Spell and Traps The archetype has 3 Spells and 1 Trap, and all of them except a Spell revolve around creating Kaiju Counters
Strategies from many different eras in Yu-Gi-Ohs history, like Dragunity, Shaddoll, and Cipher will be bolsteredTwo Brand-New Themes The villainous Spectres Sunavalon strategy from Yu-Gi-Oh VRAINS takes root in Ghosts From the Past This Plant-based Link Summoning theme lays out a cunning web of interconnected monster effects to trap unsuspecting Duelists
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No hand can hold up to this black enchantment for very long
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That's Orim's Chant in a nutshell: good for stopping an opponent in the middle of his combo while he has a bazillion mana floating and damned if he isn't going to take mana burn and die, but don't you just wish it was a cantrip