Wild child.
DOOD-JP079 命王の螺旋 Dominus Spiral
Normal Trap Card
You can only activate a card with this card’s name once per turn. If your opponent activated a monster effect in the hand or GY this turn, you can activate this card from your hand.
(1) Target 1 monster your opponent controls; return it to the hand/Extra Deck, then, if you have no Traps in your GY, your opponent can Special Summon 1 monster from their GY. If you activated this card from your hand, you cannot activate LIGHT and DARK monsters’ effects for the rest of this Duel.
![Get Rid Of A Powerful Predator With “Dominus Spiral”! [DOOD]](https://cdn.ygorganization.com/2025/07/WildChild-1024x736.jpg)

31 Comments
Something’s gonna be wild, for sure
The fanart lmao
Why I am always thinking of the gods!?
How wild..?
For a Drawback… It’s truly severe especially you cant rely your generic card like IP Masquerena or SP Little Night, after using this card. But still good for deck that not using light or dark type card
Compulse from hand as follow-up to Imperm and other Dominis Yraos in non-LIGHT/DARK?
Not broken, but surely neat. Sometimes this hits decks harder than you’d think.
The card requires game knowledge and matchup practice, but it will pay you back for it.
I think it good any Deck ,This little problem is much Have Trap in GY but it can play Fist play
Lock Light And Dark It ok.
>Any Deck
>Lock Light And Dark
What the frick is this
This card is busted
This card is extremely solid while having some of the most extreme drawbacks. Not having access to Light/Dark monsters and having your opponent special summon a monster from their GY can both backfire or at least hinder you heavily.
Nonetheless decks like Mermail, Ghoti, Speedroid or Mimighoul will most likely love this card.
These cards are a bit easier to use on the hand and have a less restrictive lock but their effects are weaker as a result.
Something tells me we’re getting other Dominus cards for WIND/EARTH and WATER/FIRE in the future.
The wind earth one is likely to be the weakest of all of them cuz those are underutilized attributes
You say ‘underutilized’, Blackbird, but I’m pretty sure that’s Fuwalos at the barest minimum, and in the OCG it’s also Maxx “C” since that’s at least still semi-Limited over there; one could also make a case for Ghost Mourner (since with Maliss at least, their LP is at least somewhat important to them within their own turn, and even outside LP tomfoolery and time a negate’s a negate), Droll, and Ghost Belle.
Folks might be more inclined overall to fret over losing access to LIGHT/DARK for how common they are, or WATER/FIRE for how they’ve come to see a resurgence recently (to say nothing of how ubiquitous Ash Blossom is), but WIND/EARTH definitely isn’t lacking in impactful things it can turn off.
They are just going to be like that huh? Tease all these monsters in the Dominus traps and keep them in Trap Card Artwork Jail for God knows how long
We still have two more to go before we see where the heck they’re going with this.
Now THIS is a hand trap. You can use it at anytime especially when during the EP in which they may not be able to extend. Sure the drawback may hurt, but for a card that you’re likely trading a huge problem over, it could be worth it.
Why do the monsters on the card look like purified (light attribute?) unchained monster?
I just thought it was the unchained dog
So, Lightrays of the Unchained?
Bouncing an Opponent monster is a powerful effect. With the bonus of resurrecting your monster from the GY. Also like the no Light/Dark clause, cause it means most archetypes can’t use it. (Since Light/Dark monsters dominant the game.)
it resurrects THEIR monster
> return it to the hand/Extra Deck
Are they Brave Max proofing bounce effects now?
If Salamangreats ever get new busted support, they could make good use of this card.
This would be excellent in Traptrix. It might shut you off SP or Number 70: Malevolent Sin, but having a hand trap that synergizes as well as infinite impermanence does would be great.
For a second I thought we were getting a new unchained doggy, but no we got something mid. So we have compulse but opp needs to activate monster effect in hand/GY plus have second trap in GY and we can’t use light or dark….
Ngl, this trap looks pretty fair for being a hand-trap trap card.
I could see this being played in the side deck for fire king because you’d already be maining impulse and imperm and if you match into K9 Vs it has uses going 1st against holy sue or the K9 xyz and going 2nd you could side this in place of handtraps so you don’t turn the K9 effects on and the traps and other going 2nd cards you play can deal with the Vs stuff
Sorry it was meant to be it’s own comment not a reply
I could see this being played in the side deck for fire king because you’d already be maining impulse and imperm and if you match into K9 Vs it has uses going 1st against holy sue or the K9 xyz and going 2nd you could side this in place of handtraps so you don’t turn the K9 effects on and the traps and other going 2nd cards you play can deal with the Vs stuff
ok a hand trap that is spot removal is actually huge but the conditions for activation hold it back also the draw back is huge
ngl for the harsh restriction of locking the 2 most busted types in the game (completely shuts down popular handtraps like bystials, veiler, lancea too) the effect is kinda just eh
instead of making your opponent recycle a monster with no traps it should have no drawbacks, and instead if you have a trap it should do something like preventing the zone the monster was in from being used for the rest of the turn, the other dominus cards do the same, no drawbacks, but they don’t destroy whatever they negate unless you have traps in the GY so it’s a net positive either way