal Camelump (x0-1)

R Rarity
Performapal Camelump
R Rarity
Performapal Camelump
Performapal Camelump
EARTH 42
Performapal Camelump
  • ATK:

  • 800

  • DEF:

  • 1800


[ Pendulum Effect ] Once per turn, during your Main Phase 1: You can target 1 face-up monster you control; the monsters your opponent currently controls lose 800 DEF until the end of this turn, and if they do, if the targeted monster attacks a Defense Position monster this turn, inflict piercing battle damage to your opponent. (These effects remain even if this card leaves the field.) [ Monster Effect ] If this card is destroyed by battle: You can make the monster that destroyed this card lose 800 ATK.


This jungle monster was found by Big-winged; its effect is to reduce the opponent's monster's ATK by 800, making it easier for you to OTK them... Um, that's all. You can play it if you run out of cards to add.

Vision Resonator, Farfa and Malebranche of the Burning Abyss (x1)

R Rarity
Vision Resonator
R Rarity
Vision Resonator
Vision Resonator
DARK 2
Vision Resonator
  • ATK:

  • 400

  • DEF:

  • 400


If a Level 5 or higher DARK monster is on the field, you can Special Summon this card (from your hand). You can only Special Summon "Vision Resonator" once per turn this way. If this card is sent to the GY: You can add 1 Spell/Trap that mentions "Red Dragon Archfiend" from your Deck to your hand. You can only use this effect of "Vision Resonator" once per turn.


R Rarity
Farfa, Malebranche of the Burning Abyss
R Rarity
Farfa, Malebranche of the Burning Abyss
Farfa, Malebranche of the Burning Abyss
DARK 3
Farfa, Malebranche of the Burning Abyss
  • ATK:

  • 1000

  • DEF:

  • 1900


If you control a monster that is not a "Burning Abyss" monster, destroy this card. You can only use 1 of these effects of "Farfa, Malebranche of the Burning Abyss" per turn, and only once that turn. ● If you control no Spell/Trap Cards: You can Special Summon this card from your hand. ● If this card is sent to the Graveyard: You can target 1 monster on the field; banish it until the End Phase.


The Chimera deck has the ability to easily summon Beatrice, Lady of the Eternal (Rank 6). Beatrice's (and Berfomet's ) ability to send any card from your deck to the graveyard allows you to utilize the effects of these two cards.
Vision Resonator
  • It is usually sent to the graveyard during your turn. When sent to the graveyard, it allows you to search for Crimson Gaia in your hand. From there, Crimson Gaia will search for Fiendish Golem (a powerful trap to banish enemy monsters). .

  • In the next turn, you can retrieve Vision Resonator from the graveyard using Crimson Gaia to Special Summon it (if you have a Level 5 or higher Dark monster) to use it for Link or Synchro summoning. .

  • Farfa, Malebranche of the Burning Abyss:

    • Send to the graveyard to banish one of your opponent's monsters to End Phase. Very useful for clearing the way for attack or removing annoying obstacles. .

    • You can also use Farfa to banish your own monster to avoid enemy kill/target effects, and that monster will return at End Phase. .

  • Invader of Darkness and The End of Anubis (x0-1)

    SR Rarity
    Invader of Darkness
    SR Rarity
    Invader of Darkness
    Invader of Darkness
    DARK 8
    Invader of Darkness
    • ATK:

    • 2900

    • DEF:

    • 2500


    Your opponent cannot activate Quick-Play Spell Cards.


    UR Rarity
    The End of Anubis
    UR Rarity
    The End of Anubis
    The End of Anubis
    DARK 6
    The End of Anubis
    • ATK:

    • 2500

    • DEF:

    • 0


    While this card is face-up on the field, all effects of Spell, Trap, and Monster Cards that target a card(s) in the Graveyard or that activate in the Graveyard are negated.


    Floodgate, but it's a bit crappy.

    We can send these two cards to the graveyard (using Beatrice or Berfomet ), then revive them using Chimera the King of Phantom Beasts or Tao the Great Chanter .
    While on the field, Invader prevents opponents from activating Quick-Play Spells . This is a fatal blow to decks that rely heavily on Quick Spells, such as Despia (blocking Branded in Red , Branded Opening ), or Sky Striker.



