Sunlight fully illuminated the room.
Yūki carefully slipped the anime version of [Exchange of Reality and the Underworld], gleaming with a dark luster, into his specially made Deck Box.
As a proper Stall Burn enthusiast, Yūki understood better than anyone that possessing Exchange of the Spirit alone amounted to loading a nuclear warhead into a gun chamber at best.
To turn it into a world-destroying FTK in an actual duel, he still needed the most crucial component: the firing pin.
Exchange of the Spirit was a Trap Card, after all.
Under the most basic rules of Yu-Gi-Oh!, a Trap Card had to wait one turn after being Set before it could be flipped.
If he obediently Set it in his back row and waited until the next turn, only for his opponent to casually blow it away with Mystical Space Typhoon or hit it with Heavy Storm, he would become the Underworld's biggest joke.
To pull off a kill on the very first turn, he had to break free of the rules.
Cards that allowed Trap Cards to activate the turn they were Set were monsters few and far between throughout the entire history of Yu-Gi-Oh!.
The two most representative examples were [Temple of the Kings] and [Makyura the Destructor].
In the original story, neither card was common merchandise sold in two-hundred-yen packs at a corner shop.
The former was a secret treasure of Ishizu and Rishid's clan, possessors of Millennium Items, while the latter was a devilish toy in Dark Marik's hands. In this world, they definitely qualified as extremely rare cards.
Beyond those two rule-breaking cards, all he needed was a large collection of generic filtering, draw, and heavy graveyard-loading cards such as Card Destruction, Graceful Charity, and Dark World Dealings.
Those draw-engine components were easy to find.