Star Light, Star Bright, Won’t You Let Me Draw Until 6 Cards Tonight?
RD/KP17-JP063 JAM:Pキャッチ! JAM:P Catch!
Normal Trap Card
[REQUIREMENT] When an opponent’s monster declares an attack, shuffle 2 to 4 Psychic monsters in your GY into the Deck.
[EFFECT] Change the attacking monster to face-up Defense Position, also, if there is a Psychic Normal Monster in your GY, you can draw until there are 6 cards in your hand.
3 Comments
7 cards in your turn
Noice
The first Trap Card for the CAN:D Deck and, ironically, it doesn’t force you to have specifically “CAN:D” in your Deck: only Normal Psychic Monsters.
Anyway, you will still have CAN:D in your Deck since your Fusion Monsters and Spell Card depend on it in general.
Good for reshuffling Healer, Drummer, and Aeromancer back into the Deck, stopping an opponent’s attack, and getting to draw seven cards during your next turn. All 3 Psychic themes have vanilla support and need them in the GY for their plays so it’s good to see this card isn’t strictly limited to JAM.