Anti-Magic Arrows

Anti-Magic Arrows

Quick-Play Spell

Card text

At the start of the Battle Phase: For the rest of this turn after this card resolves, neither player can activate Spell/Trap Cards, or their effects. Neither player can activate cards or effects in response to this card's activation.

Property
Quick-Play

Explained

What it does

At the start of the Battle Phase, activate it; for the rest of the turn, Spell/Trap Cards and their effects can't be activated. Nothing can be activated in response to it.

Play it when

To push attacks through without Spell/Trap interference.

Common mistakes
  • Activating it outside the start of the Battle Phase.
  • Forgetting it stops your own Spells/Traps too.

How it works

Anti-Magic Arrows is a Quick-Play Spell. At the start of the Battle Phase: for the rest of the turn after it resolves, Spell/Trap Cards and their effects can’t be activated. Cards and effects can’t be activated in response to it.

Rulings in plain English

Timing: Only during the start step of the Battle Phase, on either player’s turn. It doesn’t target, and you can activate it even with no other Spells/Traps on the field.

Who it affects: Both players, until the end of the turn.

Anti-Spell Fragrance.

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