    Extra Deck

     

    Chimera the King of Phantom Beasts (x2)

    SR Rarity
    Chimera the King of Phantom Beasts
    SR Rarity
    Chimera the King of Phantom Beasts
    Chimera the King of Phantom Beasts
    WIND 6
    Chimera the King of Phantom Beasts
    • ATK:

    • 2100

    • DEF:

    • 1800


    1 Beast monster + 1 Fiend monster This card's name becomes "Chimera the Flying Mythical Beast" while on the field or in the GY. You can only use each of the following effects of "Chimera the King of Phantom Beasts" once per turn. If this card is Fusion Summoned: You can activate this effect; send 1 random card from your opponent's hand to the GY during the End Phase of this turn. During your opponent's turn (Quick Effect): You can banish this card from your GY, then target 1 Beast, Fiend, or Illusion monster in your GY; Special Summon it.


    In End Phase, it forces the opponent to randomly discard 1 card from their hand . Additionally, it can banish itself from the graveyard to revive an Illusion monster (usually Nightmare Magician ).


    • On the field, its name is considered "Chimera the Flying Mythical Beast ," which helps activate the Negate effects of Swordknight and Coatl in the graveyard.

    Berfomet the Mythical King of Phantom Beasts (x3)

    R Rarity
    Berfomet the Mythical King of Phantom Beasts
    R Rarity
    Berfomet the Mythical King of Phantom Beasts
    Berfomet the Mythical King of Phantom Beasts
    WIND 6
    Berfomet the Mythical King of Phantom Beasts
    • ATK:

    • 2400

    • DEF:

    • 600


    2 monsters with different Types (Beast, Fiend, or Illusion) This card's name becomes "Chimera the Flying Mythical Beast" while on the field or in the GY. You can only use each of the following effects of "Berfomet the Mythical King of Phantom Beasts" once per turn. If this card is Fusion Summoned: You can send 1 Beast, Fiend, or Illusion monster from your Deck to the GY. During your opponent's turn (Quick Effect): You can banish this card from your GY, then target 1 of your banished Beast, Fiend, or Illusion monsters, except "Berfomet the Mythical King of Phantom Beasts"; Special Summon it.


    When summoned, it sends one random card from its Deck to the Graveyard (usually Necroworld Banshee , Vision Resonator , or Swordknight to replenish resources). It also has the ability to revive banished Illusion Beasts. .

    Chimera the Illusion Beast (x1)

    SR Rarity
    Chimera the Illusion Beast
    SR Rarity
    Chimera the Illusion Beast
    Chimera the Illusion Beast
    DARK 8
    Chimera the Illusion Beast
    • ATK:

    • 3100

    • DEF:

    • 2800


    "Chimera the Flying Mythical Beast" + 1+ Illusion monsters This card's name becomes "Chimera the Flying Mythical Beast" while on the field or in the GY. This card can attack monsters a number of times each Battle Phase, up to the number of materials used for it. If this card battles a monster, neither can be destroyed by that battle. At the end of the Damage Step, if this card battled an opponent's monster: You can change that opponent's monster's ATK to 0, also negate its effects.


    It can attack multiple times (depending on the amount of materials). After the battle, it negates effects and reduces the opponent's monster's ATK to 0 , allowing for another attack to deal massive damage. This is the main finishing tool of the deck.

    Beatrice Lady of the Eternal (x1)

    SR Rarity
    Beatrice, Lady of the Eternal
    SR Rarity
    Beatrice, Lady of the Eternal
    Beatrice, Lady of the Eternal
    LIGHT
    Beatrice, Lady of the Eternal
    • ATK:

    • 2500

    • DEF:

    • 2800


    2 Level 6 monsters / You can also Xyz Summon this card by sending 1 "Burning Abyss" monster from your hand to the Graveyard, then using 1 "Dante" monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) If Summoned this way, the following effect cannot be activated this turn. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; send 1 card from your Deck to the Graveyard. If this card in your possession is destroyed by your opponent's card (by battle or card effect) and sent to your Graveyard: You can Special Summon 1 "Burning Abyss" monster from your Extra Deck, ignoring its Summoning conditions.


    Used to send tech pieces to the graveyard during your opponent's turn. Common targets include:

    • Invader of Darkness: Disables the opponent from using Quick-Play Spells. .

    • Tackle Crusader / Farfa: To push away cards or temporarily remove an opponent's monster. .

    • Vision Resonator: To search for Crimson Gaia .



    Spell/Trap

     

    Chimera Fusion (x3)

    R Rarity
    Chimera Fusion
    R Rarity
    Chimera Fusion
    Chimera Fusion
    Spell Quick
    Chimera Fusion

      During the Main Phase: Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as material, including a Beast or Fiend monster. During your Main Phase, if this card is in your GY and you have "Chimera the Flying Mythical Beast" on your field or in your GY: You can activate 1 of these effects; ● Add this card to your hand. ● Banish this card, and if you do, Special Summon both 1 "Gazelle the King of Mythical Beasts" and 1 "Berfomet" from your Deck and/or GY. You can only use this effect of "Chimera Fusion" once per turn.


