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ocg [SD38] Structure Deck: Sacred Beasts of Chaos

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First new card for the Sacred Beast structure deck has been revealed, and its the debut of an anime-only card.


Jigen Yuugou Satsu / Dimension Fusion Destruction
Spell Normal
(1) Special Summon 1 “Phantom”* Fusion Monster from your Extra Deck, by banishing its materials from your hand, field, and/or GY, ignoring its Summoning conditions. You take no damage from battles involving the Special Summoned monster. If you control “Uria, Lord of Searing Flames”, “Hamon, Lord of Striking Thunder’, or “Raviel, Lord of Phantasms”, your opponent cannot activate cards or effects in response to this card’s activation.

*Note: Due to weirdness in how the Sacred Beasts were translated from the OCG to the TCG, this could theoretically be abused to unintendedly summon other fusion monsters such as Chimera the Mythical Flying Beast, who is considered a Phantom Beast by rule text. So, expect errata changes when it makes it over to the west. Currently, in the OCG this card can be used to only summon Armityle and Trilojig.

Been testing this on Duel Monsters Genesis, and I can say this for sure makes summoning Armityle much easier, now that you can have his materials also in the hand or GY. Means you only need to use 1-2 Dark Summoning Beasts now to set him up. The no battle damage buff also covers one of Armityle's gaping flaws, but not the other - a big stinking lack of protection, leaving us still relying on Fallen Paradise. The Speed Spell 4 clause for having one of the materials on the field is little consolation if it can still be Raigeki'd the next turn.

The wording of "Phantom" monsters could be hinting at a retrain of Armityle, or other chimeric fusions of the beasts, so we'll just have to wait and see. The deck will include the 3 Sacred Beasts and Armityle as reprints.

Edited by Void
Change of ID.

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We've got a bunch of new cards revealed for Sacred Beasts of Chaos, as well as some confirmed reprints:

Confirmed Reprints (as of 13/02/20):

  • Raviel, Lord of Phantasms
  • Hamon, Lord of Striking Thunder
  • Uria, Lord of Searing Flames
  • Dark Summoning Beast
  • Fallen Paradise
  • Phantasmal Martyrs
  • Armityle, the Chaos Phantasm
  • Phantasm Emperor Trilojig

We're also getting two new Tokens with this deck: A Phantasm Token, and a Phantasmal Martyrs Token.


New Cards (12/02/20)


Genmaoh Raviel – Tenkai Juurinken / Raviel, Lord of Phantasms – Heaven Crushing Fist (Dub: Raviel, Lord of Phantasms – Shimmering Scraper)
DARK / Fiend / Effect
LV10 4000/4000

"Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 3 monsters.
You can only use this card name’s (1) and (2) effects once per turn each.
(1) (Quick Effect): You can discard this card, then target 1 “Raviel, Lord of Phantasms” you control; for the rest of this turn, its ATK is doubled, also it can attack all monsters your opponent controls, once each.
(2) If this card is in your GY: You can Tribute 1 monster; add this card to your hand."

I find this a rather weird implementation - it feels like it should have been an Equip Spell Card for Raviel, but was changed to be in line with Hamon and Uria's support: all 3 being the same card type as used to summon them by their own effect. It can't even be used as a substitute Raviel for Armtiyle. Either way, this card can be discarded from the hand to make Raviel a Stardust Charge Warrior with 8K ATK for a single turn, and then be recycled back to the hand for your next turn for 1 tribute: assuming that either Raviel isn't blown up, or that you even need the next turn. I can also see this being used alongside a plethora of discard effects and Phantom of Chaos for an additional 4k beatstick alongside your existing Raviel. I'd run this at just one in a Sacred Beast deck - It can be an OTK if you start second and draw a good starting hand, but can also quickly become a garnet.


Ankoku no Shouraishin / Dark Beckoning Beast
DARK / Fiend / Effect
LV2 0/0

"You can only use this card name’s (1) effect once per turn.
(1) When this card is Normal Summoned: You can add 1 “Uria, Lord of Searing Flames”, 1 “Hamon, Lord of Striking Thunder”, 1 “Raviel, Lord of Phantasms”, or 1 card that specifically lists any of those names in its text from your Deck to your hand, except “Dark Beckoning Beast”.
(2) During your Main Phase, you can Normal Summon 1 Fiend monster with 0 ATK and DEF, in addition to your Normal Summon/Set (you can only gain this effect once per turn)."

