
Break the Seal – #MZTM-EN043
You can activate 1 of these effects;
● Place 1 “Break the Seal” from your Deck or GY, face-up on your field.
● Send 2 face-up “Break the Seal” you control to the GY, including this card; add 1 “Forbidden One” monster from your Deck to your hand.
If this card on the field is destroyed: You can reveal up to 5 “Forbidden One” monsters in your hand; return that many cards your opponent controls to the hand. You can only use each effect of “Break the Seal” once per turn.
Date Reviewed: May 28th, 2025
Rating: 1.43
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Reviews Below:

King of
Lullaby
Hello Pojo Fans,
Break the Seal is something I’m just missing the purpose on.
Continuous Trap that can set another copy of itself from the grave or Deck face-up on your field…sure. For gimmick decks that enjoy Continuous Traps this could be a card that does something for them, but now you are using two turns to get to all three copies. Each effect is a once per turn, but for something as slow as an Exodia Continuous Trap that doesn’t hurt the opponent unless you meet certain criteria, you should be able to get all of these Continuous Trap card copies out on the same turn.
Sending two of these to the grave to search an Exodia piece is slow. Sangan or Witch hitting the grave from the field gets you the same result with less cards and less time, and likely works better with your strategy. What’s your strategy? Well, if it’s Exodia…SPEED IS KEY! I want to get all the pieces into my hand turn one, if not four by the end of my turn because it is a matter of winning and losing when you dedicate your entire strategy to an instant win that requires such investment.
Bouncing cards back to the opponent’s hand when “Break the Seal” is destroyed up to the number of Exodia pieces you’ve got in the hand seems like an okay ability, but you’re sending that card to the grave presumably to activate its search ability for an Exodia piece. Now, if you could do that AND bounce, then we’d be talking about some decent Exodia support despite it being a Continuous Trap.
There’s better cards that are Continuous Traps that are in the Exodia archetype that you can play. There’s better cards/strategies to play when it comes to Exodia. Even when it comes to Continuous Trap cards and using them for gimmicks on the board. Should’ve let the dogs out on this one, should’ve let you gather up all copies on the first turn and activate the pop to search AND only needed to trade one for a search. Continuous Traps are slow and Exodia isn’t meant to be a grind archetype.
Advanced- 1/5 Art- 2.5/5
Until Next Time,
KingofLullaby

Crunch$G
Midweek this week brings us a piece of the GX Exodia support to try and pull off the win condition, Break the Seal.
Break the Seal is a Continuous Trap where the first effect gives you the option to either place another copy of Break the Seal from your Deck or graveyard into the Spell & Trap Zone or send two copies of Break the Seal you control to the graveyard to add a Forbidden One monster from your Deck to your hand. It’s not a fast way to get to your limbs, only searching one and having to wait two turns (first to set it, the next to get the other copy) before you can then search for your missing piece, but it’s the most direct way to search the pieces of Exodia we’ve been given. If this card on the field is destroyed, you can reveal up to 5 Forbidden One monsters in your hand to return that many cards the opponent controls to the hand, which if you have 5, you’ve already won, so it’s most likely 1-4 cards being returned. This also means the opponent will more likely use a Cosmic Cyclone on this card compared to a Harpie’s Feather Duster. HOPT on each effect, otherwise we might have some real consistency here. It’s cute to get a card dedicated to searching Exodia limbs, but we honestly already have better ways to do this compared to relying on a Continuous Trap you need to get to two copies of. With how this works, you can only really use this twice in a Duel anyways with the first two going to the grave and the third being in the Deck to recover only a single copy, but I guess you can also keep putting these back up to get 3 on the field and have somewhat of a loop, but that requires you to be able to stall the game a long time. It’s cute, but there’s better ways to pull off Exodia’s win condition than this.
Advanced Rating: 1.75/5
Art: 3/5 Should someone tell him not to do that?

Mighty
Vee
It’s not a Maze pack without more obligatory hyperspecific anime cards, and this time it’ll be Break the Seal, a Continuous Trap prominently featured in the GX anime. It’ll come with 2 hard once per turn effects; the first will give you a choice between 2 effects, either letting you place another Break the Seal directly to your Spell/Trap Zone face-up from your deck or Graveyard, or sending itself and another Break the Seal from your field to the Graveyard to search a Forbidden One monster. It’s faithful to its function in the anime, arguably to a fault. Since this effect is bafflingly hard once per turn, you’ll have to wait until your next turn to search an Exodia piece (one, singular piece at that). On top of that, you’ll pretty much only be able to fully resolve it twice unless you’re playing a deck that can recycle Continuous Traps. At that point, you might as well be playing generic Normal Monster support if you’re that determined to search Exodia pieces. Break the Seal’s other effect is just a bit of insurance for if your opponent has the audacity to interfere with your plans, triggering if it’s destroyed to let you reveal up to 5 Forbidden One cards (why haven’t you won yet?) in your hand, then return that many of your opponent’s cards back to the hand. This actually isn’t that bad of a removal, but again they made the horrible decision to make it purely reactive, so you’ll only pull it off if you either Set it and hope your opponent blows it up, or if your opponent prefers not to read. ADDITIONALLY, you need Exodia pieces in the first place to even make use of it, so it is moot if you have none. It’s a funny anime reference, but there are much better ways to play Exodia turbo, and even those still stink. Quite possibly one of the worst cards released lately!
+Potentially strong non-targeting multi bounce
-Bounce requires your opponent to walk into it and depends on having Exodia Pieces in hand
-Takes 2 turns minimum to actually search
-Can only be used twice per duel in practice
Advanced: 1.5/5
Art: 3/5 Exodia is coming! In like, 8 turns, I guess.
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