      Because it's Quick-Play, you can activate it during the Battle Phase to deliver a finishing blow (OTK) or use it during your opponent's turn to "dodge" targeted/kill effects by using the targeted monster as fusion material. .

      Its greatest strength is the ability to retrieve itself from the Graveyard to your hand each turn (as long as you have a Chimera/Berfomet monster on the field or graveyard). This means you only need 1-2 copies but can use them dozens of times in a single match. .

      Note: Although the Skill already grants one card, I still recommend using three copies to ensure you always have one in your hand (in case it gets negated or you need to use it during your opponent's turn). .

      Crimson Gaia and Fiendish Golem (x1)

      SR Rarity
      Crimson Gaia
      SR Rarity
      Crimson Gaia
      Crimson Gaia
      Spell Continuous
      Crimson Gaia

        During your Main Phase: You can add 1 "Red Dragon Archfiend" or 1 card that mentions it from your Deck or GY to your hand, except "Crimson Gaia". When your "Red Dragon Archfiend" declares an attack: You can change all monsters your opponent controls to face-down Defense Position. If a monster(s) on the field is destroyed by battle or card effect: You can Special Summon 1 "Red Dragon Archfiend" from your GY. You can only use each effect of "Crimson Gaia" once per turn.


        SR Rarity
        Fiendish Golem
        SR Rarity
        Fiendish Golem
        Fiendish Golem
        Trap Normal
        Fiendish Golem

          Target 1 monster on the field with 2000 or more ATK; banish it (until the End Phase of the next turn), then if you activated this card while you controlled "Red Dragon Archfiend" or a Synchro Monster that mentions it, you can Set 1 "Fiendish Chain" directly from your Deck or GY.


          This is a "mini-engine" integrated into Chimera through sending Vision Resonator down to the grave (by Beatrice ).


          Mirage Mirror Force (x0-1)

          N Rarity
          Mirage Mirror Force
          N Rarity
          Mirage Mirror Force
          Mirage Mirror Force
          Trap Normal
          Mirage Mirror Force

            When an opponent's monster declares an attack: Special Summon 1 Illusion monster from your hand or GY, and if you do, return the attacking monster to the hand. If a face-up Illusion monster(s) you control leaves the field by an opponent's card effect, while this card is in your GY (except during the Damage Step): You can banish this card; Special Summon 1 Illusion monster from your hand or GY. You can only use this effect of "Mirage Mirror Force" once per turn.


            A trap card that combines quite well with Illusion monsters in the deck, but being a trap, it's rather slow.

            Tech & Staple

            UR Rarity
            Cosmic Cyclone
            UR Rarity
            Cosmic Cyclone
            Cosmic Cyclone
            Spell Quick
            Cosmic Cyclone

              Pay 1000 LP, then target 1 Spell/Trap on the field; banish it.


              N Rarity
              Mischief of the Gnomes
              N Rarity
              Mischief of the Gnomes
              Mischief of the Gnomes
              Trap Normal
              Mischief of the Gnomes

                This turn, reduce the Levels of all monsters in each player's hand by 1 (even after they are Summoned/Set). You can banish this card from the Graveyard; this turn, reduce the Levels of all monsters in each player's hand by 1 (even after they are Summoned/Set).


                UR Rarity
                Final Bringer of the End Times
                UR Rarity
                Final Bringer of the End Times
                Final Bringer of the End Times
                Spell Quick
                Final Bringer of the End Times

                  Target 1 monster you control and 1 card your opponent controls; destroy them. You can only activate 1 "Final Bringer of the End Times" per turn.


                  SR Rarity
                  Radian, the Multidimensional Kaiju
                  SR Rarity
                  Radian, the Multidimensional Kaiju
                  Radian, the Multidimensional Kaiju
                  DARK 7
                  Radian, the Multidimensional Kaiju
                  • ATK:

                  • 2800

                  • DEF:

                  • 2500


                  You can Special Summon this card (from your hand) to your opponent's side of the field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. Once per turn: You can remove 2 Kaiju Counters from anywhere on the field; Special Summon 1 "Radian Token" (Fiend-Type/DARK/Level 7/ATK 2800/DEF 0), but it cannot be used as a Synchro Material.


                  UR Rarity
                  Infinite Impermanence
                  UR Rarity
                  Infinite Impermanence
                  Infinite Impermanence
                  Trap Normal
                  Infinite Impermanence

                    Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.


                    UR Rarity
                    Forbidden Droplet
                    UR Rarity
                    Forbidden Droplet
                    Forbidden Droplet
                    Spell Quick
                    Forbidden Droplet

                      Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn.




