4.35 - Damage Step Something to note is that the Damage Step has very specific restrictions on which cards you can use: Flip effects and other card effects that specifically state Damage Step or any of the sub-steps like Damage Calculation Quick effects that negate the activation of a card or effect (Note that there are ruling discrepancies and outside of Asia, the quick effect not only has to negate the activation of a card or effect, but must also specifically state that it is activated in response to the card or effect it will negate, so Horus Lv8 will always activate regardless of the ruling however, Abyss Dweller , will not activate if you're playing outside of Asia) Cards with effects that activate when their battle position is changed or when they are moved from one zone to another zone (for example Monster Zone to Graveyard) mandatory effects that have to activate when triggered, even if they don't mention the damage step Counter Trap Cards (Any trap card with this symbol ) Cards that modify the ATK/DEF of a specific target Now that we have a good understanding of what we can and can't do, let's proceed into the Damage Step

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Primarily, it amplifies the collector's journey, creating fresh "chase" cards that can reinvigorate interest and provide new goals
When constructing a Deck, Monster, Spell and Trap Cards are placed in the Main Deck
Traps are meant to be used during the opponent's turn to disrupt their plays
The back face, on the other hand, is a combo killer