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HOME > Yu-Gi-Oh! Card Search > Search result
With the effect of "Spell effects cannot activate". Search result Showing 1 to 30 of 242
With the effect of "Spell effects cannot activate".
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Rating Score | Card Name | Card-Type | ||||
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Attribute | Level | Type | ATK | DEF | ||
▶︎ Deck | 8.9 (8) | Gravekeeper's Trap | Continuous Trap | |||
While "Exchange of the Spirit" is in your GY, your opponent cannot activate the effects of cards in the GY, or Special Summon monsters from the GY. You can only use each of the following effects of "Gravekeeper's Trap" once per turn. During the Main Phase: You can discard 1 card; add 1 "Gravekeeper's" or EARTH Fairy monster from your Deck to your hand. During your opponent's Draw Phase, before their normal draw, if this card is already face-up on the field: Declare 1 card name; look at the card(s) drawn for their normal draw, and if it was the declared card, send it to the GY. | ||||||
▶︎ Deck | 8.8 (13) | Abyss-sphere | Continuous Trap | |||
Special Summon 1 "Mermail" monster from your Deck. Its effects are negated. You cannot activate any Spell Cards. When this card leaves the field, destroy that monster. Destroy this card during your opponent's next End Phase after activation. | ||||||
▶︎ Deck | 8.8 (45) | Anti-Spell Fragrance | Continuous Trap | |||
Both players must Set Spell Cards before activating them, and cannot activate them until their next turn after Setting them. | ||||||
▶︎ Deck | 8.3 (14) | Pollinosis | Counter Trap | |||
When a monster(s) would be Normal or Special Summoned, OR a Spell/Trap Card is activated: Tribute 1 Plant monster; negate the Summon or activation, and if you do, destroy that card. | ||||||
▶︎ Deck | 7.6 (30) | Cursed Seal of the Forbidden Spell | Counter Trap | |||
When a Spell Card is activated: Discard 1 Spell; negate the activation, and if you do, destroy it, and if you do that, your opponent cannot activate Spell Cards with that name for the rest of this Duel. | ||||||
▶︎ Deck | 7.5 (4) | Protection of the Elements | Counter Trap | |||
When a Spell/Trap Card is activated: Banish 1 face-up "Elemental HERO" monster you control until the End Phase; negate the activation, and if you do, destroy that card. If you control "Elemental HERO Terra Firma": You can banish this card from your GY; Special Summon 1 of your "Elemental HERO" monsters that is banished, or in your hand or GY, ignoring its Summoning conditions. You can only use this effect of "Protection of the Elements" once per turn. | ||||||
▶︎ Deck | 7 (10) | Sales Pitch | Normal Trap | |||
If your opponent adds a card(s) from the Deck to their hand, except by drawing them, by their card effect: Reveal 1 card from your Deck, and add it to your hand, but you cannot activate cards, or the effects of cards, with that name for the rest of this turn. You can only activate 1 "Sales Pitch" per turn. | ||||||
▶︎ Deck | 5.7 (13) | Xing Zhen Hu Replica | Continuous Trap | |||
Select 1 Set Spell/Trap Card on the field. It cannot be activated. Cards and effects cannot be activated in response to this card's activation. | ||||||
▶︎ Deck | 5.4 (14) | Xing Zhen Hu | Continuous Trap | |||
Activate by selecting 2 Set Spell or Trap Cards on the field. The selected Spell or Trap Cards cannot be activated. | ||||||
▶︎ Deck | 5.3 (15) | Penalty Game! | Normal Trap | |||
When your opponent has 4 cards in their hand: Activate 1 of these effects. ●Your opponent cannot draw during their next Draw Phase. ●Your opponent cannot activate Spell/Trap Cards this turn. |
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▶︎ Deck | 4.8 (12) | Armageddon Designator | Normal Trap | |||
Banish 1 card from your hand; neither player can activate cards, or the effects of cards, with that name for the rest of this Duel. | ||||||
▶︎ Deck | 4.8 (4) | A.I. Challenge You | Continuous Trap | |||
Monsters your opponent controls lose 100 ATK for each card you control. If your "@Ignister" monster battles, your opponent cannot activate cards or effects until the end of the Damage Step. When your "@Ignister" monster is destroyed by battle: You can target 1 other Cyberse monster with 2300 ATK in your GY; Special Summon it. You can only use this effect of "A.I. Challenge You" once per turn. | ||||||
▶︎ Deck | 4.7 (14) | Hi-Five the Sky | Normal Trap | |||
During your Battle Phase: Target 1 face-up Xyz Monster that attacked this turn; it can make a second attack during this Battle Phase. If it does so using this effect, your opponent cannot activate cards or effects until the end of the Damage Step. | ||||||
▶︎ Deck | 4.7 (7) | Sanguine Swamp | Continuous Trap | |||
If you control any other Spell or Trap Cards, destroy this card. Face-down Spell and Trap Cards cannot be activated. Destroy this card during your 2nd Standby Phase after activation. | ||||||
▶︎ Deck | 4.4 (8) | Ritual Buster | Normal Trap | |||
Activate only when a Ritual Monster is Ritual Summoned. Your opponent cannot activate any Spell or Trap Cards or use their effects until your next Standby Phase. | ||||||
▶︎ Deck | 3.7 (9) | Nordic Relic Laevateinn | Normal Trap | |||
