Rules › Comprehensive Rules

Duel Masters Comprehensive Rules (English)

Based on the official Comprehensive Rules Ver.1.52 (last updated September 18, 2026).

Unofficial English translation by Duel Masters Asia (AI-assisted, not reviewed by the publisher). Card names without a known official English name are shown in romanized Japanese. The Japanese official text is the only authoritative version — see the official site for rulings.

Contents

--- page 1 ---
Duel Masters Comprehensive Game Rules Ver.1.52

0. Introduction

000. Purpose of This Document

000.1 This document compiles the detailed rules of Duel Masters. Not every player needs to know it thoroughly, but it is useful when you want to learn more or when you need to resolve a question that comes up during an actual game.

1. Game Basics

100. What You Need to Play

100.1 Duel Masters is a two-player game.

100.2 Normally, you build your deck according to the rules of a regulation called the Hall of Fame Regulation. A deck must be exactly 40 cards; it may be neither more nor fewer.

100.2a A deck may contain no more than 4 cards with the same name, except for cards whose text says otherwise.

100.3 Separately from the deck, you may use an additional 8 cards for the Hyperspatial Zone.

100.3a The Hyperspatial Zone may contain no more than 4 cards with the same name, except for cards whose text says otherwise.

100.4 You may choose whether to use the Super GR Zone. If you use it, you may use exactly 12 additional cards for the Super GR Zone, separately from the deck.

100.4a The Super GR Zone may contain no more than 2 cards with the same name, except for cards whose text says otherwise.

100.5 Only 1 set of cards can be in the battle zone at the start of the game.

Examples of cards that can be in the battle zone at the start of the game:

"Forbidden ~ Sealed X ~"

"FORBIDDEN STAR ~ The Last Day of the World ~"

"Metsubo no Kigen Zeromu"

"Forbidden New Year"

101. The Golden Rules of Duel Masters

101.1 Card effects win over the rules

When a card's text directly contradicts the rules, the card's text takes precedence. (The card ignores only the rule that applies to that specific situation.)

101.2 "Cannot" effects win over "can" effects

When an effect that says something "can" happen and an effect that says it "cannot" happen exist at the same time for an event, the "cannot" effect takes precedence. Also, if there is an effect that "ignores" a "cannot" effect, the "cannot" effect is ignored and loses its force. However, since cards win over the rules, a "can" effect wins over a "cannot" rule. (A creature with Speed Attacker wins over the summoning sickness rule and can attack.)

101.3 Do as much as you can

Even if part of a card's instructions cannot be carried out, do everything that can be done and ignore the part that cannot be done.

101.3a If an effect has a condition such as "when you ...", it triggers by attempting the action that is the condition, regardless of how that action turned out.

101.4 Resolve Shield Trigger first, and always resolve the turn player's effects first

When multiple effects exist at the same time, always resolve Shield Trigger effects first. Also, when effects of the turn player and the non-turn player exist at the same time, resolve the turn player's effects first. Move on to other effects only after the processing of one effect has completely finished.

101.4a When multiple effects occur at the same time, first resolve Shield Trigger effects, in the order of the turn player, then the non-turn player. After that, among the remaining effects, starting with the turn player, resolve the effects of your own cards in any order you like. If another effect occurs while one effect is being processed, it waits in a pending state, and the processing of the effect currently being resolved takes priority. After that, process the remaining effects in the same way, in any order you like. After all of the turn player's effects have been processed, process the non-turn player's effects.

101.4b S-Back, G-Strike, and Sabaki Z are processed at the same timing as Shield Trigger. If multiple effects of these occur at the same time, they are also processed in the order of the turn player, then the non-turn player.

101.4c If an effect of the turn player's side occurs while the non-turn player's effects are being processed, resolve the effect being processed, and then process the turn player's effect first.

101.4d While an effect is being processed, no other effect other than a replacement effect can be interjected. However, if that effect's instructions say to use the effect of another spell or the like, it is resolved as part of the processing.

101.4e A battle that occurs through the effect of an ability or spell is treated as part of that ability or spell's effect until the end of that battle.

101.4f Abilities that trigger when battling take effect immediately even in a battle that occurs through the effect of an ability or spell.

101.4g If a player's shield is broken during the resolution of Shield Trigger, S-Back, G Strike, or Sabaki Z, and these effects newly become pending, the newly pending effects are resolved before the effects that were already pending.

Example: Your "Saiba Chun" and "Petenzu Gate" "Shield Trigger" abilities are pending, and you cast "Petenzu Gate" first.

If the shield newly broken by the effect of "Petenzu Gate" is "Brain Slash" and its "Shield Trigger" is newly declared, you first cast "Brain Slash" and then cast "Saiba Chun".

Example: During your turn, two of your shields were broken by the "when put into the battle zone" ability of "Meiyuu no U Buraize Jeneredo", and you declared the "Shield Trigger" of "Hokonken to Gokumonjun no Ketsudan" and "Dragon's Sign".

You first cast "Hokonken to Gokumonjun no Ketsudan", choose "break one of your opponent's shields" as the option twice, and your opponent declares the "Shield Trigger" of "Purasu Wan Hando" from the shield broken the first time.

In this case, you first cast the newly pending "Purasu Wan Hando", then process the second shield-break effect of "Hokonken to Gokumonjun no Ketsudan", and after that cast "Dragon's Sign".

101.5 A replacement effect is applied only once to a single event

Only one replacement effect can be applied to the same event. An event means anything that can happen in the game. If an event has already been replaced, it cannot be replaced any further.

101.5a When a replacement effect changes part of a sentence separated by a period, the sentence within that period-separated range cannot be replaced any further. Even within the same ability, a sentence separated by another period, such as one expressed by "if you do,", is considered a separate event, and that part is not treated as having been replaced. The original effect, including the replaced portion, is processed as a single effect.

101.5b When multiple replacement effects exist at the same time, the turn player's replacement effect is applied first, as in normal effect processing. If the same player has multiple replacement effects, that player can choose which replacement effect to apply.

102. Players

102.1 A player is a person participating in that game. The turn player is the player of the turn currently in progress, and the other player is called the non-turn player.

102.2 The opponent is the other player besides yourself.

103. How to Start the Game

103.1 Before starting the game, each player prepares a deck and the cards to be used in the game. At this time, double-sided cards may be removed.

103.2 After that, hand your deck to your opponent, who confirms that it is a 40-card deck and shuffles or cuts it. From then on, a player's deck is called their deck (library).

103.3 Next, proceed to the game start procedure. At this time, if there is an instruction to do something at the start of the game, follow it. After that, each player sets the top 5 cards of their deck face down as shields, and draws cards until they have 5 cards in their hand.

103.4 Next, decide who goes first. Play rock-paper-scissors, and the winner goes first. (The winner cannot choose to go second.)

103.5 Begin the first player's turn. (The first player does not draw at the start of the first turn.)

104. Victory Conditions

104.1 When any player wins or loses, the game ends immediately.

104.2 The victory conditions of the game are as follows.

104.2a When you attack your opponent with a creature and the attack target is not changed, if your opponent has 0 shields, you win the game immediately.

104.2b When your opponent's deck becomes 0 cards, you win the game immediately. (If at any moment during the course of an effect there are no cards in the deck, the deck is considered to have become 0 cards.)

104.2c You may win or lose through a card's effect. If these cause both the victory condition and the defeat condition to be satisfied at the same time, you win.

105. Orientation

105.1 Duel Masters cards have an orientation. A card in a vertical orientation is called untapped, and a card in a horizontal orientation is called tapped.

105.2 The untapped state indicates that the card is available for use. Normally, all tapped cards are untapped at the beginning of the turn.

105.3 The tapped state indicates that the card has been used. Cards are tapped when a creature attacks or when paying a cost from the mana zone.

105.4 You cannot change a card's orientation arbitrarily.

105.4a Only creatures and Tamaseeds in the battle zone and cards in the mana zone can be tapped. The orientation of cards in other zones cannot be changed.

105.5 On the field, an upside-down orientation exists. A card in this state does not return to the upright position by an untap effect.

105.6 You cannot tap a card that is already tapped, or untap a card that is already untapped. (You can choose a tapped creature with an ability or effect that says "tap," but it is not considered to have been put into that state.)

106. Civilization

106.1 In Duel Masters, there are five civilizations: "Light," "Water," "Darkness," "Fire," and "Nature."

106.2 A card normally has one or more of the five civilizations above. A card's civilization is determined by reference to the color of its mana symbol, the background color of its card type, the color of its frame, and so on.

106.2a A single-civilization card has exactly one of the five civilizations.

106.2b A multicolored card has two or more of the five civilizations and is called a multicolor card.

106.2c A card with no civilization is called a colorless card.

106.2d Each civilization has a set color. Light is yellow, Water is blue, Darkness is black (or purple), Fire is red, and Nature is green. Colorless cards are represented by white.

106.3 When a card's instruction has you choose a civilization, you must choose one from among the five civilizations above. You cannot choose colorless.

106.4 A civilization may be added to a card by an effect.

107. Mana

107.1 Mana is the basic resource of Duel Masters. Players use mana to pay the cost to summon creatures and cast spells.

107.2 Mana is generated by tapping a card placed in the mana zone, in the amount of the number written on its mana symbol (normally 1). The mana has one of the civilizations that the tapped card has.

108. Numbers

108.1 In a Duel Masters game, basically only integers are used.

108.1a When choosing a number by an effect, you cannot choose a negative number.

108.1b A creature's power can become negative due to a negative modification. However, when referring to that creature's power, it is treated as 0. For example, even if you choose a creature in the battle zone whose power has been reduced by 6000 with Hell Scrapper, you cannot choose it in such a way that the total power of the other creatures becomes 11000.

108.1c In Duel Masters, ∞ is treated as a number than which no larger number can be chosen. Even if a creature with ∞ power receives a power modification, its power remains ∞. However, if its power is reduced by negative ∞, it is destroyed.

108.2 When numbers are increased or decreased in a Duel Masters game, the operations are performed in the order of addition, subtraction, multiplication, and division.

109. Cards

109.1 If a card's text is written differently in several versions, as a rule the latest card text currently on sale is considered correct.

109.2 When the rules or text say "card," it refers to a Duel Masters card.

109.2a When a card is chosen by an ability or effect, only that card itself is chosen. Even for an Evolution creature made up of multiple cards or a shield with Shield Plus, only the designated card is directly affected.

109.2b When some of the cards of a creature made up of multiple cards leave the battle zone, whether the creature leaves the battle zone as a creature differs depending on its state at that time. For an Evolution creature, the top card leaves the battle zone as a creature, but the cards underneath leave the battle zone simply as cards. A linked God leaves the battle zone as a creature, and in the case of a Psychic Linked creature, it leaves the battle zone as a Psychic Cell.

109.2c The effects and abilities of an element made up of multiple cards apply to all cards included in it and appearing as the element. Dragheart and Cross Gear are not included among the cards that make up a creature, whereas Auras, Magic Tools, and the like that overlap above or below a creature are included among the cards that make up the creature. Also, a Seal is not included among the cards that make up an element.

Example: If you give some ability to a linked God, the ability applies to all of the linked Gods.

Example: When removing "Mushura Dejiru Mukade" attached to "Hakuosei no Ishi Mine" with an effect that chooses a card, you can designate and remove "Mushura Dejiru Mukade".

110. Abilities and Effects

110.1 An ability is a characteristic of a card that allows that card to affect the game. A card's abilities are defined by its rules text. An ability may also be given to a card by rules or effects. (It is given by an effect that says "has" or "gains.") An ability generates effects.

110.2 An ability may affect the card that has it, or may affect other cards or players.

110.2a Abilities are not only beneficial; some are detrimental.

Example: The sentence "This creature cannot attack" is an ability.

110.2b A condition for performing a card is an ability of the card.

110.2c A single card may have multiple abilities. Each paragraph beginning with a ■ in a card's text represents a separate ability. A card may also be given abilities by spells or other effects. If a single card has the same ability multiple times, they function independently. This may produce more effects than when there is only one such ability, or it may not.

110.2d An ability generates one or more one-shot effects or continuous effects. Replacement effects are included among continuous effects.

110.2e When an ability generates an effect that affects cards, it affects only the cards within the range of the effect at the moment the effect is generated. A card that moves into the zone that became the range after that effect, during the same turn, is not affected by that effect.

110.3 Abilities are broadly divided into four kinds.

110.3a Spell ability

These are the instructions processed from when a spell is cast until it is resolved. The rules text of a spell is a spell ability.

110.3b Triggered ability

It usually has a trigger condition beginning with "when," "if," "each time," and the like. Once an effect has triggered, it becomes pending and waits to be resolved until it is processed. A triggered ability that is given by a spell or other effect is called a delayed triggered ability.

110.3c Activated ability

An activated ability is an ability that triggers at a certain specific timing, and if the required conditions are met, you can choose to activate it. As a rule, it cannot be activated at any timing.

110.3d Static ability

It generates a continuous effect that keeps functioning at all times while a creature, Cross Gear, Weapon, Fortress, Heartbeat, Field, Aura, Rite, or Nebula is in the battle zone, or while a creature that has a Castle or Shield Go is in the shield zone.

110.4 Basically, a spell ability functions only while that spell is being processed, and other abilities function only while the card is in the battle zone or the shield zone. However, there are several exceptions listed below.

110.4a A characteristic-defining ability is an ability that defines a characteristic (cost, civilization, power, etc.) of that card itself. Abilities that increase or decrease the value of a characteristic, such as Power Attacker or Sympathy, do not fall under this. This ability functions everywhere, including outside the game.

Example: "Nijihaya Za Verude", "Chojinryu Variant Bades"

110.4b An ability that specifies the zone in which it functions functions only in that zone.

Example: Mana Birth, Scorching Doron Go

110.4c An ability that does not specify the zone in which it functions functions only in the battle zone. However, an ability by which that card itself gains "Shield Trigger" also functions while it is in the shield zone.

110.4d A card's ability that has no zone specified and allows it to be performed without paying its mana cost functions in any zone from which that card can be performed.

Example: Ninja Strike can be used from the mana zone in a situation where summoning from the mana zone is possible.

110.4e An ability of a card itself that imposes a restriction or modification on performing that card functions while those cards are in the zone from which they are about to be performed (normally the hand).

Example: Sympathy

110.4f A state-defining effect changes the state of a card when it is placed in a zone. These interrupt and process effects in the same way as replacement effects, but they are not treated as replacement effects, and if multiple such effects exist at the same time, all of them are applied. If a card is not actually placed in that zone because of a replacement effect, the state-defining effect does nothing.

Example: "Eien no Ryusei Kaiser", "Kinbaku no Kage Bind Shadow", "Chokankaku no Seiku" (in quotation marks), "Fumetsu no Seirei Perfect Galaxy"

110.4g A triggered ability with a trigger condition that can trigger only while in a zone other than the battle zone functions while it is in a zone in which it can trigger.

Example: "Kokushinryu Ghoul Generaido"

110.5 The source of an effect is the card that has the ability that generated it. The source of a pending triggered effect is the card that has the triggered ability.

110.5a Once triggered, an effect becomes a pending effect independent of its source. Even if the card with the ability that is the source of the effect later moves to another zone, the effect does not disappear. However, note that some effects do not do something directly themselves but cause their source to do something. Even if the source is no longer in its original zone at the time of checking, the source performs that processing.

Example: When choosing your opponent's creatures so that their total power is equal to or less than the power of the creature that is the source of the effect, if the source creature is no longer in the battle zone, refer to its power immediately before it left the battle zone.

110.6 An effect that determines a card's characteristics is distinguished from an ability gained by an effect. When a card's characteristic is defined by an effect, that is not gaining an ability.

Example: Civilization is a characteristic, so an effect that adds a civilization does not give an ability.

110.7 Among abilities, there are some that each take effect even when multiple of the same ability are possessed.

Example: Slayer, Power Attacker, Sympathy, etc.

111. Timing

111.1 When any processing is performed, the turn player's side is always processed first.

111.2 Processing is performed automatically by the rules of the game or by the players.

111.2a A triggered ability triggers at any time, even while a card is being performed or while an effect is being resolved. Its effect becomes pending at the moment it triggers.

