Lore Archive

"The Sacred Beasts—Uria, Hamon, and Raviel—are the dark, corrupted mirrors of the legendary Egyptian Gods. These titanic entities are not divine saviors, but rather destructive forces of pure chaos."

Known as the "Three Phantasms", these ancient Ka spirits possessed power so overwhelming and volatile that they had to be sealed away within stone tablets buried deep beneath Duel Academy. Slumbering for generations, their seals were eventually broken by those seeking to harness their god-like strength for selfish desires, such as the restoration of youth and absolute dominance. Unleashing these shadowed reflections—Uria, Lord of Searing Flames, Hamon, Lord of Striking Thunder, and Raviel, Lord of Phantasms—demands a terrifying sacrifice, as their very presence drains the life energy of the world around them.

The three Sacred Beasts of Yu-Gi-Oh! GX, the Egyptian Gods' dark mirrors, named after angels and sealed under Duel Academy until Kagemaru set them free. Follow a marked name to walk the trail.

Uria, Lord of Searing Flames
I · Uria
1 / 14
  1. Uriel, the cherub with the flaming sword at Eden's gate. Slifer's counterpart, but of fire where Slifer has lightning; the Spirit Keys hang behind all three Beasts.

  2. Hamon, Gabriel's name in the Book of Enoch. Ra's counterpart, but of lightning where Ra has fire.

  3. Raziel, the angel who gave Adam and Eve his book after Eden. Obelisk's counterpart, both Tributing for power; Kagemaru called it the strongest Sacred Beast.

  4. Uria, Hamon and Raviel glowing as they drained spirit energy from cards around the world in GX episode 49, which is why it gains Life Points.

  5. Uria attacking Elemental HERO Tempest on Skyscraper, GX episode 48.

  6. Hamon breaking out of crystal at its summon, from the same episode.

  7. Winged Kuriboh under Uria's shadow, in Fallen Paradise, episode 49.

  8. Raviel destroying Elemental HERO Flame Wingman, episode 49.

  9. New in Beyond the Brave: Raviel's arm and Illusion Gate, from GX episode 33, when Camula lost and her soul went to the Sacred Beasts as its cost. Its name is Raviel's attack.

  10. Three cards: Uria's second artwork, and two blanks, because only Uria's remade art was out when this card appeared.

  11. Named after Amatiel, a spring angel in the Heptameron; the Sacred Beasts' answer to Holactie the Creator of Light. Its 10,000 ATK may be the three Beasts' total when first assembled.

  12. GX episode 149: Yubel, in Jesse's body, hands Armityle to Adrian and turns it on his field.

  13. Kagemaru's The Creator, in Beast colours: red, blue and yellow gems and orbs, posed like Reshef the Dark Being. From Chaos Origins, the first set with Yami Yugi on the cover since The Creator's own.

  14. All three at once, as in Awakening of the Sacred Beasts, at half the trio's combined 10,000 ATK and DEF, and thrice a turn it drains like they did. Early European prints called it "The Chaotic Sacred Beasts".

Executive Summary

The Sacred Beasts?Uria, Hamon, and Raviel'?began as anime icons with immense power but impractical summoning conditions. Modern support has transformed them, shifting focus from their original summoning methods to a consistent engine that "cheats" them onto the field. This report analyzes how the Sacred Beasts evolved from three unwieldy titans into the synergistic core of a potent control and One-Turn Kill (OTK) deck, capable of establishing oppressive board states and ending duels with overwhelming force. The strategy now revolves around a suite of support cards designed to deploy the Three Phantoms with remarkable efficiency.

The Engine Room

The Prime Movers

The deck's consistency hinges on a core of 0 ATK/DEF Fiend monsters that search and summon the Sacred Beasts.

  • Dark Beckoning Beast: The one-card starter. On Normal Summon, it searches any "Sacred Beast" card and grants an additional Normal Summon for another 0 ATK/DEF Fiend.
  • Chaos Summoning Beast: Tributes itself to summon a Sacred Beast from the hand. Its GY effect banishes itself to search "Fallen Paradise".
  • Dark Summoning Beast: Tributes itself to summon a Sacred Beast from the hand or Deck, but prevents you from attacking that turn.

The Central Hub

The deck's spells provide recursion, protection, and card advantage, forming a resilient loop.

