| Displace | Placing a monster in the Spell & Trap Zone | Partly Both push a monster out of the combat row into the back row without destroying it or sending it to the graveyard, though Azuki’s Alley is made to hold entities waiting to portal back. |
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| Effects disabled | Negating a monster’s effects | Partly Negating a face-up monster’s effects with Effect Veiler or Infinite Impermanence turns off its printed and gained monster effects for the turn while keeping external stat boosts, whereas Killing Mist never ends and leaves all stat changes in place. |
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| Godmode | “Cannot be destroyed by battle or card effects” | Partly Yu-Gi-Oh! monsters that can’t be destroyed can still be banished, returned to the hand or Tributed. Godmode stops every way a card effect could move it off the field. |
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| Cooldown | No summoning sickness | No A Yu-Gi-Oh! monster can attack the turn it’s Summoned, as long as it isn’t the first turn of the Duel. Azuki entities wait a turn unless they have Charge. |
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| Response | Trap cards | Partly Trap cards must be Set first and can’t be activated the turn they’re Set, but then answer many kinds of actions. Responses come from your hand and only answer attacks. |
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| Sacrifice | Tributing | Partly Tributing sends your monster to the Graveyard as a cost, mostly to Tribute Summon, and it isn’t destruction. Azuki sacrifices pay for effects instead, and Godmode cards can’t be sacrificed at all. |
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| Decking out | Decking out | Yes In both games, a player who has to draw with no cards left in their deck loses. |
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| Once per turn | Once per turn (soft and hard) | Partly Azuki [Once/Turn] works like Yu-Gi-Oh!’s soft once per turn: each copy gets its own use. Yu-Gi-Oh!’s hard once per turn (“You can only use this effect of [card name] once per turn”) counts every copy together; the Azuki TCG has nothing like that. |
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