Cards are power. That’s why drawing cards has a profound impact on a Duel. A new Spell Card in Flames of Destruction has one of the most powerful card-drawing abilities ever printed. But that power comes at a tremendous price

Sekka’s Light is a Normal Spell Card that you can only activate if you have no Spell or Trap Cards in your Graveyard. Its effect lets you draw 2 cards. Strengthening its card-drawing capabilities even further, while it’s in your Graveyard, you can banish it from the Duel to reveal a monster from your hand, shuffle it into your Deck, and then draw 1 card.

By itself, Sekka’s Light will let you dig 3 cards deeper into your Deck. Its power is extraordinary. It draws 2 cards like the Forbidden Pot of Greed, and then has a Graveyard effect that lets you swap a card in your hand for a new one from your Deck. You might be thinking that there must be some other drawback. If you’re thinking that, you’re right.

After you use Sekka’s Light to draw 2 cards, you cannot activate Spell/Trap Cards or effects for the rest of the Duel, except for Sekka’s Light. Due to that drawback, only the most skilled Duelists will be able to use Sekka’s Light effectively, and only in the most specialized Decks. Decks that don’t use Spell & Trap Cards – like Superheavy Samurais – can use Sekka’s Light most effectively. Many Superheavy Samurai cards have effects that only work if there are no Spell or Trap Cards in your Graveyard. Since Sekka’s Light has the same activation requirement and can be banished from your Graveyard at-will, it fits in perfectly with the Superheavy Samurai theme.

Some Duelists may use Sekka’s Light strictly for the effect it has in the Graveyard. A Lightsworn Duelist, for example, may use Sekka’s Light in a Deck packed with Spell Cards with the intention of never activating it. If it’s sent to the Graveyard by the effect of a Lightsworn monster, or it it’s discarded to pay the cost for a card like Lumina, Lightsworn Summoner, you can then banish it from your Graveyard to trade a monster from your hand (like Wulf, Lightsworn Beast) for a new draw.

Sekka’s Light also works well in combination with the monster featured on its art: Denko Sekka. While you control no Set Spell or Trap Cards, Denko Sekka stops both players from Setting any Spell or Trap Cards and stops players from activating Spell or Trap Cards that are Set on the field. Denko Sekka’s effect can have a crippling impact on an opponent. Normally, Denko Sekka’s effect has the drawback of preventing the Duelist using it from Setting Spell and Trap Cards too; but in a Deck packed with monsters and Sekka’s Light instead of Traps and other Spell Cards, Denko Sekka’s effect becomes purely one-sided.

Sekka’s Light is a powerful Spell Card that can be useful in the right Deck. You can find it from Flames of Destruction, in stores now!