  • Opening of the Spirit Gates: A Continuous Spell that searches a monster on activation, revives a 0 ATK/DEF Fiend from the GY by discarding, and recycles a Continuous Spell from the GY.
  • Fallen Paradise: The Field Spell. While you control a Sacred Beast, it provides targeting and destruction protection and lets you draw 2 cards once per turn.

The Titans: Role and Application

Raviel, Lord of Phantasms
Missing: 69890967

Raviel, Lord of Phantasms

The primary beater. A 4000 ATK/DEF wall that enables a devastating OTK with its support card, Shimmering Scraper, which doubles its ATK to 8000 and allows it to attack all monsters.

Hamon, Lord of Striking Thunder
Missing: 32491822

Hamon, Lord of Striking Thunder

The defensive juggernaut. While in Defense Position, it forces the opponent to attack it. Its support spell, Cerulean Skyfire, provides a Spell/Trap negate, then swaps Hamon to Defense to activate its protection.

Uria, Lord of Searing Flames

Uria, Lord of Searing Flames

The backrow punisher. It gains 1000 ATK for each Continuous Trap in the GY and can destroy a Set Spell/Trap once per turn. Its trap, Hyper Blaze, fuels its ATK and provides revival for any Sacred Beast.

Core Combo: The One-Card Starter

Combo Guide
These combos may contain errors or use banned cards. If you spot an issue, submit a replay to help keep this guide accurate.
Know a better line? Submit a Replay

This walkthrough demonstrates how a single Dark Beckoning Beast can establish your core board.

Dark Beckoning Beast
1

Summon & Search

Normal Summon Dark Beckoning Beast. Activate its effect to search Chaos Summoning Beast. Use the additional Normal Summon to summon it.

Chaos Summoning Beast
2

Summon a Titan

Activate Chaos Summoning Beast's effect, Tributing it to Special Summon Raviel, Lord of Phantasms from your hand (or Hamon/Uria).

Fallen Paradise
3

Build the Fortress

Activate the GY effect of Chaos Summoning Beast, banishing it to add Fallen Paradise. Activate the Field Spell and use its effect to draw 2 cards.

The Grand Finale: Typical End Boards

The deck's goal is to establish a protected boss monster or, with a stronger hand, a complete lockdown of the opponent's monster effects.

The Core Fortress

Raviel, Lord of Phantasms
Missing: 69890967
  • A Sacred Beast (e.g., Raviel): A 4000 ATK/DEF body that's difficult to remove by battle.
  • Fallen Paradise: Provides complete targeting and destruction protection for your Beasts.
  • Card Advantage: The "Draw 2" from Fallen Paradise refills your hand with disruption or follow-up plays.

The "High Roll" Lockdown

Awakening of the Sacred Beasts
  • Two+ Sacred Beasts: Achieved with Opening of the Spirit Gates, getting two different Beasts on field.
  • Awakening of the Sacred Beasts: With two Beasts, this Continuous Trap gains its devastating floodgate effect.
  • The Lock: "Negate the activated effects of monsters your opponent controls." This is a one-sided Skill Drain that paralyzes most decks.

Competitive Analysis

Strengths

  • High Consistency: Powerful one-card starters like Dark Beckoning Beast.
  • Strong Resilience: Fallen Paradise provides excellent protection, and the engine has many recovery loops.
  • Powerful End Boards: Can end on a 10,000 ATK OTK machine, a protected boss, or a one-sided Skill Drain.

Weaknesses

  • Normal Summon Reliant: The pure build is extremely vulnerable to hand traps (Ash, Imperm) on Dark Beckoning Beast.
  • Floodgate Vulnerability: Susceptible to cards like Macro Cosmos or Summon Limit that stop its engine.
  • Linear Combos: The main combo lines are predictable, allowing experienced opponents to disrupt key chokepoints.

External Engines & Hybrids

  • Branded & Bystial: The most competitive variant. Branded Fusion acts as an alternate starter, setting up the GY for Spirit Gates.
  • Eldlich: Synergizes with the focus on Continuous Traps, fueling Uria and recycling "Golden Land" cards with Awakening.
  • Dogmatika: Nadir Servant can send monsters to the GY while Ecclesia provides on-field negation.

The Phantasm Arsenal: Key Cards

A detailed overview of each card's individual role and effects.