By far, Dark Beckoning Beast is the best support card we've had revealed in Sacred Beasts of Chaos so far. While lacking any offensive stats, this Level 2's two effects are brilliant: Upon being Normal Summoned, you have a free choice of adding any of the Sacred Beasts, or any card that specifically mentions them by name, from your Deck to your Hand (excluding itself). Most of the time, this will be for Dark Summoning Beast - which synergises nicely with Beckoning's second ability - an additional Normal Summon of 1 Fiend monster with 0 ATK & DEF per turn. This essentially makes Beckoning a no-tribute version of Dark Summoning Beast, while at the same time thinning your deck of beasts you can't summon. If you don't intend to summon a Dark Summoning Beast, you can always use Transmodify on it to bring out Sangen and get that sent to the GY to search out a hand trap, or a Tour Guide of the Underworld for a Link/XYZ next turn.

TL;DR: You need 3 of these in any Sacred Beast Deck.


Shitsuraku no Hekireki / Lightning Strike of Paradise Lost (Dub: Cerulean Sky Fire)
Continuous Spell Card

"(1) To Special Summon “Hamon, Lord of Striking Thunder” using its own procedure, you can send face-down Spells you control to the GY instead of face-up Continuous Spells (or any combination of both).
(2) Once per turn, when an opponent’s activated Spell/Trap Card or effect resolves while you control an Attack Position “Hamon, Lord of Striking Thunder”, you can negate that effect, then change 1 “Hamon, Lord of Striking Thunder” you control to Defense Position.
(3) If “Uria, Lord of Searing Flames”, “Hamon, Lord of Striking Thunder”, or “Raviel, Lord of Phantasms” you control leaves the field: You take no damage for the rest of this turn."

Cerulean Sky Fire is one of those cards which looks good on paper but turns out to be deeply flawed in reality.

Its first effect of allowing the use of any face-down Spell Card as a substitute for a face-up Continuous Spell as a tribute for Hamon seems clever - until you realise that 95% of the time you will be summoning Hamon via Dark Summoning Beast anyways and that the spells in your deck that would have to sacrifice would be quite valuable, and in reality, I would consume this card as part of the tribute and lose out on the other effects. The only time I would use this was if my opponent was using something like Anti-Spell Fragrance, and that presumes I had activated Sky Fire beforehand.

Cerulean's second effect is the "best": Once per turn, if I control an Attack Position Hamon, I can negate the effect of an opponent's Spell/Trap card by switching Hamon to Defence. This synergises with Hamon's own effect, directing any of your opponent's attacks to a 4K blocker. This is useful for preventing your opponent using staples like Monster Reborn and Raigeki, and in a pinch can save Hamon from an unexpected Mirror Force. If you have this available to play, then you should prioritise the summon of Hamon over Uria and Raviel.

Cerulean's final effect is rather bland: If Uria, Hamon or Raviel leave the field, no more damage (battle or effect) for the rest of the turn. Note this doesn't prevent battle damage involving them if they are destroyed in battle: Damage Calculation occurs before destruction during the Damage Step. So it might still be game over even with Cerulean Sky Fire on the field.

In short, I'd experiment with 2 copies so far, and see how effective they are, and then evaluate if you can make do with just the 1.


Hyper Blaze
Continuous Trap Card

"(1) To Special Summon “Uria, Lord of Searing Flames” using its own procedure, you can send face-down Traps you control to the GY instead of face-up ones (or any combination of both).
(2) When an attack is declared involving your “Uria, Lord of Searing Flames”: You can send 1 Trap from your hand or Deck to the GY; its ATK/DEF becomes 1000 x the number of Traps on the field and in the GYs for the rest of this turn.
(3) Once per turn: You can discard 1 card; take 1 “Uria, Lord of Searing Flames”, “Hamon, Lord of Striking Thunder”, or “Raviel, Lord of Phantasms” from your GY, and either add it to your hand or Special Summon it, ignoring its Summoning conditions."

The final reveal today is Hyper Blaze, and in many ways is similar to Cerulean Sky Fire - only better. Its first effect is identical to Cerulean's, only it focuses on Uria and the use of any face-down Trap for tribute. While most Sacred Beast decks are only going to have Solemns and Return from the Dark Dimension, Uria-centered Burn decks might see Hyper Blaze as a way to diversify their repertoire of traps without compromising on Uria's summoning conditions.

Uria's second effect is more direct and compensates for Uria's crippling weakness - Total dependency on Continuous Traps in the graveyard for ATK power. By discard a trap from the Hand or Deck to the GY, Uria's ATK becomes equal to the number of traps (note: any trap, not just continuous) in all graveyards x1000, until the end of the turn. That can easily turn Uria into the strongest monster on the field during the late-game, though this effect shouldn't make Uria your priority to summon. There also might be some traps that could take advantage of being sent directly from the Deck to the GY.