111.2b A static ability continuously affects the game.

111.2c Turn-based actions occur automatically when a specific step begins or ends.

Example: Untapping, drawing, etc.

111.2d State-based actions occur automatically when specific conditions are met. These are processed with priority even during the resolution of an ability.

Example: Fulfillment of a victory or defeat condition, destruction of a creature with 0 or less power, etc.

112. Cost

112.1 A card has a mana cost for performing it.

112.2 The mana cost indicates the amount of mana that must be paid to perform the card. It also includes the payment of the civilizations that the card has.

112.2a When paying a mana cost, tap cards so as to satisfy all the same civilizations indicated in the mana cost.

In performing a card, first tap cards in the mana zone, one card per civilization, so as to satisfy all the civilizations included in the mana cost. Then tap additional cards in the mana zone to pay the shortfall so that the total of the numbers written on the mana symbols of the cards in the mana zone equals the cost.

Example: When paying the cost of a multicolor card with mana cost 7 that has the Fire, Darkness, and Nature civilizations, tap from the mana zone a card with the Fire civilization, a card with the Darkness civilization, and a card with the Nature civilization, one each separately, and then tap the additional cards needed so that the mana total becomes 7. Even if you tap a single multicolor card that has all of Fire, Darkness, and Nature, that does not satisfy all the civilizations; it is treated as one civilization, either Fire, Darkness, or Nature.

112.2b The mana cost a player actually pays may be increased or decreased by effects. If the mana cost becomes less than the number of required civilizations because of a cost reduction effect, payment of civilizations takes priority. At this time, the excess mana is lost when payment ends.

Example: With "Kokko Rupia" present, "Seiryu Perfect Earth", whose cost has become 3, can have 5 cards in the mana zone tapped in order to pay for its civilizations.

112.2c If the civilizations and cost have been paid appropriately, you cannot tap extra cards in the mana zone.

112.2d A mana cost paid with O-Drive is treated as an additional cost.

112.3 There are several abilities that allow you to perform a card without paying its mana cost. Also, abilities that are performed at a specific timing require a declaration of use.

112.3a Shield Trigger is an ability that, when a shield is added to the hand by a break or the like, lets you show that card to your opponent and declare it to perform it immediately without paying the cost. When multiple cards with Shield Trigger are added from the shield zone to the hand, show the cards that will use the Shield Trigger ability to your opponent and declare them. After all declarations are finished, perform those cards one at a time. For a spell, the Shield Trigger ability extends through the resolution of the spell's effect, but for a creature, the Shield Trigger ability extends only to summoning it. An effect that triggers because it was put into the battle zone is treated as a separate event. The same applies to generating Cross Gear, deploying a Field, and performing a Tamaseed.

112.3b S-Back is an ability that, while the card with this ability is in a zone from which it can be performed (normally the hand), when a designated card is added from the shield zone to the hand, lets you discard that card and declare it to perform it immediately without paying the cost. If a card with S-Back and the designated card are added from the shield zone to the hand at the same time, that S-Back card is not in the hand, so the S-Back ability cannot be used. As with Shield Trigger, for a spell the S-Back ability extends through the resolution of the spell's effect, but for a creature the S-Back ability extends only to summoning it. An effect that triggers because it was put into the battle zone is treated as a separate event. The same applies to generating Cross Gear, deploying a Field, and performing a Tamaseed.

112.3c Ninja Strike is an ability that summons a creature without paying its cost if the specified number of cards in the mana zone is satisfied, at the non-turn player's processing timing after a turn player's creature attacks, or at the turn player's processing timing after a non-turn player's creature blocks. Even if the specified number of cards in the mana zone was not satisfied at the timing when the declaration to use the ability was made, if the specified number of cards in the mana zone is satisfied at resolution, it can be summoned without paying the cost.

112.3d Sabaki Z is an ability that, while the card with this ability is in a zone from which it can be performed (normally the hand), when a card with a Judgment Emblem is added from the shield zone to the hand, lets you discard that card and declare it to perform it immediately without paying the cost. Even if a card with Sabaki Z and a card with a Judgment Emblem are added from the shield zone to the hand at the same time, you can use that Sabaki Z ability by discarding the card with the Judgment Emblem that was added to the hand. As with Shield Trigger, for a spell the Sabaki Z ability extends through the resolution of the spell's effect, but for a creature the Sabaki Z ability extends only to summoning it.

112.3e G Zero is an ability that, under specified conditions, lets you summon or cast a creature or spell without paying its cost.

112.3f Attack Chance is an ability that, under specified conditions, lets you cast a spell without paying its cost.

112.3g Even when you use any other effect that says "you may perform it without paying the cost," the act of "summoning," "casting," or "generating" itself is still performed, so abilities that trigger from that act do trigger.

112.4 Cards placed in the Hyperspatial Zone or the Super GR also have a mana cost, but unless there is a special effect, these cards cannot be performed by paying mana.

113. Shields

113.1 Shields are placed face down in the shield zone. The number of shields each player has at the start of the game is 5.

113.2 Normally, a shield consists of 1 card, but it may become a stack of multiple cards through effects such as Shield Plus. When counting the number of shields, a stack of cards counts as 1 shield. When counting the number of cards in the shield zone, count each card in the shield zone, including each individual card in a stack.

113.2a When rearranging shields by an effect, each shield to which cards are redistributed remembers its position and number of cards. For example, if the third shield from the right consisted of 3 cards before the rearrangement, redistribute so that this shield has 3 cards. Cards that refer to shields, such as Castle and Shield Force, refer again to the shield that was redistributed to the original position.

113.3 The number of shields may increase or decrease through some effect.

113.4 A shield can be fortified by a Castle.

113.5 Shields are broken by creature attacks or by abilities.

113.6 When a shield is added to the hand by a break or an effect, the player can declare the use of "Shield Trigger," "G Strike," and "S-Back." After all of these declarations of use are finished, the shield moves to the hand.

113.6a Until the player's declarations of use are finished, a shield that is to be added to the hand becomes pending. A pending shield is in the shield zone, but it is not included in the number of shields in the shield zone. It is also not counted as a number of cards in the shield zone.

113.6b There are abilities that give "Shield Trigger" to cards in the shield zone. These abilities refer to the situation immediately before the shield to be added to the hand becomes pending, and determine whether to give "Shield Trigger" to the card.

113.6c There are abilities that give "Shield Trigger" to cards to be added from the shield zone to the hand. These abilities refer to the situation of the pending shield, and determine whether to give "Shield Trigger" to the card.

113.6d If a shield to be added to the hand was exerting a continuous effect in the shield zone, that effect continues until the declarations of use of "Shield Trigger" and the like are finished and immediately before the shield moves to the hand.

114. Drawing Cards

114.1 A player drawing a card means putting the top 1 card of their own deck into their own hand. This is done as a turn-based action in each player's draw step. It is also done as the effect of a spell or ability.

114.2 Only 1 card can be drawn at a time. When instructed to draw multiple cards, that player repeats drawing 1 card that many times.

114.2a When multiple players draw cards by an effect, first the turn player draws the specified number of cards, and then the non-turn player draws cards.

114.3 If an effect moves a card from a player's deck to that player's hand without using the word "draw," that player has not drawn that card. This means that it is not subject to abilities that trigger from drawing a card or to effects that replace drawing a card.

114.4 There are effects that replace drawing a card.

114.4a If an effect replaces one instance of drawing among multiple cards being drawn, that replacement effect is processed completely before drawing the next 1 card.

Example: The effect of "Nichiyobi yori no Shisha Meteru", "When you draw a card, instead of drawing 1 card, draw 2 cards, and you may discard a card from your hand," applies to each individual card of an effect that draws multiple cards. If you use "Emergency Typhoon" in this situation, apply the effect of "Nichiyobi yori no Shisha Meteru" to the first card, draw 2 cards and discard 1, then apply the effect of "Nichiyobi yori no Shisha Meteru" likewise to the next card, draw 2 cards and discard 1. After that, perform the process of discarding 1 card as instructed by "Emergency Typhoon."

114.4b There are effects that perform some additional processing on a card after it is drawn. If drawing a card is replaced and, as a result, no card is drawn, that additional processing is not performed.

114.5 If there is an effect that triggers when drawing a card, resolve it. After that, add the card to your hand.

114.6 A player may attempt to draw a card even when there are no cards in their deck, through the turn-based action of the draw step or through the effect of a spell or ability. However, if there is no card to draw in the deck, normally nothing happens.

114.6a Attempting to draw a card when there are no cards in the deck does not satisfy a trigger condition. For example, an ability that says "when you draw a card" does not trigger. Also, since no card was actually drawn, it cannot be counted as "the number of cards drawn this turn," and you cannot attempt to draw a card in order to pay a cost. However, if there is an effect that replaces drawing a card, it can be applied even when you attempt to draw a card while there are no cards in the deck.

115. Battle

115.1 Comparing the power of creatures against each other is called a battle.

115.1a A battle occurs through a creature's attack, or through abilities and effects.

115.2 When a battle begins, abilities that trigger because of it trigger first. The triggered effects are resolved in order starting with the turn player.

115.3 Compare the power of both creatures.

115.3a If, at this point, either creature has been destroyed or removed from combat, the battle does not take place. Power is compared only if both creatures are in the battle zone.

115.3b The creature with the higher power wins the battle, and the creature with the lower power loses the battle. If both have the same power, both lose the battle. A creature that loses a battle is destroyed and put into the graveyard. This is a state-based action.

115.3c A creature with an ability that says it wins battles wins the battle regardless of power, and the opponent's creature loses the battle. If both have an ability to win battles, they both win the battle, and there is no creature that loses the battle.

115.3d After that, abilities that trigger because of the result of the battle trigger. The triggered effects are resolved in order starting with the turn player.

116. Seal

116.1 A seal is placed face down on top of a card in the battle zone.

116.1a To put a seal on a card, move the top card of the deck of that card's owner onto the card, face down.

116.1b Multiple seals can be placed on a single card at the same time.

116.2 A creature with a seal on it is ignored.

116.2a An ignored creature is treated as not being in the battle zone. It cannot attack or block, cannot use any abilities, cannot be chosen, and neither taps nor untaps.

116.3 Seals exist in the battle zone.

116.3a When an effect chooses a card in the battle zone, a seal can be chosen.

116.4 Seals are removed when a Command enters the battle zone.

116.4a When a Command enters the battle zone, the owner of that Command puts one seal from a card that has a seal of the same civilization as that Command into the graveyard. Which card to remove the seal from is the owner's choice, but the owner cannot choose not to remove a seal.

116.4b Even if a creature with a seal is ignored, its civilization is referenced when removing the seal. This is a state-based action.

117. Hyperspatial Zone

117.1 Psychic cards, Dragheart cards, Rule Plus cards, and Duelmate cards that are put into a zone other than the battle zone are put into the hyperspatial zone. This move cannot be prevented by card effects.

118. Super GR Zone

118.1 A GR creature that is put into a zone other than the battle zone is put under the Super GR. This move cannot be prevented by card effects.

118.2 Only GR creatures can exist in the Super GR. If a normal card is put into the Super GR, it is put into the graveyard. This move cannot be prevented by card effects.

2. Reading a Card

200. General

200.1 A card has information that is necessary during the game and information that has no particular meaning during the game.

200.2 Some parts of a card are also characteristics (things that are referenced and have meaning during the game). The characteristics are civilization, cost, card name, race, card type, and power.

200.3 Characteristics are sometimes ignored.

200.3a The characteristics of cards placed under another card, such as by Evolution, are ignored during normal play. However, when a card is specified, their characteristics are referenced. When something other than a card is specified, they are not referenced.

Example: A water creature that has evolved on top of a creature with the light and water civilizations is a water creature, and its power and race are not affected by the card underneath. However, if it is affected by the effect of "Tekkudan no Hakai Go!", the card underneath is also referenced for its cost, and it is affected if it is appropriate.

Example: Because the Mugetsu no Mon: Zetsu of "Manji Getsu Ga Ryuzaaku Manji" references Magic Tools, it cannot reference the cards underneath "Manji De Suzaaku Manji".

200.3b The characteristics of a seal cannot be checked. When a seal is specified as a card, it is treated as a card with a cost of 0 and no other characteristics.

200.3C When a double-sided card is specified as a card, the face that is facing up is referenced.

201. Cost

201.1 Cost is a characteristic of a card. It is normally shown by the number written in the upper left corner of the card.

201.1a The numerical value of a card's mana cost represents the number of mana that must be paid to execute that card.

201.1b Psychic cards and Dragheart cards have a mana cost, but unless there is a special effect, they cannot be executed from the hyperspatial zone by paying mana.

201.2 When referencing a card's cost, reference its numerical value.

201.2a Even when the cost of executing a card has been changed by an effect, when referencing the card's cost, reference the cost originally written on the card.

Example: Even while "Kokko Rupia" is present, the cost of "Bolshack NEX" in the battle zone is 6, and it is not destroyed by the effect of "Chojigen Musha Hole", which destroys creatures with cost 4 or less.

201.2b There are cards that have two costs, such as Twinpact cards. When the cost of a card with two costs is referenced by an effect or ability, the player who used that effect or ability references only whichever one of the costs they like.

Example: If the player who cast "7777777" chooses a Twinpact card turned face up from the top of the opponent's deck, the player who cast "7777777" chooses which cost to reference.

201.2c When a card with two costs, such as a Twinpact card, is revealed in a Gachinko Judge, the player who revealed it, not the player who used the ability, decides which cost is referenced. This is an exception to 201.2b.

202. Card Name

202.1 Card name is a characteristic of a card. It is normally written at the top center of the card.

202.2 When an effect says a player "names one card name", that player must choose a card name that actually exists. For a card that has the same card name part and has variations, the player must declare it including the variation. (However, in actual game play, any way of calling it that both players can recognize is acceptable.)

202.3 Some cards reference part of a card name. In that case, they reference everything that includes the specified name in its card name.

Example: "Bolshack NEX" references all cards that include the word "Rupia" in their card name. If the word is split in the middle, as in "Purple Piasu", it is not considered a matching word.

202.3a When referencing a card name, reference only what matches exactly, including ruby (furigana).

202.4 There are cards that add another card name in addition to their original card name. In that case, that card has two card names at the same time.

202.5 When a God is linked, that God has the card names of all the cards it is linked with.

Example: If there are a "linked "Ryujin Heavy" and "Ryujin Metal"" and a "linked "Ryujin Heavy" and "Hakaishin Death"" in the battle zone at the same time, both of these linked Gods have the name "Ryujin Heavy". If "Tenshi to Akuma no Funbo" is cast in this situation, both are creatures with "Ryujin Heavy" in their name, so each is destroyed.

202.6 Some promo versions and alternate-art versions of cards have an alias line directly below the line where the normal card name is written. These cards have only the card name written on the alias line for both in-game and deck-construction purposes.

Example: The Transformers collaboration card "Optimus Prime" is always treated only as ""Batsudo" Brand" for both in-game and deck-construction purposes.

202.6a During the game, when specifying a creature name or card name by an effect or rule, the card name above the alias line of a card that has an alias line cannot be specified.

Example: With an ability that specifies a creature name or card name, such as that of "Shinsei Ryu Emotional Hardcore", "Optimus Prime" or "Bumblebee" cannot be specified.

203. Race

203.1 Race is a characteristic of a card. It is normally printed directly below the card name.

203.2 Some effects reference a race or part of one. In that case, they reference everything that includes the specified name in its race.

Example: An effect that specifies "Dragon" references all cards that include "Dragon" in their race.

203.3 A race may be added by an effect.

203.4 When choosing a race with an effect, a part of a race or a race that does not exist cannot be chosen.

Example: "Cyber" is a race that does not exist by itself, and cannot be chosen.

204. Card Type

204.1 Card type is a characteristic of a card. It is normally printed directly below the illustration.

204.2 The card types are "Creature", "Spell", "Cross Gear", "Castle", "Cell", "Weapon", "Fortress", "Pulse", "Field", "Core", "Aura", "Ritual", "Nebula", "Artifact", "Land", "Rule Plus", "Tamaseed", and "Duelist".