Dark Beckoning Beast

Monster/Effect

The deck's one-card starter. Searches any "Sacred Beast" card and grants an additional Normal Summon for a 0 ATK/DEF Fiend.

Opening of the Spirit Gates

Continuous Spell

Multi-purpose engine hub. Searches a monster, revives a 0 ATK/DEF Fiend from GY, and recycles Continuous Spells.

Fallen Paradise

Field Spell

Provides targeting and destruction protection to all Sacred Beasts and offers a "Draw 2" effect once per turn.

Awakening of the Sacred Beasts

Continuous Trap

The ultimate lockdown tool. With two or more different Sacred Beasts, it becomes a one-sided Skill Drain.

Raviel, Lord of Phantasms - Shimmering Scraper

Monster/Effect

A hand-trap OTK enabler. Discards to double Raviel's ATK to 8000 and grant it a board-wiping attack. Recycles itself from the GY.

Armityle the Chaos Phantasm

Fusion/Effect

The primary OTK fusion. It becomes 10,000 ATK on your turn and cannot be destroyed by battle. Summoned with Dimension Fusion Destruction.

Chaos Origins Tactical Realignment

The release of the Chaos Origins booster set completely updates the mechanical paradigm of the Sacred Beasts, transitioning it from a fragile, casual gimmick deck into a highly consistent, mid-range combo engine. Rather than relying on external engines to bypass summoning conditions, the new support integrates directly into the core theme. It introduces in-hand reveal-and-search effects to prevent bricking, self-replicating Continuous Spells/Traps to satisfy card costs, and retrained forms of the three iconic titans. However, players must account for vulnerabilities to hand traps (like Droll & Lock Bird and Mulcharmy Fuwalos), graveyard-banishing effects (like Dimension Shifter), and a TCG database naming discrepancy for the Fusion boss.

The Retrained Titans: Role and Application

Uria, Lord of Searing Flames - Sacred Beast of Cataclysmic Fire

Uria, Lord of Searing Flames - Sacred Beast of Cataclysmic Fire

Global Trap scaling. Reveals in hand to search a "Sacred Beast" Trap and discard 1. Gains 1000 ATK/DEF for each Trap in both GYs. Quick Effect: targets and destroys any Spell/Trap on the field (neither player can respond).

Hamon, Lord of Striking Thunder - Sacred Beast of Sinful Catastrophe

Hamon, Lord of Striking Thunder - Sacred Beast of Sinful Catastrophe

Passive burn. Reveals in hand to search a "Sacred Beast" Spell and discard 1. Inflicts 1000 damage whenever a monster is sent to the opponent's GY. If destroyed, reduces all damage taken that turn to 0.

Raviel, Lord of Phantasms - Sacred Beast of Endless Eternity

Raviel, Lord of Phantasms - Sacred Beast of Endless Eternity

Board-wipe finish. Reveals in hand to search a "Sacred Beast" monster (except itself) and discard 1. Quick Effect: tributes 2 other Sacred Beasts to destroy all opponent's monsters and gain 1000 ATK for each.

The Chaotic Phantasmal Sacred Beasts

The Chaotic Phantasmal Sacred Beasts

Fusion Boss (3 Level 10s). Thrice-per-turn Quick Effect: target, negate an opponent's monster, and gain LP equal to half its ATK. Cannot be destroyed by card effects twice per turn. Note: OCG name translation differences may affect TCG compatibility with legacy searchers.

Main Deck Support Cards

Summoner of the Sacred Beasts

Summoner of the Sacred Beasts

Level 8 Thunder coordinator. Can reveal/discard itself to Special Summon a Sacred Beast from hand, discard 1 to Special Summon from hand/GY, or banish itself from GY to revive a Sacred Beast.

Martyr of the Sacred Beasts

Martyr of the Sacred Beasts

Level 1 Fiend starter. Places any "Sacred Beast" Field/Continuous Spell/Trap from Deck on summon. If you control a Sacred Beast, Special Summons 2 more copies of itself. Returns to hand in End Phase.

Sacred Beasts Released

Sacred Beasts Released

Normal Spell consistency tool. Adds 3 differently named Sacred Beasts to your hand, then discards 2. GY banish effect: searches any Level 10 Pyro, Thunder, or Fiend that cannot be Normal Summoned.

