While you have any face-down card(s) in your Spell & Trap Card Zones, this card can attack your opponent directly
However, they will disappear once the final chapter ability resolves
Suffice to say there are good reasons its such a hugely popular phenomenon, and one of them is the tactical depth and excitement of card by card play, with the advantage swinging from one player to the other until someone makes the final, fatal breakthrough

Absolving Lammasu Aerith Gainsborough Ajani's Pridemate Ancestor Dragon Angel of Vitality Archway Angel Aunt May Beza, the Bounding Spring Bishop's Soldier Bounding Felidar Cat Collector Charming Prince City Pigeon Compassionate Healer Crowd of True Believers Curious Farm Animals Dazzling Angel Essence Channeler Exemplar of Light Featherbrained Filcher Felidar Savior Flight-Deck Coordinator Guarded Heir Haliya, Guided by Light Healer's Hawk Herald of Faith Hero in Training Hinterland Sanctifier Holy Cow Inspiring Overseer Kutzil's Flanker Leonardo, Cutting Edge Leonin Vanguard Lifecreed Duo Linden, the Steadfast Queen Lita, Little Orphan Amphibian Lyra Dawnbringer Market Gnome Minwu, White Mage Momo, Playful Pet Rabaroo Troop Regal Caracal Rosa, Resolute White Mage Sarn of the Silken Throne Soaring Sandwing South Pole Voyager Spider-UK Stone Docent Sun-Blessed Healer Twinblade Paladin Twinmaw Stormbrood Vanguard Seraph Wanderbrine Preacher Wax-Wane Witness Werefox Bodyguard Zora, Spider Fancier

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This is one of those rules spots that gets simpler once you stop thinking about the card name and start thinking about zones