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Hyperspatial Energy Hole (dmex08-167) — Duelmasters

Hyperspatial Energy Hole
Card Id
dmex08-167
Type
Spell
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Hyperspatial Energy Hole
Race
-
Effects

■ Draw a card .

■ Put a water psychic creature that costs 7 or less or any number of psychic creatures that have total cost 5 or less from your hyperspatial zone . (At the start of the game , psychic creatures aren't put into your deck and are put into your hyperspatial zone , and if a psychic creature is put into a zone other than the battle zone , they are returned there.)