You must have this many "Crystal Beast" cards in your Spell & Trap Card Zone to activate and resolve these effects. ● 1+: This card cannot be destroyed by card effects. ● 2+: Once per turn (including the opponent's) you can halve the Battle Damage you take. ● 3+: During either player's turn, when a Spell/Trap Card is activated: You can send 1 "Crystal Beast" monster you control to the Graveyard; negate the activation, and if you do, destroy it. ● 4+: Once per turn, during your Main Phase: You can draw 1 card. ● 5: Once per turn, during your Main Phase: You can target 1 "Crystal Beast" card in your Spell & Trap Card Zone; Special Summon that target.
How to Get
Sends from your field to your Graveyard for cost / You draw cards
Cannot be destroyed by card effects / Negates the activation of Spell Cards / Negates the activation of Trap Cards / Destroys Spell Cards / Destroys Trap Cards
Well, I didn't say it would work WELL lol. It's sad but Crystal Beasts just probably won't be competitive in the speed format. But as far as I can tell, Crystal Beasts don't have anything better to fill their field spell zone, so I don't see why they can't give them this card and allow the 1~3 effect. (Even if no one would actually want to completely clog their S/T zone most of the time.)
It would have to be an ability for Jessie that'll expand his S/T Zones to 5 and have Ancient Ruins as the 1st card in his hand (to be fair).
But otherwise, as I've said before, The Crystal Beasts absolutely can not use their full potential in Duel Links. Which begs the question as to why Jessie & the CBs where added w/o a way to maximize them.