
Magical Meltdown
Field Spell
Card text
When this card is activated: You can add 1 "Aleister the Invoker" from your Deck to your hand. The activation of your cards and effects that include an effect that Fusion Summons a Fusion Monster cannot be negated, also your opponent's cards and effects cannot activate when a monster is Fusion Summoned this way. You can only activate 1 "Magical Meltdown" per turn.
- Property
- Field
Explained
When activated, you can add "Aleister the Invoker". Your cards and effects that Fusion Summon can't have their activation negated, and your opponent can't activate cards or effects when a monster is Fusion Summoned that way.
In Invoked and other Fusion decks to protect Fusion Summons.
- Expecting the no-response lock after a Fusion Summon at Chain Link 2 or later followed by more resolving. Your opponent can respond then.
- Expecting the search when another card puts it on the field.
How it works
Magical Meltdown is a Field Spell. You can only activate 1 per turn.
- When activated: You can add 1 “Aleister the Invoker” from your Deck to your hand.
- Continuous: The activation of your cards and effects that include Fusion Summoning a Fusion Monster can’t be negated, and your opponent can’t activate cards or effects when a monster is Fusion Summoned this way.
Rulings in plain English
Search: Part of the card’s activation, whether from the hand or Set. You choose when it resolves. If another card’s effect activates it, you don’t get the search.
Lock timing: If your Fusion Summon happened at Chain Link 1 with nothing after it, your opponent can’t respond. If it happened at Chain Link 2 or later, or something else resolved after it, they can.
Treated as Fusion Summon: Effects that Special Summon a monster treated as a Fusion Summon also can’t be negated, and your opponent can’t respond to that summon.