204.3 A card may have a special type. These are written directly before the card type. The special types include "Evolution", "Psychic", "Psychic Super", "Exile", "Dragheart", "Forbidden", "D2", "NEO", "GR", and "Star Evolution".

204.3a A "Creature" can have "Evolution", "Psychic", "Psychic Super", "Exile", "Dragheart", "Forbidden", "NEO", "GR", "Star Evolution", and so on as a special type.

204.3b A "Pulse" can have "Forbidden" as a special type.

204.3c A "Field" can have "D2", "Final Forbidden", and so on as a special type.

205. Text Box

205.1 The text box is in the lower half of the card. In many cases, the rules text that defines that card's abilities is written here.

205.1a In the case of a keyword ability, a keyword may precede the text. When referencing text, skip the keyword part and do not reference it.

Example: When your "Kuromame Danshaku / Hakumai Danshaku" is in the battle zone, if your opponent's creature with Just Diver enters the battle zone, that creature is put into the mana zone.

205.2 A text box may contain text that has no meaning in the game.

205.2a Reminder text is text enclosed in parentheses, and is a summary of the rules that apply to that card. It is normally written on the same line as the corresponding ability, but when it is a reminder for the whole card rather than for an ability, it may be written on a separate line.

205.2b Flavor text has no particular meaning during the game.

205.3 The symbol behind the text box has no particular meaning during the game.

206. Power

206.1 Power is a characteristic of a card. Normally, the number written in the lower left of a creature card represents its power. Power may be modified by effects or changed to a certain value.

206.2 On some creature cards, a "+" or "-" is written after the power. This indicates that the creature's power fluctuates because of an ability it has.

206.2a In places other than the battle zone, these creatures are treated as having the power value before the "+" or "-" modification is applied.

206.3 Some cards have an effect that fixes the power of creatures. As long as this effect is being applied, no other effect can change this value, and the power remains fixed even if the state of an individual creature changes.

Example: If there is an effect that fixes the power of all creatures in the battle zone at 500, and two or more creatures become linked, their power is not added together; the power of the linked creature is fixed at 500.

206.4 Some cards have an effect that doubles the power of a creature. This effect is applied after any other power increases and decreases.

Example: If there is a creature with power 3000, and an effect giving power +2000 and an effect that doubles power are present at the same time, first 3000 + 2000 makes 5000, which is then doubled, so it has a power of 10000.

207. Mana Symbol

207.1 Except for Psychic cards, Dragheart cards, and some Forbidden cards, a mana symbol and a number are written at the bottom center of the card. The mana symbol represents the card's civilization, and the number on the mana symbol represents the amount of mana that can be produced by tapping it while it is in the mana zone.

207.2 The number on the mana symbol may be changed by effects.

207.3 The mana symbol of a colorless card does not represent a civilization.

208. Other Information

208.1 In addition, cards carry other information that has no meaning during normal play.

208.1a The illustration, illustrator name, rarity symbol, expansion symbol, expansion code, block symbol, copyright notice, collector number, frame, border, tabs, icons, and so on normally do not directly affect the game, but may be referenced by some effect.

Example: Soul icons, H.C. icons, Victory icons, etc.

3. Card Types

300. General

300.1 The card types are "Creature", "Spell", "Cross Gear", "Castle", "Cell", "Weapon", "Fortress", "Pulse", "Field", "Core", "Aura", "Ritual", "Nebula", "Artifact", "Land", "Rule Plus", "Tamaseed", and "Duelist".

301. Creature

301.1 The turn player can summon a creature from their hand during their main step.

301.2 When a creature is summoned, it enters the battle zone.

301.3 Power is a characteristic that only creatures have.

301.3a A creature's power represents its strength in battle.

301.3b To determine a creature's power, calculate from the value written in the lower left of the card and apply the various continuous effects.

301.4 Creatures can attack.

301.5 A creature cannot attack unless that card has been in the battle zone continuously since the start of its controller's turn. This rule is called "summoning sickness".

302. Spell

302.1 The turn player can cast a spell from their hand during their main step.

302.2 When a spell is cast, perform the processing written in the rules text in the order it is written, and then put it into the graveyard.

302.3 A spell never exists in the battle zone on its own. If it is not appropriate, it is put into the graveyard.

303. Cross Gear

303.1 The turn player can generate a Cross Gear from their hand during their main step.

303.2 When a Cross Gear is generated, it enters the battle zone.

303.3 A Cross Gear can cross a creature. It cannot cross a card that is not a creature.

303.3a A creature that has a Cross Gear attached is called a "crossed creature". The Cross Gear "crosses" the creature.

303.3b To cross a Cross Gear onto a creature, pay its mana cost again. This ability is an activated ability that can normally be used only during the main step.

303.3c A Cross Gear may be crossed onto a creature by a spell or another ability.

303.3d The phase of a Cross Gear does not depend on the state of the creature it is crossed onto.

303.4 Even a Cross Gear that is already crossed onto a creature can be re-crossed onto another creature.

303.4a A Cross Gear cannot be re-crossed onto the creature it is already crossed onto.

303.5 A Cross Gear remains in the battle zone even if the creature it is crossed onto leaves the battle zone.

304. Castle

304.1 The turn player can fortify a Castle from their hand during their main step.

304.2 A Castle enters the shield zone and fortifies by being attached to a shield.

304.2a A shield with a Castle attached is called "fortified", and that Castle is said to "fortify" the shield.

304.3 When a fortified shield leaves the shield zone, after the Shield Trigger ability of that shield has been resolved, the Castle is put into the graveyard.

305. Weapon

305.1 The only Weapons that currently exist are Dragheart Weapons, and they can enter the battle zone only by an effect that puts a Dragheart into the battle zone.

305.2 A Weapon can be equipped to a creature.

305.2a The phase of a Weapon does not depend on the state of the creature it is equipped to.

305.3 A Weapon cannot exist in the battle zone on its own.

306. Fortress

306.1 The only Fortresses that currently exist are Dragheart Fortresses, and they can enter the battle zone only by an effect that puts a Dragheart into the battle zone.

306.2 A Fortress can exist in the battle zone on its own.

306.3 The upright position (untapped state) of a Fortress is sideways.

307. Pulse

307.1 A Pulse is one face of a double-sided "Forbidden" card that can be put in a deck.

307.2 Some Pulses are placed at a position specified at the start of the game.

308. Field

308.1 The turn player can deploy a Field from their hand during their main step.

308.2 When a Field is deployed, it enters the battle zone.

308.3 The upright position (untapped state) of a Field is sideways. If "D Switch" has already been used, treat the upside-down position as the untapped state.

308.4 Some Fields are placed at a position specified at the start of the game.

309. Core

309.1 The only Cores that currently exist are Forbidden Cores, and they are placed in the battle zone only by flipping over a Final Forbidden Field and combining it as one creature.

309.2 A Core has no means of entering the battle zone on its own.

309.3 The upright position (untapped state) of a Core is vertical. Some are upside down.

309.4 A Core moves to the specified place as a card.

309.5 A Core can be put into the mana zone on either face. In either case, it cannot produce mana. It can be tapped as a card of that civilization.

309.6 A Core may be stacked under a creature.

309.7 A Core cannot exist in the battle zone on its own, and if it becomes alone, it is immediately put into the graveyard.

309.8 A Forbidden Core by itself has no cost, and when its cost is referenced, it is treated as 0.

310. Aura

310.1 The turn player can execute an Aura from their hand during their main step.

310.2 When an Aura is executed, it is attached to a GR creature, or a GR summon is performed to put a GR creature into the battle zone and it is then attached to that creature.

310.2a If, after an Aura is executed and before it is attached, the target GR creature leaves the battle zone, the Aura does not enter the battle zone and remains in the zone it was in when executed.

Example: If you execute an Aura from your hand, and the "Yattare Robo" that entered by GR summon is destroyed by the static ability of "Seisan naru Kiba Paranormal", the Aura does not enter the battle zone and remains in your hand.

310.3 The upright position (untapped state) of an Aura is sideways.

310.4 The number written in the lower left of an Aura is not power. While an Aura is attached to a creature, it increases the power of the creature it is attached to by that number.

310.5 An Aura cannot exist in the battle zone on its own. If it is not appropriate, it is put into the graveyard.

310.6 When attaching an Aura to a GR creature that already has an Aura attached, attach it on top of the Aura attached just before.

310.7 Even if a GR creature with an Aura attached evolves and is no longer a GR creature, the Aura remains in the battle zone attached to that creature, and the Aura's power and abilities apply to that creature.

310.7a In this case, the Evolution creature is placed directly under the Aura, so the cards are stacked, from the top, in the order: Aura, Evolution creature, GR creature.

310.8 When a creature with an Aura attached moves from the battle zone to another zone, the attached Aura also moves to that destination zone as a component card of the creature.

Example: If a creature with an Aura attached is chosen by "Tamaugatsu Kousei no Seisai Z", the attached Aura is placed face up on top of the same shield as the creature.

Example: If a creature with an Aura attached is chosen by the "when this creature enters the battle zone" ability of "Natura Scorpion", the attached Aura is also put into the mana zone tapped.

310.8a When they move, the Aura and the creature are placed in the zone at the same time. In the case of a GR creature, after the Aura and the GR creature move simultaneously, the GR creature returns to the Super GR.

310.8b If a creature with an Aura attached is placed under another card in the battle zone, the attached Aura is also placed under that card. In this case, the owner places the Aura and the creature under the card in any order they like.

311. Rite, Nebula

311.1 The only Rite that currently exists is the Zeroryu Rite, and the only Nebula that currently exists is the Zeroryu Nebula.

311.2 Some Zeroryu Rites and Zeroryu Nebulae are placed at a designated position at the start of the game.

311.3 Zeroryu Rites and Zeroryu Nebulae have no means of entering the battle zone on their own.

312. Artifact

312.1 During their own main step, the turn player may cast an Artifact from their hand.

311.2 When an Artifact is cast, it enters the battle zone.

313. Land

313.1 A Land cannot be put into the battle zone by the normal method, and cannot be cast.

313.2 Some Lands have effects that work while they are in the mana zone.

313.3 A Land cannot exist in the battle zone. If it is put into the battle zone by some means, it is immediately put into the graveyard.

314. Rule Plus

314.1 A Rule Plus is placed in the hyperspatial zone at the start of the game.

314.2 A Rule Plus cannot be put into the battle zone by the normal method.

314.3 A Rule Plus takes effect when the game is started with it placed in the hyperspatial zone, and grants additional rules to the game.

314.3a If the effect of a Rule Plus used in the game changes the number of cards used in the game, before starting the game you must prepare cards so as to satisfy the changed number of cards.

Example: If you want to start the game with one "The 13th Plan" placed in the hyperspatial zone, you must prepare a deck of exactly 45 cards in advance.

314.4 A Rule Plus cannot exist in the battle zone. If it is put into the battle zone by some means, it immediately returns to the hyperspatial zone via the graveyard.

315. Tamaseed

315.1 During their own main step, the turn player may cast a Tamaseed from their hand.

315.2 When a Tamaseed is cast, it enters the battle zone.

316. Element

316.1 "Element" is a general term for card types that can be put face up into the battle zone, such as creatures and Tamaseeds.

316.2 Card types that cannot be put into the battle zone on their own, such as spells, Castles, and Cores, are not included in Elements.

316.3 An effect that specifies an Element is not an effect that specifies a card. Therefore, if you specify an Element made up of multiple cards, all the cards that make up that Element are affected.

Example: If you choose an Evolution creature with the effect "Choose one Element and destroy it", the cards it evolved from are also put into the graveyard together with it, just as when choosing with the effect "Destroy a creature".

317. Duelist

317.1 During their own main step, the turn player may cast a Duelist from their hand.

317.2 When a Duelist is cast, it enters the battle zone.

317.3 While a Duelist is in the battle zone, its owner cannot put a Duelist with the same name into the battle zone.

317.4 Some Duelists have an ability that lets you cast a Duelmate card from the hyperspatial zone without paying its cost. Normally, this ability can be used only during your own main step.

Example: "Stein, the Silent Guardian" has "Duelist: Stein". With this ability, once each turn during your own main step, you may cast one Duelmate card with Stein in its race without paying its cost.

317.5 Some Duelists have a "Duelist Link" ability that flips multiple Duelmate cards over and links them as one creature. This is a static ability.

Example: While "Resuming a finished story is futile" ("Owatta Monogatari wo Saikai suru no wa Fumou desu") and "Become an existence that is only quietly told" ("Otonashiku Kataru dake no Sonzai ni Narinasai") are placed under "Stein, the Silent Guardian" in the battle zone, when you put "Magao" into the battle zone with "Duelist: Stein", before resolving the "when this creature enters the battle zone" ability of "Magao", flip the three Duelmate cards over and link them as "Saigo no Na Sherlock Altamont".

4. Zones

400. General

400.1 A zone is a place where cards can exist during the game. Normally there are nine zones: the deck, hand, battle zone, graveyard, mana zone, shield zone, hyperspatial zone, Super GR zone, and Abyss zone. The battle zone is shared between the players, but all other zones exist separately for each player and are not shared.

400.2 All zones are divided into public zones and hidden zones.

400.2a A public zone is a zone in which all players can see the cards that are not face down. The battle zone, mana zone, graveyard, hyperspatial zone, and Abyss zone are public zones.

400.2b A hidden zone is a zone in which not all players can see the front of the cards. Shields, the deck, the hand, and the Super GR zone are hidden zones. Even if the fronts of all the cards in that zone are revealed, the zone itself remains hidden.

400.2c When each player chooses cards from a hidden zone because of an effect, those cards remain face down at the time they are chosen. However, which cards were chosen must be clearly indicated.

400.2d If you use an ability that refers to cards in a hidden zone and there is nothing in that zone to refer to, you do not need to show that hidden zone to your opponent to confirm this.

Example: When putting out 5 Hunters with the ability of "Hisshou no Itadaki Kaiser Jinki", even if there are no Hunters to put out in your hand, you do not need to show your hand.

400.2e When a card is added to a hidden zone, unless otherwise specified, it is added in a hidden state.

400.2f When a card is added from a hidden zone to a public zone, unless otherwise specified, the card is revealed after it moves zones. However, if you need to refer to the text of the moving card, such as for a replacement effect, all players check the front of the card immediately before it moves. The same applies when a card placed in a public zone in a hidden state is added to a public zone. This is not treated as a game effect of "turning face up".

Example: When a card is put from your hand into the graveyard while there are Water and Fire civilizations in your mana zone and the card is "Yoroshiku Carol", before the card is actually put into the graveyard, all

players confirm that it is "Yoroshiku Carol" and the replacement effect is applied. As a result, "Yoroshiku Carol" is not put into the graveyard and stays in your hand.

400.2g When you need to find a card that satisfies some condition, such as a specific characteristic, in a hidden zone, you do not need to find all of the cards that satisfy the condition, even if they exist.

400.3 Depending on the card type, there are zones that a card cannot enter.

400.4 The order of cards in the shield zone or the deck cannot be rearranged unless by an effect or a rule. Cards in all other zones can be rearranged as that player wishes. However, whether a card is tapped and which cards are attached to it must remain clear to all players.

400.5 When a card moves from one zone to another, it is treated as a new object that has joined that zone, and does not carry over its state from the previous zone.

400.5a A card that has moved from a public zone to a hidden zone can no longer be looked at.

400.5b When a card that was tapped in the mana zone is moved to the battle zone, it enters the battle zone untapped.

400.6 There are effects that make a player do something to a zone (such as "Add your hand to your deck and shuffle"). That process works on all the cards in that zone, but the zone itself is not affected.

400.7 When multiple cards move to any zone other than the battle zone, they all move at the same time.

400.8 When an effect is processed across multiple zones, if the target moves partway through to a zone not specified by the effect, no further processing is done.

401. Deck

401.1 When the game starts, each player's deck becomes their deck pile.

401.2 Each deck must be a single face-down stack. A player must not look at the cards in the deck or change their order.

401.2a When searching for a card in the deck by some effect, you must not change the order of the cards until you are instructed to shuffle afterward.

