Chaos — The Recurring Steal
Source: Theory | Confidence: Speculative | Category: Midgame
Chaos's Start of Turn steal is 1x per turn (not per game), creating a recurring demon trade engine. The first steal is always in your favor, and the opponent must choose between counter-stealing (feeding the cycle) or keeping an 18 HP unfusable brick.
How the Steal Works
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You play Chaos during your main phase
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Start of opponent's main phase: declare Chaos's action (0 AP, 1x)
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End of opponent's main phase: Ready and take control of ANY Demon and their Familiars. Give Chaos to opponent.
The steal resolves at end of phase — the opponent sees it coming but can't prevent it. Status effects persist through source death, so killing Chaos before end of phase doesn't stop the steal.
The Recurring Cycle
Because 1x means once per turn (not once per game), Chaos bounces back and forth:
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You steal opponent's best demon → opponent gets Chaos
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Next cycle: opponent can counter-steal one of your demons → you get Chaos back
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Repeat
Opponent's Dilemma
After you steal their demon, the opponent has Chaos and must choose:
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Counter-steal: Gets their demon back (or takes one of yours), but gives you Chaos for another steal next cycle
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Don't counter-steal: Keeps an 18 HP, 2 PWR, unfusable deadweight permanently
Why the Exchange Favors You
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You always get first steal — you pick the best demon on the board
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The stolen demon arrives Readied — full action economy on your next turn
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Chaos is incapable of fusion — the opponent can't even use it as material
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If Chaos dies on the opponent's side, they eat 3 CP
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18 HP means Chaos is expensive to kill intentionally