PLAY'S Seal | |
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DM-Wiki: | Article |
Category: | Puts Seals |
PLAY'S Seal is a keyword action.
Details[]
The mechanic was introduced in DMPP-27 DISASTER OF X, along with the Forbidden Impulses and Forbidden Creature card types that utilize them.
When you put the Forbidden Impulse into the battle zone, you put a varying amount of cards listed on the Impulse from the top of your deck onto the Impulse face down.
- To flip over the Impulse to it's creature side, you have to put all the seals into your graveyard by putting a card with a Command race that has the same civilization as the sealed card into the battle zone. Seals are put into the graveyard before the creature's 'Come Into Play' abilities trigger.
Certain cards can also allow you to seal your opponent's creatures.
- Your opponent's creatures are sealed by putting the top card of their deck onto them face down.
- While an opponent's creature is sealed, the sealed creature isn't treated as a creature, can't leave the battle zone, can't attack, can't block and can't trigger any abilities listed on it and is treated as if the creature wasn't there. They still however count towards the 7 cards as the maximum limit in the battle zone.
- These seals can removed by putting cards with a Command race that have the same civilization as the sealed card into the battle zone or by paying 5 mana during your main step.
- You can't pay this mana to remove any PLAY'S Seals on your Forbidden cards.
Example[]
Forbidden ~The Sealed X~ |
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Fire ![]() ![]() |
■ At the start of the game, put this into the battle zone with 6 PLAY'S Seals on it. ■ Can't leave the battle zone. ■ Forbidden Liberate: When this impulse has no PLAY'S Seals on it, flip it to Dokindam X, The Legendary Forbidden. |
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