401.3 A player may count the number of cards remaining in an opponent's deck at any time.

401.4 When some effect puts multiple cards on the top or bottom of the same deck at the same time, unless otherwise specified, the owner of those cards may decide the order in which they are placed. They do not need to reveal the order in which they were placed in the deck.

401.5 There are effects that instruct a player to show the top card of their deck. The revealed card returns face down when the processing of the effect ends.

401.6 If an effect makes a player put a card "Nth from the top" of a deck and that deck does not have N cards, that player puts the card on the bottom of that deck.

401.7 When cards are added to a deck all together by some effect, they are not regarded as having been added to the top or bottom of the deck.

402. Hand

402.1 The hand is where a player keeps the cards they have drawn. Other effects may also move cards from zones other than the deck to the hand. At the start of the game, each player draws 5 cards.

402.2 There is no maximum hand size for any player.

402.3 A player may arrange their hand in whatever way is convenient and look at it at any time. A player cannot look at another player's hand, but may count the number of cards in it at any time.

403. Battle Zone

403.1 The battle zone is the main place of the game. Creatures, Cross Gears, Weapons, Fortresses, Pulses, Fields, Auras, Rites, and Nebulae are placed in the battle zone, but mana, shields, Castles, and spells are never placed there. Effects that affect or refer to Elements affect only Elements in the battle zone and refer only to Elements in the battle zone, unless the text mentions another zone.

Example: With the effect "Choose one Element and destroy it", you can choose only Elements in the battle zone.

Example 2: With the effect "Choose one creature and return it to its owner's hand", you can choose only creatures in the battle zone.

403.2 A player must arrange their creatures in the battle zone so that each is clearly distinguishable, and must make clear which creature each Cross Gear or Weapon belongs to.

403.3 A player may rearrange their own cards in the battle zone in any way they like at any time.

403.4 The order of cards stacked under a card cannot be changed. This is an exception to 403.3.

403.4a When a card is placed under a card in the battle zone, it is placed at the very bottom of the component cards. When multiple cards are placed under a card at once, the player decides the order in which they are placed.

404. Graveyard

404.1 The graveyard is the place where discarded cards are put. Cards that are discarded from the hand, cards that are destroyed, spells whose processing has finished, and so on are put into the graveyard.

404.2 A player may look at the cards in the graveyard at any time.

404.3 A player may rearrange the cards in their own graveyard in any way they like at any time.

405. Mana Zone

405.1 The mana zone is the place where cards that produce the mana needed to cast cards are put. All cards put into the mana zone are placed upside down. However, multicolored cards are placed tapped.

405.2 A player may look at the cards in the mana zone at any time.

405.3 A player may rearrange the cards in their own mana zone in any way they like at any time.

405.4 Cards in the mana zone are normally face up, but they may become face down because of an effect. A face-down card is treated as a card with cost 0, colorless, a mana symbol number of 1, and no other characteristics. While it is face down, information on its front cannot be referred to.

405.5 A player may look at the front of face-down cards in their own mana zone at any time. However, a player cannot look at the front of face-down cards in an opponent's mana zone.

406. Shield Zone

406.1 At the start of the game, 5 shields are placed in the shield zone. A Castle that has fortified a shield is placed in the shield zone.

406.2 Each shield must be a single face-down stack of cards. A player cannot look at the contents of each shield.

406.3 A player cannot rearrange the cards in the shield zone.

407. Hyperspatial Zone

407.1 Cards with the Psychic and Dragheart special types are placed in the hyperspatial zone. The number of cards in the hyperspatial zone at the start of the game is at most 8. It may be 0.

407.2 A player may look at the cards in the hyperspatial zone at any time.

407.3 A player may rearrange the cards in their own hyperspatial zone in any way they like at any time.

408. Super GR Zone

408.1 Cards with the GR special type are placed in the Super GR zone. The number of Super GR cards at the start of the game is exactly 12.

408.2 The Super GR must be a stack of face-down cards. A player cannot look at the contents of the Super GR.

408.3 A player cannot rearrange the cards in the Super GR zone.

409. Pending State

409.1 When a card is cast, or when a card is put into the battle zone by an effect, that card is in a pending state until it actually moves zones. Even when a card is in a pending state, it is not treated as having left its zone.

409.1a When a card that will enter the battle zone, such as a creature, is cast, or when you try to put it into the battle zone by an effect, that card is in a pending state until it actually moves zones.

409.1b A spell is in a pending state from when it is cast until its effect has finished resolving. After resolution finishes, the spell that was cast is put into the graveyard.

409.1c While a card is in a pending state, it belongs to the zone it was originally in, but it is not counted as one of the cards in that zone.

Example: While "Kojinryu Ogristoval" is in play, if you cast the last "Energy Light" in your hand, before resolving the card-drawing effect, the power of "Kojinryu Ogristoval" becomes 0 and it is destroyed.

Example 2: If you discard cards from your hand with the effect of an "Emergency Typhoon" that you cast from your hand, you cannot discard that cast "Emergency Typhoon" itself.

Example 3: If you have 4 cards in your mana zone and your opponent's "Jugun-tai Yadock" is in the battle zone, when you summon "Nijisoku The Verde" from the mana zone, "Nijisoku The Verde" becomes pending, so the number of cards in your mana zone becomes 3, and the replacement effect of "Jugun-tai Yadock" applies.

409.1d After a card that was in a pending state is no longer in a pending state, that card loses the effects that were given to it before it became pending.

Example: If a card that was given the effect "This turn, you may cast (use) this from your graveyard" is cast from your graveyard and as a result is put into the graveyard again, you cannot cast it again.

Example 2: If you summon a creature that was given the effect of "Jyatenoh Oyabun Goemonkey!" from the mana zone, and that creature stays in the mana zone because of the replacement effect of "Jugun-tai Yadock", you cannot summon that creature from the mana zone again.

409.1e Multiple cards may be cast at the same time by one effect. In that case, all the cards cast by the effect become pending, and then they are processed one at a time.

Example: When casting 3 spells with the ability of "Kogata Ryuteishiki Kiriko 3", all 3 become pending, and then they are resolved one at a time.

Example 2: When 7 cards are put into the graveyard with the ability of "Yume no Henkei Duelland", after all the cards to be cast become pending, they are cast one at a time.

409.1f Multiple cards may enter the battle zone at the same time by one effect. In that case, all the cards entering the battle zone become pending, and then they enter the battle zone one at a time. However, when multiple Seals enter the battle zone at the same time, after all of them become pending, they are attached to the creatures in the battle zone simultaneously.

Example: When putting 2 creatures into the battle zone with the effect of "Heaven's Gate", those 2 become pending and then enter the battle zone one at a time.

Example 2: When Seals are attached to all creatures in the battle zone by the effect of "Dokindam Apocalypse", they are attached simultaneously.

409.2 If a card that became pending as a result of casting the card or resolving an effect does not move to another zone, the card also stops being pending. The state of that card is unchanged from before it became pending.

409.2a If a card in a pending state is put again into the zone it was originally in, it is not treated as a card having been put into that zone. Abilities that trigger when a card is put there do not trigger, and the phase of that card does not change.

Example: When a spell is cast from the graveyard with the "when this creature enters the battle zone" ability of "Wave", the cast spell is put into the graveyard again as a result of resolving, but abilities that trigger when a card is put into the graveyard do not trigger because of this.

Example 2: When "Onmyo no Mai", which is placed tapped in the mana zone, is summoned and the replacement effect of "Jugun-tai Yadock" is applied, "Onmyo no Mai" remains in the mana zone tapped even after the replacement effect is applied.

409.2b A replacement effect that applies when a spell is put into the graveyard also applies when a spell cast from the graveyard is put into the graveyard again. This is an exception to 409.2.

Example: When "Kenzan Charger" is cast from the graveyard with the "when this creature enters the battle zone" ability of "Wave", when "Kenzan Charger" is put into the graveyard again, it is put into the mana zone instead because of the Charger ability.

410. Abyss Zone

410.1 Cards that have been sent to the Abyss are placed in the Abyss zone.

410.2 A player may look at the cards in the Abyss zone at any time.

410.3 A player may rearrange the cards in their own Abyss zone in any way they like at any time.

410.4 A card placed in the Abyss zone does not move to any zone other than the Abyss zone for the rest of the game. This is also true for Psychics, Draghearts, and GR creatures.

Example: If "Zennou Zennoh" is sent to the Abyss, the "Zennou Zennoh" placed in the Abyss zone does not return to the Super GR zone and stays in the Abyss zone.

5. Turn Structure

500. General

500.1 A turn consists of six steps in order: "turn start", "draw", "mana charge", "main", "attack", and "turn end". Each step exists every turn even if nothing happens in it. Each step may further have substeps. They are processed in order.

500.2 Each step ends when there are no effects being processed and the turn player has nothing left to do. Each sub-step during an attack moves on to the next sub-step when the players have no more actions to take.

500.2a Once the game has moved on to the next step, it never returns to an earlier step.

500.3 When a step or sub-step ends, effects that were scheduled to last "until the end" of that step or sub-step expire. Also, effects that were scheduled to last "until" a certain step or sub-step expire at the start of that step or sub-step. Effects that last "during the attack" expire when each creature's attack ends, not when the attack step ends. Effects that last "during the turn" expire after the turn has completely ended, not immediately upon entering the end of turn step.

500.4 When a step or sub-step begins, triggered effects that trigger "at the beginning of" that step or sub-step become standing by.

500.5 An effect may give a player an additional turn. In that case, the gained turn is added immediately after the current turn. If one player gains multiple additional turns during one turn, those additional turns are added one at a time.

500.5a If each player gains an additional turn during one turn, those additional turns are taken starting from the turn player.

500.6 The first player's first turn skips the draw step.

501. Start of Turn Step

501.1 The turn player decides which of their cards to untap and untaps them all at the same time. This is a turn-based action. Normally, all of a player's cards are untapped, but effects may prevent cards from being untapped.

501.1a A player may choose not to untap a creature that has Silent Skill. This counts as replacing the untapping with the Silent Skill ability. However, the Silent Skill effect itself is independent of its activation condition. The Silent Skill effect becomes standing by the moment it is activated, and is resolved after other cards have been untapped.

501.2 All abilities that trigger "at the start of the turn" trigger. The triggered effects are resolved in order, with the turn player declaring that they resolve first.

501.2a If a card with an ability that triggers "at the start of the turn" moves to a zone where its ability triggers during this step, that ability does not trigger until the next start of turn step.

502. Draw Step

502.1 The turn player draws a card. This is a turn-based action.

503. Mana Charge Step

503.1 The turn player may put a card from their hand upside down into their mana zone (charge it). They may do this or not.

503.2 Normally, a player can charge only one mana during their own mana charge step. Continuous effects may increase or decrease this number.

504. Main Step

504.1 Normally, the turn player can execute cards only during the main step.

504.2 By paying the mana cost of a Cross Gear in the battle zone again, a player can cross that Cross Gear onto a creature.

505. Attack Step

505.1 The attack step consists of five sub-steps, in order: "declare attacking creature," "declare blocking creature," "battle," "direct attack," and "end of attack."

505.2 During the attack step, the turn player's creatures can attack the non-turn player and that player's tapped creatures.

505.3 Only creatures can attack or block.

505.4 Creatures attack or block one at a time. Multiple creatures cannot attack at the same time, and multiple creatures cannot block at the same time.

505.5 As long as the turn player has creatures that can attack, they can declare attacks any number of times.

505.6 An attacking creature or blocking creature that leaves the battle zone is treated as no longer being in "that attack." It may also be removed from "that attack" by some effect. A creature removed from "that attack" is no longer an attacking creature, a blocking creature, a blocked creature, or an unblocked creature.

505.6a Once a creature has been declared as an attacking creature or a blocking creature, an ability that is activated afterward and prohibits that creature from participating in an attack or block does not remove that creature from the attack or block currently taking place. However, if the attacking creature or the creature being attacked is removed from "that attack" by some effect, that attack ends immediately and moves on to the end of attack step. At this time, effects already waiting to be resolved are resolved, but abilities that the non-turn player may optionally declare the use of (defined in 506.3d) cannot be newly added.

505.6b Tapping or untapping a creature that has already been declared as an attacking creature or a blocking creature does not remove it from the attack.

506. Declare Attacking Creature Step

506.1 The turn player declares attacking creatures.

506.1a First, the turn player chooses which creature will attack. (This choice is optional.) The creature chosen must be in a state in which it can properly attack. It must be untapped, and it must have been in the battle zone continuously since the start of that turn, or some effect must have nullified its inability to attack. A creature that requires some condition in order to attack cannot be declared as an attacking creature if that condition cannot be met.

506.1b If one of the turn player's creatures has some compulsion (an effect saying that creature attacks, or that it attacks if some condition is met), the turn player must have that creature attack during that turn. The order in which creatures under compulsion participate in attacks is up to the player.

506.1c The turn player taps the chosen creature.

506.1d From then on, the chosen creature becomes an attacking creature. It remains an attacking creature until it is removed from "that attack" or until the end of attack step.

506.1e The turn player specifies whether the creature is attacking a player or a tapped creature.

506.2 If no attacking creature is declared, the other sub-steps are skipped.

505.2a If a sub-step is skipped, declarations from that sub-step cannot be made. Effects that are standing by can be used.

506.3 Next, abilities that trigger because an attacking creature was declared trigger, and their effects become standing by.

506.3a An ability that triggers when a creature attacks or when a creature is attacked triggers only at the moment the creature is declared as an attacking creature. If, after a creature has joined an attack, that creature's characteristics change so that they match the trigger condition of the ability, the ability does not trigger.

506.3b Some triggered abilities require a declaration of use. When using them, the turn player's side first declares everything it will use. Triggered abilities that require a declaration of use are abilities that trigger in a hidden zone, such as Ninja Strike and Revolution Change. (See 603.2e)

506.3c After that, the turn player's standing-by effects are resolved in any order.

506.3d The non-turn player's side then declares triggered abilities that require a declaration of use. Even abilities whose conditions were not met when the attacking creature was declared can be declared at this point if their conditions are met now.

506.3e After that, the non-turn player's standing-by effects are resolved in any order. If an effect on the turn player's side triggers during this process, after the effect being resolved is resolved, the turn player's effect is resolved first, and then processing returns to the non-turn player's side.

507. Declare Blocking Creature Step

507.1 The non-turn player chooses creatures that will use an ability that changes the attack target.

507.1a If the non-turn player wants to use an ability that changes the attack target, such as Blocker or Guardman, they choose one or more creatures that can use that ability. If they choose multiple creatures, they choose them at the same time. The chosen creatures must be in a state in which they can properly use that ability. A creature that requires some condition in order to use an ability that changes the attack target cannot be chosen if that condition cannot be met.

Example: A tapped creature that has Blocker cannot be chosen as a creature that uses its ability.

Example: If an opponent's creature is attacking a player, a creature that has Guardman cannot be chosen as a creature that uses its ability. This is true even if there are other creatures that have Blocker.

Example: If a creature with the "can't be blocked" ability is attacking, a creature that has Blocker cannot be chosen.

Example: When a creature is being attacked and an untapped creature with Blocker is on the field, the creature being attacked cannot be chosen as a creature that uses Blocker.

507.1b If the non-turn player has an effect that forces one of their creatures to block, they must choose that creature as a creature that uses its Blocker ability. If there are effects that force multiple creatures to block, they must choose all of them.

Example: If you have two creatures that can use the Blocker ability and your opponent's "Komusubi Zami no Hana" attacks, you must choose both of them as creatures that use their ability.

507.2 The abilities of the chosen creatures are resolved. If multiple creatures that use abilities were chosen, the non-turn player resolves those abilities one at a time in any order, and as a result, the attack target is changed by the ability resolved last.

507.2a If, in the end, the attack target is changed by a Blocker ability to the creature that used that ability, the chosen creature is designated as a blocking creature. It remains a blocking creature until it is removed from "that attack" or until the end of attack step.

Example: If the Blocker abilities of two creatures were used, only the one whose effect was resolved last becomes the blocking creature.

507.2b If, in the end, the attack target is changed by an ability that is not Blocker (such as Guardman) to the creature that used that ability, the chosen creature is not a blocking creature.

