
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
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.
To push attacks through without Spell/Trap interference.
- 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.