As long as this
card remains face-up on the Field, both you and your
opponent must pay 500 Life Points per card to play
or set cards from your respective hands.
Type - Spell
Card Number - MRL-046
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 02.09.05
Chain Energy is burn's friend. Not every burn. Curse
of Darkness and Chain Energy both wouldn't work in a
deck like, say, a Spatial Collapse deck. What they
can play, they will reserve until it is gamebreaking.
See Ojama Trio for an example. Curse of Darkness and
Chain Energy (as well as their cousins Chain Burst
and Toll) cause a payment method. I used the
comparison yesterday of "[putting] your foot on
Burn's accelerator". That is a very fitting
statement, particularly for Chain Energy.
Burn doesn't get hurt by this. Burn usually plays
down everything they need and THEN plops this down.
When what burn plays consists of stuff that operates
on the field and creates continuous as opposed to
one-time burn (such as Stealth Bird or Lava Golem
or, well, this), Burn is placed at a small
disadvantage while the opponent whittles away 6.375%
of their life for every card. That's not much, but
throw in a Curse of Darkness and they're losing
19.125% of their life for every magic card they
play. Then it's just a matter of waiting. Use a
Giant Germ, summon two more out of your deck (thus
not taking damage for this) and then they're down
another 500 to 2000. That just keeps on whittling
and whittling... It's like preparing a carrot for
Peel the carrot's skin off, wash it, and then dice
it into pieces of varying sizes. Okay, weird
comparison. So sue me.
I actually wonder how well a bounce deck
incorporating Chain Energy would work. Use
Compulsory Evacuation Device or something and
continually keep your opponent's cards off the field
while attacking with stuff like Hyper Hammerhead
that will hurt them again for summoning. I'm sure
Tranorix will mention it. Hell, don't even listen to
the other reviewers. Tranorix has experience with
Burn that I don't think any of us can parallel.
Anyway, you get general burn and bounce ratings.
Now THIS thing is a bit more viable in a Burn/Stall.
This thing burns a player for 500 whenever a card is
played or set. Not just a Spell -- a card. So the
Mobius that'd kill it costs 500, the Breaker that'd
kill it costs 500, the Dust Tornado that'll get rid
of it a turn later costs 500 when it's set...
If you can set a Magic Jammer or some other
anti-Magic card, some other stall cards, then play
Chain Energy, your opponent will have to watch their
life very carefully.
Just think of this card in multiples. It's just sick
This, combined with the attack-blockers (MoP/G-Bind/LLAB)
are the reason people end up siding up to the
maximum on Dust Tornadoes and Mobii (Mobiuses).
Yay, one of my favorites! I reviewed
this for the free day we had around Thanksgiving
time, and very little about its playability has
changed since then, so:
As Burn Week progresses we get to some of the older
forms of Burn, Chain Energy.
Chain Energy is probably one of the most difficult
to use yet the most effective Burn Card in
existence, due mainly to its frequently activating
effect. While Chain Energy is on the field each
player must pay 500 Life Points to summon, Set, or
activate a card from their hand. This is another one
of those cards that I have seen very little of, but
I can see its potential. Most players play at least
3 cards from their hand each turn; a monster, a
Spell or two, and maybe Set a Trap. Assuming they
keep up this routine while Chain Energy is active
they could easily be dead in a few turns.
Much like yesterday’s card Chain Energy works both
ways, causing the controller of Chain Energy to
potentially fall prey to their own card. This is why
a person who uses Chain Energy must be sure to have
all the cards they may need on the field prior to
its activation. If this is done there is no reason
as to why they can’t seal the duel with little
difficulty. Some monster removal, Spell negation,
and maybe a few Burn cards are all that Chain Energy
needs to be truly successful.
Other than Chain Energy’s required planning, Chain
Energy has only one flaw; S/T destruction. Of course
all Continuous S/Ts have this problem, so Chain
Energy shouldn’t be marked down for it. Because
Chain Energy requires some planning to use, it’s
best if reserved for its own Deck-Type as well as
highly seasoned players.
Advanced: 3/5. Use it properly and Chain Energy is a
great deal more than 5.
Traditional: 3/5. Use it properly and Chain Energy
is a great deal more than 5.
Art: 2.5/5. The picture really explains what Chain
Energy does; it restrains each player from doing
It’s only fitting that we review a very powerful
burn card on ‘Ash Wednesday’. And Chain Energy is
just the one. With an effect that literally makes
both players pay to activate any card, Chain Energy
basically throws the game into a state wherein
whichever player has the more cost efficient cards,
or rather, how few cards they can use to achieve
victory, will win.
Let’s face it, if left unchecked, Chain Energy is a
16-card clock for both players. That’s why they’re
so lethal in multiples (just 2 of them puts the game
on an 8-card clock…). Check it:
Chain Energy is one of those cards that simply wins
games when drawn first turn. Think about it, your
opponent is playing burn and he opens by setting
2-3 cards followed by a Chain Energy. Assuming he
has a counter to Heavy Storm or that you just didn’t
draw Heavy, you now are looking at taking 500 per
card just to play or set it, and that’s not counting
the fact that your opponent probably has some stall
to keep you from attacking. So, you’d be taking
damage to summon monsters that won’t be able to do
Congratulations, you just wasted your summon, took
500 LP, and now must contemplate just how many times
you can do this and still survive the duel.
Ick. The fact that your opponent can play around the
initial chain energy is also sick. The fact that
multiples can stack is even “raunchier”. Don’t even
bother to try and beat a first turn double chain
energy if you didn’t draw Heavy Storm or Giant
Trunade, because winning is practically out of the
question, unless you set Fiber Jar (which may work
here but is in general a terrible card to play
against burn because it allowed them to reuse their
burn spells and fill up their arsenal to incinerate
you). Actually, I can’t really think of any good
counter-measures to prevent getting owned by Chain
Energy besides the aforementioned cards. This card
will make your opponent (and you) pay for every
move, and will force you both to choose wisely which
cards take priority in being played over others,
because, without significant life gain or m/t
removal, you won’t be able to use them all.
