Fiendish Chain was reviewed previously in April of 2010, around
when it came out in ABPF.Though it has seen a lot of play in the past
4 years (and has gained more popularity since its
review), so why not review it again?
Let's look at some history.Around FC's inception, monsters were bigger
and stronger (like Caius the Shadow Monarch and
Black Rose Dragon).If FC were blasted with some removal, they
would still have a big beater on the field.Probably one with a continous effect like
Stardust Dragon too.
During the Tour Guide era, this card started to become more
popular as nobody would want to save a 1000-ATK
monster who missed the boat on its search effect.In general, the XYZ format has been about
weak monsters with spammy effects.Most XYZ's are 1500-2200 ATK ; not very big.And most of the monsters used to summon those
XYZ's are weaker.So the removal of Fiendish Chain became less
of an issue.
However, Breakthrough Skill is proving to be a better option, as
monsters like Hands, Artifacts, and the like are
able to activate on your turn and you need a way to
negate them.Breakthrough Skill also works for the entire
turn, so an MST can't undo it.
So monsters becoming weaker gives the opponent less incentive to
want to enable their monsters to attack.But monsters becoming weaker also gives YOU
less incentive to want to negate their attacks.
Power – 3/5 ; Disables a monster.Likely a crucial one.But doesn't affect the duel as a whole,
beyond that isolated incident, most of the time.
Versatility – 4/5 ; Granted,
not as good mid-game when you're getting stomped,
but good mid-game when the opponent is trying to
make a comeback.Best used early game to stop a search of some
5/5 ; No cost.No big requirement.Just effect monsters, which the game is
saturated with.Victim to Wiretap of course, but what trap
Card Advantage –
3/5 ; Its a 1-for-1.An educated one at times that can prevent you
from minusing.Not minusing doesn't mean plussing, though.But you still have to... well... not minus.
Speed – 5/5 ; You can activate it on-summon (or shut down a continuous
effect on the Draw Phase).How faster can an anti-monster trap get?
Traditional – 3/5 ; Traps
are less good here, but effect negation can
Advanced – 3.5/5 ; Breakthrough Skill is
showing some competition, but Fiendish Chain will
still see some play in 2015, I bet.
Mechanic Design – 3/5 ; Simple and
straightforward but balanced.
– 3/5 – Not as dramatic as I was hoping, but it is
dark instead of cartoony.The chains however aren't binding anything.They exist as a metaphor, or something.
Every collection must own this card, period.You never know when you might want to use it
or what deck you might want to use it in.
For the most part this card could easily be
considered inferior to Effect Veiler, Breakthrough
Skill and Forbidden Chalice, however it does have
one advantage to those other cards… It prevents your
opponent from attacking with the targeted monster,
and this is the mere fact that I believe makes this
card see as much play as it still does.
Being a Continuous Trap card means that this card
easily falls to chained destruction such as Mystical
Space Typhoon, and common Traps such as Wiretap or
Trap Stun can either get rid of it, or disrupt it
for the turn.
Also another flaw is that if the monster that was
targeted by Fiendish Chain is Xyz or Synchro
Summoned with, or is removed from the field by other
ways or even flipped face-down, Fiendish Chain
remains on the field as a useless Trap card filling
up one of your S/T zones. Sometimes this can even be
to a players detriment.
Sadly the biggest issue not to face Fiendish Chain
is Shadolls as you cannot utilise Fiendish Chain
during damage calculation.
While everything I’ve said so far could be
considered to be all bad (apart from the Battle
prevention), Fiendish Chain has for the most part
become staple, and it will still have it’s uses,
unfortunately those uses are about to become a
little more limited and as such it should be seeing
less play overall.
Traditional: 1. Too slow, cards need to have an
immediate impact on the game, not a delayed one.
Advanced:2.75. Still good-ish, but becoming more
average now because of more monster effect negation
options. And this can be played around more easily
than other cards if prepared for.
It’s another Twofer Thursday as we look at two trap
cards today, one of which is Fiendish Chain.
Fiendish Chain was first used by Jack Atlas in the
Yu-Gi-Oh! 5Ds Anime.
Fiendish Chain has been a popular for a while now,
mainly due to the two parts of its effect. First the
targeted monster has its effects negated and second
it can’t attack. So with one card you have
effectively crippled a dangerous threat. Of
course there are a couple of problems with Fiendish
Chain, first of all, it doesn’t stop the activation
of effects so if you target a Stardust Dragon it can
still Tribute itself and then get its effect. Also
the monster isn’t completely useless, the opponent
can still do anything else with it, so it can still
change its battle position or he can use it to
summon another monster. Finally Fiendish Chain is a
continuous trap so it has all the weaknesses of a
Overall a very good card and it will stop a monster
for a while.
Hello Pojo Fans,
Fiendish Chain is a staple in many decks and a side
deck card in most others. A targeting Skill Drain
and Spellbinding Circle in one, Fiendish Chain works
very well despite being a Continuous Trap Card.