Fallen Paradise of the Sacred Beasts

Fallen Paradise of the Sacred Beasts

Upgraded Field Spell. Send 3 cards of the same type to GY to summon a Sacred Beast from hand/Deck/GY/banishment with card immunity. Draws 2 cards once per turn if you control a Level 10.

Thunderclap & Abyss

Sacred Beasts Thunderclap
Abyss of the Sacred Beasts

Continuous Spell/Trap engines. During Main Phase, place 2 more copies of themselves from hand/Deck/GY face-up on the field. Thunderclap searches the Field Spell; Abyss changes an opponent's monster to face-down Defense by sending 3 copies to GY.

Sacred Beasts Combined Assault

Sacred Beasts Combined Assault

Normal Trap. Special Summons a Sacred Beast from hand/GY. If you control 2 level 10s, negates and destroys an opponent's card. Banishes itself from GY to perform a Fusion Summon using hand/field materials.

Operational Mechanics & Synergy Loops

The integration of these cards creates self-replicating Continuous Spell/Trap matrices that bypass card-economy deficits, enabling players to meet summoning conditions easily and recursively replenish resources.

1
Martyr Starter

Summon Martyr of the Sacred Beasts to place Thunderclap directly from the Deck face-up.

2
Multiplication

Activate Thunderclap to place 2 more copies from hand/Deck/GY face-up on the field.

3
Build Field

Reveal a level 10 Sacred Beast in hand to place Fallen Paradise of the Sacred Beasts in the Field Zone.

4
Cheat Summon

Activate Fallen Paradise; send the 3 Thunderclaps to GY to Special Summon a Sacred Beast from the Deck.

5
Resource Loop

Draw 2 cards. During the opponent's End Phase, Thunderclap adds itself back to hand, establishing infinite fuel.

The Ultimate Phantasmal Loop

A comprehensive walkthrough of the 3-Titan combo detailed in NotebookLM research. From a single copy of Sacred Beasts Released, establish a complete board of all three retrained boss monsters, generate card advantage, and build an overwhelming offensive presence.

1
Sacred Beasts Released
Spell Activation

Activate "Sacred Beasts Released"

Activate Sacred Beasts Released to search three different "Sacred Beast" monsters from your Deck: Raviel, Lord of Phantasms - Sacred Beast of Endless Eternity, Martyr of the Sacred Beasts, and Summoner of the Sacred Beasts. Then, discard Martyr and Summoner.

2
Summoner of the Sacred Beasts
Graveyard Effect

Banish "Summoner of the Sacred Beasts"

Banish the discarded Summoner of the Sacred Beasts from your Graveyard: Special Summon Martyr of the Sacred Beasts from your Graveyard in Defense Position.

3
Martyr of the Sacred Beasts
Monster Effect

Trigger "Martyr" On-Summon

When Martyr of the Sacred Beasts is Special Summoned, trigger its effect to place one copy of Sacred Beasts Thunderclap face-up on the field directly from your Deck.

4
Sacred Beasts Thunderclap
Spell Multiplication

Replicate "Thunderclap" & Place Field Spell

Activate Sacred Beasts Thunderclap: place two additional copies of itself face-up on the field. Then, reveal the Level 10 Raviel in your hand to place Fallen Paradise of the Sacred Beasts in the Field Zone.

5
Hamon, Lord of Striking Thunder - Sacred Beast of Sinful Catastrophe
Field Spell Summon

Summon "Hamon" via Fallen Paradise

Activate Fallen Paradise of the Sacred Beasts: send the three face-up copies of Sacred Beasts Thunderclap to the Graveyard to Special Summon Hamon, Lord of Striking Thunder - Sacred Beast of Sinful Catastrophe from your Deck.

6
Fallen Paradise of the Sacred Beasts
Draw & Search Phase

Draw 2 & Reveal Raviel

Since you control a Level 10 Sacred Beast (Hamon), use Fallen Paradise to draw 2 cards. Then, activate the in-hand effect of Raviel: reveal it to search a second Summoner, discarding one card.

7
Raviel, Lord of Phantasms - Sacred Beast of Endless Eternity
Monster Effect

Summon "Raviel"

Activate Summoner of the Sacred Beasts in your hand: discard it to Special Summon Raviel, Lord of Phantasms - Sacred Beast of Endless Eternity from your hand in Defense Position.

