Read this first: new mechanics and custom cards

This fanfic contains not only custom cards, but custom game mechanics as well.

Aura spells and aura traps are the first custom mechanic used in this fanfic. They are spells and traps that activate from the extra deck. To offset this, only one aura spell or trap can be activated per turn, and they tend to have weak effects and/or high activation costs compared to regular spells and traps.

Aura spells:
-Have dark green borders.
-Can be normal spells, equip spells, field spells, etc just like regular spells.
-Can be activated whenever their regular version could be activated (either turn if it's quick play, only your turn if it isn't)
-Almost all of them have activation costs or conditions written on the card. Many of these costs involve sending cards from the hand/field to the graveyard.
-Cannot be set.
-Only one can be activated per turn.
-Count towards the 15 card extra deck limit.
-If one would be returned to your hand or deck it returns to your extra deck like an extra deck monster.
-You may only use ONE copy of each aura spell between your extra deck and side deck.

Aura traps:
-Have dark pink borders.
-Can be normal, continuous or counter traps just like regular traps.
-Can ONLY be activated on your opponent's turn.
-Almost all of them have activation conditions that depend on your opponent in some way (i.e. can only be activated in response to a summon, card activation, etc). Most have costs too.
-Cannot be set.
-Only one can be activated per turn.
-You may only use ONE copy of each aura trap between your extra deck and side deck.
-If one would be returned to your hand or deck it returns to your extra deck like an extra deck monster.
-Count towards the 15 card extra deck limit.