Ragnaraika Chain Coils
Ragnaraika Chain Coils

Ragnaraika Chain Coils – #LEDE-EN049

2+ monsters, including an Insect, Plant, or Reptile monster
If your opponent activates a monster effect (except during the Damage Step): You can activate this effect; neither player can activate the effects of monsters in the hand this turn. If this card is in your GY: You can target 1 Insect, Plant, or Reptile monster you control; place it on the bottom of the Deck, and if you do, Special Summon this card, also you cannot Special Summon for the rest of this turn, except Insect, Plant, or Reptile monsters. You can only use each effect of “Ragnaraika Chain Coils” once per turn.

Date Reviewed:  June 12th, 2024

Rating: 3.18

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,

Ragnaraika Chain Coils is the second highest Link Monster we’ll review this week, giving away what we’ll review on Friday within the archetype.

Generic for the most part, aside from needing at least an Insect, Plant, or Reptile monster within the materials you use for the Link Summon, Chain Coils has a lot of ATK (as it should) and three of its four arrows pointing down for your benefit. Chain Coils is a sort of hand trap negation monster, being able to lock down any monster activating from the hand during the turn. It needs an opponent’s monster to activate an effect though, so it isn’t as powerful as it could be. However, even if your opponent were able to activate one hand trap, you can then lock them down from activating more that turn, as well as using a card to bait an on-field monster to negate and then use Chain Coils to lock their hand down. Keep in mind, it locks you out too.

Cycle an Insect, Plant, or Reptile back to the bottom of the Deck to Special Summon from the grave is such a great effect for this archetype to carry for all their Link Monsters. You may be giving up a card on the field, but you are trading it for a 2900ATK monster at the very least. Keeping a form of negation on the field is critical to success, and hand traps are always a big deal. If you have to eat an Ash Blossom to make sure Dimension Shifter doesn’t ruin your turn, so be it. Aside from hand traps, every archetype seems to have at least one monster that activates in the hand, while stuff like Danger! and Dragonmaid revolve around activating in the hand.

Not the greatest negation, would’ve likely swapped it for a once per turn generic negation-style monster, but any negation is better than no negation. Chain Coils brings high ATK, the grave summon ability, and good lockdown power even if you have to let an opponent’s monster effect get through.

Advanced- 3/5     Art- 3.5/5

Until Next Time,
KingofLullaby


Crunch$G Avatar
Crunch$G

Since we’re skipping the Trap, we’ll also skip the Link-3 and go straight to the Link-4: Ragnaraika Chain Coils.

Chain Coils is a Link-4 FIRE Reptile with 2900 ATK and arrows all pointing down alongside one to the left. Strong ATK, FIRE is good, Reptile is okay mainly due to Ogdoadic, and arrows are great. Link Materials are similar to yesterday, 2+ monsters as long as you include 1 Insect, Plant, or Reptile. First effect triggers when the opponent activates a monster effect, allowing you to turn off the effects of their monsters in the hand for the rest of the turn. It’s an interesting lock ability, turning off the opponents hand traps and extenders. It’s not too broken, but it’s fine to have. Same revival effect as yesterday as well, letting you return an Insect, Plant, or Reptile to the bottom of the Deck to resummon it, also keeping the lock to Insects, Plants, and Reptiles for the rest of the turn, but it’s at least only on the revival effect this time. HOPT on each effect, which the first effect you only need to resolve once anyways. It’s a fine Link-4 to add to the end board, though you might still use it to climb to the Link-5. Not bad if you control it heading into the opponents turn, but doesn’t feel necessary to end on.

Advanced Rating: 3.25/5

Art: 4.5/5 Now we’re starting to cook with the art.


Mighty Vee
Mighty
Vee

Ragnaraika Chain Coils continues the conga line of Ragnaraika Link monsters, a Link 4 FIRE Reptile Link monster with bottom left, bottom, bottom right, and right arrows. While FIRE Reptiles are not exactly common, it can at least be summoned in Ogdoadic hybrids since that archetype will lock you into Reptiles (already a very scant type). Chain Coils will take any two or more monsters as long as one of them is a Plant, Reptile, or Insect, so Ragnaraika Mantis Monk can climb into it fairly easily as long as you have another body. Its 2900 attack stat is quite good for a Link monster, just a smidge under the upper limit of Link 4s. Fortunately, Ragnaraika’s actual boss monster has offensive presence covered.

Chain Coils has two hard once per turn effects, but let’s just get the second one out of the way– it’s the same as Ragnaraika Skeletal Soldier’s second effect, placing a Plant, Insect, or Reptile on the bottom of your deck from your field to Special Summon Chain Coils from the Graveyard. This’ll let you summon their Link 5 monster easily and, like with Skeletal Soldier, continuously revive Chain Coils in longer games. Unlike with Skeletal Soldier, it’ll only lock you into Special Summoning Plants, Insects, and Reptiles for the rest of the turn, so it has better splashability (which makes sense, because Chain Coils is more of an endboard piece than a combo piece). This gets to Chain Coils’ other effect, which triggers if your opponent activates a monster effect to prevent both players from activating monster effects in the hand. It’s not a bad effect, but I will say it’s much less flexible than it looks; in theory, it can shut down decks that spam Hand Traps and archetypes that rely on hand effects (like Tearlaments or, less concerningly, Psy-Frame). In practice, it’s not super useful as Hand Trap insulation on your turn because you’ll still have to summon at least four times to even bring out Chain Coils in the first place. You could prevent Nibiru, the Primal Being, but that relies on your opponent activating a monster effect in a very short window. There’s no real reason not to make it if you have the bodies and have already made Raganraika’s Link 5, though that’s more because your other endboard options are pretty dry.

+Shares the strong Ragnaraika revival
+Hand effect denial can cheese certain decks
-Useless against certain other decks
-Awkward activation condition and timing

Advanced: 3.25/5
Art: 4.5/5 Another evil snake woman? Reptilianne?


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