Chimera the King of Phantom Beasts
Chimera the King of Phantom Beasts

Chimera the King of Phantom Beasts – #DUNE-EN033

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.

Date Reviewed:  September 27th, 2023

Rating: 3.75

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:


KoL's Avatar
King of
Lullaby

Hello Pojo Fans,

Chimera the King of Phantom Beasts is the new “Chimera the Flying Mythical Beast” and the archetype and cards requiring that monster are better off because of it.

Straight-away it is better by not requiring two specifically named monsters for the Fusion Summon. Any Beast and any Fiend Type monsters will do and that makes this Level 6 Fusion Monster better. Low ATK for Level 6 aside, this King of Phantom Beasts will get rid of a random card your opponent has in the hand at the End Phase, regardless of what happens to it. This ensures that Chimera is at least going to make a difference, even if you lose it through an effect. This only happens through if it is Fusion Summoned, so if it gets Special Summoned you lose out on that effect. This doesn’t exist on the original, you only get a Special Summon of one of the Fusion requirement monsters if they exist in the grave after the Fusion Monster hits the graveyard.

A Quick Effect tacked on for good measure? I will like this just because the original had nothing else to offer and we will take what we can get. Banish in the grave and Special Summon a Beast, Fiend, or Illusion monster from the grave: a better version of the original Chimera the Flying Mythical Beast’s effect, I like it. You can get back the retrains of Gazelle and Berfomet, any Beast or Fiend you may be running alongside them, or an Illusion monster, which will help you get to a Chimera Fusion Spell, or, in the case of Friday’s card, a huge attacker at its very least.

Another retrain that is better than its original form. This is how it should always be and, most of the time, is. This “Chimera The Flying Mythical Beast” is more flexible, potentially splashable in decks that Fusion Summon using Beast and/or Fiend monsters, works against your opponent with an effect off its Fusion Summon, and gets you a body when it hits the grave. Great job Konami with this retrain (still waiting on Yang Zing retrains).

Advanced-3.5/5     Art-4.5/5

Until Next Time
KingofLullaby


Crunch$G Avatar
Crunch$G

Midweek is finally the Chimera the Flying Mythical Beast retrain we were going to need, cause the original wasn’t very good and the new cards can’t even be used as Fusion Material for it, so now we got Chimera the King of Phantom Beasts.

Chimera the King of Phantom Beasts is a Level 6 WIND Beast with 2100 ATK and 1800 DEF. Fine-ish stats for a Level 6 Fusion, WIND isn’t too great, but Beast is solid. The materials are any Beast and any Fiend, which is extremely generic-ish. Its name becomes Chimera the Flying Mythical Beast while on the field or in the graveyard, mainly so your Illusion monsters work in the graveyard. The remaining effects are hard once per turns each. The first triggers if Fusion Summoned, letting you rip a random card from the opponent’s hand during the End Phase. Making your opponent start with one less card is going to be pretty good, assuming you don’t hit something that wants to be in the graveyard. Getting an important playmaker or a handtrap the opponent doesn’t use on their turn will be the most optimal hit, besides that probably power Spells and Traps as well. The other effect is a Quick Effect for the opponent’s turn, letting you banish this card from the graveyard to revive any Beast, Fiend, or Illusion in your graveyard. Solid to use this as material for another Fusion and then revive something on the opponent’s turn to get more plays going. This also becomes a decent Dogmatika Punishment target with this effect in a Deck like Labrynth, so that’s nice. It’s certainly an upgrade over the original Fusion, but the bar there was super low. You want to play this if you’re using the new Chimera stuff, preferably in multiple copies.

Advanced Rating: 4/5

Art: 4/5 Another upgrade over the original artwork here.


Mighty Vee
Mighty
Vee

The first of two stepping stone Fusions for Chimera, Chimera the King of Phantom Beasts, a retrain of Chimera the Flying Mythical Beast. Once again, its properties are faithful to the original, being a level 6 WIND Beast monster with a mediocre 2100/1800 stat spread. Unlike the original Chimera, however, King graciously has relatively generic materials of any Beast and any Fiend monster, so you can easily make it with Gazelle the King of Mythical Claws and Big-Winged Berfomet, triggering their effects in the process.

While on the field and in the Graveyard, King takes the original Chimera’s name, which not only makes it a valid Fusion material for the archetype’s boss but also means you have zero reason to play the original (spoiler: more on that tomorrow). King’s two effects are both hard once per turn, the first triggering if it’s Fusion Summoned, sending a random card from your opponent’s hand to the Graveyard during the End Phase. While you’re not guaranteed to snipe a useful card, and might even accidentally help your opponent, it’s still generally free advantage, plus you can use it to chain block the Graveyard effects of your Fusion materials, which is very handy. King’s other effect is a Quick Effect and can only be used during your opponent’s turn, banishing itself from the Graveyard to revive any Beast, Fiend, or Illusion monster in your Graveyard. Like Berfomet, this is an easy way to field Nightmare Magician, though you’ll usually use this effect to fix your board if a Guardian Chimera summon is ruined or to revive your boss if it dies. Chimera’s other Fusion, currently unreleased in TCG, is an alternative, but its extending effect isn’t quite as versatile as King, so for now, King will be the preferred stepping stone in Chimera combos.

Advanced: 3.75/5

Art: 4/5 That is a MONSTER


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