507.2c An attacking creature that has been blocked by a blocking creature becomes a "blocked creature." A creature with no blocking creature becomes an "unblocked creature." It remains in that state until it is removed from "that attack" or until the end of attack step. Even if the creature that blocked it is removed from "that attack," the blocked creature remains blocked.

507.3 Abilities that trigger because a blocking creature was declared trigger, and all of their effects become standing by.

507.3a A triggered ability with the trigger condition "when this creature blocks" triggers when the creature that has that ability is itself declared as a blocking creature.

507.3b An ability that triggers when a creature with a specific characteristic blocks does not trigger unless that creature has that characteristic at the time it is declared as a blocking creature or blocks due to some effect. An ability that triggers when a creature with a specific characteristic becomes blocked does not trigger unless that creature has that characteristic at the time it becomes a blocked creature. An ability that triggers when a creature is blocked by a creature with a specific characteristic does not trigger unless the latter creature has that characteristic at the time it becomes a blocking creature. These abilities do not trigger afterward

even if the creature's characteristics change later so that the condition is met.

Example: Suppose a creature has the ability "Whenever this creature is blocked by a light creature, destroy that creature at the end of the attack." If this creature is blocked by a darkness creature and that creature later changes to light, this ability does not trigger.

507.3c The ability "when a creature attacks and is not blocked" triggers if no blocking creature was declared for that creature. It does not trigger if a blocking creature is removed from "that attack" after blocking.

507.3d Some triggered abilities require a declaration of use. When using them, the turn player's side first declares everything it will use. (See 603.2e)

507.3e After that, the turn player's standing-by effects are resolved in any order.

507.3f The non-turn player's side declares the use of triggered abilities that require a declaration of use.

507.3g After that, the non-turn player's standing-by effects are resolved in any order. If an effect on the turn player's side triggers during this process, after the effect being resolved is resolved, the turn player's effect is resolved first, and then processing returns to the non-turn player's side.

507.4 If a creature enters the battle zone in a blocking state, it is a "blocking creature," but it is not treated as having "blocked" in terms of trigger events or effects.

508. Battle Step

508.1 At this point, if a creature is attacking a creature or the attack target of a creature has been changed, a battle occurs.

509. Direct Attack Step

509.1 If the attack target of the attacking creature has not been changed and the non-turn player has no shields at this point, the attack becomes a direct attack. The player who receives a direct attack loses the game. This is a state-based action.

509.2 If the non-turn player has shields, the number of shields the attacking creature breaks is determined.

509.2a A creature with nothing written in its text breaks one shield.

509.2b If a creature has an ability to break multiple shields, such as W-Breaker, it breaks the number of shields specified by that ability.

509.2c If a creature has multiple Breaker abilities at the same time, the player chooses which ability to use. At this time, for a creature that has both T-Breaker and W-Breaker, the player can choose W-Breaker and break two shields, but cannot choose neither and break only one shield.

509.3 The specified number of shields to break is chosen. Abilities that trigger before breaking, such as "before breaking" and "before the break," trigger at this point.

Example: The "before each break" abilities of "Dragon W-Breaker," "Master W-Breaker," and "MAX the Johnny"

509.4 The effects that became standing by due to the triggered "before breaking" and "before the break" abilities are resolved. After all of those effects have been resolved, any other standing-by effects are resolved.

509.4a Of the newly triggered abilities, the turn player's standing-by effects are first resolved in any order.

509.4b Next, the non-turn player's standing-by effects are resolved in any order. If an effect on the turn player's side triggers during this process, after the effect being resolved is resolved, the turn player's effect is resolved first, and then processing returns to the non-turn player's side.

509.4c Even if an attacking creature leaves the battle zone due to the resolution of an effect, that creature still breaks the opponent's shields it has already chosen.

509.5 The creature breaks the chosen number of shields at the same time. Even if the number of broken shields does not reach the number specified by the ability, shields newly added by some means cannot be chosen as additional shields to break.

509.5a Shield Trigger can be declared when a shield is broken and is added to the hand. If there are multiple Shield Trigger cards, they are declared at the same time. The declared card must be shown to the opponent.

509.5b G-Strike can be declared when a shield is broken and is added to the hand. If there are multiple G-Strike cards, they are declared at the same time. The declared card must be shown to the opponent.

509.5c S-Back can be declared by putting into the graveyard the card that would be added to the hand from a broken shield. The declared card must be shown to the opponent. The card discarded at this time has moved from the shield to the graveyard, but it is treated as a "card discarded from the hand."

509.5d When the declarations are finished, the broken shields are added to the hand. At this time, if any of the cards added to the hand has a "Sabaki Crest," the player may discard it and declare Sabaki Z.

509.5e After that, Shield Trigger, S-Back, G-Strike, and Sabaki Z are resolved in any order you like.

Example: If the two shields broken at the same time are "Cyber Brain" and "Fairy Re Life," you can cast "Cyber Brain" with Shield Trigger and draw cards, and then choose one of your opponent's creatures with G-Strike to make it unable to attack. You can also choose one of your opponent's creatures with G-Strike to make it unable to attack, and then cast "Cyber Brain."

509.6 An ability that breaks multiple shields at the same time cannot choose the same shield twice. If a shield is not broken by some means, that shield simply remains in the shield zone.

510. End of Attack Step

510.1 All abilities that trigger "at the end of the attack" trigger. The triggered effects are resolved in order, starting with the turn player.

510.2 Next, "during the attack" and "during the block" effects expire.

511. End of Turn Step

511.1 Triggered abilities with the trigger condition "at the end of the turn" trigger. Each trigger and its use proceeds in the following procedure.

511.1a All triggered abilities that do not require a declaration of use trigger.

511.1b The turn player declares the use of triggered abilities that require a declaration of use.

511.1c The turn player's standing-by effects are resolved.

511.1d When the turn player has no more standing-by effects, the non-turn player declares the use of triggered abilities that require a declaration of use.

511.1e The non-turn player's standing-by effects are resolved in any order. If an effect on the turn player's side triggers during this process, after the effect being resolved is resolved, the turn player's effect is resolved first, and then processing returns to the non-turn player's side.

511.2 Effects that last "during that turn" and "until the end of the turn" expire at the same time.

512. When Moving to the Next Turn

512.1 When moving to the next turn, all cards that are in a pending state at that time are put into the graveyard. At this time, no new abilities trigger.

6. Use of Cards, Abilities, and Effects

600. General

601. Executing Cards

601.1 Executing a card means making that card affect the game, such as summoning a creature, casting a spell, generating a Cross Gear, fortifying a shield with a castle, or deploying a field.

601.1a The player declares the execution of the card, including any change to the conditions of execution. If there are effects that increase or decrease the mana cost, the effects to apply are decided at this point. If an effect that changes the conditions of execution or that increases or decreases the mana cost would require the card being executed itself to move zones, that effect cannot be used. Also, if the processing required to apply an effect cannot be performed, or if applying another effect first makes the processing required to apply the effect impossible, that effect cannot be used.

Example: To apply the G.G.G of "Gyaku Akushu Brand," at the time the execution of the card is declared, the number of cards in your hand, including "Gyaku Akushu Brand," must be one or fewer.

Example 2: Mystery Birth cannot be applied when you have no creatures.

601.1b When the execution of a card is declared, the card becomes pending. If execution of cards is prohibited, the declaration itself cannot be made. Also, if an alternative cost cannot be paid, the declaration cannot be made.

601.1c When executing a card that is in the mana zone, the pending card being executed can be tapped to pay the mana cost and civilization.

601.1d When paying costs, the civilization is paid first.

601.1e The player applies effects that increase or decrease the mana cost and determines the mana cost of that card.

601.1f The player pays the mana cost. If there is any processing that must be done when executing the card, that processing is done.

601.1g When the mana cost has been paid, that card is executed immediately.

601.1h When a card instructs the player to choose something, the player specifies what they choose. If an ability instructs a player to choose multiple things at the same time, the same thing cannot be chosen more than once.

If an ability instructs a player to choose "for each," or if the same ability takes effect multiple times, the same thing can be chosen more than once.

602. Handling Activated Abilities

602.1 An activated ability is an ability whose effect can be obtained by performing the act that is its activation condition. The effect cannot be obtained without performing the act that is the condition. This type of ability includes tap abilities, Silent Skill, Dynamo, and others.

602.2 Activating an ability and the effect of the ability itself are separate, independent events. Some activation conditions allow certain situations to be replaced, but even in such cases, only the activation of the ability is replaced, and the effect of the ability itself does not replace anything.

602.3 A player cannot begin to activate an ability that is prohibited from being activated.

602.3a An ability that can be used when it is able to attack (example: a tap ability) cannot be used if the creature is unable to attack due to summoning sickness or some effect.

603. Handling Triggered Abilities

603.1 A triggered ability has a trigger condition and an effect.

603.2 A triggered ability triggers automatically every time its trigger condition is met. The triggered effect becomes standing by once and waits to be resolved.

603.2a At the start of a step, all abilities that trigger "at the beginning" trigger.

603.2b A triggered ability triggers once each time its trigger condition is met. However, if the event includes multiple occurrences, it may trigger multiple times.

Example: If there is a creature with an ability whose trigger condition is "whenever any creature is destroyed," and multiple creatures are destroyed at the same time, that ability triggers as many times as the number of creatures destroyed.

603.2c A trigger event that uses the word "becomes" triggers only when the stated event occurs. It does not trigger if the thing was originally in that state, and it does not trigger again while it remains in that state. Similarly, it does not trigger when a card enters that zone already in that state.

Example: An ability that triggers when a creature "becomes tapped" triggers only when a creature in the battle zone goes from untapped to tapped.

603.2d An ability triggers only when its trigger event actually occurs. It does not trigger because of an event that was replaced and did not take place.

Example: An ability that triggers when a creature is put into the graveyard does not trigger if the creature is put into another zone instead of being put into the graveyard.

603.2e Some triggered abilities require a declaration of use. All triggered abilities that trigger in hidden zones, such as "Ninja Strike," "Revolution Change," and "Mugetsu no Mon," are triggered abilities that require a declaration of use. These abilities require a declaration of use even when they are used from a public zone such as the graveyard or the mana zone.

603.2f A declaration of use of a triggered ability is when, in a situation where only the player who owns the card with that triggered ability can confirm the trigger of that ability (such as when it is in the hand), that player shows the card and declares it. The triggered ability triggers only once it is declared. This is an exception to 603.2.

603.3 When an ability triggers, its effect becomes standing by once, and among all effects standing by at that time, they are processed in order, starting with the turn player's.

603.3a Some triggered abilities say that you use the abilities of the icons that follow. Those abilities become standing by at the time they trigger, including the content written on the icons.

Example: When a creature with Kizuna Plus attacks and puts the card beneath it into the graveyard, even if a creature with an icon is destroyed before the ability resolves, the two icon abilities chosen at the time the card was put into the graveyard when the ability was activated are already standing by.

603.4 If a triggered ability has a condition, the effect is resolved if the condition is met at the time the ability resolves. It does not matter whether the condition was met at the time it triggered.

603.5 A trigger condition that involves a card moving zones is called a "zone-change trigger." Any trigger condition based on movement between zones, such as hand, battle zone, mana zone, graveyard, and deck, is a zone-change triggered ability.

603.5a An ability that triggers when something enters the battle zone triggers when a creature, Cross Gear, Weapon, or Fortress enters the battle zone. Each time one or more cards are put into the battle zone, all abilities that trigger when something enters the battle zone are checked, including the triggered abilities of the cards that just entered.

603.5b A continuous effect that adds or changes the characteristics of a card is applied the instant the card is placed in a zone, and the card is not treated as having been placed in that zone with its original characteristics. A triggered ability that has a characteristic as its condition checks the characteristics after that continuous effect is applied.

Example: When "Kunpu Yosei Courtney" is present and you charge a nature card into the mana zone, that card is treated as having been placed in the mana zone as a card of all civilizations. At this time, if there is a creature with the Space Charge (darkness) ability, that ability triggers.

603.5c Some triggered abilities trigger when a card leaves the battle zone. To determine whether those abilities trigger, the game needs to "look back in time." They trigger based on the existence and state of cards immediately before the event, not immediately after it.

603.5d Some of the abilities that trigger when a card leaves the battle zone also trigger when the card with that ability itself leaves the battle zone. In this case, looking back in time is possible only for the card with that ability itself.

Example: There are two creatures and a creature with the ability "When a creature is destroyed, draw a card" in the battle zone. If a spell that destroys all creatures is cast, that ability triggers only once, for that creature itself.

603.6 Effects may create delayed triggered abilities that do something later.

603.6a A delayed triggered ability is created by the execution of a card or by another ability, or as a result of the application of a replacement effect. Even if its trigger event occurred before it was actually created, it does not take effect retroactively.

Example: When a spell with the ability "Each time a creature taps for the first time this turn, untap it" is cast, it triggers only for creatures that tap for the first time this turn after the spell is actually cast; it does not trigger for creatures that were already tapped before the spell was cast.

603.7 There are abilities with a trigger condition such as "before breaking," which trigger immediately before a shield is broken. These abilities trigger when the shield to be broken is chosen, and their effects resolve before that shield is broken.

603.7a After resolving the waiting effects of abilities that trigger immediately before breaking, if there are other waiting effects, all of those effects are resolved, and then the chosen shields are broken.

603.7b When resolving the waiting effects of abilities that trigger immediately before breaking, a new shield to be broken may be chosen as a result, and a new "before breaking" ability may trigger. In this case, before resolving other waiting effects and before breaking the shields originally chosen, the effect of the last-triggered "before breaking" ability is resolved. After that, if there are other waiting effects, they are resolved, then the newly chosen shield is broken, and after that, the process returns to the breaking of the shields originally chosen.

Example: When attacking with "Geimaoushou Kakumeijin" and breaking the opponent's shields, the "before breaking" ability triggered twice. With the first one, "Texas Storm" was cast, "Geimaoushou Kakumeijin" was put on top of the deck and then put out again, and one new opponent shield was about to be broken. At this point, a third "before breaking" ability triggered. In the above case, first the third "before breaking" ability is resolved and the spell is cast, and then the opponent's shield chosen by "Texas Storm" is broken. After that, of the two that triggered from the first break, the second

"before breaking" ability is resolved, and when that is finished, the two shields chosen by the attack of "Geimaoushou Kakumeijin" are broken.

604. Handling of Static Abilities

604.1 A static ability is not activated or triggered; it constantly does something.

604.2 A static ability generates a continuous effect. Some of these may be replacement effects. These effects last while the card with the static ability is in a specific zone and has that ability.

604.3 Some static abilities apply while the card is in a zone from which it can be executed (usually the hand). These include abilities that change a card's mana cost.

604.4 Some static abilities exceptionally generate one-shot effects. When the conditions for these abilities to generate an effect are met, the effect is applied before resolving other abilities. If it is generated in the middle of processing an effect, it interrupts that processing and the effect is applied. After the effect is applied, if the conditions for the static ability to generate a one-shot effect are still met, the effect is applied again.

Example: The defeat effect of "Densetsu no Kindan Dokindamu X"; the effect of S-MAX Evolution that returns a card to the hand.

604.4a When a static ability generates a one-shot effect and there are continuous effects, the one-shot effect is applied after all continuous effects have been applied.

604.4b If multiple one-shot effects are generated by static abilities, the handling depends on which player's card is the source. If one player's cards generate multiple one-shot effects, that player applies the one-shot effects in any order. If multiple players' cards generate one-shot effects, the turn player's effects are applied first.

605. Execution of Cards and Resolution of Abilities

605.1 When resolving, among the waiting effects, the turn player resolves their own effects first in any order, and then the other player does the same. The order in which the effects began waiting does not matter.

605.2 Resolution is divided into several steps.

605.2a If a triggered ability has a condition, check at resolution whether it is satisfied. If it is not satisfied, nothing is done. Otherwise, continue resolving.

Example: The awakening ability of "Jikuu no Kenkaya Kiru" always triggers at the beginning of your turn. Even if you have no creature with power 6000 or more in the battle zone before the turn begins, if a creature with power 6000 or more comes to exist before resolution, it can be flipped to the side with the larger cost.