Hyper Blaze's final effect is the highlight, finally giving us an effect the Sacred Beasts were stripped of when they became real cards - revival. Once per turn, for only a discard, we can either add to our hand or Special Summon 1 of the 3 Sacred Beasts. Apart from the general greatness of this effect, the discard can be used to send Dark Summoning Beast to the graveyard, ready for Phantom of Chaos to take advantage.

Like Cerulean Sky Fire, I'd start off with 2 of these. I'm not sure if you would want to change beyond that yet - it all depends on how long you can protect your beasts with other cards.

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This is expected to be the last batch of new cards for Sacred Beasts of Chaos. We’ve also had the full checklist printed, which you can find HERE.

We’ve also had confirmation that the TCG’s equivalent: Structure Deck: Sacred Beasts, will be arriving on July 10, 2020. However, the blurb seems to hint that Trilojig might not be arriving to the west so soon. Anyways, onto the final new cards.


Chaos Core
DARK/Level 3/Fiend/Effect
ATK/ 0 DEF/ 0

"You can only use this card name’s (1) effect once per turn.
(1): When this card is targeted by a card effect or for an opponent’s monster’s attack (Quick Effect): You can send up to 3 cards from your hand and/or Deck to the GY (1 each of “Uria, Lord of Searing Flames”, “Hamon, Lord of Striking Thunder”, and “Raviel, Lord of Phantasms”), and if you do, place 1 Phantasm Counter on this card for each sent to the GY, and if you do that, you take no battle damage for the rest of this turn.
(2): If this card would be destroyed by battle or card effect, you can remove 1 Phantasm Counter from it instead."

I speculated this would be made into a real card since they revealed Dimension Fusion Destruction - the pair go great as a 2-card combo. Chaos Core allows you to stall for time with a single-turn battle damage nullification and multiple destruction negations, at the cost of milling the Sacred Beasts to the GY - which then could either be revived by Hyper Blaze, or used as material by DFD to quickly pull out Armityle or Trilojig. Just remember that it has to be targeted for battle, or destruction via card effect, by your opponent for it to set itself up.

You really only want this in your starting hand, while going first. I’d keep 1 copy in at all-times, and then side deck another for when you're in that scenario, and that once you’ve used it up, rush to use it as link material for Salamangreat Almirjat or another protective Link Monster.


Konton no Shoukanshin / Chaos Summoning Beast
DARK/Level 1/Fiend/Effect

"You can only use this card name’s (1) and (2) effects once per turn each.

(1): You can Tribute this card; Special Summon 1 “Uria, Lord of Searing Flames”, 1 “Hamon, Lord of Striking Thunder”, or 1 “Raviel, Lord of Phantasms” from your hand, ignoring its Summoning conditions.

(2): You can banish this card from your GY; add 1 “Fallen Paradise” from your Deck to your hand."

HNGGH. Do you know how I said Dark Beckoning Beast was our best Sacred Beast support card yet? Well, this is a VERY close second.

Chaos Summoning Beast is basically the offspring of Dark Beckoning Beast and Dark Summoning Beast (don’t ask the logistics of that!), in that it can be tributed to Special Summon 1 Sacred Beast from your Hand - but with no restriction on attacking the turn it was summoned, and without needing to be tribute summoned, giving desperately-needed speed summoning of your beasty beatsticks.

“But wait, there’s more!” As once in the GY, it can be banished at any time and search out Fallen Paradise from your Deck, setting up immediate targeting and destruction protection for your Sacred Beasts and a +2 hand advantage each turn.

But do not think Dark Summoning Beast is obsolete - You still need to set up a Sacred Beast in your hand beforehand (though DSB’s GY effect, the next card, and DBB makes that trivial), and you’re still restricted to using each of Chaos’ effects once per turn.

Like DBB, you will find it essential to run 3 of these in your Main Deck.


Shichisei no Kaimon / The Seven Spirit Gates Unleashed
Continuous Spell

"You can only activate 1 card with this card’s name per turn.
(1): When this card is activated: You can add, from your Deck to your hand, 1 “Uria, Lord of Searing Flames”, 1 “Hamon, Lord of Striking Thunder”, 1 “Raviel, Lord of Phantasms”, or 1 monster that specifically lists any of those cards in its text.
(2): Once per turn: You can discard 1 card; Special Summon 1 Fiend monster with 0 ATK and DEF from your GY.
(3): Once per turn, if you control a Level 10 monster: You can add 1 Continuous Spell from your GY to your hand."

