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Out Zone

The border of the grid. Cards here have limited power but strategic positioning value.

What is the Out Zone

The out zone is the one-cell border surrounding the 5×5 main zone. It includes:

  • Column X (the column before A): cells X0 through X6
  • Column Y (the column after E): cells Y0 through Y6
  • Top row: cells A0 through E0
  • Bottom row: cells A6 through E6
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7×7 grid diagram with clear visual differentiation: the 5×5 main zone is bright/amber, the surrounding out zone is darker with a distinct border texture. Cell addresses are printed in each cell. An arrow with label 'ABILITIES ONLY — no conflicts, no flips' points to an out-zone card. An 'X' marker shows a card being removed by Shockwave push off the grid edge.

The out zone — abilities can fire, but conflicts and flips are off-limits.

Placing Cards in the Out Zone

You can play any card (monster or block) from your hand directly into the out zone, either covered or active. All normal placement rules apply (cost, hand play limit per turn).

Cards can also end up in the out zone as a result of abilities like Shockwave.

Out Zone Activation Rules

When a card activates in the out zone:

  • It can use its arrow abilities.
  • It cannot initiate conflicts.
  • It cannot flip opponent cards.

Similarly, cards in the out zone cannot be conflicted or flipped by opponent cards activating in the out zone (but can be targeted by abilities).

Removal from Game

A card already in the out zone that gets pushed further outward by Shockwave is permanently removed from the game. It does not go to the graveyard and cannot be retrieved by Resurrection.

Scoring

Out zone cards never count toward your score, regardless of their facing or type. Only main zone cards count.

Placing a card in the out zone early can be a way to set up future ability use (e.g., a Resurrection card in the out zone can revive graveyard monsters into the main zone from a safe position without risk of being conflicted).