Target 1 face-up monster on the field that destroyed a monster by battle this turn; destroy it. Cards and effects cannot be activated in response to this card's activation. | ||||||
▶︎ Deck | 3.2 (10) | Talisman of Spell Sealing | Continuous Trap | |||
You can only activate this card while there is a face-up "Sealmaster Meisei" on your side of the field. While this card is face-up on the field, Spell Cards cannot be activated and the effects of face-up Spell Cards on the field are negated. When "Sealmaster Meisei" is removed from the field, destroy this card. | ||||||
▶︎ Deck | 3 (2) | Ancient Warriors Saga - Defense of Changban | Continuous Trap | |||
If your "Ancient Warriors" monster battles, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step. You can only use 1 of the following effects of "Ancient Warriors Saga - Defense of Changban" per turn, and only once that turn. ●At the start of your opponent's Battle Phase: You can send this face-up card from your Spell & Trap Zone to the GY; monsters your opponent controls cannot target "Ancient Warriors" monsters for attacks this turn. ●When an opponent's monster declares an attack: You can banish this card from your GY; Special Summon 1 "Ancient Warriors" monster from your Deck. |
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▶︎ Deck | 2.1 (18) | Tyrant's Tantrum | Continuous Trap | |||
Activate by Tributing 2 monsters. Your opponent cannot activate a Spell Card unless they also send 1 Spell Card from the Deck to the Graveyard. | ||||||
▶︎ Deck | 1.8 (10) | Stardust Wish | Continuous Trap | |||
Once per turn, if a "Stardust" Synchro Monster you control is Tributed to activate its own effect (except during the Damage Step): You can target that monster; Special Summon it. Your opponent cannot activate cards or effects in response to this effect's activation. Monsters Special Summoned by this effect cannot be destroyed by battle while in Attack Position. | ||||||
▶︎ Deck | 1.7 (15) | Dust Storm of Gusto | Normal Trap | |||
Your opponent cannot activate cards or effects when "Gusto" monsters you control declare their attacks this turn. | ||||||
▶︎ Deck | 1.5 (8) | Mutually Affured Destruction | Normal Trap | |||
Both players must keep their hands revealed this turn. While their hands are revealed by this effect, if they both have a card with the same name in their hands, neither player can activate cards with that name, or their effects. | ||||||
▶︎ Deck | 1.3 (15) | Odin's Eye | Continuous Trap | |||
Once per turn, during each player's Standby Phase: You can target 1 "Aesir" monster you control; negate its effects until the end of this turn, and if you do, look at all cards in your opponent's hand and all Set cards they control. Your opponent cannot activate cards or effects in response to this effect's activation. | ||||||
▶︎ Deck | 9.9 (14) | Thunder Dragon Fusion | Normal Spell | |||
Fusion Summon 1 Thunder Fusion Monster from your Extra Deck, by shuffling the Fusion Materials listed on it into the Deck, from among your cards on the field, in your GY, and/or your face-up banished cards. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; add 1 Thunder monster from your Deck to your hand. You can only use each effect of "Thunder Dragon Fusion" once per turn. | ||||||
▶︎ Deck | 9.9 (21) | Trickstar Light Stage | Field Spell | |||
When this card is activated: You can add 1 "Trickstar" monster from your Deck to your hand. Once per turn: You can target 1 Set card in your opponent's Spell & Trap Zone; while this card is in the Field Zone, that Set card cannot be activated until the End Phase, and your opponent must activate it during the End Phase or else send it to the GY. Each time a "Trickstar" monster you control inflicts battle or effect damage to your opponent, inflict 200 damage to them. | ||||||
▶︎ Deck | 9.9 (18) | Magical Meltdown | Field Spell | |||
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. | ||||||
▶︎ Deck | 9.5 (32) | Forbidden Droplet | Quick-Play Spell | |||
Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn. | ||||||
▶︎ Deck | 9.4 (70) | Instant Fusion Limited | Normal Spell | |||
Pay 1000 LP; Special Summon 1 Level 5 or lower Fusion Monster from your Extra Deck, but it cannot attack, also it is destroyed during the End Phase. (This is treated as a Fusion Summon.) You can only activate 1 "Instant Fusion" per turn. | ||||||
▶︎ Deck | 9.4 (22) | Double Evolution Pill | Normal Spell | |||
Banish 1 Dinosaur monster and 1 non-Dinosaur monster from your hand and/or GY; Special Summon 1 Level 7 or higher Dinosaur monster from your hand or Deck, ignoring its Summoning conditions. You can only activate 1 "Double Evolution Pill" per turn. | ||||||
▶︎ Deck | 9.4 (5) | Sweet Dreams, Nemleria | Normal Spell | |||
Add 1 "Nemleria" monster from your Deck to your hand, then, if you have "Dreaming Nemleria" face-up in your Extra Deck, your opponent cannot activate cards or effects this turn when a "Nemleria" monster(s) is Normal or Special Summoned. You can place this card from the GY on the bottom of your Deck, then target 1 "Dreaming Nemleria" you control; add it to the Extra Deck face-up. You can only activate 1 "Sweet Dreams, Nemleria" per turn. | ||||||
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