Notes & Combos
I played Chimera during the Fusion Cup as well, but I just hated how much I played it that I decided not to upload it. In the Anthology, however, it is completely different. By playing the edge imp cards, it is easier to push through ash blossoms, imperms, and established boards to create my own board. Also, the Azarune package was surprisingly useful when I was forced into a half board.
I felt that the win condition changed dramatically from stopping the opponent completely to outgrinding them and finishing with Illusion Beast, which is almost always cut in modern Chimera decks. The Illusion monsters were great for not being otked, and the excessive searching and bodies make a lot more sense when you consider Illusion Beast.
The absence of Fiendsmith, Heca Hands, and Azamina changed the way the deck was played quite a bit and felt much less combo-heavy. I often ended on a handrip, monster negate, and a fusion into either a pop, a negate, or a send. It really feels like this is how Chimera was intended to be played.





