8
Martyr of the Sacred Beasts
Monster Multiplication

Multiply "Martyr"

Since you control a "Sacred Beast" monster, activate the on-field effect of the first Martyr: Special Summon two more copies of Martyr of the Sacred Beasts from your Deck/Graveyard. You now have three Monsters face-up.

9
Uria, Lord of Searing Flames - Sacred Beast of Cataclysmic Fire
Ultimate Summon

Summon "Uria" to Complete the Trio

Activate Fallen Paradise of the Sacred Beasts a second time: send the three face-up Martyr monsters to the Graveyard to Special Summon Uria, Lord of Searing Flames - Sacred Beast of Cataclysmic Fire from your Deck.

Beyond the Brave: Sacred Beasts Skyfall

  • TCG · Beyond the Brave ·
  • OCG ·
  • Genesys · 10 points

Beyond the Brave gives the Chaos Origins Sacred Beasts one new card: Sacred Beasts Skyfall, a Quick-Play Spell. It fixes the deck's two weak points: hand traps on the Level 10 reveal effects, and a thin going-second turn.

Early coverage of the OCG release calls it Divine Destruction of the Sacred Beasts or Heavenly Destruction of Sacred Beast. Those are fan translations; this guide uses the TCG name. The Genesys value is from the initial Beyond the Brave points list (22 Sep 2026).

Chaos Origins cards only

Skyfall only counts cards whose names contain "Sacred Beast". The original Uria, Hamon and Raviel, Shimmering Scraper and Dark Beckoning Beast don't, so Skyfall can't reveal those monsters or protect their effects. The Standard tab's lines play exactly as before. See which cards count.

The Reveal Gets Through

Ash Blossom on Calamity Hamon or Infinity Raviel used to cost you the card they add and leave a Level 10 stuck in your hand. The first effect negates it, and the reveal resolves.

A Board Wipe You Can Search

The second effect adds Illusion Gate, which destroys every monster your opponent controls. Calamity Hamon adds Skyfall, so every Hamon in your opening hand leads to the wipe.

Three Traps In, One Card Gone

The third effect shuffles 3 "Sacred Beast" Traps back into the Deck and destroys any card your opponent controls. Set, it works on their turn.

The New Card

Sacred Beasts Skyfall

New card · Quick-Play Spell

Sacred Beasts Skyfall

Card type
Quick-Play Spell
Archetype
Sacred Beast
Limit
1 activation per turn

Card text

Activate 1 of these effects;

  1. When your opponent activates a card or effect in response to your "Sacred Beast" monster's effect activation: Negate that effect.
  2. Reveal 1 Level 10 "Sacred Beast" monster in your hand; discard 1 card, and if you do, add 1 "Illusion Gate" from your Deck to your hand.
  3. Shuffle 3 "Sacred Beast" Traps from your GY and/or banishment into the Deck, then target 1 card your opponent controls; destroy it.

You can only activate 1 "Sacred Beasts Skyfall" per turn.

Protection going first, a board breaker going second. You can activate one Skyfall per turn, whichever effect you choose. A Quick-Play Spell can be activated from the hand only during your own turn. To use it on your opponent's turn, Set it on yours; it can't be activated the turn it's Set.

Effect 1
Negates a response
Effect 2
Adds Illusion Gate
Effect 3
Destroys 1 card
Searched by
Calamity Hamon

Picking the Right Effect

Effect 1Shield a "Sacred Beast" effect

Use it when
Your opponent chains something to a "Sacred Beast" monster's effect: a Level 10 reveal, Summoner, Martyr's summon, Infinity Raviel's wipe or The Chaotic Phantasmal Sacred Beasts' negate.
You need
Skyfall in your hand on your turn, or Set since an earlier turn.
Watch out
It can't save Sacred Beasts Released or Thunderclap (Spells), can't stop Droll & Lock Bird after the card is added, and can't be chained to a Counter Trap. It negates the effect, not the activation.

Effect 2Add Illusion Gate

Use it when
You're going second into monsters, or a single board wipe wins the game.
You need
Calamity Hamon, Inferno Uria or Infinity Raviel in your hand to reveal, 1 card to discard, and Illusion Gate in the Deck.
Watch out
Ash Blossom can negate the search, and Skyfall can't protect itself. The discard helps you, though: a Level 10 in the GY is a target for Fallen Paradise and Summoner, and lets Martyr return to your hand.

