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Anti-Magic Arrows | Decks and Ruling

This page notes details of Anti-Magic Arrows (Spell Card/Quick-Play) : decks, tips, effect and rulings. Learn and enjoy playing Yu-Gi-Oh! Duel Links!
update 30/03/2020

Anti-Magic Arrows

Anti-Magic Arrows
TypeSpell Card
PropertyQuick-Play
Card Effect TypeActivation requirement / Card effect / Condition
Passcode97120394

text

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.

How to get / rarity

Pack--
Level-up reward--
Victory against--
Card trader--
OtherArkana Event

Evaluation

Rating-/10

Pros

  • Good card to prevent Spell/Trap cards of your opponent during Battle Phase.

Cons

  • Also disables activation of your own Spell/Trap cards.

Tips, related cards, skills

Decks

Rulings

Classifications

Monster/Spell/Trap categoriesPrevents activation of Spell Cards / Prevents activation of Trap Cards / Prevents activation of Effect Monsters / Prevents responding to its activation

Comments

Hot New Top
Anonymous
That's 🔥, cards that cannot be countered should not be legal :(
Anonymous
So...no Polymerization, Ritual or Special Summons?
<< Anonymous
MarcusRC Reply
Indeed Im very disappointed too
Anonymous
phenomenal farming potential
<< Anonymous
Anonymous Reply
farming? this a meta card in every aspect oof the game
Daemon Blitzkrieg
Ok guys, calm down and lemme try to explain this card while spitting that it is not this card's fault it confusing, blame the game and the 4 ways cards are considered "Activated".

Initial: The moment a card hits the field and the most common.

Ignition: Aka, The Cost to Initially Activate a card. For TK, that's the Banish 3cards bit.

Continuous: The Effect that often can't be stopped until the card is removed from the field. This is why Angel07 can't stop cards like Leotaur's buff effect.
For TK, this is the "opponent target a Too monster with card effects".

Finally, Trigger: These effects require a condition to be activated, something like "when this Monster is ___ from ___ blah blah". Easy example is everyone's favorite card, Nephtys (the Phoenix). Its summon from the Grave is a Trigger because the right conditions were met the turn before. These effects are honestly the more predictable.
And for TK, it's protection effects are Triggers, not Continuous.

Now, apply that Magic Arrow 'tis father is Cold Wave and we know that these cards CAN NOT stop Continuous Effects, like A.Forces. For TK, every effect of it except the Untargetable Toons. If it applies in any other way, then we need an absolute ruling from Konami about this.
(Btw, there are none for Magic Arrows & TK specifically and officially)
Anonymous
I see. My luck has been better in this than in Super Joke-y event. Already got 2 of this on the first day.

Daemon Blitzkrieg
Sweet Fluffn' Madness, how is this card even Legal?!
<< Anonymous
Anonymous Reply
The protection effect TK has is never activated, but instead continuously applied, meaning this card doesn't do anything to TK. Yugioh rulings are wack sometimes lol
<< Anonymous(I have a question)
makes no sense Reply
what's the point of having counter traps in this game when they can't even counter certain cards, exception on top of exception...
<< Anonymous(Daemon Blitzkrieg )
sjp91 Reply
I suppose the best way to get around this card is to try and make sure your opponent isn't in a situation where this card can turn the tables for,obviously that's easier said than but there's not much else you can do once this card goes off
<< Anonymous(I have a question(2))
Anonymous Reply
Your opponent can't activate cards in response to it. So once this card hits the mat, they can't pop anything else until the end of that battle phase.
Anonymous
HAHAHA. Take that, money wall and headlong users...

until you meet ebola. Crap
Anonymous
Not rip toon. Read the card: 'cannot be activated' toon kingdom will be activated outside battle phase and not be stopped.
<< Anonymous(xox)
Anonymous Reply
This should be an easy call on the ruling. It should absolutely shut down TK. The card reads 'Spell/Trap cards, AND THEIR EFFECTS, cannot be activated'.
<< Anonymous(xox)
Anonymous Reply
xox I don't want to be rude, but in that case is you who needs to understand more. Compare magic jammer with this card is just a mistake. Magic jammer can only prevent a spell to active, thats why you cannot use it after TK is on the field. But Anti-Magic Arrows effects says "Spell/Trap Cards, AND THEIR EFFECTS" wich means the turn you active it, you can destroy toon monsters by battle
<< Anonymous
Anonymous Reply
I never used toons. And from the simple cards description u can not stop toon world. Besides its op af
<< Anonymous
Realm Reply
It doesnt stop toon world, TWs effect to save monsters isnt an activated (trigger) effect.

Hanabi
I wonder if Counter Trap Card would work against this card.
<< Anonymous(Hanabi)
Anonymous Reply
Counter Traps works as long as the activation condition is met, so cards like Magic Drain and Ultimate Providence can stop it.
<< Anonymous
Anonymous Reply
The texts say "Cards and effects cannot be activated in response to this card's activation." so no counter card can be used against this card.
<< Anonymous(Hanabi)
Hinata Reply
yeah, its like Spiritual ism who can't be countered

gonna change MW with ATH :)
<< Anonymous(Hinata)
Hanabi Reply
You are here, Onee-chan! :)
Anonymous
Anti magic arrows could be used for farming decks. maybe for kaiba, to eliminate his econs. Am i right? I'm too stupid to storm his all his econs at the last turn..
Anonymous
Good to see we can have one after 15duels. When the droprates are bad, at least we have that, haha.
<< Anonymous
Anonymous Reply
yeah, so we can forget about that Insight. Sigh
<< Anonymous
Hanabi Reply
Please don't mention the card name, it hurts, Super Joke is so stingy.
<< Anonymous
Red-Eyes Insight Reply
I'm hoping you can forget me. :)
Anonymous
Sphere Kuriboh is good again

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