605.2b When a card or ability chooses something, it chooses as much as possible within the specified range. If nothing can be chosen, that effect does nothing. If the card or ability has other effects, the other effects resolve as normal. When "all" is written, it is not choosing.

605.2c Cards and abilities resolve in the order written. However, replacement effects may change these actions, and the meaning of earlier instructions may change. In some cases, a later sentence in a card's text modifies the meaning of an earlier sentence.

605.2d When information about the game is needed, its value is determined only once, when the player performs that process. When an effect needs specific information about a card, it uses the information of the state at that time. For an ability that says a card does something (such as battling), it is the card, not the effect, that actually does it. When a continuous effect needs information about a card, it always checks that card's characteristics (civilization, race, name, cost, power).

Example: If a creature with the ability "While in the battle zone, it has all civilizations" is chosen by the effect "Destroy 1 creature. If you do, put a creature with the same civilization as it from your hand into the battle zone," the information at that time (while in the battle zone) is checked.

Example: If a Command evolves into a creature that is not a Command while the effect "Commands can't attack" is in effect, it can attack.

605.2e When processing an effect that needs specific information about an element in the battle zone, if that element has already left the battle zone, the information from immediately before it left is referenced. The same applies if that element was sealed.

Example: In a situation where "Aoki Oudou Doghirago Chou" has released Hyper Mode, if your "Cheer Space Akane" attacks and "Revolution Change"s into "Choujuuryuu Gorufantajisuta", the creature that can be put from the mana zone by the effect of "Aoki Oudou Doghirago Chou" is a creature with cost 4 or less.

Example: During the opponent's turn, in a situation where you have "Kakumeime Gyogyo," the opponent puts "Kindan Kikan VV-8" into the battle zone, and "Kindan Kikan VV-8" itself is sealed by its "when put into the battle zone" ability, the cost referenced by "Kakumeime Gyogyo"'s "when an opponent's creature is put into the battle zone" is 6.

605.2f As the final step of resolving a spell, that spell is put into the graveyard. An ability ceases to exist as the final step of its resolution.

605.3 If the card being resolved is something other than a spell, then if the card is an element, it is put into the battle zone. If the card is a castle, it is put into the shield zone.

605.4 While looking at (or having turned face up) the deck during an effect that executes a card from the deck or puts a card from the deck into play, the cards of the deck being looked at (turned face up) other than the card being executed (put into play) still belong to the deck but are not affected by other effects.

Example: If you look at the top 5 cards of your deck with the effect of "Seirei Sashin Justice" and cast "Energy Re:Light" from among them, the 5 cards being looked at by the effect are not affected by the effect of "Energy Re:Light," so you draw the 2 cards that are the 6th and 7th from the top of the deck.

Example: If you turn the top 4 cards of your deck face up with the "Final Revolution" of "Aoki Shugoshin Doghirago Sen" and put "Matei Renketsu Gaizekiaaru" into play from among them, the card that "Matei Renketsu Gaizekiaaru"'s "EX Life" turns into a shield is the 5th card, below the 4 being looked at.

605.4a At this time, effects that the cards of the deck being looked at (turned face up) have already received are not nullified.

606. Effects

606.1 An "effect" is an event that occurs in the game as a result of the execution of a card or an ability. When a spell ability, activated ability, or triggered ability is resolved, it generates one or more one-shot effects or continuous effects. A static ability generates one or more continuous effects. The rules text itself is not an effect.

606.2 If an effect requires something impossible, only the possible part is done.

Example: If a player has only 1 card in hand, the effect "Discard 2 cards from your hand" makes them discard only that card.

606.3 Some continuous effects are replacement effects.

607. One-Shot Effects

607.1 A one-shot effect makes something happen once and ends immediately. Examples include breaking a shield, destroying a creature, and moving a card between zones.

607.2 Some one-shot effects instruct a player to do something not at the resolution of the spell or ability that produced the one-shot effect, but later after the game has progressed (usually at a specific point).

608. Continuous Effects

608.1 A continuous effect changes the characteristics of cards or affects players or the rules of the game for a fixed or indefinite period. Continuous effects are generated by the resolution of a spell ability or ability, or by a card's static ability. If there are multiple continuous effects, they are applied simultaneously.

608.2 Continuous effects are generated by the resolution of a spell ability or ability.

608.2a A continuous effect generated by the resolution of a spell ability or ability lasts for the duration instructed by the card or ability that generated it (such as "until the end of the turn"). If no duration is specified, it lasts until the end of the game.

608.2b If a spell ability or ability generates a continuous effect that includes a variable, the value of that variable is determined only at resolution and does not change afterward.

608.3 Continuous effects are generated by a card's static ability.

608.3a A continuous effect produced by a static ability is not "locked in." It is always applied to everything indicated by its text.

608.3b This effect is always applied while the card that produces it is in the corresponding zone.

Example: A card with the static ability "All light creatures get +1000 power" produces an effect that continuously gives +1000 power to each light creature in the battle zone. If a creature becomes light, it gains this modification, and if it stops being light, it loses this modification.

608.3c A continuous effect that modifies a card's characteristics modifies the characteristics at the same time the card enters the corresponding zone. It is not that the card was modified before entering the corresponding zone, nor that the effect waits for the card to enter the zone and then modifies it. Since this type of effect is applied at the time the card enters the corresponding zone, it is applied before determining whether abilities that trigger when the card enters the corresponding zone trigger.

Example: If a creature with the static ability "All light creatures get Blocker" is in the battle zone, light creatures are put into the battle zone with Blocker. It is not that they enter the battle zone as creatures without Blocker and then gain Blocker afterward. Conversely, since they do not gain Blocker before entering, they cannot be put into the battle zone by "Heaven's Gate" and the like.

609. Replacement Effects

609.1 Some continuous effects may be replacement effects. A replacement effect is applied continuously as an event occurs. It is not fixed in advance. This kind of effect waits for a specific event to be replaced, and replaces all or part of that effect with another event. It functions like a "shield" for the thing it affects.

609.1a An effect that uses the word "instead" is a replacement effect. The word "instead" indicates what event is replaced and how.

609.2 A replacement effect must exist before the relevant event occurs. It cannot "go back in time" and change what has already happened.

609.3 A replacement effect is applied only once per event.

609.4 When an event is replaced, it never happened. The modified event occurs instead of the replaced event, and any triggered abilities caused by it trigger. If the modified event cannot be performed, the replacement cannot be made.

609.5 When a replacement effect replaces an event, if that event does not occur, the replacement effect does nothing.

609.6 Some replacement effects replace drawing cards.

609.6a When replacing one of multiple card draws, the next card is drawn only after all of the processing of that replacement effect is finished.

609.6b If there is a series of effects that draw a card and then do something to that card, and the part that draws the card is replaced so that no card is drawn as a result, the additional part does nothing.

609.7 Some replacement effects are not continuous effects. An effect in which a spell or ability replaces part or all of the effect of its own resolution is called a self-replacement effect.

609.8 If multiple replacement effects try to modify a single event at the same time, which effect is applied is determined by giving priority to the turn player's effects, and if the same player has multiple replacement effects, that player chooses which effect is applied.

609.8a If a spell's effect replaces its own movement, it is applied with priority over other replacement effects.

Example: After casting "Brain Charger" from the graveyard with the ability of "Ryuuso Kigou Sr Supeerusaikurika," the replacement effect of "Charger" takes priority, and "Brain Charger" is put into the mana zone.

Example: In a situation where you have "Brocken Voon," after casting "Seimei to Daichi to Gouha no Ketsudan" from the mana zone, the replacement effect "instead of putting it into the graveyard" in the spell ability takes priority, and "Seimei to Daichi to Gouha no Ketsudan" is put on the bottom of the deck.

609.9 Multiple events may occur simultaneously, each modified by a different replacement effect. In that case, each player first decides which event to apply each of the replacement effects they have to. After deciding on all the replacement effects to apply to all events, they are applied simultaneously.

609.9a First, starting with the turn player, decide which replacement effect to apply to which event. If the applied replacement effect requires processing such as moving cards or changing orientation, the cards affected by that processing must also be chosen at this point. When the turn player has finished deciding which replacement effects to apply, the non-turn player then decides which replacement effects to apply by the same procedure.

609.9b When choosing cards affected by the processing of a replacement effect, a card that was chosen when deciding to apply another replacement effect cannot be chosen again.

7. Other Rules

700. General

700.1 Everything that happens in the game is an event. Multiple events may occur during the execution of a card or the resolution of an ability. The text of a triggered ability or replacement effect defines the events it is looking at. An occurrence that is one event for one ability may be multiple events for another ability.

700.2 An ability that presents multiple options is said to have options.

700.2a An ability with options chooses an option when that ability is resolved.

700.2b There are abilities that make a player other than the ability's owner choose an option. In that case as well, that player chooses the option when the ability is resolved.

700.2c There are cards and abilities that make a player other than the card's or ability's owner choose an option. In that case, that player chooses the option at the timing at which the card or ability would normally choose the option.

700.3 If a creature "is not destroyed" or "does not leave the battle zone," it will not be destroyed or leave the battle zone by rules or effects. Such a creature will not be destroyed or leave the battle zone even if its power becomes 0 or less, and it ignores the state-based action for when power becomes 0 or less.

700.4 If an attacking creature "can't be blocked," there is no creature that can properly block it.

700.5 A creature with the ability "wins the battle" wins the battle regardless of the power of the opponent it is battling.

700.5a If creatures that both have the ability "wins the battle" battle each other, both creatures win the battle, and there is no creature that loses the battle.

701. Keyword Actions

701.1 Most of the processing written in a card's rules text is written in ordinary language, but some verbs need to be defined. These "keywords" are game terms, and their meaning may be summarized in reminder text.

701.2 Tap and Untap

701.2a To tap a card is to rotate it 90 degrees from its upright position.

701.2b To untap a card is to return it to its upright position.

701.3 Summon

701.3a To summon is to pay the cost for a creature to put it from the zone it is currently in (usually the hand) into a state in which it can be put into the battle zone. A player can normally summon a creature by paying its mana cost only during the main step.

701.4 Cast

701.4a To cast is to pay the cost and execute a spell from the zone it is currently in (usually the hand) so that the spell's effect occurs. A player can normally cast a spell by paying its mana cost only during the main step.

701.5 Execute

701.5a To execute a card is to pay the cost to put the card into a state in which it can have an effect. This includes summoning a creature, casting a spell, generating a Cross Gear, and executing a Tamaseed.

701.6 Destroy

701.6a To destroy a card is to try to put it from the battle zone into the graveyard.

701.6b A destroyed card is put into the graveyard as a result.

701.7 Discard

701.7a To discard a card is to put it from the hand into that player's graveyard.

(When using Strike Back, it is before adding the card to the hand, but as an action it does the same thing as discarding.)

701.7b Normally, an effect that makes a player discard cards lets the affected player choose the cards to discard. Some effects require discarding at random or require another player to choose.

701.8 Charge

701.8a To mana charge is to put a card from the hand into that player's mana zone upside down.

701.9 Reveal

701.9a To reveal a card is to show that card to all players for a while. When an effect reveals a card to all players, it remains revealed until all parts of that effect related to that card are finished. When revealing a card to all players is a condition for executing the card, that card remains revealed until that card is resolved.

701.9b Revealing a card does not change the zone in which that card exists.

701.10 Search

701.10a To search for cards from a zone means to look at all the cards in that zone (even if it is a hidden zone) and find cards that meet the conditions.

701.10b When you need to find, from a hidden zone, a card that satisfies some condition such as a specific characteristic, you do not have to find all cards that satisfy the condition even if they exist.

701.10c Unless an effect that includes searching says to reveal the found cards to all players, those cards need not be shown to all players.

701.11 Shuffle

701.11a To shuffle a deck or a pile of face-down cards is to randomize the cards in it so that no player knows their order.

701.11b There are effects that make a player search the deck for cards, shuffle, and then put the searched cards in a specific place in the deck. In that case, those cards are not treated as having left the deck, but are not included in the shuffle. Also, all the cards in the deck other than those cards are shuffled.

701.12 Block

701.12a To block is to stop the attack of an attacking creature. Only a creature with Blocker can block.

701.13 Battle

701.13a To battle is to compare the power of creatures and determine the winner and loser. The creature with the greater power wins the battle, and a creature with the same or lower power loses the battle. Abilities that trigger when battling, such as "when battling" abilities, trigger at this time, and their effects are resolved before power is compared.

701.13b A creature that loses the battle is destroyed. Abilities that trigger from the result of the battle, such as "when it wins (loses) the battle" and "when it is destroyed," trigger at this time, and their effects are resolved. Also, if a new effect triggers from the resolution of these effects, that effect is also resolved at this time.

701.13c After all abilities triggered by the result of the battle have finished resolving, the battle ends. "During the battle" effects cease to exist here.

701.13d After that, abilities that trigger "after the battle," such as the delayed triggered ability generated by "Slayer," trigger and their effects are resolved.

701.13e Besides battles caused by attacks, battles may also be caused by a card's effect. During the processing of a battle caused by an effect, other effects that were waiting before that battle began are not resolved. As with a normal battle, after the battle and the effects it triggered are processed as described in 701.13a to 13d, the process returns to resolving the other waiting effects.

Example: You have "Kuzuo" in the battle zone, and the "when put into the battle zone" abilities of your "Enryuuha Gurenairaa" and your "Ruudo Zaana" are waiting at the same time. You first resolve the effect of "Enryuuha Gurenairaa" and battle the opponent's "Gousoku Ja Reddo," and win. In this case, first the "when it wins the battle" ability of "Enryuuha Gurenairaa" is resolved and a Weapon is put into the battle zone, then after the "when put into the battle zone" ability of that Weapon is resolved, "Enryuuha Gurenairaa" is destroyed by the "Slayer" of "Gousoku Ja Reddo." After that, the "when another creature is destroyed" ability of "Kuzuo" and the "when put into the battle zone" ability of "Ruudo Zaana," which triggered because "Enryuuha Gurenairaa" was destroyed, are resolved in any order.

Example: When your "Borushakku Doghirago" attacks, you declared the "Revolution Change" of "Aoki Danchou Doghirago Ken." You resolved the "when attacking" ability of "Borushakku Doghirago" before the "Revolution Change," and battled the opponent's creature with "Slayer." In that case, the "Slayer" of the battled opponent's creature is resolved before the "Revolution Change."

Because "Slayer" was resolved first, "Borushakku Doghirago" is destroyed, so the "Revolution Change" fails, and after finishing the resolution of the other effects that were waiting at this point, the game moves to the end of attack step.

At this time, the opponent cannot declare abilities that require a declaration of use, such as "Ninja Strike" or "Revolution 0 Trigger."

701.14 Break

701.14a To break a shield is to add the shield to that player's hand. This occurs by a creature's attack or by other effects.

701.14b An effect that adds (returns) a shield to the hand behaves the same as breaking, but effects that have breaking as a condition are not applied.

Example: Even if you attack an opponent's creature with "Kizugui Henge" and add your own shield to your hand with its "when attacking" ability, you have not broken a shield. Therefore, you cannot use Kirifuda Dash at the end of that attack.

701.14c When multiple shields are broken by an effect, they move to the hand simultaneously. This is different from breaking by a Breaker ability.

701.14d An effect that makes additional shields be broken affects both breaking by attack and breaking by effect.

701.15 Evolve

701.15a To evolve is to stack an Evolution Creature on top of a card, or to stack an Evolution Cross Gear on top of a card.

701.16 Generate

701.16a To generate is to pay the cost to put a Cross Gear from the zone it is currently in (usually the hand) into the battle zone. A player can normally generate a Cross Gear by paying its mana cost only during the main step.

701.17 Cross

701.17a To cross is to stack a Cross Gear under a creature so that the card portion is visible.

701.18 Link

701.18a To link is to connect 2 or more cards side by side. God, Psychic Super Creature, some Dragheart Creatures, Zero Dragon cards, and so on can link.

701.18b A creature in which 2 or more cards are linked treats all of the linked cards as a single creature.

701.19 Fortify

701.19a To fortify means to put a Castle from the zone it is currently in (usually the hand) onto a designated shield by paying its cost. A player can normally fortify a shield with a Castle by paying its mana cost only during the main step.

