Seal | |
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Dmwiki.net: | Article |
Category: | Puts Seals |
Seal is a keyword action.
Details[]
The mechanic was introduced in DMR-19 Forbidden Dokindam X, along with the Forbidden Impulses and Forbidden Creature card types that utilize them
These new cards are put into Forbidden Impulses, and 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 the creature side, you have to put all the seals into your graveyard by putting a Command that has the same civilization as the sealed card into the battle zone. Seals are put into the graveyard before the creature's on-play effects trigger.
Certain cards can also allow you to seal your opponent's creatures. Your opponent's creatures are sealed by placing 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. The seals can be removed by card removal, by putting commands that have the same civilization as the sealed card into the battle zone or by various card effects such as Liberation of the End.
Seals are the strongest form of Removal in Duel Masters as the creatures don't leave the battle zone and don't trigger leave or Put Into Graveyard abilities, but also denies their existence. However, it is ineffective against decks with huge amounts of Commands as they can easily deny the removal. However, it can still disrupt the opponent's plans by making his key cards unrecoverable, or even deck out the opponent when he has too many creatures in the battle zone.
The CoroCoro Comic issue that revealed Forbidden ~The Sealed X~ had the text for removing seals written in the Forbidden Characters cipher. When decoded into English, it was written as the following;
“ | whenever a player puts a command into the battle zone, he puts seal from one of his cards into graveyard.
Whenever a player puts a command into the battle zone, he puts seal from one of his cards into graveyard. |
” |
List of cards that deal with Sealing and Unsealing[]
Cards that seal your opponent's creatures:
- Blackzone, Forbidden Lightning Sonic
- Dokindam X, The Legendary Forbidden
- Dormageddon X, Forbidden Armageddon
- Redzone X, Forbidden Lightning Sonic
- Forbidden Shadow ~Dokindam Soul~
- The End of X
- Dokindam Apocalypse
- Order's Will
- Dormageddon Bigbang
- Redzone Basara, Final Awakened
- Hyperspatial Basara Hole
- Final Forbidden Redtron, D2V3 / Forbidden Hand
Cards that seal your creatures:
Cards that specifically remove your seals:
- Trooper, Forbidden U
- Dekaruba, Forbidden V
- Liberation of the End
- The End of X
- Dokindam Area, Forbidden of D
Cards that seal themselves with an ability:
- Forbidden Shadow ~Dokindam Soul~
- VV-8, Forbidden Machine
- Forbidden ~Moment of Awakening~
- Forbidden ~The Sealed X~
- FORBIDDEN STAR ~World's Last Day~
- Dokindam Apocalypse
- FORBIDDEN SUNRISE ~Dawn of Forbidden~
- Black Lotus
- Forbidden ~The Released X~
Cards that control unseal removal:
- Forbidden
- Dormageddon X, Forbidden Armageddon (Seals sent to a graveyard only.)
- FORBIDDEN STAR ~World's Last Day~ (Limits your seal removal only to summoning darkness or fire commands that cost 5 or more, or via ZERO.)
Rulings[]
- If a creature is unsealed any time besides the start of the turn, if it is tapped, it doesn't untap until the start of its owner's next turn.
- When choosing cards with Card Based Removal, a seal is treated as having a cost of 0.
- When you put a multicolored Command into the Battle Zone, you may unseal one monocolored creature which matches a civilization with it.
- To successfully unseal a multicolored creature, you must put a Command into the battle zone with one of the matching civilizations.
- Putting a Zero Civilization command into the battle zone doesn't remove seals from Zero Civilization creatures as Zero is not a civilization.
Example[]
Forbidden ~The Sealed X~ |
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Fire / Forbidden Impulse |
■ At the start of the game, put this Impulse into the battle zone and put 6 seals on it. ■ This Impulse can't leave the battle zone. ■ Forbidden Liberate — When this card has all seals removed, flip it. (When you seal a card, put the top card of your deck on that card face down. Whenever a Command is put into the battle zone, its owner puts a seal from one of his cards that has the same civilization as that Command into his graveyard. While a creature is sealed, both players ignore that creature.) |
99 Dokindam X, The Legendary Forbidden |
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Fire / Forbidden Creature 99999 |
■ Triple breaker ■ When this card is Forbidden Liberated, your opponent puts a seal on each of his creatures. ■ Whenever your opponent would choose a creature with a spell that costs 4 or less, he can't choose this one. ■ If this card is anywhere other than the battle zone, you lose the game. |
Related flavor texts[]
Card: | Flavor text: |
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Decca Polka | The Revolution Zero Dragon, the situation of the Revolutionaries shifted. But, in the back the seal of Forbidden was about to be solved. |
Mokomukku, Snow Faerie | When the Forbidden is unsealed, the world will end, and the one who the unsealed it will not be left unharmed. ─Remaining tradition in the "snow mountain wall" |
Phenecdra, Founderkind | Dokindam X, the real identity of the forbidden power sealed before the continent came to be. When its Seal is broken, the world will return to nothing. |
Sonic Boom, Sonic | We Sonic Invaders had been used to release the seal of Dokindam X... --─Sonic Boom, Sonic |
Gallery[]
Rulings[]
From the Duel Masters - General Game Rules: Version 1.41 (April 12, 2024)
- 701.23. Remove a Seal
- 701.23a Removing a seal is the action of moving a seal from the battle zone to another zone.
- 701.23b If a state-based action when a command is put into the battle zone removes a seal, the seal is put into the graveyard.
From the Duel Masters - General Game Rules: Version 1.41 (April 12, 2024)
- 701.23. (封印を)外す
- 701.23a 封印を外すとは、封印をバトルゾーンから別のゾーンへ移動することです。
- 701.23b コマンドがバトルゾーンに出た時の状況起因処理によって封印を外す場合、その封印は墓地に置かれます。
From the Duel Masters - General Game Rules: Version 1.41 (April 12, 2024)
- 701.24. Put a Seal
- 701.24a To put a seal is to put the top card of a deck on top of a card in the battle zone face down.
From the Duel Masters - General Game Rules: Version 1.41 (April 12, 2024)
- 701.24. (封印を)付ける。
- 701.24a 封印をつけるとは、山札の上のカードを裏向きのまま、バトルゾーンにあるカードの上に置くことです。