Chain Strike
is one of the recent “Link Number” sensitive
cards that a) can’t be used until some point
after a chain has been formed and b) won’t let
itself be activated if there are multiple copies
of it already in the chain. Chain Strike
is a Quick-Play Spell, so you can surprise an
opponent by tacking it onto (preferably the end
of) a chain. The specifics of its effects are
that it has to be at least Link 2 (so it can be
activated in response to most things) and when
the Chain resolves, you inflict 400 points of
damage times the Chain Link number of the card.
So… 800+ if it’s at all legal to use (it can’t
be Chain Link 1 according to its own effect, so
it can’t do just 400). That’s not too bad.
It’s far from a deck staple as far as I can
tell, but in burn decks, I would honestly
consider it. This has the “Set it and forget
it” feel to it, that is, just Set it when you
draw into it (unless there’s some huge combo
about to happen) and wait until some Spell/Trap
removal is played. Nothing like the opponent
wasting a Mystical Space Typhoon that
could have destroyed/been saved to destroy your
Mirror Force and then getting slapped for
800. You wouldn’t want a full three down (since
then one couldn’t be used in Chain to the S/T
removal), but two can safely respond to all but
one S/T removal effect: that of Hamon, Lord
of Striking Thunder. I could find no
Counter-Traps (at least in the English game)
that expressly destroy Spells and/or Traps: some
negate, and many negate and destroy, but none
just destroy. So… having one or two down is no
real risk, unless they are running one of the
blanket, Spell negating Monsters (possible, but
that’s what Side Decks are for). Having two
copies of Chain Strike Set can lead
opponent' to a) be more likely to Heavy Storm
or b) think that they are themselves safe from
Heavy Storm. With “a”, you can then
chain the two copies of Chain Strike for
at least total of 2000 damage (800 for first and
1200. Doesn’t sound too great, but remember
you’re also making them waste Heavy Storm
(and there are a few other burn cards you could
include that are also fun bait, like Poison
of the Old Man, which by making the chain
longer, also makes the damage greater). In the
case of the opponent thinking it’s safe to Set
S/Ts (granted, I didn’t say that would happen at
higher level events) that may lull the
opponent’s into a false sense of security with
respect to the field… and then you can slam them
with your own Heavy Storm (and respond to
it with the copies of Chain Strike).
In a burn deck built with Chain Strike in
mind, you should actually hit some numbers big
enough win over even the
card-advantage-obsessed. I mentioned Poison
of the Old Man earlier. I did so because
it was burn and a Quick-Play Spell. There are
of course some potent burn Traps (Ring of
Destruction, Ceasefire, Magic
Cylinder) and of course Meteor of
Destruction and assorted Monster burn
effects, all of which can be used to build up
grand chains. Once you hit Link 5 with Chain
Strike, it most definitely “pays” for
itself.
All in all, a good card: one that most decks can
use, but that takes effort to use well. As
such, I’ll be scoring it taking into account
that it isn’t bad (just not that good) for most
decks and quite nice for decks as a whole.
Ratings
Traditional:
1/5
Advanced:
3.5/5 (2/5 for most decks, as much as 4/5 in a
custom build)