
Infinite Impermanence
Normal Trap
Card text
Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.
- Property
- Normal
Explained
Target 1 face-up monster your opponent controls and negate its effects until the end of the turn. If you control no cards, you can activate it from your hand.
On a face-up monster whose effect your opponent's turn depends on. From the hand when your field is empty, typically when you go second.
- Targeting a Normal Monster, a Token, or a monster that's already negated. None of those are legal targets.
- Expecting the column effect when activated from the hand. It only applies if the card was Set before activation.
- Using it in the Damage Step. Its FAQ says it can't be activated then.
How it works
Infinite Impermanence is a Normal Trap. Target 1 face-up monster your opponent controls and negate its effects until the end of the turn.
If it was Set before you activated it and is still on the field when it resolves, it also negates all other Spell/Trap effects in its column for the rest of the turn.
If you control no cards, you can activate it straight from your hand, on either player’s turn.
When to use it
From the hand, Imperm works like a hand trap: an answer to a key monster before you’ve played anything. When Set, the column bonus can also shut down a Spell or Trap in the same column.
Rulings in plain English
What can I target? A face-up monster in your opponent’s Monster Zone. Not a Normal Monster (unless it’s a Gemini), not a Token, and not a monster whose effects are already negated.
When does the column effect apply? Only if the monster’s effects were actually negated, Imperm was Set before activation, and it’s still in the Spell & Trap Zone at resolution. The column is wherever Imperm is when it resolves, and cards placed in that column later that turn are negated too.
What if the monster flips face-down? The negation stops applying.
What if the monster leaves the field to activate its own effect? If it leaves the Monster Zone as a cost, or because of something chained, the negation doesn’t happen.
Is the hand activation an effect? No, it’s a rule on the card. You place Imperm in your Spell & Trap Zone and activate it.
Related cards
Effect Veiler is another way to negate a monster on your opponent’s turn.