The difference between Chain Energy and other
variants like yesterday’s Curse of Darkness lies in
the fact that Chain Energy still makes you pay for
using all forms of removal, whether via spell, trap,
or monster effects.
This versatile and global effect will hamper even
the most precise approaches to spell and trap
removal, which as I have said before, if the key to
beating burn. So, if you come across a burn deck
running Chain Energy in threes, just be sure to set
all your important things ASAP – don’t be afraid to
switch your game up a little bit if it means playing
around Chain Energy, especially when given the
chance to Dust Tornado something end phase, and even
use the secondary effect to set another card from
Get creative, prioritize your cards and most of all,
wait for that mass removal to start going after your
Good luck that, because Chain Energy is one beast of
a card. The fact it forces you to mathematically
play the game in your head to try and figure out if
you can beat the opponent by playing all your spells
or not is already a daunting one. The fact you can’t
ever be sure about what tricks your opponent has up
his sleeve is even worse.
Traditional – 1.5/5 Cards here are more efficient;
there is less card parity, not to mention Duster is
just one more worry for this card.
Advanced – 3/5 I’d say it’s exactly twice as good in
advanced format, especially given the preponderance
of [successful] burn decks out there and fewer
blatantly advantageous cards.
remember the OLD school days when my friend played
Chain Energy + Toll + Spear Cretin + Moprhing Jar #2
and basically...come to think of it, I don't think
he had a win condition against me...lol...I think it
was trying to monster reborn my Blue Eyes (old
school, told y'all dxP) or something...ahhh good
But now we are in the advanced format...where 1
Mystical Space Typhoon and 1 Heavy Storm are
there...with 3 Dust Tornado, Breaker, Swarm of
Locust, etc...but that's not the point!
Chain Energy is only 500 damage per a card set or
played onto the field...doesn't seem like much at
all (but then secret barrel seems like nothing
also). Is it like yesterday's card? Only nutty on
the first draw? doesn't help that much in the later
Well I don't know about you guys but how a burner
deck's supposed to work is burn them as quickly as
possible, reset with Morphing Jar and/or Fiber Jar,
do that process forever and eventually win...
Chain Energy seems to me it'll do a lot of damage in
a game...around 2000+...That to me is a very good
statistic and would make me want to run it.
It's your choice...sometimes burners lose because
they couldn't draw a protection card and take too
much damage with chain energy and basically lose...
Try it out (like all my other reviews)...We can talk
about a card for 24 hours and it's still your choice
to use it in a deck...fun things about all TCG games
is that you can always try new cards to see if it
works...have fun with it.. ^^
Stats :Chain Energy is a Continuous Spell card.
As it places an effect on the field that hits
both players equally, this is probably for the
best: as a Trap it might have surprise value,
but ultimately would suffer from being
vulnerable to much negation. If it placed an
effect on the field similar to Final Destiny,
then you’d have no way to rid yourself of it. I
suppose it could have made an interesting
Monster, but again, the possible benefits would
be out weighted by the card becoming more
cumbersome to get into play.
Abilities :ChainEnergy essentially adds a
500 Life Point “Cost to play” to each card.
This means that it won’t keep both players from
playing any cards at all, but it will make them
watch how many. To clarify, when I say play I
mean either activating from the hand or Setting
the card. Cards summoned via the effect of
Cyber Jar, for example, would not trigger a
cost, and that is straight from the official
FAQ. Also note that the cards stack. When you
have two or more out, the game will grind to a
near halt. Very potent ability.
This card can be added to any deck that has
room, and have a potential to help. Note that
it boils down to luck for it to help: getting it
out when you need to play less cards than your
opponent, and the difference proves lethal to
said opponent. As stated, that’s practically a
coin flip if both players are on more or less
even footing. As such, the card works best in
Basic use of the card (in my experience) is to
try and get two copies out at once. Set one,
then play the second one, then activate the
first. Unless you opponent managed to chain at
the right time or has everything they need for
the rest of the game in play, they suffer a
minimum of 1000 LP of damage. Usually, once you
set up as described, it will be a good 3000 LP
Now, there are ways to handle this card
affecting you. First, try playing stuff that
has effects that would allow you to get cards
into play other than from your hand. Another
good choice would be bounce cards. Bounce your
Chain Energy to hand so you can safely
play more cards, and then replay the Chain
Energy. Giant Trunade seems
especially suited for this. Although it leaves
you low on space, if you can set a Giant
Trunade along with the Chain Energy,
a 2-4 card combo ends up eating a good chunk of
your opponent’s Life Points. Bouncing your
opponent’s cards, of course, will lead them to
have to sacrifice LP to maintain any sort of
advantage (other than a false “hand” advantage;
what good are cards in hand when they can’t be
2.5/5-The abundance of Spell/Trap removal makes
using this card very difficult. You also have
to worry about hand disruption, so making sure
two come out at once is difficult.
3.75/5-This is one of my favorite Burn cards in
the game. It’s not quite as effective as some
others, as it really needs to be out in
multiples for a huge difference.
4/5-Even as a single, it seems useful here.
It’s doubtful that most of your opponents can
get rid of it (unless Starter decks were used
along with a few packs). As such, you just need
some decent big monsters, and then you can slap
this down so that they can’t just try and hide
behind sets to stall for their own power cards.
One of the most dread burn cards in the game… at
least if you know what it can do. After all,
most others are one and done or trigger only to
a restricted class. This just keeps zapping
them anytime they play anything.
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