Effect 3Recycle 3 Traps, destroy 1 card

Use it when
Three "Sacred Beast" Traps are in your GY or banished and one opposing card has to go, on either player's turn.
You need
Abyss of the Sacred Beasts, Awakening of the Sacred Beasts or Sacred Beasts Combined Assault. Hyper Blaze doesn't count. Abyss fills the GY fastest: its own effect sends 3 copies at once.
Watch out
Inferno Uria gains 1000 ATK/DEF for each Trap in the GYs, so shuffling 3 away costs it 3000. The shuffle is part of the activation, so those Traps are gone even if Skyfall is negated.

What Skyfall Adds: Illusion Gate

Illusion Gate

Effect 2's search target · Normal Spell

Illusion Gate

Card text

Pay half your LP; destroy as many monsters your opponent controls as possible, then you can Special Summon 1 monster from your opponent's GY to your field, ignoring its Summoning conditions. You can only apply this effect of "Illusion Gate" once per Duel.

Destroys; it doesn't target or banish. Monsters that can't be destroyed by card effects stay on the field. The summon ignores Summoning conditions, so an Extra Deck boss you just destroyed can join your attack. Its effect applies once per Duel, so run one copy: a second one does nothing after the first has resolved.

Can Skyfall Stop It?

Effect 1 answers a card or effect your opponent activates in response to a "Sacred Beast" monster's effect. It all depends on the timing: what you activated, how they answered, and where your Skyfall is.

Try a typical situation

What did you activate?

"Sacred Beast" monster effects

Other cards

How did your opponent answer?

Chained straight to it: Ash Blossom, Infinite Impermanence, Effect Veiler, Ghost Ogre, Ghost Belle. Counter Trap: Solemn Strike, Solemn Warning. After it resolved: Droll & Lock Bird, Nibiru. On its own: Maxx "C" or a Mulcharmy in an open game state.

Where is your Skyfall?

Yes: chain Skyfall

Activate Skyfall's first effect as the next Chain Link. It resolves first and negates their effect, then your effect resolves as normal.

  • Calamity Hamon still adds its Spell (Skyfall, Thunderclap, Fallen Paradise of the Sacred Beasts or Sacred Beasts Released), then you discard 1.
  • Skyfall negates the effect, not the activation: the card they used is still spent. Ash Blossom still goes to the GY, and its once-per-turn is used.

Which Sacred Beast Cards Count?

Skyfall reads card names. A card counts only if its name contains "Sacred Beast", which rules out the entire original Structure Deck engine.

Card Effect 1: protected Effect 2: reveal Effect 3: fuel Why
Calamity Hamon, Inferno Uria, Infinity RavielChaos Origins Level 10s Yes Yes n/a Level 10 "Sacred Beast" monsters. Inferno Uria's Spell/Trap destruction needs no help: neither player can respond to it.
Summoner of the Sacred Beasts, Martyr of the Sacred Beasts Yes No n/a "Sacred Beast" monsters, but Level 8 and Level 1, so they can't be revealed. Ash Blossom can hit Martyr's summon from the Deck, not its placement effect.
The Chaotic Phantasmal Sacred Beasts Yes No n/a Its name contains "Sacred Beasts", so its negate is covered. It's Level 10, but it lives in the Extra Deck and is never in your hand.
Abyss of the Sacred Beasts, Awakening of the Sacred Beasts, Sacred Beasts Combined Assault n/a n/a Yes "Sacred Beast" Traps. Awakening counts as fuel, but its tiers only count the original trio by name, not the Chaos Origins monsters.
Hyper Blaze n/a n/a No A Continuous Trap, but not a "Sacred Beast" card. It still raises Inferno Uria's ATK, which counts every Trap in the GYs.
Uria, Hamon and Raviel (originals), Raviel, Lord of Phantasms - Shimmering Scraper No No n/a Their names don't contain "Sacred Beast". They're Level 10, but Skyfall can't reveal them or protect their effects.
Dark Beckoning Beast, Chaos Summoning Beast No n/a n/a Fiends that support the original trio. Dark Beckoning Beast can't add Skyfall either: it looks for cards that list Uria, Hamon or Raviel in their text, and Skyfall doesn't.

Three Lines, One per Effect

Each line is in the combo simulator below, one card move per step. Every step was checked against the official TCG card text.

