During deck combat, the squad leader loses normal magic and inventory access until every card is played or discarded, while retaining melee and previously removed physical items.
Deck activation turns its squad leader into the sole card operator. That crawler cannot cast ordinary spells or open inventory while any card remains available in the deck or hand.
The leader may still fight in melee and use potions, scrolls, wands, or similar items if those objects were physically removed before combat. Other squad members retain their normal builds and must keep the operator alive.
If the leader dies during deck combat, the deck transfers to the next person in the squad's succession order rather than vanishing.
A card-holding leader with spell and inventory icons disabled while teammates form a protective ring.
The lockout converts the squad's strongest card user into a protected tactical objective.