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Cynet Conflict

When a Spell/Trap Card, or monster effect, is activated while you control a "Code Talker" monster: Negate the activation, and if you do, banish that card, and if you do, your opponent cannot activate cards, or effects of cards, with the same original name as that card that was banished, until the end of the next turn. You can only activate 1 "Cynet Conflict" per turn.

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Card Type
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Trap

Category
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Counter Trap

Archetypes

Cynet

Alternate Artwork

Sets

  • FIGA-EN042
    SR

    Fists of the Gadgets

  • GFP2-EN173
    UR

    Ghosts From the Past: The 2nd Haunting