Do you want more search and recovery power? You’ve got it! This continuous spell card has 3 useful effects: one upon being activated, and two you can trigger once per turn. Also, note you can only use 1 card with the same name as itself per turn.

Firstly, when the card is first activated from your hand, you get a free search of your deck for any Sacred Beast or a monster that mentions any of them by name and add one to your hand. This is not as versatile as Beckoning’s searcher effect - but considering this can search Dark Beckoning Beast, Chaos Summoning Beast, and Dark Summoning Beast, it is still damm effective.

Second, during your turn, you can discard a card to the GY, to Special Summon 1 Fiend monster with 0 ATK and DEF from the GY. This is SO abusable, as you can just SS what you just discarded - Dark Summoning Beast benefits the most from this, but Chaos Summoning Beast can also use this if your Normal Summon for that turn has been exhausted. I can also see this being used to bring back material for link summons.

Finally, if you control a Level 10 monster (AKA: A Sacred Beast), you get a free Cibtubuous Spell recovery from the GY. This is not exactly as good as the monster SS - you’ll just be using this to recover another Spirit Gate or Cerulean Sky Fire that has been previously MST’d, but it's still a nice little bonus

Still, I’d stack 3 of these as well into your deck for the monster search and GY SS alone.


Kakusei no Sangenma / The Sacred Beasts Awaken
Continuous Trap

"1) This card gains these effects, depending on the number of “Uria, Lord of Searing Flames”, “Hamon, Lord of Striking Thunder”, and “Raviel, Lord of Phantasms” you control with different names.
* 1+: Each time your opponent Normal or Special Summons a monster(s), gain LP equal to their combined ATK.
* 2+: Negate the activated effects of monsters that your opponent controlled when that effect was activated.
* 3: Any monster sent to your opponent’s GY is banished instead.
2) Once per turn, during your turn, if you control a Level 10 monster: You can add 1 Continuous Trap from your GY to your hand."

Finally, we come to one of the most potent utilities of Sacred Beasts, which ramps in intensity as you acquire more Sacred Beasts (with different names) on the field - all with a bonus Continuous Trap recovery to boot.

Let's start with trap recovery: Control a Level 10 monster, and you can return 1 Continuous Trap from your GY to your hand per turn. Just the same as before with The Seven Spirit Gates Unleashed, you won't be using this too often - and in this case, only to recover another copy of itself and Hyper Blaze.

With your first Sacred Beast, you gain LP equal to the ATK of all monsters that your opponent Normal or Special Summons. This is a passive effect for a start, meaning your opponent can’t shut this down with most trigger-counters, like Solemn. The LP boost itself is nice enough, and can help in a pinch to avoid being KO’d from heavy hitters - including “Raviel - Shimmering Scraper” should you be facing against the same deck. You can also take advantage of the LP difference between you and your opponent for Number 35: Ravenous Tarantula. However, be warned that Bad Reaction to Simochi and Darklord Nurse Reficule will turn this effect against you into a deadly burn.

Now with two, you get in the broken territory, as your opponent’s activated monster effects are negated. This essentially gives you a Skill Drain @3, that doesn't affect your own monsters, and cripples a good chunk of current meta. Get this working before your opponent is ready to set-up a boss monster, and its game. Just remember it only works on activated effects: Passive effects that, for example, prevent the destruction of a monster from battle or card effects, will still work.

Finally, if you have the complete trio, any monster your opponent sends to the GY is banished. This essentially is end-game frosting on the cake, as you’ll have at least 2 4K beatdowns on the field, Uria with whatever ATK he has accumulated and his set S/T clearance - against an opponent who has a monster with mostly-to-fully negated effects. The banishment will displace their monsters away from the GY, ensuring they can’t Special Summon something to prolong the duel.

These effects make The Sacred Beasts Rising a potent card, but not without counters and drawbacks. They are all dependent on maintaining their presence on the field, discouraging you from using the beasts as Fusion or Xyz material and keeping them as beatsticks with niche side effects. I’d recommend testing this at 2 in your main deck, then judge for yourself if 3 will hurt your consistency.

With that, this review is complete. I have to say, Sacred Beasts of Chaos looks set to be on a par to Lord of Magician R - reinventing a classic archetype into a modern, budget-friendly meta. I already have plans to build a deck when it arrives in the west, and you should too.

I’d like to give my thanks to The Organisation, for their quick translations and HQ images, and to my friend Iris for helping me implement these cards early on Duel Monsters Genesis for testing.

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