Red RebootForbidden

Red Reboot

Counter Trap

Card text

When your opponent activates a Trap Card: Negate the activation, and if you do, Set that card face-down, then they can Set 1 other Trap directly from their Deck. For the rest of this turn after this card resolves, your opponent cannot activate Trap Cards. You can activate this card from your hand by paying half your LP.

Property
Counter

Explained

What it does

A Counter Trap. When your opponent activates a Trap Card, negate the activation and Set that card face-down; then they can Set 1 Trap from their Deck. They can't activate Trap Cards for the rest of the turn. You can activate it from your hand by paying half your LP.

Play it when

It can't be used in Advanced Format; it's Forbidden in the TCG.

Common mistakes
  • Chaining it to the effect of a face-up Trap. It only answers the activation of a Trap Card.

How it works

Status: Forbidden in the TCG (Sept 21, 2026 list), so it can’t be used in Advanced Format.

Red Reboot is a Counter Trap. When your opponent activates a Trap Card: negate the activation, and if you do, Set that card face-down, then they can Set 1 other Trap directly from their Deck. For the rest of the turn after it resolves, your opponent can’t activate Trap Cards. You can activate it from your hand by paying half your LP.

Rulings in plain English

What it answers: Chain it directly to the activation of a Trap Card, not to the activated effect of a Trap already on the field. Usable in the Damage Step.

Order: Negate and re-Set first; only then can your opponent Set a Trap from the Deck. Not simultaneous. Setting from the Deck is their choice.

Lock: Applies whether or not they Set a Trap. It only stops activating Trap Cards; effects of face-up Traps, or Trap effects used from the GY or banishment, are still allowed.

From the hand: Paying half your LP is a cost. You can do it on either player’s turn.

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