Chain to stop monster effects from activating or use
it to stop a monster from attacking you. Fiendish
Chain can also target ANY monster on the field, not
just your opponents. If you have a monster that has
a negative effect that you want negated (maybe going
to mill out using one of your Lightsworn monsters),
Fiendish Chain it if you have no other options. The
negation lasts as long as the monster or Fiendish
Chain is on the field, so this is a plus over Effect
Veiler and Breakthrough Skill.
If the monster is used for an Xyz Summon then
Fiendish Chain turns into a dead card on the field,
which likely won't hinder your playability, but
there's always a possibility that you will need that
slot. Most of the time Fiendish Chain will stop an
ignition effect, prevent the monster from attacking,
and leave the field within one turn.
Traditional-3.5/5- More destruction resources, but
still a solid option
Advanced-4/5- Needed as it does more than just
negate the effect
Today's a dual-day. Let's cut out the prelude.
Fiendish Chain and Typhoon.
For the longest while, people played Breakthrough
Skill instead of Fiendish Chain. A lot of cards shot
backrow pieces, so it is perfectly understandable.
However, with the massive weakening of backrow in
the TCG, it re-exploded in popularity. That isn't to
say this is second to Breakthrough, because it
isn't. This also shuts down your opponents' monster
from attacking, which can prove to be the difference
between winning and losing. If you manage to get an
Xyz monster in these chains, there's not much your
opponent can do with that monster going forward,
short of a Rank Up or tributing it: it's essentially
removal for Xyz monsters. Great card.
Fiendish Chain, personally I've never been a fan of
it. I'll admit that right now because it doesn't fit
my playstyle and I know a lot of you are screaming
"there's no such thing as playstyle"..or at least a
"pro" once said that to me. Nowadays it's not as bad
considering you're seeing less in the way of MST
usage and effect negation is always nice. The attack
block definitely helps too, keeps a single monster
at bay for a turn or 2 until you can draw an answer,
or til the opponent draws something to synchro/xyz
with the chained monster. The fact it can ward off a
veiler attempting to negate a monster with a field
effect also helps. I don't deny the card is good in
any way, but it just isn't my cup of tea.
Traditional - 2/5 Big monsters with big effects but
with heavy/mst/duster/trunade/etc it'll be hard to
Advanced - 3.75/5
Fiendish Chain is another very popular Trap Card
that was initially tossed aside upon its release in
Powerforce, but then later skyrocketed in
popularity, demanding ludicrously high prices for a
Super Rare. The card’s popularity has fluctuated
since then, but in recent times has solidified
itself as a semi-staple. So what makes this card so
Well, a major factor is the absence of Heavy Storm.
Fiendish Chain’s first rise happened right around
the time Heavy Storm was banned the first time, and
it’s easy to see why; Continuous Spell and Trap
Cards become significantly stronger when they aren’t
constantly under threat of being destroyed. Having
the ability to stop attacks
effects helped make the card a major contender in a
metagame where it wasn’t under constant threat of
destruction; it could even be recycled by Giant
Trunade, which was legal at the time.
It is interesting to note that after Heavy Storm was
reinstated into the game, Fiendish Chain’s use
dropped; while it was still seen, it would only be
used in Decks that ran high backrow counts by
nature, such as Dino Rabbit, Wind-Up, and Fire Fist.
And after Heavy Storm got banned again, Fiendish
Chain once again skyrocketed to be one of the most
popular Traps in the game, but only after the Dragon
Rulers (which are not affected much by the card) got
In recent times, Fiendish Chain’s use has come into
question by the rising popularity of Breakthrough
Skill. Comparing the two, Fiendish Chain is stronger
defense-wise (as Breakthrough doesn’t stop attacks),
but Breakthrough Skill is stronger in terms of
negation (since it can’t be stopped by Mystical
Space Typhoon and works on monsters that Tribute
themselves for their effects) and more versatile (as
it can be used in the Graveyard). Which one is the
better choice generally comes down to what type of
Deck you are playing. Aggressive combo-focused Decks
generally tend to go for Breakthrough Skill, as
they’re more likely to be locked out by a monster,
and therefore find the negation more important.
Slower-paced control Decks that focus on grinding
out the game may prefer Fiendish Chain due to its
multiple uses and ability to also stop attacks.
Regardless of which one better suits your Deck,
Fiendish Chain is always a solid pick when trying to
decide your Trap lineup.
Traditional: 1/5 (Harpie’s Feather Duster
Storm? I wouldn’t recommend it)
The Almighty Pojo cracks the whip and has us
giving you a two-for-one before we dive into The
Duelist Alliance with Fiendish Chain first. I really
like this card. It's a continuous trap that can
really give your opponent a real headache, by
targeting one effect monster on the field, negating
whatever effects it has and, as if that is not bad
enough, it can't attack. You hit your opponent with
a real double whammy. No effects and it can't
attack? Yes please. Played at the right time, it can
cause your opponent to re-think their entire
strategy, assuming they do not have a Mystical Space
Typhoon in hand, a Wiretap in the backrow ready to
go, or some other form of Spell/Trap removal. Main
deck or side deck, this card is good enough for
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