Going first · Effect 1

Skyfall Shield: Ash-Proof Opener

Hand
Infinity Raviel, Calamity Hamon, Sacred Beasts Skyfall
Deck needs
3 Martyr, 3 Thunderclap, Fallen Paradise of the Sacred Beasts
Ends on
Infinity Raviel and 3 Martyrs under Fallen Paradise, plus 2 draws. Raviel can Tribute 2 Martyrs to wipe their monsters on their turn.

Rule: Skyfall answers Ash Blossom on Raviel's reveal. From the hand it works because it's your turn.

Going second · Effect 2

Skyfall to Illusion Gate OTK

Hand
Martyr, Calamity Hamon, Infinity Raviel
Deck needs
Skyfall, Illusion Gate, 2 more Martyr, 3 Thunderclap, Fallen Paradise of the Sacred Beasts
Ends on
Their monsters destroyed; Hamon's 1000 damage plus two 4000 ATK direct attacks is 9000 damage.

Rule: Summon Hamon before Illusion Gate resolves, or its 1000 damage never triggers.

Going first · Effect 3

Abyss into Skyfall

Hand
Martyr, Sacred Beasts Skyfall
Deck needs
3 Abyss of the Sacred Beasts
Ends on
Martyr, 3 face-up Abyss and a Set Skyfall: one of their monsters turned face-down, then a second card destroyed.

Rule: A Set Quick-Play can't be activated the turn it's Set, so both interruptions happen on their turn.

Combo Simulator

Loading the combo simulator…

Adding Skyfall to the Deck

The Skyfall package

  • 2
    Sacred Beasts Skyfall

    Two in the Main Deck, a third in the Side Deck for going second. Only one can be activated per turn, so a third copy often sits in your hand going first.

  • 1
    Illusion Gate

    Its effect applies once per Duel, and Skyfall is how you find it.

  • 3
    Calamity of the Sacred Beasts - Hamon

    Keep it at three: it's the only "Sacred Beast" card that adds Skyfall from the Deck.

  • 0/3
    Abyss of the Sacred Beasts

    Play three only if you want effect 3 to be live. With just 1 Awakening and 1 Combined Assault, you'll rarely have 3 "Sacred Beast" Traps.

These counts are this guide's recommendation for a 40-card Advanced deck, built on the registered Chaos Origins Fiendsmith lists. They don't change anything in the Standard or Chaos Origins tabs.

What changes in the engine

  • Calamity Hamon gets a new target. Its reveal now picks between Skyfall, Thunderclap, Fallen Paradise of the Sacred Beasts and Sacred Beasts Released. Going second, take Skyfall.
  • Hold Skyfall going first. Keep it in hand until your opponent chains to one of your reveals. Using effect 2 or 3 first spends your one Skyfall activation for the turn.
  • Discard with a plan. Discarding a spare Level 10 to effect 2 sets up Fallen Paradise, Summoner and Martyr's End Phase return.
  • Mind Inferno Uria. In an Uria build, fire effect 3 only when the destroyed card is worth 3000 ATK on Uria.

Limits and Verdict

  • One Skyfall per turn

    The limit covers the card, not each effect. If you add Illusion Gate with it on your turn, you have no effect 1 for the rest of that turn.

  • It can't protect itself

    Ash Blossom on effect 2's search, and Droll & Lock Bird after any search, still work. Effect 1 only covers monster effects.

  • Destruction only

    Illusion Gate and effect 3 both destroy. Monsters that can't be destroyed by card effects stay, and Illusion Gate costs half your LP.

  • Effect 3 needs its own Traps

    Without Abyss, three "Sacred Beast" Traps in the GY are rare. Hyper Blaze and other Traps don't count.

Verdict

Sacred Beasts Skyfall belongs in every Chaos Origins Sacred Beast deck at two copies. Going first it protects the Level 10 reveals the whole engine depends on. Going second, every Calamity Hamon now leads to a board wipe. Effect 3 is a late-game bonus unless you build around Abyss.

Banlist Impact

Fully Unrestricted

As of the current TCG format, the Sacred Beast archetype is entirely unrestricted, allowing it to operate at full capacity.

Maximum Consistency

Play any card at your preferred ratio without restrictions

Full Strength Plays

Access to all archetype synergies without limitations

Strategic Freedom

No banlist constraints holding back your strategy

Banlist Status Summary

analyzed • 0 restrictions found • All cards legal at 3 copies