701.20 Awaken

701.20a To awaken means to flip a Psychic Creature, which is a double-sided card, so that its other side is visible.

701.21 Gachinko Judge

701.21a To Gachinko Judge means that each player reveals the top card of their own deck and then puts it on the bottom of their deck.

701.21b If a player who used a Gachinko Judge ability reveals a card with a mana cost equal to or greater than the opponent's in that Gachinko Judge, that player has won that Gachinko Judge.

701.21c If a Gachinko Judge ability causes a player to reveal a card that has two costs, such as a Twinpact card, that player decides which cost to refer to.

701.22 Dragon Release

701.22a To Dragon Release means to flip a Dragheart, which is a double-sided card, so that its other side is visible.

701.23 Remove (a Seal)

701.23a To remove a seal means to move the seal from the battle zone to another zone.

701.23b If a seal is removed by a state-based action when a Command enters the battle zone, that seal is put into the graveyard.

701.24 Attach (a Seal)

701.24a To attach a seal means to put the top card of the deck face down on top of a card in the battle zone.

701.25 Forbidden Release

701.25a To Forbidden Release means to flip a Forbidden Heartbeat, which is a double-sided card, so that its other side is visible.

701.26 Swap

701.26a To swap means to exchange the positions of cards in two zones. When an effect that swaps puts a creature or Tamaseed into the battle zone, the swapped-in creature or Tamaseed inherits the orientation and state of the creature or Tamaseed before the swap (a creature swapped in by Revolution Change or J Change is in an attacking state).

701.26b When resolving an effect that swaps elements in the battle zone, if the movement of cards does not take place normally as a result of a replacement effect or the like, that swap does not happen. Each card does not move zones, and its state does not change at all.

Example: When you use the Revolution Change of "Aoki Danchou Dogiragon Ken" while attacking with "Bakunetsu DX Batorai Bushin", the cards do not leave the battle zone because of Dragon Evasion, so the swap does not happen. As a result, "Bakunetsu DX Batorai Bushin" continues its attack, and "Aoki Danchou Dogiragon Ken" stays in your hand.

Example: When you use Revolution Change while attacking with "Shin Tenmeiou Never End" and try to use True Escape during the swap, the swap does not happen. As a result, "Shin Tenmeiou Never End" does not move from the battle zone, and True Escape is not resolved.

701.26c There are effects that swap all the cards in two zones. These resolve even if one of the zones has 0 cards. Also, even if the movement of some of the cards does not take place normally because of a replacement effect or the like, the swap of the remaining cards still happens.

Example: "Maten Kourin", "All Sunrise"

701.27 Deploy

701.27a To deploy means to put a Field from the zone it is currently in (usually the hand) into the battle zone by paying its cost. A player can normally deploy a Field by paying its mana cost only during the main step.

701.28 Turn Upside Down

701.28a To turn upside down means to put a Field into a state that is upside down relative to its upright position.

701.29 Forbidden Burst

701.29a To Forbidden Burst means to flip a Final Forbidden Field, which is made up of five double-sided cards, so that its other side is visible, and to reconstitute the five cards into one Final Forbidden Creature.

701.30 GR Summon

701.30a To GR Summon means to summon the top card of your Super GR deck, treating it as if its cost had been paid, and put it into the battle zone.

701.31 Zero Dragon Manji Birth

701.31a To Zero Dragon Manji Birth means to flip a Zero Dragon Rite, which is a double-sided card, and four Zero Dragon Nebulas so that their other sides are visible, and to reconstitute the five cards into one Zero Dragon Creature.

701.32 Turn into a Shield

701.32a To turn a card into a shield means to put it into the shield zone face down as a new shield.

701.32b To turn a card into a shield face up means to put it into the shield zone face up as a new shield.

701.33 Send to the Abyss

701.33a To send a card to the Abyss means to put it into the Abyss Zone.

701.33b Effects or rules cannot prevent a card that is being sent to the Abyss from moving to the Abyss Zone.

Example: A replacement effect that applies instead of leaving, such as "EX Life", cannot be applied to a card being sent to the Abyss.

Example: Even if a card being sent to the Abyss is affected by a continuous effect that prevents it from leaving, such as "Senkou no Kettou", it moves to the Abyss Zone.

Example: When a linked God is sent to the Abyss, not just one of its cards but all of its component cards move to the Abyss Zone.

701.34 Choose

701.34a To choose means to designate a number of cards or elements determined by an effect. An effect whose card text contains words such as "choose" in any form is an effect that chooses something.

701.34b Even if an effect affects a determined number of cards or elements, if the text does not say "choose", nothing has been chosen.

Example: The first effect of "Venerac-F5" turns one of your opponent's creatures into a shield, but because the text does not say "choose", nothing is chosen by the effect.

702. Turn-Based Actions

702.1 Turn-based actions are game actions that occur automatically as the turn progresses. No other effects can be resolved before turn-based actions.

702.1a An ability that waits for a specific step to begin is a triggered ability and is not a turn-based action.

702.2 When a step begins, if that step has a turn-based action, that turn-based action is processed first. This happens before the check for state-based actions and before triggered abilities wait.

702.3 The turn-based actions are as follows.

702.3a The turn player untaps all of their cards in the battle zone and all cards in the mana zone simultaneously. Then all "at the start of your turn" triggered abilities are resolved.

702.3b Immediately after the draw step begins, the turn player draws a card.

702.3c Immediately after the attack creature declaration step begins, the turn player declares attacking creatures.

702.3d Immediately after the blocking creature declaration step begins, the non-turn player declares blocking creatures.

703. State-Based Actions

703.1 State-based actions are game actions that occur automatically depending on the situation. No other effects can be resolved before state-based actions.

703.1a An ability that waits for a certain specific condition is a triggered ability and is not a state-based action.

703.1b State-based actions determine whether they occur based on the processing of static abilities and continuous effects.

703.2 State-based actions are things that the game checks for; they do not belong to any player.

703.3 The game constantly checks whether any of the conditions for state-based actions are met, and if any apply, it processes all of those state-based actions simultaneously as a single event. If a state-based action occurs as a result of the check, the check is repeated after it is processed.

703.4 State-based actions include the following.

703.4a A player who is dealt a direct attack loses the game.

703.4b A player whose deck has 0 cards loses the game.

703.4c A creature with power 0 or less is destroyed.

703.4d A creature that loses a battle is destroyed as a result of the battle.

703.4e When the information of a linked God becomes invalid, that link is broken.

703.4f When a God leaves the battle zone, only one of its cards leaves the battle zone.

703.4g A single Cell in the battle zone is put into the graveyard.

703.4h When a card that appears as an Evolution element leaves the battle zone, the cards beneath it are reconstructed.

703.4i A face-up card in the battle zone that does not have a proper type is put into the graveyard.

703.4j When a Command enters the battle zone, its owner puts one seal into the graveyard from among the cards with seals that share a civilization with that Command.

703.4k When a fortified shield leaves the shield zone, the Castle is put into its owner's graveyard. If the "Shield Trigger" ability of that shield is used, it is put into the graveyard immediately after being used.

703.4l When another D2 Field enters the battle zone, the D2 Field that was in the battle zone first is put into its owner's graveyard.

703.4m A single Weapon in the battle zone is put into the graveyard.

8. Special Cards

800. General

800.1 There are cards that require special handling during the game. Such creatures include Evolution Creatures, NEO Creatures, Gods, Psychic Creatures, and Draghearts.

801. Evolution Creatures

801.1 An Evolution Creature is a creature that can be put into the battle zone by placing it on top of a card that serves as its evolution source.

801.1a An Evolution Creature cannot be put into the battle zone unless there is a proper evolution source.

801.1b When putting an Evolution Creature into the battle zone using multiple cards as evolution sources, place the cards that serve as the evolution sources beneath that Evolution Creature in any order you like.

801.2 Even if a card in the battle zone evolves into an Evolution Creature, it is treated as the same creature as the card before it evolved. A tapped card that evolves remains tapped, and effects that were applying to that card continue to apply after it evolves.

Example: An Evolution Creature that evolved using a creature that received a power -2000 modification until the end of the turn as its evolution source also receives the power -2000 modification. Similarly, an Evolution GV Creature that evolved using three creatures that each received a power -2000 modification as its evolution sources receives a power -6000 modification.

801.2a If an attacking creature evolves, that attack continues.

801.2b If a creature that evolves from two or more cards uses both tapped and untapped cards as evolution sources, that Evolution Creature is put into the battle zone tapped.

801.3 Evolution Creatures are not affected by summoning sickness.

801.4 When a card that appears as an Evolution element leaves the battle zone, the cards beneath it remain in the battle zone in a proper state. This is called reconstruction.

801.4a When reconstructing, if the card immediately beneath the Evolution element that left the battle zone is a card that can exist in the battle zone by itself, leave it in the battle zone as it is. Otherwise, put it into the graveyard.

801.4b When reconstructing, if there are multiple cards beneath the Evolution element that left the battle zone, leave the topmost card that can exist in the battle zone by itself in the battle zone, and leave the others stacked beneath that card. If the topmost card is a card that cannot exist in the battle zone, put it into the graveyard. Repeat this procedure until the topmost card is a card that can exist in the battle zone by itself, and leave the new topmost card in the battle zone.

801.4c A reconstructed card does not newly enter the battle zone; it is treated as having already been in the battle zone. Effects that trigger when it enters the battle zone do not occur. Also, any effects it was receiving before reconstruction carry over after reconstruction. Also, if it is a creature and it was beneath the Evolution Creature since the start of the turn, it is not newly affected by summoning sickness.

801.4d If a creature or Tamaseed remains after reconstruction, its tapped or untapped orientation is the same as that of the Evolution element that left the battle zone. If a card that is neither a creature nor a Tamaseed, such as a Field, remains, that card becomes upright regardless of the orientation of the Evolution Creature that left the battle zone.

Example: If an untapped Star Evolution Creature leaves, reconstruction occurs, and a D2 Field beneath it remains in the battle zone, that D2 Field remains sideways.

802. NEO Creatures

802.1 A NEO Creature is a creature that can be treated as a normal creature, and can also be put out as a NEO Evolution Creature by using a NEO Evolution ability.

802.2 A NEO Creature is treated as a "NEO Evolution Creature" while it is in the battle zone with a card beneath it, such as by using a NEO Evolution ability, and while it is about to be put into the battle zone as a NEO Evolution Creature. While it is in any other zone, it is treated as a creature that is not an Evolution Creature.

Example: When the top 6 cards of your deck are turned face up by "Shinka Sekkeizu", even if a NEO Creature is among them, it is treated as a normal creature, so it cannot be added to your hand.

Example: When you try to put a NEO Creature from the graveyard into the battle zone as a NEO Evolution Creature by an effect, that NEO Evolution Creature enters the battle zone tapped because of the ability of "Sono Kodomo, Karen ni Tsuki".

802.3 A NEO Creature with a card beneath it is treated as a "NEO Evolution Creature", so it is not affected by summoning sickness. However, if the card beneath it is removed in some way during the same turn it was put out, it is no longer a "NEO Evolution Creature", so it becomes unable to attack due to "summoning sickness".

802.4 Even if it was put into the battle zone without using a NEO Evolution ability, if there is a card beneath it in some way, it is treated as a "NEO Evolution Creature".

803. G-NEO Creatures

803.1 Some NEO Creatures are also G-NEO Creatures.

803.2 When a G-NEO Creature leaves the battle zone while it has cards placed beneath it and is being treated as a G-NEO Evolution Creature, all of the cards placed beneath the G-NEO Creature leave instead.

803.2a The "when this leaves" effect of a G-NEO Creature is a replacement effect. If another replacement effect was applied first when it would leave the battle zone, or if it leaves the battle zone because of another replacement effect, the "when this leaves" effect cannot be applied.

804. Gods

804.1 A God is a creature that can link with another specific God.

804.1a A God links as it enters the battle zone. It does not enter the battle zone and then link; it enters the battle zone already linked. This is a state-defining effect.

804.1b A linked God is treated as one creature that has all the characteristics, such as the names, abilities, and civilizations, of each God that makes it up. However, note that this does not change the individual characteristics of each component card; it is treated as one creature as an aggregate.

804.1c If a card's ability triggers because a God enters the battle zone, then even if that God links and becomes one creature, the characteristics of the card that actually entered the battle zone are referred to.

804.1d When a replacement effect or a state-defining effect other than G-Link is applied as a God enters the battle zone, then even if that God links and becomes one creature, the characteristics of the card that actually enters the battle zone are referred to.

804.2 A proper G-Link ability is required to link Gods.

804.2a A G-Link that specifies a name and a position refers to the characteristics of the individual cards.

Example: A linked "Chouzetsushin Zen" and "Kyuukyokushin Aku" have the names of both Gods as one God, but the individual card "Chouzetsushin Zen" has not become "Kyuukyokushin Aku" as a characteristic, so another "Chouzetsushin Zen" cannot be linked to the right side of the linked "Chouzetsushin Zen".

804.2b A G-Link ability constantly checks whether it is valid. When it becomes invalid, that link is broken immediately.

804.2c When Gods are linked by the ability of Center G-Link 360, there may be places where Gods are adjacent but not actually directly linked. For example, when linking in a U shape as A-B-C-D, A and D are adjacent but are not directly linked. A God can be connected at such an unlinked point only within the range that can be formed on a flat surface. A new God cannot be linked at a point that is physically blocked.

804.3 Even if a God newly links, that creature is treated as the same creature that was already in the battle zone. A tapped God that links remains tapped, and effects applying to that creature continue to apply after it links.

Example: If a God that received a power -2000 modification until the end of the turn links, the power -2000 modification remains after it links.

804.3a If the right-side and left-side Gods of a God that can link with three Gods are in different tapped/untapped orientations, and the center God is put out and three Gods link, it becomes tapped.

804.3b If an attacking God links, that attack continues.

804.4 Even if the link of a God-linked creature is broken and it becomes unlinked Gods, that creature is treated as having been the same creature. Effects applying to that creature continue to apply after the link is broken.

804.4a When a God made up of three or more cards leaves the battle zone and becomes two or more Gods, each God inherits all the effects that were applying. If it was attacking, the attacking player chooses one of them and continues the attack.

804.5 A linked God is not affected by summoning sickness.

804.5a If the link of a God that was once linked is broken, and it had been in the battle zone since the start of the turn, it is not newly affected by summoning sickness.

804.6 When an effect causes a player to name one card name, that player can name any one of the card names included in a linked God, but cannot name all of them.

804.7 When a God leaves the battle zone, only one of its cards leaves the battle zone. This is a state-based action and not a replacement effect.

805. Psychic Creatures

805.1 A Psychic Creature is a card that, unlike a normal card that has the front of a Duel Masters card on one side and the back of a Duel Masters card on the other, has the front of a Duel Masters card on both sides. Each side may have an ability that changes it from one side to the other.

805.1a Many Psychic Creatures have an Awakening ability that "flips" the creature when a specific condition is met.

805.1b Some Psychic Creatures have a Release ability that flips them to the side with the lower cost instead when they would leave the battle zone. This is a replacement effect.

805.1c Some Psychic Creatures have an Awakening Link ability that flips multiple Psychic Creatures simultaneously and links them into a Psychic Super Creature.

805.1d Each player can look at both sides of a Psychic Creature no matter which zone it is in.

805.2 Each side of a Psychic Creature has its own independent set of characteristics.

805.3 When a spell, ability, effect, or rule requires information about a Psychic Creature, it refers only to the information given by the side that is face up at the time it is applied.

805.4 Psychic Creatures are placed in the Hyperspatial Zone at the start of the game.

805.4a A Psychic Creature cannot be summoned by paying its mana cost.

805.4b When a Psychic Creature is put into a zone other than the battle zone, it immediately returns to the Hyperspatial Zone.

805.5 Even if a Psychic Creature is flipped, that creature is treated as the same creature. A tapped Psychic Creature that awakens remains tapped, and effects applying to that creature continue to apply after it is flipped.

Example: If a Psychic Creature that received a power -2000 modification until the end of the turn is flipped, the power -2000 modification remains after it is flipped.

