Destroy all Spell and Trap Cards your opponent controls
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Miscellaneous rulings and exceptions
Were better if the team has haste, like with Urabrask the Hidden, so we can get attacking (and tapping) a turn early
All the "Darklord" Spell/Traps serve specific purposes, each of them having no more their one effect on activation: The shared Quick Effect of the "Darklord" monsters allows a single copy of any "Darklord" Spell/Trap to be potentially "used" twice (even on the same turn, despite their only once per turn limitation per card) or during the opponent's turn whilst recycling them into the Deck for follow-up
In original sets, you could get these cards as holos or non-holos, but now, with the upcoming re-release of the format, you can get them as normal, holo, or ex-rarities instead