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Pojo's Yu-Gi-Oh Card of the Day

Chaos Zone
#SDDC-EN024 

Each time a monster(s) is banished, place 1 Chaos Counter on this card for each of those monsters. Once per turn: You can remove 4 or more Chaos Counters from your side of the field to target 1 banished monster with a Level equal to the number of Chaos Counters removed; Special Summon that target. When this card on the field is sent to the Graveyard by your opponent's card effect: You can add 1 LIGHT or DARK monster from your Deck to your hand, whose Level is less than or equal to the number of Chaos Counters that were on this card.

Card Ratings
Traditional: 2.20
Advanced: 2.50 

Ratings are based on a 1 to 5 scale
1 being the worst. 3 is average. 5 is the highest rating.


Date Reviewed - Feb. 16, 2012

Back to the main COTD Page

 

Dark

Paladin

Chaos Zone = Field Magic Card + Triple Mystical Space Typhoon = Unplayable in current Format...
 
However, this is one of the better Field Magic cards out there.  There's a lot of print, but it does some nifty things.  Each time a Monster is removed from play, place a Chaos Counter on this card.  For starters, the good here is it doesn't have to be YOUR Monster.  By removing four or more Chaos Counters from this card, you can Special Summon a Monster that was removed from play whose Level is equal to the number of removed Chaos Counters.  Now I admit here for one, that it doesn't state YOUR Monster...IF this includes opponent's Monsters too, the playability of this card goes up.  If not, it's not a big deal.  Furthermore, when this card is removed from the Field by your opponent, you can add a Light OR Dark Monster from your Deck to your Hand.  I think that's the money effect of this card, so to speak.  Some Decks could really use this I think, but you can't just play BLS and expect this to work.  The Deck needs to be (at least partially) tailored for this card.
 
Ratings:
 
3/5 both Formats, for reasons listed above

Art:  5/5


John Rocha

We got a pretty nifty field spell card in the Dragon’s Collide structure deck called Chaos Zone. Even though it was made for the structure deck, its uses could be better served in other decks. Although Chaos/Dragon decks banish monsters at a pretty good pace, decks based on banishing can do it faster. A banishment deck built around the (D.D.) Different Dimension monsters and Dimensional Fissure and other cards that remove monsters from play work twice as fast as they remove your opponent’s monsters as well. Note that Chaos Zone counts every monster that is banished.
 
Every time you reach the number of counters that you need to special summon a banished monster (-4 if you want the secondary effect), you can use the effect and therefore get you back to even advantage as playing this card starts you off at a -1 advantage. You can also summon your opponent’s banished monster if you like. If you let the counters grow to 8 and your opponent destroys this card, you can search for Black Luster Soldier (BLS).
 
I am not found of field spell cards and I am not sold on this card, but in the right deck it could be very good.
 
Traditional: 2/5
Advanced:  2/5

Miguel

Our look at the newest cards from Dragons Collide structure deck has us reviewing the field spell card, Chaos Zone: Each time a monster(s) in banished, place 1 chaos counter on this card for each monster.  Once per turn, you can remove 4 or more chaos counters from your side of the field to target a banished monster with a level equal to the number of chaos counters removed and special summon that monster. When this card on the field is sent to the grave by your opponent's card effect, you can add 1 LIGHT or DARK monster from your deck to your hand who's level is equal or less to the number of Chaos counters that were on this card. This card has some use, if it didn't take a while for it to get going. At the least you can snag a Sangan or another Eclipse Wyvern if your lucky it stays around that long. With either of Chaos Zone effects, you could get something, but not what you may want. With triple Mystical Space Typhoon and Heavy Storm lurking, you may not get the full potential of Chaos Zone that you want. 
 
Traditional: 1.5
Advanced: 2
Tomorrow: How to trade your dragon.


Angelic Nightmare

Chaos Zone
 
Each time a monster(s) is banished, place 1 Chaos Counter on this card for each of those monsters. Once per turn: You can remove 4 or more Chaos Counters from your side of the field to target 1 banished monster with a Level equal to the number of Chaos Counters removed; Special Summon that target. When this card on the field is sent to the Graveyard by your opponent's card effect: You can add 1 LIGHT or DARK monster from your Deck to your hand, whose Level is less than or equal to the number of Chaos Counters that were on this card.
 
At first, this card seems really good, but at a second glance it’s actually semi-decent. With chaos variant decks running left and right, you would imagine that the counters rake up rather quickly. With a lot of competitive players running Chaos Sorcerers, Black Luster Soldier- Envoy of the Beginning, and Dimensional Prison, this card may see some play. Regardless of how many counters it may have, you can always get something good out of this card.

1 counter = Effect Veiler/Battle Facer/Mystic Piper/etc.
2 counter= Plaguespreader Zombie
3 counters= Sangan/Blackwing- Gale the Whirlwind/Spirit Reaper/Tour Guide
4 counters= Thunderking Raioh/Doomcal knight/etc.
 
Well, you get the idea. Now the only thing that may hinder this is an MST before you get any counters on this card. One card that helps get this card going is Wind-up Rabbit or using it in Macro builds using D.D. scout plane and/or D.D. survivor.
 
Pros:  Can get crucial monsters to your hand
Cons: Situational and somewhat slow.
 
Traditional: 2/5
Advanced: 3/5


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