Example: If an attacking Psychic Creature is flipped, that attack continues.

805.6 An awakened Psychic Creature is not affected by summoning sickness.

805.6a Even if a Psychic Creature that has awakened once is flipped again by an effect other than awakening, if it had been in the battle zone since the start of that turn, it is not affected by summoning sickness.

805.7 When an effect causes a player to name one card name, that player can name the card name of either one side of a Psychic Creature, but cannot name both.

806. Psychic Super Creatures

806.1 A Psychic Super Creature is a creature made up of multiple Psychic Cells, and is also treated as a Psychic Creature.

806.1a A Psychic Cell cannot exist in the battle zone by itself. When a Psychic Cell comes to exist in the battle zone through some effect, it is put into the graveyard by a state-based action and then immediately returns to the Hyperspatial Zone.

806.1b Some Psychic Super Creatures have a Link Release ability that, when they leave the battle zone, returns one of their component Psychic Cells to the Hyperspatial Zone and flips the rest. This is not a replacement effect.

806.1c The Link Release ability also applies when a Psychic Cell that makes up the Psychic Super Creature leaves the battle zone, not only when the Psychic Super Creature itself does.

806.1d A Psychic Cell does not have a cost by itself; when its cost is referred to, it is treated as 0.

806.1e When a Psychic Cell leaves the battle zone, it is not treated as a creature having left.

806.1f Each Psychic Cell has the civilization that the Psychic Super Creature has.

806.2 Even if a Psychic Super Creature releases its link and becomes multiple Psychic Creatures, those creatures are treated as the same creature. If a tapped Psychic Super Creature releases its link, the resulting Psychic Creatures remain tapped, and the effects that were applying to that creature are inherited by each of the resulting Psychic Creatures.

806.2a When a Psychic Super Creature made up of three or more cards leaves the battle zone and becomes two or more creatures, each creature inherits all the effects that were applying. If it was attacking, the attacking player chooses one of them and continues the attack.

807. Dragheart

807.1 A Dragheart is not like a normal card, which has a Duel Masters card face on one side and a Duel Masters card back on the other; instead, it is a card with a Duel Masters card face on both sides. The other side of a Dragheart Creature consists of a Dragheart Weapon, a Dragheart Fortress, or both. Each side may have an ability that changes it to the other side.

807.1a A Dragheart Creature can Dragon-Release from a Dragheart Weapon or Dragheart Fortress and turn face up. The phase does not change at this time.

807.1b Some Dragheart Creatures have a Dragon Evasion ability that, when they would leave the battle zone, instead flips them to the side with the lower cost. This is a replacement effect.

807.1c Each player can see both sides of a Dragheart in whatever zone it is in.

807.2 Each side of a Dragheart has its own independent set of characteristics.

807.3 When a spell, ability, effect, or rule requires information about a Dragheart, it refers only to the information given by the side that is face up at the time it is applied.

807.4 A Dragheart is placed in the hyperspatial zone at the start of the game.

807.4a A Dragheart cannot be executed by paying its mana cost.

807.4b When a Dragheart is put into a zone other than the battle zone, it immediately returns to the hyperspatial zone.

807.5 A Dragheart Creature is subject to summoning sickness.

807.5a A Dragheart Creature cannot attack unless it has been in the battle zone since the start of the turn. However, it does not matter which side was face up at the start of the turn. If it was in the battle zone as a Dragheart Weapon at the start of the turn and then Dragon-Releases, that Dragheart Creature is considered to have been in the battle zone since the start of the turn.

807.6 If an effect has a player name one card name, that player can name the card name on either one side of a Dragheart, but cannot name both.

808. Dragheart Super Creature

808.1 A Dragheart Super Creature is a creature made up of multiple Dragheart Cells, and it is also treated as a Dragheart Creature.

808.1a A Dragheart Super Creature is not affected by summoning sickness.

808.1b Some Dragheart Super Creatures have a Dragon Soul Evasion ability that, when they would leave the battle zone, instead has you choose one of their Dragheart Cells and return it to the hyperspatial zone, and flip the remaining cards. This is a replacement effect.

808.1c A Dragheart Cell by itself has no cost and no race; when its cost is referenced, treat it as 0.

808.1d When a Dragheart Cell leaves the battle zone, it is not treated as a creature leaving. However, replacement effects that apply when a creature leaves also apply when a Dragheart Cell leaves the battle zone.

808.1e Each Dragheart Cell has the civilizations of the Dragheart Super Creature.

809. Forbidden Heartbeat

809.1 A Forbidden Heartbeat is not a card with a Duel Masters card back; it is a card with a Duel Masters card face on both sides. The other side of a Forbidden Heartbeat is a Forbidden Creature. A Forbidden Heartbeat has an ability that changes it to the Forbidden Creature side.

809.1a A Forbidden Heartbeat can Forbidden-Release and flip over.

809.1b Each player can see both sides of a Forbidden Heartbeat in whatever zone it is in.

809.2 When a spell, ability, effect, or rule requires information about a Forbidden card, if it is in the battle zone, it refers only to the information given by the side that is face up at the time it is applied. If it is in a zone other than the battle zone, either side may be treated as the front.

809.3 A Forbidden Heartbeat is placed in the designated zone at the start of the game.

809.4 If an effect has a player name one card name, that player can name the card name on either one side of a Forbidden card, but cannot name both.

810. Twinpact

810.1 A Twinpact card is a new kind of card that contains two card types in one card. It has two different costs and card types, but when its characteristics are referenced as a card, the correct information must always be referenced.

810.2 Twinpact is a characteristic that a card has.

810.3 When referenced as a card, the owner of the Twinpact card can choose whichever of its valid card types they like.

810.3a When a specific card type is referenced, only the information of that part is referenced.

810.4 When the card name of a Twinpact card is referenced, it is considered a card with a name made by combining its two parts. When the card name of a Twinpact card that is in the battle zone as a creature is referenced, only the creature side is referenced.

811. GR Creature

811.1 A GR Creature is a card that has a Duel Masters card face on one side and a back unique to GR Creature cards on the other.

811.2 GR Creatures are placed in the super GR zone at the start of the game.

811.2a A GR Creature cannot be summoned by paying its mana cost. It can be put into the battle zone by the abilities of spells, creatures, or Auras.

811.2b When a GR Creature is put into a zone other than the battle zone, it immediately returns to the super GR zone.

812. Zero Dragon Ritual, Zero Dragon Nebula

812.1 Zero Dragon Ritual and Zero Dragon Nebula are not cards with a Duel Masters card back; they are cards with a Duel Masters card face on both sides. One side is Zero Dragon Ritual or Zero Dragon Nebula, and the other side is a component card of a Zero Dragon Creature. Zero Dragon Ritual has an ability that changes Zero Dragon Ritual and Zero Dragon Nebula to the Zero Dragon Creature side.

812.1a Zero Dragon Ritual and Zero Dragon Nebula can Zero Dragon Ascend (Zeroryu-Manjitan) and flip over.

812.1b Each player can see both sides of Zero Dragon Ritual and Zero Dragon Nebula in whatever zone they are in.

812.2 When a spell, ability, effect, or rule requires information about a Zero Dragon, if it is in the battle zone, it refers only to the information given by the side that is face up at the time it is applied. If it is in a zone other than the battle zone, either side may be treated as the front.

812.3 Zero Dragon Ritual and Zero Dragon Nebula are placed in the designated zone at the start of the game.

812.4 If an effect has a player name one card name, that player can name the card name on either one side of a Zero Dragon, but cannot name both.

812.4a Zero Dragon Ritual has a card name, but Zero Dragon Nebula has no card name.

813. Star Evolution Creature

813.1 A Star Evolution Creature is an Evolution creature that, when it would leave the battle zone, has only its top card leave instead.

813.1a The "when it would leave" effect of a Star Evolution Creature is a replacement effect. If another replacement effect is applied first when it would leave the battle zone, or if it leaves the battle zone because of another replacement effect, the "when it would leave" effect cannot be applied.

813.1b A Forbidden Star Evolution Creature is a Star Evolution Creature that can be put into the battle zone without needing an evolution source. When it would leave the battle zone, as with a Star Evolution Creature, only its top card leaves instead.

814. King Cell

814.1 A King Cell is a card that cannot be executed by itself. Only when a King Cell with the specified card name is in your hand or mana zone can it be executed as a combined card.

814.1a A King Cell by itself has no cost and no race; when its cost is referenced, treat it as 0.

814.1b Each King Cell has the civilization of its mana symbol's color. Even when combined, when a single card is referenced, it is treated as having only that civilization.

814.1c When executing King Cells as a combined card, you must pay the mana cost written in the upper left of the combined state. At this time, if some of the King Cells are in the mana zone, you can tap those cards, which are in a pending state, to pay the mana cost and civilizations. The King Cells combine after the cost is paid.

Example: To summon "Volzeos-Balamord" by combining it, you must pay 9 mana that includes mana of 5 civilizations.

Example: When you summon "Volzeos-Balamord" by combining "Shinsekaio no Ken'i" in your hand with "Shinsekaio no Shiso" and "Shinsekaio no Tōki" placed in your mana zone, you can also pay that mana cost from "Shinsekaio no Shiso" and "Shinsekaio no Tōki" in the mana zone.

814.1d If some of the King Cells making up a creature leave the battle zone, the remaining King Cells cannot exist in the battle zone and are immediately put into the graveyard.

814.1e When a King Cell leaves the battle zone, it is not treated as a creature leaving. However, replacement effects that apply when a creature leaves also apply when a King Cell leaves the battle zone.

815. S-MAX Evolution Creature

815.1 An S-MAX Evolution Creature is an Evolution creature that can be put into the battle zone without needing an evolution source.

815.1a Each player can have only 1 S-MAX Evolution Creature in the battle zone. If one player has 2 or more S-MAX Evolution Creatures in the battle zone, leave 1 of them and return all the rest to the hand. This is a static ability.

816. Hyper Mode

816.1 Some creatures have Hyper Mode. A creature with Hyper Mode has its Hyper Mode abilities and power written in addition to its normal abilities and power.

816.1a Normally, the normal abilities are written in the upper part of the text box, and the Hyper Mode abilities are written in the lower part.

816.1b Normally, the normal power is written in the lower left of the card, and the Hyper Mode power is written on the right.

816.2 While Hyper Mode is unleashed, the Hyper Mode abilities and power are active.

816.2a While Hyper Mode is unleashed, that creature has the Hyper Mode abilities active in addition to its normal abilities.

816.2b While Hyper Mode is unleashed, that creature's power becomes the Hyper Mode power. During that time, the normal power is not referenced.

816.2c While Hyper Mode is unleashed, that creature's Hyper Mode cannot be unleashed.

816.2d While Hyper Mode is unleashed, that creature's Hyper Activation cannot be activated.

Example: While the Hyper Mode of "Aoki Odo Dogiragon Cho" is unleashed, the Hyper Activation that "Aoki Odo Dogiragon Cho" has cannot be activated.

816.3 The Hyper Mode abilities and power are not enabled while the creature that has them is in a zone other than the battle zone, or while it is in the battle zone and Hyper Mode is not unleashed. During that time, treat it as not having the Hyper Mode abilities and power, and they are not referenced.

817. Dream Rare

817.1 A card whose rarity is Dream Rare has "Dream" as a special type.

817.2 While an element that has Dream as a special type (a Dream element), such as a Dream Creature, is in the battle zone, its owner cannot put an element with the same name into the battle zone.

Example: While you have your "Aoki Odo Dogiragon Cho" in the battle zone, you cannot summon or put "Aoki Odo Dogiragon Cho".

817.3 If, by some means, 2 or more Dream elements with the same name owned by one player come to be in the battle zone, they all remain in the battle zone.

Example: Even if your "Aoki Odo Dogiragon Cho" with a seal is in the battle zone, you can put "Aoki Odo Dogiragon Cho"; if the seal on it is removed, 2 "Aoki Odo Dogiragon Cho" remain in the battle zone.

818. Super Soul X

818.1 Some cards have Super Soul X. A card with Super Soul X has Super Soul X abilities in addition to its normal abilities.

Example: The Blocker of "Gayardo Sky-A3" is a Super Soul X ability.

818.1a Super Soul X abilities are always active as abilities of that card, just like normal abilities.

Example: You can put "Gayardo Sky-A3" from your hand with the effect of "Heaven's Gate". Also, "Gayardo Sky-A3" that is in the battle zone as a creature has Blocker.

818.1b While a card with Super Soul X is under a creature, the creature gains the Super Soul X abilities. This is an exception to 200.3a.

818.1c Some cards have a Soul icon written in their Super Soul X. While such a card is under a creature, the creature gains that Soul icon in addition to the Super Soul X abilities.

Example: "Jashin Taru Akumajin no Kakon" has Soul Soul in its Super Soul X. A creature that has this under it has Soul Soul.

819. WD Field

819.1 A WD Field is a kind of Twinpact card that contains two Fields in one card. For each of the two Fields, the position with its own name on top is the upright position.

819.1a When a WD Field is executed, it is put into the battle zone in the upright position of the Field on the side that was executed. When it is put into the battle zone by an effect, it is put into the battle zone in the upright position of the Field on the side being put.

Example: If you pay 3 cost and execute "Jiyu no Odo Momo Tenshukaku", it is put into the battle zone in a position where "Jiyu no Odo Momo Tenshukaku" is on top and "Kokoro no Odo Ryuo Bujin" is on the bottom.

Example: When you put a WD Field from the mana zone with the ability of your "Shinmuryu Fiona Forest", you designate one of the two sides, and it is put into the battle zone in the position where that side is on top.

819.1b While a WD Field exists in the battle zone as a WD Field, only the information of the one side that is always in the upright position is referenced. However, it may change into the WD Field on the other side through the WD Field's own effect or the like. In that case, turn the WD Field upside down so that the other side is in the upright position.

Example: When your Dragon is destroyed while "Jiyu no Odo Momo Tenshukaku" is in the battle zone, "Jiyu no Odo Momo Tenshukaku" becomes "Kokoro no Odo Ryuo Bujin" through its own ability. At this time, turn "Jiyu no Odo Momo Tenshukaku" upside down so that the "Kokoro no Odo Ryuo Bujin" side is in the upright position.

819.1c When a WD Field is left in the battle zone through a Reconstruction, regardless of the phase that WD Field was in, its owner leaves it in the battle zone with whichever side they want in the upright position.

820. Duel Mate

820.1 A Duel Mate is not like a normal card, which has a Duel Masters card face on one side and a Duel Masters card back on the other; instead, it is a card with a Duel Masters card face on both sides.

820.1a Each player can see both sides of a Duel Mate in whatever zone it is in.

820.2 Each side of a Duel Mate has its own independent set of characteristics.

820.3 When a spell, ability, effect, or rule requires information about a Duel Mate, it refers only to the information given by the side that is face up at the time it is applied.

820.4 A Duel Mate is placed in the hyperspatial zone at the start of the game.

820.4a A Duel Mate cannot be executed by paying its mana cost.

820.4b When a Duel Mate is put into a zone other than the battle zone, it immediately returns to the hyperspatial zone.

821. Duel Mate Super Creature

821.1 A Duel Mate Super Creature is a creature made up of multiple Duel Mate Cells, and it is also treated as a Duel Mate Creature.

821.1a A Duel Mate Super Creature is not affected by summoning sickness.

821.1b A Duel Mate Cell by itself has no cost and no race; when its cost is referenced, treat it as 0.

821.1c When a Duel Mate Cell leaves the battle zone, it is not treated as a creature leaving. However, replacement effects that apply when a creature leaves also apply when a Duel Mate Cell leaves the battle zone.

821.1d Each Duel Mate Cell has the civilizations of the Duel Mate Super Creature.

822. G Castle

822.1 A G Castle is a special Castle that behaves differently from a normal Castle. When card types are referenced, it is also treated as a Castle.

822.2 The turn player can execute a G Castle from their hand during their main step.

822.2a When a G Castle is executed, it is made into a new shield, face up, in your shield zone.

822.2b Unlike a Castle, a G Castle cannot be Fortified.

822.3 When a G Castle that is face up in the shield zone would leave, it is put into the graveyard instead.