Sekka's LightLimited

Sekka's Light

Normal Spell

Card text

If you have no Spells/Traps in your GY: Draw 2 cards, also, for the rest of this Duel after you activate this card, you cannot activate Spell/Trap Cards or effects, except "Sekka's Light". You can banish this card from your GY; reveal 1 monster in your hand, shuffle it into the Deck, then, draw 1 card. You can only use each effect of "Sekka's Light" once per turn.

Property
Normal

Explained

What it does

A Normal Spell. If you have no Spells/Traps in your GY, draw 2, but for the rest of the Duel you can't activate Spell/Trap Cards or effects except "Sekka's Light". From the GY, banish it to shuffle a monster from your hand into the Deck and draw 1.

Play it when

In monster-only decks that don't run other Spells/Traps; Limited to 1 copy in the TCG.

Common mistakes
  • Planning to activate Pendulum Monsters in the Pendulum Zone afterwards. That counts as activating a Spell.

How it works

Status: Limited in the TCG (Sept 21, 2026 list), so you can run 1 copy.

  • Activation: If you have no Spells/Traps in your GY, draw 2 cards. For the rest of the Duel after you activate it, you can’t activate Spell/Trap Cards or effects, except “Sekka’s Light”.
  • From the GY: Banish this card; reveal 1 monster in your hand, shuffle it into the Deck, then draw 1.

Each effect is once per turn.

Rulings in plain English

Once per turn: Even if its activation was negated, you can’t activate a second copy that turn.

Lock: Covers Spell/Trap Cards and effects, activating Pendulum Monsters as Spells (including into the Pendulum Zone), and effects of monster cards in your Spell & Trap Zone.

GY effect: Only in your Main Phase, as Chain Link 1. Shuffling back and drawing aren’t simultaneous.

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