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
This would completely change the effect tho. They probably do the same with Tortoise: Just delete the effects that cannot work in this game. Even without the 4+/5 effects this card would still be decent.
Or they could add a skill which simulates the 4+/5 effects. I mean, they did the same for destiny board (somehow)
I could see them giving us a skill that lets you start with Rainbow Ruins (removing the final two effects) and having an additional effect to Special Summon a Crystal Beast from your backrow. (Either once per Duel, or due to LP loss like the Draw Senses.) I doubt it'll ever be a standalone card, though.
Even with only 3 effects, this card would still be good for Jesse, specially as a skill