                      Tag(s):

                       



                      Combo

                      Chimera's strength lies in its absolute consistency ("All roads lead to Rome"). No matter which starter you choose ( Mirror Swordknight , Cornfield Coatl , or Gazelle ), the outcome of the Turn 1 combo is usually the same.

                      1. BASIC COMBO SET

                      This is the standard combo for going first, aiming to establish three layers of defense: Hand Rip, Negate (disable cards in the graveyard), and prepare resources for the next turn.

                      • Condition: You must have 1 Starter (Example: Mirror Swordknight ).

                      • Steps to follow:

                        1. Activation: Summon Normal Mirror Swordknight . Activate effect: Sacrifice yourself to summon Big-Winged Berfomet from your deck. .

                        2. Search: Berfomet effect when summoned: Adds Chimera Fusion and 1 Illusion monster (like Gazelle ) to hand. .

                        3. First Fusion: Activate Chimera Fusion : Fusion of Berfomet + Gazelle -> Summon Chimera the King of Phantom Beasts .

                        4. The important chain link:

                          • CL1: Chimera (Field): Activates an effect that forces the opponent to discard 1 random card in the End Phase.

                          • CL2: Berfomet (Grave): Revives 1 Illusion monster from the graveyard (e.g., Mirror Swordknight ).

                          • CL3: Gazelle (Grave): Search for another Illusion monster (e.g., Apprentice Illusion Magician or Tao ) .

                        5. Recycling: Activate Chimera Fusion effect in graveyard -> Get it back into hand .

                        6. Extension: Use Apprentice (automatic jump) or Tao to perform Fusion 2 or Xyz Rank 6 (if desired).

                        7. End Board:

                          • On the field: Chimera the King of Phantom Beasts (Hand Rip).

                          • In the grave: Mirror Swordknight (Negates monster effects), Cornfield Coatl (Negates targeting effects).

                          • In hand: Chimera Fusion (recalled) and traps/tech cards .

                      2. COMBO CONTROL: THE BEATRICE LOCK

                      This combo uses Beatrice, Lady of the Eternal (Rank 6) to send counter cards to the graveyard during the opponent's turn. It's often used against specific decks (like Despia, Sky Striker).

                      • Condition: You must summon 2 Level 6 monsters (usually Berfomet Fusion + Apprentice or Tao ) .

                      • Steps to follow:

                        1. Xyz Summon: Stack 2 Level 6 monsters -> Summon Beatrice .

                        2. Turn 1 (Your turn): Activate Beatrice's effect -> Send Vision Resonator to the graveyard (to find Crimson Gaia ) or Invader of Darkness .

                        3. Turn 2 (Opponent's turn):

                          • Option A (Spell Lock): Use a trap or Chimera effect to revive Invader of Darkness from the graveyard. Result: Opponent unable to activate Quick-Play Spells (Critical hit with Despia/Sky Striker) .

                          • Option B (Harassment): Activate Beatrice -> Send Tackle Crusader (to flip monsters/push environment spells) or Farfa (to temporarily banish an opponent's monster) .

                      3. FINISHING COMBO: OTK WITH ILLUSION BEAST

                      This is a combo used to finish the game when going second, taking advantage of the Skill's capabilities.

                      • Condition: Go after (Turn 2 onwards).

                      • Steps to follow:

                        1. Activating Skill: Place Chimera the Flying Mythical Beast (original) from outside the deck onto the field face down. .

                        2. Flip Summon Chimera (can be done during the turn).

                        3. Activate Chimera Fusion : Fusion of Chimera (on the field) + any monster -> Summon Chimera the Illusion Beast .

                        4. Battle Phase:

                          • Attack the opponent's monster.

                          • Activation effect: Disables the effect of that monster + Reduces ATK to 0.

                          • Perform a second attack (Multi-attack) on a monster with 0 ATK to deal massive damage. .

                      4. TIPS

                      • Chain Block: When fusing Chimera , arrange the chain so that the most important effect (like Gazelle finding cards) is on the highest Chain Link to avoid Negate (if applicable).

                      • Protecting the Chimera: Always prioritize sending Mirror Swordknight and Cornfield Coatl to the graveyard as early as possible. They act as a "shield," protecting the Chimera from being targeted or destroyed. .

                      • Nightmare Magician: Don't forget to send Nightmare Magician to the graveyard with your Skill at the start of the match. It's a great resurrection target to steal the opponent's monster (Steal) and clear the board. .




                      Companion unit:

                      - Yu-Gi-Oh! Guidance Vietnam

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