At the start of the Battle Phase: For the rest of this turn after this card resolves, Spell/Trap Cards, and their effects, cannot be activated. Cards and effects cannot be activated in response to this card's activation.
My question is that it says ..."spell/trap OR THEIR EFFECTS. So if it's a trigger effect like toon kingdom, it's should be able to activated right? So when I turn toon summon skull to defense, and then play anti magic arrows, they SHOULD NOT BE ABLE TO ACTIVATE TOON KINGDOMS EFFECT TO DISCARD A CARD OUT THEIR DECK TO NEGATE THE ATTACK! It says it right their in the card. Or else it wouldn't say spell traps OR meaning active cards face up. Sry but that's a glitch they have to fix. It's a perfect counter for toon kingdom and a lot of other cards
I am almost sure that it work against toon kingdom, since it says "Spell/Trap Cards, and their effects". Since it stops their effects, toon kingdom can not be used. Magic jammer only prevents spell cards to be activeted
Fun fact: even toons are in serious trouble with this card because this card blocks Toon Kingdom's protection as well, meaning heavy flame knight + anti-magic arrows = rip or super headlong rush (before battle phase that is) + this = rip toons
Toon Kingdom's protection is a continuous effect that applies when a toon monster would be destroyed, it doesn't activate, so Anti-Magic doesn't work against it. It's the same for Machine Angel Ritual.
Mark my words. This will be a STAPLE in Gladiator Beast deck.
Eevee, A quickplay spell card can not be used the turn you set it just like a trap card. But you can use it from your hand during the battle phase. In this case, if you want to rush your opponent with your monsters, you can active it from your hand once you start your battle phase.